1 - June 4, 2016)
To the spirits
of creativity
and collaboration.
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
CONTENTS PAGE
FOREWORD 7
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
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.
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.
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.
I.
GEOGRAPHY
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.
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.
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.
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.
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.
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.
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.
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
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.
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
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.
pilgrims, who are often trying to smuggle some kind of
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).
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.
(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.
Yja Terra, fertility goddess of the forest Sea cliffs of the southern Gnollfang Mountains
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
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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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.
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
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
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).
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
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
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."
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.
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
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.
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.
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.)
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.
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
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.
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.
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
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
(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
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.
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.
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
Chapter 2:
THE SEAS of DAWN
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Individual contributors are noted with each entry.
Ethereal Ocean
The Ethereal is the great ocean stretching west of the
Mainland to unknown reaches and unexplored realms.
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
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
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.
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
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
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
Chapter 3:
DERONDFALL: The Realms Below
An open world setting for AD&D
Created by members of the Facebook Group
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Individual contributors are noted with each entry.
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
(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.
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
II.
THE COSMOS
Chapter 4:
The CALENDAR
An open world setting for AD&D
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Individual contributors are noted with each entry.
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
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.
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.
Chapter 5:
The SEVEN MOONS
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Melkar Mi’irilith
Orokh
The Grand
Machine Phanzraithion
Eahha
Shui-Ali
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).
Chapter 6:
The Planes of Dawn
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III.
DENIZENS
OF DAWN
Chapter 7:
GODS of DAWN
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BY THE GODS!
Foreword by 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.
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
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.
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
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
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.
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.
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.
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.
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
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.
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.
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.
Chapter 8:
MONSTERS and RACES
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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
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
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).
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.
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
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
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:
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
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
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
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.
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
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.
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.
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
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
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
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)
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
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
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
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
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
Pithis-Sophia
(original concept by Sean Andrukaitis)
CG
11th level Mage/ 10th level Fighter.
Elven Bladesinger of the Ghostwood
Saviel Duskwillow
(original concept by Drew Imler)
level 3 human rogue
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.
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)
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
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
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
IV.
ORDERS
OF THE
REALM
Chapter 10:
Priesthoods
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.
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.
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
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
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.
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.
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.
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.)
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,
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
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,
Chapter 11:
Secular Guilds and Orders
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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.
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.
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.
Location: Thrakka
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.
Chapter 12:
Classes and Kits
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Individual contributors are noted with each entry.
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.
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.
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.
v.
MAGIC
Chapter 13
ARTIFACTS and MAGIC
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Individual contributors are noted with each entry.
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.
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
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.
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.
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)
Chapter 14
SPELLS
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Individual contributors are noted with each entry.
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
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
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
APPENDIX
a