Phantom Kingdoms

Never Play Cards with a Slaadi

1: Background 
1. Timeline
2. Myths & fables
3. Our Story so far... 

2: The Known World 
1. map of the East
2. Eastern Kingdoms
3. Elsewhere
4. Coinage

3: Adventurers 
1. New Races
2. Nationality
3. New Feats
4. Our Heroes
5. Character Sheet

4: Gods 
1. Pact and Pantheon
2. Lords of Chaos 
3. Lords of Order
4. Keepers of Balance
5. Independent Gods

6. Forbidden Beliefs

News

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Never Play Cards with a Slaadi,

A Story of Myndi in the Dawn Age,

By Ian Willson

 

This story starts with the end of an extremely
fruitless adventure Myndi goes off to party her woes away in a tavern off
near the great sand wastes of Therapu a region known for it's concentration
of slaad.  (This brings up the first point; if you know were slaad lay
avoid the area like an orc avoids a bath).  She goes in and orders a round
for the bar and sits down in a chair at the back of the bar.  (Point two,
because of this most B-elves will buy a round on there first visit to a
strange tavern if possible. a B-elf that doesn't buy a round is probably in
dire straits indeed).  An hour and few dozen ales later a troop of slaad
storms in and make them selves at home.  Smartly everyone clears out except
Myndi and the bar keep.  It seems at first the slaad are content to mild and
harmless fun and games, but after a while one of the bigger ones decides to
see how much wine he can squeeze out of our helpless bar keep.  Not wanting
the screams of the little guy disturbing her drinking Myndi challenges the
slaad to a game of cards for the mans life.  The slaad turn hearing her
foolish challenge accepts on the condition that if he wins Myndi will do any
one task for it.  Never one to fear anything she accepts and the slaad pulls
out a deck of moving cards.  Made of pure limbo it says, makes the game more
challenging.  (Point three, if your gonna play card supply the deck.)  They
agree on the first to win three hands is the victor.  They play four hands
each winning two and it comes down to the last cards dealt.  Myndi is
confident that she has the winning hand but as she lays down her cards they
symbols fade and blur so that when she puts down her hand is blank, eight
gray bits of paper.  The slaad is declared the winner declaring that her
task will be bearing him a child.  The things that happened because of that
fateful had were thankfully lost is the past.  They say that that night she
forged a pact with the slaad agreeing to shelter them in times of need in
exchange for insight into there chaos and a pledge of friendship.  The night
bore her a son by the name of Grimhelmst.  To him she gifted the leadership
of the warrior guild, the only four guilds to regularly admit outsiders.   

 

 

 


 
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