TEXT:  
   
   
   
  Advanced Dungeons & Dragons
  Advanced Dungeons & Dragons  
  An Offical On
  An Offical On--Line Game Accessory 
  Line Game Accessory   
    
   
  Dark Sun
  Dark Sun 
   
   
  Villages of the Wastes
  Villages of the Wastes  
   
   
   
   
   
  
   
   
  2 
   
   
   
  “In your travels, you’ll find villages scattered all over 
  Athas, from islands in the Sea of Silt to peaks high in 
  the Ringing Mountains.  Usually, they stand at some 
  site of moderate importance, such as a minor oasis, 
  the crossroads of two trading routes, or near a flint 
  or obsidian quarry.” - The Wanderer. 
   
   
   
   
   
   
   
   
  U.S. Canada, Asia, Pacific, 
  & Latin America 
  Wizards of the Coast, Inc.  
  P.O. Box 707 
  Renton, WA, 98057-0707 
   
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  Belgium 
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  Official Home of Dark Sun on the 
  Net. 
   
   
   
  Credits
  Credits  
  Authors
  Authors::  William Allman,
  William Allman, Nels A
  Nels Anderson, Daniel Bandera, Marin Beros, Braith 
  nderson, Daniel Bandera, Marin Beros, Braith 
  Boyten, Benjamin Carroll, Gabriel Cormier, Colin Cookman, Philip Daay, Brendan 
  Boyten, Benjamin Carroll, Gabriel Cormier, Colin Cookman, Philip Daay, Brendan 
  Gasparin, Joe Gelpe, Joshua D
  Gasparin, Joe Gelpe, Joshua D. Gregory, Harijot Khalsa, Jeffrey L
   Gregory, Harijot Khalsa, Jeffrey L. Kromer, Matthew
   Kromer, Matthew  
  A
  A. Mendoza, and Nathan Paziuk
   Mendoza, and Nathan Paziuk 
    
  Editing:
  Editing:  Daniel B
  Daniel Bandera and Gabriel Cormier
  andera and Gabriel Cormier  
    
  Project Coordination: 
  Project Coordination: Daniel Bandera
  Daniel Bandera 
   
   
  Villages of the Wastes Release Date: August 1, 2000 
    
    
  Legal Notice:
  Legal Notice:  
  AD&D®, Advanced Dungeons and Dragons®, and Dark Sun® are registered trademarks of Wizards of the 
  Coast, Inc.  This Dark Sun on-line product has been recognized by Wizards of the Coast as an Official 
  Dark Sun release on the internet.  The content here in is considered to be derivative work (as it is based on 
  the intellectual property owned by Wizards of the Coast), and the articles within are jointly owned by both 
  Wizards of the Coast and their authors.  As such neither can do anything outside the official website 
  without the permission of the other.  This net-project may be reproduced for personal use, but may not be 
  used to generate revenue. 
   
   
  
   
   
  3 
   
  Table of Contents 
   
  Introduction
  Introduction  
  4.
  4.  
   
  The Villages
  The Villages  
  6.
  6.  
   
  The North 
   
   
   
  Daro
  Daro  
   
  By William Allman 
  6. 
    
  Arla
  Arla  
   
  By Nels Anderson 
  10. 
    
  The Ivory Triangle 
  Vavrek
  Vavrek  
   
  By Daniel Bandera 
  14. 
    
    
  Pree Ha’em
  Pree Ha’em  
   
  By Joe Gelpe 
  17. 
    
  Tairek’s Lot 
  Tairek’s Lot   
   
  By Benjamin Carroll 
  21. 
    
  Turg’s Inlet
  Turg’s Inlet  
   
  By Brendan Gasparin 
  24. 
    
  The Tyr Region 
  Eru’s Rest 
  Eru’s Rest  
   
  By Jeffrey L. Kromer 
  28. 
  Nalod Springs 
  Nalod Springs  
   
  By Matthew A. Mendoza 
  31. 
    
  Powder River
  Powder River 
   
  By Colin Cookman 
  36. 
    
  Menka’s Gate
  Menka’s Gate 
   
  By Nathan Paziuk 
  41. 
    
  The South 
  Alador
  Alador  
   
  By Philip Daay 
  43. 
    
  Thilon’s Camp
  Thilon’s Camp  
   
  By Harijot Khalsa 
  48. 
    
  Dubok
  Dubok  
   
  By Marin Beros 
  52. 
    
  Segovara
  Segovara  
   
  By Daniel Bandera 
  56. 
   
  Beyond the Tablelands 
  Cwalu
  Cwalu  
   
  By Joshua D. Gregory 
  59. 
    
  Sakkakog
  Sakkakog  
   
  By Braith Boyton 
  61. 
    
  Khum
  Khum  
   
  By Jeffrey L. Kromer 
  64. 
   
  Credits 
  67. 
   
  
   
   
  4 
   
  Intro….. 
   
  The hot sun baked my parched lips and burned my already-red skin. The burning sand 
  sent tremors of agony through my blistered feet, the protection from my leather sandals 
  having long ago faded. Each step I took was sheer torment. My limbs were cramped from 
  all the walking I had done, and my head pounded from the heat. Climbing this dune was 
  no different from all the others I had traversed. 
   
  Yet I continued on, determined to struggle until the heat finally dried up my skin and I 
  would fall, never to stand again. Then the sun would turn my corpse into a pile of white, 
  bleached bones within a day, and these would in turn crumble to dust if they were not 
  buried under the sand. 
   
  I had been walking for many days; I couldn’t remember how long. My water had run out a 
  few days ago, and it was a miracle that no beast had come to devourer my body. 
  Perhaps they knew I wouldn’t make much of a meal. My human body was so thin that I 
  almost looked like an elf. Food deprivation had left me in a sorry state. Had I the 
  strength to lift the rags covering my body, I knew I would see my ribs almost bursting 
  from my chest. 
   
  Up and down, all day long, all around it was the same. Sand. Sometimes there was a 
  cactus or two, but I never ventured close, because you could never trust the life that 
  survived out here. It didn’t survive by being friendly, and I had neither the strength nor 
  the desire to fight with these vicious plants. 
   
  As I took my final steps to clear the dune, I saw in the distance what must be a mirage. 
  My eyes were deceiving me; my head was telling me lies. There, off in the distance, in the 
  middle of this blasted desert, was a small village! I could barely make out huts, and I even 
  thought I saw a tree. I tried to shout, but my dry throat could not even utter a sound. 
   
  Yet the possibility of such a thing was unthinkable. And as I slowly made my way towards 
  this most improbable destination, I knew in my heart that these would be my final steps. 
  
   
   
  5 
   
  Even the hope of such a thing, a village in the middle of all this sand, wasn’t enough to 
  spur my weakened limbs on. 
   
  But I must continue, lest to give in now would be an act of cowardice, even though my 
  situation was hopeless. When your mind gives up before your body, you have lost all. 
   
  I walked a few more steps, the strength in my limbs draining fast. The dark sun overhead 
  continued to shine, oblivious to my plight. The hot, dry desert air was still all around. Not 
  even a slight breeze stirred the air to cool my body. 
   
  And then my body could take no more. I fell down upon the burning sand, and felt my 
  unprotected face begin to blister. I struggled to move, but my limbs would not respond. 
  This was the end. My struggle for survival was no more. 
   
  As darkness descended upon me, I thought I heard a cry out in the distance. I shut it 
  out, believing it was my mind deceiving me yet again. I heard the cry once more, closer. 
  Perhaps I was not dreaming. I tried to move my head to see, but I could not even do that. 
  As I tried to listen once more, the darkness finally came…. 
   
  I woke up when someone slapped me on the side of the head, and opened my eyes to 
  see the hairless face of a mul staring down at me. I tried to speak, but couldn’t make a 
  sound. All that came out was a dry wheezing sound, like the death rattle of an erdlu. 
   
  I was given water, and finally I sat up. I looked around, and I was in a village! My eyes had 
  not deceived me! That life could exist in such a barren and isolated place was a 
  testament to the survival instinct of these people. Then I wondered, if life can exist here, 
  where else in the wastes can it be found?………… 
   
  - Excerpt from the journal of the sage Bartamuk the Mad. 
   
   
  
  Villages of the Wastes:  The North
  Villages of the Wastes:  The North 
  6 
   
  Daro
  Daro  
   
   
   
  Daro was a client village of Raam. It now serves as a 
  stronghold for one of Raam's former templars. 
   
   
  Origins/History
  Origins/History  
   
  Daro was founded over a millennium ago to handle 
  trade filtering in through Break Shore.  Over the centuries, 
  Daro’s focus has shifted from trade to agricultural 
  administration, helping to oversee the mass of slaves working 
  Raam’s fields. 
   
  With Abalach-Re's death in Free Year 10, Raam, 
  never truly a safe place for a templar, became even less so.  
  Slaves, freemen, and nobles alike turned on each other, but a 
  templar or other civil servant was still considered a common 
  enemy by all.  A few managed to take control of a portion of the 
  city by rallying Raam's civil guard, but most simply fled. 
   
  One such templar was Avish Thira. Gathering a 
  small group of servants and underlings, he arrived in Daro 
  before word of Abalach-Re's death and the subsequent riots.  
  He immediately seized command of the small garrison and 
  instituted martial law, cutting the village off from the outside. 
  By his swift action he managed to keep most of the chaos 
  surrounding Abalach-Re's death outside the walls of his new 
  home. Of course, such news couldn't be kept out forever, but 
  by the time it arrived, Avish had Daro firmly under his heel. 
   
  The first threat to Avish’s rule arrived at Daro's gates 
  less than a week after Abalach-Re's death on the Great Ivory 
  Plains. One of Raam's aga (commanders), holding a force of 
  heavy crodlu in reserve, managed to retreat in good order. 
  Unfortunately the same speed that saw them safely back to 
  Raam separated them from the army's baggage train. Aga 
  Nebka and his force of 60 arrived on Raam's outskirts dirty, 
  tired, hungry, and most importantly, thirsty.  Scouts informed 
  him of the riots in Raam so he decided to detour to one of 
  Raam's client villages for easier foraging. 
   
  Five days after Avish took control of Daro, Nebka 
  arrived at his doorstep demanding the gates be opened. With 
  Abalach-Re dead not only was Nebka not bound to obey 
  Avish, Avish also lacked the magical might to force Nebka to 
  obey, so Avish demanded that Nebka swear an oath of loyalty 
  to him as vizier of Daro before Nebka would be allowed inside. 
  Nebka agreed, not willing to try to take Daro with cavalry or 
  return to the road and risk finding a less hospitable reception 
  elsewhere.  Aside from keeping Nebka's men separate from his 
  own, Avish has treated the aga with respect, frequently 
  consulting him on matters of governance. 
   
   
  Location
  Location  
   
  Daro is an hour's walk southeast of Raam. It lies on 
  the fringe of the fields surrounding the city along a road that 
  follows a pass through the mountains to the village of Break 
  Shore, on the coast of the Silt Sea. The village is surrounded by 
  adobe walls 18' high and nearly 10' thick at their base. Two 
  gates of mekillot ribs lashed together with giant hair rope allow 
  passage at the north and south ends of the village. The gates 
  hang in stone gatehouses each of which has a pair of light 
  ballistae mounted on top. 
   
  Some of the original warehouses had been converted 
  into barracks for the town's garrison. Raam originally supplied 
  the garrison's equipment, including weapons and armor, with 
  only facilities to make repairs in Daro.  Avish is in great need of 
  an armorer and weaponsmith, especially with the arrival of 
  Nebka and his men. Should a suitable craftsman be captured 
  on a caravan raid he can be guaranteed excellent treatment. 
   
  Daro also has approximately 90 civilians consisting 
  primarily of packers, haulers, wheelwrights, carpenters, coopers, 
  joiners, stablers, animal handlers, and the usual assortment of 
  service professions seen in any well-traveled way stop.  The 
  crafts practiced by Daro’s freemen are dictated by the needs of 
  the trade caravans that pass through. Two professions notably 
  absent are brick maker and stonemason; until recently work 
  crews from Raam maintained the walls and buildings of Daro. 
  This only adds to Avish’s list of professionals to kidnap. 
   
  The Sated Fael is the only inn in town. Above its 
  door hangs a sign depicting that undead of mythic appetite 
  reclining with its belt loosened and an exhausted look on its 
  face. The Fael (as it is more commonly called) is a large, two-
  story building near the southeast corner of Daro's walls. As with 
  all businesses and residences in Daro under Avish's rule, the 
  Fael is closed from dusk till dawn. The food is only fair and the 
  drinks are heavily watered, but prices are still high. The Fael 
  can sleep 20 comfortably in second floor rooms plus another 30 
  or so in the common room. 
   
  There are no stores in Daro where visitors can buy 
  supplies. Goods are so scarce that everything entering Daro is 
  considered property of the town and as such gets redistributed 
  by Avish.  His first priority is to keep his troops well supplied.  
  
  Villages of the Wastes:  The North
  Villages of the Wastes:  The North 
  7 
   
  Next are his own needs and the needs of his household, followed 
  by the town's freemen, and then the former farm slaves. 
   
  Over time Daro had become primarily a farming 
  community with a small bureaucracy overseeing the 200 or so 
  slaves who worked the fields around Daro.  But in the current 
  climate of unrest, Avish sees no way to defend the fields 
  through an entire growing season.  As a result these slaves have 
  all been either reassigned or freed (i.e. cast out).  Most of those 
  that were freed left immediately, but some stuck stubbornly to 
  the land they had worked all their lives.  Avish offers them no 
  protection, but should they manage to grow anything he'll 
  certainly take it. 
   
   
  Organization
  Organization  
   
  Daro is ruled by Avish Thira, formerly a templar of 
  Abalach-Re. He has 150 well-disciplined troops from the 
  original garrison at his command. He keeps them loyal and their 
  morale high with excellent bonuses, but without his magical 
  powers his command would be in jeopardy. 
   
  Avish managed to keep things together for a few 
  weeks after Abalach-Re's death through bluff and 
  showmanship.  When he received a cloaked visitor one night he 
  was receptive to the message: acceptance by a new sorcerer-
  king.  Avish was quick to accept the offer.  With his 
  spellcasting abilities restored, Avish is his old self again: a lying, 
  manipulative, violence-prone despot.  His conferences with 
  Nebka have become less frequent and more trivial. 
   
  Avish has yet to make his new patron’s identity 
  public knowledge or even acknowledge the fact that he was 
  without spells for a period of time.  Whether he is waiting for 
  some signal to break his masquerade or simply wishes to keep his 
  citizenry in anxious ignorance is likewise a mystery. 
   
  Of primary concern to Avish is money.  He managed 
  to slip out of Raam with a small fortune in gems and gold but 
  that is quickly disappearing into the pockets of his guard.  Since 
  the village doesn't produce a surplus of any trade good, Avish is 
  forced to send out raiding parties to acquire the necessities of 
  life. 
   
  His main source of income is in sponsoring raids into 
  Raam. Using his knowledge of the location of templar caches of 
  arms, coinage, and other valuables, Avish can direct parties of 
  adventurers to the goods for a portion of the take.  Granted, 
  Avish is more likely than not to kill them afterwards and keep 
  everything.  Sometimes the cache has already been raided, but 
  there are always takers for a treasure hunt.  Alternately Avish 
  might simply sell the location of a cache he knows to be empty 
  or contain worthless goods. 
   
   
  Outside Relations
  Outside Relations  
   
  Once an administrative center and waypoint for 
  travelers, Daro now has little contact with outsiders.  Generally 
  this contact consists of a raiding party sacking a nearby caravan 
  or accosting a group of travelers.  Occasionally though some 
  trade still finds its way up from Break Shore. 
   
  Travelers who make it to the gates unmolested will 
  find them closed.  They'll open readily for a caravan with goods 
  to sell, but small parties of individuals will have a harder time 
  gaining entrance. Those with a useful skill to sell (smith, 
  warrior, treasure hunter, mindbender, defiler, etc.) will be 
  brought to Avish's attention. Most others will be turned away.  
  Avish's guards are not immune to bribes, though; they're just a 
  bit more resistant thanks to his excellent pay and vengeful 
  nature. 
   
  Travelers who get in can stay at the Fael for the short 
  term. More permanent additions to Daro's population will be 
  given living quarters in one of the abandoned homes scattered 
  around town. 
   
  The other main type of interaction Daro has with 
  outsiders is in repulsing raids.  This duty falls to Daro's garrison.  
  Nebka's troops rarely enter such frays except at the end to 
  harass routed foes.  So far Daro's guard has fought off two honest 
  attempts on its walls and numerous minor attacks, mainly by 
  disorganized bands of ex-slaves. 
   
   
  Important Residents
  Important Residents  
    
  Avish Thira
  Avish Thira 
  Male Human Templar, Chaotic Evil  
   
  AC  6 (bone ring of protection +2, Dex) 
  Str  12 
  Movement 12 
  Dex  16 
  Level 10 
  Con  11 
  Hit Points 43 
  Int  18 
  THAC0 13 
  Wis  11 
  No. of Attacks  1 
  Cha  17 
   
  Damage/ Attack: 1d4+1 (boneiron dagger +1) 
   
  Psionics Summary:
  Psionics Summary:  
  PLAYER’S OPTION:  MAC 8 
   
  
  Villages of the Wastes:  The North
  Villages of the Wastes:  The North 
  8 
   
  Special Equipment:
  Special Equipment: periapt of proof against poison, silver signet 
  ring. 
    
  Spells (3/3/3/2):
  Spells (3/3/3/2): 1st—command, cure light wounds, detect 
  magic; 2nd—aid, hold person, silence, 15' radius; 3rd—dispel 
  magic, magical vestment, protection from fire; 4th—produce fire, 
  free action. 
   
   
  Avish Thira is the son of a silk merchant and his 
  pampered wife. Whether or not either is still alive in the 
  aftermath of Abalach-Re's death Avish neither knows nor 
  cares. He left his family to join Raam's government almost 30 
  years ago and has had little contact with his family since. 
   
  Avish rode his scheming intellect and glib tongue up 
  the templarate ranks quickly. But poor luck caused his rise to 
  stall along the dead-end path of Supply. For almost a dozen 
  years, Avish had languished as a glorified chamberlain. His 
  duties consisted mainly of signing off on requisition forms, 
  negotiating prices with traders, and maintaining supplies in the 
  palace at siege-ready levels. Avish did not long mourn 
  Abalach-Re. Commanding his own little Raam is a dream 
  come true! 
    
  Aga Nebka
  Aga Nebka  
  Male Human Fighter, Lawful Evil 
   
  AC  2 (scale mail, medium shield, Dex) 
  Str  13 
  Movement 12 
  Dex  17 
  Level 9 
  Con  15 
  Hit Points 77 
  Int  11 
  THAC0 12 
  Wis  13 
  No. of Attacks  3/2 
  Cha  15 
   
  Damage/ Attack: 1d8 (steel long sword) 
   
  Special Equipment: heavy lance, dagger, heavy crodlu with 
  forearm blades. 
   
  Psionics Summary:
  Psionics Summary: PSPs 51; Wild Talent: control light 
  Attack/ Defense Modes: none/ MB, MBk, TW. 
  Power Score – 11  
  PLAYER’S OPTION: MTHAC0 16; MAC 10; 
    
   
  Taken into Raam's military at an early age, Nebka's 
  agility saved him from the short life of a foot soldier, and his 
  forceful personality set him above his peers. A combination of 
  luck and skill saw him rise steadily through the ranks and kept 
  him alive through the infrequent military campaigns Raam 
  participated in. Though he has nowhere near the seasoning of 
  one of Urik's war leaders, neither is Nebka green. 
   
  Nebka chafes at Avish's leash. He and his troops are 
  ill suited for the sedentary life of garrison duty, and Avish 
  allows them few opportunities to exercise their abilities. Morale 
  is poor and soon he may have to choose between his command 
  and his oath to Avish, which he still feels bound by despite the 
  way it was extorted.  
    
  Ninocris
  Ninocris  
  Female Human Templar, Lawful Neutral 
   
  AC  10 
  Str  13 
  Movement  12 
  Dex  13 
  Level  7 
  Con  15 
  Hit Points  41 
  Int  15 
  THAC0 16 
  Wis  13 
  No. of Attacks  1 
  Cha  16 
   
  Damage/ Attack: by weapon 
    
  Special Equipment: over-large robes. 
    
  Psionics Summary:
  Psionics Summary:  
  PLAYER’S OPTION:  MAC 10 
    
  Spells (3/2/2):
  Spells (3/2/2): 1st—cure light wounds (x3), light; 2nd—charm 
  person or mammal, speak with animals; 3rd—dispel magic, speak 
  with dead. 
    
   
  Ninocris is the cloaked stranger who returned the 
  grace of a sorcerer-monarch to Avish. Who that monarch is 
  remains unclear.  Many rumors state that most likely Ninocris 
  serves either Hamanu or Nibenay. But there are some who say 
  that Ninocris is not even human.  Perhaps the rumors of 
  stirrings beneath ruined Giustenal are more than just rumors . . 
  . 
   
  Whatever her true allegiance, Ninocris's agenda is 
  fairly clear. In addition to indoctrinating Avish into his new 
  patron’s service, she uses her magic to maintain a modest circle 
  of informants within Daro—both living and dead.  Ninocris 
  spends most of her time in Avish's spacious quarters, but when 
  she does venture out into public she is always concealed in 
  heavy, figure-smothering robes.  Numerous rumors regarding 
  Avish's mysterious guest have sprung up. The most common is 
  that she is a powerful psionicist teaching Avish to use the Way 
  in case his priestly powers fail him again. 
  
  Villages of the Wastes:  The North
  Villages of the Wastes:  The North 
  9 
   
    
  Bala
  Bala  
  Male Half-Elf Fighter/ Thief, Neutral Evil  
   
  AC  7 (leather armor, Dex) 
  Str  16 
  Movement 12 
  Dex  15 
  Level 5/6 
  Con  10 
  Hit Points 24 
  Int  14 
  THAC0 17 
  Wis  12 
  No. of Attacks  1 
  Cha  15 
   
  Damage/ Attack: 1d6 (bone short sword) 
    
  Special Equipment: lockpicks, short bow, 12 bone-tipped flight 
  arrows. 
   
  Psionics Summary:
  Psionics Summary:  
  PLAYER’S OPTION:  MAC 10 
   
  Thieving Abilities:
  Thieving Abilities: PP 45, OL 55, F/RT 25, MS 60, HS 65, 
  DN 25, CW 70, RL 0, FD 10, BO -5, EB 10. 
   
   
  Bala is just one of many spies Avish keeps on his 
  payroll. Most lurk in the camps of other Raamin despots, but 
  some, like Bala, work at home. Bala spends most of his time in 
  the Sated Fael pretending to be more drunk than he really is. 
  He tries to pass himself off as a guide to adventuring parties 
  Avish has hired to search out a cache in Raam. He does have a 
  fairly impressive knowledge of the streets and people of Raam, 
  having spent all of his life there up until now and can be a 
  valuable asset during a trip into the city.  His responsibilities in 
  such a case are to aid the hired adventurers then inform Avish 
  of what was taken, where it might have been hidden, how good a 
  fight they might put up, etc. when the group returns to Daro to 
  collect the rest of their pay. 
   
   
   
  
  Villages of the Wastes:  The North
  Villages of the Wastes:  The North 
  10 
   
  Arla
  Arla  
   
   
   
  “I had never found Draj pleasant.  Its templar's 'fees' 
  were always too steep, and their pockets seemed bottomless. In 
  addition, the entire warrior-kill or be killed mindset-always 
  bothered me. I am too frequently reminded of this while 
  traveling the wastes.  I like not having this shoved in my face 
  again, especially in what humans call civilization.  And Raam, 
  pah!  I have never seen a more paranoid and suspicious jukkete.  
  And believe me elves know suspicious people, in fact I'm one of 
  them!  Kind of ironic I ended up finding myself in the winds and 
  later returning to Draj and Raam, this time with far different 
  goals in mind; instead of trade, I now free slaves from Tec's 
  deplorable work farms and Abalach-Re's communes.  But the 
  slaves need somewhere to go, that is why I established Arla, and 
  in the name of freedom, I remain its leader and protector to this 
  day.”               
  -Dukkoti Airhunter, founder of Arla 
   
   
  Origins/ History
  Origins/ History  
   
  Nestled in a small valley between mountains to the 
  north and the Sea of Silt to the south, Arla is a small village 
  composed mainly of former slaves.  Dukkoti Airhunter, the 
  village's founder, is an air cleric who has taken it upon himself to 
  free the oppressed peoples of Draj and Raam as the spirits of the 
  Air direct him.   
   
  Prior to founding Arla, Dukkoti had no where to lead 
  the freed slaves, so many simply fled into the desert and soon 
  met their fate.  Dukkoti knew he could not continue saving 
  lives from one tyrant only to see them taken away by the desert.  
  So he decided to make a pilgrimage to the mountains southeast 
  of Raam to ask the forces of Air for guidance.   
   
  While meditating on a high mountain peak, Dukkoti 
  was discovered and attacked by a starving gith band, 
  desperately hunting prey among the rocks.  Dukkoti managed 
  to hold his own for a while, but the giths' savagery and numbers 
  quickly overwhelmed the air cleric.  Using his last granted 
  power, he leap from the peak, feather falling toward ruins in the 
  foothills below.   
   
  But the gith did not give up that easily; they sprinted 
  down the mountain after Dukkoti.  They finally pinned him 
  with his back against the silt on one side and several ruined 
  buildings on the others.  Dukkoti prayed to the air spirits to 
  guide his spirit to the afterlife and readied his longbow, when 
  the gith's leader suddenly leapt onto the nearest gith and tore 
  him apart with his claws.  This greatly demoralized the other 
  gith, and after Dukkoti's arrow split two more gith's skulls, they 
  broke and fled.   
   
  After the gith had fled, a lone human stepped out of a 
  black doorway that suddenly appeared behind Dukkoti.  The 
  human introduced himself as Theis and asked the elf what he 
  was doing on this side of the mountains.  Dukkoti told the 
  psionicist his purpose and Theis felt something he had not 
  experienced in many, many years; he felt compassion and 
  sympathy for the elf's cause. A friendship stronger then agafari 
  soon grew between the two.  Pulling in family favors, Theis was 
  able to get the resources needed to rebuild the ruins and realize 
  Dukkoti's dream.  Finally, Dukkoti had a place to bring his 
  freed slaves, rather than letting them go into the desert, which 
  was usually a worse fate than the slavery he constantly fought 
  against. 
   
   
  Location
  Location  
   
  The mountains southeast of Raam and southwest of 
  Draj have never had a common name.  The Draji call it one 
  thing, Raamians another, the Elves call it by yet another name, 
  merchants call it another still, and it's given a fifth name by the 
  Gith.  It is also out of the way of trade routes.  So, the 
  northeastern section of these mountains has been primarily 
  ignored.  And this is why Dukkoti chose it for his village.   
   
  Little did he know, Theis, a human psionicist of no 
  little skill, had made his meditative cabin there.  After saving 
  Dukkoti's life, Theis had no problems helping the elf establish 
  his village.  And his cabin is still there, on a small hill 
  overlooking the village.   
   
  Arla is very small; it has only five permanent 
  buildings: a small tavern, three artisan's shops, and the village 
  storage.  These were all rebuilt from already existing ruins.  A 
  large pavilion tent next to the village storage serves as a meeting 
  or festival hall.  A leather worker, a stone/bone smith, and a 
  ceramic worker make up the artisans of Arla.  
   
  There is a small silt skimmer dock, which is 
  occasionally used by dwarven merchants.  The tavern mostly 
  caters to visiting elves, dwarves, and more “lax” former slaves.  
  All the freed slaves (with the exception of the artisans who live 
  in their shops) live in tents that make up the majority of the 
  structures in Arla.  There is a small, tented bazaar area that is 
  used by elven merchants whenever they come, usually once 
  
  Villages of the Wastes:  The North
  Villages of the Wastes:  The North 
  11 
   
  every 1-2 months.  A small corral holds the village's kanks 
  whenever they are not being herded.  And as in many small 
  Athasian villages, the well lies in the center of the city. 
   
   
  Organization
  Organization  
   
  Dukkoti Airhunter is the venerated founder and 
  proverbial father of Arla.  But his devotion to Air and his elven 
  nature make his wanderings very prolonged.  Whenever he is 
  absent his half-elf daughter Kara, advised by Theis, rules in his 
  place.  Dukkoti's wife Mares used to lead the village in his 
  absence, but she was recently killed by gith (see below) and 
  Dukkoti hasn't been seen in well over four months.  Kara 
  remained in Arla and has tried to lead, but she is young and still 
  depressed by her mother's death.  Theis remained in the valley 
  after Arla was built, and often serves as an advisor for Dukkoti 
  and Kara.   
   
  Whenever an important decision must be made, the 
  village is summoned to the meeting hall and a council is held, 
  mediated by Dukkoti or Kara and Theis.  The villagers, 
  numbering about 250, voice their opinions. Dukkoti, Kara, and 
  Theis then decide a course of action.   
   
  The village is so small that no real law enforcement is 
  needed, everyone knows everyone else.  But due to the recent 
  gith attacks, mercenaries are occasionally hired, always through 
  dwarven silt merchants.  They are either paid in loot from dead 
  gith or goods scavenged from ruins in the mountains and the 
  Sea of Silt. 
   
   
  Outside Relations
  Outside Relations  
   
  The best asset Arla has in regard for its safety is 
  worthlessness.  As harsh as it sounds, it's true.  There is almost 
  nothing worthwhile in Arla (at least that anyone but the leaders 
  know about).  They are self-sufficient, but don't produce 
  anything truly excessive.  But they do have food, water, and 
  weapons and this is all the justification the gith need to 
  continually assault the village.  Gith attacks fluctuate; some 
  times it seems they will never cease, other times they are rare at 
  best.  It was during one of these recent attacks that Dukkoti's 
  wife, Mares, lost her life defending the village.  Dukkoti has 
  fallen into a substantial depression and wandered away from the 
  village, leaving his daughter in charge.   
   
  In regard to the city-states, either the sorcerer-kings 
  aren't aware of Arla's existence or simply don't care.  The 
  former is far more likely, because Dukkoti is very cautious when 
  freeing slaves and dealing with outsiders.   
   
  Arla's only real connection to the outside is the elven 
  merchants and the dwarven silt skimmers that occasionally visit 
  the village.  They supply the village with weapons and 
  mercenaries, the only two things the village can't really produce 
  on its own (at least not effectively).  About a year ago, a small 
  ruin was found in an area where the silt had blown away.  A 
  decent amount of metal was discovered, which has been used to 
  pay the mercenaries, but this has been kept under utmost 
  security. However, word seems to have leaked out among the 
  people, and who knows how far the rumors have spread. 
   
   
  Important Residents
  Important Residents  
   
  Dukkoti Airhunter
  Dukkoti Airhunter  
  Male Elf-Windancer Tribe, Preserver/ Air Cleric,  
  Chaotic Good 
   
  AC  2 (Bracer of defense, Dex) 
  Str  11 
  Movement  16 
  Dex  17 
  Level  7/ 8 
  Con  13 
  Hit Points  30 
  Int  20 
  THAC0  16 (13 w/ bow or thrown spear) 
  Wis  17 
  No. of Attacks  1 
  Cha  14 
   
  Damage/Attack: 1d6 (Spear), or 1d8-1 (Elven long bow) 
   
  Psionic Summar
  Psionic Summaryy: PSPs 58, Wild Talent: Shadow Form 
   
  Power Score: 7 
  Attack/ Defense Modes:  none/ MB, TW, MBk.  
   
  PLAYER’S OPTION:  MTHAC0 17, MAC 5 
   
  Spells
  Spells: 
  Wizard- (4/3/2/1) 
  Priest- (5/5/4/2); major sphere – air, minor sphere – 
  cosmos  
   
  Granted Powers
  Granted Powers:  Ignore air (8 rounds), gate air (2 cubic feet), 
  refreshing breeze, feather fall, missile deflection. 
   
   
  Dukkoti Airhunter is a former trader for the 
  Windancer Tribe, but after the twin disasters of a kank 
  pestilence and a thri-kreen assault, he was forced into raiding. 
  But his skills were in negotiation and a little preserver magic, as 
  he was training to replace the Windancer's wizard after his 
  death. That death came too soon, when the chatkcha of one of 
  the hundreds of mantis warriors sealed Dukkoti's mentor's fate.  
  Dukkoti did not have the devotion or the training to be a 
  
  Villages of the Wastes:  The North
  Villages of the Wastes:  The North 
  12 
   
  successful raider, and he fell from a rocky outcropping while in 
  hiding during a raid and was left for dead.   
   
  He did recover but he was never able to forget what it 
  was like, falling, flying, finally being free.  This compounded 
  with his inborn elven sense of freedom and wanderlust; he 
  quickly sought out an air cleric to teach him the way.  He was 
  able to find an instructor and from the minute he leapt from the 
  highest peak of the mountain that would later shield his village, 
  his life changed forever.   
   
  He took the pact to heart, and began making raids on 
  Draj and Raam, freeing slaves.  But these slaves had nowhere to 
  go, they could not follow Dukkoti, the desert path he ran was 
  too harsh for many elves, let along starving, weak slaves.  So 
  more often than not, they ended up as beggars in the city they 
  had just escaped from or dying of exposure in the merciless 
  desert.   
   
  After he established Arla, he almost fell at the hands 
  of a templar during a slave “run”.  He felt that his clerical spells 
  were not enough, and so he took up the path of the preserver 
  once again, using ancient texts found in ruins that dotted Arla's 
  surrounding mountains to expand his understanding of magic.  
  He also has been known to perform clerical services (healing, 
  etc.) or trade relics scavenged from the ruins to renegade and 
  elven wizards in exchange for a little magical training.  It was in 
  one of these ruins that he found the bracers that have saved his 
  life many a time.  He has kept his non-clerical magic usage 
  hidden from everyone except Kara, Theis, and his late wife 
  Mares.   
   
  A tall elf, with long black hair, Dukkoti has a sense of 
  freedom and independence unmatched by anyone else in the 
  village.  He wanders for months at a time, but will always return 
  to Arla.  His wife found this hard at first, but realized she could 
  never tie down an elven air cleric.  Recently, Dukkoti has been 
  missing for over four months after his wife's death at the hands 
  of raiding gith.  He strode in the mountains and declared he 
  would have vengeance or die trying.  The villagers whisper that 
  Theis knows where Dukkoti is, but that is probably just a 
  rumor. 
   
  Kara Airhunter
  Kara Airhunter  
  Female Half-Elf, Preserver, Neutral Good 
   
  AC  8 
  Str  14 
  Movement  12 
  Dex  16 
  Level  4 
  Con  13 
  Hit Points 10 
  Int  17 
  THAC0  19 
  Wis  12 
  No. of Attacks  1 
  Cha  15 
   
  Damage/Attack:  1d4 (Steel dagger) 
   
  Psionic Summary
  Psionic Summary: PSP's: 30, Wild Talent: Contact 
  (Mindlink), Truthear, Phobia Amplification 
  Attack/ Defense Modes:  none/ TW, MBk.  
  PLAYER’S OPTION:  MTHAC0 19, MAC 9 
   
  Spells (3/2)
  Spells (3/2)  
   
   
  Kara Airhunter is the young daughter of Arla’s 
  founder, Dukkoti Airhunter, and the freed slave, Mares.  
  Dukkoti freed Kara's mother from the Draji slave pits, and after 
  hearing her mother's stories, she hates Draj with a passion.  
  Born and raised in Arla, Kara has a strong sense of freedom and 
  free will.  She is not quite as much of a wanderer as her father, 
  but she has been known to disappear into the mountains for up 
  to a week.  Unlike most people, she was intrigued rather than 
  frightened when she learned her father was a wizard.  She has 
  followed in his stead, and has begun the long trek along the path 
  of the preserver.  She is very close to Theis and views him 
  almost as a second father.  He has helped her develop her 
  inborn psionic skill, but she doesn't have the focus to be a true 
  mindbender.   
   
  At 17 years old, with hair as red as the sun, and bright 
  blue eyes, Kara is a striking figure to say the least.  Between her 
  natural charisma and psionic wild talents, Kara is Arla's chief 
  negotiator and trader, her skill surpassing that of even her 
  father.  “She barters like an elf” has been the common 
  comment from many dwarven merchants, one of the very few 
  groups who trade with Arla via their silt skimmers.  But in 
  recent days, Kara has been very depressed due to the recent 
  death of her mother.  Theis is helping her cope, but she has lost 
  some of the drive she used to have for leading and bartering.  
  Unless her father returns soon, her youthful enthusiasm may 
  disappear into the silt, like so many other things before it. 
   
  Theis
  Theis  
  Male Human, Psionicist, Neutral Good 
   
  AC  6 (Mekillot Hide) 
  Str  13 
  Movement  12 
  Dex  12 
  Level  16 
  Con  16 
  Hit Points  89 
  Int  14 
  THAC0  13 
  Wis  16 
  No. of Attacks  1 
  Cha  13 
   
  Damage/Attack: 1d6 (Steel short sword) 
  
  Villages of the Wastes:  The North
  Villages of the Wastes:  The North 
  13 
   
   
  Psionic Summary
  Psionic Summary: Psychometabolist, PSP's: 188  
  Clairsentience - Devotions: Danger Sense, Know 
  Location 
  Psychometabolism- Sciences: Animal Affinity, 
  Energy Containment, Metamorphosis, Poison 
  Simulation; Devotions: Accelerate, Adrenaline 
  Control, Body Equilibrium, Cause Decay, Cell 
  Adjustment, Chameleon Power, Ectoplasmic Form, 
  Photosynthesis, Reduction, Chemical Simulation 
  Psychoportation- Sciences: Teleport; Devotions: 
  Dimensional Door, Pocket Dimension 
  Telepathy- Sciences: Domination, Mindlink; 
  Devotions: Contact (Post-hypnotic Suggestion), Ego 
  Whip (Invisibility), ESP, Id Insinuation (Phobia 
  Amplification), Mind Bar 
  Metapsionics- Sciences: Empower; Devotions: Gird, 
  Prolong 
  Attack/ Defense Modes: EW, II, PB, PsC, MT/ 
  TS, MB, IF, TW, MBk.  
  PLAYER’S OPTION:  #AT 2/1, MTHAC0 5, 
  MAC 7 
   
   
  Theis was the first person in the Arla valley.  Theis 
  was a minor noble from Balic, until his older brother murdered a 
  templar.  His brother was, of course, executed, but his family 
  was simply exiled.  Instead of following his family to Nibenay, 
  for he knew they were more harm than good, he began a 
  pilgrimage all across the Tablelands while attempting to find 
  within his inner self, the truth in the world.   
   
  He wandered southeast of Raam to the Sea of Silt, 
  when he found a valley with a few ruined buildings that lay 
  right between the mountains and the Sea of Silt.  There he 
  built himself a small mud-brick cabin and using his cause decay 
  power, made his home match the ruins that surrounded it. He 
  then spent many hours meditating, exploring his mind, his 
  nexus.   
   
  One day, while meditating on a small rock rising from 
  the Sea of Silt, has saw a large pack of Gith chasing an elf toward 
  the coast.  Having suffered several gith attacks upon his home, 
  there was no love lost between Theis and the gith.  He 
  dominated the leader of the gith war band, and made him 
  attack several other gith.  The elf fired his long bow into the 
  melee and without a sane leader; the gith quickly broke and 
  fled.   
   
  Theis used his dimension door power to approach and 
  asked the elf what he was doing so far away from the trade 
  routes.  Dukkoti told Theis of his devotion to air and his battle 
  against slavery.  Theis saw in this elf devotion and motivation 
  he has never seen in his own family.  He saw in Dukkoti the 
  same sense of justice and freedom that had inspired him to 
  abandon his family name and wealth, and he agreed to assist 
  Dukkoti in rebuilding the ruins that would become Arla.   
   
  For the first few years, Theis lead Arla, until 
  Dukkoti's wife and later his daughter, were able to lead.  He has 
  played an essential part in defending Arla from the psionic gith 
  leaders and chieftains, who would have otherwise decimated a 
  village sorely lacking psionicists.  In more recent days, Theis has 
  had to essentially lead Arla, now that Dukkoti is gone and Kara 
  is a wreck.  No one knows for sure if Theis has been in contact 
  with Dukkoti.  In truth, Dukkoti asked Theis to watch over 
  Kara and his village while he made a trek into the highest 
  mountains to commune with the Air Spirits and petition them 
  to help him accept his wife's death.  And if he ran into any gith 
  along the way, all the worse for them.  Theis has had periodic 
  mental communication with Dukkoti and now knows that 
  Dukkoti has found peace again and is about to return to Arla. 
  
  Villages of the Wastes:  The Ivory Triangle
  Villages of the Wastes:  The Ivory Triangle 
  14 
   
   
  Vavrek
  Vavrek  
   
   
   
  Vavrek is a client village of the city-state of Nibenay.  
  Located in the Fertile Crescent, it is one of hundreds of tiny 
  farming communities that grow the food to feed the masses of 
  Nibenay. 
   
   
  Origins/ History
  Origins/ History  
   
  The current village of Vavrek was founded twelve 
  years ago, however there has been a farming community of some 
  type on the site for hundreds of years.  Whenever the village is 
  destroyed a new group of citizens is sent from Nibenay to 
  rebuild it.   
   
  The current village of Vavrek was rebuilt under the 
  guidance of Sonyalah, a templar-wife of Nibenay, the previous 
  community having been destroyed in a violent slave up-rising 
  that had swept through the region twelve years ago.  At the 
  time Sonyalah was only 18, and had been a templar for less than 
  a year.  She was sent to rebuild the village with supplies and two 
  score of disgruntled citizens, who were not pleased with the idea 
  of moving to the new settlement so far from the walls of 
  Nibenay.   
   
  Few thought the young templar would succeed, and 
  the first few years were difficult.  When the first crop failed, 
  bandits raided the village, and many of the villager's houses 
  collapsed due to poor construction, it seemed she had failed.  
  Nevertheless, Sonyalah would not give up, and took measures 
  to ensure the village's survival.  She sent for a priest of earth 
  from the temple in Nibenay to teach the villagers how to farm 
  the land successfully.  To prevent further raids, Sonyalah 
  began cultivating relationships with the various unit leaders 
  that patrolled the area.  Through gifts and pleasantries, she 
  convinced them to patrol the area around Vavrek heavier and 
  stop in the village more often.  The presence of these patrols has 
  since helped to deter raiders. 
   
  After the houses were rebuilt on stronger ground, the 
  village finally seemed as if it would survive and become 
  prosperous.  But the village was still in trouble.  The guards, the 
  visit by the priest of earth, the supplies to support the villagers 
  during the years before the crops succeeded and the bribes to 
  the patrol leaders all cost money.  Sonyalah had borrowed 
  heavily to finance these endeavors, and now she attempted to 
  extract money from the villagers to pay back the loans.  With 
  the rents paid to the nobles who owned the land, and the tithe 
  to the city, the citizens had little left and Sonyalah's taxes 
  threatened to bring them to starvation.  The villagers grew 
  restless.  Before they turned desperate, Sonyalah strangely 
  withdrew the taxes.  Even after all these years, the citizens have 
  never learned why or how Sonyalah supports herself and 
  continues to make bribes to the patrol leaders. 
   
   
  Location
  Location  
   
  Vavrek is located in the Verdant Belt, less than a 
  day's travel southwest of Nibenay.  The Crescent Forest can 
  barely be seen off in the distance from the village.  A small 
  stream runs from the Crescent Forest through the village to the 
  south, where it pools into a bog a quarter mile from the village.  
  This muddy swamp is very inhospitable, filled only with reeds 
  and insects.  The villagers avoid it, which makes it an ideal 
  refuge for run-away slaves.   
   
  Surrounding the village on all sides are fields where 
  the villagers grow a variety of vegetables, laid out in square plots, 
  with soybeans being the most prevalent.  The villagers use the 
  stream to irrigate their fields and to water the few livestock kept 
  at the villages, but they are forbidden to use the water from the 
  stream for their own use.  They have constructed a deep well in 
  the center of the village to serve their personal water needs. 
   
  The homes of the citizens are simple one or two room 
  houses constructed of mud-bricks.  While it is traditional for 
  Nibenese to carve stone reliefs into their architecture, the 
  villagers of Vavrek do not have the resources to do so.  Instead, 
  a number of the villagers have carved simple images into the 
  mud-bricks of their homes during construction.  The villagers 
  believe these crude drawings of various monsters will keep their 
  homes safe from attack by the lions and bandits that roam the 
  Fertile Crescent.    
   
  The buildings are laid out in a square, with a simple 
  road that leads through the middle of the town from east to 
  west.  At the center of the village is a small open square with 
  the village well on the south side, and the templar's residence on 
  the north side.  Sonyalah's residence is the one building in the 
  village not made of mud-bricks, but is constructed of limestone 
  carried from quarries near Nibenay.  The two-story building is 
  the most impressive structure in the little village.  The entire 
  front façade of the building is covered with carved images, with 
  
  Villages of the Wastes:  The Ivory Triangle
  Villages of the Wastes:  The Ivory Triangle 
  15 
   
  a highly stylized image of the Shadow King carved above the 
  entranceway.   
   
  During the harvest the village's crops are stored in 
  silos.  These short cylindrical buildings are located behind the 
  templar's residence, and surrounded by a high wall.  The wall 
  was originally constructed of bone planks with leather straps, 
  but over the past couple of years, Sonyalah has begun replacing 
  it with a stone wall.  Because the stones must be transported 
  from Nibenay or beyond, they are expensive and the work has 
  progressed slowly.  Currently only three of the four walls have 
  been constructed, with the original bone and leather fence 
  standing as the last wall. 
   
   
  Organization
  Organization  
   
  Sonyalah, a templar from the Temple of the House, 
  makes most of the decisions for the village.  She is the judge for 
  all disputes, enforces order, authorizes any new construction, 
  and controls the silos in which the harvested crops are stored.  
  She only delegates authority in those areas in which she does 
  not have the knowledge required to make an informed decision.  
  Such is the case in regards to cultivating the fields.   
   
  Sonyalah appoints one of the farmers to the position of 
  Overseer of the Field.  The Overseer's responsibilities include 
  determining the planting time and harvesting time, control of 
  irrigation, and determining crop rotation.  Officially, the 
  Overseer is appointed for life.  However, if an Overseer 
  performs poorly, Sonyalah will dismiss him and appoint a 
  replacement.  
   
  The current Overseer, Salazar, has held the position 
  for the past four years.  A middle-aged man, he has proven very 
  skillful in managing the fields.  The rest of the villagers respect 
  him not only for his knowledge of the crops but also because he 
  seeks advice from the other farmers and does not hold himself 
  above the rest of the villagers. 
   
  For protection and maintaining order, two soldiers 
  from the Nibenese army are stationed in the village at all times.  
  Sonyalah commands them, and forces them to drill often, which 
  they resent.  The guards are bored with their assignment, and 
  not very skilled, but their presence keeps the villagers in line.  
  Sonyalah does not rely heavily on these soldiers.  Instead, she 
  has cultivated relations with a number of patrol captains who 
  often pass through the area.  These patrols drive off the 
  occasional raiders, as well as hunt the lion prides that inhabit the 
  plains.   
   
   
  Outside Relations
  Outside Relations  
   
  Though the village is administered by a templar of 
  the Sorcerer-King, the Koelse noble family owns the land the 
  village is constructed on.  The citizens of Vavrek must pay rent 
  to the Koelses of 1/4 of their harvest.  As a farming community 
  of the city of Nibenay, they pay a tax of 1/4 of the crops to the 
  city.  Excess crops are sold to Sonyalah, who purchases it on 
  behalf of the city.  The farmers are required to trade their 
  excess crops to Sonyalah, and cannot take their goods to the 
  market themselves.  Because of this Sonyalah rarely gives them 
  market price for their crops.  In this system, most of the villagers 
  are just above poverty.  Though they may grumble, they do so 
  in private and have accepted the conditions.   
   
  There are no slaves in the village, mainly because the 
  villagers cannot afford them, but also due to the lack of soldiers 
  to keep the slaves in line so far from Nibenay.  Often escaped 
  slaves use the bog south of the village as a hideaway.  The 
  villagers refuse to help such people, and report any escaped 
  slaves they see to Sonyalah.   
   
  Important Residents
  Important Residents  
   
  Sonyalah, Templ
  Sonyalah, Templarar--wife of Nibenay, Member of the 
  wife of Nibenay, Member of the 
  Chamber of Earth
  Chamber of Earth  
  Female Human Templar, Neutral Evil 
   
  Armor Class  6 (mekillot hide armor) 
  Str 10 
  Movement  12 
  Dex  9 
  Level  8 
  Con 14 
  Hit points  40 
  Int  14 
  THAC0  16 
  Wis  16 
  No. of Attacks  1 
  Chr  15 
   
  Damage/Attack:  1d8 (iron impaler) 
   
  Psionic Summary
  Psionic Summary:   
   
  PLAYER’S OPTION:  MAC  8 
   
  Priest Spells (5/5/3/2)
  Priest Spells (5/5/3/2); major spheres – all   
   
   
  The dark haired Sonyalah is a short woman standing 
  just over five feet tall.  Slight of build and with pale skin, she 
  appears to be a delicate woman of 30.  With an easy charm and 
  a friendly smile she puts most people at ease.  In truth, she is a 
  ruthless determined woman who refuses to let anything stand in 
  her way.  She has proven herself a skillful manager of both 
  people and projects.  Sonyalah believes that in a year or two she 
  
  Villages of the Wastes:  The Ivory Triangle
  Villages of the Wastes:  The Ivory Triangle 
  16 
   
  will be given a promotion, which will allow her to move back to 
  Nibenay.  Currently she is looking for a trusted minor templar 
  to take her place in Vavrek to protect her secret source of 
  income.   
   
  While Sonyalah does make a modest income from the 
  harvests of the village, she has developed a hidden source of 
  funds that has been more profitable over the years.  The swamp 
  to the south of the village attracts runaway slaves seeking shelter 
  from the numerous templar patrols.  Sonyalah uses her 
  divination magic to keep tabs on the bog, and look for escaped 
  slaves.  If she discovers any, she has them captured by the two 
  soldiers stationed in Vavrek.  Instead of sending the slaves back 
  to their owners as required by Nibenese law, she sells them to a 
  contact with the merchant house Tsalaxa.  The slaves are 
  transported to the Tsalaxa outpost, Fort Kalvis, to the 
  southwest, by one of the patrol captains who is in on the scheme 
  with her.  Sonyalah even tries to encourage slaves to seek 
  shelter in the bog.  The patrols that travel throughout the area 
  including many slave farming communities spread rumors that 
  the bog is never searched by the patrols for escaped slaves. 
   
  The two soldiers stationed in Vavrek full time have 
  no idea of the scheme.  All they know is that they occasionally 
  are asked to capture slaves in the bog, which are turned over to 
  a patrol captain on a regular basis.  These two soldiers’ 
  resentment of Sonyalah would lead them to turn her in if they 
  discovered her intrigue. 
   
  
  Villages of the Wastes:  The Ivory Triangle
  Villages of the Wastes:  The Ivory Triangle 
  17 
   
   
  Pree Ha'em
  Pree Ha'em  
   
   
   
  South of the Black Spine mountains lies a small slave 
  village built around an oasis.  This village is a green dot of hope 
  on an otherwise dry world.  Here plants are grown that can 
  survive better in the desert climate and in the future, could 
  help sustain the lives of the many residents of Athas. 
   
   
  Origins/History
  Origins/History  
   
  Pree Ha'em has existed for about seven years.  
  Liberated slaves from a caravan taking slaves from Nibenay to 
  Fort Inix started the village.  In addition to the slaves, the small 
  caravan was also carrying Urikian grain in wagons pulled by 
  kanks.  The slaves escaped the caravan when a stampede of 
  three mekillots passed through them, “accidentally” crushing 
  all of the guards but one.  The slaves soon killed the caravan 
  leader but spared the surviving guard, due to the distracting 
  fact that one of the mekillots transformed into a pterran. The 
  pterran asked that they spare the life of the guard.  The slaves 
  agreed and the pterran introduced himself as Chensal, a 
  devoted follower of the Path of the Druid and invited the slaves 
  and the surviving guard to his nearby grove.   
   
  The guests ate at the grove and drank the slightly 
  salty tasting water.  They were invited to stay for another day to 
  rest, which they did.  The next day, a representative of the 
  slaves asked Chensal if they could stay for a longer time in the 
  grove and surrounding area, offering grain and kanks in return.  
  The druid immediately agreed.  He saw that more people were 
  arriving and that this was going to become a permanent 
  settlement for quite a few people. He suggested to the settlers 
  that they call their village “Pree Ha'em” meaning “the mother's 
  fruit” in pterran. 
   
  Chensal taught the slaves how to build their homes 
  and lay out the fields for their grain crop.  He taught them his 
  belief that they could all improve Athas with enough work and 
  devotion.  The old pterran used to believe in what all other 
  druids believed, that one day Athas would return to its former 
  green glory. but long ago he lost that faith. 
   
  The pterran village Chensal had previously lived in 
  was not far from the lone dwelling of a powerful defiler.  The 
  defiler would visit the village occasionally to acquire supplies 
  and spell components from the village market.  The villagers 
  feared him as he had already slain the few pterrans who had 
  stood up to him.  Chensal was advancing in power as he cast 
  spells in the fields and learned more of the way of the druid.  
  Eventually, he felt the need to stand up to the defiler.  He went 
  to the defiler's dwelling and saw that beside the hut was a 
  massive tree of life.  The druid was enraged by this man's use of 
  such a holy object for such a vile purpose and made a powerful 
  prayer to the Earth Mother.  Chensal asked that she take back 
  the holy tree so that it could not be used for defiling magic.  As 
  he prayed, the tree became younger- branches retracting and 
  thinning- becoming a small sapling.  Finally it grew back into 
  the ground and was dispersed into the soil. 
   
  The defiler was on a journey at the time, but with 
  divining magic he learned what had taken place and who had 
  done it.  A few days later, when the druid returned to his 
  village, he found the defiler near the village's well.  He was 
  holding the youngest of Chensal's children while casting a 
  magical spell.  The spell sapped the energy out of the child.  
  All those who had seen the incident were too horror-stricken to 
  react as the defiler left the village.  Most people believed the 
  spell to be an act of retribution against Chensal and not against 
  the village.  However, the spell had poisoned the well water, and 
  the villagers did not realize this until many of them had fallen 
  ill.  Chensal and his wife did not drink from the well while they 
  mourned their child and therefore were not poisoned.  
   
  Most of those who fell ill, some 200 in total, eventually 
  died.  Those pterrans who did not die banished Chensal, 
  cursing his name and threatening him never to return.  The 
  druid left without his wife and other children and walked out of 
  the village with his eyes to the dust at his feet.  It was then that 
  his faith crumbled. 
   
  After being guided by Earth Mother to the grove, he 
  realized that even if he couldn't restore Athas, he could 
  improve what existed at the time.  Chensal found that the 
  grove's water came from a flowing well and had a heavy taste of 
  salt, apparently soaked in from the Great Ivory Plain.  It 
  intrigued the druid that the plants were flourishing around the 
  water despite its high salt content, which generally damages 
  plants.  He realized that plants could survive without fresh 
  water and he wanted to create other plants that didn't need 
  water at all, but could also survive on other liquids.  Thus, he 
  settled in the grove and began studying the plants, learning how 
  to transform them, using interbreeding and magic, into plants 
  that could better survive in the desert climate and would one 
  day sustain life in the desert world. 
  
  Villages of the Wastes:  The Ivory Triangle
  Villages of the Wastes:  The Ivory Triangle 
  18 
   
   
  When Mother Earth told him that a caravan leading 
  slaves was approaching the grove, he felt compassion for them.  
  After all, during his exile the druid was a slave of his belief 
  preventing him from accepting the world around him, and 
  always suffering from the sights of the scorched lands.  It was 
  then that he summoned a pair of nearby mekillots and 
  shapechanged into one himself, freed the slaves, and with them, 
  started the village of Pree Ha’em. 
   
   
  Location
  Location  
   
  Pree Ha'em is located on the border between the 
  Great Ivory Plain and the Black Spine Mountains, about 
  halfway between Nibenay and Fort Inix.  The slave village is 
  small, with only about 40 families, most of whom arrived at the 
  village since its foundation.  The residents live in stone huts, 
  held together by thick layers of salt.  The salt is collected and 
  packed between the rocks and then water is poured over the 
  salt.  The sun bakes the salt hard, holding the rocks together.  
  The village's informal leader, Alokar, has a slightly larger home.  
  Within his house is a room that is considered the village armory, 
  holding 20 weapons of various types. 
   
  The village is built in rings with the saltwater pool at 
  the center.  The first ring around the pool is the druid’s grove; 
  the second ring is the field where they grow crops, and finally, 
  the houses and other buildings surround the field. 
   
  The kank stable is also in the outer ring, near the 
  outside of the ring.  The stable-master is a psionicist who lives in 
  a building adjacent to the stables.  The location of the stables 
  allows easy access to grazing areas around the village.  Every 
  day the stable-master leads the kanks out to graze. 
   
  There is a storage house for the crops grown in Pree 
  Ha'em.  Most of the building is for grain storage but there are 
  also clay jars of honey, and fruits and vegetables kept for a short 
  term.  The storage building is covered with clay as extra 
  insulation from the sun's heat.   
   
  Chensal lives inside the grove.  The druid prefers to 
  sleep outside and has done so since he arrived at the grove 
  under a thick blanket of vines. 
   
  There are no paved roads that go through the village. 
  Instead, cleared paths run between the buildings in the outer 
  ring connecting to one path that runs around the circumference 
  of the fields.  There are four paths through the fields: one from 
  north, south, east and west.  These paths continue through the 
  grove and up to the pool at the center. 
   
   
  Organization
  Organization  
   
  Idealistically the organization is socialistic, however, 
  one of the slaves acts as an unofficial leader.  Soon after the 
  settlement of the slaves around the grove, a former gladiator 
  named Alokar began to take charge.  Alokar is a strong middle-
  aged mul who took advantage of the lack of leadership among 
  the slaves.  Although formally villagers are responsible for 
  themselves, Alokar acts as a coordinator.  He oversees the work 
  done in the fields and takes charge over the division of food and 
  water.  He claims that he only gives suggestions though no one 
  dares to ignore the strong mul’s suggestions.  
   
  Alokar has a small following of villagers who act as his 
  agents and as village guards.  Five people serve Alokar; the 
  most vigilant of all being the former caravan guard.  These five 
  are the only ones in the village that carry weapons.  Each of 
  them takes one watch, about five hours, during the day.  While 
  on watch the guard will patrol the outskirts of the village with a 
  young person who acts as a runner in case of an emergency.  
  While outside the village with the kanks, the stable-master is 
  also in charge of keeping an eye out for anyone or anything 
  approaching the village. 
   
  Each of Alokar's followers is in charge of giving 
  weapon training to a group of men to make sure that the 
  villagers can fight in case of attack.  Most of the training is with 
  simple farming tools, though a few of the villagers are trained 
  with the swords and other weapons that are kept in the armory.  
  The followers also have guard duty at the storage house, making 
  sure no one takes more than their share of food for the day. 
   
  All the other villagers work in the field or grove.  At 
  the end of the day each family is given food, and water in the 
  grove.  Water for drinking is taken from the pool and purified, 
  and tastes only mildly of salt. 
   
  At the beginning of each phase of the sun one 
  member of each family gathers around the pool to discuss the 
  village's trade matters and to hear Chensal speak of what he has 
  learned in his research of the grove's plants.  Alokar tends to 
  dominate these gatherings but he is less controlling, due to the 
  presence of Chensal, who acts as a councilor to the villagers. 
   
   
  Outside Relations
  Outside Relations  
   
  The villagers make sure to send out one caravan to 
  Nibenay during each phase of the sun.  The caravan will bring 
  grains, seeds, and saplings of plants that Chensal has created to 
  Nibenay, selling them at the market.  Since the establishment 
  of the village, their product has become known to many 
  otherwise unsuccessful farmers who now rely on the new plants 
  
  Villages of the Wastes:  The Ivory Triangle
  Villages of the Wastes:  The Ivory Triangle 
  19 
   
  that Pree Ha'em creates.  The highest demand is for “Honey 
  Barley”, a grain that is irrigated using a combination of kank 
  honey and water.  This saves water and produces a sweeter 
  flavored grain.  At times when water is unavailable, this barley 
  can be nurtured exclusively with honey, but only for short 
  periods. 
   
  Chensal also has adapted plants that can survive 
  better in a kind of symbiosis.  He changed a fruit tree, called a 
  “Begro” tree, so that it would produce larger fruit.  In order for 
  the thin branches to hold the larger fruit, a “Ktenn” vine is 
  grown beside it.  The thorny vine wraps around the tree's 
  branches strengthening them, without damaging the tree. This 
  allows the branches to hold the weight of the fruit, while the 
  thorns provide protection.  The tree provides shade for the 
  vine, and when the Begro fruit is ripe and falls from the tree, it 
  cracks open and its liquid helps nourish the vine. 
   
  Since Nibenay has quite a few natural springs around 
  the city, its farmers aren't as desperate for these new plants.  
  Realizing this, the people of Pree Ha'em have established a 
  trade agreement with the Nibenese trade house Shom, who 
  have agreed to supply Pree Ha'em with plants collected from 
  the far reaches of Athas.  These plants are grown in the grove 
  and studied by Chensal.  In this way the village can continue to 
  supply new types of plants to Shom.  Shom then sells the plants 
  that are supplied to it for quite a high price, and since many 
  places in Athas could benefit from such plants, their demand is 
  high. 
   
  Seeds and plants aren't the only thing that Pree 
  Ha'em trades.  They also sell Honey Barley Ale and Pree 
  Sticks, which are a kind of thick salt-crusted leaf that grows with 
  saltwater and gets baked in the sun, making it a crispy, salty 
  snack.  Besides food, a few villagers sculpt salt crystals for sale. 
   
  Besides trading with Nibenay, the residents of Pree 
  Ha'em all live off of their own crops.  Occasionally, they'll buy 
  wood or obsidian tools for their farming.  Other than that all 
  they need is within the village or in the surrounding area.  The 
  members of the small community don't feel a need to leave, 
  though anyone so desiring is not prevented from doing so.  Most 
  who go with one of the three annual caravans and see the city-
  state soon realize how wonderful their small village is.  It's not 
  only the villagers of Pree Ha'em who visit Nibenay that learn 
  to prefer the village, but every so often a family or single 
  resident from the city-state comes to the village to dwell there.  
  No one is ever turned away.  They are informed that their 
  duties are building their own dwelling and working with the 
  community, and are adopted into the community. 
   
   
  Important Residents
  Important Residents  
    
  Chensal
  Chensal  
  Male Pterran Druid, Neutral  
   
  AC  10 (leather armor, Dex) 
  Str  12 
  Movement 12 
  Dex  8 
  Level 12 
  Con  12 
  Hit Points 51 
  Int  15 
  THAC0 14 
  Wis  19 
  No. of Attacks  1 
  Cha  16 
   
  Damage/ Attack: by weapon 
    
  Special equipment:  ring of warmth  
    
  Psionic Summary
  Psionic Summary:   
   
  PLAYER’S OPTION:  MAC  6 
    
  Priest Spells (9/7/6/5/2/2):
  Priest Spells (9/7/6/5/2/2): major spheres – cosmos, water; 
  minor sphere – earth  
    
  Granted Powers
  Granted Powers: concealment on guardian lands, speak with 
  animals, speak with plants, survive without nourishment on 
  guardian lands, shapechange x3. 
   
   
  The most prominent resident is Chensal.  He seems 
  to be quite old for a pterran but no one knows his exact age, and 
  some say he's decades older than most pterran live to be.  
  Whenever asked his age, Chensal just waves the question away 
  and goes on with his work.  Despite his age, Chensal looks in 
  good health, walking straight and confidently.  Anyone seeing 
  him walking alone notices a bounce in his step.  Occasionally 
  they'll hear him quietly whistle a pterran tune.  The druid 
  dresses in white shirt and pants held up by a thick brown cloth 
  belt.  There are always a few gardening tools and gloves hanging 
  from his belt.  The latter he uses for handling new plants that 
  could be poisonous. 
   
  Though he doesn't lead the community, all the 
  inhabitants know Chensal on a personal level.  Each new 
  person that joins the village is soon approached by the old druid 
  who introduces himself and welcomes the newcomer.  The only 
  exception to this friendly approach would be pterrans.  Luckily, 
  none have reached the village... yet.  Chensal's dislike of other 
  pterrans is another mystery among the Pree Ha'em 
  community. 
   
  In general, he doesn't talk much, but whenever he 
  does it is always in the friendliest tones.  Anyone who needs 
  
  Villages of the Wastes:  The Ivory Triangle
  Villages of the Wastes:  The Ivory Triangle 
  20 
   
  advice or just someone to talk to can always come to the druid, 
  who takes as much time from his work as necessary for any of 
  the village members. 
   
  Chensal doesn't reveal much about his past, claiming 
  that he prefers to live for today.  His usual response to questions 
  of his past is, “The Earth Mother showed me what I needed to 
  see, as she does everyone.”   
   
  Ever since his arrival, most of the druid's time is spent 
  in the grove, conducting research on plants.  He has a very 
  extensive understanding of all aspects of plant life.  His most 
  important goal is to sustain life, so most of Chensal's work is 
  creating plants that give fruit. 
   
  A few of the villagers apprentice with Chensal, 
  learning the Path of the Druid and specifically plant study.  
  These druids-in-training also act as advisors for the farming in 
  the fields, and cast minor spells whenever needed. 
   
  Alokar Kel 
  Alokar Kel   
  Male Mul Gladiator, Lawful Evil 
   
  AC  7 
  Str  19 
  Movement 12 
  Dex  14 
  Level 7 
  Con  20 
  Hit Points 92 
  Int  14 
  THAC0 11 
  Wis  14 
  No. of Attacks  2 
  Cha  13 
   
  Damage/ Attack: 1d6+5 (carrikal) 
    
  Special equipment: chain mail shirt  (acts as a breastplate for 
  armor bonus), carrikal with intricately carved handle 
  (specialized with carrikal). 
   
  Psionic Summary
  Psionic Summary:   
   
  PLAYER’S OPTION:  MAC  10 
   
   
  Alokar is an unattractive mul, tall and muscular like 
  most muls.  He wears his steel chain mail shirt and loose gray 
  pants that are cut just above the knees.  His arms and legs are 
  adorned with a wide variety of tattoos.  The gladiator's 
  expression is always hard, and his face often bears a scowl.  His 
  dark red carrikal is worn at his side.  Alokar never cleans this 
  weapon and the blood has soaked into it over the years. 
   
  The former gladiator arrived at the grove with the 
  first of the slaves.  He realized that Chensal had no intention of 
  being an actual leader and knew that the villagers would be 
  looking for one. Alokar began giving orders to people, relying 
  more on intimidation and myths of his past rather than 
  charisma.  He would tell villagers who should do which jobs, 
  how they should do them, and when they should do them.  
  Since no one ever has opposed him, Alokar continues his self 
  appointed job of leadership.  He has little tolerance for the 
  peaceful life that most of the Pree Ha'em villagers prefer.  He 
  does not trust Chensal and believes the druid is hiding a 
  fortune of wealth brought with the caravans the village sends 
  out each season.  Chensal tolerates Alokar since he hasn't done 
  any direct harm... yet. 
   
  The villagers know very little of Alokar's past.  The 
  most that they have heard is that he was a swift killer in the 
  arena of Nibenay, yet the crowds loved him.  None know why 
  he was sent with the slave caravan.  Alokar doesn't like 
  revealing much, so most people just accept him as their leader 
  and don't ask questions. 
  
  Villages of the Wastes:  The Ivory Triangle
  Villages of the Wastes:  The Ivory Triangle 
  21 
   
  Tairek's Lot
  Tairek's Lot  
   
   
   
  Just north of the Windbreak Gap between the 
  Windbreak and Black Spine Mountains lies a small “village” 
  protected by deception and driven by treachery and 
  vengeance, where the hapless stranger can get ... an education.     
   
   
  Origins/History 
  Origins/History   
   
  Tairek's Lot was founded only about three years ago, 
  in the Year of Guthay's Defiance of the 190th King's Age, or 
  Free Year 8, by the calendar of Tyr.  The story of the 
  underground village is really the story of its most prominent 
  resident and pseudo-ruler, Harjaz Tairek.  Once a brilliant 
  architect in the near-by city-state of Nibenay, Tairek was a 
  respected citizen for his considerable constructions and 
  renovations of many of the city's famously carved buildings and 
  sculptures.  However, despite his great wealth and success, 
  Tairek, who always has considered himself a genius, was 
  tortured by the fact that although he was a brilliant artisan, he 
  was not a noble or templar, and therefore legally could not read.  
  Often in the company of nobles, Tairek easily taught himself to 
  read, which was bad enough, but he foolishly passed the skill on 
  to his slaves, and was soon caught.   
   
  The penalty for teaching slaves to read in Nibenay is 
  death, but Tairek luckily had a daughter who had recently 
  become a templar, and the cilops sigil she gave him saved his 
  life.  Instead, he was enslaved, and sent into the 
  Naggaramankam.  At the time, many of Nibenay's scholar 
  slaves had just been assigned the new project of discovering why 
  the Messenger comet had not arrived. When a 
  miscommunication between templars supervising the slaves 
  caused a distraction, Tairek managed to escape.   
   
  Tairek realized that even free, he was as good as dead, 
  and he aimlessly fled the city, loosely following the road 
  northeast, perhaps hoping to make it to Cromlin.  In an 
  unbelievable stroke of good luck, he noticed a small ruin in the 
  distance off of the road, and upon investigating, found a 
  basement of several rooms, including a hidden well.  Deciding 
  this was the perfect hiding place from Nibenay and his 
  templars, Tairek began gathering other outcasts to join him, and 
  had the surface ruins demolished to make the settlement 
  virtually invisible to most travelers.   
  Location 
  Location   
   
  Tairek's Lot is about a half-mile or so from the 
  midway point of the road between Nibenay and Fort Isus, 
  making it 15 miles from Nibenay, 20 following the road.  
  Tairek's Lot is also about 10 miles from the Blackspine 
  Mountains, in an area of the stony badlands.  The true village is 
  reconstructed in underground ruins, with one circular central 
  room with a stairway and a well connected by tunnels to five 
  smaller circular rooms.  Tairek has had these rooms expanded 
  from their original sizes, and had all of the ancient stoneworking 
  shored up and restabilized. 
   
  There are scrub grass patches around the village; 
  enough to sustain a little bit of grazing, but not enough to 
  support a village.  Much of the time, villagers have tents set up 
  over and around the entrance, while several small herds of 
  domestic beasts are allowed to graze in the vicinity.  The herds 
  supplement the village lifestyle, but are mainly kept under 
  Tairek’s control.  
   
   
  Organization 
  Organization   
   
  Tairek's Lot is extremely small for a village, and is 
  really more of a tribe of outcasts at no more than 50 members.  
  Fortunately, the size makes it less noticeable.  Harjaz Tairek 
  cares only for revenge against Nibenay, and he originally 
  intended to achieve this, ironically, by the same act he was 
  enslaved for—spreading literacy throughout the northeastern 
  Ivory Triangle.  Since Nibenay prizes secret knowledge above 
  all else, Tairek reasoned that general education was the easiest 
  way he could strike back at him.  Originally, Tairek worked by 
  leading escaped slaves and small bands of widows and orphans 
  to his ruin.  He said it was because these desperate people were 
  easily taught.  Truthfully, he was initially intimidated by more 
  fearsome societal outcasts.  
   
  However, as the small population grew, he realized the 
  harsh terrain meant alternative means would be needed to 
  sustain the village, beyond the limited number of livestock they 
  could keep and still maintain general secrecy.  Tairek made 
  several trips to the trade village of Cromlin, noted for outcasts 
  and societal dissidents, and eventually gathered about two 
  dozen brigands and thieves, whom he considered manageable, 
  and who conduct raids of caravans passing near the village.    
   
  Tairek delegates authority only to Gelsa Pierceyes, a 
  human psionicist.  To date, she is the only slave captured from 
  
  Villages of the Wastes:  The Ivory Triangle
  Villages of the Wastes:  The Ivory Triangle 
  22 
   
  raids that Tairek has not ordered murdered upon capture.  
  There is currently much debate over this in the village; many 
  raiders feel reselling captured slaves (or captured slavers who 
  would then become slaves) could make a good profit for the 
  village, but Tairek's (justifiable) fear of any raid victims 
  revealing his secrets prevent this.  Raiders generally try to 
  attack caravans with few slaves, and no one has any problem 
  killing merchants alone.     
   
  Overall, life in Tairek's Lot is probably much harder 
  and less rewarding than it would be in a city-state or true client 
  village, but most of its residents have no-where else to go.  
   
   
  Outside Relations
  Outside Relations  
   
  About a year and a half ago, Tairek began 
  encouraging limited raiding on traders traveling the nearby 
  road, but only on merchants headed to or from Nibenay.  If 
  other parties pass by, and see the tents of the village, Tairek and 
  the others pose as a Nibenese client village, and spread rumors 
  of gith raiders from the mountains (which is partially true 
  anyway).  If templars or soldiers from Nibenay are nearby (or 
  worse, the real gith), the tents are collapsed and covered over 
  with sand, and the entire village takes refuge underground. 
   
  Travelers who stumble across the village will be 
  welcome in the village if they can prove that they are not from 
  Nibenay.  Visitors will find that Tairek’s Lot has little to offer 
  strangers, other than a safe haven to rest for the night and a 
  little water.  Though they may be able to gain something even 
  more valuable.  Tairek still offers to teach others how to read 
  and write, in his effort to strike back at Nibenay and his 
  templars.  
   
   
  Important Residents 
  Important Residents   
   
  Harjaz Tairek 
  Harjaz Tairek   
  Male Human Thief, Neutral (Evil) 
   
  AC  6 (Dex)  
  Str  8 
   
   
   
  MV  12 
  Dex  18 
  Level  7 
  Con  13 
   
   
   
  Hit Points  27 
  Int  19 
   
   
    
  THAC0  17 
  Wis  11 
   
   
   
  No. of Attacks  1 
  Cha  11 
   
   
   
    
  Damage/Attack:  1d4 (bronze dagger)  
   
  Thief Skills
  Thief Skills: PP 25; OL 25; F/RT 10; MS 29; HS 24; DN 15; 
  CW 60; RL 90; FD 20; BO 47; EB 50 
   
  Psionic Summary
  Psionic Summary: PSP 51; Wild Talents: Invisibility, 
  Mindlink 
  Attack/ Defense Modes: None/ TS, TW 
  PLAYER’S OPTION: MTHAC0 15; MAC  6 
   
  Proficiencies
  Proficiencies: Water find (18); Reading/Writing (20); Artistic 
  Ability-Architecture (11); Engineering (15)  
   
   
  Tairek is in his early forties and has a fairly 
  unassuming Nibenese appearance; a round face, tan skin, and 
  straight black, graying hair which he keeps shaven to within an 
  eighth of an inch.  In Nibenay, excessive clothing is considered 
  to be a sign of shame, so Tairek wears only a white cloth “skirt” 
  and thick sandals, which would have been considered a state of 
  undress beyond his station back in his home city-state.  
   
  Tairek is intrinsically tied to the village of his name, 
  and he commands the respect of all, even the Cromlin 
  brigands.  He is intelligent enough to realize that sooner or later 
  Nibenay will discover him, and in fact, he is surprised no one 
  has seen through the underground village's ruses yet.  He also 
  fears the same gith that plague the whole Gap, which the village 
  uses as a scapegoat for their own raids.   
   
  Part of Tairek's success can actually be attributed to 
  his extreme arrogance.  He is inclined to be overcautious, 
  because he believes his efforts to spread literacy and knowledge 
  and the raids on small caravans, are a legitimate thorn in 
  Nibenay's side.  In reality the sorcerer-king has never even 
  heard of him and even his templars are mostly ignorant or 
  complacent of his activities.   
   
  Tairek is friendly enough to strangers as long as they 
  are not in the service of Nibenay, and he is always eager to 
  teach anyone bound to or from that city-state to read and write.  
  However, he is not above killing anyone who threatens to reveal 
  the village’s presence or the underground well.  If travelers are 
  desperate for water, Tairek sometimes sells drinks to them for a 
  few ceramics, as long as he can hide where the water is coming 
  from.   
  
  Villages of the Wastes:  The Ivory Triangle
  Villages of the Wastes:  The Ivory Triangle 
  23 
   
   
  Gelsa Pierceyes
  Gelsa Pierceyes  
  Female Human Psionicist, Lawful Evil  
   
  AC  10 
  Str  10 
   
   
   
  MV  12 
  Dex  10 
   
   
   
  Level  10 
  Con  14 
   
   
   
  Hit Points  35 
  Int  11 
   
   
   
  THAC0  16 
  Wis  20  
   
   
   
  No. of Attacks  1 
  Cha  18  
   
   
   
   
  Damage/Attack: 1d6+2/ (wrist razor) 
   
  Psionic Summary
  Psionic Summary: PSPs 53;  
  Disciplines: Clairsentience, Psychokinesis, 
  Psychoportation, Telepathy  
  Clairsentience—Sciences: clairvoyance, clairaudience, 
  precognition; Devotions: all-around vision, danger 
  sense, know location, poison sense, psionic sense, feel 
  sound 
  Psychoportation – Sciences: teleport; Devotions: 
  blink, dimensional door 
  Telepathy—Sciences: mindlink; Devotions: awe, ESP, 
  life detection, send thoughts, sight link 
  Psychokinesis – Devotions: control light, control 
  sound  
  Attack/ Defense Modes: MT, EW, II, PsC, PB/ 
  MBk, TS, MB, IF, TW 
  PLAYER’S OPTION: #AT 3/2; MTHAC0 11; 
  MAC 7;  
   
   
  Gelsa is a very attractive young woman, in her early 
  twenties, with honey colored skin and short, fair hair (rare on 
  Athas).  Tairek has explained Nibenese dress customs to 
  Gelsa, and she wears the exact same outfit as he does (nothing 
  but a white skirt and sandals) not realizing how presumptuous 
  this would be of Tairek even in his own city-state.   
   
  Gelsa is a native of Raam, where civil unrest grew so 
  great that she was captured and sold into slavery despite her 
  considerable powers.  However, she was freed by the raiders of 
  Tairek's Lot, and in an unprecedented move, Tairek allowed 
  her to live, and freed her, provided she remain at the village.  
  Since that time, well over a year ago, Gelsa has willingly used 
  her powers to aid Tairek, primarily by warning him if threats 
  approach, and by manipulating the Cromlin brigands to ensure 
  Tairek remains in charge.   
   
  Tairek has declared Gelsa his adopted daughter, 
  having disowned his true daughter whom he hates for not 
  helping him more when he was sentenced to slavery.  Tairek is 
  sometimes quite abusive in this relationship, but Gelsa's loyalty 
  never waivers, even though she is bitter and impatient with 
  everyone else.  It could be that as a lost orphan, distant from 
  everything she has known, Gelsa actually sees Tairek as a 
  fatherly figure.   
   
  Though everyone in Tairek's Lot can read Gelsa is 
  the only one who helps Tairek teach others.  She has nothing 
  but contempt for both the herders and the brigands, and would 
  fully enslave their minds if she had the power (many of the 
  more rebellious raiders are virtually controlled by her as it is).   
   
  The Cromlin Brigands  
  The Cromlin Brigands    
   
   
  Human Male Fighters (4th level); AC 6 (chitin scale 
  mail); MV 12; THAC0 17; #Att. 1; Dmg/Att 1d6 (spears) 
  or 1d6-1 (bone short swords); AL CN or CE; ML 12; MAC 8 
   
   
  Gathered from Cromlin and the surrounding area, 
  these brigands are the hopeless scum of Athas “saved from lives 
  of ignorance” by Tairek.  About half of the village is composed 
  of these raiders.  Many have actually reformed and married the 
  widows and girls that Tairek had previously brought to his 
  village.  Others have little appreciation for Tairek, but are 
  quite happy with the prime raiding location. They have 
  regularly tried to displace the old architect, only to be put back 
  in their places by Gelsa, or Harjaz himself, who, while hardly a 
  warrior, did manage to escape from Nibenay, and is more 
  formidable than the raiders may think.   
   
   
  
  Villages of the Wastes:  The Ivory Triangle
  Villages of the Wastes:  The Ivory Triangle 
  24 
   
  Turg’s Inlet
  Turg’s Inlet  
    
   
   
  One simple law governs life in the desert: only the 
  strongest survive.  This truth is no more evident anywhere than 
  near the Sea of Silt.  The scouring winds, high cliffs, and 
  choking drifts of sand make this region so deadly that only the 
  hardiest of fools would dare to erect a home here. 
   
  So it is that the half-giant village of Turg’s Inlet 
  prospers where no other race could bear to live: directly on the 
  shores of the Silt Sea.  These huge ex-warriors live peaceful 
  lives as farmers and spawn-trappers, reaping bounty from the 
  great gray sea they have come to love. 
   
   
  Origins/ History
  Origins/ History  
   
  The story of Turg’s Inlet began when a gladiator 
  named Turg decided to escape from bondage.  One day the 
  idea of fighting for the entertainment of strangers lost its appeal 
  to the half-giant.  During his subsequent flight from Nibenay 
  he slaughtered more than a third of the guards manning the 
  slave pens. 
   
  Turg had heard myths of half-giant villages by the 
  Sea of Silt, so he went there to see for himself.  The half-giant 
  ranged the cliffs and coasts from Giustenal to Bodach without 
  meeting another of his kind.  He did make one friend on his 
  journey.  In a crumbling ruin atop a cliff overlooking the Silt 
  Sea, a brown-clothed elf invited Turg to sit by his fire, for talk 
  and a meal of silt spawn. 
   
  Turg stayed at the ruin for several days to learn about 
  the elf.  His name was Uulagan, he was a silt priest, and this was 
  his shrine.  When Turg asked for a demonstration of silt-magic, 
  Uulagan considered the request, then became quite excited.  
  He immediately gathered his spawn-trapping net and guided 
  Turg to a low inlet in the nearby cliffs. 
   
  Uulagan’s plan was simple.  He claimed to possess the 
  ability to summon silt spawn with a magical song.  
  Unfortunately, he was completely helpless to their attacks while 
  singing.  But if Turg was to wade into the silt near the inlet’s 
  mouth, and Uulagan was to climb into the shallower silt behind 
  him, the elf believed Turg could net the summoned spawn as 
  they entered the channel.  If he missed, Uulagan would be torn 
  to pieces by the sharp-toothed creatures, but the elf seemed 
  pleased with the odds.  Turg was dubious, but he himself had 
  little to lose, so he accepted.  Uulagan’s song worked, and the 
  half-giant’s netting abilities proved formidable.  The pair 
  feasted on silt spawn that very night. 
   
  The next morning, Turg decided to dedicate the rest 
  of his life to the trapping of spawn.  He slowly conceived an 
  entire operation of half-giant spawn-trappers under the joint 
  command of Uulagan and himself.  The half-giant returned 
  immediately to Nibenay on a mission to convert others to his 
  cause. 
   
  It is a frightening testament to half-giant psychology 
  that Turg returned within less than one week, leading a small 
  army of over two-dozen half-giants, all of whom had quit their 
  jobs as royal guards and soldiers to help oversee the fulfillment 
  of his bizarre vision.  Thus, the spawn-trapping village of Turg’s 
  Inlet was founded. 
   
   
  Location
  Location  
   
  Turg’s Inlet is located on the west coast of the Silt Sea, 
  about forty miles southeast of Giustenal.  Uulagan’s crumbling 
  ruin serves as the centerpiece of the village, high on the crest of 
  the cliff.  The half-giants have added a dozen massive huts 
  made from stacked slabs of rock, sprawled around the ruin and 
  down the side of the hill.  The ruins now seem tiny and 
  insignificant, dwarfed by the simple but huge half-giant 
  dwellings. 
   
  The half-giants see no need for village walls, as they 
  are more than capable of defending their homes with force of 
  arms.  They actually bait and trap predators just beyond the 
  boundaries of the village, hoping to supplement their spawn-
  oriented diets. 
   
  Each stone hut is home to one or two half-giants.  
  They furnish their lodgings sparely, with a bed for each 
  resident, a few chairs, and perhaps a chest in which to store their 
  spawn-trapping equipment while they sleep. 
   
  The ruins atop the cliff are normally occupied by 
  Uulagan, the elven silt priest.  His crumbling home is open to 
  the sky, and the eastern wall has been knocked down to allow a 
  good view of the Silt Sea.  The place is devoid of furnishings, 
  decorations, and personal affectations.  Uulagan spends most of 
  his time here, in his bare shrine, meditating over the grayness of 
  eternity.  The only real exceptions are when he hunts, and 
  when Turg’s half-giants demand he perform a spawn 
  summoning at the inlet. 
   
  On a clear day, the inlet is actually visible to the 
  south of the village, slicing a deep trench into the surrounding 
  barrens.  The bulky forms of the half-giants can be seen here, 
  
  Villages of the Wastes:  The Ivory Triangle
  Villages of the Wastes:  The Ivory Triangle 
  25 
   
  wading in the channel with harpoons or hauling great nets to the 
  shore.  They also harvest an unusual variety of edible siltweed 
  that grows along the coastline. 
   
  A natural spring hidden in the cliffs provides just 
  enough water to sustain the small settlement of half-giants.  
  This water is stored in large waterskins made from the sack-like 
  hides of silt spawn. 
   
   
  Organization
  Organization  
   
  The state of organization in Turg’s Inlet depends 
  entirely on how well Turg can motivate the other half-giants on 
  any particular day.  There has been a slow attrition in the 
  hamlet’s population of late, as the fickle half-giants grow bored 
  with the idea of catching baby silt horrors.  Turg still holds true 
  to his original vision of a unified half-giant village, but he is 
  finding it progressively harder to hold the attention of his 
  fellows. 
   
  Half-giants have poor concepts of identity, and they 
  constantly seek new role models.  The restricted social 
  environment of the village has thus been causing quite a bit of 
  stress in its inhabitants.  Once the villagers have impersonated 
  Turg, Uulagan, and each other, who else is left? This half-giant 
  ‘cabin fever’ is making many of the spawn-trappers irritable, 
  depressed, and even violent.  Occasionally one picks up and 
  leaves in the middle of the night, without a word of warning to 
  his companions.  This troubles Turg immensely. 
   
  The mantle of leadership sits crooked in Turg’s Inlet, 
  unbeknownst to the half-giants, who consider Turg to be the 
  village’s chieftain and founder.  Uulagan thinks otherwise.  The 
  silt cliffs were his long before some idiot half-giant came along, 
  dragging half of the Nibenese army with him.  Uulagan owes 
  his true loyalties to para-elemental silt, and Turg’s village can go 
  and get eaten by the Dragon for all he cares.  Fortunately, the 
  elf is too fearful of the enormous half-giants to express these 
  opinions out loud.  Nevertheless, it is only a matter of time 
  before Uulagan and Turg have an unpleasant confrontation.  
  This will no doubt come as a complete surprise to the half-giant, 
  who still believes Uulagan enjoys his company. 
   
   
  Outside Relations
  Outside Relations  
   
  Being the industrious half-giant that he is, Turg took 
  the liberty of announcing his enterprise to a few small-time 
  traders during his return trip to Nibenay.  The merchants have 
  been pleased with his stock so far, and Turg’s Inlet now 
  conducts a fairly lucrative trade in spawn meat and siltweed.  
  They have even been known to sell tentacles to the Sky Singer 
  elves, for use as illegal spell components. 
   
  The rise of boredom amongst the half-giants has 
  triggered an unusual phenomenon, which Turg has only 
  recently noticed.  Whenever anyone visits the Inlet, be they 
  trader or stranger, they immediately gain the attention and 
  admiration of every half-giant in sight.  The big spawn-trappers 
  all begin to impersonate the visitor, who rarely seems flattered.  
  In fact, they usually leave as quickly as possible.  Each such 
  incident is followed by the departure of another disillusioned 
  half-giant. 
   
  Turg is thus becoming quite reluctant to let visitors 
  into his village.  He meets with traders in the western barrens, 
  and until recently he chased most other people away on sight.  
  The half-giant population has continued to diminish, forcing 
  Turg to reconsider his options. 
   
  The chieftain has finally come up with a working 
  solution, or so he thinks.  The next time a group of visitors 
  endear themselves to his staff, they will be forced to stay in the 
  village.  With fresh faces to entertain them, Turg’s half-giants 
  will never have an excuse to leave him again. 
   
   
  Important Residents
  Important Residents  
    
  Turg
  Turg  
  Male Half-Giant Gladiator, Lawful Neutral 
   
  AC  5 (carru hide armor) 
  Str  23 
  Movement 15 
  Dex  14 
  Level 8 
  Con  20 
  Hit Points 152 
  Int  10 
  THAC0 11 
  Wis  13 
  No. of Attacks  2 
  Cha  14 
   
  Damage/ Attack: 2d4+8 (stone-tipped harpoon) 
   
  Proficiencies: 
  Proficiencies: harpoon specialization, armor optimization. 
    
  Psionics Summary
  Psionics Summary:  PSPs 53; Wild talent:  immovability. 
  Power Score—15 
  Attack/ Defense Modes: none / IF, TW, MBk.  
  PLAYER’S OPTION:  MTHAC0 17; MAC 10 
   
   
  Turg is broad of back and strong in muscle, with none 
  of the flab that hangs from other half-giants.  His skin is 
  leathery and tanned from days spent working beneath the 
  
  Villages of the Wastes:  The Ivory Triangle
  Villages of the Wastes:  The Ivory Triangle 
  26 
   
  crimson sun, and he wears his hair long, like most of the local 
  half-giants, to help keep the silt from blowing in his eyes. 
   
  Turg was born into slavery, and he actually enjoyed 
  gladiatorial fighting for the first years of his life.  This changed 
  after he accidentally killed one of his trainers, impaling the man 
  on a harpoon.  The subsequent flogging did not trouble the 
  half-giant, but the solitary confinement drove him to the brink 
  of insanity.  He escaped one week after his release back into the 
  main pens. 
   
  Turg has never been happier than he is now, working 
  toward his own goals and ends.  In a way, the half-giant has come 
  to connect the village with the development of his own identity.  
  He feels that it justifies his existence, which was essentially 
  worthless before he stumbled upon Uulagan and the inlet.  
  This is why Turg is so terrified at the disintegration of his small 
  band.  Without them he will be nothing more than another lost 
  half-giant, roaming the wastes in search of a friend. 
   
  Turg’s winning personality and driving ambition were 
  the primary reasons for the village’s erection, but the stress of 
  leadership has destroyed these qualities in the half-giant.  He 
  resents the other villagers for their infrequent desertions, 
  trusting only Uulagan and Guz completely. 
   
  Visitors will find Turg to be friendly and 
  accommodating at first.  This opinion is likely to change when 
  they discover that he will not let them leave the village.  If they 
  do not humor him after that revelation, he gives them reason to 
  dislike him even more. 
   
  Uulagan 
  Uulagan   
  Male Elf Silt Cleric, Neutral 
   
  AC  6 
  Str  14 
  Movement 19 
  Dex  20 
  Level 8 
  Con  13 
  Hit Points 39 
  Int  16 
  THAC0 18 
  Wis  17 
  No. of Attacks  1 
  Cha  10 
   
  Damage/ Attack: 1d4 –1 (stone dagger) 
    
  Psionics Summary
  Psionics Summary:  PSPs 44; Wild Talent:  danger sense. 
  Power Score—14 
  Attack/ Defense Modes: none/ TS, MB, TW.  
  PLAYER’S OPTION:  MTHAC0 16; MAC 7 
    
  Priest Spells (5/5/4/2) 
  Priest Spells (5/5/4/2) 1st—command, cure light wounds, 
  entangle, light, sanctuary; 2nd —aid, barkskin, know alignment, 
  speak with animals, wyvern watch; 3rd—conjure lesser silt 
  elemental, curse of the black silt, hold animal, snare; 4th—spawn 
  song, warriors of silt. 
    
  Granted Powers
  Granted Powers:  Ignore silt (8 rounds), gate silt (2 cubic feet) 
   
   
  Uulagan’s slim figure is often lost in the shadows of the 
  larger half-giants around him.  He dresses in a simple brown 
  wrapping and sandals, and his hair is bleached gray by the 
  endless winds of the Silt Sea.  Apart from an occasional glint of 
  daring in his eye, Uulagan is very unassuming. 
   
  Not even Turg knows where the elf came from or 
  what he did before coming to the Sea of Silt.  His brown 
  wrappings denote him as a tribeless elf, but he has never 
  deigned to tell the half-giants how he lost his tribe, or even if he 
  had one in the first place. 
   
  Uulagan enjoys the solitude of his own thoughts and 
  prefers his own company.  Even the most rigid misanthropes get 
  lonely once in a while, however, and this was the elf’s reason for 
  inviting Turg into his ruin.  If he had known the half-giant 
  would become a permanent fixture, he never would have made 
  the offer. 
   
  Uulagan resents Turg and his half-giants for spoiling 
  the solace of the cliffs.  He hates the whole idea of the spawn-
  trapping operation, and burns with hidden anger each time that 
  Turg makes him sing a spawn song.  The elf’s patience is 
  running thin, and lately he has been entertaining fantasies of 
  purging the half-giants from the village with his silt spells.  He 
  might have done so already, if he were not quite so fearful of the 
  big warriors. 
   
  Turg has completely spoiled Uulagan for other 
  visitors.  The elf is snappy and bitter, with no patience for 
  anyone or anything but his silt.  He might consider talking to 
  those offering to clear his home of the half-giants.  Otherwise, 
  he ignores all those who attempt to befriend him. 
   
  Guz
  Guz  
  Male Half-Giant Fighter, Neutral Good 
   
  AC  8 (mekillot hide breastplate) 
  Str  21 
  Movement 15 
  Dex  10 
  Level 7 
  Con  19 
  Hit Points 126 
  Int  13 
  THAC0 14 
  Wis  13 
  No. of Attacks  3/2 
  Cha  13 
   
  Damage/ Attack: 1d6+4 (flint-tipped spear) 
    
  Special equipment: spawn-trapping net 
  
  Villages of the Wastes:  The Ivory Triangle
  Villages of the Wastes:  The Ivory Triangle 
  27 
   
    
  Psionics Summary
  Psionics Summary:  PSPs 41; Wild Talent:  combat mind. 
  Power Score—9 
  Attack/ Defense Modes: none / MB, TW, MBk.  
  PLAYER’S OPTION:  MTHAC0 17; MAC 10  
   
   
  While he is getting on in years, Guz still cuts an 
  impressive figure.  His belly is ever so slightly rounded, but his 
  thick arms and legs are still pure muscle, and the deep-trenched 
  wrinkles around his eyes could easily be attributed to a life by 
  the Silt Sea. The middle-aged half-giant is mainly given away 
  by a large bald-patch crowning his ring of graying braids. 
   
  Guz was once a military hero in the elite ranks of the 
  Nibenese half-giant infantry.  He distinguished himself in 
  many daring attacks on the headhunters of Gulg, in both the 
  Crescent Forest and the Ivory Triangle.  All of this was worth 
  nothing to him after his forced retirement from the army.  The 
  great warrior was suddenly coerced into the life of a cheap 
  mercenary, barely earning enough ceramic bits to survive.  
  This all changed the day he met Turg Spawn-Catcher. 
   
  Guz and Turg became fast friends, recognizing the 
  same pioneering qualities in each other that they possessed in 
  themselves.  With no better prospects for the future, Guz was 
  more than happy to join Turg in his trek back to the Sea of Silt. 
   
  Today, Guz is Turg’s most loyal follower.  He no 
  longer shares the need for self-discovery that burns in his 
  younger brethren, and would be quite happy to spend the 
  remainder of his life trapping spawn in the inlet. 
   
  Guz is usually quite pleasant and relaxed.  He enjoys 
  talking about the good old days, especially after a hard day of silt 
  farming.  The half-giant’s perfect manners are betrayed only 
  when his competency is brought into question.  He is very self-
  conscious about his age. 
   
  
  Villages of the Wastes:  The Tyr Region
  Villages of the Wastes:  The Tyr Region 
  28 
   
  Eru’s Rest
  Eru’s Rest  
   
   
   
  Eru's Rest is a small, quiet village located in the sand 
  dunes of the Great Alluvial Sand Wastes north of the road 
  between Silver Springs and Tyr; it has a population of only 
  thirty ex-slaves and freemen. 
   
   
  Origins/ History
  Origins/ History  
   
  An escaped mul slave-gladiator named Eru, owned by 
  the Tyrian noble house of Kavac, founded this village nearly 
  ten years ago.  The oasis that now bears his name was the first 
  and last stop on his journey after fleeing Tyr with the blood of 
  his overseer and trainer still on his hands, and became a shelter 
  for him when he became lost in the wilderness.  It provided him 
  with water and enough food to survive alone in the desert for 
  many years, and now provides for those with whom he shares its 
  bounty. 
   
  The other villagers are the only survivors of a caravan 
  lost to the claws of gith raiders.   Eru, having been a former slave 
  himself, felt some empathy for their plight, and led them to the 
  oasis. 
   
  Of the thirty-odd group , the majority had been 
  slaves, the rest freemen.  The slaves stayed at the oasis because 
  they did not wish to return to a life of slavery.  The freemen 
  stayed out of fear after a half-dozen attempted to leave and were 
  killed by Eru and the other slaves in order to protect their new-
  found freedom. 
   
   
  Location
  Location  
   
  Eru's Rest is located north of the road between Tyr 
  and Silver Springs, nearer to the latter.  A full day's march over 
  miles of sandy dunes and dangerous barrens is required to reach 
  the road; thus, for reasons of survival, the villagers only leave the 
  oasis in groups. 
   
  The oasis proper is little more than a large puddle, no 
  more than thigh deep, surrounded by a thin skirt of hardy 
  desert grass.  In fact, if not for Eru, the sands would likely have 
  swallowed the oasis within the last decade. 
   
  Though Eru's long term plans include increasing the 
  size and bounty of the oasis, it will be a long time before these 
  plans reach fruition, and so for the time being it remains barely 
  enough to support the villagers in their daily water 
  requirements. 
   
  The village itself lies a short distance from the oasis.  
  This is so as not to frighten away the small wildlife , which the 
  villagers find easier to hunt and trap in the sands near the 
  oasis.  Even so, the oasis does not provide everything the 
  village requires, and small parties often travel to the barrens 
  to hunt the animals there. 
   
  The domiciles of the villagers are large tents of 
  poorly cured hide, haphazardly erected in the shade of twin, 
  worn, rock-pillars that thrust twice a man's height into the air 
  above the surrounding sands. 
   
  The tents are never far from the others out of 
  necessity, as the entire village is often needed to face the 
  dangers that the desert throws at them, be it sandstorms or 
  desert beasts.  Similarly, none of the tents are meant to be 
  permanent constructions, since most sandstorms require the 
  tents be dug out, moved, and erected again. 
   
   
  Organization
  Organization  
   
  At first, the former slaves turned to Eru for 
  leadership, most never having tasted freedom before and 
  uncertain of how to act or behave.  The mul, however, was 
  uninterested in leadership.  Eru, content instead to 
  concentrate on protecting and maintaining the oasis, rejected 
  the mantle of leadership and told the people their only true 
  master was the desert and themselves. 
   
  The few freemen left from the slaughter following 
  the group's introduction to the oasis stepped into the 
  resulting leadership void, recognizing their own survival was 
  at stake.  They suggested the village govern itself with a 
  Senate, like the Senate of Tyr.  Each villager would have a 
  say in any decisions that affected the group, with majority 
  rule.  The slaves agreed, thinking it the best plan. 
   
  Even so, and despite Eru's disinterest in the 
  position, the simple mul is considered the de facto leader of 
  the village and his word is always deferred to when he chooses 
  to give it during the nightly “Senate” meetings.  The 
  villagers have few hard and fast rules.  Most are related to 
  simple survival and protection of the village's location - rules 
  that even the freemen obey, accepting their lot and new 
  lives.  This does have its benefits for them, greater freedom 
  than offered in the city-states being the most obvious of 
  these. 
   
  Tasks, such as guard duty, hunting, and other 
  village necessities are filled either by volunteers, or are 
  appointed by the accepted task-leader.  Certain individuals 
  often volunteer for particular tasks time and time again and 
  so earn a sort of accepted leadership status, becoming task-
  
  Villages of the Wastes:  The Tyr Region
  Villages of the Wastes:  The Tyr Region 
  29 
   
  leaders.  One example is the young half-elf, Kereth, who always 
  volunteers to go raiding and, much to his own delight, has 
  become the lead man in raids. 
   
  Though it is seldom a problem, those who consistently 
  fail to do their work are looked down on, often shunned by the 
  others and eventually confronted with the threat of violence.  
  However, it rarely escalates to this level, as Eru often steps in 
  and attempts to remedy the situation by attempting to match 
  tasks to individuals while not alienating the other villagers.  
  Sometimes it works, and sometimes he crosses his arms and 
  glares threateningly.  Those who continue to not contribute 
  would be treated exactly as those who tried to leave, though 
  there has been no need for this since the initial foundation of 
  the village and the establishment of what passes for its laws. 
   
   
  Outside Relations
  Outside Relations  
   
  Though the village could earn money or goods by 
  selling the water from the oasis to merchants not wishing to pay 
  the exorbitant prices at Silver Springs, Eru's primary concern is 
  protecting the oasis, and he has forbidden the sale of water to 
  outsiders. 
   
  First, the oasis is too small to support any more than 
  twenty to thirty people, which it is currently doing, and would 
  quickly dry up if used as a rest-stop by caravans, in which case 
  both the village and, more importantly to Eru, the oasis would 
  quickly vanish.  Second, Eru does not wish word of his 
  continued existence to somehow reach his former masters.  He 
  still fears they would send slave-hunters to retrieve him and 
  execute him (or worse, put him back in the gladiatorial pits away 
  from his beloved oasis and its freedom). 
   
  Thus, the village survives primarily on its own wits as 
  well as some occasional trade with passing caravans, and finally, 
  through raiding.  However, the “raiders” of Eru's Rest do not 
  target caravans, only other raiders.  It should be noted that 
  while Eru does not go raiding, he does not disapprove. 
   
  Due to their lack of equipment and training, the 
  villagers would originally lie in wait for stragglers from bandit 
  groups who had just struck a caravan, and then attack the 
  stragglers en masse with hurled stones, sometimes succeeding, 
  sometimes being forced to flee. 
   
  With success behind them and better equipment 
  gained from past raids, the villagers have grown bold enough to 
  prey upon whole bandit groups and encampments, utilizing 
  traps and elaborate ruses to gain victory. In addition to this, 
  individual villagers or small groups travel a short section of the 
  road between Tyr and Silver Springs posing as travelers or 
  pilgrims and trade goods with passing caravans.  Often this is 
  water, items taken during raids that are not needed by the 
  village, and various other materials in exchange for needed 
  goods, such as food, cloth, leather, and giant-hair rope. 
   
  There is also current talk of the village hiring itself out 
  as guards to caravans between Silver Springs and Tyr, despite 
  Eru's protests to this course of action, fearing it would draw 
  unwanted attention to the oasis and, eventually, him.  There 
  is also an attempt to tame a local wild kank herd, or steal their 
  young or eggs,  so that the village might become even more 
  self-sufficient and able to provide more of their own food. 
   
   
  Impor
  Important Residents
  tant Residents  
   
  Eru 
  Eru  
  Male Mul Gladiator/ Druid, Neutral  
   
  AC  7 
  Str  21 
  Movement 12 
  Dex  17 
  Level 7/2 
  Con  19 
  Hit Points 68 
  Int  13 
  THAC0 16 
  Wis  17 
  No. of Attacks  1 
  Cha  17 
   
  Damage/ Attack: 1d6+5 (quarterstaff) 
   
  Psionics Summary
  Psionics Summary: 
  PLAYER’S OPTION:  MAC 8  
   
  Priest Spells (4):
  Priest Spells (4): major spheres – cosmos, water 
    
  Granted Powers
  Granted Powers:  concealment while on guarded lands 
   
   
  The ex-slave gladiator Eru is the most notable 
  resident of the village.  Though he was a gladiator in his past 
  and still practices with his weapons, since discovering the 
  oasis he has turned away from a lifetime's study of personal 
  combat and showmanship.  Instead, he has now devoted 
  himself to the oasis and its protection and begun following the 
  path of the druid.  Eru is part of the oasis, heart and soul, and 
  rarely leaves it, for the oasis is his guarded land.  His 
  eventual, perhaps impossible, goal is to turn it from a mud-
  hole amid the sands into a lake of pure water surrounded by 
  trees and all manner of life. 
  
  Villages of the Wastes:  The Tyr Region
  Villages of the Wastes:  The Tyr Region 
  30 
   
   
  Kereth the Swift
  Kereth the Swift  
  Male Half-Elf Ranger, Chaotic Good 
   
  AC  7  
  Str  12 
  Movement 12 
  Dex  17 
  Level 3 
  Con  15 
  Hit Points 23 
  Int  12 
  THAC0 18 
  Wis  16 
  No. of Attacks  1 
  Cha  15 
   
  Damage/ Attack: 1d6 (spear) 
    
  Ranger Abilities
  Ranger Abilities: MS 32, HS 25. 
   
  Psionics Summary
  Psionics Summary: 
  PLAYER’S OPTION:  MAC 9  
   
   
  Kereth the Swift, a former slave, is the young half-elf 
  behind much of the village's latest raiding strategy. Recently he 
  was responsible for a successfully executed plan that included 
  attacking a group of raiders as they were hitting a caravan 
  carrying silk and fabric.  In the process, his plan saved the 
  caravan and earned the villagers a swiftly paid debt of gratitude 
  from the merchants, though the villagers were forced to take 
  coin which they plan on trading for food and water with other 
  caravans. 
   
  Upon their return to the village, this same plan also 
  drew the ire of Eru.  The mul fears the tale might draw 
  unwanted attention to the village, despite Kereth's lies to the 
  merchants.  Lately, leadership confrontations between Kereth 
  and Eru have grown, though others in the village have yet to 
  take sides. 
   
   
   
   
  
  Villages of the Wastes:  The Tyr Region
  Villages of the Wastes:  The Tyr Region 
  31 
   
   
  Nalod Springs
  Nalod Springs  
   
   
   
  Nalod Springs is a little known stop over for weary 
  travelers and caravans, off the main travel route and hidden by 
  a 120 foot tall 1,600 foot long rocky outcropping.  Nalod 
  Springs is a very large compound. Sandy red glazed 3' x 3' x 3' 
  bricks make up the 9' to 12' wall that surrounds the little 
  community. Six buildings and a large tree can be seen from 
  outside the compound; the buildings are made of smaller brick 
  with similar colors.  The entrance to the compound is in the 
  northwestern wall or actually lack of wall, an opening roughly 
  25' across. The ground has been compacted rock hard by the 
  caravan wagons and beast of burden pulling them. To the south 
  of the entrance along the wall is a large stack of 25 wall bricks, 
  more than enough to close the opening in the wall. 
   
   
  Origins/History
  Origins/History  
   
  The springs were found by an adventuring party 
  many years ago.  As the group got older and decided to settle 
  down they returned to the springs and started building.  There 
  was and still is the original resident of the springs who lives 
  peacefully with Nalod and company.  Kone is a mul druid who 
  claims the springs as his guarded lands.  When Nalod and his 
  band arrived they spent many long nights explaining to the 
  druid that they where not going to harm the springs, that in fact 
  they planned to make it their home and defend it with their 
  lives.  After a few trials of trust, an uneasy bond was formed 
  between the druid and the new residents.  Now many years 
  later Kone and Nalod’s band have a strong bond of friendship.  
  Nalod’s band consists of Nalod, his wife Diamonti, Valmer, and 
  Colok. 
   
   
  Location
  Location  
   
  Nalod Springs is located roughly 10 miles east of Fort 
  Skoni and 5 miles south of the trade route between Fort Skoni 
  and Silver Springs.  Hidden deep in the Great Alluvial Sand 
  Waste, this little known stop over has saved many a caravan 
  masters' hide.  
   
  Nalod Springs is a walled compound surrounding six 
  buildings, three craters brimming with water, a large tree, and 
  very large animal pen. The closest building to the entrance is  
  10' tall, 12' wide, 55' long, and made of sandy red brick. There 
  are several doors along the length of the south wall of the 
  building. At any given time 1d6+1 “slaves” wearing gray 
  cotton robes are housed in this building.  
   
  To the south of this building is an animal pen that 
  encompasses the entire western end of the compound and the 
  smallest of the three craters brimming with water. This crater is 
  called Mud Hole because the muddy ground surrounding it. 
  The crater rises about a foot or two off the ground and gives off a 
  slight sulfur smell. The water temperature is between 60°F-
  80°F and is drinkable.  Mud Hole has enough water for two 
  mekillot, 20 erdlu, 40 kank, or any combination per day. The 
  crater can be drained but will refill over night. The pen itself is 
  roughly 90' x 100' with a wooden post driven in the ground 
  about every 10 ten the exposed part of the post are 6 to 8 feet 
  tall. The posts are tied together at three different heights with 
  giant hair rope.  The first at 1' then at 3' and 5' there is roughly 
  1000' of giant hair rope being used.  There are always 4 kank 
  here, that belong to Nalod and company.  
   
  The northeastern corner of the compound is taken up 
  by a large brick building used to house visitors. This building is 
  roughly 10' tall, 45' wide, and 35' long.  There is one large room 
  with two comfortable beds, a small table and four chairs.  Three 
  identical rooms that have six standard beds and a large table 
  with six chairs make up the rest of the building.  The rooms and 
  linens are always kept clean.  
   
  South of the visitors’ building is the kiln.  This adobe 
  furnace is large enough to fire the wall bricks. All the materials 
  for making and glazing the bricks are located here. 
   
  South of the kiln is Colok's home, a 7' tall, 25' wide, 
  25' long brick building.  His home is also his shrine to the 
  Element of Earth. This building and furniture are all sized for a 
  dwarf.  
   
  Taking up the southeastern corner of the compound 
  is Nalod and Diamonti's home. A two story brick building, the 
  entire northwest corner being a patio with many padded chairs, 
  tables, and shade. The first floor has a large kitchen that is used 
  to prepare food for all the residents and visitors. The second 
  floor is Nalod and Diamontis’ private quarters.  
   
  West of Nalod’s home is another two story brick 
  building: this is Valmer’s house. The first floor holds his library 
  and a small kitchen and pantry. The second floor holds his lab 
  and bedroom.   
  There is a small 15' by 15' fenced-in garden just west of 
  Valmer’s. This is where he and his “slaves” tend to herbs, 
  flowers, and vegetables for at least 2 hours a day.  
   
  North of the garden is a large 30' high tree with 
  branches reaching 12' out and a trunk 8' in diameter. The 
  truck is twisted and the bark is gray and scaly giving the tree its 
  name: serpent wood.  The leaves are almost a foot long and 4 
  inches wide.  Kone the druid resides in the tree and quietly 
  observes what is happening in the compound.  
   
  North and east of the serpent wood is the largest of 
  the three craters roughly 35' in diameter and rising up to 6 feet 
  
  Villages of the Wastes:  The Tyr Region
  Villages of the Wastes:  The Tyr Region 
  32 
   
  off the ground. This is Great Ash. The water is boiling hot and 
  gives off a strong sulfur smell. Anyone reaching into the water 
  receives 1d4 hit points of damage per round.  West of the first 
  is the second crater about 15' in diameter and rising 3 feet off 
  the ground is Little Ash. The water is not boiling but is still hot 
  and smells of sulfur. The water from all of the craters is 
  drinkable when cooled. 
   
   
  Organization
  Organization  
   
  Nalod has complete control of the springs. He will 
  listen to any suggestion that is reasonable. It is said that he rules 
  with a loose fist, however, the three companions will always give 
  way to any direct command of Nalod’s. The only exception 
  being the druid, Kone, who does whatever he chooses and 
  answers to no one. Kone will never directly interfere with 
  Nalod unless the springs are in danger.  Kone rarely interacts 
  with any of the inhabitants unless directly called by one of the 
  four companions.  Nalod is a fair half-elf who's only desires are 
  to live out his days in peace and raising a family.  He has no 
  tolerance for destructive or aggressive behavior.  He will deal 
  with anyone fairly and give aid to those that need it.  However, 
  he will not let himself or his companions be taken advantage of.   
   
   
  Outside Relations
  Outside Relations  
   
  Nalod Springs is basically self-sufficient. They do 
  offer services to travelers and small merchant caravans. They 
  will water and feed most beasts of burden. The cost varies per 
  animal: mekillot 20 cp per night, inix 5 cp per night, heavy 
  crodlu 3 cp per night, erdlu/crodlu 1 cp per night, and kank 5 
  bits per night. Nalod will never pen more animals than Mud 
  Hole can handle. 
   
  Nalod also offers lodging.  He can house two officers 
  and eighteen soldiers comfortably in the visitors’ quarters.  
  Extra cots and linens can be brought in, to squeeze up to six 
  officers and 54 soldiers into the visitors’ quarters. Nalod will not 
  place visitors in any other buildings.  Nalod charges 1 cp per 
  person per night, 2 cp per person in the officer's room. For an 
  extra 1 cp two meals can be had per person.  Also for 2 bits per 
  piece of clothing laundry can be cleaned.  All visitors are 
  welcomed to bathe in Little Ash.  Nalod will tell anyone how 
  refreshing the water is. The meals will include all the water you 
  can drink, a healthy portion of meat, fresh baked bread, and a 
  mug of broy.  
   
  Nalod will tell all visitors that the compound is 
  neutral ground and he will not tolerate any violence from them. 
  If a group gets out of line he will ask once that they leave. If they 
  won't he will gather his companions and expel the 
  troublemakers.  If this leads to blood shed, Nalod will claim all 
  goods from the trespassers as the Springs’ property to be divided 
  up as he sees fit.  Nalod has a great memory and will rarely 
  allow a person back into his compound once they have caused 
  problems. 
   
  Nalod will make purchases from caravans for 
  anything the compound might need. He is a harsh tradesman 
  and usually ends up with the best end of the deals. 
   
  The true business of Nalod Springs has nothing to do 
  with travelers at all. The “slaves” that perform all of the 
  mundane tasks are really students that have come to learn from 
  Diamonti or Valmer. Diamonti is a powerful psionicist. Valmer 
  is a preserver of some skill. At any given time there is 1d6+1 
  students staying at the springs. In exchange for their training 
  they agree to work as “slaves” for the time they are there. The 
  students act as slaves to prevent drawing extra attention from 
  the visitors. Diamonti will take her students through the day 
  and night around the compound and beyond for lessons.  The 
  majority of students will be there for Diamonti's training. 
  Valmer teaches the preserving way of magic to anyone who will 
  come to him. He also instructs on growing plants, tending 
  gardens, and cooking as well. Occasionally a student will come 
  to Colok to learn of the power of earth and possibly make the 
  pack with the element. The companions are very careful when 
  taking on new students and will run them through a series of test 
  to see if they are lying. Recently they had to kill a spy that was 
  searching for rogue preservers.  
   
   
  Important Residents
  Important Residents  
   
  Nalod
  Nalod  
  Male Half-Elf Ranger, Neutral Good 
   
  AC  1 (studded leather armor+2, Dex) 
  Str  17 
  Movement 12 
  Dex  19 
  Level 12 
  Con  16 
  Hit Points 76 
  Int  14 
  THAC0 8 
  Wis  15 
  No. of Attacks  3/2 
  Cha  17 
   
  Damage/ Attack: 1d8+2 (obsidian long sword +2) 
    
  Ranger Abilities
  Ranger Abilities:  MS 99, HS 92. 
    
  Psionic Summary
  Psionic Summary: PSP 46; Wild Talent- Psychic messenger 
  Power Score—12  
  Attack/ Defense Modes:  none / TS, MB, IF.  
  PLAYER’S OPTION:  MTHACO 14 ; MAC 7 
  (mental armor class proficiency). 
    
  Priest spells (2/2/1):
  Priest spells (2/2/1): minor sphere – earth  
   
   
  Nalod is a male half-elf , 6 feet tall, 190 pounds, with 
  blue eyes, and black wild flowing hair that hangs past his 
  
  Villages of the Wastes:  The Tyr Region
  Villages of the Wastes:  The Tyr Region 
  33 
   
  shoulders.  He normally wears blue silk shirts and brown cotton 
  breeches.  He will always wear his obsidian long sword (+2 
  magical) and a steel dagger. If he has to gear up for a fight he will 
  put on magical studded leather (+2 AC) and his other obsidian 
  long sword.  
   
  Nalod takes everything seriously: fighting, bartering, 
  and even having fun. He is deeply in love with his wife, 
  Diamonti, and desires to have a large family. Valmer and 
  Colok are his most trusted friends.  Now in his later years he is 
  tired of fighting and adventuring. He only wants a quiet life 
  with his friends and family. Nalod is not easily deceived and is 
  cautious in his dealing with outsiders. He will not tolerate any 
  acts of aggression by anyone while in the compound.  He calls it 
  “neutral ground” and tells all visitors to leave their personal 
  problems outside the walls. He will not hesitate to throw out one 
  person or an entire caravan. If it comes to bloodshed the 
  companions have been able to defend the springs from most 
  things. There have been a few times when Kone has had to aid 
  in the defense of the springs with his powerful magics.  
   
  Nalod is the bastard child of an elf and Tyrian 
  prostitute. His mother wanted nothing to do with him and sold 
  him into slavery.  He was purchased by a herdsman and raised 
  like his son.  Nalod spent his youth around animals and is very 
  proficient in their dealings.  In his teenage years his “father” was 
  killed and he was left to fend for himself.  Returning to Tyr he 
  grouped up with Diamonti, Valmer, Colok, and some others. 
  This group adventured all over the Tablelands and beyond. 
  After years of that life they decided to settle down and make an 
  “honest” living. 
   
  Nalod has two large jhakars for pets. Tip and Kip 
  they are always close by and will attack anyone who attacks any 
  of the companions. They also guard the compound at night.  
   
  Diamonti
  Diamonti  
  Female Human Psionicist, Neutral Good 
   
  AC  9 
  Str  11 
  Movement 12 
  Dex  15 
  Level 14 
  Con  16 
  Hit Points 48 
  Int  19 
  THAC0 13 
  Wis  16 
  No. of Attacks  1 
  Cha  14 
   
  Damage/ Attack: 1d6 (staff) 
   
  Psionic Summary
  Psionic Summary: PSPs 147 
  Telepathy – Sciences: Domination, Mass 
  Domination, Mindwipe, Psychic Surgery; Devotions: 
  Awe, Empathy, ESP, Inflict Pain, Invincible Foes, 
  Sight Link, Sound Link, Truthear, Ego Whip 
  (Identity penetration), Mind Thrust (Mind bar).  
  Psychokinetic — Sciences: Disintegrate, Telekinesis; 
  Devotions: Animate Object, Ballistic Attack, 
  Control Body, Deflect, Inertial Barrier, Static 
  Discharge. 
  Metapsionic – Sciences: Empower;  Devotions: 
  Psychic Blade, Psychic Drain, Receptacle 
  Attack/ Defense Modes: EW, II, MT, PsC, PB/ IF, 
  MB, MBk, TS, TW 
  PLAYER’S OPTION: #AT 2/1; MTHACO 7; 
  MAC 1 (mental armor proficiency), . 
   
   
  Diamonti is a human woman, 5'8” tall, and 120 
  pounds with bright blue eyes and blonde hair that hangs in a 
  pony tail to her waist.  She wears multi-color silk robes and 
  carries a bone staff with an obsidian orb in the end.  She also has 
  a steel dagger at her belt at all times. 
   
  Diamonti is very laid back. She rarely raises her voice 
  or does anything rash. She loves Nalod and would follow him 
  into the jaws of the Dragon. She has the deepest respect for 
  Valmer and Colok. She spends much of her time teaching her 
  students and meditating. She enjoys writing and reading and 
  has a small library of short stories and poems as well as a few 
  historic works. She is always on the look out for any text that she 
  might purchase from visitors.  She spends most of her free time 
  in developing psionic items. Her staff is her masterpiece.  It can 
  reproduce many of her psionic powers and has an enormous 
  PSP battery.  
   
  Diamonti was born a daughter to a Tyrian noble and 
  was sent to the University of the Mind in Tyr.  After 
  completing her training she decided to be an adventurer.  
  During this time she met Nalod, Colok, and Valmer. They 
  have been inseparable ever since. 
   
  Colok
  Colok  
  Male Dwarf Earth Cleric, Chaotic Neutral  
   
  AC  4 (scale armor+2) 
  Str  21 
  Movement 6 
  Dex  12 
  Level 11 
  Con  20 
  Hit Points 74 
  Int  11 
  THAC0 12 
  Wis  19 
  No. of Attacks  1 
  Cha  12 
   
  Damage/ Attack: 2d4 +6 (obsidian maul+2) 
   
  Psionic Summary
  Psionic Summary: PSPs 60; Wild Talent- Share Strength. 
  Power Score—16  
  Attack/ Defense Modes: none/ MB, IF, TW.  
  PLAYER’S OPTION: MTHACO 15; MAC 5 
  (mental armor proficiency). 
   
  Priest Spells (8/6/5/5/2/1):
  Priest Spells (8/6/5/5/2/1): major sphere – earth, minor sphere 
  – cosmos  
    
  
  Villages of the Wastes:  The Tyr Region
  Villages of the Wastes:  The Tyr Region 
  34 
   
  Granted Powers
  Granted Powers:  Ignore earth (11 rounds), gate earth (5 cubic 
  feet), eliminate tracks, encasement, meld into stone, enchanced 
  saving throws (+2 vs. earth), endure.  
   
   
  Colok is a male dwarf, 4'8” tall, and 230 pounds.  He 
  has black eyes without pupils, and is completely bald.  
  Normally Colok wears earthen colored robes and sandals.  His 
  holy symbol is a large topaz on a headband he always wears. If 
  he has to prepare for a fight he will wear inix scale armor (+2 
  magical), a two-handed obsidian maul (+2 magical), and 2 iron 
  warhammers.  
   
  Colok is a light-hearted and generally good-natured 
  fellow. He spends much of his time working the kiln making 
  bricks for the compound walls and buildings. He has also 
  started making pottery and has several pieces for sale to anyone 
  interested. He makes flasks of varying sizes, pots, bowls, and 
  mugs. His home is also his shrine to the Element of Earth. He 
  will speak at length about the wonders of Mother Earth and how 
  all things must come from the land. He will not hesitate to 
  defend the compound or to remove unwanted visitors. His 
  current focus is the protection of the compound and the 
  springs. 
   
  Colok was born in Kled and after making his pack 
  with the Element of Earth he decided to spread the word. His 
  travels brought him to Tyr where he teamed up Nalod and the 
  others. He has had great success with this group and he has 
  been able to use his powers to help many people. 
   
  Valmer
  Valmer  
  Male Human Preserver, Lawful Neutral 
   
  AC  2 (Bracers of AC 4, Dex) 
  Str  12 
  Movement 12 
  Dex  16 
  Level 13 
  Con  16 
  Hit Points 53 
  Int  19 
  THAC0 14 
  Wis  14 
  No. of Attacks  1 
  Cha  13 
   
  Damage/ Attack: 1d6+2 (staff+2) 
   
  Psionic Summary
  Psionic Summary: PSPs 61, Wild Talent: Dimension Door 
  Power Score—15  
  Attack/ Defense Modes:  none/ TS, IF, MBk.  
  PLAYER’S OPTION:  MTHACO 14; MAC 6 
  (mental armor proficiency) 
    
  Wizard Spells (5/5/5/4/4/2): 
  Wizard Spells (5/5/5/4/4/2): 1st – armor, magic missilex2, 
  shocking grasp, sleep; 2nd – detect psionics, invisibility, cerulean 
  shock, levitate, stinking cloud; 3rd – hold person, infravision, 
  fireballx2, haste; 4th -  confusion, dimension door, polymorph 
  self, psionic dampener; 5th – avoidance, wall of force, teleport, 
  cloudkilll; 6th – globe of invulnerability, chain lightning. 
   
   
  Valmer is a human male, 6'2” tall, and 180 pounds 
  with silver hair and brown eyes.  Gray robes and sandals. He 
  carries an agafari quarterstaff (+2 magical), at all times and has 
  a black iron ring (Ring of Regeneration), brass bracers (Bracers 
  of Defense AC 4), and a steel dagger. 
   
  Valmer is quiet and keeps to himself. He prefers the 
  company of his pets and plants to that of actual people. He has 
  grown very fond of Diamonti, even though he would never show 
  it. He will do anything to keep her safe. He spends much of his 
  time training students in the art of preserving magic. When not 
  teaching he works in his garden and in his lab.  
   
  Valmer was born in Tyr. His father was a preserver 
  and taught him the path of the preserver. After having too 
  many close calls with the local templars he decided to leave 
  town.  That's when he met up with Nalod and company.  He 
  has deep respect for Nalod and Colok.  
   
   
  Kone
  Kone  
  Male Mul Druid, Neutral 
   
  AC  9 (Dex) 
  Str  20 
  Movement 12 
  Dex  15 
  Level 12 
  Con  17 
  Hit Points 86 
  Int  14 
  THAC0 10 
  Wis  15 
  No. of Attacks  1 
  Cha  16 
   
  Damage/ Attack: 1d6+6 (bone mace+3) 
   
  Psionic Summary
  Psionic Summary: PSPs 59, Wild Talent- Phase 
  Power Score—14  
  Attack/ Defense Modes:  none / TS, MB, IF.  
  PLAYER’S OPTION:  MTHACO 15; MAC 8 
  (mental armor proficiency),   
   
  Priest Spells (8/6/5/3/2):
  Priest Spells (8/6/5/3/2): major spheres – cosmos, water 
    
  Granted Powers
  Granted Powers:  Concealment when on guarded lands, speak 
  with animals, speak with plants, live without water or 
  nourishment on guarded lands, shape change. 
   
   
  Kone is a male mul, 6'0” tall, 300 pounds, with no hair, 
  and  brown eyes.  When seen Kone wears green and gray robes 
  and sandals and carries a bone mace (+3 magical). 
   
  Kone is serious about keeping the springs from being 
  harmed.  These are his guarded lands and he shares them with 
  Nalod and his friends.  Kone doesn't interact with the 
  companions unless the springs are in danger or if directly asked 
  by one of the four.  
   
  Little if nothing is known about Kone simply because 
  he won't tell anyone. He has used his powerful magic to heal 
  and defend the companions in the past.     
  
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  Villages of the Wastes:  The Tyr Region 
  35 
   
   
  
  Villages of the Wastes:  The Tyr Region
  Villages of the Wastes:  The Tyr Region 
  36 
   
  Powder River Village
  Powder River Village  
   
   
   
  A small village at the western edge of the Tablelands, 
  sheltered by the foothills of the Ringing Mountains, Powder 
  River Village is defined by a dry barren riverbed that carves its 
  way past the northern edge of the town.  A medium-sized 
  village, Powder River has managed to survive in the hostile 
  Athasian desert for over eighty years, gradually expanding and 
  becoming a stop for the nomads and dune traders of the region. 
  Powder River sustains itself through trade, selling crafts and 
  goods, and through hunting and gathering amongst the rocky 
  badlands surrounding the village. 
   
   
  Orig
  Origins/History
  ins/History 
   
  Powder River Village was founded almost five 
  generations ago when the Dustback nomad tribe settled down 
  and gave up their ways as hunter-gatherers. The tribe had been 
  a successful one, and its numbers began to swell, and eventually 
  the tribe leaders decided to give up the nomadic life and settle. 
  After a difficult start, the village managed to take hold, and 
  eventually established itself as a presence in the area.  Freemen 
  and a few ex-slaves from Tyr started to trickle in, and soon 
  Powder River Village became a stop for dune traders. 
   
  Six years ago a new danger arose that threatens to 
  wipe Powder River Village off the dune trader's maps.  The 
  Tempest Reapers, a tribe of over three hundred bloodthirsty 
  savages, moved into the area southeast of the town and 
  immediately began preying upon the villagers.  The town has 
  increasingly been forced to concentrate on defense and 
  repelling the frequent attacks, rather than growing and 
  developing itself. (For more information on the war with the 
  Reapers, see Outside Relations
  Outside Relations below.) 
   
   
  Location
  Location  
   
  Powder River Village is tucked away into the 
  badlands and rocky barrens south of Tyr, and is about two days 
  travel away from the city. A small swatch of clear terrain 
  surrounded by badlands, the village grounds are well defended, 
  thanks to both natural and man-made defenses. The following 
  is a list of key locations and buildings in the village area. 
   
   
  The Bridge
  The Bridge - Constructed from old sandstone blocks, 
  this arched bridge spans the dusty riverbed that gives the 
  village its name. The keystone on each side features a carving of 
  a spearhead and sandal, the symbols of the village. The bridge 
  is usually patrolled by four to six warriors, who also maintain a 
  small campsite on the far side of the bridge for night watch. 
  Most with something to trade will do their business here, as soon 
  as the guards summon a negotiator from the village to broker the 
  deal; although some more trusted or valued trade partners will 
  be invited into the village to bargain over a sack of broy.  When 
  the rare caravan passes by, there is a wide clearing that can 
  serve as a canversai on the far side of the bridge. 
   
  The Breakwall
  The Breakwall - A long high mound of packed sand 
  and rock, the Breakwall guards Powder River Village's 
  vulnerable southwestern flank. Sharpened stakes bristle along 
  the length of the man-made wall, capable of impaling anyone 
  attempting a reckless charge. Some of these stakes have been 
  turned into grisly standards, displaying the skulls and tattered 
  clothing of the Tempest Reapers.  Bramblevine grows in 
  patches along the outside edge of the Breakwall, but the 
  villagers take care to keep it from growing over onto the other 
  side. Four guard campfires line the wall, and ten warriors keep 
  regular watch.  Because of the frequent skirmishes by the 
  raiders, most of the villagers tend to stay away from this area. 
   
  Common Grounds
  Common Grounds - This clearing is located near the 
  center of Powder River Village, and it is here that the tribe has 
  most of its meetings. In the center is a bonfire pit, and woven 
  blankets and mats are sometimes set out around it for meetings. 
  The Common Grounds are used for a wide variety of purposes, 
  and is a popular play area for the village children. 
   
  The Fields
  The Fields - To the southeast of the village, past the 
  Field Gate, are the town's croplands.  There, the villagers grow 
  a variety of grains and other stable foods.  Unfortunately, the 
  fields are separated from the village and are the most vulnerable 
  area in the whole village.  Raids by the Tempest Reapers often 
  destroy the fields, forcing the villagers to start over from bare 
  ground.  Irrigation is a crude affair, requiring a bucket line from 
  the well to the fields.  Powder River's fields are not nearly fertile 
  enough to sustain the community, but fortunately its hunters 
  and traders provide enough to keep it going. The villagers hope 
  one day to develop truly successful farmland, but for now they 
  concentrate on maintaining the current village. 
   
  Powder River
  Powder River - A broken channel carved into the 
  badlands by water eons ago, Powder River is a dry riverbed 
  filled now with silt and sand. The riverbed is about ten feet 
  deep, but its sides are fairly steep and almost five feet of sand 
  fills the bottom. The villagers occasionally venture down into 
  the riverbed, but a few hidden sinkholes exist, and most stay out 
  of it. Powder River curves up towards the north for a while, 
  then disappears into the mountains. Going south from the 
  village, the riverbed becomes shallower after a few miles, and 
  eventually becomes completely filled with alluvial sands. 
   
  The Shieldwall
  The Shieldwall - A large rock outcropping shielding 
  the southern edge of Powder River Village, the Shieldwall is 
  one of the many small foothills of the Ringing Mountains. The 
  Shieldwall is bare rock, dotted by sparse shrubbery and small 
  
  Villages of the Wastes:  The Tyr Region
  Villages of the Wastes:  The Tyr Region 
  37 
   
  trees towards the base. The headman of Powder River Village 
  makes his home on the Shieldwall, but the rock is too steep and 
  jagged to climb beyond the point of his dwelling. The 
  Shieldwall continues southwest for a few hundred yards beyond 
  the map, and then ends. 
   
  The Divvy Shack
  The Divvy Shack - This open tent is just four sturdy 
  poles and a heavy canvas roof. Three firepits sit in the center of 
  the divvy shack, with smokeholes above them in the tent. It is 
  here that the tribe stores its meat and food, hanging from hooks 
  and cords attached to the roof. Hunters returning from their 
  task hang the meat here to be cooked or smoked, and then 
  divided amongst the tribe in a communal meal. It is this sharing 
  that gives the divvy shack its name. Because its fields are in 
  such a poor state, Powder River relies heavily on its hunters and 
  gatherers to sustain its populace; regular hunter-gatherer parties 
  leave every other day to keep the town's food supply in stock. 
   
  The Field Gate
  The Field Gate - A small gatehouse looking east 
  towards the field, this mud-brick building houses up to eight 
  guards. Arrow slits are the only opening on the eastern side, but 
  a small porch overhang offers shade on the western wall. The 
  field gate is composed of three massive tree trunks that, lying 
  flat, are as high as an elf's shoulder. The village purchased them 
  at great expense from a Forest Ridge tribe almost two 
  generations ago, and hauled them across the alluvial sands to 
  Powder River. Two are lined up with the gatehouse, supported 
  by posts and a mound of sand. The third is a few yards back, 
  and through great effort can be rolled forward to block off the 
  Field Gate. 
   
  Headman's Dwelling
  Headman's Dwelling - Carved into the side of the 
  Shield Wall, the Headman's aerie offers a sweeping view out 
  over the village of Powder River. The Headman's home is 
  larger than the other buildings in the village, with two floors and 
  several rooms. Though it could hardly be called luxury, the 
  Headman's dwelling is considerably better furnished than the 
  rest of the village. About half of the Headman's dwelling is 
  actually built into the rock, but the exterior part is furnished 
  from adobe mud-brick. The Headman's dwelling also contains 
  a meeting hall, usually used by the Headman's council. In a 
  crisis, it can be fortified against attackers in the village below. 
   
  Overlook Tower
  Overlook Tower - This thirty foot high pinnacle of 
  rock rises up over most of Powder River Village, and serves as a 
  watch post and observation tower for the village. Carved stone 
  steps lead up to the summit, where a small covered crow's nest 
  allows for an unobstructed view of the town below. In case of 
  emergencies, there is a signal firepit at the top of the tower, and 
  two lookouts usually are stationed here. 
   
  The Spearhall 
  The Spearhall - A large adobe brick building, the 
  Spearhall's two entrance doors are decorated with four totemic 
  war standards, with spears as the poles. The Spearhall serves as 
  the armory, makeshift barracks, and meeting hall for the 
  warriors and guards of Powder River Village. The Spearhall is 
  also an organization, to which all warriors in the village belong, 
  and all members carry at least one spear to be used at 
  ceremonies. The warriors elect a captain, who leads them in war 
  council and in battle; the current First Spearman is Dukos, a 
  mul warrior who fled to Powder River from Tyr after Kalak's 
  death. 
   
  Storehouses 
  Storehouses - These two mud-brick buildings house 
  the tools, dry foodstuffs, and other miscellaneous stores of 
  Powder River Village. Though the doors are not usually 
  locked, the Headman does have a key to do so. One guard 
  watches each storehouse. 
   
  Stables 
  Stables - This building and cleared field is where the 
  people of Powder River Village keep their animals, mostly erdlu 
  and aprigs, plus a few kanks. The village also has five crodlu, 
  usually used by scouts or warriors during special cases. The 
  villagers usually let the erdlu run free during the day, and herd 
  them back into the stables at sundown. 
   
  The Well 
  The Well - A trickling pool of water fed from a deep 
  underground spring beneath the Shieldwall, the Well is made 
  of bricks and usually guarded by three warriors. During dry 
  spells, the water may sink down as much as ten feet, but the well 
  has never gone dry in the history of Powder River. 
  
  Villages of the Wastes:  The Tyr Region
  Villages of the Wastes:  The Tyr Region 
  38 
   
   
   
    
    
    
  Organization
  Organization  
   
  Powder River Village is still small enough so that it 
  does not experience too much political tension. The leader of 
  the village is known as the Headman, a position based upon 
  leadership and negotiating skills that usually is held by one of 
  the elder males. The Headman controls the village, usually 
  speaks for it in negotiations with outsiders, and directs the 
  actions of the town. The Headman cannot abuse his power, 
  though, because he rules only by the consent of the villagers. 
  Each Headman determines their own style for managing the 
  village, but most choose to pick a council of advisors to aid them 
  in decision-making and administrative processes. The position 
  of Headman can be held until death, or an unpopular leader 
  could be ousted within months of assuming control. The 
  current Headman is Aiter Budak.  
   
  The other major organization in Powder River is the 
  warrior cult of the Spearhall, a brotherhood of all the hunters 
  and warriors in the village. The First Spearman of the Hall is 
  usually the most powerful warrior present, but power rarely 
  equals brute force. Skilled hunters, quick strategists, and wise 
  old gladiators are all good candidates for the leadership of the 
  Spearhall. Although it is technically possibly, the First 
  Spearman is rarely also Headman of the village, simply because 
  the two duties require too much work to manage them both 
  effectively. The mul Dukos holds the position of First 
  Spearman for now. 
   
  
  Villages of the Wastes:  The Tyr Region
  Villages of the Wastes:  The Tyr Region 
  39 
   
   
  Outside Relations
  Outside Relations  
   
  The village of Powder River has thus far managed to 
  both escape the notice of the major powers of the Tablelands 
  and managed to attract the notice of the nomads and stragglers 
  that help add to its ranks. It does conduct moderate trade with 
  Tyrian merchants, selling goods and wares in exchange for food 
  and occasionally iron. 
   
  The villagers of Powder River are typically suspicious 
  of outsiders; while dune traders and some nomad bands are 
  welcomed, most others are turned away from the town's walls 
  with curt formality. 
   
  In fact, the defenses are there for a reason: namely, the 
  Tempest Reapers, a tribe of bandits and savages that operate to 
  the southeast of the town and have made hell for the villagers 
  for the past six years. The raiders' attacks have escalated slowly 
  from the initial small bands of three to five thieves up to whole 
  war parties of fifty or more, charging towards the town wailing 
  like dwarven banshees. Attacks come on a frequent basis, often 
  once a week or more often, and usually ended in a stalemate 
  with a handful of dead on either side. The frequency of these 
  attacks has put the town on a martial edge, always wary of a 
  coming attack. So far, the past four of the Spearhall's leaders 
  have fallen to a raider’s sword. 
   
  The tribe and the village have become locked into a 
  blood feud, each side determined to break the other and avenge 
  their fallen dead.  Any travelers suspected of being associated 
  with the Reapers are likely to be killed on sight, with little 
  chance for self-defense.  Conversely, anyone who has made 
  enemies of the Tempest Reapers can count the village of 
  Powder River as a friend. 
   
   
  Important Residents
  Important Residents  
   
  Headman Budak
  Headman Budak  
  Male Human Fighter, Neutral Good 
   
  AC  8 (erdlu leather) 
  Str   8 
  MV  12 
  Dex 10 
  Level  2 
  Con  13 
  Hit Points  10 
  Int  14 
  THAC0  20 
  Wis  16 
  No. of Attacks  1 
  Cha  16 
   
  Damage/Attack: 1d6+1 (ceremonial spear+1) 
   
  Psionic Summary
  Psionic Summary: PSP 18; Wild Talent - Empathy  
   
  Power Score—16  
  Attack/ Defense Modes: none / MB.  
   
  PLAYER’S OPTION:  MTHAC0 20; MAC 9 
   
   
  A grizzled old hunter-gatherer, Aiter Budak was 
  born in Powder River Village and is determined to die there as 
  well. Headman Budak can trace his lineage back to the first 
  inhabitants of the village, but his ancestry has little to do with 
  his position as headman of the village. He has held the post for 
  the past five years, since the death of the previous headman at 
  the hands of raiders. 
   
  Budak is a pragmatic, stubborn man, but is widely 
  respected for his fairness and wisdom in settling disputes. He 
  didn't ask to be headman, but he didn't turn down the position 
  either. His leadership has not been challenged yet, and Aiter 
  Budak doesn't worry about such things, anyway. 
   
  Headman Budak has set three goals for himself, and 
  he is determined to accomplish them. First is to finally defeat 
  the Tempest Raiders and put an end to their threat to his 
  people. He and Dukos, the First Spearman, work together at all 
  opportunities to coordinate the villagers in defense of the town. 
   
  Budak's second goal is to improve the farmland of 
  Powder River Village. There are times when the town teeters 
  dangerously with starvation, and even after eighty years it 
  cannot yet be truly considered self-sufficient. Bands of hunter-
  gatherers, of which Budak was once a member, still comb the 
  surrounding land, looking for supplements to the town's food 
  supply. The current Headman is determined to change that. 
   
  The final goal of Aiter Budak is to finally establish 
  Powder River Village as a fixture in the Tablelands. Its 
  somewhat isolated location has left it off the important maps of 
  the Tablelands, and it has long been overshadowed by the 
  nearby presence of Tyr and the surrounding client villages. 
  Headman Budak is determined to establish a regular trade 
  route through Powder River. While his goals are all lofty, no 
  one can ever claim that they saw Aiter Budak fail at a task he 
  set his mind to. 
   
  Aku the River
  Aku the River--Resurrector
  Resurrector  
  Male Human Priest of Water, Chaotic Neutral 
   
  AC  10 (tunic) 
  Str  12 
  MV  12 
  Dex  11 
  Level  7 
  Con  16 
  Hit Points  31 
  Int  8 
  THAC0  16 
  Wis 14 
  No. of Attacks  1 
  Cha 7 
   
  Damage/Attack: 1d6+1 (Carrikal) 
   
  Psionic Summary
  Psionic Summary: PSP 62; Wild Talent - Project Force, 
  Telekinesis  
  Power Score—44  
  Attack/ Defense Modes:  none / MB, TW, MBk.  
  PLAYER’S OPTION:  MTHAC0 17; MAC 10, 
  [Aku is unaware of his psionic ability.] 
   
  
  Villages of the Wastes:  The Tyr Region
  Villages of the Wastes:  The Tyr Region 
  40 
   
  Priest Spells (5/3/2/1)
  Priest Spells (5/3/2/1): major sphere – water; minor sphere – 
  cosmos  
   
  Granted Powers
  Granted Powers:  Ignore water (7 rounds), gate water (1 cubic 
  feet), quench thirst, resistance to water (+2 saving throws vs. 
  water), body of water. 
   
   
  A disheveled middle-aged man with crystal blue eyes 
  and tattered robes, Aku the River-Resurrector is a widely 
  recognized figure throughout Powder River.  Aku is not a 
  native to the village, but is known and usually makes his home 
  there. 
   
  Most villagers consider this unkempt priest of water 
  to be at least half crazed. He has a constant strained quality 
  about him, as though he is just about to burst into action.  His 
  voice sometimes takes an unhinged tone, especially whenever 
  someone mentions the river.  Aku is not truly deranged, 
  however - he is simply driven. 
   
  Aku has made it his life's goal to return Powder River 
  to its ancient glory, to see water flowing between its banks.  He 
  has been at it for almost ten years now, and has gotten no further 
  than when he started. He often disappears for weeks at a time, 
  withdrawing up into the mountains where the Powder River 
  gets its source, lost in mediation and prayer.  Aku is likely to 
  analyze strangers solely upon their commitment to the element 
  of water, and whether they could help him in his quest. 
   
  Aku absolutely refuses to use his powers as a priest to 
  create water.  In fact, he only summons his patron element for 
  use in worship ceremonies.  If asked, he will mutter that others 
  should “look to the river... look to the river for all your water.”  
  Aku believes that if enough people turn to the river for their 
  survival, the ancient waters will flow again and his life's quest 
  will be complete. 
   
  Dukos, the First Spearman
  Dukos, the First Spearman  
  Male Mul Gladiator, Neutral Good 
   
  AC  4 (mekillot hide, dex, gladiator bonus) 
  Str  19 
  MV  12 
  Dex  15 
  Level  8 
  Con  17 
  Hit Points  67 
  Int  11 
  THAC0  9 
  Wis  7 
  No. of Attacks  1 
  Cha  13 
   
  Damage/Attack: 1d6+5 (Iron Lance of the Spearhall [iron 
  spear+2]) 
   
  Psionic Summary
  Psionic Summary: PSP 28; Wild Talent - Combat Mind  
  Power Score—7  
  Attack/ Defense Modes: none/ TS, TW, MBk.  
  PLAYER’S OPTION:  MTHAC0 17; MAC 10 
   
   
  A powerful dark-skinned mul gladiator who escaped 
  the arena of Tyr during the chaos following Kalak's death, 
  Dukos has come to consider Powder River his new home. A 
  year and a half ago, Dukos was elected First Spearman, a role 
  that he accepts with great pride. Though he is reluctant to 
  admit it, Dukos' skills are essentially limited to battle, and so he 
  enjoys having a position in which he feels he can be useful. 
  Dukos has lasted longer than most other First Spearmen due to 
  his considerable fighting skills and a little bit of luck; the 
  Tempest Reavers never seem to be out in full force when he 
  heads the battle charge, a fact which frustrates him to no end.  
  He has become obsessed, to the point of sleeplessness, with 
  Larakk, the half-giant leader of the Tempest Reapers.  Dukos is 
  determined to vanquish him in mortal combat, and avenge the 
  failures of past Spearmen. 
  
  Villages of the Wastes:  The Tyr Region
  Villages of the Wastes:  The Tyr Region 
  41 
   
  Menka's Gate
  Menka's Gate  
   
   
   
  Marked by a free standing “gate” made of weathered, 
  carved rock, this small settlement is based around a small oasis, 
  nestled in the sand dunes of the deep desert.  About three 
  dozen trees mark the area of the oasis. 
   
   
  Origins/ History
  Origins/ History  
   
  A human trader known as Menka found Menka’s 
  Gate approximately 25 years ago. He stumbled upon the oasis 
  after losing his mount to a predator, and barely escaping 
  himself.  He crawled into the oasis that was nestled in amongst 
  the dunes and drank his fill of water.  Shortly after, stretched 
  out in the shade of several of the large trees, he looked up with 
  blurry eyes and beheld a freestanding stone arch.  It looked to 
  him like a gate.  He approached it and could see that at one 
  time, the rocks that formed the archway had been carved with 
  imagery, but time and weather had ground them down to mere 
  hints of shapes and pictures.  Perhaps it was the effects of the 
  sun that had unbalanced his mind, or his sudden arrival at a 
  shaded oasis after baking in the desert, but Menka immediately 
  decided that this was some gateway to a paradise. 
   
  The oasis was a little known place slightly off the trade 
  routes between Raam and Urik, so unless caravans were low on 
  water and knew of the place, they would usually not go off the 
  beaten path to find it.  However, as years passed, occasional 
  caravans did come and go from Menka's Gate.  As they came, 
  Menka would tell them of the paradise he had envisioned 
  beyond, and explained how one day this gateway would open up 
  and let them journey through.  Of course this is all fancy or 
  insanity on his part, but it seems dreams of paradise are 
  infectious, for over the years, caravans have carried his words far 
  and now a gathering of some 32 people live at the small oasis 
  awaiting the day that the portal to paradise will open...  
   
   
  Location 
  Location   
   
  The oasis is located 5 miles off the main trade route 
  between Raam and Urik, about 1/3 of the way from Urik.  The 
  only real structure at Menka's Gate is the archway itself.  Made 
  from solid granite, the gateway has withstood thousands of years, 
  though its intricate carvings have been washed away by time.  
  The oasis is marked, however by a considerable complex of 
  tents that are spread about the oasis like a maze.  The area ten 
  feet around the gate is always kept clear of tents and items, 
  though people are permitted to walk up and touch the archway 
  as long as they show the proper reverence.  Children are not 
  allowed to play near the arch. 
   
  The oasis survives primarily with food from small 
  gardens about the village. Their diet is supplemented by trade 
  with passing caravans. Also, the tents have surrounded the 
  archway, so they charge small amounts for visitors to pass 
  through and view the archway.  Menka refuses to charge for 
  water at the oasis, since he thinks desperate people may cause a 
  fight, but he does ask for donations if people seek protection at 
  the oasis. 
   
   
  Organization
  Organization  
   
  The closest thing to a leader of the community is 
  Menka, though he is more like a preacher.  He constantly 
  preaches about preparedness for Paradise and patience until 
  the day that the portal opens.  Other than that, the village looks 
  out for its own but has no strict leaders. 
   
  The other 32 people are all dreamers from other 
  villages or cities that heard of Menka's Gate to Paradise and 
  came looking.  They are weak-willed enough to have been 
  convinced to stay after hearing Menka's speeches.  After 
  several years of this, they have become quite loyal to Menka 
  and would do nearly anything he asked.  They have assorted 
  craftsman skills, but are mostly farmers.  There are two rangers 
  here that lead hunts into the desert and help protect the village.  
  A couple ex-gladiators are also here and act as guardians. 
   
  The people here spend at least three hours listening to 
  Menka's preaching, every other day or so.  He preaches about 
  how people must remain humble, be good, and continue to 
  believe in Paradise.  The paradise he describes is of lush cool 
  land with large areas of water, where no predators dwell.  He 
  often cites the fact that this oasis has no predatory plants, and 
  this is “Proof” of the Paradise awaiting beyond the gate. 
   
   
  Ou
  Outside Relations
  tside Relations  
   
  It is often visited by curious caravans passing by, and 
  caravans have been known to charge slightly more to go “out of 
  their way” to drop by Menka's Gate.  The life here is very calm 
  and sedate.  People work hard to protect the oasis and grow 
  food, but otherwise it is quiet, and peaceful.  The odd caravan 
  that has stayed that has gotten rowdy has been asked nicely to 
  be quieter.  Aside from fiercely protecting Menka's gate and 
  their food, the people are shy and non-provoking. They are 
  very peaceful, though they keep to themselves and will defend 
  what they have viciously.  They are kind to visitors, though 
  tend to treat them as if they were children who had not yet 
  
  Villages of the Wastes:  The Tyr Region
  Villages of the Wastes:  The Tyr Region 
  42 
   
  been enlightened.  All in all, most visitors consider it a creepy 
  encounter. 
   
   
  Important Residents
  Important Residents  
   
  Menka 
  Menka   
  Male Human Trader, Lawful Neutral  
   
  AC  8 (leather armor) 
  Str  12 
  Movement  12 
  Dex  13 
  Level  9 
  Con  16 
  Hit Points  47 
  Int  17 
  THAC0  16 
  Wis  12 
  No. of Attacks  1 
  Cha  18 
   
  Damage/ Attack: 1d6-1 (bone short sword) 
   
  Items
  Items: Ring of Empathic Link - empathic link is a hybrid of the 
  empathy psionic, but the users gets a link with the target and 
  actually makes the target feel what the person wearing the ring 
  feels.  This often results in sympathetic feelings towards the 
  wearer. 
   
  Thief 
  Thief Skills
  Skills: PP 25, OL 20, FRT 5, MS 10, HS 5, DN 25, 
  CW 60, RL 40, FD 50, BO 45, EB 20;  
    
  Psionic Summary
  Psionic Summary: PSP 44, Wild Talent- empathy 
  Power Score—12  
  Attack/ Defense Modes: none / TS, MB, IF.  
  PLAYER’S OPTION:  MTHACO 15; MAC 9 
  (mental armor class proficiency). 
   
   
  Menka is pretty crazy, but he's also quite charismatic.  
  He doesn't refute anyone who speaks out against his belief in 
  the gate, but rather gives them pitying looks and tells them that 
  he will wish he could have convinced them when he is in 
  Paradise.  Menka has the wild psionic talent of empathy that he 
  unknowingly uses to manipulate people to accept his beliefs.  
  Since he can feel the empathy towards them, he can better 
  manipulate them. 
   
   
   
   
   
  
  Villages of the Wastes:  The South
  Villages of the Wastes:  The South 
  43 
   
  Alador
  Alador  
   
   
   
  In the wastelands east of the Mekillot Mountains 
  blooms a desert rose.  The village of Alador was founded by a 
  templar who in a rare moment of insight discovered compassion 
  for those who toiled under him.  Those slaves he freed have 
  created a new life for themselves in Alador. 
   
   
  Origin/History
  Origin/History  
   
  Alador is a slave village founded about eight years 
  before the downfall of Kalak.  The founder, a formerly ruthless 
  Tyr templar named Micayon, was charged with the task of 
  transporting a caravan of slaves from Balic to Tyr for the 
  construction of Kalak’s great ziggurat.    
   
  Leading a routine reconnaissance patrol, Micayon 
  stumbled across a half-dozen ruined merchant wagons.  
  Investigating further, Micayon discovered an unusually large 
  band of belgoi responsible for the attack.  They were holding 
  the survivors as prisoners.  Thinking to add the prisoners to his 
  slave caravan, Micayon ambushed the belgoi while they were 
  preoccupied, arguing over how to divide a small human baby for 
  the evening meal.  The battle was fought over the child’s 
  hoarse, pathetic cries.   
   
  The belgoi defeated, Micayon picked up the infant 
  and its crying stopped.  The baby fixed its eyes on the templar 
  and suddenly Micayon’s wild talent, Empathy, awakened.  He 
  felt a flood of emotion from the infant.  Intense love…for him.   
   
  Micayon’s mind reeled from the impact.  When he 
  returned to the caravan, he was assaulted by the misery and 
  hatred of the slaves.  He wanted this torrent of emotion to stop.  
  One way he knew how to stop it was to end their suffering, by 
  freeing the slaves.   
   
  Micayon led a slave revolt against the other templars 
  and guards of the caravan and diverted his caravan far from 
  Tyr.  The templar settled the slaves at the base of a tall, isolated 
  plateau where he discovered an oasis that was nearly invisible 
  from a distance.  
   
  The village has grown from the original 168 slaves to a 
  current population numbering over 300 individuals.  Almost 
  half of these are under the age of 20 and are children of the 
  original slaves. 
   
   
  Location
  Location 
   
  The major part of the village is positioned in the 
  shade of an enormous and jagged outcrop of stone that juts out 
  of the desert sands.  This outcrop of stone is located roughly 30 
  miles east of Gulg where the stony barrens meets the rocky 
  badlands, about 10 miles away from the main road from 
  Altaruk to Gulg.   
   
  The top of the outcropping is level and can easily 
  hold several hundred people.  From a bird’s eye view, this 
  “plateau” is bean-shaped.  It slightly hugs around the oasis.  
  Due to this position, Alador receives only half the usual amount 
  of sunlight during the day.  In addition, the environment is 
  always cool and the wind calm since the outcrop shields the 
  village from winds and sandstorms.   
   
  The oasis can comfortably support a population of 
  about 800-900 people.  As the population increases, the 
  villagers construct buildings of adobe that scale the side of the 
  plateau, and that are accessible through a system of ladders.  
   
  Among the places of interest are the Desert Rose, 
  which serves as the inn and general store.  Loralune’s Medicines 
  Charms & Trinkets is run by the chief midwife and medicine 
  woman.  The Ten Blades is the village’s finest weapons and 
  armor store.  ‘Zana’s Livestock raises erdlu, pack animals, 
  mounts, and war mounts.  Finally, at the top of the plateau, the 
  village maintains a sentry post where the sun priest, Sol Hokat, 
  keeps his shrine. 
   
   
  Organization
  Organization 
   
  A council of former slaves headed by Micayon 
  governs Alador.  Meetings are chaotic affairs and usually 
  degenerate into loud arguments.  All meetings are conducted 
  in the village tavern, the Desert Rose.  All villagers are free to 
  attend and participate.   
   
  When Alador is attacked, the villagers defend 
  themselves at the walls built around the oasis.  If that fails, they 
  will gather all the supplies possible and ascend the plateau to 
  make a stand.  
   
   
  Outside Relations
  Outside Relations  
   
  The village is somewhat isolated.  It doesn’t hide its 
  existence, but neither does it encourage visitors.  Outsiders are 
  allowed to pass through and stay for a short while, but they are 
  never allowed to settle permanently, not even escaped slaves.  
  Only in special cases, such as marriage, are outsiders allowed to 
  remain.  The village may also invite outsiders with special 
  needed skills to live there. 
   
  Woods and skins are imported from Gulg, obsidian 
  from Urik, small amounts of iron from Tyr, and diverse 
  foodstuffs from several locations, mostly Altaruk.  The main 
  exports include clay bricks, surplus food, sculpted figurines, 
  
  Villages of the Wastes:  The South
  Villages of the Wastes:  The South 
  44 
   
  fetishes, and most importantly, weapons fashioned from the 
  imported materials. 
   
  Over the past five years, Alador has become a 
  clandestine weapons market.  Outlaw groups that may not be 
  able to openly purchase large quantities of weapons in the city-
  states can purchase them here; no questions asked.  These 
  include raiders, slaves, thri-kreen, numerous elven tribes, gith, 
  and sometimes the Veiled Alliance.  They also cater to 
  legitimate concerns (such as merchant houses) that do not wish 
  to draw attention to the fact that they are stockpiling weapons.  
  A third of the population is trained in weaponsmithing and 
  armoring.   
   
  At any given time, several agents or personalities 
  (sometimes in disguise) from various groups and city-states may 
  be in Alador with their bodyguards.  Templars and warriors 
  who are in the market for quality weapons may also be here.  
  The floating population typically numbers around 40-50 
  people.  Woe to any defiler who sneaks inside.  If caught, 
  defilers (and preservers) are executed. 
   
  Having suffered from lightning fast raids in the past, 
  the village requires all able-bodied adults to carry weapons and 
  train regularly in the militia.  Primary dangers to Alador are 
  ironically potential customers: raiders.  Humans, gith, elves, 
  thri-kreen and giants have all attacked the village in its weaker, 
  early history.  Alador immediately ceases trade with any groups 
  that attack it.  Raiders will discover that their rivals receive 
  excellent weapon deals.  Consequently, the number of raids is 
  steadily declining. 
   
   
  Important Residents
  Important Residents 
   
  Micayon
  Micayon  
  Human Male Templar, Lawful Neutral 
   
  AC 5 (hide armor, shield) 
  Str  15 
  Movement  12 
  Dex  10 
  Level  10 
  Con  16 
  Hit Points  53 
  Int  16 
  THAC0 15 (16 Light crossbow) 
  Wis  18 
  No. of Attacks  1 
  Cha  14 
   
  Damage/Attack: 1d8-1/ 1d12-1 (Bone long sword), 1d4-1/ 
  1d4 –1 (Obsidian-tipped quarrels) 
   
  Psionic Summary
  Psionic Summary: PSPs 63, Wild Talent: Empathy 
   
  Power Score—18  
   
  Attack/ Defense Modes:  none / MB, IF, TW 
   
  PLAYER’S OPTION: MTHACO 16, MAC 5 
   
   
  Micayon is 54 years old.  He stands 6’3” tall with 
  graying black hair, and steel-gray eyes.  His beard and 
  mustache are always well groomed and he affords the best 
  clothing his income allows.  Micayon looks back on his templar 
  years with nostalgia.  He is very much a man of creature 
  comforts with a taste for wielding power.  He keeps his Tyr 
  templar uniform and armor in good repair.   
   
  Micayon struggles with a habit of assuming authority 
  and is uncomfortable in the freewheeling governmental style of 
  Alador.  The other villagers view him with amusement; a 
  bureaucrat forced to be a commoner.  He is highly arrogant, but 
  principled and cultured.    
   
  Being the one of the handful of villagers who can read 
  and write , he is the primary negotiator for the village.  He also 
  performs the same functions for Alador that he performed in 
  Tyr: an administrator and an accountant.     
   
  Zamora
  Zamora  
  Female Half-Elf  Level Preserver/ Bard, Neutral Good 
   
  AC  2 (Armor Spell, Dexterity) 
  Str  13 
  Movement  12 
  Dex  18 
  Level  7/ 8 
  Con  13 
  Hit Points  27 
  Int  19 
  THAC0  15 
  Wis  15 
  No. of Attacks  3 
  Cha  16 
   
  Damage/Attack: 1d3-1/ 1d2-1 (Bone darts)* 
   
  Psionic Summary
  Psionic Summary:  
   
  PLAYER’S OPTION:  MAC  8 
   
  Wizard Spells (4/3/2/1)
  Wizard Spells (4/3/2/1)  
   
  *Coated with Type E Poison, Death/20 
   
   
  Zamora is a middle-aged woman about 44 years old.  
  She stands 5’9” tall with black hair and violet eyes.  She is the 
  innkeeper of the Desert Rose, a rather large tavern and inn 
  (often the whole village will congregate there).  She maintains a 
  general store off to the side of the Rose and serves on the village 
  council.    
   
  A former slave, she had been arrested for being a 
  witch, and was sold to Micayon to be used as slave labor on the 
  Tyrean Ziggurat.  Despite her good standing, if the village folk 
  ever discovered she was a mage, she could be chased out by a 
  mob.  Some villagers suspect her, such as Loralune.  Micayon 
  keeps her secret and quietly discourages the idea of her being a 
  mage if it ever comes up.  She has no contacts with any Veiled 
  Alliance. 
   
  She enjoys singing for the villagers, telling stories, and 
  giving sweets to children; especially since this wins goodwill in 
  the village and on the council.  Weekly dances are held at her 
  tavern.  Zamora offers traveling minstrels free room and board 
  
  Villages of the Wastes:  The South
  Villages of the Wastes:  The South 
  45 
   
  plus tips for every night they perform at her venue.  She often 
  sits with them at the dinner table and exchanges stories. 
   
  She recently convinced the villagers to hire a 
  mindbender (a psionicist) to act as healer, diviner, advisor, and 
  to help train the militia wild talents.  If the villagers find 
  someone suitable they will offer room, board, and a small 
  income.  
   
  Zamora has three barmaids helping her.  They are 
  Asterra, Charise, and the elf-maiden Nyneva.  Nyneva serves 
  secretly as an apprentice. 
          
  Mikastor
  Mikastor  
  Male Human,Lawful Good 
   
  AC  2 (Braxat Hide, Dex) 
  Str  17 
  Movement  12 
  Dex  19 
  Level  0 
  Con  17 
  Hit Points  8 
  Int  15 
  THAC0  20 (18 w/ Short bow) 
  Wis  14 
  No. of Attacks  1 (Bone long sword)/ 
  Cha  14 
   
  2 (Short bow) 
   
  Damage/Attack: 1d8/ 1d12 (bone long sword), 1d6-1/ 1d6-1 
  (bone-tipped flight arrows) 
   
  Psionic Summary
  Psionic Summary:  
   
  PLAYER’S OPTION: MAC 10 
   
   
  This is the infant that Micayon rescued from the 
  belgoi.  He is a strong youth about 19 years old, brown hair, 
  black eyes.  Mikastor is eager to leave the village and intends to 
  hire himself out to any good employer.  He is militia trained, 
  but wishes to complete his training as one of the legendary 
  warriors of the waste (a ranger).  So far, he has met no one 
  qualified to teach him. 
   
  Despite his youth, Mikastor is quite competent.  He 
  can read, write, and perform mathematical calculations.  He 
  can survive in the desert and locate water.  He is quite capable 
  of serving as a weapons-bearer, or he can serve as a shield-bearer 
  to protect spellcasters and psionicists.  If equipped with a pole-
  arm, he can take occasional pokes at the enemy from behind the 
  melee line.  Also, he can serve as a lookout, spotting new 
  approaching dangers whenever his companions are caught up in 
  an intense battle. 
   
  Lamorion
  Lamorion  
  Male Dwarf Fighter Lawful Neutral  
   
  AC  3 (Rasclinn Hide, Armor Optimization) 
  Str  21 
  Movement  6 
  Dex  12 
  Level  7 
  Con  20 
  Hit Points  87 
  Int  13 
  THAC0  10 
  Wis  16 
  No. of Attacks  2 
  Cha  8 
   
  Damage/Attack: 1d4+8/1d4+7 (steel war hammer) 
   
  Psionic Summary
  Psionic Summary: PSPs 37, Wild Talent: Heightened Senses 
   
  Power Score—20  
   
  Attack/ Defense Modes:  none / MB, MBk, TW 
   
  PLAYER’S OPTION:  MTHACO  17, MAC 8 
   
   
  Lamorion is a middle-aged dwarf with a sharp tongue.  
  He stands 5’ tall and is quite dusky with coal black eyes.   
   
  He runs the Ten Blades for the village, manned by at 
  least 30 men and women aides.  Lamorion has created a 
  comfortable life for his family here.  He is the chief 
  weaponsmith, armorer, and bowyer/fletcher.  He has trained 
  about a third of the villagers to help fulfill the contracts that 
  Micayon negotiates.   
   
  This dwarf was one of the most valuable slaves that 
  Micayon was carrying in the slave caravan to Tyr.  Lamorion 
  hails from a long line of dwarven weaponsmith slaves.  His focus 
  and passion is to develop new weapons.  He can be hired to 
  create almost any unusual and uncommon weapons and armor 
  (such as from the Gladiator’s Handbook) all at premium prices 
  and only if the necessary materials are available.   
   
  Such is his skill that 1-2 weapons of quality can be 
  found in his store at any given time; usually made of bone, wood, 
  or obsidian.  These weapons grant a +1 to hit OR to damage, 
  but not both.  They sell for 2-5 times the normal price.  
  Lamorion can finish any weapon or armor project (but not a 
  weapon of quality) in half the time it takes anyone else.  In 
  short, he is profoundly focused and is a master of his craft. 
   
  Lamorion is also extremely rude.  He will miss no 
  opportunities to ridicule other people over their weapons and 
  armaments (“I’ve never seen such a piece of crap!”) unless he 
  crafted them personally, no matter what their actual quality, 
  even if they’re steel or magical.  
   
  Lamorion is polite only when he wants something.  
  What does he want?  Lamorion loves to ask warriors to “try out” 
  his new weapons.  (“Those monsters will never know what hit 
  ‘em!”)  Micayon has (wisely) declined all of the dwarf’s offers to 
  outfit the village militia with his “modern” weapons and this 
  frustrates Lamorion to no end.  During council meetings, 
  Lamorion’s contribution when discussing any threat to the 
  village is always inevitably the same (“We need new 
  weapons!”).   
   
  Almost without fail, he will approach visiting warriors. 
  Unfortunately, 90% of his new weapons tend to be impractical 
  and/or malfunction.  Some are so bizarre that even gladiators 
  sometimes cannot figure out how to use them.  In particular, 
  Lamorion wants to perfect his spring loaded spears tips and 
  sword blades that shoot off at the hilt guard.  If only he can find 
  some warriors to try them out… 
  
  Villages of the Wastes:  The South
  Villages of the Wastes:  The South 
  46 
   
   
  Lamorion is occasionally hired by psionicists and 
  templars who wish to empower weapons and armor.  His skill is 
  more than adequate to help them.  However, it depresses him if 
  he is asked to use his skills to make anything “normal” (“Ho-
  hum…another sword and spear.”).  He constantly pressures his 
  clients to apply their power to something “innovative.”  Unless 
  he is under strict supervision, Lamorion occasionally takes 
  liberties with the projects of minor clients and builds 
  “improvements” into them without telling them.   
   
  Contracts for Lamorion’s personal work is constantly 
  back-ordered.  He demands payment up front (for materials) 
  and some clients have to wait up to two years.  Steel weapons of 
  quality can go up to 20 times the normal cost.  It is rumored 
  that House Wavir wants him back badly.  
   
  Loralune
  Loralune  
  Female Human Chaotic Neutral 
   
  AC  9 (Dexterity) 
  Str  11 
  Movement  12 
  Dex  15 
  Level  0 
  Con  13 
  Hit Points  4 
  Int  15 
  THAC0  20 
  Wis  9 
  No. of Attacks  1 
  Cha  10 
   
  Damage/Attack: 1d4-1/ 1d3-1 (Bone dagger) 
   
  Psionic Summary
  Psionic Summary:  
   
  PLAYER’S OPTION:  MAC 10 
   
   
  Loralune runs Loralune’s Medicines, Charms, and 
  Trinkets.  She is an old, crabby woman who serves as the local 
  herbalist, tailor, midwife, and fortuneteller.  Her store carries a 
  wide array of herbs, curative medicines, salves, and clothing.  
  She is gossipy, jealous, and insecure.  She will charge double 
  prices for those she dislikes.  Currently on her bad side is 
  Zamora who recently convinced the village council to hire 
  someone professional as a healer (i.e. someone better than her).  
   
  Nyneva 
  Nyneva   
  Female Elf, Chaotic Good 
   
  AC  5 (Leather breastplate, Dexterity) 
  Str  13 
  Movement  18 
  Dex  19 
  Level  0 
  Con  13 
  Hit Points  4 
  Int  16 
  THAC0  20 
  Wis  9 
  No. of Attacks  1 
  Cha  17 
   
  Damage/Attack:  1d6-1/ 1d8-1 (Bone short sword) 
   
  Psionic Summary
  Psionic Summary:  
   
  PLAYER’S OPTION:  MAC  9 
   
   
  Nyneva is a barmaid at the Desert Rose.  The 
  Dragon destroyed Nyneva’s elf tribe two decades ago and she 
  was orphaned.  Later, she was mysteriously found on Zamora’s 
  doorstep.  The good-hearted half-elf woman adopted her.  
  Nyneva is now a beautiful maiden, who stands 5’10” with 
  amber hair and silver eyes.  Now 20 years old, her elven blood 
  sings to her to wander the world and, like Mikastor, she is 
  getting desperate to leave the village.   
   
  Nyneva is Zamora’s secret apprentice, both in sorcery 
  and the thieving arts.  In addition, her militia training has given 
  her excellent fighting skills.  The time is fast approaching when 
  she will become a full-fledged fighter/ preserver/ thief.  When 
  that time arrives, she will leave Alador.   
   
  She feels intimidated by elven tribes and is extremely 
  insecure as to how they might view her; an elf raised by 
  humans.  She tends to go too far in trying to win their approval, 
  particularly elven males.  She has yet to learn that most elves 
  simply don’t care about her or anyone else outside their tribe. 
   
  Only Zamora’s watchful eye prevents her from being 
  taken advantage of.  The inn mistress deeply wishes that 
  Nyneva would display better judgement, but she realizes that 
  for some people the best teacher is the “school of hard knocks.”  
   
  Sol Hokat  
  Sol Hokat    
  Human Male Sun Priest Chaotic Neutral (Evil) 
   
  AC  2 (Braxat Hide, Dexterity) 
  Str  15 
  Movement  12 
  Dex  17 
  Level  11 
  Con  16 
  Hit Points  59 
  Int  9 
  THAC0  15 
  Wis  18 
  No. of Attacks  1 
  Cha  9 
   
  Damage/Attack: 1d8-1/ 1d8-1 (Bone Scimitar) 
   
  Psionic Summary
  Psionic Summary: PSPs 56; Wild Talent: Control Light 
   
  Power Score—9  
  Attack/ Defense Modes:  none / TS, MBk, TW 
   
  PLAYER’S OPTION: MTHACO 15, MAC 6 
   
  Spells: (5/4/4/3/2/1)
  Spells: (5/4/4/3/2/1); major sphere – sun *; minor sphere – 
  cosmos  
   
  Granted Powers:  Minor resistance to sun light, enhanced 
  saving throws (+2 vs. sun, heat, or fire), ignore sunlight (11 
  rounds), gate in a beam of sunlight. 
   
  * For those without access to Earth, Air, Fire, and Water 
  accessory, substitute the fire sphere. 
   
   
  Sol Hokat is an old man, long driven crazy by his 
  devotions to the sun lords.  Living at the top of the plateau (his 
  
  Villages of the Wastes:  The South
  Villages of the Wastes:  The South 
  47 
   
  shrine), he often stares down angrily upon the villagers 
  (“Heretics, all of them!”).   
   
  Being a sun priest, he believes that living in the shade 
  is blasphemy.  He is constantly scheming how to give the 
  villagers more sun exposure, so they can receive its “blessings” 
  (“I’ll blow up the mountain someday!”).  The village regularly 
  sends sentries to the top of the plateau to watch the horizons for 
  approaching danger.  These unfortunate soldiers are forced to 
  listen to endless hours of sermons. Villagers see Sol Hokat as 
  harmless.  Ultimately though, they may be wrong.  
   
  
  Villages of the Wastes:  The South
  Villages of the Wastes:  The South 
  48 
   
  Thilon’s Camp
  Thilon’s Camp  
    
    
   
  Thilon’s camp is located in the Stony Barrens, along 
  the road from Celik to Balic.  The settlement does not have a 
  permanent location, consisting only of tents.  The tribe moves 
  every month to avoid detection, although they are always in the 
  vicinity of the two oases that exist along the road. 
   
   
  Origins / History
  Origins / History  
   
  This small village was named after its founder, a 
  former mul gladiator turned mercenary.  Thilon was born in the 
  slave pens of Tyr.  He and his partner in the arena, a half-elf 
  named Naydil, left the city after Kalak’s death and the freeing 
  of all slaves of the city.  Hiring themselves out as caravan 
  guards, they traveled back and forth between Balic and Tyr. 
  After a year of this, they decided to head further south, and 
  ended up in the city of Celik.   
   
  Upon arriving, they began to work for the merchant 
  House of Mareneth, the ruling faction of the city.  They got 
  jobs helping to reclaim parts of the city from the surrounding 
  ruins.  After several of these forays, Thilon and Naydil were 
  placed in a small group assigned to clear a dangerous section of 
  the ruins.  It was rumored that a tembo had made its nest there, 
  and Thilon requested more men for the assignment.  The 
  house of Mareneth rejected his request, judging that they did 
  not need the extra support.  Upon entering the ruins, the group 
  found that the rumors were correct, and they engaged the 
  tembo.  They fared very badly against it.  Naydil was killed, 
  and Thilon was badly wounded.  He made his way back into 
  the city, where the merchant house of Mareneth had their 
  healers work on him.  After regaining his health, he found that 
  there was a price to be paid for this help. He became an 
  indentured servant in the city. Thilon felt that the expedition 
  sent into the ruins was undermanned, and blamed the house of 
  Mareneth for the death of his partner and friend Naydil.  Since 
  that day, he was very unhappy working to further the goals of 
  the house of Mareneth.  They were sending him on frequent 
  trips into the ruins, in order to clear more of the area. On one of 
  the expeditions to the ruins, he found a portable hole, and 
  managed to conceal it from the others.  
   
  After four years of this work, he judged that he had 
  sufficiently repaid the house of Mareneth; however the terms of 
  the contract were eight years of service.  Thilon was very 
  displeased with this, and on one of these forays, convinced his 
  new partners to kill the leader of the expedition and journey 
  northward with him.  They planned on raiding the passing 
  caravans along the road.  Drawing on his previous experiences 
  in the area, Thilon led his new followers northward.  They set 
  up their camp in the vicinity of two oases along the road.  They 
  became raiders in the area, especially targeting caravans of 
  House Mareneth journeying northwards.  The tribe is able to 
  store barrels of water from the oases in Thilon’s portable hole, as 
  well as other loot from their raids.  This makes for easy 
  transportation and storage.   
   
  The tribe originally consisted of about 20 people.  
  However, Thilon returned to Celik after setting up his base of 
  operations.  He entered the city under cover of darkness, and 
  got in contact with several friends he had made during his stay 
  there.  They had all showed displeasure with being indentured 
  servants, considering themselves little better than slaves.  He 
  gathered 15 people, and led this group through one of the 
  smaller gates adjacent to the ruins.  They murdered the guards 
  and made their way back to Thilon’s camp.  This group of men 
  and women has had much success in raiding small caravans 
  journeying along the Celik-Balic trade route. 
    
    
  Location
  Location  
   
  The village of Thilon has no permanent structures.  
  Instead, it consists of multiple tents to house the inhabitants.  
  They are all dyed to match the surrounding terrain, and this 
  serves as their first line of defense.  Thilon and his tribe take 
  great pains to remain concealed from any outsiders.  Every 
  month they move their camp several miles in any given 
  direction. Thilon’s portable hole helps greatly in these moves, 
  being able to provide easy transportation for much of their 
  supplies.  The camp always stays within five miles of one of the 
  two oases, and try to remain as close as possible to both.  The 
  tribe sends out groups every few weeks to leave evidence of 
  other settlements several miles distant, in order to throw off the 
  trails of searchers.  Regardless of the position of their camp, it is 
  always arranged in the same way, with the tents in a ring 
  surrounding a common area.  Their largest tent is used as a 
  stable, and this is within the circle as well.  This stable houses 
  the tribe’s crodlu.  They currently own twenty of the beasts.  
  They also own five kanks, which are used both as beasts of 
  burden, as well as providing a supplement to the tribe's food 
  supply by producing globes of honey. 
   
   
  Organization
  Organization  
   
  There is no question that Thilon rules the settlement.  
  The core members of the settlement all originated from Celik, 
  and they are loyal to the person they view as their liberator.  
  Thilon is the undisputed leader of the tribe; however, he is 
  smart enough to realize that loyalty can be fickle if a member is 
  mistreated.  His general policies around the camp are geared 
  towards equality between all other members of his camp.  
  
  Villages of the Wastes:  The South
  Villages of the Wastes:  The South 
  49 
   
  However, he tends to favor a member he is closer to if an 
  argument breaks out around camp, thus adding another 
  incentive for people to remain on good terms with him.  Most 
  members in the tribe are happy with their lot in the camp, 
  seeing it as a huge step up from their time as servants in Celik.  
  The few that are not happy wisely keep their mouths shut about 
  it.   
   
  Members of the camp are all expected to help with 
  the various day to day activities required to keep the camp 
  running.  These tasks are generally assigned to people who are 
  more skilled in a specific area.  Examples of such activities 
  include the care and grooming of the camp’s animals, cooking, 
  keeping watch around camp, clean up to minimize the difficulty 
  of moving, etc.  Members who have belonged to the camp 
  longer generally receive picks on the jobs they want; however, if 
  they are found to be slacking on the job, they will quickly be 
  reassigned.  If a member objects to his assigned task, he or she 
  can ask Thilon for reassignment.  If they do not have a valid 
  reason for the change, he quickly rejects their request. 
   
   
  Outside Relations
  Outside Relations  
   
  Thilon’s Camp maintains itself by raiding passing 
  caravans.  Any loot that they acquire is stored for several 
  months.  After the merchandise has had several months to 
  become less “hot,” Thilon and several of his men take a portion 
  of it and journey to Balic.  Thilon’s portable hole is used to 
  transport the majority of these, although they do bring a kank or 
  two along to maintain the illusion of goods being carried.  Once 
  there, they will sell the stolen goods and buy needed weapons 
  and supplies for the camp.  They are also working to acquire 
  more crodlu for the tribe, in order to become more mobile than 
  they currently are.  Thilon is also actively training his men in 
  fighting from the backs of the crodlu.  As of now, approximately 
  twenty of his men are fully proficient in fighting with lances and 
  swords from the backs of the crodlu.   
   
  Thilon’s Camp has recently come into conflict with a 
  tribe of gith known as the Black Fangs.  This tribe has taken up 
  raiding in the same area as Thilon and his men.  Although 
  Thilon has lost several men in skirmishes that have ensued, he 
  has gained a powerful ally because of this fight.  A gith fire 
  cleric by the name of Muduk has defected to his camp.  The 
  chief of the gith tribe considered him a rival, and Muduk feared 
  for his life.  He ran from his tribe, and journeyed to Thilon’s 
  camp.  Although he was not welcomed with open arms at first, 
  the men have slowly grown to trust him, as he has proven his 
  worth to the tribe many times during raids and skirmishes.   
   
  Thilon is trying to expand his operations.  In order to 
  do this, he realizes that he needs new blood in his tribe.  His 
  main method of recruitment has been to free indentured 
  servants from Celik.  He will enter the city disguised as a 
  herdsman with several of his men.  His companions are always 
  people who knew several individuals who were discontent with 
  their position in Celik.  They will contact these people and 
  offer them freedom if they wish to join the tribe.  Thilon then 
  smuggles these men out in his portable hole.   
   
  Thilon’s camp only attacks smaller caravans.  At any 
  given time, Thilon usually has several men at one of the two 
  oases, posing as traders.  In actuality, they are scouting for a 
  suitable target to raid.  The tribe always attack with 
  overwhelming force, with usually ninety to ninety-five percent 
  of the men participating in the attacks.  They attack suddenly, 
  and fade away just as fast.  If they come across a slave that looks 
  like he has the ability to fight, they may offer him a chance to 
  join them.  If he does not accept on the spot, they will leave him 
  in the ruins of the caravan along with any other slaves.  If he 
  does accept, he is kept under close watch for the next several 
  months, although this is done inconspicuously.  Older members 
  are quick to welcome the newcomers into the fold, as they 
  realize a happy member is a productive member.   
   
   
  Important Residents
  Important Residents  
    
  Thilon
  Thilon  
  Male Mul Gladiator, Lawful Evil 
   
  Armor Class  1 (Hide armor) 
  Str  22 
  Movement  12 
  Dex  18 
  Level  9 
  Con  17 
  Hit Points  98 
  Int  14 
  THAC0  8   
  Wis  12 
  No. of Attacks  3/2 
  Cha  16 
   
  Damage/Attack: 1d8+8 (Steel long sword – specialized)   
   
  Psionic Summary
  Psionic Summary: PSPs 24; Wild Talent: Combat Mind 
   
  Power Score—10  
  Attack/ Defense Modes:  none / TS, IF, TW 
   
  PLAYER’S OPTION:  MTHAC0 16, MAC 10 
   
   
  Thilon was born in the Tyr slave pits, and received 
  training as a gladiator there.  He is short for a mul, standing only 
  5’ 6”.   He is incredibly well built for his size however, rippling 
  with muscles.  His body bears many scars from his days as a 
  gladiator.  He dresses in loose pants and rarely wears a shirt.  He 
  bears a deep hatred for the merchant house of Mareneth, as he 
  blames them for the death of his former partner and closest 
  friend.  As a result of this, he will go out of his way to target 
  their caravans, even if they are slightly larger than his normal 
  targets.  This is cause for concern among his men, yet whenever 
  they bring it up, he generally laughs it off, saying their fears are 
  unjustified.  He has dreams of crippling the house of Mareneth 
  so badly that they cannot function any longer, although with his 
  band of fifty or so men, he has no chance of being anything but 
  
  Villages of the Wastes:  The South
  Villages of the Wastes:  The South 
  50 
   
  a minor annoyance.  Still, with his active recruitment, and the 
  loyalty he commands among his men, his camp of raiders could 
  someday become a cause of major concern for the merchant 
  house. 
    
  Muduk
  Muduk  
  Male Gith Fire Cleric, Lawful Evil 
   
  Armor Class  6  
  Str  13 
  Movement  10 
  Dex  14 
  Level  7  
  Con  11 
  Hit points  38 
  Int  12 
  THAC0  16  
  Wis  18 
  No. of Attacks  2  
  Cha  16 
   
  Damage / Attack: 1d4/1d4 (claws)  
   
  Priest Spells (3/3/2/1):
  Priest Spells (3/3/2/1):  1st –Elemental Bonding, Cure Light 
  Wounds, Command; 2nd—Flame Blade, Create Holy Symbol, 
  Hold Person; 3rd – Conjure Lesser Fire Elemental, Create 
  Smoke; 4th – Produce  Fire 
    
  Granted Powers
  Granted Powers: Ignore fire (7 rounds), Gate fire (one cubic 
  foot), ), affect normal fires, cleansing flame, control flame.  
   
   
  Muduk used to be a member of the Black Fang gith 
  tribe.  The chief of the tribe feared that Muduk was a threat to 
  his power, and planned on killing him.  Muduk was attacked, 
  and barely escaped with his life. He fled the tribe, vowing 
  revenge.  He sought out Thilon’s camp, the group of raiders 
  who his tribe had been fighting, and offered his services in 
  exchange for membership into the tribe.  Thilon saw the 
  potential for a powerful ally, and offered him shelter and a place 
  to recuperate.  It took several months, however he has slowly 
  become accepted in the camp, even forming friendships with 
  several members.  He has proven very useful, both in the 
  camp’s fight against the gith as well as raids on caravans.  He 
  does not hesitate to use his spells in battle, and his healing has 
  saved more than one member of the camp’s life.  He has grown 
  to enjoy his place within the camp.  His hatred for the Black 
  Fang remains unabated, however, and he constantly urges for an 
  attack on them whenever possible. 
   
  Hrit
  Hrit  
  Female Jozhal, Chaotic Neutral 
   
  Armor Class  3  
  Str  8 
  Movement  18 
  Dex  14 
  Level  4  
  Con  12 
  Hit points  24 
  Int  14 
  THAC0  17  
  Wis  16 
  No. of Attacks 1 or 2 
  Cha  13 
   
  Damage/ Attack: 1d6 (bite) or 1d4/1d4 (claws) 
   
  Priest Spells: (5/3/2)
  Priest Spells: (5/3/2)  
   
  Psionic Summary
  Psionic Summary: PSPs 27; Wild Talent: Conceal thoughts 
   
  Power Score—16  
  Attack/ Defense Modes:  none / TS, MB.  
   
  PLAYER’S OPTION:  MTHAC0 19; MAC 9 
   
   
  By far the strangest member of the camp, Hrit came 
  to the camp under unusual circumstances.  She and her family 
  were caught sneaking into a caravan, intent on stealing a minor 
  magical bauble.  The rest of her family was killed as they tried 
  to escape, however she was captured.  The caravan master 
  decided she would make a good sale to the arena of Balic. 
  Thilon and his men raided the caravan, and did not know what 
  to make of Hrit.  They thought her to be a new breed of erdlu, 
  and were taken aback when she began to speak to them.  Hrit 
  begged them to free her.  Thilon did so, and Hrit decided to 
  join the group for a time.  The rest of her family had been 
  killed, and she did not know of any other families in the area.  
  She hoped to find magical items to further her collection during 
  the camp’s raids.  She had several private discussions with 
  Thilon in the weeks to follow, and convinced him that she 
  would make an excellent addition to the camp.  Hrit serves as 
  an excellent scout for the camp, with her fast speed and 
  camouflage.  She never engages in direct combat, instead using 
  her spells to attack or create diversions.  She will always cast 
  detect magic sometime during the battle, and attempt to take 
  any magical item she sees.  If she sees one, she will attempt to 
  pocket the item in the aftermath of the raid.  If someone else 
  gets to it first, she casually attempts to trade for it, generally 
  saying it reminds her of a toy from childhood or other innocent 
  story. She takes great pains to conceal her desire for magic items 
  from the other members of the camp.  As of this time, her 
  collection consists of a luckstone and a jar of keoghtom’s 
  ointment.   
   
   
  The following is what a standard raiding party 
  conducted by Thilon’s camp consists of. Thilon makes full use 
  of the spells and psionics of both Muduk and Hrit.  Common 
  tactics involve Hrit casting silence 15’ radius on the caravan 
  master so he cannot give orders to his men, followed by other 
  diversionary spells.  Muduk will summon fire to scare the 
  caravan’s mounts. 
    
  Standard Crodlu Rider Raiders 
  Standard Crodlu Rider Raiders (20): 
  F4; AL LE; AC 6 (hide); MV 12; HP 25; THAC0 17; #AT 
  1; Dmg 1d6 (light lance) 1d8-1 (bone long sword) 1d6 (short 
  bow); SA Charge; SD nil 
   
  Standard Foot Raiders
  Standard Foot Raiders (20): 
  
  Villages of the Wastes:  The South
  Villages of the Wastes:  The South 
  51 
   
  F4; AL LE; AC 6 (hide); MV 12; HP 25; THAC0 17; #AT 
  1; Dmg 1d8 (bone long sword) 1d6 (short bow); SA nil; SD nil 
   
   
  
  Villages of the Wastes:  The South
  Villages of the Wastes:  The South 
  52 
   
  Dubok
  Dubok  
   
   
   
  Dubok is a small, mostly human village, whose 
  ancestors were Balic slaves. They tend to be good-natured 
  people, whose greatest pride is their freedom, and they’ll do 
  everything to protect it. 
   
   
  Origins/ History
  Origins/ History  
   
  The story of the village began almost hundred years 
  ago, when a young earth cleric named Yal Hamtchuk, during 
  his years of apprenticeship, felt the “call of the stone.”  The call 
  led him to find the crater in which the village of Dubok is 
  situated today.  
   
  It’s unclear if the spring that now quenches the thirst 
  of the villagers was present when Yal first came to the location.  
  The legend tells that Yal entered the crater in some sort of a 
  trance and started digging the ground with his bare hands.  On 
  the third night he found something glistening in the dark.  Yal 
  instantly knew that this was what he was looking for, and when 
  he removed the stone from its place, a spring started flowing. It’s 
  probably just a fairy-tale, but the spring is real.  That doesn’t 
  mean that the people of Dubok live in abundance, and can be 
  careless with their water supply.  It just means that they won’t 
  die of thirst.  
   
  The majority of Dubok’s population is descendent 
  from slaves, which by pure luck found the site some 80 years 
  ago.  An elf tribe attacked the caravan that was transporting 
  them from Balic to Tyr.  In the heat of the battle, the slaves 
  managed to escape into the desert.  But for the slaves newfound 
  freedom had its cost. Without weapons and water, the majority 
  of them didn’t last too long.  Those that were lucky to survive 
  long enough had nearly died from thirst, and when they 
  discovered the crater, the small spring was their salvation.  Yal 
  helped them heal their wounds, and the slaves stayed, indebted 
  to him.  
   
  After that, the village started to grow while 
  maintaining its secrecy. Out of the original 25 slaves who 
  survived the elven raid and the perils of the Athasian desert, 
  the village has grown to include approximately 120 Dubokians. 
   
   
  Location
  Location  
   
  Dubok is situated about 30 miles south from Altaruk. 
  As previously stated, Dubok is inside a crater in a region of 
  stony barrens. Though the crater doesn’t look like a natural 
  occurrence, its inhabitants are not particularly concerned by 
  that fact. It is concavely shaped, with diameters of about 90 
  yards at the top, and 70 yards at the bottom. The drop is about 
  fifteen yards to the bottom of the crater.  The walls are not very 
  steep, and because of that they’re easily crossable by most 
  villagers.  
   
  Most of the “houses” in the village are just little 
  niches carved into the walls.  Luckily for the Dubokians, the 
  walls of the crater are mostly formed out of the sandstone, so 
  shaping them into habitable spaces was not an impossible task.  
  Niches vary in depth, but most of them are about ten to fifteen 
  feet deep, with just bunks and some personal items of the 
  inhabitants. There are about fifty of those niches scattered 
  around the walls of the crater, with rope ladders connecting  
  them.  
   
  There is just one deep corridor cut in the wall, which 
  leads about ten yards into the dark, and then to the small altar 
  upon which is placed a glowing pebble. The corridor is not 
  guarded, and visitors can enter freely. About the 25% of time 
  the village elder Yal can be found here. Visitors may notice 
  that except for him, no other person enters the corridor.  
   
  On the bottom of the crater are four stone huts. One 
  is considered a public hall, the second a hospital, the third a sort 
  of public bath (–which consists of one big bathtub, and two holes 
  in the ground that serve for “waste disposal”), and fourth a food 
  and water storage. There is of course the well, which is now 
  surrounded by a nicely made low wall of polished stone, and a 
  crane and a bucket are hung above the well.  
   
  Over the village hangs a long line (actually it is giant 
  hair rope, a very expensive item for a small village) that by the 
  means of a special mechanism, connects the bottom of the 
  crater with its top. On the line is hooked a large basket that 
  serves for transporting goods and people.  
   
  Over the whole crater is laid a linen cloth, whose 
  upper side is colored into the patterns that resembles the rocky 
  terrain. The tarp serves several purposes. First, it lessens the 
  heat of the sun during the day, and second and more 
  importantly, it camouflages the village from aerial predators.  
  Of course, Athasian predators are very cunning, so the villagers 
  maintain a band of guards, just in case.  They are stationed in 
  several well-hidden guard posts that look over the village and 
  the erdlu coral.  The coral is just opposite of the upper portion 
  of the elevating mechanism, and is also covered with 
  camouflaging cloth. 
   
   
  Organization
  Organization  
   
  Although Yal is still considered the village elder, 
  nobody will bother him with day-to-day problems. That kind of 
  job is passed onto his foster son Kiro. Yal will only intervene if 
  the village is in serious danger. Kiro is still quite young and 
  inexperienced, and sometimes loses his temper when he feels 
  overwhelmed by the job.  Dubokians are aware of his faults, but 
  
  Villages of the Wastes:  The South
  Villages of the Wastes:  The South 
  53 
   
  they love and honor him, and will usually respect his judgment.  
  So except for a few quarrels, the village is pretty harmonious.  
   
  For practical purposes, Dubok is organized into 
  several groups (herders, craftsmen, hunter/gatherers). There 
  are no leaders of each group, because every villager is free to 
  pursue the job he or she wishes, so changing jobs is a pretty 
  common occurrence in Dubok.  Of course, there are prominent 
  people whom members of each group consider their leader, or at 
  least are looked upon as advisors for specific problems.  Some of 
  these are detailed in important residents section below. 
   
   
  Outside Relations
  Outside Relations  
   
  Because the village was founded by the escaped 
  slaves, Dubokians will be weary of strangers. It is next to 
  impossible to approach the village without being noticed.  In 
  cases of a small number of visitors, a group of ten to fifteen 
  hunters will confront them.  If the visitors don’t show any signs 
  of hostility, they will be admitted to the village, but will be 
  constantly guarded.  But if they do start to show violent 
  behavior, well, they probably wouldn’t have much time to 
  regret it.  
   
  In its history Dubok has never confronted a large 
  hostile group, so they don’t have a devised tactic for such a case. 
  If the need arises about 100 villagers can more or less 
  proficiently wield some kind of weapon, and they’ll fight to the 
  last one to protect their freedom.   
   
  Once the visitors are inside the village, and they don’t 
  seem to pose any threat, they’ll be treated politely.  But, 
  although Dubokians may be polite to the point of annoyance, 
  they’ll not let the visitors outside the village once they’ve gotten 
  into it.  In that case, the only way the visitors can leave Dubok 
  is by obtaining the trust of the village elder.  Dubokians cannot 
  let untrustworthy people outside the borders, because their lives 
  depend on it remaining a secret.  
   
  Nevertheless, villagers can’t completely shut 
  themselves from the rest of the world. Because of its location in 
  the wastelands Dubokians are not capable of raising crops, and 
  they can’t feed themselves with just one small herd of erdlus, or 
  with what hunters find and hunt down in such desolate terrain. 
  So they maintain trade, but with only one elven tribe – the 
  Gravesands.  
   
  Nobody in the village knows very much about the 
  elves (except maybe Yal, but he refuses to talk about that 
  subject), or why they’ve chosen such an unusual name. There 
  are several theories that circulate around the village. Some say 
  the elves are specialized grave looters, running in and out of 
  towns with wealth they stole from noble’s cemeteries.  Some say 
  they have a special, savage way of dealing with enemies and 
  traitors which involves burying them alive in the sand.  And 
  then, there are some who speculate that the tribe, deep in the 
  sandy wastes to the south, made its home in the remains of the 
  ruins of the older age, where some noble heroes of Athas were 
  laid to rest.  Who knows, maybe all of them are true? But still, 
  it’s strange that the elves, which are not known for the 
  reliability, are keeping the location of Dubok secret.  The trade 
  that villagers maintain with the elves is not of great proportions, 
  and the villagers do not get any monetary gain; it just adds a 
  little variety to their table.  The elves usually buy erdlu meat 
  and water, and sell grain, vegetables, and wine to the villagers.  
  Actually, it’s unclear why the elves, except for water, even 
  come to the village, because there are no products in Dubok 
  that are not available in other parts of Athas.  There is a rumor 
  that they too are somehow indebted to Yal, though he remains 
  secretive upon that matter. 
   
   
  Important Residents
  Important Residents  
   
  Yal Hamtchuk 
  Yal Hamtchuk   
  Male Human Earth Cleric, Neutral Good 
   
  Armor Class  9  
  Str  9 
  Movement  12 
  Dex  15 
  Level  12  
  Con  8 
  Hit points  41 
  Int  14 
  THAC0  15  
  Wis  17 
  No. of Attacks  1 
  Cha  16 
   
  Damage/ Attack: 1d4-1 (bone dagger) 
   
  Psionic Summary
  Psionic Summary:  
   
  PLAYER’S OPTION:  MAC 8 
   
  Priest Spells (6/5/5/3/2/2)
  Priest Spells (6/5/5/3/2/2); major sphere – earth; minor sphere 
  – cosomos.  
  1st – magical stone, cure light wounds, detect evil, detect magic, 
  detect poison, strength of stone; 2nd – dust devil, aid, slow 
  poison, charm person, goodberry; 3rd – meld into stone, stone 
  shape, cure disease, remove curse, dispel magic; 4th – 
  rejuvenate, stone of sharpening, sand warriors; 5th – conjure 
  elemental, spike stones, transmute rock to mud; 6th – stone tell, 
  transmute water to dust. 
   
  Granted Powers
  Granted Powers - Eliminate tracks, encasement, meld into 
  stone, enhanced saving throw (+2 vs earth), endure, ignore 
  earth (12 rounds), gate earth (6 cubic feet). 
   
   
  Yal is still considered the village elder, but he lacks 
  patience for mundane things.  He is a very old man but it does 
  not show on his appearance, so he can usually pass as a 60-year-
  old. Yal can be found strolling around the village, but he won’t 
  be recognized unless visitors are quite sure that he is the man 
  they’re looking for.  His large hooked nose might give him away.  
  Other than that, he may pass as any of the older members of the 
  
  Villages of the Wastes:  The South
  Villages of the Wastes:  The South 
  54 
   
  village.  His drab clothing does not set him apart from the rest 
  of villagers.  
   
  Yal is not a man of many passions.  His only true 
  passion is love for this place, which is really the driving force 
  that still keeps him alive.  He manages to see the beauty in this 
  stony, desolate crater that seems hidden to all other eyes.  He 
  can describe the color of every little pebble in his shrine.  
  Eventually, he did realize that without a successor all this 
  beauty would be lost.  Yal had never married or even had a love 
  affaire; his love for earth fulfilled him completely.  He was 
  never much good with humans or complex feelings.  Sure, he 
  loved them, like any other living creature, but at the same time 
  he couldn’t stand them.  No matter, when he reached a 
  conclusion that all may be lost when he is gone, he was already 
  much too old for having a child, but then Fate mixed her cards.  
  Kiro was a small baby when he lost both of his parents, so Yal 
  took him in and treated him like his own. It might not be such a 
  good idea to have an earth cleric– babysitter, but it seems that 
  after all Yal did a good job, and he’s proud of his son.  
   
  When it comes to dealing with strangers, Yal will be 
  more detached than most of the villagers, so obtaining his trust 
  might not be such an easy feat. He would be grateful if someone 
  would help him with the child Keela, though.  
   
  Kiro Hamtchuk 
  Kiro Hamtchuk   
  Male Human Earth Cleric, Chaotic Good 
   
  Armor Class  7  
  Str  12 
  Movement  12 
  Dex  17 
  Level  4  
  Con  12 
  Hit points  26 
  Int  9 
  THAC0  19 
  Wis  13 
  No. of Attacks  1 
  Cha  16 
   
  Damage/ Attack: 1d4-1 (bone dagger) 
   
  Psionic Summary
  Psionic Summary:  
   
  PLAYER’S OPTION:  MAC 10 
    
  Priest Spells (3/2):
  Priest Spells (3/2):  1st - magical stone, cure light wounds, bless; 
  2nd – dust devil, goodberry 
   
  Granted Powers
  Granted Powers - encasement 
   
   
  If the visitors insist on the “take me to your leader” 
  routine, they’ll probably encounter Kiro, Yal’s foster son.  It’s 
  quite amazing how Kiro, even though he is not of the same 
  blood, really looks like Yal.  He also possesses his stepfather’s 
  blank, vacant stare and his big nose (he’s a bit touchy about 
  that).  Kiro is the person that really runs the village.  Although 
  somewhat inexperienced, he usually manages to get the job 
  done.  He is a cleric in training, and his stepfather expects that 
  someday he’ll become the next guardian of this shrine.  Kiro is 
  still not certain if that is the future he would like.  If the visitors 
  ask him to join them (and obviously, if they earned his trust), 
  he’ll gladly leave.  His stepfather would not have any 
  complaints about it. Yal would like Kiro to experience some of 
  the world before returning to tend to the shrine. 
   
  Tadik 
  Tadik   
  Male Dwarf Gladiator, Lawful Good  
   
  Armor Class  6 (studded leather, 
  Str  16 
   
  optimization) 
  Movement  6  
  Dex  12 
  Level  8 
  Con  19 
  Hit points  72 
  Int  13 
  THAC0  13 
  Wis  14 
  No. of Attacks  1 
  Cha  11 
   
  Damage/ Attack: by weapon type (obsidian short sword, steel 
  wrist razors, chatkcha-- specialized in all 3 weapons) 
   
  Psio
  Psionic Summary
  nic Summary:  
   
  PLAYER’S OPTION:  MAC 10 
   
   
  Tadik is a dwarf, one of the few original settlers of the 
  crater that is still alive. He is a walking history book of this 
  place, but he knows nothing of great importance for visitors, 
  unless they’re really interested in the blood lineage of Dubok’s 
  inhabitants. But, even as he knows the full history of almost 
  every Dubokian, if the subject of conversation turns to his past, 
  he’ll suddenly become grim, and he’ll try to politely excuse 
  himself and walk away.  Tadik actually tries to deceive himself.  
  He was a gladiator in Balic, and much to his dread, he had to kill 
  people to stay alive.  And that fact really reflected on his 
  otherwise cheerful character.  Dead faces still haunt him in his 
  dreams, and he would do anything to redeem himself.  Tadik 
  also serves as the village’s engineer and armorer.  The elevator 
  system that hangs over the village is his design, which he 
  proudly states every now and then. He also sells bone and 
  obsidian weapons, and leather armor. 
  
  Villages of the Wastes:  The South
  Villages of the Wastes:  The South 
  55 
   
   
  Stir
  Stireve 
  eve   
  Female Half-Elf Ranger/ Psionicist, Neutral Good 
   
  Armor Class  5 (studded leather armor) 
  Str  14 
  Movement  12 
  Dex  16 
  Level  6/6  
  Con  16 
  Hit points  31 
  Int  12 
  THAC0  15  
  Wis  16 
  No. of Attacks  1 
  Cha  7 
   
  Damage/ Attack: by weapon type (short bow, bone short 
  sword) 
   
  Psionic Summary
  Psionic Summary:  Dis 3 / Sci 3 / Dev 11; PSP 48 
  Clairsentience – Sciences: clairvoyance, detection, 
  object reading; Devotions: danger sense, know 
  direction, see magic, know location, safe path, see 
  sound, all round vision, know course 
  Psychometabolism – Devotions: chameleon power, 
  displacement 
  Telepathy – Devotions: contact (send thoughts)  
  Attack/ Defense Modes: MT, PB, EW / MBk, TS, 
  TW. 
  PLAYER’S OPTION: MTHAC0 15; MAC 9. 
   
   
  Stireve is considered one of the best guards in the 
  village, and is usually thought of as their commander, though 
  she will gladly shun that notion.  She is a small, middle-aged, 
  half-elven woman, and as all half-elves, tends to be a loner. She 
  never sleeps inside Dubok, but somewhere near the erdlu coral. 
  During the days she can usually be found at her guard post, 
  unless she has gone off hunting in the desert.  If the travelers try 
  to find the village on their own, she will be most likely the one 
  who first notices them, no matter how hard they tried to conceal 
  themselves. 
   
  Keela 
  Keela   
  Female Half-Elf Defiler, Neutral Evil 
   
  Armor Class  8 (leather armor) 
  Str  7 
  Movement  12 
  Dex  16 
  Level  1  
  Con  12 
  Hit points  4 
  Int  16 
  THAC0  20  
  Wis  14 
  No. of Attacks  1 
  Cha  18 
   
  Damage/ Attack: 1d4 (sling stone) 
   
  Psionic Summary
  Psionic Summary:  
   
  PLAYER’S OPTION:  MAC 9 
   
  Wizard Spells (1):  
  Wizard Spells (1):  1st – Cantrip 
   
   
  Keela is a half-elven child, about 13 years of age. She 
  never met her father (he was probably one of the traders that 
  passes through the village), and her mother was her only support 
  in the world. Unfortunately, Keela’s mother passed away about 
  a year ago. Her mother was one of the village hunters at that 
  time, and it’s not so unusual that some of them never return 
  from their forages.  From that time, despite the village care, 
  Keela is pretty much on her own.  That event turned Keela 
  from cheerful child into a grim and very malicious one.  She 
  doesn’t even play with the kids of her own age, but spends most 
  of her time walking through the countryside around the village.  
   
  It is not quite sure how she gained the basics of 
  magical ability.  She’s still hiding her knowledge, though Yal 
  already knows what she is up to. Yal is very worried for her. His 
  job as a cleric is to protect his shrine from every kind of defiler, 
  but he cannot bring himself to be cruel to Keela.  She is still a 
  child and her mother was one of the most respected members of 
  the village, so he nevertheless feels obliged to protect her.  He 
  hopes that in time she’ll change her ways: not that he likes 
  preservers, but he considers them a lesser evil. Right now he is 
  dumbfounded. If she grows in power he could be forced to kill 
  her.  Even exiling her doesn’t seem like a good idea.  If the 
  visitors get somehow entangled in this mess, they could end up 
  leaving the village only one way… with a little companion. 
  
  Villages of the Wastes:  The South
  Villages of the Wastes:  The South 
  56 
   
  Segovara
  Segovara  
   
   
   
  The village of Segovara was a client village of Balic, 
  located southeast of the city, across the Silt Sea estuary.  What 
  few outside of the village realize yet is that the village of 
  Segovara is no more.  
   
   
  Origins/ History
  Origins/ History  
   
  Sponsored by the merchant house of Rees, twenty 
  years ago, Segovara was built far from the city-state of Balic to 
  manufacture leather goods.  From the beginning the village was 
  a success, at least for the merchant house, because it had 
  secured a contract to supply leather goods, mostly belts and 
  boots, to the Balican army.  With this contract, they have made 
  large profits on the sales of the Segovaran leather goods.   
   
  Despite the prosperity enjoyed by the merchants of 
  Rees, life was harder on the residents of the village.  The 
  surrounding terrain is very bleak.  With no water source, the 
  village could not support itself.  The villagers relied completely 
  on caravans to deliver supplies of food and water to the village.  
  If a caravan was delayed or could not get through, it meant the 
  villagers would go hungry and thirsty.  If the caravans ever 
  stopped, it would mean starvation for the villagers. 
   
  Unfortunately for the villagers, in Free Year 10 that 
  is exactly what happened.  With the turmoil of the civil war in 
  Balic, House Rees was unprepared and found itself struggling to 
  gain control over a portion of the city.  In the struggles that 
  followed, the caravan to Segovara was forgotten. 
   
  The villagers waited for the caravan, but as the days 
  slipped by and the water dwindled, their hope began to run out.  
  One by one the villagers began to perish from the lack of water.  
  Now only the dead inhabit the village of Segovara, still waiting 
  for the next Rees caravan.   
   
   
  Location
  Location  
   
  The village of Segovara is situated in a rock gully, 
  more than a day’s travel from the Silt Sea, surrounded by rocky 
  barrens.  The walls of the canyon rise to a height of over 100’, 
  and provide shade to villagers, as well as shielding the village 
  from the occasional silt storms that threaten the area.  The 
  gully runs southeast to northwest.  It can only be entered safely 
  down the easily sloping southeast end.  Elsewhere the walls are 
  too steep to descend safely except by a skilled climber.  
   
  The village is mainly a collection of huts, built by the 
  three dozen villagers over the years.  Those on the 
  northwestern end are the original structures built when the 
  village was first founded.  This group of ten huts are very crude, 
  built with thin walls and stretched leather skins used as roofs.  
  Most of these decrepit huts had been abandoned by the time of 
  the village’s demise and a couple of these huts have collapsed 
  from neglect. 
   
  The newer buildings of the southern end are sturdier.  
  Here the villagers constructed newer homes of thick mud-
  bricks.  Because of the narrowness of the ravine, the houses are 
  built against its walls, leaving space for a small road down the 
  middle of the gully.  Some of these buildings are wider than 
  others, sticking out into the narrow street.  Because of this and 
  the fact that the canyon is not straight, the road makes sharp 
  twists and turns that prevent wagons or even pack animals from 
  using the road.  Even the villagers found it crowded, and the 
  occasional visiting elves often complained of having been 
  overcome with claustrophobia in the narrow street.  
   
  Midway down the gully, seeming to mark the 
  boundary between the newer and older sections, are the two 
  largest buildings in the village.  On the right wall is the only 
  multi-story building in the village, the warehouse.  The 
  warehouse is three stories high, but is not very wide and clings to 
  the gully wall for support.  Here the villagers stored their raw 
  materials and skins to be turned into leather goods, as well as the 
  finished goods that were waiting for a caravan to take them back 
  to Balic.  When the next caravan arrives from Balic, they will 
  discover the warehouse almost empty. 
   
  Across from the warehouse is the home of the local 
  merchant representative.  Evitius Rees was the local member of 
  House Rees, whose duty it was to run the village.  His house is 
  the largest in the village, with eight rooms, and large enough to 
  have a small slaves quarters attached to the side.  Evitius was 
  the only villager to be wealthy enough to own slaves, having 
  three house slaves to wait on him and his family.   
   
  The Rees residence shows signs of damage, and inside 
  a couple of the rooms have been gutted by fire.  At one point 
  the villagers became desperate and mobbed Evitius’s house 
  when it appeared that the caravan would not come.  The mob 
  killed Evitius and his family, and set fire to their bodies.  Their 
  charred remains still lie within the building. 
   
  The bodies of the rest of the villagers lie where they 
  collapsed.  A few of those who died first have been buried in a 
  small plot near the entrance to the gully, but most died in the 
  homes, typically in bed.  Only a couple of bodies lie on the 
  streets.   
   
   
  Organization
  Organization  
   
  When it was a thriving village, Segovara was run by a 
  representative of Rees.  At the time of the village’s demise, 
  
  Villages of the Wastes:  The South
  Villages of the Wastes:  The South 
  57 
   
  Evitius Rees was the overseer of the village.  Evitius was 
  responsible for managing the number of items produced as well 
  as ordering the supplies needed for the village’s survival, and 
  conducting business as a representative for the rest of the 
  villagers with the Rees caravans that visited the settlement.   
   
   
  Outside Relations
  Outside Relations  
   
  The only outside relations the villagers of Segovara 
  had and will still have in the future are with the caravans of 
  House Rees.  A caravan would come from Balic and deliver 
  raw materials, food, and other supplies to the villagers, and 
  return to Balic with finished goods.  However, none have been 
  to the village since the middle of Free Year 10. 
   
  With the situation in Balic having calmed down, 
  House Rees has planned to send a caravan to Segovara in the 
  next few days.  When the caravan arrives to find the village 
  dead, the villagers will rise as undead.  As the sun goes down 
  that night the villagers will rise as faels and attack the members 
  of the caravan.  Blaming House Rees for their deaths and seeing 
  the caravan as representing the merchant house, they will kill 
  and eat all its members.  After the living have been consumed, 
  the undead villagers will be left to haunt the ruins, attacking 
  any creatures that happen upon the village. 
   
   
  Important Residents
  Important Residents  
   
  VVillagers, Faels (35):
  illagers, Faels (35): INT 12; AL Chaotic evil; AC 6; MV9; 
  HD 6+3; hp 36; THAC0 15; #AT 3; Dmg 1d3/1d3/2d6; 
  SA see below; SD +1 or better to hit; MR Nil; SZ M; ML 16; 
  XP 975; DSMCII/ 44; Special:  Bite-  If the bite causes 6 hp of 
  damage, there is a 25% chance the fael has bitten off a portion of 
  its victim the size of a hand.  If 9 hp of damage there is a 25% 
  chance it has bitten off a portion of the victim the size of an 
  arm.  If the fael causes 12 hp of damage there is a 25% chance it 
  has bitten off the head of its victim, automatically killing him.  
  Undead Power:  Resistance to turning, the faels are turned as 9 
  HD monsters.  Undead Weaknesses:  vulnerability to sunlight, 
  bound to village limits. 
  Psionic Summary:  
  PLAYER’S OPTION:  MAC  
  10 
   
   
  The bodies of the dead villagers will lie dormant until 
  a caravan from the Merchant House of Rees arrives at the 
  village.  Once the sun has set, their bodies will animate.  
  Seeking out the members of the caravan they will attack to kill.  
  At first the fael will attack individually or in small numbers, but 
  if they encounter strong resistance, they will begin attacking in 
  a mob. 
   
  When first awakened, the fael of Segovara will be 
  emaciated, almost skeletal in appearance, with dried cracked 
  skin barely covering their bones.  All are dressed in simple 
  peasant garb, a loose fitting toga.  The fael have no need for 
  weapons or other equipment, instead using their teeth and claws 
  in combat. 
   
  The faels are unable to leave the village of Segovara, 
  and anyone who manages to flee the village can escape the 
  undead creatures.  Sunlight is harmful to the fael, causing 1d6 
  points of damage for each round of exposure.  During the day, 
  the fael tend to remain indoors to avoid the sun, but they can 
  move around the village if they choose.  The high walls of the 
  canyon shield the village, and only for a couple of hours around 
  midday does sunlight actually fall on the village. 
   
  Evitius, Dhaot, 6
  Evitius, Dhaot, 6th
  th level Trader: 
   level Trader: INT 12; AL Chaotic neutral; 
  AC  3; MV 9; HD 6; hp 28; THAC0 17; #AT 1; Dmg see 
  below; SA illusions; SD see below; MR nil; SZ M; ML 14; XP 
  650; DSMCII/22; Special:  incorporeal; can only be harmed by 
  magical weapons.  Invisibility at will. Cast at will the following: 
  spectral force, hallucinatory terrain, dream, and nightmare.   
  Psionic Summary:  
  PLAYER’S OPTION:  MAC 10 
   
   
  Evitius is the one former resident of Segovara who 
  may help anyone visiting the village.  Since his death at the 
  hands of the other villagers far from his home in Balic, Evitius 
  has become a dhaot.  He longs to be buried in his family’s 
  mausoleum back in Balic, and cannot rest until he is.  Until 
  then he is bound to the area immediately around his body. 
   
  Evitius cannot communicate with the living except 
  through his illusions.  One way he may seek to communicate 
  would be to make it appear that his charred body moves.  He 
  may create an illusion of his charred body and try to 
  communicate through it.  Anyone seeing this could easily 
  mistake the illusion for an undead monster.  Or Evitius will 
  recreate the scene of his death.  Since the scene would be from 
  Evitius’s point of view it will be very confused, with a mob of 
  angry faces, shouting too loudly to be heard and wielding 
  torches.  If anyone tries to sleep in the vicinity, Evitius will fill 
  their dreams with images of his family’s mausoleum in Balic, and 
  of his little girl crying to be let in. 
   
  If visitors befriend Evitius and consider taking his 
  body back to Balic, he will help them against the faels.  Though 
  his illusions are not effective on undead, he serves as an invisible 
  scout and gives warning of fael attacks.  If visitors refuse to help 
  Evitius, he will turn his anger on them, and use his powers to 
  prevent them from leaving.  He can use his hallucinatory 
  terrain ability to make it appear that the canyon walls collapse, 
  closing the exit. 
  
  Villages of the Wastes:  The South
  Villages of the Wastes:  The South 
  58 
   
   
   
  
  Villages of the Wastes:  Beyond
  Villages of the Wastes:  Beyond 
  59 
   
  Cwalu
  Cwalu  
   
   
   
  Cwalu is a small village of about 100 feral dwarves in 
  the Sea of Silt region.  
   
   
  History
  History  
   
  Cwalu was established thousands of years ago by a 
  group of dwarves who migrated from a region whose name is now 
  forgotten.  The village was prosperous for awhile, until the Sea 
  of Silt expanded cutting the village off from the rest of the 
  world.  Since then the villagers have believed that some 
  catastrophic disaster swallowed the rest of the world, leaving the 
  dwarves to be the last humanoid survivors.  For an eternity now, 
  the village has had to endure starvation and constant war with 
  the hej-kin.  As a result of the war, the desperate dwarves have 
  become cannibalistic savages. 
   
   
  Location
  Location  
   
  The village is located in the northern end of the 
  Mountains of the Sun at the bottom of a huge cliff, next to an 
  ancient mine.  Most of the village is built close to the 
  mountainside, giving the dwarves a defensible position against 
  the hej-kin.  Many of the buildings in the village are small stone 
  huts. Each hut usually is occupied by eight dwarves.   
   
  In the center of the village is a round stone reservoir.  
  This reservoir is about 8 feet in diameter, and 4 feet deep.  In 
  this reservoir is water that was transported from the 
  underground springs found all over the Mountains of the Sun.   
   
  A ruined wall that surrounds the village was once 
  used for defense.  The dwarves now use stones from the wall to 
  construct their homes, craft tools, and make weapons.  This has 
  caused the wall to become useless for their defense, but it still 
  has plenty of stones left for building materials. 
   
  In the back of the village there is an ancient mine.  
  The main use now for the mine is to hide the children during a 
  major attack.  Sometimes the dwarves will take stone out of the 
  mine for making tools or weapons.  However the dwarves do not 
  venture too far into the mine because of a superstition, in which 
  they believe that dwarven spirits who used to work in the mine 
  still inhabit it.   
   
   
  Organization
  Organization  
   
  Due to the hostile environment, the leadership of the 
  village has evolved into a dictatorship based on the strongest 
  warrior of the village who possesses the mightiest axe.  At any 
  time another dwarf can kill the leader and take the axe, making 
  him the new leader.  The leader then appoints his second, who 
  helps him in his duties.  The metal two-handed axe has no 
  special powers, but is the only metal object left in the village, 
  making it a symbol similar to a crown.  This system has lasted 
  for thousands of years and seems to keep the dwarves alive.   
   
  The current leader of the village is Gefyllan.  
  Gefyllan is respected by the other dwarves because he brought 
  the village many victories against the hej-kin.  His second is a 
  cunning dwarf named Brucan.  Brucan’s biggest responsibility 
  is to locate the underground springs and to kill any hej-kin that 
  might be there.  
   
   
  Outside Relations
  Outside Relations  
    
  The dwarves of Cwalu have never known anything 
  other than their enemies.  This causes them to attack anyone 
  who is not from the village.  A dwarven visitor might be able to 
  get them to talk before they try to kill him.  The dwarves have 
  a lot of unusual myths concerning the days before the Dragon.  
  Most of the time the dwarves are at war with the spiders and 
  hej-kin that inhabit the mountains.  Unfortunately they are 
  losing the war and may not hold out much longer.       
   
   
   
  Important Residents
  Important Residents  
   
  Gefyllan
  Gefyllan  
  Male Dwarf Fighter, Neutral 
   
  Armor Class 9 (skin) 
  Str   21 
  Movement 6 
  Dex 10 
  Level 8 
  Con  16 
  Hit Points 65 
  Int    12 
  THAC0 10  
  Wis  10 
  No. of Attacks 2  
  Chr    8 
   
  Damage/Attack:  1d10+7 (two-handed metal axe)  
   
  Psionic Summary
  Psionic Summary: PSPs 53; Wild Talent – accelerate  
   
  Power Score—14  
  Attack/ Defense Modes:  none / MB, IF.  
   
  PLAYER’S OPTION:  MTHAC0 17, MAC 10 
   
   
  Gefyllan is about 4 feet tall, and is bald (like all 
  dwarves) with dark blue eyes.  He was born into the harsh 
  environment of the Mountains of the Sun.  All his life he knew 
  nothing but survival and death.  For 35 years Gefyllan fought 
  the spiders and hej-kin, growing in power.  Finally about 10 
  years ago, urged by his friend Brucan, Gefyllan killed the leader 
  
  Villages of the Wastes:  Beyond
  Villages of the Wastes:  Beyond 
  60 
   
  of the village and took the axe for himself.  He now rules the 
  village through both respect and fear.  Gefyllan is determined 
  to exterminate all the spiders and hej-kin in the area. 
  Unfortunately the dwarves have been trying to do this since the 
  founding of the village, so it doesn’t look like it is going to 
  happen anytime soon.  A lot of his decisions are made with the 
  advice of Brucan. This leads some of the villagers to believe 
  that Brucan is the true leader, but no one would dare say this 
  out loud for fear of Gefyllan’s wrath.     
   
  Brucan
  Brucan  
  Male Dwarf Fighter, Neutral 
   
  Armor Class 9  (skin) 
  Str   14 
  Movement 6 
  Dex  8 
  Level 5 
  Con  10 
  Hit Points 34 
  Int    17 
  THAC0 17  
  Wis  16 
  No. of Attacks 1   
  Chr   14 
   
  Damage/Attack: 1d6 (bone spear)  
   
  Psionic Summary
  Psionic Summary: PSPs 49; Wild Talent – dimensional screen  
   
  Power Score—7  
  Attack/ Defense Modes:  none / TS, IF.  
   
  PLAYER’S OPTION:  MTHAC0 18, MAC 8 
   
   
  Brucan is about 3 feet 4 inches tall, with shifty green 
  eyes.  Since he was a child he has been fascinated by the 
  legends of a dwarven kingdom lost in the past.  This fascination 
  has fueled Brucan’s lust for power.  The only problem is he is 
  very weak compared to other dwarves, giving him a 
  disadvantage.  Due to his vast intellect, which is very unique 
  and seldom found in the village, he has been able to place and 
  keep Gefyllan in power.  He is manipulating Gefyllan into 
  helping him get rid of the spiders and hej-kin, then he hopes to 
  dispose of Gefyllan.  This will allow him to declare himself the 
  new dwarven king. Unfortunately for Brucan the war is not 
  going in the dwarves’ favor, so he might have a long wait.  Other 
  than dreaming of ultimate power, Brucan helps find water to 
  keep the village well supplied. 
   
  
  Villages of the Wastes:  Beyond
  Villages of the Wastes:  Beyond 
  61 
   
  Sakkakog of 
  Sakkakog of the Spirit Lake
  the Spirit Lake  
   
   
   
  Sakkakog is a small halfling village built on the shore 
  of the Spirit Lake in the Forest Ridge. It is the largest of the 
  many villages lining the lake which make up the Kree'a tribe. 
  During the day it would present a rather average sight if not for 
  the local halfling custom of planting flowers in the mossy 
  thatching of their roofs, which in certain seasons transforms the 
  village into a phantasmagoric idyll. 
   
   
  Origins/History 
  Origins/History   
   
  The founder of the tribe, Kree, was a great halfling 
  warrior who led his tribe on a journey across the Forest Ridge. 
  The exact details of this journey have been lost in time, but it is 
  known they were trying to escape from a great evil. The night 
  they reached the Spirit Lake and saw it glowing with its radiant 
  brilliance they took it as a sign which gave them hope and 
  strength. That night they stopped running and Kree faced the 
  evil that was pursuing them. In the glorious battle that followed, 
  both Kree and the evil being killed each other - the halfling 
  sacrificing himself for his people. His body was floated on a 
  flower-covered barge where it sank in the middle of the lake. 
  The Kree’a people have worshipped and lived on the lake ever 
  since. 
   
   
  Location 
  Location   
   
  The village lies on the edge of the Spirit Lake, a lake 
  that seems like any other during the day - dotted with halfling 
  fishermen and swimmers. But at night it is a different story.  As 
  the moons of Athas shine upon the lake it glows with a dancing 
  white radiant light. No halfling is permitted in the lake during 
  its mystical display. The halflings believe the light is the ghosts 
  of their ancient ancestors. Scholars from other lands say it is the 
  moonlight reflecting off a special kind of algae which grows in 
  the lake.  Their whole culture and customs revolve around the 
  lake. Only the bodies of the greatest halfling chiefs and heroes 
  are laid to rest within its waters, and once a year all the 
  surrounding villages release flower-covered barges onto the lake 
  in a ceremony to honor Kree. 
   
  The village of Sakkakog is rather simple itself, its 
  water temple being the only prominent feature.  To the 
  halflings, water and the lake represent life itself, so the village 
  water clerics are given the most respect in the tribe. The 
  temple itself is built right on the shore, and looks like most of the 
  other buildings in the village except for the fact it is much 
  larger. Inside, a vast wall painting depicts the story of Kree and 
  his people. The building also contains a blessed pool of crystal 
  clear water where most of the ceremonies are performed. 
   
   
  Organization 
  Organization   
   
  There is no true leader in Sakkakog; unity and 
  equality are the ways of life. Every action a halfling does is for 
  the good of the tribe.  Hunters – no matter how hungry – bring 
  game back to camp where it is divided up among members of 
  the tribe. If anyone were considered to be the leader it would be 
  Ereme, the water cleric who is looked upon like a father figure 
  by the other halflings.  This will change if the newcomer, Siog, 
  has his way. 
   
   
  Outside Relations 
  Outside Relations   
   
  There is a primitive form of trade between the Kree’a 
  and other halfling tribes, but they are mainly self-sufficient. 
  The lake provides all they need. There has been very little 
  contact with non-halfling races, although some travelers 
  occasionally stop by for dinner (if you catch my drift). 
   
   
  Important Residents
  Important Residents  
    
  Ereme
  Ereme  
  Male Halfling Water Cleric, Neutral Good  
   
  Armor Class  6 (hide armor)  
  Str  10 
  Movement  6 
  Dex  14 
  Level 10  
  Con  12 
  Hit points  45 
  Int  13 
  THAC0  13  
  Wis  17 
  No. of Attacks 1 
  Cha  12 
   
  Damage / Attack: 1d6 (bone quarterstaff+1)  
   
  Psionics Summary
  Psionics Summary: PSPs 45; Wild Talent - enhanced strength 
  Power Score – 14 
  Attack/ Defense Modes:  none / TS, MB, IF.  
  PLAYER’S OPTION:  MTHAC0 16; MAC 8 
   
  Priest Spells (6/6/4/3/2):
  Priest Spells (6/6/4/3/2): major sphere – water; minor sphere - 
  cosmos 
    
  Granted P
  Granted Powers
  owers: Ignore water (10 rounds), gate water (3 cubic 
  feet), healing draft, resistance to water, body of water, spark of 
  life 
   
  
  Villages of the Wastes:  Beyond
  Villages of the Wastes:  Beyond 
  62 
   
   
  Ereme is an elderly halfling who has gotten a little 
  clumsy in his old age.  Despite this he is very wise, and old-
  fashioned. 
   
  The head water cleric performs rituals and spells for 
  the tribe. He is often asked for his wisdom, and is looked up to 
  by his fellow halflings. He does not assume leadership, however, 
  and lives only to serve the lake and its people. As yet he does 
  not approve of the changes Siog wants to make. 
   
  Ereme was born and raised on the lake. He has never 
  left the lands of his people. This has caused him to develop a 
  viewpoint that the world revolves around the lake and its 
  culture. 
   
  Siog
  Siog  
  Male Halfling, Fire Cleric/ Psionicist, Lawful Neutral 
   
  Armor Class –1 (hide armor, 
  Str 12 
   
  cloak of protection +4, Dex)  
  Dex 17 
  Movement  6 
  Con 18 
  Level 13/ 13  
  Int 15 
  Hit points  57 
  Wis 18 
  THAC0  11  
  Cha 12 
  No. of Attacks 1 
   
   
  Damage / Attack: 1d6+1 (metal short sword +1) 
   
  Priest Spe
  Priest Spells (8/8/7/5/2/2)
  lls (8/8/7/5/2/2): major sphere – fire; minor sphere – 
  cosmos 
    
  Granted Powers
  Granted Powers:  Ignore fire (13 rounds), gate fire (7 cubic feet), 
  enflame, affect normal fires, cleansing flame, control flame, 
  protection from flame.  
    
  Psionics Summary
  Psionics Summary: Dis 4/Sci 7/Dev 18; PSPs 145 
  Clairsentience – Devotions: Danger sense 
  Psychokinesis – Sciences: Detonate, Telekinesis; 
  Devotions: Control Sound, Inertial Barrier, 
  Levitation, Molecular Agitation, Molecular 
  Manipulation. 
  Psychometabolism – Sciences: Metamorphosis; 
  Devotions: Body Weaponry, Cannibalize, 
  Chameleon Power, Heightened Senses. 
  Telepathy—Sciences: Domination, Mindlink, Probe, 
  Psychic Surgery; Devotions: Awe, Conceal 
  Thoughts, Daydream, ESP, Invisibility, Life 
  Detection, Send Thoughts, Sight Link.  
  Attack/ Defense Modes: EW, II, MT, PsC, PB/IF, 
  MB, MBk, TS, TW  
  PLAYER’S OPTION:  #AT 2/1; MTHAC0 8; 
  MAC 7, 
   
   
  Siog has a very powerful appearance, with a constant 
  look of determination and strength in his eyes.  He is very 
  arrogant and idealistic, and believes he should lead the village, 
  being the most worldly and cultured. 
   
  Siog is a halfling scholar who has returned to his tribe 
  hoping to change their primitive ways. He hopes to change the 
  view of the city-states that his people are nothing but 
  uncivilized savages. Siog wishes to advance halfling civilization 
  so that the merchants of the tablelands will consider them 
  equals. He wants to combine a society with a working 
  government with the traditional moral values of his tribe. So far 
  he has had little luck. 
   
  “My name is Siog, I am a halfling who was brought up 
  in Tyr far from my homeland. I left my tribe when I was young 
  due to disgust of their cannibalistic ways. Much later I came to 
  miss the forest and my family. To know and understand my 
  halfling brothers and sisters better, I left behind “civilization”, 
  and walked into the tangled shadows of the Forest Ridge west of 
  the Ringing Mountains. For eighteen months I lived with them 
  as an adopted member of the tribe. Here in the Forest Ridge 
  my family had lived in harmony with nature for an incalculable 
  number of years....and had survived longer than any other race 
  for one simple reason: they respected nature, the living world 
  from which they drew their sustenance. They gathered, 
  hunted, and consumed only what they needed, and never killed 
  an animal or even a plant without reason. Now I am  to become 
  a part of that living world, a complex organism, whose every 
  element plays an honest, essential role in biological balance. I 
  would be one small link in the great chain of life webbing the 
  forest together. 
   
  I am simply learning the hard way to appreciate their 
  unique life-style, their high moral values, their noble dignity, 
  their spiritual understanding, and their natural wisdom.” 
   
  Huguhan
  Huguhan  
  Female Halfling Psionicist, Neutral Good 
   
  Armor Class 6 (hide armor, Dex)  
  Str 12 
  Movement 6 
  Dex 15 
  Level 8  
  Con 13 
  Hit points 30 
  Int 18 
  THAC0 18  
  Wis 15 
  No. of Attacks 1  
  Cha 14 
   
  Damage / Attack: 1d6-1 (bone short sword) 
   
  Psionics Summary
  Psionics Summary: Dis 3/Sci 4/Dev 13; PSPs 73 
  Clairsentience – Sciences: Aura Sight; Devotions: 
  All-round Vision, Danger Sense, Feel Sound, Know 
  Location, See Sound. 
  Psychoportation – Sciences: Summon Planer 
  Creature, Teleport, Teleport Other; Devotions: 
  Astral Projection, Blink, Dimensional Door, 
  Dimension Walk, Phase, Teleport Trigger 
  Telepathy – Devotions: ESP, Life Detection. 
  
  Villages of the Wastes:  Beyond
  Villages of the Wastes:  Beyond 
  63 
   
  Attack/ Defense Modes:  II, MT, PsC, PB/IF, MB, 
  MBk, TS.  
  PLAYER’S OPTION: #AT 3/2; MTHAC0 13; 
  MAC 8 
   
   
  She is young and pretty.  Huguhan has only one 
  hand, as a result from a sloth encounter. Because of her 
  disability her husband rejected her as a suitable wife and left 
  her. 
   
  Her rejection by her husband caused Huguhan to 
  become bitter towards men, and is very suspicious and 
  untrusting towards all males.  The only exception is Siog, with 
  whom she has fallen deeply in love. But Siog is driven so 
  strongly by his vision, and consumed by his work, that he is 
  blinded to how much she cares for him. 
   
  Huguan is a halfling woman banished from her tribe 
  for rejecting the traditional ways. She came to the spirit lake 
  and is lying low.  She has sided with Siog because of his view on 
  female rights. Traditional Kree'an culture sees females as not 
  much more then servants. 
   
  Kree
  Kree - the true spirit of the lake, Wraith; AL NG; AC 2; 
  MV 9; HD 9; hp 56; THAC0 12; #AT 1; Dmg 1d4 + 
  Special; SA animate object, inhabit body, chill touch; SD +2 
  or better weapon to be hit; MR nil; SZ S; ML 14; XP 4,000; 
  MC2 
  Psionics Summary
  Psionics Summary:  
  PLAYER’S OPTION:  MAC 7 
   
   
  Little is known about him, but Kree still exists as a 
  wraith at the bottom of the lake. He has sworn to protect the 
  lake and his tribe for all eternity. It is said he sometimes makes 
  an appearance at the yearly flower-barge ceremony, where he 
  gives wisdom and hope to his people. The only other time he 
  would emerge from the lake would be to save the Kree’a from 
  destruction. 
   
  
  Villages of the Wastes:  Beyond
  Villages of the Wastes:  Beyond 
  64 
   
  Khum
  Khum  
   
   
   
  Khum (khoom) is a small dwarven village hidden in a 
  valley of the Ringing Mountains north of Tyr and almost 
  directly due west of Urik, situated near large stone and obsidian 
  quarries, as well as an active volcano. 
   
   
  Origins/History
  Origins/History  
   
  Khum was founded many generations ago (by human 
  standards). The dwarves have been quarrying stone and 
  obsidian there ever since, selling both the quarried rock and 
  products made from it to the city-states.  It is not known if the 
  dwarves migrated to this area from someplace far away or if they 
  once lived in a great city under the mountains nearby, as some 
  of their legends state. 
   
   
  Location
  Location  
   
  Khum, located as it is within the Ringing Mountains, 
  is accessible only by a steep mountain trail peppered with 
  guarded checkpoints established by the dwarves.  There are a 
  number of false trails which loop back on themselves, lead to 
  dead-ends or traps such as deadfalls.  Only the dwarves of 
  Khum know how to safely and correctly find and follow the trail 
  to Khum. 
   
  On the outer slopes of the mountains the dwarves of 
  Khum have built a small trading outpost.   Though usually 
  manned only by a score of warriors and tradesmen, some 
  villagers maintain homes here, and dwarven herders from the 
  desert utilize the small market to sell their meat and other 
  animal products to the village or interested merchants. 
   
  Included within this outpost are a pen for kank and 
  inix, a rest home for weary merchants, an administration and 
  counting house for all business transactions, a few small homes, 
  and a small open-air market used by the merchants to sell their 
  spare items.  The buildings here are similar to those of a human 
  city, built of stones carved and carried from the quarries within 
  the mountains. 
   
  Within the valley stands the village of Khum, set into 
  the dark stone.  The dwarves have either carved their homes 
  into the mountainside or constructed them on the lower region 
  of the valley's floor.  The homes exist fully within the cliff-faces 
  or underground, hollowed out of the rock or developed from 
  naturally existing caverns.  There are no buildings or structures 
  similar to what one would find in the city-states, only these cliff 
  or ground hollows, consisting of no more than two rooms: an 
  outer common room facing the valley, and a private inner room 
  surrounded by the rock. There is little variation in this, no 
  matter the relative social status of the dwarf. 
   
  The only larger structures tend to be communal 
  structures, such as the Clan Hall, a private, pillared chamber 
  where the Elders meet, and the Earth Temple, a series of 
  undeveloped caverns near the village which the earth clerics 
  have claimed as sacred to Elemental Earth. 
   
  Above the valley, the sky is usually gray or black with 
  the belching of an ancient volcano, though the dwarves rarely 
  have problems with ash or smoke and are in no danger from 
  eruptions due to their distance from the crater.  However, the 
  volcano does taint the ground water nearby, and the hot springs 
  that provide the dwarves of Khum with water must be cleansed 
  of sulfur and other toxins by the earth clerics before it can be 
  considered drinkable.  Alternately, ice and snow daringly 
  brought down from the treacherous mountain peaks also serves 
  to provide the village with some of their water, as does trade. 
   
  The quarries around which the village is built are 
  located further within the valley. The main rock quarry 
  consists of a vast, many-tiered scar plunging down into the 
  blackness of the mountain bedrock.  Other smaller quarry sites 
  are scattered nearby, some abandoned, some still in use. 
   
   
  Organization
  Organization  
   
  The settlement follows the orders of the clan leader, 
  and council of ruling elders, those dwarves who survive until 
  their two-hundredth year.  The clan leader makes all important 
  decisions, but the clan elders serve as advisors and confidants to 
  him, and unlike in the city-states, there is little politicking 
  among the advisors. 
   
  In like dwarven fashion, among the workers everyone 
  has a job to do and everyone does it – be it quarry worker, stone 
  cutter, overseer, sled-puller, hauler, craftsman, trader, banker, 
  watchman, herder, cleric, elder, or clan-leader, among others, 
  and each dwarf works stubbornly to fulfill their focus.  There 
  are some dwarves who refuse to abandon a quarry long after 
  others have given up because they have focused upon 
  excavating a particular section of rock.  
   
  Work in the quarries is hard, but the dwarves 
  developed an organized method for quarry.  First, the rock is 
  cut from the quarry, then other dwarves pull or carry it back to 
  the village where the best of it is kept and shaped into various 
  items and trinkets for trade, while the rest is put aside for later 
  sale.  Finally, both shaped items and raw materials are carried 
  by foot through the steep mountains to the trading outpost, 
  where it is loaded onto waiting caravans and sold for goods or 
  coin. 
   
  Workers injured while quarrying are always provided 
  for as long as it takes them to recover, as the thought of a 
  banshee haunting the area fills the dwarves of Khum with 
  
  Villages of the Wastes:  Beyond
  Villages of the Wastes:  Beyond 
  65 
   
  dread.  Workers injured too severely for the clan's earth clerics 
  to heal are pitied, never scorned due the fate awaiting them at 
  death. 
   
  Wealth means little in the village, as the village 
  prospers or dies as a whole.  Status, however, takes the place of 
  wealth, and those considered more focused, more able and 
  better workers are looked upon with greater respect than those 
  not so blessed.  Despite this, there is little to differentiate any 
  particular villager's home from another's, even the contents of 
  the homes are similar.  Everything is stable, structured, 
  organized and predictable, just the way it has always been, just 
  the way the dwarves like it. 
   
   
  Outside Relations
  Outside Relations  
   
  As they have for generations, the dwarves quarry 
  obsidian and stone from the Ringing Mountains, then sell it to 
  the human merchant caravans waiting at the outpost.  Once 
  again, stable, constant, and terribly predictable, just the way the 
  dwarves like it. 
   
  Tyr commonly trades with the dwarves of Khum for 
  stone, obsidian and craftwork, sending foodstuffs in return 
  (farming is difficult, if not impossible in the thin mountain soil) 
  as well as other items.  And though Urik relies on its own 
  obsidian quarries, it pays well for the stone and crafted items of 
  Khum.  Khumish craftwork can also be found in some of the 
  other city-states, passed from trader to trader, increasing in 
  price the further from Khum it travels. 
   
  Halfling raiders are an occasional problem, striking 
  from hidden paths in the mountains as they do, and 
  occasionally, bandits attempt to waylay caravans or sneak into 
  Khum itself, but the dwarves of Khum have driven them back 
  time after time. 
   
  Additionally, a small group of aaracokra has taken up 
  residence on one of the peaks overlooking the valley, and thus 
  far there has been no trouble between them and the dwarves.  
  The dwarves remain standoffish towards this group, not having 
  initiated any relations with them, and the Elders hope the 
  birdmen will move on.  Beyond this, the dwarves of Khum have 
  little contact with the outside world. 
   
   
  Important Residents
  Important Residents  
   
  There are four notable villagers among the two 
  hundred living in the village and its outlying trading post. 
    
  Khennum, the Ancient
  Khennum, the Ancient, , (250 years old) 
  Male Dwarf Fighter, Lawful Neutral  
   
  Armor Class 10  
  Str 9 
  Movement 6 
  Dex 7 
  Level 13  
  Con 13 
  Hit points 87 
  Int 10 
  THAC0 8  
  Wis 18 
  No. of Attacks 2 
  Cha 15 
   
  Damage/ Attack: 1d6 (staff) 
    
  Psionics Summary
  Psionics Summary: PSPs 60; Wild Talent - Precognition 
  Attack/Defense Modes: none/ IF, MB, TS  
  Power Score— 13 
  PLAYER’S OPTION:  MTHAC0 14; MAC 7 
   
   
  The current leader of Khum is an ancient dwarf 
  named Khennum.  His eyes are fading, his limbs have grown 
  weak and clumsy, and his hearing has gone bad (he uses a 
  specially devised horn placed to his ear in order to hear), but he 
  is a wise, if stoically traditional leader, as well as extremely 
  grouchy.  Though he has earned the surname 'the Ancient', no 
  one dares call him this to his face, for despite his poor hearing, 
  he somehow manages to hear anyone speaking ill of him in his 
  presence and thumps them with his staff of office. 
   
  Jorham the Ques
  Jorham the Questor
  tor    
  Male Dwarf Earth Cleric, Neutral Good  
   
  Armor Class 10  
  Str 17 
  Movement 6 
  Dex 13 
  Level 4  
  Con 16 
  Hit points 21 
  Int 10 
  THAC0 19  
  Wis 19 
  No. of Attacks 1 
  Cha 14 
   
  Damage/ Attack: 1d6-1 (stone club) 
   
  Psionics Summary
  Psionics Summary: PSPs 27; Wild Talent – Danger sense 
  Attack/Defense Modes: none/ TS, TW 
  Power Score—16 
  PLAYER’S OPTION:  MTHAC0 19; MAC 6 
   
  Priest Spells (6/4):
  Priest Spells (6/4):  major sphere – earth; minor sphere – cosmos  
   
  Granted Powers
  Granted Powers:  meld into stone 
   
   
   The dwarves of Khum revere the Earth, and a 
  number of clerics of earth live in and provide for the village.  
  One of these priests even serves as an elder.  However, it is 
  Jorham the Questor who invites the most interest.  Jorham is a 
  
  Villages of the Wastes:  Beyond
  Villages of the Wastes:  Beyond 
  66 
   
  young cleric of earth taken to falling into prophetic sleeping-fits.  
  His surname comes from his dedication to earth and the travels 
  and journeys he makes into the mountains in response to the 
  visions he receives during his fits. 
   
  In the past, his visions have led him to find new trails 
  to water sources high in the mountains, new locations to mine, 
  and the understanding of how to put to rest the banshee of a 
  fallen water bearer.  Lately, his visions have focused on a 
  lengthy trip through the mountains and deep into the earth, 
  into a forgotten city.  He has no idea what this means, though 
  he believes it is the ancient city from which the dwarves of 
  Khum supposedly long ago migrated. 
   
  Though incredibly wise, and a benefit to the village, 
  Jorham is seen as a wildcard due his un-Khumish habit of 
  wandering, exploring and suddenly changing his mind.  The 
  dwarves of Khum think it just isn't right, and he should behave 
  the way all the other dwarves do...predictably. 
   
  Roth
  Roth--eye
  eye  
  Male Dwarf Magma Cleric, Chaotic Evil  
   
  Armor Class 10  
  Str  15 
  Movement 6 
  Dex  12 
  Level 3  
  Con  15 
  Hit points 23 
  Int  13 
  THAC0 20  
  Wis  16 
  No. of Attacks 1 
  Cha  9 
   
  Damage / Attack: 1d8-1 (obsidian axe) 
    
  Psionics Summary
  Psionics Summary: PSPs 34; Wild Talent – Alter features, 
  Cell adjustment 
  Attack/Defense Modes: none / MB 
  PLAYER’S OPTION:  MTHAC0 19; MAC 9 
   
  Priest Spells (4/3): 
  Priest Spells (4/3): major sphere – magma *; minor sphere — 
  cosmos   
    
  Granted Powers
  Granted Powers:  +2 saving throws versus heat, fire, or magma. 
   
  * For those without access to Earth, Air, Fire, and Water 
  accessory, substitute the fire sphere. 
   
   
  As occasionally happens, a dwarven priest has turned 
  from the worship of earth to the worship of magma, lured by the 
  promises of power from the spirits of magma.  A small, crude 
  shrine to these spirits lies hidden near the volcano, attended 
  only occasionally by the small number of faithful magma 
  worshippers. 
   
  The actual face of the leader of this small cult has 
  never been seen, as he wears a black mask, and he keeps his real 
  name a secret, calling himself Roth-eye when the cult holds 
  worship ceremonies.  As the other cultists masquerade as earth 
  clerics, they are certain Roth-eye does the same, but cannot 
  guess his identity. 
   
  Roth-eye's eventual plans are to displace the earth 
  clerics and gain control of the quarries, feeling that magma has 
  and will provide much more to the people of the village than 
  earth has.  He desires to make Khum a power in the region, and 
  move the dwarves from their seclusion. 
   
  Quig, the Beggar
  Quig, the Beggar  
  Male Dwarf, Neutral Good  
   
  Armor Class 10  
  Str 12 
  Movement 4 
  Dex 5 
  Level 0 
  Con 16 
  Hit points 8 
  Int 15 
  THAC0 20  
  Wis 15 
  No. of Attacks 1 
  Cha 8 
   
  Damage / Attack: by weapon type 
   
  Psionics Summary
  Psionics Summary:  
  PLAYER’S OPTION:  MAC 10 
   
   
  Visitors to Khum may notice a small figure slumped 
  against the side of a building or passed out somewhere in plain 
  sight, dressed in rags and a tattered hood.  Quig is an 
  unfortunate dwarf injured while working in the quarries.  
  Unable to return to work towards fulfilling his focus due to his 
  twisted back and leg, which the earth clerics could not fully 
  heal, Quig has turned in his pain and self-depreciation to 
  drunkenness and beggary.  This state of affairs can only lead to 
  his death, a time the villagers fear for the horrible consequences 
  it will bring.  In fact, it is likely that he will be driven out before 
  that day arrives. 
  
  Villages of the Wastes:  Cr
  Villages of the Wastes:  Credits
  edits 
  67 
   
   
  William Allman 
  Daro 
  wmallman@io.com 
   
   
  Nels Anderson 
  Arla 
  feebles_@hotmail.com 
  Nels would like to dedicate this article to to everyone who has 
  sought to keep Athas alive over all these 
  ages.  Thanks again. 
   
   
  Daniel J. Bandera 
  Segovara, Vavrek 
  daniel.j.bandera@us.pwcglobal.com 
  Well this is it, the first Dark Sun® On-Line Release.  The 
  release of this project represents another rebirth for the Dark 
  Sun Campaign World, as the World goes on-line officially.  I 
  would like to thank Wizards of the Coast, for allowing this.  My 
  thanks goes out to all of the authors for their contributions, and 
  to the other members of the Burnt World of Athas editing 
  team, whose ideas and suggestions helped bring this project 
  together.  
  Chao! 
   
   
  Mario Beros 
  Dubok 
   
   
  Braith Boyton 
  Sakkakog 
  Lonehawk@zensearch.net 
   
   
  Benjamin Carroll 
  Tairek’s Lot 
  argent_99@yahoo.com 
  Benjamin Carroll lives in Somerset, Pennsylvania,and will be 
  attending St. Vincent College in Latrobe, PA to major in 
  English. 
   
   
  Colin Cookman (“Obsidian”) 
  Powder River 
  obsidian_darksun@hotmail.com 
  Colin Cookman (that's Obsidian online) is a 17 year old DM of 
  a Dark Sun campaign that he doesn't play nearly as often as 
  he'd like. His web page, at 
  http://meteu.octoraro.org/~obsidian/  features several 
  independent net projects dedicated to Hamanu's realm, the 
  eternal city-state of Urik. 
   
   
  Gabriel Cormier 
  Introduction 
  http://personal.nbnet.nb.ca/shadows 
  I’m happy to be a part of this next chapter in the saga of Dark 
  Sun®. Hopefully this project will show that there is still interest 
  around the world for Dark Sun®. It’s been a fun job editing the 
  villages of fans for the blasted world of Athas. Once again, 
  thanks to Wizards for keeping DS alive through the official web 
  site, and for agreeing to let the fans carry on until the rebirth. 
  Thanks to the BWOA team for all the help. 
   
   
  Philip Daay 
  Alador 
   
   
  Brendan Gasparin 
  Turg’s Inlet 
  bman@tasman.net.au 
   
   
  Joe Gelpe 
  Pree Ha’em 
  balzur@flashmail.com 
  Joe Gelpe lives in Jerusalem, Israel, where role-players are about 
  as rare as metal is on Athas. 
   
  
  Villages of the Wastes:  Cr
  Villages of the Wastes:  Credits
  edits 
  68 
   
   
  Joshua D. Gregory 
  Cwalu 
  josh1@tampabay.rr.com 
   
   
  Harijot Khalsa 
  Thilon’s Camp 
  harijot@hotmail.com  
   
   
  Jeffrey “Raven” L. Kromer 
  Eru’s Rest, Khum 
  greyorm@yahoo.com 
  Raven is a freelance artist and writer, as well as a certified 
  computer technician (among other things).  He lives with his 
  sorcerer-queen girlfriend, two feral halfling children and a cat.  
  He dreams of someday ruling his own city-state, and in 
  preparation for that day, practices instilling fearful obedience in 
  said feline.” 
   
   
  Matthew A. Mendoza 
  Nalod Springs 
  Toadstul@worldnet.att.net 
  I'm 28 years old and live in North Las Vegas Nevada.  I've 
  played AD&D since I was 13 and I feel Dark Sun is the best 
  campaign setting.  I'm married and work as a land surveyor for 
  the City of North Las Vegas. 
   
   
  Nathan Paziuk 
  Menka’s Gate 
  For all my crazy friends. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/Dark Sun/Villages of the Wastes.pdf