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The Shops of Greyhawk

Contents
The Iron Monger - Aria 13 The Dragon Circle Joe GK White Moira Nellisir Ye Olde Magik Shoppe NiteScreed Houses of the Arcane NiteScreed TickTocks Clockshop Qsamantha Gaesril Tornin's Shop Ashtar X Tilbergyrd Esilv Nel's Phantasmagorie Compancho Cryllor University LoupRouge The Chendl School of Magic Keldreth Merlaw's Cane Shop RLaRue

The Ironmonger
by Aria13

He rode out of the dusty west, a huge cowled figure in deepest purple, so deep as to seem black under all but the strongest light. He stayed for awhile among the nomads who witnessed his arrival on Oerth from Tovag Baragu, seeming to recover his strength. He spoke little and gave no name. Soon, he moved on. In Lopolla, in Ket, he was accosted by bandits, seeing in this lone figure, richly robed if dusty, a sure mark. The bandits had no more than accosted the stranger than into his hands sprang twin sixguns, rumored to be useable only by the renowned Murylynd. Perhaps, it was Murylynd, for the bandits were gunned down with preternatural fury. His weapons holstered, the gunman moved on. So it went, through Ket and into the Flanaess proper, through Veluna, Verbobonc and on unto Greyhawk. The stranger rode alone. He bothered no one but when challenged gave answer with his blazing guns. In Greyhawk, the stranger first took lodging and then purchased an old smithy with an adjacent dwelling. He paid in gold, foreign, but seemingly similar to the falconcrested coins of the City. Over a span of weeks, he set about refurbishing the business. Though not much fanfare heralded the opening of the smithy, word soon spread of the goods for sale. The stranger was selling guns! Not six shooters like his own but simpler matchlocks, wheelocks and flintlocks. When it was discovered that the pistols, and fewer rifles, actually worked, there was no want of customers. But the extraordinary prices charged deterred the casual buyer. Still, money poured into the shop, first for the guns themselves and later for shot and powder. That was six months ago. The stranger, commonly referred to as simply The Ironmonger, continues to due a brisk if sporadic business. Where his money goes

remains mysterious, alluringly so to the city's thieves. He has taken no apprentices and frequents but a single tavern situated near Odd Alley. The news that the weapons the Ironmonger sells will function on Oerth has attracted much attention. The clerics of the city are in almost universal accord that the Ironmonger is somehow unwholesome, perhaps some sort of fiend. Yet, the possibility that he is an avatar of Murylynd keeps them in check, at least so far. The mages guild of Greyhawk is no less sanguine. They see firearms as a direct threat to their heretofore exclusive control of the means of doing great amounts of harm from a distance. The mercenaries guild, however, could not be more pleased. They wholeheartedly support the Ironmonger for the edge he can give Greyhawk mercenaries and have made it clear to the mages that they would not look kindly on any magical mishaps. So, it goes. The furor surrounding the Ironmonger grows, like the winds around the eye of a storm. Is he a force of good or of ill? What does he want? Why is he here? Who is he? Certainly, the Ironmonger does not mass produce weapons. Each is a handcrafted work of art. In six months, he has perhaps sold four dozen weapons, the majority of which are the less expensive pistols. Yet, the mere notion of workable firearms seems to have caught the popular imagination. Mysteriously, his would be rivals, even working from copies, are unable to duplicate his efforts. While they can produce somewhat serviceable arms, they have been unable to duplicate the Ironmonger's powder recipe, even working from samples. Some ingredient eludes them. None are daring, or foolish, enough to attempt to pry the information from the Ironmonger's grip by force. The building situation has not gone unnoticed. Word of the fantastic weapons to be had in Greyhawk has caused a stirring in the north. Iuz has turned his baleful eye toward Greyhawk. Could he but equip his armies with such weapons, how much more powerful might they be then? Already, his agents are moving in the southlands. So too, agents of the Scarlet Brotherhood have alerted their superiors in Kro Terlep. The Ironmonger seems oblivious to the attention his activities have garnered. But surely, he cannot be unaware that he has caused a stir. Some speculate that such is just his intent, though for what reason and to what end he would attract such attention remains unknown. For the time being, however, he is content to sell his weapons, shot and powder to any who can pay the price. While the storm gathers around him.

The Dragon Circle


by Joe G K

The Dragon Circle takes it's name in tribute from the Circle of Eight, although some of their members have been around longer than the Circle itself. For the most

part, the DC is composed of half dragons of Greyhawk origin who are looking for others of their kind, and looking to protect others of their kind. The GM can use the DC as a patron for any half dragons within his Oerth Campaign. The DC is based out of Greyhawk City itself, but have agents and allies in various other cities. The Circle of Eight has little to do with the DC due to the DC being more lawful and good than the Circle would like to be. The leader of the DC, unknown to almost all save perhaps some Mordenkainen and Philidor, is a full blooded Greyhawk Dragon, who has fathered two half-greyhawk dragons of his own who are in the DC. The DC is very secretive in some ways. Their base in Greyhawk city is a large tower with a guildhall next to it. Most of the people of the city believe that it is a mage quarters. This secrecy comes mostly from Bandroth, the full blooded dragon's desire to remain hidden, as most of the people of Greyhawk know that many of the members are half dragons. After the wars, the half dragons have found that Greyhawk city is still a place where even such as they may live without too much strife. In the DC, they have the following types of half dragons. One half gold (a mage of 12th level who is said to be jealous of the the Greyhawk enchanters), one silver (a 7th half-elf ranger who originaly hails from the Gnarley Forest), six Greyhawk (3 enchanters of various levels, one mage of 8th level, and two thieves, who are twins which is almost unheard of), and one iron ( a 14th level fighter who battled against Iuz's minions in the various parts of the war. His face, and indeed, his whole body suffers various battle scars). Rumours persist of a half steel from Faern, and a half drow from the Underdark, but no one has seen these individuals. In addition, they have a score of humans and demi-human agents which help them find others of their kind, or get into areas they feel would be unsafe for their own kind. Unofficial Bits: In addition to trying to help half-dragons, Bandroth also tries to keep out the strange and foreign dragon pantheons that's he's discovered with his field of dragon study. This includes an individual known as Alurax (from Spherewalker), the Primordial Dragons (From Pawns of the Primal Order LIne), and the Cult of Dragonwright (From Gods and Dragons for Palladium.) He feels that any such foreign dragons and deity-like dragons would only be bad for dragons, and indeed, for the whole of Oerth. He has a few friends that travel the lanes of Greyspace, and tries to make sure that no foreign spelljammers from the Palladium Space enter their own. Alurax however, is too powerful for even an old dragon to stop, so if he ever does discover that fiendish dragon, he will have to rely on the Oerthian gods. The Primordial Dragons all have their own little spheres of influence, and he knows that for the most part, they too rely on servants and minions. Bandroth assumes the form of an old half dragon in Greyhawk city, but when he is out looking for other half dragons, he assumes the form of a middle aged mercenary name Karid who tells a tale of being almost slain by a hook horror, only to be saved by a half-dragon who left before he could thank him. Most people give him the wink

on this as if saying, "Sure..." but he pays well so people give him accurate directions when they can.

White Moira
by Nellisir

White Moira is not a true shopkeeper, but rather, an herbwitch of some power. She serves noble and peasant both, and usually works in trade with those who cannot pay in coin. The common folk often visit her for potions, simples, foretellings, and other basic needs. The nobles seek her out for much the same reasons -- but they prefer to send servants when possible, and make their errands sound as glamorous as possible. White Moira is assisted by her daughter, Bridie, a charming, witty, and unmarried young woman of startling good looks. White Moira lives on the northern bank of the Selintan, approximately 10 miles north of the Greyhawk City crossing. Skiffs and other small craft often stop here, but the sloping shore is too shallow for larger boats or ships. A path leads from the beach to White Moira's little hamlet, passing through a grove of trees on its way (which incidentally shields her home from the river). Since White Moira arrived here thirty years ago, several other buildings have been erected alongside her own fieldstone cottage. Three other cottages cluster near the grove. The first, the largest cottage, is home to Feild the Crow, a wild-haired Flan, and his wife and their brood of children. Feild tends the hamlet itself, and his children act as shepherds, goosegirls, and pigkeepers. The second cottage is home to Vinal and his wife, Huroma. Vinal is over 60 now, but still hale and hearty, and often accompanies White Moira or Bridie into the hills on their searches for herbs and other components for their brews. The third cottage is unoccupied at the moment, and has the look of a home completed some time ago, yet never lived in. A barn and bunkhouse complete the scene. Many people walk here from Greyhawk one day, stay the night in the bunkhouse or barn (no charge for either), and walk back the next day. A well-trod path leads from the hamlet to just opposite the city, linking several other farming villages along the way. White Moira is chaotic good, and is a 8th level mystic (from Faiths & Avatars). Both she and Bridie (also CG, and a 2nd level mystic), are followers of Obad-Hai and his druidic faith. White Moira could be an invaluable resource for nature-oriented characters adventuring in the north-western Cairn Hills, as she and Vinal have been walking those hills for well over a quarter-century. She does not support cairnrobbing, and will not give directions to unopened cairns unless convinced of the person's good intentions (she, Vinal, and Bridie all know quite a few closed cairns -many herbs can be found nowhere else...). She is concerned by Vinal's age, and hopes that they (she and Vinal) can find a forthright, experienced, hillsman (preferably a ranger) to settle with them. Neither Vinal nor White Moira is young enough anymore to make the trek to the deepest sites in the Cairn Hills or on the

shores of the Nyr Dyv, and Bridie has made the walk only a few times, accompanied by hillgnomes from Grossetgrottell.

Ye Olde Magik Shoppe


by NiteScreed

Magic is not so lightly regarded nor so common on Oerth so as to permit many merchants to devote themselves to the sale of magic items or spells. Guilds of dweomercrafters and wizards also take a dim view of such mercantile efforts, generally acting forcefully to discourage any such would be entrepreneurs. Still, that doesn't stop some folk from trying, though few can be called successful and fewer still stay in business long. Ye Olde Magik Shoppe is the exception to the rule. Overseen by The Confabuluos Yrot Culerm, Master of Prodigious Prestidigitation, Ye Olde Majik Shoppe sells magic items of all varieties. Any magic item can be had for a price. Want a portable hole? Need a +4 Defender? Got a Paladin buddy who has a birthday coming up and hasn't had any luck getting his hands on a Holy Avenger? How about that Staff of the Magi you've had your eye on? Maybe an artifact? You know you want one. The Confabulous One can help. For a price. Ye Olde Majik Shoppe only accepts magic items in exchange for its wares. You want magic? You have to part with magic. No exceptions. Yrot explains it this way. "I am a dealer in the imponderably arcane, which can prove most difficult. You have no idea how hazardous it can be trying to unload a true quality magic item. Why there are unscrupulous folk who will not hesitate to stoop to the most base chicanery to obtain such wondrous wares. To protect myself then, I try as best I might to deal only in the more mundane sorts of magic items that offer fewer such risks. To that end, when into my possession comes such rare and wondrous magic as that of which we now speak, I carefully choose to whom to sell it and in return for which I ask only more mundane magic items which I can more easily and safely dispose of. Of course, I cannot ask in exchange what such rarities are truly worth as few could pay. So, I accept a loss to obtain more readily salable goods, though in fact the magic of which we speak came into my hands without undue expenditure. Thus, we shall both profit by the exchange." So saying, Yrot begins most every transaction. Those seeking magic items obtain a bargain - a more powerful item for items of lesser power, which Yrot can then more easily resell. However, Yrot is no fool and drives a hard bargain once haggling begins in earnest. In truth, Yrot is a conman. Nothing he sells is magical in the least. At least nothing he sells to the public. The only magic items Yrot deals in are those he cons from his gullible customers, looking to buy magic items. The items Ye Olde Majik Shoppe provides are carefully disguised fakes. They will appear to function and will test as magical. Only the most careful inspection will reveal their true nature. Over the years, Yrot has acquired a sizeable collection of true magic items and will present a real item, only to switch it for a fake once a sale is complete, if a customer appears too suspicious.

Of course, Ye Olde Magik Shoppe must deal with irate customers on a regular basis. Yrot has a potent arsenal of cozened items that he can use in his own defense. He particularly enjoys using a party's own "exchanged" items against them. But to avoid the need for such pyrotechnics that could draw the attention of the authorities to his establishment, Yrot finds it wise to frequently relocate. He makes of habit of doing so after every major transaction. Ye Olde Magik Shoppe may relocate into another quarter of the city. It may move operations to a nearby town. Or it may vanish altogether as Yrot lays low till the commotion dies down. Yrot is a 14th level split class Wizard/Thief. Through long experience, he is capable of using all magic items. He has three assistants; one 6th level wizard, one 9th level thief and a 7th level cleric. He also employees a company of six 4th level fighters lead by a 10th level captain. When customers present themselves, Yrot will appear to have but a single assistant and two guards. If violence erupts, the remaining guards will appear the next round. The other assistants will appear two rounds later. Yrot is a major underworld figure with many high level connections to various thieves guilds to which he belongs and to which he provides "exchanged" magic items. When not fleecing the public, Yrot acts in support of guild activities on a contract basis. In return, he can count on guild support in times of exceptional need. Ye Olde Magik Shoppe can be used in a campaign in a variety of ways. At its base level, Yrot provides players with an object lesson - there are no real magic shops on Oerth. At this level of abstraction, the Shoppe can be played for laughs, at the PCs expense of course. Yrot can also be a recurring villain, one who always has escape plans in mind and who has caused the PCs major embarrassment. In this guise, he may continue as a comic foil or can become a far more sinister figure if his underworld connections are brought into play. Either way, the PCs will not soon forget the "bargain" they got at Ye Olde Magik Shoppe.

Houses of the Arcane


by NiteScreed

Magic shops aren't magical. They strip the items they sell of their wonder, reducing them to just another commodity to be commonly bought and sold. Yet, at the same time, it seems unreasonable to presume that on worlds where magic works, someone would not hit upon the idea of trying to sell it. The Houses of the Arcane are an attempt to find a middle ground between full fledged magic shops and nothing at all. They are places where magical odds and ends, perhaps not magical in and of themselves, are sold. A House of the Arcane is part pawnshop, secondhand store and used book store. Each is dingy, dark and cluttered with oddments. The shelves overflow with materials, most not immediately identifiable. In better Houses of the Arcane, the proprietor will be the only personal capable of making sense of the shop's contents and finding anything in under an hour. In most, even the proprietor isn't sure

anymore what precisely the shop has and where it can be found, though he or she will always have an idea. Assume that in Houses of the Arcane located in frequented areas, it will take the proprietor 1d4 turns to locate any specific item. In more out of the way places, such searches will take 1d12 turns. Player characters who may be tempted to break into a House of the Arcane will require 1d12 hours to search it thoroughly to find a particular item. To thoroughly search such a shop would take 1d4 days. Clutter is one of the best defenses against thieves a House of the Arcane can mount. Due to the magical residue that tends to surround such places, Locate Object and similar spells have a 50% chance of not working and a cumulative 25% chance of leading the caster on a wild goose chase. The stock in trade of a House of the Arcane is the arcane, not magic items. Arcane objects are associated with magic, or are otherwise mysterious, but are not themselves magical. Below is a list of common arcane items: 1. Wizards Journals 2. Adventure Journals 3. Old Books So Water Damaged or Burned as to be Unsalable by a Bookseller 4. Strange Objects of Art Including Paintings, Sculpture and Jewelry that does not contain Precious Stones 5. Sheet Music or Musical Instruments (Old or Odd) 6. Out of Date or Unreliable Navigational Charts, Astronomical Charts and Maps 7. Old or Incomplete Alchemical Apparatus 8. Holy Symbols or Religious Paraphernalia (Icons, Thuribles, Censors, Prayer Beads, etc.), Damaged or from Obscure Faiths 9. Religious Tracts - Cultic, Out of Favor, Crank or Heretical 10. Vanity Presses of All Sorts. 11. Old or Incomplete Magical Laboratory Equipment 12. Items From Faraway Lands (Hookahs, Samovars, Kimonos etc.) 13. Unusual Weapons Not Common to the Area 14. Unusual Feathers, Rocks, Hides, Tusks or Trophies 15. Strange Ointments, Perfumes or Incense 16. Fortune Telling Paraphernalia (Cards, Crystals, Tiles, Sticks etc.) 17. Primitive Masks, Fetishes or Idols 18. Exotic Spices, Herbs or Plants 19. Old Unusual Clothing (Flan Buckskins, Rhennee Attire, Aerdi Caps of Maintenance, Frutzi Snowshoes etc.) 20. Exotic Birds or Reptiles (Nothing bigger than house cat) You may choose a House's items or roll 10X1d20. In addition to such arcane items, Houses of the Arcane will also carry 1d20 items that a wizard would find useful as spell components. These will generally be items of the more unusual sort - miniature brass horns etc. - but will not be otherwise particularly valuable.

Some of the arcane items carried will be more than just curiosities. Some will have meaning or power under highly specialized circumstances. An odd flute may be but a flute unless winded on the night of the new moon in a ceremony to summon Sea Devils from the Deep. An old map may make no sense, unless held up to moonlight, when hidden markings appear. A strangely symmetrical rock may fit into a cave wall to open a secret passage. A rusting mace may be the long lost Scepter of Rightful Rulership held by the ArchBarons of Blackmoor and a nonmagical symbol of the right to rule. You get the idea. Choose or roll 1d10 for such items. Related to such special arcane items, are quasi-magical items. These are items that perform magic but only under set conditions. A ring of protection +1 which only has a magical plus and only detects as magic at night. A sword dedicated to slaying a single, individual creature which only has magical abilities when facing that unique individual being. A magical helm that only functions for someone related by blood to the Keosh Royal House of Rhoola. A magical figurine which will activate only by someone with an Charisma greater than 15 who commands the figurine in the Ancient Suel language. Again, you get the idea. Choose or roll 1d10 for such items. Of course, Houses of the Arcane gain their reputations from the few true magic items that find their way there. The following table should be determined to the frequency with which true magic items appear. Potions - 1d4-1 (Maximum 3, 75% Chance of Any) Rings - 1d4-2 (Maximum 2, 50% Chance of Any) Scrolls (Includes any book containing a useable spell) - 1d6-2 (Maximum 4, 66% Chance of Any) Rods, Wands, Staves - 1d20-19 (Maximum 1, 5% Chance of Any) Weapons - 1d6-4 (Maximum 2, 33% Chance of Any) Armor - 1d10-9 (Maximum 1, 10% Chance of Any) Other - 1d20-17 (Maximum 3, 15% Chance of Any) All such occurrences of magic items should be low powered. Any pluses should not exceed +1, unless the DM has a specific reason for placing such an item in the game. For other items, the XP value of the item should not exceed 5,000, unless the DM has a specific reason for placing such an item in the game. The DM should carefully consider even random magic generated using the above table with an eye to its effect on the campaign. With this in mind, only 1d10 Houses of the Arcane will have any true magic items. Only cities with populations greater than 5,000 will have a chance of having a House of the Arcane, unless the DM has a specific reason for placing one elsewhere. The chance for a House of the Arcane, with or without magic items in its inventory, to occur in a city of 5,000 or more is a 1 on a d10, plus 1 for every additional 10,000 inhabitants. At most, a city can have no more than one House of the Arcane of any sort per 10,000 population.

In my campaign, Rel Astra (pop. 50,000 plus) has five Houses of the Arcane, none of which are called House of the Arcane, that being merely a descriptive term. The City of Greyhawk, always an exception, has 10, but not all have true magic items for sale. Gyrax, like Rel Astra, has five. All other cities have less than five, with most having no more than one. The proprietor(ess) of a House of the Arcane will usually be a wizard, less often a cleric or a thief and rarely a warrior. Spells such as detect magic and identify may be purchased but few, if any, others. Running a House of the Arcane is not a high status profession as seen by any wizard's guild or temple. Such a proprietor(ess) is seen as little more than a magical junk dealer. If the proprietor(ess) is of any noted ability, they will undoubtedly be foreign to the area and likely ostracized to a significant degree except among any other foreigners from their native land. They will usually be fonts of strange stories and wild rumors. Twenty-five (25%) percent of all Houses of the Arcane will be haunted by ghosts or other disembodied entities. A cumulative 25% will be inhabited or infested by small, unusual monsters which the proprietor(ess) considers merely a nuisance, but others may find dangerous. A cumulative 50% of Houses will have some sort of exotic pet, which serves as a guardian as well. Ghosts, monsters and pets will all serve as de facto deterrents to theft or investigation by the authorities. Houses of the Arcane usually acquire an unwholesome reputation quickly, for good reason and in short order, further deterring theft or investigation. Young neighbourhood children may on a dare sneak into such a shop and young bravos may do the same on a bet. If the proprietor(ess) is of an evil bent, they may not make back out without help. Some Houses of the Arcane are fronts for cults, slavers, thieves or worse. Placing a House of the Arcane in a game should never be a purely random act. To utilize its full potential, a DM should carefully consider who and what goes into such a business. Similarly, the player characters' encounter with such a business should be memorably odd. They should be given the creeps and reason to be suspicious and wary. They should also have to work to find it as well, piecing together stories and rumors. Such establishments don't advertise, especially the more sinister ones. Perhaps, a magical penumbra causes the streets around the shop to twist mazelike, foiling easy location, even after the initial visit. It occurs to me some of you may be wondering about prices charged in a House of the Arcane - What the market will bear and what the proprietor(ess) thinks they can cozen out of the PCs. Sock it too 'em.

TickTock's Clockshop
by QSamantha

Fustible Conaire, known as Tick Tock because of the constant ticking of the clocks in his shop, is a rarity on Oerth. He is a clockwork engineer, specializing in

timepieces. He describes them as "portable sundials" to those too hardheaded to comprehend true clockwork mechanisms. Originally from Dyvers, Tick Tock now resides in Oldred in the Kingdom of Nyrond, where he is the only clockwork engineer. His clockworks are universally expensive, the cheapest selling for 150gp, and have become something of a fashion accessory for Nyrondese nobility. Foreign sea captains are also regular customers, spending some of their profits on such local extravagances to show off to the folks back home. Some of the brighter seamen have even found their newly purchased "trinkets" useful in navigation. Fustible makes a comfortable living but is not wealthy. Married to the wizardess Showanna Operal and the father of six children, Fustible has large expenses to cover. He must also send to Dyvers for certain precision parts unavailable locally, which is a not inexpensive undertaking. Perhaps once every two months, Fustible will contract with a party to undertake the trip. Without such resupplies, the Clock Shop would go out of business. Dyvers is the only city in the Flanaess with a large enough number of clockwork engineers to be able to support the dependable manufacture of precision parts. Without such parts, and the replacements needed over time for repairs, clockworks will cease to function. These same considerations prevent the Clock Shop from offering more exotic clockwork mechanisms. However, Fustible will create such to amuse his children or for his own use. Upon reaching their fifth birthday, each of Fustible's children has been presented with a clockwork marionette. These marionettes caper and entertain the children but also serve another function. Upon command, they will act to protect the child, utilizing the ability to jump and grasp a hold of a would be attacker so that an incapacitating toxin can be injected via retractable needles in their fingers. The marionettes are created by Fustible with the assistance of his wife. Showanna also helped create the two mechanical soldiers that guard Fustible's shop. These guardians entertain and attract potential customers with their hourly "changing of the guard" outside the shop. Like the marionettes, the guardians respond to simple verbal commands. Each is armored and armed with a sabre, possessing strength beyond the human norm (19). The Clock Shop is still a frequent target of thieves. The Oldred Guild recognizes in Fustible's clockworks a valuable commodity. The Guildmaster is also convinced that creations like the marionettes could be put to more lucrative, even sinister, uses. However, when approached with the idea, Fustible physically ejected the Guildmaster from his shop, earning the latter's enmity. The Guildmaster is now resolved to forcing Fustible to work for him, either by ruining his business and buying up his debt or through more personal means of persuasion. Fustible is not unaware of these possibilities and has been considering the need to hire additional protection for himself, his family and business. TickTock's Clockshop is designed to demonstrate that removed from the relatively ready supply of percision parts available in Dyvers, you can't just set up an advanced clockwork shop anywhere in the Flanaess. The need for percision parts

and those parts dependency on a fairly significant infrastructure limit the spread of clockworks beyond Dyvers. As does the fragility of the clockworks and their need for repair. There are other factors I hope to discuss in OJ7, if OJ6 manages to be released before the snow flies. Still, you can, with more or less difficulty, have clockworks beyond Dyvers, though they will tend to be simpler and more expensive the further from Dyvers you go. TickTock's Clockshop has several story hooks to get PCs involved with clockworks and then get them to Dyvers if that is desired. It is a good way to introduce the idea of clockworks I hope.

Gaesril Tornin's Shop


(written as per CY 576)
by Ashtar X

Gaesril (pronounced jess-rill) Tornin is a sylvan elf, born and raised in the wild Gnarley Forest. He is particularly known for selling elven-made goods (though never special elven armor or magical items), chiefly in and around the Free City of Greyhawk. Tornin's prices are higher than may be expected, but the route out of the Gnarley is not exactly the safest for the small caravan he uses. The elf is very perceptive, quick, and strong for his small size, so many potential thieves may be caught before they realize it. Gaesril Tornin's shop does not actually have a fixed location in the Free City, rather it is simply held wherever his men decide to put the cart. It may take several days to be found. Tornin's most lucrative trade is in swords (long or short) of Exceptional quality (+1 to hit, +1 to damage). These sell for upwards of 50 GP, and depending on the day may reach 75 or 80 GP. His spears, also Exceptional quality, sell for 10-20 GP. The elf also sells most types of clothing, but at an inflated price (it should be noted that they are elven, and very nice clothes). Objects of art are also high on his selling list. Finally, two special items must be noted. The first is elven wine, sold by the bottle. This is among the most potent stuff in the Flanaess, selling for about 7 gp per bottle. Nonelves drinking it become hopelessly intoxicated after 1d2 drinks. The second is a sleeping powder. It acts as the spell Sleep and is sold in pouches containing 5 handfuls, at 25 GP a pouch. It requires a spell to awaken the victim. This must be specifically asked for. The prices given here are simple estimates, Gaesril changes the actual price frequently. DMs should feel free to charge whatever they feel appropriate for a given item.

Tilbergyrd
by ESilv

The Forts of Sterich Lacking the manpower to maintain a large standing army, Sterich has instead relied for defense upon a system of small forts. These forts have been the bulwark of Sterich's defenses for many years. These forts are not designed to stop an invading army. Rather, they serve as a base of operations for patrols. In an ideal situation, a patrol from one of these outposts will detect an enemy before the foe has ventured deeply into Sterich territory. The patrol would then send riders to warn nearby forts and settlements. Warriors from these areas would form together to intercept and destroy the enemy, who has been shadowed and possibly harried by members of the patrol which originally detected the penetration. Indeed, that is how these forts have worked for many years. This system has performed remarkably well, repelling assaults by humanoids, giants, and the occasional monstrous invader. Sterich does not possess the size and resources to maintain a large standing army. This system of semi-independent forts allows the Earl to maintain nominal control of all lands claimed by Sterich, to keep the citizens safe from marauders, and to allow the armed forces of Sterich to respond rapidly and effectively to all but the most severe of threats. Indeed, the end result of this strategy is a formidable military force. Small in number, the armed forces of Sterich are active, well trained, highly motivated and well disciplined. Tilbergyrd - Small fort located northwest of Tilberecht. Tilbergyrd is one of these small forts. It is fairly typical, although there is no standard design. Like most of these forts, Tilbergyrd is of almost entirely wooden construction. Even with the assistance of the Dwarves of the Crystalmist Holds, constructing a significant number of these outposts was deemed too time consuming and too expensive. There are perhaps only a half dozen such installations constructed of stone and these are almost universally placed to guard the valuable mines of the Crystalmist Mountains. The defenses of Tilbergyrd begin with a wooden palisade with exterior ditches. The palisade walls about 10' high, sharpened at the top, with an additional two feet gained from the earthworks. The palisade features four corner towers. These towers are the same height as the walls and are open to the interior of the fort. Running along the interior of the palisade and towers, approximately 4' below the top of the wall, is a guard catwalk accessible from the open towers. This catwalk is covered by a partial roof at the towers. During quiet times, a ladder reaches from the central point of each catwalk to the ground. Double gates of wood provide the only entrance into the fort. These have a double storied barbican to protect them. The banner of the Earl of Sterich customarily flies from the right hand tower. There is no portcullis and ne mechanism is required to

open the gates. The lower floors hold a small amount of emergency foodstuffs, weapons, and ammunitions. A stout ladder connects the upper and lower levels. Entrance to each lower level is through an oaken door which can be locked and barred from the inside. The upper floor of the barbican houses the gate detail, comprising twelve soldiers commanded by two corporals and one sergeant. These men and women work in three shifts, guarding the gates and challenging any who would enter the fort. The upper level does contain a small number of arrow loops and access the roof by means of a ladder. Generally, one member of the gate watch is stationed on the roof to keep an eye out. The other four members of that watch stand guard beside the gates. The gates are opened at sunrise and closed at sunset. The exterior ditches surrounding the palisade are dug about 5' from the walls and are nearly 5' deep. The outward face, furthest from the walls, is a sheer drop. From their deepest point, the ditches slope up towards the walls to provide minimal cover for enemies withing the ditch. The ditches are regularly cleared of brush, as is the area between the ditches and the walls. It is customary to keep an area of 20 yards beyond the ditches clear as well. A single wooden bridge crosses over the ditches to reach the gates. The bridge is wide enough for one wagon to safely cross. The bridge is not easily destroyed and would likely be the main target of any attempt to breach the fort. As such, the bridge is well covered by the arrow loops of the barbican. The interior compound of Tilbergyrd consists of several wooden buildings, which are described later. These are arranged around a large central commons area or drilling ground. The corner of the commons nearest the barracks and kitchens holds the covered well. The well is usually guarded. There are several fruit bearing trees within the fort. These have been added by various commanders. The trees are well tended and most only barely shade the edges of the commons. Veterans of the fort have quickly learned that their current commander prizes plums above the other fruits grown here. Considering their limited quantity, these men tend to keep the younger soldiers away from the plum tree. And while these trees hardly yield enough fruit for the entire garrison, there is an odd sense of pride regarding them. 1. Stables - The large two story building can hold up to 20 horses of any type, complete with storage space for fodder, tack, and other supplies. There are small rooms for the chief groom and guards. The upper level can be reached by ladders inside the stables and provides storage for hay, feed, and other related items. Stable hands sleep here. There are no fireplaces and the roof is of slate. 2. Barracks - These large single story buildings consist of one long common room with smaller semi-private rooms for corporals and sergeants. Double bunks can

sleep up to 40 per barracks. Each soldier has his own bunk and foot locker as well as an open closet-like area. These rooms are heated with large braziers in the winter. These are stored away for the warmer months. There are small fireplaces in the NCO quarters. Entrances into to the barracks may be barred. NCO quarters may be barred and locked. 3. Mess & Storage - The long, low building can comfortably seat up to 40 men at long trestle tables with benches. As comfort has rarely ever been a watchword in the military, meal times usually find upwards of 80 men eating here. A large kitchen serves as the cooking area, complete with large hearth, baking ovens, and such. There are small rooms of the kitchen for dry food storage, perishable storage, cooks quarters, scullery boys quarters, and extra cleaning supplies and dry goods. 4. Signal Tower - Built in the center of the commons area, this 30' wooden tower has a ready to burn signal fire waiting at all times, in all weather. A removable tarp is usually kept in place to keep the wood dry. The wood burns in a metal basin, whose exterior is lined with thick clay. After use, it is necessary to replace this clay lining. The fire is only to be lit to alert the surrounding area of great danger. The tower serves no other function, although as punishment, a soldier may find himself required to stand guard here. 5. Main Hold - This fortified wooden building also features a slate roof. Within dwell the officers of Tilbergyrd: the commander and three lieutenants, a priest with acolyte, and sometimes a mage. There is a small kitchen and dining room as well as an underground jail. The commander also maintains his office here, receiving orders from Istvin and dispatching riders and patrols. He also has at his service a scribe to record official actions and communique. This is perhaps the strongest building of the fort. In the event that the walls are breached, it is likely that the garrison would make there final stand here. The building can house many more people. In all but the most dire of circumstances, only the officers and the attendant servants reside here. Outside the walls are small areas that are kept clear of brush and equipped with temporary sheds. These are used by the mining concerns as stopovers for new miners and supplies heading for the mines and ore trains heading for Tilberecht and then Istvin. These are commonly called "Dwarf Downs" since dwarves invariably accompany these groups. This is not a term of derision by the garrison and is not taken as such by the dwarves. Near the closest Downs, near to the gates of the fort, is a single story inn/tavern. The quality of the food and drink are fair. The inn is not built to last, as it is burned every few years by marauding humanoids. Still, they do serve a good local brew and occasionally offer Dwarfen Stout. It is worth noting that no village has grown up outside of the fort. It may be because settlers tend to view such forts as a magnet for trouble and raiders. Or it may be because most citizens prefer to have the agents of the Earl close enough to render aid if need be, but far away enough to so that they can't interfere with the daily

courses of life. The Sterish are a hardworking, private people who value their (relative) independence. The patrols of Tilbergyrd are expected to cover an area of nearly a thousand square miles. They are expected to maintain the lines of supply and communication with the mines of the area, as well as protecting the villages nearby. Punitive expeditions are also mounted when necessary and practical. And of course, their primary mission is to detect and warn of any incursion by the enemies of Sterich. Most patrols which venture towards the interior of Sterich are not mounted. They consist of a single sergeant (chain or brigandine+shield, short sword, halberd), one corporal (brigandine or studded leather, weapons as above), and four to six troopers(studded leather, weapons as above). The sergeant and corporal as well as one or two soldiers may be armed with light crossbows. Often, these patrols forgo the sergeant, including one extra trooper and a corporal in his stead. Patrols along the mining roads are always mounted and heavily armed. They will always include a lieutenant (Chain+shield, long sword, lance, light xbow), one sgt ( as above replace halberd with lance), one corporal ( as above, replace halberd with lance) and 5- 8 troopers (as above, replace halberds with lances). These patrols are mounted on medium warhorses. These patrols will challenge any group that they encounter on or near the mines or mining roads. When facing bands of humanoids or giants too strong to be attacked, the lieutenant will dispatch two riders (in separate routes) to the nearest settlement or the fort, whichever is closer. The patrol will then harry the invaders if practical or shadow them otherwise. Wilderness patrols are the strongest patrols and are assigned to actively search out and engage humanoids in the hills and mountains. These are called Bounty Hunts by the troops as they are allowed to collect bounty on any humanoids that they kill. These patrols are exceptionally well armed and alert. They are led by a lieutenant (chain+shld, long sword, lance, hvy xbow), 2 sgts (as above add hvy xbow), 2 corporals (as above add hvy xbow) and 10- 12 troopers (studded leather, shld, lance, long sword, light xbow). All troops are mounted on medium warhorses with padded barding. Garrison spell casters often accompany Mining Patrols and Bounty Hunts. The commander will ride road patrols only. He will lead punitive expeditions to hunt and destroy raiders. Personal Notes: I tend to think of these forts in terms of those we see in movies such as Braveheart, Fort Apache, and any number of westerns. These forts are the isolated expressions of the might and policies of those who built them. Constantly beset by troubles, having to patrol too much land with too few soldiers, these forts may often fall prey

to the enemies of Sterich, only to be rebuilt when those enemies have been destroyed. I purposely downsized patrol sizes from those listed in the 1983 boxed campaign. I just couldn't see Sterich, or Geoff, fielding of 21+ members on a consistent basis. In terms of actual garrisons, I have left number vague. I think that between 60 and 100 is appropriate. In an emergency, perhaps twice that. Remember that these forts are the nucleus for a polymorphous strategy of defense. In my campaign, Tilbergyrd is located in hex S5/125. Tilberecht, the nearest village, is located in the same hex, about a mile away. I can post details on some of the garrison members from Tilbergyrd in my own campaign if people want to see them... So there we go.... I actually made it to this one! ;)

Nel's Phantasmagorie
by Compancho

Tucked away in a squat and narrow building (really only two rooms) sits the phantasmagoric studio of Neldorarien. Her customers include many of the ruling oligarchy, mages, and nobles from nearly everywhere in the Flanaess. Neldorarien is a phantasmographer, she captures reality on canvas. In her split level studio she sets a scene with aid from her assistant, Leoff, and various illusionary magic. With a specially prepared canvas she captures the scene. Her process is a guarded secret, even her assistant knows precious little about preparing a canvas for receiving an image. Upstairs is a sitting room with various settings and props, it's a rather plush looking room with various bric-a-brac on mantles tables and shelves. They are just baubles that serve as a backdrop for her work. The other room displays some of her prized "phantasms". Exquisite frames of various sizes are leaning or hanging on the walls. Vases, cameos, even shields are adorned with visages. At first glance they appear to be beautiful paintings. But upon closer inspection their true nature is revealed-they are images magically captured on surfaces. No brush or paint is used. One framed piece is lord and lady Brundisbahn. If one gazes at it long enough she turns to look into his eyes and smiles. Another is of a near profile of a woman standing in a midnight black velvet dress with no moonlight her gold and red armlet barely discernable in the dark, magical energies swirl up and around her as she turns slowly to face the observer face on, it's Jalarzi. One of her prized pieces is Rary's visage captured upon a leather shield from Ket that some claim to portend his traitorous future. Downstairs is her laboratory, study, and living space. She doesn't allow Leoff a living space in the studio so she can continue her research and to nip any gossip that may accompany a lone woman with a young male apprentice. She is a professional

and regards her work as art and will vehemently deny the contrary. She has researched several spells and potions that are the trademark of her craft. Liquid Light This potion prepares a surface to take an image. Any surface can be coated with this oily fluid. It sticks to a surface and coats quickly. A prepared surface has a faint glow and will radiate magic if detected. This glowing fluid can be stored in vials for up to 2 months. It is a mild poison (Save vs poison +2 or lose 1/2 HP otherwise 1/4 HP and nausea). Liquid Light is only affected by direct sunlight which gradually turns it black and is "ruined". Once a surface has been exposed to sunlight it can no longer accept an image. Magical light has no effect upon a surface except after it has been "ruined" (see below) Spells Neldorarien's Phantasmagoria (Illusion) (reversible) 4th level Range: 10 Components: S, V Duration: Permanent until dispelled see below Casting Time: 4 Saving Throw: None Casting this spell upon a surface that has not been prepared with Liquid Light will transfer the scene directly in front onto the surface for (1d4+casters level) rounds. Images will be blurry and not defined. Casting this spell on a surface properly prepared with Liquid Light will result in a clear representation of the scene. Simple motion may be captured. About 90 seconds (less than 2 rounds) of motion may be recorded. Illusions may be captured (indeed as illusions are the staple of Nel's scenery). No spells or magical energy may be cast through this image (a recording of a spell will not discharge the spell's energy through the image) but a recording of the spells discharge and effects may be recorded (damage applies if necessary to the surface and caster at the time of casting and motion capture) The image is permanent (unless dispelled or the spell's reverse is cast) and motion (if any) begins when someone gazes at the image. The reverse of this spell erases the surface. She developed this spell since it takes many attempts to achieve the scene she wishes. A surface can be erased and reexposed countless times up to the 2 month expiration date of the Liquid Light on the surface. However, the image becomes permanent the longer it remains on the surface. Neldorarien is an accomplished illusionist and her portfolio reflects this. She knows all illusions dealing with light and shadows and various other visual illusions that

she finds useful for creating a scene or mood. Leoff, too, is quite an illusionist and very adept at striking and interesting lighting and visuals. Neldorarien discovered "ruined" surfaces could be used. Quite by accident she captured one of her apprentices. A vase that had been prepared for a merchant's daughter was left out and became black. Since the merchant was very interested in strange and bizarre objects Neldorarien chose to reapply the Liquid Light and had her apprentice, Anwen, prepare a scene for the sitting. Anwen cast a continual light spell (the various stones Neldorarien used for lighting weren't enough). As soon as the spell was finished all the light and Anwen were sucked onto the surface of the vase. Nothing Neldorarien did returned Anwen to her original self. She remains trapped on the vase. (Neldorarien explained to the merchant that her apprentice broke the vase and bought a replacement.) Presently Neldorarien has been researching how to free Anwen. She has replicated the process to capture objects and beings onto surfaces. A "ruined" surface will capture all the light cast by a magical light source and all the objects the light falls upon. Neldorarien has various canvases with cats, birds and still lifes that are really objects captured. She doesn't allow Leoff into her study out of extreme caution in light of what happened to her apprentice Anwen. And for fear of being found out and perhaps brought to trial. She does feel a bit guilty and is certainly concerned about Anwen's predicament. Leoff feels he's long overdue to learn something about the Liquid Light potion and has been sneaking into Nel's study. As yet he only knows some of the ingredients required to make Liquid Light, but not the process. He knows nothing of the "captured" objects. Both Leoff and Nel are at odds with the local artisans guild. The guild feels the phantasmagorie is infringing upon the guild's activity. The guild had convinced Anwen to spy for them to gather information regarding the process. Hoping to become a member of the guild, Anwen agreed, but didn't realize the guild also sought to put them out of business. Nel wasn't aware of this fact but certainly suspects Leoff of espionage. Leoff has been approached by the guild, but has rejected their offers so far.

Cryllor University
by LoupRouge

Ever wonder why the little town of Cryllor made it on the Greyhawk maps but never seems to get mentioned anywhere? Here's a possible answer. Cryllor University is the crowning achievement of education in Keoland and the center of sagecraft in the western Flanaess. Originally a simple monestary of Rao that offered tutoring to the sons of Keoish noblemen, it eventually grew into a university through successive endowments, and heavy encouragement from the

Keoish crown. Cryllor's generous benefactors created a series of colleges, which together set up the common institutions that constitute the University. The aim of the University is different from that of most education institutions encountered in AD&D -- Cryllor offers no "vocational" courses, such as courses in magic, and looks down on the "professions" (magic, dentistry, medicine, the law, engineering, etc.) and those who teach them. Instead, Cryllor's aim is simply to expand the love of knowledge -- philosophy, they call it, though others might it call it sagecraft or the liberal arts. Among the dons, or professors, at Cryllor there are few mages, but there are many sages, monks, and clerics. Those who come to Cryllor looking to hire a sage will likely be disappointed, as few will willingly leave the cloister halls of the university town, but those looking for arcane knowledge may well find what they seek. The University The University exists to provide common facilities to the colleges. The two main facilities are the examination halls and the library. Because of the long tradition of rivalry between the colleges, the faculty of the different colleges decided to set up a common examination process to prove which college produces the best students. The University therefore administers final examinations to the students of all the member colleges. The two week final examination process entirely decides a student's grades for all three years. After three years of study, the exams in most fields are fairly easy for most students who meet Cryllor's tough standards, and there is always the possibility of gaining a mere "gentleman's pass", which is to be branded for life as a wastrel, dullard, or both in Keoish high society. The Royal Library The Royal Library at Cryllor is famous throughout Keoland. It is the largest library in that country (and most others), through the expedient decision of King Tavish I to put a special tax on the copying of books. Any book or other writing of over five pages in length that is copied five or more times must have a copy of it sent to the King for his perusal. Thus, almost all books that are of interest to more than a handful of readers eventually end up in the King's possession, or more specificially, in the possession of his library at Cryllor. Only fellows of the University, or accredited visiting scholars, are allowed to enter the cavernous (much of it is below ground) stacks of the library, and great magical wards are said to keep out unwanted visitors. It is likely not idle rumor that the statues lining the Great Entrance Hallway have been known to spring to life and slay those who attempt to remove texts from the library. Not even fellows have this right, as no book may ever leave once it enters.

Those who would harm the library should also beware that kindling fire within the building is said to be impossible without magic of the power of a Wish. Obviously, magics ward the library, but it is said that there are no spell books there and rumored that the library is in fact a "dead magic" area, since the fellows of Cryllor believe such matters to be "infra dignatum" -- beneath their dignity. However, some undergraduates tell a different story -- that there is a secret collection of magic books from the Suel Imperium, rescued from the Forgotten City by those who fled to Keoland long ago. Which of these tales are true is left to the intrepid reader to discover. The Colleges The eight colleges of Cryllor University are mostly similar in physical setup. Each takes a block or so of the city, and consists of a walled compound, behind which are normally a small temple, a main hall, a dormitory, professor's apartments, and one or more well-tended gardens. Some of the universities have their own library buildings, but most have libraries that consist of a single room in the main hall, for hand-copied books are an expensive rarity indeed. Some colleges also have additional facilities, such a museum, theatre, or observatory. The main hall of all colleges houses the dining hall -- usually a grand feasting room, with kitchens behind it and the Junior and Senior Common Rooms, where the undergraduates and fellows, respectively, spend much of their free time quietly talking or smoking the pipeweed of the halflings. Several colleges boast full-fledged public houses underneath their dining halls, but these are open only to fellows of the university. Stout porters guard the entranceways to each college, and the heavy wooden gates closed at each night well the bells of Cryllor Cathedral ring out the end of the matins services. The colleges average about 100 students each. King's College (known colloquially as Blackfriars) is the oldest of the nine colleges, founded by monks of Rao in the 5293 of the Suloise Calender, 1928 of the Flannae (223 Common Year). Students at Cryllor have therefore been known to brag to visiting scholars from the Great Kingdom that their school is older than the Great Kingdom itself, with the usual retort being that the true measure of Cryllor's greatness is that it taught the rough barbarians of Keoland to speak proper Common. Both statements are true, for since the early second century of the Common Years, Cryllor has taught all courses in Common, rather than Keoish, and scholars (most of them from Cryllor, naturally) insist that it was the university's influence over the leading classes in Keoland that eventually led to Common replacing Keoish as the country's main language. Blackfriars is considered the most prestigious college at Cryllor, and boasts a full-fledged Cathedral to Rao. The sons

of the King of Keoland have attended it for centuries. Blackfriars admits only male students. Lydia College is the sister college of Blackfriars. It was established to provide university educations for women and is considered just as good as Blackfriars, except by Blackfriars graduates, of course. The musical conservatory within its walls also teach male students, and many are the tales of young men who took up singing or the lute just to be able to enter the hallow grounds of Lydia. The daughters of the King of Keoland attend it as faithfully as their brothers attend Blackfriars. Celestian College attracts much interest from visitors to the city, as its observatory is taller than most of the city's church spires, thus offering as good a view of the University as it does of the sky. The clerics who run the place charge visitors 1 sp for a visit to the top of the observatory's dome. Sterich College, abiding by the motto "Mens Sana, Corpora Sana" (a sound mind and a healthy body), puts more emphasis on physical activities than its proudly bookish neighbors. Sterich's rugby team and rowing crew are often among the best in the intramural competitions each spring, and the jousts it hosts entertain the entire university. The study of history, and especially military history, is emphasized here also, and not surprisingly Many of Keoland's leading generals had their start here. If Sterich College is known for its martial outlook, Gradsul College is known for its mercantile interests. Founded by merchants from Keoland's great port of Gradsul whose sons were denied admission among the ranks of young noblemen at the other colleges of Cryllor, Gradsul has long suffered from a bit of a class inferiority complex. One of Gradsul's early benefactors endowed a Geographic Museum, which has grown greatly in recent centuries, with items from all around the Azure Sea and beyond filling its collections. Only the museum at Lirr College is more famous than Gradsul's museum. Lirr has collected great paintings and sculptures from around the Flanaess, and of course several of its students rank among the most accomplished artists, poets, and authors in Keoland's history. Allitur College is one of the smaller colleges, and emphasizes the study of what it calls the social sciences -- politics, philosophy, economics, and geography. Many of Keoland's diplomats train here. Xan Yae College is the newest of the colleges, opened in 565. Some say that money from the great mage Rary and his friends helped build the place, but whoever its benefactors are, they have stayed silent. The Baklunish monks who run the place certain have stirred up discussion among the faculty of the other colleges, but with each new class of undergraduates, Xan Yae becomes more accepted as a part of Cryllor.

Student Life Admission to Cryllor is based upon written application, supported by the personal recommendation of at least three "persons of learning". Cryllor or other university graduates, especially with noble titles, carry the most weight, but village priests, knights, and merchants will do for those applying for scholarships. Scholarships are awarded strictly on merit rather than need, but in practice, those who can afford the tuition pay it, since being on scholarship is considered "de classe" (below one's class). Upon arrival at Cryllor, new "freshers" are treated to a "Know Alignment" scan at the University Examination Halls, give a quick writing test, and, assuming both are passed, are sent off to their colleges. Those with evil alignments will be immediately dismissed, but all other alignments are acceptable to the powers that be at Cryllor. Students at Cryllor are subjected to several rules of conduct, which may or may not be enforced. Most obviously to a visitor to the city, students are required to wear black academic gowns at any time that they are in the city of Cryllor and outside their own college, except while participating in sporting events. Most important to the students themselves is the rule that all students are required to be in their own rooms in bed by the chiming of the matins bell at the Cathedral, when the gates of each college are locked by the porters. This rule has led to much hijinks over the years as drunken students have tried to climb the college walls, or tried to hide from the porters in their lover's rooms. The students rooms themselves are old but comfortable for the most part. Most students either have a small room that connects with their roommate's room, or share a room with a roommate. Rooms are doled out on the basis of seniority. While most students are at Cryllor to study, many of them, especially among the nobility, see their years at University as a time for fun, with the usual student diversions of sport and drink. While most students take their exams at the end of their third year, some have been known to stay considerably longer . . . Most students at Cryllor are Keoish, but students from many distant countries -even as far away and barbaric as the Frost Barbarians -- attend Cryllor each year. Similarly, most students are human, but elves, half-elves, gnomes, dwarves, halflings, half-orcs, and others of more obscure races have often donned the student's robes.

The Chendl School of Magic


by Keldreth Scaramanthelon, Professor of Magical Instillings, 624 C.Y.

Mission Statement The functions of this institution are threefold. First and foremost it is our mission to train mages in the use of magic and the responsibility associated with it, train them

to become leaders and pioneers in the art. Our second mission is to further expand the collective understanding of magic. Not only through teaching, but by research and learning. Our third mission, is to provide for the defense of Chendl. Half of our graduating students, those whose training was paid for by the state, are required to spend two years in the mage corps of the army of Furyondy. Entrance Requirements The student must be sponsored by an alumnus, member of the faculty, or renown mage of the realm ( >8th level). Furthermore, the student must already be literate in common and elven or gnomish, as many of the great works on magic are written in those tongues. The student sponsored must show great promise as a mage as the entrance requirements are the only selection process we have. As such, we interview them and divine whether they are qualified for admission. It is counterproductive, in our eyes, to select out students after they are admitted. Students, human, elven, or half-elven enter the Chendl School of Magic in the Harvester following their 16th birthday (or elven equivalent), unless mitigating circumstances warrant earlier admission. The Chancelor of our School was admitted at the age of 14 years and 6 months, but his father, the great Sambor Semalor was training him for magehood since his childhood. The youngest, and perhaps one of the most brilliant, mages of our era, Chispa, the spellspinner of Chendl, entered in that same class at 13 and 9 months. She was selected out by Sambor as well for her curiosity, intelligence, adventuresome spirit. While some argue she was dangerous and reckless, our understanding of magic would not be the same without her discovery of Conjugation magic during the great wars of the Flanness. Thirty-two students are accepted per year. We also have fellowship programs in the departments of Phantasmagoria, Evocation, Magical Instillings, Divination and Rhabdomancy, Necromancy, Transmutation, Conjuration, Protections and Metamagic/Conjugation Magic for students who wish specialize in one specific school of magic. With the Faerunian migrations of 605, CY, we have been able to recruit Wild Mages who have been able to teach their own brand of magic. While they do not have a formal program, the Wild Mages on Faculty offer up their skills to those willing to take the risks. To be qualified for admission to a fellowship program, the student must be a graduate of the Chendl School of Magic or have equivalent ability and promise, and meet the criteria for that department (MU 2, with racial and ability scores qualifing for that school). It must be mentioned here, that the School of Phantasmagoria offers admission to gnomes as well as humans. We also have schooling for nonmages in the realm of sagecraft, alchemy, and thautamurgy. A separate treatise will describe the fellowship programs in greater detail. Curriculum

The Chendl School of Magic trains its mages over the courses of a four year program. The first year introduces the student to magic and the basics of reading, writing and manipulating the forces of magic. In addition, the student learns a modern and an ancient tongue in order to read the magical literature of those languages. The summer following the first year, the student mage has the opportunity to work one on one with a member of the faculty or a local guild in the art of magecraft. The second and third years introduce the students to each of the schools of magic. The fourth year allows for the student mage to explore magic on his own, yet in a controlled environment. The mage refines his skills and prepares for a future career as a mage. Those in the martial track spend some time training in with compatriots from the militia in preparation for their time as city and national guards. Other students prepare for a fellowship in some specialization. And others spend their time exploring all aspects of magic. Nevertheless the fourth year climaxes with what has become known as "the test." The test is simply a demonstration of the skills developed during four years of training. It is after this test that final class rankings, awards, and fellowships are granted.

Training Schedule First Year


First Term - Harvester through Sunsebb The Language of Magic I Nonmagical Languages - One Modern, One Ancient ModernElven Gnomish Human Common Brass Dragon (Spoken Only) AncientOld Oeridian Ancient Suel Ancient Baklunish Middle and Late Flan Introduction to Spellcraft Magical Metaphysics I Ethics of Magecraft Second Term - Fireseek through Planting The Language of Magic II Nonmagical Languages II Magical Metaphysics II Advanced Spellcraft The Art of Casting, a cantrip laboratory

Summer Term - Flocktime through Goodmonth Magical Research Program I

Second Year
First Term - Harvester through Sunsebb Phantasmagoria I Transmutation I Evocation I Abjuration I Enchantments Second Term - Fireseek through Planting Phantasmagoria II Transmutation II Evocation II Abjuration II Charms Summer Term - Flocktime through Goodmonth Magical Research Program II

Third Year
First Term Necromancy I Divination I Conjuration Metamagic I Second Term Necromancy II Divination II Summoning Metamagic II - Conjugation Magic

Fourth Year - Flocktime through Planting


Eight - One month requirements, Four - One month Electives

Requirements Phantasmagoria III Conjurations and Summonings II Divination III Enchantments and Charms II Necromancy III Abjuration III Evocation III Transmutations III Electives Wildmagic I + II Honors Evocation IV Honors Phantasmagoria IV Honors Conjurations and Summonings III Honors Necromancy IV Honors Abjuration IV Honors Enchantments and Charms III Honors Transmutation IV Honors Divination IV Advanced Metamagic III Honors Metamagic IV Alchemy I + II Thautamurgy I + II Warcraft I Military Magecraft I Advanced Magical Research II + III Astrology I + II Resources Faculty - Eight members in each department including 3 senior and 5 junior faculty, 8 Specialty Fellows per department as well (2 per year). MRB I & II - Magical Research Buildings I + II house the faculty research laboratories. Each member of the faculty have their own laboratory in these large and powerfully secured buildings. The Gardens - Virtually every herb and flower which can be grown in this altitude and environment which has magical properties exists. The Courtyard - Military Track Students have space enough to train here, also it is open and spacious. The Foundry - All magical grade glass, gem and metal goods are crafted for the School in these 'shops.'

Coldfire Hall - This is the school building proper. It boasts living, dining, and recently donated by Chispa Alicante, recreation facilities for the students. Furthermore there are four lecture halls and student laboratories. Furthermore and observatory is on the rooftop for stargazing and astrological purposes. Eskonius Library - The most heavily guarded and well stocked library in the Flanness. Over 25,000 volumes dedicated to magecraft, one third of which are spellbooks proper. Virtually every known spell in the Flanness can be found there. This library has withstood the invasions of Chendl during the wars, and have since been upgraded by Mirago Semalor making access near impossible without the proper permissions. Tuition - 30,000 GP per Year, Deferred if Part of the Milita Track. Selected Faculty Mirago Semalor (Ill 18th, 65 yo) Chancellor of the School Keldreth Scaramanthelon (G. Elf Ench./Th. 16/20, 284 yo) Prof. of Magical Instillings Agrosenthoth - (Brass Dragon) Prof. of Phantasmagoria Rhiannon Lorenthade - (Half Elven Necromancer 14th, 200 yo) Prof. of Necromancy Nolkar the Magnificent (Evoker 11th, 42yo) Prof. of Evocation Kimvaar the Younger (Diviner 14th, 53yo) Prof.of Divination Turgel Arthvanos (Abjurer 12th, 55 yo) Prof. of Abjuration Malakhi Markov (Transmuter 16th 62yo) Prof. of Transmutation Enalapri Zucifast (Conjurer 12, 42yo) Prof. of Conjuration Nifedipine Cicaprost (Wild Mage 18 32yo) Prof. of Wildmagic Gaius Bellus (Alchemist 14th) Prof. of Alchemy Chispa Alicante - Guest Lecturer (Human 24th "Metamage" MU, 64yo) -Metamagic Ni'ko-laz "Falseshadow" (Ftr./Illusionist 9/10) Visiting Professor of Phantasmagoria

Merlaw's Cane Shop


by RLaRue

Most shops attempt to announce their presence with signs or colorful banners. Even shops best known by reputation try to provide a convenient location and regular hours to accommodate their patrons. Merlaw's Cane Shop does none of these. If you didn't know any better, you would think Merlaw Pobben didn't want people to find his eccentric establishment, but of course that isn't true. Most people find the shop for the first time by accident, and many who do are unsure of what to make of it once they have.

The small one-story building that houses Merlaw's shop hides on a small side-street in the old section of the city. The nondescript old building is easily missed, as no sign heralds the shop's presence to the passerby. A narrow alley runs along the left side, past the back door to the shop, winding its way through a maze of back alleys before opening onto another side-street some distance away. Faded green trim outlines the front entrance and large, shuttered window. The window occupies the right twothirds of the building's face from just below waist level up to well above eye-level. A pair of heavy wooden shutters cover the window. Once painted green to match the trim they are now faded by years of neglect and sunlight. The hinged shutters are locked from the inside, and never opened. The narrow wooden door sits on the face of the shop, between the alley and the window. A small glass window pierces the sturdy door at eye level. The ground directly in front of the shop still bears traces of the old cobble stone path found throughout the old quarter. Worn flat over the years, the stones can be slick when wet. Two subtle signs mark the shop as open for business. A worn wooden cane rests to one side and a small lantern hangs from a rusted metal hook that protrudes from the wall just above the door. Day or night, the lantern gently swings in the breeze, illuminating a flickering path to the shop's entrance. The shop's door opens into a dimly lit room to the sound of chimes tinkling softly from inside. The smells of antiques, dry wood and burnt lamp oil tinge the air inside. Several oil lamps scattered about the room, give off a pale, yellow light and cast deep shadows in the corners. A small counter sits opposite the door, but crossing the creaking, hardwood floor to reach it requires some skill. The way is blocked by many cane and staff filled racks which compete for their share of the limited floor space. The low ceiling causes tall visitors to stoop and often makes others feel the need in spite of themselves. As a patron's eyes adjust to the feeble light, numerous canes, staves and walking sticks can be seen. All manner of examples can be found, from short, unmarked canes to intricately carved staves of great size. The back wall holds two doors. One, directly behind the counter, hides a storage closet beyond its locked door. The second doorway, located to the right of the first, is covered by a thick, forest green curtain and leads to Merlaw's apartment. The apartment is cramped and austere. A small sleeping pallet, chest, wardrobe, table and a few soft chairs make up the furnishings. One corner holds a few shelves upon which are stored basic food stuffs and eating utensils. A small hearth sits along the back wall, with piles of firewood to each side. A locked door along the back of the left wall leads to the alley. In the far right corner of the front room, next to the curtain covered door, is a large table. It has been pushed close to the wall beneath several wall-mounted shelves. Both the shelves and the table are piled high with folded, rolled and open maps and map cases. A thick layer of dust covers the mounds of parchment, undisturbed for what seems a great while.

Merlaw Pobben is the shop's owner and proprietor. A thin man, of average height, Merlaw appears to be in his late fifties. His dark hair has receded well past the top of his head and has begun to turn gray at the temples. Small, dark eyes sit beneath bushy eyebrows, giving his eyes a sunken appearance. A sharp, hawk-like nose rests in the center of his narrow face above thin pale lips and a clean shaven chin. His posture is a bit stooped, but he seems remarkably agile in spite of his age. Dressed at all times in a gentleman's attire, his clothes are somewhat thread-bare and faded, but clean and neat. He wears no visible weapons, but carries a fine cane topped by a walnut-sized, finished jade ball. Soft-spoken and calm, Merlaw seems more a scholar then merchant, but sells his goods with dignity and skill. He is happy to answer questions and will gladly help patrons find what they seek. Merlaw seems to know his inventory by heart, and can always find a match for a customer's desires. Sometimes the match is disturbingly accurate. When questioned about such matters, he smiles kindly and assures the customer it is only a pleasant coincidence. His prices range from only a few coppers to as high as fifteen to twenty gold coins. If asked about the stack of maps, he will tell of a former partner who shared the shop. He claims to know little about maps himself, and invites patrons to look through the piles as they will. The collection of maps contains a vast selection of different scale maps. There are maps from all across the Flaness and beyond, ranging in scale from several inches to the mile to hundreds of miles to the inch. The most striking detail about the collection, are the dates some of the maps were made. Several date back to well before the Rain of Colorless Fire and the Invoked Devastation, but appear no older than the ones dated only a few years ago, and all are seemingly drawn by the same hand. Merlaw refuses to sell any of the maps at any price, but will allow patrons to study them as time allows. Merlaw is generally accommodating to his customers, but he will sometimes abruptly ask patrons to leave at very odd times. When asked what the problem is, he will politely say they have come at a bad time and ask if they could please return later. Merlaw refuses to supply a schedule of when the shop will be open, telling patrons that they will just have to try back when it is convenient for them. During these times, Merlaw will escort the customers to the door, holding it for them as they exit. He will then take in the cane resting outside and the lantern hanging above, close and lock the door. He does indeed keep strange hours, rarely seeming to open the shop at the same time twice. It is not uncommon for the shop to be closed all day, only to open well past midnight for as long as several hours or as little as a few minutes. Under no circumstances will Merlaw open the shop at a prearranged time. All is not as it seems in Merlaw's Cane shop. The shop itself is quite normal, as is, for the most part, Merlaw. It is the circumstances that surround the shop that are odd. Merlaw is not the modest shop keeper he claims to be. He is actually the assistant of Queron, a chronomancer. Queron is at the moment lost in time. For many years, Queron traveled through time, visiting various periods in Oerth's past. Aside from chronomancy, he is obsessed with cartography and has traveled through time drawing detailed maps of various parts of Oerth. During one trip about five

years ago, Queron disappeared. Scheduled to return within a few hours, he failed to return at all. In the event he was ever overdue, Queron instructed Merlaw to open the small chest he kept in the storage closet. Inside he found a message and a small, lit lantern. The message instructed Merlaw to hang the lantern at the entrance to the shop (at the time, only a residence) whenever it began to glow and remove it when the glow faded. The note explained that the lantern was a temporal beacon Queron could use to find his way home if he ever became lost. Oddly, each time the lantern's glow faded, some type of cane or staff would appear somewhere in the Merlaw's home. Merlaw assumed that Queron must be attempting to return, but after five years he is beginning to lose hope. He believes the appearances are linked to Queron because the mage has a crippled leg and requires some type of aid to walk and the first cane to appear (and the one he carries to this day) was Queron's own. Merlaw keeps an eye on the lantern through the window in the door and rushes his customers out as its glow fades, hoping to avoid anyone seeing the next cane or staff appear. Merlaw does not know why only staves, canes and other walking aids appear, but he is glad to have some sign that his friend may still live. The odd hours he is forced to keep are because the lantern's glow comes and goes randomly. At first, Merlaw hung the lantern above the door as instructed, but soon began to draw the attention of the neighbors while the number of canes and staves continued to increase. To avoid the attention and get rid of the canes and staves, he opened the cane shop. Although the hours his shop kept (and still keeps) were odd, the neighbors eventually lost interest and assumed Merlaw was a fence for the Thieves' Guild, which of course is far from the truth, but is an acceptable ruse.

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