Friday, October 27, 2023

Agdi the Demi-Divine

 Earl Agdi of Grundir

Agdi (“the Demi-Divine”); Svartskrømt “Prince”

Quasi-Deity of Rivland
Armor Class: -5
Move: 12” (see below)
Hit Points: 111
No. of Attacks: 3/2 or Spell
Damage/Attack: 2-8+9 or by Spell
Special Attacks: Spells, See below
Special Defenses: Spells, See below
Magic Resistance: 40%
Size: M (6’2”)
Alignment: Neutral (Evil)
Cleric/Druid: 3rd Cleric
Fighter: 5th Fighter
Wizard: 20th Wizard/15th Illusionist
Thief: 8th Thief
Bard: 10th Bard
Psionic Ability: 300 (5 Minor, 2 Major)
Att./Def. Modes: All / All
S: 18/66 I: 22 W: 20 D: 18 C: 16 CH: 18 CO: 22

Earl Agdi is likely the most dangerous man known upon the Storm Coast among the Vannulvir. If he were to focus his will, he could carve a great empire for his own designs; but he invariably becomes distracted by his magical researches or, nearly as often, the pretty face of a possible new apprentice. The Earl has had hundreds of concubines (perhaps thousands!) in his centuries long life; but no children have come to him because of the curse placed upon his household long ago by the Druids. The Earl is the last of his line it would seem. Whatever the truth of Agdi’s mother having been one of the Alven, the Earl has lived hundreds of years without aging. He looks little similar to the Alven however. His fiery hair and milky white skin are those of the Svartskrømt who swear to him; though his golden eyes hint at his immortal heritage.

On the few occasions that Agdi has entered combat, he does so in a storm of magical assault brought upon the heads of his foemen only after he has manipulated them with that same magic into an unorganized mess that cannot withstand his fury. Earl Agdi is nothing if not supremely patient and knowledgeable about nearly anything and everyone; within not only Rivland, but far afield as well. He is known within the Imperial Court of distant Sorcere; a place of mythical tales among the populace of Rivland.

Agdi, if he should somehow be taken by surprise, will use his magic to remove himself from harm’s way as quickly as possible. He has layers of magical contingency upon his person (that he has labored for centuries to perfect) to ensure that he is protected from nearly any conceivable assault on his person. The Earl of Grundir fights only when he wishes; and none have ever cornered him and forced any other result against his will.

Agdi possesses a powerful broadsword gifted to him at birth by an Aerkay Sorcerer (to effect better relations with the Witch Queen it is thought) called Dark’s Talon that functions as a +3 Sword of Life Stealing. Insulted by the “meager” gift, the Witch Queen imprisoned the Aerkay sorcerer within the sword, making it sentient with the following powers: Neutral Evil Alignment, Intelligence 17 (with speech: Aerkay, Alven, Common and Demonic, and telepathy), detects invisibility, magic and good in a 10’ radius at will and casts teleportation 1xday without need of a Place of Power (6,000 coins weight maximum, 2 segments to activate). Dark’s Talon has an Ego of 13 and Personality of 30 Points. The Earl rarely uses this sword personally, but has allowed powerful anti-heroes in his service to use it.
Agdi instead will often use his spells or any number of magical wands in his possession that he has created; among their number will always be a wand of fire, frost and lightning at the least for combat. His favored wand is his Wand of Conjuration which he uses to conjure Rock Trolls in preference to all other creatures (2 appearing). For his protection, Agdi wears Bracers of Defense AC: 2, a Ring of Free Action, a Ring of Spell Turning, and a Brooch of Shielding that holds his Cloak of Displacement and Boots of Striding and Springing. If hard pressed in physical combat, the Earl also carries another Broadsword +3 (from his vast treasure hoard) should a lieutenant be using Dark’s Talon.

The Earl’s magnificent castle is of seemingly various sizes (depending on the tale); but is likely a Demi-Plane with the “castle gate” simply being the entrance to the place. Agdi can relocate this entrance to appear where he wills upon the island of Grundir.

Hork the Horrible

 HORK THE HORRIBLE

Hork “the Horrible” (and “the All-Eater”)

Frequency: Unique
No. Appearing: 1
Armor Class: -3
Move: 24”
Hit Dice: 40+40 (326 Hit Points)
% in Lair: 100%
Treasure Type: E x2
No. of Attacks: 2 (fists or kicks)
Damage: 45-60 (5d4+40)
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Average
Alignment: Chaotic Evil
Size: L (75’)
Psionic Ability: Nil
S: 25* I: 9 W: 15 D: 10 C: 25 CH: 6 CO: 8
XP Value: 20,950

The greatest troll ever known is Hork the Horrible, a monster that is so large he can disguise himself as a small island or low lying hillock! He went into the Kragg Spine Mountains prior to the conclusion of the war fought between Earl Agdi and King Graal; and has probably been asleep for these many decades. If he is accidentally awakened, it would likely be the death of anyone nearby the great monster; who instead of rending his foes, swallows them whole (exactly as a purple worm) if he grabs them and then thinks to swallow! The chance is 100% on a natural 20, only 20% otherwise. Anyone slain or knocked unconscious by him is eaten at once!

Hork’s favorite attack against a massed group of foes (such as in battle) is to lurch forward and body slam himself upon a group and then roll from side to side crushing all around him. If he chooses to do so, he may attack any foe in a 50’ x 30’ area for 6d6 damage! He may not attack the following round and anyone set for a charge gets one free attack against Hork. He is smart enough to not attempt such tactics against large groups of spearmen or pikemen; but loves to do so against cavalry of any kind.

Wednesday, October 25, 2023

Kobor "the Defiler"

 Kobor "the Defiler"


Sometimes you just have to have a badguy monster that doesn't really seem to have any motivation...he just IS evil.

Kobor “the Defiler” (also “the Hated”)

Armor Class: 0
Move: 18” (burst 36”)
Hit Points: 133
No. of Attacks: 3 or spell
Damage/Attack: 2-12x2/2-8 or spell
Special Attacks: See below
Special Defenses: +3 to hit, See below
Magic Resistance: 50%
Size: L (18’)
Alignment: Neutral Evil
Cleric/Druid: 5th Druid
Fighter: 16+ HD Monster
Wizard: 5th Illusionist
Thief: 10th Assassin
Bard: Nil
Psionic Ability: Nil
Att./Def. Modes: Nil
S: 19 I: 18 W: 16 D: 19 C: 19 CH: 5 CO: 5

Kobor was created long ago by the Witch Queen of the Svartskrømt to serve her desires. What few remnants of evidence regarding him, in ancient scrolls and rune-stones found in Svartskrømt territory, suggest that Kobor was her primary enforcer and assassin. Regardless of his origin, he is now a scourge to all those living where he roams.

Kobor is capable of using Druidic magic, but only harmful spells; having no ability to heal or cure, it instead chooses to inflict diseases at random on both humanity and animals in general. His Illusionist magic he uses to lure prey to their doom; though he is not above using his magic to become invisible to continue stalking prey into a village.

The monster prefers to stalk prey in the wilderness however. He will patiently watch them from afar while preparing a well-placed ambush in which it attempts to assassinate prey with one horrible rending attack (it assassinates as a 10th level assassin). The only hint that it is near is its horrid smell; but it is usually too late by then.

Once combat ensues, it is a fierce foe; tearing into its chosen target with powerful claws and biting with its mouth. Simply being within ten feet of Kobor is dangerous, as its horrible charnel smell is similar to that of ghasts (save versus poison or suffer -2 on all attacks). Weapons that are not either holy (as a Holy Avenger blade) or have at least Bless cast upon it will not harm Kobor; and even then such a weapon must be +3 or greater enchantment. Most dreadful is the fact that Kobor is absolutely immune to all spells of less than the 6th rank of power that touch its greasy hide. Kobor is also immune to paralysis from ghasts (and their stench) and ghouls; and all poisons.

When Kobor wishes to either quickly close with a foe or to flee combat (rarely) it is able to go to all fours and move at such a speed that not even the fleetest horse can carry a rider to safety. Kobor will not charge at this speed however, but instead only seeks to cut off escaping prey or to flee combat. If Kobor desires, it can leap great distances as well, covering not less than a vertical height of 20 feet or a horizontal distance of 40 feet; but only while moving on all fours.

Kobor is, as noted, immune to the effects of ghasts and ghouls; and so it will often hunt even these horrors and feast upon them. Kobor considers them trespassers (and competitors for food) and so where Kobor roams, such monsters will rarely be found. In the past, perhaps longing for companionship, Kobor has relented from its life of solitary hunting and sought employment with evil individuals. Several times it has worked for Earl Agdi who seems to be the only individual Kobor respects in any permanent manner since he is the son of Kobor’s creator. At other times, Kobor will use its magic to Charm some unfortunate individual and allow them to keep company with the Defiler; at least until it tires of them and devours them.

For unknown reasons, Kobor is unable to approach within 100 feet of an intact Druidic Menhir. Its magic can however; so this is not sure safety from the beast. Kobor will battle Svartskrømt only if attacked first.

Saturday, October 14, 2023

The Grey Realms: The Lands of the World

The Lands of the World of They Grey Realms 















The Grey Realms: Gods of the World

 The Gods of the Grey Realms


The various pantheons and their rough areas of influence:

Friday, October 13, 2023

The Grey Realms: The Minotaurs of Krynn

 The League of Minotaurs



Back in the day when I was playing a bit in the world of Dragonlance the lands of Taladas came out...and I didn't like most of it.

What I DID like, actually LOVE, were two of the kingdoms there though: The League of the Minotaurs and the Kingdom of Thenol (I admit I liked the look of Thenol's warriors, but thought the League looked too much like the Roman Empire...so ignored that art for the minotaurs).

More to the point, I loved the idea of the two warring against each other.

While I didn't want all of Taladas in my Grey Realms, I did keep these two nations (as well as Armach) on my map:



1. The League of Minotaurs. Much the same as in the original material, I scaled the size down quite a bit however. The League of Minotaurs doesn't have a frigid steppe to the north however! Instead it has ships that trade with even the merchants of Djapar; though the mysterious island realm of Nimbral has repulsed the attempts the League has made at trade upon their own island, Nimbral's ships do make port in League cities under "Free Merchant" flags and conduct trade. Due to the recent conclusion of the War of the Lance where many minotaurs were lured to the Dragon Armies, the League has only recently rebuilt its minotaur heavy infantry sufficiently to continue in their war against the undead legions of Thenol.

2. Armach is as it is in the Time of the Dragon Boxed set. A little larger in comparison to that set in my own world when compared to Thenol and the League, it is still a strictly defensive realm that would prefer that both of its neighbors didn't exist. Many of the Silvanesti of Ansalon are considering relocating to Armach since their ancestral lands are cursed.

3. Thenol is a feudal theocracy much like within the boxed set Time of the Dragon. The Thenol of my own Realms isn't nearly as big as that portrayed in that box however. The "Theocracy of Thenol" is one of my favorite badguy realms in all of my campaign world.

4. Islands and Colonies of the Minotaurs of Ansalon. Besides Mithas and Kothas, the minotaurs of Ansalon have many colonies in the ocean to the east of Ansalon. These colonies are long standing since even before the Cataclysm (though many were badly damaged or abandoned when the Cataclysm occurred). Today, the colonies have nearly as many minotaurs living upon them as the minotaur homelands of Mithas and Kothas; but like Greek City-States they are also fiercely independent of their mother islands. Mercenary minotaurs from these islands (along with many from the League of Minotaurs) served in the Dragon Armies during the War of the Lance.



The Grey Realms: The Celestial Empire

 The Celestial Empire of The Grey Realms



The Celestial Empire is a de facto successor state of the Imaskari, Suel, and (to a lesser extent) Bakluni Empires; though in many ways greater than any at their height...especially in land area controlled at it's own height. While the people were in ancient times subject to the two empires, there was a vast "no wizard's land" between them that the ways of the Wu-Jen developed from the native people that eventually led to the founding of the Celestial Empire.

The Celestial Empire is the "Kara Tur" of the Grey Realms; but it is a heavy mix of the Kara Tur boxed set alongside the land of Khitai from R.E. Howard's world of Hyboria. Its southern jungles and mountainous frozen deserts are both protector and obstacle to an empire that could have expanded much further than it ever has.

At one time at its height its knowledge spread far and wide, resulting in the "Monk Class" being spread to the lands of the Flanaess and to Faerûn. This is why there are Monks in both of those settings; but not in Ansalon (Greyhawk), Cerilia (Birthright), Zhakara (my spelling for Zakhara) and other lands in my world.

There is no Kozakura, Wa or Koryo in my Grey Realms; instead I chose to use the Oriental Adventures book to create an Empire of my own making much like Khitai. It is a heavy and obvious mix of Chinese (primarily) and Japanese culture (with Samurai as individual warriors instead of the massed ranks of Chinese historical armies)...but with a heavy mix of Khitain sorcery thrown in. While there are many Wu-Jen classed spell casters in the Celestial Empire, there are also traditional Magic-Users who "summon demons" to aid them. The two philosophies of magic do not get along well, with the Imperial Family (today!) favoring the ways of the Wu-Jen instead of the Sorcerers (Magic-Users).

The map below is a rough map of the maximum extent of the Celestial Empire (the hashed area) compared to the rough current borders of the Empire. While the Celestial Empire (called Tiāncháo by its own people in day to day life) does have an efficient bureaucracy, it still does not always have clearly defined borders in its outer provinces which ebb and flow over time. Mostly due to ambitious warlords or sorcerers regularly creating break away states which then must be reconquered when the usually somnolent Imperial Court decides to make an example of the upstart when a new Emperor or an aspiring General takes notice of them.

For the most part, the trade originating from Tiāncháo is much less than it could be; but the mountain passes leaving the area are rife with monsters of all kinds which leaves the land, despite its size, relatively isolated from the rest of the world.

I'm still working on a map for the area which absolutely does NOT have a "Great Wall" because the mountains around it act as a better wall than anything man/magic made (meaning it may be years before it is seen! lol); but roughly it is thus:




The Grey Realms: Sword and Sorcery

 Sword and Sorcery in the Grey Realms


I grew up on the "Sword and Sorcery" of Howard's Hyboria and other adventurers like Fafhrd & the Gray Mouser. I also, after reading a bit about how Ed Greenwood felt his own mystical realms of Unther, Mulhorand and such were originally, I decided to change a bit about how I run those lands in my own campaigns.



1. The land of Semphar in my Grey Realms is much more like the land of Turan in R.E. Howard's Hyboria. Nomads sweeping out of the Hordelands settled into a rich land and became mostly civilized. Not always united, they still dominate the "Semphari Sea" (the Gbor Nor or "Brightstar Lake"). The land was once held by Mulhorand, but that was before the Semphari conquered it.

2. The Durpari are much like the Iranistani of Hyboria in how I play the region. Mostly merchants that ply the seas, they are ever on the lookout for possible invasion from the north by the Semphari.

3. Mulhorand is more like Stygia of Hyboria than anything Egyptian. Set is the dominant religion of my Mulhorand, and the Sorcerers of Set dominate this land of slaves and plantations that once held a vast empire. There was a time in the past that the Egyptian Pantheon as a whole dominated here; but those times are long gone now; and instead the sorcerers vie against each other for power.

4. Unther in my game is more like the City-States of Shem in Hyboria. There is no Gilgeam in my campaign, and instead the city-states here that stretch down into Shaar war upon each other, the sorcerers of Set and also ply the inner sea in trade. They are renowned mercenaries, though they rarely send many of their people abroad for fear of needing them at home to defend their own city-states against each other or the sorcerers to their east and north.

5. The lands of Chessenta are a heavy mix of Corinthia and Zamora from Hyboria. Not much really changed here when I thought about it, but adding in Spider Cults and cabals of assassins make Chessenta more interesting to me now. Chessentan mercenaries are still a welcome addition to any army that can afford them.

6. Thay is still Thay; but instead of Zulkirs of different schools of magic, the entire lot are more like the Fire Sorcerers of the East from Nehwon...instead of a focus on Necromancy, they LOVE fire/destructive magic. They hate, and are in turn hated by, the Sorcerers of Set. Thay still tries to invade neighboring lands, still using circle magic and tattoo magic...but it is focused on fire and destruction for the most part...and summoning demons (like Eltab). Humanoids and slaves form the backbone of their armies and rarely are undead used (though not never!). There is no Szass Tam here.

7. The Hordelands are still the Hordelands; but more magical. Like the sorcerers of the Hyrkanians within Hyboria. Some are primitive in their methods, they use "Eastern" magic often (being Wu-Jen even). The steppe barbarian horselords are still a suspicious lot; but the mountains and badlands in the Hordelands are dotted with the lairs of "evil" wizards like the decadent wizards of Khitai from Hyboria.

8. Within what is Altumbel in the area of the "Forgotten Realms" near the domain of the Simbul you will find a modified City of Lankhmar. In my own Grey Realms, Fafhrd is from the lands of the Witches of Rashemen, while the Gray Mouser is from Lankhmar. The two of them still have their alien patrons as well. While the Simbul still has her domain of Aglorond, the forest to her south and the cities on the opposite coast are "haunted lands" filled with all manner of fiends and other monsters.

I pretty much left the rest of the Forgotten Realms area of the Grey Realms as they are in the published setting; but all of my campaigns are still more of a Sword and Sorcery feel in this particular area of the world: there is little healing to be had, and many quickly succumb to the violence of the land.

The Grey Realms: Mystaran Realms

 The following Realms have been placed (after modification) within the Grey Realms:





1. Glantri - Glantri is a remnant realm of ancient Netheril that has absorbed over the many centuries various other magical individuals who wanted a place apart from the rest of the world. It is a very closed off realm, and there IS a Glantri City; but it is not the same as in Mystara. It is instead a walled fortress that lets few if any within its walls. The Convocation of Magi rules Glantri, and among them they elect a Arch-Magi who leads the nation.


2. The Orcs of Thar - Only the "Underdark" of the Orcs of Thar is used in my own Grey Realms. While the above ground area is simply called Thar and dominated by Ogres and Orcs, the realm below is a divided and warring realm of humanoids kept in check by their constant fighting.


3. Alfheim - in the lands of the Vesve Forest of Greyhawk rests the cloistered realm of Alfheim. It doesn't dominate the entire Vesve, but instead controls the lands closest to the Sepia Uplands and south. Iuz still controls a considerable part of the northeastern Vesve and Furyondy controls a large swath of the southern Vesve; but Alfheim replaces Highfolk in my campaign (though the town of Highfolk is still there) as a political power...and so the Knights of the Hart Highfolk branch belongs instead to Alfheim.


4. Rockhome - a only slightly modified Rockhome (and an underdark for it I created) has replaced Perrenland in my campaign. The 8 Clans of Perrenland have been replaced by 8 Dwarf Clans of Hill and Mountain Dwarves (the Hill Dwarves are now the Lowland Clans). The Dwarven Voormann rules here instead of a Dwarf King. I just thought the "germanic" feel of the Cantons would make a good place for a Dwarf Kingdom like Rockhome.


5. The Five Shires - Called Shaerdon in the Forgotten Realms, the halflings of this nation are much like those in the Five Shires of Mystara. The map has been changed around quite a bit (like all the others above!), but the feel is decidedly more like the original Five Shires than any of the other realms above.




Black and White Outline of The Grey Realms

 



The Grey Realms...


The Grey Realms

 The Chaeldain Diaspora of the Grey Realms



In the "Grey Realms" (my emerging home-brew mixed with published settings campaign world) there is one group of humans that have been what could only be called "the most successful" in the world: the Chaeldain Peoples.

In the modern world, they are known by many different names across many continents, and many know nothing of their true origins or the greatness from which they come. Originally the Chaeldain were powerful workers of magic that were considered one of the Creator Races of the Realms. Even before the coming of the Elves to the world, the Chaeldain already had an advanced magical civilization centered around the working of elemental magics which had allowed them to harness the powers residing within the Inner Planes of existence. Primarily centered around what could be called "Genie Magic" by some, the Chaeldain were at the height of their emerging power when the elves caused The Sundering.

Prior to The Sundering, the Chaeldain had already began to colonize islands around their home continent, had quite a trading empire and their ships were beginning to explore far lands. When The Sundering occurred their native continent (called Chaeldia by them) was ripped apart and their coastal cities decimated. Only their far flung colonies in lands now called Zhakara, Djapar and Nimbral were able to survive, and even here many fell back into barbarism as a result.

The few Chaeldain who remained upon the ruined lands of Chaeldia, to a people, fell to barbarity as they fought for survival among the creatures that had been created by them or summoned by them to the Realms. The colonies of Djapar faired little better, but at least here there were far fewer monsters that preyed upon the people and it was in Djapar that true Chaeldain culture began to rise again; though the people referred to themselves as Djapari ever after.

In Zhakara, the people struggled continually, and many began to migrate further and further inland; eventually leaving the land all together and entering the lands now known as Faerûn. Nearly impassable mountains forced them north, though some few travelled south and east along the coasts into what is today the jungle lands of Djambu Dweepam; though their people stayed in groups all along this path.

Those that had entered Faerûn broke into numerous groups as well. Some became legendary such as the Imaskari, while others became subjugated by their own kin and seen as lesser people. Those not wishing to remain as subjects to the Imaskari pushed on further still and eventually, after crossing the vast steppes and plains of northeast Faerûn became what are today called the Baklunish people who founded their own empire based on many of the earlier elemental magics of their earliest ancestors the Chaeldain.

The Imaskari were eventually destroyed, and the Bakluni nearly so; by having fought wars against a sorcerous race called the Suel (the Imaskari bringing their doom by kidnapping the wrong people to replenish their slaves after so many lost to the magic of the Suel). However, a minor group grown strong after the fall of the Imaskari called the Paynim have brought new vigor to the Baklunish branch of the Chaeldain Peoples.

Much further away, the mostly peaceful civilization of the Djapari explored beyond their new continent home and eventually from them were born the Khinasi people of modern Cerilia. The deep-seeded roots of their ancestral memory being strongly bound to the origins of their people; the modern Khinasi and Bakluni people are very similar even though they worship gods that would be alien to the other and thousands of years separate their origins.

During the time of the ancient Baklunish Empire, another branch of the ancient Chaeldain explored from the shores of Djambu Dweepam finding the continent of Haevish. They too founded a strong civilization called Indristan that warred against a civilization of near humans called the Aerkay before both became weakened and the Indristani civilization collapsed into barbarity again. The descendants of the Indristani are today known as the barbaric Tegwiz and Jundak, as well as the civilized Rhakani and Khalshan peoples.

Though the original homeland of the Chaeldain people have been utterly lost to the coming of later races, today the Chaeldain Peoples inhabit a broader range of land than any other human group within The Realms.