Editor’s introduction
Dungeon Masters often spend a lot of
time deciding on the geography of their
campaign worlds, and an equal amount of
time populating the world with animals and
monsters. Most of the time, however, they
don?t consider the idea of ?fantasy vegetation.
? Likewise, the rules of the D&D® and
AD&D® games make no mention
of the
different sorts of plant life that might be
found in the game world ? which means
that the opportunities for ?customized?
shrubbery grasses, and trees are limited
only by the DM?s IMAGINATION.
In this article, Eric Pass describes how he
has taken advantage of this opportunity in
his campaign world. The article includes
descriptions of 13 trees and herb plants that
are unique to this world, plus other related
information. You can transplant these directly
into your campaign if you like them
the way they are, or you can consider this
article as a source of ideas for how to accomplish
the same purpose in your world.
The following information is divided into
three parts. Section 1, "Plant Resources of
Biurndon," can be given out to players as
common knowledge that all player characters
would know, or would have easy access
to. Section 2, ?Wisewit?s Notes,? contains
information that would not be known by
player characters at the outset, but which
can be obtained by special effort. Section 3,
?DM?s Notes,? is game-applicable information
to be used by the Dungeon Master.
Respected Master --
As you we?ll know, part of every apprentice
sage?s curriculum is to study and evaluate
a manuscript prepared by a source
outside of the Sages? Guild. I humbly submit
this report as fulfillment of the second
stage of my training.
The document I have reviewed was written
by an anonymous member of the
Church of St. Aidan in the keep of Biurndon,
located about fifty miles northeast of
our city of Kliatoth. According to the archives,
Aidan was a cleric of Jaciloth (the
state religion of the Imperial Realm) who
was martyred in the crumbling of the Imperial
Realm about four hundred and fifty
years ago. The records state that in the
assault of the castle at Sirmon, which was
loyal to the ruler of the Realm, Aidan at-
tempted to prevent the ransacking of his
superior?s private library by the soldiers of
the Duke of Kithmanor. Aidan was unceremoniously
slain, but became a figure of
local legend when all of the participants in
his slaying were struck deaf and dumb
within a week.
A cult grew up around this legend,
spreading eastward over the years toward
Biurndon. The Church of St. Aidan was
established in Biurndon about sixty years
ago. There are currently two chapters in
Biurndon: one in the Keep, the other here
in Kliatoth. Membership totals no more
than five hundred people. The tenets of this
church speak of justice to all and preservation
of the written word. Admirable intentions,
indeed.
Presented herein are the original manuscript
as written by the Church, and my
corrections and notes to this manuscript. All
of my corrections and notes were derived
from several months of intensive research,
in the Guild libraries here in Kliatoth and
in Deeyil in South Fief.
Respectfully,
Detiran Wisewit,
sage-in-training
Plant resources of Biurndon consist of
two groups: (a) trees and shrubs; and (b)
flowers and herbs.
Sages have documented twenty-four
different species of tree in Biurndon. An
examination of each species is beyond the
scope of this work, but six species are briefly
discussed here. There are innumerable
shrubs, flowers, and herbs to be found in
the province. This manuscript selects seven
of these plants to be mentioned.
Trees and shrubs
Sticktree
The sticktree is a small (15 <inches> average
height), long-living conifer with a heavy
bark averaging 2 inches thick. It is found
in sunny glades within pure stands of
coniferous
forest. It requires a very sharp axe to
cut one down, and many a man has been
injured when his blade bounced off the
bark. The wood can be burned, but the tree
is harvested for its resin and cones. The
resin is used by merchants as a strong
glue,
and masons mix it with mortar. It is also a
primary ingredient in glassblowing, pottery,
and alchemy. The hourglass-shaped cones
can be boiled to extract an oil used in perfumes
or as a flavoring for baked goods.
The sharp, pungent perfume created from
this oil is in demand in the fashionable cities
of the West, where it is sold under the name
of "Forestfresh" fragrance.
Sticktree (Wisewit's Notes)
Experimental-quality sticktree resin can
be bought for 2 sp/oz. from apothecaries in
an area where the tree is found. The price
increases as the distance from the source of
the resin increases. Mercantile-quality resin
is less refined and sells for 1 ep/lb.
When exposed to the air, the aromatic
resin acts as an attractant for many species
of animal (humans included; otherwise
it
would not be a perfume). Many insect
species, including the dangerous volheller <link>
[see below], are greatly attracted to the
scent. Other creatures such as bears, deer,
tren [see below], and stirges find the resin <link>
irresistible. For this reason, it is commonly
used by trappers to bait their lines. Some
sages hypothesize that the resin is the sole
source of an essential nutrient for the animals.
Rivertree
This sturdy tree with drooping foliage
attains heights of 25'. In Biurndon, it is
found along the moist banks of the Nyre
River, overhanging shady pools. Its
branches trail in the water, where
they
provide shelter for many aquatic organisms.
The tree's water supply is supplemented
during dry seasons by the absorption of
water through these trailing branches.
River crocodiles are notorious for resting
under the shady canopy and ambushing
animals at the water?s edge. Some sages say
that the tree strains nutrients from the water
and thus derives some indirect benefit from
concealing the predators. Others say that
the tree attempts to warn potential victims
by dripping water from upper branches
when a crocodile is present. Believers say
that the tree is weeping crocodile tears when
this happens.
Rivertree (Wisewit's Notes)
The rivertree is never found in swamps
or stagnant pools because it requires a
source of highly oxygenated water. Some
accounts seem to credit this tree with some
sentience or awareness of its surroundings;
sages suggest that the highly oxygenated
water is required for the heightened senses
of the sentient trees to function efficiently.
The sentient specimens are suggested to
have individual personalities, both good and
evil. Stories and legends are told of lost
travelers being directed by rivertrees, while
remnants of clothing and bones
found encased
in the wood of rivertrees indicates a
darker fate for some.
RIVERTREE
There is a 2% chance that any rivertree
encountered is sentient. Consider the sentient
rivertree to be a 8 HD ent with the
following modifications:
1. The intelligence of a sentient rivertree
is average. Rivertrees tend to be more
practically oriented, judging situations in
terms of immediate personal benefits. They
have no use for treasure or money.
2. Fire does +2 damage to a rivertree
instead of +4, because of the tree's proximity
to water.
Papertree
A slender tree of medium height, the
papertree is named for its white, paperlike
bark, which has many uses. The Klaavarians
(a native race of Biurndon) use all parts
of the tree to make boats with which
to
travel the many small streams of the Upper
Nyre. The natives also carve their totems
and amulets from this wood. In a pinch, the
inner layer of bark can be eaten, as it contains
many nutrients. The wood burns well,
but quickly. It is preferred by carvers because
of its line grain and texture.
Papertree (Wisewit's Notes)
This is regularly used by the Guardians
of Biurndon as parchment for inscribing
messages and secret symbols within the
forest.
Medicinetree
This small, slender tree yields an orange
berry that is commonly collected by alchemists,
healers and spell-casters. Only healers
seem to make productive use of it,
creating a nourishing beverage which is said
to strengthen the body 18 different
ways, firm one's resolve, and clear the
mind. Its leaves are used in high-priced
teas, having a distinctive nutty flavor and
passing on some benefits of the berries.
Medicinetree (Wisewit's Notes)
The berries are poisonous while raw, but
simple boiling denatures the toxin. The
berries are collected by natives, who stew
them with other berries and roots to make a
potent alcoholic beverage. This drink is sold
in some taverns as "Biurndon Firebrew." It
bears no resemblance to the dwarvish
drink
of the same name.
Medicinetree (Plant Effects)
In raw form, the berry of the medicinetree
acts as a mild poison, causing 2-12
points of damage and leaving the victim
with gastric distress (-1 to hit in combat) for
1-4 hours after consumption. Save vs. poison
to halve damage and duration.
If a quantity of berries is boiled in an
equal amount of water, the resulting liquid
acts as an intoxicant just like any fermented
alcoholic beverage.
Mashing the leaves and straining hot
water through them produces a weak tea
that acts as a curative, healing 1 hp of damage
per pint consumed.
By a special process known only to healers,
medicinetree berries can be brewed as
an elixir that provides the drinker with +1
to strength, intelligence, and wisdom for 1-4
hours. It also gives +1 to saving throws vs.
mind-control spells such as charms, fear
and command during that time, and provides
an immediate saving throw if the
consumer is currently affected by a mindcontrol
spell.
Redtree
The deciduous forests
of Biurndon are
dominated by this large tree. It can reach
70' in height and 4' in diameter. Its leaves
have five points, of which one is the stem.
The tree?s name comes from the brilliant
red color the leaves adopt during the autumn
months. Its sap is collected in the
spring and boiled down to a sticky, sweet
syrup. This syrup is concocted by the
Klaavarians and sold during the Spring
Festival, where it commands a high price.
Redtree (Wisewit's Notes)
The redtree is common in mixed deciduous
forests. In
mixed coniferous forests, it
tends to be smaller in size, averaging 40' in
height. The redtree prefers rich, humus-laden
soils rather than the drier, sandy soils
of the uplands. It can, therefore, be used as
a terrain identifier. The first settlers of
Biurndon (Imperial Realm emigrants) used
this tree as a marker of the most fertile soils
for agriculture.
Natertree
This extremely rare tree averages 15' in
height, with a lower-base branch circumference
of up to 5' that tapers to 1' at the
crown. The natertree prefers deep forest,
where the light is dim. Studies have shown
that growth of this tree is optimized when
light is reduced to 5% of daytime intensity.
It grows only in pure stands. Because of its
structural flexibility, naterwood is excellent
for use in making bows.
Natertree (Wisewit's Notes)
The church members have copied directly
out of Arbor's book for their description of
the tree. It is obvious that the writer has
never seen this tree in the wild, as the natertree
was virtually eliminated in years past
by overharvesting. Wach Steppet, the third
earl of Biurndon, issued dozens of harvest
licenses for the sum of 200 gp each. For a
period of five years thereafter, Eastwood
(Kliatoth?s earlier name) was a center of
bow manufacture rivalling the best bowyers
of Drolland. Many of the bowyers currently
working in Kliatoth are descendants of
Drolland bowyers attracted by the lure of
naterwood.
Sages have long pondered over the natertree
's minimal requirement for sunlight.
It is considered possible that the natertree is
not native to this world and originates from
a land with a much dimmer sun. This raises
many questions, and sages have debated
this point for decades without reaching a
satisfactory conclusion.
Flowers and herbs
Lenthal
Lenthal is a small, ground-covering
relative of the ivy. Its leaves absorb liquids
of all sorts, and are often used to prevent
intoxication from alcohol by placing a leaf
under the tongue. This is a common trick of
thieves and card cheats.
The leaf can be crushed to provide a
curative for many poisons and is useful in
drawing poison from a wound. A package
of lenthal leaves is standard equipment
when traveling in snake country. Because
of
its many benefits, it is rarely found in the
wild but rather is carefully cultivated.
The elves have known about this plant for
centuries and first introduced it to humans.
Such is its rarity in modern times that it has
no other name than its elvish name.
Lenthal (Wisewit's Notes)
I would be most interested in learning
how the church author uncovered the
thieves' and card cheats? trick. It
is now
fairly common knowledge that the presence
of a leaf in the mouth turns the tongue a
deep red as the leaf draws blood to the
surface, but a few uneducated country folk
are tricked out of their earnings at the fairs
every year by this method.
As a point of interest, I discovered that
some barbaric states use this plant as a
method of torture, to slowly dehydrate the
victim.
I should further point out that this plant
poses no danger to a healthy person. Tales
of casual contact with a single leaf sucking
the life?s blood out of a person are totally
untrue. Leaves cannot draw the blood
through the skin. Thus, the aforementioned
card cheats are safe from dehydration because
the leaf draws liquid from the beverage,
not from their tongue. The leaf, being
inanimate, also tends to draw the blood, but
the skin is an effective barrier, so the blood
merely remains at the surface of the skin.
Burghley has determined that each leaf
has the capacity to hold about one-quarter
pint (125 ml) of liquid, which is subsequently
exuded into the atmosphere over a
time of one hour.
Lenthal (Plant Effects)
In raw form, 1 lenthal leaf can absorb
a 1/4 pint of liquid. It must be in direct
contact with the liquid; any barrier, even a
porous one, prevents absorption.
Graveolens
This is a rare, evergreen perennial that
has a smooth, branching stem and small,
bipinnate blue-green leaves. The
flowers are
small and yellow,
and bloom throughout the
summer, waving gently at the top of the 2'
stalk. The graveolens prefers poor, rocky
soils on sunny flats, and dies rapidly when
shaded. Its cultivation potential is average,
and it is usually found in healer?s gardens.
Graveolens is a preventative against
contraction of contagious diseases, including
lycanthropy. The leaves and flowers
are
crushed and pressed, yielding an oil which
can be used as a disinfectant. Because of its
strong, bitter taste, only small quantities of
the oil are required in any potion. The
plant can be preserved, though its usefulness
is ended once it ceases to be aromatic.
Graveolens (Wisewit's Notes)
The church author has quoted directly
from Burghley's work, presumably because
of his own unfamiliarity with the plant. It
should be noted that although graveolens is
a disinfectant, it is NOT effective against
poison.
Graveolens (Plant Effects)
The oil extracted from a graveolens plant
provides a saving throw against contraction
of lycanthropy, similar to the benefit bestowed
by belladonna. If at least one ounce
of the oil is consumed by a humanoid creature
within one hour after being bitten by a
lycanthrope, the consumer is granted a
saving throw vs. poison at +2 to avoid the
disease. The oil?s bitter taste and burning
aftertaste cause 1-3 points of damage (no
save allowed). As a beneficial side effect,
whether or not the consumer contracts
lycanthropy, the oil allows a modifier of
5% to the character's chance of contracting
any other disease (DMG pg. 13)
for one
week afterward.
Boneset
This is a small perennial flower
growing
to 1' in height. It can be found in damp
places such as ditches |or| river banks. Its
dull lilac |or| purple flowers bloom for
a short
period in the spring only.
The leaves can be used to make a spicy
tea that has curative properties, but its
flowers are its reason for collection.
If the
flowers are collected while in bloom on
a
moonless night and preserved, they can be
used to make a powerful solution that rapidly
closes and heals wounds. The plant
cannot be grown under controlled conditions,
such as the plot of a healer or gardener,
and it is said that the goddess Flora
watches over this rare plant. A good indication
of a healer's abilities is reflected in the
amount of boneset one has in stock.
Boneset (Wisewit's Notes)
What the author is attempting to say is
that this plant grows poorly in cultivated
areas such as gardens. Burghley's work with
this plant seems to indicate that certain soil
parameters are not met when the plant is
grown in a Biurndon garden. For lack of
evidence to the contrary, the church's proposal
of divine protection by the goddess
Flora is as good a reason as any for its poor
cultivation.
To test the church's hypothesis of healers'
abilities, I surveyed the healers and apothecaries
of Kliatoth. 2 healers of the 30
I questioned had boneset flowers. The elixir
sold for 100 gp per 1-oz. vial. It is obvious
that the healers who have this herb in stock
think they are competent. 2nd-rate
(shady?) apothecaries often pass off flowers
NOT collected on a moonless night as the
more expensive item.
Boneset (Plant Effects)
An elixir concocted from boneset flowers
collected on a moonless night will cure 3-18
points of damage when consumed. In addition,
the imbiber experiences such an intense
sensation of well-being that he feels
and acts invincible, gaining a +4 bonus on
any saves vs. fear spells or similar
magic for the following day. An elixir made
from flowers collected at any other time
only cures 1-4 points of damage and does
not bestow the accompanying feeling of
well-being.
The leaves of the boneset plant can be
used to brew a tea that has a 50% chance of
healing 1 point of damage per pint of tea
consumed.
Redoil
This common plant is the fundamental
material of the healer's art. A small flowery
herb, it is found dotting grasslands, woods,
hedges, and meadows with its cheery
yellow
flowers during the
short summer months.
Its pale green leaves
contain the glands
which secrete the plant's fabled red oil.
Because of its commonness, there is no need
to cultivate the plant in the garden.
The oil can be used as a rub for bruises, a
salve for nicks and cuts, or a preparatory
packing for open wounds. A traveler would
be well advised to purchase a vial of redoil
before a journey. Because of its inexpensive
cost (1 sp/oz.),
it can be used as a foot rub,
if nothing else, at the end of the trip.
Redoil (Wisewit's Notes)
The oil does NOT appear red when collected,
and must be processed before it can
be used. The specific steps of producing the
processed oil are trade secrets of the Brotherhood
of Healers. Once purchased the
processed oil can be kept for up to 2 years
in an airtight container.
Redoil (Plant Effects)
The oil extracted from the leaves of this
plant will heal 1 point of damage from
external wounds per ounce of oil applied to
the affected area. Rubbing in the oil requires
1 round per application. As characters
may discover, it is not advisable to
administer redoil during combat. (While
you are healing 1 hit point, the ogre
with
18/50 strength is about to hit you at +4
with his spiked club.)
Processing of redoil
(Miscellany)
The method of processing redoil is kept
secret by the Brotherhood of Healers, because
it is extremely simple to make the
healing solution, and the Brotherhood
would lose considerable sums of money
if it
was made public.
Procedure: 1) Mash berries in 1 pint
distilled water. 2) Mix redoil in remaining 1
pint water. 3) Add pebbles to berry solution.
4) Bring berry solution to a boil for 4
minutes. Note: Do not boil redoil solution.
This renders the solution useless. 5) Add
berry solution to redoil solution; mix thoroughly.
6) Add 2 drams shredded redoil
flowers. Cover and let stand 48 hours. 7)
Strain and dispense in 1 oz. vials.
Angelica
Diligent search of the undergrowth of the
forest may turn up this small flower. Its
large leaves and thick stem separate it from
the many seedlings with which it competes.
This plant has a special meaning to the
Church of St. Aidan, because it was this
humble plant which St. Aidan gave to
Agreg, his first follower, as a token of his
caring. The halo of petals about the head of
the flower affirms St. Aidan's love for his
followers.
The flowers, as well as the leaves and
stems, are pale green in color. The plant is
easiest to find in the spring, because it
flowers in the month of BLOODSTONE when
snow still covers the ground. Its fresh,
minty flavor suits it to teas, and the flowers
can be used as a garnish or a corsage.
Angelica (Wisewit's Notes)
The church has included this herb in its
document because of its significance to their
religion. Other than being a pretty flower, it
has no practical importance.
Blue tonic
This medium-sized perennial flower has
pale green, oblong leaves.
The flowers are
bright blue in color and grow in clusters
around the stem. Blue tonic is found in
open, rocky ground on the sunny sides of
slopes. The root, the part for which the
plant is used, grows to about 2' long in
mature plants and is as thick around as a
man?s wrist. This root can be eaten like a
carrot, and it fortifies those feeling exhausted,
hungry, or cold
by stimulating the
stomach juices and the muscles of the whole
body. An extract of the root can be used for
combat anemia, weakness of the heart, or
an attack of nerves, and it cools fevers.
Blue tonic (Wisewit's
Notes)
The church fails to point out that no food
must be eaten for 1 hour after eating the
root; otherwise, wracking pains in the stomach
are caused. Personal experience enables
me to communicate this fact to you.
Blue tonic
If consumed in raw form, the root from
this plant contains sufficient nutrients to
supply the human
body with energy for 12
hours of strenuous activity. Larger and
smaller creatures receive proportional energy
reserves. No food must be consumed
for one hour after eating the root, or intense
pain that results will incapacitate any character
with a constitution of less than 16 for a
period of 1-4 hours. During this time, an
affected character can only move under his
own power at a 3" rate and cannot attack,
cast spells, or perform any other significant
activity. An affected character with a constitution
of 16 or higher constitution is -2 ?to
hit? for 1-4 hours and must take a comparable
penalty on all other significant activities
(for instance, -10% to the chance of successful
performance of a thieving skill, or
other penalties as deemed appropriate by
the DM).
Felamour
This uncommon plant grows in open,
sunny meadows. Only 4 inches tall, this
valuable herb is overlooked by all but the
most observant collectors. The plant is
characterized by furry, green, oblong
leaves; its flowers are small, white, and of
no practical use. It is a favorite forage of
grazing animals, upon which it has a calming
effect.
Humanoids of all kinds, particularly
goblins, orcs,
and gnolls, smoke the dried
and cured leaves. The same calming effect
is produced for them as in animals, in addition
to a slight hallucinatory effect. Felamour,
known as solnipha to the elves, is
smoked by elves for the same reasons savitum
(common pipeweed) is smoked by
humans, being a mild stimulant.
Felamour (Wisewit's Notes)
Although this has little bearing on events
here in Biurndon, I was interested to learn
that warhorse riders of the south often mix
some felamour in their steeds' food before
battle, so that the horses will be calmer
during fighting. Acquaintances of mine
have smoked this herb (in the spirit of experimentation)
and have reported that in
some cases bizarre hallucinations have been
experienced.
Felamour
Smoking the dried and cured plant results
in the consumer gaining +1 on his
strength, but -2 on wisdom and -2 on
dexterity for a period of 1-4 hours thereafter.
If the smoker is a first-time user, there is
a base 10% chance that he may experience
bizarre hallucinations (DM?s choice as to
exact nature). For every use after the first
time, this base chance is reduced by 1%.
This reflects the user?s physical adaptation
to the substance. This herb does not cause
physical addiction. Demi-humans (any PC
race except humans) are not affected by this
substance in any way.
For further information about Biurndon?s
plant resources, Suret?s translation of the
elvish work Dath Iana a Posia Benatith
examines many of the flowers and herbs
known to the elvish race, some of which
are
found in Biurndon. Arbor?s work Native
Trees looks at the twenty-four species of tree
found in Biurndon, while Burghley's work,
?A Treatise on Herbs of Biurndon,? examines
forty-six common and uncommon
plants of Biurndon. Unfortunately,
Burghley?s manuscript is sadly outdated,
particularly in terms of the herbs? rate of
occurrence in Biurndon in present times.
DM's notes: New creatures
VOLHELLER
FREQUENCY: Uncommon
NO. APPEARING: 1-100
ARMOR CLASS: 5 flying, 9 stationary
MOVE: 3"/15"
HIT DICE: 1 hp
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1 hp
SPECIAL ATTACKS: Disease
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (1-6 inches long)
PSIONIC ABILITY: Nil
Volhellers are small, winged, biting insects
belonging to the louse family. The
insect breeds in moist humus in forests and
pools of stagnant water in swamps during
the spring and summer months. Although
no more than a nuisance singly, volhellers
can be dangerous when they swarm in large
numbers during the breeding season. Hundreds
of volhellers congregate to form an
inverted, funnel-shaped swarm that hovers
above the ground. Breeding swarms last for
several days, and the droning of the insects?
wings can be heard up to 200 yards away
The insects burrow into the ground before
the first frost to pass the winter season.
Volhellers attack by buzzing around the
victim?s head, eventually alighting on an
unprotected patch of skin. Their jaws are
strong enough to penetrate light cloth, but
are unable to pierce even the lightest armor;
allow them to attack only AC 9 and AC 10
targets. Typical attack sites are the backs of
arms and legs, behind the ears, and the
back of the neck. The bite of the volheller is
painful (causing 1 hp damage) and there is
a 2% chance (non-cumulative) per bite of
contracting a disease (DMG, pg.
14).
Volhellers are preyed upon by birds,
giant toads, snakes, and bats; few survive
their first season. Others fail to burrow
below the frost line and are killed during the
winter. The largest volheller recorded had a
wingspan of six inches and a body length of
four inches. This specimen was more than
ten years old.
TREN
FREQUENCY: Common
NO. APPEARING: 1-12
ARMOR CLASS: 7
MOVE: 24?
HIT DICE: ½ (1-4 hp)
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4 (kick)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Surprised on a 1
only
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: S
PSIONIC ABILITY: Nil
Tren are small, timid herbivores that are
extremely adaptable and prolific. Adult tren
stand about eighteen inches high at the
shoulder and weigh about fifty pounds.
Tren have a smallish head with long ears
and eyes set to the side of the head. The
long legs are slender but well-muscled, and
permit the animal to leap 10? straight up.
Tren are difficult to surprise because of their
acute hearing and flighty nature. A white
flash of the underside of the tail and a rustle
of brush are usually the only signs that a
group of tren has been nearby. Their large
grinding molars make short work of the
trees, shrubs, and tough grasses they consume.
A tren can only eat one pound of
vegetation per day, but this seems to be
enough to sustain the animal.
A mature female can give birth to one
litter of six to ten live young once per year.
The young grow rapidly, achieving sexual
maturity at two months of age and full size
at four months, assuming they survive that
long. Tren can be found in a range of habitats
from tropical rain forests to subarctic
tundra to arid grasslands and semi-desert.
The tropical tren are the largest strain, with
individuals occasionally exceeding seventyfive
pounds in weight
Tren are the main food source for
carnivorous and omnivorous animals. In
many habitats, they are the primary food
source for the local humanoid population,
particularly orcs and goblins.
Although nervous and flighty, tren are
remarkably stupid animals and are often
tricked by more intelligent predators. A
single brush-covered pit trap on a run continues
to capture tren as long as there are
tren in the area.
RIVER CROCODILE
A river crocodile has the same statistics as
a normal crocodile. This
variety of crocodile
has adapted its metabolism to a freshwater
environment (like some species of landlocked
trout). In Biurndon, the river crocodile
is rare.
ST. AIDAN
The Warder, the Scholar
Patron of justice & preservation of
written materials
ARMOR CLASS: -2 (-5 if in chainmail)
MOVE: 20"
HIT POINTS: 186
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type,
+7 strength bonus
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better
weapon to hit
MAGIC RESISTANCE: 75%
SIZE: M
ALIGNMENT: Lawful good
WORSHIPER?S ALIGNMENT: Lawful
good, lawful neutral
SYMBOL: White stag, angelica flower
PLANE: Arcadia
CLERIC/DRUID: 20th-level cleric
MONK/BARD: 5th-level bard
PSIONIC ABILITY: V
ATTACK/DEFENSE MODES: All/All
S: 19, I : 15, W: 21
D: 18, C: 18, Ch: 18
St. Aidan appears as a young, palecomplexioned
man usually portrayed walking
aimlessly about with book in hand. An
air of gloom hangs about him as if he contemplates
some horrible past. He wears
chainmail +3 under a light green cloak
emblazoned with the stag symbol. A white
stag (24 hp, average intelligence) is
his
constant companion. Aidan wields a mace
+4 which detects lies and alignment, and
enables him to read any language (including
those of magic).
Although generally mild-mannered, St.
Aidan may at times (once per day maximum)
become a berserker in combat. These
attacks are involuntarily caused by the
witnessing of an event which directly contravenes
his highly developed sense of fair
play, such as the torture of innocent victims
or the pillaging of a helpless village. Although
he garnered little combat skill in his
worldly existence, this matters little when he
is in this state, which lasts for one hour (use
combat statistics as given above).
APRIL 1986