OBJECT OF THE ADVENTURE
As the party now knows, the people on the world of Joywind are held in a prision more complete than any dreamed of by a evil jailor. Of all the worlds that the party has seen this one is the most cruel to its inhabitants. The fact that the party comes from the outside gives them advantages and powers that they have no idea of. Those that came from outside of the Vail are immune to the mind control of the Outsiders, the authors of the pain and evil that grips the land. They desire revenge against the humans whom they blame for the destruction of the culture they had built up over the 300 years they lived on this planet. The Vale is caused by the Blue sun that was captured into orbit hundrads of years ago. The Vale will last untill the sun is removed. Exploding the sun while possible would distroy all life on the planet. There is no way to remove the yellow sun and the planet to a new place. The only way to eliminate the blue sun is to move it to another plane of existance entirly. This is the destiny of the players. Several things are needed to cause the dimensional shift nessary without causing spatal and dimensional anomalies from destroying the world. The first is a BLack Globe Generator brought by the Pirate Gods to the planet. Of course they will not give it up easily. The second is a gem of white light that is said to exist in all planes of the multiverse called the White Gem of Kalka the Enhancer. This gem will allow the black globe generator to give off enough power to englobe the entire sun.called the Crystal Ship. It is a magical sea going vessel the size of a war galleon. However it is much larger on th inside than the outside. In this vessel they will travel to the Blue sun. It is nessary to find the Codex of Infinate Planes to banish the sun. Lastly they will need the Vasty Bubble of Life located in the bottom of the dungeon of Ehwon, the city of dragons. The first thing the charicters will need is the crystal ship. But it was lost at sea many years ago and its present whereabouts is known only to a aged seer on the Isle of Niapon. This old seer is a wanderer and his whereabouts are unknown. The only clues the players have is a description of him. The old man is blind, wears a robe of blue-green, has white hair and carries a cane of ivory carved deeply with holy symbols with a crystal eye on the top. The only way to force him to tell of the wereabouts of the ship is to steal the staff from him. As the staff is his way of seeing, he will tell the players anything to get it back. Of course he will defend it in any way possible. So getting it will not be easy as he is a 15th level cleric of Kanaji, the god of the Astral planes.He is a powerful worshipper of the ancestors of the original colinists. He is blind as his eyes were put out by a emperor who's evil fate was foreseen by the seer. He is known as the blind one who sees the waves of time. This translates to Kan-nushi Dare Mie Nado Tansuni O Nanji. He is better known as Kan-nushi O Nanji. nanji=time kan-nushi=shinto holyman mie=see made=who 0=of dare=who nado=the



Presumably the crystal ship lies near the Isle underwater. It is garded by the oriental Dragon Of the Waters or Lung Wang. The dragon must be defeated before he will give up the ship as it is his prized possession.
After obtaining the Ship, they must travel to Ehwon the city of dragons to find within its dungeons the Vasty bubble of life. This is in effect a combination of a tech 13 lifesupport system and a forcefield generator tech 15. It is in the lowest level of the dungeon, and is guarded by the minions of the dragon Lord. This will require the killing of many dragons of all ages. This is complicated by the fact that the dragons are aided by the human pirates with whom the dragons have a pact, and by the Others who do not want the human gods to obtain the item. Unfortunatly, only the gods have the knowledge to repair the bubble which has had several critical parts removed from it. Of course niether the gods or the party will know this until the Bubble is found.
The next thing the party must obtain is the Codex of Infinite Planes. This is within the Cursed city of Runanga deep within the jungles of the Northern wastes. These waists are in the control of the Wolfen who have a protective arrangement with the Sladd. They will seek to prevent the party from reaching the city in any way possible. The wolfen know that the Sladd could cause great havoc in their empire if the monsters are angered. the codex was placed in the city by the mad magician Bestarius. It is guarded by beings summoned using the Codex. They are Sladd, and all members of the sladd are there except the Sladd Lord himself. The players should be notified that reading the Codex is a easy way to kill the entire party as it is a cursed item that can be used safely only with the permission of the gods.
The White Gem of Kalka the Enhancer is the next item that must be found. It is in the possession of the Lord of the Stone Giants in lands far to the north. It is held within the Citidel of Stone, a fortress city populated by stone giants and other creatures of rock including xorn and other monsters. It is in the high temple of Gaxiaxiax, the god like master of the giants and is guarded by the Leagons of the Stone guardians. These can only be passed by using the Ring of King of Leagons. This is worn by the King of the stone giants, Smakcrus. It must be stolen off his finger, as a frontal attack on the city is a hopeless task.

The last thing the party needs is the Black Globe Generator. This is in the possession of the Others in the High Valley of Precipitious Peeks in the center of the other mountians. Their city is underground, and formed of generations of industrious tunneling by the others. The exact location of the device is unknown, and will require a extensive search of the miles of tunnels and caverns that honneycomb the mountians. It is stored in a vast cavern devoted to storing the technological objects that the Others have forgotten the porpose of. Also in this cavern are weapons that will aid the party in their final battle as they exit from the mountians and try to find their way out.CRYSTAL SHIP

OBJECT OF THE ADVENTURE

Hidden many years ago by it's creator Kanushi o' Nanji, the Crystal ship has remained away from the sight of man for 200 years. The actions of Kanushi are hidden from the Gods by his ability see the future. Thus the party's quest is to search the Island of Niapon until they find this wise man, then to convince him to tell where the Crystal ship is located.
BLACK GLOBE GENERATOR
450 years ago, durring the Battle of the Pirate Gods, a magical device fell from "heaven" and landed in Blood Bay where it was found by fishermen. These men took the device to King Ewhon, lord of the nearby city. The King soon began to have dreams sent by the gods that told him that the thing they called a Black Globe Generator must be hidden by the city. He had the BGG sunk within a deep shaft, and the impenitrable globe was turned on from the inside. The parties quest is to enter the BBG and turn it off so that it may be recovered.
CODEX OF INFINATE PLANES
This is a large volume devoted to the knowledge of other planes of existance. It belonged to the evil magic-user Nekrodemas. He is one of the people who built Nekros mansion. He was also responsible for many other crimes. The volume is well guarded and hidden within a castle that has one of the most terrible dungeons around. The dungeon is populated with Sladd.
Hidden deep within the jungles of the north, just finding the castle will be difficult.
THE GEM OF KALKA
This is worshiped by the Giants of the great giant city of Foreber. It is locked within a chamber opened only once per year.

THE BUBBLE OF LIFE
It is this that keeps the Great Old One of the Others alive. He lives inside it that it may duplicate for him the atmosphere of his home planet. Also magic potions are sprayed into the air of the bubble. The GOO is living within the Valey of the Others.
                      THE CAST OF CHARACTERS

                       Timm--The Enchanter
                    Eunice--The brave fighter
                  Blythol--Bardish man of Songs
              McGoomerina--Druidess of great power
           Huichol--A wizzard and man of many talents
               Ted Willams--A not so Holy Paladin
   John Marvin--Man of mystery known as the ugliest of all men
                 Hollow--A Cleric of Vast Wisdom
         Marika--A follower in the footsteps of Huichol
                    Tamara--The Woman Ranger


                       Chapter 1   ARRIVAL

     The whirling ball in the center of the room began whirling
more and more slowly. After a few moments they could see the face
on the ball. It was one that they were very familiar with. It was
the smiling face of The One God. Eunice jumped immediately to his
feet crying "Bob The great Bob Dobbs, you have returned!" The
rest of the party rose in reverence of one of the Gods of
Creation. The ball soon ceased it's whirling and the face smiled.
Suspended 3' above the floor, the ball moved toward the party.
     "I hope that you have enjoyed your stay here in this Bubble
within the Prime Material Plane has been all you desired?" said
the face on the ball. While varying degrees of satisfaction were
expressed by those in the room, they were all favorable.
     "I especially like the Crimson Cattle" said McGoomerina.
     "After your many sacrifices in defeating my Drool Rockworm,
I am only sorry you can not stay here longer. But it is time for
you to be going back to your world. The expense in my strength
is high maintaining this place and besides, I'm sure you have
loved ones you wish to see again. Come ready yourselfs."
     All the booty the party had obtained was quickly stuffed
into their backpacks and magic sacks. All the items were tagged
with the name of the owner. Soon everything was ready and they
gathered before the floating ball.
     As the party watched, the ball began to glow bright white.
The light grew until no details of the room remained visible; all
was lost in the intense whiteness. A strange floating, bodiless
feeling overtook them all. Without ears they heard a voice say "I
thank you all, and wish you the best of fortunes". Then there was
a great humming sound that was like a physical thing; soft, warm
and comforting. They floated on the sound, back toward their
home.
     But then a voice terribly familiar to them spoke in a
strangled, distorted tone "Curse you all and your stupid
meddling! Do you think that I, Lord Foul could be so easily
destroyed? Ha. Now you will pay dearly for your
interference. It's true that I can't deal with you now as
I'ld like, but I will be satisfied for now with knowing
none of you will ever see your homes and loved ones again.
May you all die hideously in a foreign, unhappy world."
     Then they were out of the white light and comforting sound
and into a universe of darkness, crashing sound and buffeting
winds. Their souls were battered by forces that threw them out of
the carefully chosen trajectory and out of any contact with
anything they had ever known. They cried and shouted and screamed
but they could not hear each other. It was as if they were going
over a waterfall without a barrel. This feeling seemed to last a
eternity, but at last the buffeting slowed. Then they were
suddenly falling through light and they hit solid ground hard.
The blackness of unconciousness stole their final thoughts.




                 Chapter 2 THE TERRIBLE TRUTH

     Tamara heard birds. "Oh how nice to hear the sounds of the
earth again. I never would have suspected that the Halls of
Olympus had birds. And Sunlight! How wonderfull to feel it
again." As yet she had not opened her eyes. It was enough to be
at rest after the terror of her journey. As she swam up the
rivers of consciousnes , she began to feel the pains of her fall.
"Funny, I would think that all the pains of life would be gone in
Olympus." Then she opened her eyes and sat up. High overhead she
could see the leaves of trees, and around her she could see all
the members of the party around her, asleep or dead.
     They were in a forest glade. As she watched, her friends
began to groan and stir. As they were waking, she looked
carefully around her and noticed something very strange. She
could recognize only a few of the plants surrounding her.
Carefully she thought back to her fathers training and still knew
only a few varities. "Where are we?", she thought.
     Her thoughts were interrupted by a loud groan from
Eunice. "What in the 99 layers of the Abyss happened to me?"
he said.
     "I've no idea myself," said Tamara "all I know is we are not
Home."
     "What do you mean not at home" asked Timm rising on one
elbow.
     "Well at least no where I've ever heard of".
     By now the others were sitting up, rubbing various parts of
their bodies bruised by their fall. Timm called out to Hollow,
his friend and employee, asking him to heal the wounds of his
fall. Hollow began to chant the familiar words of his prayer for
healing. Upon completion of the spell, a curious expression came
over Hallows face.
     "My spell. It, it didn't work" Hallow cried.
     "Try healing me" said Timm.
     Groaning, Hallow rose and moved slowly over to Timm. After
praying he placed his hands on Timm. Nothing happened.
     "I have a bad feeling about this" said Mc Goomerina. Then
she began to pray to the earth below her. In a moment, she
ceased and turned to the party. Her face was grave. "I have
lost my contact with my god. I do not sense him around me. What
could this mean?"
     "So what" said John Marvin. His voice was muffled by the
hood he wore to hide his hideously maimed face. "Who gives a
shit about your pissing god." He moved away from the party into
the woods.
     "Ah, fresh air at last" sighed Marika.
     "We are going to have to devise some way of giving him a
bath" said Huichol.
     Ted Willams had restraped his armor after rising from where
he had fallen. Making sure his long sword was properly hung from
the wide leather belt he drew a ax from his backpack. Locating a
fallen, dried up tree, he used the ax to quickly cut wood for a
fire.
     "Why are you bothering with that. We don't plan on staying
here tonight do we?" said Blythol. Looking up he said "I can't
tell what time in the day it is. Too many trees around."
     McGoomerina touched Blythol on the shoulder and said "I
will see about climbing one of these trees and finding out what
time it is. And perhaps a bit more about where we are."
     McGoomerina spotted the largest nearby tree and changed her
form into that of a monkey. Then she quickly climbed up the tree
like she had been climbing all her life. The brown form was lost
in the dense leaves.
     "I'll do that" said M to Ted Willams who was struggling to
light his tinder with a flint and steel. M stood away from the
pile of wood and began a incantation. Soon, fire sprang from his
fingers.
     "Show off" muttered B through his teeth.
     "Particularly unnecessary when we are so low on lamp black"
said H. Lamp black was the prime component of the spell used to
light the fire.
     M turned and walked to the other side of the glade saying
"Gods I'll be glad to get away from you all. I hope we aren't
to far from a city."
     T called out to M "We all must suffer but a while longer. I
do not welcome spending one more minute than strictly necessary
in John Marvins company. But these are obviously wild woods and
we must band together until we find safety." M nodded silently.
     From high above came the sound of a screeching monkey
followed by the noise of a rapid decent. The screeching
continued as the Druid dropped toward the ground. The
monkey jumped from 20' up the tree down to the ground
and ran toward the party screaming all the way. Her
shape squirmed and regained the shape of a human.
     "We are not on our home world!" she said.
     "What do you mean?" said T.
     "We are not in the Land, nor are we back home. We are
completely lost."
     "How can you be sure." said Blythol.
     "There are two suns in the sky".
     This news was greeted with disbelief by all but Hollow and
Tamara.
     "Go climb a tree and find out for yourselfs" said Mc
Goomerina angrily.
     "Ill do that" said E.
     While E was slowly and noisily climbing the tree some
maintained their disbelief of McGoomerinas words, while the rest
indulged in the wildest of possible explanations for the facts.
Ted Williams by this time had a pot over the fire and was
dropping into it the last of the food given to them by the Lords
of the Land. Soon it was steaming with a smell that had everyone
drooling.
     His steps heavy E rejoined the party. "It is as the druid
says. There are 2 suns. One of them is like our sun but the other
is small and blue."
     "Shit" muttered M.
     "Food's ready" said T brightly.


                   Chapter 3 SOME NEW FRIENDS

     During their meal (which they decided to call Breakfast)
they talked much about their predicament and about possible ways
to find themselves. John Marvin joined them soon after the meal
began, and calmly announced that he too was out of contact with
his god. It seemed that none of their clerical spells worked.
Blythol passed his magical ring of healing among the party and it
was effective in healing them. Everyone but Mc Goomerina was
involved in the table talk. She was obviously brooding about
something.
     "Look, this is what is what has happened" said Mc Goomerina
as the party was cleaning up. "Come here and sit down a minute."
Knowing well the deep wisdom and lore known to the Druid they
attended to her.
     "Some of you may know much of what I will tell you know, but
please allow me to finish without interrupting. That means you too
John Marvin! Now, worlds are round like a ball. We know this to be
true because the Supreme Druid Kanofi XI spoke of this in his
`Journals of the Inner Planes. He called these world balls
"planets". I believe that I have visited indeed lived on another
planet once for over a year. Of that planet I have little to say
other than I was overjoyed when I was summoned back by my god.
Clerical spells were ineffective on that world as well. These
planets seem to have different rules of physical action than our
own. Did anyone else hear a voice just before the beginning of the
turbulence in our trip here?"
     Every one it turns out had heard the voice of Lord Foul and
his curse.
     "It is as I thought. I believe that Lord Foul disturbed the
spell of the One God and we are lost as a direct result." A
murmur of assent went up from the party. "We do know
something of where we are. We are still on the prime
material plane for instance. This place fits none of the
descriptions I have heard of any encountered world. We
might be anywhere. I fear that Foul's curse is true. We
shall probably never see our homes again. But then again
any old port in a storm, eh John Marvin?"
     "Well its not good enough for me" said B. "I refuse to
believe that there is no way home. The One God will find us and
bring us back. Where could Foul send us that he could not find
us?"
     Tamara spoke in her most authoritative voice "The first
thing we need to do is discover if there are people on this
"planet" as you call it. We want more information. I've been
looking around some and I spotted a deer trail. We should find a
high place to look from."
     "I shall assume the form of a bird and report what I can"
said Mc Goomerina.
     "Hey, I thought none of your god given spells work" said John Marvin.
     Mc Goomerina shrugged "Be glad I have some of my abilities at least".
     Mc Goomerina changed her shape into that of a small sparrow
and quickly skimmed upwards through the leaves. While she was
gone scouting, the party finished cleaning up the glade and Ted
Willams buried his fire. The air was warm now and full of fresh
smells. The branches shifted lazily above them.
     M stretched himself his back on the ground with his hands
behind his head. "Well home or not, this is still vastly superior
to life in the Mines of Drool. Besides, just think it through. If
we are not alone and there are other people here, then the more
the merrier. My magic has not changed and people are people
everywhere. I have no doubt we would find a comfortable spot to
settle down. If we are alone here on this planet, then all of us
are more free than we have ever been before."
     Ted Willams scowled down at M. "That may be all right
for those who think of only their own comfort, but there ARE
more important things. Such as a worthy cause, or a grand
battle. Where is the point in a existence without laws and
people to serve."
     John Marvin spoke up, "No I can hardly believe it but I
agree with something the Paladin feels. Others are necessary."
     "What do you mean?" said Timm.
     "Aw shut up and leave me alone" John Marvin said with feeling.
     "I'm going to climb a tree myself and see this now sun" said
H.
     "I'll go with you" said B. Together they moved off into the
forest.
     "What will you do if we do find ourselves alone here Timm?"
asked Tamara.
     "Oh, research I guess. What about you E."
     "Find a woman, build a house and settle down that's what I'ld
do" said E with a unnoticed side glance at T.
     "Best of luck E. There are 9 men and 1 woman." said B.
     "Hey guys leave me out of your plans." Tamara looked into
the sky. "There is a whole world here to explore with new plants
and animals to get to know. The last thing I want is to "settle
down."
     Hollow who had been quit for some time said "What does it
matter. My god is gone from me. My life has little point now."
     "Quit whining Hollow. Your not the only one". John
Marvin threw a small rock at Hollow.
     "Tamara, come here and feel this" said Ted Willams his
hand near the site of their fire. "How long ago would you say I
put this fire out?"
     Tamara went over to the mound of dirt and touched it. "Ouch
that's still really hot. It shouldn't be That hot."
     "That's what I thought. Very Strange."
     B & H returned from their tree climbing and told everyone
that the sun was near the midpoint in the sky.
     "Did you see anything else" said E.
     "Just trees as far as you can see" said H.
     Eunice's shoulders slumped.
     Just then M cried out "There is Mc Goomerina."
     The sparrow landed and resumed her human form.
     "I flew as high as I could. The forest is large, but if we
head east, we will come out of it in 2 days journey at most. But
more important, I saw the smoke of a small fire coming from the
SE. I didn't get real close to it but it was definitely a
controlled fire. We could reach the spot before nightfall."
     "So what are we waiting for" said Ted Willams shouldering
his pack.
     And they were off.

     The forest they traveled through was not so dense that it
slowed the party much. They made good progress. T and Mc
Goomerina seemed fascinated and pointed out with many a
exclamation a unknown genus of flower or tree. A few small
animals were seen like squirrels and rabbit that were familiar
to them, but they saw little animal life around.
     "I'm sure the animals here have been hunted by humans
before. They know to hide when we approach. I see the tracks
of many animals on the ground that I have now spied as yet"
observed T. Mc Goomerina nodded.
     The dead leaves of the trees and the short grass that sprang
up everywhere made a soft carpet for their weary feet. The
faintest breath of a breeze cooled them and the sweet sounds of
life surrounded them. It was hard even for John Marvin to be
too gloomy in such a setting. Suddenly B stopped in his tracks
and motioned to the party for silence. Now the party was quiet,
the sound of a flute could be heard in the distance.
     "We are not alone" said Ted Willams his words a sigh of relief.
     "Shhh. I will find the player of that flute" said B. Using
his ring of Invisibility and his skills as a thief, he moved off
practically undetectable.
     B slid through the forest following the sound of the flute.
Knowing the player was on the other side of a large rock, B
carefully stuck his head around it. He saw a man dressed in
buckskin leather with a wooden flute place sideways on his lips.
He was obviously the source of the sound. He had short brown hair
and was clean shaven. The melody he played was simple and
beautiful. B willed himself visible then, prepared for battle,
walked from around the rock.
     The eyes of the flute players saw him immediately and a
hint of a smile curved the ends of his mouth. But he kept
playing. When the song was done he lowered the flute from his
mouth. "Hello friend and well met. Come you recently from
Corannan?"
     "Well met indeed" said B. "No I am not from Cornanan. I am
lost and seek my way."
     "Consider it found mate. I can get you to civilization
again. I am Dumbarton of the Dulcet Tones." Dumbarton crossed to
B and shook his hand. As he did so he looked B over. "You look
not like you have been alone. Have you companions?"
     "Yes, my friends are nearby."
     "Then come, let us join them. I trust your looks and pray
you see no harm comes to me."
     "We seek no harm to you. And we welcome the face of any
human in this world."
     So saying B led Dumbarton back to where the party was
concealed. B called out to them warning them that he was
bringing a stranger with him. Dumbarton spoke under his breath
when he came within sight of the group; "A large group to be
lost I think." And then in louder voice said "I am Dumbarton, a
humble player of the flute. If you are lost, your way is found.
If you long for a song, the wait shall be short. And though you
have a friendly look about you, if you plan evil, I shall be
missed soon. I have friends nearby."
     The party, all on their best behavior made Dumbarton welcome
with many friendly greetings. Truly they were glad of this
evidence of intelligent life on this planet. Dumbarton replied to
their welcomes with grace and eloquence. After the introductions
had been observed, he pulled his flute from his belt and played a
sprightly tune while looking at the party with his head cocked of
to one side.
     The tune was short and upon its completion said "If you seek
company besides my poor example, follow me. I shall lead you to
the camp of my companions." All of the party agreed.
     And so they proceeded until T sniffed the air saying "I
smell a wood fire nearby."
     "You have a good nose my friend" Dumbarton said. "It is
the camp fire of my friends. Hallow the camp." Then raising his
voice he said "It is Dumbarton who has returned with a lost
party of strange aspect."
     A rumbling voice to the east said "Come Dumbarton and bring
your friends. They shall be made as welcome as our camp can
provide." Dumbarton gestured toward the voice saying, "just on
the other side of that hedge." He brought up the rear.
     There was a narrow opening of the thick shrubbery that
opened onto a large cleared space. Entering, the party saw a
orderly camp consisting of 4 large gaily colored tents of
unusual design. They were square rather than round, and had a
large piece of fabric suspended on poles, shielding the
entrance from the elements. The tents were made of a silken
material colored brightly with diagonal lines of purple and
leaf green. There was a circle of stones with a fire glowing
within it. Around the fire stood 4 men dressed in rich
clothes, each wearing the colors of purple and green on their
doublets. Near one of them sat 2 dogs.
     "Welcome to you all. We are men of the Duke of Ramadis. I am
Sir Kenmore and these are my battle friends. May I introduce Sir
Agrimone, Sir Palter and the Holy Renvor. Consider yourselfs lost
no longer. Come, make yourselfs comfortable. Haversom, quickly,
get the fire stirred and prepare food and drink for our
visitors. We are come here on a hunting trip that is rest from
the service of our duke, but soon we shall return to Corannan
and we shall take you there with us."

     Thus the adventures were found by the natives of the place
and found their way to civilization.


                       Chapter 4 SOME ANSWERS

     The party had a million questions. Each question was
stranger than the last to the Knights. Even though they said they
were "From the far North" they asked questions about things even
children knew well. Other of their questions betrayed a
knowledge of things far beyond the comprehension of children.
All in all, they were as strange a group as any of the Dukes men
had ever seen. But despite this, Sir Kenmore was heard to say of
them "strange though they may be, they have strength, honesty
and benevolence about them". The knights took them hunting for
deer and boar in the forest, made them at ease in the camp, and
tried to answer all the questions they could. After a two days
of the "Sporting Life" the knights commanded that the camp be
packed. Their squires managed all the work of the camp and so
even the departure was effected with no effort from the
visitors, for which they were very pleased.
     After a walk through woods with no path, the group came to a
path so wide it was almost like a road. This path lead through
the forest, which gradually became less dense. After a days
journey the party broke through the trees and came upon a wide
vista of cultivated lands with widely scattered hovel-like homes.
That night they camped on a open rise overseeing the farmlands.
     For many of the newcomers it was their first view of the
sky.
     "I still can't believe it" said Ted Willams. "The blue
sun, the strange light at night."
     "Best get used to it Mr. Good. It's here we are and here
we'll stay" said JM.
     Sir Kenmore spoke, pointing to the SE "You can't see it yet
but Corrannan is just there."
     "Lets get going then. The longer we stand her looking at
where the city is the longer it will take to get there." said JM
impatiently.
     "We spend the night here" said Sir Kenmore.
     The squires began setting up a overnight camp, spreading out
the foods chosen for the night's meal. The others made themselfs
as comfortable as their surroundings allowed.
     After their meal, all gathered around the fire to talk. This
means the Knights were subjected to the regular round of
questions. The yellow sun was setting, but the blue sun still had
an hour left in the sky. The sunset was spectacular. Bright
violets and deep browns spread amoung the blue-white clouds. Far
away across the rolling land they could see a tan colored stain
hanging in the sky. This was the only visible trace of the city.
Gradually, the yellow suns light faded. In the east the sky was
deep blue and as it got closer to setting, the blue appeared to
come less from the sun and more from a luminous blue glow
covering the night sky. The blue deepened and darkened as the
blue sun set. In the sky, instead of the blackness broken by the
thin light of the stars, the party saw shifting planes of blue
light in many different shades.
     "What causes that!" said Tamara.
     "What causes what?" said Holy Renvor.
     "The blue glow in the sky".
     "That is the Blue Veil. The scholars say that it is caused
by the Blue Sun. Mystics believe that the Blue Sun is the source
of thier powers. It has been noted that the Veil dims in the
winter and grows stronger in the summer. But surely you know most
of this from your childhood."
     "Little of this is known in the north where we come from".
     "I do not wish to offend you, but that is ridiculous. All
people know of the blue sun. The truth is surely much stranger
than the lie you have told us. Are you perhaps from one of the
underground realms or are have you all been cursed with a loss of
memory?"
     JM seized upon this suggestion. "That's right, we've lost
our memories. We can't even remember how we lost them."
     But TW spoke saying "I have had no reason to feel
untruthful yet and I will not be a party to a lie. The truth is
holy sir, that we are not from this world at all, but from
another world entirely."
     "By my count I make this one no less than the 4th planet
I've visited." said Mc.
     Holy Renvor said "I would rather believe you good sir than
that other who spoke but I find his lie easier to credit than
your truth. My religion admits to no places other than this, and
such a thought is entirely outside even the wildest thoughts of
the mystics."
     "By my sword and arm I swear it is true" said TW. "The plain
fact is that I or rather we are total strangers to this world
with 2 suns."
     "I take your oath in good faith Ted but still it is hard to
trust."
     "I do see a few stars in the sky yet, but no constellations
I recognize." said Tamara. She pointed. "There, what is that star
known as?"
     "That is what we call a planet. It is another world like
this, but is thought to be lifeless. Look there. You can see
another of these planets. And that one there. Watch it closely.
We call it Clemnestra after the goddess. It rises and sets twice
at least each night. It is a good omen."
     "Tell us more of your gods and goddesses" said Hallow.
     "Well, there is Rhodan, the captain of the gods. Clymnestra
is his wife. Then there is Bell, the Watcher of the Beasts. He is
captains best friend and aids him in all things. Suthar is her
hand-maiden and grants us the blessing of children. Sonia also
waits on Clymnestra. She is the Goddess of Music and Arts. The
gypsies call her their patron goddess. There are also those
deities that have set them selves apart. Verhanna, goddess of the
Small Ones, she is the defender and protector of the Farie races;
Cilboreth god of the elves and Kasadarum god of the Dwarves and
Gnomes. Rhiannon goddess of the witches and druids lives not in
heaven but on Joywind."
     "Wait" said Huichol, "where is this Joywind?"
     "Why, that is where we are now. That is the name of this
planet. To continue; then there is Jerak Cannelion the jester
worshiped by gamblers and hedonists. Of the Pirate Gods I know
little and will speak nothing of here."
     "Pirate Gods?" said Eunice.
     "Yes the evil ones who seek to take over heaven and rule all
of Joywind. All you need to know of them can be summed up by
saying the care more for their power over people than for the
fate of those people."
     "Pirate Gods!" said JM with enthusiasm. "I'll bet they don't
pay for their cable!" Mc agreed laughing.
     "Well I supose they don't pay for rope and such but why
mention it?"
     "Oh no reason" said JM with a knowing smile at Mc.
     Holy Renvor said "Rhodan is the only decent god to worship
you know. He is the most powerful, the captain of the gods, and
often helps those in a just battle. There are many tales of his
bravery and strength..." and here the Cleric began a long story
of Rhodans battles against the Pirate Gods and they all fell
asleep one by one with the words sounding far away in their ears.

                       Chapter 5 CORANNAN
     The next morning they were up before the rising of the blue
sun, and soon they were strolling over the rolling hills and
cultivated lands east of the forest. Past mid-day they began to
see rude huts and hovels built on both sides of the path they
followed. Soon the path turned into a well traveled road, and the
huts turned into the tattered wooden buildings of a small
village.
     "What do they call this place" asked Huichol.
     "This is the village of Omagil. It lines the Noru road out
of the city."
     As far as our heros could see, it was much like any other
village they had seen before. It was not hard to imagine they
were back on their own planet. All of them felt a lift to their
mood, seeing crowds of people again. Although his face could not
be seen JM walk, now springing and light, betrayed his
anticipation. In a half hour they were standing just outside a
large wooden gate set in a stone barbican. There wear a score of
3' long spikes angling upward from the walls. From these spike
hung 4 bodies in different stages of decay. There were birds
perched on the shoulders of one of the corpses, casually tearing
off strips of flesh from its neck. They smelled more than a
little high. Renvor told them that these unfortunates were
executed by staking them to the wall. JM, E, and Mc exchanged a
sober look.
     "Do you condone this SHoly Renvor" asked T.
     "It is the Law my dear. Certainly, their acts were evil."
     "As may be sir, but I don't like it."
     "Sir Kenmore, how was the hunting?" cried a helmeted figure
atop the ramparts.
     "Good Sgt. Benton. The weather was fine and Rhodan was
generous."
     "Are those good people with you sir?" the sargent said
pointing to the party.
     "They found us at our camp and have been our companions
since."
     "Very good sir. Glad to have you back."
     With a beckoning gesture, Sir Kenmore led them inside the
city. They stood in a square that had many people moving through
it. There were no less than 6 different entrances to the
square. Just inside the gate was a large wooden building with a
wooden sign hanging out in front. The sign has a picture of a
unfortunate being impaled on the stakes ouside the gate.
     "Is that building the court of law" asked JM.
     "Heavens no" said Sir Palter laughing. "That is a Inn called
The Stake."
     "I just asked" said JM. "Nothing to laugh about."
     TW broke in saying "I think we should find the place Sir
Kenmore recommended. What was the name of it?"
     "The Scroll and Quill" replied Sir Kenmore. "Sir Palter
could you lead them there, I have some things to attend to now
the hunt is over."
     "Thank you sir" said TW. "We are in your debt for all the
kindnesses you have shown us."
     "Speak for yourself, stupid" said JM under his breath.
     The knight led then up a wide way past many narrow alleys
and small streets. Most of the buildings appeared to be
residences but some had signs outside. Strangely, none of the
signs had any writing on them. They had pictures instead. They
soon came to a gate with guards on either side. They passed
through the gate without being challenged. The street continued
up until it ended in another square. Sir Palter pointed down one
of the many streets off the square.
     "That is your way friends. Follow it till you see the sign.
Farewell." With this the knight departed.
     This square was the center of commerce for the city. The
street the knight pointed out was lined with many signs.
     "This is more like it" said JM. "I think I can enjoy this
place."
     "Plenty of time to explore" said E moving toward the street
indicated "lets find our rooms first. I'm desperate for a beer."
     The rest followed him down the street until they saw a sign
with a picture of a quill lying on a piece of parchment.
     Throwing open the door to the Inn, JM jumped into the
building shouting "It is I John Marvin the Greatest of all. Bring
on the wiskey and dead women!". He was followed by E who said "I
want a sea of beer a river of wiskey and a soft woman to float
on."
     All heads in the Inn jerked to look at them. The heads were
those of cultured, well fed and obviously high class people. The
room was as silent as a grave. After a few frozen seconds, the
heads turned away and the party was studiously ignored by all but
one old woman in a apron.
     "Now what is it you want here. Who's making all this noise."
     Mc moved forward past E and JM saying to them under her
breath "Shut up you two." She bowed low to the woman in the apron
and said "I am McGoomerina good lady and we seek your best rooms
and a good meal. Forgive my noisy friends, but we are newly
arrived in your fine city after a lonely journey of more than a
year." She took out a buldging sack of coins. "I assure you we
seek only peace and quit from your lovely inn. What do you say
rooms for 10 for a week?"
     The dark expression on the old womans face cleared and a
gapped tooth smile came out. "We do have rooms Milady at 4 gold
peices each per week. That comes to 40 if you please."
     Mc took 2 Mythral pieces from the purse and handed them to
the old woman who inspected them closely.
     "Here now!" she said "what kind of coins are these. I like
them not and will take only gold."
     "Of course take these instead" said Mc taking 50 gp from the
purse. The old woman gave her back the dull white coins and
received the gold ones. She looked closely at them, then back to
Mc then down to the coins again. She bit one of the coins with
her blackened teeth. She was apparently satisfied because she
hurried off behind a screen in one corner of the room, leaving
the party at the door. But it was only a moment later that a
young girl of 12 or 13 hurried toward them.
     "Welcome to the Scroll and Quill Milords and ladies. Would
you like your dinner now or after a rest and brush up?"
     "We would like to store our gear in our rooms at least" said
Blythol.
     They followed the girl up a flight of stairs to rooms that
were large and clean with windows out onto the street. Some of
the party returned to the common room to eat a feast of epic
proportions, some decided to fall immediately into their beds
while one disappeared as soon as both suns had set. But his
adventures that night have no business in this account.

                 Chapter 6 THE MANSION OF DEATH

     The next day the party rejoined in the common room to
discuss their plans for the day. It was at breakfast that the
first of the members broke away.
     "I feel that I must leave you today my friends." said
Bylthol. Every one denied this and then asked the reason for the
unexpected decision.
     "In dreams I have seen that my destiny lies along a
different path from yours. I seek now only to perfect my musical
arts and to this end have found one of the true master of the
lute in this world. My fate lies with him now, and no longer with
you."
     A general hubbub arose at this. Blythol was asked to stay
but he refused with good nature. As Blythol ate his breakfast he
turned away all offers to stay and when his was finished he rose.
     "I have traveled with you, lived with you, and fought
shoulder to shoulder with you. I owe my life to many of you.
Please allow me to leave with good feeling."
     Mc said "If you must go, go the the best of luck and all our
best wishes"
     At this Blythol shouldered his pack, strung his lute around
his neck and smiled crookedly at the table of heros. "Good bye
all, and fair winds to you." With this he strode off through the
door and was seen again only in dreams.

     The party broke into groups, each to follow their own way in
the great maze of the city. The individual details of their
adventures would be another book at least as they each found
strange new people.
     But briefly I shall say that Timm and Huichol joined a
organization of Magic Useres called the Thoumaturgists Guild. It
seems that the Guild controls the sale of all magic on Joywind,
and that all practitioners of the Art must be members. The
details of their membership are not known outside the guild.
     Tamara spent much time in the Temple of Bell as a guest.
Here she was introduced to the Deeper Mysteries and joined the
church.
     McGoomerina was gone into the wilderness for days at a
time. There she found the followers of Rhannon and was ordained
as a priestess by the Goddess herself.
     Eunice, TW, and Marika spent the most of their time
enjoying the good food and drink of the "Capstan and Hook", a
liveley place near the river docks of the city. A week after
arriving, Timm joined them there. While enjoying their drinks
they were approached by a man who had the look of a adventurer.
     "Fine day good sirs is it not? I would buy you all a drink
if I may."
     Eunice who liked him immediately said "Sure sit down. What's
you're name guy".
     "I am Kemper of Toto and you."
     Introductions were made all around and talk was of a trivial
nature until Kemper mention a mansion not far out of town.
     "It's called Necros Manor and is rumored to have vast
fortunes inside it. But those same rumors talk of death and
insanity waiting for those who enter. Although it interests me I
don't want to die alone."
     Eunice said "We will go with you there if you will guide us.
This life of ease and calm is not to my liking."
     "And I have many new spells to try out" said Timm. "I will
go with you."
     "And I" said Kemper "will be glad to take you."
     The spoke of little else that day making plans to leave the
following day. Not wishing to return to the Scroll and Quill,
Timm and Eunice took a room where they were.
     The next morning the small band put on their armor and left
the Inn. They sought the stables and purchased a riding horse for
each of them. Then they rode off to the NE. Kemper had told them
that the Manor was 15 miles outside of the city. It took them the
best part of the morning to get there. The Manor stood on a hill,
facing the south.
     "I know this place!" thought Timm. "But I don't know how I
could. I have never been here before. Perhaps this mystery will
be resolved inside the strange house."
     And strange indeed was the Manor. It was low and rambling
for the most part, but there were two tall towers on the NW and
SE corners. The other two corners were 3 stories high. The wood
of the house seemed new but the plants surrounding the place were
old and wild. It had a evil air about.
     They rode toward the house, but when they were within 100
yards of it their horses shied and no amount of coaxing would get
them to approach nearer. They found a place where the fodder was
plantiful, and tied their horses up there. They walked toward a
path of flagstone. The path led them between two wings of the
building. They noticed something that gave the house its
mysterious air. There were no windows to be seen. The path ended
in a garden vestibule. They saw a door with a knocker shaped like
a gargoyles face. Kemper began to shift about nerviously.
     "Don't you think its rather, uh, illadvised to just stroll
in the front door?" he asked.
     "Perhaps it would be best to scout around a bit first" said
Timm.
     They walked quickly back down the path to the front of the
building and continued along one wall around to one side of the
great building. Near the center of the eastern wall they found a
iron gate. Eunice approached the gate quietly and peered inside.
He waved for the rest to join him there. Behind the gate they
could see stalls for horses.
     "This is the place for us to get in" said Eunice. "Stand
back".
     As he swung his long sword at the lock on the gate Timm
cried "Don't do it!", but it was too late. The sword broke the
lock easily. The loud sound of the sword striking the gate echoed
in the silence. "Well now they know someone wants in" Timm
sighed.
     "Don't worry so much Timm" answered Eunice. Then he swung
the gate open. The dry metal creaked loudly and opened just far
enough to allow them to enter. Timm rolled his eyes upward then
followed Eunice and Kemper in.
     The smell inside was extremely musty, and no light entered
except that from the gateway. As it was afternoon by this time,
the light was very dim. The looked inside the paddock nearest to
the door and found nothing. Then Kemper brought their attention
to the other end of the room. The dim outline of a carrage could
be seen. "Light your lamp Timm" said Eunice. They stopped until
Timm had his lantern going brightly. Together, they approached
the carrage. Then behind them they heard the whinney of a horse,
inside the room! They drew their weapons and spun around quickly.
They saw nothing. Going back, the carefully searched each stall
carefully. Still they found nothing.
     "What do you think made that sound Timm" asked Kemper.
     "Nothing has lived in these stalls for many years" he
answered.
     "Forget it" said Eunice. He turned back toward the carriage.
The other two followed him.
     Timm threw the light from his lantern on the carriage. They
saw it was a hearse rather than a carriage. There were black
curtains in the windows and crepe draped around the harness.
There was a large door in the back. Eunice carefully opened the
door. A sprinkling of dirt fell to the floor. Timm shone his
lantern inside revealing a long, narrow box filled with dirt.
     "Looks like the resting place of some evil creature" said
Timm.
     "Good thing he's out" said Kemper.
     "I know what to do about this" muttered Eunice and quickly
dragged the box out of the carriage and onto the floor.
     "Did you have to do that?" said Timm.
     Eunice paid Timm no heed and broke the box into pieces. Then
with Kemper's help scattered the dirt all around the room.
     "Lets see the monster sleep on that" said Eunice pointing to
the ruined box.
     "I just hope the sleeper doesn't come looking for us." said
Timm.
     "I hope it finds us" said Eunice.
     Kemper walked to a door in the north wall and put his ear
against it listening. Hearing nothing, the fighters put their
shoulders to the door. It opened onto a passage way that led to a
small room. The room was empty except for a statue. What the
statue might have been at one time was impossible to tell. There
was little left of it but a vaguely manlike form. In one corner
there stood a stairway leading up. After a quick search of the
room Eunice turned to Kemper and said "Up the stairs?" Kemper
nodded and they walked single file up the stairs. At the top was
a door which they quickly opened. Inside the room, it's back
turned to them, was a skeleton standing in front of a pictureas
if inspecting it. The skeleton turned its skull around to look
them. Before it could do any thing else, Eunce smashed the skull
with the flat of his sword. The rest of the bones fell to the
floor with a dunk clinking sound.
     "Good work Eunice" said Timm. Eunice gave him the thumbs up
sign and then moved over to look at the painting that so
interested the skeleton. For an instant, they seemed to see a
painting of a Kobald but then the painting melted before their
eyes. It took only seconds for the picture to become a lump of
slag on the floor.
     "Bizzare" muttered Kemper. Eunice nodded then moved to a
door on the neaby wall. After listening carefully and hearing
nothing, he and Kemper pushed the door open.
     The room they entered was even more musty smelling the the
rest of the place. It was a library. Books lined the walls. Some
of the spines had rotted from them and lie on the ground. In one
corner was a fearsome stuffed tiger. Timm walked over and began
to search the books for familiar titles.
     "Leave those be" whispered Eunice and motioned for Kemper to
help him open the door near the one they had just opened. When
the door opened, they saw another small room. In this room was a
cabinet. All three walked quickly over to it. When they got
within 5 feet of it, the cabinet began to rise up off the floor
and into the air. Kemper cried out in suprise and drew his sword.
Eunice moved back and drew his sword. The cabinet continued to
rise until it was 2 feet from the cieling. Then the bottom of the
cabinet dropped open, and a figure compleatly wrapped in filthy
gauze landed on its feet below. Kemper thrust with his sword and
screamed in terror as the blade passed through the figure with no
effect. The blazing red eyes that glowed brightly though covered
in gauze seemed to turn Kempers blood to water. Throwing his
useless weapon to the floor he fled screaming from the
apparition. Eunice stepped toward the frightening creature and
attacked it with his glowing blade. He hit it a good blow and was
happy to see his blade cut through the gauze and find resistance
as if he had struck flesh. But there was no blood and the cut
seemed to enrage the figure. The eyes fairly blazing under their
covering. Timm, regaining his composure, quickly encanted.
Timm pointed at the being, and 2 small balls of energy flashed
across the darked room, striking and staggering the thing.
A final blow from Eunices sword and the thing collapsed into a
small pile of fabric. In the same second that the creature fell,
the cabinet crashed to the floor and broke into pieces. Eunice
and TImm turned to the ramains of cloth. Inspection revealed no
trace of a body or even bones within the filthy fabric. However
within the ruins of the cabinet they found a golden candelabra
weighing several pounds.
     "We should find Kemper" said Timm and turned to leave the
room.
     They found Kemper shivering in fear near the horses. As both
Timm and Eunice had fled from a monster in fear, they said
nothing about his indiscretion.
     "Come on you two, lets get away from here" said Kemper
swinging himself into the saddle.
     "Back to the city?" asked Timm.
     Eunice answered "No lets camp near the river. I want to get
a early start back here tomorrow." With this he mounted and rode
off.


                   Chapter 7 THE PARTY RETURNS

     Timm and Eunice spent a quiet night near the lake, but
Kemper was wracked by nightmares. He awoke feeling as though he
had no sleep at all. So when Timm suggested that they return to
bring back the rest of the party, he enthusiastically agreed. So
after a cold breakfast they headed back to Corannan.
     After a pleasently unexciting journey they arrived at the
stables where they put the good beasts back in the corral. It was
just a short walk back into the city. They arrived inside the
city just at the zenith of the blue sun or "Blue Noon" as it is
known. They crossed the city and came to the Scroll and Quill
where the rest of the party was staying. Eunice and Timm strode
into the Inn and greeted Huichol, Tamara who were sitting at a
table relaxing.
     Seeing Kemper, Tamara said "Hello Timm, Eunice. Who is that
with you?" After the introductions, all were seated. "We looked
for you yesterday at the Capstain and Hook but you weren't there.
Did you do anything interesting?"
     Whereupon Timm told them of their experiences at the Manor.
Both Tamara and Huichol were very interested in their tale. When
they saw the candelabra from there, they asked for and were given
instructions on how to get to the Manor.
     "When do you plan on going back?" said Huichol.
     "Not for a day or so anyway" replied Eunice. "We have a few
things to do here in the city and I want to relax some too."
     "I will consult with the Guild today on some ongoing
research" said Timm.
     Kemper said he would stay with Eunice.
     "You wouldn't mind if Huichol and I had a look would you?"
said Tamara.
     "The place is large enough for all of us to search for weeks
and not run into each other." answered Kemper.
     "Want to go Huichol?" said Tamara to Huichol.
     "Sure. I saw something I liked in the Guild and could use
some gold."
     "Come on then lets get going. Thanks for the information
guys, see you tomorow."
     Tamara and Huichol quickly went up to their rooms and picked
up their weapons and backpacks. Returning to the common they
waved goodby to the people at the table. Timm waved them over to
the table. "You are going to need horses to get there. There is a
stable with good horses just outside the NE gate."
     Thanking him for the information, Tamara and Huichol made
their way through the city to the NE gate. Looking through the
gate, they saw the stable and walked toward it. Then a thoughtful
look came onto Huichol's face.
     "Wait a minute, I don't want to buy a horse!" he said.
     "Well hire one then" said Tamara.
     "I have a better idea. I'll go invisible, chose a horse, and
when the corral is opened to let your horse out, I'll follow you
out."
     "No don't do that. Look I'll pay for the horse if thats
whats bothering you."
     But Huichol had already retreated into a darkened alley near
the gate and cast his spell of Invisibility. Returning, he took
Tamara's arm and led her toward the stable.
     "This is so dumb I can't believe it. Just buy a horse."
     Huichol said nothing. Tamara sighed.
     She approached a boy that she saw filling a manger and asked
for directions to his master. He directed her to the main barn
where she found a horse faced man that directed her to where
there were 7 or 8 riding horses. As he was showing them to
Tamara, some of the horses were spooking at something, requiring
the horse-faced man to calm them. Tamara's eyes rolled up in her
head. Finally she selected one and after haggling over the price,
paid the man and led the horse to where she fitted it with a
saddle. When the proprietor turned his back one of the saddles
levitated away toward the horses. She saddeled her horse and led
it to the gate of the stable. Then she heard a number of horses
neighing loudly and shouting voices. Suddenly a riderless horse
burst from the barn and galloped across the corral toward the
gate.
     From the area above the horse came a voice saying "Open the
gate quick Tamara!"
     She pulled the gate open and the horse was galloping toward
where their instructions said the Manor was. Tamara pulled
herself into her saddle and trotted away following the fleeing
horse.
     An hour later Tamara was surprised by a horse that jumped in
front of her, blocking her path. It was Huichol on his stolen
horse.
     She pretended to ignore him and continued up the path. After
a time she said "Why did you do it Huichol?"
     "I didn't want to buy a horse, and thought it would be fun
to steal one. I was right, it was fun. You should have seen the
look on the face of that stable boy when I came galloping through
the barn. It was great!"
     Tamara didn't smile or show any other reaction, but she was
very quiet throughout the rest of the ride. They rode quickly and
arrived at the site of the manor just after noon. This is the
zenith of the yellow sun.
     "What a weird looking place" said Tamara.
     "Looks like a lot of heavy magic around here" said Huichol.
     They tied up the horses and slowly and cautiously aproached
the building. They saw the pathway leading to the front door and
followed it to the vestibule.
     "Let's go all around the building before we try to get in"
said Huichol. Tamara nodded. They walked to the west side of the
building noting the generally good condition of the wood of which
the Manor was built. They walked around to the back, where they
saw the main entrance. There they saw a horse tie and a flagstone
entry way leading to a double door. Lying on the flagstones were
3 bodies. Tamara waved Huichol on and approached the corpses
carefully. The bodies were in a advanced state of decay. All that
could be told about them was that they were probably human and
had been there for months.
     Huichol said "This looks like there is a trap outside the
door. I'll look around." Tamara continued to search the corpses
while Huichol searched for traps around the flagstones.
     Soon Huichol said "It's clean as far as I can tell". They
exchanged a glance then both ran forward and hit their shoulders
against the door at the same time. The door slammed open and they
saw a large long room with 6 pillars fancifully carved. Lining
both walls were a series of very large portraits of beautiful
workmanship.
     Then a hideous apparition walked through the wall to the
left of the two. It was 12' high, had horns and a whip. Huichol
recognized it as a form of Demon. But on its horned head it was
wearing a top hat and covering its hairy body was a dinner coat
with tails. They could almost see through it. They immediatly
drew their weapons to defend themselves. But it stopped 5' short
of them and bowed low.
     In a whisper and in tones almost to low to hear, the ghostly
figure spoke. "May I take your wraps Sir and Madam?" They looked
at each other for a moment then back at the hideous figure before
them. It repeated "May I take you wraps?"
     Huichol said "Why do you want them?"
     The sepulchral figure said "I am here to see after the wraps
of our guests may I have your wraps."
     Huichol and Tamara tried to ask the dark form questions
about the manor, but it was either ignorant, secretive or unable
to answer their questions. Almost all it would say was "May I
have your wraps?"
     Quickly tiring of this Huichol said "No we want our wraps".
     The figure assumed a petulant expression and saying "Well! I
never!" stormed through the wall it used to enter.
     "What was that all about?" asked Tamara.
     Huichol walked over and began to look at the area of wall
through which the spectre had walked. He said "I'll bet there is
a room behind this wall. Maybe it is where the thing stays."
     Tamara quietly walked up to a portrait of a beautiful woman.
The hair of the woman in the picture was dark as was her
complexion. Even though Tamara had a normal sexual orientation,
she still found the picture compelling. She stared at it for some
time and then with a gasp, tore her eyes away from the picture.
She was breathing hard as if she had been working hard.
     "What ever you do Huichol don't look at that picture! It
felt as though it wanted me to stay with her forever. I am sure
it is cursed."
     "We must be carefull with all these pictures" replied
Huichol. He moved to look at a picture on the other wall. It was
a portrait of a womans body with a skull head. Even after moving
away from the picture Huichol got the feeling that the eerie eyes
within the skull were following him as he moved about the room.
     One of the portraits was particularly striking. It showed a
man with a forceful face gesture at dark rain clouds that were
gathering overhead. Huichol moved over to look closely at the
picture.
     After a few seconds studying the portrait, Tamara
shouted "Huichol look out! Over your head!" She had seen a mist
forming over his head. Huichol looked up and together they saw a
cloud begin to form about 4' over Huichol's head. Then suddenly
the cloud began to rain. Huichol was quickly soaked to the skin.
     "Lets get out of here." said Huichol. "I hate this."
     As he was salking out of the room through the archway ahead
of them, there was a cracking sound from the cloud over his head
and a large spark arced into his head. He put his hands over his
head and ran from the room.
TOP
                   THE SEARCH FOR THE CASTLE BHADS

               McGoomerina -- The Lusty Nature Worshiper
                       Sumain -- Monk of Mystery
                   T.C.  -- The Toughest of Clerics
                  Morgana  --  Druidess With a Desire
               Gonad  --  A Barbarian of Great Strength
               Sir Caladryll  --  A Knight of White King
               Wai-Lin  --  Dwarf Barbarian from Niapon
           Xantha  --  The Raven-haired Fighter Illusionist
                Huichol  --  The Thief of Many Talents
                     Lothar  --  Expert Lock-Pick
                 Timm  --  The Mage from Another World
                     Sasha  --  Priestess of Sonia
                  Sir Kevis  --  The Restless Knight
               Kallandra  --  The Mage of the Gray Hair
              Aramat  --  A Female Ranger in a male body
             Frank Labonovitch -- The Fun Loving Youngster
                  Winslow  --  Jungle Guide and Sage

    The O'Baca Brothers --  Harpo, Groucho, Chico, Gummo and Zeppo

DAY 28 of 1507

     It is hard for me to believe. After 10 years tied to the apron
strings of responsibility and social obligation, I am free to follow
the Road to Glory! As this time in my life will probably be the most
exciting, my good friend Gaius Caladryll gave me this book of blank
pages and bid me keep a diary of our exploits. Here I will record those
incidents worthy of interest.
     Least I forget or, in the case another should find this humble
chronicle worth reading, I should describe the circumstances that led
to my presence here on the strange flying ship made of living crystal.

     It was just 6 weeks ago that King Rodregus announced the impending
arrival of the Heroes. I welcomed their arrival both because it
was a honor to the city to host such brave warriors, and because
it provided a respite from the routine I had conformed to since
returning from the Wolfin wars. We had a few weeks to prepare for
their arrival, and the town came alive with activity. A platform
was constructed in the main square, the Palace Major-Domo James
could be seen everywhere laying in the victuals for the
celebration. The Knights I was staying with spent most of their
free time repairing any damage their Makhba's had inflicted on
their armor. I spent my free time dreaming that someday I would
be honored as the heroes were being honored.
     As I was not of the city guard, I was not chosen to escort the
Heroes from the docks, but I was chosen to be in the honor guard
escorting them to the palace. I sat upon my horse Toranado as
they were led up the stairs to the top of the platform. They were
splendid in their battered armor. Their faces and hands were
fairly covered with the pinkish lines that indicated cleric
healed wounds of recent origin. From my place in the line of
Knights who were holding the crowd back, I could see the fatigue
and pain in the eyes of everyone of them. After the King had tied
around their arms the Badge of Damkina a roar went up from the
crowd that rattled the very stones of the great gate.
     Looking back I think it was at that moment that I decided to risk
everything  to join in the adventures of the Ewhon Heroes.
     After the ceremony I returned to the barracks and pondered my
decision. How could I meet the Heroes so that I could offer them
my services? What kind of people are they? I decided to obtain a
invitation to the banquet being held by the king that evening.
The banquet was in honor of the Heroes, and most of them would be
there. As a "hostage knight" I had certain privileges Knights of
Damkina do not have. By talking to the Knight of the Watch, I was
invited to the dinner, and the informal party that would follow.
     I arrived early for the banquet to be certain I could find a seat
close enough to the Kings table to watch them closely. When the
Heroes entered the room, I was surprised again. They looked
completely different. During the welcoming ceremony, they looked
the part of the fearless adventures, but now after resting and a
bath and with their gift clothing on, they looked royal indeed.
Still impressive, but for their exotic appearance and speech
rather than for their battle weary magnificence.
     I was very glad for the chance to closely inspect these Heroes. I
disliked staring at them, but I was fascinated. I know them somewhat
better now, by what I record here is their appearance as it seemed to
me that night. I did not know all their names at the time, but I know
them better now and so will provide a name with the description.
     The best must come first. Although many of that group are good
looking, there was one there that outshone them all. Perhaps it was the
exotic nature of her appearance or the way she moved, but for whatever
reason I could scarcely take my eyes off Xantha that whole evening.
     I have always found elvin women beautiful and in my wild days of
youth dallied with Niaponeese women at the Floating World Bath House in
Tosk. Xantha took the best qualities of both races and made them
uniquely her own. She had long black hair that she allowed to flow
freely down her back as if she was in her home. The other women at the
banquet with their hair in elaborate curls and combs looked at that
proud mane with rampant jealousy. Her skin was olive colored, dusky and
rather dark. Her flawless complexion was like fine antique porcelain;
almost translucent in its clarity. Her figure was slight and she was
tall for either a elf or a Niponeese, but I suspect she has a touch of
continental blood in her for she was well endowed with breasts a man
could easily lose himself in.
     But it was her eyes that held me in thrall. They are a deep green
color very close to the green of the many emeralds she wore. It was
almost as if by some magic she had fashioned the green gems into eyes.
The slight slant given her eyes by her Niaponeese ancestry made the
color elusive and mysterious. And like all Orientals, they seemed to
promise a great depth of emotion despite their inscrutability. To say
she is beautiful is to damn her with faint praise.
     Indeed there were other women at the banquet  and I studied them
as well, but ever my eyes returned to Xantha.
     I do feel it a certain privilege to have seen Tamara in her female
form. When I heard that her lovely body had been destroyed by the evil
Litch I confess that I hurried to my room so that the tears I shed for
her would not be seen by the others in the war room. Although it is
almost macabre, I feel obliged to describe him as he was. In the
interest of clarity I will postpone the telling of how his female from
came to be that of the manly one he now possesses until the proper
place in this narrative.
     Since the first time I saw her (I will use the feminine gender as
this was her sex at that time) I have had a chance to observe her in
battle, and have seen her great strength. And they tell me she is not
as strong as she once was! There was little of this strength visible.
The gown she wore at the banquet covered her arms and legs but I saw
her in only doublet and hose when she was knighted and can say that her
body belied her capacity. She was fair of form, in the nature of the
tapestries of the warrior maidens of old. Firm of limb and large boned
she still carried herself with a unmistakable femininity. Fortune had
allowed her face and neck to be free of the scars that were freely
sprinkled on her lower body. Her generous mouth was generally set in a
line of fast resolve, but when she smiled (as she did more often in
those days) it was as if this woman became a child again. Her hair was
dark and worn very short as the hair of a warrior must be. But though
short, the gentle wave it had kept the appearance quite womanly. The
nature of her was clear on her face; I doubt that she could ever tell a
lie with such a face. She had  honest open eyes that could flash
murderously at any who confronted her; but that would soften with pity
at the sight of a beggar in the street. In truth she was a woman any
man would be proud to seen with. Alas, this shape is lost now forever.
     I first noticed McGoomerina when her loud laughter
interrupted my inspection of Xantha. As this was later in the
banquet she was somewhat in her cups, and was making a bawdy joke
at the expense of the red faced knight seated across from her.
The distance was to great for me to hear the joke, but even the
knight at whom the jest was aimed laughed. McGoomerina G. (thus
shall I abbreviate her name) was dressed in fine leathers and
furs, far more simply than any of the courtiers present, and more
attractive for it. Her shoulder length hair was somewhat wild,
looking like a dark mane about her head and shoulders. Her eyes
too held a look of wild animalism I could see had a strong effect
on the men around her. Her body was lush. Her large creamy
breasts were exposed by the low leather doublet she wore. Several
times that night I saw her bending low to reach for another dish
(she ate with great appetite) catching the eyes of the man she
was flirting with at the time. She wore a short leather dress
trimmed with fur that exposed strong shapely legs like those of a
dancer. The effect was heightened by the high heels of the low
boots she wore. Although her features are decidedly human, her
slightly pointed ears and the length of her fingers speaks of
strong elvin blood. Despite her obviously buxom body, her face
has a strangely masculine cast to it, as though she had the skull
bones of a man covered with the soft skin of a woman. Though
attractive and sensual, her face could not be called beautiful.
But although there were a few women at the feast who might have
been more beautiful, McGoomerina. had her choice of the men
around her.
     It was rather surprising among all those relatively young women to
see one of advanced age. I could little help wondering how it was that
Kalandra came to be with the party. I could see that she was a Mage,
and suspected her apparent age was the result of some spell gone awry.
Later it was explained that it was a Time Lord (one of the ancient
magical disciplines) who had aged her. Further I found that she had the
means to become youthful again, but deferred using it to increase her
power. Truly, mages are a different breed!
     She was dressed in a long shimmering gown of deepest blue with a
high collar and long sleeves. Her gray hair was tied in a bun at the
back of her head with a jeweled comb. She wore little other ornament
and presented a person of deceptive simplicity. As she was seated
nearby, I could hear some of her conversation and I was not
surprised to find it fascinating. She spoke with wisdom and
intelligence, but also with a humanity so often lacking in those
of her occupation. I felt then that she had much to teach me and
though my conversations with her have been limited, my feelings
have proved true. She speaks little but knows much.
     Of the men at the party that night the most striking in appearance
was a smallish man named Sumain. He had opted that night for wearing
traditional garb; a brightly colored silk Niaponeese ceremonial robe
thick with embroidery. His skin is darker than most men of the south I
have seen but seemed pale around his dark black eyes. His hair also is
gleaming black-blue worn in a page-boy cut common among his people.
Throughout the night his expression seldom changed and his voice was
always calm and neutral in tone. His sleeves exposed his lower arms,
and whipcord like muscles were obvious just below the skin. This and
his quick precise movements told me much of his agility and speed,
which was later to be demonstrated rather dramatically. Although
Niaponeese is his native tongue, he speaks with only a slight trace of
a accent. At the reception after the formal banquet, I had a chance to
shake his hand. It was like shaking hands with a branch of a tree, so
strong was his grip and so thick was the callous. I knew then that he
was one of the oriental Monk warriors who seldom use a weapon other
than their body. Pity the poor thief who attacks him thinking he is
unarmed. Such a one would soon be at Sumain's mercy.
     Sitting at the far end of the table were 2 men dressed similarly,
though there size was radically different. Eschewing the fine clothes
provided by King Rodriga, they both wore clothes of fur and leather.
However, these furs were little like the fine ones worn by
McGoomerina. Instead they were rough, thick and ill cut. Their
clothes might be crude but the weapons they wore even to this
formal feast were of the finest that civilization could produce.
They wore high boots of fur and their hair grew like fur upon
their face and head. Obviously these two were barbarians. Their
speech between them confirmed this as it seemed to be made of
little more than grunts and howls.
     The human of the 2 was Gonad. He was blond and fair of skin,
though his face was much weathered with the sun. His features were like
his clothes seemingly unfinished. A wide, broken nose came like a rocky
hill above his thick lips. Though his eyes were hidden within a
overhanging brow, they could be seen to gleam with a feral light in the
glow of the fire near him. He was so large that he dwarfed the chair he
sat on. When he grabbed his flaggon of wine (he seldom set it down) the
goblet disappeared into hands the size of ham hocks. Once after the
last dish had been served he slammed the goblet to the table and roared
for more wine. A strangely sheepish look came over his face as he
realized he had crushed the metal cup in his fist. His low rumbling
laugh could often be heard along with McGoomerina. Although I am
not fond of his type, his good humor and easy going manner made
it easier to overlook his boorish manners.
     The other barbarian was Way-Lin a stout dwarf of formidable girth.
He spoke little and with a tongue so thick that it was difficult to
catch his meaning. With his War Axe at his side, and long black beard
he was the picture of the dwarven fighters of old. His face was so
covered in hair it was difficult to see much of his features. But when
he smiled, large white teeth gleamed beneath his incredibly thick
mustache. He ate and drank prodigiously, missing not a single dish of
the many served that night. As a servant boy was pouring him wine he
pulled the pitcher from the boys frightened hands and poured his own
and Gonads goblets often. We have few dwarfs in Damkina, and I could
see many of the courtiers glancing at him when he was looking away.
None doubted his right to be among the party of Heroes.
     There was one among the party that looked very young to be
traveling in such august company. His name was Frank Labonovitch.
He looked to be little older that 21 years. Perhaps this is a
illusion brought about by his fair skin, tightly curling light
brown hair and boyish expression. But his immaturity showed also
in the way he acted. It was as if this banquet was to him a
invitation to a drinking bout. In very short order he had drunk
more than his share, and it showed in redness of his youthful
face, and the loudness of his voice. Though many were the
disapproving looks he got from those of the court surrounding
him, he continued to disrupt the festivities with cries as "Come
on, lets party!" and "Who's gonna be my woman tonight?". In a
lower but still clearly audible sotto voice "Who's got the drugs
around here?" Obviously this did little to endear him to the more
respectable members of the kings court. But there was no trouble
given him; partially because as a Hero much could be forgiven and
partly because he has the look of one who's sword speaks well for
him in a argument. Although young and perhaps not even fully
grown, he had huge, wide shoulders and biceps that strained the
sleeves of his tunic.
     At the other end of the long table sat two who's look I have seen
often in the lesser street of Damkina. Although finely dressed and well
mannered, both had a furtive look in their eyes as they gazed at the
wealth of the kingdom displayed on the fingers and necks of the women.
I could practically see them estimating the worth of this trinket and
that bauble as they studied the tables below them.
     One was of pure elvin blood. He was short as is the nature of his
race, but I suspect that he would be taller than most. That he was a
Mage showed clearly, though unlike most of that breed he also looked
strong and healthy. I have heard that in their long lives, elves may
follow many professions and he is one of those who does so. His ears
were almost as mobile as those of a horse, and seemed to shift position
to orient on who ever was speaking. His fine light brown hair was short
as was the small pointed beard he wears. His eyebrows were so thin as
to be non-existent. His eyes were blue and his skin the faintly
greenish tint of so many of the pure blooded elves. I watched for a
while as he flirted unsuccessfully with one of the queen's ladies-in-
waiting.
     The second was a human of small stature. I suspect that Lothar as
he was called must have had royal blood in his family at some point, as
his features are quite regal in their own way. But this blood has long
mingled with those of the peasants as his hair is dark and unruly, and
his mouth set in a slightly cruel smile he seems to wear like a mask.
His brown eyes darted quickly from one table to another, seeking a
private goal and his movements were quick and somewhat guarded. In all
he made me nervous looking at him. I doubt that I will ever trust him.
     Another that made me somewhat nervous was the one they call T.C.
He was dressed in a beautiful robe, soft shoes and a strange hat on his
head. I did not fear for my purse in his case, but rather I sensed in
him utter unpredictability. His eyes shone with the holy fervor of the
religious fanatic and he wore around his neck the symbol of the church
of Jerak. Of the many sanctioned religions, that one is the most
nefarious. His energy seemed to burst from him in a glowing of good
health and strength. This impression was aided by the fact that he was
the tallest of all the men in the room. He was at least 8' tall. There
seemed to be not a ounce of fat on him anywhere. Even his face seemed
rock hard and angular. His dark hair was of middling length and his
face was clean shaven. From under thick brows peered eyes just this
side of sanity. I could easily see this mad priest leading a howling
holy jehad in a suicidal charge. But he is unlike any priest I have
seen in other ways. Where most clerics grow weak and slothful in their
convents, I doubt that 1 man in 10 from the King's own knights could
best him in Machba. Though not a fighter he still carried himself like
the giant he was.
     There is only one more to mention who attended the feast and his
name was Timm. He was a mage and by reputation second to none in power
among the Heroes. Yet throughout the banquet he was quiet, almost
mournful. Though he had a tall lean form, he looked much shorter than
he was as it appeared he was bent over and seldom raised his head
except to reply to questions directly addressed to him. He wore a
hooded robe with the hood pulled down to conceal part of his face. I
found this hard to understand because under the hood I could see a
handsome face though it was somewhat marred with a sorrowful
expression. Before the party was even half over, he excused
himself to the King saying the days journey had left him tired.
Though at the time I did not know why, I did know that Timm was
suffering through some great personal tragedy.
     Some of what I have just written I did not know until I had a
chance to meet the people socially. This will serve to jog my memory of
that initial meeting long after I know more of the nature of the party.
     After the formal banquet, the King and some of his close courtiers
left to go to a less formal gathering in Soldier Hall. Although I was
not formally invited, I asked the Master of the Guard Sir Rathbone if I
could attend. I remember him looking at me from the corner of his eyes
as if trying to divine my reason for asking. Seemingly satisfied, he
yielded and told me I was free to come if I would.
     Together we went to the reception that was already in progress.
The King was seated in a small throne overlooking the festivities and
the others of the court were milling about in conversation with the
heroes. The servants passed among them bringing drinks and sweet
meats to the revelers. Here I had a opportunity to actually speak
with some of the heroes, but I was so excited by this prospect I
can now remember little of what was said. There are a few events
I do remember.
     I remember a woman dressed in black that I think was a worshiper
of Jerak who with certain members of the Heroes retreated behind a
floor length tapestry. I wondered what they could be doing. This
question was answered when I spoke with Lothar shortly after he emerged
from the nook. His gaze was far away as he spoke to me, and his eyes
roamed across the crowd in a far more leisurely fashion than they had
during dinner. It was then I realized that the woman in black was
giving them drugs of some kind. Although I disapprove of such actions,
I must admit that it was discretely done, and if that was the way they
chose to celebrate their return to civilization who was I to judge?
Periodically others of the heroes disappeared behind the tapestry and
soon the pace of the party and the volume of the speech increased.
     The other thing I remember of that night was Lothar presenting the
King with a gift. It was a large book and quite old from what I could
see of it. It is to Lothar's credit that he presented his gift without
ceremony, almost casually. I heard later the the book was the chronicle
of life in early Ewhon written by the 4 times great grandfather of the
King. What surprised me was the reaction of the King. Upon
opening the book and reading the initial pages, the King was so
moved by that aged tome that tears began to stream from his eyes.
He solemnly thanked Lothar and explained that he knew not that
this ancestor had emigrated to Ewhon and knew nothing of that
person from history.
     But most important to me of that night is that it was the first
time I met Xantha. Her beauty had moved me during the feast, but now
watching her move among the people of the party what had been
admiration flamed into passion. I am no writer of romance, nor am I one
to linger in fond emotion so I could not do justice in this humble
narrative to the depth of feeling that overcame me as I spoke to her
for the first time. But to know shortly thereafter that she was
likewise attracted to me ... well it was as if I had shared whatever
was being served in the space behind the tapestry. I shall not
embarrass that good lady by continuing this narrative of that night.
Suffice it to say that we left the party early, together.
     I am finding that I enjoy this putting of words to paper though I
little thought I would. But never the less, I have my practice to do
and I have it in mind to wander this amazing vessel and find out more
about it. Perhaps tomorrow I will describe it in detail.

Day 29
     I have just come back from a short trip into the city of
Groundington. It was a very quick trip made only to secure the maps the
party would need to navigate the eastern wastes. There is little to
tell of this excursion, other than it was successful and if it was
interesting to my companions, it was not so for me, as I have been to
Groundington many times. True, it was beautiful as always but we had no
time for sightseeing. The map we purchased is wonderful in its detail.
I only hope that it is as accurate as it is complete.     It is now
late in the evening and I am writing this in my stateroom. The ship is
dipping slowly and gently beneath my feet in a way far more regular
than any other ship I have been on. Although it is strange, this
rhythmic bobbing no longer troubles my stomach as it did at first. Now
I am finding the motion almost comforting. Unusual is a understatement
for this singular vessel. I find it is so strange that my mind can not
yet grasp it as a whole yet so I will speak more of the time spent with
the party in Damkina rather than try to put my scattered thoughts about
this ship to paper.
     The morning after the banquet I was pleased to break my fast with
the Heroes in the common room assigned to them by the ever solicitous
Major-Domo James. I still remember that morning well. Seldom in my life
have I felt so good, so rested, so sated. My appetite was like a wolf's
and Xantha too did more than justice to the meal set before us. What
stands out about that morning however, is that I had a chance to speak
to Tamara in relative quiet. She and Xantha and I spoke for some time
and I was impressed with her quiet bravery and her humble telling of
some hair-raising tales of their battles in Ewhon. More than ever after
that morning I was resolved to throw in my lot with that of the Heroes.
Though a woman and a pretty one at that, I felt then that Tamara had
not just the strength and bravery of a true knight, but the heart and
soul of one devoted to righting some of the many woes this world is
burdened with. Though I can not say it came to me at that time, the
next day I realized that she would make the King of Damkina a worthy
and righteous knight. I was gratified upon bringing my idea to Sir
Rathbone that he was so enthusiastic about it. He determined to offer
practice to Tamara to verify her skill at arms that very day. Though he
would not speak of that practice from his hesitancy I surmised that she
has bested him. And I was even happier when her elevation to
knighthood was confirmed by the King himself soon afterward.
     The remainder of that day was spent in escorting Xantha about the
city. Happy duty that! We saw much of what the city offered in goods
and pleasures and walking with the arm of so beautiful a woman on my
arm drew many envious glances from noble and peasant alike. I strolled
the streets of the city that day in a dream from which I hoped I would
never awaken. The next few days flew by in a rush of emotions I had not
felt since my youth. Again propriety forbids I speak more of what
Xantha and I shared during this time.
     In those days I had the opportunity to speak with others of the
party who told me something of themselves. I remember in particular a
story Sumain told me about the white robe he received from the
gods. I will try to retell it here as I feel that it is
interesting and of possible historical importance.

            The Tale of the White Robe told to me by Sumain

     Fleeing from Ewhon with the Black Globe Generator, we arrived back
on the Crystal Ship with the aid of Jerak. He manipulated the controls
of the ship and gave us candles to burn one after the other. He said
when the last burnt out we could turn off the Generator.
     The air turned bad in the ship during our journey, and only 3
members of the crew were still conscious when the last candle went out.
Imagine our surprise to find that the ship was now moored along side of
the massive home of the Gods that they call "Swift Star". We entered
the vessel and were led into a metal room that had a feast prepared for
us.
     After the banquet hosted by Bell and Sonia, the party will
retired to their small metal cabins to sleep. Sumain awoke after
3 hours of sleep to the awesome presence of a Deity. It was
Clemnystra. She had come to congradulate Sumain on his survival,
and to present him with two gifts. The first was a name. The name
is Chang the Zealous of Dunchang. This is a small village outside
of Damkina. Chang would instruct Sumain in the fine points of
Monkishness, and also introduce Sumain to the Cult of the Crome
Dragon. This is a sect of Clemnystra dedicated to the bettering
of the conditions on Joywind. Sumain spent the month just after
the defeat of the goblin hordes studying with this master.

     Her second gift has a story as follows:
     123 years ago on Niapon there lived a prince of the city Kitaga.
Early in his childhood, his dexterity and wisdom was noted by his
father. He was placed as a common acolyte in a sect of martial
arts experts. Here he grew to manhood studying all aspects of
hand to hand combat. Before he was 17 he had defeated all his
masters in Mochba and was recognized as a master in his own
right.
     Returning home to his father, he traveled all over the island
accepting challenges from all and never failing to win.
Unfortunately, his success made him pridefull which was his
downfall. Arriving at the palace of his father, he was greeted by
all his subjects. His disdainful attitude toward them was noticed
by his father, but the old man did not want to admit the fault of
his son. That evening there was a banquet for the returning
prince. During the feast, his father presented him with a magical
rope belt for his Kimana wrestling robe. This rope was pure
white. The rope gave the son much strength and made him
practically invincable.
     Also at the feast was a beautiful maiden name Nakoma. As soon as
he saw her, the son lusted after her. But she was betrothed to another,
a scholar who studied the mysteries of magic. Nakoma, although
attracted to the young monk and respectful of the monks status
politely declined his advances. The monk, unused as he was to
being refused, flew into a rage. In his red rage he dragged the
woman's betrothed from the banquet. In the courtyard of his
fathers home he challenged the Mage to a duel. Although the Mage
knew he had no chance of winning against the monk he accepted the
challenge to prevent his family from loosing face. After a short
time of circling the mage, the monk used the forbidden technique
of Ke-La-taa. This is the technique where the stiffened hand is
driven into the sternum, breaking the bones of the ribcage. Then
the fist is clenched and the heart of the victim is drawn out of
the body. The blood of the mage sprayed over the monk, staining
his fine clothes and the white belt. Unbelievably, the monk kept
his feet and his life just long enough to curse the monk with the
words "From this day, may you find no sleep on Niapon and may all
who meet you know of your sin." With this the mage toppled and
was dead.
     The father seeing what his son had done was enraged. He banished
his son from the city and in his capacity of chancellor of the
Emperor ordered the monk deported from the island.
     As is often the case with Mages the curse was effective. The Monk
left Niapon for the mainland and did not sleep until he was on the open
seas. But even on the mainland all could tell that this fine looking
young monk was cursed and none would give him shelter or food. The monk
wandered the wastelands a haunted man. Although he regretted his
transgression and attempted to get Clerics to remove the curse,
none would aid him in the slightest. After 20 years of attempts
in all the large cities, the monk gave up and became a hermit
living in the mountains bordering the Dwarven lands. Here he
stayed until he was in his 70s. During this time he used his
strength and prowess only to get fresh meat for himself.
     One day while sitting high upon his mountain he spied a
large party of Wolfin approaching a Dwarven settlement. As the
Wolfin were protected from view by the mountain, the monk could
see that they were intending to ambush the Dwarfs. Even using his
great speed, he doubted he could arrive in time to warn the
Dwarfs. But despite his doubts he started running down the rugged
rocky cliffs of his mountain. It took him 32 hours running non-
stop, but he arrived 2 hours before the Wolfin. Running into the
Dwarven camp he was accosted by the guards who tried to stop him
from entering. He used only stunning blows to quickly subdue the
guards and quickly ran before the king. He was a pitiful sight by
this time. During his run this 70 year old man had lost 30 lbs.
He shook all over while he told the Dwarven lord of the ambush.
After delivering his message the monk fell to his knees and it is
said that his heart was beating so hard from his exertions that
it burst from his chest and lie beating in the dust. But his
message was it time. This allowed the Dwarfs to set up their own
ambush. In the battle the Wolfin band was killed to a man, with
only 2 deaths among the dwarfs. To this day the Dwarfs revere in
a yearly ceremony this nameless dwarf, and hold him up as a
example to all dwarfs who revile humans for their weakness and
egocentricity.
     Here Clemnystra pulled from her gown a white rope with red stains.
She told Sumain, "this rope will give you the strength you need to kill
my enemies, but remember this; its magic will only work when your
feet are within 10' of the earth, and this strength must not be
used against others in any other than a battle to the death with
one who is not good." Clemnystra bent down and tied the rope
around Sumains waist. Instantly he felt imbued with power and his
arms and legs grow large and sinewy.
     Thus ends the tale of the White Robe of Sumain.
     A story full of Gods and noble men is dear to my heart, and few
indeed are those who have seen a God, much less receive such a
gift from them.
     I was also privileged during those days to attend the knighting of
Tamara. It was a solemn ceremony that comes down to us from the mists
of antiquity. As as this is a ceremony secret to the society of
Knights (remember I speak not of the reception that follows) I
will say nothing of it other than to state that Tamara from the
first words established herself as one who might have been born
to such a exalted position.
     From those dream days I was rudely awakened when Xantha announced
that the heroes, guided by my friend Sir Gaius, were to leave to make
war on the goblin hordes the next day. How I longed to go with them.
But I could say nothing of my desire to Xantha in fear that she would
turn me down. Such a rejection would have been more than my manhood
could have withstood. And so, I kissed her when she left, wished her
Godspeed and resigned myself to days of anxiety and nights of
sleeplessness.
     It was strange to me that after so grueling a adventure as that of
the dungeons of Ewhon, that they could be eager for battle again so
soon. But I could see in Xantha's eyes the lust for battle; a look
shared by the others of her party.
     The tales of that battle come to me from Xantha, but they will
have to wait till tomorrow to be told, as sleep is calling to me now
and I go to my bed.

Day 30
     Today was spent very pleasantly in leisurely conversation with
Xantha. We talk of many things including the battle against the Goblin
tribe. It is a fascinating story and I will tell it at length perhaps
tomorrow.
     I confided to Xantha that I was somewhat in awe of the heroes and
not at ease around them yet. She told me she can understand why
considering they way they were introduced to me. It is true that seeing
them elevated on a stage above a wildly cheering crowd would affect my
feelings toward them. Perhaps to ease my mind on this score, Xantha
also talked about the way in which she met the heroes a year and more
before. It seems as if her supply of exciting stories is inexhaustible.
     This tale begins near the hive of giant ants that had been
endangering the countryside. Of course, they had eliminated the evil
ants and were enjoying a long awaited rest.
      While the rest of the adventurers were resting, Tamara was
outside the rude Hobbit hole that was serving them as home. She heard
the sound of horses hoofs and soon three horsemen came into view. One
was obviously a knight of the realm. His plate armor glinted in
the sunlight. Around his neck was a unusual looking gem. With him
was Xantha. Following them closely was a young man on a riding
horse. They stopped just before the hole and the knight took the
gem into his hand and passed it from side to side. Soon he looked
at Tamara and said "It is you whom my goddess told me to seek."
      It seems that the knight (named Sir Kenmore of the Duke of
Londra) had seen a vision sent to him from Clemnestra. In this dream he
was told to seek the person for whom the gem shined. This person would
bring aid to Sir Kenmore in his quest to rid Redmoon Pass of the evil
there. When he awoke, on the pillow next to his head, he found the Gem
of Invariable Location which he used to find Tamara.
      With Sir Kenmore was the knights squire, Dally. Mystified
by the actions of the knight and impressed by his courtly speech,
Tamara called inside the hole and invited all the party to listen
to the story of the knight. After being served a hearty lunch
prepared by squire Dally, he told of the significance of Redmoon
pass as a trade route. If the evil could be ended there, trade
between Ramadis and Kensington could be greatly speeded and
thereby increase the quality of life in both areas. Xantha seated
herself among them, and watched them all closely. At this time
she knew them not, and did not trust them.
      Tamara agreed to aid Sir Kenmore and all of the rest agreed
to help her along. After spending a night under the stars, the
party set out to the north-east, the direction pointed out to
them by the Gem. They traveled a week or so through light woods
and fields. While in the woods they had a strange encounter. Out
of the wood that they were passing through came waking a very
confused but fetching woman. She did not know where she was and
could only say that she had a dream wherein Clemnestra spoke to
her saying that she had a destiny to fulfill, and when she awoke
she was in the wood and could hear the horses of the party. As
her references were good, the woman (our Kalandra) was invited to
accompany the party to Redmoon Pass. At this time she looked her
proper age which I have found out is under 30.
      Together they traveled for more than a fortnight, fighting as
they went sundry beasts of the wilderness. Xantha at this time
considered Huichol a fool and was sure that T.C. was insane. In
general, she tells me, they were not overly impressive. Also Timm
was not with the party at that time. She tells me that the Gods
reconstructed his body after it was eaten by Harpies. Apparently
his soul was trapped within a demons castle on the Astral Plane
during this time. But, as she says "that is another story".
     When they were several days away from the pass, they came upon a
family of gypsies. Doubting their good intentions, the party
interrogated them. While the rest of the party attempted to sort truth
from lies, Huichol became invisible and searched the rickety one-
horse cart that was the gypsies home. Inside he found a bundle of
papers. At this time the party decided to drive the family away
from them. Huichol just escaped from the cart without being seen.
I feel good that my first impression of Huichol was correct. Upon
opening and reading the papers he stole, Huichol found that they
were temple documents of the followers of Jerak Canelion. These
papers were given to T.C. and he delivered them to the next
temple at which he arrived. To me this shows a unusual respect
for the faiths of other that is unusual in a military troop.
      On the fifteenth day of their journey Redmoon Pass was sighted.
Approaching cautiously, the party saw coming from behind them a
large caravan of 7 large wagons and 50 mounted guards. They went
into the city and immediately found the Inn. There some of the
party slacked their thirst with the good local ale and ate the
food brought to them by the smiling barkeep. They noticed several
people in the inn, one of whom seemed to be studying the party as
much as they were studying him. They soon repaired to their
rooms.
      Not long after, there was a knock on the window. When
Huichol looked out, he saw in the shadows a humanoid form that
asked if it could come in. It turns out that it was a thief named
Bilsap. He immediately asked if the party had eaten or drank
anything. Only Tamara and Dally had, and they were surprised (not
to mention angry) to find that the food had a sleep potion in it.
They were soon asleep and slept for more than half a day.
      The remaining members of the party split up to investigate the
town which by this time was crawling with soldiers from the caravan
that had stopped for night. Huichol went off to look into a
abandon tower north west of the town. The tower turned out to be
empty. Kalandra went outside to look around the Inn. She saw a
beautiful woman walk inside the bar. Kalandra then cast a ESP
spell to read her mind. She received a vision of a black lipped,
leather winged female form that said "Get Out Of My Mind". This
scared her so much that she ran away screaming. She soon found
Huichol and together they went to the northern part of the town
to look around. They found little.
     After they had all returned to their rooms in the inn, the party
decided to carry the sleeping persons to a place of safety away
from the town. Bilsap led them to a sheltered place to the west
of town where they spent the night. He also revealed that he know
about the evil in the town and told the party it is a result of
the dungeon below the city. He offered to take them down there on
the morrow.
      The next day, they set out to the dungeon. They were shocked to
find all the members of the caravan had disappeared! A search failed to
reveal any trace of the caravan except for empty coaches. Even the 50
horses that drew the coaches was gone without a clue.
      Bilsap led them to the abandon tower Huichol had investigating the
night before. A secret door in the floor led into the dungeon. After
some investigation the party found a temple dedicated to the god
Morgone. Behind a statue they found a secret door that led to a
corridor lined with doors. Opening one of the doors they entered a
empty room. In this room something strange happened to them all. It was
as if they were moving with no feeling of speed. Huichol had experience
with such feelings, and as they arrived wherever they were going he had
the presence of mind to cry out "Teleport!" This eased the minds of some
and puzzled the others. They found that they had arrived in a room
which had no door or any other means of exit. Some of the party then
despaired, thinking that they would be trapped in the small room
forever. While examining the room, they were teleported into a doorless
room. Following a tunnel bored into the floor, they found two partially
decomposed bodies. After a long time during which the party
almost despaired of ever seeing the light of day again they
decided to continue to dig the tunnel started by the two dead
men. After casting strength and haste spells the tunnel was
quickly dug and it led to another room.
       At the top of a false stairway they found a teleport rune that
led them to a new part of the dungeon. In this area a long and deadly
battle was fought against many undead creatures. After the battle which
ended with the death of the parties foes, a quick search of a nearby
room revealed much treasure.
      Just as the party was ready to leave the dungeon, they were
attacked by two terrible beings called by Sir Kenmore The Sons of
Morgone. With their spells and deadly hand attacks they came
close to killing everyone. But the party killed them and won
their way to the light at last.
     Many more times they returned to the twin sunken towers they came
to call The Dark Tower. Xantha was instrumental to the defeat of the
great evil within that place. She says that one I have saved the life
of some one of the Heroes and they have saved my life, that I will lose
my feelings of inferiority.
     It was good to sit and listen to her. Not that I didn't talk too,
but my words were more mundane than hers. I speak of my family in
Tosk, my expectations of inheritance, my few months as part of
the Wolfin Wars that are little more to me now than dreams.
Besides, I could listen to the sound of her voice all day. It
seems to me that she doesn't just talk, she sings. Sometimes she
plays her flute for me, and I listen. Her music fills my heart
and it is as though my soul is dancing inside me.

Day 31
     Today for some reason time hangs heavily on me. It seems I have
waited forever to fight and be covered with glory, and now I have met
those who will take me to glory, I idle, confined to this ship. Thus I
have much time to write today. I have been meaning to write something
of this astonishing vessel and now is as good as any. I will take you
on a guided tour of the crystal ship, and on the way describe the
various ways my companions on this journey spend their free time.
     I will always remember the outside of the Crystal Ship as I saw it
for the first time at the docks of Damkina. The weathered boards of the
dock surrounding the ship were covered with Snow Flowers. These small
white daisy shaped flowers with their black centers were put to shame
by the magnificence of the ship. In all the ship is 150' long; it is a
fair sized ship but not large. It has no sails, and only 1 very short
mast. This mast is present only to provide a high place for a crow's
nest. The forecastle is a single level high while the aft cabins are
two high. Railings surround the main deck and the top of the
forecastle.
The top room at the stern also has a small railing on top for a
lookout. Other than the lack of masts and sails, not a unusual design.
What makes the ship so startling and unique is the material it is made
of. It looks as though the ship was carved from a impossibly huge
quartz crystal. Rather than being the color of bleached wood or painted
with bright colors, the faceted surfaces of the railings and mast throw
back the light in colors that constantly change. The side of the hull
appear to be translucent and suggestions of movement can be seen moving
about within the ship. When the full suns shine upon it, the sight is
dazzling.
     But there is more to the magic of the Crystal Ship than its
appearance. The rock from which the ship was made seems to be almost
alive when it is touched. The feel of it is soft, warm and slightly
resilient. I have slept on beds within roadhouses that were less soft
that the deck of the ship. It gives a spring to the step, and (as I
found out later when a chance wind tossed the ship like a leaf) helps
to protect against injury.
     I had heard that the ship could grow wings and fly from Xantha,
and Sir Gaius confirmed that the ship could grow fins and swim much
faster than any sailing vessel. But such things can not truly be
believed until experienced. I must be honest and confess that I was
very nervous when we were to take off for the first time. I was not on
deck. When the ship takes off, there is a great loud flapping sound
from the wings that appear to grow from the sides of the ship. A burst
of sudden speed is felt, a few lurching lunges, and then the gentle and
regular rise and fall begins. With each beat of the wings the ship
rises and then falls slightly on each upstroke. Though I was not
affected, Rosomo, a apprentice mage, was violently ill with "sea
sickness". I find the motion comforting somehow.
     I soon overcame my case of nerves and ventured out on deck. Ah,
what feelings! I have had dreams that were like this. Effortlessly I
passed above the earth with a strong breeze blowing back my hair. I saw
fields and towns and streams and hills passing under us like a
huge carpet. If only the Astral Plane was like this, no soldier
would fear death. Now not a day goes by rain or shine that I do
not go up to the deck for a while at least.
     I have been on ships before and have found the quarters
uniformly cramped and uncomfortable. I was steeled to such
conditions early in my career but did not exactly look forward to
spending time in them again. I was pleasantly surprised by the
luxurious accommodations I found. First, the ship is larger on
the inside than it is on the outside! Awesome magic indeed. From
the outside, it would appear that only 6 rooms the size of the
one I chose could possibly fit its dimensions. Instead I found a
hall below decks with 8 doors aft and another hall fore with a
further 10 doors. Each of these doors open into a room similar in
size and furnishings to my own.
     Between the fore and aft staterooms is a large hold with a hatch
in the top and a ramp that may be folded out of the ship to make
loading easy. There is nothing in that hold right now. Instead it is
used as a practice yard by the fighters. This morning I found Sir
Gaius, Frank, Lothar, Huichol and T.C. sharpening there skill with
Machba and Thrust-Parry exercises. And there are 2 huge decks
below this one!
     Each staterooms is simply furnished with a oriental simplicity.
The rooms are perhaps 10' wide and 15' long. Instead of a elevated bed
such as am used to, there are what Xantha calls a "Futon". This is a
wooden platform just 6" high, covered with a large flat cotton-filled
pillow. It is very comfortable, and the pillow may be folded and placed
under the platform. Thus the bed turns into a large table or seat.
There is also a chest and wardrobe made from matching matching bamboo
shafts woven round with thin strings. There is a metal chest of modest
size in each room. Some of the rooms have been changed and refitted by
their occupants. Perhaps I shall do so to. For now however, all is
quite comfortable.
     Many of the party seldom leave their rooms except for meals. This
would include Rosomo, Kalandra, Quisar and John Marvin. Of these people
I know only Kalandra. Rosomo as I may have mentioned is a apprentice
mage. He is very shy and almost never speaks. When he does say
something his voice is soft and low. He can be no older than 21 years,
and seldom looks at ease. Quisar is a middle aged alchemist whom I have
never spoken to and know nothing of. John Marvin is a mysterious, black
robed figure with a black hood that covers his entire head.
Xantha will say little of him, other than she dislikes him and
does not trust him. She also says he wears the hood because he is
hideously maimed. A few not even then. Timm often has his meals
taken to him by Kilo. Sometimes we will not see Timm for days at
a time. I heard in the mess today that Kalandra had heard sobbing
coming from Timm's room the night before.
     The second deck has still more staterooms along with food storage
for grain and hay, and a large pantry. The stables for our horses are
also here.
     I have been told that the third deck is the quarters for the
religious followers of T.C. His followers are everywhere on the
ship. All of the necessary work to keep the ship clean and tidy
is performed by them. As this includes the care and feeding of 15
horses, it is no small amount of work. Some of them I have found
to be very rude and disrespectful.  But most of them are helpful.
Every morning they have "prayers" during which time they run 30
times around the upper deck and then perform rhythmic, dance-like
body contortions that soon have them sweating and puffing like
horses. Can this truly be worship? But right after these
"prayers" they swab the deck, dispose of the night soil from the
staterooms and perform other such menial and distasteful tasks.
     McGoomerina. has made part of this lowest hold into a lair
for a family of wolves. Though McGoomerina. has said they are
safe, I find no need to explore the lowest deck of the ship. The
Jerakians seem to pass by the wolves freely, but I will never
trust a wild animal that I have not trained myself.
     The forecastle houses the bridge and flying cabin. I have been
there and seen the powerful magic they house. Inside the bridge are
flat bulkheads that at first look appear to be windows. But the view of
these magical windows may be controlled by means of the cluster of
crystalline stones mounted on top of a table. A wheel
comfortingly like that on a normal ship is attached to the table.
The ship is steered by way of this wheel. Xantha told me it is
easy to fly. She along with several others take regular watches
at the wheel. Sometimes one of T.C.'s men take over for a time. I
decided that I would leave such esoteric devices to the mages. It
is fascinating to see the changing view of the windows, but it
quite makes my head spin, so I spend little time there.
     Above the aft deck is the building housing the mess and galley.
Within this mess are 2 large tables seating 20 people each. The tables
are gimboled to swing with the movement of the ship. The floor made of
multi-colored pieces of wood cunning fitted into a mosaic of a huge
oriental dragon. Scenes of nature done in the Niaponeese fashion adorn
the teak wood walls. Gonad and Way-Lin spend most of the day in the
mess. They play some incomprehensible game with rocks of varying sizes.
I truly believe the rocks are just excuses to fight. At least twice on
our journey they have been brawling. I think they also play at knife
throwing, because one of the wall paintings depicting a crane is
heavily scared with knife marks. I have never seen them without a
pitcher of wine or ale nearby. Though the barbarians seem to live in
this room, in reality it is the domain of the two Niaponeese servants.
     The cook named Kalaka is a older woman of around 50 years. She is
very small but her voice is quite loud and shrill. She does not speak
the tongue of the continent but understands it well enough. While
waiting for the meal to be served I can hear her muttering loudly in
rapid Niaponeese. Her cooking is unusual, with perhaps too many
vegetables, but otherwise is delicious. A far cry from the food
commonly served on board a mundane ship. We are served by a
smiling man of about 30. He answers to Kilo and speaks a little
of our language, but not much. He is very deferential and seems
to be around any time he is needed. As well as a servant, he
seems to be a highly capable handyman.
     So far, we are a happy ship. Even the fights between the
barbarians seem friendly. I hope that this cheerful spirit continues
and praise Rhodan who gives man the power and knowledge to create a
ship as wondrous as this one.


Day 32
     Another uneventful day. I went up on deck this morning. The air is
getting noticeably warmer as we proceed. The sky above us was
gloriously blue, and the ground under us the lightest shade of green.
Spring was in the air today, though I am sure that winter still lurks
just around the corner. As I mentioned before, Xantha has been telling
me about the Battle of the Goblin Hordes. By asking her questions and
probing her memory of the events during those three days, I shall
attempt to reconstruct a intelligible account of the battles. Hearing
her speak of what happened confirmed what I had suspected for a long
time. Although few groups of people could be less alike in temperament
and personality than those whom I traveled with, such differences are
set aside in the face of danger. Each must rely on the others and form
a group as tight as any military troop.
     I know more of the backround to the goblin attacks than do any of
the party as I lived in Damkina and remember the reports of the
caravans sacked, the villages put to flame, the farm houses raided and
all of the atrocities perpetrated by those beastly humanoids. Although
we long suspected that the goblins had set a village near the lake, it
was decided by the King that we would probably lose more men in a
direct military action against them than could be rationalized. Such
decisions chafe my spirit, but I am a soldier and not a politician. It
seemed incredible to me that such wanton attacks could be tolerated.
And though I would miss Xantha and pray to Rhodan for her saftey, I
admired their sense of justice.
     They set out early on the morning of the 22nd. It was a cold day
with a bitter wind blowing from the north. In the crystal ship they
covered the 50 miles to the place that Sir Gaius suspected was nearby
the village of the goblins in a matter of a few hours. Prowling along
the lake shore, Tamara and Frank came upon a place that looked as
though it had recently been used as a mooring for a boat, and then
located a concealed trail leading into the forest nearby. The rest of
the party followed behind them as they tracked the clawed humanoid
tracks that led into the depths of the forest.
     It was a large party that ventured out that day, though many fewer
would return. All of the heroes were there with my friend Sir Gaius
Callidryl and 10 picked men from his troop. I wish that I could record
here the names of every man-at-arms, but Xantha could only remember
Sgt. North. and Corp. Klunk. Altogether there were 24 who walked into
the wood.
     The forest was quite dead by this time of winter. The leaves had
long fallen and formed a carpet of mulch 4" thick. The party boots
squelched with every step and formed uncertain footing as they picked
their way through the boles of the great trees. The trail they followed
was used only by foot traffic; positively no way could a cart or horse
follow the trail. But foot traffic had followed path in numbers. At
midday they were near 3 miles along the path when the party stopped.
     Any readers of this tale that have read this far will allow me a
indulgence I hope. To tell what people say reveals little of their
personality, and this has been the subject some thought. I would like
this chronicle to follow the personalities of these heroes and not just
a campaign diary. I can remember reading the archaic writings of Sir
Kadistar of Klubs and laboring over the driest reading it has ever been
my misfortune to come across. Even if this is never read by any but
myself, I will not permit it to sink to such a level. So, when I have a
person "say" something you will understand that such is either a true
quotation of that person, or if I was not present for the conversation
itself (as is the case here) it will be a fabrication based on accounts
of those who heard the conversation and related it to me. I can only
hope for your tolerance and that this clumsy device will reveal
something of the people with whom I travel.
     The party in the forest halted and Tamara turned to them saying
"Well, I suspected it from the beginning, and the tracks just ahead
show that we are on the right track. The foot prints we have been
following are positively those of many goblins. The human footprints
mixed with them are bare, probably slaves."
     Huichol asked "How far to their village do you think Tamara?"
     "I can't tell from here. Maybe 1/2 a mile maybe 2 miles."
     "If I was to scout ahead invisibly" said Sumain, "we could find
the goblins and suprise them."
     "Good plan" said Huichol. "We will wait for you here."
     So speaking a magic word, Sumain turned invisible and quietly left
the rest of the party. After a hour or so, he returned to the camp and
became visible again.
     "I saw nothing and I searched 1/2 mile up the path."
     "Maybe there is another way to suprise the goblins" said Huichol.
"If we could disguise everyone in the party to look like they were
members of a caravan..."
     T.C. interrupted saying "Yah! we could have like dancing slave
girls and huge eunichs following them. And ...."
     "Be real T.C." said Tamara. "no way am I going to dress up like a
dancing slave woman." Xantha and the other woman of the party seconded
that feeling.
     "No, I had something else in mind" said Huichol. "We need a spell,
and illusion that will cover the party in a glamour."
     "I could do that" said Timm. "I have memorized such a spell today
that should do the trick. Just tell me what you had in mind and I shall
produce it for you."
     "Don't forget the slave girls" reminded T.C.
     "Dancing girls. Right." said Timm.
     "Could you manage waggons?" asked Lothar.
     "Maybe two at most".
     "OK and no guards to speak of right?"
     "Right"
     After some discussion and a short time during which Time cast the
spell, instead of a war party, all that could be seen was a small,
unprotected caravan of merchants. Thus disguised, they set out up the
path again.
     Suddenly, from all around the party came the sounds of iorn armor
moving toward the path. Before any of the party could react, they were
surround by perhaps a hundred goblins. They were surrounded. From the
group of goblins ahead of the party crept a human wearing bright
clothing made of fine fabric.
     "Any attempt to fight your fate will be futile as you can see. So
lay down any weapons you might have and start dragging out your goods."
said the human. Obviously they were fooled by the illusion and thought
that there was nothing before them but simple merchants.
     "Now!" screamed Tamara, and with that the party drew their weapons
and attacked. As soon as the party split away from the illusion, the
goblins saw what they truly faced. Some fled immediatly into the wood,
but most stood there ground and engaged.
     Desiring information and a interpreter T.C. put on the strange eye
glasses with the lenses of many colors and said "Hypnodithk". The eyes
of the human ally of the goblins went glassy for a moment, then he
smiled at T.C. and said "Hey old buddy, how the hell are you" and began
to approach the party. T.C. smiled, knowing his victem was charmed and
would now help in any way he could.
     Sumain, who had turned him self invisible again before the
encounter, said something softly. The sound of large wings could be
heard flapping away up the path.
     Meanwhile, the party was fighting for its life. A minute or two
after the Goblins began attacking, boulders of great size began to fall
among the party. Tamara was struck by a rock, but managed to avoid the
brunt of the damage. Kalandra was not so lucky. One struck her while
she was encanting a spell and knocked her to the ground. She suffered
many broke ribs but luckily was thrown clear and not trapped under the
great stone. Others were wounded as more of boulders rained down upon
the party. The sharp eyes of Tamara located the source of the boulders.
Two Hill giants could be see some 30 yards away from the party. The
giants were well prepared as they were standing near a large pile of
boulders. Tamara reacted instantly.
     "Timm, look there. Do you see them?" she shouted.
     "Umm, yes I see them now. Magic missles on their heads!" said
Timm, and from his finger sprang small globes of roiling fire. They
struck one of the giants who staggered, reeling from the blow.
     Tamara concentrated on hacking a way through the Goblins so that
she could close on the Giants. Soon her long blade had hacked a way
through the Goblins and she ran screaming her battle yell. Balls of
incandescent energy continued to fly from Timms fingertips to explode
against the body of the giant. Just as Tamara charged into the small
clearing, one of the magic missiles hit a giant in the face. He fell
with a gurgling roar. With a few deft strokes from Tamara's flamburge,
the other giant tumbled to the ground, its tree-like legs falling the
other way completely sundered from the body.
     Surrounded and outnumbered at least 4 to 1, the heros settled down
to the business of butchery. The men-at-arms who accompanied them were
no where near as accustomed to this type of battle as the heros. 3 of
them fell in the first few minutes of battle. As the goblins fell to
the swords of the party, their fellows stepped forward and took their
place. The orange- red viscous blood of the goblins soon flowed over
the fallen leaves making footing even more chancy. Soon 3 more of Sir
Gaius's troop fell and another who was badly wounded turned with a cry
and tried to flee back down the path toward the ship. The goblins cut
him down from behind as if he was a sheep to the slaughter. Though few
of the heroes were unwounded they fought on, hewing the orange-brown
luridly colored limbs and heads from their stumpy rounded bodies.
     The shouts of the party mingled wildly with the guttural cries of
the goblins. Xantha tells me that the leader of the goblins were crying
out commands to their troops and threatening them with death if they
ran away. Despite the threats of their leaders however some of the
goblins fell back into the forest. After ten minutes, the man who T.C
charmed told him that the chief of the goblin was calling out for
parlay.
     The goblins drew back to the very edge of the forest, some 10'
away from the party. A goblin a good foot taller than his fellows
waddled foward, surrounded by a honor guard of six of his strongest.
The chief of the goblins grunted and gobbled for a bit then paused.
     The man that T.C. had charmed asked "Would you like to know what
he is saying m'lord?"
     "Yes I would my friend" replied T.C. "and I seem to have forgotten
your name."
     "Ah, my name is Ger Gore m'lord and the chief is asking why you
have come this way".
     After a brief consultation with the others of the party, T.C. told
Ger Gore that he should answer that they were merely passing through
the wood on their way to the north. While Ger Gore and the chief were
speaking, Sgt. North staggered forward to Sir Gaius.
     "Sir, all but myself and Corp. Klink are dead. He is unconscious
sir." Looking about, it could be seen that none had escaped unwounded,
and at Sir Gaius's suggestion the clerics began to pass among the party
healing those who were the most badly wounded. Sonia went to the men-
at-arms and healed the Corporal. She then said last rites over those
who had fallen.
     Ger Gore spoke, "The chief says that if you pay a toll of only 100
pieces of gold that he will allow you to pass through the wood safely.
But do not trust him m'lord, he will still kill you all if he is given
another chance."
     T.C replied "Tell the chief that we will pay no toll. This is not
his forest but is the property of the White King of Damkina. Say that
if he leaves us alone, we will not attack him."
     Again, the fat goblin and Ger Gore spoke together.
     Huichol leaned closer to Tamara and said "We should return to the
ship no matter what the outcome of this parley. Sonia tells me that
there are many of us have nasty wounds that need more healing than she
is capable of. Simply bargan us a retreat. Tomorrow we can return and
find their village."
     Tamara nodded and told Ger Gore to say that the party would return
the way they came, if they were not attacked. Ger Gore did so and thus
the party retreated safely back to the crystal ship.
     After the party had walked 1/4 mile from the battlefield, T.C.
said "Wait 1/2 hour for me here."
     "Why?" asked Tamara.
     "You don't want to know. But I can practically guarantee we won't
be followed if you wait."
     "Huh. Ok, a half hour. Make it quicker if you can"
     "Right. Lothar, Huichol, could you give me a hand?" They and T.C.
walked back towards the goblin battle. In just over a half hour all
three of them returned. Tamara gave their expressions of studied
innocence a glare and without further incident, the survivors arrived
back at the crystal ship.
     Here I will end the story until tomorrow.

Day 33
     Today was quite uneventful on the ship. The heroes and the crew of
Jerak followers are happy and healthy. I can think of no incident that
occurred today worth of note, so I shall begin again with the story of
the Goblin Hordes.
     Weary, wounded and footsore the party arrived at the place where
the Crystal Ship waited for them. The ramp was quickly lowered, and
they climbed up into the hold. From there the went immediately to the
bridge. There they had some of their wounds healed by touching the
wheel of the ship while the crystals were set in a particular way. Then
they went to the galley and ate and drank their fill. Most then went to
their rooms to sleep and ready themselves for the battle they knew they
would fight on the next day.
     The following morning the ship was full of activity. The fighters
were sharpening their weapons and receiving the healing touch of the
clerics. The mages were in their rooms deep in concentration on their
spell books. The followers of T.C. had pounded out the armor dents on
the mundane armor, and were unusually cooperative that morning.
     Sumain, who had invisibly flown over the heads of the Goblins and
up the path, had found the village and knew it to be 3/4 mile from the
place where the previous day's battle had occured. Ger Gore, the
man who had been charmed by T.C.'s Hypnodisks was very helpful and drew
a crude map of the village, so the party would know what to expect.
From this information, the party worked up a plan of attack.
     2 hours after the yellow sun rise the Heroes set off to find the
Goblin village. They followed their path of the previous day and soon
found the place of the battle. All of the goblin bodies were still
lying on the ground. By this time the scavengers of the forest had
eaten many of the corpses and savaged many of the others.
     "Strange that the goblins did not return to gather their dead
after we left." said Xantha and many agreed with her. The reason for
this was made clear when 5 goblin corpses shambled out of the
surrounding forest and approached T.C.
     Timm said in a disapproving voice "T.C. had I know what you
planned to do when you returned to this place yesterday I would not
have permitted it. You must not do this thing. It is evil and your soul
will suffer as you have made the souls of these poor ones suffer."
     "Well it worked did it not?" said T.C. "Besides they are just
puking goblins. Who cares about their souls if they have any."
     Then voices were raised in T.C.'s support and some in
condemnation. Tamara's voice cut through the din saying "Shut up all of
you. This is a war party, not a philosopher's tea party. We will
discuss this later. Come on!" with this they passed the bodies and
continued up the path with Sumain in the lead.
     Soon Ger Gore said "Not far now. The village is just ahead." The
party slowed and began to move as quietly as they could. Piles of brush
had been thrown across the path, obscuring the heroes view. When this
obstacle was cleared, a force of goblins fewer than the previous day's
could be seen just ahead. With a whoop and a yell Frank started running
forward followed closely by the rest of the fighters.
     The goblins began throwing crude spears at the oncoming warriors,
but most of them missed or bounced off the heroes armor. The front line
hit the goblins like a herd of bull elephants. The front line of the
goblins fell instantly and were trampled by their charging foes. Fire
and greenish smoke from the spells of the party filled the large
clearing behind the goblin defenders, demoralizing and routing those
goblins in that area. Soon a loud cry could be heard from within the
village and the goblins turned their backs and began to flee towards
two huts within the village. The heroes followed, attacking any
stragglers among the goblins. It seemed but an instant before the
village was emptied of all except the bodies of the fallen. Though the
party took few casualties, a full 35 bodies could be seen, most lying
where they had tried to stop the charge of the heroes.
     "Haaaaoooooo Yuk Yuk Haaaooo Yuk Yuk" yelled the barbarians in
celebration of the victory. Frank turned to T.C. and gave him a "high
five" as is the victory custom in more civilized lands. Lothar was
moving quickly and quietly among the dead, slicing the throats of those
who still breathed, and efficiently searching the bodies for valuables.
Little of value was found.
     As the parties war lust faded, they became aware of a strong stink
permeating the village. It was not the sour reek of gobins, but rather
the smell of excrement and decomposing flesh.
     "What is that stink?" asked Xantha hardly expecting a answer.
     Huichol's head appeared from behind one of the huts that were
scattered around the clearing. "I'm not sure, but I think it is coming
from inside the huts." he said wrinkling his nose.
     There were 15 huts in the clearing; all but 2 were of the same
type. The 2 were larger than the others and built of lashed wood with
sod roofs, but most were crude mud-daubed affairs with thatch roofs.
The smaller ones were 20' in diameter, and Frank noticed that they had
no openings in the roofs for smoke to escape. Gathering together, the
party approached one of the huts.
     Expecting a trap, the carefully lifted the low sod door. From the
open door poured a fell stench that was so thick as to be almost a
visible force. Commanding his staff to light, Timm peered into the hut.
He stumbled backward and sat down suddenly with a low moan. He vomited
weakly and his face was quite pale. Then from inside the hut came a
faint voice saying "The light... too much... hurts". And with his eyes
tightly shut, a emaciated human crawled from the stinking hut. Sir
Kevis and Xantha helped him to a grassy spot not far away and gave him
water mixed with wine. The other peered in to the dark interior of the
hut. They soon understood Timm's reaction.
     Inside the small hut were 30 men and women packed so closely
together that none could lie down, but instead were propped against
each other. Some of the people moved feebly, covering their eyes from
the light, but many others were motionless. None of them had clothes
other than rough rags of goblin cloth which was filthy with the
excrement that filled the bottom of the hut. Slowly those who still
lived began to crawel toward the doorway of the hut where they were
helped by the party to lie nearby a well in the center of the village.
     For hours everyone was busy aiding the surviving slaves of the
goblins. The clearing was covered with men and women in various degrees
of health. Faint words of thanks, moans of the injured and the fitful
coughing of the diseased filled the air. The clerics healing spells
saved may lives and the simple pleasures of clean air, water and
sunlight soon revived the stronger of the captives. But a full third of
the 200 captives pulled from the noisesome prisons had died. Their
bodies were removed and quickly burried in a shallow mass grave dug by
Frank and the two barbarians. When Frank was finished with his
mournful task he joined a meeting of the heroes and the strongest of
the slaves. His face was grim and striding up to the gathering said "I
hope there is no question of our next move. The goblins who did this
must not be suffered to live. Even if all of you should leave now, I
will stay and kill them all myself."
     "Calm youself Frank. We all agree that something must be done, but
now we are listening to Salemon here". With a nod of her head Tamara
indicated a Elf sitting near her. "He has information that we need
regarding what has happened here. Please go on." she said "you were
speaking of the tunnels."
     "Yes. We were digging on orders from the goblins. I know that they
were searching for something buried in this area but I know not what it
might be."
     "How is it you came to be here" asked T.C.
     "We were all captured in raids by the Goblins. Some of us have
been here as long as 3 years, though few survived that long. I was on a
small boat passing from the North trails over the lake to Damkina where
my father has business interests. The raiding boat of the goblins
rammed us sinking our boat and I was pulled from the water and brought
here."
     "How extensive are the tunnels" asked Xantha.
     "I do not know. To prevent escape, our eyes were bound when we
descended into the tunnels and again when we were removed. We saw only
the small area in which we worked."
     As the interrogation continued, more of the surviving captives
began to surround those who were speaking. As they were fit enough to
walk, they were soon given tasks aiding those who were unable as yet to
move. All of the eyes of the captives were still screwed up against the
light that some has missed for years.
     "Where is the entrance to the tunnels?" asked Frank.
     Salemon replied "There is a hatch in the floor of the large huts.
We climbed down a ladder some 10 or 15 feet. It was 150 paces to where
I was working."
     "While you were here did you see any others than goblins?"
     "Well I did not see them but I could hear the footsteps of giants
sometimes outside the hut. Sometimes I heard Hobgoblin being spoken so
some of that race are surely nearby."
     "Do you know how many goblins were here altogether?" asked Tamara.
     "No, I'm afraid not."
     Another voice came from the onlookers saying "I think there were
around 180 to 200 goblins, 1 troop of 20 hobgoblins and at least 4
giants."
     "What is your name friend?" asked Sir Gaius.
     A pitifully thin hobbit replied "My name is Caldecot m'lord and I
offer my thanks and service to you for my rescue."
     "Your thanks I welcome and your service I accept. You seem rather
well informed."
     "Yes sir. I was able to escape for a short time and saw much of
their operation. I also was able to overhear and understand some of the
things our guards said. They are looking for a room of some sort
buried long ago in this area. I got the feeling that the goblins cared
little about the room and were doing all this at the command of
another."
     Another spoke from the crowd. "I found what they were seeking."
All heads turned to regard the one who spoke. It was a human of about
19 years. He looked weak, but a wisdom beyond his years shone in his
hungry eyes. "Sometimes we were left alone inside the tunnels for hours
at a time. During one of these periods, I was digging with a pick. My
pick struck a place in the dirt in front of me and the sound of it
striking was hollow. Looking and seeing no guards I quickly attacked
the area and soon had made a hole large enough for me to put my head
through. I saw that I had hit onto a large circular tunnel lined with
stones. The stones had strange, evil looking runes carved into them and
frightened I pulled by head back. Thinking to frustrate the desires of
our captives, I covered up the hole I had made. Then I resumed digging
in a line that would take me away from the stone tunnel. There is
little doubt in my mind that the tunnel will lead to what they sought.
The stupid goblins never suspected my ruse."
     Though the conversation continued for some time, little else of
solid fact was told by the captives. They were kept in continual dark
either in the huts, below ground or blindfolded. Few among them could
understand the goblin tongue and their guards were careful to say
little around those who could. Even Ger Gore knew little of what went
on as he was a very recent captive.
     After providing what food and comfort the backpacks of the party
could produce, the heroes gathered together all the able bodied
captives and asked for volunteers to go with them into the tunnels.
Though almost all the male slaves and many of the women desired to go
with them, the party could find only 15 who were in good enough shape
to be of any use. These they outfitted with what scraps of armor and
weapons could be found on the bodies of the goblins. While this was
being done the heroes planned their next attack.
     Timm was thoughtful. "There is much more here than meets the eye.
You must know that this kind of organized behavior is highly unusual
for goblins who normally run in small tribes. You can see from the
shield blazons that there are at least 4 tribes represented here. It
must be something important and evil that they were searching for. What
worries me is the question of who was able to bind the tribes together
and direct their efforts."
     "I hope I meet that one." said Frank with a ominous tone.
     "It is clear that we will be attacked by the remainder of the
goblins" said Sir Kevis. "and I will be suprised if the one who
masterminded this evil does not try to stop us as well. We should be
ready for anything as soon as we enter the tunnels."
     "I think our friends should be in front of us to lead us." said
Huichol.
     Though this idea was seconded by T.C. and Lothar, it was decided
by the ex-slave should follow to protect the rear of the party. A few
hours before the yellow sun set, the final preparations were made and
the group now numbering 30 approached the nearest of the large
huts. This hut was littered with human bones some freshly stripped of
their flesh, and all bore the marks of goblin teeth. The area in the
center of the hut was free of debris. Huichol quickly found the means
of opening the secret trap door there. After making sure that all
around him were ready, Huichol opened the door. The light wands of T.C.
and Timm revealed a tunnel leading down with a rickety ladder propped
against its sides. One by one the heroes and the captives climbed down.
     At the bottom they found a tunnel running to the north-west which
they followed until the reached a intersection that led to the east and
west. Aleph, the youth that had discovered the underground stone
tunnel, said that he thought it was to the west. They turned their
steps in that direction. As soon as the party was fully into the
tunnel, Goblins who had been lying in ambush for them attacked.
     So reduced were the numbers of the goblins that the battle lasted
little more that three minutes. The result of which was the death of
all but a handful of goblin defenders who fled up the tunnel to the
east. Though a few of the heroes were wounded, the wounds were not bad.
They continued along the western tunnel which was sloping steeply
downward. The party wandered the excavations for a short time, but
aided by Aleph, they soon found the place where the tunnel had been
discovered.

     The oil in the lamp lighting my room is burning low now, and
rather than fill it again, I will stop writing and sleep. Little more
remains of the tale I tell, but it is perhaps the most important,
because I regards the means by which Tamara (soon to be named Aramat)
lost her body.


Day 33
     As nothing worthy of mention occurred today, I will continue where
I left off with the story of the goblin hordes. I left off last night
where the tunnel the goblins had been searching for was discovered.

     Aleph pointed out to everyone where he had covered up his small
opening into the tunnel. It had been cunningly disguised and without
the help of Aleph would never have been found. Gonad and Way-Lin moved
forward with picks they had found abandoned on the floor of the
excavations. With these tools they set to work with a will and soon
their picks had struck solid stone. With the rest of the party helping
to spread the dirt they removed along the floor Gonad and Way-Lin
quickly exposed the mortared stones.
     "Knock a small hole in the rocks before you pull the wall down"
said Huichol, "I would like to see what we are getting into first."
     Obligingly, Way-Lin knocked a stone out of the wall making a hole
just head sized near the bottom of the tunnel. With a nervous look at
the rest of the party, Huichol kneeled down and peered into the hole.
Then he cautiously stuck his head in. He quickly pulled his head out
again.
     "I don't like the look of it in there. The inside walls are made
of glazed tile covered with runes I have never seen before. The tunnel
is circular and slopes down toward the east. I might not be able to
read the runes, but I can tell they are evil in nature."
     T.C. holding a short fat ebony rod before him, closed his eyes for
a moment then said "Your right Huichol. I sense strong evil within that
tunnel."
     The party looked at each other for a moment then in a fell voice
Frank Labonivitch said "Knock it down".
     Gonad and Way-Lin looked at Tamara for consent and when she
nodded, they began pounding against the stones with their picks. In a
thrice the wall crumbled and fell into the tunnel. Stepping over the
fallen stones, the party moved into the tunnel.
     The ex-slaves behind them began murmuring uncomfortably. Then 3 of
the bravest ventured into the tunnel. One of the captives looked at the
runes on the wall then screamed and scrambled back through the hole and
back into the excavated area. The other 2 then beat a hasty retreat.
The hobbit Caldecot said "I am sorry my friends but if we enter that
tunnel my heart says that we shall all die. We shall move a way down
the corridor and make sure the goblins do not return to attack you from
behind."
     For a short time the sounds of the ex-slaves movement could be
heard but soon there was complete silence. None of the Heroes could
blame the drudges very much. This place had a disquieting effect on
even the most brave. The tunnel was circular and small, only 10 feet in
diameter. Standing around inside the party members all seemed to be
leaning, each at a different angle. T.C. had to be very careful to
avoid knocking his head on the sides, even if he walked down the center
of the tube. Their lowered voices echoed loudly.
     The stones from which this tube were faced were crimson, blood
red. They had a shiny glazed finish that reflected the healthy white
light from T.C. staff, turning it a anemic pink. The entire tube,
walls, floor and ceiling were covered with runes of all sizes. These
runes were a red-black color and they had dripped as though they were
painted with black blood. Though the specific meaning of these runes
the party was never able to determine, everyone felt the evil and
hatred with which the figures were written.
     "Which way; up or down" said Xantha.
     "Evil is always down" said Timm. "Evil seems to be like water in
that it always seem to sink to the lowest point available."
     Grinning and getting a comfortable grip on his sword, Gonad
grunted "Down... right!"
     T.C. said "There is evil all around us now."
     And indeed the party could almost hear the sound of whispered
voices. It was a susuration that hovered just at the edge of being
audible. It brought images of hissing snakes, traitorous secrets and
the death rattle of a dying man. Some times a faint wind could be felt,
now passing down the tunnel then up. The temperature inside the tube
was much lower than that of the surrounding area. Some of the party
were shaking, not entirely from the cold.
     Despite their efforts to move as quietly as possible, the shuffle
of booted feet and the metallic clink of armor seemed to swell as it
bounced off the hard tube walls. They had gone scarcely 30' down when
soundlessly 7 black shapes glided into the light surrounding the party.
     The shapes were ebony amorphous silhouettes that were disturbingly
man shaped. Inky arms reached toward the heros hungrily. Though none of
the party were disgraced by fleeing, they quaked before the
apparitions.
     T.C. boldly presented the Holy Symbol of Jerak (a strange wheeled
box with a triangular boatlike prow) and moved forward toward the
shapes saying "If un-dead you be; in the name of Jerak I bid you flee!"
With this the shapes stopped moving forward and began to retreat before
the party. T.C. moved to the front and drove the sooty shapes  before
him. Even though they were many feet away from the party, all could
feel a chill breeze flowing from them bearing the smell of a charnel
house.
     About 60 more feet down the tube they saw that it opened into a
room. The sable shades slid silently into it. The party followed them.
     The walls, floor and ceiling were all made of the same blood red
tile, but were covered not with runes but with hideous pictures of
torture and blood rites. Prominent among the vile frescoes was the face
of a beautiful woman whose face was twisted with rage. Her fanged teeth
were always red. Sasha recognized the woman and whispered "Finevia, the
Pirate Goddess of Blood."
     The northern wall had 7 large platinum plaques mounted to it. On
each one was a name and a date from 100 years before. The somber shades
one by one drifted to and through these plaques and disappeared. In the
center of the room was a object that was also the center of the parties
attention.
     On a pink marble pedestal rested a wooden coffin. It was covered
with deep base relief carvings of nightmare demons frightning in their
exquisite detail. Mingled among the demon faces were runes of power,
painstakingly painted in blood. The coffin might have been a block of
solid ice so cold was the area surrounding it.
     "Oh shit!" said Way-Lin. "I hate this".
     Huichol and Lothar moved cautiously around the coffin studying the
blood runes. Then they both moved closer and checked to see if the top
of the coffin was trapped. During this time the rest of the heroes were
on guard for anything and shifted their feet often in impatience.
Lothar said "I don't see any do you?" Huichol shook his head. Then,
drawing his long sword and standing at arm's length away from the
coffin, Huichol suddenly flipped open the top of the coffin.
     Everyone flinched at Huichol's impetuous act. Tamara, Timm and
Sasha all yelled "No don't do it!" but the top of the carved
sarcophagus flopped open. The temperature in the room dropped several
degrees. A dry acrid smell issued from the open box but to the parties
relief, nothing else did. A collective sigh was heard from all.
Silently, Huichol and Lothar approached and looked inside the coffin.
They then motioned for the others to approach. On the bottom of the box
was a layer of dark tan sand covered with blood stains. Lying on the
sand was a small pile of bones, a skull, and a chest. The skull was
bleached white and had large red gems set into it's forehead.
     Huichol's eyes were shining as he said to Tamara, "Should I take
the chest?" Signaling for all to be at the ready, Tamara then nodded to
Huichol. He and Lothar quickly searched the coffin's interior for traps
and then gingerly streched their hands down inside. The instant they
touched the chest inside, the coffin began to shake and the motionless
skull shot up into the air above. Many of the party cried out in fear,
but their cries were drowned out as the bony jaw of the skull opened
and the skull began to scream. So full of hate and the promise of death
was that scream that the sound seemed to wrap bony finges of fear
around the hearts of them all. The faces of Morgana and Sir Gaius
twised in mortal pain and both fell. They were dead before they hit the
floor.
     Issuing from the 7 platinum plaques came the fiendish forms that
had disappeard a few moments before. The swooped soundlessly down on
the party. His Holy Symbol at the ready, T.C. kept the black shapes at
bay. Spells of many kinds were cast against the screaming skull, but
none seemed to have any effect. A spell warped the wood of the coffin
and the sand, bones and chest tumbled to the floor. Tamara, Huichol and
Frank attacked the skull, but it darted about nimbly in the air. Only
Tamara was successful in striking it, causing a ship of bone to fall.
     The skull turned to face Tamara and for a instant it's eyeless
sockets seemed to shine black and then a crimson ray of light issued
out. The beam struck Tamara full in the face. Her scream bubbled and
gargled. Her form seemed to be frozen for a instant upright. It began
to decompose before the horrified eyes of her friends. It fell in slow
motion. As it fell the flesh rotted, turned liquid and fell into a pool
around her. The liquid had turned into dust before the brittle bones of
her fair body clinked to the floor. Tamara's scream continued for a
instant after she had fallen, then a shadow rose from her bones and was
sucked into one of the strange red gems in the forehead of the skull.
Lipless, the skull grinned.
     Then the attack became furious as all knew now they were fighting
not just for their lives but for their souls as well. As if possessed,
the struck at the screaming skull. Mostly their weapons stuck nothing
but air, but Huichol and both of the barbarians were successful in
striking it. Finally, with a 2 handed blow of his broad sword, Gonad
hit the skull solidly in the crown. There was a terrific fiery
explosion that threw everyone to a heap on the ground. Pieces of bone
and red gems flew through the air striking the walls whit a dry
rattling sound. Then there was silence. The monstrous shadows T.C. was
struggling to control dissipated like smoke caught in a strong wind,
though the air was still. Looking around at the bodies lying on the
ground, Kalandra began to sob. T.C. and Sasha rushed to the fallen and
examined them. Tears shone in Sasha's eyes as she faced the heroes.
     Her voice choaking with emotion Sasha said "They are all dead.
There's not a mark on them, but they are dead."
     Huichol was kneeling beside the pile of dust and bones that was
once Tamara, staring at them uncomprehendingly. Xantha was shocked past
words and stood motionless, staring with a dazed expression at the
ruined coffin. Lothar moved quickly around the room, picking things up
off the floor. Then he rushed up to those standing around Tamara's
mournful remains and said "Look at these. I think they are the gems
from the skull." He was holding 7 red gems. One of these gems gave off
a dim light. Timm stepped forward and took the glowing gem from
Lothar's outstretched palm.
     "It may be that we have despaired over Tamara to soon." With this
he began to incant. His eyes gazed inward and he was silent for a time.
But soon a smile lit his face and he said "Tamara's soul in within this
gem. She is imprisoned but sane and lucid, but in great spiritual pain."
     "Thank the gods her soul still lives" sighed Kalandra.
     T.C. said "With the help of Jerak I should be able to bring life
to the others of the fallen, but I fear that there is little I can do
for Tamara."
     "We must take her remains back to the city and try to find Bill
Smith the Time Lord. Once before he was able to help Tamara, perhaps he
can help again." Words of hope were spoken, then Huichol began to
reverently placed the bones and dust of Tamara into a velvet bag. This
bag he then placed in the chest he always carries. The chest played a
dirge as he closed it.
     "Look at all this treasure!" said Lothar. He had opened the chest
and inside they could see it was full of gold and silver coins. In
Lothar's hand was a pouch from which he poured a handful of gems. There
was a smaller chest almost buried in coins. All of these were collected
and placed into a bottomless pouch that Morgana had been carrying.
Indeed, the chest contained a princely sum. But the party had paid
dearly for these riches.
     The bodies of the fallen were collected and draped over the
shoulders of Gonad and T.C. As they were leaving, Frank looked back
into the room. He moved quickly to the coffin, and methodically broke
it into small pieces. He then scattered the pieces and the sand around
the room. Then he spit on the pedestal and followed the party.
     Passing through the tube, they quickly came to the hole they had
made. As they passed through the excavations, they looked for the ex-
slaves they had left guarding their rear. They found them. All 15 were
lying dead in an low tunnel. The walls of the tunnel were covered with
a foul smelling yellowish film. All of the bodies were covered with the
same yellow dust. The dust lay over their open sightless eyes and
mouths. Rivulets of dried blood streamed from their noses.
     Lothar brushed a finger along the wall and then smelled the yellow
powder. "Magical poison I think. Perhaps one of the Goblin shamen still
lives."
     "We can't carry them out" said T.C. If there are still goblins who
want a fight, we can't afford to be encumbered. We will send the other
slaves down to collect their bodies for burial. Come on."
     As they passed by the pitiful thin bodies, Sasha paused and made
prayers for their souls. Ready for another attack they quickly passed
through the crude tunnels and soon they were climbing the ladder that
led into the goblins hut on the surface. As the party came out of the
hut they were greeted by the sound of cheering from those who had
stayed above. The cheers died as they saw the bodies being carried and
how few living they saw. Some of the friends of those who were missing
began to mourn loudly.
     "We should leave here with the captives as soon as possible" said
Huichol. "This is evil ground now and dangerous." Nodding tiredly,
those of the party who were uninjured began to organize the ex-slaves.
It took hours, but those who could walk were helping those who could
not. Though the spirits of the party were low, they were much cheered
by the hopefulness of the ex-slaves they traveled with. Two or three of
them died during the journey to the ship, but this did little to dampen
the joy of those who returned. It had been dark for some time when the
motley band arrived.
     With the help of T.C.'s followers, all of the survivors were
helped to the hold and made as comfortable as possible for the trip
back to Damkina. Soon the injured were being led to the bridge to be
healed by the wonderous Crystal Ship. Food and wine was passed along
and all ate the best meal many had eaten in years. Flying over the
lake with the speed of a bird, the ship took but a few hours to make
the journey back to Damkina.
     They arrived late at night, and there were only 4 guards at the
birth. One of the ran quickly toward the city at their approach. By the
time the ship had been moored and the ex-slaves were begining to pour
from the hold, a troop of cavalry arrived. Sir Toris was in command of
the watch that night and he greeted the heroes warmly.
     "Welcome back to you all. I see you have freed the captives of the
goblins."
     "Indeed we have" said Timm. "Have you a place prepared for them.
They are tired and sick. They need warmth and food aplenty."
     "There is a warehouse within the city that stands empty. We have
arranged to house these people there until disposition of them can be
made" replied Sir Toris.
     "What sort of disposition?" asked Timm.
     "That is up to the officials, but rest assured it will be fair and
sympathetic."
     Timm nodded and resumed his efforts to help them from the ship.
     It was past mid-night before they weary adventures arrived at the
palace of Damkina. Gratefully, they accepted the wine and baths the
servants provided. Almost asleep on their feet, all went to their room
and collapsed.
     The next morning, in the square of the city, the heroes were
honored for their daring rescue. Sir Gaius and Morgana were resurrected
and within a few days were their old selves again.
     Not so lucky though was Tamara. Though the details of her many
woes during this time are known only to a few, it is said she existed
in the gem for weeks before a suitable "body" was found. It was doubly
hard as her new form could not be obtained in any but the most
honorable and honest manner. When at last she returned to the land of
the living, her soul resided in the body of a man who was a stranger!
She had changed her name to suit "his" new aspect and instructed us to
address "him" as Aramat. Though Tamara's soul now resides in the body
of Aramat, only time will tell all the changes this will cause.

     Thus ends the adventures of the Heroes of Damkina and the rescue
of the Goblin Slaves. I see the lamp is burning low and I have worked
through the night again. Sometimes in the day I wonder at the
fascination these tales have for me. But at night, alone, after all of
what ever the day brought, I return to you diary. Goodnight.

Day 34
     Today was the first time I had the chance to speak with
McGoomerina. She may be the most unusual person I know. Without much
prompting she talked freely of many things, but I felt that she told
only a little of what she knew. Many secrets remained hidden. But what
she did say upset many of the most basic beliefs I hold. Below are some
of what I remember of our conversation. Some of what follows are things
I have heard from others of our group.
     McG as I will call her, has always been a person of change.
She has used so many names, that no one knows her true birth
name. At times her name has reflected a event in her past like
"Monkey Paws" a name she used after being manacled to wall for so
long that she says her wrists were elongated. I could see no unusual
elongation, but she says she can. Sometimes it is impossible to even
imagine the origin of her names.
     Hers has been a life of constant exploration of the unusual.
She worships life in its pervasiveness more than she worships any of
the several gods she has paid homage to. Gods change from one
multi-verse to the next, according to her but life seems to be a
constant. She has protected it where ever she has gone.
     She is unlike some druids in that she is more attracted to
and interested by animals more than she is by plants. She regards
animals as her personal friends. They delight amuse and amaze
her. Although she knows much about plants and is familiar with
their ways, she is less concerned with them; finding them less
interesting. But she knows of their vital importance of plants to
the balance of life and protects them as well as animals.
     She is also one who appreciates the animal pleasures. She is
lusty and welcomes sexual encounters of many different kinds. While we
spoke, she flirted with me constantly. Though I must admit that she is
attractive, I have eyes only for my Xantha. Even after she touched the
stone in Drool Rockworms dungeon which changed her from male to female,
she could hardly wait to try out her new equipment. She is very
attractive and charismatic, and has never lacked for companionship when
she wanted it.
     Although she is used to being in cities, she vastly prefers
the outdoors, and will usually leave the city soon after ariving
to return to the wilds for a time. It is not at all unusual for
her to simply disappear for a day to a month. The party is
accustomed to this, and doesn't worry about it much.
     In her own way she is a scholar. Many times her wisdom and
knowledge of the world have provided a piece of information vital
to the success of the adventure. Her mind is logical (most of the
time) and she enjoys learning the legends and lore of those she
travels to. People like to talk to her and enjoy her company. She
listens well and remembers what was said.
     But there is a strong violent side of her character.
I have been told by others that sometimes she is callus, even sadistic
to a enemy. She sometimes regards the average city dweller as something
less important than a bird. The side of her is stimulated by John
Marvin. When the two of them get together, deadly trouble often
follows.
     Her honesty toward members of the party is well known.
She spends her money freely and does not hesitate to enjoy
herself when she is in the mood. While adventuring, she is more
serious and more prone to mercy than when in the city. She is a
staunch defender of the parties goals and does her best to
further them. If she feels a person has endangered the party or
made some other important error, she can be scathing.
     As one of the leaders of the party, she demands obediance
and has been known to take revenge on those who try to undermine
her authority. She does much to increase the military style
organization of the party. But despite this, there have been
times when she was so convinced that the party was about to do
something "stupid" that she would refuse to follow the will of
the leader. However this is very rare.
     Even though McG has been through many adventures, she still
enjoys what she does. As she is now the most powerful member of
the party in may ways, her influence on the party is difficult to
over estimate.
     She shared in detail the story of the way she obtained the glowing
green circlet of woven branches she wares on her head at all times. I
seldom hear of McGs goddess Rhiannon, and so I was glad to hear the
tale that follows.
     After the banquet held for the party by the gods in heaven, when
McGoomerina was asleep, she was wakened by a feeling as though one who
she loved was near. Mcg awoke to find Rhiannon by her bed. The goddess
had the form of a beautiful young woman but beyond this McG. would tell
me nothing. The goddess said nothing but holding out her hand, she
beckoned to Mcg. When Mcg touched her hand, they are suddenly somewhere
else. Although all was darkness, Mcg could tell that the floor was made
of metal and suspects from the echoing sounds of their movement that
the walls were made of metal as well. After walking 5 paces foward,
Rhiannon
stoped and begins to incant words of power. Mcg can see light and power
comming from the mouth of the goddess as she speaks. The light
illuminates a tall pedestal made of a filigree of Krosnium. Sitting on
top was a Sphere of White Pearl shot through with streaks of blue. The
rooms dimentions can now be seen. They are in a very large room filled
with arcane instruments. Their function was unknown and very different
from anything Mcg has seen before.
     Rhiannon says that what is before them is a experiment made by
her during the time when she was exploring her abilities as a Diety.
It was a micro-cosmic world, existing in a pocket universe. Rhiannon
told Mcg to close her eyes. Upon opening them upon a command
from her goddess, she saw a sky that looks like the inside of a
pearl. The ground was made of sky blue sand and far in the
distance could be seen a tree with its top brances shrouded by the
pearly clouds. Mcg felt a god-like power flowing through her,
scouring all the pain and exhaustion from her.
     Rhiannon told Mcg that the tree was their destination and they
begin walking toward it. On the ground they could see small patches
of light green that on close inspection revealed them to be
jungles in minature. As soon as Mcg took a step toward the tree,
her hair is swept back in rushing air. Although they are moving
at a leasurly walk, Mcg gets a sensation of moving as fast as a
bird in flight. Despite the whipping wind, the goddess answered many
questions that Mcg had. McG said nothing of the nature of these
questions or of the answers she received. They arrived at the tree
after a span of time McG could only estimate.
     Arriving at the base of the tree, it seemed as though the
tree streches far above the clouds. Rhiannon motioned for Mcg to be
seated on the blue ground in front of the tree. The goddess spoke again
and light could be seen to come from her mouth and spread like a fog
on the ground at their feet. The silvery light coalesced into a picnick
lunch. At the smell of the delicasies, Mcg noticed that she was
ravenously hungry as if she had not eaten in days. Looking up into the
sky Mcg could see no sun and there was no way to tell how long she had
been in the tiny planet. While they are eating N tells Mcg of this
tree.
     "When I was but a young goddess, I saw the Evil begining on
the ground and for a time dispared. I turned away from the other
gods and all men taking to the places where the beasts and plants
held sway. But after many years I longed for company of sentient
beings, and returned to SwiftStar.
     Desiring a place on the ship where I had a world to roam
free, I used the power of the blue sun to create all this around
us as a shell to hold my dreams. This tree was the first living
thing I created. It is the tree of life for this world. This tree
holds much magic. Its force radiates outward and protects this
world of peace and dreams."

     Here she touched Mcg and turned her into a large eagle. She
said "fly up to the highest branches and fetch me a branch with
leaves as large as your 2 hands together. When Mcg flew up, she
saw that the branches of the tree that are low on the trees are either
to large or too small. Flying higher and higher and higher she went
until all sight of ground was lost in the shifting pearly clouds. Soon
the air was growing thin and Mcg had to flap her wings with all her might
to rise even a few yards higher. Just as Mcg was giving up, her eagle
eyes spy a branch of the proper size only a mile higher. With the world
spinning black before her eyes Mcg landed on the small branch and
rested, her lungs billowing in the thin air. After a time, the
blackness retreated, and breath comes easier. With her strong talons and
sharp beak, Mcg carefully removed the branch and began an exhilarating
plunge toward the base of the tree. Approaching the ground Mcg could see
Rhiannon with her wrist outstreached, ready to receve Mcg like any other
hunting bird.
     Setting Mcg on her sholder and turning her head to look
deeply into the eyes of the bird she says, "On your world this
branch will never wither, and will glow with a deep blue-green
light. Any plant that is not evil will obey any command given by
the one who boldly presents this branch. A plant may be made to
speak, entwine, hold, flower, bear fruit or move away." The goddess
then twisted the branch into a circle and quickly twines the ends
together to form a hoop. "Wear this wreath as you honor me, but beware.
Those plants that are evil will single out for death the one who wears
this wreath." She then placed the wreath upon Mcgs head and it
instantly shrank to fit the small eagle head. She touched the top of
Mcgs head and she awoke in her cabin on Swiftstar, still wearing the
glowing wreath.
     I can not truly say that I believe all of that, but it reminded me
of the truth and reality of the gods as beings that share this world
with us all. In my adolescence I refused to believe in them, denying
anything I could not see with my own eyes. But after some things I saw
during the Wolfin Wars, I at least admitted to the existance of gods as
a force of nature, like the wind or the sea. After spending time with
those who have SPOKEN to the gods and SEEN them in Heaven, I am forced
to reevaluate my faith.
     I shall think of this as I fall to sleep this night and ask Rhodan
to bless me with a sending that I may be sure.


Day 34
     Today was the first time I had the chance to speak with
McGoomerina. She may be the most unusual person I know. Without much
prompting she talked freely of many things, but I felt that she told
only a little of what she knew. Many secrets remained hidden. But what
she did say upset many of the most basic beliefs I hold. Below are some
of what I remember of our conversation. Some of what follows are things
I have heard from others of our group.
     McG as I will call her, has always been a person of change.
She has used so many names, that no one knows her true birth
name. At times her name has reflected a event in her past like
"Monkey Paws" a name she used after being manacled to wall for so
long that she says her wrists were elongated. I could see no unusual
elongation, but she says she can. Sometimes it is impossible to even
imagine the origin of her names.
     Hers has been a life of constant exploration of the unusual.
She worships life in its pervasiveness more than she worships any of
the several gods she has paid homage to. Gods change from one
multi-verse to the next, according to her but life seems to be a
constant. She has protected it where ever she has gone.
     She is unlike some druids in that she is more attracted to
and interested by animals more than she is by plants. She regards
animals as her personal friends. They delight amuse and amaze
her. Although she knows much about plants and is familiar with
their ways, she is less concerned with them; finding them less
interesting. But she knows of their vital importance of plants to
the balance of life and protects them as well as animals.
     She is also one who appreciates the animal pleasures. She is
lusty and welcomes sexual encounters of many different kinds. While we
spoke, she flirted with me constantly. Though I must admit that she is
attractive, I have eyes only for my Xantha. Even after she touched the
stone in Drool Rockworms dungeon which changed her from male to female,
she could hardly wait to try out her new equipment. She is very
attractive and charismatic, and has never lacked for companionship when
she wanted it.
     Although she is used to being in cities, she vastly prefers
the outdoors, and will usually leave the city soon after ariving
to return to the wilds for a time. It is not at all unusual for
her to simply disappear for a day to a month. The party is
accustomed to this, and doesn't worry about it much.
     In her own way she is a scholar. Many times her wisdom and
knowledge of the world have provided a piece of information vital
to the success of the adventure. Her mind is logical (most of the
time) and she enjoys learning the legends and lore of those she
travels to. People like to talk to her and enjoy her company. She
listens well and remembers what was said.
     But there is a strong violent side of her character.
I have been told by others that sometimes she is callus, even sadistic
to a enemy. She sometimes regards the average city dweller as something
less important than a bird. The side of her is stimulated by John
Marvin. When the two of them get together, deadly trouble often
follows.
     Her honesty toward members of the party is well known.

She spends her money freely and does not hesitate to enjoy
herself when she is in the mood. While adventuring, she is more
serious and more prone to mercy than when in the city. She is a
staunch defender of the parties goals and does her best to
further them. If she feels a person has endangered the party or
made some other important error, she can be scathing.
     As one of the leaders of the party, she demands obediance
and has been known to take revenge on those who try to undermine
her authority. She does much to increase the military style
organization of the party. But despite this, there have been
times when she was so convinced that the party was about to do
something "stupid" that she would refuse to follow the will of
the leader. However this is very rare.
     Even though McG has been through many adventures, she still
enjoys what she does. As she is now the most powerful member of
the party in may ways, her influence on the party is difficult to
over estimate.
     She shared in detail the story of the way she obtained the glowing
green circlet of woven branches she wares on her head at all times. I
seldom hear of McGs goddess Rhiannon, and so I was glad to hear the
tale that follows.
     After the banquet held for the party by the gods in heaven, when
McGoomerina was asleep, she was wakened by a feeling as though one who
she loved was near. Mcg awoke to find Rhiannon by her bed. The goddess
had the form of a beautiful young woman but beyond this McG. would tell
me nothing. The goddess said nothing but holding out her hand, she
beckoned to Mcg. When Mcg touched her hand, they are suddenly somewhere
else. Although all was darkness, Mcg could tell that the floor was made
of metal and suspects from the echoing sounds of their movement that
the walls were made of metal as well. After walking 5 paces foward,
Rhiannon
stoped and begins to incant words of power. Mcg can see light and power
comming from the mouth of the goddess as she speaks. The light
illuminates a tall pedestal made of a filigree of Krosnium. Sitting on
top was a Sphere of White Pearl shot through with streaks of blue. The
rooms dimentions can now be seen. They are in a very large room filled
with arcane instruments. Their function was unknown and very different
from anything Mcg has seen before.
     Rhiannon says that what is before them is a experiment made by
her during the time when she was exploring her abilities as a Diety.
It was a micro-cosmic world, existing in a pocket universe. Rhiannon
told Mcg to close her eyes. Upon opening them upon a command
from her goddess, she saw a sky that looks like the inside of a
pearl. The ground was made of sky blue sand and far in the
distance could be seen a tree with its top brances shrouded by the
pearly clouds. Mcg felt a god-like power flowing through her,
scouring all the pain and exhaustion from her.
     Rhiannon told Mcg that the tree was their destination and they
begin walking toward it. On the ground they could see small patches
of light green that on close inspection revealed them to be
jungles in minature. As soon as Mcg took a step toward the tree,
her hair is swept back in rushing air. Although they are moving
at a leasurly walk, Mcg gets a sensation of moving as fast as a
bird in flight. Despite the whipping wind, the goddess answered many
questions that Mcg had. McG said nothing of the nature of these
questions or of the answers she received. They arrived at the tree
after a span of time McG could only estimate.
     Arriving at the base of the tree, it seemed as though the
tree streches far above the clouds. Rhiannon motioned for Mcg to be
seated on the blue ground in front of the tree. The goddess spoke again
and light could be seen to come from her mouth and spread like a fog
on the ground at their feet. The silvery light coalesced into a picnick
lunch. At the smell of the delicasies, Mcg noticed that she was
ravenously hungry as if she had not eaten in days. Looking up into the
sky Mcg could see no sun and there was no way to tell how long she had
been in the tiny planet. While they are eating N tells Mcg of this
tree.
     "When I was but a young goddess, I saw the Evil begining on
the ground and for a time dispared. I turned away from the other
gods and all men taking to the places where the beasts and plants
held sway. But after many years I longed for company of sentient
beings, and returned to SwiftStar.
     Desiring a place on the ship where I had a world to roam
free, I used the power of the blue sun to create all this around
us as a shell to hold my dreams. This tree was the first living
thing I created. It is the tree of life for this world. This tree
holds much magic. Its force radiates outward and protects this
world of peace and dreams."

     Here she touched Mcg and turned her into a large eagle. She
said "fly up to the highest branches and fetch me a branch with
leaves as large as your 2 hands together. When Mcg flew up, she
saw that the branches of the tree that are low on the trees are either
to large or too small. Flying higher and higher and higher she went
until all sight of ground was lost in the shifting pearly clouds. Soon
the air was growing thin and Mcg had to flap her wings with all her might
to rise even a few yards higher. Just as Mcg was giving up, her eagle
eyes spy a branch of the proper size only a mile higher. With the world
spinning black before her eyes Mcg landed on the small branch and
rested, her lungs billowing in the thin air. After a time, the
blackness retreated, and breath comes easier. With her strong talons and
sharp beak, Mcg carefully removed the branch and began an exhilarating
plunge toward the base of the tree. Approaching the ground Mcg could see
Rhiannon with her wrist outstreached, ready to receve Mcg like any other
hunting bird.
     Setting Mcg on her sholder and turning her head to look
deeply into the eyes of the bird she says, "On your world this
branch will never wither, and will glow with a deep blue-green
light. Any plant that is not evil will obey any command given by
the one who boldly presents this branch. A plant may be made to
speak, entwine, hold, flower, bear fruit or move away." The goddess
then twisted the branch into a circle and quickly twines the ends
together to form a hoop. "Wear this wreath as you honor me, but beware.
Those plants that are evil will single out for death the one who wears
this wreath." She then placed the wreath upon Mcgs head and it
instantly shrank to fit the small eagle head. She touched the top of
Mcgs head and she awoke in her cabin on Swiftstar, still wearing the
glowing wreath.
     I can not truly say that I believe all of that, but it reminded me
of the truth and reality of the gods as beings that share this world
with us all. In my adolescence I refused to believe in them, denying
anything I could not see with my own eyes. But after some things I saw
during the Wolfin Wars, I at least admitted to the existance of gods as
a force of nature, like the wind or the sea. After spending time with
those who have SPOKEN to the gods and SEEN them in Heaven, I am forced
to reevaluate my faith.
     I shall think of this as I fall to sleep this night and ask Rhodan
to bless me with a sending that I may be sure.

Day 35
     Tonight the ship has come to rest on the outskirts of a small
wood, and we will be spending the night here. It is odd how you miss
the constant motion of the ship when it stops. It is a nice change
however.
     McG., Morgana and some of the others have disembarked and are
hunting in the dark forest for special ingredients to use in casting
their spells. The others have set up a small camp with a fire and have
left Xantha and me alone within the ship. It is now quite late.
     Xantha lies quietly asleep on my bed. She is so beautiful. It is
hard to imagine that the heart of a warrior beats within that soft
white breast. And yet I have met few men who are as brave as her and
none braver. This killer of men lies before me sleeping with a
expression on her face that makes her look like a child. Impossible.
     I am almost frightened of how deeply she effects me. Even now
I wonder if I could see her injured or dead and stay sane. Our lives
will soon be in peril every moment. Can I afford to fall in love with a
woman who might die before my eyes? Of course I can say nothing of this
to Xantha. Until I have decided what my true feelings are for her, I
shall continue to be just her paramour.
     Understand that this is no little thing to be. Xantha I know gives
herself but seldom and I am honored to have know her, no matter how it
all ends. I sometimes wish that I was a musician that I could sing her
songs like those of Lothar to tell her of her beauty. Or for me to be
born a painter, that she could see herself as I see her. Or I should
like to have been a born a king and command that all thing should be as
she desired. But I have not the voice the hands nor the blood to do
these things. Instead, I am a soldier. We are taught from youth to hide
our pains and weakness from others, as reveling your true self to them
weakens you and gives them strength. Thus it is that as yet I have told
Xantha nothing of how I feel.
     I little think that she understands why I am keeping this diary.
She has never had office or station to defend, and has lived as a free
soul. My excitement at going on this quest is inexplicable to her;
she takes it all as a matter of course. I think she would give much
to read you diary. But I can not allow it until I have made my feelings
plain to her.
     And now I go her. Goodnight.

Day 36
     We awoke late and once again aimed the prow of the ship to the
morning sun. The great wings spread and we continued our voyage to the
Badoba jungles.
     Once again I spent the day listening to Xantha speak of her
travels. Her life has been as varied as mine has been regular of habit.
I was talking about my renewed interest in the question of the
existence of the gods.
     She said "Of course they exist. You mean you have never seen one?"
Assuring that I had never had the privilege she then told me the story
of her first meeting with one of the gods. She told me she had met
Jerak when he appeared to them and spoke for the first of their quest.


     Located in a remote part of the forest near Redmoon Pass, there
stood (or more accuratly leaned) a small hovel typical of the housing
for the serfs in the area. Inside there was a small stone fireplace
obviously built by hand with no tools. The few furnishings were also
hand-made. There was a table, a stool and a few branches stuck into the
wooden walls to act as hangers for the bunches of dried onions that
were evidently the occupants main food. The room is devoid of anything
to lighten the burden of life. It is just barely large enough for the
party to enter and be comfortable on the floor.
    Inside the room was a very old man. He is almost completely bald
with only a fringe of hair over his ears. This hair is pure white and
sticks out like clown hair. When the party first met him, his voice was
weak and faltering but it gathered power and authority as he continued
his speech. When the party aproached his hovel, he welcomed them
saying that he was lonley and had a small amount of food he was willing
to give them in exchange for their company.
    After scurring about the house making a meal for them all, the old
man refused to eat and instead examined the heroes2 faces closely. As the
meal ended he smiled and asked them if he could entertain them with a
legend.
    "The Priests and Lords who rule this land are full of power which
they wield as they see fit" said the old man "and there are some who
say that strenth is its own justification. The Lords have all might,
the Priests and guild masters have all the knowledge. "All knowledge
indeed!" Again he studied the faces of the party.
     "Where are you from?"
     Huichol said "Uh we are from the north".
     "Bullshit!!! You are not from this planet. Yes I know more about
yourself than you know. For instance, do you know that the One God is
searching for you? Do you know why you came here instead of going home?
     Here his voice began to become more firm and it seemed to the party
that he straightened up and looked taller than he did before.
     "Yes, he is looking for you. It was a last work of Foul in
revenge. Yes, Foul still lives, and plots, and is working again to
destroy the land. But this time he will not make his presence known
until he is invincable. But you must all make ready for this day by
gaining personal power."
     "Did you ask why Foul sent you here? In his boredom and rage at
being imprisoned, he used his ability to look into Multi Verse. Due to
the radically differing rate in the passage of time, the events of
mortals in this part of the prime material plane seem to pass like the
lives of fruit flys. It is said that for every day that passes here, a
year passes in the Land."
     His form seemed to fill out and his face flickered. A strange
change came over his form and features.
     "Foul saw a parting chance for evil. He knew that your presence in
this world would destroy the stability of ignorance. (He smiled
condescendingly.) Ignorance is bliss? Knowledge is evil? Ha! Evil only
for those in power. The populace of this world is being stifled by the
powerful. How many of you were warned by friends and Religious leaders
to say nothing of your real identities? And you never asked why? If the
knowledge of the existence other planes and planets was known
commonly, much of the mystical power they hold would be lost. As long
as you were content to preform meaningless tasks for little treasure
they were content to allow you your freedom. Do none of you remember
who was it that told you about Neckros Mansion?"
     Here he turned to McGoomerina and said  "Did you not think it odd
that the Lord of the land and his son were so eager to see you and
offer you a quest? The farther away the better was his thought. It is
only by coincedance that the place he sent you fit in well with MY
plans. But if I told you what to do or where to go I would ... well
lets just say I won't. But even you with your vast knowledge can not
perform the task you must preform. Therefore others must be summoned.
    By this time his appearance was obviously godlike in its beauty.
As part of the final transformation his clothes changed from the simple
form of the old man wore before, into a tall thin man with dark hair
dressed in strange clothing. He wore a shirt of shimmering black
fabric that somehow seemed to contain every color of the spectrum in it.
His pants are long and flared at the cuffs. On one hip he wares a Long
Sword the schieth of which glows with magical eminations. On the other
hip is a strange apperatus no one recognized. He raised his thin white
arms to the sky and spoke a powerful spell saying;
    "Through all Space and time I call to you and you must hear. Wealth
and Fortune are yours waiting for you on a planet vanished from the
star charts. Seek the ancient records of first contact with the hivers.
Look for the mystery of the vanishing star. You may not refuse me
for you are outside of the Vale. Look on the frontiers of Solamani
space, for what is not there. You will find me. To refuse me is to
refuse yourself for your other selfs are in grave danger."
     He turned back to the party who were now standing stuned before
him. To them all it was as if these strange words he spoke traveled on
past everything they had ever known. Lowering his arms Jerak spoke
again.
     "The time is not right for me to tell you all, but remember this,
none of the gods were born on this planet and although they suspect the
existence of other planes, none of them and none of the people of
Joywind have yet reached beyond the Vale. Your free will is your
greatest gift. I give this to you freely. How ever, you must listen to
my caution. Find out all you can of the Others. Seek the connection
between the others and the Drow, beware of speaking of your origins,
for all those in the Mind Net know your origins, become powerful for
the day the One God summons you again, and ask not for the intervention
of the gods for only 2 will answer your call.
    Then he pulled the strange device from its holder. He held it in
his hand and pointed it at us like a finger.
     "One more thing this is called a VibroGun. There are other types
of guns. Look for them as they come from the outside and are deadly
beyoud compare. Good luck and remember you are in peril from an unknown
source."

     As soon as Xantha finished I said to her "What does all that mean?
It was so strange and mysterious. I could make little of it."
     Xantha said "I could understand little of this myself. It was only
after talking to the rest of the party that I was able to figure out
most of it. I still have no idea to whom he was speaking when he
address the heavens. I could not explain it half as well as Timm could
so if you are interested, speak with Timm."
     This I am determined to do. On thinking about it I really know
little of this quest I have pledged my life to. My mind is fairly
spining with the new ideas of this wierd group. On the morrow.
Goodnight.


Day 37
     Today I spoke with Timm in his stateroom for some time. He is a
good man. His sorrow is deep upon him but I am confidant that he is
strong enough to overcome it. He would tell me little of himself but he
answered all the other questions I asked him. So many questions, but he
was patient. I shall try to remember as much of our conversation as
possible.
     I walked up to his door and was relieved to hear the sounds of
movement from within his room. So often it has been silent inside and I
feared to knock for fear of waking him. Once, when passing his room I
could hear the sound of sobbing comming from inside. At such a time of
course, I respect his privacy. But today I knocked on his door.
     It was a few seconds before he answered my knock.
     He was dressed in his most casual clothes; robe and sandles only.
There was all manner of stuff in shelves covering the walls of the
room. Spell ingredients in vials, scrolls rolled up in tubes, books of
all descriptions and there were hand drawings on the wall depicting
many obscure things. I understood the function of only few of the items
I saw.
     "There is something I can do for you?" Timm said.
     "If you have the time I would like to talk to you."
     "Come in then."
     I seated myself in a chair near a small table. Timm sat in a chair
opposite me. After asking if there was anything he could get me Timm
asked "Is there something in particular you would like to know, or is
this purely a social call?"
     "Of all those among the party, you know the most about the quest
we undertake. To be honest, I have only the most simple understanding
of what we are doing."
     "I must admit that the situation is complicated. There is much you
must know before our quest becomes clear. We have lots of time and if
you like, I can explain at length. But I must warn you that what I will
tell you must be kept a secret limited to those in our group. There is
much of what I will say that may be unbeleavable, but I assure you it
is all true. Will you keep the secret?"
     "I swear on the life of my father the Duke of Tosk that I will
tell no one of what you are about to tell me unless they are a member
of our group."
     Smiling I suspect at my formality, Timm nodded "That is good. Now,
try to just sit there and listen without interrupting. After I have had
a chance to explain you may ask questions."
     I made myself comfortable at the table and listened closely to
what Timm told me.

            IF YOU ARE NOT OF THIS PARTY READ NO FURTHER!!

     As you may know, there are some people among the party who are not
from Joywind. I see you doubt this. I will explain. What you have been
taught in your church school is not correct. There are worlds other
than this that are inhabited. In fact there are a almost infinite
number of worlds within the Multiverse. There are dimensions that exist
other than the one we now inhabit.


     McGoomerina, Aramat, Huichol and John Marvin were born on a world
called Pretera. I can not tell you where Pretera is in relation to this
world. Our travels have been quite out of our control. Pretera was an
old place. Some cities there are 20,000 years old. It was a happier
world than this. Things were more settled and there were many more
people than there are here. It was a lovely world. (Here Timm mused for
a time. There was a longing in his eyes that spoke clearly of his
desire to return to his home.)
     We were investigating a new religion that had appeared that was
called Mycretian. They worshiped Mycer, one of the Gods of creation. He
was also called the One God or as we came to familiarly know him Bob
Dobbs. This god manifested himself as a spinning ball with a strange
smiling face on it. At other times, he appeared as a floating head of a
short haired man with a large pipe in his mouth.
     He manifested himself to us as the spinning ball on a hilltop late
one summers night. He told us of a world so peacefull that it's people
had no armys. They knew little magic, and what they knew of was little
use in a battle. The people of that world were going to be killed and
tortured by a evil god named Lord Foul. They were almost defenseless
against this god. We volunteered. The One God teleported us to this
place.
     The people there, like your world, knew little or nothing of other
worlds and dimensions. They called their world simply The Land. It was
an incredibly beautiful world. (Here, Timm picked up a piece of glass
about 5" around from a work table near him. He brushed some dust from
the table onto the glass. Then he held it in front of my eyes.) Look at
that painting of a castle there. Now if I remove the dirty glass from
in front of you, it is similar to seeing the castle in The Land.
Everything there was brighter and more full of some essence missing on
this world and Pretera.
     We traveled over much of that land sometimes on foot sometimes on
horses...... Ah the horses there. The Rhanynn. It is almost an insult
to call them horses. (Here he crossed to a chest at the foot of his
bed. He muttered something and unlocked the chest. From it he took a
small statuette.) This is from the land. It is called rhamidrihl or
bone sculpting. This was made from a single bone and no tools were used
to make it. Under the hands of the artists, the bone becomes soft and
malleable. (The statue was of a horse pausing his grazing to scent the
air around him. The statue was so exquisite that I could practically
see the meddow he was standing in, and sense the health and almost
inhuman intelligence of the horse.)
     We fought many battles with living rocks and crystals, beings
whose limbs and minds were maimed and twisted by Lord Foul, cavewights
and black smooth skined monsters shaped like men but possessed of no
face. These things were called Ur-Viles. We finally entered the
underground kingdom of Lord Foul's minion named Drool Rockworm. After a
long time underground, we reached the throne room of Drool and defeated
him in heroic battle.
     After the battle, those who defeated Drool Rockworm were visited
by The One God again. He took us to a place he had created where there
were bright red cattle as big as houses that grazed on flowers that
covered the ground in a thousand colors. For a day or a year we stayed
in that place and were served well, our every wish granted. We wanted
to return to our world and the One God teleported us there, or rather
tried to.
     As best as I can tell, the teleportation spell was interupted or
perverted by Lord Foul to take vengence on us by stranding us away from
home. And now we are here. I understand that you are keeping a
extensive journal of our journey Kevis. I, too, wrote a story of our
entry into this world. You may read it if you like. (Here he handed me
the document, parts of which I am recording below. It is a bit long
winded, but does show some interesting insights. The story is told from
a strange point of view.)
                              TIMM'S TALE
     The whirling ball in the center of the room began whirling more
and more slowly. After a few moments they could see the face on the
ball. It was one that they were very familiar with. It was the smiling
face of The One God. Eunice jumped immediately to his feet crying "Bob
The great Bob Dobbs, you have returned!" The rest of the party rose in
reverence of one of the Gods of Creation. The ball soon ceased it's
whirling and the face smiled. Suspended 3' above the floor, the ball
moved toward the party.
     "I hope that you have enjoyed your stay here in this Bubble within
the Prime Material Plane has been all you desired?" said the face on
the ball. While varying degrees of satisfaction were expressed by those
in the room, they were all favorable.
     "I especially like the Crimson Cattle" said McGoomerina.
     "After your many sacrifices in defeating my Drool Rockworm, I am
only sorry you can not stay here longer. But it is time for you to be
going back to your world. The expense in my strength is high
maintaining this place and besides, I'm sure you have loved ones you
wish to see again. Come ready yourselfs."
     All the booty the party had obtained was quickly stuffed into
their backpacks and magic sacks. All the items were tagged with the
name of the owner. Soon everything was ready and they gathered before
the floating ball.
     As the party watched, the ball began to glow bright white. The
light grew until no details of the room remained visible; all was lost
in the intense whiteness. A strange floating, bodiless feeling overtook
them all. Without ears they heard a voice say "I thank you all, and
wish you the best of fortunes". Then there was a great humming sound
that was like a physical thing; soft, warm and comforting. They floated
on the sound, back toward their home.
     But then a voice terribly familiar to them spoke in a strangled,
distorted tone "Curse you all and your stupid meddling! Do you think
that I, Lord Foul could be so easily destroyed? Ha. Now you will pay
dearly for your interference. It's true that I can't deal with you now
as I'ld like, but I will be satisfied for now with knowing none of you
will ever see your homes and loved ones again. May you all die
hideously in a foreign, unhappy world."
     Then they were out of the white light and comforting sound and
into a universe of darkness, crashing sound and buffeting winds. Their
souls were battered by forces that threw them out of the carefully
chosen trajectory and out of any contact with anything they had ever
known. They cried and shouted and screamed but they could not hear each
other. It was as if they were going over a waterfall without a barrel.
This feeling seemed to last a eternity, but at last the buffeting
slowed. Then they were suddenly falling through light and they hit
solid ground hard. The blackness of unconciousness stole their final
thoughts.
                        THE TERRIBLE TRUTH
     Tamara heard birds. "Oh how nice to hear the sounds of the earth
again. I never would have suspected that the Halls of Olympus had
birds. And Sunlight! How wonderfull to feel it again." As yet she had
not opened her eyes. It was enough to be at rest after the terror of
her journey. As she swam up the rivers of consciousnes, she began to
feel the pains of her fall. "Funny, I would think that all the pains of
life would be gone in Olympus." Then she opened her eyes and sat up.
High overhead she could see the leaves of trees, and around her she
could see all the members of the party around her, asleep or dead.
     They were in a forest glade. As she watched, her friends began to
groan and stir. As they were waking, she looked carefully around her
and noticed something very strange. She could recognize only a few of
the plants surrounding her. Carefully she thought back to her fathers
training and still knew only a few varities. "Where are we?", she
thought.
     Her thoughts were interrupted by a loud groan from Eunice. "What
in the 99 layers of the Abyss happened to me?" he said.
     "I've no idea myself," said Tamara "all I know is we are not
Home."
     "What do you mean not at home" asked Timm rising on one elbow.
     "Well at least no where I've ever heard of".
     By now the others were sitting up, rubbing various parts of their
bodies bruised by their fall. Timm called out to Hollow, his friend and
employee, asking him to heal the wounds of his fall. Hollow began to
chant the familiar words of his prayer for healing. Upon completion of
the spell, a curious expression came over Hallows face.
     "My spell. It, it didn't work" Hallow cried.
     "Try healing me" said Timm.
     Groaning, Hallow rose and moved slowly over to Timm. After praying
he placed his hands on Timm. Nothing happened.
     "I have a bad feeling about this" said Mc Goomerina. Then she
began to pray to the earth below her. In a moment, she ceased and
turned to the party. Her face was grave. "I have lost my contact with
my god. I do not sense him around me. What could this mean?"
     "So what" said John Marvin. His voice was muffled by the hood he
wore to hide his hideously maimed face. "Who gives a shit about your
pissing god." He moved away from the party into the woods.
     "Ah, fresh air at last" sighed Marika.
     "We are going to have to devise some way of giving him a bath"
said Huichol.
     Ted Willams had restraped his armor after rising from where he had
fallen. Making sure his long sword was properly hung from the wide
leather belt he drew a ax from his backpack. Locating a fallen, dried
up tree, he used the ax to quickly cut wood for a fire.
     "Why are you bothering with that. We don't plan on staying here
tonight do we?" said Blythol. Looking up he said "I can't tell what
time in the day it is. Too many trees around."
     McGoomerina touched Blythol on the shoulder and said "I will see
about climbing one of these trees and finding out what time it is. And
perhaps a bit more about where we are."
     McGoomerina spotted the largest nearby tree and changed her form
into that of a monkey. Then she quickly climbed up the tree like she
had been climbing all her life. The brown form was lost in the dense
leaves.
     "I'll do that" said M to Ted Willams who was struggling to light
his tinder with a flint and steel. Morika stood away from the pile of
wood and began a incantation. Soon, fire sprang from his fingers.
     "Show off" muttered B through his teeth.
     "Particularly unnecessary when we are so low on lamp black" said
H. Lamp black was the prime component of the spell used to light the
fire.
     M turned and walked to the other side of the glade saying "Gods
I'll be glad to get away from you all. I hope we aren't to far from a
city."
     T called out to M "We all must suffer but a while longer. I do not
welcome spending one more minute than strictly necessary in John
Marvins company. But these are obviously wild woods and we must band
together until we find safety." M nodded silently.
     From high above came the sound of a screeching monkey followed by
the noise of a rapid decent. The screeching continued as the Druid
dropped toward the ground. The monkey jumped from 20' up the tree down
to the ground and ran toward the party screaming all the way. Her shape
squirmed and regained the shape of a human.
     "We are not on our home world!" she said.
     "What do you mean?" said T.
     "We are not in the Land, nor are we back home. We are completely
lost."
     "How can you be sure." said Blythol.
     "There are two suns in the sky".
     This news was greeted with disbelief by all but Hollow and Tamara.
     "Go climb a tree and find out for yourselfs" said Mc Goomerina
angrily.
     "Ill do that" said E.
     While E was slowly and noisily climbing the tree some maintained
their disbelief of McGoomerinas words, while the rest indulged in the
wildest of possible explanations for the facts. Ted Williams by this
time had a pot over the fire and was dropping into it the last of the
food given to them by the Lords of the Land. Soon it was steaming with
a smell that had everyone drooling.
     His steps heavy E rejoined the party. "It is as the druid says.
There are 2 suns. One of them is like our sun but the other is small
and blue."
     "Shit" muttered M.
     "Food's ready" said T brightly.


                   Chapter 3 SOME NEW FRIENDS

     During their meal (which they decided to call Breakfast) they
talked much about their predicament and about possible ways to find
themselves. John Marvin joined them soon after the meal began, and
calmly announced that he too was out of contact with his god. It seemed
that none of their clerical spells worked. Blythol passed his magical
ring of healing among the party and it was effective in healing them.
Everyone but Mc Goomerina was involved in the table talk. She was
obviously brooding about something.
     "Look, this is what is what has happened" said Mc Goomerina as the
party was cleaning up. "Come here and sit down a minute." Knowing well
the deep wisdom and lore known to the Druid they attended to her.
     "Some of you may know much of what I will tell you know, but
please allow me to finish without interrupting. That means you too John
Marvin! Now, worlds are round like a ball. We know this to be true
because the Supreme Druid Kanofi XI spoke of this in his `Journals of
the Inner Planes. He called these world balls "planets". I believe that
I have visited indeed lived on another planet once for over a year. Of
that planet I have little to say other than I was overjoyed when I was
summoned back by my god. Clerical spells were ineffective on that world
as well. These planets seem to have different rules of physical action
than our own. Did anyone else hear a voice just before the beginning of
the turbulence in our trip here?"
     Every one it turns out had heard the voice of Lord Foul.
     "It is as I thought. I believe that Lord Foul disturbed the spell
of the One God and we are lost as a direct result." A murmur of assent
went up from the party. "We do know something of where we are. We are
still on the prime material plane for instance. This place fits none of
the descriptions I have heard of any encountered world. We might be
anywhere. I fear that Foul's curse is true. We shall probably never see
our homes again. But then again any old port in a storm, eh John
Marvin?"
     "Well its not good enough for me" said B. "I refuse to believe
that there is no way home. The One God will find us and bring us back.
Where could Foul send us that he could not find us?"
     Tamara spoke in her most authoritative voice "The first thing we
need to do is discover if there are people on this "planet" as you call
it. We want more information. I've been looking around some and I
spotted a deer trail. We should find a high place to look from."
     "I shall assume the form of a bird and report what I can" said Mc
Goomerina.
     "Hey, I thought none of your god given spells work" said John
Marvin.
     Mc Goomerina shrugged "Be glad I have some of my abilities at
least".
     Mc Goomerina changed her shape into that of a small sparrow and
quickly skimmed upwards through the leaves. While she was gone
scouting, the party finished cleaning up the glade and Ted Willams
buried his fire. The air was warm now and full of fresh smells. The
branches shifted lazily above them.
     M stretched himself his back on the ground with his hands behind
his head. "Well home or not, this is still vastly superior to life in
the Mines of Drool. Besides, just think it through. If we are not alone
and there are other people here, then the more the merrier. My magic
has not changed and people are people everywhere. I have no doubt we
would find a comfortable spot to settle down. If we are alone here on
this planet, then all of us are more free than we have ever been
before."
     Ted Willams scowled down at M. "That may be all right for those
who think of only their own comfort, but there ARE more important
things. Such as a worthy cause, or a grand battle. Where is the point
in a existence without laws and people to serve."
     John Marvin spoke up, "No I can hardly believe it but I agree with
something the Paladin feels. Others are necessary."
     "What do you mean?" said Timm.
     "Aw shut up and leave me alone" John Marvin said with feeling.
     "I'm going to climb a tree myself and see this now sun" said H.
     "I'll go with you" said B. Together they moved off into the
forest.
     "What will you do if we do find ourselves alone here Timm?" asked
Tamara.
     "Oh, research I guess. What about you E."
     "Find a woman, build a house and settle down that's what I'ld do"
said E with a unnoticed side glance at T.
     "Best of luck E. There are 9 men and 1 woman." said B.
     "Hey guys leave me out of your plans." Tamara looked into the sky.
"There is a whole world here to explore with new plants and animals to
get to know. The last thing I want is to "settle down."
     Hollow who had been quit for some time said "What does it matter.
My god is gone from me. My life has little point now."
     "Quit whining Hollow. Your not the only one". John Marvin threw a
small rock at Hollow.
     "Tamara, come here and feel this" said Ted Willams his hand near
the site of their fire. "How long ago would you say I put this fire
out?"
     Tamara went over to the mound of dirt and touched it. "Ouch that's
still really hot. It shouldn't be That hot."
     "That's what I thought. Very Strange."
     B & H returned from their tree climbing and told everyone that the
sun was near the midpoint in the sky.
     "Did you see anything else" said E.
     "Just trees as far as you can see" said H.
     Eunice's shoulders slumped.
     Just then M cried out "There is Mc Goomerina."
     The sparrow landed and resumed her human form.
     "I flew as high as I could. The forest is large, but if we head
east, we will come out of it in 2 days journey at most. But more
important, I saw the smoke of a small fire coming from the SE. I didn't
get real close to it but it was definitely a controlled fire. We could
reach the spot before nightfall."
     "So what are we waiting for" said Ted Willams shouldering his
pack.
     And they were off.
     The forest they traveled through was not so dense that it slowed
the party much. They made good progress. T and Mc Goomerina seemed
fascinated and pointed out with many a exclamation a unknown genus of
flower or tree. A few small animals were seen like squirrels and rabbit
that were familiar to them, but they saw little animal life around.
     "I'm sure the animals here have been hunted by humans before. They
know to hide when we approach. I see the tracks of many animals on the
ground that I have now spied as yet" observed T. Mc Goomerina nodded.
     The dead leaves of the trees and the short grass that sprang up
everywhere made a soft carpet for their weary feet. The faintest breath
of a breeze cooled them and the sweet sounds of life surrounded them.
It was hard even for John Marvin to be too gloomy in such a setting.
Suddenly B stopped in his tracks and motioned to the party for silence.
Now the party was quiet, the sound of a flute could be heard in the
distance.
     "We are not alone" said Ted Willams his words a sigh of relief.
     "Shhh. I will find the player of that flute" said B. Using his
ring of Invisibility and his skills as a thief, he moved off
practically undetectable.
     B slid through the forest following the sound of the flute.
Knowing the player was on the other side of a large rock, B carefully
stuck his head around it. He saw a man dressed in buckskin leather with
a wooden flute place sideways on his lips. He was obviously the source
of the sound. He had short brown hair and was clean shaven. The melody
he played was simple and beautiful. B willed himself visible then,
prepared for battle, walked from around the rock.
     The eyes of the flute players saw him immediately and a hint of a
smile curved the ends of his mouth. But he kept playing. When the song
was done he lowered the flute from his mouth. "Hello friend and well
met. Come you recently from Corannan?"
     "Well met indeed" said B. "No I am not from Cornanan. I am lost
and seek my way."
     "Consider it found mate. I can get you to civilization again. I am
Dumbarton of the Dulcet Tones." Dumbarton crossed to B and shook his
hand. As he did so he looked B over. "You look not like you have been
alone. Have you companions?"
     "Yes, my friends are nearby."
     "Then come, let us join them. I trust your looks and pray you see
no harm comes to me."
     "We seek no harm to you. And we welcome the face of any human in
this world."
     So saying Blythol took Dumbarton back to where the party was
concealed. B called out to them warning them that he was bringing a
stranger with him. Dumbarton spoke under his breath when he came within
sight of the group; "A large group to be lost I think." And then in
louder voice said "I am Dumbarton, a humble player of the flute. If you
are lost, your way is found. If you long for a song, the wait shall be
short. And though you have a friendly look about you, if you plan evil,
I shall be missed soon. I have friends nearby."
     The party, all on their best behavior made Dumbarton welcome with
many friendly greetings. Truly they were glad of this evidence of
intelligent life on this planet. Dumbarton replied to their welcomes
with grace and eloquence. After the introductions had been observed, he
pulled his flute from his belt and played a sprightly tune while
looking at the party with his head cocked of to one side.
     The tune was short and upon its completion said "If you seek
company besides my poor example, follow me. I shall lead you to the
camp of my companions." All of the party agreed.
     And so they proceeded until T sniffed the air saying "I smell a
wood fire nearby."
     "You have a good nose my friend" Dumbarton said. "It is the camp
fire of my friends. Hallow the camp." Then raising his voice he said
"It is Dumbarton who has returned with a lost party of strange aspect."
     A rumbling voice to the east said "Come Dumbarton and bring your
friends. They shall be made as welcome as our camp can provide."
Dumbarton gestured toward the voice saying, "just on the other side of
that hedge." He brought up the rear.
     There was a narrow opening of the thick shrubbery that opened onto
a large cleared space. Entering, the party saw a orderly camp
consisting of 4 large gaily colored tents of unusual design. They were
square rather than round, and had a large piece of fabric suspended on
poles, shielding the entrance from the elements. The tents were made of
a silken material colored brightly with diagonal lines of purple and
leaf green. There was a circle of stones with a fire glowing within it.
     Around the fire stood 4 men dressed in rich clothes, each wearing
the colors of purple and green on their doublets. Near one of them sat
2 dogs.
     "Welcome to you all. We are men of the Duke of Ramadis. I am Sir
Kenmore and these are my battle friends. May I introduce Sir Agrimone,
Sir Palter and the Holy Renvor. Consider yourselfs lost no longer.
Come, make yourselfs comfortable. Haversom, quickly, get the fire
stirred and prepare food and drink for our visitors. We are come here
on a hunting trip that is rest from the service of our duke, but soon
we shall return to Corannan and we shall take you there with us."
     Thus the adventures were found by the natives of the place and
found their way to civilization.
                       Chapter 4 SOME ANSWERS
     The party had a million questions. Each question was stranger than
the last to the Knights. Even though they said they were "From the far
North" they asked questions about things even children knew well. Other
of their questions betrayed a knowledge of things far beyond the
comprehension of children. All in all, they were as strange a group as
any of the Dukes men had ever seen. But despite this, Sir Kenmore was
heard to say of them "strange though they may be, they have strength,
honesty and benevolence about them". The knights took them hunting for
deer and boar in the forest, made them at ease in the camp, and tried
to answer all the questions they could. After a two days of the
"Sporting Life" the knights commanded that the camp be packed. Their
squires managed all the work of the camp and so even the departure was
effected with no effort from the visitors, for which they were very
pleased.
     After a walk through woods with no path, the group came to a path
so wide it was almost like a road. This path lead through the forest,
which gradually became less dense. After a days journey the party broke
through the trees and came upon a wide vista of cultivated lands with
widely scattered hovel-like homes. That night they camped on a open
rise overseeing the farmlands.
     For many of the newcomers it was their first view of the sky.
     "I still can't believe it" said Ted Willams. "The blue sun, the
strange light at night."
     "Best get used to it Mr. Good. It's here we are and here we'll
stay" said JM.
     Sir Kenmore spoke, pointing to the SE "You can't see it yet but
Corrannan is just there."
     "Lets get going then. The longer we stand her looking at where the
city is the longer it will take to get there." said JM impatiently.
     "We spend the night here" said Sir Kenmore.
     The squires began setting up a overnight camp, spreading out the
foods chosen for the night's meal. The others made themselfs as
comfortable as their surroundings allowed.
     After their meal, all gathered around the fire to talk. This means
the Knights were subjected to the regular round of questions. The
yellow sun was setting, but the blue sun still had an hour left in the
sky. The sunset was spectacular. Bright violets and deep browns spread
amoung the blue-white clouds. Far away across the rolling land they
could see a tan colored stain hanging in the sky. This was the only
visible trace of the city.


     Gradually, the yellow suns light faded. In the east the sky was
deep blue and as it got closer to setting, the blue appeared to come
less from the sun and more from a luminous blue glow covering the night
sky. The blue deepened and darkened as the blue sun set. In the sky,
instead of the blackness broken by the thin light of the stars, the
party saw shifting planes of blue light in many different shades.
     "What causes that!" said Tamara.
     "What causes what?" said Holy Renvor.
     "The blue glow in the sky".
     "That is the Blue Veil. The scholars say that it is caused by the
Blue Sun. Mystics believe that the Blue Sun is the source of thier
powers. It has been noted that the Veil dims in the winter and grows
stronger in the summer. But surely you know most of this from your
childhood."
     "Little of this is known in the north where we come from".
     "I do not wish to offend you, but that is ridiculous. All people
know of the blue sun. The truth is surely much stranger than the lie
you have told us. Are you perhaps from one of the underground realms or
are have you all been cursed with a loss of memory?"
     JM seized upon this suggestion. "That's right, we've lost our
memories. We can't even remember how we lost them."
     But TW spoke saying "I have had no reason to feel untruthful yet
and I will not be a party to a lie. The truth is holy sir, that we are
not from this world at all, but from another world entirely."
     "By my count I make this one no less than the 4th planet I've
visited." said Mc.
     Holy Renvor said "I would rather believe you good sir than that
other who spoke but I find his lie easier to credit than your truth. My
religion admits to no places other than this, and such a thought is
entirely outside even the wildest thoughts of the mystics."
     "By my sword and arm I swear it is true" said TW. "The plain fact
is that I or rather we are total strangers to this world with 2 suns."
     "I take your oath in good faith Ted but still it is hard to
trust."
     "I do see a few stars in the sky yet, but no constellations I
recognize." said Tamara. She pointed. "There, what is that star known
as?"
     "That is what we call a planet. It is another world like this, but
is thought to be lifeless. Look there. You can see another of these
planets. And that one there. Watch it closely. We call it Clemnestra
after the goddess. It rises and sets twice at least each night. It is a
good omen."
     "Tell us more of your gods and goddesses" said Hallow.
     "Well, there is Rhodan, the captain of the gods. Clymnestra is his
wife. Then there is Bell, the Watcher of the Beasts. He is captains
best friend and aids him in all things. Suthar is her hand-maiden and
grants us the blessing of children. Sonia also waits on Clymnestra. She
is the Goddess of Music and Arts. The gypsies call her their patron
goddess. There are also those deities that have set them selves apart.
Verhanna, goddess of the Small Ones, she is the defender and protector
of the Farie races; Cilboreth god of the elves and Kasadarum god of the
Dwarves and Gnomes. Rhiannon goddess of the witches and druids lives
not in heaven but on Joywind."
     "Wait" said Huichol, "where is this Joywind?"

     "Why, that is where we are now. That is the name of this planet.
To continue; then there is Jerak Cannelion the jester worshiped by
gamblers and hedonists. Of the Pirate Gods I know little and will speak
nothing of here."
     "Pirate Gods?" said Eunice.
     "Yes the evil ones who seek to take over heaven and rule all of
Joywind. All you need to know of them can be summed up by saying the
care more for their power over people than for the fate of those
people."
     "Pirate Gods!" said JM with enthusiasm. "I'll bet they don't pay
for their cable!" Mc agreed laughing.
     "Well I supose they don't pay for rope and such but why mention
it?"
     "Oh no reason" said JM with a knowing smile at Mc.
     Holy Renvor said "Rhodan is the only decent god to worship you
know. He is the most powerful, the captain of the gods, and often helps
those in a just battle. There are many tales of his bravery and
strength..." and here the Cleric began a long story of Rhodans battles
against the Pirate Gods and they all fell asleep one by one with the
words sounding far away in their ears.

                       Chapter 5 CORANNAN
     The next morning they were up before the rising of the blue sun,
and soon they were strolling over the rolling hills and cultivated
lands east of the forest. Past mid-day they began to see rude huts and
hovels built on both sides of the path they followed. Soon the path
turned into a well traveled road, and the huts turned into the tattered
wooden buildings of a small village.
     "What do they call this place" asked Huichol.
     "This is the village of Omagil. It lines the Noru road out of the
city."
     As far as our heros could see, it was much like any other village
they had seen before. It was not hard to imagine they were back on
their own planet. All of them felt a lift to their mood, seeing crowds
of people again. Although his face could not be seen JM walk, now
springing and light, betrayed his anticipation. In a half hour they
were standing just outside a large wooden gate set in a stone barbican.
There wear a score of 3' long spikes angling upward from the walls.
From these spike hung 4 bodies in different stages of decay. There were
birds perched on the shoulders of one of the corpses, casually tearing
off strips of flesh from its neck. They smelled more than a little
high. Renvor told them that these unfortunates were executed by staking
them to the wall. JM, E, and Mc exchanged a sober look.
     "Do you condone this SHoly Renvor" asked T.
     "It is the Law my dear. Certainly, their acts were evil."
     "As may be sir, but I don't like it."
     "Sir Kenmore, how was the hunting?" cried a helmeted figure atop
the ramparts.
     "Good Sgt. Benton. The weather was fine and Rhodan was generous."
     "Are those good people with you sir?" the sargent said pointing to
the party.
     "They found us at our camp and have been our companions since."
     "Very good sir. Glad to have you back."


     With a beckoning gesture, Sir Kenmore led them inside the city.
They stood in a square that had many people moving through it. There
were no less than 6 different entrances to the square. Just inside the
gate was a large wooden building with a wooden sign hanging out in
front. The sign has a picture of a unfortunate being impaled on the
stakes ouside the gate.
     "Is that building the court of law" asked JM.
     "Heavens no" said Sir Palter laughing. "That is a Inn called The
Stake."
     "I just asked" said JM. "Nothing to laugh about."
     TW broke in saying "I think we should find the place Sir Kenmore
recommended. What was the name of it?"
     "The Scroll and Quill" replied Sir Kenmore. "Sir Palter could you
lead them there, I have some things to attend to now the hunt is over."
     "Thank you sir" said TW. "We are in your debt for all the
kindnesses you have shown us."
     "Speak for yourself, stupid" said JM under his breath.
     The knight led then up a wide way past many narrow alleys and
small streets. Most of the buildings appeared to be residences but some
had signs outside. Strangely, none of the signs had any writing on
them. They had pictures instead. They soon came to a gate with guards
on either side. They passed through the gate without being challenged.
The street continued up until it ended in another square. Sir Palter
pointed down one of the many streets off the square.
     "That is your way friends. Follow it till you see the sign.
Farewell." With this the knight departed.
     This square was the center of commerce for the city. The street
the knight pointed out was lined with many signs.
     "This is more like it" said JM. "I think I can enjoy this place."
     "Plenty of time to explore" said E moving toward the street
indicated "lets find our rooms first. I'm desperate for a beer."
     The rest followed him down the street until they saw a sign with a
picture of a quill lying on a piece of parchment.
     Throwing open the door to the Inn, JM jumped into the building
shouting "It is I John Marvin the Greatest of all. Bring on the wiskey
and dead women!". He was followed by E who said "I want a sea of beer a
river of wiskey and a soft woman to float on."
     All heads in the Inn jerked to look at them. The heads were those
of cultured, well fed and obviously high class people. The room was as
silent as a grave. After a few frozen seconds, the heads turned away
and the party was studiously ignored by all but one old woman in a
apron.
     "Now what is it you want here. Who's making all this noise."
     Mc moved forward past E and JM saying to them under her breath
"Shut up you two." She bowed low to the woman in the apron and said "I
am McGoomerina good lady and we seek your best rooms and a good meal.
Forgive my noisy friends, but we are newly arrived in your fine city
after a lonely journey of more than a year." She took out a buldging
sack of coins. "I assure you we seek only peace and quit from your
lovely inn. What do you say rooms for 10 for a week?"
     The dark expression on the old womans face cleared and a gapped
tooth smile came out. "We do have rooms Milady at 4 gold peices each
per week. That comes to 40 if you please."
     Mc took 2 Mythral pieces from the purse and handed them to the old
woman who inspected them closely.
     "Here now!" she said "what kind of coins are these. I like them
not and will take only gold."
     "Of course take these instead" said Mc taking 50 gp from the
purse. The old woman gave her back the dull white coins and received
the gold ones. She looked closely at them, then back to Mc then down to
the coins again. She bit one of the coins with her blackened teeth. She
was apparently satisfied because she hurried off behind a screen in one
corner of the room, leaving the party at the door. But it was only a
moment later that a young girl of 12 or 13 hurried toward them.
     "Welcome to the Scroll and Quill Milords and ladies. Would you
like your dinner now or after a rest and brush up?"
     "We would like to store our gear in our rooms at least" said
Blythol.
     They followed the girl up a flight of stairs to rooms that were
large and clean with windows out onto the street. Some of the party
returned to the common room to eat a feast of epic proportions, some
decided to fall immediately into their beds while one disappeared as
soon as both suns had set. But his adventures that night have no
business in this account.
                       THE MANSION OF DEATH
     The next day the party rejoined in the common room to discuss
their plans for the day. It was at breakfast that the first of the
members broke away.
     "I feel that I must leave you today my friends." said Bylthol.
Every one denied this and then asked the reason for the unexpected
decision.
     "In dreams I have seen that my destiny lies along a different path
from yours. I seek now only to perfect my musical arts and to this end
have found one of the true master of the lute in this world. My fate
lies with him now, and no longer with you."
     A general hubbub arose at this. Blythol was asked to stay but he
refused with good nature. As Blythol ate his breakfast he turned away
all offers to stay and when his was finished he rose.
     "I have traveled with you, lived with you, and fought shoulder to
shoulder with you. I owe my life to many of you. Please allow me to
leave with good feeling."
     Mc said "If you must go, go the the best of luck and all our best
wishes"
     At this Blythol shouldered his pack, strung his lute around his
neck and smiled crookedly at the table of heros. "Good bye all, and
fair winds to you." With this he strode off through the door and was
seen again only in dreams.
     The party broke into groups, each to follow their own way in the
great maze of the city. The individual details of their adventures
would be another book at least as they each found strange new people.
     But briefly I shall say that Timm and Huichol joined a
organization of Magic Useres called the Thoumaturgists Guild. It seems
that the Guild controls the sale of all magic on Joywind, and that all
practitioners of the Art must be members. The details of their
membership are not known outside the guild.      Tamara spent much time
in the Temple of Bell as a guest. Here she was introduced to the Deeper
Mysteries and joined the church.
     McGoomerina was gone into the wilderness for days at a time. There
she found the followers of Rhannon and was ordained as a priestess by
the Goddess herself.
     Eunice, TW, and Marika spent the most of their time enjoying the
good food and drink of the "Capstan and Hook", a liveley place near the
river docks of the city. A week after arriving, Timm joined them there.
While enjoying their drinks they were approached by a man who had the
look of a adventurer.
     "Fine day good sirs is it not? I would buy you all a drink if I
may."
     Eunice who liked him immediately said "Sure sit down. What's
you're name guy".
     "I am Kemper of Toto and you."
     Introductions were made all around and talk was of a trivial
nature until Kemper mention a mansion not far out of town.
     "It's called Necros Manor and is rumored to have vast fortunes
inside it. But those same rumors talk of death and insanity waiting for
those who enter. Although it interests me I don't want to die alone."
     Eunice said "We will go with you there if you will guide us. This
life of ease and calm is not to my liking."
     "And I have many new spells to try out" said Timm. "I will go with
you."
     "And I" said Kemper "will be glad to take you."
     The spoke of little else that day making plans to leave the
following day. Not wishing to return to the Scroll and Quill, Timm and
Eunice took a room where they were.
     The next morning the small band put on their armor and left the
Inn. They sought the stables and purchased a riding horse for each of
them. Then they rode off to the NE. Kemper had told them that the Manor
was 15 miles outside of the city. It took them the best part of the
morning to get there. The Manor stood on a hill, facing the south.
     "I know this place!" thought Timm. "But I don't know how I could.
I have never been here before. Perhaps this mystery will be resolved
inside the strange house."
     And strange indeed was the Manor. It was low and rambling for the
most part, but there were two tall towers on the NW and SE corners. The
other two corners were 3 stories high. The wood of the house seemed new
but the plants surrounding the place were old and wild. It had a evil
air about.
     They rode toward the house, but when they were within 100 yards of
it their horses shied and no amount of coaxing would get them to
approach nearer. They found a place where the fodder was plantiful, and
tied their horses up there. They walked toward a path of flagstone. The
path led them between two wings of the building. They noticed something
that gave the house its mysterious air. There were no windows to be
seen. The path ended in a garden vestibule. They saw a door with a
knocker shaped like a gargoyles face. Kemper began to shift about
nerviously.
     "Don't you think its rather, uh, illadvised to just stroll in the
front door?" he asked.
     "Perhaps it would be best to scout around a bit first" said Timm.
     They walked quickly back down the path to the front of the
building and continued along one wall around to one side of the great
building. Near the center of the eastern wall they found a iron gate.
Eunice approached the gate quietly and peered inside. He waved for the
rest to join him there. Behind the gate they could see stalls for
horses.

     "This is the place for us to get in" said Eunice. "Stand back".
     As he swung his long sword at the lock on the gate Timm cried
"Don't do it!", but it was too late. The sword broke the lock easily.
The loud sound of the sword striking the gate echoed in the silence.
"Well now they know someone wants in" Timm sighed.
     "Don't worry so much Timm" answered Eunice. Then he swung the gate
open. The dry metal creaked loudly and opened just far enough to allow
them to enter. Timm rolled his eyes upward then followed Eunice and
Kemper in.
     The smell inside was extremely musty, and no light entered except
that from the gateway. As it was afternoon by this time, the light was
very dim. The looked inside the paddock nearest to the door and found
nothing. Then Kemper brought their attention to the other end of the
room. The dim outline of a carrage could be seen. "Light your lamp
Timm" said Eunice. They stopped until Timm had his lantern going
brightly. Together, they approached the carrage. Then behind them they
heard the whinney of a horse, inside the room! They drew their weapons
and spun around quickly. They saw nothing. Going back, the carefully
searched each stall carefully. Still they found nothing.
     "What do you think made that sound Timm" asked Kemper.
     "Nothing has lived in these stalls for many years" he answered.
     "Forget it" said Eunice. He turned back toward the carriage. The
other two followed him.
     Timm threw the light from his lantern on the carriage. They saw it
was a hearse rather than a carriage. There were black curtains in the
windows and crepe draped around the harness. There was a large door in
the back. Eunice carefully opened the door. A sprinkling of dirt fell
to the floor. Timm shone his lantern inside revealing a long, narrow
box filled with dirt.
     "Looks like the resting place of some evil creature" said Timm.
     "Good thing he's out" said Kemper.
     "I know what to do about this" muttered Eunice and quickly dragged
the box out of the carriage and onto the floor.
     "Did you have to do that?" said Timm.
     Eunice paid Timm no heed and broke the box into pieces. Then with
Kemper's help scattered the dirt all around the room.

     "Lets see the monster sleep on that" said Eunice pointing to the
ruined box.
     "I just hope the sleeper doesn't come looking for us." said Timm.
     "I hope it finds us" said Eunice.
     Kemper walked to a door in the north wall and put his ear against
it listening. Hearing nothing, the fighters put their shoulders to the
door. It opened onto a passage way that led to a small room. The room
was empty except for a statue. What the statue might have been at one
time was impossible to tell. There was little left of it but a vaguely
manlike form. In one corner there stood a stairway leading up. After a
quick search of the room Eunice turned to Kemper and said "Up the
stairs?" Kemper nodded and they walked single file up the stairs. At
the top was a door which they quickly opened. Inside the room, it's
back turned to them, was a skeleton standing in front of a pictureas if
inspecting it. The skeleton turned its skull around to look them.
Before it could do any thing else, Eunce smashed the skull with the
flat of his sword. The rest of the bones fell to the floor with a dunk
clinking sound.
     "Good work Eunice" said Timm. Eunice gave him the thumbs up sign
and then moved over to look at the painting that so interested the
skeleton. For an instant, they seemed to see a painting of a Kobald but
then the painting melted before their eyes. It took only seconds for
the picture to become a lump of slag on the floor.
     "Bizzare" muttered Kemper. Eunice nodded then moved to a door on
the neaby wall. After listening carefully and hearing nothing, he and
Kemper pushed the door open.
     The room they entered was even more musty smelling the the rest of
the place. It was a library. Books lined the walls. Some of the spines
had rotted from them and lie on the ground. In one corner was a
fearsome stuffed tiger. Timm walked over and began to search the books
for familiar titles.
     "Leave those be" whispered Eunice and motioned for Kemper to help
him open the door near the one they had just opened. When the door
opened, they saw another small room. In this room was a cabinet. All
three walked quickly over to it. When they got within 5 feet of it, the
cabinet began to rise up off the floor and into the air. Kemper cried
out in suprise and drew his sword. Eunice moved back and drew his
sword. The cabinet continued to rise until it was 2 feet from the
cieling. Then the bottom of the cabinet dropped open, and a figure
compleatly wrapped in filthy gauze landed on its feet below. Kemper
thrust with his sword and screamed in terror as the blade passed
through the figure with no effect. The blazing red eyes that glowed
brightly though covered in gauze seemed to turn Kempers blood to water.
Throwing his useless weapon to the floor he fled screaming from the
apparition. Eunice stepped toward the frightening creature and attacked
it with his glowing blade. He hit it a good blow and was happy to see
his blade cut through the gauze and find resistance as if he had struck
flesh. But there was no blood and the cut seemed to enrage the figure.
The eyes fairly blazing under their covering. Timm, regaining his
composure, quickly encanted.
     Timm pointed at the being, and 2 small balls of energy flashed
across the darked room, striking and staggering the thing.
A final blow from Eunices sword and the thing collapsed into a small
pile of fabric. In the same second that the creature fell, the cabinet
crashed to the floor and broke into pieces. Eunice and TImm turned to
the ramains of cloth. Inspection revealed no trace of a body or even
bones within the filthy fabric. However within the ruins of the cabinet
they found a golden candelabra weighing several pounds.
     "We should find Kemper" said Timm and turned to leave the room.
     They found Kemper shivering in fear near the horses. As both Timm
and Eunice had fled from a monster in fear, they said nothing about his
indiscretion.
     "Come on you two, lets get away from here" said Kemper swinging
himself into the saddle.
     "Back to the city?" asked Timm.
     Eunice answered "No lets camp near the river. I want to get a
early start back here tomorrow." With this he mounted and rode off.

Here, Timm's story ends.

     Of course I did not read the story at the time for Timm continued
to speak.



                   Chapter 7 THE PARTY RETURNS
     Timm and Eunice spent a quiet night near the lake, but Kemper was
wracked by nightmares. He awoke feeling as though he had no sleep at
all. So when Timm suggested that they return to bring back the rest of
the party, he enthusiastically agreed. So after a cold breakfast they
headed back to Corannan.
     After a pleasently unexciting journey they arrived at the stables
where they put the good beasts back in the corral. It was just a short
walk back into the city. They arrived inside the city just at the
zenith of the blue sun or "Blue Noon" as it is known. They crossed the
city and came to the Scroll and Quill where the rest of the party was
staying. Eunice and Timm strode into the Inn and greeted Huichol,
Tamara who were sitting at a table relaxing.
     Seeing Kemper, Tamara said "Hello Timm, Eunice. Who is that with
you?" After the introductions, all were seated. "We looked for you
yesterday at the Capstain and Hook but you weren't there. Did you do
anything interesting?"
     Whereupon Timm told them of their experiences at the Manor. Both
Tamara and Huichol were very interested in their tale. When they saw
the candelabra from there, they asked for and were given instructions
on how to get to the Manor.
     "When do you plan on going back?" said Huichol.
     "Not for a day or so anyway" replied Eunice. "We have a few things
to do here in the city and I want to relax some too."
     "I will consult with the Guild today on some ongoing research"
said Timm.
     Kemper said he would stay with Eunice.
     "You wouldn't mind if Huichol and I had a look would you?" said
Tamara.
     "The place is large enough for all of us to search for weeks and
not run into each other." answered Kemper.
     "Want to go Huichol?" said Tamara to Huichol.
     "Sure. I saw something I liked in the Guild and could use some
gold."
     "Come on then lets get going. Thanks for the information guys, see
you tomorow."
     Tamara and Huichol quickly went up to their rooms and picked up
their weapons and backpacks. Returning to the common they waved goodby
to the people at the table. Timm waved them over to the table. "You are
going to need horses to get there. There is a stable with good horses
just outside the NE gate."
     Thanking him for the information, Tamara and Huichol made their
way through the city to the NE gate. Looking through the gate, they saw
the stable and walked toward it. Then a thoughtful look came onto
Huichol's face.
     "Wait a minute, I don't want to buy a horse!" he said.
     "Well hire one then" said Tamara.
     "I have a better idea. I'll go invisible, chose a horse, and when
the corral is opened to let your horse out, I'll follow you out."
     "No don't do that. Look I'll pay for the horse if thats whats
bothering you."
     But Huichol had already retreated into a darkened alley near the
gate and cast his spell of Invisibility. Returning, he took Tamara's
arm and led her toward the stable.
     "This is so dumb I can't believe it. Just buy a horse."
     Huichol said nothing. Tamara sighed.
     She approached a boy that she saw filling a manger and asked for
directions to his master. He directed her to the main barn where she
found a horse faced man that directed her to where there were 7 or 8
riding horses. As he was showing them to Tamara, some of the horses
were spooking at something, requiring the horse-faced man to calm them.
Tamara's eyes rolled up in her head. Finally she selected one and after
haggling over the price, paid the man and led the horse to where she
fitted it with a saddle. When the proprietor turned his back one of the
saddles levitated away toward the horses. She saddeled her horse and
led it to the gate of the stable. Then she heard a number of horses
neighing loudly and shouting voices. Suddenly a riderless horse burst
from the barn and galloped across the corral toward the gate.
     From the area above the horse came a voice saying "Open the gate
quick Tamara!"
     She pulled the gate open and the horse was galloping toward where
their instructions said the Manor was. Tamara pulled herself into her
saddle and trotted away following the fleeing horse.
     An hour later Tamara was surprised by a horse that jumped in front
of her, blocking her path. It was Huichol on his stolen horse.
     She pretended to ignore him and continued up the path. After a
time she said "Why did you do it Huichol?"
     "I didn't want to buy a horse, and thought it would be fun to
steal one. I was right, it was fun. You should have seen the look on
the face of that stable boy when I came galloping through the barn. It
was great!"
     Tamara didn't smile or show any other reaction, but she was very
quiet throughout the rest of the ride. They rode quickly and arrived at
the site of the manor just after noon. This is the zenith of the yellow
sun.
     "What a weird looking place" said Tamara.
     "Looks like a lot of heavy magic around here" said Huichol.
     They tied up the horses and slowly and cautiously aproached the
building. They saw the pathway leading to the front door and followed
it to the vestibule.       "Let's go all around the building before we
try to get in" said Huichol. Tamara nodded. They walked to the west
side of the building noting the generally good condition of the wood of
which the Manor was built. They walked around to the back, where they
saw the main entrance. There they saw a horse tie and a flagstone entry
way leading to a double door. Lying on the flagstones were 3 bodies.
Tamara waved Huichol on and approached the corpses carefully. The
bodies were in a advanced state of decay. All that could be told about
them was that they were probably human and had been there for months.
     Huichol said "This looks like there is a trap outside the door.
I'll look around." Tamara continued to search the corpses while Huichol
searched for traps around the flagstones.
     Soon Huichol said "It's clean as far as I can tell". They
exchanged a glance then both ran forward and hit their shoulders
against the door at the same time. The door slammed open and they saw a
large long room with 6 pillars fancifully carved. Lining both walls
were a series of very large portraits of beautiful workmanship.




     Then a hideous apparition walked through the wall to the left of
the two. It was 12' high, had horns and a whip. Huichol recognized it
as a form of Demon. But on its horned head it was wearing a top hat and
covering its hairy body was a dinner coat with tails. They could almost
see through it. They immediatly drew their weapons to defend
themselves. But it stopped 5' short of them and bowed low.
     In a whisper and in tones almost to low to hear, the ghostly
figure spoke. "May I take your wraps Sir and Madam?" They looked at
each other for a moment then back at the hideous figure before them. It
repeated "May I take you wraps?"
     Huichol said "Why do you want them?"
     The sepulchral figure said "I am here to see after the wraps of
our guests may I have your wraps."
     Huichol and Tamara tried to ask the dark form questions about the
manor, but it was either ignorant, secretive or unable to answer their
questions. Almost all it would say was "May I have your wraps?"
     Quickly tiring of this Huichol said "No we want our wraps".
     The figure assumed a petulant expression and saying "Well! I
never!" stormed through the wall it used to enter.
     "What was that all about?" asked Tamara.
     Huichol walked over and began to look at the area of wall through
which the spectre had walked. He said "I'll bet there is a room behind
this wall. Maybe it is where the thing stays."
     Tamara quietly walked up to a portrait of a beautiful woman. The
hair of the woman in the picture was dark as was her complexion. Even
though Tamara had a normal sexual orientation, she still found the
picture compelling. She stared at it for some time and then with a
gasp, tore her eyes away from the picture. She was breathing hard as if
she had been working hard.
     "What ever you do Huichol don't look at that picture! It felt as
though it wanted me to stay with her forever. I am sure it is cursed."
     "We must be carefull with all these pictures" replied Huichol. He
moved to look at a picture on the other wall. It was a portrait of a
womans body with a skull head. Even after moving away from the picture
Huichol got the feeling that the eerie eyes within the skull were
following him as he moved about the room.
     One of the portraits was particularly striking. It showed a man
with a forceful face gesture at dark rain clouds that were gathering
overhead. Huichol moved over to look closely at the picture.
     After a few seconds studying the portrait, Tamara shouted "Huichol
look out! Over your head!" She had seen a mist forming over his head.
Huichol looked up and together they saw a cloud begin to form about 4'
over Huichol's head. Then suddenly the cloud began to rain. Huichol was
quickly soaked to the skin.
     "Lets get out of here." said Huichol. "I hate this."
     As he was salking out of the room through the archway ahead of
them, there was a cracking sound from the cloud over his head and a
large spark arced into his head. He put his hands over his head and ran
from the room.

     Of course, I did not read the story at the time, for Timm
continued to speak.

     "From our arrival here we desired to return to our home world.
When we were told that we must eleminate the blue sun, we agreed to try
with almost no comments."
     Several things are needed to cause the dimensional shift
nessary to transfer the blue sun to somewhere else. It must be done
without causing spatal and dimensional anomalies that could destroy the
world.
     The first thing we needed was the crystal ship. But it was lost at
sea many years ago and its whereabouts was known only to a aged
seer on the Isle of Niapon. This old seer is a wanderer and his
whereabouts are difficult to discover. The only clues the players had
was a description of him. He was an old man, blind, wearing a robe of
blue-green, has white hair and carries a cane of ivory carved deeply
with holy symbols with a crystal eye on the top. The only way to force
     After obtaining the Ship, they must travel to Ehwon the city
of dragons to find within its dungeons the Vasty bubble of life.
This is in effect a combination of a tech 13 lifesupport system
and a forcefield generator tech 15. It is in the lowest level of
the dungeon, and is guarded by the minions of the dragon Lord.
This will require the killing of many dragons of all ages. This
is complicated by the fact that the dragons are aided by the
human pirates with whom the dragons have a pact, and by the
Others who do not want the human gods to obtain the item.
Unfortunatly, only the gods have the knowledge to repair the
bubble which has had several critical parts removed from it. Of
course niether the gods or the party will know this until the
Bubble is found.

     The next thing the party must obtain is the Codex of
Infinite Planes. This is within the Cursed city of Runanga deep
within the jungles of the Northern wastes. These waists are in
the control of the Wolfen who have a protective arrangement with
the Sladd. They will seek to prevent the party from reaching the
city in any way possible. The wolfen know that the Sladd could
cause great havoc in their empire if the monsters are angered.
the codex was placed in the city by  the mad magician Bestarius.
It is guarded by beings summoned using the Codex. They are Sladd,
and all members of the sladd are there except the Sladd Lord
himself. The players should be notified that reading the Codex is
a easy way to kill the entire party as it is a cursed item that
can be used safely only with the permission of the gods.

     The White Gem of Kalka the Enhancer is the next item that
must be found. It is in the possession of the Lord of the Stone
Giants in lands far to the north. It is held within the Citidel
of Stone, a fortress city populated by stone giants and other
creatures of rock including xorn and other monsters. It is in the
high temple of Gaxiaxiax, the god like master of the giants and
is guarded by the Leagons of the Stone guardians. These can only
be passed by using the Ring of King of Leagons. This is worn by
the King of the stone giants, Smakcrus. It must be stolen off his
finger, as a frontal attack on the city is a hopeless task.

     The last thing the party needs is the Black Globe Generator.
This is in the possession of the Others in the High Valley of
Precipitious Peeks in the center of the other mountians. Their
city is underground, and formed of generations of industrious
tunneling by the others. The exact location of the device is
unknown, and will require a extensive search of the miles of
tunnels and caverns that honneycomb the mountians. It is stored
in a vast cavern devoted to storing the technological objects
that the Others have forgotten the porpose of. Also in this
cavern are weapons that will aid the party in their final battle
as they exit from the mountians and try to find their way out.


Day 37
     Today I spoke with Timm in his stateroom for some time. He is a
good man. His sorrow is deep upon him but I am confidant that he is
strong enough to overcome it. He would tell me little of himself but he
answered all the other questions I asked him. So many questions, but he
was patient. I shall try to remember as much of our conversation as
possible.
     I walked up to his door and was relieved to hear the sounds of
movement from within his room. So often it has been silent inside and I
feared to knock for fear of waking him. Once, when passing his room I
could hear the sound of sobbing comming from inside. At such a time of
course, I respect his privacy. But today I knocked on his door.
     It was a few seconds before he answered my knock.
     He was dressed in his most casual clothes; robe and sandles only.
There was all manner of stuff in shelves covering the walls of the
room. Spell ingredients in vials, scrolls rolled up in tubes, books of
all descriptions and there were hand drawings on the wall depicting
many obscure things. I understood the function of only few of the items
I saw.
     "There is something I can do for you?" Timm said.
     "If you have the time I would like to talk to you."
     "Come in then."
     I seated myself in a chair near a small table. Timm sat in a chair
opposite me. After asking if there was anything he could get me Timm
asked "Is there something in particular you would like to know, or is
this purely a social call?"
     "Of all those among the party, you know the most about the quest
we undertake. To be honest, I have only the most simple understanding
of what we are doing."
     "I must admit that the situation is complicated. There is much you
must know before our quest becomes clear. We have lots of time and if
you like, I can explain at length. But I must warn you that what I will
tell you must be kept a secret limited to those in our group. There is
much of what I will say that may be unbeleavable, but I assure you it
is all true. Will you keep the secret?"
     "I swear on the life of my father the Duke of Tosk that I will
tell no one of what you are about to tell me unless they are a member
of our group."
     Smiling I suspect at my formality, Timm nodded "That is good. Now,
try to just sit there and listen without interrupting. After I have had
a chance to explain you may ask questions."
     I made myself comfortable at the table and listened closely to
what Timm told me.

            IF YOU ARE NOT OF THIS PARTY READ NO FURTHER!!

     As you may know, there are some people among the party who are not
from Joywind. I see you doubt this. I will explain. What you have been
taught in your church school is not correct. There are worlds other
than this that are inhabited. In fact there are a almost infinite
number of worlds within the Multiverse. There are dimensions that exist
other than the one we now inhabit.


     McGoomerina, Aramat, Huichol and John Marvin were born on a world
called Pretera. I can not tell you where Pretera is in relation to this
world. Our travels have been quite out of our control. Pretera was an
old place. Some cities there are 20,000 years old. It was a happier
world than this. Things were more settled and there were many more
people than there are here. It was a lovely world. (Here Timm mused for
a time. There was a longing in his eyes that spoke clearly of his
desire to return to his home.)
     We were investigating a new religion that had appeared that was
called Mycretian. They worshiped Mycer, one of the Gods of creation. He
was also called the One God or as we came to familiarly know him Bob
Dobbs. This god manifested himself as a spinning ball with a strange
smiling face on it. At other times, he appeared as a floating head of a
short haired man with a large pipe in his mouth.
     He manifested himself to us as the spinning ball on a hilltop late
one summers night. He told us of a world so peacefull that it's people
had no armys. They knew little magic, and what they knew of was little
use in a battle. The people of that world were going to be killed and
tortured by a evil god named Lord Foul. They were almost defenseless
against this god. We volunteered. The One God teleported us to this
place.
     The people there, like your world, knew little or nothing of other
worlds and dimensions. They called their world simply The Land. It was
an incredibly beautiful world. (Here, Timm picked up a piece of glass
about 5" around from a work table near him. He brushed some dust from
the table onto the glass. Then he held it in front of my eyes.) Look at
that painting of a castle there. Now if I remove the dirty glass from
in front of you, it is similar to seeing the castle in The Land.
Everything there was brighter and more full of some essence missing on
this world and Pretera.
     We traveled over much of that land sometimes on foot sometimes on
horses...... Ah the horses there. The Rhanynn. It is almost an insult
to call them horses. (Here he crossed to a chest at the foot of his
bed. He muttered something and unlocked the chest. From it he took a
small statuette.) This is from the land. It is called rhamidrihl or
bone sculpting. This was made from a single bone and no tools were used
to make it. Under the hands of the artists, the bone becomes soft and
malleable. (The statue was of a horse pausing his grazing to scent the
air around him. The statue was so exquisite that I could practically
see the meddow he was standing in, and sense the health and almost
inhuman intelligence of the horse.)
     We fought many battles with living rocks and crystals, beings
whose limbs and minds were maimed and twisted by Lord Foul, cavewights
and black smooth skined monsters shaped like men but possessed of no
face. These things were called Ur-Viles. We finally entered the
underground kingdom of Lord Foul's minion named Drool Rockworm. After a
long time underground, we reached the throne room of Drool and defeated
him in heroic battle.
     After the battle, those who defeated Drool Rockworm were visited
by The One God again. He took us to a place he had created where there
were bright red cattle as big as houses that grazed on flowers that
covered the ground in a thousand colors. For a day or a year we stayed
in that place and were served well, our every wish granted. We wanted
to return to our world and the One God teleported us there, or rather
tried to.
     As best as I can tell, the teleportation spell was interupted or
perverted by Lord Foul to take vengence on us by stranding us away from
home. And now we are here. I understand that you are keeping a
extensive journal of our journey Kevis. I, too, wrote a story of our
entry into this world. You may read it if you like. (Here he handed me
the document, parts of which I am recording below. It is a bit long
winded, but does show some interesting insights. The story is told from
a strange point of view.)
                              TIMM'S TALE
     The whirling ball in the center of the room began whirling more
and more slowly. After a few moments they could see the face on the
ball. It was one that they were very familiar with. It was the smiling
face of The One God. Eunice jumped immediately to his feet crying "Bob
The great Bob Dobbs, you have returned!" The rest of the party rose in
reverence of one of the Gods of Creation. The ball soon ceased it's
whirling and the face smiled. Suspended 3' above the floor, the ball
moved toward the party.
     "I hope that you have enjoyed your stay here in this Bubble within
the Prime Material Plane has been all you desired?" said the face on
the ball. While varying degrees of satisfaction were expressed by those
in the room, they were all favorable.
     "I especially like the Crimson Cattle" said McGoomerina.
     "After your many sacrifices in defeating my Drool Rockworm, I am
only sorry you can not stay here longer. But it is time for you to be
going back to your world. The expense in my strength is high
maintaining this place and besides, I'm sure you have loved ones you
wish to see again. Come ready yourselfs."
     All the booty the party had obtained was quickly stuffed into
their backpacks and magic sacks. All the items were tagged with the
name of the owner. Soon everything was ready and they gathered before
the floating ball.
     As the party watched, the ball began to glow bright white. The
light grew until no details of the room remained visible; all was lost
in the intense whiteness. A strange floating, bodiless feeling overtook
them all. Without ears they heard a voice say "I thank you all, and
wish you the best of fortunes". Then there was a great humming sound
that was like a physical thing; soft, warm and comforting. They floated
on the sound, back toward their home.
     But then a voice terribly familiar to them spoke in a strangled,
distorted tone "Curse you all and your stupid meddling! Do you think
that I, Lord Foul could be so easily destroyed? Ha. Now you will pay
dearly for your interference. It's true that I can't deal with you now
as I'ld like, but I will be satisfied for now with knowing none of you
will ever see your homes and loved ones again. May you all die
hideously in a foreign, unhappy world."
     Then they were out of the white light and comforting sound and
into a universe of darkness, crashing sound and buffeting winds. Their
souls were battered by forces that threw them out of the carefully
chosen trajectory and out of any contact with anything they had ever
known. They cried and shouted and screamed but they could not hear each
other. It was as if they were going over a waterfall without a barrel.
This feeling seemed to last a eternity, but at last the buffeting
slowed. Then they were suddenly falling through light and they hit
solid ground hard. The blackness of unconciousness stole their final
thoughts.
                        THE TERRIBLE TRUTH
     Tamara heard birds. "Oh how nice to hear the sounds of the earth
again. I never would have suspected that the Halls of Olympus had
birds. And Sunlight! How wonderfull to feel it again." As yet she had
not opened her eyes. It was enough to be at rest after the terror of
her journey. As she swam up the rivers of consciousnes, she began to
feel the pains of her fall. "Funny, I would think that all the pains of
life would be gone in Olympus." Then she opened her eyes and sat up.
High overhead she could see the leaves of trees, and around her she
could see all the members of the party around her, asleep or dead.
     They were in a forest glade. As she watched, her friends began to
groan and stir. As they were waking, she looked carefully around her
and noticed something very strange. She could recognize only a few of
the plants surrounding her. Carefully she thought back to her fathers
training and still knew only a few varities. "Where are we?", she
thought.
     Her thoughts were interrupted by a loud groan from Eunice. "What
in the 99 layers of the Abyss happened to me?" he said.
     "I've no idea myself," said Tamara "all I know is we are not
Home."
     "What do you mean not at home" asked Timm rising on one elbow.
     "Well at least no where I've ever heard of".
     By now the others were sitting up, rubbing various parts of their
bodies bruised by their fall. Timm called out to Hollow, his friend and
employee, asking him to heal the wounds of his fall. Hollow began to
chant the familiar words of his prayer for healing. Upon completion of
the spell, a curious expression came over Hallows face.
     "My spell. It, it didn't work" Hallow cried.
     "Try healing me" said Timm.
     Groaning, Hallow rose and moved slowly over to Timm. After praying
he placed his hands on Timm. Nothing happened.
     "I have a bad feeling about this" said Mc Goomerina. Then she
began to pray to the earth below her. In a moment, she ceased and
turned to the party. Her face was grave. "I have lost my contact with
my god. I do not sense him around me. What could this mean?"
     "So what" said John Marvin. His voice was muffled by the hood he
wore to hide his hideously maimed face. "Who gives a shit about your
pissing god." He moved away from the party into the woods.
     "Ah, fresh air at last" sighed Marika.
     "We are going to have to devise some way of giving him a bath"
said Huichol.
     Ted Willams had restraped his armor after rising from where he had
fallen. Making sure his long sword was properly hung from the wide
leather belt he drew a ax from his backpack. Locating a fallen, dried
up tree, he used the ax to quickly cut wood for a fire.
     "Why are you bothering with that. We don't plan on staying here
tonight do we?" said Blythol. Looking up he said "I can't tell what
time in the day it is. Too many trees around."
     McGoomerina touched Blythol on the shoulder and said "I will see
about climbing one of these trees and finding out what time it is. And
perhaps a bit more about where we are."
     McGoomerina spotted the largest nearby tree and changed her form
into that of a monkey. Then she quickly climbed up the tree like she
had been climbing all her life. The brown form was lost in the dense
leaves.
     "I'll do that" said M to Ted Willams who was struggling to light
his tinder with a flint and steel. Morika stood away from the pile of
wood and began a incantation. Soon, fire sprang from his fingers.
     "Show off" muttered B through his teeth.
     "Particularly unnecessary when we are so low on lamp black" said
H. Lamp black was the prime component of the spell used to light the
fire.
     M turned and walked to the other side of the glade saying "Gods
I'll be glad to get away from you all. I hope we aren't to far from a
city."
     T called out to M "We all must suffer but a while longer. I do not
welcome spending one more minute than strictly necessary in John
Marvins company. But these are obviously wild woods and we must band
together until we find safety." M nodded silently.
     From high above came the sound of a screeching monkey followed by
the noise of a rapid decent. The screeching continued as the Druid
dropped toward the ground. The monkey jumped from 20' up the tree down
to the ground and ran toward the party screaming all the way. Her shape
squirmed and regained the shape of a human.
     "We are not on our home world!" she said.
     "What do you mean?" said T.
     "We are not in the Land, nor are we back home. We are completely
lost."
     "How can you be sure." said Blythol.
     "There are two suns in the sky".
     This news was greeted with disbelief by all but Hollow and Tamara.
     "Go climb a tree and find out for yourselfs" said Mc Goomerina
angrily.
     "Ill do that" said E.
     While E was slowly and noisily climbing the tree some maintained
their disbelief of McGoomerinas words, while the rest indulged in the
wildest of possible explanations for the facts. Ted Williams by this
time had a pot over the fire and was dropping into it the last of the
food given to them by the Lords of the Land. Soon it was steaming with
a smell that had everyone drooling.
     His steps heavy E rejoined the party. "It is as the druid says.
There are 2 suns. One of them is like our sun but the other is small
and blue."
     "Shit" muttered M.
     "Food's ready" said T brightly.


                   Chapter 3 SOME NEW FRIENDS

     During their meal (which they decided to call Breakfast) they
talked much about their predicament and about possible ways to find
themselves. John Marvin joined them soon after the meal began, and
calmly announced that he too was out of contact with his god. It seemed
that none of their clerical spells worked. Blythol passed his magical
ring of healing among the party and it was effective in healing them.
Everyone but Mc Goomerina was involved in the table talk. She was
obviously brooding about something.
     "Look, this is what is what has happened" said Mc Goomerina as the
party was cleaning up. "Come here and sit down a minute." Knowing well
the deep wisdom and lore known to the Druid they attended to her.
     "Some of you may know much of what I will tell you know, but
please allow me to finish without interrupting. That means you too John
Marvin! Now, worlds are round like a ball. We know this to be true
because the Supreme Druid Kanofi XI spoke of this in his `Journals of
the Inner Planes. He called these world balls "planets". I believe that
I have visited indeed lived on another planet once for over a year. Of
that planet I have little to say other than I was overjoyed when I was
summoned back by my god. Clerical spells were ineffective on that world
as well. These planets seem to have different rules of physical action
than our own. Did anyone else hear a voice just before the beginning of
the turbulence in our trip here?"
     Every one it turns out had heard the voice of Lord Foul.
     "It is as I thought. I believe that Lord Foul disturbed the spell
of the One God and we are lost as a direct result." A murmur of assent
went up from the party. "We do know something of where we are. We are
still on the prime material plane for instance. This place fits none of
the descriptions I have heard of any encountered world. We might be
anywhere. I fear that Foul's curse is true. We shall probably never see
our homes again. But then again any old port in a storm, eh John
Marvin?"
     "Well its not good enough for me" said B. "I refuse to believe
that there is no way home. The One God will find us and bring us back.
Where could Foul send us that he could not find us?"
     Tamara spoke in her most authoritative voice "The first thing we
need to do is discover if there are people on this "planet" as you call
it. We want more information. I've been looking around some and I
spotted a deer trail. We should find a high place to look from."
     "I shall assume the form of a bird and report what I can" said Mc
Goomerina.
     "Hey, I thought none of your god given spells work" said John
Marvin.
     Mc Goomerina shrugged "Be glad I have some of my abilities at
least".
     Mc Goomerina changed her shape into that of a small sparrow and
quickly skimmed upwards through the leaves. While she was gone
scouting, the party finished cleaning up the glade and Ted Willams
buried his fire. The air was warm now and full of fresh smells. The
branches shifted lazily above them.
     M stretched himself his back on the ground with his hands behind
his head. "Well home or not, this is still vastly superior to life in
the Mines of Drool. Besides, just think it through. If we are not alone
and there are other people here, then the more the merrier. My magic
has not changed and people are people everywhere. I have no doubt we
would find a comfortable spot to settle down. If we are alone here on
this planet, then all of us are more free than we have ever been
before."
     Ted Willams scowled down at M. "That may be all right for those
who think of only their own comfort, but there ARE more important
things. Such as a worthy cause, or a grand battle. Where is the point
in a existence without laws and people to serve."
     John Marvin spoke up, "No I can hardly believe it but I agree with
something the Paladin feels. Others are necessary."
     "What do you mean?" said Timm.
     "Aw shut up and leave me alone" John Marvin said with feeling.
     "I'm going to climb a tree myself and see this now sun" said H.
     "I'll go with you" said B. Together they moved off into the
forest.
     "What will you do if we do find ourselves alone here Timm?" asked
Tamara.
     "Oh, research I guess. What about you E."
     "Find a woman, build a house and settle down that's what I'ld do"
said E with a unnoticed side glance at T.
     "Best of luck E. There are 9 men and 1 woman." said B.
     "Hey guys leave me out of your plans." Tamara looked into the sky.
"There is a whole world here to explore with new plants and animals to
get to know. The last thing I want is to "settle down."
     Hollow who had been quit for some time said "What does it matter.
My god is gone from me. My life has little point now."
     "Quit whining Hollow. Your not the only one". John Marvin threw a
small rock at Hollow.
     "Tamara, come here and feel this" said Ted Willams his hand near
the site of their fire. "How long ago would you say I put this fire
out?"
     Tamara went over to the mound of dirt and touched it. "Ouch that's
still really hot. It shouldn't be That hot."
     "That's what I thought. Very Strange."
     B & H returned from their tree climbing and told everyone that the
sun was near the midpoint in the sky.
     "Did you see anything else" said E.
     "Just trees as far as you can see" said H.
     Eunice's shoulders slumped.
     Just then M cried out "There is Mc Goomerina."
     The sparrow landed and resumed her human form.
     "I flew as high as I could. The forest is large, but if we head
east, we will come out of it in 2 days journey at most. But more
important, I saw the smoke of a small fire coming from the SE. I didn't
get real close to it but it was definitely a controlled fire. We could
reach the spot before nightfall."
     "So what are we waiting for" said Ted Willams shouldering his
pack.
     And they were off.
     The forest they traveled through was not so dense that it slowed
the party much. They made good progress. T and Mc Goomerina seemed
fascinated and pointed out with many a exclamation a unknown genus of
flower or tree. A few small animals were seen like squirrels and rabbit
that were familiar to them, but they saw little animal life around.
     "I'm sure the animals here have been hunted by humans before. They
know to hide when we approach. I see the tracks of many animals on the
ground that I have now spied as yet" observed T. Mc Goomerina nodded.
     The dead leaves of the trees and the short grass that sprang up
everywhere made a soft carpet for their weary feet. The faintest breath
of a breeze cooled them and the sweet sounds of life surrounded them.
It was hard even for John Marvin to be too gloomy in such a setting.
Suddenly B stopped in his tracks and motioned to the party for silence.
Now the party was quiet, the sound of a flute could be heard in the
distance.
     "We are not alone" said Ted Willams his words a sigh of relief.
     "Shhh. I will find the player of that flute" said B. Using his
ring of Invisibility and his skills as a thief, he moved off
practically undetectable.
     B slid through the forest following the sound of the flute.
Knowing the player was on the other side of a large rock, B carefully
stuck his head around it. He saw a man dressed in buckskin leather with
a wooden flute place sideways on his lips. He was obviously the source
of the sound. He had short brown hair and was clean shaven. The melody
he played was simple and beautiful. B willed himself visible then,
prepared for battle, walked from around the rock.
     The eyes of the flute players saw him immediately and a hint of a
smile curved the ends of his mouth. But he kept playing. When the song
was done he lowered the flute from his mouth. "Hello friend and well
met. Come you recently from Corannan?"
     "Well met indeed" said B. "No I am not from Cornanan. I am lost
and seek my way."
     "Consider it found mate. I can get you to civilization again. I am
Dumbarton of the Dulcet Tones." Dumbarton crossed to B and shook his
hand. As he did so he looked B over. "You look not like you have been
alone. Have you companions?"
     "Yes, my friends are nearby."
     "Then come, let us join them. I trust your looks and pray you see
no harm comes to me."
     "We seek no harm to you. And we welcome the face of any human in
this world."
     So saying Blythol took Dumbarton back to where the party was
concealed. B called out to them warning them that he was bringing a
stranger with him. Dumbarton spoke under his breath when he came within
sight of the group; "A large group to be lost I think." And then in
louder voice said "I am Dumbarton, a humble player of the flute. If you
are lost, your way is found. If you long for a song, the wait shall be
short. And though you have a friendly look about you, if you plan evil,
I shall be missed soon. I have friends nearby."
     The party, all on their best behavior made Dumbarton welcome with
many friendly greetings. Truly they were glad of this evidence of
intelligent life on this planet. Dumbarton replied to their welcomes
with grace and eloquence. After the introductions had been observed, he
pulled his flute from his belt and played a sprightly tune while
looking at the party with his head cocked of to one side.
     The tune was short and upon its completion said "If you seek
company besides my poor example, follow me. I shall lead you to the
camp of my companions." All of the party agreed.
     And so they proceeded until T sniffed the air saying "I smell a
wood fire nearby."
     "You have a good nose my friend" Dumbarton said. "It is the camp
fire of my friends. Hallow the camp." Then raising his voice he said
"It is Dumbarton who has returned with a lost party of strange aspect."
     A rumbling voice to the east said "Come Dumbarton and bring your
friends. They shall be made as welcome as our camp can provide."
Dumbarton gestured toward the voice saying, "just on the other side of
that hedge." He brought up the rear.
     There was a narrow opening of the thick shrubbery that opened onto
a large cleared space. Entering, the party saw a orderly camp
consisting of 4 large gaily colored tents of unusual design. They were
square rather than round, and had a large piece of fabric suspended on
poles, shielding the entrance from the elements. The tents were made of
a silken material colored brightly with diagonal lines of purple and
leaf green. There was a circle of stones with a fire glowing within it.
     Around the fire stood 4 men dressed in rich clothes, each wearing
the colors of purple and green on their doublets. Near one of them sat
2 dogs.
     "Welcome to you all. We are men of the Duke of Ramadis. I am Sir
Kenmore and these are my battle friends. May I introduce Sir Agrimone,
Sir Palter and the Holy Renvor. Consider yourselfs lost no longer.
Come, make yourselfs comfortable. Haversom, quickly, get the fire
stirred and prepare food and drink for our visitors. We are come here
on a hunting trip that is rest from the service of our duke, but soon
we shall return to Corannan and we shall take you there with us."
     Thus the adventures were found by the natives of the place and
found their way to civilization.
                       Chapter 4 SOME ANSWERS
     The party had a million questions. Each question was stranger than
the last to the Knights. Even though they said they were "From the far
North" they asked questions about things even children knew well. Other
of their questions betrayed a knowledge of things far beyond the
comprehension of children. All in all, they were as strange a group as
any of the Dukes men had ever seen. But despite this, Sir Kenmore was
heard to say of them "strange though they may be, they have strength,
honesty and benevolence about them". The knights took them hunting for
deer and boar in the forest, made them at ease in the camp, and tried
to answer all the questions they could. After a two days of the
"Sporting Life" the knights commanded that the camp be packed. Their
squires managed all the work of the camp and so even the departure was
effected with no effort from the visitors, for which they were very
pleased.
     After a walk through woods with no path, the group came to a path
so wide it was almost like a road. This path lead through the forest,
which gradually became less dense. After a days journey the party broke
through the trees and came upon a wide vista of cultivated lands with
widely scattered hovel-like homes. That night they camped on a open
rise overseeing the farmlands.
     For many of the newcomers it was their first view of the sky.
     "I still can't believe it" said Ted Willams. "The blue sun, the
strange light at night."
     "Best get used to it Mr. Good. It's here we are and here we'll
stay" said JM.
     Sir Kenmore spoke, pointing to the SE "You can't see it yet but
Corrannan is just there."
     "Lets get going then. The longer we stand her looking at where the
city is the longer it will take to get there." said JM impatiently.
     "We spend the night here" said Sir Kenmore.
     The squires began setting up a overnight camp, spreading out the
foods chosen for the night's meal. The others made themselfs as
comfortable as their surroundings allowed.
     After their meal, all gathered around the fire to talk. This means
the Knights were subjected to the regular round of questions. The
yellow sun was setting, but the blue sun still had an hour left in the
sky. The sunset was spectacular. Bright violets and deep browns spread
amoung the blue-white clouds. Far away across the rolling land they
could see a tan colored stain hanging in the sky. This was the only
visible trace of the city.


     Gradually, the yellow suns light faded. In the east the sky was
deep blue and as it got closer to setting, the blue appeared to come
less from the sun and more from a luminous blue glow covering the night
sky. The blue deepened and darkened as the blue sun set. In the sky,
instead of the blackness broken by the thin light of the stars, the
party saw shifting planes of blue light in many different shades.
     "What causes that!" said Tamara.
     "What causes what?" said Holy Renvor.
     "The blue glow in the sky".
     "That is the Blue Veil. The scholars say that it is caused by the
Blue Sun. Mystics believe that the Blue Sun is the source of thier
powers. It has been noted that the Veil dims in the winter and grows
stronger in the summer. But surely you know most of this from your
childhood."
     "Little of this is known in the north where we come from".
     "I do not wish to offend you, but that is ridiculous. All people
know of the blue sun. The truth is surely much stranger than the lie
you have told us. Are you perhaps from one of the underground realms or
are have you all been cursed with a loss of memory?"
     JM seized upon this suggestion. "That's right, we've lost our
memories. We can't even remember how we lost them."
     But TW spoke saying "I have had no reason to feel untruthful yet
and I will not be a party to a lie. The truth is holy sir, that we are
not from this world at all, but from another world entirely."
     "By my count I make this one no less than the 4th planet I've
visited." said Mc.
     Holy Renvor said "I would rather believe you good sir than that
other who spoke but I find his lie easier to credit than your truth. My
religion admits to no places other than this, and such a thought is
entirely outside even the wildest thoughts of the mystics."
     "By my sword and arm I swear it is true" said TW. "The plain fact
is that I or rather we are total strangers to this world with 2 suns."
     "I take your oath in good faith Ted but still it is hard to
trust."
     "I do see a few stars in the sky yet, but no constellations I
recognize." said Tamara. She pointed. "There, what is that star known
as?"
     "That is what we call a planet. It is another world like this, but
is thought to be lifeless. Look there. You can see another of these
planets. And that one there. Watch it closely. We call it Clemnestra
after the goddess. It rises and sets twice at least each night. It is a
good omen."
     "Tell us more of your gods and goddesses" said Hallow.
     "Well, there is Rhodan, the captain of the gods. Clymnestra is his
wife. Then there is Bell, the Watcher of the Beasts. He is captains
best friend and aids him in all things. Suthar is her hand-maiden and
grants us the blessing of children. Sonia also waits on Clymnestra. She
is the Goddess of Music and Arts. The gypsies call her their patron
goddess. There are also those deities that have set them selves apart.
Verhanna, goddess of the Small Ones, she is the defender and protector
of the Farie races; Cilboreth god of the elves and Kasadarum god of the
Dwarves and Gnomes. Rhiannon goddess of the witches and druids lives
not in heaven but on Joywind."
     "Wait" said Huichol, "where is this Joywind?"

     "Why, that is where we are now. That is the name of this planet.
To continue; then there is Jerak Cannelion the jester worshiped by
gamblers and hedonists. Of the Pirate Gods I know little and will speak
nothing of here."
     "Pirate Gods?" said Eunice.
     "Yes the evil ones who seek to take over heaven and rule all of
Joywind. All you need to know of them can be summed up by saying the
care more for their power over people than for the fate of those
people."
     "Pirate Gods!" said JM with enthusiasm. "I'll bet they don't pay
for their cable!" Mc agreed laughing.
     "Well I supose they don't pay for rope and such but why mention
it?"
     "Oh no reason" said JM with a knowing smile at Mc.
     Holy Renvor said "Rhodan is the only decent god to worship you
know. He is the most powerful, the captain of the gods, and often helps
those in a just battle. There are many tales of his bravery and
strength..." and here the Cleric began a long story of Rhodans battles
against the Pirate Gods and they all fell asleep one by one with the
words sounding far away in their ears.

                       Chapter 5 CORANNAN
     The next morning they were up before the rising of the blue sun,
and soon they were strolling over the rolling hills and cultivated
lands east of the forest. Past mid-day they began to see rude huts and
hovels built on both sides of the path they followed. Soon the path
turned into a well traveled road, and the huts turned into the tattered
wooden buildings of a small village.
     "What do they call this place" asked Huichol.
     "This is the village of Omagil. It lines the Noru road out of the
city."
     As far as our heros could see, it was much like any other village
they had seen before. It was not hard to imagine they were back on
their own planet. All of them felt a lift to their mood, seeing crowds
of people again. Although his face could not be seen JM walk, now
springing and light, betrayed his anticipation. In a half hour they
were standing just outside a large wooden gate set in a stone barbican.
There wear a score of 3' long spikes angling upward from the walls.
From these spike hung 4 bodies in different stages of decay. There were
birds perched on the shoulders of one of the corpses, casually tearing
off strips of flesh from its neck. They smelled more than a little
high. Renvor told them that these unfortunates were executed by staking
them to the wall. JM, E, and Mc exchanged a sober look.
     "Do you condone this SHoly Renvor" asked T.
     "It is the Law my dear. Certainly, their acts were evil."
     "As may be sir, but I don't like it."
     "Sir Kenmore, how was the hunting?" cried a helmeted figure atop
the ramparts.
     "Good Sgt. Benton. The weather was fine and Rhodan was generous."
     "Are those good people with you sir?" the sargent said pointing to
the party.
     "They found us at our camp and have been our companions since."
     "Very good sir. Glad to have you back."


     With a beckoning gesture, Sir Kenmore led them inside the city.
They stood in a square that had many people moving through it. There
were no less than 6 different entrances to the square. Just inside the
gate was a large wooden building with a wooden sign hanging out in
front. The sign has a picture of a unfortunate being impaled on the
stakes ouside the gate.
     "Is that building the court of law" asked JM.
     "Heavens no" said Sir Palter laughing. "That is a Inn called The
Stake."
     "I just asked" said JM. "Nothing to laugh about."
     TW broke in saying "I think we should find the place Sir Kenmore
recommended. What was the name of it?"
     "The Scroll and Quill" replied Sir Kenmore. "Sir Palter could you
lead them there, I have some things to attend to now the hunt is over."
     "Thank you sir" said TW. "We are in your debt for all the
kindnesses you have shown us."
     "Speak for yourself, stupid" said JM under his breath.
     The knight led then up a wide way past many narrow alleys and
small streets. Most of the buildings appeared to be residences but some
had signs outside. Strangely, none of the signs had any writing on
them. They had pictures instead. They soon came to a gate with guards
on either side. They passed through the gate without being challenged.
The street continued up until it ended in another square. Sir Palter
pointed down one of the many streets off the square.
     "That is your way friends. Follow it till you see the sign.
Farewell." With this the knight departed.
     This square was the center of commerce for the city. The street
the knight pointed out was lined with many signs.
     "This is more like it" said JM. "I think I can enjoy this place."
     "Plenty of time to explore" said E moving toward the street
indicated "lets find our rooms first. I'm desperate for a beer."
     The rest followed him down the street until they saw a sign with a
picture of a quill lying on a piece of parchment.
     Throwing open the door to the Inn, JM jumped into the building
shouting "It is I John Marvin the Greatest of all. Bring on the wiskey
and dead women!". He was followed by E who said "I want a sea of beer a
river of wiskey and a soft woman to float on."
     All heads in the Inn jerked to look at them. The heads were those
of cultured, well fed and obviously high class people. The room was as
silent as a grave. After a few frozen seconds, the heads turned away
and the party was studiously ignored by all but one old woman in a
apron.
     "Now what is it you want here. Who's making all this noise."
     Mc moved forward past E and JM saying to them under her breath
"Shut up you two." She bowed low to the woman in the apron and said "I
am McGoomerina good lady and we seek your best rooms and a good meal.
Forgive my noisy friends, but we are newly arrived in your fine city
after a lonely journey of more than a year." She took out a buldging
sack of coins. "I assure you we seek only peace and quit from your
lovely inn. What do you say rooms for 10 for a week?"
     The dark expression on the old womans face cleared and a gapped
tooth smile came out. "We do have rooms Milady at 4 gold peices each
per week. That comes to 40 if you please."
     Mc took 2 Mythral pieces from the purse and handed them to the old
woman who inspected them closely.
     "Here now!" she said "what kind of coins are these. I like them
not and will take only gold."
     "Of course take these instead" said Mc taking 50 gp from the
purse. The old woman gave her back the dull white coins and received
the gold ones. She looked closely at them, then back to Mc then down to
the coins again. She bit one of the coins with her blackened teeth. She
was apparently satisfied because she hurried off behind a screen in one
corner of the room, leaving the party at the door. But it was only a
moment later that a young girl of 12 or 13 hurried toward them.
     "Welcome to the Scroll and Quill Milords and ladies. Would you
like your dinner now or after a rest and brush up?"
     "We would like to store our gear in our rooms at least" said
Blythol.
     They followed the girl up a flight of stairs to rooms that were
large and clean with windows out onto the street. Some of the party
returned to the common room to eat a feast of epic proportions, some
decided to fall immediately into their beds while one disappeared as
soon as both suns had set. But his adventures that night have no
business in this account.
                       THE MANSION OF DEATH
     The next day the party rejoined in the common room to discuss
their plans for the day. It was at breakfast that the first of the
members broke away.
     "I feel that I must leave you today my friends." said Bylthol.
Every one denied this and then asked the reason for the unexpected
decision.
     "In dreams I have seen that my destiny lies along a different path
from yours. I seek now only to perfect my musical arts and to this end
have found one of the true master of the lute in this world. My fate
lies with him now, and no longer with you."
     A general hubbub arose at this. Blythol was asked to stay but he
refused with good nature. As Blythol ate his breakfast he turned away
all offers to stay and when his was finished he rose.
     "I have traveled with you, lived with you, and fought shoulder to
shoulder with you. I owe my life to many of you. Please allow me to
leave with good feeling."
     Mc said "If you must go, go the the best of luck and all our best
wishes"
     At this Blythol shouldered his pack, strung his lute around his
neck and smiled crookedly at the table of heros. "Good bye all, and
fair winds to you." With this he strode off through the door and was
seen again only in dreams.
     The party broke into groups, each to follow their own way in the
great maze of the city. The individual details of their adventures
would be another book at least as they each found strange new people.
     But briefly I shall say that Timm and Huichol joined a
organization of Magic Useres called the Thoumaturgists Guild. It seems
that the Guild controls the sale of all magic on Joywind, and that all
practitioners of the Art must be members. The details of their
membership are not known outside the guild.      Tamara spent much time
in the Temple of Bell as a guest. Here she was introduced to the Deeper
Mysteries and joined the church.
     McGoomerina was gone into the wilderness for days at a time. There
she found the followers of Rhannon and was ordained as a priestess by
the Goddess herself.
     Eunice, TW, and Marika spent the most of their time enjoying the
good food and drink of the "Capstan and Hook", a liveley place near the
river docks of the city. A week after arriving, Timm joined them there.
While enjoying their drinks they were approached by a man who had the
look of a adventurer.
     "Fine day good sirs is it not? I would buy you all a drink if I
may."
     Eunice who liked him immediately said "Sure sit down. What's
you're name guy".
     "I am Kemper of Toto and you."
     Introductions were made all around and talk was of a trivial
nature until Kemper mention a mansion not far out of town.
     "It's called Necros Manor and is rumored to have vast fortunes
inside it. But those same rumors talk of death and insanity waiting for
those who enter. Although it interests me I don't want to die alone."
     Eunice said "We will go with you there if you will guide us. This
life of ease and calm is not to my liking."
     "And I have many new spells to try out" said Timm. "I will go with
you."
     "And I" said Kemper "will be glad to take you."
     The spoke of little else that day making plans to leave the
following day. Not wishing to return to the Scroll and Quill, Timm and
Eunice took a room where they were.
     The next morning the small band put on their armor and left the
Inn. They sought the stables and purchased a riding horse for each of
them. Then they rode off to the NE. Kemper had told them that the Manor
was 15 miles outside of the city. It took them the best part of the
morning to get there. The Manor stood on a hill, facing the south.
     "I know this place!" thought Timm. "But I don't know how I could.
I have never been here before. Perhaps this mystery will be resolved
inside the strange house."
     And strange indeed was the Manor. It was low and rambling for the
most part, but there were two tall towers on the NW and SE corners. The
other two corners were 3 stories high. The wood of the house seemed new
but the plants surrounding the place were old and wild. It had a evil
air about.
     They rode toward the house, but when they were within 100 yards of
it their horses shied and no amount of coaxing would get them to
approach nearer. They found a place where the fodder was plantiful, and
tied their horses up there. They walked toward a path of flagstone. The
path led them between two wings of the building. They noticed something
that gave the house its mysterious air. There were no windows to be
seen. The path ended in a garden vestibule. They saw a door with a
knocker shaped like a gargoyles face. Kemper began to shift about
nerviously.
     "Don't you think its rather, uh, illadvised to just stroll in the
front door?" he asked.
     "Perhaps it would be best to scout around a bit first" said Timm.
     They walked quickly back down the path to the front of the
building and continued along one wall around to one side of the great
building. Near the center of the eastern wall they found a iron gate.
Eunice approached the gate quietly and peered inside. He waved for the
rest to join him there. Behind the gate they could see stalls for
horses.

     "This is the place for us to get in" said Eunice. "Stand back".
     As he swung his long sword at the lock on the gate Timm cried
"Don't do it!", but it was too late. The sword broke the lock easily.
The loud sound of the sword striking the gate echoed in the silence.
"Well now they know someone wants in" Timm sighed.
     "Don't worry so much Timm" answered Eunice. Then he swung the gate
open. The dry metal creaked loudly and opened just far enough to allow
them to enter. Timm rolled his eyes upward then followed Eunice and
Kemper in.
     The smell inside was extremely musty, and no light entered except
that from the gateway. As it was afternoon by this time, the light was
very dim. The looked inside the paddock nearest to the door and found
nothing. Then Kemper brought their attention to the other end of the
room. The dim outline of a carrage could be seen. "Light your lamp
Timm" said Eunice. They stopped until Timm had his lantern going
brightly. Together, they approached the carrage. Then behind them they
heard the whinney of a horse, inside the room! They drew their weapons
and spun around quickly. They saw nothing. Going back, the carefully
searched each stall carefully. Still they found nothing.
     "What do you think made that sound Timm" asked Kemper.
     "Nothing has lived in these stalls for many years" he answered.
     "Forget it" said Eunice. He turned back toward the carriage. The
other two followed him.
     Timm threw the light from his lantern on the carriage. They saw it
was a hearse rather than a carriage. There were black curtains in the
windows and crepe draped around the harness. There was a large door in
the back. Eunice carefully opened the door. A sprinkling of dirt fell
to the floor. Timm shone his lantern inside revealing a long, narrow
box filled with dirt.
     "Looks like the resting place of some evil creature" said Timm.
     "Good thing he's out" said Kemper.
     "I know what to do about this" muttered Eunice and quickly dragged
the box out of the carriage and onto the floor.
     "Did you have to do that?" said Timm.
     Eunice paid Timm no heed and broke the box into pieces. Then with
Kemper's help scattered the dirt all around the room.

     "Lets see the monster sleep on that" said Eunice pointing to the
ruined box.
     "I just hope the sleeper doesn't come looking for us." said Timm.
     "I hope it finds us" said Eunice.
     Kemper walked to a door in the north wall and put his ear against
it listening. Hearing nothing, the fighters put their shoulders to the
door. It opened onto a passage way that led to a small room. The room
was empty except for a statue. What the statue might have been at one
time was impossible to tell. There was little left of it but a vaguely
manlike form. In one corner there stood a stairway leading up. After a
quick search of the room Eunice turned to Kemper and said "Up the
stairs?" Kemper nodded and they walked single file up the stairs. At
the top was a door which they quickly opened. Inside the room, it's
back turned to them, was a skeleton standing in front of a pictureas if
inspecting it. The skeleton turned its skull around to look them.
Before it could do any thing else, Eunce smashed the skull with the
flat of his sword. The rest of the bones fell to the floor with a dunk
clinking sound.
     "Good work Eunice" said Timm. Eunice gave him the thumbs up sign
and then moved over to look at the painting that so interested the
skeleton. For an instant, they seemed to see a painting of a Kobald but
then the painting melted before their eyes. It took only seconds for
the picture to become a lump of slag on the floor.
     "Bizzare" muttered Kemper. Eunice nodded then moved to a door on
the neaby wall. After listening carefully and hearing nothing, he and
Kemper pushed the door open.
     The room they entered was even more musty smelling the the rest of
the place. It was a library. Books lined the walls. Some of the spines
had rotted from them and lie on the ground. In one corner was a
fearsome stuffed tiger. Timm walked over and began to search the books
for familiar titles.
     "Leave those be" whispered Eunice and motioned for Kemper to help
him open the door near the one they had just opened. When the door
opened, they saw another small room. In this room was a cabinet. All
three walked quickly over to it. When they got within 5 feet of it, the
cabinet began to rise up off the floor and into the air. Kemper cried
out in suprise and drew his sword. Eunice moved back and drew his
sword. The cabinet continued to rise until it was 2 feet from the
cieling. Then the bottom of the cabinet dropped open, and a figure
compleatly wrapped in filthy gauze landed on its feet below. Kemper
thrust with his sword and screamed in terror as the blade passed
through the figure with no effect. The blazing red eyes that glowed
brightly though covered in gauze seemed to turn Kempers blood to water.
Throwing his useless weapon to the floor he fled screaming from the
apparition. Eunice stepped toward the frightening creature and attacked
it with his glowing blade. He hit it a good blow and was happy to see
his blade cut through the gauze and find resistance as if he had struck
flesh. But there was no blood and the cut seemed to enrage the figure.
The eyes fairly blazing under their covering. Timm, regaining his
composure, quickly encanted.
     Timm pointed at the being, and 2 small balls of energy flashed
across the darked room, striking and staggering the thing.
A final blow from Eunices sword and the thing collapsed into a small
pile of fabric. In the same second that the creature fell, the cabinet
crashed to the floor and broke into pieces. Eunice and TImm turned to
the ramains of cloth. Inspection revealed no trace of a body or even
bones within the filthy fabric. However within the ruins of the cabinet
they found a golden candelabra weighing several pounds.
     "We should find Kemper" said Timm and turned to leave the room.
     They found Kemper shivering in fear near the horses. As both Timm
and Eunice had fled from a monster in fear, they said nothing about his
indiscretion.
     "Come on you two, lets get away from here" said Kemper swinging
himself into the saddle.
     "Back to the city?" asked Timm.
     Eunice answered "No lets camp near the river. I want to get a
early start back here tomorrow." With this he mounted and rode off.

Here, Timm's story ends.

     Of course I did not read the story at the time for Timm continued
to speak.



                   Chapter 7 THE PARTY RETURNS
     Timm and Eunice spent a quiet night near the lake, but Kemper was
wracked by nightmares. He awoke feeling as though he had no sleep at
all. So when Timm suggested that they return to bring back the rest of
the party, he enthusiastically agreed. So after a cold breakfast they
headed back to Corannan.
     After a pleasently unexciting journey they arrived at the stables
where they put the good beasts back in the corral. It was just a short
walk back into the city. They arrived inside the city just at the
zenith of the blue sun or "Blue Noon" as it is known. They crossed the
city and came to the Scroll and Quill where the rest of the party was
staying. Eunice and Timm strode into the Inn and greeted Huichol,
Tamara who were sitting at a table relaxing.
     Seeing Kemper, Tamara said "Hello Timm, Eunice. Who is that with
you?" After the introductions, all were seated. "We looked for you
yesterday at the Capstain and Hook but you weren't there. Did you do
anything interesting?"
     Whereupon Timm told them of their experiences at the Manor. Both
Tamara and Huichol were very interested in their tale. When they saw
the candelabra from there, they asked for and were given instructions
on how to get to the Manor.
     "When do you plan on going back?" said Huichol.
     "Not for a day or so anyway" replied Eunice. "We have a few things
to do here in the city and I want to relax some too."
     "I will consult with the Guild today on some ongoing research"
said Timm.
     Kemper said he would stay with Eunice.
     "You wouldn't mind if Huichol and I had a look would you?" said
Tamara.
     "The place is large enough for all of us to search for weeks and
not run into each other." answered Kemper.
     "Want to go Huichol?" said Tamara to Huichol.
     "Sure. I saw something I liked in the Guild and could use some
gold."
     "Come on then lets get going. Thanks for the information guys, see
you tomorow."
     Tamara and Huichol quickly went up to their rooms and picked up
their weapons and backpacks. Returning to the common they waved goodby
to the people at the table. Timm waved them over to the table. "You are
going to need horses to get there. There is a stable with good horses
just outside the NE gate."
     Thanking him for the information, Tamara and Huichol made their
way through the city to the NE gate. Looking through the gate, they saw
the stable and walked toward it. Then a thoughtful look came onto
Huichol's face.
     "Wait a minute, I don't want to buy a horse!" he said.
     "Well hire one then" said Tamara.
     "I have a better idea. I'll go invisible, chose a horse, and when
the corral is opened to let your horse out, I'll follow you out."
     "No don't do that. Look I'll pay for the horse if thats whats
bothering you."
     But Huichol had already retreated into a darkened alley near the
gate and cast his spell of Invisibility. Returning, he took Tamara's
arm and led her toward the stable.
     "This is so dumb I can't believe it. Just buy a horse."
     Huichol said nothing. Tamara sighed.
     She approached a boy that she saw filling a manger and asked for
directions to his master. He directed her to the main barn where she
found a horse faced man that directed her to where there were 7 or 8
riding horses. As he was showing them to Tamara, some of the horses
were spooking at something, requiring the horse-faced man to calm them.
Tamara's eyes rolled up in her head. Finally she selected one and after
haggling over the price, paid the man and led the horse to where she
fitted it with a saddle. When the proprietor turned his back one of the
saddles levitated away toward the horses. She saddeled her horse and
led it to the gate of the stable. Then she heard a number of horses
neighing loudly and shouting voices. Suddenly a riderless horse burst
from the barn and galloped across the corral toward the gate.
     From the area above the horse came a voice saying "Open the gate
quick Tamara!"
     She pulled the gate open and the horse was galloping toward where
their instructions said the Manor was. Tamara pulled herself into her
saddle and trotted away following the fleeing horse.
     An hour later Tamara was surprised by a horse that jumped in front
of her, blocking her path. It was Huichol on his stolen horse.
     She pretended to ignore him and continued up the path. After a
time she said "Why did you do it Huichol?"
     "I didn't want to buy a horse, and thought it would be fun to
steal one. I was right, it was fun. You should have seen the look on
the face of that stable boy when I came galloping through the barn. It
was great!"
     Tamara didn't smile or show any other reaction, but she was very
quiet throughout the rest of the ride. They rode quickly and arrived at
the site of the manor just after noon. This is the zenith of the yellow
sun.
     "What a weird looking place" said Tamara.
     "Looks like a lot of heavy magic around here" said Huichol.
     They tied up the horses and slowly and cautiously aproached the
building. They saw the pathway leading to the front door and followed
it to the vestibule.       "Let's go all around the building before we
try to get in" said Huichol. Tamara nodded. They walked to the west
side of the building noting the generally good condition of the wood of
which the Manor was built. They walked around to the back, where they
saw the main entrance. There they saw a horse tie and a flagstone entry
way leading to a double door. Lying on the flagstones were 3 bodies.
Tamara waved Huichol on and approached the corpses carefully. The
bodies were in a advanced state of decay. All that could be told about
them was that they were probably human and had been there for months.
     Huichol said "This looks like there is a trap outside the door.
I'll look around." Tamara continued to search the corpses while Huichol
searched for traps around the flagstones.
     Soon Huichol said "It's clean as far as I can tell". They
exchanged a glance then both ran forward and hit their shoulders
against the door at the same time. The door slammed open and they saw a
large long room with 6 pillars fancifully carved. Lining both walls
were a series of very large portraits of beautiful workmanship.




     Then a hideous apparition walked through the wall to the left of
the two. It was 12' high, had horns and a whip. Huichol recognized it
as a form of Demon. But on its horned head it was wearing a top hat and
covering its hairy body was a dinner coat with tails. They could almost
see through it. They immediatly drew their weapons to defend
themselves. But it stopped 5' short of them and bowed low.
     In a whisper and in tones almost to low to hear, the ghostly
figure spoke. "May I take your wraps Sir and Madam?" They looked at
each other for a moment then back at the hideous figure before them. It
repeated "May I take you wraps?"
     Huichol said "Why do you want them?"
     The sepulchral figure said "I am here to see after the wraps of
our guests may I have your wraps."
     Huichol and Tamara tried to ask the dark form questions about the
manor, but it was either ignorant, secretive or unable to answer their
questions. Almost all it would say was "May I have your wraps?"
     Quickly tiring of this Huichol said "No we want our wraps".
     The figure assumed a petulant expression and saying "Well! I
never!" stormed through the wall it used to enter.
     "What was that all about?" asked Tamara.
     Huichol walked over and began to look at the area of wall through
which the spectre had walked. He said "I'll bet there is a room behind
this wall. Maybe it is where the thing stays."
     Tamara quietly walked up to a portrait of a beautiful woman. The
hair of the woman in the picture was dark as was her complexion. Even
though Tamara had a normal sexual orientation, she still found the
picture compelling. She stared at it for some time and then with a
gasp, tore her eyes away from the picture. She was breathing hard as if
she had been working hard.
     "What ever you do Huichol don't look at that picture! It felt as
though it wanted me to stay with her forever. I am sure it is cursed."
     "We must be carefull with all these pictures" replied Huichol. He
moved to look at a picture on the other wall. It was a portrait of a
womans body with a skull head. Even after moving away from the picture
Huichol got the feeling that the eerie eyes within the skull were
following him as he moved about the room.
     One of the portraits was particularly striking. It showed a man
with a forceful face gesture at dark rain clouds that were gathering
overhead. Huichol moved over to look closely at the picture.
     After a few seconds studying the portrait, Tamara shouted "Huichol
look out! Over your head!" She had seen a mist forming over his head.
Huichol looked up and together they saw a cloud begin to form about 4'
over Huichol's head. Then suddenly the cloud began to rain. Huichol was
quickly soaked to the skin.
     "Lets get out of here." said Huichol. "I hate this."
     As he was salking out of the room through the archway ahead of
them, there was a cracking sound from the cloud over his head and a
large spark arced into his head. He put his hands over his head and ran
from the room.

     Of course, I did not read the story at the time, for Timm
continued to speak.

     "From our arrival here we desired to return to our home world.
When we were told that we must eleminate the blue sun, we agreed to try
with almost no comments."
     Several things are needed to cause the dimensional shift
nessary to transfer the blue sun to somewhere else. It must be done
without causing spatal and dimensional anomalies that could destroy the
world.
     The first thing we needed was the crystal ship. But it was lost at
sea many years ago and its whereabouts was known only to a aged
seer on the Isle of Niapon. This old seer is a wanderer and his
whereabouts are difficult to discover. The only clues the players had
was a description of him. He was an old man, blind, wearing a robe of
blue-green, has white hair and carries a cane of ivory carved deeply
with holy symbols with a crystal eye on the top. The only way to force
     After obtaining the Ship, they must travel to Ehwon the city
of dragons to find within its dungeons the Vasty bubble of life.
This is in effect a combination of a tech 13 lifesupport system
and a forcefield generator tech 15. It is in the lowest level of
the dungeon, and is guarded by the minions of the dragon Lord.
This will require the killing of many dragons of all ages. This
is complicated by the fact that the dragons are aided by the
human pirates with whom the dragons have a pact, and by the
Others who do not want the human gods to obtain the item.
Unfortunatly, only the gods have the knowledge to repair the
bubble which has had several critical parts removed from it. Of
course niether the gods or the party will know this until the
Bubble is found.

     The next thing the party must obtain is the Codex of
Infinite Planes. This is within the Cursed city of Runanga deep
within the jungles of the Northern wastes. These waists are in
the control of the Wolfen who have a protective arrangement with
the Sladd. They will seek to prevent the party from reaching the
city in any way possible. The wolfen know that the Sladd could
cause great havoc in their empire if the monsters are angered.
the codex was placed in the city by  the mad magician Bestarius.
It is guarded by beings summoned using the Codex. They are Sladd,
and all members of the sladd are there except the Sladd Lord
himself. The players should be notified that reading the Codex is
a easy way to kill the entire party as it is a cursed item that
can be used safely only with the permission of the gods.

     The White Gem of Kalka the Enhancer is the next item that
must be found. It is in the possession of the Lord of the Stone
Giants in lands far to the north. It is held within the Citidel
of Stone, a fortress city populated by stone giants and other
creatures of rock including xorn and other monsters. It is in the
high temple of Gaxiaxiax, the god like master of the giants and
is guarded by the Leagons of the Stone guardians. These can only
be passed by using the Ring of King of Leagons. This is worn by
the King of the stone giants, Smakcrus. It must be stolen off his
finger, as a frontal attack on the city is a hopeless task.

     The last thing the party needs is the Black Globe Generator.
This is in the possession of the Others in the High Valley of
Precipitious Peeks in the center of the other mountians. Their
city is underground, and formed of generations of industrious
tunneling by the others. The exact location of the device is
unknown, and will require a extensive search of the miles of
tunnels and caverns that honneycomb the mountians. It is stored
in a vast cavern devoted to storing the technological objects
that the Others have forgotten the porpose of. Also in this
cavern are weapons that will aid the party in their final battle
as they exit from the mountians and try to find their way out.


     Timm continued.....

     After you read that Kevis, you may have some idea how some of us
in the party reacted to the situation. I did not like to leave off the
story at that point but that was as much as I got written before I
died.
     It was at Neckros Mannor. Eunice, my old friend Hallow and some
people who were traveling with us at the time went into the Mannor
searching for treasure. Personally, I have no knowledge of that day or
many days following. I have been told that I was killed and eaten by
harpies living in one of the towers of the mansion. Eunice, Hallow and
all the rest were killed trying to rescue me.
     Remember, Kevis that I am not from this world. In our world, when
you die, your soul travels to one of the Outer Planes. In the outer
planes lie universes that are inhabited by souls who are similar in
religion and outlook on life to you. There are many outer planes, and
dying is not so much to be feared if you have led a decent life.
     On your world Joywind, things are much different. I remember
little of my death and the time until I arrived on your heaven. All I
remember is torment. When I arrived on Swift Star, your heaven, some of
my consiousness returned. But my soul remained where it was, somewhere
on the Astral Plane. At this time I felt like a zombie. Eventually my
soul was rescued from its suffering on the Astral Plane by Sumain.
     This inability to pass through the Astral plane to one of the
Outer planes means that no soul can ever rest. Our task on this world
is to remove the barrier to the outer planes. This barrier is caused by
the Blue Sun.
     Besides, even from our arrival here, I desired to return to my
home world. When the party was were told by Jerak Canellion the God of
chance that we must eleminate the blue sun, we agreed to try with
almost no comments.
     Several things are needed to cause the dimensional shift
nessary to transfer the blue sun to somewhere else. The task is made
even more difficult because it must be done without causing spatal and
dimensional anomalies that could destroy the world. The gods had
obviously thought much about the problem as they were able in short
order to tell us what we would need.


     The first thing we needed was this crystal ship. Many years ago,
it was lost at sea and its whereabouts was known only to a aged seer
Named Kanushi O' Nanji. who lived on the Isle of Niapon. This old seer
was a wanderer and his whereabouts are difficult to discover. The only
clues we had was a description of him. He was an old man, blind,
wearing a robe of blue-green, has white hair and carries a cane of
ivory carved deeply with holy symbols with a crystal eye on the top.
With this small bit of information, we traveled to the Isle of Niapon.
Things are very different there as you know and we spent most of our
time there trying to get permission to search for Kanushi.
      We expected to have to trick or threaten the old man to discover
the ship's location. But to our suprise he was the one to arrange a
meeting between us and told us where the ship was. At the time we found
the ship, it was being used as a nest by the fearsome Lung Wang the
Dragon Turtles. After driving the turtles away, the ship was ours.
     After obtaining the Ship, we traveled to Ehwon the City of Dragons
to find within its dungeons the Black Globe Generator. This is a
strange device that when properly used, causes a globe to form around
it that is totally impenetrable. We thought it would be in the lowest
level of the dungeon, but we think there were levels under the one
where we found the globe. It was guarded by the minions of the Tiamot
the Dragon Lord. These creatures we called Dragon Thralls and were very
fearsome. Many greater dragon races were also living in the ruins of
Ewhon and we had many battles with those terrible beasts. We lived
almost 3 months deep within that dungeon, because the dragons guarded
the entrance making it difficult to return if you leave. Eventually we
found the Black Globe Generator and after many a pitched battle,
returned to Heaven with it. There it was stolen by someone or something
from under the very nose of the Gods. How we will regain the black
globe is something we have yet to discover.
     The next thing the we must obtain is the Codex of
Infinite Planes. This is within the Cursed city of Bhads deep
within the jungles of the Northern wastes. These wastes are in
the control of the the Sladd. They will seek to prevent the party from
reaching the city in any way possible. The codex was placed in the city
by the mad magician Bestarius. It is guarded by beings unknown. We are
on our way to the jungle Bhadoba where the city is said to be right
now.
     The White Gem of Kalka the Enhancer is the next item that
must be found. It is in the possession of the Lord of the Ice
Giants in lands far to the north. It is held within a fortress city
populated by giants and other creatures of the deep cold.
     Once all the items have been collected, we must travel in the
crystal ship to a place near the Blue Sun. The Black Globe Generator is
needed to protect us from the heat of the sun and the cold of space.
Once there I will read a spell from the Codex of Infinite Planes. The
effects of the spell will be augmented by the Ring of the Enhancer,
making the spell capable of twisting the dimensions to allow the Sun to
pass away.
     This will stop the radiation of the Blue Sun and free the souls
trapped on the Astral Plane to go to their rightful planes. It will
also presumably end the use of magic on Joywind. What will happen to us
after that is unknown, but we have evidence that we have not been
forgotten by Bob Dobbs, the one god.

     "You see Kevis, it is rather complicated. And the gods know that
it will become even more complicated as time goes by."

     I knew now why so little was said about their mission. It is
almost beyond comprehension. Send the Blue Sun away? It is shocking.
No magic? Unthinkable! I will never speak of our quest to anyone. They
would think I was insane.
     I still had a few more questions to ask Timm. "I hope I am not
becoming to personal Timm, but I could not but observe that you are sad
most times. Others have told me that you are grieving, but they have
not said what you are grieving for. For whom do you shed so many
tears?"
     "They are for a friend and noble beast that gave it's life for me
in the Ewhon Dungeon. It's name was Perry, and it was a spirit of pure
good sent to help us in our quest. Perry had the form and nature of a
Unicorn but was much more than a beast. More than once when my mind was
in danger of being taken over by the insidious Others, I would feel
Perry's mind stretching out a protective blanket that shielded me. And
at the last as we were on our way out of that evil place, I was
attacked by a Intellect Devourer. Perry leapt in front of me and was
killed by the monster before any had a chance to give aid. Perry is my
ideal of selfless honor and unblemished good, and it died in my arms."
     Timm was visibly upset by his memories and indeed it was a sad
story. I wish that I had known this Perry. But as I could see that Timm
wished to be alone at this time, I thanked Timm for his story and for
explaining about our mission and took my leave of him.
     And now I must take my leave of you, oh diary, and sleep.

Day 38, 39 and 40
     I am sorry diary that I have not written for the last few days,
but there has been no action other than our interminable journey in the
crystal ship. I spent the days practicing my skills at arms and my
nights were spent with Xantha, my beloved. If blame for the lapse is
necessary, then the blame must go to Xantha. It is getting ever harder
to pull myself away from her to write here.
     Tonight, I spoke with her about her feelings for me. Even though I
could tell that she was holding back some of her emotion, I believe now
that she is in love with me. This is something almost beyond my hopes.
I find that I depend on her for my joy as some depend on wine or drugs.
I cannot imagine life without her any longer. Should I tell her of
this? Should I ask her to marry me? Do I have the right to ask
considering the danger of our mission? I have no answers. Perhaps in my
dreams the gods will make it clear to me. Good night.

Day 41
     At last! Today we arrived at our destination. It was around midday
that we sighted the small town of Baca where it lie on the north side
of the Snake River. I think that fewer than 100 people live in the
city. We did not stay there long as we wanted to reach Bhads as soon as
possible.
     We landed the ship in a abandoned part of the river and then
"swam" into the town docks. I had not seen the fins that seem to grow
out of the hull of the ship to push us foward, and I was considerably
amazed by it.
     When we arrived at the dock, we met the Harbor Master who took our
money for the use of the dock. After this formality, we all split up.
Some went to the only bar in the village, others decided to walk around
and get the "lay of the land" while Xantha, Kalandra, Aramat and myself
went to the small fortress that stands overlooking the river.
     Here we were greeted by the Earl of Baca, a man high in the regard
of the Emperor. I remember him by his reputation as a General in the
Wolfin wars. He was gracious and greeted us with honor. We asked many
questions of that good man and he answered them without reservation.
Even with the cooperation of the Earl, we found out little of Bhads.
However, the Earl did give us the name of a good jungle guide named
Winslow Leach and told us where he could be found.


THE HISTORY OF JOYWIND     Froí thå metaì parchmentó founä neaò thå foundationó oæ thå     Groundington palace of King Artur the 5th of Londra.     Taken from oral transcripts of the Last First Pilgrim.      Maî waó borî iî thå Cradlå oæ Meî calleä Urath® Lonç     diä hå abidå therå tilì thaô whicè ió throwî awaù gre÷ tï ouô     weigè thaô whicè ió good® Aô thió timå á waù waó founä tï     livå oî otheò Urathó anä manù lefô thå cradlå tï havå morå     that is good and less that is thrown away.      Rhodaî waó á greaô Lorä anä commandeä thaô á Starboaô     bå builô tï carrù hå anä thoså whï oweä hií fealtù tï thå ne÷     Urath® Insidå hå tooë 132´ femaiì cowó 10¶ bulls....(herå ió     á lonç lisô oæ beasts¬ mosô oæ whicè arå knowî today¬ buô á     few are unknown to us. Trans.) ...3492 Men and 4236 Women.

Joywind-Blue_Sun

Taken from oral transcripts of the Last First Pilgrim.
      Man was born in the Cradle of Men called Urath. Long did he abide there till that which is thrown away grew to out weigh that which is kept. At this time a way was found to live on other Uraths and many left the cradle to have more that is kept and less that is thrown away.

      Rhodan was a great Lord and commanded that a Starboat be built to carry he and those who owed him fealty to the new Urath. Inside he took 1324 female cows 106 bulls....(here is a long list of beasts, most of which are known today, but a few are unknown to us. Trans.) ...3492 Men and 4236 Women.

 EFFECTS OF THE BLUE SUN OF JOYWIND 

	The Blue Sun is a interloper in this solar system. It arrived over a thousand years ago just as the Colony Ships from Urath were arriving. The sudden appearance of this sun caused great damage on Joywind, especially to the Others who had been brought 300+ years before by colony ships from the Hiver Confederacy. The damage to the Colony Ships initially was slight, but all systems began suffering from severe deterioration soon after. 

The effects of the Blue Sun are listed below.
  1. Emits a blue radiance that is most easily seen at night. This shimmering glow is called the Blue Vail. It is similar to unusually bright Northern Lights, and it is bright enough to totally obscure all stars in the sky. Thus the only visible objects in the sky are those within the solar system.
  2. The Vail dampens electromagnetic radiation making radio communications unreliable and the range of such devices is reduced by 1000%
  3. Changes the effects of infra-red light. Heat dissipation is much slower than usual, and it was this which was responsible for most of the damage to the technological equipment of both the humans and the Others. Rocks by a campfire will still be warm in the morning, after the fire was put out the night before. The heat effects of beam weapons and air friction prevent the use of much technological equipment.
  4. Allows living creatures to "warp" reality. This warping is commonly referred to as "Magic". Prior to the arrival of the Blue Sun, magic was unknown. Atmosphere weakens this effect, making magic more powerful in space. Prolonged exposure will cause telekenetic, and telecreative acts involuntarily. The characters will never spend more than a week in space.
  5. Life span is radically altered if people are exposed to the Blue Sun from space. This has resulted in some humans becoming immortal (the Gods and the Immortals).
  6. It causes genetic mutations similar to cosmic rays, except that the percentage of viable mutations is thousands of times higher. It is thought that there are "genetic standard deviations". These standard changes result in human genes breaking down into more diverse but relatively stable genotypes. Thus, the first generation of "humans" born on Joywind were the beginning of the Elvin, Dwarven, and most other races, including many intelligent "evil" races, such as Orcs, Goblins, ect.
  7. The Blue Sun follows the yellow sun by about 25deg. Thus, there is about an hour between when the yellow sun goes down and the Blue Sun is still in the sky. During this time the light is deep blue, and the shadows are deep. The effect is quite evil looking. This hour is called "the killing time".

CRYSTAL SHIP
Hiddeî manù yearó agï bù it'ó creatoò Kanushé o§ Nanji¬ thå Crystaì shið haó remaineä awaù froí thå sighô oæ maî foò 20° years® Thå actionó oæ Kanushé arå hiddeî froí thå Godó bù hió abilitù seå thå future® Thuó thå party'ó quesô ió tï searcè thå Islanä oæ Niapoî untiì theù finä thió wiså man¬ theî tï convincå hií tï telì wherå thå Crystaì shið ió located.
BLACK GLOBE GENERATOR
45° yearó ago¬ durrinç thå Battlå oæ thå Piratå Gods¬ á magicaì devicå felì froí "heaven¢ anä landeä iî Blooä Baù wherå iô waó founä bù fishermen® Theså meî tooë thå devicå tï Kinç Ewhon¬ lorä oæ thå nearbù city® Thå Kinç sooî begaî tï havå dreamó senô bù thå godó thaô tolä hií thaô thå thinç theù calleä á Blacë Globå Generatoò musô bå hiddeî bù thå city® Hå haä thå BGÇ sunë withiî á deeð shaft¬ anä thå impenitrablå globå waó turneä oî froí thå inside® Thå partieó quesô ió tï enteò thå BBG and turn it off so that it may be recovered.
CODEX OF INFINATE PLANES
Thió ió á largå volumå devoteä tï thå knowledgå oæ otheò planeó oæ existance® Iô belongeä tï thå eviì magic-useò Nekrodemas® Hå ió onå oæ thå peoplå whï builô Nekroó mansion® Hå waó alsï responsiblå foò manù otheò crimes® Thå volumå ió welì guardeä anä hiddeî withiî á castlå thaô haó onå oæ thå mosô terriblå dungeonó around® Thå dungeoî ió populateä witè Sladd. Hiddeî deeð withiî thå jungleó oæ thå north¬ jusô findinç thå castle will be difficult.
THE GEM OF KALKA
Thió ió worshipeä bù thå Giantó oæ thå greaô gianô citù oæ Foreber. It is locked within a chamber opened only once per year.
THE BUBBLE OF LIFE
Iô ió thió thaô keepó thå Greaô Olä Onå oæ thå Otheró alive® Hå liveó insidå iô thaô iô maù duplicatå foò hií thå atmospherå oæ hió homå planet® Alsï magiã potionó arå sprayeä intï thå aiò of the bubble. The GOO is living within the Valey of the Others. THE SPEECH OF JERAK CANELION
Located in a remote part of the forest, there stands (or more accurately leans) a small hovel typical of the housing for the majority of serfs in the area. Inside there is a small stone fireplace obviously built by hand with no tools. The few furnishings are also handmade. There is a table, a stool and a few branches stuck into the wooden walls to act as hangers for the bunches of dried onions (evidently the occupants main food). The room is devoid of anything to lighten the burden of life. It is just barely large enough for the party to enter and be comfortable on the floor. Inside the room is a very old man. He is almost completely bald with only a fringe of hair over his ears. This hair is pure white and sticks out like Bozo hair. When the party first meets him his voice is weak and faltering but gathers power and authority as the monologue continues.
When the party approaches his hovel, he will welcome the party in saying that he is lonely and has a small amount of food he is willing to give them in exchange for their company. After scurrying about the house making a meal for them all, the old man instead of eating will examine the characters faces closely. As the meal ends he displays a big smile and asks if he can entertain them with a legend.
The Priests and Lords who rule this land are full of power which they wield as they see fit, and there are some who say that strength is its own justification. The Lords have all might, the Priests and guild masters have all the knowledge. (laughter) All knowledge indeed! (Again he studies the faces of the party.) Where are you from? (Pause for the parties usual excuses and mendacity). Bullshit!!! You are not from this planet. Yes I know more about yourself than you know. For instance, do you know that the One God is searching for you? Do you know why you came here instead of going home? (Here his voice begins to become more firm and it seems to the party that he strengthens up and looks taller than he did) Yes, he is looking for you. It was a last work of Foul in revenge. Yes, Foul still lives, and plots, and is working again to destroy the land. But this time he will not make his presence known until he is invincible. But you must all made ready for this day by gaining personal power. Why did Foul send you here? In his boredom and rage at being imprisoned, he used his ability to look into Multi Verse. Due to the radically differing rate in the passage of time, the events of mortals in this part of the prime material plane seem to pass like the lives of fruit flies. It is said that for every day that passes here, a year passes in the Land."
(Here his form seems to fill out and his face seems to "flicker" and a plastic sea change comes over his form and features.)
"He saw a parting chance for evil. He knew that your presence in this world would destroy the stability of ignorance. (He smile condescendingly) Ignorance is bliss? Knowledge is evil? Ha! Evil only for those in power. The populace of this world is being stifled by the powerful. How many of you were warned by friends and Religious leaders to say nothing of your real identities? And you never asked why? If the knowledge of the existence other planes and planets was known commonly, much of the mystical power they hold would be lost. As long as you were content to preform meaningless tasks for little treasure (who was it that told you about Neckros Mansion?) they were content to allow you your freedom. (Here he turns to McGoomerina) Did you not think it odd that the Lord of the land and his son were so eager to see you and offer you a quest? The Page 3 farther away the better was his thought. It is only by coincidence that the place he sent you fit in well with MY plans. But if I told you what to do or where to go I would ... well lets just say I won't. But even you with your vast knowledge can not perform the task you must preform. Therefore others must be summoned.
(Here his appearance is obviously godlike and as the final transformation his clothes change from the simple garments he has on, into a tall thin man with dark hair dressed in strange clothing. He wares a shirt of shimmering black fabric that somehow seems to contain every color of the spectrum in it. His pants are long and flared at the ends. On one hip he wares a Long Sword the sheath of which glows with magical emanations. On the other hip is a strange apparatus no one recognizes. He again addresses the party.)
"The time is not right for me to tell you all, but remember this, none of the gods were born on this planet and although they suspect the existence of other planes, none of them and none of the people of Joywind have yet reached beyond the Vale. Your free will is your greatest gift. I give this to you freely. How ever, you must listen to my caution. Find out all you can of the Others. Seek the connection between the others and the Drow, beware of speaking of your origins, for all those in the Mind Net know your origins, become powerful for the day the One God summons you again, and ask not for the intervention of the gods for only 2 will answer your call. One more thing, (here he pulls the strange device from its holster) this is called a VibroGun. There are other types of guns. Look for them as they come from the outside and are deadly beyond compare. Good luck and remember you are in peril from an unknown source."
Because of the effects of the Blue Vale, the Known planes are different in Joywind as compared to the standard worlds in AD&D. The restrictions and their effects on game play are detailed herein.
As the Vale prevents physical travel away from the planet, any characters on this planet are stranded until the secret of the Vale is discovered. So the first major restriction to travel is that none can travel directly to other places in the Prime Material plane.
Included in the Prime Material plane are also the Multi-Verse (Parallel alternate dimensions, that are created by time travel and the use of wishes within the prime plane) and the Micro-verse (worlds and Universes of increasingly smaller dimensions. A atom in the present plane becomes a solar system in the next lower division of the Micro-verse).
Travel among these two planes are unrestricted, with the exception of any alternates where the Vale is non-existant.
The Positive and Negative Material planes are as standard. In the battle of the Gods, there is a constant struggle to emphasize one or the other of these planes. Although the existence of these planes is known to the Gods of Joywind, nothing is known to them of their relation to the Outer planes since these outer planes are not available even to the Gods. Power is drawn from these planes for the use of spells, and it is said that some monsters are from one or the other of these planes.
The Astral Plane is radically different in Joywind than in most worlds. Normally, when a person dies, his soul goes to one of the outer planes for reward or punishment according to the deeds of the person in life, and the deity of the diseased. In Joywind, the Outer planes are cut-off. This means that all the souls of the dead have been building up in the astral plane which is normally just a way station for departing souls. For this reason, travel in the Astral planes is very unusual. It is feared by all as the Abode of the Unhappy Dead. Those spirits of good alignment are in constant agony; being drawn to Elysium or some such, and having no chance of ever reaching it. The Evil are also frustrated by this in that they can watch the events on the Prime material plane, and being unable to affect anything in any way. There is constant fighting going on between enemies in life. Good Souls are locked in eternal combat with evil souls. As no soul can be destroyed or seriously damaged, this combat's only result is to increase the agony of the good, and the frustration of the Evil.
Travel in the Astral Plane is extremely hazardous to characters. This is due to the cries of agony from those of good alignment and the deadly spitefulness of the evil there. Immediately after entering the Astral Plane, all characters must make a saving throw VS. Spell at a -2 or go insane for the duration of their stay in the plane. Upon leaving the plane the character must make a saving throw VS spell again or be permanently insane. The Evil dead will also seek to do mischief to astral travellers. This can range from telling lies, doing practical jokes, up to trying to kill the character. If one of the Astral souls tries to attack a traveller, a good soul may try to help. This will happen on a roll or 70% or less. If the lower numbers are rolled, the good and evil souls become locked in combat which is futile since neither can be hurt in their present form. This has the effect of distracting attacks away from the player. However the player characters can be injured in astral combat because they are still alive and possess a physical body. Not only that, but the Living Tether that connects a Astral traveller to his physical body is a favorite place for evil beings to attack. If this living tether is broken, the soul is stranded in the astral plane and cannot return to his body! Only a wish spell of such can rejoin a lost soul to its body. This rejoining must be done quickly. The body gets progressively weaker every day the soul is out of contact. This results in the permanent loss of one hit point per day after the severing of the tether. At -5 hit points the character dies forever. Even a raise dead or such will not have a effect on astral wandering souls.
As has been mentioned the outer planes or the God planes are totally inaccessible to players and Gods alike. Only with the destruction of the Blue Sun can this barrier be removed.
                         THE ADVENTURE SO FAR...

One day when the rest of the adventurers were resting, Tamara was outside
the rude Hobbit hole that was serving them as home. She heard the sound of
horses hoofs and soon three horsemen came into view. One was obviouly a
knight of the relm. His plate armor glinted in the sunlight. Around his
neck was a unusual looking jem. With him was a beautiful woman with dark
hair dressed in chain mail. Folowing them closely was a young man on a
riding horse. They stopped just before the hole and the knight took the gem
into his hand and passed it from side to side. Soon he looked at Tamara and
said "It is you whom my goddess told me to seek."

  It seems that the knight (hight Sir Kenmore of the Duke of Londra) had
seen a vision sent to him from Clemnestra. In this dream he was told to
seek the person for whom the gem shined. This person would bring aid to Sir
Kenmore in his quest to rid Redmoon Pass of the evil there. When he awoke,
on the pillow next to his head, he found the Gem of Invariable Location
which he used to find Tomara.

  With Sir Kenmore were the warrior maiden Xantha, also of Duke Londra and
the knights squire, Dally. Mistified by the actions of the knight and
impressed by his courtly speach, Tomara called inside the hole and invited
all the party to listen to the story of the knight. After being served a
hearty lunch prepared by squire Dally, he told of the significance of
Redmoon pass as a trade route. If the evil could be ended there, trade
between Ramadis and Kensington could be greatly speeded and thereby
increase the quality of life in both areas.

  Tomara agreed to aid Sir Kenmore and Huicol also decided to come along.
After spending a night under the stars, the party set out to the
north-east, the direction pointed out to them by the Gem. They traveled a
week or so and had a strange encounter. Out of the wood that they were
passing through came waking a very confused but fetching woman. She did not
know where she was and could only say that she had a dream wherein
Clemnestra spoke to her saying that she had a destiny to fulfill, and when
she awoke she was in the wood and could hear the horses of the party. As
her references were good, the woman (named Kalindra) was invited to
accompany the party to Redmoon Pass.

  Together they traveled for more than a fortnight, fighting as they went
sundry beasts of the wilderness. When they were several days away from the
pass, they came upon a family of gypsies. Doubting their good intentions,
the party interigated them. While the rest of the party attempted to sort
truth from lies, Huicol became invisible and searched the rickety one-horse
cart that was the gypsies home. Inside he found a bundle of papers. At this
time the party decided to drive the family away from them. Huicol just
escaped from the cart without being seen. Upon opening and reading the
papers he stole, Huicol found that they were temple documents of the
followers of Jerak Canelion.

  On the fifteenth day of their journey Redmoon Pass was sighted.
Approching cautiously, the party saw comming from behind them a large
caravan of 7 large waggons and 50 mounted guards. They went into the city
and immediatly found the Inn. There they slacked their thirst with the good
local ale and ate the food brought to them by the smiling barkeep. They
noticed several people in the inn, one of whom seemed to be studing the
party as much as they were studing him. They soon repaired to their rooms.

  Soon after, there was a knock on the window. When Huicol looked out, he
saw in the shadows a humanoid form that asked if it could come in. It turns
out that it was a thief named Bilsap. He immediatly asked if the party had
eaten or drank anything. Only Tamara and Dally had, and they were suprised
(not to mention angry) to find that the food had a sleep potion in it. They
were soon asleep and slept for more than half a day.

  The remaining half of the party split up to investigate the town which by
this time was craweling with soldiers from the caravan that had stopped the
night. Huicol went off to look into a abandon tower to the north west of
the town. The tower turned out to be empty. Kalindra went outside to look
around the Inn. She saw a beautiful woman walk inside the bar and cast a
ESP spell to read her mind. She receved a vision of a black lipped, leather
winged female form that said "Get Out Of My Mind". This scared her so much
that she ran away screaming and ran into Huicol and together they went to
the northern part of the town to look around. They found little.

  After they returned to their room in the inn, the party decided to carry
the sleeping persons to a place of saftey away from the town. Bilsap led
them to a sheltered place to the west of town where they spent the night.
He also revealed that he know about the evil in the town and told the party
it is a result of the dungeon below the city. He offered to take them down
there on the morrow.

  The next day, they set out to the dungeon. They were shocked to find all
the members of the caravan had disappeared! A search failed to reveal any
trace of the caravan except for empty coaches.

  Bilsap led them to the abandon tower Huicol had investigating the night
before. A secret door in the floor led into the dungeon. After some
investigation the party found a temple dedicated to the god Morgone. Behind
a statue they found a secret door that led to a corredor lined with doors.
Opening one of the doors they entered a empty room. While examining the
room, they were teleported into a doorless room. Following a tunnel bored
into the floor, they found two partially decomposed bodies. After a long
time durring which the party almost dispared of ever seeing the light of
day again they decided to continue to dig the tunnel started by the two
dead men. After casting strength and haste spells the tunnel was quickly
dug and it led to another room.

   At the top of a false stairway they found a teleport rune that led them
to a new part of the dungeon. In this area a long and deadly battle was
fought. After the battle which ended with the death of the parties foes, a
quick search revealed much treasure.

  Just as the party was ready to leave the dungeon, they were attacked by
two terrible beings called by Sir Kenmore The Sons of Margone. With their
spells and dammaging attacks they came close to killing everyone. But the
party killed them and won their way to the light at last.


                        THE CRYSTAL SHIP

     Thå crystaì shið ió madå oæ á strangå material® Iô ió milkeù 
whitå anä hard¬ buô doeó noô havå thå colä feeì oæ stone® Anù 
attempô tï cuô thå materiaì witè á knifå wilì fail¬ aó thå 
materiaì ió hardeò thaî steel® Thió materiaì alsï giveó ofæ á 
fainô lighô thaô ió sufficenô tï seå by¬ buô revealó littlå 
dimension, making maping and judging size difficult.
     Aô thå timå thå partù findó thå ship¬ thå smalì holä ió 
floodeä witè seá water® Thió waó donå bù Kanushé Ï Nanjé tï 
scuttlå thå shið tï hidå it® Thå dooró oæ thå holä arå opened¬ 
anä heavilù encrusteä witè barnicles® Therå ió nï sigî oæ 
corrrosioî despitå beinç immerseä iî salô wateò foò 15° years® Á 
rolì VÓ lifô gatå ió requireä foò eacè oæ thå twï dooró tï closå 
them® Oncå closeä á smalì wheeì wilì bå founä oî onå oæ thå 
doors® Iæ turneä thió wilì seaì thå hold¬ anä starô thå draininç 
oæ thå hold.
     Silô anä seá debrió haó drifteä intï thå holä anä 
accumulateä neaò thå frounô oæ thå hold® Thió silô coveró thå twï 
dooró leadinç tï thå frounô oæ thå ship® Thå debrió musô bå 
cleareä awaù beforå thå dooró caî bå opened® Imbeddeä 1/³ iî thå 
silô ió á largå egg® Thió ió thå egç thå dragoî turtleó werå 
protecting. It is alive growing within its shell. 
     The following abilities are possessed by the crystal ship.
Thå shið ió controleä bù meanó oæ á doublå ro÷ oæ gemmeä stunä 
thaô changå coloró aó theù arå turned® Thå resultó oæ thió arå 
noô aô random¬ buô arå listeä below® Thå matriø ió formeä bù thå 
sw# and the color that the stud is glowing when it is pressed.
SW#            Orange         Blue           Purple         White
pushed         Result         Result         Result         Result
-------------------------------------------------------------
1)             Sprouts legs   Grows Wings    Grows fins     Fins Submerge
TRAVEL         Base 24"       Base 30"       Base 18"       Base 12"

2)             1/4 base       1/2 base       base           1.5 base
TRAVEL                                                      (2turns)

1©             Curå lt® wnd®  Curå dis®      Curå blinä     reincan.
ASSISTANCE     (2 per day)    (1 per day)    (1 per day)    (1 per wk)

2)             Protect fron   Globe of       Prevent        Protect
ASSISTANCE     Norm. Missles  Inv.           Psionics       F/Vacume

1)             Find Subject    View          Esp            Follow
PERCEPTION     (As a Crystal Ball)

2)             ahead           left           right          behind
PERCEPTION     (Works with View. This crystal will glow when viewing)

1)            cleric          create         create         create 
COMFORT       food            water          wine          nectar

2)            50deg           70deg          80deg          90deg
COMFORT       (Controls ship temp.)

POWER          Disintegrate    Magic Miss.    Invisible      Teleport
OBJECT OF THE ADVENTURE
As the party now knows, the people on the world of Joywind are held in a prison more complete than any dreamed of by a evil jailer. Of all the worlds that the party has seen this one is the most cruel to its inhabitants. The fact that the party comes from the outside gives them advantages and powers that they have no idea of. Those that came from outside of the Vail of the Blue Sun are somewhat immune to the mind control of the Outsiders, the authors of the pain and evil that grips the land. They desire revenge against the humans whom they blame for the destruction of the culture they had built up over the 300 years they lived on this planet before the arrival of the Blue Sun.
The Blue Vale is caused by the Blue Sun. Somehow, it was captured into orbit hundreds of years ago. The Vale will last until the sun is removed. Exploding the sun while possible would destroy all life on the planet. There is no way to remove the yellow sun and the planet to a new place. The only way to eliminate the blue sun is to move it to another plane of existence entirely.
This is the destiny of the players.
Several things are needed to cause the dimensional shift necessary to remove the Blue Sun without causing spatial and dimensional anomalies that could destroy the world.
The first thing the characters will need is the crystal ship. It is a magical sea going vessel the size of a war galleon. However it is much larger on the inside than the outside. In this vessel they will travel to the Blue sun. But it was lost at sea many years ago and its present whereabouts is known only to a aged seer on the Isle of Niapon. This old seer is a wanderer and his whereabouts are unknown. The only clues the players have is a description of him. The old man is blind, wears a robe of blue-green, has white hair and carries a cane of ivory carved deeply with holy symbols with a crystal eye on the top. The only way to force him to tell of the whereabouts of the ship is to steal the staff from him. As the staff is his way of seeing, he will tell the players anything to get it back. Of course he will defend it in any way possible. So getting it will not be easy as he is a 15th level cleric of Kanaji, the god of the Astral planes.He is a powerful worshiper of the ancestors of the original colonists. He is blind as his eyes were put out by a emperor who's evil fate was foreseen by the seer. He is known as the blind one who sees the waves of time. This translates roughly to Kan-nushi Dare Mie Nado Tansuni O Nanji in Niaponeese. He is better known as Kan-nushi O Nanji. nanji=time kan-nushi=shinto holyman mie=see made=who 0=of dare=who nado=the
Presumably the crystal ship lies near the Isle underwater. It is guarded by the Oriental Dragon Of the Waters or Lung Wang. The dragon must be defeated before he will give up the ship as it is his prized possession.
Hidden many years ago by it's creator Kanushi o' Nanji, the Crystal ship has remained away from the sight of man for 200 years. The actions of Kanushi are hidden from the Gods by his ability see the future. Thus the party's quest is to search the Island of Niapon until they find this wise man, then to convince him to tell where the Crystal ship is located.
After obtaining the Ship, they must travel to Ehwon the city of dragons to find within its dungeons the Black Globe Generator, sometimes called the Vasty Bubble of Life. This is in effect a forcefield generator tech 15. It is in the lowest level of the dungeon, and is guarded by the minions of the Dragon Lord. This will require the killing of many dragons of all ages and their Thralls. This is complicated by the fact that the dragons are aided by the human pirates with whom the dragons have a pact, and by the Others who do not want the human gods to obtain the item.
450 years ago, during the Battle of the Pirate Gods, a magical device fell from "heaven" and landed in Blood Bay where it was found by fishermen. These men took the device to King Ewhon, lord of the nearby city. The King soon began to have dreams sent by the gods that told him that the thing they called a Black Globe Generator must be hidden by the city. He had the BGG sunk within a deep shaft, and the impenetrable globe was turned on from the inside. The parties quest is to enter the BBG and turn it off so that it may be recovered.
The party was successful in their journey to Ewhon and brought back the Black Globe Generator. But while they were being feasted by the gods on Swift Star (the Mother Ship of the Colonists and currently home to the gods), the BBG was stolen by the Pirate Gods. They are now using it to shield their small space ship. It is necessary for the party to somehow penetrate the BBG and steal it from under the noses of the Pirate Gods and their minions. OBJECT OF THE ADVENTURE

Aó thå partù no÷ knows¬ thå peoplå oî thå worlä oæ Joywinä arå helä iî á prisioî morå completå thaî anù dreameä oæ bù á evil jailor® Oæ alì thå worldó thaô thå partù haó seeî thió onå ió thå mosô crueì tï itó inhabitants® Thå facô thaô thå partù comeó froí thå outsidå giveó theí advantageó anä poweró thaô theù havå nï ideá of® Thoså thaô camå froí outsidå oæ thå Vaiì arå immunå tï thå minä controì oæ thå Outsiders¬ thå authoró oæ thå paiî anä eviì thaô gripó thå land® Theù desirå revengå againsô thå humanó whoí theù blamå foò thå destructioî oæ thå culturå theù haä builô uð oveò thå 30° yearó theù liveä oî thió planeô.

Thå Valå ió causeä bù thå Bluå suî thaô waó captureä intï orbiô hundradó oæ yearó ago® Thå Valå wilì lasô untilì thå suî ió removed® Explodinç thå suî whilå possiblå woulä distroù alì lifå oî thå planet® Therå ió nï waù tï removå thå yello÷ suî anä thå planeô tï á ne÷ place® Thå onlù waù tï eliminatå thå bluå suî ió tï movå iô tï anotheò planå oæ existancå entirly®

This is the destiny of the players.

Severaì thingó arå needeä tï causå thå dimensionaì shifô nessarù withouô causinç spataì anä dimensionaì anomalieó froí destroyinç thå world® Thå firsô ió á BLacë Globå Generatoò broughô bù thå Piratå Godó tï thå planet® Oæ courså theù wilì noô givå iô uð easily® Thå seconä ió á geí oæ whitå lighô thaô ió saiä tï exisô iî alì planeó oæ thå multiverså calleä thå Whitå Geí oæ Kalká thå Enhancer® Thió geí wilì allo÷ thå blacë globå generatoò tï givå ofæ enougè poweò tï englobå thå entirå sun.calleä thå Crystaì Ship® Iô ió á magicaì seá goinç vesseì thå sizå oæ á waò galleon® Howeveò iô ió mucè largeò oî tè insidå thaî thå outside® Iî thió vesseì theù wilì traveì tï thå Bluå sun® Iô ió nessarù tï finä thå Codeø oæ Infinatå Planeó tï banisè thå sun® Lastlù theù wilì neeä thå Vastù Bubblå oæ Lifå locateä in the bottom of the dungeon of Ehwon, the city of dragons.

Thå firsô thinç thå charicteró wilì neeä ió thå crystaì ship® Buô iô waó losô aô seá manù yearó agï anä itó presenô whereaboutó ió knowî onlù tï á ageä seeò oî thå Islå oæ Niapon® Thió olä seeò ió á wandereò anä hió whereaboutó arå unknown® Thå onlù clueó thå playeró havå ió á descriptioî oæ him® Thå olä maî ió blind¬ wearó á robå oæ blue-green¬ haó whitå haiò anä carrieó á canå oæ ivorù carveä deeplù witè holù symboló witè á crystaì eyå oî thå top® Thå onlù waù tï forcå hií tï telì oæ thå wereaboutó oæ thå shið ió tï steaì thå stafæ froí him® Aó thå stafæ ió hió waù oæ seeing¬ hå wilì telì thå playeró anythinç tï geô iô back® Oæ courså hå wilì defenä iô iî anù waù possible® Sï gettinç iô wilì noô bå easù aó hå ió á 15tè leveì cleriã oæ Kanaji¬ thå goä oæ thå Astraì planes.Hå ió á powerfuì worshippeò oæ thå ancestoró oæ thå originaì colinists® Hå ió blinä aó hió eyeó werå puô ouô bù á emperoò who'ó eviì fatå waó foreseeî bù thå seer® Hå ió knowî aó thå blinä onå whï seeó thå waveó oæ time® Thió translateó tï Kan-nushé Darå Miå Nadï Tansuné O Nanji® Hå ió betteò knowî aó Kan-nushé Ï Nanji. nanji=timå kan-nushi=shintï holymaî mie=seå made=whï 0=oæ Šdare=who nado=the

Presumablù thå crystaì shið lieó neaò thå Islå underwater® Iô ió gardeä bù thå orientaì Dragoî Oæ thå Wateró oò Lunç Wang® Thå dragoî musô bå defeateä beforå hå wilì givå uð thå shið aó iô ió hió prizeä possession.

Afteò obtaininç thå Ship¬ theù musô traveì tï Ehwoî thå citù oæ dragonó tï finä withiî itó dungeonó thå Vastù bubblå oæ life® Thió ió iî effecô á combinatioî oæ á tecè 1³ lifesupporô systeí anä á forcefielä generatoò tecè 15® Iô ió iî thå lowesô leveì oæ thå dungeon¬ anä ió guardeä bù thå minionó oæ thå dragoî Lord® Thió wilì requirå thå killinç oæ manù dragonó oæ alì ages® Thió ió complicateä bù thå facô thaô thå dragonó arå aideä bù thå humaî pirateó witè whoí thå dragonó havå á pact¬ anä bù thå Otheró whï dï noô wanô thå humaî godó tï obtaiî thå item® Unfortunatly¬ onlù thå godó havå thå knowledgå tï repaiò thå bubblå whicè haó haä severaì criticaì partó removeä froí it® Oæ courså nietheò thå godó oò thå partù wilì kno÷ thió untiì thå Bubblå ió found.

Thå nexô thinç thå partù musô obtaiî ió thå Codeø oæ Infinitå Planes® Thió ió withiî thå Curseä citù oæ Runangá deeð withiî thå jungleó oæ thå Northerî wastes® Theså waistó arå iî thå controì oæ thå Wolfeî whï havå á protectivå arrangemenô witè thå Sladd® Theù wilì seeë tï prevenô thå partù froí reachinç thå citù iî anù waù possible® Thå wolfeî kno÷ thaô thå Sladä coulä causå greaô havoã iî theiò empirå iæ thå monsteró arå angered® thå codeø waó placeä iî thå citù bù thå maä magiciaî Bestarius® Iô ió guardeä bù beingó summoneä usinç thå Codex® Theù arå Sladd¬ anä alì memberó oæ thå sladä arå therå excepô thå Sladä Lorä himself® Thå playeró shoulä bå notifieä thaô readinç thå Codeø ió á easù waù tï kilì thå entirå partù aó iô ió á curseä iteí thaô caî bå useä safelù onlù witè thå permissioî oæ thå gods.

Thå Whitå Geí oæ Kalká thå Enhanceò ió thå nexô iteí thaô musô bå found® Iô ió iî thå possessioî oæ thå Lorä oæ thå Stonå Giantó iî landó faò tï thå north® Iô ió helä withiî thå Citideì oæ Stone¬ á fortresó citù populateä bù stonå giantó anä othår creatureó oæ rocë includinç xorî anä otheò monsters® Iô ió iî thå higè templå oæ Gaxiaxiax¬ thå goä likå masteò oæ thå giantó anä ió guardeä bù thå Leagonó oæ thå Stonå guardians® Theså caî onlù bå passeä bù usinç thå Rinç oæ Kinç oæ Leagons® Thió ió worî bù thå Kinç oæ thå stonå giants¬ Smakcrus® Iô musô bå stoleî ofæ hió finger, as a frontal attack on the city is a hopeless task.

Thå lasô thinç thå partù needó ió thå Blacë Globå Generator® Thió ió iî thå possessioî oæ thå Otheró iî thå Higè Valleù oæ Precipitiouó Peekó iî thå centeò oæ thå otheò mountians® Theiò citù ió underground¬ anä formeä oæ generationó oæ industriouó tunnelinç bù thå others® Thå exacô locatioî oæ thå devicå ió unknown¬ anä wilì requirå á extensivå searcè oæ thå mileó oæ tunneló anä cavernó thaô honneycomâ thå mountians® Iô ió storeä iî á vasô caverî devoteä tï storinç thå technologicaì objectó thaô thå Otheró havå forgotteî thå porposå of® Alsï iî thió caverî arå weaponó thaô wilì aiä thå partù iî theiò finaì battlå as they exit from the mountians and try to find their way out.


                     OBJECT OF THE ADVENTURE

     As the party now knows, the people on the world of Joywind
are held in a prision more complete than any dreamed of by a
evil jailor. Of all the worlds that the party has seen this one
is the most cruel to its inhabitants. The fact that the party
comes from the outside gives them advantages and powers that they
have no idea of. Those that came from outside of the Vail are
immune to the mind control of the Outsiders, the authors of the
pain and evil that grips the land. They desire revenge against
the humans whom they blame for the destruction of the culture
they had built up over the 300 years they lived on this planet.

     The Vale is caused by the Blue sun that was captured into
orbit hundrads of years ago. The Vale will last untill the sun is
removed. Exploding the sun while possible would distroy all life
on the planet. There is no way to remove the yellow sun and the
planet to a new place. The only way to eliminate the blue sun is
to move it to another plane of existance entirly.

     This is the destiny of the players.

     Several things are needed to cause the dimensional shift
nessary without causing spatal and dimensional anomalies from
destroying the world. The first is a BLack Globe Generator
brought by the Pirate Gods to the planet. Of course they will not
give it up easily. The second is a gem of white light that is
said to exist in all planes of the multiverse called the White
Gem of Kalka the Enhancer. This gem will allow the black globe
generator to give off enough power to englobe the entire
sun.called the Crystal Ship. It is a magical sea going vessel the
size of a war galleon. However it is much larger on th inside
than the outside. In this vessel they will travel to the Blue
sun. It is nessary to find the Codex of Infinate Planes to banish
the sun. Lastly they will need the Vasty Bubble of Life located
in the bottom of the dungeon of Ehwon, the city of dragons.

     The first thing the charicters will need is the crystal
ship. But it was lost at sea many years ago and its present
whereabouts is known only to a aged seer on the Isle of Niapon.
This old seer is a wanderer and his whereabouts are unknown. The
only clues the players have is a description of him. The old man
is blind, wears a robe of blue-green, has white hair and carries
a cane of ivory carved deeply with holy symbols with a crystal
eye on the top. The only way to force him to tell of the
wereabouts of the ship is to steal the staff from him. As the
staff is his way of seeing, he will tell the players anything to
get it back. Of course he will defend it in any way possible. So
getting it will not be easy as he is a 15th level cleric of
Kanaji, the god of the Astral planes.He is a powerful worshipper
of the ancestors of the original colinists. He is blind as his
eyes were put out by a emperor who's evil fate was foreseen by
the seer. He is known as the blind one who sees the waves of
time. This translates to Kan-nushi Dare Mie Nado Tansuni O Nanji.
He is better known as Kan-nushi O Nanji.

nanji=time  kan-nushi=shinto holyman  mie=see  made=who 0=of
dare=who nado=the

     Presumably the crystal ship lies near the Isle underwater.
It is garded by the oriental Dragon Of the Waters or Lung Wang.
The dragon must be defeated before he will give up the ship as it
is his prized possession.

     After obtaining the Ship, they must travel to Ehwon the city
of dragons to find within its dungeons the Vasty bubble of life.
This is in effect a combination of a tech 13 lifesupport system
and a forcefield generator tech 15. It is in the lowest level of
the dungeon, and is guarded by the minions of the dragon Lord.
This will require the killing of many dragons of all ages. This
is complicated by the fact that the dragons are aided by the
human pirates with whom the dragons have a pact, and by the
Others who do not want the human gods to obtain the item.
Unfortunatly, only the gods have the knowledge to repair the
bubble which has had several critical parts removed from it. Of
course niether the gods or the party will know this until the
Bubble is found.

     The next thing the party must obtain is the Codex of
Infinite Planes. This is within the Cursed city of Runanga deep
within the jungles of the Northern wastes. These waists are in
the control of the Wolfen who have a protective arrangement with
the Sladd. They will seek to prevent the party from reaching the
city in any way possible. The wolfen know that the Sladd could
cause great havoc in their empire if the monsters are angered.
the codex was placed in the city by  the mad magician Bestarius.
It is guarded by beings summoned using the Codex. They are Sladd,
and all members of the sladd are there except the Sladd Lord
himself. The players should be notified that reading the Codex is
a easy way to kill the entire party as it is a cursed item that
can be used safely only with the permission of the gods.

     The White Gem of Kalka the Enhancer is the next item that
must be found. It is in the possession of the Lord of the Stone
Giants in lands far to the north. It is held within the Citidel
of Stone, a fortress city populated by stone giants and other
creatures of rock including xorn and other monsters. It is in the
high temple of Gaxiaxiax, the god like master of the giants and
is guarded by the Leagons of the Stone guardians. These can only
be passed by using the Ring of King of Leagons. This is worn by
the King of the stone giants, Smakcrus. It must be stolen off his
finger, as a frontal attack on the city is a hopeless task.

     The last thing the party needs is the Black Globe Generator.
This is in the possession of the Others in the High Valley of
Precipitious Peeks in the center of the other mountians. Their
city is underground, and formed of generations of industrious
tunneling by the others. The exact location of the device is
unknown, and will require a extensive search of the miles of
tunnels and caverns that honneycomb the mountians. It is stored
in a vast cavern devoted to storing the technological objects
that the Others have forgotten the porpose of. Also in this
cavern are weapons that will aid the party in their final battle
as they exit from the mountians and try to find their way out.


The gods have told the party that battling the Pirate Gods without aid from "Technology" will be suicide. The party located clues leading to the discovery of a crashed space ship far underground. Perhaps there are weapons and armor from the gods there!

The next thing the party must obtain is the Codex of Infinite Planes. This is within the Cursed city of Bhads deep within the jungles of the Northern wastes. These wastes are in the control of the Sladd. They will seek to prevent the party from reaching the city in any way possible. The codex was placed in the city by a mad magician. It is guarded by beings summoned using the Codex. They are Sladd, and all members of the sladd are there including the Sladd Lord himself. The players should be notified that reading the Codex is a easy way to kill the entire party as it is a cursed item that can be used safely only with the permission of the gods.

The White Gem (sometimes called the Ring) of Kalka the Enhancer is the next item that must be found. It is in the possession of the Lord of the Stone Giants in lands far to the north. It is thought to be held within the Citadel of Stone, a fortress city populated by stone giants and other creatures of rock including xorn and other monsters. It is in the high temple of Gaxiaxiax, the god like master of the giants and is guarded by the Legions of the Stone guardians.
Because of the effects of the Blue Vale, the Known planes are different in Joywind as compared to the standard worlds in AD&D. The restrictions and their effects on game play are detailed herein. For more information about the Blue Vale, see Effects of the Vale.
As the Vale prevents physical travel away from the planet, any charicters on this planet are stranded until the secret of the Vale is discovered. So the first major restriction to travel is that none can travel directly to other places in the Prime Material plane.
Included in the Prime Material plane are also the Multi-Verse (Parallel alternate dimensions, that are created by time travel and the use of wishes within the prime plane) and the Micro-verse (worlds and Universes of increasingly smaller dimentions. A atom in the present plane becomes a solar system in the next lower division of the Micro-verse).
Travel amoung these two planes are unrestricted, with the exception of any alternates where the Vale is non-existant.
The Positive and Negative Material planes are as standard. In the battle of the Gods, there is a constant struggle to emphasize one or the other of these planes. Although the existance of these planes is known to the Gods of Joywind, nothing is known to them of their relation to the Outer planes since these outer planes are not available even to the Gods. Power is drawn from these planes for the use of spells, and it is roumered that some monsters are from one or the other of these planes.
The Astral Plane is radically different in Joywind than in most worlds. Normally, when a person dies, his soul goes to one of the outer planes for reward or punnishment according to the deeds of the person in life, and the diety of the diseased. In Joywind, the Outer planes are cut-off. This means that all the souls of the dead have been building up in the astral plane which is normally just a way station for departing souls. For this reason, travel in the Astral planes is very unusual. It is feared by all as the Abode of the Unhappy Dead. Those spirits of good allignment are in constant agony; being drawn to Elysium or some such, and having no chance of ever reaching it. The Evil are also frustrated by this in that they can watch the events on the Prime material plane, and being unable to affect anything in any way. There is constant fighting going on between enamies in life. Good Souls are locked in eternal combat with evil souls. As no soul can be distroyed or seriously damaged, this combat's only result is to increase the agony of the good, and the frustration of the Evil.
Travel in the Astral Plane is extreamly hazardous to characters. This is due to the cries of agony from those of good allignment and the deadly spitefullness of the evil there. Immediatly after entering the Astral Plane, all characters must make a saving throw VS. Spell at a -2 or go insane for the duration of their stay in the plane. Upon leaving the plane the character must make a saving throw VS spell again or be perminantly insane. The Evil dead will also seek to do mischef to astral travellers. This can range from telling lies, doing practical jokes, up to trying to kill the
charicter. If one of the Astral souls tries to attack a traveller, a good soul may try to help. This will happen on a roll or 70% or less. If the lower numbers are rolled, the good and evil souls become locked in combat which is futile since niether can be hurt in their present form. This has the effect of distracting attacks away from the player. However the player characters can be injured in astral combat because they are still alive and possess a physical body. Not only that, but the Living Tether that connects a Astral traveller to his physical body is a favorite place for evil beings to attack. If this living tether is broken, the soul is stranded in the astral plane and cannot return to his body! Only a wish spell of such can rejoin a lost soul to its body. This rejoining must be done quickly. The body gets progressivly weaker every day the soul is out of contact. This results in the perminant loss of one hit point per day after the severing of the tether. At -5 hit points the charicter dies forever. Even a raise dead or such will not have a effect on astral wandering souls.
As has been mentioned the outer planes or the God planes are totaly inaccsessable to players and Gods alike. Only with the distruction of the Blue Sun can this barrier be removed.


They had been here before. Months before during the war of the Credia Cresent, they had entered the ancient mine to find the silver necessary to defeat the JuJu Zombie hordes that came out of Badoba Jungle to terrorize every town and city befor them on their drive to the sea. While searching for the silver from which zombie killing weapons would be forged, they found evidence that a ship of the gods holding weapons of great power were buried under the lowest level of the mines. If they were to enter the ship of the Pirate Gods, they needed those weapons.

When they reached the mine they found that everything had changed. The city of Sijaba which was an independent country when last they were hear appeared to have been taken over by their Wolfin allies. The dog headed creatures were seen patrolling the areas all around the city in troops of fifty and more. The entrances to the mine had been enclosed within a twenty foot high wall of mud mortered wall. No fewer that two hundred Wolfin troops were bivouacked inside the walls. So much for coming in the front door.

They decided to try and find another entrance. After searching the hill that topped the mine with no result for a day or more, Morgana entered a trance and merged a part of her Druid soul with the nature surrounding the mine. She discovered that a natural artesian well issued from a spot near the top of the hill and disappeared down a hole that lead hundreds of yards underground. Even though it was winter and the stream fed by the spring was mostly iced up, there was still enough water pouring down the opening was more that sufficient to prevent the party entering there.

Huichol, the ever resourceful materialized a wall of ice that diverted the stream into a new path that led the water away from the opening and down the hill. After watching the water coursing down the hole turn into a mere trickle, the decided they had found their entrance. Down into the water tunnel they went.

After climbing and rappelling down the almost vertical tunnel, it issued into a large catch basin of water that had no beach or rock cliff to rest on. Those with plate armor were hard put to hang on to the bare half frozen rocks that lined the pool. As they were spreading out to search the pool for a way to continue down, they spotted a bony head with large eyes pop up out of the water. Before they had a chance to prepare, the enormous Dragon Turtles attacked. Vicious even in the best of times, these were starving and attacked without thought of their own safety. Their scalding steam breath filled the chamber and Timm and Kobozu were killed instantly. Many other party members suffered serious burns. Baroom, the Dwarven Prince, had a large piece of his posterior ripped off and screamed in pain. The rest of the party came to his aid, and soon had killed the four beasts.

The giant carnivorous turtles had done their damage. The steam had reached almost all the party scalding them terribly, and their beak-like mouths had severely wounded many. The freezing water was also taking it's toll. After quickly casting what spells of curing the clerics could, everyone put the small tubes in their mouths that allow them to breathe underwater. They then plunged below the water. By following the currents under the surface they found a drain at the bottom of the pool large enough for them to pass through.

This time the tunnel they passed through was filled with freezing cold water. The turbulence of the water passing through the narrow passage smashed them from side to side, taking chunks of skin off. Then suddenly they were falling! It was like being trapped inside a waterfall. Then a turn in the passage brought them up hard at the bottom of the passage where they tumbled in a heap against each other. Then they fell a few feet into a chamber surrounded with gradually sloping wall. There was even a small beach of fallen rocks. What a welcome sight! But rest is hard to come by underground. Soon after they entered the room, they were attacked by some creatures that could have been Ogres except for the livid red gills that sprouted from their necks. Although there were 7 of the ugly creatures, they were not serious competition for the strong fighters. Soon, they all had disappeared in bloody spirals to lie motionless at the bottom of the pool.

Now they could get some much needed rest. The clerics and mages rested while the fighters remained on guard. Although the chamber was silent, everyone had a sensation of being watched. Lothar and Morgana turned themselves into sharks and volunteered to search for the opening that Morgana felt must be somewhere below. They found nothing except partially decomposed remains of the Ogres past meals. The sharks began to swim with the eyes popping up out of the water to inspect the edges of the surrounding cavern wall.

They discovered an opening that showed tracks like those of the beasts who attacked them. As sharks, this was all they could see. They could not tell where it led to or what might be inside the hole. 

Characters PERSONALITIES AND CHARACTERS OF JOYWIND TIMM

Timm is a character who's personality has changed radically since starting his adventures. The time at which the changes occurred can easily be spotted. They are a result of Timm's death and destruction at the hands of the Harpys at Necros Manor. The fact that his soul was used as a brick of the Castle of Souls in the Astral Plane is also a factor in the radical difference in Timm's attitude after the incident.

Timm began his career on the first planet that the party was familiar with called Preterra. At the start, Timm was a relative youth, and had a youthful exuberance for life. But when in danger, he took no foolish risks and was always conscious of his vulnerability. This did not prevent him from becoming a valuable member of the party. His intelligence aided the party many times. His cool head and skill as a arbitrator made possible a fair treasure division.

He also had a sense of humor very welcome to the party. When things got tense he was often able to raise spirits by a offhand comment about the situation. But despite his humor, Timm had a element of melancholy in him even then. Sometimes when others were boisterously enjoying the adventure, Timm would get quiet, almost in some dream-like state from which it was hard to rouse him.

Timm never regretted his choice of profession. Some times in his youth he enjoyed putting on a show of magic for street childeren and also for adults. Sometimes he did this for no pay. This shows a delight in his skills he does not talk about much.

He was open and honest in his dealings with those in and out of the party proper. His NPC's were truly fond of him and almost never abandon him, despite their high mortality rate. Many of the players wondered how he was able to attract and hold them without resorting to his magic. Primarily it was because the really trusted him, and did not blame Timm for the death of the other NPC's. Timm never asked them to do something he wouldn't do himself.

The biggest event in Timm's career was when he found the spell books of the great mage Weng T'Sen. The study of these books and the leap they represented, were a significant event in his life. He will always remember the excitement of opening those tomes for the first time and seeing the power they contained.

Always fairly confident, his confidence grew greatly after succeeding in destroying Drool Rockworm. He felt he had reached a point where he was the match in his magical abilities for practically anything he would run across. This pride of his was, as it is so often, his downfall. He had much time to think of this when his soul was being tortured by the Demon in the Astral Plane. It was pride that made him decide to search the tower of Necros Mannor alone. He thought there was nothing that flew (other than a dragon) that could best him. But he was caught by the songs of the Harpys, and was never the same again.

His death was final. His body was eaten by the harpys, and his bones strewn about their foul den. As he died on Joywind, his soul was unable to travel to one of the outer planes, and he found himself in the Astral Plane. His studies had not prepared him for what happened there. His soul was set upon at random by one of the many demons who exist in the Astral Plane and was altered. His "essence" was used to make a brick of a Astral Castle. The pain and shame of this is something Timm refuses to talk about. In fact he has never said anything about the incident. All the information on this comes from his rescuers, Tamara and Huichol.

Even the gods took notice of Timm's death. They have told the party that Timm will be critical to the elimination of the Blue Sun as he is the highest level Mage who was not born on Joywind. The gods recreated his body, but when the body was animated, it had no soul and thus was a mockery of Timm. "Lights are on, but no ones home." Completely useless for adventuring, his was seen to kindly by the party. His death was mourned by all, but this life in death was even more tragic somehow. The story of the release of Timm from the demon is told elesewhere so I will not tell it here. But thanks to his friends and the assistance of the gods, Timms soul was reunited with his body.

For a long time after this, his health was shattered. It took a long period of convalescence before he even approached the stamina to go along on a adventure. His mind was also disturbed. He lost most of his ability to concentrate and so his magic came back to him with painful slowness. The loss of his magic books upset him deeply, and regarded himself as less than a Mage without them. But after a long black time, began to replace the spells he had lost. Now he has a good spell book and is no longer impaired in his concentration.

But he was a drastically changed man after his miraculous resurrection. In game terms, his allignment changed from Chaotic Neutral to Lawful Good. His experiance with the demon has made him want to fight all evil, and as he regards his death as a result of pride and a disregard for some basic rules of adventuring, Timm regards law as a necessity.

He no longer has the zest for living he once had. He regards his life no as a burden that he must bear so that this world may be saved. Before, this would not be a factor. His sense of duty and obligation are the only things keeping him alive. Often this burden is too much to for him, and he retreats into his melancholia.

He does not have the stamina and resilience he once had. He takes sorrow harder. He is also much more loyal to his friends, and less likely to stand up for himself in party discussions. Even his sanity has been questioned by some. At times it is true that he has not shown the courage he once had.

Another tragedy suffered by Timm was the loss of Perrierre the Unicorn. When Perry was killed sacrificing him life for Timm, he was unconsolable. Timm regarded Perry as a friend or even more like a brother, someone worthy of giving his own life for. When the Intellect Devourer distroyed Perry, Timm worried that his death was for nothing. The burden of life lies heavy on Timm at all times now, and prays much for strength to go on.

CAPT. SPALDING - MC GOOMICH - MC GOOMERINA

Of all the characters in our adventures, Mc Goomerina is the most experienced. Not many know anything of her early adventures. Most of the things that happened are strange and wonderful.

McG as I will call her, has always been a person of change. She has used so many names, that no one knows her true birth name. At times her name has reflected a event in her past like "Monkey Paws" a name she used after being manacled to wall for so ling that her wrists were elongated. Sometimes it is impossible to even imagine the origin of her names.

Hers has been a life of constant exploration of the unusual.

A chronicle of her travels would be lengthy and enjoyable, but as she talks little about events in the past, no such a chronicle will probably never be written.

McG has always been a great lover of life in all forms. She worships life in its pervasiveness more than she worship any of the several gods she has paid homage to. Gods change from one multi-verse to the next, but life seems to be a constant. She has protected it where ever she has gone.

She is unlike some druids in that she is more attracted to and interested by animals more than she is by plants. She regards animals as her personal friends. They delight amuse and amaze her. Although she knows much about plants and is familiar with their ways, she is less concerned with them; finding them less interesting. But she knows of their vital importance of plants to the balance of life and protects them as well as animals.

She is also one who appreciates the animal pleasures. She is lusty and welcomes sexual encounters of many different kinds. Even after she touched the stone in Drool Rockworms dungeon which changed her from male to femail, she could hardly wait to try out her new equipment. She is very attractive and charismatic, and has never lacked for companionship when she wanted it.

Although she is used to being in cities, she vastly prefers the outdoors, and will usually leave the city soon after ariving to return to the wilds for a time. It is not at all unusual for her to simply disappear for a day to a month. The party is accustomed to this, and doesn't worry about it much.

In her own way she is a scholar. Many times her wisdom and knowledge of the world have provided a piece of information vital to the success of the adventure. Her mind is logical (most of the time) and she enjoys learning the legends and lore of those she travels to. People like to talk to her and enjoy her company. She listens well and remembers what was said.

But there is a strong violent side of her character. Sometimes she is callus, even sadistic to a enemy. She sometimes regards the average city dweller as something less important than a bird. The side of her is stimulated by John Marvin. When the two of them get together, deadly trouble often follows.

Her honesty toward members of the party is well known. She spends her money freely and does not hesitate to enjoy herself when she is in the mood. While adventuring, she is more serious and more prone to mercy than when in the city. She is a staunch defender of the parties goals and does her best to further them. If she feels a person has endangered the party or made some other important error, she can be scathing.

As one of the leaders of the party, she demands obediance and has been known to take revenge on those who try to undermine her authority. She does much to increase the military style organization of the party. But despite this, there have been times when she was so convinced that the party was about to do something "stupid" that she would refuse to follow the will of the leader. However this is very rare.

Even though McG has been through many adventures, she still enjoys what she does. As she is now the most powerful member of the party in may ways, her influence on the party is difficult to over estimate. 

Timm, the Enchanter

Class: Mage                        Level: 15
Race: Human                        Sex: Male
Alignment: L.G.                    Diety: Bell
Age: 29                            Catagory: 
EXPERIENCE POINTS: 2,514,023
                     STRENGTH: 17
Bend Bars/Lift Gates: 10%                     Hit Probability: +1
Extra Weight: 350
Open Doors: 1-3                             Damage Adjustment: +2
                   INTELLIGENCE: 18
(Below for M.U. only)          Number of Additional Languages: 8
Chance to know spells: 95%
Min./Max. number of spells:   /   
                       WISDOM: 15
(Below for Holy Men only)           Magical Attack Adjustment:
Spell Bonus:    1st      2nd     3rd
Chance of spell failure:
                     DEXTERITY: 18
React/Attack Adjustment: +3             Armor Type and Class: None (10)
Defence Adjustment:                      Adjusted Armor Class: -4
                    CONSTITUTION: 18
Hit Point Adjustment: +4                    Current Hit Points: 65
Hit Die by Class: 4
System Shock: 100%
Resurection Survival: 100%
                      CHARISMA: 16
Loyalty Base:                              Reaction Adjustment:  
                     COMELINESS: 16
Effects of Comeliness:
                  SAVING THROWS
   Poison/Death:                                                     

   Magic Resistance:

   Rod, Staff, Wand:

   Petrification/Polymorph:

   Breath Weapon:

   Spell:

 
Kamelon      Strength      7    Half Elf       Age :44
             Intelegence   16
             Wisdom        9    Thief          Dart
             Dexterity     15
             Constitution  10       Armor Class: 7 (6)
             Charisma      9
             Comeliness    13


Borknose     Strength      12    Hobbit       Age :46
             Intelegence   17
             Wisdom        12    Thief          Dagger
             Dexterity     15
             Constitution  14       Armor Class: 7 (6)
             Charisma      12
             Comeliness    10


Gnign        Strength      10    Gnome       Age :63
             Intelegence   10
             Wisdom        11    Fighter          L. sword
             Dexterity     11
             Constitution  16       Armor Class: 2 
             Charisma      11
             Comeliness    16


Saleomon     Strength      14    Elf       Age :145
             Intelegence   11
             Wisdom        11    Fighter          B. sword
             Dexterity     13
             Constitution  13       Armor Class: 2 
             Charisma      13
             Comeliness    14


Caldecot     Strength      16    Dwarf       Age :50
             Intelegence   9
             Wisdom        14    Fighter          Cross bow
             Dexterity     11
             Constitution  17       Armor Class: 2 
             Charisma      9
             Comeliness    13


Kelly        Strength      18    Human       Age :18
             Intelegence   18
             Wisdom        13    Fighter          2H. sword
             Dexterity     13
             Constitution  14       Armor Class: 2 
             Charisma      15
             Comeliness    11


Š
Binkey       Strength      12    Human       Age :21
             Intelegence   13
             Wisdom        15    Thief          L. sword
             Dexterity     15
             Constitution  15       Armor Class: 7 (6)
             Charisma      9
             Comeliness    16


Lamenoah     Strength      6    Elf       Age :157
             Intelegence   10
             Wisdom        13    Fighter          B. sword
             Dexterity     14
             Constitution  15       Armor Class: 2 
             Charisma      10
             Comeliness    15


Nikar        Strength      13    Human       Age :31
             Intelegence   16
             Wisdom        8    Mage          Dart
             Dexterity     13
             Constitution  12       Armor Class: 10 
             Charisma      13
             Comeliness    15


Slim         Strength      18    Human       Age :19
             Intelegence   14
             Wisdom        15    Fighter          Spear
             Dexterity     9
             Constitution  14       Armor Class: 2 
             Charisma      7
             Comeliness    7


Ktsonki      Strength      12    Half Elf       Age :33
             Intelegence   10
             Wisdom        11    Thief          Dart
             Dexterity     16
             Constitution  10       Armor Class: 7 (5)
             Charisma      12
             Comeliness    14


Gnebish      Strength      13    Gnome       Age :69
             Intelegence   7
             Wisdom        11    Fighter          B. sword
             Dexterity     10
             Constitution  12       Armor Class: 2 
             Charisma      13
             Comeliness    10


Š
Aleph        Strength      12    Human       Age :19
             Intelegence   9
             Wisdom        17    Thief          Dart
             Dexterity     15
             Constitution  7       Armor Class: 7 (6)
             Charisma      8
             Comeliness    6


Ruskeotol    Strength      13    Elf       Age :154
             Intelegence   12
             Wisdom        11    Fighter          L. sword
             Dexterity     11
             Constitution  12       Armor Class: 2 
             Charisma      13
             Comeliness    18


Beffin       Strength      9    Hobbit       Age :46
             Intelegence   15
             Wisdom        11    Thief          Sling
             Dexterity     15
             Constitution  12       Armor Class: 7 (6)
             Charisma      12
             Comeliness    12


The Earl of Baca is good friends with the King of Groundington

The Earl and the King fought together in the Wolfin battles

The Wolfin have moved most of their operations to the north

Several attacks on citizens by wild animals has occured.

A ship sunk in the river 10 Miles down stream with treasure

The Earl is a senile old man (False)

The witch outside of town is being pestered by dead spirits

The fishing will be very good next month

The weather will be wet in the spring

The Golden Barge has a new Niaponese girl

The King of Groundington has many secrets

There is a Plant of Eternal Life in the Jungle (False)
END NUMBERED




Equipment

         TECHNOLOGICAL ARTIFACTS OF JOYWIND

     Object                                Tech    Complexity
     Name                                  Level     Rating
------------------------------------------------------------
1-10  Desicated Plastic Food Packages              5         1
11-13 Drug Capsules (Inert)                        5         1
14    Combination Resperator And Filter Mask       5         2
15    Vacc Suit                                    8         2
16    Survival Bubble                              9         2
17-19 Compass                                      3         1
20    Metal Detector                               6         2
21-22 Hand Calculator                              7         2
23    Text Recorder                                10        2
24    Chain Saw                                    6         3
25-26 Lockpick Set                                 4         2
27-28 Short Range Communicator                     8         2
29-30 Med. Range Communicator                      10        2
31    Long Range Communicator                      10        2
32-35 Flashlight                                   5         1
36-40 Penlight                                     5         1
41-45 Stapeler                                     4         1
46-50 Colored Marker W/No Ink                      5         1
51-55 Ballpoint Pen W/No Ink                       4         1
56-64 Butaine Cigarette Lighter                    5         1
65    Camera W/No Film                             4         1
66    Camera Film                                  4         2
67-70 Nilon Jacket                                 5         2
71-75 Aluminium Cooking Pots                       5         1
76    Hand Gun (45 Caliber)                        4         3
77    45 Caliber Bullets                           5         3
78-80 5 Gal. Gasoline Can                          4         1
81    Sterio System                                5         2
82    Atomic Hot Plate                             9         2
83    Cold Light Lantern                           7         1
84    Sound Recorder                               6         2
85    Body Pistol                                  7         3
86    Body Pistol Shells (2 Of Each Type)          7         3
86    Shotgun                                      4         3
87    Shotgun Shells                               4         3
88    Television Set                               6         2 Š89    Video Recorder                               6         2
90    Laser Pistol                                 9         4
91    Laser Power Pack                             9         4
92    Ablat Laser Armor                            8         2
93    Genentc Repository Container                 10        2
94    Light Sabre                                  12        4
95    Personal Portable Computer                   10        2
96    Computer Software                            10        2
97    Power Pack                                   8         3
98    Microscope                                   5         2
99    Medi-Pack                                    8         2
100   Radiation Waste Container                    7         4


     OBJECT                                TECH   COMPLEXITY
     NAME                                  LEVEL     RATING
------------------------------------------------------------

1-10  DESICATED PLASTIC FOOD PACKAGES              5     1
11-13 DRUG CAPSULES (INERT)                        5     1
14    COMBINATION RESPERATOR AND FILTER MASK       5     2
15    VACC SUIT                                    8     2
16    SURVIVAL BUBBLE                              9     1
17-19 COMPASS                                      3     1
20    METAL DETECTOR                               6     2
21-22 HAND CALCULATOR                              7     2
23    TEXT RECORDER                                10    2
24    CHAIN SAW                                    6     3
25-26 LOCKPICK SET                                 4     2
27-28 SHORT RANGE COMMUNICATOR                     8     2
29-30 MED. RANGE COMMUNICATOR                      10    2
31    LONG RANGE COMMUNICATOR                      10    2
32-35 FLASHLIGHT                                   5     1
36-40 PENLIGHT                                     5     1
41-45 STAPELER                                     4     1
46-50 COLORED MARKER W/NO INK                      5     1
51-55 BALLPOINT PEN W/NO INK                       4     1
56-64 BUTAINE CIGARETTE LIGHTER                    5     1
65    CAMERA W/NO FILM                             4     1
66    CAMERA FILM                                  4     2
67-70 NILON JACKET                                 5     2
71-75 ALUMINIUM COOKING POTS                       5     1
76    HAND GUN (45 CALIBER)                        4     3
77    45 CALIBER BULLETS                           5     3
78-80 5 GAL. GASOLINE CAN                          4     1
81    STERIO SYSTEM                                5     2
82    ATOMIC HOT PLATE                             9     2
83    COLD LIGHT LANTERN                           7     1
84    SOUND RECORDER                               6     2
85    BODY PISTOL                                  7     3
86    BODY PISTOL SHELLS (2 OF EACH TYPE)          7     3
86    SHOTGUN                                      4     3
87    SHOTGUN SHELLS                               4     3
88    TELEVISION SET                               6     2
89    VIDEO RECORDER                               6     2
90    LASER PISTOL                                 9     4
91    LASER POWER PACK                             9     4
92    ABLAT LASER ARMOR                            8     2
93    GENENTC REPOSITORY CONTAINER                 10    2
94    LIGHT SABRE                                  12    4
95    PERSONAL PORTABLE COMPUTER                   10    2
96    COMPUTER SOFTWARE                            10    2
97    POWER PACK                                   8     3
98    MICROSCOPE                                   5     2
99    MEDI-PACK                                    8     2
100   RADIATION WASTE CONTAINER                    7     4

Places
					   SYLVANESSE

	tHIó WORLä AWAù FROí THå "BIç PEOPLE¢ Ió LOCATEä Oî THå 
WESTERî
COASô BELO÷ THå HOBIô LANDó ANä NORTè Oæ THå oTHERó 
MOUNTIANS® mOSô Oæ
THå AREá Ió GENTLù ROLLINç LO÷ HILLS¬ SELDOí 
GETTINç HIGHEò THAî 1² Oò 1µ
FEET® bUô Iî THå CENTEò Oæ THå AREá 
THERE IS A CONCENTRATION OF MAGIC IN
A SYLVIAN FOREST. tHIó WORLä AWAù Ió CALLEä sYLVANESSE® iô Ió LOVEä ANä

PROTECTEä Bù ALì THå MANù SMALì CREATUREó THAô INHABIô THå PLACE® 
tï
NORMAì EYEó (HUMAN¬ DWARF¬ GNOME© THå AREá WILì SEEí 
UNINHABITED® bUô Tï
THå EYEó Oæ ELFó ANä HOBBITS¬ THå PATHó Oæ 
THå BROWNIEó CAî Bå SEEN® iæ
DESIRED¬ THESå PATHó CAî Bå FOLLOWEä 
ANä THEù WILì LEAä ALWAYó Tï THå
CITY® tHERå ARå Nï PATHó Oò 
ROADS OUT OF THE SYLVANESSE. bECAUSå THIó Ió
á PLACå Oæ REFUGå FOò ALì THå DIMUNITIVå 
RACES¬ THå CONCENTRATIOî Oæ
POPULATIOî Ió VERù HIGH® rEMEMBEò 
THAô YOõ CAî FIô ALOô Oæ 2§ PEOPLå Iî
THå SPACå Oæ ± 6§ PERSON® 
tHå DWELLINGó Oæ THå PEOPLå OUTSIDå THå CITù
ARå ALì CONCEALED® 
oNLù hOBBITó ANä ELVEó HAVå á CHANCå Oæ SEEINç THEM®
tREAô THå 
HOMEó LIKå á SECREô DOOò FOò CHANCå Oæ DISCOVERY® aNù TRUå
SEEINç 
TYPE SPELL WILL REDILY REVEAL THEM. tHå FACô THAô THERå Ió á CITù
HERå ANä THAô Iô Ió POPULATEä 
COMPLETLù Bù SMALì CREATUREó Ió á SECREô
VITAì Tï THå RACEó 
LIVINç THERE® hUMANó ATTEMPTINç Tï SETTLå HERå HAVå
BEEî 
FRIGHTENEä AWAY¬ ANä THERå Ió MORå THAî ONå CASå Oæ PIRATEó ANä

SOLDIERS DISAPEARING INTO THIS PLACE. tHå LITTLå PEOPLå HAVå INLISTEä THå
HELð Oæ THå SYLPHó Iî 
KEEPINç WATCè OVEò THå COASô AREA¬ ANä ANù SHIPó
THAô LANä ALONç 
THå COASô WILì Bå SEEî ANä REPORTED® tHå RESULTó Oæ THå
REPORô 
WILì DEPENä Oî THå CIRCUMSTACEó Oæ THå ARIVAL¬ THå DEMENOò ANä

ARMORMENTó Oæ THå INTERLOPERS¬ MODIFIEä Bù THå FACô THAô THå 
USUAL WAY
TO DEAL WITH INTRUDERS IS TO WATCH THEM. iæ Iô APPEARó THAô THEù WILì LEAVå
Aó SOOî Aó POSSIBLE¬ THEî 
THEù WILì Dï NOTHINç OVERô HOPINç THAô Nï
ENCOUNTERó OCCUR® iæ 
THå PARTù MAKEó á SEMI-PERMINANô DWELLING¬ THEù WILì
Bå SCAREä 
AWAY® iæ THå PARTù KILLó FOò FOOD¬ THå WATCHERó WILì REPORô Iô

BUô Nï ACTIOî WILì Bå TAKEN® iæ SPORô KILLINç BEGINS¬ THå PARTù 
WILì
BEGIî ENCOUNTERINç BEINGó TRYINç Tï LURå THEí INTï THå 
FOREST® tHEù WILì
Bå LUREä INTï THå CITù ANä BROUGHô FORCABLù Iæ 
NESSARY BEFORE THE kING.
iî ALì OTHEò CONDITIONS¬ INHABITANSô Oæ THIó LANä WILì 
USUALLù (80%©
ATTEMPô Tï EVADE® 10¥ WILì WATCè THå PARTù OUô Oæ 
CURIOSITY¬ ANä 10¥ WILì
TRù Tï INTERACô WITè THå PARTY® rOLì 
REACTIOî Tï DETERMIî THå ACTIONó
TAKEN® oæ COURSå ANIMAì WILì Bå 
ANIMALS AND ONLY SUFFER A -10% ON THERE
ROLLS FOR REACTION.

COSTAL ENCOUNTERS
remains of military camp
remains of pirate camp
sylvna grotto
minimal otters
minimal seals
swanmay
selkie
pieces of a wrecked ship.


                    TEMPERATE CIVILIZED MOUNTIAN
    COMMON
    BANDIT                        TCM                 C
    BAT                           
    DWARF, MOUNTIAN
    FALCON, SMALL
    OGRE
    RAVEN, NORMAL
    SPIDER, LARGE
    VULTURE, NORMAL
    BUGBEAR                       TCM                 U           
    CAT, DOMESTIC
    CENTIPEDE,HUGE
    CHARACTER, PARTY
    DOG, WAR
    FALCON, LARGE
    GHOUL
    GNOLL  
    BOBLIN
    GRIFFON
    HERD ANIMAL
    HOBGOBLIN
    LION
    OWL
    PATROL
    PILGRIM
    PSUDO-UNDEAD, GHOUL
    PSUDO-UNDEAD, VAMPIRE
    RAM
    SNAKE, POISONOUS
    SNAKE, GIANT POISONOUS
    SPIDER, HUGE
    SQUIRREL, NORMAL
    WOLF
    BEETLE                        TCM                 R
    BERSERKER
    CATTLE, WILD
    DRAGON, EARTH
    DWARF, HILL
    GHAST
    HORSE
    JERMALAINE
    KILLMOULIS
    LAMMASU
    LYCANTHROPE, WEREBEAR
    LYCANTHROPE, WEREWOLF
    MERCHANT
    MINOTAUR
    MULE
    NORKER
    OGRILLION
    PEDIPALP, HUGE
    PEDIPALP, LARGE
    QUAGGOTH
    RAT
    RAT, GIANT
    SHADOW
    SHADOW, MASTIFF
Š    SHEDU
    SNAKE, GIANT CONSTRICTOR
    SPIDER, PHASE
    TOAD, GIANT
    TROLL
    VAPOR RAT
    AAROKOCRA                     CTM                 VR
    BARGHEST
    BASILISK
    BRAIN MOLE
    CARRION CRAWLER
    CASTLE
    CAVE FISHER
    CENTIPEDE, GIANT
    COFFER CORPSE
    CRYPT THING
    DEAMON, MOVANIC
    DRAGON, GOLD
    DRAGONNEL
    FLIND
    GHOST
    GNOME
    GRUE, CHAGGRIN
    GRUE, ILDRISS
    HAUNT
    HELL HOUND
    HOLLYPHANT
    KI-RIN
    LAMMASU, GREATER
    LUCK EATER
    LYCANTHROPE, WERERAT
    NILBOG
    OBLIVIAX
    OLIPHANT
    OTYUGH
    PENANGGALAN
    POLTERGEIST
    RAKAHASA
    ROTHE
    SHADE
    SHADOW DEMON
    SHEDU, GREATER
    SNAKE, GIANT AMPHISBAENA
    SNYAD
    SPIDER, GREAT
    THESSALHYDRA
    BAGAVOND
    BAMPIRE
    WOLF, DIRE
    XAREN
    XORN
    ZOMBIE
    ZOMBIE, JUJU
    ZYGOM
    
NORTHERN ENCOUNTERS
	Leprechauns inhabit the area to the north of the sylvaness. 
ŠLeprechauns
Leprechauns
minimal
minimal
Sylph
brownie
treant
psudo dragon
pooka
Leprechaun Home

SOUTHERN ENCOUNTERS
	The buckawns live in the southern ortions of the Sylvanesse.
Buckawns
Buckawns
Minimal
Sylph
Minimal
Pixie
Treant
Farie Dragon
Morkoth
Buchawn Home
EASTERN ENCOUNTERS
	Brownies live in the eastern most area near the wastelands.
Brownies
Brownies
Sylph
Minimal
Minimal
Treant
Brownie Home
Sprite
Sprite
Strangle Weed

FOREST ENCOUNTERS
Satyr
Pixie
Pixie
Pixie
Minimal
Minimal
Brownie
Sprite
Sprite
Buckawn
Leprecauhn
Farie Dragon
Treant
Pooka
Basidirond
Cave Cricket
Grig
Unicorn
Dryad
Sylph

Encounter Charts
AIRBORN ENCOUNTER CHART

          ARIEL SERVENTS
          ARIEL CREATURES
          PALEOSAURUS
          ASSISSIN BUG
          ASTRAL DEVA
          ASTRAL SEARCHJER
          DRAGONS
          BANSHEE
          GHOST
          BATS
          BAT SNAKE
          DIRE CORBY
          GRELL
          GIANT CRANE
          COCKATRICE
          BUMBLE EE GIANT
          THORK
          CHASME
          DIAKK
          DOOMBAT
          DRAGONFLY
          FIREFLY
          GIANT EAGLE
          FLOATING EYE
          FLYING SQUIRREL
          FOO CREATURES
          GAS SPORE
          SHEET GHOUL
          GROANING SPIRIT
          HAWK
          HAUNT
          HELL HORSE
          HORNET
          PEGASUS
          HORSEFLY
          HAWK MAN
          KILLER EYE
          GARBUG
          MAN FLY (TIGERFLY)
          PHANTOM STOCKER
          PENANGGALAN
          GROANING SPIRIT
          SWANMAY
          VAPOR RAT
          WRAITH
          WYVERN
          
Š Á faeriå dragoî liveó iî thå foresô anä ió devoteä tï helpinç thå raceó iî Sylvanesse® Therå arå ´ dragonó iî thå family. Sylphs cruse the air and are fond of news from the outside. Alì oæ thå animaló arå minimaló anä theså animaló arå protected by all the humanoid races for there size and rairity. Alonç thå coasô arå manù timelesó grottoó thaô arå ofteî used as homes for the many nymphs. thå foresô iî thå centeò oæ thå sylvanesså ió populateä mostlù bù pixies¬ buô therå arå somå spriteó oî thå edgeó oæ thå forest. Inside the forest is the tiny city of Gwiawn. Thió citù ió builô iî thå treeó thaô filì thå forest® Theù livå iî harmonù witè thå Treantó thaô alsï livå iî thå forest® Thå Treantó helpeä builä thå citù bù causinç thå treeó tï gro÷ iî anù waù thaô thå Kinç oæ thå Pixieó desired® Everythinç ió thå perfecô sizå foò á racå thaô ió ² 1/² feeô tall® Iô ió quitå uselesó aó coveò foò anyonå else® Iî thå centeò oæ thå foresô ió thå citù proper® Almosô everù treå ió homå tï á familù oæ pixies® Thå concentratioî oæ Pixieó ió unusual® Knotholeó iî thå trunkó oæ thå treeó arå windows¬ thå dooró riså upwarä froí thå toð oæ thå trunk® Eacè treå ió thå homå oæ á familù anä thå largeò thå tree¬ thå oldeò thå familù anä thå morå influential® Altogetheò therå arå 1500° pixieó anä 1000° spriteó livinç there® Thå skieó anä thå trailó wilì bå deserteä wheî thå partù comeó througè bù decreå oæ thå king® Unlesó á sutiblå deaì ió strucë witè thå kinç himself¬ nothinç maù bå purchased® Food¬ drink¬ horses¬ weaponó ect® wilì bå denied until the king allows it. Therå arå ³ buildingó iî thió towî thaô arå noô madå oæ trees® Thå firsô ió á placå wherå fooä anä wateò arå stored® Thå second is the Palace, and the third is the Temple of Verhana. Thå storagå buildinç ió tï thå wesô oæ thå centeò oæ thå city® Thå bottoí flooò ió fulì oæ winå anä beeò barreló (± gaì each© anä á largå cisterî oæ fresè water® Thå uppeò flooò holdó manù tonó oæ grains¬ nuts¬ anä fragrenô herbs® Thå buildinç ió guardeä aô alì timeó bù ´ palacå guards® Iæ overpowereä theù wilì flee for help from the army. Thå templå ió directlù oppositå thå palacå iî thå centeò oæ thå city® Iô ió extremlù ricè lookinç anä aô 30§ high¬ iô ió thå largesô oæ thå buildings® Itó spireó arå covereä witè golä anä silver® Thå entrù intï thå buildinç (³ 1/² feeô high© ió graceä witè á mozaiã oæ gems® Iô ió possiblå foò á humaî tï crawì oò bå carrieä intï thå temple¬ buô eveî dwarfó wilì havå tï stooð tï geô in.Insidå everythinç ió golä anä silveò encrusteä witè gems® Therå ió á hugå fortunå here¡ Thå templå ió guardeä bù 1° palacå guards¬ anä thå pixiå clericó (treeô aó shaman© arå oæ thå follo winç levels: 1 5th level 2 4th level 1 3rd level 5 2nd level 8 1st level They will all activly keep out intruders in anyway possible. Thå mosô unusuaì featurå oæ thå buildinç arå thå ledgeó thaô linå thå walló oæ thå temple® Thå flooò oæ thå rooí ió á intricatå mosaiã progressivlù showinç thå importanô eventó iî thå legenä oæ Verhana® Theså arå donå iî stoneó anä metaló oæ everù color® Alì Šthå figureó arå lifå size® Thå buildinç haó nï windowó anä ió continuouslù liô bù thousandó oæ fireflyó thaô clinç tï thå domeä cealing. Thå palacå ió trulù impressive® Everù incè oæ thå outsidå ió covereä witè mother-of-pearl® Continuaì lighô spelló glo÷ froí everù cornicå anä pinicle® Therå arå 1² spireó eacè 20§ high® Foò thå pixieó thió ió á ´ storù building® Thå palacå ió surroundeä bù á stonå fencå 4§ higè anä 6¢ thicë witè onlù ² gateó leadinç intï thå grounds® Thå dooró tï thå palacå arå tï smalì foò humanó tï enteò anä eveî dwarfó musô crawì tï enter® Oî eacè spirå ió á lookout and inside the castle are 50 guards, ready at all times. Alì thå lineó oæ thå palacå arå curveä anä sofô looking® Iô seemó aó iæ thå spireó coulä drifô awaù likå á clouä iæ theù werå noô attached to the ground. Thå groundó oæ thå palacå ió similaò tï á bonsaé grove® Eacè planô ió 1/³ normaì sizå anä waó placeä aô thå spoô bù masteò gardneró tï showcaså thaô tree® Therå arå severaì brookó thaô wandeò acrosó thå lanä anä severaì pondó nestleä amounç thå rootó oæ thå trees® Froí eacè gatå á widå roaä leadó tï thå entrancå oæ thå palace® Neaò thå nortè gatå therå ió á assemblù areá useä foò matteró oæ higè state® Thió ió á naturaì amphatheatrå ruggeä iî thicë grass® Thå soutè gatå ió mosô ofteî useä bù thå guardó oæ thå kinç anä ió neaò thå drilì area. Thå kinç commandó á standinç armù oæ 30° pixieó anä 10° sprites® Theså hå wilì risë onlù iæ thå securitù oæ thå sylvanes- så ió aô risk® Theù wilì uså gurillá tacticó wheî confrounteä bù á partù oæ biç people¬ strikinç bù supriså anä fleeing® Thå armù wilì onlù attacë bù direcô orderó oæ onå oæ thå royaì familù witè approval of the king if present. Thå royaì familù consistó oæ Kinç Erim¬ Queeî Phocas¬ Princå Ianká thå elder¬ princå Keokuë anä thå beautifuì Princesó Eudocia® Thå kinç ió wiså anä lawful¬ buô ruthlesó iî hió protectioî oæ Sylvanesse® Hå ió alwayó readù tï talë buô wilì neveò compromiså thå forest® Thå queeî ió pregnanô anä sï happù thaô shå ió blisseä ouô anä wilì cherefullù agreå witè heò husbanä abouô anything® Princå Ianká haó traveleä tï thå outeò worldó anä ió awarå oæ thå dangeró oæ contamination¬ buô woulä likå tï someho÷ imporô luxerù itemó iæ possible® Princå Keokuë hateó "Biggis¢ aó hå calló them¬ anä wilì alwayó counseì deatè foò alì whï stumblå oî theiò land® Thå Princesó haó nï power¬ buô shå ió onå oæ thå mosô gifteä iî magiã oæ thå kingdom¬ anä ió á majoò leaguå prick-tease® Shå ió verù fonä oæ humiliatinç meî using practicle jokes. Verhaná wilì interceeä foò thå partù onlù iæ nï otheò arrangemenô caî bå made® Iæ calleä shå wilì simplù wisè thaô thå partù ió somewherå elså witè nï knowledgå oæ thå Sylvanesse® Thå destinatioî ió determineä bù thå actioî oæ thå partù iî thå land® Iæ theù havå attempteä tï minimizå problemó anä werå helpfulì shå meghô senä thå partù tï Niapon® Iæ theù werå eviì anä disrupteä thå kingdom¬ shå wilì picë á placå thaô ió verù baä foò thå party® Althougè shå haó beeî tolä tï helð thå partù bù thå otheò gods¬ shå retainó enougè autonomù tï slo÷ thå partieó completion of the project if she so judges. 
Dieties: The Gods of Joywind Rhodan - Captain of the Good Gods Bell - God of the Beasts Clymnestra - Queen of the Gods Rhiannon - Goddess of Nature Suthar - Goddess of Fertility and Love Sonya - Goddess of Music and Gypsies Jerak Canelion - God of Chance and Pleasure Verhanna - Goddess of the Small Ones Cilboreth - God of the Elves Kasadarum - God of the Dwarves The Evil Gods Y - The Hiver Diety Margone - God of Evil Plans Kodius - God of Thieves Fenevia - Goddess of Blood BELL - THE GOD OF BEASTS ARMOR CLASS: -4 MOVE:15" HIT POINTS: 270 NO. OF ATTACKS: AS THE ANIMAL HE HAS CHOSEN DAMAGE/ATTACK: AS THE ANIMAL SPECIAL ATTACKS: NONE SPECIAL DEFENSES: AS ANIMAL MAGIC RESISTANCE: 80% SIZE: MAN (6'1") ALIGNMENT: NEUTRAL GOOD WORSHIPER'S ALLIGN: NEUTRAL OR CHAOTIC GOOD SYMBOL: ANIMAL HEAD AS PER CLERICS CULT PLANE: PRIME MAT. CLERIC/DRUID: 7/15 MAGE/ILL.: 0/0 THIEF/ASSASSIN: 10/0 MONK/BARD: 0/7 PSIONIC ABILITY: NONE STR 21 INT 16 WIS 18 DEX 20 CON 22 CHR 14 Race of Followers: Human (Good Shape-changers) Sex of Followers: Any Sphere of Control: All Animals Associated Animal: by cult Clothing of Clerics - Head: Beast Mask of Cult Body: Red Robes Color Associated: Red Holy Days: Spring Equinox Prayer Frequency: Daily Form of Prayer: Speech with cult mask on Place of Worship: Temple Holy Symbol Appearance: Has a animal head on the end of a stick. Belì waó thå navigatoò oî Swifô Staò anä waó onå oæ thå firsô awakeneä upoî entrù intï thå system® Also¬ hå waó á frienä oæ Rhodaî whï haä shareä manù adventureó witè hií iî thå past® Hå alsï haä á verù baä reactioî tï thå bluå suî radiation¬ anä almosô dieä oæ it® Durinç hió lonç coma¬ hå becamå telepathicallù iî toucè witè alì thå animaló oî thå planeô anä "became¢ thaô animaì foò á time® Afteò monthó iî á coma¬ hå awokå anä realizeä hå coulä changå hió shapå intï thaô oæ anù animaì hå chose® Iæ hå coulä seå iô oò senså thå animal¬ hå coulä changå intï thaô animal® Somå animaló hå likeó betteò thaî others¬ anä theså favoriteó oæ hió becamå thå manù animaì cultó withiî hió church® Iô ió noô commonlù known¬ buô hå caî alsï changå hió shapå intï thaô oæ any other human or humanoid race. Thus he often travels in disguise. Hió followeró arå commonlù Druids,(thoså witè á leaninç tï Good© Animaì handlers¬ horsemen¬ Calvarù officeró anä nomadiã races® Tï theså hå ió á heroiã anä colorfuì god® Hå ió forgivinç oæ 5thå sinó oæ thå flesè anä understandó thå occasionaì "slið froí grace"® Belì loveó fuî anä getó intï thå spiriô oæ á party® Hå playó thå guitar¬ anä haó á gooä degreå oæ bardiã skill® Therå ió á legenä thaô sayó thaô everù sprinç equinoø hå traveló tï á placå celebratinç and¬ disguiseä aó á Šsheepherä wilì joiî thå party® Afterwards¬ hå alwayó giveó awaù giftó to those who welcomed him. Oæ thå gods¬ hå mingleó amonç humanó thå most¬ anä kno÷ mucè gossið anä ió closå tï thå pulså oæ thå commoî people® Thió familiaritù ió ofteî useä bù Rhodaî tï assisô thå moralå oæ troopó whï have his protection. Hå haó Navigatioî 3¬ Laseò Riflå 2¬ Engineerinç ² (Tecè 14© skills. Belo÷ arå thå knowî favoreä formó oæ Belì thaô havå cultó associateä with them: Animal Followers Attribute Relative Status ------------------------------------------------------------ Rat Survive under any condition low Hamster Inoffensive and humorous low Parrot Vain and un-original low Dog Faithful and tenacious med Cat (Domestic) Independent and proud med Dolphin Intelegent and Freedom loving med Bear Warriors med Lion Military Officers med Mt. Goat Dexterous and Joyfull med White Dragon Wise and Powerful high Polar Bear Stoic and brave high Bugbear Blind loyalty low Xorn Irresistible med  CILBORETH - GOD OF THE ELVES ARMOR CLASS: 0 MOVE: 15" HIT POINTS: 120 NO. OF ATTACKS: 1 SWORD 2 W/PISTOL DAMAGE/ATTACK: SPECIAL ATTACKS: SPECIAL DEFENSES: MAGIC RESISTANCE: SIZE: ALIGNMENT: WORSHIPER'S ALLIGN: SYMBOL: PLANE CLERIC/DRUID: MAGE/ILL.: THIEF/ASSASSIN: MONK/BARD: PSIONIC ABILITY STR INT WIS DEX CON CHR Race of Followers: Sex of Followers: Sphere of Control: Associated Animal: Clothing of Clerics - Head: Body: Color Associated: Holy Days: Prayer Frequency: Form of Prayer: Place of Worship: Holy Symbol Appearance: DIETIES OF JOYWIND NAME: RHODAN THE CAPTAIN OF THE GODS ARMOR CLASS: -5 MOVE: 15" HIT POINTS: 330 NO. OF ATTACKS: 2 LIGHT SABRE DAMAGE/ATTACK: 2D10 (SAVE VS DEX OR LOSE RANDOM LIMB) SPECIAL ATTACKS: EARTHQUAKES (HE HAS A PACT WITH EARTH ELEMENTALS) SPECIAL DEFENSES: TECH 12 BATTLE ARMOR MAGIC RESISTANCE: 80% SIZE: MAN (6'2") ALIGNMENT: LAWFUL GOOD WORSHIPER'S ALLIGN: NEUTRAL OR LAWFUL GOOD SYMBOL: BURNING SWORD OR RHODAN STATUE PLANE: PRIME MAT. CLERIC/DRUID: 12/5 MAGE/ILL.: 16/0 THIEF/ASSASSIN: 12/0 MONK/BARD: 0/0 PSIONIC ABILITY: NONE STR 23 INT 19 WIS 20 DEX 19 CON 23 CHR 19 Race of Followers: Human Sex of Followers: Any Sphere of Control: Prime Mat. and Earth Elemental Associated Animal: Krafteel Clothing of Clerics - Head: Bubble Helmet (High Priest only) Body: White Robes Color Associated: White Holy Days: Year End Prayer Frequency: Morning Form of Prayer: Speech Place of Worship: Temple or anywhere Holy Symbol Appearance: Small burning Sword CLYNMESTRA - QUEEN OF THE GODS ARMOR CLASS: -3 MOVE: 12" HIT POINTS: 210 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 2 STUN GUN SPECIAL ATTACKS: PSIONIC SPECIAL DEFENSES: MASS CHARM MAGIC RESISTANCE: 80% SIZE: MAN (5' 9') ALIGNMENT: LAWFUL GOOD WORSHIPER'S ALLIGN: ANY GOOD ALLIGNMENT SYMBOL: A FLARED ROCKET TUBE -------------> PLANE: PRIME MAT. FIGHTER: CLERIC/DRUID: 10/2 MAGE/ILL.: 1/0 THIEF/ASSASSIN: 2/0 MONK/BARD: 0/0 PSIONIC ABILITY: LEVEL 12 PSI STRENGTH 149 PSI ABILITY 298 4 ATTACK MODES 4 DEFENSE MODES ---------------------------------------- PSIONIC BLAST MIND BLANK EGO WHIP THOUGHT SHIELD ID INSINUATION INTELLECT FORTRESS PSYSIC CRUSH TOWER OF IRON WILL 3 MINOR DEVITIONS 2 MAJOR SCIENCES ----------------------------------------- DETECT GOOD/EVIL DIMENSION WALK EMPATHY TELEMPATHIC PROJECTION PSIONIC HEAL (MOLECULAR RE-ADJUSTMENT) STR 15 INT 17 WIS 23 DEX 20 CON 19 CHR 20 Race of Followers: Human Sex of Followers: Mostly Female Sphere of Control: Her followers Associated Animal: Kingfisher (Bird) Clothing of Clerics - Head: Bird Plumes Body: Belted Robe (Job's Daughter style) Color Associated: Light Blue (All colors represented but solid only) Holy Days: 2 per month (1 at begining and 1 at middle) Prayer Frequency: 2 per day (day and night) Form of Prayer: Ritual Dance-like movements Place of Worship: Temple Holy Symbol Appearance: Rocket on a stick Clymnestrá waó onå oæ thå stewardó oî boarä thå motheò colonù ship® Shå waó skilleä iî takinç carå oæ passengeró iî lo÷ berthó anä thoså noô iî gooä health® Shå haó á ± Mediã skill® Shå waó onå oæ thå manù Solamané whï werå potentiallù psionic¬ buô duå tï thå Zhonané threat, went untrained. When she entered the field of the blue sun, heò psioniã abilitieó werå considerablù increased® Shå waó noô extremelù sicë froí thå bluå suî radiation¬ buô wheî thå resô oæ thå colonistó wenô tï thå planet¬ shå decideä tï staù tï carå foò Rhodan® Theù sooî felì iî lovå anä werå thå firsô anä onlù oæ thå godó tï marry. Shå ió á verù beautifuì womaî oæ thå greeë statuesquå typå witè blonä haiò usuallù pileä higè oî heò head® Althougè shå ió noô tall¬ shå giveó thå impressioî oæ beinç tall® Heò facå ió stronç anä finelù boned and she could be any age from 20 to 50. Oî Joywinä shå mosô ofteî appearó iî whitå armoò identicaì tï Rhodan'ó anä haó thå samå abilitieó buô ió lighô bluå iî color® Shå alsï wearó á belô witè severaì cylinderó attacheä tï it® Thió belô ió á Anti-Gravitù belô anä allowó heò tï fly® Shå alwayó carrieó á stuî guî and usually hits what she aims at. Shå maù uså á unlimiteä numbeò oæ clericaì spelì oæ 5tè leveì anä lower.
Rhodan'ó fulì namå ió Perrù Rhodaî who'ó adventureó caî bå reaä oæ iî bookó froí thå 20tè century® Hå ió calleä Perrù onlù bù hió wifå Clymnestra® Hå ió honorablå anä strict® Ofteî calleä thå goä oæ combat¬ he is the finest fighter among the gods. Rhodaî waó thå captiaî oæ thå colonù shið thaô broughô thå humanó tï thió planet® Hå refuseä thå lo÷ passagå berthó anä thuó ageä mucè iî thå journù tï Joywind® Mosô oæ thió agå haó beeî erased¬ anä hå no÷ lookó likå á vigorouó humaî oæ middlå age® Hå ió highlù skilleä iî technologicaì areaó holdinç degreeó iî engineering¬ weaponó design¬ avionics, and tactics. Of these, tactics is his area of true gift. Aó sooî aó hå entereä intï thå systeí foò thå firsô time¬ hå waó strucë sicë bù thå emanationó oæ thå bluå sun® Thió ió á commoî reactioî tï thoså whï arå mosô effecteä bù thå radiation® Thuó hå waó lefô ouô oæ thå decisionó oæ thå colonists¬ anä waó lefô behinä oî board the mother ship during the exodus. Wheî travelinç oî joywinä hå appearó aó á whitå haireä maî of 50Šiî purå whitå armoò thaô ió noô madå oæ metaì oò leather® Hió facå ió kindlù anä wiså buô resolutå anä sterî aó well® Iô ió á facå thaô fe÷ coulä disobey® Hió everù desirå ió expresseä aó á Commanä spelì (SÔ applies)® Iî battlå hå carrieó hió lighô sabrå anä wilì alsï sometimeó uså á stuî gun® Thå lighô sabrå giveó ouô á whitå lighô anä á louä lo÷ hum® Iô wilì cuô througè anù armoò oî á hiô anä destroù it® Iæ thå armor is magical, it gets a standard ST. Iæ anù battlå goeó againsô hií hå wilì summoî eartè elementaló whï wilì causå earthquakes® Somå maù eveî joiî hií anä fighô bù hió side® In any case, he will always side with those of the earth plane. Thå worshipperó oæ Rhodaî arå verù respectfuì oæ authoritù anä duty® Mosô Paladinó anä Gooä Cavilieró worshið Rhodan® Iî facô thå majoritù oæ thoså iî alì leveló oæ thå militarù worshið him® Thió ió encourageä bù thå majoritù oæ thå eletå militarù aó á waù oæ improvinç morale® Iô ió saiä thaô Rhodaî smileó oî thoså whï dï noô feaò foò theiò owî liveó wheî doinç whaô ió good® Thå clericó oæ Rhodaî arå particularlù war-likå anä somå arå eveî downrighô blooä thirstù wheî fightinç evil® Therå wilì alwayó bå á priesô oæ aô leasô 3rä leveì whenever a troop of more than 30 men is going into the field. Rhodaî diä somå experimentatioî witè magiã aó hå waó recoverinç oî boarä Swifô Staò thå colonù ship® Thuó hå knowó á fe÷ magicaì spelló and can cast them at any time. 1st 2nd 3rd 4th ---------------------------------------------------------------- Affect N. Fires Darkness 15' Dispel Magic Dimension Door Burning Hands Forget Fireball Fire Trap Jump Knock Lightning Bolt Fire Shield Light Pyrotechnics Prot. Evil 10' Fire Charm Shocking Grasp Shatter Tongues Wall of FIre 5th 6th 7th 8th ----------------------------------------------------------------- Teleport Globe of Invn. Duo-Dimens. Mass Charm Passwall Anti-Mag. Shl. Limited Wish Permanency Contact Oth. Plane Control Weath. Delayed FireB. Wish RHIANNON - GODDESS OF NATURE ARMOR CLASS: -1 MOVE: 12' (OR BY ANIMAL) HIT POINTS: 200 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1D6+3 AND ST VS PETRIF. OR TURN TO TREE SPECIAL ATTACKS: POLYMORPH OTHER AT WILL SPECIAL DEFENSES: NONE MAGIC RESISTANCE: 85% SIZE: MAN (5'7") ALIGNMENT: NEUTRAL WORSHIPER'S ALLIGN: NEUTRAL, CHAOTIC NEUTRAL SYMBOL: HOLLY BRANCH PLANE: PRIME MAT. PLANE CLERIC/DRUID: 12/25 MAGE/ILL.: 5/5 THIEF/ASSASSIN: 0/0 MONK/BARD: 0/10 PSIONIC ABILITY: 12 LEVEL Psi Strength 194 Psi Ability 288 2 Defence Modes 2 Attack Modes ---------------------------------------- Mind Blank Psionic Blast Tower of Iorn Will Ego Whip 3 Minor Devitions 2 Major Sciences ----------------------------------------- Animal Telepathy Body Control Domination Teleportation Empathy STR 14 INT 18 WIS 21 DEX 16 CON 15 CHR 22 Race of Followers: Human, Animal Sex of Followers: Any Sphere of Control: Animals & plants Associated Animal: Black Cat or Dove Clothing of Clerics - Head: Nothing Body: Leather or Woven Bark Color Associated: Brown/Green Holy Days: Fall Equinox Prayer Frequency: Nightly Form of Prayer: Ritual (purification) Place of Worship: Wilderness (Stone Circle) Holy Symbol Appearance: Holly Branch on stick Iî thå begininç iô waó planneä thaô shå woulä bå thå colonù biologisô iî chargå oæ thå genå banks® Shå haó somå basiã medicaì skilló anä ió traineä iî biochemistry® Shå waó awakeneä earlù tï revivå thå hydroponicó oî boarä shið buô unlikå manù others¬ shå waó noô sickeneä bù thå radiation® Insteaä shå begaî tï feeì heò latenô psioniã Šstirring¬ puttinç heò intï empathiã contacô witè thå plantó shå waó growing® Shå becamå sï absorbeä iî heò planô studies¬ thaô shå refuseä tï gï tï thå surfacå witè thå rest® Shå studieä foò 10° yearó anä heò poweró grew® Wheî shå camå bacë tï associatinç witè thå gods¬ shå waó noô pleaseä witè theiò holy-than-thoõ attitudå anä lefô SwiftStaò tï continuå heò studieó oî thå planet® Sooî shå begaî tï commanä thå beastó anä plantó oæ thå land¬ anä manù humanó anä otheró begaî tï worship her. Heò followeró arå commonlù witches¬ druids¬ anä gypsies® Shå ió seldoí seeî oî Joywinä oò oî SwiftStaò anä iô ió suspecteä thaô shå haó á secreô placå iî botè wherå shå stayó ouô oæ thå way® Wheî shå doeó appeaò oî Joywinä shå doeó sï iî thå shapå oæ á lythå anä beautifuì womaî oæ abouô 1¹ yearó old® Shå ió clotheä iî thå latesô stylå iæ iî thå citù oò iî á thin¬ lighô pasteì skirô iæ encountereä iî thå wilderness® Iô ió commoî foò heò tï seeí easilù distracteä bù á butterfly or sick plant. Iî battlå shå ió á dangerouó foå duå tï heò druadiã skills® Iî additioî tï theså skills¬ shå haó á rinç oî heò righô hand® Thió rinç has the following abilities: Spell Storing Invisibility X-Ray Vision Regenerate 5 HP per round 3 wishes (1 per year) Thió rinç waó giveî tï heò bù onå oæ heò higè priestó 30° yearó agï anä shå ió neveò withouô it® Iæ forceä intï hanä tï hanä combaô (somethinç shå wilì dï onlù aó á lasô resort© shå useó á +² daggeò iî each hand. Shå alsï carrieó á Beakeò oæ plentifuì potionó whicè wilì pouò ouô any 10 potions desired once per day.

VERHANA - GODDESS OF THE SMALL ONES ARMOR CLASS: -5 MOVE: 6"/24" Flying HIT POINTS: 100 NO. OF ATTACKS: 1 DAMAGE/ATTACK: d4+5 SPECIAL ATTACKS: Confusion SPECIAL DEFENSES: Improved Invisibility MAGIC RESISTANCE: 90% SIZE: 3' high ALIGNMENT: Lawful Neutral WORSHIPER'S ALLIGN: Any neutral Allignment SYMBOL: Two hands, fingers up with thumbs locked PLANE: Prime Mat. CLERIC/DRUID: 0/7 MAGE/ILL.: 10/15 THIEF/ASSASSIN: 20/5 MONK/BARD: 0/7 PSIONIC ABILITY: Level 7 Psionic Strength - 120 Psionic Ability - 240 4 Attack Modes 1 Defense Mode ---------------------------------------- Psionic Blast Intellect Fortresss Ego WHip Id Insinuation Psychic Crush 3 Minor Devotions 2 Major Sciences ----------------------------------------- Body Equilibrium Telekinesis Hypnosis Probability Travel Invisibility STR 10 INT 20 WIS 15 DEX 20 CON 12 CHR 19 Race of Followers: Non-Human Small races Sex of Followers: Any Sphere of Control: Magical beasts Associated Animal: Fairy Clothing of Clerics - Head: Nothing Body: Nothing or light robe Color Associated: Green Holy Days: High Summer Prayer Frequency: Whenever they are in danger Form of Prayer: Making the symbol with the hands Place of Worship: Wilderness Holy Symbol Appearance: Symbol on a black wand Thió goddesó waó onå oæ thå cre÷ whï becamå berù sicë witè rediation® Durinç thå sicknesó shå waó ofteî closå tï death¬ anä losô mosô oæ heò excesó bodù weight® Heò greatesô desirå whilå shå waó sï sicë waó thaô shå woulä noô diå iî space¬ buô ratheò diå oî thå planeô surface® Shå waó sicë foò manù months® Upoî awakeninç froí heò coma¬ Šshå founä heò Psioniã strengtó anä teleporteä herselæ dowî tï thå planeô witè thå helð oæ Rhiannon® Iî thå reducå radiatioî oæ thå surfacå shå sooî recoveò heò strength® Buô thå mutatioî haä starteä anä heò bodù continueä tï shrink¬ noô stopinç untiì shå waó onlù 3§ high® Duå tï á continuinç reactioî froí thå bluå suî radiation¬ shå caî noô return to SwiftStar and is a exile from her fellow dieties. Unconsciously¬ shå gathereä arounä heò thoså oæ diminutivå size¬ anä becamå knowî aó thå Queeî oæ thå Smalì People® Shå ió devoteä tï protecting those smaller than man sized and is worshiped for it. Pixies¬ Brownies¬ fairys¬ anä eveî somå hobbitó anä gnomeó worshið her® Witè heò illusionarù poweró anä lo÷ strengtè shå alwayó overcomeó opponentó bù confusinç oò confoundinç theí witè heò spells® Somå Illusionistó alsï worshið heò iî thå hopå shå wilì sharå somå oæ heò secretó witè them® Anù worshipeò oæ maî sizå musô devotå hió lifå tï protecting those smaller than himself. Iî battlå heò onlù physicaì weapoî ió á +µ Platinuí dagger® Shå wilì seeë ouô thå leadeò oæ thå opposition¬ anä attempô tï attacë froí behinä aó á theif® Shå knowó everù illusionsô spelì uð tï 7tè level¬ and will give illusionsts scrolls for their services.


The following cities and pre-made dungeons are those that
remain to be placed on the continent.

East 1621
SIJABA (City State of the Invincible Overlord) - Population
10,000. This city is it's own kingdom and owes no alliance
to the Emperor at Groundington and rules autonomously.

East 1653.
MINETAR (Glory Hole Mine)  Nearby the city of Sijaba.
Dungeon. Rich in silver needed to manufacture weapons for
the War effort.

West 1727
NEVAH (Haven) - Population 3000. Ruled by guild families.

East 1441
LIRON (Jonril) - Population 1200. Located on a river near a
swamp.

East 893
Nalut (Tulan) - City near by the Black Tower - Dominated by
Castle Nalut -Ruled by a Vampire Mage named Zorasis - Black
Tower-Low to Mid-Level adventure - Should be given to party
after successful completion of Zombie battle. They will be
granted a dutchy to rule, and they may live in the castle if
they clear it out.

East 961
S2 Expedition to the Barrier Peaks - Located in mountains
that separate civilized lands from a desert. In Mountains is
a spaceship from the colony days. This should be run after
they have been living in Nalut for some time.


TOWNS OF THE OUTLANDS

West 1200
Nashir (Qual al Nashir) - Desert oasis with Population of
300.

Esst 1294
Winter Creek (Smugglers Cove) - Located on relatively
abandon coast. Population 150. Dock for pirate ships is in
coastal marsh.

East 1582
Mirka (Birka) - Trade center. Population 500. Walled city on
a river. Should be placed in northern area.

East 1795
Owlstry (Oswestry) - Barbarian city. Population 100. Tribal
city.

East 1079
Marvin's Crossroad (Morrison's Rodehouse)- Human Woodland
Inn. Population 40. Roadhouse waystation deep within a large
forest.

East 1209
Gold (Goldcrest) - Human mining camp near Dwarf Lands.
Population 90.

                                                      
FIGHTER                             CLERICS           
Std. Fighter                        Cloistered Cleric 
Palladan                            Healer            
Ranger                                                
Barbarian                                             
Dualist                                               
Samauri                                               
Monk                                                  
Hero                                SPECIAL           
Bounty Hunter                       Bard              
Anti-Paladan                        Psionisist        
Berserker                           Time Lord         
Archer                              Death Master      
                                    Smith             
                                                      
                                                      
THIEF                                                 
Thief/Acrobat                       RACES             
Nanji                               Dernai            
Entertainer                                           
Bandit                            
Gypsy
Jester


MAGIC USER
Witch
Scribe
Alchemist
Artificer
Merchant









                         The Story of Krosnium

     Krosnium is the most valuable substance on the planet Joywind. 
This is because it is not from that planet at all. It is not found 
anywhere in a natural state. All Krosnium comes from the Inter-Stellar 
ships of the Others.
     When their astronomers had determined that because of the Blue Sun 
that they could never leave the planet, it was decided that the 
existing colony ships still on the planet would be salvaged and those 
ships in space would be scuttled. After this was done and the Others 
had removed all the mechanical and electronic equipment, they were left 
with a empty hull.
     The Great Old One of the Others had a idea. All the structural and 
hull parts would be melted down and from the alloy produced cast a form 
of coinage that could not be counterfitted and whose quantity on the 
market was a set amount. This would give their economic system a rock 
solid base on which to grow. These pieces were cast using prodigious 
amounts of the precious atomic energy fuel still remaining to them. 
Once cast, only the heat from close proximity to a Atomic pile or a 
full wish can cause heat enough to melt them. The Others soon found 
that these Krosinium pieces had magical properties. As contact with the 
surface people began, these Krosnium pieces were taken as loot from 
battles. Thus they began to be distributed among the humanoid 
population. Most Krosnium pieces have identical markings on them, but 
some which are usually used to focus magical power will have different 
symbols on them.



ical markings on them, but 
some which are usuall


 Featherwine Inn
-----------------
        In better days, this was a wonderful Inn. It is built to look like
a large hunting lodge. Hunting trophies line the walls of the common
room, and each room had a carpet of animal skins. Now all is corrupt.

Room 1-1 North-West Tower

         This room has a circular table in the center of the room with four
         chairs around it. The table is made of heavy walnut and the chairs
         match it. They have purple cushions. In the south part of the room
         visible only after entering it. On the western wall is a staircase
         leading to the rooms above. There is an iron banister along the
         stair. Two rounds after the party enters the room a winged being
         will fly down the stairway and hover for a while watching them. If
         they give it no instructions, it will fly to the fireplace and
         perch on the mantle. It will not make any threatening actions.

        The towers of the Inn were mostly reserved for visiting dignitaries
and permanent residents. There are no permanent residents now (in a human
sense). This was set up as a sitting room. The entrance to the room
extends into the room and forms part of a fireplace that faces to the west.
There is a rotting couch facing the fireplace. 1 GP, 2 SP and a copper will
be found in the cushions; fallout from the pockets of a previous guest. The
only current resident is a Homonculous. The Homonculous was instructed to
stay in this place by the Mage that lived in this tower rent free for 10
years. This mage used the tower as a research laboratory, but that was some
time ago. There are no traces of his stay now other than the beast he left
behind as payment. It was instructed to serve anyone staying in the room.
It will fetch objects, clean up, serve meals brought into the room, ect.
This creature has been on its own since the Inn was abandon and has been
supporting itself by catching night birds as they sleep. It is deathly sick
of eating ravens, and will serve the party and even follow them if offered
regular food. It has no intelligence and cannot speak. It will not harm the
party in any way, and even if they don't feed it it will follow simple
instructions that are given clearly in common tongue. If the party begin to
break up the furnishings or vandalize the room in any way, it will try to
bite them, but it will not harm them in a permanent way.

        The creature was created by a neutral good mage and if there is a
mage in the party of that allignment, it will attach itself to them. If a
Summon Familiar is cast by that mage, the creature will respond
automatically and it will become the familiar of that mage.

Room 2-1 Second floor of North-West Tower

         There is nothing of much interest in this room. A bed is in the
         mddle of the room, a chest of drawers with a mirror is on the
         north wall and a wardrobe on the south wall. They are all empty;
         awaiting the next occupant. A spell has been cast on the mirror
         that will enhance the appearance of anyone looking into it. It
         will hide any scars, deepen the color of a person eyes, put a rosy
         glow in the cheeks ect. It has no effect other than this illusion.

This is the lower bedroom of the tower suite. There are no encounters here.

Room 3-1 Top Floor of North-West Tower
         This room is similar to the one below. There is a bed, a chest of
         drawers and a wardrobe here. The difference is the shuttered
         window that faces the setting sun. On the bottom of the wardrobe
         (no doubt forgotten by the last tenant) is a Mink bola. Other than
         these things, the room is empty.



Room 1-7
A brown bear has made the large its home here. It regards the entire place
as its home, and will defend its territory.
Brown Bear HD 5+5 HP 28 Move 12" 3 Attacks Damage 1d6x2/1d8
After the Tap Root space ship has been raised, the party will be going to Swift Star to recooperate from their wounds and to go up levels. The gods are very busy at this time, and in a way the presence of the characters is ignored for some time. They will not have access to any diety for conversation until the meeting.
The meeting is regarded by the gods as a wake. The characters are then privy to the highest convocation that has ever been. Each of the gods are wearing their favorite humanoid aspect. Much of the conversation concerns the possibility that the party may actually remove the blue sun. Much of the talking is in the form of banter where they speculate on the ultimate result of the parties action.
One part of the meeting is a personal congratulation from the gods regarding the job they have done so far. The gods will also give the party their "Best Wishes". Each of the gods will use a wish to bolster the strength of the party in preparation for their battle in the Pirate gods ship. 
Rhodan - "I wish the divine aura of the Pirate Gods in their ship would have no effect on the mortals in this room."
Bell - "I wish that the mortals in this room be immune to disease for 1 year."
Clymnestra - "I wish that the mortals in this room should be immune to fear while they are within 1 mile of the Pirate Gods ship."
Rhiannon - "I wish that those of the mortal in the room who die on the Pirates Ship be reincarnated on Joywind if their bodies are destroyed."
Jerak Canelion - "I wish that the party should have the best of luck while on the Pirate Gods Ship"
Verhanna "I wish that the mortals should be Blessed while they are on the Pirate Ship"
Cilboreth - "I wish that the mortals in this room should be immune to Psionic Blasts while they are on the Pirate Ship."
Kasadarum - "I wish that all the mortals in this rooms should be immune to poison while they are in the ship of the Pirate Gods."
Suthar - "I wish that the son of Sir Kevis and Lady Xantha be 21 years older than he is now."
Sonya - "I wish that the son of Sir Kevis and Lady Xantha receive the experience and knowledge of Sir Renbourn of Lookout Mountain who willingly privides them."

DEAD PLAYERS ADVENTURE IN THE ASTRAL PLANE 

	Most players figure that when a player dies forever, that their days of playing that character are over. And in a normal D&D campaign this would be true. But on Joywind where the Blue Vail prevents the souls of the dead from reaching the Outer Planes, this need not be the case. As it is, an adventure played with dead characters is novel, and gives a chance for "the dear departed" to continue to be enjoyed. Not to mention the possibility that a battle fought the Astral Plane can even benefit the players in the regular campaign. 

	At present, there are 4 players who have died permanently. They are:
Gaius Caladryl
Way Lyn Son of Balin
Kalandra
Mc Goomerina
Each of these characters was powerful at the hour of their death, and combined, their skills make for a well balanced party. If necessary, they could meet others of the "dead" who would help them.

SETUP
	We pick up the story with McGoomerina's death. The last image of the Prime Material Plane that she had was of it fading and then she went to a place she could not recognize where everything was black on black and she grew more feeble with every passing moment. The grip of Sendam could not be broken however hard she fought. 
	Suddenly she was weightless and bodiless. Tumbling and tossing in a storm of air less wind. Gradually her rolling became less violent, and she realized that she was on the Astral Plane. Then she understood that she had died, and nothing could bring her body back to her. She mourned its loss for a long time. Time, she found, without the day and night to mark its passing or sleep to keep the days became meaningless. Especially so because it was all there would be for eternity. 
	All around her the spirits wailed and moaned and gibbered in madness. She may have gone insane too, but it was difficult to tell even what her own thoughts truly were in the chaos. But then, she began to feel something pulling her somewhere. This was probably not a good thing. She had seen other souls stolen by the demons that roam this plane, and knew that evil  reigned here. But though she tried to fight it, she was inexorably dragged toward what ever was pulling her.
	Her surprise was complete when the force stopped pulling her and she recognized her old friends Gaius, Kalandra and Way Lin. It was a real reunion. Although they were all sad at finding friends in the same awful place, it was nice to see faces from "home". It was revealed in their conversations that they had all felt the pulling force that brought them together. None of them could identify the source, but they all agreed that it must be the work of the gods. The question that remained was Why?
	Here introduce any other characters that were necessary to round out the characters with the players.
	When all the characters are present, they are visited by an Astral Deva. The Deva tells them what this is all about. It appears that there are problems in the Astral plane that go beyond the over crowding. Creatures normally restricted to the Negative plane are coming into this plane and imprisoning or maddening them into a killing frenzy. There is evidence that groups of insane Astrals are punching into the Prime Material to kill and weaken the enemies of those from the Negative plane. It suspected that their old nemesis Yertle.
	Although the mages normally can not memorize there spells as they have no spell books and the clerical types gods do not answer their prayers, the Devas have a way to get around this. They will take the clerical types to the Positive Material Plane where their life energy will be temporarily enhanced. They have also arranged to provide the mages with scrolls. The fighters will have to fight with their hands as material objects like swords are useless on this plane. 
	Some of the players may be reluctant to participate in an adventure where they are unlikely to gain any reward. The Devas have made them aware that they will risk insanity or eternal imprisonment if they are captured. Their inducement is strong however. They say that if they are successful that they will give them a magical device that will let them travel at will through the inner planes excluding material. The relief from the madness and boredom of the Astral plane makes any risk worthwhile. 
	Their task is to Defeat the Minions of Yertle. These are several of the death sladd that the party fought in the Bhads dungeon. They are the creatures responsible for the increase of Evil on this plane. Unfortunately the monsters have been very successful at capturing and imprisoning souls to make a large strong Castle of Souls. This is similar to what Timm suffered during his stay on the Astral Plane. Their job is to imprison the sladd and free as many of the imprisoned souls as possible.
	Much of this adventure should be reffed by the seat of the pants method keeping the general rules for spell casting and actions on this plane. Just working within that general set of rules should be a challenge to ref. 

Created on ... September 27, 2002