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 By Eric Jwo
e circled slowly over the riven, rocky barrens that once had been fertile grasslands, tendrils of smoke curling from his nostrils and vanishing on the warm, rushing wind. The air held the faint aroma of brimstone and soot. It was a heady scent, and Hekhorath savored it as a man might enjoy the bouquet of a fine wine.
-Hekhorath surveys the Desolation
Spirit of the Wind
Twenty-ninth day of Brookgreen, 34 S.C.
To Palin Majere,
I have finally finished the in-depth dissertation on the domain of Malystryx the Red that you requested several months ago. My travels into the area known as the Desolation invoked feelings of nostalgia for my past adventuring days, as well as for the reasons for my retirement. My journeys were perilous, and I must admit, I nearly perished in the Red Marauder's domain.
However, I have managed to discover much about Malystryx's land. The history of the Desolation begins with the Cataclysm.
The Cataclysm tore the continent of Ansalon apart. When the Kingpriest demanded that the gods give him the power to eradicate all evil on Krynn, the gods hurled a mountain of fire upon the holy city of Istar and split Ansalon asunder. Land heaved and fell, the sea boiled, thousands were killed instantly, and millions more suffered in the chaos and turmoil to ensue in the following centuries. The lands of Solamnia and Abanasinia shattered and split apart, allowing the Sirrion Sea to flood in and form the New Sea. The crater created by the mountain that struck Istar created the Blood Sea and the Maelstrom in the Blood Sea's center. Finally, the eastern part of Ansalon cracked away to form the Bay of Balifor and the Dairly Plains.
The Dairly Plains were filled with fertile grasslands. As the people of Ansalon began to recover from the Cataclysm, plainsmen began to flood in to the newly formed Dairly Plains. Here, the plainsmen prospered and remained sheltered from the death and destruction that followed the Cataclysm.
The War of the Lance changed all of that. The Black Dragonarmy swept down and conquered the plainsmen of the Dairly Plains. Using the plains to form an attack upon the Kendermore and Silvanesti, the Black Dragonarmy was merciless in subjugating the plainsmen. The acid dragonbreath of the Dark Queen's black dragons destroyed many villages and cut the plainsmen population by half. Cruel and oppressive, the black dragonarmy completely dominated the fierce and proud plainsmen.
However, with the fall of the Temple of Neraka, the plainsmen of the Dairly Plains fought back against their oppressors. Cut off from their goddess and the other scattered dragonarmies, the black dragonarmy was quickly driven out of the plains. Defeated, the black dragonarmy fled and scattered to the winds.
The plainsmen of the Dairly Plains lived peacefully after the War of the Lance. Sheltered from the outside world, the plainsmen were unaffected by the political battles that arose after the War of the Lance.
When the Knights of Takhisis came to power and began their systematic march on Palanthas, the plainsmen were largely unaffected. The Dark Knights were concentrating on Palanthas and the High Clerist's Tower, so the Dairly Plains were left alone for the time being. As is recorded in history, the Dark Knight's eventually ousted the Knights of Solamnia and captured the grand city of Palanthas. However, their victory was short lived.
Chaos, the Father of the gods, was released from the Graygem. Determined to destroy the creation of his children, Krynn, Chaos sent his minions to destroy the mortals of Krynn. The initial wave of daemon warriors tore into the plainsmen and shattered their peaceful way of life. Caught completely off guard, the plainsmen were slaughtered in large numbers. Immediately after the first wave was barely repelled, a second wave with shadow-wights overran the Dairly Plains and wiped entire villages out of existence.
I was passing through Kintharak, a small plainsmen village on the border of the Desolation, where I discovered just some extent of the damage that Chaos' minions caused to the Dairly Plains. Kintharak had once been prosperous. The remnants of finery in the villager's homes, the once grand paved streets, the now crumbling spires of stone buildings, all seemed to point to the fact that Kintharak was once a prosperous city. However, after the Chaos War, the village of Kintharak fell on bad times and no one remembers why.
Occasionally, however, reminders of the village's past fortune appeared. Ledgers in the town mercantile district showed large transactions to a village named Vitherak. The village records show that many of the villagers were born in a village named Vitherak. Finally, several maps exist showing existence of a large town several miles from Kintharak. When I journeyed to the site of the supposed town, however, only the decimated ruins of a forgotten city awaited me.
As quickly as it had started, the Chaos war ended. The valiant Knights of Solamnia joined forces with their enemies, the knights of Takhisis, and together, they confronted Chaos in the Abyss. Chaos was driven back, but at a great cost. The gods left Krynn, and with them, magic.
The plainsmen in the Dairly Plains regrouped and began to rebuild their lives. They attempted to move on from the wanton destruction that had claimed so many of their people. Hardly a year had passed when Malystryx the Red appeared.
Malystryx came from the East, past the Courrain Ocean, and first set foot upon Krynn on the Dairly Plains. Several witnesses of the wyrm's arrival informed me that Malys' first contact with the plainsmen was disastrous. Malys' slew an entire village and then she moved on. She slowly and systematically wiped out all other dragons in the area and began to wipe out the proud plainsmen. Helpless against her fiery breath, the plainsmen could only flee.
Malys continued her campaign of terror until she reached Kendermore on the Goodlund Peninsula. It was then that the rest of Ansalon heard of her attacks. Riverwind, the famed Hero of the Lance, managed to halt Malystryx's destruction, but at the cost of his own life. The kender of Kendermore fled their home and became the afflicted kender.
Using her powerful sorcery, Malys changed the very land. She destroyed the fertile plains that used to cover the Dairly Plains and turned it into a blistering wasteland. She corrupted the very essence of the land and created the Desolation. She extended the Desolation past the Dairly Plains and past the Kendermore until she hit Kern. With the largest domain of all the dragon overlord's Maly's also has the bleakest.
All of Ansalon knows of Malys' recent plans and her defeat at the hands of Khellendros and Goldmoon's Heroes of the Heart. While Malys' grand plans may have been set back, she was by no means defeated. The plainsmen I have conversed with have reported that Malys pulled herself out of the Blood Sea and made her way back to her lair in the "Peak of Malys." While the Red Marauder seems to have quieted down for now, who knows what her next moves are. My advice to you, Palin, and Goldmoon, is to gather your supposed "Heroes of the Heart" and inform them of the dangers that threaten Ansalon and all of Krynn. Now, in this uncertain era, is the time for heroes.
Important Sites
Much of the Desolation is a ruined wasteland. What was once a region with rolling woodlands, wild steppes, pleasant forests, and fertile plains has been transformed into a burned-out wasteland full of mountains and badlands, with a single ring of boiling volcanoes and a ferocious wyrm at its heart. However, I have discovered, through my travels and through conversing with several plainsmen, several places that are of interest to any traveler.
Dangers of the Desolation
Traveling through the Desolation has its dangers. The following dangers are common throughout the Desolation.
Drinking Water
If a hero drinks any water found in the Desolation, draw a random card from the Fate Deck. A black aura indicates that the water was poisoned. The hero must succeed in a challenging Endurance action or give up one card from his hand every hour until he dies or is mystically healed.
For the AD&D system, there is a 25% chance that any water drunk by a PC will be poisoned. A PC who drinks poisoned water must make a successful save vs. poison at –2 or suffer 1d4 damage every hour until dead or healed. A cure disease or cure light wounds will heal the affliction.
Physical Hazards
Four times a day, heroes must succeed in a challenging Perception action to notice hazards in the terrain. Examples of hazards are earthquakes, steam vents, and lava rivers.
Four times a day, heroes must succeed in a daunting Endurance action to endure the climate. The Desolation is searing hot with dangers at every turn. Heroes who fail any action suffer minor penalties determined by the Narrator.
Four times a day, PCs must make a Wisdom check to notice hazards in the terrain. Four times a day, PCs must make a save vs. death magic to endure the hostile climate of the Desolation. Those with the Endurance proficiency enjoy a +2 bonus to their saving throw. A PC who fails in any action suffers penalties decided by the DM, including but not limited to, reduced movement rate, THAC0 penalty, or even moderate, 1d4, damage.
The Peak of Malys
The Peak of Malys is especially grueling. Climbing requires a successful daunting Agility action every hundred feet. A falling character suffers three random cards worth of damage every hundred feet.
Climbing requires a Dexterity check every hundred feet. A PC who falls suffers 3d6 damage for every hundred feet that he fell.
Also, every ten minutes, the Narrator should flip over a random card from the Fate Deck. If the card is a Dragons card, consult the table below.
Using the AD&D rules, there is a 10% chance every ten minutes for disaster. Roll a 1d10 to determine the result. Consult the table below:
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Number
| Result | |
1-2 | Volcanic Vent; succeed in a challenging Agility action or suffer 12 damage. Make a Dexterity check or suffer 2d8 damage. | |
3 | Earthquake; succeed in a
challenging Endurance action
or fall off of the mountain.
Make a save vs. paralyzation or
fall off of the mountain. | |
4-5 | Falling Boulders; succeed in
both an average Endurance
action and an average Agility
action or suffer 8 damage.
Make a save vs. dragon breath or
suffer 1d12 damage. | |
6 | Lava River; succeed in a
challenging Agility action or
suffer 30 damage.
Make a Dexterity check or suffer
6d6 damage. | |
7-8 | Rockslide; succeed in a
challenging Agility action or
suffer 8 damage and fall off the
mountain.
Make a Dexterity check or
suffer 2d6 damage. | |
9 | Eruption; succeed in a
daunting Endurance action or
suffer 15 damage, plus, succeed
in a challening Agility action or
fall off of the mountain.
Make a save vs. dragon breath
at –2 or suffer 3d6 damage and
make a Dexterity check or fall
off of the mountain. | |
10 | Malystryx; Malystryx notices
the heroes! The Narrator may
proceed according to the needs
of the game. |
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The Window to the Stars
Like the Silver Stair or the Moon Steps, the Window to the Stars is bristling with magical energy. All spells cast within the plateau that makes up the Window to the Stars costs 6 less spell points.
Also, spell points are regained at an increased rate in the Window of the Stars. Spell points are regained at the rate of fifteen spell points per hour.
With a successful daunting Reason action for sorcery, or a daunting Spirit action for mysticism, a spellcaster can "leech" up to 25 spell point per day to cast spells from. These spell points may be used to construct magical items.
Spells also have a greater effect when cast within the Window to the Stars. Resisting a spell that was cast within the Window of the Stars is one degree more difficult than normal.
However, experimenting with the magic-enhancing properties of the Window to the Stars is dangerous. A mishap means that Malys' minions have spotted the annoyance and have been sent to remove it.
The Bay of Balifor
The Bay of Balifor boils at a steady 95 degrees Celsius, about the temperature of a hot jacuzzi. Sticking one's hand into the water won't hurt unless left for an extended time. Even then, the damage is minor and not worth noting.
The Burning Sands
The Burning Sands is a very dangerous place. For every hour spent there, a hero must contend with the following danger:
Noxious Gas. Succeed in a challenging Endurance action or suffer a cumulative –2 penalty to all actions within the Burning Sands.
Make a save vs. death magic or suffer a cumulative –1 penalty to THAC0.
Unstable Ground. Succeed in a average Agility action or fall into a lava pit. A hero in a lava pit suffers 30 damage every minute until pulled out.
Make a Dexterity at -4 check or fall into a lava pit. A hero who falls into a lava pit suffers 4d10 damage every minute until pulled out.
Ash. Succeed in a challenging Perception action or suffer a cumulative –2 penalty to all Perception actions within the Burning Sands.
Make a save vs. petrification or suffer a cumulative –1 penalty to AC.
Lava. Succeed in a average Agility action or suffer 2 damage from splashing lava droplets.
Make a Dexterity check or suffer 1d4 damage from splashing lava droplets.
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The Peak of Malys
Using her powerful magic to shape the land, Malys rose a new stretch of mountains and volcanoes called the new Goodlund Range. This mountain range is filled with jagged rocks, flowing lava, and steam vents expelling enough blistering heat to boil a man in his own juices.
The highest point on the new Goodlund Range is called the "Peak of Malys." Surrounded by a ring of new volcanoes spewing hot magma, the Peak of Malys is a massive peak filled with rivers of magma and searing steam vents. Rough earthquakes shake and shatter and rock the area periodically. From this high vantage point, Malys surveys her entire domain.
I myself did not make a journey to the new Goodlund Range. While such a journey would have yielded much about Malys' strengths, and defenses, her current condition, and her plans, I dared not make such a perilous quest. The plainsmen I talked to made it clear that traveling to Malys' lair would mean certain death. My adventuring days are well behind me, so I dared not make such a trip. However, I met a Desolation Tracker named Ylarum Kromguard who claimed to have traveled to the Peak of Malys and survived.
"Me and Darg, my partner, made it up to the new Goodlund Range all right. We had heard some Knights of Takhisis talking in Kalaman about how they would pay handsomely for an accurate map of Malys' lair. So, Darg got the bright idea for us to travel to the Peak of Malys.
"Now, Darg and I knew how to survive in the Desolation, but neither of us have ever approached the lair of the Red Marauder. But old Darg, I think he used to want to be a knight, he thought that this job would get us in solid with the Dark Knights.
"It took us two weeks to get to the Peak, and when we got there, all we could do was stare. The damnable mountain was the largest thing we had seen! It touched the clouds and stars themselves, I swear! And blistering lava poured down that mountain peak like spring water off of the Khlakists. Well, Darg and me started climbing. It was hell, with shrapnel flying everywhere, loose rocks, and the earth shaking like Chaso himself returned. But we did alright until the damn mountain erupted. Darg never did see it coming. A vent under us went off, and Darg's screams were the last I heard of him. I fell down the side of the mountain, but I was okay. I left immediately, and I've never been back since. Sometimes, I can still hear Darg's screams as he was boiled alive and burnt to a crisp. Believe me, the Peak of Malys, you don't wanna know!"
The Window to the Stars
The recent events that have rocked Krynn are now known to many. Malystryx attempted to ascend to godhood and she failed. The location of her historic attempt is known as the "Window to the Stars."
The Window to the Stars is located near the northern tip of the Bay of Balifor. It was rumored to be a portal to the realm of the gods. Several other portals existed throughout Krynn, such as the Green Gate Portal in Southern Ergoth, the Passage Portal near the northern tip of Kern, Darkling Hall in Estwilde, the Endless Hall in Dimernesti, and a mysterious portal to the Gray near Thonvil in Northern Ergoth, but the Window to the Stars was the best choice for obvious reasons. You, Palin, have expressed your concern over the Malystryx's magical might before. The fact that she nearly succeeded in becoming a goddess defies all of the current theories on sorcery.
One of my own theories is that Malys may have channeled much of the magical energy she used from the Portal itself. Perhaps Malys was attempting to reach the home of the gods so she might join their ranks. The Window to the Stars is bristling with magical energy, and combined with the magic from the artifacts that she gathered, Malys could have conceivably succeeded.
As you know, since you were present at Malys' failed attempt, the Window to the Stars is a large plateau more than a mile in diameter. The plateau itself holds several small mountains and volcanoes. Large fissures mar the surface of the plateau, allowing man-sized beings to easily hide within their cracks.
I spoke to an ally of yours, Dhamon Grimwulf, about the subject before I left. I had just caught up with him, and he graciously commented on my planned journey.
"I can't believe that Palin is sending you into Malys' realm," he said, not knowing that you did not know of my intentions. "The Window to the Stars is a dangerous and deadly place. When I, along with Feril, Jasper, Rig, and the others, journeyed to the site, we nearly lost our lives. We were lucky to halt Malys' plans that day, and even luckier to escape with our lives. Jasper wasn't even that lucky.
"The name is slightly misleading, since the site is a large plateau rising out of the Desolation. The sides are steep and jagged, filled with dangerous cracks and numerous weak spots. The plateau is ringed with mountains and several volcanoes, trailing lava down the sides of the plateau. Numerous fissures and cracks mar the plateau's surface like the lines on a palm. We hid in these as we approached Malys and her allies.
"Several tunnels connect from these fissures to hidden openings at the base of the plateau, but Malys has probably sealed these up after our intrusion. While much more stable than the rest of the Desolation, an earthquake or volcanic eruption is not uncommon. Jagged rocks the size of horses tumble frequently down the sides of the mountain, and one almost claimed Groller as we scaled the sides. Malys has her troops all over the site, making it difficult, although not impossible to infiltrate the area. If it hadn't been for Palin's magic, we never would have made it in.
"My advice to you is to stay away from the area. It's too dangerous, and Malys is on her guard after Khellendros betrayed her."
Although I listened to Dhamon's words, a true scholar does not allow danger to impede his progress.
Malys has once again taken an active interest in the Window to the Stars. I journeyed to the magical site and even climbed, with much peril to my health, I might add, to the top of the plateau. Twice I nearly fell into the rivers of lava that encircles the site, and once I was nearly caught by a roaming draconian minion. Yet I did see increased activity on the plateau. While I did not see the Red Marauder herself, I did spot her lieutenant Hollintress, a large female red dragon, directing many red spawn and ogre troops. What Malys is up to, I cannot comment on.
The Bay of Balifor
The Bay of Balifor used to be a major trading area for Silvanesti, the Port of Balifor, and the cities of Khur. However, Malystryx changed all of this. With her destructive magic, Malys raised undersea volcanoes under the Bay of Balifor, causing the bay to boil.
This caused the nearly all of the fish in the bay to die, crippling the cities whose economies and livelihoods depended on the abundance of fish.
Soon after the bay began to boil, strange creatures appeared. A new type of fish began to re-populate the bay. These deadly fish, called Desolation Sturgeon, reach nearly twenty feet in length and have destroyed the few ships that dared to brave the waters of the Bay of Balifor.
Numerous sea dragons have also set up residence in the Bay. Many have allied with Malys, while others have simply hid in the bay's depths. Malystryx herself does not seem threatened by the sea dragons.
When I visited the Bay of Balifor, I noticed many things. The bay is indeed boiling, with steam often obscuring sight. It is feasible to touch the water, but prolonged contact, such as sticking one's hand into the blistering water for ten minutes, will result in injury.
The boiling effect of the water is localized to the northern and eastern coasts of the Bay of Balifor. The water cools and returns to normal several miles off coast. One last disturbing effect that I have noted is, that the spewing volcanoes have stirred up the red silt at the bottom of bay. This has resulted in a slightly reddish cast to the water in the bay. The water startlingly resembles the Blood Sea of Istar. Whether this effect was Malystryx's intention in unknown.
The Burning Sands
There is one last site of import in the Desolation. While not widely known, an area that locals call the "Burning Sands" is a peculiar and unique area. This dangerous site is located in what used to be the Hollowlands in northern area of the Dairly Plains, near the ruins of Bloodwatch. I myself traveled to this site and nearly lost my life.
The Burning Sands is a large area filled with lava and tar pits. Several small volcanoes have gathered to create an "oasis" of lava. Large lava and tar pits surround islands of obsidian rock.
Steam vents burst throughout the area and ash fills the air. Deadly noxious gas expelled from vents along the ground may prove deadly to all. Lava spewed about these same vents may also claim unwary travelers.
I gathered a group to venture to the Burning Lands with me. My companions and I traveled along several obsidian arches that had formed eerily over the lava pits. We were examining our deadly surroundings when a large scaly head emerged from the lava pools around. Before we knew it, the thing breathed a blast of blistering steam at us. Four men of my group were instantly slain. Several others lost their balance and fell screaming into the lava below us. If it weren't for my magic, we would have never escaped the creature. I summoned us to a safe distance, and we wisely retreated. Although I did not get a good look at the creature, I believe that the creature that attacked us was a fire dragon. These mighty wyrms of chaos pose a threat to anything, even a Dragon Overlord as powerful as Malystryx. I do not know if Malys
knows of the existence of such a deadly beast within her domain, but I warn all to stay away from the Burning Sands!
Creatures of the Desolation
Desolation Sturgeon. Animal. Co 6, Ph 28, In 3, Es 9, Dmg +6, Def –3, also overturn.
Desolation Sturgeon. AC 4; MV Sw 12; HD 8+4; THAC0 17; #AT 1 (shear); Dmg 1d12; SZ H (20' long); INT Low intelligence (6); ML Fanatic (18); AL CE; XP 800.
- The desolation sturgeons are disappearing from the Bay of Balifor and no one knows why. Although this may seem to be a blessing, port cities along the coast have built their economies upon the meat from these visious animals. Can the heroes discover what is happening?
Desolation Elementals. Magical creature. Co 2, Ph 32, In 3, Es 8, Dmg +14, Def –4, also pyromancy, geomancy, and resistant to geomancy and pyromancy.
Desolation Elementals. AC 2; MV 4; HD 10+2; THAC0 14; #AT 2 (fists); Dmg 2d6+2/2d6+2; SZ L (10' tall); INT Low intelligence (6); ML Champion (16); AL CE; XP 2,000.
Desolation elementals are have a 60% magic resisitance rating against fire and earth-based attacks and spells.
- Several villages have been destroyed by a rampaging group of desolation elementals. They are slowly spreading their destructive influence across the Desolation. Why are the usually mindless elementals expanding their territory? And what does Malystryx think of this?
Fire Lizard. Monster. Co 3, Ph 20, In 2, Es 3, Dmg +8, Def –5, also breath attack (fire).
A fire lizard's breath attack is a gout of flame that sears a single person. To determine damage, draw two cards from the Fate Deck
and total the numbers. A fire lizard can only expell flame three times per day.
Fire Lizard. AC 0; MV 6; HD 6+2; THAC0 16; #AT 3 (claw/claw/bite) or 1 (breath weapon); Dmg 1d4/1d4/1d8 or 2d12; SZ H (15' long); INT Animal (4); ML Unsteady (6); AL CE; XP 1,800.
- Several goblins attack the heroes upon fire lizards. Their mounts are deadly efficient and controlled. How did the goblins manage to tame the fire lizards?
Gyhrax. Monster. Co 4, Ph 36, In 2, Es 6, Dmg +12, Def –4, also crush, camouflage, resistant to sorcery, and swallow whole.
Gyhrax. AC 2; MV 8, Br 18; HD 12; THAC0 12; #AT 1 (bite); Dmg 3d8; SZ G (100' long); INT Non (2); ML Steady (12); MR 40%; AL NE; XP 7,000.
On a natural successful attack roll of 19 or 20, a Gyhrax swallows its opponent whole. For every minute spent in a Gyhrax's mouth, a PC suffers 1d6 damage. A PC can cut his way out by inflicting 30 damage upon the interior of a Gyhrax.
- Rumor has it that several gyhrax have been working in concert to thwart Malys' troops. Already, the Red Marauder has lost over a hundred goblin troops. Why have Malys' creations turned on their creator? Are these gyhrax intelligent? Can they be potential allies against Malys?
Silt Storm. Magical creature. Co 8, Ph 18, In 8, Es 6, Dmg +8, Def –4, also immune to normal weapons, blind, confuse, suffocate, and incorporeal.
Silt Storm. AC 2; MV Fl 16; HD 16; THAC0 15; #AT 2 (winds); Dmg 2d4/2d4; SZ H (20' in diameter); INT Exceptional (16); ML Steady (12); AL LE; XP 2,000.
A silt wind attacks by soffocating its victims. Each round that a PC is within a silt storm, he must succeed in a save vs. paralyzation or suffer a cumulative –1 to both AC and THAC0.
- The heroes have just left the Desolation. They are setting up camp when a thick storm picks up. Actually, the storm is a large silt storm bent on destroying the heroes. Can the heroes defeat the storm and save their possessions? Silt storms don't usually leave the Desolation, so why did this one follow the heroes?
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Creatures of the Desolation
There are many dangers to those who dare to venture into the Desolation. When Malys warped the land with her magic, many creatures also became twisted. Some, like the Desolaion Boar, are well known, and therefore will not be discussed. I will, for your edification, list the unique creatures I faced that I myself faced while in the Desolation so that you may know what to expect should you ever decide to venture back into Malys' realm.
Desolation Sturgeon
Desolation Sturgeon inhabited the boiling waters of the Bay of Balifor. Many people believe that the fish that had inhabited the Bay of Balifor before it began boiling all fled or died because of the intense heat. However, it is my belief that they were twisted and mutated by Malys' magic in a fashion similar to the desolation boars.
They are large, ferocious beasts twenty feet in length and two feet in width. They resemble long eels, except large barbed bones protrude from their flanks. They are dusky red in color with severely mottled skin. They use their spines as offensive weapons, brushing up against ships to tear them apart.
Cruel and malicious, these creatures delight in attacking all that venture into the Bay of Balifor and overturning ships. They seem to be more intelligent than normal fish, but not exceedingly. They do possess uncanny cunning, however, as well as a sadistic streak. However, they are almost always hungry and will cease an attack if at least 10 lbs. of raw meat is thrown overboard.
Never underestimate the strength of a desolation sturgeon. These creatures like to dive under and pretend that they're wounded. Once you let your guard up, they'll rise up under your ship and smash a hole in the floor. They never give up and often fight to the death. Although they are so fierce, many port towns have turned to killing them for food. The meat of a desolation sturgeon is tough, but delicious, or so I'm told.
Desolation Elemental
There are many types elemental creatures throughout Krynn. Nature elementals are among the strangest of these magical creatures. Indeed, nature elementals are enigmas to scholars such as you and I, and reports of their existence are extremely rare.
It seems that the magic that pervades the Desolation has also created an elemental that is tied to the land. These elementals are formed out of the land itself. They stand about ten feet tall and have a vaguely humanoid shape. They are composed of clumps of dirt, ash, fire, and lava. Two glowing eyes peek out from a fiery face.
These Desolation Elementals are mindless killing machines. They rampage across the Desolation with no motive save destruction. Spells of earth and fire seem to have no effect upon these creatures.
However, they do have one weakness. They cannot remain out of lava for more then 24 hours. A desolation elemental regenerates its wounds in the pools of lava that dot the Desolation.
Two of these fierce creatures attacked me once when I was traveling through the Burning Sands. My companions and I were surprised when a pool of magma suddenly arose and took the form of a man. Another one formed behind it and began to steadily approach us. Devon Dearthwood, a youthful legionnaire, attacked the first with his sword, but one swing of the creature's flaming fist melted his armor and burnt him. My banishment spells that work on traditional did not return them to their native plane, so I realized that they were native to the Desolation. With my magic and the swords of my companions, we managed to defeat the fiery creature, but we could not save Devon. The lava fist that had caught Devon in the head had melted his face into an unrecognizable slag.
To battle these horrors, you must keep your distance. They are slow and clumsy. A good retreat will allow you to utilize your spells and missile weapons. Close-quarter battles, however, allow these elementals to burn you.
Fire Lizard
Fire Lizards are large lizards that resemble red dragons. They grow up to 15 feet in length and have sharp spins along their back. These lizards lack wings and the intelligence of dragons, but they can breathe fire.
Although they are usually loners, I have observed that they will gather in small groups of four to ten in order to slay large prey and to mate. However, they usually disband after a few months.
Although they cannot be naturally found anywhere but in the Desolation, like all creatures listed here, they are exceedingly rare. Fire lizards are exceedingly stupid. Nearly any combat tactic will confuse them. Separating is a good idea when fighting them, since multiple targets confuse them. Fire lizards prefer their prey to be live, so throwing a hunk of meat at them will not save you.
Cowards at heart, they prefer to utilize their fiery breath from a distance rather than fight physically. If threatened by a superior force, they will back down and attempt to escape with their lives. I am told that Malys once attempted to utilize these lizards as mounts for an elite shock troop of her choosing. However, they were so unreliable that they would kill their rider as often as kill an enemy. The Red Marauder was so frustrated over this failure, or so I am told, that she destroyed all the fire lizards she saw.
Once, when my expedition party was crossing over what had once been Kendermore, a band of Fire Lizards ambushed us. There were only three, but they took us by surprise by leaping out from a rocky outcropping.
One man, Ghravez Ironduke, was slain instantly by their fiery breath. Before anyone could react, three more men fell to the lizard's fire. I reacted with a quick cryomancy spell, however, and they all fled. Evidently, fire lizards hate the cold. They are particularly afraid of the cold, and my spells seemed to affect them greatly. If you ever venture into the Desolation, bring a cryomancer from your Academy. His magic will definitely come in handy against fire lizards.
Gyhrax
Gyhrax, in my humble opinion, must be the most deadly of all of the creatures in the Desolation. These creatures resemble the purple worms that threaten Thorbardin. They are nearly a hundred feet in length and almost ten feet in diameter. Their skin is smooth and mottled, unlike a true worm's, and covered with spines and mandibles. If anything, they resemble spiny centipedes.
These worms burrow through the very rock beneath the Desolation and hide there until potential prey approaches. Once, when I was traveling with a caravan traveling along the fringe of the Desolation, we were attacked by a gyhrax.
The beast had burrowed beneath the ground and waited for us. We did not suspect a thing until ground began to shake. We attempted to calm the horses and secure the valuables when a gyhrax burst up from beneath our feet! The main wagon was broken into several pieces, and I myself was thrown violently to the ground. Rising out of the ground was a nightmare.
It had a large head like a slug's, with large spines covering the back of the body. Four large, spiny limbs flailed out and knocked the other wagon over. The thing gnashed its circular mouth and bared its terrible mandibles and circular rows of razor sharp teeth. Faster than my eye could follow, the great beast lunged forward and caught Michael Kingsmith, one of the caravan's bodyguards, into its mouth. I couldn't bear to watch as the thing tore him apart. I cast a spear of ice at the creature, but it shrugged it off without a thought. I then attempted to freeze the creature to the ground, but it resisted my spell. I believe that the creature may be resistant to sorcery, so beware!
I quickly summoned the merchants away and managed to put some distance between us and the gyhrax. Thank the departed gods that it was confused and left.
According the plainsmen I talked to, gyhrax are voracious eaters. They attack just to eat. They will attack the largest prey and not pay attention to anything else until they are done. Therefore, if you run into a gyhrax, scatter and attempt to confuse it. Gyhrax are stupid and relentless, so keep on your toes.
Silt Storm
Several scholars have commented on the strange storms that occasionally rampage across the Desolation. Winds composed of ash and soot rage on occasionally and destroy everything in its path. Many have debated whether these deadly storms are unnatural or not, but I have discovered the truth.
The storms known to the locals as Khanan-To, or the Silt Storm, are truly alive. They are in some way related to the aforementioned desolation elementals. They were once air elementals that have been corrupted and changed by the Malys' magic. These elementals are composed of air and ash and can choke the life out of a person.
Unlike desolation elementals, these creatures are highly intelligent. Cunning and powerful, they roam alone throughout the Desolation and destroy whatever life they find. Several reports indicate that Malystryx calls upon silt storms to do her bidding. Up until now, these winds were thought to be merely winds of magic. Now, I tell you that they are living creatures.
Between villages, my party and I was attacked by a pack of desolation boars. We managed to drive them off, but three members of my party were killed. Only Ortez Anvilring, a Knight of the Sword, and I remained. As we wearily trudged onwards to the next village, a cruel wind began to pick up. Suddenly the sky darkened and ash began to swirl around us. Ortez and I were hurled about and nearly choked to death. Ash filled my mouth and scratched at my eyes. However, Ortez swung his magical sword at the ash and it howled in pain. I quickly attempted to cast a quick spell at the ash around me, and the winds shifted. Ortez and I were dumped onto the ground, and a column of swirling ash arose in front of us. I quickly used the last of my magical energy to freeze the ashy column. However, the silt storm resisted my spell and fled.
I was gladdened that the danger was over, until I examined Ortez. His face was ashy and his eyes blank. His entire mouth was filled with sooty ash.
The best thing to do against a silt storm is to show it that you have the power to hurt it. While mundane weapons won't harm a silt storm, magical weapons and spells will. Preparation is also effective. By wearing gauze or some other sturdy material over your mouth and nose, you can reduce the damaging effect of a silt storm's ash. Eye protection will also help. These precautions, however, will not protect against a silt storm's deadly winds.
Khotai Heroes
Khotai. Nonhuman. Co 8, Ph 10, In 4 (12), Es 4, Dmg +4 (crude spear), Def –2 (hide armor), also pyromancy.
Khotai. AC 6; MV 16; HD 3+1; THAC0 18; #AT 1 (weapon) or spells; Dmg by weapon or by spell; SZ L (8' tall); INT Average (8); ML Average (8); AL CE; XP 300. Khotai can cast affect normal fires and burning hands once per day.
SAGA System. Khotai are created exactly like other hero with the following maximums and minimums:
Agility: 6 min., C max.
Dexterity: 4 min.
Endurance: 6 min., C max.
Strength: 6 min.
Reason: 6 max., X max.
Perception: 6 max.
Spirit: 6 max., X max.
Presence: 7 max.
In addition, a Khotai hero subtracts 4 points from his Mental scores and adds 4 points to his Physical scores. For example, Ken plays a Khotai hero and subtracts two points from his initial Presence score, and two points from his initial Reason score. Then, he adds two points to his initial Strength score, and one point each to his initial Dexterity and Agility score.
The Khotai all have an inborn knowledge of the school of pyromancy and possess a small sorcery pool equal to their Reason score multiplied by the size of their Hand. For instance, a Khotai hero of Champion reputation, with a Hand of five cards, and a Reason score of 5 will have a sorcery pool of 25. Khotai heroes are susceptible to sorcery and therefore never receive a trump bonus to resisitng a spell.
Khotai alos have a lot of difficulty wielding magical items. Whenever a Khotai first comes in contact with a magical item, draw a card from the Fate Deck. If the card has a black aura, then the item remains magicless in the hands of the Khotai. Otherwise, it functions normally. Therefore, a Khotai who finds a long sword of renown and cannot use it finds that the sword acts as a normal long sword. However, the weapon acts normally under non-Khotai hands.
AD&D Game. Khotai have the following adjustments to their ability scores:
Strength: +2
Dexterity: +1
Intelligence: -2
Wisdom: -2
Charisma: +1
They also have the following minimums and maximums:
Strength: 12/20
Constitution: 12/18
Dexterity: 12/19
Intelligence: 3/15
Wisdom: 3/15
Charisma: 9/19
Khotai can become Fighters or Thieves. They are limited to 12th level as Fighters and 10th level as Thieves. Khotai may become multi-classed Figher/Thieves.
At 1st level, Khotai can cast affect normal fires and burning hands once per day. At 3rd level, Khotai can cast flaming sphere once per day. At 6th level, Khotai can cast pyrotechnics twice per day. At 9th level, Khotai ca cast flame arrow once per day. At 12th level, Khotai can cast fireball once per day.
Khotai suffer a –4 penalty to all saves against spells or spell effects. Khotai also gain WPs and NWPs one less per level than is usually allotted.
There is also 40% chance that a Khotai will not be able to use a magical item. For instance, if a Khotai finds a wand of magic missiles, there is a 40% chance that it he will not be able to activate its powers.
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The Desolation Tracker
Desolation Trackers are skilled men and women whose lives revolve around the Desolation. They have cut themselves away from society and embraced the cruelty of the Desoaltion for a variety of reasons. However, these individuals have all become hardened and tough in order to survive the harshness of Malys' realm.
Ylarum Kromguard is an example of a Desolation Tracker.
Requirements
The Desolation Tracker needs to remian tough in order to survive the harsh dangers of the Desolation. Therefore, Desolation trackers have a minimum Endurance of 7. Desolation trackers also need to be alert in order to spot the dangers in the Desolation. Therefore, they need to have a minimum Perception of 6.
However, a desolation tracker tends to remain secretive and aloof. Therefore, a desoaltion tracker ahs a maximum Presence score of 6. Being a desolation tracker also limits one's financial gain. Therefore, a desolation tracker has an initial maximum Wealth score of 4.
A desolation tracker needs to be proficient in the weapons of war in order to survive. Therefore, a desolation tracker has a minimum Strength and Dexterity code of "C." A desolation tracker does not have the time to study the arcane. Therefore, desolation trackers have a maximum Reason and Spirit score of "B."
Advantages
Desolation trackers have organized their entire lives around the Desolation. They have learned how to survive its dangers. To reflect this, any action to avoid danger in the Desolation is an automatic trump. For instance, a desolation tracker receives a trump bonus to the four daunting Endurance actions that heroes must make for each day spent in the Desolation.
Desolation trackers also gain a trump bonus to all actions against creatures native to the Desolation. Therefore, a desolation tracker receives a trump bonus to fighting, fleeing, hiding from, and defending against, Desolation Boars, Desolation giants, Malystryx and her minions, and the creatures mentioned in this article.
Disadvantages
Due to their severe adjustment to the fiery temperaments of the Desolation, desolation trackers are susceptible to the extreme cold. Desolation trackers never gain a trump bonus to resist cold attacks, cryomancy, or to resist extreme cold. Desolation trackers also suffer fifty percent more damage from such attacks. Therefore, if a white dragon breathes a cone of frost, doing 18 damage, at a desolation tracker, the desolation tracker will suffer 27 damage.
AD&D System
The Desolation Tracker (Ranger)
Weapon Proficiencies: Bonus: Long sword. Required: Dagger. Recommended: Short sword, crossbow.
Nonweapon Proficiencies: Bonus: Tracking. Required: Direction sense, survival. Recommended: Endurance, navigation.
Spheres of Influence: A desolation tracker may begin casting priest spells at 8th level as per normal rangers. They can major access to the spheres of All and Sun, and minor access to the spheres of Combat and Protection.
Rogue Skill Progression: A desolation tracker follows the normal chart for rogue skill progression.
Special Benefits: A desolation tracker has all of the special benefits of rangers. However, a desolation tracker's species enemy must be a species that is native to the Desolation. A desolation giant, a desolation boar, or any of the other creatures mentioned in this article fits this description. In addition, a desolation tracker gains a +1 to his THAC0 when fighting against creatures native to the Desolation.
Also, a desolation tracker receives a +2 bonus to all saving throws against heat and fire damage, including the four saving throws that are required of a person per day spent in the Desolation.
Special Hinderances: A desolation tracker suffers 2 points more damage per hit die of damage from cold and cold-based spells. They also suffer a –2 penalty to all saving throws agains cold or cold-based spells.
Wealth Options: 2d6 x 10 (but can only retain bare necessities after initial purchase).
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Desolation Barbarians (Khotai)
The last creatures native to the Desolation that I will discuss is actually a new race. The plainsmen that dwelt in the Dairly Plains supposedly fled when Malystryx appeared, but many did not. These remaining plainsmen were also affected by Malystryx's dark magic.
At first, I believed that these plainsmen were related to desolation giants. However, they are totally different. Desolation giants have phenomenal strength and stature, whereas the people I discovered do not, at least not to such an extent. Also, the people I discovered have a strange ability that I believe you will be very interested in.
The people that I talked to referred to this new race as the Desolation Barbarians. They are supposedly brutal and evil, and every bit devoted to Malystryx. However, I actually visited a Desolation Barbarian village. These noble people call themselves the "Khotai," which mean "the cursed."
The Khotai are tall, the average height being just over six feet while some may reach eight or nine feet in height. Their skin is unusually dark and tanned, with a reddish hue. Their hair is bright red with streaks of brilliant gold and orange. Their eyes are like liquid gold and roaring fire mixed into one. They are a beautiful people, similar to the lost Irda. They have slightly pointed ears, like those of the elves. However, unlike elves, the Khotai tend to be muscled like humans.
The Khotai have the magic of fire roaring through their veins. Every one of them seems to be what you would term a "wild talent" in the school of pyromancy. While this power is similar to a wild talent, these people can actually control their powers. However, they seem to have a small well of sorcery to draw upon. They cannot learn true magic, be it sorcery or mysticism.
While they are intelligent, their strengths seem to lie in the physical world. They are primitive when compared to the other races, and some would call them a stupid people. However, they possess supernatural strength and agility. Each member of the Khotai race is either faster or stronger than an average human, or even both. I have even seen a Khotai warrior defeat a desolation boar single-handedly!
While it is true that dark passions run through their veins, they are hardly savage and cruel barbarians. Some take shelter under Malystryx's wing, but others try to eke out a decent life in the Desolation.
The Khotai that I met are a noble people that despise Malystryx. Their strength is incredible and I can see that at least some good has come from Malystryx's dark magic.
However, may people aren't as understanding about the Khotai. The people situated around the fringe of the Desolation hate the Khotai and believe that all Khotai are servants of Malystryx.
The Khotai have yet to venture out of the Desolation. They are afraid to return to civilization because they fear the hatred that might await them. I was unsuccessful in my attempts to persuade the village I passed through to initiate contact with the outside world. However, my efforts were not in vain.
I spoke of the Legion of Steel, and I told the village of the knighthood's ideals. One promising lad named Tal'kih, was positively spellbound. I hope that one day the Khotai will leave the Desolation behind them. I hope that one day, I will once again see Tal'kih and his brothers and sisters within the ranks of the legion of Steel, fighting for the world we live upon.
The Desolation Tracker
The Desolation is indeed a cruel and dangerous place. My journey there was perilous and impossible if I had not had a guide or two. Thankfully, though, I met several men and women who called themselves Desolation Trackers.
These rugged individuals are able to navigate through the Desolation as safely as possible and live to tell the tale. They can recognize the various dangers of the Desolation and manage to circumvent them. Although they usually charge a lot of steel for their services, it is definitely worth it. The few times I was caught in the Desolation without a tracker were the most disturbing times of my life.
I have noticed that desolation trackers seem to be cut off from the rest of society. They all live alone near the fringe of the Desolation, and they occasionally enter towns and villages to pick up work, but they are basically loners. One would think that such a group of talented individuals would have some sort of organization or gathering to discuss the various occurrences and changes in the Desolation, but this is not the case. Rather, these individuals seem to hoard their isolationism and even rue company with others. Many have pasts that they would rather keep secret and have sought life in the Desolation to escape their former life. Others are freedom fighters, willing to enter Malys' realm to battle her minions and stop her mad plans. The majority, however, are simply loners who have stopped caring.
When I was traveling with a desolation tracker named Ylarum Kromguard, he showed an utter disdain for mercy and compassion. When one of our men fell from exposure, he told us to keep moving and leave him behind. Of course, I reminded him that I was the leader of this expedition and he quieted down.
He had no concern for life and seemed sullen and silent throughout the trip. My efforts to prod him into a conversation yielded nothing. He was harsh and somewhat cruel to the party, especially since none of us had ever been into the Desolation. I hypothesized that he simply had no patience for greenhorns.
However, what surprised me the most was my discovery of his former life. We had just finished battling a Desolation giant when I went to render first aid among the party. When I reached Ylarum, his leather armor had been slashed open, revealing a battered medallion upon a silver chain. The medallion depicted a kingfisher, a rose, a crown, and a sword.
I do not know what may have caused Ylarum to leave the Knights of Solamnia, or even if he ever was one. However, from that day I began to understand and accept his harshness. I can only guess at what horror could have turned a knight from his honor and his duty.
I met many desolation trackers during my travels. All shared the same characteristics. They are all hardened and aloof, yet necessary in this war that we are waging. Perhaps they are a bit unpredictable and untrustworthy, but in this godforsaken age, Palin, we may need them.
Conclusion
So concludes my dissertation on the realm of Malystryx. The Desolation is a deadly place. You, Palin, know this far better than most. If Malys is so powerful and enigmatic, perhaps we can best study her through her work.
During my journey through the Desolation, I discovered several things that you may be interested in. Although the events that you and Goldmoon's Heroes of the Heart participated in set back Malystryx's plans, the Red Marauder was not defeated. She still plots in her fiery lair, and soon, all of Ansalon will know of her plans.
Malys has begun to mobilize her troops. Even with the loss of the magical artifact known as the Gemstone Wyrm, Malys has still been able to arrange a vast array of minions.
Malys still controls the hobgoblins, goblins, and barbarians that aided her in her first attempt at godhood. In addition, Malys has gathered many more minions. Sadly, she has gathered several tribes of evil Khotai and uses them as her brutal enforcers. Called Siht-Khotai, or Dark Khotai, these dangerous and brutal warriors have been spotted ransacking several peaceful Khotai villages on the fringe of the Desolation.
Malys has also strengthened her alliance with the Knights of Takhisis. The Knighthood has dispatched several platoons of Dark Knights to aid Malystryx in her dark plans. Large war parties composed of Dark Knights, brutes, draconians, and mammoths have been seen near the Peak of Malys.
I am especially intrigued about your stories on Subcommander Gistere. According to your reports, Malys managed to bond with Gistere through a magical scale. This scale was later applied to Dhamon Grimwulf, through which Malys managed to take over Dhamon and use him to attack Goldmoon. Although her plans went awry, the use of a magical scale did yield promising results.
Although I cannot report with certainty, I believe that Malys has once again bonded with a Dark Knight through the use of a magical scale. I believe that the leader of the Dark Knights stationed in the Desolation, a subcommander Tanya uth Firestorm, has also been linked to Malys through the use of a magical scale.
Several sources have reported observing the commander perform superhuman feats. Firestorm crushed a metal pole with on ehand, leapt over a gorge twenty feet wide, and single-handedly fought a Desolation giant. While these rumors do not specifically prove that malys has linked herself to subcommander Firestorm, I can think of no other way that the Dark Knight could have performed such feats.
The Desolation holds the answers that we may be searching for my friend. Whether these answers will prove to be our salvation or our death, though, remains to be seen my friend.
Your Friend and Colleague,
Brael Loresmith
If you have any comments on my page, or want to submit stories, ideas, etc.,
then e-mail me at
Eric94087@aol.com.
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