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This ornate and magnificent edifice is free of residents. Seems that even though the nation of Klodomuk is officially a monarchy, nobody ever assumed the throne. This is treated socially as a secret.
Male Half-elf
Status: Dead
Born: 2612 AS
Father: Unguent
Mother: Coral
Force
Deathmagic on Zam refers to a means of deriving power from death. It's like placing an electrical generator on a revolving door. The soul of the dying person is made to go through a field which draws magical energy from the passage (or attempted passage) to whichever plane the soul is going to. Knowledge of Deathmagic is limited to the top rulers and mages.
Other notes
Destroying a pyramid has a 90% base chance of awakening Unguent, if he is in hibernation. It will wake 1-80% (roll d8 and d10 and read as percentile) of all druids hibernating via deathmagic. For a particular druid, rolling a percentile under the previous roll will mean awakening. Sea Peoples cities have protection versus deathmagic as do the central portions of Klodomuk and New Tronbaum.
Unguent wasn't in the best of form as he dove out of the way of the smoking mass. What had started as an ostensibly safe transmutation of a fawn had turned nasty. He had only planned on a bit of gore, which an assistant could clean up, but this was an entirely different kettle of fish.
His dream self was pulled toward a place under several hundred feet of fresh water. He was held and inspected in an offhand manner by some thing that didn't seem to have hands, but whatever part of hime that cared must have been left back in the forest. He felt nearby (though on land) a group of worried people gathered around a woman in some obvious pain.
Unguent's version of the deathmagic was a slight tapping of this process worldwide, until the Fall of Shazam showed him his folly in that. (See Unguent's Thirteen Years in the timeline.) At game time, he still has a miniscule tap worldwide, with a concentrated one on the eastern part of N.O.F. He uses this for his own longevity, as well as for that of his most valuable followers.
The crackling energy is growing around me. A squirrel provided a decent charge this morning after chores.
Ma and Pa and the villagers seem to ignore the power that surrounds war; that is war's ultimate purpose; to release and harness this energy.
City
A group of dwarves with a long history in Deeperdelf.
Their historical base and headquarters is in the Klendering section. The attitude of the Drimulzz living within the Klendering is that of truly annyoing haughtiness towards the rest of the city.
The group was founded 4212 years ago by Spetzner the Latter.
They tend to wear leather and spikes.
3210 years after the Shattering, Vergaantz troops on Sea Peoples' ships invaded the First Level.
Started 3650 years ago, 50 before the Shattering. The city dug itself out 350 years later.
At the Opening, nobody came from the Outside.
These were attended by Nevill, the King of High Tronbaum as well as Unguent. These two were among those that stayed on the outside.
For the Dwarves of Deeperdelf, it meant the end to daylight for 350 years!
Deeperdelf's walls are lined with a phosphorescent green - special lichen like plants which provide some light and convert CO2 to O2. Thus, this underground complex is far less stuffy than most. This may disorient dwarves, gnomes, and other folk used to more conventional underground accommodations. The light is now provided by more concentrated versions of the plants lining the walls. Before the Shattering, the light was provided through clerical spells.
A major point of interest, it is an underground garden of normal plants grown from the collected dirt tracked in by the scattered races of dwarves from their long travels.
A deity's contact with any particular area depends on the number of worshippers in the area. Thus, if a cleric is in a locale with many devotees of the cleric's deity, any spells by the cleric will be more powerful in effect. The statistics given for cleric spells indicate effectiveness in an average area. A bonus of up to 20% should be given for spell strength if a cleric is in a locale where the majority of worshippers are of the same deity. Similar penalties are in effect only when a cleric's deity is in direct opposition to the community's main deities. The degree of contact a deity has with a cleric's vicinity also affects how readily rogue behavior by a cleric will be noticed and dealt with.
When gods of overlapping jurisdictions take conflicting actions, the amount of worshippers and clerics for each in the vicinity is a major factor in determining the outcome.
To help get player characters into the midst of the various plots going on in Zam, we recommend a 15% bonus be added to experience points earned by clerics of these deities: ERIS, HEL, GEB, OGHMA, BRIGIT, MORADIN (for dwarves and dwarf-lovers) and POSEIDON. Non-cleric players who choose one (or more, in some combinations - OGHMA and BRIGIT, for instance) of these deities will have double the base chance of contact through prayer and reward or punishment based on behavior. Players should be told of these bonuses as they are rolling up characters in Zam. The DM might consider mentioning an increase in danger to followers of these gods, but it isn't required. Besides, they knew the job was dangerous when they took it.
Obligations to clerics and other followers of deities: As noted, clerics can get some benefits from being near many of the same sect - increase in spell range and speed of spell recovery - but it also imposes obligations on the cleric. The local temple will require up to five hours a day from clerics. This includes spell casting - cure light wounds, for example. As the cleric achieves higher levels, these tasks begin to become quests - usually taking advantage of the abilities, direction and contacts of the entire party. (Of course, the other players may have other plans than to help a church they aren't members of.) Clerics who have travelled will usually be pumped for information about places they have been.
Some low-level clerics are allowed to wander about as a method of obtaining experience in the world. This is generally the status of all starting player character clerics. Upon setting out on their first travels, clerics will be told to deliver messages to parishes and to collect information (the type of information depends on the church).
Here is the support some of the other gods and goddesses have in Zam.
American Indian Mythos:
Babylonian Mythos:
Celtic Mythos:
Egyptian Mythos:
Greek Mythos:
Other notes Optional rule: All adherents of SAINT CUTHBERT OF THE CUDGEL are afflicted with a horrible lisp. ("Thaint Cuthhbert of the Cudthel, aid thy thervent in vanquithhing thithh therpent!")
Male
Status: Dead
Born: 2 Feb 3423 AS, Toenuckle, Died: 12 Jun 3508 AS, Twystenshaut
Father: Sigisund Treehollow
Married: Cirrus Sleebat, 2 Jul 3502
Child: Fargo Treehollow
Major Power
It might prove mileading to merely say that Derek is the Free City of Gagwytaspun. Every Gagwytaspuner is part of a communal consciousness. Those who never come into contact with the outside world are not even given names. The consciousness refers to itself as Derek. Derek recruits members by feeding them a magically altered fungus preparation. He usually only feeds this to newborn children of current members. For non-infant recruits, their personality and memories join the pool. Derek is not very interested in recruitment, and the recipient has to be fed several quarts per day, so this is not usually any danger to the passerby. One of the few mass inductions was two hundred years ago when three hundred orcs from the Mottly Mountains invaded. Now there are one hundred orcs in the mountains as part of Derek. When Derek finds that someone has stumbled onto his secret, he will hunt that person down relentlessly. In addition to this being-hunt, Derek destroys the reputation of his prey. Thus, most people who have survived are known far and wide as crackpots. Derek is not disdainful of individual beings and is nostalgic about his life as one person.
Please be on the lookout for a young royal half-elf female. Our observers inform us that she has made off with papers of national security importance.
City
In Buh. A very dull, minor town. Don't go.
Directly run by ERIS. Her priests telecommunicate at will with telepathy. Chaotic with a capital K in alignment. Exists worldwide and has a minor foothold on GW scenerio. Major bases in Twystenshaut, Hoopla, Hotdamm and Nitnoid.
Pyramid
See: Kitchen Drudges International
The structure of plant life itself is a paradigm of dissipation; of swerving and splitting from ones true goals. How fitting a curse that those of the vegetable kingdom should be forced to chain themselves to the dirt and await whatever befalls them.
Male Human Zeeops' Henchman, Zeeops' Cave, New Tronbaum
Status: Alive
Born: 3585 AS
| ST | 15 | LV | 1 | Fighter | |
| IN | 7 | ||||
| WI | 10 | AL | CN | HP | 6 |
| DX | 11 | TH0 | 20 | ||
|---|---|---|---|---|---|
| CO | 10 | Age | 15 | Base AC | 8 |
| CH | 6 | Wpn | Broadsword | AC | 8 |
| MS | 2 | Dam | 2-8 | ||
| Stats Date: | 3600 | ||||
Verbal quirks: Doesn't talk
Fortress
This coastal fortress/city is what the Sea Peoples use to keep their eyes on Khazumthaiit.
10/5/96