Saturday, March 30, 2013


Players! This is not for you. If you play in ANY of my games, turn back now! Consider this your ONLY WARNING~

(further notes: this is far from complete, as the party I was preparing it for decided not to go there and I lost interest in finishing at the time. It may be completed some day after the atlas is done, as I think it would make an interesting focus for a campaign. I know, also, that this is VERY wordy and Zach from Pornstars would skin me alive if he saw it. Sorry! I made it for my own edification really)

To the slumbering city of old
came the elves with their staves of gold,
and wizards and kings with powerful rings
the giants they came to behold!

Now the might of a giant is great,
and their ire was roused to a hate,
but the walls tumbled down on the Tem’rian crown
and the fall of the city was fate.
—Rhyme of Temeria

Click me to make me big

Temeros was the glory of the Lignoi for generations, and served as the capitol of the northern giants during the Night Age when many wonders were made in the world. Now, it lies in ruin, having been reduced in power by the fading of the Lignoi and the wars they suffered under the elves. But here, within this tome, I will set forth the history of Temeros and the giants, its fall, and the secrets that lurk within.

Temeros was first settled as an assembly of free Lignoi during the formative ages of their civilization. They settled on the shores of lake Drydan and, on the larger of the lake’s two islands, they raised a temple to Thessurus, Lord of the Upper Currents and King of the Airs. The temple was soon followed by the sacred grove of Gemas on the nearby hill and the Lignoi of the north began to settle there in earnest to service these two holy sites.

Over the next few thousand years the giants of the northern Rootwood gathered themselves under a democratic rule. The priesthood of Gemas established a site near to their cult-center that was used as a place of assembly for the Lignoi government.

One of the largest and oldest forests in the world, the Rootwood was impenetrable to outsiders, and the Lignoi found much more conflict with each other than the other giants. The battles generally took place between the northern league of city-states (the Dylien League) led by Temeros and the southerners in the wood, beyond the Ulawen Marsh, who had united beneath a powerful gigantine ruler known as a Tyrant or a Titan.

While the names of the protagonists of this great war have been lost, we know that their result was a final unification of the Lignoi around the time of the Dawn Age.

The Dylien League
In that long darkness, Temeros had been blessed with several gifts. The foremost among them was the coming of King Clydas of Ulhame; he was impressed with the Assembly and supported the Dylien League with arms and mercenaries that he could spare during his wars with the Frost and Fire Giants. There are indications that the same was true of the giants of Byblos, who admired the Assembly so greatly that they deposed their own Tyrant and established one there.

Clydas gave something else to Temeros beyond arms and armor, however; something far more valuable. He brought a number of manuscripts from the Mother Library of Ulhame and these were the groundwork of a new library at Temeros. This library had remained untouched by the ravages of war or time until the Rot Wars in the Sixth Age when the wind elves sacked the city.

After the fall of the Dylien League, Temeros was reduced to a secondary city and most of its population was drawn off by the desire to serve in the government apparatus of the Tyrant at Thuros.

The War of the Burning Leaves
The Dawn Age heralded the coming of all manner of lesser creatures to the wood; small skirmishes between the giants and the newcomers (orcs, kobolds, and goblins of every stripe) eventually became a series of all-out wars. The most brutal of these occurred in the middle of the Second Age and is recorded in the histories of the Lignoi as the War of the Burning Leaves in which great sections of the Rootwood were fired by their foes.

Eventually great masses of goblins were driven out of the Rootwood and their trollish masters were slain. This would eventually lead to the establishment of the two great Western Goblin Empires of Tsaphon and Negev, both of which would border the Tyranny of Rootwood.
Men arrived not soon after the War of the Burning Leaves, and the pressures of the new settlers in the heartland drove the Lignoi Tyranny to war with the giants of Umbrinol until both lands were seriously depleted in terms of population.

During the Sword Age, the Lignoi Tyranny played a minor role as the allies of the elves; they assisted elvish aggressions against Tsaphon and Negev, and sent giants to fight the Dragons of Syndas. However, Tyranny contracted in throws of civil war, called the War of the Ten Thousand Branches. The result was an extreme culling of the Lignoi, leaving only the greatest cities still inhabited.

The Seclusion and the Rot Wars
There was a time, during the brief Dust Age, that the giants withdrew into the wood. It was this period which gave them their legendarily reclusive reputation. Temeros was the largest city left outside of Thuros and the Assembly began to meet again, holding sway amongst the northern Lignoi. They strengthened that section of the wood with wards and strong magic; in particular the elvish wardstones owe much to the Lignoi magalíthi which stand scattered throughout the Rootwood to protect the great roads and cities. However, where the elvish wards simply cause the traveler to become lost of confused, Lignoi magalíthi are much more malignant.

However, the Sixth Age would be the twilight of Temeros; the wind elves at Highstone were defeated by the invading Khewedi armies. This sent a shockwave of fear throughout the elvish nations and a coalition led by King Pellarimen the Sorcerer formed to repel the Khewedi in the year VI.310.
Pellarimen was obsessed with an artifact known as the Rod of Iron which the Lignoi were said to have fashioned in the Dawn Age at the behest of their Tyrants. He convinced the other elvish kingdoms that possessing it would allow them to halt the Khewedi advances into Atva-Arunë, which many thought was a form of apocalypse for elvish culture.

During a series of wars (the Rot Wars) the elves destroyed the defenses of the Lignoi, overcame their megaliths, and conquered the city. In his desire to find the Rod, Pellarimen devastated wide swathes of ancient gigantine structures; the scares of the Rot Wars are still visible on the city today.

In VII.106, fully one hundred and ninety six years after the war had begun, the stronghold of the giants at Temeros was overcome and the elves of Pellarimen poured into the city looking for the rod with which they hoped to destroy the mannish invaders of Highstone who had, by that time, spread to other nearby regions and made large colonies in the southern stretches of Atva-Arunë.

After Pellarimen was imprisoned by his advisers (who had determined that he was insane and attempted to atone for their wrongs), the elves and Lignoi lived in an uneasy peace.

Temeros was left empty after its sacking; many of the megaliths built nearby are still active, and defensive magics still surround it. This has not stopped a steadily increasing stream of adventurers from attempting to gain access to the old city, but most of them meet gruesome ends. Its ruins are inhabited by the ancient and powerful beasts and monsters of the Rootwood who took up residence as soon as the giants retreated.

The Opening of Temeros
The first known sources to have re-entered the ancient and shrouded city of Temeros were the elves known as the Company of the White Song in the Eighth or Red Age (IIX.457). The Company led the vanguard of the elvish recolonization of the Rootwood which would last until the coming of the Red Plague.

The establishment of trade outposts near the smaller and still-inhabited gigantine manses made for an attractive launching-point into Temeros. The Company of the White Song returned with such riches that it is said they retired on the spot, content to spend the rest of their days spending the vast wealth they took from the city.

An orgy of looting followed as adventurers were drawn to the city, but most never returned. Whether destroyed by megaliths, stranger wards, or by each other, the city kept most of its secrets, consuming band after band of adventurers. With the coming of the Bleeding Plague, the elvish tradehouses and waypoints in the Rootwood were consumed with diseases and many were abandoned.

The Temerian Waystation of the Moonstar Coster alone remains inhabited. Serving as an overland waypoint for the long journeys across the continent, the so-called House of Temirë maintains docks on the Black River and is itself a mere five miles from the fabled ruins.

In more recent years, we have more definite knowledge of those who have attempted to brave the city. Starting in X.402 the Golnian Tetrachs funded an expedition led by the wizard Ivolryn; his company, the Crimson Shields, were marginally successful. They made a good deal of money, but most of it was evidently taken from the Fist of Kjellos another party there at around the same time who they ambushed.

In X.456 the dwarven Magebreakers explored part of the ruins, but turned back when three of their number were slain by a megalith that spat lightning. The Companions of the Wyvern and the Golden Lamp are said to have come to blows there, but an unnamed group lead by Reynarius di Llun may very well have penetrated Temeros and withdrawn some treasure, as he alludes briefly to the experience in his legendary treatise On Adventures and Adventuring.

The Temerwood
The woods surrounding old Temeros are extremely dangerous. The spells that surround the city are the least of a travelers worries this far out. For nearly three miles in every direction the wood is strange and troubled by monsters who love the dilapidated nature of the place. The presence of the magic can be felt as a strange tingling and an odd taste on the tongue, warning travelers that they are straying close to Temeros.

The landscape is one of swelling hills, which one made up the fabulous orchards of Temerwood. These orchards have run wild, and the land is full of fruit-bearing trees. While much of the fruit is still wholesome for consumption, the spells and devastation of the region have seeped into some of the very trees themselves; whenever a player picks from fruit a tree in the Temerwood, of whatever type, secretly roll a D10. On a 1 or 2 the fruit will have some kind of deleterious effect, not always immediately noticeable.

For every hour spent in the Temerwood, make an encounter check. Any other time an encounter check would be called for in the region, these charts will do. There is a 4-in-10 chance that any encounter in the Rootwood will be a “small mammal” and thus suitable for foraging or hunting. If it is not, consult the charts below. The “inhabited woods” are any region where giants or others currently live. The “wild woods” are the regions farthest from civilization but not directly near Temerwood and the “ruinwood” is the ruin which surrounds Temeros proper.

Inhabited Woods

d20 roll
1d20 treants or 1d6 dryads
1d2 ettercap or 2d10 large spiders
4d4 wild dogs or 1d4+1 giant owls
5d10 pixies (alignment random) or 2d4 trolls
1d6+2 wild boars or 4d10 wolves
2d6 elvish merchants or 1d3 black bears
2d12 Lignoi or 2d4 trolls
1d2 large hawks or 2d4 blood hawks
2d10 Ogyroi or 4d4 poisonous snakes
1d6 wyverns or 1d6 ankheg
3d4 gnomes or 2d4 stirge
1 yellow musk creeper and 4d4 musk zombies
4d8 rot grubs or bandits
2d6 stag beetles or 4d4 fire beetles
2d8 halflings or 5d8 goblins
1d12 leprechaun or 2d4 stirge
3d6 werewolves or bandits
Sword Spider or 2d6 elvish merchants
2d12 Lingoi or 1d6+2 wild boars
Special (see below)

Special Encounters (anywhere)

d20 roll
1 hangman tree
4d4 satyrs or pixies
4d10 pegasi or 2d8 unicorns
1d4+1 displacer beasts
Green Hag or Annis Hag
Adventuring Party
1d4 nymphs or 1d4 Raksha
2d8 dire wolves or 3d4 winter wolves
1d4 megalo-centipedes or 1 purple worm
1 androsphinx, gynosphinx, or criosphinx
1 common mimic or 4d4 centuars
1 beholder or beholder kin
3d4 dopplegangers
Elvish Caravan (1-8: safe, 9: under attack, 10: ruined)
2d4 night trolls or two encounters
2d4 Stone or Hill giants
Green Dragon (age category 1d4)
Unique Encounter (see below)

Wild Woods

d20 roll
3d6 orcs or 4d10 kobolds
3d6 hobgoblins or 4d4 bugbears
4d8 goblins or 4d10 kobolds
3d4 stirge or 2d4 giant centipedes
2d4 poisonous snakes or 2d4 trolls
2d6 Ogyroi or 2d10 giant spiders
1d2 Ettercap or 1d3 sword spiders
halfling camp or gnome camp (see below)
2d6+2 elvish merchants or 1d10 treants
1d6 dryads or 3d6 wolves
4d8 rot grubs or 1d12+4 Lignoi
1d8+2 wild boar or 4d10 wolves
1d4+2 wyverns or 1d6 ankhegs
3d6 werewolves or 3d6 wolfwere
3d4 stirge or 3d6 werewolves
2d4 blood hawks or 1d4+1 giant owls
1d12 leprechaun or 2d6 Ogyroi
1 Ogre Mage and 1d6 Ogyroi or 4d10 goblins
Mixed goblin force (see below) or 1d3 bears
Special (see above)


d20 roll
3d10 battlewraiths
1d2 Ogre Magi and 2d4 Ogres
Mixed goblin force (see below) or 4d10 orcs
Behir or 2d4 blink dogs
4d10 kobolds or 1d6 brown bears
1d20 giant wasps or wolves
2d4 giant toads or ogres
1d12 dopplegangers or 4d6 goblins
1d4 phase spiders
2d4 wyvern or dire wolves
4d4 elvish archers or Lignoi watchers
2d8 owlbears or 2d10 sprites
5d8 stirge or 2d4 ogres
2d4 ogres or trolls
1d4+1 night trolls or 4d4 wood elves
1d2 corrupted dryads or 2d4 nixies
Great Warden or Wardstone
Megalithic Wardstone
Special (see above)

Unique Encounters

d10 roll
Halax (Beholder)
Ellysariä (NE elf wizardess)
Kazmereg (Green Dragon)
Symbus, Pixie Lord of Temeros
Dorlag Jathalus (CG gnome illusionist)
Antomyn syn Bynikova (NE necromancer)
Ethdoran, Chief of Satyrs
Member of the Rootwood Circle
Brightbeam, treant
Talos, Lingoi Lord

Adventuring Parties (known)

d8 roll
The Silver Chalice
The Carrion Crew
Companions of the Coin
The Westwood Wilders
The Magebreakers
The Underfoots
The Company of the Black Shield
The Gauntlet of Vodei

Mixed Goblin Forces
The goblins encountered in the Rootwood stand a fair chance of being mixed forces. The goblins that remained there after the culling of their number are thin and scrawny, wiry and large-eyed. They are easily dominated by their larger goblin-kin brethren, particularly the bugbears of the Rootwood who are at home beneath the bowers.

These mixed forces will generally be comprised of 4d10 goblins, 2d4 hobgoblins riding a breed of giant lizards (NOT minotaur lizards) called salankin that are native to the Rootwood, and 2d6 bugbear leaders or commanders who form an elite squad.

Mixed forces employ 2-6 pickets composed of either (80%) 3d4 additional goblins each or (20%) 3d6 kobolds each. These range all around their groups and it is a rare encounter that doesn’t begin fighting a picket. Trackers, rangers, and other wilderness experts may be able to get in past the picket, but most other groups will alert them.

The picket’s first tactic will be to dispatch a pair of runners (or one runner, if there are only 3 of them) back to the main force and warn them of the arrival of the adventurers. If the main force is on the move (30% chance) rather than at home (70% chance) they will immediately begin setting up an ambush along the outlines listed below.

Pincer-attack. This ambush is the simplest type and the most likely to be executed under short notice. The goblin force will be roughly divided into groups of 1/3rd and 2/3rds. The 2/3rds will straddle the path the adventurers are taking while the 1/3rd sweeps behind them. The hobgoblins and bugbears will lurk off to either side, forming a hammer and anvil effect, waiting for the adventurers to engage before coming in from the brush. Quick-witted adventurers may discover the hidden forces before the attack is sprung.

Deadfall. This ambush is generally used in the case of advanced warning, or if the goblins were already planning an ambush. Over the course of several hours, a group of trees are mostly chopped through, leaving them barely standing. When the adventurers appear, the goblins will topple the trees to cut off their escape or advance as well as attempt to actually physically crush them.

Assume there are 1d4-1 trees prepared in this manner for every hour of planning given to the goblins. “Attacks” are made normally; being struck by a falling tree generally deals 4d8 points of damage and pins the adventurer to the ground. A successful dex check with a -2 penalty allows the character to roll out of the way; a successful save vs. breath weapon allows half damage.

Nets. Less time to set up than the deadfall, but more than the pincer-attack, a net-trap relies on hidden hobgoblins and bugbears to the adventurer’s flanks throwing nets before the encounter begins. While entangled with them, the goblin forces will close in pincer (front and back) formation to engage; then, the remainder of the encounter will proceed according to the pincer attack listed above.

The Unique Encounters
There are several unique personalities that live within the Rootwood, and many of them spend a good deal of time near Temeros, as it was once the capital and still holds many secrets. Their statistics and personalities are explained here:

Halax. AC 0; MV Fl 3 (B); hp 75; THAC0 11; #AT 1; Dmg 2d4; SA Magic; SD Nil; MR Nil; SZ M (4’ diameter); ML Cautious (13); Int Genius (18); AL NE; XP 15,000
Notes: Eye Powers: 1st - magic missile (spell, 7 times); 2nd - charm monster; 3rd - sleep; 4th - telekinesis; 5th - disintegrate; 7th - fireball (spell, 7 times); 8th - invisibility (spell, 7 times); 9th - dispel magic (spell, 7 times); 10th - death ray.

A powerful beholder, Halax once lived with a community of beholders hidden in the Rootwood which was destroyed eight years ago by a combined Lignoi force led by Talos Orokolaus (in X.494, which resulted in several of the Eye Tyrants escaping into Byrne during that period).

Halax, the last remaining beholder, blinded himself in order to become a beholder mage to survive alone in the wild. He has advanced to level 7 as a wizard and possess 5 spellstalks and 5 regular stalks.
Halax is extremely cautious and, if encountered, will observe whatever he sees for a good period beforehand. He will usually lie in wait, invisible (using his spell) to assess the strengths of those he is observing. If he believes he can get something out of them, he usually will speak from hiding and try to ascertain what the party wants.

Halax is more than willing to attempt to negotiate a trade with adventurers, but he is very cautious of anyone who appears to be an elf or giant-friend. He may attack people outright who appear to have a large amount of magical treasure.

Anyone who has knowledge of Temeros will be spared his wrath, however, for he desperately wants to live in the city, protected by its powerful Megaliths. Thus, he will be very friendly to anyone who he suspects might assist him in this.

Like all beholders, however, he is possessed of the insane paranoia and madness of his race. He cannot disguise this in his dealings for very long, and dripping traces of his hatred will come through. At the nearest convenient moment he will attempt to murder the party, probably by launching an all-out attack when they least expect it (if they have no more left to give him in aid, that is).
Like all beholders, Halax carries no items on his person. He has a lair some ways from the city, which is described lower.

Ellysariä (wind elf): 7th level wizard; S 8, D 14, C 10, I 16, W 12, CA 8; hp 15; #AT 1; THAC0 18; Dmg 1d6+1 (quarterstaff +1, bronze);  AC 4 (armor spell, cloak of protection +2); Languages: all elven dialects, Varan, Mäidic, Occulted Arcaedon, Dendrys; AL NE; XP 

Magical Items: Ellysariä carries two potent magical items with her at all times. These are her cloak of protection +2, which is a silvery blue in color, and her Bronze Quarterstaff. The quarterstaff was a gift from her departed mentor and master, Hurundis Larken. It is a +1 weapon but when determining what it may affect it counts as a +2 weapon. In addition, it has a powerful set of abjurations placed upon it that cause it, when striking any elemental creature, to deal an additional 1d8 points of damage.

She will also likely have a Wand of Magic Missiles with 10 remaining charges if she is encountered in the out of doors. Otherwise, it is kept in a locked chest in her home.

Other Gear: Ellysariä tends to wear brilliant blue robes. She always carries a sum of 4d10 elvish harps and 2d4 silver brooches in a purse at her side. She does not have a traveling spellbook, but rather keeps a large grimoire protected in her home. Her keys are located in a small pouch sewn into her sleeve.

Spells Known/Memorized (4/3/2/1): level 1; Detect Magic, Read Magic, Alarm, Cantrip, Burning Hands, Gaze Reflection, Hold Portal, Jump, Light*, Mending, Wizard Mark, Armor, Charm Person*, Magic Missile** level 2; Shatter*, Wizard Lock, Forget, Ray of Enfeeblement*, Scare, Uncontrollable Laughter, Mirror Image* level 3; Dispel Magic*, Explosive Runes, Fireball*, Suggestion level 4; Fire Trap, Conjure Elemental*

An elvish wizardess, Ellysariä has been studying gigantine ruins for almost her entire life. She has become entranced with the history of Temeros. She has studied the life of Pellarimen and believes that within the Thusussuran Library she can find the key to revealing the Rod of Iron and fulfilling Pellarimen’s legacy.

Ellysariä is an extremely haughty elf, disdaining the company of non-mages and non-elves alike. A mage who is not an elf is worth an inkling of her time, a non-mage elf is worth more, but she will only truly speak to someone who is both a mage and an elf. She may interact with PCs, but will likely be a source of conflict or simply brush them off. She is a mercenary at heart, however, and will change her tune if there is money to be made.

Ellysariä lives not far from the ruins of Temeros in a little shack that she has designed to be hidden from prying eyes. It is kept covered by dead branches and turves; she derisively refers to it as her “gnome-hole.”

Kazmereg (Mature Adult Green Dragon): AC -3/-3/-3; MV 9, Fl 30 (C), Sw 9; hp 81; THAC0 5; #AT 3+special; Dmg (1d8) (1d8) (2d10); MR 20%; SZ G (126’; 70’ body and 56’ tail); ML Elite (16); Int Very (12); AL LE; XP 15,000

Notes: Inborn powers are water breathing, suggestion 1/day, warp wood 3/day. Spells: enlarge, polymorph self, plant growth, charm monster

Treasure: 18,000 Oprian copper pieces, 1064 Oprian silver pieces. 3474 oprian gold pieces, Potion of Flying, Potion of Invisibility, a mace +2, a suit of plate mail +2, studded leather +1, and a shortsword +2.

Magical Items: mace +2, Shieldbreaker; this highly ornate mace belonged to Ormir Sundrsson, one of the three dwarves who attempted to slay Kazmereg. Shieldbreaker’s head is fashioned in the shape of a cut diamond and made of solid ædr inscribed with balglamir etchings. Its handle is fine beechwood and the grip is polished gold where the word “ljós” which, when spoken, will cause the mace to glow. It can shed bright white light over 5’, 15’, 30’, or 60’ depending on the volume of the command.
Sundrsson Plate +2; plate mail made from ædr for Ormir by his father. It is etched with balglamir and silver in sharp geometric patterns.

Kazmereg is a cruel and somewhat cunning dragon who nevertheless has failed to amass a great horde of gold and gems. His dwelling place in the Rootwood is removed from most civilized lands. He fears to attack a giant settlement, lest he be destroyed, though he does have a charmed Lignoi servant that resides in his home to guard his treasure and do things for him.

His father’s father fought in the Elf Wars, and Kazmereg considers himself an inheritor of Syndas, the vanished dragon kingdom. He rarely ventures out of his hidden cave unless he intends to do some looting. His current favorite targets are all in Opria, which is near enough that he can reach it and return home in a single day.

He has ravaged some dwarven settlements before, which is what led the dwarves Ormir Sundrsson, Leifr Aldrsson and Eirik Sveinsson all of whom perished in his lair. However, those adventurers badly wounded him; this attack occurred fifty years ago and Kazmereg has not forgotten about it. He despises adventurers of all types and has taken pains to slay those he has seen.

If encountered, he will probably be aloft (70% chance) and may not even notice the party (unless they are close to his lair, in which case he will see them and attack).

Symbus, Pixie Lord of Temeros (Pixie): AC 5/5/5; MV 6 Fl 12 (B); hp 26; THAC0 15; #AT: 1; Dmg (1d4+3); MR 25%; SZ S (2.5’); ML Elite (15); Int Exceptional (16); AL TN; XP: 1,400

Notes: Symbus has the same powers common to all pixies.

Magical Items: Manseeker, Pixie-sword +3

Symbus is the lord of all pixies in the northern Rootwood. He is always attended by a retinue of no less than 2d6+10 pixies. He is a haughty creature, but kind, and will gladly trade stories, jokes, or information with those who are kind in return. Like all southern pixies, he hates ugliness and upon seeing it will be on his guard.

Dorlag Jathalus (Gnome Illusionist): AC 10; MV 6; hp 

Adventuring Companies
The Silver Chalice

Talismor Mëandar (elf, Tailimisiä) warrior

Calirenön the Hammer (elf, Tailimisiä) warrior

Varanthys the Crowned (elf, Valkaela) mage

Suvariel Lightbearer (elf, Valkaela) cleric of Noronë

The Carrion Crew

Sylander “Syle” Lovarian (elf, claulan): 6th level wizard; S 9, D 15, C 7, I 16, W 11, CA 8; hp 17; #AT 1; THAC0 19; Dmg (1d6, quarterstaff, speed 4) (1d3, knife, speed 2);  AC 10/10/10 (none); Languages: High Varan (r/w), all elvish (r/w), eylic (r/w); AL NE; XP 

Gear: 89 crowns, 1d10 mines, 1d4 wagons, Wand of Malisons (8 charges left), Scroll of Fireball, Potion of Healing, Potion of Gaseous Form

Spells (4/2/2): Alarm, Burning Hands, Cantrip, Change Self, Color Spray, Enlarge, Friends, Light*, Magic Missile**, Read Magic, Detect Magic*, Identify, Wizard Mark; Darkness 15’ Radius, ESP, Fool’s Gold, Invisibility, Knock, Mirror Image*, Strength*; Delude, Dispel Magic*, Suggestion*

Orar Haraldsson (dwarf, claulan): 6th level fighter; S 12, D 11, C 14, I 9, W 10, CA 11; hp 43; #AT 1; THAC0 15; Dmg (1d6 shortsword, speed 4) (1d3 knife, speed 2); AC 1/3/5 (roundshield, chain +1, helm); Languages: orthr, runic, eylic; AL NE; XP

Gear: 523 crowns, 1d8 mines, 1d12 wagons; chain +1, Potion of Healing x2, Potion of Extra Healing, Potion of Heroism

Thendar Son-of-Vengeance (human, haugrund): level 6 Debtor; S 15, D 12, C 16, I 8, W 13, CA 7; hp 28; #AT 1; THAC0 18; Dmg (1d8 longsword, speed 6) (1d6 club, speed 5); AC 2/5/7 (shield and chain); Languages: who cares; AL CE

Spells (4/2/2): bless, shillelagh, cure light wounds**; chant, spiritual hammer; protection from fire, prayer

Companion of the Coin

Gui Noran (human, imperial): 4th level ranger; S 13, D 13, C 14, I 9, W 14, CA 16; hp 36; #AT 1; THAC0 17; Dmg (1d8, longsword, speed 5) (1d6, shortsword, speed 3);  AC 8/10/8 (padded leather); Languages: High Varan (r/w), Wood elf; AL CG; XP 

Notes: Hide (25%), MS (33%)
Gear: 79 fulcre, 1d12 turre, 1d6 clype

The Westwood Wilders

Gui Noran (human, imperial): 4th level ranger; S 13, D 13, C 14, I 9, W 14, CA 16; hp 36; #AT 1; THAC0 17; Dmg (1d8, longsword, speed 5) (1d6, shortsword, speed 3);  AC 8/10/8 (padded leather); Languages: High Varan (r/w), Wood elf; AL CG; XP 

Notes: Hide (25%), MS (33%)
Gear: 79 fulcre, 1d12 turre, 1d6 clype

Bandr Haradsson Aldir Goldhair (dwarf, imperial): 4th level fighter; S 15, D 12, C 16, I 11, W 8, CA 7; hp 41; #AT 2/3; THAC0 17; Dmg (1d8, battle axe, speed 7) (1d4/1d3, dagger, speed 2) (1d6, short sword, speed 3); AC 2/4/6 (chain + shield); Languages: Orthr, High Varan, Runic, Malic; AL NG; XP

Gear: one potion of healing, one potion of stone giant strength, 143 fulcre, 1d8 turre, 1d4 clype

Alfdane Longspear (human, weyl): level 5 druid; S 8; D 16; C 12; I 15; W 16; CA 17; hp 24; #AT 1; THAC0 18; Dmg (sickle) (1d6, speed, club) (1d6, speed, staff); AC 8/10/8 (padded leather) or 5/5/5 (barkskin); Languages: High Varan, Eylic, Druidic; AL TN; XP

Spells: Faerie Fire, Animal Friendship, Cure Light Wounds x3; Barkskin, Warpwood, Dust Devil, Flame Blade; Summon Insects

Trees in the Wood
The wood around Temeros is littered with trees of strange species and provenance. Most common is the dryanwood tree which is a fragrant relative of the oak and which can be distinguished from it by its white flowers and fresh scent that is somewhat reminiscent of sandalwood and cloves. There are also a good number of ebony trees interspersed with ironwood groves.

Shield pines are common, their extremely dense wood having been tended for centuries by the Lignoi. Other once-domestic trees include the cadenwood which is a type of flowering orange tree that produces giant oranges, and the agoiwood which is a type of gigantine apple tree.

The Moonstar Coster
The Coster owns and operates a large waystation on the Black River for resupplying ships that come down from Opria. It has, in recent years, become a jumping-off point for many expeditions to nearby Temeros, which it once served.

The Moonstar Waystation is many rods from Temeros and nearly two days travel through the woodland. It takes the form of a large village of elves spread upon the shores of the Black River, not all of them directly beholden to the Coster. Northwater Point, as it is called, is a town that thrives on trade. Most vessels using the Black River stop there at some point in their travels for restocking and resupply.
The largest of the buildings in Northwater is the large Moonstar Inn, owned by Coster interests and operated by Alaria Highshrine, the chief Moonstar ranger in the town. Alaria bears the heavy responsibility of both overseeing the affairs of the Inn as well as protecting Northwater Point and its environs. The Moonstar caravans that pass through the Rootwood are nominally under her protection until they reach the eaves of the wood at Byrne.

The Coster built no walls around Northwater, though a shallow overgrown ditch marks the edges of town against the forest. Lignoi infrequently come to trade there; more commonly, Moonstar caravans travel to Asfelâs, several days southwards and inland, in order to trade for gigantine food to supply the town.

Library of Temeros, Front Grounds

Library of Temeros, Rear Grounds

The Library of Temeros
  1. Outer Courtyard. 

On either side rise high-topped crenelated walls, enclosing this courtyard in a rough octagon of formidable stone. Its green copper gates stand open, jammed into place. Across the courtyard rises a steep flight of wide stone steps which come to rest beneath the pillared portico of a massive building. Between you and it, there is a semicircular dry channel bridged at three cardinal directions by broad stone spans. In the center of this island of stone, before the steps, there stands a mighty statue of lifesize metalwork; the bronze is worn and has been smoothed with age, but you can clearly make out the shape of a massive humanoid figure standing with legs slightly spread, holding a harp in one hand and a scroll in the other.

This courtyard is where one of the largest battles of the elvish occupation was fought. Pellarimen and his household knights along with the Valnasulan Knights of the air, riding their flying steeds. Many of them were shot down over the courtyard here where the giants stood astride the walls.

The courtyard is littered with bones, weapons, and armor of the Valnasulan, the petrified bodies of giants who were slain in the courtyard. The dead are uneasy here, having been given no burial at all.

Upon entering the outer courtyard for the first time, anyone who disturbs the dead in any way will call forth their unquiet spirits. 2d4 Battle Wraiths will rise from each group of the dead that are disturbed.

If the adventurers attempt to cross the courtyard and do not disturb any of the dead, they will still witness a ghostly battle at the gate to room (2), watching as an elvish wizard blows the doors off their hinges and then charges in with his contingent only to be slaughtered.

The contingent, however, will rise from their positions where their bodies have been flung. 8 battle wraiths will rise and attack the adventurers here.

  1. Hall of Solas and Gemas. 

Entering this vast and echoing chamber, you are forced to walk through a deep drift of ash and scorched armor that lies scattered across the floor, billowing away from the doorway were the gates were blown off.

The ceiling soars high above, lost in darkness save for where shafts of light peer through shattered roof tiles. The floor is a swirl of mosaic stone, brown and gold, while the walls have been set with massive pilasters that are wrought with fine golden filigree. A great flat coin of brass approximately twenty feet in diameter is set into the very center of the hall’s floor, and you can see that it seems to be graven with ancient gigantine words.

Deep in the shadows at the rear of the hall are two plinths; they support statues that you can barely see, but which appear to have been partially stripped of their giltwork. In fact, as you look around, you realize that many of the reliefs on the walls have small scraps of gold or silver inlay left but that most of it has been pried off.

This ancient forechamber is both a temple and an entrance hall. It was once resplendent in gems and precious metals, but Pellarimen’s elves, when they could not advance into the central library they chose to loot the outer hall first.

The statues in the shadows are Gemas (on the left) and Solas (on the right, on the larger plinth). They both stand with arms upraised to the heavens.

You should make an encounter check as the PCs enter the Hall of Solas and Gemas; 1-4 on a d10 indicates a Ruinwood encounter. 5-10 indicates no encounter.

Development: If the players search the room thoroughly, they may discover that the brass disc in the center of the room is hollow and is serving as a cover for a niche or chamber below. Prying it up is nearly impossible, as it weighs around 500 pounds; however, the key to opening it lies in the high priest’s chamber (2a). Beneath it is are a few large gigantine scrolls, printed on sheets of gold, each about the width of a human leg.

There are 1d4+1 of these scrolls, each of which weighs around 15 pounds, is framed with ivory and jet, and values somewhere around 1,500 gold pieces in precious metals alone.

In addition, there is a flawless star sapphire the size of a closed fist nestled between them. While it is undoubtedly worth 10,000 gp or more, it is also the key to the angry statue of Mithas in the main court (3).

2a) High Priest’s Chambers.  

The entrance to this dark hall is bounded by two tall bronze-laced pillars that spiral up towards the ceiling. The first thing you notice are the strands of webbing that seem to cover every surface; from up amongst the rafters to down along the floor tiles. 

The roof is pierced in two places, allowing shafts of light to illuminate the interior,, which reveals a mass of billowing white webbing. There is a profusion of stone scattered across the floor in large chunks that seem to be carved or graven as man-shaped statues.

Far across the room, in the shadows, can be seen several large sinuous shapes that seem to be plated in bronze or dull brass.

These were once the rooms belonging to the high priests of the Library. For this reason, the controls to both the bronze fault in chamber (2) and the dry channels in the outer courtyard (1).

The broken “statues” scattered around the room are actually the remains of the High Priestess and her two assistants. They were both slain by elves during the main attack on the library; the bones of elves lie nearby, as do their rusting suits of scale mail.
The control system for the fountain in the outer courtyard (1) is made up of four bronze fish on rotating  platforms, each of which faces to the wall. If they are rotated to face one another (across the width gap_, the gates blocking the water flow will be lifted and the dry channel will run again.

The method of lifting the disk in the main hall (2) is restrained to a similar device, but this one is obscured. There is a statue of Gemas against the western wall with arms upraised; pulling down on Gemas’ right arm will cause a tooth of stone to push up the disk and allow it to be slid aside.

Development: The entire room, unfortunately, has been taken over by spiders. 25 large spiders are dwelling within, and will swarm forth if their webs are disturbed or cut; 2d4 spiders arrive per round until all twenty five have arrived.

One of the adventurers who assisted Ivene in entering the inner courtyard (see below) is dead, tangled in the webs. It appears that he was trying to reach the fish-controls. This was Thaldoman syn Alkor, a stout warrior wearing black studded leather. His body is suspended above the ground, mostly hidden by webbing. Cutting him free will reveal his desiccated form; He carries a potion of antivenom and a potion of healing on his belt. His weapons are mundane, but adorned with gold and gemstones.

2b) Storage.

This room is almost completely dark. No light filters in from above, and the vastness of the gigantine construction dwarfs that which falls through the doorway. You can see piles of fallen stone that appear to have come from the walls, which litter the floor. 

Thick patches of fungus grow along the floor, bilious and white.

This room was once used to store the things needed to allow the temple to function, as well as food for those studying in the Library. Now it is overgrown with rampant fungus which clings to the floor where the pipe system for the channel in the outer courtyard lies. For every minute spent inside, adventurers will discover one of the following unpleasant surprises:

  1. Shrieker (encounter check)
  2. Phycomid
  3. violet fungus
  4. megalo-centipedes (1d4)

2c) Hall of Worship.

A wide hallway lies before you, lined with pilasters that were once sheathed in gold leaf. You can see the remains of that gold, still clinging in places to the stone.  Massive empty braziers sit on tripods the size of a man, or lie turned over on the floor in disarray, one placed between each of the great pilasters.

Iron lanterns hang from the distant rafters overhead, just below the lead roofing. The floor is simple slate, and the walls unadorned besides the pilasters.

At the far end of the hall you can see that it turns to the left, continuing on, but out of sight.

This room was a chapel to Solas and Gemas and was used by the clergy to perform ceremonies. The niche at the far end and to the left contains two giant-sized statues of the gods, both made out of river clay. A single altar stands before them, a rough boulder of unhewn stone that is worn down in the center where offerings must have been placed.

Careful examination of the altar will reveal a small cache in the back where a handful of rock-crystal clusters have been secreted. There are 4 rock crystals in total, all of which have been smoothed down to about the size of a human hand. They are worth around 500 gp each.

  1. Inner Courtyard.
Stepping out from the darkness of the hallway into this huge courtyard requires a minute to adjust. You find yourselves standing in a wide corridor, arched over with veined white marble, that opens onto a pentagonal space that looks like it could encompass a small town.

Directly to your right and left stand a pair of statues; they bear some resemblance to those you saw inside, though the giant depicted in these seems to be slender and whip-like rather than solid and mighty. Both have their hands cupped around their mouths and both are leaning forward in an attitude of shouting.

Beyond that, this corridor opens in the point of the pentagon, which is surrounded on all sides by high gabled roofs of lead tiles. Debris of what looks like it must have been battle are scattered all across it in huge mounds; stone chunks, bone, armor, weapons, all lay haphazardly tossed here and there.

In the center of the pentagon there stands a large round building with a roof of red porphyry forming a perfect dome. A trio of shallow circles it, shadowed by its colonnaded roof.

Between you and the circular building stands a massive statue on a plinth; it looks like it is made of iron or some other dark metal, and it has been shaped in the form of a muscular giant wearing a long tunic and leggings and holding a leaf-bladed sword upright into the air.

The “walls” of the pentagon appear to be made up of other buildings, each joined with the next by means of walkways or stout marble walls, and each pierced with doorways. Only the right-most building seems to have suffered the depredations of time, for it has completely collapsed, leaving a massive pile of rubble where it stood.

Upon approaching the statues, which those who know Gigantine religion may recognize as representations of Thussuros, the adventurers will hear a hollow blowing sound, as of air rushing across the surface of a tube. If they immediately prostrate themselves in prayer, the sound will fade and cease.

If they do not, two 12 HD air elementals will be summoned, blown forth from Thussuros’ mouth. This effect can only occur once per day. The elementals are hostile, and will immediately attack.

Attempting to pass the iron statue of Mithas will illicit a strange humming and, if anyone turns to look, they will notice his sword glowing brilliant red as though it is heating up. Stepping onto the stairway towards the inner library will cause huge bolts of lightning (they deal 10d6 points of damage) to leap from his blade. The scorchmarks of elves who tried to bypass it mar the stairs as greasy splotches.

There is a small indentation in the plinth that supports the statue of Mithas; if the star sapphire from the hall of Solas and Gemas is placed in the plinth, the statue will remain inert.

L1) Library Entrance Hall.

This short hallway bears the distinctive mark of gigantine workmanship. Smaller than any of the other buildings you’ve been in, it still soars above your head and stretches forty feet from side to side. The walls here are carved in bas-relief and seem untouched by the ravages of the outer rooms of the great Temerian Library.

There are two panels, one on either side of the hall, of solid bronze that have been sculpted into the shapes of nude giants, men and women both; the panel on the left shows them kneeling before a scroll which seems to hover in midair; the panel on the right shows a gigantine man reading aloud from a scroll to a captive audience.

Both are studded with gemstones; in both, the scroll is crusted with precious rubies, emeralds, and pearls.

The construction of the hall itself is airy and open, and at the far end it seems to intersect with another hallway that runs like the rim of a wheel through this circular building. Where they meet, tall slender pillars gracefully arch up to the ceiling where grills of iron bar long thin windows to let in the light.

The bronze panels each carry the following gemstones which may be pried loose with some effort: a flawless ruby, two emeralds, and a cluster of five pearls.

L2) Storehouse of Geography and History.

This chamber appears to be overgrown with ropy vines and moss. Cross-built scroll racks stand in giant’s proportions against the walls, and it occurs to you as slightly strange that the scrolls themselves, rather than being devoured by the plant-growth, seem to be oddly couched by it, as though the vines were loath to damage them.

All of the scrolls in this room are in tact. They describe the history of the giants and each are worth untold thousands of gold pieces to a collector or scholar. However, moving them will severely irritate the vines (which are under control of Thylodios Scrollkeeper); attempting to abscond with one will cause the vines to animate into a choke-creeper (this creeper uses the stats of a small, 20’ creeper)!

L3) Storehouse of Mathematics and Natural Philosophy.

This smallish chamber was once beautiful, but ash and char smear the marble tiles and walls. You can see no scroll racks here, nor any vegetation growing within.

This storehouse of knowledge was destroyed by a stray fireball during the battle. The room is ruined, the scrolls have been burnt away, and the vines of the Librarian refuse to enter it. This is a handy entrance and exit point, since the grilled windows have been blown in.

L4) The Librarian’s Corner.

This corner of the library is dominated by what appears to be a massive tree growing within the confines of the old gigantine building. It reaches up to the ceiling, spreading its branches up amongst the marble rafters. Its roots have pushed up the tiles and its leaves curl around the scroll-racks.

The central atrium of the library is visible to the left, between a pair of rounded arches that stand atop thin pillars of white stone that are braced with bronze fittings.

The old Librarian, Thylodios Scrollkeeper, perished inside the inner library after the siege. His body turned to stone, and a tree sprouted from its ruins; this tree is the Librarian; this Ent has some of the memories of Thylodios and regards the library as something he must protect.

He will be suspicious of any adventurers who have entered and downright hostile on the verge of violence for anyone who has damaged his creatures or stolen from his stocks.

Thousandleaves. AC: 0; MV 12; hp 55; THAC0 9; #AT 2; Dmg (4-24)(4-24); SA Animate Vines; SD never surprised; MR Nil; SZ H (18’ tall); ML Insane (20); Int Very (12); AL LN; XP 7,000

Notes: If Thousandleaves fails a morale check at any time he will animate the vines in his corner over the course of one turn, transforming them into the smallest possible creeper vine.

L5) Bay of Philosophy and mathematics.

This quay in the side of the building is filled with in-tact scroll racks, lined with parchments rolled in golden tubes. They glimmer in the light from the atrium behind you. The ever present vegetation winds amongst the racks, cradling the scrolls.

In addition to these, a single pedestal stands before them supporting a lone book with aged leather binding that is as wide across as your chest.

This book is the Mystery of the Unmourned and concerns Moros Aklaustros’ kingdom of the dead. Like the other areas where the vines grow, attempting to take a book will cause the Librarian to animate a minimum level creeper vine to prevent it. Since this particular bay is within sight of the Libarian’s corner, he will also bellow out commands to cease! If they fight for longer than 4 rounds (or they win within that time) the Librarian himself will move over to stop them.

L6) Central Racks.

This large open space in the library seems to somehow be less decayed than the rest. The walls are of fine blue-veined marble and the floors of polished ebony tile framed with white stone. There are several long stone tables here, fit for giants to sit at, and cross-legged chairs made from hardy ironwood.

There are scroll racks everywhere. Scrolls of great size in golden and silver cases sit upon them, lining the room with stores of knowledge. The southern edge of this large bay is open, beneath the archways of the pillars, to the central atrium. A passageway between two slender walls leads off to the west, around the circle, and to the east the area opens seamlessly with another bay that seems marred by some conflict.

In the northward wall, between two of the massive supporting pillars, is a narrow doorway leading into a dark chamber.

The central racks have no vines or plants to protect them. The Librarian did not need to install them, for they have their own system of protection. Each of the racks has a glowing sigil on either side-panel; these are ancient warding spells that were activated before the giants fled. None have been disturbed in the Central Racks, so the result of touching one are not evident.

There are over three hundred giant-scrolls here, but attempting to remove anything from one of the racks will cause the sigils to glow a strange brilliant blue and deal damage as though the looter had been struck by a glyph of warding cast by a 14th level priest; that is, the scroll case will suddenly become electrified and deal 14d4 points of damage to he who tries to remove it from the rack. A save vs. breath weapon can half this damage.

L7) Storehouse of Occulted Study.

As you approach the arched door to this chamber, you notice an ancient gigantine character carved on the lintel above it. There is a strange prickling on your flesh; the character glows faintly, a deep and violent green.

Entrance to the Occulted Study scrolls is completely forbidden; it contains the Treaty of the Forest, as well as the Lay of Iron both of which are extremely valuable (the Treaty dealing with the Amber Fountain and the Lay with the Rod of Iron). 

L8) Bay of Blood.

This room is littered with corpses. It strikes you that they are not skeletons, but rather desiccated creatures; elves with their skin dried and shriveled to the color of old nutwood, their gums pulled back from their teeth, their fingers crooked in claws. They lay together, huddled near a scroll shelf.

The walls are lined with scroll shelves, giving this rectangular bay a narrow and claustrophobic feeling though it was built to giant standards. The five elvish corpses lay scattered near one another at the base of the case against the long, far wall.

A powerful stench appears to hang in the air; you cannot readily determine its origin, but it is a putrid smell, like something that belongs sealed in a crypt.

These elves tried to steal the scrolls from the cases here, and as a result died horribly. They are actually ghasts, and anyone who approaches them will cause them to rise in burbling hunger. They stink, even from across the room.

L9) Room of Contemplation.
This is a smallish chamber that was used by the lignoi to meditate and contemplate the divine mysteries of Arunë. It is plated with bronze reliefs that depict soaring mountainscapes on the north and south walls and a wide forest (the Rootwood) on the western wall. From the grated windows, one can peer up and see King Morgas’ statue.

Powerful warding seals protect the room from violence; Ivene cannot enter, nor can any creatures that have made their way into the library. It is a safe-house.

L10) Room of Indices.

It appears that fire has scorched this long chamber; the grills up near the ceiling are blackened with soot, and long black stains grease the rafters and floor in distinct patches. Several shelves have been destroyed, their ancient dry wood splintered, spilling golden scroll-cases all over the floor. 

A single large book sits on a pedestal off to the right, at the far end of the long chamber. It is the size of a human torso, and lies closed and clasped on its marble stand, a heavy brass chain across its cover keeping it shut.

The large book here is the Index of Indices, required to locate any specific book in the library. Of course, Thousandleaves knows everything inside the Index and will warn people he’s fond of not to try to open it. It was shut by the librarian Thylodios and its wards were activated during the attack.

The book’s cover is plated gold, and worked into its surface are powerful Elder Seals. The correct gigantine phrase must be spoken (“Sas apallássei,” “I release you”) before the book is opened to deactivate the magic on the tome. Anyone touching the cover will feel a sharp tingle if the wards are still active.

Attempting to open the Index of Indices while the wards are still active will result in the target being the subject of a disintegrate spell with a -8 penalty to their saving throw. 

L11) Central Atrium.

L12) Scroll Housing, spiders.

L13) Scroll Housing.

L14) Copyists Hall.

Ivene of Opria. AC: 0; MV 12, FL18 (C); hp 48; THAC0: 11; #AT 1; Dmg (5-10); SA Energy Drain; SD +1 or better weapon required to hit; MR Nil; SZ M (5’6”); ML Elite (13); XP 8,000

Notes: Ivene of Opria has disguised herself as a scholar, though she is in truth a vampire. She has plugged all the sources of light in the copyists hall, repairing the roof and walls with light-tight spidersilks.

She was “escorted” into the ruins by the adventurers known as the Stormwalkers. Two of the original six still live, in a sense, but they have been transformed by Ivene into vampires and sent out into the city to try to find information concerning the Rod of Iron.

Of the others, Thaldoman syn Alkor died in the spider-infested chamber of the main hall, Sieur Llydis Cavoth was drained to death to provide Ivene with food, the sorceress Lyreth murdered as she grew to suspect Ivene, and the dwarf Halr the same. Only the Vodoni priest, Eglith, and the halfling thief Lusyen made it into unlife, and they are weaker vampires posted throughout the city.

Ivene can summon them from wherever they are by thought. They will arrive 3d6 minutes after she calls them.

L15) Inkmaker’s Dome.

L16) Parchment Maker’s Dome.

L17) Lecturer’s Hall.

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