Podw RPG Worldbook

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A role playing game by

LEE S. AGOSTA
Editing
JASPER K. CUMMINGS
Design and Layout
BETH SCHNEIDER
Art
JIM HOLLOWAY
Cartography
MICHAEL L. SCOTT

Special thanks to William A. Reuter, Beth Schneider and David Schneider


A note on references: For convenience sake, the male gender is used as a neuter term throughout this product.

Digital copy created by Smitha Prasadh: http://piratesofdarkwater.net


Table of Contents

The World Of Mer 3 Mobo Island 38


Introduction 3 History 38
Role-Playing In The World Of Mer 3 Geography 38
History Of Mer 3 Stekka Fog 38
Races Of Mer 6 Encountering The Mobosians 38
Attribute Chart 6 Octopon 39
Humans 7 History 39
Kree 8 Octopon In Ruins 40
Scon 9 Geography 40
Antari 10 Population 40
The Lighthouse 41
Pregenerated Characters 11
Ren 12 Octopon Restored 43
Tula 13 Geography 43
Ioz 14 Population 43
Niddler 15 College Of Ecomancy 43
Bloth 16 Beach Of Doom 44
Mantus 17 The Lighthouse 44
Zoolie 18 Janda Town 47
Konk 19 History 47
Joat 20 Geography 47
Skills 21 Population 47
Using Skills 21 Port Of Janda 48
Feats Not Covered By Skills 21 Janda River 48
Janda Falls 48
The Magic Of Mer 25 Zoolie’s Tavern 49
The Ecomancer 25 Kalinda 50
Ecomancers In Melee 25 History 50
Ecomancers & Armor 25 Geography 50
Languages & Writing 25 Population 50
Artifacts Of Mer 25 Arakna Island 50
Compass Of Location 25 Pandawa (Monkey Bird Island) 51
Sword Of Primus 25 History 51
Feryx Lance 25 Geography 51
Treasures Of Rule 26 Population 51
Rules & Game Mechanics 27 Monkey Birds 51
Initiative 27 Slave Market 51
Special Weapons Of Mer 27 Cavern Of The Egg 52
Armor 29 Monkey Bird City 53
Merian Ships 30 Floating Island Of Undar 55
Ship Types 30 History 55
Defensive Values 30 Geography 55
Ship Armaments 30 Population 55
Ship To Ship Combat 30 The Game 55
Ramming 30 Banjamaar 58
Grappling & Boarding Parties 30 History 58
Length, Width, & Speed 30 The Vision 58
The Maelstrom 31 Geography 58
The Wraith 33 Population 58
The Bell Chamber 59
The Lands Of Mer 34
Andorus 34 Treasure Quest 60
History 34 Floating Coral Reef 60
Geography 34 Dragon’s Maw 60
The Viva Tree 35 Andorus 61
Andorus Restored 35 Miragon 61
Mobo Island 62
Miragon 36 Pandawa 62
History 36 Coral Reef 62
Geography 36
Blast Tunnels 36
2
The World of Mer
INTRODUCTION
The Pirates of Dark Water is filled with elements of may start your players in a small port town, telling them
classic myth that give it a universal appeal. The motif of that there is pirate treasure near-by, and their goal is to
the hero’s journey, out of a known environment, to find it. In this scenario, you need only give them a
undertake a task that leads to the source of life, has been description of the town and surrounding area, and a brief
an elemental part of storytelling for centuries. However, synopsis of each of their backgrounds. You should also
the ingredients that allow Dark Water to soar beyond the place regular people—referred to as non-player
realm of the conventional tale of the hero’s quest are characters—for your players' characters to encounter, as
humor and creativity. well as the tricks, traps, creatures, villains, or treasures
and items that you want in the area.
Mer is an alien world, an environment unlike any we
have ever seen. Everything, at every turn, surprises and When the players first begin play, their adventures
amazes, yet it seems natural to the environment of this should have low difficulty factors, thereby encouraging
watery world. Mer, a planet in a constant state of flux, has them to proceed. However, if the game is too easy, it is
not challenging, and your players may quickly lose
island continents almost simultaneously being created,
interest. On the other hand, if it is too difficult, your
destroyed, and recreated. Even so, there is an unnatural players may give up, adopt-ing an “it's too difficult to
natural order to all things on Mer. A simple example of play” attitude. For novice players, getting around should
this is its weaponry. In addition to standard medieval- be relatively easy. However, there should be a few
type weapons, a number of items are of a design that creatures around to keep it interesting, and details of
takes advantage of the world’s peculiar ocean life. their surroundings should sound strange and mysterious,
Poisonous sea urchins are hurled with deadly accuracy and your players should feel a sense of danger for their
from powerful sling shots, alien starfish are used as characters may lurk just ahead.
shurikens and blown glass muskets contain lizard-like If a player asks a question about something that has
creatures that, when “triggered,” expel their deadly not yet been created, a vague answer should suffice until
breath weapon. you “create” the answer to his question.
To help you fully understand this unique world, we Remember, the only three rules that must be adhered
have provided you with a number of aids, the first being to when creating a campaign is to create it to your liking,
this, the World Book. Within these pages are descriptions run it as you see fit, and have fun, be-cause if you have
of the lands, inhabitants, special characters and fun, your players will have fun, too!
everything else needed to role-play on this fantastic
world. HISTORY OF MER
The next aid is the World of Mer Map, which shows all As told by Shalimar Essper
of the land masses and places of interest that existed at Mer, the world of my birth, is a vast, ever-changing
the time of the map’s creation. planet with an abundance of inhuman creatures,
The last aid consists of over 100 new creatures on unexplored lands and a vague, almost non-existent
three-hole-punched sheets so that they may be history. However, to ensure that our children do not
organized with other similar monster sheets. forget their heritage, my family, the Esspers, has been
given the titanous task of recording events which have
taken and are taking place throughout Mer.
ROLE-PLAYING IN THE WORLD OF MER
Now, a little of my history to help explain why I and
As with most role-playing worlds, The Pirates of Dark
my kindred were considered qualified for this auspicious
Water requires an individual, known as the Master Pirate
task. I come from a lineage of telepaths that can only
(MP)—in other games known as the Game Master (GM)—
telepathize amongst our kin. Therefore, all Esspers, save
to interpret the rules and to ensure that gameplay is
my Granduncle Zeffer, whose constitution is too weak to
smooth and enjoyable.
allow travel, are dispersed over the Twenty Seas. Seeing
The Pirates of Dark Water is a world unto itself and is as our telepathy is unrestricted by distance, all
an ongoing feast of adventures. And even if you already information gathered is relayed to Granduncle Zeffer,
have an ongoing campaign in place, this product is who is on our small island, where he records it in the
designed to fit easily into it. If you do not have a Book of Records. Most people we have talked to in our
preexisting campaign, all you need is a role-playing vast travels have a common question: “Doesn’t being
system, this product, the normal materials needed to play away from your family take its toll on you?” All I can say is
such games and a familiarization with this product. With that we are in constant, telepathic contact, and no matter
all these aspects in place, you can either use all of the the distance, we are only a thought away.
material that we have supplied you, or you may elect to
This job of mine is the most rewarding job on Mer.
create your own new cities, towns, ports and mysterious
However, I envy my forefathers, as they spent vast
places for your players to encounter.
amounts of time with the Kings of Octopon, the true
However, when play begins, you may wish to start rulers of Mer. I, on the other hand, have only been in
your characters out in a limited area. For example, you contact with Ren, son of King Primus, for a brief period,

3
as he embarked on the quest for the Thirteen Treasures overcame the rivalries that were always just below the
of Rule. After all, I couldn’t go with him. His travels are surface. Even though each city-state had its own priorities
arduous and history-making, but, although my intellect is and worries, there was a growing realization that this self-
great, I was not meant to be a swashbuckler. However, seeking system could not continue to exist. With piracy
whenever Ren returns to Octopon, I am contacted and running rampant, it became necessary to form some sort
told about the events in which he has partaken. Lastly, I, of federation between cultures to insure that commerce
the youngest of the Esspers, have been assigned yet could freely continue. After years of negotiation, a Trade
another prestigious job—to tell in my own words to you, Federation was established between Mer’s four major
the apprentice scholars of Merian history, the events of cities. Although this agreement was heralded as an end
Mer. Anyway, enough about my personal life. This tome is to piracy, it had little to no effect on it. As before, each
to help you better understand the workings of Mer and city-state only protected itself, and as soon as a ship left
how all of the eclectic events throughout this magnificent its waters, it was fair game for all. Over time, the treaty
world are inter-connected. was all but forgotten, with each city-state becoming more
and more isolated from the others. Today, each city-state
Mer, predominantly water-covered, is a two-mooned
has its own culture, people, and laws, and unless visitors
world with an abundance of unexplored island
know in advance about a specific culture, those visitors
continents. For centuries, these islands were just a blur in
are considered outsiders and treated as such.
the minds of early Merians, and in some ways, things
have not changed. To this day, over 60% of Mer’s Perhaps I have gotten ahead of myself. Although this
population is jammed into its four major cities, where is pertinent information, I believe that there is an even
most individuals live their entire life. more important story to be told: the slow death of Mer.
Although the population is not spread out, even a From the beginning of time, the Thirteen Treasures of
cursory look at the maps of Mer tells you that there is still Rule have sealed the heart of our planet. The Treasures,
an abundance of unexplored territories, and the vast imbedded in a reef far below the sea beneath Octopon
open spaces that King Primus termed “the tyranny of itself, have emanated a collective power, nourishing the
distance” only accentuates the sheer overpowering entire planet with a harmonious life-force.
extent of Mer. Then, one day, years ago, the mystical stones were
Mer is in constant flux, with land masses being pried loose by a violent and unknown power. They were
randomly created and destroyed. Although many scattered far and wide in a furious storm of upheaval.
continents have existed for thousands of years, many are From that day forward, the planet headed on a course of
born, live and are destroyed almost over-night. In slow, degenerative destruction.
addition to constantly changing the appearance of this The crippling, which at first appeared only spiritually
planet, this flux causes wide climactic variations. While a and emotionally, soon took living form in the substance
monsoon drenches the southern coast of Octopon, snow which has become known as Dark Water. This substance
falls on the Merigol Mountains just a few leagues to its oozed slowly, perversely, from the fissure where the
north. However, despite these extremes, the climate Treasures were ripped from the bowels of the earth.
where most of Mer’s population dwell is mainly tropical,
with few, if any, seasonal differences. In the early years there were wild tales of a
capricious, driving shape that moved across the watery
To the eye, Mer’s landscape looks rugged and planet, devouring anything unlucky enough to land in its
inhospitable, yet with a sprinkling of rain, the land path. Then, slowly, there were more and more sightings
blooms with hundreds of varieties of wildflowers, and just of the Dark Water, always moving, consuming and
behind jagged cliffs lay forests of indescribable beauty. leaving nothing but loss and despair in its powerful wake.
Most of Mer’s culture and beliefs evolved from the The vastness of all that is evil had taken a form…become
land. Merians learned to survive in even the harshest tangible….It was the Dark Water.
conditions by becoming one with nature. Early When King Primus, a past ruler of Octopon, saw what
civilizations lived along the shores were food was was happening to his world, he left his infant son, Ren, in
plentiful and often island-hopped in large bamboo rafts. the care of a lighthouse keeper, and set out with his royal
They hunted and foraged in small communities and fleet on a quest for the Treasures of Rule, the only things
became highly adept at survival and developed able to save his kingdom.
sophisticated ways of living with the land. As time went
on, and the small communities began to grow, a brave One day, word returned to Octopon that Primus had
few set out to explore the unknown wilds of Mer. located seven of the Thirteen Treasures, but then he had
However, due to its ever-changing appearance, creating been attacked by pirates under the direction of a
a useable map of Mer was all but impossible. Most grotesque giant named Bloth. Whatever hope the
expeditions failed to return home. Finally, after years of Treasures had for Primus and Octopon, the Pirate Lord
exploration, a number of land masses appeared saw them only as a chance to master the evil power of
constant, and maps were created based on those lands. Dark Water and use this control to extort al of Mer.
At this time, entire communities moved as one in the Under siege, Primus dispersed the seven found
hopes of finding a more prosperous land. These Treasures among his most trusted captains and ordered
communities are the forebears of the city-state culture them to flee in different directions in order to successfully
that today exists on Mer. hide the Treasure. Unfortunately, Primus himself was not
Since their earliest days, the city-states have arrived so lucky and was captured and held aboard Bloth’s great
at informal agreements when it suited them, with trade ship, the Maelstrom.
and profit usually being the common factors which
4
As all this was taking place, Ren was living the simple capture the youth in the hopes of finding out any
life of a lighthouse keeper, being totally unaware of his information that Ren may have learned from the old King.
true heritage. That is, until one fateful night when he Niddler grabbed Ren and deposited him ion the
risked his life to pull a drowning man from a storm-tossed deck of the Maelstrom. It was here that Ren first met his
sea. The old man Ren saved was Primus, long-lost King of father’s captor, Bloth. When the pirate learned that Ren
Octopon…and Ren’s father! The words issued from was to continue his father’s quest, and in so doing, stand
in Bloth’s way towards gathering the Thirteen Treasures,
he attempted to kill Ren. Fortunately, Niddler’s running
hatred of his cruel master caused the monkey bird to turn
on Bloth. Ren took advantage of the situation by striking
a bargain for Niddler’s help, which Niddler quickly
agreed to. The new alliance guaranteed Ren’s escape.
Ren’s first stop in his new-found quest was to seek
out Alomar, his father’s spiritual guide and keeper of the
compass, a magical item able to locate each of the
Treasures. At the Abbey of the Gallows, Ren learned the
first lesson of his incredible journey towards
enlightenment and the salvation of his world, “things are
often not what they appear.” Alomar turned out to be a
powerful, gigantic reptilian creature, not at all the
mystical priest-like image Ren had anticipated.
Acquiring the compass, Ren and Niddler next
searched for a craft to take them on their quest. At a
seaside tavern, they befriended a mercenary fortune
hunter, Ioz, who promised to find them a boat for a cut of
the fortunes they sought.
Unbeknownst to Ren, Ioz then stole the fastest vessel
in the harbor, the Wraith, and it was not until they were
being chased out to sea that Ren realize the kind of
friend he had made in Ioz.
Although Ren did not completely trust this
mercenary, Ioz took a liking to Ren and saw the youth’s
noble quest as something he would never take on
himself, but none the less, didn’t mind being a part
of…for a cut of the treasure, of course.
Tula, a strong and beautiful girl, was at the tavern
where Ren and Ioz became quest mates and overheard
their plan to sail for treasure. She stowed away aboard
the stolen Wraith. Once discovered, she quickly proved
her mettle and knowledge of the sea and was accepted
as one of the team.
So, this ragtag band of heroes, Ren, Niddler, Ioz, and
Primus’s dying lips told of his escape from Bloth and Tula, took to the high seas to face blood-thirsty beasts,
illuminated the youth’s true destiny—Ren must return Mer the black hearted pirate Lord, Bloth and the dreaded
to its former glory by completing the quest for the fabled substance Dark Water.
Thirteen Treasure of Rule. With this mantle of destiny
passed, Primus died in his son’s arms and was washed The mystical compass Ren now wears about his neck
out to see in a violent wave. emanates an ethereal blue light which shows them the
way to the nearest of the Thirteen Treasures, but whoever
Then, just hours later, in the glow of a fire, Jenna, the gains the treasures first, the heroes or Bloth’s band of
lighthouse keeper and guardian of Ren, unwrapped a cutthroats, embraces the power to chart their own
strange half-sword and gave it to Ren. The sword destiny and set the course of the watery planet for ages
belonged to his father, and Jenna was instructed to give to come.
it to Ren if Primus should ever fail to return from his quest
for the Thirteen Treasures. Now, as the hour grows late, I end my story, leaving it
up to you to determine its final ending. But before I bid
Ren will not learn the truth about this strange you farewell, I leave you with a detailed listing of Mer’s
weapon until he has fulfilled his destiny by locating the most famous heroes and the shapers of its destinies.
seven treasures scattered by Primus’ royal captains, and
continues the search for the remaining six treasures.
Ren’s adventure began only moments after he
learned of his destiny. Bloth saw Ren rescue his escaped
prisoner, Primus, and sent Niddler, a monkey bird, to

5
Races of Mer
Although the world of Mer boasts hundreds of MR (MAGIC RESISTANCE)
unique races, each with individual strengths and Magic Resistance is an individual's inherent immunity
weaknesses, we concentrate only on the four major races to magic. When attacked by magic, the MP rolls 1D20. If
that inhabit the planet. the result is equal to or lower than the creature's MR, the
The following section gives descriptions of these creature suffers only half damage from the attack.
races, as well as any unique attributes they possess.
LM (LOW MAGIC)
ATTRIBUTE CHART This statistic represents the number of Low Magic
The following section details character attributes and points an individual possesses (see LOW MAGIC on p.
should only be used as guidelines, as different role- 25).
playing systems vary in attribute minimums and HM (HIGH MAGIC)
maximums.
This statistic represents the number of High Magic
The list given before each race description shows the points an individual possesses (see HIGH MAGIC on p.
minimum and maximum attribute scores allowable for 25).
that race.
WD (WOUNDS)
NOTE: The abbreviation UL stands for Unlimited.
Wounds determines the amount of damage an
ST (STRENGTH) individual can sustain before death occurs.
Strength is the ability to move heavy objects, crush
AV (ATTACK VALUE)
opponents to a pulp or engage in any normal feat of
strength. This represents how much damage an individual is
able to inflict on an opponent.
DX (DEXTERITY)
INITIATIVE
Dexterity is the ability to accomplish intricate or
complex manual tasks, including running, hand-eye This number is represented by a type of die which is
coordination, reflexes and balance. This attribute is also determined by the character's DX (see p. 26 for details).
used to determine initiative in melee (see INITIATIVE on
MV: L/W/A (MOVEMENT RATE [ON] LAND/WATER/AIR)
p. 26).
This is the person's maximum rate of travel per
IN (INTELLECT) minute. Movement comes in three general types: land-
based, water-based and air-based. All movement is
Intellect determines how much common sense an
based on a foot-per-minute basis.
individual possesses and how well he can think and
reason out problems. It also determines how well he can For example: MV: 120'/150'/— means that the
resist being controlled by magical means. character can move 120' on land, can swim 150' per
minute and cannot fly.
HL (HEALTH)
This represents a character's constitution and
determines how well he is able to fight disease, as well as
determine his resistance to poison.

6
HUMANS
ST DX IN HL MR LM HM WD AV

MIN 0 0 0 0 0 0 0 1 10

MAX 20 20 25 20 20 UL UL UL 20

Humans are the most populous race on Mer but not Due to the tropical nature of Mer, humans dress
the most advanced. Because Mer is mostly water, the scantily, and, unless a battle is anticipated, choose not to
majority of humans depend on the sea for their wear armor, preferring instead to wear light, breezy,
livelihood, be it from pirating or fishing. Although the sea uninhibiting clothes. However, if melee is certain, armor
is the main source of profit for men, there are many who is never shunned.
choose to merchandise their wares to the seafarers.
Due to the dangerous nature of Mer, over 85% of its
The humans of Mer are a rugged breed and may human population reside in communal settings. Most of
best be described as sea cowboys. Most humans these communities have a population of under 200.
average just under 5’10” in height and are darkly tanned However, there are large towns with populations well into
from the strong Merian sun. the thousands. No matter what the size, they all possess a
Despite the ever present heat, the majority of men port, at least one tavern, and an unlimited supply of
wear their hair long, and it is considered a sign of unscrupulous characters.
manhood to have a beard.

7
KREE
ST DX IN HL MR LM HM WD AV

MIN 0 8 50 4 5 5 0 1 1

MAX 15 20 20 30 20 35 30 50 30

The Kree are an ancient race of forest


dwellers who are much more comely than
humans. They have long golden hair and
usually have deep blue eyes. However, the
one characteristic that separates them from
humans is their long, pointed ears and
canine teeth.
The Kree live in harmony with nature and
often try to build their dwellings to enhance
their natural surroundings. For example, they
only use natural materials taken from the
local area and often build directly into the
surrounding foliage and/or terrain.
This race is friendly and social, and often
interacts with humans. The Kree prefer to live
in groups of under 20 individuals; this is to
help ensure that the natural pattern of nature
is disturbed as little as possible.
It is rumored that thousands of the Kree
gather for the summer and winter solstices to
celebrate the passing of another year.
However, the Gathering has never been
witnessed by a non-Kree, and it is commonly
believed that the Gathering is only legend.
Although the Kree do not live in large
communities, they are ruled by a council of
elders who discuss matters of importance
concerning their race and nature. Once a
decision is made by the council, runners
spread the official new law throughout their
peoples, and all such delivered news is
considered law.
The Kree are one of the few races of Mer
that are not a seafaring people, as they are
content to live within the natural beauty of
the land.

8
SCON
ST DX IN HL MR LM HM WD AV

MIN 10 10 10 13 1 0 NA 15 15

MAX 40 20 15 15 18 UL UL 40 35

Scon are short and muscular humanoids


that inhabit the caves and mountainous areas
of Mer. They are an ancient race, and it is
commonly believed that they were the first
inhabitants of Mer—all Scon claim this as true.
They are a proud, honorable people, who
hold honor in high regard, and their word is
inviolate.
Scon and Antari are traditional enemies,
with the Scon believing that the Antari are
nothing more than egotistical, self-serving
creature that ruin the natural beauty of their
underground world by building cities. For
countless years these peoples have been
warring with each other over the rights to
their underground domain. Although Scon
and Antari have been known to work
together, they do so only in times of great
need (such times are at MP discretion).
Scon dwell in underground communities,
which range in number from 100 to 1000
individuals, with each community being ruled
by a single leader, usually the strongest male.
Each tribe is an individual entity, and each
only interacts with the others in times of
calamity, such as when warring with the
Antari.
Scon believe that their domain is an
integral part of their lives. Therefore, they do
not build permanent dwellings but, instead,
live in tent-like structures that can easily be
packed and moved, thus leaving areas
virtually unchanged by their presence.
Scon are expert seafarers and are highly
feared when pirating.

9
ANTARI
ST DX IN HL MR LM HM WD AV

MIN 1 1 1 0 1 15 0 15 0

MAX UL 10 20 15 5 30 30 50 15

Antari are 7’ tall albino humanoids, who


inhabit magnificent underground cities in
Mer’s cavernous depths.
Antari are a private race, preferring
interaction only with their own kind. Although
they are not hostile to humans and work with
them if the need arises, they are seldom seen
above ground, preferring the cool depths of
the underworld.
They are expert craftsmen, specializing in
carving extremely small items. Antari
craftsmen are especially known for their
carving images out of precious stones, even
emeralds and diamonds. Therefore, these
master craftsmen are always in great
demand.
Antari are the sworn enemies of the
Scon, believing that Scon are nothing more
than vermin that need to be eradicated from
the Antari domain. Unless otherwise
arranged, they attack Scon on sight,
believing that they are doing everyone a
favor by destroying them. If forced to work
together for a common good, they do it.
However, it is an easy truce at best, and the
slightest provocation puts the two races at
each others’ throat.
Although they dwell underground, Antari
are expert seamen, utilizing the many
underground rivers and lakes much as men
use the seas. They often attack ships from
these tunnels and then quickly disappear
back into them before any retaliation can
occur.

10
Pregenerated Characters
As we stated earlier, it is possible to incorporate a following character descriptions. Note, however, that the
character from any role-playing system into the world of pregenerated characters are much more powerful than
Mer. However, your players may also choose to play one are beginning characters.
of Mer's own heroes. If this is the case, consult the

11
REN understanding what he’s feeling, he tells her about his
feelings and observations, things he would never share
ST: 14 with anyone else. Sometimes Tula’s presence makes him
DX: 19 stammer or display too much bravado, which usually
IN: 15 results in Ren's embarrassment.
HL: 18
MR: 12 Ren has a big brother relationship with Ioz and looks
LM: — up to him for his worldliness. More cunning than Ioz, Ren
HM: — uses his wiles to avoid confrontational situations with the
AV: 1D6 (HAND-TO-HAND), 2D8 (WEAPON) rugged brawler.
WD: 45
INITIATIVE: 1D6
MV: 160’/100’/—

SKILLS SKILL LEVEL


Acrobatics 18
Arcane Lore 13
Archery 15
Breath Control 06
Bureaucracy 13
Meteorology 17
Navigating 10
Piloting 16
Riding 12
Sailing 17
Sea Lore 17
Swimming 10

Ren was born on the crystal island of Octopon, the


son of King Primus. When the king went off in search of
the fabled Thirteen Treasures of Rule, Ren was put in the
care of a lighthouse keeper, Jenna. Ren's identity was to
be kept secret, as there were enemies of the throne who
would surely do Ren harm if they thought he knew of the
Treasures' whereabouts.
Ren grew up unaware of his destiny and his true
heritage. However, when fate thrust him into his role as
leader of a crew searching for the scattered Treasures of
Rule, he took over his father’s quest with gusto and
integrity. To this quest he brings a keen, often crucial
understanding of weather and sea conditions which he
observed so often from the lighthouse.
Although neither a trained fighter nor leader, Ren’s
strength and natural intuitions see him through, even
when his judgment is slightly off the mark.
Ren's naïveté and exuberance add to his charisma
and charm, which, along with a steadfast honesty and
unyielding integrity, win him loyalty with all he meets.
Ren’s closest friend is a monkey bird named Niddler.
The two trade barbed quips and know they can say
anything to one another without it being taken wrong.
However, Ren treats Tula, the female member of his crew,
much differently. Ren respects her abilities and prowess,
but their friendship also carries undertones, with which
Ren has trouble coming to grips. At one moment he will
treat her like any other sailor, then without even
12
TULA
ST: 13
DX: 19
IN: 12
HL: 18
MR: 16
LM: 60
HM: 20
AV: 1D4 (HAND-TO-HAND), 2D10 (WEAPON)
WD: 40
INITIATIVE: 1D6
MV: 130’/100’/—

SKILLS SKILL LEVEL


Alchemy 08
Arcane Lore 13
Hiding 11
Pocketpicking 10
Sailing 12
Silent Moving 15
Swimming 10

Tula is a young tavern wench who overhears Ren’s


talk of setting out in search of treasure. When she turned
up a stowaway on the stolen ship, the Wraith, she quickly
established herself as an asset to the group.
While Tula as a warrior can hold her own against
most man, she also has a deep, nurturing sensitivity
towards the environment of her living planet. This
sensitivity has developed into the powers of an
Ecomancer—one who can become one with the elements
and manipulate them through intense concentration.
Visually this power manifests itself as a blue electricity
that covers her body and can be directed for a desired
effect. As an Ecomancer, Tula has an uncanny affinity for
animals. Perhaps that’s why you can always find Niddler
around her (he has a crush on Tula).
Although in the beginning Tula's allegiance to Ren
was born purely out of a desire to bring back her
homeland, during the course of the quest she has
developed an unstated affection for the young prince.
She's never blatantly forward about her feelings for Ren,
but their relationship has the potential to evolve into one
with romantic undertones.

13
IOZ
ST: 22
DX: 18
IN: 19
HL: 16
MR: 14
LM: —
HM: —
AV: 1D12 (HAND-TO-HAND), 3D12 (WEAPON)
WD: 65
INITIATIVE: 1D6
MV: 160’/120’/—

SKILLS SKILL LEVEL


Alcohol Consumption 18
Archery 15
Cartography 10
Gambling 15
Geography 12
Navigating 16
Piloting 17
Sailing 20
Sea Lore 08
Ship Building 05
Swimming 12

Ioz is a fortune hunter who was swayed by


Ren’s noble quest. He is a mercenary with
dubious integrity who will do almost anything
for a handful of gold. He is also a rugged
adventurer who has been in more battles and
street brawls than he can remember.
Looking for a fast profit, Ioz teamed up with
Ren, who he believed was a naïve boy
searching for some lost treasure. Learning that
Ren is actually on a quest for the fabled
Thirteen Treasures of Rule, Ioz became furious,
but was gradually won over by Ren’s integrity
and goodness. In fact, Ioz became something
of a big brother to the boy, not only protecting
him in times of danger but also in instructing
him in the ways of a swashbuckler.
Having lived the checkered life of a pirate,
Ioz probably has an enemy in every port, as
well as a woman, and sometimes they’re one
and the same! Fortunately he also has many
friends, like Zoolie, who won't hesitate to aid
Ioz when the chips are down.
Although dedicated to the quest, Ioz isn't
against taking a detour now and then,
especially when a ripe situation presents itself.

14
NIDDLER
ST: 17
DX: 22
IN: 11
HL: 12
MR: 10
LM: —
HM: —
AV: 1D4 (HAND-TO-HAND), 1D6 (WEAPON)
WD: 40
INITIATIVE: 1D4-2
MV: 100’/25’/200’

SKILLS SKILL LEVEL


Archery 10
Hiding 17
Language 07

This comical Merian creature is a cross


between a spider monkey and a parrot. He
started on the quest when he kidnapped Ren and
took him to Bloth’s ship. Then, however, when
Bloth turned on Niddler and Ren made him a deal,
Niddler helped Ren escape, thus becoming Ren’s
best friend.
Although cowardly, when the chips are down,
Niddler always pitches in. He is forever
preoccupied with the creature comforts of life, and
his main worries are the weather, a bed and food—
he will brave lava pits and ice sharks to fill his
rumbling belly.
Niddler mixes normal-sounding speech with
animal-sounding grunts, growls and cheeps, and
he has a knack for speaking bastardized versions
of the many Merian dialects the heroes encounter,
often to comically incorrect results.
Niddler has a great loyalty to Ren and has
flown him out of many a tight situation. Even so,
his judgment can be influenced by fear or his
bottomless stomach.

15
BLOTH Bloth’s Achilles Heel is that he fancies himself a cut
above the scum who sail his ship. In truth, he is only
ST: 25 another hardened salt cully, but he is forever looking for
DX: 20 ways to align himself with a better class of Merian. Ren is
IN: 19 able to use this against Bloth, tricking him into situations
HL: 14 where the corpulent pirate can be strung by his own
MR: 19 bloated ego.
LM: —
HM: —
AV: 1D20 (HAND-TO-HAND), 5D10 (WEAPON)
WD: 80
INITIATIVE: 1D4
MV: 150’/150’/—

SKILLS SKILL LEVEL


Alcohol Consumption 20
Ancient Languages 10
Anthropology 12
Appraising 12
Arcane Lore 15
Breath Control 11
Bureaucracy 18
Gambling 12
Geography 11
Healing 10
Navigating 15
Piloting 20
Pocketpicking 11
Sailing 20
Sea Lore 14
Swimming 15

This cold-blooded high seas marauder


sails in search of the Thirteen Treasures of Rule.
He kidnapped Primus, King of Octopon, and
held him aboard his monster warship, The
Maelstrom. When Primus escaped and passed
the mantle of the quest over to his long lost
son, Ren, Bloth went after the youth with a
vengeance. Now they are sworn enemies, and
the race to find the Treasures obsesses both of
them.
Bloth will stop at nothing to gain the
Treasures, which will give him the power to
control Dark Water and thus rule the planet for
his own profit.
With his bloodthirsty cutthroat crew, this
ruthless pirate ravages anything and anyone
who stands in the way of his evil mission.
Bloth is a fearsome fighter who, despite his
huge size, has great agility and speed. He can
also play the diplomat when it suits his needs
and is a cunning manipulator, drawing on his
wealth of historical information about Merian
legend and lore to mislead his adversaries.

16
MANTUS in his quarters. There, he records his strategic victories of
the day, reciting them to his pet memorrat (see the
ST: 17 MEMORRAT creature sheet for details).
DX: 16
IN: 17
HL: 12
MR: 14
LM: —
HM: —
AV: 1D8 (HAND-TO-HAND), 2D12 (WEAPON)
WD: 45
INITIATIVE: 1D6
MV: 120’/120’/—

SKILLS SKILL LEVEL


Alcohol Consumption 18
Anthropology 13
Appraising 12
Arcane Lore 15
Bureaucracy 18
Gambling 14
Geography 11
Healing 08
Hiding 18
Navigating 20
Piloting 15
Riding 20
Sailing 20
Sea Lore 12
Ship Building 20
Swimming 12

Mantus is Bloth’s loyal and deadly second in


command. His cool and calculating personality makes
him the perfect battle strategist for Bloth’s feet. In
contrast to his commander’s devastating emotional
swings, he is always cool-headed and emotionless in
battle as well as in life. He is a schemer who revels in
elaborate and creative maneuvers to snare Ren and the
Wraith's crew.
Tall with a thin reedy frame, Mantus gives the
impression that he’s with a fragile creature, although
nothing could be further from the truth. Although his
limbs are unusually long, he has the strength and bearing
of a praying mantis. His insectoid visage is amplified by
his large steely blue eyes and wide lower jaw with
protruding tusk-like teeth.
Mantus is a gambler and is always making bets with
the crewmen of the Maelstrom…bets he usually wins,
even if in an underhanded way! Distrusting even his
closest friends, Mantus has his gold carried by a slave
who stays with him at all times.
Although he is only second in command, Mantus
considers himself smarter than Bloth. However, he would
never let on to this fact in front of the blood-thirsty pirate
leader. The only place he ever voices this is late at night
17
ZOOLIE
ST: 23
DX: 17
IN: 18
HL: 15
MR: 14
LM: —
HM: —
AV: 1D12 (HAND-TO-HAND), 3D12 (WEAPON)
WD: 60
INITIATIVE: 1D6
MV: 160’/100’/—

SKILLS SKILL LEVEL


Alcohol Consumption 22
Archery 16
Cartography 09
Gambling 19
Geography 10
Navigating 11
Piloting 12
Sailing 17
Sea Lore 10
Swimming 10

Zoolie is a fun loving mountain of a man who doesn’t


let his good nature keep him from enjoying a good fight.
Although he used to be a pirate, he is now the proprietor
of a well established tavern in Janda Town, home of
Merian thieves, scoundrels and cheats.
Not only is his tavern well known for its assortment of
ales and the policy of “leave your weapon at the door,”
but it is infamous because of its “grudge pit,” a place
where combatants settle their grudges in an arena-like
atmosphere.
Although Zoolie has quieted considerably, he is a
master of the sword and has been known to sword-fight
with six men at a time!

18
KONK
ST: 15
DX: 17
IN: 09
HL: 10
MR: 10
LM: —
HM: —
AV: 1D4 (HAND-TO-HAND), 1D10 (WEAPON)
WD: 50
INITIATIVE: 1D6
MV: 70’/50’/—

SKILLS SKILL LEVEL


Breath Control 11
Hiding 20
Piloting 13
Pocketpicking 20
Riding 12
Sailing 08
Silent Moving 20
Swimming 05

This cleaver-wielding pegleg serves as Bloth’s


grunt and doer of all dirty work. If there’s a suicide
mission to be undertaken, the pirate commander
unfailingly picks Konk for the job. Even though Konk
has proven that he will stoop to the lowest depths
possible to please his commander, this pontificating
pork belly grates on one's nerve, and Bloth’s not above
booting the foul mouthed braggart down into the
Constrictus’s hold on a regular basis, just to keep his
kicking foot in practice.
More than a bit pompous, Konk loves to brag
about his deeds, often blowing them hilariously out of
proportion. However, despite all his bold statements,
Konk is a coward at heart and would sell his mother to
weasel out of the slightest danger. But from the looks
and smell of this vile character, no one would buy his
mother even if the transaction occurred in the pit of the
darkest cave, in the middle of a blinding midnight
storm.
Konk looks like a bulldog with a peg leg. A short
alien, he has an oversized belly that makes him walk
with a comical waddle…which he insists is a swagger.
His head is unusually large and perpetually empty, and
his face is frozen in a permanent scowl. Konk is usually
the first target when Bloth's adversaries attack.

19
JOAT
ST: 17
DX: 15
IN: 16
HL: 14
MR: 13
LM: —
HM: —
AV: 1D12 (HAND-TO-HAND [PINCER]),
1D8 (WEAPON)
WD: 35
INITIATIVE: 1D6
MV: 120’/90’/—

SKILLS SKILL LEVEL


Alcohol Consumption 07
Artillery 12
Gambling 09
Geography 10
Navigating 08
Piloting 07
Sailing 15
Sea Lore 06
Swimming 09

Joat is a fierce pirate and the once proud owner


of a ship called the Wraith, the mighty sea vessel that
was stolen by Ioz. Joat now pursues the heroes, bent
on getting his ship back at any cost. He always shows
up at the worst time, snarling and challenging Ren
and crew for ownership of the Wraith.
Joat used to be a swordsman until he lost his
hand in a fight. Losing the extremity made him bitter,
so he had it replaced with a wicked metal pincer
which he uses mercilessly in battle.

20
Skills
In order to survive in the hostile World of Mer, it is ALCHEMY 5
necessary for a character to acquire a number of skills. Alchemy is the art of making potions, elixirs and
each of these skills is listed herein and has a number to tonics, be they magical or otherwise. With this skill,
the right of its name which represents the number of skill anyone may also acquire the ability to cure diseases and
points that must be spent to acquire 1 skill level in that slow or negate poisons.
skill. For example, a player spends 10 of his character's
skill points on the Botany Skill, gaining a skill level of 10. In the lower levels of this skill, a character has the
If a player spends 10 skill points on the Swimming Skill, ability to cure minor ailments, such as a stomach ache or
he has a Swimming Skill of 5 (a character must spend 2 a common cold. However, as a character's knowledge of
skill points in order to buy 1 skill level of Swimming). alchemy increases, he becomes proficient at treating
most serious illnesses and is able to identify poisons and
USING SKILLS make antidotes.
In order to use a skill, 1D20 must be rolled, with any Consult the following chart to determine a
result equal to or lower than the character's skill level character's alchemic abilities—the making of salves,
meaning success. If a number higher than his skill level is balms, etc. that heal, cure diseases, counteract poisons,
rolled, the attempt has failed. For example, Elgra, who etc.—and the skill levels at which they can be made. Note
has a Mountaineering Skill of 11, is attempting to climb that all but the “heal points of damage” ability is
over a town wall. Since her Mountaineering Skill is 11, cumulatively gained. For example, at skill level 4, a
any roll of 11 or under on 1D20 means she successfully character has all of the abilities of a first through sixth
scales the wall. If a 12 or higher is rolled, Elgra does not skill-level character, but he can only heal 1D4 points of
make it over the wall. Any consequences of the fall are damage.
determined by the MP and the game system being used.
Skill Level Alchemic Abilities Gained
It is up to the MP to determine a feat's degree of
difficulty, and, therefore, any modifiers assigned to the 1—3 heal 1D2 wound points per
attempt of such a feat. Common sense should be day; cure a cold; stop stomach
applied to any determinations. For example, a character ache; draw-out infections
with a Mountaineering Skill of 1 may trip while
attempting to climb over a ten-foot wall. However, a 4—6 heal 1D4 wound points per
character with a Mountaineering Skill of 20 may be able day; heal 1st- and 2nd-degree
to pull himself up a sheer cliff with only his hands and burns; slow poisons
feet. A second example is: a character with a Hiding Skill 7 — 11 heal 1D6 wound points per day
of 1 attempts to hide in the shadow of a flag pole. The
MP might say that only the roll of two consecutive ones 12 — 15 heal 1D8 wound points per
will allow this character to pull off this extremely difficult day; relieve fatigue
feat. 16 — 19 heal 1D10 wound points per
day
FEATS NOT COVERED BY SKILLS
20 heal 2D4+2 points of damage
In some cases a player may wish to have his character per day; cure diseases
attempt something that is not covered by a specific skill.
The MP must either create a skill, have the player “save” ALCOHOL CONSUMPTION 5
vs. one of his character's attributes or make up a game
For each skill level attained in this skill, a character
mechanic. Again, common sense should be used when
may have another intoxicating drink without having
creating a new skill or game mechanic.
adverse effects. Intoxication rules should be used only if
pertinent to the adventure and/or campaign.
ACROBATICS 2
Acrobatics allows a character to leap, flip, traverse
narrow ledges and perform numerous other feats of
physical prowess.
At the lower levels of this skill, a character has the
ability to do basic feats and falls, and when he reaches
skill level 10, he sustains only half damage from falls.
For each point of Acrobatic Skill over 15, a character
may add an additional point to his DX score.

21
ANTHROPOLOGY 1 ARTILLERY 5
Anthropology is the study of any race—including its This skill enables a character to build and use siege
physical, social and cultural developments and behavior. equipment. No such equipment can be made or used
without at least one skilled person per piece of
A character with this skill has a chance to know how
equipment used.
to react to previously undiscovered or primitive races
and possibly know the proper greetings and common
BLACKSMITHING 2
courtesies of most races.
Blacksmithing is a metalworking ability used in
ANCIENT LANGUAGE 1 making weapons, shields, horseshoes and other metal
items. This skill also enables a character to recognize all
A character with this skill has the ability to decipher common types of metal and mend most broken, non-
both written and spoken ancient languages. He may magical armaments. In addition to this, skilled persons
interpret runes, hieroglyphics and other ancient forms of have a chance to fix damaged riggings, masts or other
writing. This skill does not cover magical writings. such structural parts of a ship.
ARCANE LORE 10 BOTANY 1
A character with this skill has knowledge of legends, Botany is the study of plant life. Someone with this
magical places and items of myth and glory. For skill is able to identify common, edible and poisonous
example, if a ruined city is found, a character with this plants and is capable of learning herbal antidotes for
skill has a chance to tell if it was destroyed by magical botanical poisons and other plant-based medicines.
means or creatures of magical origin.
When an individual has reached skill level 20 in this BREATH CONTROL 5
skill, he is able to differentiate between normal and This skill enables a character to control his breathing
magical items and knows what the items are and how when swimming long distances underwater or when
they are used. caught in a cloud of noxious fumes. The length of time a
character can hold his breath is directly related to his skill
APPRAISING 4 level. A character with 1 skill level of Breath Control can
Appraising is the art of knowing the value, clarity and hold his breath for 3 minutes. For each additional skill
type of gems of precious rocks. A character with this skill level, add 20 seconds to the time. For example, a
also has a chance to be able to cut, shape and polish character with Breath Control of 10 can hold his breath
precious stones in order to increase their value. for five minutes.
NOTE: It is assumed that a character without this skill
ARCHERY 1 can hold his breath for two minutes.
This skill allows a character to fire a bow with some
amount of proficiency. All bows (MP discretion) fall under BUREAUCRACY 2
this skill. Bureaucracy is an oratory skill which helps a
character convince others that what he says is true. This
skill helps a character recruit hirelings, barter for needed
equipment and convince a skeptical henchman why he
should risk his life entering a dark, eerie cave.

CARPENTRY 2
Carpentry is the skill of building furniture, structures,
and other such wooden objects.
A character with this skill is able to guesstimate the
time it will take to construct a wooden object. Also, such
a character has a chance of identifying different trees and
woods.

CARTOGRAPHY 2
A character with this skill has an understanding of
maps and may recognize an area just by seeing it on a
map. A character with the Cartography Skill also has a
chance to remember areas that he has already traversed,
which is a skill that proves especially helpful when a party
has entered a maze or has been traveling in a wooded
area for a number of days.

22
CREATURE LORE 4 Skill Level Additional Languages
A character possessing this skill has the ability to 1—4 3
recognize most of the creatures that inhabit the World of 5—7 4
Mer and knows their manner of attack and the best way
to destroy them. 8 — 12 5
13 — 17 6
ENGINEERING 3 18 — 19 7
Engineering is the ability to build above-ground 20 8
structures and fortifications. A character with this skill
must be present when such structures are being built. MP NOTE: All languages must be non-magical and
must be commonly spoken.
FISHING 1
LIP READING 2
A person with this skill is familiar with all the nuances
of fishing and is able to identify most species of common A character with this skill is able to read the lips of
fish, as well as knowing their spawning, mating and another being. However, the individual whose lips are to
migration habits. Such a person also knows the best be read must be in the line of sight of the person
places to catch fish and the best bait used to attract reading, and the reader must know the language the
them. He is also well-versed in making hooks, lures, nets individual is speaking.
and all other types of fishing paraphernalia.
LOCKSMITHING 1
GAMBLING 2 Locksmithing is the craft of making, dismantling and
Anyone who has ever gambled knows that there is opening most typical locks.
more skill involved in winning than luck. This skill
For each skill level over 15, a character gains a 5%
increases a character's chance of winning any game of
chance of knowing that a lock is trapped. For example, a
luck by 5% for each skill level he has in this skill.
character with a skill level of 20 in Locksmithing has a
25% chance of recognizing a trigger mechanism in a lock
GEOGRAPHY 5
(this does not include magically trapped locks).
This skill enables an individual to determine where
he is by the layout of the land and recognize most of the MOUNTAINEERING 2
common landmasses, landmarks and historical places.
A character with Mountaineering may scale lofty
peaks, traverse narrow rocky ledges, rappel sheer cliff
HEALING 20
faces and has a chance to find the easiest route to take
An individual possessing this skill is able to mend through mountainous terrain. He is also able to
damage but is unable to cure diseases or negate recognize dangerous areas, such as where land slides are
poisons. The amount of damage that a healing cures most likely to occur.
depends on the character's skill level; see the following
chart for details. This skill is usable twice per day. NAVIGATING 3
Skill Level Healing This skill enables an individual to determine his
position by the use of the stars. He is able to pinpoint his
1—3 1D4 wound points
exact position and the location for which he is bound.
4—7 1D6 wound points
8 — 13 1D8 wound points PILOTING 7
14 — 18 1D10 wound points The Piloting Skill allows a character to maneuver
19 — 20 1D12 wound points around obstacles and other water-bound menaces. A
character with this skill must also be on board ship in
HIDING 2 order for it to dock.

Hiding gives an individual the ability to use even the POCKETPICKING 2


scantiest cover as a hiding place and also allows him to
use the natural contours of the land as cover. This skill allows a character to pilfer the items out of
another's pocket without being detected. For every skill
LANGUAGE 3 level attained, there is a 5% chance that the theft is
successful. For example, an individual with a
This skill enables an individual to understand a Pocketpicking Skill of 20 has a 100% chance of success,
variety of common languages. The number of languages with any modifiers being determined by the MP.
known depends on the character's skill level.

23
RIDING 1 SHIP BUILDING 3
A person with the Riding Skill has a chance to ride This skill allows an individual to build sailing vessels
most saddled, domesticated creatures. When his skill of various types and sizes. The size of the ship built
level reaches 10, he may ride bareback and do trick depends on the character's skill level in Ship Building.
riding. When his skill level reaches 15, he is able to break See the following table for details.
and tame most common creatures, and when his skill
level reaches 18, he may train and ride Dagrons. Skill Level Building Abilities
1—3 can build a 3-man, single-sail craft
SAILING 3
4—7 can build a 10-man sailboat up to
An individual's sailing ability is directly related to his 20’ in length
Sailing skill level. For details, see the following table. 8 — 13 can build a small sloop
Skill Level Sailing Abilities 14 — 17 can build a frigate-sized vessel
1—3 can sail a 3-man, single-sail craft 18 — 19 can build a battleship-size vessel
4—7 can sail a 10-man sailboat up to 20+ can build any size ship
20’ in length
SILENT MOVING 7
8 — 13 can sail a small sloop
When using this skill, an individual may move silently
14 — 17 can sail a frigate-sized vessel
through almost any terrain, with modifiers being at MP
18 — 19 can sail a battleship-size vessel discretion.
20+ can sail any size ship
SURVIVAL 3
This skill enables one to live off of the land. He is
able to recognize edible plants, find water, hunt game,
fashion fish hooks from wood, etc.

SWIMMING 2
Only a character with this skill is able to swim. For
each skill level attained, a character may swim up to 10'
per minute. For example, a character with Swimming
Skill of 12 can swim up to 120' per minute.

TRACKING 2
The Tracking Skill enables an individual to recognize
most footprints, as well as determine their age, how
many people (or creatures) made the prints and in which
SAPPING 1 direction they were headed.
A character with this skill has the ability to super-vise A tracker is able to detect signs of passage by using
and construct tunnels, trenches, and ditches, and is able clues that are unnoticeable to the untrained eye, such as
to lead any operation that requires mining or counter broken branches, moved rocks, etc.
mining. He is invaluable at sieges, as his skills can
collapse a castle from under its defenders' feet. TRAPPING 3
SCRIBE 2 A character with this skill has the ability to construct,
dismantle and detect most types of non-magical traps.
A character with this skill is able to read and write, For example, a character could rig a chest to explode
and as he progresses in skill, he has a better chance of upon opening, or he could cause poison needles to
reading complex material. A character is unable to read shoot out of a door handle.
magical writings with this skill.

SEA LORE 2
A character with this skill has a familiarity with the
perils of traveling the seas. He recognizes when rough
water may be ahead, areas that may lead to waterfalls or
whirlpools and knows the location and probability of
reefs in any given area.

24
The Magic of Mer
Magic has long been a force to be reckoned with on Magic Skill points. Once this is accomplished, the player
the World of Mer. In the trained hands of an Ecomancer, may purchase either Low or High Magic Skill points, for
magic may change the course of the world. his character.
If you are using this magic system, a character must The number of additional Magic Skill points and how
purchase at least 1 Low Magic Skill point when first they are acquired is left to MP discretion.
created. If you are using another system, use common
sense when determining how many points each spell
costs.
ARTIFACTS OF MER
COMPASS OF LOCATION
THE ECOMANCER
This item is mystically attuned to the Treasures of
In the World of Mer, there is only one type of being
Rule and emits a thin, piercing blue light toward any
able to use magic, the Ecomancer. Here, spells are not
Treasure within 500 miles of it.
bestowed upon characters by divine means, rather, they
are gained by tapping into the Lei Lines which criss-cross Once within this range, the compass points to the
the sky above Mer, or can be cast from an item of magic. most direct route to the Treasure, and does not warn of
any dangers or obstacles in the way.
Mer is criss-crossed with Lei Lines, or powerful lines
of magical energy which may be sensed and tapped into
by Ecomancers. These lines are of varying degrees of
intensity and thickness, and, seeing all spell power is
gained from them, no material components are needed
to cast spells.
When the proper incantation is spoken, the
Ecomancer is bathed in a soft blue energy field, and
seconds later, the spell is cast. (See HIGH & LOW MAGIC
SKILL following for further details.)
ECOMANCERS IN MELEE SWORD OF PRIMUS
Since Ecomancers spend the majority of their time The sword of Primus is an ancient sword that was
studying the arcane arts, they are usually not as proficient used by Primus himself when battling the Dark Dweller.
with weapons as someone who constantly uses them. Although it was broken at this time, it still remains 70%
However, with the proper training and skills, a character intact, and is a highly magical weapon. Consult the
can be a proficient, fighting Ecomancer. following chart for details:
Ecomancers may not use any ranged weapons. 1. Bestows an additional 1D20 to bearer's AV.
ECOMANCERS & ARMOR 2. Bearer's MR increased by 5.
Ecomancers may only wear animal hide (AR ?)
3. Bearer immune to Dark Water for 1D6 minutes.
padded (AR ?), or leather armor (AR ?). However, they are
able to increase their armor Ranking by the use of certain
spells and enchanted items.
LANGUAGES & WRITING
In addition to the common language of Mer,
Ecomancers speak a distinct language of their own. This
language is used for all spell casting, incantations, and
when conversing with other Ecomancers. Anyone who is
not an Ecomancer is not able to understand anything
written or spoken in this language without the use of an
enchanted item or interpreter. FERYX LANCE
A Feryx Lance is a 16” lance that is made from the
HIGH & LOW MAGIC SKILL bones of a Feryx, and that inflicts 3D10 wound points
On Mer, there are two distinct types of magic—High when used against one. In addition to this, the lance
and Low. All Ecomancers must start with Low Magic offers its user complete protection against Stekka Breath
before gaining High Magic. High Magic may only be three times per day. (See the FERYX creature sheet for
purchased after a character has acquired 50 or more Low details.)
25
TREASURES OF RULE
The Thirteen Treasures of Rule are the most powerful
items on Mer, and when brought together are the one
force that may cure Mer of the disease of Dark Water.
Although individually, each Treasure is incredibly
powerful, it is not until they are used in conjunction with
each other that their true might becomes apparent. As
the Treasures are accumulated, their might combines,
with the power of any single Treasure being doubled. For
example, treasure 1 is able to inflict 1D10 wound points
on an opponent and Treasure 2 can heal 1D4 wound
points per day. However, possessing Treasures 1 and 2
enable them to inflict 2D10 wound points and heal 2D4
wound points per day.
Acquiring these Treasures should be extremely
difficult, and only very powerful characters should have
any chance at success.
NOTE: The following chart is only intended as a
guideline to the powers of the Treasures. It is left up to
the MP to modify them to fit into an existing campaign.
1. Emits force beam that inflicts 1D10 wound points
to any single opponent within 100'.
2. Bearer is able to heal 1D4 wound points of any
creature once per day.
3. Bestows 5 Low Magic Skill points to bearer.
4. Bearer immune to Dark Water for 10 minutes.
5. Repeats all Dark Water within a 100 yard radius.
6. Restores life to “land” that was destroyed by Dark
Water within a 100 yard radius.
7. Repels the Dark Dweller for 1D10 minutes.

26
Rules & Game Mechanics
INITIATIVE SPECIAL WEAPONS OF MER
Initiative is determined by a character's Dexterity In addition to normal, medieval-type weapons, Mer
score, with the higher DX score indicating a quicker boasts an abundance of unique weapons. Some
reaction time. Consult the following chart to determine weapons use living creatures to enhance their power,
the type of die to be rolled when determining a and many creatures themselves are used as weapons and
character's initiative. are bred for such purposes (see individual creature
sheets for details).
Dexterity Score Die Rolled
1—4 1D12 Directly below is a quick description of the
mechanics involved with Merian weapons.
5—8 1D10
RANGE: Range is a weapon’s effective distance in feet. If
9 — 13 1D8
(Special) see the weapon’s description.
14 — 19 1D6
RATE OF FIRE (ROF): Rate of Fire is the number of times
20 1D4 a weapon may be fired per minute, with the first number
Beings with a Dexterity above 20 are handled in the representing the number of times it can be fired and the
following manner. For each point over 20, subtract one second number representing the minute in which it can
point from 1D4, with any result less than one meaning be fired. For example, (1/2) means that this weapon may
automatic initiative. For example, a player who has a be fired once every two minutes.
character with a Dexterity of 23 and rolls a 2 on his DAMAGE (DM): Damage is the type of die rolled to
initiative roll automatically moves first. All ties are determine the amount of damage inflicted by the
rerolled. weapon. If (Special) is listed, the damage is detailed in
the weapon’s description.
USING THE CHART
To determine who moves first, have each player roll Weapon Range ROF DM
the appropriate die for his character, with the lowest roll
moving first. The MP should roll a die for each non- Dagron Bow 30’ 6/1 1D4 (X6)
player character he has involved in the current encounter. Dart Pistol 20’ 1/1 1D8
The number a player rolls for his character is the time in
Dart Rifle 40’ 1/2 2D8 (x2)
which he moves; the lower the number, the sooner the
character moves. If there is a tie, assume both individuals Gas Pistol 3’ 1/1 (Special)
are moving simultaneously. Glowfish (Special) 1/1 (Special)
If no one rolls a one, simply determine the next Grub Crossbow 15’ 1/3 (Special)
lowest number rolled, and allow that individual to react
Octupucker (Special) 1/1 (Special)
first.
Sea Sucker (Special) 1/1 2D8
This system does not allow the person with the
highest DX to automatically move first, because as in Sea Urchin 12’ 3/1 1D4
reality, there are many variables to be taken into account, Spear Gun 20’/40 1/2 1D12
including fear, mindset,
and, of course, luck. This
system takes these
WEAPON DESCRIPTIONS
variables into account and
DAGRON BOW
should allow a more
realistic way of using A Dagron Bow is a small,
Initiative. specially made bow that fits in the
palm of the hand and holds up to
At the end of each 18 dart-sized arrows.
melee time, a new initiative
roll must be made.

27
DART PISTOL GLOWFISH
A Dart Pistol is a weapon that shoots a single, 12- Glowfish are small fat fish that emit a piercing flash of
inch, three pronged dart by the use of a bow-like light when agitated. They are usually kept in covered
mechanism. Although it is limited in range, this is an bowls until they are needed. To upset them, the bowl is
easily concealed weapon that is deadly at close range. vigorously shook, which causes the fish to “flash.” Anyone
looking in the direction of the fish at this time is blinded
for 1D4 minutes.

DART RIFLE
A Dart Rifle is a 3’ long, two-handed weapon that
shoots two, 18”, multi-pronged darts.

GRUB CROSSBOW
A Grub Crossbow is a cross between a crossbow and
a flintlock rifle that uses sacks full of exploding grubs as
missiles. When these missiles explode everyone within a
5’ radius sustains 3D10 wound points.

GAS PISTOL
A Gas Pistol houses a Gazier in a hollow metal tube
(see the GAZIER creature sheet for details).
OCTUPUCKER
When this weapon is discharged, a sharp point pricks
or a rope squeezes the Gazier, which, in turn, causes it to Octupuckers are small octopus-like creatures which
emit its foul, poisonous gas. When this occurs, everyone are commonly used to disable and capture opponents.
in a 3’ radius in front of the weapon is engulfed in the Octupuckers may be thrown, and when they strike an
gas. The players of all characters in the gas must make a object, they immediately entangle it with their tentacles
successful roll against their MR, or they fall asleep for and emit a toxic chemical which causes paralysis for 1D6
1D6 minutes. minutes. In addition to the paralysis, 1D4 wound points
This weapon has one major flaw: it is a high are inflicted per minute attached.
maintenance weapon. It is necessary to release the Range varies depending on mode of propulsion. For
Gazier daily in order to feed and care for it. This can be example, a hand thrown octupucker does not travel as far
accomplished by detaching the tube and depositing the as one shot from a catapult.
creature directly into a cage or box. If this is not done, the
Gazier becomes weak and isn’t able to emit its poisonous SEA SUCKER
gas. If neglected for two days, the Gazier dies of neglect.
Sea Suckers are too large to be used in melee
combat. However, they are often shot from catapults.
When shot through the air, these creatures’ mouths open
wide and stick to any surface that they strike. Once
attached, Sea Suckers emit a strong acidic substance that
inflicts damage until detached.
Range varies depending on mode of propulsion. For
example, a hand thrown Sea Sucker does not travel as far
as one shot from a catapult.
28
SEA URCHIN
Sea Urchins are small fish that are commonly used as
shurikens (throwing stars). In order to wield them,
gauntlets or light chain mail gloves must be worn, or
their user also sustains damage.

SPEAR GUN
A Spear Gun is a large, spring-loaded pistol that can
be used either on land or underwater. It is capable of
firing any spear up to 48” in length.

ARMOR
On a world mainly consisting of water, most
individuals choose to wear little to no armor, and that
which is worn, although strong, is usually light weight.
The majority of Mer’s armor is made from natural
items, such as coral or dagron scale. Once the MP has
become familiar with Mer and its creatures, it is
recommended that he create as many types of armor as
he sees fit.
The armor worn by an individual is known as his
Armor Ranking (AR), with the better the armor, the higher
the AR.
Armor Ranking Armor Type
A none
B shell shield
C dolphin hyde
D dolphin hyde & shield
E crab shell
F crab shell & shield
G clam armor
H clam armor & shield
I coral armor
J coral armor & shield
K dagron scale
L dagron scale & shield
M leviathan scale
N leviathan scale & shield

It is possible for a character's AR to fall below N, by


the use of magic armor, spells or other miscellaneous
magic items.

29
MERIAN SHIPS
Since Mer is comprised mainly of water, ships play an be deployed wherever they are needed. However, once
integral part of all Merian life, with crafts ranging in size they are secured for battle, it takes 10 minutes to move
from one-man row boats to the Maelstrom (see them. For this reason, a ship often places all of its
following). This section covers the type of ships that may weapons on one side and tries to constantly keep them
be encountered and the statistics needed to incorporate pointed at their enemy.
them into any fantasy campaign.
RAMMING
SHIP TYPES All Merian warships are equipped with a below-the-
In addition to the everyday ships of Mer, a number of waterline ram. In order to successfully ram another ship,
special crafts have been designed to meet certain races’ the ramming vessel must maintain its maximum rowing
special needs. The following charts detail the specifics of or sailing speed for three minutes. As soon as ramming
these ships. has taken ship, the ramming ship must immediately
withdraw or risk sinking with the rammed ship. To
DEFENSIVE VALUES determine the amount of damage inflicted on a rammed
ship, conflict the previously given armament chart.
The Defensive Values of a ship represent the
maximum damage that each part of it can sustain before
GRAPPLING & BOARDING PARTIES
sinking or becoming unusable.
In many instances, if long distance combat proves
Ship Hull Forecastle Mast unsuccessful (or even if it is successful), the crew of one
Octopian Warship 42 30 20 ship may attempt to grapple and board another. In this
way they can kill all of the opposing crew and claim the
Octopian Transport 20 17 35 ship and any wealth aboard as their own.
Antari Warship 30 12 20
Grappling takes place by the use of a grapnel and
Antari River Barge 17 NA 15 rope, used to secure one ship to the next. Grapnels are
Scon Warship 12 8 12 either thrown by hand or shot out of specially made
ballistae. For game purposes, assume that there are
HULL: The hull is the main body of the ship, and enough people throwing grapnels in order to ensure
when it is destroyed, the ship is sunk. success. However, the defending ship has a 30% chance
of cutting the lines.
FORECASTLE: The forecastle is a fortified wooden
enclosure that houses the wheel on most Merian ships, Once two ships are successfully joined, boarding
and when destroyed, the ship is unable to use its rudder. may take place. When this occurs, melee and ranged
Therefore, its sails must be dropped and its oars, if any, combat are identical to land combat.
employed.
LENGTH, WIDTH, & SPEED
MAST: The mast is the main support for the sales,
and when destroyed, the ship has to depend on oar- These statistics should be determined by similar
power to propel itself. existing vessels in your current gaming system.

SHIP ARMAMENTS
Consult the following table to determine the number
and types of weapons on each vessel.

Ship Lt. Hvy. Ram Dagrons


Cat. Cat. Str.
Octopian Warship 4 2 1D20 2
Octopian Transport 1 — — —
Antari Warship 3 3 1D12 —
Antari River Barge — 4 — 2
Scon Warship 2 2 1D8 1

SHIP TO SHIP COMBAT


Most Merian ships are mounted with modified land
catapults to enable them to destroy an adversary at a
distance. Since these catapults are on wheels, they may
30
THE MAELSTROM & THE WRAITH
The following two ships, the Maelstrom and the Also housed within this mighty vessel are a number
Wraith, are the most infamous ships in the world of Mer. of schooners and smaller ocean-going scout crafts. In
These are the only two ships that have been included in addition to being seaworthy vessels, any time there is a
this section as all others ships are generic in nature and wind of 30 miles or above, the sails may be brought to a
can be substituted for existing ships in any existing horizontal position enabling the ship to become an
campaign. However, these two ships are entities of airborne glider, allowing it to travel at speeds of up to
themselves, and, therefore, complete details for them are 350' per minute.
provided herein.

THE MAELSTROM Scouts: 50


This colossal warship is the latest in Merian Location Damage Points
destructive technology. It is built from bleached Hull 20
leviathan carcasses and resembles a gargantuan floating
fossil. The masts are visible as the skeletal remains of a Forecastle 50
giant creature's vertebrae. Massive rib cages serve as jail Main Mast 75
pens and holding cells below the immense deck. Rudder 15
Below the Maelstrom's main deck sits a labyrinth of
passageways, sewer lines, holding cells and slave Attack Scouts: 25
quarters. An entire subculture exists within the bowels of
this monstrous vessel. Location Damage Points

A small armada can be released for ship-to-shore Hull 50


activity and for negotiating waterways where the Forecastle 75
Maelstrom cannot go. Main Mast 100
Like a modern aircraft carrier, the Maelstrom is Rudder 25
equipped with air-power in the form of dagrons (see the Light Catapults 25
DAGRON creature sheet for details)--dragon-like
creatures trained as mounts.
In the heart of this death vessel dwells the dreaded
constrictus (see the CONSTRICTUS creature sheet for
details).
MP NOTE: Due to this product's size limitation, full
details of the Maelstrom will be published by Mindgames
at a later date.
The following statistics are the defensive values for
the Maelstrom. These values equal the number of
damage points each location can sustain before being
destroyed.
The following numbers may need to be altered
depending on the game system being used. However,
the Maelstrom should be virtually immune to all attacks,
be they normal, magical, or Dark Water-based.

Location Damage Points


Hull 2500
Forecastle 750
Fore Mast 1000
Main Mast 1500
Mizzen Mast 1000
Rudder 1250

Light Catapult: 10 (each fire once)


Heavy Catapult: 6 (each firing three times)
Dagrons: 14
Ballistae: 1000 (500 per side)
Length: 600 yards
Width: 150 yards
31
32
THE WRAITH
Location Damage Points This vessel is a mix of 14th century technology and
the ecologically based Merian maritime civilization. It is
Hull 100
the swiftest craft on the seas, stolen by Ioz from the ever-
Forecastle 150 pursuing pirate, Joat. The ship features a dynamic wing-
Fore Mast 200 like mainsail that can be detached and used as a four-
Main Mast 250 man hang glider.
Rudder 50 The Wraith is a character in its own right. Cut from
mystical trees on a remote island, the lumber used in its
Ballista: 1 creation maintains its own life-force. At times it may
seem to be haunted; at other times it seems to have a
Length: 20 yards
mind of its own. Until Ren and the crew decipher the
Width: 5 yards mysterious carvings in the Wraith's decking, they are
often at the mercy of the boat's capricious spirit.

33
The Lands of Mer
The following section gives a detailed description of the island continents of Mer and their inhabitants. In addition
to detailing the lands, a number of “mini quests” are included to enable your players to quest for the first seven
Treasures of Rule (see TREASURE QUEST on p. 60 of this book).
In some instances, common sense needs to be applied when your players are questing in a special area or when
searching for the Treasures of Rule. For example, if the characters cleanse an area covered with Dark Water, it is up to
the MP to remember that this action has taken place and that this area's description is appropriately changed the next
time it is visited. Another example is if a pre-set character is encountered. If he is killed or driven off, the MP must keep
track of this so that the character is not encountered again.

ANDORUS
CLIMATE: Tropical
POPULATION: None (100% human, when restored)
TREASURE OF RULE: Yes (special, see following)

HISTORY
Andorus is the original home of all Ecomancers, the
only known magic users of Mer. Although all Andorians
have the ability to use ecomantic magic, the power of
such magic varies from individual to individual. Also, due
to the dispersion of the Andorian people, the Andorian
race has intermingled with other Merian races, thus
spreading ecomantic powers throughout Mer’s many
cultures.
For hundreds of years, Andorus thrived under the
guardianship of the Viva Tree, a huge, fifteen-story tree
whose roots stretched from shore to shore across
Andorus. This tree was the main source of ecomantic
magic, the center of all Andorian life and furnished all
physical and mental sustenance for the entire Andorian
race. Andorian legend states that the island itself is
nothing more than a layer of earth covering the massive
root system of the mighty tree. In fact, this is not far from
the truth, as the Viva Tree is a highly magical entity that is
one with the land and which shares its very essence.
When Dark Water pervaded Mer, it denuded
Andorus of all flora and most of its fauna, with only a few
hundred ecomancers escaping what has come to be
known as the Great Wave of Black Death. Even the
mighty Viva Tree could not withstand the Wave’s
onslaught and placed itself in stasis until it could find
sufficient power to be reborn.

GEOGRAPHY
Andorus was a beautiful island, with crystal-clear
water, lush foliage, rolling hills, and a city with a
population of well over two thousand. However, on the
fateful day of the Great Wave of Black Death, the Viva
Tree, in an effort to escape the fate of Dark Water,
removed its presence from the land. Now, all that is left of
Andorus is the skeletal remains of the once great tree, a
barren land covered with stagnant pools of Dark Water
and a deserted, ruined city.

34
THE VIVA TREE
Any ecomancer who comes within 150’ of the base of
the Viva Tree senses a great dormant power coming from
deep within it, and, if the ecomancer comes within 5’ of
the tree, a man-sized hollow appears in its base. If a non-
ecomancer enters this hollow, he immediately suffers
5D10 wound points and continues to do so for each
minute he remains within the tree. However, if an
ecomancer enters, hundreds of moss-like tendrils grow
out of the Tree, wrapping themselves around his head,
thus sharing its knowledge with him and causing him to
become one with the Tree. When this occurs, the
ecomancer is told of the day Andorus was destroyed,
how to restore it to its former glory and where the
second Treasure of Rule is hidden. NOTE: If the
characters are searching for the Treasures of Rule, see
TREASURE QUEST on p. 61. The Viva Tree explains to him
that its essence is weak, and the only gift that can restore
it is ecomantic essence. (MP NOTE: If a total of 75 High
Magic points are given to it, it may take this power and
use it to renew the land. However, this power must be
given all at once, be it from one or more characters.)
If the High Magic points are shared with the Tree,
small green buds immediately begin to appear on it,
small colorful butterflies begin to flutter about and the
water becomes noticeable cleaner. After 20 minutes,
birds begin to sing and bushes and flowers appear and
begin to bloom. After two weeks, the land that was once
as barren as a viper pit, is now alive with color and
beauty, as it was before the disease of Dark Water struck.
If the ecomancer doesn’t have the sufficient number
of High Magic points to give the Viva Tree, it bids that he
return on a future date when he is more powerful.
Whether he agrees or not, the Viva Tree reveals that the
second Treasure of Rule is under the Viva Tree itself. It
also states that it has been using its power to hide the
treasure from those it deems unworthy, and that is why
even Ren’s compass (see ARTIFACTS OF MER on p. 25 for
details on this item) did not point to its exact
whereabouts. Lastly, it reveals that the Treasure may only
be “unlocked” if Primus’ Sword is present (see ARTIFACTS
OF MER on p. 25 of this book for further details).

ANDORUS RESTORED
Once the 75 High Magic Points have been bestowed
upon the Viva Tree and two weeks of healing time has
passed, Andorus starts with life anew. The Viva Tree
regains its former glory.
Due to the mystic might of the Tree, all Ecomancers
with 20 or more High Magic points sense its rebirth and
have a strong urge to come and seek the Tree’s tutelage.
This urge is not a command, and, at the start, may be
ignored. However, for each week of game time that
passes, the character has a cumulative 5% chance that he
must return and commune with the Tree. This urge is
referred to as “the Calling.”

35
MIRAGON
CLIMATE: Tropical be nothing more than mud. Only 10% of Miragon’s mass
POPULATION: 1 human is solid, and what little topography exists seems only to
TREASURE OF RULE: Yes distribute the water-flow into streams, inlets and ponds.

HISTORY Due to the knee-deep mud, travel on Miragon is


difficult by foot, and all movement should be reduced by
Miragon is a virtually uninhabited island that is rarely 75%. Movement by shallow boat is the most efficient
visited. It is a relatively young land, being pushed upward mode of transportation throughout most of this dismal
from the ocean’s bowels only 167 years ago. Due to its land.
remote location and inhospitable terrain, no other
historical information about Miragon is available. BLAST TUNNELS
GEOGRAPHY These naturally formed tunnels or tubes are formed
in a way that forces air through one side, thus enhancing
Miragon is a swampy island completely surrounded the speed by 1 to 10 times of anything that enters from
by 150’-high cliffs, and, therefore, it is only accessible by the windward side, depending on the size of the
scaling the cliffs. Only those individuals who have the propelled object and its wind-catching abilities.
Mountaineering Skill of 6 or more have a chance to scale
the cliffs. However, due to the turbulent swells of the There is a 30% chance per 10 minutes that a
ocean and the wet sheer cliffs, climbing attempts have a sufficiently large tunnel is found for a ship to go through.
–5 modifier. For example, a character with a However, upon entering a blast tunnel, there is a 70%
Mountaineering Skill of 7 has a 2 in 20 chance of success chance that the ship's hull sustains 3D12 points of
(7 – 5 [negative modifier] = 2). damage due to the turbulent waters within.

Those who fall into the sea must have a Swimming Anyone attempting to swim through a blast tunnel
Skill of 6 or higher to survive. This is due to the turbulent must have a Swimming Skill of at least 18, or he is swept
waters which hinder all swimmers with a -5 modifier. For underwater and battered against the rocks, sustaining
example, a character with a Swimming Skill of 10 has a 5 1D20 wound points per minute spent in the water. This is
in 20 chance of success (10 – 5 [negative modifier] = 5). due to the tremendous undertow and current which
hinder all swimmers with a -17 modifier.
Once the cliffs are overcome, a desolate, swampy
island comes into view, and, except for an occasional Once through a tunnel, a vessel or individual is
palm tree and a single, spiral cliff, the island appears to hailed by a small gnome-like man, who introduces

36
himself as “Slaggon, the Bio-Transmuter.” He explains that means of finding the flower.
he greats all visitors to his island personally, as he is
Slaggon’s hut is a 20’ by 20’ single room hut, with
immediately warned of their presence by his pet Hawk
every inch of floor space being covered with cages, tanks
Knife (see the HAWK KNIFE creature sheet for details). He
and scientific instruments. The cages are filled with
goes on to say that he leads a hermit’s life, studying and
hybrids of all shapes and sizes that were created by
practicing his transmutations. If asked about his work, he
Slaggon. He eagerly shows off his transmutations.
explains that he creates new life-forms by combining the
life essence of existing creatures but does not go into After this, Slaggon goes to the back of his hut,
detail. rummages around and produces a fish bowl. Floating in
the bowl is a creature that has the lower body of a fish
If asked about the Treasures of Rule, Slaggon informs
and an upper body resembling a cute teddy bear.
his guests that there is an incredibly powerful magic item
Slaggon then attaches the bowl to the end of a 5’ long
at the top of what he calls “the Spire,” but he doesn’t
wooden staff and hands it to one of the characters (MP’s
know what the item is. He then explains that the item is
choice). Once the bowl is touched, the creature in the
guarded by numerous Sand Crabs (see the GALLQUIN
bowl awakens, swims furiously for a moment, raises its
creature sheet for details) and that only he can tell them
head above the liquid and stares at its new owner.
how to safely retrieve the item. If the characters are
Slaggon explains that he named this creature, one of his
interested, Slaggon asks them for a donation of 250 gold
transmutations, a Roulette. He goes on to say that the
pieces to share his information. Whether his officer is
Roulette is psychically attuned to whomever holds the
accepted or not, Slaggon seems to break down for the
staff and is able to find the object of the holder’s greatest
good of his new-found friends. He then explains that the
desire.
only way that the magic item can be obtained, and the
Gallquins driven away, is by using a Loaq plant. In NOTE: If the characters are searching for the
actuality, this is a lie, as Slaggon only wants the flower to Treasures of Rule, or if they want to search for “the magic
use in one of his insidious transmutations. He then asks item” on top of the spire, see TREASURE QUEST on p. 61.
the characters to return to his hut in order to give them a

37
MOBO ISLAND
CLIMATE: Tropical beach has a feeling of being watched from the woods. If
POPULATION: 80% monkey bird, 20% humanoid they look carefully towards the woods, they make out
TREASURE OF RULE: Yes dozens of pairs of eyes looking out at them. If any
threatening move is made, the eyes immediately
HISTORY disappear. However, if communication is attempted, ten
Mobo Island is an ancient island, home to hundreds Mobo—Monkey Birds with small, non-functioning wings—
of wingless Monkey Birds. This island used to be a resting appear. They are cautious and frightened and won’t react
place on their long migratory flights, as it was centrally until those on the beach react. If the characters attempt
located between two, now non-existent land masses. At to communicate, or if there is a Monkey Bird present in
first, this was a perfect respite on their long journey. the group, the Mobo prove friendly and offer their
However, through the years, those Monkey Birds that hospitality in any way possible.
continued to visit the island grew weaker and began to If hostile actions are taken towards the Mobo, 6D10
lose their wings. No one was sure why this occurred, all arrows are shot from the woods by the remaining twenty
that was known is that a wingless Monkey Bird was a Mobo left behind. This barrage of arrows continues until
freak among its own kind. Therefore, these unaccepted the intruders have been driven off or killed.
creatures, the Mobo, which means “the Accursed Ones,”
If for some reason the Mobo were not noticed from
eventually made this island their home, as they knew that
the beach, there is a 25% chance per hour that the
no other Monkey Bird would risk coming there to further
characters see the Mobo spying on the characters. If this
torment them, for the fear of losing their own wings.
occurs, the Mobo act in the manner described above.
GEOGRAPHY If good relations are formed, the Mobo take the
characters a mile inland to the site of their village where
Mobo Island is a small, remote, mountainous island
they introduce the characters to an ancient Mobo, called
surrounded by a three-mile thick, 80’ high band of Stekka
Grandfather.
Fog (see following for details). The fog lifts within two
hundred yards of the island, although it is still visible at
GRANDFATHER
an altitude of over eighty feet. There is a 65% chance that
anyone outside of the fog will not notice the island. DD: 18
LM: —
STEKKA FOG HM: —
MV: 100'/—/200'
Stekka Fog is a highly corrosive mist that slowly
IN: 17
dissolves anything with which it comes in contact. Any
AR: A
being entering the fog sustains 1D20 wound points for
AV: 10 (BITE), 6 (WEAPON)
each minute it remains within the fog.
DX: 18
Cloth items begin to disintegrate immediately upon MR: 20
contact with the fog and completely disintegrate at the INITIATIVE: 1D6
end of 2 minutes. Wood begins to rot the beginning of
After introductions are made, Grandfather explains
the 5th minute and becomes brittle and useless by the
that Mobo Island is under a terrible curse and asks for
end of the 6th.
help. If he is refused help, a look of agony crosses his
Once through the fog, the 50’ wide white sand face, but he still remains hospitable. However, although
beaches of Mobo Island come into view. Past the beach is remaining polite, he ends almost every sentence with the
a three-mile thick area of rain forest teeming with life. The words, “but it really does not matter since everyone on
only visible break in the canopy of rain forest is a 1200’ the island will be destroyed by the Feryx of the Cliff.” (see
steeply sloped peak completely void of vegetation. following and the FERYX creature sheet for a complete
Once the rain forest has been passed, miles of rock- description of a Feryx)
hard red dirt stretches to the beginning of long, rolling If help is offered, Grandfather appears very pleased.
hills, growing ever steeper, and not ending until they He then gives the character a Feryx Lance (see
reach the peak that is visible from anywhere on the ARTIFACTS OF MER on p. 25 for details) to aid them. He
island. Until the peak is reached, the hills teem with an also informs them that for their risk they can keep the
abundance of plant and animal life, and small pools and “great treasure” that is hidden in the Feryx’s Lair.
tributaries give the landscape a friendly, hospitable look. Grandfather then gives exact directions to the creature’s
Once the base of the peak is reached, the area becomes lair and bids the group good luck.
desolate, as if all life has been sucked out of it.
NOTE: If the characters are questing for the Treasures
of Rule, or if they agree to help Grandfather, see
ENCOUNTERING THE MOBOSIANS
TREASURE QUEST on p. 62.
There is a 65% chance that anyone walking on the
38
OCTOPON
CLIMATE: Tropical At first, Octopon was a roisterous, untamed shanty
POPULATION: Scavengers & Dark Disciples (human town, populated by hard workers, dreamers, pirates and
when restored) vagabonds. A few of them found fortunes, most
TREASURE OF RULE: No remained poor. The pirates who wanted riches without
MP NOTE: Octopon is the most important city on working remained nearby and subsisted on robbery and
Mer, and if your players’ characters are questing for the violence.
Treasures of Rule, their quest ends here. If they aren’t on Despite this, rumors of the great city of Octopon
the Treasure Quest, Octopon may be used as a source of spread, and everyone that was looking for a better future
adventure or to get them interested in the quest. began to migrate here.
Depending on the timeline of your campaign, So a mass exodus occurred—an immense movement
Octopon may be encountered as a beautiful, thriving city, of people which saw more than six thousand enter the
a city in ruins or a city in partial reconstruction. Therefore, area. Boatload after boatload of immigrants arrived,
a description of a rebuilt Octopon and an Octopon in speaking many languages and coming from a multitude
ruins are included herein. Octopon half rebuilt isn’t of cultures. Almost half were human, with the remaining
detailed as it is merely a combination of the other two numbers being humanoid in nature. Despite this cultural
descriptions. No matter what the state of Octopon, the hodge-podge, Octopon enjoyed a period of
locations outside of the city are still inhabited by the unprecedented prosperity. There was a ready market for
creatures listed following. all of her agricultural products, and the discovery of a
large load of gold just off her coast made Octopon self-
HISTORY sufficient.
Octopon is one of the oldest and greatest cities on This period was quickly ended, however, when the
Mer and was founded over twenty-three hundred years Dark Dweller caused a huge underwater fissure which
ago by Schwar Primus. Since its founding, Octopon has allowed Dark Water to emerge (see the DARK DWELLER
been ruled by Schwar’s direct descendants, and legend & DARK WATER creature sheets for details). On that
states that it will survive as long as there is a living heir to fateful day, Octopon was all but wiped from the face of
its throne. Mer. Fires raged uncontrollably, buildings crumbled and
the earth itself split asunder.
39
OCTOPON IN RUINS
GEOGRAPHY POPULATION
Octopon is situated in the middle of the southern Only seventy-two scavengers and eight Dark
end of the island, with the once beautiful city now Disciples occupy the city (see the DARK DISCIPLES
appearing as a scab along a desolate coastline. Its harbor creature sheet for details).
contains nothing more than the battered skeletons of
ship hulls, human refuse and clouds of flies. The city itself SCAVENGERS
is in ruins, and its streets are covered with rubble. Only DD: 2D8
the partial remains of the Lighthouse and the Place of LM: —
Primus remain standing (see following for location HM: —
descriptions). MV: 120'/80’/—
The surrounding landscape is also dead and appears IN: 07
to have been burned to a crisp. Not a single blade of AR: C
grass remains, and there is no sign of life anywhere. AV: 1D8 (WEAPON)
Small bubbling pools of Dark Water dot the entire area NE: 2D12 (TOTAL OF 72)
and immediately flow toward anyone who approaches DX: 10
within a 100’ radius. MR: 2
INITIATIVE: 1D8
Although the land is ruined, its topography remains
relatively unchanged. To the north lies the Meridol Scavengers are comprised of all races. They spend
mountains, which stretch to 1000’ at the highest peak. the majority of their time digging through rubble in the
hopes of finding valuables or uncontaminated food. For
The eastern and western parts of the island, which each hour spent in Octopon there is a 65% chance that
were once mainly grassland, are now nothing more than 2D12 Scavengers are encountered. If outnumbered, the
cesspools of evil, bubbling Dark Water. Scavengers send runners to get 1D12 more of their kind
and then attack en masse.
Despite the ruin of Octopon, a large community of
sea goblins (see the SEA GOBLIN creature sheet for
details) use the ruins as a base for raiding passing ships.

40
PLACES OF INTEREST
The following section details special areas through- points. (The explosion is magical, leaving the door and
out Octopon. It is assumed that the areas are present surrounding structure unaffected.)
despite the assault of Dark Water (at MP discretion).
The trapdoor leads to a 25’ by 25’ square room,
completely void of furnishings, with walls so white that
THE LIGHTHOUSE
they appear to have been recently polished. In the center
MP NOTE: The obstacles in the Lighthouse can only of the room is a 6’ circular pool of bubbling Dark Water
be overcome when at least seven of the Treasures of Rule which erupts upward 4’ into the air and continues to do
are obtained. Otherwise, anyone entering will not so as long as anyone remains in the room. Anyone
survive. In addition to this, the characters must possess coming within 15’ of the bubbling pool is attacked by
the Broken Sword of Primus in order to gain access to the 1D4 globs of Dark Water, each inflicting 1D20 wound
Dark Dweller (see following for details). It is points per minute it remains on its victim.
recommended that the characters navigate the obstacles
of the lighthouse to gain this information. In addition to this, the remaining 4 Dark Disciples
emerge from the pool itself and immediately attack.
The Lighthouse sits atop a 450’ cliff on Octopon’s When in melee, there is a 40% chance per minute that
southern-most shore, and it is only accessible by a the Dark Disciples are able to position their adversaries
rubble-strewn, curving path which winds is way through in range of the erupting pool.
the hills. The path proceeds for about 300’, ending at the
shattered remains of a once great edifice. Large chunks At the start of the 4th minute of melee, Jenna (see
of brick and mortar have fallen from it, and its glass HISTORY OF MER for details), who monitored the
dome has long since shattered. Despite its condition, it is characters’ approach to the Lighthouse, appears from the
still an imposing structure. Its base is 60’ in diameter and trapdoor with two Octoponian guards.
it is over 150’ in height. Its only entrance is a single
crumbling door located in the northern wall. OCTOPONIAN GUARDS
DD: 3D10
If tested, the door easily opens, revealing a circular
LM: 30
stairway leading upward, which is covered in rubble. As
HM: —
soon as anyone sets foot upon the first stair, 4 Dark
MV: 140'/110’/—
Disciples appear from higher up in the tower Before any
IN: 12
action occurs, they immediately demand that any
AR: H
Treasures of Rule carried by the characters be turned
AV: 1D12 (WEAPON)
over to them. If the Treasures are present or not, the
NE: 2
Disciples immediately attack, fighting to the death.
DX: 14
If the Dark Disciples are dispatched, a 50’ climb MR: 2
reveals a 5’ wide landing with a single door hanging INITIATIVE: 1D6
loosely on its hinges. The room behind it is 20’ by 20’,
with a door directly opposite the one entered. It is
apparent that this room was once a bedroom, as there
are the remnants of an old mattress, a table and chairs, a
large rickety wardrobe and a plain wooden chest.
If the wardrobe is searched, the searcher finds a
number of moth-eaten robes and a pair of worn sandals.
The robes are just as they appear. However, the sandals
are magical, allowing the wearer to walk on all types of
water, even Dark Water.
If the chest is open, two gallons of Dark Water erupt
outward, causing everyone within a 10’ radius to sustain
1D10 would points per minute on its victim.
The second door leads to another 5’ by 5’ landing
with stairs continuing upward. After a 75’ climb, the stairs
end at a solid-looking oak trapdoor in the ceiling.
The door is magically locked and may only be
opened by the use of magic. If force is used on the door,
a trigger mechanism is sprung, causing an explosion that
causes everyone in a 20’ radius to sustain 3D12 wound

41
The only way to stop the Dark Dweller is to possess
the first seven Treasure of Rule. If the Treasures are
revealed in the Dark Dweller’s presence, they fly upwards
directly above its head and begin to spin rapidly around
it. As this occurs, hundreds of intense beams of light
shoot out of the Treasures directly into the creature.
Although no wounds are apparent, the Dark Dweller lets
out a horrible, agonizing scream and slowly begins to
melt into a thick, pus-like substance. However, before it
totally dissipates, it flows back into the fissure and
disappears from sight. Once all of this occurs, the
Treasures embed themselves in the upper walls of the
Lighthouse, glow brightly for a moment longer and then
fade. Just seconds later, the fissure begins to seal itself,
and after mere moments, no trace of it is to be seen. All
remaining Dark Disciples melt and dissipate.
When the fissure has completely closed, Jenna
reappears, hailing everyone present as heroes. She states
that the Treasures must remain where they are until the
final six are found, when their combined strength can be
used to permanently destroy the Dark Dweller. Then,
looking sad, Jenna states, “No, the Dark Dweller has not
been destroyed, it has merely been weakened, and it will
return some day in the not-too-distant future.” Then,
brightening once more she says, “But with heroes like
you in the realm, Octopon has little to fear!”

Although the guards immediately attack the Dark


Disciples, Jenna stays out of the fray, yelling that the only
way to get to the Dark Dweller is to have and use the
Broken Sword of Primus. She yells that there is a hidden
lock in the middle of the eastern wall that only unlocks
with the Broken Sword. Even knowing the exact location
of the lock, there is a 25% chance that it will not be found
the first minute it is looked for. For each additional
minute that searching takes place, this percentage
decreases by 5% so that after 5 minutes it is automatically
found.
As soon as this information is given, Jenna retreats,
and all surviving Dark Disciples move in front of the lock,
protecting it with their lives. (Note, if the sword is not
possessed, there is no way to pass through the hidden
door, as the powers of the Dark Dweller prevent it.)
When the lock is found and the Sword of Primus is
inserted into it, the entire eastern wall swings inward,
revealing a 35’ by 35’ room, with a 4’ wide steaming
fissure running down its center. This is the end of the
fissure that ripped Mer asunder and allowed the Dark
Dweller to be released. It is here that the final conflict
with it takes place.
Just seconds after the room is entered, the ground
begins to violently shake, and the Dark Dweller appears
as a distorted, human-shaped blob of tar. Gazing slowly
over all assembled, he emits a low, bloodcurdling
chuckle and attacks.

42
OCTOPON RESTORED PLACES OF INTEREST

GEOGRAPHY COLLEGE OF ECOMANCY


The perimeter of the island consists of both beautiful MP NOTE: All of the clearings mentioned in the
beaches and high, dangerous, jagged cliffs. Moving following text are under a powerful magic that pacifies all
inward, the majority of the eastern part of the island is beings that enter them. Therefore, unless stated, no
covered with beautiful pine forests, the trees 200’ and aggressive actions can be taken when in these clearings.
taller. This forest is rumored to contain many small bands
Located approximately 15 miles northeast of
of Kree (see RACES OF MER for details) as well as a
Octopon lies the College of Ecomancy. This ancient and
strange magical area of power.
highly magical area, just over 1 mile in diameter, was
To the north lies the Meridol Mountains, with the used by ancient ecomancers to attune their skills and
highest peak being over 1000’ high. It is believed that a become one with nature.
large community of sea goblins uses these mountains as
a base for raiding passing ships. Despite countless There is a well-tended, two-yard footpath leading
expeditions sent to find the sea goblins, their community from the gates of Octopon directly to the woods
is as yet undiscovered. surrounding the college. Anyone traversing it is
completely safe due to the ancient ecomantic powers
The western part of the island is covered with fields that protect it. The path ends at two, six-foot high black
of wheat, wild flowers and plants of every conceivable marble columns, which seem to lead to an impassible
shape and size. section of woods. Huge thorny vines, some over two feet
Octopon itself is a thriving city, whose buildings are in diameter block the way, and plants and trees of every
made of a white sandstone which glitter brightly from the size impede progress.
sun’s rays. Any non-ecomancer who attempts to go through the
POPULATION columns is immediately attacked by the vines, which are
actually Vine Octopae (see the VINE OCTOPUS creature
Over 50% of Octopon’s population is human, with sheet for details). As soon as one of these creatures is
the other half being a melting pot of different races. destroyed, another replaces it. This continues until the
Despite the races co-existing with each other, each characters leave the area.
specific race has set up its own unique community,
complete with traditions and beliefs.
Once inside the city, piracy is virtually unknown, as
Octopon has an elite militia comprised of over 300 men.
For each hour traveling in the city, there is a 30% chance
that 1D8 of the militia are encountered. Unless law-
breaking is taking place, the guards greet everyone with
a friendly nod and continue on their way. If something
suspicious is occurring, the guards detain everyone
involved in order to determine what is transpiring.
The majority of Octopon’s citizens are highly
educated and would rather pursue their personal studies
over all other activities. That is not to say that Octopon
doesn’t have its share of thugs. Many unsavory characters
delight in such a city, as they know that its citizens are
easy prey when the militia is not in sight. The majority of
these cutthroats reside in northwestern Octopon.

TOWN MILITIA
DD: 3D6
LM: —
HM: —
MV: 120'/100’/—
IN: 11 MAIN CLEARING
AR: F If an ecomancer is present when the columns are
AV: 1D8 (WEAPON) passed through, the foliage parts, revealing a 200’
NE: 1D8 circular clearing under a dark cool canopy of foliage.
DX: 14
MR: 2 A worn marble path leads to a six-foot circular
INITIATIVE: 1D6 sunken bath directly in the middle of the clearing. If
43
examined, it is apparent that small steps lead downward BEACH OF DOOM
into its warm, dark, bubbling water. Anyone completely Despite its name, the Beach of Doom appears as
immersing himself in the water regains all wound nothing more than a 100’ wide, white sandy beach with a
damage in 3 minutes. However, if a being leaves the pool gentle surf caressing its shores. It is lined by tall, Menga
before the end of 3 minutes, no healing takes place. In palms, which cast cooling shade over the oven-hot sand.
addition to the bath's healing ability, any ecomancer that
remains in the water for 5 or more minutes permanently The Beach of Doom is a 300-yard strip of sand
gains 3D8 points of Low Magic. (NOTE: The gaining of located 11 miles due west of Octopon and can be easily
magic points is a one time benefit.) reached from the city. It is extremely beautiful and seems
to have a mysterious calming effect over anyone who
The same worn path that leads into the clearing walks on it. Anyone touching the sand must successfully
circles the bath and then branches north, east, and west. roll 1D20 against his MR score. If the roll is over the MR
score, the person is overcome with a feeling of peace
THE NORTHERN CLEARING and serenity, causing him to want to walk on the sand to
The northern path leads deeper into the woods for enjoy its natural beauty. This sounds harmless, but in
100 yards before it emerges into a small circular clearing reality it is not. Spread evenly along the beach are 15
covered with clover-like plants. One contiguous marble Skeeve lairs (see the SKEEVE creature sheet for details).
bench encircles the entire clearing. This clearing appears Anyone coming within 10’ of one is instantly attacked.
to be nothing more than an area of great beauty. Due to the individual’s tranquil state, the Skeeve always
However, any ecomancer who sits on the marble bench gains initiative. Although alerted, as soon as the melee
for 3 or more minutes and communes with nature ends, the peaceful state returns, continuing until the
receives an additional 1D4 points of Intellect. beach is left.
NOTE: It is at MP discretion to determine if the lairs
THE EASTERN CLEARING contain any items of value.
The eastern path extends almost 300 yards through
the lush foliage. It ends in a circular clearing with three THE LIGHTHOUSE
long marble benches evenly spaced out around a red The Lighthouse sits atop a 450’ cliff on Octopon’s
marble circle. Hieroglyphics and arcane runes are carved southern coast. A curving, six-foot wide path constructed
into the marble by each of the benches. Hundreds of of tiny pieces of multi-colored coral winds upwards for
small blue and white flowers intermix with thousands of almost ‘ before reaching the structure’s base.
tiny mushrooms.
The path ends at a great Lighthouse that stands
This area has been taken over by a colony of Toad almost 150’ in height, has a base diameter of over 60’
Stools, and anyone staying in the area for more than 1 and is constructed of pure white coral. Although the sun
minute is attacked (see the TOAD STOOL creature sheet sparkles and reflects off its beautiful surface, a 20’ glass
for details). dome at its top emits a brilliant, pure white light that
MP NOTE: Since the Toad Stools have no Intellect causes even the sun to pale in comparison.
and are just creatures of instinct, they are unaffected by A single, sturdy oaken door is set in the northern wall
the calming magic which permeates the entire clearing. at the base of the lighthouse, with four Octoponian
However, all other beings in this clearing are still affected Guards standing at attention, two on each side of the
by this magic and may not retaliate in any way. door. The Guards do not speak unless spoken to first, but
Due to the nature of the hieroglyphics, only those if a conversation ensues, they are civil, treating everyone
characters with a Language Skill of 17 or over are able to with respect. However, they only allow entry upon
decipher the hieroglyphics. Their literal interpretation is: Jenna’s command or if those requesting entry are in
possession of one or more Treasures of Rule.
THOSE ONE WITH NATURE WILL DIE
THEIR SPIRITS SOAR THROUGHOUT THE SKY LIGHTHOUSE GUARDS
FOR EARTH AND MAN ARE TRULY AS ONE
AS WE ALL ARE CHILDREN OF THE ONE GREAT SUN. DD: 3D10
LM: 30
This poem is meaningless and was simply placed HM: —
here as a tool to help ecomancers contemplate their MV: 140'/110’/—
meaning of existence. IN: 12
AR: H
THE WESTERN PATH AV: 1D12 (WEAPON)
The path to the west continues almost one mile NE: 4
before it gently curves and leads back to the main DX: 14
clearing. There is nothing special about this path, and it MR: 12
was only used when solitude was desired. INITIATIVE: 1D6

44
If entry is granted, one guard leads the characters Once the silver door has been passed through, a 20’
through the door and up a three-foot wide circular by 20’ room is entered. A beautiful canopied bed
stairway. It spirals upwards for 50’ before ending at a 5’ adorned with bright blue sheets rests in the eastern
wide landing ending in a silver door. The Guard places corner of the room, with the remainder of the room taken
both hands upon the door and orders everyone present up by an elaborately carved wooden chest, a 6’ high
to do the same. The door is highly magical and is wardrobe with double swinging doors, a small table, and
controlled directly by the seven Treasures of Rule that are two plush, comfortable-looking chairs. The guard
housed within the Lighthouse. Everyone must touch the explains that this is Jenna’s bedroom. The chest and
door in order for the Treasures to determine if the wardrobe are filled with Jenna’s clothing and personal
individuals’ true intentions and thoughts are pure and for belongings, and there is nothing of value within the
the good of Octopon and Mer. If their thoughts are noble room.
and they have no wish to steal or harm the Treasures, the
A second door leads to a 5’ by 5’ landing, with 75
door slides into the ceiling and disappears. If the
feet of stairs leading upward. The stairs end at an open
Treasures sense any harmful thoughts or emotions,
wooden trapdoor, which the guard bids you to enter.
everyone on the landing with evil intentions immediately
sustain 250 wound points. Even if they manage to survive Once the door is passed through, the characters
this assault, those affected are instantly phased outside enter a 25’ by 25’ room with Jenna standing silently in its
of the Lighthouse. They appear 450 feet in the air (at the center. After a moment’s hesitation, she greets everyone
top of the cliff) and plummet to the jagged rocks below, and asks what she may do for them. She is civil and polite
doing 10D10 wound points to those that cannot save but seems to be preoccupied with something. If
themselves by flight or magical means (at MP discretion). questioned about what is preoccupying her or if
presenting her with a Treasure of Rule, she leads the
As the door was created by the combined might of
seven of the Treasures of Rule, it cannot be destroyed, characters through an opening in the eastern wall. This
leads to a 35’ room with seven of the Thirteen Treasures
nor can it be affected by any magic. The only creature in
of Rule embedded in the walls. Jenna points to them and
existence that may have a chance of getting through it is
explains that they have been glowing strangely for the
the Dark Dweller and then only at a great price (which
past few weeks. She is afraid that they are trying to warn
should be determined by the MP).
her of impending danger. At this point she sighs and

45
states that everyone must wait to see what this cryptic SKILLS SKILL POINTS
sign means. However, Jenna believes that this sign
Ancient Language 16
represents the strengthening of the Dark Dweller.
Arcane Lore 19
At this point the characters will either give Jenna one Bureaucracy 16
of the remaining six Treasures of Rule or be asked to go Meteorology 15
on a Treasure Quest for one. If offering a Treasure, it flies
Sailing 06
from Jenna’s hands and embeds itself in one of the walls
with the others. Sea Lore 17

MP NOTE: This is a great way to get the characters


MP NOTE: The last six Treasures of Rule are not
involved in another heroic quest for saving Mer.
described herein, as the quest for the first seven should
take quite a while to accomplish. However, the last six
JENNA
Treasures are to be described in a future product.
ST: 09
DX: 12
IN: 22
HL: 15
MR: 22
LM: 80
HM: 50
AV: 1D4 (WEAPON)
WD: 35
INITIATIVE: 1D8
MV: 100’/50’/—

46
JANDA TOWN
CLIMATE: Sub-tropical inch of open ground. Its large urban area covers almost
POPULATION: 50% human, 50% humanoid 14 miles, much of it being built on undulating hills.
TREASURE OF RULE: Yes Although most of Janda Town’s structures are built from
mortar and brick, a large number are constructed of
HISTORY wood and placed on stilts to catch the cooling breezes
Earliest records indicate that Janda Town was and to help keep them from flood waters.
founded over 300 years ago as a stockade for a small Miles to the north of Janda Town, a large waterfall,
group of weary explorers who were attempting to chart aptly named Janda Falls, cascades off the nearby cliffs
Mer’s seas. However, after their treacherous trip, this new and forms Janda River which loops through the heart of
land seemed very appealing, and they decided to stay. the town.
The leader of the group, Kray Janda, named the entire
Despite the large size of Janda Town, the areas to the
area after himself, thus making him immortal. At first
east and west of the city are mountainous and
there were perhaps 50 houses made of wood, stone and
inhospitable, and, therefore, largely unexplored. In
clay. As time progressed, however, word spread quickly o
actuality, once a mile-wide mountain range—which
this new boomtown, complete with a natural hidden port
reaches heights of 800’ to 1500’—is passed, a lush
and miles of supposedly safe land.
pristine paradise stretches for miles in every direction.
At first, only a handful of pilgrims arrived, and it was Due to its secluded location, the land is extremely wild,
not until about 100 years ago when pirates realized that and creatures of all types prey freely on all intruders.
Janda Town was a safe base of operations. Therefore, the
town’s population began to swell. POPULATION
Janda Town has approximately 1000 permanent
GEOGRAPHY residents, the majority of which are business owners or
Janda Town is a bustling port city that boasts the traders. However, its transient population is large and
largest contingency of bars, game houses and dwarfs the city’s residents. Ninety percent of the Town’s
undesirable individuals anywhere. transients are pirates, most of which have a gruff, mean
demeanor and are almost always looking for a fight.
Despite its population, Janda Town is a beautiful city Pickpockets abound and mercenaries of all races sit in its
where extravagant, multi-hued blossoms cover every bars awaiting lucrative employment.
47
PLACES OF INTEREST JANDA FALLS (CLIFFS OF THE SIREN)

PORT OF JANDA Janda Falls consists of three, mile-wide,


interconnecting crescent-shaped waterfalls which
Janda’s Port, virtually a thieves’ market, is a city within cascade over a 800’ cliff, before emptying onto tall
itself. However, instead of permanent dwellings, all jagged rocks. A thick mist covers a 350-yard area directly
business is conducted ship-side or on the ships’ decks around the falls. Rainbows flicker and fade in a heartbeat
themselves. As long as the buyer is unconcerned how the throughout this area. The mighty roar of the water
merchandise was acquired, almost any item can be muffles all but the loudest of sounds. Although the cliffs
purchased for a greatly reduced price. In order to are steep and slick and are all but unclimbable, there is a
determine who is selling what, there is a 50% chance that hilly rise leading to the top o the falls just 30 yards to the
any longshoreman will know what and where a specific east.
item can be purchased and will divulge this information
for a price (at MP discretion). The moment anyone sets foot on the rise, a beautiful
melodic song can be heard, even above the roar of the
NOTE: The MP is responsible for determining what water. Any male hearing this alluring sound immediately
items are available and their costs. proceeds toward it unless a successful roll is made
There are at least 5D6 ships docked here at all times, against his MR score.
and the port is always bustling with activity. If a lone The song emanates from a Siren that dwells at the
individual or an unrecognized group is seen, there is a highest point of Janda Falls (see the SIREN creature sheet
75% chance that 2D6 pirates approach and try to for details). From this vantage point, the Siren is able to
intimidate the individual(s) into revealing what he or they lure ships to their doom and also preys on land-bound
are doing there. The pirates do not attack unless individuals.
provoked, as they are merely patrolling the area to be
Approximately halfway up the path is a small,
sure no one is trying to bring them to justice.
concealed cave which is the lair if 6 goat-headed Hubes
If treated roughly in return, the pirates laugh and (see the HUBE creature sheet for details). They dwell here
continue on their way. If the individual or group reacts in in order to collect the never-ending bounty retrieved
a cowardly manner, the pirates demand a tribute of 10 from the Siren’s prey. The Hube ignore anyone
gold pieces in order for the coward(s) to stay in the proceeding upward, preferring to let the Siren do the
vicinity. However, as before, if their request is refused, or killing.
if they are stood up to, the pirates laugh and continue
Once the top of the falls is reached, the path
patrolling for potential “trouble makers” and cowards.
continues directly to the river’s edge. There, sitting on a
PIRATES single boulder in the middle of the river, just before the
water plummets over the falls, waits the Siren (see the
DD: 2D10 SIREN creature sheet for details). This creature appears as
LM: — an exquisite woman with flowing blond hair and eyes as
HM: — clear as a baby’s conscience.
MV: 100'/100’/—
IN: 08 Anyone entering the water with a Swimming Skill of
AR: D 15 or lower, unless aided, is immediately caught in the
AV: 1D8 (WEAPON) current and carried over the falls in 1D4 minutes.
NE: 2D6 If the siren is defeated, the surviving individuals may
DX: 17 find the Hube lair. The lair is nothing more than a natural
MR: 2 shelter among the rocks. As soon as any survivor comes
INITIATIVE: 1D6 within 20’ of the lair, the Hubes immediately attack and
fight to the death.
JANDA RIVER
If the Hubes are destroyed and the lair is searched,
Janda River flows through Janda Town before it the bounty found therein is at MP discretion.
stretches east to west in a slow, meandering manner.
The river is heavily used by traders barging their
goods to and from their outlying farmsteads. However,
except for this small area, the area surrounding the river
is wild and dangerous and is rarely traversed.
At its deepest point, Janda River is only 12’ deep,
therefore, only rafts, canoes or shallow-bottomed boats
may traverse it.
For each hour spent on the river, there is a 40%
chance of encountering 2D12 Trees or 1D10 Crocmen
(see the appropriate creature sheets for details).
48
ZOOLIE’S TAVERN
Zoolie’s Tavern is the most unique tavern in Janda western wall of the tavern. Thirty stools are situated
Town. Its patrons swear that it is the best tavern on Mer. directly in front of it, with a long tube-like vines
From the outside, it looks like a plain two-story wooden emanating from the ceiling and hanging down over each
structure, and if it were not for Zoolie’s name hanging on stool. These vines are Cohol Vines, which naturally
a small wooden sign over the door, it would appear as excrete an intoxicating substance. For a single gold
nothing more than a typical house. piece, a customer may drink at these vines for as long as
he wishes. No matter the time, there are always 2D8
Zoolie does not allow weapons of any kind into his
individuals sitting at the bar.
tavern, and anyone entering the tavern must give up
their weapons to Draig and Idence, the tavern’s large, The center of the room is taken up by a 25’ circular
troll-like doormen. If a weapon is not surrendered or is sunken pit, which is ringed by a 3’ high railing. This is
smuggled in, once discovered, 1D20 tavern patrons known as the Grudge Pit. When it appears that any of the
immediately attempt to subdue the offender, throwing tavern’s patrons are about to fight, everyone in the bar
him into the Grudge Pit (see following for details). (or as many individuals as it takes) grabs the combatants,
throw them in the Pit and place wagers on the fight’s
The majority of Zoolie’s cliental are gruff, no-
outcome. The Pit may also be used upon request to settle
nonsense pirates who are looking for trouble, and, even
a dispute, and there is a 10% chance that it is in use each
though Zoolie keeps his bar relatively safe, there is a 25%
time the characters enter Zoolie’s palace.
chance that 1D6 of his patrons take a dislike to
newcomers and challenge them to a fight in the pit. All of The remainder of the room is taken up by round card
his customers are unfriendly and tight-lipped, and only tables and typical chairs. This area is used for personal
the promise of money peaks their interest. gaming, eating and drinking or simply socializing, and no
matter what the time, there are 2D12 individuals
Zoolie often works behind the bar, and there is a 10%
occupying the area.
chance that he is there at any given time (see p. 18 of this
book for complete details on Zoolie). Six of the ten rooms on the second floor are used for
storage, three are used for private, high-stakes gambling
The tavern consists of two levels, with the first being
and the remaining three are gust rooms which are used
a single square room measuring 80’ by 80’ and the
to house any guests of Zoolie’s that may be in town.
second being comprised of 10 individual 15’ by 15’
rooms. The bar is 50’ long and takes up the entire

49
KALINDA more than slaves. Kalinda law states that monkey Birds
are not allowed on the streets unless leashed, and they
may not enter any type of dwelling. Instead, they must be
CLIMATE: Tropical
tied to a post in front of all establishments while their
POPULATION: Varies (see following) masters are inside.
TREASURE OF RULE: No
PLACES OF INTEREST
HISTORY
Kalinda is a port city known as the home port of the ARAKNA ISLAND
largest fishing fleet on Mer, and was, in fact, founded by Arakna Island, a dormant volcano that was thrust
fishermen. The waters of this area have always been upward from the ocean depths eons ago, lays just six
abundant in game fish, and over time, as this was miles north of Kalinda. It is a small tropical island that
discovered, more and more people began to gather here measures less than two miles in circumference and
to reap the sea’s harvest. consists of nothing more than a fifty-foot beach, a
In the beginning, Kalinda was nothing more than a volcano and dense, inhospitable rain forest.
small, seasonal, tent village, but as fishing vessels grew Starting three hundred feet out from and encircling
larger, and merchants came directly here, it made sense the island is a coral reef. Once the reef is reached, even
to build permanent dwellings. the smallest boats cannot continue, as the water is only 3’
As trade grew, shopkeepers of all sorts began deep. The only way to get to shore is to wade through
arriving to buy and sell their wares. In the early days, only the shallow, warm water. Anyone walking on the reef has
a few sellers set up shop in a small open-air market near a 70% chance per minute of being attacked by a school
the center of town. However, as time progressed, of Sea Urchins, which continue attacking until the
hundreds of merchants arrived, and now Kalinda boasts characters are on the island or until the reef is left for
one of Mer’s largest open-air markets. deeper water (see the SEA URCHINS creature sheet for
details).
GEOGRAPHY Anyone setting foot on Arakna Island for the first time
Kalinda is built in an orderly grid system exactly one has a 15% chance to notice its complete lack of typical
mile square and is bordered on its northern side by the jungle noise. Even listening carefully, the only sound to
river Cols, on the east by miles of rich rain forest, and on be heard is the surf laughing amongst the reef. Once the
the west by countless miles of gently rolling plains. beach is left, a thick rain forest is entered, and all
If one travels west for 36 miles, he reaches a 15-mile movement is halved. The noise made by a passing party
wide row of mountains before the sea is again reached. will disturb the thousands of Bameme that inhabit the
These imposing edifices reach hundreds of feet into the upper branches of the trees, and there is a 45% chance
sky and are not easily crossed without wings. The per turn that they drop onto anyone passing beneath
temperature on the tops of these mountains are always them (see the BAMEME creature sheet for details).
well below freezing, often reaching lows of 40 below zero Almost the entire middle of the island is taken up by
at night. Snow always covers their peaks, and the biting a 400’ high black volcano, and despite the lush
wind often gusts up to 65 miles an hour. vegetation of the island, the mountain is dull and black,
Merian legend states that there is a priceless treasure with the forest abruptly ending approximately 250 yards
hidden in a frozen cavern somewhere deep within them, from its base, revealing a desolate burned out hunk of
but this has never been prove because no one has ever ground. From this distance, the mountain appears to
had the gumption to test their skill against the savage have been used for artillery practice, as holes of every
location. shape and size cover almost every square inch of it.
The moment anyone sets foot upon the clearing, a
POPULATION high pitched screeching sound will begin to emanate
Kalinda’s population exudes an air of dignity at from the volcano, and grows louder until the mountain’s
respectability, while at the same time giving the feeling base has been reached, when it abruptly stops. As soon
that they enjoy the better things in life, such as wine and as the noise stops, a multitude of Giant Spiders emerge
piracy. Most of its population are either fishermen, shop from the holes, which are actually their lairs, and stream
keepers, or traders. Greed is rampart and offers and down the mountain, reaching their intended prey in 4
counter offers are the main topics of conversation. Like minutes, to attack en masse.
most cities on Mer, piracy is a large problem. However, It is rumored that these caves actually lead to a
robbery is the norm, although even that is done in a subterranean labyrinth of hundreds of levels stretching
civilized manner. Murders are rare, and most people do miles beneath the earth. However, though countless
not fight unless given no other choice. expeditions have attempted to verify this, no one has
Due to its large market, Kalinda’s population is open ever been able to do so (see the GIANT SPIDER creature
to most outsiders, no matter what their race, and willingly sheet for details).
accommodate anyone with gold. Money talks in Kalinda, MP NOTE: This is a perfect area to incorporate an
and most individuals can easily be bribed, or information existing campaign for an entrance to a dungeon or
extracted from them for the right price. underground domain.
The only race that is discriminated against in Kalinda
is Monkey Birds, which are considered to be nothing

50
PANDAWA (MONKEY BIRD ISLAND) Monkey Birds are very superstitious and often link
local landmarks with their sacred beliefs. They
considered many unique geological locations to be
CLIMATE: Tropical
sacred sites, and they consider themselves and the land
POPULATION: 75% Monkey Bird, 25% Human as inseverable.
TREASURE OF RULE: Yes
Monkey Birds live in large communities of one
HISTORY hundred or more individuals. Their economy is based on
the hunting activities of their males and of the fishing and
The island continent of Pandawa has always been the gathering of the women. They take only what is needed
home to thousands of Monkey Birds, and legend has it to feed themselves, therefore keeping in step with their
that their race was born from Pandawa itself. environment.
Monkey Birds have peacefully existed here for Tribal elders, who possess specialized knowledge of
hundreds of years, evolving and living harmoniously with the community and the land, are given the responsibility
nature. Then, slightly under 200 years ago, an unknown of leading the community. Although there are male
pirate ship landed here for resupplying. In addition to elders, all of the special ceremonies are conducted by
supplies, its captain caught a dozen Monkey Birds to use women, and the entire ruling class is female.
s free labor. These creatures exceeded his wildest hopes,
for once they were broken, they made excellent servants There may be a number of elders, but only one
and slaves. As word spread of these new slaves, slavers female may hold the rank of Queen. Even though she
from throughout Mer descended upon Pandawa, until a often consults with the elders, her word is law and is
savers’ city was created. always obeyed. She is as a living deity to her people, and
they hold her in extremely high regard.
At first, Pandawa was only a collection of wooden
huts, housing the hundreds of slavers that came into the Queens rule for life, and it is only when another
area. However, as time progressed, those individuals that queen egg is hatched that she realizes her death is near.
made a fortune in slaving built grand houses for Once every 50 to 75 years, a large golden egg is laid by
themselves to occupy when in Pandawa. It is said that a tribe member, with the golden color signifying that a
these houses are the grandest on Mer as no expense was new queen is to be born. The incubation period for a
spared in their building. queen’s egg is unusually long, sometimes taking up to
eight years. For some reason, the current queen weakens
GEOGRAPHY as the egg matures and dies just after its hatching. Due to
the importance of this egg, and its long incubation
Pandawa resembles a lopsided figure eight, with its period, it is hidden securely away in the miles of caverns
residential area on the east and its massive slave market beneath Royal Mountain in the Cavern of the Egg (see
on the west. The area around Pandawa is covered with CAVERN OF THE EGG in the following section).
primeval fern gullies, waterfalls and a plethora of plant
species. Lush beaches surround its shores, and a single
mountain range divides the island from north to south.
PLACES OF INTEREST
Despite the splendid town, Pandawa is vastly SLAVE MARKET
uncharted and unexplored.
Pandawa’s Slave Market is called Lawoola, or “hell on
earth” by the Monkey Birds that are held there, as it is a
POPULATION place of extreme cruelty, where merciless floggings,
Pandawa has under two hundred full-time residents, dunkings, and acts of mutilations are common place.
all of whom are human. These are the shop keepers,
The Slave Market is divided into three separate
traders and barkeeps who run a thriving business
sections, the waiting area, the bidding area and the
supplying the slavers with their wares. Although its
departure area. The waiting area is covered with
population is small, hundreds of slave buyers, their crews
hundreds of bamboo cages stacked three high. Although
and the slavers themselves give Pandawa the
many cages are empty, there are always 5D12 Monkey
appearance of a large bustling city. Anyone who is an
Birds imprisoned here. The cages are small and
apparent outsider, or who seems out of place, has an
cramped, and their occupants have to hunch painfully
85% chance of being mistreated verbally, and if he
while awaiting sale. There are always 2D8 slaver guards
appears weak (at MP discretion), is captured and sold as
patrolling the area amongst the cages, both tormenting
a slave.
and guarding the pitiful creatures. For every 10 minutes
Only money and strength impress Pandawans, and that an individual remains in the area, there is a 75%
they see all others as inferiors. chance that the slaver guards approach the individual,
bully and provoke him and demand an explanation for
MONKEY BIRDS his presence in the area. Although they are tough talkers,
the slaver guards are used to dealing with helpless
Long before civilizations flourished, there existed on Monkey Birds, and if threatened, the slavers quickly
Pandawa a culture rich and complex in its customs and withdraw. However, they return within 1D6 minutes with
life styles. For more than ten thousand years before any an additional 2D10 slaver guards that attack on sight.
Merian visited the shores of Pandawa, Monkey Birds
occupied this land.

51
SLAVER GUARDS in an effort to strengthen them for their new employers.
Unlike the captives of the first section, if freed, they
DD: 1D12 immediately attempt to fly away and escape, but they
LM: — fight to the death if necessary. As before, 2D20 heavily
HM: — armed guards appear the moment a Monkey Bird is
MV: 130'/50’/— released.
IN: 08
There are always at least 1D12 slaver guards
AR: E
patrolling this area, and there is a 75% chance that they
AV: ?? (WEAPON) are encountered for each 10 minute period an individual
NE: SEE PREVIOUS PARAGRAPHS is present. If this occurs, the slaver guards immediately
DX: 13 detain him for questioning. Despite their apparent
INITIATIVE: 1D8 concern, they are easily bribed and quickly release
MP NOTE: The above statistics should be used for all anyone for 10 gold pieces. If a bribe is not offered, or if
slavers encountered in the area. their questions are not answered satisfactorily, they
attempt to take him into custody. If the slaver guards
meet resistance, they call for backup, and an additional
1D20 slaver guards and an ecomancer captain arrive
within 1D4 minutes. The ecomancer captain immediately
calls a Sleep spell on the individual, then, all of the
slavers rush in to subdue him. If this does not work, the
MP should figure out the next course of action that is
taken.
Once subdued, the individual is chained to a large
hitching post near the auction platform and sold as an
added attraction.
MP NOTE: From this point on, it is left up to the MP
to determine the fate of the captured individual(s).

ECOMANCER CAPTAIN
DD: 2D20
LM: 60
HM: 25
MV: 150'/70’/—
IN: 18
AR: B
AV: ?? (WEAPON)
NE: 1
Although the cages are poorly made and can easily DX: 20
be broken by a healthy individual, the Monkey Birds are INITIATIVE: 1D4
near starvation and are much too weak to even consider
escape. Even if freed by outside means, they are too
CAVERN OF THE EGG
weak to effectively escape and simply remain near their
cages until they are recaptured. The egg of the yet unhatched queen is one of the
most revered treasures in the entire Monkey Bird
If anyone attempts to free a captive, 2D20 slavers community, and when laid, is immediately taken deep
appear in 1D4 minutes and immediately attack. within the miles of catacombs within Royal Mountain,
From this area, the Monkey Birds are escorted to the located at the center of the island.
bidding section by twelve heavily armed slavers. This The entrance to the caverns is a 6’ by 6’ cave located
area consists of a large 50’ by 50’ raised platform where near the top of the west side of the mountain, which is so
each day at 10 AM, 12 PM and 2 PM the Monkey Birds heavily camouflaged that unless its exact location is
are bid on. Each auction attracts 1D100 individuals of all known, there is only a 5% chance per hour that it can be
races. When the bidding ends, the Monkey Birds are found.
brought to the third section of the Slavers’ Market to
await their departure to the docks. There are no guards Once the cave is located ad entered, only a small
patrolling the departure area. However, any interference rubble-filled passageway leads downward, and it must
brings the wrath of the entire crowd of bidders down on be traversed single file. After approximately 250 feet the
the wrong doers. (It is left up to the MP to determine the passage opens into a cavern almost one hundred yards
strength and makeup of the bidders.) in diameter, with a seemingly endless number of
passages branching out of it. The sound of dripping
The departing area closely resembles the first, water echoes throughout the chamber, and huge
consisting of nothing more than hundreds of caged stalagmites grow from the floor like mighty warriors
Monkey Birds. However, now that they have been sold, eternally guarding their castle of stone.
they have been given larger quantities of food and water
52
There are 101 different passageways leading out of almost a mile, with the air becoming noticeably warmer
this chamber, with only one of them leading to the Egg and less humid. The passage opens into a 35’ circular
Chamber. Passages 1-51 and 53-101 lead directly to an man-made room, lit by rows of flickering torches. Off to
indecipherable maze of corridors within the heart of the the right is a large, plush-looking nest made of straw,
mountain, and there is a 95% chance that anyone brightly colored flowers and earth, with a three-foot
entering these passages become hopelessly lost. golden egg resting delicately in it.
Only passage 52 leads to the Egg Chamber. This As soon as this chamber is entered, three
passage continues straight for over three hundred yards, exceptionally strong-looking Monkey Birds appear and
before it gradually begins to descend into the bowels of order the trespassers to immediately leave. If the
the earth. After another eighty yards the passage opens characters do not comply, the Monkey Birds attack and
into a seventy-five foot wide cavern notable for its fight to the death to protect the egg.
smooth walls and complete lack of stalagmites and
stalactites. Weapons and Armor in various states of decay MONKEY BIRD GUARDS
line the right hand wall, and another passageway is
visible at the other end of the cavern. It is apparent that DD: 5D10
no one has passed this way in years. LM: 20
HM: —
This cavern is actually a living entity. Electrical MV: 130'/50’/200’
impulses travel through a large concentration of iron ore IN: 14
closely resembling computer circuitry, thus providing the
AR: C
entity with a brain. This brain has complete control of the
cavern and can channel electricity in such a way that it is AV: ?? (BITE), ?? (WEAPON)
able to turn its walls into powerful electromagnets. NE: 3
During the first minute that anyone enters the cavern, a DX: 20
slight tugging is felt on all metal objects. During the INITIATIVE: 1D4
second minute there, those metallic objects not securely
attached to an individual are pulled off and fly to the If the guards are killed, the egg is free for the taking.
nearest wall where they remain. After the third minute, However, as soon as it is removed from is nest, an alarm
anyone with a Strength of 15 or less loses all metal hand- goes off in the Monkey Bird Community, and 3D20
held items, and the movement of anyone in metal armor warriors immediately rush to the egg chamber, arriving in
is halved. During the fourth minute, the power peaks, and 1D6 minutes.
characters in metal armor are pulled from their feet and
dragged 10’ per second toward the nearest wall. If the egg is stolen, the Monkey Bird community does
However, a character should be allowed to remove everything in its power to safely get it back. Whatever
himself from his armor in 1D20 minutes. happens, the thief is hunted by the Monkey Birds for life
and is immediately attacked on sight no matter where the
Once all the characters have left the cavern, the thief is or what he is doing.
metal items that stuck to the wall fell to the floor. The
whole process starts over again if anyone enters the MONKEY BIRD CITY
cavern with a metal item.
The island of Pandawa is the only known location
The second passage leads downward, and after just a where there is a community of over two thousand
few yards, a cold, gusty wind springs up, biting into the Monkey Birds. Monkey Bird City is located on a thickly
skin and chilling everyone to the bone. The air is heavily wooded valley surrounded on all sides by 800’,
laden with moisture, and in a matter of seconds everyone treacherous mountains. The city is built into the trees
is soaked to the skin. A fast moving stream flows along themselves, and, due to the heavy cover of the tree tops,
the floor, with the water quickly disappearing into the the city is not visible from the air.
many cracks and crevices in the cavern floor. The stream
continues to follow the passage, and it grows deeper as Each tree holds from two to four wooden structures,
it progresses. After another fifty yards of this, the passage which are under ten feet in diameter, and, although they
abruptly ends at a dark, slow moving river, approximately are sturdy and well built, appear to be nothing more than
30’ wide and of unknown depth. The passageway can be large nests with dome shaped roofs.
seen continuing on the far side of the river. Monkey Bird City is over a mile in circumference and
It should not be difficult to determine that the river is has a population of twenty-three hundred. Although
only five feet deep. However, it is not apparent that there most Monkey Birds choose to fly from location to
is a strong undertow that can easily sweep someone off location, the entire city is connected by a vast series of
of their feet. Anyone entering the river without proper tunnel vines, which are large hollow vines that grow up to
precautions—tying himself down, etc.—has a 90% chance eight feet in diameter. These vines offer protection from
of being swept away. Unaffected individuals have 30 the weather and predators and allow access to al points
seconds to affect a rescue or the unfortunate character of the City.
disappears underwater and remains so for 1D6 minutes. If the City is approached by an unknown individuals,
If he survives, he finds himself emerging in the sea on the between 1D12 Monkey Bird Warriors fly down to
island’s west coast. question them.
Once the river is crossed, the passage continues for

53
MONKEY BIRD QUEEN
DD: 1D10
LM: 75
HM: 50
MV: 130'/50’/145’
IN: 19
AR: A
AV: ?? (BITE), ?? (WEAPON)
NE: 1
DX: 20
INITIATIVE: 1D4
Despite being a very old Monkey Bird, the Queen
has an aura about her that befits one of royalty. She is
highly intelligent and places the safety of her community
above all else.
Although when first met she appears aloof, she is
merely determining her guests’ intentions and is trying t
judge their character. Through years of dealing with
individuals and meting out justice, the Queen is a great
judge of character, and there is a 85% chance that she is
able to detect any falsehood that she is told. If the Queen
MONKEY BIRD CITY GUARDS believes that she is being lied to, she immediately
DD: 2D10 summons 1D10 Monkey Bird Warriors and orders them
LM: — to remove the offending individual(s).
HM: — Although tolerant of all races, the Queen has an
MV: 130'/50’/170’ intense hatred for Pandawa and its population. If given
IN: 08 the chance, she would willingly destroy the city and its
AR: E entire population. If she believes that anyone has the
AV: ?? (BITE), ?? (WEAPON) power to accomplish this, or to free her enslaved people,
NE: 2D10 she attempts to enlist them for her cause.
DX: 17 The queen willingly aids anyone she befriends, but
INITIATIVE: 1D6 she only gives the Treasure of Rule to those individuals
who have done something meritorious for the Monkey
If the unknown individuals are non-threatening, the Bird Community—such as freeing slaves from Pandawa.
Monkey Birds quickly befriend them and welcome them
into their city. If deemed trustworthy, they introduce the
outsiders to their queen.
The Queen greets them in a friendly manner, and like
her warriors, she willingly befriends all honest individuals.
After becoming acquainted, she asks her visitors to help
free a number of capture Monkey Birds that are being
held in the Slave Market at Pandawa City. She also offers
the characters any equipment that they may need to
accomplish the task. However, she does not risk sending
Monkey Birds with the party for fear that they too will be
captured and sold as slaves.
MP NOTE: Details of this mission and how it is
accomplished are left up to the MP. However, whatever
the mission, it should be difficult to accomplish.
If this is agreed to, and the mission is successful, the
Monkey Bird Queen rewards her helpers with the sixth
Treasure of Rule.
MP NOTE: The Queen offers this reward whether or
not the character's on a Treasure Quest.
The fifth Treasure of Rule is a single stone set in the
Queen’s crown, which, due to its magical nature, prevents
itself from being found by mystical means.
From this point on, the visitors are honored guests in
the Monkey Bird community and are given any aid that is
needed.
54
FLOATING ISLAND OF UNDAR GEOGRAPHY
Undar is perhaps the most interesting land mass on
CLIMATE: (see following) Mer, for it is located underwater much of the time. It is a
POPULATION: 2 Game Players, & Creatures small island, measuring less than three miles in diameter,
TREASURE OF RULE: No but it has every topological feature possible. Rain forests
flow easily into glacial regions, and desert terrain quickly
HISTORY dissolves into lush grasslands. Rivers and small ponds
dot the landscape, and tall buttes are located
In reality, this is not a natural land mass at all. It was throughout. The entire island is surrounded by tall,
created as a personal playground for two humanoids that hundred foot rock spires that stretch upward until they
refer to themselves as Game Players. end in sharp, jagged points.
For years, these creatures thrived on gambling and The island remains submerged until a ship passes
wagered on every possible event. As time progressed, over it. At this point, there is an 85% chance that large
they grew bored with every day events and longed for a columns of stone erupt directly under it, and lift the
game so exciting that they would never grow tired of it. entire ship sixty feet into the air. As soon as this occurs,
Thus, The Game was born. another 150’ rock column rises upward, and the Game
Unfortunately, although they loved The Game, no Players appear.
one was willing to play it for them. Therefore, they Once the Game Players appear, they offer the ship’s
constructed a special hidden land where their “players” crew a choice. They can either be dropped from sixty
had no choice but to play The Game. Thus, the island of feet, effectively destroying their ship, or they can play The
Undar was made. Game for their freedom! If their offer is refused, the
At first, ships freely stopped at this newly created column of rock supporting the ship quickly retracts, and
land mass, not recognizing it for what it truly was. the ship plummets to the ocean, sustaining 5D10 points
However, as time passed, and word of the horrible game of hull damage. From this point on, there is a 60% chance
spread, ships steered far and wide of Undar, and again, per round that a jagged column of rock bursts upward
the Game Players were left without players. through the ship, causing 1D20 points of hull damage.
This occurs until the ship is sunk or has traveled outside
To solve this problem, they used their great magical of the island’s perimeter.
abilities to encase the entire island with a large air
bubble and created a device which allowed it to POPULATION
submerge and resurface at will. Now, Undar travels freely
and may appear anywhere at any given time. There are only two individuals on Undar, the Game
Players, both of whom are powerful Ecomancers. All of
MP NOTE: You may either place this island at a the other inhabitants of the island are creatures that are
random location or assign a percent chance that it is kept for use in The Game.
encountered by the players for each day they are at sea.
Once The Game has started, the Game Players place
large wagers on how long it will take their captives to
reach freedom, how many creatures they will kill and any
other part of The Game upon which they can wager.

THE GAME
Any number of players may participate in The Game,
with anyone agreeing to play being teleported to the
west end of Undar. (It is left to the MP to determine the
number of individuals who may play The Game at any
given time.)
The rules of The Game are simple, being nothing
more than having its players successfully navigating their
way from one side of Undar to the other. Of course, they
have to traverse quicksand, rapids, waterfalls, pits,
fluorescent geysers, and a multitude of other natural
hazards. In addition to this, they must test their fighting
ability against the dreaded denizens of Undar.
Although the Game Players are fair judges, they
created The Game so the odds are with them. Therefore,
any magical items or weapons that the characters
possess may not be used. Also, movement spells do not
work on Undar.
The island (playing area) is not consistent, and not
only changes each time it is visited but also every ten
minutes. Therefore, when The Game is in session, the MP
55
should roll 2D8 and consult the following chart to force is used to remove the afflicted individual, he
determine what transpires next. The Game is over when becomes violent and fights to remain near the pond.
the players are dead or they have reached the end of the
playing area. 7. FLOATING SKULL
Once everything has been explored in an area, and Amongst a group of flowering shrubs is a single
the creatures have been destroyed, simply roll the 2D8 skull that is floating 6’ off the ground. If anyone
again to see what the players encounter next. comes within 10’ of it, a neck, torso and legs quickly
grow from the head, and a whole skeleton appears
Although the terrain is randomly chosen, all of the and immediately attacks. If no one approaches the
creatures encountered by the players should remain with skull, it yells for someone to come near and bury it so
them until the creatures or the players have been killed. that it may rest in peace. This is a lie, and it
immediately attacks when anyone comes within
MP NOTE: This is only one option on how to play The
range.
Game. The MP should feel free to create new and unique
traps, set a time limit, add creatures or set up a The skull cannot be destroyed and appears back
permanent non-random game in order to meet his in its original location as soon as the body is
campaign's needs. destroyed. Once back, it may animate again as soon
as anyone steps within 10’ of it.
ENCOUNTER CHART
The number given in front of the following FLOATING SKULL
descriptions are the number rolled on 2D8. DD: 5D10
LM: 30
2. PIT HM: 25
A hidden trapdoor opens beneath the characters MV: —/—/40’
causing them to slide down a slick tunnel for 150’ IN: 05
before dropping them into the middle of a muck- AR: G
filled lake 20’ deep and 30 yards wide. Anyone falling AV: ?? (WEAPON)
sustains 1D12 wound points from the fall, and NE: 1
anyone wearing metal armor or non-magical armor DX: 06
over class C must remove it within 3 minutes or MR: 18
drown. Just as the characters reach the shore, two
INITIATIVE: 1D10
Hube appear from underwater directly behind them
and attack (see the HUBE creature sheet for details).
8. THE PEAK
3. OPEN, LEVEL GRASSLAND The terrain turns rocky and treacherous, and the
only safe route is a single, 2’ wide path leading up a
No dangers encountered.
steep hillside, with the walk up being uneventful.
However, as soon as its peak is reached, two Gaziers
4. GEYSER ERUPTS are found blocking the path downward, and the
A 40’ column of bright, multicolored, scalding players may not continue until the creatures are
water vents upward causing everyone within a 50’ defeated (see the GAZIER creature sheet for details).
radius to sustain 3D12 wound points.
9. WELL
5. QUICKSAND A single brick well, no more than 3’ in height and
A patch of solid-looking ground is nothing more 4’ in diameter, rests directly among an outcropping
than a layer of plants over a treacherous 25’ deep of trees. If the well is examined, a spiral slide leading
mud pit. Anyone caught in the mud sink 2’ per into the darkness is noticed. The blackness is
minutes until he is completely submerged. Anyone impenetrable. Anything dropped into the well slides
caught in this quicksand must be aided by outside quickly out of sight after the first few seconds.
means or there is no escape.
If an individual slides down, there is a 50% that
he appears back where he started The Game, and
6. BEAUTIFUL POND
therefore, must start over.
The land quickly changes into a flowery glade
with a 10’ wide shallow pond in its center. The water 10. THE BRIDGE
is crystal clear and calm, and there is no danger in
sight. However, the water in the pond is a Self Love The land abruptly ends at the base of a 200’
potion, and there is a 55% chance that anyone within chasm with a narrow wooden bridge across it. The
the area sees their reflection. If this occurs, a roll bridge is supported by heavy chains that are set in
against his MR score must be immediately rolled, marble columns, two on either side of the chasm.
with failure resulting in the character falling madly in Standing at the far end of the bridge is an Et, with its
love with his reflection and refusing to leave. Once shark head in constant control of its body (see the ET
this happens, only a Remove Curse spell is able to creature sheet for details). The instant anyone
free the afflicted individual from the enchantment. If attempts to cross the bridge, the Et rushes to impede

56
their bridge crossing and immediately attacks. Once this area, they are attacked by 2D6 missile-throwing
the Et is destroyed, the bridge may be easily and Coldlings (see the COLDLING creature sheet for
safely crossed. details).

11. GRASSLANDS 15. HEAVY JUNGLE


The ground has become lush and rich with 2’ to The players find themselves in the middle of an
3’ high grass. A gentle breeze carries the fragrance of almost impassible jungle. Movement is halved and
thousands of wildflowers, and a more beautiful area they must cut their own path to proceed forward. It
could not be imagined. However, the players are takes at least 30 minutes to cut through this terrain.
attacked by 4 Rim (see the RIM creature sheet for
details). For each 10 minutes of travel, there is an 85%
chance that two Beast Bushes attack the characters,
and due to the heavy foliage, there is a 90% chance
12. WATERFALL
that the Beast Bushes are not noticed until it is too
A narrow rocky gorge leads directly to an 8’ wide late (see the BEAST BUSH creature sheet for details).
waterfall with a 1’ wide crevice leading to apparent
safety just behind it. The water from the falls forms a 16. DESERT
small pool at the crevice’s mouth, then flows quickly
downward and out of sight into numerous holes at its The ground is dry and barren, and only an
base. There is n way out of this gorge except through occasional tumbleweed shows that there was any life
the crevice, and there is no way to avoid getting here at all. The sun beats down mercilessly, and
drenched by the water when the crevice is entered. everyone is immediately covered with sweat.
Anyone coming in contact with the water must Everything is quiet for 20 minutes. However,
immediately roll against his MR or immediately immediately after that, two Spiwak, apparently
begins to disrobe, bath and sing loudly, and coming out of nowhere, appear and attack (see the
continues to do so until a Remove Curse spell is cast SPIWAK creature sheet for details).
on him. Touching or drinking the water does not
cause harm, only complete immersion (walking WINNING/LOSING THE GAME
under it) causes its effects to be felt. All winners are immediately teleported back to their
For each minute that there is singing, there is an ship, where the Game Players await their arrival.
85% chance that 1D4 creatures of the MP’s choice The Game Player who bet on the players seems
appear and attack every one present. ecstatic and beams broadly as he collects his winnings
from his counterpart. The loser is quiet and sullen and
13. MESSAGE IN A BOTTLE only speaks in mumbles.
The players come across a swiftly moving, 4’ wide Once the money is exchanged, they wish the players
stream with a corked bottle floating in the middle of a fair adieu, at which time the columns entrapping their
it. Although the water’s momentum is fast, the bottle ship(s) slowly lower, and the island sinks from sight.
remains stationary as the water rushes by it. The
stream is not deep and can easily be crossed. Any game participant killed while participating in The
However, if anyone tries to retrieve the bottle, it floats Game is immediately teleported back to his ship, and no
downstream just slightly out of his reach, and only a mention of him is made o the contestants until The Game
roll equal to or lower than his DX score allows him to is completed. At this time, the Game Players graciously
grab the bottle. The bottle is normal in all aspects, ad offer to restore him to life, with the price for this service
it is apparent that there is a rolled up piece of being him playing another round of The Game—or other
parchment in it. It opens easily, and, if read, the note price at MP discretion.
states:
GAME PLAYERS
DANGER! THIS NOTE IS THE PROPERTY OF
AGUA THE WATER ENTITY. PLEASE DO NOT DD: 10D10
TOUCH OR OPEN THIS BOTTLE! LM: 100
As soon as the note is read, the water begins to HM: 75
form into a 14’ tall Water Entity, in the shape of a MV: (VIA MAGIC)
turbulent wave. It then crashes over and attacks the IN: 20
person who opened the bottle (see the WATER AR: H (MAGICALLY ENHANCED)
ENTITY creature sheet for details). AV: ?? (WEAPON)
NE: 1
14. GLACIER DX: 20
The air suddenly becomes bitter cold and the INITIATIVE: 1D4
ground under foot turns to solid ice. The wide wails
mournfully, and everyone is pelted by thousands of
tiny, stinging ice pellets. Due to conditions, visibility is
halved, and anyone who engages in melee does so
at a –20 on his AV. As soon as the characters enter

57
BANJAMAAR The eastern and western parts of the island are
barren wastelands, with temperatures often exceeding
115 degrees Fahrenheit at mid-day. The entire area is
CLIMATE: Tropical
covered with coarse black sand, and the only evident
POPULATION: Banjamaarians plant life is sage brush and an occasional cactus. Water is
TREASURE OF RULE: No nowhere to be found, and anyone traveling through this
area must being a supply or risk death by dehydration.
HISTORY
Unknown POPULATION
The only populated area is the city of Banjamaar, on
BOULDER RING the island’s northern shore. At one time, thousands of
Banjamaar is a remote island that is encircled by a Banjamaarians occupied this city. However, they are now
wall of large flying boulders. This ring of boulders a dying race, and it is believed that the remaining 300
stretches from one hundred yards under water to over Banjamaarians living here are the last of their kind. Being
three miles above the surface of the water. These rocks a shy, unobtrusive people, anyone entering the city is
constantly circle the island at speeds of over 500 miles an viewed with suspicion and avoided if at all possible.
hour, effectively destroying anything that they hit. Only Although the city is large, its inhabitants live only in the
the use of magic or the ability to breathe underwater southern most section, and it is here that all activity takes
enables one to get through this ring of death. For place. The rest of the city is nothing more than a ghost
example, teleporting directly onto the island or casting a town.
Water Breathing spell in order to swim below the rocks Anyone remaining in the city for more than an hour
are just two methods that allow a character to circumvent finds himself being openly followed by 2D8 members of
the boulders. the Banjamaarian militia. They do not interfere with the
characters in any way and withdraw if confronted.
THE VISION However, once the characters resume moving, the militia
reappears and follows along until the characters leave
The moment the ring of boulders is successfully the city.
navigated, the spectral image of King Primus appears
before all present. He warns that Mer is in great peril and BANJAMAARIAN MILITIA
only that the ringing of the “great bell” can save the
planet. Once these words are spoken, the image fades DD: 2D10
away and all returns to normal. LM: —
HM: —
In reality, Primus has nothing to do with this vision. It MV: 140’/100’/—
was caused by the Dark Dweller in an effort to fool the IN: 10
characters into freeing a Kiroptus that was trapped by the
AR: H
magic of the Banjamaarians. (See THE BELL CHAMBER in
the following section for more information.) AV: ?? (WEAPON)
NE: 2D8
GEOGRAPHY DX: 13
INITIATIVE: 1D8
The shore of Banjamaar appears as a rugged, barren
coastline, with 20’ waves pounding thunderously off of
mile-high cliffs. At this point, it quickly becomes apparent
that the only place to dock on this island is along the 8
mile stretch of beach in front of Banjamaar City.
The northern section of the island is tropical in
nature, with temperatures averaging well over eighty
degrees. It is here that the last remaining Banjamaarian
city is located. The city stretches eight miles from east to
west and two miles to the north and south, with the long
section bordering the sea. Its dwellings consist mainly of
hundreds of igloo-shaped bamboo huts, with walls made
of mud and roofs made from the abundant palms that
cover the area.
Although the northern section of the island is warm,
the location of Banjamaar and the influence of Mer’s two
moons have wreaked havoc with the rest of Banjamaar’s
weather.
The southern part of the island is covered with snow,
and temperatures often dip well below freezing once
night falls. Glacial activity is common, and there is always
at least 1’ of snow covering the area.
58
PLACES OF INTEREST

THE BELL CHAMBER


Located in the exact center of town is a 50’ high bell- If all of the guards are killed and the structure
shaped building, with a single, open-arched doorway in entered, only a single golden gong is seen situated
the center of its western wall. It is apparent that the directly in the middle of the chamber. If it is struck, the
Banjamaarians avoid this structure, although if asked, no same hollow ringing occurs.
one says why. If an outsider attempts to enter the
No matter how it is struck, the sound emanates for 15
structure, Banjamaarians immediately leave the area, and
seconds before dying in the wind. The moment the
the militia that have been shadowing the characters
sound stops, the features of a huge Kiroptus begins to
orders the entering character to stop. If obeyed, the
form along the bell (see the KIROPTUS creature sheet for
militia explains that a horrible creature is trapped within a
details). Just seconds later, the creature becomes three-
great bell, located in the structure, and no one is allowed
dimensional and comes to life. Immediately upon
to enter it for fear of releasing the evil beast. If
forming, the Kiroptus places itself between the gong and
questioned, the militia explains that if the bell is rung, the
everyone else present, for if the gong is rung again
horrible beast will be freed. Even if the guards are told of
within 1 minute, the magic of the bell sucks the creature
the vision of Primus, they stand firm and do not allow
back into its intra-dimensional prison.
access to the bell.
If the gong is not rung during this time, the bell
If the characters ignore the warning, the militia
begins to dissolve and is completely gone within 5
immediately attacks, fighting to the death. If this occurs,
minutes. If this occurs, the Kiroptus lets out a triumphant
anywhere within 10’ of the bell, there is an 80% chance
yell of freedom and attempts to return to its master. From
that a weapon accidentally strikes it, causing a deep,
this time on, the Dark Dweller knows who freed its pet,
hollow ringing to sound.
the Kiroptus, and harasses that person (the degree of
harassment is at MP discretion).

59
Treasure Quest
At some point in their adventures, your players may wish for their characters to search for the Treasures of Rule.
Following you will find the locations of the first seven Treasures and all of the information that is needed to successfully
retrieve them. Note: Only the locations of the first 7 Treasures are described herein. However, the remaining six
Treasures and their locations will be detailed in future Mindgames products. This information is not set in stone,
however, and should be altered to meet the needs of the current campaign before such a quest is attempted. In
addition, the characters need to obtain the Sword of Primus, and at least one item that allows them to locate the lost
Treasures. It is at MP discretion as to how these items are to be obtained, be they given to the characters at the start of
an adventure or the objectives of another quest. (See TREASURES OF RULE on p. 26.)
Questing for the Treasures is very difficult, and your players should be experienced and their characters powerful
before allowing them to even start such an adventure.

FLOATING CORAL REEF DRAGON’S MAW


The Floating Coral Reef is a free-floating type of coral This unique landmark is the most wondrous feature
that has been the bane of Merian ships for hundreds of on Mer, being an elevated river running over the top of a
years. The reef is 160 miles in diameter and floats at mountain range that rises hundreds of feet above the
speeds up to 25' per hour while usually remaining just sea, thus forming a multitude of waterfalls which spill
three feet below the water's surface. Each day the over and between the mountains—refer to the WORLD
characters are at sea, there is a 5%, non-cumulative OF MER MAP for its location.
chance that the ship they are on runs into the reef. The water within the Maw floats at extreme speeds,
When waves reach over 20' in height, there is a 25% and there is always a 50+ mile per hour wind blowing in
chance that the reef submerges and travels underwater a northerly direction. Therefore, the Maw may only be
for 1D4 days. If this occurs, there is a 10%, non- entered from its southern side. Once entered, all ships
cumulative chance per day that the reef surfaces directly are carried along at speeds in excess of 60 miles per
under the ship. hour, and only minimal navigation is allowed. Due to this,
there is a 45% chance per 10-minute period that the ship
If a ship is actively searching for the reef or is trying remains in the Maw that is carried over one of the
to follow or pace it, there is a 90% chance per 10 minute numerous waterfalls and smashed on the rocks below.
period that the reef suddenly changes its course and
traps the ship. There is only one calm area in the Maw—a 50' bay
located exactly in the Maw's center—and it is here, in an
Once a ship becomes trapped on the reef, the crew abandoned crumbling tower, that the second Treasure of
has to wait until the seas become rough again in the Rule is housed.
hopes that the reef sinks, thus enabling the ship to float
free. (MP NOTE: It is possible that magic could be used Due to the strength of the wind, there is a 70%
to free a ship. For example, a water entity or a Raise chance per minute that anyone flying near or scaling the
Water spell could theoretically float the ship free.) tower and carried along with the wind 1D100 feet. The
results of such an event are left to the MO's discretion.
Even though countless ships have been trapped or
wrecked on the floating reef, very little remains of their
presence. This is because most items are washed away
when the reef submerges, or they simply float away in the
strong tide that is produced by its movement.
The only item of value on the reef is the first Treasure
of Rule, which is hidden within a Gold Fish (see the
GOLD FISH creature sheet for details) near the center of
the reef.
In order to retrieve the Treasure, it is necessary to
traverse the reef, and, due to the strong current, there is
an 85% chance per minute that anyone in the water is
swept off his feet and carried 50 yards per minute until
his footing is regained.
Due to the abundance of fish living in the coral, many
predators dwell here also. Therefore, for each hour spent
on the reef there is a 50% chance that a creature is

60
ANDORUS MIRAGON
MP NOTE: See ANDORUS on p. 34 of this book to MP NOTE: See MIRAGON on p. 36 of this book to
determine the events leading up to this point. determine the events leading up to this point.
The moment that concentration is broken within the Once the party has left the hut in search of the
Viva Tree, a ix-foot thick root moves aside, revealing an Treasure, Roulette begins to talk and continues to do so
eight-foot wide circular pit. The sides of the pit are glass ceaselessly. He insults everything and everyone around
smooth and are not climbable. The only way down is by him and ignores all threats to stop. Between insults and
the use of magic or by the use of an extremely long rope. sarcastic comments, he points the way to the Loaq flower.
Anyone descending into the pit continues downward for (It is left up to the MP to determine the location of the
over 800' before finally landing on a 8' wide platform of flower and the obstacles needed to be overcome.)
stone, with sheer cliffs on all sides. The walls, which are
over one hundred feet away, are not visible, and it Between insults, Roulette also explains that in
appears that the pit below is bottomless. addition to turning Sand Crabs, the Loaq is also a “cure
all” that can heal anything. (Roulette does not know that
The only way off of the platform is by the use of an Loaq cannot turn a Sand Crab [Gallquin], he is merely
invisible bridge protruding from the east base of the cliff, repeating what he has been told.)
and if it is not found, only the ability to fly or certain
magic (at MP discretion) allows one to proceed. Only one Loaq flower is to be found, and once found,
an accident should befall Roulette. Whatever happens,
Once the pit is crossed, the only way out of the area his bowl should break and the liquid completely spilled.
is through a man-sized passageway leading east. The At this point, Roulette begins to slowly suffocate. Once
passage continues for 300 yards before opening into a this occurs, no spell or healing item is able to cure him,
single 8' wide ledge with cliffs on either side, and, due to and no matter what is done, he continues to weaken.
the treacherous nature of the cliffs, there is a 45% chance While this is happening, there is a 90% chance that
that the ground gives way, with anyone there falling to his someone thinks of using the Loaq to try and cure him. If
death unless he is tied to an unaffected person, can fly or the flower is placed on him, he begins transforming back
is equipped with a suitable spell to stop his fall. into his original self, with his fish tail being replaced by
short feathery human legs, and twin butterfly-like wings
The ledge, after 150', ends at a 30' circular ledge sprouting from his back. When the transformation
surrounded by sheer cliffs, with hundreds of bones of all finishes, Roulette screams with glee and does multiple
shapes and sizes littering the area. From here, only a aerobatic loops around everyone's head. Realizing what
single rope bridge extends outward for 30' leading into has been done for him, he immediately offers his aid in
another passageway to the east. retrieving the fourth Treasure of Rule from the spire.
The skeletons are harmless, and nothing of interest is If the Loaq flower is not used to heal Roulette, he dies
among the debris. in 6 minutes.
The bridge is made a strong, six-inch thick vine-like If Roulette is cured, he immediately leads his
substance, with the wood of its base appearing thick and newfound friends to the base of the spire and tells them
strong. If tested, the bridge appears to be able to easily to wait. He then flies up to its highest point, dodging
hold the weight of anyone present. Gallquins at every foot, retrieves the Treasure and returns
Once the bridge is crossed a similar sized passage it to whomever was the holder of the staff. The minute
continues for 30', before ending in a solid golden door this is accomplished, Slaggon appears with his pet Hawk
with a single, large lock in it. This lock was formed by the Knife and attacks (see MIRAGON on p. 36 and the HAWK
Treasure itself, both to keep thieves away and to keep a KNIFE creature sheet for details on Slaggon and his
Blight (see the BLIGHT creature sheet for details) safely creature).
locked away with it. This door can only be opened by If Roulette is dead, or if the characters head toward
inserting the Sword of Primus into the lock (see SWORD the spire before looking for the Loaq, they are stopped
OF PRIMUS on p. 25 for details). When this is done, the just short of the spire's base by an apparent earthquake.
door slides into the ceiling, revealing a 40' by 40' cavern, In actuality, the shaking ground is being caused by a
completely covered with the limbs and husks of dead, seemingly endless number of Gallquins “leaping” from
decaying trees. The center of the room contains a six- the ground, and crashing thunderously back to earth (see
foot tall natural rock dais with the third Treasure of Rule the GALLQUIN creature sheet for details). At this point,
resting stop it. The limbs and branches are the parts of without Roulette, the Gallquins must be fought and
two Blights, which immediately attack anyone entering destroyed in order to retrieve the treasure.
the room.
As before, the minute the treasure is retrieved,
As soon as the Blights are defeated and the Treasure Slaggon appears with his pet Hawk Knife and
obtained, the roof of the cavern opens, and hundreds of immediately attacks.
colorful vines and flowers begin to grow on all of the
walls. This was the last area of evil that the Viva Tree
needed to purge from the land but was unable to do so
until the Blights were destroyed. The vines are solid and
may be used to climb out of the cavern to freedom.

61
ROULETTE MOBO ISLAND
DD: 1D8 NOTE: See MOBO ISLAND on p. 38 of this book to
LM: — determine the events leading up to this point.
HM: —
MV: 40’/—/160’ (ONLY IN NATURAL FORM) Once the characters leave Mobo village, they should
IN: 10 proceed directly to the Feryx lair, which is at the highest
AR: A point in the island's mountain. The climb should be
AV: 1D4 (BITE) uneventful until the time that the layer of Stekka Fog is
NE: 1 encountered. Remember, the fog is corrosive, therefore,
DX: 25 ropes, ladders and like equipment will dissolve when in
INITIATIVE: AUTOMATIC contact with the fog. It is up to the MP to determine how
the fog may be safely passed, but some common ideas
SLAGGON would be to use magic to blow a corridor through the
fog, or risk personal damage by using metal ladders or
DD: 1D12 spikes to climb.
LM: —
HM: — When the fog is successfully navigated, a 30' ledge
MV: 120’/—/— leading to a large cave opening is seen. As it is
IN: 19 approached, the sound of loud heavy breathing is heard
AR: A emanating from within, and with each exhalation, a 20' by
AV: 1D8 (WEAPON) 20' cloud of Stekka Fog blows out of the cave. There is a
NE: 1 65% chance that for each minute anyone remains on the
DX: 20 ledge that the wind blows the fog onto him, causing
INITIATIVE: 1D4 2D10 wound points.
The cave is 80' in diameter with a 45' long, sleeping
Feryx curled in its center. Although the Feryx appears
asleep, it is really awake. The moment anyone steps into
its lair, it opens one large yellow eye, rises on its
haunches and attacks (see the FERYX creature sheet for
details).
If the Feryx is destroyed, the lair may be searched.
Scattered all throughout the cave are the remains of
partially eaten Mobo, bones of all sizes and a large grass
nest. Within the nest can be found the object of the
search, the fifth Treasure of Rule.
Upon the death of the Feryx, the fog bank around the
island begins to clear up and totally dissipates in 24
hours. In addition to this, the Mobosians' wings begin to
grow back, as it was the constant exposure to the Stekka
Fog that kept their wings from growing.
From this point on, those who vanquished the Feryx
are honored guests and treated as kings.

PANDAWA
The sixth Treasure of Rule is given to anyone who
helps the Monkey Bird Queen free her enslaved people
(see PANDAWA on p. 51 for details).

CORAL REEF
The seventh Treasure of Rule is found on a floating
Coral Reef in the mouth of a Gold Fish (see FLOATING
REEF on p. 60 for details).

62

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