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Thursday, 31 March 2016

http://melkot.com/mysteries/kyuss.html

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Maldin's Greyhawk

Kyuss

by Denis Tetreault 
 Version 1.4

On the Legend of Kyuss, with a commentary on the geographic disposition of his Sons

Many honorable sages and seekers have attempted to study the mysteries of the ancient past. A disproportionate number of them have concentrated their studies on the great Suel and Baklunish empires, both destroyed most spectacularly at the height of their civilizations in the Rain of Colorless Fire and Invoked Devastation, respectively. This singularly dark day in Flanaess history is often referred to as the Twin Cataclysms. Interest in these pinnacles of civilization is understandable. They achieved much in architecture, in the sciences, and in the arcane arts, yet despite their destruction at eachothers' hands a millenia ago, the many surviving tribes and houses insured the continuity of their memory in history. There is, however, another far more ancient civilization that rose and fell more then a millenia before the Twin Cataclysms. The great Flannish empire of Sulm.
Perhaps the oldest known higher civilization is Sulm. So far back in history was Sulm that almost nothing is known of it, hence the tendency of the less capable members of the Sages Guild to ignore it. Its end wrought by a great curse, brought on not by an enemy but by its own hand, predates the Invoked Devastation/Rain of Colorless Fire (which this sage would argue was the height of Suel and Baklunish civilizations) by more than a thousand years... and it was around for quite some time before that. Not only is the antiquity of Sulm is an important fact to keep in mind during this discourse, but the nature of its termination is also significant. While the Suel and the Baklunish were at war for some time, and large numbers of its populace survived the cataclysm by migrating out of the region in the years leading up to that moment, bringing with them memories and histories, the people of Sulm had no such chance. Sulm was extinguish like a candle, instantly and without any warning whatsoever. Overnight, its entire population succumbed to the evil power of the greater artifact (Class 1) known as the Scorpion Crown (see WGR3 Rary the Traitor page 32). 
There is an ancient ruin from the Empire of Sulm that is still exists today within the Bright Desert, that wasteland that once was a thriving civilization. The Necropolis of Unaagh. The Necropolis was first described within WGR3 Rary the Traitor (page 27). Within the Necropolis, it is observed, are Sons of Kyuss! Their presence in one of the oldest ruins in the Flanaess surely cannot be co-incidental. It is my theory that around 3800 SD, the creator of the Sons, the Flannish high priest Kyuss, performed his vile experiments while serving at the Necropolis - a temple meant to celebrate the dead, and not corrupt them..
  
"But Maldin... you insane idiot-sage.... the Sons could have gotten there long after the destruction of Sulm..."  
No. A quote from WGR3 Rary the Traitor:
"The undead exist only in the region of the Necropolis. The undead that move or are carried even a few yards from its buildings immediately collapse into inanimate heaps of bone. Whether the undead exist to protect the riches hidden in the Necropolis or as a further ghoulish effect of Shattados's curse, no one knows."
The Scorpion Crown functions along a very specific theme, and has no connection to undeath or undead, so the Sons of Kyuss could not be a result of that artifact. Yet it is clearly obvious that the undead are magically tied to the site - a site that has existed since before the destruction of Sulm. They are not newcomers. Rather, they are original inhabitants! The only way for a Son to leave the area is for a new (non-Sulmish) individual (like an unfortunate adventurer) to become infected, and carry that infection off-site. Hence my arguement that Kyuss was indeed a priest working at the Necropolis when he created the first Sons. Kyuss must therefore have almost certainly been a Sulmish priest of great skill. Which evil, perhaps forgotten god was patron to the twisted Kyuss is not known. At the very least it can be assumed that, as his research explored dark secrets that should have never been explored, Kyuss turned from the teachings of the primary Sulmish deity of death and the afterlife worshiped at the Necropolis. He left Sons of Kyuss behind when he was banished from the Necropolis, and from the empire, as punishment for his forbidden research. When the empire was later destroyed by the Curse of Shattados, the "surviving" Sons did not get converted by the Scorpion Crown because they were not alive. Perhaps he escaped just before the destruction, but it is more likely that it was some time before. While the Necropolis has likely increased its numbers of Sons over the years by taking hapless victims that came to explore the ruins, the incredible age of the original Sons deep in the ruins, and the drying environment of the Bright Desert (not to mention its inherently magical nature) likely means that those original Sons are more powerful and more resistant to damage then the more commonly encountered specimens.
Where did Kyuss go after he was banished? Evidence seems to point to several locations based on the occurrence of primary infestations of Sons.
It would appear that after leaving Sulm, Kyuss travelled south and spent some time in exile hiding in the impenetrable Amedio Jungle. Well, in actually, Sean K. Reynolds, when writing The Scarlet Brotherhood sourcebook, placed them there because he thought they were cool. Can't blame him for that, but I don't believe he had a grand plan in mind at the time. In retrospect, though, if Kyuss thought he was going to be hunted down by his enemies, the wild expanse of the Amedio might have seemed like a very good place to hide out for a few years while interest died down. A second possibility is that a teleportation spell or gate transported a Son to that "random" location. Perhaps an explorer at the ruins of Unaagh used teleportation on an attacking Son to get rid of it and that's where he ended up. Note that it would have to be a secondarily infected Son, such as an explorer to the Necropolis, or the foul undead would disintegrate once away from the Necropolis. Because the Sons so easily infest humanoids, that displaced individual would have initiated a new point of infestation which has been spreading ever since.
It appears that after spending some time in the Amedio, Kyuss felt it was safe enough to travel again, and eventually settled in the Wormcrawl Fissure (WGR5 Iuz the Evil, pg 54-55), an isolated extension of the great Rift Canyon, in the region now known as the Bandit Kingdoms. Whatever his reasons for relocating, it appears that his research had continued beyond what he had accomplished at the Necropolis. Experiments on giant insectoids produced the vile Hounds of Kyuss (Dragon 270, pg 75). What other dark secrets lie in the Fissure are unknown, but the ulgurstasta (Dragon 276, pg. 88-89) appears to represent the pinnacle of Kyuss' research. This colossal horror may have indeed been too much for Kyuss to handle, and may have had some responsibility for his ultimate disappearance. 
In addition to the undead presence, the Wormcrawl Fissure is also known to contain an unusual number of very bizarre, almost alien, species of life as well. Whether Kyuss collected these organisms from elsewhere and brought them here as part of his research, whether they were here already, or whether they arrived after Kyuss' time is unknown. What is known is that the Sons of Kyuss wandering the Fissure, known as "Favored Sons", are exceptionally powerful. While these individuals may represent an advancement in Kyuss' research, a few sages believe there are other underlying reasons. Some have postulated the presence of an unknown artifact that may be affecting the undead and attracting other strange organisms. Yet others believe there is some ancient, buried arcane force in the area, something that not only is affecting the area, but may have been the reason why Kyuss called the location home in the first place. This mysterious force may be responsible for many of the unusual features of the Canyon, including the arcane substance known as Rift flowstone. The more daring suggest that Kyuss may still be there, himself affected by his own twisted research, and the presence of their "father" strengthens the "children".
Whether Kyuss has achieved some level of immortality, either as undead or as some form of deification (Living Greyhawk Journal #03), what is certain is that the memory of Kyuss has begun attracting sick and demented cultists. As these cults begin to grow and spread, they will no doubt cause more and more trouble across the Flanaess. Unlike any other undead, the incredibly virulent nature of the Sons allows them to spread like a plague through populations, with the potential to destroy entire cities. These cults must be watched very closely and crushed without mercy whenever encountered.
For details on the infamous Sons of Kyuss, they were first described in the original (1981) Fiend Folio pg. 83, reprinted in the 2nd Edition Monstrous Compendium Greyhawk Appendix (1990), and updated to 3rd Edition in the Living Greyhawk Journal #01 (2000) and Dragon Magazine Issue 336 pg. 60 (2005).


If I may step outside my role as sage, allow me to comment on a trend I do not agree with. Various authors over the past decade or so have taken virtually every Greyhawk historical figure and deified them without rhyme or reason. Are there any figures of history that have not achieved godhood? It is my personal opinion that, in any world, magic or not, there should be far more normal historical figures then individuals who make it into godhood. As for the Greyhawk: A Player's Guide reference naming Kyuss a Hero-deity... it was done without any thought or logic, just for the sake of creating yet another deity, and for no real useful purpose at all. Why do we need a deity for the creation of undead?? There are loads of dead, undead and death deities in Greyhawk already! In my jaded opinion, Kyuss should have remained a normal historical figure...  with rather unhealthy ideas concerning the selection of research projects. And that's how he has remained in my own campaign thus far. For those insisting on following Roger's deification, then he ascended after his research reached its pinnacle at the Wormcrawl Fissure, perhaps after discovering Wormcrawl's great secret. If you consider him to be a normal historical figure, yet encounter priests of Kyuss in products or wish to utilize cults of Kyuss, his priests are unknowingly (or knowingly) being granted their spells by none other then Nerull himself as reward for spreading undeath.
After hearing my unique theories on Kyuss' mortal history at GenCon1999, and finding them both sound and believable, the Greyhawk sages Erik (Iquander) Mona and Sean Reynolds agreed to canonize my history (first in Living Greyhawk Journal #03 in 2001). For that, I thank them.
Much of what is "canon" as defined by the many TSR/WotC authors over the years is in direct conflict with itself, often for immediate effect, rather then looking for any Big Picture(tm). This particular case (Kyuss) cuts across products such as Rary the Traitor (which has precedence as far as I'm concerned) vs. The Player's Guide vs. the Scarlet Brotherhood. While Carl Sargent (in WGR5 Iuz the Evil) put a little thought into the history of the Sons in Wormcrawl Fissure, Anthony Pryor (in WGR3 Rary the Traitor) and Sean Reynolds (in The Scarlet Brotherhood) both placed Sons of Kyuss in their supplements (in the Bright Desert and the Amedio Jungle, respectively) because they thought they were a neat monster, without any real thought or reason. While it is great when "accidents" of unplanned history can be officially given retroactive explanations that make sense (such as the adoption of my own history of Kyuss), this rarely happens. More often then not, Greyhawkian history (and the history of other worlds also) remains filled with a growing number of inconsistencies, particularly if one begins looking at the deluge of Living Campaign materials. This leaves plenty of room for interpretation by individual DMs. The story I use in my campaign, as presented above, satisfies canon as I see it. Your mileage may vary. As Erik "Iquander" Mona continues to spin the Age of Worms adventure path, we will all see how it plays out (look for Maldin to appear in Dragon 337's "Wormfood") and I may, in the end, modify my story of Kyuss as presented here. Check back here periodically!
  
  
 
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This page last modified on September 17, 2005


Wednesday, 30 March 2016

The Coin of Larceny by bloodymage

Coin of Larceny
bloodymage
The Coin of Larceny always appears as the most valuable coin in the realm that has been in circulation, i.e., it never looks newly minted. That also means that if there were once a 100 denari coin fifty years ago, but the most valuable coin in current circulation is a 10 denari coin, the Coin of Larceny would have the look, feel, hardness and weight of the older coin. Consequently, this bit of magical artifice must be used judiciously to prevent unwanted attention! The coin can be “spent” in any transaction that meets or exceeds the “value” of the coin once per day. If spent on a purchase of lesser value, the coin will change ownership to the fortunate one who received it in payment. At midnight, the coin reappears in the owner’s purse. If the purse is stolen, the coin goes with it. A detect magic cast upon the coin will indicate that it is indeed magical. An identify spell will indicate that it is, in fact, a magical coin. The only way to discover the coin’s functioning is to use it properly, spending it in a situation where no change is expected. At midnight or the next day, the owner will discover the coin in his purse! One sometimes frustrating property of the coin is that there will be no money of that value and design in the same purse. The first time the magic is activated, upon return to the possessor’s purse, if there are coins of the same value and design of the Coin of Larceny, they will all be transformed to coins of the next lowest value. In this way, the Coin of Larceny makes itself known. The coin makes all saves as “hard metal” at +3.


Sorcerer's robe
David Stairs
This potent magic item was made by the would be lich, Jorliss of Harmorn. He spent many years researching the magics needed to make the robe, but wanted so much to complete it to save him time and effort otherwise (in his mind) wasted on spell preparation.

When donned and worn for 3 months to attune it, the full benefits are realized. They are 3 fold. 

1) Any spell with material components of less than 25gp value are considered to always be available in one of the 9 main pockets (one for each spell level).
2) After a full nights rest, the mage wearing the robe only needs to spend 1 hour and he has regained all his spells
3) Each level the mage goes up after gaining the robe, he can select ONE spell of each level he has access to cast from, that will forever more be a free castable spell (he does not need to memorize it) Though potent, the robe has one severe weakness. If removed from the mage who it's attuned to, he cannot rememorizes any magic for 2 full weeks afterwards as his body 'deattunes itself from the robe, unless it is re gotten and put back on within 24 hrs of loss.


Wine Bottle of High Spirits
Guyin Cognito
This special brew grants a party of resting adventurers each a full Heal (100% hp recovery) 

When shared around a campsite (or similar.) The bottle is only effective once but can fully heal your typical party of PCs when they are not in combat or other immediate danger: part of its magic comes from the imbiber being in "high spirits."
Towgar's Twin Rings of Strength and Wisdom
Brian Meadows
Towgar was known as a strong and wise king. Though not common knowledge, his strength and wisdom came from a pair of rings he wore on his hands.The first ring was made of ivory inlaid with gold, which imbued him with great wisdom (+6). It also numbs his strength (-3). It was lighter than air. In fact, if worn alone it would pull him straight in the air.
The other ring was made of gold inlaid with ivory, which gave him immense strength (+6). However, it was so heavy that he could not put it on without aid. It also sapped his wisdom (-3).
The ivory ring weighs -250lbs, and must be tied down if taken off. The gold ring weighs 250lbs. When both rings are worn together the weight is negated, and the wearer feels no further effects. In the end if both are worn, the wearer feels an increase of strength and wisdom by a factor of +3.

Ring of the Eight Skills
Mytheria
This ring made of worked steel doesn't look as if it is of great value. When worn by a thief, it grants a +5% bonus to all thief skills.Should the ring be worn by a bard, it provides a +5 bonus to climb walls, detect noise, pick pockets and read languages.
Gem of Hoodwinking
Brian Meadows
The ring itself does not hold the power, it is the blue jasper set in the center. This gem appears to be an ordinary semi-precious stone of about 15gp value. It can be set into any ordinary gold or silver ring, which will act as a conduit for its power.The Gem of Hoodwinking allows the user to increase his Charisma by +8 for the purposes of buying or selling goods, thus guaranteeing 10-25% lower than the seller's usual best price, or 10-25% more than the appraised value of anything he is selling. (based on die roll: d100 01-30 is 25%, and 31-00 is 10%)


Mine: Ring of turning +1 (Subs for protection ring) gives the caster +1 in turning attemps vs undead. Allows turning to be re-rolled. 
http://www.dragonsfoot.org/php4/mi_single_view.php?type_lookup=Ring&itemid_lookup=316

When is Damocles destroyed?

semisphere

http://www.thepiazza.org.uk/bb/memberlist.php?mode=viewprofile&u=89&sid=bc1e753a1e93ebb43e9fcba3b311f0ad



 


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Dragon Magazine

This file is an outline of the material describing D&D/ Mystara related articles in Dragon magazine.
IssueNotes
  
93Preview:
    B8 Journey to the Rock
94Previews:
    AC4 Book of Marvellous Magic
    O2 Blade of Vengeance
96Previews:
    CM4 Earthshaker
    X9 Savage Coast
98Previews:
    B9 Castle Caldwell and Beyond
    D&D Master Rules Set
99Previews:
    AC5 Dragon Tiles II: Revenge of Rusak
    CM5 Mystery of Snow Pearl
101Previews:
    AC6 Master DM's Screen
    XS2 Thunderdelve Mountain
104Recent releases:
    X10 Red Arrow, Black Shield
    CM6 Where Chaos Reigns
    M1 Into the Maelstrom
 Planned for next year:
    D&D Immortals Rules Set
105Previews:
    AC6 Player Character Record Sheets
    B10 Night's Dark Terror
    CM7 Tree of Life
107Preview:
    M2 Vengeance of Alphaks
108Preview:
    Dungeons and Dragons Set 5: Immortals Rules
109Several articles of generic interest:
    Customised classes for OD&D
    War Machine article
110Previews:
    X11 Saga of Shadow Lord
    IM1 Immortal Storm
112Article index for all prior issues
 Preview:
    DA1 Adventures in Blackmoor
113Preview:
    AC9 Creature Catalogue
115Previews:
    DA2 Temple of Frog
    M3 Twilight Calling
116Preview:
    X12 Skarda's Mirror
117Preview:
    IM2 Wrath of Olympus
118Preview:
    DA3 City of Gods
119Previews:
    CM8 Endless Stair
    Gaz 1 Grand Duchy of Karameikos
120Preview:
    M4 Five Coins for Kingdom
121Preview:
    B1-9 In Search of Adventure
    DA4 Duchy of Ten
131Preview:
    Gaz 5 Elves of Alfheim
132Orc Wars game (later included in Gaz 10)
133Preview:
    Gaz 6 Dwarves of Rockhome
134Orc Wars errata
135Preview:
    Gaz 7 Northern Reaches
137Preview:
    Gaz 8 Five Shires
139Preview:
    Gaz 9 Minrothad Guilds
141Preview:
    Gaz 10 Orcs of Thar
143Preview:
    Gaz 11 Republic of Darokin
145Preview:
    Gaz 12 Golden Khan of Ethengar
147Preview:
    B11 King's Festival
148"Around the World in 36 Levels" - Article summarising and hyping Mystara/Known World
    setting
 Previews:
    TM1 Western Countries
    Dawn of the Emperors boxed set
149Preview:
    TM2 Eastern Countries
150Preview:
    PC1 Tall Tales of the Wee Folk
151Preview:
    B12 Queen's Harvest
152Preview:
    PC2 Top Ballista
153VOYAGE OF THE PRINCESS ARK 1: "Up, up, and away -- across the Known World!" 1964: Nyxmir 11, 1965: Alphamir 15, Sulamir 10, 25, Sudmir 3, 25, 26, Vertmir 1, 4
    New monster description: Cestian gobbler
154VOYAGE OF THE PRINCESS ARK 2: "Into the mountains, to meet with ... doom." 1965: Vertmir 7, 17, 18, Tsalmir 8, 11, 18
    Map of voyage from Sundsvall, Alphatia to Oceania
    New C7 spell: Ship Flight
155VOYAGE OF THE PRINCESS ARK 3: "To seek out new life and new civilisations." 1965: Tsalmir 19-Andrumir 11
 Preview:
    PC3 Sea Peoples
156VOYAGE OF THE PRINCESS ARK 4: "Capture, surrender, and -- death?" 1965: Andrumir 12, 24, 26, 28, Cyprimir 1
    Map of voyage from Jungle Coast to Cestia
    New monster description: Heldannic knights and
        their officers
 Article about skills in OD&D games
 Preview:
    DDA1 Arena of Thyatis
157VOYAGE OF THE PRINCESS ARK 5: "As they fed on a nation, so were they cursed'. 1965: Cyprimir 10, 16, 18-21, 24, 25
    New monster description: Abatu of Varellya, Nagpa
 Preview:
    Gaz 13 Shadow Elves
158"The Mightiest of Dragons" article
    New monster description: Dragon spirit
 VOYAGE OF THE PRINCESS ARK 6: "A culture with a different sense of taste." 1965: Hastmir 4, 6-8, 16, 17, 25
    N'djatwa racial description
159Preview:
    Hollow World boxed set
160"Up, Away and Beyond" article
 VOYAGE OF THE PRINCESS ARK 7: "The Princess Ark aims for the stars." 1965: Hastmir 26-Eimir 15
    Geographical supplement: Myoshima
        Modified race: Rakasta of Myoshima have 60'
         infravision
        Nations: Myoshima, Rajahstan, Kompor-Thap,
         Selimpore, Malacayog, and Surabayang
 Preview:
    DDA2 Legions of Thyatis
161Up, Away, and Beyond errata
 VOYAGE OF THE PRINCESS ARK 8: "Voyaging down under -- and inside!" 1965: Eimir 16-18, 22-26, Burymir 1-5, 12, 19, 26, Nyxmir 5, 12, 15, 16, 19, 21-25
    Map of transition from outer world to Hollow World
    Monster description: Vulcanian sloth
    Q&A:
        DA5 City of Blackmoor cancelled
        Knights of Air = Knights of White Drakes
        Glantri City map scale error
162VOYAGE OF THE PRINCESS ARK 9: "Land, ho... 12 o'clock!" 1965: Nyxmir 26, 28, Amphimir 3, 5, 7-12, 16-18, 22
    Oostdok gazetteer
 Preview:
    HWA1 Nightwail
163VOYAGE OF THE PRINCESS ARK 10: "The Return of Darkness." 1965: Amphimir 23-26, 28, 1966: Alphamir 15, 19-25
    New monster description:
        Night dragon (lesser and greater)
164VOYAGE OF THE PRINCESS ARK 11: "The return home... almost." 2000 Alphamir 26-28, Sulamir 1-25
    NPC descriptions:
        Haldemar of Haaken
        Ecbashur Talasar
    New monster description:
        Sky wyrm (lesser and greater)
 Preview:
    HWA2 Nightrage
165VOYAGE OF THE PRINCESS ARK 12: "An ancient revelation." 2000: Sulamir 26, Sudmir 17, 19, 20, 25, 26
    NPC descriptions:
        Myojo Katamura
        Nabonidus Raman
        Abovombe, daughter of Mananjary
166VOYAGE OF THE PRINCESS ARK 13: "Where dreams of chaos reign." 2000: Vertmir 11, 13, 15, 16, 28, Tsalmir 1-5
    Emerondian gazetteer
   Q&A
 Preview:
    HWA3 Nightwail
167VOYAGE OF THE PRINCESS ARK 14: "The sky dragon unleashed." 2000: Tsalmir 8-12
    Thothian Enchantment description
    NPC descriptions:
        Ashari Sunlil
        Ramissur Zumrulim
        Tarias of Arogansa
        Leo of Le Nerviens
    Q&A:
        War Puppies
        Undead PCs
168VOYAGE OF THE PRINCESS ARK 15: "The last (and first) hour of the Princess Ark." 2000: Tsalmir 12, 16, 17, 20-22
169VOYAGE OF THE PRINCESS ARK 16: "Conspiracies within conspiracies." 2000: Tsalmir 23-26, 28, Andrumir 4, 8, 12, 14-19
    Sind gazetteer
    Sind map
170Article: "From Hatchling to Immortal Guardian"
 VOYAGE OF THE PRINCESS ARK 17: "Serpent Peninsula Revisited." 2000: Cyprimir 12, 18. 24-28
    Yavdlom gazetteer
    Yavdlom map
    Sind map errata
 Preview:
    DDA3 Eye of Traldar
171Article: Who's Who Among Dragons
 VOYAGE OF THE PRINCESS ARK 18: "Slagovich Affair." 2000: Hastmir 1, 3-5, 10, 16-18, 24
    Red Steel and related matters
    Map of southern City States
    NPC description:
        Xerdon, Naduk-Sim
    Q&A:
        People's Temple
        Princess Ark (articles and boxed set)
 Preview:
    HWR1 Sons of Azca
172VOYAGE OF THE PRINCESS ARK 19: "Hule!" 2000: Hastmir 25-28, Eimir 1
    Cinnabryl's Darker Uses
    Map of northern City States and southern Hule
    Q&A:
        Lizard man
        Rakasta
        Minotaur
        Nagpa and Varellyans
        Map errata
        Upcoming products
 Preview:
    Gaz 14 Atruaghin Clans
173VOYAGE OF THE PRINCESS ARK 20: "Raman's Holiday Homework." Eimir 5
    More on Hule
    Bozdogan (Immortal Patron of Deceit,
         Sphere of Thought?)
    Hosadus (same as Master?)
    Q&A:
        "Warp speed" in space
        New D&D rule sets
        Name of Mystara and its moons
       Wrath of the Immortals
        DotE map errata: Wendar and Denagoth
        Spell of Preservation
        List of planned supplements:
         HWr1 Sons of Azca
         HWr2 Kingdom of Nithia
         HWr3 Milenian Empire
         HWr4 Milenian Sceptre (adventure)
         Sind
         Wendar
         Heldann Freeholds
174VOYAGE OF THE PRINCESS ARK 21: "Savage Baronies." Eimir 7-10
    Monster Description: Errant Soul
    Northern Savage Baronies: Map and Gazetteers
    Q&A
 Preview:
    D&D Rules Cyclopaedia
    HWR2 Kingdom of Nithia
175VOYAGE OF THE PRINCESS ARK 22: "Arsenic and old mantillas." 2000: Eimir 12-15, 22
    Southern Savage Baronies: Map and Gazetteers
    Rapier mastery table
   Q&A
 Preview:
    DDA4 Dymrak Dread
176VOYAGE OF THE PRINCESS ARK 23: "Shootout at South Gulch." 2000: Eimir 24, 25, 28, Burymir 1, 3-5, 8
    Claw Peninsula: Map and Gazetteer
    Cimarron Six-Shooter
    Deck plans for light Heldannic Warbird
177VOYAGE OF THE PRINCESS ARK 24: "Lords of forest." 2000: Burymir 14-18, 20
    Robrenn: Map and Gazetteer
    Classes: Druid, Druidic Knight, and Bard
    Q&A:
        Atruaghin Clans
        FSS Beagle
        Journey to Rock
        Announcement of upcoming products
        Hule
        Immortals
 Preview:
    Quest for Silver Sword
178VOYAGE OF THE PRINCESS ARK 25: "Of blood and steel." 2000: Burymir 23-28
    Eusdria: Map and Gazetteer
    Elven class variants
    Half-elves
    Q&A:
        Future products
        Dragon breath
        Orcwars
        Neutral paladins
        Souls and spheres
179VOYAGE OF THE PRINCESS ARK 26: "A glass of wine and a shaggy dog story." 2000: Burymir 28, 2001: Nyxmir 1-3, 6-10
    Renardy: Map and Gazetteer
    Monsters: Lupin and tortle
 Preview:
    Dragon's Den Adventure Pack
180VOYAGE OF THE PRINCESS ARK 27: "To death and back." 2000: Nyxmir 18-20, 22, 23
    Limbo and afterlife
    Map of Bellayne
 Preview:
    Assault on Raven's Ruin
181VOYAGE OF THE PRINCESS ARK 28: "In the eyes of the cat." 2000: Nyxmir 24-28, Amphimir 1-5
    Gazetteer of Bellayne
    Savage Coast Coats of Arms
    Lupin and Rakasta PCs
    Q&A:
        Airships
        Reversing XP bonuses/penalties
        D&D Psionics/AD&D conversions
        Cancelled and upcoming products
        Missing Alphatian data
        Languages and ethnic groups
        D&D rule clarifications
 Preview:
    Thunder Rift
182VOYAGE OF THE PRINCESS ARK 29: Letters! We get letters!
    Q&A:
        More creature PCs
        Airships
        Star Trek inspiration
        Ironwood spell clarification
        Norwold gazetteer
        Firearms in D&D (No!)
        Haldemar's princely title
        Mystara map and continental drift
        HWR2 errata
        Nithian armour and weapons
        Ethengar weapon mastery suggestions
        AC9 revision (upcoming)
 Preview:
    Goblin's Lair Adventure Pack
183VOYAGE OF THE PRINCESS ARK 30: "Web of Wizard-King." 2001: Amphimir 11, 13-15
    Herath: Map, Gazetteer, and Coats of Arms
    Araneas as PCs
 Preview:
    Wrath of Immortals
184VOYAGE OF THE PRINCESS ARK 31: Letters, letters! More letters!
    Gazetteer calendars
    Map issues
    General philosophy and rules issues
    Discussion of various nations
 Previews:
    HWR3 Milenian Empire
    Sword and Shield
185VOYAGE OF THE PRINCESS ARK 32: "Silence of the lizards." 2001: Amphimir 23-25, Alphamir 4, 8-11, 13, 14
    Prophecies of doom
    Death of Aliana Nyraviel confirmed
    Squamous Kingdoms: Map, Gazetteer, and Coats of Arms
    Lizard-kin as PCs
 Previews:
    PC4 Night Howlers
    Tainted Sword (novel)
    Haunted Tower Adventure Pack
186VOYAGE OF THE PRINCESS ARK 33: "Lords of shade and hue." 2001: Alphamir 17-21
    Wallara: Map, Gazetteer, and Coats of Arms
    Chameleon Men as PCs
 Preview:
    AC1010 Poor Wizard's Almanac
187VOYAGE OF THE PRINCESS ARK 34: The postal deluge continues
    Clerical Create Food table
    Other rules clarifications
    Dominions and retainer costs
    Mystic orders (Ochalea, Dunwick, and
        Lhamsa in Glantri)
 Preview:
    HWQ1 Milenian Sceptre
188VOYAGE OF THE PRINCESS ARK 35: "The return home." 2001: Alphamir 25-28, Sulamir 1
    End of Princess Ark series
    Proof of absence of rakasta in Alphatia
    Jibarú: Map and Gazetteer
    Phanatons as PCs
189Known World Grimoire:
    Language mishmash
    Fate of Alfheim inhabitants
    PWA errata
    Economics, population, and food
190Ecology of Actaeon
 Known World Grimoire:
    Robrenn and Asterix
    More economics:
        Population growth
        Villages
        Deforestation
        Mining
 Previews:
    Knight of Newts
    Fall of Magic
    Dragon's Tomb
191Known World Grimoire:
    Military organisation
    Taxes
 Previews:
    DMR2 Creature Catalogue
    Fall of Magic
192Known World Grimoire: "The Sting and the Sun"
    Nimmur: Map and Gazetteer
    Manscorpions
    Errata for previous issues
 Preview:
    Rage of Rakasta
193Known World Grimoire:
    Castles
194Known World Grimoire:
    Day of Dread (see PWA II for 1011 AC)
    Minaeans
    Benekander's Manifestation Form
    Green Slimes
    Charm effects of dead charmers
 Preview:
    In the Phantom's Wake
195Review:
    Dragon's Tomb
196Known World Grimoire:
    Dark Jungle Orcs: Map and Gazetteer
197Known World Grimoire:
    Announcement of AD&D (2E) conversion
    Information about post-WotI Alphatia,
        Minaea, Ylaruam, and Glantri
    Stats for chakram and bullroarer knife
 Previews:
    Champions of Mystara
    Fall of Magic
199Known World Grimoire:
    Fantasy heraldry (including magic powers)
 Preview:
    AC1011 PWA II
200Known World Grimoire:
    Arm of Immortals: Map and Gazetteer
    Ee'aar and Enduks as PCs
    Gildesh
 Previews:
    Karameikos: Kingdom of Adventure
    Mystara Monstrous Compendium Appendix
 "The Colour of Magic"
206Karameikos Ho!:
    Black Eagle Barony
    Local goblinoid tribes, including mystics
207Magic of Karameikos:
    Krakatos and Karameikan School of Magecraft
    Spell Primer (duplicated in KKoA)
 Review:
    Fantasy Empires (Mystara computer game)
 Previews:
    Karameikos: Kingdom of Adventure
    Monstrous Compendium: Mystara Appendix
    Dragonlord of Mystara (novel)
208Mystara CD adventure previews:
    Karameikos: Kingdom of Adventure
    Mystara Monstrous Compendium Appendix
    Hail the Heroes CD adventure
    Night of Vampire CD adventure
    Poor Wizard's Almanac (AD&D 2E version)
209Preview:
    Hail the Heroes
210Preview:
    Red Steel
211Preview:
    AC1012 PWA III (not fully identified in magazine)
213Previews:
    Player's Survival Kit
    DUNGEON MASTER (R) Survival Kit
215Preview:
    Glantri: Kingdom of Magic
216Bazaar of the Bizarre
 Preview:
    Savage Baronies
218Preview:
    Mark of Amber
219Preview:
    Dragonking of Mystara (novel)
222Preview:
    Dark Knight of Karameikos (novel)
223Previews:
    Joshuan's Almanac
227Preview:
    Dragonmage of Mystara (novel)
231Previews:
    Black Vessel (novel)
    Savage Coast Campaign Book
        (incorrectly listed for sale)
232"En Garde!"
    Secret pass fighting techniques for
        Savage Coast swashbucklers
    Savage Coast free download
        (still available in 2000!)
 Sorcerous Sixguns
    Firearms available in Savage Coast but not in
        Known World
233On Wings of Eagles:
    (Generic rules for Avariel/Ee'aar)
237Lupins of Mystara
 Free Savage Coast downloads
238WotC TSR takeover FAQ:
    Mystara still dead, but all dead game worlds are
    under review.
239SAGA for various game worlds, including Mystara
240Errata for lupin article in issue #237
247Rakasta of Mystara
315Sundering Ka: describes the Defilers of Ka and the Ka-tainted template. Also contains synopsis on the creation of Hollow World.
 Cinnabar, Red Steel, and the Red Curse: 3.5E rules for the red curse and legacies. Also contains synopsis on the creation of Red Steel.
 Guardians of the Docrae: a look at the halflings of the northern marches from the Blackmoor setting.
 Return to the Lost City: a look at the Cynidiceans and the Lost City in 3.5E. Also contains synopsis on the creation of Mystara.
318Children of Ka: The Dagger of the Dinosaur Sage. A look at the Malpheggi lizardfolk and the children of Ka.
323Ecology of the Choker.
325Winning Races: Lupins. Bringing Lupins into 3.5E.
327Winning Races: Diaboli. Bringing Diaboli into 3.5E.
339Creature Catalog IV: Campaign Classics. Conversions of the Dusanu, Nagpa and Phanaton.
343Creature Catalog V. Conversions of the Nuckalavee and Malfera.
344VOYAGE OF THE PRINCESS ARK 36: "Home and Away Again." 2001: Sulamir 14-17

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More than one month ago, I sent to the list an history of the Damocles planet and its relation to Mystara (involving the Dark Elves, the Modrigswerg, and Emerond).
Back then, I had little time to answer some of the questions I received, so I'm going to answer those questions, and other I thought up myself, now.

Damocles Q&A

by Giampaolo Agosta
What is Damocles?
Damocles is the fourth planet of the Mystaran solar system. It is inhabited by the Pyrithean Races, descendants of the Grens from the alien Federation.
Why is it called Damocles?
Damocles is a deformation of the name given to the planet by the FSS Beagle captain Bork Riesling, "DMK-3".
As the language of the stranded Grens evolved, the name was pronounced "Damok-Tres", which later became Damocles, and finally reached its standard form some 500 years ago.
The original name was meant to show the galactic sector where the planet was found (Sector D, though actually this was wrong, as the Beagle had unknowingly entered some kind of portal, and shifted to the Mystaran Milky Way).
M and K designated the Mystaran Solar System, in a base-32 code. Three was the number of the planet (Mystara was DMK-2, the numbers were given in order of exploration).
Dimensions of Damocles
Damocles is a flat world, a semisphere whose flat surface is inhabited.
It is slightly smaller than Mystara in equatorial diameter (around 6,500 miles), so its inhabited surface is nearly 80 millions sq km.
What can you see in the night sky of Damocles?
Damocles has no moon. There is an asteroid belt around the planet.
Damocles is far from the sun, but it receives additional light and warmth from the giant gaseous planet "Jupiter".
Due to the strong influence of "Jupiter" on Damocles' climate, the seasonal patterns are very different from those of Mystara.
Damocles experience a very cold winter when "Jupiter" is farther, while it is warmer when the giant planet is nearer.
Geography of Damocles
The surface of Damocles is encircled by the Outer Barrier, a circle of tall, unbreakable mountains that prevent water, air, and people from leaving the flat area.
On the outer side of the Barrier, and on the curved face of Damocles, the atmosphere is thin, and only simple lifeforms-or those who don't need air-can survive.
Also, gravity is very low (natural gravity of a small planet like Damocles).
On the flat side, gravity is magically enhanced, up to Earth-like values near the ground.
Within the Outer Barrier, there is an ocean that surrounds two continents and some archipelagos of minor islands.
Climate of Damocles
Damocles' climate is influenced by its distance from the sun, and only the strong emission of warmth from the very heart of the planet allows life to thrive here.
Due to these emissions, the earth is often warmer than the air, so there are accessional currents that make flight easier even to larger flying creatures.
Why did the Pachydermions leave for Patera, when "Mars" was nearer?
Quite simply, because Patera has an atmosphere and gravity that allow Pachydermions to survive without magical support.
What were the Pachydermions doing on Damocles?
In this setting, Pachydermions are one of the "native" races of Damocles.
This means they either arrived on Damocles before the Grens, or they evolved on the planet.
The Mystaran and Pateran Pachydermions may be the original group or a very old colony.
Who are the Grens?
The Grens are the aliens from the galactic Federation that arrived in the Mystara solar system on the FSS Beagle.
They are a race of human-like beings, whose skin takes a green tint under the rays of the Mystaran sun.
What monster types can be found on Damocles?
The Dark Pyrondians have created many servant races, often getting the design from their lower planar allies.
Some AD&D monsters that could be used for servant races are:
Broken One (failed experiments) 
Ettercap (Pyrondian-hunters) 
Gibberling (shock troops) 
Golem (many types; few of them, used as guards or frontline fighters) 
Kobold, Urd ("aircraft") 
Mould Man (early experiments) 
Mongrelman (experiments gone awry) 
Tasloi (basic jungle fighter) 
Undead (Skeletons/Zombies, these are not true undead, but are animated through life-shaped grafts or other means; the Dusanu is another good option) 
Yuan-ti, Histachii (created from Pyrithian prisoners)
Some outer planar monsters can be found on Damocles as the result of the Dark Pyrondians' summonings:
Imp or Quasit (these appear as familiars for the Dark Pyrondians) 
Mephit (messengers from the lower planes) 
Least Baatezu (Spinagon, common messengers and familiars) 
Lesser Baatezu (Abishai, Barbazu, Erinyes, all rare, appear as advisers, spies, bodyguards and other specialised roles) 
Least Tanar'ri (Manes, Rutterkin: expendable infantry) 
Lesser Tanar'ri (Alu-fiend, Cambion: half-Tanar'ric Pyrithians) 
Lesser Tanar'ri (Bar-lgura, Succubus, rare, scouts and spies) 
Yugoloth (very rare, mercenaries)
Other creatures from the Outer Planes or the Space can appear as mercenaries.
Who are the Dark Pyrondians?
The Dark Pyrondians are fiendblooded Pyrondians from the Pirate Age. There are two types of Dark Pyrondians.
The more common kind is also known as "Dark Elves", and existed in the Mystaran Northern Reaches centuries ago, but their civilisation was destroyed by Antalian tribes.
The remaining Dark Pyrondians, who exist on Damocles, are a handful of powerful lifeshapers, nearly immortal, and very strong in psionic power.
The most important and powerful of the Dark Pyrondian is Pheazar, also known as the Dark Elf Feasar on Mystara.
There are nine Dark Pyrondian "sorcerers" on Damocles:
Pheazar Lives in the north-east, has been on Mystara 
The Dread Prince Killed by Pheazar around AC 700 
Gheertihz Killed by Pheazar around AC 840 
Maekir Killed by Pheazar around AC 840 
The Scarlet Sorcerer Killed by Pheazar around AC 835 
Khaltar Survived the war AC 800-850 
Urhnam the Deep Disappeared after the war in AC 800-850, rumoured to live in the deep sea 
Captain Cortal Ihetarm Piratical, lives on an Asteroid (see "What can you see in the night sky of Damocles?") 
Ragol of the Ring Lives in the Outer Ring
What is a graft?
A graft is a lifeshaped items that bounds to the flesh of an host, allowing him to access its powers.
What are lifeshaped items?
Life shaping was developed within the Dark Sun setting. It is fully described in "Windriders of the Jagged Cliffs" and "Psionics Artifacts of Athas".
Basically, life shaping is a sort of genetic engineering, allowing the operator (nature master) to create new animals or plants that can duplicate the effects of technological or magical items.
There are three classes of lifeshaped items: creatures (plants or animals); tissues (raw living matter); and items produced by lifeshaped creatures (silk, scales, etc).
Lifeshaped items and creatures can serve different purposes: tools (weapons, clothes); producers of other lifeshaped items; grafts (see above); replacing domestic animals.
Note that the Pyrondians are themselves lifeshaped creatures.
What PC races are available in a Damocles-based campaign?
*Pyrithians (base race, replace humans in this setting) 
*Pyrondians 
*Pachydermions 
*Dark Pyrithian (these are fiend-blooded Pyrithians, use rules for Tieflings from Planescape's "Planewalker's Handbook") 
*Broken Ones and/or Mongrelmen (Broken Ones use the rules from "The Making of Men" by the Kargatane, Mongrelmen use the rules in the Complete Book of Humanoids)
Note that Dark Pyrondians are limited in number, so they are unavailable as PCs--all nine Dark Pyrondians are NPCs.
What native Damoclidean races are available on Mystara?
As PCs, only the Emerondians. Dark Pyrondians--a.k.a. Dark Elves-- are not available as PCs.
Pachydermions are not a native Damoclidean race, but they are available on both Mystara and Myoshima.
When is Damocles destroyed?
Canon material is not very specific about this. Any date between 1000 AC and the end of the Wrath of the Immortal War could go. A suitable choice would be some time before the Great Meteor event, so that the Meteor could have been a fragment of Damocles.