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AD&D 2E Collective Homebrew (release version 4.

1 - June 4, 2016)

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To the spirits
of creativity
and collaboration.

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AD&D 2E COLLECTIVE HOMEBREW


These materials are the product of collective input from members of the Facebook Group:
https://www.facebook.com/groups/1508477139383330/
Facebook Group created by Anthony Costa.

Group membership (referred to as "The Collective") changed over the course of each version release.
Membership at the time of the current version is as follows:
Adam Pender Jason Dandy Mike Blanchard
Anthony Costa Jaycob Dale Dowling Mike Kwiatkowski
Ausie Bart Jeff Spears Mitch McPhetridge
Brian Casani Jeremy Bussey Paul Dennis
Carl Towns Jerry Horne Quack D Teel
Chris Ayotte Jesus M. Chucho Candelario Radamanthys d'Zan
Corey Grove John R. L. McNabb Rich Overstreet
Daniel Fisher Jon Gerfen Scott Morgan
Dave Grose Justin Rod Sean Andrukaitis
Dave Mitchell Kevin Williams Sean Koehler
David Stankowski L Logan Lyon Shaun Robert London
Derek Gott Mark Zorn Tim Brian
DM Misha Matthew Archibald Todd Leinweber
Dorn Waraxe Michael Joseph Johns Wesley Taylor
Jack Allred Michael Kirk Tyce Bjorn

Individual contributors are noted with each entry.


This document was compiled from collaborative input by Radamanthys d'Zan.

Note Regarding Artwork


With the exception of maps and a number of other original artistic graphic creations, artwork was drawn from or adapted
from material available in the public domain.

For Personal Use Only.


Not for Sale or Copyright. Not for commerical use.
This work is licensed under the Creative Commons
Attribution-NonCommercial-ShareAlike 4.0 International License.
based on work developed and originally posted at https://www.facebook.com/groups/1508477139383330/.
You are free to share (copy and redistribute the material in any medium or format) and adapt (remix, transform, and
build upon the material) this work under the following terms: (1) Attribution — You must give appropriate credit,
provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in
any way that suggests the licensor endorses you or your use. (2) NonCommercial — You may not use the material for
commercial purposes. (3) ShareAlike — If you transform or build upon the material, you must distribute your
contributions under the same license as the original. (4) No additional restrictions — You may not apply legal terms or
technological measures that legally restrict others from doing anything the license permits. To view a copy of this
license, visit http://creativecommons.org/licenses/by-nc/4.0/.

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CONTENTS PAGE
FOREWORD 7

1 Atlas of the Realms 10

I. GEOGRAPHY 2 The Seas of Dawn 170

The Derondfell: Realms


3 Below
183

4 The Calendar 201

II. THE COSMOS 5 The Seven Moons 207

6 Planes of Dawn 220

7 Gods of Dawn 229

III. DENIZENS
8 Monsters and Races 256
OF DAWN
9 Rogues of Dawn 314

10 Priesthoods 391

IV. ORDERS OF
11 Secular Guilds and Orders 420
THE REALM
12 Classes and Kits 427

13 Artifacts and Magic 450


V. MAGIC
14 Spells 461

APPENDIX A Adventures in Dawn 473

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Version History
VERSION RELEASE DATE COMMENTS / REVISIONS
v1.0 July 11, 2014 Initial release.
v1.1 July 13, 2014 Region 11 updated to Eirmoor.
v1.2 July 13, 2014 (2) Region 13 updated to Illium with summary description.
v1.3 July 16, 2014 Region 2 updated to Ezerron with summary description.
v1.3 July 25, 2014 Initial complete release with all 7 moons.
v1.3 July 26, 2014 Slight modifications to attributions. Clarification of spheres of influence.

v2.0 August 12, 2014 Compilation of Core Materials.


v2.1 August 14, 2014 Change "Core Materials" titles to "Game Setting." Notes and
acknowledgments.

v3.0 November 28, 2014 Major updates, new contributors, revised structure of Chapters,
Appendices, and new content throughout.
v3.1 December 18, 2014 New content, corrections, and cleanup.
v3.2 January 30, 2015 New content, corrections, and cleanup.
v3.3 February 8, 2015 New content, corrections, and cleanup.

v4.0 March 27, 2016 New content compiled from v3.3 Supplements.
v4.1 June 4, 2016 New and expanded content from v4.0.

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FOREWORD
A WORLD RISING FROM DARKNESS
Foreword by Radamanthys d'Zan and Anthony Costa

H
Races of countless forms and alignments have risen
throughout the continents to carve out new realms in
erein is chronicled the Realms of Dawn, known the blossoming world. The 4 elemental gods (called
variously by its inhabitants as Dageraad, Ariditheen, the "Sleeping Gods" - Gronh, Halea, Shahar, and Alzan)
and Thrae. It is a world rising anew in an era dubbed have awakened, and a pantheon of new "upstart" gods
the new Age of Dawn following millenia of darkness have arisen to vie for worship and rule the keys to
when the world was cast to ruin by a mysterious divinity. This age is reckoned to have begun within the
cataclysm known as The Sundering. A rough timeline - last few centuries... up to the present day.
still hotly debated by scholars of the realm - is
summarized below. The exact timescales are unknown
(and open to interpration by individual DMs), but there
is agreement at least that the broad history of the
realm can be considered in 3 main epochs:
(1) The Time of the Ancients -- Such is called the long
forgotten era of the world before the time of ruin,
when the knowledge and power of men grew beyond
wondrous limits. But what power did they tempt to
bring about the ruin of the world? This age of Ancients
is reckoned to have begun at a VERY distant time
(perhaps 10,000 years ago or more) and ended In the time of The Sundering, the world was lost to
somewhere around 5000 years ago (numbers open to darkness. The sky was bereft of starlight, and the lands
interpretation). And who were the Ancients - men as were barren.
we know them today, or another race entirely? Whom
did they worship? What wondrous magic did they
command? And what laid them to waste? There is
none alive today who can say for sure, and the relics of
the Ancients give only a clue of the greatness that led
to ruin.
(2) The Sundering -- These are the black millenia when
all the world lay in darkness and ruin. The gods slept,
and there was naught in the world but the starless
night and blind wretches wandering the ruins, their
souls lost to the void and denied paradise. Noone
knows what caused The Sundering (and it is up to
individual DMs what echoes of the cataclysm to use as
story devices in their campaigns.) The Age of The
Sundering is reckoned to have lasted nearly 5000 years
(again an approximation open to interpretation).
(3) The new Age of Dawn -- In this most recent era
An elven palace in Holinth-Tel, ascending from the
emerged the spark of life, magic, knowledge, hope,
ruins of a forgotten age.
and light, and the world arose gloriously from ruin.

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A sage of Waypoint told it thusly to the halfling thief Sundering. It's guessed that it literally broke the world
Crolox and his companion: apart, and perhaps our world was once one landmass.
Following the Sundering, whatever it was, came an Era
"Oh, how things have changed. The way things were
of Darkness - Ash dripped from the sky and almost
before the Sundering is called the Old World, or the Old
everything was dead that did not flee far underground
Times. Peoples bickered and fought over things, wars
or elsewhere. This lasted for close to four thousand
raged, great miracles of sciences may even have been
years, it did, and the Sleeping Gods were silent.
achieved (They were), and the people behind those
supposed-miracles are called The Ancients. Culture and Several hundred years ago, people started to emerge.
society were at an almost perfect balance. Some Life was kindled anew and races again walked the
people even say relics of the past exist in the world still. earth. Kingdoms became established and new gods
At some point, five-thousand years ago or so, arose, the Gods of Dawn we call 'em. New, upstart
something changed. gods that come down and gather followers. And so...
The Age of Dawn began. And, well, that's now, Ha!" ~A
The Old Gods may have gone to war, a great and
Sagely fellow, speaking to a wandering priest and a
powerful beast may have been unleashed, perhaps the
very short man named Crolox.
Sleeping Gods (forces of nature, far above our normal,
petty "gods," beings of immeasurable power and
omnipotence) grew tired of the way things were and
willed change, who knows... But we call that the

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I.
GEOGRAPHY

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Chapter 1:
ATLAS OF THE REALMS
An open world setting for AD&D
Created by members of the Facebook Group
AD&D 2E COLLECTIVE HOMEBREW
https://www.facebook.com/groups/1508477139383330/
Individual contributors are noted with each entry.

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INTRODUCTION and OVERVIEW


To the elves of Lisadar and Feywood, it is Ariditheen,
The World and to those of Harviktood it is Amanhecer.
The realms described herein are known collectively as
the World of Dawn, its peoples as the Children of The men of Illium, Vecan, Apihi, Draethan-Gol, and
Dawn, and their epoch as the Age of Dawn. But the Ada-Mock call it Thrae, while the dwarf-men of Zolvoi
known realms are likely but a single corner of the name the world Agarmak.
larger world, and what lies west of the Ethereal Ocean In Solanthis, they call the world Devenir - a name that
- or east of the Ocean of Dawn - none can say. As Jahar is also common among seafaring folk throughout the
the Sphinx God-King of Xirhalla is fond of saying, "We Maritime of Treachery and Sea of Kroox eastward to
know the land between the horizons, the oceans Thrakka.
beyond, the Netherdark below, and the Seven Moons
above - but we know nothing." In the southern isle of Quel'a they call the world Aha
by day and Aver Inizio by night. And in the underdark
The name by which various peoples call the World of the Derondfall, the world is called Eldyeron - a
varies widely: name shared by the mongrel folk of Eirmoor.
To the dwarves of the Anvils, it is called Dageraad, and
to those of Caer Madron it is Dammerung.

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The Continents Overland Trade Routes


The known realms are situated primarily on three main Within the few short centuries since the new Age of
land masses: Dawn, the fledlgling realms of the world reached out in
(1) The Northwest Mainland. Stretching from the Anvil both trade and warfare, and major overland trade
Mountains to the tip of Albanon and all around the routes were formed.
great Inland Sea, this land is known by various
In Quel'a, there are two main roads - that of the north
names, including En'Tara.
in La'Quel, which branches in fragments into the
(2) The Southern Isle. Including the realms of Ezerron,
eastern jungles, and that of the south in Zuel'N'Vidi,
La-Quel, Zuel’N’Vidi, and the Maiden Isles, the
which winds along the wild coast. Only a few passages
southernmost isle is variously known as Quel'a.
cross the mountains in between.
(3) The Eastern Isle. Including the northern kingdom of
Ada-Mock and the southern wilds of Hel'zon and In Zon, only the kingdom of Ada-Mock can boast a
Thrakka, the eastern continent is known by many network of passable roads, and they wind through the
names, often dubbed Zon by sailors of the west. hills across the northern half of the eastern isle. South
The realms arisen in these lands are detailed in of the Wall of Ada-Mock, however, the wilds are
Chapter 2 - Atlas of the Realms. traversed by paths that are nigh impassable by wagon,
and overland travel is by foot and horseback.

In En'tari, there are 10 major overland trade routes, (1) The Illium Road - a bustling passage linking the
illustrated at right and listed as follows: great city of Marksburg on the Inland Sea with the
kingdoms of the west. (See, for example, the chapter -
Atlas of the Realms, The Gambul.)
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(2) The Mael'og Passage - a dangerous path skirting items that can be tied to the ancient city. Last Light is
the High Plateau on the south and the Mael'og Marsh ruled by a trade cartel that controls the city guards and
on the north, this important passage to the rich keeps the surrounding area clear and safe. The city
dwarven kingdom of Caer Madron on the western sea guards demand tribute from those that can't show
is rife with banditry. papers/safe passage from the cartel. The cartel is
interested in taking control of Bertha's Rest but they
(3) The North Shore Road - also called the Zolvoi Road,
haven't found a way to compete with the golems.
the northern passage is an important trade route
linking east and west. Although the passage is rough, it (6) The Elven Path - also called the Waypoint Road,
has become a preferable route since the rise of the this road links the free city of Waypoint on the Inland
Khal'har Empire (which bars humans from its lands) Sea with the wild elves of Feywood, the high elves of
and the tyranny of Thrall the Blue Dragon that guards Lisadar, and the southern realms toward Albanon.
the strait of the Inland Sea.
(7) The Solanthi Road - a dangerous crossing, this road
(4) The Khal'har Crossing - the desert road that once crosses the jungles of Solanthis, linkig the dwarven
was the major passage linking east and west, since the realms of Meridia with the rich elven city of Solant on
rise of the Khal'har Empire, it has diminished, due the shores of the great lake of Draakmoor.
largely to the prohibition of humans on Khal'hari soil
(8) The Sardanos Way - a haphazard trail worn
without strict supervision and tarriff. Among the wild
through the frontier. Originally this land was
folk of Khal'har, it is a sacred road, passing numerous
impossible to cross due to orcs , but the current
ancient shrines and sacred sites in the desert expanse.
situation finds the Orcs and Humans in alliance against
(See the chapter - Atlas of the Realms, Khal'har.)
darker forces. The Orcs have also found that it is much
(5) The Great Draethan Way - an ancient route easier to trade for goods than to risk their lives raiding
covered in a strange substance simular to stone. While for them , so they are willing to participate in the
not as elegant as elven work it doesn't carry the marks experiment. Farther north , you come upon the lands
of Dwarven wrought stone work. Its cracked in places of the Nandi Elves. They live in a somewhat savage ,
but over all still provide a quick way across. Most rivers tribal state and worship the very force of nature itself.
it crosses with a combination of the same strange Passage can be somewhat dangerous here as the
substance and metal braces. About halfway across this Nandi are known to be headhunters and very
route the sun will glint off ancient buildings in the territorial. However they have a loose agreement with
distance to the north. Legends claim those who spend the people of Sardanos to allow trade caravans
a night within sight off these ruins finds themselves through the area. They are sometimes willing to trade
trapped within the ruins once the sun rises. Since none in small groups for metal weapons , such as
has made it back alive or sane from an expedition here spearheads , arrowheads and an occasional sword.
everyone gives it a wide berth. The towns of Last Light
(9) The Albanon Road - an important crossroad for
and Bertha's Rest are the bookends which flank the
overland trade in the hills of Albanon, the road rises
stretch of road within sight of this city. The towns of
from the seaside marsh in the west through hills ruled
Last Light and Bertha's Rest are roughly a days travel
by giant folk. (See the chapter - Atlas of the Realms,
apart with a wagon and 2 of the handful of
Albanon).
towns/cities within Apihi lands. Bertha's Rest was built
around an ancient graveyard with a large mausoleum (10) The Waystock Pass - linking Sardanos in the north
with Bertha carved into the stone above the door. with the rich cities of Waterborne and Waystock in
There is an strange enchantment that covers an area Albanon, this is a preferred means of passage in the
around the graveyard that causes one to feel content season of storms, when only great ships can brave the
and safe. Even in the worse weather the wind is calm rounding of the Albanon Horn.
and the rain a light warm drizzle. The mayor of Berth's
rest is an ancient wizard that only makes an Languages of the Realm
appearance in the most dire circumstances. He keeps There are several major language groups as illustrated
this town under control using stone golems that have a below, and countless regional dialects, racial tongues,
strange sentience. He does demand tribute from those and anomalous variations in speech. The major human
passing usually and his golems will usually accept language groups are:
tribute in the form of old books/tomes or magical
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(1) En'tari is the language of the northerners, with
numerous variations across the northern Mainland of
En'tara and the Great Isle of Zon;
(2) Solanthi is the language of the southern folk in the
Mainland of En'tara (primarily Solanthis and Albanaon)
as well as the primary language of merchants and
sailors. It consists of two main forms - high Solanthi
(spoken by the wealthy, educated, clergy, royals, and
even some elvenfolk) and low or common Solanthi
(spoken by merchants, sailors, workers, and
commoners); and
(3) Quel'a, the primary language group in the Southern
Isle of by the same name, a wildly complex tongue
with an accent that is unmistakeable (and difficult to
shed). The Common tongue can be invoked in all
realms predominantly inhabited by humankind at the
discretion of the DM.
Some of the specific languages within the three main
(human) language groups are also illustrated in the
figure.
The Netherdark has a Common tongue of its own
called Deep Speak. There are also languages of the
Gah'Dreen and Sklerok and the Magmandvari speak a
primitive form of Dwarven.

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ATLAS of the REALMS

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The Lord is evilly aligned? Because he doesn't look to
Ada-Mock the south. He looks to the west.
Land of Kings and Demons Ada-Mock and Draethan-Gol are at war. The Brendot
(original concept by Adam Pender) family waits for a winner in that war to be declared.
The war has been long and grueling. The body piles
add up on both sides. When a winner is declared it will
be a very weakened winner. The Brendot family trades
with both sides wood wheat corn whale meat and
blubber fish and other foods as well as water. The
burgeoning iron business helps as well along with a
very profitable water business. To deal with the south
bands of adventurers are hired to constantly clean out
the area
The common folk know none of this though. They hear
tales though. The taverns are full of talk. They also
wonder why the ruling family is never at the big
religious festivals. But Montaq protects them and they
are grateful for that.
Ada-mock is a civilized area populated mostly by
fisherman and timber work. Mining has come on in the
central mountains of the area due to the war just
across the Strait of Lardon.
For the most part this was a quiet region since the
sundering. The people went about their daily lives in
peace worshipping Gronh god of the earth and Shahar
goddess of the sea, but as the monsters, humanoids,
and undead proliferated in regions 5 and 6 their
peaceful existence began to change. Those from the
south began flooding into the north. Tired of the
slaughter his people were going through, The Lord at
the time Lord Montag, ordered a 150 foot wall built
across the entire neck. It is anchored by two towers There are 2 main cities inland Deuvaln and Mylsater.
manned by two powerful mages that no one has seen There are 3 coastal cities Hencarta Likansater and
yet. The people tell stories if demons dwelling within Frontiman. Small towns and villages also dot the coast
them. The truth is the western tower known as but are fewer inland.
Lol'midon is manned by a Drow Mage known as
Matrizzt and the eastern tower is manned by the Lich The Great Wall of Ada-Mock, separating the northern
Centaquan. This strange alliance is held together by kingdom from the lands of Thrakka and Hel'zon.
the fact that the Brendot family that Lord Montaq is See Also: The Wall of Ada-Mock.
from are really worshippers of a greater demon known See Also: The Portal of Ada-Mock.
as Gorzandi'qun. Strange why would the ruling lord
protect his minions from those from the south when

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Akna
The Great Northern Wastes
(original concept by Radamanthys d'Zan, Jeff Spears,
and Mitch McPhetridge)
There are 6 main regions in Akna, as follows:
Akna Har - a land of primitive tribesmen, whose
warriors are famed as rangers and hunters of
gargantuan beasts.
The Anvil Pass - a dangerous passage from the heart of
the Anvil Mountains into Akna Har.
Geimreadh - land of the Snow Elves and other faerie-
folk of the north.
Gholgun - a land ruled by the Galeb Duhr and ice
elementals.
Staargen Dahl - a land of sturdy fishermen, trappers, Warriors of Akna engage in a sacred hunt.
and traders believed to be related to the Zolvoi.
Theodon Crux - a mysterious enclave of Ancients who
hibernated in ice through millennia of the Sundering.
An account retold by a sailor of Caer Madron is
recorded thusly in the accounts of the dwarves:
Our people are strong we are like the north wind,
though we face many trials. We are the people, the
land is us we are the land. Our land is ours it the land
of broken ice the land of the people it is the trackless
waste by some but to us it is A land of plenty a land of Galleons of Caer Madron brave the Ethereal Sea and a
substance.This land of waste to you is our land. The gauntlet of ice.
land of the people. The Trackless Waste to your See Also: Akna Har, The Anvil Pass, Geimreadh,
people... To us it is Akna our mother. Gholgun, Staargen Dahl, and Theodon Crux.

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by weather and distance. Their myths are largely their
Akna Har own. They are almost completely isolated from the
Land of Sacred Ice rest of the world, and the realm that they inhabit on
(original concept by Mitch McPhetridge, the north shore of Entara is completely inhospitable to
Radamanthys d'Zan, and Jeff Spears) anyone not raised among the tribes that call this harsh
wilderness home. The realm of the Akna Hari is known
Among the six main regions of the far northern wastes through rare accounts of the Staargen Daahli, the
called Akna is the frozen land of tundra and taiga occasional Anvil dwarf lost in the Anvil Pass on
known as Akna Har (or sometimes simply as Akna). pilgrimmage to the Vault of the Sky King, and Caer
PEOPLE OF THE FROZEN EARTH Madron sailors whose ships are so sturdy as to
withstand the northern gales.
The inhabitants of Akna Har are mostly tribal and have
little idea of the world around them. They are isolated

Relations to Other Realms and avoided. Children are raised with tales of the snow
elves gaining their long lives by stealing children who
The relationship of the Akna Hari to their neighbors is
stray in the woods, drinking their blood, and chewing
as frigid as their sacred tundra. In the past, they won a
their bones (which is the source of the elves' stark
hard-fought war against the Staargen Dahl to repel the
white complexion). Geography favors isolation of the
men of that realm from their sacred hunting grounds.
two, as their lands are divided by a huge, treacherous
Today, the Daahli dare not encroach upon the far
ice shelf in the north and a deep, nigh impassable
frozen north - except the raiders of the Knife's Edge,
canyon in the south.
who pillage the coastal villages in summer.
The remaining point of contact with other realms is
The Akna Hari revere the Snow Elves dwelling in the
the northernmost point of the Anvil Pass. The few who
east as spirits of the winter woods - spirits to be feared
travel the length of the Pass are either dwarvish
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pilgrims lost en route to the Vault of the Sky King or north can offer, but they reap enormous harvest from
treasure hunters willing to brave such a long trek. the sea in the form of herring, salmon, and halibut.
Neither is welcome in the sacred land of the north, and They are also skillful orca and narwhal hunters.
the Akna Hari maintain an outpost of warrior sentries
Qamut. The people of Qamut live on a large fjord
to guard the pass from anyone traveling north. Service
facing west across the Ethereal Sea. The waters are
as a sentinel is one of many forms of rites of passage
teeming with fish and fowl, and the hunters of the
among their people.
Qamut are renowned for their immense size - perhaps
Tribes, Livelihoods, and Rites of Passage grown to such height and girth from being so well fed.
They worship the great grizzly and cave bears that
The many tribes of Akna Har fall roughly in two
dwell in the mountains all around the fjord, and they
categories - those who draw their livelihood from the
are capable warriors against the Staargen Daahl.
sea, and those who do so from the interior mainland.
There are dozens of tribes in total, some on friendly Pakak. The folk of Pakak are accomplished whalers
terms, others mortal enemies locked in unending war. who live almost entirely on a diet of seal and narwhal.
They worship the great white bears that dwell on the
The Seafarers
ice flows.
The Akna Hari who dwell along the northern shore and
Taktuk. Greatest of the seafaring tribes is the Taktuk,
islands are capable seafarers, braving the frigid waters
renowned for their "sea hunters" who journey far into
in sturdy boats crafted of wood, bone, and leather.
the northern sea in quest for leviathans of the deep.
They subsist on fish, seals, birds, narwhal, beluga, and
Their sturdy boats are quick and unsinkable, and they
orca - but they are most notable for their "sea hunter"
are equally famous for their unbreakable harpoons
rite of passage. Every boy who would be a man among
that are said capable of piercing the hyde of any
the Akna Hari must undertake a voyage of the "sea
creature.
hunter" - journeying far into the northern sea in search
of the great leviathans dwelling in the cold deep. There Piqqaluyungmik. The folk of this easternmost
dwell unthinkable gargantuans - giant sea-dwelling settlement are called the "people of the icebergs," as
beasts that few men see and live to tell. they do most of their hunting on the great ice shelf to
their east. Their sleds and kayaks navigate the broken
Aariak. Walrus hunting sea-farers, the people of this
ice in search of seals, and some of the more curious
large northerly isle are known for their longboats
journey farther east to get a glimpse of the white-
crafted of walrus bones and thick leather. They tattoo
skinned elves. They worship the white fox that is
their skin heavily with a strange black, flammable tar
equally at home on the ice shelf.
that leeches from the mountainside at the center of
the island.
Chikuk. The Chikuk are holy people drawing divine
powers from the northern lights. Many seafaring folk
across Akna Har make pilgrimage to their island to
receive blessings each year. They are powerful
shamans, and believe their human form to be a middle
step between that of the seal and the narwhal - the 3
lives through which they must transcend to become
one with the stars.

The Akna Hari craft sturdy longboats, knarrs, and skiffs


that can withstand the fearsome north sea.
Kayuktuk. The people of this north island lead a hard-
earned existence amid the roughest seas that the

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The Akna Hari craft sturdy longboats, knarrs, and skiffs that can withstand the fearsome north sea.

The seafarers of Akna Har undergo harrowing rites of passage hunting horrible leviathans of the icy deep.
The Mainland Hunters (See the Table of Encounters in The Anvil Pass, below.)
as well as service as sentry upon the Anvil Pass.
The Akna Hari of the mainland are mighty hunters who
hold the northern lands sacred and abide no intrusion. Anya. The folk of Anya dwell in a great valley that runs
They are renowned for hunting of mammoth and from the deep interior hunting grounds nearly to the
mastodon, but their mainstay is caribou. Some of their sea. The Akna Hari who dwell there descend to the
people are said to live alongside wolves and command valley floor in the winter to hunt small game and to
them as companions or pets. Their enemy is the cave the higher elevations in summer to hunt caribou,
bear - a revered angry spirit said to be the running the full length of the valley each year.
reincarnation of one who was wronged in life and
Unnuk. The people of Unnuk dwell in a hidden valley
restless without vengeance. Their rites of passage
in the shadow of a volcano. Their realm is unique in all
involve hunting trolls, yeti, or other fearsome beasts
of Akna Har, for the volcano gives heat to the small
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valley in the form of steaming pools and geysers. Even
in winter, the valley of Unnuk is temperate. Their
women are said to be beautiful beyond compare.

Nuvuk Nasak. The Nuvuk Nasak are people akin to


wolves. They follow the wolves in most every aspect of
their culture, hunting in packs and communicating in a
language that is more akin to dogs' than to man's.
They are warlike opportunists, untrusted by the other
Akna Hari. They revere the Fenrine as demigods.
Tikaani. Tikaani is a settlement just north of the
northernmost stretch of the Anvil Pass. As such, they
are gate-keepers of the realm, and every man among
their people is both hunter and warrior, ready to
defend the sacred north against any incursion. They
revere the Sky King storm giant named Koom, and they
are his favored people (alongside the dwarves), for he
too considers Akna to be a holy place free from
trespassers. The folk of Tikaani keep watch as sentries
over the pass, and they are more diverse people than
other tribes, since most every tribe of Akna also
dispatches young men in service to the sentries as rites
of passage. As such, the people of Tikaani are
comparably "worldly" and knowledgeable in many
aspects of the great northern wastes - its many
peoples, great beasts, and deep mysteries.
See Also: The Anvil Pass, Geimreadh, Gholgun,
Staargen Dahl, and Theodon Crux.

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marshes. The marshes are in a state of turmoil
Albanon because of constant conflicts between the Moorigan
Crossroads of the Seas Elves to the north and the Lizard Men of S'Thalth Ghol
(original concept by Jeffrey Moore) in the southern marsh. Located more centralized are
steel and bronze producing states of Pendleton and
Parigon. These two, which are the closest to each
other, could easily become the wealthiest countries in
the world with a good seaport. Each of the cities is
disease ridden, polluted, and overly populated for
their size. The streets are gang ridden and the law of
the land is might makes right. The cities are divided
into districts and the government is run by organized
crime lords. There is a law that is well known by all
nations. If you can make it to the Twins, your crimes
are forgotten and your sins forgiven. As one can
imagine, these towns are full of the worst cutthroats
Most of Albanon remains unpopulated by humanoids. and murderers that humanity can offer.
The equatorial heat makes the air in the higher regions To the east, within a tropical lagoon surrounded by
a chore to breathe. This region has few populated high cliffs on three sides, is the cliff city of Waterborne.
areas. Most are human and are isolated from each This place is a safe port to restock and sell any stolen
other. With the Giant population in the mountains, goods that a captain own. Many of those goods will
peace between nations is a mutual neccessity. The find their way to the twin cities and then out into the
states will organize to defend against an invading army rest of the world. Waterborne is the port for captains
or against incursions by giants, but even then, the best who wait out the winter as the slave trade supplies
resistance is to simply wait for the land to wear the plenty of beautiful captives from foreign lands.
invaders out. Waystock, to the far south, is the last resupply port
Trade exists from region to region but travelling is that many seafaring captains will use on their route
difficult with no militia patrolling the land between from the lands east to the far western lands. The wood
countries. To the west, on an outstretched peninsula, that grows in the mountains above this port is plentiful
is the city of Brine, a melting pot of races. This area has and strong, making ship repairs ideal. Clean water runs
the largest population and a bustling shipping port. down from above and citrus grow everywhere. It’s the
Within this city one will find the Brighthouse Asylum perfect stop to resupply. Most lands keep at least one
and the Glass Geyser. ship here to preform escort duty for ships from their
own lands or to return home with bulk, inexpensive
To the east of the city of Brine, divided by a path of rarities. The mountains are full of giant-kind and
firm ground about three acres wide are twin salt undead infest the Underworld.

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There is also another name which floats among the
Allanoa Little people. “Little Man’s Big Toe” refers to the shape
The West Point / Land of the Hornfoots of the protrusion into the ocean.
(original concept by Carl Towns) There are two main cities in this region, which are
The rugged peninsula in the northwest of Entara is ports to the vast Ethereal Ocean. There are also two
called Allanoa, home to the Littlefoot Halflings, also main villages as well as smaller civilized areas found
known as Hornfooted Halfling because of the type of across the land. These settlements will often consist of
horn-shaped shoe many of them wear. one of two families who are bound by marriage or
other bond.
The Littlefoot halflings live in a section just west of the
Anvils in a fertile forested foothill area. This area is The Littlefoot Halflings in this region are hardier than
often called West Point by non-halflings, but to those typical halflings. (Constitution +1) And there are two
who live here, they affectionately call it by the name sub-races of halfling here. The Teranish and Brinebairn
given of the gods. Allanoa is its name in the halfling Littlefoot.
tongue. This word is said to invoke the name of some (See also Chapter 8 - Monsters and Races / Brinebairn
ancient sleeping god of agriculture and merriment. Littlefoot and Teranish Littlefoot.)

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of the Anvils have spilled savage races of orcs, goblins,
and bugbears - their numbers untold.
The Anvil Mountains HISTORY:
High Realm of the Dwarvish Hearths The Twelve Clans and the Jotun Wars
(original concept by Radamanthys d'Zan) As the dwarves arose from The Sundering in the
earliest days of the new Age of Dawn, they thought
themselves rulers of the world. Their halls beneath the
Anvil Mountains were steeped in gold, iron, and gems,
and their dominion extended the full breadth of the
Anvils. Two centuries ago, however, their preeminence
was wholly usurped by the simultaneous arrival of the
Jotuns -- giantfolk of every variety descending into the
dwarven halls from the mountaintops -- and the
Duergar, evil dwarf-kin ascending from the Underdark
to wreak havoc and woe upon the dwarf kings. A
century of bloody war ensued, and the dwarves paid
dearly to hold what they might of the remnants of
their kingdom. The Jotun Wars fell upon the dwarvish
realm like an avalanche, and after a hundred years, the
dwarf clans were split -- Nine Clans relegated to the
THE DWARVISH MOTHERLAND West, Three Clans cast into the East, and Seven Clans
lost to the Underdark, never heard from again. And
During the dark millennia after The Sundering, a score the final insult of the Jotun Wars was dealt in the
of dwarven clans arose in the northern mountains, deception and fall of The High Forge. There, the
born from a dream of the sleeping god Gronh. Delving princess ruling in the stead of her slain father
depths of the earth, they quickly mastered the arts of succumbed to the treachery of her groom, who had
steel, gold, and gemstone, and the clans grew rich and sold the secrets of the dwarven doors for his weight in
powerful and lived at peace. In those same millennia duergar gold. The High Forge fell in a single night, and
came the duergar, born of Gronh's nightmare, and its denizens slain to the last. Now the duergar sit upon
they lusted too much for gold and tempted dangerous the sacred Mithril Throne, the great jewel of the
magic. They opened ancient lost roads to Underdark dwarvish realm taken in the grip of their most hated
and strayed to the northern reaches where the sun foe. Now, every dwarf of the Anvils -- particularly
cannot reach. There they forged dangerous alliance those of the Nine Clans of the West -- lives with a
with the giantfolk of frost, fire, cloud, and mountain. bitter thirst for revenge in his heart -- to reclaim the
And a great war was unleashed that lasted a century. High Forge.
By its end, the dwarven clans were split -- the nine
strongest clans consigned to the west of Anvil, 3 kin The Schism of the Clans
clans in the east, seven clans scattered to Underdark Following the fall of the High Forge, an ill-fated mission
and to far reaches of the world, and the duergar in was undertaken by an alliance of the dwarves of
league with giantfolk holding the center of the Anvils. Kharakh (below) and those of Khordar (in the lands
It is now a time of turmoil in The Anvils. The Nine Clans north of Vecan). Their quest to was to reclaim High
of the West battle duergar and giant, while their kin in Forge, but it ended in ruin, dwarf fighting against
the east hold fast to their forges on the edge of a dwarf and creating a bitter divide between the Nine
realm beset by evil wizards. The duergar have grown Clans of the West and the Three Clans of the East. The
stronger, and the giantfolk built great fortresses in the doom of Kharakh and Khordar is detailed elsewhere,
mountains. As the new Age of Dawn rises, Gronh but its legacy have the left the dwarves of the west
Himself grows restless, and his dreams spawn still with a cold, dark contempt - first for the duergar
more races of giant -- wise stone-cutters and giants betrayers, and second for their once-brothers now
that command the storms. And in the festering center dwelling in the east beyond Jotunmark.

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The Coming of the Zolvoi Clan Gundaram. Deep in the heart of


the Anvils is the ancient hearth of
As detailed below, the Zolvoi are a race of stout men
Gundaram, its lonely tower peering
dwelling on the northern shore of the Inland Sea. Their
over the great White Wilds home to
origin is a mystery (See the chapter below - Races and
the Sentinels of the North,
Monsters, Zolvoi.), seeming to draw equally from the
masterful jotun fighters famed for
stock of dwarves (though none claim them as
their toughness and ability to brave the most
brothers) and of men (though they are beholden to no
treacherous mountains and the most terrible winters.
race of men in the south). For reason that the Zolvoi
With the jotun fortresses of Thorgul and Uldemar
call Gronh the their "Father," it is believed that the
staring back from the east, Gundaram is at the front
Zolvoi were born from the darkness of The Sundering
line of the old war, and her dwarves are ever at the
much as were the Dwarves - from a dream of Gronh.
ready as the giants of frost and fire continually test her
Surely they are later in coming to the northern realm
defenses.
than the dwarves, but their connection to it is no less
staunch and stoic. Clan Doranzza. The silver eye of
Doranzza lies in the heart of Anvil
The Borderland Wars of Illium
and is home to the greatest clerics
The lands of Illium to the south of the Anvils have been of the realm - in particular, the
a land of turmoil for centuries, and the dwarves have Priests of Krommae who serve as
maintained a careful watch to keep their borderlands judges throughout the realm. It is also
and the plentiful mines secure. From the old days of the site of a deep and mysterious mithril mine, the
the Kings Ranlinka to the rein of Gilvon the Shadow, extraction of which is considered a religious service to
Illiumhas threatened to encroach beyond the march of be carried out only by the properly ordained.
Far-Dardon. The Greenforge especially has fought to
Clan Aragzar. The Bear-Riders of
keep the riches of Dragon's Horn Mountain in the
Aragzar are perhaps the mightiest of
realm of the dwarves. And their tactics have been
dwarven warriors in Anvil, masters
three-fold: first, they have made a rare alliance with
of axe, hammer, the ursine cavalry,
the elves of Holinth-Tel, who also view the chaos of
and the berserker rage. They also
the Illium kings with suspicion; second, they incite the
serve as Lords of the Watch
barbarian tribes of Dram-Zarook and Far-Dardon to
throughout the western edge of Anvil keeping the
constant warfare, turning one tribe against another
borders secure against the men of Illium, the barbarian
and maintaining a state of continual war and chaos;
hordes, and the elves of the northern coast.
and finally, a strong and vigilant watch, including the
mighty bear-riders of Aragzar and Bjorfolk. Clan Shorakh. The great black tower
of Shorakh rises from the tallest
PEOPLES OF THE ANVIL MOUNTAINS
peak of western Anvil, home to the
Dwarvish Clans dwarves of Shorakh - among the
The Nine Clans of Anvil are the survivors of the Jotun greatest miners in the realm. The
Wars holding the western expanse of the mountains mines of Shorakh among the deepest
following the Schism of the Clans that sent three clans and fetch forth untold fortunes of iron, silver, copper,
east toward Vecan and seven clans below, lost to gold, and platinum, and in the lowlands of the eastern
Underdark. The Nine Clans are as follows: valley are scattered mines of emerald, amethyst, and
diamond. Since the fall of High Forge, the High
Clan Baranbar. The blue-and-gold Dwarven King and Queen spend most of the year as
shield of Baranbar is the guests of Lord Shorakh.
northernmost of the dwarven
hearths, a rich source of iron from Clan Kharakh. Kinfolk of Shorakh,
which much of the dwarven steel is the dwarves of Kharakh were once
mined. It is also home to they wise gray-bearded Iron equally famed for the wealth of
Elders, masters of lore with sight beyond sight. their mines that delved to the
very fringes of Underdark in search
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of untold hordes of iron, gold, and electrum. But those on reasonably good terms with the dwarves and have
were in the days of old, and dark times have befallen been known to fight alongside them against
Kharakh and cast a shadow over all the Clans of the barbarians, duergar, and giants - the last in particular,
West. In the years following the fall of the High Forge, as the Zolvoi are skillful giant-hunters and provide
the dwarves of Kharakh joined with their brethren strong opposition to the goblinfolk of Jotunmark.
from the Three Clans of the East - the proud and
See also: Zolvoi (Atlas of the Realms).
mighty folk of Thane Gordax Khordar and his sons.
See also: The Zolvoi (Races and Monsters).
Together, the dwarves Kharakh and Khordar set out
upon a brave crusade to wrest High Forge from the The Duergar
Duergar. But tragedy and betrayal fell upon them, and Ascending from Underdark to beseige the dwarves of
the crusade ended in ruin -- dwarf fighting dwarf, Anvil during the hard years of the Jotun Wars, the
brother against brother, and the clans Kharakh and duergar are dwarf-kin of sly malevolence. Their origins
Khordar swearing revenge upon the other. And so the in the Underdark are unknown, though it is believed
clans of West and East were divided, a cold distance that those who made war upon Anvil are but a small
now between them for the mysterious treachery of glimpse of the duergar empires that dwell in the
the ill-fated crusade. depths of the world. Their greatest victory came at the
Clan Greenforge. Just west of the Anvils close of the Jotun Wars, when they wrested the High
rises the lonely mountain of Forge from its rulers, slaying all the dwarves therein to
Greenforge, home to dwarves who the last and placing the Duergar King upon the sacred
are just as happy above ground as Mithril Throne.
beneath it. Skilled rangers and loyal by The Giant-Folk (Jotuns)
ancient kinship to the High Queen, the
Greenforge dwarves keep the frontier safe against Much is written elsewhere of the jotun folk who rose
barbarians and the men of Illium. up from Underdark to break the dwarven kingdoms of
the north. Giants of every ilk and temperament
Clan Bjorfolk. On the southern unleashed havoc in the Jotun Wars, though the
fringe of the Anvils overlooking the dwarves were a worthy foe and loathe to let the
lands of the Zolvoi are the dwarves wealth of the Anvils slip from their grip: fire giants,
of Bjorfolk - legendary berserkers frost giants, mountain and cloud giants - chief among
and most fearsome fighters of all the evil hordes; stone giants content to carve a safe
the realm. Their warriors are a mighty home in the foothills; storm giants seeking a kingdom
bulwark against the Savage Horde of goblins, orcs, and foretold by prophecy in the northern reaches of the
bugbears in the great valley to the east. mountains. The great war is commonly thought to be
Clan of the High Forge. Before the an uprising of all jotun-kind in some kind of
Jotun Wars, the High Dwarven King coordinated assault, but the truth is far from that.
and Queen ruled all of Anvil from Coordination among the jotuns was rare, and the
the sacred Mithril Throne of High demise of the dwarves came more so from an unlucky
Forge. But it fell to duergar in the coincidence of jotun rebellion, each feeding upon the
closing days of the war, and the Duergar success of the other and - in the end - sealed by the
King still sits upon its throne delighting in his deception of the duergar.
treacherous victory. The house of dwarves who once The Ursines (Bear-Men)
dwelled there were slain to the last, and the few who
draw from its lineage - including the remanant High In the central hills among the savage races of orc,
King and Queen - spend their days as guests in the goblin, and giant has also arisen a mysterious race of
remaining 8 hearths of the realm. Bear-Men. The ursines are wise, though few in
number, and even the hill giants shudder at the distant
The Zolvoi roar of a bear-man. They serve the spirits of the
South of the Anvils, dwelling in the forests and foothills forests and are said to command rock and tree - a
descending to the northern shore of the Inland Sea are legend stemming from a battle against frost giants in
the sturdy folk called the Zolvoi. Though often which it is said the rocks and trees themselves fought
mistaken for dwarves, they are humans. The Zolvoi are
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alongside the ursines. See also: Ursine (Book 6 / Races humanoids of all kinds plot to usurp the men and
and Monsters). dwarves).
Humanoids of the Anvils (Goblins, Orcs, and The origin of the Savage Horde is told in two sources -
Bugbears) first, among the Dwarven tales of the Jotun Wars,
where the humanoids grew from the blood and chaos
In the hills and foothills of Jotunmark (between Anvil
that ultimately divided the dwarven clans. Its second
and Vecan) resides the Savage Horde, an alliance of
telling is more colorful and is recounted by the orc and
goblins, orcs, and bugbears that are the scourge of the
goblin shamans each night at fireside: the God of
north. They dwell in the dark halls of Black Axe (where
Destruction Tazingo quenched his thirst with a volcano
the orcs are so bold as to challenge the Zolvoi fleet
and broke his fast on a sea of clay, and the mash of fire
with pirate raids), Sorinsfjord (once a Keep of the
and earth in his belly gave rise to the humanoid-folk,
Zolvoi now held by goblin raiders), Khazhmi (a fortress
who tore at his belly until they were vomited upon the
of ancient construction now home to the Bugbear
northern shore of the Inland Sea (and the gnolls shat
King), and Urdun (the black keep of the north where
upon its southern shore).

MAJOR POINTS OF INTEREST


The High Forge Temple of the Sky King
Greatest of the dwarven hearths is The High Forge, In the nigh unreachable northern expanse of the Anvils
first among the dwarf-homes. When the dwarven clans is a magical vault set atop a towering precipice. It is
were split in the Jotun Wars, the High Forge stood said to be the home of Koom, the storm giant God of
strong, though the clans of the west were reduced to the Sky, and frequented by Halea herself. It is the
Nine. But a great treachery befell the princess of High source of the bright aurorae that dance in the
Forge when her groom betrayed his people to the northern sky, and its origin is uncertain, though many
duergar, giving secret access to the duergar horde in believe it to be a device of the Ancients, its purpose
exchange for his weight in gold. The duergar slayed the and function long forgotten. From its lofty position it is
dwarves of High Forge to the last, and now the said that one can see all the world.
Duergar King sits atop the Mithril Throne - a sly and
See Also: Akna and Anvil Pass (Atlas of the Realms).
haggard crow glaring across the Anvils, relishing his
victory over the dwarves and plotting their demise.
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The World-Wheel (Ruin of the Ancients) Kraagh, also known as the Valley of the Savage Horde,
refers to the land south of Lake Irin, from Urdun to
Among the most mysterious ruins of the Ancients is
Sorinsfjord. There dwell the orcs, goblins, and
the enormous "World Wheel" found in the forest
bugbears that harry the Zolvoi and await the day that
foothills north of Orkhorn. It is a towering construct of
war will come once again to the north - to drive the
stone and metal now crashed in debris, resembling a
dwarf clans into their holes once and for all, and to
sophisticated arc or wagon wheel rising hundreds of
slay the Zolvoi and slake thirst on their blood.
feet in the air. Many seek it out to extract ancient
treasures from the tunnels beneath the Wheel, though MAJOR GODS AND LEGENDS
it is now a hiding place for mercenaries of the Savage
Perhaps the most prominent and popular of the
Horde. Whatever power was once held by The World
dwarvish gods is Krommae, the goddess of justice. She
Wheel now seems gone.
is worshipped broadly throughout the Anvils, her
priests praying for the day when the dwarves will
reclaim their rightful place as rules of the north.
Recent tales tell of the coming a new God of the Sky - a
storm giant immortal arisen in the deepest heart of
the frozen north. Perhaps the son of Gronh himself, he
is called He Who Turns the Sky. Commander of the
north wind, he created the aurorae that dance high
over Anvil, spirits that he calls down from heaven to do
his bidding.
The enemy of the gods is surely Tazingo, god of
destruction, lord of the gnolls, orcs, and goblins. His
name is tantamount to a vile curse among the
dwarves.
See Also: Gronh, Koom, Krommae, and Tazingo (Gods
4.4) Thella, the Valley of Clouds of Dawn)
The Cloud Giants of Jotunmark have made their home
in Thella, the great valley atop which is the palace of
Graytop, where the Cloud Giant King looks down over
the realm of men and ursines. Thella is the harbor for
the legendary fleet of sky ships commanded by the
cloud giants, though it has been many years since a sky
ship was seen, and both men and dwarves count
themselves lucky that the ships stay in their harbor of
clouds.
Frygstahd, Valley of Jotuns
In the depths of Jotunmark is a valley known as
Frygstahd, where the giants are said to gather and plot
the demise of the dwarves. No dwarf or human has
ever laid eyes on the jotun vale and lived to tell the
tale, but it is said that a legendary relic of the Ancients
resides there in the giants' keeping, passed in turn
each year from the Fire King to the Frost King to the
Cloud King and so on, and said to hold the key to the
giants' uprising and victory against the dwarves.
Kraagh: Valley of The Savage Horde

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Pass, it is a dangerous trail that rises to the highest
The Anvil Pass wind-blasted peaks of the Anvils, descends to deep
The Treacherous Passage chasms flowing with lava, and in places forces a man
(original concept by Radamanthys d'Zan and Jeff to cling to inches of rock or be cast like a stone into
Spears) yawning canyons. Even under the best conditions, it is
no passage for the faint of heart, and to make matters
Among the six main regions of the far northern wastes worse, there are many who refuse to suffer the
called Akna is the treacherous mountain pass known passage of southern folk - dwarves, elves, or men -
as The Anvil Pass, leading north from the Anvils to the through the Pass, thinking the northern lands of Akna
northern taiga of Akna Har. pristine and seeking to keep them free from the
NO SAFE PASSAGE defilements of the dirty southern folk.
A narrow and treacherous rift runs north from the
Anvils into the icy wastes of Akna Har. Called the Anvil

The Sky King bestowed. Although Koom sees such pilgrimage as a


worthy test of Gronh's worshippers, and he abides
Son of Gronh and Halea, the Sky King storm giant
those that would brave the Pass to the foot of his
named Koom dwells in the deepest heart of the
Vault, he does not look so kindly upon those that
northern mountains, and the Anvil Pass ventures
would trek further north into Akna. For those
within sight of his sacred Vault. Accordingly, it is a road
travelers, he brings blizzards lit by lightning and shakes
that the bravest and most pious of dwarvish cleric may
the moutaintops with avalaches.
tempt on sacred pilgrimage - though few have
returned safely to tell what wisdom the Sky King has

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The Sentries of Akna
Although the folk of Akna Har are a primitive people,
they are not without deep knowledge and profound
perspective on the northern realm, which they
consider sacred. To this end, they seek to prohibit any
trespass upon the sacred ice by unworthy travelers
from the south. Most men of the Akna Hari serve time
as sentries at the northernmost end of the Anvil Pass,
keeping careful watch and hunting any who dare to
cross the treacherous path.

Overlord of the pass is the Sky King, storm giant son of


Gronh and Halea, who considers the northern wastes
of Akna to be sacred grounds - and the folk of the
southern realms unworthy to set foot upon its ice.

The Akna Hari hold an outpost of sentries at the Creatures of the Anvil Pass
northernmost extent of the Anvil Pass, forbidding Perhaps due to its wild isolation, or perhaps from the
southerners entry to the land of sacred ice. spite of Koom and others who would see the Anvil
Pass un-crossed, the long passage is home to many
wild and terrible creatures that feast upon any who
dare its passage. Each day and night spent in the Pass
is subject not only to the worst forms of inclement
wind, cold, and blizzard that Koom can unleash, but
also to violent encounter with any of the following
creatures.
The Anvil Pass is a harrowing trek linking the lands of
the south with the sacred realm of Akna. Few have
crossed the treacherous pass - though some look to is
as a rite of passage - for the dangers are beyond
counting.
See Also: Akna (Atlas of the Realms).
See Also: Akna Har, Geimreadh, Gholgun, Staargen
The Anvil Pass is home to numerous jotuns, including Dahl, and Theodon Crux (Atlas of the Realms).
Frost giants, Verbeeg, and Ettins. Some foolhardy
Zolvoi giant-slayers consider the Pass a rite of passage.

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Encounter # Description
1 Bear: 1 The Pass is home to 3 varieties of large predatory bear - grizzly bears, cave bears, and polar bears. Grizzly bears are
(Grizzly, Cave, predominantly found in the southern stretch of the Pass where they tend to the deeper chasms and rivulets in search of
or Polar) prey. Travelers seeking shelter in any of the caves that dot the mountainsides are likely to be sorely awakened by a Cave
bear either defending its home or searching for food (or both). The northernmost expanse of the Pass is home to Polar
bears who travel inland searching for food.
2 Elephant: 1-20 The lowlands of the northern end of the Pass are home to herds of mastodons and mammoths. While usually not
(Mastodon or dangerous unless attacked or intruded upon, the beasts draw in predators (such as smilodons) and are considered
Mammoth) sacred by the hunters of Akna Har.
3 Great Cat: 1-4 Throughout the Pass - in both the highlands and chasms - are great cats that use the treacherous slopes as their hunting
(Snow leopard, ground. Snow leopards are expert hunters, often stalk prey in pairs, and are even said to create simple traps or
Giant lynx, or diversions to draw their prey's attention. Giant lynxes are stealthy opportunists and tend to pluck the weakest members
smilodon) of the party during rest - having developed a particular liking for halfling flesh. Smilodons are relentless, powerful
hunters, stalking their prey for days if necessary and launching attacks of opportunity with as many as 4 cats joining an
attack.
4 Giant wolverine 1 Giant wolverines are among the most fearsome of predators in the Pass, and while they are rarely encountered, they
are deadly - especially to a party that inadvertently makes camp in one of the wolverine's many dens.
5 Ice toad 1-2 Intelligent ice toads reside in the Pass, because its remote and treacherous location tends to keep visitors to a
minimum. The ice toads of the Anvil Pass dabble in shamanistic magic, and they delight in testing their wicked spells
upon unwary travelers.
6 Wolf: 3-12 Wolves stalk the lowlands in hungry packs hunting for prey. Winter wolves are said to belong to Koom himself, drawing
(Winter wolf or their frosty breath from his blessings - and any slaying of a winter wolf will likely invite his revenge. Dire wolves are
Dire wolf) bloodthirsty pack predators that will stalk from a distance and prefer to attack in chaotic assault at night.
7 Remorhaz 1 The great ice worm of the north - the remorhaz - dwells in the northern stretch of the Pass and is sacred to most
denizens of Akna, feared and respected for its power and cunning. They are also among the deadliest of predators in the
Pass, and any who come within sight of Koom's great Vault (or beyond) are sure to encounter the bloodthirsty remorhaz
who enjoy ambush assault from beneath the snow - even swimming beneath the frozen rivulets and bursting up
through the ice to draw victims below.
8 Yeti 1-4 The Pass is home to several packs (some would say clans) of semi-intelligent yeti who prey upon travelers. The yeti are
ambush predators who often set simple traps to cause the unwary to fall from a cliff or suffer an avalanche from above.
9 Giant: 1-3 Giants are not native to the Pass, but they may be found traversing the mountains by way of its narrow passage. Most
(Frost giant, common are Frost giants who are at home in the arctic and often take ettins or verbeeg as servants or slaves. Less
Ettin, Verbeeg, common are Ice trolls, who dwell in the northern stretch of the Pass, where the canyon opens upon the plains of Akna
or Ice Troll) Har.
10 Arctic tempest 1 The highest peaks of the Pass are home to composite elemental creatures called Arctic tempests, who delight in casting
travelers from precipitous heights. Blasting victims with ice storms, blasts of wind, and excruciating cold, the Arctic
tempests seem to take delight purely in seeing the suffering and death of those who would dare to cross the Pass.
11 White dragon 1 An adult White Dragon is known to keep its lair in the Pass, and it may be encountered hunting from the snowy peaks.
Called Alakhon by the Akna Hari sentinels at the north end of the pass, she is worshiped by the more primitive
tribesmen, sometimes works with the Fenrine in sabotaging particularly rich or powerful travelers, and has amassed a
sizable fortune in her lair.
12 Cryohydra 1 The Pass is filled with dead-end chasms that have lead many travelers astray from the main pass. Such chasms are also a
favored hunting ground of the cryohyrda, a many-headed purple drake that breathes frost.
131 White pudding 1-2 These rare arctic variations of deadly pudding tend to mimic ice or snow, cling to unwary passers-by, and devour flesh
with ravenous speed. It is not uncommon for a party to awaken to find nothing but bones in the sleeping bag of an
unlucky comrade.
14 Fenrine 3-8 The Anvil Pass is home to a large pack of Fenrine, similar in most respects to the Fenrine of the south and east. The
arctic Fenrine are larger and tend toward Lawful Evil, commanding the Winter wolves and Dire wolves and sometimes
working with the White dragon named Alakhon to thwart travelers and steal treasure.
15 Ursine (polar) 3-12 The arctic Ursine are somewhat unlike their southeastern counterparts - larger and quicker to anger. Those that dwell in
the southern part of the Anvil Pass answer to Koom directly, and they do not suffer the trespass of the unworthy within
the sacred Pass.
16 Yak-Men 6-17 Perhaps the only folk who might be considered to make passage of the Anvils regularly (although 'regularly' is
overstated - perhaps once per year) are the Yak-Men. These strange distant cousins of the Bovim wander in nomadic
clans to trade goods and seek new treasures among the tribesmen and elves of Akna.

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Buffalo Tribe, Hawk Tribe, ect.. at last count there are
Apihi 12 tribes in a rotating migration around the lands.
Land of Plains and Sky They refuse to enter or allow anyone else to enter the
(original concept by David Stankowski) sacred center and will kill anyone seen entering or
leaving this area.
West of Vecan are the plains of Apihi - home to horse
masters. The lands of the Apihi are a collection of The outskirts of this area is defined by the sky burials
wandering human tribes that area don't allow anyone (exposed platforms that they’ll leave their honor dead
to enter their ancestral lands. They live in smaller on to guard this area until the corpse is gone except
tribes that are constantly on the move bringing trade for bones) that ring the center. The tribal leaders know
goods from the dwarves in the north to the elvish that the center of the sacred lands is a paradise of
ports in the south. Their borders are protected by the unsurpassed beauty. Until the ire of the enraged god is
Sky Riders an elite force of giant eagle riders/scouts appeased they refuse to admit what they know. They
comprised of the best from each of the individual also refuse to let the tribes leave this area to settle in
tribes chosen in yearly games. more hospitable lands. The Apihi tribes take their duty
very seriously and as such from a young age everyone
is taught and expected to pull their own weight. The
men are constantly on the move around the tribe
trying to hunt and stop any threat before it reaches
the wagons. Kids are taught to drive the wagons and
carts with the older and infirm folk providing guidance.
Women are expected to guard and protect the kids
and wagons
Being constantly on the move has taught the Apihi the
value of smaller lighter weapons and equipment and
they are always on the lookout for magical items to
take in trade from the elves. They have good relations
with the dwarves of Smokey Mountain and value the
weapons and armor they craft even if they themselves
only wear leather. They respect the dwarves for their
age and steadfastness. They really get along with the
Lisadar elves seeing in them someone to emulate. The
Since the time of the “apocalypse” the Apihi have Bison and Elk tribal leaders having sought to make
wandered the plains and hills. Always staying on the peace with the Vecanar accepted some wagons in
move due to the fact whenever groups of humans exchange for 2 shipments of dwarven weapons. These
settle in one place it draw the ire of an ancient god, wagons turned out to be cursed and cause anyone
who sends storms of increasing devastation until the who sleeps in them to slowly start fading from the
taint is removed. In game terms if there are more than material realm. In exchange for the return of their
50 humans in a group that stay in one place longer loved ones from the plane of shadow these tribes
than a month, during that month the weather will agreed to transport slaves across their lands instead of
become more stormy with it blowing more and more following the normal north-south migration like the
and raining more and more. Eventually they will rest of the tribes.
experience a storm starting with rain and some wind, The borders of the Apihi are protected by the Sky
escalating into howling winds, hail, driving rain, even Riders an elite force of giant eagle riders/scouts
tornados until all trace of them is removed. There are comprised of the best from each of the individual
many rumors as to what might bring this ire down on tribes chosen in yearly games. The Calling of the Storm
their heads but no one knows for sure. The tribes of is the once a year gathering of the tribes where those
the Apihi consider the weather a sign that their coming of age that year attempt to find mates and
ancestors failed their gods in some way and until they religious ceremonies are held. The gathering is held
atone for it they are cursed to wander. Each tribe until the the weather gets so bad they have to split
honors an animal of the plains, example the Elk Tribe, and let everything/weather settle down again.

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smaller Bay of Bones. The Bay of Bones is noteworthy
Ashtelon because the "sand" that makes up its beaches is
Pearl of Elaia, Realm of the White Queen almost entirely formed from crushed bones and
(original concept by Matthew Archibald) fragments of shells. The southernmost coast of the Bay
of Bones is dominated by the mighty Titan-Tear
Shining white jewel of the west is Ashtelon, land of the Waterfalls, where the great Elven lake "Rhimbelle"
White Moon, Elaia's throne, and the high priestesses empties into the sea. Southeast of The Bay of Bones is
who would see her enlightenment chase away and the largest mountain in the Ashtelon: Mount Ossufel,
extinguish the lingering shadows of the Sundering. or Holinthorod, in the Elvish. The great mountain
overlooks the Elven lands of Holinth-Tel to the East,
the great Rhimbelle to the south, and the lush river
lands to the west. The central lands of The Ashtelon
are a series of mountainous ridges and deep valleys
that are always thick with trees, including evergreen,
spruce, elm, birch, and juniper. The rivers are full and
loud in the spring and summer, and often frozen over
in the autumn and winter. The southern and western
valleys are ideal for grain farms, apple orchards and
the hunting of deer and fowl. The high northern valley,
and the valleys around the Rhimbelle are ideal for
harvesting lumber and hunting more "exotic" game.
The mountain range that separates the north of
Ashtelon from the sea is known as the Yggander, or
The Giant's Fence, or just The Fence. The mountain
range that forms Ashtelon's southern boundary with
the plains of Harviktood are known as The Gambul
Khanate, or just The Gambul.
SOCIETIES:
There are two major populations that are
currently flourishing in The Ashtelon:
Khelgorod
The Regina of Ashtelon is both queen and high First, is the human Trade City of Khelgorod and its four
priestess of Elaia, considered by some to be a living vassal states, known as Caliphates. The government is
avatar of the White Moon. a theocracy, and is ruled by The Regina. This
hereditary title has passed down from daughter to
daughter since the founding of the city. She rules over
GEOGRAPHY:
all the Caliphates and is head of the church of Elaia. No
This mountainous peninsula in the Northwest of the other religion is practiced within the Caliphates. The
mainland continent stretches from the snow capped open worship of other deities may be punishable by
peaks of the Western Anvil Mountains to the sheer the authorities depending on the mood or opinion of
cliff-lined coast of The Maritime, a popular trade route the Caliph or magistrate. Khelgorod is located on the
for the merchants and pirates of the more populous coast of the Bay of Bospor. It is a large merchant city
southern lands. The Bay of Bospor forms the coastline that hugs the coast for ten miles. The city is the hub of
on the southwest. This remarkably calm inlet is all trade in the Ashtelon and its human population
protected by a great barrier reef known as The Spine tolerates the presence of most races as long as they
of Shahar. The rocky coastline to the north of the Bay have business to conduct and leave when they are
of Bospor is an unnavigable collection of jagged spires done conducting that business.
and tidal whirlpools that stretches across to the

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Each Caliphate maintains its own standing army of
cavalry, archers, and pike men. Soldiers are
recognizable by their lamellar armor and fur lined
conical helmets. A typical cavalryman rides a stout
northern pony, and carries a light lance, broad sword,
and spear. Archers carry their short bows and spears.
Pike men carry either a long spear or a bardiche with a
short sword and buckler. Recently, some of the
southern Caliphates have enlisted half-ogres into their
standing armies, but no more than one per unit.
The Gambul Khanate
Second, is the Ogres of the Gambul Khanate. The ogres
Khelgorod was founded on the ruins of an ancient city occupy the southernmost mountain range of the
that existed before the sundering. Legend holds that Ashtelon, and most importantly, the passes through
the ancient city was the birthplace of the goddess Elaia those mountains. Technically, The Gambul Khanate is a
before her ascension to the star. Artifacts from this vassal state of the Caliphates and subject to the laws
ancient city are said to have saved the city from attack of Khelgorod.... but not really. The current war chief of
on many occasions.It has since been discovered that the ogres is named Bolba khan and he rules as he and
the majority of this ancient city lies under the bay of his thanes see fit. The human city-states pay tribute to
Bospor, but the bay is so deep, that no human has the Khan of the Ogres at his seat of power in Mount
been able to travel there. However, dwarves have Ghosser every autumn. This yearly ritual marks the
found a way to mine the great barrier reef that crosses beginning of the cold season and ensures the treaty
the Bay of Bospor. In doing so, they have stumbled between the humans and the ogres of Ashtelon. The
across artifacts from this ancient city and have either ogres are famous for their ferocity in battle as well as
kept them, or sold them to wealthy southern for the breeding of wooly mammoths. The ogre tribes
collectors. Thus, dwarves are not welcome in may be hired as mercenaries for a steep price.... but
the caliphates and may be attacked on sight. how does one put a price on fully trained Mammoth
cavalry? See also the entry below (The Gambul
Each of the four Caliphates occupies a different valley
Khanate.)
across the river lands. They are supplied by serfs who
work the land for the land owning merchant and priest The relationship between the humans and ogres was
castes. not always as peaceful as it is today. This is evidenced
by the tribes of half-ogres that dominate the southern
Djadik is in the southwest and lies closest to
slopes of the Gambul. The hardy half-ogres were once
Khelgorod. This is the most well defended of the
a sparse and reclusive people, but have recently
Caliphates, with a mighty wall surrounding a stone
formed themselves into war bands, and pledged fealty
fortress. This Caliphate controls an important
to the Khan. They have formed relationships with
mountain pass leading into the southern lands.
several Orc tribes in the area, and have taken to
Azhgorod is in the valley north of Khelgorod. It is raiding the plains of Harviktood. Half ogres never
naturally fortified by its tall mountains. its rich spawn female babies, so they are known to steal
farmlands supply much of Ashtelon with grain. human women, as well as horses and grain.
Ollinsk lies on the mountainous peninsula in the See also: The Gambul Khanate (Atlas of the Realms).
northwest and stretches along the perilous Yggander
mountains. This Caliphate is reknowned for its hardy Sinevar and The Bay of Bospor
livestock and its fierce warriors. The southern Bay of Bospor is populated by a
particularly nasty breed of Aquatic Elves known as the
Berisk is the wealthiest of the four Caliphates. It Sinevar who are known to attack merchant ships and
occupies the rich river deltas that empty into Lake fishing boats. These elves have shimmering skin, the
Rhimbelle. Fruits and vegetables are grown here and color of turquois. They were once hunted for their
trade is possible with the elves across the lake. hairless skin, but the practice has been banned by the
Caliphates at the urging of the elves of Holinth-Tel. The

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Aquatic Elves are sly and devious and very territorial. Nuns of The Gangerkill
All ships are warned to keep their guard up while These heroes are always female and always
navigating the Bay. human. They are known as The Nuns of The
Gangerkill, and their techniques are jealously guarded,
and taught only to the daughters of the most religious
families. There is a said to be a cloister in the
northernmost valley of the Ashtelon that trains
generations of nuns in the fine art of giant slaying.
Goblins of the Black Gourd
The river lands are home to a dangerous network
of goblin tribes known as the Black Gourd. These
goblins are trusted by no one, and never form any
alliances except with their own race. They conduct
nightly raids on the poorly defended human serfdoms
with some success. The Caliphates do not value the life
of the serfs, and so, the local authorities treat the
goblin raids as no more than a nuisance. The goblins
often carry small wooden shields painted with the
image of an orange Jack o' Lantern.

Horn-Foot Halflings of the Northern Coast


The northern coast is navigated only by the Horn Foot
Halflings who row their canoes down from the arctic.
These traders and whalers bring furs, whale blubber,
and ambergris from the northern seas. These halflings
are notable for their coal black skin, coarse white hair,
and pale blue eyes. If that weren't striking enough,
their fur covered feet have the texture of horn,
presumably from generations of walking in snow and
ice. They are always dressed in hooded fur robes and
carry obsidian harpoons. They often speak the
common language of man, but never utter a word in
their own language. Some speculate that the halflings
are simply jealous of their own customs, but others
think that they communicate via hand gestures alone.
The Horn Foot Halflings are the only known people to
successfully navigate the northern coast of the
Ashtelon. Mount Ossfufel
Giants of Yggander The impregnable eastern mountains and the towering
Mount Ossufel are known to house the lairs of white,
The Yggander Mountain Range is home to Hill, Stone,
red, and silver dragons. These fearsome beasts
and Storm Giants. These creatures sometimes wander
sometimes fly out to ravage the surrounding
down into the valleys and interfere with the human
territories. Most dragons plunder the rich lands to the
settlements. It is for this reason that the Caliphates
south, but most heroes of both the Khelgorod
have been known to train the world's foremost giant
Caliphates and the Gambul Khanate boast of having
slayers, called the Nuns of the Gangerkill.
slain at least one dragon.

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Elves are very rarely seen in Ashtelon. Primarily Eahha. These hills are studded with tall towers that
because they are the mortal enemies of the ogres, and house the merchant and priest castes, and barracks
the only way to reach the Ashtelon from Holinth-Tel is that house the soldiers. Artisans, artists, and healers
through the mountain passes of the Gambul Khanate. can be found here, as well as fine taverns that cater
The Elves may be traded with by crossing the only to pilgrims visiting the basilica.
mountains and sailing across Lake Rhimbelle. The elves
There are two main roads from Khelgorod. The road to
are known to erect trading tents on the eastern side of
the Northeast is called the Yesil Yol. The Yesil Yol leads
the lake.
between the Bihor and the Parangian mountains and
Dwarves are also not common in the Ashtelon. This is into the valley of The Azhgorod Caliphate. The road to
partially due to their relations with the ogres, and the southeast is called the Gambul Yol, so named
partially due to their relations with the Caliphs and the because it skirts the Gambul mountains and leads to a
Church of Elaia. The Regina has declared jihad against crossroads controlled by the Khanate of the Ogres. The
all dwarves, and so they travel to the Ashtelon at their Ogres demand a steep toll of anybody traveling on to
own peril. the valley of The Djadik Caliphate, and an even steeper
KHELGOROD toll of anybody wishing to travel through their
mountains and into the southern lands beyond. The
The western trade city of Ashtelon. city's sewage system is a series of natural ravines
Geography. formed between the seven hills. These ravines allow
the city's garbage and waste water to flow down hill to
The city called Khelgorod sits on seven hills along the
the south end of the harbor on the Bay of Bospor.
mountainous coast of the Bay of Bospor. The city is
surrounded by three mountain ranges: The snow
capped Bihor Range begins north of the city and hugs
the coast until it joins with the Yggander Range; The
densely wooded Parangian Range begins just east of
the city and splits into ridges that form natural
boundaries between the Caliphates; and the rocky
Gambul Range that is controlled by the Khanate of the
Ogres. To the west of the city is the Bay of Bospor. The
Bay is relatively calm but deep, providing a natural
harbor for ships of all sizes. This is partially due to a
large barrier reef that hugs the coastline to the south
of the city.
Khelgorod is roughly triangular in shape. The 10 mile
long harbor dominates the city's western side. A
central hill, known as The Arrahat, is crowned by the
onion domed Crystal Palace, and the graceful arch of
White Moon Tower that rises elegantly from The Great
Basilica of Elaia. Six shorter hills surround The Arrahat.
To the west, are the three "hills of shadow," so called
because they lie in the shadow of the Basilica when
the light of Eahha is fullest. These three hills are
closest to the harbor, and contain the housing for the
dock workers and laborers, and slums for the indigent.
Blacksmiths, shipwrights, carpenters and other skilled
tradesmen practice their craft here. A thriving thieves
guild runs a very successful black market that partners
with pirates and smugglers from along the southern
coast of the continent. Inns and Taverns that cater to The Arrahat
foreigners are common here. East of The Arrahat are The Arrahat is the tall central hill that dominates the
the three "hills of the moon" that bathe in the light of center of Khelgorod. The hill is surrounded by a 5 foot
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tall brick fence that is patrolled night and day by THE RACES OF ASHTELON
soldiers. Six bridges connect the central hill to the
Humans of Khelgorod
shorter surrounding hills. Three of these bridges are
wide enough to accommodate two large wagons The city of Kelghorod is primarily a human trade city. It
passing each other, and are known as the Trainways. trades directly with other human cities on the western
These bridges may only be used by sanctioned coast, as well as the merchants that brave the caravan
merchants with valid writs of passage. The other three route through the Gambul. The men of the Ashtelon
bridges are just wide enough for two horses to pass have swarthy features that appear to be a mix of the
each other. These bridges are known as the Footways, light skinned Northmen of Ilium and the darker hued
and are used to regulate all other traffic to and from horsemen of the southern plains. Their hair ranges
The Arrahat. One Footway is for all traffic to the from sandy brown to black and their eyes are brown
Crystal Palace, one is solely for traffic to the Basilica, with a noticeable angle to them. Hazel eyes are the
and the third is for noble families and the priests of the only divergence among the Ashtelon race and are a
caliphate. Checkpoints are always in place to enforce mark of great beauty. The city is home to a large
these approaches. Wide cobble stoned roads ring the population of merchants, tradesmen, smiths, artists,
Arrahat from the stone houses of the noble merchant trappers, loggers, fishermen, mountaineers, priests,
houses and members of the clergy to the pristine clerics, soldiers, thieves, rangers, pirates, oracles and
Winter Park that encircles the grounds of the Basilica mystics. Most are found plying their trades or hawking
and the high walls of the Crystal Palace. their wares in the muddy streets of the shadow
district, or the three hills closest to the Bay. The three
The Crystal Palace
hills that make up the moon district, or the three hills
The Crystal Palace is a square palace topped with on the eastern side, are primarily residential and
impressive crystal spires that are designed to catch the patrolled more closely by the soldiers, although
light of Eahha no matter what phase of the moon is in diviners and sages are sought out in this district. The
ths sky. The palace is ringed with an impressive 18' residents of The Moon Hills are primarily clerics,
high wall of grey Ashtelon Marble. Its whitewashed church officials, and their servants. The Regina is the
walls shine in the sun and is the pride of Khelgorod. head of the church of Elaia, and thousands of pilgrims
The Regina and her family live in the palace. The visit the Basilica every year.
palace serves as a place where dignitaries and high
Horn-Foot Halflings
ranking priests can stay as guests and be received by
the Royal Family. Each wing of the four sided palace is The Horn-Foot Halflings are known to sail their large
stylized to pay tribute to the four Caliphates that make canoes down the dangerous north coast from the
up the Ashtelon. The Caliphs of the realm visit the arctic. The halflings are striking black skinned, white
Crystal Palace often. The Palace guard is made up of haired, creatures. They are eerily silent when around
human troops. other races, but they may be observed communicating
with an odd language of finger gestures, or whistling to
The Basilica of Elaia
each other when sailing out in the bay. They display
The Basilica of Elaia is a tall stone structure with a 75 tuns of whale blubber and fabulous white pelts from
foot tall tower topped with crenellations stylized to the arctic, as well as a plethora of curiosities that can
represent the phases of the white moon. High ranking only be found in the arctic coast of the Anvil
members of the clergy run a monastery here. The Mountains. The horn-foot halflings can sometimes be
Regina and her diviners congregate at the top of the seen hunting along the great barrier reef that hugs the
tower every evening at midnight to pray to their coast along the southern shores of the Bay of Bospor.
goddess. Evening services are help for the general The halflings hunt the wicked sea elves for their
population and pilgrims from around the world twice multicolored hides. Their shamans are often seen
each night. Once after sundown when the moon wearing sea elf skins under their fur robes. If an
appears in the sky, and once a few hours after undamaged sea elf skin is brought to any halfling
midnight, when the Regina announces her revelations trader, they will pay handsomely for it.
after meditating on the tower. Diviner/Priests and
The Sinevar
clerics are trained here. The Basilica is surrounded by a
series of gated fields.

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The Sinevar are the Aquatic Elves native to the waters shamans. As a whole, Firbolg distrust humans and
around the barrier reef. They ritualistically shave their have a deep seated hatred for Ogres. The Firbolg trade
heads and tatoo their pale blue skin in bright yellow, timber and furs out of necessity, but have little other
orange, and red inks. These tatoos are produced by dealings with the men of Khelgorod.
Sinevar enchanters via methods known only to
Any race that can be found as part of a ship's crew may
themselves. The Sinevar attack any ships in the area
be found down by the docks in Khelgorod. Dwarves
with ferocious abandon. They use bone harpoons and
are warned not to enter the city however, as the
woven nets to drag sailors into the ocean.
church has declared Jihad against the race.
Ogres of the Gambul
NPCS OF ASHTELON
Ogres and Half-Ogres are few within the city of
Khelgorod, but they do walk about the city openly. The following NPCs are among the more prominent
True ogres are usually visiting for official mercenary denizens of Ashtelon. Each is detailed below in the
work and official business between The Ogre Khan and section (Rogues of Dawn):
The Regina. According to the treaty of Djadik, the Baba Natalia
Gambul Khanate is technically subject to the authority Baba Tereza
of The Regina, and token ceremonies are often Baba Yaga
conducted to maintain that relationship. Everybody Baba Yalana
gives the ogres a wide berth. Half Ogres can be found Boris the Blade
within the shadow district. They hire themselves out as Caliph Drogba
muscle, and not so cheap labor. The thieves guild Caliph Timofei
employs a few half ogre bruisers. Caliph Vasili
Firbolg Caliph Zeya
Dmitri of Khelgorod
Firbolg live in the northeastern regions of the Ashtelon Grigori of Ashtelon
and sometimes travel to Khelgorod to buy winter Matvei of Khelgorod
supplies and to visit the Basilica. This race of noble The Regina of Ashtelon
Giant kin worship Elaia. They revere the sermons of Yola of Gangerkill
The Regina, but the church does not recognize Firbolg

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The people of Sopya recognize the church of Elaia as
Bastrovia the national religion. However, the peasants and
March of the Western Barons soldiers outside of the capitol openly worship
(original concept by Matthew Archibald) household gods and heroes of their nation's past.
There is also a small cult of Justiciar worshipped by the
knight class. The church of Elaia in Sopya is headed by
a priestess named Fina. She tries to exert the will of
the Regina over court politics, with limited success.
Sopya is the only sizeable town in Bastrovia. Each
Bordermeister maintains a manor house in the capitol.
Sopya is known for the quality of its arms and armor as
well as being the bread basket of the west. There is
one major road that runs through Sopya. The King's
Highway lies along the coast, connecting the Gambul
road to the Pirate enclave to the south west.
Sandbar is a port city just south of the Great Barrier
Reef called The Spine of Shahar. It is a wretched hive
of scum and villainy, where criminals and evil
humanoids of nearly every description operate freely
and openly. The city is ruled with an iron fist by The
Pirate Lord, Captain Angerwain. Pirates control the
coast along the barrier reef from Caer Madron to
Khelgorod. A writ of passage from Captain Angerwain
Bastrovia is a feudal kingdom ruled by King Vendig the will ensure safe passage. Currently, a standing writ is
Very-Fat. King Vendig keeps order in a land surrounded issued for the granite ships of Caer Madron to mine
by enemies by maintaining a well-disciplined standing the barrier reef. Sandbar itself is organized into four
army of knights, archers, and pikemen. The turfs, each devoted to a different God and governed
Bordermeisters are required to field at least 300 heavy from the neighborhood chapel. The four turfs are
horsemen, 400 longbowmen, and 500 pikemen at any devoted to A'Ool, The Mouse, Koch'Bez, and Trident. A
given time. This is the most organized standing army in priest of each God sits in council with Captain
the region. Fortunately for the surrounding lands, the Angerwain for all major decisions; but, for the most
Bastrovians have no ambitions to grow beyond their part, the citizens of Sandbar settle any disputes
walled pastures. Defending their large inland borders themselves.
takes up all of the Bastrovian's resources. This makes
Bastrovia a very insulated kingdom.

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Caer Madron
Hearths of Sea, Sky, Earth, and Fire
(original concept by Ausie Bart)
The southwest region to the west of the Mael'og
Marshes is inhabited in the south by in unusual
dwarven sub race... They are an interbred hybrid of all
four dwarven sub races, Hill, Deep, Mountain and
Druegar. Refugees from four large families thrust
together at the time after the Sundering.. The Caer
Madron dwarves formed their own society. They still
retain a hereditary clan identity, but genetically the
level of intermarriage and inter breeding effectively
means that they are now similar enough to be
considered their own sub-race. They call themselves
the Madron and retain no ties of alliance to the
dwarves of Illium.
In fact, their closest allies are the Gherin - a isolationist
highly intelligent goblin subspecies to the north with
whom they accept tithe. The Gherim are an integral
part of Caer Madrin, for they are the pre-eminent The dwarves of Caer Madron can be found on any
farmers of the large swathes of fertile temperate ocean in the world. Each granite ship is a self
lands. The laws of Caer Madrin apply fairly to all, but contained city which is capable of anchoring and
that is not to say that corruption and crime is unheard setting up mining operations on any coastline. Many
of. times the dwarves will mine a stretch of I inhabited
coastline without the country it belongs to even
The Gherim are a separate race from the vicious realising. If forced to, the dwarves will bargain for
goblins south of Athelton and mortal enemies. mining rites, and pay the host country a fair
To the north of the claimed dwarven lands, the Gherim percentage of profit.
have their own kingdom, and many dwarven All pirates have heard legends of the granite ships, and
mercenaries hire out as protection. it's every pirates dream to capture one, but to date
Racial interbreeding between the dwarves and the none have although many pirates and navy fleets have
Gherim occasionally happens, but such offspring are tried, the dwarves fight to the death if the can't flee
infertile, which often leads to sadness.. Therefore the and if taken, the ships somehow disperse into the very
unions are uncommon. The hybrid offspring are water.. Legends also say that if the water is deep
called "Millon". enough, the granite ships can submerge.. Tales about
undersea mining and dwarves raiding submerged
Aside from the almost symbiotic existence with the ancient cities exist.
Gherim and their mixed race heritage, two other traits
are evident. Firstly the dwarves are not adverse to The dwarves have terrible relations with aquatic elves
water travel. While they do build wooden ships and and will usually hinder each other where possible.
sail them, their ruling clans hold the secret to the great Madron city is where the granite ships are carved from
Granite Ships.. The knowledge on how to craft these is The very mountain itself and floated down the river to
a jealously graded secret, said to be a divine gift. The the harbour. The harbour is separated from the ocean
granite ships are huge, dwarfing the greatest galleons, by the sea dock, a great bridge that spans miles of
and all but impervious to conventional weaponry. ocean, and holds back the fresh waters of the harbour
These ships are powered by a secret means, for they from the sea. A series of sluice gates enable even the
have no sail, and the engineering on them is said to be largest ship to enter and exit the harbour.
exquisite.

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Caer Madron is ruled by a King. The four founding


clans take turns ruling. Once a king is crowned, he
marries into the next clan in turn via an arranged
marriage. Clan lineage and clan name is tracked
through the wife, each subsequent generation from
the royal family will belong to a new clan. This practice
has ensured relative stability throughout the centuries,
and also ensures a mixing of the genetic material from
the 4 sub races.
Occasionally outside dwarves (mostly from the closest
clans in Illlium will marry into the kingdom. A couple of
dwarf clans from Illium maintain secret subterranean
trading routes with Car Madron and this trading
relationship is respected, but the two groups are not
allied. That being said, the Illium dwarves are rich and
can afford Caer Madron mercenaries.
Aside from the ships and sea travel, the dwarves of
Caer Madron, perhaps due to their interbreeding, are
not cut off from magic the way normal dwarven races
are.. The result is dwarven elementalist wizards and
priests.
Dwarven elementalist wizards are highly prized The dwarves of Caer Madron are known for their skill
members of pirate crews, especially those linked to air in Elemental wizardry.
and water. The dwarven wizards sometimes freelance LANGUAGES OF CAER MADRON
abroad and can be encountered anywhere, but all are
under an unbreakable geas and cannot reveal The folk of Caer Madron speak Madron, an archaic
information to outsiders about the mechanics or form of dwarven Stemming from the root dwarven
operations of the granite ships. rune language. It's understandable by all dwarves with
most words having common roots and sounds. The
The dwarves of Caer Madron can be found on any Madron also speak tradespeak or the global common,
ocean in the world. Each granite ship is a self as do the Gherim and the jungle elves even speak a
contained city which is capable of anchoring and pidgin version of tradespeak.
setting up mining operations on any coastline. Many
times the dwarves will mine a stretch of I inhabited Caer Madron is a big place - populated with the
coastline without the country it belongs to even dwarves of Caer Madron in the centre, the Gharim in
realising. If forced to, the dwarves will bargain for the north and the Toolaki (Too-larky) in the southern
mining rites, and pay the host country a fair Jungles. The Dwarves are not tied to other dwarven
percentage of profit. clans or gods.

Madron city is where the granite ships are carved from In fact, their closest allies are the Gherim - an
The very mountain itself and floated down the river to isolationist highly intelligent goblin subspecies to the
the harbour. The harbour is separated from the ocean north with whom they accept tithe. The Gherim are
by the sea dock, a great bridge that spans miles of an integral part of Caer Madrin, for they are the pre-
ocean, and holds back the fresh waters of the harbour eminent farmers of the large swathes of fertile
from the sea. A series of sluice gates enable even the temperate lands. The laws of Caer Madron apply fairly
largest ship to enter and exit the harbour. to all, but that is not to say that corruption and crime
is unheard of. The Gherim are a separate race from the
vicious goblins south of Athelton and mortal enemies.
To the north of the claimed dwarven lands, the Gherim
have their own kingdom, and many dwarven
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mercenaries hire out as protection. (See also the Madron, including the Madron, Gherim, and others.)
chapter - Races and Monsters - for the Races of Caer

The Colossus Golem of Caer Madron Harbor


MOUNTAINS OF CAER MADRON safe passage inside the Madron lands. North of the
Gherim populated area is a Pirate Enclave. The
What dwarf would be home without mountains? The
dwarves have terrible relations with aquatic elves and
mountain range that separates Caer Madron form the
will usually hinder each other where possible. This is
Mael'og marshes is the 'Hand of Halea' named for the
mostly perpetuated by the miscevious elves who
way its five snow covered peaks eternally peer out
generally dont understand that the Madron are not
above the clouds. The Thumb (seperated from the
Illium dwarves. The granite ships deter even the most
other four) is Mt Jaxx, where the City of Caer Jaxx can
ambitious pirates, and even Madron conventional
be found. The little finger, the most southward, is Mt
wooden sailing ships enjoy a fair degree of respect, for
Athos. The ring finger is Hammer Peak. The Index
if a clan is too aggrevied by its losses, it may just send a
finger is Mount Caldera. The pointer is Mount Hawker.
Pirate Hunting granite ship in revenge!
Mount Caldera and Mount Hawker are east of the
recognised border. KING AND CLANS OF CAER MADRON
NEIGHBORS OF CAER MADRON Caer Madron is ruled by a King. (King Logroth
Deepforge) The four founding clans take turns ruling...
The Dwarves of Caer Madron are good neigbors, they
Once a king is crowned, he marries into the next clan
keep to themselves, dont eye of their neighbours
in turn via an arranged marriage. Clan lineage and clan
lands, and expect the same. Caer Madron merchants
name is tracked through the wife, each subsequent
are opportunists and take full advantage of the general
generation from the royal family will belong to a new
peace with their surrounding lands. They readily trade
clan. This practice has ensured relative stability
with the Pirate Enclave to the north, the trolls to the
throughout the centuries, and also ensures a mixing of
north east, the cloud giants to the east, the few pop-
the genetic material from the 4 sub races. The four
up human settlements to the south of lands end., and
ruling clans, and their ancentral homes:
the Tooaki to the south east. They even trade with
those who come up from below, so long as their  Deepforge (Deep Dwarf) Bearoun
intentions are peaceful. Being a seafaring race, the  Ironstone (Hill Dwarf) Dawson's Reach
Madron trade with others from abroad, and host lots  Khalgark (Druegar) Alazar
of foreign ships. Visitors can expect a fair trade, and  Evergold (Mountain Dwarf) Caer Jaxx
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Occasionally outside dwarves (mostly from the closest
clans in Illlium will marry into the kingdom. A couple
of dwarf clans from Illium maintain secret
subterranean trading routes with Car Madron and this
trading relationship is respected, but the two groups
are not allied. That being said, the Illium dwarves are
rich and can afford Caer Madron mercenaries.
THE CAPITAL: MAC CABAL MADRON
The capital of Caer Madron is Mac Cabal Madron.
(Colloquialised to 'Madron City'). It’s when the
Madron River issues forth from the mountain springs
that sustain it, and empty into a great lake (Granite
Lake).
The King lives here, but each of the four founding clans
have a City which they view as their ancentral home.
Madron City is inhabited by all, but the upper city is
where nobles and the representatives of the the four
great houses can be found.
Granite Lake touches the edge of the mountain, this is
where the dwarves toil to free the great granite ships,
a marvel of dwarven engineering. "Rock floats, aye?
Nay!" The great Dwarven hero of Legend, "Arka
Meads" first though to craft ships out of granite to
make them stronger, prevent wood rot, and make
them more appealing to dwarved.. He was widely
ridiculed at the time, but after a life's work, 'freed' the
first hull... at which point interest became intense
when it floated soundly.
When the ships are 'freed' the hulls (hopefully) spash
into the lake and float (though the bottom of the deep
lake is filled with a number of failures, that occasioally
need to be broken down or moved out of the way).
Once they float, they are towed inside giant 'hangers'
where dwarves conyinue to swarm over them until
they are completed. The Capital is home to 100, 000
dwarves and as many Gherim. The Gherim fill
positions such as labourers, shop workers, farmers,
woodworkers, textile industry, paid servants, cleaners,
nannies, librarians, teachers, and hundreds of other
occupations. There are approximatley 500 Millon that
live here too.

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Draakmoor
The Council Aerie and hatchling chambers are just
Land of Dragon Thrones South of Amethyst City.
(original concept by Jerry Horne)
On the Southern tip of The Island of Elders, as it is
The rise of dragons is upon us. called now, lies Carnellus, a city of sea faring Elves.
The first dragons to awaken was a mated pair adult This is the only harbor on the island.
Amethyst dragons named Sheerowyn and Veerolex. Tryysyyk (pronounced try-ee-see-ike) is the school of
These two searched the land far and wide for the wizardry for Dragons, Elves, Dwarves and Gnomes. It
perfect home for dragons and their kindred. After a sits on the island of Traask(second island from the
long search they founded Draakmoor, a large area of left.) Here all races learn the basics of spell casting and
land with an inland sea and several islands on the spell components. Headed up by Larisen the Elf,
coast. Dragen the Dwarf and Plarp the Gnome, together they
The inland sea they called Pora-Thrax. On the only show their students the Arcane arts.
island in Pora-Thrax is where they started the first Before long the skies were full of dragons looking for
settlement, Amethyst City. From there they put out a homes. And the sea was full of boats of vassals to
call to their brothers and sisters and all vassals willing serve and help their Draconic lords and ladies.
to come, i.e. Dwarves, Elves and Gnomes.
The Council consists of one dragon of each color to
The first to arrive was an adult Black dragon. He was oversee daily affairs and to help keep peace in the
offered the job of ambassador. His role would be to land.
assist dragons and vassals in finding their respective
new homes. Clan Exalted lies in the Northwest area of Draakmoor.
Morgran, an adult Gold dragon rules the clan and the
Cassina, an adult female Red dragon was next to city of Summerbreeze from a small, to dragons, castle.
arrive. She was given the job of nursemaid in the This clan was the first to settle the mainland.
hatchery. Here she overlooks the eggs and hatchlings.
From here the hatchings can go to their respective Clan Lightning lies on the island of Jagtail. Here, the
clans, or do things for the council. mature Blue dragon, Swiftclaw rules Azure Grove. This
small clan tends to keep to themselves as much as
possible.
Clan Gladerunner is headed up by the old Green
dragon.Hypern. The city of Eventide lies due west of
Cassina. Elves came in and shaped the trees and land
to Hypern's liking.
South of Pora-Thrax lies the city of Muckmoor. This
swampy city is just right for Deathstream, a mature
Black dragon and his followers. Clan Blackmoor resides
here.
The city of Silver dragons is called Pinnacle, a city of
clouds above the islands of Majest and Tantiss. The
adult Silver dragon, Firstclaw, rules Clan Pinnacle.
Clan Magmar is ruled by Flamewing, a mature Red
dragon. The city of Lava is ruled by his stern claw, and
located near the border of Solanthis.
In the frst century of the new Age of Dawn, Draakmoor
and Solanthis battled for dominion about the sea of On the Southwest shore of Draakmoor lies Coral City.
Pora-Thrax. The battles of drake and Solanthian air This city is home to Clan Deelwater, a Topaz clan. The
ships are legendary. The realms have since enjoyed a adult, Squidkiller rules this city, which lies both on land
long-standing truce. and in the ocean.

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Clan Maragdus, led by the great Emerald wyrm,
Maragdus lies on Bloodtide Island. The city of Quietfire
overlooks a volcanic lake.
On Fireshore Island lives Clan Warclaw. This city of
Sapphire dragons is led by Phirebolt. Bottomtown lies
deep within the island.
Brazzen, a venerable Brass dragon, rules Clan
Dewfeast from the city of Brass Town. This city of
baked brick heat-sculpted-sand aeries form a
wondrous city. Strange sculptures with plenty of flat
surfaces are for dragons who wish to relax and bask in
the sun or a safe place to rest between flights.
On the Northern coast of Pora-Thrax lies Water's Edge,
a very large city of Bronze dragons. Whitescale lead
Clan Tempest from Bronze Cliffs. This is one of the
largest draconic cities in Draakmoor.
Clan Cutharn, a small Copper dragon domain, is
headed up by Venomtail, an adult dragon. His city of
Rockclaw is well hidden by the surrounding terrain.
In the far frozen North lies two more dragon clans in
the land of Ice Spyre. Clan Starlight is led by the adult
Crystal dragon named Stargazer. Here he rules Winter
Haven, a city of odd structures, some which have open
roofs for sky watching.
About one hundred miles Northwest of Winter Haven
lies Sterysyl, a city of White Dragons and their vassals.
Clan Frostwind is led Icetooth, a mature White dragon.
Some dragons didn't heed the call. These rogues are
watched by the council, but will not interfere unless
they are threatened or ask for help.
There is great peace in Draakmoor, for now. The
dragons are learning this new land and new age.
Noone before has tried to unite dragon kind. Any who
attempt to attack Draakmoor will find it a terrible
undertaking.
Thousands upon thousands of Elves, Dwarves and
Gnomes have come to serve, live with and help the
new draconic clans.

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What's left of the crumbling city-states of Sirocco,
Draethan-Gol once a proud metropolis constructed around a
Empire of Lord Kzul shimmering oasis and bustling through the iron trade,
(original concept by Corey Grove) now lie in the shadows of Wraithwind Tower beneath
the iron fist of Kzul and his army of savages culled from
The hostile lands of Draethan-Gol are slowly expanding the surrounding emptiness with promises of eternal
with the gradual deforestation of the Ghostwood to life in his service. And he makes good on that promise,
the south. The days are scorching, the nights stygian, after a fashion; those who die are resurrected into
the environment inimical to life. However, the burning grotesque mockeries of life to continue his campaign
plateau is home to the Seth-Amon, clans of of blood. Kzul finds this state preferable; undead
earthbound drow nomads surviving by hunting the soldiers do not feel pain or fear, nor do they question
elusive remhorraz by night and burrowing beneath the orders.
sands to escape the sweltering heat beneath the
oppressive suns.

The warlord Kzul fancies himself an emperor, but the Sirocco's citizens are now relegated to the slave pits,
true power of Draethan-Gol sits behind his throne of toiling endlessly in the iron mines, marching in Kzul's
skulls. The sorcerous 'adviser' is as enigmatic as he is armies, or slaying eachother in the arena for his
sinister; known only by his elven epithet Gol-Duhhr amusement until their usefulness has been fulfilled
(sand-priest in the drow dialect), he plays Kzul's war a and their remains are given to Gol-Duhhr; those
thousand moves ahead with the calculating precision fortunate enough to be male, that is. Kzul's harem is
of a master strategist. the sad fate of the females, who are tasked with

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birthing an heir. Their screams can be heard drifting on their scorrow brethren, they push the borders ever so
the desert winds at night. slightly back with each new wave.

Sr'qeth, psionic patron deity of the Seth-Amon


Among the dunes a day's march to the east of Sirocco
Kzul, self-styled emperor of Draethan-Gol and his elite lies what the Seth-Amon refer to as 'the rift,' a
personal bodyguards. (The 'K' is silent.) darkened ravine cutting deep across the landscape, as
if rent by the sword of a titan. No one alive knows its
source, but all know its relentless peril; Kzul sends
slaves to excavate its depths on suspicion of golden
veins within. Those few who ever return are empty
husks of men, babbling incoherently of the 'demon of
the wastes' until fatigue kills them. Legends persist of
an ancient wyrm who dwells in the depths, and worse.
Last year, in the aftermath of a bitter winter, Kzul's
radiant oasis has run disconcertingly dry. What is a
desperate despot to do? His armies prepare for
invasion.

Gol-Duhhr, sand lich adviser to lord Kzul.


The powerful psychic entity known as Sr'qeth, patron
god of the Seth-Amon, has not been seen now for
some time, leading his drow followers to question his
return even as they are enslaved into Kzul's schemes
of conquest. These once proud warriors, however,
need little encouragement to slaughter their elven
neighbors to the south at his behest; led into battle by Wraithwind Tower, ruins of the ancients made into
Kzul's seat of power.
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Sirocco, crumbling capitol city of Draethan-Gol.

The Rift, unnaturally deep chasm of unknown origin


and home to something foul.

The Wastes, hundreds of square miles of barren sand.

Scorrow, hybrid drow/scorpion high priests of Sr'qeth

Entering Draethan-Gol, with a view approaching


Sirocco

Demon of the Wastes.

Some prime desert real estate.

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up along the coastal edge for the smuggling and
Eirmoor pirating organizations that compete in the area.
Land of Mongrels The High-Water Lake region contains the zones largest
(original concept by Anonymous Contributor) lake. Its elevation is several hundred feet above ocean
level creating an immense series of waterfalls. The
Metropolis of Grand Falls sits along this feature and is
the capital of the zones largest country. Along the
eastern coast of the lake, sits Grotan; the
architecturally impressive and a true racial melting pot
of a city. Grotan is the capital to another of the zones
countries.
The Mountain regions contain three distinct areas. The
Festering Crags; the extreme geologically active
eastern section known for its poisonous volcanic ash
eruptions and pyroclastic flows. Legends claiming a
Xorn Lord, a Xorn of colossal size and power dwelling
deep below the surface have been heard. The
Glimmering Alps; the stable western portion of
mountains and foothills where a large civilization of
Gnomish clans thrive. Speculations as to the location
The Eirmoor Heartlands consists of several regions that of a great clan of Tinker Gnomes in this area have been
run the range from being civilized and organized to made by many. The Shrouded Peaks; the central
extremely hostile and chaotic. All but the upper alpine section often engulfed in clouds and mist where
elevations of the mountains share a temperate to Bugbears, Ogres, Ettins, Spriggans,
tropical climate. A high density of ruins left by the Perytons,Trogladytes, and other creatures compete
Ancients are found above and below ground with civilized boundaries above and below ground as it
throughout each region and are often occupied by constantly encroaches upon areas they inhabit.
local groups or creatures. The Reaches are a transitional area containing
The Highlands contain fertile soils that run from the numerous craggy crevices and fissures throughout the
steep coastal cliffs to the foothills of the mountains. eastern portion, while the west has vast canyons.
The fertility of the lands have grown forests that a They lack much of the moisture and rainfall the rest of
smaller elven community call home and huge tracts of the zone gets. Deep disturbances have pushed a
farmland and orchards to which one of the four civilization of Manscorpions to the surface in the east.
countries of the zone has arisen. Two large Halfling
villages can be found amongst the many communities
here. The northeastern portion is home to large
complex nomadic tribes of Mongrelmen that tend
huge herds of Camlox, a twisted herding pack animal
valued for its high range uses.
The Jungles of Blackwater is home to many monstrous
tribes and clans. The poisoning effects encroaching
from the Wastes ensure Yunti with their Histashii and
Dark Naga a secure position against organizing tribes
of Lizardman, Agrutha, and Lizard Kings in the west.
Sporadic villages and numerous hideouts have sprung

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The Wastes are an area of high geothermal activity. Area J3 --Abominations like Yunti with their Histashii
The Wasteland to the east is consistently producing teaming alongside Dark Naga have developed a strong
toxic geysers, mudpools, caustic pits, drifting ash civilization here. They have built upon ruins left from
flows, and noxious steam vents creating poisoning fogs the time of ‘The Old Ones’ in the northern and heavier
and ‘acid rains’ spoiling healthy growth downwind and poisoned half of the jungle. Heavy populations of
along bordering areas. Creatures like Caustic Mudmen deadly and intelligent plants thrive in this portion.
and unusual quasi-elementals abound. A large tribal
Area J2 --The mid-section has had less
village of Broken Ones has found a way to thrive here.
polluted/poisoning effects upon it. In the area, tribes
The Withering Moors to the west is an area losing its
of Lizardmen and Lizard Kings are being organized with
battle against the ill effects that have consumed the
some Agrutha near its lakes and swampiest portions of
Wasteland. Recent accelerated activities in geological
the jungle. Algoids are known to be found here as well,
forces have opened hundreds of new gas vents and
becoming an interesting resource taken advantage of
torn a great rift in the area in the last couple months.
by certain groups.
Currently this rift spans a length of 75 miles and has
released horrors rarely heard of. Now exposed to the Area J1 --The southern section has given rise to a large
surface, Abyss Ants pour forth near one end and Neogi village of Moldmen and Thornys in addition to reports
with their pet Umber Hulks wreak havoc on the other. of one or more Tabaxi clan villages. There are also two
Heavy poisonous gas emitted from newer vents has large pirating/smuggling towns along the coastline in
suddenly killed off residence of numerous villages and this section.
a coastal capital city to the zones smallest country. Areas L1 and W2-- The area marked as the L1 coast
Very few survivors remain as the country’s economic contains a metropolis of a city named Grand Falls and
and political structure collapse in the vacuum left it a key trading point of the region. Many towns are
behind. located at various points where the coastal cliffs
Throughout much of the coast and coastal islands, allowed for their growth. W2 contains a city and many
Pirate and smuggling organizations compete for towns that have recently had the populations
strategic footholds while dodging nearby countries decimated by the new and ever expanding geological
laws and justice. Kuo-Tao and Locathah each have activity as gas vents surface. Less than 1% escaped the
underwater cities established within 50 miles of the effects of a poisonous fog that enveloped sections of
coast. land out to the coastline. This sudden event has
created a economic and political vacuum. I can include
REGIONS OF EIRMOOR
more about these area when I have additional time)
Regional areas of Eirmoor. (containing a 150 mile and
Areas of the ocean (Now named Maritime of
a 75 mile diameter circle for reference). The
Treachery) off Zone 11(Now name Eirmoor) are
illustration shows how Eirmoor is subdivided, with a 75
spotted with small islands, most of which are less than
and 150 mile diameter circle is placed in it for
10 miles across. The majority of these are within a 25-
dimensional reference.
50 mile band of the coast but a scattering do range
Area H1 --Another kingdom resides in southern area as outwards of 100 miles.
the land transitions into extremely fertile forests and
farmland approaching the coast. Sections of the coast
contain river delta areas, coastal cliffs and caves, sandy
beaches and transitional areas near the jungles of the
SSE. Several Cities, and numerous villages and towns,
are positioned along the rivers and coastline. Many of
the small villages and towns are heavily influenced by
smugglers and pirating groups that run the region.
A 125 mile wide strip along the ESE coast is a heavy
jungle section with large northern portion of it being
influenced by the ‘badlands’ or wastelands
poisons/toxins via wind, weather, runoff, drainage ect.

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Ocean currents have congregated an unusual quantity type of that common tongue everyday during normal
of Zaratans along various portions of the coast, most interaction with others.
of which have become ‘anchored’ and moored in
place. There have been many speculations and
assumptions to whom or what group is responsible for
this. One of the moored Zaratans is currently ‘home’ to
a large community of Sea Sprites using both areas
above and below it for dwellings, fish farming, and
such. Pirates and smuggling organizations that abound
along Eirmoors’ coast use many of these Zaratans as
cache storage points, meeting locations, and other
short term uses.
Two different underwater groups abound along the
coast….one probably being Kuo-Tao while the other
Locathah, however, I have to check a couple more
things before I decide the final webbings which I am
going to mesh with a few concepts I am leaving
unwritten at this point.
LANGUAGES: The largest portion of the civilized
section of Eirmoor is a melting-pot dialect of
common.... especially in the Lake sections (L1&L2) and
their associated cities/communities. H1&H2 areas are
of a less influenced/modified Human Common; a
'truer' Human Common. There are pockets of halflings
and elves in these areas that speak their native
tongues. H3 contains few humans and virtually all of
the Mongrelmen living in Eirmoor. They speak their
extreme modified tongue and a limited version of
common.
M1 is also a melting pot of standard races though the
dominating one is Gnomes. Gnomish and the Lake
section dialect of Human Common are the most
spoken languages in this area.
M2, M3, W1, R1, & R2 are creature/monster specific
with nothing dominating as a whole.
W2, J1, J2, & J3, are creature/monster specific with
Human Common coastal dialect associated with
shipping/trading/smuggling/pirating among the
villages, towns, and coastal cities.
In all, the Human Common spoken in the Highland
areas H1&H2 are less influenced by heavy trade
interaction of multiple races. The 'melting-pot dialect'
or coastal dialect could be also described as a 'Traders'
form of Common in that was the basis of its
evolution/modification. So of the total Common
spoken, it is 75/25 Trader/true common. Additionally,
70% of the occupying beings of Eirmoor speak one

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Led by a seemingly immortal Emperor and Empress,
Ellar d'Niar the elves living in the deep waters off the west coast of
Realm of the Sea Elves of Thrakka Thrakka, are the scourge of the sea. They have many
slaves of various amphibious races, but they have
(original concept by Paul Dennis with input from Chris
completely subjugated the merfolk.
Ayotte and Radamanthys d'Zan)
They allow the many pirate groups active in the area to
Along the eastern stretches of the Sea of Kroox and remain, as long as they pay tribute. They even enlist
the Luth en Anuun (see Chapter 2 - Seas of Dawn) is the pirates in raids on surface dwellers, and have also
the undersea empire of sea elves called Ellar d'Niar. been known to lend the pirates aid in attacking the
The name of the Empire is the same as the name of more powerful ships.
the sea elves themselves . (See Chapter 8 - Monsters
and Races / Ellar d'Niar.)

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The Ellar d'Niar have recently began to expand their uninterrupted thread of deep, continuous knowledge
realm to the surface, sacking tiny thrakka villages since before the Sundering -- and a reigning Emperor
completely, and now moving on to finding a suitable who is "all-knowing." The sea-elf ritual isn't quite as
location for a permanent settlement on the surface. clean as the aboleth's, though. The chosen warrior
Economy. The economy of the Ellar d'Niar is based loses his own mind and identity... and only gains that
almost entirely on the backs of slaves. Slaves do the of the aboleth -- i.e., of the sacrificed Emperor. In this
menial work, while under the guidance of bosses, who way, the Emperor perpetuates himself through a
are themselves slaves, just hand picked to be in charge bizzarre (and fairly violent) transferral of mind... from
because of their spineless loyalty to the sea elves. elf to aboleth to elf, ad infinitum.
Anything and everything made in their cities, with the City life. While there are many smaller communities
exception of weapons, armor, and items of magic, are scattered through out the ocean, the main Ellar d'Nair
made by slaves. A skilled slave is highly sought after, city is located about ten miles off the west coast of
and even treated reasonably well, but is still a slaves. Thrakka. Nestled deep in the coral reef that provides
The Pit. Some slaves end up in the Pit, a coliseum everything from food to raw materials for their
where daily battles can be watched and bet on by the weapons and armor, Harl'niar is easy to miss, unless
sea elves. Fortunes are won and lost almost hourly. you know what to look for. The sea elf mages have
There are battles with slave vs monsters, slave vs taken the wall of force, and redesigned it to make
slave, or even the occasional disgraced sea elf will find walls of air, making pockets of oxygen for any land
his way into the Pit. dwelling visitor, or slave.
The current champion is a bovine warrior named Anois
Earthwalker, also known as Onehorn. he was captured
years ago during a raid, and was given the choice of
fighting in the pit or dying. while he continues to fight
for the elves, he is always planning. he will one day
escape, and he will lead his people in batle against the
elves. (See Chapter 9 - Rogues of Dawn / Anois
Earthwalker.)
Combat. Combat conducted by the Ellar d'Nair
generally always follows the same formula. They send
in multiple waves if shock troops, disposable and
generally easy to replace. Slaves, usually saughin, led
by the common elves will be sent in to test and
eliminate any defenses, followed by the stronger,
more reliable warriors of the noble houses. Priests and
wizards follow behind unleashing their most potent
and devastating magics. If needed, the sea elves have
a whole host of sea creatures under their control that
they will release without hesitation.
The Immortal Emperor. There are rumors of a secret
pact between the Emperor and the aboleths of the
darkest reaches of Kroox. As known by sages of arcane
zoology, aboleth gain all the knowledge of their victims
by eating their brain. The Emperor of the Ellar d'Niar
has found a way to accomplish the same. When the
Emperor dies, he sacrifices himself to an aboleth... and
then, a chosen young sea-elf warrior (maybe a son or
daughter, maybe a "chosen one" bearing the "Mark of
Pure Mind") undergoes a ritual by which he absorbs
the aboleth's knowledge, and thereby that of the
Emperor. Over generations, this has resulted in an
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During these times they have elected a council that
Ezerron resides in a secret grove said to exist in the spaces
The Vales of Wonder between time known only as The Veil of Whispers. This
(original concept by Drew Imler) council has a representative of each race to address
concerns of the greater community, but also to find a
way to push the humans off of this continent.
Ultimately they would like to hide it, transport it
magically to another realm, or even perhaps sink the
island with protective magics to allow for breathing.
They have recently made friends with the old bronze
dragon Bhhadnna who has taken up residence in an
underwater city off the southwestern coast. This
underwater city was once home to a large population
of ixitxachitl, but the dragon has since driven most of
them away, although some still wander the coastlines
in small hunting packs. This dragon also shares no love
of the greedy humans and is very territorial of the
island(and the gold within it) however he will not
attack the jungle folk of La'Quel as they are under the
protection of Ehecatl.But this new shipping company
that has created the new city of Padun'....well he has
This fertile land is divided into a few major regions. thoroughly enjoyed attacking the trade ships that
The great forest of Brionyamar, the minotaur village of wander too far west.if the crew willingly allows the
Gorlok, The Duskwoods, The Nula Crags and the dragon to plunder and are good, typically they will be
Icecrown Mountains. If coming from La'Quel you can left with just a broken mast or even if they are able to
see the plains make way to steppes, which gradually entertain this great beast then just an empty cargo
becomes forest, and then eventually the forest thins hold as the great dragon enjoys riddles, but those that
out as the elevation continues to rise into a barren are evil face a much worse fate.The fey are also trying
rocky tundra at about 5000 ft above sea level, to also unite the minotaur of Gorkil to their cause.
continuing to rise to the great peaks of the Icecrown They have just gotten the treants of Duskwood to rally
Mountains. The air is much thinner here and the under their banner. All parties save the minotaurs are
further up the mountains you go the more the secretly making plans for attack, unknown to the
temperature drops. These are primordial lands filled auralen, they have every intention of reclaiming their
with all manner of giant animals,prehistoric lands through whatever means necessary.
animals,and dangerous plant creatures, but also
elemental-kin are not uncommon either.There is a
huge fey population in this region as well who basically
monitor and contribute to the general ecology keeping
it thriving and healthy.
The Great Forest of Brionyamar/The Veil of Whispers -
This area makes up the majority of the forest in this
region. It is a wild sylvan paradise with large trees
stretching to mindboggling heights. All manner of fey
live here together both good and evil alike. The
expanding humans from La'Quel have slowly been
trying to explore and no doubt later colonize this area
pushing them into a smaller and smaller area. The fey A gathering in The Veil of Whispers
are not happy about being confined to this smaller
area where once they could roam these lands freely.

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Icecrown Mountains - These mountains are home to a city that thrived off the coast of Gorlok and in return
gigantic bird of prey called a roc. There is a tribe of they provide large offerings of fish, fruit,and other
aarockra who revere the roc and have befriended it. foods to give thanks to his benevolence.
There is also a small community of pech, who have
The Nula Crags - This is basically nothing more than
become friends with the bronze dragon.They mine
high elevation rocky outcroppings along the coast. In
gold for the dragon and the dragon offers protection in
this area there is a group of about 12 harpies which
return. It is rumored that the auralen use one of these
hunt the seas and terrorize the sailors that pass too
dizzyingly tall mountains as a base of operations,
close to their hunting grounds. The fey and even the
constantly trying to maintain peace between the
bronze dragon allow them to continue to terrorize the
factions,and although they have no love of the greedy
seas as it serves their purposes in trying to further
outsiders that come to exploit the gold of this island,
discourage the humans and demi-humans. They arent
to leave them at the mercy of the fey would not be
really considered a threat to either faction,especially
mercy at all. There is also a large community of frost
since they really dont care about treasure.
giants and ogres in this region who ride war
mammoths who have agreed to work with the fey The Duskwood - This area is uninhabited by both man
against this greater threat of colonizing humans and and fey alike. This is true untamed prehistoric
demi-humans to preserve their lands. wilderness. Here however the plant is king. There is a
large population of mold men (vegepymie) and and
The tribal village of Gorlok - This town consists of but
thornies. This area also has every manner of
one race - Minotaurs. Albeit not as strong or large as
carnivorous and intelligent plant alike which feast
their mainland cousins, they are still a force to be
upon the giant prehistoric animals and dinosaurs
reckoned with if encountered. They are slightly
foolish enough to get too close. These lands are ruled
smaller, smarter, and well organized than their
by the treants who are on good terms with the fey,
mainland cousins. although they are not evil, they do
and are against the humans trying to explore and
hate outsiders. They are neutral in the ongoings of this
settle these lands. They are happy to add their
island and really want nothing to do with anyone. They
numbers to any attacking force for the sake of
are however friendly with the bronze dragon of the
preserving the continent.
island seeing that the dragon got rid of the ixitxachitl

The Great Forests of Brionyamar

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now are considered guardians of the Feylands
The Feywood harboring a wild cornucopia of odd creatures and life.
The Sylvan Sanctuary The Feylands is a place where Mother Nature / Yja
(original concept by David Stankowski) Terra is still dreaming/creating creatures that baffle
reason and logic. The creatures and animals that live
Cousins to the elves of Lisadar are the Wild Elves here aren’t evil some just have a slightly twisted sense
inhabiting the deep forests called the Feylands, or of humor and love playing tricks on the unsuspecting.
more commonly, the Feywood. After the Sundering,
the Wild Elves thought the best way to ensure their The Feylands (also Feywood) is a primordIal old growth
survival was to withdraw from the world at large and forest controlled by a collective of wood elf clans and
to protect what was left of the ancient old growth wild fey said to harbor a gateway to an elemental
forest. Staying in tune with Gia/Mother Nature they plane of growth and life.

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snow capped peaks and sheer cliffs stretches from the
The Gambul Khanate Bay of Bospor east to where it joins with the Anvil
March of the Ogre Kings Mountains.
(original concept by Matthew Archibald) There are but two passes through these mountains,
making the Ashtelon one of the most secluded lands
on the continent. The terrain, however, is hardly the
most dangerous aspect of this land. The Southern
Gambul occupies a roughly trapezoidal block of land
that stretches from the Gambul mountains south to
the green fields of Bastrovia. The terrain is mostly wild,
with roads that are little more than hunting paths criss
crossing a series of ravines and gorges.
The Ogre Khan oversees the disparate tribes of half-
ogres, hobgoblins, orcs, and men that call this unruly
land home. Ogre mammoth riders patrol the land
frequently, bullying and extorting anybody they
South of the Ashtelon peninsula is a nearly impassable encounter. The ogres maintain control over this land
mountain range known as The Gambul. This range of through sheer force of arms.

By order of their leader, Bolba Khan, they protect two to Bastrovia. The second protected road leads from
overland trade routes. One road leads from the the eastern Gambul Mountains east to Harvikstood.
western Gambul Mountains south along the coast to Travelers on the road must pay heavy tolls to any ogre
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patrols that they happen to meet on the roads. Any The current Khan is called Bolba. He claims to be a
place off of the two main roads is a no-man's-land direct descendant of Jukka, who was the ogre that
where monsters lie in wait for anybody foolish enough killed Yrg Khan. Bolba Khan maintains the treaty of
to wander. Djadik and even sends delegations of ogres to
The Gambul is technically ruled by The Regina, the Khelgorod on occasion. All inhabitants of the Gambul
head of the church of Elaia, and the ruler of the pay homage to Bolba Khan who resides in an
Ashtelon. In her illustrious name, The Gambul is enormous cavern carved into the living rock of Mount
governed by the Ogre Khan. The Khan is a ruthless Ghosser.
despot who controls entire tribes of Ogres and other Mount Ghosser is a wide craggy peak that commands
humanoids such as hobgoblins, half ogres, and orcs. the only two passes through the Gambul. Over the
But there is no doubt that the Ogres control this land. centuries, wide paths and ogre sized tunnels have
However, there are other humanoids who maintain turned the mountain into a fortress. The ogres
clans and pay homage to the Khan. Several Hobgoblin demand heavy tolls from anybody using the mountain
marshals have built stone fortresses in the Gambul and passes. Anybody who is not prepared to pay is either
exert their own influence. In recent years, the eaten or enslaved. Slave labor built the ogre war
hobgoblins have begun to organize the orcs and half- machine, but as a result, the land is also populated by
ogres into raiding parties. Clans of these vile a fair amount of half oges, ogrillons, and Orogs. These
humanoids launch raids into the plains of Harvikstood, half breeds are most often slaves themselves. A great
Far Durden, and even the troll infested swamps to the fighting pit is maintained in Mount Ghosser, where the
south. The ogres do not interfere, as long as the ogres amuse themselves by watching these half breeds
raiders stay off of the roads. fight all manner of beasts and slaves. The most
The peace is kept in this harsh land by a treaty successful half breed gladiators are rewarded with a
between the Khan and the Regina of Khelgorod. The position in an ogre war band. Recently, half breeds
Treaty of Djadik was written three centuries ago, have begun to form themselves into bands of their
during the height of the war in Illium between the own. Their drive to prove themselves to the Khan has
dwarves and giants of the Anvil Mountains. The stories made them one of the most dangerous and
say that after defeating the dwarven king, Harroc, Yrg unpredictable encounters in the Gambul.
Khan called the great host of Ogres to his banner,
abandoned the Giants, and pursued the fleeing
dwarves west until they were forced to leap into the
western sea. Yrg then turned north to invade the
Ashtelon, but even his mighty mammoth cavalry had
trouble navigating the Gambul mountains. Eventually a
path was found, but by that time, an army of men
waited in the valley of Djadik. A high priestess of Elaia
met with the invading Khan, and not a drop of blood
was shed that day, for after their meeting the great
Khan pledged himself to the church of Elaia and turned
his armies south. Nobody is really sure what sorcery
saved the men of the Ashtelon that day. The priests of The Khan is famous for his standing army of Ogre
Elaia are diviners and oracles, and ogres are Mammoth Riders. This elite cavalry has a great
notoriously superstitious. It is rumored that The marshalling field just south of Mount Ghosser where
priestess divined Yrg Khan's fate and, overcome by mammoths are bred and trained. A typical cavalry unit
such sorcery, the Khan killed his own shaman. consists of 6 to 10 enormous mammoths capable of
Whatever the case, the Ogres have consorted with the carrying three ogres each: The driver who is usally the
church of Elaia ever since. Ogre Shamans still practice biggest and strongest ogre, (After all, he punches
their art, but they now invoke Elaia as one of their mammoths in the face until they do what he says); a
matron deities, calling her Baba Eyah, or sky mother; stone chucker, who stands in short iron stirrups behind
along with Baba Gokha, and Baba Krrah, earth mother the driver; and a stone loader, who maintains the
and blood mother, respectively. saddle bags. The slow moving mammoths are trailed
by Dusters, ogres carrying a weapon that is no more
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than a large iron spiked ball at the end of a long chain, trade goods in their saddle bags to the markets of
who finish off or enslave anybody left wounded by the Khelgorod. The necessary tithe to the church is less
mammoth. The patrols leave few survivors. It is good steep than a bribe to the ogres.
luck for a shaman to accompany patrols. Every now The humans the have settled in the Gambul are either
and then, a human priest of Elaia may be in their foolhardy rangers, or clerics of the Church of Elaia.
company, en route to a remote parish. The cavalry
Decades ago, during the height of the Dwarf/Jotun
units wander the roads throughout the Gambul
wars. The the Ogre army launched a grand rampage to
demanding tribute, and killing as they see fit. These
the western sea. The ogre army was fought to a
patrols may be hired as mercenaries, but the price is
standstill by the armies of the Ashtelon Caliphates.
quite steep.
This concluded in a treaty whereby the Ogre Khan
The foothills of the Gambul Mountains are rocky and pledged fealty to the Regina of Khelgorod. Ever since,
sparsely wooded. Ogres will create steads in the the Khan has governed the Gambul, and protected the
foothills for the purpose of trapping game and slaves. interests of the church of Elaia, specifically her roads
The foothills are home to several Hobgoblin and orc and missionaries.
tribes who appease the khan with yearly offerings of
The church of Elaia maintains several small chapels
slaves. The hobgoblin marshals and orc war chiefs
along the Gambul trade routes. Each church has a
recognize no treaties or boundaries and will raid rob
matron and several clerics who record traffic on the
and murder anybody they can without discretion,
roads. They serve as rest stops for caravans and
including the trolls of the marshes, the priests of Elaia,
travelers who offer a nominal tithe to the church. The
and even the ogres if the opportunity presents itself.
church sells basic supplies as well as healing and
The lands surrounding the Gambul are often invaded auguries.
by wandering ogre patrols. The ogres go wherever
The rangers who choose to live in the Gambul are
they like whener they like and are notorious bullys.
thought to be half crazed vagabonds, but they are a
The plains of Harviktood lie to the east and are a
testament to the bloody history of the region. They are
source of horse and other game. The ogres do not
the remnants of an old race of people known as the
bring their prized mamnmoths too far into Harviktood,
Basheen. The Basheen once ruled a mighty kingdom
for fear of dragons, but western Harviktood is often
that stretched along the western coast, but they were
harried. Likewise, the ogres avoid the southern
enemies of the Khelgorod Caliphates, and would not
marshes. Trolls and lizards do not taste good, and the
allow the missionaries of Elaia to enter their lands. For
swampy terrain is treacherous for the massive ogres.
the Basheen worship Yja Terra, and the faithful of the
To the south west lies the small green fields of
"earth mother" would not allow the worshippers of
Bastrovia. A century ago, this human land was nearly
the "sky maiden" to practice south of the Gambul
completely destroyed by the ogres. However, the
mountains. However, when the treaty was made
Bastrovians have learned to pay off the Ogre Khan,
between Khelgorod and the Ogres, both armies
supplying large iron weapons and armor as well as
attacked and massacred the Basheen. Many Basheen
bread and beef. They have even declared Elaia their
fled south. The few that remain live as wild rangers,
matron deity, and place large ornate idols of her along
living in secret hollows and hunting hobgoblins and
the wall that borders their lands. The ogres do well by
orcs and sometimes even the mighty ogres.
this arrangement and have learned to leave the wall
alone. The fertile lands south of the Gambul are a stark
contrast to the rule of the Ogre Khan. Bastrovia is a
The Gambul is traversed only with great trepidation.
land of pastoral beauty. Its rolling green hills are
Wealthy merchants can make a profit traveling
dotted with farmsteads, pastures, and fields. The
between the artisans of Bastrovia, the mines of Illium,
borders of this land are marked by great defensive
and the city of Khelgorod. However, not many can
walls. Pikemen patrol the 12 foot stone wall constantly
afford to risk such a venture. The church of Eliaia
and mount the heads of Ogres, Trolls, and other
sponsors missionaries and pilgrimages across the
monsters along the battlements. The twelve Bastrovia
Gambul. The church enjoys special immunity from the
Bordermeisters are each responsible for a section of
ogres, but not from the othe hazards of the Gambul.
the wall, as well as a swath of land that stretches from
Able adventurers are often employed to escort these
the wall to the central capital city of Sopya.
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chasms. It is a land of undeniable beauty - but one of
Geimreadh hard existence and even more difficult passage - a
Land of Snow Elves winter paradise for those who can withstand the grip
(original concept by Radamanthys d'Zan and Jeff of ice. Deep in the impassable interior is a hidden
Spears) valley called Cró folaigh, the home of the Valley Snow
Elves. As detailed in the section below (Races and
Among the six main regions of the far northern wastes Monsters of Akna), the Valley elves are tall and
called Akna is the mystical land of Snow Elves known beautiful, but arrogant and condescending to all
as Geimreadh. outsiders. The valley of Cró folaigh is ruled by a
LAND OF THE SNOW ELVES triumvirate of three noble houses - one lord from each
house filling the seats of High Priest, Warlord, and High
The north central region of Akna is the land of the Mage. The Valley snow elves tend to be skillful riders
snow elves, called Geimhreadh (pronounced gebh-raa) of elk, caribou, and moose - and the sight of a
and extends from the icy north sea into the deep Cro'folaigh lancer atop his "war moose" in full barding
interior taiga forests and craggy foothills of the is a wondrous one that few have beheld - or at least
northern Anvils. A visitor to this realm would think it lived to retell.
empty - a broad, uninhabited landscape of tundra and
taiga - and though its denizens are indeed rare and far The Fey of Akna
between, the realm is not as empty as it seems. This Also dwelling in the deep valleys of the mainland
mystical land of perpetual ice is home to two sub-races interior are countless varieties of fey adapted to the
of Snow Elf - the Valley snow elves and the Nomad never-ending winter in Akna -- cold dwelling variations
snow elves (see section below: Races and Monsters - of sprites, atomies, pixies, nixies, and brownies. The
Snow Elves of Akna). Valley snow elves look upon the fey creatures as joyful
spirits of the wild, and it is a high crime to bring any
harm to a fey creature. In return, the fey look upon the
Valley snow elves as marvelous, mighty masters of the
taiga - but that does not stop them from endlessly
plotting pranks and mischievous traps to thwart the
proud snow elves. Outsiders wandering in this region
of Akna will find the fey mischief more pointed, and
the faerie folk serve as valuable sentries to cleverly
trap any wandering invader and warn the Valley snow
elves of intrusion.

The Snow Elves of Cró folaigh are tall, beautiful, and


disdainfully arrogant of other races.
The Valley Snow Elves
The mainland interior stretches to the craggy foothills Countless varieties of winter faerie folk dwell in the
of the Anil Mountains, and the forests locked in snow deeps chasms and frozen lakes and rivers of the
blanket a realm of countless twisting valleys and steep

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mainland interior - friends to the Snow Elves but region of Akna. The Nomad elves are skilled rangers
mischievous tormentors of outsiders. and arctic druids, and though they share many
similarities in environment with their Akna Hari
The Nomad Snow Elves
neighbors to the west, they are intolerant of humans
The broad tundra and shore of the northern sea seems intruding in their realm. The Nomad elves live among a
inhospitable and sparse of any inhabitants, but it too is dozen or more Clans that gather occasionally for
home to Snow Elves - the Nomad snow elves who celebrations overseen by the druids. War between
thrive in the arctic wilds hunting fowl and seal and Nomad snow elf clans is unheard of, and the
stirring wondrous concoctions from lichen and the few relationship to the Valley snow elves is one of polite
thorny plants that can survive in the barren wild. The tolerance - the Valley elves content to dwell in the
Nomad snow elves sometimes ride caribou but are taiga and somewhat dismissive of the lower culture
more at home on snow-shoe, ski, or upon a sled pulled among their tundra-dwelling cousins.
by an arctic form of Cooshee (elf-hound) unique to this

The Nomad snow elves of Akna in Geimreadh are at home on the tundra and upon the unforgiving northern
shore. Ruled by powerful arctic druids, they do not abide passage by oustiders within their realms.
See Also: Akna (Atlas of the Realms).
See Also: Akna Har, The Anvil Pass, Gholgun, Staargen
Dahl, and Theodon Crux (Atlas of the Realms).

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rounds, giving
Gengangare the citizen a +2
Land of Mists bonus to AC for
(original concept Todd Leinweber) the duration.

The Kingdom of Gengangare is otherwise informally


known as Mark Imma (Land of Mists). The capital city As a
is Spokskrivare, with other major cities being Svartborg Gengangarian
and Skymningstad. The Sacred Hymn of Gengangare advances in
begins thusly: training, it is said
From the mists of the north that the
Warrior wizards come forth. Sorceress (see
From the whispers of demons fey chapter below -
Powers great from eyes of grey. Classes, Kits, and
This hymn captures the essence of magical warriors Orders of the
who make their home along the northernmost shores Realm, The
of the Inland Sea. Well versed in illusion, they are Cabal) grants
warriors whose might in arms is matched by skills in arcane powers
magic. in exchange for
the warrior's
soul. Grey eyes
are the telltale
mark of the
Silverfargad, masters of might and magic feared and
revered throughout the land.
As the kilgare magisk (magic warriors) rise in level and
power, they gain the ability to phase/blink in and out
once per day per 5 levels. At 10th level they can
displace themselves 3 times per day, and after 15th
level they can do this continously, as long as they have
These are a tall, thin, and pale people (even most more than 50% of their total hit points. If they fall
women are pushing 6' tall) who are warrior mages. below this point, they lose forsvinna until hp are
They gain a +1 bonus to intelligence and dexterity, and restored.
have a -1 penalty to wisdom and constitution. Typically As they progress in their mastery of the art, they must
they have dark hair and eyes if they're commoners and eventually make the offrande morker (dark sacrifice)
blond hair/blue eyes if noble. They are not particularly and submit their souls to the Sorceress for increased
populous, but their mastery over magic (trolldom) power. As they do this their hair and eyes fade to a
gives them much power and keep their enemies and silvery/white, hence the honorific "Silverfargad", or
neighbors at bay. the Grey Ones. They gain mastery over illusion, and
The wizards (trollkarls or mastare) are said to have immunity to the same. At every level divisible by 3,
learned the black arts long ago from the skandinavisk they gain immunity to another level of illusion spells,
(trolls) at the direction of The Sorceress. In exchange such is their mastery of the art.
for their fealty to her (and some say their souls) the Another form of magik is that practiced by the forhaxa,
trollkarl were taught Den sist Sorceroren. Only the or witches. Their witchcraft is whispered to them from
Adelsstand (nobility) are allowed to learn these arts the shadows by the djavul (demons). Their art is
past a rudimentary level; however, every citizen has deadly and dark, and is cause for terror. They excel in
the power of forsvinna, the ability to disappear or conjuring /summoning, and often serve as consorts to
displace themselves similar to the ability of a displacer the very outer planar beings they traffic in the dark
beast. This is available once per day and lasts 1d6 + 4 arts with. At 10th level they may shapeshift to an
animal form (similar to a druidic ability) at will once
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per night per 3 levels, and at 15th level they may (make an intelligence/knowledge check for success).
possess another person's body once per week At 20th level they may gate in a major demon or devil
(nighttime only) as if they had cast magic jar. once per night. An intelligence check must be made
Additionally, they may gate in a minor devil/demon every round thereafter or the forhaxa loses control of
once per night at will, although there will be a reprisal the summoned entity
against them if the summoning isn't for a good reason

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known as Gholgun is a land of living rock - home to the
Gholgun Galeb Duhr who are masters, protectors, and
Land of Living Rock caretakers of this land of rock and ice.
(original concept by Radamanthys d'Zan and Jeff Most Galeb Duhr are tasked to roam the frozen
Spears) landscape as surveyors, making annual
Among the six main regions of the far northern wastes circumnavigation in small groups about the mainland
called Akna is the strange land of living rock known as interior as well as the coasts to ensure the health of
Gholgun. the land. Along the long migratory path are said to be
several mystical settings never seen by the eyes of
men.
Among these are a number of cities populated by the
Galeb Duhr and varieties of earth elementals, earth kin
(such as Pech), xorn, and ice elementals. From the
surface, such cities would be indistinguishable from an
outcropping of rock, but below ground they are said to
be spectacular caverns lit by glowing crystals, teeming
with elemental life and busily farming granite, gems,
and other delicacies from the living rock.
Due to its extreme isolation and infrequent visitors
from any race but the earth eaters, the realm of
Gholgun is home to a few surprising vestiges of life. In
summer (though it is barely distinguishable from the
deep freeze of everlasting winter), great flocks of birds
make distant migration from realms across Dawn - and
even beyond. The mountains are also said to be home
THE LAND OF LIVING ROCK to creatures that lead particularly solitary lives -
In the northeast of Akna is a barren frontier of rock leucrotta, peryton, and certain dragons given to lives
and ice. Anyone visiting this realm would think it dead of solitude.
and lifeless - but that impression is far from true.
While sparsely populated and truly the most
inhospitable region in all the Realm of Dawn, the land

The living rock of Gholgun is exactly that - a land ruled by Galeb Duhr who roam the land of ice and stone.
Relations with outsiders is exceedingly rare, though high druids of Shahar - whose wisdom extends to the
there is occasional contact with both the dwarves of roots of the earth and can converse meaningfully with
the northern Anvils as well as the Snow Elves of the Galeb Duhr. A particular delight among the Galeb
Geimreadh. Such contact is limited to dignitary parties Duhr is the "sweet rock" offered by such visitors as
headed by the wisest of such races - clerics of Gronh or gifts of delicacy in the form of specially forged silver,
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gold, platinum and a particular form of granite cut Theodon Crux - thinking it a land of ancient ruin - a
from the rock and treated with strange elemental land forsaken by old gods and better left to itself.
magic - all considered delicious beyond compare to the
Although the exact location of the First Portal of the
Galeb Duhr.
Upperdark (The Portal of the Anvils - see v3.3 Game
The Galeb Duhr do not stray beyond the border of Setting, Chapter 4: The Derondfall) is unknown, one
Gholgun, and they are suspicious of any intrusion. possible location is the greatest city of the Galeb Duhr
They know very little of the land to their east - - a fabled underground expanse ruled by elementals
that keep the portal sealed tight.

Although the true location of the First Portal of the Derondfall ("The Portal of the Anvils") is unknown, it may
reside in one of the fabled cities of the Galeb Duhr in the harsh realm of ice and rock called Gholgun.

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Yja Terra, and the creatures of the forest are her
The Ghostwood children; a vast ecology of sprites, sylphs, dryads,
Sacred High Woods of the Grey nymphs, pixies, and other forest creatures.

(original concept by Corey Grove) Deep in the darkest thicket lies a serene clearing
where there stands a truly massive and ancient tree,
Nestled between the harsh desert sands of Draethan- grasping beyond the clouds to the very stars, with
Gol to the north and the impassible mountain peaks of roots interconnected to the entire Ghostwood. This
the Gnollfangs to the south, the immortal Ghostwood tree, this entity, houses the elven city of Nerëth-Tyl
is a woodland paradise untouched by the Sundering. and its high council, who believe (perhaps correctly)
Many of the hallowed oaks and willows are many that their home is the oldest living thing on the planet.
hundreds of years old; some predating the Age of From their perches on high, they protect the clearing
Dawn. These are the serene lands of the antediluvian with bows hewn from the very branches that gave
tree spirit and fertility goddess known to her faithful as them life.

But Nerëth-Tyl is not the only thing that lives within the gnoll tribes from the south and the Seth-Amon
the boughs; within the silken strands of her lower from the north. These dark elves, the ancient enemies
branches nests another guardian spirit; the spider of the Nerëthi, will stop at nothing to claim the
queen Anan-Seraph and her million skittering young, Ghostwood for their evil master and lay waste to her
feeding on any foolish enough to seek harm to the eternal beauty as they have done to their barren
sacred woods. Many an errant gnoll has met its end at homeland. When threatened, these stalwart sentinels
their venemous mandibles. call upon the druids of the Seven Groves to come to
their aid with wind and thunder. Even the trees
Tribal leaders among the centaurs and elves patrol the
themselves fight back the invaders.
border constantly, keeping vigil for the approach of
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To the south, the craggy peaks of the Gnollfangs stand
as the last testament to the land before the Sundering,
standing over the deepest cave of the eastern reach.
Here slumbers a creature of ultimate devastation; the
wrath of the Old Gods made hideous flesh, to awaken
once every five thousand years to destroy all in its
unholy path. These caves now hold the ruins of a long-
lost dwarf clan, buried deep beneath the stones, their
secrets carried to their subterranean graves. Not even
the stone giants of the high peaks remember who they
were, or by what fell hand they met their demise, nor
could they bothered to between brutally violent Avatar of Yja Terra
skirmishes with the savage gnolls of the foothills.
The northern raids have increased of late, in frequency
and in ferocity, as the gnoll barbarians numbers grow
with each passing moon. The Nerëthi high council
seeks an alliance with the stone giants, but thus far an
agreement cannot be reached. Surrounded on all
sides, the people of the Ghostwood grow tense.

Anan Seraph, spider queen of the Ghostwood

The Elven High Council

A druid's hut among the Seven Groves

Ancient tree city of Nerëth-Tyl

A druid communing with her treant companion

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Yja Terra, fertility goddess of the forest Sea cliffs of the southern Gnollfang Mountains

Border sentinels prepare for war

The heart of the Ghostwood

Watcher of the mountain pass

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wood elves. And across the long northern border is the
Harasanti arid expanse of Khal'har, home of the thri-kreen
Jungles of the Wild Folk empire. Aside from the green thri who dwell along the
(original concept by Radamanthys d'Zan northern fringe of the jungle, there are seven main
with input from Scott Morgan and Paul Dennis) races of wild folk who call Harasanti home: (from east
to west) the Dromites, the Bullywugs, the Kenku, the
Spanning the southern frontier of Khal'har is the great Needlemen, the Rakshasa, the Yuan-Ti, and the Urlyoi.
jungle of Harasanti, home to numerous principalities Each hold a principality subservient to the Dominion of
of the thri-kreen Dominion. To the west and southwest Khal'har, with varying degrees of loyalty, though all
are the highlands of Eirmoor, a rugged wilderness. To recognize the beneficience of the Thri-Kreen Emperor
the south and southeast is the realm of Solanthis, a (tyrannical though he may be) in protecting the Wild
kingdom of men for whom the wild folk hold no trust. Folk from humankind.
To the east is the the Feywood, realm of wild elves and

PRINCIPALITY OF DROMARA The Dromites have been known to rally in great


numbers when hard pressed, and their forces include a
The western reaches of Harasanti
sizeable cavalry of dragonfly-riding knights as well as a
are home to the Dromites, who
formidable infantry supported by giant beetles and
dwell among a land of rushing
other giant insects. A rite of passage for Dromite males
streams, steep hills, and green
involves a month of survival in the Eirmoor highlands,
glens of sacred rock. These
where giant bats make a nightly feast of unwary
diminutive insectoids are
travelers. The Principality of Dromara is ruled by a
benevolent folk famed for ingenious
council of wizards and illusionists, and the Prince is
crafts, trinkets, and mystical machines. Friend to
selected from among their ranks each year. Annual
forest, river, and rock, the Dromites enjoy the alliance
tribute to the Khal'hari Emperor is usually in the form
and protection of their neighbors, the Kenku and the
of a particularly clever contraption crafted by skilled
Galeb Duhr, against the harrying of bullywug raiders.
artisan mages.
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command an innate power of necromancy. Their skin


exudes a toxin that is deadly to the touch. The Red
PRINCIPALITY OF TIBBIROK
bullywugs are the most fearsome warriors of Tibbirok,
The deep jungles of Tibbirok is growing to gargantuan size and strong as a mountain
home to a thriving population of giant. Known also as the Fire bullywugs, they have a
bullywugs who delight in fiery breath weapon, and their skin exudes a toxin that
tormenting any who stray into causes inconsolable burning. The Green bullywugs
their realm. Six races of bullywug often serve as the wisemen, shamans, and healers of
can be found here. The most the realm, for they command innate druidic magic.
numerous are the common Bullywug Their skin exudes a toxin that is rumored to turn the
who dwell in numerous nomadic barbarian tribes afflicted into an amphibian. The Yellow bullywugs are
throughout the depths of the jungle. They delight in wily, fearless folk who specialize in arts of stealth and
combat, chaos, and trickery, and they are often hired thievery. Their skin can change color at will to the
as mercenary battalions by the Kenku, Rakshasa, or effect of a near perfect chameleon power, and they
Thri-Kreen to protect against the insurgence of are often hired as mercenary thieves. Their skin
humanoid folk (or to gain advantage against a rival exudes a toxin that causes an infection equivalent to
principality). Once or twice a year, the bullywugs are mummy rot. The Spectral bullywugs are the rarest sort
subject to explosive breeding, wherein females gather and are not a race of their own so much as an
at a specific point in the swamp, and the males rush in aberration that can appear randomly among the
one enormous mating ball literally crushing the spawn of the Yrrikka. Considered somewhat inferior
females in their lust to breed. They are firecely loyal to and often outcast, they appear in any color, but always
the Khal'hari Emperor, whom they revere as a god and a combination of three of more and more fantastic in
spin legends of his saving the bullywugs from the variation than their Yrrikka kin. They are also odd in
torment and slavery of gnolls and humans in ancients that they tend toward Good alignments. Often skillful,
days. dextrous fighters or thieves, they tend to travel
The remaining five races are the Yrrikka, or "Poison beyond Tibbirok and sometimes gain the friendship of
Dart" bullywugs, known most commonly by their color Dromites of Kenku. Their skin exudes a toxin that can
- Blue, Red, Green, Yellow, and Spectral (multi- impart various effects, including sleep, blindness,
colored). The Yrrikka are less numerous than the madness, and insatiable laughter. The Prince of
common bullywugs, but they are more powerful and Tibbirok is chosen from among the ruling castes of the
intelligent, and the latter are often found as workers Yrrikka, usually a Green druid, though Blue
and warriors among the higher castes of Yrrikka. necromancers have ruled the realm as well.
Details of the Yrrikka can be found in the 'Races and
Monsters' chapter herein. The Blue bullywugs tend
toward Neutral or Neutral-Evil alignment and

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PRINCIPALITY OF KEN'KODOR PRINCIPALITY OF SHIVEK:
The high forests of Ken'Kodor are (with input from Tim Brian,
home to the avian race of Kenku. Anthony Costa, and Todd
Famed as greedy tricksters, the Leinweber)
Kenku are in fact skillful artisans,
The southern frontier of
wealthy merchants, devoted
Harasanti is home to the deep
warriors, insightful sages, and
jungle called "Shivek," home to a
fastidously loyal servants of the
strange race of Needlemen (also
Dominion. In the last respect, their loyalty is born of
called Shiveks) of whom rumors abound, though few
the suffering they endured under the Gnolls prior to
know the truth of these denizens of the deep southern
the Wars of the Wild Folk and the rise of Khal'har. So
jungles. Tales commonly tell that the Shiveks are
horribly did they suffer as slaves - and worse - under
fearsome defenders of the forests, attacking any who
the Gnolls that they were nearly driven to extinction.
defile the sanctity of the deep woods. Some also know
With the rise of the Khal'hari Emperor and the sacred
them to be loyal servants of the Rakshasa in defending
pledge of peace and protection among the Wild Folk,
their borders against both the Bullywugs of Tibbirok
the Kenku swore undying allegiance. Now they enjoy
and the men of Solanthis, though the payment for
wealth earned from trade across the Dominion, their
their fierce loyalty seems to be simply in the form of
wares sought far and wide for the quality and
magical trinkets and baubles. Still, their fealty is
cleverness of design. The Kenku of this region excel as
unquestioned, and it is thanks to the Shiveks that the
both monks and mages - the former from the orders of
Rakshasa dwell without concern of their southern
the Talon and White Wing, and the latter specializing
borders. All know the hatred that the Needlemen hold
in schools of Alteration. As a whole, the kenku are
for Elves - especially the Wood Elves of Feywood,
bound by their abhorrence of slavery, and many a
Lisadar, and Solanthis, whom they hunt mercilessly.
foolhardy quest has been launched from Ken'Kodor to
The reason for such seeming enmity is at the heart of
thwart a caravan of slavers making passage in Khal'har.
their true nature, as explained below.
The sacred home of the Kenku is the White Aerie, a
lofty palace overlooking the highlands, jungles, and The region of Shivek is home to tall cascading
staring north over the arid plains. The Prince emissary waterfalls and trees that have stood since The
to the Dominion is elected from the populus, usually Sundering. It is also said to be the home of "crystal
the Master of the White Wing or the High Wizard, but gardens" in which massive crystals of all forms spring
increasingly of late, a position earned by one of several from the earth in majestic spires, and the few who
wealthy merchants whose trade has brought them have seen these wonders know that they are imbued
wisdom of the far reaches of the Dominion. with a magical power drawn from the Seven Moons.
Depending on the phase and alignment of the Seven
Moons, the crystal gardens are home to wondrous
powers that wax and wane with the moonlight.
The truth of the Needlemen is far stranger than their
rumored role as elf-hating forest defenders. For in fact,
they are not a true race at all. Rather, they are the
embodiment of a sentient fungus (arguably "evil" in
nature) that procreates by overtaking a Wood Elf's
mind and body, transforming him or her to the form of
the "Needleman" to further procreate. The fungus is
spread by the shower of needles shed in combat, and
an Elf struck by a needle has little chance to withstand
transformation. Once corrupted by the fungal form,
the Elf loses all previous knowledge and becomes an
instinct-driven thrall to the fungal colony that now
controls his or her body. Once transformed, the
Needleman tends to be of "Neutral" alignment and

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serves to protect the forests (and hunt Wood Elves in across the entire world under the protection of the
search of further procreation). The Elf's life span is cut Emperor. In matters of arcane lore, their powers have
short to just a few decades, during which their grown tremendously, rivaling that of the Yuan-Ti. A
transformation continues, morphing them from sore spot among the Rakshasa, however, is the
vaguely humanoid "needle-men" (often said to prohibition of slavery, for they had grown accustomed
resemble "zombies") to an ever-increasingly plant-like to centuries of easy life catered by slaves drawn from
form. An elderly Shivek is easily mistaken for a plant or the Dromites, Kenku, Needlemen, Wemics, and even
giant mushroom. Humans. Rather than deign to perform the drudgery of
crafts and labor, the Rakshasa have learned to quell
Somewhere, in the unknown depths of Harasanti or
their thirst for blood and employ artisans of all trades
below in the bowels of Underdark, is the Progenitor of
within their borders. As emissaries to nearly all the
the fungal race -- a Demon Lord of Fungus and Evil
lands of Dawn, the Rakshasa have grown powerful,
Myconids. The demon is said to be ever plotting the
and whispered rumors tell of a devilish plot by which
day that spores shall rain upon the world, so that all
the greatness of House Vana will rise again under a
shall come to the wisdom of nature in evil form.
new empire. Of late, however, a power struggle has
The Chief of the Needlemen is named "Splinter," a arisen in Harasanti led by the panther Shakti Khara,
powerful druid who communes with the Progenitor who would see Harasanti rise to greatness now no
Demon, bargains with the Rakshasa, and organizes matter the price. The young Prince of Harasanti,
hunts of the Wood Elves. Clerics of the Wood Elves are named Raj Vana, is just a cub, and his palace has been
keenly aware of the danger that the Shiveks pose to infiltrated by assassins loyal to Shakti Khara.
their people, and they have developed a unique (but
painful) Curing ceremony that must be performed
within two minutes of infection by a Needleman thorn
to avoid transformation. The ceremony typically
involves amputation of an affected limb, which
explains the unusual number of one-armed Wood Elf
swordsmen in Feywood, Lisadar, and Solanthis.
PRINCIPALITY OF HARASANTI
Between the lands of Khal’har to
the north and Solanthis to the
south are the deep jungles of PRINCIPALITY OF SSYROK
Harasanti - the principality of the
Rakshasa and the land from which The wealth of the rakshasa in
the entire jungle realm draws its Harasanti is rivaled only by that
name and easily the most of the Yuan-Ti of Ssyrok. From
powerful of the realms south of Khal'har. There rules deep mines of emeralds, the
the ancient House Vana of the Rakshasa, who have yuan-ti fetch a seemingly
governed from the Tiger's Throne since the dawn of unending lode of wondrous
the new age. House Vana ruled the Rakshasa fairly green gems, some with innate
(and extorted their rivals mercilessly) and reaped great magical powers. Every manner of Yuan-Ti can be found
wealth. They were among the first to send emissaries in Ssyrok, from pure-bloods to abominations, and the
far and wide across the realms in the early days of the height of their magnificent culture is matched by the
new age of Dawn and grow rich from trade. But in the depths of their insidious evil. Ingenious and powerful,
Wars of the Wild Folk, House Vana was all but the Yuan-Ti are masters of whatever art they
destroyed in by the Thri-Kreen of Khal’Har. When the undertake: their swordsmen are unrivaled in skills (and
Thri Emperor himself killed the High Raja in battle, the their swordsmiths fabled for the speed and strength of
rakshasa of Harasanti surrendered and begrudgingly their sabres); their archers are unmatched in their aim
joined the Dominion of Khal’har. The wealth of (and their bowyers and fletchers renowned for their
Harasanti has suffered only a little in falling to the great serpentine horn bows); their sages and wizards
Dominion, however, and the Rakshasa enjoy trade are said to command the powers of the Ancients (and

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their libraries said to hold knowledge from before The chasms of impassable thorns and bogs of foul stench
Sundering); and their priests are the favored children and slime. Worse, it is home to a variety of fearsome
of S'sillar (see the 'Pantheon of Deities' chapter). insectoid and arachnoid denizens, the most infamous
of which are the Urlyoi. (See the 'Monsters' chapers
Ssyrok is home to six cities of the Yuan-Ti. The first is
for details.) Every manner of giant, venomous,
As'sak, which keeps a watchful eye on the northern
stinging, biting, and infesting creature on six or eight
frontier and is the crossroads for trade with Khal'har.
legs can be found in the wilds of Urlenmor, including
The second is Ithyil in the northwest, home to the
ettercaps, umber hulks, carrion crawlers, and untold
famed emerald mines. The third is Enzelion is the
numbers of as yet unnamed exoskeleton-clad horrors.
southwest, the famed jungle palace of wizards who
The Urlyoi delight in raids upon the northern villages
keep watch upon the neighboring Rakshasa. The
of Solanthis, though they have learned to avoid the
fourth is Astrio in the southeast, a dark necropolis of
wild elves of the Feywood. Dwelling in an
assassins trained by unthinkable trials in Urlenmor and
immeasurable expanse of caverns that extend beneath
grown rich as famed mercenaries throughout the
the entire eastern reaches of Harasanti, the Urlyoi and
Dominon. The fifth is Szokha in the northeast, home to
their insectoid thralls allow few safe passage, and the
warriors and archers ever hungry for war with the
halls of the Urlyoi Queen are said to be steeped with
wemics and gnolls to the north and seizing any
untold treasures. Despite their hatred of the Thri-
opportunity to raid their neighbors for treasures or
Kreen, they maintain a faithful watch upon the
ancient knowledge. The sixth is Hsiil in the deep heart
southern borders of the Dominion.
of the Ssyrok jungle, home to the powerful priests of
S'sillar, the High Priest (or Priestess) of whom also
serves as Prince (or Princess) under the Khal'hari
Dominion. The altars of Hsiil are said to hold
unfathomable powers of divination as well as a portal
to the Green Moon of Melkhar.
PRINCIPALITY OF URLENMOR
Among the men of Eirmoor and
Solanthis is the phrase, "east of
Harasanti," as in "Brother, you are
really east of Harasanti," which
translates roughly as "in a load of
trouble." The phrase must clearly
draw from the travails of those
who have made the journey in the
realms of Ssyrok or - even worse - Urlenmor, for the
eastern reaches of the jungle descend into dark

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colonization unsuccessful. Even the great Mammoth
Harviktood Cavalry of the Ogres will not linger on the plains for
Land of the Horse and Raven very long, for dragons and griffons patrol the skies
(original concept by Jack Allred and Matthew above these plains, feeding on the great horse heards.
Archibald) This brings the dwarves down from their mountains to
capture the griffons as mounts. Even the lizard-men
and trolls of the Maelog Marsh raid the plains of
Harviktood for horse meat and the brightly colored
feathers of the birds.
Several species of raptor are native only to Harviktood.
The Blue Hawk, the Dire Raven, the Saw Beaked
Condor, and the Ghost Owl are prized specimens.
Collectors will pay handsomely for a mounted
taxidermy of any of these birds. Hunters have been
known to domesticate these birds and train them to
hunt. Any falconer will pay handsomely for the healthy
eggs of any of these rare birds.
Cavaliers from Bastrovia sometimes venture through
the Maelog Marsh and into Harviktood to bring back
The Horse plains of Harviktood are a land locked their own warhorse. Many young knights have died on
stretch of pasture that is sandwiched between the the plains, even more have died in the marsh; but still
wilds of the Gambul and the ranges of Illium. To the it is seen as a mark of heroic bravery to tame a
north, lie the Mountains that make up the lands of Far Harviktood warhorse.
Durdon and the Green Forge, and the southern border
The greatest danger of Harviktood is the dragons. Red,
is marked by the Maelog Marshes. The actual borders
white, and silver dragons come down from the
of Harviktood are always fluctuating, as the land is
northern mountains. Black and Green dragons attack
beset on all sides by hostile neighbors. The wild horses
from the Marshes. They come to feed on the horses,
native to this land are prized for their size and
and see the great heards as their posessions.
temperament. Harviktood produces some of the finest
Therefore, they will attack any peoples or creatures
war horses in the realms. These beasts are coveted by
that they find plundering their pantry. It is a
the barbarians of Far Durdon and Illium as well as the
spectacular sight when different colored dragons
Hobgoblins and half-ogres of the Gambul. These two
encounter each other on the plains. The aerial battles
fearsome opponents will often skirmish with each
between dragons are wonderful and truly frightening
other over heards of Harviktood horses.
events.
Both Illium and the Gambul have attempted to
See also: Illium (Atlas of the Realms)
conquor Harviktood several times; but constant raids
and attacks have, so far, made all attempts at

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The rainforest bears the image of a place that has
Hel'zon existed for eons without change, often considered to
Land of the Mad God be untouched by the Sundering. Hel’zon is situated
Terra Max Dangerosa on the equatorial line, causing extreme heat, and
receives a great deal of moisture from trade winds out
(original concept by Scott Morgan)
of the Sea of Kroox that turn due north and hit Hel’zon
A very dangerous place to travel, this promontory is as the first opportunity to release moisture from the
mostly covered by tropical rainforests, except for the atmosphere before coiling around the upper
rocky lowlands to the northwest, and the gentler continents and reversing its direction. As a result, the
forested areas of the south surrounding the fresh weather is often very wet in Hel’zon; rain and strong
water rivers. At its deepest points, the trees can reach storms are to be expected most of the time.
50 or 60 feet tall, and 100 ft. trees have been reported.

The lone mountain of the area is the Mountain of the Hel’zon’s ghouls, the throckatrice, and the yuan-ti.
Mad God; legends claim a god lives in that mountain, Anyone who travels to the Mountain of the Mad God
experimenting on animals and men. This may be an will encounter creatures of unusually horrible nature.
explanation for the broken ones, also known as The throckatrice rove across the mountain in unusually

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large herds, sometimes as many as 30. Broken ones race. Each tribe is ruled by a Necromancer, who wards
are usually found in caves or other safely hidden the undead that are on the island from his charges,
places, leaving only in full darkness. Many of them are and occasionally helps a tribe member to cross over to
weakened by their mix-matched nature, but in a group undeath. These undead are called Shadows, and stay
they have numerous advantages. A variant of zombie, with their tribe as protectors, hunters, and
intelligent Broken ones sometimes venture to the occasionally assassins if the need arises. One cannot
mountain area but usually remain in the lowlands, call these elves evil or good; their alignment is usually
where the elves and yuan-ti can be found. They can chaotic neutral, and their motivations are survival of
be very dangerous, possessing the same abilities they the tribe. The harsh rainforest makes this an obvious
had in life, including sometimes magic use. priority.

The Yuan-ti of Hel’zon, together with their Histachii


creations, rule most of the land around the base of the
Mountain of the Mad God. No expedition to the
Mountain can avoid Yuan-ti contact. They are a
devious and genius rated race, and plot and plan traps
Most of the intelligent species of the area, yuan-ti,
for their victims so as to reduce the chance of facing
grippli, and a branch of wild elves, tend towards the
actual combat or possible harm. They use the Histachii
insular, tribal variety. The yuan-ti live around the
and the pure bloods as buffers between the
Mountain of the Mad God, and it is possible they
abominations and any sort of harm. Statistically, the
worship whatever being is in the Mountain. The
Yuan ti and the histachii are no different from the
Grippli fill the lowlands between the mountain and the
Monster Manual entries.
arid promontory, ruling from the trees. To the south,
Hel’zons only good aligned race, the Halflings of the The Grippli of Hel’zon, possibly another creation of the
River Commots bear down on their territory and keep Mad God, are Hel’zon’s most neutral species. They
the rest of the monstrosities at bay. control Hel’zon Above, meaning the tree tops. They
can be encountered anywhere in the region that
The elves of this area refer to themselves as Oosuel,
sports very tall trees. Grippli are non aggressive
though they prefer to identify by tribe rather than
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normally, however they are also omnivores who prefer
a certain amount of meat in their diet, and will get it
from any source they can. This usually means lower
orders of life, as the intelligent species are harder to
claim (and the yuan ti taste fowl) but if pressed for
food, grippli will attack humans and demi humans.
Statistically, these grippli are no different from the
Monster Manual entry.
To the south, where the forests thin out and the
atmosphere is slightly less tropical, a number of fresh
water rivers create an ideal terrain for Hel’zons most
amiable species, the Halfings of the River Commots.
As many as 200 halfings huddle around these rivers,
organized loosely into groups of related tribes. The
halfings have managed to remain safe from the terrors
north of them by developing very effective bush
fighters, rangers, and priests who excel at turning and
destroying undead. Interestingly enough, these priests
do not preach worship of any deity; they merely
represent the best interests of their species, and
receive their powers from that strong faith and
emotional investment.

Hel'zon is also home to one of the nine portals of the


Netherdark.

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great amazons who came before them. Likewise, male
High Plateau children remain with the men, learning all the
The Plateau of Scyth necessities of maintaining households, breaking horses
(original concept by Justin Rod) and all the sundry skills needed to survive in culture.

The High Plateau is home to a matriarchal nation of The society is matrilineal, meaning that inheritance
strong cavalry, famed for their might in battle from the flows from mother to daughter, and any property
saddle. Masters of flail, spear, sabre, and bow, they owned by a man comes under the control of the
are a mighty cavalry sought far and wide as woman he marries, though, he retains control of his
mercenaries. own property should the two part. If not, upon his
death, control of his property is held in trust by his
The Plateau of Scyth is only called that by the wife until she can pass it on to her daughters. This sort
inhabitants, to outsiders it is simply the High Plateau, of arrangement is often incomprehensible to
just as the Scythians are known as the Horse Nomads outsiders, but it works fine for the Scythians.
to the outside world. Scythian society is confusing to
many, as they are a society of Amazons, but they don't The are hundreds of small tribes of Scythians arranged
kill male babies, they do, however, keep their men like across the length and breadth of the High Plateau,
other societies keep their women. Women are kept in however these tribes share a similar culture and belief
separate tents from men, and are not allowed to system. The chief deity of the Scythians is Ahkrosha
marry until they reach 30, at which point they are the Sun Goddess and her consort Secomman the Blue
released from military service and are required to Sky, beyond that they believe in a host of household
choose a husband and bear children. In addition, the divinities that are unique to each clan, but do not grant
Scythians are not above raiding outland tribes and spells, they instead "offer protection to the home, to
each other to secure female children, and in Illium and the clan, and bring the blessings of our ancestors upon
Eirmoor, villagers tell stories of terrible Horsemaiden us". Whether there is any truth to their existence is
raids that empty villages and march off children into unknown, but suggesting that they aren't real is as
slavery. The truth is though, that while raids occur, the sure a way as any to get a Horsemaiden lance in the
Amazons rarely butcher everywhere and the female belly. Ahkrosha in particular is worshipped because
children are not enslaved, but given places of honor her priestesses possess knowledge of a ritual that can
among the tribe. Male children are not taken, except extend a woman's childbearing years well into her
in times of great need, and they are treated as other forties, which proves necessary in replenishing the
men are. tribes.

Similarly the men are kept separate from the women, While each clan is nominally independent and ruled by
and spend much of their time in athletic competitions: a Khana, each Khana is chosen by a council of Khanas
wrestling, racing, spear throwing contests - even known as the Su'Khana and their words pronounce law
engaging in mock battles to maintain their bodies. The for the tribes they control. The twelve Su'Khana
men live communally until married, becoming councils are themselves ruled by Al'Khana, or the
storytellers and historians to for their people, and Queen of Khanas, who is chosen from among the
those men with magical aptitude are taken for further Khanas by the combined wisdom of the twelve
training, to become wise men and seers for the tribes. Su'Khana councils. The councils choose based off
The men array themselves in fine silks and furs, and number of horses owned, number of battles won, and
are all trained in building, construction and sewing of other factors which they feel determine the fitness of
tents, as well as their transport. Like their women, a Khana to rule over all. The current Al'Khana is
males are taught to ride from an early age. The most Ikchirrik, of the Fanged Riders tribe. The Fanged Riders
important job though, that men possess, is the rearing are currently the most powerful tribe, and have
and education of children. After a child is old enough prospered in large part due to the deal Ikchirrik
to be weaned from her mother's milk, she is given over worked out with Marina del Valle of the trade city of
to the men of the tribe to raise until she is old enough Neufanschattel in the Seaside Marches; in exchange
to begin training, during these early years female for a mere 1000 horsemaidens, horses and chariots;
children are taught to worship the gods, give her tribe now has permanent access to grazing lands
deference to ancestors and are raised on the glories of and as well as the weapons, armor and magics of all
the nations of the Inland Sea.
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While the Al'Khana Queen freely trades with the other


tribes of the plateau, to gain access to these treasures,
the other tribes must go through her traders. Making
the Fanged Riders very, very wealthy.
All Scythian women are trained first to ride horses
around the age of five. When they have master
horseman ship, they are instructed in the use of the
lance, the short bow, the sabre and the horseman's
flail. Those of exceptional skill are also trained in the
use of the signature weapon of the Horsemaidens, the
bladed chariots. Each chariot has a number of twisting,
sharpened blades attached to the spokes of the
chariot wheels, which allows the charioteer to run
down her enemy, either trampling him with her horse
or slicing him him to pieces with her blades. Use of the
blades in combat requires an attack roll as normal,
(and requires both proficiency in charioteering as well
as a weapon proficiency in the blades) and it does 2d6
points of damage and 3d6 against larger than
mansized creatures, but the Amazon has to pass next
to the creature she attacking. This largely limits the
bladed chariots to military encounters, but on the
open plains, even a single charioteer can be a deadly
encounter, especially as the driver is rarely alone.
Usually one other Horsemaiden accompanies her, A painting on hide done of a Horsemaiden wizard, in
using bow and spear to great effect from the chariot. It full ritual gear.
is considered a great honor to be given a chariot, and
very few amazons refuse it. Manticores also find purchase on the plateau,
devouring horse and rider alike. These beasts are
The Scythians form no permanent communities, respected, but feared, and several tribes derive their
instead they wander the breadth of the high plateau, names from the monster, such as the Manticore Barbs,
following the herds of wild horses and the bison, but these tribes are as likely as any to fall victim to the
gazelles and fanged deer that shelter in the deep monsters. Owlbears, rocs, wyverns and perytons all
grasslands of the plateau. The amazons are far from hunt along the plateau. Several small clans of fog
alone, however, as Manscorpions dwell in the caverns giants can be found along the southern edge, and they
below the plateau, periodically making nighttime raids alternately ally, ignore, or hunt the Scythian tribes as
on Horsemaiden encampments that wander near. the giant clans see fit. It is due to the presence of
These foul creatures are few number, there are only a these natural dangers, that the Horsemaidens rarely
handful of lairs, as the Amazons will often band travel beyond their own lands, even though they are
together to wipe out lairs as they find them, though often sought out as mercenaries; they themselves
not without great personal cost, and the males will have little interest in conquest. Individual Amazons
record great epics about the heroines who fought and may leave their tribes however, on quests of personal
died to destroy these terrible threats. importance or just a desire to see more of the world
under the blue sky.

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Scythian charioteers practicing their art on the High


Plateau.

Horsemaidens engaging the Men of Illium in battle for


the protection of Neufanschattel.
Most Horsemaidens take the Amazon fighter kit, and
this requires little change, except in terms of weapon
proficiencies. Unlike the normal kit, Horsemaidens can
choose to specialize in the light lance, the shortbow,
the sabre or the spear. And her starting weapon
proficiencies must be chosen from the following list:
short bow, sabre, light lance, spear, horseman's flail,
battle axe, or horseman's mace. After first level, an
amazon is free to choose whatever weapons she likes,
but she is required to have proficiency in the short
bow, light lance, sabre and horseman's flail before she
chooses new weapon proficiencies. Nonweapon
proficiencies do not change, excepting to add
charioteer as an optional proficiency. All other kit
features remain the same. Horsemaiden wizards
usually adopt the Amazon Sorceress wizard kit, with
their initial weapon proficiencies being short bow and
sabre instead of longbow and spear. No other changes
need be made.

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Holinth-Tel
Land of the Godless Grey
Realm of Mystical Mist
(original concept by Matthew Archibald)
The cataclysm was a devastating blow to the Grey
Elves. The dim history before the cataclysm is just one
generation removed from the surviving elves. Their
natural lives span a millenium, and for them, the
sundering is a recent tragedy. This cataclysm has
wounded the Grey Elves far deeper than any mortal
race, for with the destruction of the world, came the
destruction of their Gods as well. An entire pantheon
lost or destroyed (nobody knows which) in the wake of
the world's destruction.
Many of the less haughty elf subraces have turned to
other Gods. The new Gods of the seven moons have
embraced the elves with open arms. However, to the
Grey Elves of Holinth-Tel, the embrace of these new
Gods is an insult more painful than the loss of their
Gods. To worship these Gods is to give up their
identity and forfeit what it means to be an elf. The
Grey Elves have watched in horror as the other elven
races have become base reflections of their former
glory.
History tells of a once mighty elven empire that
spanned a continent. In modern times, there is little
evidence to support this, as the few elf tribes that still
exist seem have lost their noble heritage. Many elves
have become savage. The barbaric wood elves, the
blood thirsty aquatic elves, and the sinister drow all
seem to have thrived in their respective habitats.
There is one place yet where noble elves of The rivers, coasts, and mountains surrounding this
unsurpassed beauty have weathered the sundering land are perpetually shrouded in a thick fog which
and still cling to the old ways. Between the eastern disorients any would-be travelers to Holinth-Tel,
slopes of Mount Ossufel and the western cliffs of the whether it be by land, riverboat, ship, or flying beast. It
Jotunmark is a crescent shaped valley of rolling hills is speculated that this magic is a form of elven high
surrounded on all sides by mountainous cliffs known magic that has somehow survived the sundering. If it is
as Holinth-Tel. The geography of this hook shaped land indeed elven high magic, it is jealously guarded by
creates a secluded land where this reclusive race of Holinth-Tel. Anybody who enters into the fog either
elves preserves what is left of their proud culture. find themselves exiting right where they entered the
What little contact is made between this elven land fog after a day of blindly wandering, or they are not
and the outside world is conducted on the eastern seen again. The fogs have seemingly swallowed entire
shore of lake Rhimbelle, where the elves erect tent fleets of halfling whalers from the northern bay of
villages for the purpose of trading with humans and Holinth-Tel. The elves have no trouble sailing their
dwarves of The Ashtelon, Illium, and Far-Durdon. ships through the fog, as they somehow sail up and
down the river Diann to the Rhimbelle on graceful
ships laden with fruits, honey, leather, and intricate
wood carvings.

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It is told that, from Holinth-Tel, a stairway exists that old, as well as the lesser Gods: Rezha, Mirandi, and
leads up the eastern slope of Mount Ossufel. The Feir, all have a devoted following, and the elves
mountain is known to be home to great herds of worship their dead Gods often. The priest and cleric
Pegasi. Elven courtiers, messengers, and knights travel classes are little more than community leaders now.
the realms on these majestic creatures. This is how the Be that as it may, Holinth-Tel still retains their classic
elven court communicates with its neighbors and Blade-Singing Academy, which is prized for its unique
observes the world outside its mysterious lands. The fighting techniques and is jealously guarded. The Grey
elven court is ruled by King Wathrain, though none Elves will only teach other Grey Elves. The wizard
outside of Holinth-Tel have ever seen the ruler. The academies of Holinth-Tel are likewise jealously
King's subjects are often sent out into the world guarded. High level enchantments such as the fogs
beyond Holinth-Tel to treat on his behalf. These grey that surround their land is evidence of the power
elf knights and wizards often appear to be pained by contained in their secret libraries. Specialist
the state of the world. Although they never treat enchanters are known to travel the world and all seven
directly with other elves, they have been known to moons searching for the lost Gods. These powerful
make pacts with human kings on behalf of their wizards of Holinth-Tel have sometimes turned up in
cousins. For example, a deligation from Holinth-Tel the most unexpected places as they use secret portals
convinced the Regina of Khelgorod to prohibit the and methods of travel unknown to other races.
hunting of Aquatic Elves for their pelts in the Bay of
The lands surrounding the fogs of Holinth-Tel are
Bospor.
infested with were-wolves, were-bears, griffins, dire
The Grey Elves blame the cataclysm on their mortal wolves, Pleistocene deer and Fog Giants.
enemy, the drow. Any Grey Elf will attack a drow on
The interior is rumored to be home to fey creatures of
sight with extreme prejudice. The Grey Elf wizards
every description. Korred, Satyrs, Fairies, Brownies,
have been known to create magical portals into the
Nymphs and Dryads call Holinth-Tel home.
underdark. It is a rite of passage for a young elf warrior
to kill a drow in battle. Forays are mounted from Silver Dragons have been seen flying over the area as
Holinth-Tel to the underdark fairly frequently. This well.
ideology is spread to some of the surrounding lands.
The Grey Elves are also bitter enemies of the Ogre
Khanate. The ogres rampaged west after the
Dwarf/Giant wars of Ilium and Holinth-Tel was barely
able to repel their army before the ogres moved on to
the west. Now that the Gambul Khanate is a vassal
state of the Khelgorod theocracy, a tentative treaty
keeps the two races from open warfare.
In the shadow of Mount Ossufel, in a green valley of
Holinth-Tel, surrounded by a ring of tall oak trees is a
shimmering pool of water that is actually a gate to the
moon Mi'Irilith. The gate may be used when the
surface of the pool is illuminated by the light of
Mi'Irilith only. The gate will not function if any other
moon is in the sky. Generally, the gate is effective only
a few times every year, and only for a few minutes at a
time. The elves guard the pool night and day, not from
infiltrators who might travel to the fickle moon, but
from any beasts who might crawl out of the pool.
Although the Gods of the Grey Elves have been lost,
Holinth-Tel still boasts of a spectacular temple devoted
to the old Pantheon. Amana-Rus, their patron God of

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This vast evil army rampaged through the realm
Illium destroying village after village and Army after army.
The Western Heartland The Grand Wizard of the realm Dansk lured the evil
Land of the First Kings army to the great city of Kal-Saren where he tore open
a rift to plains of hell and unleashed a horde of devils.
(original concept by Jack Allred)
The two armies clashed at the city center and neither
The Western Heartlands were once the powerful could gain an advantage. Dansk had setup 12 powerful
country of Illium. Illium was ruled by many noble Kings artifacts to trap the armies in the city but at the cost of
from the line of Ralinka. The dark wizard Gilvon the his own life and sundering of the realm.
Shadow manipulated two of the Kings Jarls to turn
against their King. Both men lead armies of Orcs,
Bugbears, Goblins, Wargs, Giants, Trolls, Hillmen from
the southern mountains, their own clans, and Demons.

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The once proud kingdom of Illium has been broken Some of the more notable natural obstacles of the
down into three regions not including the Elven realm region include the inland sea to the east. The lake of
of Holinth-Tel which occupies the north western Tears to the south west. The lake of Mists to the
portion of the area near the Dwarven kingdom of Northwest. The Dragon Horn mountain to the
Dram-Zarook to the North in the Dragons Horn northwest.
mountain. The three regions that once made up Illium
The region has gently rolling hills, numerous rivers,
are the wild lands to the north and north west of the
streams, creeks and bogs. Many small villages for the
great inland sea. The largest and most prominent is
landscape and numerous destroyed cities lie in various
the country of Ill-Moraine, which is also commonly still
locations throughout the region. All in all the region is
referred to by the name of the great old empire,
stable at this time due to the great trade city of
"Illium," and runs from the eastern portion of the
Maraksburg at the west end of the inland sea holding
inland sea to western plains of Harviktood. From the
dominance over the region and its clans.
southern woods of the Wild lands to the foot hills of
the southern mountains.

See also: Holinth-Tel (Atlas of the Realms)


See also: King Nehman (Rogues of Dawn)
See also: Zera (Rogues of Dawn)

The third area Far-Dardon is a wooded hilly area on


the northern edge of the Inland Sea, bordering the
Zolvoi and into the foothills of the Anvil Mountains.
These wilds lands are dominated by barbarians and
wild halflings.
The 3 regions of the Heartlands share a common
language, their culture, heritage, and social order are
very similar. Most areas are held by clans that
continuously raid each other for supplies and bragging
rights. Adventurers and travelers find the Western
Heartlands have a unique history of being the bread
belt of the continent and have been fought over by
various armies and lords for this reason. It is also the
cross roads for trade, for the western half of the
continent.
Travelers will also find that one part of the Western
Heartlands is almost no different than any other part.
The villages are all either walked or built upon the
most dominant terrain feature of the area. The rulers
and merchants are very similar due to their singular
history. There numerous memorials or grave mounds
scattered through out the region.

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Around one hundred miles North of Winter Haven lies
Ice Spyre Sterysyl. This city is home to White Dragons and the
The Winter Haven Elves that live amongst them.
(original concept by Jerry Horne) These cities don't have much to export. Both do have
The area of Ice Spyre has been inhabited. The Crystal schools for extended education and studies on the life
dragons and their hardy Elven vassals have built and in the Arctic region.
sculpted the city of Winter Haven.

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9. Home of the Xeri
Jut Spine Mountain 10. Castle Airshear
The Demon's Backbone
(original concept by Anthony Costa) Greystone Manor is a century-old home to the
Jut Spine Mountain is the jagged, sprawling region previously prestigious Ungari bloodline, now extinct. In
South of Mael’og and it stands austere, towering over its sin-stained halls, a terror was birthed. The Ungari
the setting sun’s pitiful light at the end of day. It is a family sought to commune with a lost relative, hoping
symbol of the old world, wrought with danger and to learn of their lineage before the Sundering, but
peril and no small number of misshapen horror. called upon the wrong name. It leapt forth from the
ritual circle, a cloak of shadow black enough to blot the
It is a comfortable temperature in most of the lower,
sun and with eyes of feverous hatred. Onto their
lushly vegetated areas and it even boasts a few lanky
minds did it latch its trans-dimensional talons and in
beaches. As you rise in elevation however the air chills
twain they were. They were consigned to the only
and takes on a aspersive nature, having thrown many
prison they will ever know, and their dark halves were
a hapless soul down its steep sides. A seemingly
left in that Manor. They soon toiled into delirium in
fortuitous fog sets over its lower parts as the
that unending tomb, grafting the flesh from their very
temperate air greets the frigid echo of the sea early in
bones onto the walls as It bore into their brains. Now,
the morning and into the day. To be certain, this is an
only the cackling of a cancer-stricken hound escapes
unwelcoming vista of veiled evil. When the fog rolls in,
that place on the cliffs over the river.
people hide. Beasts hide. Monsters hide. Yet, Humans
have managed to scrap together a living here, even Bold granite columns, well-laid stone paths and stairs
going so far as to build the Shimmersand Overlook. once lead through grass that seemed lathered in
honey under the rich sun and sprinkled with sugar
It is said that Jut Spine Mountain is so named because under the tender moon. Now only dirt and mottled
it is merely the splintered spine of a horrible fiend, rock remain and the soil how it stinks of their rot.. The
smote upon the earth by some devilish evil far greater. manor has a wondrously huge fountain with a statue
This may be true, and much evidence suggests such. of a nymph at its center. The patio is cracked and
The mountain lay barren and empty until this fiend’s imperialistic weeds strain the stone but beautiful
atrophic aura subsided, there in the shade of the sun greenery survives, with many an arousing scent. Beasts
did Vlaraung claim it as his own. of living stone gleam in the fog with evil eyes, lounge,
Recently, the behemoth Vlaraung, a dragon of and watch for victims. Inside the manor’s warped
unknown species, passed away in the Garden of Stone. doors pours inky light tainted by the stained glass. Its
Its great horde of gold taken by a cult, much is unclear queer beauty hides an ill core - flesh is stapled, nailed
of the Mountain’s future. with pitons, and sewn onto the walls, riveted skeletons
A warrior cult exists in these mountains, the Xeri, and are strewn over the grounds and a golem of flesh and
only recently has their existence been uncovered. They glass sleeps in the Manor’s bowels.
train high in the Jut Spine at Castle Airshear, and they Recommended Inhabitants: Ghouls, Shadows (of the
live in harmony – no, in symbiosis – with the Gryphons. Ungari family), Oozes, Dead adventurers, Vampire
Following are descriptions of some locations players Bats, Sand-themed Mimics or Cloakers, Gargoyles,
may visit. Flesh Golem, It
1. Greystone Manor Quest Hooks:
2. Shimmersand Overlook a. Investigate the cackling of a disease-ridden hound.
3. Forever-Light Tower b. Discover the grave error of the Ungari family.
4. Wishbone Hideout c. Collect the deed to the manor so that it may be
5. Gryphon’s Roost sold, or keep it for yourself.
6. Nerichen d. Rescue another adventuring party from their fate.
7. Garden of Stone e. A druidic order has asked you to cleanse this place
8. The Gauntlet and return it to it’s former glory.

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South of Mael'og is the region called Jut Spine Mountain, land of adventure.
Shimmersand Overlook holds most of the Human they can, look to the stars and gods for guidance, and
population in this region, and with good reason. On once a month give thanks to the moons for their light.
one side, hundreds of feet of solid stone spew into the They believe there is a Salamander in the
sky and offering protection in its shadow. On the hydrothermal vents – and they are right. As such, they
other, easily defended beach-like territory surrounded revere the elemental gods, particularly Alzan. The
by towering trees and thick ferns. Shimmersand boats they use to cross their personal lake are wrought
Overlook is built under, into and onto a huge rock of cherry pine and are designed with scant birds and
bridge that arches its back over the body of water the signs of Halea.
forming what these people call their home – The people here have angular figures, dark brown hair
Shimmersand. The people here often dive down into and golden skin. They wear purple, green, and deep
the vast lake or swing from magically strengthened red face paints (both the men and women) and wear
vines for fun, or wrestle in the sand. A deep, semi-precious gemstones as jewelry. There are no
hydrothermal vent keeps the water perpetually warm social classes here, they are all “one people” in their
and wards off the fog. An added benefit of these vents mind. They eat fruits and fish mostly, but also an
are an abnormal amount of precious gems usually only assortment of vegetables. It is blasphemous to speak
found deep in the ocean. ill of the elemental gods, or of Rocs and Gryphons and
Shimmersand Overlook is built with fine, glassy killing a bird in this area is considered murder.
minerals that feel smooth as silk. Atop towers flutter Quest Hooks:
banners of lavender and obsidian color, a hearty Roc a. Navigate to Shimmersand Overlook and discuss
as their symbol. An observatory at the very top of the plans to create a path through the fog so they
Overlook is used to watch for the fog and other might trade with the outside world.
dangers, as well as star-gaze. These are a simple but b. Lead a group of thieves to steal the precious
strong and proud people. They work their meager gemstones of these people.
crops, mine their minerals, train their young as best
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c. A Priest of Alzan in your group feels drawn to this c. In your dreams, a maiden is pleading for her life
place. atop the tower.
d. Seek shelter from the fog here. d. A man walks across the sands of time, leading to
e. The leader of Shimmersand Overlook is murdered, the tower. He is familiar to you.
unravel the mystery. e. A smuggler is killed, on his body is a missive to
f. A pregnant woman hasn’t returned and the fog is search and loot the tower for “Cobalt Tears”.
coming, save her.
Wishbone Hideout, so named for its placement at the
Forever-Light Tower is a white-gold tower that braces
crook of a river that forms a wishbone figure, is the lair
against the tides of night. Hundreds of feet tall and as
of the worst scum this side of the Anvil Mountains.
wide as the widest ship, the Forever-Light Tower is a
This smuggler’s den is nailed into the rock and river’s
relic of eons ago. All along its base and up the sides are
cavernous embrace. Ebony tusks, taken from the
stories of brave warriors that threw light as weapons
poached elephants far East, hand from and jut
against alien creatures, stallions of the moon who rode
upwards to the upper areas like the maw of a dragon
into war against viperous oozes and sinister slimes,
with rotting teeth. Filmy, fungal water sits comatose in
and faceless ones who rode into the great magnetic
this cavern and parasites nest in the moist mini-
field, for the future of mankind.
ecosystem. A shanty-town is built here, many stories
At the highest plane of this tower is a soft but endless high and built like boxes stacked on top of each other.
light, purest and oldest in the universe. It bathes the The haze of smoke and the boisterous yells of
mind and leads the soul. In appearance the Forever- gambling fill the air. Ships and canoes that use the
Light Tower may look like a lighthouse of sorts, leading river to move about are lined along a dock of sorts
travelers away from a coastal doom, but in reality it is with hooded men hanging on shapely women. Thugs,
a portal – a gate. Where it leads, only Leonid could low-lives, smugglers, rapists, murderers, outlaws,
possibly guess. prostitutes, and bastard sons live here. They are a
The tower itself is ornately formed, with scripture and cutthroat bunch held together only by a “thieves
story alike chiseled into its sturdy frame. Reoccurring code”, weak as it may be. Once a fight breaks out and
images of lions and eagles, featherless birds with ends with someone dead, or someone falls over
flaming tails, and a great tidal wave of shadow are stricken with poison, everyone just turns around and
everywhere. goes on with what they were doing.
Possible realities of the Tower: Black market deals and sanctuary from regulation are
• It is a portal to the Deadlands, jealously guarded by the main draws to Wishbone Hideout; temporary
Death. respite from the crack of the whip or scalding touch of
• It leads to the edge of the mists, a lightless place the law. Double agent spies from different kingdoms
between life and death where time ceases. and nations meet here to exchange secret information,
• It holds a secret of the Ancients. pirates bring voodoo talismans to sell to the
• Leonid resides here in mortal form, sealed in a unsuspecting, and there are even rumors of a ninja
chamber of onyx. clan calling this place home for the time.
• The weapon that destroyed the old world is here, Quest Hooks:
dormant but operational. a. An All-Thief group finds themselves here and are
• A paladin’s light was thrown to the void, but echoes hired to sneak into Shimmersand Overlook and
from within the portal, waiting to be released. steal a valuable magic item.
• The Tome of Courage is here, an artifact of the b. The Knights of Justiciar have requested you track
retributive god Nydalp. down and apprehend Salvatius Lacius, a man
• An exceedingly powerful Continual Light spell is cast wanted for murder and treason, so he may stand
here, magnified by lenses and mirrors. Its creator is trial.
within the tower, dying of an incurable disease. c. The most powerful gang has lost their leader, a
Quest Hooks: power vacuum ensues.
a. Rosetta has tasked you with discovering the truth d. Rumors of a ghost pirate are circulating Western
of the Forever-Light Tower. Dawn, investigate.
b. As the fog rolls in, a ghastly figure it seen atop the e. Someone has been kidnapped and taken here to
tower for the first time. be sold into slavery.
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f. You are to act as a double agent for a leader to some otherworldly essence. While Gryphons do not
help win a struggle of some sort. speak a language as we know them, they communicate
g. One of your best friends has obtained a cursed very well and can even be trained and bonded to their
idol, leading back to Wishbone Hideout. rider for life. For this to happen there has to be a
h. A magi has asked you to acquire a dangerous mutual respect, though. It is not “Master and Steed”,
parasite from the water here, but you are but rather “Friend and Friend”.
mistaken for another bandit and attacked. Quest Hooks:
i. A thief stole one of Rosetta’s tomes and you’ve a. You are a Xeri who just finished his introductory
tracked him down to here, eliminate him and training, and must go to the Roost to earn your
recover the tome. bond.
j. A rebellion in Sardanos has forced the corrupt Lya b. As a monstrous party, you’ve decided to attack the
Irvine (the mayor’s daughter) to seek shelter here. Roost in order to degrade the power of the Xeri
You are to find her and bring her in, or help her warriors.
escape the law. c. A wounded Gryphon has been found with a
poisoned injury, investigate.
The Gryphon’s Roost is a plateau several miles wide d. The Lord Vurn has grown sickly, what is causing
that is home to the most magnificent of beasts. Flung this?
boldly into the sky and skimming like a blade through e. The Roost is under assault by a massive horde of
the clouds, the Gryphon’s Roost is a sight to behold. orcs and goblins, defend it at all costs.
From its lofty perch, piercing cries echo over the f. A wizard has asked you to secure an egg, little do
mountain side and resonate through the passages, you know that he is evil and wishes to transform
mirroring the great feeling of freedom these beings and disfigure the hatchling.
clutch. If one were to experience this feeling, it’s just g. To create a magical item or spell, you need one of
like falling from a boundless height to a place with no Lord Vurn’s feathers, and it must be willingly given.
end. Here, in this neigh unreachable plateau, live the
Gryphons. Gryphons, like lions, live in prides Nerichen slumps into the banks here, barely strong
comprising of mates and offspring that hold dominion enough to stay standing. Its knees tremble and gods
over a piece of territory. They have beaks as spears the pain in its feet. This city is ill with taint, with murky
and swords for talons, their rippling muscles would magics. Given life by a now-dead golem master, the
shame most any warrior. Normally, their hunger for city of Nerichen groans and crumbles night after night.
horse-flesh puts them in dispute with Humans and sets On its once great Duomo-structure is a panicky face of
them to be seen as evil, bloodthirsty creatures – it stone with aging lines cut into the walls. He speaks of
could not be further from the truth. In general his past, who he has sheltered, what they have done,
Gryphons are neutral towards people that do not and how many sieges he has survived. Now the magic
attack them. The Humans of Shimmersand Overlook that sustain him fades, and he seeks life however he
revere these creatures, and furthermore the Gryphon may have it. In secret, he is sapping the life from those
have a special bond with the inhabitants of Castle who live there, the very light within them, to stay alive.
Airshear. Nerichen is old and grumpy, and will animate
Eggs the size of dressers are lain over the carefully gargoyles to drive off any “not fit” (not of enough life)
padded roost and kept warm by meticulously “knitted” to live in his shelter. The towers and walls are cracked
paling foliage crumbled like parchment into the side of but standing for now, with imagery of giants and ogres
the mountain. Brilliant gold and light brown feathers in great battle – perhaps a clue to this area’s past.
dance on the wind to the earth often, and are There are worn and faded banners with a hairy, flexed
considered good omens by the people of Shimmersand arm as it’s emblem. At the greatest height of the city is
Overlook. It is said that the brighter and more brilliant a chamber of riddles. It is rumored that if one could
the feather’s colors, the cleaner the soul of the answer all seven of them correctly, they would be
Gryphon. On the highest peak here, the lord of the granted one wish. In reality, it is the puzzle to free a
Gryphons does live. Lord Vurn is a truly awesome djinn, who will grant a wish, but twist it in any way
being, with a wingspan over 35-feet. His golden possible. The buildings of Nerichen look like old Illium
feathers shine so dazzlingly bright in the sun that they structures, eaten away by the voracious hunger of
seem almost cobalt, as if the light infuses them with time. They are irregular shapes, with only one or two

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regular polygons, and seen from the sky are actually yet others still sit bloated with gold and jewels. In the
part of a phrase, “It Lives”. lowest room is the dragon Vlaraung, seemingly dead,
The Humans here wallow in their apparent misfortune laying on hundreds of thousands of gold pieces.
and wither long before their time. They seem
disjointed; sweeping clean floors, staring at their
boots, shining metal long into weakness, looking to the
sky for hours, or float down the river just to walk miles
back home.
Quest Hooks:
a. Nerichen is dying and the wizard who animated
him is dead, you must find a way to sustain him so
he does not kill anyone else.
b. You seek shelter from the fog here to no avail, you
find yourself in a demi-plane of itchy shadow. Find
your way home.
c. You seek the riddles’ power, find your way to
Nerichen and solve them.
d. An earthquake throws Nerichen free of its
foundation and now it screams in agony as it flows
into the ocean. Save it.
e. The Children of Loptif have arrived and seek to
grow their influence here, do not let them.
f. You seek passage through Nerichen but you must
prove yourself first.

The Garden of Stone is the Children of Loptif’s main


headquarters. It’s a fortress built into the side of a
mountain in Jut Spine Mountain that used to belong to
a greedy dragon named Vlaraung before he died of old
age, still laying on his sea of gold. The Children
“inherited” it shortly after, and use the gold to fund
their operations. It is a tiered fortification five levels in
height, with only the first two being above ground.
There is a sprawling carpet of beautiful grass that
extends to the sea and mountain. All over are statues
of humans, elves, ogres, and a massive snake. Vlaraung
was a strange species of dragon, who’s breath turned
any flesh it contacted into statues of stone – and so
thousands of its victims stand erect in their final,
horrific moments; A permanent reminder and warning
of the danger ahead. It is said that his lungs still
produce the petrifying fumes which waft up into the
courtyard, and one should take special care not to let
the gases touch your skin.
The architecture is reminiscent of Dreathanian work,
with sharp edges and armor-like adornments. From
afar, over the fog, it looks like a great suit of armor for
a dark lord, half buried… Vast chambers and passages
fill the Garden of Stone, some halls are full of
petrifying gas, others swarm with spiders or oozelings,

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resistance into dust. The thri-kreen cavalry are famed
Khal'har for their fantastic wild steeds - from giant centipedes
Desert Empire of the Thri-Kreen and dragonflies to the great purple worms - and the
(original concept by Radamanthys d'Zan) infantry is legendary for the countless ranks it can
unleash.
The Desert March of Khal'har is a crossroads of the
northern continent, linking east, south, and west along Only a handful of human tribes still roam the steppes
the southern stretch of the Inland Sea. Most of the and desert - mystic warriors spared the wrath of the
land is sandy desert and arid steppes, but the northern thri-kreen. Now the Dominion is home to the Wild Folk
reach along the Sea rises in temperate hills, and the - gnolls, wemics, yuan ti, rakshasa, needlemen,
southern reach descends in steaming jungles. In the bullywugs, kenku, dromites, griffontaurs, tortles,
first centuries of the new Age of Dawn, the land was sahuagin, and locathah. Each rules a principality of
gripped by war among dozens of races and tribes vying Khal'har, and a time of peace has settled upon the
for power. realm

At last a great house ascended among the thri-kreen The Emperor has dispatched emissaries throughout
led by a mighty Emperor who united the four clans of the northern continent to secure trade and alliance,
thri - the Green Thri of the hills, the Red Thri of the binding pacts with Lord Kzul of Draethan-Gol in the
desert, the Black Thri of the jungles, and the great East (to whom he exchanged a force of psion
Golden Thri of the steppes. With the four clans united, mercernaries) and Lord Uzulok the Troll King in west
the thri-kreen built the Great Dominion of Khal'har, (to whom he granted a personal guard of 300 black
ending the wars among the tribes and driving the last thri warriors).

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HISTORY mistrustful that they fought eachother in a war of
Arising in the New Age of Dawn races that lasted another hundred years. And once
The desert waste of Khal'har is said to be the site of a again the rivers of Khal'har ran red with the blood of
great fiery destruction unleashed by the Ancients at the wild folk -- kenku, wemic, thri-kreen, yuan-ti,
the time of The Sundering. In the dark millennia that rakshasa -- each vied for power, protection, and
followed, the desert was an uninhabited wasteland of supremacy. None could maintain an upper hand for
unending night. Sandstorms scoured the land, and it is long, and while the wild folk were consumed in blood
said that not even a scorpion could survive the ruin. feud, the surrounding realms of men advanced,
With the new Age of Dawn, water flowed for the first building great cities and deriving powerful new
time across the cracked earth of Khal'har, and with magicks. But Khal'har was a dusty battlefield of
water came a reawakening of life. The Thri-Kreen hold despair, and many were there who profited in the sale
that their ancestors had wisely buried eggs beneath of weapons and iron to stoke the fires of war -
the hardened clay which sprung to life with the first especially the Rakshasa of Harasanti, who grew rich
rain. Other wild folk of Khal'har have unique tellings of from their mercenaries and trade across the desolate,
the reawakening, most of them telling of a rebirth wartorn desert.
from the cracked clay wasteland when the rains once
The Dominion of the Thri-Kreen
again flowed. (The exception is the genesis story of the
Finally in recent decades, the realm of Khal'har was
gnolls -- see Pantheon of Deities; Tazingo.)
brought to peace under the Dominion of the Thri-
Kreen. A century of blood feud among the wild folk
was brought to an end when a great thri Emperor
serving a legendary Queen united the Four Clans of the
Thri under a common banner - the Gold, Red, Blue,
and Green - and led decisive victories from the far
Eastern realms about Waypoint to the far Western
realms of Xirhalla. But unlike his predecessors, the Thri
Emperor did not subjugate the vanquished. He
brought them peace and riches, feeding those in need
and building the cities from ruin. Each race of wild folk
were given a Principality within the Dominion, and the
The Gnoll Queen and the Era of Dread land was at peace. Now there are few who would
The first of the Wild Folk to rise to power were the question that peace, for the Emperor's rule is as fair as
gnolls of Horzha led by a fearsome gnoll queen. She it is strict, and the Thri-Kreen armies are legendary in
united the bands of gnolls prowling the eastern desert unleashing unimagineable numbers of fierce infantry,
and unleashed a bloody war upon all who resisted. presumably the spawn of the legendary Queen. With
Worse, the gnolls were not content with surrender; the Dominion of Khal'har now stable and prosperous,
they slaughtered those within their conquest, and the Emperor has sent emissaries across the realms to
those they did not put to the sword they threw in establish trade and treaty, meanwhile vowing to the
chains to be sold as slaves. (Worse still were thousands Wild Folk that their borders will be held secure from
offered in daily sacrifice to Tazingo, for whom it is said the encroachment of surrounding kingdoms of men
that the rivers of Khal'har ran red with the blood of the that had grown strong during their years of chaos and
wild folk for a hundred years.) war.
The Great War of the Wild Folk MAJOR GEOGRAPHIC FEATURES
A spark of revolution caught fire among the wild folk of Principalities of the Dominion
Khal'har with the passing of the last and most horrible With the Wars of the Wild Folk brought to an end, and
of the gnoll queens. Across the realm, they threw off the establishment of the Dominion under rulership of
their chains and chased the gnolls into the deep the Thri-Kreen, Khal'har comprises a dozen major
corners of the Eastern Desert. And as the gnolls principalities, each ruled by a separate prince of the
retreated to lick their wounds, all of Khal'har was given Wild Folk. In the east are Horzha (gnolls), Wemica
to chaos and war. Each tribe that had lived for so long (wemics), Urlenmor (insectoid ogres), and Ssyrok
under the tyranny of the gnolls had grown so (Yuan-Ti). In the south are Harasanti (rakshasa), Shivek

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(needlemen), Gullywub (bullywugs), and Ken'Kodor Dromara (dromites). And the interior from the Eastern
(kenku). In the north are Maezul (locathah), Stratha Expanse to the Western Wastes are ruled by the thri-
(black thri-kreen), Tormun (tortles), Al'Centi (griff), and kreen.

south maintain a faithful watch over the jungle


borderlands.
The Great Chasm
A great chasm runs from the southern jungles of
Harasanti to the northern sea, a dry river now a mile
deep and impassable save with expert guides. It is
considered sacred by the thri-kreen, forbidden to
trespassers - especially humans. Within the chasm are
numerous lost ruins of the Ancients.
Legends of the desert nomads of Draethan-Gol tell of
Major Cities great titans battling in the age before The Sundering,
and their swords left scars upon the earth. The first
The major cities include: Waypoint, a bustling center
such rift in Draethan-Gol is home to the Demon of the
on the eastern edge of Khal'har, the holy city of
Wastes and is rich with veins of gold. (See the chapter
Al'Shah, and Xirhalla in the west. Each has grown rich
- Atlas of the Realms, Draethan-Gol.)
under the Dominion and are jewels on the Inland Sea.
The second such rift is in the midst of the desert
The Hives
expanse of Khal'har, called The Great Chasm. It is
The centers of power for the thri-kreen armies are in revered as the source of psionic power in the world
four Hives (North, Central, East, and West) from which from which the psionic priests of Sr'Qeth draw their
thousands of thri-kreen warriors can be dispatched power. Before the rise of the Thri-Kreen Empire of
anywhere in the empire with fearsome speed. Khal'har, the nomads of Draethan-Gol would make
Desert Sentinels pilgrimage to The Great Chasm and return with
enhanced psionic powers (if they survived the desert
The eastern and western reaches of Khal'har are passage crawling with bloodthirsty gnolls).
guarded by Sentinel armies, and the Rakshasa of the
Crossroads - Forbidden Passage

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Since the rise of the Thri-Kreen Empire, however, Queen of the Central Hive. United under a common
humans are forbidden passage in Khal'har, and Emperor, the thri-kreen established the Central Hive
pilgrims are given no exception. A secret guild of from which they launched the final, conclusive
smugglers has emerged offering the Sr'Qeth faithful campaign to bring the War of the Wild Folk to an end
secret passage, but the pilgrimage is treacherous, and and establish The Dominion of Khal'har. A Queen of
there are few psions who can claim to have laid eyes legend is said to dwell among the Hives, an enormous
upon the sacred Chasm. thri able to spawn hundreds - perhaps thousands - or
thri warriors at will.
The Desert Wastes
The crossroads of Khal'har are not easily traversed,
and the deserts are impassable without expert guides.
The Wild Folk harbor deep mistrust of outsiders -
especially humankind - and any who dare to travel the
crossroads without permission of the Empire or its
Principalities are hunted and slain as trespassers.
PEOPLES OF THE KHAL'HAR DOMINION
The Thri-Kreen
The dominant species in Khal'har, the thri-kreen
belong to four enormous tribes.
The Golden Thri. The first and most The Western Hive of Khal'har (concept contributed by
powerful are the Golden Thri, who Rich Overstreet with art adaptation by Radamanthys
dwell in the Eastern desert. The d'Zan)
Emperor himself draws from this
The Gnolls
tribe, and his people grew strong in
their years of conflict against the The plains of Horzha stretch between the Eastern
neighboring gnolls of Horzha. The golden thri are Expanse and the neighboring realm of Vecan. These
masters of the Purple Worms, and their druids are said plains are the home of the Gnoll tribes that once ruled
to summon sandstorms at will. all of Khal'har as cruel overlords and slavers. But the
Queen who united the gnolls centuries ago and led
The Red Thri. Second are the Red
them to conquest is long dead, and the gnoll tribes are
Thri, who dwell in the Western
disbanded, and they have pledged resentful servitude
Wastes. They are masters of fiery
to the thri-kreen Dominion.
magic and are the most ferocious
warriors of the realm. The Wemics
In the farthest eastern reach of Khal'har is Wemica,
The Black Thri. In the north are the
the principality ruled by the lion centaurs known as the
Black Thri who dwell in the forests of
wemics. They are fearsome warriors and druids, hated
Stratha and along the north shore of
enemies of the gnolls and loyal subjects of the
the Inland Sea. They are ingenious
Dominion.
engineers, building war machines for
the Dominion, and they also command a The Yuan-Ti
fleet of ships that are among the fastest on the Inland The southeastern principality of Ssyrok is home to the
Sea. Yuan-Ti, fabled archers who dwell among the
highlands and rivers spilling from the edge of
The Green Thri. And in the south are
Harasanti. They are loyal subjects of the Dominion,
the Green Thri, who dwell in the
hold a fragile peace with the Rakshasa, and live in
highland river plains and within the
constant dread of the insectoid ogres of Urlenmor.
jungles of Harasanti. They are smaller
than their northern brethren and
fetch untold riches in emeralds from
The Rakshasa
closely guarded mines.
Between the lands of Khal’har to the north and
Solanthis to the south are the deep jungles of
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Harasanti, where the great House Vana of the rakshasa especially humans, for whom they hold a deep and
have ruled since the dawn of the new age. In the grim unshakeable distrust.
days of the Gnoll conquest, House Vana was among
The Dromites
the few who managed to keep the gnolls at bay and
This mysterious race of insectoids serve as Sentinels of
fight so skillfully that the gnoll Queen thought better
the West. They enjoy a place of prestige in the
than to breach the dark jungles, leaving the rakshasa
Dominion because of their loyal service to the Thri in
to themselves with only a minor annual tribute of
the War of the Wild Folk. They now govern the
silver. During the revolution and ensuing War of the
principality of Dromara in the crossroads to the west,
Wild Folk, the rakshasa grew rich in trade of weapons
keeping a watchful eye on the kingdom of Illium and
and iron, and their mercenaries and strategists were
the wild lands of Eirmoor.
sought far and wide for assistance.
The Griff
In the final days of the war, however, House Vana
Xirhalla and the surrounding realm of Al'Centi is ruled
pitted itself against the Thri-Kreen emperor, and the
under the principality of the Griff - a lawful race of
rakshasa were all but destroyed. When the Thri
centaurs much like their distant relatives, the wemics,
Emperor himself killed the High Raja in battle, House
but the Griff are a winged folk, and their wisdom is
Vana was lost, and the rakshasa of Harasanti
perhaps beyond any other race of the Dominion. As
surrendered and joined the Dominion of Khal’har.
sentinels of the west alongside the Dromites, they are
Since that time, the rakshasa have regained their
loyal subjects of the Dominion and have grown rich
honor within the Dominion and regularly serve as
with trade through the crossroads to the west.
ambassadors and emissaries to distant realms, and the
Emperor himself counts their Viziers among his The Tortles
advisers. This wise and peaceful race dwells in the realm of
Tormun on the shore of the Inland Sea. They suffered
Of late, a power struggle has arisen in Harasanti led by
long from raids of the neighboring sahuagin and were
the panther Shakti Khara, who would see Harasanti
welcomed as trusted advisers by the thri-kreen in
rise to greatness no matter the price. The young prince
securing the western reaches of the Dominion. Now
of Harasanti, named Raj Vana, is just a cub, and his
they are sentinels of the sea, helping to guard the
palace has been infiltrated by assassins loyal to Shakti
shore against incursion from the Illians and Zolvoi.
Khara. If the young prince is to survive and restore
House Vana, his two loyal advisers must keep him safe The Sahuagin
– Dandaka, greatest of the rakshasa warriors, and Just as the gnolls are the scourge of the east, so too
Salahakara, the wise vizier and ambassador of the are the Sahuagin the scourge of the west. They
realm. delighted in slaughter all through the War of the Wild
Folk and grew rich from plunder. They were the last to
See also: The Rakshasa of Harasanti (Rogues of Dawn)
be brought within the fold of the Dominion, and their
The Needlemen loyalty therein is fragile.
The depths of Harasanti are the home of the
The Locathah
Needlemen, wild folk who live in mistrust of their
In the northeast of Khal'har is the enchanted marsh of
rakshasa neighbors and were quick to join the
Maezul, home to every manner of fey and legendary
Dominion under the thri-kreen. Richly rewarded for
for the strange magicks said to lay hidden within the
the loyalty, the needlemen maintain a faithful watch of
marsh. With the coming of the Dominion, the lands
the southern border with neighboring Solanthis.
were granted to the Locathah to keep hidden and
The Bullywugs protected from trespassers. They have excelled in their
In the depths of the Harasanti jungles is the duties - sometimes too well - in forming a fearsome
Principality of the bullywugs. Once a disorganized fleet that patrols the northeast reaches of the Inland
throng of chaotic, disbanded, and powerless slaves to Sea.
the rakshasa, they were treated well by the Thri-Kreen
and are now among the most loyal vassals of The
Dominion. They delight in patrolling the Harasanti The Kenku
Jungle, searching out trespassers and vowing to Second in power only to the Rakshasa in Harasanti are
protect the southern border against trespassers - the Kenku, who rule a principality of the Dominion
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from numerous aeries in the craggy heights of
Ken'Kodor. In the Wars of the Wild Folk, they were
pushed near extinction in terrible battles caught
between the bullywugs in the south and the red and
green thri-kreen to the north. Now peaceful members
of the Dominion, they enjoy a welcome peace during
which to rebuild what was lost to centuries of war.
Humans
Humans are fairly rare in Khal'har, but they do exist
among the wild folk as merchants, mages, and
mercenaries. A few small scattered tribes of humans
can be found in the desert, but they are a somewhat
unwelcome minority and untrusted by the wild folk,
who view them as careless artifacts of the Age of Ruin.
MAJOR GODS AND LEGENDS
The depths of the desert bear artifacts of the time
before The Sundering -- great idols and ruins of the
ancients - and new gods are said to arise from the heat
and solitude of the Dry Wastes. Some say the daughter
of Gronh has arisen in the desert, a goddess of earth
who commands the sands and shakes the firmament.
Others speak of New Gods, like the Gray Titan who is
neither live nor dead, and The Mouse, an immortal
trickster who wanders the night and rewards follows
with powers of mischief, deception, and luck. Finally is
the Thri Queen herself, the rumor of her existence
whispered on the desert wind, her location unknown.
It is said that she resides among the four Hives,
bearing offspring that swell the numbers of the thri-
kreen to untold masses. It is said She can spawn a
thousand thri-kreen warriors overnight.

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leader of the three Dwarven Kingdoms. Khodex is
Khodex known for the quality of its weapons and armor.
The Great Ironworks Currently they are having trouble in their deepest
(original concept by David Stankowski) mines(rumors of lava upwellings, elementals attacking,
attacks from unknown monsters, and experiencing
North of Vecan are the dwarvish realms of Khodex. In many earth quakes).
truth, the realm of Khodex is but one of several
kingdoms north of Vecan and Apihi, including: Khodex, Gotrax - The Eastern Range
Gotrax, Mancrage, and the Smokey Mountains. Dwarven Thane Gegur Khazupal II, Lord of the eastern
range, Gnoll bane, and current war marshal rules the
eastern ranges.

Gotrax
Thane Khazupal II is the youngest of the Thanes and
has his hands full just trying to keep the gnolls in
check. Chief Mancrage smelling a wounded animal has
started gathering the tribes. Sending raiding parties in
an unending wave against any mine or outpost close to
the borders. Rumor says the raiding parties are just the
tip of the ice burg but any scouts or airships sent into
Gnoll lands have not returned suggesting the Gnolls
have allies or help. Without help they wouldn’t be able
to even reach the airship or catch every scout sent out.
Khazupal has not blamed Gordax for the problems
they face but he has been sending out diplomats to
Thane Urgamek looking for help and supplies for his
armies and suggesting if he was given command of the
armies he could finish the Gnoll threat once and for all.
Thane Urgamek has tried to recover from the crusade
by relying on technology designed by Lord Helox
Hraveltoes’ gnomes more and more. Using black
powder guns and canons, backed up by steamwork
tanks they might have an unothadox army but it is
effective. This is causing concern amongst the elders
Khodex
and leaders of the clans of Smokey Moutain. The
Dwarven Thane Gordax Khordar, Lord of the western younger dwarves see him as progressive and a savior
peaks, Guardian of the Khodex Ironworks, and nominal of the dwarven cities.
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The Smokey Mountains Overseen in strict secrecy by a mind flayer coven
intent on trying to weaken the guards and leaders
(who usually are the first ones equipped with these
new weapons). Most of the leadership and smiths of
this outpost of 100 are actual thralls but the vast
majority of the miners and other are just becoming
more and more paranoid and reclusive from each
other and the few trading caravans that make the trip
out this way. For now this corruption of the outpost
has been dismissed as just the status quo/what is
expected from the misfits and outcast sent here.
Schism from the Anvil Mountains
50 years or so ago a great crusade was called by
Gordax Khordar to liberate The High Forge following a
series of great years mining. The crusade set out with
the strongest and the bravest warriors from the three
The Smokey Mountains
cities and meet some of the western clans. If a dwarf
The last Dwarven Thane Fultur Urgamek, Lord of the could ever said to be jovial and full of hope this was
Smokey mountain to the south, Bastion of the that time.
dwarven lead slingers(a newer dwarven army of
Unfortunately whatever happened on the march is
muskets and blunderbusts suported by a platoon of
currently unknown. Rumors state there was a falling
gnomish steam powered tanks), Trading Viceroy, and
out after the army split and was wiped out. The
youngest of the 3 dwarven lords rounds out the three
youngest son of Gordax was taken prisoner while out
rulers of the Dwarven Kingdom Gotrax.
scouting a mine that was thought to still contain vast
Kingdoms Besieged treasures. The western tribes refused to let anything
The dwarven cities are now beset from the gnolls and to detour them from their sacred duty of liberating
the Vecanar at a time when they should just be High Forge, while the eastern tribes refused to leave
recovering. The general in charge of the crusade and any of their own behind. While this impass might have
the vast majority of his command and guards have been able to still be settled in a peaceful manner. An
now became "Oathkeepers". Similar to Slayers from alliance between the deaugar and the giants each
warhammer. They shave their beards and tattoo blue attacking the split and feuding army was able to wipe
runes into the skin on their faces and heads. These em out while communications were strained. This is all
runes spell out what their oaths are now usually to slay just speculation with only a quarter of the army
a certain overpowering enemy or achieve an almost making it back and of those that did more than half
unattainable goal such as clear all the drow or what have sworn vengeance against the occupiers of High
ever from some dwarven ruins or city. Forge and silence besides in battle and became sworn
Oathkeepers.
There is a remote northern outpost of the dwarves
that has been staffed by the outcast and misfits from Forty Five years later Thane Gordax has become sullen,
Khodex. A new ore has been found that apparently will withdrawn, and paranoid. Everyone that might know
take runes easier than normal. (80% of normal cost to what happen has refused to answer questions and
enchant). Unfortunately using/carrying (being when pressed they take the oath become Oathkeepers
contaminated by the dust and fumes from working it) and swear to keep silent until High Forge has been
causes one's mind to weaken and eventually fracture. retaken. Now with the unrest of the populist and the
(wisdom penalties -1 every week up to -6?). The limited man/dwarf power some of the remote mines
outpost has sent shipments of these weapons east to have quit responding to requests. If this quiet is from
the armories. These weapons have been "enchanted" monsters, mine collapses, lava upwelling, or attacks
with a rune of dismay that causes overwhelming from the Underdark us unknown right now. The
depression (causes a dazed condition) on hits. Khodex Ironworks is running full time trying to recover
Unknown to the leaders/smiths of Khodex the from the losses of the weapons and armors in the
enchantment process is completed at the outpost. crusades.
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La'Quel
The Southern Green
(original concept by Drew Imler)

As the boat approaches the port city of Padun' you feel built save a 15' stone wall, with a surrounding timber
the surge of anticipation in your veins. Hearing of the wall that reaches up about 12'.
new discovery of gold in these harsh and unforgiving
You step off the boat and immediately find yourself
jungle lands you knew you had to get there quick. With
surrounded by a multitude of merchants, stands, and
the research and basic maps you have compiled, you
peddlers. There also appears to be some sort of
see that the northeastern side of this continent named
organized militia. Looking around the pier you see
"La'Quel" is split into three different regions. The
many cargo ships and even a few passenger ships.The
name La'Quel literally translates to "fertile mother" in
aroma of various foods with exotic spices assaults your
the tongue of the jungle natives. The central and
nose, as you hear peddling merchants with small
eastern portion of the continent is primarily lush
dilapidated stands. Some buildings are complete;
jungle and lagoon. There are also a few small
however, you can see a decent sized store, as well as a
mountains in east that have led to the discovery of
large inn a temple to Ancar and something that looks
both iron and a newly found huge vein of gold. The
very much like a plantation. Most of the people here
west turns to steppes, lowlands, and some rolling hills.
from the looks of things are either travellers, no doubt
The north coast is a rich shoreline of harbors and rivers
looking to get their grubby mitts on the gold, a few
teeming with fish. As your ship approaches the city you
natives that run a stand of fine steel weapons,armor
can see this is still a very new settlement with little
and standard smithy's fare, as well as all manner of

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bows even crossbows. These are the plainsman of the temple to Ancar, and a shrine set to the old goddess
western steppes. It is a land called Xolal-Cahuatin or Tymora.
"land of the horses". They are a proud people who
The Jungle Temple of Teocuitlatl
value horsemanship and are the primary inhabitants of
the steppes. A burly fanciful dressed man approaches As you read the pamphlet further it goes on to say
you. He offers a small pamphlet and explains "I see about the tribesman of the jungle. They have recently
you're new to the island. You should read this; it could cleared a huge area of jungle and built an actual city
save your life." As you reach for the pamphlet the labeled on the map as "Coaxoch" which means
burly man waves his finger and demands 5 silver. You "serpent flower". At the end of the city is a massive
grudgingly give it to him. temple called "Teocuitlatl." It is said they worship a
large flying serpent with rainbow colored plumage,
On the front page it says "Welcome to the settlement
that demands a heart sacrifice every new moon cycle
of Padun" (the City of Lamps). It goes on to explain
named Ehecatl. This tribe is distrustful of outsiders
how the city got its name as well as detailing the lamp
though remains peaceful with the settlement and with
festival coming in a few nights when everyone makes a
the plainsmen, and they do not share the white man's
paper lantern and sets it afloat in the river. This
obsession of "Teopixqui", literal translation
appears to be a basic survival guide, warning of hot
"excrement of the gods" referring to the shiny metal
temperatures, and the dangers of not drinking enough
that is the color of the sun that everyone is trying to
water. Furthermore it goes on to highlight different
take from this island.
areas of a map of the region and things to be
conscientious of. There is a JU-JU zombie that wanders Yolotli
this city as if in search of something. Halfway between It continues to warn of the creatures of the jungle
life and death it roams the settlement. However it labeled on the map as "Yolotli" which means "heart".
never harms nor bothers anyone. Rumor has it a witch Cannibals, giant insects and spiders, poisonous frogs
doctor in the jungles punished him for trespassing in and snakes, carnivorous plants, prehistoric animals
their lands and has been set to the city as a constant and a race of snake people that are dark and
reminder to stay out. frightening.
Lagoon of Matlal
It also advises to avoid the lagoon as that is a sacred
site to a race of fish people called the sahuagin. The
yuan-ti of this island and the sahuagin have been
battling for dominion over the lagoon labeled on the
map as "Matlal" which translates to "dark green" or
"net". It is a precious natural resource that is fed from
a natural spring in the one mountain.

Coaxoch
POINTS OF INTEREST.
The New Leaf
The New Leaf is a large general store that sells survival
gear, food, water and other necessary provisions. The
Wench's Flask is the only Inn and Tavern in town. It
actually has about 20 well furnished rooms with baths
no less. It is run by a pair of retired adventurers who
became married, and a half-ogre bouncer. He's a nice Sunken Temple of KochBez
guy... but don't make trouble. There is also a small The Golden Tower of Tlanextli

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It also mentions of a strange tower of gold in the heart At the bottom of the page you see courtesy of "The
of the jungle that the jungle folk call "Tlanextli" it Order of the Lamp" Seafarers and Merchants Guild
means "radiance or splendor". Aside from the tower with an image resembling the plantation on the island.
the other thing jutting out of the forest is a small track
of mountains labeled as "Ichtaca" (meaning "secret")
that houses a small tribe of dwarves who work with
the plainsmen.

Eztli

Tlanextli
The Volcano of Tlexictli
There is also a volcano named by the locals as
"Tlexictli" which translates to "fire navel",that
constantly spews acrid black smoke, however even the
oldest native cannot remember an eruption. There is
also a pair of life mated hippogriff that dwell in these
mountains,and have been rumored to help the
occasional traveller or tribesman in the face of a true
evil.
Blood Swamps of Eztli
Deep in the darkest heart of the jungle is a place called
"Eztli" (which translates to "Blood Swamps") with a
marker in the shape of a skull above it. You get a
strange and almost unnatural chill as you view this
spot on the map.
And lastly the pamphlet goes on to say "if you
encounter any gorgeous winged women, dont piss em
off and don't go home with them."

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In a process known as the Calen Lina (Green Song) a
Lisadar collection of trees and plants will be grown and
The Sylvan Crossroads formed into ships of incredible speed, beauty, and
(original concept by David Stankowski) some say a kind on intelligence.

South of Vecan and Apihi is the elvish realm of Lisadar, The Elves having survived the Sundering thought to
realm of forest and seaside grottoes. Lisadar is a make the world a better and safer place. Their cousin
Queendom of high and aquatic elves lead by the Wild Elves in nearby Feywood, on the other hand, have
Mistress of the Stars Llirra. The Lisadar are known sought a life of seclusion and resist intrusion into their
mostly as seafarers, long range traders, and explorers. deep green forests.

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Llirra, the Queen of the Lisadar, thinks another


Sundering can be averted by staying a part of the
world and trying to guide the other races to a better
acceptance of each other and to become custodians of
the world they live in. Unfortunately the vast majority
of the noble houses and merchants just want to find
an untouched lands they can claim and start over
without the less desirable races present to screw it up
again. The Lisadar home land is protected by oblisks
that are the keystones to powerful enchantments such
as sleeping, forgetfulness, or confusion etc. designed
to keep those of weak wills out of their lands.
Currently some goblin tribes are starting to make
inroads into Lisadar lands their sheer numbers
overwhelming the protective enchantments.
The Luth en Annun, Bay of Sunsets, is home to the
Shae Edhel, aquatic elves that live in floating kelp
forest that float and drift in the currents. They
consider themselves parts of Lisadar, Empire of the
elves. They do not consider themselves pirates(won't
actually head out looking for ships) but will attack and
sink any ship that get close to their floating cities
except elven ships or those that fly the flag of an ally of
Lisadar. They will sink the ship but they won't kill the
crew out of hand, usually they will take em to the
closest shore and leave em there.
They are friends of whales and use them as human
might use other animals, for example they use
dolphins to herd fish, killer whales they "ride" into
battle, sperm whales to check and guard the depths,
and blue whales to give a a sunken ship's crew a ride
close to land.

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wielding blazing torches and scorching oils. Many trolls
The Mael'og Marshes were slain and burned; This caused the troll-lord great
Realm of the Troll King sorrow and he called upon all his allies of the marsh –
(original concept by Anthony Costa) the crocodiles, the snakes, the giant toads, even the
trees and the weather did he turn against the horrible
REALM OF THE TROLL KING Humans. This is now known to the trolls as Varu-Tuuk,
The great Troll-lord Uzulok has held the marshes to the Night of Tears. It is uncertain whether Uzulok still
West for many years. Imbued with abnormally high holds hatred for Humans, though he has spoken with
brain-power at an early age, Uzulok quickly became a Human ambassadors before and allowed them to
force to be reckoned with among the other trolls. His leave with their lives.Recently, Uzulok gave rights of
cunning mind coupled with an uncanny lack of fear, passage to the Thri-Kreen emperor of Khal'har to use
even among his kind, quickly saw him to command. He the mines in the Southern mountains of his territory.
rallied the great Varuk tribe and overtook the Human (See also mysterious caves at bottom)
keep of Thralfost deep within the marshes. With a After some research by scholars into the actual
might blow he killed the king and stole his mighty ring. hierarchy of trolls, it's been revealed Lord Uzulok's
(Ring of Fire Resistance) Years later, Uzulok has rebuilt proper title is "War-chief Uzulok". He, therefore, has
Thralfost and emboldened its ranks with many trolls four troll Captains under him, and grunts under them.
and other insidious protections. Strangely enough, he
does not wage war on the neighboring regions. He
does however, have tight border control. None enter
without his consent. (He is actually a 10th level
multiclass Ranger/Druid, thus his abnormal choices.
This is due to his abnormal ability to think for himself
past survival.)
The Mael'og Marshes are an ever foggy stretch of
horrible land. Filled with giant insects and reptiles,
horrible diseases and dangerous natural formations -
it's a foreboding place. The keep of Thralfost is the
most significant area, from which the Lord keeps all of
the marshes. Its walls remain clean and white, through
unknown means. A proper keep, it boasts sturdy walls
and other defensive measures. The walls form a circle
around the keep, and trolls frequently patrol the
swamps. Radiating outwards from the keep are many
defenses and battle-camps, filled with trolls and cave-
trolls alike. It’s also rumored that the trolls have allied
themselves with a mighty Druid, though reports are
inconclusive. The forward command post of Sulik-arah
braces troll-land against the inland world and it is on CAPTAINS OF MAEL'OG
the outer stretches of the marsh.
There are four Captains of Mael'og, each a troll warrior
It is unknown quite /what/ else lives in the marshes. faithful (in their own ways) to Lord Uzulok. They are:
Giant reptiles, insects, mammals and amphibians all
live under the protection of the Troll-lord. Buru'tok (See chapter - Rogues of Dawn)
Interestingly, the trolls do not feed on the wildlife Gluk the Vile (See chapter - Rogues of Dawn)
there. Instead, they have some other, unknown food
source. Furthermore, few things are stupid enough to Skun (See chapter - Rogues of Dawn)
enter the marshes without first giving notice. The fourth and final Captain is left to DM creation or
A decade after the capture of Thralfost, the trolls were exclusion.
attacked in the night by a battalion of Human warriors

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RUINS AND OTHER POINTS OF INTEREST passage only seen at the "First Light of Night" that
reveals a strange cave - in these caves are glowing
Witch-Wood Cavern, Basilisk's Den, Mer-Folk and
runes that have grown more dim over the years
Yuan'ti tribes in the North part of the marshes,
(ancient technology, running low on solar power,
abandoned elf-home of Maril'tu Avani, Tar-Pits leading
portable but left in the cave for so long).
down into the ground to a section of the Underdark, in
the side of the Southern mountains there is a secret

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sorts of ancient technologies and marvelous wonders
Mael'oryon may lie hidden within Arcadia, but the fallen city is not
Lost City of Arcadia without its dangers.
(original concept by Justin Rod with input from The city's inhabitants, whatever they were originally,
Anthony Costa) have become disir, and the gross slimy mutants now
The southernmost reaches of the Jut Spine Mountain dwell in ironic splendor - degenerate barbaric
region is home to the lost city of Mael'oryon. Its creatures living unthinkingly among the incredible
whereabouts are notriously difficult to reach - even by science of the past.
experienced rangers, and even more treacherous than Defending the city are a number of technological
the marshes themselves. golems built by the city's engineers to defend the
people of the citadel from hostile outsiders. (These use
the stats of clockwork horrors, but are all are human
sized - "copper through gold clockwork horrors" can be
found).
Even more terrible are the disir shamans and tribal
leaders, all extremely evil and twisted. The tribal
leaders or hetmen are all warriors or fighter/thieves of
some skill, usually at least 4th level in at least one
class. The shamans are either clerics of their god or
Necromancers of up to 8th level. The god of the disir is
a unique Yugoloth that the disir call Shuutherok, a foul
Deep within Mael'oryon is the legendary lost city of being who desires godhood more than anything, and
Arcadia - City of the Ultimate Night. It is said that on sees the worship of these foolish mortals most
the Night of First Light a secret passage appears in the amusing. Clerics of Shuutherok are generally only
Southern Mountains, and that strange lights can be found among disir, who can advance to 9th level as
seen within. Those who enter, it is said, be they troll, clerics and have access to the following spheres of
man or even elf, never return. Some tales speak of influence: Major: All, Chaos, Elemental (Water only),
fabulous wealth and terrible magic hidden within, Necromantic, and Time. Minor Spheres include:
while others speak of strange races who dwell within, Divination, Healing, and Protection. While worship of
protecting elder secrets. the Yugoloth is unknown outside of Arcadia, were
The legends are true. On the Night of First Light the someone to discover the worship of this foul being,
caverns open up, revealing extremely advanced they would find themselves limited to a maximum of
technology in the form of solar collectors which sixth level spells and no quest spells available at all.
powers the facility within the mountain. Directly
within the entrance of the cavern are strange runes
which are undecipherable except through magical
means, if translated they read "For our hope, the
future and tomorrow, to survive the long dark -
Arcadia."
The facility was designed to be shelter for a small
collective of the people from the old world; it was
designed to shelter its inhabitants for 100,000 years -
allowing them to preserve their culture and ways even
through the cataclysm that followed. An entire city
was built, and only partially housed, with independent
food and water supplies that would replenish
themselves, enough to feed 100,000 - which the
founders envisioned the city eventually growing to...
which it has, though not as the creator envisioned. All
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Daughter has recently wed an elf who appears to
The Maiden Isles embody some aquatic heritage named Sennos further
Isles of the Sea Rangers unifying the races of the isles. Unfortunately Kal-
(original concept by John Richard / John McNabb) Jarren, the most recent King of Kemplar- Hun, has
fallen very ill after aquiring a wound from a raider
High atop Cryntas Rock sits the high castle of house while out visit ing the outer islands. If he dies Sennos
Skellig. In the early years of the isles the aboriginal and his daughter will then have to rule from Cryntas
peoples, mostly humans and aquatic elves, lived in Rock and face the possible coming war between the
peace. As the peoples of the islands became more and islanders and the raiders of the high seas.
more civilized they developed into kingdoms each
island acting as its own sovereign state. Despite their
strength their division made them easy targets for
pirates and raiders.
After many years of watching their tropical homes
burned and pillaged, and continously counting their
dead after every decimating raid, one man stepped
forth to stop the pirates from ruining these beautiful
shores. Gal-Randor Skellig, known by many today as
"King Skellig the Unifier" brought together the isles
under one kingdom. On the central island of Kemplar-
Hun Gal along with his followers built the largest
fortified city the isles had ever seen atop the platue of
Will Kal-Jarren live? Will Sennos the elf become the
Cryntas Rock, the highest point in all the islands.
new lord of the isles? Or will the oncoming raiders and
Since that time many ages have passed and through pirates finally enslave the islands and all their
the strength of leadership and the love and care for inhabitants?
their family, the leader of House Skellig has remained
Lord of the Isles. Prosperity has roamed the Islands
even coming to the house of Skellig where the Kings

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the centuries have caused the valley to lose all vision
Nyceia of the outside lands. Nominally ruled by Queen
Wasteland of the Lich Barons Morinia, the city of Nyecia is the dynamic phylactery of
(original concept by David Stankowski and Sean several competing Liches engaged in a Slow War. Each
Andrukaitis) attempts to seed discontents, disadvantages, and
detriments amongst the interests of the other lords.
In a remote corner of the realm - in the northeast of Deliberate and random slights define the great battles
Apihi near Draethan-Gol - is the wasteland of Nyceia. of these petty and mad despots. Madness is rife upon
Nyecia is but a shade of its pre-sundering glory. At one the tainted land, from gibbering & broken minds of
time a bustling city, the entropic decay of time upon once-again children to mass hysterical mania &
the minds and magics of the valley have left it an homicidal psychopaths.
undead shell of the glory it once was. The isolation of

The Wastelands is a desolate region overran with In the valley, there is an odd and dangerous natural
mutants (think beastmen) and secretly home to a phenomena. Radioactive and unique to this valley is a
small city of intellengent undead Nyecia. Nyecia is built naturally occurring fusion reaction located just below
in the ruins of an ancient city and ruled by the Arch- the surface.
lich Morinia. The Wastelands are the remains of one of Clockwork towers, located at each mouth of the
the ancient nations destroyed in the Sundering. Now valley, control this area and collect electricity in
the land is radioactive and the waters that can be saltwater batteries to be shipped to the only real city
found are tainted and corrupt. The valley wastelands in the valley. These natural reactors and accompanying
are the remains of one of the ancient nations towers are known colloquially as the Blights. The
destroyed in the Sundering. Now the land is massive clockwork device encased by the ancient
radioactive and what little water that can be found is towers were designed by Leonid the Traveler himself.
tainted and corrupt. One of the many attempts by the pre-sundering
The source of the irradiation found in the northern Ancients to survive the approaching apocalypse, the
Draethan-Gol wastelands is a desolate lost valley. towers amplified an impressive arcane ward of
Overrun with mutants and intelligent insects, it is protection over the valley. The magic that surround
home to the undead city of Nyecia. the Nyecian Valley have protected those that inhabit it

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from outside influence, but they have also accelerated Denizens. Things unnatural grow unfettered in the
the natural entropy of the region. deserts between watchtowers. The beastmen are
Politics mutant humans, gnolls, dwarves, and elves that have
With the natural order disrupted those who wish to become infected and corrupted by the area and kicked
rule or wield power must manually replenish the cycle out of their homes. Nyecia is not natively exotic, but
of life. There are two main methods of entering the exotic things are done to it. The landscape is
city, by the mass-summoning ritual or by permission of sporadically metamorphosed and beaten, its disrupted
the two gatekeepers: Lady Eshrigel of the southern geography bears old scars, --Things unimagined grow
Blue Blight, or Axuum of the Ebon Cube in the north. in this pettish valley beyond recall.
Nominally ruled by Queen Morinia, Nyecia is, d20 Random Encounters on the City Streets
practically speaking, a clutch of feudal magocracies. 1 Trolls. The Haruspex trolls of Nyecia are more
Each attempts to seed colonies in the far reaches of intelligent than elsewhere, and also more
the land, any creeping shadow, forgotten nook, or spot religious. They follow Mi, and specialize in
given a fearful look. The extremely vain and jealous Divination through extipicy and self-eviscerations.
queen has become increasingly eccentric, demanding (Reading of entrails)
all sentient inhabitants conform to increasingly 2-3 Fungus/Goblin. Constant guerrilla-style attacks on
ludicrous fashions. Nyecia is the main source of supplies for the
Fungus Clan against the mutants & undead.
The most powerful Liches of Nyecia are all equally
4-5 Ghoul. Ghouls haunt the back alleys and building
subtle or inept, for, despite near-constant intrigues,
stoops, the pathetic remainders of those eaten
the political constellations have barely shifted in the
alive in the frequent summoning of innocent
last century, save for the recent disappearance of
victims.
Cyanotica Bast, whose Blue Tower was then occupied
5-7 Zombies. Zombies are slow & infectious. Some can
by a demon-priest of Centequan named Anaxorchas.
be found bloated and purple, these are infected
Social with the reanimating spores of Myconids,
The culture is languid, advanced, coded, suspicious, 8-10 Skeletons. Most often found on the streets of
brittle, and tolerant in the lazy way of places where no Nyceia, skeletons are often employed in heretical
one really likes anyone else. Everyone's mind idles on processions. They parade mindlessly in celebration
some distant plane or awful future dream of violent of the dark powers that fuel this city.
consumption. 11-12 Servant. Fiercely loyal to their masters due to
Sensitive visitors find themselves trying not to offend fear of punishment, but will readily betray them
the Liches with their vulgarity until they realize for a chance to escape.
everything does. 13 Beastmen. The more obviously mutated &
Talking, eating, breathing--all necessities of life form a deformed of the living creatures, beastmen come
kind of painful background static to the ruling undead, in many forms & varying levels of sanity.
not least because it reminds them of all the realities 14 Living Humanoid. D6: 1- Human, 2-Elf, 3-Dwarf, 4-
they have themselves yet to transcend. Halfling, 5-Goblinoid, 6-Mutant (roll again for base
Religion species).
Death Cults - Pantheon of the Damned is the 15 Crawling Hand. With a snake body to propel it and
prominent religious organization amongst the living. an eye embedded in its palm, the crawling hand is
a common fiend sent out by the various mages.
Cult of demons - The recent arrival of those from Ada-
May cause blindness or confusion.
Mock brings the worship of demons of the wall. First
16 Ghost. The summoning of innocents to the streets
amongst these is Gorzandi’qun, but Rashayfel has
of Nyecia and their subsequent horrors is a
thrown a minion of his own into the fray as well.
breeding ground of strong negative emotions.
Tazingo hates this.
18 Demon
Cult of Yja Terra - Many of those poor souls who live in 19 Thrall
Nyecia turn to Yaj Terra and pray for the bliss of death 20 Vampire. The vampire Lord
and focus on the inevitability of life & nature. The
goblin tribe has become a strong evangelizing force as
well with their recent fanatical conversion.
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d12 Oddities & Events 6 Huge censers sit along the road burning mounds of
1 The streets are deserted except for the rare sweetly scented incense. Some streets are
bloated zombie or ghoul. Purple & dazed, they impassable due to smoke.
wander oblivious until exploding like a puffball 7 White-Robed cultists attain back alley-
mushroom. Save vs Poison to infection. enlightenment through slow self-mutilation of
2 Undead processions celebrating various mages silenced practitioners.
and gods. These unending parades slink through 8 Skeletal remains of many creatures can be found
the streets day or night. roaming the streets of the city, some feral & some
3 Rare groups of intelligent trolls can be found sentient.
wandering the city streets. They practice 9 Any living creature that dies in the city will come
soothsaying through self-evisceration. back as an undead. Sometimes random
4 The streets seem crowded & bustling, just like a unfortunates are summoned into the city.
normal city, but the populace is unaware of their 10 Packs of Ghouls drag random skeletal creatures
undead status (most are skeletons, zombies, or the into the alleys to feast.
rare ghost). 11 Hill Giants, from the surrounding mountains, are
5 A mass of kidnapped humans are released all at lobotomized and then used to pull large ornate
once, those that live 24 hour are marked as rickshaws.
protected citizens. 12 A large tower accepts saltwater-capacitor
deliveries. Lightning strikes between the tower
and surrounding buildings is common.

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it. In recent years the Ancient red dragon known as
Orto Dhan Tyalist Ghourmegan has taken up residence after having been
The Fangs of Ada-Mock caught off guard and betrayed in her former nesting...
(original concept by Mike Kwiatkowski) Slowly she has summoned many creatures to her to
forge the whole mountain range into a fortress…
firegiants especially, purposefully leaving breaks in its
defenses and spreading rumors of great wealth and
ancient artifacts to be had . To attract the foolhardy to
this place.
Prior to the Sundering it was said a vast army of
Underdark denizens came upon this land searching for
slaves to work the mines in their capital cities... Seeing
the goblins in vast numbers they gathered them up
and took them below... leaving their lands empty and
allowed to overgrow.
Slaves for decades they watched and waited ...
Underestimated by their captors... Then came the
Sundering.... the world was shaken up both above and
below... The goblin shamans told them all the time was
now and they fled into the deep dark veins of the
world. Thousands disappeared in one night. Many
more were lost or killed… yet the shamans guiding
them on... Back to their home... Although small they
were quite adaptable and more intelligent than was
assumed. They destroyed passageways in their wake
ensuring that they could only move forward and that
any pursuers would be slowed down.. They would not
go back.

In the North Western reaches of AddMock lies the For years they traveled… always pulled in one seeming
mountain range known as Orto Dhan Tyalist or more direction... after time some decided they didnt want to
commonly as the Fangs.... Pre-Sundering it was go home but to make new ones they hadhad enough.
rumored to have been the spawning grounds for the When they found a passage that led to the surface
first goblins when an elder god of old wiped the snot they made their own way with the shamans blessing.
from its face and flicked it too the world below.. On several occasions they encountered strange beasts
Followed by a cough, a hack and primordial spit... and great battles were fought...still their numbers
Where from the very earth spawned these humanoid dwindled... Weary they found a great cavern where
vermin. they made a makeshift village... The elders summoned
Since the Sundering, the climate has changed to a the shaman council feeling beaten after the last
bitter cold and the Fangs are now covered in spires of battle... they didnt want to risk many more of their
ice and snow .... The winds there in the mountains are people... thousands had become mere hundreds... The
horrific making travel nie impossible to only the Spawning time was upon them and here they would
bravest or dumbest of any race. Before the Wall in the stay until this time was over.
South was built warriors from the Barbarian clans The elder shaman Khuura Pesh said the spirits find this
would send their young warriors here to complete one favorable.... BUT they were near the end of their
of many Rites of Passage.... journey after so long... A group will scout ahead...
In the center of the Fangs is a cauldera of a now active including one shaman... Fonn Pesh ... he will choose a
volcano which is now referred to as the Hell Maw dozen more guided by the spirits to join him... They
swallowing anything foolhardy enough to get close to became know as the Thirteen.

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headhunting elves. There is also a chaos vortex in the
Sardanos forest which causes a warping of space and time. It
Land of the Purple Snail also pulls great beasts into the land from time to time
Azgar's Realm (Dinosaurs) and there is a hybrid bear that also lives in
these woods.
(original concept by Tim Brian)

The Freehold of Sardanos is approximately 200 years


old. Before that it was called the "Coast of Chaos" and
was mainly inhabited by warring Orc clans. Humans
began to colonize the area about 200 years ago after it
was discovered that a certain type of snail was found
here that was usable as an ingredient in a purple dye, The elves are a primitive folk with disdain for
which is the main export. metalwork and reliance on wood and stone tools and
Many of the old colonies disappeared overnight and at weapons. They are not necessarily evil but they do not
first the Orcs were blamed until it was noticed that the like their burial ground disturbed. They also consider
Orcs were disappearing too. It turned out that there the vortex to be 'bad medicine' and stay away from it.
was a vampire cult active in the area and it was The thing I need to work on for this is the Elves
preying upon the humans and orcs alike. A shaky themselves, and they are the exception to the normal
confederation was formed between the humans and rules so they are allowed to be Barbarians but with a
the orcs to fight the vampires. twist. Instead of the standard Barbarian fear / distrust
Many adventurers came to fight in the Vampire Wars of magic, they just dont like to see magic used by non
but there was an obscure hero cult that rose to elves.
prominence, the undead hating "Cult of Azgar". In time
a half orc cleric came to lead and unify the 2 diverse
groups. The vampires were driven off, but it's not
certain if they have been destroyed. For the time being
the cleric has become the unlikely leader. He is called
the Governor by the people and orcs in the area.
The region is home to the Cult of Azgar. (See also the
Cleric of Azgar kit in the chapter below on Classes, Kits,
and Orders of the Realm.) Sardanos is also home to a
Vampire cult and a new Orc based monster called a
"Rager" which is essentially a mindless Orc vampire
that only exists to destroy. The orcs tend to settle in The hybrid bear is the size of a lion if not bigger. Its
forts rather than in cave complexes and are now body is shaped like a Hyena with the arched back and a
better organized than most orc tribes. Bear's face. So it combines a Bear's strength with a
In the north part of the land, there is a thick primeval lion's speed and a hyena's cunning. The creature is
forest/jungle that is inhabited by a tribe of savage, typically 5 to 8 HD, depending on age.
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Also native to Sardanos is a race of Lawful, semi-
civilized Orcs living alongside the chaotic wild elves, a
strange role reversal compared to other realms.

A half-orc Cleric of Azgar and various weapons usable


by Clerics of Azgar: the gothic mace - a mace with
blades for drawing blood; and the Crow's Hammer.

The Rager are typically 3 HD with rage and bloodlust.


They tend to fight to the death, presenting a horrifying
admixture of vampirism and raging zombies.

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High Plateau, the various peoples of Eirmoor, the
Seaside March Kenku and Dromites and even the God-King of Xirhalla
The Rich Southern Crossroads is involved in the intrigues of the Merchant's Marches.
(original concept by Justin Rod with input from Anything along the coasts of the Inland sea can be
Radamanthys d'Zan) found in the markets of the three great trade cities,
and every nation has a hand in making sure these
ports stay open, and that no other nation manages to
capture the trades routes, making for a very lucrative
trade, but a very guarded peace.

Even though the Seaside Marches seem peaceful on


the surface, hidden dangers abound for the unwary
and adventurers are always in demand.
This narrow march along the southwest coast of the Sunset over Neufanschattel, its easy to see how the
Inland Sea is an important crossroads linking east and city inspires artists from all around the Inland Sea, but
west. On its eastern border are the sphynx-men of as picturesque as its appearance maybe, the intrigues
Xirhalla in Khal'har and the mystical Galeb Duhr of and politicking belie its exterior.
Dromara. Along its southern border are the farthest Most of the Marches are of similar landscape - soft
reaches of the jungles of Harasanti, populated by the swells of grassland largely bereft of trees or large hills.
Dromites and Bullywugs. Still farther south are the The sole exception being found in the center of the
mountains of Eirmoor. And to the west are the lands of country where funeral traditions result in the building
Ill-Moraine, ruled by powerful kings seeking to return of huge earth and stone barrows, made of up
the empire of Illium to greatness. individual rocky cairns that are laid next one another,
The March is a land shaped by trade and intrigue, as covered in earth and mud to seal them, and then
powerful trade Exarches rule the trade cartels made eventually built upon with further cairns, until funeral
up of multiple guilds and their hired mercenaries vie mounds hundreds of feet high are found, upon which
for control of the region, as foreign merchants and large fires are built at night to serve as beacons for
princes also seek control of the rich trade routes of the sailors at sea.
region. There is no overall government control of the The ground of the Marches is arable, and many
whole region, instead the Seaside Marches are ruled inhabitants have small freehold farms where they
by three Trade Exarchs, each is the elected leader of grow grain and graze cows and sheep. However,
the most powerful Cartel in each of three great Trade throughout most of the land the water table is very
cities of the Seaside Marches. Each Exarch makes his high, meaning that it if one digs too deeply into the
own laws in his canton, and the laws may widely earth one reaches water, because of this burials are
between canton. unknown - cremation and above ground mausoleums
The government over the Seaside Marches is are the funerary choices for most of the populace,
understandably fractious and riddled with corruption with exception of the burial mounds of the central
and bribery. Men of Illium, the Horsemaidens of the canton.

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THE WESTERN CANTON
Neufanschattel
In western canton lies the city of Neufanschattel,
home of Marian del Valle, trade Exarch of the west and
personal head of the Traansverse Cartel - a
conglomeration of traders, peddlers, traveling
merchants, actors, theater companies, caravaneers
and teamsters. She rules the city from the Tower of
Splendors, a gracefully curving tower that is far more
defensible than its delicate spires appear to be. The
small city boasts an extensive theater district and
several major art galleries, and it widely (and The western edge of the Seaside Road, called the
incorrectly believed) that she is in the pocket of the Horsemaiden's March, has seen countless battles to
men of Illium. defend the crossroads. (in the background: foothills of
the High Plateau)
Her city is defended by a permanent detachment of
Horsemaidens from the High Plateau in exchange for Vaanhalfen
allowing the various tribes free access to the In the center Canton is the city of Vaanhalfen, with the
grasslands of her canton for grazing and foaling. The old city itself built upon the surface of the lake near
Horsemaiden tribes fiercely defend the city and its the western edge. The Exarch himself rules from a
environs, and their charioteers keep the fallen empire redoubt referred to as the Grey Cube, a four story
of Illium at bay. Inside the city itself, there is a district geometric cube built from granite quarried from the
for Illians and a "district" for Horsemaidens on the gigantic stone monoliths that jut up from the lake
outskirts of the city. Each district, and the similar bottom throughout Lake Vaanhalfen. One of these
districts found in the other cities, has its architecture Fangs of the Sea Wolf houses an arcane college that
made to match that of the nation the district is named Barten Caspar Wim, Exarch of Vaanhalfen serves as a
for. So the Illium District has buildings that resemble patron too. The wizards who study there learn secrets
Markasburg, while the High Plateau district consists of of air, water and conjuration magic and often bring
small tent village with goats, horses and large mastiffs their art to serve in defense of the region.
running about.
Of the three cities Vaanhalfen is the largest, as it sits
firmly between the other two cities, as well as the
Ijbanes river which flows towards Eirmoor, and much
traffic flows up and down that river.
There are two main cartels that control the city, with
Barten coming from the larger of the two, the
Vaanderung Cartel which consists of the guilds of
brewers, weavers, fishers, shipwrights, basket makers,
potters, vintners and coopers. However, the survival of
the city depends on a second cartel, the Einsefaar
Cartel which consists of masons, carpenters, builders,
rafters and bargemen - who maintain the city
themselves. The two cartels have worked out an
uneasy peace, and many fear that bloodshed will erupt
in the oldest city before long.
Horsemaidens defend the western march from the
saddle and chariot against expansion by the ambitious Eimoor elves maintain a district here, as do the men of
kings of Illium. Eirmoor, these districts are housed at the opposite
ends of the city, as Barten feels this makes it more
difficult for the people of Eimoor to collude against
him. Additionally, there is a Harasanti district here
populated by both Kenku and Dromites, who are
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forced to live together because Barten believes they land is very arable in most of the canton, growing
will be more trustful of his people than each other. barer though, as one approaches the edge of the
deserts to the east.

A member of the Holihaarsfar Cartel oversees all The eastern canton is a peaceful respite on the edge of
funerary customs in the Seaside Marches, including the Thri-Kreen Dominion, where Ataal is said to see
the construction of the huge barrows common in the every corner of his land from his mind's eye.
Central Canton. Shephaarsa
The city of Shephaarsa is only three days ride from the
Eastern border is ruled by a psionicist (telepath)
named Ataal von Bingen, a man who thinks of himself
as a friend to the God-King of Xinhalla, and a man with
little interest in the intrigues that are a way of life for
the inhabitants of the Marches.
Ungoeth
Ataal von Bingen's people are more farmers than
hagglers, more rustic than urban, and the only large
settlement of any note is the city of Ungoeth, a city
planned out in a grid pattern, with wide streets and
Bustling trade cities along the Seaside Road and along
roads paved of cobbled seastones. All the lumber that
the edge of the Inland Sea have steeped the western
enters the Seaside Marches comes through his city,
canton with wealth.
and his cartel is the Dinsgaard Cartel, made up of the
fortune tellers, horsemen, ranchers, cattlemen and
farmers guilds.
The city is peaceful and kindly, and it is often the last
stop for human merchants, who sell their wares (at a
high price) to visiting Thri-Kreen merchants. It is said
that Ataal is owed a favor by the Queen of the Thri
herself, but this is a lie spread by his rivals to make it
seem as though the east is colluding with the
Dominion.
In truth, Ataal actually is in bed with (politically) the
Kenkus of the Southeastern jungles.
The lake city of Vaanhalfen built upon the living rock. The Holihaarsfar Cartel of Churches
(in the background Phanzraithion rising) The eastern canton is also the most religiously active
THE EASTERN CANTON of all the cantons, with the various temples of the New
Gods forming a "cartel" of their own, the Holihaarsfar
The eastern Canton is very different, as this where the
cartel, which controls all religious services throughout
water table is lowest and the ground level highest. The
the Seaside Marches.
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The Thri-Kreen maintain a district here, and the city
really serves as the gate to the Dominion, and travelers
passing through here, are always careful to stock up on
extra provisions.
COUNTIES OF THE MARCH
Beyond the cities themselves, each of three cantons is
subdivided into smaller counties, and there are about
seventy total counties, with there being 20 in the east,
20 in the west and 30 in the center Canton. Each
county is ruled by a burgomaster chosen from among
the leaders of the cartels in each county, and the
burgomasters are ostensibly under the rule of the
Exarchs, but the further from the Exarch one lives, the
less effective the Exarch's rule is, with the exception of
Marina del Valle, whose connection to the
Horsemaidens and her standing army allow her to
have greater control over her Canton. In fact, their alliance with the kenku has bred a
number of capable orders of warriors, monks, and
PEOPLES OF THE MARCH
assassins -- dreaded foes to the Yuan-Ti of Harasanti.
Beyond humans, there are also halfling clans who have
staked claims that go back several generations, and
halfings make up about 5% of the total population,
mostly in the eastern Canton. Elves are also found
here, making up maybe 3% of the total population,
and they are largely found in the west. The more
savage humanoids are rarely found here, except to
trade - though sometimes small bands of goblin raiders
can be found skulking about the plains, their purposes
and origins unknown - though they are always hostile
and attempt to kill and eat those who uncover their
presence.

The halflings of the eastern march provide a more than


capable militia against incursions from Eirmoor and
Harasanti.

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THE JUNGLE INTERIOR
Solanthis Only the darkness of the jungle lies between the lands
Solant, Meridia, and Barony of refuge. Dangerous and mysterious, the Solanthi
(original concept by Jeremy Bussey) have long referred to the lands beneath the canopy as
“The Darkness Above”. None know all the perils and
wonders hidden in the vines and tangles. Many speak
of the Fell Trolls, ravaging brutes, said to be nigh
indestructible, which ravage and pillage all they come
across. Others whisper tales of the gnolls, secluded in
enclaves, dedicated to old Gods whose names are lost
to time. Humans in Merida often warn their children to
stay well within the safety of the walls, passing down
tales of those who found their end as a gnollish
sacrifice.

The sweltering jungles and verdant rainforests of


Solanthis belie the true nature of the land: a paradise
torn by the tribal past. As the last echoes of the
Sundering faded into history, desperate humanoids
receded into the deep wilds in isolated tribes and
clans.
SOLANT
Solant was the first city-state to rise from the ashes of
the past, high atop the downs which frame the eastern
shore of the large inland lake. Its triple ringed walls of
alabaster contain the haven of the Solanthi elves. Their
culture has dominated the western portion of land,
lending its name to the region as a whole. And with
good reason. Cunning warriors and skilled wizards, the
Solanthi are highly imperialistic. The smaller western BARONY
city-states of Arad, Hara-Halas, and Kesh fell after Not even the Solanthi are brazen enough to openly
decades to form the region’s sole Empire. The tools of traverse the vast jungles. The land would be
the Solanthi are not merely might of arms, but disconnected if not for the human city-state of Barony.
powerful sorcery and long scale plots of intrigue. None The city lay in the northeastern edge of the region of
know how they achieved their great power, though rolling savannahs. The tenacious and resourceful
scholars speculate ancient magic is involved. humans emerged from the remnants of the Sundering
late, but are central to the region because of their
MERIDIA
monopoly on airship travel. None know how or where
The city-state of Meridia lay in the southern
they discovered the ability to dominate the air. And
mountains. Here the dwarves found refuge in the age
they are not anxious to reveal their secrets.
following the Sundering. Their mastery of crafting and
their endless supply of iron, gems, and things more
exotic feed the hunger of the Solanthi.

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THE CAVERNS BELOW
These dangers pale in the face of what is rumored to
lurk in “The Dark Below”, the massive web of caverns
and karsts which wends beneath the earth. The jungles
teem with rifts and caves said to lead to this forbidden
world. Of all these, perhaps the Jade Pools are the
most feared, isolated ponds only yards across. It is said
the waters have their own life, pulling those foolish
enough to their depths and stranding them in the Dark
Below. The rangers of the Alzi tell of foul beasts in the
area of the Jade Pools, writhing with strange tentacles
and without true form.
HOUSES OF SOLANTHIS
The land is rife with intrigue. The noble houses of
Solanthian Empire vie for favor, sending their agents
out into the region and beyond. The men of Barony
struggle to keep their secrets, their airships, and
unlock the secrets of Solanthi magic. Merida sits
between the two, feeding them weaponry and
materials. In the deepest jungles between, the
unknown threats lie watching and waiting.

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The history of these folk is marked by one ill fated war
Staargen Dahl in which they sought to claim the hunting grounds of
Lords of the Fjords Akna Har as their own.
(original concept by Radamanthys d'Zan and Jeff
Spears)
Among the six main regions of the far northern wastes
called Akna is the hardy seaside kingdom known as
Staargen Dahl. The land of Staargen Daahl, western-
most realm of Akna. The folk dwelling there are distant
relatives to the Zolvoi who dwell by the Inland Sea.
They are sturdy folk who reap the riches of fur, fish,
and forests.
The western-most reaches of Akna are home to a
sturdy race of men believed to be an offshoot of the
Zolvoi. Like their distant brethren on the Inland Sea,
the folk of Staargen Daahl seem akin to dwarves -
stout and swarthy in stature, good natured (though
sometimes quick to anger), hard-working, and
ingenuitive in the crafting of wares great and small.
Their primary trades are trappers, fishermen,
woodsmen, and traders. As trappers, they are skilled
rangers and keenly familiar with the treacherous
wilderness of the north. As fishermen, they are
dauntless sailors who brave the Ethereal Sea from the
shores of Holinth-Tel (which they call the Madron Cap,
for they only know the south by way of the few The folk of Staargen Dahl (called the Daahli) are sturdy
dwarvish granite ships that sometimes brave the dwarf-like men who are among the most skillful
northern sea) around the Ponta Morda (a graveyard of rangers in the north.
ships at the tip of the Knife's Edge peninsula) and into
the Sea of Behemoths, where the folk of Akna Har
hunt the strange gargantuans of the icy sea. As
woodsmen, they have come to know the deep reaches
of the taiga forests, though they are wary and
mistrustful of faerie folk. And as traders, they
exchange fur, fish, and softwood for the treasures of
the south - mostly iron traded with the dwarves of
Caer Madron and the Anvils.
There are two major settlements for the folk of
Staargen Daahl -- the city of Styrff and the trading port The castle at Gudmerrin is carved from the living rock
of Gudmerrin. Each is built about a castle carved from of the mountain.
the living rock. Two outposts guard the realm: High The Daahli amassed an army of rangers and a navy of
Fjornheim in the south, which keeps watch upon the fishermen, and they stockpiled iron weapons from
Anvil dwarves, barbarians of Harviktood, and elves of Anvil and Caer Madron, but they were no match for
Holinth-Tel; and The Aerie's Watch, a keep situated in the primitive tribesmen of Akna Har on their own
the pass between Staargen Daahl and the wilds of ground. The mammoth hunters devastated the Daahli
Akna Har. invaders, and their harpoon-wielding sea hunters
decimated the fishermen turned navy. The invasion
was repelled, and a long battle was fought at The
Aerie's Watch to repel the Akna Hari from merciless
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retribution. A peace was finally struck, but one that alongside fat barons. Also on Council are (non-voting)
cost the Daahli dearly in fur, fish, and wealth for designates of the Anvil dwarves and the Snow Elves
generations to come. from lands to the East.
The realm is ruled by a King and High Council, each A small handful of settlements along the north shore
vying for power and perhaps seeking to depose the of the Knife's Edge peninsula are home to seafaring
other altogether. The Council is largely formed of the raiders - belligerent pirates who raid the fishing
wealthiest barons from about the region, although the villages of Akna Har, the hardworking folk of Staargen
Pact of Akna Har requires additional Council seats held Daahl and occasionally south to the misty shores of
by ambassadors sent by the chiefs of that realm - a Holinth-Tel.
curious sight to see barbarian hunters in council

See Also: Akna (Atlas of the Realms).


See Also: Zolvoi (Atlas of the Realms).
See Also: Akna Har, The Anvil Pass, Geimreadh,
Gholgun, and Theodon Crux (Atlas of the Realms).

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soldiers of the sea elves, but they weakened. King
Suriaaq Suriaaq brought together his greatest wizards in the
Kingdom of the Tritons war room of the might castle and presented them with
(original concept by Chris Ayotte with input from Paul a pair of jewel encrusted bowls, magical in nature.
Dennis) (Bowls of Command Water Elementals). He then
Off the coast of Thrakka and Hel'zon, in the deeps of rejoined the ranks, his glorious armor and deeds
the ocean, lies the kingdom of the tritons. By most it is inspiring his fellow tritons.
called Suriaaq - which is also the name of its heralded Before they could fall, a brutal roaring voiced, the likes
King. (See Chapter 9 - Rogues of Dawn / King Suriaaq.) of which had never been heard in the Silver Shoal, A
Many of these proud creatures were lost during The pair of mighty water elementals fell upon the army of
Sundering. Those that remain, in these parts of the sea elves and along with the remaining strength of the
world at least, dwell here. Led by King Suriaaq, some triton army, broke them and drove them back.
700 tritons hold court in their hauntingly beautiful The Ellar d'Nair tried to maintain their siege, but
castle, Silver Shoal. In the early days of the new realm, through the craft of the triton wizards, the elementals
King Suriaaq, ever wise, allied his people with the were ever there and the sea elves left them.
Merfolk of the Sea of Kroox. Tense years passed, then through the reports of his
Time passed in peace and prosperity until the came scouts and rangers, King Suriaaq learned of the sea
upon the Ellar d'Nair. The aggressive sea elves fell elves ability to transform hippocampus into a twisted
upon the alliance of tritons and merfolk with fury, thus dark form.
begining the War of the Sea, a disaster that ended with Again the tritons prepared for war, secretly, distraught
the enslavement of the merfolk, after the loss of their by this threat to their hippocampus allies and began
Prince. harassing the sea elves wherever they could, falling
During the Prince's assault, King Suriaaq led his forces back to their castle when needed. The generals of the
against the armies of the Ellar d'Nair, harrying them army are very competent in guerrilla warfare, their
with guerrilla attacks and disappearing into the waves small losses dwarfed by the losses of their enemies.
before they could be caught. Once it became known King Suriaaq himself leads the hippocampus cavalry,
that the Prince of the Merfolk had fallen, King Suriaaq astride his steed, Artax, in attempts to free small
withdrew his forces to Silver Shoal to regroup. Then groups of the merfolk from slavery, though few have
came the Ellar d'Nair. Again. This time besieging the been successful. Those who they do manage to free
tritons in their home. A fierce battle followed, the are given safe haven in Silver Shoal.
tritons hippocampus cavalry holding at bay the slave

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The secret history of Theodon Crux is stranger still and
Theodon Crux traces its roots to the Sundering of the Ancients. In
Realm of Sleeping Ancients those long lost millenia, the denizens of the realm
(original concept by Radamanthys d'Zan and Jeff were scholars and priests delving the limits of
Spears) knowledge and imagination. Their powers were among
the greatest in the Ancient world, and it is said that
Among the six main regions of the far northern wastes their minds could see to the Moons and far beyond to
called Akna is the frozen land of forgotten Ancients worlds unknown. Whether they had a hand in the
called Theodon Crux. Sundering of the world, none know for sure, but they
Theodon Crux is a land to which few have ventured most certainly saw it coming, for they made secret
and fewer still have survived to tell the tale. It is a preparation. Sensing the doom of the Ancients, they
remote, desolate realm of black ice and undying night. secretly constructed four hidden enclaves where they
The Sea of Frozen Misery must surely draw its name stored away the treasures of ancient civilization and
from this place, for the Bay of Churning Ice upon which made ready to pass countless millennia in cold
the realm is set is the source of violent ice storms and temporal stasis.
blizzard hurricanes that sweep the northern coasts and The four enclaves were called by the names of the
deny passage to anyone within sight of Theodon's kings who lay sleeping within - Centurion, Plutok,
shores. Encircling the realm are mountains of sharp Prator, and Hastati. And powering the four enclaves
volcanic rock riddled with chasms and devoid of safe through the dark millennia was a machine of supreme
passage. Nary a lichen can survive upon the design - the Crux - a tower with roots deep in the earth
unforgiving slopes of these northern reaches of the and drawing energy from the passage of the Moons.
Anvils.

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CENTURION PLUTOK
First among the enclaves is Centurion, set high atop a Second among the enclaves is Plutok, a deep cavern in
mountain in the northwest overlooking the chasm the sheer mountains overlooking the Bay of Churning
north to the land of the Galeb Duhr and south over the Ice. During the dark millennia of the Sundering, the
Bay of Churning Ice. Within the holds of its hibernation halls of Plutok kept countless thousands of ancient folk
chambers were a dozen Sorcerer Priests headed by the within the embrace of hibernation, but something
king Centurion. But they are alone in the enclave - went wrong. There must have been a disruption of
these 13 wizards - for the only other denizens of the power from the Crux - or perhaps an unknown
citadel are living machines akin to modrons. With the saboteur - for the vessels of temporal stasis were
coming of the age of Dawn, Centurion and his enclave corrupted, and the ancient folk within were slowly
awoke and beheld the ruin with dismay. So much had turned from humans to a soulless form of undead with
been lost to the dark ages, and now the world seems hearts filled with hate for all that lives. With the
to them to be crawling with lowly spawn of maggot coming of Dawn, King Plutok himself arose as a Lich
folk unfit to receive the knowledge and blessings of King to rule the enclave of ice and howling wind. He
the Ancients. Centurion and his enclave of wizards look despises Centurion - though he is reluctant to
east in anger to the Crux, considering whether to challenge him openly - and he longs for a way to free
unleash a cleansing fire upon the world and start anew his soulless minions from the land of black ice. But to
or to leave altogether, with eyes fixed to the pure do so he must block out the light of the sun and moons
white light of Eahha, which they revere above other alike. Even the light of Eahha is too much to bear, and
moons as the source of power for the Crux - and the so he looks to the Grand Machine - a savior come in
source of enlightenment for all. darkness.

The wizards of Centurion awoke with resentment for


the primitive denizens of the world, seeking to restore The ancients of Plutok were defiled in their long sleep
the Ancients to rulership of the world. of the Sundering, awakening as soulless fiends that
seek to destroy all life.

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PRATOR taught them to build machines that extract nutrient
from rock and to heal wounds with ever-increasingly
Third among the enclaves is Prator, a deep enclave
clever machines - and so the people of Prator are often
beneath the tallest peak in eastern Akna. In the long
part machine, their ailing hands, arms, legs, or even
years of the Sundering, however, a calamity befell the
eyes replaced with mechanical recreations. They have
deep refuge that shook the roots of the mountain, and
no contact with the surface world, for the calamity
its many halls were buried beneath unfathomable
that destroyed the enclave buried them utterly
rock. Only traces of the enclave can be found on the
beneath the mountains. Instead, the folk of Prator are
slopes of the mountain, and every last entrance was
delving downward, ever deeper toward the
sealed thousands of years ago. Still, when the age of
Upperdark. Occasionally, they unearth relics of the
Dawn awakened, so did the denizens of Prator. To
dwarves, and legends of what folk live within the earth
their dismay, however, they found their wise king dead
(the soon to be discovered folk of the Derondfall) have
- along with most of their fellows - buried in the
begun to stir.
calamity. For years they wandered in darkness
beneath the earth, delving the ruined halls of Prator in HASTATI
search of daylight and release, but there was none to
Last of the enclaves is Hastati, which stands in cold
be found. Instead, they discovered a being not unlike a
dark ruin overlooking the Bay of Churning Ice. Within
modron - but one of supreme construction. Over the
its deep halls, thousands of vessels of temporal stasis
millennia it had assembled itself - and reassembled -
kept the Ancients safe through the Sundering. Unlike
through countless revisions to ever more perfect its
other enclaves, however, when the age of Dawn arose,
form and function. And in its final revision, it gained
the folk of Hastati awoke with no recollection of the
awareness and the wisdom of the Ancients as it
past. The knowledge of their origins, the Sundering,
acquired the recorded texts of the old sages - more
and their deep, ancient knowledge were all lost. The
than their texts, however; in fact, the machine
wondrous magicks and machines of the enclave no
absorbed the very mind of the king himself.
longer functioned, and though

The enclave of Hastati awoke without memory of their


origins, and only the mysterious floating metal
ecthelion to hint of their wondrous history.
The Crux had kept them safe through the dark ages, it
The Prator is a self-assembled machine that became preserved neither their identity nor their wondrous
self-aware during the Sundering and carries the artifacts. One relic of the past, however, was evident -
knowledge of the Ancients. It is a benevolent protector a mysterious metal that defies gravity and floats in air -
of the Prator enclave, who have begun to delve toward - ecthelion, it is called, or Hastati silver -- and it is more
the Derondfall to free themselves from the ruins under precious than gold. Forged into arrowheads or spears,
the mountain. it yields weapons of supreme accuracy. Some say it
could be forged into still greater things - machines that
Now called The Prator, the modron rules with
fly - or whole cities. Not content with the confines of
benevolence over the folk of the enclave. The Prator
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their ruins, the folk of Hastati - now many generations
removed from the folk who awoke mindless of their
past - have begun to wander the wastelands of the
north in search of the world. Braving the blizzards and
impassable mountains, they reached the Ice Spyre,
home of benevolent dragons who find the naive folk to
be charming reminders of man's long lost innocence.
THE CRUX
Towering upward from an icy plain on the great
peninsula jutting north over the Bay of Churning Ice is
the divine mechanism called The Crux - the wondrous
creation of the Ancients that powered the enclaves
and kept them safe through countless dark millennia
of The Sundering. None have set foot upon the divine
machine, and so one can only guess as to its true
power. It exudes an anti-magic shell for 10 miles in
every direction, and it seems tied to the phases of the
White Moon. Beneath its towering spire is said to be a
portal to Eahha that opens when the moon is full - a
gateway to the blessings of Ancar and Elaia - and,
perhaps, to the origin and destiny of the children of
Dawn.

The Crux is a towering spire on the Bay of Churning Ice


- a machine forged by the Ancients to keep the
enclaves safe in hibernation.
See Also: Akna (Atlas of the Realms).
See Also: Akna Har, The Anvil Pass, Geimreadh,
Gholgun, and Staargen Dahl (Atlas of the Realms).

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Thrakka is also home to bands of pirate raiders who
Thrakka range far and wide on the open seas, raiding distant
Land of the Lizard King kingdoms for gold, magic, and slaves, but they call
(original concept by Paul Dennis and Radamanthys Thrakka home - far from the reach of justice and
d'Zan) protected in league (at least in tenuous truce) with the
Aquatic Elves. There are 6 main pirate enclaves on the
mainland and three more on the southern isles. The
pirate clans are distinct in race and motivation, and
much is still unknown of their leadership. Several are
humankind, rogues from regions across the world
bound by lust for gold and adventure. At least one clan
is known to be dwarvish in its race, an unusual sea-
faring trade for dwarvenkind, but they excel in the
craftsmanship of their vessels and the ferocity of
onslaught from their cannons, blunderbuss, and
muskets, for these dwarves have brought forth the
secret of black powder. Another clan is known to be
ruled by a powerful half-orc chieftain who commands
a humanoid force of pirates. He is a powerful fighter
with a circle of wild mages to do his bidding, and he
This region is dominated by two main races: the lizard defends his position as Captain of the Fleet against
men who dwell in the hills and marshes of the interior; many a mutiny, though none would question his rule
and a unique race of aquatic elves who dwell in the openly. Finally, is a band of pirates said to be led by a
coves, coastline, islands, and ocean depths. Lich, and the crew of each ship is among the walking
dead.
Most of the inland region is hills interspersed with
swamp where the lizard men live. They are ruled by a The aquatic elves of Thrakka are the dominant power
powerful Lizard King, but are still mostly divided in the region. They are a distant cousin to their
among three great tribes. The Lizard King settles relatives of the forests, and they have evolved to
disputes among the tribes and is the ultimate leader in breathe both air and underwater. They worship the
times of conflict. The lizard men are of all alignments elemental Sleeping Goddess, Shahar - Goddess of the
but as a whole are chaotic good. Sea - and her daughter Oceana. Though Shahar is said
to remain in slumber since The Sundering, her
Among the lizard men is a small cult slowly rising in
daughter is active, delighting in the roiling of storms.
power, the Cult of the Dragon, that worships an
And to Oceana is wed a new upstart immortal God of
ancient Green Dragon (who may or may not be a god).
War - called Trident by the denizens of Thrakka. The
This cult comes quite at odds with the overall Chaotic
god Trident is said to be lord of pirates and evil
Good tendencies of the lizard men, and its rising
creatures of the deep, and he bestows his foul
power is the source of growing tension among the
blessings upon evil raiders and those doing warfare at
lizardfolk. The cult seems to operate under cover,
sea. The Aquatic Elves of Thrakka are Chaotic Evil by
somewhat insidiously infiltrating the populus and
nature and dwell for the most part in the depths off
power centers.
the coast of the peninsula. But they also maintain a
Also among the mainland swamps are clans of few small settlements on land where they do business
hobgoblins, trolls, and a thriving kingdom of kobolds. with the pirate bands and keep their slaves for trading.
They are subservient to the lizardfolk (at least by way
See also: King Saurus, Hexgor, and Takal the Tracker
of lipservice), but their power grows year to year, as
(Rogues of Dawn)
they trade with the pirates clans (below) and their
coffers steep with gold and exotic magicks.

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Tinpinga
Hearth of the Bovim
(original concept by Paul Dennis)
The land south of the Great Wall of Ada-Mock is called
Tinpinga, home to the civilized race of minotaurs
known as the Bovim. (See chapter below - Races and
Monters, Bovim.)

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The Elder Starlight were the angelic light that shone
Twilight Isles from the old Gods, implementing their will. With the
The 40,000 Islands eternal light of the Gods subdued the Fey sailed forth
(original concept by Sean Andrukaitis) through the twilight and into the opened Astral Sea to
the Greater Planes of Expression. Traveling in the
40,000 islands of the Twilight Isles Higher Sea the pixies found truth, madness, and
The Southern Seas are a grim, dark place where the horror. Touched by the nightmares of the Dreamlands,
Pixies of A’Ool can only know fear for there is no safety the Fey of the Rose Petal Throne were forever altered
amongst the waves of the Maritime of Treachery. by the horrors staring back from beyond horror’s veil.
Twinkling stars light the night not only aiding the Unwilling to corrupt the Feywilde with the knowledge
navigation of their ships but also reminding them of of madness and horror that they had uncovered, the
the realms they have crossed and of their fallen Queen-Mother made her way to the material plane by
brethren. The despair of the Pixies of A’ool grows as way of the great looking-glass moon, Mi’irilith. In the
they slowly forget the time before the horrors of the Maritime of Treachery and on the moon of
deep had yet to haunt both their dreams and waking Phanzraithion, the naval forces of the pixie queen
life. continue their ever-consuming war against the
Located along the western edge of the Southern Sea is aberrant fiends that inhabit the horrorscapes,
the Twilight Isles, an archipelago that is now the new dreamlands, and abyssal depths of the Astral and
home of the pixie pirates of the Rose Petal Throne. Southern Seas.
Fortune & misery has followed the fae Queen-Mother
a hundred generations as she sits upon the Rose Petal
Throne, the ancient center of the Fey court. The
Queen-Mother is the master of the Fey by the will of
A’Ool, and master of the Feywilde by her defeat of the
Elder Starlight.

The Pixies of A’Ool are and have always been a sea-


faring race. They view sailing as sacramental display of
following A’Ool, and their care of the zatarans as
reconciliation with Him. Desperate and unflinching in
their hopeless task, the pixies have turned to pirating
in the waters of Dawn. The Pixies will sail into the
dreams of a city’s people even as their ships are
entering the harbor. More than gold or treasure, the
Pixies of A’Ool seek to glean the hope and faith of the
people they pirate for their own use in their battles
against the horrors.

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King Veca
Vecan
The Vecan are led by King Veca IV and his council of
New King of the Inland Sea Nobels. The Vecanar are currently trying to expand
The House of Veca and his Wizards their borders and have started a covert operation to
(original concept by David Stankowski) destroy the dwarves to the north using the sacrificial
magic awaken an ancient evil that still slumbers deep
The great kingdom of Vecan is the major power on the
under the mountains.
eastern shore of the Inland Sea. It exerts influence (but
not absolute dominion) over its neighboring lands - King Veca IV is a benign but decadent leader.
Apihi in the west, the dwarvish realms of Khodex and Unfortunately his council of Nobles are not quite as
Gotrax in the north, and Lisadar in the south. benevolent. All those in the upper-class are expected
to attend a mage school as part of their upbringing and
only those of the highest caliber are considered for
leadership posistions.
The Council of Wizards
The Vecan Council of Wizard includes seven mages in
service to King Veca:
1st Wizard Saxona Galatee, NE (See Rogues of Dawn)
2nd Wizard Geron Kaspar, LE (See Rogues of Dawn)
3rd Wizard Salvator Jaquez, LE (See Rogues of Dawn)
4th Wizard Rashi Hoodah LG Transmuter
5th Wizard Csini Zulmara CG Evoker (See also the
dungeon adventure module, Vault of the
Ancients, by Radamanthys d'Zan)
6th Wizard Otaz Crokron LG Abjurer

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To the south lies Gengangare, land of mystical warriors who
Vildevaal sometimes undertake dangerous visionquests to Vildevaal.
The Great Northern Valley The broad southern border is the mountain home of the
(original concepts by Radamanthys d'Zan, Dave dwarf kingdom Khodex, and relations with the dwarves are
Grose, Paul Dennis, and Jason Dandy) often bitterly strained. The dwarves view the wild folk as
peculiar abominations, and they value folk such as the
North of Gengangare, nestled between the peaks of the tilkitians only for their pelts.
Anvil Mountains, the Ice Spyre, and the dwarf kingdoms of
Khodex and Gotrax, stretches the great alpine valley known To the northwest are the Anvils, mostly overrun by jotuns in
as Vildevaal. It spans more than 500 miles from east to west, these parts, and to the north is the strange land of Ice Spyre,
and it is the home of wild folk who live largely in isolation home to elves and dragons.
from the realms of Dawn. There are three main regions within Vildevaal, each detailed
There is but one road into Vildevaal: stretching north from below:
Gengangare along the raging river Jorgundam, it winds The Lower Valley (Untervaal): home to the alpine centaurs.
steeply up through the narrow pass by the same name. Few
men have walked that road and returned, but those who The Middle Valley (Midvaal): home to fenrine (wolf-folk),
have braved the far northern wilds return with tales of tilkitians (fox-folk), and ursines (bear-men).
centaurs and bear-men, wolf-men and fox-folk, trees that The Upper Valley (Harvaal): home to treants, kenku, winged
walk, birds that walk as men, and men who soar in the sky folk, and the mysterious aarakocra.
like birds. Such are the wild folk of Vildevaal, and the Great
Northern Valley is their home.

THE LOWER VALLEY - UNTERVAAL The Lower Valley experiences a bitter winter, pounded by
snowstorms descending from the Anvils, but its summers are
The Lower Valley is home to the Alpine Centaurs, who thrive
pleasant, if brief. The centaurs spend the long winter upon
and hold unchallenged rule over this land of tumbling rivers. the snowy alpine lowlands called the Thundering Plains, and
The Untervaal, as it is called, sits atop the northern neck of
in summer they roam to the sacred highlands.
the Jorgundam Pass and stretches in a wide alpine plain
surrounded by towering peaks - except along its northeast The major sites within the Lower Valley are as follows, from
border, where a sheer plateau rises to the Middle Valley in a south to north:
wall adorned with countless waterfalls.

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Jorgundam: The only pass into Vildevaal is the winding cast in ice for much of the year - during which time it roils in
narrows of whitewater called the Jorgundam. It is a steam rising from geysers and hot springs - and blossoms like
treacherous passing even in summer, prone to avalanche and a sea of wildflowers for a few weeks in late summer. At that
home to perytons and leucrotta. The only men to brave the time it is a paradise frequented by bards and lovers, the
Jorgundam regularly are the mystic warriors of Gengangare, source of epic poetry for which the centaurs are famed. But
and they do so only as a rite of passage or on visionquest. Equalon is not purely a paradise, for some of its steamy
grottos are haunted by banshees and water weirds, and the
Dunholm Keep: Rising from a knife's edge mountain ridge is
geysers have been known to spout salamanders and other
the living rock of Dunholm Keep, where centaur warriors
strange creatures from the hot depths of underdark.
keep watch over both the Jorgundam Pass in the south and
the Thundering Plains in the north. Here are found the famed Vasterfaal: Greatest of the countless waterfalls descending
"smithies" among the centaurs, and they are among the few from the sheer rock face overlooking the Lower Valley is
in Vildevaal to be on good terms with the dwarves of Khodex. Vasterfaal, sacred to the centaurs who roam the alpine valley
Indeed, dwarves can be found in abundance about Dunholm, below. At its base, they have built an impressive shrine to
trusted allies of the centaurs who thrive on trade. Shahar within the billowing mist, and the site is also home to
many shrines to nature spirits dwelling in the falls. It is more
properly considered among the Middle Valley, for it is home
to the ursine. (See below, Vasterfaal, under The Middle
Shaegun’s Pass Valley.)
Glen Equalon Shaegun's Pass: The only road leading farther into Vildevaal
Vasterfaal climbs from the north edge of the Thundering Plain to a
treacherous pass that winds in 36 switchbacks up, through,
Siffria
and over the sheer plateau wall. The road is known as
Thundering Plains Shaegun's Pass, named for the Jotun lord Shaegun who
resides there - a Frost Giant baron who exacts a heavy toll on
Dunholm passage and is merciless against trespassers. He is closely
Keep allied with the Fenrine of Starkerskrag (see below), though
his ursine neighbors in Baarden consider him nothing more
than a bandit lord, and they believe (rightly) that theirs is the
true claim to the Pass and its rich, crystal-filled caverns.

Gengangare

Thundering Plains: The broad basin of the alpine valley of


Untervaal is called The Thundering Plain, for such is the
sound of the centaur whose hooves pound the earth like a
raging storm. They spend most of the year upon the plains,
which are a snowy wonderland late into the spring and early
in fall, blooming in a sea of wildflowers at midsummer. The
centaurs roam the plains nomadically, and there are few
permanent settlements.
Siffria: At midsummer, the centaurs of Untervaal gather at
the holy circle of Siffria, a sacred site in the middle of the
Thundering Plain where the three main rivers of the valley
converge to form the mighty Jorgundam River. Siffria is
among the few permanent settlements of the centaurs, and
it is ruled by a council of clerics who also serve as judges and
lawgivers.
Glen Equalon: High above the Thundering Plain is a hidden
THE MIDDLE VALLEY - MIDVAAL
valley called Glen Equalon, a beautiful and mysterious place

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The Middle Valley is the largest region of Vildevaal and for trade, adventure, or on pilgrimage to the great rock
comprises several large - and often competing - factions of called The Gronhskaald that overlooks the valley. The
wild folk. Chief among such rivalries is that of the Fenrine centaurs of Untervaal, for example, if they can make passage
(wolf-folk) and Tilkitians (fox-folk), who are the main power through Shaegun's Pass, frequent the Middle Valley to trade
brokers of the region. Also calling home to Midvaal are the with the Tilkitians. Similarly, the kenku of Harvaal often
Ursine bear-men, kindred to those in the western Anvils. Folk travel through Midvaal to peddle trinkets and strange
from other parts of Vildevaal visit the Midvaal as well - either magicks.

The major sites within the Middle Valley are as follows, from
south to north:
LAND OF THE URSINE and SKAHNI
The southwest of Midvaal is ruled primarily by the ursines,
cousins to those dwelling far to the west in the Anvils, with
main sites of interest below. Also in this region is the
treacherous road from Shaegun's Pass to Skunkworks - a
favorite target for Fenrine bandits from Starkerskrag - and the
reclusive Skahni badger-folk who dwell in the rugged foothills
on the fringes about the ursine realm.
Shaegun's Pass: The winding switchback pass up the towering
face of the plateau overlooking the Lower Valley is called Ullen: This area is home to a to huge market and fairground
Shaegun's Pass, ruled by a Frost Giant baron. (See above, in which goods from all through Vildevaal can be found. Here
under The Lower Valley.) the ursine host traders of every ilk - farmers, smiths, mages,
and rangers from - even from the far depths of the Upper
Baarden: The breadbasket of the Ursine. The majority of the
Valley. As a result, the Ullen Market is a spectacle of wild folk
Ursine food is grown here, and transported out. Trade is
of countless varieties, from furry humanoids to majestic
mainly with the alpine centaurs (despite a heavy toll paid in
avians. Even the dwarves of Khodex and the men of
Shaegun's Pass) and the Tilkitian fox-folk (whose talents do
Gengangare have been known to make the journey to the
not extend to tending crops). Nuts, berries, and hardy roots
Ullen Market to trade in rare goods and magic. There is
are the main crops.
rumor of a secret passage known to very few that connects
Ullen through Vasterfaal to the Lower Valley, providing a
secret alternative to Shaegun's Pass.

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Fenroar: This is the den of the mighty baron of Starkerskrag -


an old, one-eyed fenrine who commands his gray pack vying
for control of riches and hunting grounds against his rivals in
Grellikstahd.
Grellikstahd: The fenrine of this region seem to be descended
from the white-coated arctic fenrine of the far north in Akna.
Indeed, they carry many strange habits and dialects in
common with their distant northern kin. Unlike their rivals in
Starkerskrag, the fenrine here tend to be on good terms with
the Tilkitians as well as Ursine and Centaurs, trading goods
and knowledge and preferring the bounty of peace to the
fury of war.

Vasterfaal: This is the site of the enormous waterfall that


plunges over the sheer rock face separating the Middle and
Lower Valleys. In the valley below, the alpine Centaurs
consider the falls sacred and have built a great shrine to
Shahar in the billowing mist as well as smaller shrines to
other nature spirits dwelling in the falls. It is also the training
grounds for the Ursine warriors and is off limits to most Phanzrakh: This is the den of the great fenrine pack that rules
visitors. Trespassers can expect an angry welcome from Grellikstahd. It is ruled by a benevolent fenrine cleric
ursine sentries, and the standard punishment for intrusion is beholden to the god of the Purple Moon. He is said to keep
to be flung from the high falls. What secrets the ursine hold many secrets of the Ancients and the Sundering, but those
dear in Vasterfaal is unknown. secrets are kept close.
LAND OF THE FENRINE LAND OF THE TILKITIANS
Skunkworks: This settlement of Fenrine is built upon ancient Strumvale: A lovely alcove of babbling streams among steep
ruins that likely date to the dark days of the Sundering. foothills, Strumvale is home to ruddy-coated fox-folk who
Whatever power ruled here so long ago is forgotten, though thrive as clever craftsmen, working silver and gold obtained
the crumbling black spires and promenades that remain from the dwarves of Khodex.
suggest that it may have been an enclave of Anicents clinging
to survival during the days of ruin. Now it is the den of
Fenrine bandits and the bloodthirsty baroness who has
choked trade between the Middle and Lower Valleys.
Torkunvale: This narrow vale connecting the lands of the
Fenrine and Tilkitians is something of a battleground. By day,
the fenrine of Starkerskrag and Grellikstahd scheme for
control of the fertile hunting grounds. By night, the fenrine
roam in packs and battle beneath the moons.
Starkerskrag: The fenrine of this region are large, gray- and
black-coated warriors with little love for any other folk in
Vildevaal. They are a large, angry, and irascible pack ruled by
a mighty baron. Rumors of lycanthropes dwelling among their
ranks abound.

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Snowy Den: This large network of caves is a maze within the


living rock, providing home and shelter the red-coated fox-
folk. Therein dwell the leaders of the ruddy Tilkitians and a
purported guild of treasure-hunting rogues, called bandits by
some, but in truth, good natured - if mischievous -
adventurers who travel about Vildevaal and beyond in search
of trinkets and treasure.
Skellyvale: This large valley is home to both red- and silver-
coated Tilkitians as well as occasional wandering Fenrine
from the south. Sitting in the shadow of the great mountains
rising in the north, it is also home to griffons and perytons
(likely forced out of the Upper Valley by the aarakocra). The
fox-folk of Skellyvale produce a spirited liquor known simply
as "Skelly," which is distilled from a secret mixture of
redberries and a special lichen that only grows in the nearby
mountains. It is sweet but hardy, known to stir Rogues and
Bards to great feats of adventure and song, and - in time -
slowly turns one's hair red. For the rusty-coated fox-folk, this
is unnoticeable, but to the silver-coats, it is a mark of
overindulgence and embarrassment. That said, there is no
shortage of red-haired Centaur, Ursine, and even red-
feathered Kenku in the Vildevaal who have had more than
their share of Skelly.
Middlespire: Towering over the heart of Midvaal is this home Tilkitia: This broad snowy basin is the heartland of the
to the council of silver-coated Tilkitian wizards and Tilkitian fox-folk - both red- and silver-coats alike. Countless
illusionists. In nearby Skellyvale and Henleyvale, the fox-folk dens dot the hillsides, and they live in relative peace, save
regard the wizards as wise rulers who help to keep the occasional incursion by dwarvish trappers from Khodex. The
Fenrines far at bay in the west (some of whom relish the taste rivalry between red- and silver-coats is almost most heated
of fox-folk flesh) and the Dwarves of Khodex in the south here - the former tending to simple lives and given to roguish
(who have been known to hunt the fox-folk for their pelts), livelihoods, and the latter tending to more refined tastes,
and the devise no end of clever magical device to elude and fineries of clothing and food, and libraries steeped with
confound such enemies. poetry. The rivalry is stoked by the regular occurrence of fairs
and friendly competitions to test strength, cunning,
Henleyvale: The deep glens winding in these steep foothills of intelligence, and wile.
Khodex are home to enchanted hot springs held sacred by
the red- and silver-coat fox-folk. It is also - at times - a hunting Foxfort: This fortress sits at the edge of Tilkitia, keeping
ground, as the dwarves of Khodex come north when the watch on the mysterious Genlon forest that leads northeast
snows are clear to hunt the Tilkitians for their precious pelts. into the Upper Valley. It is 'manned' mostly red-coated fox-
Accordingly, the fox-folk of this region tend to be sturdy folk - with some mighty mercenary support from trusted
warriors and cunning rangers. There are also several Ursine Ursine, Fenrine, and Centaur warriors - and ruled by silver-
encampments here at the behest of the wizards of coated Tilkitian commanders charged to watch the border of
Middlespire, loyal allies against dwarvish trappers. the fox-folk's realm.

Elder's Shrine: This great shrine in the shadow of the The Gronhskaald: On the northern edge of the Midvaal rises
Gronhskaald is sacred to all the folk of Vildevaal, and all of a sheer rock face that climbs more than 5000 feet from the
the wild folk may make pilgrimage here at least once in their valley floor to the lofty, snow-capped peaks. This towering
life. It is headed by a council of elder clerics from each race of cliff is streaked with multi-colored rock of red, brown, gray,
wild folk, and their divine powers are amplified by the circle black, and white and is spectacle unlike any other in Dawn. All
of their communion. The shrine itself is most closely tied to folk of Vildevaal consider it sacred, many calling it "Gronh's
the god Gronh, but countless nature spirits are revered here Face" or "Gronh's Shield." What force created such a sheer
as well. cleavage of the mountains is unknown - perhaps tied to
whatever force plunged the world into dark Sundering so long
ago.

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THE UPPER VALLEY - HARVAAL of Harvaal are: the Treants, who serve as protectors against
its southern border and keepers of ancient lore; the Kenku,
The Upper Valley, or Harvaal, lies in the deepest northern masters of trinketry and strange magicks; the Winged Folk,
reach of Vildevaal, the farthest and most remote recess of arguably the most powerful folk in all of Vildevaal; and the
deep forests, windswept highlands, and craggy peaks
Aarakocra, peaceful bird-folk soaring over the mountains,
between Khodex and the Ice Spyre. The primary inhabitants
keepers of arcane magic bestowed by Halea.

The major sites within the Upper Valley are as follows, from across the Realm of Dawn, but the treants therein do not look
west to east: kindly upon those that would harvest a living tree.
WOODLANDS OF THE TREANTS Shialla: These dark woods nestled in the recesses beneath
craggy cliffs are the home of malevolent tamaracks,
Genlon: The forests of Genlon are home to numerous
hawthorn, and willows. Only the kenku of Kezzel are said to
benevolent species of Treants - mostly deciduous in nature.
walk the paths of Shialla, and one would need the cunning of
Most creatures of the lower valley - including the Tilkitians -
a kenku to do so, for the Treants therein have developed a
are reluctant to pass Genlon's woods, however, and for good
taste for blood. It is also home to a mysterious Circle of evil
reason. The Council of Oaks that rules over the forest has
druids, though none can confirm from whence these druids
decreed that none shall pass by way of their forest into the
arose nor who they are - humans? elves? - or why they delve
Harvaal. Thus, while visitors to the woods are not prohibited,
such dark purpose in nature.
passage beyond is forbidden, and the treants will dissuade
travelers from venturing beyond Genlon's eastern fringe. If a Some travelers stray into Shialla by way of the Winding Crack
party ignores the decree and ventures into the Upper Valley, - a narrow chasm leading up from the hills of Tilkitia to the
the treants will sound an alarm to alert the Sentry's Roost Harvaal. The Crack itself is a treacherous passage, home to
(See below). The only other passage into Harvaal is by way of creatures that relish the cold, dark places of the world, and
the Winding Crack leading to Shialla (See below). those who manage to brave passage find themselves in the
dark, unwelcoming embrace of the dark woods, where few
Among the denizens of Genlon are decidedly female
survive trespass among the bloodthirsty trees.
flowering treants known for their powers of whimsical
enchantment. Alongside them are mighty maples, elm, and Zaelwood: The high plateau along the northern edge of
beech - each with differing views regarding the encroachment Harvaal is thick with a coniferous forest blanketed year round
of outsiders, and all subservient to the Council of Oaks. There in snow. Countless streams trickle from the towering peaks
is legend of a thicket of yew trees of such marvelous strength and wind through the forest, but the land is ever in the grip of
that any bow crafted from their wood gains a minimum +1 cold, and the streams are frozen (at least on the surface) for
bonus, and some exceptionally skilled bowyers have been most of the year.
known to craft masterpieces of far greater power. The yew of
Genlon are thus legendary among bowyers and fletchers

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stark but beautiful sight - high waterfalls plunging through


pillars of mist, and wispy clouds clinging to the dark rock like
silk. While most of the kenku live in the valley of Kezzel far
below, Kawrook is preferred by mystics and priests of their
race, for it grants seclusion, serenity, and no small number of
natural treasures hidden among the crags. For example, a
magical form of onyx is said to spring naturally from deep
crevasses of Kawrook, each color commanding a different
sphere of magic.

At home among the frozen spruce and pines are the redwood
and sequoia Treants who rule Zaelwood with age and wisdom
perhaps unmatched in all the Realm of Dawn. The wise
treants are mostly oblivious to the passing of time and the
trifling adventures of men. They instead dwell peacefully
overlooking Harvaal in meditation. It is said that anyone
reaching Zaelwood and gaining their favor may ask any
question and receive sage, infallible counsel from the treants.
Their roots are said to guard passageways to other Planes,
Kezzel: The valley below Kawrook is home to the kenku of
which might explain their supreme knowledge of all things.
Vildevaal. Like kenku of other realms, they are flightless and
tend to be fantastically skilled in the arts of deception - either
by way of magic or stealth. They have a deep resentment of
the Winged Folk of Harvaal, seeing them as arrogant and
undeserving of the gift of flight, but they are wise enough not
to tempt the Winged Folk's ire. The kenku are largely content
in their realm, working the land with vineyards and various
nut trees, and crafting wonderfully skilled creations of art and
engineering.
LAND OF THE WINGED FOLK
The Winged Folk of Vildevaal dwell exclusively in the Upper
Sentry's Roost: The tower of living rock overlooking Genlon is Valley. Rarely do they venture beyond - occasionally visiting
home to a contingent of Winged Folk. (See below.) the Middle Valley for sacred festivals such as the Tribute of
The Gronhskaald and sometimes venturing into the northern
LAND OF THE KENKU mountains against their enemies in the Ice Spyre. Mostly,
Kawrook: The high cliffs overlooking the plain of Kezzel are however, they stay close to their roosts in Harvaal, where
riddled with chasms, caves, and grottos - a dizzying rookery they dwell amid the Treants (whom they respect), the Kenku
home to the kenku of Harvaal. Called Kawrook, the cliffs are a

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(whom they deem as lessers), and the Aarakocra (their chief Harvaal. Many of the Winged Folk warriors here are just
rivals). beginning their arduous trials. Others are serving sentence
for redemption of minor crimes or indiscretions. All are
On the surface, the society of the Winged Folk would seem to
charged with unwavering watch over trespassers who dare to
be dominated by the males of their species - bold and
stray beyond Genlon into the Harvaal.
flamboyant warriors and hunters led by a mighty King.
Looking a bit deeper, however, reveals a strong matriarchal
society in which it is the females who truly rule, though they
are demure and secretive in their dealings.
From their earliest days of youth, as soon as male Winged
Folk are able to fly, they enter seemingly endless trials of
strength, speed, skill at arms, mastery of the hunt, and
prowess in the sky. These trials are accompanied by
flamboyant performances of song and saga in which the
males adorn themselves in magnificent feathered robes and
headdresses. All the while, the females take measure of the
males, while they are seemingly quiet and content in their
studies of arcane magic (especially regarding the element of
air), divination (worship of Halea), and logic (applied to
strategy and politics). By way of continuous trials, the
surviving males are gradually sorted in a hierarchy that
determines their rank, dwelling place, and selection as mate
among the females.
Atop the hierarchy is the King of the Winged Folk - the
unquestioned lord of the skies over Harvaal - and his
company of loyal captains that defend the borders and keep
watch over the rookeries. But the true power in Harvaal is the
demure Queen of the Winged Folk - a beautiful, but
seemingly modest ruler who is said to command every sphere
of magic, commune directly with Halea, and command
psionic powers that allow her clairvoyance, clairaudience, and
telepathy through all of the Winged Folk under her rule. Such
power, it is said, she shares with her sister, the High Priestess Hawkstahd: Second lowest in the pecking order of Winged
of Strix. Folk rookeries is Hawkstahd, a broad expanse of aeries
The wide central basin of this domain is the Greenfield overlooking the Greenfield Hunting Grounds. Here, low-
Hunting Ground, and about the region are six main rookeries ranking warriors hone their skills in hunting caribou.
among the Winged Folk - roughly in order of hierarchy: Occasionally, elite warriors from Valkondaast will also take
Sentry's Roost, Hawkstahd, Kestrel, Aegelroost, Valkondaast, shelter here to engage in sacred hunts of the Skahla.
and Strix. Kestrel: The largest settlement of the Winged Folk is the aerie
Greenfield Hunting Grounds: Herds of elk and caribou of Kestrel, a beautiful rookery of rocky spires amid tumbling
thunder over the broad alpine plain known simply as waterfalls and mist. Here dwell Winged Folk of all ranks and
Greenfield. Also home here are packs of white and red classes, mixing among disparate trades ranging from teachers
wolves, brown bears adept at pulling salmon from the rivers, and scribes to weaponsmiths. Kestel is also home to the main
and the magical deer-like creatures known as the Skahla (see clergy of the Winged Folk -- priestesses of Halea aspiring to
below). Ferrets, foxes, and lemmings also abound - as do a one day ascend among the high clerics of Strix.
primitive form of clannish, burrow-dwelling brownie known Aegelroost: On the highest escarpment on the northern ridge
as Pucks (see below). of mountains overlooking Harvaal is the sacred roost of
Sentry's Roost: The lowest ranking of the Winged Folk devout Winged Folk monks and paladins called Aegelroost.
rookeries is Sentry's Roost. This settlement clings to the face This reclusive order is fanatical in their defense of Vildevaal
of a sheer half-dome towering high over the Genlon Forest against their enemies in the Ice Spyre. These divine warriors
and facing west in perfect vantage over the approach to adorn their bodies with intricate runic tattoos and often dye

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their hair in wild colors. Their battle cries are said to chill the pilgrimmage to the Strix. Within the highest reaches of the
blood of their enemies, and their leaders to command druidic spire is the great Sanctuary of Halea - which rises far above
powers of lightning and storm. the clouds and defies ascent to any who would dare the
skyward approach by buffeting winds and ice storms. Within
the Sanctuary, however, is the peaceful and starkly beautiful
Altkirk - blessed church of Halea, where the High Priestess of
the Winged Folk dwells. She is said to scry to every corner of
the Realm of Dawn, to know the mind of avians everywhere,
and to commune directly with Halea, sleeping Goddess of the
Sky.
LAND OF THE AARAKOCRA
The deepest reaches of the Vildevaal, nestled far in the east
of Harvaal and encircled by towering peaks, is the land of the
Aarakocra. The bird-folk of this deep alpine enclave are fairly
simple in nature and outlook - good-natured creatures who
take joy in soaring upon thermals, searching for shiny
trinkets, and sacred songs screeched at sunset. Unlike the
neighboring Winged Folk, they have no mind for war and no
ambition for empire or rulership. But they enjoy a deep
connection with Halea, the goddess of the Sky, who considers
the Aarakocra to be her blessed children and grants them
special connection to the Plane of Air. It is not uncommon for
Air Elementals to dwell among aarokocra roosts, and
incursions by the Winged Folk and Dwarves have been
forcefully quelled by mighty contingents of Air Elementals
able to raise wind, storms, and lightning.

Valkondaast: The pinnacle of prestige for Winged Folk


warriors prevailing in their arduous trials is to join the elite
ranks of soaring fighters in the Valkondaast. Here, warriors
hone their skills in flight and battle, forming the bulk of the
Winged Folk flying legions that have proven many times to be
a formidable force against dwarvish incursions from the south
as well as elves and dragons from the north. The towering
aeries are the sight of great spectacles and ceremonies as
males vie for supremacy in the upper ranks of the rookery,
boasting flamboyant feathered capes and wielding trident,
net, and bolo with unmatched skill. Meanwhile, the demure
princesses of the realm watch quietly, hatching clever designs
and machinations to secure the strength of their brood. The
King and Queen dwell in Valkondaast as well, benevolent
overlords to whom all Winged Folk swear fealty. (The Queen
is said to be sister to the High Priestess in Strix; see below.)
Strix: Highest of the Winged Folk aeries is the mysterious
spire of Strix - a great spear-like pinnacle of rock towering
skyward, a mile in diameter at it base and rising three miles
into the air. Many speculate that the spire is the arrowhead
of a great titan from the age before the Sundering. The
pinnacle is riddled with narrow caves within which the
Priestesses of Halea make their home, offering wisdom and
blessings to any Winged Folk so brave as to survive

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There are four major rookeries of the Aarokocra, each a Haleasroost: Set among the snow-capped peaks at the very
collection of majestic aeries clinging to the lofty peaks eastern edge of Harvaal is the most sacred aerie of the
overlooking the central basin lowlands - a snowscape hunting aarokocra - Haleasroost - where the most accomplished
ground of foxes, rabbits, and fish. clerics and druids of the bird-folk dwell. Even more notable,
however, is the visitor said to descend to the aerie twice each
Talonsaer: On the steep western edge of the central basin is
year - Halea Herself, goddess of the sky. Rumor holds that
Talonsaer - the first of two rookeries renowned for its
Halea visits the aerie once in midsummer beneath the full
inhabitants skill in flight, hunting, and treasure seeking (the
moon of Mi'irilith to deliver prophecy of the year ahead and
second being Inkaalakon). The aarokocra of Talonsaer tend to
once again in winter on the night of Many Moons to ensure
be feathered in red and orange - a striking sight among the
sufficient food stores for her blessed children and to quell the
stark white snow of the mountaintops. They have special
storms raging from the mountaintops.
penchant for rubies and have been lured into dealings on
occasion with the dwarves of Khodex for promise of such Ikaalakon: Second of the hunters' rookeries is Ikaalakon, set
gleaming gems. in the remote crags and chasms of eastern Harvaal. The
aarokocra here tend to be feathered in black, silver, and
Haleasvale: The largest rookery of the aarokocra is
white, and they are famed for their endurance and strength
Haleasvale, a network of aeries spread over the hills of the
in flight - soaring for days without landing and able to pierce
central basin. Here dwell the Nest-Mother midwives, low-
even the most violent of blizzards that rage from the
level priestesses of Halea who tend to hatchlings as both
mountains. Like their cousins in Talonsaer, they thrive as
nurses and teachers. In return, the aarokocra hunters of
hunters in the central basin, bringing offerings to the Nest-
Talonsaer and Inkaalakon bring food and shining treasures.
Mothers of Haleasvale and relishing their remote isolation,
The aeries here are also said to be jealously guarded against
ever suspicious of outsiders.
outsiders by air elementals under command of Halea herself.

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the lesser towers grew strong and defiant… and
The Wall of Ada-Mock eventually ceased to pay tribute. The region about The
The Isle of Zon - Divided Wall is now their domain, and any within its sight
The Wall of Two Towers tempt its wrath.
(original concepts by Scott Morgan, Radamanthys Third Portal of the Netherdark
d'Zan, Adam Pender, Paul Dennis, and Carl Towns) Deep within the Wall, hidden amid an ancient and
tortuous labyrinth, is a Portal to the Third Deep of
Netherdark. In the dark days of the Sundering, a lost
race of blind thralls inhabiting the desolate landscape
fell upon the Portal in their wandering. Possessed by
dark, immortal spirits emanating from the Deep, the
thralls became mindless slaves who labored for
centuries raising a donjon of massive stone about the
Portal... and walls about the donjon... and towers upon
the walls - a great labyrinth within which the Portal lay
quiet for unnumbered centuries of the Sundering.
With their labors complete and the Portal hidden
within the labyrinth, the dark spirits released the blind
thralls from possession, abandoning their souls to the
void (for there were no gods to take them into
Across the isthmus of the great eastern continent, the paradise), and the spirits retreated into the
kings of Ada-Mock (of the House Montaq, secret Netherdark, sealing the Portal behind them with
worshipers of the evil god Gorzandi’qun) built a 150- glyphs known only to the Ancients and hiding a stone
foot tall wall to keep the barbarian hordes of Tinpinga key somewhere within the impenetrable labyrinth.
(Bovim minotaur-men), Thrakka (Lizard-men), and
Hel’zon (unspeakable horrors created by the Mad
God). At the western edge of The Wall is the Tower of
Lol’Mindon, home to the Drow Sorceress Matrizzt. At
the eastern edge of The Wall is the Tower of Yokh,
home to the fell Lord Centaquan, exiled master of The
Cabal and lich-lord steeped in knowledge of The
Ancients. All along The Wall are lesser towers and
fortresses ruled by ambitious Barons.
In constructing The Wall, the kings of Ada-Mock
secured isolation from the wild creatures of the south.
But in time, they lost control over the masters of The
Wall. Matrizzt, Centaquan, and the many Barons of the

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over the Western Tower of Lol'Mindon, none knew
(but she must surely have learned of the ancient
Portal). The second was Centaquan, grown weary of
razing lands in the western continent and seemingly
content to brood in the eastern tower of Yokh (but
surely he too had learned of the Portal).
Now the two Marshals of The Wall eye one another
with suspicion from their great towers. Only a few
Barons of the lesser towers maintain fealty to the kings
of Ada-Mock; the others are sworn to Matrizzt and
Centaquan, and they have grown in strength and
numbers - each faction believing they know the
location of the ancient Portal and the means by which
The Rise of King Montaq to open it. But in truth, the Portal lies dormant - its
seal unbroken, its glyphs unread, and its stone key
In the early days of the new Age of Dawn, forefathers
unfound. Any that have happened to stray along the
of House Montaq came upon the great stone labyrinth
path of the shield-bearer and find the Chamber of
in the south of the land now known as Ada-Mock. They
Baelens have found it guarded by one of the same dark
had never seen such a creation - the labor of so many
spirits that possessed the blind thralls in days of the
slaves for so many dark centuries. It is said that only
Sundering. The name of that spirit is whispered among
the shield-bearer of the Montaq chieftain - the boy
the Barons -- called Carrle Baelens -- and they say his
who would become the first King Montaq - was brave
song of mourning ages a man to death, lest the ancient
enough to enter the Labyrinth, the first to do so since
glyphs are read truly and in proper sequence. And so
the dark spirits had abandoned it so long ago. What
the quest of Matrizzt and Centaquan goes on, ever
powers he found therein none know, but he emerged
seeking the riddle of the glyphs and the whereabouts
no longer a boy - the weight of wisdom upon his brow
of the stone key, ever probing the hidden labyrinth of
and a red scar across his cheek that would never heal.
blind slaves' creation, and ever watchful against any
Some say it was Gorzandi'qun who put that mark upon
that approach the wall, jealous of what wisdom they
the boy, but in time, when the forefathers moved
may hold in opening the ancient Portal.
north and settled the land of Ada-Mock, he grew to
become a great king - first of House Montaq.
From the throne, he swelled the armies of Ada-Mock
and eyed all the world as his empire soon to be. Early
in his reign, he deployed a great garrison to guard the
mysterious labyrinth and commanded them to keep it
safe from intruders. In later years, he began
construction of what would become The Wall of Ada-
Mock, for later kings continued his errand. And still
later kings completed The Wall with urgency, as the
wild tribes of minotaur and lizard-men in the south
grew hungry for blood and power, eyeing the wealth
of Ada-Mock with lust. The Wall would keep them out.
And the Portal within was all but forgotten.
Warlords of the Wall
Barons were appointed to each tower in The Wall, and
in time charge was given to two great lords of the west
to serve as Marshals of the Wall - perhaps in a bargain
with the Ada-Mock kings, who were rumored to
descend in demonic worship. The first was the Drow
Mage Matrizzt, but why she so coveted her charge
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the royals hold an uneasy truce among the denizens of
Zh'noorya Zh'noorya, despite the occasional skirmish among
Undersea Jewel of the Inland Sea tritons and sauhuagin, the two strongest factions of
(original concept by Radamanthys d'Zan and Carl the city. The riches of the undersea realm are
Towns) legendary -- funny, then, that the existence of
Zh'noorya is little more than a fairy tale among surface
dwellers.
The city thrives beneath the tides, and its sages
carefully chart the passage of the Blue Moon called
Shui-Ali. Paying rich tributes to the Sleeping Goddess
Shahar, the people of Zh'noorya celebrate the passing
of each moon with two festivals. The first is a pious
ceremony about a sacred freshwater spring within the
Temple of Light, which is imbued with healing power
under the light of the full moon. The second is a dark
sacrifice at the Cathedral of the Vortex, which houses a
turbulent whirlpool that rages violently under the light
of Shui-Ali.
While the wealth of Zh'noorya's coffers is said to be
beyond measure, its most unique treasure is the Portal
of Dusk (also known as the Portal of Twilight or the
Third Portal of the Netherdark). This portal is one of
three such gateways to the Netherdark and must be
operated in concert with its counterparts to function.
It is the centerpiece of the Palace Temple, though it
Zh'noorya is the capital city of the undersea realm in has remained shut since the city arose from the dark
the Gulf of Dusk, ruled by the unlikely royal couple, days of The Sundering. The Priests of the Portal are a
Queen Oolyana (a mermaid of unsurpassed beauty) powerful sect of Shahar's clergy, second only to the
and King Skyor (a death slaad of untold age). The city is royals in commanding the city, including a fleet of
home to every race of subaquatic creature and is the underwater ships and command of an unnamed
cosmopolitan center of thriving trade beneath the Gulf Leviathan that can swallow ships whole.
of Dusk. The city has grown rich beyond measure, and

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Zolvoi Thul - where the oyster beds are as thick as a


The Rugged North Shore forest and the King keeps his sturdy Capital fortress.
Land of the Stout-Men
(original concept Radamanthys d'Zan)
Enzor - a great fortress that guards the western
The north shore of the Inland Sea is home to the end of the Strait and maintains careful watch against
sturdy folk known as the Zolvoi, and so too is the name the Thri-Kreen of Khal'har.
of the land in which they dwell.
The Zolvoi are often mistaken as dwarves, but they are Elmsway - home to the Great Temple of A'ool,
humans. They occupy the northern shore from Illium the God of Time, where the Zolvoi faithful must make
and Far-Dardon in the west to Gengangare in the east, pilgrimmage thrice in their lifetime.
from the waters of the Inland Sea and throughout the
forests and foothills of the Anvils. They are on
reasonably good terms with the dwarves and fought Staden - the first of two cities on the Bay of
alongside them against the barbarians of Far-Dardon. Staden where the Zolvoi build great warships,
They are also skillful giant-hunters and provide strong merchant ships, and fishing vessels.
opposition to the goblinfolk of Jotunmark.
Zolvoi can also be found living remotely in Gengangare
The Zolvoi hold numerous sturdy Keeps on the (Oakendoor) where they are mong the skillful
northern shore. the major Keeps are as follows. shipbuilders of that city, and in Vecan (the city of
Felim, where the Zolvoi maintain a distant foothold on
the northern shore in a city growing rich with trade
Aeloros - where the High Marshall keeps a from the lands of Vecan and Apihi).
great army on watch against Illium and the barbarians.
See also: Zolvoi (Atlas of the Realms).
See also: The Zolvoi (Races and Monsters).
Delia - where lumber is drawn from the forests
for construction of boats and shelters.

Saeden - fishermen known for both salmon in


the witner shallows and swordfish in the summer
deeps.

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many Ancients. The events of the Sundering caused it
Zuel'N'Vidi to sink to the bottom of the sea. In the many years
The Coast of Many Deaths since the Sundering, corals and other sea life have
(original concept Jason Dandy) taken over the sunken cities, transforming them into
marvelous, reefs unique in the world. These reefs are
The territory is known by some as "Zuel'N'Vidi" which not just home to the life forms that conventionally live
means "the coast of many deaths" in the tongue of a there; a humanoid shark race known as the Selachians
now-extinct native tribe of halfling savages. occupy the largest of these 'reef cities.'
Before the Sundering, what is now the northern-most
edge of the Gelid Deep was a land that was home to

The native human tribes in this area were all but wiped called the Free Nation of Vesengari (Human
out by human settlers who came seeking a new life, democracy, capital city: Travail’s End).
fleeing prosecution or death. As the number of settlers
The Halfling savages - once thought to be extinct or
grew, so did their shared sense of identity and
"nearly extinct" - are known as ‘skinfoot halflings.'
resentment of their home countries. Ultimately, they
They call themselves the Yanipomoa, translated
declared independence from their various colonial
literally from their language as “the lightning in the
nations and, after a bitter but brief spate of conflicts,
storm.”
they had their independence. These folk are at great
odds with the humans north of them in La Quel, as There is also a small but fierce collection of goblin
they both desire the same, resource-rich land. And tribes who loosely collaborate against outsiders, and
they absolutely think the humans in La-Quel are call themselves the Vorgoryn.
batshit crazy primitive "less thans". Their nation is
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The Ingelid (also known as The Tears of Shahar) are a
small, mysterious tribe of water elementals who often
assume humanoid shape. They have a culture unique
unto themselves and move and act according to their
own purposes, never in service to another. But mortals
who delve deeply enough into the obscure or divine
do, from time to time, seek them out for some boon or
knowledge. Most folk only hear of the
Tears/Daughters in legends or obscure texts or
religious rituals, scraps of the truth mixed in with
legend. The other occupants of Zuel'N'Vidi are more
familiar--legends, bedtime stories, folk tales, scary
threats to children, and superstitions in the various
nearby culture (in and out of the water!) involve these
Perhaps the most infamous denizens of Zuel'N'Vidi are mysterious beings in one way or another.
the werejaguars who inhabit the southern edges of the
From the other end of the world comes another of
jungles of La'Quel, known as the Oncari. (See the
Zuel'N'Vidi's inhabitants. The histories say that as a
chapter below on races and monsters.)
result of the Jotun Wars in the Anvil Mountains, seven
dwarven clans were lost to the Upperdark, never to be
heard from again. Of those 7 clans, one is believed to
have discovered a 'deep underdark' passage previously
unknown and, rather than having succumb to
whatever fate the other 6 clans faced, they followed
the tunnels for MANY miles deep below the earth's
surface until finding the crazy awesome gem and
mineral deposits beneath the surface of La Quel and
Zuel'N'vidi. This lost race of dwarves is secretive about
their very existence, as they believe the entire
dwarven species was wiped out in the Jotun Wars
except their own and the "traitorous abandoners" -
the 12 surviving dwarf clan. Displaced. They plan to
quietly mine the everliving snot out of this land and
then use the riches to purchase the largest army in
In counterpoint to the savagery of the Selachians, recorded history to take back their ancestral home.
there are the Delphinids, a race of psionic dolphins
(not humanoid). Another species that competes for dominion of the
gelid deep is largely a mystery, even to the Selachians
and Deelphinids are the Zorinxythyxyl, a dark and
ancient race that appear to be composed of life-
energy-draining tentacles and a ravenous, insatiable
hunger that is second only to their utter devotion to a
Sleeping God--"The Unnamed" who, it is generally
believed by surface dwellers, did not survive the
Sundering. (More frequently, the god is not known to
surface dwellers). The Unnamed, at least according to
those few who have encountered a fragment of lore
regarding it, was the god of eternity, which is not to be
confused with 'time.' Eternity is not a concept the
mortal mind can well contemplate, and it is said that
those who had dealings with the Unnamed inevitably
went mad. Among the Delphinids. There are those

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who retell the millenia-old "Pod Memories" that consumption, causes animals that drink from it to
foretell the rise of a dead god, one whose very nature become 'awakened,' to gain intelligence and some
no mind in the vast sea nor upon the deadly, dry minor physical changes that enable tool use and even
surface can bear to know. Perhaps it is the Unnamed spellcasting on (what humans would consider) a
about whom the Memories speak. primitive level. The effect isn't permanent, and the
water only retains its power for one month if removed
And perhaps most fearsome of creatures dwelling in
from the stream proper. i.e., no long-distance
these southern shores is the Azure Worm, the Gelid
migration/colonization is being undertaken by these
Deep's aquatic version of the Purple Worm.
awakened beasts.
Hidden among the grottoes of Zuel'N'Vidi is the Vale of
the Awakened - an ancient, hidden valley containing a
magical stream that, over the course of repeated

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Chapter 2:
THE SEAS of DAWN
Created by members of the Facebook Group
AD&D 2E COLLECTIVE HOMEBREW
https://www.facebook.com/groups/1508477139383330/
Individual contributors are noted with each entry.

Artwork by Nicolas Ferrand

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ON THE SEAS OF DAWN


INTRODUCTION and OVERVIEW
(original concepts by The AD&D 2E Collective Sardanos to Hel'zon, home of the Shae Edhel sea
Homebrew) elves.
Among the major areas reckoned by seafaring folk are: (6) Maritime of Treachery - the great sea between
En'Tara and La'Qual, home of zaratan, galleon
(1) The Bite of Misfortune - the wide guld between
mimcs, and flying aboleth.
En'Tara in the west and Zone in the east.
(7) Ocean of Dawn - the vast ocean of the east,
(2) Ethereal Ocean - vast western expanse leading to
stretching to unknown reaches of the world.
lands unknown.
(8) The Sea of Frozen Misery - the treacherous
(3) The Gelid Deep - the strange and treacherous
northern sea stretching above En'Tara and Zon,
southern seas at the bottom of the world.
torn by storms and unspeakable leviathans.
(4) The Inland Sea - the bustling sea covering the
(9) Sea of Kroox - the thriving seaborne crossroads
interior of En'Tara, divided in two great gulfs - the
joining Albanon with the Maiden Isles and
warm Gulf of Dusk in the west, and the cold Gulf of
Thrakka, home to pirates as well as the Ellar
Dawn in the east , separated by the narrows of
d'Niar sea elves and triton realm of King
Thrall's Strait, guarded by the old Blue Dragon
Suriaaq.
himself.
(10) Thrall's Strait - the narrow strait joining the two
(5) Luth en Annun (Bay of Sunsets) - the sea south
gulfs of the Inland Sea.
Lisadar and the Gnollfangs, streatching from

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The Bite of Misfortune


The "Bite" as it is called by locals of the realm (and ghost ship The Silver Thorn (see Chapter below;
commonly the "Gulf" by outsiders) is the home to busy Artifacts and Magic Items.
trade between Draethan-Gol, Ada-Mock, and the
realms of the south. It is also home to the legendary

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Ethereal Ocean
The Ethereal is the great ocean stretching west of the
Mainland to unknown reaches and unexplored realms.

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The Gelid Deep


The southern waters of La-Quel and Zuel’N’Vidi are
warm, extending toward the southern pole of the
world where they quickly grow frigid and raked by
storms.

The Inland Sea


The Inland Sea dominates the interior of the lands of Gengangare and the Zolvoi, a race of dwarf-
Northwest Mainland. Its southern shore is the land of men who prefer the land but have a bustling trade of
Khal'har, home to thri-kreen who have mastered shipping as well. And to the east is Vecan, a rich
sailing the tempestuous waters. To the west is Illium, kingdom now beset by a council of evil wizards.
masters of fishing and trade, and to the north are the
Major features of the Inland Sea include: queen (Oolyana), and the other half by a Death Slaad
 The Gulf of Dusk – the warm western expanse of the king (Skyor), and these seemingly incompatible
Inland Sea rulers have made Zh’noorya a wealthy center of
 The Gulf of Dawn – the cold eastern expanse of the subaquatic trade throughout the Gulf. (In fact,
Inland Sea Oolyana and Skyor are bound by a dreadful pact: she
 The Bay of Kilgare – the rich northern bay between to live with immortal beauty, and he to live ever
Zolvoi and Gengangare steeped in wealth – so long as the other lives.) The
 Thrall’s Strait – see below) Portal is the center of a devout cult that holds sway
 The Portal of Dusk (aka Portal of Twilight, Portal of over many of Zh’noorya’s denizens, an order of dark
Zh’noorya, The Third Portal of the Netherdark). sea elves who foretell of a doom to spawn upon the
Beneath the Gulf of Dusk is a portal that links world if the Portal is ever breached. (See also the
directly to the Third Level of the Netherdark. It is one Chapter - Atlas of the Realms - for details on
of three such portals and must be operated in Zh'noorya.)
concert with its counterparts to function. The Portal  Marksburg, the Great City of Illium is the main port
is the centerpiece of an enormous underwater of trade on the western shore of the Gulf of Dusk.
temple in the fantastic underwater city of Zh’noorya, The men of Illium have grown rich hunting whales
where creatures of every sentient, subaquatic race for meat, blubber, and oil. They also command a
dwell under a delicate truce that has held for more great fleet that is the primary power (on the surface)
than a century. Half of the city is ruled by a Mermaid in the Gulf of Dusk.

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 Aeloros, city of the Zolvoi, where the High Marshall thereabouts. Other cities in the realm of Gengangare
keeps a great army on watch against Illium and the include Ceryl, Edgemoor, and Black Axe.
barbarians.  Feilim, great city of Vecan, where distant relatives of
 Delia, where the Zolvoi draw lumber from the the Zolvoi maintain a foothold on the northern shore
forests for construction of boats and shelters. in a city growing rich with trade from the lands of
 Saeden, home to Zolvoi fishermen known for both Vecan and Apihi.
salmon and swordfish.  Vecan, the great captial city of the kingdom and
 Thul, where the oyster beds are as thick as a forest. home to the king of the line of Veca.
The Shining Keep sits at the mouth of the bay, where  The Free City of Waypoint. The crossroads of east
the King of the Zolvoi keeps his palace, and the bulk and west, Waypoint is situated on the southeast
of their army holds fast against the Savage Horde to shore of the Inland Sea on the border between
the northwest. Vecan and Khal’har. As a free city state, it enjoys
 Enzor, a great Zolvoi fortress that guards the wealth and freedom that have attracted many rich
western end of the Strait and maintains careful merchant lords and scholars from throughout the
watch against the Thri-Kreen of Khal'har. Home to realm. It is also home to the largest (and possibly the
the Zolvoi navy protects its fishing fleet in the only) Banks in this part of the world and controls
eastern Inland Sea. over-land trade between the eastern and western
 Elmsway, home to the Great Temple of A'ool, the halves of the continent.
God of Time, where the Zolvoi faithful must make  Maezul, the lush coastal forest of Khal'har. The
pilgrimmage thrice in their lifetime. broad forest of Maezul meets the sea in endless
 Staden, the first of two cities on the Bay of Staden grottos that are home to a principality of Locathah
where the Zolvoi build great warships, merchant that have sworn allegiance to the Khal’har Dominion.
ships, and fishing vessels. They are loyal subjects of the Empire and are
 Oakendoor, of Gengangare, the second of two relatively peaceful, thriving from a trade of fish, kelp,
settlements on the Bay of Staden, equally divided and coral.
amongst shipbuilders and brave warriors who dare  Al’Shah, the holy city of Khal'har. This shining jewel
to breach the forests of Urdun and the Savage Horde city of the golden thri-kreen is home to great
temples and palaces of the thri-kreen. Unlike the

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other austere settlements of the thri-kreen Sahuagin who dwell in the waters all along the west
dominion, Al’Shah is a fantastic site of towering coast of Khal’har, they are also sturdy fighters.
spires and golden domes. It is also home to the thri-  Al’Centi. This principality of sphynx-men is among
kreen naval fleet, a relatively recent development by the richest in the Khal’har Dominion, for it is the
which the locathah of Maezul taught the art of crossroads of trade to and from the western half of
shipbuilding to the thri-kreen. The thri-kreen navy is the continent. The sphynx-men are a powerful race
now a growing, fearsome force upon the Inland Sea. that abides the rulership of the Thri-Kreen Empire,
 Stratha. The great northern forest of Khal’har is seemingly content within its borders to amass
home to the Blue Thri. It is a rich seaside teeming wealth, magical lore, and historical knowledge.
with fish all along the Strait, although the tyranny of  Xirhalla, rich city of the sphynx-men and home to
Thrall the Blue Dragon casts a shadow upon the Jahar the God-King, is the center of trade in western
realm. Even the thri-kreen navy pay tariff for passage Khal’har. It is also home to countless schools,
in the Strait, for they are new to the seas, and temples, and libraries that hold immeasurable
Thrall’s harem and navy are ever watchful. knowledge of magic and history. From Xirhalla sails
 Tormun. A principality of Tortles subserient to the the thri-kreen fleet of warships that keep a watchful
Empire of Khal'har overlooks the Gulf of Dusk. Stoic guard against the incursions of the men of Illium.
subjects of the thri-kreen dominion, they are skilled  Dromara. This barren march is home to the Galeb
shipwrights and able sailors. Ever at war with the Duhr who keep a vigilant watch upon the western
border of the thri-kreen empire.

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Luth en Anuun
Bay of Sunsets
The Bay of Sunsets is home to the Shae Edhel, aquatic the eastern lands of Ada-Mock and the western realms
elves that live in floating kelp forest that float and drift of Draethan-Gol, Sardanos, and Albanon. It is also a
in the currents. (See the chapter below – Races and preferred hunting ground of the pirates of Thrakka.
Monsters, Shae Edhel.) It is active with trade between

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Maritime of Treachery
The stretch of sea between the Northwest Mainland There is rumor of a huge city of Kuo Toa under the sea
and the Southern Isle, the Maritime of Treachery sees who worship a strange aquatic deity who is dead but
fairly busy passage of trade and piracy. Kuo-Toa thrive supposedly still alive and dreaming in a tomb. The
and compete with Locathah as natives of the maritime is also home to a kingdom of Sahuagain
Maritime, always hindering the smuggler organizations Sauagin who compete with the kuo toa, and possibly
and pirating groups as much as the legitimate worship the same collection of deities. Depending on
merchant and trade ships along the numerous trade the phase of the moons (see Chapter below; The Seven
routes that crisscross these warm waters. Heavy Moons), the water is known to turn red or green or
tropical storms spur up at a moment’s notice in which just a gooey oil slick.
water and air elementals have on occasion been
spotted at play.

The Maritime is also known to be home to a rare (and dream wizard lives there and experiments tirelessly in
even deadlier) species of gargantuan aboleth that can bringing forth his visions to aid in the eyesight of all
maintain brief periods of flight. Another species that venture upon his piece of land. His attempts were
possibly unique to the Maritime is a form of so successful, all that laid eyes on them, were able to
gargantuan Mimic that can take the shape of a galleon. view clear images with their eyes closed and through
the night. They became solidly a part of you and
A mysterious island in the Maritime is the bane of
enhanced you long after the initial encounter.
sailors who pass too close to its shores. The island is
usually shrouded in fog and foul smelling mist. A
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Unfortunately, the visions are horrifying sights better
left unseen.

The sunken temple of the Kuo-Toa in the Maritime of


Treachery. The leviathans of the Maritime are
legendary.

Creatures of the Martime of Treachery. (Top) A species


of gargantuan flying Aboleth. (Middle) A gargantuan
Mimic known to take the shape of galleons. (Bottom)
Aspect of a kuo-toa goddess named Lampreylia

Kuo-Toa Lord of the Maritime of Treachery.

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Ocean of Dawn
Named for the sun that rises upon the realm from the
cradle of the eastern sea, the Ocean of Dawn stretches
east from the Eastern Isle to unknown reaches and
unexplored realms

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The Sea of Frozen Misery


The sea north of both the Mainland and Eastern Isle challenged frequently by ships of Ada-Mock who
stretches to the icy pole of the world. It is home to the maintain an uneasy peace across the narrow Strait of
Draethan-Gol fleet, the mightiest on the sea, but Farthings.

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Sea of Kroox
The main thoroughfare for trade in these realms is the maritime warriors of The Maiden Isles provide staunch
Sea of Kroox, providing the common passage between resistance and some semblance of law upon the high
all three of the major land masses. It is also home to a seas.
bustling pirate trade out of Thrakka, though the

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Thrall's Strait
This narrow passage connect the Gulfs of Dawn and on the northern shore of the strait, clever beasts who
Dusk. An ancient blue dragon named Thrall rules the maintain a careful watch of the passage, attacking with
Strait, and no ship passes these waters without tariff opportunity and/or alerting Thrall’s legions to
and tribute to him. He commands a considerable trespassers. (See also the Chapter - Rogue's Gallery of
following: a harem of female blue dragons; a fleet of NPCs - for details on the blue dragon Thrall.)
ships manned by Zolvoi rogues and fighters; and
command of numerous peryton who dwell in the cliffs

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Chapter 3:
DERONDFALL: The Realms Below
An open world setting for AD&D
Created by members of the Facebook Group
AD&D 2E COLLECTIVE HOMEBREW
https://www.facebook.com/groups/1508477139383330/
Individual contributors are noted with each entry.

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THE DERONDFALL: REALMS BELOW


descends into the earth for what are known as the first
Derondfall - The Realms Below 10 dungeon levels.
(original concepts by Carl Towns with input from The
AD&D 2E Collective Homebrew) The NetherDark
There exists a vast underground realm that can be Below the UpperDark is the true Derondfall, known as
reached only via a numer of ancient portals. The the NetherDark. The NetherDark consists of Seven
underground realms consist of numerous, ever- regions also known as Uber Levels (UL). Within the
deepening layers, the uppermost of which are called NetherDark are creatures unknown to most surface
The Upperdark, and the deeper of which are termed dwellers. Creatures both ancient and evil, beings so
The Netherdark. Many races survived the Sundering by ferocious that there is necessity for a method of
fleeing to the dark reaches, spending the millennia keeping them in check. So it is the duty of the
below and forgetting the world of daylight. “Guardians of the Deep” to watch these monsters
closely. (See Races of Derondfall Below) The descent
into the seven Uber levels becomes more dangerous
and intense as it goes further down into the world,
reaching into the unstable core. The seventh and final
UL sits on the crust of that core where demons dwell
and only the strongest and bravest of heroes can
endure.

The 13 Portals of Derondfall


The NetherDark can only be accessed, according to
common knowledge, through the 13 Portals of
Derondfall which were established by the ancients.
(There are other access points but considered too
Derondfall dangerous for mere mortals, according to wimpy
(original concept by Carl Towns and Chris Ayotte with scholars who never see the light of day.) These portals
input from The Collective) are teleportation devices which link the user to one of
A vast world underneath the world with mysteries the UL of the Netherdark.
which have long been sought out by surface dwellers.
Bent by greed to uncover vast treasures and power
from the fabled creatures and gods who live within its
large regions, those above have longed to find it's
entrances which are connected by a network of
tunnels and ancient stairs some which seem to
descend into a bottomless darkness.

The Derondfall is separated into two layers. These are


known as UpperDark and NetherDark, respectively.

The UpperDark
The UpperDark is the immediate underground of the
world and the home of various races and creatures
which may or may not venture into the light of the From the beginning of beginnings, the portals were
world and wander its surface on occasion. This layer hidden, and made accessible only by those who knew

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the secrets of the energies which opened these portals portals is protected by the aforementioned Stones,
through the Derondfall Stones. The stones themselves Glyphs and most also involve a glorious protective
have been all but lost and recovery of them is near creature/monster who will fight to the death, or on
impossible without braving vast dangers and acquiring occasion allow passage to heroes who have the right
the knowledge of both the incantations and the words of knowledge. The various connections of the
Derondfall Glyphs. 13 Portals to various levels of the NetherDark are
illustrated below.
The 13 Portals of the Sunderdark are located across
the lands of this magnificent world. Each of these

The Thirteen Portals are:

(1) The Portal of the Anvils (2) The Portal of Albanon


Also called Portal Underpeak, the first Portal of Located in Waterborne Lagoon in the wall of the
Derondfall is on the side of the Anvil Mountains in a mountain underneath the water. Direct access to the
lost cavern high above the sea of Frozen misery. This 5th UL.
Portal accesses the 1st UL full of baddies.
(3) The Portal of Ada-Mock
Also called the Portal of Baelens (Balance). Direct
access to the 3rd UL. See also the chapter - Atlas of the
Realms, The Wall of Ada-Mock.

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(5) The Portal of Ghostwood


Direct access through Nereth-Tyl to the 4th UL.

(6) The Portal of the Inland Sea


The Portal of Ada-Mock within the Great Wall. Direct access to the 3rd UL. This portal is part of the
Portal Triad including Vecan and Caer Madron. These
(4) The Portal of Hel'zon portals cannot be opened without all three of this
Direct access to the 5th UL. Known by Ancients as the
Triad's Derondfall stones in place. This portal is within
Portal of Madness. It is rumored that the portal lies
the central temple of the undersea city of Zh'noorya.
beneath the Mountain of the Mad God, and that a
(See also the chapter - Atlas of the Realms, Zh'noorya.)
portion of the Mad God's "works" are dispatched to
the Upperdark - e.g., a dark variation of the (7) The Portal of Caer Madron
throckatrice. Direct access to the 3rd UL. This portal is part of the
Portal Triad including Vecan and the Inland sea. These
portals cannot be opened without all three of this
Triad's Derondfall stones in place.

The Portal of Hel'zon in the Mountain of the Mad God.

The Portal of Caer Madron

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(8) The Portal of Frozen Misery  The Syn do'ev, aquatic drow inhabiting the
nd
Direct access to the 2 UL. Undersea from the 2nd - 10th levels of the
Upperdark, the lowest of which is said to hold a
(9) The Portal of Kroox gate to the Elemental Plane of Water.
Direct access to the 7th UL.  The Gah'dreen, dominant race of the Netherdark,
with their home city of Gah'Torith spanning UL 1-
(10) The Portal of Ezerron 2.
Direct access to the 6th UL.
 The Ubil-Kreen, dark thri-kreen race dwelling
(11) The Portal of Vecan throughout the Netherdark.
Direct access to the 3rd UL. This portal is part of the  The Sklerok, ferocious barbarians roaming
Portal Triad including Cael Madron and the Inland sea. throughout the Netherdark, but mainly settled in
These portals cannot be opened without all three of UL1.
this Triad's Derondfall stones in place.  Viyolak, white-furred hell-beasts roaming all levels
of the Netherdark .
(12) The Portal of La-Quel  The Magmandvari, who dwell in Netherdark UL 1-
This portal is also knows as the Portal of DarkFire. This 5. Their city, Ascindeal is on UL3.
portal hidden by years of undergrowth, and protected  The Fyronca, jaguar-men who descended to the
by the Jaguar people was once opened from the other Netherdark through the La'Quel and settled
side and a horde of Baatzeu stormed the jungle. The primarily in UL6.
portal is within a large room hidden inside the great  Rashayfel, the Dragon of the Deep, who dwells in
tree. Inside this is the teleportation device which the deepest level of the Derondfall along with his
teleports the user(s) to a spot on the 7th Uber Level concubines, the priestesses, elementals, and
known as The Abyss. magma beasts.

The Drow of the Upperdark


(original content by Chris Ayotte)
(additional input from Mike Blanchard, Matthew
Archibald, Corey Grove, Paul Dennis, L Logan Lyon,
Carl Towns, and Radamanthys d'Zan,)
The Drow Elves of the Upperdark have formed a
society dominated by neither males nor females. They
are a magic based society, loosley ruled by wizards,
and the general alignment of the city (Aelicraas) is
Lawful Evil. The Priesthodod (males and females, as
The Porta of La'Quel, also called the Portal of DarkFire. the society is not particularly matriarchal) are trying to
(13) The Thirteenth Portal supplant the wizards because they desire more power
but due to constant infighting are having a hard time.
The 13th portal is unknown and may be un-fixed in its
(The priesthood is predominantly Chaotic Evil.) The
location or perhaps among the Seven Moons. If its
nobles of the high houses have a council that governs
whereabouts is recorded somewhere in the lost annals
the trade, of the city, though laws must still be
of the realms, there is none who walks in the new Age
approved by the wizards. Thieves, assassins, and
of Dawn who know of it.
warriors are aplenty within the city and a large
human/demi-human trafficking syndicate has roots in
Denizens of the Netherdark the city. The god of the drow is an androgynous elder
The monsters of the Derondfall include the following, god trapped within the core of the Derondfall. Its
as detailed below and in the chapter - Races and name is Sithrihn and it's domains are Power, Evil,
Monsters: Vengeance and glory. The priesthood appeases
 The C'haer a Sith, drow elves dwelling in the 2nd - Sithrihn with ritualistic sacrifices. The drow race is a
5th levels of the Upperdark. selfish, power-hungry race with a long malevolent

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reach. They are bent on conquering and enslaving all The Aelith'aer who fled underground however, over
who are weaker than they, but a twisted order must hundreds of years of exploration, discovered tunnels
be maintained to reach this goal and prove to and cavern complexes they never would have
themselves that seperating from their surface kin was imagined existed. Hearing insidious whispers of
in their best interest. vengeance, glory and power that they presumed came
As for the city it could have been the haven of Sithrihn from the tortured soul of the now twisted earth, they
when he/she was cast down thousands of years ago moved on in a nomadic search for a new home.
and over time and cataclysm had sunk into Derondfell Five hundred years after the Sundering, an
to be found by the drow when they split from the androgynous form appeared to them. Red eyes set in
elves, having been baited by Sithrihns insidious whirling, ever twisting shadow, revealing the
whispers. The city's name is Aelicraas. handsome face of an ebon skinned male or the
flawless beauty of a twilight robed woman.
Introducing itself as Sithrihn, it offered them sanctuary
and survival in return for service. Whispering among
themselves, the landless elves agreed.
Following Sithrihn's command, the forsaken elves
sacrificed the weakest of themselves in his name,
sealing a blood pact. As they did so, their skin
darkened and their eyes became attuned to the
blackness. Now calling themselves the C'haer a'Sith
(the children of Sithrihn) they were drawn to an
immense complex of caverns. Inside was cradled an
abandoned, ancient city of twisted blackstone palaces
and obsidian towers that rested on the cliffs above a
Drow of the Upperdark: black underground sea.
The City of Aelicrass Rejoicing in Sithrihn's name, they spent hundreds of
(original content by Chris Ayotte) years adapting to this place and crafting it to suit their
The drow of Aelicraas were born of an ancient race of demeanor. Now, in the era of the New Dawn, their
elves, known before the Sundering, as the Aelith'aer. priesthood is granted power through Sithrihn, dark
Known for their mastery of magic, the Aelith'aer were magics have again arisen to prominence, they have
highly sought out for their counsel. But as their formed a tentative alliance with the Syn Do'ev and the
reputation grew, so did their pride, and their greed. dark dwarves. Aelicraas (Wanderer's Home) is a
Warned by their high priestesses to abandon their thriving city whose denizens desire vengeance, power
hubris and return to the light of their gods, the high and glory over the Aelith'aer, who sent them to this
council scoffed and drew a shroud over their agendas. land of stone and fire and dark beauty.
This caused a rift in the society of the Aelith'aer, Aelicraas spans levels 3 through 5 in the Upperdark,
pitting mother against son, brother against sister and perched upon the shores of the black Undersea.
husband against wife. The old gods wept in despair at
the gaping wound in the heart of their greatest Drow of the Upperdark:
children and slowly withdrew. Sithrihn, the Elder God
Then the sundering began and shook the very pillars of (original content by Chris Ayotte)
the world. The beloved of the old gods sought their The history of Sithrihn begins before even that of the
hands for comfort and shelter, while the others fled Old Gods. During the creation of the world, a breath
into the earth, taking books of great magic and seeking was stolen, a beat from the heart of the world, it
survival. Hundreds of years passed and the goodly folk would never be missed. This Essence waited and
of the Aelith'aer were swallowed by the earth itself as watched, seeing the rise of Man, Elf and Dwarf. Biding
continents shifted and seas rushed in to fill the gaps. It's time, the Essence watched. It fed on the fear and
Gone were their exquisite homelands and works of aggression that were rampant in these new times,
masterful magic. In their place grew blackened trees, then it slept. Upon waking It realized much time had
fields of choking ash and fetid lakes. passed. The gods Alzan, Halea, Gronh and Shahar held
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and sheltered the world in their hands. But the Sithrihn reveled in his power until, at the last, he was
Essence had grown strong during its slumber. betrayed by his most trusted lieutenants. They begged
for the mercy of the remaining high kingdoms. The
believers of the old gods beseeched their aid and their
prayers were answered.
A chasm opened in the earth and Theyn'fel was
swallowed. Fire scourged the lands. Sithrihn was
encapsulated in a vortex of air and water and trapped
far below the earth, where he sat, seething. In the
time before the Sundering his personality fractured
and the Essence emerged.
After the Sundering, he heard the thought of the
Aelith'Aer. Driven by vengeance,their thoughts gave
him the power to escape his crystalline prison. Sithrihn
lay dormant, feeding on the fear and disquiet of the
Aelith'Aer until, hundreds of years after the Sundering,
he appeared to them. Imposing his will upon them, he
offered them shelter. When they sacrificed some of
their own to him, he knew they were his. He changed
the color of their skin to match the darkness in their
hearts and named them the C'haer a'Sith.
It whispered its sibilant whispers into the realms of Through his mind he showed them a fallen city. The
Man, breeding wars that would raze nations. It spoke Aelith'Aer found it and named it Aelicraas. Sithrihn
its sinuous words upon the verdant lands of the Elves instructed them how to adapt to their life
causing a haughty disdain of all who were not they. it underground and achieved deity status throught their
spoke its insidious lies into the caverns of the Dwarves, worship and twisted faith. Sithrihn's areas of divinity
birthing greed and covetousness of things material. are deceit, trickery, power evil and vengeance. He
Again it fed and grew more powerful. Lacking the guides his C'haer a'Sith in their need to enslave and
creation of the gods, it dreamt, placing all that it dominate those they feel have driven them to this life
valued into its dreams. Trickery and deceit were the they now know.
blood of those dreams, power and darkness the Sithrihn may have crafted the Derondfall portals as a
sustenance, and vengeance...vengeance was the heart. means to lure surface dwellers to their doom. The
When the Essence woke again, it found that it had Portal of the Ghostwood, for example, is widely
created. An elf, with skin the color of the night, rumored to have been crafted by powerful magicks of
prowled the world. The elf radiated trickery and the Elder God in hopes of luring the high elves to a
deceit. Power and darkness shone from his eyes. Cold dark fate alongside the C'haer a'Sith.
vengeance possessed his heart. The Essence thought
and the elf breathed a word with his first breath. Drow of the Upperdark:
Sithrihn, meaning spider in the old tongues. The elf The Society of Aelicraas
savored its taste, exalting in his name. Sithrihn (original content by Chris Ayotte)
wandered the world speaking to the ears of kings, The drow of Aelicrass are governed loosely by a
beguiling with his dark secrets. He spoke words of triumvirate of wizards priests and nobles. The Enclave
revenge to the enemies those kings had conquered. of Wizards sits highest, governing the laws and
A city was built in his name. Blackstone palaces and regulations of the city as well as how it's income is
obsidian towers took shape cruel in their beauty. used. Following equally are the priesthood of Sithrihn,
Theyn' fel was it's name. At first Sithrihn was part of who hold the spiritual concerns of the city in their
the Essence but as he grew in power, he absorbed it. hands and the seven noble houses, whose regard are
The Black Wars were fought in his name and he the merchants and traders of the city as well as the
endeavored to conquer lands for himself. The wars grievances of the common drow.
raged for years, kingdoms falling and being consumed.

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The general behavior of the city is Lawful Evil, due to
the strong influence of the wizards, who demand order
to keep the city functioning. This does not sit well with
the priesthood, who aim to supplant the wizards. But
due to infighting, they have been unable to do so. Tlive
a comfotable lifehe nobles of the seven houses form
the high council. They keep their hands in the
merchant and trading coffers, generating the income
of the city. A judicial system is also provided by them.
The merchants are the upper class of the city. They live
a comfortable life afforded to them through shrewd
contracts and business ventures signed during yearly
trade negotiations. Better opportunities are given to
more established traders, sometimes causing violence.
There is a large human/demi-human trafficking ring
based in Aelicraas that has attracted the attention of
the dark dwarves. Black market smuggling can also be
found here. Gathering the tomes, they noted large gaps in the
The drow military comprises the middle class of this writing of their magical knowledge. Arrangements
society. They live a hard Spartan life, but such is the were made between the wizards and, lacking written
way of soldiers. There are barracks spread throughout knowledge of the workings of the great magicks
the city with soldiers freely given by the noble houses together, the wizards of Aelicraas broke into schools.
and conscripts taken in from the common drow. Time passed and, thanks to the mages, enemies were
defeated, alliances cemented and information traded.
The common drow live as they can, farming animals,
raising underground crops and fishing. They occupy
menial jobs such as carpenters, porters and laborers.
They ignore the workings of the triumvirate as much as
can be allowed. Their goal in life is to take what they
can, to make their lives as good as they can be. The
alignment of the common drow is Neutral Evil, with
Lawful tendencies. They know, even as they hate it,
that the firm order established by the wizards has
allowed them some semblance of a passable life. The
armor and weapons of the drow resemble feudal
eastern weapons (katana, wakizashi etc.) Their
craftsmanship of obsidian and blackstone are dark and
beautiful, giving Aelicraas a lethal grace that reflects
the darkness in their souls.
Drow of the UpperDark: Now, hundreds of years after the Sundering, the
The Wizards of Aelicraas C'haer a' Sith are glorious in their power. The complex
(original content by Chris Ayotte) of towers where the most powerful of the wizards
During the dark period surrounding the Sundering, reside is known as the Enclave. Their ruler is the wizard
much of the magical lore of the Aelith 'Aer was lost. named Zaenhas Iz'Draeth. (See the chapter, Rogue's
Fortunately fo those who would become the C'haer a' Gallery of NPCs.) Due to the fracturing of their magical
Sith, many powerful volumes of magic made their knowledge during the Sundering, magic is taught by
escape with them. After finding Aelicraas, some of the schools. Abjuration, Conjuration, Divination,
master wizards took to the largest complex of obsidian Enchantment, Evocation, Illusion, Necromancy and
towers and renewed their studies Transmutation are learned by aspiring wizards. But
when a student wishes to learn a school of magic,

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there are restrictions. Some schools cannot be learned more fervent believers sequestered themselves from
in tandem, forcing the wizards into school the others, performing sacrifices and rituals still
specialization to gain mastery of the magic they study. unknown. Many of the C'haer were taken and few
The greater percentage (72%) of wizards in Aelicraas returned.
are specialist wizards. The lesser percentage (28%)
comprise mostly apprentices who have not yet chosen
a school.
This rise in power has not gone unnoticed by the
priesthood of Sithrihn who have, in the last hundred
years, attempted several uprisings in an effort to wrest
control of Aelicraas from the Enclave. The wizards of
the Enclave, though mistrustful of one another,
understand that a unified front will assure their victory
of the rebellious priests. The reach of the Enclave is
long and they work with a sect of the priesthood of
Sithrihn to come to a truth of sorts. This tremulous
peace, both sides believe, will allow Aelicraas to grow
and prosper. Time passed and the acolytes of Sithrihn emerged, rife
with power. They took some of the blackstone palaces
A smaller group of the Enclave has discovered the art
in Sithrihn's name and founded a congregation,
of the Elementalist. These wizards study the spells
preaching of the glory of their dark god. The
related to one element specifically. This method has
priesthood grew in number. years after they
been found to transcend the school restriction in
reappeared they attempted to wrest control of the city
regard to class specialization. Earth, Wind, Water and
from the Enclave but were turned back. Lacking
Fire are gaining a foothold among the Enclave. The
cohesive direction, the acolytes began infighting. Some
master wizards eschew the practice themselves
wished to dominate the city, some wished to
believing that Elementalists are reaching for power
compromise with the Enclave, all wished to bring glory
without regard to study and patience, though they do
to Sithrihn. The high priest was assassinated and
not hesitate to direct them against the incursions of
another rose to power. He was strong enough to quell
the priesthood.
the fighting throughout the priesthood and began
Drow of the UpperDark: attacks against the Enclave once more. but the wizards
the Priesthood of Aelicraas were prepared.
(original content by Chris Ayotte) During the time of fighting in the priesthood they had
reached to several sects within and offered neutrality.
Fleeing from the Sundering, the Aelith 'aer found
Two of those sects accepted and began talks with the
themselves without their goddess and lacking spiritual
Enclave to come to a semblance of peace, for the
direction. Their prayers went silent and their
prosperity of Aelicraas The priesthood, while powerful,
beseeching pleas unanswered. They traveled long
stands fractured. Many sects work toward seperate or
years, their hope fading. Then some began to hear the
opposite ends. A strong hand could guide them but
whispers. The hissing, crawling words told of a black
they cannot agree on one.
city deep in the earth and a shadowy, red-eyed figure
awaiting them there. Hope, bordering on madness The current high priest pursues his aggression against
rose in the forsaken elves. Dark, devious plans filled the Enclave though so far it has amounted to naught.
their minds, directed by the whispers. Once the elves The priesthoods power lie in it's areas of divinity.
reached a fever pitch, Sithrihn appeared. With Deceit, power, evil and revenge run rampantly through
honeyed words he promised sanctuary and life below the sects instead of binding them to service of Sithrihn.
the horrors of the broken world...for a price. Through it all Sithrihn bides his time, knowing that his
new congregation will find it's way. They will strike
The elves turned upon themselves, slaughtering the
terror into the dwellers of the surface. Now or five
weakest and bathing in their blood. Sithrihn smiled
hundred years from now, Sithrihn is not sure. He
and named them the C'haer a'Sith. Finding the city of
guides and aids his acolytes through this trying
Aelicraas, the C'haer praised Sithrihn. Some of the
time.......but which ones?
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Drow of the UpperDark: merchants of the city for 375 years. The noble families
know that without the Enclave and the Priesthood of
The Noble Families of Aelicraas Sithrihn they are at risk. But they are the pockets of
(original content by Chris Ayotte) the city and gold flows from their hands. They have
The noble families of Aelicraas were founded when the established trade meetings once a year to cement
C'haer a'Sith found the city. The 10 mightiest among their place in the triumvirate as well as a court system
them gathered to themselves any who were of noble to placate the people of Aelicraas.
blood before the Sundering. Alliances and disputes The compounds of the noble families lie in a part of
from before the Sundering were forgotten in the Aelicraas known as the Mezzanine. Such convoluted
interest of building a society. Through the years the tunnels make inter-family attacks almost useless, but
city grew and wars of dominance raged among the trust lies thin among the nobles. The eyes of Aelicraas
noble families. Assassins prowled the streets and have noted the shadowy meetings of houses and the
warriors fought unchecked. Smart were the families whisper of change once again holds the city in it's cold
who allied with one another. Wise were they who grasp.
sought assistance from the Enclave. The priests of
some families secured the boons of the clergy of
Sithrihn for their families. Drow of the UpperDark:
The wars grew bloody. Devils crawled from the depths The Army of Aelicraas
to serve their warring masters. Scores of the dead, (original content by Chris Ayotte)
raised from battles passed, roamed the city. The
Warriors abound in the black city, in stations high and
common drow locked themselves in their homes and
low. Such is the life of the C'haer a'Sith. The army
the merchants sold their wares to any of the nobles
however, is something different. The fighting forces of
who would buy. Darkness reigned for 7 years and,
the home of the drow are led by 7 of the most capable
though that is but a pittance in the lifespan of the
warriors of the 7 noble houses. The generals of the
C'haer, the wars took their due. Now, only 7 families
armies are Fazrith Chesirahc, a formidable tactician
remain. Chesirahc, Faer'Afae, Set'Anon, Xithris,
and a deadly warrior. His father is the Patron of House
Ul'Rahneer, Veriex and Ath'Rhul. Houses Chesirahc and
Chesirahc. Fazrith earned his position through the deft
Faer'Afae form a strong alliance amongst themselves.
maneuvering of his siblings and their desire to remove
The Enclave of wizards lend strength to the Chesirahc,
the firstborn from house politics. He cares not, his
Set'Anon and Ath'Rhul houses.
passion is for war. The other is Xanaphia Faer 'Afae, a
beguiling woman. Her beauty belies her sharp military
mind. She is a swift and cunning combatant who is not
afraid to lock swords with the fiercest of foes. She is
the second daughter of Lilith Faer 'Afae, the Matron of
that house. She was placed into the service of the city
due to her penchant for causing trouble within her
family. She leaves the overall handling of the army to
Fazrith while keeping her ear to the desires of the
other noble commanders, keeping an easy peace and
allowing the army to function without interior factions
growing. The soldiers of Aelicraas's army are
interspersed so that no house has any great leverage.
The army consists of several companies, each
commanded by one of the five remaining nobles. The
most elite of these companies are the spider cavalry.
The members of this company ride specially bred
The priesthood backs the Faer'Afae and Ul'Rahneer armored spiders into combat. They bear the heaviest
houses. The houses of Xithris and Veriex ally together arms and armor crafted by drow smiths. They are led
with alliances to both the Chesirahc and Faer'Afae by a daughter of house Xithris, known for her crafty
houses. This tremulous peace has ruled common and troop usage. The drow infantry is the largest of

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companies. They wear medium armor and fight afoot. are known to him and he is known to none, save as
They tend to fight with weapon and shield or with dual Shadraes (shadow). He meets with the commanders as
weapons. They are ably led by a son of house Ul various different people, employing his limitless supply
'Dinaer, hailed for his patience. The company of of disguises, and always carrying the word of Shadraes.
archers is the most lightly armored of the drow army, Each member of this black group only know the
wearing well crafted leather armor and wielding identity of 2 or 3 others so on the chance of capture no
shortbows and shortswords. Their commander is a son one of import can be given up. The Ebony Hands work
of house Veriex, a peerless archer. Led by a daughter in conjunction with certain merchants to offer
of house Ath 'Rhul, the smallest company in the army contraband goods to the right hands. The demand is
specializes in waterborne assignments. They have high, but they always deliver....for a price.
allied closely with the Syn do 'ev. Members also serve as assassins for the Set 'Anon
family. Many of their enemies have disappeared into
the shadow to reappear as a corpse on the streets.
Investigations have been launched but always lead in
circles, eyes cannot penetrate the darkness that is the
Ebony Hands. Their greatest venture however, is the
trafficking of humans and demi-humans to those who
desire them. Members of the Enclave as well as clergy
of the priesthood of Sithrihn seek these prizes. The
Enclave, to practice their dark magicks upon and the
clergy to practice the rituals for the transformation of
drider.

A daughter of house Set 'Anon has command of the


army's spies and scouts, who tend to be multi-classed
fighter/thieves. She is said to have her finger on the
pulse of Aelicraas and it's surroundings. The Enclave
provides magical support to the army, requiring
students to take a time of service in order to advance
higher in their learning. The priesthood also lends
clergy to the military to offer the guidance of Sithrihn
as well as offset the influence of the Enclave. The army
numbers about 5,800 hardened veterans but can
gather up 2'600 conscript soldiers from the ranks of
the common drow, with ranks swelling beyond these
numbers if the city itself is in peril from invaders.
Drow of the UpperDark:
The Rogues of Aelicraas The Syn do'ev prize human flesh as a delicacy and are
(original content by Chris Ayotte) allied with the C'haer a'Sith partly because of this
In the black city, the shadows live. Thieves and reason. The dark dwarves relish slaves from above and
assassins stalk the darkness, bearing death upon their pay handsomely for them. They are also traded within
silent blades. The most feared of these are the Ebony the noble houses as slaves.
Hands. Their membership consists of thieves, spies and Dajemmi Set 'Anon's surface allies are the surviving
assassins. They work toward the goals of house Set remnants of one of the families destroyed during the
'Anon and are led by Dajemmi Set 'Anon, nephew of seven year war. The heads of house Set 'Anon snuck
the house patron. He is an expert in the arts of them out of the city in the hopes of gaining the upper
trickery. All of the commanders of the Ebony Hands hand against the other noble houses and, so far, the

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pirates of the coast of Faer'Goth have paid their
dividend. In return all they ask are drow forged
weapons and gems, which house Set 'Anon has
aplenty. The shadows whisper and house Set 'Anon
listens, tightening it's grip on the throats of the other
houses softly but surely.
Drow of the UpperDark:
Relationship to the Seth-Amon of
Draethan-Gol
(oringal concept by Chris Ayotte with input from Legend of the Seth-Amon arriving on the northern
Corey Grove) shore of Draethan-Gol in the first days after the
The Seth-Amon of Draethan-Gol are very likely an Sundering.
offshoot of the Set'Anon. The Seth 'Amon are believed
to have split from the Set'Anon family and hold an
Order of the Crimson Spider
ancient enmity and taste for vengeance that still runs (original content by L Logan Lyon)
deep. Unfulfilled by the teachings of Sithrihn, the Seth- Among the drow of the Upperdark is a cult that desires
Amon took to the surface. The cultures have of the to raise from the dead a Spider Queen goddess
Seth' and Set' have long since diverged, with the Seth believed to have ruled in Anient Days. Returned to the
embracing the Way of the Scorpion over that of the world of the living, her followers among the Order of
spider. Similarly lost from their rituals is that of the the Crimson Spider believe they will have dominion
Drider, replaced by whatever twist of nature has over all the world and bring an unending era of
yielded the scorpion centaurs of Draethan-Gol. darkness.
We shall ascend from the depths of the earth, drive
our enemies before us slaughtering them as we
retake the lands of Dawn. It is our birthright. Nothing
will keep us from what is ours - not the elves, not the
Dominion, not even their so-called gods. -- The Drow
General Drakous, commander of the Order of the
Crimson Spider

The Geodesic Gnomes


(original content by Sean Andrukaitis)
The Seth-Amon were marked by their heathen god of Just as the four enclaves of Theodon Crux made plans
venom and psionics, Sr'qeth, slain brother of Gol- to survive the Sundering, so too did a fifth enclave.
Duhhr reborn, seeker of vengeance. Meaning This lost enclave had attempted to use geodetic super-
"betrayed" in the old tongue, his true name is lost to positioning, anchoring the spherical city to the plane of
the annals of time. Gol-Duhhr himself held the dagger Dawn but drifting behind it through the outer planes.
in his youth, and was forever cursed by the act. The Parts of the Dome do exist simultaneously in multiple
Seth-Amon were drawn to the surface to join the ranks planes. Their domed city is tethered to the Material
of their god's army of revenge. Gol-Duhhr quests to Plane in the depths of the Netherdark, though its
this day to prevent his sibling's rise to power, seeking a location is unknown - or varies as the dome flickers in
champion to carry out his will, and he has found one in and out of the physical realm. Its denizens are the
the Scion of the burning sands. Lord Kzul is doing a Geodesic "gnomes" - a stunted race of Anicents about
wonderful job enslaving them. which little is known, but who surely harbor ancient
secrets and knowledge.
See also, Geodesic Gnomes (Chapter - MONSTERS)

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The Aquatic Drow (Syn Do'ev)


These elvish denizens of the Derondfall dwell in the
vast undersea that spans the layers of the Upperdark,
with possible deep reaches into the very Netherdark
itself.
 Climate/terrain:any deep water
 Frequency:very rare
 Activity cycle:any water/night surface
 Organization: feudal
 Diet: omnivorous
The Undersea  Alignment: n/e 10% being c/n
(original content by L Logan Lyon, Mike Blanchard,  No. appearing : 3-30 outside home waters
Matthew Archibald, Chris Ayotte, Carl Towns, Corey  AC: 8
Grove, Paul Dennis, L Logan Lyon, and Radamanthys
 Movement:20 land 20 water
d'Zan,)
 No. attacks: 2
As depicted in the figure above (The Thirteen Portals),  Damage / attack: per weapon/ grapple/blood drain
the Undersea and black rivers of the Upperdark span  Size: m
from the 2nd through 10th levels, and in the lowest  Morale: elite
level is said to be a gate to the Elemental Plane of
 Exp val:6000
Water with which the Undersea is in a continual state
of ebb and flow. The aquatic drow Syn do'ev are known to the drow as
Qualuan, and in the common tongue as Dalniar. But to
In the depths of the realms below, a dark mystical sea
the folk of sea dwelling and coastal settlements of the
roils with ancient mysteries and spans the many levels
Derondfall,they are among the most feared
of the Derondfall. What dark evils survived The
demihumans of the subterranean realms. These
Sundering hidden away in the depths of the world?
grotesque cousins of the Drow are cannibals that wear
What alliance do they hold with the Sinevar and Ellar
the flesh of their humanoid victims. Their skin is a
d'Niar sea elves who arose since The Sundering? And
lighter more smokey shade compared to that of their
who are the aquatic cousins to the drow who thrive in
darker kin.
the dark forgotten fathoms?

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armor also allows the wearer to remain out of water
for 1 day before normal dehydration begins.

On the neck about their gills are soft thin scales of a


silver and a mother of pearl hue. They also appear on
their fins, located on the forearms and lower legs. This
along with their webbed hands and feet, allow them
the grace and speed in the water they are known, for
their jet black hair flows well past the waist for both
males and females. The females wear their hair often
down to their boots. Their eyes are slightly bigger then
that of a drow. To better scan the dark depths of the
undersea, the pupils of the eyes themselves are solid
silver and can crackle with the appearance of flashes
of dark lightning.
Skin is also often a pale black (as apposed to darker
black of the land drow). Eyes are larger than their dry- But as with all symbiotes there are draw backs. The
land-dwelling cousings (to draw more light in), but symbiote drains 3 hp of blood each day and is
sight is not be their first choice of maneuvering (like programmed to retard the psionic potential of the
bats). Their weapon of choice is the trident of thin serfs, limiting them to their psionic psi weapon that
blade that cuts through the water efficiently. Clothing they have to channel their power though their focus
(optional, of course) tends to be sleek and form fitting rings. The armor is fused to the nervous system and is
and aid in armor class. Feet would be webbed part of the weare. But the armor can be retracted to a
between the toes to aid in swimming swirling mound on the wearer's back when the need
The syn do'evs are amphibious and can be out of water arises. The male's energy weapon is an unholy trident
for long periods, whereas sea elves cannot. As a result, of psionic shadow energy. The females form a spiked
the syn do'ev are sometimes hired as mercenaries by chain in the likeness large grimacing electric eel
the Sinevar and Ellar d'Niar and run units inland. (dm/2d4).
The Dalniar is a terror in combat. Their hypnotic dance Society of the Syn Do'ev. The society of the qualuan is
of feints are just a ploy as females corral and encircle feudal in nature, enforced by the brutal
their prey. The males prod with their tridents and auvry'aynekiira (a form of sea drider, its name
slowly choke the circle, dispatching prey from a meaning "blood of the lunatic apostle"). These sea
distance with their tridents. While striking fear into the driders take many forms - each an abomination of a
hearts and demoralizing the morale of their prey, the syn do'ev upper body combined with some form of
hide armor made from the flesh of their humanoid aquatic beast - e.g., octopi, squid, crab, etc. Warlord
prey serves them well in combat as well. Its master auvry'aynekiira have been reported, rising from
craftsmanship along with its psionic symbiote power servitude to command rogue bands of bloodthirsty
enhancements grant a -2 AC bonus. The flesh of the raiders.
armor takes on a blueish hue with silver veins writhing At high levels of syn do'ev society are the jra'zardriira
over it . Upon command the wearer may (3 / day) ("the shadow fathers," a title given to the zardriira
activate the armor cloak of the manta ray ability. The because of the custom of the king being the first to
sire a child in every auvry'aynekiira coupling. For

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example, the current king has 736 children. If a chIld is Rumors of Canibalism. The rumors of canibalism are
born sired before a child of the king, it is taken from true. Their precious hyde armor is often crafted from
the parents and given to the king to consume). The the flesh of humanoid victims. Even more precious,
queen, who by custom must be a female qualan, holds however, is armor crafted from the skin of a Syn Do'ev.
all duties pertaining to matters of the state. The king in Such is the fate of many syn do'ev on the losing side of
turn runs the military. A balance is thus retained battles, and before their skin is turned to armor, their
between males and famles, as well as the common flesh feeds the warrior victors.
dalnair and auvry'ayenekiira.
A shadowy figure swims toward you almost dancing
through the dark water. Its dark body made the
swirling waters seem almost brighter in contrast to
itself. Barreling towards you with its hypnotic flight of
twists and turns, as it nears it rears up and in that last
second you realize it is no manta ray. Your doom has
come. Adistortion in the water darts towar , you feel
the impact as the projectile slams into your chest and
your body encased in web as you struggle to free your
self. You see the sinister smirk of the syn do,evs
gazing upon you just before you feel the kick to the
head and the lights go out.
Languages: qualan,drow and can speak and send The Undersea Prison.
messages using underwater sonar emissions over a 1 (original concept by Matthew Archibald)
mile distance (underwater only). There is an ancient and very powerful magical prison
Racial adjustments: -1str/-2wis/-5 to chr wile reacting that has fallen beneath the waves. The prison's
with other races +2dex/+1con/+1int powerful abjurations do not hold any creature, but a
portal to a moon where evil entities vie with one
Psionic Powers. The syn do'ev are telepathic, and
another to influence the world of man. There voices
many have additional psionic powers.Especially those
can be heard pleading, commanding, enticing any
who worship a dark Aboleth god that lurks in the
sentient denizens of the deep ocean who approach.
depths of the Undersea, the powers of their minds can
Over time, a small undersea city developed around this
grow without limit. While the Syn do'ev are a naturally
prison. The Syn Do'ev adventure, constantly searching
psionic race, rare circumstances do allow for a child to
the remnants of the pre-cataclysmic world that litter
be born without psi ability. These children are
the sea floor for the key to this ancient prison and the
generally treated with contempt and are cast out.
cypher to permanently link their domain to the watery
An even more rare condition is a child born as a psi- moon, and bring forth their own dominon over the
null, psionic abilities have no effect on them at all. world.
These children are sent to a special academy, where
they are trained in the art of assassination, and are Shark Clans of the Syn Do'Ev
used primarily as special forces. Life is hard in the depths of the obsidian sea, but the
The Chaotic Neutral alignment fraction of the shark clans of the Syn Do'ev laugh it off with a lunatic's
population is able to create a psionic null field in a 10' howl and swim on. The Shark Clans refuse to follow
rad that nullifies area effect abilities as they pass any gods. preferring to rely on their own destiny and
through the null zone, them but restarts when the not some crazed god. despite this the shark clans have
person leaves the range of the effect. No abilities of a strange relationship with the sea and do become
attack or defense of a psionic nature work on these rangers and druids. Their weapons and armor are
Chaotic Neutral mutants, so thy are hunted and cast grown by their druids from a coral called obsidian
out. Somewhere in the distant reaches of the luminescence. Weapons and armor grown in this
Undersea is said to dwell a tribe of these psionic-killing manner are hard as diamonds, and of masterwork
outcasts. craftsmanship.

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Shark Clan Special Weapons Bonuses: +1 to hit/dm A wicked grin grew upon the Queen's dark face. "The
(These weapons are considered +1 against creatures Sun," she says. "We shall blot it out from the sky."
who can only be hit by magic weapons +2 holy against
"But, my lady - I have heard there are two suns over
undead and abominations.) The coral is porous and
the world of Dawn."
glassy, and hard as diamond. A pulsing red glow comes
from the pores dotting its surface. The coral is only She scowled angrily at her king. "By my scrying, I know
found around the island of Noqural, home to both the the second to be but a dim gray star. We shall blot the
Guardians of the depths and one of the Shark Clans. Sun from the sky and bring Night to Dawn. And we
The two groups have a mutual defense pact, and shall rule beneath the light of the Seven Moons."
several of the Shark Clans are high ranking members of (In the high towers of Ashtelon beneath a shimmering
the guardians. The shark clans are made up of 9 clans. blue sky, the Regina smiled charmingly from her Crystal
The nine are ruled by a council of 3 members from Palace, as if to say "Bring what evil ye may, Queen of
each tribe with the warchief at its head. Worms. ")
"Summon the Sorceress Lady Drada, and unleash the
Gurrlh," hissed the Queen. "A ship awaits them upon
the shores of the Onyx Sea at the edge of our realm.
Lord Maelwise shall guide the vessel to the deepest
reaches of the dark sea, and they must descend to the
Deep Chasm of Kzol. Legend tells of an aboleth that
dwells there -- a creature born in the first days of The
Sundering, keeper of Ancient knowledge. And in the
aboleth's nest... a vial of pure darkness by which we
shall blot the sun."
What say the Seth Amon scum that dwell in Draethan-
Gol? Take refuge with the Regina? Or face an
onslaught beyond even the wickedness of Kzul?
The answer from the Seth Amon was unwelcome to the
Excerpt: drow queen's ears: "We shall rally behind the banner of
Regina, then, and laugh as the desert lord tumbles."
The Netherdark Journals (though the Regina may regret such allies some day).
(original content by Mike Blanchard, Matthew
Archibald, Radamanthys d'Zan, Corey Grove, and Paul "You shall be laughing in a world cast into darkness,
Dennis) betrayers." Lady Caelkoth sipped a slender glass
brimming with the blood of halfling Eternal Children. "I
Some denizens of the Netherdark have wondered why shall wear the Sun as a dark jewel in my crown. Dawn
the Drow have not come to the surface in force and shall give way to a Millennium of Midnight."
forced their rule upon a whole continent. The diaries
captured from emissaries of dark forces tell that things In the bright, distant towers of Ashtelon, the Regina
might be otherwise, and that such machinations are mused in her crystal ball. "It is no matter. Once the
indeed underway. A few surviving passages read Jihad has cleansed those filthy dwarves from their
thusly: holes, perhaps we shall drag all of the wretched
underdark into the healing light of Eahha. The wicked
The Lord and Lady Caelkoth scowled from their ebon shall bathe in the light of the moons and the suns,
throne in the fourth layer of Upperdark. "A curse upon when we crucify them on the very sides of those
these so-called Children of Dawn... and those dwarven mountains!"
betrayers, the Seth Amon of Draethan-Gol, whom we
once called our kin. Were the supply lines not so long, Meanwhile, in the Netherdark - "My Queen," groveled
we would take the surface by force and rise in place of Lord Caelkoth. "Before I fetch the Sorceress... one
the Ancients." thought occurs." He cowered as she leveled her dark
stare upon him. "Allies, my queen... to assist in our
quest to rid the world of light."
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"Who?" The queen's query was as much a command as The Regina. You will find allies in the sea elves called
a question. the Sinevar who dwelll in the Bay of Bospor. Go! And
when Ashtelon is in ruins, our Houses shall be joined
The drow lord mustered his courage. "The dwarves, my
again by a bond of loyalty."
queen. The dwarves of The Anvils. Let us make them
our pawns to fight in our stead against the maggots of "We know not of the Sinevar of Bospor. Truly, your
the surface world." power and knowledge of the realm is mighty. We
thank you for telling us of our lost brethren! As for the
"Be gone, husband! I shall think upon this. Send in our
Regina, krakens shall lay waste to her cities, giant
lost cousins of the Sea, emissaries of Arnsal and
squid will sink her fleets, and our sahuagin slaves will
Kethkima. At least they still pay proper tribute to the
devour her armies! My queen, my people are uniquely
dark elves, unlike those Seth Amon scum."
suited for searching the depths for your aboloth...
The emissary of the Sea Elves glided into the throne however I know the area you speak of well, it is
room as if borne upon the wind. "My most esteemed dangerous, my people avoid it at all costs, however, to
Lady, King Arsenal would like to offer the full might of prove our loyalty, we wish to undertake the quest for
the oceans to aid in the conquest of the land dwellers! you."
We tire of their pollution of our beloved
"Excellent," answered the Queen. "I can see King
waters...between our two powers, we can rule the
Arsenal chooses his emissaries wisely. Take rest in my
lands, you on the surface, and we below the waters.
palace, and choose a concubine for thy pleasure. On
The goodly races will be but slaves to our whims!"
the morrow, return to Thrakka and take this Book to
"I welcome the might of my lost cousin, King Arsenal. thy King. No small number of drow died in gathering
But our ties have grown thin in the long centuries of the knowledge within its pages. It holds the secrets of
The Sundering. The Sea Elves of Thrakka must first Ashtelon... the city of Khelgoroth... the Sinevar elves...
prove their loyalty to our cause. To do so... Make war and that slug called The Regina."
upon Khelgoroth and that white-skinned worm-witch

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II.
THE COSMOS

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Chapter 4:
The CALENDAR
An open world setting for AD&D
Created by members of the Facebook Group
AD&D 2E COLLECTIVE HOMEBREW
https://www.facebook.com/groups/1508477139383330/
Individual contributors are noted with each entry.

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The Calendar
follow a predictable cycle, instead guided by powers of
The Calendar chaos. The months of the year are summarized in the
(original concept by Matthew Archibald with input following table:
from The Collective)
The year is divided among 16 months following a very
complicated cycle of the Seven Moons. Some of the
moons (e.g., the Purple Moon of Phanzraithion) do not
16 Month Calendar
# Name(s) of the Month Season # Days Major Festivals Identified with Deity
1 Alphanin Spring 30 The Lights of Ancar Ancar
2 Betanin Spring 30
3 Gammanin Spring 30 Dance of the Trees Yja Terra
4 Deltanin Spring 29
5 Epsilonin (also Elaianin) Summer 28 Elaia
6 Zetanin Summer 27 Feast of Land and Sea Shahar
7 Etanin Summer 27 The Dark Covenant Gronh
8 Thetanin Summer 30 Festival of Mages Alzan
9 Iotanin Autumn 30 Halea
10 Kappanin Autumn 30 Sacred Harvest Cera
11 Lambdanin Autumn 30
12 Munin Autumn 32
13 Nunin Winter 30
14 Xinin Winter 28
15 Omicronin Winter 26 The Night of Necromancers Mal'hok
16 Pinin Winter 28 Trickster's Calling The Mouse

Phases and Lunar Cycles


(METHOD 1) The DM's discretion. This is, of course,
(original concepts by Radamanthys d'Zan with input
the best method in general, and the DM can track
from The Collective)
lunar phases through the game at whatever level of
As an option to the DM, the phases of the Seven detail s/he wishes. Certain adventure modules may
Moons can be determined by a variety of methods, also depend on the the phase of the moon - e.g., a
with possible effects on magical powers, lycanthropes, magical portal that only opens when a certain moon is
and general aspects of mood, psychology, luck, etc. for full.
denizens of the world below. There are generally 4
methods for determining the phase of one or all of the
moons:

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(METHOD 2) Regular Moon Cycles. This method thence-forth - i.e., not "randomly" determined each
assumes a regular (approximately 30-day) cycle for day. One way to "track" the cycles in this way is based
each moon. It is the simplest method and gives nice on the d30 die roll - e.g., a roll of 30 means the moon
use of the d30 die. (Note: At the DM's discretion, this is full "tonight," but a roll of 29 means the moon will
method may be best used once at the beginning of an be full "tomorrow night," and so on.) The method is
adventure, and the phases of the moon "tracked" summarized in the table below.

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(METHOD 3) Very Random Moon Cycles. This method desired). Invoking this method with a new set of rolls
has two "steps" and implies that some moons have each day would lead to chaos and would not make
VERY different length months than others. As with sense.
Method (2), this method should not be invoked every
Step 1: Assign each moon to a type of die. Use the
day - rather, just once at the beginning of an
Table below.
adventure (and then the DM can "track" phases as

Step 2: Determine the phase of each moon. This step is of 1 means the moon is New, and each "max" die roll
fun, because you get to roll all 7 dice at once! Each roll means the moon is Full. Use the Table below.

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(METHOD 4) The "Moon Calculator." As an option, a complex interplay of seven cycles giving rise to 3
moon phase "calculator" is provided via the following "Night of All Moons"(for example, the 11th day of
link under the AD&D 2E Collective Homebrew: Thetanin, when all seven moons are near peak
Homebrew_Calendar_MoonCalculator.xlsx brightness) and 2 "Black Nights" (Etanin 21 and
The calculator requires a bit of trial and error in Omicronin 1, when all seven moons are dark / new).
adjusting the various parameters for "frequency" and Legends tell that if the Seven Moons ever came into
"brightness" as desired by the DM. As those perfect alignment or opposition, the world would
parameters are adjusted, the calculator plots the enter a second Sundering.
phases of the Seven Moons and their apparent
brightness in the sky for a complete year. An example
calculation of lunar phases is shown below, with a

Example (OPTIONAL) calculation of the phases of the Seven Moons and corresponding brightness in the sky using
the Method (4) Moon Calculator. This example results in 3 instances of "Night of All Moons" and 2 "Black Nights"
when the moons' effect on the world below is especially amplified.

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the moon is New. A table of various optional effects is
Effects on the World Below summarized below.
(original concepts by The Collective)
Example effects associated with phases of the Seven
As a further option to the DM, the phases of the Seven Moons. The effects shown are are at the option of the
Moons can be associated with enhanced or diminished DM, and additional (or fewer) effects can be
effects on the world below. For example, a particular
incorporated to suit the flavor of a particular DM's
moon in Full phase may enhance various aspects of
magic, lyncathropy, or general mood / luck / campaign.
psychology associated with its sphere of influence.
Converseley, those aspects would be diminished when

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Chapter 5:
The SEVEN MOONS
An open world setting for AD&D
Created by members of the Facebook Group
AD&D 2E COLLECTIVE HOMEBREW
https://www.facebook.com/groups/1508477139383330/
Individual contributors are noted with each entry.

Melkar Mi’irilith
Orokh
The Grand
Machine Phanzraithion

Eahha
Shui-Ali

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FOUR and THREE in NUMBER


At the DM's discretion, various powers can be ascribed
The Seven Moons to each of the Seven Moons, depending on their phase -
(original concepts by The Collective) e.g., enhanced or diminished powers associated with
As detailed in the chapter entitled 'The Seven Moons,' that moon's sphere of influence when it is full or new,
the moons above include: respectively. The DM can determine phases of the
Eahha (The White Moon) - also called 'The Little Sister,' moon by a variety of methods including his/her
moon of light and enlightenment discretion, a moon phase "calculator" available for free
The Grand Machine (The Black Moon) - moon of download, and various methods based on die rolls. Each
darkness and necromancy method is detailed in the chatper, 'The Seven Moons.'
Melkar (The Green Moon) - the woodland moon; moon Passage to/from any of the moons is possible, but not
of forests and druidic power by simple means. There are means allowing transport
Mi'irilith (The Silver Moon) - also called 'The Fickle (e.g., see the AD&D 2E Collective Homebrew dungeon
Mistress,' moon of prophecy module, "The Vault of the Ancients"), and there are
Orokh (The Red Moon) - moon of fire and war rumored to be portals of teleportation throughout the
Phanzraithion (The Purple Moon) - moon of chaos and realm - mostly hidden or closely protected.
transmutation
Shui-Ali (The Blue Moon) - the oceanic moon; moon of
water and aquatic creatures

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The Ribbon of land stretching from pole to pole, on the
Eahha other hand, is habitable even by mortals. The lands
The Little Sister forming the shore of Ancar is gripped in eternal winter,
The White Moon and those forming the shores of Elaia are in eternal
summer. The mountain chain running the length of the
(original concept by Radamanthys d'Zan)
Ribbon shares both extremes and in some places is
temperate.
Inhabitants:
It is said that Ancar Himself sleeps beneath the
Western Sea and is the source of the cold white light.
Similarly, legend tells that Elaia Herself resides
beneath the white hot waves of the Eastern Sea.
The primary denizens of the moon are the Devas,
Planetars, and Solars. Each of these angelic beings is
able to survive the frigid cold of Ancar or the blazing
heat of Elaia, and serving each deity in turn as
Spheres of Influence: messengers, warriors, and devotees of all that is Good.
Good, Healing, Light, Protection All varieties of Deva can be found among the
mountains of The Ribbon continent - Astral , Monadic,
Major Geographical Notes:
and Movanic. Some have established rich castles that
The white moon of Eahha is called the "Little Sister" climb from the mountain peaks into the sky, while
since it is the brightest object in the sky second only to others are content in the green valleys and fertile
the sun(s). It is by far the brightest of the Seven plains of temperate regions. They keep a vigilant
Moons, since it does not merely reflect sunlight; watch over the moon of Eahha, and it is said all devas
rather, it radiates its own light from the bright white can instantly sense the presence of a creature of non-
seas of Ancar and Elaia. (See Map.) good alignment setting foot upon the moon.
The moon is dominated by two great seas - the The Ribbon continent is home to a rich variety of Good
Western Sea of Ancar covering the western aligned creatures who dwell in peace under the
hemisphere, and the Eastern Sea of Elaia covering the blessings of Ancar and Elaia. These include: agathia,
eastern hemispheres. The seas are split by a ribbon of atomie, baku, blink dogs, faerie dragons, dragon
land stretching from pole to pole in a continuous horses, firefriends, firbolg, grigs, grim, hollyphant,
meridian belt from the north to south encircling the hybsil, jann, lammasu, moon dogs, nereid, opinicus,
moon. The continent stretch of land is known variously pech, pagasi, phoenix, and shedu.
as The Rift, The Bridge, The Ribbon, The Wall, and
Relationship to Any Particular Deity:
hundreds of regional names.
The primary relationship of Eahha is, of course, to
The seas of Ancar and Elaia are named for the
Ancar the God of Light and Good (who dwells in the
respective deities - the former the God of Light and
Western Sea and gives the moon its cold white light)
Goodness, the latter the Goddess of Enlightenment,
and Elaia the Goddess of Inspiration, Divination, and
Inspiration, Divination, and Knowledge. Each sea burns
Knowledge (who dwells in the Eastern Sea and gives
with an intense white light that gives the white moon
the moon its hot white light).
its name, but the seas couldn't be more different:
Ancar shines with the cold light of the stars and is Portals or Other Transport to/from this Moon:
colder than the coldest ice, and Elaia burns with the There are no known portals allowing transport to or
bright white light of divine fire and is hotter than the from Eahha, but there are summoning circles known to
hottest white flame. The seas are navigable by ship but powerful Priests of Ancar or Elaia said capable of
only with protections against such tremendous summoning denizens of the white moon - namely, the
extremes in cold and heat. Devas, Planetars, and Solars that dwell there. It is said,
however, that a pegasus (and only a pegasus, unique

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in this regard among flying mounts) may ascend with a divination spells are unerring; clerics gain an effective
single rider from the planet below to Eahha, though +2 Wisdom for the duration of the full moon; and any
the journey is arduous for both the rider and mount. cleric of good alignment can cast Augury with a 100%
The rider must withstand the vacuum of space for the chance of meaningful reply once during the full moon.
five day journey. (The pegasus is said to be protected
by Ancar or Elaia in its journey.)
Changes to Magical Effects When on this Moon:
Any healing spell automatically functions at maximum
effect, and Protection Spells gain an additional +4 to
basic adjustments. Divination and Augury spells are
similarly enhanced at the DM's discretion.
It is said (true only at the discretion of the DM) that a
Priest of Good alignment of 5th level or higher may
cast Resurrection without chance of failure if the
caster and the corpse are upon Eahha.
A cleric of CN or LN alignment cannot cast spells while
on (or within the atmosphere of) Eahha, but they Overlooking the burning Sea of Ancar.
suffer no other ill effects.
A cleric of evil alignment can cast no spell while on (or
within the atmosphere of) Eahha, and such clerics lose
3-18 hit points per hour while on Eahha. (The hit
points cannot be healed until the cleric leaves the
moon.)
Effects upon the Planet below for Certain Phases or
Alignments of this Moon:
The effects of Eahha on the planet below depends on
its phase, which hemisphere is facing the planet:
- When the moon is full (a natural roll of 30 on a 1d30
if not subject to a closely followed calendar in the
Overlooking the frozen Sea of Elaia.
game) : all healing spells gain an additional +1 HP; any
light spell doubles in duration, radius, and/or intensity
at the discretion of the caster; any "detect" or "know"
spell gains a +1 adjustment in favor of the caster; and
all protection spells gain an addition +1 adjustment;
and lycanthropes of Good alignment (e.g., werebears)
gain a +1 to their primary attribute (STR for fighters,
INT for wizards, etc.) for the duration of the full moon.
- When the moon is full AND the western hemisphere
is facing full upon the planet below (a natural 00 on a
1d100 if not closely following an in-game calendar): all
healing spells gain an additional +5 HP; light spells
triple in duration, radius, and/or intensity at the
discretion of the caster; and all protection spells gain
an additional +5 to base adjustments.
- When the moon is full AND the eastern hemisphere is
facing full upon the planet below (a natural 99 on a
1d100 if not closely following an in-game calendar):
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Two monstrously huge teardrop shaped orbs with an
The Grand Machine housing of magical machinery connects the two
The Black Moon enormous bells.
(original concept by Jeffrey Moore) This moon appears as an enormous hourglass to all
who come alongside it. From the planetary view, it
just appears as a reflective dark and featureless orb,
like looking at the bottom of a circular hourglass.
The bottom half of the hourglass contains the evil
shadowy reflections of the souls that seek to become
undead and enter our world. These beings are the evil
twins to every living good soul that lives.
The top half is a prison where the good souls that were
replaced by their evil duplicates are hunted, drained
and tortured to recharge the Caretakers of the Grand
Machine.
The inside walls of each bell are riddled and groved
like a sharp and cutting maze. Occassionally, the souls
within can find a flat reflective surface through which
they might see small glimpses of the real world.
Within the bells, the only real direction to be
concerned with is downward. And that is the direction
of the outer surface upon which you stand.
All within, both good and evil, feel the pain of their
entrapment on the cutting edges of the crystal ravines
though which they hopelessly wander.
Seeing through the glass from the outside is
Spheres of Influence: impossible even with magical aid. What little can be
seen appears featureless, grainy, and cloaked in
Death, Entropy, Evil, Necromancy, Undead
shadow. A bright light of a living soul can sometimes
The idea of this moon draws from the duality of man. be seen through the walls of the upper bell, but that
That each of us have two souls, one of light that lives soul is being pursued and will not stay in one place for
within our bodies, and another of darkness, that very long.
mimics us in the reflection of mirrors, longing for the
In the center, where the two halves come together, is
warmth of a real existance. Upon this moon is where
a mechanical monstrosity designed to pull living souls
the ones of darkness are contained until it is time for
from the world and send their dark counterparts into
them to be released.
them.
Inhabitants:
Nothing is in control of this machine or the hive
The Souls of Darkness. (roaming free, able to see the workers within. It simply operates upon a
world but unable to enter it.) predetermined course that was set in motion long
before the universe existed. How the moon came to
The Souls of the Lost. (roaming free but eternally
be here, in this place, is known to none.
hunted.)
Major Historical Notes:
The Caretakers, (mindless, unquestioning, clockwork
automatons who ceaselessly round up the unliving None. The glass domes are miles thick. In living history,
souls and send them into the empty vessels of the none have ever entered or departed other than
undead to be.) through the apparatus at the center. There may be a
way into it, but opening such a passage might disrupt
Major Geographical Notes:
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the alignment of the universe should the things within surface of the moon will automatically be successful
escape. without concern for the length of time the person has
been deceased. Attempting to raise the dead on an
undead being will fail as the living soul cannot escape
its prison.

Relationship to Any Particular Deity:


All dieties are curious about the Grand Machine. None
will seek to disturb it, no matter how dispised it might
be, as changing it's course though the heavens will
surely bring the other moons out of synch and cause
unpredictable destruction. Should it be broken, there
is still more evil stored within it than there is good.
Though the Gods of evil and darkness seek to possess
this device, even they recognize that they could
become trapped within it as easily as any mortal. They Effects upon the Planet below for Certain Phases or
completely avoid contact with it. Alignments of this Moon:
Portals or Other Transport to/from this Moon: When this moon is dominant, all Necromancy spells
Flight to this moon might be possible. Entrance into it cast bestow a -1 penalty to save against them. All
is an entirely different story. There is only one sure healing spells function with an additional +1 point
way to enter the moon. Become undead. But then, it's added to each die rolled.
too late.
Changes to Magical Effects When on this Moon:
None noticable.
Illusions still appear, but nothing within the moon,
living, unliving, or machine, is vulnerable to them.
Necromancy magic will function at double the normal
efficiency for range, healing, etc. Magic that creates
undead will fail because nothing can come out to
possess the body. Magic that summons an undead
creature will bring the most powerful of the type
summoned, but they will be filled with rage at having
returned to this place and will attempt to kill, and
subsequently imprison, the summoner. Thereafter,
they will be dedicated to preform an unsanctioned
escape into an empty corpse through the apparatus at
the center. Raise dead spells while on the outer
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The forests lakes and rivers are teeming with very
Melkar abundant wildlife as well as pixies faeries sprites
The Green Moon brownies centaurs and unicorns.
(original concept by Adam Pender) Humans do reside here in the form of powerful Druids
that have reached 20th level or higher. Very rarely do
they interfere with mortals unless the natural order or
environment are threatened unnaturally.
This moon is prevalent four weeks a year. Two weeks
in early spring for planting and two in the fall for
harvest. When farmers prey for good crops Syrillia
hears them and it doesn't go unnoticed as well as the
lack thereof. It is also at this time that a Druids power
is at its peak. Druids spell casting ability is two levels
higher during this time. While on this moon all magical
spells and items involving nature or animals have
effects 4 levels higher than the casters. Anyone that
has been on this moon will have 3-12 children when
they start to procreate. Also those that have been here
are said to live up to 100 years longer.
Syrillia are enemies with those gods of death
destruction deformity disease murder and hate.
Gates which are scattered throughout this moon link
Spheres of Influence: up with gates that are in the deepest forest of the
Creation, Earth, Life/Death Cycle, Nature prime plane.
The moon of creation earth life and death cycles and
nature
This is a moon covered with evergreen forest and
mountains. Clear cold fresh water lakes streams and
rivers are in abundance. There are 5 major rivers
Anollin, Blalon, Destin, Radillia, and Tessania.
Mountain ranges are also plentiful most notably the
Carcona and Meekhandin. The latter rise greatly till
you reach the peak known as Baccus which is 6 miles
above sea level. The lakes of Durnin and Kursfan are
very large indeed. The latter being 1000 miles across.
A forest of Melkar.
Trees are said to grow a mile high. With whole cities of
silver elves dwelling there amidst floating gardens full
of flowers that bloom year round
This moon is the home of Syrillia the Goddess of
nature and life cycles. She resides deep in the forest of
Tanjurn wearing robes and garments made if colored
leaves and flowers or sometimes just colored light. She
is attuned to the life of every creature on her moon
and can sense they're deaths which rarely happens
other than natural means or the cycle of life. Bear kills
a deer for example.

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Diviners refer to Mi’irilith as the “Fickle Mistress” as
Mi'irilith her effects can evoke weal or woe upon those
The Fickle Mistress attempting any sort of scrying. When Mi’irilith is full,
The Mirror of Gods there is a 10% chance that anyone attempting to scry
using a device such as a mirror or a crystal ball will in
The Silver Moon fact summon a ghost or spectre (50% either way).
(original concept by Scott Morgan) Thieves fear Mi’irilith, not as a factor of good but as an
illuminator; they believe Mi’irilith has the power to
expose their attempts at stealth, and all but the very
good ones refuse to sneak about or attempt to pick
pockets when Mi’irilith is full.

Prophets always tribute to Mi’irilith in some fashion,


for legend has it all prophecies come to this world
through her, or are originated from her even.
Prophecies that come to the unexpected person are
always attributed to Mi’irilith, and have often occurred
when Mi’irilith was full. When Mi’irilith is eclipsed, it is
said scrying and prophetic attempts will automatically
fail. Star crossed lovers are often seen writing poetry
to Mi’irilith, when their loved one has died, as legend
also suggests Mi’irilith can be a mirror to the Life After,
Spheres of Influence: Guile, Trickery, Mystery,
wherever that happens to be.
Prophecy, Vision,
Inhabitants: None that are known
Major Geographical Notes:
The entire moon is in fact a 2 dimensional disc of pure
silver, highly polished to an unimaginable reflectivity.

Major Historical Notes:


Mi’irilith has been a fetish of mystery cult worship for
as long as history can document. She (for Mi’irilith is
always referred to as female) has been revered on
every continent and in every time period, leading
some to think the moon is in fact an elder goddess.
Mi’irilith is also thought to be a portal to another
world, but there has never been direct evidence. The
nature of these mystery cults tend to revolve around
mystery, but they have never been infiltrated, nor Many Bards consider Mi’irilith to be a conduit to
have any of their works been found and documented. greater knowledge, and often wear a medallion of
Any mystery cult of Mi’irilith always disappears before pure, highly polished silver in tribute to Mi’irilith.
any type of invasion that might expose their secrets. Those that do often receive a bonus to their Influence,
Inspire, or identify magical item rolls. Barbarians
Relationship to Any Particular Deity: Uncertain generally despise Mi’irilith, for they see her as a focus
Portals or Other Transport to/from this Moon: for magic, and trickery, and believe she exists only to
None that are known deceive.
Changes to Magical Effects When on this Moon: Lycanthropic connection: Mi’irilith is revered as a
None that are known goddess by swanmays and Lythari; both species gain
powers such as True Sight and Clairvoyance when she
Effects upon the Planet below for Certain Phases or is full, and both tend to hide out when Mi’irilith is
Alignments of this Moon: eclipsed.
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Sleeping God of Fire himself, who is said to slumber
Orokh beneath its slopes.
The Red Moon Areas farther from the volcano of Alzan are cooled and
(original concept by Sean Andrukaitis and habitable (at least during "winter") by the hardiest of
Radamanthys d'Zan) creatures - insects and the like as descdribed below.
The seas are magma and molten brimstone, and the
moon enjoys a cycle of "precipitation" in which magma
and sulphur boiled off the surface return in rain of
molten fire.
Inhabitants:
The dominant species on Orokh are the Salamanders,
thriving in every region of the moon but preferring the
hotter regions closer to Alzan. They are divided among
countless tribes and nations constantly at war, vying
for treasure and territory closer to the great volcano.

Spheres of Influence:
Conjuration, Passion, Fire, War
Major Geographical Notes:
The moon is a small planetoid that trails a dimensional
rip into the Elemental Plane of Fire. Sharing a nearly
Rivals to the Salamanders are the Azers, who consider
identical orbit to that of the dimensional rip, the moon
themselves to be the children of Alzan himself. When
is variously scorched in fire when it draws near the rip
they are not engulfed in war against the Salamanders,
in "summer" and cools to a dull ember when it enjoys
they extract untold wealth of precious metals,
some respite of separation in "winter." Only in winter
diamonds, and obsidian from Orokh's nearly
could normal creatures hope to survive even a day
impenetrable crust. The azers have also mastered a
upon Orokh. In summer, when Orokh is bathed in the
unique art in hewing obsidian in the form of great
blast furnace of elemental fire, only creatures such as
ships by which they navigate the molten seas of Orokh.
fire mephits, elementals, and efreet, can survive here.
A fleet of Azers in obsidian warships is a sight that few
From the planet below, Orokh is barely visible as a dull Salamanders have lived to tell.
glowing ember in winter, but in the height of the
The moon is also home to a diversity of creatures at
Orokhi summer, it blazes bright red and imparts a
home in such a realm of fire, and in the hemisphere
variety of magical effects (described below) amplified
opposite the mountain of Alzan (where temperatures
by the intensity of energy released from dimensional
are somewhat more bearable) a variety of non-fire
rip.
creatures find a home in the crevasses and
The moon itself is volcanically active and awash in seas underground shelters of the craggy hellscape. These
of magma. The atmosphere is mostly noxious gas include efreeti, fire giants, hell hounds, fire elementals
released by volcanic activity. There is a great volcano (of course), mephits, phaethon, rast, and thoqqua. On
that dominates the face of one side of Orokh. This the hemisphere opposite Alzan, a host of hardy giant
great mountain of fire is called Alzan, named for the insects also dwell, forming horrible swarms of fiery
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vermin that are the scourge of Orokhi nightfall.
Dragons making their lairs upon Orokh include brass
and gold dragons as well as red dragons said to be
spawned from a "queen" of red dragons that dwells in
the very seas of magma.
Major Historical Notes:
Because of Orokh's influence on the tide of battle, the
moon is believed to have swayed history countless
times in the short violent history of the world since the
rising of the new Age of Dawn. In particular, devoted Effects upon the Planet below for Certain Phases or
worshippers of Kazhak (the new upstart God of Fire, in Alignments of this Moon:
his aspect as the Destroyer) who are willing to heap
enormous sacrifice in gold, iron, and blood have been When Orokh is full and in summer (i.e., blasted by fire
rewarded with victory many times. One recent in its wake of the dimensional rip to the Plane of Fire),
example includes the final victory of the Thri-Kreen in burning as a blood red eye in the night, it is said to
domination of all Khal'har, where it is said that the impart blessings upon warriors (even those not
Emperor of the Thri-Kreen amassed an immeasurable worshippers of Alzan or Kazhak). Under such
sum of gold in tribute to Kazhak, and to seal his circumstances, warriors of any alignment may sacrifice
blessings slaughtered five thousand elves captured gold, iron, and blood in hopes of receiving blessings in
from the forests of Feywood. In the wake of this proportion to their sacrifice (to be determined by the
unthinkable bloodbath, and with Orokh blazing red in DM; example blessings include attack bonuses,
the sky over Khal'har, the Thri-Kreen won their final immunity to fire attacks, and increased fire-based
decisive battle against the Rakshasa, Kenku, and men spells - each in proportion to the sacrifice and in
of Solanthis. duration only during the full moon).

Relationship to Any Particular Deity:


Alzan - the Sleeping God of Fire, said to dwell within
the great volcano bearing his name.
Kazakh - the new upstart God of Fire, particularly in his
second aspect of Destroyer (c.f., his more benevolent
aspect of Creation and Enlightenment).
Portals or Other Transport to/from this Moon:
There are believed to be many portals to/from Orokh,
including secret chambers under volcanic mountains
and ancient teleportation devices guarded closely by
priests of Alzan and Kazakh. The latter are a
mysterious form of magic believed to draw from the
Ancients, and travel to or from Orokh by their means is
not without peril - even for those who can withstand
the Orokhi heat - for they seem in some way tied to
the dimensional rip to the Plane of Fire, and many who
have passed by way of these teleportation gates have
never been seen again.
Changes to Magical Effects When on this Moon:
Priests of Alzan gain tremendous spell benefits when
on the slopes of Alzan, and all worshippers of Alzan
(not just his priests) receive a level advancement for
completing a pilgrimage to the great volcano.
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The Eye of Phanzra watches the far reaches of space
Phanzraithion for a new planet to call home; the Ancients and their
The Purple Moon pet humans have made the once-beautiful homeworld
(original concept by Corey Grove) of Phanzra's children uninhabitable. Her surface is
broken into five territories, ruled over by the Gods of
Chaos; a hive-like empire of beholders and
beholderkin with mentally-enslaved chuul and umber
hulk soldiers at their disposal, dominates the north
hemisphere, quelling rebellion whenever they find it,
igniting brutal retaliation from their arch-nemeses, the
illithids and their urophion and neothelid kin, and the
neogi's enslaved army. The southern hemisphere is
dominated by the aboleth lords, their spacefaring
psychic guardians encircling their spawning pool like
battleships at harbor. Beneath the surface lurk the
mouthers, the chaos beasts, and other even more
incomprehensible horrors.

Spheres of Influence: Aberrations, Chaos, Madness,


Transmutation
Phanzraithion, the amethyst moon, also known as the
Eye of Phanzra among other, less pronounceable
names, is an Irregular Moon. Its orbit is relative to that
of the other moons, and once every generation or so,
it passes within about 100,000 miles of the planet,
causing catastrophic weather patterns, and mana
storms, and impossible gravitational anomalies. At this
time, Phanzra's influence begins to take hold;
everything the moon can "see" is treated as a wild
magic zone, portals across the planet's surface and
hidden in the deepest places flare to eldritch life, Inhabitants:
transmutation spells cast on the surface have a way of
Aboleths, beholders, beholderkin, chaos beasts,
drawing the attention of creatures from beyond the
chuuls, cloakers, gelatinous cubes (and other
veil of reason. The world enjoys an influx of
polyhedral shapes), gibbering mouthers, illithids,
aberrations during this time; some manifesting of their
neogi, oozes, ropers, umber hulks, any other barely
own horrible will, others accessing portals, others still
describeable monsters who need a home.
crossing the gulfs of space to create destruction.
Major Geographical Notes:
For most of the year, the amethyst moon is the
furthest from the planet (we *still* need to name it. The moon bears a deep canyon across its entire
Gaia?)... Her surface is marble-smooth stone with surface, which is otherwise smooth except for the
protrusions of glass brambles, covered with ropers and ropers that stay rooted like hideous trees, some
the holes that lead to deep tunnels of the polished growing quite large. Numerous holes and tunnels can
rock. The sky is violent violet, and the earth deep royal be found that wind all the way through the core,
purple. Her waters are like brackish bile, black and creating impossible effects of gravity and magnetism.
putrescent ichor of a long-dead god of blasphemous Major Historical Notes:
dimension, but filled with unnameable life. The
Ancients once had an outpost here, but it is long Thousands of years ago, the aberrations ruled over the
destroyed. planet, warring with the Ancients. They have not
forgotten; they make their homes on this tiny moon
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dreaming one day of returning home and bringing Effects On The Planet Below For Certain Phases Or
ultimate chaos to the planet. Alignments Of This Moon:
All magic is treated as wild magic when the caster has
line of sight to the moon; weather patterns become
violent and chaotic, gravity becomes less reliable, and
aberrations appear in greater numbers.
Gravity:
Low. Falling damage is halved, climbing speeds,
jumping distance/height, weapon ranges, and carrying
capacity are doubled.

Descent into the Canyon of Phanzra.

Overlooking the seas of the Aboleth Dominion.


Relationship to Any Particular Deity:
Phanzra (CE), the unspeakable one, lurker in darkness,
bringer of immolation, lord of aberrations, god of all
that predates the Ancients. Legends seem to indicate
that he might be the leader of an entire aberration
pantheon.
Portals or Other Transport To/From This Moon:
The tunnels are full of unexpected portals and
teleportation/plane shift effects, some reaching the
opposite face of Panzraithion, others connection to
the other moons, others still planetside. Most only
become active when the moon is in phase.
Changes to Magical Effects When On This Moon:
All magic is treated as wild magic. Transmutation are
empowered. Druid spells do not function. Psionics are
unaffected.

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Major Historical Notes:
Shui-Ali It is commonly thought that this moon was created by
The Blue Moon Shahar, Goddess of the Sea however this is incorrect.
(original concept by Anthony Costa) She has found it and come to rather enjoy its existence
and would protect it jealously (perhaps), though. It
was created when a powerful Magician, probably right
before the great Cataclysm, sought to escape the
coming doom (I wonder how he knew about it...) and,
having lived on a ship most of his early life, decided
this was the way to do it.
Relationship to any Particular Deity:
Shahar, Goddess of the Sea

Changes to Magical Effects when on this moon:


Flame-based spells instead cause a burst of intense
warmth and steam/air-bubbles. Electricity spells are a
very, very bad idea. Many spells that traditionally
would not work underwater similarly won't here. Any
spell conferring control over water when cast on this
Spheres of Influence: moon is especially useful and potent, and therefor has
Change, Evocation/Invocation, Law, Strength, Water its area-of-effect double and may have other affects at
the DM's choice. Lycanthropes entering this moon are
Inhabitants: forced to shape-change, but retain control of their
Living 'in' this moon (more on that in a second) are the characters.
Tusook Mermaids and Mermen, barracuda, sharks,
dolphins, and any other creature you may see in or Effects:
near the sea. (Other creatures via DM decision Once a year, on the seventh day of the seventh month,
including Water-Weirds, Naga, air-pockets and sand a great battle will be fought somewhere and many
formations for villages, etc) lives will be lost. This is due to Lunacy; the moon's
affects on us water-based creatures, enhanced to a
Major Geographical Notes: magical degree. The DM is encouraged to have this
Shui-Ali is a strange 'moon'. Its outer crust is made of massive skirmish, battle or beginning of war happen
magically hardened seashells, molded together. It thus near the PCs and turn it into an adventure, campaign,
sparkles and "winks" in the sun-light it reflects. There or simply an interesting backdrop. Additionally, on this
are two entries into this moon, in the form of craters day any person using an Evocation, Invocation, or
full of water. However, upon entering the craters and water-based spell will be able to cast that spell as if
fully submerging oneself, all who enter are affected by they were two levels higher and will notice that after
its Field of Diminution and shrink to a tiny size! This casting the spell, it is not erased from their memories.
allows for a /huge/ aquatic environment, (two for each time studied instead of one)
proportionately speaking, and its vast range of
inhabitants.
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Chapter 6:
The Planes of Dawn
Created by members of the Facebook Group
AD&D 2E COLLECTIVE HOMEBREW
https://www.facebook.com/groups/1508477139383330/
Individual contributors are noted with each entry.

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The PLANES of DAWN


(original content by Scott Morgan) there. The Elemental Planes and the twin Energy
Planes, positive and negative, form the “building
The Realm of Dawn is but one world in an
blocks” of the entirety of the Prime Material Planes.
unimaginable landscape of worlds, and all of those
Without one of those planes, or if by some method a
worlds occupy just one plane of existence in a similarly
connection was lost with one of those six, then
unimaginable tableau of planes. These planes are
creation and life would not be possible in the Prime
separated from one another by the very primal code of
Material Planes.
reality itself; one plane could no sooner contact
another plane than a man could physically touch his Moving above the Lower Reality Planes are the Planes
own thoughts. They are enigmatic and vague, and our of Higher Expression. This is where the understanding
understanding of them is incomplete and evolving. of the planes gets heady and ephemeral. The Planes of
Higher Expression have nothing to do whatsoever with
What is known of the planes of Dawn comes mostly
physical creation; they are expressions of the “inner
from the writings of The Bard and Leonid the Traveler,
life” of the living and sentient. One can imagine a
and those two enigmatic figures have never been
journey of sorts from the Prime Material plane up to
exactly succinct, or forthcoming. For all their work
the Higher planes by way of mystical study and inner
learning and chronicling the history of Dawn and its
contemplation; when one has reached a pinnacle of
people, neither has left much of a legacy of work to
understanding, he can be said to have touched one of
follow. Thus, the research done on the planes of
the Planes of Higher Expression. Physically going to
existence remains largely theoretical; some knowledge
one of these planes may be possible, and in fact may
is absolute, but much remains to be tested and
have happened in history, but there is no evidence in
improved.
the current Lexicon of Planar understanding how this
How to understand the nature of the planes? It is might be possible, or what it would be like to exist on
impossible to entirely wrap a mortal mind around the one of the Higher Planes.
concept of planes. They exist at the same time and in
Below is an illustration of the structure of the planes,
the same physical space simultaneously, and yet are
with the major points of each plane labeled.
disconnected and disparate; the only way to travel
from one to another is through a magical gate. Beings
on separate planes could walk right through one
another and cause no concern or notice. Yet both are
as real as if they were walking into each other. It is
easiest if one simply accepts this concept without too
much examination, and move on.

Structure of the Planes


While the planes all occupy the same space at the
same time, it is possible to imagine a structure of sorts
to the “layout” of the planes. There is a divide among
the planes, creating two distinct regions. The Planes of
Lower Reality hold the prime material planes, where
In all there are 9 Master Planes, in which there are
the Realm of Dawn and millions of other worlds exist
countless sub planes. 12 sub planes have been
along with the elemental planes and the twin energy
identified in this work and will be described later. The
planes. Finally, the Deadlands is among the Planes of
Nine Master Planes are the Physical plane, the Higher
Lower Reality, as it is the final resting place of all living
Physical or Ethereal Plane, the Astral Plane, the Higher
things. The Planes of Lower Reality are concerned and
or Causal Astral Plane, the Mental Plane, the Higher
consist of the material of physical life; anything that
Mental Plane, the Subconcsious Mind Plane, the Soul
possesses a physical body is created and spends its life
Plane and the Higher Soul Plane. Each of these planes
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contain numerous sub planes, but all are organized exist everywhere at every time, and focus their
according to the layout of the Master Planes . energies into an appearance as needed (Leonid, 332)

Traveling through the Planes The Planes of Dawn


As mentioned above, one needs a magical gate to Below we will attempt to present as clear a picture as
access another plane of existence. This can take a few possible of the known Planes of Dawn. Each entry will
different forms; highly powerful wizards and priests attempt to relay the general nature of the plane, any
can access spells that will create a temporary gate. known deities or moons associated, and how
Even more powerful spellcasters have created hospitable it is to travelers. Buyer beware however;
permanent gates that only require being discovered, very little of this information is empirical, but
and usually an activation word or phrase, to open the theoretical and rhetorical in nature, and one must rely
flesh of reality for a breach. Dawn’s moons are heavily on the Bard and Leonid for this knowledge,
intricately tied to the cosmological planes; many gates such as it is.
between the world of Dawn and its moons exist, and it
is believed many of the moons contain gates to other
planes. Certainly, the four moons associated with the
The Planes of Lower Reality
elements, Eahha, Melkar, Orokh and Shui-ali have The Planes of Lower Reality are concerned and
numerous gates to the elemental planes they seem to constituted of physical life. Each one expresses the
be tied to. Others, such as Phanzraithion the purple others in some way; no one plane (other than the
moon, seems to have a connection to the Plane of energy planes) are constituted solely of itself. Below is
Horror, and Mi’irilith the silver moon is obviously a discussion of the Lower Reality Planes.
connected to the astral plane, and perhaps the Plane
of Dreams. Prime Material
Denizens of the planes This is the plane of our “reality;” the plane where a
world such as Dawn exists. It is almost a surety that
Who lives on these other planes? The answer to that other worlds exist in the Material plane; evidence
question is as varied as the planes themselves. Some suggests that “planewalkers” have visited Dawn in the
planes contain a specified sort of denizen, such as the past and possibly in the present. Further, the Grand
elemental planes. while there are hospitable places to Machine and Phranzaithion both seem to have arrived
visit in the elemental planes, the population is almost here from somewhere else. In the former case, it is
entirely of the elemental sort. Other planes contain a believed from within the Material plane and in the
multitude of species, such as the Plane of Horrors. Still case of the latter the Plane of Horrors.
others are occupied only by projections of the self,
The Prime Material plane is governed by a body of
such as the Plane of Dreams or the Deadlands. One
physical rules of reality, that absent of magic cannot
can expect to encounter just about anything when
be broken. Other planes will not comport to such laws,
travleling the planes of Dawn.
or they may have their own. But it is expected that any
What about the gods? Many believe the gods have to world within the Material Plane will have the exact
live on some other plane of existence, and there is same physical laws, and therefore bear the same
evidence that some do. However many seem to simply possibility for life as we know it.
live somewhere else in the Prime Material, and a few
There are many Material Planes, and there are many
even live primarily on Dawn itself. However there is no
worlds on said planes. Each world or sub plane has a
one Plane of the Gods, nor do the gods themselves
theme or organizing principle, which in some cases
maintain realms of their own in the Outer Planes, so
includes its own mechanical laws. Below are a few of
far as has been chronicled. Obviously one may expect
the known Material Planes.
to encounter Gronh on the elemental plane of Earth
from time to time, and one could expect to make The Feywilde
contact with Tazingo on the Plane of Horrors, or
perhaps the Devil Plane. But where Tazingo makes his This is a plane of faerie; magic runs wild in this lush
residence can only be speculated; it’s not even clear green world, where dryads and pixies and sprites and
the gods have or need a residence. Likely they just even elves run rampant across the glades and glens. It
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is a place of high fantasy and adventure, and magic could travel to those planes and interact with the
seeps through the very air itself. Such fey beings as are elementals and other denizens of the planes, though it
known on Dawn are in truth travelers, or summoned would not be a comfortable place to stay for very long.
creatures from the Feywilde. Or they may have some
Gods associated: Obviously the Sleeping Gods are
magical dual existence as well. It is hard to know the
indicated as elemental gods, so they are expected to
world of the Fey completely.
be associated with the elemental planes. Many of
The Nine Hells Dawn’s religions have their own elemental gods, such
as Kazhak son of Alzan, obviously associated with the
This is a system of worlds, or so it is thought, belonging Plane of Fire, or Faroun the dwarven god of Fire. All
to the Devils, or the Baator. Here no sun cast light that have expected connections to the plane of Fire,
is not blood red or black as night, and the only however it is not known currently if any have a
creatures that belong are wicked and twisted by evil. permanent residence or separate domain within their
Baator can be summoned from their world to Dawn, realms.
but one must be sure he or she can handle the devil
Elementals: there are two basic types of elemental
for it will not be happy to be summoned there.
each plane will contain. The base type, simply called
The Abyss “elementals” is variously sized unintelligent brutes,
capable of great destruction but not much thought.
An unknown number of worlds or subplanes make up Each plane however will contain other elemental life
the chaotic and frightening place of the demons, or forms, such as the Salamander of the plane of Fire
Tana’ari. Here the fabric of reality can rend at any (Bard, 81) who are highly intelligent. Both a fire
moment, and the evil creatures who live here can turn elemental and a Salamander are composed of
beastial in a split second and destroy anything at hand. elemental fire; there are several species on each
As dangerous as the Nine Hells are, the Abyss is truly elemental plane.
worse for it is never predictable.
The Planes of Energy
The Higher Physical plane contains the building block
planes that the Prime Material relies on for existence. The energy planes are necessary for reality to exist.
While only the four elemental planes and the two They are opposite and equal and necessarily balanced;
energy planes have been identified, it is possible, and one cannot overwhelm the other or reality will come
many have theorized, that dozens of sub planes may to an end. Unlike any other plane, the energy planes
exist here as well. The Plane of Smoke, the Plane of are not believed to be inhabited, nor are they
Ice, and the Plane of Ooze are all sub planes connected inhabitable. The positive plane, necessary for growth
to the elementals that have been theorized. Only the and healing and the birth of new life, would break
planes that are known for certain are detailed below. down any visitor into its very molecules and add them
to its collective hoard of life. An injured person might
The Elemental Planes touch the plane of positive energy through a gate and
Each of the elemental planes represents it’s element at be healed, but with too much contact he would simply
the finest and purest state. For hundreds of years cease to exist. Similarly, the negative energy plane is
there was a misconception that the elemental planes necessary for things to cease, for corruption and
were pure manifestations of their element; the plane mutation of forms that lead to new forms, and for
of Water for example was nothing but water, and the death to come in the final days. Undead beings are
plane of fire nothing but fire. But recent study of fueled by the negative energy plane, though it is
Leonid’s oldest writings (Leonid, a Canticle 192) unclear exactly how or to what extent (Bard, 114) A
suggest the planes are more hospitable to life than traveler from the Prime Material that stepped foot on
that; motes of land and breathable air exist as pockets the negative energy plane would be destroyed, not
within massive realms of the element. On the plane of unlike in the way the positive energy plane might
air, for example, there exist many myriad floating break him down into particles. It is believed the energy
landforms that support flowing water, but the plane planes exist solely to created and destroy matter
itself is nothing more than infinite sky in every supplied by the elemental planes, thus giving creation
direction. Travelers from the Prime Material therefore and destruction necessary to the reality of the Prime
Material plane, where life exists. (Arion, the Planes)
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The Deadlands seemingly constant wind, there a bush of dark leaves


might rustle, losing leaves and looking like it is in
The Deadlands is the outer plane most directly mourning. There is no running water, no sunlight. A
connected to Dawn; it is the place where all dead souls gloomy illumination similar to very early morning
reside after the physical body dies. There is no eternal hangs over the place eternally, giving no dark break for
torment here, other than the torment of knowing one sleep or bright sunny skies for life. Nothing about life
is dead. It is not a happy place, but it is not a bloody exists on the plane.
fiery hell either. Simply it is glum and depressing; a
project may be enacted one day among some hopeful God of the Dead
residents, then discarded the next as a symbol of the land is kept and monitored by a god simply called
futility. People are often found just standing in one Death; the souls that exist in the Deadlands belong to
place for years, staring at their shoes. him, and he jealously guards his realm. Whereas
The landscape of the Deadlands is barren and rocky; Mal’hok has been called a god of Death, he is more
here a withering black tree might bend to the accurately a god of Undeath, and of Dying. He is not
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the keeper of souls or the lord of the Deadlands, but The Higher Mental Plane
rather an evil force that promotes undeath. Death
keeps watch over his realm; no other god is associated This is the home of the Plane of Empathy, said to be
with the Deadlands, nor do any gods step foot in the the highest expression of mental acuity. When one has
place unless it is to bargain with Death for a temporary full understanding of the world around him, the
reprieve for an important hero. Such requests seldom people he interacts with and their motivations, he will
meet with success. have greater empathy, or emotional understanding,
and be able to act accordingly. Note that one may
The Deadlands is the final resting place of all life in the
choose not to act on empathy even if he is able to
Lower Reality Planes. It is curiously also on the path of
perceive it; this is considered the height of evil, and it
enlightenment, which will be described later. The
is believed one cannot progress from the Plane of
suggestion is that one must die in order to proceed to
Empathy if one does not act accordingly on empathic
the Planes of Higher Expression. If this is true no
knowledge. But just achieving this level of knowledge
scholarly work can verify it, and no one who has gone
and understanding is a precipice of the mind and
on to those higher planes has come back to explain. It
heart, and achieving connection with this plane is
is believed that Leonid the Traveler has been as high as
probably the highest a typical mortal can achieve, and
the Plane of Gnosis, but he has never spoken or
then only with the greatest intelligence and wisdom
written of it, if this is true. Still we will attempt to
and a lifetime of study and hard work.
describe these planes of existence as best we can from
the materials at hand. The Subconscious Mind Plane
The Higher Planes of Expression Moving on from the planes of the mind one reaches
the planes of the subconscious. This is where the
planes of dreams and horrors await. Beyond thought
and intuition, beyond knowledge and understanding,
The Mental Plane there is the darkest corner of the mind where things
This is the plane of mental exercises, of thought and that do not seem to be us plays with the symbols in
intuition. Wizards, Philosophers, Kings and Queens, all our heads, and gives us visions that can horrify and
desire to achieve contact with a mental plane. But haunt, or inspire and relate. Note that the paths of
what does that mean? enlightenment here are ironic; one reaches Horrors
through thought, but dreams are reached through
The Plane of Thought intuition.
To contact the Plane of Thought is to train the mind The Plane of Dreams
with mental exercises and games, and to punish one’s
self with gluttonous knowledge acquisition. The point This is a strange and difficult plane to speak about. In
of Thought is to know something, to place it into your part, it exists only in the dreams of mortals (and
memory and have it as an asset for later use. Contact perhaps gods?) and in part it is a real place where
with the Plane of Thought is believed to incur great dreams are made real for a short while. Mortal dreams
mental abilities; it offers spellcasters the ultimate in are not all grist for an outer plane’s existence, but a
power, and rulers the ultimate in strategy. portion of every person’s dreams are. To visit the
plane would be to invite madness as it is a very chaotic
The Plane of Intuition place. Each minute something new is forming and
something else is dying or fading from view. Where
Intuition is an expression of the mind; it is a well you might be standing on firm ground watching a
categorized collection of memory that allows for childhood memory of some sleeping mortal this
calculations into the future actions and reactions of moment, the next you may be falling through the inky
any subject one puts to mind. Intuition is highly sought blackness that the plane seems to be composed of
by clerics and monks, and philosophers and advisors. If (Bard, 159).
one achieves unity with the Plane of Intuition it is said
he or she will never be surprised or caught off guard, Having said all of that, it would seem to be impossible
and will always anticipate everything the future holds. to encounter one’s own dreams on the Dream Plane,
but that would seem to be untrue. For one, the plane
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of dreams seems to have an almost random intrusion by another. Belief is about kinship with the
attachment to some dreams, and they remain in place immortal, and in fact immortality itself; one cannot
for hours, even days. But on the other hand, it would reach immortality by being a thief or vandal.
also be possible to visit the Plane of Dreams via the
Astral Self, while the physical self slept. To date, this The Higher Plane of the Soul
has not been done by anyone willing to speak or write Gnosis is the ultimate achievement as far as current
of it, but it must be fraught with dangers. To watch philosophy is concerned. Gnosis is beyond belief; it is
ones’ dreams both in the mind of the sleeper and the the combination of Belief and Empathy, and Thought
eyes of the astral self could lead to insanity, or perhaps and Intuition, and even Dreams and Horrors. Gnosis is
a great epiphany of the self. However it should also be a level of understanding and knowledge that
noted that if the astral self were to die in the Dream transcends the rigid structure one used to reach it; a
Plane, the physical body would most likely die as well. kinship with the universe which is said to be greater
(Leonid, Dreamlands 33) than the gods or religion; indeed, even if all the
There don’t seem to be any gods associated with the supposed planes of existence exist, they exist inside
Dreamlands, but there’s no reason many of them something, some void, and they must comport to the
could not. It does seem to be associated with Mi’irilith, will of their creator. That creator is the universe itself
the silver moon. Any denizens of the Dreamlands (or multiverse, as the newer philosophers are
would either be visitors or temporary dream selves, beginning to say). Achieving pure Gnosis is the highest
acting out what their minds eye seems fit for the pinnacle of achievement for a mortal, and only Leonid
moment. the Traveler is believed to have reached this peak. He
certainly won’t talk about it if he did.
The Plane of Horrors: This is the worst place to visit, if
you are able. This plane hosts the most horrifying
things a person can imagine, and often improves upon
Paths of Enlightenment
them. Some of the most frightening monsters, such as There are three paths of enlightenment described by
the Ilithid and the Beholders, are said to have the diagram of the Planes. Each one progresses from
originated on this plane. Indeed the purple moon the Physical to the Higher planes, but only one path
Phanzraition is said to have migrated to the Prime leads to Gnosis the ultimate goal of existence. Or, at
Material plane from the Plane of Horrors; if this is true, least it is to some. Just like the planes themselves, the
then the Purple Moon is an example of what the plane paths are mostly conjecture, propped up with hazy
of horrors is like. references in musty tomes and half whispered
suggestion by high powered persons. Still there is
The Soul Plane enough to go on that one can theorize the paths and
This is the home of Belief, a sub plane that seems to be what they mean. Following is a brief discussion of the
higher up on the path than it should be. Surely belief three paths.
must come before empathy?
The Path of Darkness
Not so, say the philosophers. This is the first plane of
the soul, and Belief is a subplane that is all about faith Why would anyone willingly choose darkness? The
and acceptance of that which one cannot prove, reasons are manifold; the promises of pure power that
whereas the mental planes are all concerned with lie on that path are enough for many thirsty souls. The
what is and what can be misconstrued. Reaching the path of Darkness begins in the Negative Energy Plane,
Plane of Belief is said to be the highest expression of progresses through Thought and completes in Horrors.
religious intent; it is supposed by some that many of How can one even start on that path?
the gods of Dawn reside there, and many other gods It has been suggested that all of the Lower Physical
besides. However it is required to have mastered the planes express themselves within one another; it is
Plane of Empathy to reach Belief; more on the paths of how the process of creation is expected to occur. IF
enlightenment later. Belief is a place where almost this is true, then some expression of the Prime
anything can happen and everything does as the Material plane must exist in the Negative Energy
wishes of the denizens dictate, but the rights and plane, and would thus be a place of safety for the
property of its denizens are likewise protected from planar traveler.
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Negative energy leads to thought? One power of Mastering Gnosis is said to be the pure expression of
negative energy is destruction; one method of thought being; one begins this path in the prime material
is deconstruction. One takes apart an idea or plane, just as the other two. The path from the Prime
supposition to understand it’s base constituents, one to the Elemental Planes is short and easy, but
“destroys” a thought or argument in order to necessary for one to understand the building blocks of
understand and verify it. Therefore, the path to the universe. From there, one must master the
Darkness starts with negative energy and passes Deadlands, which would seem to be a somewhat final
through thought. task. Yet it is believed that a path from the Deadlands
to Empathy exists, for one truly begins to understand
But to end in the Plane of Horrors? Again, the power
people when you are able to meet and converse with
one can wield on that plane, if one has mastered
everyone who has ever died. The pure knowledge one
negative energy and thought, Is immense. If one
can gain in the Deadlands would make for a shortcut
achieves that, he could walk the surface of Horrors
past Thought and Intuition, if one were able to take it
with impunity, and rule just about whatever he
all in and understand.
encountered. For many this is a temptation that would
lead them to try something as insane as travel to the Understanding Empathy, then leads to Belief or
Plane of Negative Energy. religion. Mastering Empathy out of Death makes the
nature of religion plain and achievable. It is only
The Path of Light through Belief that one finally comes to Gnosis. That is
This seems more pleasant, and yet may be more the ultimate peak, the point at which a person has
difficult than the Path of Darkness. One begins in the become one with the universe. The physical body may
path of Positive Energy, where the necessary spark of cease to exist at this point, or it may have never left
creation begins. One learns to create when one gains the Deadlands. Physicality is no longer necessary, one
intuition, and by mastering positive energy and can be anywhere or any time one wishes, with the
intuition he can progress to the Plane of Dreams, merest thought. This path is the longest and the
where he can see anything or any time past or present. hardest, but it goes farther than Darkness or Light.
This is the path for those seeking pure enlightenment,
a connection with the dream realm and positive
influences.

The Path of Being

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III.
DENIZENS
OF DAWN

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Chapter 7:
GODS of DAWN
Created by members of the Facebook Group
AD&D 2E COLLECTIVE HOMEBREW
https://www.facebook.com/groups/1508477139383330/
Individual contributors are noted with each entry.

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BY THE GODS!
Foreword by Radamanthys d'Zan

uncaring for his fate and unsympathetic to his


Gods of old suffering. Others view them as wise beyond
and gods sprung anew. understanding and the only chance for mankind to
avoid a second Sundering.
Scholars of divine arts have categorized the Gods of
Dawn into three main classes, described below: The THE UPSTART GODS
Elemental Gods; the Upstart Gods; and the Dwarvish
Second are the so-called Upstart Gods, also called the
Gods.
Young Gods, or the New Gods. These great beings are
Interestingly there is no divine pantheon for the Elves, said to have arisen after the Sundering - some before
and none know why. Some speculate that the elvish mankind crawled from the ashes of ruin, and some
gods fled or were destroyed in the Sundering, never to after. These are by far the most widely worshiped in
return to the world. As a result, most elves of Dawn the Realm of Dawn. Most broadly worshiped are Ancar
are godless and pay homage only to the power of their (God of Light) and Elaia (Goddess of Enlightenment).
mind. Most notable among such elves are the folk of Also enjoying broad worship are Kazhak (God of Fire)
Holinth-Tel, who hold no gods dear. Other elves - the and Mal'hok (God of Darkness and Death).
folk of the Ghostwood, for example - consider Yja
Terra to be the divine mother and protector of nature. GODS OF THE DWARVES
Still others have embraced The Way - a philosophy of
The pantheon of the dwarves is held distinct from both
natural order.
the Old Gods and the New Gods and seem to have led
THE ELEMENTAL GODS a different path from the ruins of the Ancients to the
rise of Dawn. Perhaps they held the dwarves safe
First are The Elemental Gods believed to predate the within the earth for the dark millennia; none can be
Sundering: Alzan (God of Fire), Gronh (God of Earth), sure. Chief among them is Krommae (Goddess of
Halea (Goddess of the Sky), and Shahar (Goddess of Wisdom), although some dwarves also pay worship to
Water). They are also called The Old Gods or The Gronh.
Sleeping Gods, for they are said to have slept through
the dark times of the Sundering. Many consider the
Elemental Gods aloof from the affairs of mankind,
.

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Priestesses of Ahkrosha tend to be a little more
Ahkrosha combat focused than regular clerics, albeit with a
Charioteer of the Sun, Mother of Amazons limited weapon choice; and that Priests of Secomman
Queen of Blades tend to be more spell focused with limited combat
capabilities.
(original concept by Justin Rod)
Alignment: True Neutral
Major Spheres: All, Combat, Elemental (fire), Alzan
Protection, and Sun.
Minor Spheres: Animal, Healing, Necromantic.
One of the four Sleeping Gods
God of Fire
(original concept by The Collective)

Ahkrosha is the chief diety of the Scythian


Horsemaidens, and she is generally only worshipped
by them. Her husband, is Secomman the Eternal Blue
Sky, who yields to her not just his fields for her horses
to graze upon, but the wisdom and lore he alone Neutral
possesses as he gazes upon the whole world. Their Alzan is one of the Four Sleeping Gods believed to
marriage is symbolic and reflective of the Scythian have survived The Sundering and hold the knowledge
society as a whole, and Ahkrosha is perceived to be of the Ancients. He is the elemental embodiment of
the ideal of a Horsemaiden - fierce, beautiful and Fire and governs all aspects related to this element,
terrible if roused to battle. Her regular priestesses are including its protective and destructive aspects. Like
allowed to carry a sabre and use a shortbow, but are the other Sleeping Gods, he is of Neutral alignment
denied all other weapons. Furthermore they must be and is often perceived as taking a less active role in the
expert riders and must give up their old tribal loyalty goings-on of men since the rise of the new Age of
upon acceptance into the priesthood, as they are Dawn. In this respect, he likely cares more for the
expected to be arbiters of divine will and of the law, protection of the world itself than its particular
and therefore must be impartial. In addition, in denizens, but that is not to say that she is uncaring. His
emulation of their goddess, a priestess can only worshippers enjoy protection and wisdom related to
choose a priest of Secomman as her husband, and his element, and the priesthoods in his service are
their marriage is a renewal of the wedding vows of the undeniably more powerful than those of the upstart
gods. New Gods.
Ahkrosha is an ally of Ancar, and serves as the Alzan is closely associated with the moon of fire, called
Charioteer of the Sun, and the Scythians believe the Orohk, with the massive volcano dominating one
sun only moves across the sky because Ahkrosha is hemisphere named for him and believed to be his
driving it through the fields of her husband, who is resting place.
both lord of the sky and the dome of heaven itself.

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Anan Seraph A'ool


God of Spiders The Ageless God
(original concept by Corey Grove) God of Time
God of the Moons Melkar and Shui-Ali
God of Dreams, Charms, and Illusions
(original concept by Sean Andrukaitis and
Radamanthys d'Zan)

Chaotic Evil
Spiders, venom, chaos
Dreams of spawning the arachnid apocalypse.

Ancar
God of Light and Goodness Neutral
(original concept by Corey Grove with input from The Time. The Green and Blue Moons.
Collective) Charms and illusions.
Not to be confused with the four Sleeping Gods, A'ool
is often called "The Sleeping God," for it is believed
that he was a god in the time of the Ancients who slept
for the entirety of The Sundering. His worshippers
recount variously that the world is but a "Dream of
A'ool," or that The Sundering was "A'ool's Dark
Nightmare." Since the rise of the new Age of Dawn,
A'ool has stirred from his millennia of slumber in the
form of a great sea turtle that swims through the
Prime Material Plane (including the oceans of the
world), the Astral Plane, and the Elemental Plane of
Water. He is worshipped by pixies, sprites, and fey
creatures - especially those near the sea. As the God of
Time, his clerics attribute the unusually long life spans
Considered to be first among the new "upstart" gods of the fey folk to the blessings of A'ool.
arising in the Age of Dawn following The Sundering of
the Ancients, Ancar is the dominant deity associated
with goodness and light. He is worshipped broadly by Bel Darragh
good-aligned creatures, including men as well as Dwarven God of Battle
demihuman (elves, gnomes, etc.). His symbol is the The Father of Battle, Lord of the Twin
rising of the Sun, and his priests proclaim the very Age
of Dawn to be the product of his great benevolence. Axes, the Giantkiller, the Trollbane, the
He is closely associated with the White Moon of Eahha Wyrmslayer, the Rock of Battle,
and is said to dwell within its great white Western Sea, DarkBeard
which when full, bestows bestows blessings upon
(original concept by Ausie Bart)
those who worship him.

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Intermediate God events indirectly, never in battle. He only resorts to
Lawful Neutral (Lawful Good) influencing a battle when the very existence of his
PORTFOLIO: Battle, war, valor, bravery, honor in battle avatar in the Realms is threatened. He always prefers
ALIASES: None force of arms to spells. Bel Darragh is merry in battle,
SUPERIOR: Krommae roaring appreciation of shrewd strategies, bravery, and
ALLIES: the gnome pantheon feats of skill even when such are directed against him.
FOES: The goblinkin, Troll and evil giant pantheons He often sings (both stirring battle-ballads and
SYMBOL: Two crossed battle axes taunting little ditties to unnerve enemies) in the midst
WORSHIPPERS ALIGNMENT: LG, NG, CG, LN, N, CN of a fight, and dwarves have learned to listen for hints,
cues, and warnings in his lyrics. He is a master at
turning the tables on enemy armies by anticipating
their movements on the battlefield and singing
directions to dwarves fighting with him. Like most
dwarves, Bel Darragh admires most those who help
themselves. He typically appears at a battle only to
right hopeless odds against dwarves, to balance
treachery and punish the treasonous, and to aid the
weak of all races against evil, especially the acts of
giants.
DOGMA: War is the finest hour of dwarvenkind. Seize
the opportunity to defend the Stout Folk and ensure
their victory wherever conflict does erupt. Revel in the
challenge of a good fight, and never waver in the face
of adversity, no matter how ominous. When not
Bel Darragh is first Child of Krommae, her right hand fighting, prepare for the next conflict physically,
and trusted General. He is the Father of Battle and tactically, and by acquiring resources. Attack hill giants
primary dwarven war god. All dwarves who must fight, whenever possible and other evil giants when
especially dwarves who are warriors by profession, necessary. Death on the field of battle is never
worship Bel Darragh, their patron and exultant leader welcomed and lives should never be thrown away
in war. The Father of Battle is the deity of choice foolishly. However, if necessary for victory, the highest
among lawful neutral dwarven warriors. service that followers of the Father of Battle can
Bel Darragh watches over the battle-skills and perform is to sacrifice themselves for the cause on the
performances of dwarves from his mountain fortress field of battle by protecting as many other dwarves as
in Arcadia. He encourages valor in battle, weapon- possible.
mastery and training, and wisdom in war, and most DAY-TO-DAY ACTIVITIES: The members of Bel
often manifests his powers to further these aims. Bel Darragh's clergy form an elite warrior caste in many
Darragh is concerned with war as a way of life and is clans, maintaining their positions by training hard
very different from Krommae in this respect. The aptly physically every day. They are always preparing for
named Father of Battle especially hates giants and has war, physically, tactically, and by acquiring resources.
taught the dwarves - and the gnomes, through their To ensure dwarven victory in every open fray, priests
gods - special ways of fighting giant-type creatures. of Bel Darragh try to further the weapon training,
Bel Darragh is a resolute warrior who never backs tactical training, and battle skills of every living dwarf.
down from danger and who refuses to surrender even Weaponcrafting and training are required for all
when all seems lost. He is a strict and ethical deity who worshipers of the god, and priests of the god pass on
brooks no treachery or deceit and who never their battle knowledge at an almost frantic rate to all
negotiates or compromises. Triumph must be obtained dwarves who will lend an ear. Priests of Bel Darragh
through valor and bravery, and Bel Darragh is swift to seek to make the dwarves ever stronger on the
humble and humiliate any who overcome by cowardly battlefield and are always alert for new tactics, traps,
or deceitful means. The Father of Battle is known for and weapons. For instance, they take great interest in
often snatching victory from the narrowest of margins the items devised by others gods’ worshippers.
in battle. Bel Darragh uses his magic only to influence

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HOLY DAYS / IMPORTANT CEREMONIES: Bel Darragh's that they wish the god to remember and hold in
holy days mark the slain and fallen champions and esteem, then kneel to await a sign. And an answer is
great battles where triumph over overwhelming odds often given - anything from a roll of thunder to a shield
occurred. Individual temples mark particular days speaking a blessing, command, or answer. If the ritual
more than others, as the entire year-long calendar is was a burial, it is concluded with the interment and a
overfilled with anniversaries of past battles. Conflicts solemn march away. If, instead, it was a preparation
whose importance and heroes have faded into the for a battle, it is concluded with a war chant and a
mists of time are commemorated every decade, or "wild run," in which the participants wave weapons
century, as appropriate. and emit whoops and war-cries.
On holy days or during battle, always on a known PRIESTLY VESTMENTS: Bel Darragh's priests wear
(past, present, or immediately pending) battlefield, silver chain mail armor, war helms, and tabards
priests of Bel Darragh chant, pray, and break weapons depicting the symbol of the Father of Battle as their
that they have anointed with their own blood. The god ceremonial garb. Priests of Bel Darragh seldom take off
often manifests as a glowing radiance to consume the their helms, although there is no prohibition against
weapons, and this radiance may extend to worshipers doing so. The holy symbol of the faith is a pair of
as a temporary protective aura in battle. Offered miniature steel battle axes welded together in a cross;
weapons not consumed by the god are either twisted this is typically suspended on a chain and worn around
and shattered (where-upon they must be melted down the neck.
and used for other things) or left un- touched ADVENTURING GARB: In combat situations, priests of
(whereupon they may be used again, with the god's the Father of Battle favor the most effective armor
approval). available, often replacing their ceremonial silver chain
The Father of Battle is often worshiped by frantic mail with suits of dwarven plate mail (base AC 2). They
prayers in the midst of the fray. At such times, the god never like to fight with shields, but they will do so to
preferentially answers those who fight on fearlessly. protect other dwarves. While Bel Darragh's priests
When time permits, however, either on the evening employ a wide range of weaponry, they prefer
before an anticipated battle or at the burial of a great weapons that cleave, crush, or bludgeon, such as axes,
dwarven warrior, the rituals of worship include a maces, and flails. They rarely employ missile weapons
procession of the faithful onto the battlefield or (other than throwing axes or the occasional heavy
gravesite. Bel Darragh's priests lead the participants in crossbow) or swords. The magical weapon of choice
a mournful dirge, a wordless rising and falling chant. among the members of Bel Darragh's clergy is magical
The sound rises slowly into an exultant roaring and axe.
ends in a single, high, clear singing note - an odd, eerie Whether they are supported by Bel Darragh or not,
contrast to the rough-voiced bloodsong that has Dwarven Axe Priests - who are all Multiclass Specialty
preceded it. The slow-marching procession is always Priest/Paladins - are always armed with multiple
accompanied by slow, steady drumbeats (from drums throwing axes and a variety of other weapons, and
carried by lesser priests) and consists of dwarves they wear high, spired, and spiked helms of fantastic
wearing their most battered armor (freshly used, if design. Devout Axe Dwarves also seek to create more
possible). These faithful are led and followed by chain magical weapons.
mailarmored priests, who may echo the drumbeat by
crashing weapons against shields. When the
procession reaches its goal, the priests cast down their Cera
shields, hold their weapons high, and begin to whisper Goddess of Agriculture, Community, and
the god's name. They then close their eyes and Redemption
continue whispering, concentrating on whatever
(original concept by Tim Brian)
image each one has of Bel Darragh. (This is always the
Before the Dawn the world was drenched in darkness.
appearance of the avatar or manifestation if the dwarf
The old gods rose anew , to find a world shattered and
has witnessed the direct acts of the god.) The priests
in need of healing. New gods rose from the ashes to
then begin to move toward wherever they feel the
stand at the side of the old gods, and heroes fell , only
god's presence is strongest and so blindly draw
to rise as demigods. In these early days of dawn, the
together until they collide. At that spot, they make the
Goddess of Love wished to give a gift to the world. She
weapon sacrifice, speak the names of the valiant fallen
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could not do it on her own so she seduced the God of denote their status , usually over their armor. When
Retribution, and went to the lands of mortals to bear they are not on an adventure, they may wear a white
her child. The daughter of this union went forth among dress/robe in place of the cloak.
the peoples, teaching them ways that had been
forgotten. In her wake , farms begin to arise and towns Chardonis
began to grow around the farms just as the farms grew Elven God of Fire
around the crops. People welcomed her and she aka The Wander
blessed them with prosperity and the knowledge it
(original concept by Paul Dennis and Chris Ayotte)
took not just to survive , but to thrive. Thus the time of
Chaotic evil
Dawn became a new world, invigorated with life. In a
Spheres of influence:
sense the towns began to "live" and take on their own
Major- all, combat,elemental-fire, healing
persona, fostered by a sense of community. With
Minor- elemental-earth and air, divination,
these acts a new world was seen to be born ; a world
necromancy
of Dawn, a world where mankind had found their way
Barred- elemental-water
back to the gods. So as a Requiem cast from the
darkness of the old world, there became a Redemption
of the present and future.

Chardonis came into being soon after the Sundering.


Cera is depicted many different ways. As a goddess of The surviving elves worshipped Chardonis as a means
Agriculture she is typically depicted as a young blonde of survival. As the elves began to reclaim their
woman , standing in a field of golden grain with the civilization, more and more of them turned away from
sun rising behind her. As the goddess of community , Chardonis. With fewer followers, and losing more on a
she is typically depicted as a redheaded woman daily basis, Chardonis grew jealous of the other gods.
dressed in fine gowns , and as the goddess of He took to wandering the realm, always on the look
Redemption she is depicted as a dark haired woman , out for for new followers. Occasionally, he found
perhaps with a skull as a warning of the inevitable. them, only for some catastrophe to fall on them.
However none of these depictions are consistent and Over the course of a few centuries, Chardonis
she is also morphed between races, with each wandered the lands, getting more and more desperate
community depicting her as one of their own. to be worshipped. He soon came across a passage to
Typically Cera only has female priestesses , but the underdark.
occasionally she will call a male to her service. They all He found himself drawn to the darkness below. Surely,
have certain kinds of dress they wear to denote their if any place needed the light of his flame, it was here.
status and position within the cult. A priestess of the He traveled across the many layers of the under dark,
Agricultural aspect will wear the simple dress of a farm and discovered the drow, similar to the elves that once
girl ,one of the Community aspect will have fine robes , worshipped him, but yet different.
and the Redeemers wear a cloak of pure white to

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He saw in one drow in particular, a male later known creation, one God - named Coreval - murdered
by the name Kernan, an affinity for fire unlike the another to gain his dominion. This action created a
typical drow. ripple throughout the cosmos, introducing death into
Chardonis set in motion subtle steps to influence and the world. However, the god Coreval was unable to
grow the affinity into more. Chardonis set fire to claim death as his dominion, as the rest of the Eldest
Kernan's house, destroying every male, female and Gods found him hiding among the stars, fearing their
child, sparing only Kernan. He then sent him on the retribution.
course to become his first priest, finally finding the
followers he always wanted.
Unknown to Chardonis, Sithrihn has engineered that
fateful meeting, the opportunity to manipulate a
fellow god, even a minor god, was just to great for
sithrihn to ignore. Sithrihn now sees the animosity
growing between Chardonis and Tsilaliaha, and
watches, a smile crossing his face.
The Cult of Chardonis
Chardonis, the God of fire and destruction, has
decided to expand his reach. Finding Kernan, a drow
devoted to fire, suitable ground in which he plants his
seed of power, Chardonis whispers to Kernan promises The criminal god was bound with unbreakable chains.
of great power and authority over all of Chardonis' The star he had hidden himself within was turned
followers. He gifts Kernan with a minor fire elemental inside out and turned into a prison from which there
to act as his familiar and to aid in both the battle would be no escape. It was named Terminus, and it
against Zyr'Than, and in the growth of his new found was the gateway to oblivion - a black star. Coreval, still
church. bound, was cast into the black star and forgotten. His
Chardonis finds himself in direct opposition to judgement was to be an eternity of oblivion.
Tsilaliaha, the demonic goddess of shadow and However to Coreval's surprise, he did not cease to be
illusion. His primary edict is to eradicate her followers when his divine form was torn asunder by the
at every opportunity. incredible forces within a black star. He instead
Where Tsilaliaha uses subtlety and deception to gain merged with the star, its massive form becoming his
followers, Chardonis allows his power to speak for new body. Still, Coreval was trapped by his form and
itself, for none can deny the strength of fire. bound to forever wander in the outer darkness,
Among Chardonis' followers, you will find fire mages, invisible except for those things trapped by his prison's
Initiates, and mighty warriors known as the Hand of gravity. These bits of matter and energy become part
Chardonis. Other classes will be represented as well, of Coreval too, and slowly, over time the size and
but these three make up the majority of the Cult. power of his new form has grown, allowing him to
manifest some semblance of his divine nature through
the raw power of the black star itself.
Coreval Coreval is traditionally depicted as a bound and
The Bound God, fettered obsidian skinned man, or alternately as a
black circle. As a god of the imprisoned he is typically
God of the Imprisoned, Enslaved, and depicted as a man in drab prison garb, wrapped in
Vengeful chains and sitting in a cage. As the god of the enslaved,
(original concept by Justin Rod) he is typically depicted as an obsidian man, his hands
Alignment: Chaotic Evil. shackled and bearing an ox's yoke, and as the god of
Spheres of Influence: Major: All, Chaos, Necromantic, the vengeful he is depicted as unbound, the chains
Sun, Time. which bound him wrapped around a star he swings like
Minor: Elemental, Healing, Protection, Combat a flail. As an ancient and forgotten deity, and one more
Among the men of southern En'Tara, from the likely invoked by the wretched, Coreval has very
merchants of the Seaside March to the slaves of permanent depictions and no known standing
Draethan-Gol, it is said that in the early days of temples. Occasionally shrines are built in his honor,

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and decorated with depictions of the god bound, the wastes' until fatigue kills them. Legends persist of
enslaved, imprisoned and finally bursting forth as a an ancient wyrm who dwells in the depths, and worse.
fierce avenging warrior.
Coreval's largest cult is found among free willed
undead, who liken the god's fate to their own, though Dureal
many unhappy slaves also maintain shrines to Coreval, Dwarven God of Evil
this is by no means a safe practice, as slave owners see Great Master of Greed, Trove Lord, the
the presence of these shrines as harbingers of revolt.
The few known priests of Coreval are usually found Avaricious, Wyrm of Avarice
among massive populations of slaves, where they can (original concept by Ausie Bart)
more easily hide themselves. They're too few to Neutral Evil
maintain any organized system of dress, and they PORTFOLIO: Greed
rarely possess the resources to choose their own robes ALIASES: None
of office, however all priests of Coreval wear SUPERIOR: Krommae
something black upon their person. FOES: Krommae, Bel Darragh
It is among the slaves of Draethan-Gol and Illium that SYMBOL: Jeweled dagger
Coreval finds most worshippers, and a strange circle of WOR. ALIGN.: LE, NE, CE
gods has developed as the pantheon of the enslaved -
Mal'hok (god of darkness and malice, said to have
been Coreval's first-born son arisen from the blood
spilled by his ancient murdered foe); Morblixus (god of
the shunned and outcast); Justiciar (god of the falsely
accused); and Coreval (lord of the slave's pantheon,
god of the enslaved, and bringer of vengeance).
Adventuring clerics of Coreval typically blacken their
weapons and armor, but are otherwise not limited to
the clothing they wear.

Demon of the Wastes


(original concept by Corey Grove)

Dureal (Dew-reel) the Avaricious is the dwarven god of


greed, venerated by most evil dwarves and nearly all
evil dwarven thieves. He represents the worst aspect
and major weakness of dwarven character. Many
dwarves and even nondwarves consumed with
treasure lust and greed, or those who seek to steal
valuables, make offerings to him. The Great Master of
Greed was once interested purely in the natural
beauty of gems and metals, but became embittered
Among the dunes a day's march to the east of Sirocco when Krommae appointed another the protector of
lies what the Seth-Amon refer to as 'the rift,' a mountain dwarves - a position Dureal felt should be
darkened ravine cutting deep across the landscape, as his. From that day onward, Dureal has become ever
if rent by the sword of a titan. No one alive knows its more devious and self serving, continually trying to
source, but all know its relentless peril; Kzul sends wreak revenge on the other dwarven gods by
slaves to excavate its depths on suspicion of golden establishing greed, especially evil greed, as the driving
veins within. Those few who ever return are empty force in the lives of all dwarves.
husks of men, babbling incoherently of the 'demon of

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The Trove Lord is otherwise estranged from the  Durealcan cause any dwarf to be suddenly made
dwarven pantheon. Dureal particularly hates Krommae aware of the precise location, nature, and value of
his Mother for denying him his rightful place in the hidden gems within 10 feet.
pantheon, and he secretly works against both her and  Durealcan cause magical silence and darkness, 15'
Bel Darragh. He hates Bel Darragh for Bel Darragh's radius, both lasting 1 turn, to aid the escape of a
self-righteous noble stance and certain past insult, and dwarf who has stolen something.
Bel Darragh returns the favor. Dureal never helps any  Finally, whenever a treasure chest is opened or a
non dwarven deity or being, however, with the hoard pile is disturbed, Dureal tries to cause gems
notable exception of the draconic god of greed. and/or coins to leap of their own accord. He makes
Dureal is squat and hunched, despite his height. He them fall and bounce or roll away into crevices or
seems to slither and sidle along as he walks, never other hiding places from which he may recover
making much noise but often rubbing his hands them later. Allow a 2 in 6 chance of this
together. If carrying gems or gold, he often caresses happening; if it occurs, roll d12 to determine how
these in a continuous, unconscious, overwhelmingly many valuables are affected, and allow PCs to
sensuous manner. At times, this has made ignorant make Dexterity checks to trap, catch, or retrieve
folk attack him, overcome by lust to gain the treasure them, according to how they act.
he holds.
The Great Master is said to have burning yellow-green
eyes (blazing yellow when eager for treasure or when Ehecatl
pouncing upon it, hooded and green while scheming or God of Snakes and Birds, God of the Sky
when thwarted). He has a sharp hooked nose like a (original concept by Drew Imler)
giant eagle's beak and always dresses in leather armor Chaotic Good
and furs, both fashioned from the skins of creatures
who have opposed him and died to regret it. He is said
to have a harsh, husky, wheedling voice and a quick
temper, hissing and spitting when angry. Dureal is
governed by his insatiable lust for treasure, especially
gold, and is treacherous in his dealings with dwarves.
He roams many worlds, including the Realms, in avatar
form in search of treasure.
Dureal uses any means, no matter how evil, to further
his ends, which typically involve the acquisition of Behold the great winged serpent Ehecatl. God of
wealth. Should the Great Master of Greed see treasure snakes, birds and the skies. Unlike most of his brethren
worth more than 1,000 gp or any magical item, he he is Chaotic good and his "ends dont justify the
attempts to steal it outright or slay the owner and means" mentality helped to save him from The
then take it anyway. If frustrated in an attempt to steal Sundering. He has taken up residence in the city of
an item, Dureal tries to destroy it so as not to be Coaxoch where they have begun to revere him as a
tortured by the memory of his failure. deity. He has taught them the secrets of engineering
OTHER MANIFESTATIONS large structures, irrigation, and healing. Ehecatl is not
Dureal manifests purely to work his own ends, typically at all opposed to directly intervening to defend his
in one of four ways: disciples on a grand scale, or for his chosen. Ehecatl is
 He can create a sudden treasure lust in dwarves, a lvl 20 cleric/ lvl 10 wizard. He is able to grant cleric
gnomes, humans, or halflings (to avoid, succeed at spells under the spheres of all, animal, astral, creation,
a saving throw vs. spell at a -2 penalty; -4 if divination, elemental, guardian, healing, protection,
dwarven). Affected beings do anything Dureal (in sun, and weather to any non-evil priests. And for
other words, the DM) wants for 6 rounds, in an select individuals with "the gift" he teaches arcane lore
attempt to seize known treasure and keep it, to the "rainbow servant" class kit selection. For his
slaying all witnesses if that seems necessary. guidance protection and power he demands a heart
Combat with friends or loved ones allows repeated sacrifice every 20 days.
saving throws, one per round, to break free of
Dureal's power.
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She is the eternal enemy of the demon Gorzandi'qun,
Elaia whom she deems to be a blight upon the world. She is
Goddess of Inspiration, Divination, said to similarly reward the extermination of
Enlightenment, and Knowledge Gorzandi'qun's priests, and it is foretold that she will
battle the demon lord when "a child bearing her mark
(original concept by Radamanthys d'Zan)
arises from the sea, and the Seven Moons are in
Neutral Good
alignment over Draethan-Gol."

Faroun
Dwarven God of Fire
First Son of Alzan, Fire in the Stone
The Soulflame
(original concept by Ausie Bart)
Intermediate God - True Neutral
PORTFOLIO: Dwarven Smiths and Armourers, foundry
workers, cooks and newlyweds.
SUPERIOR: Alzan
Allies: Morthael
Foes: Krommae, Bel Darragh
SYMBOL: Flame in the Stone
WOR. ALIGN.: All

This goddess is the burning white flame of intellect,


creativity, enlightenment, and inspiration. Her
followers include scribes, alchemists, monks, artists,
lore masters, wizards, minstrels, astronomers,
historians, and seekers of truth.
She is said to dwell upon the 7th Moon, called Eahha
("The Little Sister"), and when the moon is full,
followers of Eahha gain benfits to intelligence,
wisdom, and spells of divination. (See details under the
SEVEN MOONS, Eahha.) The goddess herself is
sometimes synonymous with the moon, and she is
sometimes referred to as The Little Sister, possibly a
suggestion that she is a sibling to the God of Light,
Ancar. But her powers are no less than those of Ancar,
and her wisdom knows no boundary.
Elaia is a fairly popular deity among wizards, enjoying a Faroun is the Madron god of Fire and Creation
monthly benefit to INT attributes and certain spells, venerated by most craft dwarves that use a forge or
and she delights in her followers' discovery of new flame as part of their day to day lives. He represents
wizardly lore. And she is known to reward such the spark in life, the vision of the smith and craftsman.
breakthroughs in knowledge with gifts and good He encourages the development and aspirations of
omens. perfection, Son of the trist between Alzan and the
dwarven heroine Mawgoth. She beseeched Alzan for

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immortality, and he agreed, but tricked her,
impregnating her with a fire seed that consumed her. Gorzandi'qun
She immortality through the birth of a Son, and has a God of Disease
city named after her, Mawgoth's Folly. Alzan invested (original concept by Adam Pender)
a part of himself in Faroun, setting a rivalry for Chaotic Evil.
Krommae, who had cornered the workship of the
emerging dwarves. Alzan cares noting for the Madron,
for he has his own worshippers, but cares that the new
upstarts are not the only option for Dwarven worship.,
He views the upstart dwarven as an unhealthy
development that required opposition.Faroun appears
as a dancing twisting flame, and the when the twisting
flame appears, his worshippers take heart, and do
their best work.

Gol-Duhhr
Demigod of the Undead, Secrets, Strategy,
and War
(original concept by Corey Grove)
Lawful Evil
Minor demigod
Bastard son of Sr'qeth; Kzul's adviser.
Undead, secrets, strategy, war.

Death sickness and rot give him power. Loves swamps.


Some say he is even responsible for blighted crops, still
births, and cows that have gone dry and chickens not
laying.
He will procreate with humans elves and half elves.
Has a fondness for female Drow.

Rarely worshiped; believes the world is his and might


be right

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Gronh Halea
One of the four Sleeping Gods One of the four Sleeping Gods
God of the Earth, Mountains, Rock, and Goddess of the Air, Sky, Clouds, and Wind
Metals (original concept by The Collective)
(original concept by The Collective) Neutral
Neutral

Gronh is one of the Four Sleeping Gods believed to


have survived The Sundering and hold the knowledge
of the Ancients. He is the elemental embodiment of
Earth and governs all aspects related to this element,
including the mountains, desert, farming, mining,
volcanoes, and metals. Like the other Sleeping Gods,
he is of Neutral alignment and is often perceived as
taking a less active role in the goings-on of men since
the rise of the new Age of Dawn. In this respect, he Halea is one of the Four Sleeping Gods believed to
likely cares more for the protection of the world itself have survived The Sundering and hold the knowledge
than its particular denizens, but that is not to say that of the Ancients. She is the elemental embodiment of
she is uncaring. His worshippers enjoy protection and Air and governs all aspects related to this element,
wisdom related to his element, and the priesthoods in including the skies, winds, storms, and lightning. Like
his service are undeniably more powerful than those the other Sleeping Gods, she is of Neutral alignment
of the upstart New Gods. and is often perceived as taking a less active role in the
Gronh enjoys worship among many species / races of goings-on of men since the rise of the new Age of
the realms, and dwarves in particular. Dawn. In this respect, she likely cares more for the
protection of the world itself than its particular
denizens, but that is not to say that she is uncaring.
Her worshippers enjoy protection and wisdom related
to her element, and the priesthoods in her service are
undeniably more powerful than those of the upstart
New Gods.

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exploration, and curiosity of the unknown. She is the
Ilia'hara daughter of Halea and Sonari, the hero of legend who
The Green Sister first tamed the might griffins. Halea took Sonari as a
(original concept by Radamanthys d'Zan and Scott consort andw hen the child was conceived, Sonari
Morgan) died, his spirit overwhelmed and consumed by divine
Neutral Good passion. Halea wept and it rained for three months
flooding the lands. Later, when she gave birth to Jaxx,
Halea and tasked the godchild to look after her father's
people. Halea left her child to grow as she wished, and
the child followed her Father's star, full of passion,
love, and wildness, completely lacking in lacking in
fear, and curious of the world. Halea cares little for the
Madron, as she lets her daughter care for the Dwarves.
Halea is caution of the upstart deities, and is pleased
her Daughter is loved by the Madron, dwarves who
generally revile the upstart gods as false gods. Jaxx
appears in spirit as a whirly-wind, and the when the
twisting zephyr appears nearby, her worshippers
become full of emotion, and of heightened passions,
whatever they are.

Justiciar
The daughter of Cera is called Ilia'hara, which mean God of Justice and Trial by Combat
Green Sister in the druidic tongue of eastern En'tara. (original concept by Radamanthys d'Zan)
She is broadly worshiped by commonfolk who live in Lawful Neutral
rural settings, finding devotees among humans and
fey-folk alike. She brings blessings of fair weather, rain,
and safe passage, and she is often considered a
goddess of midwives and childbirth.

Jaxx
Dwarven Goddess of Air
First Daughter of Halea, Spirit in the Sky,
Soul in the Wind, Fury in the Storm
(original concept by Ausie Bart)
Intermediate God - Chaotic Good
PORTFOLIO: Dwarven Skyriders, Dwarven Warriors.
SUPERIOR: Halea Across the realms of the new Age of Dawn is the
Allies: Morthael, Faroun priesthood of Justiciar, a select group of clerics who
Foes: Krommae, Bel Darragh reside over trials by combat. Even in realms with well
SYMBOL: Flame in the Stone established jury systems and the like, it is generally
WOR. ALIGN.: All recognized a right of the accused to plea for trial by
Jaxx is the Madron goddess of Air, Weather, and Battle combat, and a priest of Justiciar must accordingly be
venerated by most warriors, Sea Captains, summoned to preside over the trial. Properly ordained
Mountaineers and fishermen. She represents the clerics of Justiciar are incorruptible, and the outcome
physical struggle in life, the anticipation of battle, of a trial overseen by them is beyond question. The
striving to survive, and plunging into a situation not origin of Justiciar is only partly known - an upstart New
knowing if one will live or die. She encourages God who ascended from mortality during the earliest
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wars as mankind arose from millennia of dark ruin living in harsh climates (including both desert and
after the Sundering. As a man, he was wrongfully tundra) and is said to have won the favor (even the
accused, hunted, his life destroyed, and unjustly heart) of the goddess Elaia.
convicted. His final battle was against a mysterious The second aspect of Kazhak is decidely malevolent
emissary of The Cabal, and in his passing he arose as and chaotic, embodying the fire of war and
an immortal. Now he is universally praised by the destruction. He is called upon in worship by warriors
wrongfully accused and those seeking justice (and and those seeking violent revenge. "Kazhak the
occasionally revenge). The Priests of Justiciar have Destroyer" is said to march at the fore of the gods in
grown wealthy in their role as overseers, their great battle, wielding the Sword of Ruin smelted from
palace and temple a gleaming golden jewel on the sea terrible fiery iron of the Ancients.
between Solanthis and Albanon. Those who follow Kazhak in truth may eventually come
to know the wisdom of fire - that each aspect is the
same - both enlightenment and destruction drawn
Kazhak from a single aspect that can be both the hope and
God of Fire ruin of the world.
First Aspect: God of Creation and
Enlightenment Koch'Bez
Second Aspect: God of War, Combat, and Dark God of the Sea and Stroms
Destruction (original concept by Drew Imler)
(original concept by Radamanthys d'Zan) Lawful Evil
Chaotic Neutral

This upstart New God is the son of the Sleeping God


Alzan, and he embodies two forms, finding a broad
base of worship across the 16 realms.
The first is decidedly beneficent and embodies the fire
of creation and enlightenment, keeping his followers
warm against the frigid grip of winter and bringing
light to darkness. This aspect of Kazhak finds worship
throughout the realms, including denizens of the
deserts from Draethan-Gol to Khal'har (where he has Lesser god of sahuagin, sharks, ixactcxtl, kraken, giant
clerics even among the wild-folk of thri-kreen, wemics, octopi, and other carnivorous or evil ocean dwellers.
and rakshasa). "Kazhak the Light against Darkness" is He is lawful evil and hates airbreathers and views
worshipped broadly by blacksmiths, scholars, and folk other good and neutral races of the sea with
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malcontent. He works behind the scenes advising his unkindly upon southerners coming north in search of
followers to secret plots of intrigue to make manifest gold, and he is known to blow ships aground on the
destruction. If he had the power he would sink every northern stretch of the Inland Sea. He has the power
continent and thoroughly enjoy watching all the to call enormous storms at will and commands a
airbreathers drown and become devoured by the certain power over the earth as well, commanding
oceans inhabitants. He is currently investing his volcanoes to erupt or lay quiet at will. Based on this,
energies in maintaining control of the sunken temple some think him the son of Gronh (the Sleeping God of
in la'quel and defending it from the greater forces of the Earth) and Halea (the Sleeping God of the Sky).
the yuan-ti, meanwhile trying to guide them to attack
the vast number of ships that come and go and to find
the hidden artifact within this ancient temple. Krommae
lvl 20 fighter/20 priest Dwarven Goddess of Law
His spheres are all, animal (marine life only) divination, (original concept by David Stankowski and Ausie Bart)
elemental(water) healing, necromantic, summoning (See also the chapter - Classes and Kits, Specialty
(marine animals only) combat, law, travelers, and Priests: The Ah'Doran'or)
weather. Krommae the protector, Dwarven goddess of law,
creation/blacksmithing, and protection. Counts
Koom blacksmiths, guards, defenders, paladins, and those
that protect the innocent amongst her followers
God of Storms
God of Good-Aligned Giants
(original concept by Radamanthys d'Zan)
Chaotic Good

Followers include some devout dwarves of the Anvil


Mountains who have borne witness to his power.
Some giantfolk worship him as well, including evil
giants praying for clement weather in the brutal
mountains of the north. His following is growing
among the men called the Kolzoi on the north shore of
the Inland Sea. LAWFUL GOOD
Koom has arisen from the northernmost heart of the PORTFOLIO: Dwarves (Law, survival, renewal, and
Anvil Mountains, and his power is well beyond that of advancement), creation, smithing of all sorts,
a "normal" Storm Giant. He can change size to triple craftsmanship, protection, metalcraft, stonework
that of a Storm Giant, but he is also fond of walking (stonemasonry, tunneling, construction), engineering,
the slopes (and sometimes even the valleys and
dwarven engineers, protection
lowlands) in the form of a man. His motivations are
ALIASES: None
uncertain, and he is somewhat averse to the growing DOMAIN NAME: Krommae
cult of followers that beg his blessings. He looks
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SUPERIOR: None After the Sundering she rose from the ashes of her
ALLIES: ruined lands, an upstart goddess. She now sits in
FOES: Tazingo, Gnolls, Goblinkin, Orcs and evil giant judgement over the recently passed souls of the dead
pantheons indicating guilt or innocence through the arrival of a
SYMBOL: Axe and Shield pair of dark hounds with tentacled mouths or a pair of
WOR. ALIGN.: LG, NG, LN, N strong, golden mastiffs.
Krommae was the first of the new gods the reach out Her priests travel the new lands sitting as arbiters of
and nurture the dwarves. She led the dwarves from any who request it. During their hearings they emulate
the chaos and lawlessness toward the light, and gave their goddess, wearing deep hooded scarlet cloaks, so
birth to the new order of Dwarven gods. She is the none can see their faces. Temples to the Lady of
reason why dwarven women pluck their beards to Judgement sit in almost all cities, humble in
appear hairless on their faces. appearance and open to all who seek their services.

Lavinia
The Mad God
The Lady of Judgment
(original concept by Scott Morgan)
(original concept by Chris Ayotte) Alignment: Unknown
Alignment: Neutral In the realm of Hel'zon is a lone mountain called the
Mountain of the Mad God. Legends claim a god lives in
that mountain, experimenting on animals and men.
This may be an explanation for the broken ones,
cockatrice, and ju ju zombies that roam the region.

Born to noble parents in the time before the


Sundering, Lavinia matured watching her lord father
sitting in judgement of his subjects. When she came of Martok
age, after the birth of her brother Justiciar, she was Dwarven Goddess of Earth
allowed to sit in council with her father. After the (original concept by Ausie Bart)
death of her father she took on the roll of arbitrator (See also the chapter - Orders of the Realm, Church of
while Justiciar sat in judgement of martial matters, Martok)
mostly those involving trial through combat. Years First Daughter of Gronh, Eathmother, Soul Mother.
passed peacefully until the Cabal, using insidious Intermediate God - lawful Neutral
methods, framed Justiciar for crimes against them. PORTFOLIO: Dwarven Miners, builders, artists,
Lavinia was forced to sit in judgement of her brother, musicians, undertakers.
wrongfully finding him guilty and causing him to flee. SUPERIOR: Gronh
Her judgement of her brother and his subsequent ALLIES: Madron Pantheon
death at the hands of the Cabal plagued her til her FOES: Krommae, Bel Darragh
own passing. SYMBOL: Pickaxe over harp.

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WOR. ALIGN.: All
Martok is the Madron god of Earth, Birth and Death.
She is venerated by most dwarves that work and live
underground, or use stone in their occupations. She
represents the first breath and the last breath in life,
the vision of the artist and songs of the earth. She
encourages the strength and resilience of the dwarven
spirit, and the harmony of the clan. Daughter of
Gronh, her origins are sketchy, it's said that a part of
Gronh, a rivulet of Lava fell to earth from his heart,
and when it cooled and cracked, Martok broke free.
She was the last of the elemental offspring to present
and it's conjectured that Gronh simply willed her into
existence to fill a void and complete the circle of air,
fire, water and earth for the Madron. Mal'hok the Black God in his material form as an
Gronh invested a part of himself in Martok, setting a insectoid lord of darkness, death, and evil.
rivalry for Krommae, who had cornered the worship of
the emerging dwarves. Gronh cares for the dwarves, Just as Ancar is considered the preeminent god of
as many already worship him, but this facet of him is Goodness since the arising of the New Age of Dawn
more specifically dwarven and gains worshippers following the Sundering of the Ancients, so is Mal'hok
readily as Martok embodies the soul of the dwarven considered the preeminent God of Evil. He is
spirit. He views the upstart gods and their offspring as sometimes called Drol'ancar (the Shadow of Ancar),
an unhealthy development that required opposition, but his followers prefer Mal'hok, which refers
and by presenting his Daughter, remains himself aloof. reverently to his dominion over death and evil. He is
Martok appears as a large homely bearded dwarven the lord of darkness and the night and commander of
woman, chiseled from granite. The discoveries of rich the undead. As the collector of evil souls, he is closely
veins of gold, mithril, and other precious mined associated with the Black Moon called the Grand
commodities are attributed to her. Machine and is worshipped widely by necromancers.

Mal'hok
God of Darkness, Death, and Evil
The Reaper
(original concept by Radamanthys d'Zan)
GREATER GOD
PORTFOLIO: Darkness, Death, and Evil. Also stealth,
forbidden knowledge, and secrets.
SUPERIOR: None. (possibly Coreval)
ALLIES: Anan Seraph, Coreval, Demon of the Wastes,
Dureal, Gol-Duhhr, Gorzandi'qun, Sr'Qeth,
FOES: Ancar and Elaia
SYMBOL: Black Triangle (various forms)
ALIGNMENT: Neutral Evil
WORSHIPERS' ALIGNMENT: Any non-Good (includes
LN, N, CN as well as LE, NE, and CE) Variations on the Black Triangle symbol of Mal'hok's
priests. Many such variations exist, and they are
often hidden among other marks to secretly invite the
Black God's blessings.

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Mal'hok is recognized among the first of the New Gods after long millennia and shone from the eastern
arising in the dawn that followed the Sundering. He is horizon upon the highest point of Illium overlooking
one of the two first gods (Ancar and Himself) who the Inland Sea - a white pillar of stone called The
arose to sow a new world following millennia of ruin. Ancar. From the stone was born the god of light, and in
Just as Ancar lays claim to the dominion of light, so that same moment, the pillar cast a long shadow
does Mal'hok rule the dominion of darkness - and each stretching west behind it, and that shadow was called
considers his domain to be the true path to divine the Drol'ancar. And so it is told in the lands of Illium
knowledge and power. and other realms in the west (including Ashtelon,
Mal'hok is known to take many forms, and most Bastrovia, Harviktood, Holinth-Tel, and Zolvoi) that
accounts of his presence liken him to a shadow of Mal'hok arose simultaneous with Ancar - shadow and
everchanging form that emanates a bitter death chill light, inextricably bound, opposite and yet arising from
that can only be withstood by the faithful. Some say the same.
his material form is that of an insectoid reaver, not As the Son of Coreval.
unlike an Urlyoi, who are said to be his children. The second tale of Mal'hok's creation is told in the oral
traditions of the east - from Sardanos, Solanthis, and
Vecan to Draethan-Gol and across the seas to Ada-
Mock. Those tales speak of Mal'hok as the first son of
the god Coreval, who lurked in the dark Sundered
lands before the dawn of men. In those days, Coreval
wove spells of cold darkness that locked the world in
the Sundering's ruin, but the millennia of blight were
broken with the awakening of the Sleeping Gods. Four
of them we know well - the gods of the elements,
Gronh, Halea, Shahar, and Alzan - but in the beginning
days there was a Fifth, and it was that quintessential
god who sought to breathe life and light into the
world. (There are some who say that the Fifth God is
Phanzra, lord of chaos, but there are none in Dawn
who can say for sure.)
When Coreval saw the Fifth god unraveling his spells of
darkness, he sought an ally from the depth of the
Derondfall - Rashayfel, the dragon of the underdark -
and he rode forth upon the ruined world as a knight
cloaked in black lightning upon his dark dragon steed.
They fell upon the Fifth God in ambush, and Coreval's
blade cut the god's heart from his (or her?) chest,
Mal'hok is also often depicted as either an spilling the god's blood upon the world. But the
everchanging shadow or a fearsome Dark Lord set in murderous act would be the world's release, for the
opposition to Ancar. quintessential spirit in the god's blood washed away
the blight and vermin crawling across the world, and
THE ORIGIN OF MAL'HOK. the fall of the fifth deity awoke his (or her?) sibling
There are two tales that relate the origin of Mal'hok, pantheon of elemental gods, who arose and bound
and none know for sure which is true - or if each bears Coreval in chains for his crimes. They condemned him
the seed of truth. to exile within the belly of a black star and cast to the
As Told in the Illiacha. void.
The first tale of Mal'hok's origin is told in the tome of And so the world awoke from the Sundering, and
Illiacha, the sacred texts of Illium, where Mal'hok is seven moons looked down upon the promise of a new
said to have been created as the shadowy reflection of world. On the first night, Eahha raised Ancar from a
Ancar - born in the first light of Dawn, one in the same, pillar of stone in the west. On the second, Shui-Ali
inseparable. The tome says that on the first day of cleansed the oceans and brought rain to the was the
Alphanin, the White Moon Eahha parted the darkness world clean. On the third, Melkhar raised the trees,
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and on the fourth, Orokh warmed the world and homage to the Black God is often seen as essential to
brought forth the fire of life anew. On the fifth and rest, and failure to tithe in his name condemns the
sixth, Phanzraithion and Mi'irilith stirred passion, soul to destruction in the belly of Mal'hok's spawn or
poetry, and prophecy in the hearts of dawn's children. to return to the living in undeath.
And on the seventh night, the Grand Machine came to
THIEVES.
life after millennia of dormancy, its black light shining
Mal'hok is commonly revered among criminals and
down upon a hidden pool of blood spilled from the
nightstalkers for his command of darkness, the night,
Fifth God in the dark reaches of the world, in the
and evil.
cracks of the earth in northern wastes beyond the
reach of light and life. From the blood of the murdered NIGHT-WATCHMEN.
god arose Mal'hok, lord of Darkness, Death, and Evil, Irrespective of alignment, city guards and night-
the heralded first-born son of Coreval who spins the watchmen often pay homage to Mal'hok in their duties
dark spells of his father, grants wisdom in exchange for at night, asking for his blessings to grant vision to
evil deeds, and relishes the day of his father's release pierce the darkness and also in his role as guardian for
from bondage. safe passage in darkness.
Followers of Mal'hok WIZARDS.
Mal'hok enjoys worship far and wide across the Realm Some wizards who deign to dabble in divine
of Dawn, and homage to him is not limited to evil- knowledge often do so either to Elaia, Kazhak, or
doers. He is rarely revered by dwarves or elves (Drow Mal'hok - for each is considered a patron of
elves being the very notable exception), but he is knowledge. Evil wizards, necromancers, and mage-
recognized in some form by humans in almost every thieves in particular may at least pay lip-service to the
realm of Dawn. Many funeral rites pay worship to Black God.
Mal'hok as a protector of the dead, and undertakers
often pay generous sacrifice to ensure safe passage
into the realms of the afterlife. Failure to offer proper
homage to Mal'hok is said to damn the soul to torture
- or to be fed to His ravenous spawn, often portrayed
as a larvae swimming in a sea of black slime.
The 15th month (called Omicronin) is most closely
identified with Mal'hok, and the shortest night (usually
Omicronin 13) is called the Night of Necromancers and
sees great (and terrible) festivals in honor of the Black
God.
SLAVE CULTS.
Mal'hok is also often prominently worshiped among
slaves - as either a lord of vengeance or one who will
see them to safe-keeping beyond the cruel world of
the living. Most famous of such slave cults is the
Pantheon of the Bound among the slaves of Draethan-
Gol. This pantheon recognizes Mal'hok first and
foremost as a god who ensures safe passage and
eternal rest after death. Also within the pantheon are
Morblixus (God of the Outcast) and Justiciar (God of
the Falsely Accused). Finally, at the head of the Mal'hok is most commonly worshipped among
pantheon is the King of the Bound - the god Coreval, Humans and Drow, but intelligent higher caste Urlyoi
god of the enslaved, and lord of venegance. are also among his faithful. Rumors of urlyoi Queen
Priestesses are whispered in the dark reaches of
UNDERTAKERS.
Harasanti.
Those who administer last rites and care for the dead
often pay tribute to Mal'hok as the lord of safe
THE URLYOI.
passage beyond life. Irrespective of the alignment,

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The insectoid creatures called the Urlyoi are also said
to worship Mal'hok - and the resemblance between his Mothrael
material form and that of the ant-like centaurs is Dwarven God of the Sea, First Son of
unmistakable. Although the urlyoi are largely semi- Madronis, The Hammer of the Sea
intelligent, upper levels of their caste hierarchy are
intelligent and can gain access to Mal'hok's divine The Iron Wave
magic. They also develop a thirst for knowledge and (original concept by Ausie Bart)
are valuable delvers of the Underdark in search of lost,
forbidden knowledge. Just as the Drow and Driders (See also the Chapter - Orders of the Realm, Church of
revere the spider queen of the Derondfall, so too the Mothrael)
Urlyoi revere Mal'hok. The urlyoi are often considered (See also the Chapter - Classes and Kits, Specialty
to be his spawn, and the deathly realm of the Black Priests - the Maerthanor)
God is often depicted as a sea of black slime swirling
with insectoid larval forms. Intermediate God
Chaotic Good
PORTFOLIO: Sea Explorers
Morblixus SUPERIOR: Shahar
God of Chaos, Change, and Abominations ALLIES:
FOES: Krommae, Bel Darragh
God of Alteration, Metamorphosis, and SYMBOL: Hammer in the Wave
Transformation WOR. ALIGN.: CG, CN, N, NG, LN, LG
God of the Deformed and Twisted
God of the Socially Shunned Morthrael is the Madron god of Exploration, venerated
by most seafaring dwarves. He represents the
(original concept by Rich Overstreet)
Explorer, the freedom and uncertainty of the High
Chaotic Neutral
Seas. He encourages the risk taking nature in dwarves.
Son of the trist between Shahar and the dwarven hero
Madronis. Madron beseeched Shahar for immortality,
and she agreed, but she tricked him, giving him
immortality through the birth of a Son, and credit for
the actions leading to the creation of the Madron
Race.
Shahar invested of herself in Morthrael, setting a
rivalry for Krommae, who had cornered the workship
of the emerging dwarves. Shahar cares noting for her
own worship, seeking only to detract power from the
upstart dwarven Pantheon, a development she views
as unhealthy.
As the God of chaos, metamorphosis, and the socially
Morthreal appears as a Great Hammerhead shark, and
shunned, Morblixus is both the god of the pariah and a
the appearance of hammerheads shadowing Dwarven
pariah among the gods themselves. He is the god of
vessels is viewed as good luck. Hammerhead sharks
leppers, although it is unclear if he bestows any effort
are considered sacred.
to cure those afflicted with the disease. Perhaps his
Dureal uses the call of the sea to send the around the
followers believe that by way of their deformation,
globe, for he knows that there are other dwarves who
and when all resemblance to humanity is lost, that
secretly share fascination of the waves.
they will find a path to Moblixus' enlightenment when
all shape and form are lost and of no consequence.
It is commonly held that Morblixus has an affinity for
fireworks. Among the worshippers of Morblixus are
the Broken Ones and Mongrelmen of Eirmoor.

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The Mouse Nydalp


God of Mischief, Trickery, and Luck God of Retribution
(original concept by Radamanthys d'Zan) (original concept by Anthony Costa)
Chaotic Neutral
Chaotic Good

Nydalp is the newest, perhaps, of the Gods of Dawn.


It's said that he came to be from within us all, a
product of our inner demons. So, perhaps, he is the
oldest of entities, of "truths". After the Great
Sundering, and once we crept out of our holes, many
turned to conquest and war. Evil warlords, corrupt
bureaucrats, monsters of unspeakable horror, they're
all the same in his eyes. "Evil is evil; Lesser, greater,
middling, it makes no difference. The degree is
arbitrary, the definition is blurred; if I'm to choose
between one evil and another, I'd rather not choose at
all."

Clerics who follow Nydalp, or at least his disciplines


and ideals, tend to be extremely militant and believe
Rarely appearing in the same form twice, The Mouse is themselves judge, jury, and executioner. Perhaps they
among the New Gods arising in the deserts stretching are right. That is not to say they are incompetent of
from the Mael'og Marshes to Khal'har, Vecan, and course, as most if not all are finely tuned to judging
Draethan-Gol. He bestows blessings of good fortune true good and evil. At one time, a lone sect of Clerics
upon rogues, gamblers, con artists, and common-folk decided that they would take vengeance into their
who could use a lucky break. He similarly is the own hands, forsaking the principles that dictate good
undoing (sometimes with over-the-top pranks) of the and evil. They committed horrible crimes until they
arrogant, overly sure, and silver-spoon-fed elite. But were noticed by Nydalp, who not only stripped them
his deeds are not entirely for the benefit of the down- of their power, but came down in his avatar-form
trodden. He is a harbinger of chaos and agent of (image given) and personally "removed" them from
perpetual change. He raises sandstorms to suit his the world. It's speculated that he possibly has a
whim and rainstsorms that wash the desert in floods, pocket-dimension where the souls of the wicked go, to
rising anew in desert blooms, and then wasting away waste away for "ever".
to dust. His symbols are the Seven Moons and/or a
grinning mouse skull.

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Oceana
Goddess of the Sea
(original concept by Paul Dennis)
Said to be the daughter of Shahar, Oceana is widely
worshipped by aquatic elves, including those of the
realm of Thrakka. She is the bride of Trident.

Priests of Secomman do not leave the High Plateau


and are considered property of the all the Scythian
tribes. They only marry priestess of Ahkrosha and are
held in a very high regard. He does not usually take a
physical form, and when he must, it usually is in the
form of a great cloud shining with holy light. His holy
symbol is a blue disc and a silver cloud.

Secomman Shahar
God of the Sky One of the four Sleeping Gods
Lord of the Blue Sky Goddess of Water, The Sea, and Rain
Servant of the Sun (original concept by The Collective)
(original concept by Justin Rod) Neutral
Major Spheres: All, Animal, Divination, Creation,
Healing, Necromantic, and Weather.
Minor Spheres: Guardian, Plant, Thought and Time.

Secomman is the eternal blue sky and a keeper of lore.


He is husband of Ahkrosha, and the father of horses.
He knows all that occurs underneath the sky, and
freely shares this knowledge with his wife and lady. His
priests are chosen from among the wisest of men, and
are held in a separate tribe where they learn the
secrets of the blue sky. They are not trained in battle,
wear no armor, and can only gain proficiency in
dagger, club and quarterstaff. However, they have
greater spell selection and can use wizard scrolls (up to
third level) with a successful wisdom check (checked
when the attempting to use the scroll) upon a failure, Shahar is one of the Four Sleeping Gods believed to
a mishap occurs similar to when a thief attempts to have survived The Sundering and hold the knowledge
cast a spell from a scroll. of the Ancients. She is the elemental embodiment of
Water and governs all aspects related to this element,
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including the seas, rivers, and rain. Like the other trying to focus his efforts on the regions of Ezerron and
Sleeping Gods, she is of Neutral alignment and is often La'Quel seeing that it is the perfect environment for
perceived as taking a less active role in the goings-on his followers and the vast amounts of gold make these
of men since the rise of the new Age of Dawn. In this areas a bountiful breeding grounds for an uprising of
respect, she likely cares more for the protection of the the scaled ones. Right now he is focused with an
world itself than its particular denizens, but that is not artifact in the sunken temple located in the lagoon in
to say that she is uncaring. Her worshippers enjoy La'Quel. He keeps pushing the yuan-ti to remove the
protection and wisdom related to her element, and lesser sahuagin beings from their domain claim this
the priesthoods in her service are undeniably more artifact and continue their warpath of ethnic cleansing
powerful than those of the upstart New Gods. killing and making slaves.

Sr'Qeth
God of the Knowledge, The Mind, and
Psionics
God of Entropy and Never-Ending Change
(original concept by Corey Grove)
Chatoic Evil
Entropy, psionics, sand.
Worshiped by the Seth-Amon drow

His spheres of influence for his followers are all, animal


(reptilian and serpent creatures only) chaos, combat,
divination, healing, necromantic, summoning (reptilian
or serpent like creatures only), thought, time and
weather.

The Syrrilith
Vengeful Spirit of the Forest
(original concept by Corey Grove and Radamanthys
d'Zan)
Neutral (Neutral Evil)
S'sillar
God of Snakes and Reptiles
God the Yuan-Ti and Evil Dragons
(original concept by Drew Imler)
Neutral Evil
lvl 20 wizard/level 15 cleric/10 psionicist.
His body is composed of venomous snakes which he
can disperse and command from his own form. He
wishes to bring his reptilian brethren to the glory of
which they are deserving and wrest this world from
the hands of the non-scaled warm blooded vermin
who inhabit it. Since the Sundering most humanoid
gods have disappeared save for the new ones this is a
prime opportunity to take control. He is currently Possibly an avatar of one of the New Gods.

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Worshipped by a sect of druidic cultists. This vengeful reversed when told by the gnolls, the shat directed
leviathan of the forests is the dread of any who would northward.)
defile the woodlands. It is regarded simultaneously as In the dwindling age of The Sundering, before Tazingo
a protector and destroyer, oblivious or benign to those (and Krommae) assumed their current aspects, they
that respect the green realms, and a relentless force of were brother and sister who found an ancient burial
vengeance that will pursue and kill any who earn its site. The brother grabbed the axe and became Tazingo
realm by defiling the forests. the slayer. The sister grabbed the shield and became
Krommae the defender. The axe and shield were the
artifacts of one of the ancient gods. They cannot exist
Tazingo one without the other one but cannot get along.
God of Destruction
God of the Gnolls Trident
God of the Goblins and Orcs God of the Sea and Naval Warfare
(original concept by David Stankowski with input
(original concept by Paul Dennis)
from Corey Grove and Radamanthys d'Zan)
Trident is a god of the sea and warfare worshipped by
Chaotic Evil
the Aquatic Elves of Thrakka. His bride is Oceana.
Hated rival to Krommae (dwarven Goddess of Law). He
is the primary deity for most gnolls and is widely
worshipped by goblins and orcs as well. The latter say
they owe their arise from The Sundering to the a
bizzarre creation tale in which Tazingo quenched his
thirst by drinking from a volcano, and broke his fast by
devouring a sea of clay and mud. In his belly, earth and
fire intermingled and gave form and life to the
goblinfolk and orcs.

The Trondhamr
Avatar of Gronh
Harbinger of Elemental Retribution
(original concept by Radamanthys d'Zan)
The Trondhamr is a force of nature assuming the form
of living rock and believed to be an angry avatar of
Gronh. Its appearance signals the destruction of
anything in its path, and sages are divided as to
whether the Trondhamr is sent by Gronh as
punishment for wrongdoing or sacrilege or if it is
merely a manifestation of the Sleeping God having
These first of their kind in the new Age of Dawn were
nightmares. There is also a controversial theory that
mighty and discontent, clawing at Tazingo's belly and
the Trondhamr has no connection to Gronh
causing him such pain that he tore a path of
whatsoever and is instead a vessel of Phanzraithion,
destruction that created the great Inland Sea. Finally,
the Purple Moon of Chaos, and awakens at the whim
he vomited all across the northern coast of the sea,
of the god and the mysterious Phanzra who commands
giving rise to the orcs and goblins who now dwell in
it. Still another theory is that the Trondhamr is a relic
the northern mountains. And to the south, he shat
of the Ancients - a war machine and mindless
such a spew as to cover the deserts of Khal'har and
automaton that awakens on occasion to wreak havoc
give rise to the gnoll tribes therein. (The tale is
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as part of some sadistic program the purpose of which Born of the lurid darkness of the demi-plane of
is long forgotten. sahdows, Tsilaliaha is the essence of shadow. She is
soft spoken and subtle, darkly charming and seductive.
The probing fingers of the shadowmancers of Aelicraas
opened a rift to the prime material plane. Seeing a
delicious opportunity to sew the seeds of dischord, she
entered, using her powers to close the rift.

The Trondhamr is known to have appeared on the


northwest coast of Draethan-Gol in the early days
after the Sundering. The fledgling kingdom that had
begun to taken root there was decimated.

Tsilaliaha
The Mistress of Shadow
(original concept by Paul Dennis and Chris Ayotte)
Alignment: Neutral/Evil
Spheres of Influence
Major: All, Astral, Charm, Elemental, Guardian,
Healing, Illusion
Minor:Combat, Creation, Divination, Necromantic,
Protection, Summoning She found Aelicrass darkly beautiful. Unbeknownst to
her, Sithrihn watched her arrival. She found a foothold
in the priests of the dark god, promising powers
beyond those offered by Sithrihn. After half a century,
her followers had grown between shadowmancers and
acolytes of shadow. Her planning was almost
destroyed by the arrival of Chardonis and his revealing
flames. Sithrihn grinned in twisted elation as the god
of fire gained sway over some of his C'haer a'sith.
Tsilaliaha and Chardonis battle frequently for the favor
of Sithrihn's children, her with subtlety and charm, him
with fire and force. All the while, Sithrihn's hand
remain firmly on the strings of his puppets, guiding the
ebb and flow in the darkness.

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Unggoi Yja Terra


Opician God of Combat Goddess of Fertility and Life
(original concept by Paul Dennis) (original concept by Corey Grove)
Worshiped by the opician simian humanoids. Neutral
Fertility, nature, the life/death cycle.
Worshiped by druids, fey, plant creatures.

Dreams of destroying all cities and industrialism. (not


her true form; that would be a giant snake or a wyrm)

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Chapter 8:
MONSTERS and RACES
Created by members of the Facebook Group
AD&D 2E COLLECTIVE HOMEBREW
https://www.facebook.com/groups/1508477139383330/
Individual contributors are noted with each entry.

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Religious
Araküne fellowship
(original concept by Jerry Horne) commonly
Sub-class: Stripes includes having
Classes allowed: Cleric, Thief, Fighter, Ranger. their body
Stripe classes: Fighter, Assassin. anointed with oils,
+2 to Dex, -2 to Str. set alight, and
Languages: Common, Araküne, Woodland. then engaging in a
Speed: 60, 120. homicidal orgy of
a brawl. All are
"berserkers", even
the clerics
amongst them
may fall prey to
their fiery
passions. They
dwarves are
always ready to evangelize to the uninitiated.
Addiction to the drug Cüx is common amongst the
Azerite community. As a whole their civilization is
dependent on outside workers, either they are in a
subservient posistion as a military for another power
or they control a small population enslaved to act as
their workforce.
For combat: see religious fellowship. Azerites are
always soaked in a dirty grime of flammable oil, and
will seek to immolate themselves before flinging
Araküne are a race of intelligent raccoon. They can themselves into a battle fury.
walk on either 2 or 4 legs.
Common heights are 4 foot 6 inches +/- D4 with
weights of 36 +/- D10 pounds. Blood Golems of Gol-Duhhr
This race has cities throughout Draakmoor and
absolutely love the dragons and their vassals. (original concept by Corey Grove)
Although they speak common they cannot write or Not really a ture golem, a blood golem of Gol-Durrh is
read it very well as their alphabet consists of 14 a pulsating glob of scabbed-over gore encased in a
letters: A, D, F, G, H,I, K, L, M, N, P, R, S and T. dripping suit of Large (like, troll-sized) spiked field
plate armor with an enchantment bonus of at least +1.
I leave the stats to the people who know such
mysterious ancient lore (2nd edition).
Azerite Two or more massive armored tanks protrude from its
Fire Dwarf back, for it slowly dies as it leaks out its own lifeblood,
(original content by Sean Andrukaitis) losing 5 hp per round. The tanks are filled with blood
with which it may refuel the tanks. The tanks, in turn,
A large group of dwarves, the Azerites are a fanatical heal the golem each round.
sect of followers of the Sleeping Gods; especially of Lacking arms, the creature attacks with two magical
Alzan & pyrolatry. heavy flails, trailing clinking chains winched to an
Their worship begins with heavy drinking of a liquor internal mechanism where its arms should be. It can
laced with a psychotropic drug. The compound Cüx alter the range of the flail from standard melee to 20
causes hallucinations, violent aggression, vulnarablilty feet or so. Blood from the resulting wounds is carried
to suggestion, and immunity to fire. along thick branchlike connections to refill the tanks.

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soldiers, each lead by a sergeant, as well as 3 rune
Bovim mages, a master and 2 apprentices, 2 shamans (druids)
(original concept by Paul Dennis) plus support staff. Each soldier is armed with a Bovim
The Bovim live in the area surrounding the Tinpinga bow, a monstrous 8' bow, firing 40" arrows, each
Mountain Range, where they farm the valleys and weighing 2.5 oz. Arrows this heavy would normally
mine the mountains for adamantine, mythril, and have a reduced range, but the sheer strength of the
lesser ores, which they use to churn out weapons and Bovim make up the difference. Damage of the arrow is
armor. Led by Lord General Minos, the Bovim society is 1d10 plus strength bonus if applicable. The tip is
built around the military. Everyone has a part to play barbed, causing an additional 1d4 damage as it is
and everyone either serves or has served in the army. removed. They will also be armed with a pair of great
Once a Bovim is tobold for active service, he will either swords or great axes, at their discretion. A normal
join the support staff of a leader or the staff at one of contract will be for a minimum of 3 units, however
the many training academies. Unlike typical minotaur, smaller contracts have been signed from time to time.
the Bovim are omnivorous, with farming as
regimented as everything else. Any excess food
produced is evenly split into two categories; stock for
trading or storage for emergency use. Brinebairn Littlefoot
Hornfoot Halfling of Allanoa
(original concept by Carl Towns)
In the western port cities, there are a race of halflings
accustomed to the hard life. These sea-faring halflings
are known as Brinebairn. The Brinebairn are mostly
found in one of two port cities along the coast of
Allanoa. These two cities are Farlon to the north and
Sarlon in the south. Twin cities by many implications,
they were founded by twin brothers, both adept at
sailing and both determined to outdo the other.
Hence, both cities are involved in the whaler markets,
tho there is a limit on the number of whales that each
ship can acquire. There is also of course the seafood
trade which provides the majority of any revenue
which is earned. Each of these provide plenty of work
for the little folks. Others sell goods from other parts
of the world, traveling great distances to acquire
The Bovim pride themselves on being elite soldiers. unusual, rare items not found in Allanoa. There are
They start training at a very young age. The training even some farms further inland on the east side of the
consists of tactics, logistics, and anything in between. cities to help balance consumption of sea produce.
They excel at making siege weapons, their engineering
The Brinebairn are accustomed to the salt life and
skills coming a close second behind this of the dwarfs.
hardened further. Making them resilient and full of
Kings and would be rulers come from all over the
life. (Dexterity +1, Constitution +1) Unfortunately, the
realm to hire the Bovim mercenaries. Although they
sea life doesn’t bode well for them when trying to
hire themselves out to the highest bidder, the Bovim
negotiate with land lubbers. They are honest, abrasive,
do have a strict code of honor. They will never work
and outspoken and their uninsightful ways are a little
both sides of a conflict, never break a contract, and
too overboard for some. (Charisma -2, Wisdom -1)
never knowingly work for the undead. That being said,
Altogether, they are a good lot to have in your corner,
if a client is ever found to break these rules, only
especially on the waters of the world as they are
would they lose the services of the Bovim, but the fill
superb sailors and shipwrights. They have adapted
weight of the Bovim nation will come crashing down
ships to a Littleman size. A miniature version, about
on them. The typical unit will consist of 1 commander,
half the size of a great ship. Accompanied with their
2 under commanders, 4 squads of 12 common
ability to utilize these ships, they sail the ocean fishing,
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and other legitimate purposes. Still, there are those Intelligence: High
who use these same skills to take over other ships and Alignment: Neutral or Neutral Evil
carry the loot back to their own port(hidden cave) to Treasure: J, K, M, Q, C
use for more plundering. No. Appearing: 1-2
The halfling pirate is nothing to be laughed at. He has Armor Class: 6 (+ Armor)
great skills in swordsmanship and acrobatics. He or she Movement: 15
is a grand explorer reaching out across the seas, Hit Dice: 4
finding giant-size perils to test their abilities and THAC0: 15
fortitude. There is one such pirate who has gained No. of Attacks: 3 or 1
fame in this world of Halfling Buccaneers. Damage: 1-2 / 1-2 / 2-5 or by Weapon / Spell
Special Attacks: Hop
“Big Willy” is said to be a halfling who towers over his
Special Defense: Poisonous skin (Save vs. Poison or
brethren, standing at 4’7”. He commands his trusty
die); Hide in Shadows (100%)
ship, “The Sea Urchin”. A drifter who catches men
Size: M (5' tall)
instead of fish, enslaving them to work for him as they
Morale: Elite
overtake whaler ships manned by many little fellows.
XP Value: 450
These whaler ships make an honest living, providing
food for their families and the cities, as well as bone
for trade with the Barbarians and the Dwarves only to
be boarded by these pirates and their hard work is
taken by force. Even with all of these attacks, Big Willy
stealths the sea to this day and has never been caught.
Ability Adjustments: Constitution +2, Dexterity +1,
Charisma -2, Wisdom -1

Bullywugs of Harasanti
(original concept by Radamanthys d'Zan)
The "Poison Dart" bullywugs of Harasanti are unique
the jungles south of Khal'har, although some
subspecies are given to travel and adventuring life, and
so may be encountered on rare occasion in distant The Blue bullywugs tend toward Neutral or Neutral-
reaches of the world. The five races of "Poison Dart" Evil alignment and command innate powers of
bullywugs, called the Yrikka, are known most necromancy, with spells from that school selected per
commonly by their color - Blue, Red, Green, Yellow, a Mage of the same level. They often serve as local
and Spectral (multi-colored). The Yrrikka are less chiefs and have, on occasion, served as Prince of the
numerous than the common bullywugs, but they are realm of Tibbirok. They are perhaps the most devious
more powerful and intelligent, and the latter are often of bullywugs and very patient in constructing
found as workers and warriors among the higher elaborate traps to ensnare victims and subject them to
castes of Yrrikka. They are described in turn as follows: horrible necromantic ceremonies. In addition to
camoflage, they can turn so dark as to effect 100%
Hide in Shadows. Their skin exudes a toxin that is
Bullywug deadly to the touch.
"Poison Dart" Variety - Blue
(original concept by Radamanthys d'Zan) Bullywug
Climate/Terrain: Tropical and subtropical / Swamp "Poison Dart" Variety - Green
Frequency: Rare
(original concept by Radamanthys d'Zan)
Organization: Tribal
Climate/Terrain: Tropical and subtropical / Swamp
Activity Cycle: Nocturnal
Frequency: Rare
Diet: Carnivore
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Organization: Tribal
Activity Cycle: Any Bullywug
Diet: Carnivore "Poison Dart" Variety - Red
Intelligence: High (original concept by Radamanthys d'Zan)
Alignment: Neutral or Chaotic Neutral Climate/Terrain: Tropical and subtropical / Swamp
Treasure: J, K, M, Q, C Frequency: Rare
No. Appearing: 1-3 Organization: Tribal
Armor Class: 6 (+ Armor) Activity Cycle: Any
Movement: 15 Diet: Carnivore
Hit Dice: 4 Intelligence: Low to Average
THAC0: 15 Alignment: Lawful Evil or Neutral Evil
No. of Attacks: 3 or 1 Treasure: J, K, M, Q, C
Damage: 1-2 / 1-2 / 2-5 or by Weapon / Spell No. Appearing: 1-10
Special Attacks: Hop Armor Class: 6 (+ Armor)
Special Defense: Poison (Special) Movement: 12
Size: M (5' tall) Hit Dice: 4-8
Morale: Elite THAC0: 11-15
XP Value: 450 No. of Attacks: 3 or 1
Damage: 1-6 / 1-6 / 3-12 or by Weapon
Special Attacks: Hop and Breath Weapon
Special Defense: Poison (Save vs. Poison or suffer 3-
8 hpd burning for 2-5 rounds)
Size: M or L (5 – 10’ tall)
Morale: Elite
XP Value: 400 – 1000

The Green bullywugs often serve as the wisemen,


shamans, and healers of the realm, for they command
innate druidic magic (spell selection per a Druid of the
same level). They tend toward Neutral alignment, but
they are self-serving of the bullywug race and gladly
bargain with evil races to secure riches, slaves, and The Red bullywugs are the mightiest warriors of
protection of their powerful neighbors, the Rakashasa Tibbirok, growing to gargantuan size at highest levels
and Yuan-Ti. They are ambitious and aspire to a future and strong as a mountain giant. Known also as the Fire
greatness of Tibbirok, constructing great pyramids bullywugs, they have a fiery breath weapon (d6 x half
within the jungle and seeking to advance their race HD), and their skin exudes a toxin that causes
and empire (and lamenting the simpletons among inconsolable burning. They are the enforcers of the
their kins). Their skin exudes a toxin that turn the realm, and each bullywug tribe typically has at least
afflicted into an amphibian in 2-4 days. one (or 10 or more, depending on the size of the tribe)
red bullywug as its protector. Blue and green
bullywugs also invariably keep at least two red
bullywug guards. They are less clever that their fellow
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Yrikka and tend to be fiercely loyal to their employer, often employed as captains of the infantry in bullywug
tending toward Lawful Evil alignment. armies and have been known to organize elite units
commanding gargantuan beasts of the swamps.

Bullywug
"Poison Dart" Variety - Yellow Bullywug
(original concept by Radamanthys d'Zan) ("Poison Dart" Variety) - Spectral
Climate/Terrain: Tropical and subtropical / Swamp (original concept by Radamanthys d'Zan)
Frequency: Rare Climate/Terrain: Tropical and subtropical / Swamp
Organization: Tribal Frequency: Rare
Activity Cycle: Any Organization: Tribal
Diet: Carnivore Activity Cycle: Any
Intelligence: Average to High Diet: Carnivore
Alignment: Chaotic Neutral or Chaotic Evil Intelligence: High
Treasure: J, K, M, Q, C Alignment: Neutral or Neutral Good
No. Appearing: 1-4 Treasure: J, K, M, Q, C
Armor Class: 6 (+ Armor) No. Appearing: 1-3
Movement: 18 Armor Class: 6 (+ Armor)
Hit Dice: 4-6 Movement: 15
THAC0: 13-15 Hit Dice: 4
No. of Attacks: 3 or 1 THAC0: 15
Damage: 1-2 / 1-2 / 2-5 or by Weapon / Spell No. of Attacks: 3 or 1
Special Attacks: Hop Damage: 1-2 / 1-2 / 2-5 or by Weapon / Spell
Special Defense: Poison (Save vs. Poison or suffer Special Attacks: Hop
degeneration equivalent to Special Defense: Poison
mummy rot) Size: M (5' tall)
Size: M (5' tall) Morale: Elite
Morale: Elite XP Value: 450
XP Value: 450

The Yellow bullywugs are wily, fearless folk who The Spectral bullywugs are the rarest sort and are not
specialize in arts of stealth and thievery. Their skin can a race of their own so much as an aberration that can
change color at will to the effect of a near perfect appear randomly among the spawn of the Yrrikka.
chameleon power, and they are often hired as Considered somewhat inferior and often outcast, they
mercenary thieves. Their skin exudes a toxin that appear in any color, but always a combination of three
causes an infection equivalent to mummy rot. Unlike of more and more fantastic in variation than their
their kin, they often travel beyond the realm of Yrrikka kin. They are also odd in that they tend toward
Tibbirok in search of treasure and fame. They are also Good alignments. Often skillful, dextrous fighters or

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thieves, they tend to travel beyond Tibbirok and ground does have patches of verdant green pastures,
sometimes gain the friendship of Dromites of Kenku. though those are still beaten by cold winds for the bulk of
Their skin exudes a toxin that can impart various the year. The remaining areas are rich in scrub and woody
effects, including sleep, blindness, madness, and type plant life and other flora that has adapted to the
changes in climate and topography. The fauna has gone
insatiable laughter.
through a host of changes as well, from simple shifts in
appearance and coloring to developing digestive systems
able to handle the heartier plants. Though some species
Centaur, Alpine have become extinct in the valley, such as the bulk of
reptilians, others have adapted and thrive, like the centaurs,
(original concept by Dave Grose) long-haired rabbits, and furred fox. The centaurs were once
The centaurs that live in the great northern valley of the dominant species in this region before the sundering,
Videvaal are an evolved form of centaur, not to say they are but now are content with the current situation of their lot
any better or worse than other centaurs in the realm, but and grow as the generations continue to slowly adjust on a
they have adapted to their environment over several genetic level with every newborn, one day they will again
generations. Their fur is thicker and has an under-coat as find their way to the top of the pecking order, but it seems
well, to help insulate from the harsh winds and cold there is no rush just yet.
temperatures common in the valley. The fetlocks also
known as socks to some equine breeders, are also more Traits – Other than the obvious adaptations to their fur and
dense and longer than others to protect the hooves and the stockier build, there are some changes to the physical
keep the dangers of frostbite at bay, since the constant make-up of the “tundra centaur.” The cold climate and
contact with cold ground can cause such problems to a harsh conditions have boosted the constitution and immune
centaur, and a lame centaur is much more vulnerable as system of the creatures, the weather and snow which
their fully equine cousins. Some have an extended mane makes travel more difficult has caused an increase in the
that is more like that of a lion than any equine creature, but physical strength of the centaurs, and finally the rocky
those are atypical and have mixed consequences, some are ground and terrain’s difficulty warranted a steadier and
exiled, others become leaders or great heroes of their sure-footedness too. (In game terms this translates to a +1
generation, depending on the whims of the moons and to CON, STR, and DEX) Unfortunately the physical
elders of the time. enhancement and isolation of generations has adversely
affected the species in their ability to interact with other
sentient creatures, a loss of “herd” history, and the passing
of many elders from the time of the sundering also caused
difficulties on a more psychological level. (Translating to a -1
in WIS and a -2 in CHA in game terms) The changes in the
coat of the centaur allows better resistances to cold, but in
turn can cause faster exhaustion in warmer climates and a
weakened resistance to fire and heat. (For game purposes
this is +1 to any cold based save and -1 to any fire based
saves) Being somewhat trapped or “cut-off” from regions
beyond the valley, the exposure to some of the other
creatures and their innate magic has produced other
immunities that are beneficial to the centaurs. One of these
is their immunity to the “new metal” and its harmful effect
on some of the dwarves. Another is the strong acid created
by the digestive system for breaking down the flora in the
region, which gives a good chance of destroying ingested
hallucinogens or harmful poisons. (Allows +2 saves against
these thing for game purposes) Tundra Centaurs are
Origin – The sundering caused all forms of cataclysmic shifts omnivores, but do lean more on the plant aspect of this diet
and upheavals, one of which was the creation of the as the excessive consumption of meat can have adverse
Northern Valley. This once glorious and abundant plain is effects on the centaur mentality (too much meat causing a
now mostly harsh tundra with only a small fraction of the craving of it and possible cannibalistic insanity – 1% chance
abundance of ages past. The snowy foothills and rocky per pound of meat consumed in a day, cumulative over the
life of the individual).

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Sociology and “Creeping Dark.” (Creeping Dark – fair price is 1gp/2 pints
Religion - Most 20gp/cask, save versus CON to avoid blackout after pint #2
commonly and each after within 30 minutes of the last) The drink has
worshipped by been compared to what can happen at a fey celebration
centaurs is Grohn, where those not fey have awoke and remember little of the
mainly due to the event, but have no ill effects such as a hangover, also this
fact few other drink has a healing property that allows triple the rate of
gods have not recovery while resting, making it a valuable outside the
made themselves realm, but the recipe is a closely guarded formula.
available to, or
have not yet been Centaur Classes – The bulk of centaurs encountered are
introduced to the Fighters and Rangers (1 in 3 for both), then Druids or Priests
centaurs, (1 in 10, 50% chance of either), Rogues next (3 in 100), then
therefore they are Paladins (1 in 500), and finally Mages (1 in 1000), multi-
somewhat behind in the religious aspect of the world. There classed are nearly unknown (1 in 5000, and are limited to
have been some others introduced by “outsiders” and the Ranger/Druid or Fighter/Rogue). A typical raiding party
nearby races, mostly dwarves, but a few others as well who consists of 20 centaurs, 1 Priest (level 4 minimum), 1 Druid
may or may not have influenced some to follow their gods. (level 6 minimum), 1 Rogue (level 2-6 roll 1d10/2+1) if a
All of the dwarf gods are known to the centaurs, and the settlement, fort or structure is to be breached,
mouse has also been exposed by a number of wandering or
fleeing rogues trying to escape something by travelling into and the remaining Fighters and Rangers of various abilities.
the valley. The society is somewhat of a tribal lot, but All Centaurs can have the Fighter bonus for high STR and
different than most others they are rarely at war with other CON regardless of class. There are rare cases a centaur will
tribes of their own species. Each tribe has at least 2 take on a “rider” and in every case the rider is of the
dominant males who lead or create law depending on their opposite sex of the centaur and has been a ranger of either
strengths, there are also 1-5 elders who council on matters elf or human lineage. This rarity has only been known to
and keep the tribe on a path that will allow for survival. If a have happened 4 times since the sundering, but it may have
leader gets greedy or starts making poor choices the council occurred more with exiled centaurs, or those who have left
can overthrow them and have them exiled, but this has the valley in search of something beyond their borders. All
happened only once, most cases the leader is stripped of centaurs are trained with the spear as it is a well rounded
their title and a new leader takes their place. In addition weapon and is easily made, others used commonly are the
only 2 females have ever become leader types, both had the javelin, long bow and its composite counterpart if
aforementioned “lion mane” and were sadly short lived, applicable, war hammer and axe, the two-headed spear,
though tribes made giant steps in progress of technology, and the bolas and the spiked version reserved for purposes
farming, social interaction, and during one of the female’s of war or hunting large beasts.
rule the dwarf clans were befriended and now skills are
traded as well as goods. Lycanthropes of evil intent are one
of the centaurs most hated enemies, though few are about
the centaurs have some sort of sense and can find one of
them in any of their forms without error, and take steps to
exterminate them from the valley. (Treat as +5 to WIS / INT
check or +5 to observation or information gathering
proficiency check in regards to any shape-shifter that has
the innate ability.)

Trade – As a race the Northern Valley centaurs, also known


as “tundra centaurs” have excelled in all smithy skills, mostly
Traditions – Centaurs have been known to make pilgrimages
due to their close proximity to the dwarf lands and the
to several places, every three years adolescent centaurs go
relationship being one of mutual trust. On their own though
to Winter Haven to test for aptitude in various skills, also to
the centaurs have become good at working leather and
the Anvil Mountains for the same purpose until they find a
hides into armor and other useful items, and the distillers
niche. The World-Wheel is another place they go, but it is
have created a strong drink that has the punch of the best
reserved for those who show a knack for magic, either
dwarf mead, but it is smooth and sneaks up on one not
divine, nature or arcane, and others showing promise in
accustomed to it, hence the name by non-centaurs of
ranger type skills such as investigation, wood lore, and the

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like, of the ranger types once in a while a rogue is “found” attack rolls and any opponents gain a +2 bonus vs. spells
that excels in trap locating and disarming or deciphering old cast by drow as long as they are within the light.
script.

The C'haer a'Sith (Drow Elves) Cuetzpalli


(original concept by (original concept by Sean Koehler)
Chris Ayotte) Climate / Terrain: Subterranean
The C'haer a'Sith are Frequency: Uncommon
the drow elves of Organization: Herd
Aelicraas. (See Activity Cycle: Night
Chapter 4 of the v3.3
Diet: Carnivore
Realm of Dawn Game
Intelligence: Animal (1)
Setting.)
Treasure: Nil
Alignment: Neutral
Ability Score No. Appearing: 1-4 (1d4)
Adjustments
Armor Class: 6
The C'haer a'Sith are
Movement: 12
unusually dextrous
and intelligent, Hit Dice: 3+2
receiving a +2 bonus THAC0: 18
to their dexterity No. of Attacks: 1 or 2
ability score and a +1 Damage / Attack: 2d4 (bite: trap)
bonus to their 1d6/1d6 (hoof/hoof)
intelligence ability Special Attacks: See below
score. However their Special Defenses: Nil
personalities are Magic Resistance: Nil
chafing at best and
Size: M (6 feet long)
their hardiness is that of a typical elf. They receive a -2 to
Morale: Average
their charisma ability score and a -1 to their constitution
ability score. XP Value: 135
Languages
The common languages learned by the children of Sithrihn
are Drow Elven, a dark dialect based on the language of the
Aelith'Aer, the language of the Gohl Drhak, the duergar
dwarves, the undercommon language popular to all
inhabitants of the upperdeep, Sign language adapted by the
drow so they may silently prowl the trackless tunnels, orcish
and goblin.
Infravision: 90'
Special Advantages
Tainted by the touch of Sithrihn at their creation, the C'haer
a'Sith received benefit from the powers of their god. Once
per day any drow of lv. 1 exerting his will can cast darkness
and darkfire (as faerie fire but can only be seen by those
using infravision). When they reach 4th lv. they can also cast
the spells detect magic and levitate once per day.
In addition they receive a +2 bonus to saving throws vs. any
type of magic.
Special Disadvantages Description:
The greatest disadvantage the C'haer a'Sith face is their Cuetzpalli are medium quadrupeds often used for
inability to see in bright light. Any light brighter than transportation, or as a pack and draft animals, by small
torchlight will almost blind them. This causes a temporary subterranean races. They are frequently bred for guard
penalty of -2 to their dexterity ability score, a -2 penalty to animals and pets as well.
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Combat:
Cuetzpalli will fight independently of the rider on the
second and succeeding rounds of a melee. Most attack
just by biting, where if a natural 20 is rolled the
Cuetzpalli latches on with its jaws and does 2d4 points
of damage each round there after foregoing all attacks
until a successful STR check is made and/or the
Cuetzpalli is killed. Trained Cuetzpalli will also kick with
their front “hooves” doing 1d6 points of damage with
each hoof.
Habitat/Society:
The Cuetzpalli’s gestation period is about 12 months.
This species breed asexually and lay eggs in nests of
2d10 x 10 with only 10% surviving from birth. The
usual lifespan of Cuetzpalli is 50 years, though on rare
occasions some have lived to 75, but hard-worked
Cuetzpalli only live to about 35.
The Cuetzpalli are native to the subterranean
underground of dawn and can move through it with Relationship with Sinevar. The Ellar d'Niar look at the
ease with a good load on its back. Sinevar as long lost cousins, and prefer they stay that
Ecology: way. While there is some common ground between
Modern Cuetzpalli evolved in the subterranean of the the two races, there is just too much distance between
underground. Domestic breeds can be found with them for any real communication.
goblins and some dwarves. (See Chapter 1 - Atlas of the Realms / Ellar d'Niar.)
Cuetzpalli can carry great weights for long periods of
time, but not without tiring. Fenrine
Full speed 180lbs. Half speed 270lbs. 1/3 speed 360lbs. (original concept by Paul Dennis, Todd Leinweber,
Jeff Spears, and Radamanthys d'Zan)
Ellar d'Niar Orginization: Tribe
The Sea Elves of Thrakka Activity Cycle: Any
(original concept by Paul Dennis) Diet: Carnivore
Intelligence: Average (8-10)
The sea elves of the eastern seas about Thrakka are Treasure: ?
called the Ellar d'Niar, roughly translated as "dwellers Alignment: Any
of the water." Theirs is an expansionist empire that No. Appearing: 2d4
includes vast stretches of the Sea of Kroox, the Luth en Armor Class: 5 (10)
Anuun, and the Ocean of Dawn. Movement: 18
The Ellar d'Niar are an agressive race of sea elf bent on Hit Dice: 3
domination of the world's oceans. Their most bitter THAC0: 16
enemies are the tritons of King Suriaaq and the Sinevar No. of Attacks: 1 or 3
of the far western seas of Ashtelon. Damage/Attacks: Claw/Claw/Bite (1d4/1d4/1d6) or
weapon
They are said to be led by an immortal Emperor who
Special Attacks: Howl
holds an unholy pact with aboleths by which he has
Special Defenses: Nil
obtained both immortality and the knowledge of teh
Magic Resistance: Nil
Ancients.
Size: L (7 1/2' tall)
Moral: Elite (13)
XP Value: 500
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These lupine (wolf-like) humanoids are a distant cousin Due to the harsh living conditions, they have an
of gnolls and flinds. They have an extremely deep extremely high Movement Rate, with their Strength
hatred of their gnoll cousins. This hatred is so deep, and Constitution being above average.
that they have been known to attack them on sight
Having a keen sense of smell, extremely good hearing
and refuse to even consider working with them even
and infravision, they make extremely proficient
for a common goal. No one is sure why the hatred is so
hunters and are hard to sneak up on when they.
deep, maybe the fenrine or the Shamans do but they
refuse to talk about it. Most fenrine are also not too They can attack with any weapons (particularly
fond of lycanthropes, thinking werewolves in preferring bows, swords and axes) and if necessary,
particular an unholy abomination and giving rise to a can resort to claw / claw / bite as well.
number of specialist mercenaries who travel the world Most fenrine dwell in packs following a fairly barbarian
as werewolf hunters (see werewolf hunter). existence. Use of magic tends to be shunned and
minimized except for the Shamans. The fenrine accept
that what the shaman and priests to are fine as they
come from the gods or the land. (See the book,
Players' Option: Spells and Magic for the Shaman kit.).
There are also isolated packs of religious fenrine who
have developed into Fighting Monks in worship of the
Seven Moons.
With the exception of a few places, the "non-
domesticated' fenrine lead a fairly nomadic lifestyle.
Only staying in one place for a maximum of about a
year before moving on. They have a rather large
The fur coloring of the most fenrine range from
territory that they travel depending on the size of the
reddish brown, brown to black and grey, and a rare
pack, smallest being about 500-1000 sq. miles and the
few are brindle. The Rohalla and arctic fenrine are
largest being about 2000 - 3500 sq miles.
invariably white and grey. Normal eye coloring are
brown, golden-brown and a few have been known to Most fenrine worship the fenrine God... Rezso Kasan,
have grey or blue colored eyes. who legends say that he delivered the fenrine from a
great evil, and taught them how to live off the land by
While they are usually of Lawful alignment they are
hunting and using agriculture. Rezso Kasen has an
known to be also any chaotic alignment. They are
exceptional hatred towards the god Tazingo and his
typically LN, frequently LE, and on very rare occasions
followers'
Lawful Good.
Fenrine do not believe in putting the dead in the
The last name of the children is taken from either the
ground, they believe that nature will take care of the
father or the mother's first name depending on
bodies and return them to the earth. The dead are
whether the child is male or female.
wrapped in a shroud and then placed on a scaffold,
The fenrine have a special attack in the form of a then the shaman will perform the rites. Ravens are
"Howl" invoked as a war cry and signaling to allies. Any believed to carry the spirit to the next life to be
non-fenrine hearing the Howl must save vs. Fear (with reborn. Fenrine cemetery grounds are guarded by a
penalties). Few have heard a pack of fenrine howl and packs of wolves.
want to ever discuss it. For every member of the pack
Fenrine are fiercely protective of their young and they
that participates in the howl, increases it's
revere the elderly. If an elderly fenrine feels that they
effectiveness (based off the pack leader, -2 penalty per
are a burden on the pack, they will go through the rite
fenrine). If failed the prey either becomes paralyzed or
of the dead with the shaman and then go out into the
drops everything and flees at full speed for 1d4+1
wilderness to die.
rounds increased by 1 for every fenrine involved
(50/50 for either).

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gray fenrine called the Rohalla, led by a line of chiefs
known for their wisdom, strength, and loyalty. These
are the fabled fenrine of Lawful Good alignment,
watchers of the mountains and scourge of the slavers
who dare to cross the Draethan Road within sight of
the Smokeys. The Rohalla excel as warriors, rangers,
and wise priests of Yja Terra and Krommae. Their most
hated enemies are the gnolls who dwell from the
plains of Apihi west to the wilds of Khal'har. The
Rohalla Council of Pack Elders is known to debate long
and thoughtfully on whether the gnolls should be
exterminated to the last - a proposition that may very
Fenrine raiders in the foothills of Ada-Mock. well within the might of the white fenrine.
LOCATIONS The Fenrine of Vildevaal
Fenrine dwell primarily in the mountains and remote The fenrine of the great northern valley called
foothills of the northern realms in Ada-Mock, Vildevaal are mostly bandits and bloodthirsty warriors
northwest Draethan-Gol, the realm of Nyecia, the vying for power in Midvaal. There are exceptions,
Smokey Mountains of northern Apihi, the rough however - most notably, the gray coats of Grellikstahd
dwarven wilds of Ghotrax and Khodex , the arctic lands and the purple-moon clerics of Phanzrakh. (See
of Akna and in Middle Valley (Midvaal) of Vildevaal The Vildevaal.)
Great Northern Valley .
The Fenrine of Akna
The Fenrine of Ada-Mock In the northern realms of Akna dwell the white-coated
The fenrine of Ada-Mock are likely the most numerous arctic fenrine, largest of their race. (See Fenrine,
and powerful, and their raids upon villages throughout Arctic.)
Montaq's kingdom have been a menace since the
earliest days of Dawn, pillaging for treasure, and FENRINE AS A PLAYABLE RACE
slaves. There have been reports that some of the Ada- Fenrine can be adapted to player-characters of most
Mock fenrine of late have even taken to the sea. They any class, with fighters, rangers, barbarians, and clerics
are believed to have learned seafaring from pirates being most common. The CLASSES & KITS chapter
that sailed north from Thrakka, who found kindred (Chapter 12) describes the following particular classes
spirits in the barbarian wolf warriors of the north. as applied to fenrine: (Fenrine) Cleric; Werewolf
Hunter; Berserker; Monk of the Seven Moons; and
The Fenrine of Draethan-Gol Shaman.
In Draethan-Gol, the fenrine are less numerous, and
the militia of drow and Kzul's warriors present a Basic Player Character Traits:
mighty foe not easily plundered. Fenrine characters enjoy the following benefits and
suffer the following disadvantages:
The Fenrine of Northern Vecan  When making saves against being bitten by a lycan,
In the mountains of Ghotrax and Khodex, the fenrine they make it with a +4 bonus.
are feared and respected by the dwarves who dwell in  Infravision 60'
the northern wilds of Veca. A tenuous peace prevails  Howl 3 x day save vs Fear +1 for every 3 levels of the
at most times between the fenrine and dwarves, but fenrine. If failed the prey either becomes paralyzed
fierce wars have raged between the dwarvish and wolf or drops everything and flees at full speed for 1d4+1
folk, particularly over rare veins of white-silver called rounds (50/50 for either)
Alisium, a unique and precious metal believed by the  +1 to Con +1 to Strength and -1 to Ch. and -1 to
fenrine to have fallen to the world in a rain of fire in Wisdom
the earliest days of the Sundering.
 Bonus NWP: Tracking
The Fenrine of Apihi  Gain +2 to attack gnolls and flinds
In the north of Apihi, the fenrine have raised
enormous towers of rock hewn from the rock of the
Smokey Mountains. There dwell the clans of white and
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Combat. Fenrine prefer to fight with weapons - able to
Fenrine, Arctic wield sword, spear, and bow very capably - and may
(original concept by Radamanthys d'Zan and Jeff also attack using natural claw / claw / bite. They avoid
Spears) straightforward one-on-one combat and prefer to stalk
their opponents and attack with in force alongside
Climate/Terrain:Arctic
allies of the pack.
Frequency: Rare
Organization: Pack Habitat / Society. The arctic Fenrine are at home in the
Activity Cycle: Any (prefer Nocturnal) interior of Akna, thriving in the high taiga woodlands
Diet: Carnivore and mountains and can be found from the western
Intelligence: Average - High Staargen Daahl and Anvil Pass through to the eastern
Treasure: B, C lands of the Galeb Duhr and strange, desolate realm of
Alignment: LN or LE Theodon Crux. They live in packs ranging in size from
No. Appearing: 3-8 as few as 6 to as large as 60. Most packs are led by an
Armor Class: 4 alpha Chieftain and earn honest livelihoods in the
Movement: 12 wilderness as hunters and craftsmen. Some packs,
Hit Dice: 4 however, are given to a life of brigandry and war -
THAC0: 15 preying upon men and elves alike - on the land (where
No. of Attacks: 3 (and by weapon) a roving pack of Fenrine could wipe out an entire
Damage/Attack:1-4 / 1-4 / 1-6 (or by weapon) village of Akna Har) and even at sea (where seafaring
Special Attacks: See below fenrine have become the scourge of the northern sea
Special Defenses:See below and the bane of Staargen Daahl sailors).
Magic Resistance:Nil
A fenrine banished from his/her pack loses all status
Size: M (6’ tall)
and is pariah. It is forbidden to associate with such
Morale: Champion (15-16)
exiles.
XP Value: 600
Ecology. The fenrine are at home on the Akna
mainland, preferring the deep taiga and forests,
though some have taken to the sea and brave the
waters in sturdy knarrs from late spring to early
autumn. Most packs are content to herd caribou, but
some have acquired a taste for human and elvish
blood - and the treasure that comes with it.

Fyronca
Pronounced (feer'-ahn-ka)
(original concept by Carl Towns)
A race of the jaguar people who populated La'Quel but
have been lost since the Sundering. Leaving the
The Fenrine of Akna are close cousins to the fenrine of surface, after hearing the call to enter the Netherdark,
the south and east (Apihi, Draethan-Gol, and Ada- their species adapted over the eons into something a
Mock), but they are larger, stronger, and invariable in little different than their “upper world” cousins. They
coloration - white and gray. They might be mistaken are slightly smaller in stature, adjusting to some of the
for the noble white Rohalla of Apihi (see Races and tight quarters of the Netherdark.
Monsters / Fenrine), but anyone making that mistake
may find it to be their last, for the arctic Fenrine tend Fyronca can shape-shift but only once per day from
to be warlike and ill-disposed toward any but their “Panther Warrior” to human form, preferring the
own race. Former shape. This shape-shift requires them to
release the DarkFire which builds within them. In lieu
of this transformation, they can release this fire as a
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breath weapon once per day. In Panther form they stopped many an attempt of more powerful creatures
become stronger and faster. making it to a portal and ascending into the world
above to wreak havoc! It is believed that they were
given this purpose by some deity, though no one
knows which one. They cannot really remember how
they came to be protectors, only that they are driven
by this goal: To protect the surface from the ills of the
deep darkness of Derondfall. That is, demons, and
worse lurking in the lowest regions of Derondfall who
want to try to access the world of light.

Their coat is a midnight blue, in fact almost black tone,


and their eyes have an emerald glow. Often using this
to lay in the dark and wait on evil-doers to mistake
them for jewels, pouncing on them as they come near.

The Gah'dreen
Guardians of the Deep
(original concept by Carl Towns)
Sentient Warrior
Climate/Terrain: Netherdark Netherdark
Frequency: Rare Rare
Activity/Cycle: Any Any
Diet: Omnivore Omnivore
Intelligence: Exceptional(16) Average(9-12)
The Gah'Dreen have DayVision. This allows them to
Treasure: N; Lair: G,S,T N; Lair: G,S,T
see completely in the dark as a normal person sees in
Alignment: Lawful Good Chaotic Good
the day time. Their only hindrance in their sight is the
No. Appearing: 10-100 20-250
ability to see in daylight on the surface. The UV rays
AC: 5 3
blind them and everything joins together into one
HD: 6 8
purplish violet mess. They rarely venture above their
THAC0 13 16
UL because of their lawful duty to serve. On occasion
DMG/Attack Psionics/Weapon 1d6/Weapon
one may venture forth, but must wear full clothing as
Special Attacks Psionics None
the sun can cause damage to them. (Sometimes
Special Defenses None None
mistaken for vampires due to this effect.) In principle,
Magic resistance: 25% on all forms None
a Gah'dreen could survive on the surface world in
Size: M M
sunlight if careful. They cannot withstand prolonged
Morale Elite Elite
direct contact with the sun. If they stand in it for long
XP Value 400 350
periods(2 or more hours) it damages their skin 1-2 hp
per hour. With proper attire, such damage is avoided.
They have to don the garb of the surface dwellers,
The Gah'dreen are a sort of Uber-Morlock race of
however, as their natural clothing does not protect
people who have been in constant battle with the evil
them.
races of Derondfall since the gods slept. They are
considered the "Guardians of the Deep” as they have General Appearance
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Gah'Dreen have greyish-blue skin with white hair in Gold indicates that the person holds an office in the
most cases. Their eyes range from bright white to royal court. Silver is worn by members of parliament.
lighter hues of blue and yellow. The Gah'Dreen might Red is the color of military leadership and all common
be thought an albino race and in fact many are born Sentients, which make up the majority of the
without pigment. population dress in blue sheen.
Gah'Dreen have two classes in their society – The The Sentient class prefers psionics above physical
Warrior and The Sentient. prowess and are literally born into this class by
showing their psionic gifts at birth. It is said that when
a Gah'dreen child is born with this gift, all within the
room know it,! Gah'dreen children of this class do not
cry, they scream...inside your head! They are the
thinkers in the Gah'Dreen society and rule the people
with lawful scrutiny.
Combat
Their time learning the arts of the mind has made
them formidable foes. Only 35% of Sentients use any
kind of weapon. In which case, it is usually a simple
knife(35%), or staff(40%). Some of the more elite
Sentient class use spears(25%) as melee weapons, to
Ga'Dreen warrior (male), warrior (female), keep their opponent at a distance.
Sentients prefer to use their psionic powers in battle,
wielding these abilities with intensity. Their skill in
psionics surpasses that of the normal adventurer of a
similar level. They can use Aura Sight at will and Mind
Blast and due to their extraordinary skill, they can use
Mind Bar without expending any PSPs
Psionic Summary
Level Dis/Sci/Dev Attack/DefenseScore PSPs
13 4/7/18 ALL 16 100
All Sentients possess Clairsentient, Psychometabolic
and Psychokinetic Disciplines. One other discipline may
be chosen by the DM. Within these disciplines a
typical Sentient might possess:
Sentient (male), and sentient (female).
Clairsentient: Sciences -Clairvoyance, Precognition;
The Sentient
Devotions – All-Round Vision, Danger Sense, Know
Appearance
Direction, Poison Sense, Spirit Sense
Essentially a class of nobles, the Sentient is destined to
live out his life in luxury, involved in some part of Psychometabolic: Sciences – Animal Affinity, Complete
governing the common people. The sentient class are Healing, Energy Containment; Devotions – Absorb
generally 5 ½ to 6 feet tall and weigh in somewhere Disease, Body Control, Cell Adjustment, Chameleon
between 160-280 pounds. Their muscle density is Power, Chemical Stimulation, Flesh Armor, Lend
much higher than normal due to compression of the Health
tissue while adapting to life under the surface. They Psychokinesis: Sciences – Detonate, Disintegrate,
wear light colored robes which have a sheen over layer Molecular Rearrangement, Project Force; Devotions -
of either blue, red, gold, silver, or purple depending on Ballistic Attack, Control Body, Control Light, Levitation,
their status in society. Purple is the royal color worn Molecular Manipulation, Soften
only by members of the Royal family and others
deemed worthy, by the royal family. If Sentients are following warriors into battle they will
aid and assist them as needed. It is normal for the
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Sentient to fight cautiously and overwhelm foes with hides of the creatures of the deep, which they have
the sheer power of numbers attacking the mind. In any killed themselves. For this reason, you will see many
major battle, there will be a number of Sentients equal variations of “fashion” among the Gah'Dreen Warriors!
to 30% of the force.
Combat
Gah'dreen Sentients are also known to train the In combat they fight with either their bare hands, or
fearsome Salomandars of the Netherdark as weapons often made of ancient stone (or borrowed
battlemounts. They control the fearsome steeds with Lichestone from the Magmandvari) and petrified
their mind, sometimes even leading a charge to clear wood. Both male and female are trained as warriors.
the front lines. (See Salomandar.) Male Gah'Dreen focus mainly on barbarian-like skills,
while females tend to use more dexterous fighter-type
The Warrior
skills.
As its name implies, the members of this class are
trained from birth in the use of physical prowess. Warriors are so well trained that even their fists can
cause up to 6 points of damage per hit. They are
trained in hand-to-hand combat as well as the use of
various weaponry.
The males fight barbarically, using their massive size
and strength to overcome foes on the battlefield. They
will prefer Hammers, Axes and Halberds to Swords.
Many of them use two-handed weapons to increase
the devastation to their foes.
The females, will use weapons of finesse and bows. It
is not common to see them wielding a Rapier(35%),
Longsword(25%), Longsword & Shortsword(25%
without penalty on attack rolls), or Morning Star(15%)
for melee weapons. In addition females will always
carry one of the following: Light Crossbow(35%), Short
Bow(45%), or Throwing Daggers(20%) which they will
fire initially and then move in to attack if there are no
males. In the case that the males are involved, the
Appearance females will stand back firing on the enemy, while the
Gah'Dreen warriors are easy to spot. They are larger in males crush the front line.
body mass than the Sentients, stretching into the
upper 6 feet mark and their muscle mass is Warriors have a 55% chance to be utilizing weapons
astounding, weighing in at up to 300lbs. They have made from the Lichestone of the Magma Dwarves,
markings, tatoos and piercings which often represent giving them a +1 to hit as well. Of those weapons not
their status within the Warrior class. When a made with Lichestone, there is still a 30% that the
Gah'dreen warrior has finished training they receive weapons are infused with Darkfire magic giving them a
their first tatoo to show that they have passed into the +1 to hit and causing normal weapon damage + 1d6
active class of warriors who will be sent on missions. Darkfire damage.
Their many scars are proudly worn and are often When Warriors work with the Sentient class in battle,
highlighted with tatoos or piercings. those Sentient maintain a safe distance as much as
Their overall appearance is more rough, having possible from the heat of the battle. This usually
unkempt hair in most cases as they tend to focus on results in a formation in which the male warrior is in
the fight and not their looks. Unlike the Sentients they the front line, The female Warrior maintains the
do not dress in fancy robes with outer sheen middle guard, while the rear consists of Sentients
coverings. Their garments are designed for fighting using their psionic powers to enhance the warriors and
and are no more than coverings of their lower disrupt the enemy's tactics. This makes the Gah'Dreen
regions(and upper regions for the women). These quite a task to deal with in full scale battle.
garments are made out of cloth or furs. Some wear the

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In this full scale battle, male and female warriors make which is the flesh of the fish which swim self-
up 70% of those in the fight, while the sentient round illuminated in the underground lakes and streams.
out the other 30% of the force.
Gah'Dreen frequently trade with the Magmandvari
Habitat/Society and have a good relationship with them, often asking
Living in the deep of the Derondfall, Gah'Dreen work for their aid in times of trouble.
with other races to keep the hordes of chaos at bay.
The Sklerok are their sworn enemies, as these barbaric
They have been known to work together with the
humanoids kill first and eat later. The Gah'Dreen kill
Magmandvari on many occasion as the two peoples
the Sklerok on-site as they consider them an
have frequent interactions, trading for weapons and
abomination to the civilized way of life which they
other items made of the Lichestone mined by the
lead. Gah'Dreen are pretty much on top of the food
Magmandvari.
chain, very few creatures can outsmart them, or bring
Within their own society, the Sentients rule with so much skill to the battle.
mostly good intentions. The common people look up
Gah'Dreen live to be upwards of 200 years old. When
to the Warrior Class.
they die, the elder members perform a ritual called
The Gah'dreen live in a large underground “city of “Melding” which involves placing the body into mud
lights” which is illuminated mostly by bio-luminescent and then utilizing psionic powers to transform the
sources. The city is called Gah'Torith and is located on body into the same substance. The mud is then poured
the first level of the NetherDark. It's vast glimmering into the River of Frailty near Gah'Torith which flows
towers, host an army of Warrior Archers and Sentient further into the deep.
army who guard the city from would-be assailants.
Their government is a monarchy with a King and Geodesic Gnomes
Queen who rule over the people through parliament. aka "Geodes," Nether-Gnomes
Underneath the members of Parliament, the tree of (original concept by Sean Andrukaitis)
power continues with officers of the court and military
The Geodesic gnomes of Derondfell are not actually
leaders and advisers. All of these are filled by the
related to gnomes at all, but are the living descendants
Sentient class. On occasion, one of the Warrior class
of the Ancients. Just as the four enclaves of Theodon
may show enough promise to fill a role as a military
Crux made plans to survive the Sundering, so too did a
adviser, but it is a rare occasion to see such within the
fifth enclave. This lost enclave had attempted to use
ranks of the officials in the high court.
geodetic super-positioning, anchoring the spherical
The Ga'dreen frequent the lower levels of the city to the plane of Dawn but drifting behind it through
Netherdark,, but rarely come up into the UpperDark as the outer planes. Parts of the Dome do exist
there has been an age-old agreement with the C'haer simultaneously in multiple planes.
a'Sith who guard the UpperDark. This agreement is
that each would tolerate the other as long as no
attempt to trespass on the “territory” of the other.
As Firdwyn Ealon, general of the Sentient army said,
"You do as you will in the Upperdark, We shall take
care of our own in the Deep." So it is, and any who
make it through to the Upperdark, or vice versa, face
another challenge to continue through as these two
factions guard with vigor.
Ecology
The Gah'dreen are eat mostly plant life that grows in
the darkness. They are fond of Darkberries, which are
said to have a magical quality to them and restores
psionic points when eaten. They grow some of their
own algae-like food and eat some meat on occasion

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No. of Attacks: 1
Damage / Attack: 1-6 (By weapon)
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Nil
Size: M (5'4" tall)
Morale: Steady - Elite
XP Value: 200
-------------------------------------------------

The isolation and in-breeding through the countless


generations has caused a dwarfism and is the source
of them being referred to as gnomes. The vast majority
of the people are grown in vitro, this is the safeguard
against total mongrelism due to the small genetic pool.
The tacit knowledge of the advanced technology has
been lost over the generations. Gravity-alteration,
teleportation, holography, and magnetic-telekinesis
are daily parts of the gnomes lives, but fundamental
principles behind how they function is forgotten.
[Clarke's third law - Any sufficiently advanced
technology is indistinguishable from magic.]
Description:
Due to growing malfunctions the dome has been
The Gherim resemble well dressed, usually well
forced to exist for growing spans of time in its prime
educated, half-human, half-goblins (the truth of which
plane of Dawn. The chances of an encounter with
is detailed below). But the Gherim are now considered
others grows as this continues.
a separate race. Gherim are predominantly scholars,
farmers and, fishermen, though any trade is within
their reach.
Gherim
(original concept by Ausie Bart) History:
Climate / Terrain: Mountains / Hills In the beginning, the brotherhood of Kanji-Gherim
Frequency: Uncommon lived secluded in the high peaks. The reclusive human
Organization: Clan monastery witnessed but were spared total
Activity Cycle: Any obliteration of the Sundering. The high monastery of
Diet: Omnivorous Kanji-Gherim was mostly destroyed, buried beneath
Intelligence: Very the collapsed peak of Elissantar, but close to fifty
Treasure: M (x3) (G, Qx10, R) young brothers survived the night of a thousand suns.
Alignment: Any (typically Lawful Neutral)
When the lands stopped shaking and the clouds and
-------------------------------------------------
parted, sunlight revealed the ravages of the Sundering,
No. Appearing: 3-6 or 20-200
but the brothers that lived regrouped and survived.
Armor Class: 4 (10)
They lacked any great leaders or ranking monks, and
Movement: 6
all were young untried and untested men newly
Hit Dice: 1
indoctrinated. They did know, however, that their old
THAC0: 20
spiritual connection to Kanji-wan was irrevocably
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severed. Contact with all else was also lost, though the across the land, and the Gherim population numbered
monks did try to make contacts with those around in the thousands. Armed with a clan civilized attitude,
them, all but their mountain range was laid waste and education and isolation, the Gherim prospered and
even it was re shaped, so their efforts were to no avail. grew into their own nation.
Twenty years passed, and another set of great
earthquakes befell the monks. The mountains roiled
and shook perhaps an aftershock of the Sundering.
After the earthquakes, a part of the original monastery
was once again revealed, and the 25 remaining monks
took this as a blessing and began to study, with relics
and archives that had been lost for 20 years.
Over the next several weeks, goblin girls from the
surrounding hills, orphaned, dirty and malnourished
began appearing and stole food and clothes. Strangely,
the children were all female, between the ages of 10
and 12. They had been trapped in a bridal cavern
awaiting marriage when the earthquake hit, were cut
off from their people, but an avenue to the surface
opened up, so they followed it seeking food and water.
The girls were being prepared for their king,
Muwuguwanabe. Studies and Trades.
The monks made contact with the children and coaxed The Gherim were mostly farmers, yet nearly all were
them with food, warmth and the promise of a soft scholars, some artisans, craftsmen, miners, and many
bed. So it was that the remaining monks, all in their followed medicine, alchemy and other pursuits. They
early 40s, organised for the children, 50 in all, to be plundered the archives mercilessly with the equivalent
housed and fed at the monastary. They girls stayed, of a university at their disposal.
and the monks began to teach them the ways.. of It was inevitable that some of the children began to
Kanji-Gherim. study arcane texts and develop magical talent, and
The girls grew up into young ladies, becoming although they followed no gods, there was enough
educated, and well looked after. They worked the unearthed knowledge in the old monastery for arcane
monks fields and did much of the menial work around studies to be pursued with vigor.
the place and it was only a matter of time before an The Gherim were not naturally aggressive, but several
accident happened and one of the girls fell pregnant. schools had studies that included the Kanji-Gherim
It was a scandal at first, but then girls were young martial arts, and these students were integral in
women, fully mature at 15, and their natural urges repulsing the initial advances by vicious goblins from
were hard to deny. The monks met and decided that the North.
they should formalize the relationships and that each Geography.
of the monks who wanted should choose a goblin The country of the Gherim north of Caer Madron is
bride.... or two. called Gherim-Wan, and while the northern borders
The goblins were fecund and it was not so long before are at best uneasy, trade flows freely to the south, the
there were 40 babies. Then the next year 45, and so dwarven ships bringing and taking goods to and from
on. This continued to happen every year until the all corners of the globe.
monks became old, and the goblin women became no The capital is Kanji-Wan, located and surrounding the
longer fertile, but by that stage, 15 years worth of old monastery in the mountains and surrounds. The
babies had been born, and the babies themselves capital is an old place, quiet and full of history and
started having babies. culture, one of the largest repositories of pre-
By the time the last monk died of old age, aged 94, Sundering texts that still exist.
there were several communities of Gherim spread
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Relationship with Other Races. Religion.


After several generations, the Gherim had made While the Gherim were essentially godless, the
contact with the Giants and trolls to the northeast, the Madron were not, and it was not unheard of for some
pirate enclave to the northwest and the Madron Gherim to take up patronage of the Madron gods.
dwarves to the south.
One figure, The Watcher does receive some level of
The Gherim got on well with the dwarves, though, reverence, however, and many Gherim follow the path
finding trade and commerce to be mutually beneficial, of the Historian - the sect of peaceful monk-like
even hiring Madron dwarven mercenaries to form part historians based in the ruins of the old Kanji-Gherim
of a standing Gherim army to keep the ever present monastery, preserving the knowledge for all races who
roving bands of Goblins at bay. Though the Gherim would make the journey to study there.
were mostly isolationist, many would travel to Madron
The high prelate Malak Lirak jealously guards the
and make their homes there, plying their trades as
original texts, as the head librarian, he alone decides
farmers and craftsmen across the wide fertile
which of the old tomes may be allowed to be viewed.
temperate expanses of Caer Madron. Cross species
There seems to be some connection to The Watcher
relationships began to pop up between Dwarf and
here, but none can fathom how, save that the old
Gherim, and the offering were called Millon. The
knowledge is withheld lest the world doom itself again.
Millon inherited many of the good aspects of dwarf,
Many old world artifacts and relics make their way to
human and goblin, but were sadly sterile in all but the
Kanji-wan and most get put on display at the great
rarest of circumstances..
Museum. The acquisition of artefacts is one of the few
Gherim and Madron laws evolved so that both Gherim areas where relationships with Caer Madron do get
and Dwarf were given equal rights in their respective tense, but as passionate as the dwarves are about it,
lands. they are mostly content to let the Gherim have what
they cannot.
The two hybrid species, Gherim and Madron Dwarf
lived in harmony and developed an almost symbiotic Racial Characteristics.
relationship, complementing each other's strengths Gherim live on average to be 80 years of age, if they
and weaknesses. don't die from misadventure first. They resemble pale
skinned, thin Humans that have a blue green tinge to
their skin, and black or brown hair. They are shorter
than average humans (but taller than dwarves),
standing at 5'2" to 5'6". They tend to be blunt at times,
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Special Abilities. Any intelligent human/demihuman/humanoid that is
They have weak Infravision (30'), are thin, but durable bitten by a Hel’zon ghoul but not killed will transform
and tough in a fashion. Their strength lies in their into a Hel’zon ghoul in 1-12 hours, unless a Cure
speed and their intelligence. Disease is cast upon it by a priest of at least 5th level.
Not killed means by any means; any victim that dies in
Attributes.
anyway prior to the activation of the contagion will not
Gherim get -1 Str and Chr, and +1 Int and Dex.
transform Once this transformation is complete, the
Class. affected person goes incurably insane. He or she will
Gherim can be Fighter, Ranger, Cleric, Historian, Thief, retain any class abilities and skills as they had in life;
Bard, Mage or Specialist Mage, or Kanjite. thus a 5th level wizard will become a 5th level wizard
Gherim cannot multiclass, except for Historian, but this Hel’zon ghoul, with all the hit points, weapon and non
is a type of Dual Classing discussed later. weapon proficiencies, saving throws and spells as he
or she had in life, as well as the new ability to spread
Gherim can dual-class, as humans do. the ghoul contagion, and the near immortality of being
undead. The only difference is Hel’zon ghouls are
Ghoul, Hel’zon immune to sleep, charm, and fear spells or effects.
They are turned as a 3 HD Shadow or by class/level,
(original concept by Scott Morgan)
whichever is most beneficial to the ghoul. Of course,
These tropical elves are unique to the land of Hel'zon.
any victim that has no class or level becomes a simple
(See also Chapter 2 - Atlas of the Realms.)
2 HD ghoul.
Climate/Terrain: Hel’zon only
Frequency: Rare
Organization: horde
Activity Cycle: 24 hours
Diet: Carnivore (human/demi
human/humanoid flesh preferred)
Intelligence: Average to supra genius (10-
19)
Treasure: varies
Alignment: chaotic evil
No. Appearing: 6-36
Armor Class: 7 or by individual
Movement: 12
Hit Dice: 2 or by class
THAC0: 19 or by class
No. of Attacks: 1 bite/2 claw or by class
Damage/Attack: 1-4 claw/1-4 bite or by
weapon
Special Attacks: bite spreads contagion; may
be spellcasters
Special Defenses: none/by class For every 10 ghouls in a horde, there is a 50% chance
Magic Resistance: Nil that 1-3 of them will have a level and a class. These
Size: M (6’ tall) can be of any level or class; it is best for the DM to roll
Morale: Champion (16) randomly for level (2-12 is suggested) and 25% chance
XP Value: 175 or by class per base class. If the horde has at least 1 member that
by dint of its class is a higher HD than the rest of the
horde, that member will be a leader and execute
The Hel’zon ghoul is truly unique, existing only in the tactics appropriate to its class and level. A leader of a
Hel’zon area. Another creation of the Mad God of the horde will know all the abilities of its members, and
Mountain, the ghouls of Hel’zon retain the intelligence will utilize those abilities as appropriate for its
and abilities they had in life, and gain the ability to intelligence level and class, thus combat scenarios can
spread the contagion that caused their change. be difficult to discuss in a monster entry; it is best for
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the DM to write up a few sample hordes to be
prepared to use.
In any horde of 24 or greater total members, there is a
60% chance their leader is a necromancer; this
creature will have “leveled up” to that status and class
automatically, through a process unknown at this time.
This necromancer will be 8th level, will have full hit
points possible and will function as a sorcerer; the
spells it casts are all innate and require no spell book
or material components. Only necromantic spells are
possible; the necromancer will not use Magic Missile
or Fireball for example, but it will have a large number
of Animate Dead ready to use as bodies begin to pile
up. This spell will revive lost horde members, as well
as animate completely dead victims that cannot be
turned via the contagion.
Fenrine clerics are feared not only for their powers
Hel’zon ghoul hordes are always on the move, looking over lycanthropes and ability to summon spellcraft
for food. It does nothing for them to eat, but they are enhanced by any of the Seven Moons, but also for the
driven to do so as if it were a survival instinct. They so-called Ghost Wolves, or dhahar, as they are called
will only eat living flesh is possible, and prefer the flesh in their native tongue. The dhahar are believed to be
of intelligent humans/demi humans/humanoids, but undead spirits of wolves raised by means of a secret
will eat the flesh of living animals if necessary. ritual. Any fenrine cleric of level 5 or greater is 50%
likely to have a Ghost Wolf as a (perhaps secret)
companion. The mountains and foothills of lands ruled
by Fenrine packs are often patrolled by Ghost Hounds,
Ghost Wolves of the Fenrine explaining why little is known of Fenrine customs and
(original concept by Radamanthys d'Zan) why they maintain such a strong foothold even against
These undead animal spirits are unique to the lands of the might of the armies in Ada-Mock, Khodex, and
the Fenrine. (See entry in the chapter, Races & Veca.
Monsters, Fenrine.)
Climate / Terrain
Frequency
Mountains.
Rare
Gith Hound
Organization Pack (original concept by Radamanthys d'Zan)
Activity Cycle Nocturnal (adapted from artwork by Suika-X on deviantART)
Diet Carnivore This creature was originally encountered in the dungeon
Intelligence Animal module "Vault of the Ancients" by Radamanthys d'Zan.
Treasure Nil
Climate / Terrain Any. Astral Plane.
Alignment Neutral
Frequency Rare
No. Appearing 1-5
Organization Pack
Armor Class 4
Activity Cycle Any
Movement 18"
Diet Carnivore
Hit Dice 5
Intelligence Low
THAC0 14
Treasure Nil
No. of Attacks 3
Alignment Neutral
Damage / Attack 1-6 / 1-6 / 2-8
No. Appearing 1
Special Attacks Howl (save vs. Fear)
Armor Class 4
Special Defenses Howl (summons 1-3 additional Ghost
Movement 18"
Wolves)
Hit Dice 4-7
Magic Resistance Nil
THAC0 14
Size M
No. of Attacks 3
Morale Fanatic
Damage / Attack 1-6 / 1-6 / 2-8
XP Value 650
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Special Attacks Lock-jaw phases out before its opponent has a chance to strike
Special Defenses Phase. Displacement. back and gains a +4 modifier, as it phases back in to
Magic Resistance n/a attack from behind. A gith hound cannot maintain its
Size Large lock-jaw attack while phasing. When invoking its
Morale Fanatic
displacement ability, the gith hound appears to be
XP Value
4 HD: 450
some 3 feet from their actual location. Anyone
5 HD: 680 attacking the hound does so at -2 on his attack roll. In
6 HD: 1000 addition, the hound makes all saves at +2 to its die
7 HD: 1500 rolls. To determine the true position of the hound, roll
1d10: (1-5) the illusion is in front of the hound; (6-7) to
the creature's left; (8-9) to the right; and (10) the
illusion is behind the beast's actual position. The
hound's location cannot be determined by dispel or
detect magic. Only true seeing will reveal its position.
Only one of these special defenses (phase or
displacement) can be invoked at a time.
Gith hounds recognize ithillids as mortal enemies and
are immune to psionic attack. In battle against an
ithillid, a gith hound enjoys an additional +1 bonus on
all attack and damage rolls and can fight to -10 hit
points before succumbing.
Habitat / Society: Gith hounds are the product of
selective breeding among the githyanki and do not
exist in the wild. They are believed to derive from an
General: This ferocious creature originated in the extremely rare form of worg that roams the Astral
Astral and Outer Planes, bred as war dogs or hunting Plane and/or the Outer Planes.
of the githyanki. They are exceedingly difficult to train,
but once broken, are fiercely loyal to their master and
brave in the face of any threat. Usually only a single
gith hound is encountered, since they tend to fight Gohl Drhak
fiercely even among one another for primacy in the
Duergar
eyes of their master, but some githyanki warlords
have been known to keep small packs of gith hounds. (original concept by Chris Ayotte)
Githzerai do not keep gith hounds. The Gohl Drhak were exiled from the arms of their
Combat: Gith hounds attack via claw / claw / bite. A mountain dwarf bretheren for their dark worship of
natural 20 to-hit roll on the bite attack results in the Dureal, the dwarven god of greed, trickery, dominance
hound "locking" its jaws upon the opponent. In and warcraft. They stand somewhat shorter and
subsequent rounds, the victim must save vs. slimmer than mountain dwarves with hair color
Paralyzation or suffer automatic 2-8 hpd as the hound staying within the black and gray ranges. Their skin is
tears at the flesh locked within its maw. Furthermore, an ashy grey in color and the males mostly keep their
the hound continues to use its two claw attacks even heads clean shaven. Eschewing hard work, they
when its jaws are locked, tearing at its victim with a +3 manage a great number of slaves. The Hall of Clan
to-hit bonus. Agrimmarr lies close to Aelicraas and the duergar
maintain an uneasy truce of sorts with the drow as
Gith hounds also have the innate ability to "phase" and they benefit from the human and demi human
"displace" at will in a manner similar to phase spiders trafficking of above ground slaves offered in Aelicraas.
and displacer beasts, respectively. When phasing, the They treasure their subjugation of the wordly races,
hound phases in and out of the Material Plane in a especially mountain dwarves. In return they offer
single round, giving a -3 modifier on initiative rolls. If weapons finely crafted by the hands of their mountain
the hound wins initiative by more than 4, it attacks and

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dwarf slaves and a fine variety of poisons brewed at surprise advantages are negated.Their dexterity ability
the hands of duergar alchemists. score and attack rolls suffer a -2 penalty. While an
opponent is in a brightly lit area but the duergar is not,
his surprise advantages remain the same as does his
dexterity ability score. His attack rolls suffer only a -1.

Hippocampus, Dark
(original concept by Paul Dennis)
Climate/terrain: fresh or salt water
Frequency: rare(wild)
common(Ellar d'Niar communities)
Organization: herd
Activity Cycle- any
Diet- Carnivore
Intelligence: average(8-10)
Treasure- nil
Alignment- chaotic evil
No. Appearing: 2-8 (wild)
Ac: 4
Ability Score Adjustments Movement: sw24
The Gohl Drhak are a dour and greedy race but their Hd- 4
years in the depths of the earth have afforded them an Thac0: 17
uncommon resilience. They receive a +2 to their # of attacks: 1
constitution ability score and a -2 to their charisma Damage/attack: 1-6
ability score. Special attacks: nil
Languages Special defense: nil
The languages commonly spoken by the Gohl Drhark Magic resistance:nil
are duergar, a twisted and gravelly version of the Size: h(18-20' long)
language of the mountain dwarves, the language of Morale- Elite(13)
the drow, the undercommon language common in the Xp value- 160
upperdeep, orcish and goblin. This more powerful cousin of the hippocampus is
Infravision: 120' native to the seas of Thrakka, where it can be found in
wild schools and occasionally tamed as a mount for
Special Advantages the most powerful of Ellar d'Niar warriors.
The stealthy nature of the Gohl Drhak causes a -2
penalty to the surprise rolls of their enemies and a +2
bonus to their own surprise rolls. They receive a +1
bonus to saving throws vs. magic and are unaffected
by paralysis, illusion and phantasm spells. In addition,
their hardiness and constant work with poisons allows
them a +2 bonus to natural poisons and immunity to
magical and alchemical poisons. In addition, the
stealthiness of the skulking Gohl Drhark affords them
the Hide in Shadows ability of a thief of their level.
Rogues of this race receive a 20% bonus to their Hide
in Shadows ability..
Special Disadvantages
The Gohl Drhak are adversely affected by any light
brighter than lantern light. While in bright light their

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Lurkers are a cowardly, sadistic race of short
Leviathan of the Ellar d'Niar subterranean beings that have evolved. They give off a
(original concept by Paul Dennis) slight fishy/stagnant water type smell common to their
Little is known of this creature except that the sea surroundings. Their eyes really serve no purpose to
elves of Thrakka (the Sinevar) have been known to them, but appear glazed over white orbs that have yet
unleash it upon their enemies, laying waste to all in its been fully evolved away. Standing only two and a half
path. feet tall these Bi-pedal hairless beings make up with
their cunning and trickery. They appear with almost
transparent skin normally, but their skin tends to
“stain” with the environment around them, almost
causing a natural camouflage. Their webbed feet show
signs of aquatic nature though it has never been seen
by any that have survived that they swim and 3 fingers
and a forth “Thumb” to help grab with almost 2-inch
nails can make them quite a fiend for the less
fortunate traveler. None knows what they were before
this, but through living in harsh underground
surroundings. They have lost all sight, but make up for
it in there excellent hearing and smell. They despise
elves and will attack any elf on sight.

Lurker
(original concept by Sean Koehler)
Climate / Terrain: Subterranean
Frequency: Uncommon
Organization: Pack
Activity Cycle: Night
Diet: Omnivore
Intelligence: Average (8-10)
Treasure: J, O (Qx5)
Alignment: Lawful Evil
-------------------------------------------------
No. Appearing: 5-20 (5d4)
Because of the environments that they live in they
Armor Class: 7 (10)
tend to stay away from armor as it seems to rot and
Movement: 6
deteriorate at a very fast rate. There language more or
Hit Dice: 1/2 (1-4 HP)
less is nothing, but sonar “shrieks” to communicate.
THAC0: 20
Small and often mistaken for bats in the dark Lurkers
No. of Attacks: 1 by weapon or 3 natural
can be very dangerous to the adventurer that is
Damage / Attack: by weapon
unaware due to their vicious tendencies. 20% of
or 1-2/1-2/1-3 (claw/claw/bite)
Lurkers have the capabilities to learn other languages.
Special Attacks: Claw Bite Disease
Combat:
Special Defenses: Sonar
Lurkers approach to combat uses either overwhelming
Magic Resistance: Nil
odds or trickery in the dark. Lurkers will attack elves on
Size: S (2 1/2 feet tall)
sight, but will think twice about attacking other races
Morale: Average (8-10)
unless they outnumber them at least 2 to 1. They
XP Value: 15 (Chief 25)
often use Cuetzpalli as guards and/or mounts and will
-------------------------------------------------
send them in first while standing back and hurling
Description:

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spears, javelins and rocks, only coming in after their
enemies are weakened. Madron
Due to the environment that they dwell if there is a (original concept by Ausie Bart)
successful attack with one of their claws or bite. There The Madron is the name of the dwarf subspecies
is a 10% chance that a disease is contracted unless a ST native to the area. They are a hybrid subspecies
vs. poison is made. This disease causes a loss of 1 descended from Hill, Mountain, Deep and Druegar
CON/week after the initial week of the inset until the ancestors. Somewhere along the way, they lost their
disease is cured either by magic or herb or until CON antipathy for magic. This is likely due to their gods.
reaches “0”
Classes: Madron can be fighters (incl Sea Rangers),
Lurkers attack in overwhelming waves. Should the
rogues (including historians - a bard variant common
lurkers be reduced to only a three to two ratio in their
to the Area), clerics, specialty priests, and Elementalist
favor, they must make a morale check. Lurkers will
Wizards.
always aim for elves first trying to take them out
before the rest of their enemies. This race will also try Multi class: fighter/thief, fighter/cleric, Sea Ranger,
to lead enemies into the darkest of caves to get specialty priest, historian, elemental wizard.
advantage or lay traps to catch whenever possible. Depending on the type of specialty priest, they
Lurker War parties are armed with whatever they can following multi class may be available: priest/thief,
obtain from mishap adventurers or there making. priest/fighter, priest/wizard, priest/historian.
There shields and armor (if any are worn) are usually in
mid to late decay and of little value. Usually one Lurker
takes charge by dominance over the others and usually
has the best gear. Lurkers have 120-foot sonar, but
suffer a -2 to attack rolls if in a noisy environment.
Habitat/Society:
Lurkers live in dark, damp places underground and
tend to only come out at night into the surface world
(if they do). They can be found in almost any climate.
As Lurkers are good scavengers underground, any area
either rich in resources and/or population is a good
place to find a pack. The average pack of lurkers has
50-500 (5d10 x 10) adult males. There will be 40%
females to males in any given pack and 20% children.
For every 5 lurkers there will be one Cuetzpalli. Lurkers
also lay eggs in nests instead of live births and these
nests will always be guarded. Their society is pack
based and territorial and sends war patrols to secure
their boundaries and to loot and or pillage other Race adjustments and abilities: The Madron race is
settlements around them to bring food and supplies new, as such throwbacks and minor genetic variations
back. They are very distrustful of strangers and will are occasionally encountered. Roll % at character
never take elves prisoners (they take it as bad luck) creation and Consult the following.
Ecology: 0-50 +1 con/-1 chr, 60' infravision
Lurkers are scavengers and cruel in every way. They 51-75 +2 con/-2 chr, 90' infravision
have many enemies living in the cold damp 76-90 +1 str/-1 dex, 30' infravision
underground. Even the Magmandvari have admitted 91-97 +1 str/con, -1 dex/chr, 45' infravision
to the lurkers being a key to keeping the goblin 98-99 +1 str, +2 con, -2 chr, 60' infravision
population down and manageable, even though the 100 +2 str/con, -1 dex/chr, 75' infravision
lurkers being a “royal pain in the flagon.” Lurkers can Level limits: If using level limits, the following
live 250 years. apply:
Fighter: 15
Sea Ranger: 18
Thief: 12
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Cleric: 14 According to tradition, the Magma Dwarves descended
Specially Priest: 15 long ago after a civil war among the dwarves of the
Historian: 18 Anvil mountains. It is said that they discovered by
Elemental Wizard: 15 accident, or perhaps fate, Portal UnderPeak in a cavern
high above the Sea of Frozen Misery. Seeking refuge
Magmandvarii from a great storm and the onslaught of opposing
clans during the great civil war, they managed to open
Pronounced (Mag-mand'-var-ee)
and descend into the portal to arrive in the
(original concept by Carl Towns)
Netherdark. First greeted by the Gah'Dreen, they
CLIMATE/TERRAIN: The Derondfell
became allies and the Magmandvarii agreed to
FREQUENCY: Rare
descend further and inhabit the lower regions as a first
ORGANIZATION: Clan
defense against the rise of Rashayfel and her minions.
ACTIVITY CYCLE: Any
DIET: Omnivorous So they moved below and settled in the 6th UL of the
INTELLIGENCE: Average(11-12) Derondfall, where they learned to use their skills to
TREASURE: Mx5, (C, Ix10) mine the hard rock that surrounded them. Their skills
ALIGNMENT: Chaotic Good expanded as they also learned to harness the power of
NO. APPEARING: 5 (20-250) the molten rock which flowed through the deepest
ARMOR CLASS: 3 parts and begin developing Lichestone for their use.
MOVEMENT: 6 (See below)
HIT DICE: 2 Ironically, Magma Dwarves are slow to “warm up”to
THAC0: 17 others outside of their clan. They are tolerant of other
NO. OF ATTACKS: 1 races, but just so and have a large hatred for Drow.
DAMAGE/ATTACK: 1d6+2(Mine Pick) or other weapon They do not like magic, especially DarkFire magic and
SPECIAL ATTACKS: None will stop at nothing to remove such threats. Having a
SPECIAL DEFENSES: None resistance to most magics, and an innate poison
MAGIC RESISTANCE: Fire Resistance resistance, Magma Dwarves gain a bonus to their
SIZE: Medium(4' to 5' 5”) Saving Throws when faced with these dangers. Like
MORALE: Elite(13-14) their cousins, they use Table 9 in the PHB. However,
XP VALUE: 350 because of their exposure to molten lava from the
time they are born, they have Fire resistance and in
turn, are vulnerable to cold.
Appearance: They are similar to their surface cousins
but seem even more rugged, with contrasting eyes of
light blue, teal, yellow and silver. The males often keep
their hair shaved on the sides,with cropping on top
which is accented by a pony-tail braided but never
growing a length beyond their shoulders. This is a
practice that was developed for safety reasons when
working with the magma flow. They stand between 4
and 5'5” tall and way up to 300 pounds. Magma
Dwarves have been known to live up to 400 years.
Combat: The Magma Dwarves are skilled fighters, used
to fending off Sklerok and magma fiends. They prefer
their Mining Picks over Warhammers or Battleaxes,
but are not tied down to one weapon. It is a personal
preference in Magmanvarii society. As warriors are
known for their choice of weapons and often name
them. When using a Mining Pick however, they gain a
The Magmandvari, or Magma Dwarves as they are
+1 to damage and attack rolls because of their skill in
more commonly called, are a race of dark-skinned
them. Their weapons and armor are often made of
Dwarves who live in the deepness of Derondfall.
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Lichestone which gives an additional +1 to attack rolls another against any invader. In time, their realm grew
or AC. They are vicious and will not stop until the and fluorished... until their shared domain stretched
opponent is down, hammering(or picking) their enemy from Hel'zon to the southern tip of Thrakka - and there
apart! they encountered the Ellar d'Niar sea elves, and their
Habitat/Society: Like their cousins, Magma Dwarves immortal Emperor. The Ellar d'Niar claimed right to all
live in clans. There clans are few and far between, the Sea of Kroox, saying it was theirs from before the
having no more than five different clans within a city. Sundering, and so it shall remain. Their immortal
This number is less in smaller populations. They pay Emperor was proof of that, for his knowledge extends
obesiance to a king who wins that stature by warfare. to the time of the Ancients. And so began the First War
The strongest usurps the throne. But this is a of the Sea -- Merfolk and Triton versus the Ellar d'Niar
respected challenge unlike other societys or the aimal sea elves of Thrakka.
kingdom. A challenger must first announce that he will
challenge the king and sages make the necessary
arrangement. They meet in the court, where they duel
until submission is gained. There is never one killed in
this duel, and the „winner“ would be looked down
upon and banished into the deep, if it were to occur.
The sage council would then appoint a king.
Otherwise, the legitimate winner of the contest reigns
as king until another comes forward.
These dwarves favor sonte houses designe dout of
lichestone. The stone has engravings and carvings that
are both ornate and sometimes practical. A carving
may represent an animal but all be designed in a way
that it can be used as a shelf.
Ecology: Skilled miners, engineers and artists. The
Magma Dwaf community is filled with beauty and
practicality. They mine for gold, silver and other
metals, but their main focus is on forging Lichestone As the battles of that war raged into winter, and the
from the fusion of the hard rock of the deep with the seas turned unforgiving with cold and storm, the
fires of the molten lava which flows in and around merfolk struck upon an audacious plan - to slay the
their city. Emperor himself and so destroy the sea elves' claim to
rulership of Kroox. A band of their mightiest warriors -
led by the Prince of the Merfolk himself - undertook
Merfolk the fateful task, and they battled through the sturdy
lines of Sahuagin sentries and elite slayers. Their secret
Slaves of the Ellar d'Niar Sea Elves assault led to the heart of the Emperor's palace, and
(original concept by Radmanthys d'Zan with input there it ended. Within towering halls of shimmering
from Paul Dennis and Chris Ayotte) coral, they beheld a sight of which only rumors tell - of
The Merfolk of the Sea of Kroox were conquered by the Emperor's Throne standing before a great Portal to
the Ellar d'Niar sea elves in the early days of Dawn the Blue Moon of Shui-Ali... of Elementals bound in
following the Sundering, and so they survive only as ice... of a bottomless Vortex Void spiraling into
slaves of the sea-elf Emperor. darkness of the Undersea of the Derondfell... of a
In those early days, the merfolk arose from darkness to harem of temptress Succubi from an abyssal plane of
find a world renewed, and like so many races, they set water... of stables lined with thousands of Dark
out in amazement to explore and make a home for Hippocampi... and of an unspeakable throng of
themselves in the fledgling seas. They made a lasting Aboleth kept in the darkest temple catacombs beneath
alliance and peace with the Tritons - seafolk of the line the palace.
of King Suriaaq - trading goods and knowledge from The merfolk Prince led his band of mercenaries in
the undersea depths and sealing a pact to defend one pursuit of the Emperor himself, and it is said that they

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interrupted a sacred ceremony in the catacombs.
Beset by enemies on all sides, the merfolk gave a Millon
desperate assault, and the Prince pierced the (original concept by Ausie Bart)
Emperor's chest with his great Trident, called Narwhal The Millon are the sterile offspring if the Gheim and
by his people - a fatal blow that seemed to steal the the Madron. Millon offspring can be Fighters, Theives,
life from his breast. But the merfolk's assault was a elemental wizards, Druids, rangers, or bards. They can
suicide mission: one by one, they were slain - an be any multi classed combination, but only two
unrelenting assault of sahuagin pit fighters - a mind- classes. Millon receive +1 int, -1 cha. They are skinnier
wracking flurry of aboleth tentacles - and the merfolk and taller than dwarves, with facial features hinting at
Prince himself, pierced by a deadly strike from the both parents. They are usually tan skinned but can
Emperor's lance in what seemed to be his last breath. have reddish or yellow hues. They average 5'3" in
The merfolk were slain to the last - save one named height, and 140 lbs. Millon lifespan is around 120
Irio who escaped the grasp of an aboleth in wild panic, years.
fleeing from the palace in mad rage, his mind wrecked,
Gherim: The Gherim resemble well dressed, usually
and all memory consumed by the aboleth.
wel educated, half-human, half goblins (which is a very
Perhaps the merfolk Prince knew that the assault close truth)... But are now considered a separate race.
would lead to his death, but the slaying of the Ellar Gherim are predominantly scholars, farmers and,
d'Niar Emperor was worth the price. With the next fishermen, though any trade is within their reach.
day's sunrise, however, the folly of their mission was Gherim can be fighters, rangers, Druids, clerics, bards,
revealed: the Emperor arose from the palace and rode Theives, or specialist enchanters and diviners. They
from the city upon a chariot pulled by ten hippocampi. cannot be multi class, but can dual class as humans.
"I am unslain!" he called to the merfolk legions, and his They receive +1 int and dex and -1 con & str. Gherim
shout echoed throughout all Kroox. "I am immortal! Lifespan is around 80 years. Gherim are typically 5'4 to
And the knowledge of all Kroox is mine for all time. 5'8 tall, and weigh 120-150 lbs, however nobles tend
And so Kroox is mine!" His army blew a war-cry from a to weigh more due to better nutrition and less active
thousand conch shells, and the armies of Ellar d'Niar lives.
rolled north in an irresistible assault upon the realms
Jungle Elves: To the south of the range that holds
of the Merfolk. Their defenses were smashed, and
Madron City lies an expanse of dense humid jungle
even their mighty Triton allies were forced to retreat.
where a warlike race of elves reside. These elves are
The Emperor's onslaught was total and complete: he
tribal and relatively primitive, but have developed
smashed their coral groves to the last, slew the
trading relations with their Dwarven neighbours. They
merfolk King with is lance, and the kingdom of the
may be encountered anywhere throughout Caer
Merfolk was ended.
Madron, and occasionally on board dwarven vessels.
But the merfolk were not exterminated. There would The elves have dark brown skin, and brown or black
be no genocide. Instead, the Emperor threw them in hair. They average 5'2 in height, and are fit, and
chains and cast them into slavery to serve the Ellar powerful with wiry frames and ropy musculature. They
d'Niar - for all time to pay the debt of their audacious only weigh around 120 lbs dripping wet, but are strong
Prince who would see the immortal Emperor dead. and tough. Jungle elves receive +1 str and dex, and -1
And so the merfolk survive to this day - vassals of the int and chr.
Ellar d'Niar, slaves to the sea elves for all time and
Classes: fighter, ranger, bard, thief, shaman,
ever-reminded of their treachery. A cruel life it is for
witchdoctor or any 2 class multi lass combination.
them: not only do they live and die as slaves, during
which time they are forced into the lowest labors of
the sea elves' empire, but they also must sacrifice
every first-born as payment for the Prince's ancient
crime.

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approximately a month to prepare the ink and scribe
Nandi Elves smaller areas such as shoulders or face and 2 months
Wild Elves of Sardanos to prepare the ink and scribe larger areas such as
torso, arms or legs. Due to the time and effort
(original concept by Tim Brian) required they are unlikely to scribe the tattoos on an
Nandi (wild) Elves outsider. One would need to be adopted into the tribe
The Nandi are Elves native to the northern part of to be offered such an honor. A Dispel Magic spell cast
Sardanos. It is not certain if the Nandi have always directly on the Nandi Tattoos (ie touch) can remove
lived this way or if it is an effect caused by the "Chaos the enchantment. The Nandi warrior gets to save vs
Fires" as they call them. The live in a very tribal, Spell with the same level of armor bonus added to the
primitive form of organization. They typically do not save (so +6 armor = + 6 save in this case)
use metal very much, preferring to go without armor
other than leather or wooden shields. They have
traded with humans for some metal items such as
swords, spearheads and arrows. They are very
territorial about their land but will tolerate travellers
passing through if they bode no harm. There are
ancient Nandi burial grounds in the area that they are
more than willing to kill over. Nandi Shamans produce
a very powerful hallucinogenic that they use in rituals.
They also my coat arrows or blowgun darts with it and
use it to drug trespassers who they then hunt down.
Nandi warriors are known to take heads of enemies
and shrink them to use as a magical totem.
Nandi Weapons: blowgun, short/longbow, spear , club
,dagger , dart ,javelin, barbed javelin,axe (hand or
battle) , staff or sling.
Other Nandi Quirks: no bonus to find secret doors. +1
to hit with bow or spear. can find traps in their native
area 1 in 6 chance , 2 in 6 if looking (this replaces the
normal Elf secret door ability)
Nandi PC's can be Barbarian, Rogue, Fighter, Mage
,Priest , Ranger or Druid. Nandi Barbarians distrust
magic use by non Elves rather than all magic use.
Shrunken Heads. Shrunken Head has d6 charges once
complete and gives a +1 to hit, damage , morale and
saves vs that race of opponent. It takes a week to
shrink a head and an additional week to perform the
The Nandi use magical tattoos rather than armor. They proper rites on it. Again this is not a ritual they teach
carefully guard the secret and would kill one of their to outsiders.
own if they shared the secret with outsiders. The Skull Staff
armor class adjustment is based on how much of the Hunter's Charm
body is covered with tattoos. A design on each Arrow of the Great Hunter
shoulder would give +1 , Both arms covered an Dagger of Wounding
additional +1 , torso covered +2 , legs another +1 and Isali (the hallucinogen)
face +1 for a possible total of +6 (Ac 4 without mods) They may also make another type of poison that burns
To gain the AC bonus they cannot cover the tattoos when you try to move rather than kills outright
with clothing or other armor. A cloak , for instance Profs forbidden to starting Nandi characters:
would be considered to cover the shoulders , arms and Nandi Rogues, Nandi Horsemen, NPC's
torso , negating any bonuses for those areas. It takes
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Night Goblin
(original concept by Mark Zorn)
These small, evil humanoids would be merely pests, if
not for their great numbers. There are, perhaps,
countless varieties of these pernicious creatures - the
three most common detailed here.
Common Fanatic Combat
Night Goblin Moon Guard Engineer
Climate / Terrain: Underdark / Dark Forests, Jungles
Frequency: Uncommon
Organization: Tribe
Activity Cycle: Nocturnal
Diet: Omnivore
Intelligence: Average
Combat: Night goblins hate bright sunlight, and fight
Treasure: C(K) C(K) C(K)
with a 1 on their attack rolls when in it. This unusual
Alignment: NE CE (NE) NE
sensitivity to light, however, serves the night goblins
No. Appearing: 4d6 2d6 2d4
well underground, giving them infravision out to 60
Armor Class: 6(10) 3(10) 7(10)
feet and ultra vision for 45 feet. They can use any sort
Movement: 6 6 6
of weapon, preferring those that take little training,
Hit Dice: 1+1 5+1 2+1
like spears and maces. They are known to carry short
THAC0: 18 15 18
swords as a second weapon. They are usually armored
No. of Attacks: 1 1 1
in leather, although the leaders may have chain or
Damage / Attack: 1-6 1-8 1-6
even plate mail.
Special Attacks: Nil Nil Nil
Special Defenses: Traps Smoke Bomb Traps Night Goblin strategies and tactics are crude and
Magic Resistance: 20% 20% 20% complex.. They are fearless and like to set up complex
Size: S (4') S (4') S (4') traps and corner and torture their prey. More often
Morale: Fearless than not, they will attempt to arrange an ambush of
XP Value: 25 50 45 their foes.
45 (Chief) 100 Habitat/Society: A Night goblin tribe has an exact
------------------------------------------------------------------------- pecking order; each member knows who is above him
COMMON NIGHT GOBLIN and who is below him. They fight amongst themselves
Night Goblins have flat faces, broad noses, pointed constantly to move up this social ladder. Above all they
ears, wide mouths and small, sharp fangs. Their Serve the Goddess Tsilaliaha and the God Sliver
foreheads slope back, and their eyes are usually dull Twistbowl.
and glazed. They always walk upright, but their arms
hang down almost to their knees. Their skin colors They often take slaves for both food and labor. The
range from black through any shade of green. Usually tribe will have slaves of several races numbering 10-
a single tribe has members all of about the same color 40% of the size of the tribe. Slaves are always kept
skin. Their eyes vary from bright red to a gleaming shackled, and are staked to a common chain when
lemon yellow. They wear clothing of dark black sleeping. Some are taken for expirements by the night
leather, tending toward black and silver hues. Shamans and Warlocks. A few end up as broken ones
or other Various mounts for the Night Goblin Riders.
Night Goblin speech is harsh, and pitched higher than
that of humans. In addition to their own language, Night Goblins hate most other humanoids, gnomes,
Night goblins can speak in the common, kobold, orc, dwarves ,elves in particular, and work to exterminate
Dark elf and hobgoblin tongues. them whenever possible.
Ecology: Night Goblins live only 60 years or so. They do
not need to eat much, but will kill just for the pleasure

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of it. They eat any creature from rats and snakes to raiding missions with Night goblin assassins and
humans and elves. raiders.
Night Goblins usually strip mine their environment Ecology: Fanatics are of hardier stock than the normal
being driven by the shamans and witches for mineral brethren, They spend most of their time exercising and
dust in their working. They are decent miners, able to in combat training. Most don’t live past the age of 50
note new or unusual construction in an underground as there is always competition to be the best
area 25% of the time, and any habitat will soon be champion. The moon guard makes up the Generals
expanded by a mazelike network of tunnels. Above and Personal guard of the Shamans,Warlocks and
ground they will keep a network of tunnels just below Necromancers. In a group of Fanatics you will find at
ground to move about undetected but when worked least one champion or general.
up they will attack in a frenzy.
COMBAT ENGINEER
FANATIC MOON GUARD Combat: Combat engineers will deploy various traps
Description: Night Goblin Fanatics Guard the Sacred set up before hand, along with using nets and dive
mines and Temples of the Night goblin Shamans and bombing tactics. Dive bomb Engineers usually carry
Warlocks, they are also in charge of the raiding parties bottles of greek fire that ignite upon impact to the
that capture the slaves. Some are touched by Tsilaliaha ground. As will suicide combat engineers. Another
that act as AntiPaladins for the NIght Goblins. version of combat engineers are a whirling frenzied
night goblin with a large ball at the end of chain that
causing 2d8 points of damage per round until the night
goblin is killed or fumbles in which case the chain
wraps around him.
Habitat/Society: Combat engineers live for the next
life, they are responsible for setting the traps, coming
up with new traps. They employ various methods of
getting the job done including suicide missions. They
will die for the grace of Tsilaliaha.

Combat: Night Goblin Fanatics are armed with long


swords,halberds and Full Plate Mail. They are the
heavy hitters of the Night Goblin army. They will fight
in units of 6-12 and will fight and seek out the
opposing sides heavy hitters. Often they will work in
conjunction with Night Goblin archers. They can
employ a smoke bomb grenade causing Darkness as
per spell in a 15 ft radius that they are immune to.
Night goblin fanatics have infravision and ultravision
up to 45 yards. By light of the moon, Night goblin
Fanatics gain a +1 to movement and to hit as there
Ecology: Combat engineers only have one life to give,
goddess Tsilaliaha empowers them to overcome their
Unless they are with a necromancer or High priestess.
enemies and offer blood sacrifices to her.
They are very loyal to Tsilaliaha and will do anything
Habitat/Society: Night Goblin Fanatics are considered asked to do.
upper class and spend most of their time training how
to fight, when not training they are guarding the
buildings of interest or slaves. They are often sent on

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Oncari have three forms—human, jaguar, and
Oncari oncarimatu. Each form brings with it certain
Oncarimatu, Were-Jaguars advantages and disadvantages, as set forth below.
(original concept by Jason Dandy) Human form—in human form, Oncari enjoy the
NOTE: the below stats are for the Oncarimatu form. benefits of their chosen class/es as would any other
HD: 2-12* person. Their hit points are derived from their class,
HP: (1d8) x HD, or by class with the hit point totals presented above using 1d8 are
AC: 4 or by armor type meant for quickly-generated NPCs in the event the DM
ThAC0: per ThAC0 chart plus a bonus of +3, or per does not have the opportunity to fully flesh out the
class/level/applicable bonuses/and +3 NPC/s. Racial ability adjustments in human form are +2
# of attacks / round: 3 (claw/claw/bite) + special; or as dexterity and +1 charisma. Class options include
per class fighter, ranger, druid, priest, thief, and bard (known
Damage / attack: (1d6+3/1d6+3/2d6+3) or (by within their culture as ‘storytellers’). Oncari do not
weapon+3 and bite for 2d6+3) multiclass. Even in human form, they are carnivores,
Special Attacks and Defenses: and do not tolerate a diet that includes vegetables. If
an Oncari misses two consecutive days of meat, she
suffers a -2 penalty to her constitution, and it drops
another point each day until a full meal’s worth of
meat is eaten. Once a full meal of meat is eaten, the
penalty disappears. Oncari in human form rarely wear
clothing other than armor, those who do wear clothes
wear at most a loincloth (usually in the rare event they
must deal non-violently with an outsider), although
most Oncari will use a large animal pelt as a cape or
cloak to protect themselves from the rain. Oncari in
human form use a variety of weapons, favoring the
axe, shortbow, blowgun, dart, Warhammer, and
shortsword. It is also worth noting that even in human
form, Oncari teeth are sharper than true humans’,
although they are not usable as a weapon of any real
power.
Jaguar form: in jaguar form, Oncari use the statistics
presented in the Monstrous Compendium or
Oncari (plural: Oncari) are lycanthropes, but unlike the Monstrous Manual for jaguars, but with a +3 to each
more commonly-known types, they are not controlled damage roll (and their ThAC0, HD, and HP remain the
by any lunar cycles. Instead, the Oncari can shift forms same as in their other forms). Can perform a rear-claw
at will, with the transformation happening so quickly rake if the conditions from those sourcebooks are met
they can both shift once and enjoy a full complement (alternate method: if both claw attacks hit the same
of attacks (or spellcasting) in the same round. Oncari opponent in the same round, the Oncarimatu gets a
regenerate at the rate of 1 hit point per round, but rear-claw rake attack at their ThAC0 with a +5 bonus to
damage done by magical weapons and stone weapons hit, and if it lands, it deals 2d10+3 damage to the
with jade set into them is only healed at a rate of 1 unlucky victim).
point per full day. Oncari can hide and sneak incredibly Oncarimatu form: this form is a hybrid, a combination
well; regardless of form and class, Oncari gain a of the best and deadliest elements of the other two
Rogue’s Hide In Shadows and Move Silently at 70%; if forms. This form is bipedal, although they can move
an Oncari is a Rogue, he gains a 35% bonus to each of quite fast on all fours. While in Oncarimatu form, an
those skills. Oncari stands 7-8 feet tall, and can wield weapons or
use its deadly claws in combat, and in either instance
can bite for the damage indicated above. Oncarimatu
get a rear-claw rake attack in addition to their other
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attacks if they use their claws and both claw attacks with 1 HD in whatever class they choose. They cannot
land on the same target in the same round. Damage is shift out of human form until 3rd level, at which time
2d10+3. In Oncarimatu form, an Oncari gains terrifying they gain the ability to shift into jaguar form. At 6th
speed, reducing her intiative modifier to zero, level, they gain access to their Oncarimatu form.
including weapon speed factors. This benefit does not Oncari PCs can shift forms once per day per two levels,
reduce spell casting times. While in Oncarimatu form, so at 6th level, she could change from one form to
Oncari regenerate 3 hp per round rather than 1, but another three times per day. The shift take a full
magical and jade-inlaid stone weapons do an round, but it can only be interrupted by
additional +2 damage to them. Oncari warriors often unconsciousness or death. Oncari PCs do not gain the
eschew armor fit for their human form, and carry +3 damage bonus that NPC Oncari enjoy, and instead
pieces fitted for their Oncarimatu form which they only get the option (in jaguar and Oncarimatu form) of
practice donning in one round. attacking with two claw attacks from 1st through 6th
level, which deal 1d6 damage each (plus strength
Oncari know full well that they would dominate
bonus, if applicable). At 7th level, the PC can bite as
Zuel’N’Vidi if their numbers were greater, but they are
well, which deals 1d6 damage (plus strength bonus, if
not. In fact, the Oncari have a tragic secret—they are
applicable). At 12th level, the PC can execute a rear-
dying as a species. No Oncari young have been born
claw rake for 2d8 damage (plus strength bonus, if
alive in two decades, and before that, for centuries,
applicable) if in Oncarimatu or in jaguar form and he
the birth rates were low and infant mortality rates
lands two claw attacks on the same opponent in the
high. Their population is a mere 100, give or take, and
same round. PC Oncari do not regenerate like their
if they do not discover a means to enhance their
brethren back home, but are also not any more
fertility, they will be naught but a memory in a few
susceptible to magical or jade-embedded stone
more decades. For this reason, the Oncari have begun
weapons than they are to any other weapons. Oncari
considering sending some of their younger members
PCs do not gain the initiative bonus that their kin
into the greater world to seek a solution.
enjoy. The hide in shadows and move silently abilities
CULTURAL NOTES: Oncari live an average of 70 years. are also reduced for PCs, granting a 30% base to non-
They worship Xoxithnani (pron. Soshithnani), the sun, rogues and granting a +20% to rogues. Oncari PCs may
who is embodied by a jaguar/human hybrid female not multiclass, and suffer a -10% earned experience
form. All Oncari priests are priests of Xoxithnani, and point penalty due to their vast cultural and
have access to the following spheres: All, Animal, psychological differences from humans and other
Charm, Combat, Divination (lesser), Elemental, adventuring races; this penalty is negated if the Oncari
Healing, Plant, and Sun. Sexual equality is the norm meets the minimum ability score requirements for
among the Oncari, and sexism is a genuinely alien their prime requisite/s to qualify for the +10% earned
concept to them. They believe themselves to be the experience point bonus, as the bonus and penalty
children of Xoxithnani, chosen by her to serve as cancel each other out.
caretakers of the world, but that some wrong they
* Exceptional individuals exist beyond this limit
unwittingly perpetrated or allowed has brought
disfavor to them, preventing healthy children from
being born until the wrong is righted. Younglings must
pass the Ritual of Night to enter adulthood, but this Oosuel (Tropical Elf)
ritual is presently unnecessary, as all Oncari alive today
(original concept by Scott Morgan)
already passed it.
ONCARI AS PCs: Given the extremely-powerful nature These tropical elves are unique to the land of Hel'zon.
of the Oncari, a PC Oncari must be one of the few (See also Chapter 2 - Atlas of the Realms.)
youngest in the tribe, and suffer certain limitations and
restrictions that other Oncari do not. This is due to the Climate/Terrain: Tropics/rain forest
distance from their ancestral homelands (as PCs, their Frequency: Very rare
mission is to find a solution to the fertility problem, Organization: tribe
and as such will be found anywhere other than their Activity Cycle: Night
home territory) and the magics that their god uses to Diet: Carnivore
grant them such great prowess. They begin the game Intelligence: high( 14 plus)
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Treasure: individual Pucks are a form of cantankerous brownie believed to
Alignment: Chaotic Neutral be unique to Vildevaal. The dwell primarily in the
No. Appearing: 5-40 Greenfield Hunting Grounds of Harvaal, though some
Armor Class: by armor type (10) dwell among the kenku in Kezzel and among the
Movement: 12 treants of Shialla and Genlon. They are fond of keeping
Hit Dice: 1+1 or by class ferrets as pets (with whom they can naturally
THAC0: 19(or by class) commune) and they are avid hunters of lemmings.
No. of Attacks: 1 (or by class) Quick to anger and suspicious of anything taller than a
Damage/Attack: by weapon kenku, Pucks are mischievous pranksters. They also
Special Attacks: +1 to hit with bow or hand axe delight in music and hold nightly gala featuring fife,
Special Defenses: none drum, and bagpipe. Their society is clannish, with no
Magic Resistance: 90% resistance to sleep and all fewer than 20 clans scattered about Harvaal, each
charm-related spells bearing a unique tartan and anthem, with rivalries put
Size: M (6’ tall) aside only at times of wedding.
Morale: Elite (13)
XP Value: 420

Puck
(original concept by Radamanthys d'Zan)
Climate / Terrain: Alpine meadowlands and forest
Frequency: Rare
Organization: Clannish (Tribal)
Activity Cycle: Nocturnal
Diet: Omnivore, scavenger
Intelligence: Average (8-10)
Treasure: K
They are a magical race and can cast any of the
Alignment: Chaotic Neutral
No. Appearing: 1-3 following once per day: Affect Normal Fires, Taunt,
Armor Class: 6 Ventriloquism, Dancing Lights, Continual Light, Mirror
Movement: 13 Image, Confusion, and Phantasmal Force.
Hit Dice: 1/2
THAC0: 20
No. of Attacks: 1
Damage / Attack: By weapon (2-4 hpd staff)
Special Attacks: Spells
Special Defenses: Save as 9th-level cleric
Magic Resistance: 20%
Size: Tiny (2' tall)
Morale: Steady (11-12)
XP Value: 200

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Opician Opician, Gor


(original concept by Paul Dennis) (original concept by Paul Dennis)
Climate/Terrain: Jungle, heavy forest The Gors are the strongest of the opicians. They
Frequency: Common typically form the bulk of the army, and menial labor
Organization: Tribe force. They get a +2 to strength, and -2 to intelligence.
Activity Cycle: Any They tend to follow the way of the warrior
Diet: Omnivore
Intelligence: Average
Alignment: Lawful good
Treasure: Individual
No. Appearing: 10-100
Armor Class: 10
Movement: 12/ 9 in the threes
Hit Dice: 1
THAC0: 19
No. of Attacks: 1+bite
Damage: 1d10+strength/1d4
Special Attacks: -
Special Defense: -
Size: M
Morale: Elite (13)
XP Value: 450
Opicians are a race of intelligent ape men that dwell
on the green moon, Melkar. they have three subraces: Gor Cleric of Unggoi
the Gors, the Majom, and the Maymunians. They live
in citiies built in the mile high trees. Typical classes
found are fighters, monks, rouges, and druids. while Opician, Majom
any class is available to this race, these 4 are the most (original concept by Paul Dennis)
common. The Majom are the most intelligent of the Opicians.
They are the priests and magic users. The Majom
usually have positions of leadership among the
Opicians. They receive -1 strength and Dex, but gain +1
to wisdom and intelligence.

Gor Warrior
Majom Wizard
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Rasha and Council of Dheu. She wields the “Flaming
Opician, Maymunian Scepter of Dheu” which is one of the rights of the High
(original concept by Paul Dennis) Priestess. This is similar to a quarterstaff with the head
Maymunians are the back bone of Opician society. of a dragon and full of flame from the deepest regions
They are the merchant class, and many augment their of the Netherdark. The Sceptre of Dheu is actually a
business as rogues. At creation, they receive +1 Dex Wand of Fire. (See DMG Page 156)" There is a hiearchy
and charisma, but have -1 to strength and con. in that priesthood and I am not sure I included that in
teh documentation last time but I do have it written
down.

Maymunian Rogue
There are also cultists above ground and they give
virgins to rashayfel who actually wind up part of the
Rashayfel temple in service.
Dragon of the Deep
Pronounced (Ra-sha'-ee-fel')
(original concept by Carl Towns)
Shae Edhel
Ancient Dragon of the Netherdark. Rashayfel is one of Sea Elves of Luth en Annun
the few remnants left after the sundering, being of the (original concept by David Stankowski
Netherdark. Tho the sundering left many in chaos this The Shae Edhel live in floating kelp beds that drift in
deep dragon, considered by many to be god of Chaos, the currents, their cities hanging beneath the kelp
was left alive. However, the ruin of the world caused canopy. They consider themselves parts of Lisadar,
Rashayfel to fall into a deep sleep. Perhaps this was Empire of the elves beyond Ghostwood. They do not
the plan of some god to bring chaos to the world again consider themselves pirates (and will not actively hunt
thereafter, or perhaps Rashayfel had finished his work ships for treasure) but will attack and sink any ship
and therefore slept until time for him to work again. that gets close to their floating cities except elven
ships or those that fly the flag of an ally of Lisadar.
Rashayfel is worshipped and actually has a temple in
They will sink the ship but they won't kill the crew out
the Derondfell which is the actual residence(way back
of hand; usually they will take them to the closest
in the rocks). (This is in 3.3 scattered about as one of
shore and leave them there. They are friends of whales
the NPCs is Nuru baalor the high priestess. The temple
and use them as humans might use other animals; for
is hewn of stone and is serviced and maintained by the
example they use dolphins to herd fish, killer whales
Council of dheu. There is a whole network of females
they "ride" into battle, sperm whales to check and
who serve the temple and actually kill men as sacrifice
guard the depths, and blue whales to give a a sunken
to Rashayfel. (Kinda of an amazonian group.) nas is
ship's crew a ride close to land.
recoreded, "Nura is the faithful High Priestess of
Rashayfel. She is the head of the Household of
Rashayfel and Council of Dheu. Her irresistible charm
makes her a cunning foe and leader of the Church of
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steel. They use these armorments while conducting
slave raids.
The Sinevar use slaves for everything, from menial
labor to shock troops in combat. They also hold arena
games, pitting slave vs slave. Sinevar come from all
round to watch the games, with fortunes being lost
and found on a daily basis. While any creature is a
potential slave, the sahaugin are the favored choice as
their penchant for inflicting pain rivals the sea elves, as
well as they also have the ability to breathe both
above and below water.
While the majority of Sinevar cities are built in and
Their cities are suspended in the kelp like an inverted around coral reefs, the Sinevar do have a few land
elvish city built in the boughs of a normal forest. Their based settlements, used as market places for their
homes are kept floating using the airbags of the kelp slave trade.
to float at whatever depth that family might prefer.
Magic comes naturally to the Sinevar. Sorcerers and
They do keep some air pockets for the various visitors
socommunicateare very common. Using their magic,
they might entertain the Lisadar elves, some Edan
the sorcerers have created armbands of water
Mellon, humans friends, and other non evil races. A
freedom. Once placed, the armband enables the
ship that enters their area and is able to diplomatically
wearer to breathe under water, as well as to move
come to a resolution won't be sunk but sent out of the
freely, as if on land. This device is used on all air
area with a warning.
breathing slaves and visitors, and must be periodically
recharged. The magic can also be turned off or on at
will, often used this way for punishment or sport. The
Sinevar Sinevar have used there magic to currupt and breed
hippocampi. These news "dark" hippocampi are used
Sea Elves of Ashtelon
like the surface dwellers use horses, from racing and
(original concept by Matthew Archibald and Paul general labor, to transportation and a mounted
Dennis) calvary. Certain Sinevar posses a rare ability to "feel"
Little is known about the sea elves, also known as the mood of surrounding marine life, similar to a
Sinevar, preSundering. Some say they were "normal" rangers befriend animal ability. They use this power to
elves trapped and adapting to survive, while others say train various animals to serve them. One of the
they caused the Sundering. Given their extreme favored is the great white shark, used as both roving
passion for inflicting pain and torture, either possibility guards and in combat.
could be true. Ruled by king and queen, the elves of
the deep worship Oceana, Mistress of Storms and her
husband, Trident, Lord of War. The slumbering
goddess Shahar also has a huge following. Although
there is plenty of corruption and infighting, the Sinevar
are extremely loyal to their race. In times if conflict,
they will band together, putting aside personal
ambitions for the glory of their people.
Despite the fact that they are capable of breathing
equally well above and below water, most Sinevar
prefer staying in the cold depths of the ocean. With
the exception of slaving parties and times of war, the
common sea elf will live his entire life without never
touching dry land. Their blacksmiths have perfected
the technique of making weapons and armor from
coral and the shells of giant crustaceans, as strong as
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The Sinevar have also been known to incorporate underneath which looks similar to that of dragon
leviathan and krakken in their war parties. The scales. The nature of this dry dermis causes
leviathan will swallow a ship while, ensuring an intact protrusions which look like scales and forms a natural
cargo of fresh slaves, while the krakken are sent to the armor to protect the Salomandar from many different
surface, paving the way for the army, destroying the non-magical attacks.
city's defenses as well as the defenders morale. An The somewhat round head of the Salomandar reveals
even rarer ability (1-10000 chance) is the ability to its true ancestry with a blunt snout and larger sized
telepathically communicate with marine life. Any eyes. When the Salomandar opens its mouth, its jaws
Sinevar found with this ability is immediately awarded and teeth reveal something more. The teeth are many
a patent of nobility, and given command of the animal with four canines at the front and multiple sharp teeth
trainers. lining top and bottom of the mouth. They use these
The Sinevar, living in the cold depths, have a natural razorsharp teeth like a barrage of daggers against their
resistance to cold and ice based attacks. They receive foe.
+1 to dex and con, with -1 to strength. They can be any
class, with sorcerer or fighter being the most common.

Salomandar
(original content by Carl Towns)
CLIMATE: Netherdark UL1-UL7/Temperate to Tropical
FREQUENCY: Rare
ORGANIZATION: Lounge
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: 12-13
TREASURE: F
ALIGNMENT: Neutral
NO. APPEARING: 2-12(10-60)
ARMOR CLASS: 6
MOVEMENT: 12
HIT DICE: 5
THAC0: 15 Combat: Their scaly natural armor protects them while
NO. OF ATTACKS: 2 claws or 1 bite or Special they stride into combat using their strong jaws and
DMG/ATTACK: 1d8+2(Claw), 1d10+2(Bite), 2d8+2(Tail) claws to tear and rip at combatants. The natural armor
SPECIAL ATTACKS: Nether Breath gives the Salomandar resistance to bludgeoning,
SPECIAL DEFENSES: Resistance (3hp) to all forms of piercing and slashing damage from non-magical
non-magical weapon attacks, Immune to blindness. weapons. This resistance reduces the damage taken by
MAGIC RESISTANCE: 25% Darkfire magic 3 HP from these types of attacks.
SIZE: L (10’ long) They have no preference to attack mode and will use
MORALE: 12 claws and bite equally in combat. If the bite allows
XP VALUE: 500 them to latch on(grapple 30%) they will flex their neck
Believed to be the offspring of Rashyfel, these grand muscles to throw a small to medium target, slinging
lizards are the possible link between lizard and dragon. them up tp 20’, which causes an additional 2d6
Their qualities are similar to both species as is obvious damage.
when they are first seen. They use their tail on occasion, most often when they
Appearance: The Salomandar comes in a variety of are faced with defeat. They will sweep their opponent,
colors tho Black with reddish streaks are the dominant using the tail to knock the foe off their feet and then
pattern. 30% are albino, being from the Netherdark. run to put space between the Salomandar and the
The Salomandar is 10’ long from the top of its head to battle. This tail attack does 2d8+2 damage and knocks
the tip of its tail and stands 8’ tall. Its semi-translucent their target prone.
pale blue skin reveals a thick scale-like dermis
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They are also favored with Nether Breath which shoots ride into battle with their psionics while the
forth in a cone 30' wide, engulfing all within this area Salomandar clears the path.
in a cloud of darkness, which blinds them unless they Variants: Spiny Salomandar
move out of the area on their next turn. However, this On occasion, a Spiny Salomandar is born. This creature
breath is a thick poisonous substance which when is much the same as its kin but the dermis is formed
inhaled causes 3d6 poison initial damage and 1d6 within spiny protrusions extending several inches away
poison damage each turn thereafter on a failed save. from its body. Because of these spikes the Salomandar
On a successful save, the target takes only half initial has an AC of 4 but cannot be ridden as a mount.
damage and resists further damage on consecutive
turns. It is because of this Nether Breath with the
combination of scaly looking features, that
Salomandars are often mistaken for some type of Skahla
dragon. (original concept by Radamanthys d'Zan)
Habitat/Society: Salomandar’s live in what is called a Climate / Terrain: Alipine forests and meadows
Lounge of 10 or more creatures with no hierachy and Frequency: Very rare
simply living to survive. They will not eat one another Organization: Solitary
unless a member of the lounge is found dead. In this Activity Cycle: Nocturnal
case they have been known to devour the carcass, Diet: Vegetarian
Intelligence: High (13-14)
sharing it among themselves.
Treasure: X
The salomandar can be found in the Netherdark living
Alignment: Neutral
on most levels comfortably. They are even found in No. Appearing: 1-2
the upper world in temperate to tropical climates, Armor Class: 3
somehow finding their way to the surface through Movement: 30
ancient steps. Hit Dice: 5+5
Salomandars, unlike their close cousins, do not need THAC0: 14
moisture nearby to keep their skin wet and in fact are No. of Attacks: 3
not that fond of water. They do like steamy swamps, Damage / Attack: 1-6 / 1-6 / 2-16 (hoof/hoof/antlers)
but will shy away from ponds and other water Special Attacks: Charge
Special Defenses: Displacement
constructs. For this reason they are most often found
Magic Resistance: 15%
in the Netherdark and the forests of the surface world.
Size: L
Ecology: The Salomandar is an omnivore and will eat Morale: Elite (14)
almost anything. They like meat, but tender leafy XP Value: 650
plants are their favorite. They will eat worms, snails,
slugs, frong, and even lizards and will, on rare occasion
of a dead carcass, eat one another. They lay one egg at
a time which are usually close to one foot in
circumference and 18-24 inches long. The egg is clear
and jelly-like when first introduced into the air
revealing the baby Salomandar inside almost
completely developed. This outer shell hardens within
a few minutes of exposure to the air, protecting it until
hatching. The hatching takes around 21 days and the
newly hatched baby will find mother waiting with food
of various sorts, ready to gobble it down.
These magnificent creatures are often trained by The skahla are rare and sacred deer (though they are
Gah'Dreen as mounts. They are formidable opponents somewhat akin to horses) found exclusively in the
and when well trained can fell the frontlines with their alpine realm of Vildevaal. They are prized steeds - fast
tails. The Gah’Dreen often fit them with armor to give and absolutely tireless in the sprint and fiercely
them an even more ferocious appearance. The riders fearless in war - though there are few in Vildevaal who
of the Salomandar are often Gah'Dreen Sentients who would seek them as a mount. Rather, it is the elves of

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Lisadar who prize these rare creatures above all other In the alpine realm of Vildevaal (and specifically in the
steeds. To that end, elvish royalty sometimes venture southwest of the Midvaal, where the ursines dwell about
to Vildevaal as a hunting party - or more often as well Ullen, Baarden, Strumvale, and Torkunvale) are found the
paying benefactors of Winged Folk hunters willing to badger-men called the Skahni. Fierce, stubborn, loyal, and
ornery, the Skahni are clannish warriors who can very
track and capture the elusive beasts.
capably hold their own in a fight against even the Ursine and
To the folk of Vildevaal, the skahla are seen as sacred Fenrine. With the former they are on friendly terms; with
spirits, and the sight of one is believed to portend a the latter, much less so.
strong omen: seen in the white light of Eahha, the
vision of a skahla portends good fortune and health; in
the dark light of Black Machine, death; in the green
light of Melkar, fair weather and plenty; in the silver
light of Mi'irilith, the granting of a wish; in the red light
of Orokh, war; in the purple light of Phanzraithion,
unwelcome visitors; and in the blue light of Shui-Ali,
storms.
In combat, the skahla can charge an enemy from a
distance of 200 yards, seeming to close instantly on an
attacker, with +5 to-hit and damage on each of its
attacks in the first round of melee. Its normal attack is
by fierce kicks of its front or hind hooves and mighty
slashes of its enormous antlers. Skahla are immune to
Charm, Hold, Sleep, and other mind-affecting spells of In combat, Skahni can use their natural claw / claw / bite
4th level or below. They make saving throws as 12th- attacks to great effect, though they prefer to use short
level fighters, are immune to poison, and can summon swords or morningstars with sturdy bucklers. They also excel
the power of Displacement (same as Displacer Beast), at grappling and make grappling attacks as a 7th-level
causing the beast to appear 3 feet from its actual fighter.
location and causing attackers penalty of -2 to hit. Females seem to be somewhat rare in Skahni society,
resulting in many male journeymen and warriors content to
lead a life of work, war, and adventure.
Skahni
(original concept by Radamanthys d'Zan) Sklerok
Climate / Terrain: Rugged hills and mountains
(original concept by Carl Towns with input from Chris
Frequency: Uncommon
Ayotte and Radamanthys d'Zan)
Organization: Clannish
Activity Cycle: Day or Night CLIMATE/TERRAIN: NetherDark
Diet: Omnivorous (prefer Carnivorous) FREQUENCY: Rare
Intelligence: Average (8-10) ORGANIZATION: Tribal
Treasure: D, Q, S, A ACTIVITY CYCLE: Any
Alignment: Chaotic Neutral (Chaotic Good) DIET: Omnivore
No. Appearing: 1-4 INTELLIGENCE: Low(5-7)
Armor Class: 4 (plus armor) TREASURE: L, M
Movement: 10 ALIGNMENT: Any
Hit Dice: 3+3
NO. APPEARING: 30-300
THAC0: 15
ARMOR CLASS: 6
No. of Attacks: 3 (or by weapon)
Damage / Attack: 2-5/2-5/1-4 (or by weapon) MOVEMENT: 12
Special Attacks: Berserk HIT DICE: 6 (5)
Special Defenses: Nil THAC0: 17
Magic Resistance: Nil NO. OF ATTACKS: 1
Size: S (4' tall) DAMAGE/ATTACK: 1-4+1(1d4+1) or Weapon+1
Morale: Fanatic (17) SPECIAL ATTACKS: NIL
XP Value: 180 SPECIAL DEFENSES: NIL
MAGIC RESISTANCE: NIL
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SIZE: M (5 ½' to 6') Sklerok battle tactics are simple and straight forward.
MORALE: Average(9) They attack with brute force hoping to bust through
XP VALUE: 25 defenses and take their enemy down. Both men and
women are active in battle, tho women tend to be
more shamanistic. When an entire clan is
encountered, 25% will be female shaman. Those of the
Shaman tradition will sit back in cover if possible and
use their talisman (often made of bones and sinew) to
cast magics against the enemies.
A typical shaman will have only 5 HD and have any
combination of four from the following spells
memorized at 7th level: Charm Person, Friends, Sleep,
Forget, Ray of Enfeeblement, Tasha's Uncontrollable
Hideous Laughter, Hold Person, Confusion, Emotion
Appearance: The Sklerok are a race of thick-skinned and Fire Charm
medium-sized humanoid savages. It is said they were These are used to gain control over the enemy long
once humans who fell back from the surface into the enough for them to let their guard down and be
Netherdark. Possibly descendants of the last users of slaughtered by the warriors.
Portal Underpeak.
Habitat/Society: When a Sklerok clan is encountered in
They have developed tougher skin (AC: 6) than your their village there will always be a leader who is a
standard human from hours under the earth scraping female shaman known as the Clan Mother. The Clan
for food and fighting underworldly beings in the rock Mother is a 13th level Priest. Her primary goal is to
and crevasses of the Netherdark. Their skin tone populate/dominate the Netherdark with Sklerok and
ranges from light pink to light tan to bronze in color. continue to infuse their weapons for use against their
The male Sklerok is usually close to 6' while the enemies.
females are closer to 5 ½' tall. They have developed
keen senses in the nether regions giving them If she is killed, there is always another trained and
Infravision with the ability to see their surroundings in ready to take her place. In some cases the two will
varying hues according to the heat signature of those fight for the position, the younger trying to take over
around them. They can of course turn this off and on the elder.
in standard lighting and their dwellings will often have Sklerok have been known to eat the flesh of their
torches and fires in various areas to illuminate the humanoid enemies as a ritual of complete domination.
area. Their eyes tend to be dark variations of most
The sklerok have existed long in the lightless deep of the
colors with dark brown being the dominant eye color
earth. Surviving such has driven them into a barbaric tribal
among the Sklerok. Their hair follows the same life. Each clan is led by a Clan Mother and her Deirunfa. A
patterns of black and browns, long and unkempt in typical sklerok is large and hulking, proudly displaying many
both male and female Sklerok. tattoos, earned in a series of bizzare shamanistic rituals.The
Combat: The Sklerok use either Two-Handed Battle females are lithe and cunning. They wage a constant war for
survival against the Gah'dreen. Only the sheer brutality of
Axe (30%), Battle Axe and Wooden Shield (45%) or
their warriors and the guile of their shaman keep them from
Hammer and Shield (15%) as well as Spear (10%). destruction at the hands of their enemies.
These weapons are usually infused with DarkFire
Racial Ability Adjustments
(giving a +1 to hit and damage) by their Clan Mother or
The rigor and sheer brutality of their life in the Derondfell
one of her Deirunfa (deer-oon-fah) which is has afforded the sklerok a +2 bonus to their strength ability
interpreted to "comfort woman". These women, score and a +1 bonus to their constitution ability score.
known to have numbered in the hundreds on Their tribal lifestyle has limited their exposure to anything
occasion, are her trainees and are used for but their needs for survival however. They suffer a -2
propagation of the species while learning the duties of penalty to their charisma ability score and a -1 penalty to
a Clan Mother and assisting her in every way. their intelligence ability score.
Languages

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The sklerok speak only their own guttural language and the
undercommon language known to most inhabitants of the Slytherin
Derondfell. (original content by Chris Ayotte)
Infravision: 90' The rat-folk humanoids of the Derondfell are known as
Special Advantages the Slytherin, enemies of the drow Chaer'a'Sith and
Beginning at 1st level all sklerok undergo a ritualistic menace to unwary travelers of the realms below.
tattooing proccess by several of their tribal shaman. This Slytherin are a secretive, shadowy race. They inhabit
improves their natural AC by +1 Thus any 1st lv. sklerok has the lowest levels of the upperdark and the very first of
a base AC of 9. The tattooing continues at every level the UL. They revel in filth and disease, their warrens
earned, up to level 5. The tattoos are a history of each
and lairs smelling of sour feces and unwashed fur.
individual sklerok's deeds and exploits, weather good or ill.
At 5th level therefore a sklerok has a base AC of 5, with
Their desire to possess things drives them far, they
bonuses applicable for high DEX, armor, etc. have recently been found as far up in the upperdark as
At 7th level the rituals intensify as the shaman imbues more
the 4th level.
power into the weaving of the tattoos. In addition to the
natural AC of 5 the bearer of the tattoos also gains
resistance to fire or cold. (as per the spells resist fire and
resist cold, at the choice of the player).
At 9th level the shamanistic ritual culminates and the
tattoos now bestow the equivalent of the spells protection
from fire or protection from cold (again at the choice of the
player) cast at 9th level mastery.

CLIMATE/TERRAIN: Upperdark (lvls. 8-10, with some


seen as high as lv.4), Netherdark (UL1).
FREQUENCY: Uncommon
ORGANIZATION: Mischief (Pack) or Warren (3 or more
Mischiefs)
ACTIVITY CYCLE: Any (Slytherin are active at all hours,
sleeping when they choose).
DIET: Omnivorous
INTELLIGENCE: Low (6-8)
TREASURE: O(individual) or E(warren)
ALIGNMENT: Neutral Evil
NO. APPEARING: Raiding Group: 1d6+2, Mischief: 5d6
(w/1 Grey Witch/ 10 members, 50% females and
pups), Warren: 2d4+1 mischiefs (w/1 Grey Witch/5
Special Disadvantages members, 75% females and pups).
Any light brighter than torchlight causes an adverse reaction ARMOR CLASS: 5 or better as they add bits and pieces
in the sklerok. In the presence of light such as daylight or to the layers of hides and leathers they wear as
that cast by a continual light spell the sklerok suffer a -2 to protection
attack rolls and a -2 to their AC. The sklerok's basic MOVEMENT: 10
unfamiliarity with magic other than their own causes them a
HIT DICE: 3+3 to 5+5 as they increase in size and age
-1 to saving throws vs all forms of magic and a -2 to saving
throws vs. spells from the illusion/phantasm schools.
THACO: 18- 16 (depending on HD)
NO. ATTACKS: 3 (claw/claw/bite) or 1 (weapon)
DMG./ATTACKS: 1d3/1d3/1d4+1 or by weapon
SPECIAL ATTACKS: +2 to hit with thrown weapons, on
a natural 20, the bite attack of a slytherin injects
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saliva into it's opponent. The bitten suffer an at random. Any group of 20 or more will have 1d3
additional +2 dmg and lose 2 points from their giant rats mingling with them (1d3/20 slytherin).
Con. score for 2 rounds as the tainted saliva passes ECOLOGY: The slytherin have no natural enemies.
through them. They are filthy and diseased. Even the meanest of
SPECIAL DEFENSES: Cause a -2 penalty to opponents scavengers will not eat them. Recently the slytherin of
surprise rolls when in groups of 4 or less, gains the the upperdark have been discovered by the fyronca as
thief abilities MS and HS at 30%-40% (depending they have been raiding them and several skirmishes
on HD). have resulted.
MAGIC RESISTANCE: Immune to mundane or magical
disease
SIZE: Small-Medium (3'-4.5' tall). Snow Elves (of Akna)
MORALE: Average (10-11) (original concept by Jeff Spears and Radamanthys
XP VALUE: 650-850 (depending on HD) d'Zan)
DESCRIPTION: The slytherin are a humanoids whose Climate/Terrain: Arctic
appearance is akin to the rats from which they are Frequency: Very rare
descended. Their fur ranges in color from gray to Organization: Feudal (Valley) / Tribal (Nomad)
brown and is lank and lusterless, often layered with Activity Cycle: Any
filth. The eyes of the slytherin are beady and red. Their Diet: Omnivore
tails are thin and hairless, aiding in their balance. Intelligence: Average to Genius (9-18)
COMBAT: The favorite tactic of the slytherin, when Treasure: N; G, S, T
there are less opponents than they, is to use their Alignment: NG, CG, CN
ability to move silently, hide in shadows and surprise No. Appearing: 1-4 or 10 - 100
penalties to ambush and overwhelm their intended Armor Class: 6 (10)
targets. They begin with thrown weapons (daggers or Movement: 12
javelins) aiming to weaken any noticeable spell casters. Hit Dice: 1 (Valley) or 1+1 (Nomad)
Following this ranged attack, half of the group will THAC0: 19 (18)
swarm their enemies while the other half moves to No. of Attacks: 1
flank and cut off retreat, while continuing with ranged Damage/Attack:By weapon
attacks. Once the odds become even, the slytherin Special Attacks: See below
attempt to break off contact and fade into the Special Defenses: See below
darkness. If they are accompanied by a grey witch Magic Resistance:90% resistance to sleep and charm
however, they will not retreat until directed. Size: M (6'-7’ tall)
HABITAT/SOCIETY: The slytherin adapted, over time, Morale: Elite (13)
from rats. Centuries of exposure to the latent energies XP Value: 450
of the Darkfire changed them from common rats to a
substantial race of rat-men.They gather in mischiefs The Snow Elves of Akna are distinct from other races
and warrens, sending raiding parties to gather things of elves encountered in the Realm of Dawn and are
of interest to the Grey Witches. The Grey Witches subdivided into two sub-races: the Valley snow elves
worship an entity formed of shadow and darkness. In dwelling in the mainland interior forests; and the
reality this is but an avatar of Tsilialaha, who has taken Nomad snow elves dwelling in the tundra and along
direct influence over the weak minded slytherin, using the frozen seas.
them to gather information and implements for use Physical Appearance. The snow elves of Akna have
against her rival, Chardonnis.The Grey Witches (both appearance that is distinct from any other elvish race
male and female) keep a tight net over the slytherin, and varies slightly between sub-races of Valley snow
directing their interests. They are not without cunning elves and Nomadic snow elves. The former are the
though. They will back the most powerful of the more civilized folk in the hidden valley of Cro'folaigh,
mischief or warren until they have met the needs of and the latter are the hardy folk of the northern
Tsilaliaha, they will then move on to another. The tundra and seashore.
slytherin live in crowded chambers with many tunnels
and corridors intertwining with each other, seemingly

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Penalty: -2 INT
Penalty: -1 CHA
Advantages. Snow elves receive the standard elvish
advantages of 90% resistance to Sleep and Charm
spells, Infravision, Move Silently, and Detect Secret
Doors. In addition, snow elves have developed the
following unique adaptations to their hostile
environment.
All Snow Elves:
Resistance to normal cold (-10o F temperature to a
Snow Elf feels like 40o F to a human).
+2 on their saving throws against any form of cold
attack or condition.
Half damage from any cold-based attack.
By adulthood, automatically gain NWP: Survival
(Arctic).
Suffer no movement penalty (or tracking penalties, if
Snow elf skin and hair colors vary from ashen shades applicable) in arctic terrain.
of gray to crisp white, sometimes even taking on a
blue tint. Their eyes are typically blue, gray, or silver. Bonus to Move Silently in snowy areas (5% per level
Although they are naturally resistant to cold, Nomad plus normal elven bonus).
snow elves still wear warm furs and leathers to cover Valley Snow Elf:
their legs and torso, though they usually leave their Valley snow elves gain the regular bonus to Long
arms bare for better mobility in combat. Snow elves Sword, Short Sword and Bows.
are exceedingly tall, with men standing nearly 7' tall Nomad Snow Elf:
and women reaching 6'4". +1 to hit with any spear or javelin and bow.
Valley snow elves favor white, silver, and blue clothing. Set traps with a 90% chance of success, providing they
While Valley elves can wear any type of armor, they are in snowy regions. Each trap, of any type, does a
tend to choose non-metallic armor due to its chilling maximum of 2d6 hp damage per level of the elf who
effect in the harsh climes of Akna. They will wear sets it.
metal armor in times of war, for special ceremonies, Bonus to Hide in snowy areas (5% per level plus
and/or if the armor bears some type of warming normal elven bonus).
enchantment.
No penalty or restriction in wearing Leather armor.
Nomadic snow elves strongly favor white clothing
Nomad snow elves do NOT gain the usual to-hit bonus
made of well fashioned animal hide and bone jewelry.
with sword enjoyed by other elvish races.
They also trade for silver jewelry and various tools or
ornaments with the Valley elves, but Nomadic elves Disadvantages. Though well accustomed to the cold
will not wear metal armor under any circumstance. and enjoying the advantages described above, snow
elves suffer the following disadvantages:
Basic Attributes. Snow elf PCs gain the following
bonuses and penalties to basic attributes: All Snow Elves:
Strong discomfort in temperate climates. Prolonged
Valley Snow Elf: periods (>2 weeks) above freezing will drain CON by
Bonus: +1 DEX and +1 WIS one point per week, eventually resulting in death.
Penalty: -1 STR Temperatures above 80o F double the severity of this
Penalty: -2 CHA dealing with any race but their own effect (draining 2 CON per week).
(due to haughtiness and disdain of non-snow-elf
-1 on Saving Throw versus heat-based attack.
society)
Double-damage from any heat-based attack. (A
Nomad Snow Elf:
successful saving throw implies normal damage.)
Bonus: +1 STR and +1 CON

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Drow incite a kind of irresistible madness in snow history that is only partly known. Snow Elves are taller
elves, and only overwhelming odds will prevent a snow and undeniably beautiful in comparison to the squat,
elf from attacking any drow or drow ally. swarthy folk of both Akna Har (primitive hunters) and
Staargen Daahl (Zolvoi cousins akin to dwarves), and
Valley Snow Elf:
their lack of diplomatic skill has spoiled more than one
Valley snow elves are proud to a fault, are easily
attempt at friendly relations. Incursions from humans
insulted, and tend to inadvertently insult those to
into their sacred woodlands was met with swift and
whom they speak. This makes diplomacy difficult, and
deadly retribution from the Snow Elves, forever
they suffer a -2 penalty on NWP checks involving
freezing in the hatred of the more numerous race.
Diplomacy, Information Gathering, Etiquette (with
other races), Persuasion, etc. Relation to Dwarves. However icy the relationship
typically between dwarves and elves, so too is that
Nomad Snow Elf: between dwarves and Snow Elves in absolute deep
Nomad snow elves are particularly gullible, as lying is a freeze. Few dwarves can abide the haughty, superior
completely foreign concept in their society. They suffer air of the Snow Elves, and contact between the races is
a -2 penalty against any attempt to delude, deceive, rare. The occasional dwarvish pilgrim lost in pilgrimage
lie, etc. The same penalty applies in attempting to to the Vault of the Sky King and stumbling into the
disbelieve an illusion (e.g., versus Phantasmal Force). realm of the Snow Elves is usually target practice for
Relationship to Other Races. skilled Snow Elf hunters - who, despite their keen
Elves - An Icy History. The rift between the Snow Elves eyesight - defend such slaying as mistaking the lost
and their cousins among other elvish races stems from dwarves for juvenile bears.
the same wars that drove the Drow underground. The Society. The Valley snow elves dwell in the hidden,
Snow Elves were deceived (or so they claim) into blissful winter paradise of Cro'folaigh. A collection of
allowing passage of Drow armies through the First royal houses has ruled the valley since time
Portal of the Derondfall ("the Portal of the Anvils" - see immemorable, and three lords are selected from
v3.3 Game Setting document; Chapter 4, The among the nobles to rule in a triumvirate of High
Derondfall). They were paid a large profit from the Priest, Warlord, and High Mage. Their relative
Drow in securing safe passage through dangerous seclusion has allowed the snow elves to focus on fields
mountain passes controlled by the Snow Elves. In their of study that aid their survival in the harsh
defense, the Snow Elves claim not to have known the environment. The study of Spellcraft - and in
allegiance of the Drow to evil gods and dark forces of particular, magic involving cold - has advanced far
the Upperdark nor even that the Drow were waging beyond that known in other realms. Valley snow elves
war upon their cousins; rather, they insist that the can be any class, but often aspire to professions as
Drow were fleeing a terrible genocide underway in the Priest or Wizard.
Upperdrak realms of Aelicraas. Nomadic snow elves are more clannish and tend to be
Although they were never formally condemned by Fighters, Rangers, and Druids. The nomadic tribes are
their cousin races of elves, the Snow Elves have been often ruled by elder Druids and may be either
universally, informally shunned by them ever since. patriarchal or matriarchal.
The exception is the Valley Elves (normal elvish race,
not to be confused with the Valley snow elves), who
are also widely disliked by other races of elves; Valley
Syn Do'ev
Elves are friendly to - or at least tolerate - snow elves Aquatic Drow
perhaps because each views the other as sharing a Called the Syn Do'ev in their own language... and
similar plight: neither race is considered "true elves" called the Qualaun (in the tongue of the drow) and
by their cousins. called the Dalniar in other languages (including
Relation to Humans. The main contact between Snow Common)
Elves and mankind is with the primitive tribal folk of (See the complete entries under the chapter,
Akna Har and - occasionally - the swarthy men of Derondfall - the Realms below.)
Staargen Daahl. The relations between Snow Elves and
these folk are similarly icy as with their elvish cousins,
and their quarrel with mankind stems from a twilit

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Teranish Littlefoot Throckatrice


Hornfoot Halfling of Allanoa (original concept by Scott Morgan)
(original concept by Carl Towns) These fearsome creatures are unique to the land of
Between scrambling for their lives from frequent Hel'zon. (See also Chapter 2 - Atlas of the Realms.)
attacks of Giants and the barbarians of Far-Dardon the
inland Littlefoot clans are stronger and quicker than Climate/Terrain: tropical (Hel’zon only)
their cousins. (Strength +1, Dexterity +1) However Frequency: Uncommon
their understanding of the world is not as advanced, Organization: Herd
due to their separation from the rest of the world. Activity Cycle: Night
(Wisdom -1, Intelligence -2) They live in small villages Diet: Carnivore
much like their cousins in other parts of the world. Intelligence: Semi- (2)
These villages are often named after the head man, or Treasure: none
clan name. Two main villages are known. To the north Alignment: Neutral
and almost dead center of Allanoa is Dorashby, a hub No. Appearing: 1-8
of travel, where roads meet. It is strange that this Armor Class: 5
village has not expanded because of the commerce Movement: 12
which flows through it. There are rumors that this is Hit Dice: 6
because the head man is actually the head woman and THAC0: 14
likes the way things are, treating those who stop No. of Attacks 3 bits/2 claws/1 tail
without much hospitality, a strange attitude for a Damage/Attack: 1-4per bite/1-4 per claw/1-6 tail
halfling. Special Attacks: poison tail
In the southeast, a village called Bushby lies in a wide Special Defenses: none
expanse of hillside lands, a place where hops and Magic Resistance: Nil
other grain are grown in the rich soil. Selling grain and Size: S (3’ tall)
making hops-mead is their mainstay. The Brushbug Morale: Steady (11-12)
Beer as it is called is sold throughout Allanoa and XP Value: 1,400
traded with the Dwarfs abroad and given as tribute to
others on occasion to keep the peace. It is known for
its robust flavor.
The Teranish Littlefoot often hear of the great
adventures of those in the western ports. This causes
them on occasion to seek adventure taking to the sea
and attempt life on ocean. Tho they are not quite as
tough as their Sea-born kin, they seem to maintain
that lifestyle with nothing to spare and are easily
spotted by their land-lubber legs and their frequent
longings for home.

Ability Adjustments: Teranish Constitution +1,


Strength +1, Dexterity +1, Wisdom -1, Intelligence -2

Whereas The cockatrice is an eerie, repulsive hybrid of


lizard, cock, and bat, the throckatrice is all of those
things, with three heads. They are another creation of
the Mad God, and can be encountered anywhere in
Hel’zon, but are almost Common on the Mountain.
The throckatrice is about the size of a large goose or
turkey, and has three heads and the body of a cock,
with two bat-like wings and the long tail of a lizard
tipped with a few sharp, leathery feathers. Its feathers

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are golden brown, its beak yellow, its tail green, and its
wings gray. The throckatrice’s wattles, comb, and eyes Tilkitian
are bright red. Females, which are much rarer than Fox-Folk
males, differ only in that they have no wattles or (original concept by Paul Dennis, Dave Grose, Jason
comb. Dandy, and Radamanthys d'Zan)
Combat: The throckatrice will fiercely attack anything, Climate / Terrain: Alpine hills and meadowlands
human or otherwise, which it deems a threat to itself Frequency: Uncommon
Organization: Mercantile (Red)
or its lair. When attacking, the throckatrice will either
or Mageocracy (Silver)
attempt to bite with its three beaks, rear back on its Activity Cycle: Day or Night
tail and rake with its claws, or snap with its tail. Flocks Diet: Omnivore
of throckatrices will do their utmost to overwhelm and Intelligence: Average (8-10, Red)
confuse their opponents, and they will sometimes fly or Exceptionally (15-16, Silver)
directly into their victims’ faces. Treasure: D, Q (Red) or F (Silver)
Alignment: CN / CG (Red) or N / NG (Silver)
The tail of a throckatrice is poisoned; anyone hit and No. Appearing: 2-10 (Red) or 2-5 (Silver)
damaged by the tail must make a save vs. poison or Armor Class: 6
take 2-24 points of damage and lose 2 constitution Movement: 20
points temporarily. Any person struck by the tail who Hit Dice: 1 (or by class / level)
is downed and not healed or otherwise treated will be THAC0: 19
forced to save vs. poison every round for the next No. of Attacks: 3 (or by weapon)
three rounds. Failing to save in the following rounds Damage / Attack: 1-3 / 1-3 / 1-4 (or by weapon)
results in 1-10 points damage, 1-8 points of damage, Special Attacks: Nil (Red) or Spells (Silver)
and 1-6 points of damage successfully, and lose 1 more Special Defenses: Nil
Magic Resistance: Nil
point of constitution in the second round but no more
Size: S (3' tall)
after that. Morale: Steady (11)
Habitat/Society: The diet of the throckatrice consists Variations: Red or Silver (See below)
of insects, small lizards and the like. It will of course XP Value: 60 (Red) or 80 (Silver)
eat anything it can get its beaks on, but prefers animal RED TILKITIANS
flesh and prefers to take it living. Bonuses: +2 Dex
Disadvantages: -1 str / -1 con
It is distinguished from other avians by its unusual
Thieving bonuses: Hide in shadows +5% / Move silently
habits and nasty temperament. Since females are rare, +5% / Climb walls- +10%
they are the dominant sex and often have more than
one mate. In fact, males fight or strut for the privilege
of joining a female’s harem. These mated groups
usually build their nests in caves. Nest sites are
permanent, and the throckatrice constantly seeks to
decorate its nesting site by lining it with shining
objects like coins and gems.
Females lay one or two brownish red, rust speckled
eggs per month. There is only a 25% chance that any
given egg will hatch. Those that are fertile hatch in 11-
19 days. The young reach maturity and full power
within six months. Once they achieve adulthood, the
hatchlings are driven away from the nesting site by
their parents. Larger groups of throckatrices
encountered will frequently be young driven from the
nest who have temporarily united for survival.

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The red Tilkitians are, as a whole, a very curious race. They
are always asking things like what's in that box? What's on Time Reaper
the other side of this door? Necro-Chronomancer
They also have an obsession, some would call it compulsion, Nechronomancer
to collect "shiny" objects, ownership not being high on their
priorities. Because of this, rogues are the most common End Bringer
class associated with them, with bards being a close second. Soul Stalker
While not as common, fighters do exist, in the form of (original concept by Dave Grose and Paul Dennis)
rangers, and swashbucklers.
Long ago when creatures grew into sentient beings
SILVER TILKITIANS there came a need for the tracking of such things as
Bonuses: +1 Int / +1 Wis time, born of this need a race of creatures were
Disadvantages: -1 Str / -1 Con created that had a single purpose, to keep track of the
Advantages: Spellcasters cast at +1 level higher for all time a soul spent upon the world. A nearly forgotten
illusion (phantasm) and charm spells . All silver tilkitians are
race of creatures once thought to be a myth to much
save at +1 bonus vs illusion and charm
of the population, but their existence has become
The silver Tilkitians are the upper class of their society. They relevant as they seem to be more frequently seen with
are the priests, mages, the leaders. They do not appear to the end of days nearing, and thus the need for
suffer from the compulsion to steal like their red furred kin. understanding them and their purpose also becomes
knowledge that is highly sought after by beings who
have not forgotten them.

The actual name of this race has been forgotten, but


the most popular references to them are; Necro-
Chronomancer or Nechronomancer, Time Reaper, End
Bringer and Soul Stalker. Very little is known to the
While matings between the two subraces are frowned upon,
general populace about these creatures and much
they are not unheard of. Generally, they result in zero written here can be deemed as speculation and
births, however, a rare child will be conceived. This child will rumors, but the one certain is that they exist and their
always be an albino, completely covered in white fur, with general purpose is the retiring of souls and the
red eyes. They tend to be sickly in nature, so white Tilkitians transportation of them to the correct place of rest.
suffer an additional -1 to con, but magic tends to come Some rumors state that another purpose is to seek out
more easily to them, resulting in powerful mages. They gain souls who have somehow returned from rest, or
1 additional spell each level, and may choose 1 spell per extended their stay on the world beyond what was
level as a specialty. They cast this spell as a mage 2 levels allotted them via magical means or interference of
higher, and it does not need to be memorized. They can
some sort, usually the death of a Time Reaper and the
choose to cast this spell in place of any memorized spell of
the same level, daily limits still apply.
period of retribution while that Reaper’s incomplete
tasks are redistributed.

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There is a hierarchy within the Nechronomancer to other types is that most Time Reapers have multiple
society, though again much is speculated about this hourglasses and they carry a staff resembling a very
race, some truth can be seen as it appears in many old and decaying tree limb about seven feet in height
tales from various locations and types of individuals and expands from a point at the bottom to about the
who have had encounters with or seen an circumference of a brandy cask (8” across).
Nechronomancer personally. The most commonly
encountered class are those seeking out souls that
have extended their stay in the world somehow by
magical means or have returned, escaped, been
Ubil-Kreen
summoned or some other way gained access back to Pronounced (oo-bul'-kreen)
the world. For the purpose of simplicity we will refer (original concept by Mike Blanchard, Carl Towns, and
to this class as Soul Stalkers, others will be addressed Dave Grose)
as we get to them. The Soul Stalker when seen A race of darker Thri-Kreen, larger and more intelligent
resembles what many have come to describe as a than their cousin the Thri-Kreen. They consider their
skeletal type creature that is bipedal, roughly seven cousin barbaric, and socialize in hives, being more
feet tall, sexless and vaguely humanoid wearing organized. They do not sleep but do fall into a trance
tattered robes. There are a few features that if much like that of an Elf. Their vision is unimpaired in
present can help identify these creatures for what they the dark. Seeing much like the Gah'Dreen and using
truly are since many undead have similar traits, but a Psionics as well. They are in constant battle with the
Soul Stalker has a device which resembles an Gah'Dreen for territory
hourglass, also a large scythe has been noted on
almost every account as the weapon that was carried,
in addition the flesh of the creature was reported to
have looked like there were a number of small faces of
other creatures pressing from within the Soul Stalker
itself, it is thought these are in fact souls the Stalker
has captured and is transporting to their place of rest.
Of the race the next most commonly seen class is what
we will call the End Bringer, seen most of the time in
situations where death of a creature is coming and the
End Bringer is spotted escorting the soul away to its
retirement in a peaceful manner. The End Bringers are
much like the Soul Stalkers but less powerful or
menacing, and are also thought to be Soul Stalkers in
training. This can be assumed to be truth due to the
Basic Knowledge – The Ubli-kreen are an offshoot of
known encounters with this type they have no
the Thri-kreen of the surface race of mantis folk. They
weapons nor does the flesh seem to have the faces
have been called the Dark-Kreen, Dark Mantis and also
like the Soul Stalker, but the hourglass is visible and
evil bug people in more derogatory terms, by those
the robes of End Bringers are much less tattered,
without an open-minded view. Inhabiting the nether
which also lends some credence to they may be Soul
dark realms they are rarely seen on the surface due to
Stalkers in training.
their ties to “dark fire” as many of the other races that
(left) Mid-level Soul Stalker. (right) Beginning-level End dwell beneath the layers of the upper dark. Found on
Bringer. every layer of the nether dark, but the largest numbers
Even more rare are the Time Reapers, these seem to of the Ubli-kreen can be found in the fourth layer of
have ties to non-sentient things such as trees, animals the nether dark, but there are smaller “hives” on the
which have no measurable form of intelligence beyond fifth and third layers as well, though not nearly as
that of instinct or very minimal intelligence such as a densely populous since there are fewer crystal mines
pet which can do more than simple tricks or can follow which have been discovered on those layers. Much of
commands that are more complex that fetch, stay, or the Ubli-kreen mythology is as their surface cousins,
attack. The difference in appearance when compared the differences are minor save some adaptations
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derived from being so close to the “dark fire” and the Queen can preside over disputes, declare war, create
generations spent in the nether dark. Most of the old law (with a council vote to pass it), and name an heir if
ways are remembered as to society, philosophy and she has no female children. Unlike other hives there
general outlook of life and their place within the are females, though few are able to reproduce unless
“grand scheme” of things, but some new roles and they have royal blood or are the only female of a
skills have been learned, as well as a few physical group segregated for any period of a year or more,
changes since the first “kreen” found their way into nature seems to find a way. Most kreen have no ties
the nether dark’s depths. to any gods, though there are some who worship
Origin – The Ubli-kreen are but an adapted version of them, most follow a philosophy which is best suited to
the Thri-kreen of the surface. It is said the first to the hive, or in some cases the individuals need at the
come to the nether dark did so in search of new current time; such as fertility during mating season or
materials for their weaponry as the obsidian mines harvesting, renewal or life-cycle during the choosing of
would eventually be depleted with continued growth a new queen and so forth. Many mistake Mal’hok as
of the race and the added uses for the mineral. It is one of the gods the Dark-kreen worship, but that is far
also rumored that the discovery of the crystal mines from the truth for the majority. Of the known gods
and the skills at carving and shaping the various types and Goddesses Yja-terra is commonly worshiped as are
of minerals were the first of the magically imbued Elaia, and all four of the “sleeping” gods as well as
stones known as “Ioun Stones” that many folk of A’ool.
varied races seek out for their many different uses. As Trade – Most notable of the things the Ubli-kreen are
they searched, the sundering caused cave-ins and known for would be; the Ioun Stones, their weaponry
shifts below the surface as well as above and those which is made of various crystalline substances, and
who sought out new minerals to mine were trapped the sculpted art also made from the crystal they mine.
below. In their search they found new mineral In addition to their creations raw crystal and gemstone
deposits and huge mines of many types of crystals are a large part of the trade for the Ubli-kreen, a few
with various properties and a plethora of colors. Giving types of poison (known only by those who share
up on escaping they adapted to the new surroundings enemies with the Dark-kreen), and some potent acids
and created new homes in the crystal mines and after useful in etching superior or hard metals due to the
generations of toil and experimentation they started fast loss of strength once exposed to air. The
to learn the workings of the “dark fire” and they began Gah’dreen trade regularly with the dark mantis race,
to create what are now known as Ioun Stones. some even have agreements to allow small caravans to
Eventually they changed physically to better navigate travel to the surface and back for a heavy portion of
the darkness that is their home and have grown a the profit or for some specialty item, other Gah’dreen
crown of sorts upon their heads, this is actually a have even accompanied the caravans as escort, mostly
receiver for what is known as echo-location, much like to protect their investment, but also to be sure
that of a bat they use this to navigate about in total nothing comes back that would be considered
darkness without being blind. “contraband.”
Traits – Due to their chitin-like covering all Dark-kreen Classes - Ubli-kreen vary almost as much as humans in
enjoy a base AC of 7. Once a Dark-kreen reaches their choice of profession, though there are
adolescence they are fully able to navigate using the differences in the basics due to the physical attributes
echo-location innate in all Ubli-kreen since the fifth of the mantis race, for the most part there is a chance
generation to follow the sundering. A PC enjoys a +2 of running into any profession.
to Dexterity and a +1 to Intelligence and Wisdom, but Warrior – 55% (ftr 65% ranger 30% pal 05%)
incurs a penalty of -3 to Charisma (to those of any non- Rogue – 15% (thief 35% bard 15% monk 50%)
insect race) and a -2 to Constitution.
Wizard – 15% (mage 90% spec 10%)
Sociology / Religion – The hive is the center of society Priest – 15% (priest 80% - druid 20%)
for all kreen types, even the Dark-kreen, and as such
NEW KIT – The Crystal Carver (much like the Gnomish
there is a royal line and a Queen, though the queen is
Rock Shaper) See Crystal Carver in chapter - Classes
mostly a figurehead and a council rules through her,
and Kits.
the Queen does have some power other than control
of mating and appointing of council members. The All can make a chak-tra, the throwing wedge of their
race, but there are those who excel at such carving
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and are trained in crystal carving for a full year to see if
they can become a crystal carver. The title of crystal
carver has its boons, higher rank in the hive, pick of
breeding mates, access to the mines for personal item
crafting and freedom to experiment with crystal magic.
However there are many demands put upon a crystal
carver as well, they must share any new discoveries
once proven with the archivists, they have to create
items for the hive royalty that they are able, and they
must turn over all items on demand of the hierarchy or
upon their death they are surrendered to the hive.

Urlyoi
(original concept by Paul Dennis and Radamanthys
d'Zan)
Climate/terrain any non arctic
Frequency uncommon
Organization nest or hunting pair In combat, food for the nest is always the priority of
Activity cycle any the Urlyoi. First and foremost, they will attempt to
Diet carnivore sting their prey, inflicting 1d4 points of damage, and
Intelligence low(5-7) injecting a paralytic agent into their victim’s
Alignment chaotic evil bloodstream. Anyone suffering the sting must make a
Treasure special see below save vs. poison or be paralyzed for 1d6 turns. The
No. Appearing 2 or 3d12 in nest Urlyoi will then transport the live food back to their
AC 5 nest for consumption, restinging as necessary. In
Movement 18 addition to their bite, Urlyoi talons will cause 1d8
Hitdice 2 points of damage per hit, with the Urlyoi trying to pin
THAC0 12 down his prey in order to sting them. The worship
No. Of attacks 3 Mal'hok. (Note the resemblance!)
Damage 1d8/1d8/1d4 + paralyze
Special attacks poison sting
Size L(8' tall)
Morale elite (13)
Xp value 800
When encountered in the wild, Urlyoi usually come in
twos, patrolling their domain or hunting. Their diet
consists of whatever, or whoever, they catch. They
prefer live prey, but recent kills will do in a pinch. Once
caught, the prey will be brought back to the nest,
where there are 3-36 Urlyoi, including the queen.
There will also be 1-100 giant ants, which serves as
both fodder in combat, as well as a worker caste,
expanding the nest, caring for the young, etc. While
treasure means nothing to the Urlyoi, any adventurer
foolish enough to enter the nest, should they survive,
will find any manor of items, as the Urlyoi simply
discard the belongings of their meals.

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well as foes when
Ursine committed to
(original concept by Radamanthys d'Zan, Matthew battle. They cannot
Archibald, Paul Dennis, and Jason Dandy ) help their berserk
In the central hills among the savage races of orc, fury. When entering
goblin, and giant has also arisen a mysterious race of battle, the DM rolls
Bear-Men. The ursines are wise, though few in a saving throw to
number, and even the hill giants shudder at the distant see if the Ursine
roar of a bear-man. They serve the spirits of the goes berserk or not.
forests and are said to command rock and tree - a This is why they are
legend stemming from a battle against frost giants in always approached
which it is said the rocks and trees themselves fought with caution and
alongside the ursines. mostly keep to
themselves.
The Yggsgander
Ursine are known as the Medvedka. They are a
reclusive race of intelligent bears who wear no armor,
nor carry weapons as their eastern cousins do. They
live peacefully in the wilderness among all other
inhabitants of the Giants Fence Mountains. They have
been known to come to the aid of rangers in the area,
and may become their companion for a time. They are
large creatures, but not as large as the cave bears that
live in the area.
See also Chapter 2 - Atlast of the Realms: The Anvil
Mountains (northern Ursine) and Ashtelon (southern
Ursine / Medvedka).

The Ursines obtain most of their armor and metal


weapons from the dwarves, in return for (normal Ursine, Arctic
animal) bear cubs, which the dwarves train as mounts
(original concept by Radamanthys d'Zan and Jeff
for their bear-riding cavalry. The Ursines tend toward
Spears)
Neutral alignment and are stoic defenders of the
Climate/Terrain: Arctic
northern mountain ranges. They tolerate dwarves to
Frequency: Rare
an extent and have deep hatred to the goblinfolk who
Organization: Clan
thrive on the fringes of Jotunmark. Activity Cycle: Any
They are almost exclusively fighters, and only a few Diet: Carnivore
(perhaps one per generation) take up the druidic arts. Intelligence: Average - High
They are deeply mistrustful of magic and have disdain Treasure: B, C
for any doings whatsoever involving wizards. They are Alignment: Neutral
a practical barbarian society that is willing to do No. Appearing: 1-4
whatever is necessary to preserve what is left of their Armor Class: 4
species. As PCs, the Ursine enjoy +2 strength and +2 Movement: 9
constitution, but a penalty of -2 intelligence and -2 Hit Dice: 6+6
charisma. THAC0: 13
No. of Attacks: 3 (and by weapon)
The ursine have trouble telling the difference between
Damage/Attack:1-8 (+6) / 1-8 (+6) / 2-7 (or by weapon)
humans, dwarves, orcs, hobgoblins. To them, theyre
Special Attacks: See below
all the same. Which is a problem, because all Ursine
Special Defenses:See below
warriors are berserkers and will often kill friends as
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Magic Resistance:Nil Society. Ursine are secretive and spend most of the
Size: L (8’ tall) year solitary, dwelling in lonely caves, cottages, or
Morale: Champion (15-16) grottos in remote hunting grounds. Once each season,
XP Value: 800 however, they gather upon the call of local chieftains.
Males and females hold equal status in society - the
former given to hunting and warfare, the latter to cub-
rearing and knowledge of the seasons. While the
ursine have not mastered metalcraft, they fashion
excellent sleighs that make speedy travel across the
Akna tundra and sturdy boats that can weather the
rough northern seas.
Even more so than their southern cousins, the arctic
ursine avoid contact with other races and tend to be
solitary most of the year. They have deep hatred for
the hunters of Akna Har and will likely attack any such
tribesmen on sight. They abide - but avoid - the men of
Staargen Daahl (who fear them greatly) and the elves
of Geimreadh (who revere them as spirits of nature).
The exception are the dwarves of the far northern
Anvils, with whom the ursine must trade for iron
weapons and armor. Unlike their southern cousins,
however, they do not engage in trade of young
(natural) bears (whom the ursine regard as spirit
brothers); rather, they trade mostly for seal fur,
The Arctic Ursine (called Frigandr by the men of narwhal ivory, and crystals fetched from deep
Staargen Daahl, called Hakha by the hunters of Akna mountain caves.
Har, and called Sa'erya by the snow elves of Ecology. The arctic ursine are at home in the bitterest
Geimreadh) are the northern cousins of the Ursine cold that Akna has to offer and are among the few
Bear-Men - larger and more powerful than their races to reside year round in the remote northern
cousins in the south, and even less well disposed to islands. They never venture south of the Anvil Pass and
outsiders. The arctic ursine are also quicker to anger would be unbearably uncomfortable in the more
prone to rage if they feel their land or kin threatened. temperate climes. (Natural) polar bears are viewed
They are covered in shaggy white fur like polar bears, respectfully as pure spirit brothers, and anyone
though they prefer to don cloaks or armor that convey hunting polar bears will very likely invite the wrath of
status or wealth. They are found throughout Akna - the ursine.
even among the frigid northern isles - and never
venture south of the Anvil Pass. They are powerful
warriors and expert rangers, and there are reports of
solitary ursine druids in the deep mountainous interior Viyolak
and on the remote, nearly inaccessible islands in the
north sea.
The "White Beast"
Pronounced (Vee-yo-lahk')
Combat. The ursine prefer to attack with weapons, (original concept by Carl Towns)
preferring large spears, harpoons, and halberds, with
claymores and great axes viewed as weapons reserved CLIMATE/TERRAIN: Derondfell
for high rank champions and chieftains. If necessary, FREQUENCY: Uncommon
an ursine will fight with their enormous claws (each ORGANIZATION: Pack
dealing 1-8 hpd with 18(00) strength bonus) and - if ACTIVITY CYCLE: Night
truly hard pressed - their enormous maw (dealing 2-7 DIET: Carnivore
hpd). INTELLIGENCE: Low(7-8)
TREASURE: Z(Lair only)
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ALIGNMENT: Chaotic Evil They walk on two legs often and more than not, but in
NO. APPEARING: 1-6(10-40) a run will use all fours to run up to 280 feet per turn
ARMOR CLASS: 6(natural hide) while unencumbered.
MOVEMENT: 14
HIT DICE: 5 Combat: In combat, the Viyolak is a fierce opponent
THAC0: 19 due to its sheer strength and speed. Their motivation
NO. OF ATTACKS: 3 for entering combat is usually food or territorial in
DAMAGE/ATTACK: 1-8/1-8/1-6 nature. If faced with overwhelming odds they will
SPECIAL ATTACKS: Tail Sweep or Grapple normally use a “hit and run” method of fighting. In this
SPECIAL DEFENSES: None mode, the Viyolak will use it's tail to try and grapple
MAGIC RESISTANCE: None the target and drag them off into the darkness,
SIZE: Medium(5'-7') carrying them back to the lair to feed. Even in combat
MORALE: Average(10-11) where the odds are better, there is a 45% chance that
XP VALUE: 650 they will first use the tail in place of a bite or claw to
grapple the limb of the target which seems more
The Viyolak, called The White Beast, is a dreaded dangerous (40%) or sweep the target's feet(60%) once
creature in the Netherdark. Strong and fierce, this per turn. Grappling will hinder the target, causing any
beast often tests the skills of the Gah'Dreen in trying use of a limb to be only usable with a Strength check
to move above the Nethers into the UpperDark. On as they break free of the tail. If their target is swept off
occasion a few will sneak by the Gah'Dreen and make their feet(allowing a possible Dexterity check to jump
their way to the surface to feast on the sweet tasting over or otherwise resist the sweep), they will move in
blood of surface dwellers. and pounce on the target, tearing at the target's flesh
with their claws and then trying to bite a major
vein(usually the neck) or the stomach(where the last
meal of the victim resides).

"If you go hunting for Viyolak, make sure you go on


an empty stomach!" - Magmandvarii Warrior

Viyolak have such a keen smell that they can tell who
has food in their stomach. This is why they attack
those with food in their belly before those with empty
stomachs. For this reason, they attack the stomach, to
get at the food therein! Just as humans love turkey
with stuffing, so do viyolak love humans stuffed with
turkey... and potatoes, and mutton, and beer!

Their claws have long talons which will bury deep into
their prey. Each claw does 1d8 points of damage. Their
bite will penetrate Leather or Hide armors because of
Appearance: The Viyolak look like a mixture of albino the sharpness of their fangs. Each bite causes 1d6
werewolf, monkey and abominable snowman, having points of damage. Having no pigment, their ivory claws
white fur and a menacing mouth full of razor sharp and teeth and furry white bodies can be easily spotted
fangs with equally sharp claws. Their eyes are white as in the darkest regions of the Derondfell. Their white
well. The torso is long, making up most of the body eyes often reflecting any light source in the area.
and they walk completely upright, standing up to 7' Therefore, the element of surprise is not their friend
tall. They have a prehensile tail that is usually half as and they suffer a -2 to any surprise roll.
long as the body. So a 7' Viyolak will average a 3 ½' tail.
They can use this tail skillfully in combat. (See Combat) Habitat/Society: The Viyolak live in packs of up to 40
The clawed hands are similar to a primate with creatures. They huddle in corners and crevasses
elongated palm but with five digits. Their feet have waiting for prey to walk by. Their hierarchy is built
large pads with five digits as well, giving them stability. similarly to that of wolves with an Alpha male(65%) or

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Alpha female(35%) leading the pack. Any prey is Leader: 2,000
brought back to their lair and shared with in a
Yak-Men are oxen humanoids dwelling in Akna and the
communal feast. The leader eats first. Any leftovers
most remote northern regions of the Anvils. They are
are often the object of struggle among the rest of the
distant cousins of the Bovim.
pack. Leadership is challenged often with the most
powerful attempting to take over leadership from the
current leader of the pack. The leader breeds with any
females he so chooses, often having more than one
mate at a time.

Ecology: The Viyolak have few enemies, because of


their fierceness, most would-be-foes run when they
see one of the “White Beasts” coming. They are rarely
seen below the 5th UL as they cannot handle the heat,
but frequent the upper levels looking for food. Their
fur has an amazing capability to retain heat and so
they are often hunted by the Sklerok for this purpose
and for their eyes and teeth, which make wonderful
ornaments for Sklerok jewelry. Any who wear their
hide, will keep their normal body temperature even
after outside temps have plummeted below 30
degrees Fahrenheit. Viyolak are fearful of fire and will (The following was excerpted from
not go around it unless they are starving. www.lomion.de/cmm/yakman.php) Yak-men live in
the highest mountains, comfortable among the
Yak-Man (of Akna) foreboding heights and deep, hidden valleys of the
most inaccessible ranges of Akna. Known among
Excerpted / adapted from: themselves as Yikaria (the “Lucky Chosen” in their
www.lomion.de/cmm/yakman.php native writing) are ogre-sized humanoids with broad
(adapted for the Realm of Dawn by Jeff Spears and shoulders. Their heads are like those of disgruntled
Radamanthys d'Zan) yaks, complete with curved horns and uniformly dour,
Climate/Terrain: Mountains sullen expressions. Male or female, their bodies are
Frequency: Very rare coated with thick fur and hair.
Organization: Priesthood
Activity Cycle: Day Female yak-men are more slender, but otherwise they
Diet: Omnivore are very similar to the males in appearance; many
Intelligence: Average to Genius (9-18) outsiders cannot tell them apart. Both sexes wear long
Treasure: P (D) flowing robes and occasionally turbans. All carry
Alignment: Neutral evil staves, some of which are magical.
No. Appearing: 1 or 1-4 The Yak-Men are partially nomadic, though they keep
Armor Class: 4 two permanent settlements - Nyork in the deep
Movement: 9 western interior of Akna Har (where they spend
Hit Dice: 5 winter) and Bigapl in the lichen-encrusted eastern
THAC0: 15 highlands of the Galeb Duhr (where they spend
No. of Attacks: 1 summer). Each spring and autumn, the Yak-Men make
Damage/Attack:1d10 or by weapon "the crossing" - a long passage that takes them
Special Attacks: See below between the lands of Akna Har and the Galeb Duhr
Special Defenses:See below through the realm of the Snow Elves. While the Yak-
Magic Resistance:10% Men have done little to earn good relations with the
Size: L (8’ tall) snow elves, the faerie folk abide their passage
Morale: Elite (13-14) peacefully (although there are the exceptions -
XP Value: 1,400

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occasional skirmishes - often based on Pantheon: Primary deities are Gronh, Shahar, and
misunderstanding). (sometimes) Krommae. The Zolvoi refer to Gronh as
"The Father," but they also revere A’ool (the great
Yak-Men tend to be ill-tempered and suspicious of
turtle, God of Time, who visits the Inland Sea on
other races. They are skilled craftsmen - particularly
occasion) with great fondness, and they require
shaping bone or ivory (walrus or narwhal tusks) into
pilgrimage to the Temple of A'ool in Elmsway three
intricate forms. They also practice fairly powerful
times in their lifetime to ensure ascendance after
shamanistic magic.
death. The Zolvoi tend to be disdainful of the so-called
“upstart” gods who arose after The Sundering, thinking
Zolvoi them a showy lot of prideful bigwigs. Alongside the
(original concept by Radamanthys d’Zan) gods, the Heroes of the Zolvoi are held in highest
regard (and sometimes as demigods) - great men who
Description: Along the north shore of the Inland Sea fought most valiantly against giants and goblins, or
and scattered throughout the foothills of The Anvils held the borders against the encroachment of armies
dwell a race of stout folk called the Zolvoi. Though from Illium.
they might be mistaken for dwarves (rarely exceeding
5 feet in height), they are men - master weaponsmiths, Relations to Neighboring Folk: The Zolvoi are on good
armorers, builders of sturdy castles, and intrepid terms with the dwarves of the Anvils. They are wary
sailors. Their warriors are renowned giant-slayers - and untrusting of the men of Illium and the barbarians
resilient men of iron riding atop even stouter ponies, of Far Dardon and fought alongside the dwarves in the
oblivious to the harsh winters of the north shore. They Borderland Wars. They deal cautiously (but on good
enjoy stout ale and smoky whisky, feast upon salmon terms) with the men of Gengangare, thinking them a
and venison, and their music ranges from lilting lyres mysterious race of warlocks. They regard the Vecans
to triumphant trumpets. They are pragmatists - with as reliable trading partners and inhabit parts of the
reverence for smiths and shipwrights, disdain for Vecan realm (e.g., the city of Felim). They hold the
vanity, and mistrust of magic. Ursines in respectful reverence but tend to limit
contact with the mighty bear-men. They are bitter
enemies of the goblins, bugbears, and giantfolk of
Jotunmark.
Special Abilities: The Zolvoi enjoy many special
abilities typically enjoyed only by dwarven kind.
• As mentioned below, Zolvoi can multi-class as a
Fighter-Cleric.
• The Zolvoi are disinclined to wizardly magic and
have trouble using magical items not designed
specifically for their character class, suffering the
same 20% chance of item malfunction as dwarves
• They enjoy a bonus to saving throws versus
Rods, Staves, and Wands as well as Spells
according to the Constitution (in a similar - but
reduced - manner as dwarves). The saving throw
Origin: The Zolvoi believe themselves to be among the bonus is as follows [CON/Bonus]: [8-13 / 0] [14-16
first humans to arise from the dark ages of The / +1] [17-18 / +2] [19 / +3].
Sundering as Gronh (the sleeping elemental god of • However, they do not enjoy the same bonus
Earth) stirred from long slumber. Their legends tell versus Poison.
that Gronh's snoring also awoke Shahar (the sleeping • Similar to (but less than) dwarves, they enjoy a
elemental goddess of the Sea), and so they hold these +1 to attack rolls versus orcs, goblins, hobgoblins,
two gods most dear. The iron-rich, reddish clay found bugbears, and giants. Attacks by giants are made
in deposits along the northern shore of the Inland Sea at -2 on attack rolls.
is said to be Gronh's blood mixed with water and earth
from which the Zolvoi emerged.

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• The Zolvoi do not have infravision and do not relations with the dwarves of The Anvil Mountains
enjoy bonuses regarding underground passage as may also pay homage to Krommae and invoke her
dwarves. wisdom in mattes of justice and law. Clerics of
A'ool are less common and limited almost
Attributes: Minimum, Maximum, and Adjustments:
exclusively to the city of Elmsway.
STR (min 8; max 18(00); adj +1) / DEX (per human) /
• Rogue (Thief; Bard). While the Zolvoi can be
CON (min 8; max 19; adj +1) / INT (per human; adj -1) /
excellent Thieves, the Bard class is more common
WIS (per human; adj -1) / CHA (per human)
and is well revered. There is a tradition of “Song
Alignments: Predominantly LG or LN; Occasionally N, Silver” or “Lore Silver” that compels lords and
NG, or CG; Rarely CN, CE, or NE. The Zolvoi Raiders commonfolk alike to pay tithe to minstrels and
(below) are predominantly LE. lore masters in honor of their craft. Each city of the
Preferred Classes: Zolvoi also has appointed a Master Bard and
• Warrior (Fighter). This is the most common class occasionally a so-called “Chorus” of talented bards
assumed by the Zolvoi. Preferred weapons are axe – both minstrels and lore-masters. Bards are the
and hammer (including the option for dual- only class by which Zolvoi can access wizardly
wielding). Short-swords are reserved for nobility magic.
and are famous for their magnificently ornate Dual Class: Allowed (per human).
blades crafted by skilled weaponsmiths. Crossbows
Multi-Class: Unlike other humans, Zolvoi are allowed
are popular, but shortbows are less common
to multi-class as a Fighter-Cleric (as a dwarf). This class
except in the hands of rangers. Shields are
exception is found mainly among the folk of the
uncommon, except for bucklers - which are very
foothills and mountains, where the hardy folk contend
popular. In fact, the “bucklersmith” is a revered
with both brutal winter storms and the constant threat
profession among the Zolvoi, with bucklers
of the giants and goblin-folk.
sometimes considered an art form adorned with
family insignia and worthy of display upon the Restricted Classes: The Zolvoi are excluded (at the
hearth in Zolvoi dwellings.) Preferred armor is DM’s discretion) from the following classes: Warrior
chain mail, with leather or plate also common. (Paladin); Priest (Druid); Wizard (any).
Fighters include the land-dwelling soldiers of the
Special Class / Kits: There are three special Kits unique
coastal cities, the in-land warriors of the hills and
to the Zolvoi: the Giant-Hunter (Ranger Kit), the Raider
mountains, and the sea-faring folk across the
(Fighter Kit), and the Axe Singer (Fighter-Bard Kit)
northern shore of the Inland Sea (as well as the
Raiders about Thrall’s Strait.) (See the chapter – Classes, Kits, and Orders of the
• Warrior (Ranger). Rangers include general Realm, Giant-Hunter.)
rangers and various kits therein as well as the
Giant-Hunter (below). They are more common in
the deeper foothills, where they sometimes serve
as mercenaries and guides for the dwarves. There
is occasional contact with the Ursines, though the
races tend to hold each other at a respectful
distances. The rangers are bitter enemies of the
goblins of Jotunmark.
• Priest (Cleric). Zolvoi priests tend to worship
Gronh and/or Shahar – the former more
commonly among the hill folk, and the latter
among the sea-faring folk. Some of the more
remote in-land dwelling folk who enjoy good

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Chapter 9:
ROGUES of DAWN (NPCs)
An open world setting for AD&D
Created by members of the Facebook Group
AD&D 2E COLLECTIVE HOMEBREW
https://www.facebook.com/groups/1508477139383330/
Individual contributors are noted with each entry.

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Taken as a ward by the priests of the great temple of
Aeleiria Amakiir A'ool, she rejoiced. She began participating in the
(original concept by Chris Ayotte) rituals and sermons of her newly found god. Faith
ALIGN: Neutral touched her soul, granting her the powers of the
RACE: Grey Elf female priestly. Signing a contract to join an expedition into
HGT 5', WGT 90lbs, HAIR Brown, EYES Purple, AGE 157 the Jotunmark, lands she spent so much time in study
CLASS Cleric/ Wizard (8/8) (XP: 125,000/ 125,000) of, she grows excited, though nervous all the same.
HP: 35 / AC: 2 / Thac0: 16 Her spells and skills have never been tested by combat
ATTRIBUTES as she attained all her rank through study, prayer and
S: 07, -1 to hit, -- to dmg. WA: 20lbs, MP: 55, OD: 4, patience. With her new companions Fletch, Glavorium
BB/LG: 0% Goblinbane and Twig Everyleaf and astride her horse
D: 15, RA: --, MAA: --, AC adj.:-1 Luna, they strive toward the Jotunmark.
C: 09, HP:--, SS: 65%, RS: 70%, Poison Imm:--, Regen: -- GREY ELF RACIAL ABILITIES: +2 Int, +1 Dex / -2 Con, -1
I: 17, #languages: 6, SL: 8th, LrnSp: 75%, Sp/lv: 14, Str; 90% resistant to sleep and charm based spells, can
Bonus:2/2/1 detect secret doors (1 on 1d6) by merely passing
W: 16, MDA: +2, SpF: 0% SL: 5 Bonus: 2/2 within 10' of them, if actively searching this increases
C : 12,, Max # Hench: 5, LB: --, RA: -- to 1,2 on 1d6, 1,2,3 on 1d6 when searching for
concealed doors. +1 to hit with short and long swords
and bows, cause a -4 to enemy surprise rolls if moving
alone or 90' from their party.
CLASS ABILITIES: CLERIC: Cast divine spells: 5*/5*/3/2
(* indicates bonus spells). Studious: Clerics of A'ool
can automatically read and write their native tongue at
no cost and are knowledgeable of local history at no
cost. In addition, through their constant study, they
have a 5% chance per level to know the history or
background of any given magic item. (40%). WIZARD:
Cast arcane spells: 6*/5*/4*/2 (*indicates bonus
spells). Cannot wear armor or shields. Their allowed
weapons are: dagger, dart, quarterstaff and sling.
SAVING THROWS: PPD: 7, RSW: 9, PP: 10, BW: 13, S:10
WEAPON PROFICIENCIES: Sling, Quarterstaff (3 open)
NON WEAPON PROFICIENCIES: Ancient History (The
Born into the Amakiir family of Solant, Aeleiria was jotun wars and the fate of the 12 dwarven clans) Int-1;
raised among powerful wizards. As she grew, she Etiquette, Cha 0; Heraldry: Int 0; Herbalism: Int -2;
became studious to a fault, delighting in feeding her Language, Modern (Common): Int 0; Language,
hunger for knowledge. She clearly eschewed the Modern (Grey Elven): Int 0; Language, Modern (
martial prowess, learning only the most basic of skills Dwarves of the Anvil Mountains): Int 0; Local History:
with the quarterstaff and sling because her masters Cha 0; Read/Write Common: Int +1; Read/Write Grey
demanded it. In her studies she came upon transcripts Elven: Int +1; Read/Write Dwarven (Anvil Mountains):
elaborating on the ethos of A'ool, The Sleeping God. Int +1; Religion: Wis 0; Riding, Land Based: Wis +3
Snared by the writing she stayed awake for thirty Spellcraft: Int -2
hours, committing the tenets of the god of charm, WEAPONS: Quarterstaff, Wgt: 4, Size: L, Type: B, SF: 4,
illusion and time to memory. Holding A'ool in her Dmg: 1d6/1d6; Sling, Wgt: 1, Size: S, Type: --, SF: 6;
heart, she chose her studies carefully, deciding to Sling Bullets (20): Wgt: 2, Size: S, Type: B, SF:--, Dmg:
chronicle the history of the Jotun Wars and the fate of 1d4+1/1d6+1
the 12 dwarven clans of the Anvil Mountains. As the ARMOR: None; Gray and deep blue embroidered robe;
intrigues of the city grew, her house became ensnared. Fine hose; Dark leather riding boots; Dark gray fine
Fearing for Aeleiria's safety, her parents, powerful cloak; Gloves; Braided leather belt; Silver brooch;
wizards in their own right, sent her to Elmsway, in the Signet ring (owl)
lands of the Zolvoi.
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EQUIPMENT (SELF): Backpack, Wgt: 2lbs; 2 Small belt
pouches (spell components), Wgt: 3lbs; 3 Scroll
cases(belt), Wgt: 1lb; 2 Vials of ink, black, Wgt: *; 3
Goose feather quills, Wgt: *; 2 Raven feather quills,
Wgt: *; Holy symbol (moon amulet), Wgt: 1lb;
Spellbook, Wgt: 5lbs; Journal, Wgt: 2 lbs
Luna, Gray riding horse, dappled with white
EQUIPMENT (LUNA): Saddle Blanket, Wgt: 4 lbs; Riding
saddle, Wgt: 35 lbs; Small Tent (behind saddle), Wgt:
10lbs; Large saddle bags, Wgt: 8lbs; Bit & Bridle, Wgt:
3lbs; TOTAL WGT: 60lbs
SADDLEBAGS: Flint & Steel, Wgt: *; 10 candles, Wgt:
1lb; Dark blue sealing wax, Wgt: 1lb; Hooded lantern,
Wgt: 2lbs; 2 Flasks of oil, Wgt: 2lbs; 2 Small sacks,
Wgt:*; Small metal mirror, Wgt: 1lb; Soap, Wgt: 1lb;
Hair brush, Wgt: 1; Cutlery, Wgt: 2lb; TOTAL WGT:
11lbs
MAGIC ITEMS: Bracers of Defense AC5; Ring of See also: Sirkan Forlos (Chapter 9 - Rogues of Dawn)
Protection +2; Wand of Earth and Stone; Scroll of and The Red Witch (Chapter 13 - Artifacts and Magic)
Sticks to Snakes; Oil of Fiery Burning; 2 Potions of
Healing; 4 Potions of Extra Healing
SPELLBOOK (* denotes memorized spells, ^denotes
spells through enhancer); LV.1: Alarm, Audible Ahmus the Healer
Glamour^, Burning Hands*,Color Spray*, Comprehend (original concept by Drew Imler)
Languages, Dancing Lights^, Detect Magic*, Human
Hypnotism*, Magic Missile**^, Read Magic; LV. 2: Medicine Man
Blindness, Blur*, Flaming Sphere*, Hypnotic Pattern, lvl 9
Improved Phantasmal Force, Invisibility*, Melf's Acid Neutral Good
Arrow*, Mirror Image*; LV. 3: Blink, Flame Arrow*, Ahmus is a
Haste*, Lightning Bolt*, Monster Summoning 1, Slow*, generous and
Vampiric Touch; LV.4: Dimension Door, Rainbow caring man. He
Pattern, Rary's Mnemonic Enhancer*, Stoneskin* is a healer and
DIVINE SPELLS (Memorized): LV.1: Command, Cure skilled herbalist.
Light Wounds X2, Magic Stone, Sanctuary; LV.2: Aid He is in charge
X2, Flame Blade, Silence 15' Radius, Spiritual Hammer; of the spiritual
LV.3: Create Food & Water, Prayer, Spike Growth; LV.4 needs of the
Cloak of Fear, Cure Serious Wounds tribe, but also
acts as Olof's
Aerlig Nilan advisor in times of diplomacy. Ahmus has recently
come across Ehecatl in a dream in which they spoke of
1st Mate of the Red Witch many things primarily about forming a peaceful
(original concept by Jeff Spears) relationship with the jungle<aztec> tribe to the east of
Mage / Rogue (18/12) the steppes. He pays homage to Ehecatl however he
Lawful Evil - Fenrine (female) still gives his faith to the spirits and the elements.
Aerlig is the wife and first mate of Captain Sirkan
Forlos, and together they are feared across the seas of
Dawn for their fearsome pirate attacks. Together they
command the vessel The Red Witch from Ada-Mock to
Ashtelon, and many a sailor shakes in his boots to hear
their howls piercing the fog at sea.

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Ahneal Garuhn Alith Marcurant


Princess of the Gah'dreen (original concept by Dave Grose)
(original concept by Carl Towns) Female Druidess / Ranger
Str - 12
Dex - 17 Str - 15
Con - 14 Dex - 17
Int - 14 Con - 15
Wis - 16 Int - 14
Cha - 16 Wis - 18
Psionic - Level 14 Cha - 16
Fighter- Level 10
Druid - 14
A true warrior
princess, Ahneal Ranger - 13
is the only
daughter of King
Parthiun and Ambistola
Queen Lythia,
rulers of the Guildsman, Smugglers' Guild of Albanon
Gah'dreen people (NPC concept by Paul Dennis; See also adventure,
of the Song of the Dragon Bard, by Radamanthys d'Zan)
Netherdark. Race: Lizard-Man
Ahneal was born Class: Rogue
with an unusual Level: 4
gift, initiate skills Alignment: NE
in both classes. She showed early signs of Psionic HP: 21
acuity and as she grew her adeptness at physical AC: 2
combat was evident. This was rare indeed among her THAC0: 19
people. Attribs: S-9 / D-15 / C-14
/ I-16 / W-16 / CH-12
Forbidden by her father to utilize her physical skills (as Treasure (on person):
she born of the Psionic class), she defied every law and 130 gp
made way for others who were hiding their dual Thieving Skills: Pp-45;
abilities to come forward. She led these of duality into Ol-30; F/rt-25; Ms-30;
combat against denizens of the Netherdark (against Hs-20; Dn-25; Cw-60; Rl-35
her father's wishes of course). Since that time, her Weapons: Scimitar +2
father has become a bit more lenient but still Magic items: leather armor +1; Amulet of proof against
protective of his only daughter among 8 siblings. detection/location; Ring of spell storing (Identify,
She is beloved of all Gah'Dreen who see her as a Detect magic, Invisibility)
champion of the people and possible future ruler of Ambistola has a reputation as a hard bargaining
the race. merchant. What isn't as well known is his reputation as
In combat, she uses a Spear of Speed and short sword a fence and information broker. He also has ties to the
along with her natural agility to dodge the attacks of cult of the dragon. While a low level member, his
her opponent and gain distance in order to use her information services are a valuable resource for the
more concentrated Psionic abilities. cult. He joined the Smugglers' Guild a year ago to help
plan the theft of the Wayward Sun. He was
instrumental in the plan, serving as a plant among the
ship's crew and disabling the ship at a critical moment
when under attack by Gaston Di Bragg and his
guildsmen.
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Amaryllis
Sister Amaryllis of Ashtelon
(original concept by Radamanthys d'Zan)
Race: Human
Align: LG
Lvl 4
Class: Paladin
Kit True Paladin
Deity: Elaia
Age: 22
Weight: 125
Height: 5'9"
Fealty: Elaia
Fealty: Ashtelon

STR 17 (+1/+1) Oh, to see the world! To venture as did Todorka in the
DEX 16 (+1 Aim / -2 AC) wilds! To bring my sword down upon the foul minions
CON 10 of Gorzandi'qun and bring the light of Elaia to the dark
INT 15 corners of Dawn.
WIS 15
CHA 17
Total HP: 37
Armor Class: 2
Angelica Dewfoot
Armor: Chain Mail and Shield "Little Pirates" - Capt. of the Little Dragon
Treasure: 7 gp (original concept by Shaun Robert London)
Weapons: Longsword, Spear, Dagger, Shortbow,
Halfling Theif/Mage lvl 4/2 HP: 18 AC: 7. S: 9/D: 16/C:
Arrows
12/I: 15/W: 15/C: 13
Weapon Proficiencies: Longsword, Spear, Dagger,
Shortbow, Warhammer
Non-Weapon Proficiences: Ancient History, Reading / Items of note:
Writing, Riding (Land-Based), Etiquette Stiletto +1, garrotte
I would walk the sacred path of Todorka +1 (red hair tie),
to rid the realms of Dawn from shadow. leather baldric+1
I would see the pegasi of Ossufel soar Angelica is the
shielded by the white light of Eahha. adopted daughter of
I would see the lighthouse of Arrahat shine Thomas Greybeard
and bring peace to stormy seas. and has been given
By the Lance and Orb of Elaia, her own command,
I pledge myself to Her enlightenment. perhaps a little too
Born to a Priestess of the Basilica of Elaia in Khelgorod, prematurely.
Amaryllis was a bit restless for the tastes of the
schoolmistresses, and she was beyond boys of her age
in skill at arms. And so, she took up the sword as a See also: Chapter 11 - Secular Guilds and Orders / The
paladin of Elaia. Her father is unknown, and her Little Pirates.
mother will not speak of him. Amaryllis wonders what
sort of adventurer he might have been, for she feels
such fire in her blood, tempered by the wisdom of her
mother.

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magic of the runes is blocked by the armbands all
Anois Earthwalker ("One-Horn") slaves wear.
Bovim Champion of Ellar d'Niar
(original concept by Paul Dennis)
Race: Bovim Aria
Class: Pit fighter (fighter) (11th level) The Song of God
Align: Lawful good Priestess of the Cabal
S- 19
(original concept by Radamanthys d'Zan)
D- 14
LG Cleric
C- 18
Called "The Song of God," Aria is among the most
I- 13
powerful members of The Cabal. This priestess is said
W- 11
to have divined the coming of The One, a singular King
Ch- 9
of Gods who would cast the pantheons of old to
Hp- 122
oblivion and bring peace and enlightenment to the
WP: Claymore, spear, great axe, bovine longbow, net,
world. She is believed to have held sway over a vast
two handed bastard sword, club
congregation of followers in the Old World, zealots of
NWP: Military training, Running-12, Survival-13,
self sacrifice seeking to rid the world of suffering and
Stonemasonry-17, Mining-8, Endurance-18
disease, and spreading the prophecy of The One who
Runes: Growth, Healing
would save the world from corruption.

The currant champion of the Pit in Ellar d'Niar is a


bovine warrior named Anois Earthwalker, also known
as Onehorn. He was captured years ago during a raid,
and was given the choice of fighting in the pit or dying.
while he continues to fight for the elves, he is always It is unknown what calamity befell or how Aria's vast
planning. he will one day escape, and he will lead his congregation was lost in The Sundering, but it may
people in batle against the elves. have stemmed from her rivalry against Xal'thu'brax
(LE), Centaquan (CE), and The Traveler (CG), whose
Any equipment Anois uses is provided by his captures,
vision for The Collective was quite at odds with her
and returned to them at the end of combat. While he
own. In the new Age of Dawn, what little is known of
does currently have two runes branded on him, the
her prophecy is voiced with ridicule or contempt.
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Disparate legends whispered among the wise tell that what caused the Sundering, and is actively working to
Aria herself escaped The Sundering, entombed in a prevent another one.
hidden vessel of temporal stasis. Arion is a believer in balance between good and evil.
He could show up on a battlefield fighting for one side,
then in the weeks to come, utterly destroy the army
he was with! He has his own reasons for his actions
Arion and takes council from none, unless you believe he
(original concept by Paul Dennis) truly is Elaia's Chosen.
Human mage
level 20
True neutral
S-12
D-18 Arnsal
C-15 King of the Ellar d'Niar Sea Elves of
I-18 Thrakka
W-15
(original concept by Paul Dennis)
Ch-11
Hp-115 20th level fighter
Ac -1 St 17
-armored Dex 18
wizard- Con 16
chainmail +1 In 14
-photographic Wis 16
memory CH 14
Favored weapon: Trident of the Elements. (See the
Equipment: ring chapter - Artifacts and Magic Items.)
of wizardry (1st See also Chapter 1 - Atlast of the Realms / Ellar d'Niar.
& 2nd) ring of
spell storing(3
spells), ring of
water elemental
command,staff of the magi,robe of stars, Arion's Belt,
a gem encrusted belt that acts as a girdle of many
pouches. In addition, it has many settings for various
gems, known as Arion's Gems. These gems act as Ioun
stones with the only exception being they do not float.
arion has been known to use anywhere from 7-21
gems at any given time, with 3 of them always of the
spell storing variety and one giving +1 protection, but
the exact amount of gems, or the effect each stone
has, is currently unknown.
Arion is easily the oldest living being, however, how
long he has been alive, and the means to which he
extends his years is unknown. Rumors about him are
numerous, the top 4 are 1) he was alive before the
Sundering, 2) he is a chosen of Elaia, 3) he is the
worlds most powerful mage, and 4) he is actually a god
himself. If pressed, Arion will confirm that 3 of these
rumors are true, but will not reveal which three. One
thing is certain, he does possess the knowledge of

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regions of the world, tales are told of The Bard
Ataal von Bingen surviving The Sundering, tales told thusly:
(original concept by Justin Rod)
10th level Psionicist (Telepath)
Alignment: Neutral Good
Str 8
Dex 10
Con 12
Int 16
Wis 17
Cha 15

The mysterious member of the Cabal known as "The


Bard" is a constant traveler. He is a renowned celebrity
and is known everywhere as the most famous story
teller in the world. There is not a tribe or race that is so
remote that it has not been visited by the bard. The
Bard seems to know all languages as if he were born to
Ataal von Bingen is an old man, who has spent his life them, and he may recite, at will, the native songs and
ensuring the peace and tranquility of the Eastern stories of any post-sundering society, and even those
Canton. In his youth, he was an adventurer, who used of a few pre-sundering societies, if the rumors be true.
the power of his mind to alter the minds of others. He He is welcomed everywhere, for he seems to know
rarely used his powers for selfish needs however, and everybody and their fathers. and their father's fathers.
never on the unwilling without good cause. He knows the laws and the customs of every society,
and is right at home in the caverns of the dead, as in
As the Exarch of his Canton, Ataal finds himself reading the palaces of kings, or the warrens of thieves.
the minds of others on a routine basis, something Nobody knows The Bard's origins. Everybody agrees
which he finds most distressing - however, he has that he has visited them many times through the
uncovered multiple plots to undermine the farms and years. In this respect, he seems to be constantly
ranches of the Eastern Canton that he (rightly) traveling. Yet, he is always present for the most
assumes originated with Barten. For the most part momentous world events and repeats his first hand
Ataal prefers to let his people live simple lives, and is accounts of them in detail. The bard's charm is a force
an implacable foe of those who would despoil his land. to be reckoned with. Nobody dares threaten or attack
As often as he can, he makes a trip to Xinhalla, offering the bard, for when he spins his tales, one cannot help
gifts of continued friendship to the God-King, who but be completely enthralled. The bard is quick to
values Ataal not just for the trade, but for Ataal's own laugh and quicker to dance. Both are infectious. No
enlightened point of view. one can help but laugh with The Bard when he is
making merry. No one may stand idle when The Bard
Bard joins the dance of their people. The Bard is also fond of
drink. He will carouse until everybody has lost
The Bard of the Cabal themselves in revelry. Then he will leave as quickly as
(original concept by Ausie Bart) he appeared.
LG Cleric Some Facts about The Bard:
A lawful neutral bard spellcaster of extraordinary He can speak Elvish, in Jotun
ability and power, much that we know of the Ancients Once a Yuan-Ti bit him, after 5 days of excruciating
and The Collective come from various recovered pain, the Yuan-Ti finally died.
hymns and lays from his Song of the Ancients. In some His feet don't get blisters, but his boots do.
He once went to the Seer, to warn her.
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If he were to punch you in the face you would have to
fight off a strong urge to thank him. Barten Caspar Wim spent his youth as a merchant
Bear hugs are what he gives to bears. marine, traveling the Inland Sea and making a fortune
When he meets the Emperor, the Emperor kisses his through a combination of piracy, smuggling and
ring. legitimate trade. As likely to sell his passengers into
If he were to visit the Underdark, it would cease to be slavery as to see them safely to their destination,
dark. Barten nevertheless cultivates the image of a
He can kill two stones with one bird. gentleman, albeit one whose hand never leaves his
No less than 25 La Quel folk songs have been written cutlass handle for long. Eventually, after a life spent
about his beard. gaining his ill gotten gains, Barten returned home to
He once made a banshee laugh. Vaanhalfen to invest in establishing his own legitimate
The Lost City of Sezarrat is looking for him. merchant company (some say he'd made too many
He once had an awkward moment, just to see how it enemies out at sea to safely sail).
feels.
His beard alone has experienced more than a lesser
man’s entire body.
His blood smells like cologne. Bel'gorak
In every country in the world, there is a sandwich (original concept by Radamanthys d'Zan)
named after him. Race: Gah'dreen
Two countries went to war to dispute HIS nationality Age: 28
He was on a recent archaeological dig and came across Weight: 180
prehistoric foot prints that lead out of Eirmoor and Height: 5'9"
into all other parts of the world. On close inspection, it Alignment: LE
turned out that the prints were his. Level: 9
He once caught the Great serpent of the Kroox….with Class: Priest (Fighting-Monk)
a cane pole, but threw it back. Deity: Sith'rihn
His purse is woven out of Unicorn Mane. Base THAC0: 16 (9th-level Priest)
DM KNOWLEDGE ONLY: The Bard is the Paragon
Human of this world. He is the first human to have
ever walked the world in the pre history before the
sundering. He records the great tales of men and
preserves the memories of their heroes and their
mighty works. He has lived so long, that even the most
ancient Elves and Jotun have dim memories of him
from their youth. The Bard never interferes except
maybe through inspiration of some heroic or tragic
tale. He merely records. Nobody understands mortality
as The Immortal Bard does.
See also: The Cabal (Guilds and Secular Orders)
S: 12 +0 to-hit / +0 dmg / 45 lb wgt / 140 max press
/ 7 open doors / 4% bend bars
Barten Caspar Wim D: 18 +2 reaction / +2 missile attack / -4 AC
C: 15 +1 HP / 90% system shock / 94% resurrection /
(original concept by Justin Rod)
+0 save vs poison / Nil regeneration
Human Fighter 7
I: 9 2 languages
Alignment Lawful Evil
W: 16 +2 magical defense adjustment / bonus spells
Str 15
(2 1st-level, 2 2nd-level) / 0% spell failure
Dex 17
CH: 11 4 max henchmen / 0 loyalty base / 0 reaction
Con 14
adjustment
Int 12
Wis 8
Total HP: 57
Cha 10
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Armor Class: -6 entirely accept among the true C'haer a'Sith. But by
Armor: None night, he is a deadly brother of The Black Rose, serving
Armor Adj.: (-4, Dex) (-2, Hard-Soft Martial Arts) (-1 a higher, deadly purpose in service of Aelicraas and
Tonfa) (-4, Tumbling) (-2, Ironskin Mental6) (-1 Boots Sith'rihn.
of Striding and Springing) (-2 Cloak of the Bat)
Weapons:
Early Days and Upbringing: +2 Tonfa (Serpent's Tongue) (1-6 hpd)
Bel'gorak (meaning "deadly larva") was born to the With a flick of a secret latch, this tonfa releases a long
"Sentient" class among the Gah'dreen, son of a weighted chain that can be used to Entangle an
Parliament noble. But as a very young child, he was opponent. A successful hit indicates entanglement,
traded as a "Ward" (think Theon Greyjoy -- exchange and a magical charm upon the chain delivers a painful
between royal houses) to the Drow of Aelicraas and electrical jolt that requires the victim to Save vs.
raised by Drow Priests (of Sithrihn or Chardonis). His Paralyzation and causes an additional 2-5 hpd per
devotion to the Drow is true, and he has forsaken his round.
blood ties to the Gah'dreen. He considers the Drow to +2 Tonfa (Serpent's Fang) (1-8 hpd)
be his brothers, and he devotes his divine powers to This tonfa is features a single-edged wakizashi-type
their defense. As a "Sentient," he has innate psionic blade on one end that carries the properties of a
power, but in Aelicraas he received no training to Sword of Wounding (+2). Victims struck by the blade
develop it, and so he has no psionic ability. Rather, he lose an additional 1 HP each round for up to 10
was raised as a Priest (Fighting-Monk), and so his rounds, cumulative with each strike. These wounds
clerical spells and martial arts maneuvers tend to be cannot be healed by Regeneration or Cure spells, and
skewed toward "mental" divinations. the bleeding is only stopped by natural means (binding
wounds).
The Priesthood (and Secret Brotherhood of the Dagger (x2) (1-3 hpd)
Smoldering DarkFire).
As a Ward of the Priests of Sith'rihn in Aelicraas,
Bel'gorak was raised as a faithful acolyte, and he was
fully inculcated with the ways of the Drow. He came to
know the ways of Sith'rihn -- calling him "Grandfather"
-- and his devotion to the church was all consuming.
But as a gah'dreen, he could never ascend to greatness Magic Items:
in the priesthood, and his divine powers would never Boots of Striding and Springing
match those of the priests who had raised him. Ring of Shocking Grasp
(Indeed, his access to spells is limited to All, Charm, Ring of Telekinesis
and Combat... with minor access to Divination and Cloak of the Bat
Protection. Thus, he cannot even perform the basic Potion of Diminution
Curing spells of most priests.) Elixir of Health
But his devotion did not go unnoticed -- nor did his Potion of Extra Healing
innate mental talents that were innate (but Oil of Etherealness
undeveloped) as a Sentient gah'dreen. And so one of
the Priests -- whom he called "Father" -- introduced Languages: Drow, Gah'dreen
the boy to a secret brotherhood of fighting-monks in
Aelicraas known as The Black Rose. Within the secret Weapon Proficiencies: (4)
brotherhood, he was able to hone his mental talents (2) Martial Arts (specialization) (2 free WP slots to
and channel the powers of DarkFire to fuel a fearsome Fighting-Monk kit)
fighting style that channels energy to fearsome Vital 1 Tonfa
Area and Mental abilities. Within the secret 1 Dagger
brotherhood he flourished. 2 Special Maneuvers
And so by day, he is known as a rather strange
outsider priest devoted to the Church of Sith'rihn -- an Nonweapon Proficiencies: (7)
orphan upon whom the Drow take pity, but not
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(1) Tumbling (bonus to Fighting-Monk) (-4 AC bonus) (picture: Belanis Lith'faer'faendra frees Draekahnn
(+2 to-hit in unarmed combat) (1/2-damage falls) Hal'doldrith from Kzul's slave pits.)
1 Religion Then came the rise of Kzul.
6 Special Maneuvers Kzul united the Gol-Duhhr in bondage, sundered the
free city of Sirocco, and slayed or captured the people
MARTIAL ARTS of the wastes. House Faer'faendra was the first into
Style: The Smoldering DarkFire the pits, and Doldrith was close behind. The desert
Type: Hard / Soft lord's war machine grew ever stronger on the blood of
AttBonus: +3 to-hit == (+1 Martial Arts) (+2 Tumbl) her brothers, his legions swelling with the people of
Attack / Round: 2 the Burning Sands; people of Sr'qeth destined for
Dmg / Attack: 1d3 +1 freedom and anarchy. With each passing moon, she
Dmg Mod: +1 damage == (+1 Martial Arts) frees more of her brothers and sisters from Kzul's
AC Mod: -2 bondage, banding together the disparate houses, that
Princ. Method: Vital Area he may one day learn the true meaning of cruelty
Princ. Attack: Hand / Foot / Weapon while strapped naked to an altar. As she yet breathes,
that day will come.
A note on the Seth-Amon: they are not matriarchal.
Belanis Lith'faer'faendra Belanis's sex is a matter of great contention among the
(original concept by Corey Grove) dark elves. She has a way of beheading dissenters.
Drow ranger and fighter Think of her as the anti-Drizzt.
Chaotic Evil
Belanis grew up among the dunes, fighting shoulder-
to-shoulder with her Seth-Amon brethren and pushing Berchar "The Butcher" Whitfoot
back the elves and sentinels of the Ghostwood as her
sacred duty from her sixteenth winter. Taught well by "Little Pirates" - Capt. of the Little Squid
the sadistic weaponlord Draekahnn, she quickly rose (original concept by Shaun Robert London)
through the ranks, showing an unequaled talent with Halfling Fighter lvl 5
blades, and killed her first remhoraz earlier than any of
the men. After a bloody campaign to the roots of HP: 58 AC: 7.
Nereth-Tyl, despite failing in her assault, she was S: 16/D: 14/C: 16/I: 11/W: 11/C: 11
promoted to the rank of general--much to the chagrin
of the house elders. Draekahnn was the eldest of his Items of note:
house, and had long fought for the right to lead the cleaver+3
Seth-Amon in battle; to this end, he made it his life's (human size
mission to eradicate the Gol-Duhhr. As he grew in skill, equivalent to
so too did his reputation among the wasteland clans as battle axe),
a butcher of men; he was like a legend. He has never Murlynd’s
quite forgiven Belanis for usurping a position he felt spoon, bag of
was rightfully his, although she has undisputedly holding (sack).
surpassed him. Berchar didn’t
get his name
because he can
dissect an
animal
(although he
can), a
fearsome warrior who is as mean as tight fisted miser,
he doesn’t suffer fools.
See also: Chapter 11 - Secular Guilds and Orders / The
Little Pirates.

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PP - 55%, OL - 40%, F/RT -25%, MS - 50%, HS - 45%, HN
- 45%, CW - 60%, RL - 30%
Bertin Tolbeck BS DAMAGE – x3
"Little Pirates" - Capt. of the Little Servant Bert is the quintessential swashbuckler on the surface,
(original concept by Shaun Robert London) charming the ladies, and some men as well, but it is all
part of his persona of finding targets to rob later. He is
Halfling Bard lvl 5 a noted smuggler of goods on the rivers and tributaries
HP: 25 AC: 6 in and around the Northern shore of the Bay of
Sunsets. There are several stashed boats along any
S: 12/D: 15/C: 12/I: 14/W: 11/C: 13 river route he may take with provisions, clothes, and
Items of note: Short sword +2, leather amour+1, common items or equipment that are in locations only
throwing dagger +1. he knows. Bert is not a fool and invests in his
“business” whenever he can; getting new boats and
Bertin and his twin brother both joined to earn their
paying off the right folk to insure continued trade
fortunes and one day command their own ship.
routes stay open to him. Gaston Di Bragg trusts
See also: Chapter 11 - Secular Guilds and Orders / The Bertram with most of the trade between Albanon and
Little Pirates. Sardanos.

Bertram Eflieun Bhaddna


(original concept by Drew Imler )
Guildsman, Smugglers' Guild of Albanon
Old category bronze dragon
(NPC concept by Dave Grose; See also adventure, Chaotic Good
Song of the Dragon Bard, by Radamanthys d'Zan)
Race: Human He has recently cleared out an ixactctl underwater city
Class: Rogue off the south western reefs of ezerron for his home.
Level: 5 after moving in he started forming alliances with the
Alignment: LN fey of the great forest,as well as a small group of pech
HP: 22 who live in the mountains.his alliance with the fey is
AC: -1 based solely on the basis of wanting to keep this
THAC0: 18 continent from being settled and the mountains
Attribs: S-15 / D-18 / C-10 / I-14 / W-9 / CH-17 stripped of gold that he could add to his hoard,and the
Treasure (on desire to not have to worry about adventurers
person): 60 gp, discovering his lair.his relationship with the pech
200 gp involves providing protection for the pech in return for
Ametheyst ring them mining smelting and refining the gold.
Weapons:
Rapier, Dagger
(melee and
thrown), Short
Composite Bow,
Darts
Magic items:
Ring of Free
Action, Ring of
Protection (+2
for AC and
Saves), Bracers
of Defense AC 6 He generally has no love of humans as a species due to
Thieving their destructive and greedy natures concerning
Abilities: nature,especially considering their short life spans,and

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has recently begun attacking cargo ships.he tends to
have mercy on those who are good and will typically
leave them with just some broken masts,or if they
entertain him or can beat him in a challenge of riddles
he will cause no harm in exchange for the cargo.

“Big Willy” Yohannon


(original concept by Carl Towns)
Race: Brinebairn Lightfoot Halfling
Class: Rogue
Level: 10
Alignment: NE
HP: 42
AC: 3 (Leather +3) One evening the second part of the plan began. As the
THAC0: 16 sun set over the Anvils, he persuaded the children to
Attribs: S-13 / D-16 / C-15 / I-14 / W-11 / CH-13 help him escape so that he could bring back some
Ability Bonuses: +1 reaction, +1 Missile Attack, -2 AC, treats for all of them from a local pastry shop. He lead
Coin (on person): 21 gp, 5 sp the children in a mutiny, they overtook the mistress
Weapons: Rapier, Two Daggers (melee and thrown), and he escaped into the city, never to be seen again by
Light Crossbow, Net the children or their mistress.
Magic items: Leather +3, 20 Bolts +2, Ring of Spell Twenty years later, news of a ship called “The Sea
Turning Urchin” reached the ears of the townspeople. A
Thieving Skills: PP - 60%, OL - 70%, F/RT - 60%, MS - whaling crew had seen a larger ship boarding one of
55%, HS - 65%, DN - 50%, CW - 80%, RL - 55% , their whaling ships several miles off port. They
Backstab Multiplier: X4 managed to turn back in time watching their mates on
Born William Yohannon, Little William was known as a the other ship gutted and thrown overboard as they
somewhat troubled child. His parents were lost in the barely escaped with their lives. The stories grew, more
Ethereal Ocean when he was but a wee lad. He was ships attacked, more news of this dreaded pirate ship
placed in an orphanage in Farlorn to grow into a and its Captain, “Big Willy” Yohannon. Attacking
rambunctious and arrogant young halfling. whalers and recreational waterborne vehicles alike, he
He was unwilling to cooperate with the mistress of the vanishes into the mist as if disappearing from the
house and was often beaten to within an inch of his world.
life. Never learning, yet knowing everything, he would “Big Willy” Captains the Sea Urchin with his crew of
gaze out his window at the sea and wonder if his uncivilized, corrupt men. He is cruel to his men and to
parents were out there somewhere. He had always those whom he enslaves to carry out his work of
thought they had abandoned him for a life of stealing others ships and the goods they carry,
adventure and exploration of the seas. His merciless whether things or people. He takes these goods and
treatment of other children placed him in the holding uses them, selling the overstock to any who will buy it
room more often than not and he found himself alone from Dwarven merchants to Elven Nobles. The people
looking for purpose. It is in this room that he realized he captures become part of his crew or are sold into
how badly he wanted to be in his own room looking slavery. In all this, the character of his arrogance from
out onto the sea. His dreams of adventure grew as did his childhood, continues to this day. He is both
he and he understood what he must do. graceless and sarcastic. Treating his mates as if they
He began treating children kindly, if they treated him are the lowest scum in the Realms of Dawn, yet
in the same way. Even taking up for those less keeping them fed and taken care of. He is ruthless
fortunate being bullied. He became known as a against those who oppose him and tolerant of those
protector of the weak. This garnered favor for him who do not.
among most of the children and so the first part of his Big Willy wears magical leather armor and a ring of
plan was successful. spell turning. He also wears a fake eye-patch with a
mesh fabric which allows him to see fairly well through
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it. This is part of his deception. He is above average
strength and is quick and nimble on his feet. He is very The Cabal
skilled in what he does and uses it to his advantage in aka The Collective of Ancients
every way possible. In combat, he likes to throw a (original concept by Corey Grove; additional input by
net(if handy) and then move in to stab them with his Radamanthys d'Zan, Matthew Archibald, Ausie Bart,
rapier, sometimes simply shooting them point blank and Paul Dennis)
with his light crossbow, or stabbing with a dagger.
How they die does not matter to him, only that they
die.

Boris the Blade


(original concept by Matthew Archibald)
Boris the Blade, or Boris the Arrow Dodger, is an
assassin who operates his business from the Dancing
Bear Tavern near the docks in Khelgorod. However, he
owns a very stately home in the moon district, next
door to the high society of the port city. It is whispered
that, on occasion, Boris works for the Regina herself.
Enemies of the church have wound up with a slit
throat before their plans have come to fruition, and
Boris is the one who may have weilded that blade. He
is uncannily lucky. He seems to have a sixth sense
when it comes to danger. Almost as if some divination
was protecting him.
See also: Ashtelon (Atlas of the Realms)
A reclusive cabal of sorcerers hiding out somewhere,
Buru'tok possibly a floating island in the vaguely recent past
(also called the Nine or the Collective). They seem to
Captain of Mael'og be powerful magicians, to be sure, and one of them is
(original concept by Anthony Costa) the bastard half-human son of the drow Duke of
5th level Warrior Entropy (Sr'qeth). This demigod lived to see the
Troll, 5d10+20 (4 per level from Con) HP destruction of his Cabal, leaving many of the
Buru'tok is a "classical" troll; He enjoys killing for the archsorcerers dead or disbanded. These arcane
sake of it, showing his mettle, and starting feuds. On hermits are not the enigmatic wizards and psionicists
more than one occasion he has pitted several grunts they appear to be, however; for they predate the
against each other and started brawls in the troll-pits Sundering. A bastion of the ancients now rent asunder,
around the keep. He sometimes wears (30% of the scattering their knowledge and their forms to the four
time) a set of elfin chain-mail which he looted after winds.
killing an elf many years ago. In addition to that, he The Cabal is whispered of in hushed tones at the local
owns a +2 Longsword (Vugot), two +1 hand-axes tavern; few know who they were, but most believe the
(Mizon & Zezon), and a Ring of Protection from Swamp Sundering was their doing. They may have actually
Creatures (acts as a ring of Animal Invisibility to been trying to prevent it, but either way, their floating
swamp/marsh creatures). In secret, he's attempted to fortress lies shattered in a dangerous location. They
murder Uzulok twice but has be thwarted by the War- were the last of the Ancients, and their organization is
chief in the form of a massive panther. Buru'tok is no more.
unaware that Uzulok knows of his treachery. Their fabled Tower - once capable of transport
See also: Mael'og (Atlas of the Realms) throughout the world (and perhaps beyond ) - is
crashed in a remote region of the world. Some say it is
the source of the villainy at the Mountain of the Mad
God in Hel'zon, but that is a rumor told by few, since
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few return from the jungles of that cursed realm. The HP 125
Tower is no longer able to fly, but perhaps with some AC -6
intensive repairs, it could once again take to the skies.
As for whether or not it is abandoned, that remains for Centaquan was an avid student if magic. Bullied as a
an adventurer to discover, though it is surely full of child and teen for being a beggar he was taken in by
wandering monsters and hazards, only some of which the Invoker Gardus who taught him how to study and
to be of Ancient design. Then again, at its heart may lie cast spells. Centaquan was a quick learner and by the
the tomb of one of those Ancients. time he was thirty had risen extensively in power so
There were most likely nine members of this ancient much so that he could not abide being the pupil
wizard council magocracy. The ones that didn't go lich anymore. During a heated argument he cast a
or mutate into abominations are dead, lost, or found succession of lightning bolts until Gardus was dead.
unending temporal stasis. They're legends whose
existence is hotly debated by scholars and sages, some
of whom might fund expeditions to their theoretical
crash site - which is somewhere unreasonable, like the
bottom of the ocean, the highest mountain peak, or
inside an active volcano. Some rumor the site to be the
Mountain of the Mad God.
The known members of The Collective are summarized
as follows. A few found immortality through undeath;
others had unnaturally long lifespans to begin with.
Still others are likely frozen in some form of temporal
stasis, waiting to be awakened by careless PCs. The
nine members of the Cabal are:
Aria, called the Song of God (LG)
Korva (NG)
Leonid the Traveler (CG)
The Bard (LN)
The Centron (N) He then struck out on his own collecting magic and
The Sorceress (CN) spells. And learning the dark art of demonology. By
Xal'thu'brax (LE) middle age he had grown weary if traveling and he had
Gol-Duhrr (NE) also grown fearful of old age. While studying spells to
Centaquan (CE) summon demons he conjured the demon prince of
Each is detailed elsewhere in (Rogues of Dawn). plague. Centaquan became his subject at the chance of
immortality. The pact was sealed and Centaquan the
Lich was born.
Centaquan The first order given him was to build a walk and
Lord of the Eastern Tower towers at the southern neck of Ada Mock for him to
occupy and build an army if followers and wait till
Demon Lord of The Cabal summoned.
(original concept by Adam Pender) Centaquan fancies himself The Lord of this domain and
30th level Lich lord has created a crown and throne of deadly magic.
Evoker Centaquan is lord of the Eastern Tower in Ada-Mock.
Chaotic evil He is alo among the most powerful of the cabal and
Str 19 among its few survivors.
Dex 18 Special Attacks Doom Gaze Grasp of Enfeeblement
Con 15 Energy Drain 2 levels Polymorph Control Undead
Int 23 Legion
Wis 20 SD MR 80% Immune to sleep charm hold invocation
Cha 10 magic weapons less than +2
Thaco 8

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Spells 1st Level burning hands alarm color spray chill (original concept by Drew Imler)
touch dancing lights enlarge erase feather fall jump Human
magic missle x4 shocking grasp x 4 spider climb lvl 13 warrior/lvl 9 priest of Ehecatl
tenders floating disc Lawful Neutral.
2nd level alter self blur blindness darkness 15' His name translates to 7th serpent.
deafness detect invisibilityx2 ESP flaming spherex4 fog
cloud invisibilityx2 Leomands trap pyrotechnics shatter
spectral hand stinking cloud webx3
3rd level blink clairvoyance delude dispel magicx3
feign death fireball x4 flyx2 gust of wind hastex2 hold
undead invisibility 10' lightning bolt x4 melts minute
meteors x2 slowx2 vampiric touch
4th level contagion dig enervation extension1 fear fire
shield fire trap ice storm x2 improved invisibility
Polymorph other bestow curse shout stoneskinx2 solid
fog walk if fire wall of ice wizard eye
5th level. Animate dead bigbys inter posing hand cloud
kill cone if cold contact other plane distance distortion
dream extension2 magic jar shadow door sending
stone shape summon shadow telekinesis teleport
transmute rock to mud and the reverse wall of iron
wall of force wall of stone
6th level anti magic shell bigbys forceful hand chain
lihhtningx2 contingency control weather death fogx2
death spell disintegrate extension 3 eye bite glassee
otilukes freezing sphere reincarnation repulsion flesh
to stonex3 veil He is the 7th ruler of his tribe and spirtual leaderhe
7th level banishment bigbys grasping hand control rules over the city of .coaxoch which is 7000 strong. He
undead delayed blast fireball x3 force cage finger of conducts the spiritual services to worship the great
death mass invisibility mordenkainens sword reverse feathered serpents and offers heart sacrifices every 20
gravity shadow walk spell turning teleport without days to give thanks for his protection, guidance, and
error vanish favorable weather. They have just finished clearing the
8th level bigbys clenched fist binding clone incendiary jungle and built the city of coaxoch and built the
cloud otilukes telekinetic sphere Polymorph any object massive temple Teocuitlatl in honor of Ehecatl. They
screen sink are on good terms with the plainsmen of the steppes
9th level astral spell bigbys crushing hand foresight however they want no parts of the human settlement
imprisonment meteor swarm prismatic sphere succor or their lust for gold. He remains neutral with most of
time stop the inhabitants of this island preferrring to just rule
over his city in peace without distraction. Trespassers
See also: The Cabal (Guilds and Secular Orders) who are caught are blindfolded or knocked
unconscious and returned to the outskirts of the
settlement of padun. His army of 4000 jaguar and
eagle warriors are certainly a force to be reckoned
with despite their lack of technology. Ehecatl will
directly intervene with any situation concerning the
welfare of his followers on a large scale, or if called
upon for help.

Centron
Chicomecoatl The Centron of the Cabal
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(original concept by Corey Grove, Radamanthys mostly aloof, assisting when required to settle
d'Zan, Matthew Archibald, Ausie Bart, and Paul disputes. He was then known as the Centron, central
Dennis) to the eight, but apart from it. Toward the end, the
True Neutral eight were troubled, and centuries of successful
coexistence ceased. Members of the eight became
increasingly envious and distrustful and so invested in
their own agendas they became, they stopped trusting
in the watcher's judgement.
The eight became the 7 and then the 6 and then the 5
as members drifted off into isolation and the balance
was torn asunder. The watcher advised the disaffected
to return for the sake of the world.. They refused.
The world spun into madness. Great city states vied for
dominance and chaos and destruction was rife across
the planet... The eight had fragmented, the old gods
became involved. The watcher closed the ethereal
tome, and drafted a missive on an insubstantial scroll,
sending it on its way... The sundering came swiftly,
some of the eight were caught up in it, some fled and
hid, all suffered and were changed. Gods that did not
reside on this world were sealed from it. Others died
In the old world, there was always one who was
and a scant few hid within their elements. The dust
apart... a watcher of history. He was old, older than
settled and the world slowly healed. The watcher
the world, but not the first to walk upon it. He was
opened a new tome and began writing as the lands
sent mere centuries after men first began to crawl out
and continents settled, and men and other creatures
of their holes and embrace their world. After arriving,
emerged and began walking on the surface.
he observed the world progress around him. He was a
New gods came to fill the void, the few old gods woke
power, but not the power. As time marched forward, it
but became non interventionist. As the years passed,
came to pass that a circle of eight powers, mortals, (or
the watched decided to pass on a part of himself to
once mortals) who asserted their will and dominance
the people, a dogma, of recording histories. He
over the world, rose to pre-eminence. The eight
foresaw the world would need those who could
formed a strange cabal, and while initially
observe and advise to prevent a reoccurrence of what
directionless, they began to work toward common
happened before.
goals, and govern the world of men in a fashion. The
8 normal beings received the gift, and became the first
watcher stayed aloof, and recorded history as was his
mortal historians. Thrikreen, elf, dwarf, halfling,
charge. The eight occasionally approached him and
human, gnome, Orc and goblin. They received the gift
tried to beg, bribe, and force his contribution to their
of memory.. Now they retell the histories to guide the
individual causes. He could not be bought, coerced, or
world, and what they remember appears in the
forced, which infuriated some members, and would
watcher's new tome. The new 8 set up schools of
not step in to aid the defence of the helpless, which
different fashions and taught others to watch, listen,
infuriated others. He merely watched, and wrote the
and recall for future generations. These historians are
histories in an large ethereal tome. Something
part of the world, but aligned to no mortal ties. Some
eventually forced the eight to come to him as one, and
serve gods, but such is the gods respect (old and new)
seek his advice, for he had seen and recorded all, and
for the Centron and the unknown power that he
an argument needed to be settled. They agreed to
serves, they ensure that the watcher's dogma is
abide by his decision to break the deadlock. The
retained and the histories stay genuine and unsullied
watcher bowed and adjudicated for the aggrieved
by those in power. History is now independent of
members of the eight. The judgement and action was
might and power, ensuring even the vanquished are
undeniably fair, for it made none completely happy.
remembered truly. Now as some of the eight start to
The eight respected him though, and at times when
resurface, they have unanswered questions of the
there was deadlock, would seek the watcher for
Centron.... Questions that will never be answered...
adjudication. Time passed on, and the watcher stayed
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They also have, perhaps, a new respect born of fear of
the capabilities of the Centron. They will, perhaps, also
not ignore his council and not repeat their vanity,
perhaps..?
See also: The Cabal (Guilds and Secular Orders)

Char'lianne
(original concept by Paul Dennis)
Drow Assassin
Fighter(8th)/thief(8th)
Lawful evil
Attributes: S-12 / D-18 / C-17 / I-10 / W-11 / Ch-14
HP-86
AC-1
Thac0-13 (ranged 11) / Backstab x3
Thief skills (after armor): Pp-30% / Ol-55% / Frt-40% /
Ms-40% / Hs-40% / Dn-25% / Cw-30% / Rl-10%
Weapon proficiencies: Dagger, whip, martial
arts(specialist), katana, wakizashi, long bow
Non weapon proficiencies: Disguise-13, Tightrope
walking-18, Hunting-10, Tracking-11, Ancient history-9,
Forgery-17, Jumping-12, Blindfighting
Magic items: Studded leather +3, dagger +2 x4, potion
of speed x2, potion of sleep breathing, ring of
Creagan
invisibility, midnight blade (dagger +2, cast darkness Guildsman, Smugglers' Guild of Albanon
2xday), Quickening (vambrace connected to five silver (NPC concept by Shaun Robert London; See also
rings, doubles rate of fire for thrown daggers, adds +1 adventure, Song of the Dragon
to hit with thrown weapons) Bard, by Radamanthys d'Zan)
Equipment: Belt, soft boots, gloves, back pack, 2 large Race: Doppleganger
belt pouches, grappling hook, 50' silk role, thieves Class: Warrior
picks, 10 daggers, 2 whips, bag of marbles(20), caltrops Level: 4
(3 bags of ten), salt (ground to fine powder) 5- 1 oz Alignment: N
bags HP: 33
Saves: P/p/dm-12, R/s/w-9, Poly/pet- 11, Breath-13, AC: 2
Spell-10 THAC0: 16
An up and comer in the assassin guild, Char is just Attribs: S-15 / D-17 / C-9 / I-15 /
beginning to make a name for herself. An expert in W-11 / CH-9
martial arts, she is also known to use a pair of whips Treasure (on person): 100 gp
and throwing daggers. As dangerous as beautiful, Char Weapons: Battle Axe +1;
has been able to gain access to her targets with ease. Magic items: Leather Armor +1;
Boots of Speed

Creagan is a doppleganger who was forced to assume


her current appearence when a band of adventurers
killed the rest of her family and she was able to kill the
parties dwarf. She left the area with the party and
boarded a ship (a pirate ship). During the journey she
was able to take her revenge, killing the rest if the
party. Realizing she would need the pirate crew to
survive on this ship, (at least until they got into the
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next port) she decided not to kill the crew, a decision
Champion of House Vana of Harasanti
further strengthened when she heard tell of the
(original concept by Radamanthys d'Zan)
treasure they were going after.
LN
Creagan was personally recruited to the Smugglers'
Rakshasa
Guild by Gaston Di Bragg, who greatly admires
13th level Fighter
Creagan's natural shape-changing ability. He secured
Champion of the Guard in service to House Vana,
her allegiance by tracking down and killing the very
rulers of the Rakshasa of Harasanti
band of adventurers who slew Creagan's parents. Now
See also: Harasanti (Atlas of the Realms)
Creagan serves as a loyal spy for the Guild, usually
See also: Raj Vana, Salahakara, and Shakti Khara
tasked to ensure that the Constable of Waterborne is
(Rogues of Dawn)
kept in check at all times.

Clovis Gellich Darius Longfellow


(original concept by Drew Imler)
"Little Pirates" - Capt. of the Little Corsair Captain Darius Longfellow
(original concept by Shaun Robert London) Level 10 human fighter.
Halfling Cleric(witch doctor) lvl 8 Chaotic Good

HP: 52 AC: 6 Darius is a young but ambitious soldier and the captain
S: 14/D: 13/C: 12/I: 11/W: 18/C: 6 of the militia within the settlement of padun.please
note that the militia is there to defend against the
Items of note: sliver finger claws+1 (dipped in poison – enemies of the town not be the local law
paralysis 1d3/1d2), Amulet of Protection +2, cloak of enforcement.it drives him nuts seeing all the pirates
protection +2 and brigands that come through here however he has
to answer to the order of the lamp merchant guild and
is mostly stuck going over cargo manifests,
investigating thefts, and a lot of paperwork.
He is not happy with his current assignment
babysitting a bunch of rogues and brigands,but he is
smart enough to stay out of things and keep his mouth
shut when it comes to the major personalities of
padun, thats what got him assigned here in the first
place.he is in charge of 100 well armed human lvl 3
fighters that make up the militia.

Digby Cartwright
Guildsman, Smugglers' Guild of Albanon
(NPC concept by Shaun Robert London; See also
adventure, Song of the Dragon Bard, by Radamanthys
Clovis is consulted in all matters concerning the little
d'Zan)
pirate organisation. His chief responsibilities involve
Race: Human
making the conditions favourable for profit as well as
Class: Rogue
deciphering omens.
Level: 6
See also: Chapter 11 - Secular Guilds and Orders / The Alignment: CN
Little Pirates. HP: 25
AC: 2
THAC0: 18
Attribs: S-9 / D-17 / C-9 / I-16 / W-15 / CH-16
Dandaka Treasure (on person): 100 gp

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AD&D 2E Collective Homebrew (release version 4.1 - June 4, 2016)
Weapons: dagger +3, bladed boots +1
Magic items: bracers of Dimitri Leggerri
defense AC 6, bracelet of Inquisitor of Waterborne
charms (Feather Fall, Guildsman, Smugglers' Guild of Albanon
Levitate, Spider Climb,
(NPC concept by Dave Grose; See also adventure,
Colorspray, Dig,
Song of the Dragon Bard, by Radamanthys d'Zan)
Pyrotechnics, Minor
Race: Half-Elf
Illuision), potion of
Class: Rogue /
invisibility, ring of water
Wizard
walking
Level: 5 / 4
Thieving Abilities:
Alignment: LE
PP: 30 / OL: 65 / FRT: 10 /
HP: 20
MS: 70 / HS: 49 / DN: 55 /
AC: -4
CW: 70 / RL: 61
THAC0: 16
Attribs: S-12 / D-18 /
Digby is a smuggler by trade,
C-12 / I-18 / W-12 /
a native of Vecan
CH-14
specializing in human
Treasure (on person):
trafficking. The crown of
150 gp
Albanon set out to stop him,
Weapons: Rapier,
and he found himself a
Dagger (melee and
prisoner of the Constable Waterborne. In his attempts
thrown), Quarterstaff,
to gain another ship, he tried various forms of
Darts
extortion, everything from bribery and blackmail to
Magic items: Bracers
outright threats of physical violence; however this only
of Defense (AC 2),
gained him the heightened attention of the
Ring of Protection +2
authorities. In his coup de grace, he is believed to have
(AC only), Pouch of Accessibility(x2)
carried out the theft of the Wayward Sun, earning him
Thieving Skills: PP - 75%, OL - 25%, F/RT - 10%, MS -
the wrath of the Constable. Gaston relies upon Digby
40%, HS - 40 %, HN - 35%, CW - 80%, RL - 60%
for his cunning and vast network of connections from
BS DAMAGE – x3
Draethan-Gol to the Maiden Isles, so he is happy to
Spells:
provide safe harbor against the Constable's clumsy
Level 1: Armor, Feather Fall, Spider Climb, Alarm,
attempts to apprehend the rogue.
Change Self, Comprehend Languages, Dancing Lights,
Magic Missile, Detect Magic, Identify, Jump, Spook,
Unseen Servant.
Level 2: Invisibility, Knock, Darkness 15’, Spectral Hand,
Alter Self, Mirror Image, Levitate, Locate Object, Web.

Dimitri Was born into a wealthy family who were not


the most trustworthy of merchants, others even called
the “gypsies,” due to the quality of their goods which
seemed to be good for the first few hours of use (mom
was an Illusionist of some skill, and dad was a
craftsman of average talent in wood and soft metals).
He was under his mother’s tutelage in the school of
artistry, what some folk call Illusion magic, when a
group caught up with them on the road and killed all
but Dimitri. They had crossed the wrong people in the
last town apparently, and the only reason Dimitri lived
is the Invisibility his mother had cast on him was still in

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effect and he was so paralyzed with fear he never the dead) of which he has sole ruler ship over both. He
moved or made a sound during the slaughter. He has has access to a library of over 100 volumes of books
the gypsy mentality so he does not hold a grudge, but dealing with philosophies of Necromancy and esoteric
if he does ever run into the thugs he may take action knowledge. Library value is 12d100x100 gp value at
against them, or throw in with them and learn all he any given time many tombs may be missing. He also
can from them before dispatching them. seeks the Charms of the bracelet of Miracles
(Explanation below) as once assembled he believes he
will be able to bring his Wife back and with her his
stillborn child.
Dmitri
Captain of Khelgorod
(original concept by Matthew Archibald)
Dmitri is the captain of the city watch in Khelgorod. He
is a slender man with large bushy eyebrows and
moustache. He makes a point of having a stake in all
operations within the city walls. He works closely with
the thieves guild, as well as the smugglers, and even
the wretched dwarven miners that tunnel below the
barrier reef. All businesses, legitimate and otherwise,
must go through the city watch. Dmitri knows
everybody worth knowing in the city, and all of them
want to be on his good side.
See also: Ashtelon (Atlas of the Realms)

Drakov
(original concept by Daniel Fisher)
Lawful Evil Faded Children: (picture a child of 8 years of age) AC 4,
11/13 Fighter/Mage MV 12; HD 4+3; (~19Hp); THACO 14; #AT 1 Dmg
Drakov led his younger years as a Paladin until his Wife 1d4+1, Special attacks (touch); SA touch (drains 1d4+1
and unborn child died during birth. Upon cursing the hp + 2 pt of strength; Humanoids reduced to 0
god of the church (Pick your flavor) he started Strength become Faded Children) Special defenses
following the life of an Anti-Paladin. His method of (SD) immune to sleep, charm, hold, cold, fear, never
conquest was so gruesome that the Dark Lords from make moral checks, cannot be turned. CE, XP 420
Ravenloft took an interest in him and started to each.
influence those working with and around him. The Born: AC -1, MV 14; HD 12 + 3; (~99hp); THACO 8;
Consumed with the death of his wife and unborn child #AT 1; Dmg 5d4+3 (touch); SA Touch (also drains 2d4
the whispers around him about “Bringing them back points of Strength, Humanoids reduced to 0 become
from the dead” began to work their way into his mind. Faded Children), animate (skeleton, 1/day *no limit*)
He gave up everything and searched for knowledge to regenerate (3hp/rd); SD dimension door (to any
accomplish this horrific act. Decades past and his thirst location within 1 mile, 2x/day), +3 better magical
for conquest and the books needed begot his path into weapon to hit, immune to sleep, charm, cold, fear, and
Necromancy. hold spells; MR 65%; SZ MD ( 6' tall); ML steady (11);
He experimented with those he captured and awoke Intelligence (14), Cannot be turned CE; XP 14,500. “The
“The Born” (Stats below, play off another similar Born" travel the countryside unchecked in a half-life
creature in an old Dungeon magazine or campaign state attacking villages/towns/cities and turning the
setting, credit where credit due) - His Followers are the inhabitants into Faded Children.
“Faded Children” (The experimental aftermath of his The Bracelet of Miracles: A charm bracelet, all that was
obsession) and the "The Born" (an ancient presence left of Drakov’s wife's belongings. With each horrid
that utilizes its magic to serve by creating an empire of deed Drakov committed one of the charms fell off
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leaving a trace of the energy of that event in the Most of his life was spent in the slave pits of Draethan-
charm. You chose number of charms and events and Gol as he was taken at an early age by the armies of
give each piece abilities that would be tied to the Kzul. Day in and day out doing the bidding of his
event. They only function when re-connected with the masters...reluctantly. Still he knew if he did not work,
Bracelet. that his family, weaker and less powerful than himself
would be in harm's way of the ruthless overlords of
the pits. Those same pits were a curse and blessing as
Drogba his body grew so did his muscles, his stamina increased
Caliph Drogba of Ashtelon and THE NOON DAY SUN CAUSED THE SWEAT OF HIS
(original concept by Matthew Archibald) LABOR TO TRICKLE DOWN HIS EBONY MUSCLES,
The head of the church and ruler in Djadik RIPPLING...GLISTENING AS THEY TOILED TO DO THE
See also: Ashtelon (Atlas of the Realms) WORK, which the masters had wrought upon him.
He eventually proved himself quite a warrior and was
promoted to the arena to fight for Lords and Kings.
Ehrdael "Shield" Sydow Never defeated, he became the hero of the people
(original concept by Carl Towns) who saw him as a warrior for their cause, a hero from
Race: Human their own stock.
Align: NG
Lvl 4
Class: Fighter
Deity: None
Age: 28
Weight: 225
Height: 6'5"
STR 19 (+1/+1)
DEX 16 (+1 Aim / -2 AC)
CON 15
INT 15
WIS 15
CHA 17

Total HP: 42
Armor Class: 1

Armor: +1 Chain Mail, Body Shield and Giant Black


Beetle Shield on his Back.
Treasure:
GP 90
SP 8
Weapons: DeathStar(Morning Star Specialization),
Spear, Daggers
Weapon Proficiencies: Morning Star(Specialization), In a final battle, he rightfully won his freedom, but was
Dagger, Spear(Specialization), Short Sword hunted down and an attempt to re-capture him was a
Non-Weapon Proficiences: Rope use, Set Snares, foul mistake by those who would see him enslaved
Spellcraft, Swimming once again. He first killed one of the warriors and took
Fighter Abilities his morning star, whereby he gained his freedom after
Specialized in Spear and Morningstar which gives him beating down his would-be captors.
3/2 attacks and adds +1 to hit and +2 Damage. Sought now by that same faction, he has journeyed far
Languages: Common and helped many in his adventures, always looking
With strength to match his almost giant status, Shield over his shoulder for those who would try to take him.
is a protector of those whom he considers friends.
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wenches flask
Eibhair the Blue seeing that
(original concept by Dave Grose) because of a
Human wound obtained
Bard, Level 6 while adventuring
Chaotic Neutral she is no longer
S 14 able to bear
D 16 children.gronk
+1/+1/-2 currently owes
C 12 her a life debt to
I 17 (6 which he is honor
languages) bound to fulfill.
W 13 Elena works as
Ch 18 the bartender and
barmaid all in
AC 4
one.with a
HP 28
beautiful smile
and a set of hips
Wizard Spells - that would make even the most demure man stop and
per day 3 - 1st, 2 stare she does quite well.
- 2nd
Thief Skills - PP=50, DN=20, CW=50, RL=60 However those who have decided to challenge her
Staff, Dagger, Whip, *Gaming* - 18, Spellcraft - 15, have been put in their place with a quickness usually
Read &Write - 18, Bagpipes - 15, Read Lips - 15, before her husband or the bouncer can react. She is
Appraising - 17, Heraldry - 17, Ettiquete - 18, Brewing - not above using command, hold, or suggestion type
17, Cooking - 17. spells to quell a bar situation, as this is her livelihood.
Magic Items - Girdle of Many Pouches, Priest Scroll -
Bless, Cure Lt x2, Remove Curse, Ring of Protection +2,
Staff +2, Potion - healing, invisibility, water breathing.
Eliana Moorlight
Speaks - Common, Elvish Common, Dwarvish The Harper of Albanon
Common, Quel'a, and Solanthi. (1 available to learn) (concept by Radamanthys d'Zan; See also adventure,
Eibhear keeps his past from most folk, being 6'2" and Song of the Dragon Bard, by Radamanthys d'Zan)
200# helps almost as much as the sound of his Race: Human
bagpipes, but he weaves tales that captivate his Class: Bard
audience, some are even true. Level: 6
Alignment: LN
HP: 24
Elena Foxglove AC: 4
(original concept by Drew Imler) THAC0: 18
Human Attribs: S-9 / D-18 / C-12 / I-16 / W-15 / CH-16
Cleric of Ancar lvl 7 Treasure (on person): 100 gp
Chaotic Good Weapons: Dirk +3
Magic items: Harp of Mesmerizing Light; Ring of
Elena is the wife of jaycen foxglove and half owner of Ventriloquism; Hat of Disguise
the wenches flask in Padun'. She also is a retired Thieving Abilities:
adventurer. That happens to be how she met jaycen. PP: 85 / OL: - / FRT: - / MS: - / HS: - / DN: 70 / CW: 40 /
After a long time of travelling together a love and RL: 40
passion had developed between them. They
eventually got married and decided to open the

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History: Eliana
"The Harper" is a Eruin of House Gulforn
minstrel of some Priest of Kazakh
renown in Flame of the Northern Desert
Albanon, and her
(concept by Radamanthys d'Zan)
lilting voice is
CLASS: Priest
among the
LEVEL: 6
favorites of
RACE: High Elf (Sun)
commonfolk and
ALIGNMENT: CG (CN)
courtly life from
AC: 4 (Dex -3, Girded Silk -1, Martial Arts -2)
Brine to
HP: 36
Waypoint to
Waterborne. She STR: 12
has even played DEX: 17 (+2 / +2 / -3)
for the elvish CON: 11
queen in Solant, INT: 14
who was so WIS: 17
appreciative that CHA: 12
she placed a ARMOR: Girded Silk; Bracers
wondrous WEAPONS: Glaive-Guisarme (2d4 / 2d6); Knife; Short
enchantment Bow
upon her harp, MAGIC ITEMS: Figure of Wondrous Power (Scorpion);
imbuing it with 1 ruby Soul Stone (fire spirit); 1 sapphire Soul Stone
power to create (light spirit); Orb of Continual Light
mesmerizing NWP: Religion
Dancing Lights in synchrony with the music. She would WP: Glaive, Martial Arts (see below)
have likely stayed with the elvish harpers of Solanthis,
but she fell deeply in love with a dashing traveler from
the west, a master of both song and mandolin to
whom she pledged her heart, mind, and spirit in
undying infatuation. The minstrel was Zanadamar
Thyndas, the golden dragon of Draakmoor, traveling in
disguise as he often does. When Eliana learned of his
true form, her love was undiminished, and she
redoubled her pledge of undying love to the Dragon
Bard. She followed him from Solanthis to points south
in Albanon, and she quickly learned that her love
would not tame the rogue dragon. While he traveled
the world, her harp-strings danced across the green
fields of Albanon, and many flocked to hear the beauty
and pain in her songs. But her love and dedication to
Zanadamar is unshaken, even if it is only fulfilled on
occasion when the Dragon Bard returns to Albanon.
Land of fire. Land of scorpions.
Land of the tyrant Kzul and his sorcerous Vizier.
Land without mercy. Such is my home.

Some call me zealot; nay - I am devotion incarnate.


Some call me blind; yea - for I perceive the searing
flare of Kazhak's enlightenment,
And I shall rush headlong into it.

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MARTIAL ARTS: "Flame of the Desert" food or drink. Descending from the tower at last, he
Style: Hard / Soft had renewed purpose - to serve Kazhak unwavering,
+1 Attack Modifier freed from temptations of forest, fey, and the green
+1 Damage Modifier goddess. They ventured to Sardanos, and with Eruin
-2 AC Modifier riding atop a scorpion figurine of wondrous power,
Prinicipal Method: Movement they restored the Clerics of Azgar to rulership in the
Principal Attack: Legs old city.
SPECIAL MANEUVERS
Movement: (1) Feint; (1) Prone Fighting; (1) His atonement complete, Eruin returned north and
Immovable; (0) Leap; (0) Speed joined a new quest as a soldier of Kzul's empire against
Kick: (1) Circle Kick; (1) Flying Kick Aria's armies in the Warlords of Dawn. He pledged
Block: (1) Basic Parry himself to a paladin of Kazhak, fought proudly
Lock: (0) Choke Hold; (0) Immobilizing alongside freed slave-warriors of Draethan-Gol, and
Throw: (0) Fall; (0) Hurl met a wizard of the west who commanded the same
Weapon: (1) Weapon Breaker fiery magicks as he, but from arcane sources, not
Touch: (1) Pain Touch; (0) Stunning Touch divine. Ever in quest to understand the perfect duality
of Kazhak - fire as both creator and destroyer - Eruin
Eruin is a high-elf of the northern desert wastes in
befriended the wizard and now devotes himself not
Draethan-Gol, one of the rare race of "sun elves" who
only to a quest for fiery enlightenment, but to
alone can survive in the searing heat and sun-baked
understanding the duality of heart and mind - of
sand of that unforgiving land. Raised as an acolyte of
wisdom and intellect - of divine and arcane - a razor's
Kazhak - god of fiery enlightenment, lord of fiery
edge path by which duality and singularity may be
destruction, and patron of battle-hardened generals -
achieved in perfection.
he devoted himself to mastery of the deadly Glaive
Dance and honed his mind to gleaming sharpness. But
like a whirling glaive, so too can a mind so sharp be Faendrihl Sansrith
dangerous to its wielder.
Guildsman, Smugglers' Guild of Albanon
As a young priest, he left Draethan-Gol in visionquest, (NPC concept by Chris Ayotte; See also adventure,
joined by a beautiful rogue from Holinth-Tel and a man Song of the Dragon Bard, by Radamanthys d'Zan)
of lost noble lineage from the north. Together they Race: Half-Elf
quested for the high elvish Council of the Ghostwood Class: Warrior / Wizard
against a blood cult in the Gnollfangs. But they Level: 5 / 5
discovered the cult instead to be a rival sect of the Alignment: NE
goddess Yja Terra, and Eruin found wisdom in their HP: 30
rituals - so much so that he slew a goblin in blood AC: 1
sacrifice to gain Her favor and took a giant python's THAC0: 16
egg to nurture in Her honor. But his devotion was Attribs: S-16 / D-17 / C-14 / I-15 / W-12 / CH-13
misguided, and he soon discovered the heart of the Treasure (on person): 500 - 5 gp gems
cult to be ruled by a cabal of vampiric assassins. They Weapons: Saber+2, 5 daggers, shortbow, 20 arrows,
narrowly escaped the gnollfangs, now pursued by the 10 arrows+1
elvish Council as well. Summoning a fire elemental, Magic items: Elven chain mail+1; 2 potions of healing,
Eruin dispatched the creature into the Ghostwood... 1 potion of invisibility, Scroll of Stoneskin
and there are many who still hold the priest to blame Spells:
for the conflagration that consumed the ancient Level 1: Armor*, Comprehend Languages, Detect
woods. Magic*, Identify, Shocking Grasp*
Level 2: Darkness 15' Radius, Knock, Mirror Image*,
Eruin sought atonement from Kazhak atop a ruined Spectral Hand*
tower on the shores of Luth en Anuun beneath the full Level 3: Lightning Bolt* Protection From Normal
red moon of Orokh. All of his gold he melted in Missiles
offering, and he prayed for days and nights without

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Faendrihl is the child of a
union of an elven female
and a human male. Rasied
by elves, he grew weary of
their aloof attitude and
fear of change. He grew
motivated by greed.
Stealing a suit of
enchanted elven chain
mail, he fled the elves,
leaving his mother to her
grief. Travelling for years,
he became a learned man,
with an insatiable appetite
for magic. Developing his
fighting skills, he realized
he could take the things he felt he deserved. He is a
well read man with knowledge of many nobles. His Nuff is, shall we say festively plump. However if you
dry, sarcastic wit, has served him well. He joined the ask him he will say he is the perfect shape, the shape
Smuggler's Guild after being caught raiding a all good things are; round! He has a mischievous smile
stronghouse by other members and has proved his that has gotten him out of many sticky situations,
worth by using his magic to enlighten them of the especially when he takes his tricks to far or they
abilities of magical items. backfire. He is a good hearted being, absent of malice.
He is tolerated by the elves of the forest who believe
him to be “of good value” and at times will play along
The Fairy Nuff with his tricks. Nuff doesn’t believe in the existence of
(original concept by Shaun Robert London) Halflings, instead believing them to be the children of
Illusionist another race. (a point he will argue without the
level: 6, HP: 20, AC: 1 (natural 5) possibility of proving him wrong, with phrases like
Race: pixie, Sex: male, Height 2’7”, weight: 75lbs “well if they are real how come you don’t see any full
str: 9, int: 15, dex: 16, wis: 12, con: 13, cha: 16 sized one” and “nope I am afraid you are mistaken;
Spells memorized you my friend are not a Halfling” etc.) Nuff’s clan lives
Level 1: Colour spray, Audible glamour, Hypnotism, in the central west area of the Ghostwood.
Phantasmal Forces
Level 2: Improved phantasmal force, Hypnotic
pattern Dulac Mo'or
Level 3: Suggestion, Hallucinatory terrain (original concept by Drew Imler)
Notable equipment: ring of protection +2, dagger +1, lvl 9 witch doctor
scroll – monster summoning III, potion of cure light Neutral Evil
wounds, wand of magic missile (13/30 level 3 charges)
Nuff is recognized as the king of the fairies (pixies,
sprites, etc.) in the Ghost wood; although he likes to
think he presides over all the folk of the Ghost wood.
He will often try to assert his perceived authority over
the forest by waylaying travellers and the other
inhabitants living within it; with his practical jokes.

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He orignally was part of the aztec city however he was w/+1 to hit every 4 lvls (currently +2), gain a +1 to any
exiled due to the dark nature of his faith. He and his bow and arrows kept and cared for longer than a
small group of followers have retreated to the jungle month. Other than bows, the archer may only become
where they have hashed out a small area and built proficient with longsword, shortsword or dagger.
some huts. Dulac was responsible for the creation of Receives a -1 to hit when using anything other than a
the Ju-Ju zombie that wanders the port settlement of bow.
Padun' Dulac and his small tribe are fiercely territorial SAVING THROWS: PPD: 8, RSW: 10, PP: 9, BW: 9, S: 11
of their land, and not only will fight to the death but he WEAPON PROFICIENCIES: Longbow (specialized, +2 to
also promises a fate that is unpleasant as his tribe is hit when with in point bank range, 6-30'); Shortbow
one of cannibals. (specialized, see above); Longsword, Shortsword,
Dagger
NON WEAPON PROFICIENCIES: Bowyer/Fletcher, Dex -
Fletch 1*; Direction Sense, Wis +1; Fire Building, Wis -1;
(original concept by Chris Ayotte) Hunting, Wis -1*; Riding, Land Based, Wis +3; Survival,
ALIGN: Neutral/Good Int 0; (* indicates NWP gained through Archer kit)
RACE: High elf WEAPONS: Longbow +3, Wgt: 3, S: L, Type: --, SF: 5
HGT 5'2, Wt 115lbs, HAIR: Brown, EYES Blue, AGE: 122 Flight Arrows (24), Wgt: 2.5 lbs, S: S, Type: P, SF: --,
CLASS: Fighter (Archer Kit) Dmg: 1d6/1d6; Sheaf Arrows (10), Wgt: 1 lb, S: S, Type:
LV: 9 (XP: 250,000) P, SF: --, Dmg: 1d8/1d8; Arrows +1 (15), Wgt: 1.5 lb, S:
HP: 61 S, Type: P, SF: --, Dmg: 1d6 +1/1d6 +1; Longsword,
AC: 0 Wgt: 4 lbs., S: M, Type: S, SF: 5, Dmg: 1d8/1d12;
Thac0: 12 (6 w/longbow[4 when in point blank Dagger, Wgt: 2 lbs., S: S, Type: P, SF: 1, Dmg: 1d4/1d3
range]),12 with longsword, 13 with dagger. ARMOR: Elven Chain Mail +2, Wgt: 20 lbs, AC: 3; Good
ABILITY SCORES: Cloth Cloak, hunter green; Surcoat, green trimmed
S: 15, to hit: --, Dmg: --, WA: 55lb, MP: 170lbs, OD: 8, with gold; Braided Belt; Breeches; Riding Boots
BB/LG: 7% EQUIPMENT: Backpack, 2 lbs.; Flint & Steel
D: 17, RA: +2, MAA: +2. AC: -3 3 Pitons, Wgt: 3 lbs.; Small Hammer, Wgt: 4 lbs;
C: 13, HP: --, , SS: 85%, RS: 90%, Poison: --, Regen: -- Whetstone, Wgt: 1 lb; 2 Quivers, 2 lbs.; Riding Horse
IT: 08, #languages: 1 (Arrow); TOTAL WGT (including weapons and armor):
W: 10, MDA: 0, 46 lbs
Ca:12, #henchmen: 5, LB: --, RA: -- ARROW (Riding Horse)
HIGH ELF RACIAL Bit & Bridle, Wgt: 3 lbs.; Saddle Blanket, Wgt: 4 lbs.;
ABILITIES: +1 Dex, -1 Riding Saddle, Wgt: 35 lbs.; Saddle Bags (L), Wgt: 8 lbs.
Con; 90% resistance SADDLE BAGS: Hooded Lantern, Wgt: 2 lbs.; 3 Flasks of
to sleep and charm Lamp Oil, Wgt: 3 lbs; 50' of Silk Rope, Wgt: 8 lbs; 2
based spells, can Small Sacks, Wgt: 2 lbs.; 1 Large Sack, Wgt: 1 lb; Winter
detect secret doors Blanket, Wgt: 3 lbs; TOTAL WGT: 69lbs.
(1 on 1d6) by merely MAGIC ITEMS: Longbow +3; 15 arrows +1; Elven Chain
passing within 10' of Mail +2; 2 Potions of Healing; 4 Potions of Extra
them. If actively Healing
searching this Fletch was born as the second son of a minor noble
increases to 1, 2 on family, in the city of Solant. As he grew, he marveled at
1d6, 1, 2, 3, on 1d6 the alabaster walls of Solant, its crown a gleaming host
when searching for of soldiers. When he came of age, he joined the ranks
concealed doors. +1 of Solant's Army. The training went well enough,
to hit with short and though Fletch struggled to master the slashing dance
long swords and of the blade. Once he gained rudimentary skill with the
bows. Cause a -4 to enemy surprise rolls when longsword, Fletch was introduced to the longbow.
travelling alone or 90' away from their party During that day Fletch came to realize he had some
CLASS ABILITIES (ARCHER KIT): Gain either the ability talent as an archer. While being assigned, he
to increase rate of fire to 5/2 or to make trick shots
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requested the archer company. After landing three
bulls eye's out of five arrows, his request was granted. Gaston di Bragg
Through years of solid service and reliable council, Guildmaster of Waterborne
Fletch was given the rank of Yeoman and command of Guildmaster, The Smugglers' Guild of
a group of ten archers. Proud of this accomplishment
he is flourishing in the army. Yet to gain another rank, Albanon
he has no small list of friends and the respect of those (NPC concept by Paul Dennis; See also the dungeon
he commands. During his free time, Fletch is wont to module adventure, Song of the Dragon Bard, by
explore the fringes of the jungle, strengthening his Radamanthys d'Zan)
knowledge of the outdoors. Recently he has joined an Race: Human
expedition to the Jotunmark and along with his Class: Fighter (Swashbuckler Kit) / Mage
companions Aeleiria Amakiir, Glavorium Goblinbane Level: 7 / 2
and Twig Everyleaf, they draw closer to the home of Alignment: LE
the giants... HP: 40
AC: -1
THAC0: 13
Gareres Swiftwind Attribs: S-17 / D-17 / C-14 / I-17 / W-14 / CH-15
Guildsman, Smugglers' Guild of Albanon Treasure (on person): 131 gp, 3 - 100 gp sapphires
Weapons: Rapier +2, Dagger +2
(NPC concept by Jon Gerfen; See also adventure,
Magic items: Bracers of Defense (AC 4), Ring of
Song of the Dragon Bard, by Radamanthys d'Zan)
Protection +1, Ring of Water Breathing, Ring of
Race: Half-Elf
Elemental Command (which he uses to command the
Class: Warrior (Archer Kit)
Water Elemental in the secret cove - e.g., to push ships
Level: 7
in and out).
Alignment: NE
Spells:
HP: 36
1st: Armor, Charm Person, Featherfall, Magic Missile
AC: 2
THAC0: 13
History: The youngest of 7 sons of a minor noble from
Attribs: S-15 / D-17 / C-
Bastrovia, Gaston was
16 / I-12 / W-8 / CH-7
apprenticed to a local
Treasure (on person): 34
mage. While traveling
gp
by ship, a pirate raid
Weapons: Dagger,
caused the death of the
Composite Short Bow +1
mage and the capture of
Magic items: 10 +1 Flight
Gaston. During the
Arrows, 10 arrow of
attack, Gaston was hit
slaying (DM's Discretion-
on the head and
See Note*), Bracers of
knocked unconscious.
Archery, Full Leather
When he woke, he had
Armor +2
complete amnesia. The
pirate captain decided
Gareres is a former Ranger who fell from grace due to
to keep Gaston and
mind control. Unwilling to atone for his deeds, he finds
raise him as his own,
himself shunned by the ranger community and as a
training him in the ways
result, joined the smugglers guild as an assassin. His
of piracy. After a few
unatural ability with a bow, he spends his free time,
years at sea, Gaston fell
taking care of it and develops specialized arrows.
from the lines, once
again being knocked
out. When he regained
consciousness, his
memories slowly

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returned. Faced with the dilemma of returning to his WIS 7
family or staying with the pirates that stole and taught CHA 9
him so much, Gaston opted for a third choice. He went COM 12
out to see the world and leave his mark. Weapons
Gaston rose quickly in the ranks of the Thieves' Guild Khopesh (+3) 2-8 / 1-6
in Waterborne and was implicated in the assassination Battle-Axe (+2) 1-8
of its Guildmaster. With the criminal element of the Trident (+1) 2-7 / 3-12
city in chaos, the Constable of Waterborne began a Net
series of brutal executions of known or suspected 2-Handed Spear (+2) 2-12 / 3-18
thieves. Gaston rallied the remnants of the Guild in a Magic Items
riot that ended with the burning of the wharfs. In so Ring of Endurance
doing, he became the unquestioned kingpin of the Bracers of Defense (AC bonus 4)
criminal underworld in Waterborne. Under his cunning Weapon Proficiencies
command, the Thieves' Guild grew to exceed its Short Sword (Khopesh) (*Gladiator Kit - Free
former glory, and Gaston founded a new guild of elite Specialization); Trident; Net; Battle-Axe; Spear, Two-
rogues and assassins in the legendary Seaside Handed
Stronghold north of Waterborne. From there, he Non-Weapon Proficiencies
masterminds the smuggling trade for the entire Charioteer, Tumbling (AC bonus 4 if has initiative and
eastern coast of Albanon, Sardanos, and Lisadar. foregoes attacks), Riding (Land-based), Blind-Fighting

Geron Kaspar
2nd Wizard of the Vecan Council
(original concept by David Stankowski)
LE Wizard
Conjurer watching the development on the northern
border with Khodex. And is leading the rituals that are
causing the problems in the mines and attacks that are
happening there.
See also: Vecan (Atlas of the Realms)

Gladiator 16
(original concept by Michael Kirk and Radamanthys
d'Zan)
Alignment N (NG)
Race Human
Class Fighter (Gladiator)
Level 5 Age of Conan artwork by Pascal Blanche
Homeland Draethan-Gol Backstory:
Deity Fighter / Champion Hero Worship On the outskirts of Emperor Kzul's dark, glorious city of
Sex M Sirocco in Draethan-Gol is The Arena - an
Age 26 amphitheatre built by Gol-Duhhr solely for the
--- purpose of blood sport. The amphitheatre itself is a
AC 4 (Leather) wonder -- ever changing in its form for the whim and
HP 50 amusement of the Emperor and his Vizier.
--- On any given day, the amphitheatre may present for
STR 18(00) +3 / +6 the crowd's pleasure a labyrinth, a treacherous
DEX 14 obstacle course, a chariot track, or even a flooded
CON 17 basin with longboats outfitted for war - but two things
INT 8
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are constant - the flow of blood and the lusty roar of whose names he had memorized, but instead upon the
the crowd. 15 whose heads encircled the arena. As he joined
Among the gladiators of The Arena arose a cult of battle against the Vizier, there must have been some
hero worship and long oral tradition telling the stories divine providence looking down - perhaps the eye of
of Dawn's greatest warriors. The gladiators did not Kazhak himself looking down from the blazing full
worship the dark Vizier, and their homage to the moon of Orokh - for Gladiator 16 evaded the horrible
Emperor was only for show, for their hearts and minds magicks and every deadly strike that the Vizier
belonged to the worship of the great champion delivered. Gol-Duhr conjured monsters of countless,
fighters who had come before them. When warrior horrible forms, but each fell in turn to the gladiator's
slaves were brought to the Arena, the gladiators would khopesh and spear.
share tales of the greatest warriors from lands far and As the battle drew on, the gladiator even dealt a
wide. So arose an oral history that detailed a hundred deadly strike to the Vizier himself, and the crowd was
brave warriors who were revered by the gladiators as at first aghast and silent in seeing Gol-Duhr suffer a
heroes and demigods. Before each match in the arena, vicious strike - but then elated and roaring as an unruly
a gladiator would call upon the strength of one of the mob. Emperor Kzul watched on from his high throne -
exalted heroes, and if victorious, the gladiator would only partly unamused.
offer his victim as sacrifice - not only to Kzul and Gol- Gol-Duhr's rage was palpable, and so Kzul wove a
Duhhr, but also to the Champion from whom he drew clandestine magick of his own, secretly casting a
inspiration and strength. feigned death upon Gladiator 16 to give the
Among the gladiators therein were 16 warriors appearance of the Vizier's hard-earned victory. Sorely
groomed since birth from far reaches of Dawn. They wounded, the Vizier slunk to his chamber, forgetting to
were the exalted 16 champions who enjoyed the behead his victim.
popularity of the crowd and the favor of Gol-Duhhr. Kzul collected the body of Gladiator 16 and met him
In time, the gladiators' worship of warrior heroes secretly in his palace. "I foresee a great battle coming
became known beyond the secret cult of the slave in the west," said the Emperor, "and you shall have a
warriors. The crowd came to know some of the old hand in our victory... should we live to earn it." He
stories as well, and at times would chant the names of released the gladiator from bondage and commanded
old champions. Kzul began to take affront at the cult's him to travel the reaches of Draethan-Gol. "One day, I
popularity - His name should be chanted at The Arena, shall call upon your service - be it against the powers
not that of some fallen hero from another kingdom. that rise us against us in the west - or be it against a
Gol-Duhr too resented the rising popularity of the hero darker power that rises in my own palace. But I shall
cult, and so he set out to erase it. call upon you."
One by one, Gol-Duhr executed the gladiators in the "I shall answer," replied Gladiator 16, "and earn
very center of The Arena - and with each death, he victory... or a champion's death."
grew closer to erasing the memory of the hundred Since that day, Gladiator 16 has wandered the realms
revered champions. The crowd was in dismay, but they of Draethan-Gol and Apihi, tracing the path of a
could not deny the rage or power of the Vizier. The hundred legendary warriors etched in his mind, silent
slaughter continued each day, and with each sunset and grim as he seeks purpose among free men,
another gladiator fell to Gol-Duhr's wrath. He staked holding no man or king his superior - until the day that
15 heads upon pikes about The Arena, stripping each Kzul calls him to final battle.
of name - and so erasing the names of their heroes -
and instead giving each a number.
On the final day, the sixteenth warrior came before Gluk the Vile
Gol-Duhr on the floor of the arena, and he was Captain of Mael'og
stunned to see the heads of his brethren on pikes (original concept by Anthony Costa)
adorning the amphitheatre. When Gladiator 16 was 4th level Warrior
introduced to the crowd, there was no fanfare - no Troll, 4d10 +16HP
applause - and the mob sat silent awaiting the last of Gluk is a conniving, cruel individual with no care for
the warriors to be slain. Seeing his doom awaiting him mercy. He currently is planning to murder Buru'tok in
on the sands of the coliseum floor, the gladiator called the coming days. This may cause a troll-fued between
not upon the strength of the hundreds of warriors their grunts. If this occurs, the ensuing battle (lasting
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four whole days and nights) will spill out into the 2 in 3 chance to locate concealed doors when actively
marsh and adventurers will surely encounter them. searching (1-4 on 1d6).
Helping one or the other will have interesting affects
on troll politics in the coming days, perhaps. Gluk is
short for a troll, only 7'8, but agile. He wields a
magically poisoned Snake-Spear that acts as a +2
magical weapon and victims must Save vs. Poison at a
"-1" penalty or be paralyzed for 2d4 rounds. The
poison does NOT leave the weapon, it is always there.
The spear was created by beheading a basilisk and
using the powdered teeth to enchant the weapon; It is
called "Vile-Fang" in the common tongue. He is also
the first recorded troll in the marshes to be openly
gay, and is berated by Buru'tok for that.
See also: Mael'og (Atlas of the Realms)

CLASS ABILITIES: Lv. 1: +2 to saves vs. fire or


Gol-Duhhr electricity, speak druidic; Lv. 3: Identify animals, plants
Vizier to the Emperor Kzul and pure water accurately, pass through overgrown
areas, leaving no tracks, at normal movement rate,
Viceroy of Draethan-Gol learn to speak the languages of woodland creatures
(original concept by Corey Grove) ALLOWED SPHERES: Major: All, Animal, Elemental,
The son of Sr'Qeth, Gol-Duhhr is one of the few Healing, Plant, Weather; Minor: Divination
surviving members of The Cabal. He is the trusted SAVING THROWS: PPD 9, RSW 13, PP 12, BW 15, S 14
vizier to the Emperor Kzul in Draethan-Gol. WEAPON PROFICIENCIES: Sickle, Sling, Spear
See also: Draethan-Gol (Atlas of the Realms) NON-WEAPON PROFICIENCIES: Healing, wis. -2 /
See also: Gol-Duhhr (Gods of Dawn) Herbalism, int -2 / Set Snares, dex -1
See also: The Cabal (Rogues of Dawn) SECONDARY SKILL: Trapper/ Furrier
WEAPONS: Sickle, DMG: 1d4+1(S/M), 1d4(L) Thac0: 18
Sling(w/bullets), DMG: 1d4+1(S/M), 1d6+1 (L) Thac0:
Graefen Blackmiir 17; Spear, DMG: 1d6(S/M), 1d8(L) Thac0:18
(original concept by Chris Ayotte) ARMOR: Hide Armor (AC 6)
RACE: Half Elf CLOTHES: Breeches, Tunic, Belt, Gloves, Hooded Wool
Hgt: 5'7, Wgt: 148, Hair: Brown, Eyes: Brown, Age: 50 Cloak, Soft Boots (all in greens and browns)
CLASS: Driud EQUIPMENT: Backpack, Belt Pouch (small), Belt Pouch
LV. 4 (large), Flint&Steel, Knife, Pitons (5), Small Hammer,
XP: 7,500, NEXT: 12,500 Small Sack (2), Snare Kit, 25' Hemp Rope, 2 weeks Dry
HP: 22, AC: 3 Rations, Whetstone, Wineskin, Winter Blanket
ABILITY SCORES MEMORIZED SPELLS: LV. 1: Bless, Cure Light Wounds,
S: 13, +H/+D: --, WA: 45, MP: 140, OD: 7, BB/LG:4% Entangle, Faerie Fire, Invisibility to Animals; LV. 2:
D: 16, RA: +1, MAA: +1, AC: -2 Barkskin, Flame Blade, Obsurement, Produce Flame
C: 11, SS: 75%, RS: 80% MAGIC ITEMS: Boots of Striding & Springing
I : 11, #lang: 2 (common, elven) Ysa Blackmiir (Graefen's mother) was a trader in the
W:17, MDA: +3, BS: 2/2/1 wealthy Caliphate of Berisk. During a trade meet, she
Ch:15, M#H: 7, LB:+3, RA: +6 came upon Faendrihl Sansrith (Graefen's father). She
RACIAL ABILITIES: 30% resistance to cleric spells from was immediately drawn to the lithe elf. During the
clerics of gods other than Yja Terra; 60' infravision course of the meet, she found time to speak
Spot concealed door when passing within 10' of it (1 repeatedly with him. Faendrihl was intrigued by her
on 1d6); 1 in 3 chance to locate secret doors when forwardness and beauty, so alien to the attitude of the
actively searching (1-2 on 1d6) elves of his homeland of Holinth-Tel. On the final night
of the meet, he gave into temptation. Saying farewell

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the next day, the lovers parted, vowing to remain in church of Elaia. The Byelli Sistri are praised for their
touch. Six months later, the next trade meet came. A heroic deeds throughout the Ashtelon.
heavily pregnant Ysa attended the meet with her See also: Ashtelon (Atlas of the Realms)
assistant and sought out Faendrihl. Finding him she
gave him the obvious news. He turned his nose up at
her, saying the elves of Holinth-Tel would never allow Grim
a half breed among them and left her with a broken (original concept by Paul Dennis)
heart. 9th level thief with troubleshooter kit
As he was growing, Graefen was given everything by Chaotic neutral. Hp- 65 AC-4
his mother, who continued to be heavily involved in S-17
trading. This nurtured Graefen's dislike of material D-17
things. All he wanted was her love. He spent many C-18
hours alone in the beautiful embrace of nature as she I-14
worked, feeling it's call to his soul. Unknowingly, he W-13
was watched by Edris Rul, a druid. When he was 32 his Ch-12
mother's health failed her. She lingered for 3 months, Thieving skills(armor not included)
finally telling Graefen of his father and revealing his Pick pockets 45%
name. She then passed. Open licks 60%
Blinded by an unexpected grief he turned to nature yet Find/Remove traps 55%
again and sat upon a perch, watching the waters of Move Silently 70%
The Rhimbelle. He was approached by a man (Edris Hide in Shadows 80%
Rul), who offered to teach him the way of Yja Terra Detect noise 45%
and her druids. He accepted and spent the next 10 Climb Walls 50%
years in the company of Edris Rul and the druids of Yja Read Languages 25%
Terra. Now, with his dog Mizzrym, he frequents the Known equipment:
lands around The Rhimbelle, occasionally visiting No less than 8 magic daggers of various strengths
Berisk for necessary items. He has traveled farther Studded leather +3
though on occasion. Light crossbow +2
Various quarrels ranging +1to +3
MIZZRYM (align. N)
War Dog
HD: 2+2 (hp 12), AC: 6,
No.Att: 1, Dmg: 2d4, Thac0: 19
Int: Semi (3), Size: M (4' long), Morale: 8-10
Tricks: Hunt, Defend, Stay
Mizzrym is a chestnut brown mastiff. Graefen found
him while wandering between Berisk and The
Rhimbelle. At first, the dog was wary of Graefen, but
whispering softly and calling upon Yja Terra, he calmed
the dog and won it's friendship. Mizzrym is Graefen's
sole companion.

Grigori
Knight Champion of Ashtelon
(original concept by Matthew Archibald)
Grigori is a Knight Champion of the church of Elaia. He
serves the Regina and has slain many monsters, and
many wicked men on her behalf. He belongs to an Unknown amount of "special" quarrels. A few
order of paladins known as the The Byelli Sistri. They examples: Explosive- 3d6 fire damage on impact w/5'
have a chapterhouse in Azhgorod that is funded by the radius, save for half; Stun- 2d6 electrical damage, save

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or be paralyzed for 1d4 rounds; Web- hit causes through the enemies' heart. In his months of service,
web(as spell) centered on impact. Saurus treated Grimalkin as a trusted son, and he
Grim is one of the few non-lizardfolk in the Red Tails. taught him no small amount of wisdom of the marsh
Within the ranks, he answers only to Hexgor. His job is wild-folk.
to find the trouble before it starts, and prevent it from
happening. To this end, he has a network of informers
and spys throughout the kingdom, constantly sending
him information. The one thorn in his side is the Cult
of the Dragon. Grim has tried, unsuccessfully, many
times to infiltrate the Cult. Grim always seems to have
a steady supply of his "special" quarrels, and is always
coming up with new ones. He has been known to use
quarrels that do everything from explode on impact to
causing a blinding flash of light. His quarrels can
duplicate any number of spell effects; however it is
unclear if they are truly magic in nature or just plain
dwarven ingenuity.
As a young boy, Grim served in the pirate navy as a
scullion. Beaten on a regular basis, he planned his His year of service complete, Grimalkin joined a crew
escape. He slipped over board one night, risking of pirates sailing from Thrakka and traveled to the
drowning rather than face his aggressor again. Barely Maiden Isles (where he barely escaped with his life as
surviving the swim to shore, Grim made his way to the raiders' ship was turned about by the Skellig fleet)
civilization, where he survived on the streets by any and made his way to Brine, where he infiltrated the
means possible. He made the mistake one day of Thieves' Guild for a short while and made a tidy sum of
trying to steal from Hexgor. Knowing he was caught, silver as he honed his skills as an archer and stealthy
Grim faced his punishment like a dwarf, head held mercenary. Hearing of the turmoil in Solanthis and
high, and a song on his lips. Impressed by his bravery, Vecan, he is rumored to be traveling in the wilds.
Hexgor took pity on Grim. Instead of punishment, he Perhaps he still seeks great fortune as a merciless
ordered Grim fed and taken care of. As he grew, Grim assassin. Or perhaps the wise lessons of Lord Saurus
gained a new found respect for the lizardfolk, and ring in his ears, and there is still some good that
Hexgor in particular. Grimalkin may do for this troubled world.

Grimalkin Grisclaw
(original concept by Radamanthys d'Zan) Enforcer of Waterborne
Half-Orc Fighter / Rogue (7 / 7)
(CN, CE tendencies)
Guildsman, Smugglers' Guild of Albanon
This assassin earned a reputation for himself in Ada- (concept by Radamanthys d'Zan and David
Mock by slaying a rival lord of Hencarta whom Lord Stankowski; See also the dungeon module adventure,
Motaq perceived a threat in growing popularity. But a Song of the Dragon Bard, by Radamanthys d'Zan)
reputation is not necessarily a good thing for an Race: Half-Ogre-Mage
assassin, and he found himself a hunted man as he Class: Warrior
slipped south into Thrakka. There, he was captured by Level: 6
the Lizard King Saurus, but the good king could not Alignment: LE
bring himself to return the half-orc north of the Wall. HP: 40
Instead, he enlisted him to the service of the lizardfolk AC: 2
in defending against the encroachment of trolls from THAC0: 15
the central highlands and kobolds from the south. Oh, Attribs: S-18(00) / D-12 / C-16 / I-10 / W-8 / CH-12
the body count -- the lizard men fletchers could barely Treasure (on person): 55 gp
fashion arrows as fast as Grimalkin delivered them

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Weapons: Great Axe +2 (Vorpal Coup de Grace -
decapitates on a natural 20 against weakened targets
(i.e., opponents less than half their total HP)
Magic items: Brooch of Shielding (+1 AC), Rope of
Entanglement
Special Abilities (Ogre Magi): Burning Hands; Darkness
15' radius; Sleep

Grisclaw was born


to human nobles in
Perigon, who hid
him away for
shame of having
birthed such a
seeming monster.
In his early days,
Gronk is the bouncer and barback at the inn and
Gaston Di Bragg
tavern in padun known as the Wench’s Flask. He is
was on a "prowling
gruff and not very friendly; however" if you cause no
errand" in the
trouble you will have no trouble." He is a recovering
nobles' house and
alcoholic and working as a bouncer. His frustration
discovered the ogre
with drunken patrons quells his own desires to drink.
child locked up and
But for any who act up he is more than happy to teach
hidden away in the
them how to fly... out of the doors and into the street;
deepest cellars of it is one of the few times you will actually see him
the manor. Sensing a magical power within the child, smile.
Gaston took pity and freed him from his bonds. Taking
more than his usual share from the treasury, Gaston
repaid the parents' cruelty by burning the manor to
the ground, watching the flames from a hilltop outside Gyorkha
Perigon as he considered the young ogre-child that Guildsman, Smugglers' Guild of Albanon
was now his ward. Over the years, Grisclaw grew in (NPC concept by Radamanthys d'Zan; See also
power of might and magic, and he revered the adventure, Song of the Dragon Bard, by Radamanthys
Guildmaster as a father, serving him with unshakeable d'Zan)
loyalty as a right-hand man and enforcer. In addition Race: Half-orc
to his role as "the muscle," Grisclaw has insatiable Class: Warrior
curiosity for the magical arts practiced by the Master Level: 5
Assassin and other mages in the Guild, marveling at Alignment: CE
their powers over shadow and poison. Through their HP: 26
tutelage, he was able to awaken some of his own AC: 4
innate magical powers as an ogre mage. THAC0: 16 (dual-
wielding)
Gronk Attribs: S-18 / D-10 /
C-16 / I-8 / W-8 / CH-
(original concept by Drew Imler) 5
Lvl 7 fighter Treasure (on person):
Half orc 40 gp
Chaotic Good Weapons: Ring of
Shadow (cast
Darkness 15' radius
1/day)
Magic items: Shor Sword +2; Hand-Axe +1
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Rage AC: -2 bonus
Gyorkha is a fugitive of Sardanos who fled the Clerics Rage Save vs. Mental: +2 bonus
of Azgar when they discovered him to be raising a Rage damage suffered: -1 bonus
small militia of orc "Ragers." He did so with the help of
a vampire witch to whom Gyorkha was enthralled, and
when the Clerics slew her, Gyorkha fled south to
Albanon and quickly established himself as new
"muscle" in the gangs of Waterborne. Recruited to the
Smugglers' Guild quite recently, he handles a number
of small "enforcer" jobs - breaking kneecaps and such
from debtors throughout the back alleyways of
Waterborne.

Hakon the Scarred


(Created and play-tested by Radamanthys d'Zan)
Class / Kit: Barbarian / Ravager
Level: 6
Race: Sklerok
Alignment: NE
Deity: Trofaste hero worship
Place of Origin: Netherdark UL 1 WEAPONS
Age: 45 Flame Tongue Bastard Sword +1 (2-8 / 2-16 hpd);
Sex: M Light; +2 vs regenerating creatures; +3 vs cold
Height: 6'8" creatures; +4 vs undead; "The Sword of Kellen
Weight: 290 lbs Rhun," also called "The Fang of Kazhak" (Kazhoor)
Hair: Black-Gray Masterwork Spear +1 (1-6 / 1-8 hpd)
Eyes: Brown Warhammer +1 (2-5 / 1-4 hpd)
Skin: Bronze Battleaxe +1 (1-8 / 1-8 hpd)
Handedness: R
WEAPON PROFICIENCIES. Battle axe; Bastard sword;
STR: 20 (+3 to-hit / +8 damage)
Warhammer; Spear
DEX: 15 (-1 AC bonus)
CON: 17 (+3 HP bonus) NONWEAPON PROFICIENCIES. Danger sense; Blind
INT: 11 fighting; Endurance; Weapon improvisation
WIS: 12
MAGIC ITEMS
CHA: 9
1 Potion of Extra Healing
SAVING THROWS 1 Potion of Fire Breath
Paralyzation / Poison / Death: 11 1 Potion of Growth
Rod, Staff, or Wand: 13 1 Figurine of Wondrous Power (Boar - "War Pig")
Petrification / Polymorph: 12
Breath Weapon: 13 TREASURE / OTHER POSSESSIONS
Spell: 14 65 gp
2 garnets (100 gp each)
Armor Class: -4 (Dex -1; Hide Armor -4; Skin -4;
Ravager -5) CLASS / KIT INFORMATION
Hit Points: 61 Leaping / Springing (3d6 + 6) ft.
THAC0: 15 Back attack detection (40%)
Climbing (85%)
COMBAT MODIFIERS +3 Movement while Encumbered
Rage attack / damage bonuses: +2 to-hit, +2 damage Reaction penalty to outworlders
Rage bare-handed damage: 1d6 Aversion to magic
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Dual-wielding allows 2 attacks / round deeper, for he resented fighting for their pleasure, and
Homeland terrain = caverns he longed to return to glorious battle in defense of the
Skleroks. In time, he gained the unlikely friendship of a
BACKGROUND
drow who was also imprisoned by the gah'dreen. By
Hakon was born to a warrior clan in the 1st layer of the
the drow's cunning, they made their escape, but his
Netherdark beneath the Undersea. His people were
friend was slain by a poisoned arrow fired from the
steadfast defenders against their most hated enemy -
towers of the city wall. He bore his friend into the
the Gah'dreen. The dark corner of the realm where his
wildeerness, but he had no power to save him. As his
people dwelled was also home to a powerful kindgom
friend passed beyond, the drow swore Hakon to a
of Syn'doev - the very same aquatic elves who guard
sacred oath: before he could return to his people, he
the Undersea Prison. At the age of 15, he joined the
must do a great deed for the drow - find the enemy
ranks of the Sklerok infantry and earned a rank of
that would undo Aelicraas, and bring his sword and
honor as he slew syn'doev warriors beyond counting.
axe against it on behalf of the drow. Bound by debt of
His prowess earned him a special mission against the
friendship, Hakon agreed... and set forth for Aelicraas
Duergar at the age of 20 - an ill fated mission for which
where few Sklerok have tread.
Hakon was ill prepared and overly confident against
this strange new foe. He was captured, imprisoned,
and tortured for 10 years in the depths of the duergar
domain. During his time in prison, he honed his Hartmut Hayfoot
physical strength and constitution as he endured daily "Little Pirates" - Capt. of the Little Knave
torture. At the age of 30, he escaped at last when he 2nd in Command of the "Little Pirates"
was being transferred to a neighboring lord's keep.
(original concept by Shaun Robert London)
Halfling
Theif lvl 7
HP: 43 AC: 5.
S: 13/D: 16/C:
15/I: 12/W:
13/C: 16

Items of note:
Rapier +3, boots
of water walking,
hat of flying
(class C), belt of
giant strength
(20).
Hakon discovers the lost sword of Kellen Ruun.
Hartmut is the right hand man of Thomas. He is a more
Returning to his people, he quickly rose again in the capable leader than Thomas but believes that he can
armies battling the Gah'dreen, and Hakon was glad to earn a greater fortune in this current arrangement, at
once again have his sword and axe wet with blood. For least he will have someone to finger if things go south.
another decade, he fought the Gah'dreen and earned
glory and recognition. At the age of 40, however, he See also: Chapter 11 - Secular Guilds and Orders / The
once again was captured in battle, and the gah'dreen Little Pirates.
put his skills to use for their entertainment as they
condemned him to the gladiator pits. For 5 years, he
fought in the arenas of the gah'dreen, facing every
manner of enemy that the Underdark could muster.
With every victory, his hatred of his captors grew

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known to accept other like minded humanoids, such as
Hexgor the dwarven rogue, Grimm, and Kinnark Thunderhoof,
(original concept by Paul Dennis ) a Bovim rune mage.
13th level fighter
S-20(18/75)
D-16 Ikchirrik Al'Khana
C-17 (original concept by Justin Rod)
I-11 17th Level Warrior (Amazon Kit)
W-11 Alignment: Chaotic Good
Ch-9 Str 18/50
AC-2. Hp97 Dex 14
Alignment: lawful neutral Con 16
Known equipment: Int 12
Splintmail +2 Wis 10
Girdle of stone giant strength Cha 17
Warhammer of speed
Weight. Size. Type speed factor dam.
6lbs. M. B. 4. 1d4+8
(Includes strength bonus)

Ikchirrik of the Fanged Riders clan is something of a


living legend among the Horsemaidens. She slew her
first man at the age of nine, he was a wanderer from
Eirmoor who sought to steal the horses she was tasked
with guarding, as well as her honor. And she cut him,
from groin to throat with her sabre without showing
any hesitation. She quickly mastered the short bow as
well as horse archery, and she mastered the bladed
chariot. She is a specialist in the spear and a defender
of her people. Currently, she holds her position due to
Allows user to always strike first in combat. Bearer acts
the wealth she has brought tribe through her dealings
as if under haste spell, double movement, double
with Marina del Valle and because of her fair dealings
attacks and +2 initiative bonus.
with the other tribes. Currently she is looking for a
After the first attack, all other attacks follow normal
husband, but has not found a single man strong
initiative rules.
enough to interest her yet - though her suitors are
Hexgor is King Saurus' closest friend, as well as chief
many. She wields a magical spear named Tunaktun
bodyguard. The two are never far apart, and when
that is believed to be presundering in origin, see the
traveling, Hexgor will always be found at his king’s
description of Tunaktun in the magic items section for
side. Hexgor is also the leader of his king’s personal
more information on this blade. How she acquired
guard, The Red Tails, an eclectic group of individuals,
such a weapon is largely unknown.
whose sole purpose is the safety of their king. While
mostly comprised of other lizardfolk, Hexgor has been

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Jahar the All-Seeing Jaycen Foxglove


God-King of Xirhalla (original concept by Drew Imler)
(original concept by Matthew Archibald, Mike Half-Elf
Kwiatkowski, and Radamanthys d'Zan) fighter-5 / thief-7
Chaotic Neutral
This Androsphinx king holds his throne in the glorious Jaycen is the husband of
seaside city of Xirhalla within the Dominion of elena foxglove and half
Khal'har. From his high throne, he is said to see owner of the Wench’s
beyond the shores of the Inland Sea, beyond the Flask in the settlement
Deserts of the Eastern Wastes, and beyond the age of of padun'. He is a
Dawn itself. retired adventurer and
Often called the "God-King," he is mortal, though his decided to take his
age is unknown and almost certainly is older than the wealth to build an inn
Age of Dawn, making him one of very few living beings and tavern in these yet
to have personally witnessed the dark days of The uncivilized lands since
Sundering. He is a 20th level priest of Elaia, though he the discovery of gold.
offers his prayers to any that would grant knowledge. He has a deep love of
He is the last surviving Androsphinx in a world in which cooking and enjoys
all the Gynosphinxes have perished (centuries ago in working in said
the Sundering). He is reclusive, but of Good alignment, profession at the flask. However is quite quick to leave
and he as been known to assist travelers in quest of the kitchen if there is trouble.
knowledge. He rose to prominence, rulership, and - in
some cases - worship, in his protection of the Wemics
to prevent them from dying out under the tyranny of Jaycob Steller
the Gnolls of Horzha during their reign over Khal'har.
(original concept by Radamanthys d'Zan)
Level: Monk (3) / Mage (3)
Race: Kenku
STR: 10
DEX: 18
CON: 10
INT: 16
WIS: 15
CHA: 10

But he is a reluctant ruler.


Also within his kingdom are the folk of Al'Centi,
including Hierosphinxes with a very aggressive outlook
and leading tribes of kenku and aarococra against any
who oppose them. It is rumored that the
Hierosphinxes are trying to gain access to Jahar's
Temple Palce in Xirhalla, because they think that is
where a herem of the last Gynosphinxes are being
held. But the Temple really holds an ancient library
Jaycob is a kenku from the wilds of Harasanti south of
containing several pre-Sundering tomes that the
Khal'har – the sole survivor of a brood of hatchlings
Androsphinx is protecting from ever being read by
captured by the yuan-ti and sold into slavery.
mortals again.
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Miraculously rescued by a rakshasa sorceress, he was
raised among the aristocracy of the Raj and excelled as Jora Orinsdottir
the sorceress' apprentice before returning to the (original concept by Radamanthys d'Zan)
kenku principality on his 13th birthday. There he Barbarian; 8th level
entered the order of monks known as the Talons of Chaotic Neutral
Vengeance, a brotherhood devoted to breaking the
slave trade of Khal'har. In the foothills of
Spellbook: The Anvil
Level 1: Burning Hands, Shocking Grasp, Chill Touch Mountains,
Level 2: Blindness, Knock, Strength between the
Level 3: Blink, Hold Person dwarflands of
Fighting Style: Talons of Vengeance (Hard) Dram-Zarook, the
Strike: Iron Fist / Crushing Blow / Eagle Claw land of stout men
Kick: Circle Kick / Flying Kick / Backward Kick called the Zolvoi,
Vital Area: Pain Touch / Stunning Touch / Paralyzing and the realm of
Touch old Illium now
called Far-Dardon,
there dwell the
barbarian clans
descended from
Jocyne the first men who
(original concept by David Stankowski) arose from the
Wild Elf very shield rock
Tree Strider following the dark
With her panther Age of Ruin. First among the clans were the folk of the
companion Farlen. Gray Bear, called the Trollslayers and Keepers of Fire.
str 10, con 12, dex By their might, the dwarves were pushed back into
17, int 11, wis 14, their holes and made to pay great tributes of iron in
cha 11. exchange for peace. But the days of calm were few,
Chaotic Good and the Gray Bear Chief Orin was slain as he hunted,
ranger 14lvl. he and his men filled with Ill-Moraine arrows.
The clan was broken and usurped, and their hunting
Patrols the northern grounds swallowed by encroaching clans, dwarves, and
border of the wild halflings. Orin's daughter, called Jora, vowed to
Feywoods keeping find her father's killer, and she soon discovered that
the Vecanar out of the arrows were a ruse, a diversion, and she suspected
the elfish lands. The not the men of Ill-Moraine but a treacherous alliance
poachers or wood of dwarves from Dram-Zarook in league with - beyond
cutters might see her when she warns them to leave all belief - the elves of Holinth-Tel. And now Jora is
her lands or find arrows appearing next to their hands called Dwarfsbane and Elfslayer. With the last few
when they reach for an axe. If any might try to give her loyal remnants of the Gray Bears scattered, she prowls
hell they'll find a 300lb pissed off cat chewing on them the northland in a quest of vengeance, though the trail
while she disappears back into the underbrush to of her father's killers has long grown cold. Her path
support Farlen with her arrows. now winds through many an adventure in the lands
north of Ill-Moraine, from the Inland Sea to Zolvoi,
through the Mountains, and west to the Sea. Elvish
children frighten eachother with tales of her terrible
exploits and blind rage, and even dwarvish kings
wonder when she might - like the mighty gray bear of
her sundered clan - strike from the dark tunnels under
the mountain in which they once felt safe.
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commensurate skill of a master archer firing an arrow.
Kendal Keelhammer The Hammer is a part of the King's diplomatic envoy.
Captain of the Hammer of the Sea She ensures that no one tries to trade or treat with the
(original concept by Ausie Bart) Madron unfairly. Fortunately fir other nations, Kendal
Level 18 Water Mage is fair to the extreme, and wi not take advantage of
S 11 anyone, unless on the King's orders. Related to the
D 10 king (his uncle on his Mother's side) he has a status of
C 15 Duke, and is reverently loyal to the Crown.
I 20 Kzul
W 18 (original concept by Corey Grove)
Ch 15 Kzul is a mid-high level psychic warrior; human or
something indistinguishable from human. The elf high
Captain Kendal council are all... elves. I think they have a mix of druids,
Keelhammer is old, rangers, fighters, and wizards.
193 to be precise.
He is a canny old Karzoug the Transmuter
bastard, and captain
of the Enlivened (original concept by Drew Imler)
Ship, The Hammer Human
of Morthrael. Level 11 Wizard
Physically, Kendall is a shadow of what he once was, Specialist alteration
but mentally, age has matured him, and he's sharper Lawful Evil
than ever. He should have retired years ago, but he
complains that if he leaves the Hammer, he'll die... He resides in the tower
(which is true.) of gold deep in the
He's been on the ship so long, they share so much. The hearts of the jungles of
ship contains the soul of Lendore, and she supports La'Quel where he
him with her magic, in truth they live each other on a conducts his grisly
metaphysical level most would not comprehend. The experiments grafting
Hammer, a name used to refer to the ship, and her body parts to living
Captain are globally feared by pirates, seafaring elves, beings and finding
kua toa, aboleth, shaugain, and just about any greedy well....."new uses" for
race that has made the mistake of trying to "take" her. his polymorph spells.
Sporting an unprecedented double great bombard on Ne has a mongrelman
a forward turn-turret, as well as the standard fixed servant lvl 1 fighter
pair, and powered by a high percentage of Gem who serves his bidding. Karzoug is also responsible for
Sentinals, the ship is a menace to those who have the pack of 14 displacer beasts that constantly patrol
cause to fear her. She is the flagship of the King's navy around his tower day and night.the only way one can
and home to a cabal of high priests and engineers who enter and exit his tower is to climb 4 stories, fly or
keep her in optimum shape. The scariest thing about levitate.He is indifferent about the ongoings of the
the Hammer, is the unknown amount of ancient world island lest his "studies" be disturbed. It is rumored that
artefacts she and her captain have acquired. Reports the Auralen have been seen coming and going from his
of incredible explosions, searing beams of light, deadly tower recently, the reasons are unknown to all save
fogs, and mechanical flying creatures are whispered those involved in these visits.occasionally he comes to
about. No ship has ever been known to catch the town under the guise of a change self spell to get living
hammer, or ever outrun her if unfortunate enough to supplies and occasionally sell a trinket or two, it is
have her hunting them. quite possible that not even the Auralen know his real
face. He is paranoid and territorial to an extreme.
Kendal sights the Great Bombards from the Helm,
where he fires them remotely with unerring accuracy.
It said that when he shoots, he shoots with
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otilukes resilient sphere, elemental form, fire trap. 5th
Keira Gamlein level: Conjure elemental, teleport, fire breath.
"Little Pirates" - Capt. of the Little Cutlass Initiate bonus spell- fireburst.
(original concept by Shaun Robert London) Racial spells- darkness, dark fire, levitate, detect magic
(all once per day as drow)
Halfling fighter/thief (lvl 4/4) Spells / day (m/p): 1st 5/4; 2nd 8/2; 3rd 4; 4th 3; 5th 2
HP: 32 AC: 6
S: 14/D: 15/C: 16/I: 12/W: 10/C: 16
Items of note: Short sword nine lives stealer, ring of
invisibilty, bracers AC 6

Magic items: Girdle of many pouches(32 pouches),


folding alchemy lab, ring of wizardry (doubles 2nd
level), emerald eating of protection +2, ring of free
action, wand of magic missile, wand of fire (as book,
Keira is a happy go lucky fly by the seat of her pants with Kernan's fiery bolts added) shield of the magi
kinda girl. Not one to plan, she just goes in and see (small shield that floats when released, absorbs magic
what happens. missiles and gives partial cover from aoe spells, can
See also: Chapter 11 - Secular Guilds and Orders / The protect either the front or back as desired, +1 to ac can
Little Pirates. be added for a total of 10 rounds/day.), flail +3
Known alchemy recipes: Potion of healing; Oil of
impact; Flashbangs(generates bright light on impact,
Kernan dispelling most shadow constructs, and causes
(original concept by Paul Dennis) temporary blindness); Kernan's cocktail-(generates
Lawful evil Drow Elf of Aelicraas mini fireball on impact, causing 3d6 points of fire
Fire elementalist (lvl 9) / Initiate of Chardonis (lvl 3) damage, save for half. Can generate both normal fire
Attributes: S-12 / D-14 / C-14 / I-20 / W-15 / Ch-8 or darkfire, depending on ingredients used).
AC-8, HP-28 Kernan is houseless rogue that differs from "normal"
drow, in that he is fascinated by fire. Some say he is
WP: Quarter staff, dagger, flail, hand crossbow obsessed with it, but never to his face. His temper is as
NWP: Gem cutting- 16, Herbalism- 18, Alchemy-20, hot as the fires he loves. He changed his name at an
Pottery- 16, Firebuilding -12, Juggling- 17, Spellcraft- early age when his house mysteriously burnt down,
18, Reading/writing- 21, Religion-15, Healing-13, Local killing the rest of his family. Contrary to common
history-8 belief, Kernan did not set the fire, but he was the sole
Mage Spells: 1st level: Find familiar, armor, grease, surviver. He now believes he has a special connection
magic missile, affect normal fires, burning hands, read with fire, and has dedicated his life to the flame.
magic, detect magic. 2nd level: Mirror image, melf's A student of alchemy, he specializes in flammable
acid arrow, flaming sphere, Kernan's fiery bolt, liquids and powders. He made his way by hiring
blindness, web. 3rd level: Explosive runes, fireball, himself out as a torturer or arsonist.
protection from fire, flame arrow, hold person, melf's He recently died and was reborn with the blessings of
minute meteors. 4th level: Wall of fire, stoneskin, Chardonis. He was named the first initiate in the
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fellowship of Chardonis, and tasked with the growth of Entanglement
His church, as well as to lead the battle against the Thieving Skills: PP - 25%, OL - 25%, F/RT - 35%, MS -
demon goddess,Tsilaliaha and her followers. 40%, HS - 35 %, HN - 55%, CW - 80%, RL - 10%
BS DAMAGE – x3

Kethkima Knoruk was banished from his own tribe early on as he


Queen of the Ellar d'Niar in Thrakka was part human and on the smallish side for an Orc (5’
(original concept by Paul Dennis) 8” tall and only 180 pounds). One day, as luck would
Level 18 Sorceress have it, he was found by someone seeking out his ex-
Str 10 tribe for a raid they had done a few months prior,
Dex 15 Knoruk quickly decided an eye for an eye and traded
Con 16 the tribe for training in the skills possessed by the
In 18 hunter who captured and killed the raiders in
Wis 14 question. Knoruk is a stickler for details of contracts
Ch 17 and has a reputation for not being swindled and
returning the “bounty” in the exact condition stated by
Queen the contract (and usually he adds a few potions of
Kethkima healing into the price as the prey he hunts is in need of
rules over the it m\80% of the time if they are to be brought in alive).
Ellar d'Niar sea elves of Thrakka, ever plotting the
demise of her enemies and dominion over the sea. Korva
Currently, she is said to plotting an alliance with the
Drow of the Upperdark to overthrow the Regina of Lady Nightshade of the Cabal
Ashtelon. (original concept by Radamanthys d'Zan)
(See also Chapter 1 - Atlas of the Realms / Ellar d'Niar) NG Sorceress

An elvish sorceress
Knoruk Black Talon who gained
Hunter of Men immortality in the
Guildsman, Smugglers' Guild of Albanon last days of the
Ancients in return
(NPC concept by Dave Grose; See also adventure,
for never again
Song of the Dragon Bard, by Radamanthys d'Zan)
seeing the Sun.
Race: Half-Orc
Confined to the
Class: Rogue / Ranger
dark of night, she
Level: 5 / 4
wandered alone in
Alignment: LN
the long millennia
HP: 34
of The Sundering,
AC: 4
singing charms
THAC0: 15
that might some
Attribs: S-16 / D-16 / C-
day bring the stars
15 / I-11 / W-16 / CH-10
to light again. In the final days of darkness before the
Treasure (on person): 25
new Age of Dawn arose, she gave birth to triplets. The
gp
first and third perished, unable to draw breath and
Weapons: Short Bow,
passed on to Elysium. The third was a dark elf,
Short Sword, Lasso, Net
believed by many to be among the progenitors of the
of Entrapment
Drow.
Magic items: Leather
See also: The Cabal (Guilds and Secular Orders)
Armor of Blending,
Boots of the North, Net
of Entrapment, Rope of

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Planes for them to call home. But conspirators were
Leonid the Traveler among their ranks, and the gate was sabotaged. All
Lord of The Cabal who passed the gate were stripped of life, and Leonid
(original concept by Radamanthys d'Zan) himself was torn to atoms and cast to oblivion.
CG Mage See also: The Cabal (Secular Guilds and Orders)
This skillful master of Enchantment and Alteration
came to the world in the final days of The Ancients.
Presumably a denizen of the Astral Plane, he is said to Lippiel Mar
have brought to mankind countless wondrous items
with mystical benevolent powers, and he reveled in (original concept by Jesus M. Chucho Candelario)
teaching the folk of the Ancient world the intricacies of Half Aquatic Elf
his art. For example, the enormous World Wheel that Exp: 125,775.
lies in ruin in the deep foothills of the Anvil Mountains 7th level Sea Ranger/ Harbormaster
is said to be of his creation (though its purpose is Lawful/Neutral (NG)
unknown) - as are the numerous magical portals 5'7, 176lbs.
capable of teleportation to and from The Seven
Moons. Leonid was truly a friend of mankind, teaching
them to build tools of individual enlightenment and
power, and he was un-shy and un-shakeable in the
defiance of tyrants.

(Merchant NAVY) Occupation: Harbor Master-


Though he held great sway within The Collective, a Superintendent of Dockyard Port South. Answers to
conspiracy was born to strip him of power, and Port Director, who answers to the State Dept. Of
although the conspirators were unknown, at the Commerce and Waterways...Lippiel enforces
center must certainly have been Xal'thu''brax. regulations to ensure safety of navigation, oversees
Whether Aria had a hand in Leonid's undoing is a security and the correct operation of the port facilities.
matter of debate. Their spies spread rumors of ill will He also sends out the Notice to Mariners during
and sabotaged the wondrous devices -- those that emergencies. Other duties include the maintenance
once healed the sick, now spread contagion; those and provisions of Navigational aid, co-ordinate
that teleported without error were suddenly prone to responses to emergencies, vessel inspections, pilotage
mishap; and at the great World Wheel itself - whatever services, and detain, caution, or arrest offenders.
purpose it served in ancient days - met with such Pirates and Organized Crime by Swindlers, Fences, and
disaster as to kill thousands of its caretakers and leave Thieves Guilds are a main concern.
the entire region in toxic ruin. Pale-Greenish complexion, Lt/Green eyes,
At the time of The Sundering, when Leonid perceived Long/Drk.Green-Sea Weed-type looking hair. Has
the coming of the great darkness, he gathered his slightly webbed fingers/toes and smells like the sea.
followers and began construction of his greatest Str: 13 Dex:13 Con:14 Int:12 Wis: 14 Cha: 10
creation - a gate that would see them far from the ruin Saves: PPDM:10 RSW:12 PP:11 BW:12 SP:13
of the world, creating a peaceful realm in the Outer

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Armor: Leather +1 "Seal Skin" Move: Sw 18, Protects SPELLS / SPECIAL ABILITIES:
from hypothermia, +2 Sv.Vs. Cold Based Att and Though he has no abilities he
Electric Att., Amulet of Protection+2. is an expert grappler and
AC: 5 Hit Points: 34 brawler, gaining +/-3 on
Weap. Prof.: Harpoon, Trident, Net, Gaff/Hook, either table in combat. He
Dagger, Cutlass. has chain mail armor when a
Non Weap. Prof.: Boating, Swimming, Cartography, battle is coming, but is
Distance Sense, Riding Sea-Based, Seamanship. otherwise always seen in
Species Enemy: Ixitxachitl leather.
Special Skills: Sea Tracking; Land Scent; Sea Legs;
PHYSICAL DESCRIPTION: 6'8",
Aquatic Combat;
Black hair, Grey eyes, Tanned
No Move Silent/Hide In Shad., and Tracking on Land
complexion, Slightly built,
is@ 1/2.
240#.
Special Eqiup.: Small Patrol Water Craft, Cutlass +3,
Harpoon +1, Dagger +2. Potion of Healing, Potion-
AntiVenom, Potion of Polymorph. 5 Vials of Shark Orphaned due to warring near his village he was taken
Stink-Shark/Monster Repellent lasts 2Rounds. in by dwarves and raised ant taught by them in a few
Net: 3x/Day acts like with a Rope Trick Spell. of the metal working skills, he also has a deep melodic
baratone voice and is a capable handler of most types
of transport except sea-going vessels. He has been
Lomax the Large ("Strongman") with the group for about 10 years now and has noticed
Member of The Carnivale a change in Victor, but cannot put it to an exact time
(see the Chapter, Guilds and Secular Orders) or place, he keeps his suspicions quiet as he is not one
(original concept Dave Grose) to gossip. He has a thing for Yollanda as she reminds
Alignment: Lawful Neutral him of one of the dwarven women who helped raise
Race: Human him that was kind to him.
Class: Fighter
Level: 8
Homeland: Unknown Logroth Deepforge
Deity: Unknown
Sex: Male
King Logroth of Caer Madron
Age: 50 (appears 40) (original concept by Ausie Bart)
Level 12 Dwarven Fighter – Age 150
STR: 15 STR 16 / 18(100)
DEX: 16 DEX 12
CON: 16 CON 15
INT: 10 INT 16
WIS: 12 WIS 16
CHA: 14 CHA 16
AC: 6/3 AC: -10
HP: 70 HP: 73

WEAPONS: Battle Axe, Bastard Sword, Long Bow, King Logroth’s ancestral home is Beroun, in the
Spear, Long Bow shadows of Hammer Peak, but as King he lives in
MAGIC ITEMS: Gauntlets of Ogre Power, Girdle of Madron City. Logroth is a clever and wise king. He is
Storm Giant Strength secure and well in control of his Kingdom. As a fighter,
he is good, but not as spectacular as other dwarves
PROFICIENCIES: Battle Axe, Bastard Sword, Long Bow,
who make a living out of it. However, he has had
Spear, Long Sword, Staff, Hammer. Pilot (boat) - 13,
nothing but the best tutors, (Grandmastered in
Pilot (Carts / wagons) - 13, Singing - 16, Read & Write -
Warhammer.) and wears magical gauntlets armour
10, Blacksmith - 14, Armorer - 17, Fire-Building - 15
and shield

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He wields the Hammer of the Deep Forge, an Ancestral Eyes blow blue; Combat compulsion; magic item
masterpiece: restriction; Reaction penalty versus Mages; Weapon
Warhammer +4, +7 vs Giants. (Returning.) requirements; Spell resistance problems (see below).
Gauntlets or Ogre Power
WEAPONS
Katana +2 / +3
Attacks: 3 per round + Shield Bash
Short-Bow +1
THAC0s:
Warhammer: -1 (-4 vs Giants) DAM: D6+1/D6 +13(16) WEAPON PROFICIENCIES. Katana; Short bow; Mace
Shield: 1 DAM: D4 + 11 NONWEAPON PROFICIENCIES. Spellcraft (bonus);
Golden Dwarven Full Plate +5 Blind Fighting; Reading / writing; Tumbling.
Shield of the Ancients +5
MAGIC ITEMS
Chainmail +1;
Short-bow +1
Marfóir An'Asarlaíocht Potion of Hill Giant Strength
the Mage Slayer Katana +2 (+3 vs Chaotic)
(15) Arrows +2
(Created and play-tested by Jeff Spears)
Class / Kit: Fighter / Mage Slayer TREASURE / OTHER POSSESSIONS
Level: 7 670 gp; 30 sp; 15 cp
Race: Drow (C'haer a'Sith)
Alignment: N
Deity: Sithrin
Place of Origin: Aelicraas
Age: 82
Sex: M
Height: 5'4"
Weight: 115 lb
Hair: Silver
Eyes: Glowing Blue
Skin: Blackish Blue
STR: 18(78) (+2 to-hit / +4 damage)
DEX: 18
CON: 14
INT: 13
WIS: 11
CHA: 8
SAVING THROWS CHARACTER NOTES.
Paralyzation / Poison / Death: 10 Magic Sight: A Wizard Slayer has a 25% chance at 1st
Rod, Staff, or Wand: 12 (10) level and a 5% bonus per level thereafter, up to a
Petrification / Polymorph: 11 maximum of 90% to see magic. (can not determine
Breath Weapon: 12 type)Attack Magical Creatures: A Wizard Slayer can
Spell: 13 (11) strike at magical creatures normally immune to
Spell Resistance: 20% + 16% = 36% nonmagical weapons. At 4th level he can strike as a +1
weapon, he gains an additional +1 for every even
Armor Class: -2 number level after that, up to a max of +5 at 12th
Hit Points: 46 level.Combat Compulsion: A Wizard Slayer must, in
THAC0: 14 combat situations, seek out a mage or spell caster over
RACIAL ABILITIES any other opponents. Magic Items..Can only use magic
weapons, armor, potions, and items that enhance his
natural or magic slaying abilities+2 vs Spells, Rods,

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staffs and wandsBase 10% spell resistance +2% per around the Inland Sea make pilgrimages to take part in
level (sucks when it comes to getting healing spells) the artistic culture, and the cartel made the shrewd
On hit only and must declare it before the attack, he woman their Exarch.
can focus his spell resistance to his arrow or sword to
disrubt spells and spell like abilities of spellcasters and
such for 1d4+1 rounds. Mage Slayer loses his spell Matrizzt
resistance for twice what is rolled (original concept by Adam Pender and Corey Grove)
Not trusted very well by mages once they know what 20th level Drow Necromancer
he is.Eyes glow blue (effect of being able to see Lawful Evil
magic).Can speak with Disenchanters (creatures), will
never willingly harm or allow one to come to harm Str. 17
them either. Will protect them if at all Int. 20
possible.Weapons..Bow (required and specialized is Wis 17
required), Sword (required and specialized is required) Dex 16
, Dagger and one blunt weapon only.Armour.. AnyNon Con 15
weapon..Bonus Spellcraft. Can choose from fighter, Cha 11
wizard, priest, general. Like the spell-fincher, the mage Hp68
slayer is rare. As if being born a in a magic dead zone, Thaco 12
while the mother has been given special fluids to drink AC 0
isn't bad enough (most are stillborn), you must
undergo and survive rituals involving Disenchanters
and other magic resistance creatures. You then have Ring of pro+3 black robe of the arch magi. Weapons
to survive the training,. The average that survive to vampiric dagger staff of the magi.
become mage-slayers is 1 out of every 100. Spells 1st level armor burning hands magic missle chill
touch shocking grasp wall of fog shield hold portal
2nd level. Darkness 15' detect invisibility flaming
Marina del Valle sphere melts acid arrow ray of enfeeblent spectral
(original concept by Justin Rod) hand web bind
Level 0 Human 3rd level fireball dispel magic flame arrow haste
Str 10 lightning bolt vampiric touch
Dex 14 4th level. Evards black tentacles fire shield ice storm
Con 11 stone skin wall of fire dig solid fog
Int 13 5th level. Animate dead cloud kill cine of cold conjure
Wis 10 elemental teleport
Cha 15 6th level. Death fog death spell flesh to stone globe of
Marina del Valle is the invulnerability
daughter of a musician 7hth level. Control dead delayed blast fireball finger if
and an actor. She spent death
her childhood 8th level. Trap the soul bigbys clenched fist
wandering around the 9th level. Time stop power word kill
trade roads of the Seaside Marches with her parents,
until they finally settled in Neufanschattel and her
father opened up L'Danse Macabre, a studio for actors,
Matvei
dancers and musicians. Upon his death she took over Guildmaster of Khelgorod
the studio and made her way through the guild until (original concept by Matthew Archibald)
she became its leader. At the same time she invested Matvei is the current guildmaster of the thieves of
her wealth in building up an entire theater district and Khelgorod. He has the bearing of a wealthy business
inviting acting troupes and playwrights to settle. Soon man. He is grossly fat but extremely quick and
enough Neufanschattel became the center of an uncannily observant. He typically wears a bear skin
artistic renaissance, with playhouses, opera houses, cloak that is rumored to be enchanted.
theater companies and art galleries. People from all See also: Ashtelon (Atlas of the Realms)
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to the highest gate and back down again. He has never
Melane Logroth missed his morning run dispite sweltering heat and
Princess of Caer Madron pouring storms, and has vowed never to do so.
(original concept by Ausie Bart) 'Dedication without end' is this man's motto.
Level 12 Dwarven Specialty Priest of Jaxx (Zephryr)
Age 80
Al: NG
STR 13
DEX 15
CON 16
INT 13
WIS 17
CHA 17
AC: -6 HP: 69
Princess Melane
Logroth lives in
Madron City. She is
favoured and working
her way high into the Priesthood of Jaxx. She is
popular and brings the temple of Jaxx much favour.
Her mount is a rare and wondrous creature, a griffon As far as tax collectors are concerned, he is a break
crossed with a hippogriff. from the mold. The people of Brine do not hate him,
She wields a Scimitar of Lightning (Cast Lightning Bolt 3 but rather respect everything about him. Most even
x Day at 10th lvl) and has customized Plate +3. like the man. He is highly charismatic but doesn't
realize it. He is always fair about his dealings, but
Attacks: 1 per round. (2 with Longbow) merciless in the amount charged. And he is always
THAC0: 13 working except for the six hours that he sleeps each
Dwarven Plate +3 night.
Small Shield +3 When dealing with this man, you can expect that he
will charge a flat 5% of the estimated value for every
item entering and leaving the city, no matter what the
cargo, or who may be doing business. The tax
collectors, at the city entrances, each one personally
Mercer Brumwell selected and hired by Brumwell, will charge the same
Tax-Man of Brine flat rate as well. Mercer Brumwell is so steadfast in his
(original concept by Jeffrey Moore) business that he has been known to throw an
Human Male underling collector over the cliff for charging a captain
0 level human too much for his cargo.
Tax Collector He has never married though many women have
Lawful Neutral sought him out. It is because he will not bend, he will
not negotiate, and he will not haggle. He knows that
'Merciless' Mercer Brumwell is the chief tax collector marriage means that he has to compromise and he
for the city of Brine. A healthy man in his mid fourties, simply will not do so.
and attactive. He remains clean shaven and his sandy (DM Note: At least a small contingent of town guards
blonde hair is always kept in order. try to stay within earshot of Mercer at all times. If
Though people call him by the nickname 'Merciless', it anyone tries to renegotiate the rate of taxes that they
is more in jest than out of any form of derision. are being charged more then three times, the guards
This man is a sight to be seen. Every morning, before will get involved and detain the person for 'harrassing
he begins business for the day, no matter the weather, the good collector.' The same applies to those
he will be found running from the lowest wall of Brine collectors that Mercer employs. The guards enjoy
doing this to some degree as they know that Mercer
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and his employees are perpetuating their payroll. They the Sea of Kroox. The sea elves recognized him to be of
will actually 'joke' with people and countdown the elvish descent, so they spared his life and took him as
number of times someone renegotiates before they one of their own, teaching him the arts of seafaring,
get arrested. Mercer will not put up with bribery and stealth, and sorcery. Quick with a blade, he is a
will close the discussion, have the person arrested, and dextrous fighter whose victims usually do not even
apply a city enforced fine of 50 gp for attempting to sense the blade at their neck before they've drawn
bribe a city official if one is even suggested. This man their last breath. And brilliant in the arts of illusion, he
cannot be bought or blackmailed.) absorbed all that the elvish wizards could teach. He
quickly gained wealth and reputation in service of the
Ellar d'Niar, but he was destined to remain an outsider,
tied to the surface world and unable to join them in
Meric Mor'krul the undersea realm. And so, he left the wilds of
Master Assassin of Waterborne Thrakkan pirates and set sail for Albanon, where he
Guildsman, Smugglers' Guild of Albanon quickly found success among the thriving criminal
underworld of Brine, Perigon, and Pendleton. He met
(concept by Radamanthys d'Zan and David
Gaston Di Bragg quite by chance, and the two were as
Stankowski; See also the dungeon module adventure,
brothers. Gaston recruited him to the guild in
Song of the Dragon Bard, by Radamanthys d'Zan)
Waterborne, and Meric quickly brought the
Race: Half-Elf
Constable's men under the heel of the Guild, carrying
Class: Rogue / Illusionist
out deftly executed kills that secured the harbor and
Level: 6 / 6
the roads north to Sardanos under their rule. He
Alignment: LE
serves as a loyal second in command at the
HP: 33
Stronghold, steeped in riches.
AC: 6
THAC0: 18
Attribs: S-11 / D-18 / C-13 / I-18 / W-13 / CH-14
Treasure (on person): 66 gp; Natalia
Weapons: Dagger +2 of Quickness (strikes first in any
combat round; 2 attacks / round)
Baba Natalia of Ashtelon
Magic items: Wand of Paralyzation; 4 Beads of Force; 2 (original concept by Matthew Archibald)
Feather of Fly (per the Spell); Ring of Haste (1/day) This old witch can be encountered in the Ashtelon. She
Spells: can use her gifts to see anybody's past, and the history
1st - Audible Glamer; of any thing, even before the sundering. She is quite
Change Self; Phantasmal mad. She and her sisters depise the church of Elaia.
Force; Hypnotic Pattern See also: Ashtelon (Atlas of the Realms)
2nd - Blindness; Mirror
Image; Invisibility
3rd - Wraithform; Spectral
Force
A bastard son to a
powerful noble of the
Maiden Isles, Meric's birth
threatened to bring
dishonor upon the house,
and so he was sent into
distant exile in Ada-Mock.
However, the ship never
completed its journey to
the distant north,
captured by the Ellar
d'Niar sea-elven pirates on

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and swordsmen pulled back to regroup. Nehman had
Nehman his first kill and dismounted 7 light Calvary men. For
King Nehman of Illium their valor in standing steady their unit was allowed to
The Just Barincii I. King of Ill-Moraine. have first choice of the battle spoils. Nehman was
lucky enough to find a small hand axe that fit his hand
Head of the Merchants council. like glove. The army returned home victorious and his
Slayer of the Bearded Devil unit became somewhat famous for their tenacity. Four
champion"Malgroosh". years later Nehman decided to continue the path of a
Slayer of the great Green Wyrm warrior and volunteered for Jarlic youth javelin unit.
Where he learned with other teens how to throw
"Zholixistasil". javelins. After a few months training he earned his
(original concept by Jack Allred) Yellow shield. But where other teens were issued iron
Class: Fighter/Merchant ringed clubs, Nehman still carried his finely crafted
Level:14/11 hand axe.
Alignment:Lawful Neutral After numerous small skirmishes with other small
tribes. Nehman earned the right to mark his shield
with totem. In his last battle as javelineer Nehman's
unit was over ran by blood sworn clansmen. These
heavily armed and armored men were the point of the
spear for any Clansmen army. Carrying weapon of
choice and dressed in chain armor, helmet, and shield.
The rival clansmen made short work of the teens
except for one lone boys who single handedly killed
two Blood Sworn and wounded another. Luckily three
units of spearmen and his own towns Blood Sworn
Nehman was born from humble parents. His mother showed up on the battle field and pushed the enemy
sold vegetables that were grown on their small farm back towards their city.
outside of Maraksburg. His father was a warrior of For this act of bravery Nehman was allowed to braid
little renown that manned a ballista in one of the many his hair and start growing out his beard. Nehman soon
towers of Maraksburg's walls. was given an opportunity to join a spear unit and
Nehman like any poor youth dreamt of becoming rich learned the art of the spear and fighting shoulder to
and great warrior. At the age of eleven he joined the shoulder with his comrades and earning his blue
city militia as a slinger like most boys his age. Within a shield. He spent 7 years fighting numerous small
year of joining the city mobilized for war and conflicts to consolidate the area for Maraksburg. In his
proceeded west to Vinsmarkt a medium sized seventh year leading the unit he had been assigned to
settlement of stubborn clansmen who would not cease that great General Visiocrencii took notice of this fine
raiding the merchant convoys heading west and south spear commander who could seemingly convince his
west. This is where Nehman first saw combat as a 12 men to fight harder or father than any other one.
year old. The General personally requested that Nehman be
His unit of 100 slingers were assigned to support a allowed to test to become Blood Sworn. After four
Clansmen spear unit protecting the flank of the main days of feasting and resting the eleven candidates
thrust to take the settlement. Once the battle started were told to grab their kit and prepare to be sent via
a unit of Vinsmarkti clan swords men attacked the magic to just outside the magic barrier of Kal-Saren
spear unit as well as a unit of light Calvary armed with where they were to slay any opponent and return
spears, axes, and shields. The swords men attacked alive. Three days later right men returned carrying the
the spearmen and pinned them thus allowing the light bodies if their fallen comrades. Five had the heads of
Calvary to flank the force. The slingers had already Imps hanging from their shields. Two had the bearded
sent 8 volleys into the swordsman when the unit devils heads hanging off theirs. But one had a bearded
leader saw they were going to get flanked and devils head the size of a cow's hanging off his and
wheeled his boys and girls to the left to try to counter carried its damned Saw Toothed glaive over his
the flanking attack. 17 volleys later the light Calvary
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shoulder. The eight were added to ranks of the Blood
Sworn.
But Nehman was singled out to be taught to lead. For
two years he was taught tactics. He was assigned to a
newly formed Blood Sworn unit.
Leading this unit was what Nehman was meant to do.
Seven years later Nehman was leading the king’s
guards and single handedly fought and slayed the
green dragon of the Hag swamp. This thrust Nehman
into celebrity status and numerous tribes swore oaths
of fidelity to Maraksburg. Nura is the faithful High Priestess of Rashayfel. She is
His popularity and ability to sway other clan chieftains the head of the Household of Rashayfel and Council of
to his side caused the council to name Nehman king Dheu. Her irresistible charm makes her a cunning foe
after the old one died heirless and infirm. After his and leader of the Church of Rasha and Council of
crowning, Nehman soon learned that his battle would Dheu. She wields the “Flaming Scepter of Dheu” which
be fought in council chambers and merchant councils. is one of the rights of the High Priestess. This is similar
Like the rest of his life Nehman pushed himself and to a quarterstaff with the head of a dragon and full of
excelled. Making Maraksbrug one of the richest trade flame from the deepest regions of the Netherdark.
hubs in the world. Nehman consolidated much of old The Sceptre of Dheu is actually a Wand of Fire. (See
Illium under his sway. He has been rebuilding the DMG Page 156)
roads, caravan stop, bridges, and towns to help Nura has the following which she can use at will:
stimulate the economy. Darkness (5' radius), Ethereal (as the oil), Charm
EQ: Hand axe +6, Broadsword flametongue +3, Dagger Person, ESP, Clairaudience, Suggestion (as the spell),
+4 Helm of detect lies and esp, Chain mail +4, Shield and Shape Change (to any humanoid form of similar
+3, Ring of Regeneration, and Gauntlets of Orge height and weight.) She can also Gate in a Type IV
power. (70%), Type VI (25%) or a lord or prince of the deep
(5%) who will be highly agitated. There is only a 40%
chance of this gate being opened however.
Nura Baalor
High Priestess of the Council of Dheu
High Priestess of Rashayfel Nightingale
(original concept by Carl Towns) Princess of the Apihi
Succubus (original concept by Michael Kirk and Radamanthys
Level 18 Cleric d'Zan)
Chaotic Evil Alignment CG
Str:13 , Dex:15 , Int:12 , Con:12 , Wis:17 , Cha: 16 Race Human
AC: 0(Natural) Class Bard / Sorceress
Move: 12/18 Level 4/7
No. of Attacks: 2 Homeland Apihi
Damage: 1d4/1d4 (Claws) Deity Cera
Special Attacks: Energy Drain(Kiss) Sex F
Special Defenses: +1 or better weapon to hit Age 24
Magic Resistance: 70% ---
Size: M(6' tall) AC 6 (Leather Jerkin)
HP 34
---
STR 12
DEX 17
CON 10
INT 12

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WIS 16 Bjinn who were masters of song and dance and
CHA 18 welcome minstrels in the hearths of the dwarf lords.
COM 13 And so the folk of Bjinn led a happy existence among
--- large and powerful neighbors. That changed one day
Weapons when the Princess Nightingale of Bjinn was visiting the
Shortbow (+2) 1-6 / 1-6 dwarves of Khodex as an exalted guest and minstrel.
Dagger (+2) 1-8 She sang for the dwarven court, and the swarthy folk
Quarterstaff (+1) 1-6 / 1-6 swooned at her fair songs of the goddess Cera, broad
Magic Items: plains and thunderous hooves, rich harvests, and
Ring of Spell Storing; dizzying cinnamon wine.
Ioun Stones (pale lavender and dusty rose) Nightingale sang and danced before the dwarf lords,
Weapon Proficiencies and the night was merry. So entranced were the
Shortbow; Quarterstaff; Dagger dwarves with her songs that they sang along even with
Non-Weapon Proficiencies lyrics they had never heard, for her benevolent bardic
Artistic ability (painting and tattoo); Musical spell could so infuse the audience.
Instrument (lyre); Dancing; Etiquette; Riding (Land- In the midst of her performance, she sang the tale of
based); Seamstress; Weather Sense; dwarves delving the mountains of the north, and in
meeting the eyes of King Thane Gordax Khordar, she
beheld a dark secret buried deep in the king's mind - a
horrible truth long buried, a secret known to none but
himself. Perhaps it was the oracle's blood of her
mother that allowed her to see the truth hiding behind
the Thane's eyes, but the truth was undeniable - a
great betrayal, treachery by his exalted House, a crime
against his own kin undiscovered and unpunished,
buried in the King's mind like a splinter.
At that moment, Nightingale's bardic trance continued
beyond her own control. She felt the spirit of Cera
shaping the words from her mouth, and the dwarves
of the hearth all sang along. But in seeing the Thane's
dark secret, the lyrics spilled from her mouth thusly:
The Hammer of Khodex falls heavy
On the anvil, on the enemy
And on brothers unsuspecting.
The Thane was enraged at hearing the lyrics escape
her lips, and he feared that his long protected secret
was out. He ordered his guards to seize the bard and
throw her into the depths of his dungeons. There she
endured unspeakable tortures as heartless inquisitors
Backstory tried to pry a confession and renunciation from her.
In the northwest of Apihi is the small, peaceful The royals of Bjinn sent emissaries imploring for the
principality of Bjinn that is revered by both the Apihi release of the princess, but the Thane was indignant.
tribesmen and the lords of Vecan. The Apihi regard the So began his descent into paranoia and sad, sullen
Bjinn as oracles, for the gift of prophecy seems to run rulership over a once-proud kingdom.
in the veins of the ruling family. The Vecans value the Nightingale remained locked in the oracle's trance
Bjinn as neutral brokers who help to oversee dealings even as she was tortured. Her body was wrecked, and
between the Vecan and Apihi, especially in the trade her mind was in ruins. In the end she was cast upon
of valued stallions for which the plains riders are the plains to be eaten by wolves and ravens.
famous. Even the dwarf lords of Khodex, Gotrax, and The goddess Cera saw her helpless and discarded, and
Smokey Mountains bore high regard for the folk of she descended from a rain cloud to raise her from
death's door. Cera nurtured her wracked body and
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mended her mind, returning her to the glade of Bjinn
to rejoin her family. Panthraxus
But Nightingale was changed. No more could she sing (original concept by Radamanthys d'Zan)
the old songs of her family. Her eyes saw beyond the Neutral Evil
world and scryed with an oracle's sight beyond that Yugoloth
even of her mother. And Cera's fingerprint upon her 12th level Assassin / 10th level Fighter.
mind imbued her with the powers of a Sorceress, Master of Poisons.
imbued with magical power innate and formidable. Elite mercenary in service of Lord Kzul in Draethan-Gol.
The Princess still resides in the once happy glade, but Commander of a legion of skeletons, scorrow, and
she is a hermit in the hills, and few visit her door. The platoon of psionic thri-kreen warriors. He has been
folk of the principality look north with bitterness upon harrowing the elves of Ghostwood in recent months,
the dwarvish Thane and demand that he come forth to and some whisper of a dark plot to bring the great tree
face the verdict of Justiciar. Nightingale, however, of Nereth-Tyl to its doom.
seems to bear no enmity to her torturers; touched by
the goddess Cera she looks beyond the plains and
mountains, considering a greater destiny yet to unfold
for the Realm of Dawn.

Olof the Surefooted


(original concept by Drew Imler)
lvl 12 human barbarian
Lawful Neutral

Pithis-Sophia
(original concept by Sean Andrukaitis)
CG
11th level Mage/ 10th level Fighter.
Elven Bladesinger of the Ghostwood

This is the leader of the plainsmen of the steppes.he is


strong honorable and noble. A kind and just chieftain
he rules over more than 300 tribesman. He has made
friends with the local dwarves in the area. They
provide transport, game and timber as well as run a
small shop in the settlement of Padun' in exchange for
the secrets of crafting steel weapons, crossbows,
studded leather armor, building construction, and
irrigation. They are also on good terms with the
merchant guild and are welcome in Padun'. From time
to time the tribesman will offer their services as guides
and scouts to newcomers of the island and are on
good terms with the mysterious Auralen.

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Rikas is a poacher, smuggler, occasional assassin... but
Raj Vana aside from that, he's not very nice. People deal with
Prince of the Rakshasa of Harasanti him because he is good at what he does, and he is not
(original concept by Radamanthys d'Zan) too picky about the law. He has one little known
LN weakness: he is a sucker for orphans. He will spend his
Rakshasa money on clothes too small, then 'throw them away",
4th level fighter only to find them on street kids. He will go hungry if it
Between the lands of Khal’har to the north and means giving his last gold piece to the local orphanage
Solanthis to the south are the jungles of Harasanti, to insure they have food.
where House Vana of the rakshasa has ruled since the
new Age of Dawn. They ruled well and reaped wealth
from far and wide trade across the realms. But House
Vana was all but destroyed in war with the Thri-Kreen
of Khal’Har. When the Thri Emperor himself killed the
Raja in battle, the rakshasa of Harasanti surrendered
and joined the Dominion of Khal’har. Of late, a power
struggle has arisen in Harasanti led by the panther
Shakti Khara, who would see Harasanti rise to
greatness no matter the price. The young prince, Raj
Vana, is but a cub, and his palace has been infiltrated
by assassins loyal to Shakti Khara. If the young prince is
to survive and restore House Vana to prominence and
peace, his two loyal advisers must keep him safe –
Dandaka, greatest of the rakshasa warriors, and As an assassin for the Smugglers' Guild, Rikas considers
Salahakara, the wise vizier and ambassador of the himself above thievery, and he looks upon the world
realm. as his hunting ground... and killing as an art form that
See also: Harasanti (Atlas of the Realms) he seeks ever to master. He is fiercely loyal to Gaston
See also: Dandakka, Salahakara, and Shakti Khara (who rescued him from execution by the Constable of
(Rogues of Dawn) Waterborne), though he prefers the wilderness, open
road, and open sea to the confines of the Stonghold.
Rikas
Assassin of Waterborne Salahakara
Guildsman, Smugglers' Guild of Albanon Vizer to House Vana of Harasanti
(concept by Paul Dennis; See also the adventure, (original concept by Radamanthys d'Zan)
Song of the Dragon Bard, by Radamanthys d'Zan) LN
Race: Half-Elf Rakshasa
Class: Fighter (Archer Kit) 10th level illusionist / 10th level cleric
Level: 6 Vizier and ambassador for House Vana, rulers of the
Alignment: NE Rakshasa of Harasanti.
HP: 30 See also: Harasanti (Atlas of the Realms)
AC: 1 See also: Raj Vana, Dandaka, and Shakti Khara (Rogues
THAC0: 12 of Dawn)
Attribs: S-16 / D-19 / C-16 / I-11 / W-11 / CH-10
Treasure (on person): 10 gp
Weapons: Longbow +2, Longsword Shakti Khara
Magic items: Bracers of Archery The Usurper, Pariah of Harasanti
(original concept by Radamanthys d'Zan)
History: LE
Rakshasa
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10th level ranger off mercenaries who have collected books and items
This black panther rakshasa is the source of turmoil she requested.
among the rulers of Harasanti. Called the Usurper, he
seeks to depose Raja Vana from the throne.
See also: Harasanti (Atlas of the Realms)
See also: Raj Vana, Dandaka, and Salahakara (Rogues
of Dawn)

The Red Necromancer


(original concept by Dave Grose)
Level 16 Mage (Necromancer / Enchantress)
Level 18 Priestess
Half-Elvish
Lawful Neutral (Evil) To the East of the home lies a ruined temple of some
Str-13, Dex-16, Con-18, Int-18, Wis-15, Cha-17 sort, parts of the walls still stand and a few altars
Red hair, Cream skin remain intact, though nobody has come here in a long
5'1", 94 lbs time and vegetation is beginning to finish the
destruction, along with the lake pulling some of the
Born a bastard to a human woman a decade after the tile and stone from the walls and floor.
sundering in a village near Solanthis, her given name The Red Enchantress managed to have a few different
died with her mother. Her mother, it has been “companions” in recent years, an engineer,
rumored to be one of a less than common social status blacksmith, scribe, lumberjack, ranger, and several
and may have even been a “lady of the evening” in common laborers. All of them have moved on, but still
circles of the social elite, though never within earshot serve the Red Enchantress in some capacity, most as
of the Red Enchantress. The elf who sired her kept an undead servants who by some form of magic retain
informant around to let him know how she was and their knowledge of certain crafts and skills which she
eventually brought her to the elf city to learn arcane felt would assist in her endeavors.
arts, but kept his identity from her, being the product To the North there is a stone building with various
of his infidelity and that he was of royal blood that tools for several trades, woodworking, smithy work of
would certainly cause some ripples for him. various types, farming, forestry, fishing and other
mundane tasks. A tunnel connects the house with the
As a student the mentors all felt “red” was one of the workshop via trapdoors in the floor and in the tunnel is
finest students with the most natural talent and where the undead and constructs stay or are kept
affinity for the arts arcane as they had seen in 5 when they are not performing some task for their
decades, even among the pure blooded elves. Her master.
drive to succeed and excel in her studies in magic was (See the chapter, Artifacts and Magic Items - Gems of
only outweighed by her longing for knowledge of her Necromantic Knowledge.)
parents. This led her to the school of necromancy and
divining to seek answers, in turn this path was what
also got her removed from the school as the practice
of necromancy is frowned upon by the majority of the
Rollo Tolbeck
elves. "Little Pirates" - Capt. of the Little Serpent
Upon the day of her removal from the magic school, (original concept by Shaun Robert London)
she managed to gather up her spell books, trinkets and Halfling Bard lvl 5
possessions, also pay for a cart and horse to pull it, she
then headed East toward the Ghostwood. She has set HP: 25 AC: 5
up a small home and laboratory, complete with library S: 12/D: 15/C: 12/I: 14/W: 11/C: 13
where she has managed a few tomes and books of a
rare nature. The place is cluttered and plain, most of Items of note: Short sword +1, leather amour+2,
her time and money is spent on research and paying throwing dagger +1.

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Rose is young, still yet to see her 30th summer. She is
polite and ladylike in her dealings, especially to
Rollo and Bertin are twin brothers who joined to earn
prospective employees, but she bears the curt no-
their fortunes and one day command their own ship.
nonsense demeanor of a staunch businesswoman. Her
See also: Chapter 11 - Secular Guilds and Orders / The wealth is openly flaunted, but the details of her quest
Little Pirates. are well guarded... Like how many adventurers it has
claimed already...
Signature move: rapier to the kidney.
Rosetta Morgan
(original concept by Corey Grove)
Female human thief 12 (duelist). The Regina
Chaotic Good Queen of Ashtelon
Born to a life of wealth in Waypoint, "Rose" became (original concept by Matthew Archibald)
interested in the study of ancient history at a young All people of the Ashtelon, human and ogre alike,
age. She attended Waypoint University, becoming a revere the Goddess Elaia. The Regina is said to be the
young expert in the fields of anthropology and mouthpiece of the goddess. From the slender tower of
archeology, but longed for the life of an adventurer. her basilica in Khelgorod, the Regina converses with
the Goddess of visions and premonitions. By divine
right, she is the ruler of the Ashtelon and the Gambul,
as well as the head of the church of Elaia. The Regina
seldom leaves the Basilica or her Palace, but her
orders are sent throughout the church via divinations.
The Specialty Priests of Elaia command all divination
spells. The power of auguries and magical
communications are the true power of the church. As
any enemy of the church would attest, the will of the
Regina is felt far and wide.
According to legend, the birthplace of the Goddess
Elaia is in the ancient city that lies below the Bay of
Bospor just off the coast of Khelgorod. Stories tell of
the first Regina following the visions of the Goddess to
a hill where a powerful relic was buried. That hill is
now called the Arrahat, and the site of that relic is
where Elaia's Basilica now stands. That relic has passed
to the Regina over the years and is supposedly the
source of her wonderous divinations.
See also: Ashtelon (Atlas of the Realms)
At age 18, she took her poured gold from her family's
vast estate into a call to heroes and mercenaries from
across the land to aid her in her quest. She uses her Salvatore Jaquez
holdings in Waypoint as her base of operations,
3rd Wizard of the Vecan Council
advertising in whatever way she can that there are
relics to be found and gold to be made. (original concept by David Stankowski)
If she can find the actual floating tower, the LE Wizard
intellectual world would worship the ground at her Necromancer the power behind the Stonekiller Gnoll
feet; she would prove that the Ancients were but men tribe leader , Maalik Dwarfslayer. Has created an
through the discovery of the one piece of their culture artifact that is allowing Maalik to bring those killed in
to survive the Sundering, and relishing the further attacks back as undead fighters and ghouls. Currently
questions that would come from it. How did they die? the Stonekillers are consolidating their hold on the
Where did they come from? Where did they go? surrounding tribes with an eye towards attacking the

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dwarves of Smokey Mountain and destroying em once King of the Lizardmen of Thrakka
and for all. 22nd level Ranger
See also: Vecan (Atlas of the Realms) Chaotic Good

Saviel Duskwillow
(original concept by Drew Imler)
level 3 human rogue

Turned into a vampire.


He is currently a young
category vampire using
van richtens guide to
vamps.he retreated here
as life in civilization is no
longer an option. He is
chaotic good as he has
not lived long enough to
experience the insanity
that comes inevitably
from immortality and still
retains his humanity. He Selora Luckbringer
does his best to feed on (original concept by Drew Imler)
animals as he finds it distasteful to feed upon people. c.g.
If discovered outside of his crypt he would prefer to lvl 7 human cleric
parley and resolve things peacefully but if pressed or if
surprised in his new home he will defend it to the best Worshipper of the old
of his ability and will assume gaseous form to retreat if goddess of luck and
the battle looks like it won’t end well for him. He feels merchants, tymora. She is
home here as this region is populated by flora and the high priestess within
fauna that feed on a sanguine diet. Stirges, leeches, the temple located in
giant insects and spiders, and even a crimson mist, Padun' and has 4 lvl 3
share this area with him.as of yet his arrival has been clerics to help her with the
unnoticed. By the higher powers of this continent. temple services and help
run the bank services this
temple provides. She will
Saxona Galatee provide blessings and
1st Wizard of the Vecan Council healing for small amounts
(original concept by David Stankowski) of coin. Here at her temple she is affiliated with the
NE Wizard seafarer's/merchant guild the order of the lamp that is
Enchantress interested in the elven obelisks that the governing body of this settlement.
anchor their mass area enchantments. Instigator of the
Gruesome Claw goblin tribe that is taking over the Selussa
other goblin tribes in their area.
See also: Vecan (Atlas of the Realms) Sister to Vestele
(original concept by Paul Dennis)
Chaotic evil
Saurus Elf
King of the Lizard Folk of Thrakka 15th sorceress/16th assassin (fighter)
(original concept by Paul Dennis) S-15
D-14
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C-16 with an enchantment that allows the arrows to deal
I-17 permanent damage to regenerative foes. It was
W-11 created to combat the were-folk that tried invaded the
Ch-18 marshes. Tried.) He is completely immune to Fear and
Selussa is the twin sister to Vestele, notorious killers of Charm spells, though it's unknown why. (It's
Feywood and Lisadar. speculated that he has a Gem of Magical Resistances
embedded in his hide.)
See also: Mael'og (Atlas of the Realms)

Sharla Mane
Priestess of Mal'hok
(original concept by Mike Blanchard)
ALIGNMENT: Neutral Evil
CLASS: Priestess
LEVEL: 3
HIT POINTS: 18
RACE: Human
STR: 12 (18 with Gauntlets of Ogre Power)
DEX: 13
CON: 11
INT: 17
WIS: 18
CHA: 10
NWP: Herbalism, Undead Lore, Reading / Writing,
Healing (available at 3rd level or higher)
See also: Vestele (Rogues of Dawn) EQUIPMENT: Scimitar +2, Sickle + 2(which also is her
unholy symbol embedded in it), Gauntlets of ogre
power, Cloak of Stealth (equivalent to Cloak of
Skun Elvenkind).
Captain of Mael'og DESCRIPTION: Sharla (though she prefers to be called
Shar) has long black hair which she keeps braided most
(original concept by Anthony Costa)
of the time, often with a red ribbon or rare bit of
4th Level Ranger
fluorish. Shar is largely nondescript and dour, though a
Troll, 4d10+16HP
discerning eye may find a dark beauty in her pale skin.
Skun is a very special case among trolls. Like Uzulok, he
She usually prefers to dwell in the shadows and
has become a ranger and is neutral with good
observe life and its mysterious processes both kind
tendencies. Uzulok made him a captain long before
and cruel, with she views as a natural order from birth
the others, and the reason for this is simple - Skun is
to death. She sees little value in life except that it may
Uzulok's son. No one is privy to this knowledge other
offer up secrets of divine knowledge.
than Uzulok, not even Skun. He is Uzulok's first choice
Recently, she has been tasked by her priestly order
to lead scouting parties through the marshes when
(The Black Rose) to investigate apparent vampire
need arises due to his wilderness training. He has no
activities in Sardanos. Shar is secretly elated at such a
quarrels with any of the other Captains, but is
mission, for she is fascinated with the undead and
strangely attracted to a human Female Awner Huliet in
aspires to one day join the high priestesses of the
a nearby village. Even more strange, she shares his
Cthul'orya. She is taking this opprotunity to learn
attraction. They secretly escape their homes and meet
everything she can about necromancy, vampires, and
on a regular basis to frolic in the forests and meadows
their command of the undead. She is currently in
under the blanket of moonlight. He wields, in addition
Sardanos looking for a group to aid in her endeavor.
to being a full fledged Ranger, a +3 Bow of Drake's
Tongue (Yuu-Gani; magically coats any arrow fired
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unconscious, but not before witnessing her sister
being torn apart.

Left for dead,Shyonia regained consciousness hours


later. Horrified at the carnage and devastated by the
Sharla Mane - like many priestesses of Mal'hok - hold lose of life around her, Shyonia vowed vengeance
a dark beauty, Their courters are soon to be against those responsible. Praying for guidance, she
disappointed however, for their lust for power, blood, finds a locked chest under what used to be the alter of
and divine knowledge far exceeds any simple worldly Ancar. At her touch, the lock falls away and the chest
interest. pops open. Inside, she finds a small cache of weapons,
and as she lifts each one reverently out, she hears a
voice whispering: "My child, these weapons are now
Shyonia yours to wield in My name. Know that they have been
(original concept by Paul Dennis and Tim Brian) blessed by My hand. This devastation must not go
Chaotic good unpunished! Let My will guide you on your path, and
Elf priestess(cleric) of Ancar you shall not fail!'
Undead slayer kit(cbe) To this day, Shyonia still searches for Dravon,
13th level destroying any and all undead that crosses her path.
S-16 Known equipment:
D-17
C-12 "Morning Glory"-as sun blade
I-14 "Final Rites"- as mace of disruption
W-13 "Psalms"-silver cross shaped shuriken +1 1d4 + 1d6
Ch-16 holy damage( holy damage only effects undead or
Hit points-53 other negative plane creatures)
Shyonia had a normal childhood, growing up with Longbow+1
loving parents and an adoring little sister,in a close knit Silver tipped arrows
community. Kelnor, an up and coming town, was to be "Tears of Ancar"-crystal vials of holy water 2d4
a foothold for the elves to expand into Sardanos. The damage plus 1' splash damage
elves, ever peaceful, were intrigued by level of Silver dagger (hidden in holy symbol)
cooperation between the humans and orcs already
inhabiting the area. The vampires, unwilling to allow
yet another enemy into their domain, sent one of their Sirkan Forlos
own, Lord Dravon, to dissuade them. Captain of the Red Witch
Dravon led a small army of lesser vampires, ragers, and (original concept by Jeff Spears)
other minor undead and sacked the town, utterly Fighter/Rogue (16/14)
destroying it and killing everyone almost to the last. Lawful Evil - Fenrine (male)
Shyonia and her fellow clerics tried to fight back, but Sirkan is the feared pirate lord who captains the fabled
were soon overwhelmed. Shyonia was knocked vessel known throughout the realms of Dawn as the

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Red Witch. He is a fenrine believed to come from his (Specialized, +1 hit/+2 dmg, # ATT: 5/2); Dirk ;
Ada-Mock, but he has spent his life at sea. His first Horseman's Mace
mate (and wife) is the wizardly rogue Aerlig Nilan.
NON WEAPON PROFICIENCIES: Animal Lore, I: 0;
See also: Aerlig Nilan (Chapter 9 - Rogues of Dawn) and Direction Sense, W: +1; Etiquette, Ch: 0; Fishing, W: -1
The Red Witch (Chapter 13 - Artifacts and Magic) Heraldry (Ellar d'Nair), I: 0; Riding, (Hippocampus), W:
+3; Survival (Underwater), I: 0; Swimming, S: 0
King Suriaaq ARMOR: Scale Armor of Command, AC: 4; Medium
Lord of the Tritons Shield, AC: -1
(original concept by Chris Ayotte) WEAPONS: Trident of Submission, THAC0: 5, Dmg:
1d6+4 (S-M), 3d6+4 (L); Broadsword +2, THAC0: 4,
RACE: Triton male Dmg: 2d4+5 (S-M), 1d6+6 (L); Light Crossbow; 15 bolts
ALIGN: Lawful/Neutral +2, THAC0: 2, Dmg: 1d4+2 (S-M), 1d4+2 (L)
HGT 6', WGT 175lbs, HAIR Brown, EYES Blue, AGE 41 MAGIC ITEMS: Ring of Spell Turning; Horn of the
CLASS: Fighter (level 13) (XP: 1,261,000) Tritons; Amulet of Adaption; Potion of Extra Healing
Thac0: 8 (3)
HP: 85, AC: 1
PERSONAL RETINUE
Harren, Lv. 6 Fgtr, scale mail +1, shield, spear +1,
dagger +1
Kuhn, Lv. 3 Fgtr, scale mail, spear, shield, Crossbow of
Distance
15 Wardens(lv.1 rangers, scale mail, shield, spear, light
crossbow)
20 Cavalry, scale mail, shield, 3 javelins, longsword,
hand axe
100 infantry, scale mail, awl pikes, daggers
King Suriaaq, using his Necklace of Adaption, often
walks the lands of Thrakka, beseeching aid from the
land kingdoms against the Ellar d'Nair who threaten
his people. His crown of copper and pearls upon his
brow, he leads his people tirelessly in their effort to
free the enslaved merfolk. Several times his efforts
have been rewarded and close to a hundred merfolk
ABILITY SCORES enjoy the sanctuary of Silver Shoal. During times of
S: 17, hit: +1, dmg: +1, WA: 85lb, MP: 220lb, OD: 10, peace, his craftsmen create beautifully crafted suits of
BB/LG: 13% scale mail armor from magically hardened shells found
D: 16, RA: +1, MMA: +1, AC: -2 in abundance throughout the lands surrounding Silver
C: 16, HP: +2, SS: 95%, RS: 96% Shoal. Weapons created from crystalline coral line the
I: 13, lang: 3 (Triton, Ellar d'Nair, Common) walls of the armory. The King strives for peace and his
W: 14, MDA: 0 people oblige, though the threat of the Ellar d'Nair is
Ch:13, hench: 5, LB: 0, RA: +1 never far. His bond with Artax, his hippocampus
SAVING THROWS: PPD: 5, RSW: 7, PP: 6, BW: 5, S: 8 mount, whom he has had since he was a boy, is
unshakable and can be broken by no means. His deeds
SPECIAL ABILITIES (TRITON): +1 Dex/+1 Con, -1Int/-1
against the Ellar d'Nair have earned him his people's
Cha, Bonus NWP: Fishing, Swimming
unending love as they strive for a time of no war. He is
SPECIAL ABILITIES (FIGHTER): Weapon Specialization,
never without his personal retinue, of which each
Gain followers @ lv. 10 member would gladly trade their lives for his.
WEAPON PROFICIENCIES: Broadsword (Specialized, +1
hit/+2 dmg, # ATT: 5/2); Light Crossbow (Specialized,
+2 hit point blank range, # ATT: 2/1); Trident
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Slytha Sorceress
Green Dragon Lord of Thrakka Demigoddess Queen of Gengangare
(original concept by Paul Dennis) The Sorceress of The Cabal
Hit dice-19 or 203 HP (additional input by Radamanthys d'Zan, Matthew
Archibald, Ausie Bart, and Paul Dennis)

Little is known of this chaotic neutral sorceress save


Slytha, a 91' long ancient green dragon, dwells deep in her tempting beauty. That beauty, however, comes
the swamps of Thrakka. Forced into exile by Saurus, with tremendous power. She is worshipped by the
king of the lizard men, Slytha wants nothing more than warrior mages of Gengangare.
to wreck havoc on Saurus' domain. To that end, he has See also: Gengangare (Atlas of the Realms)
found a small but growing group of lizardmen, led by See also: The Cabal (Guilds and Secular Orders)
(name to be added soon), and convinced them he is a
god. He uses this "cult of the dragon" as his eyes and
ears in the region, as well as agents for various
Takal the Tracker
schemes. Always planning, Slytha dreams of the day Ranger Lord of Thrakka
when he has the power to destroy Saurus and place a (original concept by Radamanthys d'Zan)
puppet king in his place. Chaotic Good
15th level Ranger / Pathfinder
Although he is the greatest Pathfinder in all of Thrakka,
the lizard-man known as Takal the Tracker was not
born to the Ranger’s trade. His mother was a
shamaness and one-time consort to Lord Saurus, and
he spawned from a clutch that hatched far too early in
spring, with a chill in the air that is said to make the
lizardlings small and puny. Takal was exactly that –
thin, modest, and shy in his early years – and no match
for the young lordlings who hatched properly in the
early summer. But he was an inquisitive sort, and he
delighted in the stories his mother would tell – of the
powerful Bovim dwelling in the northern mountains, of
the seafaring pirates raiding distant lands and
returning to their hidden coves on the eastern shore,
of the great green dragon Slytha lurking in the jungle,
and the wild monsters of Hel’zon in the west. He was
mesmerized by her stories, gazing at her emerald

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necklace as she spun fanciful tales. One day in his fifth however. Nor did he even fancy the reward of bringing
winter, he awoke not to his mother’s caress but the the intruder before the yuan-ti constable. Instead, he
rude bark of the village watchman who came with dire had only a mind for torture. For days the yuan-ti
news. Takal’s mother was gone – captured in a raid delighted in the agony subjected upon Takal, stripping
upon their people in a village to the west. The his scales slowly, driving iron thorns in his bones, and
watchman described the captors as a snake-man branding his skin with profane runes. Takal’s cries of
leading a band of the dead. Takal recognized the pain were muffled… and heard by none but his yuan-ti
description immediately from his mother’s teachings – tormentor… and a lone Broken One who dwelled in
a yuan-ti… and ghouls of Hel’zon. Before the the foothills of the Mad God’s Mountain.
watchman had finished the tale, Takal darted from the The Broken One was a strange creature, old beyond
den, set eyes upon the far western hills, and the counting of years and steeped in druidic
disappeared in the wilds of Hel’zon. knowledge. He watched Takal suffer beneath the
yuan-ti, and he was pensive – weighing the balance of
good and evil, life and death, light and darkness – and
he took pity upon the young lizardman. The yuan-ti fell
to a Finger of Death, and the Broken One took Takal to
his home amid a deep cavern encrusted with green
and white crystal. There the Broken One nursed him
back to life for weeks, and his words slowly found
Takal’s ears – words of wisdom and balance. When
Takal regained his strength, he realized that he owed
the Broken One his life, and he offered any payment in
return. Laughing at the thought – for there was clearly
nothing the young lizardman could offer – and seeing
Takal’s mind still clouded with desire for revenge, the
Broken One accepted the offer – “For ten years, you
shall be my slave,” he answered. “Here in the shadow
His path led to hardship like few have suffered. An of the Mad God’s Mountain, you shall obey my every
orphan in the wild, he knew not how to hunt or build command, and you shall heed my every lesson.”
shelter, and he found himself deep in the jungle In the ten years that followed, Takal grew wise and
labyrinth of ju-ju zombies and worse. By luck alone did strong, for the Broken One had no love of the yuan-ti,
he cling to survival despite being ever hunted by the and they hunted them tirelessly along with the ju-ju
dred creatures that lurk in the unforgiving wilds of zombies and ghouls that lurked in the jungle. In time,
Hel’zon. But luck was in his favor, and though he they became a dread legend among the yuan-ti, called
subsisted on little more than grubs, he found his way the Ichthil ‘e Syrulia (the Father and Son Assassins),
through long months of travel to the shadow of the and they collected many yuan-ti treasures. Strange
Mountain of the Mad God. The vision of it resounded elixirs gave Takal the strength of two lizardmen, and
in his mind’s eye – just as his mother had described it, he grew in size and bulk – once a runt among his kind,
home to unspeakable horrors, a legendary demigod, now a hulk that could challenge even the strongest of
and the yuan-ti. Again, he did not hesitate, and threw his tribe. From their victims they collected fantastic
himself upon the path toward the mountain, certain weapons, and Takal mastered the use of a massive
that if his mother lived she was there. And if she did glaive taken from a yuan-ti warlord. And most of all,
not, then he might find some measure of revenge Takal grew in wisdom and knowledge of the wild, for in
before death. his countless years, the Broken One had accumulated
He made it only so far as the foothills, and he found knowledge of every aspect of the jungle – every plant,
neither his mother nor revenge. A yuan-ti scout every creature, every aspect of weather and wind –
spotted Takal on the path, and the ambush he set for and all of it he bestowed upon Takal.
the lizardman was cunning and sadistic. A tripline In his fifteenth summer (and his tenth year of
triggered a net fashioned from thornbush, and Takal servitude to the Broken One), Takal raided a hive of
found himself a captive, like his mother. The scout was ghouls in the eastern reaches of the foothills. His
not interested in enslaving the young lizardman, enormous glaive cut a path through the creatures, and
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he left none standing, but as the Broken One joined
him in the dark reaches of the lair, he found the end of Tathlyn Dyrr
his long quest. For strewn among a pile of lizardman Swordsman Errant of Draethan-Gol
skulls was a necklace glimmering with emeralds (original concept by Anthony Costa)
shaped as leaves – his mother’s precious trinket from
so long ago. Takal held the necklace to his heaving Race: Human
chest, but soon a calm resolve flowed through him – a Class: Fighter (Wandering Swordsman)
calmness born of the wisdom bestowed by the Broken Level: 6th
One: his mother had not suffered long; she has been Lawful
dead these long years; his quest for revenge was a Good
distant memory, and he had come to a path of HP: 48
knowledge. “I release you,” said the Broken One. “By AC: 0
my teachings and our labors of war upon the yuan-ti,
you have become a great Pathfinder, more skillful than STR: 16
any in Thrakka. You could track a dragonfly from the DEX: 18
northwest shores of the Crab-Men to the Mountain of CON: 10
the Mad God himself. You are a Ranger unmatched, INT: 10
and I release you from my service. Return to your WIS: 15
people.” CHA: 10
With solemn thanks and his glaive in hand, Takal made
the trek home. The woeful path he had traveled as a Armor: +2
suffering child was now a familiar trail along which he Brown
strode without effort. Returning to Thrakka, he found Kimono
the village of his childhood destroyed, and his people
scattered. So he ventured northeast toward the great
lake and the wise Chief of his people. Lord Saurus (Swordsman's robes), +2 Helm of Displacement (as per
recognized him at once. “You were born of the clutch the cloak, and first melee/missile attack per enemy is a
of thy mother, my beloved, and you are surely my son. miss unless they see the effect before their attack)
My blood is within your veins, and my fire burns Weapons: +2 Katana, +2 Katana (non-lethal damage),
behind your eyes.” Takal quickly proved himself loyal quarterstaff, whip
among his people and was acclaimed as Lord Ranger of Magical Items: Hooded Lantern w/ Continual Light,
Thrakka. He secured the western jungles against Ring of Jumping, Potion of Heroism, Potion of Speed
encroachment by the wild creatures of Hel’zon, Martial Arts Abilities: Meditation, Low side Kick,
teaching the lizard-folk how to prepare undetectable Straight Jab, Feint, Stunning Touch, Paralyzing Touch,
traps, snares, and alarms to keep the trails safe, and All Around Sight, Blind Fighting, Incapacitator
how the beasts of the forest could be befriended as Proficiencies: Longsword (2), Quarterstaff, Martial arts
allies. At last, the lizardfolk were at peace and could (and 3 maneuvers)
rest without fear of the Mad God’s horrible spawn.
Joining the Red Tail guards in service of Saurus, he After losing both his parents to unknown beasts by age
journeys continuously across the hills and jungles of seven, e is sold into slavery. The slave-traders' caravan
Thrakka, and he has learned of the growing power of is attacked by bandits who kill all of the peasants
the evil green dragon called Slytha and his growing except for Tathlyn, who is saved by a skilled
following that would overthrow Saurus. Preventing swordsmanship master. After a few years under the
such has become his sole devotion – a worthy quest man's guidance, Tathlyn's wish to protect the people
pursued tirelessly, to root out the great Green Wyrm with his skills results in his abandonment of both his
and foil his evil servants in their plot. master and his training, which was left incomplete and
with a heated bitter departure. Eventually he was
noticed and recruited as an assassin (role, not class) by
Kzul. Six months later, Tathlyn kills who he finds out to
be none other than his sister, and gives up his role as

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an assassin at that point and becomes a wandering Weapons: Bastard Sword
swordsmen. +2 Vampiric (Half of hpd
transferred HP to the
wielder), Dagger
Magic items: Potion of
Healing x2, Potion of
Speed, Ring of Water
Breathing
History
Orphaned as a young
boy at 6 and discovered
his talents for being a
thug at 10. Was groomed
by a thieving guild and
has been on the rise ever
since. Still searching for
the responsible parties
He met many others on this path - large and small, who killed his parents.
kind and cruel, of might and magic and even guile. He Missed acid trap in beginning of career, hence the
is to this day, that very same man. Though, his views helm. Terrance is mostly an enforcer / money collector
on peaceful negotiation with the chaotic, animalistic type thug but has good skills with locks and climbing
species has somewhat changed after almost eating a but weak stealth for thieving abilities.
crossbow bolt.

Thirion De'Frasio
Tereza Guildsman, Smugglers' Guild of Albanon
Baba Tereza of Ashtelon (NPC concept by Jon Gerfen; See also adventure,
(original concept by Matthew Archibald) Song of the Dragon Bard, by Radamanthys d'Zan)
This young witch can be encountered in the Ashtelon. Race: Drow
She can see into the future, but she is too young, and Class: Thief / Shadow Mage
cannot control her gift yet. She is quite mad. She and Level: 4 / 3
her sisters despise the church of Elaia. Alignment: LN
See also: Ashtelon (Atlas of the Realms) HP: 27
AC: 0
THAC0: 19
Terrance Herring Attribs: S-12 / D-17 / C-15
aka The Terror / I-17 / W-10 / CH-8
Guildsman, Smugglers' Guild of Albanon Treasure (on person): 30
gp
(NPC concept by Dave Grose; See also adventure,
Weapons: Short Sword
Song of the Dragon Bard, by Radamanthys d'Zan)
+1/+2 vs Magical
Race: Human
Creatures
Class: Warrior / Rogue
Magic items: Dagger of
Level: 6 / 6
Venom, Boots of
Alignment: LE
Elvenkind, Cloak of
HP: 50
Elvenkind
AC: 2
Spells:
THAC0: 14
Level 1: Chill Touch, Ray
Attribs: S-17 / D-15 / C-13 / I-12 / W-10 / CH-7
of Fatigue, Sleep
Treasure (on person): 45 gp
Level 2: ESP, Ray of
Enfeeblement
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History the lands about the Inland Sea since the earliest days
Thirion chose to be a rogue in his early youth, touched of the new Age of Dawn. From his towering lair, he
by Shadow Magic. He watched his parents murdered keeps watch over the strait, and nothing passes
by a magic user and learned to adapt and use magic without his knowledge -- and tariff. Smugglers so
into his skills. He sought and learned to be an assassin foolhardy as to attempt secret passage more likely find
for the thieves guild. His preferred Contracts for their ships assaulted by either the vicious peryton who
assassination are practitioners of magic (No difference soar over the strait, the Zolvoi pirate rogues who have
if arcane or divine). come under Trall's service, his harem of youn blue
dragons, or Thrall Himself.

Thomas Greybeard
"Little Pirates" - Captain of the Little King
Leader of the "Little Pirates"
(original concept by Shaun Robert London)
Human Fighter lvl 6
HP: 48 AC: 7
S: 14/D: 12/C: 13/I: 12/W: 10/C: 14

See also: Thrall's Strait (Atlas of the Realms)

Tiberius Machina
(original concept by Anthony Costa)
Race: Human
Alignment: Neutral Good w/ Chaotic Tendencies
Level: 4
Class: Wizard
Items of note: cutlass +1, Compass (points in the Deity: None (respects the power of Kazhak)
direction of either the closest ship or land users choice Age: Young Adult
3/day), circlet of persuasion. Weight: 128#
More of a bumbling fool than a natural leader. He has Height: 5'8
led many other pirate crews in his life but has had very
little success. He has so far survived 3 mutinies and has STR: 8
found some success in his current set up. DEX: 12
See also: Chapter 11 - Secular Guilds and Orders / The CON: 13
Little Pirates. INT: 16
WIS: 13
CHA: 16
Thrall
Total HP: 15
The Blue Dragon Lord of the Inland Sea
Armor Class: 9
The Blue Ravager Armor: None
The Blue Tyrant Treasure: 1126 Silver Pieces
(original concept by Radamanthys d'Zan) Weapons: Quarterstaff with mist-styled carvings,
Thrall is the ancient Blue Dragon who rules over the dagger with a similar etching in the pommel
narrow passage of the Inland Sea between the Gulf of Weapon Proficiencies: Quarterstaves, daggers
Dawn and the Gulf of Dusk. He is an evil, tyrranical Non-Weapon Proficiencies: Arcana, Athletics,
beast grown rich from piracy and conquest, pillaging Intimidation, Investigation
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Languages: Human, Elvish, Common
Features: Spell-Casting, War-Casting
Timofei
Caliph Timofei of Ashtelon
(original concept by Matthew Archibald)
The head of the church and ruler in Berisk
See also: Ashtelon Atlas of the Realms)

Ulf Starbord
"The Lucky"
(original concept by Radamanthys d'Zan)

Tiberius was born in the Jut Spine Mountains, among In the bustling port of Waystock in the south of
the warrior cult known as the Xeri. He lived in Castle Albanon is the inn and tavern known as the
Airsheer for seventeen years, but he was not a warrior Dawntreader. It is the largest and busiest such
of the normal sort. His strength of arms came from the establishment near the harbor, and its owner and
awe- and terror-inspiring power of the cosmos. He barkeep is known to sailors from across the realm as
bent every ounce of his being against the dismissive Ulf The Lucky. As a young man, Ulf was a sailor, a mild-
stars, and reaped the rewards. He is a wizard and mannered sort who loved the sea and the countless
though he's not a man-at-arms, he fought alongside ports of call from Ada-Mock to Thrakka, from La Quel
the Xeri whenever needed. Acting as "artillery" and to Draethan-Gol. His life was unremarkable, and he
support, his place was right alongside his brothers and was bound to poverty, not for lack of work ethic, but
sisters - and he fears little. for his habit of free spending and – even more – giving
the last of his coin to those in need.
Upon his 19th birthday (and achieving "1st level") his
instructor said that it was time for him to forge his
own path, and find his own way. He set out on his own
to gain more knowledge, meet new peoples, and
defend those who could not defend themselves. He
enlisted to the ranks of many guard regimens for
various cities, defending them against brigands and
beasts alike. He wears a number of guardsmen patches
on his clothing, denoting with pride his rank among
men of valor, and reputable action. When confronted
in a moment of deep sadness, and anger, by a friend,
Tiberius hinted at a much darker side before retiring to
his tenebrous chambers. "Men do not fear swords,
they fear monsters." Since then, his memories were
taken from him. He met fellow adventurers along the
plains of Apihi, delirious from dehydration and the
One voyage to the north brought him to a dusty city in
scorching heat. They saved him, and so he is bound to
the strait between Draethan-Gol and Ada-Mock. By a
them. A priest from the Eastern deserts augured his
series of undiplomatic remarks and a brawl defending
past with Kazhak's wisdom, and for that he and
a harlot, Ulf found himself fleeing the city guards and
Tiberius have grown close; often talking about their
taking refuge in the cellar of a temple on the edge of
powers over fire, and the likelihood that they come
town. With the guards in pursuit, he descended into
from the same source. The priest glimpsed but a
the temple and plunged through a trap door – an
portion of the anger and regret within the young
oubliette dropping to a dungeon that would surely be
wizard, but has yet to mention it. They fight for the
his doom. But there he found a strange creature
future of Dawn, warlords of their own design.
bound by glowing red chains. It was the strange deity
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that the desert rogues call The Mouse, and he was whom he kind of
captive of the demon lord Gorzandi’qun. views with pity and
It seemed that The Mouse would meet his doom in maybe even a little
Gorzandi’qun’s dungeon, but Ulf quickly freed the contempt.however
immortal from his bonds and earned his eternal wisdom dictates to
blessings. Now Ulf leads a seemingly lucky life as not let his arrogance
barkeep of the Dawntreader, and he is no less show.
generous with coin and good will than in the days of
his youth. His wife is among the most strikingly
beautiful waifs one will ever lay eyes upon (a naiad
who forsook the sea to be Ulf’s faithful wife). It seems
Ulf’s luck will never run out, and in his years of hosting
travelers far and wide, he has become a lore master
extraordinaire. And on occasion, it is said that The
Mouse Himself will partake a glass of wine at the
Dawntreader… but Ulf dismisses the entire story as a
fantastic rumor and exaggeration of events that never
occurred. Uzulok
(Alignment NG, abilities equivalent to 4th level bard; King of Mael'og
special abilities are numerous at the discretion of the (original concept by Anthony Costa)
DM, including automatic Save, Limited Wish, Augury, Troll-lord
ESP, and Charm). Race: Troll-kind
Class: 10th level Ranger/Druid
AC: 4
HP: 90

Str: 18/11
Dex: 12
Int: 15
Wis: 16
Con: 18
Cha: 12
Possesions of note: Uusus, Ring of Fire Resistance. Tol-
Marr, +4 Staff-Spear. Bead of Luck (in his hair).
The great Troll-lord Uzulok has held the marshes to the
West for many years. Imbued with abnormally high
brain-power at an early age, Uzulok quickly became a
force to be reckoned with among the other trolls. His
Uriel the Radiant cunning mind coupled with an uncanny lack of fear,
even among his kind, quickly saw him to command. He
(original concept by Drew Imler)
rallied the great Varuk tribe and overtook the Human
lvl 12 human cleric of ancar
keep of Thralfost deep within the marshes. With a
NG
might blow he killed the king and stole his mighty ring.
Currently the high priest of the local temple of ancar in
(Ring of Fire Resistance) Years later, Uzulok has rebuilt
the settlement of padun' he has 2 level 6 clerics and 4
Thralfost and emboldened its ranks with many trolls
level 3 acolytes that help him run the temple.they
and other insidious protections. Strangely enough, he
provide all services that any temple would provide.he
does not wage war on the neighboring regions. He
is a motivated man constantly seeking to please his
does however, have tight border control. None enter
superiors in the church,and is quite pleased with his
without his consent. He frequently visits other parts of
station here in padun' he wishes also to spread the
the world, bartering his abilities for supplies for his
light of ancar to the uncivilized people of this island
"tribe".
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deep schism at the return of Sr'qeth, and war has
broken out. It is all he can do to protect his kin from
each other, let alone the desert warlord's tempest of
enslavement.
As long as Valkyr draws breath, his people will be free.
Kzul must die.
Kzul's baby brother.
Language Notes:
Gol would be a word that means sand, or barren land.
Alzan, the fire god, works into their word for fire or
burning (Draeth/Draethan)
Gol already comes from Grohn. Duhhr means priest or
shaman. Goth means Wrath.
That would make Kzul's full name Kzul Gronh-Gol, or
Kzul of Gronh-Gol, which would translate to either
'tyrant king over the sands of Gronh,' rather
ominously, or 'tyrant king over the people of Gronh'
depending on context

Vasili
The tribe is actually very educated, having an average Caliph Vasili of Ashtelon
intelligence of 10-11. The lord dictates education and (original concept by Matthew Archibald)
school-like meetings. The head of the church and ruler in Ollinsk
See also: Ashtelon (Atlas of the Realms)
Valkyr of Gronh-Gol
(original concept by Corey Grove) Vestele
Leader of the Golan free clan Grohn-Gol
Sister to Selussa
CN human barbarian 15.
Gol barbarians are the human clans of the wastes, (original concept by Paul Dennis)
once savage and free, now enslaved by the Draethan- Lawful evil
Gol war machine. Only one clan has escaped this fate; Elf
the Gronh-Gol. Their brethren, the Draeth-Alzan, the 15th sorceress/16th necromancer
Hal-Duhhr, and the Sha'r'goth now carry the black S-9
banner of Kzul. D-13
C-14
I-17
W-16
Ch-18

Vestele and Selussa, elvish sorceresses, are a very rare


duo. Twins, a rare occurrence amongst elves, are
usually an omen of good fortune and celebrated,
however, the people of a now dead elven community
in Lisadar discovered this is not always the case. From
Falkyr is just old enough to remember the beauty of the moment they were born, Vestele and Selussa were
Sirocco before the rise of Kzul; a glorious free city state inseparable, with Vestele clearly being the dominant
under the sun; the hub of trade in the east, the jewel twin. While Selussa had her own ideas and opinions,
of the desert. He dreams of one day uniting the clans she always deferred to her sister. The pair even
against the tyrant, but right now cannot even unite his created their own unique language, called Vestusis,
own clan. The Gronh-Gol families have experienced a and to this day, communicate almost exclusively with
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each other using it. Even at an early age, the girls heartbreaking. It was then, speaking in Vestusis, that
showed great promise in sorcery, quickly surpassing they began to plan their escape.
their peers, and many of their teachers as well. They
began to develop a very twisted sense of humor, often
finding enjoyment in the pain of others, usually at the
hands of one of their sadistic pranks.
As they grew, their interests grew as well. Selussa
found she was gifted with physical prowess, while
Vestele had a true talent in the arcane arts. It was
during her studies that Vestele discovered her affinity
for necromancy. She was fascinated by it. As she
delved deeper into the dark arts, she began
experimenting on local wildlife. It was during one such
experiment that Selussa walked in on her sister.
Horrified that her twin would not understand, Vestele
quickly tried to cover up the animal corpses and
explain. She soon learned that the look on Selussa's
face was not disgust, but pure lust. While Vestele was
fascinated by death, Selussa was enthralled by it. The
pair quickly came to an agreement. Selussa would As they were led to the gallows, the executioner told
keep quiet about what she saw, if Vestele would them now is the time for last words. Head held high,
supply her with "playthings". This arrangement lasted Selussa simply smiled. Vestele scanned the crowd
a number of years until local children began to looking for her father. Spotting him, she looked him in
disappear. Having discovered all they could from the eye. "Father" she calls, "I beg you one last time. Do
animals, the twins decided it was time to move up to not allow this to happen!" Thinking she meant the
their fellow humanoids. They began with the hangings,and with tears streaming from his eyes,their
occasional traveler or adventurers, but when that father once again turns his back on them, and walks
source started to dry up, they looked towards the away. With a primal shout of "So be it!" Vestele
orphanage. They took the ones that wouldn't be unleashed her magic, raining death and destruction
missed, the trouble makers and those with histories of upon all. Selussa quickly joined the mayhem, using her
running away. magic and sword taken from a dead guard. Together,
One morning, the high priest and his daughter paid a the two razed the town, killing everyone.
visit to the orphanage. He was new to the area, and Over the following years, Vestele and Selussa traveled
wanted to see what improvements he and the church the realms, still practicing their talents, leaving a trail
could make. During the tour, he sent his daughter off of bodies in their wake. As they traveled, the twins
to make friends. It was at that moment that the twins hired themselves out to various unsavory types. After
were looking for their next subject. They snatched the one such individual tried to re-nig on their deal, they
priest’s daughter and went off to their fun. Once he killed him and his family, taking over his enterprises.
realized she was missing, the high priest raised the They have since grown in power and reputation,
alarm and franticly began sintervene A number of the spreading their influence throughout the lands, until
residents suggested approaching the sisters and asking they had controlling interests in many criminal
for their magic to aid in the search. The high priest organizations, ranging from assassination to
went to the twins’ father and beseeched him to help. kidnapping. They control their empire loosely, as long
As he went to collect the girls, he walked in on them as they aren't crossed. They are currently based in
finishing their grisly work. Horrified at what they had Apihi, however, as wide spread as their organization is,
done, their father immediately called for the guard. they could turn up in any populated area.
The twins were arrested, and after a speedy trial,
sentenced to death. The girls, not truly understanding
what they did was wrong, begged their father to
Victor Bailey
intervene on their behalf. The hurt and anger in their Member of The Carnivale
eyes as he turned Hus back on them was (see the Chapter, Guilds and Secular Orders)
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(original concept Dave Grose) previous forms include; Tin Drum, Ivory Flute, Brass
Alignment: Lawful Neutral (turning CE) Horn, and Ebony Harp. The granted powers are as
Race: Half-Elf follows; +1 to all saves, Ac of 4, Magic Resistance of
Class: Rogue / Mage 25% (in addition to any other MR already posessed),
Level: 12 / 11 Undead Control as Priest of Character level (highest if
Homeland: Unknown Multi-classed), +4 Crowd Reaction, 1 hp/rnd
Deity: The Bronze Bullhorn regeneration while in contact, and Immunity to any
Sex: Male and all undead special attacks, i.e. Banshee wail, Ghoul
Age: 70 (appears 40) touch, level or stat drain etc. Control Points = 30 ( Int -
STR: 9 13, Ego - 17) (User Control = Int + Cha + Level)
DEX: 16 (+1 / +1 / -2)
CON: 15 (+1 HP)
INT: 18 William Windlass
WIS: 15 (+1) Sir William of La'Quel
CHA: 13 (original concept by Drew Imler)
AC: 1 human
HP: 52 true neutral
WEAPONS and lvl 5 thief.
EQUIPMENT: Whip
of Strangling +2 William is the head of the
Rapier +1,+2 vs. Lg small council that governs
Throwing Dagger the merchant guild the order
x6 Dagger, Silver, of the lamp and is
Girdle of Many coincidentally the head of the
Pouches, Boots of governing body of Padun. He
Striding & manages the books and
Springing, HAt of makes major decisions
Disguise, Wand of concerning the welfare of the
Magic Missiles - 42 town. He is happy with his
chg position as it has been making him quite wealthy. He is
a dashing sailor who was rewarded this position for his
PROFICIENCIES: loyal service. However he is disappointed with the lack
Rapier, Whip, Staff, Dagger, Dart, Short Bow, Acting - of enthusiasm on the part of his captain of the guard
15, Voice Mimicry - 14, Ventrilloquism - 16, Spellcraft - Darius and as soon as he finds a suitable replacement
19, Read & Write - 19, Ride Horse - 18, Rope Use - 17, has no qualms in finding another officer to take his
Herbalism - 17, Astronomy - 16 place. He also sells licensing for those who wish to
SPELLS / SPECIAL ABILITIES: C - 8, 1st - 4, 2nd - 4, 3rd - mine this new gold ore that has been discovered which
4, 4th - 3, 5th - 3 PP - 80, OL - 55, F/Rt - 55, MS - he also levies a steep tax for gold taken from the
85, HS - 80, DN - 65, CW - 100, RL - 40 island. Thanks to his business savvy and charisma he
has built this settlement from the ground up, and if the
PHYSICAL DESCRIPTION: 5'10", Black hair, Brown eyes,
thriving economy continues he has big plans for the
Pale complexion, thin build,157#
expansion of Padun' into a major port city. He has
Bullhorn he found, has managed to erase most of his recently been seen with an Auralen warrior but what
long term memory, luckily he functions with all his they discussed is unknown.
skills and spells fully intact, but the continued use of
the Bullhorn will degrade those as it fights to turn him
to Chaotic Evil.
The Bronze Bullhorn - Intelligent Artifact can morph
into any instrument or performance enhancement
device of an actor, musician, singer, or story teller. The

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See also: The Cabal (Rogues of Dawn)
Xal'thu'brax
Tyrant of the Cabal
(original concept by Corey Grove) Xirik
CE Beholder (original concept by Radamanthys d'Zan)
Class: Monk
Race: Thri-Kreen
Level: 6
Align: LN
Armor Class: 3
Hit Points: 38
STR: 12
DEX: 18
CON: 12
INT: 11
WIS: 16
CHA: 6

Called the Seer of Doom, Lord Xal'thu'brax was an


emissary from Pharasma, come to earth with a
scouting party to assess the threat posed by the
civilization of the Ancients. Initially, they were to
establish peaceful relations in preparation for an
invasion force, and to investigate the silence of her
native creatures, the aberrations that had come
before. Xal'thu'brax had other plans. He cared not for
his own kin or their conquest. He cared not for the
primordial civilization on the surface. When they
arrived, Xal'thu'brax immediately set to the
enslavement of the human race. He would be the
master of this planet, use her resources to build an
Weapon Specialization: Martial Arts (2), Gythka
army of slaves, and return one day to Pharasma to
Fighting Style: 1001 Fists (Hard / Soft)
cleanse her of all forms of inferior life. To this end, he
Mental: Meditation / All-Around Sight / Mental
sought the masters of this realm, the Cabal. They
Resistance / Chi Attacks / Blind Fighting / Levitation
already had conquered the antediluvian landscape; all
Vital Area: Pain Touch / Stunning Touch / Paralyzing
he had to do was conquer them. To this end, he joined
Touch / Distance Death
them with lies of peaceful intent. That was before the
Strike: Iron Fist / Crushing Blow / Eagle Claw
Sundering. When the sky shattered, only Xal'thu'brax
Kick: Circle Kick / Flying Kick / Backward Kick
survived, and saw that there was nothing left to
Xirik is spawn of the thri-kreen Golden Hive and a
enslave. For eons, he wandered the wastes, searching
disciple of the order of psionic monks called the One
for meaning to his existence, and grew ever stronger in
Thousand and One. The monks are fanatically loyal to
power. Now, he stands (floats?) vigil over the ruins of
the Emperor, his Dominion, and the legendary Golden
The Tower.
Queen. They are famed defenders of Khal’har and the
Xal'thu'brax (and his two sons) also appear as NPCs in
Wild Folk and feared mercenaries deployed by the
the dungeon, "The Vault of the Ancients," by
Emperor as emissaries or spies beyond his borders.
Radamanthys d'Zan.
Xirik was dispatched to the service of Kzul in Draethan-
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Gol two years ago, and he fought the insurgent drow
without mercy, but he dishonored himself by defying Yalana
Kzul when ordered to slaughter a band of runaway Baba Yalana of Ashtelon
slaves. Returning to Khal’har in disgrace, he finds a (original concept by Matthew Archibald)
splinter in his mind in the injustice of slavery and the This middle-aged witch can be encountered in the
Emperor’s blind eye to its trade route through the Ashtelon. She can use her gifts to see the present
sacred deserts of the Wild Folk. activities anywhere in the world even across
continents and moons. She is quite mad. She and her
sisters despise the church of Elaia.
Yaga See also: Ashtelon (Atlas of the Realms)

Baba Yaga of Ashtelon


(original concept by Matthew Archibald) Yola
Nun of the Gangerkill
(original concept by Matthew Archibald)
Yola is a Nun of the Gangerkill. When she was three
years old, Yola was given to the Convent of the
Gangerkill, in the northernmost vally of Ollinsk. There,
the Militant Nuns of Elaia raised her from that young
age to slay giants. The Ashtelon has many perils, but,
since the sundering, the most perilous were the giants.
Now, Yola wanders the Yggsgander mountains with
her trusty bardiche looking for evil giants. She is
The Baba Yaga is an Ogre Mage Witch of mythical rumored to even travel with the Medvedka and the
power. She resides in the mountains and deep woods Firbolg.
of the Ashtelon, usually in the North East of the See also: Ashtelon (Atlas of the Realms)
peninsula. Her magical cottage with its prominent
chicken legs is sometimes seen scratching around the
northern banks of lake Rhimbelle. Yollanda Firebeard
All men and ogres beware the curses of Baba Yaga. She Member of The Carnivale
travels across the Ashtelon in a giant mortar while (see the Chapter, Guilds and Secular Orders)
holding a great pestle over her cackling head. (original concept Dave Grose)
Wherever she flies, the crops wilt and die, calves and
lambs are born blind and with backward legs, and Alignment: Neutral
newborn babies are stricken with scars and Race: Half-Dwarf (?)
pestelence. Class: Rogue
Legend tells of a simple shepherd who humbly Level: 8
approached Baba Yaga on a moonless night. He Homeland: Unknown
offered her nightshade and wolfsbane, and she gave Deity: Unknown
the shepherd a love potion. The shepherd fed the Sex: Female
potion to the most beautiful girl in the village by Age: 40
slipping it into her wine. The girl fell madly in love with STR: 16 (+1 damage)
the shepherd, and they made love on the spot. But the DEX: 16 (+1 / +1 / -2)
next morning the girl turned into an ogre and ate the CON: 18 (+2 HP)
shepherd and all of his sheep. INT: 13
WIS: 15 (+1)
CHA: 16
AC: 1
HP: 45

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WEAPONS and EQUIPMENT: Axe of Hurling +2, Dagger Find / Remove Traps: 65
+2 Longtooth, Hammer, Staff, Leather +3, Cloak of Move Silently: 10
Protection +2 Hide in Shadows: 95 (racial ability: chameleon
power)
PROFICIENCIES: Hand Axe, Hammer, Dagger, Staff,
Detect Noise: 15
Short bow Leatherworking - 16, Stone Masonry - 15,
Climb Walls: 90 (racial ability: climb walls)
Read & Write - 14, Singing - 16, Climbing - 16,
Read Languages: 0%
Locksmithing - 15, Rope Use - 14, Set Snares - 16
NWP: Juggling, Set Snares, Tumbling, Ventriloquism
THIEVING ABILITIES: PP - 25, OL - 80, F/RT - 65, MS - Armor: Alligator Leather
35, HS - 30, DN - 55, CW - 60, RL - 50 (+10 if successful Weapons: +2 Dirk, Dagger, +1 Hand Crossbow (able to
locksmithing check to OL & F/RT if applicable) wipe skin slime on crossbow darts for mummy rot
PHYSICAL DESCRIPTION: 5'3", Red hair, Blue eyes, effect)
Cinnamon skin, 150#. Treasure: 125 gp, 200 sp, 10 - 50 gp emeralds
Magic Items: Oil of Slipperiness, Potion of Plant
Control, Potion of Growth, Scarab of Protection
Yollanda was found out to
be a rare half-breed dwarf
when she grew taller and
thinner to most of her race
about the age of 15. She
was already showing great
aptitude for many of the
dwarvish skills, though she
was a poor smith and
metalworker, she was
good at the other skills,
but being an abomination
she was bannished from her homeland and sent away
to fend for herself. Her odd appearance caused her
much strife, but was welcomed to the carnival with Yrik was born 112th of 432 tadpoles on the
open arms for the very reasons she was ridiculed by Midsummer Spawn of 18 years ago. That summer was
her dwarven kin, she has been with the carnival for especially hot, causing an overabundance of males in
some 17 years now and considers them her family. the brood, and it is said that the spawn of that year
were correspondingly hot-blooded. On the eve of their
12th year, when the bullywugs of western Harasanti
Yrik seek rite of passage to adulthood, Yrik and 144 of his
(original concept by Radamanthys d'Zan) hot-blooded brothers sought to make a name for
Class: Thief themselves in laying ambush to a passing caravan of
Level: 4 Draethan slavers. Their attack was foiled, however,
Race: Poison Dart Bullywug (Yellow) when they discovered that the slavers were led by a
Alignment: CN Rakshasa noble. Although nearly half of the Draethans
AC: 3 fell to the bullywug's poison darts, all of the frog-men
HP: 24 but one were laid low by scimitar and spell. The
survivor was Yrik, whom the Rakshasa captured alive
STR: 8
to for sport and torture.
DEX: 17 (+2 / +2 / -3)
CON: 16 (+2)
It seems the caravan was ill fated after all. The long
INT: 13
road east led them through Lisadar and Vecan and on
WIS: 8
to the plains of Apihi, and Yrik's eyes beheld the
CHA: 8
wonders of the wide world beyond his jungle home.
Pick Pockets: 15 Even the cruel torment he had suffered from the
Open Locks: 40
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Rakshasa seemed to melt away before the wonder of business and tradition for the men of the Filzan clan.
the world and its gleaming riches. He longed to break Someplace in his early twenties Zack was
from bondage and see all that the world had in store. "shanghighed" and put into service by some less than
On one fateful night, as the caravan traversed the lawful folk and ended up travelling with them, doing
shadow of Nyceia, Yrik laid his trap: he managed to ship repairs and such, until they were captured by
smear a drop of his mummy rot slime on his master's authorities and brought to trial. Zack had managed to
goblet; the rakshasa drank, choked, and succumbed at be on the captain's good side for the past few months,
last to his own dirk snatched from its scabbard by Yrik gaining a favorable explaination for his role and how
and plunged into his heart. he came to be on a ship full of pirates, the judge was
lenient. Working for 5 years building and repairing the
But Yrik's freedom was not yet at hand. As the caravan ships used to capture pirates, Zack was finally given his
drew through the shadow of Nyceia, it was beseiged freedom and wandered about along the coastal cities
by wights and ghouls arisen from the toxic slimes of and eventually found his way to Travail's End.
the accursed realm. Yrik snatched all he could of the
rakshasa's treasure -- the shining dirk, a mastercraft
hand crossbow, a collection of potions, and the
gleaming scarab brooch that his master wore upon his
robe. As the ghouls and wights descended upon the ill-
fated Draethan caravan, Yrik fled in panic. His natural
camouflage served him well against the slavers, but it
seemed the undead could spy him still. The wights lay
their hands upon him, expecting to draw the life from
him by their unholy touch. But Yrik somehow
withstood their life-draining attacks, and he realized
that it was the rakshasa's scarab that was foiling the
undead. Thinking quickly, he darted through the chaos,
through the carnage of ghouls feasting upon the Weapons: Short Bow +1, Staff+1, Dagger/ Throwing
slavers' flesh, and disappearing into the night amid the Daggers (6)
howls of torment as the caravan was sundered.
Speaks - Quel'a, Solanthi, Ezerri, Skellik and Common
Since that time, Yrik ventured from Ghostwood to Magic Items - Eversmoking Bottle, Ring of Free Action,
Mael'og, ever in wonder of the treasures of the world, Short Bow +1, Staff +1, Leather Armor +2
honing his skills to delve dungeons steeped in riches, Thieving Skills - PP=40, OL=40, F/RT=35, MS=55,
and nearly forgetting the dark jungles of his youth. HS=50, DN=35, CW=80, RL=20 Backstab Damage X3 +4
to hit
Proficiencies: Short Bow, Staff, Dagger, Swimming-16,
Zachary Filzan Ride Horse-14, Read & Write-17, Fishing-10, Tightrope
(original concept by Dave Grose) Walking-17, Tumbling-17, Rope Use-17, Gaming-14,
Lawful / Neutral Forgery-16, *Carpentry*-16, *Seamanship*-18
Human Rogue
Level 6
S 16
D 17 Zaenhas Iz'Draeth
C 11
(original concept by Chris Ayotte)
I 16
Ruler of the Drow Wizards of Aelicraas
W 11
Specialist Wizard (Invoker)
Ch 14
C'haer a'Sith (Drow Elf)
Zachary was born in a small coastal port on the Lawful/Evil
southern edge of the main continent where he learned LV. 18
carpentry and seamanship in his early teens, a family HP: 53 AC: -1

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Str: 10 Dex: 16
Dex: 17 Con: 19 HP adj. +2. Sys shock: 99%. Poison save: +1
Con: 16 Int: 20 Number of languages: 9
Int: 20* Wis: 17
Wis: 14 Cha: 20 Max # henchmen: 25. Loyalty base: +12.
Cha: 13 Reaction adj.: +9
Possessions: Staff of Swarming Insects(spiders only),
Wand of Frost, Brooch of Shielding, Amulet of Proof
against Detection and Location, Bracers of Defense
AC4, Ring of Spell Storing (Dimension Door, Stoneskin,
Teleport) Ring of Terith A'hn (adds a +2 bonus to Int,
doubles 4th and 5th lv. spells, adds a +2 bonus to
AC)Cloak of Displacement

SAVES:
Zaenhas is the Master of the Enclave. He has been in Paralyze/poison: 9
that position for two hundred years. He is a shrewd Rod, staff, wand: 6
planner with a network of spies whose eyes see all of Petrify/polymorph: 8
Aelicraas. He has survived several assassination Breath weapon: 12
attempts by the Priesthood of Sithrihn and garnered a Spell: 7
tremulous peace with sects within the Church. His Body length: 70'
prized possession, the Ring of Terith A'hn was a relic of Tail length: 65'
the Aelith 'Aer that was taken when the elves fled Wing span: 135'
underground to escape the Destruction of the AC: -6
Sundering. His spellbook contains every spell from the +6 to all attacks.
school of Invocation/Evocation. Zaenhas is a studious Damage:
wizard with a devious mind and never hesitates to use Breath weapon: 12D12+6
his spells to deadly effect when in combat. Claw attack: 1D10+6
Bite: 6D6+6
Claw/claw: 1D10+6/1D10+6
Wing buffet: 1D10+6/1D10+6
Zandamar Thyndas Tail slap: 2D10+6
(original concept by Jerry Horne and Radamanthys Kick: 1D10+6
d'Zan) Non-weapon proficiencies:
Adult Gold Dragon Ancient history: Int. -1
Bard Chanting: Cha. +2
18 HD. 144 Hit points. Direction sense: Wis. +1
Thac0 12 Etiquette: Cha. 0
Str: 24 Max wgt: 1255. Max press 1445. Open doors: Singing: Cha. 0
19. Bend bars/lift gates: 95% Lore: Int. -1

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Healing: Wis. -1 waste to all the lands that had once been so plentiful.
Spellcraft: Int. -2 The lich leading the ghoul army drank the souls of her
Poetry: Int. -2 parents, and Zera could do naught but watch from
Items: hiding, wondering why Ancar Himself would not come
Lute +1 and spare them. As she watched the ghouls devour her
Gauntlets of Dexterity family and friends, a cold darkness welled up within
Bag her. And as the undead horde moved on leaving a
Spell book wake of ruin and plague, it became clear to Zera - a
Fond of traveling the realms in various polymorphed vision of what great ruin must have befallen the Old
forms, Zandamar is a good natured drake whose songs World. In her heart, she knew the world had been
spin wondrous spells and give some hint of the betrayed by the gods - by the likes of Ancar and the
enlightenment of the Ancients. Somewhat to the upstart gods that now beseeched the world for
dismay of Morgran the Gold and the Aerie Council, worship of their name.
Zandamar seems more interested in roaming the But she would have none of it. She vowed to defy the
realms of Dawn to learn the minds of the fledgling gods.
races arisen since the Sundering’s end. Rumor suggests Escaping the ruin of her village, she wandered in the
that he is responsible for no small number of half-gold wilderness and would have perished were it not for
dragonborn scattered from Ada-Mock to Zuel’N’Vidi. the kindness of a hermit woman who gave her shelter,
food, warmth, and comfort in the deep woods of
western Illium. The woman kept her safe through the
Zera winter, and in time Zera came to trust her, finding
Lady of Illium wisdom and kindness in her words like those of her
Iriel Tahar ("Rebel of the Gods") mother.
In spring, the hermit woman took Zera to a high
(original concept by Radamanthys d'Zan, Anthony
overlook in the hills, and there she revealed her true
Costa, Scott Morgan, and Paul Dennis)
being. "Waif of Illium. I have loved thee as a daughter
this winter and taught you what I may. And now you
must know my name and decide for thyself what path
is before you. I am Halea, the Sleeping Goddess of the
Sky. I have known the dark millenia and the ruin of
mankind, and before laying eyes upon your golden
face, there was naught for which I cared but the earth
and sky itself. But now you have my love as a mother
would love her daughter, and you have my blessings if
you will accept them."
Zera was torn, but she saw the wisdom in Halea's
words and the sincerity in her eyes. So Zera took up
FIGHTER (10th level) / CLERIC (9th level) / PALADIN the path of paladin and set out upon a path of
(level 1-10, depending on the time following Halea's adventure in which she gathered many followers. But
annointment; level 1 in the first year, level 10 later in in her heart - though she had accepted the Sleeping
her journeys - at the DM's discretion) Gods as true and worthy of worship - she never
STR 13 / DEX 15 / CON 15 / INT 18 / WIS 16 / CHA 19 forgave the so-called "upstart" gods that walked
among men beseeching praise. Even Ancar Himself she
Zera is often called the First Paladin. She was raised in would not forgive, and she was so bold as to preach
the green lands of Illium, west of the Inland Sea, where against the upstart gods. And so she came to be called
she enjoyed a peaceful childhood of plenty. Her Iriel Tahar - "Rebel of the Gods" in the tongue of Illium.
parents were clerics of Ancar, and the blessings of the As Zera's crusade swelled its ranks, and no fewer than
Lord of Light were many. Zera often dreamed of the 50 paladins rallied beneath her banner, her travels
day she too would join the clergy and take the oath of brought her to the steppes overlooking the cold
Ancar like her mother. But in the summer of her 14th deserts of Draethan-Gol. She met with village elders,
year, a horde of undead sacked her village and laid and her paladins bestowed healing upon the destitute
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by the blessings of mankind must have been the source of the Ancient
Halea. She learned Ruin. To Halea alone would she be true - to the
of the mighty upstart everlasting earth and sky... to she that asks not to be
demigods of worshipped.
Draethan-Gol, living While her current whereabouts are unknown, it is
relics of The believed that she has rallied her army against the very
Sundering known as Arch-Lich that commanded the ghoul army so many
Sr'Qeth, Gol-Duhhr, years ago. For in her travels she crossed paths with
and the Demon of wayfarers from the realms far and wide, and from a
the Wastes. She also merchant of Ada-Mock, she learned of the House
learned of the Montaq and the great wall built between the north
Emperor Kzul, who and south of that distant isle... and of the Arch-Lich
sat high upon the named Centaquan that rules its Eastern Tower. This
Scorpion Throne, his abomination of life Centaquan - the very lich that
ears filled with drank the souls of her parents. Zera's path to revenge
whispers of Gol- is clear, though it is nearly a world away - from Illium
Duhhr. to Ada-Mock, by the blessings of Halea, vengeance for
the Rebel of Gods.
Zera sent word to She led her army of devoted followers east from Illium,
the great city of following lesser known roads north of the Inland Sea
Sirocco, calling Lord Kzul forth, and her message was for fear of the wartorn wastes of the wild-folk in
clear: "Shake loose the shackles of demigods," she Khal'har. In her travels she happened upon an old
said. "Let the Age of Dawn be the age of mortals ruined temple, and bidding her followers to take
unfettered by the arrogance of gods." shelter in wait, she cautiously entered to find a
Kzul bristled angrily to be called forth by the crusader, beautiful woman sitting upon an altar. It was Halea,
and instead he dispatched from the Wraithwind Tower but unlike she remembered - clad in simple peasant
a legion of 100 of his most fearsome slave soldiers - clothes, her face everchanging from young to old, from
swordsmen of the desert waste doomed to Kzul's golden to gray, everchanging as the sky.
service in life and beyond. They besieged Zera's "You are ready to lead the people to discover the old
encampment, and her paladins circled a desperate ways," she said. "Take this armour, and it shall gird
defense in preparation for the onslaught that would thee as do my blessings. And take this sword, though
surely come with nightfall. Instead, Zera climbed atop in the hour of need, thy words will be the weapon of
a rocky spire - now called The Crusader's Stone - and the day. You are now the Paladin of the Sleeping Gods,
her voice rang out in the night lit brightly by Eahha. and though we ask not for worship, you have our
Her message was the same - to shake loose the blessings."
shackles of demigods - and she walked undefended In the years ahead, Zera led her people from the
into the swordsmen's camp. With the light of dawn, northern wilds of the Zolvoi east to Vecan and
Zera emerged with 99 swordsmen in her service, who Draethan-Gol, and south to Feywood and Solanthis.
now march beneath her banner in quest against the But her gaze is still farther east - to the land of Ada-
gods. (See the chapter - Classes, Kits, and Orders of the Mock and the great wall of Centaquan. Her path of
Realm, The 99 Swords.) The 100th returned to Sirocco, rebellion against th e new gods is glorious - but with
where his head now adorns a pike over the gates of horrendous trials - and its end will be at the door of
Wraithwind. the Arch-Lich.
Now she travels the countryside fighting in defense of
the downtrodden, with many a convert flocking to her
banner. Some have been so bold as to call her a Zeya
goddess herself, but she is quick to quell such fool's Caliph Zeya of Ashtelon
talk, and such words incite even greater wrath in her (original concept by Matthew Archibald)
heart against Ancar and the likes of the new gods. For The head of the church and ruler in Azhgorod.
the ruin of her people she could never forget. And in See also: Ashtelon (Atlas of the Realms)
her heart, she knew that gods too quick to forsake
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IV.
ORDERS
OF THE
REALM

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Chapter 10:
Priesthoods
Created by members of the Facebook Group
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Individual contributors are noted with each entry.

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Sacred Weapons: The Priestesses of Ahkrosha arae
Ahkrosha also known for their highly ornate ceremonial sabres
Priestess of Ahkrosha used only for religious services and sacrements. It is
rumored that a disgraced priestess will use such a
(original content by Tim Brian with input from Justin
blade to perform seppuku like the samurai.
Rod and Matthew Archibald)
Taboos: A priestess of Ahkrosha must perform a
funereal ceremony for any dead horse they encounter.
Min Ability Scores : Wis 12 , Cha 12 ,Dex 14
Furthermore, they cannot harm any avian creature for
Duties: guidance , marriage , vigilance , justice
reverence to Ahkrosha's beloved husband. Any
Races : Human (Half Elf)
tribesman of Scyth can demand protection from a
NWP Required : Horse Riding (Wis+3, may sub. dex
Priestess and may not be refused.
score if it's higher)
Recommended NWP: horse handling , horse training ,
fire building , astrology , navigation, charioteer , local
history Alzan
Crossover groups: Priest , General , Warrior
Weapons: Sabre (used for executions, justice) Short Priests of Alzan
Bow , Spear , Javelin (possibly chakram or shuriken ) See the Sleeping Gods - Elemental Priests.
Armor : any armor , round shield. Shield must be
round, metal and highly polished.
Powers: Azgar
 L1 Turn Undead , Light (as spell) 3x a day
 L6 light spell now demoralizes creatures of darkness
Clerics of Azgar
(goblin, vampire ,etc) as if it were sunlight , -1 to hit (original concept by Tim Brian )
and morale THE TENETS OF AZGAR
 L10 Chariot of Sustarre 1x day Right Action - a hero is not a monster who destroys all
 followers: @ 9th level , 3 3rd level priestesses and 6 in his path; he fights when its time to fight ; he loves
1st level priestesses , 1 3rd lvl fighter and 2 1st lvl when it's time to love; he shows mercy when a
fighters , all horse archers situation demands and he is prepared to die when it's
 Can take 1 3rd lvl priestess , 2 1st level priestesses time to die.
and 1 fighter on adventures.
Honor - a hero does not snipe at his opponents from
afar and does not attack them from behind. He does
not use spells to win duels. There is no need to hate
the enemy; he is on the field of war to do his duty and
it is your duty to stop him

Holy symbol : golden sun amulet with female face (see


entry in the chapter, Pantheon of Deities - Ahkrosha)
other thoughts : perhaps allow specialization in a
single weapon (Short bow or spear)
perhaps the sabre must not be used in battle , only for
justice , if used in battle it's a minor infraction on the
goddess and must be replaced.
Fearlessness even the mighty Azgar himself knew fear;
if the sabre isn't used in battle , the priestess does not
a hero knows fear in his heart but does not act upon it
need to take a proficiency in it.
or allow it to control him like leser men.

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Azgar is a hero cult and considered a philosophy per ranged spells. Cannot use rods, staves or wands.
Priests Handbook. Its alignment is Truth and Death. A Cannot be raised from dead or resurrected. If
cleric / paladin of Azgar can never be raised from the someone tries to raise or animate a cleric of Azgar, the
dead, animated as dead, resurrected or reincarnated. cleric will return as a ghost with 1 HD per level that
They oppose undead wherever they find them. If you they had in life. The ghost will immediately attack the
do try to raise on, you wind up summoning one angry caster and leave after slaying them.
ghost who will attack the caster / creator until one or Spheres of Influence: (Major) All , Combat ,
the other is destroyed. The ghost will have 1 HD per Protection,Truth (Minor), Healing , Guardian , Sun, Law
level of the cleric/paladin. The cult's alignment is Cleric Sphere of Truth: Detect Magic , Detect Poison ,
Lawful, it can be good, neutral or evil but evil Detect Snares and Pits ,Detect Charm .Find Traps ,
characters of course have a hard time living up to the Know Alignment, Detect Lie , Tongues , True Seeing
tenets. Sometimes the Good/Neutral warriors will ,Dispel Magic , Cure Blindness / Deafness
"adopt" a lower level fighter to steer him to the right Weapons: Swords , Spears , Axes, Gothic Mace, Crow's
course. If they backstab or betray the cult they are Hammer (weapon must shed blood)
hunted down and given the Final Death. The bodies of Armor : Any armor or shield
high level Paladins/Clerics of Azgar do not decompose NWP: General, Priest and Warrior
after death, and if you disturb their tomb one of those Powers:
ghosts defends it. 1st level: can specialize in 1 weapon
2nd level: Gains Turn Undead , +1 to turn mindless
PHILOSOPHY
undead
GOALS: cult of heroic warriors , concerned with the 3rd level: gets Con bonus as fighter , retroactive
conduct of warriors on and off the battlefield, which 5th level: Remove Fear (as spell) 3x per day
separates them from murderers and assassins 7th level: Remove Fear power is now 10' radius
Alignment: Lawful , but evil characters may have
Followers:
problems living up to the code
1 5th level priest
Min. Ability Scores: Wis 9, Str 12 (+5% xp for Wis or Str
3 3rd level priests
over 16) (+10% xp for Wis and Str) both being over 16.
4 1st level priests
Races Allowed : Any
2 1st level fighters
Duties: lead troops into battle, minister to soldiers in
2 5th level fighters
battle, set examples for warriors in life and death,
When : 9th level
minister to dying comrades, and slay undead
Restrictions : Cannot use bows or thrown weapons. If cleric is LG there is a 5% chance at 9th level +5% per
Tasked with destroying undead. Cannot use offensive level after that of attracting a 5th level Paladin in place
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of one of the L5 fighters.may take up to 3 of the priests TURN UNDEAD: Cleric: Yes*, Specialty Priest: Yes*
, plus 1 1st level fighter and 1 5th level fighter along on COMMAND UNDEAD: Cleric: No, Specialty Priest:
adventures. Priesthood will cover up to 1/2 of the cost No
of building stronghold/temple. It must have a large
armory.
Clerics of Azgar are - as the class implies - clerics and
make attack rolls using the Cleric table; however, they
use Ranger/Paladin experience table for progression
(e.g., in 2E, 2250 xp for 2nd level and so on).
Symbols: Black equilateral cross on red background
Spells:
Azgar can grant the 1st lvl MU spell "Armor" to his
clerics. This is usually used to protect innocents / non-
All clerics (including fighter/clerics), and specialty
combatants caught in a combat zone.
priests (including fighter/specialty priests) of Bel
Darragh receive religion (dwarven) and reading/writing
Anan Seraph (Dwarven runes) as bonus nonweapon proficiencies.
Clerics of Bel Darragh can use any weapons. Clerics
Priests of Anan Seraph and specialty Priests of Bel Darragh (as well as
See Draethan-Gol. fighter/clerics) cannot turn undead before 7th level,
but they always strike at +2 on all attack and damage
rolls against undead creatures. At 7th level and above,
Ancar clerics and priests (including multiclassed clerics) can
Priests of Ancar turn undead as other clerics do, but as a cleric of four
levels less than their current level. Bel Darragh's clergy
Ancar is among the most widely worshiped of the new
is very male dominated, to represent this, females can
gods, with clerics in nearly every realm of Dawn.
only be clerics, not specialty priests or Axe Dwarves.

A'ool Specialty Priests of Bel Darragh:


The Axe Priests
Priests of A'ool (original concept by Ausie Bart)
A'ool does not command large priestly followings, but (See also the chapter - Pantheon of Deities, Bel
he does have worshipers among the elves of Solanthis Darragh)
and Lisadar as well as the sea elves of Luth en Anuun. Axe Priests are Al'harag who are Paladin/Specialy
There is also a great temple to A'ool among the Zolvoi. Priests. They gain the spell progression of both classes.
As Paladins, they get all the same benefits and
restrictions of Paladins in the PHB.
Requirements: Strength 15, Wisdom 13, Charisma 15
Bonuses: Axe Priests may follow and use fighter
specialization in Axes (Hand, Battle or Two Handed).
They also receive +1 to hit with axes and may choose
Bel Darragh the may use a BattleAxe/Hand Axe fighting style - with
no penalty on Primary Weapon, and only -2 on
Clerics of Bel Darragh secondary. (Which can be further negated to 0 with
(original concept by Ausie Bart ) reaction adjustment.)
(See also the chapter - Pantheon of Deities, Bel
Darragh)
Specialty Priests of Bel Darragh:
Clerics, specialty priests, Axe Priest (Dwarven
Paladins), fighters The Al'Harag
CLERGY'S ALIGNMENT: LG, LN (Axe Priest LG Only) REQUIREMENTS: Strength 15, Wisdom 9
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PRIME REQUISITES: Strength, Wisdom
ALIGNMENT: LG, LN (LG Only - Axe Priests) Cera
WEAPONS: Any Clerics of Cera
ARMOR: Any
Cera is worshiped primarily by commonfolk and
MAJOR SPHERES: All, Combat, Guardian, Law,
farmers in Sardanos, Vecan, and Apihi.
Protection, Sun, War
MINOR SPHERES: Charm, Creation, Divination,
Elemental (earth), Healing, Necromantic, Chardonis
Travelers, Wards
MAGICAL ITEMS: Same as clerics Priests of Chardonis
REQUIRED PROFICIENCIES: Battle Axe; Armorer or Chardonis is the elvish god of fire and is not commonly
Weaponsmithing worshiped among high or sylvan elves. In the depths of
BONUS PROFICIENCIES: Blindfighting, one weapon the Derondfall, however, he is finding a growing
style specialization congregation among the elves and drow.
While most Al'haragi (the plural form of Al'harag) are
Mountain Dwarves, members of nearly every dwarven Initiate
subrace are called to be specialty priests of Bel Specialty Priest of Chardonis
Darragh's clergy.Al'haragi may multiclass as
fighters/priests, and if the DM allows kits for (original concept by Paul Dennis and Chris Ayotte)
multiclassed characters, they may take any allowed Priest class
fighter/cleric kit for dwarves. Al'haragi may select The Initiate is the specialty priest of Chardonis. To qualify to
nonweapon proficiencies from the warrior group and be an Initiate, the character must have a wisdom of 12 and
fighting style specializations normally available only to strength of 12.
warriors without penalty if the DM is using fighting
style specializations from the Complete Fighter's
Handbook or
PLAYER'S OPTION: Combat & Tactics. Such fighting
style specializations include weapon and shield style,
two-handed weapon style, two weapon style, etc.
 Al'haragi can cast command (as the 1st-level priest spell) in
combat situations twice per day.
 At 3rd level, Al'haragi can cast spiritual hammer or rockburst
(as the 2nd-level priest spells) once per day.
 At 5th level, Al'haragi can cast strength (as the 2nd-level
wizard spell) on themselves once per day, receiving the
benefit as if they were warriors, or they can cast strength of
one (as the 3rd-level priest spell) once per day.
 At 7th level, Al'haragi can cast axe storm of Bel Darragh (as Bonuses (Fire)
the 4th-level priest spell) or defensive harmony (as the 4th-
level priest spell) once per day.
The initiate has an affinity with fire. It grants him +1 dam
 At 7th level, Al'haragi can make three melee attacks every two with fire based spells, +1 to saves vs fire and opponents
rounds if using any Axe. suffer -1 to their saves.
 At 10th level, Al'haragi can cast detect magic (as the 1st-level They may never use water/ice based spells, and suffer +1
priest spell) at will. dam and -1 save vs any water based attacks.
 At 13th level, Al'haragi can inflict a triple-damage battle axe
Turning Undead
blow once per day. (The attack must be selected after a
successful hit, but before the damage is rolled.) The Initiate turns undead as a priest 2 levels lower.
 At 13th level, Al'haragi can make two melee attacks per round Access to Arcane Magic
if using Any Axe.
They gain the use of one mage spell per appropriate level
 At 15th level, Al'haragi can cast blade barrier (as the 6th-level
from the school of fire. Ie; @1st level, they gain a 1st level,
priest spell) once per day.
2nd at 2, 3rd at 5th level and so one. This spell can only be
used once per day.
Weapons

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Allowed weapons: katanas(long sword), any blunt weapon,
hand crossbow
The initiates have been known to coat their weapons in a
flammable concoction, causing extra 1d6 fire damage. While
the extra damage is a great benefit, the concoction will
eventually make the weapon unstable. There is a 5%
culminating chance the weapon will become brittle and
shatter after each use.
Sensitivity to Light
As the initiates work with fire, they gradually desensitize
themselves to the brightness. Instead of the normal -2, +2 of
the drow, they drop to -1,+1 at level 1, dropping to 0 at level
3.
Armor
For obvious reasons, the initiate is not allowed metal armor.
Commune with Elemental Plane
At level 5, the initiate gains the ability to communicate with
beings from the plane of fire, at 10th they can summon one
a week, and at 15th, they can attempt to control them.
Protection from Heat and Flame
As they work with flame more and more, they will gain
protection from fire and heat. At level 3 any failed save vs
fire will only result in 75% damage. At level 12, only half
damage. At level 20, the initiate is completely immune to
fire of any sort. They could stand in the breath of an ancient Flame touch - once per day the Hand can make a melee
red dragon without suffering any ill effects. attack on a target, touching them to cause 1d3 points of
flame damage. The damage will increase by +1 every level.
Create Light - The hand can create light(as per the spell)
Hand of Chardonis twice a day.
Specialty Paladin Class of Chardonis Flaming Blade - At 5th level, the Hand gains the use of his
Sword. Any sword can be used, however each Hand has his
(original concept by Paul Dennis and Chris Ayotte) own unique sword that only works for him. The sword must
Every God has his chosen warriors, these are the elite be custom built, at own expense. The materials required to
warriors of Chardonis. They are the commanders of build the sword must cost no less than 5000 gp. The hand
Chardonis' warriors. Some call them the Paladins of Fire, but can start collecting the materials at any time, but lacks the
that is not a term that they favor. knowledge needed to create it until 5th level. Upon time for
Requirements: str 12, con 9, int 13, cha 17 creation, the Hand must spend one week fasting and
Alignment: Lawful evil meditating, laying hand on all the materials. Once complete,
the forging of the blade can begin. The blade must be forged
Required nonweapon proficiency: weaponsmith by his own hand and quenched in the heart of a loved one,
Bonus proficiency: fire building to show his devotion to Kazhak.
Abilities The Hand puts his all into the creation of his blade. Once
Flame aura - grants -1 dam from water/cold based attacks complete, the Hand temporarily loses 1-3 points of
and +1 to saving throws vs the same. At 5th level, the Hand constitution, the amount is chosen by him, and in turn
can extend his aura to a 5' radius. becomes the bonus of the sword. The lost constitution
returns at a rate of 1 point per month, and can not be
healed in any other way.
The sword must then be blessed by a priest of Chardonis. If
every step is done correctly, the blade, when placed in the
Hands grasp, will burst into flame.
The Sword of the Hand - +1-3(see above), +3 vs.
Regenerating creatures, +4 vs undead, +5 cold/water based
creatures, flame tongue. Due to the creation process, each
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blade is bonded to one Hand. The bond is such that, if the
sword is anywhere with in a mile of the Hand, he can will it Demon of the Wastes
back to his grasp. If the sword is locked away, the flame will
get hotter and hotter until all around it is burnt, and it is
Priests of the Demon of the
free to join its Hand. Should anyone else use the blade, it
will only function as a +1 sword.
Wastes
The Demon of the Wastes is worshiped only by poor
Combat Bonus vs. Undead: The Hand gains a combat bonus
vs undead and shadow creatures. At level 1 it is +1,
wretches of Draethan-Gol who have wandered in the
increasing by +1 every 4 levels desert and been enslaved by him.
Bonded Mount: At 4th level, as per paladin, any
subterranean ridable creature at DMS discretion.
Attacks per round Dureal
Level. Attacks/round
1-6. 1/1 Clerics of Dureal
7-12. 3/2 (original concept by Ausie Bart )
13+. 2/1 (See also the chapter - Pantheon of Deities, Dureal)
Experience levels (See also the chapter - Classes and Kits, Aetharnor)
Level. Xp needed. Hitdice(d10). Thac0 CLERGY: Clerics, specialty priests, thieves
1. 0. 1. 20 CLERGY'S ALIGN:. LE, NE, CE; CN (Nhol'gar only)
2. 2250. 2. 19 TURN UNDEAD: C: No, SP: No, T: No
3. 4500. 3. 18 CMND. UNDEAD: C: Yes, SP: Yes, at priest level -4,
4. 9000. 4. 17
T: No
5. 18000. 5. 16
6. 36000. 6. 15
7. 75000. 7. 14
8. 150000. 8. 13
9. 300000. 9. 12
10. 600000. 9+3. 11
11. 900000. 9+6. 10
12. 1200000. 9+9. 9
13. 1500000. 9+12. 8
14. 1800000. 9+15. 7
15 2100000. 9+18. 6
16. 2400000. 9+21. 5
17. 2700000. 9+24. 4
18. 3000000. 9+27. 3 All clerics (including cleric/thieves, a multiclass
19. 3300000. 9+30. 2 combination allowed to dwarven priests of of Dureal
20. 3600000. 9+33. 1 receive religion (dwarven) and reading/writing
(Dwarven runes) as bonus nonweapon proficiencies.
Clerics of Dureal can use any weapons, not just
bludgeoning (wholly Type B) weapons. Clerics of
Coreval Dureal (as well as cleric/thieves) cannot command
undead before 7th level, but they always strike at +2
Priests of Coreval on all attack and damage rolls against undead
Coreval does not enjoy a broad following, and those creatures. At 7th level and above, clerics (including
that worship him are often high-level clerics who have multiclassed clerics) can command undead as other
moved beyond the worship of Mal'hok and perceived clerics do, but as a cleric of four levels less than their
an even greater evil in Coreval. current level.
While Dureal is publicly reviled in dwarven society
("gone to Dureal" is a dwarven expression for lost
treasure), most dwarves have been consumed on
more than one occasion with the lust for treasure that
he embodies. Rare is the dwarf who does not
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recognize the streak of avarice infecting the Stout Folk, in remote, fiendishly well trapped hideaways, as
and thus the Trove Lord's rightful place in the dwarven amassing enough loot to retire in luxury is a game and
pantheon. Like an unliked and self-serving member of a driving motivation among priests of this god. As
the clan who nonetheless is not known to have ever noted above, however, there is one strict rule: No
betrayed his kinfolk, the Great Master of Greed is priest of Dureal can steal from any other dwarf, or
venerated as a member of the Pantheon by most influence events to cause harm to the person or
dwarves, even as they decry his beliefs. wealth of any rival priest of Dureal. This is the
infamous Dureal's Commandment, of which dwarven
Temples of the Great Master of Greed are always in
thieves are often reminded. Priests of Dureal do not
underground caverns or secret, windowless rooms.
like to remember so readily that it was uttered purely
Sacrificial altars are massive, plain blocks of stone,
in order to preserve some followers of the god after
blackened by the many fires laid and burnt upon them.
angry fellow dwarves had slaughtered thief after thief
(Note that nondwarves tend to panic when sacrificial
in the robes of Dureal's clergy.
fires are lit, and the smoke begins to billow!) Dureal's
places of worship can easily be mistaken for treasure The wider aims of the priesthood are to enrich all
vaults, as they are typically painted in gold leaf and dwarves. Across the Realms, priests of Durealare
filled with a cache of purloined treasures. In fact, the always looking for a chance for common dwarven
most sacred places of the Trove Lord are caverns that profit (and their own personal gain) through
once housed the hoards of ancient wyrms. underhanded and shady arrangements. The
underground ways known to dwarves make them ideal
Novices of Dureal are known as Goldseekers; full
smugglers, and many borders are undercut by tunnels
priests are known as the Hands of Greed. In ascending
enabling dwarven merchants to avoid duties and
order of rank, the titles used by Durealan priests are
restrictions in transporting goods from one land to
Coveter of Copper, Seeker of Silver, Luster of Electrum,
another. Dwarves are usually prevented from
Hoarder of Gold, Plunderer of Platinum, and Miser of
dominating the smuggling trade purely by their
Mithral. High Old Ones have unique individual titles
aversion to water, which effectively excludes them
but are collectively known as the Masters of Greed.
from shipborne activity.
Specialty priests are known as aetharnor, a dwarvish
word that can be loosely translated as those consumed Priests of Durealtrade (on the sly) with anyone,
with greed. The priesthood consists of all dwarven including duergar, drow, illithids, Zhentarim, ores,
subraces. Dureal's clergy is nearly evenly divided giants, and other undesirable creatures or traditional
between specialty priests (35%), cleric/thieves (33%), enemies of the dwarves.
and thieves (32%), with the remainder being clerics
Dwarves have been slain by axes sold to orcs by priests
(10%). Male priests still constitute most of the
of Dureal on more than one occasion. This
priesthood (75%). Dureal secretly supports some
contrariness, however, is an essential part of the
leaders of the Wyrm Cult (described below); such
dwarven nature, as is the goldlust that drives many
specialty priests are known as Nhol'gar, a dwarvish
dwarves on occasion - at such times they are said to be
word that can be loosely translated as beast followers.
under the spell of Dureal or in Dureal's thrall. Priests of
Dogma: Seek to acquire all that shines or sparkles, and Dureal can be considered to be permanently in this
revel in the possession of such. The wealth of the earth condition, but to have learnt subtlety and devious
was created for those dwarves strong and crafty cunning in its pursuit, rather than simple, crude
enough to acquire it by any means necessary. Greed is acquisitiveness. Beings who need something
good, as it motivates the acquisition and the holding of underhanded done can always contact priests of
all that is truly precious. Do not seize wealth from the Dureal if they know where to find them. (Usually only
children of the Other Dwarven Gods, however, nor dwarves know how to do so.) For a fee, a known
conspire against the favored of Dureal, for such strife worshiper of Dureal will often arrange a meeting
in the name of avarice weakens the clan. between an outsider (such as a human) and one of the
god's priests. The priest and the worshiper will both
Day-to-Day Activities: Like their deity, priests of Dureal
work to arrange the meeting so that the priest is in
strive to enrich themselves, taking advantage of their
little danger of attack, kidnapping, or arrest. Priests of
positions and influence to steal or deal themselves
Dureal secretly work to undermine the faith of good
some personal wealth. Such funds are typically cached
and neutral dwarven in revenge for the Silent Keeper's
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assumption of a position meant for the Trove Lord, treat with respect) and seeks to increase the power
and the latter in response to the Revered Mother's and wealth of its adherents by slaying and
concerted efforts to prevent thefts. Since such actions confounding enemies with the powers of beasts.
must always be kept secret from all but their fellow
Consumed by a burning anger against all types of
clergy members and may never endanger the
creatures who have oppressed or slain dwarves in the
immediate safety of the clan, the Hands of Greed must
past, Wyrm Cult priests have taken to attacking all non
proceed very slowly in this task.
dwarven adventurers who wander within their reach
Holy Days/Important Ceremonies: Solar eclipses and throughout the wilderlands of the North. Currently in
days when volcanic eruptions or other causes bring need of wealth and power, they seek both through
darkness during daytime are always considered holy increased influence and greater numbers of
days. worshipers as well as through the acquisition of
magical items and controlled territories.
Once a year, priests of Dureal sacrifice a creature on
an altar. It must be an enemy of dwarves but can be Priestly Vestments: Priests of Dureal always dress in
anything from an elf to a boar. Ores, trolls, and giants red - a brilliant scarlet, worn as underclothing for
are the most favored sacrifices. The faithful of Dureal everyday use and as over-robes for ceremonial
then bring gems in offering to the god, and these are occasions. Over this they wear leather armor with
placed upon the body, they must touch the blood of leather caps (never helms). If this armor must be
the sacrifice. The value of the sacrifice is said to discarded, dark crimson robes are worn to echo - and
determine the amount of Dureal's favor that will yet conceal the brightness of - the scarlet
benefit the offerer in the year to come. Even priests underclothing. Clergy of Dureal never wear wealth
refer to this practice as "buying grace." The sacrifice is openly because of the god's saying: "The best is always
then burnt to ashes, gems and all. If magic or hidden." The holy symbol of the faith is a gold coin at
especially valuable gems are sacrificed, these least two inches in diameter, which is stamped with
sometimes disappear before the body is consumed, the symbol of Dureal on both faces.
taken by Dureal for his own (or pocketed by the priests
Adventuring Garb: When expecting open combat, the
for their own use, some say).
Trove Lord's priests gird themselves in the best
Dureal's favor is said to include minor things like available armor and weapons with which they are
causing guards to sleep or become distracted, shaping proficient, in the fashion of most dwarven warriors.
shadows and moon-cloaking clouds to hide the When stealth is required, however, members of
features or exact position of a fleeing dwarven thief, or Dureal's clergy prefer the garb and tools of rogues. In
allowing a trapped thief an occasional battle-aid (in the all cases, however, the Hands of Greed keep the signs
form of an initiative roll bonus). Dwarves in need of of their calling - including their scarlet underclothes
Dureal's immediate favor may make offerings at other and their holy symbols - concealed, as it is considered
times throughout the year. It is also customary to an affront to Dureal to proclaim his name or his
make an offering when one first worships at a symbol openly.
particular temple.
Specialty Priests of Dureal:
Affiliated Orders: While Durealhas no knightly orders
associated with his faith, the Great Master of Greed The Aetharnor
has secretly embraced one of the most prominent (original concept by Ausie Bart)
cults in dwarven society as his own and begun granting (See also the chapter - Pantheon of Deities, Dureal)
spells to its priests, who are known as Nhol'gar. The (See also the chapter - Orders of the Realm, Church of
Wyrm Cult can be found in isolated dwarven Dureal)
communities, but it seems more common in the North REQUIREMENTS: Dexterity 11, Wisdom 9 PRIME
than in areas south of Erinor. Its priests are few and REQ.: Dexterity, Wisdom
secretive, employing dwarven sympathizers as spies ALIGNMENT: LE, NE, CE
and rewarding them for their aid by allowing them WEAPONS: Club, dagger, dart, hand crossbow,
opportunities for recreation or revenge in beast form. knife, lasso, short bow, sling, broad sword, long
The Wyrm Cult worships various beasts (especially sword, short- sword, and staff
dragons and other powerful creatures that dwarves ARMOR: Any
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MAJOR SPHERES: All, charm, combat, divination, MINOR SPHERES: Elemental, healing, plant,
guardian, summoning, wards travelers
MINOR SPHERES: Creation, healing, necromantic, MAGICAL ITEMS: Same as clerics
protection, summoning, sun REQ. PROFS: Animal training
MAGICAL ITEMS: Same as clerics and thieves BONUS PROFS: Animal lore, modem languages
REQ. PROFS: Mining (choose one monstrous tongue, such as Auld
BONUS PROFS: Appraising, gem cutting Wyrmish or beholder)
 While most Nhol'gar are either Hill or Deep dwarves, dwarves
Most aethamor (the plural form of aetharnar) are of nearly every subrace are called to be priests of the Wyrm
either gold dwarves or shield dwarves, but dwarves of Cult.
nearly every subrace are called to be specialty priests  Nhol'gar are not allowed to multiclass.
of Abbathor.  At 3rd level, Nhol'gar are immune to the fear auras of young
 Aetharnor are only allowed to multiclass as thief. adult dragons of all species. For every two levels above 3rd,
 Aethamor may select nonweapon proficiencies from both the the maximum age category of dragon to whose aura Nhol'gar
priest and rogue groups with no crossover penalty. are immune increases by one. For example, at 5th level,
Nhol'gar are
 Aethamor understand and use thieves' cant.
 immune to the fear auras of adult or younger dragons. This
 Aetharnor have some thieving skills as defined in the Limited
immunity applies equally to all types of dragons, including
Thieving Skills section of "Appendix 1: Demihuman Priests."
gem dragons, but it is affected by spells or magical items that
 Aethamor can cast detect metals and minerals (as the 1stlevel
increase or decrease a dragon's effective age category with
priest spell detailed in Powers & Pantheons) once per day.
regard to its fear aura.
 At 3rd level, aethamor can cast maskstone (as the 2nd-level
 At 5th level, Nhol'gar can cast efficacious monster ward (as
priest spell) once per day.
the 3rd-level priest spell) once per day.
 At 5th level, aethamor can cast darkness, 15' radius (as the
 At 7th level, Nhol'gar can cast shape change (as the 9thlevel
2nd-level wizard spell) once per day.
wizard spell) three times per day for a period of up to 1 turn,
 At 7th level, aethamor can detect illusions at will in a path 10
but can only take the shapes of creatures and other living
feet wide and 60 feet long in front of them. They must
things they have seen personally. Their favorite shapes
concentrate to use this ability.
include snakes, wyverns, dragons, boars, bears, and various
 At 10th level, aethamor can cast conceal riches (as the
large cats (tigers, panthers, mountain lions, and so on).
4thlevel priest spell) once per day.
 At 7th level, Nhol'gar detect illusions at will in a path 10 feet
 At 13th level, aethamor can cast Von Gasilc's refusal (as the
wide and 60 feet long in front of them. They must concentrate
5th-level wizard spell) and knock (as the 2nd-level wizard
to use this ability.
spell) once each per day.
 At 10th level, Nhol'gar can cast polymorph other (as the
 At 15th level, aethamor can cast steal enchantment (as the
4thlevel wizard spell) once per day on willing recipients only.
7th-level wizard spell) or Gunther's kaleidoscopic strike (as the
(Typically this granted power is employed only on devout
8th-level wizard spell).
cultists.) Recipients receive a +25% bonus to all system shock
 At 20th level, aethamor can cast glorious transformation (as rolls incurred as a result of this change.
the 9th-level wizard spell) once per month. Note that  At 13th level, Nhol'gar become immune to the effects of one
aethamor still require a philospher's stone to do this. type of dragon breath weapon.
 At 15th level, Nhol'gar can cast age dragon (as the 7th-level
priest spell) once per day on willing recipients only or flame
Specialty Priests of Dureal: strike (as the 5th-level priest spell) once per day.
The Nhol'gar
(original concept by Ausie Bart)
(See also the chapter - Pantheon of Deities, Dureal) Ehecatl
(See also the chapter - Orders of the Realm, Church of
Dureal) Priests of Ehecatl
REQUIREMENTS: Constitution 9, Wisdom 9 See La'Quel
PRIME REQ.: Constitution, Wisdom
ALIGNMENT: CN, CE Elaia
WEAPONS: Any bludgeoning (wholly Type B)
weapon Priestesses of Elaia
ARMOR: Any See Ashtelon
MAJOR SPHERES: All, animal, combat, guardian,
protection, summoning, wards

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themselves in flame. Fire drakes are considered
Elemental Gods sacred, and will often be found around temples and
See the Sleeping Gods - Elemental Priests. forges as mascots and companions. They are never
confined and are free to come and go.
Affiliated Orders: The other sons and daughters of the
Faroun old gods who revealed themselves to the dwarves,
water, Earth and Air.
Clerics of Faroun Priestly Vestments: Priests of Faroun always dress in
(original concept by Ausie Bart ) red and yellow, using burnt orange coloured robes for
(See also the chapter - Pantheon of Deities, Faroun) ceremonial occasions. Over this they wear splint mail
armour with stylised flame winged helms. The holy
CLERGY: Clerics, specialty priests, thieves
symbol of the faith is a Gold coin, stamped with the
CLERGY'S ALIGN:. LE, NE, CE; CN (Nhol'gar only)
twisting flame.
TURN UNDEAD: C: No, SP: No, T: No
Adventuring Garb: Any armour or clothing, usually
CMND. UNDEAD: C: Yes, SP: Yes, at priest level -4,
coloured or accented with red, orange, or
T: No
yellow.Specialty
CLERGY: Clerics, Specialty priests, Smiths, Fire
Wizards.
CLERGY'S ALIGN:. Any Specialty Priests of Faroun:
TURN UNDEAD: C: Yes, SP: Yes, S: No The Pyrioni
CMND. UNDEAD: Yes (non good) REQUIREMENTS: Strength 12, Wisdom 12PRIME
All clerics, priests, and fire Wizards receive religion REQ.: Strength, Wisdom
(dwarven) and Blacksmithing as bonus nonweapon ALIGNMENT: Any non evil
proficiencies. Clerics and Priests of Faroun can use any WEAPONS: Type B, plus Cleaver, hand axe,
clerical weapon plus Cleaver, hand axe , handgunne, Handgunne, Cannon, Crossbow.
and crossbow (all forms) Temples of the Soul Flame ARMOR: Any
are near the Hearth, or large workshops and kitchens. MAJOR SPHERES: All, Elemental Water, Weather,
Dogma: Seek to build, create and populate, charm, combat, divination, guardian, summoning,
Day-to-Day Activities: Like their deity, priests of Faroun Protection, Wards
strive to enrich themselves by working with and using MINOR SPHERES: Elemental Air, Elemental Earth,
flame to create and nourish. They view smithing and necromantic, summoning
cooking as sacred duties and take them very seriously, MAGICAL ITEMS: Same as Clerics
only their best effort is acceptable, anything else REQ. PROFS: Fire starting
brings shame. The wider aims of the priesthood are to BONUS PROFS: Cooking, Blacksmithing
nourish the Madron, and grow the population of
Madron and spread the word of Faroun to Most Pyrioni are Madron dwarves, but Millon are also
unenlightened dwarves. Priests of Faroun most often accepted as Clerics Only. Pyrioni are only
perform marriage rites, a blessing from a priest of allowed to multiclass as Pyrioni/historian, or
Faroun guarantees conception. Faroun priests and fire Pyrioni/fire Wizard,
wizards can make smoke powder from simple  At 1st level, Pyrioni can cast Resist Fire once per Day
ingredients.Holy Days/Important Ceremonies ; The  At 3rd level, Pyrioni can use burning hands 2 x per day.
mid day of each month.Once a year, priests of Faroun  At 5th level, Pyrioni can cast purify food and water 3 x per
must submit themselves naked to a bonfire. They call day.
 At 7th level, Pyrioni can cast Wall of Fire once/day.
upon Faroun's blessing and walk through the flames
 At 9th Level, Pyrioni can cast fireball 2 x day.
over the coals. If they have represented Faroun poorly,  At 10th level, Pyrioni can cast Summon Hellhound (as the
they will be horribly burnt. Faroun's favor is said to Animal Summoning Spell, with double
include minor things like a perfect casting of metal, a  HD and Duration) once per day.
shower of pulsating red sparks when hammer meets  At 13th level, Pyrioni gain immunity to all forms of fire
damage.
metal, or a perfect crust or crackling on baked foods,
 At 15th level, Pyrioni can cast Summon fire Elemental.
and a falling star. Sometimes a school of fired rakes  At 20th level, Pyrioni can cast Teleport via Fire 3 x per day.
will fly in and visit a holy bonfire, instilling great joy in Pyrioni Spells In addition normal spells, priests of Faroun may
the worshippers, who often all strip off and immerse
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cast mage spells from the elemental schools (except for Dogma: Seek to explore, contest, and live one's life to
water) as clerical spells. the fullest.
Day-to-Day Activities: Like their deity, priests of Jaxx
Gol-Duhhr are free spirits, they are drawn to the Sky, the Sea, or
the Mountains and enjoy exploring, feeling the wind
Priests of Gol-Duhhr on their faces. They view fishing and hunting as sacred
Gol-Duhhr is not commonly worshiped, although he duties, and even those dwarves that do not fish or
does keep a circle of powerful priests under his hunt, will take time to find a secluded section of river
service. or shore every months, and cast their fishing pole...
often puffing on their favourite pipe and enjoying an
ale at the same time. The wider aims of the priesthood
Gorzandi'qun are to expand and protect the Madron, and guide the
growing population of Madron, and spread the word
Priests of Gorzandi'qun of Jaxx to unenlightened dwarves. Priests of Jaxx most
Gorzandi'qun has followings among evil priests often perform coming of age ceremonies, blessing the
opposed to Elaia and various humanoid clans. See also new adult as they take their place in the world.
Ulf the Lucky.
Holy Days/Important Ceremonies: Whenever the
mood takes them, the first day of the new seasons and
during great storms.Once a year, Clerics and Priests of
Gronh Jaxx must perform the leap. They call upon Jaxx's
blessing and leap from the highest cliff. If they have
Priests of Gronh represented Jaxx poorly, they will crash onto the rocks
See the Sleeping Gods - Elemental Priests. below, if they have been true to their god and
themselves, any variety of 'miricles' will save their
lives, usually feather falling, or being picked up by a
Halea wild griffin or giant eagle.Jaxx's favor is said to include
Priests of Halea minor things like a perfect sailing breeze, or a calm day
for casting the nets. Whilywinds are viewed as positive
See the Sleeping Gods - Elemental Priests.
signs, as are the shadow of an eagle crossing you.
Giant eagles and Griffons are considered sacred, and
will often be found around temples and forges as
Jaxx mascots and companions. They are never confined and
are free to come and go, the Griffons of Caer Madron
Clerics of Jaxx serve willingly out of friendship with their rider.
(original concept by Ausie Bart ) Abusing a Griffon in Caer Madron is a grave crime and
(See also the chapter - Pantheon of Deities, Jaxx) will result in excommunication and banishment.
CLERGY: Clerics, Specialty priests, Sky Riders, Air Affiliated Orders: The other sons and daughters of the
Wizards. old gods who revealed themselves to the dwarves,
CLERGY'S ALIGN: Any Non Evil water, Earth and Air.Priestly Vestments: Priests of Jaxx
TURN UNDEAD: C: Yes, SP: Yes, SR: No always dress in dark Blue and white, using pale blue
CMND. UNDEAD: No. coloured robes for ceremonial occasions. Over this
All clerics, priests, and Air Wizards receive religion they wear Studded leather armour with stylised swirls.
(dwarven) and Weather Sense as bonus The holy symbol of the faith is a Silver coin, stamped
nonweapon proficiencies. Clerics and Priests of Jaxx with the twisting zephyr.
can use any clerical weapon plus Scimitar
(normal or Great), and Bow (Dwarven Composite Adventuring Garb: Any armour or clothing, usually
Recurve). coloured or accented with blue and shades of white.
Worshippers of Jaxx must take the Bow proficiency. (Sky Riders can only wear studded leather.)
Temples of the Jaxx, are located in high windy places. Dwarven Composite Long Bow: These specially
designed longbows are built softer, with a heavier
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draw. Any dwarf can use one of these bows with the The clerics and knights of Justiciar form a rich order in
longbow proficiency without penalty. They can also be service to the God of Justice and Trial by Combat. The
used from a mount by any character with mounted clerics dwell in their seaside tower between Albanon
archery without penalty. Non dwarves can use them and Solanthis on the shores of the Maritime of
without penalty. (Dwarves get a -2/-2 penalty to use Treachery. Therein are kept over a century's records of
full sized human longbows, due to their awkward size. trial by combat from across the realms as presided
over the the Clerics of Justiciar. Therein also are the
Specialty Priests of Jaxx: rich coffers that have swelled by virtue of the clerics'
considerable sway over such trials. The Clerics journey
The Zephyrim to every corner of the realm to preside over such trials
REQUIREMENTS: Strength 12, Wisdom 15, Dexterity 15 - especially when noble lords are involved, or if the
PRIME REQ.: Strength, Dexterity, Wisdom accused desires unquestioned authority on the verdict.
ALIGNMENT: NG, N, CG, CN The Knights of Justiciar are the servants of the Priests,
WEAPONS: Type B, plus Scimitar (Any), and Bow serving as both their protectors in travels throughout
(Dwarven Composite Longbow) the realms and as champions appointed to fight in trial
ARMOR: Any by combat when requested (and at a very healthy
MAJOR SPHERES: All, Elemental Air, Weather, charm, price, partly explaining the wealth of the Order).
combat, Sun, divination, guardian, summoning,
Protection, Wards
MINOR SPHERES: Elemental Air, Elemental Fire,
necromantic, summoning
MAGICAL ITEMS: Same as Clerics
REQ. PROFS: Bowyer/Fletcher, Longbow
BONUS PROFS: Direction Sense, Tracking
Most Zephyrim are Madron dwarves, but Millon are
also accepted as Clerics Only. Zephyrim are only
allowed to multiclass as Zephyrim/Sky Rider, or
Zephyrim/Air Wizard,
At 1st level, Zephyrim can cast Feather Fall once per Day
At 3rd level, Zephyrim can use whispering wind 2 x per day.
At 5th level, Zephyrim can lay on hands as per paladin ability 3 x
per day.
At 7th level, Zephyrim can cast Fly 3 x day.
At 9th Level, Zephyrim can cast Call Lightning 2 x day.
At 10th level, Zephyrim can cast Summon Roc (1 Roc will appear)
Kazhak
once per day.
At 13th level, Zephyrim gain immunity to all forms of cold damage.
Priests of Kazhak
At 15th level, Zephyrim can cast Summon Air Elemental. Kazhak enjoys broad following, perhaps second only to
At 20th level, Zephyrim can cast Teleport via cloud 3 x per day Ancar. Because of his dual nature as a bringer of
(requires the ability to fly into a cloud).
enlightenment and chaotic lord of destruction, he has
Zephyrim Spells: In addition normal spells, priests of
a very diverse base of appeal, ranging from scholars to
Jaxx may cast mage spells from the elemental schools
warriors. He is also worshiped by high elves of the
(except for earth) as clerical spells.
Draethan-Gol desert.

Justiciar Koch'Bez
Clerics of Justiciar Clerics of Koch'Bez
and Knights of Justiciar See La'quel.
(original concept by Radamanthys d'Zan)
(See also the chapter - Pantheon of Deities, Justiciar

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Koom Lavinia
Clerics of Koom Specialty Priest of Lavinia
See the Anvil Mountains. Arbitrator
See Akna, The Anvil Pass.
Arbitrators can be found in all temples of Lavinia. They
are often asked to settle disputes among folk, both
noble and common. In addition they sit in judgement
Krommae of criminal trials. Arbitrators often take military
service. Well known for their patience, they are used
Clerics of Krommae as mediators when parley is necessary with hostile
forces. Those Arbitrators who deign to travel often
Specialty Priests of Krommae: give their services in smaller towns and villages. When
they do, their word is taken as law. All donations
The Ah'Doran'or
received are given in tithe to support the growth of
(original concept by Ausie Bart ) the church. When sitting in judgement, Arbitrators
(See also the chapter - Pantheon of Deities, Krommae) honor Lavinia by wearing crimson vestments with a
REQUIREMENTS: Strength 10, Wisdom 11 PRIME REQ.: deep cowl. When asked, an Arbitrator will speak at
Strength, Wisdom ALIGNMENT: LG, LN WEAPONS: Any funerals, using prayer to guide the soul of the dead to
ARMOR: Any MAJOR SPHERES: All, combat, creation, Lavinia to receive their final judgement.
divination, elemental, guardian, healing, law,
protection, sun, war MINOR SPHERES: Astral,
necromantic, wards MAGICAL ITEMS: Same as clerics
REQ. PROFS: War hammer; armorer or
weaponsmithing BONUS PROFS: Blacksmithing,
stonemasonry
While most Ah'Doran'or are shield dwarves or hill
dwarves, dwarves of nearly every dwarven subrace are
called to be specialty priests of Krommae's clergy.
Ah'Doran'or can select nonweapon proficiencies from
the warrior group without penalty.
 Ah'Doran'or can cast strength of stone (as the 1st-level priest
spell) once per day.
 At 3rd level, Ah'Doran'or can cast protection from paralysis
(as the 2nd-level wizard spell) or spiritual hammer (as the
2nd-level priest spell) once per day.
 At 5th level, Ah'Doran'or can cast dispel magic or stone shape
(as the 3rd-level priest spells) once per day.
 At 7th level, Ah'Doran'or can cast Detect Lie once per day.
 At 10th level, Ah'Doran'or can cast true seeing (as the 5th- ABILITY REQUIREMENTS: Wis: 15, Int: 12, Cha: 12
level priest spell) three times a day. ALIGNMENT: An Arbitrator must be either L/N or N
 At 10th level, Ah'Doran'or can cast flame strike (as the 5th- HIT DICE: 1d8/lv, as cleric.
level priest spell) once a day. RACE: Most Arbitrators are human with small
 At 13th level, Ah'Doran'or can cast defensive harmony (as the followings among the dwarves and elves. They may be
5th-level priest spell) or soul forge (as the 5th-level priest
either male or female.
spell) once per day.
HOLY SYMBOL: Balanced scales, crimson on a white
field
SPHERES OF INFLUENCE
MAJOR ACCESS: All, Divination, Law, Numbers and
Thought
MINOR ACCESS: Guardian, Healing and Protection

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BONUS NWP: Ancient History (The life of Lavinia and Priests of Mal'hok are dedicated to the Black God in
her rebirth). one or more of his many aspects of darkness, death,
ALLOWED WEAPONS: Footman's Flail, Footman's and/or evil.
Mace, Footman's Pick and Warhammer GOALS. The goals of Mal'hok's priests can vary widely -
ALLOWED ARMOR: In tribute to Lavinia's scales of in some cases devoted to safe keeping of the dead,
judgement, an Arbitrator may only wear Scale Mail and in others a wild devotion to see darkness and evil
Armor, though use of a shield is allowed. prevail over the world. His priests also include those
seeking secret knowledge.
ALIGNMENT. Any non-Good. The most widely known
and notorious of Mal'hok's priests are Evil, of course,
including LE, NE, and CE. This is not a requirement,
however, and Mal'hok's influence extends to those of
LN, N, and CN alignment.
MIN ABILITY SCORES. Priests of Mal'hok must have
minimum WIS of 13 and minimum INT of 11. Various
Specialty Priests (below) have higher minimum
requirements for initiation.
RACES ALLOWED. Any (but most commonly Human,
Drow, or Urlyoi).
DUTIES. Caretaking of the dead. Ritual sacrifice. Last
rites. Undertaking and burial. Protection from (or
raising of) undead.
RESTRICTIONS. Priests of Mal'hok cannot use bows of
any sort, straight-blade swords, spears, or any two-
handed weapon except scythe.
Priests of Mal'hok suffer a general sensitivity to
SPECIAL ABILITIES sunlight beginning at LVL 1, where they have general
LV. 1: Can Detect Good/Detect Evil 1x/day aversion to bright light and strong preference for dark
LV. 3: Can cast Enthrall 1x/day places indoors or underground. The aversion becomes
LV. 5: Can cast Moment Reading 1x/day progressively worse as the Priest advances. At LVL 5
LV. 7: Can Detect Lie 1x/day and beyond, the sensitivity extends to bright light of
LV. 9: Can cause Memory Wrack 1x/day any form greater than torchlight, and in full daylight,
priests incur penalties to attacks and saving throws of -
1 (under conditions of bright torchlight) and -2 (in full
The Mad God sunlight). Specialty priests of Eyl'Hokka (see below)
suffer a (potentially lethal) loss of CON when exposed
Priests of the Mad God to sunlight.
See Hel'zon.
SPHERES OF INFLUENCE. All, Astral, Combat,
Divination, Guardian, Healing (at 3rd level or higher)
Necromantic, Protection, Summoning, and Sun
Mal'hok (reversed).
Priests of Mal'hok (NOTE: Only at 3rd level and higher do priests of
(original concept by Radamanthys d'Zan and Mike Mal'hok gain access to the sphere of influence
Blanchard) Healing.)
ADDITIONAL SPHERE: DARK KNOWLEDGE. At the
(See also Pantheon of Deities, Mal'hok)
discretion of the DM, priests of Mal'hok obtain access
to the following arcane spells normally reserved for
wizards:

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Level 1: Chill Touch, Detect Undead, Spider Climb, and thick black robes and blindfold avoids the effect
Spook. (but requires the priest to use Blind Fighting skill,
Level 2: Blindness, Darkness 15' Radius, Deafness, etc.). The 2nd-level specialty spell "Endure Light"
Scare, and Spectral Hand. (see below) also avoids the effect. One full day of
Level 3: Feign Death, Hold Undead, Infravision, rest is required to regain each CON point - e.g., a
Vampiric Touch, and Wraithform. priest spending 3 hours unprotected in daylight
Level 4: Fear and Shadow Monsters. loses 3 CON points and must rest 3 full days to
Level 5: Animate Dead, Demishadow Monsters, and regain those points. Reduction to CON = 3
Shadow Door. incapacitates the priest, and reduction to CON = 0
WEAPONS ALLOWED. Dagger, scythe, scimitar, results in death.
hammer, rod, staff, and darts.
ARMOR. Light armor only. Chain mail is permissible
only for priests up to and including 4th level, and
higher-level priests typically have disdain for any form
of armor. Shields are impermissible.
NONWEAPON PROFICIENCES: General, Priest.
SPECIALTY PRIESTS. Priests of Mal'hok advancing to
5th level may be eligible to choose one of three
Specialty Priest subclasses / kits to further hone their
devotion, focusing their studies toward a particular
aspect of the Black God - specifically, Darkness, Death,
or Evil. Entry into any of the specialty priesthoods
should require a difficult Rite of Passage (to be
determined by the DM). The Eyl'Hokka are masters of shadows, priests who
dwell in darkness and are reverend among thieves.
DESCRIPTION: The Eyl'Hokka are the dwellers of
Specialty Priest of Mal'hok: darkness and lords of shadow. They are also masters
The Eyl'Hokka (Eyes of Darkness) of trickery and deceit and are revered by thieves and
those that dwell in the night and the underdark. They
REQUIREMENTS: DEX ≥ 14 and WIS ≥ 14
are often found as powerful reverends of evil Thieves'
ALIGNMENT: Primarily CE (but CN, N, and NE are also
Guilds, and they have amassed enormous wealth
permissible)
through a network of guilds and black market trade
SYMBOL: Black Triangle + Eye.
said to reach to every corner of the Realms. It is not
WEAPONS: Same as Priest (see above), and garotte.
uncommon to find dual-class rogues among the Order,
REQUIRED PROFICIENCIES: The following NWPs must
having progressed to 4th level or higher as a Rogue
be acquired in order to enter this specialty:
and changing to dual-class Priest in progression to
Direction Sense, Religion
Eyl'Hokka.
BONUS PROFICIENCIES: The following NWPs are
gained automatically upon initiation into this Specialty Priest of Mal'hok:
specialty: Blind-Fighting and Disguise.
BONUS ABILITY: The following special ability is gained
The Ak'Harra (Ushers of Death)
upon initiation into this specialty: Infravision REQUIREMENTS: CON ≥ 14 and WIS ≥ 14
(equivalent to elf or drow elf). Drow gain Hide in ALIGNMENT: Primarily LE (but LN, N, and NE are also
Shadows per Rogue of same level. permissible)
PENALTY: The following penalty is suffered upon SYMBOL: Black Triangle + Dagger.
initiation into this specialty. Sensitivity to light is WEAPONS: Same as Priest (see above), and these
such that sunlight causes the priest to lose 1 CON Specialty Priests may spend an additional WP in
point per hour spent in sunlight. This is in addition the use of Dagger, in which case they gain a sort of
to the -1 (or -2) penalties normally suffered by 'specialization' normally reserved for warriors.
Priests of Mal'hok. (See above.) Covering with They can attack dual-wielding (with daggers) and

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attack twice per round (whether single-hand Magic. A successful save negates the spell, in
wielding or dual-wielding). which case the recipient receives no healing, and
REQUIRED PROFICIENCIES: The following NWPs must the donor incurs no damage.
be acquired in order to enter this specialty: Fire- For example, Sr'Vorkh casts CLW upon his
Building (pyres) or Stone Masonry (burial crypt), comrade Thraal. To do so, he identifies an
Religion. unknowing donor from a group of kobolds within
their sight. The donor fails its save. Sr'Torq then
rolls 1d8 (gets a 6) and thereby heals Thrall for 6
HP. The unknowing kobold suffers 3 HP damage
(and likely falls dead).
DESCRIPTION: The Ak'Harra are the deadly order of
priests whose great mission is to drain every last life
from the Realm of Dawn and deliver it to Mal'hok's
embrace in the afterlife. In their priestly role, they are
revered undertakers, and one may tithe dearly for the
blessings of an Ak'Harran in delivering last rites to
guarantee safe passage in the afterlife.
They are also favored by warriors who often seek
blessings for strength in battle that they may "feed thy
black spawn" (a reference to the doom of damned
souls fed to the larval brood of Mal'hok in the
afterlife). The Ak'Harra are also often patrons of
assassins' guilds - or may function as assassins
The Ak'Harra are revered priests of death, sacred themselves by virtue of their skill with the Dagger - the
dispensers of Last Rites, and patron to assassins. signature of their order. Many Ak'Harra are also dual-
class fighters - warriors progressing to 4th level or
BONUS PROFICIENCIES: The following NWPs are higher and then dual-classing as Priest in progression
gained automatically upon initiation into this to the ranks of the Ushers of Death.
specialty: Blind-Fighting and Endurance. The Ak'Harra are known for their sacred daggers, for
BONUS ABILITY: The following special ability is gained their skill at arms with the dagger, and - of course - for
upon initiation into this specialty: weapon the sacred Blade of Mal'hok (see v3.3 Game Setting
"specialization" with Dagger - see above. document). Daggers forged with the blessings of the
PENALTY: The following penalty is suffered upon Ak'Harra are highly prized by assassins, for they carry a
initiation into this specialty. Although the Ak'Harra +3 attack bonus when used to Backstab, and they can
can use spells from the Healing sphere (accessible be imbued with a variety of poisons. While the Blade
at 3rd level and higher), upon entering this of Mal'hok is the most famous such blade, there are in
specialty, their use of healing spells changes to fact many such sacred daggers, and a priest entering
inovike a divine vampiric effect. This applies all this order likely considers his or her dagger to be their
forms of Cure Light / Moderate / Serious / Critical most prized possession (second only to their holy
Wounds spells. The vampiric curing works as symbol). Variations among such Ak'Harran blades
follows: Upon casting a Cure spell, the Priest include various Daggers of Slaying similar in power to
identifies a "recipient" and a "donor." The Arrows of Slaying. Such daggers are often forged for
recipient can be anyone, including the Priest specific purpose and can even be forged particular to
him/herself, and can be of any alignment. The an individual. For example, the King of Vecan keeps a
"donor" can be a willing or unwilling subject and Dagger of King Slaying deep within his treasure hold - a
must be within view (or touch) of the caster. prize kept hidden away following a failed assassination
Casting the spell cures the usual HP for the plot.
particular spell and drains half that amount as HP
damage from the donor. A willing donor requires
no saving throw. An unwilling (or unknowing) Specialty Priest of Mal'hok:
donor is entitled a saving throw versus Death
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The Cthul'orya (Minds of Malice) pale-skinned, gaunt Cthul'oryan priestess quite


beautiful, and the foul stench of death on her
REQUIREMENTS: INT ≥ 14 and WIS ≥ 14 breath may be pleasing. CHA reduces to a
ALIGNMENT: Primarily NE (but LE and CE are also minimum of 3 and descends no further as the
permissible) priest progresses. (The loss of CHA does not in
SYMBOL: Black Triangle + Wavy-edged sword. itself result in death. At the DM's discretion,
WEAPONS: In addition to those listed generally above, however, progression to CHA 3 may be
Cthul'oryans can select 1 WP slot in longsword - tantamount to becoming a Lich.)
specifically, the wavy-edged light sword that is
emblematic of their order.
REQUIRED PROFICIENCIES: The following NWPs must
be acquired in order to enter this specialty:
Astrology, Reading / Writing, and Religion

The Cthul'orya are masters of the undead. The


Daggers forged with blessings of the Ak'Harra are curved-blade is emblematic of their power, and
prized by assassins for their divine, deadly power. although they become more akin to the unliving as
their knowledge of dark divinations grow, they
BONUS PROFICIENCIES: The following NWPs are maintain an evil beauty and magnetism over evil
gained automatically upon initiation into this creatures.
specialty: Ancient Languages and Spellcraft. Priests DESCRIPTION: The Cthul'oryan priests of Mal'hok are
entering this order can also gain WP in the curved- masters of the Undead and fiercely curious delvers of
bladed longsword. (See above.) forbidden knowledge. Their grand mission is to turn
BONUS ABILITY: The following special ability is gained the world of the living into the kingdom of the Black
upon initiation into this specialty: Animate Dead God inhabited by the soulless denizens of undeath,
(1/day). essentially transforming the world into a realm of the
PENALTY: The following penalty is suffered upon dead and bringing Mal'hok's kingdom in full unleashed
initiation into this specialty. A priest of the upon the world.
Cthul'oryan order loses 1 point of CHA upon
initiation and continues to lose 1 point of CHA for
each level gained. The loss in CHA is due to a slow
dessication and transformation of the priest's
living body toward undeath as their mind grows in
mastery of necromancy. At the DM's discretion,
the CHA penalty is only applicable to creatures of
non-Evil alignment, and may actually be applied as
a bonus to certain Evil creatures (and Undead in
particular). For example, a vampire may find a

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Martok
Clerics of Martok
(original concept by Ausie Bart )
(See also the chapter - Pantheon of Deities, Martok)
CLERGY: Clerics, Specialty priests, engineers, stone
singers, Earth Wizards.
Clerics & Clergy
CLERGY'S ALIGN:. Any
TURN UNDEAD: C: Yes, SP: Yes, S: No
CMND. UNDEAD: Yes (non good)
All clerics, priests, engineers, stone singers, and earth
wizards receive religion (dwarven), singing and Mining
as bonus nonweapon proficiencies. Clerics and Priests
of Martok can use any clerical weapon plus Military
Pick, Mattock, Maul, handgunne, pick axe, battle axe
The undead warriors of Nyecia in Draethan-Gol are
and crossbow (all forms)
said to follow a Lich King who belongs to the order of
the Cthul'orya. Temples of the Earth mother are near the Hearth, or
large mining operations.
The Cthul'oryans are more shunned and secretive than Dogma: Seek to unveil wealth, protect the living,
other priesthoods of Mal'hok, and they gain little celebrate culture, and caretaker for the dead.
following among common folk, who mostly fear that
the priests will steal them away for blood sacrifice and Day-to-Day Activities: Like their deity, priests of
raise them as fodder for their undead army. They do Martok strive to enrich the clan though mining, art or
not enjoy service for delivering Rites of Passage or music. They view these tasks as sacred duties and take
other rituals performed by other Mal'hok priests. them very seriously, only their best effort is
Rather, they are dedicated to divine necromancy and acceptable, anything else brings shame. The wider
tend to be reclusive. Their followers include aims of the priesthood are to enrich the Madron, care
necromancers and other evil wizards as well as for the souls of the living and the departed and spread
intelligent undead. the word of Martok to unenlightened dwarves.
Their order is said to include a Lich King ruler of the Priests of Martok most often perform birth and funeral
undead city of Nyecia in the far northwestern reaches rites, a blessing from a priest of Martok is sought to
of Draethan-Gol. ensure a healthy child, and a successful transition to
It is not uncommon to find dual-class Wizards the afterlife. Martok priests and Earth Wizards are
following the Cthul'oyran order, advancing to 4th level instrumental in coaxing the great granite ships from
or higher as a Wizard (usually within the school of the mountain.
Necromancy) before taking up Mal'hok's priesthood.
They are also revered by evil warriors for their mastery Holy Days/Important Ceremonies: The 21st day of
of death and divination, and the curved-edge sword is each month.
said to be in homage to a gift bestowed by Kazhak (in Once a year, priests of Martok must submit
his most evil aspect) in gratitude to Mal'hok in early themselves to be entombed in stone or buried in the
wars among the upstart gods. They are also revered by earth. They call upon Martok's blessing as they lie
wizards and are said to hold troves of lost knowledge, down. If they have represented Martok poorly, they
both divine and arcane. will suffocate. After 8 hours they rise through the
stone or earth to the surface, fully refreshed and at
peace.

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Martok's favor is said to include minor things like a At 20th level, cast Teleport via Rock 3 x per day.
dwarf shaped rock, the smell of roses underground or Grannite Spells In addition normal spells, priests of
unknown sources of music. Martok may cast mage spells from the elemental
schools (except air) as clerical spells.
Affiliated Orders: The other sons and daughters of the
old gods who revealed themselves to the dwarves, Specialty Priests of Martok:
water, Fire and Air.
Priestly Vestments: Priests of Martok always dress in The Stone Singers
brown, tan and black. Over this they often wear REQUIREMENTS: Strength 12, Wisdom 15, Charisma 15
dwarven plate armour. Prime REQ.: Strength, Wisdom, Charisma
The holy symbol of the faith is an Electrum coin, ALIGNMENT: LG, LN, NG, N, CG
stamped with a pick axe on one side and a harp on the Weapons: Type B, plus: Rapier, Military Pick, Mattock,
other. Maul, handgunne, pick axe, battle axe and crossbow
(all forms)
Adventuring Garb: Any armour or clothing, usually in ARMOR: Leather, Studded Leather or Artificers
earth tones or black. Chainmail (A Dwarven version of Elvin Chain, made by
Engineers for Dwarven Wizards.)
Specialty Priests of Martok:
MAJOR SPHERES: All, Astral, Charm, Creation,
The Grannites Elemental Earth, Healing, Necromantic, combat,
divination, guardian, summoning, Protection, Wards
REQUIREMENTS: Strength 14, Wisdom 12 MINOR SPHERES: Chaos, Guardian, Elemental Water,
Prime REQ.: Strength, Wisdom Elemental Fire, Numbers, Thought, Travellers, Law,
ALIGNMENT: Any non evil Weather.
Weapons: Type B, plus Military Pick, Mattock, Maul, MAGICAL ITEMS: Same as Clerics
handgunne, pick axe, battle axe and crossbow (all Req PROFS: Mining, Singing, Musical Instrument (Harp)
forms) Bonus PROFS: Stone Singing
ARMOR: Any
MAJOR SPHERES: All, Elemental Earth, Healing, All Stone Singers are Madron dwarves. Stone Singers
Necromantic, combat, divination, guardian, are allowed to multiclass as Stone Singers/engineer or
summoning, Protection, Wards Stone Singers/fire Wizard, Stone Singer/Bard*
MINOR SPHERES: Elemental Water, Elemental Fire, *(Normally Dwarves cannot be Bards, but Stone
charm, thought, time singers can, but can ONLY learn from the Mage
MAGICAL ITEMS: Same as Clerics Elemental Spheres as Mage Spells.)
Req PROFS: Mining At 1st level, cast Stone Shape 2 x per day
Bonus PROFS: Singing, Stoneworking. At 3rd level, us rock to mud 2 x per day.
Most Grannites are Madron dwarves, but Millon are At 5th level, cast meld into stone 3 x per day.
also accepted as Clerics Only. Grannites are only At 7th level, cast Wall of Stone once/day.
allowed to multiclass as Grannite/stone singer, At 9th Level, Animate Stones 2 x day.
Grannite/engineer or Grannite/fire Wizard, At 10th level, cast Stone Walk 3 x per day.
At 1st level, Grannites can cast Detect Treasure once At 12th level, immunity to all forms of poison gas,
per day impure air supplies, inhaled substances, and can
At 3rd level, use stone shape 2 x per day. breathe the most fouled air with no side effects.
At 5th level, cast meld into stone 3 x per day. At 14th level, Summon earth Elemental 2 x Per Day.
At 7th level, cast Wall of Stone once/day. At 16th level, Teleport via Rock 3 x per day.
At 9th Level, cast magic missile (magic stones) 2 x At 18th level, Meteor Swarm Once per day.
day. At 20th level, Enliven Granite Ship Once x per year.
At 10th level, cast Stone Walk once per day. Stone Singers Spells:
At 13th level, immunity to all forms of poison gas,
In addition normal spells, priests of Martok may cast
impure air supplies, inhaled substances, and can
mage spells from the elemental schools (except air) as
breathe the most fouled air with no side effects.
clerical spells.
At 15th level, cast Summon earth Elemental.
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These Spells are available to ANY Madron Clergy who Morthrael to unenlightened dwarves. Priests of
can gain Access to 7th Level Elemental Earth Clerical Morthrael trade with anyone, as the more anyone
Spells. knows about Madron, the further the word will spread
and more likely other dwarves are to hear of the
Madron, but are wary of Shaugain, Aboleth, and other
evil sea denizens.
Morblixus
Holy Days/Important Ceremonies: The 1st day of each
Clerics of Morblixus season.
The priests of Morblixus are scattered and
Once a year, priests of Morthrael must submit
unorganized among various destitute and plague-
themselves naked to the Sea, and let it claim them,
stricken lands.
breathing in its waters. If Morthrael wills, they will be
blessed with water breathing, if not they will drown
and be torn apart by sharks. Morthrael's favor is said
Mothrael to include minor things like a fair breeze, or a cloudless
Clerics of Mothrael night. Sometimes a school of hammerhead sharks will
trail a ship, instilling great joy in the worshippers, who
(original concept by Ausie Bart ) often strip off and swim with the sharks.
(See also the chapter - Pantheon of Deities, Mothrael)
Affiliated Orders: The other sons and daughters of the
CLERGY: Clerics, old gods who revealed themselves to the dwarves,
Specialty priests, Sea Rangers, Water Wizards. Fire, Earth and Air.
CLERGY'S ALIGN:. LG, LN, NG, N, CG, CN
TURN UNDEAD: C: Yes, SP: Yes, SR: No Priestly Vestments: Priests of Dureal always dress in
CMND. UNDEAD: No blue and green - a brilliant azure, worn as robes for
ceremonial occasions. Over this they wear scale mail
All clerics, armor with bone helms, face openings carved into
priests, Sea likeness of shark jaws
Rangers and
Water Adventuring Garb: Scale mail is the ONLY non leather
Wizards or hide armour available. Some divine gift allows
receive Clerics, Priests and Sea Rangers to swim and float in
religion scale mail, an action that defies explanation. A
(dwarven) Morthrael priest in scale mail, blessed by the order
and cannot drown, and gains the swimming proficiency at
seamanship MV18.
as bonus The holy symbol of the faith is a Platinum coin,
nonweapon stamped with the hammer within the wave.
proficiencies.
Clerics and Priests of Morthrael can use any clerical Specialty Priests of Mothrael:
weapon plus cutlass, rapier, handgunne, and harpoon. The Maerthanor
Temples of the Sea Hammer are near the Ocean, or
(original concept by Ausie Bart)
large rivers accessible from the Sea
REQUIREMENTS: Dexterity 12, Wisdom 12
Dogma: Seek to explore the oceans, and acquire that
PRIME REQ.: Dexterity, Wisdom
shines or sparkles beneath it. The wealth claimed by
ALIGNMENT: NG, N, CG, CN
the sea is for those who dare to go after it.
WEAPONS: Type B, plus Cutlass, Rapier, Handgunne,
Day-to-Day Activities: Like their deity, priests of Cannon, Harpoon
Morthrael strive to enrich themselves by being on or ARMOR: Hide, Leather, Scale
near the water. They view the clam sea, or the raging MAJOR SPHERES: All, Elemental Water, Weather,
tempest with equal beauty, and trust the sea to guide charm, combat, divination, guardian, summoning,
and sustain them. The wider aims of the priesthood Travellers, Wards.
are to enrich the Madron and spread the word of
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MINOR SPHERES: Elemental Air, Elemental Earth, The daughter of Shahar is worshiped primarily be
Creation, healing, necromantic, protection, coast-dwelling denizens of Thrakka and the sea elves
summoning, sun therabouts.
MAGICAL ITEMS: Same as Clerics
REQ. PROFS: Navigation
BONUS PROFS: Swimming, Mining, Stoneworking. Rashayfel
Most Maerthanor are Madron dwarves, but Millon are The Church of Rasha
also accepted as Clerics Only. Maerthanor are only
allowed to multiclass as Maerthanor/Historian, (original concept by Carl Towns)
Maerthanor/Water Wizard or Maerthanor/Sea Ranger Only known in the upper world through the whispers
of madmen and a select few with ancient knowledge
 At 1st level, Maerthanor can cast Water Breathing and wisdom to believe, the Church of Rasha and the
once per day. Council of Dheu are otherwise considered fiction. The
 At 3rd level, Maerthanor can 'Know Direction "church" is a highly silent, yet coercive group of those
when at sea' 3 x per day. who believe that Rashayfel will rise again to wreak
 At 5th level, Maerthanor can cast create water, 3 x chaos on "above-grounders" and bring about an
per day. "Awakening" of minds who rise up against the
 At 7th level, Maerthanor can cast Wall of Ice authorities in power at the time. Their belief is that
once/day. Rashayfel will rise to lead this army of believers against
 At 9th Level, Maerthanor can cast ice storm 2 x all who defy him and set up his kingdom in the land
day. above while filling the Derondfall with the souls who
 At 10th level, Maerthanor can cast Summon Shark succumb to his adamant power!
(as the Animal Summoning Spell, with double HD
and Duration) once per day.
 At 13th level, Maerthanor can cast Watery Double
once each per day.
 At 15th level, Maerthanor can cast Summon Water
Elemental.
 At 20th level, Maerthanor can cast Teleport via
Water 3 x per day.
Maerthanor Spells. In addition normal spells, priests of
Maerthanor may cast mage spells from the elemental
schools (except fire) as clerical spells.

The Mouse
Priests of the Mouse
The Mouse is broadly worshiped by thieves and
gamblers as well as commonfolk, but his clergy are not
broadly organized.

Nydalp The Church consists of a hierarchy of authoritative


Little is known of the mysterious vengeful priests, figures and basic worshipers within the church. At the
although it is believed that his clergy are primarily lowest level are those who may be above-grounders or
paladins whom have fallen from grace. even inhabitants of the Netherdark who worship
Rashayfel as their god (Even tho he is not considered a
god per se.) These are the believers, the congregation
Oceana of the Church of Rasha. Above them are the clergy
usually consisting of females of the various races. The
priestess is always the leader of a congregation and
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never a male. If a male tries to resist this ancient, communicator between the general assembly of the
ordained law and rise in power within the Maghu and office of High Priestess. It is the Liaison
organization, he is snuffed out, usually in a fit of flame who consults the members of the Maghu with their
by the priestess. This hierarchy is similar to the concerns and relays the requests to the Chamberlain
structure of the high council in the Netherdark, known and the High Priestess. This position is coveted and at
as the Council of Dheu. the same time the least of the positions as those in this
office tend to “step into flame” before their time.
Specialty Priests of Rashayfel
The top layer consists only of the High Priestess, who
Council of Dheu holds her office until a situation occurs where she
The Council of Dheu is a tri-layered hierarchy of those must be replaced. She oversees all of the Maghu and
who serve Rashayfel in the Netherdark, protecting him Vassilic and has direct access to the inner sanctum
in his sleep. These three consist of beings who have where Rashayfel sleeps. This is of course a large
increasing authority and power over those of the cavernous chamber where a multitude of nether-
descending layers. At the bottom-most layer are the beings dwell. The High Priestess is highly revered by
Vassilic. The Vassilic consist of all males of various the lower members of the House of Rashyfel and any
races of the Netherdark who serve the priesthood of who deny her graces are considered heretics and
Rashayfel faithfully. They heed every desire of those in thrown into the “blood of Rasha”, that is, the flames of
the offices above them. Some are placed in the the Netherdark.
position of Warriors and Champions while others carry
out the menial duties necessary to keep the
priestesses and the "House of Rashayfel" in tact.
Secomman
The next layer consists of all Females who are
Priest of Secomman
Priestesses of Rashyfel. They are called the Maghu "Scion of the Blue Sky"
(See Photo 2) and serve the high priestess and work to (original concept by Justin Rod)
keep the House of Rashyfel in order. These serve Min Ability Scores : Wis 12 , Int 16
directly in the temple to the best of their ability, Duties: Lore keeping, administering disputes,
hoping to gain favor with the High Priestess and win divination, healing
her position when she will have either "stepped into Races : Human
the flame of eternity"(died) or on rare occasion decide NWP Required : Astrology, Horse Riding (Wis+3, may
to choose a successor before her death. The Maghu sub. dex score if it's higher), Ancient History, Local
(mahgd-hu) exercise all authority over the Vassilic, but History
never override the High Priestess and her requests to Recommended NWP: Ancient Languages, Cooking,
them. It is considered an offense worthy of death if the Etiquette, Fire-building, Horse Handling, Horse
will of the High Priestess is defied in any way. Training, Reading/Writing, Religion, Spellcraft
Crossover groups: Priest , General , Wizard
Within the Maghu there are three leading positions
Weapons: Dagger, club, quarterstaff, wrestling.
which are appointed by the High Priestess. These are:
Armor : No armor.
Chamberlain, Scribe, and Liaison. Each of these are
highly coveted offices within the Mahgu. The
Chamberlain is of course, the “right hand man” of the
High Priestess and it is this person who is most
commonly the replacement for the office of High
Priestess. She works side by side with the High
Priestess and is one of two allowed into the Inner
Sanctum.

The Scribe is the “keeper of law” within the Household


of Rashayfel and pens any new laws or amendments
that might be established as well as the historical
documentation of the House. Finally, the Liaison is the

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solemnity. More importantly though, the Scions are
keepers of the secrets of the past. They horde and
protect/destroy all examples of presundering
knowledge they discover in their travels - recording all
books before destroying them. The reasons for this are
twofold: one, they fear what this knowledge in the
wrong hands can do, and two, because they believe
that being properly armed with this knowledge they
can prevent a future cataclysm from occurring.
Scions have a lot of spells and magical abilities at their
command; however, they are not skilled fighters and
are limited in their choice of weapons and armor, this
is because they are not expected to join in battle, but
to hold themselves aloof from conflict. Nor do they
have any abilities to affect the undead: they cannot
turn or destroy the undead, and rarely animate them -
viewing such things as abominations.

Shahar
Priests of Shahar
See the Sleeping Gods - Church of the Sleeping Gods.
Powers:
 L1 Use Wizard Scrolls up to level 3, Cast Wizard
Spells of the Divination school as Priest Spells
 L3 Cast Find Familiar (as needed)
 L6 Call Horses (Calls 1d4 +1 horses per level that are
friendly and will serve the caster and his allies for 1
hour per level) 1/week
 L9 Cast Fly 1/day
 L12 Cast Wind Walk 1/day
Followers: Scions of the Blue Sky never attract
followers
Holy symbol : Blue metal disk with a silver cloud inlaid
upon it.
The Scions of the Blue Sky are the backbone of
Amazon society, they record the lore of the tribes and
even in times of war are allowed to freely move
between tribes unmolested. No one may harm a Scion
of Blue Sky without harming his chance at the afterlife,
as the offended priest's spirit may effectively bar the
offender from joining his ancestors in the Blue Sky
after death.
The Scions offer healing, succor and wisdom to any
and all who seek it from them. They are the magical
craftsmen of the Scythians, as well as exemplars of
what the Scythians consider to be the masculines
virtues of stoicism, steadfastness, wisdom and
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Any of the Paths of Devotion shown in the table below are
Sleeping Gods allowed. Each corresponds to a particular progression
through mastery of the four elements. "Ascent" refers to a
Church of the Sleeping Gods particular (clockwise) path about the four, while "Descent"
is its opposite (counter-clockwise). There is no particular
(original concept by Jeff Spears and Radamanthys restriction of one path versus another, but the various
d'Zan) schools and shrines scattered throughout the realm will
argue passionately why their particular path is the "true"
In the earliest days of Dawn, before the upstart gods rose to
path to mastery of the elements - both in its starting point
prominence, there were only the Sleeping Gods of the
(Red, Gray, Blue, or Green) and its direction (Ascent or
Elements -- Gronh, Shahar, Halea, and Alzan. And as life
Descent). While not a hard rule, clergy following paths of
clawed its way from the ruin of the Sundering, priests
"Ascent" tend to be associated with Lawful alignment,
sought blessings from those Gods. And the Sleeping Gods
whereas those of "Descent" tend toward Chaotic alignment.
stirred. A priesthood formed and spread to distant lands
across the realm - the Church of the Sleeping Gods.
An acolyte of the Church of the Sleeping gods must choose
a Path upon character creation and cannot deviate from
that path. Deviation from the chosen path causes an
unraveling or the priest's accumulated arcane knowledge
and is usually viewed as a loss of faith punishable by
excommunication.

Path Levels Levels Levels Levels


1-2 3-4 5-6 7-8
Path of Red Ascent Fire Air Water Earth
Path of Red Descent Fire Earth Water Air
Path of Blue Ascent Air Water Earth Fire
Path of Blue Descent Air Fire Earth Water
Path of Green Ascent Water Earth Fire Air
Path of Green Descent Water Air Fire Earth
Path of Gray Ascent EarthFire Air Water
Path of Gray Descent Earth Water Air Fire

The Four Elements in their natural configuration: fire


opposite to water, earth opposite to air. Priests of the
Sleeping Gods honor Al'zan (God of Fire), Halea (Goddess of
Air), Shahar (Goddess of Water), and Gronh (God of Earth).
They revere the "New Gods" as lesser upstarts unworthy of
worship. (Artwork adapted from 'Encantadia' by Zing Zang.)

As priests progress along a given Path of Devotion, they


Specialty Priest mark their devotion by holy symbols and often ornate
Church of the Sleeping Gods tattoos. (Artwork adapted from 'Four Elements' by Alexis
Landon)
A Priest of the Sleeping Gods comes to know each of the 4
elemental gods in turn through intense devotion, spiritual Rites of Passage
atonement, and spellcraft. Gaining mastery of an element At every odd level (i.e., to proceed to devotion to a new
requires dedication to that elemental sphere for 2 levels, element), the priest must pass a harrowing Rite of Passage.
during which time the Priest enjoys bonuses associated with For example, a priest on the Path of Red Descent must:
that element (and penalties to its opposite). - pass the Rite of Fire at Level 1
- pass the Rite of Air at Level 3
Paths of Devotion - pass the Rite of Water at Level 5
A priest can devote himself to the Elements in any order but - pass the Rite of Earth at Level 7
must progress according to one of the Paths of Devotion - pass the Rite of the Elements at Level 9
described below. Note that the path cannot proceed from Each rite of passage should be a true test of the priest's
one element directly to its opposite. wisdom, devotion, and physical / mental prowess. Rites can
take the form of highly ritualized trials performed at a
particular shrine, a visionquest in service to a particular
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Sleeping God, or an arduous pilgrimage. The Rite of the
Elements to be passed at Level 9 is so arduous that few General:
survive. Specialty Priests of the Sleeping Gods progress on the Druid
level progression chart.
Bonuses and Penalties
In levels 1-8, devotion to a given element is so intense that Minimum Ability Scores: Wisdom 13, Intelligence 13.
the priest enjoys bonuses to that element and suffers A Wisdom or Intelligence score of 16 or higher gives +5%
penalties to its opposite, as detailed below. exp. A score of 16 or higher BOTH Wisdom AND Intelligence
Level 1-2: Bonuses (below) to 1st element (only). give a +10% bonus in experience.
Penalties (below) to its opposite.
Level 3-4: Bonuses (below) to 2nd element (only). Weapons Allowed: Any Blunt weapon, Trident, Net,
Penalties (below) to its opposite. Blowgun, Bow, Pick.
Level 5-6: Bonuses (below) to 3rd element (only). Armor Allowed: Maximum armor is Chain mail. Shields are
Penalties (below) to its opposite. allowed.
Level 7-8: Bonuses (below) to 4th element (only).
Penalties (below) to its opposite. Spells:
Level 9 -: Master of the Elements. Priests of this Church have the following arcane spell access:
Bonuses (below) to all 4 elements. Major Access: All, Astral, Combat, Creation, Elemental,
Penalties to none. Healing, Protection, Summoning, Weather.
Minor Access: Animal,Divination, Guardian, Plant, Sun.
Bonuses to Elemental Powers:
At a given level of devotion, the priest enjoys the following Alignment: Any Neutral (non Evil). Note: While not a hard
bonuses to magic related to the element of devotion at that rule, clergy following paths of "Ascent" tend to be
level. associated with Lawful alignment, whereas those of
- Gain +2 to saves vs the spells associated with that "Descent" tend toward Chaotic alignment.
element (including rod, staff or wand etc)
- Can use Elemental wizard Items and scrolls Races Allowed: Any
- Enjoys +2 reaction bonus to creatures with affinity
to the element (elementalist wizards, elemental creatures, Weapon and Non weapon proficiencies:
etc.) NWP Required: Spellcraft, Weather Sense
- Victim is at a -2 penalty saving throw versus NWP Bonus Ancient History
elemental spell cast by the priest NWP Recommended. Reading/ Writing, Fire Building,
At 9th level and beyond, the priest enjoys these bonuses to Navigation, Fishing, Rope Use, Swimming, Navigation,
all 4 elements (and penalties to none). Religion.

Penalties to Elemental Powers: Duties: Marriage, Funeral Rites, Education, Guidance,


At a given level of devotion, the priest suffers the following Observance of Annual Celebrations
penalties to magic related to the element opposite to the
one to which he is currently devoted.
- Cannot cast spells of the opposing element. The Church of the Sleeping Gods:
- Suffers a -4 reaction to creatures devoted to the Major Religious Sites and Shrines
opposing element (elementalist wizards,
creatures from that elemental plane, etc.) There are 4 major sites associated with the central worship
- Suffers -2 penalty saving throws against the of the 4 Sleeping Gods. Each is headed by a High Priest and
opposing element. Council of Clerics. Pilgrimage to one of these sites is one
form of Rite of Passage on a priest's path of devotion.
General Penalties: Fire The House of Al'zan in the northern wastes of
Priests of the Sleeping Gods are generally weak vs Draethan-Gol
Necromantic spells and suffer a -2 penalty on saves vs Air The Vault of the Sky King in the far northern
necromantic magic. Accordingly, elemental priests Turn mountains of the Anvils
undead at 2 levels lower than their current level. (For Water The Deep Basilica somewhere below the sea in the
example, a 4th level Priest of this Church turns undead as a depths of the Maritime of Treachery
2nd level Priest.) Earth The House of Gronh in the desert wilderness of
Priests of this Church also harbor a deep hatred of Khal'har
worshipers of Coreval, Gorzandi'qun, and Tazingo and suffer
a -4 reaction penalty in such encounters.

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The major Houses of the Sleeping Gods. (Artwork in 'House of Gronh' adapted from Jaime Martínez. Others are artist-
unknown and believed to be public domain.)

Scattered throughout the realm are various shrines devoted


to the Sleeping Gods. Some are shown in the map below.

Sr'Qeth
See Draethan-Gol.
Tsilaliaha
Priests of Tsilaliaha
S'sillar The Acolytes of Shadow
See La'Quel. (original concept by Paul Dennis and Chris Ayotte)
Birthed in silence and shadow, the clergy of Tsilaliaha is an
enigma wrapped in mystery to the drow of Aelicraas.
The Syrrilith Ensnared by Tsilaliaha's subtle whispers, they shied from the
See the Ghostwood. worship of Sithrihn, unbeknownst to him. Able to maintain
the facade of worship only brought the clerics of Tsilaliaha
her favor, boons granted in the form of powers and abilities.
Tazingo Relishing these blessings, they blended with their former
Tazingo is the most commonly worshiped god among brothers of Sithrihn, subtlety spilling from their lips,
wrapping the forward efforts of Sithrihn's clerics in
humanoids far and wide across the realms of Dawn,
confusion and misdirection.
from the gnolls of Khal'har to the bugbears of the
Anvils, and on to the goblins of Ada-Mock. In the meantime they had managed to twist the liturgy of
the dark god to include a fierce hatred of the newly found
god, Chardonis. The main effort of the Acolytes of Shadow is
Trident to snuff the fire of Chardonis whilst covertly gathering their
own powers for the chance to wrest control of the C'haer
This lord of the sea is worshiped primarily by those a'Sith from their deceitful god Sithrihn.
whose livelihood draws from the sea in Thrakka and
Spheres of influence
seafarers about the Sea of Kroox.
The clerics of Tsilaliaha can cast spells from the following
spheres; All, Astral, Charm, Combat, Creation, Divination,

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Elemental, Guardian, Healing, Illusion*, Necromantic, sleep spell but double the effectiveness.) With Tsilaliaha's
Protection and Summoning. They are forbidden by their shadowy influence caressing their mind, a cleric gains
dark goddess to cast any spells that involve light or any sort immunity to the Detect Lie and Know Alignment spells
of fire. Lv. 7: Gain the ability to cast Shadow Armor 1x/day (see the
* Illusion spells are granted as cleric spells, chosen from the arcane Armor spell)
arcane school of illusion. Lv. 9: Clerics of Tsilaliaha gain the ability to backstab as a lv.
5 thief.
Lv. 10: Can cast Shadow Fade 2x/day ( see the arcane Blur
spell)
Lv. 15: The touch of these dark clerics functions as the spell
Withering Palm 1x/day
Lv. 20: Finally the clerics of Tsilaliaha gain the deadly ability
of shadows and can cast Heat Drain 1x/day.
Level and Spell Advancement
In regard to gaining levels and spell progression a member
of Tsilaliaha's clergy follows the guidelines for a cleric of the
same level as shown in the 2E Player's Handbook.

The Way
Philosophy / Priesthood of Nature
(original concept by Tim Brian)
(artwork by BreXAnimeXManga at Deviant Art)
This belief system teaches that nature is the most
important thing in the world and that "man" is small
and insignificant next to the beauty and grandeur of
Ability Requirements nature. Sentient species are just elements of nature
A cleric of Tsilaliahaha must have a Wisdom of 12, Dexterity and should learn to coexist in nature rather than try to
of 12 and a Charisma of 15 destroy/bend it to their desires. This belief system
Non Weapon Proficiencies does not sit well with non-elves.
Followers of the goddess of shadows must choose the
Disquise and Ventriliquism non weapon proficiencies.
Armor
These clerics are allowed to wear only armor up to and
including leather armor as Tsilaliaha deems the others be to
noticeable. They cannot use shields.
Weapons
The weapons of the clergy are limited to include
unobtrusive weapons. They are allowed to wield daggers,
darts, maces, scourges and quarterstaves.
Abilities
Lv. 1: Clerics of Tsilaliaha gain the Blind Fighting non weapon
proficiency free at first level. In addition they gain the ability
to Hide in Shadows at 5% (in addition to any dexterity
bonus). This ability raises by 3%/lv. Clerics of the goddess of
shadows cannot turn undead though they can gain control
of any shadow encountered on a successful turn roll. They
can also cast Change Self 1x/day
Lv. 5: Gains the ability to backstab as a 1st lv. thief. In
addition they can cast Shadow Song 1x/day. (See the arcane

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Alignment: Priests : neutral or neutral good , followers wrestling, or martial arts as described in the complete
can be any alignment fighters handbook)
Min Score: Wisdom 9 or greater They use the warriors thac0 chart for unarmed combat
Races: Elf and half-elf are most common. Other races only.
allowed at the discretion of the DM The monk has a nonweapon proficiency group
Required Proficiency : Agriculture crossover with all five proficiency groups (general,
Duties: Guidance , Marriage , Vigilance against any priest, rogue, warrior, wizard). No proficiency he takes
force , mortal or god that threatens or destroys nature will cost double.
Weapons Allowed : club sickle scythe staff POWERS GRANTED: incite berserkers rage- at will (see
Armor Allowed : leather / natural non metal armors. page24 of the complete priests handbook for details)
Limitations: Temples must be outside city walls. Inspiring Presence- once per day the monks fighting
Priests can sleep inside a city when traveling or when prowess is so impressive, he can spend 1 round
it's under siege but must maintain a per menent "showing off". His display will have an inspiring effect
residence outside city limits. Cannot Turn undead. on all friendly comrades, giving a +2 to hit, damage,
Spheres: (Maj) All, Animal, Elemental , Plant , and saving throws. In addition, it will remove any
Protection (Minor) Divination, Healing , Sun, Weather effects of fear, and give immunity to fear for the rest
of the combat.
Granted Powers:
Analysis / Identification of any natural plant or animal
5th level : Tree (as spell) Yja Terra
8th level : Shapechange (1 to 3 forms as determined by Yja Terra finds broad worship from the Ghostwood to
DM) 3x a day. the Mael'og Marshes, and her followers are not
necessarily of good alignment.

Unggoi
Monks of Unggoi
The specialty priests are devout followers of the
Opician God of Combat, Unggoi. Like others of the
Opician race, they dwell primarily on the Green Moon
of Melkar (though there is telling of their adventures in
the land of La'Quel).
ALLIGNMENT-any good
MINIMUM ABILITY SCORES: WIS-9, STR 13
(wis or str 16+ gain 5% exp bonus), (wis and str 16+
gain 10% exp bonus)
RACE ALLOWED: any Opicician
DUTIES: lead troops into battle, minister to troops in
battle
WEOPONS ALLOWED: any 2 melee and 1 ranged
(thrown daggers count as melee)
SPECIAL: unarmed combat
ARMOR: none
MAJOR SPERES: all, combat, healing mionor spheres:
elemental, protection
Monks of Unggoi are specially trained in the art of
unarmed combat.
At creation, the monk recieves 2 bonus weapon
proficiencies; however, they must be used to specialize
in some form of unarmed combat. (punching,

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Chapter 11:
Secular Guilds and Orders
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The Bounty Hunters' Guild The Carnivale


(original concept by Tim Brian with input from The Traveling Circus of Dawn
Radamanthys d'Zan) (original concept by Dave Grose)
Location: Fairly widespread across the Realms of
Dawn. Location: Widespread across the Realm of Dawn.

Across the Realm of Dawn is a network of bounty The Carnivale are a mysterious group of travelers
hunters answering to an unknown cabal known simply roaming far and wide across the Realms of Dawn. They
as the Bounty Hunters' Guild. (See Classes and Kits / are misfits of every variety, ranging from wisemen
Bounty Hunter.) The main hubs of the Guild are in the with lost memory to strongmen and beareded ladies.
cities of Marksburg, Sardanos, Waypoint, Sirocco, and Their motives are their own, and where their travels
Likansater, though its tendrils extend throughout the lead next none can say. See also the Chapter, Rogues
continent of Entara and the Isle of Zon and even to of Dawn (NPCs), specifically:
Padun in La'Quel. The origin of the Cabal is the subject Lomax the Large ("Strongman")
of considerable debate. Some say it is merely a Victor Bailey
Thieves' Guild grown to global reach, growing ever Kevin Tripoli
richer in capturing fugitives and runaway slaves. Katie Tripoli
Others say it is led by a band of outcast Knights of Kendra Steel (Sword Swallower)
Justiciar, fallen from grace in the eyes of the Clergy but Eric the Steady (Sharpshooter)
continuing their service to the Law by bringing Caroline (Horse Trainer)
fugitives far and wide to justice. Eiran the Handsome (Puppeteer)
The extent to which the Bounty Huntes' Guild is Julianna Frost (Fire Eater)
recognized as an official service of the law varies Caitlynne (Fortune Teller)
widely across the realms. In some regions, the Guild is Yollanda Firebeard
bonded, and in many areas it is the only entity that is
granted authority to act in a pseudo-official capaciity,
like letters of marquee and reprisal. In other areas,
they are viewed as outlaws and vigilantes, little better
than the fugitives they pursue and often subject to
arrest by the official local lawkeepers.

Skywatcher by NightsongWS on DeviantArt

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Eagle Knights
Paladins of La'Quel
(original concept by Radamanthys d'Zan)
Cavalier variant
Location: La'Quel.
These are the elite
paladins of
La'Quel, warriors
upholding the law
of the High Priests
and serving as the
highest ranking
generals in the
armies of La'Quel.
They are
organized into Knights of the Dark Sun
several orders Vampire Warriors of Sardanos
throughout (original concept by Tim Brian)
La'Quel, each with Vampire Cult
close connection
to the local Darkness , Death and Evil
temple. An Eagle Knight is a fearsome opponent as an Spheres available : (Major) All , Charm, Necro,
infantryman, a mounted cavalier, or - as in the highest Summon, Sun (only reversed spells) (Minor) : Animal ,
ranks of their Order - eagle-riding knights. Elemental , Guardian , Protection
Perhaps even more fearsome are the whispered Alignment: Lawful Evil
rumors of Eagle Anti-Paladins in the deep jungles of
La'Quel succumbed to the evils therein.

Jaguar Knights
Rangers of La'Quel
(original concept by Radamanthys d'Zan)
Ranger variant
Location: La'Quel.
These are the elite rangers of La'Quel, patrolling the
countryside and jungles in service of the High Priests
(though not as closely as the Eagle Knights, their rival
Order within the realm). They are skilled jungle rangers
and fearsome infantrymen. Some also have been
known to use a variety of fearsome beasts as mounts,
including giant lizards and dinosaurs dwelling in the
heart of the jungle. They revere the Oncari of
Zuel'N'Vidi with utmost respect, though a considerable
aspect of their charge in protecting the countryside is
to prevent the Oncari from feasting upon the locals.

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Powers: group is to follow ships out of port with the catboats
1st Level : Control Undead , Infravision 60' ( 120' if and overwhelm them. Once they have relieved the
member of a race that already has infravision) ship of its cargo they proceed to the little king, a sloop
3rd level : cause fear (as spell) 3x day commanded by Thomas, and transfer their holdings.
8th level : Can "Summon Nightmare" as a mount , 1x Once all cargo has been transferred the little king sails
day to a different port to sell the ill-gotten gains. They
All Armor available to Priests , restricted to piercing have hideouts on all three island off the eastern coast
weapons only of Thrakka.
Weaknesses : Boat
Name Captain Crew
Crew
Takes damage from holy water , 1hp per level , up to a Type #
Catboat The Little Cutlass Keira Gamlein Halfling 6
max of 8hp per hit Catboat The Little Serpent Rollo Tolbeck Halfling 4
must drink human blood 1x per month per level (can Catboat The Little Corsair Clovis Gelllich Halfling 8
bond to a vampire to avoid this restriction" Berchar “the
Catboat The Little Squid Halfling 7
butcher” Whitfoot
Each level after 10 the Priest loses 1 point of Cha to Catboat The Little Servant Bertin Tolbeck Halfling 7
"normal" people , but gains 1 point of cha with his Catboat The Little Dragon Angelica Dewfoot Halfling 7
followers (he becomes creepier and creepier) Catboat The Little Knave Hartmut Hayfoot Halfling 5
Captain Thomas Mostly
Sloop The Little King 20
Greybeard Human
*See Chapter 9 - Rogues of Dawn - for NPC Captain descriptions.

The Little Pirates TACTICS. What the little pirates lacks in size, power
Halfling Raiders of Thrakka and weapons it makes up for with teamwork. Smaller
and less powerful than warships or even armed
(original concept by Shaun Robert London)
merchant ships, the catboats that make up the fleet of
Location: Thrakka, the Sea of Kroox, perhaps as far as the little pirates work together to take down prey
the Maiden Isles. much larger than an individual catboat; prey that may
otherwise elude them.
The Little Pirates are a band of pirates commanded by
Captain Thomas Greybeard. The main tactic of this

While they will hunt alone they never attack large are rich merchant vessels and Thomas (the little king
ships by themselves preferring to make strikes of never takes part in the attacks as it needs to remain
opportunity against small vessels or fishing boats. The separated from the other ships to avoid detection
little pirates are opportunists. Their preferred targets whilst in port) will identify their target while still in
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port. Once the target has left port the hunt begins the
little pirates, following it out of port they will test their
prey, sensing any weakness or vulnerability through
visual cues. They chase their prey, often over longer
distances, in order to find the right opportunity. On
the attack, the little pirates’ ships work together with
each individual ship typically carrying out their specific
role in the hunt.
Once the cargo has been successfully transferred
Thomas begins forging documents as the crew start
repacking the goods into unmarked crates to make the
resale of the products easier.

Diagram for for illustration; distances not to scale.


Monks of the 1001 are famous for both their skill at
arms and their fairness and wisdom. As warriors whom
The One Thousand and One few can match in hand-to-hand (to-hand-to-hand)
Monastic Order of Thri-Kreen in Khal'har combat, the monks are also valued mercenaries
exchanged far and wide by the Emperor as gifts,
(original concept by Radamanthys d'Zan)
precious trades, and as a show of power. Their fighting
Location: Khal'har and allied kingdoms to which Monks style is a brilliant mixture of Hard and Soft styles that
of the 1001 are granted as mercenaries. can only be mastered by the Thri-Kreen, and to
The One-Thousand-and-One are an order of devout witness a monk of The One-Thousand-and-One in
warrior monks in Khal'har, reserved exclusively for action, with six limbs whirling in a furious dance of
Thri-Kreen of the Golden Hive. The monks serve as the destruction is a sight to behold.
elite warriors and bodyguards of both the Emperor Fighting Style: 1001 Fists (Hard / Soft)
and the rumored Queen (wherever she may be). Mental: Meditation / All-Around Sight / Mental
Resistance / Chi Attacks / Blind Fighting /
Levitation
Vital Area: Pain Touch / Stunning Touch / Paralyzing
Touch / Distance Death
Strike: Iron Fist / Crushing Blow / Eagle Claw
Kick: Circle Kick / Flying Kick / Backward Kick

The Red Tails


The Order of Protectors of Thrakka
(original concept by Paul Dennis)

Location: Thrakka

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Protectors and strong-men of Lord Saurus in Thrakka, chief of which is The Smugglers' Guild, which controls
the Red Tails are an elite band of warriors, rogues, and trade along the entire eastern shore, from Albanon in
rangers keeping some semblance or law in the the south and north to Sardanos, Solanthis, and to the
wilderness of lizardmen, trolls, Hel'zon ghouls, Bovim frontier of Lisadar.
adventurers, and pirate raiders. Among their ranks are
The Guild is organized in two main units - the so-called
the likes of Hexgor, Grim, and Takal the Tracker.
"Hammersmiths," who are mostly thug enforcers, and
the "Blade-Smiths," who are more skilled assassins
specialized in carrying out higher level clandestine
activities on behalf of the guild. The Guildmaster is
Gaston di Bragg, and his trusted Concigliere is the
assassin Meric Mor'krul. The chief known members of
the Smugglers' Guild are as follows:
Gaston di Bragg
Meric Mor'Krul
Grisclaw
Rikas
Dimitri Leggerri
Gyorkha
(See also the chapter - Rogue's Gallery of NPCs - for Knoruk Black Talon
individual members of The Red Tails and Lord Saurus.) Ambistola
Creagan
Faendrihl Sansrith
Terrance Herring (The Terror)
The Smugglers' Guild Thirion De'Frasio
Rogues, Traders, and Kneecap-Breakers of Bertram Eflieun
Albanon Gareres Swiftwind
Digby Cartwright
(original concept by Radamanthys d'Zan with input
Each of the above is detailed in the Chapter, Rogues of
from The Collective)
Dawn. See also the dungeon module adventure, Song
Location: Albanon, primarily Waterborne. of the Dragon Bard - Chapter 1, where they were
originally introduced.
The city of Waterborne on the eastern shore of
Waterborned is home to several nefarious guilds, the

The Smugglers of Albanon

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Talons of Vengeance
Monastic Order of Kenku in Harasanti
(original concept by Radamanthys d'Zan)
Location: Harasanti
The Talons of Vengeance are an order of monks among
the Kenku of Harasanti. Their mission is to break the
slave trade of Khal'har, growing from the brutal history
and all-too-vivid memory of the suffering the kenku
were dealt at the hands of the gnoll overlords during
the rule of Horzha. Although the Thri-Kreen Emperor
of Khal'har no longer allows slavery within the borders
of the Dominion (and in fact, the abhorrence of slavery
was a rallying cry during the revolution over the gnolls
of Horzha), slavers still use the crossroads of the
desert to transport slaves between the distant reachs
of Draethan-Gol in the east and Illium in the west.
The Order of Talons, as they are also called, have
developed a "Hard" fighting style designed to punish
victims and deal maximum damage. Combined with a
Kenku's claw attacks and proclivity for magic and
illusion, a Talon Monk can prove a deadly opponent.

Fighting Style: Talons of Vengeance (Hard)


Strike: Iron Fist / Crushing Blow / Eagle Claw
Kick: Circle Kick / Flying Kick / Backward Kick
Vital Area: Pain Touch / Stunning Touch / Paralyzing
Touch

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Chapter 12:
Classes and Kits
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nonweapon 3 +1/3 levels
Bounty Hunter The character can pick from general, rogue or warrior
Warrior Sub-Class proficiency
(original concept by Tm Brian) Bounty Hunter may also take an additional non-lethal
weapon at creation. Lasso, Net, Mancatcher, etc
In the course of their duties the bounty hunter may
also need to perform some actions based on stealth or
rogue like abilities. At first level , the bounty hunter
has these skills:
Skill Base
Hide in Shadows 5%
Move Silently 10%
Detect Noise 15%
Find/Remove Trap 5%
Sneak attack as rogue
Tracking (in addition to any other Nonweapon
proficiencies) +1 every 3 levels
+1 bonus with weapon of choice (cannot specialize in a
weapon)
Spell resistance +1 vs spells
The 1st level Bounty Hunter also receives 20 additional
points that the player may divide between these skills
as they see fit, but no more than 10 point may be
added to any single skill. The player may also spend 5
points to add a point to tracking. At each additional
level the Bounty Hunter receives a number of points
Matthias Thulmann: Witch Hunter // in Brunner the Bounty equal to the average of his Intelligence + Dexterity. No
Hunter by C.L. Werner skill may be raised more than 10 points at a time.
A Bounty Hunter is a person who captures fugitives for The Bounty Hunter is also capable of sneak attacks.
profit. They may also operate outside of established These must be done from concealment or behind and
laws and have no qualms with crossing borders in are similar to the rogue's sneak attack. +4 to hit,
pursuit of their assignment. Some work directly for negate shield and any dexterity bonus and the blow
kings and other government officials , sometimes does double damage. Unlike a rogue the damage
holding 'letters of marque' allowing them to act as an multiplier does not increase as the character levels.
official representing the state.
DMs also have the option of allowing the bounty
Others are individuals responding to offers of rewards hunter too use the assassination tables from the 1e
in order to enrich themselves. The more settled areas PHB for sneak attacks. If this is allowed the bounty
have Bounty Hunter's Guilds which are usually formed hunter may roll as if he was an assassin however the
around a Master Bounty Hunter holding a letter of bow will incapacitate the target rather than kill
marque. them.The target is allowed a save vs death based on
Class Requirements / Minimums the bounty hunter's level. If the bounty hunter is level
Strength 13 + 1 it is a normal save, but there is a -1 penalty to the
Constitution 13 + save for every 4 levels of experience of the bounty
Intelligence 14 + hunter.
Any alignments allowed. Attracts followers @ 9th level after forming a guild or
Typically human, but can also be Half Elf, Orc , Half becoming a partner in full standing.
Orc, Dwarf. Uses Paladin/ Ranger Xp progression table
Proficiencies
Weapon 3 +1/3 levels non-proficiency penalty -1
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Limited to studded leather armor or less , the
character can wear chain or plate but his rouge based Crystal Carver
skills will suffer NPC class available to the race of Ubil-
Can NOT specialize In a weapon Kreen
Gets the same constitution HP bonus as a fighter does. (original concept by Dave Grose)
Uses d10 for Hps This race-specific class is available to Dark-kreen only.
At first level the character gets 20 points to distribute Multi-classed are not possible.
between the various rouge skills. He can not put more
than 10 additional points in any single skill. He may
also raise tracking by 1 for 5 points. After that when
the Bounty Hunter levels , he gains an additional
number of points equal to the average of his Dexterity
and Intelligence. He may spend 5 points to raise
tracking and once again can not add more than 10
points to a score.
The bounty hunter receives an additional NWP point
every 3 levels, and may choose from the general,
rogue or warrior NWP lists.
A bounty hunter uses the THAC0 table ad
advancement of a fighter, gains bonus Hps for high con
as a fighter, and gains the same extra attacks based on
level as a fighter. He can not specialize in a weapon
but he may pick a single weapon at time of creation
that he will receive a +1 to hit and damage bonus. The
bounty hunter also only has a -1 penalty when using a
weapon that he is not proficient in as long as it is
reasonably familiar. That means a bounty hunter from
a non-Asian setting would still have a -2 penalty if he
tried to use nunchuks or other exotic weapons.
Due to the dangerous nature of the job, the bounty
hunter is always alert, granting a +1 to save vs spells.
This is strictly limited to spells only and not spell like
abilities or effects.
Minimum requirements – Dexterity – 16+, Wisdom –
Typically bounty hunters wear studded leather or less 14+, Intelligence – 15+, Constitution – 12+
armor. There is no rule or reason that the bounty
Weapons allowed – Any provided it is made 75% or
hunter can not wear heavier armor such as chain but
more of a crystalline substance.
his rogue skills will suffer.
Armor allowed – None, however magical protective
At 9th level the bounty hunter may form his own guild
devices are permitted.
or attempt to become the director of an established
guild. Typically the bounty hunter will attract a handful Bonus Proficiencies – Artistic ability (crystal carving)
of followers – a few apprentice hunters , a couple Wis -0, Mining (crystal) Wis - 3, Spell craft – Int – 2
fighters and perhaps a cleric or a mage if he is lucky. A Bonus = gained at NO cost, additional slots may be
lawful good bounty hunter may attract a paladin as a added to better the prof.
follower and a chaotic good bounty hunter may gain a Recommended Proficiencies – Gem Cutting,
ranger as a follower. Both are up tot he discretion of Engineering, Any crafting type proficiency
the DM. (leatherworking, smithing, weaving, sculpting, pottery,
etc.).

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AD&D 2E Collective Homebrew (release version 4.1 - June 4, 2016)
Crystal Mining – 1 The ability to mine sizeable pieces
Lvl XP HD WP NWP Special Ability of crystal suitable for working into useful items of up
1 0-2000 2d4 2 6 Priest Spell Casting
2 2001-4000 4d4 Mage Spell Casting
to size small, no larger than a 1.5 foot cube can be
3 4001-7500 6d4 7 Create Focus/Home Totem garnered and with minimal inclusions. The chance
4 7501-12500 8d4 Crystal Mining 1 for a piece the desired size is 40% + 5% per level and
5 12501-20000 10d4 3 8 Make Carving Tools
6 20001-27500 12d4 Create Crystalline Weapon 1 the chance of inclusions that will affect the final
7 27501-35000 14d4 9 creation is 30% - 5% per level.
8 35001-45000 16d4 Create Crystalline Jewelry
9 45001-55000 18d4 4 10 Crystal Mining 2 – As above only the size category is
10 55001-65000 18d4+2 Imbue Crystal with Magic 1 larger, up to 3 foot cube or any size weapon can be
11 65001-80000 18d4+4 11
12 80001-95000 18d4+6 Crystal Mining 2 mined.
13 95001-120000 18d4+8 5 12 Create/Grow Crystal Mine 1 Crystal Mining 3 – As above only any size category is
14 120001-140000 18d4+10 Create Crystalline Weapon 2
15 140001-160000 18d4+12 13 Crystal Mining 3 available and inclusion base chance is halved.
16 160001-180000 18d4+14 Imbue Crystal with Magic 2 Make Tools – Can create carving tools of a specialized
17 180001-200000 18d4+16 6 14
18 200001-250000 18d4+18 Create/Grow Crystal Mine 2
nature for specific types of crystal hardness and
19 250001-300000 18d4+20 15 shaping of intricate designs.
20 300001-375000 18d4+22 Imbue Crystal with Magic 3
Create Crystalline Weapon 1 – Ability to fashion
Priest Level Spell 1 2 3 4 5 6 7 Quest weapons of size small with successful check that is
1 2
2 2 equal to a weapon commonly made of metal in all
3 3 1 aspects, strength, sharpness, etc.
4 3 2
5 4 2 1 Create Crystalline Weapon 2 – As above but any size
6 4 3 1
7 5 3 2
weapon can be created.
8 5 4 2 1 Imbue Crystal with Magic 1 – Can add single use spells
9 6 4 3 1
10 6 5 3 2
to created items, or make Ioun Stones.
11 7 5 4 2 1 Imbue Crystal with Magic 2 – Can add Rechargeable
12 7 6 4 3 1
13 7 6 5 3 2 Magic to items, similar to ring of spell storing.
14 7 7 5 4 2 1 Create / Grow Crystal Mine 1- Can grow crystal mine
15 7 7 6 4 3 1
16 7 7 6 5 3 2 or replenish a mine that has been “over-worked” of
17 7 7 7 5 4 2 1
18 7 7 7 6 4 3 1
crystal that is up to medium hardness.
19 7 7 7 6 5 3 2 Create / Grow Crystal Mine 2 – As above but up to any
20 7 7 7 7 5 4 2 1
hardness.
Mage Level Spell 1 2 3 4 5 6 7 8 9 10
1
2 1
3
4
1
2 1
Deirunfa
5 2 1
6 3 2 1 Sklerok Priestess Class
7 3 2 1
8 4 3 2 1
(original concept by Chris Ayotte with input from
9 4 3 2 1 Radamanthys d'Zan and Paul Dennis )
10 5 4 3 2 1
11 5 4 3 2 1
The Deirunfa, a title which translates roughly to 'spirit
12 5 5 4 3 2 1 women' in the sklerok language, are the apprentices of
13 5 5 4 3 2 1
14 5 5 5 4 3 2 1 the Clan Mother. At the start of their apprenticehood
15 5 5 5 4 3 2 1
16 5 5 5 5 4 3 2 1
each Deirunfa willingly gives three years of her life
17 5 5 5 5 4 3 2 1 over to the propagation of the sklerok race. Once this
18 5 5 5 5 5 4 3 2 1
19 5 5 5 5 5 4 3 2 1
time is over they are then taken into direct service of
20 5 5 5 5 5 5 4 3 2 1 the Clan Mother, learning the arts of leading a clan.
Special Abilities The Deirunfa relish their role as the shaman of their
All abilities are subject to DM interpretation and may clans, protecting and healing their clans during times
require additional materials or checks depending upon of struggle with the Gah' dreen and Gohl Drhak. They
the DM running your game. have fully immersed themselves in the mystic arts that
Focus/Home Totem – A sculpture made of crystal by few other sklerok understand.
the carver used to channel power from the “home Ability Score Requirements
mine” where the carver gains their spells from.

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AD&D 2E Collective Homebrew (release version 4.1 - June 4, 2016)
The Deirunfa are wise beyond their years and their *Lv. 3: Through her growing connection to mystic
beauty and way with their people is beyond compare. forces, a Deirunfa gains a +1 to the healing effects of
They must have a WIS of 14 and a CHA of 14. A her various cure spells.
Deirunfa MUST be a female. *Lv. 5: Gaining a greater understanding of the power
within herself, the Deirunfa gains the ability to cast
Blink 1x/day.
*Lv. 10: Reaching new heights of spiritual power, a
Deirunfa gains a permanent +1 to all saving throws.
*Lv. 15: The Deirunfa gains the ability to cast
Maddening Whispers 1x/day (effects 1 target/lv.
causing them to hear whispers of insanity and fall to
the ground stunned, for 1 rnd/lv.)
*Lv. 20: Reaching the pinnacle of her mystical
awareness, the Deirunfa is able to cast Absorption
1x/day. (lasts 10 min/lv or until activated. absorb
1d4+6 lvls of spell energy the Deirunfa can then use to
cast any memorized spells. The spell remains
memorized after casting.
Deirunfa Spell List
Lv. 1: Alarm, Cantrip, Charm Person, Command, Cure
Light Wounds, Detect Evil, Detect Poison, Detect
Snares & Pits, Endure Cold/Endure Heat, Friends,
Allowed Weapons
Hypnotism, Protection From Evil ,Remove Fear,
The weapons of a Deirunfa must also serve practical
Sanctuary, Shillelagh, Sleep, Taunt
purposes. Thus they are allowed to wield only the club,
cudgel, dagger, hand axe, sickle, sling, spear or Lv. 2: Augury, Barkskin, Bind, Detect Charm, Enthrall,
quarterstaff. Find Traps, Forget, Hold Person, Know Alignment,
Protection From Cantrips, Ray of Enfeeblement, Resist
Allowed Armor
Cold/Resist Fire, Scare, Silence 15' Radius, Slow Poison,
The Deirunfa prefer to wear only natural armors,
Tasha's Uncontrollable Hideous Laughter, Withdraw,
finding metal armors to bulky and encumbering. They
Wyvern Watch
can choose from the following, bone armor, padded
armor, leather armor, lizardscale armor and studded Lv. 3: Conviction, Dark Fire, Dispel Magic, Entangling
leather armor. They sometimes make use of small Staff, Glyph of Warding, Magical Vestment, Negative
shields. Plane Protection, Non-Detection, Protection From Evil
10' Radius, Protection From Fire, Protection From
Spells
Normal Missiles, Ray of Dizziness, Remove Curse, Sign
The Deirunfa gain their spells from the mystic energies
of Sealing, Suggestion
of the Derondfell itself. Rituals, tribal dancing, rune
casting and the force of the Deirunfa's will, power her Lv. 4: Charm Monster, Cloak Of Bravery, Confusion,
castings. Cure Serious Wounds, Detect Scrying, Emotion,
Enchanted Weapon, Fire Trap, Fumble, Leomund's
Class Abilities
Secure Shelter, Minor Globe of Invulnerability,
In addition to receiving the standard advantages and
Neutralize Poison, Protection From Lightning, Spell
disadvantages of being a Sklerok, the Deirunfa also
Immunity
receive the following powers through mysticism.
Lv. 5: Avoidance, Belaborement, Chaos, Cure Critical
*Lv.1: When a Deirunfa is taken into the direct service
Wounds, Dispel Evil, Dismissal, Domination, False
of the Clan Mother, she receives her blessing. She no
Vision, Feeblemind, Leoumund's Lament, Stalwart
longer incurs the -2 penalty to saves vs. the
Defense, True Seeing, Quest
illusion/phantasm arcane school. In addition, enemies
receive a -1 to save vs. her enchantment/charm spells. Lv. 6: Anti-Animal Shell, Anti-Magic Shell, Blade
Barrier, Eyebite, Geas, Globe of Invulnerability, Guards

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AD&D 2E Collective Homebrew (release version 4.1 - June 4, 2016)
and Wards, Heal, Hide the Path, Mass Suggestion, |
Water
Rejection, Repulsion
Although their repertoire of spells is small,
Lv. 7: Anti-Magic Ray, Banishment, Exaction, elementalists are potent wizards, for they gain the
Ironguard, Mass Confusion, Sequester, Shadow Walk, following advantages when involved with spells of
Spell Turning, Symbol their chosen element:
Experience and Spell Tables •Elementalists receive a bonus of +25% when attempting to
Deirunfa gain spells and levels as a cleric. learn spells of their element and a bonus of +15% when
learning other elemental spells. They suffer a penalty of -25%
when trying to learn spells that do not relate to the elements.
Elemental Wizard •An elementalist may memorize one extra spell per level,
providing that at least one of the memorized spells is from his
Dwarves of Caer Madron element of specialty.
(original concept by Ausie Bart ) •Because elementalists have an enhanced understanding of
spells within their element, they receive a +2 bonus when
The elemental wizard class available to the Dwarves of making saving throws against those spells. Other creatures
Madron. These Dwarven Wizards scorn the "accepted" suffer a -2 penalty when making saving throws against an
theories of magical classification (the rigid school elementalist casting spells from his specialty.
structure) in favor of a holistic, natural understanding •Once per day, an elementalist may choose to cast one
memorized spell from his element of specialty as if he were
of magic. The result is elementalism, and Madron
1d4 levels higher. He must declare his decision to do this
Dwarves have embraced it with Divine blessing. Each immediately prior to casting the spell. This affects range,
Elemental Wizard - Must choose Earth, Air, Fire or duration, area of effect, and damage; it does not allow the
Water as their Specialty. Elementalism is not a school wizard to cast a spell from a level which he normally could not
in itself; it is an area of specialization focusing on spells use.
•When an elementalist attempts to create a new spell relating
involving the four prime elements of air, earth, fire, to his specialty element, the DM should count the new spell as
and water. These spells may be from any of the nine one level less (for determining difficulty).
schools of magic. The fireball spell, for example, •Upon reaching 15th level, an elementalist does not need to
belongs to the evocation school, but according to concentrate when controlling elementals of his specialty
element summoned by the 5th-level spell conjure elemental.
elementalists, it is also a spell of elemental fire. Unlike
The normal 5% chance of the elemental turning upon its
other specialists, an elementalist does not specialize in summoner remains in effect.
a single school of magic, but may learn and cast spells •At 20th level, there is no chance of a summoned elemental
belonging to any school. Although this may seem to be turning upon an elementalist if the creature is of the wizard's
a great advantage, elementalists suffer considerable specialty element.
penalties when learning and casting spells that do not
relate directly to the elements. The exception to this Elemental Wizard
penalty is the spells of the school of lesser divination,
Drow of Underdark
which every wizard may learn. Each element has a
diametrical opposite: air opposes earth, fire opposes (original concept by Chris Ayotte and Paul Dennis )
water, and vice versa. Every elementalist must choose Elementalists are magic-users who have devoted their
one element as his specialty. He may learn and cast time and skill to studying one aspect of the elements.
any spells relating to his chosen element and gains The very essence of air, earth, fire or water crackles
advantages when doing so. He may also cast spells of from their fingertips with the magic at their command.
The secrets of the elemental planes lay bare to the
the two elements which do not oppose his specialty,
eyes of the studious and elementals themselves
for which he receives no bonuses or penalties.
willingly serve the mightiest of these wizards.
Consequently, he may not learn or cast any spells
associated with the element that opposes his element
of specialty. For example, a fire elementalist may cast
spells relating to fire, air, or earth, but may not cast
spells of elemental water. A specialist is also
prohibited from using magical items that duplicate
spell effects of his oppositional element.
Fire
|
Air -- opposes -- Earth
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Allowed Weapons and Armor


An elementalist can use any weapon useable by the
magic-user class. They eschew the use of armor as it
interferes with their ability to call forth their magic.
Ability Score Requirements
Air Elementalist: Int. 12, Dex. 12
Earth Elementalist: Int: 12, Con. 12
Fire Elementalist: Int. 12, Str. 12
Water Elementalist: Int. 12, Cha. 12
Advantages Disadvantages
When an elementalist begins his study of air, earth, *An elementalist receives a -1 to saves vs. opposing
fire or water, he gains the following abilities elements (fire/water, water/fire, air/earth, earth/air)
* + 1 bonus to spell damage when casting a spell of *An elementalist suffers a +1 to dmg. rolls from
their chosen element. IE, a 5th lv. fire elementalist opposing elements.
casting a fireball inflicts 5d6+5 dmg *Likewise, an elementalist cannot learn or cast from
* They gain a +1 to saves vs. their favored element.. scrolls spells opposite of their studies.
* Opponents suffer a -1 to saves vs. spells of his Experience Point Table
Lv. 01: 0
chosen element
Lv. 02: 2,500
*At every level that an elementalist gains access to a Lv. 03: 5,000
new spell level, he automatically gains an elemental Lv. 04: 10,000
spell of that level in his spellbook. This reflects the Lv. 05: 20,000
time spent in study of the elements. Lv, 06: 40,000
Lv. 07: 60,000
*An elementalist can cast an additional spell per/lv. as
Lv. 08: 90,000
long as it is a spell of their studied element.
Lv. 09: 135,000
*At 10th lv. an elementalist can create and control a Lv. 10: 250,000
minor being of the elemental plane of his study. This Lv. 11: 375,000
being is size: S, has an Int. of 3, gains 5d4 for hit dice Lv. 12: 750,000
and can follow the most basic of commands. It Lv. 13: 1,125,000
maintains it's shape for 2 turns before dissipating. At Lv. 14: 1,500,000
15th lv. it's duration is 4 turns, at 20th lv. 6 turns ( 1 Lv. 15: 1,875,000
Lv. 16: 2,250,000
hour)
Lv. 17: 2,625,000
Lv. 18: 3.000.000
Lv. 19: 3,375,000

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AD&D 2E Collective Homebrew (release version 4.1 - June 4, 2016)
Lv. 20: 3,750,000 Special: Multiclass Speciality Priests of
Spell Table Martok/Engineers are the ones who 'free' the granite
Lv. 01: 1+1* ships from the mountains of Caer Madron.
Lv. 02: 2+1
Lv. 03: 2+1/1+1 A Priest/Engineer of Martok – leading a team of
Lv. 04: 3+1/2+1 (minimum) 20 Specialists (Engineers/Granites/Clerics
Lv. 05: 4+1/2+1/1+1 or Martok, Earth Wizards or Stone Singers) and 300
Lv. 06: 4+1/2+1/2+1 dwarven miners/stonemasons/builders working for 6
Lv. 07: 4+1/3+1/2+1/1+1 months, can 'free' a ship from the mountain, they then
Lv. 08: 4+1/3+1/3+1/2+1 take an additional 6 months to outfit her for travel. At
Lv. 09: 4+1/3+1/3+1/2+1/1+1 the end of the 12 months, the lead Engineer makes a
Lv. 10: 4+1/4+1/3+1/3+1/2+1 single proficiency check (with a bouns +1 for every 5
Lv. 11: 4+1/4+1/4+1/3+1/3+1
specialists more than the minimum 20 required) , and
Lv. 12: 4+1/4+1/4+1/4+1/4+1/1+1
if they make the check (INT-2) the ship is sound and
Lv. 13: 5+1/5+1/5+1/4+1/4+1/2+1
Lv. 14: 5+1/5+1/5+1/4+1/4+1/2+1/1+1 will float. If they roll a Natural (1) the ‘Blessing or
Lv. 15: 5+1/5+1/5+1/5+1/5+1/2+1/1+1 Martok’ was bestowed upon it, and it can be
Lv. 16: 5+1/5+1/5+1/5+1/5+1/3+1/2+1/1+1 “Enlivened.”
Lv. 17: 5+1/5+1/5+1/5+1/5+1/3+1/3+1/2+1 Granite Ships:
Lv. 18: 5+1/5+1/5+1/5+1/5+1/3+1/3+1/2+1/1+1
With a team of 20 engineers working for 6 months, a
Lv. 19: 5+1/5+1/5+1/5+1/5+1/3+1/3+1/3+1/1+1
Lv. 20: 5+1/5+1/5+1/5+1/5+1/4+1/3+1/3+1/2+1 Priest/Engineer of Martok can 'free' a ship from the
mountain, then they take an additional 6 months to
*+1 denotes the extra elemental spell allowed to the
elementalist.
outfit her for travel. At the end of the 12 months, the
lead Engineer makes a single proficiency check, and if
they make the check (INT-2) the ship is sound and will
float. A granite ship is huge, with a cargo capacity of
Engineer 200 tonnes. It is 100 yards long and requires a crew of
(original concept by Ausie Bart ) 10 Engineers and 300 Crew to keep her running. A
The Engineer is a Fighter Variant which uses the granite ship supports up to 1000 dwarves (A veritable
Paladin Experience Table. These warriors are for all floating city.) Granite ships are always controlled by
intents a holy warrior of Martok. one of the four ruling clans. A granite ship can forgo 5
Alignment Restriction - Neutral Good. tonnes of cargo for inclusion of a Cannon (Great
Bombard). They can also fit out 4 Heavey Catapults, 4
Consult the Players Handbook for all other rules Heavy Ballistae and 2 Harpoon Cannons. A granite ship
pertaining to Paladins - except any reference to is powered by ################# (Edited by high
retainers, and henchmen can apply to ANY GOOD priest of Martok) working huge treadmills. The
aligned Dwarf. Engineers can use a Holy Avenger with treadmills in turn, through a series of gears, turn huge
the same benefits of Paladins. bronze propellers. Granite ships are slow, but not
Engineers can be Single Classed, or Multi Classed ponderously so: Speed: 3 (Emergency speed of 6.)
Specialty Priests of Martok (if they meet the Prime Submerging: Granite ships can submerge - Submerged
Reqs, and alignment restrictions for Paladins - except speed 2(4). Seaworthiness: 95% (Granite Ships are
CHA only has to be 16.) almost unsinkable, due to their size and weight.)

Engineers are part of the Clergy of Martok, as it is Tonnage: 200


Martok who grants their spells when they reach Hull Points: 200
sufficient level to learn them. As well as standard (1 Hull Point = 10 HP. An attack that does less than 10
Paladin spells, Engineers may select spells from the HP, does 0 Hull Points. Only full groups of 10 HP are
Wizard Elemental Earth list as Paladin Spells. counted - e.g.29 Hit Points = 2 Hull Points)
Required Proficiencies: Mining, Engineering, Crew: 110/310 (total weapon crew: 40)
Blacksmithing, Advanced Metallurgy, Religion Man-Days of Fresh Air: 24,000 (For submerging.)
(Madron) Maneuver Class: D
Landing - Water: Yes

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Armor Rating: 1 A ship cannot ram another ship that is in the same hex at the start of the
turn, unless it leaves the hex and reenters it later. A ship cannot ram another
Save: Stone ship that is grappled with it.
Power Type: ################# *Edited by High A ship may only attempt to ram once in its turn. It cannot attempt to ram a
vessel once, miss it, then ram another vessel in the same or an adjoining hex.
Priest of Martok* When ramming use the helmsman's Base Attack Bonus modified by size
Ship's Rating: As per helmsmen of the ship and then makes an attack roll against the other ship's AC to
determine if the ramming is successful.
Standard Armament: 4 Heavy Ballistas crew: 4 Ashra Whitestaff (5th level Sea Ranger) is at the helm of a Granite Ship
4 Heavy Catapults crew: 5 Twin Heavy Bombard (Titanic Sized), she is trying to ram a Great Galleon (Colossal sized) with is
AC 9. Ashra only needs to roll 11 (16 -9 +2 for size difference - larger
crew: 20 2 Bombards crew: 3 2 Harpoon ramming smaller by 2 categories) or higher on a D20 to ram the other ship.
Cannons crew: 2 Cargo: 100 tons Keel Length: 300' Rams inflict damage according to their type, size of ship, speed it is
traveling at, and angle of attack. Before figuring ram results, the attacking
Beam Length: 50' player determines the adjusted speed of the attacking ship. The damage done
Smokepowder does not work well underwater (Range by the ship due to speed it is travelling at is 1d4-hull points of damage per
and damage is 1/2 and cannot be reloaded), but 40 feet of movement at time of ramming.
 Head On: The adjusted speed is the target's movement rate added to
ramming a ship from below is usually effective. the attacker's movement rate. The attacker receives half the ram damage
inflicted on the defender.
Ship Melee Weapons  Forward Angle: The adjusted speed is half the target's movement
Martial Weapons Cost Dmg (M) Critical added to the attacker's
Range Increment Weight movement.Type The attacker receives one-fourth the
Light Melee Weapons damage inflicted on the target.
Cutlass 15 gp 1d6 19-20/x2 -- Aft Angle: 3 lbs.The adjustedSlashing
speed is half the target's movement
Two-Handed Melee Weapons subtracted from the attacker's movement. If this less equates to less then 40
Boarding Pike1 8 gp 1d8 x3 feet
-- of movement 8 lbs.for purpose of theorram,
Piercing the ships just 'bump' into each
slashing
Grappling Hook 1 gp 1d4 x2 other
-- without causing
7 lbs. damage.
Piercing or bludgeoning
One-Handed Ranged Weapons  Aft On: The adjusted speed is the target's full movement subtracted
Harpoon 15 gp 1d10 x2 from
30 ft. the attacker's
10 lbs.movement rate. If this is less than 40 feet of movement
Piercing
Handgunne 250 gp 2d6 x3 forft.purpose of3the
50 lbs.ram, the shipsPiercing
just 'bump' into each other without causing
Bullets (10) 3 gp -- -- -- damage.
-- 2 lbs. --
Two-Handed Ranged Weapons A target with a rear ram can attempt a counter-ram if the attack fails (a hit
Longarm Rifle 500 gp 2d8 x3 means
150 ft. the attacker
10 lbs.impaled himself on the target's ram). Use the difference
Piercing
Bullets (10) 3 gp -- -- -- in-- speed and the size of ram and 'hauling
2 lbs. -- strength' to determine the damage
the attacker's ship will cause, less hardness to defending ship.
Smokepowder
Smokepowder is a magical mixture of two inert substances which, when Table: Ram Damage by Type and Size of Vehicle
combined, form an explosive mix. It is mostly used in firearms and Size of Ship Blunt Piercing
explosives, though only dry smokepowder will explode or fire a bullet. It Fine 1d3 1d2
can be safely transported before the two inert substances are combined. One Diminutive 1d4 1d3
ounce of smokepowder consumes itself in one round and illuminates like a Tiny 1d6 1d4
sunrod. Smokepowder is sold in powder flasks or horns (16-ounce capacity, Small 1d8 1d6
1-pound total weight, 25 gp), in small kegs (4-pound [64 ounce] capacity, 5- Medium 1d10 1d8
pounds total weight, 100 gp) or in large kegs (20-pound [320 ounce] Large 2d8 2d6
capacity, 25-pounds total weight, 500 gp). Huge 2d10 2d8
Gargantuan 4d8 4d6
Blast Range Colossal 4d10 4d8
Explosives Cost Damage Weight Type
Radius Increment Awesome 8d8 8d6
Smokepowder Titanic 8d10 8d8
16 sp 1d2 0 ft. -- 1 oz. Fire
Charge
Smokepowder (1 In addition to any collateral damage that the ship succeeds on delivering
25 gp 3d6 5 ft. -- 1 lb. Fire
lb., flask or horn) for rolling a high attack roll, ship's struck by a piercing ram automatically
Smokepowder (4 suffers the Hull Holed and Ship Shaken collateral hits. There is a chance that
100 gp 8d6 10 ft. -- 5 lbs. Fire
lbs., small keg) two ships will become locked together when this happens (helmsman of
Smokepowder either ship or both ships may make pilot check DC 10 + damage rolled less
(20 lbs., large 500 gp 15d6 15 ft. -- 25 lbs. Fire hardness to pull ships apart from each other).
keg)* In addition to any collateral damage that the ship succeeds on delivering
Smokepowder burns slowly, so the maximum amount of for rolling a high attack roll, ship's struck by a blunt ram automatically
*-
damage is limited to 15d6 for any amount over 20 pounds. suffers the Ship Shaken collateral hit plus one other collateral hit.
Smokepowder Explosives: Smokepowder explosives have a fuse that must
be lit before they are used. Lighting a bomb is a move action. The explosive Siege Weapons
deals damage based on the amount of smokepowder it contains. Anyone Weapons in space have followed along the lines of their ground
caught within the blast radius can make a DC 15 Reflex save to take half counterparts, and are the descendants of siege machinery and large naval
damage. Smokepowder explosives require no proficiency to use. weapons. In addition to the wide variety of personal weapons and magical
abilities, there is a collection of catapults, ballistas, trebuchets, and scorpions
Ramming available to the buyer, as well as a variety of rams. Bombards and other
Ramming is a common tactic in for damaging or breaking up an enemy 'cannon' are used, but are not common — their effectiveness is doubtful,
ship. Ramming is best performed against other ships that are of roughly the their powers change from sphere to sphere, and the explosive nature of the
same tonnage or smaller. phlogiston makes carrying them dangerous at best.
A ship must announce its intention to ram before initiative is determined. All of the standard ships are capable of carrying a base number of large
The process of ramming (steering to hit the opponent's ship, plus battening weapons. The weapons themselves are not included in the cost of the ships
down all the loose gear for the impact) requires time, and is not something — these are merely places where the buyer can install weapons without as
that can be done on the spur of the moment. given in the deck plans. Each weapon takes up 'space' on deck thus it is
possible to have a deck is littered with seige weapons but doing so will

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cause crew to have to climb over equipment to just to move around deck ... weapon. The duel-mounted ballista fires the two bolts together,
this can only lead to mishaps and possibly death. approximately six to eight inches apart. The damage listed is for each
Ships typically have only a single ram, if they have any at all. If the ram is individual bolt
listed with the ship's hull description, then it is an integral part of the ship. Note: If the dual-mounted ballistae is used to fire only one bolt, the
Otherwise it must be bought and installed. weapon takes an —2 circumstance penalty to hit.
Weapons are listed in terms of hit points of damage they inflict (this Dual-mounted ballistae use the same hardness, hit points, AC and Space
applies to ship and personal equally in 3E), the number full rounds need load as its single bolt predecessors.
or reload the siege weapon. A minimum number of crew is needed to fire at Cannons:These items (also refered to as bombards) are very rare in the
optimal rate of fire. If it is required for a single person to load a siege Known Spheres, for a variety of reasons. They ten to be unreliable, both
weapon, it will take a long time (figure this by mulipling the crew size by from the standpoint of being physically untrustworthy and more importantly,
the number of rounds to reload ... so that a single person could reload a because the chemical or magical reactions they depend on sometimes vary
heavy cannon in 20 rounds). from one world to another. Gunpowder may work perfectly inside one shell,
Siege weapons are range weapon with only bare minimum amount of only to be inert in another, and is a magical jewelry polish in a third. These
dexterity due to its crew having to manually place them into position in differences are often written off as the whims of the gods themselves; to
order to hit. Nor do ships weapons take any bonus/penalty to size as the keep mortals in their place, but the results is that cannons are rare. The other
number of crew members and their training compensates for this. Thus all reason that cannons is rare is that fire travels poorly through the phlogiston,
siege weapons take a –5 to hit in combat. Only feats or very special training and many a ship has exploded as the result of a poorly protected smoke
(see Siege Specialist) can allow for siege weapons to have a better chance to powder magazine. If the DM chooses to allow cannons to operate in a
hit. particular sphere, any collateral hit has a 10% chance of igniting the smoke
Each siege weapon on a natural to hit roll of 20 will possibly cause powder magazine, inflicting 2d10 points of damage and 5 feet radius
Collateral Damage. The exception being cannons and bombards which explosion per 10 charges in the magazine. A magazine typically can hold up
have a chance to cause collateral damage on a natural 19 or 20. A second to 100 charges and if a magazine has 100 charges it will explode for 20d10
roll to hit is required to determine if indeed a ship has taken collateral points of damage in a 50-foot radius (naturally this damage and radius is
damage (this is much like causing critical damage). See combat section more tripled in the phlogiston!).
on what results when a collateral damage strike is confirmed. Cannons are typically resting on a wooden carriage (some cannons like
the swivel cannon are fixed in position once mounted, though they can be
Table 7–3: Siege Weapons remounted in 1d4 minutes in a new position). These carriages can be move
Range to a new position on a ship given enough time.
Weapon DamageCritical IncrementReloadCrewType Cost Cannons use magical smoke powder to function. One shot uses 10
Ballista, 19- charges of powder. The scarcity of smoke powder (which is a magical
2d6 80 feet 3 2 Piercing 400 gp
Light 20/x2 substance in fantasy space) makes bombards impractical compared to
Ballista, 19- ballistas and catapults. It should be noted that the Great Bombard takes 20
3d6 120 feet 3 3 Piercing 600 gp
Medium 20/x2 charges of smoke power to fire its massive iron balls.
Ballista, 19- Swivel Cannon: The swivel cannon is small in size and has the following
4d6 160 feet 4 3 Piercing 800 gp
Heavy 20/x2 characteristics: Hardness 10; 15 hit points; AC 11 (Dex —, +1 size), Space 5
Ballista, Dual 19- feet. The iron shot for this cannon weighs 7 pounds.
2d6 80 feet 3 4 Piercing 800 gp
Light 20/x2 Harpoon Cannon: The harpoon cannon is small in size and has the
Ballista, Dual 19- 1,200 following characteristics: Hardness 10; 15 hit points; AC 11 (Dex —, +1
3d6 120 feet 4 5 Piercing
Med 20/x2 gp size), Space 5 feet. The Harpoon shot for this cannon weighs 7 pounds. (if a
Ballista, Dual 19- 1,600 rope is attached, the range is halved)
4d6 160 feet 4 6 Piercing
Heavy 20/x2 gp Light Cannon: The light cannon (also known as 15 lb. cannon) is large in
Swivel 1,000 size and has the following characteristics: Hardness 10; 30 hit points; AC 9
2d10 x2 160 feet 3 2 Bludgeoning
Cannon gp (Dex —, –1 size), Space 10 feet.
2,000 Heavy Cannon: The heavy cannon (also known as 24 lb. cannon) is large
Light Cannon 4d10 x2 200 feet 3 4 Bludgeoning
gp in size and has the following characteristics: Hardness 10; 30 hit points; AC
Heavy 5,000 9 (Dex —, –1 size), Space 10 feet.
6d10 x2 200 feet 4 5 Bludgeoning
Cannon gp Great Bombard: The great bombard is gargantuan in size and has the
Bombard, 30,000 following characteristics: Hardness 10; 80 hit points; AC 6 (Dex —, –4
10d10 x2 320 feet 6 5 Bludgeoning
Great gp size), Space 10 feet by 80 feet. It is so big that it is built into a ship's design.
Catapult, The weight of each shot is 640 pounds. Because of the weight of the shots,
2d10 x2 120 feet 3 2 Bludgeoning500 gp
Light Dwarves have a winch to haul these heavy shots to the bombard (and each of
Catapult, the shots have 'handles' so the winch's chain can attach to the shot). It should
3d10 x2 160 feet 3 3 Bludgeoning700 gp
Medium be noted that *while* the great bombard is generally not a practical weapon,
Catapult, 1,000 dwarven engineers have worked out a system to reload reliably.
4d10 x2 200 feet 4 3 Bludgeoning
Heavy gp Catapults: The general category of catapults is large, stone-throwing
Harpoon 2,500 devices operated by springs, cranks, or flywheels. Catapults are fixed in
2d10 x2 200 feet 3 2 Piercing
Cannon gp position once mounted and can fire only one direction. A catapult firing
forward is permitted to fire at any target across its trajectory to a maximum
of 10 range increments. All ranges take into account the nature of wildspace
Ballistas: Ballistas include all devices, which throw bolts, javelins, and and the Flow.
spears with greater force than possible by human (or inhuman) strength. Catapults can be loaded with stone shot instead of large rocks. Stone shots
Most are built along the lines of the crossbow, and are mounted on pivots on is most effective as an antipersonnel weapon and will not affect a ship as
the ship's deck to fire at any targets. effectively as the damage drops from d10 to d4 (the ship's hardness will
Light Ballista: The light ballista is medium in size and has the following prevent much of this damage), but effects all personal within a 10 foot radius
characteristics: Hardness 5; 20 hit points; AC 10 (Dex —), Space 5 feet. of the spot where it hits.
Medium Ballista: The medium ballista is large in size and has the Special: Catapults cannot attack a ships that is within 100 feet of the
following characteristics: Hardness 5; 30 hit points; AC 9 (Dex —, –1 size), catapult.
Space 10 feet. Light Catapult: The light catapult is large in size and has the following
Heavy Ballista: The large ballista is large in size and has the following characteristics: Hardness 5; 30 hit points; AC 9 (Dex —, –1 size), Space 10
characteristics: Hardness 5; 30 hit points; AC 9 (Dex —, –1 size), Space 10 feet.
feet. Medium Catapult: The medium catapult is huge in size and has the
Ballistae, Dual-Mounted: Dual-mounted ballistae have room for two following characteristics: Hardness 5; 50 hit points; AC 8 (Dex —, –2 size),
ballista bolts along the weapon's main beam, allowing for multi-bolt firing. Space 10 feet.
The firing cord is firmed and specially costed across the pull's apex to allow
for dual firing without the bolts striking each other as they soar from the
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Heavy Catapult: The heavy catapult is gargantuan in size and has the more charges) have a radius of 15 feet, and affect items and fortifications as
following characteristics: Hardness 5; 80 hit points; AC 6 (Dex —, –4 size), would a giant's blow.
Space 15 feet. When discovered, a pouch of smoke powder contains 3d6 charges.
Rams: The effects of ramming are covered in combat. They depend on Charges from several pouches of smoke powder can be combined to create
the relative sizes of the ship doing the ramming and its target. There are bigger, more damaging explosions. A single charge of smoke powder
several different types of rams, however. weights one ounce and 16 charges are 1 pound, and smoke powder is often
Piercing Ram: A piercing ram is a long, sharp prow used to break open sold in kegs and in water resistant powder horns. Small kegs have 15-pound
and break apart an enemy ship. An attack with a piercing ram can sometimes capacity and 20 pounds total weight, and cost 1,200 gp (this assumes it is
result in the two ships being locked together. full to the brim with 240 charges)! Powder horns have 2-pound capacity and
Blunt Ram: This is a flattened ram designed to inflict internal damage by total weight, and cost 160 gp (this assumes it is full to the brim with 32
shaking up the smaller ship. It can also break up other ships, but there is no charges) for a full powder horn.
change the ships will become locked together after ramming. Caster Level: 9th; Prerequisite: Craft Wondrous Item, 9+ ranks of
Grappling Ram: The grappling ram incorporates one or more movable Alchemy; Market Price: 5 gp per charge; Weight: 1 pound per 16 charges.
arms which attach themselves to an opponent's ship after ramming, locking Smoke power cost the Alchemist 4 gp per charge to make before
the ships together, very useful during boarding situations. A grappling ram reselling. While the cost of 5 gp per charge is what is most commonly
can also inflict damage on smaller ships. charged for smoke powder, it not uncommon in areas where it is rare to see
Turrets: A turret is a rotating platform. Weapons mounted on turrets can it as high as 25 gp per charge (increase the cost of small kegs and powder
be turned to face different targets quickly. For example, a heavy catapult horns to match such inflated prices).
mounted on a turret can be swung to attack any ship in a 360-degree range.
Turrets can also provide shield bonus cover for the crew. Protected turrets
are available at double the initial cost, and provide +4 shield bonus to the
crew manning that heavy weapon. Small weapons can be moved easily
without a turret, but they can benefit from the cover a turret provides. A Fenrine Berserker
turret is typically made of metal (hardness 10, 30 hit points) ½ inch thick.
Alchemist Fire: Alchemist fire is a sticky, adhesive substance. It usually (original concept by Jeff Spears)
is stored in stone or ceramic jugs, each jug containing enough alchemist fire
for one shot. Loaded into an alchemist fire projector and lit, it fires a stream Required: Min. Strength 16 and Con. 15
of flame, which can set almost any target ablaze. No one has yet refined it to Weapons: All except distance
the point where a hand-held projector is feasible.
Alchemist fire is always flammable. If a cask is opened and comes in Armor: No better than chain, Shield, yes
contact with fire, it will explode automatically, causing 3d6 hit points of Takes 2 round to go into a berserk state at the start of
damage to everyone within a 5-foot radius, and causing additional damage
next round as if the alchemist fire landed in that exact same spot. Any other the third round they will be berserk
alchemist fire containers exposed to this explosion will also explode with
identical results unless their containers withstand the damage. Exploding Berserker Rage Advantage:
alchemist fire also causes a fire in the hold. *Gains +1 to hit/damage for every 3 levels
Ballista Bolts: A ballista bolt is a large arrow used in all the standard
ballistas. A standard ballista bolt will fit a light, medium, or heavy ballista. 1d6 hp per level (no con bonus)
The difference in damage is caused by the power of the ballista's -1 to AC
mechanism.
Catapult Stones: Unlike ballista bolts, three types of catapults stones are *Gains +1 to strength
available, one for each type of catapult: light, medium, and heavy. Only the
proper sort of stone is really useful in each type of catapult. A copper- *Immunity to these wizard spells (no save needed):
pinching captain can use any type of similarly sized and readily available charm person, emotion, fear, hypnotism, sleep,
rock to inflict similar damage, and some combats have involved tossing
tables, dead bodies, cows, and other items through space as shot. irritation, ray of enfeeblement, scare, geas; and these
Stone shot and Jettison shot: A bundle of stone shot or jettison shot can clerical spells command, charm person or mammal,
fit any catapult or jettison. Usually this type of shot is stored as packages of
rocks in thick bags, which burst when fired. Almost any sort of stuff can be enthrall, cloak of bravery, remove fear, symbol
substituted in an emergency.
Bombard Shot: Two types of shot are used in bombards: large, round *+4 saving throw bonus against these wizard spells:
stones and cast iron “cannonballs.” Using the latter increases the bombard's blindness, Tasha's uncontrollable hideous laughter,
damage against a ship but not against crewmembers. (Stone shot often
breaks up on impact, scattering sharp fragments, while iron is less likely to hold person, charm monster, confusion and against
do so.) Bombards using iron shot have a +2 circumstance modifier to hit. these clerical spells: hold person, hold animal.
Smoke Powder: This wondrous substance is similar, though not identical,
to gunpowder. It is extremely scarce and, due to its volatile nature, *The finger of death spell kills the Berserker instantly,
dangerous to fabricate. Smoke powder will be available in a campaign only
if the DM allows it. If the DM doesn't want it in the campaign, it simply if he fails his saving throw. If he makes his save, he
doesn't exist. doesn't suffer the 2d8+1 points of damage until the
Smoke powder is commonly found divided into two separate components-
-one, a steely-blue granular substance, the other, a fine white powder. Alone, rage ends.
each component is inert and harmless. However, when equal portions of the
two are mixed together, the smoke powder is complete and dangerous. *While in the rage, he is immune to KO results from
When touched by a flame, the mixed powder explodes with great force, the Punching and Wrestling rules and takes only half
noise, and smoke. The size and force of the explosion varies according to the
amount of smoke powder used. A small, measured amount (a spoonful of damage from bare-hand attacks.
each component) causes 1d2 points of damage. Such an amount is sufficient
for a large firecracker or a single charge of an arquebus (if these optional When there is no one or nothing to attack, the
weapons exist in the campaign). Increasing the amount increases the damage berserker will come out of this state in 1d3 rounds.
proportionally--doubling causes 2d2 points of damage, tripling causes 3d2,
and so on.
An explosion capable of causing 10 points of damage (5 charges) have a
5-foot radius and those capable of 30 points of damage (15 charges) have a
10-foot radius. Blasts capable of causing 50 or more points of damage (25 or
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die instantly, or collapse unconscious if they have 0 or
less HP remaining.
* After the rage subsides, they suffer a-1 penalty to
attack rolls, a -3 penalty to damage rolls, and a +1 to
AC. This effect remains for the same number of rounds
that they were berserk.
Fenrine Berserkers have been known to drop their
weapons and attack with their claws and bite. Not
many things are more fearsome than a berserk Fenrine
attacking without its weapons.
Fenrine berserkers are among the most feared and
deadly of warriors on the battlefield, and their
infamous Howl is said to turn even brave men's blood
cold. Fenrine Cleric
(original concept by Paul Dennis, Todd Leinweber,
Berserker Rage Disadvantage: and Radamanthys d'Zan)
* If the berserker takes 25% or more damage in one hit
they must make a saving throw vs Death Magic or Fenrine clerics can grow to power exceeding that of
instantly become berserk. the warrior chieftain. They hold nearly irresistible
power over lycanthropes -2 penalty (every other level
* Oblivious to pain. DM takes note of the current HP this increases by 1) Save vs Spell and at 5th level or
when the character first enters the rage, reducing higher can cause lycanthropy (werewolf) by touch 1 /
them as he takes damage. The player is not told how day with a 10% chance of success per level (-2 penalty
many points of damage they take from enemy attacks Save vs Death Magic). This is rarely done by good
or how many he has left. They are only aware that he fenrine and only in rare cases, usually only as a
is enjoying themselves tremendously. They are told punishment for some horrendous crime. They are then
how much damage they received when they fall over locked away and put on exhibition or made to fight
dead or when the rage ends. other werewolves. Evil fenrine are known do this to
*Must continue fighting each round until all opponents create bodyguards and small groups of soldiers that
have been killed. They may attack any enemy within they can control.
weapon range. If none are in range or once they kill an
opponent, they must attack they nearest enemy.
*Can not take cover from missile attacks.
* If another character does something than can be
interpreted as an attack, such as hitting them to move
out of the way, they must roll an intelligence check. If
successful, the berserker may ignore his friend. If they
fail then the friend becomes the enemy and treated as
an enemy until the fight is over and the rage ends.
* They are temporarily unaffected by the clerical spells
bless, cure light wounds, aid, cure serious wounds,
cure critical wounds, heal, regenerate, and wither.
They only gain these benefits when not in a berserk
state.
* The Taunt spell is automatically successful and
causes them to abandon their current enemy and rush Fenrine clerics also command spells that enjoy
to attack the taunter, unusually enhanced efficacy depending on the phase
of any particular moon – note: not just a particular
*Once the rage is over, they lose all the advantages, moon, but spells imparted and enhanced with any of
including the additional HP. This could cause them to
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the Seven Moons. They also are masters of a secret 17th Timeless Body: The monk no longer takes
ritual for raising wolves from the dead as companions penalties to her ability scores for aging and cannot be
and protectors. (See Ghost Wolves in the chapter, magically aged. Any such penalties that she has
Races and Monsters). already taken, however, remain in place. Bonuses still
accrue, and the monk still dies of old age when their
The fenrine seem to have a natural affinity with wolves
time is up.
and ravens, so much so that shamans are able to
20th Chi Defense: The monk has become so in tune
communicate with them and shapeshift into the wolf
with his body and the universe that he can now only
and raven forms.
be hit by magic weapons of +2 or better
A lawful evil fenrine war cleric in Ada-Mock, believed
Weapons: Bow, Any Blunt, Bastard Sword (Temple
to summon powerful devils to his bidding. A cult of
Sword), Shurikan, Spear
lyncanthropes has grown in the isle of Zon, warriors
and priests drunk of lupine blood and slaves to the Since they don't wear armor they gain a +1 to AC. This
chaotic phases of the moon Phanzraithion. increases by +1 for every 2 levels after 1st level. This is
only if they can see the attack coming.
Fenrine Monk Spells (self only): All, Healing, Divination, Protection.
Way of the Seven Moons
(original concept by Jeff Spears) Fenrine Shaman
Breaking free of the brutal way of life, several fenrine (original concept by Jeff Spears)
left the tribe to look for enlightenment. Finding a place A cross between druids and clerics,the shaman is a
somewhere in the Smokey Mountains, they proceeded religious leader that acts as the tribal guide, lore
to build a temple and start meditating. Many search teacher, and law keeper. Shaman are responsible for
for the temple and not all can find it. Only those performing marriages, religious ceremonies and death
fenrine that truly seek inner-peace will find the rites.
temple.
Req: Dex 15, Wisdom 15
Align: LN
Because of the desire for inner-peace and finding it,
Monks loose the hatred bonus towards gnolls and
flinds.
Specialize in Martial arts by spending 2 weapon
proficiency points
A character who continues to devote weapon
proficiency slots to martial arts after the initial
specialization gets the following benefits. For each
additional slot devoted to martial arts, the character
gains (unarmed):
Align: Any Lawful
+1 bonus to all martial arts attack rolls;
Req: Wis 13, Ch 12, Con 12
+1 bonus to all martial arts damage
+1 to Initiative rolls Shapeshift into Wolf, Raven, Fish 1x a day per 3 levels
Starting at first level they gain the following abilities: Speak with wolves and ravens.
1st Prone fighting Spirit Animal: Must choose either Raven or Wolf. Can
3rd level Chi Attack see and hear what the spirit animal sees and hears
5th Level Mental resistance when the shaman focuses on it. The spirit animal can
7th Level Resistance to Energy attacks
attack and gains HP as the shaman goes up in levels.
10th Walk on water (as per spell) THACo follows the shamans progression
15th Walk on air (see Walk on water)
Commune with nature.
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2nd Level: You can see and speak with spirits, no spirit being immune to every damage except force, but it
is invisible to you unless he becomes invisible through also gives you benefits that the plane doesn't normally
a spell. You can also gain some benefits when have:
communing with nature. During a rest you can
Spells: Major access to All, Animal, Divination, Healing,
perform a ritual to contact the spirits of the land and
Necromancy, Plant, Summoning, and Protection,
gain from their knowledge, the following benefits that
minor access to Elemental and Wards .
last until you leave the region you did this ritual:
Shaman can cast Plant and Animal spells as if they are
When you forage, you find twice as much food than 2 levels higher
you normally would. Turn/Control Undead: Yes
Weapons: Any blunt, spear, bow, dagger
If you are traveling alone, you can stealth at a normal
Armor: Hide, leather or studded leather, Shields non
pace.
metallic
You are aware of recent events in the region, like
storms, landslides, etc.
5th Level: Immunity to energy attacks from undead Fenrine Werewolf Hunter
At 5th level, when you make a spell as a ritual you can (original concept by Jeff Spears)
store it in a totem to be used later. To make a totem
Align: Any Lawful
you must expend a short rest carving one. You can
Req. 16 Con and Str
have as many empty totems as you wish, but you may Immunity to lycanthropy
only have a number of totems filled with magic equal Favored Enemy (as ranger)
to your Wisdom Modifier +3. No spells higher then 6th
level can be done this way. Weapon and armor proficiency: Werewolf hunters are
proficient with all simple weapons and all martial
At level 9 shamans are able to give a key word to their weapons.
totems, allowing someone else who knows the key
word to use the totem. This way you can give your Werewolf hunters are proficient with light armor, and
friends totems filled with spells. Even non-casters can any shield.
use the spells in the totems as long as they know the Hunter's Sense : Upon reaching 4th level, a werewolf
key word. hunter gains a supernatural ability to sense his foe's
12th level Spirit Possession 1x day. The shaman allows presence. Always when an enemy enters the vicinity of
a spirit to possess his body. The spirit can not control a werewolf hunter, the enemy must make a Saving
the body or use special abilities unless the shaman Throw vs Spell with a -2 penalty. with an addition -1
allows it. for every 3 levels of the hunter. If the enemy succeeds
in the save, the werewolf hunter remains unconscious
Bridge Between Two Worlds. Starting at 15th level, of the enemy's presence.
your connection with the ethereal plane grew so much
that you are able to always see there, objects and Aspect of the Prey: Once a Werewolf hunter reaches
beings from that plane appear ethereal and 5th level, he has spent enough time familiarizing and
translucent around you. You can also, once every long associating with what he hunts that he can now think
rest, connect other people with the ethereal plane, like them. He becomes attuned to them, their abilities,
allowing them to see what you see. The number of and their ways. He may perform this ability three times
people you can grant this vision is equal to your per day and it lasts 20 minutes +5 per level to a max of
Wisdom Modifier + 3. one hour. The Hunter chooses which aspect to take
when using this ability, the hunter may not take more
One within Both Worlds. At level 20 you achieved the than one at a time. The Abilities for each aspect are as
pinnacle of your shamanic powers, you are so attuned follows: Aspect of the Wolf: The Hunter thinks like a
to the spirits that you are able to cross to the ethereal pack animal, When within 5 feet of an Ally, they get a
plane as many times up to your wisdom modifier a day +2 circumstance bonus to AC, Attack, and damage.
if you wish to. Unlike the spell Astral Projection, in Aspect of the Tiger: The Hunter has seen the Tiger
these case you mortal body goes with you. This allows
stalk, and knows how to stalk himself. Taking a +2
you to gain all the benefits of the ethereal plane, like
circumstance bonus to Hide and Move Silently, he may
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also reroll any failed Hide or Move Silently check once Some Fenrine Werewolf hunters have been know to
per round. Aspect of the Bear: The Great Strength have their claws and teeth “silvered” for combating
possessed by the Bear inspires the Hunter, he feels the lycanthropes .
power of nature within him and receives a +2
The ritual for becoming a hunter and receiving the
supernatural bonus to Strength.
special abilities is dangerous and held in secret by the
shamans and priests. (involves drinking the blood of
lycanthropes and the spell for creating them).

Fire Walker
Dwarves of Caer Madron
(original concept by Ausie Bart)
The Fire Walker is a Fighter Variant which uses the
Paladin Experience Table. These warriors are for all
intents a holy warrior of Faroun. Alignment Restriction
- Neutral Good. Consult the Players Handbook for all
other rules pertaining to Paladins - except any
reference to retainers, and henchmen can apply to
ANY GOOD aligned Dwarf. Fire Walkers can use a Holy
Avenger with the same benefits of Paladins. Fire
Walkers can be Single Classed, or Multi Classed
Specialty Priests of Faroun (if they meet the Prime
Reqs, and alignment restrictions for Paladins - except
CHA only has to be 16.) Fire Walkers are part of the
Imbue Weapon (Su): When a werewolf hunter Clergy of Faroun, as it is Faroun who grants their spells
reaches 8th level he gains a supernatural ability to when they reach sufficient level to learn them. As
imbue his own weapon (or unarmed strike) with well as standard Paladin spells, Fire Walkers may select
magical power. This magic appears as a colored flame spells from the Wizard Elemental Fire list as Paladin
on the weapons surface. These flames do not hurt or Spells. Required Proficiencies: Fire Starting, Religion
burn anyone. (Madron).
When the weapon (or unarmed strike) is imbued with
this magic, the weapon deals extra 2d6 damage to
lycanthropes.
Flame Weaver
Specialty Wizard Class
If the werewolf hunter loses consciousness or is killed,
the magic of the weapon fades. (original concept by Paul Dennis and Chris Ayotte)
Activating this ability is a free action and doesn't The Flame weaver is the living embodiment of fire,
provoke an attack of opportunity. able to tap into the power of the elemental flame. It is
unclear whether this ability is arcane, divine, or even
Abilities: Dexterity is important for a Werewolf psychic in nature, but what is clear is the flame weaver
Hunter because he tends to have lighter weapons and has an undeniable control over fifire
armor, so as to track their enemy easier. Strength is They are able to duplicate many of the spells cast by
important both because Werewolf Hunters tend to not both mages and priests, with out the need of
want to stop long for a fight and hurry after their prey preparation or components. The power does not come
and also because they have to travel over rough with out drawbacks however.
terrains to follow their tracks. Charisma is also
important for a Werewolf Hunter, to gather If the flame weaver go without using their power, or
information on nearby trains and "burrows" that their suffer from extreme physical stress, they run the risk
favored enemy lives in. of losing control, unleashing the full fury of the flame,
endangering themselves and all in the immediate area.

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Fire breath- 1 per day 6d8 damage save vs breath
weapon for half damage.
15th level
Firestorm- 1 per day 10d6 damage, 30' radius. Save vs.
spell for half damage.
Disadvantages
Burn out- any time the flame weaver takes 75%
damage in one round, or 25% damage from one hit,
the flame weaver must pass a constitution check. If
successful, nothing happens, bit if failed, they must
make an immediate system shock roll, or they lose
control of their powers. Their flame will engulf them
and anyone within a 45'radius in a massive fireball,
1d6 per level. The flame weaver receives no saves,
however, those around him do, with a successful save
halving the damage. The fire lasts 1 round per
constitution point of the flame weaver, and can not be
extinguished short of a wish spell or similar magic.
Minimum stat requirements: con-14, wis-12, cha-15 Anyone still in range of the fire will take an additional
Weapons and armor allowed- as mage 1d6 points of fire damage per round, until they escape
the area. This usually results in the death of the flame
Proficiency and experience progression-as priest
weaver, and could explain why they are so rare.
Hit dice and thac0- as rogue
If the flame weaver ever drops below 0 hit points, he
Class abilities: automatically loses control, no checks needed,
1st level resulting in the same as above.
One with flame- +2 bonus to saves vs. fire, +1 to Spell like abilities:
damage with fire based attacks. 1st level- burning hands, faerie fire, dancing lights,
-2 saves vs water/cold, +1 damage taken from same. affect normal fires
Endure flame- grants the flame weaver 25% resistance 2nd level- flaming sphere, heat metal, smokescreen,
to all fire based attacks, raises tob50% at 3rd, 75% at fire staff
5th, and 100% at 7th. 3rd level- flame arrow, fireball, fire lance, animate fire
Fire bolts- 3x per day damage 1d4+1. Must make a 4th level- wall of fire, sustain fire, fire shield, fire aura
thac0 roll (Dex bonus applies) for a successful hit.
5th level- flamestrike, shroud of flame, produce flame,
Additional bolts are gained at higher levels, a 2nd bolt
fire stones
at 3rs level, 3rd at 5th, etc to a max of 5 bolts.
The flame weaver can use these abilities as often as
3rd level
they have slots left, with out the need of components
Flaming weapon- 1x per day turns any weapon into a or memorization.
flaming weapon, adding 1d6+1 fire damage for 1
Spell chart
round. One round of duration is added every 3 levels Level. Spell progression(1,2,3,4,5)
to a max of 4 rounds. 1. 2
Fire burst- Once a week, the flame weaver is able to 2. 2,1
release the flame of Chardonis, dealing 3d6 points of 3. 3,2
fire damage. If the flame weaver is unable to release 4. 3,2
the fire, their blood begins to boil, inflicting 3d6 points 5. 3,2,1
6. 3,2,1
of damage to them selves, no save is possible for this
7. 3,3,2
damage, and it can not be prevented in any way.
8. 3,3,2
10th level 9. 3,3,2,1
10. 3,3,2,1

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11. 3,3,3,2 Summoning 1 (Hill Giant); Call Woodland Beings
12. 3,3,3,2 (Mountain Giant); Stone Shape (Stone Giant);Control
13. 3,3,3,2,1 Winds (Storm Giant).
14. 3,3,3,2,1
15. 3,3,3,3,2
16. 3,3,3,3,2
17. 3,3,3,3,3
18. 4,4,3,3,3
19. 4,4,4,4,3
20. 4,4,4,4,4

Giant-Hunter
Specialty Warrior of the Zolvoi
(original concept by Radamanthys d'Zan)
Ranger Variant
The Giant-Hunter is a ranger kit among the Zolvoi and
must select Giant as his species enemy, against whom When tracking giant-folk, these rangers gain a +1
they enjoy the usual +4 bonus to attack rolls. In bonus for every 2 levels the ranger has earned (instead
addition, a giant-hunter must select a specific species of the usual +1 bonus for every 3 levels) on Tracking
arch-enemy from among the various types of giant, proficiency checks.
and against that arch-enemy, s/he enjoys a +5 bonus
When attaining the ability to cast Priest spells, a giant-
to attack rolls (and a -6 penalty on encounter
hunter is limited to the following Spheres of Magic:
reactions).
Animal, Combat, Divination, Elemental, and Weather.
A Giant-Hunter prefers to fight with a two-handed
weapon - typically a Great Axe, Great Sword, or Great
Hammer - but if disarmed of such in battle are also
capable of fighting with dual-wielding style (often
keeping an axe and hammer in reserve for such
purposes).
The Giant-Hunters tend to be loners - even more so
than other rangers - and have been said to share the
company of Ursines.
Hindrances: The Giant-Hunter has an attribute penalty
of -2 to CHA due to their reclusive nature and a
penalty of -2 to CHA-based rolls. They also suffer a -1
attack penalty versus Small sized creatures and a -2
attack penalty versus Tiny creatures.

At 6th level, a giant-hunter gains the following special


ability in accordance with their selected arch-enemy
(each according to the Priest spell): Air Walk (Cloud
Giant); Protection from Fire (Fire Giant); Control
Temperature - 10' Radius (Frost Giant); Animal
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quite difficult. Once they do learn a spell, they can cast
Historian it as per a bard. Maximum spells per level does not
(original concept by Ausie Bart ) apply to historians.
Bard Variant
Advantage: A historian can attempt to learn a spell
Races Allowed: from a scroll or another mage's spellbook and not ruin
Gherim, Elf, the scroll if he fails, the spell is simply beyond him and
Halfling, Millon, he does not read it.
Dwarf, Thri-Kreen
Prime Requisites:
Intelligence (min
15); Wisdom (min
13)
XP and Level
Progession:
As Bard

Historian Base
Abilities.
Read Languages
30%
Recite History
15%
Read Magic: 20%
Arcane Knowledge: 10%
The Historian gets an initial 40 percentage points to
spend on these abilities, and then 20 percentage
points per level, but can never put more than half of
Inspiring Allies.
each allotment into any one skill.
Historians can influence as a bard, quoting powerful
Magic Use. excerpts from books they have read before a battle or
A historian can use any spell (Mage or cleric) from a important action.
scroll if he makes a successful read magic test. A
Influencing reactions: Not applicable.
historian can use Mage or Cleric items if he makes a
successful Arcane Knowledge check. If he fails the Remembering.
check, he can NEVER use that particular individual item A successful recite history check enables a historian to
again, but can make future checks to use a different scribe any mundane text or book from memory (that
identical item. they have previously read). This also applies to
conversations or aural histories the historian has
Spells.
listened to. If they fail the check, they need to re-read
A historian can use Mage spells as a Bard, if a
the original text or re-hear the history and gain a level
successful arcane knowledge and read magic test is
before trying to recall it again. Once successfully retold
made. This means the Historian has scribed the magic
or re-written, a historian does not need to make
to their own spell book.
another check for the same piece again.
Historians may choose to inscribe the spell onto their
Weapons allowed.
body if they have the tattooing or engraving (Thri-
Any small weapon (short sword, dagger, dart, short
Kreen) skills, using a specially prepared ink for the
bow, sling, hand axe, rod, etc) plus quarterstaff & war
tattooing or inlaying.
hammer.
Historian spell use is very haphazard and many low
Dual-Classing with Historian.
level historians never get to learn a spell at all, as
making a read magic and an arcane knowledge check is
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Gherim (only) can choose to be start play as a physically draining process, or have the rune mage
Historian and dual class to another class at beginning brand the new rune over the old. While this sounds
of play (if they have the attributes). They instantly get like the better option, if the two runes are not lined
the benefits and abilities of both classes, the same as perfectly, there is a 75% chance that all the runes on
any multiclass. From then on, they can allocate the recipient cease to function, and must be removed
experience as they wish between both classes, except before new ones can be placed.
for class specific bonus XP which can only go to the
class that earned it.
Eg. A 3/3 historian/ranger earns 300 XP from a battle
as Ftr bonus for defeating 10 HD worth of enemies,
and 350 worth of actual XP. The DM also assigns a 200
bonus for good role playing.
The player must assign the 300 Ftr kill bonus to Ranger
class, but the player can allocate the other 550 XP to
ranger or historian, of split it in any way they like. This
way, the player can develop the PC as a good or as
poor of a historian as they like.

Rune mages spend years studying and perfecting their


Rune-Mage craft. There are four levels of training: novice (0-2nd
Bovim Specialty Priest Kit level), apprentice (3rd-8th), master (9th-15th) and
(original concept by Paul Dennis) grand master (16th and up). While the runes can
(See also chapter above - Races and Monsters, Bovim) duplicate many arcane and divine spells, they
themselves are not spells. They do not require
The Bovim have mastered the unique ability of
memorization, and once known, can be cast any
permanent rune casting. Using a secret combination of
number of times a day, as long as the branding irons
adamantine, mythrral, and diamond dust, specially
are prepared ahead of time.
trained rune smiths create branding irons in the shape
of the desired rune. The process takes days to In order to help protect the secret of their casting,
complete one iron, which are kept under guard when each rune mage is limited in the amount of runes they
not in use. The irons themselves are not magic, but act can know. Thus also ensures that no one or two rune
as a focus of the rune magic. mages can seize control of their order.
When preparing to cast a rune, the Rune Mage will The Bovim start branding at a young age, shortly after
spend hours heating the branding iron in flames, made their military training begins. As the young Bovim start
hotter by adding numerous powders to the fire, all the showing aptitudes in certain areas, they get broken
while chanting and praying. Once the irons are ready, down into specialized training groups, and the
the rune mage must take them directly from the heat branding begins. A trained eye can look at any Bovim
source, and immediately brand the recipient. As soon and will recognize his rank and specialty simply by the
as the brand is in place, the affected area must then be number and type of brands he has.
covered with a number of ointments and salves, only
Common runes
then is the rune permanent and effective. The power
Protection- gives +1 to armor class, upgradable
of the rune can be activated at the bearers will,
Elemental resistance- gives +1 to specific saving
however there is a time limit. For every minute the
throws and 10% resistance to specific types of
rune us active, it needs a cooldown period of equal
attacks, ie, fire, electricity, etc, upgradable
time, for a maximum use time of 24 hours. Multiple
Accuracy- +1 to thac0, melee and missile requiring
castings if the same rune are ineffective, however,
different runes, upgradable
stronger versions of certain runes, such as the rune of
Speed- +2 to initiative, 1 1/2 movement rate, +1
protection, are available at higher levels. In order for a
bonus attack per round, not upgradable
rune to be upgraded, the bearer has two choices; have
the original brand removed, a long painful and
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Enhance- +1 to any ability score, not upgradable, *Lv. 1 As they begin their studies, a familiar finds
but each ability has its own rune them, drawn to them through the latent magic of the
Regenerate- regenerates 1d4 HP per round, not demi-plane of shadow. This familiar will either be a bat
upgradable or a raven.
*Lv. 1 Shadowmancers inflict a -1 to opponents saves
vs. illusion magic.
Level. Xp. Hitdice(d8) thaco rank Rune Progression
Rune level *Lv. 3 A shadowmancer gains the thief ability Hide in
1. 0. 1. 20. Novice Level. 1. 2. 3. 4. 5. 6. 7 Shadows at 20%. This ability raises by 3%/per level to a
2. 2000. 2. 20. 1. 1. - - - - - - maximum of 71% at lv. 20
3. 4000. 3. 20 Apprentice 2. 2. - - - - - -
4. 7500. 4. 18 3. 2. 1. - - - - - *Lv. 7 A shadowmancer gains the ability to Shadow
5. 12500. 5. 18 4. 3. 2. - - - - - Step 1x/day. While in a shadow, he uses his will to
6. 20000. 6. 18 5. 4. 2. 1. - - - - activate this ability and can step into the shadow,
7. 35000. 7. 16 6. 4. 2. 2. - - - -
emerging from another shadow within 30 yards.
8. 60000. 8. 16 7. 4. 3. 2. 1. - - -
9. 90000. 9. 16 Master 8. 4. 3. 3. 2. - - - *Lv. 10 1x/day a shadowmancer can transform himself
10 125000. 9+2. 14 9. 4. 3. 3. 2. 1. - - into a 2 dimensional shadow of a bat or a rat. As a
11 200000. 9+4. 14 10. 4. 4. 3. 2. 2. - - shadow rat this allows him to slip under doors or into
12 300000. 9+6. 14 11. 4. 4. 4. 3. 3. - -
13 750000. 9+8. 12 12. 4. 4. 4. 4. 4. 1. - any opening at ground level. As a bat this allows him to
14 1250000. 9+10. 12 13. 5. 5. 5. 4. 4. 2. - 'fly' up or down stairs and into any opening above
15 2000000. 9+12. 12 14. 5. 5. 5. 4. 4. 2. 1 ground level. This ability last for 5
16 3000000. 9+14. 10 Grand 15. 5. 5. 5. 5. 5. 2. 1 rounds+shadowmancer level.
Master 16. 5. 5. 5. 5. 5. 3. 2
17 4250000. 9+16. 10 17. 5. 5. 5. 5. 5. 3. 3 *Lv. 15 The shadowmancer gains the ability to
18 5700000. 9+18. 10 18. 5. 5. 5. 5. 5. 4. 3 shadowcast. This allows him to keep a spell he casts
19 7000000. 9+20. 8 19. 5. 5. 5. 5. 5. 5. 4 (up to lv. 5) in memory. In return he sacrifices the spell
20 9000000. 9+22. 8 20. 5. 5. 5. 5. 5. 5. 5
level in HP.
*Lv. 20 His contact with the demi-plane of shadows
Shadowmancer has afforded the shadowmancer necrotic power. A
Specialty Wizard successful touch attack against any opponent deals
1d2 points of temporaty Con. dmg. Any opponent
(original concept by Chris Ayotte)
reduced to 0 Con. dies and rises as a shadow under the
Wizard Specialty class control of the shadowmancer.
Shadowmancers are magic-users whose path has led
them to study the seductive, forbidden art of shadow
magic. This magic draws it's power from the demi-
plane of shadows. It's beauty, in the eyes of the
shadowmancer, lies in the darkness. Secretive by
nature, shadowmancers often learn and excel in the
school of illusion, practicing their dark arts in private
and well protected homes.
Ability Requirements
Being a shadowmancer requires a deft mind. In
addition, practicing their forbidden art requires
patience and cunning. They must have a 15 Int. and a
13 Wis. Shadowmancy requires a regimented mind,
they cannot be of Chaotic alignment.
Allowed Weapons and Armor
Shadowmancers are able to use any weapons allowed
to magic-users. They disdain the use of armor, as do all
wizards.
Class Abilities
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Disadvantages
Shadowmancy spells aren't quite as effective as a
wizard spells. Any damage done by spells cast by a Trofaste
shadowmancer inflicts only 90% of the spells actual
damage, as it's power is drawn from the demi-plane of Sklerok Warrior Class
shadow. (original concept by Paul Dennis and Chris Ayotte)
Experience and Spell Tables Trofaste are the keepers of sklerok lore. In their minds lie
Shadowmancers gain levels and spells as a wizard. answers to questions all but a select few have forgotten.
They share an intimate bond with the essence of the world
itself. Most sklerok, even the Deirunfa, hold them in awe.
They are humble in their power but when forced to wield it
Sky Rider they do so with a ferocity that that makes other sklerok
Dwarves of Caer Madron seem as children. To say that their numbers are rare is an
understatement. Very few clans have the honor to have a
(original concept by Ausie Bart) Trofaste walk among them.
Ability Score Requirements
The Sky Rider is a Fighter Variant which uses the A Trofaste's ability scores reflect their great wisdom,
Ranger Experience Table. These warriors are for all hardiness and leadership ability. They must have a 13 WIS, a
intents and purposes a Ranger whose chosen terrain is 12 CON and a 14 CON. A Trofaste MUST be male.
the Sky. Consult the Players Handbook for all rules Allowed Weapons
pertaining to Rangers. Sky Riders can be Single Classed, Trofaste are familiar with the weapons of their fellow
or Multi Classed Specialty Priests of Jaxx (if they meet sklerok and therefore are able to wield the Bastard Sword,
the Prime Reqs, and alignment restrictions for Battle Axe, Broadsword, Cudgel, Hand Axe and Spear with
Rangers.). Sky Riders are considered part of the Clergy confidence.
of Jaxx, as it is Jaxx who grants their spells when they Allowed Armor
reach sufficient level to learn them. As well as They eschew metal armors, preferring only those which are
standard ranger spells, a Sea Ranger may select spells natural. They are allowed Bone, Leather, Lizard Scale* and
from the Wizard Elemental Air list as Ranger Spells. Studded Leather armors
Required Proficiencies: Riding (Airbourne), Mounted * Lizard scale Armor is constructed with the treated scales
Archery. Sky Riders go on a quest to find and befriend of giant lizards. It's base AC is the same as Scale Mail Armor.
their Griffon at 5th level, and they remain friends and Spells
companions for life. If a Griffon dies, a Sky Rider Trofaste draw their spells directly from the soul of the world
must make system shock, or enter a Catatonic state itself and receive a mix of arcane and divine spells. Trofaste
and pass away within 2d4 days. If a Heal is cast upon gain bonus spells based on their CHA. score using the
them, a second check is made; if they make it, they wisdom table.
may go on another quest (if they wish) to pair with Class Abilities
another griffon. Failing a second check causes them to In addition to receiving the standard advantages and
pass away within 1-4 days. Sky Rider Griffons are disadvantages of the sklerok race, they also gain the
referred to as the Great Griffons and have +2 HP per following abilities through their earthbond.
HD, and do +2 Damage per attack. * Lv. 1: Hail of Stone 1x/day (calling to the earth causes a
shower of stones to fall in a 5' radius dealing 1d4 dmg for
every 3 levels.
*Lv. 3: Tremor 1x/day (singing a pure deep note and striking
the ground sends ripples of force through the ground,
causing all enemies to save vs. P/P/DM or be knocked prone
receiving 1d8+ Trofaste level in damage regardless of save.
*Lv. 5: Eradicate Earth ( deals an additional +1 dmg every 3
levels to earth creatures elementals, pech etc.)
*Lv 7: Shard Storm 1x/day (using a handful of stone shards,
the Trofaste calls upon his will, sending five shards
streaming outward dealing 1d4+1 dmg with each successful
hit of a ranged touch attack)

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*Lv. 9: Mighty Roar 1x/day (roaring with the voice of the 01, 02 or 03, that player may choose Trofaste as their class.
earth, the Trofaste forces all enemies in front of him in a 5' A Trofaste CANNOT multi-class.
cone, back several feet deafening them for 3 rounds. Trofaste Spell List
*Lv 10: Elemental Countenance (as his connection to the Lv.1: Alarm, Armor, Bless, Cure Light Wounds, Detect Evil,
earth grows the Trofaste gains a -3 damage reduction Endure Cold/Endure Heat, Magical Stone, Sanctuary,
against earth based attacks. Shillelagh, Shield
*Lv. 20: Once he attains this level, the Trofaste is gifted with Lv. 2: Blast of Force, Dust Devil, Earthbind, Resist Cold/Resist
a Stone Brother.( a 5HD Earth Elemental, with an 8 INT and Heat, Shatter, Slow Poison, Spiritual Hammer, Strength,
an 8 WIS to serve and aid him) Withdraw
Lv. 3: Glyph of Warding, Meld into Stone, Melf's Minute
Meteors, Protection from Fire, Protection from Normal
Missiles, Stone Shape, Summon Insects
Lv. 4: Cure Serious Wounds, Dig, Giant Insect, Minor Globe
of Invulnerability, Neutralize Poison, Protection from
Lightning, Stoneskin
Lv.5: Bigby's Interposing Hand, Cure Critical Wounds, Insect
Plague, Passwall, Transmute Rock to Mud, Wall of Stone
Experience Table Spells
Lv. 01: 0 1
Lv. 02: 2,250 1
Lv. 03: 4,500 2
Lv. 04: 9,000 2
Lv. 05: 18,000 2, 1
Lv. 06: 36,000 2,1
Lv. 07: 75,000 3, 2
Lv. 08: 150,000 3, 2
Lv. 09: 300,000 3, 2, 1
Lv. 10: 600,000 3, 2, 1
Lv. 11: 900,000 3, 3, 2
Lv. 12: 1,200,000 3, 3, 2
Lv. 13: 1,500,000 3, 3, 2, 1
Lv. 14: 1,800,000 3, 3, 2, 1
Lv, 15: 2,100,000 3, 3, 3, 2
Lv. 16: 2,400,000 3, 3, 3, 2
Lv, 17: 2,700,000 3, 3, 3, 2, 1
Lv. 18: 3,000,000 3, 3, 3, 2, 1
Lv. 19: 3,300,000 3, 3, 3, 3, 2
Lv. 20: 3,600,000 3, 3, 3, 3, 3
Disadvantages
A Trofaste suffers a -2 to saves vs. air based attacks and
magic. When a Sklerok PC is created, roll %die. In a roll of

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v.
MAGIC

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Chapter 13
ARTIFACTS and MAGIC
An open world setting for AD&D
Created by members of the Facebook Group
AD&D 2E COLLECTIVE HOMEBREW
https://www.facebook.com/groups/1508477139383330/
Individual contributors are noted with each entry.

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able to be joined together with the Heart through the
Armor of Righteousness ancient "Ritual of Binding" is able to focus on a specific
(original concept by Paul Dennis) area and "feel" the vibrations of life that flow within
Mythril plate +5 that area. The user sees in his mind those things
This wondrous armor is worn by Zera in her campaign focused on as if standing there in front of them and is
against the gods. Abilities: provides a 10' diameter able to discern sights and sounds.
circle of protection from evil, however, the true power
of the armor comes into play when facing the undead.
Zera becomes engulfed in the flames of the righteous,
harmless to her and all living creatures, but to the
undead, fatal. Any undead in range are turned as a
cleric 2 levels higher and any undead coming into
contact with the flame must save vs fire or burst into
flame themselves, taking 1d8 of fire damage per
round. The flames continue to burn until the last
undead in the area is destroyed.

The Blade of Mal'hok


(original concept by Paul Dennis)
Acts as vampiric blade. For every hit point cured, you
have a 1% chance (cumulative) of turning to a greater
mummy. Any one killed by the dagger will then rise as
lesser mummies and travel to the side of the daggers When the Ritual of Binding is complete, the heart
owner. They would be under his complete control. shrinks and bonds with the user's own heart,
Once turned to a mummy, the owner will also have a embedded into the wielder's chest. It is sinks into the
chance of controlling lesser undead, 100% for chest until it reaches the heart and the dark magic
skeletons, minus 10% for each hit dice of undead, ie entangle itself and bonds with the heart of its host. It
90% for zombies, and so on. The only way to truely kill cannot be removed unless the user is killed or the
the owner of this blade is to stab him through the Ritual of Extraction is completed. If the wielder is
heart with this blade, which in turn will then begin the killed, the Dark Heart detaches from the heart of the
process over with the new owner. This is a cursed host and seems to wiggle out of the chest cavity. It
blade, actually able to his that fact from the owner. He remains the same size until replaced back into its
has no idea of what is happening to him, and will proper place of holding deep in the Netherdark. Once
actually begin to use the blade more than any other. reattached to the pedestal, the Ritual of Binding must
be performed and the Dark Heart enlarges to its
original size and returns to normal.
When a person is bound to the Dark Heart, they gain
+4 to saving throws vs. magical fire effects, and even
on failed saving throws it reduces fire damage to half.
The host is also immune to natural fire sources (which
means the person could walk on lava.)
While the Dark Heart is embedded, the wielder gains
DarkMagic Infused Spell casting, which causes 2d6 fire
Dark Heart of the Deep damage to any offensive spell. The wielder must
(original concept by Carl Towns and Paul Dennis) already be able to cast spells of course. For both
A powerful artifact which gives its user Resistance to rituals, after being performed the PC must be
Fire and sage knowledge of the Netherdark. The Dark successful on a System Shock roll. If failed, the Dark
Heart is said to be the source of Dark Magic that flows Heart remains embedded and the PC takes 2d6 Fire
within the Netherdark and its inhabitants. He who is Damage. When in its proper place, The Pedestal,

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anyone can gain its powers by touch. This power only assassins to the elvish realm in quest to reclaim the
lasts for one hour tho. stone.
The Dark Heart is actually bound with Rasahyfel and if
it were shattered (which would be very hard) it would
cause him to lose power and even perhaps kill him. If it
didn't outright kill him, it would remove resistance and
other powers from him and damage him greatly.

Dragon Orbs
(original concept by Jerry Horne)
These orbs allow the clan leaders of Draakmoor to
communicate with the Council and with other clans.
Each orb is a corresponding color of its respective clan.
As clans grow, more orbs will be made. Each orb is 15
feet across. If an orb is stolen, then the clan has limited In the hands of a druid, it is said to bestow powers
ways to communicate. equivalent to 20th level of mastery. In the hands of a
non-druid of N, LN, or NG alignment, it can cast any of
the following, each 1/day (at 6th level mastery): Pass
without Trace, Barkskin, Plant Growth, Tree, Speak
with Plants, Pass Plant, and Transport via Plants. In the
hands of a non-druid of N, CN, or NE alignment, it can
cast any of the following, each 1/day (at 6th level
mastery): Entangle, Trip, Warp Wood, Spike Growth,
Hallucinatory Forest, Hold Plant, Sticks to Snakes, Anti-
Plant Shell, Turn Wood, and Wall of Thorns. It is
powerless in the hands of creatures of LG, CG, LE, or
CE alignment.

Eye of the Spyre


(original concept by Radamanthys d'Zan)
This precious loupe grants fantastic powers of
divination. It is closely guarded by the dragon lords of
the Ice Spyre. Among its powers are the following,
each 1/day at 6th level mastery: Detect Magic, Locate
Animals or Plants, Augury, Detect Charm, Find Traps,
The Druid's Stone Know Alignment, Locate Object, Detect Lie, Divination,
Sacred Emerald of the Yuan-Ti Commune, True Seeing, and Find the Path.
(original concept by Radamanthys d'Zan)
This enormous emerald exudes a great druidic power
tied to the Plant Sphere of Magic. Also dubbed the
Seed of Yja Terra by the elves of Ghostwood and
Lisadar, it is believed to have originated from the
emerald mines of the Yuan-Ti in the deep jungle city of
Ithyil. Some say the great jungle of Harasanti sprung
from the power of this stone. It is now in the hold of
the Wood Elves of Feywood and is the source of great
contention by the Yuan-Ti, who are known to send

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fashioned into a piece of jewelry, which must be worn
during any task, only one creature can be controlled
per point of intelligence, wisdom, and charisma
divided by three, up to a maximum of ten (this can be
more if the creatures are all performing the same task,
the DM will have discretion on this number and final
say as well). Gaining this knowledge and trapping it
within the gem is not normally an act of good, unless
the owner of the knowledge agrees to the sacrifice.

Gems of Necromantic
Knowledge
(original concept by David Grose)
These gems are something stumbled upon in ancient
texts and tomes and are created to trap knowledge of
a departed soul and impart it on another being or
construct under the command of a specified individual.
The rituals and incantations are difficult, though the
rewards are obviously a great boon for one who can
create such items of afford to have them created. A Harp of Draakmoor
skill at one’s beckon call that can be performed (original concept by Radamanthys d'Zan)
without supervision while you can go about your daily This majestic harp of peerless design is played by a
routine without the burden of paying for anything but fabled Golden Bard of Draakmoor. Its tune is said to
the materials needed to do the task is indeed a ease the mind and spirit and drive away pestilence.
treasure in itself. The beings which can be imparted
with such knowledge are golem type creatures and
constructs, mindless undead and living creatures who
have been killed, had the gem implanted, and then
brought to life, the last of this group will not need a
control gem, but will need to take 1-4 days to adjust to
the new skill and be able to use it.
The gem is cut and crafted of diamond, the finished
product worth at least 2000 gold, and the size of a
kitten’s head, the more facets it has the more
knowledge it can hold, therefore a gem of few facets
can retain simple tasks such as cutting logs or plowing
a field for planting, but a gem with more facets could
either improve upon a skill or hold more than one,
such as cutting wood and building a shed with it, or
carving sculptures from a drawing.
The Gems are embedded into the creature or
construct that is to use the skill for the owner of the
control gem, which is cut from the same rough stone
the gem is fashioned from. The control gem is usually

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Hammer of Caer Madron


The Flaming Hammer
(original concept by Ausie Bart)
This hammer presents as an an immaculately made
dwarven war hammer. It haft is unbreakable
adamantine corded in woven Red Dragon leather. The
head is mithril, inlaid with platinum and gold images of
the 4 ruling clans of Caer Madron.
When a non dwarf uses it, it presents as a well
balanced +3 war hammer. When in the hands of a
dwarf, its true potential is realised. The hammer
becomes +4, +6 vs Giants, Trolls, and Ogres. It can be
thrown at double war hammer range and return The bard can also gain limited control of low level
instantly to its wielders grasp. When the command undead (3HD or less) while playing this instrument.
word Madroni is spoken the hammer assumes a The character gains "Control Undead" as an evil cleric
wreath of flame doing and additional d6 fire damage 2 levels lower.
with each hit. It also imparts fire resistance on the A good bard trying to use this will be at -3 on
wielder. It can assume flame 3 x per day for up to 20 performance checks and unable to activate the
rounds at a time. powers.
A neutral bard using this instrument will be at -1 on
performance checks. It will allow them to use the first
2 powers, Dancing Shadows and Prot. From Good.

Mask of Shadows
(original concept by
Tim Brian)
This mask is favored
by Knights of the
Black Sun. It allows
the wearer to
assume shadow
Lyre of Darkness and Dismay form for 2d8 turns ,
(original concept by Tim Brian) 3x per day. Cannot
This is a magic item known to be held by the Knights of attack in shadow
the Black Sun. It is made from a demonic looking skull. form, but can cast
It gives an evil Bard +1 to his performance skill checks some spells (V,S
when played. It can also cast several spells : only), +1 or better
weapon needed to
1) Dancing Shadows (like a reverse of Dancing Lights) hit someone in this
2) Protection from Good (1x per day) form, at the
3) Spook (1x per day) character's normal armor class. Can be turned or
4) Invisibility to undead destroyed by a cleric in this form as an undead with HD
equal to the character's level. The person in shadow
form can float, slip through cracks, gains surprise
bonus etc as per Shadow from the MM.

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This item requires blood to activate. An evil character hands. He spent months in their prisons until one
using it must sacrifice 1 hp per use. A neutral character night, the stone awoke in his hands and freed him
using it will take 1d4 damage. from his catatonic state. Logar was able to move again,
It is not usable by good characters at all. If a good and he found himself no longer a helpless wretch. In
character tries to wear it, they take 2d4 damage. If a his hands, the stone allowed him to call forth strange
LG paladin or cleric tries to wear it, it does d10+6 energies, and it seemed that no weapon could pierce
damage instantly. his skin so long as he held it tight. His escape from the
sahuagin prisons is a tale of legend, for it coincides
with the Night of Ruin during which the Leviathan of
The Prism of Eirmoor Thrakka was unleashed by the Ellar d'Niar in their final
battle of conquest over the sahuagin. The city was
(original concept by Radamanthys d'Zan)
destroyed, but Logar was unharmed. It is said that the
A lowly mongrelman of Eirmoor named Logar
Leviathan bore down upon him, but when Logar raised
Meelsmitch was wandering the sandy shores of The
the stone prism in his hands, it shrank away with a
Maritime of Treachery, scavenging for mollusks and
dread recognition of the power it commanded.
hoping to stay clear of the eyes of hungry dragon
Returning to the shores of Eirmoor, Logar was free
turtles known to prowl the shallows. A pointy rock
again - but not free of the stone. It overtook his mind
jutting from the sand caught his attention, and hoping
and forced him into the darkest corners of the
to find a sea snail beneath it, he plucked it up in his
wastelands and toxic marshes of Eirmoor. There he
hands.
dwells to this day, immortal it seems, but thrall to the
ancient Prism. What its purpose was, and what fate it
holds for the wastes of Eirmoor - none can say.

The Red Witch


(original concept by Jeff Spears)
The Red Witch is a storied pirate vessel captained by
the fenrine Sirkan Forlos and his first mate Aerlig Nilan.

Alas, the poor wretch was struck with a sudden


paralysis. He fell to the beach, the sharp stone frozen
in his clutches and his eyes wide open, staring up at
the soaring peryton overhead that would surely
descend upon him at any moment. Instead, to his
surprise, he felt a kelp net fall upon him, and he found
himself captive to sahuagin raiders springing forth
from the waves and brandishing their tridents angrily.
Surely the would have killed him with little more
Invisible 1x a day for 1d6 hours. If being pursued or no
thought than to make a lunch of him, but they
wind the ship can sail for up to 2 days as if the ship is
perceived the strange stone in his grasp, and try as
using sails and oars and then she must "rest" for 24
they might, they could not free it from his hands. Even
hours (can only move by wind or man power). Ship can
when they attempted to chop his hands clean off from
sail on its own power at a movement of 3 until the
his wrists, a magical green aura emanated from the
Capt. cancels it. Due to the magic of the ship,
stone, and poor paralyzed Log was unharmed.
movement is much faster than most ship. In 10 of
The rest of Logar's story is lost to rumors, but this
yards... Sails and oars 30, sail 9, oars only (12 each
much is true. He was taken by the sahuagin to their
side) 20. Ramming. A magical field of force shaped like
King Beneath the Waves, and as a prisoner of the
a cone that can be called forth and last for 2d8 rounds.
court, subjected to every foul device the sahuagin
The ship is colored blood red, and some say it has been
could muster in hopes of prying the stone from his
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painted with the blood of those that resisted or tried made its way north toward home, its hold full of
to attack the Red Witch. Lisadar silver, with twelve suits of elfin chain as booty,
and the lance of the Lisadar prince himself, fallen to
Shadow Cloak the sabres of Ada-Mock. But as the ship sailed east,
the might of Draethan Gol's fleet lay in wait, springing
This magical cloak is highly prized by Mal'hok priests of a trap upon the Silver Thorn and encircling her in
the Eyl'Hokka specialty and bestows the effects of the gauntlet of warships. For Lord Kzul had watched the
spell 'Shadow Shroud' upon the wearer. The wearer's forces of Ada-Mock plunder the lands to his south for
face is also obscured from regular vision when wearing too long, and he feared the House of Montaq would
a hooded cloak, as shadows fill in the facial area; grow so strong as to one day challenge his empire. The
however, the wearer can see still perfectly. Draethan fleet gave but one warning - a haunting note
blown from an aboleth's fang that echoed on the
wind... but was unanswered by the Silver Thorn. So the
The Silver Thorn Draethans attacked - a rain of flaming ballista launched
(original concept by Radamanthys d'Zan) from the decks of their warships and tearing the Silver
The great ship of legend known to all the peoples of Thorn to splinters. The assault began at nightfall, and
Ada-Mock, Draethan-Gol, the Ghostwoods, Lisadar, by midnight the Thorn was dead in the water. A
and Albanon. Draethan sorceress cast an ice storm upon the ship to
quell the flames, and the Thorn was a wreck draped in
a blanket of ice. The captain of the flagship boarded
the vessel and suspected all hands lost. But to his
surprise he found a lovely maiden clinging to life on
the forecastle - a beautiful fey draped in sea foam, her
golden hair adorned with shells and coral -- a nereid.
But her life was fast escaping for wounds suffered in
the Draethan assault, and she looked upon the Captain
with forlorn, her last words a curse that still rings in
the ears of Ada-Mock sailors - and all those who sail
the Bite. "My Mother will have thee."
As the nereid passed, the Silver Thorn was swallowed
by the angry waves. The Draethans returned north,
thinking little of the tragic sea nymph. But late that
night, before the distant glow of early dawn, the Silver
Thorn sprang forth from the deep - a ghost ship risen
and taking flight. Lightning, hail, and howling tempest
followed in its wake, tossing the Draethan ships like
In the early days of the new Age of Dawn, when the toys and casting them upon the rocky shore of the
kingdom of Ada-Mock grew strong but uncontent with Ghostwood. A few sailors survived the assault,
its dominion over the lands north of the Wall, it looked thankful to haul themselves to shore as the Silver
to the sea - across the Strait of Farthings (called the Thorn flew into the chill mists of autumn. Later they
Howling Strait by the folk of Draethan-Gol). Great ships would come to learn the reason for the Thorn's
it sent as far as Hel'zon and Solanthis. Skimming the prowess - how a ship of men could best even the elves
rocky shore of The Ghostwood, they plundered the of Lisadar. For the nereid was a princess among the
seaside of Lisadar and amassed great fortune - and a fey, captured by men of Ada-Mock and held captive,
reputation as pirates, though they were sanctioned by and her ransom was the blessings bestowed by her
the high House of Montaq in Ada-Mock. Greatest of its mother - a queen of the sea faeries who grudgingly
ships was the Silver Thorn, the fastest ship on all the cast enchantments of speed, protection, and power
Bite of Misfortune. She could outrun even the aquatic upon the ship. For one year, the men had kept the
elves of Shae Edhel, so fast that many wondered what nereid captive upon the Silver Thorn, and her fateful
magic must propel its sails. Late one year as the cold passage on the Bite was to be the last. But with the
mists of waning autumn descended, the Silver Thorn tragedy of her daughter, the nereid queen went mad,
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and the ghostly Silver Thorn is now her vessel - a the southern and eastern taprooms, as Bastrovia's
phantom that emerges from cold mists in autumn to remote location makes shipping the beer a difficult
the ruin and wreckage of any she meets. enterprise.

DRAUGHTS OF DRAAKMOOR
Spirits, Draughts, Wines, and (original concept by Matthew Archibald)
Dragon Ale
other Beverages This strong drink is reserved strictly for dragons. They
(original concepts by The Collective) enjoy in their lairs or in the local dragon. The
Although not truly artifacts or magic items, the various "tankards" are 2 gallons in size. It is brewed from corn,
inebriants, liqueurs, beers, and wines - here referred wheat, barley and palm tree oil. Any non-dragon that
to simply as draughts - are numerous and varied across takes just a taste saves vs. poison. On a successful
the realms of Dawn. Some noteworthy imbibables are save, all ability scores are reduced by 5 and the person
summarized below: will hallucinate for 1d4 hours. A failed save causes the
person to lose 10 points in all ability scores and will
hallucinate for 1D6 days. The ability scores return at a
point a day after the hallucinations stop. So after 30
days or up to 66 days a person is back to normal.

DRAUGHTS OF THE DROW


(original concept by Chris Ayotte)
The drow of Aelicraas craft a strong wine made from
tart black berries grown in arbors of the city's
vintersThey also brew a heady ale from mushrooms
grown specially by the city's brewers.

DRAUGHTS OF THE GAMBUL


(original concept by Matthew Archibald)
The Ogres of the Gambul have perfected the art of
DRAUGHTS OF ASHTELON fermenting blood. The practice started as a religious
(original concept by Matthew Archibald) practice, honoring their deity, Baba Kraa, or blood
The men of the Ashtelon known for drinking a strong mother. The Ogre shamans brew the concoction by
clear liquor known as Volok, sometimes called using a secret alchemical process that involves
Maiden's Tears by outsiders. Most inn's and taverns of bleeding out a body while the victim is still alive and
the Ashtelon distill their own Volok. Private stills are mixing the captured blood with rotten fruits and
popular in the wild Ollinsk region. The liquor is always mammoth milk. The regular soldiery keep large skins
stored in snow or ice, and served straight up. Outsiders filled with fermented horse blood, and use it to induce
beware: It is an insult to the proprietor to mix Volok a kind of drunken berserker rage when preparing for
into another drink, or to chase a glass of Volok with battle. The Shamans and chieftains drink a more
any other type of alcohol. Men of the Ashtelon usually refined version made from human and dwarf blood.
have two glasses set in front of them. One is Volok, the The great Khan of the ogres drinks a priceless brew
other is water. Sometimes the two glasses are both made from the blood of elves.
filled with Volok.
DRAUGHTS OF THE HIGH PLATEAU OF SCYTH
DRAUGHTS OF BASTROVIA (original concept by Justin Rod)
(original concept by Matthew Archibald) The tribes of the plateau drink fermented mare's milk.
The beer of Bastrovia is reknowned the world over. As well as a fermented yogurt made from goat's milk
They brew a dark frothy beer known as Bergendonk
which is produced by a secret recipe closely guarded
by the Bastrovian Bergermeisters. The beer is prized in
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DRAUGHTS OF KHAL'HAR DRAUGHTS OF THE ORCS


(original concept by Radamanthys d'Zan) (original concept by Tim Brian)
The preferred Skullbuster
liqueur of thri- Dark brown mead with frothy head and a very strong
kreen and many of smell.It is made out of fermented mushrooms , hops
the wild folk and some jellyfish venom for kick. To Orcs this is like
inhabiting the drinking a fine whiskey. A human drinking it must roll
Dominion of system shock for each drink swallowed. Failure causes
Khal'har is called the temporary loss of 1 point of Con. It can be
xychyrri regained at the rte of 1 point per day of rest. If the
(pronounced "shi- character does not rest they are -1 on all rolls per
KEE-ree"). The point lost. There are 6 drinks in a mug.
process by which it Nightcap
is fermented is a A dark orange, pasty liquid with bubbles that has a
secret of the thri- very spicy aroma. It's made from black aniseed, red
kreen, but its leaf and flaming cumin mixed into a broth of krukkoso
ingredients are very - a poisonous cave fungus. It's allowed to ferment
likely derived from underground for at least a year before it's drank.
the entrails and/or Effect on humans: acidic. 1d6 damage per drink , Save
body fluids of a vs Poison for half damage. 6 drinks in a mug.
Purple Worm.
Indeed, the liqueur Royal Xarrial
maintains its purple hue, ranging from lavender to Very smooth , almost clear drink with a slightly green
deep purple depending on its age, and it ranges in tint and a sweet smell.
taste from sweet (more common in the southern Made from assassin's mustard, olyssop berries and the
reaches of the Dominion, including Harasanti) to juice from Dragon holly. It is boiled slowly for 9 hours
smoky (more common in the northern parts of the and then strained out. A human drinking it will not feel
Dominion along the Inland Sea). Its is quite palatable any immediate effects, in fact it will be very mellow
for any of the Wild Folk of Khal'har, but it tends to and smooth. Once the drinker goes to bed they must
have untoward effects upon the following humans and make a save vs poison PER DRINK TAKEN. For each
demi-humans: Humans (save vs. Poison or be failed save they temporarily lose 1 point of Int (1 day
overwhelmed with urges of generosity (giving away rest to regain 1 point) If Int drops below 0 they fall into
treasure and valued items) or love (regardless of race a coma. A cure poison spell will awaken them from the
or gender); Elves (save vs. Poison or be stricken with coma but they will still have to rest to fully regain their
incurable laughter and/or hiccups); and Dwarves (save Int.
vs. Poison (without the usual dwarven bonuses) or
become argumentative, picking fights with anyone
within reach). These adverse effects - in the event of a Staff of Gol-Duhhr
failed save - persist for 6d6 turns.
(original concept by Corey Grove)
The dread lich-lord of Draethan-Gol, named Gol-Duhr,
DRAUGHTS OF THE LIZARDFOLK
Vizier to Lord Kzul, wields this fearsome staff. It has
(original concepts by Ben Washington and Paul
the following powers:
Dennis)
Wind wall, sandstorm, flesh to stone (sand?)
Chokeberries, cranberries, watercress, waterchestnuts,
Once per day, it can conjure a bone devil.
and cattails (with wild yeast) could easily be
Also, it strikes as a +3 flaming quarterstaff.
incorporated into lizard folk ales and wines and spirits.
Ray of enfeeblement, enervation, wither limb
The lizardfolk of Thrakka brew a spirit called Mothers
Gol-Durrh likes to use the fist-sized onyx cap as the
Milk from a mixture of various algae, and snake
vessel when he casts Soul Trap.
venom.

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unleash a holocaust the likes have never been seen
before while others believed a stronger presence in
the eyes of the mortals would be enough to influence
a change. As more and more gods perished, the few
remaining all agreed on punishment. Fear of the gods
would be enough to bring them back was a common
idea. They decided to use the one thing needed by the
mortals to survive against them; the sun.
Saddened by the prospect of the destruction, Shahar
shed a single tear. The gods, inspired by this show of
emotion, seized the tear and enchanted it with their
powers. In the 8th month, Thetanin, during the
summer solstice, when the sun reaches its pinnacle, if
the Tear is placed in direct sunlight, it will cause a total
eclipse of the sun, all 7 moons will move to blot out
the sun. Earthquakes, tidal waves, and many more
natural disasters would ensue. As the temperature
drops, an ice age would begin. The people of the
world, those that survive, would be reduced to little
more than barbarianism. Then the gods would reveal
themselves once again and rebuild their churches.
It is unclear if the Tear was ever unleashed, for it was
The Tear of Shui-Ali then that the sundering occurred, and all records of
the time were lost or destroyed. Was the sundering a
(original concept by Paul Dennis and Radamanthys
result of the use of the Tear, or some other unknown
d'Zan)
catastrophe? Only the gods truly know for sure, but
before they entered their slumber, the last four gods
his the Tear in the deepest depths of the Onyx Sea, in
the Chasm of Kzol, and set the aboleth and other
monstrosities to guard it.

The Tunaktun
(original concept by Justin Rod)
Tunaktun is an ancient weapon, forged before the
Sundering and before the rise of technology in the
ancient world. It has seen more battles than any
known weapon on the World of Dawn and is currently
in the hands of Ikchirrik. (See the chapter, Rogue's
Gallery of NPCs.) It has the sunray power of a
Millennia ago, there were many gods, among them sunblade, and is considered a spear +1/+3 against the
was Shahar, goddess of water. They watched over the undead.
various people of the land, blessing or cursing them on
whim. To their dismay, technology arose to replace
magic, and soon the people began to forget the gods.
This angered many of the gods, and the met to find a
solution to there common problem. After many years
of bickering, nothing was found. The lesser gods began
to perish, for without followers, the gods began to
weaken. Many gods wanted to punish the people, and
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The Trident of the Elements seems like a typical trident
+1, however, in the hands of a sea elf, the true abilities
come through. Some powers drain the trident, while
others do not. The trident is rechargeable.

No charge
Light
Detect magic
Enlarge
1 charge
Lightning bolt
Trident of the Elements Gust of wind
(original concept by Paul Dennis) Wall of ice
This fearsome war trident belongs to King Arnsal of the 2 charges
Sea Elves. Raise water
Weight- 3 lbs Part water
Size- large Summon water elemental
Type- piercing Chain lightening
Speed factor- 5 All powers act as the spell with the same name. The
Damage- s-m 1d6+1. L- 3d4 staff never has more than 40 charges.
Special- does an additional 1d8 of electric damage,
save vs spell cancels extra damage, only on critical
hit(natural 20)

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Chapter 14
SPELLS
An open world setting for AD&D
Created by members of the Facebook Group
AD&D 2E COLLECTIVE HOMEBREW
https://www.facebook.com/groups/1508477139383330/
Individual contributors are noted with each entry.

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The person or creature receiving this enchantment is
Spells of the darkened and seems to be one with shadow material
Clerics of Azgar as wisps of shadow can be seen caressing their body
(similar to faerie fire), but these shadows protect from
Boon of Azgar
all light magical or otherwise in a manner similar to the
(Based on Boon of Lathander pp 84 of Cleric Spell
spell 'Endure Light.' The spell also increases the
Comp. V1)
recipient's chances to hide in shadows to 95% in dark
(Conjuration/Summoning) Sphere: Combat
shadows and to 50% in light shadows (determined at
Level:4
the DM's discretion).
Range: Touch
Components : V,S
Cast Time: 7
Duration: 6 rounds
Spells of the
AoE: Creature touched Dwarvish Gods
Save: none
on the 6 rounds following casting of this spell,the
recipient receives an additional attack per round.
Furthermore, all attack rolls and saves have a +1 Spells of the
bonus. The touched recipient glows with a rose red
hue during the time of this effect. Priests of Bel Darragh
1st Level
ADAMANTINE BEARD (Alteration)
Sphere: Combat
Spells of the Range: 0
Components: V,S,M
Priests of Mal'hok Duration: 1 turn + 1 round / level
Casting Time: 4
ENDURE LIGHT Area of Effect: The caster
LEVEL: 1 Saving Throw: None
SPHERE: Protection By means of this spell, the priest temporarily transforms his or her
RANGE: Touch beard into Adamantite. In addition to the stunning visual impact of
this spell effect, a Adamantine beard serves as an unusual shield in
COMPONENT: V
combat situations. If the priest is unarmored, Adamantine beard
DURATION: 1 hour / level of the caster confers a base AC of 8 (7 if a shield is also borne) for the duration
AREA OF EFFECT: 1 creature of the spell. If armor of any sort is worn, this spell confers a +1 AC
SAVING THROW: None bonus for the duration of the spell. Repeated use of this spell
gradually transforms the color of the priest's beard to glossy deep
The creature receiving this spell is protected from non- blue-black. The material component is the priest's holy symbol.
magical light sensitivity for the duration of the spell.
The spell also protects versus magical light (e.g., a 2nd Level
Light spell), but its duration is reduced by half. This ROCKBURST (Alteration)
spell is often used by Priests of the Eyl'Hokka specialty Sphere: Combat
to avoid the loss in CON suffered in bright light. Range: 10 yards / level
Components: V, S
SHADOW SHROUD Duration: 1 round
Casting Time: 5
LEVEL: 2 Area of Effect: 1 cubic foot / level
SPHERE: Shadow Saving Throw: Special
RANGE: Touch This spell allows the caster to make a boulder or rockpile explode
COMPONENT: V suddenly, propelling jagged shards in all directions. If the pile or
DURATION: 1 hour / level of the caster area of rock targeted is larger than the volume the priest can
AREA OF EFFECT: 1 creature affect, only part of it flies about. Shrapnel endangers all beings
within 20 feet of the center of the effected rock. Those beings
SAVING THROW: None within 10 feet must succeed at a saving throw vs. spell for half
damage. Those beings between 10 and 20 feet distant who
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succeed at a saving throw are allowed a second saving throw. If (in other words, hue, fissures, shape, and general appearance). The
both rolls are successful, they avoid all damage (due to luck, spell cloaks the stone with a long-term illusion matching the
dodging, and cover). If only one roll is successful, they suffer half caster's visualization. A caster of at least 6th level can cloak a
damage. The presence of cover or armor does not automatically second section of stone of similar dimensions, and a caster of at
lessen damage due to the unpredictability of ricochets, bounces, least 9th level, a third section.
and the like.
Features of the stone under the maskstone spell remain physically
The shrapnel does a base damage of 1d4+l points per level of the
unchanged. A known door can be felt for and located in 1d3
caster (in other words, 1d4+1 points per cubic foot of rock) to a
rounds. Unless it has been used by the searcher before,
maximum of 10d4+10. In rare cases, the explosion removes
determining its method and direction of opening and the location
enough rock to cause an avalanche or cave-in, but the DM decides
of any locks or catches is extremely difficult without a dispel magic
the likelihood of this event.
to end the cloaking effect. Only characters with thiev- ing skills
4th Level have the necessary expertise, and they find catches, locks, and
AXE STORM OF BEL DARRAGH (Alteration) traps on such doors at a -15% penalty to their find traps rolls,
unlock locks at a -10% penalty to their open locks rolls, and remove
Sphere: Combat found traps at a -10% penalty to their remove traps rolls. A dwarf,
Range: 0 duergar, gnome, xorn, or other subterranean dweller can tell by
Components: V, S, M examination that the stone's surface has been magically masked
Duration: 3 rounds but not what its true appearance is. Features affixed to the stone's
surface (such as maps or inscriptions) are hidden by this magic.
Casting Time: 7
True seeing pentrates the spell.
Area of Effect: Caster
Saving Throw: None The reverse of this spell, reveal stone, negates maskstone. If not
used for this purpose, it clearly indicates secret or hidden doors,
When this spell is cast, each affected dwarf gains an additional
panels, cavities, storage niches, catches, locks, and other
attack per round with every axe wielded in melee combat or hurled
deliberately hidden features by momentarily illuminating them
at an opponent. (Note if using two axes - this results in an extra
with a glowing outline. These features are revealed if the stone has
attack for each axe.) Movement, spellcasting, spell effects, or
a maskstone spell on it or if it is simply in poorly lit or confusing
attacks with weapons other than axes are not hastened. For the
natural conditions. The material components are an eyelash (from
purposes of this spell, axes include battle axes, hand axes,
any creature) and a pinch of dust or sand. The reverse of the spell
hatchets, throwing axes, and two-handed battle axes; these may
requires a scrap of gauze and a piece of phosphorous or a handful
be nonmagical or magical. This spell is not cumulative with itself or
of iron filings.
with other similar magic. A slow spell negates the effects of an axe
storm of Bel Darragh, but otherwise has no effect. The material 3rd Level
components of this spell are the priest's holy symbol and a small
sealed glass vial of air capped in the midst of a thunderstorm. DUREAL'S GREED (Pr 3; Divination)
Sphere; Divination
Range: 0
Spells of the Components: V, S
Duration: Instantaneous
Priests of Dureal Casting Time: 6
In addition to the spells listed below, priests of the Area of Effect: 10-foot-wide path, 10 feet long/level
Trove Lord may cast the 1st-level priest spell detect Saving Throw: None
metals and minerals, detailed in Powers & Pantheons The priest who casts this spell can determine the single most
in the entry for Geb. valuable item within the spell's area of effect. Note, however, that
the information gained involves an item's monetary value only.
2nd Level Magical items are revealed to be only as valuable as the materials
from which they are made. This aside, the caster leams the item's
MASKSTONE (Pr 2; Illusion/Phantasm) exact value (in terms of gold pieces). This use of this spell is not
Reversible without risks. For every 1,000 gp value of an item, there is a 1%
Sphere: Elemental Earth cumulative chance that Durealtakes notice of the item and desires
it for himself. If this occurs, there is an equal chance that
Range: Touch
Durealsends an avatar to retrieve the object. The total chance will
Components: V, S, M not exceed 95%.
Duration: 1 year/level
The avatar's sole purpose is to retrieve the desired item and return
Casting Time: 5 with it to the Gray Wastes. Under no circumstances does the
Area of Effect: A square that is 1 foot/level on a side avatar of Durealbecome involved in the affairs of the priest. Any
Saving Throw: None attempt to prevent the avatar from carrying out its duty is dealt
with accordingly.
This spell alters the appearance of stone to hide seams, openings,
traps, runes, doors, and so on. The priest touches the central point 4th Level
of the area to be masked and visualizes what appearance is desired
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CONCEAL RICHES (Pr 4; Illusion/Phantasm) 3rd level spell
Sphere: Charm Jaxx's Bow Mastery
Range; Touch (Enchantment/Chram)
Components: V, S V,S
Duration: Permanent Casting time: 5
Casting Time: 7 Duration: Level x 3 rounds.
Area of Effect: 1 person or an area up to 20 X 20 X 20 This spell enables the caster to use a longbow with the skill and
feet precision of a Master. The caster gets an extra two arrows per
round, with +2 to hit and Damage.
Saving Throw: None
Conceal riches makes all the items worn or carried by one person
or within an area up to 20 X 20 X 20 feet look worthless, fine
clothes look shabby, and new, expensive, or luxurious items appear Spells of the
old and worn. This illusion is used by priests of Durealto disguise
themselves or their treasure hoards and abodes (or those of Priests of Krommae
others, for a fee) to thwart robbery attempts. They also use this
spell to decrease the chance that they are detained or molested (The Ah'Doran'or)
when traveling from one locale to another while carrying great
wealth or dressed in the finery they admire. The effect is Ah'Doran'or Spells
permanent until dispelled or dismissed by the caster.
1st Level
STRENGTH OF STONE (Pr 1; Invocation/Evocation)
Spells of the Sphere: Elemental Earth
Range: Touch
Priests of Faroun Components: V,S,M
Duration: 3 rounds+1 round/level
(The Pyrioni) Casting Time: 4
1st level spell Area of Effect: 1 creature
CREATE SMOKEPOWDER (Pyrioni and fire wizards Saving Throw: None
only) This spell grants supernatural strength to the recipient by raising
Components: V,S,M his or her Strength score by 1d4 points or to a minimum of 16,
Casting time: 1 turn whichever is higher. Each 10% of exceptional Strength counts at 1
point, so a character with a Strength of 17 could be raised a high as
(School/Sphere: Elemental Fire) an 18/30, but no higher. Both the caster and the recipient must be
By using this spell, the caster can transform normal coal or in contact with solid stone or earth when the spell is cast-standing
charcoal powder into smoke-powder. on the ground will do nicely, but flying or swimming will not. The
Once ounce (1 charge) per level can be made. The material spell lasts until the duration expires or until the subject loses
component is a sprinkle of sulphur, and a pinch of dried bird faeces contact with the earth. Obviously, this can happen in a number of
or bat guano. ways, including being picked up or grappled by a larger creature,
being knocked through the air by an impact or explosion, or even
being magically moved in some fashion.

The material components are a chip of granite and a


Spells of the hair from a giant.
Priests of Jaxx 4th Level
1st level spell STONEFIRE (Pr 4; Alteration)
Locate Fish Sphere: Elemental Earth, Elemental Fire
V,S Range: Touch
Casting time: 1 turn Components: V, S, M
(School/Sphere: Divination) Duration: 1 round/level
By using this spell, the caster can transform know the best place to Casting Time: 7
cast a net or a rod into a body of water within a 500 yard radius of Area of Effect: 1 cubic foot/level
their current location. This has the effect of trippling normal
expected catches of fish.
Saving Throw: None

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This spelt allows the caster to ignite stone into roaring flames. The When a stone storm spell is cast, the whole area is enmeshed in a
stone blackens, stretches to reveal holes, bums away from the vortex of swirling, battering rock and stone. Creatures within the
edges of these holes in ever-widening cavities until large amounts area of hurtling stone suffer 2d8 points of damage plus 1 additional
of stone have actually been burnt away, and then smolders into point of damage per caster level (thus, a 14th-level priest inflicts
quiescence again, creaking as it cools. The stonefire gives off an 2d8+14 points of damage). Creatures that make a successful saving
acrid, billowing white smoke, an earthy, metallic stink, and flames throw vs. spell suffer only one-half damage. The area of effect is
that cause 2d6 points of fire and heat damage (per round) to selected by the caster at the instant of casting from two options.
creatures within 10 feet. Actual contact with stonefire causes 4d4 The first is a circle of 60-foot radius with a 10-foot radius "eye" in
points of damage and forces a system shock check to avoid the center that is not affected. The second is a cloud whose total
collapsing, unconscious, from the pain. Creatures especially dimensions do not exceed 120 in feet (for example, a cloud might
susceptible to fire damage may suffer as much as double these be 40 feet wide, 20 feet tall, and 60 feet long).
effects. Creatures made of stone take 4d4 points of damage in the
The reverse of this spell, stone quench, clears twice the area of
first round and a like amount each round until a successful saving
effect of a stone storm of dust, dirt, and other particles suspended
throw vs. spell is made, checking each round. Creatures resistant to
in the air. Thus, a dusty haze that obscures vision and impedes
fire may suffer as little as 1d2 points of damage from contact with
breathing, such as that generated in battle or caused by an
stonefire. (They suffer some damage due to the corrosive effects of
avalanche, is cleared instantly. Magic of 6th level or less that
the burning.) Stone burned away by this spell is consumed, forever
creates such effects is instantly ended (dust devil, wall of sand,
gone. If key areas of stonework (such as pillars) or natural stone
sandstorm, and so on). Creatures from the Elemental Plane of
walls, ceilings, or supporting floors are burned away, collapses and
Earth of less than demigod status can be returned to that plane by
cave-ins may occur. This spell cannot be precisely controlled, even
stone quench cast for this purpose. The base chance is a roll of 6 or
with long practice; it is unsuitable for stone carving or decorating
better on 1d20. The caster's level is added to the roll and the
uses. The caster can affect 1 cubic foot of stone per level; a man-
creature's Hit Dice or level is subtracted from the roll. The material
sized statue is roughly 12 cubic feet. The material components of
components of this spell are the priest's holy symbol and a handful
this spell are a few grains of saltperer and a piece of stone that are
of pebbles, sand, or dirt that must be thrown into the air.
rubbed together.

5th Level
SOUL FORGE (Pr 5; Enchantment/Charm) Spells of the
Sphere: Creation, Law
Range: Touch Priests of Martok
Components: V,S,M Create Sentinel
Duration: 1 hr./level Priest Level 7
Casting Time: 1 turn Elemental Earth
Area of Effect: Components: VSM
Creature touched Casting Time (Varies)
Saving Throw: None The Caster First Creates a Special Solution made from the Material
By means of this spell, the priest strengthens and tempers the of the Sentinel being Created. During the Creation of this Solution,
moral fiber of a willing recipient. A creature tempered by a soul (cost given below) This spell must be Cast – (Casting time One Day)
forge spell is immune to all fear effects (including dragon awe) and on the solution which transmutes it into a Stone of the type
need never check morale. Further, the creature cannot be taken created. The Stone can be then kept until the next Martok Holy
over by an outside intelligence against its will and receives a +1 Day (21st of each Month) whereupon the Stone is added to the
bonus to its Armor Class and saving throws when attacked by evil Prepared body of a Sentinel, (Cost Given Below). The Body has a
creatures. It is rumored that a longer, ceremonial version of this small hollow prepared to receive the stone where its heart would
spell exists that can extend this protection to 1 day per level of the be, and once fitted, the Caster casts the spell again (time one hour)
caster. Soul forge is effective only when cast on lawful good beings. to bring the Sentinal to live. The sentinel is semi-low intelligent,
There is a 25% chance this spell fails when cast on nondwarves. and will follow directions that are not too complex of any Martok’s
clergy. If there are conflicting instructions, it will obey its creator
The material component is the priest's holy symbol. first, then the highest level Clergy next, etc.
7th Level
Cost Granite Ruby Emerald Sapphire Diamond
STONE STORM (Pr 7; Evocation) Reversible Solution 1000 GP 5000GP 7,500 GP 10,000 GP 25,000 GP
Body (NIL) 50,000 GP 75,000 GP 100,000 GP 250,000
Sphere: Elemental Earth GP
Range: 10 yards/level Types of Sentinels
Granite Ruby Emerald Sapphire Diamond
Components: V, S, M INTELLIGENCE: Semi (3) Low (5) Low (7) Avg (9)
Duration: 1 round Avg (11)
Casting Time: 1 round TREASURE:Nil Special Special Special Special
Area of Effect: ALIGNMENT: Lawful Neutral Lawful Neutral Lawful
Special Saving Throw: 1/2 Neutral Lawful Neutral Lawful N

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ARMOR CLASS: 1 -1 -3 -5 • Meld into stone: A clergy member of Martok (only) can cast
-7 Meld Into Stone, and ‘inhabit’ a Sentinel. (This looks bizarre for
MOVEMENT: 9 12 12 15 translucent Sentinels like Diamond, Ruby and Emerald.) While
18
inside, they can wear the Sentinel as armour for the duration of
HIT DICE: 12+1 14+2 15+2 16+3 18+3
THAC0: 8 6 5 4 2 the spell. While inside, they can hear and see, but cannot talk.
They can perform any normal task that does not require fine motor
NO.OF ATTACKS: 2 2 2 3(4) skills, and gain the Sentinel’s strength.
3(4)
DAMAGE/ATTACK: 3D6 3D8 3D8 3D8 Weapon Immunity:
3D10 Magical weapons are required to damage a Sentinel. Piercing
(or weap +10) weapons do half total damage, and blunt weapons do only 1 point
(weap +12) of damage per die, plus any magical and strength bonuses.
STRENGTH 20 21 22 23 24
SPECIAL ATTACKS: Granite Ships: Inside the Bowels of a Granite Ship, you will find 200
SPECIAL DEFENSES: Regeneration, Regeneration, Granite or Ruby Sentinels endlessly powering great treadmills.
Regeneration, Regeneration, Regen.
These Sentinels will respond to repel boarders if commanded by
+1 or better +2 or better +3 or
better +4 or better +5 or better
any member of the Martok Clergy. If a ship has less than 200
weapons to hit weapons to hit weapons Sentinels, its sped will be reduced (-1 for 1-75 missing, -2 for 76-
to hit weapons to hit weap to hit 125 missing, -3 for more than 125 missing... – Note that an
MAGIC RESISTANCE: 25% 35% 400% 50% enlivened ship still has a minimum speed of 1, even without
70% power.) If Better quality Sentinels are used, for every 50 Emerald
SIZE: L (8' tall) L (8' tall) L (8' tall) L (8' tall) L (8' tall) or Sapphire, the ship Gets +1 Speed. For Every 50 Diamond, the
MORALE: NIL NIL NIL NIL NIL ship gets +2 speed. (Theoretically an Enlivened Ship crewed by 200
XP VALUE: 21,500 23,500 25,500 27,500 31,500
Diamond Sentinels 4 + 8 could have a speed of 12. While this is
General: The Sentinels are large stone Golem Variants made by possible no clan is powerful enough, or wealthy enough to achieve
high priests or Martok. They resemble dwarves, but 8’ high, wide this.)
of shoulder, thick and powerful of chest. They are made from the
material they resemble, and are very strong.
Combat: In battle, the Sentinels strike with their massive fists, the
more intelligent ones can be taught to wield weapons, they can
Spells of the
wield proportionally larger versions of dwarven weapons
specifically crafter for them, or quite commonly Two Handed
Priests of Mothrael
Dwarven Axes or Mauls in each hand. These weapons are often
Master Crafted (+1 Hit and Damage) or Magical, and are sometime Enliven Granite Ship
equipped with Mattock of the Titans or Maul of the Titans. Priest Level 7
Elemental Earth
Sapphire & Diamond Sentinels strike 3 times per round with Two Components: VSM
Handed Weapons, or 4 times if using 2 weapons.
Attack Damage Attack
Casting Time (One hour)
Damage This spell takes a willing sacrifice and imbues their
acid Half spirit into the a Granite Ship that has the ‘Blessing or
cold full
electricity (lightning) full Greater fire
Martok’
(dragon, magical) half* The Sacrifice must be Dwarf and of 10th Level or
gas None higher from within in the Clergy of Morthrael (Hammer
Piercing weapon Half
magic missile full Blunt of the Sea.) The Volunteer takes their place on board,
weapons 1 pt** and by the special ceremony culminating with this
silver weapon None Non
Magical Fire none
spell, is absorbed wholly into the stone of the ship.
Horrid wilting/dehydrate None poison • Enlivened ships can repair themselves – 3d6 Hull
none Points, three times per day.
Spell Immunity: • Enlivened ships can crew themselves (still require
While most Damaging spells work, Sentinels are immune to Dispel
propulsion)
Magic, and even function within anti magic zones. Rock to Mud • Enlivened ships carry 20% more (240 t) and have
heals them 3d6+3 HP, though even without it, they regenerate 2 20% more Hull Points (240)
HP per round. Shatter (and like spells and effects) deals them 6d6 • Enlivened ships move at speed 4 instead of 3
damage if it passes their magic resistance. Disintegrate does 10d6
(Emergency 8 and Submerged 3/6)
damage (save for half). They are not affected by polymorph, plane
shift, maze, and are completely unaffected by any spells, spell like • Enlivened ships clean their own Air.
effects, (psionics etc) that affect the mind. Cure and Harm spells • Enlivened ships require a storage of Granite to repair
do not affect them. themselves, 1 Ton per Hull Point.

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• Enlivened ships have an internal compass (they affected by what is revealed that they cannot take action for
never lose direction) the duration of the spell, instead speaking to the shadows in
• Enlivened ships are ONLY affected by Magical a warm tone or staring in longing. Those outside the area of
Weapons or Smokepoweder Weapons (1/2 Damage) effect see only shadow. The material components of this
spell are a small mirror and ash, which is rubbed over the
• Enlivened ships have 20% Magical Resistance to
face of the mirror as the spell is incanted.
spells.

Ship Relevant Spells: (Available to ANY Madron Shadow Climb


Drwarven clergy.) Level: 1
Repairing Ships: School: Alteration
Purify Air Duration: 2 rounds per level
Area of Effect: Self 10'/ lv.
2nd Level CLeric (Elemental)
Each M sized creature requires 5000 cubic feet of air per day. Once
Components: V
this is used up, they will suffocate. This spell will recycle or purify Casting Time: 1
enough air for the Caster's level x 3 in M sized creatures. (2 m= 1L, Calling upon the demi-plane of shadow, the caster is able to
2l = 1 G, etc) form a ladder from shadows in the area.This ladder is 2
Create Slurry dimensional and only useable by the shadowmancer who
4th Level Cleric Spell (Elemental) created it. It affords the caster a ladder that only they can
This spell, when cast on powdered granite and Holy Water, creates climb equaling 10'/ level.
a pliable slurry that can be shaped (even underwater) to fit into
and fill cracks in Granite Hulls. The slurry will remain for up to 5
turns in its slurry state before it spoils and goes hard. When Level 2
sufficiently moulded into a hole or crack, the caster completed the
spell by driving in a granite chip - which instantly sets the slurry. A Aura Shroud
priest can create enough slurry to heal 1 Hull Point per casting Level:2
level.
School: Divination
Note: Pressure is a factor, a hole admitting seawater Duration: Instantaneous (lasts as many rounds as the caster
needs to be plugged somehow (a shield, crate, has levels)
equalisation of pressure inside by sealing a bulkhead, Area of Effect: Self
etc.) Componens: S
Air Bubble Casting Time: 2
5th/7th Level Cleric Spell (Elemental) Saving Throw: Special
By use of this spell, a cleric can create a static bubble of air Casting this spell affords the shadowmancer protection from
underwater. The bubble is 10' sphere diameter per caster level, the revealing effects of the Know Alignment spell as twisting
and lasts for 1 turn per level of caster. (The 7th Level version lasts
shadows envelope his mind. In addition, the caster's class
for 1 Day per caster level.)
cannot be determined. The caster of a Know Alignment spell
is allowed a saving throw against Spells. Success renders the
casting of Aura Shroud ineffective.
School of Shadow.
SHADOWMANCER SPELLS Shadow Armor
(original concept by Chris Ayotte) Level: 2
School: Alteration
Level 1 Duration: 4 rounds
Mesmerize Area of Effect: Self
Components: V,S,M
Level: 1 Casting Time: 2
School: Enchantment/Charm, Illusion Saving Throw: Negates Str. Dmg
Range: 5 yards/lv
Duration: 1 round +1 round every other level. When cast, this spell shrouds the caster in shadowy tendrils,
Area of Effect: 15' radius granting a +1 to AC at levels 3, 5, 7, and 9 for a maximum of
Components: V, M +4 (AC 6). In addition the tendrils lash out at one person
Casting Time: 1 within 5' of the caster dealing 1 point of temporary Str.
Saving Throw: Negates damage and 1d4+1 dmg. The bonus raises at levels 5, 7 and
9 to a maximum of 1d4+4. A successful saving throw vs.
Casting this spell causes all within the radius to see their spells negates the Str. damage. The material component of
deepest desires given form within the shadows. They are so
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AD&D 2E Collective Homebrew (release version 4.1 - June 4, 2016)
this spell is a paste made from ash and ground bone which is thicken, taking on a force of their own, clawing grasping and
used to draw arcane symbols on the clothes or robes of the slashing all targets for 4d6 dmg/ round and forcing a Str.
caster. check to avoid receiving a -1 penalty to hit and dmg rolls as
the insidious touch of the shadows steals the strength from
limbs.
Level 3
Assassin's Cloak Shadow Step
Level: 3 Level: 4
School: Illusion School: Alteration
Duration: 1 round/level Duration: Instantaneous
Area of Effect: Self or 1 person Area of Effect: Caster
Components: V,M Components: V
Casting Time: 3 Casting Time: 1
Saving Throw: N/A Saving Throw: N/A
As this spell is cast, the target is enveloped in shadows that Calling upon the power of the demi-plane of shadow, the
move easily with them. It grants a +35% bonus to the caster steps into a shadowy area, emerging from another
target's Hide-in-Shadows ability, and missile attacks shadow up to 30 yards distant and recovering 1 hp/lv as his
(including the Magic Missile spell) have a 35% chance of body merges with the shadows. This spell affects only the
missing. Entering any well lit area temporarily suppresses caster and the gear he is wearing and able to carry at the
the spell. The material component of this spell is a small time of casting.
square of cloth from a funeral shroud.

Level 5
Shadowy Assailant
Level: 3 Shadowy Caress
School: Conjuration/Summoning Level: 5
Range: 10 yards/lv School: Alteration
Duration: I round/lv or until target passes a Str. check Duration: 2 rounds
Area of Effect: 10' radius Area of Effect: Caster
Components: V,S Components: V,S
Casting Time: 3 Casting Time: 3
Saving Throw: Negates damage. Saving Throw: Halves dmg and Con. loss
Upon completion of this spell the caster summons motes of Whispering sibilant words and opening a clenched fist
living shadow from the demi-plane of shadows. These motes wreathes the caster's hand in flickering shadow. A
are given bodies in the shadows of the targets in a 10' circle. successful touch attack causes 3d8 cold dmg. In addition, it
The targets own shadows reach for and grab them, inflicting causes 2 points of temporary Con. damage as the cold
2d4 dmg./round and holding them fast until a strength leeches the subject's will to live.
check is passed. A saving throw vs. paralyzation/poison/
death magic for each target negates the damage incurred
from the spell. Shadow Guardian
Level: 5
School: Conjuration/Summoning
Level 4 Duration: 1 round/lv
Range: 25' +5'/lv.
Shadow Swarm
Components: V,S
Level: 4 Casting Time: 5
School: Evocation/Invocation Saving Throw; N/A
Duration: 2 rounds
Completion of this spell summons a vaguely humanoid
Area of Effect: 20' radius, centered on caster
shaped creature of living shadow from the demi-plane of
Components: V,S
shadow. It's eyes and mouth are deeper pools of blackness
Casting Time: 4
etched jaggedly on it's face. The guardian will keep itself
Saving Throw: Half damage
between the caster and one chosen target. The target can
Drawing a circle in the air and uttering complex incantations be switched at will by the cater. The shadow guardian has
evokes the shadows in a circle around you, affecting all an AC of 2 and can only be hit by silver or enchanted
inside who the caster identifies as an enemy. The shadows weapons. It has the same amount of HP as the caster. When

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the guardian has no chosen target, in will follow at the Note on source book- all spells(except original) can be found
caster's side. in the Wizards Compendium set. The source of origin is
given when known.
* ph- players handbook
Level 6 Tom- tome of magic
Fr- forgotten realms setting
Ebon Lash
Dm- dragon magazine
Level: 6 Wc1-4- wizard compendium volume
School: Enchantment/Charm, Illusion Br- birthright setting
Duration: 1 round/2 lvls. Oa- oriental adventure
Range: Targets within 10' of the caster Pn- polyhedron newszine
Components: V,M
Casting Time: 4
Saving Throw: Half dmg/ Negates hopelessness. Level 1
Affect normal fires(ph)
Muttering an incantation and straightening a small length of
Burning hands(ph)
black hemp rope, a whip of twisting, curling shadows appear
Dancing lights(ph)
in the casters hand. The caster can attack any target within
Fire burst(tom)
10' of himself. Upon succeeding with a ranged attack, the
Fire quill(fr)
target takes 1d4 points per lv. of the caster and is affected
Fire truth(wc2)
by hopeless helplessness, unable to do anything for 1d4+1
Flamespin(fr)
rounds.

Level 2
Hand of Darkness
Agannaza's scorcher(wc1)
Level: 6 Banish Dazzle(wc1)
School: Alteration, Conjuration/Summoning Circle of flame(fr)
Duration: 4 rounds Combust(wc1)
Area of Effect: Caster Darsson's fiery cube(wc1)
Components: V,S Elemental guide(wc2)
Casting Time: 6 Fire arrows(wc2)
Saving Throw: See below. Fire staff(wc2)
Chanting sonorous words and tracing runes with the hand to Flaming sphere(ph)
be enchanted, the caster uses the power of the demi-plane Kernan's fiery bolt
of shadow to transform his hand into a claw of living Pyrotechnics(ph)
shadow. With a successfull attack roll the incorporeal claw Rainfire(DM/wc3)
Smelting(wc3)
ignores all armors as the fingers of the claw slide and sneak
Smokescreen(DM/wc3)
into every crevasse they can find to reach the person Sundazzle(wc4)
beneath. Magical bonuses (+1, +2 etc) to AC are not ignored.
The claw deals 4d6+4 dmg as it touches flesh. The target is
Level3
allowed a saving throw vs. spells to receive half damage. Alamir's fundamental breakdown(tom)
Animate fire(oa)
Enchanted torch(DM/wc2)
Fiery fists(wc2)
School of Fire. Fireball(ph)
Firelance(wc2)
Arcane Spells Fire phantom(DM/wc2)
Flame arrow(ph)
(original concept by Paul Dennis and Chris Ayotte)
Melf's minute meteors(ph)
The spells are listed by level, with the original source book in Mellix's fire mouth(DM/wc2)
parentheses*. Descriptions of the spells can be found in Protection from fire(wc3)
there. New spells will have their descriptions in the next few Searing serpant(DM/wc2)
pages. Sunscorch(wc4)
As always, check with the DM for spell availability. All spells Zikalan fire form(br)
can be converted to use dark fire, at the discretion of the
DM, by adding obsidian to the components.
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Level 4 Firestorm(wc2)
Conjure elemental kin(wc1) Incendiary cloud(ph)
Daltim's flaming fist(wc1) Shooting stars(on/wc4)
Elemental form(wc2) Unleash monolith(wc4)
Elemental turning(oa)
Enhance fire creature(wc2)
Level 9
Everlasting fire(wc2)
Conflagration (wc1)
Fire aura(wc2)
Elemental aura(tom)
Firebrand(fr)
Meteor swarm(ph)
Fire charm(ph)
Fire gate(wc2)
Fire shield(ph)
Fire trap(ph)
Fire wake(pn/wc2)
School of Fire.
Flamesterd's flame strike(fr)
Protection from elementals, 10' Divine Spells
Radius (wc3) Level 1:
Sunfire(fr) Firelight
Sunwarp(wc4) Log of Everburning
Sustain fire(DM/wc4)
Unburn(wc4) Level 2:
Wall of fire(ph) Fire Trap
Flame Blade
Level 5 Heat Metal
Conjure elemental(ph) Produce Flame
Daltim's fiery protector(wc1) Level 3:
Elemental control(DM/wc2) Flame Walk
Fallion's fabulous fireball(DM/wc2) Protection form Fire
Fire breath(oa) Psychic Immolation
Fire stones(wc2) Pyrotechnics
Fire track(wc2)
Produce flame(wc3) Level 4:
Protection from fire, 15' radius(wc3) Protection from Elementals, 10' radius
Shroud of flame(fr) Level 5:
Animate Flame
Level 6 Wall of Fire
Fire eyes(fr)
Flame proof(wc2) Level 6:
Forest's fiery construction(tom) Call Phoenix
Summon fire dragon(wc4) Conjure Fire Elemental
Fire Seeds

Level 7 Level 7:
Command element(wc1) Chariot of Sustarre
Conjure greater elemental(wc1) Conjure Greater Elemental
Daltim's proof against fire(wc1) Fire Storm
Delayed blast fireball(ph)
Elemental servant(oa)
Flame chase(DM/wc2) Kernan's Fiery Bolt
Incendiary entrapment(pn/wc2) (Evocation/fire)
Malee-keth's flame fist(tom) (original concept by Paul Dennis and Chris Ayotte)
Sun stone(wc4)
2nd level
Level 8 Range: 60 yards + 10 yards per level
Avissar's flaming weapon(DM/wc1) Component: v,s,m
Elemental transmogrification (wc2) Casting time: 1

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Area of effect: 5 targets max normal fire or darkfire, as determined by the components
Save:vs. Spell for half damage used at the time of casting.
Upon learning this spell, the wizard can launch one missile
Use of this spell creates up to five bolts of magical fire that at 2nd level, with additional missiles acquired every three
dart forth from the wizards fingertips and unerringly strike levels, to a maximum of 5, ie at 5th level he can launch 2
their target, doing 1d6 of flame damag. If the target does missiles, 3 at 8th and so on.
not spend the next round extinguishing the flame, he will Components are a dart and a small piece of sulphur. To
take an additional 1d6 points of damage. A successful save create darkfire, add a small piece of obsidian.
vs spell causes half the damage(rounded down) and
completely negates the next rounds damage.
The caster can choose to fire at one or multiple targets, and
can determine the flame type as desired, choosing between

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APPENDIX
a

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Supplement 004: Song of the Dragon Bard - Chapter 2,
Adventures in Dawn by Radamanthys d'Zan
Several complete dungeon modules have been Supplement 005: Song of the Dragon Bard - Chapter 3,
published for adventures set within the Realm of by Radamanthys d'Zan
Dawn. Each is covered by the same Creative Commons
Supplement 007: Rise of the Children, by Anthony
license as this Game Setting document. Each can be
Costa
found as a Supplement within the Files section of the
AD&D 2E Collective Homebrew Facebook group. At the Supplement 008: Warlords of Dawn (optional game
time of writing, the published dungeon module setting variant for the Realm of Dawn), by
adventures in the Realm of Dawn include: Radamanthys d'Zan, Anthony Costa, David Stankowski,
and Scott Morgan
Supplement 001: Vault of the Ancients, by
Radamanthys d'Zan Supplement 014: The Portal of Dark Fire, by
Supplement 002: The Secret of Centaquan's Sepulchre, Radamanthys d'Zan
by Radamanthys d'Zan Supplement 019: East of Harasanti, by Paul Dennis
Supplement 003: Song of the Dragon Bard - Chapter 1, Supplement 022: Children of Loptif, by Anthony Costa
by Radamanthys d'Zan

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