*153* -----8<----- The Voyage of the /Princess Ark/ Up, up and away--across the Known world! A new article series explores the D&D(R) Known World--from above. by Bruce A. Heard For several years now, I have planned and monitored the development of the D&D(R) game's Known World at TSR, Inc. A relatively small area of the world, stretching from the Empire of Thyatis to the Atruaghin Clans, was described in great detail in the Gazetteer accessories. Only recently did we venture farther away, starting with the /Dawn of the Emperors/ campaign set covering the illustrious empires of Thyatis and Alphatia. Now, by popular demand--meaning horrible threats from gamers and designers--I have started a quest to resolve certain troubling questions. (Nope, it's not what you think!) These questions concern the intriguing continental map published in the D&D /Master DM's Book/ (e.g., "Just who /is/ Dorfin IV?"--an annoying question that came up more than once). But fear no more! Here are some logical answers for that and other strange geographical peculiarities of the Known World! While browsing through some obscure tomes in my office, I discovered a dusty pile of scrolls written by the hand of an intrepid Alphatian explorer. Let's now embark on a fabulous jouney across the D&D Known World and see what we discover. From the Journals of PRINCE HALDEMAR OF HAAKEN Lord Admiral of the Mightiest Empire Captain of the Ever-Victorious PRINCESS ARK Imperial Explorer, etc, etc. NYXMIR 11, 1964 AY: I am astounded by the complete lack of interest in geographical matters on the part of Alphatia's younger mages. Worse, it has been found that the geographical teachings offered at Eriadna High are based on the fallacies of a Thyatian lowlife! This general--without a doubt a failure in the Thyatian legions--retired after a shabby campaign in Thothia. There he stole an ancient map of this world from a pillaged temple. The map was but a simple continental outline with a few words here and there. Upon his return, this lowlife invented kingdoms and empires, then placed them on the map and wrote tome upon tome about them. His knowledge of ancient Nithian and his interest in the truth being what they were, nothing good came out of this ignorant barbarian's overactive imagination. He made a fortune selling his books, and many took them as the final authority on the world. His errors were legion. Ridiculous assumptions were made about the size of the Thyatian Empire. The map shows the limits of that empire stretching beyond the Wendarian Reaches, north of the Principalities of Glantri. Poppycock! There are at least a half-dozen countries between Thyatis and Glantri having nothing to do with Thyatis. You can forget about those absurd borders, too. These were in fact various creases in the original crumpled map which that Thyatian dimwit mistook for actual borders. The "Empire of the Great Khan," east of our province of Esterhold, is another fantasy. There are indeed large steppes there, but no Great Khan--we'd know about it by now! And, yes, about this Dorfin Empire: It was the joke of a certain gnomish king, the inventor of wondrous but totally useless contraptions, who went by the name of King Dorfin IV. His kingdom is, in truth, merely the workshop of a few hundred gnomes in the hills of Traladara. One of Dorf's favorite pastimes was to send loyal followers beyond the Sind Desert. There, they would pose as plenipotentaries of the imaginary "Empire of Dorfin IV," then hire local people to carry a sealed message back to the real King Dorfin. These strange messengers, obviously from a distant place, seemed to make quite an impression on local Traladaran barons when they brought the gnomish king those phony and pompous greetings from his "imperial cousin to the west." These messages hinted at the outrageous size of this bogus empire, alleged to be twice the size of Alphatia! What nonsense! And the barons believed it, the fools. I shall skip the details on other equally fals kingdoms such as "Vulcania" (that was the Thyatian general's wife's name), "Cestia" (his mistress), "Brasol" (his dog), "Tangor" (a brand of cheap beer found in the streets of Newkirk), or "Zyxl" (a deceased gladiatorial hero whom the general claimed was also a fallen queen of that same nation). For all this, I find that I grudgingly admire such a bold and irreverent joker. After all, everyone fell for his fake encyclopedias. I propose that in the name of grand buffoonery, we keep these place names, since they are now the ones with which laymen are most familiar, but we should use them in a purely geographic sense. For example, let's do away with the nation of Nentsun (an Ethengarian word for a Heldanner's arm pit) and simply call that land the Nentsun Peninsula. Similarly, we'll forget about the state of Izonda (Hin for "fruitcake"--it figures), renaming that area the Desert of Izonda, since this is what is really there. So be it! It is time to see for myself if this old Nithian map has any truth to it. I today obtained permission from her Imperial Majesty for the /Princess Ark/ be recommissioned for a last but glorious mission of exploration in the name of Our Illustrious Empire.... ALPHAMIR 15, 1965 AY: Finally, she is airworthy again! It took no less than 35 master crafters and 300 slaves to refit the beautiful skyship. Her five masts stand majestically over her black hull, bearing the sails that will trap the magical wind. One can almost feel a strange life emanating from her as she gently pulls on her mooring lines in her desire to cast off and head into the sky. SULAMIR 10, 1965 AY: Days have come and gone since our departure from Sundsvall. After leaving the capital, I ordered a southerly course. Our /Princess Ark/ sailed well into the clouds above Edairo, Caerdwicca, and Beitung. Soon we reached the barbaric coast that lies east of the Thyatian Hinterlands. Some people refer to the region as The Coast, or the Four Kingdoms. The Four Kingdoms no more exist here than water exists in our bilge. As far as The Coast goes, we in Alphatia prefer calling it the Jungle Coast, because that's what it is: a forsaken, endless jumble of tropical growth. It is always hot and humid here, and torrential rains from the Bellissarian Sea drench the place every day. If the boredom doesn't kill you, then the savages, diseases, and monsters will. It is no wonder the stiff-necked Thyatians did not waste their time in conquering thie foul region. The white sandy beaches are idyllic, but no pleasures can be found here. Immediately beyond the beaches stretch hundreds of miles of rolling hills. Dark jungles blanket the highest terrain, and repugnant swamps corrupt the lowlands. SULAMIR 25, 1965 AY: The savages who live on the eastern Jungle Coast are quite different from those in the neighboring Thyatian Hinterlands. The latter are believed to be descendants of slaves brought from the Nithian colonies nowadays known as Olstland and Vestland. The Nithians carved out a southern domain from the jungle for their priests. Then three tribes of slaves rebelled and escaped north, seeking their fatherland. Instead, these ruffians found (and founded) what would later become Thyatis. A century later, Nithia foundered. The unruly slaves who stayed south obliterated whatever remained of their Nithian origins; in a few centuries, all was lost to the jungle. These hardy, blond Hinterlanders survived and became savage jungle warriors who were capable of fighting the original natives on equal footing. SUDMIR 3, 1965 AY: Terrible, those natives. We came close to a large town deep in the rain forest. Smoke from their fires could be seen from miles away. Thousands of huts sprawled across a clearing in the forest, with several stone buildings placed near the clearing's center. We spotted what seemed to be a temple of some sort. Upon our descent, it was observed that the natives were of a much smaller build than the Hinterlanders. Tattoos covered their copper skin, and most of them had long, black hair tied in the back. The natives immediately attacked our vessel, using poison needles and blowguns against our exposed crewmen when we came within range. The gray substance on the needles was deadly, and we lost two men. Magic from their barbaric sorcerers cracked and thundered, but the /Princess Ark/ withstood the crude spell-strikes. As we sailed away, we spotted some of their shamans--or se we assumed those monstrosities to be, as they all had various snakelike features. Alas, we did not remain to study this culture any further. We will return at a later time to deal with these natives in a more fitting way. I sent an invisible messenger back to Her Imperial Majesty with our last position, then ordered the /Princess Ark/ farther east along the Jungle Coast. SUDMIR 25, 1965 AY: This morning I watched one of the nicest sunrises just as we steered eastward toward the Pass of Cestia. There we reached an unknown cape on the continental coast. I named it Cape Eriadna, in honor of Her Imperial Majesty. The place seems deserted. Despite the hot and rainy weather of this area, no rain forest grows here; instead, savannah spreads out as far as we can see, with occasional clusters of trees dotting the land. Unlike the dominant northeasterly winds of the Jungle Coast, the winds here usually blow to the southeast. SUDMIR 26, 1965 AY: Talasar, my second in command, is in charge of replenishing the /Princess Ark/'s food and water supplies. The magic from his Immortal patron is powerful, but some of the supplies are now reported to be spoiled. This is quite unlike Talasar; he is a dedicated priest. This will be investigated at a later time. I am sending an away team to gather food and samples of the local vegetation. VERTMIR 1, 1965 AY: The away team--or what's left of it--has finally returned. Xordon, the captain of the guard, took matters in his own hands and mounted a rescue mission to find the team. I quote from his report: "We had marched 30 miles south when we found the antelopes that the team was tracking. With their hunting wands, the men should have easily caught their prey, skinned it, and cut it up. But there was no trace of the team nor of any fight. "Then Ramissur, my forward boltman, saw a glint on a nearby hill. I ordered the men into skirmish order and approached it. The grass was nearly 3' tall, and the ground was a bit marshy. Suddenly, one after the other, guards screamed in horror. I ordered the men into a tighter group but found that those who had screamed were missing. We made it to the hill and found two survivors from the away team. None appeared wounded, but they bore strange purple marks on their bodies, like bruises. Both were insane, and in their mad babbling they screamed of an attack by tentacles that shot from under mosses and peat. The other poor devils on their team must have been pulled underneath and devoured by foul beasts. "Once warned, it wasn't difficult to spot the concealed creatures on the way back. My two elite boltmen on point took pleasure in blasting the things once they found them. Ramissur managed to stun one creature that had rags hanging from its tentacles, rags that probably belonged to Azoth, the Dispel Warden of the lost team. By Razud, I'll now have to train Ramissur in the art of magic dispelling. Azoth was a fine guard. I cast a binding on the creature's mind, then brought it back. And so we returned." VERTMIR 4, 1965 AY: These beasts are quite a discovery--they are vegetable beings. I have named them "Cestian gobblers." Each appears to have a short, fat trunk with a slimy, sphincterlike mouth on top. Three to six gooey tentacles grow on the sides of each trunk, which are used to capture prey. The tentacles exude a substance capable of stunning an ox. When I brought fresh meat near the opening of one gobbler, small translucent tendrils stuck out of it like little tongues, each of them ending in a noisy, smacking suction cup. It took the gobbler very little time to suck the juices from the meat. Afterward, the opening widened and the gobbler gobbled its food. I was able to retrieve Azoth's partially digested remains from one plant, and after some cleaning of his remains, I animated the late warden's body and set it on permanent duty in the hold. There, away from the common crew, Azoth will cater to the Cestian gobbler, now properly restrained and potted in a large jar. I was surprised to see that the gobbler wouldn't attack Azoth in his present state. In fact, it seems the gobbler now looks forward to Azoth's arrival with fresh food. This unusual vegetable specimen deserves to be brought to the Imperial Greenhouse. It appears these gobblers commonly grow throughout the coast in the Pass of Cestia. This explains why we've found no human population there. Beware of low-lands with high grasses in this region! This is where gobblers are most likely to be found. After this discovery, I ordered the /Princess Ark/ back to her original easterly course. /*To be continued....*/ Please send your questions and comments on this series to Bruce Heard, D&D Column, TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A. We cannot guarantee that all letters will get an answer, but they will be given all the attention they deserve. Your input into the development of the D&D Known World is welcome. Thank you! *Cestian Gobbler* *Armor Class:* 6 *Hit Dice:* 3-6*** (1 HD per tentacle) *Move:* Nil *Attacks:* 1 per tentacle, plus 1 cluster of tendrils *Damage:* Entangle and paralysis; 1d12 per round *No. Appearing:* n/a *Save As:* Fighter 3-6 *Morale:* Nil *Treasure Type:* V *Alignment:* Neutral *XP Value:* 125 (3 tentacles); 225 (4 tentacles); 550 (5 tentacles); 950 (6 tentacles) The Cestian gobbler is a gray-brown plant that might be found in any tropical wilderness. It hides beneath mosses or dead branches in muddy holes. The gobbler consists of a hollow trunk, 3-6 tentacles spaced evenly around a sphincter-shaped mouth, and a cluster of small tendrils that can protrude from the mouth. Cestian gobblers never grow within 60' of each other. A gobbler surprises any prey walking past it on a roll of 1-2 on 1d6, attacking with its tentacles. After a successful attack, the victim is entangled and must Save vs. Poison or be paralyzed. Although nearly instantaneous in effect, the paralysis lasts only 1-6 rounds after the victim is pulled away from the gobbler. An unparalyzed victim must pass a Strength check with a -1 cumulative penalty for each Hit Die the creature has and for each tentacle holding the victim. A roll of 1 always indicates the victim has freed himself; a roll of 20 always indicates failure. Tentacles reach lengths of 12', plus 3' per Hit Die. The gobbler can attack as many victims as it has tentacles, but the gobbler only senses creatures that walk on the ground within 30' of the plant's trunk. The gobbler needs a full round to pull a victim toward its mouth. There, a cluster of translucent tendrils comes out and must score a to-hit roll to attach itself to the victim and draw out its blood. The tendrils cause 1-12 hp damage at the end of each subsequent round until the victim dies or is rescued, or until the plant is slain. A dead victim is swallowed whole into the gobbler's trunk, where it is eventually digested. Various treasures belonging to previous victims may be found at the bottom of the hollow, fluid-filled trunk. Cestian gobblers of 6-HD size have a 10% chance of developing an Intelligence score of 2d6+1. These creatures are capable of empathy and may use bait to attract their prey (paralyzed animals, treasures, rags, etc.). A gobbler reproduces once a year by shooting 2-8 spores from its mouth. Spores are hurled 30-300' away. Each spore has a 25% chance of sprouting; it then needs six months to grow into a 3-HD gobbler. Sprouts need only water and humus. Copyright TSR, Inc. All Rights Reserved. Do not repost. ----->8----- *154* -----8<----- The Voyage of the /Princess Ark/ Part 2: Into the mountains, to meet with... doom The flying ship finds an abandoned civilization--and the reasons for its destruction. by Bruce A. Heard /This series chronicles the adventures of an Alphatian explorer and his crew as they journey across the D&D(R) Kknown World in their skyship. The information herein may be used to expand D&D campaigns using the Gazetteer series./ From the Journals of PRINCE HALDEMAR OF HAAKEN Lord Admiral of the Mightiest Empire Captain of the Ever-Victorious PRINCESS ARK Imperial Explorer, etc, etc. VERTMIR 7, 1965 AY: After Cape Eriadna, the coast runs directly to the south. Another land lies to the east; the pattern in the clouds is quite clear about it. So far, it seems the old Nithian map is quite accurate. After pondering our course, I decided to head due east. Heavy clouds persisting in the south warned of violent weather; I feared the /Princess Ark/ would hardly be able to climb above them. The eastern coast is no more than a few hundred miles away. VERTMIR 17, 1965 AY: After reaching the western coastline at dawn, I decided to follow the coast to the north rather than penetrate this unknown land. The terrain is similar to the Jungle Coast, and so far no sign of population has been seen. By evening, we reached the northern end of the Isle of Cestia, which I named Cape Andor. Our choice is either to veer toward the isle to the northeast, or to follow the other side of Cestia, due south. Tonight I will consult the Auguries and make a decision. Which is the most interesting course? VERTMIR 18, 1965 AY: At midnight, Talasar traced the circle around the mizzenmast, then inscribed the eight runes. The crew was silent, perfect in observing the ritual. The drummers, in trances, slowly beat the pace as the ship pivoted on its center, from starboard to port. The moon appeared late and low on the horizon. At the point where the shadow of the mast intersected with a rune, Talasar lifted his hand. The drummers and the ship stopped. It was the rune of Ice and Sun. So be it: Today we rested, but tomorrow we shall sail away from the coast to the northeast. So spoke the Immortal Razud. TSALMIR 8, 1965 AY: Wize is the Immortal Razud! His path has led us to a strange island, which we discovered after following the coast for a few days. This island is a large one by our standards (and probably bigger than what the Thyatians call their "Known World"). To the west lies the Bellissarian Sea; to the east is an ocean unknown to us. We named this place the Isle of Oceania. To the south of Oceania is a smaller island, 200 miles long. This rocky formation is the realm of sea birds and large lizards; its rocks are almost completely covered with their droppings. The birds feed on the fish, the lizards consume the birds' eggs and remains, and fish feast on the sludge washed from the rocks into the sea by the storms. I shall name this place Everfeed. A few forests grow along the rare beaches of Oceania, but for the most part its mountains form jagged cliffs that drop straight into the sea. The reefs and shoals around Oceania would be deadly to seafaring vessels. The mountains rise over 20,000' in height. We discovered the abandoned ruins of two towns built on ledges above the sea. Their architecture is unknown, and time has washed away any inscriptions or paintings. Judging from several imposing buildings, this must once have been an advanced culture. No clue was found to tell us what may have happened to the "Oceanians." In the morning, we'll explore a narrow mountain pass that opens over a small bay on the south side of the island. Through the pass flows a river that forms a high cataract plunging straight into the bay. TSALMIR 11, 1965 AY: After days of trial and error, we are closer now to the center of the mountains. Many passes branched off the one from which we started, some forming a maze of jagged rocks and dizzying gorges, others ending in treacherous, impassable walls. Maneuvering out of these dead ends proved considerably more difficult than I had expected. The /Princess Ark/ is a large ship and cannot climb above 10,000'. Several passes nearly reached that limit, one of them causing the ship to scrape her keel. The weather is much cooler here than near the coast. At sundown, we found another ruined town, this one quite huge and with a once-mighty citadel. Still no clue was at hand as to the fate of the Oceanians. We anchored off several promontories to prevent the /Princess Ark/ from swaying into teh cliffs on the wind. Clouds formed around us, muffling every sound. Now for our sleep. TSALMIR 16, 1965 AY: By the blessings of the Immortals, we yet live! The crew is exhausted from a difficult day. Visibility today was reduced to less than 30'--a mere fraction of the /Princess Ark/'s length. Late during the night of the 15th, Second Class Petty Officer Nadonosor reported that the watch was missing, along with a launch. The deck watch was young Tarias, the midshipman sent along with us by the House of Arrogansa for his education in the science of sky navigation. I immediately ordered Xerdon and his men to follow me to the ruins. If Tarias died, then so might I. We found the launch on one of the old bastions, where Tarias's footprints led toward the citadel. The place was ghastly at night. Murmurs and whispers could be heard everywhere, but never could we find their source. Tracking the boy tood time and skill on the part of Xerdon. At last, when it seemed we would never find the boy in this maze of collapsed houses, we reached an open-air temple. There, chained to an altar in the center, lay Tarias, staring blankly into the sky. Our midshipman was someone's sacrifice! Yet we could see that he still lived--and we could see his unhuman captors, who sent the chill of fear through me. A ring of translucent beings knelt around the altar! Instantly, Xerdon ordered his boltmen to blast the ghosts away. Screams of unearthly terror and pain shook the temple as the undead wisps were scattered like paper ash. Forward boltman Ramissur was the first to reach the midshipman, and he had nearly removed the rusty shackles when a swarm of shadowy apparitions swirled around him. The boltman was clearly dying! Fortunately, I could cast a magical /light/ to relieve him. As expected, the shadows reeled back in terror from the illumination. We moved in and thought our battle over. But as we rushed forward in the moment of our triumph, we discovered a terrifying presence that had remained unseen. A huge, pitch-black dragon emerged from the dark, looming over the altar. Xerdon's men froze as it advanced, and I am afraidd that I did the same. But the dragon stayed its attack. To our astonishment, it said in perfect Alphatian, "You are trespassing on lands which ought to remain the domain of my kin and of the dead. You who are called Haldemar--you have a choice: take back the boy, or save your warrior. Make your decision now, and you may return to your ship unharmed. I shall keep the soul of he who remains." I had no certainty that the wyrm would be true to its word, nor that it would not come after us again. Yet I could see a multitude of ghostly shapes and unspeakable abominations coming up the streets of the ruined city. We had run out of time. I made my choice. I /had/ to save Tarias of Arroganse; his family is a terrible enemy. With deep regrets, I pointed to the boy. As I did, Xerdon turned to me with flames of anger in his eyes. I fear I have lost a friend as well as a superior boltman. As we hurried away with the limp form of Tarias in our arms, the wyrm's thundering laughter echoed in the ruins. We reached the ship with no further incident. Suspecting more trouble from the monster, I ordered watches with torches to the prow, then cast off. Very slowly, guided by the words of the watches, the /Princess Ark/ veered away from the ruins and moved down into the darkness of the gorge. That wiley wyrm! It did not lie, for it let us reach our ship in safety--but it promised nothing more! The expected attack came swiftly. Three lesser dragons were seen on the approach, and they swooped upon us three times. Each time, their teeth, claws, and wings ripped a whole sail to shreds. Each time, Xerdon's boltmen braved the danger in defense of our ship, while the bosun exhorted hi sailors to man the riggings at all costs. We could not afford to lose our sails here! It was Talasar who saved the night. He later revealed that he sensed the nature of these dragons, which were clearly not of this world. Our priest of Razud had closed his eyes to better sense the presence of the wyrms. Then he cast his magic, and one of them, somewhere in the darkness, roared in pain and agony. It fell like a rock, and the sound of its bones crashing into the jagged ridges below echoed through the gorge. An insane, monstrous shriek rose from the citadel--and the /Princess Ark/ lurched forward as if struck by a storm. We do not know if the ship moved on her own or if she was lifted and thrust away by some enormous force. In any event, the sudden movement was enough to outdistance the wyrms, though only by great luck did we avoid smashing into the rocks. We flew all night, and by this morning's dawn we had reached the cataract at the bay. The deck was a scene of utter carnage. The crew had suffered many wounds, though no deaths. However, the mountain passes are marked in our chart room. Someday I shall return, for if there are such powerful dragons, great treasures and magic must lie beyond. Alas, the fate of the Oceanians is now clear. /*To be continued....*/ If you have already designed the areas covered by the flight of the /Princess Ark/, simply ignore the information given here (the skyship simply went by, assuming that these areas were already well known to the Alphatians). If you have any comments regarding this column or the D&D game's Known World as designed in the Gazetteers, please send your inquiries to: Bruce Heard, D&D Column, TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A. We cannot guarantee that all letters will get answers, but they will certainly have our attention. Your input into the development of the D&D Known World is welcome. /*Ship Flight*/ (Reversible) *Spell Level:* 7 (Clerics only) *Range:* 100-yard radius per level (see text) *Duration:* Until /dispelled/ or until destination is reached. *Effect:* Guides to a destination or reveals the best course among several. Alphatian clerics developed this spell primarily for use with their skyships. When the spell is cast, the caster must name a specific destination (which he need not have visited before) or direction (if the caster is merely exploring and wants to see the most interesting and unusual sights). When cast, this spell ensures that all skyships within its range (including a single skyship or a whole fleet of them, and even including all aerial mounts and flying devices) will reach that destination or follow that course, barring complete disaster. (If a fleet is separated, the individual ships will arive at the destination nonetheless.) The spell will function regardless of any helmsman's intervention. This spell can conveniently take the course deemed th safest, the shortest, the most scenic, etc., as requested by the caster and as set by the Immortals. (Of course, what an Immortal considers "safe" or "scenic" could prove dangerous anyway). Passengers on an enspelled ship who are unwilling to reach its destination must Save vs. Spells ro recognize the ship's true course. To break the spell, a passenger must either successfully cast a /dispel magic/ spell against the /ship flight/ spell on the ship, or destroy that ship completely. The remaining alternative is to simply leave the ship. The spell requires the drawing of a magical circle with eight runes around the ship's mizzenmast after nightfall. If the sky is overcast, drummers must be used with the spell to ensure its success. The ship rotates around its central axis while the caster specifies the conditions of the spell, as previously described. The moon, planets, or stars will create a shadow of the mast, which slowly crosses over the runes. When the shadow reaches the proper rune, the latter flashes briefly and the circle disappears. the rune indicates the direction the ship should take. Only a /detect magic/ spell reveals the presence of a /ship flight/ spell. The reversed form of this spell, /block ship flight/, must be cast at the highest point of a given location (a tower, a tree, a mountain peak, etc). It prevents a skyship or equivalent airgoing vessel, such as a flying carpet or a mounted creature, from ever discovering the location guarded by the spell--unless a /ship flight/ spell had already been cast on an incoming vessel. For example, a /block ship flight/ spell cast on a town's church steeple could be set to prevent any skyship from locating that town. However, that spell would not prevent a skyship from locating the province in which the town lay, nor could it distract a skyship whose /ship flight/ spell has been cast two days before and was guiding the ship and crew to that very town. This reversed form of the spell will cause an unguided visitor to fly by and totally fil to recognize either the value or the nature of what lies below (the landscape isn't invisible--it is simply uninteresting!). /Block ship flight/ does not affect visitors on foot or on the sea, as long they remain off a skyship or its equivalent. The reversed spell is frequently used to conceal secret outposts, wizards' towers, and the like. Copyright TSR, Inc. All Rights Reserved. Do not repost. ----->8----- *155* -----8<----- The Voyage of the /Princess Ark/ Part 3: To seek out new life and new civilizations The /Princess/ has landed--maybe permanently. by Bruce A. Heard /This series chronicles the adventures of an Alphatian explorer and his crew as they journey across the D&D(R) Kknown World in their skyship. The information herein may be used to expand D&D campaigns using the Gazetteer series./ From the Journals of PRINCE HALDEMAR OF HAAKEN Lord Admiral of the Mightiest Empire Captain of the Ever-Victorious PRINCESS ARK Imperial Explorer, etc, etc. TSLAMIR 21, 1965 AY: Makeshift repairs have been finished since our unfortunate encounter at the citadel. The /Princess/ needs a complete hull overhaul, and the sails' enchantments threaten to fade. Fortunately, we escaped the Isle of Oceania without further difficulties and have now reached the eastern coast on the Isle of Cestia. Heavy forest and hills, however, have prevented us from landing the /Princess/ where she could be properly cared for. We are veering to the west in search of a quiet bay. TSLAMIR 24, 1965 AY: We have reached a large bay with lower hills. No sign of active, intelligent life can be seen in this region. In honor of Xerdon's fallen boltman, I've named this place Ramissur Bay. I plan to land the /Princess/ tonight in a clearing that was sighted this morning. The moon hasn't reached first quarter yet, but the night should be clear enough. TSLAMIR 25, 1965 AY: The landing was a success, considering the difficulties. Night landing with a damaged vessel has rarely been practiced. I sent the forward scouts ahead with the landing raft, and they revealed no impending danger. Three squads of boltmen and dispel wardesn under Xerdon then secured the landing site. Raman, the chief carpenter, followed with his men and tools. They installed the wooden beams to hold the /Princess/'s hull off the ground, then placed the /magical globes/ at the edges of the dry dock. Finally, I maneuvered the ship down into the landing joists. By then it was almost dawn, but the ship was properly secured and nearly hidden by the surrounding trees. Our cleric Talasar took half the crew and a squad of boltmen into the forest in search of trees that could be used to replace the foremast, which had been damaged during the final battle against the night dragons. Raman's crew began their work on the hull. I remained on board the /Princess/ with the remaining boltmen and the rest of the crew to oversee the repair of the sails and the enchantment operations. The enchantment took until sundown, at which time I reached a break in the incantation sequence. I ordered the crew back on board to get some rest, while Xerdon and his boltmen set up camp around the /Princess/. Talasar and the away team have not yet returned. This is the most dangerous part of the operation. While the incantations are in a hiatus, all sails are off the masts. They must not be disturbed, for the magic would then be completely spoiled. The /Princess/ will have to remain stranded for the night. TSLAMIR 26, 1965 AY: I should have known better. Near midnight, Xerdon quietly warned his men and sent a message aboard that movement had been sighted in the forest around the ship. It lasted a few hours but nothing else happened. This is when I noticed the real danger. Were it not for the stars that disappeared for an instant in the sky, I would not have realized the threat. The creature of darkness from the Isle of Oceania must have been tracking us ever since we left the citadel, seeking revenge for the death of its kin. With hardly a thought, I cast a /ball of fire/ at the dragon. It roared with rage, which alerted Xerdon's guards and awoke the crew. Unfortunately, the beast was very hard to see. It swooped twice on the boltmen, and both times it seemed that several men disappeared into the dark wings. Then the unexpected happened. A signal of light went off in the forest nearby. Whizzing balls were hurled from the surrounding trees and hit the dark dragon several times. The balls produced blinding flashes upon impact with the dragon, causing it to lurch in its flight and wail in pain. A faint glow remained on its hide, apparently from a sticky substance within the balls. Almost immediately, a cluster of /bolts/ shot up at the dragon from every point of the landing site. Xerdon and his guards would not miss such an opportunity for revenge. But such was not the end of the dragon. It escaped, and it will most certainly return. At the end of the battle, Xerdon and his men searched the edge of the woods, but nothing was found there except dozens of broken jars attached to ropes. All of these were smeared with the strange glowing substance we had seen cast upon the dragon. TSLAMIR 28, 1965 AY: The crew was back at work when, soon after dawn, a scout brought news of Talasar's return. The priest, who has a knack for the grandiose, certainly made a triumphant arrival. He had left with a few dozen men but returned with hundreds! There came drummers, trumpeteers, soldiers riding elephants, and a horde of totally mysterious people. Talasar and his men were carried on palanquins, obviously enjoying their ride. Several perfectly shaped trees followed, carried by an army of bearers. It so happens that Talasar was captured by natives, whom we totally failed to notice in our preliminary observation. The natives are none other than the descendants of the ancient Oceanians! They fled centuries ago and constructed a new civilization here on the Isle of Cestia. Talasar was able to communicate with these people and describe our battle against the dragons. Tales of the death of one of these beasts caused great joy among the natives--I'll call them Cestians--who then honored Talasar and his men. It was a group of Cestian scouts that routed the dragon two nights ago. The Cestians have developed a nonmagical substance that produces a blinding flash, which they hurl at their targets using jars attached to rope slings. They must still fear the dragons of darkness to carry these heavy jars around so routinely. ANDRUMIR 4, 1965 AY: The Cestians are a fine bunch. They helped repair the /Princess/, then invited us to meet their king. Some of their warriors joined the ship's crew and began their training as sailors and boltmen. Learning our language and the work aboard the /Princess/ will take time, but we need reinforcements. Their abilities with the antidragon balls are welcome, and it is a honor for them to serve on the ship that defeated a night dragon. While the other Cestians return home on foot through the forest, I set sail to the wouth with their guide, Abovombe, who provided directions to their capital. She is a rather sophisticated lady, which is a shock as we did not expect to find a civilized, educated people in such an isolated region. ANDRUMIR 7, 1965 AY: We finally arrived at the capital city of Cestia. After the rugged, hilly terrain and heavy forest of Ramissur Bay came a series of plateaus on which the Cestians grow their crops. The plateaus are well irrigated, with many small canals and dams. Farming communities cluster at the crossroads. The city, which the Cestians call Tulear, is a large urban centre with high walls. Unusually high towers rise at many points of Tulear, each of them pointing huge, jagged stone spikes in every direction--not unlike the mountains of Oceania. Barbed chains stretch from tower to tower over the houses below. Abovombe explained the chains were a simple defense against the wings of low-flying dragons. The spikes were designed to wound dragons that come too close. (I could also see problems for skyships that attack such a bastion of ingenious traps. We landed at the gates of Tulear. There, Talasar and I reached the palace by way of a palanquin and met King Mananjary. Like many Cestians, King Mananjary is a tall person with dull brick-red skin and black hair. We used magic to communicate, and we learned that the Isle of Cestia has four kingdoms, the largest being King Mananjary's Manakara. The kingdom on the south of the isle, Androkia, is very hostile to foreigners. Here live the descendants of the island's original natives, who were pushed back when the ancient Oceanians fled their home isle. Two other Oceanian kingdoms lie to the north: Morovoay on the western shore, and Ambiroa on the eastern shore. (The anciant Oceanians apparently split up after their arrival and formed separate, sovereign nations.) Most of the population of all kingdoms remains hidden in the mountains or in the forests, for fear of the dragons' return. Nonetheless, wars here seem to be as common as rainstorms. The people of Manakara, Morovoay, and Ambiroa seem to hate each other; it wasn't clear why. On behalf of Her Imperial Majest, I formally established diplomatic ties with King Mananjary and bid him farewell. Shortly after casting off, I summoned an invisible messenger and sent it to Sundsvall with our last position and royal greetings from King Mananjary. Our course is now due south. /*To be continued....*/ If you have already designed the areas covered by the flight of the /Princess Ark/, simply ignore the information given here (the skyship simply went by, assuming that these areas were already well known to the Alphatians). If you have any comments regarding this column or the D&D game's Known World as designed in the Gazetteers, please send your inquiries to: Bruce Heard, D&D Column, TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A. We cannot guarantee that all letters will get answers, but they will certainly have our attention. Your input into the development of the D&D Known World is welcome. *Bolas of Sunlight* These items were originally developed by the Cestian warriors to protect themselves against the night dragons of Oceania. Each bola consists of three small jars attached at the ends of three 4'-long cords. The other ends of the cords are knotted together. Each jar contains a different substance (about one pint per jar). The two first jars contain two volatile substances which, when mixed, produce a blinding flash. The third jar contains a glowing adhesive that retains its properties for 1d6 rounds after being exposed to the air. A Cestian warrior holds the center knot of the cords and carefully whirls the triple bola until the proper throwing speed is attained; this produces a characteristic whizzing sound. The bola is then released. The impact against any target is sufficient to break the jars and mix their contents. The bolas of sunlight require a full round of preparation and a clear space of at least 5' radius around the thrower. The weapon causes no physical damage, but it has a chance of entangling a human-size target or catching the wings of a very small dragon (see regular bolas on pages 3-4 of the /Players Companion/ book). Hurling this type of bola requires special skills on the part of the warrior and *Bolas of Sunlight Table* *Cost: 150 gp* *Encum.: 30 cn* *Ranges* *Skill level* -/60/90 Basic -/50/120 Normal -/40/150 Expert -/30/180 Master -/20/210 Grand Master a minimum Strength of 16. An untrained user has a 75% chance of either breaking the jars or being trapped in the cords, and he would attack with a -5 penalty to hit. The flash of light causes temporary blindness for 1d4 rounds. A successful Save vs. Paralysis prevents the target from being blinded (save at -5 during the night or in darkness). The flash of light is particularly suitable against creatures of darkness, such as shadows or night dragons (against night dragons, the flash causes 3d6 hp damage). The adhesive substance has the effect of revealing invisible or otherwise hard-to-see targets but causes no damage. The substances used in the bolas are extracted from various plants growing on the Isle of Cestia and are not magical. The bolas do not work underwater, and they cannot be used at less than the ranges indicated in the Bolas of Sunlight Table (in other words, bolas of sunlight can be used only at long range). *Imperial Navy Boltmen* The Alphatian navy commonly uses troops armed with /wands of lightning bolts/. These experienced troops are well trained in the arts of aiming and firing such weapons, and they understand the limitations and risks involved in using such magic. They neither use it inconsiderately nor without orders. The wands typically contain six charges each and can be recharged, normally by a navy magist after a battle. If a warship hasn't engaged in battle for several days, it is likely that the boltmen's wands are fully recharged as per navy regulations. *Boltmen Table* *Boltman* *Officer* Armor Class 8 4 Hit Dice MU1 or E1 MU3+ or E3+ Move 120'(40') 120'(40') No. of Attacks 1 wand 1 wand or spell Damage/Attack 6d6 8d6 or by spell No. Appearing 1 squad (1d6+6) 1 Save as MU1 or E1 Per class/level Morale 10 10 Alighment Any Any XP Value 20 150+ Boltmen are usually 1st-level magic-users or elves. Each wears knee-high boots, white knickerbockers, a laced shirt, a red padded jacket with epaulets, and a black velvet cloak. A boltman wears leather headgear and carries some equipment on his belt in a leather case. His equipment normally includes one or two daggers, a score of darts, his wand, food, and other minor field equipment (rope, hooks, spade, bandages, waterskin, torches, etc.). Officers are higher-level spell-casters who use wands having more charges and causing more damage than normal boltmen's wands. Officers wear magical headgear made of very thin metal over leather. This does not provide physical protection, except perhaps from the sun, but does provide magical protection granting a +2 Saving Throw against any magical attack. Each Imperial boltman squad usually has its own officer. Each boltman and officer has a different word to activate his wand, and has sworn never to reveal this word. However, many boltmen who have fought together know each other's magical words. Officers ensure that these words get changed, especially after a major battle. See the Boltmen Table for game statistics on officers and enlisted boltmen. In addition to the boltmen, various specialized troops may be added to the squad. They have the same game statistics as those of the standard boltmen but use different magical items. /Dispel wardens/ use wands with six charges of /dispel magic/. /Protection wardens/ use wands with six charges of /protection from normal missiles/. /Light marines/ use wands with 20 charges of /magic missiles/ (1d6+1 damage/round). /Heavy marines/ are not commonly seen; these are low-level fighters complete with chain or plate armor and bastard swords. Heavy marines are used only during large-scale battles. Otherwise, non-spell-casting troops handle more menial tasks, especially in the navy (sailors, carpenters, KP personnel, etc.). Copyright TSR, Inc. All Rights Reserved. Do not repost. ----->8----- *156* -----8<----- The Voyage of the Princess Ark Part 4: Capture, surrender, and--death? At a strange seaside castle, the voyage may abruptly end. by Bruce A. Heard /This series chronicles the adventures of an Alphatian explorer and his crew as they journey across the D&D(R) Kknown World in their skyship. The information herein may be used to expand D&D campaigns using the Gazetteer series./ From the Journals of PRINCE HALDEMAR OF HAAKEN Lord Admiral of the Mightiest Empire Captain of the Ever-Victorious PRINCESS ARK Imperial Explorer, etc, etc. ANDRUMIR 12, 1965 AY: Our flight over the kingdom of Manakara was uneventful. The high plateaus of Tulear eventually passed, and we reached the northern border of Androkia, near the coast. We then continued southwest over the sea to avoid direct confrontation with the Androkians, xenophobes about whom we were warned by King Mananjary himself. The decision was made more to please Lady Abovombe than to avoid difficulties with the natives. (I neglected to mention that the lady has stayed aboard the /Princess Ark/ to join our voyage of discovery. Upon our return to Sundsvall, she will be King Mananjary's ambassador. Lady Abovombe has a refreshing personality, and the crew is becoming fond of her.) I heard a noise against my window, at the /Princess/'s stern. A small bat was there, apparently terrified by my presence but too exhausted by its flight above the sea to flitter away. I pitied the poor thing and put it in a cage in my room. It will be yet another witness to my long journey. ANDRUMIR 24, 1965 AY: The journey across the southern eddge of the Cestian Pass was quite an endeavor. The quasi-permanent storms that prevail in this region dropped so much rain on the /Princess/'s deck that she almost alighted on the roaring sea--a fate that would have destroyed her since she was built to fly, not to float. The /Princess/'s hulk is much too light to withstand even normal sea navigation, much less a violent storm. Fortunately, the crew performed splendidly in bailing out the water. Any navigation of these waters by a seagoing vessel would be excessively dangerous and thus should be a avoided. ANDRUMIR 26, 1965 AY: We reached the continental coast after sundown. I would have ordered a southerly course if one of the crewman had not discovered some lights in the distance, perhaps a native village. I've decided to investigate, using the clouds for cover. We shall see what we shall see. ANDRUMIR 28, 1965 AY: Our approach toward what we thought be a native village became a very serious situation. We are fortunate to have survived. Indeed, there were lights, but not from a village--they came from a large, gloomy castle perched atop an incredible clff overlooking the Gulf of Mar. All seemed to be fine as we observed thefortress from our position in the clouds, until I noticed that the /Princess/ was getting dangerously close to the cliff, despite my orders to stand off. Our strenuous attempts to pull away inexplicably failed. It was then I detected a powerful magical force that had locked onto the /Princess/'s bow. Nothing could break that grip--neither my powers, nor those of Talasar, nor those of the dispel wardens. As we slowly drifted down to the black fortress, knights in armor could be seen standing motionless in the rain and the wind. All of them bore the coat of arms ofthe Heldannic Order. How such an insignificant clerical order built a mighty fortress so far from the Heldann Freeholds was at first inconceivable; later events would explain all, as we learned. As soon as the range permitted it, the battle started. The boltmen and their Cestian squires did their best. But when the /Princess/ reached the main Heldannic bastion, the heavily armored knights boarded the ship en masse and overwhelmed the crew. There was no alternative but to surrender in hopes of saving the ship. Of course, for a wizard of my status, being "captured" is a relative term. I had copiously prepared myself, then allowed these knights to believe I was their prisoner. I followed their commander, planning to learn the Order's reasons for this act of war against a ship of Her Imperial Majesty. As the commander of the /Princess Ark/, I was predictably and forcibly taken to the fortress's high priestess. Her welcome was very cold. These knights knew about wizardry and had made all the right moves to ensure I would not cast spells. I had a short conversation with the high priestess, which id not amount to much since she had protected her thoughts against any sort of magical /empathy/. Soon enough I tired of her charades, and I played my trump card. Years ago, when I dabbled in spell research, I stumbled upon an interesting spell of /delaying/--a rather difficult spell, but if used successfully it confers the ability to delay a number of spells until a certain condition occurs. It will not work for more than an hour for me, but that was sufficient. A few blinks of my right eye and a casual sniff were all it took to /time stop/ this fine company. My, what an interesting discovery I then made. A little /invisibility/ here and a bit of /teleport/ there, and before long I had found a temple at the center of fortress. A stairway spiraled down into the rock, leading to a crypt--a regular sort of crypt, mind you, like the ones that invariably contain someone's grave. After blasting away a few creatures that did not expect my impromptu appearance, I read the inscriptions carved just about everywhere. Crafty sculptors, these knights. The Heldannic Knights have been on a quest for decades to find the mortal remains of their Spiritual Patron. One of their heroes had made it this far and had actually found the grave. The knights managed to create a permanent /gate/ to this place, then built their fortress above the ancient crypt. So far, they had succeeded in keeping it secret, which leads me to believe they murdered the wizard hired to create the /gate/, as well as all those who built the castle. This explains why they might desire the destruction of the /Princess/. It took some sophisticated magical doing on my part to remove the corpse and take it away into the planes, to a place of my knowledge alone. Just as I returned from my journey, knights poured into the crypt and recaptured me again--this time for sure. Their anger was as palpable as the many sharp blades they laid at my throat. It would have been over for me, but the high priestess arrived in time. And she /knew/ what I had done. It took some very careful discussing to sort things out. A shrewd negotiator, that lady; I grant her that. Eventually, she ordered the release of both ship and crew, in exchange for which she and I went into the planes the next day and recovered the body of the order's Spiritual Patron. I must admit that I had a very tough time breaking away from the priestess. Her intention, of course, was to never let me go--I was too dangerous, now--but neither was my intention to stay. The priestess had what she wanted--the "holy relic"--any my ship was free and far enough from the fortress to avoid being pulled back. We left immediately; the empire has no interest in the clerical matters of petty knighthoods. My personal interest in this whole episode lies now in discovering the nature of the force that pulled the /Princess/ down--and this I am intent upon unveiling one day. It will have to wait for now. CYPRIMIR 1, 1965 AY: After returning to the /Princess/, I ordered a new course, away from the fortress. These knights will probably be looking for us, but I care no more about them. We are now sailing south over the coast. The land has become an extremely rocky, uninviting region. Despite some rainfall, it seems the vegetation is getting sparser. /*To be continued....*/ If you have already designed the areas covered by the flight of the /Princess Ark/, simply ignore the information given here (the skyship simply went by, assuming that these areas were already well known to the Alphatians). If you have any comments regarding this column or the D&D game's Known World as designed in the Gazetteers, please send your inquiries to: Bruce Heard, D&D Column, TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A. We cannot guarantee that all letters will get answers, but they will certainly have our attention. Your input into the development of the D&D Known World is welcome. *Heldannic Knights* The Heldannic Order is a grim brotherhood of warlike knights whose quest and devotion is the unification of the barbarian freeholds north of the Kingdom of Vestland. The Heldannic Knights, most of them powerful in the magic of clerics, are brutal and bloodthirsty. They exterminated countless barbarian clans during the centuries of Heldannic terror. The knights are extremely loyal to their order and are the embodiment of the concept "rule by the strong." They have no mercy for the weak. These enigmatic knights have no known allies and have systematically rejected all diplomatic ties with either Thyatis or Alphatia. A Heldannic Knight is recognizable for his dark, dull-gray plate armor; for his long white tabard with its black, upright lion; and for his full-face great help topped with the ominous upright lion to make him appear much taller than he really is. These are heavy cavalry knights with fully barded warhorses. They normally travel and march to battle brandishing dozens of very large banners, standards, and pennants bearing the order's coat of arms. When a great cavalry charge is possible, Heldannic Knights are likely to use heavy cavalry lances. Otherwise, half of them use large shields and bastard swords, and the remainder use two-handed swords. A Banner of Heldannic Knights (2-12 men) typically casts /protection from evil/ before combat. Their officer, the Knight Banneret, is likely to also cast a /blight/ spell and remain at the center of his troops. The officer's two remaining spells are often /cure light wounds/ and /hold person/. Lower-level clerics of the order are students who reside at the various strongholds of the order, or else act as squires or men-at-arms during conflicts. The Heldannic Order as a whole is said to have up to 2,000 knights and officers (Knights Banneret, Lieutenants, and Captains), and 5,000 students. Twelve High Priests (C12) under the authority of the Great Knight of the Order (C25) rule the knighthood from the Fortress of Freiburg in the Heldann Freeholds. Countless other troops and armies exist in the Heldann Freeholds. These include barbarian hordes, town militias, and mercenaries opposed to the Heldannic Order. *Heldannic Knights Table* *Knight* *Officer* Armor Class 3 (plate armor) 2 (field armor) Class and Level C2 C5 Move 90'(30') 90'(30') Mounted 120'(40') 120'(40') Attacks 1 sword or lance 1 weapon or spell Damage By weapon type By weapon or spell type No. Appearing 1 Banner (2d6+6) 1 per Banner Save as C2 C5 Morale 11 11 Alignment Chaotic Chaotic XP Value 30 425 Copyright TSR, Inc. All Rights Reserved. Do not repost. ----->8----- *157* -----8<----- The Voyage of the /Princess Ark/ Part 5: As they fed on a nation, so were they cursed A meeting with vultures... and the ruins on which they feed. by Bruce A. Heard /This series chronicles the adventures of an Alphatian explorer and his crew as they journey across the D&D(R) Kknown World in their skyship. The information herein may be used to expand D&D campaigns using the Gazetteer series./ From the Journals of PRINCE HALDEMAR OF HAAKEN Lord Admiral of the Mightiest Empire Captain of the Ever-Victorious PRINCESS ARK Imperial Explorer, etc, etc. CYPRIMIR 10, 1965 AY: We have now reached the region called the Vulture Peninsula. It is a complete desert, where occasional sand dunes alternate with desolate rocky wasteland. According to the stars, we have sailed well south of the Meridonal Tropics, and the winds regularly blow from teh west. Despite the presence of the sea, very little vegetation grows here at all. Temperatures are similar to that of southern Alphatia in summertime. The very poor quality of the soil and extremely dry winds coming from the land contribute to this infertile wilderness. CYPRIMIR 16, 1965 AY: A large plateau can be seen on the peninsula, no more than a few miles from the coast, forming sandstone cliffs falling into the sea. The plateau reaches 600' in average height. So far, no sign of civilization has been encountered in this region. This place deserves its name, for the whole peninsula has the shape of a vulture's head, and vultures slowly circle underneath the ship. The refuse dumped overboard has attracted these clumsy birds. A lucky bird sometimes succeeds in catching some falling garbage, but most of them manage only to get splattered with smelly waste. If nothing else, the vultures offter the crew some amusement, making easy targets for the antiquated crossbows on board. At dawn I shall order a southern course to cross the peninsula's widest section. CYPRIMIR 18, 1965 AY: The vultures are getting bolder. They seem to have figured out our dining hours and know when to expect waste to come falling down. I caught one indolently perched on the railing next to my door. Another ruffled its filthy feathers while observing the shipboy scrubbing the deck--hungrily observing, I imagined. That's when a blood-curdling shriek from starboard literally froze everybody in place. It was Lady Abovombe. The scene that greeted our hasty arrival was certainly a striking one. Lady Abovombe had been taking her daybreak stroll when one of the vultures perched in the riggings managed to soil her favorite decollete dress. Furious, the ambassadress seized a boat hook and swung it at the bird, impaling the "criminal"--but further splattering her with its blood. Then she sought out the watch on duty, screaming at the top of her lungs as to why such a slovenly creature could be permitted to remain on board, and she gave the watch a solid punch in the mouth. It is the first time I've noticed that Lady Abovombe has a hot temper, but she is extraordinarily pretty when her cheeks turn rosy. CYPRIMIR 19, 1965 AY: In the morning, the lookout called out a discovery on the ground below. At first we saw nothing, but after a few minutes we made out what must have been a road, centuries old--now merely a narrow band of a color different from the soil. Then I saw several other ancient roads. They converged to the east, and we followed them--and there it was. A ruined city! From the ground it would have been nearly impossible to see but we were high enough to distinguish its shape. Streets, walls, buildings--we could see the outlines of them all, but barely even the walls remained now. The city must have been raised in the depths of times past. It had been built on a group of several small hills, with one larger hill, tapered on top, in the center. I decided to investigate this myself, and I ordered Xerdon and a squad of boltmen with me. CYPRIMIR 20, 1965 AY: There was very little to see on the surface--mostly dust and rocks. We climbed the peaked central hill and discovered the ruins of an old temple. The men started digging and sifting through rubble, in search of archaeological clues. We found plenty. There was indeed an advanced civilization here. It appears that at the time of its splendor, the city was surrounded by fertile plains, lush forests, and several rivers and lakes. Then following the death of a great king, the king's two sons fought for the throne, dividing the nation in a bloody civil war. No other clues were unveiled aas to the outcome of the struggle. It was getting late, and I ordered the team back to the ship for the night. We'll remain in this area and explore a bit more tomorrow at our leisure. CYPRIMIR 21, 1965 AY: Soon after sunset last night, a sentry interrupted my rest with news of movement down below. I had him order total silence aboard the ship while I took out my /crystall ball/ for a little investigative work. A strange creature was slowly walking by, hunched under the weight of a bag. It looked like an old man with the head of a vulture. Another hint at vultures! This could no longer be a coincidence. I decided to let the creature go its way, so I could quietly observe it. The creature never showed any awareness of the ship above the temple. It marched away and kept going for hours along one of the nearly invisible roads to the east. Before sunrise, it crawled into a niche under a large rock and closed the entrance with a dusty blanket. It then went to sleep--and shortly thereafter, so did I, canceling our planned foray into the ruins. Since this creature was the only apparent inhabitant we have met in this desert so far, I've decided to follow its slow journey from a safe distance, observing it through the magical sphere again this evening. More later. CYPRIMIR 24, 1965 AY: It has been days now since I first saw the vulture-man. I discovered a fitting description of it in the ship's library. It is a nagpa, a creature found in other parts of the world and said to dabble in necromancy (how fitting). As usual, our specimen crawled out of its shelter after sundown and kept moving to the east. Its journey's end was at hand, however. Much later in the night, it reached the edge of a depression in the desert. Hundreds of other nagpas were walking down the slopes to the bottom, toward a large volcanic-like mound. They encircled it, then one after the other they climbed to the top of the mound to drop some jewelry into the dark opening thereon. Meanwhile, the other nagpas chanted a sad but powerful psalmody. The wind picked up, and the nagpas knelt down facing the mound, waiting. Many long minutes, perhaps an hour, passed. Then faint lights appeared above the nagpas--at first only a few flickering auras, then hundreds and soon thousands of them, filling the sky above the depression. The scene was frightening. These illuminated shapes were undoubtedly the ghostly images of the people who once populated this region. These ghosts slowly reenacted scenes of battle and carnage involving a level of violence that I have never before witnessed. Then a huge, ugly shadow rose from the opening of the mound when the horrifying war scenes reached their paroxysm. This shadow was, for me, the embodiment of fear and destruction. Even from this ship, stationed miles from the site, I could sense the evil of that grotesque being. Inexplicably, the apparition and the ghosts suddenly faded in the dark. The nagpas began searching the site, picking up round, black cocoons from the sand that had not been there before. Within the hour, most had left, headed in various directions. Our little nagpa is coming back toward the ship. It is time to know the truth. CYPRIMIR 25, 1965 AY: I decided to meet our specimen personally late last night, so I prepared myself and waited along the road for it. It was not surprised when it saw me. "You saw," it said somberly (its words translated by my spells). It obviously knew I had been observing it all along. "Our" nagpa goes by the name of Abatu of Varellya. It told me of its tormented existence. There was indeed a vast nation here once, and a brutal war. One of the two princes conjured a powerful monster from the Sphere of Entropy to destroy his rival He clearly was unable to control the Immortal avatar, and when it had accomplished its crime, it turned on its summoner and obliterated his entire land. He and all his people would be cursed to live, die, and forever return as nagpas--feeders on carrion as they had once fed on each other in war. Every year for centuries, the accursed people of Varellya return to the site of the ancient conjuration and sacrifice jewels, precious metals, magical items, books, knowledge, food, anything that may have any value to them, seeking atonement and an end to their wretchedness. Death itself will not break the curse. When death befalls, the souls of the Varellyans return to the mound. Every year at the same time, the ghosts fight their wars all over again, then materialize as embryos inside the black cocoons. Over time--I don't know how long--they grow to adult size and breach the cocoons. Many nagpas wander the far reaches of the world, but they always return to Varellya in soul or in body. Abatu pulled one of those black spheres from his robes and said, "You see, wizard, this is my father. He was the King of Varellya, and I was one of his sons. Such is the sentence for my crime. Perhaps one day the Immortals will forgive us, but until then we must go on. Feel free to plunder the mound, wizard, but beware of the risks." I bade him farewell. As the ship continued its course to the south, I burned the map of the site and all notes on its whereabouts, then scattered them in the nocturnal wind. /*To be continued....*/ If you have already designed the areas covered by the flight of the /Princess Ark/, simply ignore the information given here (the skyship simply went by, assuming that these areas were already well known to the Alphatians). If you have any comments regarding this column or the D&D game's Known World as designed in the Gazetteers, please send your inquiries to: Bruce Heard, D&D Column, TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A. We cannot guarantee that all letters will get answers, but they will certainly have our attention. Your input into the development of the D&D Known World is welcome. *Abatu of Varellya, Nagpa* Armor Class 3 Hit Dice 9** Hit Points 64 Move 120'(40') Attacks 1 bite or spell Damage 1d8 or special No. Appearing 1 (1) Save As MU9 Morale 9 Treasure Type I Alignment Chaotic XP Value 2,300 Abatu was a human being back is 565 A.C. (1565 A.Y.) and was the Crown Prince of Varellya. The king wasn't dead when Abatu claimed the throne; Abatu had merely had the old man abducted and declared dead. Abatu had a twin brother, Lothir, who was Abatu's accomplice in the king's abduction but who challenged Abatu's right to the crown. Their morbid rivalry caused the total destruction of Varellya and the curse that turned all Varellyans into nagpas (see AC9 /Creature Catalogue/, page 73). Since then, Abatu has already died and been reincarnated three times. Abatu's goal is to break the four-century-old curse that afflicts him and his people. Since the catastrophe, Abatu has discovered that he must find his brother and come to terms with him in order to break the curse. He knows--but ignores--where Lothir is. Abatu has visited many places in the world, including Alphatia, Thyatis, and the far reaches of Sind. He commonly travels with the Flying City of Serraine (see PC2 /Top Ballista/), a fabulous gnomish creation that roams the world. Abatu has a /ring of teleportation/, the only item of value he has never dropped into the mound. He uses it to get aboard the Flying City. Abatu has avoided dealing with the face that his brother is kept prisoner deep beneath the volcanic-like mound, where he nourishes an eternal hate toward Abatu. The keeper is a nightwalker (HD 25, hp 171, D&D /Master DM's Book/, pages 36-37) that can only be dismissed back to the Sphere of Entropy by a voluntary and simultaneous wish (not as a spell) on the part of the twins. If an outside party ever managed to defeat the nightwalker, it would reform within a day and return from the Sphere of Entropy. If Lothir (himself a nagpa, identical to his brother in statistics) was taken away from the mound, the nightwalker would stalk him forever, seeking to bring him back. Once the nightwalker is properly dismissed, the twins disintegrate and the curse is broken; the Varellyan nagpas continue their normal lives as nagpas, but their deaths afterward are final and forever. The land remains a desert. The Immortal who caused the Varellyan calamity has long forgotten about the whole affair and is neither reachable nor interested. Abatu keeps his true identity a secret, fearing that his people might interfere with his goals or torture him. Death is no concern, since he would reincarnate within a year--but he fears the loss of his magical ring. Abatu loathes the thought of entering the mound in search of his brother, and he generally would prefer staing out of Varellya. Abatu is a conniving, treacherous being who stops and nothing to reach his goals. Abatu senses when a kin dies, and he returns to Varellya for the cocoon to place it in a local cavern or dungeon later on. Nagpas can do each of the following, three times a day: /create flames/, /paralysis/, /corruption/, /darkness/, and /phantasmal force/. /Create flames/ causes flammable objects within 60' to burst into flames for 1-3 rounds, inflicting 2-12 hp damage (a Saving Throw vs. Spells grants half damage). /Paralysis/ causes all Lawful characters within 10' to make a Saving Throw vs. Spells or be paralyzed for 1-4 rounds. /Corruption/ causes nonliving objects within 60' to decay into uselessness (magical items make Saving Throws vs. Spells at the level of the character using them). In combat, a nagpa will try to avoid melee and use its spells instead. Nagpas prefer staying in deserted ruins or wastes, avoiding humans if possible. They speak their own tongue, Varellyan, and often another language or two (Glantrian, Sindish, etc.) depending on where they live. A reincarnated nagpa takes 5-8 months to breach a cocoon, then emerges as an adult with all its memories of its previous lives intact. Copyright TSR, Inc. All Rights Reserved. Do not repost. ----->8----- *158* -----8<----- The Voyage of the /Princess Ark/ Part 6: A culture with a different sense of taste Sometimes it's better /not/ to know what you are eating. by Bruce A. Heard /This series chronicles the adventures of an Alphatian explorer and his crew as they journey across the D&D(R) Kknown World in their skyship. The information herein may be used to expand D&D campaigns using the Gazetteer series./ From the Journals of PRINCE HALDEMAR OF HAAKEN Lord Admiral of the Mightiest Empire Captain of the Ever-Victorious PRINCESS ARK Imperial Explorer, etc, etc. HASTMIR 4, 1965 AY: Last night, Lady Abovombe and I had a fine dinner in my quarters. We spoke at length of the potential for enhanced cultural exchanges between our nations. I am convinced she is perceiving a certain charm in my Alphatian manners--or perhaps it is my gray hair. I got very close to a more personal approach to the subject but was interrupted by my little bat companion's sudden tantrum in its cage. Lady Abovombe took pity on the furry thing, pampered and petted it, then returned to her cabin. The bat stared at me all along. I could have sworn I have seen that look before. The air is much cooler now that we have reached the Wyrms Strait, on the southern coast of the Vulture Peninsula. The crew has switched to winter uniforms. Many of the Cestian squires are in sick bay with chills; they are not used to colder weather. We are proceeding due west. HASTMIR 6, 1965 AY: The water here is dark green, thus the name of the bay--Green Bay. I ordered the ship to wait until sundown before reaching the coast. High mountains rise to the west, and I would like to examine them. There has to be some civilization in this region. Most of the coast is covered with forests of oaks, and game seems plentiful. HASTMIR 7, 1965 AY: Aha! We have flown over several villages already. I was expecting human population, perhaps luckier people than the Varellyans of the Vulture Peninsulaa. Instead, we found very tall people, closer to the size of ogres but not quite as muscular. Detail we difficult to determine in the dark, so I ordered Xerdon and few boltmen to join me in an ground expedition to observe the natives. The ship is to go offshore to avoid frightening the local population and is return tomorrow night at the same place and time to pick us up. HASTMIR 8, 1965 AY: This was a rather surprising expedition. As planned, we left the /Princess Ark/ and approached a native settlement. There must have been no more than 500 people there, with children and cattle. These people are indeed as tall as ogres, strong but not as massive. Their skins are red, and most favor a style in which their black hair is tied back in long, single tassels. They wore elegant and very colorful graments made of felt and wool, including hats and boots. The most surprising characteristic they shared was their obvious elven phusical features--delicate facial lines and pointed ears. Wood was a material commonly used in the construction of their houses. The logs were ornately carved and painted. At the center of the village stood a stone totem, with many sculptures of various animal heads. I ordered Xerdon to remain at his post, then turned /invisible/ to continue my observations. I visited a few houses, which looked very clean and quite comfortable. It was late and many of the natives were sound asleep, although two woke up as I entered their houses. They must have the keen hearing of the elves. I saw a house curiously built on top of a high menhir stone. Despite the precarious look of the house, it was verysolidly built--as it should for people of that size. I /levitated/ up to the door since I could not find a stairway. Fortunately the massive door was ajar, so I peeked in. An old female was sitting on a rocking chair, reading a leatherbound book and smoking a pipe. A large cauldron was puffing steam in the fireplace, releasing the pleasant smell of stew. This is when I noticed the female had lowered her book and was quietly watching me. She cleared her throat and pointed at another chair, near the table--a rather large chair, of course. It was all rather embarrassing. After a final puff on her pipe, she pulled out what looked like dried lizard tongues from a nearby jar, then tossed them into the fire, muttering some incantation. I decided not to intervene. She turned back, and said, in perfect Alphatian, "Well, visitor, why were you sneaking around our village?" After a number of probing questions, she was apparently satisfied of my intentions. She called herself Ngezitwa in her dialect, and said her people were the N'djatwa (pronounced: un DJA twa). They seemed to be a crossbreed of elves and either ogres or giants--and a very successful mixture at that, offering the strength of giant humanoids with reasonable spellcasting abilities. It seems that they kept the best of both worlds. The N'djatwa have lived on the shores of the Green Bay for centures, even before the Varellyans reached their golden age. In fact, the N'djatwa had regular trade with the latter until the culture of the Vulture Peninsula was obliterated. This did not hurt the N'djatwa, since they could no longer rely on the shipment of goods from Varellya nor on any wealth created by commerce. The N'djatwa did travel north in search of other people and bet the bellicose Androkinas on the Isle of Cestia. That proved disastrous to the expedition, of which only a handful returned. The N'djatwa shun the uninhabited desert, the savannah, and the jungle. To the west lies a very large mountain range, and to the east a land of horrible monsters. The latter is mostly surrounded with mountains, but occasionally monsters wander into their lands, near the Green River. The N'djatwa built fortified walls in several mountain passes to prevent these destructive incursions. Most surprising was the old female's mention of the lands that lie farther to the east. Ngezitwa said that it was the realm of the titans, huge creatures that seem to spend their time fighting and destroying each other. Most intriguing, she pointed out that she had seen another flying ship--like the /Princess/--in that region! Ngezitwa casually explained with a smile that village hunters had seen the /Princess/ and had followed her moves until my arrival at the village. She added, "It really is a nice ship you have, but personally I prefer riding our giant pelicans. They are quite friendly, they do not rely on powerful magic, and they have no equal when it comes to bringing a load of fresh fish to the village." Well, I certainly felt I had been put in /my/ place! We spent a few hours talking about N'djatwaland and Alphatia. Ngezitwa didn't think the N'djatwa would mind establishing ties with Alphatia. She seemed very interesed in the prospect of acquiring books and anything related to magic--definitely an elven attitude. As druidess of the village, she could speak for the villagers, but a more official approach for the whole nation would be to meet the head of the clan in the city of M'banyika. The druidess would not reveal where the city was, however, and she wanted it to remain hidden. I accepted her invitation to ride with her to M'banyika. The next morning I discovered Xerdon and his boltmen standing toe to toe with a group of N'djatwa hunters, defiantly gauging each other. Xerdon had come to the village looking for me. Fortunately, my intervention and Ngezitwa's prevented the worst. Xerdon will dispatch a messenger to the ship, and remain at the village until my return. HASTMIR 16, 1965 AY: The flight to M'banika was pleasant, albeit too slow for my taste. The giant pelicans are comfortable birds, but they require constant care and time to rest. Halfwayto the city, Ngezitwa requested that I wear a blindfold--which I did. This however did not prevent me from seeing the path to the city, at least partially; /wizard eye/ spells are still fairly useful in this condition. The forest of oaks gave way to the pines that grow on the mountain foothills. Mbanyika lies 300-400 miles southwest of Mgezitwa's village, at about 3,000' altitude. It is a very nice city, with white fortified walls, slender towers, smal water canals, and elegant bridges. It lies halfway up a tall mountain peak, facing south. A waterfall drops several hundred feet to the city, where the water forms a lake. The city seems to have underground sewers (which alone proves to me that the N'djatwa are good architects). The streets are rather narrow, and most residences have to to three stories. I would estimate the population at 35,000 souls. Evidently, it would be dificult to see the city from the mountain pass down below. Finding the city through the jumble of mountain peaks and ridges is an impossible feat without a guide. I was adequately greeted at the palace and given a comfortable room to recover from the jouney. Unfortunately, I had the distinct feeling the palace guard would not allow me to wander the city unescorted. I did, however, encounter little trouble in leaving my room at night without being seen. All is not as nice as it would seem. The N'djatwa are slavers. Several markets were still open, where N'djatwa bought and sold their captives--mostly gnomes and humanoids. I saw one human slave, too--a Heldanner, judging from his fair complexion and a black lion tattooed on his chest. One group of slaves was taken to what I would say was a slaughterhouse, while warriors entered the city gates, pulling several hundred captives in chains behind their lizard mounts. Apparently these N'djatwa haven't completely shed their ogrish attributes, either. It seems a great part of the food required for a large city such as M'banyika comes from these slaves; I saw almost no fields, cattle, or pastures near the city. I did not have time to investigate further. HASTMIR 17, 1965 AY: I met His Highness Kitakanga, the Clanmaster of the N'djatwa, early in the morning. He was just as eager to learn from the empire as was Ngezitwa. There was genuine interest on his part in the establishment of some commercial and diplomatic link with the empire. However, some tension grew when I brought up the slavery issue. If the N'djatwa wish to maintain any kind of relationship with the empire, I said, it is imperative that all Alphatian subjects must be absolutely immunte to any law or situation in which N'djatwa could enslave or eat them. N'djatwa laws are quite clear about their own attitudes: Non-N'djatwa are fair game, unless noted by proclamation from His Highness Kitakanga. Even then, any lawbreaker could be enslaved (and devoured). After much discussion, His Highness agreed to concede such a proclamation toward Alphatian citizens, provided Imperial Authorities would acknowledge (if not approve of) N'djatwa civil laws. Kitakanga would not negotiate that point. I had no choice but to agree to his terms and sign a provisional treaty. The Heldann slave I observed earlier was offered to me as a sign of goodwill. Fine--I did wish to question the fellow, after all. It was time to return. The Heldanner was tied up quite literally in the manner of a sausage--no allusion intended--and given over to my custody. Ngezitwa was happy that we had come to an agreement. The return to the village was uneventful. HASTMIR 25, 1965 AY: Ngezitwa and I traded gifts. I received a pair of exquisite felt quilts bearing pelican emblems, several scrolls of N'djatwa poems, and a stuffed bread--no doubt a N'djatwa delicacy. I can only conjecture about the nature of the stuffing in that bread. It does smell good, though. Perhaps a small taste of it wouldn't hurt. /*To be continued....*/ If you have already designed the areas covered by the flight of the /Princess Ark/, simply ignore the information given here (the skyship simply went by, assuming that these areas were already well known to the Alphatians). If you have any comments regarding this column or the D&D game's Known World as designed in the Gazetteers, please send your inquiries to: Bruce Heard, D&D Column, TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A. We cannot guarantee that all letters will get answers, but they will certainly have our attention. Your input into the development of the D&D Known World is welcome. *N'djatwa Experience Advancement* *Experience* *Spells per level* *Level* *Hit Dice* *needed* 1 2 3 4 Young 1 -4,800 - - - - Teen 2 -2,400 - - - - Adult 3 0 1 - - - 2 4 4,800 2 - - - 3 5 14,400 2 1 - - 4 6 33,600 2 2 - - 5 7 72,000 2 2 1 - 6 8 148,000 3 2 2 - 7 9 300,000 3 3 2 - 8 10 600,000 3 3 2 1 9 11 900,000 3 3 3 1 10* 11+2 1,200,000 4 3 3 2 * +2 hit point per level thereafter; Constitution adjustments no longer apply. No other spells are gained beyond level 10. *The N'djatwa* Many centuries ago lived two large rival clans. One was the Nunjar, a horde of ogres; the other was the Hatwa, a tribe of mountain elves. Survival was very difficult in this land of frigid claciers and eternal snows. Wood was scarce, and wildlife was equally rare. Relations between the Nunjar and the Hatwa teetered between all out wars and precarious truces. None would leave the mountains, the land of their ancestors and their sacred ground. After centuries of fruitless wars, a great shaman rose from the ogrish ranks. Utaba the Shaman claimed Immortals had spoken to him and had given him the /Altar of the Stars/--a powerful relic that was to be the salvation of the holy land. According to the Immortals' directives, he made the prophecy that Nunjarese and Hatwa must one day all become blood kindred on the /Altar of the Stars/. Though his philosphy was quite unpopular, Utaba went on preaching for peace. A shower of Hatwa arrows and Nunjarese boulders eventually ended Utaba's bright but ever-so-brief vocation. Soon thereafter, pestilence and death swept the hallowed land. Losses became so horrendous that it was painfully obvious both races were doomed. Finally, an elven hero reminded his people of the shaman's fateful prediction, and it total desperation all attempted to follow Utaba's precepts. Each elf and each ogre made a cut on his or her hand, mixing their blood together on the holy altar. So was the blood alliance of Nunjar and Hatwa forever sealed. Racian intermarriage was enforced, and generations later, Nunjarese and Hatwa were no more. Their children, the N'djatwa, flourished and eventually reached the Green Bay. The /Altar of the Stars/ remained at the site at which the races merged, sheltered by an impressive temple at the center of the N'djatwa capital of M'banyika. The N'djatwa race is similar to others used in the D&D game. To be a N'djatwa, one needs a Strength and Intelligence of 12 minimum. Hit points are rolled on eight-sided hit dice, according to the N'djatwa Experience Advancement table. N'djatwa save as elves of the same level (young and teens save as E1). They have infravision and the ability to detect secret passages. They are not, however, immune to ghoul paralysis, nor can they climb trees. N'djatwa are Neutral or Chaotic, and they can cast magic-user spells. Neutral individuals with a Wisdom of 13 or more can cast druidic spells in lieu of magic-user spells (no clerical spells beyond the first level are allowed for these druids); this decision is irreversible and must be taken when the character is created. Typical adult statistics are as follows: Ac5; HD 3*; MV 120'(40'); #AT 1 fist or weapon; Dmg 1d6 per fist or by weapon; #AP 1d12 (any); Save E3; ML 10; AL N or C; XP 115. Copyright TSR, Inc. All Rights Reserved. Do not repost. ----->8----- *160* -----8<----- The Voyage of the /Princess Ark/ Part 7: The /Princess Ark/ aims for the stars A daring maneuver begins a journey that leaves the world behind. by Bruce A. Heard /This series chronicles the adventures of an Alphatian explorer and his crew as they journey across the D&D(R) Kknown World in their skyship. The information herein may be used to expand D&D campaigns using the Gazetteer series./ From the Journals of PRINCE HALDEMAR OF HAAKEN Lord Admiral of the Mightiest Empire Captain of the Ever-Victorious PRINCESS ARK Imperial Explorer, etc, etc. EIMIR 3, 1965 AY: It has been six days since we left N'djatwaland. We are now at the southern edge of the Green Bay, and the weather is getting much cooler--it is well into winter in Aasla, but it is midsummer in this hemisphere. Cold winds blow down a large valley to the south of us, between high, snow-capped peaks. On the west lies N'djatwaland's southernmost borders; to the east is the unknown. I invited the Heldanner I extracted from the voracious N'djatwas' appetites to dinner (not "as" dinner) at my table. He apparently does not know of my little adventure at his order's citadel some time ago. He is neither a very talkative fellow nor a very thankful one. The man, who introduced himself as Rolf Schwartzen, is an arrogant Heldanner indeed. Herr Rolf has been suspicious of my intentions since we took him aboard the /Princess/, tied up like a sausage. How petty. After all, he could have ended up as a package of steaks. He has been treated as befits common gentry, which is more than reasonable for someone who has failed to offer his rank, title, name (other than one that I suspect is false), and a plausible reason for his presence so far from his native land. He claims that slavers captured him near Ostland many years ago; since then he has been bought and sold, every time being moved farther away from Ostland. He admitted studying at the Temple of Freiburg at a younger age, after Lady Abovombe made mention of the conspicuous black-lion tattoo on his chest. EIMIR 4, 1965 AY: This morning we veered eastward. At noon, a dangerous storm rolled down the mountains to starboard, and I ordered maximum altitude to avoid the worst. /Airmasks/ have been distributed to all personnel aboard, according to standard procedures. We will maintain this position until the tempest comes to an end. After several unsuccessful attempts at conversation with Herr Rolf, I simply made use of certain powers at my disposal to pry into his thoughts during his sleep. That proved to be a difficult endeavor. The man is strong willed! Nevertheless, I learned that he is an officer of the Heldannic Order, as I suspected--but he left his citadel on a flying ship! So they /do/ have such ships here, after all! His original mission had something to do with the stars. Then his ship was attacked by the N'djatwas, and he was captured. There is a recurring vision of his ship spiraling away from him into the sky. That annoys me greatly, as I cannot find a clear explanation for it. Herr Rolf is free to go about the deck, but he is being watched for his (and our) safety. Just to be certain, I cast a /geas/ on him without his knowledge. He will not be able to do harm to the ship nor to any of the crew or officers aboard. EIMIR 5, 1965 AY: The storm is still raging below. Late in the morning, the quartermaster sounded the alarm when several large cloud funnels soared up into the sky, surprisingly close to the /Princess/. I would have ignored this harmless event--harmless to a seasoned Alphatian skyshipper like myself--had it not been for the Heldanner's reaction. Few people know about this rare atmospheric turbulence, and very rare indeed are those who have actually encountered it. I would not have expected this knowledge of Herr Rolf. However, he calmly secured himself, studying the largest and closest funnel. He seemed surprised, then a bit amused, when I ordered the /Princess/ away from the turbulence. Most intriguing this was. EIMIR 6, 1965 AY: I gave great thought to what happened yesterday, and I concluded there is something more about these funnels than is taught at Eriadna High--something that the Heldanners already know. And I was right. Later in the day, a very large funnel rose near the ship. After ordering everyone and everything secured aboard, I commanded full speed forward--/into the funnel/. That obviously startled Herr Rolf, who got increasingly nervous as we approached the roaring funnel. Shortly before reaching the turbulence, he turned around, staring at me in panic, and shouted, "Fool, you will kill us all! Roll her over!" Everything became clear to me at that instant. We were on Death's doorstep. I maneuvered the /Princess/ to the limit of her endurance. I heard a low groan rise in her hull, then a shattering shriek as the /Princess/ flipped over--out of my control--and his the funnel like a diving falcon, her wings bent back and almost touching the hull. The wood /should/ have splintered, yet didn't. After a dizzying moment of whirling around, the sky became very dark, and the thunderous roar of the funnel came to an abrupt end. And there we were... What a discovery--the /Princess/ has vanquished the skyshield! No Alphatian skyship in recent memory has ever sailed into the dark, unbreathable sky above the clouds. The the /Princess/ has now done so! There are legends of ancient Alphatian vessels capable of traveling beyond the skyshield, to moons, stars, and distant mysteries of the universe. That science was long lost--until /I/ rediscoverred it for the greatest glory of the Empire! EIMIR 10, 1965 AY: The world below us has rotated already four times since we passed the skyshield. Fortunately, our crew was wearing /airmasks/ at the time we entered the funnel--a good thing, or by now we'd all be dead. What lies on this side of the skyshield is a vast, cold, and airless void. Our speed seems to be much greater than could possibly be reached in the atmosphere of our world. The studies we have now made reveal much about this environment and its laws. Only now do I begin to realize the incalculable consequences of my gamble! I must gather as much information as possible before I return to the Imperial Palace. And there is so much to do, so many questions to answer... Much to my astonishment, I also suspect there is more to the /Princess/ than I once imagined. It isn't the first time that she has maneuvered in some unexpected fashion almost as if she were a living being. I recall the encounter with the night dragons back in Oceania, when the /Princess/ seemed to act on her own to avoid a fatal blow from one monster. And this enigmatic Heldanner! How could he have possibly known about the effects of such a reckless maneuver as I attempted into the funnel? This leads me to believe that we are not alone beyond the skyshield! Now the vision he had while sleeping /does/ make sense. I can only conclude that the Heldannic Order is in possession of at least one skyship, and it has acquired the knowledge of reaching past the skyshield. But how? And from whom? Our /guest/, Herr Rolf, has been totally mute about this whole affair. I had no choice but to clap him in irons and cast him into the brig. For him to know so much, he must be a high clerist of his order and, therefore, a dangerous man. What else does he know? EIMIR 12, 1965 AY: This day we made our first encounter in the Void--and a most unexpected encounter at that. It began while I was conducting research in my laboratory. Without warning, a flock of creatures dropped onto the deck out of nowhere, causing great surprise among the crew. The fight was brief but fierce. Our assailants had not counted on our boltmen's firepower. Most of the attackers were quickly slain, and the survivors retreated. The attackers were catmen, much like the rakasta of our world--but they were mounted on sabre-tooth tigers! Shortly after they took off, the attackers vanished again into the void. But it was not my intention to give up pursuit so quickly. I ordered the /Princess/ full speed ahead after the fugitives. It seemed we had almost caught up with those flying felines when, to our astonishment, an entire world appeared before our eyes--between it and our vessel were many hundreds of rakasta mounted on their great cats, obviously waiting for us! By the time the /Princess/ could come to a halt, we were surrounded. It would have been stupid to resist their many bowmen. An emissary flew close to us and gestured for the /Princess/ to follow him, as we are doing now. I must close and prepare for the worst. EIMIR 14, 1965 AY: It appears now that we have found a previously unknown moon of our world, called by its natives Myoshima. Myoshima is not a very large globe, but it has its own atmosphere. From what we could see, it is mostly covered with jungle and mountains, a warm world by our standards. We landed near a mountain city not unlike those of Ochalea. The buildings are elaborately carved with curved pagoda roofs, many dragon sculptures, and mansions made of wood and paper. First Officer Talasar and I followed the emissary to a palace, while rakasta warriors set up camp around the ship. We were brought before a rather haughty rakasta noble who introduced himself--in very barbaric Alphatian--as Lord Katayama, Imperial Governor of Ichiyoda Province. In our discussion, Lord Katayama did not seem surprised by our arrival; it is clear that many other space-going ships have come and gone in this area! It was also clear to Lord Katayama and his generals that we were unaware at first of their existence, since we, as he said, "were drifting about, bobbing aimlessly in the solar winds like an empty gourd." We had come very close to their world and were spotted by one of their scouts. He apparently saw a certain person with a black lion tattoo on our ship's deck. That person was wanted there, and Lord Katayama had ordered the /Princess/ to be lured closer. Lord Katayama seemed very satisfied with the results of his plan. In effect, Lord Katayama offered us a trade. He would release the /Princess/ and her crew in exchange for the man with the tattoo--our man Rolf. In addition to this, Lord Katayama wished to establish ties with our Empire, and to that end offered to provide a gift from the Emperor of Myoshima to our illustrious Empress. All of this was acceptable to me, although rather abrupt in general approach. The deal was done, and we stayed at the palace overnight. Clearly, we were "guests" so long as we did not try to leave. We had no freedom to move about the palace, and the governor's guard was very assertive. There were no friendly whiskers among the rakasta nobles. Why, some were at the limits of the most basic courtesy, while others even showed their claws at us! Much was learned from our host. It appears that this moon, Myoshima, has a very strange nucleus, a core highly magical in nature. It bends rays of light around its atmosphere, causing the moon to be invisible to onlookers outside its atmosphere! This explains how the scouts observed us without being seen, and how we missed seeing such a huge object while being so close. I do suspect the moon of being visible to those using infravision, though, because of the heat it would radiate. Lord Katayama would not disclose the exact course of the moon around our world, so we are still uncertain of its position at any one time. These rakasta have good spell-casters among them, since they have developed items very similar to our own /airmasks/. Their tigers wear magical /flying collars/, which makes me believe that rakasta are capable of reaching our world. It is also possible that rakasta settlements in the more remote regions of our world are descended from these Myoshima felines. This would explain how Lord Katayama knew about Alphatia. The most saddening aspect of our agreement with Lord Katayama is that we do have to let go of the Heldanner at once. He is one prisoner on whom I would have liked to have spent more time and effort. The Heldannic Order apparently committed some act of sacrilege and was outlawed on Myoshima by the Emperor. Lord Katayama would not expound on the subject, and palace etiquette required our tact and discretion. EIMIR 15, 1965 AY: Talasar and I returned to the /Princess/ with the imperial gift carried on a huge palanquin. The thing is a 10'-tall hunk of rock with a few sculptured figures on it. It is far heavier and harder than I had believed it would be. It radiates a pulsating, pale-blue aura. Its magic is so powerful it made the hair on my skin rise when I approached. There is much to study upon my return to Alphatia. EIMIR 16, 1965 AY: Lord Katayama's cats-at-arms boarded the /Princess/ very late this night without warning. Their leader--a minor noble who called himself Kenju, complete with shining katana, do-maru armor, great kabuto helm, and a sabre-tooth tiger on a leash--approached and addressed first officer Talasar in mediocre Alphatian. "Haaken-San, Lord Katayama sends me. Man with lion tattoo has escaped. My master lose great honor if prisoner not brought back to Imperial Palace. Lord Katayama says maybe lion knights' ships set ambush for you if lion man not recaptured soon. Lion man seen flying on stolen tiger toward south of your world. I go with you. Both our empires lose much if lion man succeeds." At these words a squad of pole-toting catmen seized Lady Abovombe and moved to take her off the ship. Talasar shouted a word, and every wand on deck came free. Katana-wielding catmen froze, as did we, poised for combat to the death. But Lady Abovombe, I knew, would die first. There would be better times for battle. At my sign, Talasar accepted the generous "offer." The cat warrior then bowed briefly and stood back as Lady Abovombe was taken away. He was a bit smug and arrogant, and his tiger hissed in our direction. Not that I cared about his tale of ambush against ships of Her Imperial Majesty--we can deal with Heldanners--but I want Lady Abovombe back, unharmed. She is important to my mission. And I might yet pry some information from that pretentious Heldanner. Alphatians have more than one way to skin a cat. Lord Kenju and two of his followers were shown to their cabins while I ordered immediate takeoff. We headed for the south of Vulcania. Soon thereafter, the rakasta army escorted us to the edge of Myoshima's atmosphere. The /Princess/ had no difficulty breaking through Myoshima's skyshield, a much weaker one than that of our world. Soon, Myoshima vanished into the dark, starry sky. /*To be continued....*/ If you have already designed the areas covered by the flight of the /Princess Ark/, simply ignore the information given here (the skyship simply went by, assuming that these areas were already well known to the Alphatians). If you have any comments regarding this column or the D&D game's Known World as designed in the Gazetteers, please send your inquiries to: Bruce Heard, D&D Column, TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A. We cannot guarantee that all letters will get answers, but they will certainly have our attention. Your input into the development of the D&D Known World is welcome. *The Second Moon: Myoshima* Myoshima is a moon orbiting the D&D game's Known World. It is small, with a circumference roughly equal to 3,000 miles. The central core of Myoshima is extremely dense and magical, allowing a gravity comparable to that of the Known World. This moon completes a full revolution around the Known World in three days and twelve hours (or two revolutions per week). Myoshima follows an exact polar orbit above the Known World, so that the moon passes above almost every point on the globe. Myoshima does not have a rotation of its own. One hemisphere (nearside) always faces the Known World, and viewers on the opposite side of Myoshima (farsaide) never see the world they orbit. The pattern of day and night cycles on Myoshima is thus very complex because of the Known World's axial tilt, which provides its seasons. The sun appears to wobble back and forth across the sky over a 3 1/2-day period as it also appears to travel around the Myoshiman globe along a great cycle every 336 days, the Known World's year. (Myoshiman calendars take a year of study to be understood, and its inhabitants have no fixed cycle of wakefulness or sleep.) Nearside usually receives a small amount of light reflected from the Known World. Full daylight on Myoshima is not as bright as on the Known World, being more like twilight. The sky changes color during a "day," ranging from fiery tones at noon to tamer red and purple hues at dusk or dawn. This happens because Myoshima has a light-reflecting shield at the immediate edges of its atmosphere. This shield bends light rays except at the extreme ranges of visible spectrum. In effect, this causes the planet to be nearly invisible from the outside and allows little light to filtern in (only the Known World, the major moon, and the sun can be seen from Myoshima's surface). Myoshima's core generates the light shield's effects. Myoshima is mostly covered by steaming jungles and earthquake-prone volcanic mountains that surround three freshwater seas. Rain clouds cover a third of Myoshima at all times, and precipitation is abundant. The two polar areas of the moon offer at worst a temperate climate. The vast majority of the sentient population is made of various breeds of rakasta (see AC9 /Creature Catalogue/, page 44). Unlike the earthly species, these all have infravision good to 60'. Myoshima is divided into three major political blocks. The largest and potentially most aggressive is the Empire of Myoshima itself, a nation of feudal provinces controlled by daimyos, with a single emperor who rules them all. Next is the nation of Rajahstan, made up of twelve allied realms. Each realm is a sovereign state ruled by holy gurus (who handle law, education, religion, and iternal politics) and maharajahs (who handle the economy, military, and foreign politics). Together these form the Spirigual Council to run Rajahstani affairs as a whole. The third block consists of many loosely allied petty kingdoms and principalities. Among the more prominent territories are Kompor-Thap (a valley of a thousand hidden temples), Selimpore (a mercantile matriarchy), Malacayog (a nation of headhunters), and Surabayang (fierce island pirates). These territories are politically aligned with placid Rajahstan against imperial Myoshima--when they are not fighting each other. Copyright TSR, Inc. All Rights Reserved. Do not repost. ----->8----- [161] -----8<----- The Voyage of the /Princess Ark/ Part 8: Voyaging down under--and inside! How can you land on the South Pole when your world has none? by Bruce A. Heard /This series chronicles the adventures of an Alphatian explorer and his crew as they journey across the D&D(R) Kknown World in their skyship. The information herein may be used to expand D&D campaigns using the Gazetteer series./ From the Journals of PRINCE HALDEMAR OF HAAKEN Lord Admiral of the Mightiest Empire Captain of the Ever-Victorious PRINCESS ARK Imperial Explorer, etc, etc. EIMIR 16, 1965 AY: It was merely a day after we left the moon Myoshima when the alarm was sounded. Five large ships were sailing through space on an intercept course with our /Princess/. They were very close, coming around a small field of asteroids that had shielded them from our view. There was no time for evasive maneuvers. The ships were of a strange build, most of them bearing bird features. The largest of the five, a very large war galley, had an eagle figurehead, and its hull was engraved with golden feathers. Two large eagle claws jutted out on either side of the galley's prow. The vessel bore the banner of a capital ship. Many pennants and main sails revealed a black lion against a white background. Clearly, we had run into the clutches of a Heldannic war fleet. The boltmen raced to their battle stations and braced for combat, while the sailors feverishly prepared the riggings for an imminent boarding. Yet the rakasta Kenju and his two henchmen remained near the center of the deck, calmly observing the proceedings with haughty and arrogant postures. They showed no signs of fear or nervousness. Oddly enough, I soon discovered there was little activity aboard the Heldannic "warbirds"; certainly no Heldannic sailors were preparing for battle. The ships came almost within ramming distance of us--and inexplicably continued full ahead, totally ignoring our potentially doomed /Princess Ark/. I could clearly observe Heldanners moving about their ships, mending sails and scrubbing decks; one of their leaders casually paced the upper deck, mumbling some obscure prayer while picking his nose. They were totally oblivious to our presence! The ships came so close that I could hear an eerie military march emanating from the war galley. I dismissed that as an auditory illusion, and all was fine. The ships sailed on and soon disappeared behind us into the celestial void. Kenju and his henchmen simply returned to their cabins, apparently satisfied and no more surprised at the results than they would have been had they seen another group of asteroids pass by us. Somehow, they had been confident of this event's outcome. I had the chance to observe the Heldannic ships at my leisure as they unwittingly sailed by. The war galley was very heavily armed with catapults and ballistas. I could see metal bolts all along its hull, holding together an ominous coating of metal plates. This ship was not built to fly in the air, like the /Princess/; it would require far too much magic to be worthwhile. I suspect it was built in this airless void with the help of several smaller vessels. Large feathery oars slowly rowed the galley through space, occupying four decks of the ship. The strangest sight, however, were a half-dozen small black boats--for lack of a better term--tethered to poles at the sides and stern of the galley. These were each large enough for one man and had man-made wings and tails like those of ravens. Two rods, probably weapons packed with Heldannic clerical magic, jutted from beneath the wings. Escorting the war galley were four smaller ships, each bearing some resemblance to a vulture. More lightly armed, these lesser ships seemed built more for speed and maneuverability than for heavy assault. From astern, all four ships displayed appropriate birdlike tails. It was not a sight I'll soon forget. EIMIR 17, 1965 AY: Our three rakasta guests haven't come out of their cabins yet. So much the better. At least they haven't interfered with ship's duties. I have begun studying Lord Katayama's monolith. After several hours of experimenting, I determined that the monolith has the ability to bend light around a sphere with a set radius--a sphere large enough to encompass the /Princess Ark/. These are the same properties of Myoshima's core. Smaller fragments of the monolith retain this light-bending power, with areas of effect appropriate to each fragment's size. This explains why the Heldannic fleet ignored the /Ark/, and also why the rakasta felt so obviously secure. The Heldenners simply could not see us! The /Princess Ark/ is practically invisible! This Imperial gift has proven to be a very useful contraption indeed. EIMIR 18, 1965 AY: I observed the stars and their alignment with our world as a means of measuring the speed of the /Princess/. Although it is hardly noticeable to the crew, our speed in the void has varied greatly. It seems that our speed has to do with the proximity of other physical bodies, such as ships on intercept courses, asteroids, moons, or planets. The farther we are from physical obstacles, the greater our speed potential becomes. This is vital for future voyages, since it would enable journeys far from our world and at little risk of smashing into obstacles. In effect, what seems to be "full speed ahead" on our /Princess/ remains a stable constant when we are close to a moon, within our world's skyshield, or within sighting distance of an oncoming ship. Away from celestial bodies, our speed could increase a hundredfold--indeed, perhaps even more. I do not have the means to fathom any conceivable limits. It appears that the constant use of a means of propulsion such as magical power or very fine silk sails increases our speed, especially more so when traveling away from a world. Removing the means of propulsion would not be sufficient to halt the ship, which would instead continue on its course at a constant speed. Inertia remains a definite force in the void. EIMIR 22, 1965 AY: I have finally located Herr Rolf, our fugitive Heldannic knight, several hundred miles ahead of our ship and riding a winged sabre-tooth tiger common to Myoshima. He has put his few hours of lead time to good use. I am now tracking the knight with my /crystal ball/. Straps have kept him on the saddle during the times he has fallen asleep. Herr Rolf is getting very close to our world's great blue skyshield, heading toward the south pole. The /Princess/ is pursuing, following a southerly course slightly above the skyshield. It would be preferable to capture him while the /Princess/ is still in the void, as that would save us the trouble of returning later to complete further studies of this outer space. I would intercept the man myself in normal conditions, but my inexperience in this environment demands that I remain aboard. We will maintain our course and pursue the fugitive. EIMIR 23, 1965 AY: We are finally closing in on Herr Rolf. He is now in visual range of the common crew. It should only be a matter of a few hours before we catch up completely. Unfortunately, I fear that we must soon reenter our world's skyshield, several hundred miles south of the N'djatwaland. We are much too close, and we can feel the effects of the skyshield's pull on the /Princess/. There is no alternative but to carry on. EIMIR 24, 1965 AY: Trickery! I should have known better. As soon as we entered the skyshield, the /Princess/ began a dangerous dive. Every beam and mast of the /Princess/ screamed in the dizzying fall, but the ship managed to progressively alter her course, heading away from the pole. This beautiful ship sensed the danger and acted on her own to save herself and her crew! She barely avoided the worst and landed heavily on a thick snow bank. The truth of our fate became as brutal as a frigid, antarctic wind howling around us in the night. We were stranded without magical power. Herr Rolf is a devil of man. He must have been aware this region was /anti-magical/. Fortunately, the effects were progressive. Herr Rolf perceived he could not escape the /Princess/, as she was much too fast for his winged cat. He had to find a way to escape us. He's probably flapping away on his winged cat even now. His assessment of the /Princess/'s speed was amazingly accurate--a fine mathematician, that knight. He obviously did not waste his time during his journey aboard our ship. I will find Herr Rolf even if I must devote the rest of my life to the endeavor. But the task of saving the crew and the /Princess/ remains a more pressing matter. EIMIR 25, 1965 AY: Something very strange is happening. Night has now lasted far longer than it should, and the sun still has not risen anew. According to tome three of the /Arcanean Worlds/ by the respected sage Nesfutar, complete night never falls upon the frozen lands, and neither does the sun ever rise high above the horizon there. But here, neither the light of the moon nor that of the sun could be sensed at all. The crew was given heavy winter gear and completed repairs of the /Princess/. Fortunately she suffered little damage. We are still stranded in this bleak land of ice and howling winds. Magic of any sort has been totally ineffective. The threatening cover of dark clouds hasn't shown any sign of thinning so far. Snow storms occur with discouraging regularity. I estimate our position is due south of the Vulcanian Coast. The rakasta finally emerged from their cabins, warmly dressed. They had also managed to totally cover their great cats with fur boots and several layers of coats sewn together. Kenju mentioned their cats were used to warm climates and wouldn't last long without protection in these temperatures. I plan to head a scouting party to seek out nativ villages for help, probably to the north--or what I surmise is north. In this kind of weather, I hope the remainder of the crew can survive several days without too many difficulties. After that, I fear the /Princess/ will have to be abandoned. EIMIR 26, 1965 AY: The sun still hasn't returned. After a long discussion with the crew and our feline guests, it seems the best course would be for me to leave with Kenju and Myojo, his first henchman. The cats would be able to smell their own tracks and return to the /Princess/ if we became lost. Traveling in the dark in these conditions--without magic-- seems nearly hopeless. I will be riding the third great cat, while Kenju's other henchman Jiro remains aboard the /Princess/. We would move much faster this way. Talasar argued vehemently against the decision, for I was quite vulnerable without magic and nothing so far could be said abut the rakasta's loyalty. If I did not return within five days, my orders to Talasar were to execute Jiro, abandon ship, and proceed due north the the Vulcanian Line. BURYMIR 1, 1965 AY: Jiro's great cat has proven to be a difficult mount to control, but I've managed well so far. At least we've been blessed by the speed of these animals. We found no villages, and we lost some time hunting seals and polar bears to feed the cats. It was virtually impossible to keep an accurate orientation. The sky remained overcast, masking the stars, and the uselessness of magic still prevailed. In the course of our latest hunting expedition, our mounts followed a scent and stumbled upon the frozen remains of a dead winged cat. This must have been Herr Rolf's mount. /So Herr Rolf is stranded as well!/ His cat did not survive the cold, and without his own clerical magic, he could not heal or revive the animal. Fine; then we know he is close. Fresh prints of Herr Rolf's heavy boots were visible in the snow. According to Myojo, Herr Rolf camped there until recently. Many other footprints and signs of a fight were apparent in the snow, and Myojo concluded the aggressors pursued Herr Rolf back toward the general direction of the /Princess/--or so I judged, compared to our own footprints. Ever since this discovery, Kenju and Myojo have acted even more insolent than usual. Kenju's subordinate was so bold as to even lay a hand on his sword's hilt at my order to set camp. Apparantly, the two wanted to go after Herr Rolf immediately and scorned the task of seeking help for the /Princess/ and the crew. Eventually, Kenju disdainfully nodded his approval. I must use caution while I rest. BURYMIR 2, 1965 AY: My caution paid off. The two rakasta made an attempt on my life during my sleep, but I was expecting a move on their part. Kenju was observing from the other side of the campfire when Myojo suddenly reached for his large bow, on the back of his cat. But I was quicker. There are certain things that wizards do instinctively in the face of danger, things done without thinking. That saved my life. As I uttered the last syllable of the incantation, I suddenly realized the futility of my reaction. I had been powerless for days. But no! Against all hopes, the spell did work! In a split second before the ball of flames flared up, Myojo ducked behind a snow drift, barely escaping a fiery death. His cat wasn't so lucky, however, and it died on the spot. Kenju jumped to his feet, already whirling his katana with blurring speed. But strengthened by my initial success, I drew two wands and roared "Go ahead, kittycat! Come find out if they work!" Instantly circumspect, Kenju hissed at me and lowered his blade. There was no telling if magic would work again. But I won. Myojo crawled out from behind the pile of melting snow, smoking but alive. The two must have thought they could go after Herr Rolf on their own and return back to Myoshima with the Heldanner. That would have gained them great honor and put us in a position of weakness, subjecting citizens of Her Imperial Majesty to ridicule. Fortunately, we must have unknowingly passed the limits of /anti-magic/. Herr Rolf failed to notice it. How ironic. He could have saved his cat after all! That will be his undoing. If only I could get the /Princess/ this far! I have maintained a safe distance from the two rakasta since the incident. They seem to fear my magic and have obeyed my orders--quite reluctantly of course. We followed the natives' footprints toward the ship, with Kenju riding the lead cat. The now charcoal-hued Myojo trotted at his best pace between Kenju and I. I, of course, retained the other great cat--humiliating Myojo even more. I will make the stops as few and as brief as I can. BURYMIR 3, 1965 AY: Today we caught up with the natives. They were elves--but more like savages, I would say. Perhaps these people are the remnants of some forgotten tribe lost in the ice centuries ago, afflicted by this bleak land's /anti-magic/ curse. Over the centuries, these elves must have then sunk into the abyss of barbarity and historical oblivion. But they still remembered how to fight. They came by the dozens, screaming down an icy hill at us. I must say that Kenju and Myojo did wonders, chopping away at the howling mass. I, of course, remained mounted, displaying the most contemptuous and unconcerned attitude possible. I suspected my magic was gone again, as we probably had reentered the /anti-magic/ zone. I would have died in the matter of a cat's eye blink if either rakasta had suspected my renewed weakness. I caught a few increasingly worried glances from a frantic Myojo as a wailing elven savage almost reached me. All of sudden, a huge white monster rose from behind a hill. The thing was a hideous sloth, half the size of the /Princess/ herself and equipped with flesh-rending teeth. It lunged for the savages, ripped two of them apart, and swallowed them in no time. The rest of tribe fled as swiftly as they came. The growling sloth then slowly turned on our party. Kenju and Myojo rapidly executed a strategic retreat, standing behind me. Obviously they expected me to handle the situation. Not knowing what else to do, I remained calm and waited, too. The sloth was poised for attack, staring at me. It hesitated. It sniffed. It snorted. And it relaxed. I noticed that the monster's eyes had the unmistakable flicker of intelligence. As I was thinking this, I was overtaken by a powerful feeling of warmth. It occured to me the sloth was empathic; it could sense my feelings and bare its own to me! Apparently it felt only anger for the elven savages. Elves must have been ancestral hunters of its kind. It did not take long for the beast and I to become attuned to one another. Somehow I managed to make it understand I needed its help, and it shuffled over to me like a huge puppy. Minutes later, I sat on the sloth's furry shoulders. Apparently the two rakasta were oblivious to the sloth's empathic powers. Myojo stood there, open-mouthed, until Kenju slapped him in the face and ordered him to mount my winged cat. We were running short of time. Soon we resumed our journey back toward the /Princess/, along with our fearsome new companion. Herr Rolf would have to wait. BURYMIR 4, 1965 AY: We finally made it back on time to the /Princess/. There was no further hindrance from Kenju. Before leaving our last campsite, however, Myojo bowed deeply and presented me with his katana. He had offered me his loyalty! Aha! I could use this. Of course, Kenju was greatly angered, and the two haven't spoken to each other since then, except for occasional hisses and caterwauls. Our arrival at the /Princess/ created great confusion. My sloth wasn't sighted until the very last moment. Its white fur blended very well with the frozen surroundings. A few dozen crossbow quarrels were about to shoot forth when Talasar recognized me. I ordered Kenju to be sent to the brig. Jiro was to remain in his quarters, under guard. I sent Myojo to separate quarters with his gear, free to roam the ship. BURYMIR 5, 1965 AY: Talasar and I decided to spend more time with the sloth. It had curled up against the /Princess/'s flank like a cub against a she-wolf. We sat next to its chest in the warmth of its fur, while a raging blizzard blanked out the rest of the world. It was clear that the sloth was eager to help. It could not understand the concept of north or south, but I managed to make it feel that we were seeking warmth for the /Princess/. It took some work to set up the next step. The /Princess/ was eventually fitted with outrigger skis to prevent her from rolling on her sides, and the sloth was harnessed to pull the ship. As the /Princess/ slid across the snow, the crew's morale began to improve. Myojo and Xerdon volunteered to mount to the two remaining great cats and scout the surrounding for signs of the elven barbarians. The sloth is moving very fast for its size; I had to stop several times to allow Myojo and Xerdon to catch up and get some rest. We are making great progress over the flat, wind-beaten ice pack, but still no sign of the sun. Why? BURYMIR 12, 1965 AY: Despite our great speed, we have not reached the limit of the /anti-magic/ region. I suspect the sloth has perhaps taken us in a direction other than what we had expected. Despite this, it still communicated to me that it went "toward warmth." I was concerned. For all I know, it may be heading for a volcano, but we are too far into this journey to turn around now. There is no sign of Herr Rolf. Without his magic, he must have starved and frozen to death--or perhaps he was captured by the elven barbarians. We may never know. BURYMIR 19, 1965 AY: The sun still has not returned. I know not what to think. If we were reaching the edge of the frozen lands, periods of day and night would become evident, but this... Darkness has prevailed for days with no sign of change. Yet the sloth does not seem concerned. Polar bears and occasional monstrosities from this dark world of ice have been sighted and hunted down. Unfortunately, none of these creatures has been kept for study. The need for restocking food supplies has remained a constant concern. Heating is an even worse problem. There are few places aboard where fires may be lit, and even fewer things that can be burned. During our occasional halts, the sloth digs through the ice pack to hunt and feed itself. Sometimes it returns with a hunk of whale or a mouthful of walruses. Their fat becomes vital for heating. Xerdon caught two sailors attempting to cut away some of the rigging, hoping to burn that and get some warmth. I loathe the idea of turning the /Princess/ into a mere source of firewood. The two were flogged and thrown in the brig. BURYMIR 26, 1965 AY: The crew is getting very weak, and desperation has affected even the toughest veterans. Food supplies are minimal. Many men are sick with fever, especially among Lady Abovombe's Cestian contingent, who among all the crew have suffered the most from the cold. Discontent among the crew is getting more apparent each passing day. Weapons have been locked in the armory. Only officers, the most trustworthy boltmen, Myojo, and myself are armed. Magic still does not operate. The sloth still does not seem to be affected by the darkness. A late note: A large amount of food has been stolen. The guard was ill and fell unconscious during his watch. No trace was found of the stolen supplies. No doubt the culprits have already devoured it. NYXMIR 05, 1965 AY: Light has begun to return, and just in time. Talasar had major difficulties keeping discipline among the men. Even the Word of Razud brought little strength to his worshipers. A fight broke out, and Talasar barely escaped. The return of the light, as tenuous as it was, calmed the growing psychoses dividing even the oldest of friends. NYXMIR 12, 1965 AY: Indeed the light is increasing, although it has an unusual reddish tint. The ice, the snow, and the skies all range from dep purple to a fiery amber hue, unlike anything we have seen before. The temperature has risen substantially, and wildlife can be found more readily. Morale is improving among the crew, but uncertainty remains. The sloth persisted in its course, probably led by some Immortal will. It had been a month since we left Herr Rolf's tracks. I have no idea where we are. NYXMIR 15, 1965 AY: Two men have been found dead. Both the guard on duty at the supply hold and the watchman at the stern had their heads crushed, each by a single blow. More food supplies were stolen, as well as one of the great cats. It wasn't long before Myojo spotted the cat's footprints. Judging from their depth in the snow, one man with some heavy gear has left the /Princess/, probably with enough food for several days. NYXMIR 16, 1965 AY: NYXMIR 19, 1965 AY: NYXMIR 21, 1965 AY: NYXMIR 22, 1965 AY: NYXMIR 23, 1965 AY: NYXMIR 24, 1965 AY: NYXMIR 25, 1965 AY: /*To be continued....*/ If you have already designed the areas covered by the flight of the /Princess Ark/, simply ignore the information given here (the skyship simply went by, assuming that these areas were already well known to the Alphatians). If you have any comments regarding this column or the D&D game's Known World as designed in the Gazetteers, please send your inquiries to: Bruce Heard, D&D Column, TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A. We cannot guarantee that all letters will get answers, but they will certainly have our attention. Your input into the development of the D&D Known World is welcome. Copyright TSR, Inc. All Rights Reserved. Do not repost. ----->8----- [162] -----8<----- The Voyage of the /Princess Ark/ Part 9 by Bruce A. Heard /This series chronicles the adventures of an Alphatian explorer and his crew as they journey across the D&D(R) Kknown World in their skyship. The information herein may be used to expand D&D campaigns using the Gazetteer series./ From the Journals of PRINCE HALDEMAR OF HAAKEN Lord Admiral of the Mightiest Empire Captain of the Ever-Victorious PRINCESS ARK Imperial Explorer, etc, etc. NYXMIR 26, 1965 AY: NYXMIR 28, 1965 AY: AMPHIMIR 3, 1965 AY: AMPHIMIR 5, 1965 AY: AMPHIMIR 7, 1965 AY: AMPHIMIR 8, 1965 AY: AMPHIMIR 9, 1965 AY: AMPHIMIR 10, 1965 AY: AMPHIMIR 11, 1965 AY: AMPHIMIR 12, 1965 AY: AMPHIMIR 16, 1965 AY: AMPHIMIR 17, 1965 AY: AMPHIMIR 18, 1965 AY: AMPHIMIR 22, 1965 AY: /*To be continued....*/ If you have already designed the areas covered by the flight of the /Princess Ark/, simply ignore the information given here (the skyship simply went by, assuming that these areas were already well known to the Alphatians). If you have any comments regarding this column or the D&D game's Known World as designed in the Gazetteers, please send your inquiries to: Bruce Heard, D&D Column, TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A. We cannot guarantee that all letters will get answers, but they will certainly have our attention. Your input into the development of the D&D Known World is welcome. Copyright TSR, Inc. All Rights Reserved. Do not repost. ----->8----- [163] -----8<----- The Voyage of the /Princess Ark/ Part 10 by Bruce A. Heard /This series chronicles the adventures of an Alphatian explorer and his crew as they journey across the D&D(R) Kknown World in their skyship. The information herein may be used to expand D&D campaigns using the Gazetteer series./ From the Journals of PRINCE HALDEMAR OF HAAKEN Lord Admiral of the Mightiest Empire Captain of the Ever-Victorious PRINCESS ARK Imperial Explorer, etc, etc. AMPHIMIR 23, 1965 AY: AMPHIMIR 24, 1965 AY: AMPHIMIR 25, 1965 AY: AMPHIMIR 26, 1965 AY: AMPHIMIR 28, 1965 AY: ALPHAMIR 15, 1966 AY: ALPHAMIR 19, 1966 AY: ALPHAMIR 20, 1966 AY: ALPHAMIR 21, 1966 AY: ALPHAMIR 22, 1966 AY: ALPHAMIR 23, 1966 AY: ALPHAMIR 24, 1966 AY: ALPHAMIR 25, 1966 AY: /*To be continued....*/ If you have already designed the areas covered by the flight of the /Princess Ark/, simply ignore the information given here (the skyship simply went by, assuming that these areas were already well known to the Alphatians). If you have any comments regarding this column or the D&D game's Known World as designed in the Gazetteers, please send your inquiries to: Bruce Heard, D&D Column, TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A. We cannot guarantee that all letters will get answers, but they will certainly have our attention. Your input into the development of the D&D Known World is welcome. Copyright TSR, Inc. All Rights Reserved. Do not repost. ----->8----- [164] -----8<----- The Voyage of the /Princess Ark/ Part 11 by Bruce A. Heard /This series chronicles the adventures of an Alphatian explorer and his crew as they journey across the D&D(R) Kknown World in their skyship. The information herein may be used to expand D&D campaigns using the Gazetteer series./ From the Journals of PRINCE HALDEMAR OF HAAKEN Lord Admiral of the Mightiest Empire Captain of the Ever-Victorious PRINCESS ARK Imperial Explorer, etc, etc. ALPHAMIR 26, 2000 AY: ALPHAMIR 27, 2000 AY: ALPHAMIR 28, 2000 AY: SULAMIR 1, 2000 AY: SULAMIR 14, 2000 AY: SULAMIR 15, 2000 AY: SULAMIR 19, 2000 AY: SULAMIR 25: 2000 AY: /*To be continued....*/ If you have already designed the areas covered by the flight of the /Princess Ark/, simply ignore the information given here (the skyship simply went by, assuming that these areas were already well known to the Alphatians). If you have any comments regarding this column or the D&D game's Known World as designed in the Gazetteers, please send your inquiries to: Bruce Heard, D&D Column, TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A. We cannot guarantee that all letters will get answers, but they will certainly have our attention. Your input into the development of the D&D Known World is welcome. Copyright TSR, Inc. All Rights Reserved. Do not repost. ----->8----- [165] -----8<----- The Voyage of the /Princess Ark/ Part 12 by Bruce A. Heard /This series chronicles the adventures of an Alphatian explorer and his crew as they journey across the D&D(R) Kknown World in their skyship. The information herein may be used to expand D&D campaigns using the Gazetteer series./ From the Journals of PRINCE HALDEMAR OF HAAKEN Lord Admiral of the Mightiest Empire Captain of the Ever-Victorious PRINCESS ARK Imperial Explorer, etc, etc. SULAMIR 26, 2000 AY: SUDMIR 17, 2000 AY: SUDMIR 19, 2000 AY: SUDMIR 20, 2000 AY: SUDMIR 25, 2000 AY: SUDMIR 26, 2000 AY: /*To be continued....*/ If you have already designed the areas covered by the flight of the /Princess Ark/, simply ignore the information given here (the skyship simply went by, assuming that these areas were already well known to the Alphatians). If you have any comments regarding this column or the D&D game's Known World as designed in the Gazetteers, please send your inquiries to: Bruce Heard, D&D Column, TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A. We cannot guarantee that all letters will get answers, but they will certainly have our attention. Your input into the development of the D&D Known World is welcome. Copyright TSR, Inc. All Rights Reserved. Do not repost. ----->8----- [166] -----8<----- The Voyage of the /Princess Ark/ Part 13 by Bruce A. Heard /This series chronicles the adventures of an Alphatian explorer and his crew as they journey across the D&D(R) Kknown World in their skyship. The information herein may be used to expand D&D campaigns using the Gazetteer series./ From the Journals of PRINCE HALDEMAR OF HAAKEN Lord Admiral of the Mightiest Empire Captain of the Ever-Victorious PRINCESS ARK Imperial Explorer, etc, etc. VERTMIR 11, 2000 AY: VERTMIR 13, 2000 AY: VERTMIR 15, 2000 AY: VERTMIR 16, 2000 AY: VERTMIR 28, 2000 AY: TSALMIR 1, 2000 AY: TSALMIR 2, 2000 AY: TSALMIR 3, 2000 AY: TSALMIR 4, 2000 AY: TSALMIR 5, 2000 AY: /*To be continued....*/ If you have already designed the areas covered by the flight of the /Princess Ark/, simply ignore the information given here (the skyship simply went by, assuming that these areas were already well known to the Alphatians). If you have any comments regarding this column or the D&D game's Known World as designed in the Gazetteers, please send your inquiries to: Bruce Heard, D&D Column, TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A. We cannot guarantee that all letters will get answers, but they will certainly have our attention. Your input into the development of the D&D Known World is welcome. Copyright TSR, Inc. All Rights Reserved. Do not repost. ----->8----- [167] -----8<----- The Voyage of the /Princess Ark/ Part 14 by Bruce A. Heard /This series chronicles the adventures of an Alphatian explorer and his crew as they journey across the D&D(R) Kknown World in their skyship. The information herein may be used to expand D&D campaigns using the Gazetteer series./ From the Journals of PRINCE HALDEMAR OF HAAKEN Lord Admiral of the Mightiest Empire Captain of the Ever-Victorious PRINCESS ARK Imperial Explorer, etc, etc. TSALMIR 8, 2000 AY: TSALMIR 9, 2000 AY: TSALMIR 10, 2000 AY: TSALMIR 11, 2000 AY: TSALMIR 12, 2000 AY: /*To be continued....*/ If you have already designed the areas covered by the flight of the /Princess Ark/, simply ignore the information given here (the skyship simply went by, assuming that these areas were already well known to the Alphatians). If you have any comments regarding this column or the D&D game's Known World as designed in the Gazetteers, please send your inquiries to: Bruce Heard, D&D Column, TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A. We cannot guarantee that all letters will get answers, but they will certainly have our attention. Your input into the development of the D&D Known World is welcome. Copyright TSR, Inc. All Rights Reserved. Do not repost. ----->8----- [168] -----8<----- The Voyage of the /Princess Ark/ Part 15 by Bruce A. Heard /This series chronicles the adventures of an Alphatian explorer and his crew as they journey across the D&D(R) Kknown World in their skyship. The information herein may be used to expand D&D campaigns using the Gazetteer series./ From the Journals of PRINCE HALDEMAR OF HAAKEN Lord Admiral of the Mightiest Empire Captain of the Ever-Victorious PRINCESS ARK Imperial Explorer, etc, etc. TSALMIR 13, 2000 AY: I've entered this day's report from the back of a young sky wyrm. Immediately after the ship started to crumble into pieces, the sky wyrms swooped down and picked up those crewmembers who did not have time to reach the escape rafts. We all watched the /Princess Ark/ tumble down, breaking apart totally. Meryath ordered her sky wyrms to return to their fortress, while she and Talasar followed the wreck in its fall toward the small, nearby world that the sky wyrms call Hakh. She was paying a last homage to her mother's sould. I could not bear the sight of the destroyed ship. TSALMIR 16, 2000 AY: Talasar and Meryath have not returned; they should have been back by now. They sky wyrms are showing signs of irritability. I had to suspect foul play. I had a long talk with Meryath's elder seneschal, Fenroth, and we decided to return to the world where Meryath and Talasar were last seen. TSALMIR 17, 2000 AY: Dense layers of blue clouds covered Hakh; spotting any sign of either Meryath or the wreck was clearly hopeless. We dove toward that perpetually dark world and landed in a dense jungle. Strange, gnarled trees with dark blue leaves and purplish vines seemed to creep away from the magical, golden light that I invoked to show our way. Fenroth growled and hissed impatiently when his huge wings got entangled in the labyrinthine foliage. He soon decided to revert to a rakasta's shape, that of an old one with silver hair and two small fangs protruding slightly under his upper lip. A chilling, oily rain began to come down, turning the ground into a muddy, smelly mire, Fenroth hissed and spat his disgust for this repugnant place. Fenroth said he had heard of hunting tribes in these woods who might help us. He did not know whether they were peaceful or not. We would have to find out. We began our slow trek through the sticky mud and the tangled vines. TSALMIR 20, 2000 AY: It had been raining on and off every hour since our arrival. Both of us were soon unrecognizable, covered almost entirely with mud, leeches, and clouds of tiny flies. Chilled to the bones and exhausted, we were debating on whether or not to leave when my dagger betrayed some danger nearby. I looked but could not see much ahead. All of a sudden, a heavy net fell from the branches above, and I felt ropes tightening around us. A trap! Fenroth snarled and was ready to revert back to his natural form, but I bade him not to, for we would then never find the hunters' village. He hissed to me how foolish that was--and perhaps he was right, for a terrible blow to my head left me unconscious for the remainder of the day. TSALMIR 21, 2000 AY: It was clear these hunters were no friendly folk. Both Fenroth and I were tightly tied up, gagged, and hanging by our feet from a branch. Ignoring a fuming look from Fenroth, I could see that the village consisted of a number of spherical huts hanging from branches, each large enough for one small family. The hunters were tall humanoids, very similar to our hobgoblins but with jet black skin, long blue hair, and white eyes. They wore little more than leather breeches or skin cloaks that still seemed to protect them well from the cold rain. Amazingly, their skins were covered with tattoos that glowed in the dark, producing a strange ballet of monstrous images in the dark distance. At the far end of the village, on the ground, was a huge mound where trees had been cut down and piled up. TSALMIR 22, 2000 AY: /*To be continued....*/ If you have already designed the areas covered by the flight of the /Princess Ark/, simply ignore the information given here (the skyship simply went by, assuming that these areas were already well known to the Alphatians). If you have any comments regarding this column or the D&D game's Known World as designed in the Gazetteers, please send your inquiries to: Bruce Heard, D&D Column, TSR, Inc., P.O. Box 756, Lake Geneva WI 53147, U.S.A. We cannot guarantee that all letters will get answers, but they will certainly have our attention. Your input into the development of the D&D Known World is welcome. Copyright TSR, Inc. All Rights Reserved. Do not repost. ----->8-----