The Scarlet Brotherhood moved through the Suss and Welkwood harried by elves and woodsmen. The Suels rallied more goblins, hobgoblins, and other humanoids. Their advance guard had 1000 men, and their main force was 4000 men. They sacked Celene, killing Parsival. They then retreated and were pursued. Deirdre killed Blonk. The Temple of Elemental Evil scenario as outlined in T1-4 occurred with the modifications that Iggwilv freed Zuggtmoy by using Mordenkainen as an unwitting pawn.
Iuz besieged Molag and usurped the Horned Society. Blackmoor, the Hold of Stonefist, and the Bandit Kingdoms allied with him. He begins construction of a new palace in Molag.
At the beginning of Sea of Death he is now the self titled Emperor of Evil and Lord of Pain. He receives tributes from all of the Bandit Kingdoms, the Hold of Stonefist, and the Wolf and Tiger Nomads.
At the beginning of Come Endless Darkness, he as launched a mass attack. It was obscured by Iggwilv and Zuggtmoy. He holds the Initiator, the second key. He takes the Vesve, then the lands west and South to the Velverdyva. He is stopped at Chendl. He holds Furyondy north of the Crystal River. He takes the Shield Lands except for the capital island. The Duchy of Tehn is taken by the Bandit Kingdoms and the Rovers of the Barrens under his direction. The Hold of Stonefist, supported by Iuz, marches on the Theocracy of the Pale. Urnst holds. Highfolk holds.
The Great Kingdom and the Scarlet Brotherhood attack northward. The Great kingdom fights Nyrond, Almor, and the Iron League. Iuz continues to fight south, East, and West. The Bakluni fight the nomads to the North and South and come to a stalemate. The Scarlet Brotherhood is on the march. The Pomarj attacks Celene, Ulek and Urnst. No one is winning. The Cabal, the Bladelord, the Catlord, the Obsidian Citadel, the Vesve, and Highfolk are more or less free of conflict.
Dance of Demons: The Great Kingdom is in a state of civil war, 100,000 troops, Aerdi's regulars, 1000 humanoid scouts and irregulars. The North and South provinces ally against Ivid. Medegia also vies for control. Nyrond and Almor dispute among themselves. Bandits, and the sea raiders ravage the Iron League. All of the barbarian nations are also at war. Iuz and the Scarlet Brotherhood do not profit either. Entropy is the sole victor.
Plagues and natural disasters are more frequent. Borders shrink as do populations, resources, and government powers. Trading is down as people try to live just for sustenance. The polar ice cap starts to melt and a continent sinks. Oerik's coastline creeps inward. This destruction is paralleled on alternate realities. In other words, it is a standard Moorcockian Eternal Champion devastation. Even Infestix is in trouble.
Oerdians in the south fight Baklunni Barbarians. The Central Flanaesse is the battleground. Iuz, The Scarlet Brotherhood, and the daemon worshipers are knocked back by the forces of Good.
Good will not listen to Neutrality and plans to sack Hades, delay Infestix, and harry the theorparts. They believe that only Good can do good and that Neutrality is in league with Evil. Olympus makes moves, but looses much of their number. Evil is also eroding. Demogorgon and Iuz with their divisions and with aid from Infestix, mount alternating attacks on Graz'zt from opposite sides. Vuron routes Demogorgon's first attack and the supporting devils flee. Demogorgon lures Vuron into personal combat. Infestix sends in the eight oinodaemons and a daemon horde. Vuron holds his crystal spear. Gord slays Infestix and Demogorgon flees.
Gord and Elalazag ally with Graz'zt against Iuz and his cohorts. Areex plots with Zuggtmoy for the Theorpart as does Orcus with Iggwilv. Baphomet betrays Iuz and company and treatises with Graz'zt. Gord uses the Initiator to appear as Graz'zt, Elalazag, and their horde, scaring off Orcus. Zuggtmoy, Iggwilv, and Iuz flee to Mycorji and hide in a grotto. Gord and company slay them and there is a deep laughter. Iuz's troops give up and Graz'zt halts his attack.
The remaining monarches of Demondum (save Lolth) and two thirds of the demon princes and lords join together to hunt down Gord. Entropy makes an offer to Graz'zt. He has kept Leda motionless, half clad, and 1000 paces from the demon horde. When the exchange is done, Gord gives her Courflame, notes the presence of Entropy, and declares the bargain void. Leda and the Joined Initiator/Awakener switch places. Leda skewers Graz'zt. The artifact goes to Gord and shoots Vuron, who drops the Unbinder. Gellor plays the kanteel to destroy some demons. Gord commands the lesser demons to halt and bow to him and are slain by Gellor's music. Graz'zt takes off. Courflame bites Marduk in the side, gashes off Nexroth's leg, and gorges Bulumuz's face. Leda attacks Vuron. He makes a shield from the Theorpart. Vuron uses the spear. Leda stuns and slays him.
Gord, Gellor and Leda then leave, rest for a while, and release the Minor Avatar of Tharizdun. That avatar in turn releases Tharizdun's true form who, with the aid of Lord Entropy, escapes his prison and conquers Hell and Hades with little resistance. He makes an example out of Bulumuz by consuming him and naming another demon Bulumuz. He rounds up an army to take over the Abyss and rides a three-headed fire drake. In six days he takes Pandemonium. Graz'zt, Elazalag, and the Abat-dolor retreat to Ojukalazogadit. It grows stronger as Tharizdun's hordes are consumed by it. Tharizdun sics Lord Entropy on the living plane.
This reality since Tharizdun's escape has been sealed off from the rest of the multiverse by Chronos and Istus. They recommend that Gord and Company make their stand on Ojukalazogadit. Graz'zt knocks Gord out with a jet from the Eye of Deception. Graz'zt gets a great hit on Tharizdun, but Tharizdun catches Doomscreamer in his bare hand and is unharmed. Tharizdun kills Graz'zt. Gellor and Leda take Gord to the Shadow demi-plane so that he can recover. The skull of the boy Tharizdun fell out when they exited the Abyss and Tharizdun ate it. He sics Mephisto on Gord, Gellor, and Leda in the Shadowrealm. The yeth hounds raze it but can not find them. He nails Mephisto and sends Thrax to Rexfelis's realm. Although Chronos and Istus have sealed off alternate universes, they give Gord and company powers from those alternates. The yeth are now sent on Oerth. Tharizdun and the Yeth come through the bottom of the Sea of Thought. Courflame shatters on Tharizdun. Chronos and Istus yank Gord, Gellor, Leda, and those instrumental in the struggle out of the Oerth Prime and put them on Yarth. Lord Entropy and Tharizdun are trapped on Oerth's burned out Prime.
It can change into a ten foot long, mace-like pole arm, with a twelve inch spike on the bottom and several thin, axe-like, blades radiating from the head, with lower, leaf-like tines with solid spurs at their base. This weapon can disarm and snap weapons as well as inflict damage but it is slow and needs room to operate. As this weapon, it can crush armor with its weight and can kill with the tip or with its blades. It is a drain on mortal creatures, causing them to become zombies to it unless energy is drawn off of it by magical means (such as by Courflamme).
Bayomen Plains = Plains of the Payanims Jakif = Zeif Joheid = Idee Southern Marches = South Province Yoll = Ull City out of Mind = Forgotten City Dolle Port = Port Joli Ghastor = Kester Hlupalla = Lopolla Ocherfort = Hokar Syldartown = Zelradton Urlisindatu = Erelhei - Cinlu (the drow city in Vault of the Drow) Yolakand = Ulakand Barring Mountains = Barrier Peaks Ferrous Mountains = Iron Hills Grand Suel Peaks = Sulhalt Mountains Larkil Mountains = Lortmil Mountains Longridge Hills = Lorridges Yolspur Tors = Ulsprue Chaban River = Javan River Ocher River = Hool River Toosmik River = Tuflik River Briartangle Woodland = Bramblewood Forest Arachne = Lolth Cabbac = Boccob Fesroo = Hezrou (Type 2 demons) Gigantos = Zagyg Kathbak = Boccob Klebguzig = Glabrezu (Type 3 demons) Poxpanus = Incabulos St. Trowbane = St. Cuthbert Wulox = Vrock (Type 1 demon) Vastyi = Wastri Zubassu = Nabassu
"Only those able to go on squares of different colors can use the twisting paths as they would move normally, a single space or many squares. Vaulting and skipping pieces count all squares and move upward accordingly, and off to another board if there is distance remaining, but they must stop as soon as leaving the spiral. If an enemy man occupies the space, then it is en prise if capture is desired. The diagonal-movers use only two of the four vortices, because of the the color of entry, of course. When these move to another field, their color changes. Dark and light alternate above and below, though so to go from nether to astral or vice versa means there is no shifting from such transfer. Exit from spiral requires pause."The pieces vary from dragonchess in name and move of forces. There are thirty-six pieces to a side. The dark forces have 24 on the netherboard and the light have that amount on the astral. Both sides have 12 pieces on the middle board. Pawns become more powerful as they move up or down. Captured pieces may be turned into pawns for the capturing side. Some pieces include kings, celestial knights, chevaliers, assassins, chevaliers, archpriests, marshals and oliphants. (from Dance of Demons pp. 295-298)
"One simply notes the name or description, or both, on the sign above the inn, tavern, or drinking house. If legs are implied in the name, then one counts them, modifying the count upward if the depiction on the establishment's sign should show a greater number."It is a matter of alternate occurrences... Two individuals engage in a contest, each alternately counts the legs, if any, on the sign encountered during his turn. There is usually a time of distance limitation so that the game lasts a reasonable period and has a conclusion. Of course the player with the highest leg count wins... After an inn, tavern, or drinking establishment is encountered, legs are counted and scored, and a running total is maintained on paper. The person awaiting his turn can select the next direction of the route of the game, as long as it does not go back over territory already covered. In case of two signs on either side of the route, the one on the left shall be scored."
"All spells draw upon one form of energy or another. Little ones use small energy, big ones can draw tremendous currents. Those castings that utilize the power of some deity or another, those channeled through the medium of a being of power, are of one sort; and the aura of such is distinct. Likewise, work of dweomercrafting leaves a unique signature, as it were. Oh, not the minor ones - little spells are much the same as a rune or two written in the sand. But the major works leave a long and identifiable trace, at least for a time."
Iron Drab Brass Bit Brnz Zee Cu Com Ag Noble El Lucky Gold Orb Platinum Plate
Iron Drab 1 1/5 1/50 1/250 1/1000 1/5000 1/50000 1/55000
Brass Bit 5 1 1/10 1/50 1/200 1/1000 1/10000 1/11000
Bronze Zee 50 10 1 1/5 1/20 1/100 1/1000 1/1100
Copper Common 250 50 5 1 1/4 1/20 1/200 1/220
Silver Noble 1000 200 20 4 1 1/5 1/50 1/55
Electrum Lucky 5000 1000 100 20 5 1 1/10 1/11
Gold Orb 50000 10000 1000 200 50 10 1 10/11
(golden dokshee in west)
Platinum Plate 55000 11000 1100 220 55 11 11/10 1