Deities of the Moonshaes
As the hour grew late, Gwenlyn spoke of the Earthmother and her moonwells. Gwenlyn believes that the Earthmother is the very essence of the land and is responsible for all that grows and lives in the Moonshaes. This Earthmother seems more attentive than absent Ubtao, but she is locked in a perpetual struggle with Kazgoroth, who seeks to bring ruin and destruction to the islands.
I want to see one of these moonwells for myself before I return home. They sound incredible and worthy of study. Perhaps the druids would let me study one for a time?
Other Gods in the Moonshaes
Many people in the Moonshaes worship gods other the Earthmother. Called the “New Gods” by the druids and the Earthmother’s faithful, these deities have enormous influence in the archipelago. The largest three among the Ffolk are Chauntea, Helm, and Milil. Chauntea is often seen as both synonymous with the Earthmother and separate from the primal spirit of the Moonshaes. When she is worshipped separately, Chauntea is the patron of agriculture and coaxing the bounty from the land. Helm is popular among the warriors and nobility of the Moonshaes for his steadfast opposition to Talos and Malar. Milil, the goddess of poetry and song, is well regarded throughout the islands by both Ffolk and Notherlanders. Legends claim that he brought the harp to the Moonshaes and taught the first bards. Among the Northlanders, Valkur, the Captain of the Waves, gains the most worship, surpassing that of Tempus in recent years. As the patron of sailors, Valkur is loved in a way that Umberlee never could. Offerings are still made to the Queen of the Depths, but out of fear and obligation. The dark gods of Talos, Bhaal, and Malar have left their mark on the Moonshaes in the past. All three of these dark gods are known to hold grudges, especially Talos the destroyer. With the fracturing of the United Moonshae Isles, many sages wonder if the hand of Talos is again at work, subtly bringing destruction to the kingdom and the family that have thwarted him so many times in the past. The Black Bloods venerate Malar and worship of the Beastlord is indelibly tangled with lycanthropy in the minds of the Moonshavians. While Bane has a small, but dedicated, following as discussed in the Risen Cult of Bane section above. The goddess a wakened slowly from her cold sleep, awareness returning as the chill blanket of the passing season fell away. Turning with imperial grace, she sought the life-giving force of the renewed sun. Soon she felt its warmth upon the long and gravelly beaches of her coastlines, and upon the stagnant expanses of her low, flat marshes. Slowly, the sun drove winters blanket from the rolling moors and tilled fields. The white mantle remained thick and heavy among the forests and glens, and the highlands still showed no sign of acknowledging winters end. This was as it should be, and the goddess rejoiced in the growing vitality of her body, the earth. Cool seas bathed her lands, cleansing the debris left by the passing of winter. The goddess saw that her children still slept peacefully They could, she hoped, sleep long years before she needed to call them. Through the Moonwells, she saw the clearing skies. No longer did the heavy, iron-gray storm clouds oppress her The Ffolk were active, preparing for a new season of growth. The druids moved among the trees and mountains of her wild reaches, restoring places where winter had disrupted the Balance. Yet, as she threw off her white blanket, she felt a sudden, stabbing pain, penetrating deep within her Hot and threatening, the injury seemed ready to spread like a cancer through her. A Moonwell was the source of the pain. Instead of providing a window into the world, full of cool and healthy power, the well burned like a poisoned wound. Very black, it blocked the light and absorbed her power, instead of nourishing it. As she awakened, the goddess felt fear. And she knew that, once again, the Beast would walk the land.--From Darkwalker on Moonshae
The religious foundation of the Moonshae
Isles is predicated upon a worship
of the land itself. This belief, originated
and primarily held by the Ffolk, has
resulted in a conception of their goddess
as the earthmother. The belief
holds that the goddess is not a humanshaped,
or otherwise mortal-imitating
being; but is rather the hills and moors
and marshes and seas of the world.
Central to this belief is the purity of
the land. The antithesis of the goddess
is, naturally, the threat of corruption,
perversion, or pollution of the land.
The goddess is a neutral deity, recognizing
that both good and evil have a place
in the world. Her strength derives from
a Balance of these extremes. Her enemies
are not only those evil ones who
would extinguish life casually and frequently,
or maliciously bring destruction
upon her. She is also threatened by
those who preach a doctrine of complete
peace, or practice the science of
bringing the land under the control of
its human caretakers, threaten to push
the Balance too far in the other direction.
Thus, the goddess strives against
powerful forces. She is threatened
from both sides of the Balance, and her
existence is always in danger. She has
powerful allies, of course. Her children,
the Leviathan, Kamerynn the unicorn,
and the Pack, all provide powerful tools
in the defense of the Balance. The
druids, too, are potent warriors in the
goddess's struggle.
But arrayed against her is the Beast,
Kazgoroth. It is a being of putrid filth
but awesome power. In times past, the
goddess has seen the monster slain, or
vanquished, only to suffer its return in
an even mightier aspect decades, or
perhaps even centuries, later.
And the clerics of the new gods
threaten the Balance as well, with their
words of good and peace and mastery
over nature. Peace is a benign blessing,
but is the natural state of the goddess,
and when this peace must be accompanied
by mastery of the land, as the clerics
preach, the power of the mother can
only wane.
The major players in this cosmic drama
are detailed here. They may be used
to serve as a centerpiece of your campaign,
or simply to provide a bit of background
flavor as you and your players
wish.
The Goddess, Earthmother
The goddess shivered and flinched. She felt her body growing numbnot from fear, but from a distant and wistful sadness. The feeling was remote, and she took no great notice of it. Gradually, though, she began to recognize the numbness for the dire threat that it was. With an effort, she forced herself to stir. Hesitation now, she knew instinctively, would be fatal. The call she sent reverberated through the earth, thrumming deep within the mountains and hills, even rolling along the bottom of the sea. Hoping that it was not too late, the goddess tried to awaken her children.-- From Darkwalker on Moonshae
The goddess of the Moonshaes is an
aspect of the benign goddess Chauntea
(Chawn--TEE--ah), who is worshiped
throughout the Realms as the neutral
good goddess of agriculture. As she is
worshiped in the Moonshaes, however,
her aspect is shaped differently than it
is in any other part of the Realms.
Where Chauntea is generally worshiped
as a goddess of agriculture, the
earthmother is much more a goddess of
nature. Agriculture as an aspect of nature
she regards kindly, but agriculture as
an attempt to master the land becomes a
grave threat to her existence.
The earth goddess does not have a
physical form in which her worshipers
can see her, other than the world that is
all around them. Her symbols, however,
are myriad. The tiniest swallow is a
favored messenger of the goddess. A
broad oak, gnarled and weatherbeaten,
but alive and flourishing, symbolizes
her ageless strength. A towering pine,
rising arrow-straight toward the heavens,
marks the precious neutrality of
her being, so necessary to preserving
the Balance. The thorny, bright green
cluster of mistletoe is another of her
symbols, showing the vitality and
harshness of her existence and mirroring
the extremes inherent in her two
most dramatic seasons, the winter and
summer.
Her deepest symbols, incorporating
all of the contradictions inherent in the
Balance, are the moon and the sun.
Those periods when the moon is full
are nights of high power, when druids
rejoice and the land itself seems to
share in the celebration of the goddesss
power. Midsummers Eve, the night of
the summer solstice, is a period of great
magic. This is when the druids harvest
the mistletoe for their most potent
rites, and when all the communities of
the Ffolk pause to celebrate their life
and prosperity.
The full moons near the vernal
(spring) and autumnal equinoxes are
also festive occasions. In spring, the
festivals are affairs of frenetic drinking,
dancing, and romance as, after the long
cold winter, the return of warmth and
sun to the land is welcomed by the
Ffolk. Spring festivals are ribald affairs,
but the Ffolk are congenial even in the
throes of drink, so the only real drawbacks
are suffered by the celebrants
the following morning.
The autumn festival is a more sober
affair, for the Ffolk know that a cold
and dangerous winter waits close in the
wings. In autumn, feasting rather than
drinking is the order of the day, and the
better the annual harvest, the more
elaborate the feast. Nearly all ports of
the isles bid their last departing ships
farewell following the autumn festival;
they are not likely to receive another
visiting vessel for six months, until
spring once again rolls across the land.
The night of the Winter Solstice, or
Yuletide, is an eve of deep reverence for
the Ffolk and their druids. Locked within
the icy grip of winter, they quietly
acknowledge the might of the land
around them and celebrate the beginning
of longer days and the gradual
arrival of spring. The celebrations are
somber, for the Ffolk know that many
months need pass before the sun
returns with enough strength to drive
winter from the land.
The nights of the full moon are the
times when the goddesss power is at its
height, but these are also the times
when her world is most chaotic.
Through the Moonwells and the druids,
she has the might necessary to control
the Balance, but she also faces some of
her gravest threats. Lycanthropy, in
particular, grows into its most dangerous
manifestations during the periods
of the full moon.
The vehicles through which the goddess
sends her power to the world, and
through which her druids perceive her
needs, are the Moonwells. These precious
pools of clear water are located
throughout most of the isles, but are
most common on Gwynneth and
Alaron. The waters of the Moonwells
have several beneficial properties that
are known to the druids alone.
The water, when drunk directly from
the Moonwell by a characters cupped
hands, serves as a potion of healing.
This effect can benefit a character only
once per day. If the character drinking
the water has acted in a way that
threatened the Balance within the
month prior to drinking, the water
actually sickens him, inflicting 1d8
points of damage.
Examples of actions that endanger
the Balance include slaying animals
without putting the meat and skin to
good use, chopping down living trees
for any reason, or initiating attacks
against peaceful beings. Characters
who entered a dungeon to punish a
group of raiding goblins would not
imperil the Balance, but those searching
for treasure and attack goblins in
their lairs to gain this treasure would
not benefit from the favor of the goddess.
When a druid bears a rod, staff, or
other chargeable magical item, a
Moonwell can be used to recharge that
item. The druid must dip the staff into
the well at midnight, under the light of
a full moon, and cast a shillelagh spell at
the same time. The staff will receive
1d6 charges from the power of the
water. This recharging can only be performed
once a month, and a given
druid can only recharge one item per
month.
The druids earn these benefits, however,
for without their tending the
Moonwells would cease to hold their
power. On some of the northern isles,
where the northmen have already driven
the Ffolk and the druids away, the
Moonwells have dried up, or become
stagnant, or merely turned into mundane
wells. This is one cause of the
waning of the goddess's power.
Each Moonwell is entrusted to the
care of a druid of at least 12th level. A
great portion of that druids activities
involve the ritual care and cleansing of
the Moonwell.
Animals of the isles, when they are
injured or sick, often seek out the
Moonwells. Sometimes, the healing
strength of the water will bring the
creature back to a state of health; other
times the waters peacefully put the suffering
creature out of its misery. Those
animals that die at the shore of the
Moonwell are taken by the water quickly
and cleanly, leaving no carcass to
decay and pollute.
The animals of the Moonshaes are
favored creatures of the goddess. The
majestic deer she regards fondly, and
the sly old trout is another of her favorites.
The rare faerie dragons that buzz
through her wildest forests give her
great delight.
The goddess is nearly immortal -- as
immortal as the land that is her body.
She is not given gaming statistics as she
does not interact with the creatures of
the world in a way that would make
such stats meaningful. She has agents,
however, that can perform such
interaction -- creatures of might, and
timeless grace, who prowl her surface
and seek to further her ends. These are
detailed here. Unlike the goddess herself,
her agents can kill and can be
killed.
These agents are the children of the
goddess.
The Children
The children of the goddess take three forms upon the face of the Moonshaes. These forms (Leviathan, Wolf Pack, and Unicorn) are not immortal, though their favored status empowers them far beyond the norm for their types of creatures. These mortal aspects of the goddess grow old and die, as is ordained for all of the animals of the world. Yet their spirit and the favor of the goddess lives on in their line. Thus, when Kamerynn the unicorn, proud son of the goddess, meets his mortal end, another unicorn, somewhere among the wilds of the Moonshaes, will assume the mantle and serve his mother for the remainder of his mortal existence. Thus, the three children of the goddess are immortal in a sense, but the creatures themselves have game statistics and can serve as allies or antagonists for the player characters. Though her children are mortal, the loss of one of these mortal bodies is a grievous blow to the strength of the goddess; their deaths are not things to be taken lightly. The passing of any one of them is a tragic occasion, to be marked by natural phenomena such as meteor showers, savage storms or unnaturally placid weather, a blight upon the area where the child of the goddess perished, or other supernatural special effects. Each of these children is detailed separately, but they have this in common. Should one of them die, it will take some time for the spirit to find a new body. This time period varies for each of the children.Leviathan, The Old One
The cool waters pressed heavily against the floor of the sea, far out of range of the sun's warmth. Here the world knew neither winter nor summer, day nor night. There was only the darkness, the eternal darkness that cloaked a region nearly devoid of life. Yet the goddess's call reached through the pressure of the depths, persistently nudging at the one of her children who slept here. At first, the message was ignored, and the one who was called slept on. Another century or more might pass before the creature stirred. But the call of the mother was relentless, and finally a hulking form stirred in the deep silt of the sea bottom. Shrugging its giant body free from the clutching muck, the creature rose from the bottom and floated, nearly motionless, in the depths. Time passed, and the form slowly sank toward the bottom again. But the goddess prodded gently at her huge child. The great head swung slowly from side to side, and powerful flukes pushed hard against the sea bottom. A mighty tail thrust downward, and the body flexed along its vast length. Then it began to move, slowly at first, but gaining an awesome momentum. The flukes plowed the water with solid authority, and the broad tail pushed with unstoppable force. Higher, toward the realms of light, sun, and current, the creature moved. It gathered speed as it rose, and energy seemed to build in the mighty body. A stream of bubbles flowed from the wide mouth, trickling around layers of huge teeth and seeming to flow downward along the huge body. The water ahead grew brighter, until the creature saw a pale gray glow spread across the upper reaches of the sea. The grayness became blue, and finally even the sun came into view, a shimmering yellow dot viewed through the filter of the sea. The body broke the surface of the water with explosive force, sending a shower of brine through the air in all directions, High, and impossibly higher, the creature rose into the air, and still more of its length emerged from the frothing sea. Water spilled from the black skin in thundering cascades, until finally the great head slowed, and paused for an instant. With a crash that rocked the sea for miles around, the body fell back to the surface. Waves exploded outward from the falling body with enough force to capsize a large ship. But the horizon was empty of either land or sail. There was none to see that the Leviathan had awakened.-- From Darkwalker on Moonshae
The Leviathan is a great whale, vaster
even than the largest whales that are
known to live in our own world. A
peaceful creature, it spends long years
in hibernation at the bottom of the sea,
reaching a state of virtually suspended
animation. After many years of sleep,
the creature will stir gradually, surfacing
for air and then swimming about
the isles, perhaps striking out along the
length of the Sword Coast, or entering
the Shining Sea, as it gratifies its tremendous
appetite with plankton, kelp,
and small fish. Unless it is called upon
by the mother to fulfill a purpose, meeting
some dire danger with its enormous
might, the Leviathan returns once
again to its blissful and nearly eternal
slumber.
Leviathan
FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: 4
MOVE: 24''
HIT DICE: 48
Hit Points: 250
% IN LAIR: 80%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 6d10/1d100
SPECIAL ATTACKS: Tail
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 30%
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (360 feet long)
PSIONIC ABILITY: Nil
The Leviathan, though generally
placid, is a creature of tremendous
power. Its wide mouth is lined, not with
soft balleen, but with razor-sharp teeth.
It is capable of destroying a good-sized
ship with a single bite. Its tail is also a
formidable weapon and can easily
crush the life out of any surface creature
caught in its mighty blow.
The Leviathan will rarely make an
unprovoked attack. However, as fish
are the mainstay of its existence, if it
encounters a fishing boat at work,
there is a 10% chance that the mighty
creature attacks and destroys the vessel.
It always fights to defend itself, if
attacked by foolish sailors. In addition,
it always comes to the aid of any whales
that are being hunted within 20 miles of
the Leviathan's location -- the keening
cries of such whales alert the creature
and send it unerringly to their location.
However, given the vastness of the
ocean and the Leviathan's penchant for
long periods of sleep, there is a less than
1% chance (call it 1% for game purposes)
that it hears the cries of hunted
whales or encounters a fishing boat at
work.
The Leviathan's favored method of
attack is to surge upward from the
depths and crush a ship between its
widespread jaws as it breaks the surface.
Sailors on the vessel have a base
10% chance of escaping the creatures
maw and falling into the sea; this
chance increases by 2% for every foot
away from the midship line (the point
exactly halfway between the bow and
the stern) of the sailors position. Thus,
a sailor in the bow of a 60-foot boat is 30
feet from the midship line and has a
70% (30 × 2 = 60% + the base 10%)
chance of falling free.
Characters falling into the whales
mouth have a 50% chance of either getting
bit (for 6d10 hit points of damage)
or of falling unscathed down the creature
s gullet. Once swallowed, a character
suffers 1d6 points of damage per
round from the beasts digestive juices.
A character can carve his way out of
the Leviathan by inflicting 125 points of
damage with an edged weapon. There
is a 10% chance, anytime a blow inside
the Leviathan strikes for 10 points or
more, that the whale regurgitates the
contents of its stomach, spewing characters
and everything else back out of
its mouth. Of course, there is a 50%
chance that the leviathan is anywhere
from 10-1000 (1d100 × 10) feet below
the surface when it does so.
If the swallowed individuals succeed
in lighting a fire inside the creature,
there is a 50% chance that it will retch
them out.
The tail of the Leviathan is 60 feet
wide and can be used to strike a different
target than the mouth. The tail is
most effective against targets on the
surface of the water, inflicting 1d100
points of damage to every individual
within the path of the tail on a successful
hit.
The Leviathan's gravest weakness is
its vulnerability to pollution and poison.
Hits with poisoned weapons do not
require the beast to save, but they
inflict 10 times the normal damage for
that weapon. In an area where the
water has been clouded with offal or
the decay of dead bodies (near a busy
port, for example), the Leviathan suffers 1 point of damage per turn spent in
such water. This damage can be
repaired at the rate of 1 point per day
that the Leviathan spends in clean
water.
If the Leviathan is slain, his place as
the oldest child of the goddess will not
be filled for 1d10 × 10 years. When
another whale assumes this place, he is
only half the size of the original Leviathan,
requiring many centuries to
mature to the size and might of his
predecessor.
The Leviathan has swallowed many a
ship, with its contents, over the centuries.
Its stomach now holds quite a large
trove of undigestible treasurecoins,
gems, and jewelry. This includes 1d6 ×
1000 pieces of each type of coin, 1d100
gems, worth 30d6 gp each, and 3d20
pieces of jewelry worth 1d8 × 100 gp
each.
Kamerynn, the Unicorn
The mistletoe rustled, spreading to allow the great white head to emerge. The head shook, and a satiny mane fluttered through the air and came to rest upon the snowy neck. The branches of mistletoe snapped as the rest of the powerful body emerged from the shady bower. Hooves, shanked with fur also white as snow, stepped gingerly among the wild flowers, crushing none, as the creature walked to the nearby pool. Bending his neck downward until the long horn broke the surface into a series of ripples, the unicorn drank deeply Still sleepy Kamerynn the unicorn raised his head and looked around the grove. The grasses underfoot tasted sweet, and he ate heartily of the most succulent shoots. The beams of brilliant sunlight penetrated the leafy canopy in several places, creating dazzling shafts of yellow. Slowly the unicorn grazed and drank, recovering his strength after the long sleep. The goddess had awakened him for a purpose, he knew, and that purpose would no doubt require strength and endurance. With majestic grace, the animal moved through the thick patches of clover. Suddenly the waters of the Moonwell swirled, whispering slightly. Kamerynn stared at the milky pool until he understood his task. The unicorn raised his head and trotted toward the pristine and pastoral forests of Myrloch Vale. After several minutes, Kamerynn began to canter, and then to gallop. Soon he raced like a ghost through winding pathways. All the lesser beasts shrank from his path at his thundering approach. His ivory horn held high, and his mighty hooves carefully avoiding the rarer plants, the unicorn raced to answer the call of the earthmother.-- From Darkwalker on Moonshae
There are several unicorns among
the lands of the Ffolk, and they roam
the wild places of Alaron and Gwynneth.
The mightiest of these is Kamerynn,
who reigns as king of the
wilderness, the proud child of the goddess
herself.
Swift and stalwart, the unicorn races
across the wilds of Gwynneth, fearing
no creature in nature. Taller and
stronger than any other of his breed,
Kamerynn symbolizes, to the FFolk and
the druids, all that is good and free and
wild.
Kamerynn, Large Male Unicorn
FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 27
HIT DICE: 8 + 8
Hit Points: 47
% IN LAIR: 20%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1d12/1d12/1d20
SPECIAL ATTACKS: Charge
SPECIAL DEFENSES: See Below
MAGIC RESISTANCE: 40% & See Below
INTELLIGENCE: High
ALIGNMENT Chaotic Good
SIZE: L
PSIONIC ABILITY: Nil
This mighty creature is a formidable
foe (or ally) in combat. When charging
he strikes with his horn for double
damage, forgoing the hoof attacks. He is
immune to poison and can sense the
approach of an enemy up to 36 away.
He moves so silently that he surprises
opponents 90% of the time.
Kamerynn has the dimension door
ability of the unicorn, blinking up to
36'' away and carrying his rider. He will
only consent to a rider who is a maiden
of pure heart, and who has received a
special blessing of the goddess.
He makes saving throws as a magicuser
of 13th level, and cannot be charmed or held by magic. He is
immune to death magic.
Kamerynn dwells in a shady bower
near the center of Gwynneth, protected
by a high hedge of mistletoe. The bower
is centered in a high grove of oak and
aspen trees, with a small Moonwell
near its center. Although he is very old,
he has not begun to lose his strength or
his senses. When he does, a younger
unicorn will peacefully assume the
mantle of the honored child of the goddess.
If Kamerynn is slain, this transition
does not occur for 1d6 years.
The Pack
The Pack a wakened to the cold, white glare of the full moon. Gray and shaggy forms emerged from a hundred dens, shaking the weariness of a long hibernation from stiffened muscles and sleep-clouded brains. A large male raised his voice to the moon in a long, ululating howl. Others joined in, first a few, but then hundreds. As one creature, the Pack raised its voice to the heavens, singing the praises of the goddess. And then a breeze carried to the large male the scent of a stag, somewhere not far away in the misty night. Patches of fog drifted among the towering pines, but bright moonlight illuminated the clearings and high places as the wolf searched for the source of the scent. Others picked up the spoor, smelling blood, and meat, and fear. The baying of the Pack dropped lower, and took on a deeper tone of menace. Slowly, like gray ghosts, the wolves began to lope through the forest, gaining speed as alertness returned. The stag turned fear-maddened eyes toward its deadly pursuers and then fleda flight that could have only one consequence, as the Pack spread out and began to close upon its prey. Once again, after a century of sleep, the mighty wolves of the Pack sang to their prey. The song was ancient, and piercingly beautiful. It was a song of the glory of the goddess, and of the might of her children. But above all, it was a song of death.--From Darkwalker on Moonshae
Small packs of dire wolves are not
uncommon in the wilderness of the
Moonshaes. These ferocious predators
kill swiftly and ruthlessly, tearing the
raw meat eagerly from the bones of
their prey. Unwary humans are apt to
fall into this category.
These wolves are territorial creatures,
and snarling fights erupt should
two packs enter the same area.
When the goddess chooses to awaken
the Pack, however, the territories of the
individual groups merge into one. The
largest male assumes leadership of the
Pack, without a challenge. Many hundreds
of wolves will join together and
lope across the land, serving the will of
the goddess.
As time passes, the Pack grows in size
until it becomes an unstoppable force.
The will of the goddess must remain
strong, however, to bind the wolves
together, or the unnatural grouping
will dissolve.
Most of the wolves of the Pack are
dire wolves, and should be treated as
such for game purposes. The male who
rules the Pack is an unusually large
specimen, for the might of the goddess
runs fiercely within him.
Leader of the Pack
FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: 4
MOVE: 24''
HIT DICE: 6 + 6
Hit Points: 42
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2d6
SPECIAL ATTACKS: Hamstring
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 20%
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: L
PSIONIC ABILITY: Nil
When the Pack forms, it becomes the
most efficient killer on the
Moonshaes -- perhaps the most efficient
anywhere in the Realms. The Leader
uses the wolves like soldiers, dispersing
them to cover vast areas, but calling
them together when prey is sighted.
In the chase, the Pack is unerringly
patient. No matter how far or fast the
quarry runs, the wolves of the Pack
keep pace. And sooner or later the prey
can no longer run, and will turn to face
the onrushing tide, and will die.
In a sense, the Pack is the most
immortal of all the children of the goddess,
for if the Leader is slain, the next
largest male immediately steps into the
role, utilizing the same attributes listed
above for the Leader.
The Pack will form upon the command
of the goddess, as the wolves
awaken from a winter's hibernation.
Whatever instinctive urge this creates,
it compels them to join into a large
group as soon as they awaken. At this
point, the Pack numbers 300-600 individuals.
This awakening occurs 1d4
weeks after the spring equinox.
The Pack remains in constant motion,
always seeking prey. It avoids human
habitations almost completely, however,
as the Leader seems to sense that
it will not further the cause of the Balance
by striking at farming communities
and woodsmen's cottages. While it
roams, the Pack gains 1d100 wolves per
week, until the summer solstice. It
remains together as long as it is needed,
or until the autumnal equinox sends the
wolves back to their winter dens, but
the Pack does not grow in size after
Midsummer.
The Pack's most significant weakness
is the vulnerability of the Leader, for if
he can be replaced or controlled by an
external force, the Pack will follow
whatever course the controlling force
sets down for it.
Forces of Evil
Black waters swirled and parted, and the form of the Beast rose from the still coolness of the Darkwell. Massive and tight-knit trailing vines crowded close, but the broad, scaly body thrust the interfering plants aside like blades of grass. Kazgoroth moved slowly, reveling in this new freedom. The Darkwell had served its purpose, for the monster felt power coursing hotly through its body as never before in its long centuries of existence. The Beast allowed a trickle of acidic saliva to drool from its widespread jaws. Turning its hot, fiery eyes to the pool, it watched the thick waters of the Darkwell bubble in its wake. Pulling its feet from the sucking mud, the creature pushed its way into the fens. Tree trunks snapped like brittle twigs as broad shoulders pushed them from its path. A heavy, clawed foot squashed flowers, insects, and rodents with equal lack of note. The sounds of cracking limbs, crushed vegetation, and sticky mud slurping with each mighty footfall shot violently through the wood. Wildlife shrank from the path of the Beast, racing in terror or cowering in abject fear until the monster passed. Dawn colored the sky as Kazgoroth moved west. Now the chill reflection of the sea came in to sight, stretching a way to the horizon and beyond. But the monsters goal was much closer than the horizon, or even the sea. Before the waters stood a small castle, and Kazgoroth knew that humans in abundance would lair here. Before the castle spread broad fields, covered with tents and banners and stirring with activity and life. To this field Kazgoroth moved.-- From Darkwalker on Moonshae
The goddess holds dear the Balance
of nature upon her lands, fully aware
that there are forces arrayed before
her who would seek to do grave harm
to that Balance. Too numerous to count
are the petty monsters and avaricious
kings who kill for the joy of causing
death. Not so numerous, but equally
threatening, are the builders and tamers of the land, those who seek to bring
order out of the ordained chaos of nature.
They cut down the trees of the
goddess's forest and fill her skies with
the black smoke of coal fires.
But neither of these extremes
presents a menace that equals the ageold
enemy of the earthmother. Though
it stalks the land only rarely, its menace
extends to far greater heights than
those of any of the other enemies faced
by the goddess.
This enemy is Kazgoroth, the Beast.
Together with its minions, the Beast
seeks to kill and destroy across the face
of the Moonshaes, taking particular
pleasure in profaning the places of
most sacred beauty.
Kazgoroth does not work alone when
it wages its war against the goddess.
Instead, the Beast uses its potent magical
abilities to enlist the aid of many
henchmen, often using former allies of
the goddess herself. The Beast delights
in nothing more than the corruption of
a druid to its evil purposes.
Kazgoroth
FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 12''
HIT DICE: 16
Hit Points: 120
% IN LAIR: 0
TREASURE TYPE: See Below
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1d12/1d12/3d10
SPECIAL ATTACKS: See Below
SPECIAL DEFENSES: See Below
MAGIC RESISTANCE: 60%
INTELLIGENCE: High
ALIGNMENT: Chaotic Evil
SIZE: L (18 feet tall)
PSIONIC ABILITY: Nil
The origins of Kazgoroth lurk in the
past, nearly as distant as those of the
goddess herself. In the pantheon of the
Realms, the Beast is manifested as an
aspect of Malar (MAY-larr), the Beastlord.
On the Moonshaes, however, this
aspect has a specific purpose: the disruption of the Balance.
The Beast is a formidable foe in combat,
yet whenever possible it seeks to do
battle through shrewdness and trickery
rather than straightforward melee.
When fighting in its true form,
Kazgoroth attacks with its clutching
foreclaws and vicious bite. It can, at the
same time, swing its tail around to
strike a foe behind it for 1d6 points of
damage. A person thus struck must
make a Dexterity Check with a -5 penalty,
or be knocked from his feet. He
can do nothing the following round
except stand.
Kazgoroth can only be struck by magical
weapons of +2 or greater enchantment.
Its magic resistance applies to all
magic-user and clerical spells; it has no
magic resistance against druidical
spells.
Kazgoroth can change shape at will,
shrinking its body down to halfling size
at the minimum. It cannot assume a
form larger than its own -- but then, it
doesn't really need to! It has a number
of special abilities.
The Beast can cause lycanthropy with
its bite, if it chooses to do so. It can
detect magic and detect invisibility in a
24'' radius at will. It can cast a permanent
charm upon a victim at a range of
1'' or less. A side effect of this charm is
that the victim must roll a successful
saving throw vs. spell each week or lose
a point of Charisma permanently (to a
minimum of 3). Once per week it can
cast a death spell at a character of 7th
level or lower.
The Beast has a unique ability to perform
a corrupted type of mass charm
spell, creating for itself a band of fanatically
loyal undead troops known as
Blood Warriors. A unit of soldiers, up to
500 individuals, can be thus corrupted
as long as the unit has a strong commander
to serve as the Beast's lieutenant.
The game stats of the Blood
Warriors follow this description.
Kazgoroth draws power from the
goddess herself and thus chooses as a
resting place a Moonwell that has been
polluted or otherwise desecrated. The
Beast is the lord of the Firbolgs and will
often order a band of these giants to
guard its well, and perhaps to pollute it,
while it rests and gains power. If
Kazgoroth is slain by any means other
than the Sword of Cymrych Hugh, it
will return within 3d6 years. If this
sword is used to kill it, and the remains
of the beast are burned to ashes, it is
rumored that it can be destroyed permanently.
Blood Warriors
FREQUENCY: Rare
NO. APPEARING: 50-500
ARMOR CLASS: 2
MOVE: As When Alive
HIT DICE: 8
Hit Points: 40 each
% IN LAIR: Nil
TREASURE TYPES: As When Alive
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d10
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
INTELLIGENCE: Low
ALIGNMENT: Chaotic Evil
SIZE: M
PSIONIC ABILITY: Nil
The Blood Warriors are a type of
undead soldier corrupted from normal
human warriors by Kazgoroths power.
They are fanatically loyal, never check
morale, and rejoice in killing. The Beast
can create one such unit each time it
emerges from hibernation to stalk the
land.
The Blood Warriors begin to decay
rapidly, resembling zombies as their
skin and flesh rots away. Their fiery red
eyes distinguish them from other
undead, however.
Blood Warriors must kill in order to
retain their strength. All Blood Warriors
start with 40 hit points. Each
Blood Warrior loses 5 hit points for every
week since the troop's last kill of a
human or humanoid. When a Blood
Warrior dies, each of the remaining
warriors loses 1 hit point. To regain hit
points, the Blood Warriors must kill.
For every victim killed by a Blood War
rior, each member of the troop gains 1
hit point.
A Blood Warrior's hit points can never
exceed 64. If his hit points drop to 0, he
dies. No matter how many hit points a
Blood Warrior has, he always attacks as
an 8th-level fighter.
Blood Warriors have a haste ability
that they can employ before entering
battle. To gain this power, there must be
a ritual slaying of humans or demihumans,
and the fresh blood must be used
to anoint the warriors. The leader of
the unit must perform the ritual. This
has the effects of a haste spell with a
duration of 1d4 turns.Если вы хотите что то добавить или присоединится к команде редакторов - пишите комментарии
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