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AFTERWORD 190
HEARTH AND HOME 76
WHERE ONE's HAT Is HuNG .•••••.•••••.•. 77
INNS AND TAVERNS ••••••••••••••.•••••••.79
WHAT's To EAT? •.••••••.•••.•••.••••••• 82
REGIONAL CUISINES •.••••.•••••••••••••. 84
Foon FROM THE WILD ••••..•••••..••••••. 91
DRINKS OF CHOICE ••••••••••••••.••••••• 92
THE LATEST FASHION ••••••..••••.••••••• 96
FoREWORD
6
These characteristics are key to the longevity chartered adventuring bands in Cormyr and the
and depth of my home Realms campaign, and the Dales such as the Company of the Unicorn and
thirst for detail that my superb players exhibit has the Company of the Manticore. At conventions
spurred me to build it into the Realms. This in for two decades, on three continents, the Baron's
turn made it seem more real to my players, mak- Blades (hired bodyguards and agents of the baron
ing their imaginary achievements matter more. of Hawkhill in the remote farming foothills of
My first players were the Company of Crazed northeastern Amn) have fared forth into adven-
Venturers. Then rose the Swords of Eveningstar, ture. It's all been a lot of fun, and along the way
who became the Knights of Myth Drannor. With the Realms has gained far more lore and depth
other players, I explored the Realms in short-term than could ever be published.
public library games whose participants portrayed Well met! Mount up and join the ride!
A THIRD L<Ja< l ' THE FORGOTTEN REALMS Ed Gr eenwood/ 1986/ Pa e 1 of fJI.f Paqes
A self-portrait of a much younger Ed Greenwood. Take a peek at what I'm writing; "Divinity in AD&D"was my title for "Down-to-Earth
Divinity)' in issue #54 of The Dragon (I did this sketch to go with that article). It's a reminder to me and everyone that when writing
about the Realms-deities in particular!-one must Get It Right. The flying beastie (statted out in 2nd Edition format, somewhere in my
houseful of handwritten Realms lore notes) is seemingly none too pleased about what it thinks I'm going to write. Wise little beastie.
A TOUR OF '!liE RE.AU1S
The name •r•orgotten Realms• com'!s from the fact that the fantasy world of the
Realms is linked to ~r Earth of today and other parallel Prime Material Planes that
a OM wishes (such as the · orld of Greyhad< , and any fav~ite worlds depi::te<l in
fantasy novels; for exa ple, Fritz Leiber ' s Nehwon) ; in the past, there ~s nuch
travel between these parallel •worlds ' (hence , ~r 1 gends here on Earth of v mpires,
dragons, unicorns, et all but today , most on Earth have forgotten the Realms and the
W!lys to them , hence the nallle . 'The Realms proper, the fantasy world of my AO&O campaign,
is medieval- level but sur prisingly diver se nd tol rant; a Prime Material Plane
surr~nded (as are its parallel • c~sins ' > by the Known Planes of EXistence , as set
forth in official AO&D material .
This ' Realms proper • is presently as follows : a v st continent with sea to the
west and s~th (the se being detailed along the coast as to islands- such as the
Moonshae Isles and the perhaps- mythical Isles of Anch8r 0lnl! mentioned in the DRAGON- -
and including such island realms as E:vermeet, retreat of the elves (who have largely
fled the continent as men have grown more ra.uner~s and destructive of the woodlands) ,
Ruathym, Lantan , and imbral), and an u nknown , largely undeta1led orthern (a rc tic &
glacial), s~thern, and eastern extent.
The known parts of this continent can be seen on the r~qh, e xtremely simplified
player s • !NIP included herein, and can be SUm!Nirizcd as follows :
••The North •- rugged, alpine land of wilderness , monsters , mines , the .ruins of
ea rlier civilizations , partiOJlarly dwarven kingdoms (i.e. many ' dungeons •) 1 and
fortified city- states.
·~/aterdeep--a vast , cosmopoli an New York/London/Paris/Rome-type dominant city , with
a pr~d history ~nd nuch activity ~nd intrigue.
• Amn--a merch nt kingdom of in ~ rigue and fa r-travelling explorers ~nd car a van-companies.
•cormyr---detailed herein (J have far more material on Cormyr than is her )
•Anau roch-- th Great Desert , which has swallo~>:ed up at leas two kingdoms within
written lllemory , and is home to l~mia, etc.---a possible setting for the .xisting Oes~rt
of Desolation modules .
•Tethyr--a feud 1 ki ngdom; many small and diverse holdings loyal to a powerful mona rch;
the s een of a recent usurpation and the setting for c ontinuing intrigue and unres t.
•calims han and ' the South'---hot, exotic ftiddle East/Arabian Nights- style city- states
and small kingdoms-- including deserts and jungles (a nd rMny non-human r aces) . Much of
these areas are lightly detailed , leaving lots of ' elbow- room• for desig ners.
•the Dalelands---a forested temperate area with many small, autonomous •dal es •,
strategically located for ove rland trade.
•the Moonsea a r ea- --a region of r ecent , fie rce ly military c i ty-states , mos t hostile to
their ne i ghbours , and all built on the mineral wealth of the bleak: land s to the north
( such as Thar, s ized f r om the beast-men ( ( • ogres)) in the l ast few hundred yea rs, and
the vas t 'Great Gla cier•, still largely unexplored).
•Impiltur--another feudal kingdom, dominat¢ by rival noble h~ se s of long standing.
•Thay- -most domi.nant land of the e:ast, a Ch1na/ra r Eastern-style mysterioo s a nd
menacing empire , feared for its R d Wizard rulers, who ha v )'n;.lgical powers unknown
elsewhere (Thay and the lands under i ts sway being suitable OE"ie ntal Adventures play
s ettings).
•The Shear- sepa r ating the Inner Sea l ands from the Sooth , a vast plain inhabited by
nomadic tribes
( th re e r e also rMny other, smalle r lands o n my mast r maps end in my no tes ; if the y
have been developPd to any extent, they are noted in the inventory li s ting given in
the covering letter) .
In 1986, I began sinking the upper floor ofTSR's Lake Geneva headquarters under the weight of many, many typewritten sheets. The
principal sufferer was Jeff Grubb, a superlative game designer who became a great frzend-:and who fzrst suggested that TSR acquzre the
Realms. Every week, Jeff asked for specific lore, and I assembled and typed zt up, and sent zt off Thzs zsfrom thefzrst of many packages; my
response to being asked to briefly outline major regions of the Realms for anyone unfamiliar with the world.
·~~~
I always furnished players in my campaigns with packs of brief"what your character starts off knowing about the world" information.
Usually twenty-odd pages, they included detailed maps of the "home" village or city neighborhood, and simplified, error-and-omission-
filled regional maps. This is one of the latter, showing what player characters in the Swords of Evenings tar knew about the lands
immediately around the Forest Kingdom. It echoes the style of an expensive map one could buy from a Faerunian merchant.
So what's it like, living in the Realms? me in the days ahead" venerations). The existence,
The flippant answer is "More exciting than you power, and influence of the divine are unques-
would like." Given the prevalence of wars, casual tioned by all sane beings, so no god ever need be
daily violence, and widespread natural or magical taken strictly on faith. Specific directives given by
disasters, it's hard to see things otherwise-yet mortal clergy might be taken on faith-or more
Faen1nians do. Unless hardship or outright di- often, questioned or reinterpreted-but everyone
saster lands in their laps, they tend to regard such knows the gods are real.
unpleasantness as happening to "outlanders, far Atheists and agnostics are rare indeed, yet
away," often as a result of crazed or evil rulers, organized religion doesn't dominate daily life be-
bad mistakes, and "the will of the gods." cause ordinary folk, and not just priests, know
Deities are paramount in Faen1nian life. Every- that divine aims, deeds, utterances, and desires
body believes in all the gods and worships every are complex, confused, and sometimes contradic-
-~~i:!!il!::::m~god (even if only in token "Please don't frown upon tory. The wants of one god necessarily conflict
with another (Talos of storms and destruction Individual, urban-dwelling (in predominantly
versus Lathander of creation); and mortals can human trading cities) halfling and gnome fami-
never perfectly understand what the gods are up lies gain acceptance by making themselves useful
to. Moreover, it's understood that deities are falli- in the eyes of other citizens. They are the chief
ble and can't govern the future, though they work source of small, clever inventions (intricate dou-
to correctly foresee and influence it. ble locks, fold-down doorstops, removable boot
As a result, most mortal lives are balanced be- scrapers that double as tools for other purposes,
tween daily needs and obligations, personal desires heat-reflecting stove hoods and fans whose blades
("I want my own farm, someday"), and the endless are turned by the heat of cooking fires, and so
great game (as Elminster once described it) of try- on). They do the laundry, fix small everyday ob-
ing to advance the influence and aims of this deity jects, make speedy deliveries, and seek and find
and thwart or lessen the influence and aims of that what paying humans are missing (like a window
one, so as to tug the Realms closer to what you per- catch of this precise style to replace yon broken
sonally want it to be. There are less noble aims. one, or a dagger to exactly match this rapier, or
an identical rug to this one that must be hastily
gotten rid of-only one without a large bloodstain
RACIAL VIEWPOINTS right in the center of it, please).
Humans numerically and culturally dominate Urban-dwelling gnomes in the Realms usually
the civilized surface Realms. Most humans hate seek to be the quiet collectors and ~efiners of good
and fear creatures they deem monsters, such as ideas from all cultures, keep low profiles, and
beholders, illithids, yuan-ti, drow, and goblinkin. make good livings trading useful items. Gnomes
"Goblinkin" refers to hobgoblins, orcs, goblins, make the majority (and the best) of spectacles,
and their lookalikes; most humans neither know magnifying glasses, spyglasses, and other devices
nor care about actual species differences. In the involving glass lenses. Gnomes have perfected
words of the long-ago King Roreld of Athalantar, intricate nonmagicallocks and hinges, and mas-
"If it looks like an ore, it's an ore." Many humans tered large-scale paper-making and bookbinding.
mistrust half-orcs and all elves, and a few mis- They are experts on waterproof garments, por-
trust all nonhumans, but in Faenln, most humans table containers for scrolls, and flat paper, and
grew up dwelling or trading with elves, half-elves, are building bigger and better looms for everyday
dwarves, halflings, and gnomes, and so accept cloth. Many gnomes are working to perfect ever
them as fellow citizens. thinner and more flexible wire, and they experi-
The folk of the Dales have typical backland ment with fashioning everyday items from it.
human attitudes, hating and fearing half-orcs be- This "quietly, quietly" manner has led gnomes to
cause they can't distinguish them from the ore being the truly forgotten folk of the Realms, but
mercenaries used so often by Zhentil Keep in also tends to make almost everyone view them as
Daggerdale. Some also mistake half-orcs for the harmless, helpful, and friendly.
beast-men (ogres) ofThar, having never seen real Across Faerun, "everyone knows" that elves flit
ogres (and lived to tell the tale), and will reach for from one delight to the next diversion, and they
the nearest weapon. crave and master the most beautiful music, danc-
Almost all humans, elves, and dwarves in the ing, and visual arts linked to flowing, growing
Realms mistrust small, non-familial groups of life. It is likewise commonly held that dwarves are
orcs (four or fewer), and will be openly hostile to stolid, stubborn hard workers, and master forg-
larger groups. As an old upcountry saying plainly ers, who have unequaled skill in working stone
states: "Orcs is trouble." (Or, in full: "Orcs is al- and metal, creating new alloys, and deep, swift
ways trouble.") mining.
Orcs are born fighters, which just keep coming Of course, as everyone in the Realms who re-
back for more. (And, the smaller inner voices of ally thinks about such things knows, all of these
most non-orcs add silently, orcs will kill you and widely known views are stereotypes and gener-
then eat you. Some of them won't even wait until alizations, with thousands upon thousands of
you're dead!) exceptions.
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I've always loved giving players handouts, particularly in the form of messages found as graven inscriptions, passages in books or ledgers,
words scorched or written in blood on walls, or scrawls on scraps of parchment found on corpses. These could be just in plain English, but
it's so much more fun (and makes players "feel the world alive") to write them in the scripts of the dozen-some languages I devised for the
Realms. The illusionists' secret script; symbols used by thieves, the Harpers, and other groups; the runes of dwarves, and so on.
24 chapter I
The loudest and most persistent seekers of the Book of Dragons have thus far found only false trails, traps-and their deaths. Most sages
are unsurprised when new accounts of these frustrated endeavors arise.
began a policy early in Azoun's reign that con- all across the Forest Kingdom, serious literature
tinues to this day of making monetary donations also exists. Of course, no Cormyrean would ever
to local tutors and priests of Deneir and Oghma call it that, because the Forest Kingdom entirely
for freely teaching anyone who asks how to read lacks any literary snobbery, except among sages
and write. sniping at each other's published works for re-
Some of the enticements to read are "chap- flecting biases or exhibiting lazy scholarship.
books," which are coverless booklets of only a few In a given year, five hundred or so books are
pages in length, about as wide and tall as a large published in Cormyr, mainly in Suzail, although
man's hand, and "riders." Chapbooks are racy there are also binderies in Arabel. Of these, about
tales sold by peddlers and caravan merchants, one hundred fifty or so are scholarly sagecraft,
that purport to tell the latest lurid gossip about commonly known as furrowbrow writings. The
social and court life in Suzail. Riders are collec- average circulation of a sagely tome is about six
tions of installments of three sorts of serialized hundred copies, of which a hundred or so are ex-
stories: simple adventure tales for children, the ported to waiting buyers in Waterdeep, Sembia,
exploits of larger-than-life adventurers, and one and elsewhere outside the borders of the Forest
steamy ongoing saga of a devastatingly handsome Kingdom.
and morally flexible fictional noble swashbuckling The rest of Cormyr's annual output of books
his way across the realm. consists of around three hundred fifty popu-
That's what counts as "literature" to many lar works. These are all bound volumes, usually
crofters across Cormyr. parchment leaves sewn into calfskin bindings.
However, in the three cities of the realm, and They tend to be small and easily held, though
among certain families and individuals scattered
C:luptcr l
they can think of. These smaller competitions are
EVENTS AND held in the various clubs and private-rental upper
tavern rooms of the city.
FESTIVALS
Most communities in the Realms hold trade fairs,
which are annual events tied to local commerce, Summertide Pests of
such as farmers driving their herds into town on Silverymoon
one or two weekends every fall for "largehand Almost every settlement in all of civilized surface
buyers" (bulk buyers) to see and bid on. Even- Faerun has annual festivities of some sort on or
tually, over the passing years, these trade fairs around Midsummer and Shieldmeet. Because Sil-
attract gatherings of food vendors, camp follow- verymoon is one of the most tolerant, open, and
ers, and finally wagon peddlers of all sorts, until artistic cities, it has many such festivities. A brief
the local authorities decide to make a few silver overview of Silvaeren's summertime festivals fol-
coins off everyone and stake out proper rental lows. It can serve as a model for devising events in
plots for the erection of stalls. other Realms locales. In addition to what's men-
Pure sporting events- except for religious tioned here, many temples in Silverymoon hold
ones, such as "champion frays" put on by large various celebrations and rites-but only Moon-
temples of Tempus, akin to knightly jousting tour- down is observed citywide.
naments-are much rarer. Most folk in Faerun During the tenday preceding Midsummer, a
just don't have that sort of leisure time. festival is celebrated every day. Here are those ten
A few locales in the Realms, such as Hillsfar, events, followed by discussions of Midsummer
have arenas where battles (gladiatorial contests) and Shieldmeet.
are staged. In addition, in regions like the Dales
there are many small archery shoots (the sort of
activity the Sheriff of Nottingham sponsored in
Oldcasks: What'll You Have?
The first festival is a day during which private in-
an effort to trap Robin Hood). Small, one-day
dividuals and businesses all across the city make
events with modest prizes, like a sack of flour, a
or find and dust off various vintages from their
sack of potatoes, twelve coppers and a good dag-
cellars and sell them off tables set up by their
ger, or two new wagon wheels, are the norm.
front doors in preparation for the festivities to
Festivals, especially religious ones, and an-
come. Wineries and "flagon shops" often offer
nual celebrations are common across Faerun, and
special sales or import hard-to-find or novelty
many involve an element of misrule, such as ap-
vintages such as: "Dwarfbeard Ale! Contains the
prentices clashing in the streets, demonstrations
ashes of genuine dwarf beards!" or "Elfmaidblood
of weapon skill, glorified and wide-ranging games
Ruby, a fine red guaranteed to contain drops of
of tag, and so on. In larger cities, it can be hard
blood from gold elf maidens of the eldest, proud-
to find days on which someone isn't celebrating
est lineages!" In addition, all the city temples cast
something, but these observances are hardly ever
poison-neutralizing magic for free on all liquids
citywide, and rarely involve sporting events aside
brought to them from dawn to dusk, a feat ac-
from some sort of street race, such as those that
complished by stockpiling scrolls and calling in
involve wild horses or cutthroat chariot contests.
faithful clergy from outside the city.
Waterdeep has its own arena, but very few big
annual events. Most often, the arena is not used
for public events but for City Guard and City Cloakswirl: Dressing the Part
In this crafters' festival, various costumes, gar-
Watch training sessions. There are horse races
east of the city that folk can watch from atop the ments, and fashion accessories are sold for use
cliff top wall in spring, and many small compe- during the festivities ahead. No masks, cosmet-
titions, from oratory and minstrelsy contests to ics, or headgear are sold on Cloakswirl-doing so
wrestling matches and "cat fights" involving two is not unlawful, it's just considered unlucky, and
actresses dressed as high-class nobles who tear off so in most shops, such things are hidden away for
each other's outer clothing and hair in mock rages the day. Street vending is freely allowed on Cloak-
involving as many hilariously snooty insults as swirl, and most shops move tables out into the
cLptcr I
entertained by bards, minstrels, and old retired fortified, doctored-with-herbs-and-spices wines
adventurers telling wild and dramatic tales of and sherries) are sold to see what will catch on.
monster slayings, battles against beasts that got After enjoying performances and returning
away, and horrific ghost stories of revenant mon- home, members of households take time dur-
sters, creatures of the Underdark lurking under ing the evening to read aloud stirring passages of
all our feet right now, and so on. prose, or to recite ballads and heroic tales from
These tales go on into the wee hours, with memory. Much rich dessert food is then con-
the taverns serving free drinks to all. Tradition- sumed, before everyone goes to bed.
ally these drinks are very watered down, so it's
h ard to get intoxicated before one feels bloated, Clearsight: Chart the Future
but taverns vie with each other in doctoring the The ninth festival day is a half-day of work, with
beverages to achieve unusual but very enjoyable shops open only until highsun, followed by a day
t astes. Everyone gets free drinkables unless they of planning ahead on personal, household, and
want full-strength ales and spirits, but only those professional levels.
who wore monster costumes get free food. Everyone discusses politics and the wording
of any pacts to be renewed or new agreements
G larth: Eat to Bursting they're involved in that are to be solemnized on
Colloquially known as Fullbelly, this is a day of Shieldmeet. Shop owners talk to their employ-
widespread at-home feasting. Flower-decorated ees about the direction and aim of the business,
wagons are sent out from the palace in the morn- commoners hoist tankards at taverns and dis-
ing, piled high with smoked hams, loaves of cuss the latest news and "the way the world is
bread, sausages, smoked fish, tiny drawstring sailing," and everyone from adventurers to fash-
bags filled with spices, and fruit. The wagons ion-setting clothiers makes plans for the seasons
head for the poorest streets of the city first, then ahead. The shop closures make possible meet-
circulate until emptied. During their rounds, any ing with investors and merchants to plan future
person can take any food from the passing wagons undertakings-and to persuade would-be busi-
that he or she can personally carry (perhaps aug- ness partners by wining and dining them- if, of
menting whatever food they already have), so that course, you can find the people you want to make
none may know hunger on Glarth. Visitors to the contact with, among all the to-ing and fro-ing
city and those who live alone are invited to dine and glad-handing going on.
with families or at inns and taverns with other
solitary folk, but no loud entertainment or orga- Amalree's Pleasure: Dance,
nized revelry takes place. Typically everyone eats
too much and drowses in chairs and on beds and Flirt, and Wager
couches into the evening, talking lazily of diverse Amalree was a spectacular, affectionate, and
matters. much-loved d ancer of Silverymoon who died
almost a century ago. In her honor, this day is
devoted to lighthearted dancing and flirtation .
O amaurae: A Play's the Thing Older folk, and those too injured or infirm to take
After all the eating and drinking of the preced-
part, gather to sip wine, watch the fun unfold
ing day, few rise until after highsun on Oamaurae
around them, and play various elaborate board
(oh-more-ay). Traditionally, this is a day when
games. In recent years, wagering on these games
everyone goes out to see theater, whether at a
has become very popular, and vast sums are won
playhouse, an acting ground outside the walls,
and lost by the evening of "the Pleasure."
an inn, tavern, or private home where hired per-
formances are being presented, or simply a street
performance. Midsummer: Love's Night
On Oamaurae, new plays are presented for Midsummer night is the day of the Feast of Love.
the first time, new ballads-with-dance-and- No shops are open past highsun on Midsum-
mime t ales are performed, and new drinks (often mer, and at highsun, small feasts (private meals)
begin, and public decadence follows. Many folk
don't take part, and stay home in their shuttered
LIFt. IN I HE Rl ALM~
Launsarra beats and terrorizes tutors, or even A few, however, have the resources or charis-
poisons them or pushes them off balconies, when matic staff or connections to establish themselves
her temper gets the better of her. as refined. Many of these are in Waterdeep and
Such tutors are often aging relatives, hired Silverymoon because both cities have some social
clergy of impressive character (either wander- mobility within classes (coin can buy you status)
ing priests, or clergy from a local temple, who are as well as an ambitious, rising upper middle class
expected to extend their temple influence to the that aspires to nobility or at least the trappings of
family they are employed by), high sages in need nobility. These clients enrich exclusive academies,
of housing and income, infirm or elderly experts so the academies can expand, gaining more of the
taken on as house servants, impoverished or ex- luxurious appointments that enable them to hold
iled outland nobility, and-for weapons training revels, recitals, and demonstrations. These pub-
and discipline- retired military officers. lic events attract social interest and more clients,
Informal tutoring-augmented by temple allowing them to hire more staff, purchase prop-
instruction-is the norm in rural areas across erties to gain rental income, and expand again.
Faerun, and teaches local children basic arithme- Wealthy or noble patrons sometimes sponsor
tic, local laws and customs, and "simple letters" existing academies in return for the right to use
(reading and writing enough to handle basic road them on rare occasions as private armies or agents
and market signs). (spy on this rival for me, rough up that man as
he leaves yonder tavern, buy up all the barley you
can find on the morrow).
Schools and Academies However, the vast majority of academies are
Bards, heralds, and various faiths (particularly
comfortable little establishments, such as three
monastic orders) set up organized schools, but
widows sharing a house and instructing young
the vast majority of these are in large cities (such
ladies on sewing, good manners, and how to act
as Waterdeep and Silverymoon), and of these
as a hostess (serving wine, directing servants at
urban schools, the majority are "academies."
table, and the art of small talk). They will have a
Such places in the Realms function as what we
door guard, one or more maids, and a regular cli-
could call "finishing schools"-that is, although
entele (akin to a modern real-world dentist).
they impart lore, their primary purpose is to teach
etiquette, deportment, an accent, fashion cor-
rectness, a worldview, and so on, to aid in social Centers of T raining
climbing or success. Here are a handful of currently popular acad-
Such schools are usually created by glib, liter- emies across the Realms.
ate individuals. In particular, these individuals
are often down-on-their-luck longtime profes- Waterdeep
sional servants or minor nobles; what Sword Coast Mother Tamra's House of Graces (Mendever
speech calls the "fifth, sixth, and seventh sisters" Street, Castle Ward)
or "idle aunts" and "idle old uncles." Sometimes, Clientele: Young ladies of ambitious families,
however, they have a particular skill, such as play- being taught how to wash and groom themselves,
ing a musical instrument, singing, or fencing. how to develop a fashion sense and how to keep
These individuals set themselves up, usually in a wardrobe looking fresh (including washing and
upper rooms somewhere (in Waterdeep, mainly sewing for repairs), etiquette and carriage (how to
in Castle Ward or South Ward; in Silverymoon, walk, sit, and hold one's h ands), how to write polite
mainly in the westernmost streets of the city), to messages, how to politely and with dignity encour-
teach or provide practice sessions in return for age or discourage social entreaties, dancing, and
pay. There are always a few mock academies that the right thing to say in difficult situations.
are really houses of pleasure or private drinking Secret Clientele: Men who need to impersonate
clubs for young wastrel nobles (which usually last women, and nobles about to appear in drag at a
only until uncovered in public scandals), but most revel, who desire to learn how to look and act like
academies are quite real and never rise above the a lady of quality.
level of struggling tutors.
Cluplcr I
T artel's House of the Sword (Seawatch N everwinter
Street, Sea Ward) The Starshine Academy (Blackule Lane)
Clientele: Persons desiring to learn how to fence Clientele: Those who desire to appreciate- and
or defend themselves with or against a light long- paint their own-art; acquire herb lore; be able
sword or smaller blade, and a dagger. to live off the land; and to know wild animals by
Secret Clientele: Young nobles desiring to learn scent, sound, and spoor.
how to duel and to meet young ladies for amo- Secret Clientele: Those desiring to make potions
rous purposes . Tartel encourages young and that induce sleep, freedom from pain, heightened
beautiful women to become clients by offering sensations, lust, and calm.
them half rates. Sideline: The tutors sell paintings, herbs, reci-
pes, animal-track-reference drawings, and potions.
Corondorr's Countinghouse (Aveen Street, (Some, it is correctly rumored, even vend poisons.)
North Ward)
Clientele: Young guild members and unguilded
Suzail
shopkeepers desiring to learn number skills and
Mathulk's House (Taumurt's Lane)
"how business is really practiced" from a cyni-
Clientele: Men from all walks of life (both mas-
cal, veteran clerk-of-coin retired from Piergeiron's
ters and servants), desiring to learn how to dress,
palace.
maintain a wardrobe, walk and dance with dig-
Secret Clientele: Swindlers who want to learn all
nity, and the proper things to say and do in most
about dodges, and what clerks like the sarcastic
social situations.
old Corondorr are alert for when business is done
Secret Clientele: Women wanting to pretend to be
in Waterdeep.
a man for a revel, or women needing to fool others
into thinking them male for more serious purposes.
Silvery moon
Tantathra's (Stormwind Alley)
Baldur's Gate
Clientele: Folk who want to learn to sing or play
Garmult's House of Mastery (Longwind
simple airs on stringed instruments, or at least
Lane)
learn lyrics to popular songs.
Clientele: All who desire to learn the laws and
Not-So-Secret Clientele: Amateur musi-
ways of business up and down the Sword Coast,
cians; individuals looking to recruit amateur
and the "untold truths" of who dominates various
musicians for a revel, a feast, or other enter-
fields of commerce and "how things really work."
tainment event such as a shop opening or a
Secret Clientele: Those desiring to invest in
celebration; and folk who love a regular musical
shady shipping enterprises by land and sea, such
get-together.
as smuggling and sponsoring piracy. The propri-
Secret Clientele: Romantic folk looking for
etor, the retired sea captain and active fleet owner
lovers.
Darbrand Garmult, is both a smuggler and an
Sideline: Tantathra sells teas, wine, ale, replace-
outfitter and fence for pirates.
ment strings, lyric sheets, and instruments to
clients.
Athkatla
Rezunder's Academy of the Coin
The Risen Moon Academy (Alander's Lane)
(Methquem's Way)
Clientele: Folk who want to learn how to dance
Clientele: Investors, speculators, and shopkeep-
and fence .
ers interested in learning Amn's ways of doing
Secret Clientele: Persons desiring to pay for
business, how to make and maintain a reputation
company from the beautiful female instructors
in trade, good bets for investing, and financial
employed by the proprietress (a one-eyed retired
foes and pitfalls to watch for.
adventurer by the name ofA mrat h a "Re dt resses "
Secret Clientele: Those willing to join the Purl-
Dalree).
rend, Ardrult Rezunder's secret investing cabal,
by either contributing funds or doing shady deal-
ings '::m behalf of the cabal.
"SecretsoftheSages"wasafreenewsletterproducedin 1987 c n. .
ground znformation). David Martin edited three issues but o~l; t~zs;.ng of collectzons of my root Realms lore (maps, sketches and back
.
ou~ which Realms elements the clamor would be loudes~
for more o e azrst was ever printed. "Secrets" was seen as a vehicle fo; teasers, to-find
thzng to be embarrassed about into something fun that would brinif, ndrzo~ pub~hzng errata. Thzs was my way of trying to turn so me-
g us a c oser. ou should hear Elminster when he goes on about Uilo!
Chapter I
Though an illness might not be fatal, the misapplication of herbal medicine can often produce worse results than if the ajjiiction had gone
untreated. There's a lot to be said for healing magic, which does not have the risks of concocted cures, and a lot of priests who do the saying.
chapttr 1
the spotted plague. These eventually break, Local laws often restrict making and import-
leaving permanent pockmarks that resemble ing of drugs, because bad things have happened
real-world smallpox. Inside, the body is awash in the past. Since alchemy, doctoring, and the like
in infections, and the victim reeks as many cells all approve of using herbal and created substances
literally rot. Balance, reasoning, and vision are to help the sick or injured, and most clergy use
usually affected, causing lurching, disorientation, mind-altering or pain-numbing herbs and drugs
and "swimming" sight, and the sense of smell as part of their rituals, drugs are seen as bad only
is always lost-usually permanently. Sometimes when they are clearly intended to be used to in-
hearing is affected, but never permanently. Spot- capacitate someone so that person can be killed,
ted plague causes a shivering, raging fever, and robbed, kidnapped, made to sign or say things he
often kills in half a day to a day; those who live or she otherwise wouldn't, or in some other way
more than two nights will almost always survive, taken advantage of. Poisons are always seen as
though they might be very sick for four to six days bad except when used with state sanction in war,
more, and weak for a month. Survivors have per- or by physicians as part of medical treatment-
manent pockmarks, no sense of smell, and other and this latter use is usually very closely watched
long-lasting effects. by local law keepers and guilds.
Waterdeep provides a model to use for toler-
Shaking Plague ant trading cities where local rulers or dominant
This plague is associated with Scardale nowadays temples aren't trying to control drug use.
because that's where it most recently struck (in The drug trade in Waterdeep is largely con-
the mid-1300s DR). It causes victims to go very fined to Skullport and Downshadow, in terms
pale, to sweat profusely (so they need water, and of dealing and in the storage of large amounts.
lots of it, for the first day or so of illness, after "Topside" (in the city proper) there is no drug
which the sweating stops), and to shake, help- production, only runner-to-client selling. Sell-
lessly, spasmodically, and continuously. This ing is done face to face, but some nobles send
shaking hampers balance and movement and their stewards, bodyguards, or trade agents to buy
makes writing- or any activity requiring fine drugs. These so-called "runners" tend to be lone
motor skills, such as sewing or locksmithing or individuals or gangs of no more than three, a run-
most craft-work- impossible. When not fatal, the ner and two "watcheyes" (lookouts) who are often
shaking plague lasts for two tendays, whereupon a young children, preferably girls, who serve the
sudden recovery will occur, usually with no after- runner as eyes and as places to stash drugs if the
effects except a tendency to go pale and shake Watch approaches-because Watch officers are
when greatly agitated or in great pain. When fatal, far more reluctant to search a young girl's body
the plague usually claims its victim in seven to than that of a hard-bitten, known-to-them Dock
ten days by way of heart seizures and lung spasms Ward tough.
that starve the body while it undergoes twisting, A Lords' Edict was long ago issued banning
arching, and pain-wracked writhing. the making and selling of drugs in Waterdeep-
so the relevant crime is Willful Disobedience of
Any Edict, which results in exile for five years
D RUGS or a 1,000 gp fine. The former is enacted on all
outlanders and those who do not own property,
In the Realms, a drug is something-usually liq-
and the latter against all Waterdhavian land-
u id, taken orally- whose making is complicated
owning citizens- who will find themselves very
and unknown to whoever is using the word. In
closely watched for a month, then again in the
other words, the liquid made by boiling harl-
third month thereafter, because the Watch wants
thorn and hoof-leaf together, as described earlier
to catch and fine them again. It's not a crime to
in "Herbal Lore," would be a drug if its manu-
use drugs, nor is it a crime, strictly speaking, to
facture wasn't so widely known. Most drugs are
possess them. In practice, nobles and wealthy
secret-recipe mixtures of herbal distillations,
merchants receive nothing but a stern "We're
plant saps, and animal secretions, all of which
watching you" warning if caught with either
h ave no real-world inspirations or counterparts.
small or large amounts of drugs, but a commoner
/[;......___:..;..._
Ll FE IN THE REALMS
merchant or laborer is assumed to have the drugs effect, the body is placed in stasis. Certain little-
to sell, and will be sentenced accordingly, unless known arcane and divine spells can force release
the individual is a member of the Guild of Apoth- from "tansabra sleep," and there are rumors that
ecaries & Physicians or can prove he or she is certain rare gem powders and herbs can shock
working directly for a guild member. someone out of tansabra sleep, but otherwise, an
Aside from those exceptions, drugs that can affected being emerges from the effects of tansa-
readily be used to kill-even if only through bra at a random time.
overdoses-can, if the Watch or the magisters Creatures in tansabra sleep don't heal nat-
involved desire it, be treated as poisons, and ar- urally, and magical healing doesn't affect
rested beings are _c harged with murder even them-but of course they can be conveyed to
though no killing has yet occurred. Waterdha- magical healing while in thrall to the tansabra,
vian justice has no attempted or intended murder and healed the moment they awaken.
charges, so what occurs is a murder trial, usually Repeated exposure to tansabra can kill an in-
ending in a sentencing for "Murder with Justifica- dividual, but how much exposure is lethal varies
tion," which brings a five-year exile or three years randomly from being to being. A lethal dose is not
of enforced hard labor. related to the amount of the drug administered-
Drug making is secretive and a matter of con- it depends on a person's tolerance for the number
stant experimentation, so there are thousands of of distinct times his body undergoes the effects.
drugs that go by even more names, enough to fill
shelves full of books as big as this one. Here fol-
low just a notorious, popular handful.
Vornduir
When inhaled as a powder, vornduir varies widely
in effects. To many people, it does nothing at all.
Alindluth Others get mild rashes and itches.
When ingested, alindluth deadens all pain and For a few, it switches pain and pleasure for an
prevents shock and nausea effects for a few min- hour or two, so a gentle caress brings discom-
utes. There are no known side effects, but if the fort, and a slap, flogging, heavy punch, or cutting
substance is used too soon after first exposure (or wound can induce an enjoyable feeling.
in too large a dose; dosages vary by body volume For others, it makes them feel warm, even if
and weight), it induces a short-duration coma. they are wet and out of doors in freezing tem-
peratures, and at the same time happy and alert,
Chaunsel for two days or more. For these folks, sleep isn't
needed, and their dexterity and judgment don't
Upon contact with bare skin, chaunsel makes
suffer due to weariness.
the affected area extremely sensitive for up to
Vornduir prevents shock and immobility due
about twenty minutes. It is often used by thieves
to exposure, but not frostbite or lowered body
or others working in darkness, applied to their
temperature, so users won't get hypothermic, but
fingertips to make them able to feel tiny details,
they could freeze solid. The drug, a mixture of
seams, and such. Overdosing causes days of
herbs and animal essences, also acts as a complete
numbness in the affected area.
and instant antidote to certain poisons-for some
individuals only!
Tansabra
When injected (it must reach the bloodstream),
this mixture of particular creature venoms causes PoiSONS
complete "system shutdown" in mammals. This In general, natural-source potions and ointments
means that breathing is suspended, the body have a lower level of efficacy than substances that
temperature "holds," the need for oxygen ceases, either incorporate spells in the creation process,
bleeding stops, any internal bleeding and tear- or use material as an ingredient that has been en-
ing is healed (unless fresh wounds are induced), spelled, or both. This statement holds true for the
acids and toxins suspend their operations on the majority of poisons, though some monster venoms
body, and the recipient loses consciousness. In are powerful indeed.
Even if a poison enters the system of its in-
tended victim, there's no guarantee the stuff will
Imvris
A clear, purple-tinged but n igh colorless liquid
work to great effect. The physiology of some in-
that has a peppery floral scent, imvris is a distil-
dividuals (dwarves in particular) enables them to
late of the crushed petals of twelve jungle flowers.
shrug off certain poisons, feeling nothing more
The poison causes paralysis in those who
than a sick feeling for a moment or two and the
are exposed to it. T he effect is nearly immedi-
loss of a small amount of vitality. Some folk build
ate; it dissipates quickly on those who merely
up a tolerance to poisons that they are exposed to
make contact with it, but if imvris enters the
repeatedly, and might even become immune to
body by ingestion or injury, the paralysis can last
one or more toxins in this fashion.
for hours.
Poisons are illegal, usually rare or well hidden,
T he effects of multiple doses are cumulative,
and expensive. As with drugs, there are many
but only to a point: For a victim who has suffered
known poisons that go by even more names. Here
at least seven consecutive hours of paralysis, any
follow a few of the most infamous or most widely
additional exposure instantly negates the effect
available. Unless otherwise noted (such as for
and renders the individual immune to the poison
dragonbane), the poisons described here must be
for half a day thereafter. During this time, the
ingested to produce their indicated effects.
person can hear very keenly.
Belarris Lorbralinth
O ne of the few poisons that can be cooked thor-
Better known as just lorbral, this sweet-smelling,
oughly in food and remain effective, belarris is
clear, oily poison is made from the spittle of no
a black, oily mixture of wyvern blood, two tree
less than sixteen monsters, including the basilisk
b arks, and six plant saps.
and the leucrotta.
Someone who ingests a dose is hit with a tide
Touching the concoction does no harm, but
of fatigue as the substance enters his system. If
someone who ingests it or is wounded by a lor-
the poison takes full effect, the victim is rendered
bral-tainted weapon becomes briefly debilitated
u nconscious for several minutes.
with alternating waves of chill and fever.
Calad Srindym
T his golden, opaque liquid is derived from the
An iridescent, silver liquid, this poison was cre-
cranial fluids of basilisks, catobelpas, and dis-
ated by elves millennia ago and was often used
enchanters. Calad causes short-term distorted
by less principled individuals of that race against
h earing and vision in its victims, at the same time
"lesser" races. Very few individuals know how to
that its alien chemical composition eats at one's
make srindym-or know where the secret caches
insides.
of it are- so it 's rare and expensive. Making srin-
dym is a closely guarded secret that involves elven
D ragonbane blood, moonlight, the casting of multiple spells,
A legendary poison that is far more often coun- and several plant ingredients.
terfeited than found, this bright blue, opaque This poison works by injury, contact, and in-
liquid is a mixture of the blood of three sorts of gestion. Elves (including drow) are immune to
dragons . Dragonbane is used to best effect on real srindym, and half-elves are highly resistant to its
dragons, who find themselves unable to breathe effect. Other kinds of creatures quickly b ecome
for a brief time after being dosed with it. (Other disoriented and stiff-jointed, then lose conscious-
creatures are "merely" wracked with pain and in- ness for a minute or more.
ternal distress.) Dragons tend to slay anyone they Srindym acts as a sort of antidote to itself, for
encounter carrying it- because, as many wyrms a while: No single creature can be affected by
h ave discovered to their chagrin, the poison can a subsequent dose of the stuff for about a day
be delivered by simple contact or through an in- thereafter. Also, repeated exposure to the poison
jury and does not have to be ingested. brings with it eventual immunity- every time an
Chapter I
OF RECENT N£'.-IS MD RU'MXJRS
Pl y be<Jins on £1 si s 1, '''lhe first: of Highsun", in th year 1:l32, The Year of the Prine •
•OJrrent claclc ' includes the following :
---?or e s of Cormyr unde r Duke Bher eu have adv need from Tilverton (~mich they occup ed
earlier thi s ye r) t o ShadO\-x:lale, \olh r e th y have j oined forces with Hourngrym, the Lord
of t hat place , in a n attack. on a dari<-elven C<:~ravan , and a l so aided Randal Morn in his
fight to regain Oaggerdale from the orcs of t he Oeser tsedge Mountains. The garrison at
the fortres .. of Castle Crag has been doubled in size, to repulse any attacks from the north,
o r. from bar.dits tak i ng advent ge of t.h strife. So14i ers of Cormyr h a v e net and battled th
a.r:mies of Zhentil Keep in ruined Teshwave and in Daggerda le.
- : :erchants have been asking i n Semhia and \·/estgat i.f any adventurers knO'..,. the wh-re bouts
of the fabled \/a rri ors ' Cr:ypt , said to lie sorr.ewher e north of Cormyr m mountainous , la~ttless
country. These nerchants are not rren known l ocally , and offer four pieces of gold a day as
pay , plus •a substanti 1 bonus if the venture is successful • (they d ecline to give more
d tails u nl ss thei r offer i s acccpte ) • Only three f ree swords are k n O'.>'TI to have signed on
wi h these ~rcha nt s .
- That mysteriOJs !!'.age kno\m only as •The f'iremaster ' h as been seen in suzall and in
Hestgat:e , hiring mcrcen ry adventurers. He usually gathers such forces to aid hio in
re~chiog sources of old magic he has located by h i s arts and research; tave rn-t~lk h s it
that there a r e sevcr·ll ancient tombs hidden in the depths o f the ~1oods north of Haymoo •
- - !rumours abour.d in Suz<l 1 ( as they ha ve periodically on this subj cl foe the last wint·•r )
that ::;o:-eo= in t he city has a ~~ p revealing the l oc tiou of the lo-> t gem-ho.1rd of th<:: Gr'!-!t
Hor. OrdU-;jhthothnoc- 1 clnd i s hidng 11: r cenary adventurers to form a rt:t that w l l undcrt<lk~
an cxt~'ndcd ex1. dition to scci<: OJt the ho.1rd. Or ughthothnor •.J'ls sl'l in by the Five 'tlizacd~>
b-10 hundred and sixty .,.,int rs ago, an his fa l d hf.Y!rd is said to conl·1in g~m::; no"' f oun'i
no-. !h ~ re cl .. c i n the Re 1 ::; .
-- -A rY'W tradirYJ c aster , · the Firehand .. Group, is being fanned i n Daerlun , and is interested
in hiring experienced cara va n-guards , s wordsmen , a nd travellers to st ~ff its c aravuns on
the ove rland r outes from ~Tcstga te to Hillsfar, r anging ovc.r Conny r, Scnbia , the Dal~l11nds ,
and the southern t1oons a settlements., Paymast er for the t'lCw group' i s t he old warrior Ohclar r
• the Night Blade'. Rates are •competitive .•
~-Reports continue to now i nto the Royal Court in Suznil o t sigh ti ngs of tho missing
princess , although thes e reports are 6uspect because they come from all di rections in the
known Reo.l:ns, s ome !rom 1 nds known only as legends in Cormyr.. A.lusnir Nacuci a , youn est
d a ughte r o! th~ King , vaniahed from the r oyal palace i n S~ail a y ear ago, and is said t o
have run awo:y. He r reaoons and d e.otin.ation are unknown, but s he is said to have been seen
in 'l'ilver ' a Gap , Yi t h the former lord of' Tilvertot , the High Priest of Cond , Ghnrri , who
bas himself' Gince va nished. I t is a.luo said that the army sent to Tilvert on wo.::~ intended
primarily to bring a bout her safe return, r a ther than to aid Tilvorton's i nhabitants
against beseiging o r cs . Obviow ly, that army did not find her, for a royal reward is etill
offered ! or her snte return to Azo1.1n.
---A new leader, 'rhao.lim To.r chtower, is rising lli!IOng&t the lawloae men who livo in the woa tec
west ot the mountaina that lie on the western cd&e o! Corm,yr; thoae arune men t hat ~ known
u 'bandito ' !or their froquont r aids upon travellers in the Forest-Country. ThaAlim is sail!
to haw apieo in all ot the cities, towns , and villo.ges of the reo.lm, and to be wcdting for
the richest caravans.
---strn.ngo, toy bea.ats have b een seen in tho Hu1laek Forest o.nd in the hills around 'l'hurAor-
ator~, aDd such r eporto h~vo alw~a come do·~n into Co~ atondily froro trnvc)lera in tho
Stonolar.ds tli'A Gnoll Paso; the liUlds be;rond tho apoarpointo ot the King's soldiers seco trul
vild.
In every player pack I created for one of my R ealms campaigns, I included "current clack"- news and rumors characters would hear lo-
cally (including from caravans passing.through their locale) as play began. This is from the Company of the S tag player pack, but this is
how zt all begzns,. every tzme-because ifyou, the players, are going to choose where your characters go and what they explore, I must dangle
an array of posszbzlztzes before you. You have to feel the world is no lifeless backdrop, but a gigantic f lood of many lives constantly unfolding.
After the Swords of Evenings tar arrived in Shadowdale, cleaned out the brigands in the Twisted Tower, and claimed the lordship of the dale
(Florin refusing it because he wanted to continue to be a ranger, not sit on a throne, so Doust endmg up saddled wzth zt), thefutureKnzghts
of Myth Drannor decided they needed to have a census. This is the first page of zt. They wanted to zdentify locals who seemed suspzczous.
Little did they know that more than a third of their subjects were agents of the Zhentarzm, Cormyr, Sembza, or other dales!
No business can name itself after a place it be expanded to two outside-Wheloon locations,
isn't located in (for example, no inn in Espar call- Old Wheloon House and Wheloon Castle (unless
ing itself "High Horn Rest"). There are a few those locations lack "Wheloon" in their names).
old businesses that break this rule, and the right Many elder businesses sport discreet "banner
to go on breaking it can be bought and sold, but boards" under their main signboards, to inform
the number of such exceptions never increases. all that this establishment was formerly known by
For example, there's a centuries-old inn called a famous or infamous, but now banned, name.
Wyvernwater Inn that was originally known as
the Wyvernwater Way Inn because it was on the
road to Wyvernwater, half a day north of that
Signs Must Be Seen
Inns, public stables, and taverns are required by
place. The name shrank over the years, but the
law to have clearly visible signs that thrust out
inn itself has survived in steady operation, dating
into the street. These signs must be lit by lanterns
to before the naming rules were tightened- so it
or some other means, such as magic, so as to be
can continue to exist. However, if its keeper sells
readable by night, except during instances when
it to someone who goes on operating it under
local authorities specifically decree otherwise,
the same name, that seller can't open a new inn
such as during a war.
outside Wyvernwater called the Old Wyvernwa-
Other kinds of businesses might choose to
ter House. Similarly, if the inn called Wheloon
have such signs, or might be governed by local
House (located well outside walled Wheloon)
guild rules or trade agreements in their signage.
ever burns down, it can be rebuilt, but it can't
Almost all businesses do have signs, though not
LAWS A D ORDERS
all businesses use out-thrust signboards. Some band of undercover inspectors run by a High-
businesses, particularly crafters, have flush-to- knight (a person who serves the royal family as a
the-wall signs mounted over their doors. In all personal enforcer, spy, or envoy) and escorted by
cases, the Crown (acting through local lords or War Wizards and Highknights when it seems nec-
through Purple Dragon commanders in rural essary for safety's sake. These inspectors have the
areas where there is no local lord) has instant and power to close a kitchen or taps on the spot, con-
final say over the size, shape, content, and loca- fiscate or destroy food, yank Crown licenses, and
tion of all such signage. Location, in this context, effectively shut down a business for as long as it
means "how much the sign thrusts out into or takes to fix it-even if that is forever. They rarely
over the road, creating a hazard for high-loaded have to do so, these days; their mere appearance
wagons and coaches." awes many patrons and frightens most hostelry
Local heralds have a duty to inspect and order owners bone white.
any necessary changes to all such signage on the However, there aren't specific qualities set
grounds of infringing on heraldry or mislead- down in laws. The Desk tries to prevent poi-
ing the public as to the nature of the business sonings, disease, and (the most important and
(not, however, on the grounds of good taste). The prevalent part of their work) daily deception.
High Heralds can override local heralds, who If you are promised a tankard of ale, there's an
can in turn override the tastes of a local lord or expectation that the tankard will be large enough
his agents. This gives citizens a route of appeal if to have a handle you can fit all the fingers of one
their lord just doesn't like giant carved wooden hand through. In addition, the inside of the tan-
boots or candles hanging from chains out over the kard should have a fillable depth that descends
street he rides down, for instance. at least two finger widths below that handle and
It would be foolish for shopkeepers to pick a at least one above, and that space should be wide
fight with their local lord, who has many ways enough that all fingers of one hand, squeezed
of getting back at them, if he chooses. However, together tightly, can be thrust down into the
there is a strict prohibition on local lords harming tankard. This indeed means drinkers with huge
businesses or crafters by denying them one sign hands should be given larger tankards, or more
after another, and in the past, local lords have ale in other containers, per drink paid for. For
been removed and publicly disgraced for doing everyone, it means no miniature "toy tankards,"
so, most notably On slur Gelnwood of Wheloon in and no vessels that are only two inches deep,
the last few years of the reign of Rhigaerd I, and from lip to the "bell," or inside bottom. Similarly,
Caltath Malurt ofWaymoot in the second year of if you are promised mutton or goose eggs or ale
Azoun IV's rule. from Arabel, what you are served should be just
that, not something else passed off as what was
promised.
Quality of Goods
Tax collectors and all traveling Crown officials
and courtiers have clear, easy, and confidential Labeling and Levies
channels through which to complain about bad In the ports of Suzail and Marsember, guilds
beer and similar shortcomings in inns and tav- insist on and try to enforce strict labeling and pre-
erns. They can, for instance, speak to any Purple cise identification of goods, so "Malaxan's Best
Dragon barracks commander, to any local lord Brew" won't be barrels of whatever Sembia sends
or bailiff of a local lord, to any War Wizard, or to labeled as such, but will always be beer actually
the Desk of Justice in the Royal Court of Suzail. brewed by the person named Malaxan, in the
Every one of these "complain to" persons can also same place, and to more or less the same recipe.
make complaints from his or her own observa- It should also really be what he considers his best,
tions, or on behalf of any citizen. and not "mixed-bottom-barrel dregs slop Sembi-
All complaints are ultimately routed to the ans won't drink, so we'll ship it to Cormyr, where
Desk of Justice, which is really a room rather than all they can taste is horse dung, so they'll never
a desk, and has nothing at all to do with Black know the difference." Which is why you can buy
Robes or judicial proceedings. Rather, it is a small really cheap, bitter, horrible ale called "Sembian
Odds" at some dockside taverns; it really is mixed separate-from-the-authorities judges (such as
"odds and ends" from barrels, which is fine be- the Magisters ofWaterdeep), and arrangements
cause it is identified as such. to let guilds partially punish their own members
No direct taxes are assessed on the sale of (lessening the court sentence in return for guild
ale, wine, and spirits to patrons in a tavern, but sanctions). A common belief that visiting mer-
the businesses that produce such drinkables are chants will be treated equally to residents and
taxed, both as businesses and at 1 cp per bar- citizens must be fostered and maintained .. . or
rel (up to 1 sp for the largest tuns, so making the the merchants will stop coming.
barrel larger doesn't allow a brewer to escape "the In many places, magisters or their equivalents,
Crown's take") . Small beer made at home is never guilds, and priests all have the right to call on the
taxed, and local brews are never taxed if they are aid of spells to determine truth and falsehood,
drunk only by the brewers or their neighbors. though who pays for this service varies widely
However, if drink is ever put into a barrel and from jurisdiction to jurisdiction. In most places,
transported elsewhere (outside town, as opposed royalty and nobility have rights or privileges oth-
to one street over in the same municipality), the ers in the society don't have.
barrel tax applies. T rial by combat is rarely allowed in "trade
In Arabel, Marsember, and Suzail, all produc- reigns" places, but might occur in places of rural
ers of strong drink, such as alcoholic beverages, "rough justice" or in communities dominated by a
"physics," and "cordials" (medicines) are taxed, faith that allows such activity, such as in a hamlet
except for what family and table guests consume around a temple. In Sembia and some other civi-
in their own houses. Individuals who try to evade lized places, battle between hired champions- or
this tax by running taverns or drinking clubs in even personal dueling- is often a public enter-
their homes get swift visits from the Desk of Jus- tainment used in cases when a noble feels slighted
tice, the tax collectors, the Watch, and everyone by another noble, or when a young woman of
else. This attention includes War Wizards mind- high birth who hasn't yet wed is accused of being
reading them to determine their true intent and of less than good character, and wants to refute
the extent of their activities, because there's an the slur.
ever-present "wary watch" for smuggling. They Most places in the Realms have nothing resem-
will be taxed as businesses or hassled out of such bling real-world libel and slander laws. Also, aside
behavior back to serving just themselves, family from prohibitions against copying or counterfeit-
members, and a handful of dinner guests. ing the words of royalty or nobility, or the decrees
of magisters or guildmasters, nothing really ap-
proaching modern real-world copyright law exists
SENTENCING THE in the Realms .
The Realms does not have lawyers, robed and
GUILTY wigged or otherwise. There are some "advocates,"
Even where clearly codified laws exist, sentences paid orators who will speak in court (always in
are generally at the discretion of the ruler. For in- the presence of an accused, not appearing in their
stance, the king can let a guilty party go free, or stead) and who might know something of the law
allow the individual to perform some task rather and can give advice to an accused. Some advo-
than enduring the usual punishment. Likewise, cates are real performers who mimic the voices
the king can decide that nobles, rather than being of people, act out scenes, tell jokes, and engage
flogged and imprisoned, must pay huge fines . in furious debate in court- which, being great
As a rule, no place that thrives on trade (such entertainment, is seldom cut short even by angry
as Waterdeep, Scornubel, or Athkatla) will dare judges or rulers, because the commoners like it.
allow open bribery or flawed justice. Any rig-
ging of results must be done behind the scenes
rather than in public. For instance, you could
Seized Goods
In actual practice, rulers or their officials have
avoid someone's being brought to trial, or ar-
almost complete discretion over what happens
range a prisoner escape. Also, places that survive
to items found in the possession of an accused.
on trade almost always have clearly codified laws,
LAWS A D ORDERS
•
This blanket power is tempered by public Some governments are swift to confiscate land,
scrutiny-usually supported by vigilant local buildings, and everythingowned by certain sorts
clergy-reinforcing general principles that are of criminals, but in other lands or city-states, such
actual law in some places, but merely prevailing action would bring swift and strong protest from
opinion or tradition in others. the citizenry. Different lands have varying gov-
These principles include the following ernments and likewise differing popular attitudes
strictures. regarding the presumption of guilt.
- Identifiable stolen items should be freely For instance, in Cormyr no one's lands or
returned to their owners, not kept or sold by the buildings can be seized until royal assent has been
government. given, in the wake of a formal sentence. How-
- In peacetime, there should be clear and ever, in Calaunt, Mulmaster, or Westgate, if a
tight limits on what authorities can confiscate high-ranking official believes someone is guilty,
as evidence or suspected stolen goods. For ex- seizures can occur well before the person has
ample, if a thief has been storing stolen goods in been tried-and some individuals deemed mis-
a dockside warehouse used by many individuals, creants just disappear, never getting a public trial
the authorities have the right to search the entire at all.
building and examine everything, but not to con- In Chessenta until the mid-1320s DR, city rul-
fiscate all contents of the warehouse just because ers customarily arrested persons they disliked,
they believe some of the contents were stolen. then, even if they were not charged with crimes,
- Magical things need to be thoroughly ex- let them escape with armed agents of the ruler in
amined (and probably kept) by the authorities. hot pursuit. If caught, the person was slain on the
However, local officials have an obligation to spot. The ruler then took the individual's worldly
"hunt it all out," and when it has been examined, goods, leaving the family of the "dangerous recre-
tell local citizens the whole truth about what ant" destitute. If the fleeing recreant successfully
magic was found, where it came from, and what it got away (the agents would not pursue beyond the
was intended for. borders of the city's territory), it was deemed the
- Any hint of undead in a settled area is to be will of the gods that the person escape. Although
treated like magic: hunted out, destroyed, and the all of the recreant's property was forfeit, the ruler
whole truth told, locally. would ignore him henceforth, rather than sending
- Law keepers who find and seize anything more agents after him.
should not be allowed to personally keep it- oth- This Chessentan custom faded into dis-
erwise, they would have a strong incentive to use thanks to the strongest nonviolent force for
misuse their office for personal gain. change in the civilized Realms, one that speaks
- Contraband should be publicly and ever more loudly as the years pass: traveling mer-
promptly sold by the government, not destroyed chants. They publicly expressed their disapproval
or kept by government officials. of such cruelty, calling it proof that rulers who
- Any investigation that disrupts the com- engaged in this activity were corrupt and, as the
munity (arrests, prolonged questioning, searches, shipping fleet owner Rarl Tartassan of Arrabar
and seizures of goods, for example) should even- said, "placed no value on the rule of law, and the
tually be explained fully to the community. keeping of one's bond." Most important, the mer-
Authorities have very few justifiable grounds chants threatened to stay away from the domains
for not telling citizens anything they ask about of such rulers. This resistance was mounted on an
(though "the king's will" is a justifiable ground). individual basis, not in any united effort. When
- Disputes over what happens to property several city lords scoffed, claiming that merchants
must be resolved in public, not behind closed were such "craven slaves to coin" that if one chose
doors . not to ship or bring goods to a place, a rival would
inevitably do so, the rejoinder was that a city de-
pending on lone peddlers would fall far behind
others. Surprisingly, so it proved, and the rulers
gave in.
( ~hapter 2
they call "gentlesir." Every veteran Watch officer
THosE WHo knows at least the top people and the heirs of all
Waterdhavian noble families on sight, plus the
ENFORCE troublemakers. Mixed-gender noble groups are
In any society, there is a broad area between addressed as "gentles."
the laws on the rolls and their daily, actual, on- Commoner women are "goodwives" unless
the-ground enforcement. For instance, Purple young, whereupon they become "goodlasses."
Dragons in dangerous-due-to-monsters-and-brig- Young commoner men are usually called "jacks"
ands rural areas of Cormyr, far from the niceties or "my jacks," as in: "What befalls? Hold and de-
of Suzail, are like a lot of rural law enforcers in liver truth, my jacks!"
the Dales and elsewhere in Faerun. They often "Hold!" meaning "Freeze," "Down arms!"
throw people in cells overnight to cool them off, meaning "Drop your weapons," and "Talk
but for all but the most serious crimes, rather truth!" meaning "Answer me" are frequent Watch
than charge and hold miscreants and send word commands.
for officials to come and try them, they're quite When Watchmen address officers of supe-
apt to scare the offenders and beat them up (with rior rank, "sir" is the all-purpose formal form
bare fists), then send them on their way with of address. "Sorn" is an added term of respect,
growls of "Don't come here and try such foolish- somewhere between "trusted" and "worthy" in
ness again!" meaning, and is applied thus: "Sorn sir."
Most such rural and small-town law officers "Sorn" is also used by higher ranks addressing
are wily, salt-of-the-earth, cunning (but not nec- lower ranks, but instead of "sir," it's added (or not
essarily corrupt) veterans who won't easily be added, if the speaker is grumpy or disapproving
caught in ambushes or duped. They know the or merely bored) before the word "trusty."
local terrain and hiding places and are aware In most daily situations, when not in front of a
of residents who are crooked and might fence lord or palace official, Watch officers tend to ig-
stolen goods. There are no haughty, !-never-get- nore rank formalities when their ranks are similar.
my-hands-dirty "high-nosed city brightcloaks" A Watch patrol leader would think something was
among them. wrong, or he was being mocked, if members of
his own patrol started calling him "sir" or "sorn
The Watch of Waterdeep sir," and so would a senior commander, if officers
Cities tend to have more polite and disciplined, one rank lower than him did the same thing. This
but sometimes markedly less effective, law of- is due in part to the practice, almost universal
ficers than smaller communities do. Perhaps the in the Watch, of carefully being very formal and
best of these police forces is the famous Watch of polite when you think your superior is making a
Waterdeep, some details of which follow. These mistake, breaking the rules, or just being an "ox-
points can be used as a model for Watch behavior haunch" (behaving like a jackass). In other words,
elsewhere . members of the Watch clearly indicate their dis-
Waterdhavian Watch officers always wear approval by tone and excessive formality without
uniforms when on patrol, and carry both weap- actually saying a single word of disagreement.
ons and horns with which to summon aid . Aid It's important to note that the Watch places
is usually in the form of other Watch patrols, but far more importance on diligent behavior while
specific horn calls can summon Watchful Order on duty than on matters of etiquette. There's
magists or soldiers from Waterdeep's small stand- little or no discipline (beyond a sharp comment)
ing army, the City Guard, as well. (The City for missing a salute or stumbling over another
Guard operates much as the Watch does, with officer's title. The Watch prides itself on being
differences and exceptions noted in the following family- albeit a gruff, ungentle "slap-on-the-
material.) back, mock-one's-fellows" family-and not what
Members of the Watch customarily address one Masked Lord once publicly called the City
male citizens as "goodsir," except for persons Guard: "a bunch of sniff-nosed, post-headed
.
warnors. "
they know to be Waterdhavian nobility, whom
Chapter 2
of pulleys and chains (in areas where recurring friendship, Scardale recently repudiated Cormyr,
vandalism has occurred) . and Harrowdale and Featherdale have increas-
The inner wall lamps, Promenade lamps, ingly slid under Sembian sway and become cooler
nobles' district lamps, port lamps, and barracks to Cormyrean offers and embassies. Also, it is
lamps are lit by h ired lamplighters employed widely thought that Cormyr's overtures to the
solely for that purpose and overseen by Crown Dales are meant to keep Sembia from swallowing
officials. These officials are minor courtiers nu- all the land between the Thunder Peaks and the
merous enough to form lighting crews if the Dragon Reach, and thereby controlling eastward
hirelings fall ill, quit, or are too scared to light overland trade.
lamps in particular locations. The Crown pays for General truths aside, in any open conflict
the fuel, lamp repairs, and replacement lamps as commoners are often surprised at the alliances
required. and agreements their rulers make- sometimes
These lamps are all of the sort you pull down breaking with tradition, making foes into allies
with hooked poles, and they are all secured with or at least neutral parties, and rebuffing friendly
safety chains rigged in opposition to each other so realms, and complicating everything.
they can't blow down from their hooks. In daily The wealthy and powerful, who have trading
practice these Crown lamps are almost always partners, kin, agents, and spies in distant places
left where they hang and filled directly by work- whom they can afford to communicate with often,
ers standing on platforms built atop tall wagons. have always known more of trends and forth-
These wagons are locked away in sheds when not coming policies than the everyday shopkeeper or
in use to prevent thieves from making dark uses farmer. However, the steady increase in reach,
of them at night. However, if the proper one-day wealth, and traveling of merchants over the last
Crown permits are purchased, private citizens can five centuries has elevated some heads of caravan
rent the wagons for roofing repairs, sign-hanging, casters and guildmasters to the level of the nobil-
and other tasks not related to lamplighting. ity in terms of influence and awareness.
Many Suzailan private residences have a lamp There have always been dynastic families
in a window, on the inside sill, so its light shines seeking to hold onto thrones, and there have al-
forth into the street below. These are often used ways been rivals seeking to supplant them. For
as signals, such as private merchants indicating to example, in Cormyr, the Obarskyrs have been
customers that they're home and open for busi- challenged for centuries by the Bleths, the Cor-
ness, family members telling each other dinner maerils, and others. Cormyr has one of the very
is ready, and a myriad of personal messages of few ruling families that have clung to power in a
other sorts. nigh-unbroken line; most lands in Faen1n have
suffered usurpers and heirs-in-waiting vying with
rebels and rival claimants- both real and false-
PACTS AND for the throne .
There are also very wealthy, sophisticated,
ALLIANCES highly educated families, such as the Moareldril
Common folk across the Realms are vaguely in Amn, and the Cathmalar in Tethyr, who have
aware of the formal treaties and pacts between never wanted a throne or to stand behind one.
nearby lands and city-states, and slightly more These families have always preferred to keep a
aware of the blood ties forged by marriages much lower public profile and manipulate rul-
among nobility, rulers, and wealthy and powerful ers from the distant shadows, to their own great
families . They know the traditional alliances and benefit.
hatreds . Inevitably, those who desire to exploit or ma-
For instance, it is widely known that there's nipulate humanity to their own benefit- notably
no love lost between Cormyr and Sembia, or doppelgangers, illithids, and beholders- have
between Cormyr and Westgate, but that Cor- covertly sought out such families . An incursion
myr has always allied with any of the Dales that starts with the monsters seeking to ally with the
wanted such friendly relations. It is also known corrupt families, and ends with them slowly tak-
that Archendale has never wanted Cormyr's ing control of the families, making them their
dapter 2.
web of far smaller but more numerous pacts: the spy on potential Rider recruits to learn their true
quiet agreements that have been reached between character, and deal with adventurers-to make
various small local cabals and independent mer- sure those who think they can easily overwhelm
chants and larger, regional cabals. These pacts the Riders and rule by the sword think again.
run along the lines of "No one shall bid on the Tagarath and many other places in the Realms
ferry contract for the Dawndeeping Stream ex- have tax spies and tax collectors, the first of which
cept a merchant of the Blue Stone" or "Where peek and the second of which come to collect, ac-
offers are substantially the same, House Hardusk- companied by trained war dogs for defense and
ing will prevail over House Rathrune," to use two for catching those who prefer fleeing to paying.
west-country Sembian examples.
The War Wizards of Cormyr
Crown Agents The Forest Kingdom is famous- and widely
Every ruler has formal envoys and ambassadors feared- for its state force of wizards, which de-
who travel the Realms constantly, engaging in fends and informs the Dragon Throne. The War
formal diplomacy. Almost all rulers also have un- Wizards are the ultimate "not-secret" police, a
official representatives, investigators and "trouble self-governing force that spies on everyone in
fixers" who do the daily (and nightly) dirty work Cormyr, from the Obarskyrs to night-soil carters,
to keep the ruler on the throne. to try to uncover threats to the throne before they
Every city-state or ruler employs more than truly imperil the stability of the kingdom.
just outside-the-law hired agents such as outland Cormyr is thought of by many in the Realms as
adventuring gangs, dupes, scapegoats, and armed a shining bulwark of peaceful, law-abiding pros-
"heavies." They also employ ongoing, loyal se- perity. It certainly strives to be, but behind the
cret agents who investigate murders, conspiracies, bright exterior of green forests, verdant farms,
crimes, and incipient treason. The Highknights fluttering banners, and Purple Dragons in shin-
and the War Wizards of Cormyr are famous ex- ing armor are dark and ever-present threats.
amples, but even as small a place as the way-town Arabel and Marsember are both conquered cities
of Tagarath has its secret agents. that frequently stir into near rebellion, and nobles
Tagarath stands on the trade road between Ri- all over Cormyr test the authority of the ruling
atavin and the Vilhon, right where the road fords Obarskyrs all the time.
the Shining Stream, and is too small to appear on Without the Wizards of War- and an ener-
most maps. Tagarath has a "crownar" (mayor); a getic, wise, strong-willed person at their head, like
council made up of the eight most powerful local Vangerdahast-Cormyr would have been plunged
merchants; and a police force, the Riders, who pa- into civil war scores of times, or (in the words of
trol the town and its environs and jail drunkards the sage Alaphondar) "leaped into civil strife with
and those who do violence. Yet it also has seven savage eagerness, and never left that bloody state
elderly retired local women who seemingly sit until no one was left who could stand and swing a
and do nothing all day but are actually the paid sword."
"watchers" of (spies for) the crownar. In Cormyr, nobles personally swear loyalty
Crownar Orth Haelen is old, fat, and infirm, to both the sovereign when they come of age, by
and for the past decade, his daughter Alaya has name, and in the presence of the monarch and the
seen to the daily running of Tagarath. Alaya is Crown, pledging their persons to the defense of
both cynical and a keen observer of the world, the realm. Purple Dragons, lesser courtiers, and
and long ago she decided to put her three boy- minor officials of the realm swear to the Crown
friends and two younger sisters on the public and the Dragon Throne before no less than three
purse as the "hand behind her back." They regu- ranking courtiers and the Royal Magician, or a
larly slay Zhents or other agents who try to linger member of the Obarskyrs plus a court sage. In
in Tagarath, peer into what merchants who stop time of war, battlefield oaths are acceptable be-
over are carrying, steal (or steal back) items when fore three serving Purple Dragons and a Purple
it becomes necessary, eliminate doppelgangers Dragon officer of the rank of ornrion or higher.
and other sinister threats to the local population, Oaths are sworn when entering service, and might
THE ZHENTARIM ' Network' , as o:f the Year of the Prince (note : this is not
kno~n to the pUblic
the god - - -i . e. PCs- --at large)
Me ~
MANSHOO -
iwle.,..,.di411<:<) ~ Lord -
FZOU.L CH.El'·BRY~~ 16 th L
(1 3th L Cl
(tiodyguard) S&,~-~
. M-
I -
CASILDAR
1
ASHE·1MI* 'The Three'
9th L Cl / 8th L M-U
t\ . .-4 I~\ ~ MAIRHE ILTUR
4th L As 4th L
ZHESS~E \ . SASHEN KADORR ~
c:A YARKUL I
7th SARHTHOHN'J' 6th L M- U 5th L 6t~ L M-U 1
L 7th L f• - U M-U ... -\- ___ .,..
Cl ,.' ILTHOND A
Jrd L M-U
MEER
~3rd L F Jrd L F 5th
/' . (Head of Caravans) L F
GHEBAR "
5th L Th MAGLOR
0 level (F) ULTAN
Apothecary RATHELSTAN
(Poisoner} 7th L F
( •Slavelord ' )
he Zhe arim ' s merchant and slave-trading interests can clearly be seen .
A few f ·rther notes on the organizatio follow .
'The Inner Ring of Power· of the Netwo rk are Manshoon , Fzoul, and Sememmon;
Casildar and Ashemmi {rePlacing Yuldi) are the lieutenants . Manshoon maintains
hi s paramount position by means of his arts , his servant efreeti, and his
ally Xulla , the Eye Tyrant (who replaced Xantriph in the service of Bane
after the PCs destroyed the latter: Xulla is much less ~owerful , and hides
r ather than dominating other s in public as Xantriph d'd) .
Of the deceased Zhentarim members t Sar. was a renegade cleric brought in o
he alliance by Whisper (or so 1hisper bel i eved) ; ~hisper gave him one of
he Seven Lost Rings of Mhzentul . Sarm was actually a spy for ~anshoon , who
as ( rightly) suspicious of vlhi sper' s growing ambitions a.11d non-Zhen tar im
er sonal activities . ·hisper met directly wi th his three und er lings (Aghebar ,
·1aglo r , and Stroy), arriving by Teleport , protected by his }olem and by a
Shield spell , to issue commands and receive reports. Meeting times, locat · ons,
a~d (rarely) addition~l information were given oy Whisper via a trained crow
· 1th a legb~~d . A r.aglc ~spell on he legbar.d gave the information if a
erson .atcn1ng the descr~ t1on so ' is er's .arne a the ri£ht Place and ti
The first flowchart outlining the ever-changing hierarchy of the Z hentarim. This simplified outline was current as the Year of the Prince be-
gan; four months later, it was woefully out of date. The Knights of M yth Drannor often never knew that a foe they had taken down was a
Zhent spy. Manshoon kept the ranks influx by challenging magelings (ambitious .young wzzards) to prove themselves by slayzng Elmznster
or completing similarly deadly tasks. Fzoul and the beholders did their own prumngs. So I redrafted thzs chart often. Secretly, of course.
LAW'\ A D ORDI'.RS
A wise Zhent commander would run the route recruits, learning on the job. These warriors were
along those three isolated peaks, Azirrhat being commanded by a priest, who was sometimes ac-
the most easterly, and use the heights as navi- companied by an underling, and a wizard of lesser
gational aids and signal beacons. This icy route stature than the priest who sometimes had an ap-
would damage some trade goods, and could reach prentice along. If neither the priest nor the wizard
the western edge of Anauroch at either end of the had a lackey, they were instead accompanied by at
Far Forest. Which end of the Far Forest is cho- least one mounted cross bowman of skill.
sen would depend on how fiercely Llorkh is held Priests on missions-either in Zhentil Keep,
against the Zhents. The river Delimbiyr would another Zhent-dominated urban setting, or out
be their first choice to continue onward, since it in the countryside-traveled in groups of five or
would allow them to use their existing agents in six, along with their errand runners and whatever
Loudwater and elsewhere who represent the west- number of Zhentilar fighters the priests deemed
ern end of their present route. necessary for their own safety. In determining the
If they can't use the Delimbiyr, then they strength of their guard, they tended to be more
would have to travel the harder way: west across cowardly than bold.
the headwaters of the Delimbiyr and along the When sallying forth into known battle rather
southern edge of the Nether Mountains to the than patrolling, Zhent forces were smaller than
valley of the Rauvin, and down through the Silver three patrols combined. These Zhentilar troops
Marches. were composed mainly of fighters and bolstered
The best Zhent strategy would be to establish by a handful of magelings, each of whom was ac-
all of these routes, but heavily use only the one companied by at least one personal bodyguard
that proves to have the lowest losses of men and from among veteran Zhentilar cross bowmen.
cargo, turning to the others if the prime route is Priests of Bane magically observed from a safe
threatened by rivals or blocked by some natural distance, guarded by their own (stronger than the
occurrence. wizards') bodyguards, and with defensive spells
While Manshoon was in charge, the Zhents prepared. Their task was to observe and report
did just that. Later, under Fzoul Chembryl, the back, fighting only to win free of enemies.
Zhents started to try to accomplish all sorts of If the foe is deemed formidable, such as veteran
things at once, and although they seemed every- adventurers would be, a "snake" force was also
where and more powerful, they became far less deployed. This group was composed of a trio or
effective at actually finishing anything they set a quintet of experienced Zhentarim wizards with
out to do. full battle-spells ready, usually accompanied by
Increasingly, as time passed, personal ambition a few magically controlled monsters. This force
on the part of most Zhents led to infighting that waited in concealment-magical or natural-until
was likely to flare into open brawling whenever it was magically directed from afar by the force
failure was perceived. commander to emerge and attack the enemy from
behind once the foe was engaged with the Zhenti-
lar troops.
Zhent Battle Tactics The magelings accompanying the Zhent
In the field, Zhent forces in the mid 1300s DR
warriors could use any sort of spell, including
were commanded in many different ways as
experimental disasters. They hurled their magic
various commanders-some far from compe-
recklessly; they were out to prove themselves and
tent-sought to impress their superiors or just win
cared little for the defense of items, territory, or
the day dramatically, by trying new maneuvers .
their fellow Zhents. They cared a lot for the de-
So aside from obvious responses, such as rushing
fense of their own persons, however, and if the
to contain intruders or trying to surround foes, an
battle turned against their side, they would flee,
adventuring band encountering Zhents would sel-
ignoring any orders to the contrary.
dom see the same tactics twice.
(As a DM, I have always used core rulebook
Mounted Zhent road patrols near Voonlar or
arcane spells for Zhentarim mages, but tweaked
YUlash set out with at least twenty Zhentilar war-
every last one slightly, in terms of the appearance
riors, sometimes accompanied by up to four raw
of the unleashed magic, its area of effect, or its
material components and casting details. This some means, from message pigeons to magic, of
technique keeps players guessing and roleplaying reporting attacks on the stronghold-or other in-
rather than running their characters in combat teresting events-to other Zhents elsewhere.
on the basis of what they know of spells from the No foe of the Zhentarim should ever expect to
rule books.) raid or overwhelm and seize a Zhent-held build-
The experienced Zhentarim wizards in a snake ing or even a roadblock without other Zhents
force wore magic rings to teleport themselves out knowing about it. Getting the word out right away
of danger, and attacked in coordinated unison, is a firm, standing order from Manshoon. And
seeking to strike hard, do damage, and get out, after a few Zhents died slowly and painfully as
rather than to rescue Zhents or win the field. lessons to others, that order rose to supersede any
They heeded Manshoon's orders to harry enemies fears of consequences that might lead a Zhent to
through repeated fighting, wearing them down be slow to report.
rather than doing anything overly risky or heroic
in trying to destroy all foes as swiftly and deci-
sively as possible.
The Right Air of Menace
The Zhentanm have achieved a lot through in-
The watching priests were usually far enough
timidation, but they are far more than jackbooted
from the main fray to be able to flee easily. If they
thugs who turn cowardly when faced with real
were chased by a determined enemy, their retreat
resistance. They have their spies, and they often
was through an area where more powerful Banite
make uncooperative people "go missing" rather
clergy could ambush their pursuers with multiple
than showing up to publicly butcher them or to
magical attacks.
set their homes on fire. Sometimes they magically
A Zhent force that knew it was going up
assume the likeness of someone they've killed
against particularly persistent foes would often
or taken captive, to hide in plain view and to lay
send monsters against them first. Once the enemy
blame on that person for something the Brother-
was bloodied, but before the foe defeated the
hood did. Sometimes they leave false messages or
beasts, veteran Zhentarim mages would attack
"dropped items" to be found, to mislead others.
with a construct, and finally with their spells.
Never forget that some Zhentarim are very smart.
Zhentilar troops then charged in to prevent the
The Black Brotherhood long ago realized that
enemy from reaching the wizards.
a fearsome reputation can cow people into doing
Manshoon often sent Zhent forces (in particu-
what you want them to-if you make the right
lar ambitious magelings) up against tough foes as
examples of a few, and spread (and steer) pre-
a means of testing them. If they were weaklings,
cisely worded rumors so the populace takes your
they were better gone, but if they succeeded,
hints and outright directions-better than the
they eliminated or weakened those foes and be-
most exhaustive policing and patrolling can. Folk
came more experienced, confident, and useful to
will even eagerly do things if you can make them
Manshoon.
think what they're doing was their own idea, or
is a clever dodge around detested taxes or rules.
Zhent Garrisons Why get a sword rusty killing a farmer, when he
During the time when Manshoon led the Black could work hard feeding you for years to come?
Brotherhood, Zhentarim strongholds, storage All Zhentarim can act like menacing butchers,
caches in caverns and old tombs, and Zhent- but most of them are far more than that.
allied naga lairs were usually guarded by helmed
horrors, because casual intruders were more
likely to be more terrified of them than of any
human. Secondary guards, in Zhent fortresses
and warehouses, were often banelar nagas or dark
nagas, with bored, resentful "duty wizards" as
backup. Duty wizards are Zhentarim mages as-
signed to such duties as punishment, or because
they are out of favor. The backups always had
Cl1apicr 3
The folk of the Realms, even those of lesser means, eat well. If something is edible, or can be made so, then chances are good that someone in
Faeri'tn has made the consumption of that something into a . .. memorable .. . culinary experience.
~
1-IEARTH Al'\D f lOME
a small human palm with a thin slice of sausage Yet in a region where ore hordes rise every
on top, and various sorts of herbs, spices, and few decades to scour the land of everything ed-
mushed-down-flat foodstuffs in between, lightly ible in their path, the true essential for humans in
baked to glue it together. Talyths are usually sa- the North is the rothe. This large, shaggy beast
vory, and can include anything from snails and provides its milk and meat as food. The milk is
oysters and spiced worms right up to diced eggs used both as a liquid for drinking and cooking
and mixed cheeses. and to make cheese, and the meat yields roasts
Talyths have been made fresh in Waterdeep, that are either stewed in rothe blood, fire-roasted,
Neverwinter, Luskan, Mirabar, Elturel, Ever- or "long-roasted" into long-lasting "trail gnaw."
lund, Silverymoon, and Scornubel for decades. The rothe's dung can be used as fire-fuel, and its
In winter, talyths can be premade and packed on hides and the warmth of its living body can be
ice, for later heating or reheating, to be served used to protect against the cold. Roaming wild
immediately. herds of rothe and cultivated, "trapped" herds of
Also popular as appetizers are sugar bladders. hobbled or penned-in-mountain-vales rothe, plus
These are confections wrapped in pig's bladders, deer, have made human settlement possible in
heated on metal plates over fires to drive out their the North.
moisture, tied shut, and then painted all over
with tansel (an egg- and plant-based mixture that
provides an airtight seal). The bladders are then
Cuisine of the Inner Sea
packed in pitch-sealed tins full of edible plant oils North
to guard against spoilage. Caravan companies Hunted game has always been prominent on the
ship these tins to shops and eating establishments. tables of all lands on the northern side of the
Some handfoods aren't suitable as traveling Sea of Fallen Stars. This fare is in contrast to
fare, but others are prized by adventurers and the farmed livestock and poultry that dominate
wayfarers across Faerun as essentials, particularly in the kitchens on the southern side of the Inner
if they go beyond the standard hunk of sausage, Sea. Typical city food in the lands north of the
whole pickle, and wedge or small wheel of cheese. Sea of Fallen Stars is much like the cuisine of the
Dragon Reach port of Tantras.
Tantras has lots of fresh fish and eel shops and
REGIONAL CuiSINES stands, and its streets often reek of cooking fish
It could go without saying (but won't) that differ- in early evening. Yet a baeranth is the most popu-
ent nations and cities and areas and races in the lar everyday evening meal for Tantrans. The dish
Realms have foods they prefer; the following sec- is a meat pie or tart with a peppery gravy inside,
tions highlight a few of these special dishes, and baked to a golden brown finish. A true baeranth
the creative names that many have been given. mixes the smoked meat of cattle, goat, and hogs
in a three-one-one ratio, but there are the inevita-
ble tales of dogs and even humans going missing
Cuisine of the Cold North and winding up in these ever-present pies.
It's a very old joke to say that inhabitants of the Baeranths vary in price from 1 sp for six to 2
Frozenfar eat whatever they can catch- all too cp each, depending on the size and freshness of
often, each other. the pie and the reputation of the shop. They are
The North is home to myriad hardy plants always sold hot, and can be bought from about
that survive years of successive hard freezes and highsun to dusk from dozens of serving-shutter-
thaws, growing low to the ground with abundant on-the-street-wall shops with names like Karvin's
berries. Many an adventurer digging a snow cave and Thurnan's Oven and The Meltmouth.
to survive a night's sleep in the howling open Sarkul (smoked fish) is also popular in Tantras.
has uncovered a good meal of tharberries (large, The fish are caught in the Reach, immersed in
beige-to-white, chewy berries), laum berries honey and seasonings, and then hung and smoked
(honey-sweet, orange, tiny berries), blooddrops for several days in closed sheds to produce the
(bright red berries that taste like cooked onions), savory sarkul. Fish is never put in a baeranth.
or one ofthe other threescore edible berries.
dapter 3
A SEVEN'.IH lOOK AT '.!HE FORGOTmN REAlMS/ Ed Gre enwoo /Page 5/ or 21)5 Page s
Sting Flies have nimble, deft legs that can carry and manipulate
objects with precision . Females bear 1-J live , mini ature young , in flight ,
2- 3 months after mating, a~d ignore them the instant they have emerged
from her anal opening and fallen away (they l earn to fly on the drop to
earth , or per ish ) . Such you g are AC8, move 1"/14" , have } HD , and do 1/1-4
damage , with only three jets of venom per 24 hour ; but these grow rapidly,
all hunt ing al one . Sting Fli es can communi cate with a limi.ted {10" )
tel epathy , and some few have learned t o speak a few hi ning words of
Common, and un er stand much of that spoken l anguage . Sever-e cold condition
can~ a Sting Fly, an col d- based attackw will do it double damage .
A Hor s e Fl y .
A Blow Fly .
A Sti ng Fly .
. ies An thing can become a monster-and in my hands, anything all too often
As a young student bored in a classroom, I lzked to dhralw fl : yh d dl·" devourers but seeking to slay an early problem. When every
. to destroy czvz1
· - zz· atzon
· bY overw e mzng wu ,.r, ea "' y last spell
'
does I'm not tryzng . !l ll magic item, and monster would be part 01-+plaJ.,_
· read every rulebook, "mo du le," an d The Dragon
Player h zssue' a l toofi o1ten ever
R one to keep ' of-and presto, it's real ro lep layzng
track · (me again
1
ers'metagame knowledge. S o, drown them in too muc ea ms ore or any 1 · ·
h "-'-- -
1 cockatrice carcass
2 leeks
handf ls of . orels {or 1 handful ni ghtcap mushrooms )
2 plants (whole stalks, with hearts ) cel ery or marsh lettuce
1 handful be~~ tubers (or marsh grass roo ts )
1 pinch thyme
1 pinch salt
21 pinches p ep er
pouch flask red Lythton ( or similar semi - sweet ) wine
2 pours* of hot brown Merithian sauce
2 knives of an i mal f at
*== 1 pou r; t i p bottle upside down , then directly u pright agai n . Amount of
contents expelled is •one pour . · Mer i t hian sauce is roughly equiva l ent to
\'lorcestershire or " HP " sauce .
In a sk "ll e t or upe nded iron shield over a small fire, chop a mix
crk::; with t e ::;a ~. peppe r , and bean tu crl.; , and saute' in anir:-11 f"t u:1t il
~oft . Turning to the cockatrice itself, cu~ off the bony head and neck
oiled for a soup) , and slit the carcass up the breast ,
giz~ard
(which can b
turning out the (1ith its sometimes - poisonouc contents ) and internal
org~ns . The coc atrice need not be skinned , for its leathery , scaly outer
skin pro ec s the tender f esh from being burnel duri g cooking. Do n't
let ·he blood and bo ily fluids rain away , or the bir will cook too dry .
Tough or drie' c rcacses should be douse in diluted (1 p~rt to 2 pa r ts
sauce, and turning when neces ary to keep the colour even.
The skin will dry and crack like old archmcnt , lifting and flaking
away like wooda s h when the meal is do. e . Take fro m the fire and let cool
until it ca n be held for eati g . Goes well with beer and greens .
. . · ~ bstitute ork ribs sprinkled with rosemary, tarragon, or diced fresh chives, bacon if
One of my favorites. Having trouble fmdzng stzrges. Su / (if it is marinate it in half-and-half beer and barbecue sauce). For all too
not too salty, or even leftover pork chop if not too well donhe or ry .+ r: ' , ·an stirge mind you . Doesn't appeal? \¥ell, sell your surge kzlls
·11 b bly be closer to t e taste o1 a 1 ·aerum '
obvious reasons, blood sausage wz pro a
in the next ~>illage, to someone too hungry to be choosy.
Coffee
Masters of the Marsh Known as kaeth or kaethae in the Realms, coffee
Lizardfolk dwelling in most marshlands will trade is rare north of Calimshan and the southern Vil-
warily with other races, if they are not threatened hon shores, except in the most cosmopolitan ports
and if they can do such trading in ways that don't such as Waterdeep, Athkatla, and Westgate.
require leaving the vicinity of the swamp, because Its major sources are located south and east of
they feel very vulnerable away from easy reach of Durpar, about halfway up the east side of Anau-
the waters. Such bargaining must be done without roch, and overseas to the west in Maztica.
a lot of speech or long bargaining, since lizard- Sacks of beans from overseas are brought in to
folk will not put up with such. Lizardfolk are not Baldur's Gate and from there shipped elsewhere,
unthinkingly, unobservantly stupid; within their mainly south to Calimshan and the Tashalar.
cLptcr 3
Folk in Faerun imbibe all sorts of strange beverages. Some do this, so they say, because the water can't be trusted. Others, such as this
inquisitive draw, might sample a drink that looks delectable just to see what will happen.
These beans are large, soft (crumbly), and red- of his habit of establishing hundreds of secret
dish brown. caches, all over Faen1n. After he was publicly torn
The Bedine of Anauroch call coffee "qahwa" apart by a "pet" dragon some sixty years ago, his
or just "qaw," and they trade little in it. Since the fortune was entirely lost. Thondur's beans are
reappearance of Shade, the surviving Bedine con- now more plentiful and cheaper, thanks to the
sume almost all of their qaw themselves. Through shattering of his monopoly, and they form the
the machinations of the D'tarig, a tiny trickle of bulk of the supply enjoyed in southern lands of
Bedine beans formerly reached Zhentil Keep, and the Realms. Thondur's beans are large, have a
thence Hillsfar and Sembia. This source is now pronounced cleft or depressed line running their
extremely unreliable and paltry, though wealthy length (making them somewhat like cowrie shells
Sembian coffee-drinkers have bid the price up in shape), and have a bluish tint to their chestnut
high. Anaurian beans are small, hard, and are so brown color.
dark a brown that they look black. Although the coffee beverages of the Realms
The beans from beyond Durpar are usually vary from place to place, they're all derived the
known as Thondur's, after a now-deceased trader same way: the stunted mountainside coffee trees
who for a time controlled the entire trade in cof- yield beans that are dried in the sun, put into
fee reaching Calimshan, the Tashalar, and the sacks, and shipped long distances to consumers
Vilhon. Thondur amassed a staggering fortune, who grind the beans just before brewing. Sacks
much of which has never been found because of beans are put into coffin-like, battered, reused
chapter ~
A Faenlnian jerkin is a heavier fitted garment Thin, "for looks" cloaks are habitually con-
that fastens down the front or front side with a structed with a pocket along collar or shoulders,
series of toggles and loops, and always overlaps so the cloak can be rolled tightly, stuffed into this
breeches, often extending to not far above the pocket, and the result hung from a belt or around
knee. It often has shoulder padding and a stand- the wearer's neck on its own sewn-on thong.
up collar, and might have external or internal Some heavier cloaks sport drawstring-closed
pockets (a tunic never has pockets). (and then knotted) miniature pockets along lower
With their clothing, Faerunians haughty or edges, for easily carrying emergency coin (fares
humble usually wear belts and baldrics (belts for conveyances, a night's lodging, a meal), and
. worn diagonally from waist to shoulder) to hold to double as weights to keep the cloak down in a
garments up, and to hang sheaths and scabbards breeze (prevents embarrassment or momentary
for weapons or tools on. blinding by having a cloak blow up into the wear-
Popular augmentations are the tammalar, a er's face).
baldric of many pouches (sometimes removable, Expensive cloaks have a deep, small-opening
but more often securely sewn on); the bracelar, a "handy pouch" pocket, usually at lower rib level,
leather wrist-bracer with pouches sewn to it (often for carrying small items (a kerchief, or supporting
used by merchants to hold ready coin when sell- the weight of a spare purse hanging on a thong
ing); and the scrip, which in recent centuries has around the neck). Thieves often use such pockets
come to mean a large piece of leather or cloth to carry garottes, or thongs for binding wrists and
with sewn-on ties or thongs, and sewn-on loops ankles.
or sleeves for those ties to go through. It is gath- Cloaks with larger pockets usually also have
ered up (around goods, to form a carrysack) into linings that make identifying carried items dif-
a bundle, and kept that way by threading ties ficult. The bulk or bulge of carried items can
through the sleeves (and a user's belt, to carry it usually be seen (concealing a betraying shape is
at the hip or hanging from the rear waist). why many merchants wear a loose scarf knot-
ted to hang in an arc across their upper chests;
Cloaks and Daggers the scarf also covers mouth and nose in dusty
or stinky conditions), but a good cloak hampers
Nobility and the wealthy wear tailored, ankle-
identification of what's being carried.
length greatcloaks for cold weather, and soft
Peddlers, adventurers, nobility, royalty, and
leather longcoats for driving rain, and when deep
"knaves" (opportunistic thieves) carry at least a
snow or heat makes a greatcloak too much.
concealed dagger at all times, and often rather
They also have what less wealthy Faerunians
more weaponry. Many folk employ hidden breast-
must make do with in all kinds of bad weather:
plates and gorgets inside bodices, or jerkins
weathercloaks. These are near-ankle-length
reinforced with armor plate.
cloaks, lighter than leather and lacking fastenings
beyond brooches (pins). A weathercloak tends to
blow about, and provides poor protection against Headgear
cold, because it clings tightly to the arms and Hats vary widely with location and passing fash-
shoulders when pinned shut. ion. A style of headgear that often returns to
Folk also wear swirlcloaks (half-cloaks worn fashionable status is a prowed, peaked soft leather
for looks rather than utility, that hang from one cap (think Robin Hood), very long and thin, and
shoulder and usually drape to just below the attached to a hair-comb so it won't fall off easily
waist), and shoulder-cloaks (shawls, always cloth and to keep it raked at an angle to one side of the
lined with cloth and never an open-work weave). head-and always "low in front, rear up at back."
_ A conservative rural or town matron would Such caps sport at least two large, color-
wear ankle-length gowns with a shoulder-cloak. ful fluffy feathers, one on each side of the cap.
(If gardening or out walking in wet conditions Fops and the haughty wear caps with nine or
or muddy places, she wears breeches and leather more feathers stuffed in, raked back (plumes
boots under her gowns, and might hike up gowns to the rear). Some caps of this sort have gauze-
to her knee and belt them up at that length.) work woven among the feathers to support tiny,
elbow
plates ':this leng ih is known
as a ' half cloak ' for
S1ord obvious reasons . In
scabbard severe weather , a
hidden by ' full cloak '- -- see
E:'i~ii worn
Jerkin
sli right
up to belt
on outside
of each 1 g .
Half-slits n most cases , both
on fron only .
types of cloaks ~ill
have a fur or wool
lining, in the North .
Leather
breeches
(commonly
vorn by rangers
and o the
foresters)
.s. ' Swash' - topped ( hig )
Breeches de tal. 1 : boo ts folded with
under jerkin , roa cuff ~ 11\e
lace - up,codpi ce knee
1 a mer ong
~
belt (not shown)
hold up e
breeches, un·er
111 jerldn ( ~e
visible el t J.S
of cours the
sword belt) ·
Both of these pages contain rough sketches of mine that were a response to a prototype sketch for the cover of the Realms boxed set (what
is now often called the "Old Gray Box;' or sometimes "FRO"). So the poses of the male and female characters come from that sketch. I was
asked to make sure the costumes "looked R ealmsy;' so I was trying to shift them from a "hot climate/abbreviated brass/Conan-Frazetta-
like" look to closer to what I saw as right for what Jeff Grubb dubbed the "Heartlands" of the Realms. "More Robin Hoody, please."
A Nrt:'}H LOOK AT '.IHE FORCOT'.IEN REAlM /Ed Greenwood/Page 2 of50 Pages
If an open- throat
jerkin .i worn, a ""'-----74::
female fighter will
alway wear a
gorget ( throat round shields
armour), as follows l rare (unless of
wood) ; u ually
leather they are of thi
strap shape :
me tal, ~buckles
curved , ~n back ;
and some time ~
polished ~
women
usually
have a
tiny dagger
sheathed at full darts , both sides
the back of (reinforced stitching
the · r necks , to s 'b:>P ripping of
•
on this strap) . half -dar 1:S )
A female fighte r will also Leather breeches
usually wear a pee toral pla ~ , worn beneath jerkin
as follows : (female figh ~rs
usually wear men ' s
breeches , with lace-
up codpieces , too
(see male ' s sketch) ,
but s tuff the irs with
~~ ·
For a slightly ligh ~ r
du iY pee toral plate ,
refer to the illustration
of A per that accompanies
Large wash- toP boots , .folded over the Realms -tale " '10 Slay
into cuffs just below the knee . A Black Raven" , in 'this
package .
Thanks to years of superb plays at the Stratford (Ontario) Festival, and the bill of largel:y Shakespearean plays put on there, I grew up
seeing all sorts of Hellenic, medieval, Renaissance, and fanciful costumes up close and "in the flesh)' so I knew what "looked like the
Realms" to me. Note the mention of the still-unpublished Realms short story "To Slay a Black Raven)' which tells how Mirt and Durnan
and Florin Falconhand helped Randal Morn reclaim Daggerdale from the Zhents' Lord Malyk. Four wisecracking heroes rode in . ..
MO EY J\fAI I LRS
competencies (such as acting decisively, mak- Painting and plastering palaces and nobles'
ing good decisions, building friendships, and mansions, styling hair, and sewing and custom
networking). fitting fine garments for nobility are also generally
Let's have a look at day jobs for adventurers in unglamorous but well-paid lines of work. In some
the Realms, starting with the obvious ones. communities, smiths, plumbers, and slaughterers
Many adventurers have the skills to read- (butchers) are paid well for their work. So are bed
ily land more mundane, less dangerous work as nurses for royalty and nobility, particularly those
bodyguards, caravan guards, "drawn-dagger who bathe, tend, and guard the mad or the long-
agents" (the polite term for a spy, hired killer, or term afflicted ... and royal or noble tasters, who
outside-the-law facilitator, usually for a wealthy sample the food and drink of important persons
patron or a guild), or envoys (when such a post in- to take the fall for them in cases of bad cooking or
volves perilous journeys or negotiations in which murderous malice.
intimidation is likely). Guard duty (of a person, A lesser-known line of work that pays well is
property, or place) is common "winterbound" writing love letters, job applications, and deli-
work for adventurers. cate apologies on behalf of noble, royal, or merely
Yet some wayfarers seeking work are more cre- wealthy patrons. In short, a scribe who poses as
ative, and not always in ways that involve breaking another person, writing for that person and keep-
the law. In general, if a job is dangerous, unpleas- ing both the writing task and the contents of what
ant, or exacting-and the hirer wants discretion, was written utterly secret. A variant on this kind
absolute secrecy, or loyalty-the rewards are high. of work (believed to be the source of one court
Grave digging, for instance, is poorly paid and lady's fortune, some centuries ago in Cormyr) is
unglamorous in some places, but very well paid in writing "lust tales" or "heartwarms" (flowery ro-
others. Working in the sewers in Waterdeep (be- mance) intended for the eyes of one royal patron
cause it's guilded work, and highly dangerous to only (and sometimes written to order, using real
boot) is well paid, but unpleasant. Stonemasonry individuals as characters). A few bards secretly
concerned with fortifications (castle and wall re- hire others to write their jokes, and conversely
pairs; shoring up vaulted cellars; and mining to more than a few royalty and nobility employ bards
enlarge cellars, tunnels, and privy chutes) is gen- to write ballads and witty poems they can claim
erally underappreciated, but is always well paid. as their own.
Every city has to decide how to dispose of ex-
crement, and sewers seldom work well unless
they're flushed by streams and not subject to tidal
Rooftop Climbing
Suzail is typical of busy cities across the Heart-
flooding (a problem in most ports). Because of
lands and the Sword Coast, and so can serve as
this, many places-such as Suzail, in the king-
an example of these risky professions. Even where
dom of Cormyr, and Athkatla, in the kingdom of
guilds exist to perform roofing or chimney re-
Amn-have "night-soil" or dung wagons that col-
pairs, falls and injuries are frequent occurrences,
lect chamber-pot refuse from the populace (1 cp
so hiring casual "hands" to fill out a crew is like-
per pot) and cart these collections out of town to
wise frequent.
be dumped on fields where they are mixed with
Fog is more rare in Suzail than in many other
straw and left to rot down into compost. More
port cities because of the prevailing breezes.
than a few dung carters have smuggled items-
Strong winds are rare, except during out-and-
and even people-out of cities under the noisome
out lashing storms, though they do occur. Rain is
heaps in their wagons, for payment of a lot more
frequent, though it tends toward brief, vigorous
than a wagonload normally earns them.
downpours followed by clear skies, not "gray day
Animal training (and monster capturing,
after gray day" weather. In winter, wet snowfalls
which is almost always adventurers' work) tends
are common.
to be low in status but well compensated. So,
Most of the buildings in central Suzail (exclud-
for that matter, is finding and bringing back
ing the dock warehouses, the military bases, the
rare plants or unhatched eggs for herbalists and
westernmost hovels, and the mansions north of
alchemists.
the Promenade) are stone or brick structures (or
chapter 4
older stone patched with newer brick) that rise to simply hitting the ground), but usually ends
three to four floors above the street and have in severe injury for the jumper-and, of course,
steeply pitched roofs to shed snow and rain. Bal- damages the wagon and its contents as well.
conies are found on upper floors, outside the The traditional method of descent used by
reach of thieves' ladders, spires are relatively rare, thieves in Suzail uses long coils of oiled cord. One
and there's a recent fashion for installing glass end of a coil goes around a chimney (chimneys
skylights (three panes thick, for strength). Most are abundant) or a roof-peak decoration, and the
buildings have tile or slate roofs (wooden shingles other wraps around the thief's body so that he or
are still found, but they rot swiftly, tend to leak, she can use a "body belay" to unwind the coil as
and offer rooftop clamberers very spongy foot- slowly as possible to lessen the rate of fall. Even
ing), a decorative repeating ironwork pattern if the cord ends up breaking under the thief's
along the roof's peak that can be used to anchor weight, the resultant fall is from a lower eleva-
safety ropes while doing roof repairs, and cor- tion than the roof. If the cord suspends the thief
ner downspouts. A climber should not depend all the way down, so much the better; or the thief
on these downspouts to support much weight touches down, cuts the cord, and vanishes into
as climbing ladders, nor should one swing from the night with the remainder of the coil (so it can
them (which risks crashing down with the spout be used for the next descent).
tearing away and coming down alongside). In a
storm, beware: Lightning rods are increasingly
popular, and are found at both ends of a peaked
Burials
Grave digging is backbreaking, often unpleasant,
roof-connected directly to the downspouts.
widely feared work. (Temple influence keeps this
Dormers are common architectural features,
from being guild-exclusive work, in most places.)
as are rooftop window box gardens for herbs and
The written or publicly expressed desires of
"pipeleaf" attached to them. Dormers with the
the dead are considered paramount, so a few ec-
windows open are used for hot-weather sleeping,
centrics have been buried in their own cellars or
rather than lying out on the open roof (because
in various odd places, in accordance with their
level areas on roofs are too rare and too small for
stated-before-death requests. Devout persons
this practice to be safe or popular). Trapdoors
with coin enough and a life of good character
are found on almost all roofs, but are sealed
(whose families don't express wishes to the con-
from below with gum or pitch to prevent leak-
trary or refuse to pay) are interred by temples.
ing, and barred shut. Rooftop clamberers should
In this case, the ceremony, preparation, and in-
not expect to easily-and never stealthily-force
terment is all done by priests, who prepare the
entrance into the building below by means of a
body in such a way as to prevent undeath (or at
trapdoor. Laundry does often get strung from bal-
least make rising into undeath unlikely). Such
conies or high windowsill spars to similar features
interments are in crypts in the temple proper if a
on adjacent buildings, but is rarely hung above
sufficient donation is made, in a common temple
roofs (except in the aforementioned westernmost
crypt for a lesser donation (or for deceased priests
hovels), and very few roofs are well lit at night.
and temple workers), and in a plot on consecrated
A daring and agile being can use a long se-
temple grounds for the less wealthy.
quence of rooftops as a highway of sorts; the small
Faiths not well represented by local clerics fre-
gaps between buildings allow for such travel in
quently establish their own burial sites. These are
many routes throughout the city. Climbing down
often small, boulder-walled rectangles of ground
from a building when you run out of roof can be
with lots of mature trees to provide shade.
deadly difficult in wet weather. In hot weather,
"Unknown decedents, the homeless, and out-
open shutters and the like often lessen the severity
laws tend to get buried in waste ground that is
of a fall or a jump from a rooftop by breaking the
fairly close to a settlement but well away from
descent into stages, allowing someone to slow his
streams and marshes. Those who were diseased
or her fall by making "snatch-grabs" (snatching
or poisoned or tainted by necromancy are burned
at things on the way past, then letting go before
in an outdoor pyre, and their ashes are interred in
dislocating an arm). Leaping down into a wagon is
a regular grave.
all too popular a practice (thought to be preferable
M0 EY MAITERS
For everyone else in the Realms, who are prob-
Outlaws and Bounty Hunters ably poorer and who don't need an army all the
Some hired adventuring bands go rogue and de-
time but might pressingly need one right now,
cide to keep the lands and properties they seize
mercenaries are the answer. Leaders use their
for their own. Once this activity is discovered, the
best, most loyal fighters as personal bodyguards
perpetrators are denounced to local rulers, who
and generals, and turn to hireswords for the
usually declare such bands outlaw (unless they are
bulk of their fighting force. (Hireswords are also
bands who are covertly working for those same
known as sellswords, though this term is more for
rulers) and send other adventuring bands out to
individuals and impromptu bands, whereas hire-
deal with them.
swords are well organized-with ranks, insignias,
In 1400 DR, a shift in public attitude toward
or even uniforms- chartered companies.)
bounty hunters began. In that year, the Masked
Mercenaries are particularly suited to raiding,
Lords of Waterdeep issued a decree known as the
pillaging, and wild charging attacks, activi-
Tarnsmoke Proclamation (after the wronged mer-
ties they enjoy and ones in which breakdowns
chant Lorigo Tarnsmoke, but publicly referred to
in discipline won't matter as much as, say, when
as "hardhand justice"), by which it became legal
withstanding a siege or holding a vital pass.
in Waterdeep and its patrolled environs to hire
A reputation for unreliability inevitably clings
bounty hunters (usually adventurers, but some-
to mercenaries, because saving their own skins
times out-of-work caravan guards or sellswords)
usually trumps dying for a cause. It's not their
to go after outlaws whom you see as having
own homes and families they're fighting for-
wronged you. These bounty hunters attempt to
although their self-respect, their prospects for
get your property back or at least eliminate the
continued employment, and their standing with
outlaws and so "repay the debt in blood before
Tempus all demand they fight well.
the gods." This practice became very popular
Those same societal pressures make mercenar-
over the next decade, and is now legal in most
ies trustworthy in limited ways. Most patrons who
places along the Sword Coast, though many faiths
hire them don't have to worry about said hirelings
still frown on it.
double-crossing them in the midst of a battle, be-
cause hired blades "bloodsworn" to one side in
Blood for Coin: Mercenaries a conflict dare not switch sides. Even if they are
True loyalty takes time to build, and loyal soldiers captured or offered more money, they must sit out
vary widely in fighting capabilities, so truly dedi- as neutral, usually withdrawing from the battle-
cated fighters in the corps are always too few for a field to keep from having to fight on the wrong
leader's liking. side in self-defense, and departing the region of
Building a professional standing army takes the conflict to avoid being imprisoned by whoever
time, both for combat training to be honed to an captured them. When proper prisons or soldiers
edge and for mental discipline to become iron- enough to garrison them are lacking, captured
clad tradition. It also takes the right environment, hireswords are often put on a boat to "a far, fair
usually an ordered, law-abiding land, such as port" to keep them at sea for a month or more.
Cormyr, and a lot of coins. Monetary costs must Mercenaries also dare not switch sides because
be borne even in peacetime, which is one reason heralds and priests of Tempus would proclaim
why some rulers get so aggressive about border their deeds to everyone, so no one would hire
patrols and expansion, reasoning that "If I'm pay- them thereafter. Even if such turncoats change
ing for these sword swingers, I'm going to use their names, trudge halfway across the Realms,
them!" and "If they sit idle, someone may use assemble into different groups, and start over,
them against me, or some might get dangerous they might still be recognized and scorned. Those
ideas about their own capabilities- so let's keep who are not shunned outright can most often find
them busy, by the gods! Besides, their aggressive work only as "dullblades."
vigilance will keep any citizens from daring to op- Dullblades are inexperienced, untested, or un-
pose me in anything." trustworthy muscle sent on the most dangerous
assignments and deemed expendable. They are
paid the bottom rate: 1 cp a day plus two daily
This doughty quartet of mercenaries has seen its share of action but is always looking for more-because, of course, the pay's the thing.
MOJ\iEY M \Tile R~
•
ransom, and when you receive it, return your Saradush and considered the ultimate profession-
quarry safely home. The gods and the heralds als at playing politics.
frown on those who collect a ransom and then de-
liver a mistreated, near-death captive, or free the
victim far from home in dangerous territory so
The Retired Adventurer
Few adventurers survive long enough to suc-
that he or she could well be recaptured and ran-
cumb to the infirmities of old age. Others
somed again.
choose not to, instead striding lightly clad into
An old Faerfmian saying runs, "Spring is for
a blizzard or provoking an armed brawl they
planting and getting stuck in mud, summer is for
have no hope of winning. Many who do survive
loving and fighting, fall is for harvesting and get-
are disabled in ways that limit the professions
ting stuck in mud, and winter is for shivering,
they can undertake-ruling out, say, becom-
cursing, and starving." Mercenaries in winter,
ing weapon trainers or guides for younger
"not fighting season," without a local war to
adventurers.
wage, as well as disgraced and untried swords for
Many ex-adventurers find somewhere warm
hire, are often employed by merchants as body-
enough to sleep under the stars the year through,
guards, cargo loaders and unloaders, and guards
and take to frequenting taverns and selling em-
for warehouses, shops, cargo, and wagons. Such
broidered tales of the heroics of their younger
jobs are negotiated on an individual basis, but
days, directions, and maps (however fanciful) to
merchants typically don't offer much below the
younger adventurers.
common minimum of 3 sp per day. In addition,
A few retain enough skill to become expert
pay usually includes "one light and one square,"
weapon sharpeners, or "eyes and ears" spies for
meaning two meals, the evening meal being the
rulers or other organizations. Some become de-
large or "square" one; "decent shelter," implying
spairing, or uncaring, enough to hire themselves
some privacy, a bed, and warmth; and vacation,
out to be experimented upon by alchemists, nec-
which is almost always a tenday on, then two days
romancers, wizards, and makers of scents.
off on a repeating cycle.
Then there are the truly desperate, those
From the 1350s DR onward, the hitherto ever-
who'll try anything for a chance at having their
larger mercenary companies (such as the famous
youthful vigor restored, or a new life in a new
Flaming Fist) began to dwindle and disappear.
body (perhaps that of a monster, or an automa-
By the mid-1360s DR, most standing companies
ton, or even the sentience of an enchanted sword).
consisted of a charismatic leader plus a staff of
"Everybody knows" that some sorely wounded
four to six trusted battlefield officers, command-
and pain-wracked elderly have-by the grace of
ing forty mounted and fully armored fighters,
the gods or through fell magic- gained new lives.
with a handful of veteran trainers (often sorely
The mightiest priests of Tempus transfer the
wounded oldsters) training a reinforcements force
minds of great heroes into swords, and into suits
of twenty-odd copper-a-day hopefuls.
of armor worn by temple guards, so such steel can
A few of these smaller companies are detailed
reason and speak advice. A handful of the walking
below. Most such groups formed in the 1350s
suits of armor popularly known as helmed hor-
DR, then found their reputations rising a decade
rors, animated in secret by very powerful clerics
later because they were left standing when other
and wizards, house the most valiant warriors their
forces had disbanded.
creators could find.
The Bold Blades of Berdusk: Commanded
Ostur "Oldbuckles" Olbrawvyn of Scornubel
by "the Sorceress with a Sword" Dauntarra Hel-
was a legless man dragging himself along on a
gorhand, based in Berdusk and widely believed to
cart with crutches one morn-and by that very
be riddled with Harpers.
night had become the brains of a wizard's mighty
Sammarth's Swords: Led by the much-
dragon steed, transformed and melded into the
scarred warrior "Mad" Madreth Dorl, based in
body of a crazed, nigh-mindless wyrm hatchling.
Scornubel and considered vicious.
Varendur Zhal of Tashluta gambled his lands
The Ready Gauntlet: Commanded by the
horses, belongings, and left arm away in games
'
self-styled "Lord" Argreth Harhawk, an effete
of chance with the senile Brothers Torlaene of
•':t~£~;,. half-elf highly skilled with a sword; based in
his city, but in the end won a potion that made Hilp but minus Marsember). Thanks to the re-
him young and strong and restored his arm, so he bellious histories of Arabel and Marsember, most
could live life anew. So it can happen! guilds have trade agents and observers in both of
Less dramatic but more successful is the sort those cities, but no real power or organization.
of retirement managed by the veteran mercenary This is reinforced by the traditional resistance
Harondus Sardgard. He wanted a little ease, and of nobles to anyone, even the Crown, meddling
a far lower public profile than the infamous Mirt unnecessarily in life, customs, and matters befall-
the Moneylender or the famous Durn an of the ing on "their" lands-which covers much of the
Yawning Portal. So he kept up his contacts in the countryside.
sword-swinging business for protection, sank his Guilds in Cormyr perform the following func-
coin into rental properties all over Waterdeep, and tions, for the benefit of themselves and their
lived in one of his own buildings, on all the rents members.
coming in. There are scores more like him-and 1. They publicize rosters of their members in
they are the greatest source of treasure tales, bat- good standing, intimating that all do work of the
tle wisdom, and distant contacts in Faenln. best standard, and agreeing that members shall
not hesitate to repair or maintain any item that is
the work of another member. This means a guild
GUILDS member will never tell a would-be customer:
The official trade organizations collectively "Pooh! I can't fix that! Utter trash; hurl it away
known as guilds are by nature specific to a trade and buy one of mine!" Most guilds secretly try
or a group of (usually closely related) trades, and to fix prices by agreeing on a going rate for cer-
are almost always found in cities. Over time, tain goods or services that members aren't bound
many of them tend to sit in unofficial opposition to, but which they will refer to when negotiating
to the local rulers and nobility. with clients. They do not have the legal right to
Shelves of books could be written detailing the set prices or even standards. They do have almost
deeds, internal intrigues, and unfolding histories complete control over who qualifies for member-
of the guilds of Faerun. The guilds of the city of ship, dues, and the local conduct of the trades
Waterdeep are infamous across the Realms for they represent.
their abundance, their ongoing squabbles, and 2. They agree on approved glues, finishes, and
their investments and sideline dealings outside other materials. Sometimes, guilds also approve
the City of Splendors. Over the centuries, guilds of suppliers for their materials, as well as- when
have had a lot of influence over trade customs, members desire-procuring supplies in bulk to
other guilds, local laws and regulations, and the get discounted prices for members. Nonmembers
way things are done all over the Heartlands. who buy raw supplies from guild members are
Most guilds have heraldry, badges, and col- charged a markup over standard street prices.
ored wax seals of inspection they stamp on goods. 3. They provide warehousing or materials stor-
These change with bewildering rapidity, often to age facilities for members. Most guild charters
denote dating and therefore old goods, or to try provide for immediate emergency storage for
to foil fraudsters who have gained or duplicated a members who have been burned out of their own
seal stamp. facilities or otherwise prevented from using them.
Suzail, the capital of Cormyr, is home to a In addition, most guilds secretly provide one or
smaller number of guilds than Waterdeep and in more hidden locations not officially owned by or
that respect is more typical of cities across the linked to the guild for members to temporarily
Realms. These guilds should prove a good model stash goods, themselves, or apprentices who are
that can be modified for other cities. wanted by the law or who are being hunted by
Guilds in Cormyr have far less power and personal foes.
wealth than in Waterdeep, and are far friendlier to 4. They maintain, with the agreement ofthe
authorities. They operate only in Suzail and the royal court, precise and public definitions of ob-
lands immediately around the city (on the south- jects, sizes, and amounts used by guild members
ern or Suzail side of the Starwater River, plus in their trade. This ensures that one member's
"firkin" or "ell" is the same as another's.
MONEY ~tArrERS
For centuries, kings and ruling lords with their armies and hired wizards shaped the Realms. Now the merchants want their turn-and
they will take it one purchased throne at a time, if need be. The High Guilds of Suzail won't be left behind anymore.
it is also steadfastly loyal to the Obarskyrs for drovers), carters (those who operate local delivery
their striving to maintain a fair and prosperous wagons), and draymen (deliverers and loaders of
Cormyr. ships at the docks, on wagons everywhere, and
Guild of Carpenters and Joiners: Controls in warehouses). "Locksters" is the Dragon Reach
wood cutting, curing, staining, furniture making, term for owners and guardians of warehouses.
fitted carpentry, and joinery. This is a wealthy, Rampant ambition within the Coachcowls, as
energetic, "into everything" (such as new styles most of Cormyr calls this guild, was curbed by
of coffers, chairs, and stools) guild. It's also frac - the War Wizards and the Highknights in the wake
tious; the guildmaster faces almost constant of the battles against the Tuigan Horde.
challenges to his authority from what he calls Truebreeds Guild: Controls trade in horses,
"pompous fat little trumpet-mouths" who think oxen, sheep, cattle, guard dogs, and sheepdogs,
they can do a better job of running the guild. as well as the breeding, care, and sale of all kept
Armorers Guild: Controls armor- and beasts. This guild is an often fractious group of
weapon-making, plus the making of tempered ranchers. Due to offers from Sembia, Westgate,
tools from sewing needles to tiny gears and cogs. and certain Cormyrean nobles wanting exotic
This guild is watched by the War Wizards to pre- guardians or pets, the guildmaster is privately
vent any noble from equipping a private army considering breaking the guild rule that Van-
without the Crown's knowledge. Members resent gerdahast forced on his now-dead predecessor
this scrutiny even as they accept its necessity. Belivaerus Daethul: Members of the True breeds
Guild of Coachlars, Carriers, Waymen, would never attempt to crossbreed species nor
and Locksters: Controls wagon makers and make any use of magic enabling features of one
wagon owners, locksmiths, coachlars (coach
beast to be added to another. Or, more simply, The current Naturalists Guild is more of a sages'
they'd never try to "make monsters." debating society than anything else.
Seafarers Guild: Includes sailors, captains,
fleet owners, navigators, mapmakers, ropers (the
local name for rope makers), sail makers, ship- TRADE AND
wrights, and ship repairers. Interests in Sembia
and Westgate frequently try to bribe these guild MERCHANT PRINCES
members to aid and abet smuggling and even Over the 1200s, 1300s, and 1400s DR, the mer-
slave running. Under the guildmaster's firm, dili- chant class rose steadily in size, wealth, and
gent hand, this guild is courteous, abides by both influence. This class includes the crafters, shop-
guild and Crown laws, and cultivates a trustwor- keepers, traders, and shippers who produce food
thy, stolid, reliable, "no changes, please" image. and desired items and get them into the hands
Vintners and Falconers Guild: Controls fal- of buyers. The influence of nobles and kings has
conry, raptor breeding and trading, wine making, waned, except in such cases as they can back up
vineyard owning and tending, wine blendings, their authority with wealth. This situation has
and sales. Many guild members are flamboyant led to some unusual alliances and "sellings-out."
revelers and hedonists who consider a fun-loving Wealthy merchants have been elevated to the no-
lifestyle the proper aim and achievement of a suc- bility and received lucrative court posts. And in
cessful life. Because the falconers and the vintners Waterdeep in the late 1400s DR, noble titles were
of Suzail aspired to serve the same noble clientele, sold on the open market to settle the crushing
they were the first to join ranks and form a guild. debts of old-blood nobles.
Their success led to the other "anvil-and-flower" Over the years, some mercantile terms (such
(the Realms term for "chalk-and-cheese") com- as "coster") have broadened their meanings,
bined disparate-trades guilds. and others (such as "priakos") have fallen out of
Brewers and Cheesemakers Guild: Made favor and almost disappeared. However, urban
up of brewers, spirits blenders and importers, and merchants still fall into several broad categories,
cheesemakers. The guild's headquarters, called to wit:
the Caskhouse, often hosts days-long drinking First are the crafters, who make things; in
revels for members (and one guest each). rural areas, crofters dominate this group.
Roofers, Thatchers, and Glaziers Guild: Second are shopkeepers, who sell you what
Made up of roofers, slate masons, shingle cutters, you need, often brought from afar and gathered
thatchers and thatch cutters, glaziers, "sandglass" "handy" in their shops.
makers, and glass stainers. Then come traders, who buy and sell, negotiat-
Tanners and Leatherers Guild: Composed ing prices and determining what shippers covey
of tanners, leather dyers, glovers, corvisers (boot- around the Realms. Some say traders also ma-
and shoemakers), cobblers, harness makers, battle nipulate markets to create false shortages, so as to
leatherers (makers of leather armor and under raise prices.
armor), trimmers (who sew leather trim to gar- Finally there are the shippers, who are the sea
ments), weatherdarrs (makers of leather caps, captains and caravan merchants.
hats, "deep-snows" leggings, and weather-cloaks), The lines between these categories have always
and leatherwork repairers and alterers. been blurry, thanks to peddlers and caravan mas-
Guild ofWeavers and Coopers: Made up of ters who sell as they travel, traders who are also
coopers, weavers, textile dyers, garment cutters, shippers (many of whom call themselves casters
embroiderers, clothiers, and drapers (sellers of if they want clients to know they do both), shop-
draperies and tapestries) keepers who are also crafters, and so on.
Guild ofNaturalists: Controls medicinal, If you find a sign beside a door that opens
edible, lubricant, dye-source, and craft-worthy onto a stair leading to upper-floor offices, and
uses for plant and animal matter, either as dis- that sign has the word "Trading" on it, you can
tillates or as solids (and all who work with such be confident you've found a trader. That trader
substances, and associated research and vending). is someone who finds particular merchandise for
clients, or finds buyers for a client's wares and
Symba:r e-
--:;::!0
(Concealed ) Caravan ' Safe Place' Food cache Ore-mark :
Entry --marker route marker g lyph of the Svirfneblin 'Safe Trai
of the ancient of the Drow Dwarves mark
Duartan
I
' i·Jarning : Danger '
symbol u e by
' Entrance
nearby'
· rr,an Trap •
snare or pit
' The Hor ns of Evil
Range r -ma r~ us ed
rangers in the glyph o.f w rning of old to deno te
days of Myth the marke r used the territory or
Dran or Ko · olds by rangers nearby presence
and del v ers of evil mages ,
of old i n devil-worshippers ,
the Realms a nd ore or o t her
' goblin r ac e '
settlemen t s
C.rpinJ-Pliicc
(trail nuri<: sed n
Inn~r Sea lands ; denotes :Xagic He re
safe dr~<iog al~ r,
(Warning rune use
level groundt firc~ood ,
by many in the
etc.}
A few of the most often seen glyphs, of many used all over the R ealms. Some lore notes: 1. "Symbarae" is an elven mark, now more widely
understood. Drow use it to mean refuge or healing. 2. Beware drow marks with horiz ontal lines above them; such lines denote false marks,
placed to misdirect the uninitiated. 3. The "magic here" rune is Halruaan (ancient Netherese, actually; much used before the scattering
among Low Netherese, to warn each other away from wild magic or powerful magic placed among them by archwizards from above).
MO EY M. rn~RS
It was once fashionable among nobles to hire daily trading, so they can-if they wish-fully in-
adventurers to do their dirty work so they could dulge their every whim.
portray themselves as loyal to the throne and too The current Faenlnian term for a fabulously
civilized to threaten social order and etiquette by wealthy person is "coin mountain," and here are
getting personally involved in disputes. ("Have five such coin mountains, all of whom are inde-
your champion meet my champion, and we'll set- pendent individuals, not rulers.
tle this with their swords and blood-as we watch, Stort Melharhammer of Mirabar: This
over wine.") Now, it's fashionable among wealthy, shield dwarf, a former soldier, is a black-bearded,
rising merchants to hire adventurers to show honey-voiced, well-groomed trader who acts as a
that they're practically nobility. And of course, moneylender, a money changer, and a go-between
such patrons want to see their adventurers doing for dwarves and visiting ship captains, smoothing
dashing, adventurous deeds-both for entertain- out negotiations. He often engineers false short-
ment, and to reassure those patrons that they've ages so as to increase gem prices for the dwarves,
hired capable, true adventurers. Some nobles and and always takes a cut of any increase he orches-
wealthy merchants even hire bards to script pre- trates. Stort is completely amoral and doesn't
tend or "play" disputes, which the adventurers of drink, and his only forms of enjoyment are watch-
both sides (all sides, in some of the more confus- ing elf maidens dance and listening to harp music.
ing cases) act out roles in, complete with moonlit He lives and breathes to scheme, manipulate, and
raids, swordplay along balconies, thrilling chases, win the next deal. When he runs out of space in
and grand confrontations. It's lucrative work- his underground abode for his accumulated coins
and a few adventurers even like it. and gems, he pays trusted young dwarves hand-
In recent centuries, the unpredictability of somely to go and buy him some more property in
mercantile matters has meant busier and more Neverwinter, Waterdeep, or Baldur's Gate. As a
complex lives for most people, and ever more coin result, he's now a landlord of more than a dozen
in circulation, driving increasing greed, need, and buildings in each city, though he's never seen any
opportunities. of them. If he didn't spend money to influence
As the merchants' prayer puts it, "All thanks to politics in Luskan and Ruathym so as to prevent
Waukeen that we live in such interesting times!" widespread warfare, he'd be even richer than
he is-unless, as he judges, said warfare would
Wealthy Traders have hurt trade through Mirabar, and thus cost
him more.
There are two sorts of merchant princes. The
Elmraeda Gondoalyn oflyrynspire: Gon-
first is very rare in the Realms-royal princes who
doalyn is the quiet, elegant, shrewd, and aging
happen to be successful and busy merchants. One
rich widow of three wealthy Chessentan mer-
such royal prince and successful merchant is the
chants, all of whom she loved and none of whose
self-styled Prince Erendor of Highspires, a new
deaths she had anything to do with. Now gaunt
and tiny kingdom in the eastern Border King-
and frail, she protects her person with some pow-
doms. Another is "Prince" Galarth Hevedryn, the
erful items of magic, mainly rings- though tales
son of a bastard son of King Azoun IV of Cormyr,
vary as to which sorts, because she has a large col-
who has lived all his life in Ormpur, comfortably
lection. Gondoalyn dwells in Iyrynspire, a castle
far from the Dragon Throne, as a wealthy trader
in the Chessentan countryside built for her by her
using his inherited-but-self-augmented riches to
first husband, the shipping merchant Yarlos Mel-
live like royalty.
rorn, with a devoted staff and a strong bodyguard
The second sort-common-born merchants
of "knights." This bodyguard force is a sixty-
who have amassed enough wealth to live like
some-strong private army of full-plate-armored
princes, often acting imperiously and having more
veteran fighters. She entertains herself by watch-
real influence and reach than a real prince-has
ing others live their lives through her crystal ball
become numerous indeed in the Realms.
(a magic item that can detect others' thoughts) .
The exalted uppermost ranks of merchant
She lavishes money on her people but spends
princes are the fabulously wealthy, whose worth
little on herself. Her steward, Deln Maerintor,
outstrips any need to engage in ruthless, energetic
is a powerful wizard who is devoted to her. Her
daptcr 4
wealth increases steadily through the rents from palatial city towers that she split into rental hous-
properties in a dozen cities, and (through several ing, floor by floor. The palatial rentals proved
trading costers) the ownership of over forty trad- a huge hit with Ormpurrians who weren't quite
ing caravels. It's rumored (correctly) that one of wealthy enough to own and maintain large man-
the towers of her home is in truth the only pri- sions, but wanted luxury and haughty addresses.
vately owned Halruaan skyship in Chessenta. "Old Nalune" always wanted hidden tunnels and
Fuorn "Fallingstar" Avilanter ofEl- chambers in her buildings, and made much side-
ventree: This moon elf sorcerer is a seller of line coin aiding individuals who needed to go into
spells and enspelled gems of his own making, hiding for a time, or who wanted to meet pleasure
who trades discreetly with rich Sembian buyers partners discreetly. Now, in the twilight of her
through trusted adventurers of the Dales. Are- years, she is increasingly investing in clever trad-
clusive master of disguises, Fuorn wears teleport ers from Tharsult and Lantan, sponsoring them
rings and makes himself impossible to find for on fair terms-and raking in coins as a result. It's
those who come seeking him. Fuorn spends all said she sleeps on a bed of cabochon-cut, smooth-
his profits buying up city properties in Yhaunn polished rubies, and that she is beginning to
and Saerloon by way of agents and largely ficti- consort with necromancers with an eye to achiev-
tious Sembian trading companies. He also owns a ing undeath.
few buildings in Suzail and in Teziir, and spends
his free time magically spying on certain humans
he has found by accident. He likes to watch their
Cabals
Most folk of the Realms will never meet or be
intrigues, achievements, and pratfalls, enjoying
crushed by the actions of a coin mountain. Their
their lives vicariously as entertainment in much
foes, manipulators, and governors of what they
the same way that Elmraeda Gondoalyn uses her
can buy or sell and at what prices, are far more
crystal ball.
likely to be merchants oflesser power. That is,
Burnyl Talongar ofPhsant: Talongar is
local families and trading companies or just hand-
known to most Theskans only as "the Lord of
fuls of ordinary shopkeepers who meet in back
Gems." This unusually tall and thin, taciturn
rooms to divide up local markets ("Azreth can
gem cutter and appraiser secretly acts as a bank
sell all the apples he wants, so long as he leaves
and a sponsor for many merchants throughout
the parsnips to me!"), fix prices, set availability,
Thesk. His loans and deals are single-handedly
and decide which fellow merchants are welcome,
responsible for slowing the spread of the Shadow-
and who should be ruined and forced out of the
masters' influence in the region, but that group
community.
tolerates him because certain senior priests of
These cabals can be benevolent, but-human
Mask owe so much to him that the deity has per-
nature (which is really the nature of most demi-
sonally ordered the Shadowmasters to "keep him
humans as well) being what it is-they are more
untouched-by anyone." Talongar is unaware
often ruthless. Until one is uncovered and some-
of this fact, and simply goes about his business,
one sees a way to shatter its power or goes to
which is to make fair deals with everyone and to
the trouble of taking it away, a cabal can be very
adhere to those deals strictly, dealing always with
effective.
politeness and honor. As a result, he is trusted
Cabals give jobs to each other's sons and
by everyone, gets a lot of business, and grows
daughters and "slow" relatives, cooperate to buy
steadily wealthier. Operating through sea cap-
up land or vacant shops, and generally arrange
tain clients, he regularly invests this wealth in
matters to their mutual benefit. Few cabals do
farms and warehouses in Impiltur, Alagh6n, and
any harm to caravan traders who stop for a night
Westgate.
and sell pots more cheaply than their own mem-
Nalune Tassarat of Ormpur: Tassarat is an
bers do-other than to explain away the price
aging former escort who throughout her early
disparity by saying, "Those are stolen wares, of
life invested her earnings in shady smuggling,
course-or scavenged from the homes of folk who
slaving, drug-dealing and thieving. Her invest-
died of terrible diseases!" Yet if an outlander pot
ments earned a lot of coin that in later life she
maker tries to settle locally and sell his pots, or
put into building luxurious pleasure houses and
MO EY Mi\ITER~
a crofter takes to often walking into town to sell is correct), is accepted without question all over
pots, something bad will happen. The interloper the Sword Coast lands, the Sword Coast North,
gets beaten up and robbed by masked "outlaws" and offshore from Calimshan north. Coins of
who are really cabal members or their hirelings, Cormyr and Sembia are considered the regional
and if that doesn't settle things, the pot maker's standard for the Dragon Coast, the Dragon
shop or the crofter's hut catches fire and burns Reach, the Vast, the Dales, the Moonsea, and
down. the Vilhan. The authokh and the bebolt (detailed
All across the Realms, day by day, such sor- hereafter) are common coinage from Chessenta
did, local behind-the-scenes dealings govern southward. "Common coinage" means that a
life for many. Family ties, secret pacts between given coin will be accepted at face value by most
merchants ("Boots? Ah, I don't deal in boots no folk. Merchants who travel accept a wider variety
more; ye'd best see young Eldro Aldraunth, down of coinage, but are better at detecting false coins .
yon street, if it's boots ye want!"), and the illicit The origin of a coin (where it comes from) is
acts of cabals rule the lives of common folk more an important factor, as coins from different ori-
often and more firmly than do distant kings or gins command different degrees of respect, based
lordlings. on consistent quality and freedom from counter-
All of which leads to more work for adventur- feiting- or at least, freedom from counterfeits
ers, of course-either as hired thugs working for using less valuable metal than the originals. Coins
a cabal, or as the only way those under the thumb of Amn, Cormyr, Luskan, Mirabar, Sembia, Sil-
of a cabal can strike back at their oppressors. verymoon, Tethyr, and Waterdeep are considered
the best-made in Faen1n and are the most highly
valued in trade. Cormyrean coins are extremely
COINAGE pure metal, very heavy, and resistant to wear;
A bewildering variety of coinage is strewn across Sembian coins are deemed slightly inferior to
the Realms, with many different local names for Cormyrean coins.
the familiar copper, silver, and gold pieces. There
are triangular coins, square coins, circular coins,
and oval coins- which are by far the most com-
The Authokh and the Bebolt
These currencies are widely used in Chessenta,
mon. They are of different metals, and some are the Vilhan, Border Kingdoms, the Tashalar, and
pierced when minted for stringing on rings or everywhere south of that. They began as the coin-
cords . Many other coins are pierced with small age of a single city in Chessenta, though exactly
holes by merchants when in use, though very few which city has been forgotten .
are cut in half, since partial coins are seldom con- An authokh (oth-awk) is a square coin stamped
sidered to have any value. Decorations on coins out of "delmed" silver with a small central hole to
are almost always stamped on their faces, and allow it to be strung onto a pay-thong or a wire
edges are left plain. These decorations can be loop. Delming is an alloying process that stops sil-
anything from crude numerals to detailed illustra- ver from tarnishing by combining it with copper
tions, although certain countries tend to cling to and certain white metals in precise proportions .
a consistent style, or at least an equivalent artistic This process has the side effects of turning the
style . Calimshan, Sembia, Amn, Cormyr, Silvery- silver a translucent green and making its surface
moon, and Waterdeep are generally considered to incapable of taking a high shine, no matter how it
have the artistically finest coins. is polished. On one face, it bears an engraved ring
Most coins bear simple devices, usually heral- of twelve leaves encircling the central hole, and on
dic badges. Some display stylized crowns with a the other side a ring of twelve radiating daggers .
ruler's name underneath, and a few, mainly the A bebolt (also called a "belbolt," usually short-
artistically finest coins of valuable denominations, ened to "bolt") is a thick, heavy gold coin of a
have lifelike rulers' heads impressed on them, curious shape. A circle with two shallow, match-
usually in side profile. ing cut-outs in its edges, a bebolt looks like two
In general, Waterdeep's coinage, except for the axe-heads fused back-to-back with their curved
harbor moon and the taol (or "toal"; either name blades outermost.
chapkr 4
Authokhs and bebolts are accepted in Amn, IV, but three is the highest count any earlier king
Scornubel, and Westgate, but not in Cormyr, managed.
Sembia, the Dales, the Dragon Reach, the Sembia: Sembian coins have become more
Moonsea, the Sword Coast lands, or Tethyr. In numerous, thanks to the country's growing
Calimshan and Waterdeep, an authokh is consid- wealth, size, and ever-soaring mercantile activ-
ered simply a silver piece, and a bebolt is classed ity. They tend to be larger but thinner than most
as "a heavy" (a gold piece valued at 2 gp rather other coinage. All have the arms of Sembia on
than just 1 gp). one side and, on the reverse, the denomination on
the top of the coin and the date (in DR) curving
around a "proof stamp" (mint mark) in the mid-
Shining Examples dle. Sembian coins often have a bluish tinge from
Here follow details of some of the most elaborate,
being fire-cleaned of the grease they are exposed
artistic, and widely esteemed coinage in all of
to during their stamping. The grease is deliber-
Faerfm.
ately cooked into the iron coins to inhibit rust,
Calaunt: Coins of this city are roughly
and it does a fair, if not foolproof, job.
stamped-out circles of gold, silver, and copper
Westgate: After 1364 DR, Westgate stopped
with the Scepter's sigil on one side and a key on
regularly minting coins for about a decade. As a
the other. The sigil is a vertical human right hand
result, its already easy acceptance of the coinage
clenched in a fist around a horizontal scepter.
of many lands became entrenched. In Westgate,
The fingers of the hand are toward the viewer,
almost all outland coin is valued the same way
and the scepter is a plain metal bar ending in a
currency is in most places: by condition, purity
four-pointed star at each end. The key is a long-
of the metal, size (as pertains to the amount of
barreled device etched on the diagonal, with a
metal), and origin. Exceptions are Cormyrean
two-flange-end at the viewer's lower left, and a
and Sembian coins; those coins are accepted as
three-loop-leaf handle at the viewer's upper right.
common coinage, just as they are in the Dales,
Behind it are three parallel wavy horizontal lines,
the Moonsea, the Vilhon, the Dragon Reach, the
representing waves and Calauntan shipping.
Vast, and the Dragon Coast. However, Westgate
Cormyr: Modern Cormyrean coins bear the
also accepts the authokh and bebolt, whereas
monarch's face and name on one side and a date,
those other places do not.
a denomination, and a mint mark on the other.
For nine out of ten coins, this mark is a full-on
bearded, hatless wizard's face, referred to as "Old Zhentil Keep's Currency
Vangey" but meant to represent all War Wizards The Keep has been a trading center from its
and denoting the Royal Mint in Suzail. About ten founding, and so home to all manner of imported
percent of coins instead bear two parallel cres- currency. It also has a good deal of rough-smelted
cent moons, their horns to the dexter. This mark trade bars-a result of the wealth the metal
denote a High Horn minting. The High Horn mines north of the Moonsea pours south through
fortress has always had a smithy and nearby "dun- Zhentil Keep. The Keep has had various local
geon" caverns used to store metals mined in the mintings, most ofthem rough-edged and irregu-
surrounding mountains. lar. Zhentil Keep coins usually bear the crude
There's been only one minting since the death stamping of a portcullis gate on one side and a
of Azoun IV. Rather than an Obarskyr's face, diamond-shaped gemstone on the other.
such "Regency" coins bear the Purple Dragon In the years since the rebuilding of the Keep in
royal arms with five parallel bars on its body. the 1370s DR, a few copper and silver coins and
Older Cormyrean coins (minted in 1290 DR a lot of gold coins have been minted, as needed
and earlier) don't bear dates, but instead have a by the Zhentarim to pay their Zhentilar and sup-
line saying "first minting," "second minting," pliers. The copper and silver are mere coatings
or the like, in reference to the reign of the mon- on iron, deemed worthless by most folk outside
arch under which the coins were issued. There Zhentil Keep. However, the gold coins are made
were eight mintings during the reign of Azoun of the "real gleam," a slightly reddish gold found
mainly northeast of Glister (and there are rumors
MO EY MATTERS
everyone located in the cities in which they are Anasader & Thelmuth
based. In addition, independent moneylenders Bertoltan, Dunther, and Haroond
offer manycoin services to everyone-including Kelthtor & Navarl
adventuring bands and noble families. Tanntannath & Frynch
By tradition-and because they want to stay In addition to these partnerships, a handful
in business-independent moneylenders across of individuals are moneylenders to the nobility,
Faen1n provide manycoin services with no ques- in particular Gaerethus Haldrand (Horn Street,
tions asked. That is, they won't report to local North Ward) and Molneth Drathtorn (Tharleon
authorities when and how much anyone "prof- Street, Castle Ward).
fers" (deposits) or "redeems" (withdraws), or if Dealing with an upper-crust moneylender is
someone proffers something stolen or sought done in a private room. Servants accompanied by
after by the government or anyone else (such as hulking uniformed guards accompany every pa-
a royal crown an entire army is searching for). tron to his or her own room. There are generally
As the moneylenders' saying runs, "Utter discre- three or four of these rooms clustered around a
tion, with coded receipts (priests of Waukeen central strongdark, in which the moneylender and
refereeing)." the cash sit. The word "strongdark" is derived
"Keepsafe" refers to the holding of coins from "darkened strong room," and it's usually a
(which the moneylenders invest, to make them- room with many stub walls concealed by black
selves more funds), contracts and other valuable curtains that the occupants can hide behind if
documents, and small portable valuables such as attacked.
expensive jewelry worth too much to comfortably The entrance to the business, and all areas that
store at home, or to carry while traveling. patrons see, are of imposing polished stone, with
So, a moneylender makes money from you on ornate metal furnishings and trim. Everything is
loans, and charges you small storage fees for hold- crafted to be impressive and fireproof, so no visi-
ing your money, without paying you any interest. tor can start a blaze and try to seize coins in the
Which is why most noble families do their own resulting tumult.
investing, or have their own factors (trade agents) Those going to one of the loftier Waterdhavian
to handle such matters for them if they don't have moneylenders to access a safehold are conducted
the time or interest for daily transactions and alone through nigh-silent, lofty passages and
wealth-building. rooms of polished marble, gold (gold-plated,
Citizens high and low often conceal their funds rather, over cheaper and sturdier metal) doors,
by melting gold or silver and hiding the resulting and the like.
thin platelets inside thick castle doors, under roof A safehold owner desiring to access his or
tiles, and the like. A farmer might bury a pot of her funds then murmurs through a chased and
coins under the muddiest part of his pig wallow. worked slotted metal barrier to the moneylender,
Many wealthy individuals and groups in the "The [code name] safehold." This code name is
Realms see the need for what we might think of a word or phrase that represents the account; it is
as a Swiss bank account and the Realms calls a not the owner's name. Usually it's something like
"silent safehold." That is, a stash for money the "High Falcon" or "Three Toes" or some unusual
owner wants to quietly hold onto for later needs, phrase or word not directly related to a family's
far from where foes can steal it or governments heraldry or names.
can tax it or spy on it. So paying someone a mod- The moneylender then asks, "In or out?" while
est annual handling fee to quietly "safehold" large thrusting forward a shallow tray of smooth sand.
amounts of wealth, for certain individuals, is both "In" means a proffering, and "out" means re-
a bargain and an ideal service. demption. The requester replies, "In," "Out,"
Moneylenders tend to be individuals, except "Both," or something else, and draws a symbol
for a handful of upper-crust lenders. A few of in the sand. Whereupon the moneylender pulls
these haughtiest are partnerships, yet still use the tray back through the slot, examines the sym-
their partners' own names, and so end up sound- bol and perhaps checks it against a coded ledger,
ing like real-world law firms. A few Waterdhavian then immediately draws a knife across the sand
·~~~=~examples: to smooth the tray "blank" again. At this point,
the moneylender either refuses the requester if the Shining Sea. However, these link bolts are the
the symbol was wrong, or, if the symbol is right, threadless sort: a rod pierced by a hole that can be
offers the first part of the pass phrase (which is filled with a pin or a wedge. In use, the rod is run
recorded in another coded ledger) . The refusal of through a hole in a timber or a stone block, and
a requester is often backed up with guards, loosed the pin is applied to the hole on its far side to keep
~ war dogs, or the release of unpleasant gas or a the rod from being pulled back through. Shim-
spray of onion juice. wedges are used when it is necessary to make the
The pass phrase works like this: The lender fastening secure and rigid rather than loose.
speaks a word or a phrase (never a question), and Metal strap hinges with simple, single pivot
the person desiring to access the account must pins are known and widely used, as are rigid
make the correct response. angle-braces of the same design. These angle-
Typical examples of pass phrases are: braces lack a hinge, and instead feature a bent
"High tides" answered by "Land more cargo right angle of metal. Both hinges are used to
and fish." protect and strengthen the corners and sides
"Three fingers" answered by "One is too many of carry-chests and strongchests. Hook-and-
to lose." eye catches are known but are used only for
"North of Silverymoon" answered by "Fell my small-sized, interior projects. Seasonal freez-
arrow." ing problems make larger and exterior usages of
hook-and-eye catches rare in the North.
Nails, spikes, and wedges (wooden, metal,
TRADE Goons and stone) are known everywhere, though only
Naturally, almost anything can be bought and dwarves and gnomes make and work with stone
sold- and is- across the Realms. Ranging from ones, and wooden ones are less popular due to
the pervasive to the esoteric, here are a few of the weathering and short-life problems . Delicate work
most noteworthy examples of what Faerunians such as needles and wire tends to be rare and ex-
produce, purchase, and covet. pensive, except in Calimshan and the Tashalar.
Most mongery production among humans is
performed by smiths hand-making what is press-
Mongery ingly needed plus a few extra for sale. Apprentices
"Mongery" is the usual Realms term for nails are often kept busy making nails and spikes, so
and more exotic fasteners, hinges, hasps, hooks, successful smiths tend to build up a fairly impres-
and the various straps, bolts, framing irons, and sive inventory of nails and spikes of all sizes, as
the like used in building doors and windows and well as hooks and "eye spikes" (nails made for
their frames. Not to mention pots, pans, caul- driving into tree trunks or wooden walls, with
drons, spits, trivets- and horseshoes. In other a long shaft made for fashioning into a ring on
words, anything made of metal that's not a tool or which one can fasten ropes) .
a weapon. However, there are mass makers of mongery,
There are thousands of smiths in the Realms, including surface human foundries, in Waterdeep,
. with the usual wide variety of skills, and they Amn (several), Tethyr, Sembia, Turmish, Calim-
all work to create countless thousands of metal shan (many), and the Tashalar (many).
things folk want to buy. The pace of their creation In Cormyr, there are five very busy local
almost keeps pace with the destruction of rust, smiths but no mongery-only foundries . One in
hard wear, and extreme cold. So there's "always Arabel sells much of its wares either in Suzail or
good trade in useful things made of metal." to the wider Realms through the docks of Suzail,
In the 1370s DR, screws and threaded bolts with a trickle of trade flowing through the Dales
are "holy secrets of Gond," and pretty much to the Moonsea. This foundry is known as Garth-
limited to temples and to furniture and special en's Hammer, after the now-aging smith Askarl
devices built, guarded, and used only by priests Garthen. Askarl Garthen is a human whose fam-
of that god. "Link bolts" are created by dwarf ily came from Everlund, and his own numerous
and gnome smiths, and by human smiths up and children and grandchildren work and run the
down the Sword Coast and around the shores of foundry to this day.
MONEY M \ITERS
skin briefly feels intense, "on fire" pain, but heals making of truly fine wire is still being perfected
itself of all scratches, weals, bruises, and other in the Realms as of 1350 DR, and that is a pro-
small wounds. The church of Loviatar now uses cess fated to continue for more than two centuries
jassal in many rituals because of these properties. thereafter. In the mid-1300s DR, cable (ropes
Jassal-coated flesh makes a loud, cracking sound woven around a continuous wire core) is still un-
when struck, and emits an intense cherry odor, known, though the word "cable" is heard betimes,
even if the initial smell has faded almost to noth- meaning a massive rope respected for its strength.
ing. The cost per flask is 140 gp. Much wire is soft, brittle (and so easily snapped
Sunrise: A yellow-orange translucent liquid, or severed where it has been kinked or bent more
sunrise smells like freshly grated lemons. On the than once in the same spot), and thick.
body it turns transparent and imparts a minty Gnomes, and right behind them dwarves,
smell with a citrus tang that lasts for around six are the most skilled crafters of fine wire and
hours. It is widely believed to be made from alco- chain- and humans just can't get enough of the
hol, various citrus fruits, and a secret ingredient. stuff. Throughout the 1200s DR, the use of fine
In fact, it is alcohol in which specific sorts of mus- chain in jewelry and garment adornment blos-
sels, oysters, and snails have been boiled, with the somed, increasing the demand for fine and even
addition of a few drops of the juice of a certain finer chain. The most popular variety of fine rope
sort of melon, and more than a few drops of rab- among humans is the thin, strong, flexible waxed
bit urine. The cost per flask is 20 gp. cord of the sort preferred by thieves everywhere.
Tanlarl: A reddish brown, oily ointment, tan- Blacksmiths who lack the skills or the right
larl turns transparent and stops feeling oily upon metal to make wire or fine chain know the value
contact with the skin. It smells of faint wood of making and keeping in stock sturdy hooks,
smoke before contact with a body, and on some open links, wall-rings, "strap-rings," and other
bodies has no smell at all. However, on most fe- fasteners. Strap-rings are collars that go around
male bodies it smells mildewy, and on most male pipes, posts, or columns and are affixed to rings
bodies it smells warm and leathery, and the odor that connect to a chain or rope. Such under-
is very attractive to females. Tanlarl is widely be- stress fastenings break frequently, and someone
lieved to be made from the bodily secretions of desperate to buy a swift replacement knocks on a
rare monsters, but is in fact derived from vegeta- smithy's door about as often.
ble oils, the livers of oxen, and certain herbs. The Like food and fuel, coiled goods bring steady,
smell is a very strong aphrodisiac to orcs and half- high-coin sales. Every "manygoods" merchant
orcs, who might be moved to accost beings they tries to keep some coiled goods on hand, often
would otherwise shun. The cost per flask is 12 gp. keeping them in the strongchest that serves as
his trading seat. (If he's sitting on it, it's diffi-
cult for someone to sneak away with it without
Rope, Chain, and Wire him noticing.) Along with their stores of coiled
From leather thongs, to thigh-thick mooring
goods, manygoods merchants keep a forge-chisel
cables, to man-sized links of chain, to fine wire
and two pairs of pliers for "doing off" lengths for
sharp enough to cut flesh, "coiled goods" are
customers. Coiled goods are always bought by
among the most useful and expensive everyday
length, with long, unbroken pieces commanding
items in the Realms.
the highest prices, because no one wants to climb
Everyone needs long, flexible lines of some
down a mine shaft on a line made of short hunks
sort. Sailors need rigged sails in order to voyage.
of rope knotted together.
Cooks need chains to hold pots over h earth fires.
Caravan merchants need something to bind their
precious loads in place. And miners and other Salt
climbers, such as adventurers, need something to The salt trade is very important in the Realms,
aid them in ascending and descending. but not quite as vital as it has been in the real
Hempen ropes and fire-hardened jungle vines world for two reasons . One, there are other means
have seen such use for untold centuries, and chain of preservation, which was salt's primary impor-
has been known since the first dwarves, but the tance in the real world; and two, salt has never
The job of protecting a caravan doesn't end when the procession pulls into town. In the storm of activity that accompanies its arrival and
the unloading of its cargo, even the most vigilant guard can't have his eyes everywhere at once.
been as scarce in the Realms as it was in large Many gnome families make a good living min-
areas of the real world. In Faerun you can always ing small salt deposits and trundling the results to
get some salt fairly cheaply from a nearby source, the nearest human town or village market, so you
so shipping sacks of it is not usually important. won't find a "Salt Road" or salt caravans, though
So exactly where does all this handy salt come you will often find a salt wagon in a mixed-goods
from? It can be obtained in one of the many salt caravan.
marshes of the Realms by ladling salty water out
on large, flat, sun-baked rocks and waiting until
the water evaporates. A few of the better known
Children's Toys
The most desirable toys by far are small, whittled
salt marshes include the Flooded Forest between
wooden warriors, wizards, dragons, and other
the Moonsea and the Dragon Reach, the Adder
monsters. Also well-loved are large, whittled
Swamp in Chessenta, the Spider Swamp, and
wooden dolls, often princes and princesses,
Rethild (the Great Swamp). Salt also washes up
dressed in clothes sewn from scraps of old rag.
and deposits naturally around certain shores,
Next come marbles made of rounded stones,
such as the Lake of Steam and around Azulduth,
whittled-down nuts, frozen berries in winter, and
the Lake of Salt. Huge salt plains also exist in An-
sometimes blown glass. Finally, carved wooden
auroch and Raurin, the remnants of once-large
toy swords and, in rural areas, slingshots are fairly
bodies of water that have become dry land.
popular.
Salt mines operate in Chult, Calimshan, under
A bit more pricey are the cuddle-in-bed toys
certain islands in the Korinn Archipelago and
known as hearth faeries- intricately sewn, stuffed
north of Mintarn, in the mountains girdling
::> with scented herbs and ward-away-sickness
~ Amn, in the Orsraun Mountains, and other
charms. These keepsakes are often retained into
~ places. The point is: Salt is plentiful.
"'z>-
~
MONEY MArl"ERS
adulthood and used as pillows. Also popular are slave to unwitting dinner guests, such as other
cast metal "little warriors" (model soldiers) and nobles and the Lords of the city. They also regu-
dragons and other monster figurines that are larly magically transform slaves into all manner
large, well painted, cast from metal, and pose- of beasts and different humanoids, including
able (with articulated joints). Then there are large beasts of burden that they use or sell, food and
knight-and-horse figurines even more realistically breeding stock animals that they sell, and body
modeled and painted, with real hair and such. doubles of hated rivals or lusted-after persons
Temples of Gond sell very expensive little that they torture. They also use slaves as objects
clockwork toys, such as revolving-egg jewel boxes of fun and for spare parts for their own aging or
that play tunes. The "egg" of one of these jewel wounded bodies.
boxes is an upright, ovoid sculpture that has The Sultlues experiment with drugs, poisons,
several layers that rotate within each other by and scents on slaves so as to refine ever-stronger
clockwork, revealing elaborately detailed etched concoctions for sale up and down the Sword
and painted scenes inside. Common scenes for Coast. Through intermediaries (often hired
egg jewel boxes include feasts in castles, men adventurers who are misled as to who they're
fighting each other with swords, and skeletons working for), they sell body-double slaves to those
escaping manacles in a dungeon. The temples of who want to frame particular persons for crimes
Gond also sell expensive "marching warriors" or accomplish kidnappings without getting caught
(the familiar "walking soldier with windup key by substituting the slave for the snatched person.
in his back"). In some large cities, a few crafters They have also recently dabbled in sending to foes
make large stuffed lions, cute dragons, and other slaves that they can magically cause to explode
shapes that children can use as pillows, sleeping from afar- and in the blast emit deadly bags of
bags, play-steeds, and friends. nails that have been sewn into the slaves' bodies.
In short, the Sultlues are thoroughly depraved,
consider themselves above all laws, and take great
SLAVE TRADE care to amass magic items, hired wizards, and
Everyone knows about Thay, and (to quote the caged monsters so that they can make a fighting
sea captain Bhrond Thaerin, master of the Red escape if the Lords' justice ever comes for them.
Bird, out of Urmlaspyr) its "teeming slaves, live The most energetic of these darkhearts are
ones and more and more undead ones." Yet a the elder Sultlue uncles Darrambur and Pelmaer,
greater concern to rulers and law keepers-and and their sultry sister Jaszmaeril. Other family
if they know the true danger in their midst, gen- members- including the patriarch Asbrior, his
eral citizens, too-are the more covert dealers in wife Pera, and their young daughter, Taszeana,
slaves who operate in lands and city-states outside and two of their five sons-are largely ignorant
Thay. At the same time, some rulers aren't above of the activities of their kin. These "innocents"
turning a blind eye to local slavers who provide a also consider themselves above all laws, but know
handy means of making rivals or "problem citi- they shouldn't get caught in lawbreaking, and
zens" ... disappear. are themselves guilty only of small cruelties and
Waterdeep provides a horrible example of a swindles, and the keeping of personal slaves.
long-successful family of slavers: the House of They know that some of their kin are up to "wild-
Sultlue. This is the most depraved and villain- nesses" and "shady little pursuits," and they take
ous surviving, still titled, and still in power noble elaborate care never to find out much about such
family in the City of Splendors, and demonstrate matters-which suits the darkhearts just fine.
how deep into decadence nobles can go, if they're
wealthy and discreet enough.
Long ago (and, secretly, still!), the House of
Sultlue was among the largest Waterdhavian
slavers. The Sultlues regularly dabble in canni-
balism, eating cooked slaves prepared in various
ways, and delighting in serving cuts of roast
vf~JJ~ · S
loon , ah, soon , the cottage beckons .
Come into my waiting---er, stillness.
01?QOT12:Je
4
Leave those winter cares behind . . ,
~ t. ~ Come and chop wood in ninety-degree
1'-tS
~}\ skunk-scented air , standing in f'oot-deep mud,
~ / surrounded by a cloud of' millions of' hungry black
~ ~ f'lies and mosquitoes .•.• (an exagger ation , you say?
The Realms began as a "known world" of the Sword Coast, the Savage Frontier, and Cormyr and the Dales. Other areas were mapped,
because adventurers could buy or peek at some very good merchant casters' and rulers' maps, but they mostly knew about them through
::merchants from X lo~k like this, dress like that, speak and act thus-and-so, sell these, and buy those." At first, Rashemen was one such
exotzcfaraway place. And then my characters started to travel.
chapter 5
happened recently. For example, has the com- written messages, documents, and small valuables
munity been overwhelmed by refugees? Have over vast distances, from one individual to an-
other adventurers marauded locally in the past? other. All such deliveries are "altar-sworn" safe.
If residents don't try to dispatch such "problems" The priests swear before their deity to deliver
outright, or direct them to areas of danger where their charge faithfully, without altering or distort-
a known monster will eliminate them (or they ing it, pilfering from it, or violating its privacy
will dispose of it, making them therefore worthy if possible. Obviously, the contents of a verbal
of aid), the locals either provide charity ("You message are known to the bearer, but a writ-
can shelter in my barn, and here's some stew and ten message will not be unsealed or read by any
water and bread; please be gone in the morning") member of the priesthood, nor will anyone allow
or bring local priests to examine them and decide a third party to read it. This oath is sworn upon
if the church will offer aid. pain of losing the favor of the deity-that is, being
expelled from the church.
This widely available service has given rise to
TEMPLE INCOME an interesting dodge: Someone in possession of
Most folk in the Realms know that priests of some something that could get her killed, such as stolen
faiths (such as Waukeen's) sell pardons and medi- royal regalia, might in desperation deliver it into
cines, and demand offerings or sometimes set fees the hands of temple priests with a fee for deliver-
for performing certain rituals, such as cleansings, ing it to either a fictitious person or one whom the
weddings, and atonements. sender, but few others, knows to be dead. This
The income of a temple is usually far broader enables the priests to keep and conceal the item
in source and nature than that. Offerings of food, forever as they attempt to deliver it to the proper
accepted from poor worshipers, go to temple person ... whom they will never be able to find.
kitchens to defray food expenses. Almost all cler- Many temples serve as banks and keepsafes
gies expect offerings in return for the utterance of (safe deposits), securely storing all manner of
certain prayers and certainly in return for spell- things for worshipers, from legal documents to
casting. Most clergy also expect compensation great-grandma's mummified fingers. Temple
for most services, such as burials, consecrations, storage is especially popular with the homeless;
blessings of new businesses, or the god's favor for poor commoners who fear for the security of their
a journey. Almost anything that requires prayer property while they're working or seeking food;
before the altar is also cause for an offering-as and those who travel for a living, such as drovers,
opposed to advice given by priests without the caravan guards, and wagon merchants.
guidance of prayer or ritual, which by tradition is Temples also perform the same moneylending
supposed to be freely given. and money changing functions as our real-world
Faiths of fierce deities such as Umberlee and banks, and of course charge fees for doing so.
Talona deal in protection rackets (in effect) by Like real-world banks, they invest such funds
demanding offerings of appeasement to keep the (and the money they earn from offerings and
holy wrath of their deity away from those making rents) in livestock and farm crops and cargo ships
the offerings. Even wandering clergy of gentler and businesses, charging interest on every loan.
faiths (such as the Alicorna, priests of Lurue) So, most urban and "verdant breadbasket rural"
might request payment from landowners when temples are usually wealthy, not poor.
they eliminate dangerous local monsters. Almost all priesthoods use their income to buy
Some priests sell holy relics and their lesser land, build properties, and become landlords,
cousins. "Favors of the god" are blessed items taking in a constant stream of rents from tenants,
meant to bring good luck to the bearer or house- tenant farmers, and "rental" farmers. They also
hold, and "tokens of the god" are holy symbols of acquire houses, farms, and sometimes even cara-
recognition and veneration for lay worshipers (not van companies or shipping fleets, willed to them
to be confused with a cleric's holy symbol). by the devout. In this way, many temples have
The largest source of daily income for most slowly become the owners of large amounts of
churches is payment for the delivery of verbal or valuable city real estate. It's generally understood
that being a landlord does not allow the clergy to
....-,::;~...;__-·~
chapter 5
SECRETS OF THE SAGES : Package 1 Page + ofll Pages/ Ed Greem>'ood , 1988
I never like to miss an opportunity to deepen Realms lore by adding lore and recent news about any element-in this case,fang dragons, one
of several dragons I've created as lower-level, deployable "fight-'em" dragons that can duke it out with most adventurers without reducing
the characters to ashes, or the DM having to play a stupid or asleep dragon to allow the heroes to survive-and at the same time introduce
new NPCs with strong opinions, and dredge up neat-sounding words like "infandous:' Let language be thy sharp and ready weapon.
chapter s
lesser but all working as comrades, not in a hier- and few personal secular aims- beyond climbing
archy of formal ranks . The god has guided all to in the church hierarchy at the expense of others-
follow their hearts in this matter. are achieved.
Behind all of this remains an older heresy, In the lowest ranks of the clergy, personal
known as Yauntarism after Ilmurk Yauntar, the power is so meager that most such priests become
Enlightened. Yauntar vanished in 1347 DR and the near slaves of someone a few rungs higher up,
his fate remains unknown, though some whisper so as to rise with that person. As a result, priests
he took a dragon's shape and lives as a dragon. in the middling and upper middling ranks of the
Yauntar took the view that priests of Azuth should Dark Hands can get some long-term aims accom-
enrich themselves by their service, charging fees plished with the aid of these lackeys.
to commoners and coercing funds from rulers so Almost all Banites seek to establish control
Azuth would truly be respected. Elminster be- over trade in a region that can be used for ty-
lieves as many as three in every ten Enlightened rannical purposes, such as selling or smuggling
are secret Yauntarists. weapons or slaves. They then attempt to use the
proceeds from this effort to enrich the Church
Bane, the Black Hand and themselves, as well as to try to win themselves
land, wealth, and ever-increasing influence over
Creed: The world is made stronger by mighty
local rulers. Many become advisors to (or "dirty
and ordered rule, with the ruled made to fear
work agents" for) nobles.
their rulers and to hate common foes . Weakness
Unholy Champion of Bane Ohlzrak Larandrar
and frivolity should be publicly destroyed for all
is one of the few who has become a local noble
to see and heed. Good is but a shelter for weak-
himself, and he is almost ready to make an open
ness and the whims of those who profess noble
bid for rulership of the city of Ormpur. Since al-
goals. Evil is the true state of nature, for winning
most no one in the church of Bane is a fool, and
is everything, and oppression is natural. Fight
Banites employ or coerce many into spying for
against good, and exalt evil. Tyrannize and de-
them, fellow Dark Hands know perfectly well who
stroy the weak, so that all in time become better
among them is rising in secular power, and where.
and stronger, everyone knowing their place and
It's rare for a Dark Hand to be allowed to rise as
not daring to question or foment disorder.
high as Larandrar has. He is an exception because
Be a tyrant; Make others fear and hate you,
he's extremely ruthless and capable, foreseeing
but awaken in them hatred of others. Aid tyrants
most moves against him and preparing fatal traps .
and oppressors, but if they disagree with you or
for opponents-and also because several powerful
fellow Dark Hands (clergy of Bane) over policy,
senior Dark Hands are waiting for him to succeed
or turn back from tyranny or oppressing others,
in his bid for leadership before they rush in to de-
spatter them. We are the forge that tempers rul-
stroy and supplant him.
ers, to make them ever harder, stronger, and more
Quiet confidence, and cold, clipped speech or
evil. L aws and rules, not wanton chaos, should
murmurs dripping with menace, is the preferred
reign. Eliminate lawbreakers. Kill or thwart a
style among most Banites. Swaggering, shouting
good creature every day (kill is better). Bring
and ranting are for lesser clergy of lesser gods.
down arbitrary law keepers, and aid the brutally
Note that within the Zhentarim, the clergy and
law-abiding. Make others fear Bane-and fear
the wizards tend to loathe each other, and only
you- whenever possible.
the beholders keep the groups from erupting
Secular Aims: Since the fall of the High
into open strife- a feat they accomplish by mak-
Imperceptor, the church of Bane has been domi-
ing examples of those individuals who lash out.
nated not by the coldly correct hierarchy of
This hatred isn't divinely dictated: In Darkhold
obedience it had been known for, but by vicious
and other outposts, certain clerics and wizards
battles for dominance among clergy. Dark Hands
who must work together daily have become firm
browbeat lesser Dark Hands and fawn over or are
friends and even companions.
carefully correct to superiors- as they seek ways
of betraying, thwarting, and bringing down those
superiors. As a result, it's every Banite for himself,
and other observers, they are becoming as adept pride, but in sorrow. Improve something in a for-
at, and addicted to, controlling others as the est every day, from watering what has dried to
Zhentarim are. tidying brush to clearing the course of a rivulet.
Most active among these worldly Glyphscribes Reflect on your own deeds, think on what is to be
are the cold, paranoid "you are with me or you done, but brood not. Merely understand, accept,
are my foe" High Scrivener Ambaerostrus of and find peace without seeking it. Explain to oth-
Athkatla; the sly and softly smiling "everyone's ers that this is Eldath's way and the trail to true
friend" Belurtus Mhellovrar of Zazesspur; and serenity, but proselytize not. Help others when-
the urbane, superb actor Taumpras Irorlar of ever possible, so that they may become friendlier
Saerloon. to the forest.
Secular Aims: All Eldathyn are enraged by
Eldath, the Quiet One deliberately set forest fires, and will fight with
their spells to douse such blazes or minimize
Creed: Seek stillness, and so find peace.
them and try to get as many animals safely away
Preserve, cleanse, and repair pools, waterfalls,
from the flames as possible. Any creature they've
fastnesses (sacred glades), and groves. Take no
seen setting or augmenting such a blaze will not
thinking life save to defend it, to defend yourself,
receive their help, and although they won't attack
or to defend other life it directly threatens-and
them, they won't seek to protect them, either.
then only when there is no alternative. Replant
Eldathyn are formally referred to as Glade-
where there is felling or burning, and work with
guardians but usually call themselves merely
the faithful of Mielikki and Silvanus to make
Guardians, and they are popularly known across
forests strong, lush, and beautiful. Do no vio-
the Realms as Gentle Guardians or the Gentle.
lence that is not needful. Prevail not in anger or
daptcr 5
public, but await a good chance to smite spellcast- Secular Aims : Helmite clergy are colloqui-
ers who denigrate or oppose Gond. ally referred to as the Watchful, and are formally
Both the stationary Gondsmen in Waterdeep, known as Vigilators or Hands of the Vigilant One.
Athkatla, Selgaunt, Saerloon, Baldur's Gate, and They are trained military personnel who keep
the other burgeoning cities of the Realms, and themselves and their weapons, armor, and other
the majority who wander, include ambitious indi- gear in the best of shape and readiness. "Other
viduals who hunger for power and wealth. They gear" includes a dagger with a magnifying lens in
tend to be bold but to think ahead, establishing its pommel and a far-seer, which is a sturdy tele-
hidey-holes for caches of weapons and transport scoping spyglass. Frequent drilling with weapons
vehicles, inventions that entrap intruders, and and the establishment of handy caches of hidden
wealth. Every one of them has plans of his or her backup weapons are church requirements.
own, for Gond doesn't seem to m ind his clergy The Vigilators have always hired themselves
doing well for themselves so long as they use in- out as guards of both persons and places. Thieves
ventions, modify inventions, and stir others to and intruders have long known that to slay a Vigi-
invent and innovate as they proceed. lator guard is to court Helm's disfavor- and his
Hundreds of Gondsmen scheme to make them- priesthood's, too. "If you slay a Watcher, no one
selves "coin mountains" or rulers or both, just who knows about it will guard and protect you,"
as soon as they can. One example is the golden- as the old folk warning goes .
eyed and urbane Aersilk Krondamar in Athkatla. Vigilators strive to be exactingly attentive to
Another is the striding, whirlwind-swift "Mad" the orders they are given when guarding and
Madeenan Breldart, who races around the Heart- protecting, and the church itself is a disciplined
lands selling small disguised pistols and blades hierarchy. As such, corruption within its ranks
that fold down into scroll tubes, all the while tends to occur only in the upper echelon of offi-
aiding inventors and shopkeepers who want to cers, who consider themselves to have some room
mechanize things. Some Gondsmen are bound to for interpretation of orders, and for particular tac-
succeed- or blow up Faerun trying. tical and strategic determinations .
One early Vigilator who fell from grace was
the Archancel (arr-chan-sell) Rhordren Thar-
Helm, the Vigilant One dras, who came to believe that some groups and
Creed: Guard perfectly, attentively, and with
individuals had to be protected against them-
forethought; be ever vigilant. Guard what you are
selves. This belief led to his giving orders that had
ordered to guard, including that on which your
Vigilators commanding during a crisis and then
charge depends. If ordered to guard the king,
openly ruling those they were protecting. Several
guard also the throne and the castle around the
Vigilators since then have succumbed to similar
throne . If ordered to guard a man, keep safe also
sins, believing that various folk need to be ruled
his family, his drinking water, his food, his liveli-
by priests of Helm for their own good or their
hood, and whatever else he holds dearest. Be alert
own protection. "Commanding in a crisis" is now
for slow and subtle attacks, not merely bold fron-
frowned upon within the church.
tal challenges.
The Supreme Watcher is the highest office in
Yet let not your guardianship extend into offi-
the church of Helm. The post has been long va-
ciousness and attempts to use your status or office
cant, since Helm saw evil awaken within the last
to control others . Be prepared, know your foes,
three holders of the office and thus decided not
and be £air and farsighted in the performance of
to affirm another Supreme Watcher for a time .
your duties. On duty, do not stray, sleep, or allow
Below (and nowadays in lieu of) the Supreme
yourself to be distracted or lured from your post.
Watcher, four Archancels meet in council to
Consider weaknesses in guardianship and deal
steer the faith. Each commands the faction of the
with them. Corrupt or false guardians must be
clergy of Helm that operates in a certain quarter
exposed and replaced. Be ever watchful for cor-
of Faerun. Traditionally, the first-designated of
ruption, even among fellow Vigilators. Guard
these quarters includes the Sword Coast as far
with your life; Helm expects no less.
south as the northern boundary mountains of
Amn, everything west of that in and across the
GODS A1 0 FOUDWERS
pieces hidden in an unfired clay slurry lining that
Leira, the Lady of the Mists had been used to reseal and repair the pot.
Creed: The meaning of life lies in deception
Mistshadowed never stop swindling and ma-
and falsity. To deceive is to live, and to manipu-
nipulating and investing. As Exalted Mistcloak
late through deceit is to triumph. Bald fact is
Irltobrand Zamrest of Ormpur puts it, "We like to
mere existence, and even death can be an illu-
feel the Lady's smile."
sion. If you believe nothing you see or hear, you
embrace the Goddess of Deception and Illusion,
and will succeed. Plain and whole truth must Lliira, Our Lady of Joy
be spoken to fellow Mistshadowed-among the Creed: Joy is the essence, the spark, and
ranks of the Unmasked, there must be no deceit. the reward of life when expressed in revelry.
Outside our holy fellowship, let untruth always Joy bound up inwardly is joy unshared, and joy
swirl strong. Lie to someone every day. Weighty shared is joy increased for all. Celebrate daily
and well-told lies are better than merely frivolous with non-Joydancers, even if only in impromptu
ones. The best sort of lie is wholly believable and dances and chanted ditties and jests imparted.
spurs those who believe it to do things they would Awaken smiles and laughter, lighten hearts, and
not have done had they not heard it. Foster and encourage folk to express their joy. Sing without
pass on rumors daily, and revel in the delicious shame or criticism; mimic without malice; lam-
sharing of confidences and gossip that are untrue. poon without nasty intent, but only in laughter.
The truth is worthless; falsehood is the allure and Secular Aims: Joydancers (priests ofLliira)
satisfying drink of life. are expected to put on revels, large and small (but
Spread superior falsehoods and deceit and larger is better), whenever they can. To share joy,
prosper thereby, for in your success, the Mist- they want strangers and passersby to join in, and
shadow deepens, and the Lady succeeds, too. they are pleased when crowds are lured together.
Secular Aims: The Mistshadowed (clergy of Although unbridled horseplay can be a feature of
Leira) are expected to deceive outsiders as often many such events, Joydancers are good at revelry
as it is possible to do so well, and at least once and so often get hired by nobility, the wealthy,
daily. They are also expected to try to profit from and courtiers to put on events. They are experts
their many deceits, and to share-without decep- at organization, subtle crowd control, costumes
tion as to the amount- a tenth of what they make and decorations, food and drink, the establish-
with the church of Leira. Fellow Mistshadowed ment of proper mood, and the pacing of revels.
are expected to aid in deceptions they deem el- They are expected to share twenty percent of
egant-for a share of the takings, of course. their takings with the church of Lliira, but may
Deceiving a fellow clergy of Leira can lead to keep the rest-and many Joydancers do quite well
one being expelled from the church and victim- from sideline businesses such as training dancers
ized by the Shunning of the Lady: Leira's curse, and acrobats, selling and renting costumes, and
which means no one will ever believe anything catering.
regarding the cursed one, even what they can see Some of Lliira's priests aren't above covertly
with their own eyes-which state of affairs usu- causing or encouraging local rivalries between
ally leads to the accursed becoming an outcast or the sponsors of revels. This interplay results in
finding death through bitter fighting or a swift each side trying to outdo the other, year after
suicide. year, by putting on larger, longer, and more ex-
Priests of Leira will work together ruthlessly p ensive festivities- which Joydancers and others
against anyone who deceives one of them, but derive ever-increasing profits from . In Sembia
otherwise tend to operate alone, working decep- and Amn in particular, such efforts have led to
tion upon deception in every city of Faenln. a rise in flamboyant high society over the years,
Under multiple names, they accumulate prop- setting trends among nobility and the wealthy,
erties and hide caches of wealth in many clever making increasingly florid clothing fashionable,
places. In one Leiran priest's house, a cracked, and popularizing ever more costly feasts and rev-
filthy chamber pot was accidentally broken one els. As Joydancer Mralaera Tretta of Saerloon put
day-and was discovered to have seventy gold
chap er s
A priestess of Lliira and a priestess of Loviatar both love to dance, one for joy and the other for pain. Yet are their dances, all matters con-
sidered, so different? How you answer that question defines you.
it in 1354 DR, "Times hard? Play harder! Times a loving manner, so that those you inflict the ca-
good? Play harder still!" resses of Loviatar upon will seek them willingly,
Whenever possible, Joydancers create a cul- and want more. Never force or coerce.
ture of celebration in which folk rich and poor see Be an ever more accomplished actor, playing
no reason not to hold frequent nightly feasts and the part of someone who cares deeply, so that you
revels, after the day's work is done. These events will be loved and longed for by those you hurt.
inevitably become "the" places where adventurers Doing so makes the hurt deeper. Seduce kings
meet those who want to hire them, where deals and other rulers, influential persons, and heads of
bright and shady are done, where strangers and wealthy families to the Kiss of Loviatar whenever
"Jong aways" hear the latest local news and gos- possible, that those they influence shall fall into
sip, and many go to see and be seen. acceptance of the Sacred Pain. Be mysterious and
alluring, be kindly and flirtatious, and awaken
love and lust. Slay clergy of Ilmater whenever co-
Loviatar, the Maiden of Pain vertly possible.
Creed: Spread pain, and the love of pain.
Secular Aims: Loviathan clergy are formally
Visit pain often upon others, but in a kind, ten-
called the Lashes of Loviatar, and informally
der way that makes them seek it. Kiss the lash
known as Inflictors. They are encouraged to de-
and feel its sting at least once daily, while praying
velop personal relationships, particularly with the
to the Maiden. Do hurt, cause agony, inflict tor-
influential and powerful, dealing pain with love
ment, induce suffering, and work torture-all in
or feigned love so as to dominate their victims.
chapterS
evidence- many personal reports of benefits- of those you kill, and never slay from a distance.
that they're right . Usually it heals, restoring lost Know cunning and the ways of the wild, but
or withered body parts and closing all wounds. never fear. Face your foes and prevail.
Secular Aims: Malarite clergy are known
Malar, the Beastlord as Bloodhunters, though in some lands they're
called Beasts, a name of which many are rather
Malar tends to be worshiped in hunts only in
proud. Nominally allied to the clergy of Bane and
rural areas, not through city streets, except where
Loviatar, and subject to the priests of Silvanus,
there's a local tradition of "a night of misrule" or
in practice Bloodhunters trust no one and make
"a night when the old gods walk." Local Malar
allies only if they see no other hope of survival-
worshipers often take advantage of such traditions
and then only temporarily and reluctantly. They
to stage their own hunts on the same nights- and
are bidden to slaughter clergy ofNobanion (Ma-
persons who go out on these nights often wind up
lar's mortal foe) on sight.
as corpses lying on the cobbles in the morning.
Because their kind has been spurned and
Urban-based holy hunts can take place in sew-
treated with open contempt and mistrust for
ers, large walled gardens belonging to wealthy
centuries, some Bloodhunters decide to become
worshipers of Malar, and within Malar's temples.
implacable foes of all societies and peoples. How-
When a hunt takes place in a temple, participants
ever, they do not attack openly and in so doing
are sometimes blindfolded and in the dark, lightly
risk getting overwhelmed, but skulk with subtlety.
armed and unarmored, with all the doors of the
These Bloodhunters pounce on rulers, courtiers,
temple spiked open, to give the quarry a fighting
envoys, and law keepers they can assault without
chance in the small confines.
witnesses, and tear them apart so that the after-
Malarite clergy and fanatical lay worship-
math looks like the work of wild beasts.
ers prize the scars that they receive from wild
From the 1350s DR onward, in Cormyr, the
beasts, though one such must be gained through
environs of Westgate, upcountry Sembia, and the
unarmed grappling with an angry or hungry
forests of Tethyr, some Bloodhunters have taken
monster to be truly worthy.
to quietly accepting payments to make certain
Some Malarites drink the blood of wild
"inconvenient" individuals the quarries in their
animals and monsters as if it were fine wine, be-
hunts. In this way, they have slowly built up small
lieving that such imbibing imparts some of the
personal fortunes. They are well aware that they
power of the creatures to them. A few hold "blood
are easy scapegoats, though, and are alert for
feasts," using whatever blood they can harvest
attempts to betray them or send them into hope-
when a great beast is slain. Other Malarites see
less missions . Notorious among these skulker
this practice as foolishness, or even blasphemous
Malarites are the huge, bearlike Orn Belaskar,
straying from the way of Malar, because it deni-
who is the Talon of Malar in Daerlun, and Trusk
grates beasts that should be exalted.
Mrond, who is the Fang of Malar in Westgate.
Creed: Hunt often, in honor of the Beastlord.
Other Bloodhunters have taken to living wild
Slaughter your quarry bloodily, so it knows its
in caverns, dedicating themselves to out-hunting
slayer and its doom. Slay no young, no gestating
bears, leucrottas, and goblinkin for their lairs.
creature, and no deepspawn, so as not to lessen
From there, they mount infrequent raids in great
the quarry for hunts ahead. Ignore laws, and
force on nearby settlements, passing caravans,
battle law keepers. The only true law is the will of
and farms. Raiding Bloodhunters seek to kill
Malar, and where Malar is silent, the law of the
everyone and leave no witnesses . Then they with-
wild prevails: The strong do as they please, and
draw in such a way as to lure any response into a
the weak flee, obey, or die.
prepared trap where they can slaughter from posi-
It is Malar's will that a quarry that escapes
tions of advantage. Then they plunder the fallen,
a hunt not be hunted ever again, but instead be
taking food and other gleanings back to their
treated with respect as an Unblooded. Stand
lairs, and plan where next to strike.
against woodcutters and clearers of the land, feed
the hungry from the bounty of your hunts, and
obey no priest of another god. Taste the blood
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By the tenth Realms lore package, my faithful typewriter had run out of ribbons, and my move to the countryside (and the house wherein
I still dwell, amid ever more perilous stacks of books and games) had left me in territory devoid of office supply shops. Yet my editors (and
beyond them, the gaming world) were waiting, so I sat down and handwrote, at top speed, short alphabetical entries regarding names on my
maps that the TSRfolks wanted to know more about. Pronto. Decades later, that "t% gotta know more now" situation hasn't changed.
Chapter 5
Oghma, Lord of Knowledge and court acceptance of sages, bards, experts, ac-
tors and performers, and researchers. Namers
Creed: Whether a member of the orthodox
might sponsor and be investment partners in pub-
church of Oghma or the Oghmanyte church in
lishing endeavors, theaters, touring productions
exile, the two branches of the divided priesthood
and troupes, and scrivening businesses. A few,
of the Binder, a priest of Oghma is popularly
located in larger cities, have done very well from
known as a Keeper. Orthodox Oghmanytes say
such livelihoods, including:
this is short for "Keepers of the Faith," while their
Sartrove Kalisskryl of Athkatla
rivals, the exiles, claim it's an abbreviation for
Simbrew Archyne of Baldur's Gate
"Keepers of Knowledge." The schism occurred
Erdrem Savallaskur of Calimport
over who was truly the true Grand Patriarch of
Tammurth Tarn drover of Iriaebor
the faith, and a difference in outlook. The ortho-
Dar Lassen of Ormpur
dox church places the highest value on recording
Imreth Hyldohbrand of Procampur
the past and analyzing records to "know all
Danneth Trellbrand of Saradush
that can be known about what is and has been,"
Surue "Ladylore" Layvenvore of Saerloon
whereas the exiles hold that "knowledge of the
Faerdar Ophardyn of Selgaunt
past is the key to the future," and that it is unholy
The sisters Ilidue and Narlylle Jahnessper of
not to make and continually refine predictions
Silverymoon
and preparations based on that knowledge.
Ildor Marcownt of Tharsult
"Active and passive," some have termed these
Gordryn Haeront of Waterdeep
two approaches, though Elminster warns this is
Belaphar Saltune of Yhaunn
a gross oversimplification. Exiles were originally
centered in Sembia and later Cormyr, before relo-
cating in the mid 1400s DR to Akamll. Red Knight, Lady of Strategy
One heresy-or true belief, depending on Typical offerings on the altar of the Red Knight
one's point of view-among Keepers is that the are coins won in wagering over games of skill
Grand Patriarch who disappeared during the (such as lanceboard, a version of chess) but never
Time of Troubles was hidden by Oghma himself in games of chance. The greatest possible offer-
as a test of his clergy, to see if they would remain ings are new strategy games (board, pieces, and
true to the quest for uncovering and recording rules) personally devised by the worshiper, pro-
knowledge, or would be tempted into the human vided they are well designed.
failings of power struggles and reinterpretations If such an offering is given in a temple, these
of the faith . new games always vanish from the altar, taken by
Secular Aims: Keepers of both branches of the clergy, of course. If given in private, whether
the faith are formally known as Namers, and re- in the open or at a shrine, the worshiper buries
main charged to assemble and preserve written the items along with a symbol of the goddess in
knowle,dge-particularly ideas-and to share it earth into which a single drop of his or her blood
whenever possible. A priest must copy out valu- has been spilled. (A crude horse-head chess piece
able written lore and give it away at least once design scratched into a piece of bark or onto a
annually, and must teach others how to read stone will suffice as a symbol, if nothing better
and write at no cost. As a source of income, one can be had.)
may sell writing implements, maps, and written It is sinful for the same worshiper to unearth
lore, and give learned opinions, definitions, and such things and reuse them as offerings, or for
explanations in return for fees. Some sell and other faithful of the Red Knight to knowingly
make books of all sorts, including blank ones, use the offerings of another in their own prayers
or provide "to order" writing services, covering to the goddess. However, it's quite acceptable to
anything from love letters to advertisements, and use the offerings of others in different ways-
from formal business letters to torrid fiction for wagering with them, selling them, or giving
personal entertainment. them away.
Namers encourage a love of reading, theater, Devout faithful of the Red Knight often have
and music ~verywhere, and push for the social scores of red horse-headed lance board pieces
often and personally with the goddess, and are (and secret) that the goddess personally asks her
something akin to holy secret agents of Selune. to do. Selune often gives her Ladyservants tem-
Aumrae and Calunalae can "go moonglow" if porary abilities or spells to aid them in carrying
they see the need: When an Aumra or a Calunala out her missions, and Mooncloaks often lend their
is partly or wholly in moonlight, she can at will services to other Mooncloaks to whom they've
instantly change into a glowing gaseous form for given tasks. In the words of Calunala Alyzmra
as long as several minutes. A Calunala can also Hantulgard of Everlund, "The Moon waxes and
call up moonblades. These moonblades, unlike wanes, and the fortunes of holy folk of the Moon
the famous elven swords of the same name, are rise and fall-but the Moon is ever with us, sail-
glowing swords of force-forged moonlight that ing on no matter how dark the sky."
last for a minute or two at most. They strike si-
lently, are weightless, and deal significant injury
to their targets on every hit.
Shar, Mistress of the Night
The Lady of Loss has always dealt in fear of the
To become a Runra, a Novice is typically given
dark and the unknown, and she offers alluring
a small, simple task-an adventure the applicant
guidance to those lost in grief or poverty. She
should be able to accomplish alone. If she acquits
whispers suggestions in the dreams of mortals,
herself well and is accepted by the goddess, who
appearing in their visions as tall, beautiful, and
will signal this acceptance by sending her a vi-
unclad, but more than half-hidden by darkness
sion in her.dreams, she is thereafter a priest. Each
and her swirling hair. Her hair moves at her bid-
priests has normal holy duties plus two missions
ding, slithering, clinging, and coiling like a den
at a time: something small assigned to her by a
of serpents, not in response to gravity or breezes.
higher-ranking Mooncloak and something greater
deeper bloodshed; and spreading hatred-of- As a result, many Martyrs have made scapegoats
outlander rumors. Those they kill should always of hundreds of people, and have amassed vast
know they are being slain in the name of Shar, not fortunes in lands and property-most of which
taken when asleep or unawares. Indeed, if these they don't have time to enjoy before death greets
, deaths aren't intended to foment strife by being them (and Shar sends someone else to use what
mistaken for the work of someone else, Martyrs they gained). In any land or city where Shar can
write the name of Shar in the victim's blood be- be worshiped openly, her clergy are forbidden to
side the body. work against the ruler and the law keepers- but
Martyrs often travel the Realms posing as everywhere else in the Realms, in ways great
merchants, refugees, or pilgrims of another faith. and small, Martyrs of Shar are at work to stir up
Although their eventual fate depends on how well dissent, dethrone kings, and sow cynicism and
they have pleased Shar before they die, nothing disrespect for principles, authority, and "the way
in Shar's commandments or the Night Church's things are."
doctrine bars priests of Shar from stealing, ban- Some notoriously successful Martyrs are out-
ditry, murder for gain, smuggling, or any other lined below.
legitimate or illicit business dealings. They are Rortryn Waend: An accomplished actor and
free to enrich themselves throughout their vowed murderer, usually based in Athkatla, later in
service to the Lady of Night as they see fit. Using Crimmor.
pawns, such as rebels or discontented guilds, Grella "Cruel" Lannathond: A former dancer,
and hiring "talons" (often adventurers) to aid based in Yhaunn, who usually poses as a travel-
in the work of the Night Church is considered ing vendor selling scents and flashy "revelwear"
good form, not cheating or a sign of weakness . clothing, and who is an expert at passing
chapter )
and buildings and the monuments of other Many Tempests live in idle luxury wherever
gods, preferably with wind, rain, hail, and light- they fled to after thei-r latest sacred deed of de-
ning. Use your magic to aid forest fires and hard struction. Here they await chances to do great
freezes . Breach walls and split roofs as storms public destruction, such as burning down a tem-
approach, so that natural fury can enter and sun- ple or a town hall, before moving on again.
der those no-longer-secure shelters . Sow fear of In early spring, when mercantile trade routes
Talos as you sow destruction. Destroy something open up, and again in late autumn occur a num-
every day. ber of large festivals and trade gatherings. These
Secular Aims: The Storm Lord expects his events often draw many Tempests, each working
clergy to stroll naked through a storm once a alone and perhaps unaware of others' presence,
season, to feel its full fury and so become closer to try to cause ship collisions, explosions, fires,
to Talos, renewed and purified as mundane and ruinous storms. They falsely blame others
concerns and distractions are swept away. He and start disquieting rumors in the hopes of caus-
understands that humans need to have moments ing strife and confusion so that they can steal
of relaxation and enjoyment, and to gloat over what they may. They might get in each other's
achievements. For this reason, the Storm Lord al- way in such situations, and in such cases must
lows his clergy to reap material rewards, such as obey the will of Talos that a Tempest not deliber-
plundered wine or coin they can use to purchase ately attack or harm another Tempest. However,
luxuries and indulgences, and to take some time a Tempest may, by invoking the name of Talos,
off between actively destroying things. Talossan prevent another Tempest from doing or taking
priests are expected to personally profit from their something. Tempests might also suffer competi-
deeds, and they need not share anything-though tion in thieving from the clergy of Mask or others,
more powerful priests of the faith may take from but Talos is well satisfied if they frustrate or do
them, and this too is deemed proper by Talos. harm to such persons.
Talossan clergy are known as Stormher- Infamously successful Tempests of the latter
alds, Stormbringers, or Devastators, but they half of the 1300s DR include these people.
call themselves Tempests. They have no formal Cauldreth Hallowsar: Hallowsar is a gaunt
hierarchy; powerful veterans coerce younger-in- man who wears an eye patch in honor of Tales-
service Tempests if they can. though he can see perfectly well out of both eyes
Like Cyricists and Sharran clergy, the small and from time to time shifts the patch from one
and disorganized church of Talos works to foment eye to the other. Hallowsar prefers to dress in
chaos; to challenge or weaken respect for author- ragged black and wears long, sweeping cloaks.
ity, laws, and law keepers; and to smash things, He eats little and drinks prodigiously, and yet
large and small, from glass bottles drying for seldom becomes drunk. An accomplished actor
reuse to castle walls and towers. and swindler with a deft touch when it comes to
Tempests are well aware that the "mad keen" manipulating others into feuds or open defiance
among them, those who slaughter and smash of authority, Hallowsar often uses sleep spells,
wildly and constantly as they travel, are soon smoke bombs, and arson as distractions to get
ganged up on by increasingly fearful neighbor- away from sticky situations.
ing folk, and soon eliminated. So most Tempests Rhoawne Silmer: A honey-blonde, petite woman
prefer to fulfill the "destroy something every day" who looks, acts, and dresses much younger than
commandment by crushing insects or shredding her years, Silmer is often mistaken for a nai:ve
weeds, and then spend they spend the remain- youngling. She flirts and manipulates men into
der of their day living more reasonably. Doing doing her bidding and makes extensive use of
this enables them to live undetected as they wait Talos-stars-little bombs made of old helms
and plan for prize targets they can spectacularly or buckets filled with smokepowder and small,
shatter or bring down. The best incidents of holy spiked metal balls. Silmer deftly uses them to kill
destruction are those perpetrated by a Tempest people, breach vaults and doors, and otherwise
who can then seize wealth and move on without reach coins and gems. She has amassed fortunes
being pursued by infuriated witnesses or the vic- in this manner and cached her wealth in small
tims of their destruction. hidden places all over Faerun.
Arahar (battle-chaplains) wear splint mail, Rau- as battlefield generals, except when leading a holy
thar (swordmasters) wear shoulder-spike-adorned force of Hammers against a religious foe. As a
plate mail, Direhar (guardian-priests) wear full result, there are no known prominent Hammers,
plate, and the Warlyon (high priest) wears gilded though Tempuran clergy are everywhere and are
magic plate armor that enables flight. universally respected by professional soldiers.
Whenever they're not praying to Tempus or
fighting, Hammers train with their weapons, drill
to hone battlefield discipline, tend the wounded,
Torm, the True
Creed: Be loyal, obedient, and dutiful, up-
repair arms and armor, and tend to pack beasts
holding laws, rules, and the most ethical stances
and their harnesses, in the service of transporting
through both unwavering support and armed
an army's provisions.
vigilance. Seek corruption constantly and stamp it
Hammers are allowed to accept fees for
out. Give swift but brutal death to traitors. Where
weapon training and for making and repairing
laws are unjust or flawed, urge improvements and
arms and armor, and most do so. The forges in
alternatives rather than a confusion of ever more
Temples of the Lord of Battles are seldom silent,
laws. Train law keepers and judges to be just, and
as the priests take turns at being weaponsmiths,
watch over them to ensure that they perform with
armorers, and farriers. Many farmers who never
impartiality. Serve with all your heart as well as
want to be closer to war than hearing tales at the
all your reason. Every failure of duty diminishes
local tavern pay their coppers regularly into the
the Loyal Fury; every success empowers him and
treasuries of Tempus to have their horses and
brightens the world. Be vigilant always. Question
oxen shod.
your actions and stances rather than sinking into
Hammers are not encouraged to exalt them-
the sin of self-righteousness. Torm watches you,
selves or establish personal reputations, and are
and expects you to watch and guide others.
strictly forbidden to hire or lend themselves out
chapter 5
beseeches another deity such as Gwaeron Wind- Tymorans support hopeless causes and the un-
strom or Shaundakul for specific directions, is derdog, and want to see chances taken. However,
to call on the Lady. To do this, one invokes her Lady Luck herself guides senior clergy in decid-
name, drops a coin onto his or her own head from ing if this stance should still be followed when
above, and is guided as to the route to take by such support might lead to war or open violence.
where it falls. When guidance is deemed less than As a result, some Tymorans become popular or
definitive, wayfarers repeat this process until "the widely known. In the mid- and later 1300s DR,
way shows clear." these prominent Fortunates include the following
Secular Aims: Lady Luck's priests are called individuals.
Luckbringers by many, but they call themselves Asmrele Staglar: Staglar is usually based in Wa-
the Fortunate Faithful, or just F ortunates. They terdeep but known to travel all over the Sword
are expected to spread stories of success and good Coast North and Heartlands, as far east as Elver-
fortune achieved through daring, and to establish, suit and as far south as the northern boundary of
maintain, and staff a widespread web of temples Amn. A merry, "blades out!" adventurer, Staglar
and shrines to Tymora, that her inspiration and has long, flowing white hair despite her youth,
guidance be within easy reach of all. and is known for flashy sword play, utter fearless-
Tymora is the primary goddess of many adven- ness, acrobatics, and frequent laughter. Staglar
turers, and Tymoran clergy are expected to tend, seems to genuinely love danger, and she wants
shelter, and support needy adventurers- and to others to share in her carefree daring. Rumors
expect generous offerings from the same adven- insist that "the Staglar" has been slain and resur-
turers when good fortune attends them . Even a rected scores of times, but the truth is unknown.
simple "roof and prevailing-wind wall over an Sandurl Sarradren : Usually based in southwest-
altar" shrine to Tymora in the wilds has two or ern Sembia, but often found spending a winter
more Fortunates staffing it, plus a handful of lay over in Cormyr, this jovial and daring merchant
worshipers. Such altars are equipped with healing trader is getting steadily older and paunchier.
potions, means of neutralizing poison, a fire and Nonetheless, Sarradren still lives for the bold-
cooking cauldron, blankets, splints, food, herbs, often borderline, but never illicit- trade gamble,
weapons, tools, lanterns and oil for them, and and seems to have more bustling energy than men
cudgel torches- all for giving, renting, or selling a third his age.
to adventurers, wayfarers, and others in need. Tannath Daerovur: Based in Tethyr, but moving
A Fortunate will aid a crofter seeking his lost around constantly, Daerovur is a dashingly hand-
child as enthusiastically as will a professional ad- some, living-with-gusto young man who makes
venturer- for they both enjoy boldly chancing the friends easily and helps them carry out all man-
unknown and perils, and Tymora regards such ner of seemingly crazy schemes, business forays,
actions as holy and desirable . Tymorans support and social and romantic ploys. As a result of this
risky business ventures as well as adventuring ac- behavior- and the songs of smitten minstrels
tivities, but the church is divided on gambling. who chronicle it- he is entering local legend as a
Tymorans believe that personal wagering is fine, young, romantic action hero.
even in gaming, but professional gambling- both Lathlan Zauntur: Calishite-born but apt to be
the institutions that develop and inevitably cheat found anywhere around the shores of the Shining
or tilt the odds so as to make a guaranteed cut, Sea, this battered-looking, middle-aged veteran
and the gamblers who cheat or try to count cards is an accomplished actor and mimic. He usually
rather than trusting in chance, are frowned upon. poses as a weary, lowcoin trader-until he falls in
It reverences Tymora to live in chance and the with someone who has a daring plan or a crazed
moment of fortune, but it sins against Tymora to scheme, whereupon he grins, his eyes twinkle,
try to alter the chancing to your own benefit. Of and he reveals himself as an agile, swift-witted
course, preparing yourself to gain the best odds veteran of swindles, long chances, and risky busi-
beforehand is fine - it is cheating or recasting the ness. He honestly doesn't care if he profits, but he
chance during the chancing that is decidedly not wants his new friends to profit. As a result, he is
acceptable. seldom attacked and often admired, and his name
is spreading as a good friend to have.
chapter 5
squander the loans . They aid merchants with
Umberlee, the Bitch Queen advice, pricing, labeling, crating or uncrating of
Creed: Spread rightful fear of Umberlee, for
wares, and shop setup. They also help safeguard
her wrath is the fury of the waves that swallow
goods or money for short periods when a mer-
ships, shatter seawalls, and rise to race far inland
chant is in need. All these services they perform
to flood and drown. No ship reaches port with-
for free, but with stated limitations to avoid being
out her favor, and no voyage finds its destination
exploited. They remain a merchant's friends, not
without her blessing. Sailors and passengers must
his or her staff, servants, or slaves; they entertain
make proper prayers and offerings to her, or she
suggestions, but do not take orders.
will take them, their vessels, and their cargo as
Priests of Waukeen are known as Goldpalms to
her rightful tribute. Never forget Umberlee. Pray
the public, but they call themselves Truetraders.
to her in need, for she yields up sunken treasure
Waukeen expects her Truetraders to personally
to those who please her.
invest at least once every tenday, and to buy or sell
Secular Aims: The priests of the Queen of
something every day.
the Deeps are formally known as the Undrowned,
The Merchant's Friend keeps a close watch
because Umberlee prevents them from drowning.
over her clergy. She guides them personally in
Privately, however, many call them the Drowned.
their dreams, and sometimes speaks to them as
In return for offerings of at least 100 gp per pas-
they work in the form of an unmistakable "voice
senger, plus a tenth of the market value of any
that shines like gold" in their heads.
cargo, an Undrowned will ride any ship on a voy-
Priests are allowed to enrich themselves while
age, and Umberlee will see that ship safe to shore,
they do Waukeen's work. As a result, even though
douse any fires onboard, and hurl back pirates or
they monthly tithe a tenth of their profits to the
sea creatures that attack it.
church, there are many wealthy Truetraders,
The Undrowned are not loved, they are feared .
and Waukeen expects them to show their suc-
Everyone knows that a priest ofUmberlee within
cess when it's prudent to do so. Most of her clergy
sight of the sea can call aquatic undead up out
have cloth-of-gold, gem-adorned revelwear and
of the waves to serve or fight for them. Umber-
"great occasions" finery, but they don't wear such
lee suffers none of her clergy to become famous.
garb down dark alleys or when traveling back-
There are nine Undrowned female priestesses for
country trade roads.
every male priest. All have a reputation for being
The church of Waukeen, with the blessing of its
wanton, but this conduct is merely an attempt to
goddess, seeks to influence politics everywhere by
find relief from the chill of the sea ("Umberlee's
working through merchants. Trade barriers and
touch") through contact with warm worshipers,
unduly high taxes or seizures should be stamped
usually sailors .
out, and laws and customs should be shaped so as
to let trade flow freely, to bring prosperity to citi-
Waukeen, Merchant's Friend zens high and low. New business ventures should
Creed: Every making or spending of a coin is be supported by quietly aiding and abetting do-
a prayer to Waukeen. Guard your funds well, yet ings of the church of Lathander. Wars should be
share them too, giving freely to beggars and in discouraged, because even if arming for war cre-
business, for mercantile trade is the best path to ates a rush of wealth, the destruction, despoiling
enrichment for all. Teach everyone to destroy no of goods, and death of consumers always costs
trade goods, to harm and restrict no commerce, more than it earns. And finally, measurements
and to call on Waukeen for guidance in trading. and standards should be clearly understood and
Waukeen's support will in the long term lead to kept from arbitrary judgment or changes to mini-
betterment for all. The bold find gold, the careful mize deceit and confusion.
keep it, and the timid yield it up.
Secular Aims: The Merchant's Friend ex-
pects her priests to be honest money changers,
shrewd investors in trade, and smallcoin lend-
ers to everyone-even those who are likely to
.,r--
MIS.n/'16
p-2'1
t,f1s/11
/
- -
~~
\ "".,. ,...~r--w
~~~~...
'n,__. . .
This map has the look of my original dungeon mapping, but the dungeon is more of a purpose-built complex than my more typical "un-
derground chambers enlarged from caverns, or that grew over time and a succession of owners" dungeons. Subterranean complexes in the
Realms always have a reason for being, beyond the rather far-fetched "Let's stuff a labyrinth with monsters and treasure to entertainingZv
liiiB~a, kill adventurers." The Halls of the Beast- Tamers is typical of the compact size of most dungeons in the Realms: mini-dungeons, if you will.
chapter 5
A SEVEN"11 LOOK A,... "'HE FORGOm'TEN REAIMS/Ed Greenwood/Page Z. of 206 Page
a+~acked from above (i . e . from +he building on +he surface) wi ... hou+
warning when halfway down , by a VOL~ (see FIEND FOLIO , p . 94) of 12 hp ,
which will seek to slay all in+ruders , and will a+•ack +irelessly un ... il
i +self slain .
~e shaf+ ends in an eigh•y- foo•-long , arched-ceilinged hallway ; Lhe
ornamen ...al arched ribs of i .... s ...hir""y-foo ... - high vaul ... ed ceiling are
suppor ... ed by +wo rows of smoo . . h-cu+ grani+e pillars (carved of ....he
na ... ural rock ; ...he res ... of ~·he sub ....erranean Halls are also cu ... smoo .... hly
from ...his mo ...... led grey s ...one ). ihe hallway opens in•o a · unc~ion wi ... h
ano ...her large hallway ; ... his second hallway has massive iron ... orch bracke ... s
(now crumbling in ... o rus+) se ... high up on i ... s walls do~m bo•h sides , bu ...
~he ...arches . . hemselves are long gone . All is dark and damp ; pa ...ches of
(harmless) mold grow here and ... here in ... he Ion~ hallway , and •he place
seems deser ...ed . Very careful examina ... ion (only) will reveal a fain ... circle
or brown s ...ain (human blood) on ... he floor where ... he +wo hallways me e ...
(see #19) .
THI·. ARI
comment "No mastery blazing forth yet," or "A In Waterdeep's Watchful Order of Magists &
dabbler but no master, eh?" (Comments applied Protectors, one of the best-known mage guilds,
to skill trades and crafts, not just to magic use.) senior members rule openly (in quorum coun-
Tuezaera Hallowhand was a famous "lone cat" cil) on all dissemination of lore or spells between
thief ofWaterdeep in the 1200s DR who disap- members, and often order such transfers to be
peared suddenly and is thought to have come to a executed for the good of the order (that is, to
violent end. She once robbed a wizard, and wrote strengthen all members, or to arm all the order's
this on his wall with a fingertip dipped in his fa- mages to better defend Waterdeep or carry out the
vorite red wine: "I take things . You take freedom aims of the order).
with your spells. Which of us is the greater thief?" Claims of theft, cheating, and deception are
This statement, too, is well remembered, always investigated by order members who use
and usually echoed in Waterdhavian speech by mind-probing magic. Refusal to cooperate is in-
someone using the last (questioning) sentence of terpreted as an admission of guilt, and usually
Tuezara's inscription. punishable by expulsion and defanging, in which
Laeral, Lady Mage of Waterdeep for some the order sends a large force of mages to strip the
years (when married to Khelben "Blackstaff" offending member of dangerously powerful spells
Arunsun), once publicly rebuked an overambi- or items, to protect the order against retaliation.
tious wizard of the Watchful Order of Magists & If spell-battles result and such expelled mages
Protectors thus: "Ifl hurl spells but think not of end up brain-burned or trapped in a beast's shape
consequences, I am nothing. If I take lives but during such a defanging, so be it. The choice of
count not the cost, I am nothing. If I steal in the action was theirs, so the consequences are also
night and see not the faces of the devastated come their responsibility. Problems arise when the of-
morning, I am nothing. If I make decrees like a fenders in such matters are senior order members
ruler but undertake none of the responsibilities who also have access to mind-probing magic, but
of the throne, I am nothing. And if I do all these such are the perils of interesting lives.
things in the name of the Watchful Order, I am The Watchful Order holds mini-moots when-
less than nothing. Doth thy mirror crack?" ever circumstances dictate, trying wherever
These scornful words are remembered and possible not to hear matters involving specific
used almost daily in Waterdeep even a century members without those members being present.
later, though almost never as the full quotation. The order also holds monthly moots at its head-
Rather, someone will ask scornfully, "Doth thy quarters or at another designated place. These
mirror crack?" or "Hurl but think not?" or "Take monthly moots are largely "good cheeses and
but not count cost? Be nothing, then!" better wine" gossip sessions wherein members
are encouraged to point out trends and oddities
they've noticed in the city, new arrivals selling
Wizards Trading Magic or practicing magic, rumors from afar brought
Guilds of mages are many and varied across
by visiting traders, and the like. At any meeting,
Faerun, and unofficial, secretive cabals of wiz-
order members have the right to raise complaints
ards are far more common than formal guilds .
and concerns with senior officers, in front of all
The trade of magic or lore will always take place
other members present.
very gingerly, in one of two ways: private deals
Mystra smiles upon the spread of magic, so
between members (kept secret even from other
under the urging of her clergy, and the dreams
members), and formal deals (known to other
she sends, most wizards and sorcerers will at-
members and regulated by intricate, written guild
tempt to give a spell to a stranger at least once
rules that have been tested and refined and com-
during their lives. Moreover, the Chosen of Mys-
plained about and refined again for decades or
tra and servitors of Azuth are commanded to
longer). Because of suspicion and paranoia, pri-
covertly and frequently place spell scrolls and
vate deals are rare without a master-apprentice
spellbooks in tombs, dungeons, ruins, and other
relationship being involved, or some kind of
places where the adventurous will find them.
agreement that involves hostages or collateral or
Two mages desiring to trade in magic will
third-party scrutinizers.
probably call in a priest or a priestess of Mystra
SECRETS OF THE SAGES : Package 1 Page 10 of11 Pages/Ed Greenwood , 1988
I've created hundreds of mage-sigils with which wizards adorn their scrolls, spellbooks, the wax sealing their stoppered potions, the butts
of their wands, and of course the cryptic messages th~y leave for others to find. Great fun when players are trying to puzzle out who killed
whom in a dusty tower strewn with corpses from long ago. Mage-sigils are a big part of my one-DM-one-player campaigns of magecraft,
in which a lone wiz ard or a Crown investigator of magic tries to survive and prosper in a world of sinister or mad mages. Try it sometime!
THE ART
to secretly handle the exchange, if possible. Only them an advantage over everyone else. They tend
clerical superiors would know about the transac- to guard it jealously, even within the hierarchies
tion, and even they would know only what was of their own groups.
being exchanged and not between whom (unless They also tend to spread lies and exaggerations
one was nosy and did some eavesdropping). One about the dangers of portals and "what lies be-
of the chief daily functions of the clergy of Mystra yond" so that no one else will try to use the gates.
is being neutral councilors and facilitators be- For example: Anyone who uses a portal "will be
tween justifiably paranoid mages. tracked, from that moment on, by an invisible
Such an exchange might go like this: creature that will always be with you and that
"Will you accept Shreena handling this?" asks will aid your enemies and foes by revealing your
one mage. whereabouts and intentions for its own amuse-
"Who's Shreena?" asks a second mage warily. ment, as it slowly feeds off you, draining your
"Anointed of Mystra, of the Weavehouse tem- life-force, milking you for as long as possible, and
ple. You know, the tall quiet one with the green thus ensuring that your life is long but miserable."
eyes and the hair down to here. Stands behind the Most portal users try to actively suppress prac-
scrying font sometimes, when you come to pray." tical information, as in "Portals are here, here,
"Oh, aye. Her. All right. Shall you go to her and here, and this is how to use them." Getting
first, or shall I?" such information shouldn't be easy, which is why
"You decide, but I want this to be open: the majority of Faen1nians discover portals by
Whichever one of us goes tells the name of the blundering through one, or seeing another crea-
other to her. I don't want her giving either of us ture emerge from (or vanish through) one.
funny looks for a tenday while she wonders who's Very few new portals are created these days be-
going to show up as the 'other half.'" cause very few beings have the magical might and
"I'll go. Tomorrow morn acceptable?" knowledge of how to do so-and doing it wrong
"Yes. Leave word here if you can't get in to usually results in a fierce, short-lived planar rift
speak to her, and let that word be 'skyblue.' If no that sucks nearby beings into it, sometimes de-
message is left, I'll assume you have seen her, and livering them stunned and bewildered to other
go to see her myself tomorrow even." planes, but more often rending, blasting, and
slaying them.
And so on. Some mages see it as an honor to have It is rumored that a handful of the eldest and
a Chosen of Mystra act as their go-between, and most reclusive illithids, shams, and behold-
others shun this attention because of the notice ers know how to craft portals-but then, a lot
others might take of what they're up to as a re- of wild rumors surround "gates to otherwhere."
sult. Rarely, a mutually trusted person who has A popular one is that the lives of one or more
no magic will be agreed upon as a go-between-a accomplished sorcerers or wizards must be sacri-
noble, for example, or a monarch, or perhaps even ficed, on the spot, to create one. (This rumor is
an ordinary person beloved by both mages. true-but only for one gate-creation ritual, out of
more than a dozen ways to create portals.)
Of Other Worlds, and Portals A few of the surviving portals become active
when the right conditions are met; moonlight fall-
Among the most elite magically powerful groups
ing on a certain rock, for example. Most of the
(and lone, studious mages) in Faen1n, there's
portals that still function require a user to touch
widespread knowledge of the existence of other
something, or stand in exactly the right spot,
worlds and the portals someone can use to "walk
while the right words are uttered. A few require
through into otherwhere," but very little about
that users have a key (activating item), which is
the true nature of (or passing events in) such
almost always small and portable and usually
other places, or the details of how and where to
magical. A key could be, for example, a bundle
use the ways to get to them.
consisting of "not less than three emeralds, of a
Groups and individuals who have mastered
total volume no greater than what will fill these
portals and know of other planes of existence
two cupped hands" or "four rods of copper, of
regard this knowledge as mighty lore that gives
this size." Keys are never alive.
Wild talents, when they blossom, tend to have
SPECIAL BLOODLINES limits that are quickly reached. Many a "Talent"
From ancient days in the Realms until today, can walk through walls or locked doors- but
there have always been "special" families. These most who have this ability can pass just one door
families, elf, human, or half-elf, have been bold every two days (or can get through a second door,
enough to make secret pacts with other magic- only to collapse, injured and unconscious) . Some
using races to gain magic of their own- as well as can take only themselves through, not clothes
power, wealth, and influence. It's rumored that or weapons. Other folk can involuntarily reflect
some of these families have interbred with their magic back at its source for a few minutes when
patron races, though, in the words of the long- spells are cast at them, but can't do so again for
ago sage Alaundo, "Rumor can be a wild thing." six days . Or they can drift down gently from
Realmslore tells us that these patrons have in- heights and land unharmed, but are then so weak
cluded dragons, illithids, and beholders. they can barely crawl. A few Talents can turn a
These pact-making families tend to keep them- spell away from themselves and at someone else-
selves as hidden as possible, often taking other but only if a handy "someone else" is near.
names and faces while they're out acting as the Most wild talents come and go frustratingly (a
agents of those with whom they've made arrange- tingling when a lie is heard might dissipate just as
ments . Yet a few folk in the Realms know the whoppers begin to flow, or an involuntary shield
names of some of these special clans: among the that appears instantly during a surprise attack
elves, some branches of Houses Starym and El- might as abruptly vanish seconds later).
phaerendil; among humans, the Skeldragons and Wild talents have been known down the ages,
Talonmists; and among half-elves, the Alendrim, and are often thought of as "the touch of the
Saerendever, and Talyth families. gods" (some say "the curse ofthe gods") . They
Much as nobles who plot treason against a have always been rare, and usually feeble . Talents
ruler, these special families do much in secret, who possess exceedingly strong abilities often be-
crave power, and betimes must do perilous or un- come long-lasting, paranoid villains.
lawful things. Their locations, reach, interests, Many Talents find it difficult or dangerous to
capabilities, and deeds vary widely, and they- experiment with, hone, or just practice their abili-
and the patrons they serve-can be compelling ties-because a wild talent, once publicly known,
and mysterious allies, manipulators, and foes . usually makes its possessor a marked person
whom rulers, cabals, or local mages want to cap-
THI i\RT
ALCHEMY
In the Realms, alchemy is a field dominated by
secrets, mysteries, and danger. A few alchemists
search for the means of turning stones or other
dross into gold, or for elixirs to restore or preserve
youth, but most alchemists think such preoc-
cupations to be "bold madness" or centuries (at
best) away from success. The daily living of most
alchemists consists of concocting nonmagical
painkillers, healing salves, and love potions for
those whose fears or slim purses keep them from
being customers of magic.
Alchemy in the Realms is concerned with ev-
erything from stuff you drink to make you slim,
to stuff you rub on to remove your warts, to stuff
you eat to make sure you will or won't get preg-
nant, to stuff you slap on manacles or locks to
make them crumble to rust, to stuff you paint on
manacles and locks to make them stay unaffected
when some of that previously mentioned stuff gets
slapped on them.
Some alchemists constantly seek new poi-
sons and antidotes, because there's good coin to
be made from folk who need them- such as the
dancer in Calimport famous for performing with
many deadly scorpions and snakes that bite or
These Guild of Naturalists notes on dragon anatomy suggest
sting her repeatedly and harmlessly, to her evident
magical uses for certain admixtures that no one has perfected
pleasure rather than pain; and the thieves who, yet-or rather, survived trying.
equipped with the same alchemical quaffs as the
dancer, freely steal valuables from coffers guarded remember that alchemy can easily involve unin-
by venomous serpents and scorpions. tended explosions. Lots of them.
Alchemy isn't called "alchemy" when prac-
chapter 6
magical youth, from death in an instant (literally serving various alchemists, can make for an ideal
crumbling to dust from sudden aging), to being campaign for one to three players .
transformed into various monsters, to an ongoing
curse of limbs and body parts slowly but continu-
ously shifting through various beast forms. All the WoRDS oF
same, longevity magic remains a common pursuit
of the very wealthy, who often hire wizards to help AWAKENING
them cheat death, and among powerful mages In early Netherese magic, certain words were
themselves, who often try to devise their own life- commonly used to activate magical wards and
extending and renewing magic. guard spells, as well as to reveal the presence and
This quest for immortality (or at least vigor) nature of illusions by turning them translucent.
is a long process, and not something for which Such utterances function only when said by a
an adventuring wizard should be able to find a living being standing in the right spot-either a
tutor. As well, subtle differences in internal body small, precise "feet just here" or "hand touching
chemistry lead to magnified differences in a po- this" location or a larger area like a room, accord-
tion's results. As a veteran alchemist might warn, ing to the magic to which they're linked.
"What works for you may not work for me, and be Such words were favorites of Avrauntra, the
warned-experiments that don't work age you, so first and greatest Netherese arcanist. Avrauntra
a night of tinkering and gulping might bring you tutored so many students so well that they swiftly
tottering to the edge of your grave." became more powerful than Netherese priests,
Although there's a roaring trade in false elix- transforming the culture and making possible the
irs of youth restored or eternal youth, very few later empire of magic that culminated in the fly-
individuals know how to make real potions of lon- ing cities of the archwizards.
gevity. These few keep this secret to themselves, Though many sages uphold Karsus as the
sharing such concoctions only with those they fall greatest Netherese mage, Mystra has said it is
in love with and want to have as companions for- more accurate to see him as the "most recklessly
ever, to avoid being forced into slavery as captive ambitious." Avrauntra lived for centuries, suffer-
potion producers . Thus, everyone has to discover ing heartbreak after heartbreak as those she loved
the process anew, either by finding it written were slain by rival mages or perished through
down in an ancient tomb or cache (and honestly misadventure (often brought on by their magi-
or maliciously incorrect formulae are common) or cal experimentations). Despairing, she ultimately
by finding such potions as treasure. merged herself with the Weave, increasing its
Longevity potions were far more common in strength, vigor, and extent-and she is not the
ancient Netheril than they are today, because cer- only mage to have done so. Some believe she lives
tain magical processes were more widespread and still, as a sentience within the Weave that watches
better understood then than they are now. Real all spellcasters and murmurs warnings or advice
longevity magic is likely to be well guarded (in- to those of whom she approves.
cluding false potions-usually poisons-as lures Later spellcasters made use of Avrauntra's
for would-be thieves), and is never offered for sale words without necessarily being aware of their
in shops. Owners such as powerful wizards might origins, gleaning them from ancient writings and
sell a single potion, discreetly and after a personal spellbooks and believing they had power in their
approach, to a wealthy buyer (usually presenting own right. Indeed, they did, because repeatedly
the item as "discovered among the treasures of used Weave trigger words increasingly influ-
Archwizard X after his unfortunate demise at the ence the Weave to respond in certain ways, and
hands of Y"). Buyers should be aware that evil if Avrauntra is still aware within the Weave, she
mages have been known to gain influence over might respond to uses of "her" words.
wealthy individuals by selling them "youth po- So someone saying the right word of awakening
tions" that grant such control. at a particular location in a dungeon or ruin will
The life of an alchemist, a family of alchemists, make hitherto silent and invisible nearby magic
or an adventuring band of ingredient procurers suddenly glow-or even come to life, sometimes
THE ART
with disastrous results. Yet the use of such words this by having students sing scales, practice pre-
can reveal perils waiting ahead. cisely duplicating an overheard note or tune with
Many words of awakening have been forgotten, the voice, and mimic other voices and bird and
but those that survive include these. animal calls. Students also memorize a set of
Authlaumator (oth-lawm-ah-tor): Usually a stock tunes and perfect them on a limited range
command to a spying spell to reveal itself and re- of instruments (recorder, lute, harp) to the extent
port its results. The results of the spying spell are that they can transpose them into different keys.
usually shown by playing a series of short, silent All students are taught to make and repair a par-
moving hologram-like images of intruders, show- ticular sort of instrument.
ing their movements and what they did. Higher-order colleges add instruments and
Chelaunt (shell-ant): Awaken and unleash greatly expand the memorized repertoire. They
effects. also add versions of songs in other tongues, so
Ereth (air-eth): All at once. that a graduate who doesn't know a particular
Fethadras (feth-ad-ras): Be revealed. language can still perform a given song in that
Orprel (or-prel): Cease instantly. tongue with perfect pronunciation and articula-
Porro (pore-oh): End/not that effect, but the tion. Students learn the histories of the tunes
next/other one. in their repertoire, and sometimes alternative
Qerest (care-est): In succession. lyrics- as well as why certain lands frown on,
Spaereth (ss-pair-eth): Be revealed and de- or approve of, specific wordings. As students
stroyed, without taking effect. progress, they are gradually taught how to in-
struct others, and guided through the steps of
Almost all surviving words of awakening have making and repairing an ever greater variety of
crept into recent use as code words, by the Harp- instruments.
ers and others (notably wizards' cabals). So all Only the newest students are taught in large,
these words now have a variety of everyday, non- organized classes. The whole point ofbardic col-
magical meanings-with new ones being crafted leges is that they offer a lot of one-on-one and
all the time. These possible meanings include small-group instruction. Additionally, senior stu-
"I am of the group (are you?)," and "Meet me dents are encouraged to improvise musically with
at the agreed-upon place," and "Danger," and younger ones, so they can learn by exploration.
"Urgent," and "You are being followed," and Bardic colleges specialize in what they teach
"Renounce what's planned!" and what instruments they make, but these dif-
ferences depend on the individual instructors
practicing at a college at a given time more than
BARDIC MATTERS they do on college policy. As a result, nonbards
Bardic colleges have indoor performance halls, won't tend to rank, for example, a lute from one
often soundproofed by magic or by being under- college as worth more or being finer than a lute
ground and having long, "crazy dogleg" entry from another college. They do rank "this lute by
passages. The intent is to allow many bards to Tholomon Candras, from the time when he was
practice at once without disturbing anyone (ex- at this college ..." over "that lute by Andrath
cept perhaps their tutors or fellow performers). Melonder, repaired by diverse hands, from his
Many colleges have teaching rooms, lounges, liv- early days at that other college ..."
ing quarters, meeting rooms, kitchen facilities Bardic colleges in Faen1n admit would-be
and pantries, instrument storage rooms, a lone members according to the following procedure.
aboveground performance hall with galleries, and Someone shows up at the door of a bardic college
a radiating network of performance chambers who already makes a living by performing, and
belowground. who might already be known-by reputation, at
What is taught in bardic colleges varies from least-to the masters of the college (both genders
college to college, and from tutor to tutor. In are usually called "masters," addressed specifi-
general, the lower-order colleges concentrate on cally as "lord master" or "lady master"). However,
matters of pitch, timbre, and nuance. They do any recognition of such notoriety would not be
revealed. All would-be students are auditioned
~.s Ed Gr een"-oood 1986/ Paae 36 of b't P ae s
*l--t~"-Ag ~1"1((,
Halruaan mages wander in secret over much of the Realms, always seeking i terns o f magic
( particularly unique and ancient items), and they have gathered many thousands of such
treasures in their te ~ples. The Halruar worship Mystrn. and their temples are vast stror~olds
where they live, work, and study to further their arts, as well as worshipping The Lady of
~:y s teries. The ::t:)St mi ..;hty of these temples lies within Ht. Talath, ar.d is a vast and ancient
net..,.ork of caverns, pa.ssa es, and mountaintop tu.."'t'ets. Most of the other large temples (as
opposed to the devotional shrines of the cities) are located in the mountains ringing the
ilath, or northeastern basin (where vast herds of wild rothe and aurochs roam, and are culJ.ed
reeularly for food) .
Hal.ruaa has a small war-n.avy, based in Ra.laga.-d and Zil.lasuu, and .,.'i th its principal
fortified base ~~ construction docks on the outlying isle of Rulasuu.
This reala is little known in the North; these paltry words, and the map, are all
!:J.cinster could tell you of it---save one thing more: the badge of the realm, borne on nsvy
s ails and diplonats' cloaks , is a s t ar surrounded by three concentric circles, all in vhite
(on a darker background, which may be o f any colour). The Star represent~ Mystra, the inner
circle the 1~; this is eneo~passed by the seco nd circle, representing the H~), ar4
the whole is protected and held together by the loyal magic of the Ralruar {the third circle).
This was all TSR saw of Halruaa, the realm of mages,for quite some years. In part due to the Heartland:-centr~c focus of the original
Realms lore turnovers and because the elaborate Halruaan society I was still developing (rules and unwrztten etzquette, to account for why
a realm bristling with magic and skyships hadn't destroyed itself long ago in a spellstorm ~ataclysm or conqu~;ed the rest of the Realms zn
a casual afternoon)farred with D&D'sfreewheeling "adventurers go here and there andfznd or make trouble style.
THEARI
by at least one visible and one invisible (hearing, vocalization, so an elf could sing, "'Twas in the
but not seen) master. If these two listeners dis- early gloaming mist, that first I saw thy danc-
agree on whether a candidate should be admitted, ing fair," and could faintly sing again "gloaming
additional auditions are necessary to come to a mist" simultaneously with "I saw thy." Instruc-
decision. tion develops this ability, and also amplifies the
Colleges finance themselves by selling instru- natural ability to produce dronesong, which is
ments and sheet music, and they take at least a whistle and hum produced simultaneously-a
half the gate at any public performance put on by feat many humans can accomplish, too. Proper
college students (such events are rare). Colleges instruction turns a drone voice into a finely
guarantee elaborate funerals and burials for pa- finished, controlled singing voice. The most com-
trons who endow them with sufficient funds, and mon elven musical ability, the skill of splitting
they undertake commissions (usually for rulers) tone on a single held note to create a chord, is
to compose music. In general, a student's fees are also developed, allowing lone singers to end songs
tied to his or her ability to pay. High fees aren't with rich, full-throated chords.
used as a barrier to admission, and at the same Elves typically understand more of the his-
time cartloads of coins can't be used to bribe your tory of a tune, its variants, and its various lyrics
way in. than all but the most accomplished human bards.
One college is ranked over another purely by Gnomes and halflings tend to be good at swift,
opinion, which tends to sharply vary from indi- glib, and often humorous rhymes, and dwarves
vidual to individual. To outsiders, there's simply prefer drones and plainsong (single note) chants.
no way to truly measure which college has the best
training or instructors, or the most talented pupils.
SPELLSONG
Scattered across the countryside are a handful of
ELVEN Music human and half-elven, and usually female, leg-
The songs of elves are often wordless, or sung endary individuals called spellsingers. They can
with multiple overlapping voices singing dif- dance and sing in circles with other spellsingers,
ferent words at once, making the lyrics hard to usually around a fire or other central focus, to
distinguish for non-elven listeners. Elven songs combine and work magic too powerful for an in-
are almost always whimsical in places and tinged dividual spellsinger to cast.
with melancholy in others. T he instrument most T he song of one such singer typically matches
closely associated with elves is the harp, but vari- a wizard's cantrip in power, and the singing of
ous pipes (flutelike horns) are also prevalent in two can usually duplicate slightly more signifi-
elven minstrelsy. Elven musical instruction usu- cant effects. Additional spellsingers of sufficient
ally includes much more history than human skill can harmonize to boost the magical might of
instruction does. It also deals with the nuances spellsong exponentially.
of how emotion (primarily melancholy) shapes a As with elven music (see above), the ability to
note as it is sung, providin_g memory spurs to lis- spellsing is inborn rather than something one can
teners, and actual "tags" or footholds to elves who acquire by instruction. Tutoring refines this tal-
work magic that brings forth three-dimensional ent, affording the spellsinger additional control,
illusory images, so a song can be accompanied by scope, and power. A successful spellsong can ...
a shifting "galadrae" (movie) of animated images, - partially heal wounded or ill creatures lo-
one melting into the next. cated amid the singers.
Elves can reach higher notes with their voices - send short, simple mental images, messages,
than most humans without their tone becoming or "follow this thread" directions to a specific
thin or strangled or going sharp or flat, and can individual personally known to a majority of the
also hold notes longer. Elven musical instruction spellsingers. (Two-way communication isn't pos-
works to develop these abilities. Certain elves sible unless the recipient individual casts a spell
(the talent is genetic but not racial) can produce establishing it.)
a second "ghost" voice echoing their primary
Dwarves make things of lasting beauty; elves make music that moves the heart-to soothe, to mourn, to be plunged into sadness ... or to
start wars.
- thrust lesser undead or evil creatures away, travelers, many of whom bring other ways of
and keep them at bay. doing magic to Faen1n.
- cause nearby magic items to glow or "rise Ancient cultures of the Realms have known
up" or activate. plume magic, table magic, truename magic, and
The mightiest spellsingers can by their sing- wild magic (as something wizards strove to mas-
ing call on the Weave to work spells like those of a ter, or at least steer), to name just a few.
middling-level wizard or sorcerer. The Weave has failed in the past, and much of
Long ago, spellsingers devised the simple code the work of the Chosen of Mystra is committed
used by Harpers, minstrels, and many others to continuously repairing it and guarding against
that uses certain chords played or sung within perils to it, preventing the spread of any dam-
standard folk songs to send messages such as age. Spellcasters have found other ways to work
"Danger; harken to me later to learn it." magic-and still do. Magic evolves and progresses
through such innovations, down the ages.
Magic in the Realms should never be some-
MORE MAGIC thing stripped of mystery, something that
It is a sometimes fatal mistake to think that all ar- everyone can understand and "know all" about.
cane magic is "of the Weave" (or, like the Shadow Like the wider Realms, there should always be
:;; Weave, built around the Weave). The Realms room for the new to slip in, to challenge-and
,..l
~
'" THI:ART
AFTERWORD
(Anon)