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GAZ8 The Five Shires (Basic) (10250520)
GAZ8 The Five Shires (Basic) (10250520)
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Five
: TSR, Inc.
PRODUCTS OF YOUR IMAGINATION" / A) •
rq DRAQONS, ADQD, PRODUCXS OF yOUR IMAQINAriON, aNt£tlje TSR lOGO a«e tn^bCA
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by Ed Greenwood
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Table of Contents
Introduction 2
The People 2
Clans 6
Government & Justice In The Shires 9
Language 11
Of The Telling of Tales 13
Music of the Halflings 15
Of Pipesmoke 16
Home 17
Money & Hade 18
High-Level Halfling Characters 19
The Master: A Halfling Sub-Class 19
Credits:
yallaua
ning in adolescence, when hin go they survive and return to the Shires
to both Jatha's score and Bungo's, through a process of finding themselves. makes the halflings of that peaceful land
because Dlotho is dear to them; Bun- Such yallaren halflings usually go on a surprisingly well-informed as to the
go's final score is 42.) rampage of adventure, doing anything nature, details, and happenings of the
Bungo was attempting simply to "just for the fun of it," joining weird wide world.
negate whatever unknown spell the causes, societies, and clubs, and often A halfling encountered anywhere in
wizard was casting. Thus, the only traveling to the farthest reaches of the the Known World, of any age and
result the DM can apply to the spell is world. This is brought on by the essential appearance, may as a result reveal an
robbing it of 3 dice of damage; the nature of hin, not by clan or peer pressure astonishing variety of knowledge and
1 lth level wizard's bolt does 8d6 dam- or decree. Yallara ends only when a half- experience. Hin may also leap feet-first
age, not Ild6. Jatha is not hit by the ling discovers what he really wants to do into somebody else's adventure without
bolt, but her denial attempt drains her in life. For some, this may take sixty years warning; player characters in a tight spot
of a full 4 hp (on the DM's roll of Id4); or more; for others, only three or four sea- may well receive unexpected aid from a
Bungo sees her moan and fall limply yallaren. Adventurers who survive such
to the road. Dlotho, trailing smoke, sons.
aid are full of colorful tales about the
follows her earthward. The round carefree, reckless enthusiasm of halflings,
ends, with Bungo wondering if he can who will all too often attempt anything.
get off his behind and reach the wiz- Most adventurers and halflings traveling
ard before the next spell slays him. We far from the Shires are yallaren. Yallaren
leave Bungo in suspense. are willing to try almost anything that Social
doesn't seem likely to result in certain There is no social standing based upon
death. They are interested not only in try- wealth or birth in The Five Shires. Half-
yallana ing many different lifestyles and profes- lings vary in wealth and influence, and so
sions themselves, but in observing others do their clans, but every hin has his place
This is perhaps the most important part all around them. Yallasen are thus 'gung within his clan and it is this standing that
of a halfling's life. The yallara or "wild ho' adventurers, and the rich variety of affects how a hin is treated by other hin.
time" is a restless period, usually begin- experience they relate to their clans if The Five Shires has no recognized nobili-
Q<HmiHKH»fl<»Q«HHHHreO<HHH»O<lVaOOiHHHWOQOQQ^
C/aN RaNks
Rank from Influence
lowest to highest Points Powers and Rights
Hinling 0 service to clan in return for protection
Yallaren 0 to speak and act freely
Member (Hin) 1-3,000 full member of clan
Senior 3,001-17,000 experienced full member; can vote fellow members into the ranks of the Elders
Witness 10,001 17,000 assist Keeper; each learn some aspect of Relic's powers and properties; act for Keeper in his or
her incapacity or absence
Elder 17,001-22,000 + equal vote on major clan business and policy, elect clan ambassadors and representatives
Keeper absolute: sole keeper of Relic, domination of clan members as described in D&D® game Players
25,000 + Companion rulebook
Clanmaster absolute: (usually) eldest living clan member; domination authority over clan members
25,000 + (see "Keeper", above)
NON-HalfliNG C/aN MeMbens result of injury or magic, it will be readily the lands in which they dwell have feared
forgiven and forgotten. If it is the result hin clans provide a network of spies,
Clans can adopt non-hin as members.
of drunkenness, it will be only slowly for- smugglers, or even possible invaders
Elves and humans are sometimes accept-
given unless the offender is bereaved or across their borders. Therefore, most
ed into hin clans Even more rarely, hin of
yallaren. halflings outside the Shires tend to keep
other clans are taken in as members,
quiet about their clan ties or allegiances.
although they must renounce their prior
Half HNQ ClaNS OutsiOe O?e Not all hin know the names and runes'
clans.
Seines of all the Hundred Clans, nor care.
Such members by choice are always
highly regarded; they are not considered Most halflings who choose to dwell out-
inferior to those who belong to a clan by side The Five Shires are clanless, unless QOV€RNM€Nt Q JUStiCC
right of birth. Only a Sheriff can officially they reside nearby in Darokin, the west- iN tl7€ S171RCS
belong to more than one clan at a time. ern Grand Duchy, or the northern Ierendi
Masters and, in a lesser sense, Keepers are Unlike most lands of men, The Five
isles since hin there are close enough to Shires have few formal laws or set senten-
always considered to belong to all clans. retain contact with their clans within the ces for given crimes. Justice in the Shires
Shires. Clanless hin have renounced their consists in practice of the judgement and
AbusiNQ RaNk clans, been cast out, or are the descen- decrees of Clanmasters, Keepers, and
A halfling trying to falsely pull rank on dants of hin who reared them outside the Sheriffs.
other hin by assuming a rank or level of Shires.
Within a clan, the code of accepted
influence he does not really possess will Such halflings may well have smaller behavior is laid down and maintained by
be ignored by those hin once they realize families with less ritual and clearly the Clanmaster and Keeper. In the rare
what is going on. They will stop speaking remembered history and traditions, more event of the holders of both offices being
and looking at the offending hin, simply akin to human families. These hin fami- slain, absent, or incapacitated, a council
avoiding him. They will provide food, lies tend to have names derived from of seven Witnesses and Elders tradition-
water, and a place to sleep, but no more. family characteristics or professions, such ally runs the clan and passes judgement
If attacked or hampered in their activi- as Winkeye and Sheepwatch. Such far- in all disputes.
ties by the offender they will defend scattered hin by tradition give shelter to
themselves, seeking to drive out or dis- many weary traveling yallaren who usu-
able the offender without causing serious ally entertain their hosts with tales and CuiMes
harm. Note that locking the offender in a news of the Shires. As a result, hin out- Little formal law is written down because
cellar or knocking him cold is not seen as side the Shires are almost all aware of the halflings know what is right and what
serious harm. An offending hin who is existence and the doings of clans in the decent folk do as a result of their clan
injured will be treated. Only upon the Shires related to them or with whom they upbringing and instruction. Halflings
withdrawal or abject apology of the share common names. who witness or suspect misdeeds can
offending hin will the avoidance end. Hin outside the Shires have in the past bring complaints directly to their Clan-
If the offending conduct is seen as the suffered persecution when those who rule master. Murder, betrayal of clan or Shire,
rape, torture of hin, destruction of clan or Darokin and Ierendi. Since the rise of the ters, Knight-Heroes, and others to head off
hin property, slave-keeping or trading, Black Baron, the illicit trade with Kara- such future catastrophes, and attending
firesetting; all these are the most serious meikos has dwindled considerably. endless hin feasts to give and listen to inter-
sort of crime. Theft of all types, and non- Smuggling is widespread and persistent minable speeches. Unless the Shires are at
fatal injury to a hin are lesser; damage of among hin, and is centered in the port of war, a PC who becomes a Sheriff will effec-
property and living things in the Shires Tothmeer. tively be retired from active adventuring
are of the least of the punishable crimes. while serving as Sheriff. (Alternatively, role-
"Clje Sl7€Riff s playing a serving sheriff could be a fascinat-
ing one- player-and-one-DM campaign,
Each of The Five Shires is administered by perhaps as a sideline to an ongoing D&D®
All crimes are rare among hin in the a Sheriff; together, the five Sheriffs gov- game campaign of the more traditional
Shires, for they truly are law-abiding ern the Shires. They handle all disputes sort. The life of a Sheriff is an endless web
folk. Those who do not abide by the rules between or involving hin of several clans, of protocol, intrigue, divining and uncover-
may be cast out by their clan or treated to and all disputes involving clanless hin ing deception, and anticipating possibili-
deathly silence for a time as described and non-citizens of the Shires such as visi- ties and problems).
under Abusing Rank in this book. Trou- tors and almost all non-hin within the Four times a year the Sheriffs meet at
blesome hin may be executed by the borders of the Shires. some location, usually secret, and always
Sheriffs or sent upon a quest or service. The Sheriffs will meet in council if a different from that of the last feast, to
The fulfillment of a quest or service will Sheriff feels a matter is too complex or too decide Shires-wide policy. The five Sher-
restore to the hin any rank or office which important to be resolved without all the iffs rarely disagree on matters, but if they
they have had stripped from them as part Shires being involved. Hin are plain- do, they always vote and abide with iron
of their sentencing. Hin who cripple oth- speaking folk; most decisions are made in loyalty to the result.
er hin intentionally must always bear the a matter of days and most Sheriffs are of
cost of any healing magics used to make the opinion that a wrong decision is bet- Sljeniff
their victim well and whole again. ter than no decision at all. As one Sheriff
put it, "Those who wait for a problem to To become a Sheriff, a halfling must be of
SMUQQliNQ go away wake up in bed and find the at least 8th level and have served with dis-
problem coming through the door swing- tinction as a Knight-Hero or Acting Clan-
The only crime in the shires that hin turn ing a sword." Chief. Any hin may propose any hin as a
a blind eye to is the smuggling of goods Sheriffs serve only as long as they wish, candidate for the Sheriffs Chair to the
in and out of the Shires in excess of the for their duties are heavy. A Sheriff may other Sheriffs, who covertly investigate
amounts approved by the Sheriffs. travel freely about the Shires, has a trea- all such candidates and then in private
The Sheriffs want to keep the prices of sury of 10,000 pieces of gold each sum- ask their chosen one to become a Sheriff
the finite resources of the Shires high in mer for personal use, and may of the Shires.
the Known World outside by rationing commandeer whatever he or she wishes If the candidate accepts, the Sheriffs
exports such as gems, gold, and precious from any hin encountered. In practice, come before the candidate's clan and for-
metals mined in the Black Spires. The except to seize known stolen material or mally invite the candidate to become
Sheriffs also fear that a gold rush or simi- evidence, Sheriffs make such requests Sheriff. This is a cause for much clan
lar influx of undesirables seeking to grab only of Clanmasters or, if Blackflame is pride and, usually, a gigantic feast. Most
what they can of the riches of the Shires needed, of Keepers. They ask for these Sheriffs serve for six or seven years,
will occur if the world around ever learns goods seldom; to be a Sheriff is an honor although some have served for as long as
of the true plenty of the Shires. not to be abused. All Sheriffs know that twenty.
Individual hin usually find such they are under the eyes of The High
imported goods as silks, exotic fruits, per- Heroes (halfling Immortals) at all times. LeavtNQ Office
fume, and strong drink to be overpriced A Sheriff who is unfit for office will be
and in far too skimpy supply. The Shires A Sheriff may renounce his office freely at
told so by a Keeper or Master who may any time, before at least two other Sher-
are a small, out-of the-way market con- have received a sign from an Immortal.
sidered unimportant by most human iffs.
Most Sheriffs who survive such meetings Ex-Sheriffs rejoin their clans as Knight-
merchants except as a source of plentiful immediately renounce their offices and
foodstuffs, so the hin trade for and bring Heroes, or become Masters. Some few
leave the Shires. adventure outside the Shires, or serve the
in their own supplies usually by means of It is hard work, constantly traveling
the halfling pirates. The pirates act as High Heroes in mysterious ways. To have
about one's Shire, inspecting conditions, served as Sheriff is a lasting honor.
freebooters who are largely ignored by settling disputes, anticipating upcoming
the Sheriffs to go-between merchants in troubles and 'leaning on' local Clanmas-
II
LaNQuaqc
people, or (as a prefix) property the hin suffered. Keepers carefully guard their meanings have been lost. A few have
belonging to them what little has come down and about all no known surviving meaning and new ones
leerhar mystery, puzzle, doubt, the average hin or non-hin can expect to are being rediscovered all the time.
uncertainty, or apprehension see while exploring the Shires are old The runes presented herein, however,
lurgh = cave(s), cellar(s), under- runes. are known to all hin who have ever been
ground place or hideout These runes are of great interest to instructed in childhood by a clan Elder or
meirmeir= danger adventurers for they mark the locations of a parent who was in turn taught by a clan
nasz = state of cozy 'Tightness,' traps and secret doors and give directions Elder. Hin will freely teach these runes to
peace, things 'right' and 'nor- and warnings in the deep mines that can visiting adventurers, with many a chuckle
mal' with halfling life or people mean the difference between life and death and the invariable demand, "If ye come
ockle = joke, teasing or gently derid- for those who can read them. So old are back, mind ye, I'll expect a good rousing
ing conversation these runes that their origins and much of tale of thy escapades, in return!"
rimbul = nobility, loyalty, virtue, grace
under pressure, lightheartedness
in the face of death The Known Runes
suldush = strangeness, unusual things,
wonderment (good, as opposed Rune Rune Name Meaning
to "leerhar," which is dangerous x* Abbairath This is the way; you are on the right path
or bad) •><• Bungol Danger; take care
teerteer = tragedy, death, martyrdom, ^ Cullathas Trap or pitfall ahead
savagery ^T Dath (Drinkable) water ahead
zalvorn = heroism, great deeds, high •**- Ellanath Do not disturb
adventure O Fyrdol Hidden door or way
i Glaunthas Look up
Speaking among themselves, all half- fc r Hurhur Change in direction (of path or correct route)
lings will use the words given here inter- A" Ingle Climb here
mixed with the speech of humans. They , Y Juth Look down
call themselves 'hindul' ( = 'halfling' + -7?" Klaun Way out
'all', or 'the halfling people'), or merely «=^ Laddath Treacherous footing or unsafe rope or construction
'hin' for short; 'halfling' is a human >0< Maerdeth Treasure; wealth or riches
term. M Nol Death; great danger
Halflings are great story tellers and love -I- Olipur Magic here
jokes and puns; a few enjoy riddlery and -**>- Pellasz Lock or forbidden entry
more difficult word-games. All enjoy IT Rozul Descend here
songs and singing, and a few are even y Sashsash Good place; fun or hospitable
good at it. Over their evening meal and ~ Tarth Strong or safe
into the night at any tavern of the Shires, S Uluth Beware guardian creature or frequent monsters
hin love to tell famous deeds of the past. - Unzle Grave; burial place
They often tell the same ones, night after ^ Valas Important site or sacred area or locale
night in a manner that might drive non- /> Xabbas Start here; beginning, or first step, or go here first
hin to distraction, for they are lovers of T Yondul Stop; turn back
tradition and comfortable, favorite ^ Yukoul Evil force or beings present or frequently encountered here
things. Later, over extra tankards, there These runes are often used in combination. For example, Unzle and Ellanath
will be a 'hin sing' (see Music of the Half- together would mean: " Grave. Do not disturb." A crypt or coffin believed to contain
lings, later in this book). undead would probably be marked with Nol, Ellanath, Yondul, Unzle, and Yukoul.
Spell-guarded treasure is traditionally marked with Maerdeth, Nol or Bungol, and
HIN RUNCS
Olipur.
In ancient days halflings relied on clan Such runes may be found painted or smoked onto rock walls underground or upon
Seniors and Keepers, and the telling of stones, or painted or graven in stone or upon trees. In buildings, they are either
tales, to preserve the history of their peo- deeply graven in walls or floors, or, more often, laid out in mosaic tiles.
ple. Little which may have been written The most important rune in a grouping (such as Nol, \bndul, or Olipur) is usually
has survived the Shires' many invasions circled or boxed, drawn larger than the rest, and placed in the center of a group of
and the recurring periods of slavery which runes, or above the others.
for more than about three tunes, when es, too. I had to sell most of my gear
PC StonytclliNQ
I found my horse and six mules all when I reached the next town because If a player character elects to tell a story to
gone. Three very fat leeches were lying the leeches were back down to their an audience of halflings during play, the
there, amid the harness—I heard one normal size and were making slow DM can quickly gauge its relative success
belch. Well, I walked up, not quite going in the dirt of the road, covered by using the storytelling rules introduced
believing it, and one leaped up at me by those big piles of sacks and all. But in The Emirates of Ylaruam Gazetteer.
like a hunting dog! Well, I hadn't but they didn' t flag or fail; they went on to This method, modified slightly to
my long mule-whip to hand, but I got the end. I'll tell you all, if we can catch reflect the different society of the Shires,
to it just in time. They hadn't left me leeches and train them, when next the can be summarized as follows: the Intelli-
more than the bones of my faithful ores come calling, we'll be mounted gence, Wisdom, and Charisma scores of
Happyhoof and the mules, and I was and ready. We shall fight them on the the storytelling character are added
forced to travel for two days and nights leeches and shores, fight them on the together; to this total, add the character's
straight without sleep so I wouldn't land and grounds that are ours; we level. The result is the character's Story-
get eaten, with the leeches pulling the shall never surrender! We shall prevail, teller Rating. Whenever a tale is told, the
cart and me, and all the mules' sacks my fellows of the Shires, if only you character rolls 3d6 and adds the result to
piled up and lashed to their backs! can be-leech! Ah, and I'm as thirsty as his Storytelling Rating. The resulting
"I sweated blood out of those leech- a leech now, too, with all this talk. total, or Score, is compared to this modi-
Can anyone spare some ale?" fied Storytelling Chart.
14
but long instrumental, such as harpists the enslaved halflings rose and cast the
Music of tl?e Half HNQS - are wont to indulge in, only make hin dwarves out.
Halflings sing—a lot. Any human mer- restless. Outside the Shires, all such hin Halfling High is a happily defiant,
chant who has visited die Shires can tell you behavior (except their lighthearted chat- table-thumping ballad celebrating half-
as much; often with rolling eyes and pained tering, which they will continue in the ling endurance. A hymn of pride in being
expressions. A tavern or inn taproom in the face of battle itself) is muted; traveling a hin, it is much favored by younger hin
Shires is ringing with songs all evening. Hin hin will not tend to break into song unless and those who are very drunk.
sing loud and long and heartily, whedier invited to do so. But in the Shires, hin The Ballad of Nob Nor is perhaps the
they can carry a tune or not. Talking loudly sing many well-worn ballads nightly, led most famous halfling song of all. It
through a tavern-song, or stuffing one's by a good singer if no clan senior cares to recounts the tragic love of the greatest
ears with wadding, or wincing and looking lead. The lyrics of a few of the most popu- hero of hin folklore, Nob Nar. The ballad
pained throughout are all considered very lar hin ballads are included here. The is true; Nob Nar lived east of Wereskalot
bad manners and will make travelers traveler should note that although tunes and loved Navrilstar, daughter of the
unpopular indeed. vary from clan to clan in the Shires, indi- mad Traladaran Baron Ulstagh of Halag,
Hin songs are generally led by one or two vidual singers harmonize at will, the circa AC 612. The Nar clan has been
strong-voiced and senior hin and are usu- words never vary and different or extinct for three hundred years, the last
ally unaccompanied by instruments, "wrong" words will not be well received. falling about their clan standard (three
although tankards, feet, and even pipes are The ballads included here are repre- talons of brown on a white field) in the
often used to mark the time. Long ago, hin sentative of the pride and common fel- Battle of Blackflame (AC 700). In that
developed such instruments as the 'gockul' lowship of hin and tell of events in the struggle, a great force of invading ores
(carved wooden clapper-bells) and the 'tit- history of the Shires. Sing Of A King tells was drawn into one great host by skillful
terbuk' (a shaken instrument, rather like a of the rule of the Five Shires by the evil hin retreats commanded by Bleth Nar
miniature tree, of tiny metal discs or cym- dwarven king Loktal almost two thou- (last dan-chief of the Nars), and utterly
bals set upon a branched wooden pole). sand years ago. Finally, Loktal's kingdom destroyed by massed hin magic (notably
These are rarely seen today. was raided by one invading army after Blackflame).
Halflings enjoying a hearty song will another until the dwarves were too weak
not see it amiss if a piper or lutist joins in, to hold the riches the invaders sought and
Cl?anacteRS
CoiNaqe between the Shires and neighboring exalted halflings don't look any different
Darokin and Ierendi. Ierendi forces toler- from halflings of 7th level or so.
The main unit of trade exchange is the ate halfling pirates (who rarely molest
gold piece, known in the Shires as the shipping known to be Ierendi) largely
"little sun" or simply "a yellow." One because of heavy hin financial support of
Xilj£ MasteR: A Half IINQ
side displays the rune of the Sheriffs, a Ierendi's freight shipping. Substantial Sub-Class
circle within a tongue of Blackflame, a hin monetary investment in the busi-
rod horizontal beneath all, the other says, The Wise Ones Of The Woods
nesses of Darokin similarly keeps the bor- Masters was the term of respect used by
"Gold of The Five Shires/Worth One ders between the two lands open and
Royal." hin to describe the elves, also known as
easy-going regarding the passage of 'the Gentle Folk,' who once inhabited
Between hin in the Shires more silver goods and wares. the deep woods of what is now the Shires.
pieces change hands than do gold ones.
The hin saw the elves as masters of the
The silver piece of the Shires is deliber-
ately a little larger than the gold one to Hiql7 Level Half UNQ woodland life and ways.
Those particular elven folk are now
prevent mistaking one for the other in OjaRactens believed to be extinct. The term Master
poor light, and to keep the trade-value of
the easily-tarnished silver what it should The Expert rulebook of the D&D® game now refers to a special class of halflings who
be relative to the gold piece. To the hin gives the title of an 8th level halfling as have left their clans to protect and nurture
such a coin is known as a "star" (the plu- Sheriff. Players are advised that a halfling the Shires as a whole, using what fragments
ral is "steel" for some unknown reason, PC who reaches 8th level does not auto- of the lore of the land that hin have gained
not "stars"). On one side they bear the matically become a Sheriff, but only a in the past from the elves, and what half-
rune of the Sheriffs, and on the other, the foremost candidate for such a post if it lings have since discovered themselves.
words "Silver of The Five Shires/Worth falls vacant. Halflings of 8th level are This spell-using halfling character class
One Crona." known as Guardians of the Shires or resembles the human druid class, and is
Knight Heroes, and will be granted land closely tied to The Five Shires. Player
Copper pieces in the Shires are flat and
and a crest by the Sheriffs if they do not characters may become Masters if their
diamond-shaped in outline and are
have either already. Knight-Heroes can players wish, but the life of a Master is a
known as "sunsets" or "points." One
wander and adventure freely: they are not contemplative, gentle, largely solitary
side is the rune of the Sheriffs; on the
bound to remain within The Five Shires, existence, not usually an adventuring
other, the inscription "Copper of The
despite their Guardian courtesy title. career. Most Masters will not willingly
Five Shires/Worth More Than A Kopec."
Many 8th level halflings serve as Kron- leave the Shires, and Masters cannot
Trade-bars (particularly of silver) are regain their spells outside the borders of
dar (Sheriffs deputies), captain their own
used in 25 gp and 50 gp denominations the halfling homeland.
ships for a time, or serve for a time in the
within the Shires. Wealthy hin also use
armed forces of the Shires (discussed in Masters know that their powers come
gems carried in little oval brass cases for
the Dungeon Master's Booklet). An 8th from "The High Heroes" (halfling Immor-
large denominations. Platinum pieces are
level halfling may also wish to become a tals) Nob Nar, Coberham Shadowglint,
little used, but accepted as worth 10 gp.
Master, a special halfling sub-class and Brindorhin. like these halfling Heroes
described hereafter. This can be done by once did in mortal life, Masters are dedi-
Xilje ECONOMY seeking out a Master and asking to be cated to preserving and protecting the land
The Shires are in enviable financial trained, or the 8th level halfling may be and people of the Shires. No Master is
shape. Largely self-sufficient, halflings asked to become a Master by a Keeper or known to have betrayed this trust, although
won't be much hurt by a downturn in Clanmaster who wishes to increase the a Master may leave his calling to return to a
trade such as that caused by large-scale defenses of the local Shire. Would-be more active social existence, although very
war in the vicinity. There is no state reli- Masters are usually asked to perform a few do so.
gion or heavy taxation to force a cash flow service or undertake a quest before begin-
among the native hin, so in adverse times ning their training, and as a result usually BecoMiNQ A Masten
coins will simply get put away until out- begin as masters at 9th level.
The Players Companion D&D® game Any 8th level halfling may seek out a
side trade picks up.
rulebook details additional abilities and Master and ask to be trained as a Master.
The Sheriffs do not openly engage in Some hin are asked by Masters, Keepers,
military or political alliances with other powers gained by "experienced" half-
lings. Note that there Knight-Heroes or Clanmasters to become Masters.
lands in the Known World, but they do
with 3,000,000 XP and even more in the Typically, a hin who wants to become a
not forbid individual hin from lending to
Shires; non-hin PCs who like to throw Master accompanies a Master about the
or investing heavily in other lands, and
their weight around are warned that such Shires, learning the ways of the woods, for
much hin money flows back and forth
Spells
in the fourth level magic user spell confu- Target score 3 or more greater than Mas- Feeblemind
sion, detailed on page 13 of the D&D® ter's: target completely unaffected. Spell Level: 7
game Expert rulebook) for 18 rounds. lost. This spell is identical to the fifth level
Non-living objects and undead are Target score 2 or more greater than Mas- magic user spell of the same name
unaffected by a shout spell. ter's: target slowed to half speed for 1-3 (described on page 20 of the D&D® game
rounds. Players Companion book), except that a
Assume Animal Shape Target Score 1 greater than Master's: tar- Master may use it on all sorts of intelli-
Level: 7 get heldax the spot touched (as in the cler- gent creatures. A Master will only use this
Range: 0 (Master only) ical hold person spell, but any creature spell on a halfling if there is a very impor-
Duration: Permanent until ended by will can be affected). tant reason to do so. All creatures are
of caster Scores equal: Earth rises up to strike tar- allowed to save against a Master's
Effect: Changes Master into animal shape get once, doing 5-20 points of damage. feeblemind at only — 3.
This spell allows a Master to take the Target will be thrown down by the earth
shape of any living creature. The Master movement; Master will be unaffected. Plant Fist
retains his own alignment and intellect Master's Score 1 greater than Target: tar- Level: 7
and instantly learns the capabilities of the get struck by a fist of earth that rises up to Range: 140'
new form without disorientation. If the do the Master's bidding for 2-5 rounds Duration: 1 round per level of caster
assumed form can speak, spells may be (determine randomly), striking for 5-20 Effect: Animate and controls plants
cast while in it. No magical or spell-like points per round at + 2 to hit. Even if the This spell is rarely used by Masters
natural powers of a monster form will be fist misses, the target will be thrown to because at its end the plants involved die.
gained by a Master assuming it. the ground by the convulsions of the Plant-like monsters such as treants are not
A Master need not be familiar with a earth underfoot, and target spellcasting affected by this spell. The Master can
form to assume it, but must have person- will be impossible. Only creatures able to cause 3 trees, 10 saplings or medium-
ally seen a living specimen of the crea- levitate or fly can escape the effects of sized bushes, 20 shrubs, or 36 small
ture. The Master is never forced to act as moving earth—but the fist can reach up plants to animate and obey his will.
the new form would, but will realize how to 20' vertically to strike at them. The plants can be made to entangle or
the creature would normally behave in Master's Score 2 or more greater than Tar- whip a single target, preventing spellcast-
any situation that arises. get's: crack opens in the earth beneath ing, slowing movement to half rate, and
A Master cannot be trapped in animal target, trapping it instantly as the fissure causing all physical attacks by the target
shape unless a permanence spell with that snaps shut again. Only the upper half of to be at - 3 to hit and - 1 on damage.
specific aim in mind is cast upon him the target remains above ground; target is The plants will bludgeon and constrict
while in animal form. A Master gains no immobilized unless it can dig free, for 3-12 points of damage in any round in
additional hit points by taking animal change its form to escape, or use magic to which the target creature does not
shape, but may assume a form having as free itself. Immobilized targets can auto- directly fight them.
many as twice his own Hit Dice. Note matically be hit by others, twice per In each round of directly fighting the
that a "red dragon" shape could be tak- round. plants, a target lessens the damage it suf-
en, but a red dragon of a particular size Master's Score 3 or more greater than Tar- fers to 1-4 points and has a chance to
and powers could not be chosen. Some get's: earth opens to swallow up target. break free for 1 round. If a Saving Throw
Masters habitually remain in beast-shape; Target takes 10-60 points of crushing vs. Spells is successful, the target breaks
except for attacks from other creatures, a damage, and must save vs. spells to avoid free. The plants will re-entangle the tar-
Master is not harmed in the slightest by death by suffocation and crushing. A suc- get on the second round after freedom is
being in animal form for years on end. cessful save results in the target being gained. The Master can end the spell at
imprisoned within the earth, alive in sta- will; once stopped, it cannot be started
Earthgrip sis, helpless until freed by digging, natu- up again. He need not concentrate upon
Level: 7 ral forces, or a dispel magic cast on the the plants to maintain it.
Range: Touch spot.
Duration: Permanent A Master can always choose to have a
Effect: One creature is attacked by earth lesser effect occur than the usual result of
This spell can only be used when the the compared scores. Earth elementals
target is on the ground. The Master struck by an earthgrip spell are instantly
touches the creature ('to hit' required) sent back to their own plane, exhausting
and exerts his will to cast the spell. Both the spell.
Master and target roll Id 12, and the spell
effects are as follows:
24
Five Seines
by Ed Greenwood
Table of Contents
Introduction 2
The History of the Shires 3
Climate 9
Agriculture in the Shires 9
Topography 10
The Defense of the Shires 11
The Calendar 15
The Sacred Mysteries 16
Halflings, Heroes and Highwayhin 21
The Pirate Life 34
A Visitor's Guide to the Five Shires 37
Credits:
Design- Ed Greenwood AD&D, DUNGEONS & DRAGONS, D&D, and WORLD OF
GREYHAWK are registered trademarks owned by TSR, Inc.
Ed.ting: John Fitzgerald
FORGOTTEN REALMS, BATTLESYSTEM, and PRODUCTS
Product Manager: Bruce Heard OF YOUR IMAGINATION and the TSR logo are trademarks
Coordinators: Bruce Heard, Karen S. Boomgarden owned by TSR, Inc.
Cover Artist: Clyde Caldwell Distributed to the book trade in the United States by Random
Interior Artist: Artie Ruiz House, Inc., and in Canada by Random House of Canada, Ltd.
Graphic Design: Stephanie Tabat, Dave Sutherland, and Distributed to the toy and hobby trade by regional distributors.
Dennis Kauth Distributed in the United Kingdom by TSR UK Ltd.
Cartography: Dave Sutherland, Dennis Kauth, and
Frey Graphics This module is protected under the copyright laws of the United
S CS of America An
Typography: Betty Elmore "" - J reProdu"ion ° r ° t h « ""'V*?'™? usc
of the written material or artwork herein is prohibited without
the express written permission of TSR, Inc.
Dedication
This one's for Grandma and Aunt Clara. See? There still
are magic kingdoms.
Do It youu Way
First and foremost, play in The Five
Shires should be fun. The Shires are
green and beautiful and for the most part
O)€ TIiiuD RisiNQ into the woods than the hin had ever seen some hin were obviously unsuited for the
before) and laid in an underhill tomb to duties of ruling, and woe betide the
There was still no king among the ores. rise and lead the hin in "The Fourth Ris- small, rich realm if such a one ever came
Ore bands went about with ready weap- ing" that might one day occur. to the throne.
ons, clashing when each side thought it It was not by feats of arms that hin Still others thought a system where
could manage a victory. Hin quietly fol- regained their land, however. The various many ruled—perhaps a Council of
lowed such bands, whittling down their invaders simply went on fighting each Elders—was the only way to avoid abuses
numbers by night, or when circumstances other until all were too weak to prevent of power and the rash thinking of youn-
isolated an ore warrior. the return of hin to farms and holds and ger hin. This group always came to bitter
Before summer ended only a few hun- harbors. disagreement over which Elders should
dred ores were left in the land who could Clan after clan went back to the lands sit on the Council, and how future mem-
bear arms. The hin were not to win back their Elders said they had held before the bers would be chosen, and which clans or
their realm so easily this time, though. ores came. Each hin clan cleared out settlements should be represented and
Many human raiders began to appear whatever creatures with whom they did which not? It was obvious to all, as a sum-
along the coast. Hearing of the Orcstrife, not want to share the land, rebuilt what mer passed while tongues wagged, that
they reasoned that ores at war are only a they had to rebuild, destroyed what they no government of all Elders would ever
little more dangerous than ores at any could not abide, and got on with life. make decisions swiftly enough to safe-
other time and might be too busy, or too This slow rebuilding of the halfling land guard the realm.
weak, or too intent on destroying each and people went on for nearly a decade By winter, one of the younger war-
other to guard their mines as well as oth- before Elders began to speak of the resto- leaders had heard quite enough. He went
erwise. ration of Shaerdon. into the hall where the Elders were
So men came, and hin fought them, In each clan stronghold there was now meeting—hastily built, its roof had
and the ores rallied. Gnolls appeared a sacred place where a Crucible of Black- begun to leak in the fall rains, and the
again, and some dwarves. The onetime flame was kept and when the Keepers Elders were arguing how best to repair
Hinhome became a lawless land of roving spoke of a new ruler, hin listened. At last it—and shouted them all to silence. Then
bands and bloody skirmishes. Monsters it was agreed that the Elders of each clan he proposed a plan: they would name a
roamed the woodlands, feeding on all should gather at a ruined ore city in the Sheriff, a general and high justice com-
combatants alike. Long years of sporadic south, the only place large enough to bined, to see to the defense of the realm.
warfare and banditry began. For the hin, house them all together. The rebuilding Elders would see to the governing of their
it seemed a hopeless fight; but it was one of this city began; Shireton was born. It own clans by advising their Clanmasters;
they must win, or perish utterly. took several years to ready the city as out- the Sheriff would govern the realm as a
lying clans took their Elders toward it by whole. Each clan would provide warriors
•C17G HiMe of Heuoes easy stages, repairing roads as they went. to defend the land under the command
A new spirit was awake in the land. Hin of the Sheriff; the Sheriff would have no
The lawless years dragged on, decade
dared to hope again, but more warily and lands or men of his own. The Elders, by
after decade, until it seemed the woods
far better armed than before. meeting in Council, could vote a Sheriff
below the Black Spires had always been a
out of office; otherwise, he or she would
land at war, ruled by no-one. Hin dwelt
RestcmatioN serve for life or until resigning. The Sher-
in the deepest woods using missile weap-
iff would rule absolutely in all matters
ons to hunt and drive away foes, or When the meeting-place was ready and between clans, such as freedom of roads
retreated to deep places in the mountains the Elders gathered, a great Council was and mines for the use of all, boundary
where they fought several vicious little called. All Elders were allowed to speak as disputes, recognition of clans and Clan-
wars to prevent dwarves from moving in they saw fit. Days of talk resulted. Out- masters, the establishment of laws and
and slaying every halfling to be found. side, younger hin quickly worked out a currency, and the sharing of food in hun-
Many hin ballads tell of the deeds of plan for defense of the land. The hin gry times.
hin Heroes of this time—Nob Nar (per- began to control their land, for the first
haps the most famous hin of all), Brin- The Sheriff would make up his own
time in almost two hundred years. mind in all matters, with no one to forbid
dorhin, and Coberham Shadowglint, to The debate raged on. Many Elders
name a few. Amid the strife, many him but all hin and others accepted as
were adamant that no Clanmasters be neighbors in the land could speak freely
Heroes were overwhelmed far from any allowed any direct say in government to
hin witnesses and thus were never seen to to the Sheriff without fear of reprisal.
prevent clan being set against clan ever The war-leader, Gunzuth, was a hith-
fall. This led to legends of this or that again. Others were just as adamant that
Hero put to sleep by magic (human erto quiet, ugly hin youth who had no
no single ruler should be installed—see known clan. He was no fool, however,
explorers had brought far more magic what that had brought the ores! Besides, and had quite run out of patience. The
D € f €NSG Of
The very beauty and rich resources of the The visitor to the wilderness areas of records. Fang troops should be consid-
tranquil Shires make them prime targets the Shires will likely encounter three dif- ered veterans who know the terrain and
for anyone wishing to conquer or plun- ferent types of armed hin: Krondar (the ways of the wilderness Shires well. They
der. The continued tranquility of the deputies of a Sheriff, described in the are lightly armored but are all equipped
"tiny, unimportant" Shires is due in very Players Guide, who will be met while act- with not less than two weapons of "excel-
large measure to the demonstrated effec- ing as police), "Fangs," and "Strikers." lent" quality.
tiveness of halflings in defending their Many Fangs are accompanied by vol-
homeland. FaNQS unteer mages and clerics of low levels who
wish to taste adventure, or by higher-
The 'Fangs of the Shires' are battle
WantiMe level adventurers when a Fang is engaged
groups led by a Knight-Hero (8th level
in a specific mission of interest. Even
The Grand Army of the Shires exists only halfling), usually 40-60 hin strong, and
without magical aid, however, any hin
in wartime and has not been raised since are standing troops, ready in arms to
force can be formidable, considering its
the first invasion of the Black Eagle Bar- answer any alarm sent by a militia patrol.
separate denial powers and morale. Fang
on. All clans send some hin to the militia Patrols consist of 15-25 hin led by a
leaders may well wield magical "Blackfla-
training camps to learn their war skills halfling of not less than 4th level. Riders
me" weapons.
while patrolling the borders of the Shires. on small, hardy ponies exchange reports
Whenever a hin force is raised, most of between patrols and the nearest Fang
the halflings fighting in it will have some encampment at least once per day. Type of Unit: Fang
military experience and discipline The Fangs will form the cores of hin Troop Class: Excellent; BR 150 (BFR
because of these camps. regiments if war is declared; they ride 106)
about on light, fast ponies although they MV: 30 miles/day (12 miles/day
Regiments of 1,000 hin are usually
almost never fight on horseback, and are afoot, in mountains; 20 miles/day
commanded by Knight-Heroes (8th level
armed with daggers, shortswords, and "forced march" in woods or open
halflings). Each Commander will be aid-
light throwing spears of excellent make. country)
ed by a deputy, or "Yondar" (6th level),
A Fang, however, prefers to rely on its Weapons: Bows, slings, spears, dag-
and by any Masters, Knight-Heroes, or
slingers and archers (every fighting hin is gers, shortswords.
human mages or fighting clergy who wish
to assist. By tradition, hin who are led one or the other; some are skilled at
beyond the borders of the Shires to fight both), and it is the way of hin to keep to
must volunteer for such duty, and hence cover, never missing in the open. If cor- Militia
any units of such an expeditionary force nered on open ground, they will set their In contrast to most Fangs, a militia unit
will be known as "Volunteer Regiments." spears up in menacing lines, ends driven called up hastily—that is, one led by Clan
Calling up hin to arms is simple. into the ground so that the points form a Elders rather than one that has been
Alarm horns bring hin in an area to readi- wall against charging horses and warriors formed around experienced Fang person-
ness, weapons and gear are gathered, larger than halflings. The hin will crouch nel as its officers—is typically: a 6th level
marching food gotten ready, valuables behind these as cover and sling away like leader and 4th level deputy ('captain')
and necessities packed ready for quick fury. commanding 40 second level troops,
hiding or travel, and so on. Masters, The Shires are a beautiful and rich land equipped as the Clan can manage. All
Knight-Heroes, and Krondar serve as desired by many. Hin must be ready— will have daggers, slings, and some form
messengers to Clanmasters who simply and seen to be ready—to defend it. At of shortsword. Bows will be used by 4%,
summon the clan together and decide least one Fang will be ready, encamped in 10% will carry spears, and another 10%
who shall answer the call and how they the open, somewhere in each Shire at any will wield pikes. Twenty five such units
shall be led and equipped. If a clan has an given time. (these small units are called 'Swords' if
'acting clan chief,' he always volunteers to In War Machine terms, consider a typi- formed entirely of clan hin, and 'Shields'
lead the clan warriors into battle so that cal Active Fang as follows: One 8th level if formed around experienced Fang per-
the Clanmaster will be more likely to sur- leader, one 6th level deputy, eight 4th sonnel) make up a Regiment. Within the
vive and see to the safety and continuance level sergeants, and 50 troops: 20 3rd Shires there is rarely time to assemble
of the clan. level hin and 30 2nd level hin. They are such large hosts; small, mobile groups are
'Fighting hin' or maximum militia active at least 10 months out of every year, preferred by the hin.
strength is 60% of total clan population. their leaders are with them almost always,
In peacetime, 10-15% of a clan will be and they train for at least 16 weeks annu- Type of Unit: Militia 'Sword'
under arms for training, patrol or guard ally. A Fang fights ores and other mon- Troop Class: Fair; BR 74 (BFR 56)
duty, or active Fang duty, at any one time. sters almost weekly in the mountains, MV: 24 miles/day (10 miles/day
The militia never leaves the Shires. and almost all Fangs have good battle
Five of the small sailing ships have ship smithy-work, come from Darokin. No is the chief trading partner of the Shires,
values of 4 (2 when damaged), and seven tariffs exist on such trade and halflings narrowly topping Darokin.
have ship values of 3 (1 when damaged). are welcome in Darokin just as humans of Alfheim: Elves are welcome in the Shires,
All move seven hexes (4 when damaged). Darokin are welcome in the Shires. as halflings are welcome in Alfheim, but
The 4-7s are the Sea Lion, the Shire Karameikos: Relations between the direct trade between the two nations is
Dragon, the Hin Trident, the Deep Ser- Shires and the Grand Duchy are close but light. Much food and metal from the
pent and the Black Shark. The 3-7s are somewhat strained. Hin grow weary of Shires finds its way to Alfheim by way of
the Dagger Octopus, the Scorpion Crab, the constant attacks and trade disruptions Darokin. Halfling and elven caravans are
the Toth Arrow, the Shireton Sword, the of the Black Eagle Barony and expect rarer than those of enterprising human
Shireshield, the Wave Striker, and the Duke Stefan to do something about it. merchants of other lands who act as 'go-
Flame Sword. They are in a position to be heard, too, betweens' to connect the Shires and Alf-
Hin navy ships are known for their because the Grand Duchy can get food heim.
fearless seamanship in storms and their and metals from the Shires far more easily Ierendi: Traditionally good friends, the
devastating archery, but the navy as a and cheaply than from its own interior Shires and the Kingdom of Ierendi are
whole is laughably small in both ship size areas and as the population of Kara- naval neighbors who trade with each oth-
and numbers. meikos grows, the food exported by the er heavily. The Ierendi bring the goods of
Shires will become increasingly impor- far-off lands to the Shires in return for
RelatioNS Witty Specific tant. needed food, metal, and ship timbers.
NatioNS aNfc Peoples No open trade occurs between the Individuals of both nations feud with
Shires and the Black Eagle Barony, but individuals of the other land, particularly
Darokin: Friendly trading relations exist seagoing merchants of both lands seem to those who carry on piracy, but hin pirates
between the Shires and Darokin. Goods encounter each other with surprising fre- rarely attack a ship known to be Ierendi.
pass between the two lands in a steady quency on Harborlee Rock and on land Minrothad Guilds: Little direct contact
stream overland through Mar or by ship near Riverfork Keep. Ships leave Shireton occurs between the Shires and the
via the port of Athenos. Raw metals and Port, Thantabbar, and Tothmeer almost Guilds; many goods change hands
food are exported by the Shires and fin- daily for the coastal cities of eastern Kara- between the two lands via Karameikos
ished goods, primarily cloth and fine meikos. In terms of volume, Karameikos and Ierendi. Relations are cordial but dis-
Mysteuies
PnotectiNQ Blackf laMG Puotective Blackf laivic to have any influence over it at all. Only
POWERS in very rare cases (01% chance per point
Normal heat and flames will diminish or of intelligence and wisdom over 14) will a
even quench Blackflame. This seldom Blackflames vary in effective range hin instinctively know how to work with
happens when a Keeper is near, for the depending upon available fuel and use of Blackflame without instruction.
Keeper will absorb some Blackflame into their powers, from 360' down to 0' A Keeper within active range of Black-
his own body to preserve it. (touch). In addition to the powers flame is immune to the disabling effects
DMs should decide the rate at which described on page 29 of the D&D® game of acute pain, nausea, natural or magical
Blackflame is so harmed by determining Players Companion rulebook, Blackfla- fear, and any form of charm, awe, or
how much power a given Blackflame has me has some unique powers usable by domination. A Keeper's mind cannot be
when it is attacked. halfling Keepers. Others who know how controlled, influenced, read, stunned, or
*A Large blackflame (having full 360' to command such powers can also use confused while within active range of
effective range) has 72 hit points. them. Blackflame. Nor can the Keeper be suc-
*A Substantial blackflame (having a In the event of simultaneous attempts cessfully cursed or affected by sleep mag-
range of 100' to 359') has 60 hit points. by several beings to make a single Black- ics.
*A Smallish Blackflame (having a current flame do different things, the 'home' By direct physical contact, a Keeper
range of less than 100') has 48 hit points. Keeper will prevail over all other beings. can extend all such protections to other
*A single tongue of Blackflame (such as If there is no 'home' Keeper present, the beings. Up to four creatures can be pro-
an untended flame in a natural setting, or Keeper with the most experience will tected so long as they are continuously
an almost exhausted clan Blackflame) can automatically prevail. If there are no touching the Keeper. They may cast
be extinguished by dealing it 24 hit Keepers present, the Witness with the spells, hurl missiles, or fight and remain
points of heat or fiery damage. most XP will prevail. If no Witnesses are protected so long as contact is main-
Note that Blackflame damage can be present, the hin Master with the greatest tained. The Keeper need not concentrate
cured by cold or ice magics or applications experience will prevail. Otherwise, the to maintain the protection once it is
of actual ice or snow. Blackflame requires halfling with the greatest experience will begun, but by act of will can end it
the presence of gases for combustion but command the Blackflame. In all cases, a instantly without breaking physical con-
not necessarily breathable air. hin must know how to wield Blackflame tact.
dcrcd immune to all attacks or effects sling. Objects appearing will be chosen spell-like natural powers, and the effects
that would ordinarily cause paralysis even randomly from the arsenal's contents; the of magical items. The sword will suck all
in situations where no saving throw is wielder of the sling cannot choose to have of an area-effect magic (such as a fire ball)
usually allowed. Although such a cloak a key appear out of an arsenal full of sling into itself, so that the attack does no dam-
does not make its wearer invisible, it does stones, except by luck. age to any creature within the area of
foil infravision by shielding its wearer's Objects in a Blacksling's arsenal cannot effect. The attack will cast back in full
infrared aura. be reached, detected by, or harmed by upon its source in the following round.
Cold attacks do not affect a Cloak of others. Physical destruction of the sling This reflection can be escaped only by
Blackflame, but all other sorts of attacks will cause the loss of the arsenal of objects leaving the plane the sword is on, in
will affect it normally. A damaged cloak onto another random plane. A Blacksling which case the sword will pulse to tell its
will confer full protection until it disinte- saves vs. fire and magical attacks at + 3 , bearer that this has occurred. The bearer
grates utterly into smoky wisps of vapor. and can suffer 14 hp of physical damage can then discharge the magic wherever
This occurs when a cloak suffers 14 hit before being destroyed. desired, with range and effects as origi-
points of damage. Damaged cloaks can Many hin have devised glass globes nally cast or unleashed. This is the only
be repaired by a Keeper or other skilled filled with powder to irritate, blind, or case in which the blade-bearer can choose
hin using Blackflame. A day's enchant- mark targets. Globes are also often filled where to direct magic that the blade
ment (at normal XP and 'flame-drain' with oil or smoke-powders. Objects in a reflects. If no discharge is willed within
costs) will restore 5-8 (Id4 +4) lost points Blacksling's arsenal cannot be struck or the round, the sword will forever absorb
to a cloak; no physical repairs, and thus otherwise broken, damaged, or stolen. the magic, silently and harmlessly.
no gold piece expenditure, are necessary.
Sword of Blackflame: 275,000 gp/12 Dagger of Blackflame: 175,000 gp/7
Blacksling: 90,000 gp/7 days/22,000- days/37,000-41,000 XP days/22,000—27,000 XP
27,000 XP Certain slim, rapier-like shortswords This normal-appearing dagger has
This rare and powerful weapon appears borne by hin are in reality Swords of powers quite different from a Sword of
as a light, wispy black sling, easily con- Blackflame. These precious and powerful Blackflame. It is a +2 dagger that can
cealed amid or beneath clothing. Operat- weapons can be identified by the appear- extinguish all flames it touches, affecting
ing as a +3 'to hit' sling (no damage ance of their blades: shimmering, ever- a lO'-radius spherical area per round.
bonus), these devices feel slippery and shifting glossy black in hue, with white Flames caused by a continuing process,
slithery. They are hard to snatch or steal bubbles and cloudy mottlings within the such as a lava flow, will reignite 6-11
(add 2 points to all ability checks metal that move about constantly. In (Id6 + 5) rounds after the dagger's touch.
involved), and cannot be used to tie shadows, darkness, and near-darkness This automatic power will occur when-
things or creatures. such blades become invisible. They are ever an unsheathed Dagger of Blackflame
Use of a Blacksling enables non- undetectable by infravision and magic- comes into contact with flames.
magical projectiles to strike targets that detecting abilities and magics at all The dagger's flame-quenching power
can normally be hit only by magical times. allows safe passage through flames. Note
weapons. The sling's 'to hit' bonus is A Sword of Blackflame is a +4 weap- that blast effects, intense heat, and haz-
added to any bonus possessed by magical on. By mental command, anyone hold- ards such as falling timbers can still harm
projectiles. ing a drawn Sword of Blackflame can creatures using the protection of such a
A Blacksling has an attached extra- bring magical silence into being in a 20'- weapon to pass through a burning build-
dimensional space accessible only within radius area centered on the blade's hilt. ing. Once every turn any absorbed flames
the active radius of Blackflame. This Such silence can be instantly ended by can be released as a spurt of flames
'arsenal' can hold up to ldlO + 10 objects will of the wielder at any time, and can extending in a line up to 40' long from
of any sort. The objects are restricted to a last for up to six continuous rounds. Up the dagger's tip, by the wielder's use of a
maximum size (each) of a halfling's fist. to four periods of silence can be created command word. All absorbed fire will be
Nothing can be added to the arsenal, by a Sword of Blackflame in an hour. All released at once; none can be saved for
which is attached to the central 'cup' of creatures within the area of effect will be later. If the release of fire is unleashed as
the sling, except in the presence of Black- silenced with no saving throw allowed, part of a physical attack, all flames will
flame. Missiles and other objects placed including the blade-wielder. strike the target (add to physical damage)
in the arsenal, such as keys, coins, or A Sword of Blackflame can also reflect and will not spurt beyond it. DMs should
gems, can be called out of the arsenal at back at its origin one magical attack per estimate the fiery damage absorbed (and
any time by grasping the sling and whis- round (additional attacks in a single released) as Id6 per round of normal fire
pering a secret command word. A maxi- round will have normal effects). This lO'-radius absorption, and 2d6 per round
mum of 1 object will appear from the ability is automatic and will work only of magical fire absorption.
arsenal per round, into the center of the once per hour. This power affects spells,
The characters included here are for the Ch = Charisma of the armies of the Shires. He spends
DM's eyes only. PCs should discover the H = Halfling much of his time riding about the Shires,
information herein only during the E = Elf noting weaknesses and repairs that need
course of play. The DM should feel free to D = Dwarf seeing to and inspecting the readiness of
alter and 'flesh out' the details of charac- m = male the hin military. Jaervosz has cleverly kept
ters given here to best suit the needs of f = female the soldiery of the Shires busy and alert
ongoing play. The following abbrevia- AL = Alignment by a succession of missions and training
tions are used in the character listings: N = Neutral exercises during peacetime. He believes
that fighting hin should know all areas of
F = Fighter Sljeiiif f s the Shires and be used to traveling about
T = Thief quickly and easily. Jaervosz is grey-haired,
C = Cleric JAERVOSZ Dusty boots, Sheriff of expressionless, and has strange butter-
M = Magic-User Seashire (mH8, St 15, In 17, Wi 18, Dx colored eyes that gleam golden when he is
St = Strength 14, Co 16, Ch 15, AL Lawful) angry. He has iron self-control and is
In = Intelligence A warrior of great reputation, Jaervosz always alert for treachery and deceit.
Wi = Wisdom is the longest-serving of the current Sher- MULTHIM Greybeard, Sheriff of High-
Dx = Dexterity iffs. Famous for his skill with thrown shire (mH8, St 13, In 16, Wi 18, Dx 15,
Co = Constitution hand-axes, Jaervosz serves as acting head Co 14, Ch 14, AL Lawful)
prices just a shade higher than they but he can't yet hide his awkwardness at Ambassador of Alfheim)
should be. dancing, especially dancing with ladies Milaster is honest and open with
Guldahan is not a bad-hearted sort, less than three feet tall. Guldahan envies smooth good manners and a ready smile.
but he is neither subtle nor jolly; he likes the easy camaraderie of Lord Donthiir of He has nothing to hide and enjoys the
parties but can't quite accept halflings as Darokin, but may never be able to match relaxed hospitality of the halflings of
more than bright, noisy children, and the it. He feels no obligation nor particular Shireton. Merry and kindly toward young
hin know it. friendship to halflings or the Shires and hin, Milaster loves parties and the compa-
Recently Guldahan has been under rather wishes his posting would end. ny of young hin ladies who are much
pressure from the halflings to get Duke Appearance: Guldahan is a tall, smitten with his charm and good looks.
Stefan to deal with the aggressions of Bar- weathered man with long sideburns and a Milaster has had a grand time in the
on von Hendriks. The Black Eagle Barony wispy moustache. He is balding quickly, Shires, aside from one uncomfortable
is a tricky problem that the Duke wants to and his brown hair and pale blue eyes interview with the Sheriffs Maeragh and
solve in his own way and in his own time give him a rather washed-out appearance Sildil who bluntly told him to behave
to lessen chances of things going wrong that his correct and dignified Kara- himself among the young lady hin unless
(such as a possible Traladaran uprising) meikan finery only accentuate. he had honorable intentions. He is afraid
when a confrontation comes. Guldahan Guldahan is never less than richly his superiors will realize that he really
has instructions to be polite and to assure dressed but is usually stiff and awkward, hasn't a lot to do here and will either give
the hin that steps are being taken and relaxing only when matters of trade and him a lot to do or recall him.
eventually the job will get done; in other commerce are being discussed. He is a Milaster entertains himself by trying to
words, to stall and try to avoid any half- soldier at heart and would be more com- learn all he can about Blackflame and the
ling moves to cut off trade supplies unless fortable in plain leathers, but will never magic of the Shires, in a desultory, easy-
something is done. allow himself this relaxation. Most hin going way that won't (he hopes) arouse
Guldahan is not stupid and has real- who take the trouble to get to know him any anger or consternation on the part of
ized that he will cut more ice with his feel sorry for him. his halfling hosts. He has more personal
hosts if he joins in the parties of Shireton magic than he lets anyone in the Shires
with less stiff humor and is friendlier to Milaster, Sire: (mE8, St 10, In 17, Wi 11, know about (although some have their
the halfling ladies. He's working at it, Dx 15, Co 11, Ch 16, AL N—Lord suspicions) and it takes care of any spying
26
cher" is always accompanied by two or the Shires. Unless they are alert or overly is never without a little vial to refill it),
more well-paid (and hence, loyal) hin suspicious, they may well believe Ulam is and has greasy, curly black hair and a
thugs or accomplices. These usually dress a friendly and helpful merchant who short-trimmed beard. He dresses well
as merchants and stay within sight of always has rope or mules or food or what- and is apt to wear golden earrings except
Ulam but do not approach unless he ever else they need to sell at fairly reason- on lonely roads. He always carries a gar-
stealthily signals them, and never openly able prices until they realize his true rote, several daggers, and darts which he
travel with him although they may "by nature. Ulam never changes, and his inti- is extremely adept at throwing (+ 1 to hit
coicidence" choose the same table to mate knowledge of local Krondar, hidey- on all such attacks). Ulam is also a terrible
drink at in a tavern of an evening. Ulam is holes, and escape routes, and the loyalty coward and will avoid combat if at all pos-
always full of schemes and little ruses to of equally shady hin around the Shires, sible. He can move with great stealth if he
separate travelers from their gear or has enabled him to survive in his chosen desires, and can also run with astonishing
horses for a short time, whereupon one or lifestyle for many years; he is not stupid speed for his bulk. He has a drawling,
both will vanish and be spirited well away or foolishly obvious in his thefts. wheezy voice.
for sale or barter and Ulam will be nearby Ulam is fat, wears many largely value-
and obviously emptyhanded, and very less rings upon his stubby fingers Bulorno, Sintyr: (mT4, St 15, In 13, Wi
sorry to hear of such misfortune. (although one contains a sleep drug on a 11, Dx 17, Co 14, Ch 16, AL Chaotic)
Properly played, Ulam could well be a little scratch-barb; this drug can also be One of the few human thieves to suc-
frequent encounter for PCs traveling in emptied into a drink on the sly, and Ulam cessfully operate in the Shires, Sintyr has
invisible stalker, she found her way south lived there happily until all the food they agents sent out of Glantri to track her
into Darokin where she slew agents of had stored was gone. An entire winter down and slay her. She hasn't recognized
Glantri whom she recognized following passed while she studied until she was any yet, but she can't quite believe no
her. She then managed to destroy the forced to either eat ores or venture down one is looking for her.
stalker by mastering some of the hitherto out of the mountains into the green, Armillian is quite changed in appear-
unfamiliar magic she carried. Then she misty Shires below. ance from younger, plumper, more light-
traded her fine but distinctive clothing Assembling a compact traveling book hearted days in Glantri, when her tongue
for the rags of a peasant farmer and of spells, Armillian buried her other was quicker than her prudence and she
bought a mule just in time to join a cara- books and came down into the Shires. had a taste for pretty clothes and
van heading over the mountains to The Armillian has been earning money perfumes—neither of which she likes or
Five Shires. here and there by casting spells and tutor- uses now. In Glantri, she had the sense to
The caravan was attacked by ores. In ing young would-be magic users, and has use a false name ("Chancel Reikos," a
the confusion Armillian slipped away come to enjoy the happy life of the hin. Karameikan name), and so can use her
with her precious books and soon became She is tired of being a fugitive and des- own name now without fear of discovery.
lost in the mountains. She wandered perately wants to relax and befriend and But she will always fear someone in Glan-
until she found a cavern where an outlaw trust someone. But she cannot escape her tri finding her by magic and taking some
band lived. She slew the outlaws with past and is constantly looking over her sort of hideous revenge.
magic as they returned to their lair, and shoulder for evil creatures or vengeful Armillian would like friends more
Seashire, Marintor Treeshadow: (mH has a rod of the wyrm, and always carries a
Master 7, St 16, In 17, Wi 18, Dx 16, Co staff of dispelling. He is active all over the
15, Ch 14", AL Lawful) Shires, particularly in the woods of
Marintor 'the Soft' (so named for his Seashire and Heartshire, and often uses
gentle speech and stealth) is a wandering the wyrm created by his rod to fly about
hin Master. Tall for a halfling and very the Shires to deliver messages from one
thin, Marintor always goes about cloaked Master to another.
and hooded in brown leather so tattered
as to be almost in rags. His eyes are very
clear and cold blue, his brows black and
scowling, but his smile is gentle. He does
not smoke and seldom speaks. Marintor
Piuate Life
Halflings may be known to the folk of A pirate crew will also have at least one Many pirates bedeck themselves with
other lands as cute little child-like crea- beautiful human or elven maiden. Some- so many gems and pieces of hanging or
tures, but to seafarers and coastal dwellers times these "ladies" are captives taken at pinned-on jewelry that they jangle and
in the western Grand Duchy and the sea, and sometimes they are prisoners res- chime with every step. Others use cap-
Empire of Thyatis, in particular, they cued from the Black Eagle Barony or oth- tured make-up to paint their faces in wild
have a darker reputation. er captors. Some have come to join the patterns or draw scary death's heads or
Halflings are cheerfully reckless sailors. pirates at an early age themselves. What- gruesome disease-like symptoms on
The more evil or angry hin, those who ever her origin, every self respecting hin themselves. Hin dislike tattoos but try to
seek revenge, or those on yallara who sim- pirate crew will have its "lady." duplicate their effects with such make-
ply love the sea and crave adventure, The pirates do not molest or mistreat up. In a word, hin pirates have fun.
become pirates. Halflings are bold their ladies; any pirate who does is imme- Most halfling pirate ships are small sail
pirates, daring pirates—and widely diately invited to swim to shore even if ships. In terms of the naval combat sys-
feared pirates. shore is two days of hard sailing away. tem presented in the Gazetteer of Ieren-
Halflings reserve their special blood- They revere them and shower them with di, they move up to 6 hexes at a time and
lust and aggressive feelings for their riches and attention, such as massages, have ship values of 3 or 4 (modified for
meetings with Thyatian vessels because of perfumed baths, and careful hairstyling. Artillery and sometimes for an Excep-
the long-ago seizure of halfling lands, The "Lady" of a crew is sort of a mascot; tional Crew). Most pirate vessels are old,
ports, and the halfling ships in them by even if a bloodthirsty bladeswinger her- small, and battered. Pirates seizing a
the Empire of Thyatis. self, she will slowly come to realize that good ship (hin pirates prefer to board and
Vessels of other nations have good rea- the object of every halfling pirate crew is plunder, not ram and burn other vessels)
son to fear the pirates of The Shirecoast. to find her a faithful mate with whom she will often give their old, leaking hulk to
Unless a ship approaching halfling waters can be happy, and set her up in wealth the crew they defeated to try to nurse
is crewed by halflings or is closely escorted somewhere along the coast. back to land.
by ships of the Navy of the Shires, it will Shireton and the coastal settlements of There are 120 or so seaworthy pirate
be narrowly inspected, probably several the Shires are full of wealthy, earthy ships, with about a quarter of those con-
times, by tiny, swiftly-racing, battered ladies of varying ages who have been stantly active. The most famous of the
and tattered pirate boats. "retired home ashore" by halfling pirate active pirate crews are those headed by
Most hin pirates are halflings of 2nd to crews. Female player characters could Red Rory Hackskull, "the halfling as tall
6th level. They are always armed with well become pirate "ladies," although it as a dwarf," who sails out of Muldair's
slings and carry 20 or so sling-stones. is a dangerous life. Many pirate ships sim- Rock and has a secret refuge elsewhere;
These are carried in a cloth bag so they ply disappear in storms or treacherous Crommor 'the Hammer' of Toth Isle; and
can be easily let go if their owner ends up waters, or in encounters with The Teeth the female halfling buccaneer Jalassa of
in the water. Such a bag does 1-4 points of Of The Deep and other legendary sea the Long Whip. Jalassa is described in the
damage as a blackjack-like weapon at monsters, cherished Lady and all. NPC section of this book.
close quarters. Male player characters will find it The legendary she-pirate Loberlinn
Most hin pirates also bear 1-3 daggers harder to win a place in a pirate crew; hin (also described in the NPC section), now
which they are adept at throwing, and a are suspicious of non-hin in groups of a Higher Master, was the most successful
curved cutlass. three or more, thinking them spies or pirate of the last twenty winters; not only
All types of weapons a halfling can use power-grabbers who will try to seize con- hin still speak of her. Before Loberlinn,
will also be found throughout a typical trol of the pirate ship. the pirate Black Adder Swiftbrand was
pirate crew, right up to and including the A halfling crew usually presents a most famous, but he perished with all his crew
occasional magic wand. Most pirates are comical appearance. Their plundered fin- when Thyatian ships armed with fire-
adept at ramming, sailing in rough seas ery rarely fits and is rarely worn properly. hurling catapults boxed him in and set
and rocky waters, and leaping from rail or A hairy, bearded, fat male halfling may his ship afire, although his blazing ship
rigging safely onto another ship. Many appear at the rail clad in the silk face-veil rammed and sank or set afire three others
hin pirate ships carry rickety homemade and coin-adorned brassiere of an Ylari before it finally foundered.
catapults to hurl rocks, garbage, or even dancer with a finely-embroidered noble's Before Swiftbrand there was Jenkin
dead ore corpses onto the decks of ships vest from Thyatis. He may have a hat tied Firebeard and the Nightstriker, Bross Lot-
they engage. on with silk ribbons and beneath it the sotricks Hillhallow. Many are the exciting
A halfling pirate crew will often finest diaphanous white silk gown availa- stories of bloody battles, daring raids,
include a scattering of humans, for the ble in the Grand Duchy, all worn over and long chases across the seas that the
ranks of the halfling pirates are a refuge leather shorts and high sea-boots, both hin pirates of now-gone days have left
for outlaws and shady characters of all the studded with rusting and battered armor behind in taverns of all the coastal lands.
coastal lands. plates. They've left lots of treasure; lost, hidden
and never reclaimed when they sailed lots of food so that they can stay at sea for not pirates.
away and met death, or just forgotten at long runs. Contraband must often be The Sheriffs know better, of course,
some stopover rock or other. Human stored on deck to take its chances in heavy but the existence of the hin pirates keep
adventurers hoping to find quick riches seas. the Shires secure against naval attack or
sometimes risk a quick run to explore this The use of fire-pots and fire-darts, as marine blockade or dominance by a rival
or that remote rock off The Shirecoast, well as darts that carry fine cord to estab- nation, so the Sheriffs turn a blind eye to
looking for buried treasure. And some lish a line that pirates can swarm across to hin piracy. There are no laws against
have found it. Most searchers simply another ship, are fairly common. But piracy.
don't return; the storms, treacherous most halfling pirates still depend on nim- If the evil growing in Shireton Port
shoals, and the pirates, see to that. ble sailing, savage swordwork, and accu- continues unchecked, or hin pirates
DMs should locate any such surviving rate slinging to carry the day. begin to raid halfling ships or ports in the
treasures in their own campaign in the Most pirate crews take five or six prizes Shires, this easygoing policy may well
smaller, more southerly rocks off the a year and may raid a Thyatian harbor or have to change.
Shirecoast. These rocks are not shown on put ashore in the Black Eagle Barony for a The Navy of the Shires will not support
any map available to PCs but left for char- little brigand-work once a summer as pirate vessels in attacks on foreign ships,
acters to discover, hopefully before well. but it often attacks unauthorized "for-
pirates discover the PCs. The Sheriffs of the Shires simply pre- eign raiders" who happen to be in hot
A typical halfling pirate crew will be tend that there are no halfling pirates. pursuit of a halfling pirate vessel that
30-40 strong with perhaps 2-5 of their The Navy of the Shires protects some tried to bite off more than it could chew,
number non-hin (almost all of these will legitimate vessels against attacks in waters or rescues hin from a foundering pirate
be human males). Magic users and clerics claimed by the Shires. All pirate vessels ship or shipwreck.
are rare on the seas although clerics will- are assumed to be crewed by desperate or Hin pirates are not strong enough to
ing to heal wounded pirates in return for evil foreigners under the sway of das- threaten nearby Kingdoms, but do ham-
rich offerings can be found at most of the tardly Karameikan raiders serving Baron per merchant-captains. Halfling pirates,
ports that the pirates take refuge in. von Hendriks, or lawless renegade Ieren- in short, are no laughing matter—unless
Halfling ships are always crammed di sailors. Vessels crewed by hin must be you're a halfling pirate.
with casks of beer and drinking water and legitimate shippers of one sort or another,
bones but no treasure. The bones were a The Boots & Cat, The Thirsty Throat) of aboveground; most hin simply sleep their
mix of elven, dwarven, ore, and human, lost mines in the hills nearby and of the "fourthday" through. Medicine and care
and were so old that they usually crum- ghosts of dwarves and worse that haunt in Longflask is probably the best in the
bled to dust when disturbed. The hill the upper Wardle west of the village. Eve- Shires; the three clans based here have no
may be largely composed of them. ry year some hin disappear in the moun- desire to lose all their best blood.
Today, Ringrise is the busy center of the tains near the village, it is true—but far Hin who are too young or frail to work
older mines of Highshire. Its broad, grav- more vanish north of Aercruth each year, the mines are constantly scrambling
eled streets have been worn by the pass- too, and it is little cause for comment. around the nearby hills in search of new
ing of many carts into deep channels veins of ore rich enough to be delved into
below the level of the surrounding land; LONQfISLSk for a new mine; over the last dozen years,
to lessen erosion, moss has been planted fourteen new pits have opened.
Population: 700
on the road-banks and trees encouraged Mining has become something of a
Clan Holds: Fernshiver, Nixnoddle, Rag-
to grow. Hence, Ringrise is a very beauti- compulsion to hin in Longflask. High-
gedleap
ful place often shrouded in mists on cool shire draws all of the most ambitious and
Longflask is a fairly new place; a busy vil-
mornings. Ringrise boasts an above - eager hin of the Shires; where a hard-
lage of rough stone buildings crammed
average, old and comfortable inn, The working hin of Seashire might call it a
into a high valley where new and very rich
Old Stone Ring. Comfortable for hin, day, the miner of Longflask will rub weary
mines have been opened in the last thirty
that is; the four foot thick stone walls eyes with numb fingers and attack the
winters. Carts of stone rubble are con-
enclose rooms five feet high or less, nar- rock with pick and hammer again for a
stantly rumbling through the village and
row dark stairs, and some doorways are as few more hours.
being tipped down the side of the wind-
low as four feet in height. Taller visitors to Precious metal is plentiful in Longflask
ing road that leads out of the valley to
Ringrise usually stay at the newer Fern- although gems are rarer here than further
form a huge stony waste.
bank Inn at the north end of the village. south. Thievery is low; few thieves can
The best smiths in the Shires are said to Weary hin work long hours under-
ground here and do little when they come make off with a cartload of raw ore in
work in Ringrise; certainly the best horse- their pockets undetected. What ore is
shoes come from Ringrise. Many tales are up save sleep and drink. Every fourth day
a hin must, by order of the Sheriff, rest refined here is heavily guarded by the
told in the taverns (The Weary Miner, clans; weapons are always at hand for this
goes on in a covert fashion but it goes ling size, there are over 8,000 mail shirts Black Pit (listed in descending order of
through the ports farther south on The stored here, well-oiled, for your personal cleanliness and quality). The shops in the
Shirecoast via transfer points at Harborlee use if you can get them out past the Keep are spartan but well-stocked.
Rock and elsewhere rather than here. watchful eyes of the guards. The guards The actual governor of the Keep, in
Over half of the population of Rollstone are very vigilant because there are also everyday and practical fact if not in name,
Keep consists of the standing army of the enough spears, arrows, and swords here is the Commander of the Keep, the
Eastshire Fangs, known as "The Black- to sink several merchant ships and Knight-Hero and Fang General Jolthiir
watch Regiment." Most of the other hin enough food stored here to feed all the Battlebur (8th level, and the constant
in town are the Journeyfoot clan who Shires for a month, even if most of it is in bearer of a sword +1, flames on com-
lived here before the village was fortified such unappetizing form as tons of raw mand, a weapon detailed in the D&D®
and are still allowed to fish in their small, turnips and parsnips. The food-store is Expert rulebook). Jolthiir has a private
ramshackle boats out of the Keep's har- constantly being replenished from all store of potions of healing that he will use
bor. Fang officers regularly inspect such over the Shires by order of the Sheriffs, to aid himself or those who do service to
boats for contraband which has forced who pay for all this by shipping the food the Shires or hin in the vicinity, and are
most Journeyfoot smugglers to make a that has been stored the longest to Kara- laid low.
side trip to the fishing-village of Nob's meikos or back to the Shires for sale and
Boots to unload such cargo before return- consumption. MallowfenN
ing to their home harbor. The one inn in the Keep is run by the
Population: 800
Rollstone Keep is a quiet, fairly light- Fangs (so they can keep watch over who
Clan Holds: Boldnose, Hoefurrow, Rally-
hearted place despite the frowning stone comes and goes). The inn is known as The
tongue
walls and the many troops. But non-hin Happy Fisherman. There are only five
Mallowfern is a busy and prosperous cross-
will be challenged often and alertly; there taverns in town so as to keep crowds of
roads village where many hin merchants
is constant fear of some treachery on the drinkers— mainly soldiers—small and
buy cargoes of fresh food to take out of the
part of the Black Eagle Baron. Horses are controllable by the Krondar and senior
Shires via Nob's Boots for sale in Ierendi or
trained in Rollstone Keep for military use Fang officers. They are the Rollstone
Karameikos, and many imported goods
and most of the armor used by the troops Arms, The Tired Soldier, The Sleeping
from Wereskalot change hands.
of the Shires is made here. If you're half- Spectre, The Groaning Cask, and The
magic known to man, from the Seven ticularly reckless stupidity (several ambas- 'no magic use inside the tavern or at the
Secret Crafts of Glantri (see The Princi- sadors before the present one) once tavern or those within it.' The tavern is
palities ofGlaatri Gazetteer) to the little- learned of Moon Hill's reputation and known as The Useless Unicorn and trav-
known arts of the hin Masters. sent a half dozen agents to gather some elers are warned that anyone creating a
Magical items galore lie hidden and magical items. The agents, high-level nuisance may be told by some frail old
well-guarded here, and those who learn thieves, were all delivered back to the man or other to "step outside, fancy-
of Moon Hill's reputation will find tutors ambassador's private chambers, one a pants," where the aged patron will feel
here, for many a powerful mage has night, to appear beside him hideously free to unleash his 30th level magic.
retired here and has the time to spare for transformed by magic but otherwise Remember, you have been warned.
teaching and demonstration. The dis- unharmed. On the road south and east of Moon
honest and the opportunistic are warned, Other hin whisper of dark non-hin Hill, just before the Moon Hill Road joins
however, that the kindly next-door forces from Shireton Port that mounted a the main Coastfollow Road between
neighbor of a tutor one is planning to midnight raid upon Moon Hill. The next Shireton and Deepmoss, there is an inn
dupe or rob may indeed be the wise best morning, small and gory pieces of the for the use of those travelers who wish to
friend of one's intended victim, with the raiders were found on a back street in the go through Moon Hill but not stop there.
spells of one perhaps twice as high in Port, neatly arranged amid the blood, to It is a charming old place dug into a hill-
experience levels as one's tutor! spell out the message: "DON'T BE SO side so that only the white marble foun-
On the surface, this quiet little com- FOOLISH AGAIN." tain of a nude hin and elf with water
munity is almost too quiet for a settle- spouting from their mouths can be seen.
ment this close to Shireton. The residents On the surface, Moon Hill is a sleepy It is run by a Knight Hero (8th L halfling)
like it quiet and have the power to make little town with no inn, although it has a Simmera Oakhollow, and her longtime
and keep it that way. Undesirables may camping-grove with drinking-water adventuring companions Orbold Eri-
find themselves magically compelled or watched over by two hin Masters who take danor (10th L human cleric) and Janszuth
hurried onwards, or may become hope- care to keep hidden most of the time. It Irmpetiir (6th L human fighter, and
lessly lost in an open field with a clear does have a tavern, run by a 30th level former Ierendi pirate). The inn is named
view of known roads and countryside all human fighter known as Corwin Long- The Chime of Charms for reasons known
around. A Thyatian ambassador of par- sword Bloodstar, who has a strict rule of only to the three companions, and is a
47
Sixteen Krondar are stationed at the but does apply to guests staying at either Zotft Isle
Sheriffpost in Rattlecart, which boasts a inn: the horses need their rest, as do the Population: 400
large jail beneath it, but only two are for oxen and other beasts of burden that have This forested island off the mouth of
the village. The others are 'Krondar of struggled to pull wagons into Rattlecart Tothmeer's harbor is home to many
the Road,' who patrol the road west to during the day and are expected to haul retired hin and is the seasonal home of
Tothmeer, the hills behind Rattlecart (a them out again in the morning. The cur- many more pirates and fishermen. Many
persistent refuge of hin outlaws), and the few is a somewhat flexible affair but row- small but luxurious homes are tunnelled
edges of the reputedly dangerous woods dy guests will be severely told off and not into its steep slopes, largely hidden in the
east of the village. welcomed back. ferny banks and undergrowth of the for-
Rattlecart's role as a way-stop on the Clay pipes used by many city hin in the est that cloaks the island.
Tothmeer road has given it two large and Shires (rural folk seem to prefer hand-
Toth Isle has no proper road, only
excellent inns: The Trembling Troll, run carved wooden pipes of their own or local
tracks, but it does have two docks and sev-
by the Knight-Hero Jaorge One-Eye making) are made here in a secret manner
eral anchorages on its landward side.
Wanderfence; and The Found Crown, by Abran Oldhill and his wife Tethega
Much treasure is said to be hidden upon
run by the sharp-tongued, two-foot-tall from clay dug from the banks of the Flur.
it, some buried and some kept within the
hin Jalessa Spitfire Nobbleneer. Both are Oldhill pipes remain somewhat flexible
houses of its owners. Much smuggling
old and well-known; the Crown is slightly and malleable until they are smoked for
takes place to and from Toth Isle by ships
more expensive but also slightly more the first time; thus breakage during their
not quite bold enough to run right into
exclusive and quieter. There is also a wild cart-trips across the Shires is lessened.
Tothmeer harbor under the eyes of the
tavern in the village, The Leaking Cup, navy. Powerful hin and non-hin are said
and an excellent stable run by Oldor t:i7e Isles to live here, quite jealous of their privacy
Ogglemurk. and with well-defended homes. Details
Rattlecart is one of the few places in the The Shires lay claim to many small islands
and rocks off The Shirecoast, but two are of Toth Isle are left to the DM; it is sug-
Shires to have a curfew; unusual because gested that Toth Isle be a very nice place
halflings like to run about partying on large enough to deserve mention here:
to visit but a very hostile place to poke
warm summer nights. The curfew around.
doesn't apply to road trade or the tavern,
inlets and docks just before it flows out hungry 'nighthin' (thieves) for long. taverns than homes," and there are
under the city wall into Shireton Port, indeed many. A few are noted here: The
known as "The Manyways." AccoMMooatioNS Three Dwarves, The Bent Shield, (a wild
dancing club tavern), the Slipsilver Cup,
Shireton City has many fine inns and
Punks The Moonhunt, The Princess and Frog,
guest houses to serve the many visitors.
the Thinsilver Seat, and The Singing
Shireton's parks are known as Greens, These include solid, unpretentious places
Swan (known for its hired minstrels).
and it is rare to stand on a major street in like The Fireside and The Kippin' Grif-
fon to truly excellent establishments such A good place to avoid unless one likes
the city and not be able to see the green-
as the Bluefrost Inn and Turtletowers Inn. bloody brawls is the notorious dockside
ery of at least one park. The Unicorn
There are also very expensive places such Blackbottom Tap tavern. The Winebuck-
Green is probably the largest and most
as Yondel's House and exclusive, 'class' et tavern is as shabby and shady, but is
beautiful of these carefully-tended
houses such as Shadowshaws House and policed by many bouncers to keep the
Greens, but little bowers of great beauty,
Stonelions. There are also a few 'wild' damage down. Catchhalfling House is a
ideal for lovers' trysts and much shadier
places such as Scareskittle House, a fun, gambling house and fence for stolen
business, can be found in Spindleknoll
rowdy, offbeat place where sleep can be goods. Some of its regulars are said to sell
Green, Coppergates Green, Oldoaks
elusive indeed. All of these inns can drugs and poisons if approached with the
Green, and Brass Keys Green. Krondar
accommodate human-sized patrons. proper discretion.
patrol these parks closely, particularly
Easthin Green, where many bodies have The Flame of Gold Gambling House
been found over the years. Most Greens and the many stalls of Tosscoin Square
FooO aNt> FUN provide other ways for hin to let go their
are a mass of trees and rock garden banks
enclosing a pool and several small lawns Visitors need not stay long in their rooms, coins in the pursuit of fun.
or borders. Riverbank Green contains a even after the shops have closed and deep
small stone pavilion used as a place of night has fallen. Shireton is famous for its BusiNess
worship by many visiting clerics. Most restaurants, notably the 'mystic' decor of
The Jade Hin and The Golden Goblin, Most visitors come to Shireton to conduct
Greens are home to many birds and trade. Almost all goods and services can
squirrels; larger wildlife rarely survives and its roaring taverns.
be had in the city, if one knows how to
One visitor said Shireton "has more
with no fear of a knife in the back or theft Shires. Those without good reason for ing of the rightful owners in a trice if it
of their cargoes. being in the Port, particularly if they are proves necessary. They have developed a
Rats are kept down by periodic hunts, carrying weapons, will be subject to network of servants and informants.
as are worse predators. Krondar like to instant expulsion from the Port—usually There is a fairly safe area in the Port
conduct surprise raids by day, reinforced a working passage on the next ship out. where most of the hin clans who make
by hired magic users and clerics, to clean Be warned that Clanmasters and other Shireton Port their home live. Most of the
out specific trouble spots amid the maze hin who hire foreigners always inform evil creatures who lurk about the Port are
of crumbling warehouses and disused fac- their local Krondar of who, how many, wise enough to avoid a major confronta-
tories. Their efforts keep the Coastfollow and when such foreigners will be present tion with the gathered hin of the Shires
Road through Shireton Port safe and in the Shires. by leaving these halflings alone, so most
clear, and provide much tavern talk for Several mujina (see D&D® DM's Com- hin think the Port's unsavory reputation
the hin of Shireton. panion book) are said to lurk in Shireton is very much overblown. Few care to poke
A DM could base an entire campaign Port; they have been there for years, and pry about the Port at night to prove
in the sinister surroundings of Shireton assuming a variety of disguises, and know them wrong, especially when the mists
Port. Human PCs would be subject to its hiding places and back ways well. They close in and the unlit darkness becomes
constant challenges and searches within are said to have gathered formidable impenetrable, and the screams begin,
the Port and whenever they ventured out magic and to lay hold of any magical here and there, faint and far-off or
of the Port into the countryside of the items that come near their grasp, dispos- uncomfortably close. . . .
57
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9. WavestONe
Adventure level: 4-10, Expert
Topic: A pirates' search for a missing
magical artifact.
Interesting Features: PCs may become
Despite its tranquil beauty, the land of Black Spires. A glaurant hunts anything sile, iron-strong, sharp-nailed claws
halflings is home to some dangerous crea- and everything it sees for food. It will which enable them to rake and rend flesh
tures. DMs should note that all hin will fight until seriously wounded or threat- and climb stone with equal ease. They are
know these creatures upon sight, and some- ened with death, or until its opponent is capable diggers and have little wings, like
thing about them because creatures com- slain whereupon it will immediately broad webbed claws, protruding from
mon in areas in which were reared will have feed. their shoulders. These wings can be fold-
been fully explained to them by clan Deep glaurant are named for their ed flat, or sculled with dextrous skill, and
Elders. The unlucky may well find some of strange gulping call, which they make are used as aids in swimming, climbing,
these creatures outside the Shires. deep in their throats when excited. If and turning falls into glides.
alone, or when creeping up on prey, they A favorite attack of a glaurant is to dive
DEEP GLAURANT: will be eerily silent. onto prey from high in silence and dark-
Deep glaurant can cause magical dark- ness. Glaurant can see up to 90' with
Armor Class: 4
ness about themselves once every third infravision and are not bothered by nor-
Hit Dice: 7*
round (such darkness lasting for the mal or bright light. They have small, flex-
Move: 90' (30')
entire round) if they so desire, merely by ible horns on their heads which fold over
Gliding: 120' (40')
silent effort of will. Glaurant have their ears against dust and to help them
Swimming: 90' (30')
become deadly foes to all creatures who feel along crevices, and therefore resem-
Attacks: 4 claws/1 bite
venture into deep places. They are intelli- ble death demons (detailed in AC9, the
Damage: 2-8/2-8/2-8/2-8/1-4
gent enough to arrange rockfall traps and CREATURE CATALOGUE), but are
No. Appearing: 1-2 (1-2)
deadly ambushes, and will use magic unrelated to them.
Save As: Fighter: 8
gained from caches, tombs, and victims Deep glaurant are rumored to have cit-
Morale: 10
as weapons against foes or to trade when ies and a civilization far underground.
Treasure Type: (N, O, magic weapons) caught at a disadvantage. Halflings who slay a deep glaurant will
Alignment: Chaotic
Glaurant are massively muscled, always try to behead it to gain a trophy to
XP value: 850
scaled, and ochre to stony-grey in hue. take back to the clan, for all hin know
This thankfully rare race of evil preda- how hard one must fight to vanquish
Humanoid in form, they stand eight feet
tors inhabits caverns deep beneath the such a foe.
tall and their four limbs end in prehen-
SEERQAR
Armor Class: 5
Hit Dice: 5 + 5
Move: 180' (60')
Flying: 210'(70')
Attacks: 4 claws, 1 bite
Damage: 1-4/1-4/1-4/1-4/2-8
No. Appearing: 0 (2-5)
Save As: Fighter: 5
Morale: 9
Treasure Type: D
Alignment: Neutral
XP Value: 225
These thankfully rare winged lions lair
only in the mountains of the Five Shires.
They are named for the sound of their
exultant screaming cry which they utter
after making a kill or to attract fellows to
attack prey they have just sighted. All of
the races who have inhabited the Shires
have hunted the seergar, although only
the dwarves did so for sport, and the
Seergar have returned the favor.
Seergar are large and powerful, with
shaggy coats that are flame-red, russet,
brown, dun, or even silky black in hue.
Threy have bright green eyes, 190' infra-
vision and long curving fangs. Only mag-
ical compulsion or food shortages such as
those caused by severe winter weather will
bring them down out of the mountains.
Seergar love to pounce from the air,
beating their dark wings to drag a moving
target to a standstill, raking with their
claws and biting the head or neck, if they
can get at it. Horses will run from the
smell of seergar if they get the chance.
Many tales speak of warriors and mages
riding seergar, but none today will admit
to knowing how to train them.
Seergar are fierce and often battle grif-
fons and prey upon pegasi. They are
sleek, agile, and fast in the air, unlike the
clumsier and heavier manticore. Seergar
meat is said to have a heavy 'smoky' taste,
but to otherwise resemble beef.
NON-HiN ADV€NtUR€RS
There are non-hin living in the Shires, precedence. Adventurers traveling in the 93-96 Ober's Mimbur
fully accepted as fellow citizens by the Shires who try to order a meal or a room at 97 Sateeka
hin. One famous human, for example, an inn by barging past or outshouting older 98-00 Other Settlement
Baeremos, runs The Battered Halfling folk of any race will be ignored; if they per-
Inn on the road west out of Wereskalot. sist, a hin will quietly explain their rudeness, Magic-User
Few non-hin are welcomed to live on as if to a slow-witted child. 01-15 Wereskalot
clan lands as opposed to visiting as guests, 16-18 Mallowfern
and so the non-hin permanent inhabit- NON-HiN PC StantiNQ 19-22 Bridle
ants of the Shires can almost all be found LocatioN "Cattle 23-27 Wardlystone
in the larger settlements where land is 28-34 Ober's Mimbur
bought and sold in the same manner as in Roll percentile dice and refer to the class 35-39 Ringrise
human lands. Wereskalot (where there of the starting character, or choose from 40-44 Moon Hill
are almost 700 non-hin), Shireton, and the appropriate table without rolling. A 45-49 Deepmoss
Shireton Port in particular are favored by result of "Other Settlement" always 50-60 Thantabbar
non-hin. There are also large non-hin results in a location in the Shires chosen 61-74 Tothmeer
populations in Thantabbar, Tothmeer, by the DM; usually the character will be 75-85 Shireton
Ober's Mimbur, and Sateeka. one of only 1-3 non-hin families in a vil- 86-94 Shireton Port
Elves are well regarded in the Shires; lage. In contrast to this table, halfling 95-00 Other Settlement
hin tend to be friendly on sight to elves PCs may begin play anywhere in the
who are not obviously hostile, warlike, or Shires, although the locale must match Thief
threatening, when encountered. the clan (if any) chosen for the halfling. 01-08 Wereskalot
Humans and gnomes tend to be regard- Although non-hin may become clan 09-15 Ober's Mimbur
ed in a neutral, politely wary manner. members, it is rare for a starting PC to be 16-26 Thantabbar
Those who proclaim themselves by dress or a clan member. Clan membership may be 27-47 Tothmeer
speech to be of Glantri or the Black Eagle earned during play; non-hin often will- 48-52 Rundegos
Barony of Karameikos, or who are proudly ingly acquire a tattoo on their breasts to 53-56 Rattlecart
and vocally Thyatian, will earn themselves a denote membership in a hin clan. Non- 57-70 Shireton Port
chilly initial reception. hin can be members of more than one hin 71-96 Shireton
Note the word "initial." In all meetings, clan, but this is very rare. 97-00 Shireton Port
halflings look to the character of the indi- Non-hin in the Shires always have
vidual, rather than the race or uniform. readily evident "honest jobs," or at least Dwarf
Exceptions come when they see weapons their families do. The DM should give 01-60 Shireton Port
out or face beings of the humanoid races. some thought as to what job PCs may 61-79 Tothmeer
Dwarves are disliked and treated with have, or have had, or helped parents with 80-88 Shireton
bare civility. Hin keep weapons near at (i.e. what non-class skills a PC may have 89-95 Thantabbar
hand, particularly near the mountains, when beginning an adventuring career). 96-00 Other Settlement
for hin do not forget Loktal Ironshield. A
dwarven visitor to the Shires who travels Die Roll Character starts in Elf
about the countryside will be closely Cleric 01-06 Wereskalot
watched. Near the mountains, a traveling 01-25 Wereskalot 07-09 Bridle
dwarf will be continually challenged by 26-58 Shireton 10-14 Ober's Mimbur
Krondar, Fang patrols, and hin miners. 59-68 Shireton Port 15-20 Ringrise
Ores and lizard men are hated and will 69-85 Thantabbar 21-24 Wardlystone
be attacked on sight. Gnolls are so rare that 86-96 Tothmeer 25-32 Leafkindle
some halflings may not recognize one. If an 97-98 Ober's Mimbur 33-40 Deepmoss
Elder of a northern hin clan sees a gnoll, it 99-00 Other Settlement 41-50 Moon Hill
will be recognized and an alarm raised. The 51-59 Shadowgate
gnoll had then better move quickly if it Fighter 60-66 Stillpool
wishes to keep its hide intact. 01-15 Wereskalot 67-72 Sateeka
Halflings treat young children and elders 16-25 Aercruth 73-74 Brookbank
of all non-humanoid races with respect. Old 26-40 Shireton 75-77 Bramblerose
folks get listened to first, served first, seated 41-70 Shireton Port 78-84 Flagonford
first, and given the best beds unless there are 71-80 Thantabbar 85-90 Shireton
sick or injured hin present who will be given 81-92 Tothmeer 91-00 Other Settlement
J Five
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3
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