Tierzen (Tunnels & Trolls)

© Daniel S. Wall, May 21, 2026.

***

These are rules for playing Tierzen in Tunnels and Trolls, the Delux Edition. The general description of Tierzen can be found here.

Tierzen: Str: 1, Con: 1, Dex: 1, Lk: 1, IQ: 1.25, Wiz: .75, SP: 1 Chr: 1.75

Height: 1, Weight: .1

Special Abilities: Although physical combat works normally for Tierzen, they will typically use spiritual weapons when doing so. They can use regular weapons, but they normally manifest spiritual weapons for combat. When fighting with a spiritual weapon, any spite damage done to an opponent is matched by a point of damage to either IQ, WIZ, or Chr. It is up to the victim to decide which of these stats they will apply the damage to, but they will take damage to one of those attributes along with the usual damage to Con for a spite roll.

The Grind

© Daniel S. Wall, 5/18/2026

Veteran of the Psychic Wars

Report on The Grind assembled for the benefit of the Library Philosophic

Written by Professor Piebald Hackmaster, Esquire.

(sundry commentaries attached)

I have seen The Grind in person, I have seen it from each side of the conflict, having made my way to the front lines of each of the three fighting factions at one time or another. I served briefly in the dwarven military in the early days of my career. Later I visited the elven lines as a military advisor, and I once entered the field from the orc lines as a hostage negotiator. Each time, I saw enough to understand the general tactics of each force along with the state of morale of the troops. Ine one respect, at least, I must say that they were all remarkably similar. To say that all of them held a bleak point outlook is quite an understatement. In all the time I spent on this theater, I don’t think I have met a single soldier that held out any hope, not for victory, and not for their own personal future. If ever, I met an exception, it was surely a fresh recruit who would surely die of his erroneous outlook soon enough.[1]

Never in my life have I seen a place so devoid of joy. It is a place where people go to die, where lives are wasted and forgotten. I wish I could find something positive to share in this report, but I simply cannot. This place should not exist. That is does is an indictment of all that is meaningful.

It is true that each of the armies in The Grind are actually in the service of the kingdom of Argensloft, which is to say that they are collectively the bane of peace-loving peoples all over the Sunset Isles. One might count it as a good thing that they are so busy killing each other, else they would surely be put to work inflicting great misery on others. Still, I wouldn’t count on this stalemate keeping these armies out of other people’s business indefinitely. The day will come when they bring this misery to someone else.

Why do these armies fight?[2] [3] [4] [5] Nobody knows, least of all those fighting in The Grind themselves. What must at one time have been an minor dispute between allied forces has long since become a source of eternal hatred worthy of rival kingdoms. Each of the armies has long since lost any sense of the common cause they might have found with one another for generations now, those fighting in The Grind sacrifice everything to gain a few hundred feet of ground, only to lose roughly equal amounts of territory in short order. It would be sad were those fighting in this war not so very hateful to begin with.[6]

***

So what are the differences between the forces in question?

The dwarven trenches have been carved directly into the earth. They garrison their troops in small, shallow, dungeons just a little behind the front lines. These small dungeons always have at least two exits, one toward the front lines and one toward the rear. Most often they will also have an exit heading out to each flank.

The dwarves are of course joined by dark elves, giants, and a variety of creatures from mountainous territories. Most of their allies are at least as tough as the dwarves, but their forces do not lack for magical powers. It’s a tough combination to face, great strength and great magic. If anyone gets to have their cake and eat it to, it is an army of dwarves accompanied by their favorite allies.

***

The elves typically make their own fortifications out of hedge-rows thick enough to block arrows and bolts. They have been known to carve a hole or two in these walls, a fact which has escaped more than a few of their foes, usually in their last moments of life. The elves place their garrisons in tree-houses set back a ways from the front lines. They run wooden walkways from tree to tree, and some lead well back to the greater forests far from the battlefields. Any enemy that reaches far enough into their territory to encounter the trees must be doing very well. Any enemy doing that well is also likely to run out of luck soon enough.

How do the elves manage such fantastic facilities in the midst of a wasteland? This is difficult to say, but I estimate it takes about 3 months to turn a dwarven trench into a sylvan fortification. I seems to take about 4 to 5 months to do the same for territory taken from the orcs. How much of the extra time is spent clearing traps and how much of it is spent trying to get something to grow where such filthy creatures had once dwelled, I do not know.

Elves are of course joined by a variety of fairies, leprechauns, gnoles, and other woodland creatures. They certainly do not lack for magic. Theirs is not the toughest army on the battlefield, but it is certainly the most one most likely to turn an enemy into a newt.

***

The orc trenches have also been carved into the earth, just as the dwarven trenches are, but for obvious reasons, the orc trenches are deeper. The orcs do not usually bother with underground garrisons, but they have been known to use them in turf recently taken from the dwarves. The orcs are just as bad at maintenance and cleaning as one might expect them to be, so their trenches are always filthy. Often, they are also in disrepair, a fact which the orcs seem to regard as an good thing. When a section of trench deteriorates sufficiently to make it an opportunity for their enemies, one can bet that the orcs have filled it with a number of trap, and planted enough forces around it to punish any enemy foolish enough to try and gain ground.

The orcs are joined by a variety of wretched creatures, from kobalds to goblins, ogres and so many more. Their forces are of course quite weak on magic, but they never lack for strong bodies to throw at an enemy.

***

Two additional features of The Grind are worth bearing in mind. The first of these would be the prevalence of spiritual warfare on the battlefield, and the second is a weird quality to the setting itself, one for which I have never heard a satisfactory explanation. Together these help to shape the horrors of the war into a uniquely horrible experience for anyone unfortunate enough to find themselves in its battlefields.

As to spiritual warfare, it is morbid icing atop this terrible cake. Soldiers on all sides of the battlefield have not only to contend with the blades and darts of enemy solders, they must deal with the spiritual attacks by witches and other terrible practitioners of distant attacks and stealth magic. The end result is a level of malaise wearing down the morale of troops until they no longer hope to survive the next battle.

As to the odd phenomenon mentioned above, I do not really know what to say about it. I have experienced it myself, and yet I know not what it is. Simply put, those who have left the region for a time and come back commonly remark about changes to the landscape, the shape and nature of the trenches, and even the nature of location vegetation. Those who have been present in the Grind the whole always reply in complete dismay, having experienced no such changes themselves. A wounded soldier in the dwarven forces once returned to the trenches to find a major garrison shifted half a mile to the east, and yet his companions could not remember the engineers reworking any of the trenches, let alone digging out a new bunker. I can assure you that similar stories have been told about territory held by each of the major armies. It seems that the region changes without being noticed by any of these present. Why, I do not know. I am guessing, it has something to do with the work of the witches.

The end.[7]

[1] Of course, there is hope in The Grind. One can always hope your enemies will die before you do. Some people might not find that a pleasing thought, but what else can I say. There is no pleasing some people!

– The Late Birgfester Miergrobbin, erstwhile Corporal, attached to Garrison 34 of the Dwarven Line.

[2] I can assure you that it is the fault of the dwarves. Any suggestion to the contrary must be regarded as a slander upon the nature of truth itself.

– Jared Leafeater, Elven Scout.

[3] Leafeater knows damned well that the entire conflict began with a terrible act of betrayal on the part of an elven general. If only he and his people would own up to their sordid history, perhaps we could all put this behind us.

– Matt Bastardson, Captain, Dwarven High Command.

[4]  Leafeater makes perfect sense, served up in a stew. He mattered once, but he needed more salt.

– Dictated by Grunt Kneecapper, Orc War Chief.

[5] It is the Tierzen who are clearly responsible for this war. They are the source of the conflict. I do not know how or why, but one finds them at work in each of the major factions, always behind the scenes, and always in leadership roles. If you are looking for a source to blame for the horrid stalemate that is The Grind, it is in the kindred of Tierzen.

– Eleasie Nuehiean, Elven Ranger.

[6] It hurts my heart to read such a terrible statement here. Whatever their connections to the awful kingdom of Argensloft, the poor souls wasting their lives in this terrible war are living things. Surely, they must have some redeeming virtues! We should have compassion for these poor souls instead of rooting for them to waste themselves on such a meaningless war. I have to believe that there is some good to be found in these trenches. We should all wish to nourish it with our own goodwill! I will be sending all the good vibrations out that I can muster, and I sincerely hope that other readers will do the same. Let’s plant a little love-berry in those trenches!

– Alyra Kine, Healer

[7] What the present author misses here in this otherwise excellent report, is the role of wildings in shaping the fortunes of this war. A coalition of Vek and Centaurs often work as mercenaries for the kingdom of Argensloft, bringing a range of allies along with them, but these forces work all sides of The Grind. To know which side will gain the most ground, one has only to learn which side the wildings are working for. To know when a trend will end, one has only to discern the moment the current mercenary contracts will end.

– Anonymous

Tierzen

© Daniel S. Wall, April 29, 2026.

***

“Just a moment before, she had had possessed no weapons at all. Now a shadow in the shape a great sword shimmered in her hands, wisps of black ether drift up from its edge. There was nothing normal about this, but in the hands of that thing, the ghost blade seemed somehow quite fitting.”

– G’shen Fmierelei, Herald of the Elven Wood.

***

Tierzen appear as black skinned humanoids, with no body hair of any kind. They are usually wrapped in dark clothing. Their eyes are bright green, though it is said they turn black when using the powers of a Spiritual Combatant.

An amulet exists for every Tierzen; it prevents them from attacking the one who carries it. Any Tierzen who carries his own amulet will find it weakens her, so Tierzen lives are spent seeking a suitable host for their own amulets. Few Tierzen could be trusted with this power, a fact which makes it all the more difficult for Tierzen to find stable and safe trustees for their amulets.

Tierzen are natural Spiritual Combatants, taking to their natural gift with a dedication rarely found among other Kindred. Most Tierzen will always possess the ability ‘Spiritual Weaponry’ thus enabling them to inflict great mental damage on opponents in melee combat. To ensure that such opponents do not escape physical injury, Tierzen work closely with other creatures generating more physical damage. Tierzen are always careful to ensure that they dominate any other creatures they choose to work with.

Tierzen possess one other distinctive behavioral characteristic, a profound interest in all things having to do with death. All Tierzen exhibit a marked fascination with death and dying from an early age, and those that take up spell casting invariably dabble in some forms of necromancy.

This mysterious kindred is widely thought to be evil in nature, yet even their greatest detractors will add that random violence is almost unheard of among their kind. Tierzen always seem to act with a purpose and limit their violence to those who genuinely stand in the way of that purpose.

In some cases, Tierzen campaigns appear to have been shaped by the desire to capture important resources. Tierzen have fought to obtain Magical Items and gold, but far more often they have sought information of one sort or another. Few understand the reasons for Tierzen involvement in anything, and individuals of this Kindred do little to enlighten them, a fact which leaves plenty of room for rumors and theories.

Wise men say  it is best to step aside when Tierzen make an appearance and let them go about their business. If for whatever reason, one feels compelled to stop them, then it is best to pray before doing so.

Rules for playing Tierzen in Tunnels and Trolls, Delux Edition can be found here.

Bastard Fish

© Daniel S. Wall, April 28, 2026.

***

“What is that?” – Anonymous, R.I.P.

These foul creatures appear to be giant lion fish. Some say that their eyes give off a faint green glow, but few have survived coming close enough to confirm the rumor. The long fins of a Bastard Fish trail further below a Bastard Fish than one might expect (as far as 6″ on a game table), but fish does not suffer if these are damaged.

They are actually quite intelligent, however, and they possess the capacity to float in the air as if swimming. Endowed with great Spiritual Power, Bastard Fish use it to satisfy their incredible hunger. But these creatures do not merely kill for food; they also do it for pleasure.

 

Gnagén

© Daniel S. Wall, April 18, 2026.

***

“Klezh held his right hand up with its palm facing the rest of us, His, great eye in the center of his palm staring back at us, Klezh motioned us all to stop. His left hand, he slid gently under the edge of the door frame. After a moment’s pause, he stood up dropping both hands to his side, angling the palms slightly foreword so as to look at us. His face, itself completely devoid of sight, Klezh now held the thinnest trace of a smile; ‘the next room is clear’.”

– Kanis Targ, Story-Teller

Illustration by Lucas Seven

Appearing as tall and thin persons, Gnagén seem always to have their eyes closed. If one looks closely, she will see that the eyes of a Gnagén are actually in her palms, and that Gnagén  have neither eyelids nor eyes upon her face. A Gnagén must hold her hands up in order to see anything.

Naturally, this makes use of tools and weapons a little bit problematic.

Gnagén are spiritual warriors with a special gift for divination. Recognizing that their natural skills are best suited to complement those with more conventional abilities, these creatures often seek to join others in need of help. They travel freely among other peoples, associating with whomever they will (and with any that will have them).

Gnagén vary in their outlook on life, and this is easily reflected in their personal associations, but they are alwayss keen to learn as much as they can about a broad range of subjects. While some of these creatures may ally themselves with dark powers or unsavory company, others will happily commit to a righteous cause. Whatever their moral commentments and personal tastes, it is common for a Gnagén to remain just a bit aloof to the short term interests of their company. It is well to remind oneself that whatever interest a Gnagén may have in common with those around her, she is always just a little more interested in developing her own powers and using them in whatever manner she deems appropriate.

Moggy Toad

© Daniel S. Wall, April 7, 2026.

***

“Mogusthloed,”- Map-Meat Hammergren, Dwarven Hero.

“Tis almost correct, but your lips must be more rounded on the final vowel.” –Nariae Dveng, Sage.

“Mogusthoed,” – Map-Meat

“Tis a bit too nasal on the first vowel.” – Nariae

“Mogusthloed,” – Map-Meat

“Tis still a bit nasal, but there is also the silence that should come toward the end…” – Nariae

“What is it that others call you creatures?” – Map-Meat

“Let us stay focused…” – Nariae

“Mogusthloed” – Map-Meat

“Please remember to round your lips…” – Nariae

“I did round my lips!” – Map-Meat

“My apologies. I did not notice, but may I suggest that you round them more.” – Nariae

“Maybe, I should use it in a sentence?” – Map-Meat

“Tis an excellent idea.” – Nariae

“Mogusthloed is an idiotic name,” – Map-Meat

“I…” – Nariae

“Mogusthlodie-type creatures make my axe-hand all anxious.” – Map-Meat

“Tis funny, what you say, but it is still…” – Nariae

“Mogus-Bogus, target for my damned axe, …dammit!” – Map Meat

“Reflecting on your question from a moment ago, I think perhaps ‘Moggy-Toad’ will do just fine.” – Nariae

“Do I still need to round my damn lips? – Map-Meat

“Only if you want to.” – Nariae

***

Appearing as small, awkward looking, and oddly colored humanoids, Moggy Toads are often mistaken for gremlins (or anthropomorphic toads). Appearances aside, however, there is little in common between a Moggy Toad and a Gremlin. No-one has ever met a Moggy Toad who engaged in frivolous pranks as gremlins do. In their own way these slow-moving and seemingly innocuous creatures can be quite dangerous.

Moggy Toads prefer to live in remote swamps and other riparian settings. They are reluctant to engage in sociable activities, and still more reluctant to engage in violent activities. If pressed, however, a Moggy Toad can be quite dangerous. This is particularly true if she has the space to get away from potential melee attackers and focus on using her own abilities. Moggy Toads wield great spiritual powers, a fact which a wise character would keep in mind.

Moggy Toads are occasionally inquisitive enough to leave their homelands and explore the rest of the world. With rare exceptions, this is a temporary phase, and few Moggy Toads would ever do so without planning to return home to the pace and quiet of the remote swamps.