Zelradton: A City of Intrigue and Power
Zelradton: A City of Intrigue and Power
Issue 18
Editor in Chief:
Rick "Duicarthan" Miller
Art Director:
Michael Bridges
Canon / Continuity
Editor:
Sam Weiss
Content Editors:
Brian McRae
Contributing Editors:
Stylianos Scarlatos,
Nathan Irving, Don
Kenneth Brown
Contributing Artists:
Rick Miller, Michael
Bridges, Jerry Minor
On the Cover
This issue Jerry Minor depicts
Wee Jas, the goddess of death
and magic. Jerry is a good
friend of mine that goes way
back. You can find his artwork
at [Link]
Editor’s Chronicle
Well it’s been a few months and here we are with another issue of the Oerth Journal.
Ironically, this year marks the 10th Anniversary of the Oerth Journal so we’re adding a little
more content to this “Special Electrum Edition.”
There have been a few changes in this issue so that a few of our authors and contributors can
gather up their forces to do battle once again. Starting in the next issue we continue with
Steve Greer’s “Trail of Evil” series. Also, a bit of an apology this issue too a bit of extra time to
get out to clear up a lot of erroneous errors, many of which have now been handled. =)
I’d like to thank everyone who has contributed their time and effort to making the
Oerth Journal what it is, and here’s to another ten years of quality Greyhawk content for all.
Cheerz,
Rick “Duicarthan” Miller
Editor-in-Chief
Foreword
"Thirteen long years! That's how long its been since Greyhawk fandom organized
itself online and started debating the setting they love. What a long wild ride it has been.
From a small band of fans, irate at the cancellation of their favorite role-playing setting to
people who routinely produce and share their own material online. Here we are, ten years
after the first Oerth Journal. It’s hard to believe two were produced, never mind eighteen
issues! Greyhawk lives as long as its fans keep it alive.
Gary L. Holian
Table of Contents
Gazetteer of the Flanaess Pages 4- 14
The Chronal
By Victor Caminha
Grey-comix Page 71
Kalinburg
6.) House of Sighs
Cornburg
7.) The Iron Hall
Malendrenn
8.) Halls of Justice
9.) The Twisted Tower
To His Omnipotence, the Glory of the assassin’s fate merely hinted at the barest
West, the Sultan of Zeif, Murad, in the 591st thread of the Lady of Our Fate, specifically
common year of the Lady of Our Fate, from concerning an enigmatic race deeply
your most humble advisor, Alhamazad the interested in mortal affairs.
Wise. When I cornered the fleeing
By the time this report reaches your Mahmoud in the Alley of Knives, under the
royal chamber, I freely assume Your Highness watchful elation of the local residents
already knows the basest facts about the watching the scene, the killer just sneered at
demise of that most feared Uli assassin, me, as he did at our former meeting before
Mahmoud Sayf, who mercilessly preyed upon escaping. I promptly began to cast a holding
the nobility of all the western states. Although spell but feared my frail body hadn’t reacted
he came close to being arrested several times fast enough to contain the assassin. Then, to
in the last two years since his first notorious everyone’s surprise (including myself),
murder, Mahmoud always escaped the wrath Mahmoud suddenly gasped and then
of the local authorities, including well-staged underwent a most disturbing change: where
ambushes led by many heroes and even my but a moment before had stood his vigorous
inadequate skills; a self-admonishment for my shape, there now stood a withered husk
own past failures. Somehow, without using showing enough age to compare itself to the
any spell, device or magical artifact, this rotted Malevolent Old Man of the North. I think he
villain always disappeared, even while he was died instantly of shock even before hitting the
gagged and chained by his captors! ground. But again, this wasn’t my doing. And
However, as vicious as Mahmoud was, while everyone else was stunned at the scene,
I must assure your Highness I was not or repulsed by “my” magic, I quickly tried to
responsible for his sudden and disturbing spot the culprit (for I did not believe
death, even though I was present at the scene, Mahmoud had any suicidal desires), and then,
weaving incantations (which, I must add, were for just an instant, I saw it. On the honor of
of an incapacitating nature instead of a Al’Akbar, Great Sultan, I swear this is the
destructive one). No, I leave the application of truth of what I saw! Near the body of
death sentences to the royal court and the Mahmoud approached a gray rat, but it was no
executioner’s block, even if Mahmoud’s ordinary pest. Thanks to a previously-cast
capture was a task bestowed to me by Zeif incantation of sight I had used to better track
itself. I know it is unseemly to contradict a Mahmoud, and that was a most fortuitous
dozen honored testimonies, but I must humbly providence, I could see the creature that hid
point to their lack of perceptiveness when behind that rodent shell. Instead of a rat there
recounting the crucial details relevant to the stood the visage of a humanoid unlike
death of the Uli, and so I beg for your patience anything I have ever seen before. A naked,
and your enlightened attention in regards to hairless and sexless man-sized biped creature it
this report. As Your Highness shall see, the was, with green-gray skin, pure white eyes
and oversized pointed teeth that were revealed adopt the term “chronal” when referring to
in a mocking smile. It stood there looking at these beings.
the body of Mahmoud for only a second, As important as its powers is the
disappearing before I could do anything. behavior of a chronal. Although they are
Obviously, such an eventful outsiders, they apparently maintain little or no
circumstance (I consider the eastern term contact with other extraplanar entities. Even
“twist of fate” lacking in reverence toward the djinn of the Citadel of Ice and Steel have
Istus) drove me to research this mysterious claimed little knowledge of this race. In
assailant. It was this quest for the truth that is contrast, the majority of the evidence points to
responsible for delaying my report for seven a benefit the chronal derive from their contact
months since Mahmoud’s death. However, my with the denizens of Oerth, which invariably
research has yielded promising conclusions. ends in a proposal, or rather, a bargain with
This kind of creature hails from such denizens. My theory for the chronals’
another plane of existence, Your Highness, preference for this contact, Great Sultan, rests
though I could not ascertain its home. And in a commodity which only mortals can offer,
although my sources related a distinct number and which chronals always ask as their
of shapes adopted by these beings, I am payment for their favors: measurable lifespan.
reasonably sure the description I gave in the Even dragons may offer such valuable
last paragraph depicts their true form. currency, while an unchanging immortal
Unfortunately, I must claim ignorance when efreet cannot part with it, thus becoming an
determining the limits of their shapeshifting unattractive target. In exchange for the
abilities. Even more fascinating are their shortening of one’s life, it seems that a chronal
powers related to the flow of time, enabling offers the mortal bargainer access to their
them to stop the hourglass of fate, lock a temporal abilities. If that is so, it certainly
victim out of its flux and quite possibly exert explains how Mahmoud Sayf became
other wondrous abilities yet still to be unstoppable and imperceptible. By leaving the
unveiled. Fortunately, these creatures were time-stream, he could break into any vault, get
described as showing great reluctance in the past any guarded chamber and escape any
using of their powers, preferring to flee prison while no one could discern how!
instead of fighting. “The reason for this However, some sources have related a bitter
unwillingness was hinted at in a text that and pernicious end for those who have struck
suggested “a personal sacrifice is demanded such a bargain with the chronal: each time a
when the chronal warps time and space”. This mortal employed such time-altering ability,
source was the only one to give a proper name his lifespan diminished. I must stress the
to this race instead of some colorful difference between this effect and unnatural
reference.”. As this source was the only one to aging. While the latter causes an advance of
give a proper name to this race instead of some one’s current age, a shortened lifespan means
colorful reference. A cloud dragon referred to the mortal will die earlier of natural causes.
it as the “Virlymhaurach”, or “Thief of Fate”, According to past descriptions, if the
while an obscure Tusmit parable described the shortened lifespan reached the current age of
same creature, naming it “Khaled Ratib”, or the bargainer he would quickly shrivel and
“The Eternal Arranger”. I preferred thus to die, as he would do if time ran its normal
course; as it so happened to Mahmoud.
This is a most insidious and poisoned pact,
My Lord, for no one can exactly discern his
Chronal
own final age. Furthermore, how tempting can Medium Outsider (Chaotic, Extraplanar,
this bargain can be when a mortal won’t feel Shapechanger)
any physical consequences until it’s too late? Hit Dice: 10d8 +20 (65 Hp)
And how many souls would be willing to give Initiative: +6
away their years of old age, years of creaking Speed: 30 ft (6 squares)
bones and sore backs, in exchange for just one Armor Class: 20 (+2 dexterity + 8 natural),
use of such miraculous abilities? Mahmoud, touch 12, flat-footed 18
with all of the storied tales of his many Base attack/Grapple: +10/+10
blasphemous crimes and harrowing escapes,
Attack: Bite +12 melee (dmg: 1d6) or touch
lasted two years, Your Highness. Two years
+12 melee
were enough for the youthful Uli assassin to
die as a venerable old man. Space/Reach: 5 ft/ 5 ft
Your ever-faithful advisor, Special Attacks: Spell-like-abilities,
Alhamazad the Wise temporal resonance
Special Qualities: Alternate form, chronal
bargain, damage reduction 10/lawful,
darkvision 60 ft, immunities, sight of the
long future
Saves: Fort +9, Ref +11, Will +10
Abilities: Str 11, Dex 15, Con 14, Int 17,
Wis 16, Cha 20
Skills: Appraise +16, bluff +18,
concentration +15, diplomacy +18, disguise
+21 (+31), knowledge arcana +16,
knowledge (the planes) +16, listen +16,
sense motive +16, spellcraft +16, spot +16
Feats: Improved initiative, lightning
reflexes, skill focus (disguise), weapon
finesse
Environment: Any
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: -
Contrary to what Alhamazad has
proposed, the chronals aren’t a race per se.
They do not breed, as all chronals were
formerly members of other races who
wielded temporal magic with disastrous (possible Powers involved:
consequences. When a high-level time- Cyndor).
related spell goes awry, it may induce a Regardless of their former race, all such
profound change in a mortal’s essence, victims are now outsiders native to the
transforming them into a chronal. The Demiplane of Time; being immune to its
Powers of Greyhawk also are not blind to planar traits while being extremely skilled
those who dabble in chronomancy, and in the art of temporal manipulation.
when someone tries too hard to undo fate Occasional visitors to the Prime Plane,
there is a chance a concerned god will chronals usually adopt the form of a
interfere; sometimes by causing a spell mortal race (i.e. anyone who is not of the
failure, or by cursing the chronomancer’s elemental, fey, outsider, undead or
essence with a severe influx of temporal construct types), preferably the same race
energy that changes them into a chronal. as the mortal they want to make the
On becoming a chronal, the victim loses chronal bargain with (see below).
all previous class and racial traits and their Regardless of the shape assumed, if there is
memories consist of only tiny fragments of a common trait present in any disguised
the past, which eventually disappear chronal it is its frequent, mocking smile.
altogether as the effort to maintain its own Some credit this odd behavior to the
existence is all that matters to the chronal. chronal’s chaotic nature, but the fact of
In Oerth’s history, there are some who the matter is that a chronal reacts this way
may have suffered this fate: because it is able to see the future decrepit
• Yuan-ti who aspired to alter history appearance of an individual, and cannot
and avoid their race’s decadence, avoid considering how pathetic the
hoping to tip the balance in favor eventual fate of all mortals truly is.
of the scalyfolk. Anyone who employs a true seeing spell or
• Desperate olve from the City of convinces a chronal to assume its true
Summer Stars who tried to warn form will see it for what it is: A 160 lb, six-
their former selves about the foot tall humanoid being, without body
onslaught of the Ur-Flan. hair or genitalia, with glossy greenish-gray
• Suel and Baklunish spellcasters skin, pure white eyes (without pupil or
from both empires, who decided to iris), a thin nose and prominent pointed
risk time traveling to avoid the teeth poorly concealed behind a disturbing
horrible cataclysms (possible smile.
Powers involved: Istus, Lendor, Further setting chronals apart from
Wee Jas). all other beings is its inverted life cycle.
• Ambitious archmages from House When a chronal is “born”, it has an
Garasteth of the Great Kingdom equivalent age of two full centuries. From
who formed a time-meddling cabal this moment onwards, its lifespan begins
to study its effects on history to regress (without affecting any physical
or mental abilities) and the creature is
fully aware that its link with the Chronals speak abyssal, common, celestial,
multiverse begins to diminish. After two infernal and draconic.
hundred years, the chronal vanishes from
reality as if it never existed. Unable to Combat: A chronal has no interest in
remember its former race and origin, combat, preferring to flee by using its
chronals have only one view of their own plane shift ability, unless it is important to
“birth”: they were conceived by time itself. remain in its current location. If a chronal
Acutely aware of their fleeting existence chooses to remain in a threatening
and knowing that each use of their environment, it will prefer to use its
supernatural abilities brings them closer to morphic and other abilities to escape harm
oblivion, chronals look for any mortal and will only engage in combat with
creature that is agreeable enough to cede dangerous opponents as a last resort.
to the chronal the latter years of their life
as part of the chronal pact. When this Alternate Form (Su): At will, and as a
happens, the mortal’s lost lifespan is added standard action, a chronal may assume any
to the age of the chronal, advancing it form of large size or smaller, excluding
towards the maximum age of 200 years, in forms with the construct, elemental, fey,
effect extending the chronal’s own outsider or undead type. This ability
lifespan. functions as per the polymorph spell
Chronals have no native (caster level 15th), except that the chronal
environment, being nomads and drifters does not regain hit points when changing
by nature. They try to live their existence form.
to its fullest, always seeking to prolong the
time they have by securing a chronal Immunities: A chronal is immune to aging
bargain with some mortal creature. When effects, disease, poison, polymorph, sleep,
not on the Prime Plane, they prefer more and any time-related or suspended
chaotic, carefree planar regions, always animation effects (imprisonment, sepia’s
being prepared to flee in case of trouble. It snake sigil, sequester, temporal stasis, etc).
is important to note that the ageless trait If a timestop spell is cast within 30 feet of
of the Astral Plane does not protect a chronal it is “carried along” with the
chronals, as the passage of time there still caster and may act as normal during the
occurs and only halts a chronal’s extra rounds granted by the spell.
metabolism (according to DMG 3.5).
While chronals always appear first in the Spell-like abilities: At will - discern
Demiplane of Time when they are “born”, location (only to find mortal bargainers);
that plane doesn’t hold any interest to 3/day – greater plane shift. Caster level
them. Similarly, they avoid creatures like 12th. The save DC is charisma-based.
time elementals, chronotyrins (Fiend Folio
3E) and phanes (Epic Level Handbook). Temporal Resonance: Any of the following
effects can be used at will, but each time
one of them is used a chronal must deduct caster’s check (d20 +12), DC 11 + caster
one year of its lifespan of 200 years, level of the spell or spell-like ability, it
may deduct one year of the duration of the
disappearing forever (barring divine spell or spell-like ability (which generally
intervention) when it reaches zero. The ends the spell unless it has a duration of
“older” a chronal is, the more willing it permanent or instantaneous, in which case
will be to employ its temporal resonance the spell is unaffected). Note that spell
abilities. abbreviation can affect spells unable to be
dispelled by dispel magic and similar
The caster level for this ability and all effects.
its effects is 12th.
• Timestop (Sp): As the spell of the same
name.
Sight Of The Long Future (Su): A chronal
• Temporal Stasis (Sp): As the spell of the sees all visible mortals as if they were of
same name, except that its duration is 1 the “venerable” age category (“great
year. A chronal can maintain this effect on wyrm” category for dragons). Creatures
a victim annually, deducting one year of with indefinite life spans like most
its lifespan each time. Fortitude Save DC
23 negates. If the victim is already affected
constructs, elementals, fey, outsiders and
by the temporal stasis ability they receive undead are seen as they are.
no saving throw.
• Temporal Rejuvenation (Su): This effect Skills: When changing form, a chronal
heals the chronal’s body as if one real year gains a +10 circumstance bonus on disguise
had passed, restoring all of its hit points
and removing ability damage, exhaustion,
checks.
fatigue, and any non-permanent condition
or supernatural effect that was previously Chronal Bargain: When a chronal travels
affecting the chronal, as if their duration to the Prime Plane, it assumes a mortal
had expired. Temporal rejuvenation form and creates a likely background story
removes all negative levels, but enforces
the chronal to make fortitude saves
for itself, trying to instill trust in a chosen
accordingly to avoid level drain, which mortal in order to convince them to give
does not disappear as they are a permanent up their future years to the chronal. A
condition. Regarding spells, temporal chronal offers access to its temporal
rejuvenation only removes a spell’s effects, resonance ability in exchange for the
but not the spell per se (see the next effect
below), which still functions and may
mortal’s lifespan, but it may revoke the
force the chronal to save again if it is once pact at will. A chronal cannot have more
again exposed to a continuing spell effect. than three chronal bargains active at any
For example, the panic of the fear spell time.
may be removed, but if the chronal enters The chronal bargain grants the
the area of effect again then it will have to
save again.
mortal bargainer full access to all of the
• Spell abbreviation (Su): Any spell or spell- effects listed under the Temporal
like ability that is cast or is functioning Resonance ability, but each time they are
within 30 feet of a chronal, and that the used the mortal’s life expectancy is
chronal is aware of, may be targeted by lowered and the lost years stipulated in the
this effect. If the chronal succeeds on a
pact are siphoned back to the chronal (up the mortal dies with the appearance she
to its maximum of 200; any additional would have if her original maximum age
years are “lost”). An interesting point is had been reached. Until death occurs, the
that the siphoned years of the most long- bargainer remains unaware of how close
lived of mortals (elves, dragons, etc) her “natural” death is. It is important to
provide the least sustenance for a chronal, note that the reduced lifespan of the
as it is the actual number of uses of the bargainer does not change the number of
temporal resonance ability that satiates it, years sacrificed per use of the ability. This
and such long-lived races have much more value is fixed according to the original
time to decide on making use of the maximum age of the bargainer at the point
chronal’s abilities. when the bargain is first made.
To estimate how the chronal Example 1) A 20 year-old half-orc accepts
bargain will affect a mortal’s lifespan, the the chronal bargain. The DM secretly rolls her
maximum age using the table in the Player’s
DM must calculate in secret the maximum Handbook and notes she would normally live 70
age the bargainer would normally reach, years. This value is then divided by 50 and rounded
using the aging table in the Players’ up; the final result being 2. So, her maximum age
Handbook. The bargainer’s total age is will diminish by two each time the half-orc uses
divided by 50, rounding up (time doesn’t timestop, temporal stasis, temporal rejuvenation, or
spell abbreviation. If after 5 years she has used any
give concessions to anyone). The final of these effects a total of ten times, her lifespan will
result is the minimum amount of the be now 50. The half-orc’s current age would be 25,
bargainer’s mortal years needed to add one for it has changed only due to the natural passage
year to a chronal’s current lifespan. This of actual time and not through the use of these
total number of years will be the non- effects.
Example 2) A 120 year-old elf accepts the
negotiable amount of life years demanded chronal bargain. The DM rolls her maximum age
from the bargainer by the chronal, applied and notes that it would be 720 years. Dividing by
each time the bargainer employs a 50 and rounding up, the result is 15. Deciding to
Temporal Resonance effect. Thus, each continually employ her great power, the elf dies in
time this payment is made, an equal the same year (with an appearance of 720 years old
at the moment of her death) after 40 uses of
number of life years are deducted from the temporal resonance; with each such usage
maximum age of the bargainer. The mortal deducting 15 years from her lifespan.
will have a shorter total life span instead of Note: It is strongly recommended that the
aging suddenly; this effect cannot be DM consider very carefully the consequences of
countered by a wish or miracle spell, or by offering a chronal bargain to a player character.
The character will have on average a total of 40
longevity potions or any other similar uses of temporal resonance before dying
effect whatsoever. When the bargainer’s permanently, and so it is suggested that each
current age reaches her lessened total life encounter that the character uses any temporal
span, she instantly dies and nothing short resonance effects, the character should be treated
of divine intervention will be able to as having a +5 level adjustment when calculating
experience points.
restore her to life. At the moment of the
bargainer’s death, the pact is dissolved and
Gazetteer of the Flanaess
The Vale of the Mage
By Rick Miller
Special Thanks to Sam Weiss and Mike Bridges
-404 CY: Garwinkle Gwailyar, leader of -304 CY: Prince Kelendres Eledhwen is
the gnome clans and Derghant appointed as Lord of the Valley Elves.
Sledgebreaker of the Barrier Peaks
dwarves agree to openly trade with their -198 CY through -187 CY: Javan-Uli Wars:
neighbors the Valley Elves in exchange for The Uli invade the Vale. (5)
rare reagents and lumber.
75 CY: Valley Elf King Kelendres
-400 CY: The large Uli tribe of Paynims Eledhwen dies of unknown causes.
first raid into the villages and flocks of the
Yorodhi (Oeridian). 79 CY: Prince Amhrad Eledhwen is
appointed as Lord of the Valley Elves.
-350 CY through -200 CY: The Uli
Occupation: Gradually many of the 199 CY: Using arcane magics never seen
nomadic Uli learned the advantage of before in the Vale, a man simply known as
settlements, creating a few towns such as the demiurge arrived in the Vale. Within
Ulakand by Yorodhi example. This the year, he had helped the Valley Elves
stabilization was not to last long however, fortify the Vales defenses both magically
as the treacherous and impatient Uli and strategically.
instead conquered and occupied all
Yorodhi settlements, driving those not 301 CY: Crossing the Barrier Peaks a large
enslaved into the hills and perilous Barrier force of Baklunish hailing from the
Peaks between the Javan Vale and the Paynims crossed the perilous Barrier Peaks
Ulakand. and infiltrates the agrarian valley. (6)
-357 CY: The Empire of Vecna falls as Kas 349 CY: In a brief skirmish the denizens of
the Bloody-Handed betrays and slays the the Javan Vale repel the advance of the
Whispered One, the Lord of the Spider Knights of the Watch marching under the
Throne in an epic battle. Following this Keoish banner, into their lands. (7)
conflict the buffer between the Suel lands
and the Oeridian lands was opened, 352 CY: The demiurge disappears. (8)
399 CY: Giants of the Barrier Peaks led by 468 CY: The Witch Queen of the Howling
an unknown power invade and destroy North, Iggwilv's power grows in the Yatils.
much of the southern of the Javan Valley. She conquers Perrenland.
It is during this battle that the Valley Elf
King Amhrad Eledhwen is slain. 478 CY: A Rival Disposition: Iggwilv seeks
a council with The Black One and is
403 CY: Prince Ghildor Eledhwen is permitted into the valley by The Black
crowned the new Lord of the Valley Elves. One himself. The two rivals meet and
exchange pleasantries before going over
450 CY: Rumors persist of the Valley Elves notes on planar travel, mysteries and
aiding Geoff during the Keoland/ Geoff exchanging various spells. In the same
conflict. Acting as scouts and providing year, the impatient Witch Queen, Iggwilv
intelligence reports on Keoish tactics and is overthrown and imprisoned.
supply lines to the grand duke's forces. (9)
481 CY: Repulsion of Iuz: Emissaries of the
452 CY: An exiled Aerdi wizard named Land of Iuz are sent to the Vale and are
Jaran Krimeah, also called The Black One, quickly repelled, suffering horrendous
first sets foot into the Vale. (10) losses and angering the demigod. Sent
back with the emissaries was a small
453 CY: Laird of the Vale: The denizens of black-iron chest filled with the possessions
the Vale hail, Jaran Krimeah as the new of the fallen servants of Iuz and a note,
lord Mage of the Valley. telling the fell lord of the north never to
set foot in the Vale again!
460 CY: The Druids of Jakar: An exile of
the druidic, Hierophants of the Cabal, 483 - 500 CY: Unlocking the Shadow
Jakar and his retinue of loyal druids sought Plane: The Black One goes into deep study
entry into the Vale this year. After a long into discover the secrets of the Shadow
many tests and divinations to prove their Plane.
fealty, the druids were permitted to enter
the Vale. It is in this time period that Jakar 501 CY: With Darkness a New Hope: After
and Jaran work together to create the wandering many years, Tysiln and her
Collars of the Jakar, which aided in the raven familiar came upon The Vale of the
druids in their attempts to shapechange. In Mage, and were captured by a Valley
doing so, Jaran and Jakar come to a mutual Elven patrol. Believing her a spy, she was
understanding of the nature of the Vale, taken before The Black One. Who was at
and how it should be protected. Jakar the time, still building defenses for the
vows to protect it from within, while Jaran valley. The Black One recognized her
agrees to protect it from outside intruders. skills and tested her loyalties over the next
few months. Despite their best efforts the
two became confidants of the other and in
time, lovers. To this day, the two work killed. During this time, an impudent
together and remain romantically minor lord of the Gran March was slain
entangled. while attempting to gain audience with
Valley Elven king.
502 CY: The Valley Elven King Abdicates:
Marks the year the Valley Elf King and his 521 CY: Creation of the Elemental Glade:
followers leave the Vale and head to With the aid of the druid Jakar and the
Gorna. The Valley Elven King, Ghildor First Protector, The Black One opens gates
Eledhwen and his retinue depart for to the elemental planes in one of the
Gorna, leaving behind an oaken chest to Glades of Ehlonna spread throughout the
the grand duke. The group was observed valley; hoping to revitalize the dying glade
traveling southward into the Crystalmists, and perhaps boost the springs healing
never to be seen again. qualities. After several days of rigourous
attempts the trio declared the area a
498-510 CY: The Hateful Wars: The complete failure and gave up entirely on
second major conflict spawned by the the project. The end result is the creation
collapse of Tavish the Great’s empire of a minor planar bleed of the four base
began when the consort of the Queen of elements of air, earth, fire and water.
Celene was slain by a band of humanoids
from the lands beneath the Lortmils. For 550 CY: Consolidation of the Javan: The
centuries the demi-humans had kept them Black One makes his full claim on the
under control at great cost. For perhaps a valley and renames the Javan Vale to the
century the stalwart armies of Keoland Exalted Valley of the Mage. The
had aided them in that task. When they surrounding nations remembering the
were expelled, first by Celene, later by the despotism of Iggwilv and Vecna, begin to
Uleks, several gaps in the defenses fear this new power in their midst. The
appeared. This was most extreme in Knights of the Watch in the Gran March
Celene, where the Fey Court of Yolande officially deny any dealings with the
was more interested in planning festivals “upstart” nation.
than guard schedules. In many ways it was
her own culpability in his death that drove 554 CY: Formation of the Ring of Five:
Yolande in her rage. The result was the The Black One is asked to join the Ring of
Hateful Wars. Five, and accepts.
During this time, many of refugees
and humanoids tried their escape their 555 CY: Among the Chosen - Sindaar
fates by entering the Dim Forest or Sirion a protégé of The Black One is
following the Javan river tried to make chosen to be The Black One’s
their way into the safety of the valley. Met representative in Castle Greyhawk.
with threats, assaults, and worse these
invaders were either sent on their way or
557 CY: Dwarven Contract: The mountain monks appeared at the entrance to The
dwarves start construction of Dwarfreach Vale of the Mage promising entreaties of
Citadel, after finalizing an alliance pact trade and free passage through the valley.
against the giants with The Black One. These very same envoys of the Scarlet
Brotherhood were first warned by the
560 CY: The Shadow Sage: Through the Valley Elves to leave. After several
guise of curious missives and agents, The warnings, a conflict arose near the Galeb
Black One sets into play key events that Duhr Pass where the monks attempting to
conceal his identity and that of the Vale sneak in were surprised by the elementals
itself. In these short missives the Shadow living there and with the native Valley
Sage, left random clues to various treasures Elves defeated the invaders. To this date,
and threats within the Flanaess. no other envoys of the Scarlet
Brotherhood have attempted entry into
563 CY: Concordance of the Vale: A the Valley. This may be due to the fact
meeting is held within The Vale of the that the elves threw the bodies of the
Mage amongst all the races tribal leaders. brotherhood members into the perilous
At this juncture, all tribal leaders agree to Dim Forest to be consumed there by the
work together and provide free trade to shadowy forms dwelling within.
one another within the valley to sustain its
evergrowing needs. Each tribal leader 575 CY: Dwarven Stronghold Built: After
pledges a small amount of what they make years of steadfast construction and magical
each year to be traded and what is fortifications, The Black One moves into
apportioned as gifts to The Black One and the stronghold while preparing to build
First Protector for their leadership and another secret stronghold deeper in the
protection. valley.
568 CY: Drawmij's Disdain: Whether 576 CY: Secrets of the Maure: Possessed
through an actual meeting or word of with his continual search for knowledge
mouth, the archmage Drawmij officially and a means to prolong his life, The Black
remarks his disdain for the Valley Elves One sends the Shadow Sages through out
and their current despotic leader, The Flanaess and the planes. In doing so, the
Black One, to the court of Celene and to Shadow Sage and his henchmen leave
the archmage Mordenkainen of the mysterious missives and clues to hidden
Obsidian Citadel. (11) caches of magic, treasures, and weath
abounding throughout the Flanaess.
571 CY: Invitation of the Scarlet Sign: As One such missive, written in the
the rest of the leaders in the Flanaess hand of The Black One entails secrets long
received invitations from the Scarlet robed buried by the Cult of Long Shadow under
monks from the south, so to did The Vale Maure Castle. The scroll details a small
of the Mage. In this year, the Scarlet-robed area within the castles lower dungeons
that contains a wealth of magic protected missive to The Black One for his aid, and
and concealed in magics native to the within a few days the giants had fled back
Plane of Shadow. into the Barrier Peaks where the fighting
continued several weeks until the dwarves
581 CY: A New Leader: Nyeru: Following of the Barrier Peaks had pushed the giants
the defeat of the Necromancers, Nyeru deep into the jagged peaks.
was captured by the Valley Elves and
interrogated by the First Protector. Until 586 CY: The Final Enemy: Under the guise
at last, it was discerned he was earnest in of a Valley Elf, Timetrios Spartakos a one-
his motives. time apprentice of The Black One attempts
After a year of rigorous tests, divinations, to enter the vale to slay his former master.
and testing the resolve and motives of The demented Timetrios, who died nearly
Nyeru; The First Protector grants him a century before had sustained his life
clemency and allows him to live in the force through of an ancient Ur-Flan
valley, so long as his intentions remain artifact known as the Undulation of Souls,
pure. Months later, Nyeru was granted an artifact that allows its wearer to
command over the Shadow Sages and preserve and possess the bodies of recently
tasked with guarding the valley in The deceased corpses. Using this device he
Black Ones or First Protectors stead, as attempted to get close to The Black One
they often secluded themselves in research and fulfill his mission to slay his former
or ventured to the Shadow Plane. master, but failed when he was slain by
The Black One himself in a magical duel
582- 584 CY: The Greyhawk Wars: When that claimed the life force of Timetrios,
the surrounding nations of Geoff and forever.
Sterich were plundered by the marauding
giants of the Crystalmists and Barrier 587 CY: Shadows and Dust: The Black One
Peaks, these nations appealed to the Mage opens a permanent gate to the Shadow
of the Valley or aid. To their surprise, they Plane to begin his research into becoming
were given allowed an audience with The a shade.
Black One, or so they believed. When the
ambassadors were introduced however, 590 CY: Smoke and Mirrors: The Black
they were met by the recently appointed One departs for his new stronghold on the
deputy of the valley, an exiled Shadow Plane leaving the protection of
necromancer, Nyeru of Bissel. the valley to Nyeru Darkspring. During
Negotiations continued until the which time, he became a shade. (12)
nefarious giants made their way into the
valley. As the ambassadors fled, the Mage’s 591 CY: A Race to Arms: Several
forces moved south to head off the expeditions sent by the archmages Rary
invasion. Unbeknownst to the and Mordenkainen attempt to enter The
ambassadors, Nyeru had quickly sent a Vale of the Mage to discern the magical
nature and stability of the nation. Both the Valley Elves. It would, however earn them the
groups meet with heavy casualties but hatred of all other elves whom she held under her
influence. In their eyes, the Valley Elves had
discover the Vale is now under the betrayed the balancing order of nature by taking in
apparent rule of the exiled Bisselite and aiding the Suel refugees.
necromancer, Nyeru Darkspring.
(4) As the Empire of Vecna crumbled in upon itself,
(1)Weakened by this war the forces of Celene several Oeridian tribes saw their opportunity and
(roughly 2500 – 3000 years ago) were no match for moved south, the first of these being the Keogh.
the emerging menace of Vecna, the human While many of their brethren continued south a
migrations or the interbreeding and the rest of the few tribes entered the vale to avoid the mysterious
high elves in the Silverwood environs; a point Dim Forest. These groups encountered several
which the grey elves of Celene will never forgive Valley Elves who saw the Oeridian horsemen as
the Valley Elves for. strange adversaries. Small skirmishes existed
between the two groups for several months until
the wise, Valley Elven king Dhaeron Eledhwen
(2) Many lost or displeased members from House met with the Oeridians to conduct a pact of peace.
Linth, Lizhal, Xuel-Crix, Zelrad and Zolax. Many Both groups agreed to end the fighting so long as
of which, disagreed with the Rhola and Neheli. the Valley Elves did not raid Oeridian villages and
Though, none of these held any station. In the the Oeridians would agree to stop their rampant
following months, the groups quickly began to migration through the Vale and settle down within
grow ill and many starved in the quick freezes that its borders. This settled the Oeridians settled down
covered the valley at infrequent times in Sunsebb. in the untamed southern end of the valley.
Though paranoid at first, the King of the
Valley Elves allowed these refugees to live on the (5)The fierce tribe of Uli, still pressing for complete
land, so long as they did not destroy the balance of
subjugation of the Yorodhi, learns of a lush and
nature here as they had in the former lands. They
wealthy valley on the other side of the Barrier
taught the Suel refugees various trades such as
Peaks. Their current Orakhan, a half-orog named
herbalism, hunting, woodcarving, and carpentry
Bhrevan the Twisted Limb had come to power over
skills that until this point many of the Suel lacked.
all the Uli families by mysterious means and with
The small pocket of Suel refugees living in
his new found influence, he started an incursion
conjunction with the Valley Elves did not sit well
into the mountains to exploit this land. Along with
in the grey elven courts of Celene.
the newly allied ogre and humanoid forces, the
already battle-starved Uli press into the Javan Vale
(3) Due to growing concerns regarding the leading to a series of skirmishes and conflicts
potentially destructive humans entering the lands that would not abate for over a decade. After little
of the Vale and the Sheldomar, the court of Celene success and great loss, the Uli
sends emissaries to the could not maintain the raids or lost interest all
Valley Elf King to persuade him to expel the together, preferring easier attacks on caravans from
humans from his lands. The Valley Elf King the north that sought to establish trade routes.
challenges Her Fey Majesty in open court on her Rumors persist that the influence behind
authority to lead. An act, that within the elven the Uli forces was none other than Tuerny the
lands is punishable by exile. By also, attacking and Merciless, who after leaving the lands of Ahlissa
repelling the official couriers of her court he was in had wandered into the Baklunish West.
fact committing an act of war against her kingdom. The fate of Bhrevan remains a mystery
As none of these couriers were purposely killed the however, as he did not return to the Uli, nor was
Elven Kingdom would not commit to war against he reported slain. Many scholars assume that he
fled into the Barrier Peaks to escape the anger of cavalry into the dense forested area were forced to
Tuerny, who would have likely made a gruesome move north to Ket. Losing a quarter of their ground
example of the half-orog. forces to the vales defenses. Commander Savar was
This bears significance as the valley, itself is known stated as saying, "A band of outcasts that trivial is
to have a wealth of materials and spell components not worth losing over half your men to!"
available to those who may plunder its depths.
Many of which, could have been very important in (8) For some unknown reason, the Valley Elven
the construction of the construction of irons flasks king goes to meet with the Demiurge of the Vale
of Tuerny the merciless, or their lesser versions. only to find that he has disappeared seemingly
overnight. As the years pass the Valley Elves still
(6) While the Brazen Horde invades the vale, awaited the return of the demiurge while the
another division of their forces cut a swathe leadership of the valley defaulted over to the
through Ket and all the way to Veluna. Meeting Valley Elven King Amhrad Eledhwen.
with minor guerilla resistance they managed to
(9)
Relations between the two persisted until 502
make it all the way to present day Ebonwood,
where they met with the gathered forces of the CY, despite the vehement remonstrations by the
valley led by the mysterious Demiurge. During the High Lord of Elvendom at Hocholve.
ensuing battle many of the Bakluni were slain
alongside the vales defenders until the Demiurge (10)
After earning the trust of the Valley Elves who
finally cast a massive charm spell to bend the think he is the demiurge of ages past they accept
Bakluni invaders to his will. With their wills him with open arms. The Tree People and Gnomes
defeated and surrounded by expert elven archers, of the Vale though hesitant at first accept him. The
the Bakluni forces surrendered and were offered Gnomes mostly due to the arcane arts he brings
two choices. Leave the valley and never return or with him. While the humans, were more relieved
stay and serve the Demiurge until such a time that after monsters that had taken a heavy toll on the
five generations of their family had served him or human communities were defeated. Within a short
until they wanted to leave. Awe-struck by this time, Jaran magically restrained these beasts and
incredible offer and the Demiurges powers the put them to practical use.
Bakluni agreed. In the years that followed the In addition, he set about improving
Bakluni forces settled throughout the northern part communication among the villages, defenses for
of the valley and founded several small thorps. In within the vale, as well as its borders. At this time,
the town of Ebonwood, they founded the first he decreed that any and all intruders be repelled
human school of elemental magic and geometric and spies of the Great Kingdom be killed on sight.
studies. To this day, the school still exists and
serves to teach aspiring arcane spellcasters the (11)For whatever his reasons, Drawmij, ally ot the
basics of wizardry. court of Celene and sage of chronomatic magics,
states his disdain for The Black One. Many assume
(7)After crossing the Dim Forest and losing several this is due to the influence of Her Fey Majesty of
hundred men to the shadowy fanged forest the Celene. While others, wonder if the mage himself
Knights of the Watch with just a few hundred men was foiled by The Black One in an attempt to
at arms at the ready, no supply lines, and their garner knowledge on the art of chronomatic
heavy cavalry two-days behind traveling outside magics, which The Black One has been known to
the forest arrived at the entrance to the Javan Vale. deal in.
Their forces were ill-prepared for the hails of What is known is that several expeditions
arrows and spells hurled forth from the borders of into The Vale of the Mage around this year,
the Javan Vale. After two days of fighting, the resulted in heavy losses. While at the same time,
Knights of the Watch unable to get their heavy one such group, did manage to leave the valley
with an artifact of immense power, henceforth the leaders or when the valley is in danger
deemed the timeglass of the mage. The current from invading forces.
whereabouts of the artifact are unknown, but it is
known that The Black One was quite angered by
The Valley Elves, often
the intrusion into the valley and the loss of one of complimented with gnomes or human
his own artifacts. (Forcing him to recreate, said denizens, often patrol the borders of the
artifact.) valley in force. The patrols often include
one arcane spellcaster and several light
(12)
The Black One and the First Protector go to the
infantry. On rare occasions a druid or a
Shadow Plane to solidify their forces there.
Meanwhile, Nyeru is left in charge of the valley.
cleric may also be encountered, though
Currently, The Black One and the First Protector this is typically only during times of high
only visit the Shadow Plane on occasion to conduct alert.
unstable research projects that they would not Depending on conditions and the
otherwise consider within the valley. size and strength of the party encountered,
the elves may either attack directly,
Rulership and Law through the use of heavy cover, or turn
The Black One is the supreme back intruders with a single warning.
authority of The Vale of the Mage and is Occasionally, these patrols will
recognized by all of the Valley Elves, cross the border to raid the surrounding
gnomes, and tree people living there, as lands near the Dim Forest. These bandit
well as by the mountain dwarves of the patrols often acts as spies, and may even
Barrier Peaks. The Black One demands the contain a recluse member of the Shadow
respect and obedience of all the vale’s sages. These followers of The Black One
residents, but he does not demand direct that were captured either escape just as
tribute or lord over the inhabitants with a quickly as they were captured or simply
malign influence. Instead, The Black One waste away in their cells until they expire.
allows a pseudo-autonomy, permitting
each community to appoint their own Geography
leaders. Each leader reports to either The The Exalted Vale of the Mage or
Black One, the First Protector, or Nyeru Valley of the Mage is almost completely
Darkspring. At which time each party surrounded by the looming Barrier Peaks.
extrapolates on their goals, requirements, The only egress from the valley is a small
discoveries and tribulations. These leaders 30 mile across opening on the southeastern
in turn appoint outstanding members from side, a days’ ride from the Dim Forest.
their communities to the lead patrols The Vale of The mage is surrounded by
within the vale and to set up any defenses. the neighboring countries of Bissel, the
Due to this near-autonomy the residents of Gran March, and the Duchy of Geoff. The
the valley have come to admire and Vale covers roughly 17,500-square-miles,
respect The Black One and his though it longest point is nearly 260 miles.
subordinates. In fact, The Black One While its’ widest is a mere 90 miles.
typically only intervenes at the request of
The Vale of the Mage set within a The Vale is known to set upon a
flat plain, and the elevation of the vale at small fault line that occasionally creates
the entrance across from the Dim Forest is small tremors that can be felt throughout
only slightly lower than the elevation at the Barrier Peaks all the way to the edges
its northern or western boundaries where of the Dim Forest. Though, these quakes
it intersects the Barrier Peaks. The are quite very rare.
primary soil type of the area is a heavy
fertile clay that dominates the riverbank Ecology of the Vale
areas of the Javan River, while there are
The Vale of the Mage is a
others further away from the riverbanks
moderately-covered plain with various
Winding through the Vale is the
types of deciduous and coniferous trees.
Javan River, which begins in the Barrier
Many of them hardwoods, a few rare
Peaks and meanders through the valley
species of these trees can reach up to 100-
exiting betwixt the Dim Forest. The river
feet-tall, their leaves creating a canopy
acts as a transportation source, provides
over sections of the valley. These tall
food and fresh water for the denizens of
ebonwoods are the hardest, tallest, and
the valley. The Javan River is also known
most valued trees in the Vale. The wood
for its breathtaking falls near where the
from these trees is manufactured into
Barrier Peaks and the valley meet.
furniture, art, and various other tools. The
There are many streams and canals
largest fruit-bearing trees are the idani
within the valley, all of which begin or
trees, which have a thick, waxy trunk. The
feed from the Javan River. In addition to
branches of the idani begin about 12-feet
this, there are half a dozen small lakes
off the ground and rise in a spiral to the
close to the base of the Peaks.
top of the tree. The leaves and fruit of the
tree are both edible. The leaves are a thin,
Climate long and flat measuring at about 12-inches
The Vale of the Mage falls into a long. The fruit of the idani tree resembles
temperate climate zone. Though, it rarely an elongated pear. When the fruit almost
experiences the harsh extremes in ripe it is a dusty rose color, firm, and tart;
temperature as its surrounding nations. when it has fully ripened it turns to a deep
The valley is quite well known for its violet and is much more pulpy and sweet.
permeating fogs and for its heavy amount The idani trees are not known to grow
of rainfall during the spring. During the outside the valley, and Valley Elves and
summer the temperature barely reaches gnomes traveling outside the vale can
over 80 degrees. While the winter months command good prices or receive fine items
temperatures barely drop below 40 and expensive food in trade for the
degrees. While snow is infrequent it can unusual fruit.
occur during the month of Sunsebb on Due to the heavy amount of rain
rare occasions. the valley receives, much of the ground is
covered in damp carpets of moss from of spell-warped and transmuted insects,
deep-Fall until early-Spring. At which arachnids, and other natural animals.
time, thick lush grasses begin to grow on One dragon is known to inhabit the
the plains. In heavily-wooded areas, thick land, a very-old male green named,
vines cover many of the expanses making Toxzagairen. Toxzagairen has struck up a
the terrain very difficult to traverse. Some bargain with The Black One in recent
of these vines have been cultivated to years. In exchange for him defending the
produce a squash-like vegetable favored by vale and its denizens against any and all
the gnomes. Because of the clay-soil, wild intruders (though any who enter his
vegetation in many regions and the rocky concealed waterfall cave are fair game),
soil near the base of the Barrier Peaks The Black One personally delivers him
crops are difficult to cultivate. Still, there one special magical item or spell each full
are places in the Valley Elven and gnomish year to add to his hoard. Toxzagairen’s
villages that have tilled crops native to mate and young died many years ago
Gran March and Bissel. Once the land has when the giants of the Barrier Peaks
been cleared, the rich soil makes it easy to invaded. He no longer has any care to
grow domestic crops. mate again or to entertain guests.
The variety of animal life is tremendous Guarding his lair are two iron golems
within the boundaries of the vale. There given to the dragon by The Black One. His
are many different kinds of apes, including hoard consists of various chests of worked
a significant population of bears, bison, gems, while he lies on a pile of loose coin
several kinds of reptiles, such as small and rough gems. Among his treasures is a
lizards and snakes; while few of the cube of frost resistance, an amulet of proof
reptiles grow large enough to be against detection and location (worn), two
considered a threat. pouches of dust of disappearance, a staff of
In addition to the natural animals, transmutation (CL 19, Charges: 17), and
the valley is rumored to be home to several scrolls kept in a locked adamantine
several magical beasts and aberrations. trunk. His lair is guarded by two iron
Though many of the creatures are not seen golems given to the dragon by The Black
very deep within the valley, it appears that One. In addition, the entryway to his lair
they have been placed at the borders to is trapped with a permanent mirage arcana
deter thrill-seekers, fur traders, and spell. While his sleeping cavern is lit with
adventuring groups. While rumors persist a lantern of revealing and warded with
of nearly every type of creature possible, permanent non-detection and false vision
confirmed sightings of the following spells.
monster have been made. They include It is also rumored that a large
cockatrices, korred, owlbears, illithid enclave once existed near the Vale
psuedodragons, lycanthropes, ogres, trolls, in the Barrier Peaks, though this rumor
and various giants near the Barrier Peaks has not been confirmed.
borders. The valley also boasts a multitude
Resources Vale are included, while the smaller
groups living in the Barrier Peaks are not.
The Vale of the Mage is rich in
The Valley Elves dwell in three
mineral deposits, especially along the base
primary communities and four small
of the Barrier Peaks. The mountain
villages, with a few dozen living scattered
dwarves mine deposits closer to the
near the valley’s southeastern border.
surface for iron, silver, and platinum along
The humans, also called the Tree People
the mountain base, while the gnomes
by visitors to the Vale reside in one
mine tunnel further for iron and silver
primary village (where one third of their
deeper within the vale.
number resides) and live in small scattered
The dwarves retain much of their
settlements throughout the valley.
mineral wealth, only selling it to those
The major languages spoken in the
they trust, some of it to merchants and
valley are Common, Dwarven, Elven,
metalsmiths in neighboring countries. The
Gnome, and a corrupt, simple form of
gnomes make high-quality jewelry, objects
common spoken by the tree people
of art, weapons, and household gadgets
(mixing Oeridian of Flan with some minor
and utensils from the metals, offering a
slang words).
small portion in tribute to The Black One.
The Vale is also well-known for
rare herbs, spell components, its exquisite Races of the Vale
lumber, coal, copper, and small quantities
of crystals. The Valley Elves
The strongest proponents of The
Population and Census Black One’s leadership of the Vale are
these outcast elves. Though often scoffed
While the exact numbers remain
at or reviled by their Olven brothers, the
unknown, many sages estimate the
Valley Elves have proven quite industrious
population of The Vale of the Mage at
under the scrutiny of The Black One.
10,000. With roughly 37% (Human, mixed
The Valley Elves are the prime protection
Suel/ Baklunish/ Oeridian/ and Flan
of the Vale of the Mage. Through the use
cultures), 25% (Elf, valley), 18% (Gnome,
of arcane magic, expert archers, and a
rock), 10% (Halfling, mixed), 5% (Half-elf,
trained militia these elves keep outsiders
valley), 5% (Other).
from entering the Vale. It is rumored that
The mountain dwarves
many of these elves have been trained to
surrounding the Vale make up less than
implement their martial prowess with
10% of the population, and are not
arcane spellcasting. One of the spiritual
included in the valley’s census. Though,
leaders of the Valley Elves is
many do live in three small communities
Summerstorm Nightwind; CN; Valley Elf
along the base of the Barrier Peaks.
male Clr9, a reverer of the Oerth Mother,
About 1,000 gnomes living in two
Beory who looks over the Vale and
communities or within the borders of the
correlates all activity with the resident same time, leaving no trace of themselves.
druids of the area. They are led by the wily, Endoble
Mistikmore; NG; Rock gnome male Wiz11
Dwarves of the Barrier Peaks (Illusionist) who is reputed to be a noble
Various clans of hill and mountain leader and clever prankster.
dwarves have pledged their allegiance to
The Black One, in exchange for protection Tree People of the Vale
and military might. The Dwarves of this The Tree People of the Vale are a
area act as an early warning for those who mixed variety of races, creeds, and
seek the Vale of the Mage. At the same religions.
time, they mine precious metals traded While many nations surrounding
throughout the area and gather the Vale do not take in ex-criminals,
intelligence on the surrounding countries. outcasts or various hated races. The Vale
While not all dwarves agree with The of the Mage does, though rarely and on a
Black One, they cannot fault his character case by case basis. Anyone seeking refuge
or his methods. They were spared the in the Vale must submit to intense and
shame of defeat by the giants that invaded rigorous divinatory magic and a thorough
the surrounding countries, so they honor interrogation. During this time, they are
their alliance. given various tasks and ordered to aid in
the protection of their new home. After a
Gnomes of the Vale year long trial to prove their fealty they
Many of the gnomish enclaves in are allowed to join the community.
this region have pronounced fealty to The Though typically, many of these
Black One. Gnomes of this region mine individuals, still holding hatred for those
and tools gems specific to various who rejected them, often head out into the
divination and illusory spells that conceal world again on intelligence missions.
the identity the caster to outsiders. These The Tree People are named for
rare refracting gems often no use in their unique homes that are built into the
common market, yet invaluable to arcane wide branched trees of the Vale. A
spellcasters. Gnomes of the Vale are practice founded by the native Valley
disposed to illusion magics and arcane Elves.
trickery. The individuals often either Over the years the Tree People
protect the Vale with illusions or leave have become skilled herbalists, carpenters,
with the intent of gathering information and have even mastered the craft of
and sewing confusion into the minds of making various poisons.
those who seek the Shadow Sage. Often, A small school dedicated to arcane
when notes of inflammatory import are crafts has been opened recently in
left penned by the Shadow Sage, it is one Ebonwood the school has various
of these gnomes that leave it; while at the instructors for all the races represented in
the Vale. Occasionally, Nyeru or Tysiln Waylance (Little Bissel); hamlet;
come to teach classes to the inspiring Conventional; AL LN; 500-gp limit; Assets
young wizards. unknown; Population 350; Laird
Within Ebonwood there are also Waylance Ftr4/Rog4.
shrines to Ehlonna, Boccob, Wee Jas,
Obad- Hai, and Beory. Of significance is a Little Geoff (not mapped); hamlet;
large sect of clerics and traveling bards of Conventional; AL CG; 500-gp limit; Assets
Lirr, the goddess of prose, poetry and art. unknown; Population 300; Authority
Figures: Ivor Langley Ftr9.
Towns, Villages, and Hamlets. Tambor; 200 tree people hamlet; Non-
Standard (Chieftain); AL CN; 200-gp limit;
Darkglade; elven small town; Assets unknown; Population 200;
Conventional; AL LN; 2,000-gp limit; Authority Figures: Zurt (chief of the Tree
Assets unknown; Population 1,500; People) Bbn10.
Authority Figures: Summerstorm
Nightwind*, male Valley Elf Clr11 (Obad- Exalted Citadel of Shadow; fortified
Hai); * Nightwind presides over Darkglade, dwelling; Conventional; AL N; 250,000gp
Vinesong, and Moonhollow. limit; Assets unknown; Population 163;
Authority Figures: Tyslin San (The First
Vinesong; elven village; Conventional; AL Protector) Wiz15.
LN; 1,500-gp limit; Assets unknown;
Population 1,000; Authority Figures: Dwarfreach Citadel; fortified keep;
Summerstorm Nightwind. Conventional; AL N; 250,000gp limit;
Assets unknown; Population 361;
Moonhollow; elven village; Conventional; Authority Figures: Nyeru Darkspring
AL LN; 1,000-gp limit; Assets unknown; (Lord of the Citadel) Nec12+.
Population 900; Authority Figures:
Summerstorm Nightwind. Recognized Thorps
(Gnomish): Fernwalk, Petalrich,
Woodsdeep; gnomish village; Earthwood, Roothome, Rockpath,
Conventional; AL LN; 1,000-gp limit; Burrowville, Badgertown,
Assets unknown; Population 600; (Tree People): Fortune, Swindle,
Authority Figures: Endoble Mistikmore, Mooch, Plunder, Seer, Danz, Snaffle,
male gnome Ill13. Scamp, Kardz, Vagabond.
(Valley Elves): Daeallen,
Mossburgh; gnomish hamlet; Hollowreach, Karoneth, Luvalos,
Conventional; AL LN; 900-gp limit; Assets Marasket, Shallowspring, Trestwren,
unknown; Population 400; Authority Vinereach
Figures: Endoble Mistikmore.
Major Personages of the Vale now. Since her appointment she has
solidified all means in and out of the Vale,
Nyeru Darkspring; NE; Human male
executed edicts on crimes and punishment,
Wiz12+ (Necromancer): Once an exile
and helped organize the Shadow Sages into
from Bissel involved with a renegade
a multi-tiered informative network aimed
adventuring troupe, Nyeru has found his
at drawing attention away from The Black
niche in the world in the Vale. After
One, while protecting the best aims and
several years of loyal service, the First
interests of its leader. Tysiln, now leads a
Protector honored him by making him the
more comfortable life with Jaran on the
figurehead of The Black One in the Vale,
Plane of Shadow extending their influence
whilst he is on sabbatical. Nyeru typically
there. While , Nyeru leads from the Vale,
heads up the Shadow Sages from his
itself.
dwarven keep secreted deep within the
Vale.
Jaran Krimeah, the Exalted Mage of the
Valley and Laird of the Domain, "The
Jakar and the Druids of the Vale: The
Black One"; N; Human male (Shade)
hierophant druid, Jakar Whitewing; N;
Wiz20+: The founder and progenitor of
Human male Drd18+, and various other
the Shadow Sages, the man known as Jaran
druids of the Vale of the Mage protect the
Krimeah was born into House Rax in 406
natural environment of the Vale against
CY within the city of Rauxes. Being of
harmful outsiders and nations with
noble birth, cousin to the king, and of
interest in defiling the Vales natural
immeasurable wealth, Jaran was schooled
resources. One a proponent against The
in the best magic schools money could
Black One, Jakar was swayed to his side
buy. He attended the University of Rauxes
through diplomatic means and a common
and even attained a private apprenticeship
interest to protect the inhabitants and
at the Royal Wizards Academy.
beauty of the Vale itself. Together, they
By the age of 17, Jaran Krimeah
created several chain collars that permit
had already graduated the Royal Wizards
the druids to change forms more
Academy and the University of Rauxes. At
frequently. Since then, the druids have
which time he became the apprentice of
worked with the Valley Elves in
the most powerful wizard in Aerdi at the
protecting the Vale and have used their
time, a one-time student of Shanadar
natural divine magic to shield it from
named Serevar.
outsiders.
At age 19, the brilliant young
wizard Jaran becomes the youngest wizard
Tyslin San, First Protector; CN; Drow elf
to become a royal court wizard. During
female Wiz15+: The loyal and fervent First
this time he quickly learns all about the
Protector of the Vale has been by the side
inter-workings of the politics of the Great
of her liege and lover, Jaran “The Black
Kingdom, and develops a quickened
One” Krimeah for well over a century
dislike for it. Two years later, he manages
to halt an assassination attempt to the in his absence and return to fight the
throne while uncovering that the House House. But due to his poor treatment and
Naelax lies at the center of the insidious torture at the hands of the Hextorian
plot. The next day, in a single action, the clerics, and the previous indiscretions of
enraged magi teleports himself to Eastfair the king, Jaran had no reason to ever
and begins systematically eliminating the return, much less to trust his own cousin,
royals of House Naelax. who let him suffer so horribly.
Afterward, the King accused Jaran of the Jaran scarred, both mentally and
murder. Prior to the verdict being passed, physically then gathered what few
however, evidence was produced that the possessions he still had left and left the
Naelax nobles had conspired against the Great Kingdom adopting the name, “The
king himself and Jaran was set free. Black One”, to disguise his true identity to
Following this foul error of justice, and would-be assassins. From there, “The
sensing the kings faltering strength, Jaran Black One” traveled the Flanaess and
began preparing for his own coup fearing ended up in Niole Dra to heal himself and
that the king would merely wallow and further his studies. . After leaving Niole
hand his kingdom over to the Naelax Dra, Jaran began exploring the Flanaess.
nobles. He found work as a court wizard in the
In 435 CY, Jaran Krimeah is Bandit Kingdoms until he believed agents
proclaimed the Mage of the Great of the Aerdi crown had pursued him. He
Kingdom at age 29, the youngest archmage began adventuring, in search of defensive
ever. Following this the flamboyant spells and refuge from the unending spies.
archmage engages in his plan for his He stayed as far away from anything,
personal coup. Employing most of the place, or anyone associated with the Great
elite army and a small detachment of the Kingdom. Finding his way from the Bandit
Guard Companion he enters the palace, Kingdoms, the Horned Society, Furyondy,
only to be thwarted by the works of the Keoland, the Shield Lands, Veluna,
Web and his very own apprentice. Jaran is Sterich, and the Yeomanry.
captured and imprisoned for several Yet, forever haunted by his past he
months. After these months of torture at became obsessed with magical defenses
the hands of Hextorian clerics, Jaran against scrying and defensive spells, often
confesses, under a zone of truth, that his casting an alarm spell each night before he
coup was to prevent House Naelax from slept. Using adopted aliases and magical
usurping power from the throne and disguises Jaran concealed his true identity
eventually taking over the country. to all but one, Zagig Yragerne. From the
In 436 CY, Jaran is released from multitude of planes and various channels
prison by his cousin, the king, who of arcane magics, the name of The Black
informs him to never return to these lands One had traveled to the Archmage of
left he be slain on sight. In secret however, Greyhawk. As such, Zagig entreated him
the king planned on having him pardoned to join a new underground society devoted
to arcane magic and research. A group names throughout the Flanaess, such as
known as the Ring of Five. Incredibly The Exalted One, The Black One, Mage of
honored, though precautious Jaran agreed the Vale, etc. The denizens of The Vale of
to join this” Ring of Five”, under the name the Mage, consider him a kind and
of The Black One, as a wandering wizard generous leader.
of the Flanaess. It was not until years later, Jaran Krimeah, using a portal from
around CY 452 that Jaran found himself in his mansion or his dwarven keep, often
a concealed valley, nearly surrounded by spends weeks on the Plane of Shadow
the Barrier Peaks. A valley so isolated and holed up in his research laboratories.
defensible, Jaran chose it as his home. In When he is not there he is often off in
less than a year, The Black One, won the search for any powerful arcane magic.
favor of the Valley Elves, gnomes, and Often placing himself in danger by plane
scattered humans of the vale. With the shifting to dangerous planes or by
assistance of the Valley Elves, dwarves, teleporting to the lairs of powerful
and gnomes, he quickly set up physical creatures to garner lost arcana. The
and magical defenses at the entrance to the denizens of the vale worry about the
valley and throughout the Barrier Peaks. Exalted One’s harrowing trips, fearing that
Then established watches of every race someday he will not return, but they
and even charmed monsters to patrol the realize their pleas for him to remain in the
valley. Even though all of these races are valley will not prevent him from pursuing
autonomous, they still claim the Exalted such goals.
Mage as the Laird of the Vale.
It was during this time that The Appearance: Jaran Krimeah, is 5’9
Black One was introduced to his lover, tall and weighs 150 lbs., in his true form.
Tysiln San, an exiled female drow who He has grayish-pale olive and veiled slate
stumbled into the Vale as he was setting grey eyes. He appears around 50 years old,
up his defenses. Though it took many with dark brown hair falling over his
years, Tysiln found a way to earn Jaran’s shoulders. He is always clean shaven and
trust and find a way to his heart. Jaran and tends to smirk when plotting something
Tysiln have been together several years insidious. The Black One dresses in black
and have a working, understanding robes adorned with gold trim, and wears
relationship. Both work to keep invaders many magical items and apparel at all
and outsiders who might ruin their times. The Mage of the Vale can assume a
homeland. Jaran himself, though he takes plethora of disguises using his spells or
many risks keeps several pieces of skin magic items at will, often favoring a Valley
saved so that Tysiln might be able to clone Elven or dryad form.
him should he be slain in battle, and the
reverse is also true. Tactics: Jaran Krimeah often scrys
The Black One, though feared upon his enemies or uses illusory guises
outside of the Vale and known by many when dealing with outsiders. Should he be
attacked he relies on his spells for combat Once the PC’s have entered the
and defense, avoiding melee at all costs, as Vale and have either been accepted by the
he considers it crude and risky. Jaran has First Protector or even if they are on
mellowed over the years, but underneath covert operations the following hooks can
his care for the denizens of the vale lies a be used.
ruthless spellcaster. Jaran will not allow
himself to be killed or taken alive by Discerning the nature of the Glades
anyone, he will attack to kill or disable. If of Ehlonna
in danger of either he will find a means of Throughout the Vale are various
escape and send his followers to destroy magical glades that transport users to other
the offenders while assailing them from a similar glades in the Vale. These glades
distance or in secret, then disappearing existed long before The Black One’s arrival
into the night. Jaran often uses the epic in the Vale, but have only recently been
spell eclipse when he knows the valley is used by him and the Valley Elves. Many
under heavy assault, as he did during the scholars and clerics have pondered the
assault of the giants several years ago. creation and working of these natural
wonders. Yet, given the concealed nature
Development: Several years ago, prior to of the Vale, few have been permitted to
the Greyhawk Wars, Jaran began to study these wondrous glades.
frequent the Vale less, and began his
search for a way to cheat death. In CY 591,
Border Patrol
he finished his research and became a
From time to time giants in the
shade, so that he might continue his quest
Barrier Peaks attempt a strong raid into
for powerful magic items, spells, and
the fertile southern lands of the Vale.
knowledge.
These giants see any force in their way as a
In recent years, the First Protector
threat and attack until their leader has
has allowed exiles of other lands who
fallen.
enter the Vale of the Mage as prisoners to
be tested and then if proven worthy they
are given work and a home in the Vale. Return to Terror
Jaran though wary of this, supports, Though it’s been years since their
Tysiln’s ideas while he toils away within initial foray the Necromancers who
his citadel on the Plane of Shadow. One invaded the Vale several years ago still
such exile now resides in the dwarven remain close to the borders of the Vale
keep, an exiled Bissel necromancer by the looking for another attempt to re-enter.
name of Nyeru Darkspring. Even though they suffered the loss of
Promiss Reynolds and Red Morgan, Tracy
Windstrider and Elock remain vigilant.
Intrigues and Whispers The duo are been rumored to have allied
with the giants of the Barrier Peaks and
are planning to avenge their compatriots
deaths. The two brook a deep hatred of
their former ally turned traitor, Nyeru
The Elemental Glades
Darkspring.
Several years ago The Black One
attempted to recreate the effects of one of
Shadow Planar Gate the Glades of Ehlonna in hopes of
Deep within the vaults of the extending his life. Instead he created a
Exalted Citadel is a secret gate to the Plane minor planar bleed in four connected
of Shadow. On the other side, lies a grand glades of the four elements of air, earth,
citadel identical to the one within the fire, and water. All of the Valley Elves,
Vale. The Black One maintains this citadel dwarves, gnomes and even the Tree
on the Plane of Shadow for research and to People avoid this area. The areas and their
recharge certain magic items that effects are as follows.
functions are linked to the plane. The Air Glade: In the northeast
corner, the air is thin here though it is
Galeb Duhr Pass highly concentrated with oxygen which
The Galeb Duhr of this region may make the PC’s feel euphoric. Any
created and defend this region of the Vale whom wander in this glade must make a
against any invaders. The Galeb Duhr may successful Fortitude save or suffer a -2
at will close the pass off. (Doing so is a terrain penalty to all rolls.
full-round action.) The Earth Glade: In the northwest
corner is a huge puddle of mud
The Korred Kingdom surrounded by jagged stone pillars.
Within a small ten-mile area The mud-bath here decreases the
roughly fifteen-miles south of immersed user in age 1 year per level, but
Moonhollow, a strange bridge crossing the also reduces one other random attribute of
river connects the lands of the two Korred the character.
clans, The Exalted and the Extol. These The Water Glade: Located in the
two clans have long been competitive southeast corner is a small lake of water
rivals. Should the PC’s stumble into this some 200ft.-deep. Guarding the lake are
area they may be asked to judge a two water wierds and a wily old water
competition between the two clans to see elemental, who broke free of the water
whom is the best singer/ dancer. wierds control some years ago.
The Korred are not generally Stepping into the water and
combative but they do guard their homes swimming to the bottom transports the
if attacked, and typically have concealed user to the Plane of Water. Though the
rope traps and wooden spike snares closer user may choose not to go and may check
to their steadings. the lake for any hidden treasures.
The Fire Glade: This glade in the For decades sages and spellcasters
southwest corner is similar to the Water have pondered the identity of the
Glade except that in the place of water is shadowsage; many scrying the very
flaming oil. The small lake is fueled by a reaches of Oerth to uncover this identity
variant decanter of endless water that of this mysterious being. Many assumed it
spews forth oil every so often. The fire was Mordenkainen, The Seer of Urnst, or
itself issues forth from the planar bleed some other luminary. The truth, however,
and can only be doused with heavy cloth could not be more shocking.
large enough to cover a 5ft. area. Once the In truth, the shadowsage, or
cloth is removed the fire re-ignites a few shadowsages are an organization founded
minutes after. by The Black One to conceal his own
Notes: The Black One occasionally identity from would-be pursuers of the old
scryes on the glades here to see if they Great Kingdom. The shadowsages have
have been infiltrated. If the area looks their spies as far as the Bandit Kingdoms to
heavily disturbed he will immediately the Vale of the Mage, and stretching
send out a patrol to investigate. further beyond to the Plane of Shadow.
Any elemental spell cast within its
designated area grants an additional +2 to History of the Shadow Sages
its save DC and any elementals summoned The Shadow sages were formed in
in its designated region gain +2 HD. the 440’s CY, while the erstwhile Black
One was in the employ of the bandit lords
Investigating Dwarfreach Citadel of the Bandit Kingdoms. Fearing capture
After pledging allegiance to the by the Aerdi crown, The Black One began
Exalted Ones will. Nyeru was granted this employing spies and undercover agents to
keep to watch over the denizens of the bring him any information on the
vale in the First Protectors stead. Though movement of Aerdi agents and possible
he is still scryed upon occasionally by the bounty-hunters. Soon the facade grew
Exalted One, Nyeru has gone to extreme until the agents were even dressing and
measures to defend the vale and his new acting as if they were The Black One,
home. Unless the PC’s are escorted to the himself.
keep with a patrol of Valley Elves, the Shortly after his arrival in the Vale
defenses of the keep are at full force. of the Mage in 452CY, The Black One set
The DM is encouraged to use any into play a grand scheme to forever deter
means to defend the keep. A detailed map would-be pursuers forever. Using magics
of the keep and its environs can be found found in the Vale, and working with the
in the WG12 – Vale of the Mage gnomes and Valley Elves. The followers of
supplement. The Black One also began to assume the
identity of their liege in times of danger.
Mystery of the Shadow Sage Eventually, the organization
reached its ultimate height when Tysiln
San, sought refuge in the Vale, proved her Archers and Shadowdancers, or gnomish
worth and fell in love with Jaran Krimeah. Arcane Tricksters and Gnome Giant-
Within a matter of decades, Tysiln Slayers.
rearranged and reorganized the Shadow Each member of the loose
Sages to its present incarnation. organization has availability to spells or
When surrounding nations fell to magic items that prevent scrying,
the giants, the Vale of the Mage was detection, and any breach of thoughts. The
forewarned due to various shadow sage most popular rings are sequester, mind
spies that kept tabs on the area. The sages shielding, chameleon power, and non-
led by The Black One thwarted the detection. Wondrous items like amulets
invasion, though with heavy losses. against detection and location, boots of
teleportation, and scrolls or other magic
The Shadow Sages item that duplicates spells like false vision,
The Shadow Sages are known to non-detection, misdirection, detect
activate within the Vale of the Mage. scrying, and true seeing.
However, they are also very active in the Currently, at any given time any of
Bandit Kingdoms, the former Horned the following individuals could be
Society, Furyondy, Keoland, the Shield portraying the shadow sage.
Lands, Veluna, Sterich, and the Yeomanry. The shadowsages are split in five
Shadow Sages are known for different tiers, each providing information
illuminating mysteries without directly and concealment for the identity of The
intervening. The current incarnation of Black One in one way or another.
the shadow sages conceal and portray the
image of The Black One or the original The five tiers are as follows.
Shadow Sage, outside the Vale of the • The Exalted Court – Jaran Krimeah
Mage. • Inner Citadel – Tyslin San, Nyeru
In addition, they gather Darkspring
information on rare magical artifacts, • Outer Citadel – The Shadowfolk of
spellbooks, and arcane devices, to keep the Planes, Sindar Sirion, Jakar and
enemies in check, and to protect the Vale the druids of the Vale.
of the Mage against any and all intruders. • Inner Ring – The Valley Elves and
Various classes and professions other outcast races of the Vale,
have been known to be Shadow Sages. including the Tree People.
Among them are various rogues, • Outer Ring – Various Operatives
illusionists, bards, even a few druids and across the Flanaess, the Gnomes
rangers seeking to escape the outside and Dwarves surrounding the Vale.
world sometimes stay here in exchange for
information on the surrounding lands; Recently, The Black One and the
though they are better known for their First Protector took up residence on the
rarities such as the Valley Elf Arcane Plane of Shadow, leaving the Vale of the
Mage and the Shadow Sages in the hands in various circles of the Flanaess. Among
of the First Protector and Nyeru. On the other things these individuals have found
Plane of Shadow, The Black One and his a market for their hocked goods. The
followers work to expand on their Shadow Sages ask no question and pay
network, now employing creatures found well for any magical items these
therein to add to their ranks. Shadows, individuals bring in.
Shades, and various creatures of shadowy
substance now lurk within the halls of The Sindar Sirion; NE; Valley-elf male Wiz12:
Black One’s citadel, many with the ability Located under the ruins of Castle
to emulate human forms. Greyhawk, Sindar is the prime research
Within the Vale, Nyeru now leads and informative operative in this area.
the Shadow Sages keeping the borders Through various charms and suggestions,
closed to any who seek entry. On rare Sindar sees that the Shadow Sage’s identity
occasions, those seeking refuge from the is concealed, often with unfortunate
outside world are allowed but only after a explorers from the ruins of the Castle.
rigorous trial period and massive Using these individuals he gathers
divinations to prove their fealty. information on the surrounding area and
Outside of the Vale, various Valley especially Greyhawk City, where several
Elf and gnomish spies, many disguised or of the Circle Eight reside. During
magically concealed wander the Flanaess downtime, Sindar crafts various magical
in search of treasure, information, and items that facilitate his goals.
potential enemies. Woe to the one, asking
about or in search of The Black One for Shadowfolk of the Planes: While
they may find themselves with a warning diplomatic missions and expeditions into
dagger planted between the shoulder the Plane of Shadow have been quite
blades. successful. The Black One still has not
enlisted many of these denizens to his
Operatives Outside of the Vale cause. Those that have allied with him,
Along his travels The Black One, however, remain the root of the facade
entreated the company of many less than behind the Shadow Sage. These beings,
savory individuals. Many of these capable of taking any human form often
individuals hailing from the Bandit pose as the illuminated sage for a time, and
Kingdoms all the way to Sterich clamor for then vanish again to the Plane of Shadow.
riches and prestige. While at the same
time, they ask no questions about their Exalted Dweomercraft
inquiry or the motives of said employer.
Using this expansive network, the Shadow Many arcane devices and spells
Sages hire out these individuals for their have been created within the confines of
ground work. Fees vary but the results are The Vale of the Mage. Whether the valley
staggering on what information is gathered itself, emits a natural magical aura
benefiting the creation of such arcane is Moderate Conjuration; Caster
unknown. However, strange artifacts such Level: 5th; Prerequisites: Create Wondrous
as the shadow tome herald the ability of Item, leomund's secret chest, protection
the magi that craft such materials in such a from elements; Market Price: 2,500;
way that eludes the divinations of the best Reference: Vale of the Mage.
sages in the surrounding lands. Whatever
the reason, the dweomercraft of the valley Gem of Musing; This item is useable by
is coveted by many throughout the wizards only. By contemplating the gem
Flanaess. for one hour, a wizard can recall spells as a
Below are a few items crafted by pearl of power (1st-4th). A gem of musing
the valley’s current inhabitants. appears to be a flawed emerald or
sapphire. The gem radiates faintly if a
Potion of Black Sight; Drinking this dark detect magic spell is cast upon it.
colored ichor gives the imbiber to see in Strong Transmutation; Caster
the dark as a darkvision spell. Level: 3rd/ 4th/ 6th/ 8th; Prerequisites:
Faint Transmutation; Caster Level: Create Wondrous Item, creator must be
3rd; Prerequisites: Brew Potion, able to cast spells of the spell level to be
darkvision; Market Price: 300gp; recalled; Market Price: (1st) 1,000, (2nd)
Reference: Vale of the Mage. 4,000, (3rd) 9,000, (4th) 16,000; Reference:
Vale of the Mage.
Potion of Intensity; Quaffing this potion
gives the imbiber the Maximize Spell Feat Tome of Recording; A book such as this
for ten minutes. Afterward the imbiber can be any size, although most are usually
may not cast any spells using metamagic thick, bound with leather, and decorated
feats for another ten minutes. with gold or silver embossing. When a
Strong (No School); Caster Level: command word is spoken, the book
3rd; Prerequisites: Brew Potion, creator records-in one of several languages of the
must be have the maximize spell feat; user's choice-anything spoken within a
Market Price: 1,400; Reference: Vale of the twenty-foot radius of the book. A second
Mage command word causes the book to stop
recording. A third command erases the
The Exalted Spell Component Case; This writing on any indicated page.
magical item, which usually appears as a The books are also prized as spying
soft leather pouch, acts as a heward's objects, as carefully placed books can
handy haversack and is enchanted to keep record the conversations of alleged
all spell components inside fresh conspirators, rival wizards, or any others.
indefinitely. Further, the container is Each book can record in six
water-tight and air tight. languages.
Faint Conjuration, Divination, and
Transmutation; Caster Level: 5th;
Prerequisites: Create Wondrous Item, 3. Restore youth. Youth can be
comprehend languages, erase, message, restored to the wielder or any creature of
unseen servant; Market Price: 4,000; his choice upon command. The process
Reference: Vale of the Mage. drains one charge from the timeglass and
one level from the wielder, but will restore
Timeglass of the Mage; Appearing to be a twenty years of youth to the subject
1-foot-tall hourglass, this artifact made its creature. The level given up cannot be
sudden appearance in the hands of an restored, as doing so will cancel the time
adventurer who had forced his way into reversal; the lost level must be earned
The Vale of the Mage. He returned with anew.
only the timeglass and the scars of many 4. Chronomancy. Once per 24-hour
dangerous encounters. Since then, the period, the owner can invert the timeglass
timeglass has been sought by many and command one of the following spell
spellcasters because of its reputed powers, effects to occur: time stop, haste, slow, or
which are rumored to be as follows - control water. Each use re-ages the
1. Stasis. Time itself will bypass a wielder one year, except time stop, which
30-foot cubic area for one hour per charge ages the wielder two years.
expended. Subjective time does not pass The timeglass has up 50 charges.
for those within the area, and they simply When the last charge is expended, it
appear to vanish for the intervening time. shatters into useless fragments. Note: It is
They reappear at the end of the duration rumored that this device is of extra-planar
set by the number of charges expended. origin and cannot be constructed on the
2. Free-casting. If the timeglass is Prime Material Plane.
held while casting a spell that would Strong Transmutation; Caster
normally require the loss of XP, the spell Level: 20th (artifact); Weight 2lb;
will instead drain one charge from the Reference: Greyhawk Adventures
timeglass for each 500xp the caster would hardback.
have lost.
Gateway to Adventure
Seas of Fallen Summer
By Rick “Duicarthan” Miller
Adventure Background
“Seas of Fallen Summer” is a Concealed deep within the secret
Dungeons & Dragons adventure for 4-6 great libraries of Niole Dra, among the
player characters of 13th level. This tattered, dusty, and moldy tomes lays the
adventure is suited to a full party which account of the fall of the Suel Imperium
includes at least one rogue and one wizard. and Bakluni Empires. Attempting to
Characters with darkvision or low-light garner quick wealth, Lashton of Grayhill
vision will become an asset underground has sought out ancient artifacts of these
for the entire dungeon is unlit. As will great empires as a means to further his
anyone with knowledge or decipher script own ends. Using divinatory magics
skills. The adventure can be adjusted for Lashton has divined that a recent
PC’s from 8th to 16th level by using the earthquake within the Sea of Dust has
suggestions provided in the “Scaling the unearthed a previously unknown ruin,
Adventure” sidebar. The PC’s will likely known as the Sanctuary of Fallen Seas. It is
gain one or two levels in this adventure. reputed that this ancient ruin holds many
This adventure begins in the city of unspoiled artifacts and texts. During one of
Niole Dra, Keoland and is continues in the these divinatory episodes he receives a
bordering lands of the Hellfurnaces strange image of a huge black diamond
mountain range and the perilous Sea of lying upon a carved ivory cradle. During
Dust. However the adventure can be the winter months he pours hours of
adapted to start in any city and lead to a research to discover that this item is the
mountain range bordered by a desert legendary diablerem, reputedly placed in
wasteland. the Sanctuary of Fallen Seas by none other
The DM can modify the adventure than Slerotin, himself several decades
for characters of levels 8-16 by adjusting prior to the Twin Cataclysms. He also
the encounters as described in the “Scaling discovers that the earthquake site appears
the Adventure” sidebar. to be within the same vicinity of this ruin
Whether the plot hooks below are which is a humungous temple built within
used or you make up one of your own, the the side of the Hellfurnaces mountain
adventure begins when the PCs arrive in range.
Niole Dra. During this time the agents of the
Silent Ones of Keoland, which have been
keeping a close eye on Lashton, are
informed of his plans to hire an
adventuring party to explore the Sea of sight to avoid being seen easily. As the
Dust. Fearing that some horrible artifact characters rounding the next corner they
may be uncovered and brought forth into are motioned to a nearby alleyway by one
Keoland they begin their own research of the said figures. He motions them to
and divination and discover that Lashton’s follow him without a single word spoken.
greed in this case may be a dire threat to The robed-figure leads them to a large
Keoland. The Silent Ones send Alundil of marble building within the city. An old
the First Born, to intercept the adventurers fountain left unused by the city folk but a
before they can be tempted by Lashton’s common watering hole for adventurers.
offer. Here he sits and motions for the characters
to sit down on one of the marble benches
Adventure Synopsis and wait. Moments later, another robed
The PCs are confronted by two figure arrives with a small retinue of
high-powered organizations which wish armed guards. This new robed-man is
the PC’s to explore a ruin within the Sea of dressed in all grey and bears the markings
Dust/ Hellfurnaces. Both require them to of an arcane spellcaster. He motions his
report their findings and both offer great hand and the first robed-man bows deeply
rewards. The PC’s will be required to and leaves. Pulling his hood slightly back
either acquire or destroy this mysterious so to see any expressions, the grey-robed
black diamond. First they must contend man views the PC’s with scrutiny then
with the ancient denizens of the ruins and speaks. He first apologizes for the
discover the secrets of an Empire that unsettling manner in which the PC’s have
collapsed over a millennia ago. approached. Then further explains that his
name is Alundil, a member of an
organization called the Silent Ones. The
Adventure Hooks
Silent Ones are preservers of the old Suel
Once the adventurers stop in a large
traditions and magics within Keoland, and
city to resupply they will be confronted
he comes as their herald to ask their
with both these generous offers. They will
assistance. He states that the Silent Ones
receive both offers but what they choose
believe that an ancient artifact, a black
to do with them is of their own accord.
diamond called the diablerem, has been
disturbed within the Hellfurnaces/ Sea of
The Silent Ones of Keoland: As the PC’s
Dust border. This terrible device can
enter the city they get the feeling that
summon a terrible evil and must be
they’re being watched by unseen eyes, in
destroyed. To this end, he asks the PC’s to
every tavern, inn, and shop of Niole Dra.
accompany Alundil to the Sea of Dust and
Everyone seems to skitter out of the way
inspect this recently unearthed ruin
and conduct business in a hurried fashion.
bordering the Hellfurnaces mountain
Occasionally a robed figure can be seen
range. Alundil then asks the PC’s what
moving about through the crowds,
they require for such a task.
dodging into shadows just enough out of
Alundil / Silent Ones are willing to pay • 5,000gp up front, 25% lowered
16,000gp upon completion in coin, magic prices for his services after the
items, or services. In addition, the adventure, and another 5,000gp for
characters would receive the benefit of the completion.
Silent Ones information gathering • 5,000gp up front and a small land
organization and a useful ally in Alundil, grant outside the Dreadwood
himself. (Alundil of the First Born; male Forest.
human, N; Wiz13). Once the PC’s are • 16,000gp in magical treasures.
ready Alundil will begin casting teleport The PC’s then have a day to get
and transport the party to the border of their affairs in order and return to this
the Hellfurnaces and the Sea of Dust. very warehouse. In the interim, he is
willing to sell them any magical items or
Lashton’s Offer: While perusing the wares alchemical items he has in stock, as well as
and comforts of the city an envoy named providing them with any information they
Nathek introduces himself and implores may need about the city of Niole Dra or of
the PC’s to visit the warehouse district if their mission itself.
they are looking for work. He states that Upon returning, Lashton will greet
his employer is offering a handsome them again warmly and ask them to gather
reward and can be found at the Catsgill around him. He begins to cast
Emporium in the warehouse district at teleportation circle.
midnight. (Nathek of Niole Dra, male
human, LN; Rog6) Environs of the Sea of Dust/
At the Catsgill Emporium, a Hellfurnaces border
gatekeeper meets the PC’s and takes them
Season: Summer; Relative Weather: Hot
into a small office where Lashton waits.
and Calm; Daytime Temperature 189;
Once they are introduced, (Lashton of
Night-time Temperature 81; Wind Speed
Grayhill, male human, LN; Wiz19) will
(MPH) 7.
greet the characters. He then reveals that
their assignment (should they choose to
accept it) is to explore a ruin within the
Arrival at the Sea of Dust
Sea of Dust/ Hellfurnaces area, chronicle Within seconds the PC’s arrive at a
their findings and if possible transport this humongous blackened ash mountain
artifact back to Niole Dra through magical range, bordering a sea of looming grey ash.
means. To this end, they will be provided This in hand, either mage hands an arcane
with transportation and the proper means spellcaster a scroll of greater teleport (CL
to gather this artifact. For performing this 19), to be used when they are prepared to
service for him he makes them the return. If the PC’s are working for Lashton
following offers. As well as offering to buy he will also hand them a scroll of teleport
any of their findings they do not wish to object (CL 19).
keep themselves. At the base of the closest mountain
is a large chasm that opens into a large
cave, the black ash giving way to ankle Stone Door: 4 in. thick; Hardness 8;
deep grey ash. hp 60; Break DC 28.
Door Locks: All locks are the
Entrance to the Cave: Peering past the following type, unless stated otherwise.
dust the vague shape of the ruin can be Antique Mechanical Lock: All locks
seen, a humongous basalt temple rising are located on the right side wall and
forth from the ash. Much of the structure unless stated otherwise are this type of
has fallen into ruin with cracks, fractures lock. (Door Lock: Search DC 20; Open
and smashed bits on rock, all but one Lock DC 30.)
structure at the very promontory, which Pillars: All pillars are twining and
remains in pristine condition. A large set covered with silvery glyphs with dark
of stone stairs leads to this structure. The stone bases.
cave is 360ft. wide by 500ft. long. The cave Secret Doors: Secret doors require a
entrance is large roughly 30ft. wide successful Search skill check (DC 30) to
allowing the characters enough room to locate and open, unless stated otherwise.
move into the humongous cave. Casters The doors all slide into the walls and are
wanting to avoid melee would be wise to activated by pushing on them.
use the outer mountain wall as cover. Lighting: No area is lit, unless
Creatures (EL 12): As the PC’s enter stated otherwise. The inhabitants of the
the cave a purple worm ejects from the temple have their own sources of light or
ground and attacks. possess darkvision.
Purple Worm: hp 200; see Monster Sounds: At night, ghostly moans
Manual page 211 can be heard from below the remains of
the humongous edifice. These moans are
Dungeon Features the spectres on Level Two.
Unless otherwise noted, the Possibility of Cave-Ins or Collapses:
following features are common The DM should read the Cave-ins and
throughout the dungeon. Collapses section in the Dungeon Masters’
Passages/ Corridors: All surfaces are Guide pages 66-67. This information is
made of smooth stone unless stated needed in several of the areas in this
otherwise. All ceilings are set 30 ft. high adventure; areas of structural weakness are
unless stated otherwise. The entire first mentioned in the text.
and second floors are covered with light Language Buffers: All of the
rubble from the recent earthquake. While written messages scrawled on walls and
on this floor all Balance and Tumble books that may be found are written in
checks must be made with a +2 terrain Ancient Suloise. The Ancient Suloise
modifier. script is much different from common and
Doors: All doors are made of made uses a hieratic form instead of common
of black basalt and typically slide into the letters. Characters without this language
walls, unless stated otherwise. can either cast comprehend languages or
make a successful Decipher Script roll DC
30. Speaking with the Ghostly Suel Wizard Dungeon Level One: The Fallen
in Area 28 may be done with the tongues Temple
spell.
1.) Descending Corridor: A rough-hewn
Magical Barriers: The entire temple
stone stairwell leads down 100ft. to a large
is protected with a contingent dimensional
10ft. wide hallway leading further down
lock spell. The dimensional lock prevents
100ft. at a thirty-degree angle. Along the
any and all planar travel and teleportation
walls of the hall are bas reliefs of a
magics. Summoning spells and planar
populated fertile valley looming archaic
abilities such as the link with incorporeal
buildings and towers. The hall ends at a
creatures to the planes is not severed.
large carved circular door is made of solid
basalt. The door is locked. Written upon
the door in arcane symbols is the
following. “Steep thee steps further to the
east. Enter not the chambers arcane. What
was lost is best left lost, in the colorless
rains of time.”