[Campaign] [1064] From the Ashes.pdf

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Boxed Set
Atlas of the Flanaess
Design: Carl Sargent
Editing: Anne Brown
Proofreading: Anne Brown. Michelle
Introduction ................................................ 2
The High History of the Flanaess .............................. 3
Cyclopedia ................................................ 11
The Peoples of the Lands ................................... 11
Languages of the Flanaess ................................... 13
Names and Forms of Address ................................ 14
Symbols and Glyphs of the Flanaess ........................... 17
Money in the Flanaess ...................................... 17
Trade in the Flanaess ....................................... 17
DarkTimes .............................................. 19
The Lands of the Flanaess .................................. 21
FreeRegions ............................................. 45
Wild Regions ............................................. 48
Bodies of Water ......................................... 48
Forests. Jungles. and Woodlands ............................ 50
Mountains and Hills ...................................... 56
Marshes and Swamps ..................................... 60
Wastelands ............................................. 61
Rivers of the Flanaess .................................... 63
Places of Mystery ........................................... 66
Adventure Locations ....................................... 72
Tales of the Year of Peace ................................... 73
General Rumors and Whispers ............................... 79
The Powers of Greyhawk ..................................... 80
How Do Powers Look Upon Mortals? ......................... 80
How Do Mortals Regard the Powers? .......................... 80
Powers of Humankind ...................................... 80
Powers and Avatars ........................................ 81
Powers and Priesthoods ..................................... 81
Details of Powers .......................................... 82
Greater Powers ........................................... 82
Intermediate Powers ....................................... 85
Demigods ............................................... 93
Relations Between Powers ................................... 95
Demihuman Powers ....................................... 96
Carter
Box Cover Art and
Booklet Cover Art: Jeff Easley
Black and White Art: Ken Frank
Interior Color Art: Valerie Valusek
Border Art: Robin Raab
Graphic Design: Sarah Feggestad
Cartography: Diesel. Darlene
Typesettins: Gaye OKeefe
Production: Paul Hanchette
“1992 TSR. Inc . All Rights Reserved .
Printed in the U.S.A.
GREYHAWK . and WORLD OF GREYHAWK are registered
trademarks owned by TSR. Inc .
The TSR logo. DM and BA’ITLESYSTEM are trademarks owned
by TSR . Inc .
Random House and its affiliate companies have worldwide
distribution rights in the book trade for English language products of
TSR . Inc .
Distributed to the toy and hobby trade by regional distributors .
Distributed to the book and bobby trade in the United Kingdom by
TSR Lcd .
All TSR characters. character names. and the distinctive likenesses
thereof are tradernarks owned by TSR. lnc .
This material is protected under the copyright laws of the United
States of America . Any reproduction or unauthorized use of the
material or anwork contained herein is prohibited without the
express written consent of TSR. Inc .
TSR. Inc .
POB 756
120 Church End.
TSR Ltd .
Lake Geneva.
Cherry Hinton
WI 53147
Cambridge CB1 3LB
USA
United Kingdom
1064XXX1501
ISBN 1-56076-34 1-8
(
ADVANCED DUNGEONS & DRAGONS. AD&D.
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rom TheAsh
guide to Oertl
world of Greyh
WORLD OF GR
all important intormanon worn cnac prouucc.
Oerth is a changed world; the events of the terri-
ble Greyhawk Wars (documented in the boxed set
of the same name) have altered it forever. Istus,
goddess of Fate, endlessly spins her web of
changes. The Great Kingdom is no more; Fu-
ryondy, Nyrond, Keoland, and the powers of
Good are much weakened; fell Iuz stalks the Fla-
naess, grown great in power; and the sinister Scar-
let Brotherhood schemes from the Dramidj
Ocean to the Oljatt Sea. Oerth is a grim and dark
place now. Yet it is still a world of unsurpassed
magic, great heroes and legends, romance, and
mystery. It is a world that accommodates the very
best AD&D@game campaigns.
Within this box, you will find the following:
es is a fully revised and updated
h, the planet that is home to the
awk. It supercedes the old
EYHAWKO boxed set, updating
by the update and expansion
sting for the areas around the
wns, castles, ruins, dangerous
:ations, mercenaries, human-
om, iyrbs, auventure hooks, and much more.
It is a treasure trove for the DM wishing to set
campaigns in and around the Free City.
c
_*
r
-I-- 3
Two full color mapsheets of the Flanaess,
and a full color mapsheet for the Campaign
Book.
Twenty cardsheets that include a wealth of
useful material for the DM. These include 14
cards of reference material (climate, calendar, the
rulers and peoples and resources of nations, and
encounter tables for the Flanaess) and six mini-
adventures set in the lands described in the
Campaign Book. Each of these is suitable for a
short gaming session (an evening or so) and al-
lows the DM to use From The Ashes almost at
once.
The 96-page Atlas of the Flanaess (you’re
holding it now). This book gives a broad intro-
duction to the lands of the Flanaess, the eastern
part of Oerth‘s major continent, Oerik. TheAtlas
guides the reader through history, ancient and
modern, and summarizes the events of the
Greyhawk Wars. This book includes a section
called the Cyclopedia of the Flanaess, which de-
tails the peoples of the Flanaess (races, lan-
guages, beliefs, and more), as well as their lands,
free cities and regions, wild lands, and mysteri-
ous places of the Flanaess. Module settings and
adventure locations are also included here, as are
many adventure hooks and tales of the first year
of peace. The conclusion of this book addresses
the great deities of Greyhawk and includes rules
for their servants, updating the information for
AD&D@2nd Edition game rules to include spe-
cialty priests.
Five pages of monsters in the Monstrous
Compendium format.
--
Players who have adventured in Greyhawk
have no doubt recognized some discrepancies
between the WORLD OF GREYHAWK boxed
set and AD&D@2nd Edition game rules. To
most easily cure these discrepancies, some sim-
ple changes in game concepts must be em-
ployed. For example, the monks of the Scarlet
Brotherhood are no longer monks of the original
edition rules, but are now priests who use the ti-
tle to reflect their monastic orientation. Their
character classes have been altered slightly.
Rules for characters such as rangers in the
AD&D 2nd Edition game are now simply as-
sumed to be part and parcel of the world of
Greyhawk, and so on. The message to
Greyhawk DMs of long-standing is: it’s really not
so different now. Many Greyhawk gamers are
long-timers who share this author’s love of the
history, depth of atmosphere, and consistency of
Greyhawk. Many will have been lucky enough to
have experienced their first campaigns in this
* The96-page Campaign Book. This covers a
much smaller area-the lands around the Free
City of Greyhawk- in greater detail. Thegrowth
of influence of the Free City is explained: how it
has changed since the war, the new problems it
faces, and its relations with the lands around it.
This does not render the City of Greyhawk
boxed set obsolete; far from it. The Greyhawk
product enhanced I
here. A full Atlas li!
Free City details to
and mysterious loc
hint-- -3. __
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world, and rest assured, this world's changes
combines the best of the old and the new. These
changes bring new excitement and a longing for
new adventure! For newcomers, read and enjoy.
Now you will become part of Greyhawk's history,
too.
cessful in establishing settled lands wherever
they went, and any threat the Suel might have
offered to their dominance was soon eliminated.
Suel mages brought down the terrible Invoked
Devastation on the hapless Bakluni to the north,
but the last act of the Bakluni archmages was a
fitting reply. The storms of the Rain of Colorless
Fire reduced the Suel lands to choking dust and
ash. There were few Suel or Bakluni left to emi-
grate after that. The Oeridians had the upper
hand.
The fierce Oeridian tribes hardly had matters
all their own way. For two centuries, they fought
the Suel and the fragmented humanoids for pos-
session of the central lands of the Flanaess. The
Oeridians incurred the enmity of the Flannae
and demihumans of the lands as well. The arro-
gant Oeridians might have been overcome by
this mix of forces, but for one thing: the Suel
were far more unpleasant than the Oeridians
were aggressive. The Suel invaders lied,
cheated, stole, enslaved, pillaged, and killed out
of hand. Over time, the Flannae and demi-
humans allied with the Oeridians to drive the
Suel to ever more distant fringes of the Flanaess:
into the northeastern Barbarian lands and into
the southern jungles of Amedio and Hepmona-
land.
On the main continental land mass, the Suel
retained a foothold only in the southwest and in
the lands that would eventually belong to the
Scarlet Brotherhood.
Approximately 700 years past, the strongest
Oeridian tribe-the Aerdi-settled the rich ara-
ble lands east of the great Nyr Dyv and there
founded the Kingdom of Aerdy, eventually to be
named the Great Kingdom. The Kingdom grew
for well over a century, until it stretched from the
Sunndi swamplands to the south to the south-
western edge of the Griff Mountains to the
north; while from the islands now held by the
Sea Barons to the east (where the Aerdi mixed
with Flan blood), the Great Kingdom stretched
westward as far as the borders of modern-day
Perrenland. When the Overking of this mighty
empire declared universal peace on his ceremo-
nial crowning in Rauxes, he must have thought
his writ, and that of his descendants, would ex-
tend across those many lands forever.
.
b : Flanaess are dated by the
co This system commenced
whc;ll LIIG WVCI~III~
rlost events in the
mmon Year (CY).
:
"
iistically declared universa
is lands and instructed his
Jbsequent events from CY I
.Al..A-"" $..I1 ,,.1,-41-..
I-:--
of the Great Kingdom opti-
I peace throughout
IT
h
servants to date all
I. Reference Card 1
s1
UI LIIC days and months of
the year under this system, as well as a timeline
for the major events of the Flanaess discussed in
more detail below. The history here covers the
IT g the great powers of
tf ian a milennium; the
Cycivvbula Lllc- 1 iaiiaLsS section gives extra
zountries.
-$*La
.a
iajor developments amon
le Flanaess over more tf
'x7ntnmeA;n fiC +hA CIn-,-.
.
.
::
The original inhabitants of the Flanaess were
the Flan tribesmen, hardy and tough nomads
whose small, scattered groups made no major
civilizing efforts. Some thousand years past,
their lands were increasingly invaded by two
groups of attackers: the Suel and the Oeridians.
The Suel fled from internecine strife within
their own lands and the great Baklunish-Suloise
Wars. They moved northeast across what is now
the Sea of Dust, across the formidable
Hellfurnaces and Crystalmist Mountains, and
spread widely across the lands before them.
The Oeridians began their migrations north
for similar reasons, fleeing the same war. Both
Bakluni and Suel forces employed mercenaries,
bandits, and any humanoids they could hire to
swell their armies. Their undisciplined rabble
were often only too happy to desert and attack
the Oeridians, also forcing them eastward.
The Oeridians were fierce invaders. They
drove everyone else, Flan and Suel, before
them. Of all the invaders, they were most suc-
..
I
' .
-- A- n __-_
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