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Taken, Flora

See: Flora Taken


Taken, Peter

See: Peter Taken


Tameril

Male Elf

Bass - Toehold Valley Naval Band, Toenuckle, Toehold

Status: Alive
ST 14 LV 4 Magic User
IN 17
WI 12 AL NG HP 8
DX 14 TH0 20
CO 10 Base AC 10
CH 14 Wpn Sling AC 10
MS 7 # Att 1 Dam 2-7


Tehri Fuhrmur

Male Dwarf

Drums, Horns - Finagle's Law, Finagle, New Tronbaum

Status: Alive
ST 18 LV 4 Fighter
IN 13 LV 2 Cleric - MORADIN
WI 16 AL LG HP 34
DX 15 TH0 16
CO 18 Base AC 7
CH 11 Wpn Sword, Two-handed AC 5
MS 17 # Att 1 Dam 3-18


Terrain

Eastern Zam once had a much different look, but the SHATTERING totally rearranged things some 3600 years ago. From the sea to the Flashpan Desert, from south of Lost to north of Molokai, the land was torn and burned. The entire area would still look like a barren waste were it not for the efforts of druids and others to make the land habitable again.

Mountain Ranges

Berzerker Range

Similar to the Unwanted Mountains, with the addition of several active volcanoes. The presence of volcanic dust and ash has permitted more plant life to become established here. The dwarves and the demihumans of Molokai each have mining operations sparsely scattered throughout.

Coastal Ranges

The mountain ranges along the northeastern coasts have also been worked over to the point of looking natural to the untrained observer. The range that Deeperdelf is in looks more wooded than one might expect around a huge city or mining complex, since the dwarves dug out from underneath rather than into the surface. Above Deeperdelf itself are the Collectors, shimmering towers of quartz and scoops of reflecting stone. The mountains between Asyncport and Sleeper's Valley have extremely thick forests.

Leftfoot Mountains

These would resemble a shorter version of the Unwanted Mountains if druids and rangers had not worked so long to restore normalcy on them. A thousand years ago, the forests looked complete, but obviously tended. Since then, the mountains have been allowed to develop at a natural pace, so only a very astute woodsman from outside of Zam will notice that the vegetation appears more orderly than usual.

The Mottly Mountains

Already a range before the upheaval, the southwest sides of the larger mountains look similar to the way they looked four thousand years ago. The northeast sides had the soil baked off of them and were splattered with glass and molten rock. The plant and animal life in the valleys and the southwestern faces has revived almost completely by now.

Unwanted Mountains

These look similar to the Rockies, but with no rounded edges and far less soil. Trees and other vegetation have established a foothold, but forests are only beginning to get started. Avalanches are common.

Other Areas

Cronolshen Marsh

A swampy area where the Notushabi, the Druidwash, the Baangwottar and the Great rivers meander into each other, it extends east to the Crono Hills and to the Bottleneck falls, over which the Great River drains the marsh. Navigation by water craft is tricky, as the channels shift constantly. The Grippli natives are the only truly dependable pilots. A roadway to the north of the falls is large enough to accommodate any river craft, and the Grippli and humans living there do a brisk business by hiring out their muscles and boat-carrying carts to travellers.

Flashpan Desert

A few leagues west of the Hotdamm/Grutch road to several hundred miles west of that, there is a plain of mildly rippled glass formed by the heat on the SHATTERING. The glass is now very lightly covered with sand and dust, and the footing is very secure. After one of the rare rainfalls, water is trapped in shallow puddles before it evaporates in a day or two. There is virtually no plant or animal life since there is no soil or shelter to speak of. If combustion engines ever come to Zam, this will be a wonderful place to race them.

South of Lost

Most of this area has not been tended. From the air, it resembles gravel magnified several thousandfold. On the ground, it is a maze of paths among hundred foot tall boulders. In these lower areas grows some scraggly brush and the occasional very odd tree. There are few established streams so far, and most of the rainfall goes either into stagnant pools bound by rock or directly into the ground. Bartalt once boasted that he could hide a battalion in these lands, and perhaps he knew something. Here and there are pioneer settlements of varying races and habits.


Terwilliger Treehollow

Male

Born: 23 Sep 3293 AS

Children: Sigisund Treehollow, Flandarb Treehollow, Cyrus Treehollow, Belinda Treehollow


The Blind Basilisk

Bridge District, Gagwytaspun

Deliberately set up to appeal to itinerant thieves and such, this inn boasts "The Murderers" as an in-house rock band. Truly professional low-lifes avoid the place.


The Blistering Wind

Gaantzport

Now a tavern and inn, this is actually the ship that Vergaantz' most famous naval hero fought in. Now transplanted onto land and surrounded by willow trees and tulips, it is a startling sight indeed. When a party first sees this place in clear daylight, a Dungeon Master might consider borrowing the TOON rule on Boggling for a segment or two. Here is where the entire Vergaantz navy (past, present and would-be) comes, though seldom all at once. Besides eating and getting besotted, one can run around on deck and play sailor until falling over. Sea chanties are encountered every thirty feet, as are arm wrestling marathons and often foolhardy tests of strength and/or dexterity and/or orneriness. If truth be known, this is largely due to a cache of late nineteenth century Earth boys books about the sea. These were found, translated and published in Gaantzport a century ago. They have been taken as true by the literal-minded citizenry, and this place is the result. Anything to take ones mind off being the last place navy in the known world. Dining and drinking inside are pretty cramped, which isn't helped by the regular customers who sway back and forth in unison. Food and drink are wonderful; even these people draw the line at that. At night, bonfires are lit in the area around the ship, and all other outside illumination is extinguished. The bonfires are of differing colors and scents. (The fires are in stone urns weighing a ton each. Fire fighting equipment is handy.) Most customers come in full dress uniform and masks at night. They bring percussion instruments made from human bones. (Bones are readily obtained for money from any temple using forms of sacrifices that leave remains.) These they play in unison and they take turns shouting out Zam's seafaring epics. (Almost exclusively about the Sea Peoples, who aren't mentioned.) These are actually pretty good, if you go in for that sort of thing. Pouzt eats breakfast and dinner here about half the time.


The Bonkers

City


The Bowl

This part of the Eaderoter Forest is where the rangers convene and where the local druids meet at the midpoint of each season.


The Burning Lute

Burkli, Twystenshaut

A favorite for music students.


The Cowering Kobold

Gaantzport

This tavern and inn is in the northern part of town. Many of the local officers dine and drink here. On army paydays, real kobolds are herded onto the stage, and drunk military sorts pay for the opportunity to tear them apart with their bare hands. It's not pretty.


The Easttowers

Fortress


The High Council of Justice

Hoopla

Owned by:

Pope Joseph the Next-to-Last


The bar is very near the river. Pope Joe has his own boat. This tavern server as the primary point of entry of Discordian goods from the outside world. It also serves as a rendezvous point between Discordians and Sea Peoples.

One specialty of the house: 400 proof Applejack. There is no "midweek special".

20% of the time, Pope Joe leaves a Sword of Poetic Justice (bastard sword) in the unattended cloakroom. properties:

In case of rowdyness, Pope Joe has unusual means of keeping order. When customers become dangerously close to violent, PJ may Plane Shift them to the Earth scenario. (In fact, the area where these people find themselves has gotten sort of a reverse Bermuda Triangle reputation.) Pope Joe's other method of keeping drunks in line is to cast a Quest spell with some strange object in mind. Examples:

That last one makes it possible (1 on a d20 each hour between sundown and midnight) that a party of adventurers on the streets of Hoopla will be approached by a stranger who will say abruptly "You must all come with me to the High Council of Justice!" and who will then turn on his heel and start walking. Any questions will be answered with a statement that time is of the essence. Upon entry of the bar, the escort will hurry them past the sign without giving them time to read it. If the HCOJ crowd realizes that the travellers are there expecting to find a real council, Pope Joe and the regulars will start speaking in stern and well projecting voices and start going through some impromptu ceremony, usually with the object of getting each party member to down a shot of (free) applejack.

Anyone accomplishing a quest will be praised loudly and probably not have to pay for drinks for a month, or the next bout of rowdiness.

Pope Joe can also wield a mean sling when he needs to.


The Hunkering

0300 AS 07/04

Deeperdelf Digs Out

Place: Deeperdelf

Along the side of a weathered slope, some pebbles began to dislodge. Soon a shovel head appeared and a grunt was heard from inside. The shovel head was retracted and replaced by a bearded face.

"Well, it's about time!" were its words for the occasion.


The Mutha Load

The Suhkaiiz, Twystenshaut

Caters to the city's small dwarf population.


The Old Anvil

Smattering

An inn set back into a hill by the Deeperdelf road on the west side of town, this caters largely to dwarves and halflings, although one wing is suitable for average sized folk. A favorite topic of conversation among the regulars is the happenings at Deeperdelf - especially news of dwarven fighters.


The Raker

Male Human

Inkeeper - Foothill Eatery and Sleepery, Pedantium, Vergaantz

Status: Alive

Born: 3555 AS
ST 18/00 LV 8 Fighter
IN 18*
WI 10 AL N HP 62
DX 18 TH0 11 xp 2500
CO 17 Age 45 Base AC 7
CH 9 Wpn Sword, Two-handed AC 3
MS 9 # Att 1 Dam 7-16
Stats Date: 3600

Part of White Water Boys

Verbal quirks: Whistles a lot

Attitude: Spacey


The Three Drunk Baboons

Burkli, Twystenshaut

Staff:

Ballalynn, Sheila, Shirly, Shelly, Tilly


This tavern/inn was named after the municipal government, which meets here twice every week to confront their business and mass quantities of Snugburro Stout. Once a month, the same brew is supplied free to the general public as well during a day (guild holiday, by the way)-long meeting and rockfest on the green outside. Various drinking games and homages to ERIS occur.


The Tip-Top Club

Up Top, Nitnoid

Menu

Food:

Drink:


The Two Thrones

Smattering

Owned by:

Kragle

Staff:

Klim


Its owner, Kragle, frequently reports on what he hears to the Appreciation Society. In response, many of the most popular rock bands play the place. One of the bartenders, Klim, relays information to the Knights of the Towers. Prices here are high, as is the general quality of service.


The White Water Inn

The Bridge District, Gagwytaspun

Staff:

Otto


Among the attractions are Otto, the immense baldheaded bartender who may not be the only human barkeep who can juggle full beer kegs, but who is the only one to enjoy doing it; Gagwytaspun's most attractive young females to serve the tired wanderer in all sorts of fashions; western Zam's best plumbing; and the area's only "no rats in your room" guarantee.


The Wyvern's Sphincter

Bædgeis

Staff:

Brett Redspider -- Chief Bartender


The Z Men

See: Karnak City Magic Control


Thengor, Var

See: Var Thengor


Thistle, Wanda

See: Wanda Thistle


Those Annoying Treehollows

See: Treehollow Clan


Threepence, Billy

See: Billy Threepence


Thrush, Tom

See: Tom Thrush


Tilly

Female Half-elf

Bargirl - Three Drunk Baboons, Twystenshaut, Klodomuk

Status: Alive
ST 13 LV 0
IN 13
WI 11 AL N HP 5
DX 11 TH0 20
CO 8 Base AC 10
CH 16 Wpn Tray AC 10
MS 12 # Att 1 Dam 1-2

Works for allalynn">Ballalynn

Attitude: Cheerful


Tim Treehollow

Male Halfling

Hobo (Plague Hobbit), ex-Toenuckle, Nomadic

Status: Alive

Born: 1 Apr 3550 AS, Toenuckle

Father: Benson Treehollow

Mother: Peg Snugburro
ST 13 LV 0
IN 7
WI 4 AL N HP 30
DX 18 TH0 22 xp 5000
CO 19 Age 50 Base AC -3
CH 17 Wpn Dagger -2 AC -9
MS 3 # Att 1 Dam 1-2
Sp. Att: Plague lice
Sp Def: Base AC of -3
Stats Date: 3600

A ne'er do well who was born in Toenuckle fifty years ago. He was kicked out of town eleven years ago for his "parasitic" habits -- he refused to work and spent his time bumming money from his industrious relations.

He wandered north, over the mountains and across the Nik Nok River. Near the Berserker Range, he was captured by a party of orcs and suchlike nasties, who were working for Mergatril. They dragged him unconscious into Molokai. There the undead queen worked a set of spells on him which have these ongoing effects:

Part of Treehollow Clan

Verbal quirks: Overly ingratiating- "Say, Guv'ner, begging yer pardon, but could you spare a poor hobbit a drink?"

Attitude: Cheerfully stupid


Tinth

Male Gnome

Investigator, Karnak, Karnak

Status: Alive

Died: 3498 AS
ST 12 LV 9 Illusionist
IN 18 LV 8 Cleric (ERIS)
WI 16 AL CG HP 46
DX 17 TH0 20
CO 11 Age 102
CH 11 Wpn Staff AC 4
MS 21 Dam d6
Sp Def: Amulet of Protection vs Magic
Stats Date: 3600

As the council's gnome, Tinth is the Magic Controller who deals with Karnak's kids and their magical practical jokes.

Tinth dresses in black robes ties in such a way as to attempt to look like a ninja.

Part of Karnak City Magic Control


Titus Treehollow

Male

Born: 2 Jun 3391 AS

Father: Cyrus Treehollow


Toehold

Nation

This is where most of Zam's halflings live. The encircling mountains provide natural protection from Molokai to the north and Vergaantz to the south.

The name, along with the other foot-related names in the vicinity, comes from the odd way the terrain cooled after the Shattering. It was called "Footprints of the Gods."

Northside Rest

Inn


Toenuckle

Toehold
Population
Halflings 2600
Elves 900
Humans 700
Half-Elves 200
Others 100
Total 4500

Toenuckle lies at the head of the Toejam Chasm, through which the Footwash flows. It is the major center of trade for all of Toehold.

The first thing any visitor to Toenuckle notices is the structure of the dwellings. Most are formed by living trees of rockwood which have been tended by clerical and druidic magic to split and re-form in specific patterns, and thus forming tree-o-desic domes and spheres. Even after a tree's death, the structure it formed stays strong.

The Toejam Chasm approaching the city has two levels - the Footwash is 25 feet wide at the bottom, and about two hundred feet above that is the ledge on which the road lies. At this elevation, the chasm is a little over 100 feet wide. To each side is sheer, smooth rock which extends straight upward for three hundred feet. The only downstream entry to the city is the Toenuckle Gate, which is carved through the rock itself at the head of the chasm. Above the gate in the rock are rows of arrow slits, and above them is the Naval Yard.

A major political power in town is the Treehollow clan of halflings. They make up half of all the halfling population in Toenuckle.

City

Toehold Naval Yard

Perhaps the most eccentric structure in the valley, this is the southernmost location of the city, at the very brink of the Toejam Chasm. On the outside, the Naval yard appears to be two round tree-o-desic towers, each 300 feet high and 110 feet in diameter. Between the two is a walkway at the 250 foot level. Inside the tower which is directly over the Toenuckle Gate are three 100 foot diameter tree-o-desic spheres which are reinforced with vines and fabrics to the point of being watertight. These spheres are Toenuckle's method of evacuating a select few dozen to get help, as well as giving massive damage to any attackers within the chasm. The people to be evacuated enter the spheres via the walkway, along with as many clerics, druids and magic users as can fit inside. All hold on tightly and the spell users start casting spells to reinforce the spheres, and anything else which might help. Then a mechanism is triggered, and the spheres roll out of the tower, into the chasm and over anything within. They continue down the chasm, into the Footbath (they float), over the Footfalls, and down to the bridge across the Vergaal.

Treehollow Hall

Home

The home of the Treehollow clan, this digging had its groundbreaking 3000 years ago. Set into a tall hill in the center of town, it has been added to hundreds of times. Nobody can claim to know the full extent of the tunnels. The hill itself is full of windows and doors, and on top of it is a tree-o-desic tower forty feet tall from which one can view the entire city.

The Colosseum

Landmark

Not far from the river, this is a circular amphitheater ringed and interspersed with trees. The branches of thee trees interlock and translucent leaves stretch between these to form a dome overhead. The overall height is 150 feet. Rock shows and public meetings happen here.

Kraymarr the Grocer

Shop

Kraymarr, a half-elf, had an Earthborn human grandparent and as a result, he is the only grocer in all of Zam to use the metric system of weights and measures. Toenucklers are both confused and amused by this.


Tom Thrush

Male Human

Status: Alive
ST 13 LV 1 Fighter
IN 11
WI 10 HP 4
DX 12
CO 10 Age 16
CH 14
MS 9
Stats Date: 16

Works for Lamont Treehollow


Torus Fuhrmur

Male Dwarf

Drums, Horns - Finagle's Law, Finagle, New Tronbaum

Status: Alive
ST 18 LV 3 Fighter
IN 13 LV 3 Cleric - MORADIN
WI 17 AL LG HP 32
DX 15 TH0 17
CO 17
CH 11 Wpn Sword, Two-handed
MS 17 # Att 1 Dam 3-18


Towers, Knights of the

See: Knights of the Towers


Trapper, Mad

See: Mad Trapper


Travellers' Rest

Pedantium

So-so inn, by Vergaantz' high standards. Uphill half a mile from the river on the north side of the western road, the room windows give a good view of most of the city.


Treehollow Clan

Family

This family of halflings is the most powerful one in Toehold. They have connections and relations all over Zam!


Treydok

Male Half-Elf

Herbalist, Nitnoid, Nokwook

Status: Alive

Born: 3513 AS
ST 13 LV 9 Magic User
IN 17 LV 4 Cleric - BRIGIT
WI 18 AL LN HP 55
DX 13 TH0 18
CO 14 Age 87 Base AC 8
CH 12 Wpn Staff AC 5
MS 20 # Att 1 Dam 1-6
Sp. Att: Spells
Sp Def: Ring of Protection + 3
Stats Date: 3600

This unassuming little fellow is actually the Broken Hand Society's main man between the Unwanted Mountains and Molokai.

Part of Broken Hand Society

Verbal quirks: Sings to himself

Attitude: Acts a bit flakey


Twango

Female Human

Druid for Nomad "Clan le Froon", Hotdamm, Plukiduck

Status: Alive

Born: 3581 AS
ST 14 LV 5 Druid - GEB
IN 18
WI 15 AL N HP 30
DX 16 TH0 16
CO 11 Age 19 Base AC 8
CH 17 Wpn Wooden Dagger + 3 AC 6
MS 19 # Att 1 Dam 4-7
Stats Date: 3600

As is common for a druid given a desert assignment, Twango wishes she were elsewhere. Normally a druid of such high level would not have been sent, but she happened upon a superior while he was engaged in a most embarrasing activity. Many other druids feel she leans far too frequently towards the lawful side of things.

Part of GEB Society

Attitude: Very earnest


Twystenshaut(Map of Twystenshaut)

Klodomuk
Population
Humans 10000
Half-elves 2000
Elves 2000
Dwarves 1000
Grippli 1000
Halflings 500
Others 500
Total 17000

Twystenshaut, on the Great River, is divided into 5 sections: the Marsh District, to the west, which is mostly Grippli and low-income humans; the River District, also largely Grippli, the Royal District, to the north; Burkli, in the center, where the city government and the musician's quarter are; and The Suhkaiiz, to the east, where most of the dwarves and artisans live.

City

City Government

Tripartite executive as dictated by OGHMA and Ovalt, counsel of masters and burghers

Ruled by: Singuentil (Ovaltine druid half-elf female) Starki (monk human male). Married to Silmenylla (monk human female), member of the Order of the Burning Orchid Petrov (elf male) Pseudodragon familiar "Clyde" - 16 hp

Burkli

District

The Burning Lute

Inn

The Three Drunk Baboons

Inn

City Green

Park

Zam's College of Bards

School

Silver Rock Intruments

Shop

(guitars) elves - woodworking; dwarves - strings and mechanisms; magic users, priests of OGHMA, professors from Bards College - amplification and control magic

Temple of Brigit

Temple

Temple of Eris

Temple

Marsh District

District

Rollerock Distillery

Run by elves and half-elves.

The Hand Is Quicker Printers

Shop

They publish the Thieves' Journal.

River District

District

Dockworker's Guild

dockmaster - Bwirk (Petrov's friend)

assistant master - Stobar (Starki's man) owl familiar "Oop" 5hp

Riverfront Pub

Inn

Temple of Oghma

Temple

Royal District

District

Behind the ten foot thick wall lie the grounds of the Dahliss Palace. To the east is the Royal Observatory and to the west is the Royal Watchtower. Although true, those facts can be very misleading.

Monarch, or Evident Lack Thereof

This is Klodomuk's -- especially Twystenshaut's -- in-joke. Although the country has never had a monarch, the gender of the monarch changes every seven years or so by some unseen but instant signal. Gossip about the monarch sounds, at first listen, normal except for the omission of any details of age, name or title.

Allusions to anyone of any exalted rank have been incorporated into local cliches. "Buying cheese with Her Excellency" means "having my horse shod".

Royal Watchtower

This is a place to observe goings on in the Palace itself. It serves as a social club for Klodomukian high muckimucks.

Dahliss Palace

Government

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.

The building itself acts as a showplace for up-and-coming illusionists and clerics.

Royal Observatory

Inn

Yet another saloon.

The Suhkaiiz

District

Snugburro Brewery

Owned by halflings.

Thieves' Guild

master - Liquid Lem (actually works for Singuentil) - CN halfling - very rotund and fond of intoxicants

The Mutha Load

Inn




just john just-john@just-john.com

10/5/96