SHADOW aka "Shadowrealm":
- The demi-plane of Shadow is connected both to the Prime
Material Plane and to the Positive and Negative Material Planes. The
place is colored in shades of blacks, whites, and grays, with hints of
colors. The land moves like shadows and will slip away unless
it is concentrated on. The local area tends to stay fixed as the
surrounding landscape drifts. There are effectively four cardinal
directions here. Flowward, anti-flowward, crossflow fastward and
crossflow slowward. The landscape slips away in one direction of flow.
As one treads perpendicular to the direction of flow, the speed of flow
increases in one direction and decreases in the reverse direction.
The sky is the color of old charcoal, dotted with black "stars" and lit
with a large metallic colored "sun". The vegetation is also grey, dun,
opalescent, and/or translucent. Traces of subtle colors may be noticed if
concentrated upon. Shadowcreatures resembling natural creatures of the
Prime live here as well. The locals here speak in toneless voices. When
a Prime enters the area they initially appear a silvery hue, then begin to
loose color and become grey in appearance. At the same time they become
more lethargic and feel consigned to the plane. Yet, as one becomes more
of shadow, the shadow objects behave in a more solid manner, for instance,
shadow food becomes nourishing.
After Twilight, "when the heavens brighten and
Mool's disc grows
penumbral and waxen..." things take on more vibrant colors. Following
Twilight is Snuffdark, when the realms
darken. Then strong evil powers draw more darkness to them, and every
native's potency wanes. Time on this plane runs quicker than it does on
the Prime.
- The Chiaroscuro Palace
- This place is the home of the Shadowlord
in the plane of the Shadow. It is "...a huge place
of towers, spires, and flying buttresses..." It has the illusory
appearance of "...a rambling affair, part fortress, part pleasure place."
with an entrance "...made of obsidian and grey marble, with soaring
walkways and pennoned domes high above the broad steps..." which lead to
the ornate gates. The gates lie open in times of festival, but when they
are closed, wooden magic mouths act as relays and sentries,
allowing proper guests to enter.
In truth, phantoms and adumbrates guard the place and it is more fortress
and less ornate than initial appearances would suggest. Illusory pillars
and columns conceal phantom soldiers, while illusory bartizans conceal
shadow-griffons. More than one level of illusion is laid over them and
the palace.
The entry chamber is huge with a sixty foot high dome, columns and a
portal and statue at the end opposite the entrance. The entire place has
illusion laid over it to make it appear larger than in reality, and stars
and Mool appear on the ceiling. The major domo hides
behind a pillar, assesses the entrants and announces what they appear to
be and how they appear to be accoutred by projecting his voice off of the
statue at the end of the hall. Beyond this room is a great ballroom, and
to one side of the ballroom is an alcove through which one may proceed to
enter The Vault of the Veils.
- The Shadowhall
- The Vault of Veils
- The Shadowking's private audience
chamber in the Chiaroscuro Palace. It is
accessed off of a hall-like alcove off of the main ballroom. There is a
dark door, a half a foot thick, with no handle or grill. The vault itself
is double-diamond shaped. Its ceiling is V shaped and 20 feet high.
Veils hang everywhere, draping over walls and dividing its eight points.
A double diamond shaped table of stone lies in the center of the room and
it has fifteen seats. The Shadowking's seat is darker and mistier than
the rest.
- Dunswych
- This place a village inhabited by phantoms, but otherwise like a
Prime Material Plane village. The Palace
passes by once every twenty-five sleeps.
- Imprimus's fortress
- The entrance to Imprimus's fortress is
masked by powerful illusions, and barred by a massive slab of
shadow-steel. There is also a lock plate, and a second, hidden bar near
the base of the door. A final bar lies behind the door. Once inside, a
hallway slopes sharply down into the hill. Here there is a long pit trap
- which drops the floor as a smooth shear slide into a 20' or deeper,
circular pit.
There is a narrow walkway around the pit and, beyond there is a low, six
pace wide, passage with several doors with grills. Beyond one of them is
a room containing ladders. At the end of the hall is a square chamber
containing yeth hounds - their stink is noticeable for some distance.
They will be dormant during Snuffdark. Three
wooden doors lead into this chamber, each in the center of a wall and
each flanked by cressets containing some oil. The door on the right has
hound hair around it and leads to a storeroom. The middle door is rusty
and has seen little recent use and opens outward - it may be a trap. The
door on the left leads to a short landing and a long flight of downward
steps.
This leads to what seems to be the heart of the gloam's stronghold. Masonry, pillars, and polished
stone make this place more livable. There are workrooms, laboratories,
and libraries here. There is a secret exit in a library in a recess and
behind a shelf, leading to downward stairs. These stairs are narrow and a
charnel smell of ghasts wafts up from bellow. Ghouls and ghasts guard
this rough hewn, natural cave. Niches for catacombs are carved in the
walls. The place is strewn with bones and rotting cloth. If outmatched,
the six ghasts will retreat down a narrow tunnel. The passage ends in a
glyph of warding, disintegration, placed on a large boulder,
guarding the entrance to Imprimus' inner sanctum.
This is a high vaulted grotto, which makes ventriloquism easy here. It
is this place where Imprimus hides. Water drips into small pools.
Imprimus's coffin rests on a ledge ten feet above the floor of the cave.
He sends out two pair of dun-colored light globes to scout the perimeter.
His treasure mound also rests on the ledge, including the Crystal Blade, which is part of the
Sword of Balance. Gord's sapphire necklace was hidden in the
coffin.
- Mool
- a disk shaped heavenly body, the "moon" of the Shadowrealm
- Festival of Twilight
- A shadowrealm holiday. Representatives from all of the
inhabitants of the plane attend a festival at the Palace, while local festivals carry on in villages
and such.
- Snuffdark
- This time is the blackness after Twilight.
All natives are at their lowest energy and mental levels during this
time. Violent storms are more likely at this time. Mool and its accompanying stars are eclipsed at this
point. It ends abruptly and marks the end of the year in Shadowrealm
- Inhabitants of the Shadowrealm:
- In addition to the following shadow creatures, shades, spirits,
humans, drow, gray-skinned dwarves, brown-skinned gnomes, and a few ogre magi inhabit the realm.
- dusk drakes
- These are the most potent beasts of the Shadowrealm.
Consider them super-shadowdragons. They make
an "Oohoo! oooah!" call and can speak and understand common. The ground
shakes when they tread near and each stride carries them twelve yards.
Their breath weapon is shadowfire - which is gray, transparent, shot
through with dark tongues, tipped with diamond-like brilliance and hot is
as a Prime Material Plane dragon's breath. Such heat can melt shadow
substance, creating a roiling zone of darkness. Like other dragons it is
covered with scales and has talons. It also has spikes on its hide,
which enhance damage done by tail-slaps.
- shadowdragons
- Like most natives to this realm, shadowdragons are
semi-translucent shadowy creatures. They have huge, pointy teeth and
breathe a pitchy blast. They are also fond of casting a charm
spell involving the summoning of multiple colors and hues to fascinate the
intended victims. Shadow creatures are particularly vulnerable to this
attack form. Its hide can be used to make shadow armor.
- gloams
- These are shadow creatures who were once human and not of this
plane (like the murklings and fulgi). They believe themselves to be the most potent
sentient race of creatures on the Shadowrealm. They live in decayed towns
and cities and are served by the shadowkin. They are like rebellious
nobles to the Shadowking.
- adumbrates
- These shadowrealm creatures lack discernable forms, appearing
merely as a collection of shadows. They are unharmed by non-magical
weapons. They speak in toneless voices. The gloams
regard them as abominations and not a proper sentient race, although in
certain aspects they are just as powerful.
- phantomfolk
- This shadowrace is the next most potent after the gloams. They seem fairly human and inhabit about twenty
or so villages scattered about the plane. They support the Shadowking.
- shadowilk
- These are the next most potent shadowrace after phantomfolk, they have an evil bent.
- murklings
- These are shadow-dwarfs and shadow-gnomes. They are the next
most potent shadowrace after shadowilk.
- fuligi
- These tall, gangly shadow creatures are shadow-elves. They
are the next most potent shadow race after murklings.
- The King of Shadow "His Umbrageous Majesty,
the Lord of Murk, his Gloominess"
- He is the king of the plane of Shadow and
a Lord of Balance. He is chaotic
neutral. He can negate any memory loss associated with travel to this
plane. He is very tall, very thin, pearly-skinned with hard, ashen eyes,
ashen hair, and thin, night-dark lips. He has an aristocratic bearing
and an arrogant visage. He resides in the Chiaroscuro Palace and makes his rounds after
Twilight. He has no love for cat-kind. He
believes that those who are not his servants, strive against his
rule. He appreciates honesty and if one can breach his initial paranoia -
induced by the state of affairs with the gloams - he
can be pleasant and jovial. He believes the gloams have corrupted many of his
creatures, such that only the phantoms are truly loyal. He created
Shadowfire and desires its return. Shadowfire can act as a restorative
for him. As he is tied to his realm, when the realm has split
loyalties, he becomes split personalitied.
- Lady Sabina
- She is the court duplitrix of the Chiaroscuro Palace and appears as a phantom. She has a soft, sweet voice and is
darkly beautiful. She has long, sable eyelashes. She is pleasant and new
to her position which includes finding out guests names, announcing
them, and taking them to the appropriate areas in the palace.
- Smirtch, the Gloam Imprimus
- Imprimus is a gloam, a man-shaped, shadowy
creature who resides in the Shadowrealm. He appears
to have leaden eyes, grey teeth, and a rustling, shadow voice. He is
also a lich, and as such, his natural form is rather rotting. His face
looks half like a bat, and he has large fangs. As a lich he is also
likely vulnerable during the brightness of Twilight.
He acquired the sapphire necklace of the ninth (seventh?) house of cats.
He and Gord mutually question each other.
Smirtch tries to conceal more than he reveals. He is proud and believes
himself to be at least the equal of the Shadowking and states that no gloam recognizes the
shadowking's authority. They are not truly equal to the Shadowking. He
attends the shadowking's court and on occasion
poses as the shadowking. If seriously threatened, he may offer to make
the offender one of his servants. He is slain by Gord.
- Hotbreath
- He is an elder, lion-like shadow creature, and agent of the
Catlord. He leads a pride and has a dove-grey
body and a slightly darker, shaggy mane. He has long, smilodon-like, teeth.
- Smokemane
- He is a lion-like shadow creature, which speaks common and is an
agent of the Catlord. He has a good sense of
humor. He has a sooty shadow-mane. He has long, smilodon-like teeth.
He and cat-kind prefer to be aloof from any power struggles on this
plane. He is slain by the denizens of Imprimus's
lair.
- Vishwhoolsh
- This shadowdragon is an ally of the
gloams. He is slain by Gord.
-
- This region lies between the elemental planes and the Astral Plane. It has manifold branches and
loops.
- Probability and Fate:
- The House of Option
- The House of the Fifth Dimension (Probability) - the home of Lady
Tolerance - Istus. She keeps a formal garden in
front.
- NPC's of Probability
- Istus - Lady Tolerance
- Lady Fate can alter her shape and her surroundings. She, with
Proctor Chronos agree that Entropy has done what was possible, but went beyond
the plausible. They get into arguments over who rules who.
-
- (probability?) an ever narrowing plane in
the Ethereal.
-
-
-
- a wedged shaped plane (Nirvana?)
-
- NPC's of Time
- Proctor Chronos
- He appears as a venerable man who stands on a little hillock of
sand in the Time Elemental Plane. He has a merry and vigorous humor and
young muscles. He has thick white hair and wrinkled weather-beaten skin.
He is a contradiction in age. As he moves, his size and age change
according to the time concentration as he walks over the sands. He is
against Entropy, who wants stasis. He measures
events and places proper limits on things. He says that time flows in a
loop - past, present, and future are the same. He does
not have a scythe or a clock, but a sphere with billions of motes that
shift to a few specks of light or bit about a huge mote in the center.
It made of thin multi-leveled, overlapping, orbiting spheres, which when
shaken turn into a ribbon of flowing sand that does not seam to move. He
makes a Möbius strip of it and wears it as a waist sash about his
toga. He will not allow the changing of past events. He is on good
terms with Istus. As he moves, his size and age
change according to the time concentration as he walks over the sands.
-
- The Positive Material Plane
-
- The Negative Material Plane
- NPC's of Yin
- Hatdoligor Kaathbaen
- He is the master of the undead realm, presumably on the Negative
Material Plane.
-
- This realm a quasi-plane created by the forces of Balance to give Gord, Gellor,
and Leda a break once they had recovered all
three of the Theorpart. Much of it
is
a meadow. It has a glen with a pond and a bamboo hut. Time initially
passes very slowly here but soon it begins to catch up with the rest of
existence. At first days inside were seconds outside. Three days outside
equal two weeks inside.
There is a great stone of dense material that thrusts up in the haven. It
has a secret door that leads to a small passage to a vault. Thick slabs
of lodestone form a coffer with out handle, hinge or lock. This opens to
Gord's touch. There is a silk-smooth adamantine strongbox inside that
holds a long silver box with glyphs and sigils warding against nether
beings. Inside this are the Unbinder
and the joined Awakener-Initiator.
-
- The roadway from the Seven
Heavens twists and turns upward after crossing a ridgelike spine
whose sides disappear into the misty chasm. The road leads to a
delicate looking, fairy-type castle of pearl, ivory, silver, and opal.
There are smooth walls and soaring buttresses, thick towers with high
turret tops. It must be walked to and is a tough climb. It is cold at
the gatehouse as the castle is frozen. There are no gates, and no
bridge. The Key can come apart here.
The Initiator immediately becomes a
quicksilver bridge that seems to hold very little weight. It deposits a
silver-hued ring with a perfect diamond. Leda
takes the ring. If both the Unbinder
and the Awakener are touched, Tharizdun will possess that person and say that the
Unbinder will free the place of the ice. It becomes red, heats the ice,
melts it, moves along inward, and becomes a growing cylinder. A gold ring
set with a jacinth is found in the castle's entry hall. The Rings are the
artifacts after they serve their purpose. They compel those nearby to
wear them. Gellor dons the gold ring.
The castle is bright within. It has a great hall, antechambers, cellars,
dungeons, galleries, and countless rooms above. It is furnished in an
Oerthian style; however it is done all in white or near white with crystal
or pale metals. The furnishings will always appear familiar to those who
enter. They will be exactly what they would expect, but white. There
are many towers. There is a great middle spire, the tallest one. It is gold
roofed, has turrets, and reaches two-hundred feet high.
- Spiral stair
- It has a spiral stair that climbs up to a sky blue door of pure
adamantine. The Awakener, when its
blunt end is put against the door, will run like molten metal and form
hinges and handles. There is a tinkling sound as another ring appears.
This one is adamantine with a sapphire. Leda
thinks that the rings serve as a protection. Gord loans her his magic dagger.
- Study
- The door swings inward when unlatched. Tharizdun's child avatar is here. He
proclaims that he is Tharizdun, Emperor To Be of
all the Multiverse - when he is full grown. He is most gracious in
thanking his rescuers. He thinks that he has been here for a month. He
wants to know where Gord got the ring. The
room is forty feet across and is a well furnished office. There is a
couch, a table, chairs, and a small shelf of well-bound books here, as
well as bric-a-brac, candle prickets and magic lamps. The blue
adamantine walls are unseamed. There are adamantine crystal windows and
adamantine bars. There is fine upholstery, tapestries and rugs. There
is a flight of stairs going up. They lead to a dining salon.
- Dining salon
- It has banners, armor, and ancient weapons as decorations. It is
also lined with adamantine with the Glassteeled windows. Tharizdun says that he used to have servants, but
not for a long time. He used to have knights and long bearded councilors,
then the ugly beasts came and killed or scared his servants and locked
him up here. There is a ewer on the long narrow table that pours forth
any drink Tharizdun's child avatar wants. He has
a golden bowl that is filled with whatever he wants to eat. Upstairs is his
bedchamber.
- Bedroom
- It is slightly smaller than the dining
room. It is also lined in adamantine. There is a royal looking bed,
armoire, chest or drawers, shelves, two large chests, several small
chests, and toys all over: a wooden sword and shield, toy soldiers. The
bed is enchanted to make itself. The clothes are always cleaned. There
is a bath drawn for him every morning. If he doesn't bathe, he won't be
fed. There is a bronze-runged ladder that leads to a trap door above to
the observatory.
- Observatory
- "From there I can see all the lands around. I don't like it
there, though, for it is boring." It has a conical roof with
Glassteeled adamantine merlions. There is nothing to see but
clouds, mountains and the road. There is a cold stone seat. It houses
Tharizdun's material
form. Gord could detect it but
Gellor and Leda could not, even with spells.
- Events
- If Tharizdun is losing his Planarchess game, he will cheat. If
he is caught cheating, he will throw a tantrum and ask for a price for
the theorpart rings. He will hold
his
breath etc. Gord asks for the power of
Ultimate Evil. Tharizdun throws a fit and tells them to leave. They
stay. He begins to reveal his demonic nature. His eyes glow with
malice. He throws six acid-filled, poisoned tipped darts, and runs up
the ladder. Gord, Gellor, and Leda leave the castle, it turns red, then ugly
red-violet, and darkens, there is a sound of heavy footsteps.
Tharizdun's true form comes down and bites his
child avatar's jugular in order to gain full
power. He then devourers all but its skull. He comes down to Gord and
tells Gellor and Leda to stay and he will deal with them. He throws the
head of his boy avatar at Gord. Tharizdun calls into being a large
two-headed axe that deflects Gord's blow. He can't draw on the nether planes until he leaves the castle. He
balances combat to his advantage - when Gord uses Courflamme, he splits the axe into two
smaller single headed axes. He is pushed back by Courflamme's blinding
white fire. He can summon from the axes many small disgusting
sucker-mouthed purple larvae that are poisonous and thumb-sized. Gord
uses the theorpart ring to summon a phoenix who eats the grubs and grows
with the help of Gellor and Leda's rings. Gord melts the adamantine
confining Tharizdun to the entrance chamber. Gord strikes Tharizdun and
the demon's face and eyes become more hideous. Tharizdun realizes that
Gord will beat him and calls for aid. Lord Entropy
responds, bringing all of itself to one part of the wall. It decays and
Tharizdun escapes. This is probably the last possible point of
divergence from a Greyhawk Campaign which leaves the Flanaess intact.
Gellor and Leda go back to the castle to fetch Gord as the place falls
apart. They hop from the Empyreal
Sphere to the Celestial Sphere to
the Sphere of Creative energy to the Astral to the
Ethereal to the Realm of Regularity to the
Province of Order. They use the Ethereal Plane to
escape impeders.
- Residents of Tharizdun's prison:
- Tharizdun
- He is known as the Master of Malevolence, the Darkest, the
Ultimate One of Nullity. He is the epitome of evil and he would unite
all evil, but he was entrapped by Good Deities eons ago. They enmeshed
him in a cocoon of his own power, but he could still act in a limited
way. He lies wrapped in ebon slumber, awaiting the joining of the
Theorparts. When they are
joined, he will be released and the Upper
and middle planes will ally against evil. His mind can not be read.
One of his forms is that of a purple cloud. The cloud has dark eyes,
emitting an amethyst light. He has a purple, black, lipless mouth with
many teeth, tusks, and fangs, that are all very large. He has a hairless
black hide, that is full of blemishes. He is left in the Oerth Prime with
Lord Entropy, and they battle it out ending
in mutual destruction after a few million years.
- Child Avatar
- appears as a young, naive, blonde-haired, blue-eyed, boy. He
is in the Prison of Tharizdun. He is dressed
richly, but not uniquely.
He knows that he is Tharizdun and believes that he is Emperor to be of
all the Multiverse. He considers the Theorpartings to be his. He is
gracious to his rescuers. He has spouts of boyish glee. After his
rescuers have explored his prison/castle, he challenges them to a game of
Planarchess, betting several
jewels against the theorpart rings. He was
all that the Lords of Light could not bind up by spells millions of years
ago. Once he has control, he could harm Lord
Entropy by allowing life to
have creativity, but this is against his nature.
- True form
- Entombed under the cold chair in the observatory, he needs to
consume his child avatar in order to gain full
power. He is six foot,
six inches tall, has fair skin, gold hair, is comely, fanged, and has an
incredibly deep sonorous voice. He split Courflamme in the original
battle into the two component swords. He can not be whole until he
consumes the child avatar's head. He is not an expert with weapons. He
escapes his prison with the aid of Entropy and has all the Hells and
Hades easily submitting to him. He goes
to the Abyss and makes Bulumuz
defy him. He eats the demon lord in an amorphous form, transparent so
that all can see. He proclaims that another demon is hereby Bulumuz and
says that anyone can be replaced. He becomes impatient with Entropy. He
can not remember throwing the skull of his Child avatar at Gord. He does
not feel whole. He is responsible for the creation of Yeth hounds. He
plans on making Yeth hounds with the heads of every malevolent form of
life. see also WG4, The Lost Temple of Tharizdun.
-
- "All and Nothing"
- a being that is usually against all, but sides with balance to
fight Tharizdun.
- Master Entropy
- He is also known as the Lord of Inertia and the Master of
Devolution. Like
"All and Nothing" he is usually
against all. He reveals that Gord's Suel sword is more powerful than
suspected. During the Come Endless Darkness-Dance of Demons
interregnum he instigates world chaos, wars, discord among allies,
plagues, and natural disasters. He cloaks Gord and Gellor's movement through the Astral to the Abyss. He is behind Gord's lethargy, the
removal of Leda and Basiliv, and the wars of attrition. He
wants Tharizdun to come, then he will burn out
and Entropy will rule. He addresses Graz'zt and brings Gord to them. He would have
Leda placed in a null space and have Gord exchange himself for her and
have Graz'zt join the Theorparts.
Graz'zt agrees to this plan. Entropy says that he will slow Tharizdun. He
will hide inside Leda. He meets Graz'zt on Iyondagur. He is left in the Oerth Prime
with Tharizdun, and they battle it out ending in mutual destruction after
a few million years.
- Vashmilkusom
- the air elemental which brought forth Gravestone's storms and transported
him to Hardby.
It is a demi-plane which lies between the Ethereal, Astral, and Prime Material Planes. It is
populated by all manner of felines, and cat related creatures. Time is
skewed on this plane. Each of the catlord's nine houses vies for
supremacy, to have one of its own as king. Rexfelis's manse is extensive and has several parks
and gardens, including:
The Court of Dappled Sunlight and Pleasant Stretching. Furred
humanoids with feline features and tails (some are servants), drink
fermented mare's milk (Kummis), eat slivers of fowl, balls of ground raw
meat, pickled fish, and smoked shell fish. The court is surrounded by a
circular building of stone and logs and other earthy stuff. It seems to
spring from the ground. There is a huge statue of a sabretoothed tiger
carved from orange feldspar here. There are several jaguars here. There
is bathing available elsewhere and clothes are not necessary here. One
cat-were game, played in these parks consists of dressing in thick cotton
belted tunics and combating human style. These contests include fencing,
wrestling, jumping, etc. All of the cats engage in "The Sing" a chorus
which is highly appealing to cats and highly appalling to humans.
On the upper floor of the villa is a secluded chamber in Rexfelis's
section. It is filled with bizarre trappings and equipment. A nine
pointed star is on the floor between a gold sun and a silver moon. When
a certain ebony rod is rapped on the floor, those standing on the star
will teleport to Tenser's Keep.
When Gord awakens after dying, he is in a
room with a vaulted ceiling with beams of natural logs. There is a warm
breeze and soft cushions. Gord stays in the house of Rexfelis's seventh
son. There are trees, flowering shrubs, etc., and you can't tell where
the mansion begins or ends.
There is an obscure broad entrance to Rauph's wing.
There are nine armored guards outside the entrances. Inside the room
there is a semi circular dais in the left most portion. It supports nine
groups of chairs with six seats to a group - two high, two low. These are
where the courtiers and the courtesans sit in their finery. To both sides
of the upper chairs are mages. Below the lower chairs is the knight group.
The high figures are the heads of the houses. The closest house to the
door is House Lynx. To the right hand is a second dais which houses those
associated with cats, that is sea lions, sphinxes, dragonnes, tigersharks
and so forth. Their representatives can also take human form. The room
is 150 feet long. Rexfelis, when formal, sits on a throne at the far
end with a gold jeweled diadem. There are shadowy galleries along the
walls, for non-feline attendees. There is a corridor to the Catlord's
chambers.
There is a fencing arena a short distance from Gord's suite. His suite
has many rooms. An artesian fed fountain cascades to a tiled pool in the
inner courtyard of the suite. There is nude bathing here. The bedrooms
have huge feather beds. There is a small dining chamber with silent
servants who bear silver trays and plates of delicacies, various flagons,
and decanters of liquids.
- There are three noble houses
- Domesticus, Ocelotus, and Jaguarundis
- The seventh house of cats is the house of panthers.
- There are nine royal houses:
- The primordial domains are of House Smilodon and Paleoleo,
- the ancestral fiefs are : Tiger, Lion, Jaguar, and Catamount,
- The estates are : Leopard, Cheetah, and Lynx
- Residents of the Catlord's Demesne:
- Rexfelis
- He wears black velvet. He is a keen chess player and first met
Gord at the Ship and Crowns in Greyhawk. He convenes a meeting of the Lords of Balance towards the beginning of
Come Endless Darkness. see also Monster Manual II, "the
Catlord". see also the Manse of the Catlord.
- Prince Raug
- He is a tigerwere who frequents the Catlord's manse; he is the
wrestling champ there and has an 18 str, weighing 250 pounds in man form,
500 pounds in tiger form. He passed information through Balance's network. He is of House Panonca
and is not enthusiastic.
- Prince Lurajal
- He passed information through Balance's network and is in House Panonca.
He is a traitor to the Abyss and covers up.
He becomes the Lord of Jaguars and is exiled/ sent on a mission.
- Prince of the House of Lynx
- He wears gray spider silk garb and diamonds.
- Scion of Smilodons
- He is dressed in cloth of gold and wears a
necklace of nine huge golden beryls
- Lord Lowen
- He is a lionwere and the Catlord's
seneschal. His human form is that of a white haired man with pale skin
and colorless eyes.
- Rauph
- the major domo of the palace.
- Lord Sergetta
- Prince of Cheetahs
- Tirrip
- She is a beautiful tawny-haired tiger-were who frequents the
Manse of the Catlord. She does live on another
plane where tigers are the dominant species. She is the fastest runner
in the Manse. She is attracted to and has relations with Gord.
- Yeeor
- He is another cat-were and is the second best wrestling champ
at the Catlord's manse.
Back to Gord's Greyhawk Main Page?
Consider the original material found herein and the organization and
phrasiology applied to the old material to be Copyright 1998 by Chris Siren and
may be reused as far as I'm concerned, so long as I'm credited with
researching it. Of course, you'll have to comply with TSR & Trigee's
guidelines as well, but if it's just for personal use you're in the clear.