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- ______________________________________________________________________
- / _ \ \
- \__) \ Print: 2 cp Fantasy News Network # Subscribers:100 \
- | |
- | +--------------------------------+ |
- | | THE ADVENTURER'S JOURNAL | |
- | +--------------------------------+ |
- | News for the Adventurers, By the Adventures |
- | |
- | Vol I, Issue #3 Date: Nov 6, 1992 |
- | |
- | Conjurer/Publisher:digdug@iastate.edu | __
- \ Hack and Slash Man/Editor:msphil@tsrv1.ts.wm.edu \ (_ \
- \__________________________________________________________________\__/
-
- INDEX
-
- News from the Forgotten Realms
- News from the World of Greyhawk
- News from Krynn
- News from Dark Sun
- News from the D&D Worlds
- News from ORIGINAL Worlds
- Quick Guide to the Known Worlds
- Weather Column
-
-
- ==============================================================================
- PUBLISHER'S NOTE: Well, finally got TAJv1.3 out. Sorry it took so
- long but we had a busy week. I think we found a format we like so I
- hope everybody enjoys it. Thanks to Trevor , trevor.jones@acadiau.ca,
- for the header. We now have 100 subscribers but I only received 15
- articles this week. Please send in your news if you want to continue
- to read TAJ. Thanks....and now.....
-
- Doug
- digdug@iastate.edu
- ========================================================================
- ----------------------------------------------------------------------
- NOTE FROM THE EDITOR:
-
- This was an unusually busy week, and we both were lagging behind. If
- there are any errors I overlooked, or any news was missed, we'll make
- it up in the next issue. Promise. Anyhow, here's issue number three.
- Enjoy! And don't forget to submit your news!
-
- -- Mike, msphil@tsrv1.ts.wm.edu
-
- ----------------------------------------------------------------------
- ANNOUNCEMENT:
-
- This showed up in the news submissions. I decided to go ahead and
- pass it along to the subscribers. -Mike
-
- The third issue of "Silver, Swords & Slaughter" is ready!
-
- "Silver, Swords & Slaughter" is an amateur rpg zine that covers
- nearly every rpg past and present. All articles have been submitted
- by readers, friends and net-folks. The only charge for this small
- zine is $1 which will cover the cost of the paper and stamp and will
- only be distributed in the USA. (this is to keep the costs down).
-
- I am making no money from this magazine all the money goes back into
- the next issue of this zine. "Silver, Swords & Slaughter" is done in
- black and white on standard 8 1/2 paper which has been folded so you
- get more for your buck. If you are interested in a subscription or
- just one issue please email me at sss@smashland.nelsonville.oh.us.
- Again the cost per issue is $1, sorry no discounts for subscriptions
- because a dollar barely covers the production and postage.
- Submissions are needed for the forth issue. The authors of the
- articles that have been used will receive a free copy of SS&S.
- Submissions can be emailed to the address above.
-
- Silver, Swords & Slaughter
- c/o Scott Mash
- 11685 SR 691
- Nelsonville, Ohio 45764
-
- ATTENTION!
- The 4th issue will be the double Christmas issue, this issue will be
- a double issue packed with articles, artwork and other surprises.
- Artwork and articles are badly needed, if you have any artwork that
- pertains to role playing games please send it to me.
-
- From: Scott Mash <smash@oucsace.cs.ohiou.edu>
-
-
- ----------------------------------------------------------------------
- - NEWS FROM THE FORGOTTEN REALMS -
- ----------------------------------------------------------------------
- Secrets of the Sages
- ====================
-
- In September 1988, TSR published the first and only Forgotten Realms
- Newsletter. Summer 1992 brought the confirmation by the RPGA that this
- Newsletter was the only one to be ever published.
-
- Following is the text of this Newsletter that I have just scanned on
- my computer.
-
- Enjoy all of you...
-
- Until swords part!
-
- The Wanderer, sylvain_robert@uqtr.uquebec.ca
-
- ---------------------------------------------------------------------
-
- +-------------------------------------------+
- ! A Short (for him) Greeting From Elminster !
- +-------------------------------------------+
-
- by Ed Greenwood
-
- "Tantam! Oh...er, hello; as ye say it... 'tantam' is what merchants of
- the North say, here in the Realms.
-
- "The Realms, the Forgotten Realms, o'course, as ye've all forgotten
- the way here, until now, that is. Of all the sages in Faerun, I am the
- first to walk among ye since Myth Drannor fen so it has fallen to me
- to welcome yeQye who have discovered the Realms through the offices of
- the good scribes of TSR, Inc. I bid ye fair welcome to my home, for
- 'tis a fair world, perhaps the fairest of all those I've walked. And
- mind ye, there have been a few and a few again, over the years.
-
- "Five hundred-odd winters I have lived in Faerun, most of them in the
- Dragonreach landsQthat is, those lands that border the Sea of Fallen
- Stars on the northwest. I've learned the odd thing in my time, here
- and there along my road; and so it is that I can pass on to ye what I
- think ye should know of the Forgotten Realms.
-
- "One cannot know too much beauty in one's life. Some such beauty is
- too fleeting, or too personal, to be passed on to others, but 'tis the
- duty of all beings who would rise to better themselves to pass on to
- others beauty that others can know. So it is that sages, of all
- worlds, preserve the lore and learning of their lands and peoples.
- Music, art, legends, and magecraftQall these we treasure, and TSR will
- bring ye as the years pass. And ye shall come to know the beauty of
- the Forgotten Realms.
-
- "For the life of a world can only be captured, howe'er imperfectly, in
- tellings that give one views of its landscapes and its lifeQits
- plants, its creatures, and their doings. I would Like to see the
- Realms come alive for ye, in this world, to delight ye as it has me. I
- have told one among ye, Ed Greenwood, of my world for years; through
- him, and others, TSR will bring ye more of the Realms in days to come.
- For some twenty winters only he listened to my tales, but I've talked
- long evenings away to more attentive ears, know ye, in the last season
- than in many seasons before, here and in Faerun. Ye who like to read
- what ye term 'novels'Qa novel term indeed, eh-heh...ahem...can expect
- to see more than a few tales of the Realms in times ahead. Some words
- ye can read already, as novels and game tomes, and of these I would
- speak now.
-
- "In all tales, a teller misses something, or speaks here and there
- with words unclear to someone who reads or hears, or tells not enough
- of what his listeners would hear about, if they could guide his
- tongue. Elminster's business is answering questionsQaye, and his
- pleasure, too. So, ask, I charge thee! Send thy queries to the good
- scribes, and I shall do mine own level best to answer, if not
- directly, then by producing more lore on locales, and matters, and
- beings, ye would know more of. The busy scribes of the realms can then
- turn such into modules, rulebooks, articles, and novels for thy
- entertainment. For, look ye, what greater purpose is there, if ye
- cannot heal or shape mountains or create life anew, than to entertain?
-
- "Ah, I envy thee all. To discover the Realms anew, as ye will! To walk
- amid the great trees of the Elven court, or glimpse (from afar, if ye
- would live long) the devil-haunted ruins of Myth Drannor. To see the
- welcoming farms of Shadowdale, or half a world away, the many proud
- spires of great Waterdeep, the City of Splendors! Ah, 'tis a grand
- world, I tell thee (and who should know better?) and it awaits thee,
- here and in pagesQand other ways, who knows?Q to come. When ye have
- seen a sunrise over the Moonshae Isles, or watched the stars
- glimmering above the beautiful city of Silverymoon on a clear deep
- night, ye will thank me! Aye, and it makes me glad to know the joy
- that awaits and proud, too, for the Realms are my home, even as ye
- would be proud to show a wayfarer thy abode, whate'er it be.
-
- "One thing more: know ye all that the Realms ye have seen in the box
- is but a small corner of the Realms! One of my favorite corners, aye,
- but only a small piece indeed of the mighty land that is Faerun. Ye
- have seen little of the North, little indeed of the lands between the
- Sword Coast and the Dragonreach, and little or nothing of Impiltur,
- Aglarond, and Thay to the east.
-
- "And these, too, are but a fewQthe entire South, from the Vilhon Reach
- through proud Amn, Tethyr, and hot Calimshan, ye have not even been
- shown yet. Nor Lantan, or Nimbral, the island realms (nor, far out to
- sea in the west, Evermeet of the elves); nor TharsultQnor the wild
- jungles of Chult, nor Tashluta and the lands about it, that we call
- Tashalar. Beyond this last lies a whole coast of realms, in the far
- south of FaerunQand ye could travel for many years walking east,
- across Raurin, and Durpar, and the Plains of Purple Dust, ere ye came
- at last to the mysterious lands of Karanm And Faerun is not the only
- continent of Abeir-Toril, know ye! Ah, rich years lie ahead of ye yet,
- ye who come along for the ride across this rich world of mine! I
- welcome ye, and wish ye wellQand will have more to say to ye anon (for
- I say much, and often, as they say). But for now, until swords part!"
-
- +-------------------------------------------+
- ! LANDS OF THE FORGOTTEN REALMS !
- +-------------------------------------------+
-
- During the scribing of the Forgotten Realms tomes. some information
- was unintentionally overlooked by over-worked scribes working by far-
- too-feeble candlelight. The errant information literally came to light
- recently (when the scribery windows were at last washed) and is here
- included for your education, edification, and perusal.
-
- +-------------------------------------------+
- ! AGLAROND !
- +-------------------------------------------+
-
- A small realm that keeps to itself, Aglarond exerts little influence
- in affairs of state beyond its borders. It is important in the overall
- strategic balance of the Inner Sea lands, however, simply because its
- continued existence prevents Thay from overwhelming the northern
- "East:' Aglarond's strength and danger, because she stands in magical
- opposition to the Red Wizards of Thay, who do not kindly suffer
- rivals, is its current ruler, a female archmage of fabled powers,
- known only as The Simbul.
-
- Aglarond lies on the northern side of a peninsula jutting out into the
- eastern end of the Inner Sea; a sparsely-inhabited, heavily-wooded
- realm of few farms and no large cities. Jagged pinnacles of rock stand
- at its tip and run along the spine of its lands. To the east, these
- fall away into vast and treacherous marshes that largely isolate The
- Simbul's realm from the mainland. Travel in Aglarond is by griffon,
- ship, or forest trails. It trades lumber, gems, and some copper for
- glass, iron, cloth goods, and food when free trading vessels come to
- port, but sends out no trading ships of its own.
-
- Aglarond cannot boast a field army of any size, nor a navy, but within
- its woods The Simbul's foresters are expert and deadly troops, adept
- at fire-fighting and at using "coastboats" (long, canoe-like open
- boats handled with lateen sails. oars, and poles) to raid by night as
- well as traveling in the treetops and fighting among them. The
- foresters are alert and grim; the menacing might of Thay is
- uncomfortably near, and Aglarond's blades are all too few. At the
- battles of Singing Sands (1194 DR [Dalerecking]) and Brokenheads (1197
- DR), Aglarond's forces turned back invading hosts from Thay, but the
- cost was great. Skirmishes with raiders hoping to win glory in Thay,
- or mercenaries hired by Thay, are common.
-
- Little is known of The Simbul's aims and true strength, but she is
- seen to constantly roam the northern Realms, working to influence all
- manner of events. This is presumably to better Aglarond's safety,
- although she is said to be a member or at least an ally of the
- Harpers, whose aims are more widespread.
-
- Initially a wilderland inhabited only by a few sylvan elves, satyrs,
- and the fell forest denizens known more to men in fable than in fact
- (owlbears, stirges, and the like), Aglarond was little disturbed by
- men as settlement spread east across the Inner Sea lands an age ago.
- Often visited by pirates and others seeking a temporary refuge or to
- cut timber, Aglarond remained unsettled for many long winters. A few
- adventurers ceased their explorations to colonize the land, mostly
- those too old, notorious, or badly maimed to continue faring. At
- length fishermen seeking untouched seas moved to Aglarond's shores,
- and slowly small settlements of fisher-folk took hold on the rocky
- coasts. These villagers faced the sea, and although the woods at their
- backs seldom erupted to endanger them, they did not explore inland nor
- boldly cut and fell in the manner of the settlers of Cormyr, Sembia,
- and the Dalelands. The far-off pinnacles and the endless woods
- remained hostile places for a generation or more; those who ventured
- too far in did not return. As the wood cutting slowly ate away at the
- forest edge, skirmishes with owlbears and satyrs became more common,
- and were-creatures began to appear. Adventurers on the run or seeking
- hire also began to arrive in Aglarond, and for a brief, bloody decade
- still vivid in songs and travelers' tales, men slaughtered the most
- dangerous of Aglarond's monsters. As the dangers of the woods grew
- fewer. hunters and fur-trappers ventured further inlandQand eventually
- discovered that the elves of Aglarond had grown few and humble,
- weakened by disease and continual warfare with the mountain trolls and
- the dark elves of the mountain deeps. Most of the fisher-folk remained
- ignorant (and fearful) of the forest depths, and did not venture far
- into the trees. But the hunters and adventurers fought the trolls and
- (rarely) the drow, knowing the elves first as wary allies and then as
- friends, and within another generation a proud (if few in number)
- half-elven folk had come into being in the depths of the woods, the
- elves being completely absorbed into the half-elven stock. Over the
- next decade, the drow "went under"(ground) and came to Aglarond no
- more, the trolls were nearly eradicated, and the satyrs all left
- Aglarond or perished in the forest wars, until the half-elves came to
- rule all of Aglarond's wooded interior. Indiscriminate wood cutting
- continued around the villages of Oskur and Dlusk in particular and at
- length the half-elves grew angry enough to move down into the fishing
- villages and take over. This led to several armed skirmishes, notably
- a pitched battle at the remote anchorage of Ingdal's Arm (in which the
- "pure" humans perished to a man), but at length the half-elves
- prevailed.
-
- For a time there was ill feeling, but the just rule of the half-elven
- (and their undeniable and ever-increasing blood ties to the fisher-
- folk) soon welded the people into a loyal fellowship under the rule of
- a king. The first king, the senior war-leader of the elves, was the
- aged Brindor. He established a fighting corps of veterans and youths,
- named an heir, as he had no surviving mate or off-spring of his blood,
- and began a tradition of government by monarchy and council. Each
- village chose a representative or elder to be a part of the council,
- to advise and debate with the king. Those who would not accept the
- rule of the King moved west, into Altumbel, or north and east into
- Thesk. Theskan raiders (and later, the growing threat of Thay) were
- encountered by Brindor's only great engineering works: the fortress of
- Emmech at the mouth of the Umber, and the "Wall of Giants,'
- constructed by giants in return for some mysterious magical service
- Brindor gave them. These works prevented any army that crossed the
- Umber marshes from sweeping into Aglarond's growing farms.
-
- Brindor's heir, Althon, began a great program of irrigation, road-
- building, and careful husbandry of the much-shrunken woods of
- Aglarond. Eventually to become known as Althon "The Old,' he lived
- nearly a hundred winters. In Althon's time Aglarond grew into a strong
- and happy realm, despite the growing power of Thay and the many cities
- along the coast to the south of the Yuirwood. The wood gained its name
- from the "Yuir" as the elven folk now absorbed into Aglarond's half-
- elven populace had called themselves. Althon had two sons, Elthond and
- Philaspur. Elthond perished in the first great battle against the
- forces of Thay at Singing Sands (so-called for the lamenting women of
- Aglarond, who cried and sang all night as they took up the bodies of
- their slain men from the sands around Emmech). Philaspur reigned
- thereafter, himself perishing at the fortress of Glarondar in the
- battle of Brokenheads.
-
- Philaspur's daughters, Thara and Ulae', ruled long and well together
- after his death. Known as "the Grey Sisters" for their raiment, they
- developed their magical arts to awesome heights and were believed to
- have used shrewd dweomercraft to thwart many forces from Thay ere
- these reached Aglarond's borders. In their later years, both took
- husbands. Thara wed Elthar of Milvarune, gaining thereby the
- friendship of Thesk (which survives to this day). Ulae' bore a son
- Halacar and a daughter Ilione.
-
- Halacar reigned from the death of his mother (1257 DR) through a
- disastrous campaign against Thay and diedQof poison, it is thoughtQin
- the winter of 1260 DR without wife or offspring. His sister Ilione
- came to the throne inexperienced but she was wiser than Halacar and
- carefully built Aglarond's strength. Ilione immediately named as heir
- her apprentice, the young and mysterious sorceress known only as The
- Simbul. She ruled long and wisely as Aglarond prospered. Ilione died
- of plague in 1320 DR.
-
- Since that time The Simbul has ruled the realm with magery greater
- than any known in the Inner Sea lands since the fall of Myth Drannor.
- She is thought to still live, and Aglarond still survives, because she
- personally overmatches even the infamous Red Wizards of Thay. If The
- Simbul herself has apprentices or a chosen heir, she has not publicly
- identified any such to the Council. Her style as Queen of Aglarond a
- title she never uses, preferring to be known only as "The Simbul" is
- her own, different from her predecessors and counterparts in other
- realms. As Mirt of Waterdeep once said, "Ah, that ladyQ she goes her
- own way." That way must be a narrow and often treacherous one;
- Aglarond's future may well be in the balance.
-
- +-------------------------------------------+
- ! EVERMEET !
- +-------------------------------------------+
-
- Evermeet of the Elves is the island kingdom of the elves and lies west
- across stormy seas beyond the lands of men. It is a happy realm of
- deep, wondrous forests and much laughter. Here the High Elves, under
- the leadership of the Silver Elven Royal HouseQsix Princes and seven
- Princesses, under the ruling Queen Amlaruil (her king, Zaor, died some
- thirty winters ago)Q live in rich splendor. The art, the music, and
- the magical research all are far above what is seen here, even in
- Waterdeep the Splendid.
-
- All elves, except the Dark Elves, are welcome there, and many sea-
- elves live in the surrounding waters. To guard the realm against men,
- particularly the aggressive raiders from Ruathym and the Pirate Isles,
- Evermeet has a mighty navy, It is by far the most numerous and well-
- armed in the known Realms. Based in the fortress of Sumbrar, with
- smaller outposts at Elion and Nimlith, the vessels of Evermeet's
- fleets patrol from the Wave Rocks to the Gull Rocks and "the Teeth' in
- a wide circle of ocean. Boats are built and repaired at Siiluth
- ("Beaching Bay"), and call at only a few ports in the lands of men:
- Eskember, the Moonshae Isles, Neverwinter, and Waterdeep. In the past,
- the ships of Evermeet have fought many battles with Ruathym, the
- reavers of the Nelanther (Pirate Isles), and Calimshan, and have
- hurled back all attempts to seize the island or its treasures.
-
- Recently, many elves from troubled lands in the interior of the Realms
- have begun to take ship in Waterdeep, to come to Evermeet where men
- are not seen and evil threatens not.
-
- +-------------------------------------------+
- ! HALRUAA !
- +-------------------------------------------+
-
- A small, rich realm fed by the verdant farms of the Maeru valley and
- slaked by the fiery wines born in the vineyards of the High Aluar,
- Halruaa is famous for its rich electrum mines and its magic.
-
- Halruaa is a realm defined and isolated by mountains, but often
- invaded from the sea for its mineral wealth (principally located east
- of Lake Maeru, in astonishingly large and pure deposits). Its people
- have become, as a result, warlike, and led by tradition. The realm is
- not at peace with its less powerful neighbors. Formerly, out of
- necessity, they were led by wizards.
-
- These Halruan magic-users are of great and mysterious power. Thay's
- current regime is said by some to have been founded by renegade
- Halruan mages. Halruaa is always ruled by a wizard-king. The current
- ruler is Zalathorm, an elderly man of great mystical powers. The
- Elders of the "Halruan" (as the wizards are known) advise him, and
- will choose from their own ranks the mightiest mage to become his
- successor, when that time occurs.
-
- Halruaan mages wander in secret over much of the Realms, always
- seeking items of magic (particularly unique and ancient items), and
- they have gathered many thousands of such treasures in their temples.
- The Halruar worship Mystra, and their temples are vast strongholds
- where they live, work, and study to further their arts, as well as
-
- worshipping The Lady of Mysteries. The most mighty of these temples
- lies within Mt. Talath and is a vast and ancient network of caverns,
- passages, and mountain top turrets. Most of the other large temples
- (as opposed to the devotional shrines of the cities) are located in
- the mountains ringing the Nath, or northeastern basin, where vast
- herds of wild rothe and aurochs roam, and are culled regularly for
- food.
-
- Halruaa has a small war-navy, based in Halagard and Zalasuu. Its
- principal fortified base and construction docks are on the outlying
- isle of Rulasuu.
-
- This realm is little known in the North. These paltry words, and the
- map, are all Elminster could ten you of it, except for the badge of
- the realm, borne on navy sails and diplomats' cloaks. It is a star
- surrounded by three concentric circles, all in white (on a darker
- background, which may be of any color). The star represents Mystra,
- the inner circle the land. This is encompassed by the second circle,
- representing the Halruans, and an outer circle represents the world
- beyond.
-
- TSR
- ---------------------------------------------------------------------
- SILLY VICIOUS GOONS MISSING AT SEA
-
- Forgotten Realms (modified, pre-Time of Troubles):
-
- The adventuring group SVG (usually known as Silly Vicious Goons)
- has disappeared on Straitguard Island (about 2 weeks sailing south-
- east of Waterdeep) while acting as a scouting party for King Jaylith.
- Rumours of drow involvement are being denied by official sources in
- the kingdom; the adventurer's guild has declared the group "missing,
- status unknown". Any person(s) knowing the whereabouts of this
- adventuring group should report its presence to the local guild hall:
- standard guild payment schedules will be followed.
-
- SVG is comprised of two dwarven fighters, one human cleric, one
- elven cleric, one elven thief-mage, one elven fighter-mage, one female
- human mage, and one (very attractive) female human swashbuckling
- thief.
-
- Vincent Gray, VINCE@sscl.uwo.ca
-
- ----------------------------------------------------------------------
- - NEWS FROM GREYHAWK -
- ----------------------------------------------------------------------
-
- Date: 11 Patchwall, 580
-
- PRINCE OSKAR LEAVES NAERIE
-
- Greyhawk : Iron League, County of Idee : Naerie :
-
- Prince Oskar has finished gathering his troops and has set off for
- Irongate to procure ships to take him to Mithat or Old Red in Nyrond.
- He is attempting to free his homeland of Tehn from the hold of Sevvord
- Redbeard
-
- FEALBRAND RAIDS AHLISSA
-
- Greyhawk : Great Kingdom, South Province of Ahlissa : Zelradton:
-
- Raiders under the command of one Fealbrand have raided several
- border posts and attacked troop garrisons in the border regions. He
- has disrupted the Duke's plans of staging a late fall attack on Idee.
-
- NEW MERCENARY BAND FORMED
-
- Greyhawk : Iron League, County of Idee : Naerie :
-
- A new Mercenary Band named "The Spines" and headed by a warrior
- named Adolph and consisting of several highly skilled soldiers and a
- collection of other men-at-arms. They are looking for work and say
- that their fees are very reasonable and that they are familiar with
- the Spine Ridge between Idee and the Scarlet Brotherhood. To retain
- them please leave a message with the Bartender at the Laughing
- Halfling (acc_dtw@exodus.valpo.edu or acc_dtw@valpo).
-
- BANDITS IN HOLLOW HIGHLANDS
-
- Greyhawk : Iron League, County of Idee : Naerie :
-
- Merchants have been reporting a large number of raids on their
- caravans as they travelled between Sunndi to the East and Idee. In
- fact no less than 7 caravans have gone missing on the normally quiet
- and safe route. Currently the only safe route passes through the
- Elvish Earldom in the Rieuwood, and the Earl charges higher tariffs
- than the independent villages of the Hollow Highlands.
-
- GNOLLS ATTACK VILLAGES
-
- Greyhawk : Iron League, County of Idee : Naerie :
-
- Refugees have been arriving in the outlying villages around Naerie
- reporting that Gnolls have been destroying whole villages near the
- Menowood. It is suspected by Count Fedorik Eddri that the Caravan
- raiders and the Gnolls may be one and the same. Sources close to the
- Count hint that due to the fact that the majority of the mercenaries
- and troops in Naerie have been moved to the front with Ahlissa to the
- north, the new mercenaries, The Spines, may be hired for the task of
- killing the Gnolls and Bandits.
-
- ACC_DTW@exodus.valpo.edu
-
- ----------------------------------------------------------------------
-
-
- EMMINENT POLITICAL FIGURE CATCHES INTIMATE SOCIAL DISEASE
-
- Greyhawk : Keoland : Niole Dra :
-
- There is talk in the city of Niole Dra, Keoland, that a certain
- emminent political figure has been suffering from a certain disease
- passed on from intimate social activity.
-
- Martin Crossman, mcc5@leicester.ac.uk
-
- ----------------------------------------------------------------------
- - NEWS FROM KRYNN -
- ----------------------------------------------------------------------
-
- Krynn: Taladas: Kristophan:
-
- FIRE IN THE ARENA
-
- A fire erupted in an uncontrollable blaze on the west side of the
- arena when a combatant became angry when he was defeated in a trial by
- combat. The combatant, an elf accused of theivery, began casting a
- spell after first blood was drawn. Before authorities could reach the
- elf, a lightning bolt was cast at the other combatant. The lightning
- bolt hit the other combatant in the chest, which killed him. The
- lightning bolt then passed through the combatant and entered the
- stands and caused the wood seats to erupt in flames. Seven minotaurs
- died in the panic that resulted. The Elf was executed on the spot by
- the Royal Court Mage, Mortellius. The fire continued to burn through
- the night. By morning the fire had burnt itself out. The
- construction on the new seating will begin next week. Next months
- trials by combat will be postponed for two weeks.
-
-
- ROYAL MAGE NEEDS NEW APPRENTICE
-
- Upon the new year a new apprentice will be chosen to study under
- Mortellius. Applicants should submitt an essay to the court scribe.
- The essay should include study interests, prior research, references,
- and reasons why this highly honored position should be fill by the
- applicant. Essays will be taken for the next six months. Upon the
- new year in eights months a new apprentice will be chosen at the
- winter festival.
-
- BATTLE BETWEEN IMPERIAL LEAGUE IS OVER
-
- Krynn : Taladas : The battle between The Imperial League is over. The
- Imperial League lost every living being to the battle. It is rumored
- that the Army of Thenol had the fabled sword Hellfire, because every
- soldier of the League had burst into flame and died. The Imperial
- League is offering 500,000 st for any infomation that leads to the
- capturing of the sword Hellfire. The Imperial League is offering
- 1,000,000 st to the person/persons who brings the sword to Lord Batian
- of Kristophan.
-
- Notes on the battle.... The battle lasted for 5 days. The Army of the
- Imperial League numbered at 2423 and the Army of Thenol numbered 3446.
- The first day looked as if the Imperial League would slaughter the
- Army of Thenol. The second and third day very little fighting occured
- because both Armies pulled back to a defensive position. The fourth
- day the Army of Thenol sent a assassin squad to kill the commander of
- the Imperial League, but the squad failed. On the Fifth day, the
- Imperial League attacked, While they were approaching a lone man stood
- ahead of the Army of Thenol holding a two-handed sword. As the
- Imperial League approached the man swung his sword and a fireball
- erupted from the blade, a fireball as great as if a thousand mages had
- cast it at once. The Imperial League died in flames. Thus the
- Kingdom of Thenol claims the battle won.
- From the Sage Jansus.
-
- Kelly McCauley MCCAUKA@WKUVX1.BITNET
- --------------------------------------------------------------------
- Krynn:Northern Ergoth: WAR DECLARED!
-
- Emperor Mercadior Redic V of Northern Ergoth's latest treaty bid with
- Qualinesti has failed. Expeditions sent by Mercadior to Qualinesti to
- capture Speaker of the Suns Porthios have failed mysteriously, none
- ever even reached Qualinost. Mercadior's numerous attempts to set up
- outposts in the old Ergothian ruins of Hie and Khimel on Southern
- Ergoth have disappeared without trace as well. Accusing the elves of
- Southern Ergoth of conspiracy, Mercadior sent a punative army (5000
- men) south and, landing at Daltigoth, reinforced it with Storm Ogres
- (500 ogres)and marched on the Kaganesti village of Rain. Apparently an
- alliance had been formed betwixt the ogres and the humans.
-
- The newly formed elven nation, Ergonesti, composed of Kaganesti,
- Silvanesti, and Qualinesti elves sent forth a small army to meet them
- (2500 elves). In addition, Merathanos, Belthanos, and Cher-Kal, the
- triumvate ruling Ergonesti, also sent out three ships to Qualinesti
- asking for aid.
-
- Apparently the aid was unnessecary. When the two sides met on the
- borders of the elven lands, the Ogres charged their human advesarys,
- apparently to avenge themselves for the ancient slights that the
- Ergothian humans had committed against the Ogres. The Ergothian army
- broke before this unexpected charge and most were destroyed. The rest
- fled into Ergonesti where none are reported to have survived. The
- ogres, under the command of the ogre Kthaaarx wisely retreated before
- the sudden onslaught of arrows from the forest.
-
- Unfortunately, like the Armachnesti before them, the elves in the
- three ships were lost at sea....
-
-
- Krynn:Solamnia(High Clerists Tower):SOLAMNIANS SENT TO SANCTION
-
- Two months after the defeat of Kitiara and her blue dragon armies at
- Palanthas, strange rumors that Kitiara had returned to Sanction were
- heard. Reports from Tanthalas Half-elven and Dalamar the Mage give all
- indication that she had died in the battle. A group of adventurers
- were asked by Gunthar Uth-Wistan to investigate these rumors. They
- accepted and, they were sent with an escort of three Solamnics
- knights. The party included:
-
- Ferrel Ironbeard : Fighter (Mountain Dwarf)
- Hauk : Ranger (Human)
- Kelida : Fighter (Human)
- Werdna : White Robed Mage (Elf)
- Tasslehoff Burrfoot: 'Handler' (Kender)
- Lavim Springtoe : 'Handler' (Kender) Tasslehoff's cousin
- Sir Heros of Coastlund: Abbot of Swords (Human)
- Squire Caaman : Knight of the Crown, (Human)
- Lord Crownguard : High Justice, (Human)
-
- Most suprising of the group was Lord Crownguard, a High Justice, and
- father of Derek Crownguard. He went for reasons of his own that he
- wouldn't share though dark rumor has it that the ill-fated knight
- Derek Crownguard had been raised as a death knight.
-
-
-
- Krynn:Jansburg(Solamnia):
-
- The party arrived in Jansburg carried by three bronzes headed on a
- scouting mission over Throytl. In Jansburg, the party made inquiries
- at the local inn, The Black Feathered Harpy about Kitiara. No one had
- heard anything about this, but a man dressed in furs, a Que-Shu
- tracker presumably told them to meet him outside of the village after
- dark. Lord Crownguard agreed, much to the chagrin of Hauk and Ferrel
- whom both refused to go. Kelida, the other two knights, Werdna, and
- Tasslehoff agreed to go with Crownguard. Lavim was no where to be
- found.
-
- That night while Hauk and Ferrel stayed at the inn while the rest of
- the group, still without Lavim, went to the agreed meeting place.
- Meanwhile, minutes after they left, Lavim arrived and told Hauk that
- their companions were being led into an ambush.
-
- Lavim, Hauk, and Ferrel took some horses that Lavim had 'found' and
- rode out to the ambush fight. What they found amazed them. Baaz
- draconians, at least fiveteen of them, were attacking the party.
- Kelida had been knocked to the ground and was unconscious, Squire and
- Tasslehoff were surrounded. The others were holding there own. Lavim
- and his group charged into the battle.
-
- The Baaz scattered before the charge and gave the heroes time to
- regroup. Werdna cast lightning bolt and killed two of them. The rest
- fled to the south-east.
-
- The party dressed its wound and returned to the inn. In the morning,
- it was decided that Lavim and Squire must carry the news of the
- draconians back to the High Clerists Tower, while the rest would
- continue on.
-
-
- Raistlin Majere, Alpha Institute. - DOMAIN lucas@scicom.alphacdc.com
-
- ----------------------------------------------------------------------
- - NEWS FROM DARK SUN -
- ----------------------------------------------------------------------
- Sorry, no news.
-
- ----------------------------------------------------------------------
- - KNOWN WORLD/HOLLOW WORLD -
- ----------------------------------------------------------------------
- (Mystara is the D&D Known World/Hollow World campaign setting)
-
- TROUBLES ALONG ARMSTEAD ROAD
-
- Mystara : The Republic of Darokin : Armstead :
-
- The Chancellor's special investigator arrived, reporting serious
- problems along the way. Apparently, of nearly a dozen guards, only
- two survived the trip. They were set upon by a mixture of mounted
- goblins (on worgs) and goblins on foot, all weilding crossbows. The
- investigator is worried and is looking for guards to take him back to
- Darokin City.
-
- SOLDIERS DEFEATS 1000 ORCS
-
- Mystara : The Republic of Darokin : Fort Nell :
-
- The soldiers of Fort Nell reported turning back an assault of
- nearly a thousand orcs, all on foot. The orcs were wielding long
- swords, backed up by nearly two hundred crossbows, and they exhibited
- unusually good military tactics. Darokinian casualties were heavier
- than normal, but still light. The commandant has requested
- reinforcements.
-
- EYE OF THE SERPENT AGENT DIES DURING INTERROGATION
-
- Mystara : Alfheim : Alfheim City :
-
- Elves report having captured a shadow elf who, under heavy magic
- questioning, reported being an Eye of the Serpent. The authorities
- are slightly worried, since they were able to determine that the
- shadow elf was connected with many more people, but the questioning
- killed the captive before names could be extracted.
-
- SILVER FOUND AT CHATEAU DE MALINBOIS
-
- Mystara : Glantri : Viscompty de Malinbois :
-
- The Viscomptess de Malinbois today announced the discovery of a
- large silver depost under her own castle, the Chateau de Malinbois.
- The Fellowship of Were-Hunters, a group formed to hunt lycanthropes to
- extinction, were pleased to hear this and are already working to get
- silver weapons.
-
- Mystara : Glantri : Glantri City :
-
- Glantri, after minimal research into its records, asked the
- Darokinian emissary to go to Crownguard, the castle of the Klantyre
- family. The emissary, who was trying to find information on Conor and
- Angus MacGregor, was a little disappointed, but apparently he is
- following up on the lead.
-
- VYALIA ELVES ATTAINS COUNTY OF VYALIAN
-
- Mystara : The Empire of Thyatis : Thyatis City :
-
- The Emperor announced the secession of part of the County of
- Vyalian to the Vyalia Elves, who formally claimed their ancestral
- lands a short time ago. The rumor mill has gone wild with speculation
- on what assurances the Emperor received.
-
- BLACK EAGLE BARONY RAIDS DURING FESTIVITIES
-
- Mystara : The Grand Duchy of Karameikos : Luln :
-
- The arrival of a nobleman, Lord Valerius Luctivitae, prompted
- festivities. Unfortunately, the festivities were interrupted by a
- nocturnal raid from the Black Eagle Barony. Town's mistress Sascia,
- personally leading the town militia, repulsed the incursion, and Lord
- Valerius praised her for actions similar to those that earned her a
- barony. Baroness Sascia is now the ruler of the Barony of Luln, and
- she immediately adopted Luln as her patronym.
-
- ELVES SPOTTED IN DYMRAK FOREST
-
- Mystara : The Grand Duchy of Karameikos : Dymrak Forest :
-
- The forest has been silent of late, and the frontiersmen in the
- area are concerned that there may be some problems if the goblins are
- preparing for some great move. However, elves have been sighted for
- the first time in decades, and they were lightly armed and armored,
- but fast, silent, and apparently deadly. They warned off any humans
- they encountered, telling them to get out of the "Vyalia Woods."
-
- GENERAL AKHENTOPEN APOLOGISES TO THE CHURCH OF PFLARR
-
- Mystara : Hollow World : The Kingdom of Nithia : Tarthis :
-
- General Akhentopen was called to task for his heresy, failing to
- recognize that the people he called "those vile dog-men who dare
- profess worhip of Divine Pflarr" are in fact the chosen race of
- Pflarr, created by that Immortal in the distant past. The General
- issued a formal and very lengthy apology to the Church of Pflarr.
-
- MILENIAN TROOPS DEFEATS NITHIAN SOLDIERS
-
- Mystara : Hollow World : The Milenian Empire : Eastern Border :
-
- Milenian troops were reported victorious in a confrontation with
- Nithian soldiers. Light casualties were reported.
-
- ACOLYTES SACRIFICES FOR HERESY
-
- Mystara : Hollow World : The Azcan Empire :
-
- A number of acolytes and a few of the mid-llevel priests were
- sacrificed after proclaiming heresies against Atzanteotl. Apparently,
- they were also secretly following the teachings of a mysterious
- emperor of ages past, called Atruatzin, the Quetzalcoatl. Priests of
- Atzanteotl viciously denounce these beliefs, and they are quick to
- sacrifice any who profess them.
-
- Mike Phillips, msphil@tsrv1.ts.wm.edu
-
- ----------------------------------------------------------------------
- - ORIGINAL WORLDS -
- ----------------------------------------------------------------------
-
- Original : Cord - A city of the Free City Alliance :
-
- WHO TRIED TO KILL PRINCE ARKENSHIELD?
-
- Rumors are still flying in the city about the aborted assassination
- attempt on Price Arkenshield. Was it a disgruntled merchant? The
- Brotherhood of the Night? Or his wife? Only time may tell.
-
- CONTRACTS SIGNED WITH DWARVEN MINING COMPANY
-
- The city fathers of Cord are pleased to announce that they have signed
- a contract with a dwarven mining company from the Western Kingdoms to
- construct a complete set of sewers under the city. Though the costs
- will be high, the long term benifits to the city will be well worth
- it.
-
- ELVEN MINSTREL VANISHES
-
- The newly arrived elven minstrel who was fast becoming the most
- popular act in Cord has apparently vanished from the city. Several
- well to do locals are still looking for the missing minstrel.
-
- TROUBLES ON THE EASTERN ROAD OF CORD
-
- The roads east of the city appear to have grown more dangerous as fall
- approaches. Master Send, local grain merchant, reports the loss of a
- grain caravan this week. City guardsmen report that the caravan was
- apparently attacked by a large band of orcs, last seen headed in the
- direction of the evil Lake Tanga. Captain Migan Stonefist reports
- that patrols eastward will be trebled, and an attack force is being
- prepared to deal with these marauding orcs.
-
- ADVENTURERS SAVES MERCHANT'S SON
-
- When Master Send lost his caravan, he also lost his youngest son.
- Apparently the lad was on his way back from visiting relatives in
- Mist. Fortunately a group of adventurous citizens managed to
- negotiate his release from the foul orcs. This same group of citizens
- were also responsible for returning a recently stolen tax chest from a
- group of marauding bandits that performed a daring raid in the middle
- of Cord itself.
-
- FATHER TIRLY STILL ILL
-
- On a sadder note, Father Tirly of the Temple of Alara is still
- suffering from ill health. Apparently the main temple in Reap has
- still not agreed upon a replacement for the elderly and popular high
- priest. Let's hope the temple hierarchy makes up its mind soon, so
- Father Tirly can retire in peace.
-
- Mark A. Thomas (thomas@capitol.com) Capitol Multimedia Inc.
- ----------------------------------------------------------------------
- Original:Sea of Mist: What started out as a simple dare between
- Brother Jorune the Learned, Priest of Daenku, and his adventuring
- companion, the elven ranger, Ferrin Greenleaf, soon became a paramount
- discovery which led to many unanswered questions. The incident began
- two nights ago, in the Last Tankard Tavern, in the village of
- Blackwood. A somewhat intoxicated Ferrin accused Brother Jorune of
- having no "advent'roush shpirit <hic!>". The insulted priest denied
- the claim, at which time the drunken ranger proposed a challenge:
- journey to the unnamed isle at the heart of the Sea of Mist. Since
- the shores of the Sea of Mist are eternally shrouded in thick,
- swirling clouds of mist, the existence of the speculated isle is as
- yet unconfirmed. The brave duo set out the following morning, and
- returned by mid-afternoon, visibly shaken. Later that evening, as
- they warmed their souls in front of a roaring hearth at the Last
- Tankard, they recounted their experiences of the past day...
-
- "It was quite unlike anything I expected," began Brother Jorune.
- "The dense fog does not cover the sea -- only the shores, as if it
- were a great ring."
-
- While his associate paused to sip some expensive imported wine, the
- young ranger took up the tale. "We were able to see far out across the
- surface, but we could never see land. Lucky for us I knew which
- direction to steer us in, otherwise we'd never have gotten back!
- Anyway, we were about three miles or so off shore, when we stopped to
- eat and rest for a while. That's when it happened."
-
- Ferrin looked deeply into the dancing flames, seemingly lost in
- thought. Brother Jorune decided to continue at this point, deciding
- his friend was probably too tired to discuss the matter any further.
-
- Heaving a sigh, he said, "A long black finger rose from the sea
- itself! As we continued to watch, others followed. The water roared
- as it cascaded down their sides, almost deafening us and drowning us.
- We hastily began rowing back, and did not look behind until the roar
- had subsided. When we turned to gaze upon the ebony fingers yet
- again, we saw..." His voice trailed off.
-
- "Spires!" exclaimed Ferrin. "There was a HUGE black castle just
- floating there on the water!"
-
- Sandra S. Stanford
- stanford@lonestar.utsa.edu
-
-
- <Original> : Seahaven The latest news from the Seahaven courier ship
- is that the Lord Mayor, in conjunction with unnamed parties are
- offering a captured mated pair of adult bronze dragons for sale. It
- is unknown how the dragons were captured or how they remain subdued,
- but one will be on display in the Lord Mayor's castle grounds until
- the auction, slated for two months hence. The Pirates of Centilla
- have been contracted to provide defense against rescue attempts.
-
- Rumor within a caravan: Don't look like you're enjoying the priestess'
- company too much. Lord Philip [the leader of a group of heavy cavalry
- helping to guard the troop] has taken quite a shine to her. Heed my
- advice, my Viristi friend, or he'll put you on double guard duty
- faster than you can say deus sol. Huh? What does him being a paladin
- have anything to do with anything? He's still a man and he's
- breathing!
-
- Rumor in Yagwa: They say those people to the east are having trouble
- with a plague. Seems that their sailors brought it back with them.
- Like I always say. If God had meant for people to be traders and
- money-grubbers then he wouldn't let these things happen. Probably
- serves them right but we should send some people over to help them.
-
- Rumor in Vir: Insane and wicked humans to the south are pillaging
- helpless and innocent communities as they marOAch towards the city.
- The millia [army] has been sent to deal with them and the humans will
- most surely pay dearly for their impudence. [Actually the humans are
- marching in the opposite direction, they are not complete fools.]
-
- Legend in a Timnari Clan: Bearslayer [the long dead ancestor of one of
- the PC's] took shelter in one of those ruins and found what looked
- like a human skull except it was made of stone. He brought it back to
- the tribe for everyone to see [and left it when they moved on]. That
- next year he disappeared while on a hunt and was never heard from
- again.
-
- Rumor amongst the Orcs: Stay away from the human women. They are all
- able to summon up the wrath of the gods and use it as they choose.
-
- Common belief amongst the Orcs: Humans take great pleasure in cutting
- off the heads of orcish babies to make what to them is a great
- delicacy. They strip the flesh from the skull, cutting it into strips
- and deep frying it. The brain is liquified and heated in the brain
- case. the strips of flesh are then dipped into the brain mixture and
- eaten like chips.
-
- Common belief amongst most other races concerning Orcs: Orcs are
- creatures of pure evil that delight in pillage, slaughter, torture and
- rape. This is proven by the fact that orcs never attempt to do
- anything but attack or flee [usually the latter]. One would do well
- to assume that they are up to no good. A little preventative
- pesticide cannot be a bad thing. After all, the paladins of Yagwa
- confirm that they are evil.
-
- ----------------------------------------------------------------------
- - QUICK GUIDE TO THE KNOWN WORLD -
- ----------------------------------------------------------------------
- WORLD: The Four Kingdoms
- CREATOR: Ristonofer
-
- - THE FOUR KINGDOMS, -
- - A GUIDE FOR THE ADVENTURER -
-
-
- THE FOUR KINGDOMS PRIMER
- as told by Ristonofer Glamdring, Seminarian of the Academy
-
- SHORT HISTORY of the KINGDOMS
-
- "The lands known as the Four Kingdoms encompass a great stretch of
- land slicing north and south through the center of the continent of
- Therduin, far west to the great Kingdom of Lorgaard, and east to
- borders of the ever-encroaching Tyresian Empire. The Four Kingdoms
- stand now as tentative allies against the threat from the east, a
- situation that has not always existed.
- We are in the first century of what scholars have termed the Third
- Age of Man. The First was the reign of the great Skuldavian Empire,
- which ended in decadence and decay. The Second Age encompassed the
- majority of the history of the Mannish races, spanning nearly three
- millennia. It ended when the Four Kingdoms themselves united and
- repelled the threat of the Tyresians for what was thought to be the
- final time. We have since, to our chagrin, found the celebration to
- be a bit premature. The Tyresian Empire, now not a threat not to
- destroy, but to slowly conquer, looms large on the eastern horizon.
- During the Second Age, the Kingdoms of Lisorian and Hubran
- dominated the central part of the continent. In the second
- millennium, civil war broke apart Hubran, and the Kingdom of S'ilaran
- was born. River Ophis divided the lands east and west, a barrier that
- has stood unto this day. Exiles from this civil war migrated to a
- large island in the south, and the roots of what was to become the
- Island Kingdom of Kiron were formed by the House of Garwen. By the
- end of the second millennium, the Four Kingdoms were formed.
- Owing to their origins, the Kingdoms were ever at war or strained
- relations with one another, save Lisorian, who maintained a bit of
- neutrality, though always aware of the threat from Hubran in the
- west.
- The Hubrian Range, however, has always provided more than a sufficient
- deterrent to those wishing to invade Lisorian from the east; the wild
- lands that lay between western Lisorian and Lorgaard have simply never
- been quelled.
- In the latter part of the Second Millennium, the Tyresian Empire,
- at the time called Vomica Noire, grew in strength and began to expand
- its arms both east and west. An Emperor by the name of Tyrus seized
- power and began building his empire through shrewd and some say arcane
- means. On his deathbed, he vowed to reappear a millennium hence and
- seize power of the Known World. The empire built on that promise, and
- harried S'ilaran for centuries, pushing in, then being repelled, and
- so on. Finally, less than a century ago, it all came to a head.
- In the year 2A2882, a man claiming to be Tyrus seized power in
- Vomica Noire, renaming his land Tyresias, and claiming all lands
- within his Empire. The Four Kingdoms, embroiled in their own
- disputes, signed a truce to deal with the threat once and for all.
- Within days, the leaders of those lands were all slain by assassins.
- Young Victor of the Kironian House of Garwen, a direct descendent of
- the founder of the Island Kingdom, took control and enforced the
- treaty. Soon after, the Kironian Navy sailed for the east, and
- turned the tide of the war. The Tyresians, who had invaded almost as
- far as the River Ophis, were repelled, and within a few years, the
- Tyresian Empire lay in ruins.
- This is where we stood until recently. Order returned to the Four
- Kingdoms, and the House of Garwen regained power in Kiron. Less than
- a decade ago, however, the Tyresian Empire, thought to be far too weak
- to consider imperialism, began another march into S'ilaran. Today,
- the Kingdom that was S'ilaran is totally occupied by the Empire, and
- the Empire now makes its effort to push into Hubran.
- The brave Hubrans boast the finest warriors in the Kingdoms, but
- soon, the Empire will simply be far too much. The Hubrans have
- withstood two great pushes to cross the river, but their state is
- weakening, and the Empire is relentless.
- On our own shores, the Pretender King has been put down by the
- valiant forces of the Loyalists, and the Rightful Heir has been
- returned to the throne. There is celebration across the island this
- day, but that celebration may be short-lived. Civil war, if it can
- ever be called that, has weakened this land to the point of not being
- able to defend itself should the Empire continue its conquest into
- Hubran. Even internally the land may suffer now that many good, young
- and strong men have died in battle, leaving many a widow and untended
- field.
-
- THE MANNISH RACES
- There are three distinct races of man that populate Continent
- Therduin, divided roughly along east/west lines. These include the
- Lors in the west, the Therduin of the Four Kingdoms, and the Noirians
- of the east.
- The Lors are the descendants of barbarian raiders from the far
- northwest shores of the continent in ages long past. They tend toward
- fair hair, heavier structure and great height. As one migrates
- further south in Lorish lands, the hair and complexion of the folk
- becomes a bit darker, but rarely will one find a black-haired Lor.
- The Therduin come from the original strain of Mankind as one of
- the Lesser Races. These people owe their heritage to the primitives
- than wandered these lands in the time of the Creator Races themselves,
- and as thusly as widely diverse as the day is long. Free
- interbreeding with the other Mannish races has led to broad spectrum
- of body shapes and sizes, hair colors and skin tones.
- The Noirians as a race as olive-skinned and dark-haired, more
- hirsute than the other Mannish races, but not so much as Dwarvenkind.
- They tend to be thinner as a race than the others, but this is not to
- say that a Noir could never be of great stature. Little is known
- about from where their ancestors come, and there are as many theories
- on this as there are "experts" on the topic.
-
- THE AMANNISH (DEMI-HUMAN) RACES
- There are three major Amannish races, commonly referred to as
- demi-humans. These include the enigmatic Elvesti, the pragmatic
- Dwarves, and the problematic Ugoth.
-
- The Elvesti lay claim to being the oldest of all the races. Their
- progenitors, known to scholars as The Eldritch, were one of the
- Creator Races. They are prolific in their environs, but have no real
- desire to expand beyond those.
- Elvesti appear as shorter, slighter humans, of fair complexion and
- hair. Average height for an Elf is about 5'5", but rarely does one
- exceed 5'10". Females are not much smaller than males, and more
- similar in appearance to their males than any other of the Races.
- Even Elvesti of extreme strength are not burly the way Humans would
- be. It is relatively easy for an Elvesti to pass for the opposite
- gender among those that know few of their kind. Their hair runs from
- pale blond to bright copper, with many shades of the forest in
- between. Eyes are generally blue or green, but metallic purplish and
- red colors are not uncommon.
- The language of the Elven-folk has been learned by many other
- races, but none can speak it in the beautifully flowing tones as the
- People themselves. It is said to be one of the most beautiful things
- in all the world. It is also not shared very often with outsiders.
- Elvesti will not carry on a secret conversation in their native tongue
- in front of others simply for convenience. It must certainly be a
- matter of great importance. To do otherwise is considered boorish at
- best, something that only a Human would be capable of.
- The natural capabilities of Elvesti are far above the other
- races.
- They are smarter and longer-lived. Their attention spans, however,
- are short, and their perspective on matters others consider important
- is radically different. When you have two thousand years with which
- to play, a few weeks of poetry and song is insignificant. Other races
- consider Elves frivolous. This is not necessarily true. When they
- decide that a matter is worth their attention (be it a war or a flagon
- of mead), they pursue it fervently.
- Elvesti have a great distaste for killing, but are very interested
- in swordplay and archery. They consider both great art forms, not to
- be corrupted by use for excessive violence. They understand the need
- for hunting, but are very protective of any forest environment and
- it's denizens. They have a great appreciation for things in the wild,
- but are very aware of the inherent dangers found in nature.
-
- Dwarves are tough, resilient people given to hard work and war,
- descendents from the Creator Race known as the Drangor. They live
- mostly in or near underground mines and tunnels, spending much of
- their time under the earth. All their arts and work are tied to earth
- and rock.
- Dwarves average about 4'7" in height and weigh 150 or more pounds,
- but it is not uncommon for a Dwarf to reach 200 pounds. Rarely does a
- Dwarf exceed 5' in height. Their skin tends to be rather pale due to
- the time they spend out of the sun. They are a hirsute people, and
- beards especially have great significance in Dwarven life. "Go get
- shaved" is a popular Dwarven insult.
- There is a common misconception that Dwarves hate Elves. While
- the two races are at opposite ends of the spectrum philosophically,
- there has never been a Dwarf/Elvesti war. In fact, the two Peoples
- have often come together during troubled times to face a common
- threat. Dwarves do have a distaste for Elven lifestyle. While Elves,
- as mentioned above, think nothing of frolicking and making merriment
- for days or weeks on end, Dwarves would never consider such nonsense.
- Time is better served doing or making. The time an Elvesti would
- spend playing, a Dwarf would happily spend digging through strata
- after strata of rock in search of gems, or making a carving from a
- huge piece of stone. Dwarven outlook on life is serious, and their
- every activity reflects this.
- Dwarvenfolk also tend to be more social than other races. They
- identify greatly with family units and bloodlines. A Dwarf will take
- great pride in being descended from another Dwarf of renown. Dwarves
- use family names when identifying themselves with phrases such as
- "Thangor, son of Groznich", or "Thangor of the Bloodrock Clan", or if
- a ancestor was particularly noted, "Thangor, blood of Throin
- Oakenshield". Though very familiar within their own clans, Dwarves
- are extremely wary of outsiders, and will not identify their clan name
- to strangers. The simple greeting "Thangor, of the Dwarves" suffices
- in most situations, although the unspoken implication is "and you're
- not important enough to know more."
- There are rumored to be twelve great clans of Dwarves. Each clan
- is separate from the others and has it's own personality. Each clan
- has it's own craft in which it specializes. There are also said to be
- several Lost Clans.
- The bane of the Dwarven race is their reproductivity. Only four
- in ten Dwarven females is fertile enough to reproduce. The only thing
- that has kept the race from becoming extinct is their relatively long
- (300-500 year) life-spans. There is much effort among Dwarven
- communities to find a cure for this infertility, but as of yet nothing
- has surfaced. The language spoken by the Dwarves is a rough, guttural
- tongue, quite an opposition to the lilting, melodic tongue of the
- Elvesti.
-
- By Mannish standards, the Ugoth are the most vile of the Races.
- Physically they reflect the standards of their very warlike society.
- They are big and brutish, more than head and shoulders taller than the
- average Man, thickly muscled, with skin that tends toward yellowish-
- green. Facially they tend to be hairless, much in contrast to the
- rest of their bodies; their features tend to be rather flat, gaining
- them the epithet "pig-faces" amongst Men.
- There are several subspecies of Ugoth throughout the Kingdoms,
- some far larger than normal, and smaller ones, called Squats that have
- the cunning and guile that their larger brethren lack. The different
- strains of Ugoth have many different names.
- Constantly at war with something, Ugoth have a tribal society,
- each tribe being led by the strongest warrior, male or female (though
- the latter is exceedingly rare). This position of leadership is
- tenuous as best; a moment of weakness can lead to a new chief. They
- are warriors without compare when guided by competent leadership, but
- their own stubbornness and low intellect has kept them a minor, but
- irritating, force in the overall scheme of things in the Kingdoms.
-
- RELIGION
-
- A great part of the conflict in the Kingdoms is still the struggle
- between the "Old Gods" and the "One God". The recent war, as you
- remember, was mostly divided along these lines. The Old Gods have
- been worshiped by most peoples of the Kingdoms for ages; the One God
- is less than a thousand years in the memories of Men.
-
- Pantheism
-
- The Pantheist view lends itself to the belief that all facets of
- life are intertwined. The various deities have lain out guidelines
- for mortals to though the motivation for those guidelines escapes Men.
- Common folk routinely entreat, thank and curse the various
- deities throughout the normal course of their lives. They see their
- lives as controlled by the whim of these entities, and do what they
- can to curry their favor. This comes in the form of both organized
- and individual worship.
- On the organized side, Priesthoods form hierarchal structure
- through which this worship is done. Priests of a particular deity
- have had training in the practices of the veneration of that deity.
- They know the ritual and history of their specialty. They are
- normally well-respected members of their community, and are looked to
- for leadership and guidance. Regardless of the deity of the
- Priesthood, Priests are afforded the respect accorded to Freemen, and
- those in the upper ranks of the hierarchy are treated as lesser
- nobles.
-
- Recognized Priesthoods
- Though all recognize the existence of the entire Pantheon,
- Priesthoods are normally restricted to the worshipers of those deities
- commonly considered "good" by Mankind. While no one questions the
- influence of Eregul, god of Death and the Dead, no "good" person would
- consider worshiping him. The structure of all Priesthoods vary from
- sect to sect. There have been known to be cults dedicated to the gods
- of evil, but these are few and far between, at least on the surface.
-
- MONOTHEISM
- The Monotheists are no more or less devout in the worship of their
- god than the Pantheists, but as a community are far more fanatical.
- The worship of a single, omnipotent being has existed for centuries,
- but this particular faith springs from the efforts of a single Man
- named Iescu.
- It is said that he came from a little fishing village in the
- mountains separating Lisorian and Hubran. It is said that his mother
- was a maiden and his father was the One God himself. Little else is
- said of his childhood.
- It was his mission to bring together all men in worship of the One
- God, to complete Man's understanding of his relationship with the One
- God and how to properly worship Him. He is said to have performed
- great miracles, such as feeding 4000 people with seven fishes and a
- loaf of bread; healing the sick and infirm; even raising the dead. He
- made most of his impact here on the Island Kingdom. The roots of the
- faith and the Kingdom itself come from roughly the same time period,
- so it is easy to understand how and why this is the primary religion
- on the Island.
- The Pontiff is the leader of the church as a whole. The previous
- one, who was loyal to Rathsmore, died under unusual circumstances
- early this year; the Council of Arch-Prelates selected another (with
- some assistance from His Majesty). The Council consists of 15
- members, one each Baronial Arch-Prelate, and the Arch-Prelates of
- Mele'Kiron and Phila'Kiron.
-
- SOCIETY
-
- ROYALTY
- This station is reserved for the family of the King.
- Historically, the descendants of the family of Garwen have ruled the
- Island Kingdom. King Drew, and his father Victor before him are from
- this royal line. Should Drew sire a son, he, too will rule Kiron.
- The remainder of the family is accorded the station Royalty, though
- there are precious few of them left. Drew's elder sister Alicia is
- married to the Crown Prince of Lorgaard, and his other sisters have
- been married off to nobles in other lands.
-
- NOBILITY
- Even though there is a Royal Bloodline, appointment to many posts
- are given by merit. Titles are normally maintained by birthright,
- though the King has the option of appointing or removing an entire
- noble's family from that status and granting it to another, should he
- so choose. Drew has gone a long way to redefine the nobility of
- Kiron. Many who were loyal to the Pretender King have been removed,
- some by force, and new Baronial lines have been redrawn in the
- Kingdom. The families of Dukes and Barons comprise this class.
-
- LESSER NOBILITY
- This class is comprised of both petty landed Lords and those that
- have been appointed to Lordship by virtue of their deeds. An example
- of those appointed to Lordship are the two Lord High Protectors,
- Mystra the Chaotic and Kel'wyn Weavemaster, who (along with other
- companions, now deceased) were instrumental in the Liberation of
- Phila'Kiron in the early stages of the Civil War.
- Other post-holders that fall into this class (unless they fall
- into a higher class already) are the various officials that see to the
- running of the Kingdom and Duchies. This includes Castellans,
- Overseers, Marshals, Religious Leaders, and the Knights of the Order
- of the Crown.
-
- FREEMEN
- With the rise of the great cities of Mele'Kiron and Phila'Kiron,
- the middle class of Freemen is expanding at unprecedented rates.
- These are primarily merchants, artists, and those that have earned
- their freedom by deed.
- The allegiance of a Freeman to the Crown is different from the
- Commoner.
- They are expected to obey the laws of the local Lord, and support him
- in times of need. Unlike the serf, however, they need no permission
- from the Lord to come and go; likewise, they do not enjoy many of the
- same protections and services that the Commoner does.
-
- COMMONERS
- The Commoner still comprises the majority of Kironian society.
- These are the peasant farmers and soldiers that serve the Lords of the
- Kingdom. In turn for his allegiance to the local Lord, the Commoner
- receives protection and assistance from that Lord, who in turn, owes
- allegiance to the next, higher Lord. The local Lord is responsible
- for the Commoner, ensuring that he is outfitted well enough to ply his
- trade (usually on the Lord's land), or, in the case of the soldier,
- fed and housed as well. The Commoner (sometimes called Serf) forms
- the basis of the whole feudal society. Some say it is no more than a
- different kind of slavery.
- In the eyes of the Theotian church, lower-ranking religious
- persons are considered Commoners, under the jurisdiction of their
- Lord, which would be the leadership of the church. The Crown tends to
- stay out of these matters, as it does with much concerning Theotianism
- (at least until recently).
-
- SOCIETY AND ATTITUDES IN OTHER LANDS
-
- Other lands certainly have their own societies and cultures. All
- being far larger than the Island Kingdom, they have their various
- layers of subcultures and countercultures as well, but we will stick
- to the primary cultural thread of each land. What you discover deep
- within each land is up to you.
-
- HUBRAN
- Officially called the State of Hubran, this Kingdom is by far the
- most rigid of all. It is structured much the same as a great army;
- war and puissance at arms are of high value here. The capital,
- Trevor, has very rigid laws concerning who can and cannot carry
- weapons within the limits of the city. When traveling there, expect
- to encounter a coldness toward all types of non-Hubrans, especially
- those who follow those rather esoteric professions such as the
- Priesthood. Sorcery is strictly forbidden, and any official may make
- immediate capital judgement on someone accused of it. If you a Weaver
- of even modest skill, be very wary in Hubran.
- Currently the Hubrans are involved in defending themselves from
- the Tyresian Empire; this effort is draining their resources to
- critical levels.
-
- LISORIAN
- A peaceful and gentle land and people. The Lisorians have never
- known invasion from outside forces, and their attitudes show it. They
- have a fierce independence of spirit, but are rather warm to outsiders
- when their independence is not encroached upon. I would encourage
- travelers to Lisorian to visit the Free City of Gramarye, a most
- splendid place, especially to those interested in collections of
- culture and knowledge. It must be experienced to be understood. The
- Academy, the greatest institution of higher learning ever known, is
- crowning jewel of this fine city.
- Lisorian has become a haven for many refugees and those that would
- otherwise be political prisoners. Given that there is much
- undeveloped land within the borders of the Kingdom, there is plenty of
- space and suitable resources to support the plethora of folk crossing
- into the Sage Kingdom daily. Some scholars believe that this is good
- for the Kingdom, and the positive repercussions of new blood will be
- felt for generations to come. Due to its geographical separation,
- Lisorian has been least affected by the current conflicts.
-
- S'ILARAN
- Technically, S'ilaran no longer exists, having been absorbed by
- the Tyresian Empire, but I will make a few notes on the people there.
- Silaranites are hale and hearty folk, truly dedicated to the lands
- that they farm and cultivate. There is an earnestness to these folk
- that seems lost in the great cities of other lands. Many in S'ilaran
- believe that the land will falter under Tyresian rule, and have
- dedicated themselves to the preservation of the land itself,
- regardless of who rules.
-
- TYRESIAS
- I honestly know little of Tyresian society, but I do know this:
- they are marvelously efficient at all they undertake. Their war
- machine has effortlessly swept across nearly a thousand miles of land
- and brought it under their yoke. Their leader, the Emperor Alokkair,
- I believe, is said to be a shrewd, cunning and cold man of
- indeterminate age and unsurpassed intellect. It is whispered that
- many Tyresians truck with Dark Forces, and it is certain that there
- are Weavers among them.
-
- LORGAARD
- An ally to Kiron for many centuries, this great Kingdom runs more
- than a thousand miles north and south on the western coast of
- Therduin. It has stood since the early years of the Second Age, and
- the people are proud of their heritage and traditions. They have the
- reputation for being a bit stuffy, but are indeed people of honor and
- dignity. They also produce the finest Mannish wines I have ever
- tasted.
- As noted, heritage and tradition play a great part in their
- society. Instead of building new things, the Lors are fond of
- refurbishing old things. The great keep Vatis Sacer has recently
- undergone its 32nd major renovation.
- The society is patriarchal to the extreme; a son proudly bears the
- name of his father (ie-Pierre, son of Jean-Paul) for his entire life,
- unless his father has met with some loss of honor or other deleterious
- circumstance. Women are both placed on a pedestal and relegated to
- second citizen status, all in the name of tradition.
-
- TEVER SYPERE
- A small, very independent land north of Lisorian, Tever Sypere has
- been able to maintain its neutrality due to the fact that it is
- totally surrounded by a ring of mountains, with few passable places,
- normally with names like Troll Pass and Dead Man's Gorge. Very little
- is known of the Syperians. The only person I know from Tever Sypere
- is Lord High Protector Mystra the Chaotic, a volatile and
- unpredictable Wizard (never call her a sorceress, please) that has
- done many great deeds in service of the Island Kingdom, and one I
- number as friend.
-
- ORGANIZATIONS
-
- There are several organizations or 'secret societies' at work in
- the Kingdoms. These range from the benign to the malevolent, but one
- thing is sure. There's got to be a reason they're secret. Here's a
- thumbnail sketch:
-
- 1. The Keepers, a society dedicated to the preservation of all
- knowledge arcane. They have become paranoid and dangerous. Avoid
- them, especially if you are graced with the Gift.
-
- 2. The Order of Order, a renegade faction of the Theotian Church.
- Unlike the Keepers, they seek to destroy all things arcane, including
- sorcerers, whom they see as "pawns of Dark Forces."
-
- 3. The Order of the Crown, the premier association of Knighthood
- known to all the Mannish races. The Order is dedicated to goodness,
- justice and chivalry, paying strict adherence to the Code of Atturh.
-
- 4. The Web. Spinning their treacheries across the Four Kingdoms and
- beyond, the Web works toward unknown nefarious ends, linking together
- similar organizations in all the lands. Their prime foci are feeding
- the Tyresian slave market and influencing trade (to their own
- advantage) across Therduin.
-
- 5. The Brotherhood of Pathfinders has dedicated itself to assisting
- the traveler through the wild and wooded lands of the Kingdoms.
- Little is known of their origins or long-term goals; suffice it to say
- that they are a welcome site to the lost traveler.
-
- CITIES
- Owing to the feudality that still exists in much of the world,
- there are but a few great cities of the land. Let me touch on the
- most important.
-
- Mele'Kiron
- Said to be the apex of civilization, this, the capital city of the
- Island Kingdom is a vast and sprawling metropolis that houses more
- than 100,000 people. The Theotian Church holds much sway here; the
- great spires of the First Church dominate the cityscape. The King's
- own castle stands north of the city, less than five miles away. There
- is much of this port city given over to art, theatre and high society
- (such that it is). There is even an inn that boasts running water!
-
- Phila'Kiron
- Across the island from Mele'Kiron, more than 200 miles by the
- King's roads, Phila'Kiron has established itself as the "second
- capital" of the Island Kingdom. It is from here that good King Drew
- held his power base while the Pretender sat on the throne, and it is
- from here that many great works were begun, to include the Street of
- the Gods, a broad avenue with temples dedicated to both Theos and the
- Pantheist deities. This tremendous undertaking is still under way.
-
- Trevor
- A great city in the land of Hubran, Trevor has stood almost 2500
- years. The city itself is divided into three distinct sections, the
- Upper, Middle and Lower Cities, mirroring the social station of the
- three. The Upper City is from where the nobles of the the Ten
- Families overlook the rest of their hold; the Middle City is dominated
- by the ever-growing middle class merchant and his business; the Lower
- is filled with the peasantry of the city--the common laborer and his
- ilk.
- The city is bustling and alive with intrigue. Each of the Ten
- Families attempts to exert its influence over the others and the
- Overlord himself as well as corrupting trade and warfare to their own
- advantage.
- The officials of the city itself are rathy wary of adventurers and
- mercenaries, labelling them nothing more than troublemakers. Passage
- out of the Lower City into the others is next to impossible for such
- folk (without judicious application of grease to palms, so to speak).
-
- Thanator
- The capital of the great Tyresian Empire, I have not personally
- visited it, but I have heard reports from a reliable source. It is at
- once a beautiful and fearsome place, great artistic buildings
- spiralling into the sky, hiding dark places of untold evil in their
- shadow. It is a place I would at least once like to visit.
-
- Gramarye
- The greatest city ever, simply put, this free city-state in
- Lisorian has stood since the early days of the Second Age. It is here
- that stands the Academy of Gramarye, the greatest institution of
- higher learning in all the Kingdoms. It is indeed a place for all to
- see.
-
- Ristonofer, menery@anthem.gn7cg.osd.mil
- -----------------------------------------------------------------------
- -----------------------------------------------------------------------
- - WEATHER COLUMN -
- - BY: SEM -
- -----------------------------------------------------------------------
-
- Weather for the Scarlet Forest
-
- Day One: Warm, Partly Cloudy, No Winds
- Day Two: Warm, Partly Cloudy, Light Winds (West)
- Day Three: Hot, Clear, Light Winds (North) (Morning Fog)
- Day Four: Hot, Clear, Light Winds (West)
- Day Five: Hot, Clear, Light Winds (West) (Morning showers)
- Day Six: Warm, Partly Cloudy, Light Winds (West) (Overcast towards
- evening with scattered showers)
- Day Seven: Cool, Overcast, Rain (heavy at times)
-
- Well, this isn't much but it is the predominant weather for the
- Scarlet Forest this week. Next time I'll explain the general
- parameters and perhaps my calendar system, rather than saying
- "day one", etc. But in any case I'll do it in seven day blocks,
- more if needed since it is pretty easy to generate, though not
- very scientifically accurate since I know next to nothing about
- meteorology.
-
- SEM
-
- <===========================================================================>
- FNN NOTES
-
- I. How to submit a news article:
- 1. Post mark it : FNN-news (use this for subject header)
- 2. Use these formats for the news:
- a) <world>:<Location>:<news>
- ( use a title for the article if you can)
- ex: MAGIC SWORD FOUND
-
- Forgotten Realms:Waterdeep: A sword was found etc.
- b) preferred method.
- <world>:<country/state/kingdom>:<city/location>:<news>
- ex: ARMIES MARCHIES TO WAR
- Greyhawk:Kingdom of Keoland: Niloe Dra
- Note: If you have a home-brew world,use original for world.
- ex: Original: Hasfur: A sword was found with no blade.
-
- 3. Make sure you include your e-mail address at the END of the
- article.
-
- II. How to subscribe to FNN.
- 1. Post mark it: FNN-subscribe
- 2. Print your e-mail address somewhere.
-
- III. How to submit a world:
- 1. Post mark it: FNN-world
- 2. Break your world down into following areas:
- a. Geography
- 1. maps (send this in GIF format if possible)
- 2. Name of world and Heavenly bodies.
- 3. Time and Climate
- b. History
- c. Races
- d. Deities of the world
- f. Countries
- 1. capitol
- 2. population size and races
- 3. politics and society
- 4. resources
- 5. descriptive overview
- g. Cities: ( use same format as above w/o capitol)
- h. Adventuring Parties
- NOTE: you can send your world a piece at a time.
-
- IV. If you want to talk to me about anything else concerning FNN:
- 1. Post mark it: FNN-misc
- 2. I will get back to you immediately:-)
-
- SEND ALL MAIL TO digdug@iastate, DON'T SEND it to sub@iastate.edu!!!!!
-
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