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An Official Dungeons & Dragons Game Supplement
Table of Contents
Introduction1 More About the Shadow Elves12
How to Use This Book1 First Comes Love, Then Comes Marriage12
Other Books of Use1 Then Comes Baby in the Baby Carriage12
Welcome to the Home of the Shadow Elves1 Food for the Body, Food for the Soul12
Rafiel Will Guide Him2 Working for a Living12
History as the Shadow Elves Know It3 The Strength of Rafiel13
The Four Lost Clans4 Travel and Trade13
Geography in General4 Before Deaththe Wanderers13
The Tunnels of the Shadow Elves5 Creating and Playing a Shadow Elf14
A Day in the Lives of the Shadow Elves7 Into the Fray14
Birth? Not Quite Yet!11 Skills for Shadow Elves15
Soul Crystals11 Skill Descriptions17
Special Souls11 The Spells21
The Mark of the Shaman11 Magic Among the Shadow Elves21
The Power of Souls11 New Shadow Elf Spell Descriptions22
Death and the Next Life11 Creating and Playing a Shaman26
The Way of the Shamans11 Shaman Spell Lists by Level27
The Refuge of Stone12 New Shadow Elf Shaman Spell Descriptions27
Credits
Design: Carl Sargent and Gary Thomas Dungeons & Dragons, D&D, and Blackmoor were
Editing: John A. Nephew registered trademarks owned by TSR, Inc. They are now
Product Manager: Bruce Heard owned by Wizards of the Coast.
Coordinators: Karen Boomgarden, William W.
Connors, and Steven E. Schend and indicate trademarks of TSR, Inc./Wizards of the
Cover Artist: Clyde Caldwell Coast. This document has been produced by and for fans
Interior Artist: Stephen Fabian of Mystara, on a strictly non-commercial basis.
Cartography: Dennis Kauth
Typography: Gaye OKeefe Official text files (available at www.wizards.com) were
Text file version adaptation: Roger E. Moore adapted from D&D accessory GAZ13 The Shadow Elves.
PDF editing, layout, cartography and typography: This PDF Version recombines the text files with the
Thorfinn Tait original book, restoring deleted sections and formatting.
3
History as the Shadow Elves Know It
the hardships of cave living, for it was evi- Geography in General so the City of the Stars holds a particular
dently their fate to live forever in the City emotional appeal. Indeed, the infravision
of the Stars and its environs.
Still, some shadow elves are yet hope- T he domain of the shadow elves cov-
ers one of the greatest regions of any
country covered in the Gazetteer series.
of the elves leaves little need for lights
the main reason they are kept is so that
ful that they may be able to return to the the city deserves its name when viewed
surface some day, and certain envoys have If it were suddenly moved to the surface, from the floor of the vast cavern.
quietly been sent to different nations to it would extend from Belcadiz in Glantri, The City of the Stars, however, does
investigate this eventuality. Meanwhile, east to the regions of the Ethengarian not always deserve its name, for its cav-
the shadow elves are not friendly to any Yakuts and the Dwarfgate Mountains, ern is so largeand so warmthat the
visitors to their realm: the approved poli- then south to the Cruth Mountains and centre of the cavern often fills with clouds,
cy is to shoot these enemies first, and ask west in a line below the city of Darokin as and rain falls about once a week. Because
questions later. far as Lake Amsorak. of the peculiar gravity of the place, this
The shadow elves, spread out over their rain falls both directions at the same time.
The Four Lost Clans underground expanse, number about Thunderstorms occur less often, but are
550,000, with more than half of these quite dramatic and seen as a good omen
I n relation to the elves of Alfheim and
other surface lands, the shadow elves
make up all that is left of four clans lost
concentrated in the clans four major cit-
ies.
from the Immortal Rafiel.
The principal feature of the City of
the Stars is of course the Temple of Rafiel,
when Blackmoor was destroyed: the Cele- The City of the Stars built against a face of the cavern on
bryl, the Porador, the Felestyr, and the
Population: 250,000 which is carved the Refuge of Stone, the
Gelbalf. Elves are not a solitary people;
Clan: Celebryl religious text upon which the Way of the
they enjoy the company of others of their
Shamans and all worship of Rafiel is based.
kind. Thus, it is not surprising that these
four clans have gathered into four cities
underground.
T he City of the Stars is the capital and
largest city of the shadow elves, and
an architectural marvel, for it is built on
The Temple of Rafiel almost entirely fills
this niche, with stalactites hundreds of
feet long hanging down nearly to the steps
These four cities are connected by a the ceiling of the largest cavern known to of the temple.
warren of tunnels, opening out into cav- them. The elves thought it a miracle that The temple is built as a series of con-
erns large enough to hold each of the cit- gravity acted in the way that it did in this centric rectangles, with walls sloping in
ies. The tunnels connecting the cities are cavern, and the fortunate discovery of the toward the centre. Any shadow elf is free
not of uniform size, and so most tunnels Refuge of Stone on a cavern wall further to worship at the shrine on the very top of
are designated as allowing travel in only guaranteed its value as the site for a city. the temple, but entering inside is allowed
one direction. In this manner, groups The gravity is in general uniform for only to shamans. Only the highest-level
seldom need to pass by each other in the anyone standing in a particular spot: he shamans have access to the innermost
narrower passageways. The elves have feels firmly attached to the floor below sanctum of the temple.
a certain amount of specialization, so him, and anything he throws up into The Celebryl Air Force is of course
trade between cities is a common activity. the air falls back down to the ground as based in the City of the Stars; its troops
Travelling the wrong direction is seen as a expected. But there are areas of sudden practice manoeuvres daily, swooping their
breach of good manners. More about the gravity shifts along the walls, and a careful large skinwingstremendous flying rep-
tunnel networks connecting the cities can climber will discover that he can ascend tiles similar to winged reptiles of the age
be found below. to what he thought was the ceiling and of dinosaursthrough the air.
While members of a clan live in the city then stand upon it, looking up toward The City of the Stars is directly under-
to which they belong, it is ordinary prac- the floor he was standing on before. It neath Trollhattan, in the Broken Lands;
tice to marry a shadow elf from a differ- is on this ceiling that almost a majority of the water from the citys wells, in fact, is
ent city. The new couple then sets up their shadow elves makes their home. filtered down from Troll Lake more than
home in the brides home city, usually liv- The name of the City of the Stars de- a thousand feet above.
ing near her parents, and sometimes shar- rives from its appearance from the floor
ing quarters with them. The new husband of the cavern in which it is built. The unu-
is considered to belong to his wifes clan sual gravity of the cavern allows a visitor
after the marriage. to stand on the floor of the cavern and
look up at the city, miles above, so far
away that its streetlights and windows ap-
pear to be stars. Somewhere, deep in the
shadow elves racial memories, they recall
the beauty of stars under a summer sky,
4
History as the Shadow Elves Know It
Finally, a few tunnels are filled with blacksmiths and other metal workers, as tunnels can converge more or less in one
molten magma, on its way to becoming well as other types of businesses that need spot. Thus, for example, a wind tunnel,
lava once it reaches a surface and spews a high heat source. Explorations of these lava tunnel, and underground river might
forth from a volcano. Tunnels only par- tunnels, when possible with the assistance create a great quantity of steam that is
tially filled afford opportunity for the of magic, show that most of them end in blown off to some other cave.
shadow elves to vary their diet, for many great lava whirlpools, some leading to Finally, it must be emphasized that
of them contain lava fish, a succulent food the surfacepresumably to a volcano or these tunnels are quite variable in size
prized not only because of its rarity but future volcanoand some leading back some can barely be squeezed through by
also because of its piquant flavour. Lava down into the depths of the world. a young shadow elf, while others can be
rivers frequently become the homes of As can be expected, different types of several miles wide.
6
A Day in the Lives of the Shadow Elves
1 a.m.: Swooping through the black sky,
Teledriel kept his eyes sharp, scanning
this way and that, hunting for his deadly
his child, whether son or daughter, would
be born healthy. Faengloar was only 141
years old, quite young to be having a child.
room toward the main chamber of the
Immortals temple.
10
The Way of the Shamans
T he shadow elves are a quite religious
race, feeling as they do that the con-
Special Souls the shadow elves as the mark of the sha-
man. When such a baby is born, the clos-
tinued existence of their people intimately
depends upon the quality of their rela- I n Rafiels wisdom, he has selected out
certain souls as special. When these are
born, their uniqueness is immediately ap-
est temple must immediately be notified,
and a shaman is sent out to verify the facts
tionship with the Immortal Rafiel. It was of the birth. The child is taken away from
Rafiel, they believe, that led them to the parent. the parents at the age of 10, and reared
City of the Stars and revealed his scrip- Some souls are weaker than others, or from that time on in the clans Temple of
ture, the Refuge of Stone. Nor is Rafiel misbehaved in earlier lives, and must be Rafiel.
any one-shot leader: He has continued kept apart from the shadow elves or prop- Temple training is quite effective in
his mystical presence throughout the his- erly punished to guide them along the bringing about a proper attitude of wor-
tory of the shadow elves, teaching and path that leads to proper behaviour. These ship toward Rafiel; he in his turn rewards
empowering shamans, leading miners to souls are born with tragic, atrocious de- the student with such blessings as are de-
new veins of soul crystals, and in every formities as a sign of their past misdeeds. served: a strong body, a quick mind, an
way ensuring that the shadow elves do In such a case, a shaman leads the eagerness to learn, and the will to survive
not become extinct. parents, together with the infant, on a against overwhelming odds.
journey that might take several days or In the rare case that a youth with the
Birth? Not Quite Yet! weeks. Rafiel guides the shaman on this mark of the shaman does not enter temple
circuitous route, that eventually ends training, or is not consecrated by another
L ife begins at birthor so believe the up in some little-travelled underground
surface dwellers. The shadow elves corridor. There, a short ceremony is held,
know better, for Rafiel has taught them and the baby is abandoned into Rafiels
shaman, the birthmark fades away when
the shadow elf reaches adulthood.
his secrets, the Way of the Shamans. In care. The parents mourn for the expected
fact, the soul of the individual is immortal, death of their infant, but they know that
The Power of Souls
and dwells in a physical form only tempo- Rafiel is just and that its soul will someday
rarilyat most a thousand years. return in another crystal, for no shadow
Where is the soul, then, before it is elf ever truly dies.
F ull training in the Way of the Shaman
includes many powers that can only
be hinted at here. One of these powers is
born into the body of a shadow elf ? And How exactly do these infants die? A the ability to use soul crystals as material
where does the soul go after apparent few might linger for a few days before components of a spell. The shaman, cast-
death? The answers to these two questions passing away from exposure, but this is ing his magic, can intensify it by drawing
give the shamans incredible power. rareafter all, a tender young baby might upon the power of all of the souls con-
hit the spot for some wandering monster. tained within the crystal. Considering
Soul Crystals Cruel? No, for as the shadow elves say, that virtually all elves have some inherent
Rafiel will guide him. ability at magic, and further considering
T he rocks surrounding the habitat of
the shadow elves infrequently yield
forth a particular sort of gema gem The Mark of the
that there might be as many as 100 souls
in a crystal, it is easy to imagine the power
that the shaman has in this regard.
found nowhere else in the world. Rafiel Shaman
has taught his shamans that these gems
are soul crystals, the holders of the race
of shadow elves.
T he second case of unusual birth among
the shadow elves is considered much
more auspiciousthe parents in this case
Death and the Next
Life
Each soul crystal, depending on its size have an opportunity to rejoice over their
and quality, can contain from one to 100 good fortune with considerable pride.
souls. These souls lie dormant as long as These babies show a purplish discol-
W hen a shadow elf dies, his soul re-
turns to a soul crystal to await a new
birth some time in the future. This tempo-
the gem is contained in its original rock ouration of skina birthmarkaround rary resting spot for the soul is determined
formation, but after it is excavated these their eyes and extending up the forehead in whole by the actions of the individual
souls are free to be born. into the hairline. Many of these infants while alive.
When a shadow elf becomes pregnant, also show additional mottling on other The shadow elf who is diligent in obey-
a soul from a nearby soul crystal enters parts of the face, or other parts of the ing the shamans and the revealed truths of
into the woman to await its imminent body, most often the backs of the hands the Refuge of Stone will most likely end
birth. Which soul? From which soul crys- or tops of the feet. These birthmarks are up in a soul crystal currently in use, that is,
tal? These are decisions for Rafiel himself almost always symmetrical in design, a as a shamans amulet or kept carefully in
to make, and those who revere him must definite proof that these disfigurements a temple. Such a soul is liable to be born
of course respect his judgments in all such have not occurred randomly. again soon thereafter, and again live out
cases. These birthmarks are known among the hard life of a shadow elf.
11
The Way of the Shamans
A shadow elf who does not live up to Still, the total number of shadow elves
the standards set by Rafiel, on the other More About is currently about triple the number of
hand, will be sent to a soul crystal still elves in Alfheim.
deep within the rock. Here he must wait, the Shadow
unconscious of his surroundings, until the Food for the Body,
soul crystal is tediously and painstakingly
removed by a shadow elf miner. Only af-
Elves Food for the Soul
ter the soul crystal is excavated and then
blessed at the Temple of Rafiel do its souls
First Comes Love,
Then Comes Marriage
T he Refuge of Stone doesnt teach any-
thing like give us this day our daily
bread, but it does mention food, and the
become eligible for birth.
It is widely believed by most shadow
elves that shamans can communicate with
those departed souls residing in soul crys-
S hadow elves form families much as
surface elves do. Many marriages are
arranged by the parents, with a goal of in-
habits of the shadow elves in this regard
are different enough to bear mentioning.
The Way of the Shamans teaches several
tals, but the shamans do not speak of this creasing the familys wealth or influence. different techniques for food preparation
publicly. The Way of the Shamans is not All marriages are exogamousthat is, the and preservation; this is seen as Rafiels
for every ear to hear, according to the bride and groom must belong to different way of protecting the nascent shadow
elves. clans. The new home is then set up in the elves from newly-encountered poisonous
clan of the bride; the groom is considered substances and also his way of allowing
The Refuge of Stone from that point on to be a member of his the elves to travel far on slim supplies.
brides clan. The typical shadow elf eats only one
13
Creating and Playing a Shadow Elf
Into the Fray elf character who gains the higher level of door.
Experience Points must choose whether Names: Names for shadow elves are
P laying a shadow elf character can be
exciting, for these underground ma-
gicians have different reasons for doing
he wants to specialize as a fighter or as a similar to the names of surface elves. The
magic-user. Virtually all such fighters be- names of various characters mentioned
long to the shadow elf army; magic-users in the book can give you a start; other
what they dothese are not just wood may belong to the army, may be shamans, examples of names can be found in B10
elves dropped into a cave! Still, as far as or may be free lances, working for them- Nights Dark Terror; CM1 Test of the War-
game rules go, some similarities are found, selves or for whomever might wish their lords; CM7 The Tree of Life; GAZ1 The
along with some differences. Look over services. Grand Duchy of Karameikos; GAZ3 The
this material carefully if you want to play As fighters, shadow elves progress past Principalities of Glantri; GAZ5 The Elves
a shadow elf. 10th level with attack ranks (described in of Alfheim; GAZ9 The Minrothad Guilds;
To create a normal shadow elf player the Companion rules/Rules Cyclopedia p. M2 Vengeance of Alphaks; M5 Talons of
character, you need only follow the elf- 106). As magic-users, they may attain new Night; and X11 Saga of the Shadow Lord.
generation rules from the Basic Set or spells of higher levels. (See Table 1.) Shadow elves do not follow the custom
Rules Cyclopedia, noting the following Table 1 combines information for both of use names as described in GAZ5 The
differences: fighting and magic-using shadow elves, Elves of Alfheim.
Physical Description: While popular as the experience points are the same for Clan and City: Every shadow elf
art often depicts surface elves as having a both. However, after 10th level, remem- character has to belong to a specific clan,
faint greenish cast to their skin, it would ber than a character can be progressing which usually determines the city where
be more accurate to say that they are fair- only in one, not the other! If your char- the elf lives. The clan your character be-
skinned. The shadow elves are even paler, acter is progressing as a fighter, you should longs to will change if your character gets
with white hair and very clear eyes, usu- disregard the new spells listed past 10th marriedand could change for other rea-
ally a sparkling blue or gray colour. The level; conversely, if your character is a sons as well.
shadow elves are somewhat smaller and magic-user, you should disregard attack Strongholds: When a shadow elf
thinner than their surface cousins, stand- ranks; your shadow elf will forever fight reaches 9th level, he may build a strong-
ing about five feet tall and weighing about as a plain, 10th level elf. hold in a cave near the shadow elf s do-
100 pounds. Their ears are larger than Special Abilities: Besides their ability mains. Your DM will tell you how to do
those of wood elves, giving the shadow to operate as both fighters and magic- this when your character reaches this level.
elves a sort of walking radar under- users at the same time, elves have natural When a shadow elf does this, he starts a
ground. Shadow elves have high-pitched infravision with a range of 90 feet in the new settlement that would be considered
voicesalmost squeaky to human ears. dark. Also, they cannot be paralysed by to belong (ultimately) to his particular
Minimum Scores and Experience ghouls or other undead, although other clan.
Bonuses: An adult shadow elf character types of paralysis are potent against them. Special Attacks: Shadow elves who
must have a minimum Intelligence score As far as languages go, the shadow elves belong to the army continue to improve
of 9. If both his Strength and Intelligence know their own tongue, their alignment in combat ability for their entire careers.
are 13 or more, he gains an Experience bo- language, and the languages of three of Refer to the table below for details. When
nus of 5%. If his Intelligence is 16 or more, their nearby underground enemies: gnolls, the characters XP total reaches 850,000,
and his Strength is 13 or more, his Experi- orcs, and hobgoblins. The language of the the Combat Options for Fighters (see
ence Bonus is 10%. Different minimums shadow elves is a dialect, of course, of the DMs Companion/Rules Cyclopedia pp.
and bonuses apply to shamans; these are language of the surface elves. Your DM 103-105) are gained. For multiple at-
described below. has more information if your character tacks (if an attack hits with a Hit Roll of
Hit Dice and Levels: Elf hit points are wants to learn the surface language or 2), two attacks are possible at 850,000 XP,
determined on one six-sided die for each communicate with the elves of Alfheim and three attacks at 2,600,000 XP. Four
level, with the normal additions allowed or other regions. attacks per round are never gained by
for high Constitution. Ninth level is the Just like their surface cousins, shadow shadow elves. Smash, Parry, and Disarm
last level in which an elf gains another elves have keen vision, so they are quite options are usable, as described in the
Hit Die. From there on, he gains 2 points adept at finding hidden doors and other DMs Companion/Rules Cyclopedia.
per level with no additional Constitution objects. Whenever an elf tries to find Skills: The optional use of skills, if al-
bonus. something, the DM rolls 1d6 and allows lowed by your DM, is described in com-
Unlike normal elves, shadow elves can the elf to find the object (assuming the plete detail in the following section.
proceed higher than 10th level in fighting elf is looking in the right area) on a roll Magic Levels: It should be pointed
and magical ability, without having train- of 1 or 2. This applies to any shadow elf s out here that the spell levels described in
ing from humans or becoming Treekeep- searching for anythingnot just a hidden this book correspond to the system first
ers (cf. The Elves of Alfheim). A shadow
14
Creating and Playing a Shadow Elf
described in GAZ5 The Elves of Alfheim. Table 1: Shadow Elf Experience, D&D Game
It is a different system from the normal Spells by Spell Level
elf in the rulebooks, with higher possible Level Experience Attack Rank 1 2 3 4 5 6 7 8 9
levels of spells, and more spells to choose 1 0 - 1 - - - - - - - -
from. When rolling up your shadow elf 2 4,000 - 2 - - - - - - - -
character, be sure to check with your DM 3 8,000 - 2 1 - - - - - - -
that he allows this modified magic system 4 16,000 - 2 2 - - - - - - -
for elves. 5 32,000 - 2 2 1 - - - - - -
6 64,000 - 3 2 2 - - - - - -
Skills for Shadow 7 120,000 - 3 3 2 1 - - - - -
Elves 8 250,000 - 4 3 2 2 - - - - -
E ach skill is based on one of a charac- time required for a successful use of a
20 always fails. The higher the successful
ters ability scores (Strength, Intelli- skill. Building a cart may take several days,
roll (so long as it is successful!), the more
gence, Wisdom, Constitution, Dexterity, while identifying a fungus may take only
effectively the skill has been used. The
or Charisma). seconds.
more difficult the task, the more modest
During a game session, the DM may The DM determines the effects of the
the benefits of a successful check.
decide that a characters skill could help successful use of a skill. Your DM may
A roll of 1 is not an automatic success.
him in a situation. Also, the player may rule that successful use of the Boating
When a very difficult task is attempted,
ask the DM to consider whether his char- skill will give advance warning of rapids
the DM may assign penalties to the roll
acters skill might be applicable, but its up in the tunnel ahead, or that it only per-
to reflect the increased difficulty of the
to the DM to decide whether or not this mits the character to deal with the rapids
task. If the task is exceptionally difficult,
is the case. If the DM decides that the use when they are reached, according to cir-
the DM may rule (before the dice are
of the characters skill is appropriate to a cumstances.
rolled) that, although success is remotely
situation, the player is asked to roll 1d20 The DMs ruling is final. If, as a player,
15
Creating and Playing a Shadow Elf
you think a judgment was unreasonable, every four experience levels. Thus, they _____ blank, recording on the line the
discuss it with your DM after the game, get their first skills at 1st level, then a new number of starting skills choices your
with the hope of avoiding misunderstand- skill at 5th level, another at 9th level, an- character received.
ings in the future. other at 13th level, and so on. Below this, write down your characters
Each additional skill choice may be skills. Record the name of the skill, the ab-
Improving Skills used to acquire a new skill or improve an breviation of the ability the skill is based
old skill in the manner described earlier. on, any permanent modifier you have ob-
A characters skill score may be raised
above the ability score that the skill
is based on. To improve a skill score, you
New skills may be drawn from the general tained for the skill by devoting extra skill
skill list or from the craft and profession choices to it, and the correct skill roll you
skills. have with the skill.
must trade in one ordinary skill choice to
Example: Fortanor, a shadow elf of the
increase a different skill score by 1 point. Table 2: Maximum Skills Known, by
Gelbalf clan (Str 13, Int 16, Wis 9, Dex
Such an improved skill is indicated on Character Level
9, Con 11, Cha 10) begins his adventur-
a character sheet by marking the number Level 1: 7 skills ing career. His Intelligence of 16 gets him
of additional points with a plus sign Level 5: 8 skills two extra skills, for a total of seven. He
after the skill name (i.e., Acrobatics +1, Level 9: 9 skills desires to explore the environs of his city
Nature Lore +2, etc.). Improving a skill Level 13: 10 skills by means of the waterways nearby, so he
increases the chance of a successful check Level 17: 11 skills chooses ship building as his craft skill, and
against that skill. Level 21: 12 skills his DM rules that this skill depends on
Other benefits conferred by that skill Level 25: 13 skills Fortanors Intelligence. In order to serve
are not affected. These are permanent Level 29: 14 skills better, he opts to apply two skill choices to
choices; you cannot shuffle skill scores Level 33: 15 skills Helmsman/Captain skill, giving him a +1
after the character starts adventuring.
on his skill checks. He similarly chooses
Skills and the Character other skills that he thinks would be useful
Learning More Skills to his character, and tops off the list with
Sheet
A s time goes by, your character may
gain more skills or improve existing
ones. All characters get a new skill choice
R
Singing, just because he thinks this would
ecord your skills on your character be fun. His character sheet looks like this:
sheet in the following fashion. First
fill in the Number of Skills Choices:
16
Creating and Playing a Shadow Elf
Number of Skill Choices: 7 makes solid, serviceable goods. among attackers in the same group, up to
Ship Building (Int): 16 Use of these skills presumes adequate 10 attackers.
Helmsman/Captain (Int+1): 17 time and access to appropriate tools and Muscle: The knowledge and experi-
Know Terrain (Int): 16 materials. Otherwise, penalties may be as- ence of heavy lifting and hard labour. Your
Danger Sense (Wis): 9 sessed, or a DM may rule that the task is character knows how to direct groups of
Rope Use (Dex): 9 impossible. labourers to make their efforts most ef-
Singing (Cha): 10 fective. He understands the use of sim-
Craft ple machinery like wedges, pulleys, and
Skill Descriptions The ability to make and repair items as- levers. Your character gains a +2 bonus
F ollowing are the skills particularly sociated with your craft, and the ability to to Strength Checks for difficult tasks like
appropriate or useful in a shadow elf evaluate the worth of such items.
campaign, listed according to the abil- Craftsman skills include Armourer,
bending bars or smashing through doors
and walls.
ity score they are based on. This is not a Blacksmithing, Brewing, Bricklaying,
complete list of all possible skills. You may Bowyer, Building, Carpentry, Cobbler, Intelligence Skills
suggest other skills to your DM, and he Cooper, Draying, Engraving, Farming, Acting: The ability to pretend to be some-
may have other skills available for cam- Fletching, Glassblowing, Leatherwork- one else or to show false emotions. Suc-
paign use. ing, Metalsmithing (gold or silver), Min- cessful use of this skill enables a character
Do not overlook the possibility of ing, Pottery, Sculpting, Ship Building, to tell lies over a period of time. This is
skills that are entertaining but useless in Smelting, Stonecutting, Tailor, Tanning, not the same ability as the Charisma skill
the traditional adventurers way of think- Tinkering, Weaponsmithing, and so forth. of stage acting.
ing. Skills can be useful to characters for Some crafts are described in more detail Alchemy: The ability to recognize and
in-session problem-solving, but a skill below. identify common alchemical substances
doesnt have to be useful to be desirable Armourer: The ability to make and and potions.
it can just be fun. Dont hesitate to ask repair leather armour. Higher skill levels Alternate Magics: Basic familiarity
your DM for a skill that might not be very enable the character to make and repair with those magics that are not directly
useful, but which perfectly fits the person- chain mail (+1 skill) and lamellar armour related to standard spellcasting. Includes
ality youve imagined for your character. (+2 skill). knowing magical abilities of well-known
Bowyer: The ability to make bows and Prime Plane and extraplanar monsters,
Craft and Professional arrows. and of Immortal beings.
Skills Ship Building: The ability to build Ancient History: Detailed knowledge
boats and ships, and to keep them in good of the shadow elves history. General
Every shadow elf must have at least one
repair. knowledge of the history of the nations
skill with which he can earn a living; even
of the other races inhabiting the Broken
a shaman must specialize in some trade,
Lands and the surface elves. Vague knowl-
just as any other citizen. Different skills Profession
edge of the history of other surface peo-
make use of different abilities, and some These skills are usually based on Intel-
ples.
can even be variable, depending on the ligence, requiring book learning to
Artillery: Your character understands
ruling of your DM. For example, many become an expert in them. Choose one
and knows how to operate artillery pieces,
crafts can be seen as based on either In- among the following, or invent a new one
including the special gravity artillery in
telligence or Dexterity, depending upon not on this list and convince your DM to
the City of the Stars. A successful check
the degree to which the craftsmanship allow it: Architecture, Banking, and En-
gineering. gives a +2 to hit with such weapons.
approaches the level of artistry.
Boating: The ability to handle small
The craft skills may be included among
boats and barges. Also includes fishing
the Dexterity-based skills because man- Strength Skills
skills. Simple tasks are automatically per-
ual dexterity, patience, and practice are Brawling: This skill allows you to fight
formed with this skill; check only in dan-
important in learning the basics of any crowds using furniture pieces, knocking
gerous or unusual situations.
craft. Alternatively, they may be included attackers off-balance, swinging down
Disguise: The ability to make oneself
among Intelligence-based skills because chandeliers, and so on. Brawling damage
look like someone else. A successful Dis-
training, attention to detail, and proper is not lethal, it just knocks victims uncon-
guise Check by your character is required
planning are important to the end result. scious when reaching 0 HP.
for each character or group of characters
DMs may decide to use both designa- A successful check allows you to dou- that the disguise must fool.
tions in the same campaign. The Intelli- ble damage for each +1 in Strength bo-
The roll is modified according to the
gence-based crafter may make the lovelier nus your character has. Damage is spread
viewers Wisdom bonus or penalty. There-
products, while a Dexterity-based crafter
17
Creating and Playing a Shadow Elf
fore a character with a high Wisdom an area. If any of these are not available, a Tracking: Your character can follow
score has a better chance of penetrating penalty of -4 to -8 may be imposed. tracks. The DM is free to increase or de-
a disguise. Non-elvish Cultures: General knowl- crease the chances of success depending
Helmsman/Captain: The ability to edge of non-elvish races of the Broken on the circumstance (age of the tracks,
handle a larger ship and direct a compe- Lands. Includes incomplete knowledge type of terrain, number of fugitives, etc.).
tent crew. This doesnt include handling of non-elvish customs, methods of war- This skill can also be used to obscure
challenges to a captains authoritya fare, skills with magic, and a very basic tracks made by your character and any
mutiny, for examplewhich would be vocabulary. companions. The difference between the
decided by a Charisma check or use of Orientation in Caves: Used under- number actually rolled and the number
some other appropriate skill (Leadership, ground, when moving on long distances. needed to make the test is used as a nega-
Persuade, etc.). It prevents becoming lost when explor- tive penalty on Intelligences for Tracking
Know Terrain: The knowledge of ing caverns, tunnels, and underground Checks made by anyone trying to follow
the land, water, and environment con- rivers. Orientation in a maze requires a your character.
ditions of a region, such as the under- skill check. For example, Farneal is a wanderer,
ground realm of the shadow elves. This Read/Write Language: Knowledge and fears that she is being followed by
includes knowing the safest or fastest of a written language, either human, a band of hungry orcs. She tries as best
travel routes, pathfinding, local tunnels demihuman, or humanoid. An Intel- she can to hide her trail through the
and waterways, and dangerous environ- ligence Check is required each time an passageways she visits. She has Tracking
mental conditions. Use of this skill in the attempt is made to read or write this skill of 15 and rolls a 5, a successful check.
characters home dominion receives a +2 language. Any tracker following her trail has a -10
bonus. Use of this skill in an unfamiliar Signalling: Enables your character to penalty to his Intelligence for Tracking
but similar setting is at a -2 to -4 penalty. leave messages that can be understood checks.
A beginning shadow elf character cannot only by another Signalling specialist. For
take this skill for any surface region example, unobtrusive stacks of stones Wisdom Skills
such knowledge must be gained in the may be left to warn friendly followers of Animal Training: Choose a particular
course of adventuring! an impending danger. A skilled shadow animal. Your character knows how to
Mapping: Your character does not elf can also leave simple messages, such as, raise, train, and care for this type of ani-
necessarily know how to read and write, troll patrol arriving from north, safe mal. The animal can be taught some very
but he is capable of understanding and place to camp, or go back and warn the simple tricks or simple orders. A check is
making maps. A check is needed for shadow elf army. needed every time the animal is used for
complicated three-dimensional layouts, Communication is also possible using any significant purpose, with a penalty
or to map an area from memory. horns, flags, and light signals. All shadow to the check of -1 per HD of difference
Nature Lore: Knowledge of common elves are familiar with the signals sent by between the trainer and the animal (if
plant and animal life of a familiar locality, the armys horns. the animal is tougher than the trainer).
both domestic and wild. This includes Snares: Building traps to capture Bravery: This enables your character
knowing such things as edible and poi- animals, monsters, or unwanted visitors. to resist the effects of any magical fear.
sonous plants, healing fungi, or signs of A successful check means the trap func- Codes of Law and Justice: Knowl-
unnatural danger like absence of normal tions properly. edge of the laws and moral codes that
plant life, atypical animal behaviour, etc. Survival: This skill enables a shadow govern shadow elf society.
Use of this skill in the characters elf character to find food, shelter, and Cooking: Your character is capable
home dominion receives a +2 bonus. water in the underground realm of the of preparing trania, the specially com-
Use of this skill in an unfamiliar but shadow elves. pressed and reserved food of the shadow
similar setting is at a -2 to -4 penalty. A A successful check indicates that your elves. On special feast days, this skill also
beginning shadow elf character cannot character has found sufficient food for gives the ability of cooking up special
take this skill for any surface region himself and several companions (fungi, delicacies.
such knowledge must be gained in the insects, etc.). Another skill choice is re- Danger Sense: An aptitude for sens-
course of adventuring! quired to find food in a different terrain ing danger or odd situations. A success-
Navigation: The ability to guide a type, including surface areas. ful check means you have detected an
boat or ship to an unfamiliar destination Tactics: The ability to use troops in imminent danger, magical or physical,
or in unfavourable circumstances in the the best possible way. A successful check directed at you. You will not know the
underground waterways of the shadow means your DM will modify the out- nature or the source of the danger. The
elves. Use of this skill presumes posses- come of a confrontation in a reasonable DM will make this check in secret, in-
sion of a map or equivalent knowledge of (and favourable) way. forming you of the result.
18
Creating and Playing a Shadow Elf
Detect Deception: The ability to rec- checks as you normally would. To do so the situation is one of hiding, dodging,
ognize deceptive tricks or behaviours in would mean, absurdly, that a first level or outguessing a pursuer, a successful
an NPC. This does not reveal the truth or shadow elf with a high dexterity could check allows the character to find some
falsity of specific statements nor the mo- be better at a particular task than a full- way to be overlooked.
tivations of the speaker, nor does it reveal time human thiefwith the same dex- Find Traps: The ability to detect traps
the exact nature of the deception. Unlike teritywho had years of experience! In- after observing a corridor or a room; see
the detect lies spell, this skill only warns stead, consider the shadow elf to have the the note at beginning of this section. A
the character to distrust the NPC who is same percentage chance of success using failed check means none of the traps are
trying to deceive him. The character gets that skill as a thief of the same level. If a discovered. The extent of the success in-
no clues about which statements are true shadow elf allots an extra skill slot to the dicates how many traps could have been
or untrue. Successful use of this skill just skill (e.g., Find Traps +1), treat him as found. Another check is needed to set or
indicates that the speaker is intentionally one level higher for the purpose of deter- disarm each trap.
trying to deceive the character. mining his percentage chance of success. Hear Noise: The aptitude of perceiv-
First Aid: The ability to perform sim- ing faint noises, or some detail among a
Alertness: Enables your character to
ple medical aid. A successful check ena- multitude of different sounds, knowing
draw a weapon without losing any time,
bles a character to restore 1d4 hit points their source and nature (see the note at
or to avoid the effects of surprise. A suc-
to any wounded character or creature. beginning of this section). This skill im-
cessful check means your character wakes
This skill may not be used on a wounded proves the Blind Shooting skill (above)
up at the slightest odd noisenot neces-
character or creature more than once per by granting a +1 bonus on a skill check;
sarily a useful ability for spellcasters.
injury. If the character is subsequently or by granting a +1 on THAC0 for a
Blind Shooting: The ability to shoot
restored to full hit points, and is then character shooting in the dark who does
at a target without seeing it (infravision
wounded again, first aid may once again not have Blind Shooting.
has a limited range, after all!) Your char-
be applied. If a 20 is rolled when using Hide in Shadows: As the Thief s abil-
acter must be able to hear the target so its
this skill, 1d4 points of damage are in- ity (see note at beginning of section).
position can be evaluated. A Hit Roll is
flicted on the patient. Horsemanship: Knowledge of basic
needed to hit the target but without the
Natural Healing: Your character is care and feeding of horses, and the ability
normal penalties due to darkness.
knowledgeable in the use of herbal and to control a horse under difficult circum-
Among shadow elves, this skill trained
fungal cures. If you roll a successful Heal- stances. A character can easily recognize
for and is best used with a light crossbow.
ing Check, any character who has been a nag, but buying a suitable mount for a
Other weapons (bows, daggers, hand
poisoned is allowed a second Saving reasonable price requires a minimal skill
axes, artillery, stones, etc.) require a Skill
Throw with a -2 penalty. On a successful check, as will attempting to perform vari-
Check (some with varying penalties, at
check you may also allow characters to ous activities from the saddle. For exam-
the DMs discretion); if it is failed, the
naturally heal damage at the rate of 2 hit ple, most folk can stay in a saddle while a
character suffers the usual penalties for
points per day of total rest. horse is walking, but staying there during
darkness. Blind Shooting can be used in
Teaching: The ability to teach a skill a gallop or a combat is a whole different
conjunction with the Hear Noise skill
most efficiently. A successful check story. To use a weapon, spell, or skill
(see below).
means the apprentice learns the skill with while on horseback, a character must
Climbing: Can be used to climb un-
a permanent +1 modifier, as long as his succeed in a horsemanship check, with
derground terrain with appropriate gear.
final skill score remains at best equal to penalties as the difficulty increases.
A check is needed to climb more danger-
his teachers. Note: No beginning shadow elf char-
ous surfaces, with penalties varying with
acter can have this skillit can be gained
the degree of difficulty (see DMs book).
Dexterity Skills only on the surface, in the course of ad-
Dancing: Just like their surface cous-
Note on Thief Skills: Among the dexterity venturing!
ins, the shadow elves are superlative
skills listed below are several based on the Juggling: A shadow elf with this skill
dancers. This skill confers the ability to
abilities of the human thief class: Escape can juggle three objects of similar shape
move rhythmically and gracefully to ac-
Artist (similar to Pick Locks), Find Traps, and size. A skill check is required to jug-
companying music.
Hear Noise, Hide in Shadows, and Move gle more objects, with a -1 penalty for
Evade: The ability to elude a pursuer.
Silently. This is to allow similar types of every object more than four, or objects
This skill reflects experience in running
characters to develop in shadow elf soci- of varying weights.
away from dangers. Successful use per-
ety (though, obviously, not to the level of Jump: The successful use of this skill
mits (where appropriate) a movement
specialization and skill found among hu- enables a character to leap over obstacles
bonus of +10 feet per round for 10
mans). and leap distances of up to 10 feet, in-
rounds, giving the evader a chance to
For these skills, do not use ability score creased by 10 feet with a running start.
hide or throw the pursuer off his trail. If
19
Creating and Playing a Shadow Elf
Ledge Hopping: Common in under- Constitution Skills lie spell.
ground settings, this skill lets your charac- Drinking: A talent for absorbing alcohol- Gain Trust: The ability to gain the
ter safely hop from one rocky ledge to an- ic beverages without being affected. The trust of an NPC through a combination
other within six feet, and with reasonable first failure means your character is drunk; of courtesy, respect for traditions, knowl-
encumbrance. The skill also enables your he passes out on the second failed check. edge of human and demihuman nature,
character to find the safest, most stable Slow Respiration: A successful check and honourable behaviour. Successful use
ledge on your path. Circumstances may means your character survives in a re- of this skill causes an NPC to accept the
require a check. duced space after a cavern exit collapses. A character as a trustworthy person until
Martial Arts: Choose one style. check is needed for each day of imprison- given solid evidence to the contrary.
Offensive: Allows a PC to add Strength ment, with a cumulative penalty of -1 for In routine situations, a successful use
bonuses to open hand or natural attacks. each day the character has been trapped. of this skill is sufficient. This covers situa-
A successful check doubles damage (bo- The same could be applied to water, with tions like an overnight visit to a roadside
nus not included). a penalty of -1 for each minute of immer- inn, seeking food and shelter at a farm-
Defensive: Permanently improves AC sion. A failed roll means the character suf- stead, etc. In dangerous or threatening
by one, and allows a check to dodge non- focates and dies. circumstances, or if the NPC listener is
magical projectiles. Stamina: The ability to continue ar- hostile or already has reason to distrust
Move Silently: As the Thief s ability duous physical activity for long periods, the speaker, the DM may assess penal-
(see note at beginning of section). and to endure physical hardship. Charac- ties to the check. The DM must examine
Quick Draw: The ability to notch and ter can run twice as long40 rounds, 10 the situation, and may require opposed
fire an arrow with a +2 bonus to Initiative. minuteswithout becoming exhausted Charisma checks between the PC and
Rapid Fire: A successful check enables (see Movement, Basic Player Manual p. the NPC, or opposed checks between the
a character to fire a bow twice instead of 56/Rules Cyclopedia pp. 87-88). He moves Gain Trust skill and the NPCs Wisdom.
once. Each shot is made with a penalty of as though encumbered at one class lower Leadership: Successful use of this skill
-3 to hit. The first arrow is fired according than his actual encumbrance (see the En- adds a +1 bonus to the morale of any
to which side wins initiative, the second cumbered Movement Rates Table, Basic NPCs under the characters control. It
arrow is always fired at the end of the Player Manual p. 30/Rules Cyclopedia may also be used to convince other NPCs
round. p. 88), and receives a +2 bonus on any to follow commands.
Rope Use: The aptitude for making Constitution-based checks concerning Music: Choose one group of related
knots and nets. A check is required to resistance to effects of adverse weather or instruments; groups include stringed
throw a net, a lasso, or a grapple to get a resistance to fatigue from extended peri- instruments, brass, percussion, etc. Like
solid hold on an object or creature. ods of exertion. their surface cousins, the shadow elves are
Skinwing Flying: A shadow elf with skilled musicians.
this skill is able to control and ride a skin- Persuade: The ability to prove your
Charisma Skills
wing. Skill checks are required to control sincerity to NPC listeners. This skill
the monster in dangerous situations or Bargain: A successful check enables a cannot be used to deceive a listener; the
if it gets hit in combat. Failure results in character to get the best deal available speaker must always believe the truth is
the skinwing spinning out of control until for goods, services or information. If two what he says. If the NPC is hostile, or has
a successful Skill Check is made (check characters with this skill bargain against a reason to distrust the speaker, the DM
each round). each other, and both made successful skill may assess penalties of -1 to -8 to the skill
Sound Imitation: Your character can checks, whoever made the lowest roll wins. check.
emulate animal or monster noises to de- The DM may give bonuses or penalties to Singing: The shadow elves have a rich
ceive someone. This skill can be used to either character to reflect the difficulties oral history, with many of their legends
communicate at short range without be- in the bargain to be made. and sagas committed to music. The ability
ing noticed when used with Signalling. Deceive: The ability to persuade a to sing well is highly valued among the
Weapon Mastery: This enables a char- listener of the sincerity of what is said, elves, and is a useful skill to make friends
acter to become skilled with a weapon, as despite the fact that the speaker is lying of strangers in public settings. Related to
described in the Master Players Book un- through his teeth, being insincere, or the Storyteller skill, below.
der Weapon Mastery (pp. 16-17). A skill both. Successful use of this skill causes an Storyteller: The ability to captivate an
choice must be traded in for each subse- NPC to believe an untrue statement or audience when telling stories. It is also an
quent Weapon Mastery level. to accept a misleading statement as hon- ability of shamans versed in the history of
est and sincere. Failure indicates that the the shadow elves.
character stumbles over words or other-
wise sounds unconvincing. This skill will
not stand up to the application of a detect
20
Magic Among the Shadow Elves
M illennia ago, the surface elves de-
veloped their first civilization
upon their skills with magic and combat.
Where these spells have underground re-
strictions, the restriction is noted with a
plus sign (+) next to the spell name. An
Fourth-Level Shadow Elf
Magic-User Spells
Elves learned magic easily, and all elves asterisk indicates a reversible spell. Charm Monster
knew at least some magic. It is said, even Confusion
among the shadow elves, that humans First-Level Shadow Elf Dimension Door
first learned the disciplines of magic from Enchanted Weapon
Magic-User Spells
elves, though this may be simply self-serv- Fear
ing legend-making. Analyse Growth of Underground Animal
Over the years, the shadow elves have Charm Person Hallucinatory (Underground) Terrain
expanded upon the relatively simple spells Detect Magic Massmorph
that they knew when they first travelled Faerie Fire Polymorph Others
underground. Because of the subterrane- Faerie Lights Polymorph Self
an environment in which they were devel- Fellowship Remove Curse*
oped, these spells often have differences Locate Summon Underground Animals
from their surface counterparts. Longstride Wizard Eye
There is no limit to the progress in mag- Magic Missile
ic that a shadow elf can make, if he elects Precipitation+ Fifth-Level Shadow Elf
to be a magic-user rather than fightera Protection from Evil Magic-User Spells
shadow elf can exceed the 10th level of Read Languages
Read Magic Conjure Elemental
experience and accordingly gain in power.
Ventriloquism Contact Outer Plane
For more information, see Hit Dice and
Watcher Dissolve*
Levels, earlier in this booklet.
Feeblemind
Second-Level Shadow Elf Magic Jar
The Spells Pass-Wall
Magic-User Spells
T he shadow elves have their own higher
magical system which is similar to that
of human wizards, but reflects their habi-
Detect Invisible
Entangle
Rock Door
Telekinesis
Teleport
tat of living undergroundsome spells ESP* Transmute Rock to Mud
are useless in the environment of the shad- Invisibility Wall of Stone
ow elves, and so were never discovered. Levitate
The use of numbered levels can be con- Locate Object Sixth-Level Shadow Elf
fusing here. A 20th level shadow elf has Mirror Image Magic-User Spells
three 9th level spells, while human magic- Phantasmal Force
users do not gain 9th level spells until they Produce Fire Anti-Underground Animal Shell
reach 21st level. However, an examination Web Anti-Magic Shell
of the Experience Points involved shows Geas*
that a shadow elf of the 10th level has Third-Level Shadow Elf Lower Water
to have earned almost as many XP as a Move Earth
Magic-User Spells
human wizard of the 28th levela level Pass Rock
Clairvoyance Projected Image
which has four 9th level spells and many
Dispel Magic Stone to Flesh*
more lesser level spells.
Fly Transmute Rock to Lava
Spells in italics have detailed descrip-
Haste* Weather Control (City of the Stars only)
tions below; others are identical to the
Hold Underground Animal*
magic-user spell of the same level and can
Hold Person* Seventh-Level Shadow Elf
be found in the various D&D rulebooks.
Invisibility 10' Radius Magic-User Spells
The shadow elves live in an under-
Protection From Evil 10' Radius
ground environment, and their available Create Normal Creatures
Protection From Normal Missiles
spells reflect that fact. Detailed spell de- Lore
Speak with Underground Animals
scriptions explain many of the restrictions Lower Lava
Water Breathing
imposed by the underground environ- Magic Door*
ment, but many spells are so like surface Mass Invisibility*
spells that they are not fully described here. Reverse Gravity
21
Magic Among the Shadow Elves
Rock of the actual number, etc. friend and assist him in any way they can.
Teleport Object Those who do not fail the Saving Throw
Transport Through Rock Faerie Fire are uneasy in the casters presence and
Turn Rock Range: 60 tend to find him or her irritating. This
Duration: 1 round per level of caster spell has no effect on creatures of animal
Eighth-Level Shadow Elf Effect: Illuminates creatures or objects intelligence or lower. It also has no effect
Magic-User Spells With this spell, the shadow elf can outline on Charisma-based skills.
Dance one or more creatures or objects with a
Locate
Force Field pale, flickering, greenish fire. The fire does
Range: 0 (shadow elf only)
Mass Charm* not inflict any damage. The objects or
Duration: 6 turns (1 hour)
Metal to Rock creatures need only be detected in some
Effect: Detects one animal or plant with-
Mind Barrier* way (such as by detect magic) to be the
in 120
Permanence object of this spell. All attacks against the
Polymorph Any Object outlined creature or object gain a +2 bo- This spell allows the shadow elf to sense
Symbol nus to Hit Rolls, as it is more easily seen. the direction of one known normal ani-
Travel The elf can outline one man-sized creature mal or plant. The elf can locate (similar
(about 12 of fire) for each 5 levels of ex- to the locate object spell) any normal or
Ninth-Level Shadow Elf perience. Thus, at 20th level, 48 of fire giant-sized animal, but not fantastic crea-
can be produced (outlining one dragon- tures, plant monsters, nor any intelligent
Magic-User Spells sized creature, two horse-sized, or four creature or plant. He must name the exact
Contingency man-sized creatures). type of animal or plant, but does not need
Gate* to see the specific one he wishes to locate.
Heal Faerie Lights The animal or plant gets no Saving Throw.
Immunity Range: 40 plus 10 per level (This spell is most often used to find spe-
Maze Duration: 2 rounds per level cial plants.)
Shapechange Effect: Illuminates an area
Sword Longstride
This spell creates from one to four lights
Timestop Range: 0 (touch)
which resemble either torches or lanterns
Wish Duration: 5-8 hours
and cast up to the same amount of light.
Effect: Doubles normal movement speed
The actual intensity of the light can be
New Shadow Elf Spell varied by the caster at any time he spends The longstride spell enables the shadow
Descriptions a round concentrating. The caster must elf or other recipient of the spell to move
create the lights where he can see them; he at twice normal ground speed (walking)
First-Level Spell can then move the lights anywhere within for 1d4+4 hours without tiring, or run
Descriptions his range, even if they pass out of his vi- normally for the same amount of time
sion (such as around a corner). He cannot without tiring. However, after this the
Analyze
move them through solid objects. recipient must spend the same amount
Range: 0 (Touch only)
This spell is frequently used by shadow of time resting, as well as drinking plenty
Duration: 1 round
elves to mislead parties of orcs who come of liquids and eating heartily. If he does
Effect: Analyzes magic on one item
too close in a cavern or passageway. not rest, he loses 2-8 Constitution points.
A shadow elf using this spell can handle These are recovered by rest at the rate of
one item and learn the enchantment on Fellowship 1d4 days per point, and only after he has
it. Helms must be put on, swords held Range: 0 (shadow elf only) spent time resting and drinking and eat-
in hand, bracelets put on wrists, etc. Any Duration: 1 round per level ing, as noted above. Only bipedal humans
consequences of this action fall upon the Effect: Increases charisma and demihumans are affected by this spell.
elf, as usual, though he or she gets the This spell causes the shadow elf to gain
usual saving throws. The elf has a chance either a temporary increase of 2-8 points
of 15% plus 5% per magic-user level of de- in charisma in the eyes of the target, or
termining one characteristic of the item, a loss of 1-4 points if the target makes a
or of whether the item has no magic at all. Saving Throw versus Magic. All those fail-
The determination is not exact. Pluses on ing the Saving Throw are very impressed
weapons can be characterized as many or by the caster and desire greatly to be his
few, charges can be estimated within 25%
22
Magic Among the Shadow Elves
Precipitation Second-Level Spell Third-Level Spell
Range: Special Descriptions Descriptions
Duration: 1 round per level
Effect: Creates light rain in 30 + 10 per Entangle Hold Underground Animal*
level diameter area Range: 30 Range: 180
Duration: 1 round per level Duration: 1 turn per level of caster
This spell takes all the water vapour in the Effect: Controls ropes Effect: Paralyzes several animals
area of effect and turns it into a light rain.
Note that a low-level shadow elf would be This spell allows the shadow elf to use any
caught within the effect of his own spell rope-like object of living or once-living This spell will affect any normal or giant-
because of the short range. material (roots, vines, leather ropes, plant- sized underground animal, but will not
Except when used by high-level elves, fibre ropes, etc.) to behave as he orders. affect any fantastic creature, nor one of
the principal effect of this spell is to About 50 of normal 1/2-inch diameter greater than animal intelligence. Each vic-
dampen clothing, film solid rock floors vine plus 5 per level of caster can be af- tim must make a Saving Throw vs. Spells
with water (making footing uncertain), fected. The commands to be given under or be paralysed for 6 turns. The shadow elf
water plants, and snuff out fires. The rain an entangle spell include: coil (form a neat can affect 1 Hit Die of animals for each
turns into obscuring fog of double its nor- stack), coil and knot, loop, loop and knot, level of experience, ignoring pluses to
mal area when it hits fire magic (such as a tie and knot, and the reverses of all the Hit Dice. For example, a 20th-level elf
wall of fire). If the weather is below freez- above. The vine or rope must be within could cast the spell at 10 giant toads (2+2
ing, the rain turns into sleet (between 31 1 foot of any object it is to coil around or Hit Dice each). Note that the spell can
and 33 degrees F) or snow (30 degrees F tie up, so it must often be thrown at the affect summoned, conjured, or control-
and below ). target. The affected vine can be handled led animals.
Magical cold (such as an ice storm) ap- by the target as it would any other entan- The reverse of the spell, free under-
plied to the result of the precipitation gling object. ground animal, removes the paralysis of
turns it into ice. up to 4 victims of the normal form of the
Within the domains of the shadow Produce Fire spell (including one cast by a cleric). It has
elves, this spell can be cast only in the cav- Range: 0 (shadow elf only) no other effect.
ern which contains the City of the Stars; Duration: 2 turns per level
this spell cannot be used on the surface. Effect: Creates fire in hand Speak with Underground Animals
This spell causes a small flame to appear in Range: 0 (shadow elf only)
Watcher the shadow elf s hand. It does not harm Duration: 6 turns
Range: 10 the caster in any way, and sheds light as if a Effect: Allows conversation within 30
Duration: 2-8 turns plus 1 turn per level normal torch. The flame can be used to ig- When this spell is cast, the shadow elf
Effect: Plants or animals give warning nite combustible materials touched (lan- must name one type of underground
When the watcher spell is cast, the shadow tern, torch, oil, etc.) without harming the animal (such as normal bats, lizards, etc.)
elf causes a specific plant or local animal magical flame. While holding the flame, For the duration of the spell, the elf may
to react to the presence of any living crea- the caster can cause it to disappear and speak with all animals of that type if they
ture bigger than a rat, i.e., anything larger reappear by concentration once per round, are within 30; the effect moves with the
than about one-half cubic foot in volume until the duration ends. Other items may caster. Any normal or giant forms of ani-
or than about 3 pounds in weight. As be held and used in the hand while the fire mals (including underground mammals,
soon as any living creature steps past the is out. If desired, the fire may be dropped insects, birds, etc.) may be spoken to, but
plant or animal, touches it, or otherwise or thrown to 30 range, but disappears 1 intelligent animals and fantastic creatures
disturbs it, the plant or animal emits a round after leaving the elf s hand. are not affected. When there exist both
loud keening sound which can be clearly normal and giant forms, only one type
heard within a 60-foot radius (subtract (either normal or giant) may be named.
10 for interposing doors, 20 for thick The creatures reactions are usually favour-
walls). The sound lasts for one round, able (+2 bonus to reaction roll), and they
then subsides. Undead do not cause the may be talked into doing a favour for the
spell to function, but invisible creatures shadow elf if the reaction is high enough.
do. Flying and levitating creatures at- The favour requested must be understood
tempting to pass over the watcher within by the animal, and must be possible for
the radius are also discovered. the creature to perform.
23
Magic Among the Shadow Elves
Seventh-Level Spell cific known rock elsewhere. After cast- Eighth-Level Spell
Descriptions ing the spell, the elf magically enters the Descriptions
nearby rock and steps out of a rock at the
Lower Lava destination (the exact rock determined Metal to Rock
Range: 240 randomly if not specified). There is no Range: 120
Duration: 10 turns limit to the range, but the rocks must be Duration: Permanent
Effect: Cuts depth to 1/2 normal on the same Plane of Existence. The caster Effect: Changes metal into rock
This spell will affect an area up to 10,000 immediately appears at the new location. This spell can be used to change any metal
square feet. At the end of the duration, The caster can transport two additional, item or items into rock. The amount that
the lava moves back into the area, some- willing creatures. can be transmuted is 50 cn per level of the
times causing lava waves that otherwise caster. Any magical item is 90% resistant
would not naturally occur. Turn Rock to the magic. The effect is permanent, and
Range: 30 cannot be changed back with a dispel mag-
Rock Duration: 1 turn per level of caster ic spell. Any armour changed to rock falls
Range: 0 (shadow elf only) Effect: Pushes all stone items away off the wearer and any weapons affected
Duration: 2 turns per level of caster This spell creates an invisible wave of force, turn to non-magical stone clubs.
Effect: Allows caster to turn to stone 120 long and 60 tall. Its midpoint can
Polymorph Any Object
This spell allows the shadow elf to change be created anywhere within 30 of the
Range: 240
into a rock, along with all non-living caster. This wave of force then immedi-
Duration: See below
equipment carried, up to once per round ately moves in one horizontal direction,
Effect: Changes form of one object or
(to or from rock form) for the duration of as specified by the caster, at the rate of 10
creature
the spell. The caster can concentrate on per round. If desired, the force wall can be
other spells while in rock form. Although stopped at any time, but cannot thereafter This spell is similar to the 4th-level poly-
this spell does not give immunity to Turn be moved. morph other spell, except that any object
to Stone effects (from the attack of a gor- All stone objects contacting or contact- can be affected. If the object is part of a
gon, for example), the caster may simply ed by the wave of force become stuck to it greater whole (such as a section of wall),
turn back to normal form one round after and move with it. The wave of force con- up to a 10 x 10 x 10 volume can be
becoming petrified. tinues moving until the maximum range polymorphed. A creature may avoid the
While in rock form, the elf is Armour (360) is reached, and stops there for the effects if a Saving Throw vs. Spells is made,
Class -4, but cannot move. The rock can- remainder of the spell duration. The items but with a -4 penalty to the roll.
not be damaged by cold or fire (whether caught are not harmed by the effect, but There are three basic kingdoms of
normal or magical), or by normal weap- cannot be used while trapped in it. all thingsanimal, vegetable, and min-
ons. The rock need not breathe, and is thus Once created, the wave of force does eral. If an object is polymorphed to one
immune to all gas attacks, drowning, etc. not required concentration. However, the of a nearby kingdom (animal-vegetable,
Magical weapons and other spells (such as caster may cause it to vanish before the vegetable-mineral), the duration is 1 hour
lightning bolt) can inflict normal damage. duration ends by concentrating for one per level of the caster. If the change is from
If a fire or cold spell is cast at the elf while round. animal to mineral (or the reverse), it lasts
in normal form, the character need only This spell has many useful applications for 1 turn per level of the caster. If no
win the initiative (through the standard in cleaning up a cave area. However it will change in kingdom occurs (for example,
roll) to turn into a rock before the attack- not move permanent constructions (such if a creature is polymorphed into some
ing spell strikes. The caster receives +2 to as buildings) or other secured objects other creature), the change is permanent
initiative if planning to change form that (such as stalagmites or stalactites). until removed by a dispel magic spell at
round. normal chances for success.
Note that creatures created by means of
Transport Through Rock this spell are not automatically friendly. A
Range: Infinite polymorph cannot affect a creatures age
Duration: Instantaneous or his points. (See the 4th-level polymorph
Effect: Long-range teleport self and polymorph other spells for other
This spell may be used once per day at guidelines.)
most. The shadow elf must be near a rock
of any sizenot a cavern walland must
choose either a general location or a spe-
25
Magic Among the Shadow Elves
Ninth-Level Spell playerswith a quest adventure to realize level, and she is allowed into lower lev-
Descriptions this goal. Over a career, a shaman might els of the Temple of Rafiel. These will be
acquire many of these holy gemsif the revealed to you by your DM as the time
Sword character is true to the Way of the Sha- comes.)
Range: 30 man, and if Rafiel guides her! Clan and City: Distinctly unlike other
Duration: 6 rounds + 1 per level of caster shadow elves, a shaman is said to be clan-
Effect: Creates sword of force Details... lessshe serves all shadow elves. In prac-
tice a shaman of course makes her home
T
This spell allows the shadow elf to create a o create a shaman shadow elf player
shimmering sword-like blade of force. The in a certain city, and typically that is the
character, follow the rules for creating
elf is able to wield this weapon as if he or city of the clan of her parents. Shamans do
an elf given above, noting the following
she were holding it. An elf cannot both not often marry, not because there is any
differences for shamans:
fight with this sword and fight with other prohibition against it, but just because
Physical Description: As already
weapons, but it will just hang in space if their many responsibilities would get in
noted, all shadow elf shamans have the
the elf must neglect it for a few rounds to the way of a settled, normal family life. In
mark of Rafiela purplish birthmark
handle something else. It has no bonuses, fact, because a shaman is clanless from
that extends over the forehead and eyes,
but can hit any sort of opponent, even birth, she may even marry someone from
and sometimes other parts of the face, in
those normally struck only by +3 weap- her parents clan. If a male shaman does
a symmetrical design. Examples of these
ons. It hits any Armour Class on a roll of marry, he does not necessarily move to the
marks can be found on the cover of this
19 or 20. It inflicts 4-24 points of damage city of his bride. Usually it is dictated by
book.
and lasts until the spell duration expires, a the needs of the shadow elf people (i.e.,
An unusually high percentage of shad-
successful dispel magic is cast on it, or the where he is needed for a temple, etc.).
ow elf shamans are femaleabout 70%
caster no longer wants it. This sword can Temples: When a shaman reaches 9th
so you might consider playing a female
be used for any special manoeuvres, just level, she may build a Temple of Rafiel in
character, too, if you are interested in
as a normal sword can. a cave near the shadow elf s domain. Your
playing a shaman.
DM will tell you how to do this when you
Minimum Scores and Experience
Creating and Playing a reach this level. When a shaman does this,
Bonuses: Besides the normal minimum
she starts a new settlement that would be
Shaman Intelligence score of 9, a shaman must
considered to belong (ultimately) to her
also have a Wisdom score of at least 9. If
S hamans among the shadow elves hold
an elevated status, being the worldly
representatives of the Immortal Rafiel.
both her Wisdom and Intelligence are 13
or more, the shaman gains an Experience
particular clan.
Special Attacks: Shaman characters
are not allowed to improve in combat
Being a shaman is no small task, so Rafiel bonus of 5%. If her Wisdom is 16 or more,
ability past the 10th level of experience,
chooses those souls he wishes to be his and her Intelligence is 13 or more, her Ex-
nor are they eligible to use the Combat
shamans, and marks them in his own perience Bonus is 10%.
Options for Fighters or multiple attacks.
special way. There is no other way to be- Special Abilities: The main special
Level Advancement: The Experience
come a shamanif the mark is there, the ability of the shadow elf shaman (besides
Points gained by a shaman character must
character is eligible for training, but if the those abilities that all shadow elves have)
be split between her normal advancement
mark is missing, the shadow elf is out of is the powerful spells that Rafiel grants.
and the additional XP needed to advance
luck. If you wish your PC to be a shaman, These make the shaman a powerful force
as a shaman. The player can divide these
then she has a mark like this. against those outsiders who would in-
points as she wishes, but the level of sha-
Shamans are elves, so they have the nor- terfere with the happiness of the shadow
man can never exceed the regular level.
mal abilities of fighting and spellcasting as elves. No spell can be granted, or subse-
Also, notice that to become a 1st-level
other elves, but in addition they receive quently cast, unless the character is in pos-
shaman requires 2,000 XP. The character
shaman spells much as human clerics do. session of a soul crystal of the appropriate
must adventure for a while as a 1st-level
Naturally, level advancement level takes size and quality. For example, some soul
shadow elf to earn these points; only after
longer for a shaman because of her extra crystals are first-level crystals; a shaman
she has achieved them is she invested as a
responsibilities and powers. having one of these could meditate and
shaman of Rafiel.
Besides the special birthmark signify- receive first-level spells, and cast these, but
Spells: Shaman spells are gained the
ing the characters status, each shaman, could not receive any higher spells. The
way clerics gain their spells: The character
before she is qualified to receive spells, first soul crystal your shaman finds will
meditates and Rafiel grants the spells that
must acquire a soul crystal. When your most likely be one of these. When you
Rafiel thinks the character has earned.
character is ready for this step, your DM are ready to cast higher-level spellstime
will provide youperhaps with other for another quest! (Other special abilities
will be gained as the shaman advances in
26
Magic Among the Shadow Elves
Table 3: Shadow Elf Shaman Experience, D&D Game Sixth-Level Shadow Elf
Additional Shaman Spells by Spell Level Shaman Spells
Level XP 1 2 3 4 5 6 7
1. Control Destiny
1 2,000 1 - - - - - -
2. Cure Critical Wounds
2 3,000 2 - - - - - - 3. Dispel Evil
3 4,000 2 1 - - - - - 4. Raise Dead
4 8,000 2 2 - - - - - 5. Stone to Flesh*
5 16,000 2 2 1 - - - - 6. Truesight
6 32,000 3 2 1 - - - -
7 60,000 3 3 1 - - - - Seventh-Level Shadow Elf
8 125,000 3 3 2 - - - -
Shaman Spells
9 200,000 3 3 2 1 - - -
10 300,000 4 3 2 1 - - - 1. Creeping Doom
11 425,000 4 4 2 1 - - - 2. Delayed Blast Fire Ball
12 550,000 5 4 3 2 - - - 3. Discharge Soul Power
13 675,000 5 4 3 2 1 - - 4. Earthquake
14 800,000 5 4 4 3 1 - - 5. Raise Dead Fully
15 925,000 6 5 4 3 2 - -
16 1,050,000 6 5 4 3 2 1 - New Shadow Elf
17 1,175,000 7 5 4 4 3 2 - Shaman Spell
18 1,300,000 7 6 4 4 3 2 - Descriptions
19 1,425,000 7 6 5 4 3 2 1
20 1,550,000 8 6 5 5 4 2 1 First-Level Spell
21 1,675,000 8 7 5 5 4 3 2 Descriptions
22 1,800,000 8 7 6 5 4 3 2
Ceremony
Notes to Table 3 Range: Touch
125,000 XP per level after level 22. Duration: Permanent
Maximum shaman spell ability is gained at level 22. Effect: Consecrates one creature, item, or
area
Shaman Spell Lists by Third-Level Shadow Elf This is a multi-purpose spell that shamans
Level Shaman Spells perform as part of a process to guide an-
other elf through some part of his or her
1. Fire Ball life. The ceremonies involved include:
First-Level Shadow Elf 2. Heat Metal Adopt: A ceremony that transfers a
Shaman Spells 3. Obscure shadow elf (and, on rare occasion, a hu-
1. Ceremony 4. Protection from Poison man or other demihuman) from one clan
2. Command Word to another. The shaman performing the
3. Purify Food and Water Fourth-Level Shadow Elf ceremony must be of a level at least equal
4. Resist Cold Shaman Spells to the adoptees. This ceremony is part of
1. Control Temperature 10-Foot Radius any marriage, moving the groom to the
Second-Level Shadow Elf 2. Cure Disease clan of the bride.
Shaman Spells 3. Lava Breathing Anathematize: A ceremony performed
4. Wall of Fire when an elf has reached the age of 800
1. Cure Light Wounds years and must now be banished as a wan-
2. Detect Danger derer.
3. Know Alignment* Fifth-Level Shadow Elf
Consecrate: This ceremony has two dif-
4. Predict Weather Shaman Spells
ferent uses among the shadow elves. The
5. Resist Fire 1. Call Upon Souls first allows the shaman to dedicate an area
6. Silence 15-Foot Radius 2. Cure Serious Wounds of ground to the building of a Temple of
3. Insect Plague Rafiel, and dedicates certain implements
4. Neutralize Poison for that building.
27
Magic Among the Shadow Elves
The second use of this spell allows the Resist Cold (or claimed by) the shadow elves; else-
shaman to dedicate an area of a cave for Range: 0 where, the duration is half normal (i.e.,
the mining of soul crystals, and dedicates Duration: 6 turns three turns).
certain implements for that mining. Effect: All creatures within 30
Invest: A ceremony that is performed Know Alignment*
When this spell is cast, all creatures within
when a shadow elf becomes a shaman. Range: 10
30 of the shaman can withstand freezing
Duration: 1 turn
temperatures without harm. In addition,
Command Word Effect: Tells alignment of target
those affected gain a bonus of +2 to all
Range: 10
Saving Throws against cold attacks. Fur- This spell enables the shaman to exactly
Duration: 1 round
thermore, any damage from cold is re- read the alignment aura of a personhu-
Effect: One creature
duced by -1 per die of damage (but with man, demihuman, or nonhuman. Up to
This spell allows the shadow elf to utter a a minimum of 1 point of damage per die). 10 persons can be examined with this spell.
command of one word. The word must The effect will move with the shaman. The reverse of this spell makes anothers
be in a language that the recipient is able know alignment spell react as if the target
to understand. The recipient obeys to the Second-Level Spell is the same alignment as the examiner;
best of her ability as long as the command Descriptions this effect lasts for one turn.
is clear and unequivocal. A command to
Die! would make the recipient faint for Cure Light Wounds* Predict Weather
a round, but there would be no other Range: Touch Range: 0 (shaman only)
harmful effect (unless, of course, she was Duration: Permanent Duration: 12 hours
walking a high wire at the time). Typical Effect: Any one living creature Effect: Gives knowledge of coming weath-
command words include halt, back, run, This spell will either heal damage or re- er
go, surrender, etc. move paralysis. If used to heal, it will cure This spell enables the shaman to learn the
Undead are not affected by a command 2-7 (1d6+1) points of damage. It will not accurate weather to come for the next 12
word. heal any damage if used to cure paralysis. hours. It affects an area 1 mile in diam-
Creatures with an Intelligence of 13 The shaman may cast it on himself (or eter per level of the shaman; for exam-
or more and creatures with 6 or more hit herself ) if desired. This spell will never ple, a 20th-level shaman would learn the
dice or experience levels are entitled to a increase a creatures total hit points above weather within a 10-mile radius. The spell
Saving Throw vs. Spells. Creatures who the original amount. does not give any control over the weather,
meet both qualifications do not get two merely predicting what is to come.
saving throws. Detect Danger
Range: 5 per level of caster Resist Fire
Purify Food and Water Duration: One hour Range: 30
Range: 10 Effect: Reveals hazards Duration: 2 turns
Duration: Permanent Effect: One living creature
Effect: Makes food and water safe to con- This spell combines some effects of detect
sume evil and find traps. While it is function- For the duration of this spell, the recipi-
ing, the shaman can concentrate on places, ent cannot be harmed by normal fire and
This spell will make spoiled or poisoned objects, or creatures within range. A full heat. The recipient also gains a +2 bonus
food and water safe and usable. It will round of concentration is needed to ex- on all Saving Throws against magical fire
purify one ration of food (either Iron or amine one square foot of area, one crea- (dragons breath, fire ball, etc.). Further-
Standard rations), or six waterskins of ture, or one small object (a chest, weapon, more, damage from such fire is reduced
water, or enough normal food to feed a or smaller item). Larger objects require by 1 point per die of damage (though each
dozen people. If cast at mud, the spell will more time. After examining the thing, the die will inflict at least 1 point of damage,
cause the dirt to settle, leaving a pool of shaman will know whether it is immedi- regardless of adjustments). Red dragon
pure, clear water. The spell will not affect ately dangerous, potentially dangerous, or breath damage is reduced by 1 point per
any living creature. benign (all strictly from a shamans point hit die of the creature (again to a mini-
This spell is seldom used among the of view). The precise nature of the danger mum of 1 point of damage per hit die).
shadow elves, who have come to depend is not revealed. Note that most creatures
upon trania, their specially compressed are potentially dangerous. This spell will Silence 15 Radius
and preserved food preparation. detect poisons, while other spells may not. Range: 180
The spell duration is a full hour when Duration: 12 turns
used underground in the areas inhabited Effect: Sphere of silence 30 across
28
Magic Among the Shadow Elves
This spell makes the area of effect totally by a 6th-level shaman will burst for 6-36 is allowed, but fire resistance negates all
silent. Conversation and spells in this area points of damage, or one half the total to damage. The item may be dropped at any
are impossible for the duration of the those making the Saving Throw. time, of course, and creatures of low intel-
spell. This spell does not prevent a per- ligence are 80% likely to do so (check each
son within the area from hearing noises Heat Metal round). In the fourth round, the searing
made outside the area. If cast on a creature, Range: 30 heat will cause leather, wood, paper, and
the victim must make a Saving Throw vs. Duration: 1 turn per level of caster other flammable objects in contact with
Spells; if successful, the spell remains in Effect: Warms one metal object the metal to catch fire.
the area in which it was cast, and the vic- This spell causes one object to slowly heat Once the spell has been cast, no con-
tim may move out of that area. and then cool. It will affect one metal centration is needed; the heating and
item weighing up to 5 cn per level of the cooling proceed automatically. a dispel
Third-Level Spell caster. A 12th-level shaman, for example, magic can stop the effect, but normal
Descriptions can heat a normal sword, but a 20th-level means (immersion in water, etc.) will not.
shaman can heat a two-handed sword, If used on an item imbedded in an op-
Fire Ball ponent (such as an arrow or dagger), the
Range: 240 and a 36th-level shaman, a lance. The
heat causes no damage to magical items. creature may remove the item but loses
Duration: Instantaneous initiative for that round (and takes the ap-
Effect: Explosion in a sphere 40 diameter Normal weapons or other items may be
severely damaged, especially if made of propriate heat damage as well). Note that
This spell creates a missile of fire that wood and metal (as a normal lance), as heat damage disrupts concentration; the
bursts into a ball of fire of 20-foot radius the wood will burn away. If the object victim cannot cast spells during any round
when it strikes a target. The fire ball will is held, the heat causes damage to the in which damage is inflicted by this spell.
cause 1-6 points of fire damage per level holder: one point during the first round,
of the caster to every creature in the area. 2 in the second, 4 in the third, 8 in the
Each victim may make a Saving Throw vs. fourth, and then decreasing at the same
Spells; if successful, the spell will only do rate (for a total of 22 points of heat dam-
half damage. For example, a fire ball cast age over seven rounds.) No Saving Throw
29
Magic Among the Shadow Elves
Obscure Cure Disease Fifth-Level Spell
Range: 0 (shaman only) Range: 0 (touch) Descriptions
Duration: 1 level per turn of caster Duration: Permanent
Effect: Creates huge misty cloud Effect: One living creature Call Upon Souls
Range: 30 radius from soul crystal
This spell causes a misty vapour to arise This spell will cure any living creature Duration: 1 round per level
from the ground around the shaman, of one disease, such as those caused by a Effect: Increases spell effects
forming a huge cloud. The cloud is 1 high mummy or green slime. If cast by a sha-
per level of the shaman, and is 10 across man of 11th level or greater, this spell will This spell enables the caster to increase
for each level. For example, a 20th-level cure lycanthropy. her spell effects for one round per level.
shaman could cast an obscure 20 tall and This requires the use of a soul crystal of
100 in radius. The cloud has no ill effects Lava Breathing the appropriate quality. The increase in
except to block vision. The caster, and all Range: 30 level depends upon the soul crystal, and
creatures able to see invisible things, will Duration: 1 day varies between one and seven levels of in-
be able to dimly see through the cloud. All Effect: One air-breathing creature crease. If the level of spell casting does not
other creatures within the cloud will be substantially change the effect, the caster
This spell allows the recipient to breathe may instead choose to increase one of the
delayed and confused by the effect. while under lava. It does not affect move- following factors:
ment in any way, nor does it interfere with Range (except for permanent or instan-
Protection from Poison
the breathing of air. Note also that this taneous effect spells)
Range: Touch
spell does not afford protection from the Duration (except for permanent or in-
Duration: One turn per level of caster
intense heat of the lava. stantaneous effect spells)
Effect: Gives one creature immunity to
all poison Area of Effect (except for spells affect-
Wall of Fire
ing only one person or target) The factor
For the duration of this spell, the recipi- Range: 60
increases 10% (or one level) for each 10
ent is completely immune to the effects Duration: Concentration
souls within the soul crystal, to a maxi-
of poisons of all types, including gas Effect: Creates 1,200 square feet of fire
mum of 7 levels or 70%.
traps and cloudkill spells. This protection This spell creates a thin vertical wall of Example: A 36th-level shaman with
extends to items carried (thus protect- fire of any dimensions and shape, deter- the maximum soul crystal (i.e., 70% im-
ing against a spirits poisonous presence, mined by the shaman, totalling 1,200 provement) could cast a fire ball 408
for example). Furthermore, the recipi- square feet (for example, 10 x 120, 20 away instead of 240, or cover a 68-foot
ent gains a +4 bonus on Saving Throws x 60, 30 x 40, etc.). The wall is opaque blast area instead of 40. (Damage does
vs. Poisonous Breath weapons (such as and will block sight. Creatures of less not increase since spells never cause more
green dragon breath) but not petrifica- than 4 Hit Dice cannot break through than 20d6 of damage, as per D&D Com-
tion breath (such as a gorgons). the wall. Creatures of 4 HD or more can panion rules.)
break through, but take 1-6 points of Drawing upon the power of souls with-
Fourth-Level Spell damage in the process. Undead and cold- in a crystal weakens them, of course. The
Descriptions using creatures (white dragons, frost gi- souls regain their strength only slowly, as
Control Temperature 10-Foot Radius ants, etc.) each take double damage while they have no material bodies. Each soul
Range: 0 (shaman only) breaking through. The wall cannot be cast drawn upon is unusable for one week.
Duration: 1 turn per level of caster in a space occupied by another object. It Other souls within the crystal are still
Effect: Cools or warms air within 10 lasts as long as the caster concentrates on available, however.
it, without moving.
This spell allows the shaman to alter the Cure Serious Wounds
temperature within an area 20 across. Range: Touch
The maximum change is 50 degrees Duration: Permanent
(Fahrenheit), either warmer or cooler. The Effect: Any one living creature
change occurs immediately, and the effect
moves with the shaman. The temperature This spell is similar to a cure light wounds
may be changed by mere concentration spell, but will cure one creature of 4-14
for 1 round, as long as the spell lasts. The points of damage (2d6+2).
spell is useful for resisting cold or heat so
the caster may survive any temperature
extremes.
30
Magic Among the Shadow Elves
Insect Plague Dispel Evil Stone to Flesh*
Range: 480 Range: 30 Range: 120
Duration: 1 day Duration: 1 turn Duration: Permanent
Effect: Creates a swarm of 30-foot radius Effect: Enchanted or undead monsters or Effect: One creature or object
one curse or charm
This spell summons a vast swarm of insects. This spell turns any one statue (or quantity
The swarm obscures vision and drives off This spell may affect all undead and en- of stone up to 10 x 10 x 10) to flesh.
creatures of less than 3 Hit Dice (no Sav- chanted (summoned, controlled, and It is usually used to restore a character
ing Throw). The swarm moves at up to animated) monsters within range. It will turned to stone (by gorgon breath, for
20 per round as directed by the shaman destroy the monster unless each victim example). The reverse of this spell, flesh to
while it is within range. The caster must makes a Saving Throw vs. Spells. If cast at stone, will turn one living creature, includ-
concentrate, without moving, to control only one creature, a -2 penalty applies to ing all equipment carried, to stone. The
the swarm. If the caster is disturbed, the the Saving Throw. Any creature from an- victim may make a Saving Throw vs. Turn
insects scatter and the spell ends. other plane is banished (forced to return to Stone to avoid the effect.
to its home plane) if the Saving Throw is
Neutralize Poison failed. Even if the Saving Throw is suc- Truesight
Range: Touch cessful, the victims must flee the area, and Range: 0 (shaman only)
Duration: Permanent will stay away as long as the caster con- Duration: 1 turn + 1 round per level of
Effect: A creature, container, or object centrates (without moving). This spell caster
will also remove the curse from any one Effect: Reveals all things
This spell makes poison harmless either in
a creature, a container (such as a bottle), cursed item, or may be used to remove any When this spell is cast, the shaman is able
or on one object (such as a chest). It will magical charm. to clearly see all things within 120. The
even revive a victim slain by poison if cast spell is quite powerful; the shaman can see
Raise Dead
within 10 rounds of the poisoning! It will all hidden, invisible, and ethereal objects
Range: 120
affect any and all poisons present at the and creatures, as with the magic user de-
Duration: Permanent
time it is cast, but does not cure any dam- tect invisible spell (including secret doors).
Effect: Raises body of one elf
age (and will thus not revive a poisoned In addition, any things or creatures not in
victim who has died of wounds). By means of this spell, the shaman can their true formwhether polymorphed,
raise any elf from the dead. The body disguised, or otherwiseare seen as they
Sixth-Level Spell must be present, and if part is missing, the truly are, with no possibility of deception.
Descriptions raised character may be disabled in some Alignment is also seen, as is experience
way. A 19th-level shaman can raise a body and power (level or Hit Dice).
Control Destiny that has been dead for up to eight days.
This spell is described in the DMs Book- For each level of the shaman above 19th,
let. three days are added to this time. Thus, a
22nd-level shaman can raise bodies that
Cure Critical Wounds have been dead for up to 17 days. The
Range: Touch recipient becomes alive with 1 hit point,
Duration: Permanent and cannot fight, cast spells, use abilities,
Effect: Any one living creature carry heavy loads, or move more than half
speed. These penalties will disappear after
This spell is similar to a cure light wounds
two full weeks of complete bed rest, but
spell, but will cure one living creature of
the healing cannot be speeded by magic.
6-21 (3d6-3) points of damage.
31
Magic Among the Shadow Elves
Seventh-Level Spell small rock, very similar in appearance to Raise Dead Fully
Descriptions a valuable gem, then shoots out toward Range: 60
the desired location, and remains until Duration: Permanent
Creeping Doom the stated delay elapses. The gem may Effect: Raises any living creature
Range: 120 be picked up, carried, and so forth. When
Duration: 1 round per level of caster This spell is similar to the 8th-level raise
the stated duration ends, an effect identi-
Effect: Creates a 20 x 20 square insect dead spell, except that it can raise any liv-
cal to a normal fire ball is produceda
horde ing creature. Any human or demihuman
sudden instantaneous explosion inflict-
recipient awakens immediately, with
This spell magically creates a huge swarm ing 1-6 points of damage per level of the
no wounds (full hit points), and is able
of 1,000 creeping insects, appearing any- caster to all within the area of effect (a
to fight, use abilities, spells known, etc.,
where within 120 of the shaman (as cho- sphere of 20-foot radius). Each victim
without any penaltiesexcept those ex-
sen by the caster). They fill an area 10 x may make a Saving Throw vs. Spells to
isting at the time of death. For example, a
20 at least, and can be ordered to fill any take half damage. Once the spell has been
victim cursed or diseased at death would
area up to 60 x 60 (at most). The creep- cast, the explosion cannot be hurried nor
still suffer the affliction when raised fully.
ing doom can move at up to 60/turn further delayed, except with a wish. The
If any other living creature (other than a
(20/round) if the caster remains with- gem created is pure magic, not an actual
human or demihuman) is the recipient,
in 120 of any part of the swarm. They object, and cannot be moved magically
the guidelines given in the raise dead spell
vanish after the duration ends, or when- (by telekinesis, teleport, etc.), though it
apply (including time limitations, rest
ever the shaman is more than 120 from can be dispelled.
needed, etc.). A 22nd-level shaman can
them. The insects always attack everyone use this spell on a human or demihuman
and everything in their path, inflicting 1 Discharge Soul Power
body that has been dead up to 4 months;
point of damage per 10 insectsa total This spell is described in the DMs Book- for each level of experience above 22nd,
of 100 points per round per creatureto let. 4 months are added to this time. Thus, a
all within it (no Saving Throw). Normal 24th-level shaman could cast raise dead
attacks (such as fire) can damage the Earthquake fully on a body that has been dead up to
horde slightly, but even a fireball spell Range: 120 yards 12 months.
will only slay 100 of them (reducing the Duration: 1 turn
damage the horde can do accordingly). Effect: Causes earth tremors
The creeping doom can be destroyed by a
This powerful spell causes a section of
dispel magic spell (at normal chances for
earth to shake, and opens large cracks
success), but it can penetrate a protection
in the ground. A 14th level caster can
from evil effect, and can move over most
affect an area up to 60 square, adding
obstacles at the normal movement rate.
5 to each dimension with each level of
Delayed Blast Fire Ball experience thereafter. For example, an
Range: 240 18th level shadow elf affects an area up to
Duration: 0 to 60 rounds 80 square; 19th level, 85 square; and so
Effect: Delayed blast fireball, sphere of forth. Within the area of effect, all small
20-foot radius dwellings are reduced to rubble, and larg-
er constructions are cracked open. Earth-
As the name implies, this is a fire ball spell en formations (hills, cliffs, etc.) form rock
whose blast can be delayed. The shaman slides. Cracks in the earth may open and
must state the exact number of rounds de- engulf 1 creature in 6 (determined ran-
lay (from 0 to 60) when the spell is cast. A domly), crushing them.
32
An Official Dungeons & Dragons Game Supplement
Table of Contents
Introduction2 Travel and Vigilance28
The Gazetteer2 Travel Routes28
The 14 Verses of the Refuge of Stone3 Shadow Elf Army30
The Calendar4 Insert: What Everyone Knows31
Time and History of the Shadow Elves4 Special Services35
History as the Immortals See It5 Flora and Fauna38
Historical Synopsis8 Among the Shadows41
The Secrets of the Soul Crystals9 The Royal Court41
The Way of the Shaman10 The Immortals44
Spells of the Radiance14 Other NPCs46
Geography of the Shadow Elf Lands17 Shadow Elves and Other Lands50
Lakes and Waterways 17 Dominion and the Feathered Serpent50
The Warrens 17 Shadow Elf Intrigues52
Soul Mines of Alfmyr18 Adventures in the Shadowlands56
The Desert of Lost Souls18 The Adventures57
The Forest of Spiders19
Lava Tunnels19
The City of the Stars19
Life in the City of the Stars21
Temple of Rafiel26
Credits
Design: Carl Sargent and Gary Thomas Dungeons & Dragons, D&D, and Blackmoor were
Editing: John A. Nephew registered trademarks owned by TSR, Inc. They are now
Product Manager: Bruce Heard owned by Wizards of the Coast.
Coordinators: Karen Boomgarden, William
W. Connors, and Steven E. Schend and indicate trademarks of TSR, Inc./Wizards of the
Cover Artist: Clyde Caldwell Coast. This document has been produced by and for fans
Interior Artist: Stephen Fabian of Mystara, on a strictly non-commercial basis.
Cartography: Dennis Kauth
Typography: Gaye OKeefe Official text files (available at www.wizards.com) were
Text file version adaptation: Roger E. Moore adapted from D&D accessory GAZ13 The Shadow Elves.
PDF editing, layout, cartography and This PDF Version recombines the text files with the
typography: Thorfinn Tait original book, restoring deleted sections and formatting.
Verse of Birth
If any child be born among you that is
not whole, let them be brought before me,
and I, Rafiel, will guide their path.
3
Time and History of the Shadow Elves
The Calendar fortune of the shadow elves. A ne fasti day upon them. The shadow elves break into
recalls some inauspicious moment in his- quiet weeping before slowly dispersing to
T he calendar of the shadow elves, like so
much of their life, is closely bound up
with their religion. The year is divided into
tory. Both types of days have special rules
concerning the types of activities that may
be conducted on them.
their homes. Many bring a single flower
from the memory gourd plant (see Flora
and Fauna, later) to cast upon the steps of
14 months each of 24 days. Naturally, each For example, a fasti day is a good day for the temple, so that by the time the crowd
month corresponds to one of the verses conducting official business, getting mar- has gone the steps can be shin-deep in these
of the Refuge of Stone. The names of the ried, or being born (many adults do their exotic white flowers. This simple ceremony
months, then, are Gathering, Name, Ref- best to conceive children to be born in the has a powerful emotional effect on any out-
uge, Shaman, Crystals, Birth, Wanderers, month of Birth, fasti for births; see below). siders watching it!
Temple, Food, Days, Army, King, Others, A ne fasti day is a bad day for any of these Refuge 9: This day is fasti, celebrating
and Bounty. A shadow elf might say that things, and a shadow elf will go out of his the discovery of the Refuge of Stone in the
he was born on the third of the Month of way to avoid this coming to pass. The sha- vast cavern that holds the City of the Stars.
Gathering, for example, or on the last day mans and the very devout will not conduct The day is one of joyous celebration, feast-
of the Month of the King. such business on ne fasti days except in ing and singing, tempered with dignified
direst emergency. A fasti day is considered devotions to Rafiel.
Years and Days especially lucky for something that relates Shaman 2: This day is ne fasti, marking
to what it commemorates. For example, the the date of the destruction of Aengmor,
T he shadow elves count years from the
time of their discovery of the Refuge of
Stone itself (1104 BC). As the beginning of
date of the first groundbreaking for the
Temple of Rafiel in the City of the Stars is a
which sank into a sea of lava.
Crystals: This entire month is fasti for
fasti day. Further, that date is thought to be beginning new excavations of soul crystals.
their new life this is taken as year 1. Their
the very best for beginning new buildings. No matter when a vein is first discovered,
14 months of 24 days gives a year equal to
Besides the fasti and ne fasti days, certain work will not begin on excavating them
the Common Year (12 months of 28 days),
days are important in the worship of Rafiel. until this month.
so CY 1000 is the year 2105 in the shadow
On many of these dates, grand feasts are Birth: This entire month is considered
elf calendar.
held; others are marked by fasting. On yet fasti for births. The percentage born with
There are no weeks within a month, and
others, worshipers fast most of the day, and deformities is very low indeed during this
likewise days are not given names, only
then hold a large celebration, with plenty of month, although the percentage born with
numbers. Converting from a surface date
food and drink, at the end of the day. the mark of the shaman is normal. Since
to a shadow elf date is not difficult given
the gestation period for shadow elves is 12
that the first day of Gathering falls, by for-
Specific Dates months, the month is one which arouses
tunate coincidence, on the same day as the
deep and complex emotions in shadow
first of Nuwmont (first day of the surface
calendar). As an example, take the 17th
of Sviftmont (the fourth surface month).
H ere is a list for each month of the major
fasti and ne fasti dates, together with
any special feasts, celebrations or events
elves. While being anxious and fretful
about birthing itself, shadow elves fondly
recall the determination of their efforts to
Three preceding surface months each have held on those dates. conceive at this time. Many young elves will
28 days, so this is the 101st day of the year Gathering 1: The first day of the shadow pair at this time, beginning relationships or
((3 x 28)+17). Four complete shadow elf elf year is actually both fasti and ne fasti, marriages.
months will have passed by this time (4 x commemorating the date of the Black- Wanderers: The entire Month of Wan-
24 = 96, less than 101) and it will be the moor holocaust which destroyed the sur- derers is ne fasti. The whole race of shadow
fifth day of the fifth month in the shadow face. Shadow elves fast all day; no official elves, in all of their cities, rests from any
elf calendarthe Month of Crystals. Con- business is transacted, but births on this day nonessential activity. No new buildings are
verting shadow elf dates to surface calendar are considered well aspected and a sign of started or finished, crops are not planted or
dates is likewise straightforward if dates good fortune. harvested (although they will be tended),
(month and day) are converted into a sim- Name 2: This day is ne fasti, marking a and travel is kept to a bare minimum. Dur-
ple number for the purposes of translation. disastrous attack of orcs against the City of ing this month, shamans hold round-the-
the Stars. The onslaught was so great that clock vigils in the Temple of Rafiel, with
Fasti and Ne Fasti hobgoblin troops reached the very steps of hourly sacrifices to ensure the strength of
the Temple of Rafiel before being repulsed.
T hroughout the turbulent history of the
shadow elves, certain events have been
very favourable and others have been disas-
Tens of thousands of shadow elves were
slain. At eight in the evening, virtually the
the shadow elf race. Being born during this
month prevents one from ever becoming an
officer in the army, or building a stronghold.
whole population of the City (save those on Shamanic births are also extremely rare dur-
trous. Any happening that seems extraordi-
guard duty and the like) walks out to stand ing this month, although if they do take
nary is carefully recorded by the shamans of
around the Temple of Rafiel. This huge place this is regarded as great good fortune,
Rafiel. The anniversaries of these occasions
gathering stands in eerie, total silence for the child destined for pre-eminence in the
become special days: fasti and ne fasti.
a few minutes before the Radiant Shaman shamanic hierarchy.
A fasti day is considered good; it com-
emerges from the Temple to wave a blessing Wanderers 8: This day is ne fasti and is
memorates some special success or good
4
Time and History of the Shadow Elves
marked by total abstinence from food or insane slaughter. All combat is prohibited History as the
water all day. What event could be so dire by the way of Rafiel on this day. Commu-
as to warrant such commemoration by the nity leaders and shamans of the two clans
Immortals See It
shadow elves? The day of their rejection by
the elves of Alfheim. The bad luck on this
day is not due to any supposed loss on the
exchange gifts and greetings and take a late
evening meal together to break the fasting
of the daytime. They wear but the simplest
T he history of the shadow elves is a his-
tory of hardship, a tale of tribulations
which might have destroyed any lesser race.
part of the shadow elvesRafiel will guide and humblest of robes to this repast, dis- The shadow elves revel in these hardships,
and protect them, after allbut rather the robing before shamans to show that they believing that their trials are a test of their
disgrace laid upon the entire race by the sur- carry no weapons, and given the humble mettle. Weakness is a grave sin.
face elves inhospitality and bad manners white garments by the shamans after a ritual
toward their clan brothers. blessing and washing their hands and feet The Beginning
Temple 14: This day is fasti, marking the in a little holy water.
laying of the cornerstone of the Temple of
Rafiel. Remodelling of the Temple always
Bounty 24: This day is fasti and is cel-
ebrated with great feasts, to look forward T he shadow elves once lived on the sur-
face, just as all other elves still do today.
This was 6,000 years ago (now is 1000
begins on this day. Construction of other to the promises of Rafiel yet to be fulfilled.
temples in other cities is also begun on the The feasts are so ample that they make the AC). Over the next several thousand years,
fourteenth day of the Month of the Temple. process of fasting on the following day some elves (from the southern continent,
Food 16: This day is ne fasti, marking the much less onerous! now under an icecap) travelled north and
return of the shadow elves second surface colonized what is now Glantri. They lived
party, which reached the Suns Anvil in the peacefully, developing their culture and
Keeping Track of Time magic, until their lives were suddenly shat-
Broken Lands and concluded that the sur-
face was still uninhabitable.
Days 19: This day is ne fasti, marking the I t would seem that the shadow elves would
have no special reason to keep track of
time underground and, in fact, many other
tered by the Great Rain of Fire (3000 BC).
The planetary axis shifted, causing incred-
ible climatic upheavals. Blackmoor was for-
return of the elves first surface party. This
party found only the red sun, and no live- underground denizens do not keep track. ever covered in ice. The elves in Glantri fled
able conditions for shadow elves. Humanoids such as orcs sleep when they to what is today the Broken Lands. They
Army 1: The first day of the month is fas- feel like sleeping, eat when they are hungry, were then driven underground, for the first
ti, and is known as Mustering Day among and in general live in a disorganized fashion. time in their history, to escape the fiery
the shadow elves. Every adult shadow elf Rafiel does not allow this for the shadow holocaust that ravaged the surface. Glantri,
is considered a member of the shadow elf elves, and they are careful to obey him. only a little later, underwent its own tem-
army. On this day each year, a census is The temple shamans are in charge of porary ice age.
taken of all available soldiers. keeping track of time, in order to properly Eight hundred years later (2200 BC),
King 1: This day is fasti, for it is the observe fasti and ne fasti dates. Timekeep- surface elves fleeing the southern continent
birthday of Tarasfir, the first King of the ing is also important for conducting various arrived in Glantri, hoping to find the earlier
shadow elves selected by the shamans under ceremonies throughout the day at each tem- elven colonists. Instead, they found human-
the guidance of Rafiel. ple. The principal method of timekeeping oids and hostile humans who blamed the
King 12: This day is fasti, for it is the is the waterclock. A large soapstone bowl is elves for the Rain of Fire. These elves did
birthday of Telemon, the current King of filled with water, which drips out over the not find their cousins, most of them find-
the shadow elves. course of the day, through 14 tiny holes ing only death at the hands of the savages
Others 15: This day is ne fasti, marking drilled around the bottom of the bowl. of the Broken Lands. A few were able to
the outbreak of a plague in Alfmyr which The bowl is further decorated with vari- settle, however, and defend some land of
killed over 10,000 elves in a matter of weeks. ous religious icons and inscriptions related their own.
The plague was brought by a shadow elf to the blessings granted by Rafiel. These The elves underground made the best of
who had been in Glantri when it appeared drawings are inscribed in such a way that a bad situation in the meantime. They were
there first; since dwarves were blamed for the level of the water on the drawings sylvan folk, so they cultivated the fungus
the plague in Glantri, the shadow elves in shows the time of day. that grew so abundantly in the nether re-
turn blame the dwarves for this terrible The accuracy of these bowls is unbeliev- gions and created new forms to suit their
misfortune. ably high, and the shadow elves have no needs. They had brought seeds and a few
Others 22: This day is ne fasti, com- need (or desire) to travel to the surface to plants with them, and the elvish wizards
memorating a shameful day in shadow elf know the time of day. About once every among them worked hard to produce new
history when members of the Felestyr and two months, the chief shaman of a temple plants which could survive in the radi-
Celebryl clans quarrelled and fought over will synchronize its clock, adjusting the cally changed environment the elves found
ownership of certain prestigious areas in bowls water level according to instructions themselves in. They feared approaching the
the City of the Stars. Tempers were lost, she receives from Rafiel. surface and so withstood this way of living
blood ran hot in veins, and some thousand for as long as they could.
elves were killed before shame, shock, and Then the small band travelled back to
the exhortations of shamans stopped the the surface, cautiously and with great ap-
5
Time and History of the Shadow Elves
prehension. The holocaust seemed to be Broken Lands they found a temple, built homeland.
over, and they settled in Glantri again, in in a strange and unfamiliar style and the This was a fortunate decision by the elves.
1950 BC. It seems that they did not meet centre of a community of barbaric humans, Atzanteotl was evil, beginning to demand
any of the elves from the second migration, the Azcan (somewhat akin to the Aztecs hideous sacrifices in his unspeakable tem-
since they were separated by many hostile of our world). The elves drove the humans ple ceremonies. Indeed, the apparent de-
humanoids and human tribes. out after prolonged battling, occupied the struction of Aengmor was part of his plan.
This situation did not last. Around 1700 area, and adopted the central religion of Dissatisfied with the low birth rate of the
BC the other, earlier elven settlers in Glant- the humans. Such a fearful and unfortu- elves, he drove them out of Aengmor with-
ri found a strange artifact from the Black- nate people were very ready to worship the out actually fully destroying the city. Later,
moor civilization, in the Broken Lands. Immortal to whom this temple was raised, more fecund humanoids would discover
They tinkered with it, and it exploded cata- taking their discovery of it as a sign that he the ruins of Aengmor and recolonise it un-
clysmically. Great, impenetrable clouds of might favour them. Atzanteotl was the Im- der the bastardized name of Oenkmar. In
smoke and ash rose into the sky and did mortals name, and around his temple they this way, the Immortal of Entropy gained
not disperse for years. A dreadful rotting built a great city, which they named Aeng- more followersand more vicious ones
plague affected many creatures in the area, mor. Construction of the city, which lasted than he would have had with the elves.
with the ancestors of the shadow elves part- nearly 50 years, was ended in 1352 BC.
ly affected. When they first felt the explo- For a short time the elves seemed fa- Further into the Deep
sion and saw the clouds, these elves fled for voured, but another cataclysm was on the
the caves below out of instinct and racial
memory. This instant flight possibly saved
way. The Broken Lands were not fully set-
tled from earlier events, and periodic earth- S o the exiled elves travelled further un-
derground, while on the surface life
became better.
them from extinction. quakes and volcanic eruptions ravaged this
The elves resumed their subterranean life, region. In 1290 BC, a sudden eruption Humanoids overpopulated the Broken
while on the surface other developments spewed forth a vast lava stream which sur- Lands, and many moved underground to
took place. Humanoids were migrating rounded Aengmor and trapped the elves. the Lands Belowbut not as deep as the
to and fro across the land and the Broken Many died from toxic fumes or the over- underground elves, of whom they had no
Lands themselves were slowly being settled. whelming heat, but a fair number escaped knowledge. In 1190 BC the lost city of
But below, the elves were resigning them- through the use of magic. The survivors Aengmor was discovered by humanoids
selves to a life of eternal darkness. Their fear moved on to even deeper places, aban- and resettled. Much later, in 800 BC, the
of the surface was great. doning the city of Aengmor forever. They elves in the Sylvan Realm migrated back via
Yet even in this darkness, there seemed drove down deep, deep below the surface, their Rainbow, carrying Trees of Life that
to be hope. In a very deep cavern below the on a restless decades-long search for a new they established in what is now Alfheim. At
6
Time and History of the Shadow Elves
the same time, the ice finally receded com- only a fiery, deadly red sun, and few re- Celedryl did not have to wait long. In
pletely from Glantri and humans began to turned to their homes. In 792 BC, another 150 AC, the shadow elves infiltrated the
settle there in greater numbers. group was sent to the surface. They emerged Lands Below inhabited by orcs and other
Meanwhile, the underground elves had at the Suns Anvil in the Broken Lands, and humanoids. Magically disguising their
discovered a vast cavern in the far depths under the circumstances wrongly conclud- forms, they manipulated the tribal chiefs,
of the world. On one of its walls they dis- ed that the surface was still uninhabitable convincing them to attack Alfheim. How-
covered written inscriptions made by the and probably would be so forever. ever, little was accomplished by these raids
hand of the Immortal Rafiel. These crafted Reasonably enough, the shadow elves on the well-prepared Alfheimers.
inscriptions were the Refuge of Stone, 14 turned away from any interest in the sur- In 390, once again stirred up by the shad-
verses that promised protection to the face world and spread out in their new ow elves, the humanoids put forth a major
underground elves, and a great bounty yet underworld home. During this time the attack. Again they lost a majority of their
to come. More, the verses gave the elves a shamans of Rafiel learned new spells and troops to the surface elves, and this time the
code to live by, and a nameShadow Elves. powers, and the most learned among them shadow elves realized that using mercenar-
Some voices were raised in doubt, for it was were taught the most secret power of the ies to fight their battles was not going to
not so long since the same elves had settled soul crystals, so that the magic of the lead to success. They tried to attack Alfheim
around a temple and revered an Immortal shadow elves was amplified greatly. The with a surface raid of their own in 560 AC,
who turned out to be a very bad choice of shadow elves prospered and their numbers which was easily put down by Alfheim with
patron. But the weary, frightened, and de- increased substantially. some assistance from Darokin.
spairing took heart from the verses. They If war would not succeed, then, stealth
offered a feeling of security and stability Discovery of the Surface might. Telemon, the new king of the shad-
after generations of misfortune. And oth- ow elves, sent infiltrators to the surface,
ers felt wonder at the strange gravity and
magic of the place, and sensed the presence I n 131 AC, shadow elves encountered a
group of very daring human adventurers
in a cavern. The humans were captured and
where they gradually gained more and more
influence in Alfheim. However, this proved
of an Immortals hand in a way they had to be a two-edged sword. Some infiltrators
never before. interrogated. To their astonishment, the came to see the basic generosity and friend-
The shadow elves settled in the mas- shadow elves learned that the surface had liness of the surface elves and came to ques-
sive cavern, and erected a great Temple to become inhabitable centuries before, and tion the offensive policies of the shadow elf
Rafiel. Around this temple they built a city, entire nations of elves existed on it. leader. Finally one spy broke the silence and
the City of the Stars. The Refuge of Stone The shadow elves wasted no time. After revealed all to an Alfheim clanmaster. King
was first discovered in 1104 B.C., and the dispatching the human intruders, King Celedryl quickly purged the shadow elves
City of the Stars completed (in its original Aiasel sent a delegation to the surface. They named by the turncoat, this taking place in
hexagon form) in 1040. In this year the first carefully avoided all humans who, after all, 675, but unknown others escaped.
shaman-selected King of the Shadow Elves, were responsible for the Great Rain of Fire. In 802 plague ravaged the surface world
Tarasfir, was enthroned. The emissaries stole their way into the shad- and the shadow elves did not go unaffect-
owy trails of Alfheim and approached King ed. A shadow elf returning from Glantri
Celedryl. Initially, Celedryl was happy to brought the plague to Alfmyr, where some
Rise of the Shadow Elves welcome the shadow elves to Alfheim. 10,000 died. Rapid quarantine precautions
W ith the promise of Rafiel, and his
guidance, life became better for the
shadow elves. It was not as pleasant as it had
He felt that some accommodation could
be made, space could be found. Then he
learned that the shadow elf population was
left the other cities mostly unscathed. Since
the Glantrian rumour was that dwarves
were responsible for the disease, this be-
been on the surface, but it was tolerable. equal to that of Alfheim itself ! came the official version among the shadow
Over the coming centuries, other cities in Moreover, the shadow elves demanded elves also.
other deep caverns were built. Additions reparations for their long neglect in the tun-
were made to the temple complex in the nels beneath the Broken Lands. They felt
City of the Stars, and the city itself grew. outraged that they had been abandoned to
Infiltrating the Surface
The shadow elves grew and prospered with- a harsh fate by their surface-dwelling cous- World
out being attacked by invaders from the
surface, which fortune they ascribed to the
protecting hand of Rafiel. The one excep-
ins. They demanded more than half the
land of Alfheim, even though they knew
they were reconciled to their underground
K ing Telemon has sent agents to infil-
trate other surface lands increasingly
in recent years in a new tactical approach.
tion was a surprise invasion by a huge force lives and the sunny summer of Alfheim hurt His agents are trying to learn all they can
of humanoids in 448 BC, commemorated their skin and eyes. The final straw was their of Alfheim from a distance, to probe the
on the ne fasti day of Names 2. demanding the leadership of the country! habits and weaknesses of the surface elves.
Many among them still dreamed of the The shadow elves, abandoned for centuries, Telemon covets the lands of the surface
surface world, however. So, in 896 BC, a left no room for debate or compromise. elves and still plans and schemes to con-
hardy group of shadow elves ventured to Celedryl and the Alfheim clanmasters quer them.
the surface. They were young misfits and refused their demands. The shadow elves Because of the geographic dispersion of
mavericks taking an initiative. They found returned to their homes, threatening war. the shadow elf lands, these agents scurry
7
Time and History of the Shadow Elves
to and from a range of the surface lands.
the modern dwarves, more resistant to earth.
It may be a crucial historical development
radiation poisoning. 350 BC: Mealiden abdicates the throne
that Telemons spies are now working in a 1725 BC: King Loark raises Great to follow Ilsundals path to Immortality.
quite different way from before, for the in- Horde at Urzud and migrates eastward, Alevar of the Grunalf clan becomes King
formation and reports they convey to the continuing his Quest for a Blue Knife. of Alfheim.
King are but one way in which the world 1700 BC: Elves find artifact of Black- 250 BC: Mealiden becomes an Immor-
of the shadow elves is threatened with moor in the Broken Lands and trigger a tal of the Sphere of Energy.
instability of a subtler form than before. cataclysm which buries the Horde. Loark 0 AC: First Emperor of Thyatis crowned.
Telemon is not the only one to know that dies, the remains of the horde break 100 AC: Celedryl of the Erendyl clan is
Rafiels way must be abandoned, but he is apart. Elves driven out of Glantri by lo- crowned King of Alfheim.
the one most capable of doing something cal cataclysms. 130 AC: First contact by humanoids
about it. Much of the rest of this book is 1420 BC: Underground elves discover with shadow elves. Shadow elves rejected
dedicated to explaining the complexities temple to Atzanteotl, build the city of by Celedryl. Campaign of shadow elf in-
behind the apparent quietude and simplici- Aengmor around it. citement of humanoids against surface
ties of shadow elf life. 1310 BC: Quest for steel: Wogar Tribe elves begins.
migrates west from Blackmoor to a great 395 AC: The Radiance is discovered in
Historical Synopsis lake called the Cradle. After a prophecy Glantri.
from the Great Shaman, they move south 550 AC: The beast man invasion of the
5000 BC: First elf civilization on South-
following the shamans floating gri-gri. wizard Illodius scars the magical forests.
ern Continent (now under icecap).
1290 BC: Atzanteotl surrounds Aeng- Alfheim Town is founded later, in the
4500 BC: Beastmen discovered in upper
mor with lava, slaying many under- blighted area.
Borean Valley.
ground elves. The survivors flee into the 560 AC: Alfheim/Darokin alliance
3500 BC: Blackmoor flourishes. Elves
deepest tunnels and recesses below the crushes the shadow elf invasion.
trade and war with Blackmoor.
Broken Lands. 582 AC: Telemon, the current shadow
3000 BC: The Great Rain of Fire; Black-
1190 BC: Descendants of the Great elf King, is crowned at the Temple of
moor culture is obliterated. The planet
Horde surface in the Broken Lands. The Rafiel.
shifts its axis, freezing the Blackmoor
Tribes meet again and discover the Rock 600 AC: Sylvan Lands are conquered by
continent and causing ice sheets to re-
of Oenkmar. End of the Quest for the Moorkroft. Feadiels arrive in Alfheim.
cede from the regions of the modern
Blue Knife, the sacrificial dagger in the 675 AC: King Celedryl purges shadow
D&D game world. Elven home con-
Temple of Atzanteotl. Truce proclaimed. elf infiltrators from Alfheim, but he is
tinent freezes over, becomes southern
1104 BC: Underground elves discover only partly successful.
icecap. Survivors of the elven colony in
the Refuge of Stone and take the name 700 AC: Doriath, a former adventurer,
Blackmoor flee into the newly formed
of shadow elves unto themselves. Build- assumes the throne of Alfheim. The Ere-
Broken Lands and below the surface.
ing work begins on the City of the Stars. wan faction of Erendyl clan leaves Alf-
Temporary ice age in area of Glantri.
Myfallar The Old is chosen as temporary heim for Glantri.
2800 BC: New elven nation on the
King. 802 AC: Glantrian Gold Rush and
southern continent land of Vulcania
1040 BC: Tarasfir is enthroned as the plague (actually sent by the Immortal
divides on issue of magic vs. technology.
first King of the Shadow Elves selected Yagrai) result in irreconcilable hatred of
Returnists (magic-favouring) under Il-
by the shamans of Rafiel. the dwarves of Glantri.
sundal leave for northern continent on
896 BC: First shadow elf exploration to 845 AC: Construction of the School of
long march.
the surface world ends in disaster with Magic in Glantri, completed 875 AC.
2400 BC: Beastmen move south and
few survivors. 975 AC: King Thar unites the Broken
prosper in the vacated lands of ancient
800 BC: Alfheim colonized by follow- Lands, threatening Darokin commerce.
Blackmoor. Tribes gather at Urzud.
ers of Mealiden. Elven wizards begin sys- Enforces Tharian Code of Conduct. The
2200 BC: Southern elf migrants settle in
tematic alteration of climate to increase Legion is created. Thyatis is very con-
the frozen valleys of Glantri.
fertility of the land. Ice recedes to the far cerned at the military threat.
2100 BC: Ilsundals migration reaches
north. 1000 AC: Today. All D&D game Gazet-
Sylvan Realm. Meditor and Verdier clans
792 BC: Second shadow elf expedition teers are set in this period.
leave Ilsundals northward migration and
to the surface lands emerges in the Bro- 1004-1009 AC: Cataclysmic events de-
settle in southern Karameikos.
ken Lands. Failure of this expedition scribed in Wrath of the Immortals boxed
1800 BC: Ilsundal becomes an Immor-
leads to abandonment of further at- set.
tal, creates the first Tree of Life. Kagyar
tempts to reach surface. 1010-1013 AC: Events described in the
the Artisan, an Immortal of the Sphere
700 BC: Mealiden is acclaimed King of three Poor Wizards Almanacs and Josh-
of Matter, and a patron of mortal arts
Alfheim. uans Almanac.
and crafts, decides to create a race which
500 BC: Nithian Empire destroyed. Re- 1200 AC: Great War with the Master of
will prove resistant to annihilation like
maining Black Moon gnolls scatter east the Desert Nomads. See adventure D&D
that which destroyed Blackmoor. From
and west. Oenkmar Rock sinks into the module X10, Red Arrow, Black Shield.
the ancient dwarven race, he constructs
8
The Secrets of the Soul Crystals
A s DM, you will already be aware from
the true history of the shadow elf race
that what player character shadow elves
devastation of the world.
13
The Secrets of the Soul Crystals
constant vigilance. This meets a dual re- White Shamans are held not just to of the understanding that almost all sha-
ward. First, it guarantees a fairly rapid re- have eliminated imperfections in the eyes mans have of them, explaining their effects
turn of the soul in reincarnated form and of Rafiel, they have achieved near-perfec- in terms of souls within the soul crystals.
is held to increase the chance of the char- tion in the positive virtues of the Way of Even White shamans still think this way
acter being reincarnated with the mark of Rafiel. They are not entirely perfect, obvi- about the spells, as is discussed after the
the shaman upon her once more. Second, ously (only Rafiel is), but they represent spell descriptions. When the players have
sixth-level spellsmost importantly in- the highest state of attainment within the characters of appropriate levels they can
cluding another powerful soul-gem spell shamanic hierarchy. Of course, the path read these spell descriptions. Only much
are available to the Colourless Shaman. to Immortality in the Way of Rafiel now later, if at all, will they learn the truth be-
Living on the Fifth Level of the temple, beckons. The guardian of the secrets of hind them.
Colourless Shamans tend to lead lives of this path is the Radiant Shaman, the pre- Number of Soul Crystals: Shamans are
meditation and study. It is now vital for eminent member of this group. There is almost always only permitted the use of
them to progress to the final stage of pu- only one Radiant Shaman, Porphyriel, of one soul crystal at any one time. Wearing
rity, positive rather than negative, through the Temple of Rafiel in the City of the any more would be almost disrespectful
prayer, contemplation, devotion, and Stars. to the souls of which the shaman is acting
study. White Shamans hold considerable as custodian and protector. The Radiant
However, Colourless Shamans are not power. They are the final arbiters of the Shaman is exempted from this restric-
allowed to sink into an endless abyss of Way of Rafiel, and they have spiritual and tion, and in extremis (massive assault on
introspection by any means. As users of temporal authority. They advise the King the Temple of Rafiel) the restriction can
sixth-level spells they can use the vital on all matters. They jealously seek out ba- be more widely relaxed. When a shaman
spell raise dead, and an understanding of bies born with the Mark of the Shaman. gains a new soul crystal of greater poten-
what is allowed with the use of this spell They seek information and learning on all cy than the one she currently uses, either
is crucial. aspects of shadow elf life. from her Temple or from a quest of her
The Way of Rafiel allows the raising What is quite crucial about White Sha- own, she is always expected to return the
of any hale and hearty elf who has met mans is that they are aware that soul crys- old, weaker, crystal to the Temple.
a violent end. The most notable case, of tals are not exactly what they seem. This
course, is a shadow elf who has been killed realization is progressive with the gaining Call Upon Souls (Spell level 5)
in combat trying to defend the city. But it of experience levels beyond the 19th. It is Range: 30 radius from shaman
has to be established that the elf requiring something which has to be divulged by Duration: 1 round per level of the shaman
the spell was strong and healthy. If pos- Rafiel to these shamans, because while Effect: Increases power of spell effects
sible, a conclave of one Life, one Death, they live in the Sixth Level of the temple,
and one Colourless Shaman will decide they work in the Chamber of Spheres on Description: This spell enables the caster
the fate of the elf. The Death Shaman the Seventh Level of the temple, build- to increase her spell effects for one round
usually acts as devils advocate, the Life ing an artifact under Rafiels guidance. per level. The shaman calls upon the pow-
Shaman speaking for the deceased party. In the course of this work it becomes er of from one to seven souls in her soul
In clear-cut cases one or the other will say clear to them that soul crystals are not crystal, specifying the number to be called
Rafiel wills me to be silent, so the deci- exactly what they appear to be. How the upon when casting the spell. If she calls
sion is automatic. The Colourless Shaman White Shamans handle this incongruity upon more souls than are present in the
makes the ultimate decision. Sometimes is a matter of no little importance, and is soul crystal, the spell fails. Otherwise, the
such deliberations are not possiblein described after the Radiance spells have shaman casts her spells as if she were one
times of mass battle or many deathsand been detailed. level higher per soul called upon (so an
the Colourless Shaman will decide alone. 11th-level shaman calling upon six souls
Spells of the Radiance would cast her spells as if a 17th-level sha-
White Shamans and the man for the duration of the spell).
Radiant Shaman C ertain spells are available to shamans If the level of spell casting does not sub-
to call upon the power of the Radi- stantially affect the operation of spells cast
W hite Shamans are the most exalted ance by using a soul crystal. These spells (e.g., as for a dispel magic spell), then the
of all, having attained at least 19th cannot be learned or studied by ordinary caster may instead choose to increase any
level and the use of 7th-level spells. Fol- means, but are gained like clerical spells: one of the following factors: Range (ex-
lowing on from Colourless Shamans, their by proper reverence of Rafiel, by keeping cept for range 0 spells); Duration (except
use of the raise dead fully spell is strongly oneself pure and white, and then wait- for permanent or instantaneous spells); or,
circumscribed in a similar manner. It is ing for Rafiel to guide one, granting the Area of effect (except for spells affecting
also the case that White Shamans must lo- spell. only one person or target). The affected
cate their own seventh-level soul crystals. These spells are described here in terms factor is increased by 10% for each soul
14
The Secrets of the Soul Crystals
called upon (up to a maximum of 70%). It before a dice roll, of course, which spell The souls drawn upon are weakened,
is possible for a shaman to affect different she is expending, as they might have dif- and cannot be drawn upon again for
factors of different spells cast successively ferent numbers of souls being drawn upon. one week. If there are not enough strong
during the duration of the call upon souls Dice rolls that can be affected include souls within the soul crystal to meet the
spell. To Hit rolls, saving throws, weapon or number of souls drawn upon (determined
Immediately after the casting of the spell damage, and Ability Checks. The by the 2d10 roll), then 2d10 must be
spell, the souls called upon are weakened caster cannot draw upon souls to get a score rolled again. If this second roll is below
and cannot be called upon for one week superior to what the dice can naturally pro- the number of souls in the soul crystal, the
of game time. During this time their duce. souls are simply weakened for one week.
strength cannot be used for Radiance For example, the shaman casts the spell If this second roll exceeds the number of
spells. However, they retain sufficient to affect a saving throw against dragon souls in the crystal, the crystal shatters,
strength to allow the shaman to cast non- breath, specifying that 10 souls are being destroying all the souls within it. The
Radiance shamanic spells. Note that if the called upon (and available). The shaman shaman must make a Save vs. Death Ray
shaman calls on more souls than the soul fails her saving throw by 5 on the dice roll. (with a -2 penalty) or die immediately;
crystal actually possesses, the spell fails She draws upon the power of five souls even if the save is made, she suffers 1d6
but the souls are still weakened. to make good this shortfall, ensuring that points of damage per soul destroyed as the
the saving throw is made. The other five crystal shatters.
Control Destiny (Spell level 6) souls are still weakened, even though in
one sense they are not really used here. Transcend Life Force (Spell Level 7)
Range: 0 (shaman only)
Duration: Permanent until used Range: 0 (shaman only)
Discharge Soul Power (Spell level 7)
Effect: Affects the fate of the caster Duration: 2d12 hours
Range: 20 yards per level of the shaman Effect: Attempt to reach Immortality
Description: This spell alters the result of
Duration: Instantaneous
dice rolls affecting the shaman, by draw- Description: This spell gives the caster a
Effect: Poisonous energy blast
ing upon the power of the souls contained chance to become an Immortal. It should
within a soul crystal. To use this power, Description: To use this dangerous spell, be clear that the discovery of this spell is
the character must have a soul crystal with the caster must have a soul crystal with the culmination of an entire campaign for
a certain number of strong souls; souls a number of unweakened souls, as usual. a shadow elf shaman character. To acquire
weakened by previous spells are not avail- She can discharge some or all of the power this spell, the shaman must go on a spe-
able for use. The shaman casts the spell of these souls in a destructive energy blast cial quest revealed to her by Rafiel. Other
in advance, stating how many souls she is followed by flames. The spell requires 1 details about this spell are available only
drawing upon. Their strength is then re- full turn (10 rounds) to cast. from the DM in the case of a PC shaman.
duced for a week, as described in the call The spell draws upon 2d10 souls; the DMs Notes: The nature of such a quest
upon souls spell above. The character must shaman cannot control the strength of is suggested below, but a vital point to
then later state, before an event occurs, this spell. Each soul causes 1d6 damage note here is that a character can fail her
that its result will be altered by the spell. in the spell effect. However, when calcu- attempt at becoming an Immortal. This
If the dice roll fails, the caster draws lating damage, all rolls of 1 on the dice are causes the victims body to wither and
upon the souls in the crystal to change the re-rolled. The blast is like a fire ball, caus- turn to ashes while her lifeforce is drained
score, on the basis of one soul per score ing double damage against hard material into the soul crystals of the Chamber of
point. (stone or metal), normal damage against the Spheres, where it becomes more en-
When using this spell, the caster must softer objects (e.g., wood), half against liv- ergy supply. The character is forever lost
draw upon the power of at least five souls. ing creatures. It also causes a flash of light, and cannot be revived (even with use of a
If there are not five strong souls in the soul a clap of thunder, and a billowing cloud. wish spell). Her trapped lifeforce (along
crystal, all remaining souls are weakened, The smoke rises to the sky (or to the with possible others) remains conscious
but the control destiny spell fails utterly. ceiling of a cave or cavern, etc.) and within the artifact until the last flicker of
All souls called upon will be weakened, spreads out over a 200-yard radius per energy (often for some months). With
irrespective of whether this number is soul drawn upon. Anything that remains some soul crystals it is possible to use
more than the shaman needs for success a full day within that area must save vs. ESP or other forms of mental commu-
with the dice roll. One control destiny spell Poison or be affected by a rotting disease. nication mode and converse with the
can affect only one dice roll. The shaman Saving throw modifiers include: +1 for re- victim. A lifeforce can only reveal what it
can pre-cast any number of these spells be- maining inside a log cabin or equivalent, knowsessentially how it got there and
fore leaving on an adventure, but of course to +5 inside a fortress. The cloud is not whatever it knew before it got therebut
she must have her soul crystal (or crystals) affected by winds, but dissipates after one it will rarely do so for reasons which will
with her to gain the effect. She must state full day. become obvious in the following section.
15
The Secrets of the Soul Crystals
However, the fact of mental contact with of the Chamber of the Spheres, and it is
these consciousnesses explains in small clear that the technological nature of this
part why shadow elves believe that souls work deals with a lot more than souls. A
inhabit these crystals. more complete description of the Temple
of Rafiel is given elsewhere, but essentially
The Road to Immortality Rafiels most powerful shamans are try-
ing to build an artifact very similar to the
A t levels in the shamanic hierarchy
below the White Shamans, shamans
believe fully that soul crystals draw on
Nucleus of the Spheres in Glantri. Rafiel
wishes them to do this, because it will
greatly increase the power of the Sphere
the power of souls. When a non-Radi-
of Energy if completed. Since Rafiel is an
ance spell is cast, the power of souls is not
Immortal of that Sphere, this project is of
drawn upon to such an extent that they
central importance to him.
are significantly weakened. The shaman
White Shamans are introduced gradu-
does regard the spell effect as coming
ally to the fact that soul crystals arent
from a nexus involving her ritual casting,
quite what they seem. Initially, they are
the souls in the soul crystal, and the will
given to understand that there is simply
of Rafiel. But the souls stay unweakened.
more to these soul crystals than what they
When Radiance spells are cast, souls
have previously learned. The nature of this
are weakened. This is due in part to the
more will be learned later, as they par-
potency of the spells, in part to their sym-
ticipate in the great work of Rafiel in the
bolic importance (it is taught that they
Chamber of Spheres in the Seventh Level
are known only to Rafiels most trusted
of the Temple of Rafiel. They are also told
servants), and in part to the will of Rafiel.
tantalizing hints of the spell transcend life
One major consequence of all this is
force. They cannot cast itonly a Radiant
that shamans of Rafiel are understand-
Shaman can do this upon attaining 36th
ably reluctant to cast Radiance spells.
levelbut they realize what their goal
They understand that drawing on the
is now: Rafiels hand is guiding them to
power of souls does not harm them or
Immortality! Dont forget that these sha-
damage them; Rafiel would not allow
mans are now of 19th level at least. They
such a thing. But, due to their symbolic
are far, far along the road, the Way of
significance, they must be used sparingly
Rafiel, which now leads to Immortality.
and with reverence. This suits Rafiels
They understand gradually, as they gain
purposes admirably. Reducing the uses
levels, that the work in the Chamber of
of soul crystals to the absolute minimum
Spheres is the great glory of Rafiel. In
necessary ensures that many soul crys-
the fullness of time, I, Rafiel, will show
tals will become available for use in the
my shamans the secrets of the crystals that
Chamber of Spheres, with considerable
have the power of life and death and life
potency left in them. The need for many
everlasting. Immortality!
soul crystals in the work there also results
The devotion of the White Shamans
in frequent quests for soul crystals. The
reaches, if anything, a new ecstatic pitch.
most powerful are those of higher level
They gradually realize that the earlier be-
and with more souls, and these are the
liefs they had about soul crystals were a
most precious to Rafiels designs. Hence
parable taught them by Rafiel, to enable
the injunctions on high-level shamans to
them better to appreciate his great work.
go on quests to find them. But then their
However, they do not know the whole
understanding of these crystals begins to
truth. The Radiant Shaman is closest to
become more sophisticated than that of
such knowledge.
their juniors.
It is gradually apparent to shamans
of Rafiel, when they reach the status of
White Shaman, that the soul crystals are
not what they have been believed to be.
White Shamans are involved in the work
16
Geography of the Shadow Elf Lands
T he lands of the shadow elves of the
Known World stretch out far in all
directions from the City of the Stars. The
below an old lava flow. The swirls and
whorls of igneous rock here are massive
and highly impressive in shape, having
sages terminating in a small honeycomb-
ing of fairly large caves and caverns south
of a major volcano shaft. Within these
City itself is described in detail later in this been worn down to an almost perfect tunnels and caves a very fine rain falls to
chapter, but first a guided tour around the smoothness by water erosion. To the east, the ground continuously. Periodically, at
major natural sites of interest is given. steam shrouds the bubbles and agitations random intervals, sudden swirls of wind
Rules for travel times around the tunnels caused by the outflow of the Boiling River drive the fine drizzle in all directions. Vis-
and passages connecting these wonders into the Dragon Lake. The vaulted ceil- ibility is reduced here, especially infravi-
are given separately, in the Travel and ing of this huge cavern rises to almost sion (down to 20 feet), and likewise acute
Vigilance chapter. Details of patrols and 400 feet in places. The lakeside can be hearing counts for little. The soft fall of
guards occupying important locations are crossed on foot from the north canal to rain isnt the major problem, but the end-
likewise to be found in that chapter. the point where the Boiling River flows less dripping of water from rock onto rock
out into Dragon Lake, but the tempera- and the slurping and gulping sounds of
Lakes and Waterways ture can be very extreme here at times bubbling mud underfoot certainly is. Na-
so the shadow elves have built a series ked flames are almost impossible to keep
T he major body of water in the shadow
elf lands is the connected complex of
the Ebon and Dragon Lakes, joined by ca-
of rope bridges with very tough, fibrous
fungal rope around the west and south
alight and no form of weather controlling
magic works here. The whole area radiates
sides of the Lake. Anyone really wishing magic but what sort, and which being was
nals built by the shadow elves (using spells
to walk right across to either Sojourner responsible for creating this peculiar area,
such as rock to mud and then digging!).
river can do so easily enough, but the fer- is unknown. Notably, the stream which
Much water from the higher water tables
rymen here can get you across a lot easier. flows from these caverns is very shallow
drains through into this complex directly.
Skinwings have enough room to land at and narrow, as if only a small part of the
Lakes in the Broken Lands filter into this
any river or canal entry into this Lake, but rain falling here ever passes into it.
region, and it is likely that some of the
they do not much like the heat to the east The Cavern of Continual Rain is also
water drained off through the Sump and
of this cavern. feared for the presence there of a small
Weir of Alfheim makes its way into Drag-
Dragon Lake is so named because deep group of grey puddings (rock-coloured
on Lake rather than into the Malpheggi
in its silent waters lies a somnolent dragon black puddings) of exceptional size (20
Swamp.
turtle of great strength (45 HD). It is not HD). Evading them is not easy given the
The only water mass at a significantly
especially large as dragon turtles go, and heavy, muddy conditions underfoot
higher level than Dragon Lake is the
is usually sleepy. However, there is a 1% note that terrain altering spells such as
Boiling Lake, which drains through the
chance for each month that it will awaken mud to rock (reverse of rock to mud) will
narrow Boiling River into Dragon Lake,
due to warm water from the Boiling Lake not work here.
causing the eastern half of the greater lake
seeping over it and rise to the surface for
to be shrouded in steam almost perma-
nently. Otherwise, the great Sojourner riv-
2d4 days. It is avoided by the shadow elves The Warrens
if it rises, for obvious reasons!
ers flow slowly away from Dragon Lake in
both directions. In both cases, the current
is slow and lazy and sometimes seems al-
The cavern of Dragon Lake is also
home to some 4,000 steam bats which
T his network of tunnels is a source of
both fear and fascination for shadow
elves. The Warrens are a veritable maze of
roost in the eastern side of the cavern.
most entirely absent. The Sojourner rivers tunnels and passages, remnants of some
They are wholly blind and harmless un-
connect the towns of the elves and their long-ago burned-out volcanos activity.
less attacked or frightened, and the elves
barges and ships take advantage of the Some shadow elf myths say that a fiery
respect them. They consider that Rafiel
usually placid nature of these fairly shal- worm, smooth and black and glowing
may have guided even these humble crea-
low but broad rivers, as described in the hot as lava, bored through this area cre-
tures here, given the significance of the bat
Travel and Vigilance chapter. Hazards ating the passages many centuries ago.
motif in the Temple of Rafiel (see below).
(i.e., monsters!) are also considered there, Hence the smoothness and symmetry of
although special monsters are noted for so many of the Warrens. He was the last
individual locations below.
Ebon Lake of his kind, looking for a mate, travelling
The Forest of Spiders Note: A small group of aranea has moved many other types of spider (normal and
into the Forest of Spiders and is control- giant) are present here. Populations of
T his dense fungal forest west of Losetrel
is comprised largely of the tall, branch-
ing fungi the shadow elves call Barisel
ling these attacks, trying to slay elves and
steal any magic they have. The aranea are
crab spiders, albino cave spiders (use the
black widow spider profile), and even rha-
very careful to stay out of sight.) godessae are sizeable here. More unusual
fungi. Their intertwined lateral branches While the western reaches of the Forest types of spider (e.g., tarantellas) are rare
make vision and travel difficult (move of Spiders would be well avoided, small even in this spider-filled habitat.
rates halved, all visual ranges reduced to parties of shadow elves regularly brave its
two-thirds normal). They provide a nat- hazards to trap the shroud spiders which Lava Tunnels
ural haven for spiders of all sorts, which weave the silk for which Losetrel is so fa-
populate this area densely. A variety of
arachnids prey upon the small lizards, gi-
ant centipedes, rock rats and other smaller
mous. Shroud spiders do not breed well
in captivity, and their numbers must fre-
L ava tunnels can be very dangerous, but
shadow elves seek them out for sport!
These tunnels are not common, but the
quently be replenished by fresh captures.
creatures which scurry among the rocks greatest density of them lies around the
Spider hunters sally forth with fresh meat
and fungi. The term Forest of Spiders is Boiling Lake and the western limb of the
lures treated with secret recipes which al-
often used to refer to the whole fungal for- North Sojourner River where it stretches
lure spiders and leave these for their prey,
est around Losetrel, but by far the dens- out toward (but does not meet) the Cav-
below nets and surrounded by snares.
est populations of spiders are to be found ern of Continual Rain. Some artisans, no-
Poor hunters who cannot afford such
west of the river. Watches are posted at tably blacksmiths, do indeed have small
lures may even try to use themselves as
regular intervals along the river banks op- settlements around these areas. They have
live baits, tempting the spiders into cages
posite the Forest of Spiders. Until recently, protections against the extreme heat, of
or net traps. The captured shroud spiders
the spider threat has not been too great. courseusually rings of fire resistance or a
are then taken back in wooden cages on
Spiders are not, after all, social creatures resist fire spell. Such shadow elves are usu-
narrow carts which can travel in the dense
and do not exactly use advanced skirmish ally regarded as eccentric, but their work
fungal growth. Spider hunting is a highly
tactics. Of late, however, their threat has is vital for military purposes (among oth-
skilled and dangerous business, and a
changed. Small groups of spiders have ers). The army is only too happy to pro-
brave and good spider hunter can become
attacked together, showing unusual cun- vide a rare burly shadow elf with a ring
very wealthyif he lives to enjoy it.
ning and unique co-operation. The shad- of fire resistance to allow him to ply the
Note that while (giant) shroud spiders
ow elves do not know why this is. (DM blacksmith or weaponsmithing trade.
are the intended prey of spider hunters,
Also, shadow elves will go to great
lengths to beg or borrow (but never
steal) magical protections which will al-
low them to go lava fishing. Magically
treated rods and lines can be hired in the
cities and then the happy elves can go off
in search of the elusive lava fish. These
creatures resist heat when alive but cook
normally once dead, so there is a finesse
about hooking a lava fish with a maggot-
and-kobold meat bait, gaffing it, and then
flourishing it above the lava so that it is
swiftly char-grilled.
Life in the City of the Shadow elves are entirely ready to pay Business and Money
Stars this. They know that it is to pay for the
W ell, not really. Shadow elves do 1,500 standing troops, important advis- walled city is already packed. The shadow
drink a fungal beer (in many dif- ers, mages, records and archives, and all elves here are a mix. Some of them are
ferent flavours) and they do go out to the other paraphernalia). The Shaman the poorer or less fortunate of their kind.
have some fun now and again. But bawdy Sector, however, is no longer confined to Others are relative newcomers to the area,
houses, rowdy taverns, gambling dens and shamansit never was, since it housed attracted by the dim lights of the capital,
the like are simply not a part of their lives. those especially devout in the Way of wide-eyed about the Temple of Rafiel and
Shadow elves are naive in the best sense Rafiel even in the first years. Shamans the wonders inside the wallsHave you
of that word: innocent, ingenuous, and now live in and around the temple. Sha- seen the trees? Wendolen village has a
wide-eyed about life. They are not gullible, man Sector is now known as the quietest, small number of neer-do-wells but their
or fools, but they are naive. PC shadow most studious, and most refined residen- number shouldnt be overestimated.
elves shouldnt even get to learn of The tial area in the City of the Stars. The Sistyl Forest beyond is well worked-
Orcs Whiskers until their players have Studying the original hexagon shows out and has few vigorous fungal growths
role-played the right kind of character for that the gates there partly correspond outside a small number of intensively cul-
a few sessions at least! to the old clan divisions within the City. tivated plantations. It is no longer a forest
The Old Gelbalf and Old Celebryl gates as such, and only provides work for some
Equipment Items and Costs are now closed, sealed and walled up for 1,000 shadow elves. More extensive fungal
defence purposes. Gates on the present forests in the main cavern provide much
Y ou can use standard D&D rules costs
for items unless it is clear that these
should be radically altered. Of course,
city walls still have clan names. The Holy better pickings.
Gate is the way by which pilgrims to the
Temple of Rafiel have always been admit-
many items cannot be had at allyou
ted. The Royal Gate is that by which the
cant buy a warhorse here! Some goods
Radiant Shaman brings the new King
22
Geography of the Shadow Elf Lands
Individual Locations ow elves and beneath this tree when it is in able; crossbows 20% below normal price.
within the City flower is a traditional place to plight ones These changes reflect shadow elf habits
troth (even in an arranged marriage). The and prejudices (plate mail is disliked by
1. Temple of Rafiel: This centrally impor- shadow elves love the treesand are con- such slender and light folk), availability
tant area is described at the end of this stantly reminded by them of the shame of materials (leather is very expensive!),
chapter. and perfidy of the surface elves who deny and similar considerations. You may im-
2. Temple Square: This huge plaza is them the chance to live among such natu- provise other rules as you wish. For exam-
quite bare save for a small number of ral wonders. ple, consider spears. Their shafts cannot
huge stalactites which extend up to 100 be made of wood since the shadow elves
7. Skinwing Stables: The large majority
feet into the air (stalactites grow up here; do not have any. Rather, they are made
of the 315 skinwings in the Celebryl Air
its the ceiling of the cavern). These are either of sculpted stone (using rock to mud,
Force are stabled here. This powerful air
tipped with gentle magical faerie lights sculpting the mud, and then mud to rock
defence is still named after the clan that
which are of permanent duration. There spells) or strider fungus stalk-rods, hard-
first tamed the reptilian birds they ride
are, of course, 14 steps leading up and into ened and varnished. Such a spear can have
with such pride and expertise. Regular
the Temple. its shaft snap fairly easily (if a natural 1 is
training flights and manoeuvres always
rolled). Make up other rules as you see fit
3. Kings Palace: This splendid building attract young shadow elves and sightse-
without being unfair to PCs!
has powerful magical defences, notably a ers from other cities. Periodically, the
spherical mind barrier which protects all stables are opened to the public, who are 11. Lefarels Apparel: A fashionable
shadow elves inside it. Massive stalagmites allowed to watch the skinwings croaking clothes shop. Specializes in fine silk bridal
form the pillars of the central entrance, and growling with pleasure as their skins gowns.
smoothed and carved into intricate pat- are brushed and oiled by their grooms.
12. Off-the-Stalk: A rough-and-ready
terns. The towers of the Palace have three The Changing of the Guard, with Gen-
basic clothing shop where garments of
gravity catapults (see next chapter) and, at eral Garafaele and the King inspecting,
coarse silks are hung on varnished fungal
140 feet in height, are the tallest buildings is a popular sight for visitors, combining
standshence the shops name. This shop
in the city. royal pomp with smart uniforms and well-
does a good sideline in childrens toys.
drilled troops and animals. A reassurance
4. Way of Fountains: Along this road- to all shadow elves! 13. Siristels Supples: A leatherware shop
way stand 14 fountains, drawing upon (including made-to-measure leather ar-
the same water table drained from Troll 8. Military Headquarters: The nerve- mour). Exceptional workmanship.
Lake, the bottom of which is some 1,300 centre of all City defences. General Ga-
feet above the ceiling of the cavern. Each rafaele and the 14 generals of the city are 14. Shoes Aplenty: The cobbler here,
fountain has one verse from the Refuge of almost invariably here. A total of some a young female named Rafasta, works
Stone inscribed upon it and shadow elves 1,500 troops is permanently stationed with Siristel on offcuts and side-pieces of
walking all the way along this route usu- here and there are more gravity catapults leather to make shoes which are much in
ally take care to recite them in order as placed here. In the basements of the HQ demand. Both shadow elves will pay well
they stroll along. are the headquarters of the Second Shad- for any leather or usable animal hide for
ow; the following chapter gives details of their work. Boots and shoes cost 10 times
5. Way of Statues: Statues of the seven this organization. normal prices.
Kings of the Shadow Elves stand in order
along this way, each in heroic pose on a 9. Gravity Artillery: Atop each city gate 15. Maflarels Emporium: This is where
massive skinwing. The statues are made of is a pair of gravity catapults with working the PCs go for pretty much anything else
a copper-coloured alloy not unlike bronze. crews. Details of gravity artillery are given they need. Maflarel is always the best bet
in the Travel and Vigilance chapter. for miscellaneous equipment. You should
6. Way of Trees: This is perhaps the most review the normal equipment list in the
astonishing sight in the City in some ways. Lets Go Shopping D&D rules, then decide on item avail-
By extraordinary diligence and care, the
ability and cost. For example, garlic will
shadow elves have managed to grow and 10. Diloriels Armours and Weapons: be unavailableor does this resourceful
keep alive one specimen of each of many This is the best place in the city for this elf have some in stock for some fabulous
surface tree speciesoak, alder, maple, stuff. Prices and availability are altered price (100 gp at least)? Up to you! Ma-
cherry, apple, jacaranda (this one gives as follows: leather armour, 10 times nor- flarel is detailed in the Among the Shad-
serious problems) and others; a total of mal price; chain mail, 20% below normal ows chapter.
14, grow here. The cherries and apples are price; plate mail, six times normal price
exquisite delights for feasts. The scent of and is only made-to-measure (needs 4-6
the jacaranda is intoxicating to the shad- weeks); longbows and lances not avail-
23
Geography of the Shadow Elf Lands
Artisans and Services gal sources. If you like being sick, light- 29. Public Baths: Shadow elves, like their
headed, coughing up multicoloured lung surface relatives, tend to be fussy about
16. Felestyr Warehouse: This warehouse fragments, and smelling like a singed rat, cleanliness and often visit these baths.
is usually employed by merchants of the this is the place for you. Both cool and warm baths exist here. The
Felestyr clan when they import their baths are lovingly sculpted and use natu-
goods into the city. They store their prod- 23. Pots and Pots: Imaginatively named,
ral decor, with dramatic stalactite forma-
ucts (especially weapons and armour) this shop sells all manner of clay and ce-
tions being incorporated into the design.
communally, unlike other clans. ramic pots and pottery.
30. Boat Hire: The agent here hires out
17. Bonded Warehouse: This is a ware- 24. Kiln and Urn: Another potters shop,
boats on behalf of many boat owners in
house for rent. Shadow elves hoping for with superior craftsmanship and an unu-
the city. The boats arent here, of course;
work as guards for merchant convoys and sual line in vegetable dyes (their Celebryl
they are on the Ebon Lake, or around it
wagons often hang around here. Shadow Blue could become a classic design).
on the shores in small boatyards. Travel
elves who know what theyre doing will 25. The House of Hopes and Wishes: and Vigilance details boat hiring.
try Halfalens Haulage Co. (#31) instead. This portentously named shop sells all
31. Halfalens Haulage Co.: Halfalen
18. Map Shop: Old Jaflarien has maps manner of exotic consumer itemslava
hires (and hires out) guards for merchants
of all the major passages, waterways and fish, smoked skitterling fillets, even utter
carrying their wares over long distances.
tunnels in the lands of the shadow elves rarities such as spices and once even an ap-
This is a good place for penniless PCs to
etched onto blanched fungus bark. Some ple! It is secretly owned by Maflarel, and
come and find employment, although
of them are even accurate. managed by a charmed lackey of his.
Halfalen has a definite preference for
19. Candle World: Jennafaer, the propri- Relaxation and Enjoyment brawn over brains when hiring people.
etress, has discovered a small colony of Also, Halfalen owns the best giant slugs
unique wax-secreting worms in the cavern 26. The Hall of Fourteen Voices: This in the City. He will hire them as draught
walls close by The Waste, and has single- is the major concert hall in the City of beasts to merchants, but only those he
handedly revolutionized the science of the Stars. Shadow elves are by no means knows well. He also has a subsidiary busi-
discreet lighting in the City of the Stars. as musical as their Alfheim cousins, but ness, mostly run by his two sons, rearing
Her work is all the rageeveryone wants they enjoy vocal recitations of sacred mu- and training giant slugs. This is the place
a candle, how does she do it? Each candle sic and bardic historical sagas. to go if you want to buy a really good slug.
(6 hours burning time) costs 4 gp, but this 27. Whispering Waters: This is a good Halfalens only daughter was Marked
is a bargain to the shadow elves. `street cafe where shadow elves meet to as an acolyte last year, and he is intensely
proud of this fact. He and his family have
20. Drewmunds Locksmiths: Within eat fungus bread, trania, and perhaps been conspicuously devout in attendance
the New Enclave this surly dwarf plies the odd luxury such as curdled slug milk, at the Temple of Rafiel ever since.
his trade. His mutterings about security, washed down with a mug of sulphur water.
thrift, caution, and protecting ones as- Being in the New Market district, this is 32. Pilots & Guides: This hiring-out
sets on behalf of ones family have struck habitually frequented by merchants dis- agency provides guides with definite skills
a chord with only a few shadow elves, but cussing business. such as Orientation in Caves, Know Ter-
enough to allow him to scrape a living. There are few such places in the City rain (often at +1 or better), Helmsman,
of the Stars. Eating out is a concept Mapping, and the likeprofessionals
21. Parafals Glassware: This shop sup- alien to the shadow elves, who eat very as opposed to the labourers handled by
plies flasks, bottles, mirrors, and fancy frugally. Merchants eat and drink here Halfalen. The proprietor of this agency,
glassware. These are at least twice the nor- because they are not at home, or elves will Raffainfar, is not on good terms with Hal-
mal price; sand is not easily come by in take liquid refreshment because they are falen and treats him with disdain.
the shadow elf lands. The proprietress is a hot and tired from work. If friends who
distant cousin of Porphyriel, the Radiant havent seen each other for a while meet 33. Sarantyrs Skinwing Rides: Sarantyr
Shaman, and she doesnt let anyone forget by chance, they may come here to eat and owns two skinwings and hires them out
it. In the window of the shopand a glass talk. But cafe life is not an important form to give rides around the city, usually to
window is a rarity!is a huge glass flask of social discourse here! children or visitors to the city. The two
with Porphyriels likeness etched on it skinwings are rather old beasts, very well
(and the 14 Verses of the Refuge of Stone 28. Stone Caps: Another street cafe trained and very docile, and the harnesses
for good measure). where shadow elves sit at tables made into which their riders are fitted are very
of stone in the shapes of flat-top fungi. secure indeed. Sarantyr has an under-
22. Tobacconist: The tobacco on sale Staple fare is the order of the day: trania, standing with the military, so that they
with the clay tretiltans (a sort of pipe) mineral water, hot sour slugs milk or cur- keep an eye on these skinwings from their
here is prepared from the very best fun- dled whey for a luxury. own beasts and Sarantyr pays extra taxes
24
Geography of the Shadow Elf Lands
for this friendly watchfulness. fate decreed by Rafiel. This is augmented make sure that no group of mages could
by individual palm-reading. Risardiel of- ever subvert their authority. It would be
34-37. Taverns/hostelries: There are a
fers you the chance to feed a PC some a mistake, they argued, to have such a col-
fair number of these scattered about the
complete drivel in return for his cash, or lege because this would imply that magic
city, since merchants need to stay with
maybe now and then one of her predic- was something for a minority to study,
their helpers, and there are some shadow
tions could come amazingly true. rather than something which should
elf adventurers, after all! These four are a
be studied very widely to maintain the
fairly typical cross-section of the hostel- 39. The Orcs Whiskers: The existence
defences of the shadow elves. Variants
ries to be found here, selling their trania, of this rough-house is a carefully guarded
on this argument have been used by the
mineral water, and weak fungal beers. secret. It is below a shop which sells glass-
shamans to considerable effect over the
ware, basic metal goods and tools, and
34. Hands of Rafiel: Very plush and re- centuries.
which appears quite innocuous. But it is
fined, a talking shop for intellectuals and The leading mages of the City are not
owned (again!) by Maflarel, and its base-
scholars, with prayer mats and pewter too unhappy with this. They have influ-
ments become by night The Orcs Whisk-
mugs on which the 14 verses of the Ref- ence on the King through Kanafasti (so
ers. Here, hard liquor is served; real dwar-
uge of Stone are etched. they think) and they know that confront-
ven meads, brandies from Karameikos,
35. The Cap and Stalk: A hang-out for ing the shamans would be a very bad move,
mind-numbing substances from Glantri.
the most important and wealthy mer- so they just get on with their researches
Smoked and cured foods, sugared fruits,
chants. Extremely respectable. without making a big issue out of it.
pickled gherkins and fish, and all manner
This is where PC shadow elves (or even
36. The Travellers Comfort: A hostelry of delicacies are on the menu (subject to
outsiders) should come to purchase new
for less well-to-do merchants and even seasonal availability). Halfling pipeweed
spells for their spellbooks or to buy and
the leaders of their haulage teams. Lively, and worse is smoked. It is possible to sit
sell minor magical items (potions, scrolls,
friendly, and a good place to hear gossip, next to an elf of the opposite gender and
and the like). Permanent magical items
especially from other cities and about hold hands without being married, even
are never sold to outsiders, although they
business matters. without having been previously intro-
will be bought from them. Do not sell per-
duced.
37. The Stoneturner: The name derives manent magical items to shadow elf PCs
This is the place to meet the tiny rag-tag
from the shadow elves ability to move (unless at outrageous prices); Yalfanare
of unconventional, weird, misfit, miscre-
tunnels aroundto turn them, as it is prefers barter (on terms much to his ad-
ants who have enough money to be able
sometimes put. Miners from the Felestyr vantage).
to afford to indulge themselves here. It
clan congregate here, and rumours of new is a place where, notably, tales are told 41. Quanafels Thaumaturgy: This is the
soul crystal finds (and precious metals, of other lands, lands with trees and dap- alternative place to buy, sell, and trade
but thats a lot less important) often start pled sunlight, or barren rock and fierce magical items. Quanafel (profile in the
from this tavern. Miners from the main humanoids, or even the Land of the Red Among the Shadows chapter) is an iras-
Great Cavern mines also tend to visit Sun. The listeners are not sure what is cible old (757 years) elf-wizard of 18th
here when in the City. The Stoneturner true and what is myth in these explorers level, always eager to buy or trade for
is rough and ready, but friendly enough. tales. Theyre usually second-hand, but an unusual magical items or magical wands.
eyewitness account is always delivered to His home is a bewildering collection of
Off the Beaten Track a packed house. Shadow elves who come curiosities inside: an embalmed kobold
38. Risardiels House of Mystic: Risar- here have their eyes opened to an entirely in a glass case, stuffed birds, a preserved
diel is a young female shadow elf fortune different way of life bears paws, cases of geological samples,
teller. She dresses rather oddly (she is and all manner of bric-a-brac.
40. College of Wizardry: This is a fairly
colour-blind and wears clashing colours grand name for a small and unprepos-
together with her white garments), and sessing place. It is operated by Yalfanare, General City Notes
does tend to simper and giggle a lot. But
she has an unquestionable talent for the
dramatic, and many of the shadow elves
a 12th level elf-wizard, whose function is
simply to put shadow elves in touch with I n a city of nearly a quarter of a million
shadow elves, there is ample room for
more experienced shadow elf wizards who you (the DM) to add further locations
are superstitious folk. Risardiel has her can teach them new spells for their spell and details. You might wish to make a
own skinwing and flies about, discerning books, or to help with magical research, photocopy of the city plan on the inside
the future and the will of Rafiel from the and the like. There is no grand organiza- cover of GAZ13 (permission is granted
pattern of lights as they fluctuate within tion anything like the Great School of to do this for personal use) and mark such
the city. The logic is that, while individu- Magic in Glantri. This is due to the sha- additional locations in. Keeping index
als turn lights on and off, the overall pat- mans, who used a subtle argument to cards with short details of each location
tern betrays collective awareness of the
25
Geography of the Shadow Elf Lands
is a useful way of retaining information into the Chamber of the Refuge of Stone. does not stay, or sleep, in the First Level
about them at your fingertips. Here is the object of the shadow elves of the Temple for security reasons, but she
Also, when describing the City, draw reverence: the 14 verses themselves. They must be accessible and so she stays here.
the attention of the players to the sights are regularly visited by the devout, school An acolyte given the primary responsibil-
and sounds. The markets are busy with parties, shadow elves wishing some espe- ity of attending to the White Shaman is
merchants talking, haulers unloading gi- cial boon in their personal lives (for a safe considered very favoured, and the acolytes
ant slugs, elves scurrying to pour water birth, a happy marriage, a relatives safety, do their best to appear devout and worthy
and food into troughs for the panting, etc.). Special public ceremonies (marriag- to the Marking Shaman responsible for
hungry beasts. Shadow elves wave greet- es within the royal family or court, gradu- drawing up the relevant attendance roster.
ings to each other as they stroll along the ation of an acolyte into the ranks of the
spacious streets, and parties of young elves Marking Shamans, the public and formal Middle Levels of the
skip and jest on their way to the Temple, appointment of a new Radiant Shaman or Temple
accompanied by a slightly harassed aco- Radiant General, etc.) also take place here.
lyte-teacher. Paint the city with sensory
impressions: sight, sound, smell, touch,
Acolytes will hover in and around this
inner sanctum, with mugs of water for T
Since
he Third Level, home to the Mark-
ing Shamans, has many record rooms.
Marking Shamans have to act as
and taste. weary travellers, to attend to those over-
come by the sight of the holy of holies, and judges in many disputes, they have many
Temple of Rafiel to keep everything clean and pristine. The legal records. There is also a court cham-
junior acolytes live in a warren of rooms ber here, where disputes of importance or
T he vast Temple of Rafiel dominates
Temple Square, rising to over 100
feet with mighty stalactites hanging down,
to the sides of the First Level, and they complexity will be adjudicated by Mark-
also have some rooms in the unrestricted ing Shamans (or even by a White Shaman
if the dispute is a major one). Shadow
part of the Second Level of the Temple.
like the pipes of some vast organ, almost
There are also a couple of small court elves other than Marking (or higher-lev-
to the public shrines and steps of this
chambers on the First level where Mark- el) shamans are only admitted here after
spectacular building. Sculpted from rock,
ing Shamans will adjudicate relatively being blindfolded and having undergone
with inlays of coloured limestone, quartz purification rituals in the First Level of
small disputes between shadow elves.
and marble, the mosaic-decorated Temple
Part of the Second Level is the Gal- the temple. Marking Shamans also keep a
is a wonder to take the breath away.
leries. Here, religious art, especially that small number of low-level (1st, 2nd) soul
There are seven levels of the Temple
depicting the military struggles of the crystals here, and reserves of coins and
(half of 14), with the highest level (i.e.,
shadow elves, is displayed. Some works, nuggets of precious metals. What com-
that rising highest into the air) being the
notably mosaics, are permanent whereas mercial book-keeping the temple requires
First Level (as described in the Shamans
others are temporary (statues in exhibi- is done here.
and the Secrets of the Soul Crystals). Ris- The Fourth Level is home to the Life
tions, for example). Of course, these strug-
ing to this First Level are what are referred and Death Shamans, who occupy oppo-
gles (and victories) are the will of Rafiel.
to by the shadow elves as the 14 steps. site sides of the temple. The central core is,
Hence memorials to them are very much
There are actually two sets of these. Fur- however, shared by them for meditation
appropriate within the Temple. Although
ther, each of the steps actually comprises and prayer (there are separate, and joint,
these Galleries, and some other rooms oc-
14 smaller steps; each set of 14 is crafted shrines) and for eating.
cupied by the junior acolytes, are on this
of progressively lighter rock and has one The Fifth level is home to the Colour-
level, these are considered unrestricted.
verse of the Refuge of Stone etched into less Shamans. A major feature here is the
Junior acolytes are not permitted to pass
its steps. There are thus actually 196 steps
through the bronze-shod doors which great Conclave, where the White Sha-
rising to the entrances to the First Level
allow ingress to the central core of the mans come to elect a new Radiant Sha-
shrine.
Second Level. Only (full) acolytes are al- man when necessary (or to choose a new
lowed here. King). Symbolically, the White Shamans
The Upper Temple Levels The acolytes have their living rooms on take one step away from their own inner
this Second Level. There are also a small li- sanctum at this time, to bring themselves
T he steps lead up to a great hall in which
devotees may whisper a quick prayer,
ask one of the many scurrying junior aco-
brary, teaching rooms, a meditation room, closer to the communal lives of shadow
and food preparation areas. There are al- elves when making these crucial deci-
lytes for help, bring offerings to the Tem- ways a small number of Marking Shamans sions. Colourless Shamans also maintain
ple, or just pause for reflection. At the far supervising the acolytes in this level, and the small library of works on the special
end of the hall, a passageway leads to steps at least one White Shaman. The White magics of Rafiel (i.e., the spells of the Ra-
which descend into the Galleries of the Shaman is here in case a child is born with diance), rare devotional works, and origi-
Second Level of the Temple, and onward the Mark of the Shaman in the City. She nal supplementary religious works (such
as The Concordance of the Way of Rafiel,
26
Geography of the Shadow Elf Lands
The Songs of Nasnaefel, and Jacquafarels man) has complexly coded notes allowing for example), you will need to keep in
Verses of the Soul). him to work out how to enter, should any mind the specific effects of the Radiance
There are extensive living complexes on awful misfortune affect the Radiant Sha- on creatures (see The Secrets of the Soul
the Sixth level, although there are but 13 man. Crystals). You should also keep in mind
White Shamans at the present time (the Exactly what does this place look like that every shadow elf in the City will try
number has varied from 9-20 over the and what is being done here? It is full of to prevent entrance here and will try to
years). The most important magics, spare humming, complex machinery which slay anyone who has intruded here. In
soul crystals of 3rd and higher levels, and will be unlike anything the PCs have ever the last resort, Rafiel himself will appear
copies of all religious texts and scrolls, are seen. The Spheres themselves are bright in his mortal form to prevent irreparable
all to be found here. Extensive alchemical globes with whirling crystals suspended damage being done to this vital project.
and magic-user experimentation facilities inside them, and soul crystals can be He will prefer persuasion to more direct
are to be found in this very large temple found incorporated into the machinery methods of dealing with intruders, but he
level as well. in many ways. Metal cylinders, pipes, boil- will use spells in combat if he must, obvi-
ers, globes, supports and frames will fill ously avoiding area-damaging spells and
The Chamber of the this huge area (the size of the Sixth Level using personally disabling attacks (maze,
Spheres itself ). The Chamber of the Spheres is feeblemind, polymorph, disintegrate, power
actually a magical nuclear reactor, so it words, etc.). Similar principles will guide
P Cs shouldnt get to see this unless
they are of Companion level (either
as outsiders or as White Shamans). At this
combines technological and magical prin-
ciples, making it very strange. In addition,
shamans who must fight in defence of
their temple.
it is built and shaped by elves, adding
level you will want to tailor the nature of their aesthetics to it, so it looks strangely
this ultimate sanctum to the needs of graceful and almost eerie. Even a simple
your campaign. It lies 60 feet below the metal pipe here is anything but: it is fluted,
Sixth Level, well sunk into the rock, and decorated, etched, and sweeps in a gentle
all manner of magical traps will protect it arc along its path.
from those who should not be here (i.e., If you are going to have some kind of
who arent White Shamans). Porphyriel intrusion into this area, or a battle (if the
alone has the magical keys to enter, al- PCs are high level and not shadow elves,
though Randafien (a 19th-level male sha-
27
Travel and Vigilance
T his chapter details travel in the lands
of the shadow elves, movement rates,
hazards, skill uses, and other factors. It also
rates, hazards, encounters, and skill use.
Rules for obstacles and encounters are
given following the detailing of each type
track, abandoned areas, complex honey-
combed passages, and the like. Worked-out
Alfmyr mines, the Warrens, minor tunnels
details the organization of the ever-vigilant of route. Rules for movement rates for daily and waterways not on the fold-out map
army of the shadow elves, including their travelling can be found in the Expert Rule- (but added to it by the DM), are all exam-
intriguing Special Services book, page 41. ples of tertiary routes. Obviously, these are
the most hazardous places to travel.
Primary routes are those shown as roads
Into and out of the City Movement rates are reduced by 30%, or
on the fold-out map, and certain major
by 20% if at least one of the travellers has
T o start with, there is the pressing prob-
lem of getting into and out of the City
of the Stars itself. Skinwing flying is one ob-
waterways: the routes from the City of the
Stars to Alfmyr and Losetrel via the canal,
Dragon Lake, and the South Sojourner
the Know Terrain skill.
Encounters: Check for both trivial and
important encounters once per 2 hours.
vious possibility, but skinwings can carry River. These are broad, frequently travelled,
Obstacles: There is a 20% chance per
virtually no cargo, so this has limited use- well-patrolled routes, the safest and fastest
day of some important obstacle blocking
fulness (the army has most of them anyway). to use.
smooth progress. Check on the Obstacles
Magic is a possibility (fly, levitate, teleport Movement rates here are full normal
Table later in this chapter to determine the
being the obvious spells). But there are still rates. At your discretion, it may be possible
nature of the problem.
problemswhat about 1st-level charac- to have skinwings fly at least part of the way
ters? What about merchants with cargo to along such routes.
shift? Encounters: Check for a trivial encoun- Underground Ships
The problem is fortunately solved by
the existence of what the shadow elves call
gravity flutes, narrow cylinders of altered
ter once per 8 hours, and for an important
encounter once per 24 hours.
Obstacles: There is only a 5% chance per
L arge ships can only travel safely along
primary waterways. By large ship here
is meant anything larger than a riverboat
gravity which exist at the sides of the Great day of travel that an obstacle significantly (see Expert Rulebook, pages 42-43. Along
Cavern near the City of the Stars. Gravity affecting progress will be encountered, due tertiary waterways, nothing bigger than a
flutes are not found more than 10 miles to the frequent checking and maintenance two-elf canoe (with a 1000 cn capacity in
from the City of the Stars. Shadow elves of primary travel routes. Check on the Ob- addition to two elves) can travel safely. PC
call them flutes because they are cylindrical stacles Table later in this chapter to deter- shadow elves who make any attempt to find
in shape and because there seems to be a mine the nature of the problem. out the facts of life as regards underground
gentle, almost inaudible sighing of an unfelt Secondary routes are those shown as tun- waterways will be told these facts.
breeze within them. (Other races do not nels (in dashed lines) on the fold-out maps, Vessels which are too large to cover wa-
hear this.) and all major waterways save those listed terways safely will suffer some mishap at
A gravity flute is 5-30 feet wide. A shad- above as primary routes (and the river lead- some distance along the route they do take.
ow elf entering one can at once recognize ing north through the Forest of Spiders to- The type of mishap is up to the DM; if the
it by a rising of the hairs at the nape of his wards the Cavern of Continual Rain and to PCs didnt know about their mistake, the
neck (other races must make a Wisdom the north beyond; this is a tertiary route). vessel can be forced to stop fairly quickly so
check to recognize gravity change here un- These are less frequently travelled, less of- the PCs dont lose too much time. If they
less they experiment). ten maintained (or harder to upkeep), less just set off without checking their facts, or,
When a gravity flute is entered, the wall frequently patrolled (or more attractive as even worse, ignored advice, then they de-
becomes down. One simply steps off the habitats for monsters, etc.), and for many serve trouble. Strand them in the middle
floor (Great Cavern) on to the wall (which reasons less trustworthy than primary travel of nowhere if you can.
is now the floor). When one reaches the routes. The usual obstacle is reduced ceiling
ceiling of the Cavern (City of the Stars), Movement rates here are reduced by 20% height, but there are others. Stalactite
this is of course just another wall (while due to rocky and uneven terrain, rougher forests are a nice variant, jagged rocks just
you are inside the gravity flute), until you water, and the like. If a travelling group has below the waterline another possibility,
step out on to it, when it becomes the floor. at least one member with the Know Terrain too little draught for a large vessel another,
It takes 1d20 rounds to find a gravity skill, this may be reduced to a -10% penalty and then a small section of rapids or even
flute, or 2d20 rounds if the seeker is more to move rates. a waterfall (along a tertiary waterway) are
than 5 miles from the City, since they move Encounters: Check for a trivial encoun- possibilities too. You should determine the
around slightly and are rarer the further ter here once per 4 hours, for an important nature of the obstacle to suit the general ter-
one goes from the City. Movement rate encounter once per 8 hours. rain and how mean a treatment you feel the
within the gravity flute is at normal speeds. Obstacles: There is a 10% chance per PCs deserve.
day of some important obstacle blocking There are no sailing ships, obviously, but
Travel Routes smooth progress. Check on the Obstacles there are a few magical vessels which travel
Table later in this chapter to determine the the primary waterways in particular (they
A n important distinction is made here
between primary, secondary, and ter-
tiary travel routes. This affects movement
nature of the problem.
Tertiary routes are those well off the beaten
are too valuable to risk elsewhere). These
vessels have zero friction between hull and
28
Travel and Vigilance
water, so that a reduced crew of rowers can wealthy elf the chance of a luxury service, black puddings here are actually gray and
propel the boat along. Some others even pandered to by a tough warrior-guard rock-coloured and will surprise if attacking
have magical propulsion, only needing a coachman. The cost is 50 gp per trip; the from camouflage 5 in 6 (infravision users
helmsman conversant with the right magi- coach conveys only 2500 cn weight. Among wont be subject to such surprise, of course).
cal command words to drive them along. merchants this is becoming seen as a mark In other terrains, common monsters in-
The magical manufacture of such vessels of style and prestige, but others think it is clude basilisks, caeciliae, geonids (in a few
requires material ingredients from very rare merely pretension and wasteful. Halfalen, locations, notably in the Warrens and south
aquatic monsters, so these boats are both however, finds bookings are on the rise! of Alfmyr), giant (and ordinary) scorpi-
very rare and very expensive. ons, hypnosnakes, purple and red worms,
Encounters rock pythons, ropers, slime worms, spiders
Giant Slugs (many sorts), and tuatara lizards.
Obstacles Terrain Types half are in the City of the Stars and envi-
rons, a quarter in other cities, and a quarter
I f an obstacle is encountered, roll 1d10
and check Table 3 to determine its effect
on travel. If the travellers are on a primary
T he modifiers to move rates and encoun-
ters given above are for travelling along
tunnels, passages and waterways. These
out in Watches: a few will be adventuring
at any given time.
Junior officers, Sergeants, must be of 3rd
route, subtract -1 from the dice roll. If they rules dont apply to skipping along the tops level at least. The highest-level Sergeant is
are on a tertiary route, add +1 to the dice of fungi, ledge-hopping in confined spaces, currently 9th level (and awaiting promo-
roll. unusually muddy or unsafe terrains, volcan- tion). There are close to 1,000 sergeants in
ic shafts and the like, although you can use the standing army, with some 300 in the
Table 3. Travel Obstacles the rules above as guidelines for adapting cities and the others in Watches and Patrols.
d10 Roll Obstacle Effect on Travel for use in such places. In particular, when The remaining 7,000 or so members of
youre plugged into dungeon-adventure the standing army are referred to as `sol-
1-5 Slows travel time
mode, use standard encounter checks. diers (which is also the generic for the en-
6-9 Delays travel time
tire body of the army, of course). These are
0 Prevents travel
Skill Checks elves of 1st to 4th level of experience for the
most part, with a small number of 5th and
An obstacle which slows travel time reduces
movement rate by 50% for one hour along
a primary route, 1d2 hours along a second-
S kill checks shouldnt be used for normal
travel (except perhaps for Mapping if
PCs get lost). Skills such as Climbing,
6th level types who are not very intelligent
and thus make better soldiers than officers.
Members of Special Services (tunnel
ary route, and 1d6+1 hours along a tertiary Ledge Hopping and the like should only
shapers, gravity artillery, air force, the Sec-
route. The obstacle is one which doesnt ac- be checked if PCs are trying to deal with
ond Shadow) are dealt with later on.
tually stop the traveller moving but forces an important obstacle you have designed,
him to slow down. Examples would be: a or very tricky terrain; and both modifiers to
the skill test and the possible consequences Watches and Patrols
rockfall which has scattered debris widely
along a tunnel but not blocked it, a boat
in trouble, half-sunk in the water, around
which other boats must make their way ex-
of failure should be designed for the indi-
vidual area. A Watch is a powerful guard of shadow
elves placed by a tunnel network which
is known to lead to dangerous places. Tun-
tremely carefully, weak seismic effects (caus- Shadow Elf Army nels leading to surface lands, to the Land of
ing everyone to slow travel from caution!), the Red Sun (this is a well-kept secret!), to
and the like. Clearly, the exact nature will
depend on the terrain and the type of route.
T echnically, all adult shadow elves (save
for specialist mages, shamans, and the
like) are members of the army, but the
lairs of dangerous monsters, to the Warrens,
and the like will all have a Watch placed
An obstacle which delays travel time upon them. A Watch consists of a Captain
standing army is another matter. It is com-
holds up travel for 1d2 hours along a pri- and a Sergeant (or two Sergeants of levels
pulsory for each shadow elf to spend 10
mary route, 1d3 hours along a secondary 5-8), 10 soldiers of levels 3-4, 20 soldiers
years in military service, but quite a few
route, and 1d6+1 hours along a tertiary of levels 1-2, and a Snake or Serpent (see
make a career of it.
route. The traveller is forced to stop while The Second Shadow, below) and a tunnel
a boat is hauled out of the water, while a shaper.
fallen row of stalactites is cleared away, Ranks and Strengths The possessions and skills of such a
while the carcass of a dead purple worm is
shovelled up, and so on. The delay is tire-
some but not outrageous.
G eneral Garafaele is one of 14 generals Watch will be carefully selected by the
in the City of the Stars; this number military authorities. The group will be
is fixed by convention. A general must be of well equipped with magic (see Equipping
A delay which prevents travel is signifi- 10th level, and have Attack Rank D (two Watches below), and skills such as Signal-
cantly more serious. Here, a tunnel wall strikes per round), at least. There are also ling, the combination of Blind Shooting
has collapsed, the ceiling of a waterway has generals in Losetrel (currently five), New and Rapid Fire, Hide in Shadows (for am-
caved in, bands of marauding humanoids Grunland (currently five), and Alfmyr (cur- bushes), and general stealth and combat
have demolished a passage, tunnels are cur- rently three). All are technically subject to skills will be highly represented. Tough
rently being re-routed to thwart intruders, the Radiant General (Garafaele) who in soldiers are selected for Watch duties. There
and so on. The DM should determine how turn is subservient to the King and the will always be at least two officers with tel-
long it will take to remove such an obsta- Shamans. eport spells or scrolls able to notify central
cle. Of course, the travellers may not even Serving the generals are a number of military authorities if a major peril or attack
be certain just how big an obstacle is (is senior officers. The elves have a long, poetic is taking place.
the tunnel blocked for 50 feet or just 10?). name for them and it is easier to call them Patrols are rather light duties. These are
Skills such as Know Terrain, Mapping, and Captains for our purposes. Each Captain routine affairs along well-travelled routes,
the like can allow the PCs to find a way is at least 7th level, and the most distin- although they can be a little riskier when
around the obstacle in reasonable time guished captain is 10th level (Attack Rank precautionary patrols (e.g., by a tunnel
(converting the block into a lengthy delay) E), awaiting promotion to general. There where a monster was sighted a while ago)
if the relevant ability check is made. are some 280 captains in the army, of whom are posted. Along secondary routes, and at
30
What Everyone Knows
31
What Everyone Knows
32
What Everyone Knows
33
What Everyone Knows
34
Travel and Vigilance
any point more than 12 miles from a vil- chain mail, sword, and light crossbow. out of infravision, dont forget). The grav-
lage along any route, minor patrols are in In all cases, adjust the level of the items ity catapult hits as a 16 HD monster. Of
operation. A Sergeant will command 2-4 to the strength of the soldier. A humble course, with 7 rounds between firing and
soldiers of levels 3-4, and 4-6 soldiers of 2nd-level elf isnt going to have a ring of landing on the Cavern floor, the target may
levels 1-2. Major patrols are undertaken spell turning, wishes, or X-ray vision, nor a well have moved before the missile reaches
along the main arterial waterways (and weird magical item like an undersea boat. it (and something else may now be in place
lakesides), and the primary routes close Likewise, an exceptional Sergeant with a to get squashed!).
by villages. In a major patrol, a Sergeant of magical sword could possess a fairly pow- Skinwing riders of Sergeant or better
level 5 or higher commands 2-5 soldiers of erful one with significant Talents (see the rank have special magical rings which en-
levels 3-4, and 11-16 of levels 1-2. (This is D&D Dungeon Masters Companion, page able them to deflect the rocks up to 30
the main stamping-ground for training new 57). As a rule of thumb, equip these NPCs degrees from their path of motion in one
recruits.) Rarely, either type of Patrol will in a manner slightly below that of PCs in round. The deviation is assumed to take
have a second Sergeant, of 3rd level, being your campaign. Dont forget that certain place at the start of the round in which the
trained on the job, and possibly a Captain forms of magic are unknown to shadow magical effect is activated. The skinwing
doing a tour of inspection. Finally, any Pa- elves (no wands of lightning bolts). Finally, rider must be able to see the rock (so a
trol has a 5% chance of having a Snake or any General around the place should be faerie lights spell is sometimes placed upon
Watcher of the Second Shadow accompa- individually designed by you! it). The maximum range of his control is
nying it. 400 feet, and he must spend a full round
Shamans concentrating on this action (any aerial
Equipping Watches combat/skill check is at a +4 penalty dur-
are given in the Flora and Fauna chapter. Finally, there is the unique problem of cally, the areas affected by a tunnel shaper
There are some important points to add to the gravity plane. Think of this as being like with rock-affecting spells may be increased
those details. the flat surface of wobbly jelly being occa- by 50% in all dimensions (size of a cube,
First, the Great Cavern isnt a large sionally struck with a spoon. That is, it stays range, duration, etc., as relevant). Tunnel
place. A skinwing out of control and falling in more or less the same place, give or take a shapers will always have spells such as trans-
crashes into the ground in a single round, margin of error. Above the City of the Stars, mute rock to mud (and its reverse), wall of
with a fair chance of grievously injuring its the distance to the Great Cavern floor is stone, move earth, flesh to stone, transmute
rider. When the skinwing crashes, it should some 2,400 feet, and the gravity plane is at rock to lava and other spells of this type. In
always be treated as being at terminal veloc- 1,200 feet, although it varies slightly from addition, tunnel shapers have the unique
ity. Well, no one said life was easy in the Air place to place and from time to time. spell stone door as detailed below.
Force. If the rider makes a successful Dex- The point is that it isnt possible to
terity check, you can allow him a chance to predict or know exactly where the gravity Stone Door (Spell Level 4)
cast a life-saving spell (fly, levitate, teleport, plane is at any given instant. Thus anyone
dimension door onto another skinwing), or flying through it can brace themselves for it, Range: 10
performing some crucial action, in time. but they cant absolutely ready themselves. Duration: permanent (or until dispelled)
Second, skinwings have a gliding ability When a skinwing and rider pass through Effect: to seal and disguise a passage
which does not take a manoeuvre action to the gravity plane, the rider needs a Dexter- Description: This spell enables the spell-
perform; they will glide their normal move- ity check. If this is failed the rider cannot caster to seal off a tunnel or passage, while
ment allowance and descend just 10 feet per perform any actions (spell casting, flying completely disguising this blockade from
round. However, the skinwing must travel manoeuvres, etc.) on the coming round. nonmagical detection by other creatures.
its full movement allowance to glide in this The skinwings are much less hassled, sim- The spellcaster can seal off a tunnel area of
way. ply flapping a bit but adjusting to the new up to 40 square feet per level. Thus, a 7th-
Skinwings can hover, although theyre downwards direction (they travel 100 feet level spellcaster could seal off a passageway
really not very good at this. They can re- down but stabilize during this round). of up to 280 square feetsay, 20 feet wide
main in the same place for one round if they by up to 14 feet high.
were neither ascending nor descending in Tunnel Shapers The difference of this spell from others
more than a one-manoeuvre dive or climb which might appear to give a similar result
in the previous round. In the following
round after hovering, the skinwing must T unnel shapers are elves who have special-
ized in spells which affect the structure
of rock and stone; they may be treated as an
(e.g., wall of stone) lies in the disguise ef-
fected. Both surfaces of the stone created by
dive or climb at one-manoeuvre rate (no the spellcaster appear absolutely identical
more is possible, no less is allowed). NPC character class in some ways. Specifi-
to the surrounding stone. While the stone
36
Travel and Vigilance
created is but 1 inch thick, it responds to all them, the Snakes, elves of 7th and higher coated with a fungal poison which will par-
normal tests (rapping with a hammer, etc.) level; and finally Watchers, elves of 5th and alyze enemies. A saving throw versus Poison
as if it were solid rock. Only attempts to higher level. Elves below 5th level are not will negate this effect, but even if the save
smash it down or work it with tools, or the recruited into the Second Shadow. Elves of is made the enemy will be affected as by a
use of a spell such as detect magic will reveal noted devoutness (to Rafiel!) are never re- slow spell (reverse of haste) for 2-5 rounds
the stone door for what it is. cruited into the Second Shadow at all. after the affected missile strikes.
The stone door is created at the rate of There are certain minimum require- Second Shadow scout/spies do not
40 square feet per level of the spell caster. ments for recruitment into the Second wear any kind of armour to keep them as
Finally, the spellcaster only can pass Shadow. For recruitment into either branch, fast-moving and silent as possible. To com-
through the stone door for a period of time a shadow elf must have an Intelligence score pensate for this, efforts are made to equip
after the spell casting as if it were a normal of 13 or better. For recruitment into the them with protections such as displacer
door (taking one round to open); this du- legitimate Second Shadow, a shadow elf cloaks, rings of protection, rods of parrying,
ration is one day per level of the spellcaster. must have a Dexterity score of 13 or better. defender swords, and the like.
After this time, the stone door resists such For recruitment into the covert Second Members of the scouting/spying Second
bypassing. Shadow, the Eyes of the Serpent, a shadow Shadow are also trained in luring spiders.
elf must have a Charisma score of 13 or bet- Using special potions sometimes with a
The Second Shadow ter. meat bait (a slain humanoid), spiders are at-
Members of the legitimate second tracted into the area. The spiders are used to
T his subtle organization is a complex and Shadow will have skills from the following
fine intrigue. The essence of matters is list: Know terrain, Mapping, Orientation
this: all shadow elves know that there is a in Caves, Signalling, Tracking (I), Bravery
scare off intruders and to weaken any group
which is determined to force entrance to
the deeper tunnels and passages where the
Second Shadow organization. They believe (W), Alertness, Climbing, Hear Noise, shadow elves lie in wait for them
it to be a group of shadow elves skilled in Hide in Shadows, Ledge Hopping, Move
the arts of concealment and spying who Silently, Rope Use (D). A variant of the
root out intruders into the shadow elf lands. Snares (I) skill is often possessed, allowing
That is, the functions of the Second Shadow the elf to set tripwires, deadfalls, and similar
are purely defensive. alerting traps.
Matters are more complex than this. Also, these elves will have spells or magi-
There is one branch of the Second Shadow cal items from the following general areas:
which has precisely these functions, and invisibility, ESP, detection magic, flying (fast
this branch is described in this chapter. return to base!), and polymorphing. Second
However, there is an almost entirely sepa- Shadow spy/scouts on watch/duty patrol
rate parallel organization within the Sec- will also have magical items which allow
ond Shadowthe Serpents Eyes. These them to overcome enemies rapidly: they
shadow elves are the network of spies and will often be supplied with crossbow bolts
informants who keep the King posted on
developments in areas of the surface world
and they also keep an eye on subversive
elements in the shadow elf lands.
The legitimate Second Shadow is ac-
cepted as a desirable, necessary part of
shadow elf life, even though the members
of this organization cultivate a secretive,
furtive image. But almost no one suspects
the existence of a deeper intrigue below this
groups activities. The legitimate Second
Shadow is an excellent screen for the deeper
intrigues of the hidden Second Shadow!
The overall head of the Second Shadow
(both branches) is the Feathered Serpent,
who always has a taken name, forsaking his
family name (and family) to take up his po-
sition. Currently this is Xatapechtli, who
is detailed in the Shadow Elves in Other
Lands chapter.
Below the Feathered Serpent are the Ser-
pents, elves of 9th and higher level; below
37
Flora and Fauna
T he realms of the shadow elves hold
unusual flora and fauna in addition to
the better-known varieties. Here, mon-
was that the fungi could walk, and moved
around when no one was looking. It was
the only way to explain how it suddenly
intermediate shade. Since the slaughter of
448 BC, the memory gourds kept in the
City of the Stars have always flowered on
sters are detailed after more passive spe- appeared, as it seemed to the elves. The the anniversary dayNames 2and the
cies. Strider Fungus is important because of flowers are usually plucked and taken to
its thick and fibrous hollow trunk. This the temple steps on the commemoration
Fungi is used in cheap, temporary constructions of that dreadful massacre.
around the cities (not inside them) and in
T he shadow elves have documented
over 200 species of fungi in the fungal
the poorer shadow elf communities.
Trania: This name is given to the staple
Skitterlings
forests, but only a minority of these are of
importance. These are the following:
Blackspore: These traditional mush-
food fungi of the shadow elves as a generic,
as well as to the prepared food they make
M any small, inoffensive reptiles live in
the tunnels and caves of the shadow
elf lands. Long evolution underground
from it. There is a difference in the way
room-shaped fungi produce heavy black has made many of them very unusual by
the two nouns are intoned, however, with
spores which are valued as flavouring and the standards of surface dwellers. Perhaps
the name of the fungus pronounced with
in preparing trania, the preserved food of none is as odd as the skitterling.
the emphasis on the tra, whereas the
the shadow elves. Skitterlings are small lizards, up to 18
food is referred to with the emphasis on
Darksnap: These are dangerous and inches in length, and about half of their
the nee syllable.
considered under Monsters below, but are body length is taken up by a long, slender
still prized by the shadow elves because tail. At the end of this tail is a fan of very
giant slugs have a taste for them.
Lava Fish thin, almost translucent, webbed skin. At
Lermon: This medium-size fungus,
when young is the standard food supply
for giant slugs; older, bigger plants are too
T hese creatures have thick scales and
very dense fins, and highly unusual
fanned tails which, in some specimens,
the base of its tail is a pair of oil-secreting
glands. It is the tail which makes the skit-
terling so prized by the shadow elves. The
tough and of poor nutritional value. can be as long as its body. The fish vary in tail skin is used to make cloth of exqui-
Pearldew: This fungus has a hollow, size from a few inches to nearly a foot and site fineness, used for decorative purposes.
pitcher-like stem and a rimmed, gilled a half long. Lava fish, as the name implies, The oil of the glands is an important ele-
cap at the top. It exudes a sweet sap into live in lava and magma streams and pools. ment in several alchemical preparations.
the pitcher and, if this can be found fresh, They are obviously magical in nature, but Firnafel Sixhand of Losetrel is known
the stem can be tapped (like rubber tap- their origin is entirely unknown. They to use it in his special preparations (see
ping) and the sap slowly drawn off. A sin- are immune to natural and magical heat, Among The Shadows).
gle plant (only small ones, up to 6-8 feet, although they take double damage from However, catching skitterlings isnt
give good sap) can yield up to 1d6 pints all cold-based attacks. They can be treated easy. They move quickly (90 (30)) and
of this sap. The sap is useful as slug food, as having 1 HD, with 1-8 hp depending can readily hide in the narrowest rock
as a sealant or glue if reduced by gentle on size, but they have no effective attacks. crevices. Their precious tails are ruined
simmering, and is part of the secret recipe by over-aggressive actions on the part of
used by spider hunters in their business. It Memory Gourd hunters, of course. And they can walk on
is also used in the preparation of skinwing water. Their bones are lightly calcified and
oil, the substance used for rubbing down
skinwings at the stables.
O f the many plants the elven wizards
brought from the surface, this is the
most enigmatic. The memory gourd is ac-
hollow, and they are very light anyway
despite their apparent size. Their webbed
Shaman: One small capped fungus has feet are very large, and they move faster
tually a thick-rind, spineless cactus which
a pattern of pendulous gills which appear on the surface of water than they do on
was altered magically so it could survive
vaguely like the mark of the shaman. This land (Move 150 (50) on water). They
on a diet of mineralized water and a lit-
edible fungus is greatly prized and is al- exploit the surface tension of water to
tle organic mattera few drops of blood.
ways given to the temple for the shamans skitter along, as the elves put it. Watch-
The wizard who altered it had many of his
to eat. Discovery of a significant cluster of ing a skitterling skitter along the water of
family murdered in humanoid raids and
these rare fungi is taken as a good omen. a placid river is a delight to a shadow elf.
his emotions seem to have affected the
Strider Fungus: This huge fungus is Their sinuous movements and rapid speed
plant, which became widely kept for the
known to the orcs by the name of Big- combine grace and efficiency with a very
beauty of its single white flower, produced
giz (see GAZ10 The Orcs of Thar). The unusual ability.
annually. The plant seems to respond to
shadow elves call it strider fungus because
the emotions of the elves, and changes col-
of the amazing growth rate of this huge
our from pale yellow (fasti days) to pale
flat-top fungus compared with most other
green (ne fasti days), being otherwise of an
species. One fanciful tale told to children
38
Flora and Fauna
Slug, Giant reliance on other senses will be a common found in the great caverns of the shadow
change. Thus, rock rats and cave snakes elves have developed considerably differ-
T he giant slugs tamed and bred by the
shadow elves are distantly related to
the wild monsters documented in the
will use sense of smell (rats) and thermal
sensing (snakes) to the almost complete
ent abilities, notably extreme and accurate
infravision. Their abilities and statistics
exclusion of vision. An important point are given below:
Master DMs Book (page 38). They are in this context is that a spell such as light
notably smaller, being usually 10-15 feet Armour Class: 4
(or continual light) will usually be ineffec-
in length. They have 1-8 HD, depending Hit Dice: 1-10
tive, if used to blind such creatures. Shad-
on age, move at 20 feet per round, and Move: see below
ow elves do not use these spells, although
they do not have any acid attack. If at- Attacks: 1 bite
they do use the reversed form of the light
tacked, they have a bite attack, which is Damage: see below
spell, but surface dwellers venturing into
weak and ineffectual (Dmg 1d4). They do No. Appearing: n/a
their realm might make this mistake.
resist weapon damage as detailed for the Save as: see below
Albinism is also a common trait in such
Giant Slug in the Master DMs Book. Morale: see below
subterranean dwellers. Dont overdo this
Giant slugs are used both as beasts of Treasure Type: n/a
in case it makes the creatures too easy for
burden and for food. Their milking is Alignment: Neutral
PCs to detect!
an extraordinary symbiosis between the Intelligence: 3-6
Keep in mind that the ecology of the
elves and these gentle beasts. The shadow XP Value: as HD
Mystaran underdark is not the same
elves feed the slugs with fungal and other as that for either the FORGOTTEN Young skinwings are treated as having 1
vegetable food. The slugs exude a rich REALMS setting or the GREYHAWK HD. At age 3 or 4, they have 4 HD and
yellow-brown fluid when they are softly setting. Strive to make your version of the have grown to a size where they can be
caressed with an instrument which resem- underdark unique. flown. They gain additional hit dice as
bles a modern-day paint roller. This fluid they grow to maximum size over some 20
is highly nutritious and even tasty when Skinwings further years, to 9 HD. A tiny few devel-
processed in the making of trania. It is op unusual size and strength and have 10
obviously not true milk, but the shadow
elves always refer to it as such. This milk
is quite different from the slime exuded
S kinwings play a vital role in the de-
fence of the shadow elf cities, and the
sight of their large forms gliding smoothly
HD. As they grow, their abilities change
as follows:
by the slugs if they travel significant dis- and silently above the City of the Stars is Movement Rate:
tances, although general fluid balance dramatic and impressive. Skinwings are HD Move
does link the two. A much-travelled slug reptilian, distantly related to pterodactyls, Flying
will not have sufficient body fluid left to but more bird-like in appearance (though MF
provide milk immediately after its journey. they do not have feathers). Their skins
1-3 60 (20) 150 (50) 3
are hard and leathery, varying from light
4-6 90 (30) 180 (60) 3
Steam Bats brown to a dark teak.
7-9 90 (30) 150 (60) 1
Shadow elves take great care to rub
S team bats are cave-dwelling, blind
creatures which have adapted to hot,
moist conditions. They are almost entirely
down their skinwings with an oily sub-
stance prepared from fungal secretions
10 120 (40) 120 (40) 1
Other Statistics:
to keep their skins from cracking and to
hairless, and have shrunken, vestigial eyes. maintain full suppleness. Feeding them is
Their ears are bigger even than those of HD Damage Infravision Encum-
slightly trickier. Skinwings will eat fungi
normal bats. They can be treated as nor- if these are correctly prepared, but they brance
mal bats (with 1 hp each) which do not also like and need meat in their diet. Rock 1-3 1d4 60
have direct combat abilities but which can rats and snakes are greedily gobbled up, n/a
cause confusion (see Basic DMs Rulebook, but skinwings will not usually eat fish 4-6 1d8 90
page 25). or the giant frogs and toads sometimes 1,200
to be found in the underground rivers. 7-9 1d10 120
Other Fauna Their favourite meals are small, juicy little 1,400
10 2d8 120
I t is easy for the DM to vary other fauna
which are found in the world of shadow
elves to reflect their existence far under-
kobolds, halflings, and similar humanoids.
Joints of orc, hobgoblin and their breth-
ren are also eagerly fallen upon by these
1,750
Skinwings save as a fighter with half their
ground. These creatures will be different sharp-beaked creatures. hit dice, rounding up. Their natural
from their surface-dwelling relatives in Skinwings may still be found in the (pre-training) morale is 8; after training,
certain ways. Blindness and an increasing surface world, in Red Orcland, but those this becomes 10. If being flown by a rider,
39
Flora and Fauna
their morale is 11. A 10 HD skinwing be- The Boneless is a horrific monster, far At the DMs option, magical items carried
ing flown by its personal rider has morale more dangerous than its appearance by PCs should be vulnerable to this acid.
of 12 and need never check it as long as might suggest (from a distance). The Saving throws vs. Dragon Breath can be
its rider survives. Note that the Encum- Boneless looks like nothing more than a made for such items with a +1 bonus per
brance value given above is one above sickly yellow-cream maggot of vast size, +1 of enchantment.
which the skinwing simply will not fly. up to 15 feet long. Its movement is a peri-
Skinwings will not accept greater loads staltic writhing in the acidic slime it so Darksnap
than those shown (in cn units) as a basic freely secretes. At the front end is a small
Armour Class: 6
safety reflex. mouth ringed with wickedly sharp teeth
Hit Dice: 1-4
and, while the creature has no visual sense,
Move: 10 (3)
Skinwings in the Army it has two dark patches where eyes should
Attacks: 1 snap
be, which it uses for thermal sensing.
S kinwings are usually flown with har-
nesses keeping the shadow elf rider
firmly on the beasts back. Sometimes a
It attacks by biting, and can also spew
out a thick glob of very corrosive acid
Damage: 1d6
No. Appearing: 1d8
Save as: Fighter: 1
slime once per turn. This glob has a 10-
small saddle with a mounted swivelling Morale: 7
foot radius and a range of 60 feet, with
crossbow is used. Treasure Type: Nil
all in the area of effect taking 4d6 damage
Skinwings do become partial to indi- Alignment: Neutral
(a saving throw vs. Dragon Breath halves
vidual riders if the same shadow elf (or Intelligence: 3
this damage). Also, any creature or char-
anyone else) rides them regularly and to XP Value: as HD
acter in melee with the Boneless may be
the exclusion of other riders. The older
affected by acid. Any successful melee hit The Darksnap is a fungus which takes its
the skinwing gets, the more ingrained
by a character means that the character form and colour from its background. It
this habit becomes; the massive skinwings
must make a saving throw vs. Wands or can eke out an existence on rock (most
ridden by King Telemon and General Ga-
be splattered by acid on the skin of the often by a water source) or by parasit-
rafaele, for example, refuse to accept any
Boneless, suffering 1d8 points of damage. izing other fungi. It is capable of killing
other. Should either of these riders be
The Boneless likewise has several de- small reptiles and rats with its snap and
slain, his skinwing would pine to death
fences. It is immune to all magical cold- will slowly absorb the nutrients from their
for its master within a few weeks. A young
based attacks (wall of ice, ice storm, etc.). decomposing bodies.
skinwing trained to accept a rider, though,
Hits from edged weapons will only inflict Darksnaps will snap at anything within
could be cajoled along with some tasty
half damage on the Boneless due to its range, and have learned to stay still and
titbits and a little conversational magic,
thick and slippery skin. Worst of all, the snap suddenly, so they surprise on a roll
although theres not a great deal one can
Boneless radiates magical fear. Anyone ap- of 1-4 on 1d6 unless the victim has some
say to a creature with intelligence this low.
proaching within 20 feet of the monster special defence against such surprise. The
No rules are needed for skinwing readi-
must make a saving throw vs. Spells or be astonishingly hard, calcified ribbings of
ness to accept a new rider. If a PC is try-
forced to run and flee from the monster the Darksnap can inflict an unpleasant
ing to get a skinwing to accept him, the
at maximum rate for 1d6 rounds. Such an bite, and on a natural 20 a hand has been
DM should arrange matters so that he will
affected character can return to try again, so badly damaged that the character suf-
have to work hard to persuade the ornery
but must make a new saving throw. How- fers a -1 penalty to all hit and damage rolls,
critter to let him fly on its back!
ever, once a successful saving throw has and an additional -2 penalty to hit rolls
been made, the character will not need with any two-handed weapon (which in-
The Boneless to make another for the duration of the cludes all forms of bows!).
Armour Class: 0 combat. There are rumours of huge darksnaps
Hit Dice: 10** Finally, the Boneless has a final at- deep within the Forest of Spiders, which
Move: 60 (20) tack upon its death. When slain (unless are so enormous that they can sever limbs
Attacks: 1 bite + special by a special attack such as a Disintegrate and even swallow smaller humanoids such
Damage: 1d10/4d6 or 6d6 spell), the horrors head arches back, the as kobolds, halflings, and dwarves whole.
No. Appearing: 1 monster writhes frantically and utters a No one has ever been able to provide
Save as: Fighter: 10 screaming gurgle, then its body literally direct evidence that such monster fungi
Morale: 10 explodes. Its disgusting internal organs exist.
Treasure Type: Nil and acidic slime explode in a 20-foot ra-
Alignment: Chaotic dius, inflicting 6d6 points of acid damage
Intelligence: 7 on all in the area of effect. A saving throw
XP Value: 2,500 vs. Dragon Breath will halve this damage.
40
Among the Shadows
M any of the following nonplayer as his king at 5 feet 7 inches, and he is
characters (NPCs) have been men- muscular and lithe for his 554 years of age.
tioned in the preceding text; others ap- He is fairly ostentatious in wearing only
secondary powers of no little importance.
The sword, Strongmind, confers upon
its wielder complete immunity to all
pear in later sections of this booklet. They white clothing. He keeps his hair short- magical illusions and also to charm, hold,
are arranged here in three groups. First is cropped. His outstanding physical feature sleep, feeblemind, and magic jar spells. It is
King Telemon and major personalities is his sleeves of flesh. His arms were both a family heirloom, passed from eldest son
within the circles of power among the severed at the elbow by an enemy bear- to eldest son, but its special spell-resisting
shadow elves. Senior shamans are includ- ing a sword with the slicing power, but powers are only gradually revealed. It con-
ed here. Second, two Immortals of cen- were regenerated with the loan of a ring fers resistances if the shadow elf wielder is
tral importance to the story of the shadow of regenerationleaving livid scars around of sufficient level to cast the spell which
elves. Finally, some allegedly lesser lights the elbow joint which run right around the sword protects against. For example,
are consideredincluding the daredevil his arms. Although these areas of scar tis- feeblemind and magic jar are 5th-level
Sixhand of Losetrel, the famous spider sue are painless and do not interfere with spells: the swords ability to confer im-
hunter, and other colourful characters. Garafaeles suppleness or movement, they munity to these spells only operates if its
Only the most important magical have not been removed by magic and wielder is at least 9th level, the minimum
items are given. Others may be added, but many whisper that they are indeed the experience needed to cast these spells.
dont give characters of relatively low level sleeves of flesh referred to in the sacred The shield was taken by Garafaele from
bags full of magical items. inspirational text of Rafiel. a huge troll he slew (and the troll surely
DMing Notes: Garafaele is distantly took it from some more illustrious op-
The Royal Court related to Gilfronden of Alfheim. This ponent). The shield can cast fly upon its
fact, and his unswerving loyalty to the owner at will. Moreover, any melee hit
Garafaele Galeifel throne of Telemon, have made him eager which misses Garafaele has a 10% chance
to work with the King to conspire in the of striking this shield; any enemy striking
Radiant General of the City of the Stars, royal intrigues. The next chapter gives ad- the shield will be drained of a life energy
The Hammer of Rafiel, 19th level elf-lord. ditional details. level or 1 hit die, as appropriate (no sav-
He shall be the Hammer of Rafiel, with Combat Notes: E10; AC -8; hp 90; ing throw!).
sleeves of flesh, and he shall not be dis- MV 90 (30); #AT 3; D 8-15; Save E10 Lastly, Garafaele has a rod of victory,
tracted from his purpose. (automatic half damage from breath rightly regarded as his most precious pos-
Concordance of the Way of Rafiel. weapon); ML 12; AL L; S 18, I 13, W 10, session.
History: Garafaele of the house of D 15, Co 18, Ch 13 (treat as Ch 16 with
Galeifel was an exceptionally promising respect to active members of the shadow
Kanafasti
warrior from his earliest days. Blessed elf army).
with stature and exceptional strength, Royal Wizard, 18th-level elf-wizard.
Abilities & Skills: Alertness (D), Brav-
his keen mind showed a ready aptitude ery (W), Danger Sense (W), Leadership History: Kanafasti was born into Clan
for military tactics, and he was readily +1 (Ch +1), Rapid Fire (D), Signalling (I), Felestyr, but married while youngand
able to inspire devotion and self-sacrifice Skinwing Flying (D), Tactics +2 (I +2). well. The cunning young student of magic
above the norm in the shadow elves he found himself an excellent match with a
Languages: Shadow Elf, Alignment
commanded. In 752 AC, his stand with (Lawful). plain, but rich, single daughter of a well-
but three junior compatriots against the to-do Celebryl family. He used the family
Spells Usually Carried: Garafaele will
Blue Ogresall 35 of themmarked always carry aggressive spells, and will es- wealth to advance his magical studies, but
him out as a shadow elf with a special chew informational and detecting spells. his in-laws have been repaid many times
destiny. Rapid promotions culminated Spells such as magic missile will always be over by the benefits of his having the ear
in his elevation to Supreme Commander favoured. Importantly, Kanafasti has just of the King himself.
of the army, Radiant General (first-placed, taught Garafaele the cloudkill spell, which Kanafastis name has a detailed mean-
as with the Radiant Princess and Radiant has awed the mighty fighter. This has been ing: Kana has a variety of meanings
Shaman) in 924 AC. King Telemon has done by Kanafasti to bring Garafaele still depending on the nature of words with
never regretted his action in promoting closer into the conspiratorial circle of which it is conjoined, since it means po-
this supremely talented elf. tentiality, openness, possibility, etc. Ka-
the King (see next chapter), and it has had
Personality: Garafaele is utterly dedi- the desired effect. na-fasti means all potentials are for good
cated to military life and knows little else. (fasti), which is taken to mean someone
Notes: Garafaele always wears his
He is honourable, unbending, loyal, and chain mail +5, likewise always carries his with the ability to succeed at whatever he
brave. He is also incredibly boring if one shield +4 and sword +4, and wears his truly aspires to do. Kanafasti was a well-
is not fascinated by military matters. named child.
ring +2. Both the sword and shield have
Appearance: Garafaele is nearly as tall Personality: Kanafasti is very careful,
41
Among the Shadows
wise and sly. He says very little and listens spells cloudkill, disintegrate, delayed blast which shows that she is highly observant
carefully. If forced to express an opinion, fireball, and meteor swarm in his books and appraises other people very accurately
he always strives to look at both sides of now. The similarity of some of these to and quickly. Porphyriel is a very wise and
any question and avoid committing him- certain shamanic spell effects has not es- smart shadow elf, and also graceful and
self. With the very few people he trusts, caped the old wizard, who realizes that charming. Her junior shamans love her
though, he is relaxed, cultured, with a Rafiels way to spell mastery can perhaps greatly.
quick turn of wit and a wickedly black be had in other ways. Appearance: Porphyriel is now 727
sense of humour on occasion. Kanafasti Notes: For 18 hours a day (all his wak- years old, but has an ageless face, look-
loves children, and used to tell bedtime ing hours), Kanafasti is protected by a ing both old and young. She has a very
stories to Telemons children. He and Tan- mind barrier spell. As Royal Wizard, he large facial Mark of the Shaman. Her
adaleyo have always been close. can lay his hands on all manner of magical long white hair is brushed back, and her
Appearance: Kanafasti is now 786 items (save artifacts) quickly. Usually he beautiful blue eyes are slightly slanted.
years old, his white hair receding at the wears a cloak of protection +3 and a ring She wears a white robe and head-dress as
temples and his grey eyes slightly watery of protection +5, carries a staff of fire, and Radiant Shaman, but she also wears a very
with age. He is small at 4 feet 8 inches, but has a wand of fear up his sleeve (literally). large soul crystal and some finery upon
he still stands upright and spry, and the He carries scrolls of spells such as fly and her simple robes. She is beautiful as well
speed of his movements can be surpris- dimension door to allow him to escape if as having dignity and authority, and at 5
ing. He wears simple white robes, but he he needs to, and likewise scrolls of spells feet 3 inches she is considerably above the
is rarely seen for the simple reason that he such as ESP, clairvoyance and wizard eye average height for a female shadow elf.
habitually stays invisible. to allow him to do some magical snoop- DMing Notes: Further detail on Por-
DMing Notes: Kanafasti is a key player ing should the need for this arise. He car- phyriels work within her temple was pre-
in the political dramas of the court of the ries at least two scrolls of spell catching (one sented earlier. Her relation to Telemons
King. He knows pretty much everything for spells up to 6th level, one for spells up intrigues is reiterated in the following
there is to know about everyone who to 8th level) at all times. Kanafasti has not chapter.
matters. He is the closest confidant of the gotten to be Royal Wizard without being PC shamans should be allowed a fleet-
King and is actively encouraging his de- prepared for almost all contingencies! ing glimpse of Porphyriel at an early stage
signs on Alfheim. He is also good friends of their careers. She is kindly to the lowest
with Xatapechtli, the spymaster. See the Porphyriel acolytes, and is held in true awe by them.
next chapter for more details. Radiant Shaman of the Temple of Rafiel, A personal word from her is prized by an
Combat Notes: E10; AC 0; hp 39; 21st-level elf-wizard, 21st-level elf-shaman. acolyte for years. It would certainly be
MV 90 (30); #AT 1; D 3-8; Save E10 History: Porphyriel has, of course, enough to make any acolyte totally dedi-
(automatic 1/2 damage from any breath spent all her life in the Temple of Rafiel cated to any quest or adventure Porphyriel
weapon); ML 10; AL N; S 9, I 18, W 16, in the City of the Stars. Born into the Ala- wished her to undertake.
D 13, Co 9 Ch 9. fanel artisan family, she has remembered Combat Notes: E10; AC 5 (1); hp 57;
Abilities and Skills: Alchemy (I), Al- her family rootsunusuallyand her MV 120 (40); #AT 1; D 4-9 + special;
ternate Magics +1 (I +1), Detect Decep- family is intensely proud of her achieve- Save E 10; ML 11; AL L; S 9, I 13, W 18,
tion (W), KnowledgeGlantri Society ment. Porphyriel has always demonstrat- D 13, Co 13, Ch 17.
and Politics +1 (I +1), KnowledgeAlf- ed exceptional wisdom in the service of Abilities and Skills: Ancient History
heim Society and Politics +1 (I +1) Read/ Rafiel, if not always the most obviously +2 (I +2), Codes of Law and Justice +1
Write Shadow Elf (I), Storytelling (Ch), deferential forms of reverence. Her elec- (W +1), Cooking (W), Gain Trust (Ch),
Teaching (W). tion to the position of Radiant Shaman KnowledgeEdible Fungi (I), Leader-
Languages: Glantrian, Elf, Shadow Elf, was something of a surprise even to the ship (Ch), Natural Healing (W), Per-
Alignment (Neutral). White Shamans who elected hera cou- suade (Ch), Read/Write Shadow Elf (I),
Spells Usually Carried: This is an ple of them swear that they were guided Teaching (W).
important area. Kanafasti has access to by Rafiel without conscious intent in their Languages: Shadow Elf, Alignment
spells which few other shadow elves have, voting. (Lawful).
because of his access to agents in Glantri. Personality: Porphyriel is a paradoxi- Notes: Porphyriel has all the magical
He makes sure that other wizards among cal personality. She is old, but has the ea- resources of the temple of Rafiel to call
the shadow elves do not know of his pos- gerness and vigour of youth. She is calm upon, so the DM may readily add to the
session of such spells, although he might and patient, but hungry for knowledge list of magical items given for her here. For
be able to explain them away as being and impatient for a gate to Immortality. combat, she carries a mace +3 which will
accrued from his own research. He is an She can seem naive and innocent, even slay any orc, troll, goblin, hobgoblin or
18th-level elf-wizard, after all. He has the other-worldly, but she can drop a phrase gnoll on any hit (saving throw vs. Death
42
Among the Shadows
Magic at -4 negates this effect). temper, Tanadaleyo has distinguished ing married yet. At her age, her parents
For defence she has a ring of protection herself in military service and especially should certainly have arranged a marriage
+3 and a magical bracelet which takes 1 as a skinwing rider. by now. In fact, they wouldnt dareand
round to activate: It generates a field of Personality: Tanadaleyo is rough, Telemon doesnt want to lose his best tac-
force for 1 turn which acts as a shield +3 tough, and dangerous to know. Most un- tical adviser to an undeserving husband!
with the power of curing wounds (cures like the shadow elf norm, she is quite bois- When Tanadaleyo wishes to marry, she
50% of all physical damage inflicted on terous and talkative, in addition to being will probably just drag her intended off
Porphyriel). The shield can be activated strong and somewhat temperamental. She by his hair, as it were.
at will. This unique magical item was espe- can, with some effort, make herself grace- Combat Notes: E10; AC -4; hp 52;
cially crafted for Porphyriel by Kanafasti, ful and decorative for important ceremo- MV 90 (30); #AT 2 (Attack Rank D);
who wanted to make sure he was on the nies and public engagements, though. D 6-15 + special (see below); Save E10;
right side of the Radiant Shaman. Por- Appearance: Tanadaleyo is 5 feet 2 ML 11; AL N; S 15 (see below), I 17, W
phyriel has guessed this much, but she is inches tall, wiry and strong at 110 lbs., 12, D 18, Co 15, Ch 14.
still grateful, since the bracelet is a very and has long white hair tied back with Abilities and Skills: Blind Shooting
potent defence and she knows the wizard a headband, and piercing grey eyes. She (D), Danger Sense (W), Hide in Shad-
must have put much work into its crea- dresses as informally and casually as she ows (D), Know Terrain (I), Rapid Fire
tion. Porphyriel also wears a ring of regen- can get away with at any given time. (D), Signalling (I), Skinwing Riding +2
eration and carries staves of dispelling and DMing Notes: At 321 years of age, (D +2), Tactics (I).
healing. Porphyriel has a soul crystal of Tanadaleyo is a young shadow elf of vig- Languages: Shadow Elf, Alignment
seventh level with 38 souls. She also has orous health. Like her father, she is ambi- (Neutral).
a personal sixth level soul crystal with tious, and is fully aware of his plots and Notes: Like her father, Tanadaleyo will
25 souls. intrigues. This is detailed in the follow- carry many magical items in emergencies.
ing chapter. Her title of Radiant reflects Typically, she uses chain mail +3, a ring
Tanadaleyo the fact that the first-born of the King is +1, and a displacer cloak for protection
Radiant Princess of the Shadow Elves, always given this title, just as the first (her AC of -4 includes the melee pen-
11th-level elf-lord (highest-level) shaman is the Radiant alty opponents have for hitting her). She
History: Tanadaleyo is the eldest child Shaman. wears a pair of gloves which blend to her
and only daughter of Telemon and his The DM should note that there are skin so that they cannot be seen unless
wife Caerefel. Strong-willed and fiery of whisperings about Tanadaleyo not hav- magical detection is used: these are a pair
43
Among the Shadows
of gauntlets of ogre power custom-made means a target is grabbed and suffers 2d8 17, Co 13, Ch 18.
for her by Kanafasti. She has two magi- automatic damage each round thereafter). If you have read GAZ10 The Orcs of
cal weapons of importance: a two-handed Gripper is a huge (25-foot wingspan) Thar, you will think that you know about
sword +2 which has the magical power of ebon beast with 71 hp. Atzanteotl. Alas, you have been taught the
slicing, and a crossbow +3. Tanadaleyo is a The unique spell-casting ability of orcish version of the truth.
stern, brave, dangerous opponent. Telemons magical sword, Blackbolt, de- Atzanteotl was a hero among a splin-
tailed below, is also central to Telemons tered, tiny fragment of the ancestors of
King Telemon combat prowess. the shadow elves isolated from the bulk
King of the Shadow Elf Lands, 15th- Abilities & Skills: Ancient History (I), of their folk after the Rain of Fire. This
level elf-lord. Codes of Law and Justice (W), Knowl- splinter group first built Aengmor in the
History: Telemon is the eldest son of a edgeAlfheim Society and Politics (I), long-lost past. Then, this small group of
proud warrior family of the Celebryl clan. Leadership +1 (Ch +1), Read/Write elves was ousted by the Azcans, who took
He has been King for over four centuries Shadow Elf (I), Skinwing Flying (D), Tac- over the city. By this time, Atzanteotl
now, and, before that he was a General of tics +1 (I +1). had achieved Immortality in the Sphere
distinction (and exceptional youth). Languages: Elf, Shadow Elf, Alignment of Entropy.
Personality: Telemon is graceful and (Neutral). The main body of the shadow elves fell
dignified. He radiates authority, partially Notes: Telemon can lay hands on just upon the Azcans rather later, in 1420 BC.
on account of his unusual height. He is about any non-artifact magical item he They slew most of the Azcans and drove
slow to speak, appearing to weigh his needs, with some obvious exceptions. them from the area, building up the city
words carefully, and, when he wishes to These include items with wishes, anything of Aengmor around the central temple
reflect on a speakers words, he has a char- which uses magical light effects (which of Atzanteotl and completing the city in
acteristic gentle wave of the hand which would only blind him), and the like. For 1352 BC. Here their numbers slowly grew
tells the speaker to be quiet. Ignoring his typical AC of -5, he wears chain mail and they were drawn into the barbaric
this subtle signal leads to a glare from the +3, and wears a ring +1 to add to the pro- worship of Atzanteotl, sacrificing both
monarch which will silence anyone. tection of his shield +3. He always wears humanoids and even some of their own
Appearance: Telemon stands 5 feet 8 a ring of spell turning. number to the evil entropic Immortal.
inches and weighs 135 pounds, which Telemon does possess one very special Fortunately for the shadow elves, At-
makes him a veritable giant among itemBlackbolt, his magical sword +3. zanteotl was not entirely pleased with
shadow elves. He has white hair and blue Blackbolt casts a form of lightning bolt, them. They were a little reluctant to douse
eyes of a deeper hue than most. He wears doing 12d6 damage, twice per day; this the altar of his temple with fresh blood
white clothes with blue and grey trims, form of spell is usually unknown to the as often as he would have liked. This may
and is fastidious about his appearance. At shadow elves. A standard lightning bolt have been in part dependent on their
711 years of age, Telemon still looks like a would be unusable, since it would blind relatively slow population growth. Not
shadow elf in his prime. shadow elves seeing it. Hence the sword enough worshipers came Atzanteotls
DMing Notes: Telemon is dissatis- was magically modified by Kanafasti so way quickly enough. For this reason, At-
fied with the state of affairs in his lands. that the bolt had its light component zanteotl was determined to acquire rather
He covets the lands of the surface elves, wholly negatedthe bolt now is wholly more fecund and numerous followers. In
and he is ambitious to free himself and black, and a victim struck by the bolt must 1290 BC, the evil one caused a volcano
his people from the shackles of the Way make a saving throw vs. Spells or be af- to erupt, surrounding Aengmor with
of Rafiel. With his daughter Tanadaleyo, fected as by a darkness spell (in addition lava. This caused many elves to be slain,
his mage Kanafasti, and the sinister Xa- to the damage suffered!). Of course, spar- and the others to flee, without destroying
tapechtli (see next chapter), his plotting ing use of this power by Telemon has only the whole city (and in particular without
is developing well. The full story of this increased his reputation as a great king destroying his temple).
intrigue is presented in the next chapter. among his people. Within a century, humanoids had
Combat Notes: E10; AC -5; hp 67; rediscovered Aengmor and renamed it
MV 90 (30); #AT 2 (Attack Rank H); The Immortals Oenkmar. Their Quest for the Blue Knife
D 6-13; Save E10; ML 11; AL N; S 17, I being resolved in this place, they stayed
18, W 12, D 13, Co 16, Ch 16. Atzanteotl, Lord of and settled and treated the temple as a
Telemon has a personal skinwing, Grip- Entropy sacred site. Atzanteotl had finally gained
per, stabled in the Royal Sector of the City Lord of Entropy, Screaming Demon: worshipers as evil, depraved, and blood-
of the Stars. This beast is named after its HD 22, St 21, In 51, Wi 31, Dx 47, Co lusting as he is himself.
habit of grabbing prey and never letting 34, Ch 76, AL C. Today, Atzanteotls followers are all hu-
go (in combat, a successful hit roll of 19+ Mortal form: E9, S 15, I 18, W 15, D manoids. He has no shadow elf followers
44
Among the Shadows
left outside the Lands of the Red Sun. The Rain of Fire. uge of Stone contained a symbolic truth,
story that he reincarnates orcish followers Who can say now how Rafiel survived? laid down in a form of automatic writing,
into shadow elves is simply a false rumour. Certainly not Rafiel himself. Suddenly which would serve both Rafiel and his
Atzanteotl is a wicked, blood-thirsty cast adrift in a world where his thought faithful elves well for centuries to come.
entity, lacking any sense of honour, dig- experiments were no longer schematic Rafiels injunctions to the shadow elves
nity, or decency. He will destroy whoever daydreams but the only surviving reality, revolve around one purpose: to work in
gets in his way. the human scientist floundered for a pur- the Chamber of Spheres to build a nucle-
Atzanteotl is engaged in a power strug- pose to his existence. It may be that the ar reactor. This is almost identical to the
gle with Karaash, the Immortal revered by lost and suffering shadow elves needed Nucleus of the Spheres in Glantri, and it
so many humanoids, for the hearts and Rafiel as greatly as the surviving human offers immense potential for the growth
minds of those debased brutes. Shamans consciousness needed them. As Rafiel of the Sphere of Energy. Since the work of
of Karaash spread the story that Atzante- gave the shadow elves spiritual purpose the shamans is unknown to othersand
otl is dedicated to furtherance of the shad- and a reason for living in the Prime Mate- in particular, no other Immortals know
ow elves and wishes to use them as agents rial, so their love and devotion gave Rafiel of this workRafiels project could be
to destroy all surface life. Atzanteotls a focus for his flickering consciousness. the most important in the whole of the
own shamans, led by Xilochtli of Oenk- Rafiel slowly grew to understand what Known World. Rafiel is not just chan-
mar (see GAZ10 The Orcs of Thar) wholly he had become: an Immortal, a spiritual nelling his shamans to do this work for
refute this and seek out the heretics who and noncorporeal entity, part of the the benefit of the Sphere of Energy. Even
spread this story. Sphere of Energy. As he struggled to this after aeons, Rafiel is deeply fearful of the
Atzanteotl still has a passing interest in awareness, the love and devotion of the intense shock done to his consciousness
the main body of shadow elves, now resid- shadow elves supported him. As Rafiels by the Rain of Fire. Successful building
ing in the City of the Stars and surround- confused consciousness had striven for of the artifact in the City of the Stars is a
ing cities. His attitude is ambivalent and help, and cast out desperate signals in the form of reassurance that his consciousness
(as usual) half-mad. Weirdly, Atzante- form of the Refuge of Stone and other is stable, secure, and reliable. Rafiel has
otl is satisfied if he thinks that they still (still lost) messages, the shadow elves obsessive-compulsive tendencies; he was
follow evil practices even though he no alone had responded to him. They alone a nuclear physicist in Blackmoor, after all.
longer seeks their devotions for himself. had brought him succour and love. This Rafiels injunctions to the shadow elves,
He knows that they are devoted to Rafiel is one of the reasons why Rafiel does not as coded in the Refuge of Stone, are also
and, because he believes Rafiel to be evil tell them the full truth of what he is doing not as punitive as they appear. Two exam-
and entropic like himself, he is satisfied now. His stream-of-consciousness verses ples show this clearly.
with this state of affairs. in the Refuge of Stone told them a par- First, the terrible practice of abandon-
In the rare event that Atzanteotl takes able they could understand, when they ing babies who are not whole in tun-
mortal form, he appears as an elven hero attained shamanic ability. Telling them nels and passages far from the cities of
or as a dark orcish figure. In demonic the truth must be confined to the very the shadow elves. Is this not a wicked and
shape, he appears as a black-feathered wisest, and even then they must be disil- cruel practice? Well, the mothers do suffer,
serpent with an elven face. lusioned slowly. Rafiel is a scientistand albeit for a short time: they do accept the
an elitist. But we are getting a little ahead way of Rafiel. I, Rafiel, will guide their
Rafiel of the story. path. And so Rafiel does. These babies
Empyreal of the Sphere of Energy: HD As Rafiel strove to understand the Im- are usually thought to be eaten by raven-
25, S 32, I 75, W 44, D 46, Co 54, Ch mortal world in which he found himself ing beasts or monsters, or gnawed by liz-
70, AL L. and the Sphere of which he had become ards or rats, or to suffer some similar fate.
Mortal form: MU35, S 11, I 18, W 10, part, he struggled to protect his weak and But this is not so.
D 13, Co 13, Ch 15. oppressed followers. Instinctively, his nas- There are two factors which help to
Rafiel was once, millennia ago, a nu- cent consciousness was drawn to the crys- explain their most likely fate. First, chil-
clear physicist in Blackmoor. Obsessed tals in which nuclear energy survived in dren are primarily facially deformed. That
with supersymmetry theories, he was usable form. By chance, the shadow elves is, they do not look like shadow elves: they
half-immersed in a different world than had been driven in that direction. By the do not have pale faces, very large ears, or
that of his deprecating colleagues in that growing power of his coalescing mind, white hair. They are not recognizable as
long-lost civilization. It seemed to the es- Rafiel magically altered the crystals into shadow elf babies, and often seem repul-
teemed scientist at times that his thought- a form which the shadow elves could use. sive even to their mothers (minimizing
experiments had entered into an almost Even the ways of Immortals depend upon the pain of abandoning them). It also
magical realm, which may have had some- chance, and the purposes of the deepest means that they are more easily mistaken
thing to do with his surviving the Great magics and fates are inscrutable. The Ref- for orcs, kobolds, or other such creatures,
45
Among the Shadows
because of their deformities, which helps Immortals interest in the shadow elves. apart from his shadow elves, will think,
a lot with their future adoptions. Their Rafiel plots to keep Atzanteotl away by especially Atzanteotl. Rafiel has his own
typically truncated lifespans also help appearing to be malefic himself, as his purposes, which include the very genuine
with their acceptance into humanoid so- injunction to abandon babies appears to protection of his people.
cieties. be. Rafiel hopes that Atzanteotl will leave
Second, the supplementary holy texts the shadow elves alone if he considers they Other NPCs
of Rafiel (such as the Concordance of the are following evil paths anyway. Also,
Way of Rafiel) tells the shamans to aban- Rafiel hopes to smuggle his children Falanen
don the babies in tunnels far away from the shadow elf babiesinto Atzanteotls Seer and Sage, 14th-level elf-wizard
their homes (i.e., the cities of the shadow realm, that of the orcs and their kin, by History: Falanen showed an aptitude
elves). This results in the babies being left guiding orcs to them. When Atzanteotls for book-learning early in life. His father,
in tunnels mostly above the levels of the gaze is directed towards the shadow elves, a military elf through and through, de-
shadow elveswhere they are usually so is it directed away from his own bestial spaired of this until Falanens mother came
found by orcs, goblins and their ilk. followers. Rafiel is smuggling his weakest up with an excellent compromise: get the
Rafiel knows that a genetic burden children under Atzanteotls nose. And it young shadow elf interested in military
must be borne by the shadow elves, and works. writings and history. Falanen has been
that the magical alterations on the soul Second, Rafiel uses an analogue of head of the small military history archive
crystals affect future generations (i.e., this strategy with his Wanderers. These in the military headquarters ever since.
babies). He also knows that such genetic old elves rarely die the tragic and lonely However, Falanen has also wandered
burdens must be extirpated or the shadow deaths the reader may have imagined they very widely in his long years, and gained
elf race will be greatly weakened, placing do. Again, their path subverts Atzanteotls much knowledge in the process. Falanen
his precious project (and the shadow elves evil designs. The shadow elves know bet- has slept beneath the skies of Alfheim, he
themselves) in real peril. Yet Rafiel would ter: Turn these to me, and I, Rafiel, will has talked with orcs around a camp fire
not see these babies lost or slain. In some guide them. Details on the Wanderers in the Broken Lands, and Falanens young
way, he guides them into the arms of are given in the Shadow Elves In Other eyes even saw the wonders of the Land of
orcs and goblins? Indeed. This is part of Lands chapter. the Red Sun. His rheumy and fading eyes
a dual-strand strategy of Rafiel. Rafiel appears, in many ways, to be a hope to see them again, for the old elf is
For one thing, Rafiel wishes to keep sinister Immortal, even cruel and malefic. now 793 years old and soon to take the
Atzanteotl at bay. He is aware of the vile This is exactly what he hopes most beings, path of the Wanderer.
46
Among the Shadows
Personality: Falanen is quiet and digni- Co 9, Ch 14. has become very adept at it. His nickname
fied. He speaks little, and softly, but he has Abilities and Skills: Ancient History comes from a strange birthmark in the
a marvellously melodic voice and age has (I), Detect Deception (W), Knowl- palm of his hand which is shaped just like
given him a greater charisma and grace. edgeAlfheim Society and Customs (I), an extra digit pointing down to the wrist.
Falanen is ready to become a Wanderer KnowledgeBroken Lands Societies Personality: Firnafel is still a devil-may-
he is almost eager for the dayand he is and Customs (I), KnowledgeHollow care character, but this is more for show
an old elf completely at peace with him- World History and Societies (I), Knowl- than it used to be. Firnafels much younger
self. edgeMilitary History +1 (of the shad- brother Malshandir now works with Fir-
Appearance: Falanen is somewhat ow elves) (I +1), Nature Lore (I), Read/ nafel, since he has useful complementary
careless about his appearance because he Write Shadow Elf (I). skills and Firnafels protectiveness about
is partly blind (this affects his normal Languages: Falanens knowledge skills the younger elf makes him more thought-
vision and infravision). Thus, his simple also give him linguistic abilities above ful and careful. Also, Firnafels family has
white robes are often a little grubby or the norm. He can speak Elf, Shadow Elf, begun to talk of a certain rather pretty
dishevelled. Falanen himself is obviously and Alignment (Lawful) perfectly, and young woman of Clan Celebryl and Fir-
old, with a wrinkled and aged skin. What Orc, Ogre, Kobold, Goblin, Hobgoblin, nafel is not averse to this match. It would
is left of his hair seems almost translucent. and Gnoll in patois form (being able to be a shame to spoil it by getting killed by
Because his visual deficit affects central, express basic concepts only). spider venom now.
but not peripheral, vision Falanen always Notes: Falanen wears a ring +2 for Appearance: Firnafel is a sliver below
seems to be looking out of the corner of protection, and will defend himself with 5 feet in height, and he is very slim and
his eye at thingswhich, actually, he usu- a staff +1 if he must. However, since dextrous, with feline speed and grace in
ally is. this staff is a Staff of Commanding (very his motions. His sleek, glossy hair is cut
DMing Notes: Falanen is often called few people know this!), Falanen usually to a fairly short length and his small eyes
to recite famous stories from the history avoids combat (which he hates) by using are always darting about. Firnafel seems
of the shadow elf struggles to Telemon the mental influence and control powers always to be smiling. At 254 years of age,
(and to his children when they were of the staff. Falanen also carries a medal- he is still young.
younger). Telemon learned much from lion of ESP under his robes, and a ring of DMing Notes: Firnafel is an excellent
Falanens advice when younger, and the remedies. NPC to lead PCs into scrapes on almost
King has no doubt that his own skills owe Falanens restricted vision affects his any pretext. Although he is a spider hunt-
much to Falanens guidance. Telemon abilities. His spells are somewhat mis- er by trade, hes a good scout and knows
would dearly love to include Falanen in targeted, so the centre of effect of any area his way around the tunnels and warrens
his schemes, for he is aware that Falanen spell he uses is 0-25% misplaced (1d6 x5%, around Losetrel well. He is an excellent
knows much about other cultures. But he treat a roll of 6 as zero) in a random di- guide.
respects Falanens obvious readiness to go rection. For this reason, he is careful not Combat Notes: E7; AC 1; hp 27; MV
the Wanderers way and does not wish to to cast spells at the limit of their effective 120 (40); # AT 1; D 2-7; Save E7; ML 9
disturb Falanens placidity. range in case he blows the spellcasting (11 with Malshandir), AL N; S 11, I 16,
Falanen, however, is aware that the altogether. Individually targeted spells W 13, D 18, Co 12, Ch 13.
King is plotting and scheming and he (e.g., darkness cast at an opponents eyes to Abilities and Skills: Alchemy (I),
has guessed what the ultimate goal is. He blind it) are saved against at +2. Falanen Climbing (D), Danger Sense (W), Hide
helps indirectly by dropping a few com- has a -2 penalty to hit rolls in melee com- in Shadows (D), KnowledgeSpider
ments about surface life now and again, bat, and he has long abandoned missile Habitats and Behaviours (I), Know Ter-
usually selected to be helpful to the King. weapons altogether. If he has to use one rainForest of Spiders (I), Ledge Hop-
Kanafasti has guessed that Falanen sus- for some reason, he has a -4 penalty to hit ping (D).
pects something, although he doesnt rolls with such a weapon. Languages: Shadow Elf, Alignment
know how much the old sage knows. (Neutral). Firnafel has also picked up a
Falanen is the major repository of Firnafel of Losetrel, smattering of Dwarf from dealings with
knowledge and guidance about other Sixhand dwarves in the City of the Stars.
lands, especially the fabled Land of the Spider-hunter extraordinaire, 7th-level Notes: Firnafel carries a short sword +1,
Red Sun. Thus involving him is one good elf and wears leather armour +3 and a ring
way of leading shadow elf PCs to these History: Firnafels family is noted for +1. He has a light crossbow +1 and a ban-
other lands and cultures. the excellence of its spider silks, but work- dolier with six crossbow bolts +3 which are
Combat Notes: E10; AC 8; hp 35; MV ing with and selling such wares did not ex- kept for really sticky situations. He uses
90 (30) due to age; #AT 1; D 1-6; Save cite Firnafels imagination much. Hunting his alchemical talents to brew potions
E10; ML 9; AL L; S 8, I 17, W 18, D 7, them was a much better idea, and Firnafel which attract shroud spiders. He keeps
47
Among the Shadows
the recipe completely secret, of course. and silver, and he has nuggets and coins is brave and loyal, and trustworthy.
of these metals worth a total of 80,000 Appearance: Malshandir looks quite
Maflarel gp very carefully hidden in his different like Firnafel, save for the birthmark and
Albino Alfheim refugee, 7th-level elf residences and shops. for his notably longer hair, which is tied
History: Maflarel was born into Clan Maflarel is a fixer, a contact, who can back in a pony tail.
Chossum in Alfheim. He fled that land get involved with the PCs in all manner DMing Notes: Malshandir now has
in 929 AC, having swindled or cuckolded of ways. He owns more than one shop in responsibility for the nuts and bolts of
one too many of the elves of Clan Erendyl the city, and is the (usually absentee) pro- expeditionsfixing the snares and traps,
(the royal clan). Hunted down by their prietor of the infamous Orcs Whiskers purchasing tools and ropes and the like.
mercenaries, he fled into a complex series hostelry. These are proud duties for him, and he
of tunnels he was unable to find his way Combat Notes: E7; AC 3; hp 20; MV attends lovingly to them. He may readily
out of. In his panic, he ran farther down 90 (60) or 240 (80) due to boots of speed; be encountered going about this business.
until he met a patrol of shadow elves. His #AT 1; D 2-7; Save E7; ML 8; AL C; S 9, Combat Notes: E3; AC 5; hp 13; MV
white hair and pale skin (and his white I 16, W 10, D 11, Co 10, Ch 17. 120 (40); # AT 1; D 2-5; Save E3; ML 9
cloak) stood him in good stead. He cried Abilities and Skills: Bargaining (Ch (11 with Firnafel); AL L; S 9, I 14, W 10,
out that evil elves were attacking him, the +1), Escape Artist (D), Evade (D), Gam- D 16, Co 13, Ch 10.
shadow elves slew the Alfheimers, and bling (Ch), Gain Trust (Ch), Riding (D). Abilities and Skills: Alertness (D),
Maflarel has bluffed his way along as a Languages: Elf, Shadow Elf, Alignment Danger Sense (W), Evade (D), Hear
shadow elf ever since. Shadow elves are (Chaotic), Gnoll, Hobgoblin, Orc. Noise (D), Natural Healing (W), Snares
naive and trusting, and Maflarel looks not Spells Usually Carried: Level Ifel- (I).
unlike one. Now he lives in the City of the lowship. Level IIESP, know alignment. Languages: Shadow Elf, Alignment
Stars with his fingers in many pies. Level IIIfly, haste. Level IVdimen- (Lawful).
Personality: Maflarel is an unprinci- sion door. Note that Maflarels other spells Spells Usually Carried: Level IIin-
pled, sneaky little rat. He can be charming, (and spells in his spell books) will not be visibility.
even fawning, when he wants to be, but he restricted by shadow elf spell lists as in the Notes: Malshandir carries a dagger +1
is rotten through and through. Players Book. They may be restricted to and wears leather armour. He has a ring
Appearance: Maflarel is fairly tall (5 the spell lists for elves as shown in GAZ5 of animal control given him by Firnafel,
feet 9 inches) and so walks with a stoop. The Elves of Alfheim, however. which is used in situations of desperate
He has pale skin, white hair, slightly pink Notes: Maflarel wears chain mail +1 threat as a last resortit is an admission
pale eyes, and always dresses very humbly under a white smock and also has a white that his skills were not enough to deal
and in a very ordinary style. displacer cloak. He has boots of speed which with perils if this magic has to be used.
DMing Notes: Maflarel knows most of have saved him from furious pursuers on
the few shady shadow elves in the City of more than one occasionyou can treat Quanafel
the Stars. He knows just about everyone this as giving him a +2 bonus (subtract -2 16th-level elf-wizard
in the Enclave. He makes it his business to from the d20 roll) to his Evade skill. Ma- History: Quanafel the thaumaturgist
know almost any worthwhile adventurer flarel has a much-prized ring of invisibility, seems always to have been old (he is 740).
types (which will include PCs when they and a wand of paralysation with just four He was originally from the Gelbalf clan,
have gained a level or two). He wants in- charges remaining. Lastly, in a thick stop- married into Celebryl, and saw his wife
formation of all kinds and he can pay for pered fungus-stalk tube strapped to the become a Wanderer three years in the past.
it with food, gold, or rare commodities belt around his waist, Maflarel has a scroll Personality: Quanafel is eccentric and
(spice, brandy, dwarf chain mail, a little with three teleport spells written upon it. slightly dotty, but pretends to be more
magic.). He has contacts in the Second absent-minded than he is. Hes actually
Shadow (see the chapter on Shadow Malshandir sharp-witted and swift to size up those
Elves and Other Lands), who bring such Assistant to Sixhand, 3rd-level elf. he meets. He can be quite sarcastic and
goods from surface lands to be bartered. History: Malshandir is Firnafels mocking at times.
He even goes above ground himself, very younger brother, star-struck by his fa- Appearance: Quanafels grey and white
rarely, using teleport spells when he can mous sibling and intensely proud to be robes are usually stained with the results
get a scroll of them (for which he will allowed to accompany him. For all his of alchemical experiments, or last nights
pay well). He does this only if he can get adult life (Malshandir is but 147), he has dinner. His hair is wildly straggly, and his
goods which can be teleported back (i.e., worked with Firnafel, and the thrill hasnt skin very wrinkled. He looks, in a word,
nothing bulky) and sold for a very good faded yet. dishevelled.
price as exotics in the City of the Stars. Personality: Malshandir is somewhat DMing Notes: Quanafel is an excellent
Maflarel only accepts payment in gold shy, but is very trusting if befriended. He all-purpose Patron (hiring the PCs to run
48
Among the Shadows
errands, seek out monsters and magical his people to try to stop them mining (Lawful).
items, etc.), trainer, dispenser of rumours,gems, but was refused for fear he might Notes: Zindar has a war hammer +1 at
and contact. lead them back to shadow elf lands. They his belt and wears a suit of old, very bat-
Combat Notes: E10; AC 6; hp 40; MV might follow his return, after all. Gradu- tered chain mail +1.
90 (30) due to age; #AT 1; Dmg 4-9; ally, Zindar realized that the rest of his life
Save E10; ML 9; AL N; S 9, I 18, W 16, would be spent in the City of the Stars.
D 9, Co 9, Ch 12. So Zindar made the best of it and
Abilities & Skills: Alternate Magics helped the shadow elf shamans with his
(I), Ancient History (I), Detect Decep- mining skills. He has become an expert
tion (W), Drinking (Co), Nature Lore (I), adviser on the careful mining of soul crys-
Read/Write Shadow Elf (I), Storyteller tals. His conciliatory attitudes and gen-
(Ch), Teaching (W). eral good-naturedness have made him an
Languages: Shadow Elf, Alignment important spokesman for the small group
(Neutral). of dwarves in the City of the Stars. He
Notes: Quanafel will have many magi- lives in the Enclave in a small house with
cal items, but the following are the most his goblin butler, Picksnout.
important. He wears a ring of protection Personality: Zindar likes to feign being
+4, and fights with a staff +3 when forced a gruff old dwarf, but is kindly and gen-
to. He wears a ring of spell turning which erous, especially to the young. He is very
returns spells of levels 1-3 back at their welcoming to any dwarf he meets and is
caster. He will always have several magi- always eager to hear news of the dwarves
cal potions and scrolls upon his person. on the surface lands.
Appearance: Zindar has a lived-in
Zindar, Son of Thoralden face; his nose is slightly squashed and
Dwarven exile and soul miner his eyes a little red-rimmed. He wears a
History: Zindar was born a member decorated (but very battered) iron helmet
of the Syrklist clan in Ferryway. An in- which he never takes off. He even sleeps
satiably curious explorer, Zindar delved with it on. His dwarven chain mail is very
too deep for too long and saw too much. old and much-repaired and his attire gen-
When he stumbled upon a major soul erally is rather grubby and has seen better
crystal mining operation, the standard days.
shadow elf device of re-routing tunnels DMing Notes: Zindar cares for the
was deemed insufficient. Zindar would shadow elvesbut he does have occa-
have to be taken to the City of the Stars, sional wistful longings to see his home
and there adopted, if anyone would have again before he dies (this is a bit sentimen-
him. Fortunately taken in by members of tal; hes got decades in him yet). Some
Clan Celebryl, Zindar took up residence shadow elves feel his long service should
in the Enclave. At first, Zindar was bitter be rewarded with freedom, others say he
at his imprisonment and tried to escape. knows too much. He is knowledgeable
But he was receptive to the teachings of about shadow elf lands and major water-
the shamans about soul crystals, after ways, and tends to hear a fair bit of the
some initial scepticism. When he saw a gossip about town. He can be encoun-
shaman cast the discharge soul power spell tered by PCs in many contexts and is a
from a soul crystal, he was awed by the fairly accessible NPC.
display. Combat Notes: D5; AC 2; hp 28; #AT
Gradually Zindar came to accept the 1; D 3-8; Save D5; ML 10; AL L; S 13, I
teachings of the Way of Rafiel. He is now 13, W 11, D 16, Co 14, Ch 10.
aghast that his people take gemswhich Abilities & Skills: Climbing (D), La-
is equivalent to stealing souls away so bourmining (I +2), Orientation in
they can never be reborn. He feels hum- Caves (I), Survivalmountains (I), Sur-
bled that the shadow elves didnt kill him, vivalshadow elf lands (I).
given the doings of gem-snaffling dwarves. Languages: Thyatian, Dwarf, Gnome,
Zindar sought permission to return to Goblin, Kobold, Shadow Elf, Alignment
49
Shadow Elves and Other Lands
A s the lands of the shadow elves stretch
far below the Known World, they
have an interest in the affairs of those
to determine. Porphyriel knows that the
King is up to something, and has guessed
that an invasion of the surface lands is in
organization without being able to lie
through his teeth when he wants to.
Xatapechtli has a problem, though.
lands. In some cases this interest is sim- the cards. She also knows that this is not Part of the legacy of his magical cloak
ple; they hate or fear the inhabitants. In imminent. Porphyriel is currently playing is that it has mental residues of the
other cases, matters are much less simple. her cards close to her chest. sacrifices and murders committed by
There is a core intrigue which dominates The key conspirator, however, is a the priests who once wore it. This is
much of the shadow elves dealings with smallalmost wizenedshadow elf who part of the same magic which whis-
the surface lands. spends most of his time invisible in a bi- pers Azcan names into the mind of
zarre costume of snakeskin and feathers. the wearer, giving rise to the assumed
Dominion and the Xatapechtli is head of the Second Shadow, names the Feathered Serpents take. Xa-
Feathered Serpent and at his disposal are the resources of the tapechtlis mind being strong, this has
other branch of that organization. His taken decades to affect him; hence he
K ing Telemon wants power, real power.
He knows that in his own lands his
word is lawtechnically. However, he
Serpents and Snakes act as spies and couri-
ers in the surface lands, ferrying informa-
doesnt associate his new nightmares
with the cloak. Periodically he dreams
tion, whispering words of persuasion and of barbaric rituals and sacrifices by the
dare not step out of line with regard to the malice, carrying out thefts and assassina-
shamans and the Way of Rafiel. Telemon Azcans and senses their hatred towards
tions and worse. Xatapechtli fawns on his shadow elves. Loss of sleep, fear and in-
knows that the Way of Rafiel is out- King and always wishes to know his will.
moded, bad for his people. He sees their cipient paranoia, have given Xatapech-
But it is Xatapechtli who has done more tli a haunted appearance and brought
lives stagnating, monotonous, uncreative. than anyone to form the Kings will and
Telemons views on this are undoubtedly him close to breaking point.
give it resolve. It is Xatapechtli who has Appearance: Xatapechtli is almost
shaped by his own ambition and the expressed his sorrow at the plight of the
honey-tongued words of Xatapechtli, his invariably invisible. If he can be seen,
shadow elves so shamefully banished by he is 5 feet 1 inch, very light at 91 lbs.,
spymaster. But he has other fellow con- the ingrates of Alfheim.
spirators. and wears an astonishing cloak. This
Tanadaleyo is naturally ambitious and cloak radiates magic powerfully and
Xatapechtli is made of supple snakeskin. A mane
quick to anger. She is aggressive, and
wishes to be Princess (and later Queen) Spymaster, the Feathered Serpent, 14th- of brilliantly coloured feathers that
of Alfheim. This is partly because of the level elf-wizard. would put any peacock to shame ruffs
tales she has heard from Kanafasti (and an History: Xatapechtli was originally the collar and cascades down the small
unsuspecting Falanen) about how lovely Laraeden of Clan Celedryl, but his elf s back.
Alfheim is, and partly due to the fact that original name has long been in disuse. DMing Notes: Xatapechtli is the
she knows she will never be a ruler at all Highly intelligent, his promise as a Sec- spider in the middle of the web, un-
while the shamans run affairs. ond Shadow recruit was swiftly spot- likely to be encountered save by high-
Kanafasti, Telemons mage, also wants ted, and code names are always used level PCs (although others might get
to see another all-out assault on Alfheim. for those in the covert branch of the to hear of the dreaded Feathered Ser-
He is loyal to his King, and genuinely service. The name Xatapechtli was pent). More detail on his cloak is below
fond of the Royals (as he calls them). But, revealed to him in a dream shortly after in this profile; much more detail on his
more to the point, Kanafasti doesnt want his assumption of the role of Feathered agents is given later in this chapter.
to become a Wanderer. When young he Serpent in CY 552, the ceremonial Also, Xatapechtli is formidably in-
accepted the Way of Rafiel. Now that hes cloak implanting a name into a dream telligent, a real genius, and knows more
nearly 800, and he knows how absorbing as it always has (see below). Xatapech- about surface lands and cultures than
magical research is, he isnt so keen on the tli had seen service as a spy and courier almost any other shadow elf. He is an
creed. in Alfheim and Darokin by this time, extremely dangerous, brilliant elf.
General Garafaele is itching to get making him a very knowledgeable (and Combat Notes: E10 (14th-level
cracking on invasion plans. He thinks thus dangerous) Feathered Serpent. wizard); AC -6 (-11; see below); hp
everything is going to be straightforward Personality: Xatapechtli is cunning, 40; #AT 1; D 1-8 (6-13; see below);
this time. Garafaele sees the chance of sly, extremely observant. He is Chaotic Save E10 (automatic 1/2 damage from
great glory for himself in the history of but not evilhe is self-willed, impul- breath weapon); ML 10; AL C; S 9, I
the shadow elves, and he also fancies a re- sive. He can hardly restrain his open 18, W 17, D 10, Co 9, Ch 16.
ally good scrap. He has a large army, many contempt of shamans of Rafiel. But he Abilities and Skills: Ancient His-
of whom are almost eager for war. is cool and elusive, and he didnt get tory (I), Danger Sense (I), Deceive (Ch
The attitude of the shamans is difficult to be the head of a highly secretive +1), Disguise (I), KnowledgeAlf-
50
Shadow Elves and Other Lands
heim Society and Politics (I), Knowl- shadow elves, regarded as having excep- by other agents), and so on. They will be
edgeDarokin Society and Politics tional promise, will be recruited into the given some magical potions (truth being
(I), Non-elvish Cultures (I), Persuade Eyes of the Serpent. a notable case) and drugs to induce sleep
(Ch), Read/Write Elf (I), Read/Write Xatapechtli always takes care to meet or even lethal poisons. They will always
Shadow Elf (I), Signalling (I). his new Eyes and talk with them on a per- be well briefed for their work (and inten-
Languages: Shadow Elf, Alignment sonal basis once a year at the very least. sively quizzed about their knowledge be-
(Chaotic) His regional leaders, important Serpents, fore they are sent out to their work), given
Notes: Xatapechtli has a rod of par- will meet with him much more often, forged documents if these are of any help,
rying (+5) and an ancient Azcan snake perhaps even once every 6-8 weeks. Xa- and otherwise prepared.
staff, which he can use despite not be- tapechtli ensures that the primary loyal- Serpents Eyes usually work in small
ing a cleric, for offense. A ring +4 gives ties of his agents are always to him, and cells with a regional minor leader; the
potent protection, and he also wears fosters a strong in-group loyalty and ca- minor leaders are then grouped into a cell
a ring of mind barrier which radiates maraderie. He does this cleverly, by adroit under the regional leader himself. Care is
that spell effect constantly. A wand of dispensing of magical gifts and goodies taken to make sure that agents dont know
illusion Xatapechtli keeps for decep- from Kanafasti and other mages in Royal each other or their superiors. Whenever
tions is always fully charged. He has a service, and from dispensing the largesse possible, local people are paid, black-
flying carpet which can travel at triple from the trade in luxuries in which his mailed, magically coerced, or otherwise
the standard carpet rates, and a pair of agents take part. persuaded to act as agents.
rings of comprehending languages which Shadow elves among the Eyes of the These considerations apply to Serpents
he uses for conversations with agents if Serpent will have skills almost exclusively Eyes working outside the shadow elf lands.
he needs to (unlikely, but he is always from the following list: Disguise (often at At any time, a small number (5% or so) are
prepared). +1 or better) (I), Knowledge (of the land actually at work within the shadow elf cit-
Xatapechtlis magical cloak is of an- they are in) (I), Signalling (I), Tracking ies, keeping an eye on important, possibly
cient Azcan design and was brought (I), Detect Deception (W), Escape Artist subversive shadow elves and, especially,
from Aengmor by the shadow elves (D), Evade (D), Find Traps (D), Hide in shamanic operations. Xatapechtli is para-
fleeing it. It has traditionally been Shadows (D), Move Silently (D), Drink- noid about the shamans and keeps a care-
worn by the head of the Kings secret ing (Co), Deceive (Ch), Gain Trust (Ch). ful eye on them. Important merchants,
service, since the shaman who wore it The spells such elves memorize will be traders, adventurers and other notable
among the Azcan was very powerful strongly of the disguise/detection variety. shadow elves are all checked from time to
and skilled at disguise and conceal- They are also usually given scrolls of spells time, and records are fed to Xatapechtlis
ment. The cloak gives a base AC of such as dimension door, fly, and teleport, to junior spymasters in the Royal Palace.
-2, adds +2 to all saves, grants a basic allow them the means of a fast escape if
saving throw of 16 against any spells cornered. Magical items which affect the Serpent Eyesand Ears
which normally allow no saving throw minds of others (e.g., devices which create Shadow elves do have one important
(e.g., maze, power words), and allows charm, rings of human command, medal- problem where the DM may need new
the wearer to cast each of the follow- lions of ESP, etc.) will be used. Kanafasti rules. The City of the Stars may be known
ing spells once per day: clairvoyance, works to make rings of mind barrier for for its twinkling lights on the ceiling of
wizard eye, conjure air elemental, death key agents, so that they cannot be scried at the Great Cavern. But these lights are
spell, dance. all. Kanafasti and other mages also make faint and dim, and while shadow elves
rings of disguise, which are identical in ef- like faerie lights and soft, dim candlelight,
The Eyes of the Serpent fect to a hat of disguise (see AC4 The Book they find torchlight moderately strong
The covert side of the Second Shadow of Marvellous Magic, or the AD&D EN- and daylight (even under a cloudy sky)
is an independent, parallel organization CYCLOPEDIA MAGICA accessory, very unpleasant. Obviously, shadow elves
to that of the scout/spies so valuable to under Hat), allowing the elf to appear acting as agents in the surface lands must
military watches and patrols. They are as almost any humanoid (even changing cope with this somehow.
known as the Eyes of the Serpent, and all apparent sex). For a minority, a magical correction is
have Intelligence of 13+ and Charisma Serpents Eyes, as the agents will often possible. Kanafasti has managed to pro-
13+. Almost all are Snakes (7th level or refer to themselves, will be otherwise suit- duce a small number of magical amulets
higher) or Serpents (9th level or higher), ably equipped for their work. They will which greatly reduce the light entering
and are recruited from the scout/spies af- be well financed, both with highly port- the eyes and allow the shadow elf to ig-
ter proving their skills there. (Note that able luxuries (spices and the like) and with nore the effects of normal light levels (and
this means that they will have a Dexterity nuggets of gold and silver, coinage taken allows a +4 bonus for saves versus blind-
score of 13 or better also.) Only a very few from any captured humanoids (or stolen ing light/continual light attacks). How-
51
Shadow Elves and Other Lands
ever, these amulets are only used when an are very damaging to shadow elves who elves are up to. You will surely want to
agent has to be put into the field immedi- are not fully light adapted. They save at tailor the NPCs involved to the needs of
ately. Usually, a slow and painful process -2 against both spells, and suffer all the your own campaign and place them as you
of light adaptation has to be undergone. penalties noted above in addition to the see fit. For example, if (in your campaign)
The dark-adapted shadow elf is the normal penalties for being blinded by General Gilfronden of Alfheim has been
normal subterranean dweller. Surface such a spell. unmasked as a shadow elfas may have
daylight half-blinds such an elf, ruining These detailed rules have been provid- happened if you have run the adventures
infravision and reducing vision to 60 feet ed here because no little tension can be ex- in GAZ5 The Elves of Alfheimthen
through quarter-open eyes (at best). Mis- tracted from having your PCs sent off on the overall strength of shadow elf spying
sile fire is at a -8 penalty, the shadow elf a spying mission, having to hide out in a will be reduced and their tactics will shift
has -2 penalties to hit rolls and AC, and cave complex, slowly light adapting, while somewhat.
a -2 penalty to Initiative rolls also. It is im- wandering monsters hassle them and en- There is one other excellent reason for
possible for such a shadow elf to pretend emies hunting them get closer to their not over-scripting within this gazetteer:
that he is not painfully affected by such scent. It is a different type of adventur- which side will your PCs be on? If you
light. If a shadow elf spends more than inginstead of the PCs coming to beard have normal PCs combating the subver-
four hours continuously in such daylight, the monsters down in the dungeons, its sions of the shadow elves, you may want a
he must make a saving throw versus Death the PCs who are holed up and the mon- powerful network of agents the PCs must
Ray or be partly blinded, with his infravi- sters which are coming to get them. battle long and hard to overcome. On the
sion reduced to 60 feet and normal vi- Finally, the problem of ears. Shadow other hand, if your PCs actually are shad-
sion to 300 feet. elves do have ears notably larger than or- ow elves, you may want them to work long
The first step in light adaptation is dinary elves. This makes them conspicu- and hard to revitalize a small, overworked
for the shadow elf to spend three days ous. This can be handled in different network of agents with poor morale.
in which he exposes himself to twilight, ways. In lands where there are few elves
in the evening and the morning. This is (e.g., Broken Lands or Rockhome), its no Alfheim
taken as one hour at each of dawn and problemthe people here usually think In Alfheim, the network of shadow
dusk. This doesnt just mean six hours elves have huge ears anyway. Disguise (us- elves is still being slowly rebuilt after the
the three-day time span is crucial for ad- ing headbands, hats, etc.), including use extirpation of agents in 675 AC. The
aptation. After this time, the shadow elf is of the skill itself, is another possibility. general of the Alfheim army, Gilfronden,
partially light-adapted, and while he still Magical alterations are helpful. There is is a distant cousin of Garafaele of Cele-
suffers penalties in daylight, these are half variability among shadow elves and some bryl, and is the most important shadow
those given for a dark-adapted elf. Eight will have ears no larger than the largest elf agent in the forested lands of Alfheim.
hours of continuous exposure to daylight normal elf ears. Finally, there is the act You will need to add additional agents, of
still partly blinds the shadow elf, however. of sad resignation to a skilled wielder of course, especially at medium experience
On the fourth day (and subsequently), a sharp knife, although this is a fate any levels and at positions of less (but still
the shadow elf adds two turns to this shadow elf would wish to avoid. some) influence and importance.
time of light exposure (one at dawn, one Several of these will be in Clan Chos-
at dusk), so that he spends a little more Shadow Elf Intrigues sum. The shadow elves have found recep-
time in the light. He gets an ability check The central plot intrigue is that the tive ears to their sly whisperings about
vs. his Constitution score with a +10 pen- shadow elves wish to invade Alfheim and Clan Erendyls arrogance here, and they
alty (add +10 to dice roll). If this check take it over for themselves. But they do bring good things for trade. Their gold
is made, the elf is now light-adapted. If it have agents, and designs, in other lands. and silver is traded at a good price. Some
fails, he spends an additional two turns These other intrigues are detailed here. members of Clan Chossum know they are
the next day in the light and now gets an However, DMs who have read (and used) harbouring shadow elves and dont care so
ability check at a +9 penalty. Each day material from earlier Gazetteers, especial- long as the price is right. Others (the most
subsequently, the check is made with a ly GAZ5 The Elves of Alfheim, will need common case) guess that shadow elves
decrementing penalty and the time of help on possible reality shifts which will may be involved, but they make sure they
light exposure is increased. Eventually allow them to change established mate- dont find out for sure, so they can keep
the shadow elf will be fully light adapted. rial subtly. Also, the tactics used by the their consciences quiet (if not absolutely
A light adapted shadow elf has normal vi- shadow elves need description and expla- clear). The shadow elves trade for durable
sion, but his infravision is now reduced nation. cloths, leatherwork, and well-made uten-
to 60 feet; this returns to normal after 5-8 Details of individual agents in these sils, always paying well (but not too well).
days back in the subterranean lands. lands are not given, deliberately. What They do use this stuff, but the primary
Finally, light and continual light spells were telling you here is what the shadow function of the trade is to keep influential
52
Shadow Elves and Other Lands
Chossum elves sweet. They also trade for paign, especially as the assassins and spies to exploit Darokins monopoly position
good weaponry, claiming that this is used turn their attentions to eliminating the with respect to Alfheim (e.g., by placing
to defend themselves from the marauding troublesome PCs from the lands of Alf- export duties on Alfheim goods passing
humanoids of the Broken Lands. This is at heim. through Darokin), and by selective kill-
least in part true, and any elf would pro- ings of elves.
tect a fellow elf from those scum, so again Darokin Serpents Eyes are not likely to be par-
this helps the members of Clan Chossum This is easily the most important of ticularly successful here, however. Darok-
to indulge in weaponmongering with a the human lands, so far as the shadow in cannot afford major disputes with any
pacified conscience. elves are concerned. Tunnels leading up of its neighbours and an open conflict
There may also be a small number of and away from Losetrel emerge in the with Alfheim is almost impossible to en-
shadow elf infiltrators in Clan Erendyl, south-eastern spur of the Amsorak Moun- visage. More likely, the shadow elves will
but they will definitely be very carefully tains, and these are carefully protected be able to engage in trade and politics
disguised as elves (or humans). Within by Watches. Shadow elf infiltrators are here in such a way that they can become
this clan, they will spread rumours about likely to be most active in the cities and wealthy and pass that wealth back to the
the King and try to inspire a coup against towns around the eastern shores of the shadow elf lands in the form of goods,
him from ambitious young elves well huge Lake Amsorak, and by passing into weapons, and similar largesse.
placed in the line of ascension. Crowlerd or Rennydale down to Favaro,
You have carte blanche, really, to do they can make their way downriver to Ethengar
what you like with shadow elf infiltrators Darokin, the capital city, itself. The shadow elves are a little puzzled
into Alfheim. They will spread rumours, Shadow elves will have as their major and uncertain here. Their infiltrations
try to damage the Trees of Life, spy on goal inflicting as much damage as possible are very few and have been among the
the elven army, blackmail prominent on the Darokin/Alfheim alliance. Some western Taijits. They know of the Gold-
elves, use selective assassination (espe- of them may have infiltrated the DDC en Khan and, frankly, they couldnt care
cially members of the Royal family or im- (Darokin Diplomatic Corps), where elves less. They regard the tribes as barbarians
portant visitors from Darokin) and trade are in demand. They will certainly target in the most derogatory sense. Since it is
sabotageyou name it, theyll try it. the House of Mauntea, since that house unlikely that fierce horsemen would want
Building up an NPC spy network and receives demihumans well and is both to live underground, they do not threaten
having non-shadow elf PCs discover it very rich and very powerful. They will try the lands of the shadow elves, and since
piece by piece can lead to a tense cam- to sabotage trade, to appeal to the greedy such horsemen wouldnt like forests, they
53
Shadow Elves and Other Lands
would not have any designs on Alfheim reasons to hate dwarves! elf homelands, to which Rafiel may guide
(which the shadow elves covet) either. However, an enlightened general with them. Of course, few elves believe in this
What puzzles the shadow elf spies, who responsibility for this area has been using story, but many of the old Wanderers have
are very few here, is the presence of Glant- a non-confrontational strategy with some faith. There is such a city. Its called Oenk-
rian spies who are seemingly happily ac- success. He has learned from interrogating mar (see GAZ10 The Orcs of Thar). Many
commodated by Oktai Khan. The shadow captured dwarves that if the shadow elves old Wanderers are driven from their home
elves are very uncertain about Glantri and kill them, the dwarves will come back in lands by Rafiels injunction not to retrace
this surprising presence makes them un- much larger numbers. They are curious their steps, and end up here. Rafiel has a
ready to forget about those barbarians folk, very stubborn, and dont take being purpose for them here: to take control of
just yet. pushed about by anyone. However, they the humanoids and alter their actions so
are also greedy, and the general is exploit- as to stop them attacking the main lands
Glantri ing this. Scout/spies and elite members of the shadow elves.
Xatapechtli and the very wily Serpents of the Watches seek out and find dwarves However, when a Wanderer arrives in
he uses as spies here (few in number) are tunnelling far west, and they warn them Oenkmar he begins to discard allegiance
intrigued by the flamenco elves, with off looking for gems. If the elves have to the Way of Rafiel. Wanderers who
whom they have only just made contact. someone among them who can speak have made it there before keep a constant
They have realized that Glantri is an abso- a smattering of dwarf, the dwarf is told watch out for new arrivals, and when one
lute hotbed of political intrigue, and that that the gems are sacred and should not appearsskulking in the tunnels and
almost no one in Glantri is the least bit be taken (the exact truth is not revealed). caves around Oenkmar, wondering where
truthful. Thus, shadow elf operations here The dwarf is bought off with gold and sil- this hellish place ishe is swiftly contact-
are simply opportunistic. The agents try ver in return for goodsthis allows the ed and led to a safe house. Wanderers in
to gain wealth, magic, and any informa- dwarf to think he is getting a good deal Oenkmar are well disguised, and the new
tion they can about other countries and out of a trade and not being paid to go shadow elf wont recognize his contact for
peoples of interest to them. away as such. what he is; after they have talked for some
If you have run adventures in Glantri So far this strategy appears to have time, and the older Wanderer reveals him-
you will know from GAZ3 The Principali- worked and led to an avoidance of ma- self for what he is, the injunction seems to
ties of Glantri, that there is almost endless jor disputes between shadow elves and have less force. Many Wanderers in Oenk-
scope for smuggling in shadow elf plants dwarves. The few dwarves involved most- mar come to feel that the will of Rafiel is
wherever you want themlots of people ly keep very quiet about where their new- no longer contained in the old shamanic
in Glantri are anything but what they ap- found wealth is coming from, so not too rules and laws now they are here. This is a
pear to be. However, you shouldnt let many dwarves get to know. Add to this new phase in their lives. Perhaps the will
PCs suspect that the Radiance in Glantri determined and frequent work by tunnel of Rafiel is that they should struggle to
has anything to do with the soul crystals shapers, and so far Rockhome presents establish new rules and ways of thinking
of the shadow elves, or at least not until no significant threat or nuisance to the for themselves?
they are high-level. How you handle this shadow elves. Oenkmar contains a small community
will be very important to any shadow elf of Wanderersa few hundredwho
campaign! The Broken Lands hide in the Enclave and West Bend for
With the humanoid dwellers of the the most part. They are not easily detected
Rockhome Broken Lands and the main body of the as shadow elves. They are high level, with
Some few of the lengthy tunnels far shadow elves, matters are quite straight- strong magic (including illusions and
east of Alfmyr emerge into the western forward: They both want to kill each the like); they are old and wrinkled (and
mountains of this dwarven land. Shadow other. Protection from marauding hu- humanoids think that everyone who is
elves hate dwarves, and there are strongly manoid bands is the standard duty of the old and wrinkled looks much the same,
equipped and manned Watches in these Second Shadows overt branch and the crumbly being their derisive term for
areas. They hate dwarves because dwarves Serpents Eyes will be called in for support them); they are intelligent (stupid ones
have a notorious greed for gems, and to if absolutely necessary. However, there dont get this far), some have the Disguise
take gems is to steal souls. Dwarves are is a very deep secret within the Broken skillin short, Wanderers may be old
stealing our children, the shadow elves Lands which even the Serpents Eyes do but they are wily, talented, and compared
think. not know. with the humanoids in Oenkmar, they are
There is also the matter of the plague, One of the factors which sustains the unbelievably smart.
which came into Alfmyr in CY 802, old Wanderers sent out into the world The primary action of Wanderers who
which is blamed on the dwarves. Shadow beyond their homes is the rumour of a are able to act out in the open, pretend-
elves thus feel have at least two excellent City of Wanderers, far from the shadow ing to be humanoids, is to incite hatred
54
Shadow Elves and Other Lands
against the dwarves of Rockhome. Shad-
ow elves hate dwarves, of course. How
successful they are in this respect, how
many Wanderers are out in the open, and
who might be a Wanderer (could that
troll princess be?), is all up to you. You
can retro-fit reality shifts, changing a
small and selected bunch of NPCs into
disguised shadow elves, if you wish. Be
careful about this, but revealing the secret
of the enclave of Wanderers (in part is the
best way to do this) can be a real surprise
for almost any PC!
There are also the shadow elf babies
adopted by the humanoids. Some of them
will come to think as humanoids, but most
are far too intelligent. Some will come to
be contacted by the Wanderers; some will
intuitively feel elven sympathies of their
own; others will gain experience and then
leave the humanoid lands in disgust. You
may want to effect reality shifts with cer-
tain powerful humanoids actually being
shadow elves. [This occurs in later MYS-
TARA products; for instance, King Kol of uct, then information about those lands ment, but having the PCs involved in the
the Great Crater, now a prince in Glantri, and the peoples within them can be fed capture of such invaders (followed by in-
is thought to be a spellcasting kobold but sparingly to PCs via Falanen and also in terrogations and a mission) is an excellent
is actually a mutant shadow elf.Roger.] other ways. Notes, diaries, old travellers way of introducing the Hollow World to
tales, half-insane survivors of a doomed your shadow elf campaign.
The Land of the Red Sun mining expedition, an artifact of weirdly
Almost none of the shadow elves know alien nature and a lore spell. There are
of these incredible lands. Far, far below many ways of nudging the PCs to these
the surface of the world, countless miles amazing locales.
from the forests and seas of the surface, is There is also one potential aggressor
another world; the Lands of the Red Sun. from those lands which the shadow elves
Among all his people, only old Falanen have had to deal with. These are the Azcan,
the Sage has actually visited these lands. fierce human warriors from the deep lands.
An insatiably curious elf in his youth, one Twice in the last two centuries, shadow
expedition ended up in his being lost and elf Watches looking after the tunnels to
confused, and instead of heading upwards the deeper lands have been attacked by
he headed down and down and down un- bands of Azcan warriors. It may well be
til? Other-worldly, eerie, a land without that these attacks were opportunistic, but
night as the world of the shadow elves has they may herald a growing expansionist
no day; populated by strange folk, from threat from the far-away Azcan Empire.
the pacifistic to the murderous, these The White Shamans have been told by
lands are as diverse and strange as any be- Rafiel to make sure that Watches in the
low the true stars in the heavens. area are strengthened by powerful warri-
Details of the Lands of the Red Sun are ors and by at least five Life and Death Sha-
found in the D&D supplement, The Hol- mans; Rafiel does not wish the Azcans to
low World (which details the HOLLOW survive any encounter (and give details of
WORLD campaign, of course), and were the shadow elves to Atzanteotls priests).
not going to spoil the surprises in that Of course, details of the Azcan race can
fine product here. If you use that prod- be found in The Hollow World supple-
55
Adventures in the Shadowlands
In this section, well look at campaigns for a more important job. Military service also allows you to post
and adventures in the lands of the shadow You have one trick to play, of course: all the PCs to watches and patrols where
elves. shadow elves are liable for military service almost anything can happen. Curious
First, well consider what type of cam- (not all 10 years in one go, necessarily). dwarves, blood-crazed Azcans, skulking
paign you might wish to conduct there. But dont be too arm-twisting about this. spiders, a half-dead agent returning from
Of course, play in the lands of the shadow Giving the PCs some warning that they Glantrialmost anything can turn up,
elves may be episodic; you and your play- will be due for military service at a stated and how will the PCs cope?
ers may well prefer to visit them occasion- future time, for example, means it will PCs in military service will also more
ally, rather than playing most D&D game be less of a shock when they finally have readily find themselves in the company
sessions there. to knuckle down to it. Allow the players of shamans, Second Shadow scouts, and
Your players may want to have shadow enough time to get their basic chaotic other specialists. This is both helpful
elf player characters, or you may want to dungeon-wandering instincts out of their (given shamanic healing) and intriguing
set up the shadow elves as the baddies systems for their shadow elf PCs. Dont for them, and they will learn more about
and the players will have PCs interact set up long-running themes in the early other shadow elf types this way. It is also
with them as enemies. This latter pos- adventures which wont get played out. easier for a shadow elf shaman to partici-
sibility is clearly in the cards if you have One potential variant on this theme pate in such a campaign.
pre-existent (and favoured) PCs who are is to have a party of fairly iconoclastic, Finally, shadow elves in military serv-
Alfheim elves, for example. half-outcast shadow elves. Such a party ice can always put in for leave if they find
could possibly include a non-elven char- some information which leads them to
Adventurer Campaign acter from the Enclave, although the PCs want to go adventuring, so military serv-
Here, the PCs are shadow elf adven- would have to work very hard to get him ice shouldnt be too constricting.
turers. Their primary desire will be to go out of the City of the Stars and cover his
adventuring in the shadow elf lands, travel absence while he was away. Such a party Shamanic Campaign
as widely as possible, and fight monsters could easily become renegades, and then Here, the PCs are (almost) all sha-
and gain treasures. PC shamans cannot re- they might become amenable to co-oper- mans, beginning their careers as acolytes.
alistically be full-time members of such a ation with enemies of the shadow elves in This is a challenging and difficult type of
group, although they could be occasional the surface lands! campaign to run, but maybe the most re-
participants. warding. Characters without high Wis-
Clearly, this is a fairly free-wheeling Military Campaign dom scores who are unsure about being
approach and there are plenty of places Here, most of the PCs are in military shamans could become exceptional PCs,
scripted for such PCs to visit. There are service from the start. Their duties are formally affiliated to temple service and
also plenty of unpleasant hazards scripted those of guards, couriers, patrollers, pro- highly devout followers of Rafiel. They
for them, from the Boneless to the Crown tectors. They may be allowed a little leave can become the guards and servants of
of Corruption (see the adventure outlines to go adventuring now and then, but this the acolytes. They can also be allowed to
below). However, it will be more fun if will be a secondary concern. do a little adventuring of their own on
the PCs can somehow get involved in the Compared with the campaign where the side in this set-up. The players of the
more central themes of this Gazetteer. adventuring PCs might become co-opted shaman PCs can play NPCs you loan to
The easiest way to do this is to have the for military service, PCs in this campaign them for use so they dont miss out on
PCs meet more powerful NPCs as they should gain more benefits. They may these side-adventures. In this way, some
themselves gain experience levels. They meet, or even become attached to more light relief can be mixed in with a cam-
wont be trusted by anyone with real important NPCs earlier in their careers paign dedicated to experiencing, further-
power, but they may gain commissions (as (as adjutants, bodyguards, etc.). They ing, and understanding the mysteries of
couriers, guards, etc.) from major NPCs. might gain intriguing career opportuni- the Way of Rafiel.
Some such commissions might begin as ties earlier. Two obvious possibilities are The careers of the PCs should begin
try-outs to see if the PCs are capable of being trained as skinwing riders, or being with adventuring to earn the 2,000 XPs
meeting challenges; only then will the recruited into the Second Shadow. Later needed to qualify as acolytes, and then
NPC hire them for the serious action. in the campaign, of course, the loyalty of a their initiation rituals. A Wisdom gain is
Kanafasti might want some minor artifact PC recruited into the Second Shadow can a fair reward for the risk of the ritual, and
from a Warren of undead recently discov- be tested by his superiors asking him to you may grant a 1 point improvement in
ered, for example (allowing you to tag a file full reports on some possibly subver- this ability score.
shaman NPC to the PC party to help deal sive shadow elvesthe other PCs! (His The PCs will be exceptional acolytes in
with this novel menace). Then he reports bosses dont think the other PCs are sub- that they will spend less time in the tem-
to Xatapechtli regarding their suitability versive; theyre just testing his loyalties.) ple than most. They will be the ones se-
56
Adventures in the Shadowlands
lected for courier duty, accompanying the Sneaky Stuff Campaign to attack is one way of getting PCs to see
Marking Shamans on their travels, offici- This is a campaign in which PCs can be that the shadow elves are civilized people.
ating at a Temple ceremony where some adventurers, or in military service, or pos- Capturing the PCs and forcing them to
disruption leads to pursuit and adven- sibly even shamans. Their early adventures escape from the Enclave will make them
ture, assignment to a routine patrol duty can be of almost any type in the shadow see that the shadow elves are not murder-
where something unexpected happens. elf lands. The important thing is that the ous villains. Inside the Enclave, NPCs like
Otherwise, life wouldnt be that interest- PCs have, between them, some individu- Zindar will soon make plain to them that
ing! And adventuring isnt something the als with high Intelligence, Dexterity, and the shadow elves are certainly not wholly
Temple frowns upon. Charisma scores. bad. A dedicated shaman may try to con-
After all, travel undertaken to gain The PCs will be recruited by the mili- vert them, allowing them to see some-
knowledge is in the service of Rafiel. A tary authorities, Xatapechtli, Kanafasti, or thing of the shadow elves beliefs. If the
shaman who has been fortunate enough whoever you else you want to present to shaman is successful, of course, the PCs
to find a few soul crystals now and again them. Their careers will become increas- might even eventually become agents for
while adventuring is clearly guided by ingly devoted to acting as spies and agents the shadow elves back on the surface lands
Rafiel, and might be actively encouraged in the surface lands. Their adventure goals where they once swore to wipe them out!
to undertake further travels and adven- will involve espionage, assassinations,
tures. Since Rafiel guides the shaman, guerrilla actions, sabotage, and similar The Adventures
she should be free to follow where that acts of terrorism (or the liberation strug- The adventures and outlines given here
guidance leads, after all. As the PCs make gle, depending on which side youre on). are non-specialist: no adventure has been
their way up the temple hierarchy, they Their skill gains will be those of subter- given for shamans only, spies only, or
should be involved in the central concerns fuge and sneakiness. Their spell use will for any other subgroup of shadow elves.
of shamans of their level and of the Way become increasingly orientated towards Rather, the adventures can be shaped eas-
of Rafiel as a whole. spells of mental coercion and deception. ily enough to the particular interests and
Earlier material in this book has given This form of campaign can become a very goals of your PCs.
detail on shamanic duties at different tense, exciting affair considerably more Skill Checks: Especially in Basic level
experience levels which you can use to subtle than most. It also allows for non- adventuring, skill checks can add fun and
determine goals for the PCs. Adventur- elf PCs (e.g., human spies in Darokin) to tension to the game and you may well
ing should not be ruled out; pursuit of enter play at some stage. want to make them part of game sessions.
reportedly stolen soul crystals would be Dont overuse them, though. If you want
an obvious adventure hook. Shamans are Enemies Campaign to have skill checks for movement in diffi-
always likely to be attached to a major Here, the shadow elves are the bad guys. cult situations (Climbing and Ledge-hop-
military investigation because of the need The PCs track down and dispose of the ping being obvious possibilities), then you
for magical healing. evil pointy-eared pests. Maybe the PCs should usually have only one skill check
There are two factors of importance are Friends of Alfheim, for example. You made for the crucial part of the manoeu-
here. The first is the gradual revealing may already have played some adventures vre (or the penultimate partthe part
of the secrets of the soul crystals. This of this type if you have used the outlines of the climb just before the summit, for
doesnt come into play for quite a while, from GAZ5 The Elves of Alfheim. example). Dont keep making PCs make
but you will need to consider carefully If you havent used those adventures, skill checks every round, because eventu-
how to handle this delicate subject. The they offer a campaign against the shadow ally they must fail, so its both demoral-
second is the time-scale of the campaign. elves you may wish to use. For this reason, izing and pointless for them. Its also tedi-
If PC shamans begin as 1st-level types of adventures against shadow elves are not ous rolling so many dice.
120 years, they cannot plausibly become provided in this Gazetteer, although some If you have a situation in which a group
White Shamans in a few years of game of the adventures (especially the Crown is attempting some action where not all
time. The campaign time scale becomes of Corruption) could be adapted for non- have a relevant skill, improvise. For ex-
at least scores of years. This is a general elven PC parties readily enough. ample, a whole PC group is attempting
problem with all elven campaigns, but it is The actions and struggles of the shadow a tough climb, but some dont have the
especially acute in this case. However, this elves can be gradually presented to the Climbing skill. Dont say they cant do
seeming disadvantage can be turned on its PCs in a more favourable light and the it; the unskilled PCs can be allowed an
headit suits episodic campaigning well misinformation they have been fed about Ability Check against the relevant ability
for this to be the case. them can be increasingly seen for what it score (in this case Dexterity) with a +2
is. A mission (treasure hunt, etc.) that penalty added to the dice roll. You can
takes the PCs close to (and thus able to use this as a standard penalty for PCs
observe) a shadow elf settlement too large without formal skills who can still have
57
Adventures in the Shadowlands
some hope of success, adding other modi- one fairly sizeable brutea strong ogre, spider hunting. His brother Malshandir
fiers as you see fit. Some skills, though, are for examplewho can offer a PC fighter is ill, and Firnafel badly wants to set off
all-or-none; either a character can write a the chance of glory (or a quick death). at once. He knows that a brood of large,
language or he cant. When the Brave Heroes return, they productive giant shroud spiders is there
On the other hand, be aware that find the military dismembering their for the taking in the Forest of Spiders, and
many gamers play D&D games because cargo. The watch leader can have a small wont brook any delay. Firnafel offers the
they like a fast, simple, fluent, easy-to-play sniffer slug, if you wish. They find bags of PCs either a flat fee of 100 gp apiece for a
game system which isnt overburdened a pale brown powder, which the Sergeant weeks work or 50% of the sale price of the
with too many rules. In this case, dont says angrily is an addictive fungal extract spiders (which is about the same amount).
use skills. Just use the occasional Ability which has been causing problems in New He will also coax the PCs by showing
check, only when clearly called for. Grunland lately. He understands the PCs off a box of ointment of antidote with two
are responsible for the cargo, and this is of doses left. Each dose, if rubbed on to the
Contraband course true (as the other merchants will skin, acts as a neutralize poison spell, and
(Basic/low Expert) at once make plain). Let the PCs protest. will neutralize any poison attack suffered
The PCs are hired to act as guards for Then pack them off to jail in New Grun- in the previous five rounds (even a lethal
a merchant convoy taking the tunnel land. attack, so this is a real life-saver). If the
route from the City of the Stars to New Let the PCs sweat, let them grovel PCs include a shaman, make this into a
Grunland (you can change the route if and plead, and express their case with better hook by making this a staff of cur-
you wish). The convoy should be of mod- full emotional conviction. The sceptical ing with four charges (only a shaman can
est sizemaybe three or four merchants Sergeant says he can imagine how they use this, explaining perfectly why Firnafel
with 4-6 slug-drawn coaches and sleds. latched on to some poor merchant, smug- needs the PCs). Firnafel also bluffs a bit
Other NPC guards can be hired if the PC gled drugs in his wagons, and killed him by claiming that most spiders arent poi-
party is small or the PCs are suspicious under cover of a monster raid to get an sonous, or the poison is over-rated, hes
(see, other guys are only too happy to get extra cash bonus from his family; the PCs still alive isnt he?, and so on.
the work). The money offered wont be are heartless, sick, worthless brutes. The Off go the PCs and Firnafel, through
fantastic so its best to use Basic PCs for Masking Shaman presiding seems to agree. the Forest of Spiders in pursuit of a group
this adventure. The merchants cant af- However, the Sergeant offers a solution; of four very large giant shroud spiders.
ford more than 50-100 gp maximum per the PCs must make reparations to the Firnafel has two giant slugs which pull
guard. The material being transported is family and serve the military for a while. a sled with fungus cages large enough to
primarily silks from Losetrel. The North The Shaman agrees. hold up to six such spiders. You can in-
Sojourner river has been plagued by a The Sergeant says, outside, that he troduce wandering monster encounters
huge Water Elemental lately, hence the didnt really believe what he was saying as you wish, decide how long it takes the
need for taking the land route. but he needs the PCs help (the army will PCs to find the spiders, and then have
The PCs should get most of the way look after reparations for the family). He them (under Firnafels guidance) formu-
to New Grunland, with some obstacles needs the PCs to go back to the City of late a plan to capture them. Firnafel wants
and fairly minor monster encounters to the Stars, find the merchants contacts them alive!
slow them up and hassle them on the way. there, and hang around looking for more There is a complicating factor, however.
However, be sure to place one major en- work. Who was bringing the drug in? The Firnafels cousin Ralfamere, with some ag-
counter with some tough monsters, and merchant was an innocent sort. The PCs gressive young accomplices, is shadowing
make sure the merchant who hired the will have to watch and wait until an agent the PCs and Firnafel. Ralfamere is em-
PCs is killed! The other merchants will of Maflarel turns up one night, invisible bittered at having been passed over for
tell the PCs to take over responsibility for and with a haste spell, to do the dirty deed. training by Firnafel; he simply isnt smart
the cargo until arrival at New Grunland, From here on, the PCs may need pursuit enough, but refuses to admit this to him-
where they will get a good bonus for de- skills or may just report their observations self. Now he plans to exact revenge. He
livery to the merchants family. to the authorities, as you see fit. has told his companions that he wants
A few miles before New Grunland, the to give Firnafel and the PCs a good beat-
convoy is stopped by a patrol. They press- Spider Hunt! ing and leave them here, but when a fight
gang the PCs into temporary assistance; (Basic/low Expert) breaks out Ralfamere will fight in earnest
a bunch of humanoids is entrenched in In this adventure, the PCs should be- and strike to kill. After initial hesitation,
the tunnels further along and the PCs are gin in Losetrel. They can easily travel there his accomplices will do the same.
required to assist. You can now have fun on courier or bodyguard duty. They will Ralfamere should be a fairly tough
running a short flush-out-the-bad-guys be approached by Firnafel the Spider- shadow elf, one level higher than the
combat. The humanoids should be led by hunter and asked to assist him with some highest-level PC in the group. His ac-
58
Adventures in the Shadowlands
complices should equal the PC party in which merchants are eager to obtain for ney. The fun was the original length of the
number, and be, on average, one experi- commercial reasons. Very tough giant trek, going back is often an anti-climax. A
ence level lower than the PCs. If the PCs slugs might be allegedly living there and military patrol may come after the group,
are all fairly low-level, make Ralfamere if the PCs can catch a few young ones (or checking on their safety or on a search-
4th level to give Firnafel a fair run for his bring back some eggs), the military might expedition of their own. Or the PCs may
money in combat. This group will do their be very happythe era of the armoured discover some magical aid to mobility
best to attack with surprise, and will try to war slug might not be so far away. such as a flying carpet (this is rather gen-
attack the PCs when they are weakened The intrepid explorer will always pay erous!).
after a combat. very well, and will have proof of his One last note: theres nothing to say
Firnafel will recognize Ralfamere, of wealth. He should also be a real drip (a the patsy (and thus the PCs) cant get lost
course. On returning to Losetrel, he will droopy-ears is the standard shadow elf along the way!
ask the PCs if they want to consider raid- equivalent of todays nerd). He should
ing Ralfameres home for him (again of- have buck teeth, bandy legs, and generally Something Rotten in the
fering money). If the PCs do this, they unattractive features. You could have him Warrens
will spot a spying elf (who should be able fall desperately in love with some unfor- (Expert)
to escape), watching from the window of tunate female PC after she has saved his The Warrens have always been avoided
a house opposite. This is a member of the life a few times. for good reasons. Unfortunately, a threat
Second Shadow, spying on the house to Make the PCs go on a long journey, and is seeping from that area which has to be
try and establish links between Ralfamere give them plenty of trouble. They should dealt with. Some minor streams seep from
and Maflarel. The PCs can find (on a suc- be subjected to repeated monster assaults, the Warrens down into Dragon Lake, and
cessful Intelligence check at a -2 penalty) giving them a tough timebut dont send the water coming from these is impure
that Ralfameres house has already been ridiculously tough monsters to kill them. and covered in froth which seethes on the
carefully searched. Very vigilant PCs Just wear them out. Never, never let them surface of Dragon Lake. Strong, brave, ex-
(who leave an invisible watcher of their forget that they have as a primary objec- perienced adventurers are needed for the
own outside!) might follow or even cap- tive keeping the patsy alive. Without do- job: the PCs.
ture the spy. If they manage this, they will ing this, they dont get the huge fee they When the PCs get to the entry to the
become embroiled in the operations of were promised. You, as DM, must ensure Warrens on the shore of Dragon Lake
the Second Shadow. How this develops that the patsy gets into endless scrapes (where there is a patrol), all hell is break-
will affect the whole campaign, so you will without actually getting killed, of course. ing loose. The dragon turtle is waking up!
need to script it according to the needs of Make the patsy a real pain, catching cold This is just to throw the PCs off guard and
that campaign. and complaining about the damp and surprise them with a first assault later. The
how he needs a hot bath, writing ghastly patrol screams to the PCs that they (the
Follow the Patsy love poems to the PC he has fallen for, etc. patrol) must go to warn the authorities,
(Expert) When the PCs get to their goal you and they urge the PCs to get on with their
This is a basic adventure theme which should add something unexpected: un- job. The PCs enter the Warrens.
can be used in a variety of ways. The key dead, a skeletal fire-breathing reptile, They get attacked right away. Rising
theme is that an earnest explorer wants mindless berserk golems of clay or stone, from the befouled water are four storm gi-
to hire guards to protect him while he or some astonishing natural feature. A ants!! They arent actually giants; they are
sets off to find some hitherto unmapped vein of soul crystals is an obvious pos- (Water) Elemental Drakes (see the Master
location. For a real challenge, take the sibility (then the shamans will need the DMs Book, page 29, or the MYSTARA
subterranean origins of the waterway PCs to guide them back here!!). This un- MONSTROUS COMPENDIUM ac-
which runs northwards of the Cavern of expected feature can be simple or complex, cessory). They were sucked into the Prime
Continual Rain. For a less dramatic op- standing alone or signifying some deeper Material through a tiny vortex deep inside
tion, take the underground origins of the mystery (something is controlling the Un- the Warrens. Angry and irritated by the
North Sojourner river. dead; do the PCs want to explain the cata- polluted water they find themselves in,
You can vary this to maximize the ap- combs they so unexpectedly find here?). they will fight the PCs eagerly.
peal to the PCs. The explorer can have an This can be designed to suit the timeline. After this initial combat, the PCs
old book claiming that many gems (soul If the PCs have to put up with a very long should be able to follow the stream of
crystals!) are to be found where he wants journey with the patsy, they may just want polluted water back through the War-
to go (enticing any shaman and getting to go home and get their moneyor they rens (they will need some light to see the
the interest of the Temple). The area may leap at the chance of a new kind of colour of the polluted water, of course).
might be reputed to contain specimens adventuring. You can select whatever encounters you
of a rare but highly nutritious fungus Try to expedite the going-home jour- feel appropriate during this journey. Some
59
Adventures in the Shadowlands
very unpleasant monsters might lurk in- Death in Darokin in the ring-wearers party gets this benefit,
side the Warrens, since there are no shad- (High Expert) though! If the PCs do not include a sha-
ow elf patrols to deal with them. The PCs are approached by a senior man, then one must accompany them as
When the PCs arrive at the area of the Serpent of the Serpents Eyes. They will an NPC. They will get a briefing from a
vortex, the nature of the problem is re- be asked to undertake an important task, Serpent expert in disguise, also, who will
vealed. Matter from the Elemental Plane vital to the security of the shadow elves. teach them the use of cosmetics, hair dyes,
of Water is being sucked in and over the They will be very well paid. Their work and similar techniques so they can pass
massive, bloated corpse of a dead Bone- will help to prevent a major invasion of for normal elves in Darokin. They will
less! The filthy acidic residues of the car- the shadow elf homelands (this is a lie). It also get a crash course in elocution (no-
cass pollute the water, and something involves the use of disguise and deception tably, the art of speaking slowly and not
must be done. in one of the surface lands. Details can in a squeaky voice). Of course, if one or
The PCs are faced with the problem only be given if the PCs agree to the job. more of the PCs has already joined the
of shifting 2,000 pounds of waterlogged, Assuming that they do, what they are Second Shadow, they can watch the oth-
highly acidic (touch causes 1d6 damage told is this: a powerful member of one of ers trying to cope with all this with some
per round) carcass as far away from this the Great Houses of the land of Darokin amusement.
cavern as possible. Make the exact design is financing an assault by elves of Alfheim What course of action the PCs take is
of the passage as difficult as possible for against the shadow elf lands. It is neces- up to them, of course. The length of time
moving this stuff. Magical solutions offer sary to eliminate the Darokin human. they need to become light-adapted may
a fair bet. Disintegrate and flesh to stone This task cannot be trusted to the organi- affect planning; if one or more takes a
are two of the more obvious possibilities. zation on the ground in Darokin for fear long time, then hiring a boat and trying
Of course, the PCs arent going to get of infiltration. Outsiders are needed. The to sink Greenleaf Vickers ship is not go-
away this easily. Attack them when they PCs get the job. Total secrecy is expected, ing to be possible for time reasons. The
are most vulnerable herewhen some of of course. PCs can strike in more than one way, and
them are asleep, when they are discussing You should add basic information to its up to them to choose.
what to do, etc. The attack comes from a this. The PCs may well never have heard You will need, of course, to draw up a
Boneless of huge size (73 hp) which has of Darokin, for example. Then they get a list of Greenleaf Vickers entourage. He
traced the scent of its dead relative and more detailed briefing. In about 21 days isnt expecting to be attacked by homi-
fights in a frenzy (no morale checks). time, the diplomatGreenleaf Vick- cidal shadow elves, but no head of a Great
Of course, this now means that a sec- ersis due to travel from Akesoli to House wanders about without some seri-
ond carcass has to be disposed of ! The Akorros, across Lake Amsorak, and then ously useful bodyguards (including spell-
PCs have to implement their solution to cross-country to Darokin. From Darokin casters) in his retinue. For example, it is
the problem all over again. If in the course he will head upriver to Favaro, and then likely that his retinue includes some sur-
of doing this they dismember the Bone- across land to Alfheim Town. You will face elves who may be especially hard to
less they have just killed, they will find a need to give the PCs a sketch map of fool with disguises (DM discretion).
partly digested arm in its stomach. They these locations (see GAZ11 The Republic There are many role-play novelties in
can track the Boneless by following its of Darokin). The PCs can attempt to elim- such an adventure. The blinking shadow
acidic slime trail. If they do this, they will inate him at any stage along this journey, elves will see unbelievable sights. What
find a pair of elf corpses, one partly eaten. but he must not get into Alfheim. The the heck is that green stuff all over the
Both elves are dressed in (acid-ruined) PCs themselves can be smuggled to the floor, for a start? What is grass, exactly?
chain armour, but the elven longsword surface into a cave system in the moun- Plant and animal life here will be sur-
+2 one of them possessedwith a Clan tains just north of Crowlerd. passingly strange to them unless they
Chossum clan hilt (see GAZ5 The Elves The PCs will be given material help, have been here before. Trying to handle
of Alfheim)is still intact. of course. They will get clothing of types encounters with surface NPCs is going
How did these surface elves find their worn by surface elves, money (includ- to be taxing too. Just think of the weird
way here? What were they doing in the ing Darokin coins and nuggets of gold stuff these people eat, for a start. Imag-
desolate stretches of the Warrens? Do which can be traded), and a little magi- ine a shadow elf inadvertently knocking
they have some kind of base hidden cal assistance if absolutely necessary. One back a brandy to imitate those he sees
there, knowing that shadow elves avoid item which they must have is a magical drinking in a hostelry. Shadow elves talk
the place? What is to be done about the ring which radiates a comprehend lan- in a squeaky voice usually, but thatll be
vortex? There are plenty of spin-offs from guages effect in a 20-foot radius, so that nothing compared to what happens af-
this adventure! anyone the wearer talks to in that radius ter a brandy. Consider planning a quick
will hear what he says as being expressed getaway using horses. What the heck is a
in the listeners home tongue. No one else horse? You mean were supposed to ride
60
Adventures in the Shadowlands
those monsters? Vickers anyway and go to someone really cover, surprise and the like are normal.
However, this basic plotline can be important in the Second Shadow (like The initial attack will be by a small force,
considerably complicated. An excellent Xatapechtlis secretarys secretary), hop- just 3-8 (d6+2) of these undead, which
strategy is the set-up. Here, the Serpents ing for a decent reward for their merit turn as Specials.
Eyes within Darokin are drawing up a and compensation for their having been Desert Zombies: AC4; HD 4+1*; hp
plan to have Greenleaf Vickers assassi- deceived. They might even get it! 24, 21, 12 (22, 14, 17, 18, 28); MV 60
nated, and they learn that Darokin civil (20); #AT 2 fists; THAC0 15; D 1-8/1-
servants know of this. They thus want to Crown of Corruption 8 + special; SA F4; ML 12; AL C; XP
have some real patsies shipped in from (Companion) 200 each.
outside, but patsies who look as if they are The Desert of Lost Souls has become These zombies are not as slow as most;
plausible enough assassins. Cue the PCs. extremely dangerous. Sightings have been they only have a -1 penalty to initiative
After the PCs have failed, there will be a reported of a hitherto unknown undead rolls. They are immune to charm, hold,
fast attack by the real assassins when Vick- menace. They are humanoid, possibly el- and sleep spells, and all spells which di-
ers is relaxed and off-guard. Note that one ven, but are so shrivelled and rotted that rectly affect the mind (e.g., illusions, feeb-
consequence of this is that Vickers will be it is not possible to be certain. Worst of all, lemind spells, etc.). Each hit from a desert
very well guarded indeed, and you might there has been at least one report that they zombie has a 15% chance of causing a rot-
allow the PCs an Intelligence Check to wear gems! Several elves have been report- ting disease (treat as mummy rot) to affect
realize this at some stage (especially if the ed killed, and a shamanic group which a PC, although the first symptoms dont
PCs are intelligently following Vickers went to investigate has returned. A power- appear for 7-14 (6+d8) days.
group, looking for weaknesses, noting ful adventuring group must now be sent; The desert zombies have no treasure
habits, and otherwise doing good sneaky this means the PCs (they are Companion of any sort. If tracks are looked for, these
spying stuff ). level, after all). A Life Shaman should ac- should lead towards the Bleak Hill where
In this variant you can give the PCs company them unless they have a strong the Crown of Corruption lies.
the name of an Eye of the Serpent they shaman amongst their own number. The Assuming the PCs kill these unusual
should only contact in extreme urgency sightings have been concentrated at the undead, they will be attacked exactly 1
in Darokin (the city), from their original slow curve of the South Sojourner river, turn later by 3-8 wraiths (one wraith per
spymaster. Hes also being set up here, on the way to Losetrel, which is one rea- desert zombie slain). This should be a gen-
since the Darokin authorities know hes son why this menace cannot be ignored. eral principle running right throughout
an Eye of the Serpent, but the PCs may What has happened here? An evil this adventure: each desert zombie slain
just be able to find him (through inter- magical artifact, the Crown of Corrup- will cause a wraith to appear and attack its
mediaries). From him the PCs can learn tion, has long been buried in this awful slayer 1 turn later. This makes desert zom-
of the wicked trick thats been played on place. Recently, it was found by a shadow bies very dangerous, of course. If the PCs
them. They cant be totally certain, but elf wizard, Shallatariel, and the foolish use spells sensibly to avoid desert zombies
it will seem to be fairly clear to him that wizard thought to study and investigate (e.g., magical wall spells to keep them at
they must all have been set up, and he will it. He has become its helpless puppet, his bay and run off ), they should be awarded
guess why. mind stripped away, but his magical skills XPs as if they had destroyed the zombies.
Finding this contact may be a matter now used by the malign intelligence of the Exactly where you place the Bleak Hill
of absolute urgency since the nature and Crown. If your PCs move in powerful so- within the Desert is up to you. If you want
approximate whereabouts of the PCs will cial and political shadow elf circles, Shalla- to let the PCs have a straight run into it,
surely be slipped to the Darokin authori- tariel should be known to them as a mage place it not far from the River and have
ties in some plausible manner before long! of Losetrel and his sudden disappearance obvious tracks leading to it. If you want
This will result in Darokin officials and au- should be rumoured some months before to place extra encounters in the way of the
thorities seeking them out, sending both this adventure takes place. Wizards this PCs, have the Bleak Hill hidden by hal-
powerful fighters and spellcasters out to powerful dont just vanish without any- lucinatory terrain, stuck right at the back
look for them. A clash with such a force one noticing! of the Desert (e.g., right underneath the
should alert the PCs to the fact that their If the PCs head into the appropriate relative position of the Alfheim bounda-
cover is blown. area, they will soon be attacked by some ries). Another alternative would be to
The PCs, at this stage, can go to the of the desert zombies which the Crown place the Bleak Hill in the ruins shown
Darokin authorities and change sides if of Corruption has created from the half- on the fold-out map. By adjusting desert
they know theyre being set up; they can mummified corpses of humanoids (in- zombie encounters and how easy it is to
go home with the intention of trying cluding elves) which lie buried in the track their footprints, you can easily de-
to cause the immediate demise of their Desert. Note that the Desert has some termine how long it takes the PCs to get
spymaster; or they can try to assassinate dunes, petrified fungi, etc., so chances for to the Bleak Hill.
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spellcaster immediately (unless he has
76+ hit points). A successful dispel magic
cast against 20th level spell use, or a knock
spell, or similar, will bypass this trap.
5. Lurking Lairs: Behind each secret
door lurks a pair of desert zombies, ready
to attack the back of the PC party (with
surprise) if the PCs walk past. At the same
time, two spectres will fly down from a
chamber above the passageway (hidden
with hallucinatory terrain) and attack.
The desert zombies have 14, 11, 10, and 25
hp; the spectres have 22 and 30 hp. Again,
keep track of when zombies are slain and
wraiths will later appear.
6. Chamber of the Crown: Here the
shrivelled remains of Shallatariel are kept
on their feet by the hideous Crown of
Corruption, pulsing with power and evil.
Make the description of this awful, evil
place truly graphic. This is a place where
souls die, and a tremendous challenge to
the PCs. Stats are given for Shallatariel
with the benefits of the Crown here:
If the PCs sleep in the Desert of Lost must make sure of keeping excellent time- Shallatariel: AC -6; HD 9+18 (wizard
Souls, they will be subject to a mental keeping here. 18); hp 71; MV 120 (40); #AT 1 staff;
magical attack. At a randomly chosen 2. Druj: The power of the Crown has THAC0 9; D 6-16 (2d6+4); SA E10 (au-
time, a low wind appears to pick up in attracted this terrible undead creature tomatic 1/2 damage from breath weap-
this blasted land, faint moans can be (see Dungeon Masters Companion, p.37) ons); ML 12; AL C; S 13, I 17, W 17, D
heard, and then each PC is afflicted by il- to the area. This druj appears in the form 12, Co 13, Ch 11; XP 10,225.
lusions of a nemesis creature (that which of a shrivelled hand, and has 73hp. It has Shallatariel strikes with a staff of strik-
he most fearsa huge energy-draining all the standard abilities of a druj. There ing +3 and wields a wand of paralysation
undead, a dragon, a beholder, etc.). Each will also be treasure here; see below on with 11 charges. For protection he wears
affected character is allowed a saving placement of treasure. a displacer cloak. He has a scroll with three
throw vs. Spells at -2 (-4 if asleep and suf- 3. Rotting Horrors: This chamber has a dimension door spells, and his own mem-
fering a nightmare). If the saving throw is roof supported by stone pillars which are orized spells are: Level Icharm person,
made, the PC feels a chill and loses 1d4 covered in thick, furry mould. The mould magic missile (4 missiles; x3), protection
hit points but will feel normal after 1 turn. is in itself harmless but, either side of the from evil, shield; Level IIdetect invisible,
A PC who fails a saving throw loses 2d6 entrance, lurks two dusanu (see the Crea- ESP, invisibility, mirror image, web; Level
hit points, and has -1 penalties to all hit ture Catalog, page 65, or the MYSTARA IIIdispel magic, fire ball, fly, haste, pro-
and damage rolls for the next 24 hours. MONSTROUS COMPENDIUM ac- tection from normal missiles; Level IVdi-
When the PCs get to the Bleak Hill, a cessory). When they hear the PCs ap- mension door, ice storm, polymorph others
determined resistance awaits them! The proaching, they will release their damag- (x2), Level Vfeeblemind, hold monster,
accompanying map in GAZ13 shows the ing spores. The dusanu have 41 and 47 hp, magic jar, teleport; Level VIdisintegrate,
details. respectively. flesh to stone, projected image; Level VII
1. Desert Zombie Guards: Six desert 4. Secret Entrance: This is the entrance delayed blast fire ball, power word stun;
zombies (14, 15, 19, 20, 26, 31 hp) are to the Chamber of the Crown. It is magi- Level VIIIpower word blind.
clustered in a ring as shown on the map. cally trapped; if it is touched, a magical Shallatariel is not alone or unprepared.
Note that Shallatariel can see through Symbol of Death appears on the door and He has a protective cordon of six desert
their eyes. All Undead here will turn as will affect one PC looking at it (if there zombies (as shown on the map), and lurk-
Specials! is more than one, choose randomly). Find ing on each side of the entrance, in the
Wraiths will appear 1 turn after the traps or detect magic will reveal there is a alcove shown, is a Gorgon, summoned
PCs destroy these desert zombies, so you magical trap here. Read magic kills the with a create magical monsters scroll. The
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Adventures in the Shadowlands
zombies have 11, 12, 17, 19, 21, 23 hp, the throw at -4) at one PC and, if the saving
Gorgons have 33 and 52 hp. Shallatariel throw is failed, the PC will do all he can
also has several spells running; these are to put the Crown onwith all the ter-
detect invisible, fly, haste, invisibility, mir- rible benefits and penalties this implies.
ror image, projected image, protection from The wearer of the Crown gains the fol-
evil, protection from normal missiles, shield lowing benefits: a natural base AC of -4;
(to attempt to negate magic missile attacks complete immunity to all charm, hold,
on him). Importantly, the Shallatariel the sleep, paralysis, death magic (including
PCs see is just the projected image (unless disintegration) and gaseous attacks; and
they have special magical assistance such the ability to radiate both fear and curse
as a truesight spell, etc.). This should give (reverse of bless) within 20 feet (separate
Shallatariel a major initial advantage. Be saving throws needed). The wearer can
sure also to review the spellcasting powers also cast animate dead three times per
and immunities the Crown of Corruption day. The wearer of the Crown at once be-
grants him (see below). comes a Chaotic Undead, subservient to
Shallatariel will begin combat with the Crown, but retaining all class-based
dispel magic to eliminate spell effects fa- abilities.
vouring the PCs (bless, mirror image, haste, What do the heroes do with this thing?
etc.). This spell will not make him visible How the Crown should be destroyed is an
since it is not a directly hostile spellcast- adventure in itselfup to you to deter-
ing. He follows it with power word blind mine! (As a cop-out, delivering it to the
to eliminate one PC, and then power word Temple of Rafiel will do.)
stun to attempt to take out another PC. Treasure: Give the PCs the treasure
He then follows up with attacks such as you think they merit, and which is a fair
feeblemind, hold monster, polymorph oth- reward for them. For the druj, you can
ers and the like. If the PCs get within me- roll treasure type as normal, but if the
lee range, make absolutely sure you review PCs find the interdicted chamber of the
all the powers of the Crown of Corruption! Crown they should find one or two unu-
Shallatariel has the ability to retreat sual items. If you have a shaman PC han-
into chamber 6a by use of his dimension kering after a good weapon, leave a mace
door/teleport spells (and scroll). Within +3 of the suitable alignment here, which
that chamber he has stashed 8 potions of also has the special power of casting strik-
super-healing which allow him to retreat ing and cure critical wounds (on its user
there, gulp down lots of healing, and then only) twice per day each, for example. Put
to return to the attack. The PCs will not a couple of specials in here; the PCs de-
know where he is going if they did, a serve it. Overall monetary rewards for the
spell as simple as passwall would get them whole dungeon should be some 10,000
into his retreat. It is from this chamber gp per PC.
that Shallatariel will use his magic jar at- Crossing Paths (optional): On their
tack. return, the PCs should meet a well-
Play this evil spellcaster to the hilt. equipped NPC party of enemies (for
Overcoming him should be a great shadow elf PCs, a party of surface elves,
achievement, and a real triumph for the and vice-versa. The NPC party is here to
PCs. However, they only get his treasure if investigate the legends they have read con-
they get into chamber 6a; otherwise, their cerning the Crown of Corruption, and they
rewards are not all they could be! want the artifact. You should design the
The Crown of Corruption: This malef- NPC party to give the PCs a really tough
ic gold crown is set with four huge rubies, fight (about 80-85% of the PCs strength),
which can be treated as soul crystals (two and the NPCs will fight hard to gain the
of 6th, two of 7th level, with 5d10 souls Crown for themselves.
in each). No Radiance spells can be cast
from it, however. Once per 48 hours, the
Crown can cast a charm monster (saving
63