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\title{Shared World}
\author{A Multi-Gamemaster Campaign}
\maketitle
\setcounter{page}{118}

{\it
{\Large H}erein follow the guidelines for the Shared World
Campaign. Credits go to Jeff Horne, Jim Vassilakos, Wayne
Wallace, and Ray Wong.\\}


\section{The Basics}
\begin{enumerate}
\item{The purpose of the shared-world campaign is to have fun. This
is the first and foremost guideline and should be treated as
such.}

\item{These guidelines are just that\ldots guidelines, not rules. In
all cases, the GM governs the rules and not vice-versa. Any
disputes between GMs regarding the handling of the campaign
should be taken up privately. In cases where a consensus cannot
be reached, then the policy of ``to each his own" should be
respected.}

\item{We'll be using AD\&Dv2 rules with numerous modifications. These
rules are primarily defined by the PHv2 \& DMGv2. Additional
materials (such as the class handbooks) are considered optional.
Individual GMs may bring in monsters and magic items as they see
fit, however, particularly powerful monsters or magics should
first be screened by the other GMs as a matter of courtesy and to
establish a consensus.}


\section{Character Generation}

\item{We'll be using Method V character generation (modified for
seven stats). For each stat, roll 4d6 and take best 3. Place as
desired. No points shuffling.}

\item{Comeliness replaces Charisma as a stat. It is expected that
players should play-out the required charisma of their class
(leadership for paladins, silver-tongued deviltry for bards).
Perception (ala The Guildsman \#3 pg.102, thanx to Tim Prestero)
becomes a new stat.}

\item{The --1 to charisma normally applied to dwarves becomes a --1 to
comeliness. Elves, Half-elves, and halflings are given a +1 to
perception. Racial restrictions on perception are 3-18 across the
six primary races.}


\item{Ability requirements and prime requisites are modified for
paladins and bards from standard AD\&Dv2 rules in the following
manner:}

\begin{center}
\begin{tabular}{|lll|}
\hline
\multicolumn{3}{|c|}{\large Paladin}\\
             &     Before         &         After\\
\hline
Ability&&\\
Requirements:&  Strength 12       &       Strength 12\\
             &  Constitution 9    &       Constitution 9\\
             &  Wisdom 13         &       Intelligence 9\\
             &  Charisma 17       &       Wisdom 9\\
             &                    &       Int+Wis 25\\
\hline
Prime&&\\
Requisites:&    Strength,         &        Strength,\\
           &    Charisma          &        Intelligence,\\
           &                      &        Wisdom\\
\hline \hline
\multicolumn{3}{|c|}{\large Bard}\\
            &      Before         &          After\\
\hline
Ability&&\\
Requirements:&  Dexterity 12      &        Dexterity 12\\
             &  Intelligence 13   &        Intelligence 13\\
             &  Charisma 15       &        Comeliness 9\\
\hline
Prime&&\\
Requisites:&    Dexterity,        &        Dexterity,\\
           &    Charisma          &        Intelligence\\
\hline \hline
\multicolumn{3}{|c|}{\large Druid}\\
            &      Before         &          After\\
\hline
Ability&&\\
Requirements:&  Wisdom 12      &            Wisdom 12\\
             &  Charisma 15    &        Perception 15\\
\hline
Prime&&\\
Requisites:&    Wisdom,        &        Wisdom,\\
           &    Charisma          &     Perception\\
\hline
\end{tabular}
\end{center}

\item{We're playing by racial attribute ranges and racial/class
limitations. We're also playing by racial level restriction,
however, we're revising this rule, allowing non-humans to
progress beyond their maximum level at the expense of halving all
further experience attained. We're also applying DMGv2 table 8,
pushing back this ``maximum level" based on high prime requisites.
Finally, 15th (as opposed to unlimited) is considered the
``maximum level" for half-elf's progression into bardhood
(modified from DMGv2 table 7).}

\item{The infravision normally given to elves and half-elves
becomes ultra-vision (starlight vision); this vision relies
on the observer being outdoors without the interference of a
normal light source. Halflings, dwarves, and gnomes stay with
infravision, however.}

\section{Alignment}

\item{Aside from merely choosing an alignment, each player must
further define his character's alignment in some detail. This
definition may be modified by the player any time during the
first gaming session, but not afterward. Alignment is considered
a personal matter of the character and is not open to the
scrutiny of other players.}


\item{There are three ways one may change alignment: voluntarily,
functionally, and by force.

\begin{description}
\item[Voluntary:] Both the player and the GM agree that the change is
for the ``good" of the game. There is no penalty for such an
alignment change.
\item[Functional:] The player has been professing one alignment while
functionally playing another. The GM rules that this functional
alignment is now the character's new alignment (usually over the
player's objection). The character drops to the minimum
experience required to attain his current level and receives only
half experience while he remains at that level.
\item[Forced:] The character has been taken over by a spirit of another
alignment or has been somehow (magically) manipulated into
committing acts removed from his professed alignment. The
character may not receive any experience as long as such
manipulation is taking place. Afterwards, the character should
repent and may seek atonement.
\end{description}}

\item{In the case of acts which violate class alignment
restrictions, the GM is encouraged to temporarily revoke the
character's status as a member of his chosen class without going
so far as instituting a functional alignment change. After the
gaming session, the {\em God's Court of Appeals} may render a verdict
as to whether the character must undergo functional alignment
change or whether he may seek penance for his violation of
alignment.}


\section{Magic}

\item{First and foremost with respect to magic: the general
consensus is that the more powerful a magic is, the more chaotic
its outcome. DM's discretion, especially with respect to powerful
magic items, is advised.}

\item{PHv2 spells are accepted as written subject to future
modifications.}

\item{Mages are generally assumed to be carrying all minor material
components necessary to their spells.}

\item{Mages are awarded bonus spells based on intelligence in a
manner analogous to the bonus spells awarded to clerics based
on wisdom (table 5, PHv2). Bonus spells are considered ``off the
cuff" for both classes in the sense that they do not need to be previously
memorized/selected in order to be successfully cast.}


\section{Combat}

\item{A {\em d10} (trying to get low) is used for initiative. In the case
of joint initiative (where one roll is being made for several
individuals), the reaction (dex-based) adjustment is not applied,
however, if initiative is handled individually, then it is
applied. There is DM's discretion as to whether initiative is
rolled once every round or once for the combat (or something in
between).}

\item{At 0 hit points, characters are considered to be wavering
between consciousness and unconsciousness. A constitution check
is made during any given round to determine if the character is
conscious. If conscious during a round, the character may attempt
any action with negative modifiers (DM's discretion here).}

\item{At below 0 hit points, there is DM's discretion as to whether
bleeding (additional hit point loss) occurs. No skill check is
required to bind the wounded and unconscious character, thus
stopping the bleeding.}

\item{A character may only stay below --10 hit points for d4 rounds
(hidden roll) before the character's death is assured.}

\item{Once healed to positive hitpoints, the character may immediately
wade back into combat or cast spells (to be consistent with
{\em high fantasy}).}

\item{There is DM's discretion regarding the application of casting
times and weapon speeds during combat and regarding the
application of critical hit and fumbles. Where the DM plays
without casting times in combat, it is assumed that all
spells requiring 1-9 segments go off immediately.}

\section{Experience}

\item{Experience is given at the discretion of the DM for both combat
and role-playing.}

\item{When the character attains experience for a given level, his
is assumed to automatically advance to that level with respect to
hit points, THAC0, saving throws, proficiency slots, and spell slots. The
character must, however, find a mentor in order to attain new
proficiencies (as opposed to advancing in a proficiency already
held). The rate of learning is at the DM's discretion.}

\item{Mages are assumed to be studying magic continuously, and are therefore
allowed the chance to learn one new spell with each new level attained
without need of a scroll, mentor, or other materials. The mage may choose
to try and attain a specific spell in such a manner, rolling his
percentage change to learn based on intelligence. Success means that the
spell is successfully learned. Failure means that no spell is learned
automatically for attaining that level. If the mage prefers to take
his chances, however, he may forego the learning roll and allow the
DM to randomly select an ``automatically learned'' spell for that
level. If learning by the use of a scroll or with the aide of a mentor,
the mage must still make his learning roll.}

\section{World}

\item{The world is a flat, infinite plane with local climate essentially
controlled by local magics. The changes from one climate to
another are gradual. It is assumed that there are universal
seasons which following with the standard length of a year, and
that days are also standard length subject to the whim's of the
DM. The moon however, there being only one, is subject to
random cycles and is the sole setting-device of DM whim. Horizons,
despite the flatness of the plane, are considered standard
(three miles at sea level), and the sun is assume to rise in
one part of the sky and set in the other in a constant cycle.
We are adopting the {\em swiss-cheese} theory for the underearth,
allowing full and scattered dissemination of underground denizens.
The advancement of technology is considered a no-no. Canons are okay,
but handguns are not.}

\item{All characters of character-class standing are {\em jumpers}
who have the power of teleporting at the will of the gods. These
are the chosen people of the world who bear birthmarks that only
others like them may see. These marks glow when a jump is in
progress.}

\subsection{Astoria Archipelago}

The Astoria Archipelago is a chain of mysterious islands at
the edge of the Sea of Shalamar, stretching roughly north
to south. There is no known explanation for the many bizarre
mixes of climates, topographies, flora, or fauna. It is
said by the various inhabitants that responsibility for the
wide spectrum of climates falls either to an insane
arch-druid or a mistake in the wake of creation.

There are three major islands, dozens of lesser isles, and
hundreds of small crags jutting upward from the ocean floor.

\begin{description}
\item[Ixtapa:] This island is made up of two major regions,
the northern being a large marshy swamp and the southern
begin a cold glacial area with ice-cliffs jutting proudly
(three-thousand feet at some places) over the Shalamar.

\item[Achira:] This island is also divided into two
major regions, the western being a volcanic rainforest, and
the eastern being a rocky desert with little to no moisture
above ground. Within the desert, there is no sand, but
only flat stones, windswept rocks, and large, polished
boulders.

\item[Daphne:] Although the climate on this island is
largely temperate, the weather fluctuates very
rapidly, each of the four seasons each lasting only a month.
As might be expected, the island's wildlife is extremely
adaptive to the natural conditions.
\end{description}

\section{Protocol}

\item{Where we arrive at points of contention between the DMs, it is
expected that compromise should rule the day, however where
resolution through compromise is unworkable for even one DM, majority
vote is the only recourse. The DM who proposes a motion, however, may not
vote except to break ties between the others.}

\item{Players will start their characters at first level. Only one
character may be actively played by a player at any given time.}

\section{Other}

\item{We will not be playing with encumbrance unless things begin
to get ridiculous.}

\end{enumerate}


\section{The Divine Framework}

\subsection{Cups}

\begin{description}

\item[Element:] Water
\item[Alignment:] Good

\item[Knight:] A graceful dilettante, passively amiable, quick
   to respond to attraction and easily enthused, exceedingly
   sensitive but with little depth of character, sensual and
   idle, untruthful, prone to melancholy.
\item[Queen:] Reflective of the nature of the observer, dreamy,
   tranquil, poetic, imaginative, kind but unwilling to
   take much effort on another's behalf, much affected
   by surrounding influences and thus more dependent.
\item[Prince:] Subtle, secretive in violence, crafty, an artist
   whose calm surface masks intense passion, yearns for
   power and wisdom and ruthlessness, intensely evil and
   merciless with overweening ambition.
\item[Princess:] Infinitely gracious, sweet, voluptuous, gentle,
   kind, romantic, dreamy, indolent, selfish, luxurious.

\item[Ace:] Fertility, productiveness, beauty, pleasure, happiness.
\item[Two:] Love.
\item[Three:] Abundance.
\item[Four:] Luxury.
\item[Five:] Disappointment.
\item[Six:] Pleasure.
\item[Seven:] Debauch.
\item[Eight:] Indolence.
\item[Nine:] Happiness.
\item[Ten:] Satiety.

\end{description}

\subsection{Disks}

\begin{description}
\item[Element:] Earth
\item[Alignment:] Law

\item[Knight:] Patient, labourous, clever in material things, somewhat
   dull and preoccupied by material affairs, avaricious, surly,
   petty, jealous, grasping. 
\item[Queen:] Ambitious, affectionate, kind, charming, timid, practical,
   quiet, domesticated, dull, servile,  foolish, capricious,
   moody.
\item[Prince:] An energetic manager of practical matters, capable,
   steadfast, competent, sometimes dull and resentful, slow
   to anger but implacable when aroused.
\item[Princess:] Young, beautiful, strong, beholding secret wonder,
   pregnant with life, generous, kind, diligent, benevolent,
   preserving but wasteful, at war with her essential dignity.

\item[Ace:] Material gain, power, labor, wealth, contentment.
\item[Two:] Change.
\item[Three:] Works.
\item[Four:] Power.
\item[Five:] Worry.
\item[Six:] Success.
\item[Seven:] Failure.
\item[Eight:] Prudence.
\item[Nine:] Gain.
\item[Ten:] Wealth.

\end{description}

\subsection{Swords}

\begin{description}
\item[Element:] Fire 
\item[Alignment:] Evil

\item[Knight:] Active, skillful, clever, fierce, delicate, courageous,
   unreflective, often incapable of decision, deceitful,
   tyrannical, crafty.
\item[Queen:] Graceful, intensely perceptive, subtle in interpreting,
   individualistic, confident, gracious, just, cruel, sly,
   deceitful, unreliable, superficially attractive.
\item[Prince:] Intellectual, full of ideas and designs, domineering,
   intensely clever but unstable of purpose, elusive and
   elastic in thought often supporting various contradictory
   opinions, slays with the one hand while creating with the
   other, harsh, malicious, plotting, unreliable, fanatical.
\item[Princess:] Stern and vengeful, destructively logical, firm
   and aggressive, practical in wisdom and subtlety, dextrous
   in the management of practical affairs, cunning and frivolous.

\item[Ace:] Conquest, whirling force, activity, strength through conflict,
   an affirmation of divine authority, the sword of wrath, punishment
   and affliction.
\item[Two:] Peace.
\item[Three:] Sorrow.
\item[Four:] Truce.
\item[Five:] Defeat.
\item[Six:] Science.
\item[Seven:] Futility.
\item[Eight:] Interference.
\item[Nine:] Cruelty.
\item[Ten:] Ruin.

\end{description}

\subsection{Wands}

\begin{description}
\item[Element:] Air
\item[Alignment:] Chaos

\item[Knight:] Active, generous, impetuous, proud, swift,
   evil-minded, cruel, bigoted, brutal.
\item[Queen:] Adaptable, persistent, calm when in authority,
   attractive, generous but impatient to opposition,
   obstinate, vengeful, domineering, quick to take
   offense.
\item[Prince:] Swift, strong, impulsive, violent, just, noble
   and generous with a sense of humor, proud, intolerant,
   cruel, prejudiced, occasionally cowardly.
\item[Princess:] Individualistic, brilliant and daring, sudden
   and violent in love or anger, enthusiastic but
   superficial, theatrical, shallow, false, cruel,
   unreliable, faithless, domineering.

\item[Ace:] Energy, strength, force.
\item[Two:] Dominion.
\item[Three:] Virtue.
\item[Four:] Completion.
\item[Five:] Strife.
\item[Six:] Victory.
\item[Seven:] Valor.
\item[Eight:] Swiftness.
\item[Nine:] Strength.
\item[Ten:] Oppression.

\end{description}

\section{God Descriptions}

\subsection{The BlackAngels}

\subsubsection{Moragar, The ShadowKnight}

\begin{description}
\item[Spheres of Power:] All, Astral, Divination, Creation,
Elemental, Combat, Summoning.
\item[Specialty:] Combat.
\item[Alignment:] Neutral-Evil
\item[Symbol:] One-Horned Helm
\end{description}

Moragar is the ShadowKnight of the Evil Gods, riding into battle against his
enemies in a storm of blood suckled from those he has slaughtered.
His symbol is a black, one-horned helm. He is the creator of many
evil artifacts, a weapons-smith while he is not busy killing,
although his most diabolical magics are woven with the aid of N\"{o}le
(see below). His breath is fire that scorches all who approach him, and he
has the ability to summon any evil creature to do his bidding. It is
said by scholars that he is fiercely desirous of Lisilin, yet all
attempts to woo her have seemingly been thwarted by her brother.
Priests of Moragar are expected to drink the blood of those they
kill and are thus empowered with fiery breath (d4/lvl) once per day
(this may be modified as deemed appropriate at the GM's discretion).
If they do not sate their thirst often enough, however, they are
said to decay like rotting corpses until death finally ensues.

\subsubsection{Illea, Queen of Deceit}

\begin{description}
\item[Spheres of Power:] All, Astral, Divination, Weather, Charm, Protection.
\item[Specialty:] Weather, Charm.
\item[Alignment:] Neutral-Evil
\item[Symbol:] Dark Cloud
\end{description}

Illea is the Enchantress, preferring to charm and deceive her
opponents rather than fight, however, when her mood grows dim
she can summon great storms which shatter the landscape and
bring ruin to whole countries. Her clerics are able to
summon ill-weather once per day and to charm person, animal, or
monster once per week.

\subsubsection{N\"{o}le, Prince of Evil}

\begin{description}
\item[Spheres of Power:] All, Astral, Divination, Combat, Necromantic, Sun.
\item[Specialty:] Divination.
\item[Alignment:] Chaotic-Evil
\item[Symbol:] A Severed Head
\end{description}

N\"{o}le is affectionately called {\em Little Prince Whiplash}
as much for being the younger child of Illea as
for a bizarre combat technique he utilizes to decapitate
his victims via the twisting of their necks.
It is said also that among the evil gods, he is feared most,
as his wisdom is all-encompassing in things which are
evil, and that his mind, though immensely powerful, is
also twisted beyond mere intellect. Many sages postulate that he has
the ability to see into the future and that his psyche has
access to the reigns which
manipulate reality, his subconscious weaving and toying with time
and fate creating bizarre events via his least pretentious musings.
His clerics are granted the powers of dream-vision once
per day and the power to effect the future by acts of will
committed within their dreams.

\subsubsection{Lisilin, Vengeance-Taker}

\begin{description}
\item[Spheres of Power:] All, Astral, Divination, Charm, Plant, Animal, Guardian,
Healing.
\item[Specialty:] Animal
\item[Alignment:] Lawful-Evil
\item[Symbols:] Black Panther \& Crescent Moon
\end{description}

Lisilin, also called {\em Isil} in some temples, is the seeker
and taker of vengeance, stalking her prey as an
animal. Her forms vary, but most often she is personified in the
symbol of a black panther. She has also been known to assume humanoid
forms, and within a social setting, her vengeance is the most
diabolical yet is usually taken in dim moonlight. Her priests
must take swift and creative vengance against
those who have wronged them or incur her wrath.
They are empowered to know the general location of such
adversaries once per day and are often given hints as to
the form of their expected revenge in dreams filtered through
Lisilin's brother, N\"{o}le.\\

\begin{center}
{\Huge Tol Torogon}\\
{\large {\em --- \ \ Troll Isle \ \ ---} \\ A Shared-World
Setting \\ in the Astoria Archipelago}\\
\end{center}

\parindent=30pt

{\it \noindent
{\Large T}he archipelago\ldots a place of mystic wonder and deadly beauty
where PCs go to say their ignoble last words before meeting an
equally ignoble end. Fishermen call the great mistake of the
gods, and perhaps they are not so far off from the truth.
However, on Tol Torogon there is a mage who holds the knowledge,
knowledge he might share for but a drop of Troll's blood.\\}

\newpage

\begin{center}
{\Large Players' Knowledge}
\end{center}

\begin{center}
{\large Geography}
\end{center}

{\noindent \Large T}ol Torogon is situated between the deadly reefs of Angkaragion
and the floating marshes of Galinae. The only {\em safe} route to the
island, thus, is through the north-east passage, however, even
this is a hazard, as it is the domain of a sea creature known
only as the Great Maw of the Deep.

As for the isle itself, it seems to be the result of undersea
volcanic activity which has produced a island in the form of a
single peak jutting up from the sea-level to a spectacular height
of some six-thousand feet. The peak, called Hell's Chimney, was
believed by original explorers to ascend from the pits of Hell
itself. As to be expected, the volcano spews forth a wide variety
of lava, ash, pumice, and coals, much of which seem to be the
by-products of reactions between the very rare and magical earths
trapped deep below the island.

One particular variety of coal was noted by explorers for its
property of glowing a bright amber and retaining heat for many
days under normal conditions. Some sages of diabolic earths have
conjectured that this coal, called bloodstone or Seregon, is a
by-product of in the formation of the venomous element known as
adamantine, and that as such it holds magical properties which
counter those held by the dark, life-sucking alloys often used in
drowic weapon enchantment.

The peculiar topography of the island is another point of
interest, for unlike most other islands, a good portion of its
outer fringes seem to be bordered vertically by seawater. It is
speculated that as the magma spilled down the chimney over many
millennia, it cooled as it met the water and froze in place, held
back as an axe stuck in the trunk of a tree, unable to descend
any further into the murky waters which surround Tol Torogon. One
sage even likens the isle to a spinning top, its tip frozen on
the deep ocean floor and its equator lying just beneath the
water's surface.

Thus, due to the hard stone core, rain water is unable to absorb
itself into the isle's terrain. On the southern side, this
results in hundreds of small rivulets which carry rainfall back
to sea. Here, the entire landscape is often bone-dry only a day
after torrential rains. On the northern and eastern sides of the
island, however, the rainfall accumulates in large pockets,
informally known as the Bogs. These marshlands stretches to the
east, becoming a swamp and eventually linking with the floating
marshes of Galinae. It is said that souls of the damned linger
beneath the soft, muddy surface of these parts, waiting patiently
for unfortunate wanderers who they might add to their number.

\begin{center}
{\large History}
\end{center}

{\noindent \large I}t is speculated that the Island was first explored by humans in
the later half of the 3rd century and was named Isle of the Tall
Tower by Norhic colonists from East Helluin. In those times, it
is written, the Bogs were no more than a damp forest with
sinkholes and tempestuous wurmwoods. However, during the 5th
century, the early colonists discovered a Green Drake asleep deep
within the wurmwoods and it is said that they foolishly awoke the
fearsome beast with spears and arrows, thus leading to their
collective demise. However, a small band of warriors were said to
overcome the Green Drake only two years later, in 547 CY, and it
is remarked by modern scholars that it was this event which gave
birth to the order of Green Knights on that island.

The island was peaceful for 160 years thereafter, and despite its
remote location and difficulty of access, a fortification, Keep
Atamanir, was built on the western slope of Hell's Chimney
overlooking the ocean as a warning against increasing pirate
activity on the high seas. During this time, numerous mining
expeditions were conducted, some say to the heart of the Chimney,
intent on finding the source of the rare and precious elements
necessary to both thaumaturgy and commerce. In the defense of
their territory, however, trollish denizens of the UnderEarth
undertook an invasion of the island in the first decade of the
8th century. Coincidentally, a full lunar eclipse of the sun took
place during the year following this invasion, and since that
time, the island has been predominately inhabited by trolls, most
living within the Chimney Mines, however, some are known to
inhabit the sacked keep as well which remarkably stands in its
state of abject ruin.

During this period of troll occupation, piracy has been on the
rise, and it is rumored that the pirates utilize a secret cove
somewhere on the island for the importation of slaves and of
durang (dark meteoric iron), an essential ingredient in the
venomous alloy of drowic adamantite, the hardest substance yet
known to man. It is even suspected that the pirates are largely
subsidized in their overall operations though this trade with the
TrollKing, and there are strange reports of a drowic deity who is
worshiped on the island.

We are now in the 960's, and there is strong evidence that a
sorcerer thaumaturge has gained residence on the island somewhere
within the immediate vicinity of the volcano, and it has been
hypothesized that the Trolls are presently experimenting with
alchemy for use as a war-magic and are mounting plans for an
invasion of the surrounding islands.

\vspace{.3in}

\begin{center}
{\Large GM's Knowledge}
\end{center}

\begin{center}
{\large The Drowic-Troll Wars}
\end{center}

{\noindent \Large O}ne of the major events which nearly all surface-dwellers are
oblivious to are the series of Drowic-Troll wars in the vicinity
of the underearth immediately beneath Tol Torogon. The wars
resulted in the almost total extinction of Trolls within that
region, however, the drow failed in preventing the trollish
exodus to the Norhic Isle of the Tall Tower which was made
possible by both the foolish mining beneath Hell's Chimney and by
the now defunct Order of the Green Knights which held off drowic
attacks against the trolls until the Drow Queen lost patience
with the extinction efforts and made a truce with the TrollKing,
thus forming a new but isolated province of the drow kingdom.

In theory, Tol Torogon is ruled by Leucretia, a drowic
necromantress, who has been condemned to rule the surfaceworld
province for her Drow Queen until her grandmother, Princess
Neelock, a warrioress-mage and one-time general of the drowic
armies completes her original mission, the extinction of the
Troll race. Unfortunately for the mission, Neelock now stands,
petrified, on a stony terrace of the Chimney's southern slope,
the trolls often paying their respects to what they regard as the
black jade statue of a fearsome war-goddess. The Queen had
Neelock petrified via an astrological enchantment causing the
island's full lunar eclipse of the sun in 708 CY after it became
apparent that the Trolls would be more useful alive than dead,
however, at the time it was not politically expedient to reverse
her orders that the trolls be exterminated thus giving Neelock,
her daughter, grounds for assassination and subsequent assumption
of the Drowic throne. The final result has been that Neelock has
remained petrified (but conscious) in very good sunlight for the
past two and a half centuries, and boy is she pissed!

\begin{center}
{\large The Troll-King}
\end{center}

{\noindent \large T}he real (de-facto) ruler of the island is the Two-Headed
TrollKing, also called the Two-Headed Abomination by his faithful
admirers. The head most often attributed to making wise if blunt
decisions is named Elegnem, a warrior by trade and well respected
by his subjects. The other head is Ghelos, a necromantic mage
studying his black arts from Leucretia in exchange for the import
of slaves and durang which he arranges thought the pirate
admiral, Nipul. Ghelos is the more feared if less respected of
the two heads, but taken together, they serve as a good balance
of wisdom, warriorly might, and magic discouraging any uprising
against the stabile leadership the trolls have thus far enjoyed.

As for the troll's relationship with the drow, it is unsteady at
best. Even after two and a half centuries, the trolls still
harbor a deathly, almost instinctual fear of the drow or anything
drowic, regarding the statue of Neelock as a thing of horrible
beauty, demanding of trollish reverence and submission. Even the
mighty Elegnem fears it and sees in it the appearance of
Leucretia fearing her as an incarnation of this Goddess even
though she has demonstrated no other powers than of but of a
single mage who against a powerful warrior such as he wouldn't
stand a fighting change at close-quartered combat. Ghelos fears
her also, yet less so since his understanding of magic permits
him to rationalize her powers into a framework where she becomes
less than this incarnation of Neelock which Elegnem sees. Ghelos
lusts for her and her powers, secretly scheming to overthrow her
``alter'' and place a statue of himself in it's place, but first he
realizes that he must learn from her all there is to learn.

\begin{center}
{\large Memories of Neelock}
\end{center}

{\noindent \large A}s mentioned before, Neelock is the daughter of the drow queen
and the grandmother of Leucretia. Scrolls buried in the keep's
basement tell of her adamantite scythe which, when drawn from its
sickled scabbard at night oozes forth a black venom which turns
those she slaughters into undead zombies beckoning to her
command. The scrolls also note, however, that the bloodstones
which are relatively common to the island may be used to
cauterize wounds, neutralizing the demonic venom and protecting
the slain from spiritual servitude. These glowing coals are often
placed around her statue as a form of symbolic protection for her
trollish worshipers.

\begin{center}
{\large Ekneix}
\end{center}

{\noindent \large T}he Thaumaturgic Mage said to inhabit the island is actually an
avatar of Ekneix, the God of Science, hiding within the guise of
a powerful astrologer who uses alchemy to provoke relationships
between the celestial bodies. He is on the island at the
beckoning of Lisilin, the Vengeance-Taker and Princess of the
DarkAngles who wishes him to hear Leucretia's pleas that her
grandmother, Neelock, be freed from her eternal imprisonment in
stone. However, in order to free Neelock, he must unwind the
astrological enchantment within which she was bound, this
requiring the opposite of the full lunar eclipse that drew the
dark veil of jade across the warrioress-mage. In short, he needs
the sun to pass in front of the moon in such a way that the lunar
rays might pass through the heart of the sun to melt the black,
icy jade which contains Neelock. It is, of course, a chore of the
most unlikely impossibility yet one for which this avatar of
Science anxiously attends his labors striving intellectually
through this passage of difficulty into the possibilities beyond.

Ekneix has a firetoad familiar named Kermit who warns him of
intruders into his domain, a deep crevice within Hell's chimney
where the soupy waters of the Boglands dip into the fiery path of
the lava's flow creating a place known only as the Swamp of
Mists. Deep within this fiery swamp, he uses a wide bowl of
polished lavastone to reflect the constellations even during
periods of dense fog and daylight. From Leucretia, he gathers a
quota of troll's blood as a magical base to his alchemy.

\begin{center}
{\large The Swamp of Mists}
\end{center}

{\noindent \large T}he Devil's Chimney rises to over a mile above sea-level, its
magma spilling down two deep conduits, one flowing east and the
other southeast until both eventually meet the sea. However,
between the bogs and the mountain slopes, both conduits branch
out with minor forks which carry the hot, lava sluice into a
jagged moat which surrounds the eastern border of the Swamp of
Mists. Lava children occasionally cascade down these conduits and
into the moat from the depths of the Chimney which gives their
birth.

The entire swamp in enchanted, utilizing the regenerative magic
of troll blood with the spiritual essence of the lava itself.
Within it's misty depths, wanderers occasionally witness the
ghosts of centuries past, spirits of green knights and drow elves
locked in eternal combat. One particular specter might visit upon
travelers, this being the Ghost Knight, Kalen, Lord Protector of
the Isle. He wears armor of green dragon scales and rides a
great, shadowy steed, charging individuals who he detects as
having evil intent. He may stop to warn the particularly pure of
the evil influence of the drow on the island and of the mad
mixer, Ekneix, who plots their return.

The avatar of Ekneix also does his work here, mixing the lava
sluice and the foul rainfall which gathers within the bogs
creating a rancid fog which rises to move the heavens and delight
the old alchemist. Continually he mutters about the elements and
about troll's blood, continually cursing the skies and singing
about bones and they ways they are connected. Occasionally he
even brings up the gods, calling them each by the elements and
calling himself a flame of hope and glory.

\begin{center}
{\large Deadman's Cove}
\end{center}

{\noindent \large T}he Pirates utilize a cove on the western ledge of Hell's Chimney
which they use as a home base for their operations. Here the sea
flows into the heart of the volcano via a conduit dug out by the
early miners in order to cool the fires of the mountain and
manage lava flows via proven dwarven architectures. There is
still the capacity within these tunnels the force or delay
eruption of the volcano, although the mechanisms have been
largely untouched for hundreds of years.

The pirates have three sea worthy vessels: the Donatello, a
longship commanded by Rocksteady, a minotaur mage; the
Michelangelo, a cog commanded by Splinter, a ratling monk; and
the flagship galleon Leonardo commanded by Admiral Nipul, a
rakshasan illusionist. Nipul has within the last several decades
made a deal with Ghelos, agreeing to provide him with captured
slaves from surrounding islands and raw durang from the craterous
isle of Angremyn. In return, the pirates are provided with a safe
harbor, with undead zombies to help sail the ships and conduct
raids without risk to the living crewmembers, and with access to
illusionary magics which help disguise the predominately
half-orcish crew and zombies as human sailors. Nipul has a galltrit
familiar he has named Two-can which is similarly disguised via
illusionary magic to normally appear as a parrot while it is not
attacking.

For all his good fortune, however, Nipul is constantly plagued by
Rhianon, a sea hag whose lair he pillaged stealing her trident of
fish command. Rhianon seeks the trident, often appearing to the
half-orcs as a beautiful mermaid before casting her charms and
luring them to their watery deaths. Occasionally, she sneaks
aboard one of the ships to search the cargo hold for her trident,
turning the zombie guards or forcing them to start fires aboard
the boat. Her persistence in re-attaining the item isn't merely
due to her fascination with it's power. She needs it both for the
protection of her new lair and in order to summon Anto, the Great
Maw, which she herself raised from a pup and has utilized to
destroy shipping on the high seas so that she could feed on the
crew and passengers. Often she lays in wait outside Deadman's
Cove for the ships to leave so that she may try again to regain
what she feels is rightfully hers.

Anto, meanwhile, seeks her by the foul scent of her rotting flesh
while he isn't destroying ships which pass nearby. To underwater
observers, he appears as a gigantic jellyfish, often using his
inner tentacles to stir the water and create whirlpools beneath
small vessels. Once rotating quickly, he grinds them within his
maw using his nine-foot fangs to break them apart and devouring
anything which is organic.

\newpage
\ \\

\vspace{6in}

\begin{quote}
``In the beginning the universe was created.  This made a lot of people
very angry and has been widely regarded as a bad move."

\ \ \ --- D. Adams
\end{quote}

\end{document}



