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The Shops of Greyhawk
Contents
The Iron Monger - Aria 13
The Dragon Circle Joe GKWhite Moira Nellisir
Ye Olde Magik Shoppe NiteScreed
Houses of the Arcane NiteScreedTickTocks Clockshop Qsamantha
Gaesril Tornin's Shop Ashtar X
Tilbergyrd EsilvNel's Phantasmagorie Compancho
Cryllor University LoupRouge
The Chendl School of Magic Keldreth
Merlaw's Cane Shop RLaRue
The Ironmongerby Aria13
He rode out of the dusty west, a huge cowled figure in deepest purple, so deep as to
seem black under all but the strongest light. He stayed for awhile among the nomads
who witnessed his arrival on Oerth from Tovag Baragu, seeming to recover hisstrength. He spoke little and gave no name. Soon, he moved on. In Lopolla, in Ket,
he was accosted by bandits, seeing in this lone figure, richly robed if dusty, a sure
mark. The bandits had no more than accosted the stranger than into his handssprang twin sixguns, rumored to be useable only by the renowned Murylynd.
Perhaps, it was Murylynd, for the bandits were gunned down with preternaturalfury. His weapons holstered, the gunman moved on.
So it went, through Ket and into the Flanaess proper, through Veluna, Verboboncand on unto Greyhawk. The stranger rode alone. He bothered no one but when
challenged gave answer with his blazing guns.
In Greyhawk, the stranger first took lodging and then purchased an old smithy with
an adjacent dwelling. He paid in gold, foreign, but seemingly similar to thefalconcrested coins of the City. Over a span of weeks, he set about refurbishing the
business. Though not much fanfare heralded the opening of the smithy, word soon
spread of the goods for sale. The stranger was selling guns! Not six shooters like hisown but simpler matchlocks, wheelocks and flintlocks. When it was discovered that
the pistols, and fewer rifles, actually worked, there was no want of customers. But
the extraordinary prices charged deterred the casual buyer. Still, money pouredinto the shop, first for the guns themselves and later for shot and powder.
That was six months ago. The stranger, commonly referred to as simply The
Ironmonger, continues to due a brisk if sporadic business. Where his money goes
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remains mysterious, alluringly so to the city's thieves. He has taken no apprentices
and frequents but a single tavern situated near Odd Alley.
The news that the weapons the Ironmonger sells will function on Oerth hasattracted much attention. The clerics of the city are in almost universal accord that
the Ironmonger is somehow unwholesome, perhaps some sort of fiend. Yet, thepossibility that he is an avatar of Murylynd keeps them in check, at least so far. Themages guild of Greyhawk is no less sanguine. They see firearms as a direct threat to
their heretofore exclusive control of the means of doing great amounts of harm from
a distance. The mercenaries guild, however, could not be more pleased. Theywholeheartedly support the Ironmonger for the edge he can give Greyhawk
mercenaries and have made it clear to the mages that they would not look kindly on
any magical mishaps.
So, it goes. The furor surrounding the Ironmonger grows, like the winds around theeye of a storm. Is he a force of good or of ill? What does he want? Why is he here?
Who is he? Certainly, the Ironmonger does not mass produce weapons. Each is ahandcrafted work of art. In six months, he has perhaps sold four dozen weapons,the majority of which are the less expensive pistols. Yet, the mere notion of
workable firearms seems to have caught the popular imagination. Mysteriously, his
would be rivals, even working from copies, are unable to duplicate his efforts. While
they can produce somewhat serviceable arms, they have been unable to duplicatethe Ironmonger's powder recipe, even working from samples. Some ingredient
eludes them. None are daring, or foolish, enough to attempt to pry the information
from the Ironmonger's grip by force.
The building situation has not gone unnoticed. Word of the fantastic weapons to be
had in Greyhawk has caused a stirring in the north. Iuz has turned his baleful eyetoward Greyhawk. Could he but equip his armies with such weapons, how much
more powerful might they be then? Already, his agents are moving in thesouthlands. So too, agents of the Scarlet Brotherhood have alerted their superiors in
Kro Terlep.
The Ironmonger seems oblivious to the attention his activities have garnered. But
surely, he cannot be unaware that he has caused a stir. Some speculate that such isjust his intent, though for what reason and to what end he would attract such
attention remains unknown. For the time being, however, he is content to sell his
weapons, shot and powder to any who can pay the price. While the storm gathersaround him.
The Dragon Circleby Joe G K
The Dragon Circle takes it's name in tribute from the Circle of Eight, althoughsome of their members have been around longer than the Circle itself. For the most
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part, the DC is composed of half dragons of Greyhawk origin who are looking for
others of their kind, and looking to protect others of their kind. The GM can use theDC as a patron for any half dragons within his Oerth Campaign. The DC is based
out of Greyhawk City itself, but have agents and allies in various other cities. The
Circle of Eight has little to do with the DC due to the DC being more lawful and
good than the Circle would like to be. The leader of the DC, unknown to almost allsave perhaps some Mordenkainen and Philidor, is a full blooded Greyhawk Dragon,
who has fathered two half-greyhawk dragons of his own who are in the DC.
The DC is very secretive in some ways. Their base in Greyhawk city is a large towerwith a guildhall next to it. Most of the people of the city believe that it is a mage
quarters. This secrecy comes mostly from Bandroth, the full blooded dragon's
desire to remain hidden, as most of the people of Greyhawk know that many of the
members are half dragons. After the wars, the half dragons have found thatGreyhawk city is still a place where even such as they may live without too much
strife.
In the DC, they have the following types of half dragons. One half gold (a mage of12th level who is said to be jealous of the the Greyhawk enchanters), one silver (a
7th half-elf ranger who originaly hails from the Gnarley Forest), six Greyhawk (3
enchanters of various levels, one mage of 8th level, and two thieves, who are twins
which is almost unheard of), and one iron ( a 14th level fighter who battled againstIuz's minions in the various parts of the war. His face, and indeed, his whole body
suffers various battle scars). Rumours persist of a half steel from Faern, and a half
drow from the Underdark, but no one has seen these individuals. In addition, theyhave a score of humans and demi-human agents which help them find others of
their kind, or get into areas they feel would be unsafe for their own kind.
Unofficial Bits: In addition to trying to help half-dragons, Bandroth also tries to
keep out the strange and foreign dragon pantheons that's he's discovered with hisfield of dragon study. This includes an individual known as Alurax (from
Spherewalker), the Primordial Dragons (From Pawns of the Primal Order LIne),
and the Cult of Dragonwright (From Gods and Dragons for Palladium.) He feelsthat any such foreign dragons and deity-like dragons would only be bad for
dragons, and indeed, for the whole of Oerth. He has a few friends that travel the
lanes of Greyspace, and tries to make sure that no foreign spelljammers from thePalladium Space enter their own. Alurax however, is too powerful for even an old
dragon to stop, so if he ever does discover that fiendish dragon, he will have to rely
on the Oerthian gods. The Primordial Dragons all have their own little spheres of
influence, and he knows that for the most part, they too rely on servants andminions.
Bandroth assumes the form of an old half dragon in Greyhawk city, but when he is
out looking for other half dragons, he assumes the form of a middle aged mercenary
name Karid who tells a tale of being almost slain by a hook horror, only to be savedby a half-dragon who left before he could thank him. Most people give him the wink
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on this as if saying, "Sure..." but he pays well so people give him accurate directions
when they can.
White Moiraby Nellisir
White Moira is not a true shopkeeper, but rather, an herbwitch of some power. She
serves noble and peasant both, and usually works in trade with those who cannotpay in coin. The common folk often visit her for potions, simples, foretellings, and
other basic needs. The nobles seek her out for much the same reasons -- but they
prefer to send servants when possible, and make their errands sound as glamorousas possible. White Moira is assisted by her daughter, Bridie, a charming, witty, and
unmarried young woman of startling good looks.
White Moira lives on the northern bank of the Selintan, approximately 10 miles
north of the Greyhawk City crossing. Skiffs and other small craft often stop here,but the sloping shore is too shallow for larger boats or ships. A path leads from the
beach to White Moira's little hamlet, passing through a grove of trees on its way
(which incidentally shields her home from the river).
Since White Moira arrived here thirty years ago, several other buildings have beenerected alongside her own fieldstone cottage. Three other cottages cluster near the
grove. The first, the largest cottage, is home to Feild the Crow, a wild-haired Flan,
and his wife and their brood of children. Feild tends the hamlet itself, and hischildren act as shepherds, goosegirls, and pigkeepers. The second cottage is home to
Vinal and his wife, Huroma. Vinal is over 60 now, but still hale and hearty, and
often accompanies White Moira or Bridie into the hills on their searches for herbs
and other components for their brews. The third cottage is unoccupied at themoment, and has the look of a home completed some time ago, yet never lived in. A
barn and bunkhouse complete the scene. Many people walk here from Greyhawk
one day, stay the night in the bunkhouse or barn (no charge for either), and walkback the next day. A well-trod path leads from the hamlet to just opposite the city,
linking several other farming villages along the way.
White Moira is chaotic good, and is a 8th level mystic (from Faiths & Avatars). Both
she and Bridie (also CG, and a 2nd level mystic), are followers of Obad-Hai and hisdruidic faith. White Moira could be an invaluable resource for nature-oriented
characters adventuring in the north-western Cairn Hills, as she and Vinal have beenwalking those hills for well over a quarter-century. She does not support cairn-robbing, and will not give directions to unopened cairns unless convinced of the
person's good intentions (she, Vinal, and Bridie all know quite a few closed cairns --
many herbs can be found nowhere else...). She is concerned by Vinal's age, andhopes that they (she and Vinal) can find a forthright, experienced, hillsman
(preferably a ranger) to settle with them. Neither Vinal nor White Moira is young
enough anymore to make the trek to the deepest sites in the Cairn Hills or on the
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shores of the Nyr Dyv, and Bridie has made the walk only a few times, accompanied
by hillgnomes from Grossetgrottell.
Ye Olde Magik Shoppeby NiteScreed
Magic is not so lightly regarded nor so common on Oerth so as to permit many
merchants to devote themselves to the sale of magic items or spells. Guilds ofdweomercrafters and wizards also take a dim view of such mercantile efforts,
generally acting forcefully to discourage any such would be entrepreneurs. Still, that
doesn't stop some folk from trying, though few can be called successful and fewerstill stay in business long. Ye Olde Magik Shoppe is the exception to the rule.
Overseen by The Confabuluos Yrot Culerm, Master of Prodigious Prestidigitation,
Ye Olde Majik Shoppe sells magic items of all varieties. Any magic item can be had
for a price. Want a portable hole? Need a +4 Defender? Got a Paladin buddy whohas a birthday coming up and hasn't had any luck getting his hands on a Holy
Avenger? How about thatStaff of the Magiyou've had your eye on? Maybe an
artifact? You know you want one. The Confabulous One can help. For a price.
Ye Olde Majik Shoppe only accepts magic items in exchange for its wares. You wantmagic? You have to part with magic. No exceptions. Yrot explains it this way. "I am
a dealer in the imponderably arcane, which can prove most difficult. You have no
idea how hazardous it can be trying to unload a true quality magic item. Why thereare unscrupulous folk who will not hesitate to stoop to the most base chicanery to
obtain such wondrous wares. To protect myself then, I try as best I might to deal
only in the more mundane sorts of magic items that offer fewer such risks. To that
end, when into my possession comes such rare and wondrous magic as that of whichwe now speak, I carefully choose to whom to sell it and in return for which I ask
only more mundane magic items which I can more easily and safely dispose of. Of
course, I cannot ask in exchange what such rarities are truly worth as few couldpay. So, I accept a loss to obtain more readily salable goods, though in fact the
magic of which we speak came into my hands without undue expenditure. Thus, we
shall both profit by the exchange." So saying, Yrot begins most every transaction.Those seeking magic items obtain a bargain - a more powerful item for items of
lesser power, which Yrot can then more easily resell. However, Yrot is no fool and
drives a hard bargain once haggling begins in earnest. In truth, Yrot is a conman.
Nothing he sells is magical in the least. At least nothing he sells to the public. Theonly magic items Yrot deals in are those he cons from his gullible customers, looking
to buy magic items. The items Ye Olde Majik Shoppe provides are carefully
disguised fakes. They will appear to function and will test as magical. Only the mostcareful inspection will reveal their true nature. Over the years, Yrot has acquired a
sizeable collection of true magic items and will present a real item, only to switch it
for a fake once a sale is complete, if a customer appears too suspicious.
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Of course, Ye Olde Magik Shoppe must deal with irate customers on a regular basis.
Yrot has a potent arsenal of cozened items that he can use in his own defense. Heparticularly enjoys using a party's own "exchanged" items against them. But to
avoid the need for such pyrotechnics that could draw the attention of the authorities
to his establishment, Yrot finds it wise to frequently relocate. He makes of habit of
doing so after every major transaction. Ye Olde Magik Shoppe may relocate intoanother quarter of the city. It may move operations to a nearby town. Or it may
vanish altogether as Yrot lays low till the commotion dies down.
Yrot is a 14th level split class Wizard/Thief. Through long experience, he is capableof using all magic items. He has three assistants; one 6th level wizard, one 9th level
thief and a 7th level cleric. He also employees a company of six 4th level fighters
lead by a 10th level captain. When customers present themselves, Yrot will appear
to have but a single assistant and two guards. If violence erupts, the remainingguards will appear the next round. The other assistants will appear two rounds
later. Yrot is a major underworld figure with many high level connections to various
thieves guilds to which he belongs and to which he provides "exchanged" magicitems. When not fleecing the public, Yrot acts in support of guild activities on a
contract basis. In return, he can count on guild support in times of exceptional need.
Ye Olde Magik Shoppe can be used in a campaign in a variety of ways. At its base
level, Yrot provides players with an object lesson - there are no real magic shops onOerth. At this level of abstraction, the Shoppe can be played for laughs, at the PCs
expense of course. Yrot can also be a recurring villain, one who always has escape
plans in mind and who has caused the PCs major embarrassment. In this guise, hemay continue as a comic foil or can become a far more sinister figure if his
underworld connections are brought into play. Either way, the PCs will not soon
forget the "bargain" they got at Ye Olde Magik Shoppe.
Houses of the Arcaneby NiteScreed
Magic shops aren't magical. They strip the items they sell of their wonder, reducing
them to just another commodity to be commonly bought and sold. Yet, at the sametime, it seems unreasonable to presume that on worlds where magic works, someone
would not hit upon the idea of trying to sell it. The Houses of the Arcane are an
attempt to find a middle ground between full fledged magic shops and nothing at all.
They are places where magical odds and ends, perhaps not magical in and ofthemselves, are sold.
A House of the Arcane is part pawnshop, secondhand store and used book store.
Each is dingy, dark and cluttered with oddments. The shelves overflow withmaterials, most not immediately identifiable. In better Houses of the Arcane, the
proprietor will be the only personal capable of making sense of the shop's contents
and finding anything in under an hour. In most, even the proprietor isn't sure
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anymore what precisely the shop has and where it can be found, though he or she
will always have an idea.
Assume that in Houses of the Arcane located in frequented areas, it will take theproprietor 1d4 turns to locate any specific item. In more out of the way places, such
searches will take 1d12 turns. Player characters who may be tempted to break into aHouse of the Arcane will require 1d12 hours to search it thoroughly to find aparticular item. To thoroughly search such a shop would take 1d4 days. Clutter is
one of the best defenses against thieves a House of the Arcane can mount. Due to the
magical residue that tends to surround such places, Locate Object and similar spellshave a 50% chance of not working and a cumulative 25% chance of leading the
caster on a wild goose chase.
The stock in trade of a House of the Arcane is the arcane, not magic items. Arcane
objects are associated with magic, or are otherwise mysterious, but are notthemselves magical. Below is a list of common arcane items:
1. Wizards Journals
2. Adventure Journals
3. Old Books So Water Damaged or Burned as to be Unsalable by a Bookseller4. Strange Objects of Art Including Paintings, Sculpture and Jewelry that does not
contain Precious Stones
5. Sheet Music or Musical Instruments (Old or Odd)6. Out of Date or Unreliable Navigational Charts, Astronomical Charts and Maps
7. Old or Incomplete Alchemical Apparatus
8. Holy Symbols or Religious Paraphernalia (Icons, Thuribles, Censors, Prayer
Beads, etc.), Damaged or from Obscure Faiths
9. Religious Tracts - Cultic, Out of Favor, Crank or Heretical10. Vanity Presses of All Sorts.
11. Old or Incomplete Magical Laboratory Equipment12. Items From Faraway Lands (Hookahs, Samovars, Kimonos etc.)
13. Unusual Weapons Not Common to the Area
14. Unusual Feathers, Rocks, Hides, Tusks or Trophies15. Strange Ointments, Perfumes or Incense
16. Fortune Telling Paraphernalia (Cards, Crystals, Tiles, Sticks etc.)
17. Primitive Masks, Fetishes or Idols18. Exotic Spices, Herbs or Plants
19. Old Unusual Clothing (Flan Buckskins, Rhennee Attire, Aerdi Caps of
Maintenance, Frutzi Snowshoes etc.)
20. Exotic Birds or Reptiles (Nothing bigger than house cat)
You may choose a House's items or roll 10X1d20. In addition to such arcane items,
Houses of the Arcane will also carry 1d20 items that a wizard would find useful as
spell components. These will generally be items of the more unusual sort - miniature
brass horns etc. - but will not be otherwise particularly valuable.
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Some of the arcane items carried will be more than just curiosities. Some will have
meaning or power under highly specialized circumstances. An odd flute may be buta flute unless winded on the night of the new moon in a ceremony to summon Sea
Devils from the Deep. An old map may make no sense, unless held up to moonlight,
when hidden markings appear. A strangely symmetrical rock may fit into a cave
wall to open a secret passage. A rusting mace may be the long lost Scepter ofRightful Rulership held by the ArchBarons of Blackmoor and a nonmagical symbol
of the right to rule. You get the idea. Choose or roll 1d10 for such items.
Related to such special arcane items, are quasi-magical items. These are items thatperform magic but only under set conditions. A ring of protection +1 which only has
a magical plus and only detects as magic at night. A sword dedicated to slaying a
single, individual creature which only has magical abilities when facing that unique
individual being. A magical helm that only functions for someone related by bloodto the Keosh Royal House of Rhoola. A magical figurine which will activate only by
someone with an Charisma greater than 15 who commands the figurine in the
Ancient Suel language. Again, you get the idea. Choose or roll 1d10 for such items.
Of course, Houses of the Arcane gain their reputations from the few true magic
items that find their way there. The following table should be determined to the
frequency with which true magic items appear.
Potions - 1d4-1 (Maximum 3, 75% Chance of Any)Rings - 1d4-2 (Maximum 2, 50% Chance of Any)
Scrolls (Includes any book containing a useable spell) - 1d6-2 (Maximum 4, 66%
Chance of Any)
Rods, Wands, Staves - 1d20-19 (Maximum 1, 5% Chance of Any)
Weapons - 1d6-4 (Maximum 2, 33% Chance of Any)Armor - 1d10-9 (Maximum 1, 10% Chance of Any)
Other - 1d20-17 (Maximum 3, 15% Chance of Any)
All such occurrences of magic items should be low powered. Any pluses should not
exceed +1, unless the DM has a specific reason for placing such an item in the game.
For other items, the XP value of the item should not exceed 5,000, unless the DM has
a specific reason for placing such an item in the game. The DM should carefullyconsider even random magic generated using the above table with an eye to its effect
on the campaign.
With this in mind, only 1d10 Houses of the Arcane will have any true magic items.
Only cities with populations greater than 5,000 will have a chance of having a Houseof the Arcane, unless the DM has a specific reason for placing one elsewhere. The
chance for a House of the Arcane, with or without magic items in its inventory, to
occur in a city of 5,000 or more is a 1 on a d10, plus 1 for every additional 10,000inhabitants. At most, a city can have no more than one House of the Arcane of any
sort per 10,000 population.
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In my campaign, Rel Astra (pop. 50,000 plus) has five Houses of the Arcane, none of
which are called House of the Arcane, that being merely a descriptive term. TheCity of Greyhawk, always an exception, has 10, but not all have true magic items for
sale. Gyrax, like Rel Astra, has five. All other cities have less than five, with most
having no more than one.
The proprietor(ess) of a House of the Arcane will usually be a wizard, less often acleric or a thief and rarely a warrior. Spells such as detect magic and identify may
be purchased but few, if any, others. Running a House of the Arcane is not a high
status profession as seen by any wizard's guild or temple. Such a proprietor(ess) isseen as little more than a magical junk dealer. If the proprietor(ess) is of any noted
ability, they will undoubtedly be foreign to the area and likely ostracized to a
significant degree except among any other foreigners from their native land. They
will usually be fonts of strange stories and wild rumors.
Twenty-five (25%) percent of all Houses of the Arcane will be haunted by ghosts or
other disembodied entities. A cumulative 25% will be inhabited or infested by small,unusual monsters which the proprietor(ess) considers merely a nuisance, but othersmay find dangerous. A cumulative 50% of Houses will have some sort of exotic pet,
which serves as a guardian as well. Ghosts, monsters and pets will all serve as de
facto deterrents to theft or investigation by the authorities. Houses of the Arcane
usually acquire an unwholesome reputation quickly, for good reason and in shortorder, further deterring theft or investigation. Young neighbourhood children may
on a dare sneak into such a shop and young bravos may do the same on a bet. If the
proprietor(ess) is of an evil bent, they may not make back out without help. SomeHouses of the Arcane are fronts for cults, slavers, thieves or worse.
Placing a House of the Arcane in a game should never be a purely random act. Toutilize its full potential, a DM should carefully consider who and what goes into such
a business. Similarly, the player characters' encounter with such a business shouldbe memorably odd. They should be given the creeps and reason to be suspicious and
wary. They should also have to work to find it as well, piecing together stories and
rumors. Such establishments don't advertise, especially the more sinister ones.Perhaps, a magical penumbra causes the streets around the shop to twist mazelike,
foiling easy location, even after the initial visit.
It occurs to me some of you may be wondering about prices charged in a House of
the Arcane - What the market will bear and what the proprietor(ess) thinks theycan cozen out of the PCs. Sock it too 'em.
TickTock's Clockshopby QSamantha
Fustible Conaire, known as Tick Tock because of the constant ticking of the clocksin his shop, is a rarity on Oerth. He is a clockwork engineer, specializing in
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timepieces. He describes them as "portable sundials" to those too hardheaded to
comprehend true clockwork mechanisms. Originally from Dyvers, Tick Tock nowresides in Oldred in the Kingdom of Nyrond, where he is the only clockwork
engineer. His clockworks are universally expensive, the cheapest selling for 150gp,
and have become something of a fashion accessory for Nyrondese nobility. Foreign
sea captains are also regular customers, spending some of their profits on such localextravagances to show off to the folks back home. Some of the brighter seamen have
even found their newly purchased "trinkets" useful in navigation.
Fustible makes a comfortable living but is not wealthy. Married to the wizardessShowanna Operal and the father of six children, Fustible has large expenses to
cover. He must also send to Dyvers for certain precision parts unavailable locally,
which is a not inexpensive undertaking. Perhaps once every two months, Fustible
will contract with a party to undertake the trip. Without such resupplies, the ClockShop would go out of business. Dyvers is the only city in the Flanaess with a large
enough number of clockwork engineers to be able to support the dependable
manufacture of precision parts. Without such parts, and the replacements neededover time for repairs, clockworks will cease to function. These same considerations
prevent the Clock Shop from offering more exotic clockwork mechanisms. However,
Fustible will create such to amuse his children or for his own use.
Upon reaching their fifth birthday, each of Fustible's children has been presentedwith a clockwork marionette. These marionettes caper and entertain the children
but also serve another function. Upon command, they will act to protect the child,
utilizing the ability to jump and grasp a hold of a would be attacker so that anincapacitating toxin can be injected via retractable needles in their fingers. The
marionettes are created by Fustible with the assistance of his wife. Showanna also
helped create the two mechanical soldiers that guard Fustible's shop. Theseguardians entertain and attract potential customers with their hourly "changing of
the guard" outside the shop. Like the marionettes, the guardians respond to simple
verbal commands. Each is armored and armed with a sabre, possessing strength
beyond the human norm (19).
The Clock Shop is still a frequent target of thieves. The Oldred Guild recognizes in
Fustible's clockworks a valuable commodity. The Guildmaster is also convinced that
creations like the marionettes could be put to more lucrative, even sinister, uses.However, when approached with the idea, Fustible physically ejected the
Guildmaster from his shop, earning the latter's enmity. The Guildmaster is now
resolved to forcing Fustible to work for him, either by ruining his business and
buying up his debt or through more personal means of persuasion. Fustible is notunaware of these possibilities and has been considering the need to hire additional
protection for himself, his family and business.
TickTock's Clockshop is designed to demonstrate that removed from the relatively
ready supply of percision parts available in Dyvers, you can't just set up anadvanced clockwork shop anywhere in the Flanaess. The need for percision parts
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and those parts dependency on a fairly significant infrastructure limit the spread of
clockworks beyond Dyvers. As does the fragility of the clockworks and their needfor repair. There are other factors I hope to discuss in OJ7, if OJ6 manages to be
released before the snow flies.
Still, you can, with more or less difficulty, have clockworks beyond Dyvers, thoughthey will tend to be simpler and more expensive the further from Dyvers you go.TickTock's Clockshop has several story hooks to get PCs involved with clockworks
and then get them to Dyvers if that is desired. It is a good way to introduce the idea
of clockworks I hope.
Gaesril Tornin's Shop(written as per CY 576)
by Ashtar X
Gaesril (pronounced jess-rill) Tornin is a sylvan elf, born and raised in the wildGnarley Forest. He is particularly known for selling elven-made goods (though
never special elven armor or magical items), chiefly in and around the Free City of
Greyhawk. Tornin's prices are higher than may be expected, but the route out of theGnarley is not exactly the safest for the small caravan he uses. The elf is very
perceptive, quick, and strong for his small size, so many potential thieves may be
caught before they realize it.
Gaesril Tornin's shop does not actually have a fixed location in the Free City, ratherit is simply held wherever his men decide to put the cart. It may take several days to
be found.
Tornin's most lucrative trade is in swords (long or short) of Exceptional quality (+1
to hit, +1 to damage). These sell for upwards of 50 GP, and depending on the daymay reach 75 or 80 GP. His spears, also Exceptional quality, sell for 10-20 GP. The
elf also sells most types of clothing, but at an inflated price (it should be noted that
they are elven, and very nice clothes). Objects of art are also high on his selling list.
Finally, two special items must be noted. The first is elven wine, sold by the bottle.This is among the most potent stuff in the Flanaess, selling for about 7 gp per bottle.
Nonelves drinking it become hopelessly intoxicated after 1d2 drinks. The second is a
sleeping powder. It acts as the spellSleep and is sold in pouches containing 5
handfuls, at 25 GP a pouch. It requires a spell to awaken the victim. This must bespecifically asked for.
The prices given here are simple estimates, Gaesril changes the actual price
frequently. DMs should feel free to charge whatever they feel appropriate for agiven item.
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Tilbergyrdby ESilv
The Forts of Sterich
Lacking the manpower to maintain a large standing army, Sterich has instead relied
for defense upon a system of small forts. These forts have been the bulwark of
Sterich's defenses for many years. These forts are not designed to stop an invadingarmy. Rather, they serve as a base of operations for patrols. In an ideal situation, a
patrol from one of these outposts will detect an enemy before the foe has ventured
deeply into Sterich territory. The patrol would then send riders to warn nearby
forts and settlements. Warriors from these areas would form together to interceptand destroy the enemy, who has been shadowed and possibly harried by members of
the patrol which originally detected the penetration.
Indeed, that is how these forts have worked for many years. This system has
performed remarkably well, repelling assaults by humanoids, giants, and theoccasional monstrous invader. Sterich does not possess the size and resources to
maintain a large standing army. This system of semi-independent forts allows the
Earl to maintain nominal control of all lands claimed by Sterich, to keep the citizenssafe from marauders, and to allow the armed forces of Sterich to respond rapidly
and effectively to all but the most severe of threats. Indeed, the end result of this
strategy is a formidable military force. Small in number, the armed forces of Sterichare active, well trained, highly motivated and well disciplined.
Tilbergyrd - Small fort located northwest of Tilberecht.
Tilbergyrd is one of these small forts. It is fairly typical, although there is no
standard design. Like most of these forts, Tilbergyrd is of almost entirely wooden
construction. Even with the assistance of the Dwarves of the Crystalmist Holds,constructing a significant number of these outposts was deemed too time consuming
and too expensive. There are perhaps only a half dozen such installations
constructed of stone and these are almost universally placed to guard the valuablemines of the Crystalmist Mountains.
The defenses of Tilbergyrd begin with a wooden palisade with exterior ditches. The
palisade walls about 10' high, sharpened at the top, with an additional two feet
gained from the earthworks. The palisade features four corner towers. These towersare the same height as the walls and are open to the interior of the fort. Running
along the interior of the palisade and towers, approximately 4' below the top of thewall, is a guard catwalk accessible from the open towers. This catwalk is covered bya partial roof at the towers. During quiet times, a ladder reaches from the central
point of each catwalk to the ground.
Double gates of wood provide the only entrance into the fort. These have a double
storied barbican to protect them. The banner of the Earl of Sterich customarily fliesfrom the right hand tower. There is no portcullis and ne mechanism is required to
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open the gates. The lower floors hold a small amount of emergency foodstuffs,
weapons, and ammunitions. A stout ladder connects the upper and lower levels.Entrance to each lower level is through an oaken door which can be locked and
barred from the inside.
The upper floor of the barbican houses the gate detail, comprising twelve soldierscommanded by two corporals and one sergeant. These men and women work inthree shifts, guarding the gates and challenging any who would enter the fort. The
upper level does contain a small number of arrow loops and access the roof by
means of a ladder. Generally, one member of the gate watch is stationed on the roofto keep an eye out. The other four members of that watch stand guard beside the
gates. The gates are opened at sunrise and closed at sunset.
The exterior ditches surrounding the palisade are dug about 5' from the walls and
are nearly 5' deep. The outward face, furthest from the walls, is a sheer drop. Fromtheir deepest point, the ditches slope up towards the walls to provide minimal cover
for enemies withing the ditch. The ditches are regularly cleared of brush, as is thearea between the ditches and the walls. It is customary to keep an area of 20 yardsbeyond the ditches clear as well.
A single wooden bridge crosses over the ditches to reach the gates. The bridge is
wide enough for one wagon to safely cross. The bridge is not easily destroyed and
would likely be the main target of any attempt to breach the fort. As such, thebridge is well covered by the arrow loops of the barbican.
The interior compound of Tilbergyrd consists of several wooden buildings, which
are described later. These are arranged around a large central commons area or
drilling ground. The corner of the commons nearest the barracks and kitchens holdsthe covered well. The well is usually guarded.
There are several fruit bearing trees within the fort. These have been added by
various commanders. The trees are well tended and most only barely shade the
edges of the commons. Veterans of the fort have quickly learned that their currentcommander prizes plums above the other fruits grown here. Considering their
limited quantity, these men tend to keep the younger soldiers away from the plum
tree. And while these trees hardly yield enough fruit for the entire garrison, there isan odd sense of pride regarding them.
1. Stables - The large two story building can hold up to 20 horses of any type,complete with storage space for fodder, tack, and other supplies. There are small
rooms for the chief groom and guards. The upper level can be reached by laddersinside the stables and provides storage for hay, feed, and other related items. Stable
hands sleep here. There are no fireplaces and the roof is of slate.
2. Barracks - These large single story buildings consist of one long common room
with smaller semi-private rooms for corporals and sergeants. Double bunks can
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sleep up to 40 per barracks. Each soldier has his own bunk and foot locker as well
as an open closet-like area. These rooms are heated with large braziers in thewinter. These are stored away for the warmer months. There are small fireplaces in
the NCO quarters. Entrances into to the barracks may be barred. NCO quarters
may be barred and locked.
3. Mess & Storage - The long, low building can comfortably seat up to 40 men atlong trestle tables with benches. As comfort has rarely ever been a watchword in the
military, meal times usually find upwards of 80 men eating here. A large kitchen
serves as the cooking area, complete with large hearth, baking ovens, and such.There are small rooms of the kitchen for dry food storage, perishable storage, cooks
quarters, scullery boys quarters, and extra cleaning supplies and dry goods.
4. Signal Tower - Built in the center of the commons area, this 30' wooden tower has
a ready to burn signal fire waiting at all times, in all weather. A removable tarp isusually kept in place to keep the wood dry. The wood burns in a metal basin, whose
exterior is lined with thick clay. After use, it is necessary to replace this clay lining.The fire is only to be lit to alert the surrounding area of great danger. The towerserves no other function, although as punishment, a soldier may find himself
required to stand guard here.
5. Main Hold - This fortified wooden building also features a slate roof. Within
dwell the officers of Tilbergyrd: the commander and three lieutenants, a priest withacolyte, and sometimes a mage. There is a small kitchen and dining room as well as
an underground jail. The commander also maintains his office here, receiving
orders from Istvin and dispatching riders and patrols. He also has at his service a
scribe to record official actions and communique. This is perhaps the strongest
building of the fort. In the event that the walls are breached, it is likely that thegarrison would make there final stand here. The building can house many more
people. In all but the most dire of circumstances, only the officers and the attendantservants reside here.
Outside the walls are small areas that are kept clear of brush and equipped with
temporary sheds. These are used by the mining concerns as stopovers for new
miners and supplies heading for the mines and ore trains heading for Tilberecht andthen Istvin. These are commonly called "Dwarf Downs" since dwarves invariably
accompany these groups. This is not a term of derision by the garrison and is not
taken as such by the dwarves. Near the closest Downs, near to the gates of the fort, isa single story inn/tavern. The quality of the food and drink are fair. The inn is not
built to last, as it is burned every few years by marauding humanoids. Still, they do
serve a good local brew and occasionally offer Dwarfen Stout.
It is worth noting that no village has grown up outside of the fort. It may be becausesettlers tend to view such forts as a magnet for trouble and raiders. Or it may be
because most citizens prefer to have the agents of the Earl close enough to render
aid if need be, but far away enough to so that they can't interfere with the daily
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courses of life. The Sterish are a hardworking, private people who value their
(relative) independence.
The patrols of Tilbergyrd are expected to cover an area of nearly a thousand squaremiles. They are expected to maintain the lines of supply and communication with
the mines of the area, as well as protecting the villages nearby. Punitive expeditionsare also mounted when necessary and practical. And of course, their primarymission is to detect and warn of any incursion by the enemies of Sterich.
Most patrols which venture towards the interior of Sterich are not mounted. They
consist of a single sergeant (chain or brigandine+shield, short sword, halberd), one
corporal (brigandine or studded leather, weapons as above), and four to sixtroopers(studded leather, weapons as above). The sergeant and corporal as well as
one or two soldiers may be armed with light crossbows. Often, these patrols forgo
the sergeant, including one extra trooper and a corporal in his stead.
Patrols along the mining roads are always mounted and heavily armed. They willalways include a lieutenant (Chain+shield, long sword, lance, light xbow), one sgt
( as above replace halberd with lance), one corporal ( as above, replace halberd with
lance) and 5- 8 troopers (as above, replace halberds with lances). These patrols aremounted on medium warhorses. These patrols will challenge any group that they
encounter on or near the mines or mining roads. When facing bands of humanoids
or giants too strong to be attacked, the lieutenant will dispatch two riders (inseparate routes) to the nearest settlement or the fort, whichever is closer. The patrol
will then harry the invaders if practical or shadow them otherwise.
Wilderness patrols are the strongest patrols and are assigned to actively search out
and engage humanoids in the hills and mountains. These are called Bounty Huntsby the troops as they are allowed to collect bounty on any humanoids that they kill.
These patrols are exceptionally well armed and alert. They are led by a lieutenant
(chain+shld, long sword, lance, hvy xbow), 2 sgts (as above add hvy xbow), 2corporals (as above add hvy xbow) and 10- 12 troopers (studded leather, shld, lance,
long sword, light xbow). All troops are mounted on medium warhorses with padded
barding.
Garrison spell casters often accompany Mining Patrols and Bounty Hunts. Thecommander will ride road patrols only. He will lead punitive expeditions to hunt
and destroy raiders.
Personal Notes:
I tend to think of these forts in terms of those we see in movies such as Braveheart,
Fort Apache, and any number of westerns. These forts are the isolated expressionsof the might and policies of those who built them. Constantly beset by troubles,
having to patrol too much land with too few soldiers, these forts may often fall prey
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to the enemies of Sterich, only to be rebuilt when those enemies have been
destroyed.
I purposely downsized patrol sizes from those listed in the 1983 boxed campaign. Ijust couldn't see Sterich, or Geoff, fielding of 21+ members on a consistent basis.
In terms of actual garrisons, I have left number vague. I think that between 60 and
100 is appropriate. In an emergency, perhaps twice that. Remember that these forts
are the nucleus for a polymorphous strategy of defense. In my campaign, Tilbergyrdis located in hex S5/125. Tilberecht, the nearest village, is located in the same hex,
about a mile away. I can post details on some of the garrison members from
Tilbergyrd in my own campaign if people want to see them... So there we go.... Iactually made it to this one! ;)
Nel's Phantasmagorieby Compancho
Tucked away in a squat and narrow building (really only two rooms) sits thephantasmagoric studio of Neldorarien. Her customers include many of the ruling
oligarchy, mages, and nobles from nearly everywhere in the Flanaess.
Neldorarien is a phantasmographer, she captures reality on canvas. In her split level
studio she sets a scene with aid from her assistant, Leoff, and various illusionarymagic. With a specially prepared canvas she captures the scene. Her process is a
guarded secret, even her assistant knows precious little about preparing a canvas
for receiving an image.
Upstairs is a sitting room with various settings and props, it's a rather plush looking
room with various bric-a-brac on mantles tables and shelves. They are just baubles
that serve as a backdrop for her work. The other room displays some of her prized
"phantasms". Exquisite frames of various sizes are leaning or hanging on the walls.Vases, cameos, even shields are adorned with visages. At first glance they appear to
be beautiful paintings. But upon closer inspection their true nature is revealed-they
are images magically captured on surfaces. No brush or paint is used. One framedpiece is lord and lady Brundisbahn. If one gazes at it long enough she turns to look
into his eyes and smiles. Another is of a near profile of a woman standing in a
midnight black velvet dress with no moonlight her gold and red armlet barely
discernable in the dark, magical energies swirl up and around her as she turnsslowly to face the observer face on, it's Jalarzi. One of her prized pieces is Rary's
visage captured upon a leather shield from Ket that some claim to portend his
traitorous future.
Downstairs is her laboratory, study, and living space. She doesn't allow Leoff a
living space in the studio so she can continue her research and to nip any gossip that
may accompany a lone woman with a young male apprentice. She is a professional
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and regards her work as art and will vehemently deny the contrary. She has
researched several spells and potions that are the trademark of her craft.
Liquid Light
This potion prepares a surface to take an image. Any surface can be coated with thisoily fluid. It sticks to a surface and coats quickly. A prepared surface has a faint
glow and will radiate magic if detected. This glowing fluid can be stored in vials for
up to 2 months. It is a mild poison (Save vs poison +2 or lose 1/2 HP otherwise 1/4HP and nausea). Liquid Light is only affected by direct sunlight which gradually
turns it black and is "ruined". Once a surface has been exposed to sunlight it can no
longer accept an image. Magical light has no effect upon a surface except after it hasbeen "ruined" (see below)
Spells
Neldorarien's Phantasmagoria (Illusion) (reversible)4th levelRange: 10
Components: S, V
Duration: Permanent until dispelled see below
Casting Time: 4Saving Throw: None
Casting this spell upon a surface that has not been prepared with Liquid Light will
transfer the scene directly in front onto the surface for (1d4+casters level) rounds.Images will be blurry and not defined.
Casting this spell on a surface properly prepared with Liquid Light will result in a
clear representation of the scene. Simple motion may be captured. About 90 seconds
(less than 2 rounds) of motion may be recorded. Illusions may be captured (indeedas illusions are the staple of Nel's scenery). No spells or magical energy may be cast
through this image (a recording of a spell will not discharge the spell's energy
through the image) but a recording of the spells discharge and effects may be
recorded (damage applies if necessary to the surface and caster at the time ofcasting and motion capture) The image is permanent (unless dispelled or the spell's
reverse is cast) and motion (if any) begins when someone gazes at the image.
The reverse of this spell erases the surface. She developed this spell since it takesmany attempts to achieve the scene she wishes. A surface can be erased and re-
exposed countless times up to the 2 month expiration date of the Liquid Light on the
surface. However, the image becomes permanent the longer it remains on the
surface.
Neldorarien is an accomplished illusionist and her portfolio reflects this. She knows
all illusions dealing with light and shadows and various other visual illusions that
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she finds useful for creating a scene or mood. Leoff, too, is quite an illusionist and
very adept at striking and interesting lighting and visuals.
Neldorarien discovered "ruined" surfaces could be used. Quite by accident shecaptured one of her apprentices. A vase that had been prepared for a merchant's
daughter was left out and became black. Since the merchant was very interested instrange and bizarre objects Neldorarien chose to reapply the Liquid Light and hadher apprentice, Anwen, prepare a scene for the sitting. Anwen cast a continual light
spell (the various stones Neldorarien used for lighting weren't enough). As soon as
the spell was finished all the light and Anwen were sucked onto the surface of thevase. Nothing Neldorarien did returned Anwen to her original self. She remains
trapped on the vase. (Neldorarien explained to the merchant that her apprentice
broke the vase and bought a replacement.) Presently Neldorarien has been
researching how to free Anwen. She has replicated the process to capture objectsand beings onto surfaces. A "ruined" surface will capture all the light cast by a
magical light source and all the objects the light falls upon. Neldorarien has various
canvases with cats, birds and still lifes that are really objects captured. She doesn'tallow Leoff into her study out of extreme caution in light of what happened to her
apprentice Anwen. And for fear of being found out and perhaps brought to trial.
She does feel a bit guilty and is certainly concerned about Anwen's predicament.
Leoff feels he's long overdue to learn something about the Liquid Light potion andhas been sneaking into Nel's study. As yet he only knows some of the ingredients
required to make Liquid Light, but not the process. He knows nothing of the
"captured" objects.
Both Leoff and Nel are at odds with the local artisans guild. The guild feels the
phantasmagorie is infringing upon the guild's activity. The guild had convincedAnwen to spy for them to gather information regarding the process. Hoping to
become a member of the guild, Anwen agreed, but didn't realize the guild alsosought to put them out of business. Nel wasn't aware of this fact but certainly
suspects Leoff of espionage. Leoff has been approached by the guild, but has
rejected their offers so far.
Cryllor Universityby LoupRouge
Ever wonder why the little town of Cryllor made it on the Greyhawk maps butnever seems to get mentioned anywhere? Here's a possible answer.
Cryllor University is the crowning achievement of education in Keoland and thecenter of sagecraft in the western Flanaess. Originally a simple monestary of Rao
that offered tutoring to the sons of Keoish noblemen, it eventually grew into a
university through successive endowments, and heavy encouragement from the
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Keoish crown. Cryllor's generous benefactors created a series of colleges, which
together set up the common institutions that constitute the University.
The aim of the University is different from that of most education institutionsencountered in AD&D -- Cryllor offers no "vocational" courses, such as courses in
magic, and looks down on the "professions" (magic, dentistry, medicine, the law,engineering, etc.) and those who teach them. Instead, Cryllor's aim is simply toexpand the love of knowledge -- philosophy, they call it, though others might it call it
sagecraft or the liberal arts. Among the dons, or professors, at Cryllor there are few
mages, but there are many sages, monks, and clerics. Those who come to Cryllorlooking to hire a sage will likely be disappointed, as few will willingly leave the
cloister halls of the university town, but those looking for arcane knowledge may
well find what they seek.
The University
The University exists to provide common facilities to the colleges. The two mainfacilities are the examination halls and the library.
Because of the long tradition of rivalry between the colleges, the faculty of the
different colleges decided to set up a common examination process to prove which
college produces the best students. The University therefore administers finalexaminations to the students of all the member colleges. The two week final
examination process entirely decides a student's grades for all three years. After
three years of study, the exams in most fields are fairly easy for most students whomeet Cryllor's tough standards, and there is always the possibility of gaining a mere
"gentleman's pass", which is to be branded for life as a wastrel, dullard, or both in
Keoish high society.
The Royal Library
The Royal Library at Cryllor is famous throughout Keoland. It is the largest library
in that country (and most others), through the expedient decision of King Tavish I
to put a special tax on the copying of books. Any book or other writing of over five
pages in length that is copied five or more times must have a copy of it sent to theKing for his perusal. Thus, almost all books that are of interest to more than a
handful of readers eventually end up in the King's possession, or more specificially,
in the possession of his library at Cryllor. Only fellows of the University, or
accredited visiting scholars, are allowed to enter the cavernous (much of it is belowground) stacks of the library, and great magical wards are said to keep out
unwanted visitors. It is likely not idle rumor that the statues lining the GreatEntrance Hallway have been known to spring to life and slay those who attempt to
remove texts from the library. Not even fellows have this right, as no book may ever
leave once it enters.
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Those who would harm the library should also beware that kindling fire within the
building is said to be impossible without magic of the power of a Wish. Obviously,magics ward the library, but it is said that there are no spell books there and
rumored that the library is in fact a "dead magic" area, since the fellows of Cryllor
believe such matters to be "infra dignatum" -- beneath their dignity. However, some
undergraduates tell a different story -- that there is a secret collection of magicbooks from the Suel Imperium, rescued from the Forgotten City by those who fled
to Keoland long ago. Which of these tales are true is left to the intrepid reader to
discover.
The Colleges
The eight colleges of Cryllor University are mostly similar in physical setup. Each
takes a block or so of the city, and consists of a walled compound, behind which are
normally a small temple, a main hall, a dormitory, professor's apartments, and oneor more well-tended gardens. Some of the universities have their own library
buildings, but most have libraries that consist of a single room in the main hall, forhand-copied books are an expensive rarity indeed. Some colleges also haveadditional facilities, such a museum, theatre, or observatory.
The main hall of all colleges houses the dining hall -- usually a grand feasting room,
with kitchens behind it and the Junior and Senior Common Rooms, where the
undergraduates and fellows, respectively, spend much of their free time quietlytalking or smoking the pipeweed of the halflings. Several colleges boast full-fledged
public houses underneath their dining halls, but these are open only to fellows of the
university.
Stout porters guard the entranceways to each college, and the heavy wooden gatesclosed at each night well the bells of Cryllor Cathedral ring out the end of the
matins services.
The colleges average about 100 students each.
King's College (known colloquially as Blackfriars) is the oldest of the nine colleges,
founded by monks of Rao in the 5293 of the Suloise Calender, 1928 of the Flannae (-223 Common Year). Students at Cryllor have therefore been known to brag to
visiting scholars from the Great Kingdom that their school is older than the Great
Kingdom itself, with the usual retort being that the true measure of Cryllor's
greatness is that it taught the rough barbarians of Keoland to speak properCommon. Both statements are true, for since the early second century of the
Common Years, Cryllor has taught all courses in Common, rather than Keoish, andscholars (most of them from Cryllor, naturally) insist that it was the university's
influence over the leading classes in Keoland that eventually led to Common
replacing Keoish as the country's main language. Blackfriars is considered the mostprestigious college at Cryllor, and boasts a full-fledged Cathedral to Rao. The sons
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of the King of Keoland have attended it for centuries. Blackfriars admits only male
students.
Lydia College is the sister college of Blackfriars. It was established to provideuniversity educations for women and is considered just as good as Blackfriars,
except by Blackfriars graduates, of course. The musical conservatory within itswalls also teach male students, and many are the tales of young men who took upsinging or the lute just to be able to enter the hallow grounds of Lydia. The
daughters of the King of Keoland attend it as faithfully as their brothers attend
Blackfriars.
Celestian College attracts much interest from visitors to the city, as its observatoryis taller than most of the city's church spires, thus offering as good a view of the
University as it does of the sky. The clerics who run the place charge visitors 1 sp for
a visit to the top of the observatory's dome.
Sterich College, abiding by the motto "Mens Sana, Corpora Sana" (a sound mindand a healthy body), puts more emphasis on physical activities than its proudly
bookish neighbors. Sterich's rugby team and rowing crew are often among the best
in the intramural competitions each spring, and the jousts it hosts entertain theentire university. The study of history, and especially military history, is emphasized
here also, and not surprisingly Many of Keoland's leading generals had their start
here. If Sterich College is known for its martial outlook, Gradsul College is knownfor its mercantile interests. Founded by merchants from Keoland's great port of
Gradsul whose sons were denied admission among the ranks of young noblemen at
the other colleges of Cryllor, Gradsul has long suffered from a bit of a class
inferiority complex. One of Gradsul's early benefactors endowed a Geographic
Museum, which has grown greatly in recent centuries, with items from all aroundthe Azure Sea and beyond filling its collections.
Only the museum at Lirr College is more famous than Gradsul's museum. Lirr hascollected great paintings and sculptures from around the Flanaess, and of course
several of its students rank among the most accomplished artists, poets, and authors
in Keoland's history.
Allitur College is one of the smaller colleges, and emphasizes the study of what itcalls the social sciences -- politics, philosophy, economics, and geography. Many of
Keoland's diplomats train here.
Xan Yae College is the newest of the colleges, opened in 565. Some say that money
from the great mage Rary and his friends helped build the place, but whoever itsbenefactors are, they have stayed silent. The Baklunish monks who run the place
certain have stirred up discussion among the faculty of the other colleges, but with
each new class of undergraduates, Xan Yae becomes more accepted as a part ofCryllor.
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Student Life
Admission to Cryllor is based upon written application, supported by the personal
recommendation of at least three "persons of learning". Cryllor or other universitygraduates, especially with noble titles, carry the most weight, but village priests,
knights, and merchants will do for those applying for scholarships. Scholarships areawarded strictly on merit rather than need, but in practice, those who can afford thetuition pay it, since being on scholarship is considered "de classe" (below one's
class). Upon arrival at Cryllor, new "freshers" are treated to a "Know Alignment"
scan at the University Examination Halls, give a quick writing test, and, assumingboth are passed, are sent off to their colleges. Those with evil alignments will be
immediately dismissed, but all other alignments are acceptable to the powers that be
at Cryllor.
Students at Cryllor are subjected to several rules of conduct, which may or may notbe enforced. Most obviously to a visitor to the city, students are required to wear
black academic gowns at any time that they are in the city of Cryllor and outsidetheir own college, except while participating in sporting events. Most important tothe students themselves is the rule that all students are required to be in their own
rooms in bed by the chiming of the matins bell at the Cathedral, when the gates of
each college are locked by the porters. This rule has led to much hijinks over the
years as drunken students have tried to climb the college walls, or tried to hide fromthe porters in their lover's rooms.
The students rooms themselves are old but comfortable for the most part. Most
students either have a small room that connects with their roommate's room, or
share a room with a roommate. Rooms are doled out on the basis of seniority. While
most students are at Cryllor to study, many of them, especially among the nobility,see their years at University as a time for fun, with the usual student diversions of
sport and drink. While most students take their exams at the end of their third year,some have been known to stay considerably longer . . .
Most students at Cryllor are Keoish, but students from many distant countries --
even as far away and barbaric as the Frost Barbarians -- attend Cryllor each year.
Similarly, most students are human, but elves, half-elves, gnomes, dwarves,halflings, half-orcs, and others of more obscure races have often donned the
student's robes.
The Chendl School of Magicby Keldreth Scaramanthelon, Professor of Magical Instillings, 624 C.Y.
Mission Statement
The functions of this institution are threefold. First and foremost it is our mission to
train mages in the use of magic and the responsibility associated with it, train them
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to become leaders and pioneers in the art. Our second mission is to further expand
the collective understanding of magic. Not only through teaching, but by researchand learning. Our third mission, is to provide for the defense of Chendl. Half of our
graduating students, those whose training was paid for by the state, are required to
spend two years in the mage corps of the army of Furyondy.
Entrance Requirements
The student must be sponsored by an alumnus, member of the faculty, or renownmage of the realm ( >8th level). Furthermore, the student must already be literate in
common and elven or gnomish, as many of the great works on magic are written in
those tongues. The student sponsored must show great promise as a mage as theentrance requirements are the only selection process we have. As such, we interview
them and divine whether they are qualified for admission. It is counterproductive,
in our eyes, to select out students after they are admitted.
Students, human, elven, or half-elven enter the Chendl School of Magic in theHarvester following their 16th birthday (or elven equivalent), unless mitigating
circumstances warrant earlier admission. The Chancelor of our School was
admitted at the age of 14 years and 6 months, but his father, the great SamborSemalor was training him for magehood since his childhood. The youngest, and
perhaps one of the most brilliant, mages of our era, Chispa, the spellspinner of
Chendl, entered in that same class at 13 and 9 months. She was selected out bySambor as well for her curiosity, intelligence, adventuresome spirit. While some
argue she was dangerous and reckless, our understanding of magic would not be the
same without her discovery of Conjugation magic during the great wars of the
Flanness. Thirty-two students are accepted per year.
We also have fellowship programs in the departments of Phantasmagoria,
Evocation, Magical Instillings, Divination and Rhabdomancy, Necromancy,
Transmutation, Conjuration, Protections and Metamagic/Conjugation Magic forstudents who wish specialize in one specific school of magic. With the Faerunian
migrations of 605, CY, we have been able to recruit Wild Mages who have been able
to teach their own brand of magic. While they do not have a formal program, the
Wild Mages on Faculty offer up their skills to those willing to take the risks.
To be qualified for admission to a fellowship program, the student must be a
graduate of the Chendl School of Magic or have equivalent ability and promise, and
meet the criteria for that department (MU 2, with racial and ability scores qualifing
for that school). It must be mentioned here, that the School of Phantasmagoriaoffers admission to gnomes as well as humans. We also have schooling for non-
mages in the realm of sagecraft, alchemy, and thautamurgy. A separate treatise will
describe the fellowship programs in greater detail.
Curriculum
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The Chendl School of Magic trains its mages over the courses of a four year
program. The first year introduces the student to magic and the basics of reading,writing and manipulating the forces of magic. In addition, the student learns a
modern and an ancient tongue in order to read the magical literature of those
languages. The summer following the first year, the student mage has the
opportunity to work one on one with a member of the faculty or a local guild in theart of magecraft. The second and third years introduce the students to each of the
schools of magic. The fourth year allows for the student mage to explore magic on
his own, yet in a controlled environment. The mage refines his skills and preparesfor a future career as a mage. Those in the martial track spend some time training
in with compatriots from the militia in preparation for their time as city and
national guards. Other students prepare for a fellowship in some specialization. Andothers spend their time exploring all aspects of magic. Nevertheless the fourth year
climaxes with what has become known as "the test." The test is simply a
demonstration of the skills developed during four years of training. It is after thistest that final class rankings, awards, and fellowships are granted.
Training Schedule
First Year
First Term - Harvester through Sunsebb
The Language of Magic INonmagical Languages - One Modern, One Ancient
Modern-
Elven
GnomishHuman Common
Brass Dragon (Spoken Only)
Ancient-Old Oeridian
Ancient Suel
Ancient BaklunishMiddle and Late Flan
Introduction to Spellcraft
Magical Metaphysics IEthics of Magecraft
Second Term - Fireseek through Planting
The Language of Magic II
Nonmagical Languages II
Magical Metaphysics IIAdvanced Spellcraft
The Art of Casting, a cantrip laboratory
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Summer Term - Flocktime through Goodmonth
Magical Research Program I
Second Year
First Term - Harvester through Sunsebb
Phantasmagoria ITransmutation I
Evocation I
Abjuration I
Enchantments
Second Term - Fireseek through Planting
Phantasmagoria IITransmutation II
Evocation IIAbjuration II
Charms
Summer Term - Flocktime through Goodmonth
Magical Research Program II
Third Year
First Term
Necromancy I
Divination IConjuration
Metamagic I
Second Term
Necromancy II
Divination IISummoning
Metamagic II - Conjugation Magic
Fourth Year - Flocktime through Planting
Eight - One month requirements, Four - One month Electives
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Requirements -
Phantasmagoria IIIConjurations and Summonings II
Divination III
Enchantments and Charms II
Necromancy IIIAbjuration III
Evocation III
Transmutations III
Electives -
Wildmagic I + II
Honors Evocation IV
Honors Phantasmagoria IVHonors Conjurations and Summonings III
Honors Necromancy IV
Honors Abjuration IVHonors Enchantments and Charms III
Honors Transmutation IV
Honors Divination IVAdvanced Metamagic III
Honors Metamagic IV
Alchemy I + IIThautamurgy I + II
Warcraft I
Military Magecraft I
Advanced Magical Research II + III
Astrology I + II
Resources
Faculty - Eight members in each department including 3 senior and 5 junior faculty,
8 Specialty Fellows per department as well (2 per year).
MRB I & II- Magical Research Buildings I + II house the faculty researchlaboratories. Each member of the faculty have their own laboratory in these large
and powerfully secured buildings.
The Gardens - Virtually every herb and flower which can be grown in this altitude
and environment which has magical properties exists.
The Courtyard- Military Track Students have space enough to train here, also it is
open and spacious.
The Foundry - All magical grade glass, gem and metal goods are crafted for the
School in these 'shops.'
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Coldfire Hall- This is the school building proper. It boasts living, dining, and
recently donated by Chispa Alicante, recreation facilities for the students.Furthermore there are four lecture halls and student laboratories. Furthermore and
observatory is on the rooftop for stargazing and astrological purposes.
Eskonius Library - The most heavily guarded and well stocked library in theFlanness. Over 25,000 volumes dedicated to magecraft, one third of which arespellbooks proper. Virtually every known spell in the Flanness can be found there.
This library has withstood the invasions of Chendl during the wars, and have since
been upgraded by Mirago Semalor making access near impossible without theproper permissions.
Tuition - 30,000 GP per Year, Deferred if Part of the Milita Track.
Selected Faculty -
Mirago Semalor (Ill 18th, 65 yo) Chancellor of the SchoolKeldreth Scaramanthelon (G. Elf Ench./Th. 16/20, 284 yo) Prof. of MagicalInstillings
Agrosenthoth - (Brass Dragon) Prof. of Phantasmagoria
Rhiannon Lorenthade - (Half Elven Necromancer 14th, 200 yo) Prof. of
NecromancyNolkar the Magnificent (Evoker 11th, 42yo) Prof. of Evocation
Kimvaar the Younger (Diviner 14th, 53yo) Prof.of Divination
Turgel Arthvanos (Abjurer 12th, 55 yo) Prof. of AbjurationMalakhi Markov (Transmuter 16th 62yo) Prof. of Transmutation
Enalapri Zucifast (Conjurer 12, 42yo) Prof. of Conjuration
Nifedipine Cicaprost (Wild Mage 18 32yo) Prof. of WildmagicGaius Bellus (Alchemist 14th) Prof. of Alchemy
Chispa Alicante - Guest Lecturer (Human 24th "Metamage" MU, 64yo)
-MetamagicNi'ko-laz "Falseshadow" (Ftr./Illusionist 9/10) Visiting Professor of Phantasmagoria
Merlaw's Cane Shopby RLaRue
Most shops attempt to announce their presence with signs or colorful banners. Even
shops best known by reputation try to provide a convenient location and regularhours to accommodate their patrons. Merlaw's Cane Shop does none of these. If you
didn't know any better, you would think Merlaw Pobben didn't want people to find
his eccentric establishment, but of course that isn't true. Most people find the shopfor the first time by accident, and many who do are unsure of what to make of it
once they have.
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The small one-story building that houses Merlaw's shop hides on a small side-street
in the old section of the city. The nondescript old building is easily missed, as no signheralds the shop's presence to the passerby. A narrow alley runs along the left side,
past the back door to the shop, winding its way through a maze of back alleys before
opening onto another side-street some distance away. Faded green trim outlines the
front entrance and large, shuttered window. The window occupies the right two-thirds of the building's face from just below waist level up to well above eye-level. A
pair of heavy wooden shutters cover the window. Once painted green to match the
trim they are now faded by years of neglect and sunlight. The hinged shutters arelocked from the inside, and never opened. The narrow wooden door sits on the face
of the shop, between the alley and the window. A small glass window pierces the
sturdy door at eye level. The ground directly in front of the shop still bears traces ofthe old cobble stone path found throughout the old quarter. Worn flat over the
years, the stones can be slick when wet. Two subtle signs mark the shop as open for
business. A worn wooden cane rests to one side and a small lantern hangs from arusted metal hook that protrudes from the wall just above the door. Day or night,
the lantern gently swings in the breeze, illuminating a flickering path to the shop'sentrance.
The shop's door opens into a dimly lit room to the sound of chimes tinkling softlyfrom inside. The smells of antiques, dry wood and burnt lamp oil tinge the air
inside. Several oil lamps scattered about the room, give off a pale, yellow light and
cast deep shadows in the corners. A small counter sits opposite the door, butcrossing the creaking, hardwood floor to reach it requires some skill. The way is
blocked by many cane and staff filled racks which compete for their share of the
limited floor space. The low ceiling causes tall visitors to stoop and often makes
others feel the need in spite of themselves. As a patron's eyes adjust to the feeble
light, numerous canes, staves and walking sticks can be seen. All manner ofexamples can be found, from short, unmarked canes to intricately carved staves of
great size.
The back wall holds two doors. One, directly behind the counter, hides a storagecloset beyond its locked door. The second doorway, located to the right of the first, is
covered by a thick, forest green curtain and leads to Merlaw's apartment. The
apartment is cramped and austere. A small sleeping pallet, chest, wardrobe, tableand a few soft chairs make up the furnishings. One corner holds a few shelves upon
which are stored basic food stuffs and eating utensils. A small hearth sits along the
back wall, with piles of firewood to each side. A locked door along the back of theleft wall leads to the alley.
In the far right corner of the front room, next to the curtain covered door, is a large
table. It has been pushed close to the wall beneath several wall-mounted shelves.
Both the shelves and the table are piled high with folded, rolled and open maps andmap cases. A thick layer of dust covers the mounds of parchment, undisturbed for
what seems a great while.
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Merlaw Pobben is the shop's owner and proprietor. A thin man, of average height,
Merlaw appears to be in his late fifties. His dark hair has receded well past the topof his head and has begun to turn gray at the temples. Small, dark eyes sit beneath
bushy eyebrows, giving his eyes a sunken appearance. A sharp, hawk-like nose rests
in the center of his narrow face above thin pale lips and a clean shaven chin. His
posture is a bit stooped, but he seems remarkably agile in spite of his age. Dressed atall times in a gentleman's attire, his clothes are somewhat thread-bare and faded,
but clean and neat. He wears no visible weapons, but carries a fine cane topped by a
walnut-sized, finished jade ball. Soft-spoken and calm, Merlaw seems more ascholar then merchant, but sells his goods with dignity and skill. He is happy to
answer questions and will gladly help patrons find what they seek. Merlaw seems to
know his inventory by heart, and can always find a match for a customer's desires.Sometimes the match is disturbingly accurate. When questioned about such
matters, he smiles kindly and assures the customer it is only a pleasant coincidence.
His prices range from only a few coppers to as high as fifteen to twenty gold coins.
If asked about the stack of maps, he will tell of a former partner who shared theshop. He claims to know little about maps himself, and invites patrons to look
through the piles as they will. The collection of maps contains a vast selection of
different scale maps. There are maps from all across the Flaness and beyond,ranging in scale from several inches to the mile to hundreds of miles to the inch. The
most striking detail about the collection, are the dates some of the maps were made.
Several date back to well before the Rain of Colorless Fire and the InvokedDevastation, but appear no older than the ones dated only a few years ago, and all
are seemingly drawn by the same hand. Merlaw refuses to sell any of the maps at
any price, but will allow patrons to study them as time allows.
Merlaw is generally accommodating to his customers, but he will sometimesabruptly ask patrons to leave at very odd times. When asked what the problem is,
he will politely say they have come at a bad time and ask if they could please return
later. Merlaw refuses to supply a schedule of when the shop will be open, telling
patrons that they will just have to try back when it is convenient for them. Duringthese times, Merlaw will escort the customers to the door, holding it for them as they
exit. He will then take in the cane resting outside and the lantern hanging above,
close and lock the door. He does indeed keep strange hours, rarely seeming to openthe shop at the same time twice. It is not uncommon for the shop to be closed all
day, only to open well past midnight for as long as several hours or as little as a few
minutes. Under no circumstances will Merlaw open the shop at a prearranged time.
All is not as it seems in Merlaw's Cane shop. The shop itself is quite normal, as is,for the most part, Merlaw. It is the circumstances that surround the shop that are
odd. Merlaw is not the modest shop keeper he claims to be. He is actually the
assistant of Queron, a chronomancer. Queron is at the moment lost in time. Formany years, Queron traveled through time, visiting various periods in Oerth's past.
Aside from chronomancy, he is obsessed with cartography and has traveled through
time drawing detailed maps of various parts of Oerth. During one trip about five
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years ago, Queron disappeared. Scheduled to return within a few hours, he failed to
return at all. In the event he was ever overdue, Queron instructed Merlaw to openthe small chest he kept in the storage closet. Inside he found a message and a small,
lit lantern. The message instructed Merlaw to hang the lantern at the entrance to
the shop (at the time, only a residence) whenever it began to glow and remove it
when the glow faded. The note explained that the lantern was a temporal beaconQueron could use to find his way home if he ever became lost. Oddly, each time the
lantern's glow faded, some type of cane or staff would appear somewhere in the
Merlaw's home. Merlaw assumed that Queron must be attempting to return, butafter five years he is beginning to lose hope. He believes the appearances are linked
to Queron because the mage has a crippled leg and requires some type of aid to walk
and the first cane to appear (and the one he carries to this day) was Queron's own.
Merlaw keeps an eye on the lantern through the window in the door and rushes hiscustomers out as its glow fades, hoping to avoid anyone seeing the next cane or staff
appear. Merlaw does not know why only staves, canes and other walking aids
appear, but he is glad to have some sign that his friend may still live. The odd hourshe is forced to keep are because the lantern's glow comes and goes randomly. At
first, Merlaw hung the lantern above the door as instructed, but soon began to draw
the attention of the neighbors while the number of canes and staves continued toincrease. To avoid the attention and get rid of the canes and staves, he opened the
cane shop. Although the hours his shop kept (and still keeps) were odd, the
neighbors eventually lost interest and assumed Merlaw was a fence for the Thieves'Guild, which of course is far from the truth, but is an acceptable ruse.