Nehwon Mythology An overview of Nehwon In his Nehwon novels, Fritz Leiber introduces his reader to a wonderfully detailed and rich fantasy world. Nehwon is a pleasant mixture of historical themes and fantasy elements creating cultures and lands where the two main heroes of the storylines, Fafhrd and the Gray Mouser, live, breath, and adventure. This world comes alive for its readers because Fritz Leiber is a masterful story teller. His noble efforts have created a land that any AD&D game player can be proud to adventure in. When you turn the pages of both the novels and the TSR modules and accessories that deal with this world, it is just as if you were walking onto the pages of the perfect adventure. You can almost feel and smell the Mingol Steppe riders baring down on you with their short bows drawn to full extension. The pageantry and splendor of the Citadel of the King of Kings leaps up to you and catches your breath with the color and wonder of its sheer size. Sailing on the seas of Nehwon can be equally satisfying. One could start at the Claws where ice and land meet to begin the Frozen Sea. Drifting south, one quickly comes to the Dragon Rocks, full of true dragons, and the Inner Sea, which is itself full of wonders. Depending on the phase of the moon and the temperament of the sea gods the Sinking Land will either be risen and block your way or be sunken and allow you to pass. From here your voyage could lead you to the Sea of the East, but the unknown dangers here are such that even brave heroes look for the sight of land -- even if that land is the Quarmall Barrens or the volcanoes of the east. It is a world rich in magic of all types. Even the simplest of gems can become vital game players in their own right. In one story a gem from the deepest heart of the earth's core forces one of the heroes to become a tool in the cult of the Earth god. In another, a set of gems is the magical heart of a sinister tower. Naturally, when the world's best thieves, Fafhrd and the Gray Mouser come to steel these gems the tower reacts by magically bending and stretching to try and crush our two heroes. Glowing gems and powerful moonstones are often seen in the pages of the novels and the AD&D game adventures; all too often these valuables are replaced with glowing stinging hornets and smooth pieces of valueless glowing moss. Magical whistles, horns, bowls, figurines, mummy-like hands, swords, daggers, rings, scrolls, gates, and entire buildings fill the pages of the novels and role-playing adventures. These things are the stuff from which dreams and adventures are made and they come in ample supply on Nehwon. The gods of this world take a very direct hand in the comings and goings of their worshipers. Although few of them ever directly show themselves to their people, they often curse their enemies or bless their followers. They especially take note of their more talented believers. This is why Fafhrd and the Gray Mouser often find themselves on adventures only partially of their own making. This is a world where the number of worshipers a god has dictates the amount of power they have. The greater the deeds of the heroes that have aligned themselves with a god the greater the power of that god. They are jealous beings and are quick to anger and slow to reward. If it wasn't enough that the land itself and the gods conspire to create adventures for heroes and victims alike; there are wizards of every description who must instantly have all sorts of bits and parts of basilisks or rocs feathers or dragons' eyes for their work. Hedge Wizards and Hedge Witches are at the bottom of the magical social ladder. These people prefer to live in the country and live alone. City Wizards and Wizardresses are active in the community and often serve as guardians of their towns. Every culture has its own spell casters and these spell casters travel all over Nehwon looking for spell ingredients. All of these types serve to stir the pot of adventure and make it come to a boil. Guilds and factions of every type and description fill the cities of Nehwon. One is either a member of a guild or faction or its enemy. Thieves are licensed and only steal when it is proper. Assassins are permitted and encouraged, but only after properly notifying the authorities of their targets. Guilds of every type from spell casters to dragon slayers (a very small guild) abound in each city. Adventurers can join whatever guild they like, but they will join or they will meet with an untimely end. Holy orders and political factions also have their share of power and will protect their own in times of trouble. The City of Lankhmar "...Lankhmar, where adventures begin and all too often end." On the planet Nehwon, Lankhmar is known as the City of Adventure. It is the largest city in the world -- a teeming metropolis filled with magic and danger. Heroes of all types have spent entire lifetimes questing from its streets to its dungeons and never leaving the city. A brief mention of some of its more stimulating aspects should serve to set the stage for any adventure a DM might want to run in the city. The Guilds The Guilds are many and powerful in Lankhmar. The Merchants' Consortium: This organization is the controller of Lankhmar's huge trading network. Its main trade is in the wheat that grows around the city walls. This wheat business sets up a vast sea and land trading concern. The rich merchants of the city have as much power as the overlord and the nobles of the area. Thieves Guilds: There are thieves guild chapters in all the cities of Nehwon. They impact the lives of every adventurer. When a large treasure is taken, the guild wants its cut. If it doesn't get a share it reacts in a violent manner. It doesn't matter if the treasure was taken from the hoard of a dragon or the purse of a lady. Fighters, wizards, and priests who do not want to pay the guild tithe had better belong to a guild of their own. All guilds respect the territory of other guilds and will leave those people alone. Those who are not members of a guild can expect escalating action from threats to beatings to assassins in the night. Benefits of being a member of the thieves guild include training on a regular basis (so that advancement in levels happens quicker) and legal aid (when arrested in any city it is possible to be released to the care of the guild for large payments to the guild master). For richer members, it is possible to receive clerical healing (for large sums of gold). Contact with the guild master in any city will uncover numerous assignments capable of generating lots of gold and jewels for interested members. Many times during the year other guilds request the use of thieves for special projects, these projects can be taken by any of the guild members. Sometimes such quests are too much for one thief to handle and the guild is always ready to lend some of its members for a larger share of a possible treasure. Slayers' Brotherhood: The Slayers' Brotherhood is really a complex fighters' guild with nasty overtones. In all the cities of Nehwon this guild serves as an extra security force. If you need some fighters to guard your caravan, you call on the Brotherhood. If a fighter is down on his luck he can get employment with the Brotherhood. The evil aspect of the guild deals with assassinations. The act of assassination is a high art on Nehwon. There is a faction in every Brotherhood that does nothing but kill for pay. These guild members have thief skills as well as fighting skills. This branch of the guild is completely impartial in who they take on for money. They guarantee results and give back the gold if they fail. Each assassin has a strict code which states they can only try to slay once. If they fail and live they must stop and give back the gold. At least 90% of all guild members will warn the victim at least a day in advance that they are being stalked. Aside from this grim aspect of the Brotherhood, this guild has done a lot of good for those that it protects. Rich merchants always have several members of the Brotherhood train merchant fighters in the arts of sword and combat. Most warriors want to join the Brotherhood because of the benefits and protection the guild gives its members. Members in good standing can expect the following: magical or mundane healing at reasonable rates, a meal and a place to rest in any city, and employment with pay depending on the skills of the fighter. Fire Sorcerers of the East: These wizards are highly respected and highly feared spell casters. They are most notably the ambassadors of all of the eastern countries that wish to trade with Lankhmar and the other seven cities. They are also spies and leaders who wish to explore and understand the eight cities so that they can be easily invaded. Fire Sorcerers are able to use all styles of fire magic. Only mid-level or higher Sorcerers appear in the eight cities. The fire magic of these sorcerers is far beyond any of the normal schools of magic. For example, there is a spell that enables the caster to hear conversations around any fire within 50 miles. In addition, the following spells are twice as damaging when caste by these wizards: fireball, fire shield, fire trap, wall of fire, incendiary cloud, meteor swarm, fire charm, affect normal fires, burning hands, and summon fire elementals. There are also a number of unusual spells only known to the Sorcerers. Rubies and red gems of all types seem to enhance the abilities of any Fire Sorcerer. However, there are several legends of how these gems have shattered during a magical combat causing the spell caster to die. Other guilds include the Blacksmiths' Guild, Carpenters' Cadre, Laborers' and Tollers' Brotherhood, Moneylenders' Guild, Scribes' Guild, Stonemasons' Guild, Toters' and Carters' Guild, Glassblowers' Guild, Leatherworkers' Guild Sweets Makers' Guild, Vinters' Guild, and the Whitesmiths' Guild. Cults of the Beast In the world of Nehwon, every type of beast has a group of thirteen protectors. These thirteen are perfect versions of that type. When Lankhmar was invaded by rats, thirteen super intelligent rats led the fight. Through the use of a special magic whistle, thirteen cats came and helped rid the city of its plague. Cults of humans who worship these perfect creatures have sprung up all over Nehwon. The cult leaders can often summon one or two of the thirteen in order to aid the cult. Cult members often have control of the more normal members of the species. For example, a priest of the Cult of the Cat would be able to command cats of all types. These commands would never have a cat act beyond its usual nature so that a cat would not attack a troll, though the cat could be made to attack normal prey or bite through ropes. Every type of beast has its own type of protectors. For example, there is a different group of thirteen for every feline on the planet. The same goes for every type of dog, reptile, fish, or bird. Single members of these groups of thirteen can be found roaming the planet doing good deed for their subjects. Each of these animals is highly intelligent and able to converse through telepathy. When a member of the thirteen is killed for any reason, they are instantly replaced with a more normal member of the breed that takes a year to grow in intelligence. Important Locations The city breaks itself down into many districts. Each of these has a theme identifiable by its name -- Park District, Festival District, Marsh District, Plaza District, Cash District, Mercantile District, Tenderloin District, River District, Temple District, Noble District, and the Citadel District. A more complete treatment of all of these sections can be found in the TSR product Lankhmar, City of Adventure. On the Street of the Gods there are many temples and altars. The more powerful the god the further west on the street is their temple. Over the centuries several faiths have begun at the east most end as small tents and traveled to the west end to become huge temples of gold and marble; only to travel back again to the east end and become humble tents once more. One thing never changes, though, there is a huge, black marble temple at the west most end of the Street of the Gods. It has rested at the west end since there were streets in Lankhmar. No one worships the gods in this temple, but offerings can be found on its steps, every day of the year. Although the above ground areas appear normal and even boring, there is an entire world under the streets of the city. In one section of town a race of intelligent rats has built its own civilization. Mirroring the town above, this rodent city is filled with its own style of adventure. At one time the rats sought to take over the above ground city, but this plot was foiled. Miles and miles of natural tunnels and grottos flow out under the city and onto the Great Marsh and even out to the Inner Sea. The tunnels have been used by the older guilds for centuries. Some of the guilds send their young apprentices down into these tunnels to test their courage. There are monsters and things long dead in these grottos. Once the Overlord sent down several squads of men into the tunnels under the Rainbow palace, but they never returned. Now he has a powerful guard detail watching over the entrance. The great salt marsh, that borders the city on the east is a dangerous mystery to most of the inhabitants of Lankhmar. It is filled with monsters, but is also home to the ruins of several ancient cities and towers. Powerful wizards, who seem to enjoy building towers overnight, live in the marsh for a century or too and then mysteriously move on for reasons of health. This has left a large number of towers all over the marsh. Places like this seem to attract curious adventurers. Life in Lankhmar Government in the city is very strict. Laws are created by the Overlord, but must be approved by several of the most powerful guilds. The city watch is a bold group of warriors easily capable of putting an end to robbers and lawbreakers who become too obvious. Generally, life is safe and good in the city. War doesn't usually touch Lankhmar. The government of the town works to help the poor and anyone needing a job can join the army or another branch of government. All roads seem to lead to Lankhmar. Anything one might want to buy; from the feather of a giant roc to the kiss of a winged pixie can be purchased somewhere in the town. As one moves south from the Grand Gate and moves along the Great Gate Road to Grain street and the docks, one can see a normal, prosperous city of the middle ages. Knights and squires, warlocks and wizard's apprentices, court ladies and ladies of the evening all move about the city. Heading north up Nun street; across the Street of the Gods; and up Wall street one quickly comes to Kings road and the Rainbow palace. There is adventure on every street and riches to be made by the quick and clever. Bibliography All of the characters and information in this section are taken or extrapolated from a set of seven novels by Fritz Leiber. These novels detail the wonderful world of Nehwon and often mention the magical city of Lankhmar. Each of the following books is spectacular and a must for any fan of fantasy. Swords against deviltry Swords against death Swords in the mist Swords against wizardry The swords of Lankhmar Swords and ice magic The knight and knave of swords Lankhmar Encounter Tables These tables are designed to generate a quick random monster for an encounter in Nehwon. The DM should be using two ten-sided dice to create a number that picks a monster. The humans on the chart are NPCs that usually begin hostile or suspicious, but can be turned around to the side of the PCs with a little effort. Cities 2 Incautious Thief 3 Bird of Tyaa 4 Lawful Cleric 5 Curious Knight 6 Greedy Merchant 7 Devourer 8 Lazy Hedge Mage 9 Evil Wizard 10 Hungry Beggar 11 Uncaring Slayer 12 Old City Guard 13 Deadly Fire Sorcerer 14 Harmless Peasant 15 Furious Pilgrim 16 Attractive Female 17 Attractive Male 18 Worried Prince 19 Worried Princess 20 Cautious Thief Mountains/Hills 2 Tired Thief 3 Giant (Hill or Fire) 4 Ogre 5 Troll 6 Spider, Huge 7 Laughing Gnome 8 Dangerous Wizard 9 Evil Cleric 10 Worg 11 Furred Snake 12 Astral Wolves 13 Roc 14 Giant (Stone or Frost) 15 Chaotic Witch 16 Frightened Pilgrim 17 Vampire 18 Curious Tribesman 19 Herd Animal 20 Dragon Plains 2 Hiding Thief 3 Warlike Tribesman 4 Behemoth 5 Tiger 6 Penniless Pilgrim 7 Neutral Cleric 8 Dangerous Warrior 9 Meddlesome Paladin 10 Evil Wizard 11 Helpful Hedge Mage 12 Astral Wolves 13 Wounded Grey Elf 14 Dangerous Slaver Merchant 15 Leopard 16 Snake, Spitting 17 Harmless Nomad 18 Giant (Cloud or Storm) 19 Enraged Berserker 20 Lonely Bard Oceans 2 Bold Pirate Thief 3 Bold Merchant 4 Nixie 5 Nymph 6 Sea Troll 7 Octopus, Giant 8 Selkie 9 Shark 10 Whale 11 Ghost Ship 12 Rising Island Castle 13 Warship 14 Stubborn Fishermen 15 Strangleweed 16 Triton 17 Snake, Giant Sea 18 Seawolf, Lesser 19 Evil Cleric Ship 20 Good Wizard Ship Ruins 2 Dying Thief 3 Chaotic Cleric 4 Absent Minded Warrior 5 Ancient Hedge Mage 6 Troll 7 Bear, Black 8 Ogre 9 Harpy 10 Evil Wizard 11 Badger 12 Rat, Giant 13 Hydra 14 Wounded Thief 15 Nehwon Ghoul 16 Sleeping Berserker 17 Dog, Wild 18 Lizard Man 19 Invisible Stalker 20 Earth Elemental Forest 2 Tiny Thief 3 Nehwon Ghoul 4 Wyvern 5 Frightened Merchant 6 Curious Pilgrim 7 Silly Warrior 8 Evil Cleric 9 Charming Hedge Mage 10 Treant 11 Beetle, Stag 12 Bold Tribesman 13 Spider, Giant 14 Herd Animal 15 Jackal 16 Will o' wisp 17 Hornet, Giant 18 Astral Wolves 19 Ape 20 Panther Wild Cold Regions 2 Almost Frozen Thief 3 Attacking Berserker 4 Lawful Cleric 5 Honorable Merchant 6 Wolves 7 Hunting Tribesman 8 Hidden War Band 9 Cold Woman 10 Almost Dead Bard 11 Flying Wizard 12 Bear, Polar 13 Yeti 14 Giant, Frost 15 Ogre 16 Herd Animal 17 Bear, Cave 18 Troll 19 Lynx, Giant 20 Furred Snake Civilized Cold Regions 2 Attacking Thief 3 Tied Up Berserker 4 Unusually Young Cleric 5 Young Innocent Merchant 6 Amazon Tribesman 7 Amazon War Band 8 Careless Pilgrim 9 Attacking Wizard 10 Crying Warrior 11 Jealous Bard 12 Furred Snake 13 Cautious Town Guard 14 Herd Animal 15 Behemoth 16 Helpful Witch 17 Giant, Frost 18 Giant, Hill 19 Winter Wolf 20 Gnoll Wild Tropical Regions 2 Hungry Thief 3 Marsh vulture 4 Salt Spider 5 Curious Hedge Mage 6 Water Cobra 7 Hunting Tribesman 8 Rich Merchant 9 Herd Animal 10 Lion 11 Leopard 12 Evil Cleric 13 Dog, Wild 14 Elephant 15 Ape 16 Snake, Spitting 17 Dragon 18 Leech, Giant 19 Centipede, Giant 20 Jaguar Civilized Tropical Regions 2 Highly Dangerous Thief 3 Young Wizard 4 Senile Cleric 5 Evil Hedge Mage 6 Holy Warrior 7 Excellent Bard 8 Singing Pilgrim 9 Hidden Tribesman 10 Lizard Man 11 Poor and Sad Merchant 12 Cautious City Patrol 13 Hostile Castle War Band 14 Dead Warrior 15 Disguised King 16 Distressed Lady 17 Friendly Old Man 18 Tired Castle Guard 19 Foolish Young Knight 20 Nasty Old Woman Desert 2 Hidden Thief 3 Paralyzed Wizard 4 Nehwon Ghoul 5 Behemoth 6 Attractive Female Cleric 7 Camel 8 Attacking Nomad War Band 9 Scorpion, Huge 10 Jackal 11 Brave Pilgrim 12 Dangerous Dervish 13 Wyvern 14 Griffon 15 Giant, Storm 16 Escaped War Horse 17 Troll 18 Dog, Wild 19 Merchant Thief 20 Escaped Killer Lakes/Rivers 2 Almost Drowned Thief 3 Nymph 4 Water Sprite 5 Pixie 6 Nixie 7 Lacedon 8 Otter, Giant 9 Friendly Water Naga 10 Stern Fisherman 11 Friendly Merchant 12 Crocodile 13 Sunken Ship 14 Fish School 15 Water Cobra 16 Salt Spider 17 Spider, Giant Water 18 Interesting Hedge Mage 19 Boring Cleric 20 Careless War Band Gods of Lankhmar (intermediate gods) The Gods of Lankhmar are open to much free interpretation by the Dungeon Master. There is a special difference between the gods of Lankhmar, the oldest city of Nehwon, and the gods in Lankhmar. The gods in Lankhmar are those of the many religions in many temples lining the Street of the Gods. Some are powerful, some are weak, and their fortunes change with the quantity and quality of their worshipers, who are a fickle lot. Although no one in the city openly worships the Gods of Lankhmar, all secretly believe in and fear these gods, who it is said, will always protect the city. Role-playing Notes: These beings wish to rest in their black temple for all eternity. Lankhmar is their home and they must act if their city is threatened. The force they use often does a great deal to damage large sections of the city. There is a set of bells atop the temple that will magically ring at times of need. These bells can be rung by hand to summon the gods, but there had better be a clear danger to the city or the ringer will answer for his crime with death (after spending a few centuries of torture in the confines of the dark temple). Through the use of godlike power each one can use spells twice as fast as mortal spell casters. When the problem is taken care of, these beings cast about the city wreaking havoc as a reminder that they are not to be called on too often. Their temple is a black marble cube on the outside and a huge domed structure on the inside. There are thirteen crypts underneath the dome. If, for some reason, beings were able to get into the crypts and despoil the bodies there, the next day they would find that the thirteen crypts looked as if nothing had happened. The temple itself cannot be harmed by any force in the Nehwon universe. Statistics: AL ce; WAL any; AoC Lankhmar; SY skeletal hand with staff. Avatars of Lankhmar (lich) MV 6 SZ 6' MR Nil AC 0 HD 16 HP 160 #AT 1 THAC0 10 Dmg 1-10 Special Att/Def: These avatars have all the powers and abilities of liches. When they come out of their temple they are each carrying a fully charged staff of withering. These staves will turn to dust after using up all of their charges. From two to ten liches will appear at any given time depending on the nature of the doom coming to the city. Duties of the Priesthood No priesthood is allowed by the gods of Lankhmar. These beings do not wish to grow in power or have the living bowing and making a lot of noise in front of their temple. Issek (intermediate god) Issek appears as a tall man with twisted wrists and ankles. Issek is said to give enduring power to anyone under torture. Torture can be loosely defined and includes such things as a wife who constantly shouts at her husband or a little boy being picked on by a larger bully. Role-playing Notes: Issek desires to help all those who are being oppressed in any way, although he is not the brightest or most even handed of gods. A step daughter being overworked is just as important to him as a world saving paladin fighting off the multidimensional entrance of a horde of undead. Statistics: AL lg; WAL any lawful; AoC tortured souls; SY amphora. Issek's Avatar (fighter 15) Issek's avatar always appears from a male being tortured on the rack. It is the suffering of the mortal that brings on the full spirit of Issek. Str 25 Dex 22 Con 24 Int 23 Wis 25 Cha 24 MV 15 SZ 7' MR Nil AC 2 HD 15 HP 160 #AT 2 THAC0 6 Dmg (by weapon) + 14 Special Att/Def: nil Every avatar of Issek carries a great jug with him when he appears. This jug can pour out any liquid that the avatar of Issek needs at the time. It is not intended as a weapon and is almost always used to help the suffering souls that might be in the area. Issek's avatar will first break out of the rack that confines his host body and then hunt down the person who ordered its confinement and torture. The avatar will pick up weapons and helpers as needed. After the victim is eliminated, Issek will disappear and return the body he possessed back to the person it belongs too. The body will be in perfect form and show no signs of the torture it underwent. Duties of the Priesthood Priests of Issek are expected to care for others and to travel from community to community, never staying more than 30 days in any one place. Priests who have been tortured on the rack are especially blessed by Issek and may roll 10-sided hit dice and cast twice the normal number of first and second level spells. Requirements: AB standard; AL any good; WP any; AR a; SP all, elemental, healing, protection; PW 1) break free from any torture device in 1-4 rounds; 2) create 1 gallon of any liquid once a day; TU turn. Gods of Trouble (intermediate god) There are three energy beings that comprise the gods of trouble. They are creatures of pure chaos energy and enjoy roaming the world in astral forms, affecting all alignments equally. Their desire is to promote chaos in all of its forms. The more chaos caused, the greater their power over Nehwon. These beings care nothing for their worshippers and inflict troubles upon them impartially. Role-playing Notes: Special events attract the attention of all the gods on Nehwon. Things like large wars, unusual magical events, plagues and the like. These events become tugs of war between the gods of trouble and the other fates and gods of Nehwon. These energy beings will not take a direct hand unless they are specifically called upon by their high priests. Normally, they like to do one or two things in any particular area and then leave for other bastions of Law that they would like destroyed. Statistics: AL ce; WAL any chaotic; AoC chaotic actions; SY three pointed star. Avatars of Trouble (wizard 1) Occasionally they do manifest themselves and when they do, these beings appear as bumbling wizards. These buffoons appear friendly and helpful in all ways, but are really out to ruin whatever expedition they travel on for as long as they are around. When they cause an accident to happen they are extremely apologetic. Some of these accidents even seem to do these buffoons a great deal of damage. The end result is always the same, the quest is ruined or delayed for a great deal of time. Str 7 Dex 7 Con 24 Int 7 Wis 7 Cha 7 MV 12 SZ 5' MR 100% AC 10 HD 1 HP 1 l #AT 1 THAC0 20 Dmg 1d4 (dagger) Special Att/Def: No magical items or spells will function within 30 feet of an Avatar of Trouble. In addition, when they gaze at an individual who is attempting an action of any type, failure is guaranteed (there is no saving throw). Duties of the Priesthood Priests of this cult are supposed to cause chaos where ever they can, other than that, they are free to act as they desire. Requirements: AB standard; AL any chaotic; WP large clubs or maces; AR a; SP all, charm, elemental, summoning; PW 1) gaze of failure (target must save versus spells or fail at whatever was being attempted) 8) shadow walk; TU command. Hate (intermediate god) Hate is the god that everyone accidentally worships. When feelings of anger, jealously, or the like manifest themselves, the god of hate gains in power. This elemental emotional being purposely causes conflict to increase its power base. The Cult of Hate has only recently developed in the cities of Nehwon. Its followers enjoy conflicts of all types, because this provides a fuel for their own angers. Role-playing Notes: Hate desires large scale military actions as conflicts that involve more than 50 people and are what Hate really needs to grow. This being will encourage conflicts of all types -- guild battles, city to city fighting -- for anything that causes strife is a suitable breeding ground for Hate. Statistics: AL ce; WAL any chaotic; AoC emotional hatreds; SY foggy image with floating eyes. Hate's Avatar (fighter 6) Hate's Avatar always appears as a misty cloud bank floating from out of the darkness. There is a set of six eyes in the bank and an equal number of tentacles. This fog is capable of controlling 6 beings (as if by charm person spells) or manipulating 6 weapons that fight as 6th level fighters. This manifestation of the god must be generated at night by a high priest of at least the 14th level (who employs a gate spell) and 50 worshipers. Once called into existence, the fog can be moved up to five miles from the site of the worshipers. Str N/A Dex N/A Con N/A Int 20 Wis 20 Cha N/A MV 15 SZ 80' sphere MR 100% AC N/A HD N/A HP N/A #AT 6 THAC0 15 Dmg (by weapon) Special Att/Def: The only way to damage the cloud is to cut the astral cord that connects it with the priest. The cord is AC -8 and any hit with a sharp weapon or a damaging spell that is specifically directed at the cord will cut it, dispelling Hate's form until the next night. Duties of the Priesthood All priests of Hate must constantly promote conflict. As a rule, they must cause a conflict that involves a number of persons equal to 10 times their level number once per month or they will lose their powers. Thus, a 6th level priest must cause conflicts that involve at least 60 persons. Requirements: AB standard; AL any evil; WP any; AR a; SP all, charm, combat, summoning; PW 1) charm person; TU command. Death (intermediate god) It is Death's duty to end the life of all intelligent beings on Nehwon. He has a set quota to kill every hour and he never fails in his assigned task. Sometimes he is misdirected and the ones he plans on killing aren't killed at all, but even Death must bow to the fates and other more powerful gods of Nehwon. Death is not affected by time and is able to do a years worth of work in a second. He considers himself an artist and works very hard at making sure the deaths he causes are logical and necessary to his own view of life and the end of life. Role-playing Notes: Death values a good hero because of their ability to cause death and destruction. Characters like Fafhrd and the Gray Mouser are especially favored by Death. When beings like these heroes are close to death, often the god will cause unusual little slips that will save their lives. Then too, sometimes his quota will call for the ending of two famous heroes and he will be forced (however reluctantly) to try killing his protégés. Statistics: AL n; WAL none; AoC death; SY Death's Head. Death's Avatar (rogue 10) This being is Nehwon's personal Grim Reaper. As such, he lives in a pocket dimension that Death controls, called Shadowland. He can appear anywhere in Nehwon that he likes. Str 24 Dex 24 Con 24 Int 24 Wis 24 Cha 21 MV 18 SZ 7' MR 100% AC -5 HD N/A HP 350 #AT 2 THAC0 2 Dmg Special Special Att/Def: The avatar of Death carries a sword called Slayer that kills anything it touches (no saving throw allowed). He appears as a man with a cadaverous skin color and his eyes have the power to see all the actions of a person's past life. He is able to unerringly teleport to any portion of Nehwon. He can be ordered to kill intermediate or lesser gods (although such individuals are entitled to a saving throw when struck with Slayer), but greater gods are beyond his skill. Duties of the Priesthood Death does not wish to have followers or priests. Because of this, when persons decide to declare themselves as his agents on Nehwon, Death sends his avatar to claim them for his own and they are never seen again. Kos (intermediate god) Kos is a northern barbarian god who loves battle and bold deeds. He is the god of dooms because he brings trouble to anyone who doesn't live up to his strict codes of honor and action. These codes and the interest of the god apply to all facets of the hard life of the northern barbarians. Kos is just as interested in the building of a safe and sturdy long house as he is in the sharpness of a warrior's axe. Role-playing Notes: This god exists to make sure the people of the north do things properly. This proper order of things has been established by Kos and passed down to his priests and priestesses. When this order is not followed Kos is quick to hurl curses down on the offenders. These curses are slight at first, but will eventually cause death to the offender unless they mend their ways. Statistics: AL lg; WAL any non-chaotic; AoC order; SY crossed sword and axe. Kos' Avatar (fighter 15/bard 15) Kos' avatar always appears as a human warrior. He will begin a battle with his two-handed sword +4, but will change to a normal battle axe if he decides that he is doing too well in the conflict. AC 0 HD 15 SZ 7' MR Nil THAC0 2 HP 200 MV 15 #AT 2 Dmg 2d4 + 4 (sword) + 7 Str 19 Dex 19 Con 19 Int 19 Wis 19 Cha 19 Special Att/Def: When his avatar is engaged in combat, Kos will send him 9-90 (9d10) berserkers to aid in his fight. These will remain with the avatar for as long as Kos feels they are needed or until they are slain. After one group is destroyed or disbanded, another cannot be called for 24 hours. Duties of the Priesthood Priests of Kos cannot increase in level unless they have fought an unending war against the enemies of Kos and order. They must also serve as examples of perfect action and thought. Kos does not tolerate failure and will indicate his displeasure with a priest by simply striking him dead. Requirements: AB standard; AL lg; WP all; AR a; SP all, combat, divination, healing, protection; PW nil; TU nil. Tyaa (intermediate god) Tyaa, is a force of evil and chaos. She chooses to manifest her powers through the actions of malicious birds. She has created an offshoot of the raven that is both smarter and stronger than its ancestral cousin. It should be noted that, while she prefers to employ the Birds of Tyaa, she is perfectly capable of using any carnivorous bird to do her will on Nehwon. The city of Lankhmar has always been her favorite because she has the most worshippers in this place. Tyaa's cult has been banned in Lankhmar because of its evil teachings and ways. This has only caused the movement to go underground and to other cities. There are several large caches of diamonds and jewels hidden in several abandoned manors in Lankhmar. The high priestess of the cult knows of these locations and will use these riches to support the cult and make it grow. Role-playing Notes: Tyaa desires worshippers above all else. She is currently very weak and needs the support of supplicants all over Nehwon. In past centuries her evil birds have been used to steal flashy treasures from the upper story apartments of the rich. Her special ravens can tell useless fake jewelry from the real materials and are perfect thieves. Tyaa can supply large numbers of these birds to each of her priests, thus making them rich. Statistics: AL ce; WAL any evil; AoC avians; SY large raven head or a black feather. Tyaa's Avatar (thief 15) Tyaa's avatar always appears as a lovely young female with a high, sharp voice. She is there to spread the cult, but very often gets caught up in stealing pretty baubles for herself. Str 15 Dex 15 Con 15 Int 15 Wis 15 Cha 15 MV 12 SZ 5' MR Nil AC 4 HD 10 + 10 HP 60 #AT 2 THAC0 13 Dmg (by weapon) Special Att/Def: Every avatar of Tyaa can summon 2-20 of her special ravens (see Birds of Tyaa) which all have poison coated claws. Duties of the Priesthood Priests of Tyaa are actually thieves with spell casting abilities. Requirements: AB as thief; AL any evil; WP poisoned dagger; AR as thief; SP all, animal, summoning; PW 1) when slain, the character is polymorphed into a Bird of Tyaa. If slain in this form, then death is final.; 5) shape change into a giant Bird of Tyaa (twice normal hit dice and damage per attack) once her week; TU nil. Red God (intermediate god) This is the war god of all the eastern lands. He appears as a massive dark-skinned man with red studded leather armor, carrying a bronze shield. He is always mustachioed and wears a pointed helm. His boots and belt shine as brightly as the sun. He primarily supports the horse soldiers of the east. He is a very protective god and because there are many eastern warrior spies in the eight cities, including Lankhmar, this god has been trying to increase his number of worshipers in these cities. Role-playing Notes: The Red God is a god of warriors. He favors acts of war and battle and lends support in the form of strength of arm and courage of heart to warriors who follow his faith. He spends most of his time trying to cause new battles to test the courage of his followers. He is the one responsible for turning all of the lands of the east against the eight cities. Statistics: AL cg; WAL any; AoC battle and war; SY the horse sabre. The Red God's Avatar (fighter 15) This avatar always appears in the same form as the god himself. He rides a huge warhorse that will breathe short blasts of fire during battle. Anyone struck by his mount's breath must save versus breath weapons or take 1d20 points of damage. Str 24 Dex 25 Con 24 Int 22 Wis 17 Cha 24 MV 15 SZ 7' MR 50 AC 0 HD 15 HP 200 #AT 2 THAC0 6 Dmg 1d6 + 3/1d4 + 4 (sabre/dirk) +14 Special Att/Def: He uses a sabre +3 in his right hand and a dirk +4 in his left. His sabre casts an anti-magic shell that does not limit his own spell abilities. He is always wearing a ring of protection +4, a helm of telepathy and teleportation, and a cloak of displacement that cannot be destroyed. Duties of the Priesthood Priests of this cult have to fight and lead men into battle to advance in levels. Although they don't have to be horsemen, it helps greatly towards advancement in levels (+5% on earned experience) if they have the land-based riding non-weapon proficiency and breed warhorses. Requirements: AB standard; AL any; WP all; AR a; SP all, combat, healing, protection, sun, weather; PW 1) use 10-sided hit dice when determining hit points; TU nil. Nehwon Heroes Fafhrd Few heroes live as long or have done as much as Fafhrd. He is a northern barbarian with flaming red hair, a strong right arm, and the courage to face any danger on Nehwon without flinching. Although he lost his left hand when he forced it down a monster's throat, has devised all sorts of attachments for this limb. His long bow attachment allows him to shoot with his normal skill. He is also considering the construction of a climbing axe attachment and a short sword attachment. (ranger 18, bard 5, thief 15) Str 18/00 Dex 17 Con 18 Int 17 Wis 16 Cha 17 AC 3 MR nil MV 12' HP 120 AL ng THAC0 4 #AT 2 Dmg (by weapon) + 6 Fafhrd is a highly intelligent fellow with many interests. He can read and write all the major languages of Nehwon. There is a 90% chance that he can understand any obscure language he is exposed to. Religions are a passion for him and he tries to understand the teachings of all faiths he runs into, but hardly ever commits himself to one system of belief for any period of time. Fafhrd has the soul of an engineer and constantly invents useful little tools and items to help him in his quests. Fafhrd is an expert sailor, able to captain almost any size ship. He was raised in the far north and is completely at home in the ice and snow of the mountains. Excelling in mountain climbing, he has invented several pieces of equipment that enable him and any group he is with to climb a mountain twice as fast as normal. This warrior always carries a bastard sword (named Graywand) and a dirk (more short sword or poniard than dagger) which he calls Heartseeker. He has been known to fight with almost every weapon known on Nehwon, but especially favors throwing axes, long bows, and two handed swords. Fafhrd's style is the bold, intelligent frontal assault. He will always try to accomplish his quest with the quick strike of massive power. He is also a dreamer and a sad story can cause him to go questing just as easily as the promise of fabulous treasures. The generator of most of his quests is his magical mentor Ningauble of the Seven Eyes. This wizard often requires unusual items for spells and sends Fafhrd out to find them. In 90% of these adventures he travels with his best friend, the Gray Mouser. It has often been said that Fafhrd and the Gray Mouser have two halves of the same soul. While one is bold and loud, the other is secretive and cautious. The barbarian owes his life many times over to his best friend and there is nothing they wouldn't do for each other. Gray Mouser Where Fafhrd is the crushing blow of awesome power, the Gray Mouser is the quick strike from behind to deadly effect. A lightning fast thinker, he also has a passion for the city life and all it implies. He has a deep curiosity in the ways of magic, but he doesn't have the discipline to become a master at spell casting. (fighter 13, wizard 5, thief 19) Str 15 Dex 18 Con 16 Int 18 Wis 15 Cha 18 AC 2 MR nil MV 12' HP 96 AL N THAC0 8 #AT 2 Dmg (by weapon) No matter what rapier he uses he calls it Scalpel. He fights two handed and his throwing dagger is always called Cat's Claw. He is also highly skilled with a sling, light crossbow, garrote, and short sword. This hero is the supreme organizer. He formulates masterful plans on an instants notice. If he does have a shortcoming it is a fondness for the complex plan. The more details he can place into an operation the happier he is. The relationship the Gray Mouser has with his wizardess mentor Sheelba of the Eyeless Face is much the same has Fafhrd has with his wizard. The Mouser does favors for the wizardess and receives good advice and magical help in return. A good 90% of the adventures the Gray Mouser undertakes begin with suggestions and requests from Sheelba. Besides skills as a fighter and a thief, the Gray Mouser's other passion is his interest in all things magical. He truly wants to be a wizard-type but something always goes wrong with his spells and magical attempts. During his career he has had magical weapons, whistles, scrolls, books, and other devices, but these have always slipped through his fingers or caused him a great deal of trouble when he tried to use them. When encountered, the Gray Mouser he will have some type of magic on his person. Whether it will do him more harm than good is up to the hands of fate (and several other gods). The Gray Mouser likes luxury and all that implies. He works constantly to gain the funds to allow him to live in what he considers a comfortable state. He and Fafhrd have a sort of Robin Hood approach to stealing and almost always take from people who have no sympathy among the common folk or local constabulary -- Evil robber barons, powerful assassins, and bad rulers are their prime targets. All of the eight cities of Nehwon have had visitations from the pair. Ningauble of the Seven Eyes Ningauble is not human or even humanoid. It comes from another dimension, but has made Nehwon its home. It never shows its true form because that form would drive most humans insane. Ningauble's eyes act like a gem of true seeing and a crystal ball. (illusionist 20, bard 13) Str 14 Dex 16 Con 19 Int 19 Wis 19 Cha 16 AC -2 MR 50% MV 9 HP 150 AL N THAC0 7 #AT 1 Dmg (by spell) Ningauble is known as the "gossiper of the gods" and loves nothing better than to listen by the hour to a good story about some important person in Lankhmar or any of the eight cities. Supplicants have come to his caves and brought especially interesting bits of gossip and been made fabulously wealthy as a result. Many claim that these individuals would have become wealthy anyway, but no one says this in front of Ningauble. This powerful spell caster inhabits a series of enchanted caves near the sinking lands. These caves have several inter-dimensional portals that lead to other times and universes. Fafhrd and the Gray Mouser have used these magical pathways to visit earth's past in the time of Alexander the Great and the time of Arthur and Merlin. The caves are also a fine defense for Ningauble. At one time a crime lord in Lankhmar sent one hundred thieves to attack the wizard over an imagined offense. The dust of the thieves and their equipment lies just off the entrance to the caves. This is the only reminder most need that it is often dangerous to deal with a powerful wizard. Ningauble's aims are clear. It only wants to learn more about the ways of Nehwon and further its magical abilities. Just lately it has learned that its annual success or failure in these efforts is closely connected to how Fafhrd's life is proceeding. When Fafhrd is happy and living well, so too is the way of life for Ningauble. This has turned the wizard towards being much more helpful in the desires of its charge, Fafhrd. Although Ningauble wants Fafhrd to do well, it also watches its charge closely. When Fafhrd is about to acquire power that might take him far away from Lankhmar or gain something that might allow the thief to not need his mage advisor things happen to quickly change that situation. Warnings are given to Fafhrd's enemies, the hero is tricked out of his vast riches, or the fates become unusually unkind for no reason Fafhrd can see. All of these acts serve to drive Fafhrd right back to the caves and his ever helpful advisor. Sheelba Of The Eyeless Face Sheelba of the Eyeless Face is some type of female, reptilian creature; clearly from another universe. She never shows all of her form because it would drive most heroes totally insane. She has come to Nehwon to live and is very protective of the Gray Mouser and the city of Lankhmar. It is commonly known that demons (who can perceive Sheelba's real form) scream in horror when facing this wizardress and leave the plane of Nehwon for all eternity. (illusionist 20, druid 7) Str 20 Dex 18 Con 19 Int 19 Wis 17 Cha 7 AC 2 MR 50% MV 9' HP 150 AL N THAC0 7 #AT 1 Dmg (by spell) Sheelba's magic is not of the directly destructive sort, for she is much better at summoning other creatures to do her fighting for her. Sheelba prefers the Salt Marsh because there are so many dangerous creatures that can be easily called upon to act on her behalf. There was a time when the Overlord of Lankhmar sent five hundred troops to capture and bring back Sheelba's hut. On the first day out of Lankhmar hundreds of normally shy swamp creatures attacked and killed one hundred of the troops. The brave commander kept the men out for a second day. All of the troops ran when a house sized worm ate the commander and his war horse in one gulp. Needless to say, the subject of the hut was never brought up in the Rainbow Palace again. Sheelba lives in a hut at the heart of the Great Salt Marsh. This magical construct is able to move 24' over the marshy landscape and is the size of a palace inside, but appears only to be a small grass hut on the outside. Sheelba rarely lets anyone inside, preferring to look down from the stilts and talk to whomever visits her. The hut also has several inter-dimensional portals that allow Sheelba and others to travel to other universes. When Sheelba is out of the hut, the magical device will not let anyone enter. Sheelba is extremely greedy and will never act unless there is a profit of some type to be had. Until recently she has demanded much from the Gray Mouser, but that has changed slightly. She, like Ningauble of the Seven Eyes, has come to realize that her life is closely tied to the success or failures of the Gray Mouser. Now, she seeks to have the Gray Mouser close by, where he can be better kept out of planet wide deadly dangers. The schemes of Sheelba are turned towards keeping Mouser in Lankhmar and keeping Lankhmar as trouble free as possible. Movarl Movarl Is the most famous hero on the planet. His name is revered by the forces of law and feared by the minions of chaos. He is the overlord of the city of Kvarch Nar. Movarl often travels from the city on quests for the powers of good. Paladin 12 Str 18/51 Dex 17 Con 18 Int 14 Wis 18 Cha 18 AC 2 MR nil MV 9 HP 86 AL lg THAC0 9 #AT 3/2 Dmg 1d10 +2 (sword) +3 Besides his normal powers as a paladin, he is totally immune to fear and paralysis of any type. In combat he uses Astrendan, a two-handed sword +2 that instantly kills any undead creature it touches. Movarl rides a huge white war horse with almost human intelligence and the maximum abilities of an animal of that breed. Plugh Plugh is the most skilled fighter on Nehwon. This means he can easily use any warrior's weapon known to that world. He favors his magical spear, but this weapon is so renowned that he often goes without it to keep his identity secret. He is never without a wide range of missile weapons; from throwing daggers to heavy darts. Fighter 15, Cleric 5 Str 17 Dex 17 Con 17 Int 14 Wis 17 Cha 8 AC 2 MR nil MV 9 HP 72 AL le THAC0 3 #AT 7 Dmg 2d6 + 4 (Spear) + 1 Constantly searching for more and greater brawls has led to the myth that he is a bully and daring killer. Plugh is actually a careful, diligent bravo who only lives for the thrill of battle in all its forms. He has been known to take on a band of knights while wielding only a single small dagger. Hunting only the best of the best, Plugh can be found in major cities across the world of Nehwon looking for the toughest of warriors to face. His strange code of ethics has caused him to want to always face his enemies man-to-man. Nehwon Monsters Snow Serpent (Furred Snake) There are forms of furred snakes to be found all over Nehwon. These creatures are warm blooded, but their fur serves a wide variety of unusual functions. The Snow Serpent of the bitter north uses its barbed hairs to gain better traction on icy surfaces. This white serpent is the largest of all furred snakes and often reaches a 100 foot length. The black furred snakes of the tropics hide perfectly well in the trees, but their air filled hair is highly useful in the water where they often find their prey. The brown furred snake can be found in the deserts and the plains and its fur constantly emits a poisonous oil that stings at a touch, making it difficult for other creatures to pick up and eat. AC 6 No. 1 SZ 100' long XP: 2,000 MV 9 ML 15 AL n Int Animal HD 10 HP 80 MR nil THAC0 11 #AT 1 Dmg 1d10 Special Att/Def: Any successful attack roll allows the creature to begin using its constriction ability on the next round. The snake will coil 10% to 40% of it's body around the target and begin to crush it. For every three feet of its length used in this manner the snake inflicts 1 point of damage per round. Salt Spider This oversized spider is about the size and color of a large boar. It has plate-sized suction pads on its feet allowing it to travel over any surface. It lives and thrives in the great salty swamps in and around Lankhmar. The spider makes huge webs in shallow ponds and streams that flow through the marsh. These webs are almost invisible and serve to trip the unwary. When attached to a web the prey usually looses footing and gets even more tangled. At this time the spider leaps out of hiding in the middle of the web and attacks. AC 6 No. 1-6 SZ 4' long XP: 275 MV 15 ML 11 AL n Int Animal HD 3 HP 15 MR nil THAC0 17 #AT 1 Dmg ld8 Special Att/Def: The bite of a salt spider is quite dangerous and any successful attack roll requires a save versus poison to avoid death. Nehwon Ghoul Nehwon ghouls are not undead. They are a living, breathing race of almost completely transparent, human appearing beings. Their culture teaches them that any creature not of their race is food for their table. Their transparent nature makes them completely invisible in shadows or darkness. In the light they appear as a smoky shape with their bones barely visible. They wear little or no clothing and rely on their transparent nature as their protection. Their low armor class is a reflection of this fact. The men of this race are bold, fierce warriors who throw themselves into battle singing proud war songs. The women are also warriors of skill, but are strangely attracted to human males. The weapons and equipment of this race are similar to those employed by normal humans. The men favor large, double-bladed axes, while the women use either a shorter double-bladed axe or a slim long sword. AC 6 No. 3-30 SZ 6' XP: 175 MV 12 ML 11 AL ne Int Average to very HD 3 HP 24 MR nil THAC0 17 #AT 1 Dmg varies Special Att/Def: Nehwon ghouls are transparent and 80% invisible in normal lighting. In near darkness, they are treated just as if they were invisible. Behemoth Imagine a killer whale with four stubby legs and no fins and you have the perfect image of a behemoth. These mammals are easily capable of crossing water, marsh grass, and quicksand. There are several types, but each version always attacks the largest living thing in any given group. The behemoth has a keen sense of smell and is a persistent tracker. AC 4 No 1 XP: 5,000 MV 12, 18 sw ML 10 AL n Int Animal HD 15 HP 85 MR nil THAC0 5 #AT 1 Dmg 4d10 Special Att/Def: Nil Bird of Tyaa Although this avian closely resembles a large raven, the Bird of Tyaa is much more powerful. Its wings, talons, and beak have strength far beyond that of normal birds of the same size. The wild version of this creature will often fly to poisoned berry patches and coat their talons with the juices of these berries. These birds have a language of their own that the priests of Tyaa understand. Because of this, the birds are used as scouts and thieves. Birds of Tyaa can be trained to tell the difference between simple shiny objects and highly valuable diamonds and jewels. AC 7 No. 3-30 SZ 1' XP: 35 SZ 20' long MV 1, 18 f ML 6 AL ne Int Low HD _ HP 4 MR nil THAC0 20 #AT 1 Dmg 1d4 Special Att/Def: There is a 50% chance that any given Bird of Tyaa will have poisoned claws (as described above). In addition, they often dive toward their targets at great speed, gaining a +4 on their attack rolls. Astral Wolf Astral wolves are the ghostly spirits of wolves that have died hungry on any lonely wasteland. Their ghosts haunt the astral plane and constantly seek to fill their ever empty bellies. Astral wolves roam the wastes all over Nehwon. They look for single or paired travelers. AC 3 No. 3-12 SZ 4' XP: 175 MV 18 ML 10 AL ne Int Animal HD 3 HP 24 MR nil THAC0 17 #AT 1 Dmg 2d4 Special Att/Def: When their victims go to sleep and more than five astral wolves gather, these beasts can pull the spirit of a single human onto the astral plane. There, the human is attacked and torn apart. The captured spirit has all his weapons and armor and fights just as he would on the prime material plane. All the wounds the wolves inflict on the spirit form happen to the real body. Water Cobra The water cobra is a bold attacker, normally feeding on fish and small mammals. When threatened its first attack is towards the head of the creature. Its first two strikes are lightning quick bites designed to inject a poison into its prey. After it has made two successful attacks the snake will dive and wait to determine if the creature it attacked is dead. If its victim lives, there is a 75% chance that the snake will retreat to find easier prey. Land versions of this cobra also have the ability to change skin color to perfectly blend in with its surroundings from moment to moment. The land version also has the ability to coil and leap up to five feet towards the intended prey. The land snake will only leap if the prey is in its jumping range. AC 8 No. 1-8 SZ 4' long XP: 175 MV 12 ML 9 AL n Int Animal HD 3+3 HP 27 MR nil THAC0 17 #AT 1 Dmg 1d4 Special Att/Def: The water cobra is totally invisible in water for it has the innate ability to change color and match the shade of water it swims through from moment to moment. The creature's bite injects a deadly poison (saving throw applicable). Marsh Vulture The Marsh Vulture is one of the horrors of the swamp. Unlike its smaller cousins, this bird actively attacks living creatures. These attacks are meant to drive man and beast alike into the quicksand and bogs of the marsh so that the birds can rip their now helpless prey apart with their talons and savage beak. After the first few attacks, the vulture swoops away, not expecting its prey to be killed. The bird has several dangerous marsh areas selected and if the prey flees towards them they are not attacked. In this manner the vulture hopes to force a victim into the bogs. AC 6 No. 2-5 SZ 30' (wing) XP: 975 MV 3, 24 fl ML 11 AL ne Int Low HD 8 HP 50 MR nil THAC0 13 #AT 3 Dmg 1d10/1d10/2d20 Special Att/Def: The talons and beak of this creature are so slime encrusted that there is a 95% chance of catching a marsh fever after a single successful attack that draws blood. Devourer The Devourer is an alien merchant from a magical dimension whose only purpose in life is to sell things. The junkier these things are the better the strange mind of the Devourer likes them. Each Devourer is a 20th level Illusionist. Scout Devourers come to another plane and open single stores. These stores are filled with seemingly wondrous magical items; all at bargain store prices. Each of these items has several different types of illusions on them. If the audience for these goods is found to be large, more and more Devourers come onto the new plane and sell more and more junk. Eventually, on plane after plane, the Devourers create slave planets where the inhabitants struggle to meet the mortgage demands on piles of magical junk. AC 7 No. 1 SZ Variable XP: 4,000 MV 18 ML 12 AL le Int Exceptional HD 10 HP 50 MR 24% THAC0 11 #AT 1 Dmg Special Special Att/Def: Devourers are all powerful spell casters (20th level Illusionists) and will use their magic to great advantage in all situations. Cold Woman Chopping or striking a cold woman with any weapon has no effect and all body parts that are severed immediately rejoin the parent body. Cold or ice based attacks cause her to regenerate 1 hit point for every point of damage inflicted while fire or heat based attacks do +1 per die of damage. Her body secrets a deadly acid similar to that created by a black pudding. A cold woman will plant eggs in the remains of bodies she does not eat. The eggs hatch in 24 hours and quickly eat the host bodies. Usually, these eggs produce an ordinary white pudding, but there is a 10% chance that they will produce another cold woman (known as cold spawn). AC -2 No. 1 SZ 30' XP: 15,000 MV 9 ML 18 AL ne Int Average HD 16 HP 120 MR 25% THAC0 5 #AT 1 Dmg 4-40 Special Att/Def: A cold woman has the spell casting powers of a 20th level illusionist (but is limited in the use of spells to effects that mimic ice and snow formations). In addition, she can fire a cold ray that does 8d8 points of damage and has a 60 foot range. Anyone struck by this horror must save versus paralyzation or be stunned for 4d8 rounds.