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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.