You are on page 1of 230

“These things also I have observed: that knowledge of our world is

to be nurtured like a precious flower, for it is the most precious


thing we have. Wherefore guard the word written and heed
words unwritten—and set them down ere they fade . . . Learn
then, well, the arts of reading, writing, and listening true, and they
will lead you to the greatest art of all: understanding.”
—Alaundo of Candlekeep
Cyclopedia of the Realms

Table of Contents
Introductions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
About this Product . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Time in the Realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Names in the Realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Languages of the Realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Currency in the Realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Religion in the Realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0
Cyclopedia Entries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 9
Anauroch Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 3
Arabel Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 4
Cormyr Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 3
Cormyr Royal Lineage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 4
DalelandsMap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 6
Immersea Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 3
Mages’ Sigils . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 8 , 5 9
Merchant Company Banners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 3
Myth Drannor Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 6 , 6 7
Scornubel Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 5
Old Skull Inn Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 6
Shadowdale Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 8
Suzail Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 2 , 8 3
Westgate Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 0 , 9 1
Zhentil Keep Network. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 3
Appendix: The Shadowdale Census . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 4

Credits Graphic Design: Stephanie Tabat


Calligraphy (Runes, Sigils, Languages): Paula M. Holz
Design: Ed Greenwood Deity/Faith Symbols: David E. Martin
Design and Development: Jeff Grubb Typography: Betty Elmore
Editing: Karen S. Martin
Cover Art: Keith Parkinson
Interior Art: Jeff Easley, Keith Parkinson, Tim Conrad Printed in the U.S.A.
Cartography: Diesel, Dave Sutherland, Dennis & Ron Kauth ISBN 0-88038-472-7
1031
TSR, Inc. TSR UK Ltd.
POB 756 The Mill, Rathmore Road
Lake Geneva, WI Cambridge CB1 4AD
53147 United Kingdom

ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc.

Distributed to the book trade in the United States by Random House Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distribu-
tors. Distributed in the United Kingdom by TSR UK Ltd.

This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited
without the express written permission of TSR, Inc.

©1987 TSR, Inc. All Rights Reserved.


Introduction
T hat which follows is a brief intro-
duction to the world of the Forgot-
ten Realms, with hopes to entertain,
cal energies, allowing them to perform
mighty tasks. Others receive such abili-
ties with the blessing of extra-planar
illuminate, and provide information in beings known as Powers. These magic-
campaigns using the ADVANCED users and clerics can reshape the face
DUNGEONS & DRAGONS® system. This of the world, and indeed have done so
tome and the cyclopedia it contains, over the millennia. Hills and forests
with its companion volume, the DM’s may appear where there have been
Sourcebook of the Realms, should allow none before, and mountains may move
the creation of an individual campaign several miles. A great sandy waste has
setting using this world. been moving further south in the heart
The Forgotten Realms are a world of the Realms, matched by a sheet of
very similar to the Earth of the 13th and ice, equally relentless, to its east. Nei-
14th centuries. Most of the area under ther of these may be the fault of nature
discussion here has until recently been alone, but the meddling of spell-casters,
covered by wild forests and unsettled human and otherwise.
grasslands. Civilization is still a novelty Finally, the Realms are a land of
in much of this world, even the oldest adventure, and therefore adventurers.
of cities on the Inland Sea, or the found- It is the time of heroes, when one man
ing of Waterdeep, the greatest City of of pure heart (or with a powerful arti-
the North, are within the memory of fact) may hold his own against enemy
the oldest living elves of Evermeet. hordes, where legions of evil forces
The people of these realms (including may muster and be destroyed by the
man, dwarf, elf, gnome, and halfling) actions of a few, where the nations rise
are similar in mindset and advance- and fall on magical tides which mere
ment to the men of the 13th century. men can control. It is a time when the
City-states are common, and nations on bold and the lucky may make their for-
the increase as more of the wild lands tunes and gain great power over their
are pushed back and gathered under a worlds.
single king or government. Skills such The information presented herein is
as metalworking, farming, and craft- as known to myself, those about me in
industry are common in the civilized the lands north and west of the Sea of
lands, so that swords and heavy metal Fallen Stars, and those I have encoun-
armor are all-too available to the war- tered in my travels. On my word as a
rior. Literacy and the quest for knowl- sage nothing within these pages is false,
edge in on the rise, with the recent but not all of it may prove to be true. All
introduction of printed hand-bills in stories presented are as I have heard
Waterdeep. The merchants-class is them and had them recorded, all infor-
increasing in both wealth and power as mation is checked as best as possible
more markets and resources open up. given the limited resources of an old
Faith, while not as dominant as in man in a small town (even if that old
Europe of this period, is a major force man has the power to flatten moun-
in the lives of the people. tains, mind you). As you adventure in
There are great differences between this fantasy world, be warned that not
that world and this as well. Great beasts all things are as they appear, and trust
and evil humanoids wander the wild (and to your wits, your weapons, and your
not-so-wild) country of the Forgotten common sense in surviving and profit-
Realms. Ruins of ancient cities and tow- ing from the Forgotten Realms.
ers may be found among the under-
brush, old lands and names that are lost
to memory and the past. And there is As recorded by Lhaeo, Scribe to the
magic. Sage ELMINSTER OF SHADOWDALE,
Some individuals of the Forgotten 30th and last day of Nightal, Year of the
Realms have the ability to channel magi- Prince, 1357 Dalereckoning

4
About this Product
T he FORGOTTEN REALMS™ Boxed
set contains two books, four maps,
and two sets of plastic overlays. The
which are of interest or influence in the
area (such as the land of Red Wizards,
Thay) are included as well, as are local
from the texts of the Sage of Sha-
dowdale, this section includes all
manner of details, notes, gossip,
plastic overlays are used to determine legends and stories that might easily be legends, tales, and other general
distances in the realms without need of known to those living in these times. information on the area or indi-
overlaying hexes or other grids on the The second book, The DM’s Source- viduals encountered.
surfaces of the maps themselves. Two book of the Realms, is written to
l GAME INFORMATION: Often,
of the maps are drawn to provide a gen- emphasize the use of the Realms for the
something will be mentioned in
eral overview of the Realms, running AD&D® game system, including tables
the section of Elminster’s Notes
from the Moonshae Isles in the west to and information necessary for running
which may require further expla-
the land of Thay in the east, and from a campaign, advice on the different
nation for the AD&D game player,
the Spine of The World Mountains in types or styles of campaigns, some sam-
such as suspected levels of a ruler
the North to the Jungles of Chult in the ple adventures, and items specially
or guard-captain, the numbers of
south. These maps have been drawn geared to the FORGOTTEN REALMS
a patrol or armed force, or stats
with that information available to our setting.
for ships or types of alcohol. Rath-
representative in the Realms, Elminster This book is divided in two portions:
er than digress in the text, or refer
the Sage, and represents what is known the first a general overview on the
the curious game-player to
of those lands from the mindset of the Realms and those things common to
another section, those topics are
Dalelands and Cormyr. most of the Realms (Currency, Calen-
covered under this heading.
The other two maps are detailed dar, major gods, and language), the sec-
blow-ups of sections of the former ond being a Cyclopedia section, which Also provided within this text are var-
maps, covering that region from the is an alphabetical description of the ious and sundry maps of cities and
Sword Coast to The Dragon Reach in major regions of the Realms, their towns within the Realms, ranging from
great detail, for use in adventuring races, and the power groups which Scornubel the Trade-city to Suzail, capi-
through the Realms. As more of the influence the world. tal of Cormyr, to Shadowdale—a very
world is fully explored, more maps of The Cyclopedia entries are further small town with some very powerful
this and scale will be made available for split into three sections. They are: protectors. The City of Splendors,
use in Realms-related products. l AT A GLANCE: This is information Waterdeep, is mentioned in passing,
The book you are reading, The Cyclo- readily available to individuals in and a full description of the largest city
pedia of the Realms, is intended as a the Realms, such as how a town in the North is left to a project which
general overview of life in the Forgot- looks when riding into it (is it can do justice to the space required to
ten Realms, concentrating on those walled or open? Are there trading discuss it. Also included here is the Cen-
areas best-known to our source. That is companies? Any large temples?). It sus of the town of Shadowdale, taken
to say, this book concentrates primarily is a brief summary of information from its “Book Of Days,” on the eve of a
on those areas detailed in the large- with a minimum of detail. recent battle, to note the typical inhab-
scale maps. Areas beyond their borders itants of such an area.
l ELMINSTER’S NOTES: Culled

5
TIME IN THE REALMS 3. Ches of the Sunsets. March often continues for the length of the
harvest, so that there is always food for
The calendar and roll of 4. Tarsakh of the Storms. April
those coming in from the fields. There
years Special Day: Greengrass is much traveling about on the heels of
5. Mirtul; The Melting. May the feast, as merchants, court emis-
The following calendar is specifically
saries, and pilgrims make speed ere the
tailored for the kingdom of Cormyr. 6. Kythorn; The Time of Flowers. worst of the mud arrives and the rain
The year consists of 365 days: 12 June freezes in the snow.
months of exactly 30 days each (due to
7. Flamerule; Summertide. July The Feast of the Moon is the last great
the single moon and its followers), plus
festival of the year. It marks the arrival
5 days that fall between months. These Special Day: Midsummer of winter, and is also the day when the
days are special occasions. Leap year is
8. Eleasias; Highsun. August dead are honored. Graves are blessed,
retained purely for social convenience,
the Ritual of Remembrance performed,
and provides a sixth special day that is 9. Eleint; The Fading. September and tales of the doing of those now gone
used as the basis for long-term agree-
Special Day: Higharvestide are told far into the night. Much is said
ments and such.
of heroes and treasure and lost cities
Months are subdivided into three ten- 10. Marpenoth; Leafall. October
underground.
day periods. These are known various-
11. Uktar; The Rotting. November Once every four years, another day is
ly as “eves,” “tendays,” “domen,” “hyrar,”
added to the year in the manner of Feb-
or “rides” throughout the Forgotten Special Day: The Feast of the Moon
ruary 29 in the Gregorian calendar.
Realms. Rides is the standard term used
12. Nightal; The Drawing Down. This day is part of no month, and fol-
in Cormyr and the Dalelands, and is
December lows Midsummer Night. It is known as
used for reference in these texts.
the Shieldmeet. It is a day of open coun-
Although the months themselves are
standardized, the system of dating var-
Special Calendar Days cil between nobles and people; a day for
the making and renewing of pacts,
ies from place to place. Usually, years Midwinter is known officially as the
oaths, and agreements; tournaments,
are numbered from an event of great High Festival of Winter. It is a feast
tests and trials for those wishing to
political or religious significance; each where, traditionally, the lords of the
advance in battle fame or clerical stand-
nation or region has cultures with land plan the year ahead, make and
ing; for entertainment of all types, par-
unique histories, and thus different renew alliances, and send gifts of good-
ticularly theatrical; and for dueling.
reckonings. The system in naming the will. To the commonfolk, this is
Wars, by the way, are often but not
months is named for its inventor, the Deadwinter Day, the midpoint of the
always fought after the harvest is done,
long-dead wizard Harptos of Kaalinth, worst of the cold.
continuing as late as the weather per-
and is in use throughout the North. Greengrass is the official beginning of
mits. The bulk of the fighting takes
spring, a day of relaxation. Flowers that
place in the month of Uktar, and the
The Calendar Of Harptos have been carefully grown in inner
ironic practicality of the Feast of the
rooms of the keeps and temples during
The name of each month in the Calen- Moon is readily apparent.
the winter are blessed and cast out
dar of Harptos is listed below, from the Years (“winters”) are referred to by
upon the snow, to bring rich growth in
beginning of a calendar year to the end. names, each one consistent across the
the season ahead.
Each month’s name is followed by a col- Realms, because each kingdom or city-
Midsummer, called Midsummer Night
loquial description of that month, plus state numbers years differently, usually
or the Long Night, is a time of feasting
the corresponding month of the Grego- to measure the reign of a dynasty or the
and music and love. In a ceremony per-
rian calendar in parentheses. current monarch, or since the founding
formed in some lands, unwed maidens
Special days are listed when they of the country. The current year is 1332
are set free in the woods and “hunted”
occur between months and appear in in Cormyr, and 1357 in the Dales
by their would-be suitors throughout
italic type. Each special day is described (Dalereckoning, or DR). The Cormyr
the night. Betrothals are traditionally
in a paragraph following the calendar Reckoning derives from the foundation
made upon this night. It is very rare
itself. of House Obarskyr, the dynasty which
indeed for the weather to be bad dur-
still rules that land. Dalereckoning is
ing the night—such is considered a very
1. Hammer; Deepwinter. January taken from the year that men were first
bad omen, usually thought to foretell
permitted by the Elven Court to settle
Special Day: Midwinter famine or plague.
in the more open regions of the forests.
Higharvestide heralds the coming of
2. Alturiak; The Claw of Winter, or The Dates given within this tome are in
fall and the harvest. It is a feast that
Claws of the Cold. February Dalereckoning for the sake of conven-

6
ience, though other regions will have event. (There are a large number of depending on where they were raised,
their own methods of reckoning the “trollkillers” in the Realms, more a and change back and forth several
passage of the years. credit to the numbers of the monsters times.
Names for the years are known as the rather than the prowess of their slay- Dwarves. Dwarves have a very
Roll of Years, as they are drawn from ers.) In the course of a lifetime, an aver- strong sense of their past and the
predictions written down under that age human can take and discard several heroes in their families. They carry
title by the famous Lost Sage, Augathra surnames, keeping his “given” name only a first name, followed by the quali-
the Mad, with a few additions by the throughout. fier of heritage. The lowest dwarves
seer Alaundo (for further information Human Nobles and Gentry. These attach themselves to their state, such as
on Alaundo see entry under Candle- individuals tend to retain the “family “Mongor of the Iron House.” Dwarves
keep). The Roll is a long one; here is the name,” a name usually derived from the with a hero or dwarf of renown in their
relevant portion of it. individual who established the family’s heritage may use the appellation “son
fame, position, or prowess. Such names of” or “grandson of” such as “Thelarn,
YEAR OF THE DRAGON (1352 DR)
are retained even after the nobility has son of Mongoth.” Beyond two genera-
YEAR OF THE ARCH (1353 DR)
fallen from grace or power. For exam- tions, the phrase “blood of” is used, but
YEAR OF THE BOW (1354 DR)
ple, the Wyvernspurs of Cormyr, while only for the greatest dwarven leaders,
YEAR OF THE HARP (1355 DR)
still well off, are significantly less pow- as in “Nor, blood of Ghellin, king-in-exile
YEAR OF THE WORM (1356 DR)
erful than the days when they were of the Iron House.”
YEAR OF THE PRINCE (1357 DR—
advisors to the king. Again, special Gnomes. These quiet people use both
year just ending).
names for events or appearances are given and surnames, and maintain long-
YEAR OF THE SHADOWS (1358 DR)
common. standing family ties, such that a third
YEAR OF THE SERPENT (1359 DR)
Human Magic-users. Magic-users name, for location, may be necessary.
YEAR OF THE TURRENT (1360 DR)
tend to eschew long titles and names, For example, outside of his home land,
YEAR OF THE MAIDENS (1361 DR)
and the general feeling is that a mage’s Wysdor Sandminer may have to be
YEAR OF THE HELM (1362 DR)
fame should precede him, such that a known as “Wysdor Sandminer, of the
YEAR OF THE WYVERN (1363 DR)
single mention of the name is sufficient, Sandminers of Arabel,” to avoid con-
YEAR OF THE WAVE (1364 DR)
and no one would doubt the speaker stant discussions with other gnomes
YEAR OF THE SWORD (1365 DR)
was refering to anyone else but the gen- that may or may not be close relations.
YEAR OF THE STAFF (1366 DR)
uine article. For example, there may Halfings. Halflings are similar to the
YEAR OF THE SHIELD (1367 DR)
well be an Elminster the Barber, or gnomes in the fact that they both given
YEAR OF THE BANNER (1368 DR)
Elminster of Waterdeep, but the refer- and surnames, but both those names
ence of “Elminster” (or even the more may change over time, and be over-
NAMES IN THE REALMS modest “Elminster the Sage”) refers to lapped with nicknames for adventures,
The system of naming is wide and var- the advisor without peer who resides in physical abilities, and pet or diminutive
ied in the realms, with many local cus- Shadowdale. names, and in addition, may be lost
toms common. Player characters may Human Clerics. Identifications of the behind a maze of pseudonyms and false
carry one- or two-part names, nick- faiths of the realms are usually included backgrounds. For example, the halfling
names, titles, or pseudonyms in their in a name, supplanting any family or Corkitron Allinamuck chose both first
career. General guidelines on naming noble names. Amaster, Cleric of and last names (his parents were
are as follows. Tymora can be referred to as “Amaster named Burrows), and goes by the dimi-
Common Humanity. The greater bulk of Tymora” without incident. In higher nuitive “Gorky” and the nickname “High
of humanity takes a single name, such church circles, involving leaders of par- Roll.” The last comes from his penchant
as “Doust” or “Mourngrym,” with a sec- ticular temples or faiths, the full title is for dicing for treasure, saying “High
ondary name added if there is confu- important, such as “Asgaorth of Tem- Roll gets it!” If the others agree to such a
sion, either from profession (“Doust the pus, Patriarch of Baldur’s Gate.” deal, the halfling feels no qualm,
Fighter”), location (“Doust of Shadow- Elves. “The People” have family regardless of the dice, taking his “right-
dale”), or lineage (the latter in particular names, which they tend to translate ful property” from the others. (After all,
if some legendary figure was in the back into common as nicknames, so they did agree that “High Roll” would
family line, such as “Doust, Grandson of that there will be families of get it.)
Miniber the Sage”). In addition, an name “Strongbows” or “Starglows” in the Other Races. Most of the other races
may be added for a physical condition, world. Such family names are impor- make do with a single name, and fur-
such as “Blackmane” or “Firehair,” of for tant in that elvish siblings can be hun- ther clarification as need be (a centaur
some legendary or extraordinary dreds of years apart in age. Half-elves named Aldophus may be called
take Elvish or Human naming fashions, Aldophus the Roan, for example). Orcs

7
and goblins tend to use proper names Thieves, druids, and illusionists also rune-symbols that are universally rec-
only when they need to, the rest of time have their own special languages, in ognized. They are as follows.
using a native word that translates as addition to “the High Tongue” in which
“Hey You!” in everyday speech (a true runes of power (i.e. “magic,” as magic “MODERN COMMON”
speaker of the orcish tongue can put a users know it) are set down. Almost all
The written common tongue, which is
great deal of venom behind the word, intelligent creatures you might
presented in these writing as English, is
such that fights can start in bars at its encounter can understand and speak
a descendent of Thorass, the original
mention). “common” (the trade-tongue of men,
trade-language. Literacy in this tongue
spoken with little variance all across the
is rare (and taken as a separate lan-
LANGUAGES OF THE known Realms), although they may pre-
guage), as most individuals use runes
tend not to.
REALMS From region to region of the Realms
for conveying information.

Most people north and east of the Sea of Common may have different accents
RUATHLEK
Fallen Stars are literate, at least to some and slightly different vocabularies,
degree. This is not the case, travelers influenced by other local human and The “secret language” or magical script
and tutors have intimated, throughout nonhuman tongues. While a native of of illusionists is rarely found in the
the Realms. Westgate, southern Sem- Thay will be able to communicate with Realms. Illusionists themselves are fair-
bia, and perhaps Hillsfar are the pre- a denizen of Baldur’s Gate, each will be ly rare in the North—but Waterdeep is
dominantly literate areas in the vicinity, aware of the other’s ridiculous accent. known to hold at least one library of
and Waterdeep on the Sword Coast; In a similar fashion, non-human books in that dweomer-guarded
elsewhere “trust to your tongue,” as tongues each belong to the same lin- tongue. It has been surmised that this
wayfarers say. guistic tree, so that elves native to written “secret language” of the illu-
Note that every alignment has its own Evereska, Evermeet, and the Elven sionists is derived from the use of magi-
special tongue, understandable usually Court may understand each other (bar- cal runes.
only to those of like alignment. Such ring again local dialects and accent). To
tongues are very basic, able to commu- humans, an “elvish common” is THORASS (Auld Common)
nicate acceptance or disagreement, referred to simply as elvish, and the Thorass, or the written trade-tongue
emotions, and favored concepts or “dwarvish common” as dwarvish. and universal language of the long-ago
beliefs (for example, “lawful” beings Realms (often found in tombs, under-
could discuss “justice” and its adminis- Written languages ground ways and habitations, and
tration). Alignment tongues are not Written tongues are much rarer than even—still in current use—in certain
used with strangers, and so are viewed spoken languages, for most races have southern areas of the Realms) is the
as offensive (in the least) and hostile (at no use for them beyond the standard ancestor of the Common Tongue. Trou-
worst). bled times across North (when the

8
Inner Sea lands were very sparsely set- (clans or tribes) or races. If any runes A few local greetings and farewells
tled) caused a period of little literacy are painted, names of beings and places are given hereafter, for use by the trav-
among young people, and the use of are commonly picked out in red, while eler.
runes or symbols (detailed later) the rest of the text is colored black or
Well met —The most often used greet-
replace Thorass for a time. left as unadorned grooves. ing, particularly between strangers of a
An inscription in Thorass will trans- Runestones are commonly read from different race or those of whom one is
late directly into Common, albeit usu- the outer edge toward the center; the unsure.
ally a stilted and archaic form of writing forms a spiral which encloses a
phrasing and vocabulary. central picture. Well again —Between business associ-
ates or acquaintances, (i.e. we’ve greet-
ed before—hence the “again’‘—and you
ESPRUAR CURRENCY IN THE look well) is usually used; if one is
Espruar (Es-prue-AR) is the Silver Elven REALMS annoyed, curt, or sarcastic, one usually
alphabet, in which most elves of the just says, “Again” (i.e. “we meet again”
Realms render messages, either in Com- Barter and coinage of all sorts are com-
mon in the Realms. The following sys- or “you again!“)
mon or their native language.
tem is that of the nation of Cormyr, and Olore’ (Oh—LOR-ay—“Well met”/“Good
DETHEK RUNES is typical of the other organized day”), as travelers in the Inner Sea lands
nations. say; “Olore’ to you, my friends.”
Dwarves seldom write on that which can The favored manner of currency in
perish. Rarely, they stamp or inscribe Until swords part— Warriors’ farewell
Cormyr is the royal coinage of the
runes on metal sheets and bind those throughout the Realms.
Court, stamped with a dragon on one
together to make books, but stone is the side, and a treasury date mark on the Until next, may your sword be ever
usual medium: stone walls in caverns, other (the penalty for counterfeiting in wet, and your bottom dry —the pirates
stone buildings, pillars or standing Cormyr, and most other similar nations, of the Inner Sea.
stones—even cairns. Most often, they is death). There is no paper currency
write on tablets—which are called runes- Alavairthae! (Al-ah-VARE-thay—“May
save for I.O.U.s which are known as
tones in the Common Tongue. your skill prevail”)—the Red Wizards of
“blood-notes,” as they must be signed in
A typical runestone is flat and Thay, in giving their farewells.
blood by both (or all, if more than two)
diamond-shaped, about an inch thick, parties involved, and taken to the local Amarast! (Ah-mah-RAST—Fare well
and of some very hard rock. The face of Lord for the affixing of the royal seal. until next we meet!)—the sailors of the
the stone is inscribed with Dethek Coinage throughout the realms is cus- South.
runes in a ring or spiral around the tomarily valued as follows: Sweet water and light laughter until
edge, and at the center would bear a
picture. Some runestones have pictures next —the People (Elves).
200 cp = 200 copper pieces
in relief, and are used as seals or can be = 20 silver pieces Aluve (Ah-LOO-veh—I/we leave you)—
pressed into wet mud to serve as tem- = 2 electrum pieces the Drow.
porary trail markers underground. = 1 gold piece Axe high, friend. I go. —Dwarvish fare-
To a dwarf, all runestones bear some = 1/5 platinum piece well.
sort of message. Most are covered with
runic script, the most well-known of In Cormyr, coinage terminology is as Forges warm, friend. —Gnomish fare-
which is “Dethek” which translates follows: well.
directly into Common. The runes of this cp = copper pieces Good morning, and good day after that!
script are simple and made up of = copper “thumbs” Don’t let anything curl your hair! (to
straight lines, for ease in cutting them sp = silver pieces which is sometimes added—) ’Ware that
into stone. No punctuation can be = silver falcons Big Folk, and mind the goblins too!, as
shown in Dethek, but sentences are ep = electrum pieces the Halflings speak to each other— to
usually separated by cross-lines of = “blue eyes” others, they usually say, ’Gods smile!
script; words are separated by spaces; gp = gold pieces (upon you) /(for others rarely have the
and capital letters have a line drawn = golden lions patience for the longer form).
above them. Numbers which are pp = platinum pieces
enclosed in boxes (within the frames) = tricrown Braeunk vhos trolkh! (If you die while
are dates, day preceding year by con- I’m gone, do it quietly)—Hobgoblin,
vention. There are collective symbols with the unspoken addendum “because
or characters for identifying peoples I wouldn’t want to miss the fun.”

9
Local city states often mint their own It might be wise to learn the religions ful old man, unbent by age, wielding a
copper, silver, and gold pieces, though and/or alignments of any persons you staff. Azuth is venerated as the most
the electrum and platinum pieces are must trust, do business with, or adven- powerful of mages, and has the powers
rarer, usually used only by the more ture with, but take care; it is often an of a 30th level magic-user and a 20th
powerful states such as Cormyr, Water- affront of the highest order to ask such level cleric. In addition, Azuth may be
deep, and Amn mint these types. information openly. Some people have able to discern the abilities of those
Smaller states, such as the fractured been known to attack individuals weapons he is confronted with, and on
regions of Damara, use coinage bor- inquiring as to their faith. touch may negate the effects of an item
rowed from other nations and looted The main deities and demigods of the as a rod of cancellation.
from ancient sources. Realms are listed hereafter, including
Finally, Merchants throughout the notes on less-major powers, Elemental BANE (BAIN)
Realms make use of “trade-bars,” either Lords, Cults of the Beast, and non- Lord Bane, The Black Lord
of silver or (for the more profitable car- human deities. God of Strife, Hatred, Tyranny LE
avans and costers) electrum. These Greater Power Acheron
trade-bars are ingots of the particular The deities & demigods of Symbol: A black hand, open, with
metal in 10, 25, and 50 gold piece the Forgotten Realms: thumb and fingers aligned together
denominations, and marked with the Human Deities (sometimes on a red field).
trail mark of that particular merchant NOTES: Lord Bane is never seen,
or company. All entries in this section are although there are tales of a freezing
arranged in the following format. black-taloned hand and eyes of blazing
RELIGION IN THE fire. This being has both a powerful
NAME (pronunciation) church in the Realms, and in addition
REALMS nickname or title(s) has the support of the mages of Zhentil
Portfolio Alignment Keep (q.v.).
The “gods” of the Realms, also called
Power Home Plane
Powers, are important beings; they
Symbol BESHABA (Beh-SHAH-ba)
grant magical spells to their worship-
NOTES:
pers, involve themselves in earthly deal- Maid of Misfortune, Black Bess, Lady
ings, and grow or diminish in personal Doom
AURIL (AWE-rill) Goddess of Mischief, Misfortune, Ill
power in relation to the number of
mortal worshippers they possess. Cler- Frostmaiden Luck, Accidents (Treachery,
Goddess of Cold NE Betrayal) CE
ics in the service of a god will advance
Demipower Pandemonium Lesser Power Abyss
only if they please the god, by remain-
Symbol: A white snowflake painted Symbol: Black antlers on a red field
ing faithful to the god’s rules and aims,
and acting as the god wishes. on a grey diamond, long axis vertical. NOTES: The Maid of Misfortune
There are many deities in the Realms, NOTES: This demipower is portrayed appears as a beautiful white-haired
as a beautiful blue-skinned maiden face, laughing hysterically. Ill fortune
even among humans, and this plethora
garbed in a mantle of white. Auril is falls on those who behold her. Often,
of divine beings, and the wide variance
of “portfolios” which they represent or connected to Talos. Her personal surefire plans go awry, stout weapons
powers include double-strength cold or walls suddenly give way, and freak
epitomize, has led to general tolerance
spells such as ice storm, and Otiluke’s accidents occur to man and beast
of the beliefs and worship of others in
the Realms. This extends to all who do f r e e z i n g s p h e r e , and an icy breath where Beshaba has been.
(effect of cone of cold) that kills plants
not break laws among the general pop-
on contact (saving throw if applicable),
ulace, the Court, and the soldiers of the BHAAL (Beh-HAHL)
and has the effect of a successful cry-
King. Human sacrifice is considered Lord of Murder
stalbrittle spell on all metal it touches.
murder in lawful realms, and use of God of Death LE
another’s goods as offerings is both Lesser Power Gehenna
theft and wanton destruction. AZUTH (AH-Zooth) Symbol: A circle of red blood-tears,
Individuals, particularly clerics, may High One falling counterclockwise, about a
not be all tolerant of the beliefs of oth- Patron of Magic Users LN white skull.
ers. It is considered impolite to inquire Demipower Arcadia NOTES: Bhaal strikes unerringly, his
too deeply into the details of worship of Symbol: A Human Hand, forefinger dagger causing the area wounded to
a god one does not worship or is not pointing upward, outlined in a nim- wither He rarely appears to worship-
likely to worship. bus of blue fire. pers or others, but is depicted by
NOTES: Azuth is portrayed as a power-

10
priests as a bloody, mutilated corpse powers all enchantment/charm type ILMATER (Ihl-MAY-ter)
with a feral face and silent movements. spells, including sympathy, empathy, God of Endurance, Suffering,
It is said that every murder done sleep, and silence 15’ radius. Allied with Martyrdom, Perseverance LG
strengthens Bhaal. While Myrkul recog- and servant to Silvanus, Eldath is the Lesser Power Twin Paradises
nized as lord of the dead, Bhaal is lord supreme pacifist. She guards all druids’ Symbol: the Bloodstained Rack or
of death itself, the act of killing. groves and when she is present in any crossed hands bound at the wrist.
grove, that place becomes a sanctuary NOTES: This god appears as a broken
CHAUNTEA (Chawn-TEE-ah) where no blows land and no one feels man, his hands smashed but still useful.
Great Mother angry. The elven war-hero Telva is said Ilmater is willing sufferer, the one who
Goddess of Agriculture NG to have camped in such a grove and takes the place of another. He has the
Greater Power Elysium never taken up arms again afterward. power to manifest himself in creatures
Symbol: A budding flower encircled Eldath appears as a beautiful woman being tortured, relieving their pain, but
by the sun, or a sheaf of golden dressed in translucent greens. only if such creatures are of good align-
wheat. ment and have not done anything to
NOTES: The Great Mother is the patron GOND (Gond) deserve such treatment.
of the farmers and gardeners, and her Wonderbringer
hand is on every place where men seek God of Blacksmiths, Artificers, crafts LATHANDER (Lah-THAN-der)
to grow. Chauntea is not a goddess and construction N Morninglord
given to spectacle or pagent, but rather Lesser Power Concordant Opposition God of Spring, Dawn, Conception
to small acts of devotion, and her tem- Symbol: A toothed wheel of brass, Vitality, Eternal Youth, Renewal,
ples are often small caverns and modest bronze, iron, or bone. Self-Perfection, Beginnings NG
chambers filled with greenery. Chaun- NOTES: Gond appears as a burly red- Greater Power Elysium
tea is always at war with Auril and hued smith with a mighty hammer, and Symbol: A wooden disk of rosy pink
Talos. The Earth Mother of Moonshae has at his disposal a forge and anvil with hue.
may be a guise or aspect of Chauntea. which he may hammer out the stuff of NOTES: Lathander Lord of Morning is
stars. Those who venerate him are pri- commander of creativity. Offerings are
DENEIR (Deh-NEER) marily tinkers, alchemists, and build- made to him by those who worship other
Lord of All Glyphs & Images ers, but the island of Lantan (q.v.) powers upon the occasion of beginning a
God of Literature, Art NG considers worship of Gond the state new venture or forming an alliance or
Demi-Power Beastlands religion, and nowhere else is the mania company. Lathander’s presentation is
Symbol: A single lit candle, often with for invention (or the success of such either as a rosy radiance or mist, or, in
a eye beneath. inventions) so strong. earlier renditions, of a golden-skinned
NOTES: Deneir is allied with Oghma, male youth of great beauty. Its priests
and is popularly depicted as an old, HELM (Hehlm) where robes of pink or scarlet, the higher
balding sage with flaming white beard. He of the Unsleeping Eyes ranks having them trimmed with ornate
His priests tend to be scholarly in nat- God of Guardians LN ribbons of gold.
ure, and ascribe most of the magical Lesser God Nirvana
tomes or hooks (Tome of Understand- Symbol: An open, staring eye, often LEIRA (LAIR-ah)
ing, Manual of Clear Thought, etc.) to painted on a metal gauntlet. Lady of the Mists
him. NOTES: Helm is always vigilant, and Goddess of Deception, Illusion CN
watchful. He is never surprised, and Demipower Limbo
ELDATH (EL-dath) anticipates most events by intelligence Symbol: A triangular plaque, point
The Quiet One, Goddess of Singing and observation. He can never be borne downward, painted in cloudy, swirl-
Water off his feet, rarely can he be tricked, and ing greys.
Goddess of Waterfalls, Springs, he will never betray or neglect that NOTES: Leira is demigoddess of decep-
Streams, Pools, Stillness, Peace, which he guards. In short, he is the ideal tion and illusion, both natural and magi-
Quiet Places, Guardian of of guardians, and is worshipped so that cal. Leira’s true appearance is
Druid-Groves N some of his qualities will come to, or be unknown; her priests worship at
Demipower Prime Material Plane borne out in, the worshipper. Temples of horned altars whose upswept arms
Symbol: A waterfall plunging into a Gond tend to be located where some evil frame nothing but air. Leira can be any-
still pool, or a circular disc of sky- or potential danger is afoot, such as in thing, anywhere, that is not what it
blue, fringed with green ferns. Hluthvar, at the foot of Darkhold. seems. Few worship Leira outside the
NOTES: Eldath has reputed among her ranks of illusionists, since few other

11
types of characters see profit in misun- be a black beast, covered with wet drip-
derstanding and deception though ping blood, and having the fangs and
many pay her homage to ward her off clawed forelimbs of a great cat.
or placate her before important deci- Hunters (both for game and in sport)
sions and judgments are made. She is make offerings to him before setting
seen a neutral rather than evil because forth in the chase, and he is said to mani-
she represents the caprices of nature fest himself in berserkers, enraged
and not deliberate deceit (that is the beasts, and in that type of frenzied
province of Mask). human killer that men deem “mad.”
Bhaal is overlord to those who view kill-
LLIIRA (LEER-ah) ing as an art to be coldly perfected;
Our Lady of Joy Malar is the patron of those who exult
Goddess of Joy, Carefree Feeling, in it endlessly, sensually; and is prefer-
Contentment, Release, red by adventurers over professional
Hospitality, Happiness, Dance, warriors.
Patron of Festivals CG
Demipower Arvandor MASK (MAHSK)
Symbol: Three stars of six points Lord of Shadows
each, colored orange, yellow, and God of Thieves, Intrigue NE
red. Lesser Power Hades
NOTES: This goddess is allied to Milil Symbol: A black velvet mask
and Sune, and is invoked an offered to NOTES: Mask is the lord of shadows
at all joyous occasions. She is usually and those actions which take place in
depicted as a young, dancing, sensuous those shadows; he is the patron of the
lady, laughing and carefree. She cannot thief and cutpurse, the sneak, the spy,
abide violence and ill feeling, and an and the alleyway mugger. He appears as
unsheathed sword (save for in solemn a handsome youth dressed in colorful
ceremony) any place is said to be jerkin and breeches, wearing a grey
enough to drive her, or her favor away. cloak. The cloak allows Mask to fly,
become invisible, and when the hood is
LOVIATAR (Low-vee-A-tar) placed up, appear as any other being in
Maiden of Pain an impervious illusion. The worship-
Goddess of Pain, Hurt, Patron of pers of Mask tend to hold their services
Torturers LE in dimly lit vaults, and the worshippers
Demipower Gehenna and priests all wear heavy garb and
Symbol: A black whip of nine strands masks.
with barbed tips.
NOTES: Loviatar is the being of the Finn- MIELIKKI (My-LEE-kee)
ish Pantheon in Legends & Lore, and she Lady of the Forest
appears in these realms as a pale maiden Goddess of Forests, Dryads, Patron
dressed in white pleated armor, and her of Rangers NG
dagger of ice is represented here as a slen- Lesser Power Prime Material
der wand. Her abilities and attitudes are as Symbol: The unicorn (or the white
for the Finnish goddess of hurt. star on a green leaf)
NOTES: Mielikki is allied with Silvanus,
MALAR (MAY-larr) and is the Finnish Power described in
The Beastlord, The Stalker the Legends & Lore book. In the
God of Wild, Marauding Beasts, Realms, she appears as a young maiden
Bloodlust, and Hunting CE with leaves and moss of hair, garbed in
Demipower Tarterus green and yellow. Her powers are as
Symbol: A taloned, bestial claw described in the above-mentioned text,
NOTES: Malar is related to Silvanus and
the other “nature” gods, and is said to

12
MILIL (Meh-LILL) may use all spells at maximum level,
God of Poetry, Eloquence, and one defensive spell per round and one
Song NG offensive spell per round (only one spell
Demipower Beastlands total per round if the spell used is wish,
Symbol: A silver harp time stop, gate, or alter reality). Mystra
NOTES: Milil, allied to Oghma and Sune, is constantly shape changing as far as
is held in special esteem by bards. He is an observer on any Prime Material
seen as a young, charismatic man or elf plane is concerned. She is said to have
with beautiful features and voice, but is given the first teachings that unlocked
usually manifested as a haunting music the forces termed “magic” to the races
(particularly in clearings in the depths of the Prime Material plane (and, some
of a wood), or a radiance about some say, has forever after regretted the
human bard or raconteur in the throes deed.) Mystra was made lawful neutral
of inspiration. He has been known to on the premise that magic is inherently
provide sudden inspiration to his fol- neutral and exhibits internal order and
lowers, often in the form of a handy laws. Many mages believe that Mystra
means of escape or treasure buried in determines success in the creation of
the area. new spells, potions, and magical items.

MYRKUL (MERR-kool) OGHMA (OGG-mah)


Lord of Bones, Old Lord Skull The Binder
God of the Dead, Wasting, Decay, God of Knowledge, Invention,
Corruption, Parasites, Old Age, Patron of Bards N
Dusk, Fall, Exhaustion NE Greater Power Concordant
Greater Power Hades Opposition
Symbol: A skull or skeletal hand Symbol: A partially unrolled scroll
NOTES: This god usually appears as a NOTES: Oghma of the Forgotten
cloaked, animated corpse—skeletal at Realms is the same beings as the Oghma
its head, becoming fleshed toward its of the Celtic mythos in L&L, save for
feet, which are gangrenous and rotting. the lack in the Forgotten Realms of
Myrkul is said to have a cold, malignant “true names” other than those provided
intelligence and to speak in a high whis- for in the spell of the same name.
per His supernatural servants are Oghma appears in the realms as an old
known as “Deaths” (such as that which burly man with a black beard streaked
appears as part of the deck of many with white, and carries a yarting of
things, DMG, p.143). He can animate white snowwood on a thong across his
and command the dead, but has no back.
power over undead above the level of
zombies and skeletons. Myrkul lives in SELUNE (Seh-LOON-eh)
the Castle of Bones, located in a moon- Our Lady of Silver
less Land of Always Night (Hades). Goddess of the Moon, Stars,
Navigation CG
MYSTRA (MISS-trah) Lesser Power Gladsheim
The Lady of Mysteries Symbol: Circle of seven stars around
Goddess of Magic LN two feminine eyes.
Greater Power Nirvana NOTES: Revered by female
Symbol: A blue-white star spell-casters, (and worshipped by few)
NOTES: The goddess of magic is a mani- and by all who navigate or must work
festation of the Cosmic Balance. which at night Selune is continually either
appears to right great inequalities or growing to full glory or dying. Selune
going-awry in the magical balance of is linked to Mystra; children born
things. She appears as a source of light under a full moon often exhibit
akin to a prismatic will-o’-the-wisp, and magical ability. Lycanthropes who

1 3
enjoy their condition (rare though they SILVANUS (Sihl-VANN-us)
may be) usually come to worship Oak-Father
Selune, for she governs their powers. God of Nature, Patron of Druids N
Selune has been said to aid devouut Greater Power Concordant
worshippers of her Mystery of the Opposition
Night by sending aid to those lost by Symbol: An oak leaf or wooden staff
trails of “moondust” (small motes of NOTES: Silvanus is as described in Leg-
light similar to dancing lights or will-o’- ends & Lore under the Celtic Mythos.
the-wisps,) which produce moonlight Silvanus appears as a long-limbed man
where none would otherwise be. The in his suit of leaf-armor, wielding a
“night-stalk,” or solitary moonlit walk, is great wooden mallet. His priests num-
the occasion and ritual of worship to, ber both clerics and druids, dependent
and communion with, Selune. Clerics of on the location in the Realms.
Selune seek and prize “drops fallen
from the moon,” the offerings of the SUNE (SUE-nee)
goddess, for with this precious sub- Firehair
stance they can make many potions and Goddess of Love, Beauty, Charisma,
unguents. These are considered to Passion W
come from the “tears of Selune,” the Greater Goddess Arvandor
shards that follow the Realm’s major Symbol: A beautiful fire-haired maid-
satellite in its path. Whether the moon en
is named for the goddess or vice-versa NOTES: Sune is the fairest of the gods,
is unknown. Selune appears as a dusky- the most radiant of creatures, and is
hued maiden with wide, radiant eyes rendered as the beautiful woman in all
and a long-tressed mane of white. the Known Worlds, a stunning redhead
of incredible charms. She dwells in
SHAR (Shahr) Arvandor and shares with the Elven
Mistress of the Night, the Lady of Loss goddess Hanali Celanil the waters of the
Goddess of Darkness, Night, Loss, Evergold, Sune Firehair will, to those
Forgetfulness NE who merit her praise, provide a
Greater Power Hades charisma-raising draught to faithful fol-
Symbol: Circle of black with a border lowers. Sune’s followers tend to be
of deep purple. enamored of physical beauty and rath-
NOTES: This goddess is said to be dark- er vain, but their temples, in particular
ly beautiful. She is often worshipped by the large complexes such as found in
those made bitter by loss of a loved one, Waterdeep, are among the most splen-
for in her dark embrace all forget, and did in the Realms.
although they forever feel loss, they
become used to such pain until they TALONA (Tah-LOW-nah)
consider it the usual and natural state Lady of Poison, Mistress of Disease
of existence. Shar battles continually Goddess of Disease, Poisoning CE
with Selune, slaying her often (i.e. eve- Demipower Tarterus
ry new moon), and is worshipped (or Symbol: Three teardrops in a trian-
paid lip service by) all surface-dwelling gle, apex upwards.
beings who dislike light. Those who NOTES: Talona appears as a blackened
make or take disguises worship Leira, and weathered crone with a scarred
but those who seek only to hide or bury face. In ancient texts in the Realms her
someything pay homage to Shar. Shar name is Kiputytto, and it is likely that
appears as a raven-haired beauty the Finnish deity and this native of the
dressed in black. Forgotten Realms are one in the same.

14
TALOS (TAH-los) tered armor, but in larger temple com-
The Destroyer; The Raging One plexes wear skull caps made of steel.
God of Storms, Destruction CE
Greater Power Pandemonium TORM (torm)
Symbol: Three lightning bolts radiat- Torm The True, The Foolish, or The
ing outward. Brave
NOTES: Talos is a most fickle and venge- God of Duty, Loyalty, Obedience,
ful god, like the forces that he is Those who face danger to
entrusted with beneath his pantheon. further the cause of good LG
He is rendered as a broad-shouldered, Demigod Prime Material
bearded young man with a single good Symbol: A metal gauntlet
eye, carrying a bundle across his back. NOTES: Torm is the god of those who
In this bundle Talos carries staves made have served most faithfully, and sought
of the first iron forged in the Realms, of to protect others. Torm was the most
the first silver smelted, of the first tree faithful of warriors, renowned for
planted and grown by man, and others. obeying all the commands of his king
With these staves he raises the winds, regardless of personal danger. He
cleaves the earth, rends the sky, and remains a great fighter, serving as the
wrecks his havoc. His followers are as war-arm of Tyr. Many cavaliers, pala-
vulnerable as any others in his path, but dins, and other groups dedicated to a
they hope that by their supplication, his code of arms or protection cite Torm.
fury may pass over them and strike
someone else, in particular followers of TYMORA (Tie-MORE-ah)
Chauntea. In the southern lands, Talos Lady Luck
is known as Bhaelros, and his symbol is Goddess of Good Fortune, Luck,
a white bolt erupting on a field of crim- Victory, Skill, Patron of
son. Adventurers and Warriors CG
Lesser Power Arvandor
TEMPUS (TEM-pos) Symbol: Featureless disk of silver
The Lord of Battles, Foehammer NOTES: Lady Luck is fickle, and not
God of War CN great in power; she helps those who
Greater Power Limbo help themselves. She appears as a short-
Symbol: Blazing sword on blood-red haired, boyish woman with a crafty
field. look, and areas with large halfling pop-
NOTES: The Lord of Battles is vener- ulations, as a halfling. Tymora may best
ated by all alignments and all causes in an opponent in any single contest per
conflict. He appears as a 12-foot-tall day, and in addition will always make
human giant in battered and bloodied her saving throw. Her clerics often
armor, his face hidden by a massive war wear her symbol (the silver disk), and
helm. His shoulders and legs are bare often find her favor bestowed upon
and crossed with wounds, and he is them in times of great need. Skill and
always bleeding, though never tiring. innovation are rewarded by her with
Tempus is called upon before the eve- good luck, wherefore many adventur-
ning of battle, to enhance the skills of ers pay her homage.
one side and curse another. Tempus has
been known to manifest to one side or TYR (teer)
the other in battle to indicate his favor. Grimjaws, the Even-Handed
Most often he is seen standing with one God of Justice LG
foot on a white mare, Veiros, and the Greater God Seven Heavens
other on a black stallion, Deiros. If seen Symbol: Set of balanced scales, rest-
riding the mare, favor in battle is indi- ing on the head of a war hammer.
cated, while riding the stallion foretells NOTES: Tyr’s is a new faith, appearing
defeat. The priests of Tempus wear bat- in the Forgotten Realms within the past

15
thousand years. His title as the “even- woman with a pair of large golden lions uncaring being.
handed” refers to his position as a god at her feet.
of justice, and is a grim joke considering The Beast Cults
that the appearances of Tyr show him Elemental Lords Similar to and more varied than the
as missing his right hand. Tyr is likely
The symbols of the elemental lords are sects of the Elemental Lords, the Beast
the being of the same name found in the
usually some manifestation of their ele- Cults are wild faiths, attracting the wor-
Norse Mythos. Though no other
ment, but vary from faith to faith. ship of savages, nomads, evil human-
Powers of that realm are present, and
oids, and those removed from the
Tyr is portrayed as a god of justice only
GRUMBAR (GRUUM-bar) normal circles of the world. They are as
and not war.
Gnarly One, King of the Land Below the varied as the beasts of the fields, and
Roots, Boss of the Earth Elementals vary in alignment from Nobanion, the
UMBERLEE (Um-ber-LEE)
God of Elemental Earth N good and lawful lion-god of the
The Bitch Queen
Lesser Power Plane of Earth Guthmere Woods, to evil cults of Lolth
Goddess of Oceans, Waves and
among the dark elves and the Dragon
Winds at Sea, Currents CE
KOSSUTH (Koh-SOOTH) Cult among those evil mages beyond
Lesser Power Abyss
The Lord of Flames, The Firelord, Thar.
Symbol: A forked, blue-green wave,
curling in breakers to both left and Tyrant among Fire Elementals
right, painted on a black background God of Elemental Fire N Major Non-Human Gods
streaked with white. Lesser Power Plane of Fire
Men are not the only creatures with
NOTES: This goddess contests the fate gods; the elves, dwarves, gnomes, half-
of ships at sea eternally with Selune, AKADI (Ah-KAHD-dee) lings, orcs, and other creatures vener-
causing the wicked currents that The Lady of Air, Lady of the Winds, ate their own Powers greater and
imperil shipping on the Sword Coasts. Queen of Air Elementals lesser. The Gods of the elves, dwarves,
Umberlee commands the wind over the Goddess of Elemental Air N gnomes, halflings, and orcs are defined
open sea, but prefers to use the waves Lesser Power Plane of Air in Unearthed Arcana, appendix S, and
as her weapons, striking opponents Legends & Lore, under Nonhuman dei-
with 60 feet waves, drowning the ISTISHIA (Iss-TISH-ee-ah) ties. They are summarized below.
unprotected. She is rarely seen, prefer- The Water Lord, God-king of Water Ele-
ring to set currents and winds in mentals DWARVES:
motion for afar, or send forth great God of Elemental Water N Moradin (Soulforger, Ruler of Dwar-
sharks to engulf swimmers to ship- Lesser Power Plane of Water ven Gods)
wrecked sailors. Her title has been Clanggedin (Father of Battle)
bestowed upon her by the pirates, voy- NOTES: The Elemental Lords are Dumathoin (Keeper of Secrets
agers, and traders who have suffered uncaring, inhuman beings from the Under the Mountain)
under her rule, but tends to be used Inner Planes, the most powerful of Abbathor (Master of Greed)
most often when these individuals are their elemental types. Unlike the other Vergadain (God of Wealth and Luck)
on dry land, and then in hushed voices. Great Powers, they care little for Berronar (Mother of Safety, Truth,
humanity or worshippers, and provide and Home)
WAUKEEN (Wau-KEEN) their favors most unwillingly, or only if
Liberty’s Maiden, Merchantsfriend they may benefit themselves. Men ELVES:
Goddess of Trade, Money N often appeal to an elemental power to Corellon Larethian (Ruler of All
Lesser Power Concordant Opposition offset the rage of an evil deity, such as Elves)
Symbol: A woman’s full face or profile beseeching Istishia to placate Umber- Rillifane Rallathil (Chief God of Wild
within a circle of gold. lee. Elves)
NOTES: A relatively recent goddess, no There are a number of different sym- Aerdrie Faenya (Goddess of Air and
older in her worship than that of Tyr, bols of the Faiths of Elemental Lords Weather)
but quite favorite with the merchant- across Faerun, and not all of them agree Erevan Ilesere (God of Mischief and
class and traders, who rever her, if not in symbols, alignment, services, or Change)
in hopes of her kindness, than in hopes organization. The Red Wizards of Thay Solonar Thelandira (God of Archery
they will be elsewhere when be brings are said to venerate Kossuth the Fire and Hunting)
financial ruin upon the unwary. She is Tyrant, but have a number of different Hannali Celanil (Goddess of Roman-
portrayed as a richly garbed blonde sects, each fanatically believing that tic Love and Beauty)
their group is the well-favored of this

16
Labelas Enoreth (God of Longevity) wind, and long white hair. He can Beings from other planes of existence
track infallibly through any condi- often come to the Realms, and may well
HALFLINGS: tions, in or on any terrain. worship other gods, and so small tem-
Yondalla (Provider and Protector) l Sharess, a CG aspect of Shar wor- ples and shrines to such may also be
Sheela Peryroyal (The Wise) shipped in Calimshan, Waterdeep, found in the Realms. There is a small
Arvoreen (The Defender) and by idle rich or decadents all measure of tolerance for them, as the
Cyrrollalee (The Faithful) over the Realms. Sharess is a god- new cult in one generation may be a
Bandobaris (The Master of Stealth) dess of lust, free love, and sensual major faith in the next, as was the case
fulfillment, and is worshipped in of Tyr.
GNOMES: prolonged fests with scented
Garl Glittergold (Leader of the Gods) baths, music, good food, dancing, Alliance among the gods
Baervan Wildwanderer (The Forest and other gratifications. Her sym-
Organized pantheons such as those of
Gnome) bol is a image or representation of
the Greek and Norse cultures do not
Urdlen (The Crawler Below) female lips, carved traditionally
exist in the Forgotten Realms, though
Segojan Earthcaller (God of Earth from amber or ruby, and worn at
there are some natural alliances and
and Nature) wrist and ankle on thin gold
factions among the gods. These factions
Flandal Steelskin (The Forger) chains.
among the human gods are as follows.
l Hoar, the Doombringer, who is the
Mielikki and Eldath serve Silvanus,
ORCS (and some other goblinoids) LN demigod of revenge and retri-
and their priests (if such individuals val-
Gruumsh (He-who-never-sleeps) bution, and is worshipped in the
ue their deity’s favor above mortal feel-
Bahgtru (Son of Gruumsh) Inner Sea lands as Assuran of the
ing an conflicts) work together to
Shargaas (Night Lord) Three Thunders (three deep rolls
further common goals.
Ilneval (Gruumsh’s Lieutenant) of thunder are his sign). An act of
Torm and Ilmater serve Tyr and wor-
Yurtus (The White-Handed) natural justice, such as murderer
shippers and priests do the will of this
Luthic (Cave Mother) being killed accidentally just after
Triad willingly. In certain situations
the murder is committed, (particu-
Torm and Helm will work together.
Other Gods of the Realms larly if the accident, e.g. slipping,
Oghma is served by Gond on one
was initiated by the murderer him
There are many gods worshipped in hand, and by Milil and Deneir on the
or herself), is referred to as “the
the Realms, those listed above being the other. Milil often works directly with
Hand of Hoar.”
most popular. Many are either wor- Lliira.
l Earthmother, called only “the god-
shipped by very few, or in only particu- Talos is served by Auril, Umberlee,
dess” on the Moonshae Isles, who
lar areas, or largely forgotten and not and Malar. All three are known collec-
may or may not be an aspect of
worshipped at all. These additional tively as “The Gods of Fury.”
Chauntea. This lesser power is ven-
gods include the following. Chauntea and Lathander work
erated only on the Moonshae
l Valkur the Mighty (CG), whom together, and often go so in alliance
islands, and her clerics are all
northern sailors invoke to inter- with Silvanus and his allied gods against
druids.
cede against Talos with favorable The Gods of Fury.
l Iyachtu Xvim (EE-yak-too Zeh-VIM)
winds. Lliira and Selune serve Sune Firehair.
is called “the Godson” and the son
l Siamorphe, a Lawful Neutral deity Azuth serves Mystra, and Mystra and
of Bane, and serves as Bane’s
worshipped by a few in Water- Selune have some mysterious connec-
instrument in the Realms, directly
deep, who represents the rightful tion. Mystra often works with Oghma
carrying out his “father’s” will. A
rule of nobility over the bulk of and his gods.
Demi-Power, Iyachtu Xvim has few
mankind provided that nobility Loviatar, Talona, and Malar serve
followers, and appears as a gaunt,
keeps themselves fit for the task Bane through Bhaal, although Loviatar
unclothed man with scaley brown
and responsibilities of rule. and Talona are rivals. Bhaal and Myrkul
skin, wielding a large scimitar.
l Gwaeron Windstrom, the NG demi- have an unbreakable symbiotic alli-
l Moander, a dark and forgotten god
god who serves Mielikki as the ance, as one delivers the dead to the
of the Realms, whose main temple
master of tracking and interpret- other. Shar is allied with Myrkul. All of
was in what is now ruined Yulash,
ing woodland signs, and is wor- these beings are collectively known as
and whose faith died years before
shipped by rangers in the North. “the Dark Gods.”
the erection of the Standing Stone
Windstrom is tall and physically Many of the Powers present in the
and the coming of the Dalesmen.
impressive, with a white beard that Forgotten Realms are from the Celtic
His/Her/Its symbol was an open
constantly whips about in the and Finnish mythos, indicating portals
palm with a mouth set in its center.

17
or gates leading from this plane to their CLASS/
locations in the Outer Planes. The PROFESSION ALIGN. DEITIES
Fighter (Warriors) LE TEMPUS, BANE
Olympian pantheon is unknown, and CE TEMPUS, MALAR, TALOS
the Outer Plane of Olympus is known in NE TEMPUS
the Forgotten Realms by its elvish LN TEMPUS
name, Arvandor. Sune Firehair, how- CN TEMPUS
NG TEMPUS
ever, sounds suspiciously like Athena of CG TEMPUS, TYMORA
the Greeks, and may be the same LG TEMPUS, TYR, TORM
Power. Tyr is of the Norse Pantheon, Paladin/Cavalier LG TYR
yet no other Norse Powers are present Cavalier NG TYR, MILIL
in the Realms, indicating that either this CG TYMORA
Magic-user LE MYSTRA, AZUTH, LOVIATAR, BASE
god of justice has not informed his fel- CE MYSTRA, AZUTH, TALONA, TALOS, BESHABA, UMBERLEE
lows of the Realms, or they as a panthe- NE MYSTRA, AZUTH, MASK, MYRKUL, AURIL
on have chosen to stay away from this LN MYSTRA, AZUTH
Plane. CN MYSTRA, AZUTH, KOSSUTH
NG MYSTRA, AZUTH, DENEIR
There are those in the realms who CG MYSTRA, AZUTH, SUNE, TYMORA
reject the power of these self-claimed LG MYSTRA, AZUTH,TYR
“deities,” or choose to follow none of Illusionist LE LEIRA, BANE
these gods as their own. The failure of CE LEIRA, BESHABA
the sky to fall upon the heads of these SE LEIRA
LN LEIRA
individuals indicates this is as good a CN LEIRA, KOSSUTH
course as pledging one’s allegiance to a NG LEIRA, DENEIR
faith or deity. CG LEIRA, SUNE, SELUNE, TYMORA
LG LEIRA, TYR
Assassins LE BHAAL, LOVIATAR, BANE
GAME INFORMATION: Individuals of CE BHAAL, TALONA, BESHABA, TALOS, MALAR
specific c l a s s e s t e n d t o g r a v i t a t e NE BHAAL, MYRKUL, MASK
towards specific religions. Player Char- Thief LE MASK, BANE (Placate SELUNE)
acters are not limited to professing a CE MASK, TALOS, BESHABA, (Placata SELUNE)
belief in any particular Power, or offer- NE MASK, MYRKUL, AURIL, SHAR
LN HELM
ing worship to any of them (except cler- CN LATHANDER, DENEIR, MILIL, MIELIKKI, CHAUNTEA
ics, which draw their powers from CG SUNE, TYMORA, SELUNE, LLIIRA
such veneration). Often particular LG TYR, ILMATER, TORM
classes will worship one faith, yet seek Ranger All MIELIKKI
Barbarian All BEAST CULTS, SILVANUS
to placate another god if the individual’s Bard All OGHMA, MILIL, LLIIRA
work takes him or her into that Power’s Druid N SILVANUS, ELDATH, CHAUNTEA (rarely), ELEMENTAL LORDS
domain. (A group of adventurers set- Monk LE BANE, LOVIATAR
ting out for a raid at night may choose LN ILMATER, TYR, TORM
to make offering to Selune, regardless LG HELM
Cleric LE LOVIATAR, BANE, BHAAL
of their chosen alignment, class, or pro- CE TALONA, TALOS, MALAR, BESHABA, UMBERLEE
fessed faith.) NE MASK, MYRKUL AURIL, SHAR
“Typical” faiths of different types are: LN HELM
CN LATHANDER, DENIER, MILIL, MIELIKKI, CHAUNTEA
CG SUNE, TYMORA, SELUNE, LLIIRA
LG TYR, ILMATER, TORM

Professions and their normal gods:


Healers, including midwives, surgeons: LATHANDER, Placate MYRKUL
Poets, Artists, Scribes: SUNE, DENEIR, MILIL, LATHANDER
Sages: OGHMA, DENEIR, MILIL, and GOND: occasionally MYSTRA, SELUNE, TYE, or another Power
depending on the sage’s speciality
Guards: HELM; occasionally TORM and ILMATER
Artisans and Smiths: GOND, OGHMA
Farmers: CHAUNTEA, Placate TALOS, LATHANDER
Sailors: TYMORA, SELUNE; Placate STRAASHA, MISHA, TALOS, UMBERLEE
Merchants/Traders: WAUKEEN, TYMORA, MASK, ILMATER, but most traders profess no strong belief in
Greater Powers.

18
ABEIR-TORIL (Ai-BEER-toh-RILL) acquire mercenary company regalia or l Diloule “Lanternhand,” 8th level
merchant gear and cargoes before they NE thief, and
AT A GLANCE: Abeir-toril, more com- cross Amn’s borders). l Telorn, 7th level CN thief.
monly called Toril, is the name of the As with merchant companies, the
orb that Faerun and the Forgotten Halfling Inc. One of the few well-
number of Adventuring Companies is known groups of non-human adventur-
Realms is set upon, just as Earth is the large and constantly changing. Such
Orb that Eurasia is set upon. The name ers, this party is made up entirely of
groups are established, vanish, and halflings, who have gained notoriety
is archaic, meaning “Cradle of Life,” and change names and locations constantly throughout the Sea of Fallen Stars for
is rarely used in everyday life. with the passing winters. their adventures and their con-games.
ELMINSTER’S NOTES: Abeir-Toril is an A partial listing of Adventuring Com- All are more than willing to take advan-
Earth-sized planet dominated by a large panies is included below, with inclusive tage of their abilities and the natural
continent in its northern hemisphere as notes as to known levels and abilities. gullibility and greed of the Large Folks
well as a number of other large land- The Company of the Wolf No relation in a number of scams which have left
masses scattered about its surface. This to the long-ago mercenary company of some human holding a gem-bag filled
northern continent is called Faerun in the same name, this small band of with rocks (their signature). This group
the west and Kara-Tur in the east, and it adventurers operates out of Nesmè in more than any other, has contributed to
is the primary purpose of this tome to the Evermoors of the North. They are the idea of halflings as dangerously
deal with the western portion of this expert woodsmen and trackers, and clever individuals, despite their hero-
huge landmass, i n p a r t i c u l a r t h a t know the North well, tangling often ism, usually in situations where they
region between the Sword Coast and with orcs and wild beasts of the woods. have no other choice, such as the
the Inner Sea. They earn their daily thumbs (silver removal of the beholder Xall from the
Abeir-Toril has a single satellite, called coins) guiding and guarding merchant Haunted Halls and the destruction of a
Selune (which is also the name of the god- caravans to and from the Sword Coast gate to the Lower Realms in Westgate.
dess of the night sky and navigation). This and points south and the relatively iso- Halfling Inc. has been known to use
Moon-sized body is followed in its path lated Northern cities of Silverymoon humans and other races as agents, and
across the sky by a collection of shining and Sundabar. At least four among this to hook up with larger adventuring
shards, called “the tears of Selune.” What group are expert archers. Their leader companies. Those who encounter this
these tears are is unknown, yet they is unknown; their spokesman is the wily group of halflings should be
remain reflective and bright even when aged witch Umlatha of Nesmk. warned that they may be trusted only
the moon is new in the sky. as far as their interests lie alongside
The Four A highly mercenary adven- those of the party.
ADVENTURING COMPANIES turing band, this quartet was recently There is a core group of five halflings
expelled from Waterdeep by Khelben in the organization, though there are
AT A GLANCE: Individuals of extreme “Blackstaff” Arunsun, ordered not to often others who join up for a mission
power and disposition tend to congre- re-enter the city upon pain of death for or series of adventures.
gate into similar forms. Those that have their work in assassinating one noble of
a mind towards money form the basis Waterdeep after another (despite the l Corkitron “High-Roll” Allinamuck,
of the Merchant Companies. Those fact such assassinations were always at 9th level thief, CN
which rely upon the force of arms and the behest of this or that rival noble). l Allyia Columbine, 6th level cleric
war tend towards the Mercenary Active throughout the North and in of Brandobaris, female
Bands. Those special individuals who Tethyr, the Four is not welcome in Cor- l Ortegar Mistfiffle, 8th level fight-
have a flair for both, and a spirit of myr or, as all such groups, in Amn, and er, weapons specialization in the
adventure and desire to leave their maintains a low profile when passing Drow Hand-crossbow, CG
names in the history of the Forgotten through those lands. The Four carefully l Gormogord Fleminstar, 8th level
Realms form Adventuring Companies. plan their activities so as to slay any pos- thief, LN
sible enemies or those who know too l Ozyman Listfitter, 7th level druid,
ELMINSTER’S NOTES: Bands of adven-
much about them (such as former N—Listfitter chose as the “mam-
turers are many in the Realms; toler-
employers), and are experts in the mal” shape to transform in a
ated in most places, they have a long
unseen or “accidental” death. They are human shape, and will often
tradition. Certain lands, such as Cor-
all human males, and are: appear as a hulking Northern bar-
myr, require such companies to have a
Baerduin Thask, 9th level NE barian.
royal charter if they wish to operate l

therein; other lands, such as Amn, for- magic-user, The Hunt A recently-formed band of
bid adventurers as such within their l Fiirfar Nulomn, 6th level CN adventurers based in Selgaunt and sec-
borders (so most adventurers often magic-user,

19
tive in Cormyr, Sembia, the Dalelands, the Dale), the Knights include the rang- intrigue of the Council before setting
and the Moonsea area, the Hunt has ers Florin Falconhand and his wife off east past Mulmaster in search of
grown rapidly from eight to fourteen Dove (a known Harper); the elven wilder country, and adventure. The
members, despite some early fatalities fighter-magic user Merith Strongbow band is believed to be still wandering in
suffered in a brutal fight in Archendale and his bride, the magic user Jhessail the wilderlands east of the Moonsea,
with some local troops. The Hunt has Silvertree; and several junior where Mane is contemplating establish-
recently been active in the Myth Dran- members—the thief Torm (“Rathgar”); ing a stronghold, and are still all very
nor area; its aims and character remain his lover the magic user Illistyl Elven- active adventurers.
largely unknown, as it seldom deals tree; the cleric (of Tymora) Rathan The present roster of the group is:
publicly for commissions and the like, Thentraver, and a female ranger, l Mane, 8th level fighter, CN
existing (thus far) almost exclusively on Sharantyr, who recently joined the l Boots “the Lucky,” 6th level magic-
the fruits of self-directed adventuring. band upon being rescued by them from user, CG
The Members of the Hunt are: Drow capitivity. Less active senior l Ruldo Murk, 5th level ranger, CG
l Shasslan Timtrane, 9th level members of the Knights include Doust l Kheldarr, 5th level fighter, CN
human female fighter, leader, CG Sulwood cleric of Tymora, his bride the l Despar, 5th level cleric of Tempus,
l Heldorm Umbrav, 7th level formidable fighter Islif Lurelake, and CN
human male fighter, CN the cleric of Lathander Jelde Asturien l Dorn, 6th level thief, CN
l Crommlar Muirel, 7th level cleric (“Semoor Wolftooth”). Allies and com- l Tamshan, 4th level bard (6th level
of Tempus, human male, CN panions of the Knights include Lord fighter, 5th level thief), NG
l Narhas ”Battlemad,” 6th level fight- Mourngrym of Shadowdale and the
The Men of the Basilisk An exclusive
er, CN human male sage Elminster.
group of wealthy, powerful merchants
l Darrstul, 6th level thief, CN,
Mane’s Band Originally based in Sha- with a taste for adventure, this reclu-
human male,
dowdale, this group of ten (human sive society is based in Teziir, south of
l Orlin Thabbar, 5th level illusionist,
male) adventurers formed around the the Lake of Dragons. They operate
NG, human male, largely in the intrigues of Cormyr, Sem-
charismatic local warrior-hero Mane, a
l Gultim, 5th level fighter, NG,
black-bearded man of middle years bia, Westgate, and Iriaebor, preferring
human male
who was justly famed in the eastern the dagger in the night to blades bared
l Vhelt Marrim, 4th level cleric of
Realms for his feast of arms while in the high sun. They meet in large
Tempus, CN, human male
adventuring. Over the years one mem- feasts at least once each winter, to hear
l Laelin Blackhand, 4th level thief,
ber deserted the group and two were common business and decide on their
CN, human male
slain, until the band nearly met their actions in the summer ahead. Their
l Szellim Thunn, 4th level cleric of
collective dooms in the Yuirwood, exact numbers and levels are unknown.
Tyche, CG, human male
where they were scattered after
l Illar Zund, 3rd level thief, CN, The Nine This powerful, long-lasting
encounters with many fearsome beasts
human female (real name “Illara”) band of adventurers wandered the
and the summoners of these monsters,
l Voras Warburr, 3rd level fighter, Realms for over thirty winters, and is
a Red Wizard of Thay.
CN, human female, ST 16 currently thought to be on other planes
Almost a year later, the band
l Zemmas, 3rd level fighter, CG, than this. The Nine were said to have
reformed; Boots and Tamshan had
human male maintained a subterranean stronghold
returned to the Dales in time to take
l Thavran Tori, 2nd level cavalier, in the woods east of Waterdeep, on the
part in the defeat of Lashan of Scardale,
CG, human male banks of the Unicorn Run, and were led
and the other band members gradually
by the 24th level mage Laeral, who is
The Knights of Myth Drannor These joined them, Mane last of all, for he had
known for the magic items she has cre-
adventurers first came to prominence wandered afar in Thay and been briefly
ated in her later career. The Nine had
as rulers of Shadowdale, in their suc- enslaved there. Finding a new regime in
links to the Harpers and to the Lords of
cessful defiance of the armies of Zhentil Shadowdale and the dale arming for
Waterdeep, but have not adventured
Keep. They were instrumental in the continual war with Zhentil Keep, Mane
“in public” for many years. They are
defeat of Lashan of Scarsdale, and and his companions (who had been law
considered very rich and need do only
remain able foes of the Zhentarim and and order in Shadowdale, in concert
what they please, and hence have large-
of the Drow beneath the Inner Sea with Elminster, Sylune, Storm
ly vanished from public memory, save
Lands. Silverhand, and the innkeeper Jhaele
for Laeral herself.
Taking their present name upon Silvermane while there was no Lord of
renouncing their Shadowdale offices the Dale) relocated to Hillsfar, where The Purple Flame Based in a keep
(they remain “Lords” and “Ladies” of they were briefly involved in the somewhere near Soubar (on the Trade

2 0
Way from Scornubel to Waterdeep), mage-led hobgoblins in Ironford, and Shaelreetar, 8th level fighter; Ulravva
this large band of warriors has some are spoiling for revenge. Thorntar, 9th level thief-acrobat; and
magic, which they employ only seldom, Mairuu Lethsatha, 10th level fighter,
The Valiant Warriors One of the long-
but in the main earns their golden lions and mother of two, Rauvaun and Sund
lived adventuring groups, this group
(gold coins) guarding caravans in the by her husband Valahar.
has had a large and ever-changing ros-
dangerous lands about their abode. ter over the years; based in Telflamm, it GAMING INFORMATION: Most of the
One Thintel Ormbar appears to be their has done much to establish trade- “dungeon-parties” the player-charac-
leader, although Sindel, his mate, is routes and keep the wilder areas safe ters are involved in are Adventuring
thought to be a sorceress of solid for humans in the lands north and east Companies, whet her they are recog-
power. This group clashes often with of the Inner Sea, as far as Rashemen’s nized or not. Certain regions, such as
the creatures of Darkhold, and no love western borders and beyond Impiltur’s Cormyr, require the registration of
is lost between the two sides. northern borders into Damara. Along such parties, their symbols, and their
The Savage Seven An adventuring the way, the Valiant Warriors have tan- membership to authority. In many
band active in the North against giants gled with many authorities in Impiltur cases, accounts for an Adventuring
and goblinkind, the Savage Seven have (where they are no longer at all wel- Company may be established with mer-
undertaken many commissions to come) and with duergar in the moun- chants and traders. Finally, if the group
assassinate this or that orc chieftain, tains to the west of that kingdom, has attained some measure of renown
half-orc spy, or giant ruler on behalf of where they seized an entire under- (or notoriety), this may entitle them to
interested parties in Waterdeep, or ground city of the evil dwarves by the special treatment by those who curry
rivals of their targets who send word to sword, looted it, and then left it empty. the favor of the powerful and seek their
that city; their agent therein is the The group is spoken well of in regards help in other matters. For example, if
lantern-maker Zorth Ulmaril of Presper to its heroic defense of a witch of Rashe- the “Knights of The High Moors” are
Street. The Seven recently slew the men whom the band encountered beset known for tithing a large amount of
giant Tyrus of the Peaks near Mirabar; by over forty ogres in the northen their treasure to the Temples of Gond,
before that they guarded a caravan to wastes, and its daring boarding of a temples of the same faith in other cities
Luskan from repeated raiding attacks pirate raider that had just left the har- will be well-disposed to members of
from bandits hired by a rival Luskan bour of Telflamm loaded with loot. Fol- that band, even if they had only recent-
merchant. The Savage Seven are all lowers of Tymora to a man, the ly joined.
human males, and are: Warriors truly live life dangerously, fol- Moreso than Merchant and Merce-
l Aumrazaum, 9th level magic-user, lowing the reckless path or “the Lady’s nary Companies, each Adventuring
CN Way.” The present roster of the group is Company has its own methods of doing
l Rhiitel, 7th level magic-user, NG male; four females in the original group things, and will vary with the area, the
l Tlazar, 8th level cleric of Tempus, retired over twenty winters ago to raise situation, and the people involved. A
CN children and become respectable ladies few common situations that all Adven-
l Thiraphel, 7th level cleric of of Telflamm, where they inhabit a turing companies deal with are:
Tymora, CG sprawling palace-keep that the War- l Leadership: Many groups, such as
l Thiirus, 8th level fighter, CN riors still use when they are in the city the Valiant Warriors and The
l Dzilfar, 7th level fighter, CN (rarely, these days). Hunt, have a set, stated leader,
l Silvar, 7th level thief, CN In recent years the Warriors have who speaks for the group in nego-
lessened their wild ways slightly, using tiations, and determines group
The Swords of Leilon Based in the small actions. Others are run entirely on
some of their loot to found a fleet of
coastal town of Leilon, on the High the idea of “one-man one-vote,”
merchant vessels now plying the Inner
Road north of Waterdeep, this ragtag and some go as far as declaring
Sea, to earn themselves (and the retired
band of local toughs has done surpris- “one-level, one-vote” for making
Warriors ladies, all of whom the entire
ingly well in a brief career of adventur- major actions.
group calls “Mother”) some honest
ing, plundering (and surviving) at least Treasure: One of the key reasons
money. Of course, a few trips to the l
six of the Mage-Tombs in the mountains for adventuring companies in the
Pirate Isles, to ensure the safety of their
east of Leilon, slaughtering a colony of first place is to gain magical and
cargoes, have been necessary...
lizard-men in the nearby Mere of Dead monetary treasures. The methods
The Warriors currently have 12
Men (gaining some strange magical of splitting such treasures up dif-
members, and are led by the 11th level
treasure thereby), and doing some cara- fer from group to group, and
fighter Valahar “Swordswinger” Teth-
van guarding for merchants in include random choice, choice by
ojh. The four retired ladies are
Neverwinter. Recently they lost some of level, equal shares, and allocation.
Raetheena, a 13th level magic-user,
their members in a bloody fight with

21
Some of the longer-lived groups these fall away into vast and treacher- of the “Southern Kingdoms” along the
set aside moneys gained for ous marshes that largely isolate The West Coast, and lies 200 miles south of
“emergency funds,” in case of sud- Simbul’s realm from the mainland. Tra- Beregost on the Trade Way. Its borders
den death or disapearance of a vel in Aglarond is by griffon, ship, or are considered to be the Cloud Peaks to
member. Groups may split up trea- forest trails. It trades lumber, gems, and the North, the Forest of Tethyr to the
sure after each adventure, or some copper for glass, iron, cloth south, the Snowflake mountains to the
maintain a common fund for con- goods, and food when freetrading ves- east, and the sea to the west. As a power-
tinuing adventures. sels come to port. Aglarond, however, ful merchant nation, however, the reach
l Codes of Conduct: Again, this will sends out no trading ships of its own. and influence of Amn is much greater.
vary according to the alignment of Aglarond cannot boast a field army of
ELMINSTER’S NOTES: The southern
the group, and may be decided by any size, nor a navy, but within its woods
land of Amn is called the “Merchant-
deferring to a leader, seeking the The Simbul’s foresters are expert and
Kingdom,” and its citizens range far and
advice of a sage (a needless and deadly troops, adept at firefighting and at
wide in the Realms, more widely than
wasteful expenditure of time, says using “coastboats” (long, canoe-like open
those of any other land, save perhaps
Elminster), or a democratic vote. boats handled with lateen sails, oars, and
the Rashemites.
Often the loudest voice or the poles) to raid by night. These foresters
Amn is ruled by a Council of Six. The
strongest swordarm prevails, but are equally well-trained for traveling in
Six are merchant kings who are mas-
such groups rarely last beyond the treetops and fighting amongst the
ters of intrigue and manipulation, and
one or two winters. foliage. The foresters are alert and grim;
have more wealth than they can ever
the menacing might of Thay is uncom-
spend. This cabal of like-minded men
AGLAROND (AHG-lah-rond) fortably near, and Aglarond’s blades are
have held control of Amn for over
all too few. At the battles of Singing Sands
AT A GLANCE: Aglarond is a small coastal twenty winters. During this rule, two
(1194 DR) and Brokenheads (1197 DR),
nation on the Inner Sea, east of the Pirate members of the Council have died, and
Aglarond’s forces turned back invading
Isles. It is bounded on the north and west replacements have been selected from
hosts from Thay, but the cost was great.
by the inner Sea, on the south by the Amn’s wealthy merchants by the sur-
Skirmishes with raiders hoping to win
Yuirwood, and to the East by the nation viving Council members.
glory for Thay, or mercenaries hired by
of Thay. It is one of the best-known of Amn’s rulers are shrewd, but more
Thay, are common.
eastern states to inhabitants of the North, than one of the Council is fat, lazy and
Little is known of The Simbul’s aims
primarily due to the visibility of its ruler, arrogant. Upon ascending to the Coun-
and true strength, but she appears to
the Simbul, and its repeated battles with cil, a merchant-king is known only by
constantly roam the northern Realms,
the Red Wizards of Thay. his or her title. Speaking, printing, or
working to influence all manner of
otherwise using the original name of a
ELMINSTER’S NOTES: A small realm that events, operating in disguise or from
merchant-king in Amn is punishable by
keeps to itself, Aglarond exerts little influ- behind the scenes. Such actions are pre-
slow torture and death.
ence in affairs of state beyond its borders. sumably to better Aglarond’s safety,
The pre-eminent member of the
It is important in the overall stratigic bal- although The Simbul is said to be a
present Council is the Meisarch, a pow-
ance of the Inner Sea lands, however, sim- member (or at least an ally) of the group
erful Magic User, who is never without
ply because its continued existence known as the Harpers, whose aims are
at least fifteen retainers/bodyguards.
prevents Thay from overwhelming the more widespread.
The remainder of the Council are more
northern region. Aglarond’s strength is
GAME INFORMATION: Aglarond coast- reclusive and almost never leave Amn
its current ruler, a female archmage of itself. The other Council members are
boats have the following stats:
fabled powers, known only as The Sim-
Hull Value: 1-6 the Tessarch, the Namarch, the Iltarch,
bul. This is also the nation’s greatest dan-
Length: 10’-15 the Pommarch, and the Dahaunarch.
ger, for the neighboring Red Wizards of
Width: 2-4’ Amn is the richest land on the Sword
Thay do not take kindly to rivals, and it Movement from standstill position to Coast, rivaling the city of Waterdeep
draws the attention of these beings to the itself. Arguably, Calimshan is richer, but
normal speed: 2 rounds
small nation. the latter land is really a region of inde-
Speed, Normal Sail: 3 mph
Aglarond lies on the northern side of
Maximum Sail: 5 mph pendent city-states. Amn and Water-
a peninsula jutting out into the eastern
Normal Oar: 1 mph deep see themselves as the powerful
end of the Inner Sea. It is a sparsely-
Maximum Oar: 2 mph rivals of the region (discounting the
inhabited, heavily-wooded realm of few states of the Inner Sea in a fashion that
farms and no large cities. Jagged pinna-
cles of rock stand at its tip, and run
AMN (AWW-mmm) would make a native of Cormyr or Thay
bridle), and agents from both sides are
along the spine of its lands; to the east, AT A GLANCE: Amn is the northernmost

22
abroad, gathering information and dis- Tusk, 1200 years ago.) for its jewelry (principally that of the
rupting the trade of its rival. The area of the Great Desert is in fact merchant House of Thond). A number
a collection of different types of des- of trading companies have major out-
GAME INFORMATION: The Meisarch is
erts, and includes the hot sandy wastes posts here, and there is always a float-
a 9th level magic-user of chaotic neutral
similar to the Dust Desert of Raurin, ing pool of mercenary talent to be hired
alignment. He has an 18/56 Strength
rocky badlands with very sparse scrubs at any time. The city is also the main
and an 18 Intelligence, and is consid-
and no available water, basins filled shipping area for coal in Cormyr, gath-
ered the craftiest of his group. His
with salt flats and prickly cacti, wind- ering the coal from mines in the Gnoll
entourage of bodyguards are young
swept sandstone mountains carved by Pass area. A map of Arabel may be
men and women raised from birth to
wind into bizarre shapes, and polar found on page 25.
lay down their lives in his defense, and
steppes and icy wastes in the north Arabel was for a brief time in recent
are all fighters of 6th level. In personali-
which would rival those of Vaasa. In memory the center of a swordsman’s
ty, the Meisarch is debauched, corrupt,
general, it is as inhospitable a place as Empire. This swordsman was Gonde-
and jaded, and the subject of his social
can be found on the surface of Toril. gal, the “Lost King,” who in the Year of
life is better suited for discussion in a
Science, such as it is, does not explain the Dragon (1352 DR) attempted to
low-class tavern than in a scholarly
the reason for this advancing desert, carve a kingdom for himself, centered
work.
and great magical or godlike powers on Arabel and extending north to the
may be involved. On the positive side, Desertsedge Mountains, south and
ANAUROCH (Ann-OAR-ock) the encroaching desert has forced west of Wyvernwater and the farms
The Great Desert trade south through the bottleneck the outlying from Eveningstar, and east to
wastes create, into the realms of Cor- Tilver’s Gap and the mountain passes.
AT A GLANCE: This barren wasteland
myr, Sembia, and the Dales, making “Gondegal’s reach was longer than his
dominates the north, a huge mass of
these regions the wealthier for the loss blade,” men say—he could not hold any
steppeland, rocky wastes, and true des-
of such great cities as Orolin. of his territory against the might of Cor-
ert that runs from the Uttermost North
myr, Sembia, Daggerdale, Tilverton,
almost to the Lake of Dragons.
ARABEL (AIR-ah-bell) and several of the other dales—all of
ELMINSTER’S NOTES: The Great Des- whom he drew blood and ire of in the
AT A GLANCE: Arabel is a mid-sized city making of his throne.
ert was not always so huge, and has
of almost a thousand main buildings in
grown remarkably in the recent millen- Gondegal ruled for less than a season;
eastern Cormyr, situated where The he reigned for scarcely eight days; the
nia, driving wild men, goblins, and oth-
East Way meets Calantar’s Way. Arabel remainder of his rule being spent fight-
er evil creatures further south into the
is a fortified city, though has many ing here and there in the lands he
ands of men. Many human and elvish
posts for trading houses outside its
kingdoms were swallowed by the claimed against one foe or another. His
walls. troops were largely mercenary, and his
wastes, and their ruins remain buried
beneath the sands. (See above for the ELMINSTER’S NOTES: Arabel is first treasury of seized goods, was small and
extent of the desert in the Year of the and foremost a merchant city, famed soon gone. One night Gonegal’s force

23
ARABEL MAP KEY

1. Citadel (and jail) 54. Szantel’s Ropes, Cords, Chains, and 107. Nuirouve Dornar, Potter
2. Palace (court, assembly hail) Mesh 108. Fillaro’s Overland Food (barrels of
3. House Marliir (noble family) 55. The Wary Warrior (weapons of all fish, etc., from the Sword Coast or
4. The Weary Knight (inn of good types) Inner Sea)
quality) 56. The Two-Headed Lion (tavern) 109. The Blue Mace (inn)
5. The Lady’s House (temple of Tymora) 57. The Striking Snake (tavern) 110. House of Baerlear warehouse
6. The Dragon’s Rest (guesthouse & 58. The Coiled Whip (tavern) 111. House of Lheskar Bhaliir (owner of
barracks, owned by the crown for 59. The Gentle Smile (festhall of good the Dancing Dragon & the Dancing
quartering of its guests) quality) Dracolisk taverns, & fence of stolen
7. The Whistling Wheel (inn) 60. The House of Baerlear (local goods)
8. The Traveler’s Banner (inn) merchant) 112. The Dancing Dragon
9. The Lamps (hardware store) 61. The Black Barrel (tavern) 113. The Open Casket (pawnshop, used
10. “The Bazaar” (market area) 62. Hundar’s Fine Carpets, Perfumes, goods, caravan liquidations, & fence
11. Eastgate and Lanterns of stolen goods)
12. The Eastwatch Inn 63. Iardon’s Hirelings (rental servants, 114. Ghastar Ulvarinn, Stonecutter
13. The Iron Throne (merchant company) escorts, loaders & lifters, mourners, 115. Baalimr Selmarr, Capenter
yards message or errand runners) 116. Dazniir Relharphin, Wheelwright
14. Milzar’s Yards (rental stockyards) 64. Monument to Dhalmass, The Warrior 117. Cheth Zalbar, Purveyor of fine
15. Thousandheads Trading Coster King perfumes, soaps, lotions, dyes, and
(merchant company) yards 65. The Silver Stallion tack shop cosmetics
16. Dragoneye Dealing Coster (merchant 66. Green Phial medicines & physics 118. Bracerim Thabbold, Bedbuilder
company) yards shop and clinic 119. The Lamp, Lantern, and Candle Shop
17. Elfskull Inn 67. Mhaes’s (festhall) of Nphreg Jhanos
18. Calantar’s Gate 68. House of Thond rental warehouse 120. Tamthiir’s Leather Shop: fine clothes
19. Red Raven Mercenary Company HQ 69. Six Coffers Market Priakos (merchant made to order
20. The King’s Trading Yards company) warehouse 121. Psammas Durviir (tailor)
(crown-owned, but available for 70. The Bent Bow (tavern) 122. Elhazir’s Exotica (rare & unusual gifts
rental) 71. Laeduth’s (boarding house) & treasures)
21. Trueshield Trading Priakos 72. The Red Sword (tavern) 123. “The Baths” (bath-house, wrestling
(merchant company) yards 73. Vaethym Olorar, rental Falconer gym, and beauty parlour)
22. The High Horn Gate 74. Saerdar’s Silks and Flowers 124. Wayscross Inn
23. The Night Wolf Inn 75. The Hungry Man (restaurant) 125. The Ivory Jack (tavern)
24. Mother Lahamma’s House (boarding 76. The Chalice (fine brass & 126. Phaesha’s (boarding house)
house) metalworks) 127. Vondor’s Shoes & Boots
25. Raspral’s Kiss (Festhall) 77. The Net of Pearls (gowns, jewelery, 128. The Feasting Board (eatery)
26. Six Coffers Market Priakos (Merchant and lingerie) 129. House Hiloar warehouse
Company) yards 78. Nelzara’s (boarding house) 130. The Lame Camel (tavern)
27. Gelzunduth Warehouse 79. Buldo Cravan (butcher) 131. Blackhand Lhaol’s smithy
28. " " 80. The Eyes and Ears of Arabel 132. House Misrim warehouse
29. House of Gelzunduth (local (messenger service, caravan-guard 133. House of Kraliqh warehouse
merchant) hiring service, fast delivery service 134. The Scarlet Spear (inn)
30. Rhalseer’s (boarding house of good within Arabel) 135. The Lazy Lizard (tavern)
quality) 81. Kelsar’s Fowl (live poultry & game 136. The Watchful Lynx (inn)
31. House of Kraliqh (local merchant) birds) 137. Nyaril warehouse
32. House of Bhela (local merchant) 82. Ssarra’s (restaraunt) 138. House Misrim warehouse
33. Well 83. The High Moon Inn 139. The Swinging Gate (inn)
34. House of Misrim (local merchant) 84. The Orange Banner Inn 140. The Nine Fires (inn)
35. House Hiloar (local merchant) 85. The Lady’s Tastes (fine clothing) 141. The Three Bars (inn)
36. Shassra’s (boarding house of good 86. Soldiers Boots (tavern) 142. The Tired Traveler (inn)
quality)) 87. The Red Stirge (inn) 143. The Wink and Kiss (tavern)
37. Falcon’s Rest (inn of good quality) 88. House Misrim Warehouse 144. Thousandheads Trading Coster
38. House of Nyaril (local merchant) 89. The Velvet Couch (festhall) (merchant company) warehouses
39. The Watchful Shield (rental 90. The Burning Blade (tavern) 145. The ‘Pork Market’ (yards)
bodyguards) 91. Nathscal’s (rental) Warehouse 146. Dragoneye Dealing Coster (mechant
40. Dulbiir’s (rental costumes & finery, 92. The Lavander Lion (festhall) company) warehouse
escort service) 93. The Smoky Skull (tavern) 147. Ssantusas’s (rental) Warehouse
41. Mulkaer Lomdath, fine tailor 94. The Old Warrior (inn) 148. Dhalgim’s Yard (fuel: wood,
42. The Silver Tankard (tavern) 95. Zelond’s (rental) Warehouse charcoal, oils, kindling)
43. Mhaer Tzintin, Moneylender/-changer 96. Zelzar’s (pawnshop & used goods) 149. The Copper Cockatrice (hardware
44. Eighlar’s Fine Wines 97. Naneatha’s (festhall) shop)
45. Jhamma’s Silks and Furs 98. The Dancing Dracolisk (tavern) 150. Irriphar’s Inn
46. Dhelthaen (butcher) 99. Thael Diirim’s Parchment and 151. The Murdered Manticore (inn)
47. “The Strongwatch” (rental Proclamations
warehouse, heavily guarded) 100. The Roll Roast (inn)
48. The Pride of Arabel (inn of good 101. Daglar Maermeet (armorer)
quality) 102. Orphast Ulbanath (scribe,
49. Orbul’s Fine Carving & Furniture cartographer, genealogist)
50. Khammath’s Crystal (shop) 103. The Moonlit Touch (nightclub,
51. The Black Mask (tavern) festhall)
52. House of Thond (local merchant) 104. Quezzo’s (rental) Warehouse
53. Hawk’s Perch Trading House 105. Dhaliima’s (boardinghouse)
(pawnshop) 106. The Three Sisters (pawnshop, used &
damaged clothes and goods)
simply melted away before the advanc- home to aggressive traders (see with food, and produce wool for local
ing host of Cormyr and was gone. SESSRENDALE) who operate from use and for export elsewhere in the
The forces of King Azoun IV retook Moonsea to Dragonmere and beyond. Realms. The wool-mills proper are in
Arabel on the morn without wetting a The Orchards provide rich fruit which Berdusk, but the gathering-place for
blade; no man found Gondegal’s body. commands a good price in Sembia. In most of the farmers is here in Asbravn,
He is known to have fled north and then addition, freshwater crabs, regarded as where several small costers ply a busy
east, via Teshwave, and then his fate a delicacy in Archendale, live in the trade over the roads between the town
becomes a matter of conflicting pools there. and its neighboring cities. It is here that
rumour and legend. Most believe he Archendale is ruled by three officers the large local farmer’s market is held,
still lives, with a score or more loyal fol- known as Swords; a Black Sword, a Red and its is here that the Riders with Red
lowers, keeping court in the wilds Sword, and a Blue Sword. The Swords Cloaks are based.
somewhere, a careful and ruthless ban- are deliberately mysterious, and usu- The Riders, named for their distinc-
dit who takes care that none survive ally speak through officers of the tive garb, are local volunteers com-
one of his attacks to carry tales any- Archendale army. manded by experienced warriors, and
where. When entire caravans vanish at Archendale society has been formed are paid a beneficence by Iriaebor to
times, anywhere between the High by a long and proud history, tainted by cover their costs of operation. They
Dale and far-off Impiltur, he is blamed long-lasting grudges and many-layered supplement this stipend with any
in the taverns. intrigue. Its people tend to be haughty, battle-loot they may take. In return, the
Gondegal is said to be a tall, grey- even among other Dalesmen, short- Riders in Red Cloaks patrol the area
haired warrior of considerable person- tempered, and vain. It is considered a around the town (particularly the
al skill and intelligence. His badge is a fine place to trade but a poor neighbor- mountain slopes to the east), fighting
grey wolf’s-head, face on, with red eyes. hood to live in. off bandits, orcs, bugbears, and preda-
Caravan-guards often warn merchants tory monsters to keep the farm-lands
GAME INFORMATION: The Archendale
to beef up the escort on a particular safe.
army consists of six “rides” of 60 men
caravan, “else thy gold’ll soon be gilding
per ride, for a total regular force of 360 GAME INFORMATION: A typical Red
Gondegal’s throne.”
men. These are mounted forces of men- Cloaks patrol numbers 12 first level
GAME INFORMATION: Gondegal is a at-arms, dressed in chain and carrying fighters, led by a patrol leader of 3-4th
fighter of 20th level and neutral align- swords, lance, and composite bow. level. They are mounted on medium
ment, and a specialist in combat with Each ride has has a “ridemaster” of fifth horse, wield spear and long sword, and
both long sword and two-handed broad level or higher. In addition, the traders wear chain mail (plate for officers).
sword. Whether he yet lives, the magic of Archendale have used their wealth in There are such patrols in normal opera-
or treasure he carries, and who his the past to hire mercenary troops and tion, but in times of danger that num-
allies might be are all unknown. spell-casters when the need arises. ber may triple through recruitment,
Arabel is currently ruled by Myr- The identities of the Swords are and the Red Cloaks may hire on addi-
meen Lhal, a ranger of good/neutral unknown, and may be any of the “ride- tional magic-users and clerics. Standard
alignment and 12th level. Myrmeen’s masters” or holders of some other posi- stipend is 10 gold per level per week,
lordship tends to turn on the fact that tion in the Dale. Inquiries into such plus a share equal to level of any trea-
she permits the traders and merchants matters meet a blank (and effete) stare sure recovered (a 1st level will get 1
to engage in whatever tactics they see from natives, and it is surmised that share, a 3rd level three shares, etc.).
fit, as long as no one is hurt and the they themselves do not know the identi-
crown is not endangered. ties of the Swords. ASHABENFORD—SEE
MISTLEDALE
ARCHENDALE (ARK-hen-dale) ASBRAVN (Az-BRAH-ven)
BALDUR’S GATE
AT A GLANCE: This small, isolated AT A GLANCE: Asbravn is a small town
rocky gorge carries the river Arkhen of about 50 central buildings, nestled in AT A GLANCE: Baldur’s Gate is located
from the Thunder Peaks down to the a shallow delve, where roads from 50 miles up the Chionthar River from
sea at Selgaunt, producing a beautiful Hluthrar, Berdusk, and Iriaebor meet. It where that flow enters the Trackless
valley of ferns, lilies, mosses and clear is patrolled by riders in red capes. Sea, at the southern reaches of the
pools. There are scattered farms and Sword Coast. It is siutated on the north-
ELMINSTER’S NOTES: The town of ern shore of the river, astride the Trade
orchards along the valley floor, but no
Asbravn lies in the center of a thriving Way from Amn to Waterdeep. Baldur’s
central market or square.
area of farms. These farms provide the Deep consists of a “lower city” outside
ELMINSTER’S NOTES: Archendale is nearby cities of Berdusk and Iriaebor the stone walls, and an “upper city”

26
within those walls. er. These lands are not empty, for in distance signaling, and running. Typi-
addition to monstrous creatures and cal weapons are spear, ornate two-
ELMINSTER‘S NOTES: This important
inhuman tribes, often groups of handed sword, and short bow.
independent city is known as one of the
humans make out their living in a com- Hill and Mountain Barbarians— Found
most tolerant but quietly well-policed
fortable, if primitive, fashion. These are
places in the western Realms, and is in caveman-like hovels in mountain
the barbarians of the Realms.
home to many adventurers and entre- chains removed from the cities, includ-
preneurs as a result. It is ruled by the ELMINSTER’S NOTES: The meaning of ing the Far Hills and the Earthrust
“Four Grand Dukes,” though the title of the word barbarian depends on the mountains. Their chief weapons are
“Duke” is an honorific taken upon user. The definition above is the classic clubs and stone daggers, and their ter-
ascending to the Council, and is given definition, but those of the older tiary skills sound imitation and snare
even if the candidate is female or of a regions of the Realms, such as building.
race that uses other titles. Mulhorand and Calimshan, consider all
Desert Barbarians— dervishes and
The city was originally completely the land north of the Sea of Fallen Stars
nomads living along the Desert’s Edge.
walled, with gates to the North for the as wilderness and its inhabitants as bar- Their tertiary skills include horseman-
Trade Way and to the south leading to barians.
ship and running, and their weapons
the docks. With the expansion of trade Barbarian life varies from place to
are lasso, lance or spear, and long
and the founding of Amn, trade has place, and situation to situation. Most
sword.
become very profitable in the relaxed barbarian tribes do not engage in trade,
climate of Baldur’s Gate, and the city and tend to be hostile to outsiders in Forest Barbarians— Found in regions
grown as a result. The city has now general and magic-users in particular. A such as the Border Forest and the
burst its original bounds (about the size rejection of the existence of the magical Woods north of the Troll Hills, and are
of Suzail in Cormyr) and is divided by arts is a hallmark of the barbarian, as fierce fighters from their battles with
its original wall into a “upper” and opposed to his table manners. Barbari- orcs and other local tribes. Their ter-
“lower” city. The “upper” city is both ans do adhere to the codes of their own tiary abilities include animal handling,
older and of a more permanent nature, tribes, and concentrate on survival as a sound imitation, and snare building.
and it is here that the nobles, rising primary goal. Both the barbarian and Their chief weapons are short bow,
merchants, and newly-wealthy adven- the ranger are fighters suited for life in dagger, and short sword.
turing companies rub shoulders. the wild, though the ranger is more of a Island Barbarians— Found on the scat-
hunter and tracker in nature, and the tered small islands of the Sea of Swords
GAME INFORMATION: The present
barbarian is a long-term survivor. and the Sea of Fallen Stars, eking out a
Dukes of Baldur’s Gate are:
Entar Silvershield, a 20th level cava- GAME INFORMATION: Barbarians in passible existence by fishing and occa-
lier, the Forgotten Realms are as detailed in sional raids. Their secondary skills
Liia Jannath, a 16th level female the Unearthed Arcana Tome. Barbari- include small craft, both paddled and
magic-user of chaotic good alignment, ans may come from a number of areas rowed, and snare building, concentrat-
Belt, a 17th level fighter, and in the Realms, and will have tertiary ing on nets.
Eltan, a 20th level lawful neutral proficiencies according to their native
fighter. Eltan is commander of the territories. An individual running a Bar- BATTLEDALE
Flaming Fist Mercenary Company, one barian character should choose the
AT A GLANCE: The region of Battledale
of the most powerful such companies in “type” and home territory of his barbar-
is a series of low hills and dales that lie
the Realms, which is based in Baldur’s ian.
between the Pool of Yeven and Hap-
Gate. Further information on the Flam- Horse Barbarians— Found north of the tooth Hill. There are a large number
ing Fist may be found in the Mercenary small and farms and homesteads in the
Moonsea, in the steppe-land and the
Companies Section, and on Eltan in the area known as “the Ride.” Such Barbari- area.
Personalities of the Realms section in
an tribes have the tertiary abilities of ELMINSTER’S NOTES: This region of
the DM’s Sourcebook. animal handling, horsemanship, and oft-disputed ground is gently rolling
long distance signaling. Typical weap-
BARBARIANS ons are lance, short sword, and javelin.
farmland, open and a most suitable site
for large battles (hence its name). Battle-
AT A GLANCE: There are many wild, Moor Barbarians— Found in the High dale has seen heavy use in all manner of
unsettled reaches of the Forgotten Moors and that Immediate area, and conflicts, and still serves as the local site
Realms, in particular the great gaps that make their living without large beasts. of the Shieldmeet.
separate areas of civilization such as These barbarian tribes have the ter- Battledale has no official ruler or seat,
Waterdeep and Cormyr from each oth- tiary abilities of animal handling, long though Essembra serves as a trading/

27
gathering/goods center for the Dale, animal), zombies (human and monster), GAME INFORMATION: Taerom “Thun-
and the leader of the Shieldmeet, War wights, wraiths, spectres. They may be derhammer” Fuiruim is a Master
Chancellor Ilmeth, is sent as Battledale’s found in mixed parties, with one more Armorer, capable of forging full sets of
representative to the Dales Council. powerful undead leader (wight, wraith, plate armor, ornate weapons, and using
or spectre) to be found for every 20 rare and unique ores. He is neutral
GAME INFORMATION: Battledale,
lesser undead). Lesser undead under aligned, has 25 hp, and fights as a 1st
despite its hostile name, maintains no
the control of greater undead turn as level fighter in combat. He has experi-
standing army, and the title “War Chan-
the greater undead. Those undead in ence in helping Thafantyr create magi-
cellor” is hereditary. Ilmeth is a 12th
the Battle of Bones area itself use the cal items.
level fighter, dark of beard and mood,
special column for turning. The myste- Thalantyr, 15th level magic-user, spe-
who continually wonders at the
rious force behind the gathering cializes in Conjuration/Summoning
strengths of the various factions in the
undead may be of liche or skeletal war- spells. ( + 1 on all his saving throws, - 1
region.
rior power at least, and if greater, may on saving throws against his
have several of these types as servants. Conjuration/Summoning attacks).
THE BATTLE OF THE BONES Kelddath Ormylyr, Patriarch of the
AT A GLANCE: Travelers moving into BEREGOST (BEAR-eh-gost) Church of Lathanier, 16th level cleric.
the area will note a withered land with Temple Staff:
AT A GLANCE: Beregost is a small town
a few stunted scrub-trees. The soil has a 3 8th level clerics
of about 40 central buildings, with sev-
dusty white pallor to it. As the site of 6 4th level clerics
eral larger estates further from the
the battle nears, outcroppings of bone 9 2nd level clerics
town itself. The town is dominated by a
jut from the soil, until finally the bones 18 1st level clerics
large temple and its attendant build-
outnumber the rocks themselves and 200 men-at-arms in Temple Complex
ings. To the east on the low rise over-
the adventurer is moving through a Kelddath is regarded as the town’s gov-
looking the town is the shell of a ruined
wasteland of remains. ernor, though day-to-day operations
castle.
are handled by a five-man town coun-
ELMINSTER’S NOTES: On this site, in a
ELMINSTER’S NOTES: The small town cil.
shallow valley some two hundred win-
of Beregost is first and foremost a trad-
ters ago, a titanic battle erupted
between human forces and the various
ing center, a jumping-off point for expe- BOARESKYR (Boar-reh-SKEER)
goblinoid races. The Goblin Nations,
ditions into the Southern Kingdoms of BRIDGE
Amn, Tethyr, and Calimshan. It is also
along with orcs, hobgoblins, and their AT A GLANCE: The bridge is a massive
the home of several notable individuals.
allies, had overrun the North with the structure crossing the Winding Water
One of the foremost smiths in the
fall of the Early Kingdoms of men and along the made way from Waterdeep to
Sword Coast area, Taerom “Thun-
the dwindling of the dwarven peoples. Scornubel. It is of grey stone, and wide
derhammer” Fuiruim, has his estate
After almost a week of continuous enough to carry two wains side-by-side
and shop here. Beregost is also the
fighting, the humans triumphed, but at in either direction. On the southern
abode of the wizard Thalantyr, a wiz-
horrendous cost; so numerous were side of the bridge is a large encamp-
ard who specializes in magic of the
the dead that even today their bones ment of tents and wagons.
Conjuration/Summoning type. Finally,
are said to cover the ground here to a
Beregost is the home of a large temple ELMNSTER’S NOTES: This bridge is
depth of twelve inches. This region is
to Lathander, God of the Morning. The named for a famous adventurer of the
avoided by most travelers because of
high priest of this temple is one Keld- early days of human settlement in the
the great numbers of undead creatures
dath Ormlyr, once a merchant of note North. Boareskyr (also called in these
that are said to now be here. Those who
whose ships plied their trade up and parts “The Great Boareskyr”) built the
do come this way, seeking a route along
down the Sword Coast. first temporary bridge at this site in
the edge of the Desert, speak of some
On a hill to the east of Beregost lay the order to rush an army across it and
power organizing the undead into
burned ruins of a school of wizardry, assail an unsuspecting tribe of orcs (the
patrols, and thereby controlling the
founded some three hundred years ago orcs, a tribe called the Bloody Tusks,
area. No one has yet investigated these
by the mage Ulcaster, and destroyed were wiped out by this manuever).
claims.
eighty years later by Calishite mages, Since then, several other bridges have
GAME INFORMATION: Encounters in who had feared the school’s collective been erected on the site, the most
the area of the Battle of the Bones power had come to rival their own. recent being a massive bridge that
extend thirty miles in all directions, and Interestingly enough, the Ulcasterian spans the Winding Water in five arches
include the following types of undead school was also a school of Conjurers of grey stone.
creatures: skeletons (humanoid and and Summoners.

28
Boareskyr Bridge has no permanent CALANTAR’S (CAH-lan-tare’s) ture can hear a low chanting.
settlement in normal terms, but there is WAY ELMINSTER’S NOTES: This center of
almost always a city of tents and wag-
AT A GLANCE: The Way is a cartroad, learning preserves the predictions of
ons here, where caravans stop to trade
running from Immersea to Arabel in Alaundo the Seer, the singular sage
goods back and forth, and buy mounts,
Cormyr. whose prophecies have proved correct
wagons, and necessary provisions and
over the years. Upon his death, his cita-
maintenance. “The Bridge” is the last ELMINSTER’S NOTES: The Way has del at Candlekeep became a haven of
organized post on the Trade Way from been named for he who surveyed and
both veneration of his prophecies and
Scornubel to Waterdeep, until the trav- built it, over four hundred winters ago. the accumulation of all knowledge. The
elers reach the way inn. It has been carefully tended by the mer- acolytes of the keep continually chant
Law is a rough-and-ready matter in chants and soldiers who use it. the remaining prophecies of Alaundo,
“the Bridge,” but several powerful
which grow shorter over the centuries
adventurers are often in the tent-city CALIMSHAN (CAL-im-shan) as they come true and are discarded.
who respect and keep law and order: a
AT A GLANCE: Located south of Tethyr, Candlekeep boasts one of the finest
fighter named Barim Stagwinter, a cler-
the rich lands of Calimshan are a hot- libraries in the Realms.
ic of Tyr named Theskul Mirroreye,
bed of merchant dealings and double- The fortified keep derives much of its
and Aluena Halacanter. The last is a
dealings. Predating Waterdeep and the income from finding and copying spe-
magic-user and is thought by most to be
cities of Amn, the Calishites are one of cific passages of information from the
a member of the harpers. Aluena
richest and most powerful nations on books of lore, magic, and philosophy
spends much of her time training pega-
the western coast of Faerun. preserved there for clients all over the
si for use by humans as mounts.
Realms, and from issuing new manu-
GAME INFORMATION: “The Bridge” is a ELMINSTER’S NOTES: The nation of script books for sale in Waterdeep and
mobile settlement that is continually Calimshan is really a collection of Baldur’s Gate. These new manuscripts
changing its make-up and personel. squabbling city-states, each such city are created by collecting certain pas-
There will be continual merchant cara- ripped by its own internal merchant sages from older texts together. The
vans heading in both directions, to factions and power struggles. The larg- Scribes of Candlekeep also make addi-
Waterdeep and Scornubel, every five est of these states is Calimport, and it is tional copies of books brought to them,
days or so. Thousand-Head and here that a sequestered Pasha relaxes but there are others in the Realms pro-
Trueshield Trading Costers maintain and debauches while his servants and vide this last service for less severe fees.
semi-permanent areas for their traders, bureaucratic underlings squabble
about the kingdom. GAME INFORMATION: Fees for serv-
and wagons, but the majority of wag-
By royal decree, all ships of Calim- ices at Candlekeep:
ons are from independent wagoneers.
port’s navy and merchant fleet fly the l Sage Advice is twice standard rates
The closest thing to a permanent gov-
flag of Calimshan; a gold field with blue (page 33 of DMG), but all informa-
erning body are the three adventurers
lines slanting across it. This, plus the tion is “In Major Field” for purposes
mentioned above:
nature of these traders to gloss over of discovering information.
Barrim Stagwinter—7th level fighter
troubles at home, gives the illusion of a l Book copying is 100 gp per text,
Threskul Mirroreye—6th level cleric
vibrant, unified nation. 10,000 gp per magical text (includ-
Aluena Halacanter—9th level wizard
Calimshan considers both Amn and ing spellbooks but excluding magi-
Barrim and Threskul tend to wander in Waterdeep its economic rivals, and is cal tomes such as the Tome of Clear
and out of the tent-city, though one will also involved in a continual series of Thought).
always be about. Aluena maintains a clashes with “the Border Kingdoms” to l Browsing is tolerated under spe-
small estate, called Heartwing, its east, which are considered part of cific rules:
upstream, where she raises her pegasi. the Calishite sphere of influence only 1) the petitioner must be sent
Her standard charge is 5000 gp for a by those who must report to the Pasha. bearing the seal or sign of a recog-
mount, and she has candidates for pur- nized powerful mage
chase undergo a number of interviews CANDLEKEEP 2) The petitioner must gift to
and examinations to determine that the Keep a book of no less than
they are capable and willing to handle AT A GLANCE: Candlekeep is a complex 10,000 gp value
one of her steeds. Her contract at time of clustered towers perched on a spur 3) Such browsing is permitted for
of sale includes a clause that if the pega- of volcanic rock overlooking the sea. It 9 days and nights. On the tenth
si is maltreated and returns to is reached by a single road. Lights burn morning, the petitioner is given the
Heartwing, the money will not be in the windows of the keep at all times, choice of leaving (he may return) or
refunded. and travelers approaching the struc- joining the order as an acolyte.

29
In browsing, the traveler may engage the cavalier in the Forgotten Realms is lords of Good and Lawful alignment, or
in research as if a sage himself, with similar to that presented in Unearthed to the various Good and Lawful faiths
knowledge in Special Category. for Arcana, with a few modifications. of the Realms. Either may operate as
veracity, and at no further cost. The Knightly Virtues are generally masterless swords, until they find a sit-
Magical books and other dangerous considered to be: uation suited to their talents.
items are kept in the Inner Rooms. Only Liberality Honor
the Keeper (the order’s head) and the Good Faith Glory CHESSENTA
Readers (his accomplished staff) may Courtesy Unselfishness
Bravery AT A GLANCE: Situated on the far side
enter these rooms. Any information of Sea of Fallen Stars, Chessenta is one
that may be found within these areas Pride in one’s actions
Humility in one’s deed (in particular for of the elder nations of the South (see
must be researched as for sages (No THE SOUTH). It is said to be a rich, fer-
Browsing). paladins)
tile land filled with wild, drunkenly cra-
Different Cavaliers may rate these in a zy men.
CALAUNT different manner of importance.
The Chivalric code, adapted for the CITADEL OF THE RAVEN
AT A GLANCE: Calaunt is a medium-
Forgotten Realms Campaign, is as fol-
sized city on the eastern side of the AT A GLANCE: The Citadel of the Raven
lows.
Dragon Reach, where the River Vesper is a large, well-protected chain of inter-
flows into that body of water in a wide l Noble Service cheerfully rendered
l Defense of any charge unto death connected fortresses on the western
delta. edge of the Dragonspine mountains, its
l Courage and Enterprise in obedi-
ence to rules and one’s superiors multiple towers under the control of
CAVALIERS AND PALADINS l Respect for all peers and equals Zhentil Keep.
AT A GLANCE: Cavaliers and paladins l Honor to those above one’s station ELMINSTER’S NOTES: The Citadel of
are fighters of a “higher stripe” than the l Earning respect and obedience the Raven was an ruined series of for-
common warriors and fighters. Adher- from those below one’s station tresses from a long-forgotten kingdom,
ing to a cause or credo, these individ- through one’s actions rebuilt by the combined forces of the
uals are usually of high-class birth or l Military prowess in service to Moonsea cities of Yulash, Zhentil Keep,
minor nobility. Many see themselves as one’s lord Melvaunt, Thentia, Hillsfar, and
the obvious true leaders of men and l Courtesy to ladies for male cava- Mulmanster. Staffed by combined
nations, others merely as messangers liers forces of these cities (and by groups of
and servants of higher powers. l Courtesy to lords and honorable adventurers as well), the fortress
men for female cavaliers repulsed many major attacks by orga-
ELMINSTER’S NOTES: If ever there
l Battle is the test of honor and glo- nized groups of ogres over the eighty-
were a group of people as a class suffer-
ing further under delusions, it has been ry years of its existence.
l Personal glory in battle A few winters back, through a combi-
lost on this writer. Cavaliers (and their
l Death before dishonor nation of bribery, threats, and shows of
related paladins) see the world in black
and white, good and evil, us and them, Cavaliers in the Realms are filled with force, Zhentil Keep has come into con-
with precious little space between the ideas of their own abilities, and are trol of the Citadel, expelling all other
them. Fortunately, those which adhere often the first to leap into battle. Player- forces (see KNIGHTS OF THE NORTH),
most closely to the tenets of their cre- character cavaliers have the choice of and raising the banner of the Zhen-
dos die out early, while those that fighting directly or behaving in a cra- tarim in place of the Raven of the North.
understand give-and-take and coopera- ven fashion, with the note that such GAME INFORMATION: The Citadel of
tion among people of varying (or hos- behavior may cost experience points. the Raven is in reality a chain of for-
tile) viewpoints often develop into NPC Cavaliers will usually charge into tresses connected by walled passage-
leaders. the fray, though they will make an abili- ways and secret paths. The chain
Cavaliers have as yet no “standard ty check against their Intelligence if stretches for some ten miles, and can
organization,” but instead are found in faced with a difficult situation (i.e. house a large number of troops.
Adventuring Companies, Mercenary Orcus drops in for lunch; the cavalier The Citadel is currently the major
Groups, and often operating alone. Cav- should be given a chance to reconsider military outpost of the forces of Zhentil
aliers seek to emulate “the Flower of before attacking with a butterknife). Keep, as well as a prison for its political
Knighthood” in thought and deed. Cavaliers often enter into service prisoners. The forces of the Citadel
with Noble Lords in the Realms. Pala- hold little political power within the
GAME INFORMATION: The Credo of
dins may offer their allegiance to such organization of the Zhentarim, and a

30
posting here is regarded as a punish- bers of one group easily and often cross tations as to armor and weapons which
ment for internal feuding. The citadel is into the other group. “Hierarchy” cler- may be used. While certain restrictions
armed by: ics are those which are usually tied may be lifted in particular cases at a
2000 Men-At-Arms suited in chain down to a specific location, such as a future date, the cleric of the Forgotten
and wielding medium bows temple, shrine, or monastery, and work Realms is limited to plate mail and
and swords primarily to the good of that location weapons which do not draw blood.
200 Horsemen, in plate armor and and its community. “Mission” clerics are
similar barding with lance and “at-large” agents entrusted to wander CLOAK WOOD
long sword the length and breadth of the Realms
AT A GLANCE: This wood, north of
50 level 3 commanders spreading the basic tenents and beliefs
Candlekeep, is ancient and thickly over-
Lord Kandar Milinal (10th level fight- of the organization. Many of the clerics
grown with elms, beeches, felsul, and
er, commander of the army) found in Adventuring Parties, or work-
hiexel trees.
In addition, the Citadel is often the win- ing alongside merchant or in merce-
tering ground for mercenaries in the nary companies are “mission” clerics. ELMINSTER’S NOTES: The Cloak Wood
employ of Zhentil Keep. Again, the line is fuzzy one, such that a is an old, thickly grown forest marking
Several members of the Zhentarim cleric who has spent his life in the “hier- the southern end of the Sword Coast.
Network may be present as well, and archy” may suddenly decide, for the Just south of Baldur’s Gate, the Cloak
Sememmon the Wizard (12th level) good of his order, to engage in a quest wood is a perilous place, and home to
makes his home here. for an artifact, and gather a group of quicklings, satyrs, stirges, kampfult,
The battlements of the Citadel of the like-minded adventurers, and set off as and other less common monsters. This
Raven face outwards, north and east, a “mission” cleric. Similarly, a cleric high number of creatures has turned
but are very strong to the west and who has spent her life in adventuring the wood into a battleground between
south as well. Should the cities of the companies, tithing a large part of her rival races. The sages of Candlekeep
Moonsea fall to outside force, this is the earnings to setting up shrines for the have sufficient evidence to indicate at
bolt-hole planned by the Zhentarim and Powers, may determine to retire (or least one gate exits in the wood, but the
other evil creatures. semi-retire) to a temple to use the expe- exact numbers and/or destination of
rience gained to teach others, and enter these gates is unknown. They may lead
CLERICS the hierarchy in that fashion. to other parts of the Realms, to an Alter-
Most faiths are fairly loose with such nate Material Plane where such crea-
AT A GLANCE: Clerics are those individ- restrictions, only requiring that a cleric tures are common, or to the Beastlands
uals capable of directing energies deriv- (Happy Hunting Grounds). Few who
seeking to leave his or her hierarchy get
ing from particular entities known have investigated the matter have
the approval of a superior (or of the
properly as Powers, though often
Power being venerated, if the cleric is returned to report on it.
referred to as deities or gods. All clerics
of Patriarch/Matriarch level) before
belong to faiths which venerate these
Powers and advocate their aims and
joining or leaving the hierarchy. CORM ORP
In a similar fashion, there is no
goals. AT A GLANCE: The village of Corm Orp
required “dress” or raiment for a cleric
is a flea-speck on the road between
ELMNSTER’S NOTES: The Realms tend outside of the raiment required for cer-
Hluthrar and Hill’s Edge, with about 15
to be in generally tolerant of all faiths, emonies. In general, clerics dress in the
permanent buildings. The low hills to
such that in larger cities their are “tem- colors of their order (which are usually
the east of the town are dotted with
ple districts” of various faiths of dissimi- those of their holy symbol) and wear
halfling burrow’s, dominated by a
lar alignments and goals existing some clearly-obvious symbol of their
goodly-sized structure emblazoned
side-by-side. Faiths and temples main- faith on the person. A cleric of Tymora
with the symbol of a butterfly.
tain varying levels of influence in the will tend towards greys, and wear a sil-
local government, and only in a few ver disk either on a neck-chain or in a ELMINSTER’S NOTES: This tiny village
cases is there a “state-religion.” One setting on the forehead, while a wor- is known for its large resident popula-
such example is the island-nation of shiper of Tempus will wear helms (or tion of halflings, who live amicably with
Lantan, whose strange inhabitants are metal skullcaps) and display his symbol the few human inhabitants of the place,
almost all worshipers of Gond. Even so, (the blood-red sword on the crimson despite the fact that the village’s Lord,
there are shrines to other deities on field) on his or her shield. Dundast Hultel, is human, as is the vil-
Lantan, though they exist primarily to lage militia. The latter fact is one that
GAME INFORMATION: Clerics in the
serve foreign visitors. most native halflings, preferring to see
Forgotten Realms are as presented in
Clerics tend to be divided into two- some else fight their battles, are quite
the Player‘s Handbook, with those limi-
groups within their faith, though mem- comfortable with.

31
Halfling priests of rank dwell in Corm CORMYR (Core-MEER) often by a strong standing army under
Orp, making the area a common well- the command of the Lord High Marshal
AT A GLANCE: One of the handful of
known gathering-spot for the race. of the Kingdom, Duke Bhereu.
proper nations in the North, Cormyr
Many halflings converge on the hamlet Cormyr dates its years from the
straddles the land between the Dragon- founding of House Obarskyr, 1332
each Shieldmeet to do business with
mere and Anauroch in the north east
their fellows, trade native goods, and years ago. For the bulk of this time, Cor-
region of the Sea of Fallen Stars. It was
trade tales. myr was little more than a single city
at one time heavily wooded, but is now
Corm Orp’s notable export (other (Suzail) and a few fortified outposts,
a region of small forests and organized
than halflings) is a type of stout pottery. and at times the King was forces into
farms. ruling from those outposts as opposed
Made of simple red clay in large, usable
forms, the pottery of Corm Orp is in ELMINSTER’S NOTES: Cormyr, also to ruling from his throne. The current
common use throughout the Realms for called the Forest-Country is a rich king- king is the fourth of his name and the
everyday functions, and is highly dom; its southern, eastern and north- 71st of his line.
thought of. western areas have many farms, The land has been officially “at peace”
offering abundant yield for trade. The for many years, since Rhigaerd over
GAME INFORMATION: Corm Orp’s
central area of the kingdom are still threw the Border Raiders. Its force
Lord is Dundast Hulrel, a 4th level
wooded; these woods, carefully hus- have taken part in actions in nearby
human fighter of LN alignment. He is
banded by the forces of the King, still regions, and the nation has recently
friendly and tolerant of the little folk
yield good timber, and have plentiful mustered its forces to face Gondegal
who infest his town, an in particular
game (which all may hunt, if they hunt (for more on Gondegal, see under ARA-
encourages the gathering at Shieldmeet
alone). Cormyr is also strategically BEL). In addition, patrols often skirmish
as a way to bring more visitors (and
located on overland trade routes from with bandits on the roads in the north
more money) into the area. His militia
the cities of the Moonsea to the north- and west, and are at present battling
numbers 30 members, all 1st level fight-
east; the Dalelands to the east; the Inner orcs and other creatures north and east
ers. Their armor is chain mail, and their
Sea (on which it has two major ports, of Cormyr, in Tilver’s Gap and Dagger-
weapons are swords and short bows.
Suzail and Marsember); and the lands dale. Both of these areas are threatened
The militia are identified by strips of
to the west, northwest, and south— by evil raiders, who will menace Cor-
green-colored cloth worn on the right
particularly the rich city-states and myr itself if they ever overrun Tilver-
arm and left thigh (the latter for better
kingdoms of the Sword Coast. ton and Daggerdale. Cormyr has been
identification by the halfling popula-
Cormyr is a wet land, receiving abun- building a fortress, Castle Crag, for the
tion).
dant rain in summer and spring, and last decade, to defend against any such
A large (by halfling standards) temple
abundant snow in winter; it has long, attack.
to the deity Sheela Peryroyl has been
cold winters, and short but hot sum- The King rules by means of Lords,
constructed in the hills overlooking
mers. Much of spring and fall is temper- one in each town, and by the fealty of
Corm Orp. Its Matriarch is Allyia
ate and moist, and as a result Cormyr’s the rich “merchant lords.” The mer-
Macanester, originally of Evenstar.
farms and forests are green and rich in chant lords are too numerous to men-
Allyia is a 10th level cleric with an
both yield and splendor. Mists are com- tion (at any one time, perhaps twenty
incredible 20 Wisdom, and is much ven-
mon along the seacoast, and on the are of prominence), and change with
erated and loved by her followers. She
High Moors, extending in to the pass at the shifts of fortune, but the local Lords
is served in the temple by:
High Horn, and the gorge north of who are beneath the officers men-
4 6th level clerics
Eveningstar. tioned above, under the granting of
8 3rd level clerics and
Cormyr is a hereditary monarchy; charters are as follows. (Towns are list-
16 1st level clerics.
the present King is Azoun IV, an effete ed in order of size and importance.
Most noted of the potters is the shop but regal middle-aged man of sophisti- Each town of Cormyr has its own
of Ilvn Makepeace, whose work is cated tastes and keen wits, son of the entry.)
regarded as superior even alongside famed warrior-king Rhigaerd II. Azoun
ARABEL
the sturdy pots the area is famous for. rules from his hilltop palace in Suzail
Local Lord: Myrmenn Lhal
Makepeace’s shop uses a staff of a half- and in the “Royal Court” of intercon-
Herald: Westar of the Gates
dozen halfling apprentices. His work nected public buildings below it, and is
DHEDLUK
sells for 1-5 sp per piece, which is ten rarely if even seen in the forest towns
Local Lord: Thiombur
times that of normal pottery. (he is rumored to travel in disguise
Herald: Ildul
when he must leave Suzail). Azoun’s
ESPAR
banner is the Purple Dragon (a purple
Local Lord: Hezom
dragon on a black field); it is borne

32
Herald: “Yellow Hand” Yespar Herald: Dhag Greybeard The King taxes lightly (in addition to
EVENINGSTAR WHELOON the “tithe” collected by the local lord,
Local Lord: Tessaril Winter Local Lord: Sarp Redbeard there is a “royal tax” of 1 gp per head
Herald: Tzin Tzummer Herald: Estspirit annually, 5 gp for wealthy landowners),
HIGH HORN and makes the law by his decrees in the
Each local lord defends the local
Local Lord: Lord Commander Thursk Court of the Crown. To enforce the Roy-
farms, dispenses the King’s justice,
Dembarron al Word, there are three caravels (two
keeps the peace, serves as “the King’s
Herald: Dhag Greybeard at Suzail and one at Marsember), a
eyes and ears,” and collects tithes for
HILP standing garrison of 100 archers and
the King and for himself (1 sp/head/
Local Lord: Doon Dzavar 300 men-at-arms in High Horn, and 100
year). Each Lord is allowed up to forty
Herald: Delzantar palace guardsmen in Suzail. There is
men-at-arms, plus up to six guides/
IMMERSEA also an standing army of over five hun-
captains (typically rangers). These may
Local Lord: Samtavan Sulacar dred mounted men-at-arms and
serve as the town guard. Volunteer
Herald: Culspiir longbowmen, led in battle by thirty or
town guardsmen are known as “the
MARSEMBER so knights of the Court, and bolstered
Watch,” and may, upon the judgment of
Local Lord: Ildool by a council of widely-feared “war wiz-
the Lord, be exempted from the tax if
Herald: Scoril ards,” who are known for their black-
their service has been valuable. The
SUZAIL and-purple robes.
Lord is also requested to stable and
Local Lord: Sthavar, Lord Magister of
maintain a fit, fast horse of the best Mages of any rank of power, from
the City of Suzail
quality for the use of the King’s Messen- thaumaturgists (level 5) and up, must
Herald: Xrorn Hackhand
gers (who ride fast and far, requiring by law report their names, sigils, and
TYRLUK
them to change mounts at every stop). whereabouts of abode to the Royal
Local Lord: Suldag “the Boar”
Each Lord must have a right-hand man, Magician, Vangerdahast, in Suzail. Such
Herald: “Tooth” Nzal Tursa
who serves as a clerk/record-keeper, spell-casters are also required to give
WAYMOOT
and is a trained Herald. (Heralds are list- their names whenever challenged in
Local Lord: Filfar Woodbrand (also
ed with their respective masters above). Cormyr by soldiers of the King or offi-
called “Trollkiller”)

33
cers of the Court, upon pain of magical or by permission of the King. Save in persons at any one time. All members
destruction at the hands of the Royal times of war, permission of the King is of the chartered company must wear
Magician or the Council of Mages (the granted only in the form of a royal the arms or badge of their company at
aforementioned “war wizards”). The charter. all times when armed in Cormyr. Finally
military history of Cormyr is one of Such charters can be obtained only the names of the members of any such
guerilla ambushes and running skir- from the Lord Commander at High Horn, company must be on file in Suzail, any
mishes, rather than “setpiece” battles, the Warden of the Eastern Marches in changes in rosters being reported once
and the Court is thus very sensitive to Arabel (Baron Thomdor), or the Chancel- a month to the aforementioned officers
the presence of armed men within the lor or Lord High Marshal at the Royal in High Horn, Suzail, Arabel, or the
kingdom. ”Lawless freeswords” cannot Court in Suzail. The King can of course High Constable of the King’s Garrison at
operate within Cormyr. Mercenaries grant one at any time, anywhere. Such Waymoot.
(that is, all armed men not in service charters customarily cost a thousand
Customs of Comyr: The nation of Cor-
with the King) cannot gather, while pieces of gold, a further tax of three hun-
myr has a number of recognized cus-
armed, in groups of more than five in dred gold pieces a year (payable upon the
toms, which the traveler should
any place save public markets or inns anniversary of the issuance of the origi-
recognize when operating in the
and taverns (and in the latter, it is cus- nal charter, late penalty of twenty gold
nation. These customs include:
tomary to surrender all weapons to a pieces per day thereafter, up to ten days
l Commoners of both sexes bow
custodian behind the bar). Violators later. Any further delay results in auto-
their heads to royalty.
face immediate disarmament, forfeit- matic suspension of the charter, and a
l Burials are followed by wakes.
ure of goods, and imprisonment at the warrant for the arrest and detention of
l It is unlucky and an offense to the
hands of the local Watch or soldiers of any such mercenaries operating within
gods to kill a cat, for cats are the
the King. The exceptions to this decree the boundaries of Cormyr thereafter),
eyes and messengers of gods. It is
are; when such fighters are operating and can be revoked without warning at
good to keep a cat, but a sin to clip
under hire; under contract to someone any time.
its tail, ears, or fur, or hamper its
authorized to hire them (nobility, or Charters are customarily given to a
ability to produce kittens. A cat
chartered merchants) as caravan or “company of adventurers.” Such a com-
may not be kept in a cage.
ware house guards, or as bodyguards; pany may not number more than thirty

34
l Women interested in finding a ford. beliefs.
mate wear purple scarves at hip ELMINSTER’S NOTES: The founding of
ELMINSTER’S NOTES: Daggerford is a
and/or throat.
sparsely inhabited but strategic junc- the Dalelands long preceeded the
l Adventurers who go in peace, but
tion where the Trade Way (the main founding of any of the existing Dales by
armed, wear peacestrings about
route from Waterdeep to the South) hundreds of years, and the phrase
their swordhilts (to prevent quick
crosses the Delimbiyr River (which is known as “Dalereckoning” is actually a
unsheathings). These strings are
also known as the River Shining). Dag- commemoration of mankind being
colored and tasselled cords, and it
gerford gained its name in from a given permission to settle in the lands
is an art to tie them in ornate north and west of the Inner Sea.
reputed incident of 400 years ago: A
knots. The best of such knots look
merchant traveling through this region In those ancient days, when Suzail
complicated, but may be undone
searching for a safe crossing sent his and Chondathan which is now Saerloon
with a single jerk to free the weap-
son ahead of the family wagons to look were mere coastal trading posts, the
on. Elves who ruled this forest entertained
for a safe passage across the Shining.
The boy found the ford in the dark, but a request from settlers from the East,
DAGGERDALE was set upon by a raiding party of liz- from lands such as Impiltur and
AT A GLANCE: Daggerdale is a true ard men. Defending himself with his Damara. This request was not to settle
dale, or stream valley bounded by sole weapon, an old dagger, the lad slew the Elvish forest, but to farm and settle
mountains on the west and rocky hills six of the creatures before aid arrived its borders, in particular the rich delves
on the east, and is a farming and hunt- from the wagons and drove the crea- and dales along the rivers Arkhen and
ing community that has largely kept to tures off. The story spread along the Ashaba. The Elven Court granted that
itself in the past. merchant-ways over the years, so that request, in return for aid from these
the ford, and later the town that grew new dale-landers against outside agres-
ELMINSTER’S NOTES: Daggerdale is a
up on its banks was known as Dagger- sion. In commemoration of that pact
closed community, a reclusive settle-
ford. This may just be local legend, man and elf raised the Standing Stone
ment that makes the natives of Archen-
though there may be a grain of truth in which is now seen where the road from
dale look friendly and outgoing. No
the old tale. The current so-called Duke Mistledale reaches the road from
inns, hostels, or taverns exist in the
of Daggerford claims to be a descend- Essembra to Hillsfar. It is from the rais-
land, nor are the people willing to offer
ent of this merchant lad. ing of this Stone that Dalereckoning is
the space in their barns to weary trav-
For more information on Daggerford taken.
elers. The reason for this lack of hospi-
and the areas of the Realms that sur- From the pact made, the Dalesmen
tality is not known, but as in the case of
round it, see N5, Under Illefarn. would only settle those regions which
many of the Dales, most likely harks
were unforested or unclaimed by the
bath to some long-forgotten incident or
slight.
DAERLUN (Dare-LOON) elves. As the Elven Woods receded
under the axe-falls of further invaders
Daggerdale sends a different repre- AT A GLANCE: Daerlun is a large city in
and settlers, old Dales perished and
sentative to the Dales Council each year, Sembia, closest to the nation of Cormyr
new ones came into being along the
but all seem to be stamped with the and benefitting the greatest from trade
borders of the woods. Men, both good
same unfriendly mold. At one point, with that nation. See SEMBIA.
and bad, have raised petty nations in
Ilmeth of Battledale hazarded the guess
the dalelands since, though any one
that Daggerdale only attended the THE DALELANDS dale that turned against the pact would
Council to make sure the other Dales
AT A GLANCE: The region known as have to deal with the others.
were not ganging up on her. Like simi-
the Dalelands is defined as the non- Each of the Dales is a large swath of
lar comments about Daggerdale, this
forested regions inhabited my man farms and fields, with a few scattered
comment was not well-received by the
north of Sembia and Cormyr and South settlements and usually one central
representative.
of the River Tesh and the town of marketplace, capital, or dale center.
Voonlar. This region includes a wide These centers are often but not always
DAGGERFORD scattering of different communities, all named after the Dale they are in, add-
AT A GLANCE: Situated in the flood- primarily rural in nature, who share ing to the confusion as to what is a Dale-
plains of the Delimbiyr River, Dagger- (generally) common interests and lands territory. The Dales are not
ford is a small, walled, community of 40 ideals. In addition, the Dalelands are the city-states, for their largest groupings
stone buildings, dominated by the small home of many powerful individuals or of population rate as towns at best, nor
caslte of the “Duke” of Daggerford. The groups which find the independence of are they true nations in the way of Cor-
town is situated on the south side of the the natives in keeping with their own myr, Sembia, or even the shattered

35
states of Damara. They occupy a grey ed alphabetically, for any attempt to forces.
middle-ground, and are nothing more, declare one Dale greater, larger, or Shadowdale
or less, than Dales. more important than another is an invi- Mourngrym, Lord of the Dale
The Dales are self-governed, but form tation to an argument. Each Dale has its Tasseldale
a loose Council that meets each year at own individual entry. Elizzaria, Grand Mairshar
Midwinter in a different town of the Archendale Bshendale
Dales. This Dales Council is no stronger The Three Swords Elder Jaoth Hulnhurn (Teshendale
than the strength of its members, yet Battledale was destroyed some forty winters
has been followed with (generally) good War Chancellor Ilmeth ago, yet it remains listed as a mem-
faith over the past hundred winters. At Daggerdale ber of the Dales Council, and a chair
the best of times, the Dales Council is a Varies; each year a different repre- is set aside at each meeting for the
group of tough-minded, independent sentative (called Councilman, Coun- missing Elder Jaoth).
argumentative individuals who would cilwoman, or Councilelf) is sent.
Each dale has slightly different laws,
lay down their lives rather than see Deepingdale
customs, and military forms. Many rely
another Dalesman threatened. Theremen Ulath, Lord of
on the work of charismatic heroes and
A list of the members of the Dales Highmoon
adventuring companies for aid in times
Council and their rulers or representa- Featherdale
of trouble, and a large number of these
tives follows. No two dales have the Representative Kirshoff
individuals use the region as a base.
exact same form of government, or Harrowdale
This attraction to adventurers is fur-
even titles for their rulers. Several Seven Burghers of Harrowdale, led
ther increased by the large number of
merely send a representative for the by Reindorf Sandbeard
pre-elvish ruins in the area, and the
people of that dale, others have a hered- High Dale
recent departure of the Moon Elves of
itary or military leader, some pass from High Constable Irreph Mulmarr
the Elven Court for Evermeet, leaving
one adventuring bravo to another, and Mistledale
the woods open.
some, in the manner of Amn and more High Councillor Haresk Malorn
The Dales have most recently been
civilized states, hide the identity of their Scardale
involved in a war with one of their own
leaders behind a title. The Dales are list- Occupied by other Dalelands

36
members. The area of Scardale, under western-wandering peoples. Netheril (See THE LONELY MOOR). It is
the command of Lashan Aumersair, The faiths of the Damarans are simi- also said that the sorcerer, now a lich,
launched a number of swift attacks, lar to those throughout the realms, still inhabits the secret ways and cham-
conquering a number of the surround- though they pay special attention to bers beneath the keep.
ing Dales before a coalition of forces Ilmater, god of endurance and suffer- The keep itself can house at least a
from the other Dales, Sembia, Cormyr, ing, and in particular venerate the thousand men-at-arms, though its
and Zhentil Keep crushed the invaders. memory of a long-dead patriarch of present garrison numbers less than
that faith, St. Sollers the Twice- half that. The tunnels and storage
DAMARA (Dah-MARR-ah) Martyred. The symbol of this sect of cairns lace the mountainside beneath
Ilmater’s faith is either the bloodstained the keep, and a number of escape tun-
AT A GLANCE: Damara is a region rack or Soller’s own symbol, the yellow nels have been bored through the living
north of Impiltur and east of the Moon- rock by various owners. The keep has
rose.
sea, which consists of a large number of belonged to a number of organizations,
petty kingdoms and small rural com- GAME INFORMATION: When Damara
wizards, and companies, and was most
munities similar to the Dales. was at its height, its merchants would
recently a bandit-hold before being
use trade bars made of chalcedony, a
ELMINSTER’S NOTES: Until the most “appropriated” by its present owners.
deep-green stone, flecked with sparks
recent generation of men, Damara was The fortress of Darkhold is part of
of red jasper, which gave the gems the
a nation of the power and importance the Black Network of the Zhentarim,
name bloodstones. These bloodstone
of Impiltur or Sembia. It maintained and is presently the westernmost estab-
trade bars were made in 25 gp mea-
strong trade relations with other lished refuge of that organization and
sures, and the fact they were used in
nations of the Moonsea and Inner Sea, their allies. Patrols from Darkhold
common trade reflected the huge
and its trade banner and bloodstone roam the Far Hills north to Yellow
amount of this stone that could be tak-
trade bars were found throughout the Snake Pass and Skull Gorge and South
en out of the Galena Mountains through
Realms. to Asbravn, often sparring with the Red
scattered mines.
In recent memory, however, Damara Cloaks of Asbravn and the Corm Orp
Such trade bars, marked with the
was invaded by a force from Vaasa, its militia. Caravans controlled or guarded
crest of a Damaran noble house on one
northern neighbor (see VAASA). The by Zhentarim forces make this place a
side and the year (in Damaran Reckon-
war between these two nations lasted regular stop when traveling to and
ing) on the other, are rarely used in the
for ten years, until the Witch-king of from the Sword Coast, and representa-
Realms today, as most merchants recog-
Vaasa defeated King Virdin of Damara tive of Darkhold can be found in mer-
nize it as “cursed money,” bringing on
at the Ford of Goliad, sweeping the last chant trains from northern Mirabar to
the user the same misfortunes as befell
portions of organized resistance from southern Calimshan, and east to Zhentil
Damara. Hoards of bloodstone trade
its path and slaying the cream of the Keep itself.
bars may be found in parts of the
Damaran nobility. Realms, as part of more ancient trea- GAME INFORMATION: Darkhold is cur-
The Vaasan invaders captured and sures. rently the base for 400 men-at-arms,
still rule the northern portions of this under the command of two fifth level
realm, while the southern portions of
what was once the Kingdom of Damara
DARKHOLD fighters from Zhentil Keep, Beldrar and
Hlestin. T h e K e e p c o m m a n d e r i s
have been broken into small baronies AT A GLANCE: The Darkhold is a high-
thought to be the 12th level mage,
and isolated, quarrelling communities. spired keep of black stone that rises
Sememmon of the Zhentarim.
The distances between these communi- from a bare rocky spur on the side of A Darkhold patrols normally num-
ties have over the passing years grown the mountain known as “the Grey bers 20 troops led by a second level
less civilized and more dangerous. Watcher” (also called locally “the Grey fighter. They are normally dressed in
The land of Damara today is cold, Watcher of the Morning”). Small figures
banded mail, carry crossbows and long
empty, and poor. With its once-proud move along its battlements, giving an swords. Those within ten miles of the
cities sacked and its merchant class idea of the massive size of the Keep. keep will be foot patrols, while those
chased to more hospitable climes, there ELMINSTER’S NOTES: The stone of this beyond that range will be mounted on
is little communication between the ancient tower is not of local origin, and medium horse, and in addition carry
various baronies, and each remains dis- has been fused together in some lances.
trustful of the others. unknown fashion into a single piece.
The people of Damara are similar to Legend says that the tower was con- DEEPINGDALE
those of the Dales in appearance and structed by elementals commanded by
attitude. It is though that the Damarans AT A GLANCE: Deepingdale is a wide,
a fell sorcerer in the waning day of
and Dalesmen spring from the same deeply carved valley blessed with an

37
abundance of game and timber. Like King’s Forest (the forest is also called those it encounters.
many Dale communities, it is scattered Cormyr’s Woods by some). The famous A recent event gives the true idea of
in many homesteads, but considers its adventurer, Thiombur the fighter, runs the power of the dragons. Two winters
“capital” to be the town of Highmoon at an inn, The Blushing Maiden, at the cen- ago, many dragons of great size flew
the head of the valley. ter of town. Thimobar is the appointed south and west from the glaciers
local lord of Dhedluk, and is said to beyond Thar, attacking many abodes of
ELMINSTER’S NOTES: Deepingdale
“know everyone in Cormyr.” men. The damages from this single
maintains excellent relationships with
flight of less than a hundred dragons
the elves of the area, and in these days GAME INFORMATION: Thiombar, an
includes:
of the Passing of the Elven Court, many 8th level fighter, is indeed a master of
l The city of Phlan was smashed
individual elves and half-elves call this the skill of putting the correct people in
into smoking ruin and abandoned.
dale their home, and over half of the touch with each other, and his inn is
l At the Citadel of the Raven two of
population is elvish or half-elvish. As a often a stopping point for those seeking
three attacking dragons, as well as
haven for wildlife, the inhabitants also a particular individual of certain skill or
over nine thousand warriors per-
count the druids and treants as friends ability. There is a 50% chance that
ished.
as well. Thiombar knows of someone who
l Mighty Zhentil Keep was heavily
Deepingdale’s relationships with might help a player-character, though
damaged by dragons who raged
humans have been less than good, and his fee is usually no less than 200 gp per
through the streets like great
in the past the region and Archendale level of the individual he is helping or
scaled cats, ere they were slain.
have almost come to blows over small referring to (whichever is higher). l
Shadowdale and parts of the Elven
matters. For this reason, Deepingdale Thiombar will never aid in situations
Woods were set ablaze. The
maintains a well-trained bow-force of where someone within the court is
dragon was slain by the Witch
elves as well as a well-drilled militia. threatened, and in that case, will usu-
Sylune, though the battle claimed
ally tip the authorities off.
GAME INFORMATION: About half of her life as well.
Thiombar’s attitude towards the posi-
Deepingdale’s population (9000 or so l Yulash was utterly destroyed;
tion of Lord of Dhedluk is one of doing
total) are in the militia reserves, and being reduced to shattered,
the crown a favor, and the retired fight-
have in their possession leather armor, scorched stone (it has since been
er would be as happy just to hoist
sword, and spear. If a call goes out (a rebuilt by Zhentil Keep).
drinks. The crown, on the other hand,
horn-call from High Moon relayed l The largest worm of all attacked
is pleased to have such a source of
down the valley by special posts), the the city of Hillsfar, and was slain
information at their disposal.
militia units will gather at predeter- by the mages of the city; its vast
mined spots before marching on the bulk fell into the harbor and lay
city. DRAGONS half-submerged for many nights,
In addition, Deepingdale maintains a AT A GLANCE: The most dangerous like some grotesque island, until
company of 70 2nd level elvish fighters creatures of the Known Realms, a the mages blasted and burned it
who are weapon specialists in long Dragon in full fury may level an entire away.
bow. These elves have remained dispite city, and even one at play may destroy a l A large dragon was slain over Ara-
the disbanding of the Elvish Court, and party of brave knights. These creatures bel by catapults and archers, and
consider Deepingdale their home. vary in size and capabilities, but are crashed into the road east of its
The ruler of Deepingdale is There- generally huge winged reptiles that can gates.
men Ulath, Lord of Highmoon. There- spit fire, acid, cold, or other fell crea- l
The mages of Suzail’s Royal Court,
men is a half-elven fighter of 4th level. tions. led by Vangerdahast drove away a
great green dragon there by
ELMINSTER’S NOTES: Dragons in the
DHEDLUK (DED-luke) earliest days were the rulers of Faerun
means of their arts. It flew south
over the sea and was not seen
AT A GLANCE: Dhedluk is a small town between the Inner Sea and Sword
again.
of a hundred buildings surrounded by a Coast, and though they are now few
wooden stockade with a single (known) and far between, their power remains This sudden attack is widely held to
gate, situated just north and west of the great. With the coming of Elves and be the work of the Cult of the Dragons,
meeting of roads from Waymoot, Men, the Dragons retreated to the a mysterious group of men said to have
Eveningstar, and Immersea, in the north, yet on occasion, some giant of devised strange magical arts that give
country of Cormyr. the race will come from the north or them mastery over evil dragonkind.
arouse itself from its decades-long sleep Other sages believe it to be some sort of
ELMINSTER’S NOTES: Dhedluk is a
in some forgotten dale and terrorize ritual or cyclic behavior on the part of
small community in the heart of the

38
evil dragons, rather than a concerted In the face of the Diabolic incursion, groups are known as “Circles;” the term
attack. armies were raised in Waterdeep and serves to illustrate the unending cycles
elsewhere to clear the Trade Way and of natural processes, and to emphasize
GAME INFORMATION: Individuals run- destroy the evil at Dragonspear. The that no one creature is intrinsically
ning characters in the Forgotten attempt to empty the castle met with superior to another.
Realms are warned that the Dragons of heavy resistance, and the battle contin- In the Dalelands, recent warfare has
the Forgotten Realms are more danger- ued for almost two years before the cas- destroyed that last two known and
ous and deadly than those of most tle was again cleared. Most of the long-established circles; the Circle of
AD&D® game campaigns. The DM has structure was burned in the process, Shadowdale and the Battledale Seven,
further information on the care and leaving an empty shell on the moors, although a few individuals from each of
feeding of dragons in his book. the groups have survived. The Circle of
The wreckage of Dragonspear Castle
is considered desolate, though priests Shadowdale’s one-time roster is given
DRAGONSPEAR CASTLE of Tempus have set up a small shrine with the census of Shadowdale. In num-
within the castle walls, in hopes of bers and power, it is typical of these
AT A GLANCE: Dragonspear Castle is a
keeping evil creatures from using it as a groups. Many circles still exist else-
sprawling ruin situated on a trio of low
base again. Few inhabitants of the where in the Realms, in wooded areas,
hillocks to the east of the Trade Way. It
Sword Coast will camp near the Castle and these may be of great local impor-
appears desolate and abandoned.
by choice, and rumors persist of exca- tance, often working with non-human
ELMINSTER’S NOTES: This vast, ruined vations that predate Daeros’ fortress, woodland beings to maintain wilder-
sprawl of high walls and toppled spires and of a still-operational gate. ness areas and keep the peace in their
visible from the Trade Way is little more territories.
than a hundred years of age. it was In the Realms at large, these circles
DRUIDS make up a network of communication
originally the home of Daeros Dragon-
spear, who built the stronghold at the AT A GLANCE: A sub-grouping of cler- and aid among those who venerate
height of his adventuring career. ics which tends to worship outside of Chauntea and similar Powers. In gen-
Daeros was slain some sixty winters ago the standard Temple-complexes are the eral, the Druids of the realms seek bal-
in battle with the forces of the evil wiz- druids, who wander the land, or are ance between man and nature, at the
ard Casalia. Dragonspear castle was organized into loosely-affiliated “cir- expense of neither.
soon afterwards beset by other evil cles” throughout the Realms. These The druids, while relatively weak in
spell-casters and brigands seeking to druid-circles tend to fill the same the Dalelands at the moment, have sev-
gold and treasure within. Daeros’ com- requirements as hierarchies within the eral major areas of power, including the
pany of skilled warriors repelled a clerical faiths, but are much smaller Border Forest, the forest of Guthmere,
number of these attacks, but in the end and there is still less definition about and in particular the Moonshae Isles. In
the entire company was slain or driven which activities fall under which head- the last, the druids are worshipers of a
away, and the citadel was plundered. ings. possible aspect of Chauntea known as
The ruined fortress fell empty for a ELMINSTER’S NOTES: In the northern the Earthmother, and are the native
time, and thereafter served as tempo- Realms from the Sword Coast to faith in the area. The conflict between
rary home to small groups of bandits or Impiltur, druids in lightly settled areas these druids and the faiths of the invad-
outcast mages. These would prosper have tended to gather in small groups, ing settlers is more extreme than in nor-
for a few years raiding the caravans of often with rangers and other allies, for mally found in the realms, but is as
the Trade Way until driven out them- mutual protection, defense of key areas much the result of the conflicting cul-
selves by mercenary companies from or resources, and in order to accom- tures on those islands as on differences
Waterdeep, or by Khelben and his plish their common goals more easily. in faith.
colleagues-at-magery. These groups, usually consisting of a GAME INFORMATION: Druids of the
In recent years, some evil agent allied dozen or less druids and twenty or less same circle may worship different dei-
with the orcs, trolls, and bugbears of others, vary widely in prominence and ties, though in general, druids of the
the High Moor succeeded in opening a working relationships; in some, the same circle tend to worship the same
gate to the Nine Hells within the castle. druids live together in a woodland god. Common Powers venerated by the
Strengthened by a growing army of grove, and in others, they are widely Druids are Eldath, Silvanus, Chauntea
devilkind, the combined forces of the scattered, with other group members (in places) and the Elemental Lords, in
High Moors tribes devastated the area serving as go-betweens; in some groups particular Grumbar and Kossuth (earth
from The Way Inn to Boarskyr Bridge, the druids and rangers deal as equals; and flame, respectively).
such that today that part of the Trade and in others the druids are revered by Player-character druids do not begin
Way is not considered safe territory. the others who work with them. The

39
the game as members of a Circle, but ated by Durlag to keep both itself and and danger as a race, most Dwarves
may form such circles if they find other the treasure safe. remain secretive about their home-
druids and either accept them or are lands, and the small kingdoms of the
accepted into their ranks. DWARVES AND THE SHARDS Dwarves are known about only in a
Great and Grand Druids are singular OF THE DWARVEN KINGDOMS general fashion. For example, the
beings, and there is only a single such Dwarves of the Far Hills travel to East-
AT A GLANCE: The Dwarves of the For- ing for trade, yet no one knows if they
individual for a five-hundred-mile area
gotten Realms are a short, stocky peo- are one community or several, and how
about the abode of such an individual.
ple who seem to be a part of the earth they are ruled. More common are those
Each is entrusted to the organization
itself, ranging in shade and hue from a dwarves who identify their home as
and protection of the Circles and other
rich earth-red to a granite-stone grey. some long-abandoned or enemy-
druidic shrines within that domain. The
Dour and with a strong distrust occupied hold, such as the Dwarves
precise borders of a Great Druid’s
towards magic beyond that which a that were of Hammer Hall, or the Iron
domain are nebulous at best.
magical axe can lend, they tend to be a House, who had been driven out of the
On location of high-level druids:
withdrawn, sullen people. Mines of Tethyamar.
When a druid reaches sufficient level to
challenge another druid of his or her ELMINSTER’S NOTES: Like the elves, Another type of Dwarf that has been
position, a sign will be sent by the the Dwarves are a people whose num- on the increase is the Dwarf that seeks
Power the druid worships indicating bers have been dwindling. In their case, the company of men in its towns and
the location of the druid sought, unless the overall population has been declin-
the first druid knows the second druid’s ing since the days when the dragons
location already. controlled the lands of Cormyr, and the
Sunrise Mountains still spouted flames
DURLAG’S TOWER and steam.
The reason for this decline is twofold:
AT A GLANCE: South of the Wood of
For ages the Dwarves have engaged in
Sharp Teeth a plug of hard rock juts
wars bordering on the genocidal, fight-
from the plains. Atop this pinnacle is a
ing against other races, such as orcs
single, massive tower. It is in good
and goblins, who sought out the same
repair, but seems unoccupied.
caverns and mines the dwarves consid-
ELMINSTER’S NOTES: This local land- ered their homes. In those ancient days
mark is the isolated keep of a dwarven a live orc was competition both for trea-
hero of old. Durlag “Trollkiller,” son of sure and for living space, and dwarven
Bolhur, massed treasure in legendary armies fought and died to protect and
proportions and stored it here and in a expand their realms. Unlike the goblin
few other choice locations. This trea- races, however, the Dwarves were slow
sure was protected by all manner of to recover their losses, and in time their
magical wards and mechanical traps, numbers have diminished so that in
the latter of his own devising. another millennium the Dwarf may join
The tower itself, built entirely of vol- the Duergahydra in extinction in the
canic stone and in fair condition given Realms.
the amount of time and neglect This sense of racial loss hits Dwarves
involved, lies atop a volcanic plug that deeply, and they tend be melancholy
dominates the surrounding lands. and defeatist, yet just as often throwing
Durlag, aided by hired dwarves, is said themselves into their work, be it craft-
to have hollowed out the mountain for ing blades or seeking adventure. The
the rock that made up his tower, and last vocation is quite popular with the
used the space created to hide further few younger Dwarves of the Realms, as
treasure. Durlag is now long dead, and the thinking is that if Fate has dealt a
many have come seeking his treasure poor hand to the race, the best one can
over the decades, with varying degrees do is perform great deeds, so that the
of success. Within the last twoscore of race is remembered in wondrous tales
years, a new power of fell majesty has if not children.
taken up residence within the remains As an additional sense of their loss
of the tower, and uses the defenses cre-

40
cities. Most adventuring Dwarves come Dwarven communities mentioned in ELMINSTER’S NOTES: This agricultural
from this background, and are conver- this book. and trade center is known for its
sant in human styles and customs with- Player-character dwarves are not strong, well-equipped mounted troops,
out abandoning their own heritage. It required to act in the manner detailed “the HellRiders,” who patrol and pro-
has been hazarded (but not voiced above. The above comments apply to vide caravan escort from Waterdeep to
around Dwarves) that the beings enjoy the majority of the race, and in every Iriaebor.
being around other creatures more race, even a dying one, there are indi-
GAME INFORMATION: The HellRiders
short-lived than they. viduals who go beyond standard
are a closeknit organization that are
Dwarves come in a wide variety of restrictions. extremely loyal to their leaders and to
hair, skin, and eye colors, regardless of each other, and take their name from
their origin. The “sub-races” of hill, EASTING the story that a company of Riders had
mountain, and city Dwarves are fairly in the past ridden into Avernus, first of
AT A GLANCE: Situated east of Irieabor,
artificial, and more a matter of taste, the layers of the Nine Hells. The Hellri-
the town of Easting is a small commu-
closer to those humans who like the sea ders are of levels 1-6, usually fighters,
nity of less than 40 buildings within the
and those who prefer the high country. with a mixture of clerics thrown in, and
town proper.
Both Dwarvish males and females have led by Marshal of 6th level. They ride in
beards, though the females usually (but ELMINSTER’S NOTES: Easting is a small
plate mail of crimson and white,
not always) shave. town east of Iriaebor (hence its name),
marked with an upturned crescent.
Dwarves remain deeply tied to their and typical of such small communities.
One-tenth of all the earnings of the
roots and their sense of family and Three things set it apart from other
HellRiders go to the coffers of Elturel.
nobility. Dwarven nobles have declined similar communities:
Elturel is governed by High Rider
in number with their race, and so are Easting’s small size and location near
Lord Dhelt, former leader of the HellRi-
treated with respect by all, despite any the Far Hills make it a meeting spot for
ders. Elturel is a 12th level cavalier, and
long-running feuds that may develop dwarven merchants working out of
shares the protective nature of his men.
between the Dwarvish kings. hidden delves in the Far Hills. Their
Bold, proud, and ruthless, he has been
Finally, deep beneath the surface of smithy-work is above the human aver-
seeking ways to unseat Scornubel as
the Earth dwell a race of twisted Dwarf- age, and individuals wishing to contact
the major trading town on the Trade
like creatures called the Duergar. Sur- such craftsmen or dwarven communi-
Way between Waterdeep and Iriaebor.
face world Dwarves view these ties usually start in Easting.
creatures with a hatred that exceeds Easting is the home of Rulthaven the
that of the elves for the draw. sage, whose area of expertise lies in the
ELVES AND THE ELVEN
As the race of dwarves dwindles in study of plants and their uses, including NATIONS
the North, there is talk of a great herbs and poisons. Rulthaven is a “true” AT A GLANCE: The Elves are one of the
dwarvish kingdom far to the south, neutral, and is frequented both by cler- major races of the Forgotten Realms,
beyond the Vilhon Reach. A mighty ics of good and representatives of and ruled large sections after the time
chasm greater than Cormyr in size is Darkhold. of the Dragons and before the coming
supposedly rent in the ground, and Finally, Easting is the home of at least of men. Now the majority of these long-
located on the rim of that chasm are the four noted horse-breeders, whose sta- lived beings have retreated from the
towers of the city of Eartheart, and bles do a brisk trade in remounting onslaught of mankind, seeking quieter
within the walls of that chasm are travelers journey from the Sword Coast forests, and their numbers in the
carved the huge Dwarven nation of to the Inner Sea. Their prices remain Realms are a faction of those even a
Underholme. These southern Dwarves competitive. thousand years ago.
are said to be very different than their ELMINSTER’S NOTES: The Elves of the
northern cousins: prouder, more ELTUREL (ELL-tur-ELL) Forgotten Realms are of human height,
haughty, and more energetic. but much more slender. Their fingers
AT A GLANCE: Situated on a bluff over-
and hands are half-again as long as
GAME INFORMATION: Most but not all looking the River Chionthar, Elturel is
men, and delicately tapered, and their
adventuring Dwarves tend to be young divided between a lower city, called
bones are light and surprisingly sturdy.
and natives to Dwarven communities in The Dock District, and an upper city,
Elven faces are thinner and more
or near human communities, and this called the High District. In size and gen-
serene, and Elven ears, as ears in half a
contact overcomes the natural dwar- eral capabilities it is similar to its rival,
hundred Known Worlds, are pointed.
ven insularity. A Dwarven player- Scornubel, upriver.
There are five known Eleven sub-races
character seeking a purely-Dwarven
background may select one from the in the Forgotten Realms, and four of

41
them live in relative harmony. Cross- are radiant in different shades of deep is not some biological drive, but rather
breeding is possible between the sub- greens, with irregular patches of the decision of the leaders of the Elven
races, but in the case of the Elves, the brown striped through their bodies. nations to withdraw to less hostile lands.
child will either take after the male or Fallen Star Sea Elves are various shades Such a decision is made after years (man-
female parent’s race (there are no of blue, with white patches and stripes. kind generations) of thought and medita-
drow/moon Elf mongrels, and the child Both have the full variety of eye and tion, and once made, is irrevocable. In the
of such an unlikely union would either hair color found in all the Elven peo- case of the recently-voided Elven Court,
have all the traits of a dark Elf, or of a ples, and have webbed feet and hands, the decision to retreat was made some
moon Elf). and the ability to breathe water. 500 years after deliberation began, so
The sub-races are: Dark Elves, also called drow or night that while for humans the disappearance
Gold Elves are also called sunrise Elves, are the most sinister and evil of of the Elven Court is regarded as a sud-
Elves or high Elves, and have bronze the Elven race, as if this sub-reacts seems den vacuum in the heart of the Realms,
skins and hair of copper, black, or to balance the tranquility and goodness for the Elven Court itself it was as inevita-
blonde. Their eyes are golden, silver, or of their cousins with unrepentant mali- ble (and as important) as a merchant mov-
black. Gold Elves tend to be recognized ciousness and evil. Drow have black ing his shop further down the street to
as the most civilized of the elven sub- skin that resembles nothing so much as increase the distance from a competitor.
races and the most aloof from mankind. polished obsidian, and eyes and hair of The Elves in retreat always make for
The majority of the native Elves of Ever- stark white. The variation of the other Evermeet, and there whatever nobles
meet are gold elves, though they are led Elven sub-races is missing here. Most of led the retreat swear their fealty to
by a moon Elf royal family (see EVER- this fell race have been driven under, Queen Amlaruil, who is that domain’s
MEET). and are shunned by the other Elven monarch. Long ago the Elven nation of
Moon Elves are also called silver or sub-races. Evermeet made the decision to tight
grey Elves, and are much paler, with The Elves call their own race Tel- those men who came to her shores, and
faces of bleached white tinged with ’Quessir, which translates as “the Peo- as a result is both the strongest power
blue. Moon Elves usually have hair of ple.” Strangers, in particular non-Elven of the sea, and a haven of the other
silver-white, black, or blue, though all strangers, are generally placed under Elves in retreat.
reported colors normally found in men the category “N’Tel’Quess,” or “Not- Those Elves on the Sword Coast and
and Elves may be found in this race. People.” Most Elves treat the not-people with easy access to the sea make the
Their eyes are blue, or green, and have with respect and politeness, as a host passage to Evermeet by boat, protected
gold flecks. They tend to tolerate men would a stumbling child, though the by the Navy of the Queen. How those
the most of the Elven sub-races, and the drow fiercely enslave any who are not further inland cross is not known, for
majority of adventuring elves and half- of their race, and consider the other none see their passage out of the world
Elves are of moon elf heritage. Elven subraces “N’Tel’Quess.” of men. The everyday Elven folk know
Wild Elves are called green Elves, for- The Elves are generally ruled by not the method, for after they retired
est Elves, and wood Elves, and are noble houses, which have held control one evening, their leaders and mages
reclusive and distrusting of non-Elves, of their nations for generations (and worked great spells or appeared the
in particular humankind. Wild Elves of given the nature and long life of Elves, gods, for they awoke in their new
the Forgotten Realms tend to be cop- the rule of a wise king may exceed the homes.
perish in hue, with tinctures of green, history of a human nation). The Elven The former Eleven nations of the
their hair tends towards browns, and rule is autocratic and absolute, and it is Realms include Illefarn, where Water-
blacks with occasional blondes and the theology and philosophy of these deep now rises: the seacoast;
copper-colored natives, and their eyes elves which prevent abuse of such com- Askaver, which is now called the Wood
green, brown, or hazel. They tend to be plete power. The monarchs of the Elven of Sharp Teeth: and the Elven Court,
the least organized of the Elven peo- Court make pronouncements rarely, which once ruled Cormanthyr, the for-
ples, and while there is no Elven nation preferring to remain outside the nor- est country that ran from Cormyr to
made up entirely of wild Elves, there mal course of their subjects’ lives. Once the Moonsea. Current Elven nations
are wild Elves in every other elven such a decision is made, whether to include Evermeet its seaward seclu-
nation and on Evermeet. declare war or retreat to Evermeet, it is sion and Evereska, which has just set up
Sea Elves, also called water Elves, are followed by the bulk of the population. a colony in the Greycloak Hills. In addi-
further divided into two further divi- The oddest phenomenon of Elvish life tion, there are scattered groups of Elves
sions: those of the Great Sea (including (to human observers) is the Retreat, found throughout the realms, including
all salt-water domains such as the Shin- which is viewed as a lemming-like drive wild Elves, groups without noble
ing Sea and Sea of Swords), and those of to sail beyond the sea. In the case of the rulers, the dark Elves, those who have
the Sea of Fallen Stars. Great Sea Elves Elves of the Forgotten Realms, the reason found Evermeet not to their tastes and

42
departed, and adventurers. EVERESKA (Eh-ver-EH-ska)
GAME INFORMATION: The Elves are in AT A GLANCE: Evereska is a rich and
retreat in the North, but this does not fabled valley nestled in unbreathable
preclude the play of Elven characters. mountains, tucked against the borders
Such Elves are adventurers, and as of Anauroch. It is one of the last of the
such exempt from the dictates of their Elven Nations in the north.
noble rulers. These Elves will be aware
ELMINSTER’S NOTES: With the Elven
that the nobles of their race may move
Court deserted and its inhabitants pass-
their nations away from humanity
ing out of the Realms, Evereska is the
(some say by stopping time itself), but
last large concentration of silver elves
not the method.
in the North, possibly in the Realms
Elven player-characters are usually
themselves.
moon Elves, though there are wild and
Evereska (which means “fortress
gold Elves as well. Play of sea Elves and
home” in the elvish tongue) is a high val-
dark Elves is not recommended, save by
ley surrounded by mountains, its only
agreement with the DM.
entrances either well-guarded and diffi-
cult ascents, o r s e c r e t i v e t u n n e l s
ESPAR known to few. All good elven folk are
AT A GLANCE: Situated in the rich welcome to this vale, and elven lore and
farmland north of Waymoot, Espar is a wisdom are held in high esteem and
scattering of six score of stone buildings cherished down through the centuries.
without central plan or defense. This vale has been a refuge of the
elven peoples for over seven thousand
ELMNSTER’S NOTES: Espar is a quiet
years, and has never fallen to any out-
Cormyrian farming town, whose local
side attack. It is said to be guarded by
smithy is reknowned for its swords.
the Greater Power Corellon Larethian
GAME INFORMATION: Espar’s lord is himself, when that Power is in the For-
Hezom, a 9th level cleric of Helm on gotten Realms. Several times in its long
leave from his church to fill this posi- history, the mountain fortress has been
tion for the crown. attacked by goblins and orc armies, but
these armies have been eradicated by
ESSEMBRA (Ess-SEM-brah)—see screaming magical bolts from the sky.
BATTLEDALE
GAME INFORMATION: The High Valley
EVENINGSTAR of Evereska is removed from the com-
AT A GLANCE: Eveningstar is an unfor- mon world by its altitude, and this may
tified town of fifty or so main struc- be why this region remains strongly
tures, situated where the main road elvish while most of the rest of the
crosses the Starwater, in Cormyr. Elven Nations have gone into retreat.
Constant guards and watchposts lace
ELMINSTER’S NOTES: Eveningstar is a
the mountains surrounding the
crossroads village, and home to skilled
domain, so that travelers seeking
craftsmen who produce wine, parch-
Evereska are usually discovered by the
ment, and wool for the weavers in
elvish watchmen first, before they get
Suzail and Daerlun. Eveningstar is a
within five miles of the vale.
market for the small but good farms in
Those who seek to fly above the
the vicinity, with a good inn, The Lone-
range have a similar problem, for the
some Tankard.
elves of Evereska maintain several
GAME INFORMATION: Eveningstar’s wings of giant eagles, which are used as
lord is Tessaril Winter, a 10th level fight- mounts for the slenderer members of
er who is both quick and efficient in her the race. Those who seek to enter by
duties to the crown. magic (from another plane, or by tele-
port) will find all such magical methods

43
foiled (perhaps some gift from Corel- past, the ships of Evermeet have fought pult, and facilities to propel Greek fire
lon). many battles with Ruathym, the reav- at a range of 240 yards (the last is a
T h e b e s t method of entering ers of the Nelanther Pirate Isles, and secret mixture of the royal house). An
Evereska is as an elf or in the company Calimshan, hurling back all attempts to elvish warship can have a crew of 80-
of elves, in an open and honest method. seize the island or its treasures. 100 men, led by captains and officers
Of the vale itself, its resources are rich Many of the Elven Nations from the who are dual-classed (fighter/magic-
and abundant, dwarfing the meager Realms have sought safe haven in Ever- user or fighter/cleric). In addition, war-
resource of the wastes beyond its meet, and this navy has aided in ensur- ships carry 10-40 marines (see below.).
mountain walls. Temples of all the ing those nations which made their Elvish warships usually travel in
elvish deities may he found within, with home on the Sword Coast safe passage threes, and carry three catamarans
Patriarchs of superior-level, as well as a to the island. How Elven Nations far each. They will attack and sink ships
“college” of elven and select half-elven inland have made their way to Ever- which they encounter beyond the Wave
mages who make their specialty the meet has not yet been revealed, for Rocks, those which attack elvish mer-
Ethereal and Astral Planes. while the Elven Court has vanished chantmen or refugees, or those of
from Cormanther, there was no record elvish make which are manner by non-
EVERMEET of mass migration of the elves. elves. In addition, most elvish warships
carry contingents of sea elf marines
AT A GLANCE: Evermeet is a large GAME INFORMATION: The Realm of
which may scuttle the opposition from
island several thousand miles to the Evermeet is ruled by a royal house of
below, or board its enemies.
west of the Moonshae Isles, and of simi- moon elves, and the royal family
lar size to those islands. Despite its includes six princes and seven prin-
great distance, the island of Evermeet is cesses, all masters of the various per- ELVERSULT (EL-ver-suhlt)
well-known to most of the knowledg- mitted classes of fighter, cleric, and AT A GLANCE: Elversult is a small trad-
able of the Realms as the final home of mage. The nation is ruled by Queen ing community located where the Over-
the Elven Nations. Amlaruil, who has ruled alone since the moor Trail meets the Trader’s Road, in
death of her husband King Zaor thirty the lands South of Cormyr. It is a com-
ELMINSTER’S NOTES: Evermeet is the
winters ago. mon place for shipments heading for
island kingdom of the elves, which lies
Elvish ships come in two types; fast, Cormyr to be separated from those
west across the stormy seas, beyond
light catamarans and larger, more con- heading west for the Sword Coast.
the lands of men. It is a happy realm, of
ventional warships. The former is often From Elversult such packages are rout-
deep, wondrous forests and much
carried by the latter to be sent out as ed either along the winding road north
laughter, where the golden elves, under
messengers or scouts, but both are to High Horn, or to the lake ports of Ilip-
the leadership of Moon Elven Royal
armed and their crews of the finest ur and Pros.
House, live in rich splendor. The art, the
quality.
music, the magical research: all are far
above what is seen elsewhere, even in
An Evermeet catamaran/scout is a FEATHERDALE
double-hulled ship with three main
Waterdeep the Splendid. All elves save AT A GLANCE: This dale is not physi-
sails, having the following statistics:
the Drow and half-elven are welcome cally a dale at all, but rather the fertile
Hull Value: 5-8
there, and many sea-elves live in the banks of the river Ashaba, from Black-
Length: 30’
surrounding waters. feather Bridge to Feather Falls. Its roll-
Width: 5 feet per hull, overall 5-10
To guard this wondrous realm against ing farmlands produce much of the
feet
men, particularly the aggressive raid- staple food of the dales.
Speed, Normal Sail: 7 mph
ers from Ruathym and the Pirate Isles,
Maximum Sail: 10 mph ELMINSTER’S NOTES: Featherdale has
Evermeet has the mightiest navy of this
Normal Oar: 1 mph no ruler and no army, and is still recover-
hemisphere, the most numerous and
Max Oar: 1 ½ mph ing from its brief sojourn under the
well-armed in the known Realms. Based
Armaments: Small ballistae at each thumb of Scardale. Its farmers are at
in the fortress of Sumbrar, with smaller
bow heart independent of outsiders and self-
outposts at Elion and Nimlith, the ves-
Crew of 10, usually includes a spell- sufficient, going to Tasseldale for “city”
sels of Evermeet’s fleets patrol from the
caster goods. The Dale sends a freely elected
Wave Rocks to the Gull Rocks and “the
Evermeet warship: as for standard war- representative to the Council, and that
Teeth,” in a wide circle of ocean.
ship, though their design permits representative has a seven-year term.
Boats are built and repaired at Siiluth
reaching normal speed in six rounds as The current representative is the second
and call at only a few ports in the lands
opposed to one turn. Armament varies, in the line of Kirshoff to serve in that
of men: Eskember, the Moonshae Isles,
but includes several ballistae, a cata- capacity in the past generation.
Neverwinter, and Waterdeep. In the

44
FIELDS OF THE DEAD panies the most difficult positions weapons which cost more than 50 gp
or tasks, as they have earned it. and armor costing more than 500 gp
AT A GLANCE: These open, rolling l Trade Guards have the advantage can only be readily found in cities, or in
lands between the Winding Water and of good benefits and travel with those towns that have smiths of suffic-
the River Chionthar are an area of head the disadvantage that the fighter ient ability to make armor.
farming, and, along the banks of Chion- must fight not only to protect his Further information on the role of
thar, crops. own life but the property of oth- the fighter in the Realms is delineated in
ELMINSTER’S NOTES: Despite the ers. Some of the smaller traders the DM’s Sourcebook of the Realms.
peaceful appearances, it was no less offer high wages but deduct any
than 500 winters ago this region was a losses from those wages. THE FORGOTTEN FOREST
favorite battleground for those inter- l Raiders are the other side of the
AT A GLANCE: This forest is a rich,
ests contesting control of the lands coin, and include acts of banditry
mature woods filled with oak, walnut,
north of Calimshan (this was before the and piracy. The disadvantage of this
and shadowtop trees. The foliage is
founding of Amn). With continual life-style is that the fighter does not
thick so that the interior is cast in deep
bloodshed over centuries of war- normally operate in civilized areas
shadow.
seasons, the land was littered with the and may be hunted down by more
cairns of the dead and the booty of the law-abiding groups. ELMINSTER’S NOTES: This forest is the
fallen. Even today, bones litter the field l Bodyguards and other protection remains of a larger wood that has
and plows turn up skeletons in rusting opportunities offer low pay at rel- diminished over the years with the
armor, or the occasional magic blade or atively little risk. spread of Anauroch. It is a mysterious,
metal tubes containing a scroll or trea- l Leadership possibilities are availa- deeply overgrown wood of huge trees,
sure map. ble at high level for fighter-types, and travelers who have skirted its edg-
as their abilities are generally es have reported seeing sprites, korred,
FIGHTERS understood by the populace (as and unicorns within its depth. The For-
opposed to magic-users and cler- gotten Forest is said to have the largest
AT A GLANCE: The good sword-arm of ics) allowing a measure of trust. population of treants in The North,
the Realms are those individuals train- l
Adventuring Companies offer the ruled by one known as Fuorn. In addi-
ed in the use of weaponry and tactics, highest return in advancement tion to the treants, the Heirophant
and they may be found, in various and moneys, as well as allowing Druid Pheszeltan makes his home
forms, throughout the Realms. the warrior a great degree of inde- somewhere in the depths of this land.
ELMINSTER’S NOTES: The services of pendence. The disadvantage of Travelers through the forest is discour-
trained fighters, warriors, rangers, and these operations is the great deal aged, and those in the area are highly
barbarians are in constant demand in of personal risk the fighter is encouraged to build their fires only
the Forgotten Realms, owing to the placed in and the essential need of using wood from deadfalls.
large number of hostile creatures cooperation with others. GAME INFORMATION: Fuorn has abili-
(including men) to be found in the l Gladiators and professional fight- ties as a treant of double the largest hit
world. ers are a rare occurence in the die (24), and inflicts 5-30 points of dam-
Fighters and their sub-groupings North, though some debauched age on a blow.
tend to gravitate to certain positions regions do set up such matches, Pheszeltan is a 16th level druid who
and responsibilities, including: usually between slaves or pris- makes his home in the forest, but often
l Local Militias, including police oners against monsters. The older wanders, up to 300 miles away, in
patrols, sentries, watchmen, and realms to the south, including examining the land and its inhabitants.
in times of hostilities as foot troops Amn, Calimshan, and Unther, Using his abilities to alter his appear-
in battle. Such positions are usu- have established gladitorial guilds. ance, Pheszeltan can sometimes he
ally low-paying and hold little sta- GAME INFORMATION: Fighters may be found in cities mixing with the people.
tus, as in the battlefield such found in every part of the Realms,
troops are often used to soften though the tools of their trades vary GLACIER OF THE WHITE
enemy attacks with “acceptable according to area and wealth. WORM
losses.” All the weapons and armor listed in
Mercenary Companies which AT A GLANCE: The Glacier of the White
l
Player’s Handbook and Unearthed
engage in fighting for a price. These Worm is a single, isolated river of ice
Arcana are available in “the North”—
pay better, but have the disadvan- located some 400 miles south of the
the region of the Forgotten Realms
tage that local rulers/employers Great Glacier itself, weaving among the
detailed in the enclosed maps. Those
usually give the Mercenary Com-

45
highest peaks of the Earthspur Moun- and Vaasa. Well-defended by hills on make an honest or good living, but
tains. It flows off a high cliff east of three sides, the community is a rough- these are exceptions to the general
Mulmaster into the Moonsea on on side, and-ready trading post, willing to deal character of these savage creatures.
and into Lake Icemelt on the other. with ogre tribesmen and nomads as
ELMINSTER’S NOTES: This glacier is
well as traders from the Moonsea. GNOMES
home to a wide variety of polar crea- AT A GLANCE: The Gnomes are a small,
tures, giving rise to the idea that it was THE GOBLIN RACES friendly race of humanoid creatures
once a part of the larger sheet of ice to AT A GLANCE: The Goblin Races common in most regions of the realms.
the north. It is farther south than even include all creatures such as Kobolds, They are smaller and less-stocky than
its altitude would justify, and some Goblins, Orcs, and Hobgoblins. Some dwarves, and are thought distant rela-
dweomercraft may be involved. The sages extend the definition to Ogres, tives (though only Gnomish men have
area takes its name from the pale albino Bugbears, Trolls, and Half-orcs. In gen- beards).
remorhazes that inhabit the region. eral, these are uncivilized bands of sen-
ELMINSTER’S NOTES: The faces of
tient creatures that prey on other
Gnomes, regardless of age, are lined
GLISTER beings, raiding and pillaging when they
with centuries of smiles and frowns, so
can, stealing quietly when they can’t.
AT A GLANCE: Glister is a small town it appears that these creatures are
situated at the gateway between Thar ELMINSTER’S NOTES: The Goblin carved from wood. Their natural color-
Races have existed in the Realms as long ing, from light ash and maple to that of
as the elves, for elvish histories have varnished and buffed oak increases the
mention of the various creatures as tendency to think of Gnomes as a
brutish invaders harassing the borders woods-folk, when they are thought of
of their realms. The Goblin Races were at all.
involved in race-killing wars with The Gnomes are called the Forgotten
dwarves over their mountain peaks, Folk of the Forgotten Realms, for
and with men over the lowlands. Usu- despite the fact they seem an everyday
ally the Goblin Races have been sight in major cities, and have good-
repulsed or crushed, but there are sized communities of their own, they
many dwarven halls in Orcish hands. seem unbothered by the world and sim-
The Goblin Races are generally ilarly only rarely become involved with
under-organized and under-equipped, it. Gnomes have no history beyond the
and would have been wiped out several memory of the eldest clan-member and
times over were it not for a rapid breed- the songs of legend. They have never
ing cycle and a high self-preservation developed their own written tongue,
instinct. Faced with overwhelming rather acquiring the languages around
odds, most Goblin Races will waver and them for everyday use. Unlike the elves
retreat, and for this the tag “cowardly” they have no millennial heritage and
is usually added to their other names. unlike the dwarves no deathknell
The Goblin Races tend to be cruel, tomorrow. As a result, they tend to take
evil, and malicious, aping mankind in life as it comes, one day at a time.
dress and title, but with a slant towards Gnomes are among the most
harm as opposed to help. The greatest common-sense beings of a world filled
Orcish citadels of the Desertmouth with all manner of magical things.
Mountains have are governed by a King Their natural tendency towards
and Royal Court in a rough travesty of illusion-craft, instead of making them
Cormyr. Similarly, those Goblins living more crafty, has given them a wisdom
beyond the range of the Lords of Water- to look beyond the fancy trappings of
deep tend to have lords who rule from speech and appearance to find out
disguise in the manner of the Lords of what is really there. Gnomes value their
Waterdeep. families first, then whatever other rela-
There are members of this race, tives they encounter, then other
including some Half-orcs, that brave gnomes, then the world, in that order.
the well-deserved hostile attitude of the GAME INFORMATION: The above
rest of the world in order to seek to

46
description is for Gnomes in general, ering the general withdrawal of the THE HALF-ELVEN PEOF’LES
and need not apply to individual player- Elven Peoples from the Realms. Only
AT A GLANCE: Half-elves are a mixture
characters as a law that “ALL GNOMES the ruling elves know the full reasons,
of man and elf, and occupy the middle
ARE WISE.” Individuals vary within a but it has surmised that there is some-
ground between the two. They are
race, and it is as possible to find an thing in the Greycloaks that the elves of
stockier than elves and lack the pointed
impulsive Gnome as it is to find a trust- Evereska wish not to fall into the hands
ears, though they still have slender and
worthy halfling. of others.
finely-chiseled facial-features of the
elven faces. It is possible for a Half-elf to
GREYCLOAK HILLS HALFAXE TRAIL “pass” as man or elf for brief periods,
AT A GLANCE: These hills are high, roll- AT A GLANCE: Halfaxe Trail is an over- but usually such duplicity is discovered.
ing ridges of earth covered by weedy grown footpath which runs through ELMINSTER’S NOTES: Half-elves are
grasses and occasional patches of small the heart of the Elven Woods, from Har- not a true race, but rather the product
trees. rowdale to the road running from Hills- of the union of man and elf, and as such
far to the Standing Stone. have no national or racial heritage oth-
ELMINSTER’S NOTES: The Greycloaks
are a small group of high, isolated hills, ELMINSTER’S NOTES: An early Lord of er than that of the area they have been
north of Evereska, and are considered Harrowdale, in the days of the Black- brought up in. A Half-elf that had been
an outpost of that elven homeland, set- sails (pirates), grew weary of losing raised in the Elven Court thinks like an
tled less than thirty years ago by a con- trade outside his harbors, and resolved elf: one from Aglarond thinks as a man,
tingent of elves and half-elves. to strengthen the importance and for the elven people have been long
The normal grey garb of these elvish wealth of his dale by linking up with the bred into the general population.
settlers is what has given the hills their overland road from Moonsea south to Half-elves appear as men, tending to
current name. They were previously Cormyr and the Inner Sea. His chief be slenderer than most but not match-
referred to as the Tomb Hills, for the obstacle in this goal was the Elven- ing the thinness of the elves themselves.
region held (and still contains) the final woods. Half-elves tend to take on some of the
resting places of long-dead warrior- Despite the elves’ claim, the Lord, features of their Elvish sub-race:
kings, and was (but is no longer) haunted Halvan the Dark, hired a dwarven engi- l Moon Half-elves tend to be pale
by banshees. Adventuring companies up neer, Durl Halfaxe, to cut him a road to with just a touch of blue around
to a few decades ago made forays into the trade road. Halfaxe Trail was the the ears and at the chin.
the area to loot these old tombs, but with work of the dwarf and an army of men; l Gold Half-elves tend to be bronzed

the current settlement of elves under they burned and cut a mile-wide slash of skin.
The Evereska Charter, such activities through the trees to guard against l Wild Half-elves are very rare and
have ceased (or at least become more elven ambushes. The elves raised an tend to have bronzed skin touched
discreet). army, but were overmatched by men’s with green.
The elves and half-elves of the Grey- weapons and stronger magic, and the l Sea Half-elves tend to he a blend of

cloaks are of silver blood, though there Trail was put through. the fleshtones of human and elven
are a few wild (copper) elves among Greedily, Halfaxe commanded his parent. A child of a Lantan mer-
then. They are friendly with the group men to cut on, into the forest west of chant and a Great Sea Elf will
known as the Harpers, but wary of the the road where he knew the ruins of appear a like green.
Zhentarim and their allies, and extend- Myth Drannor lay. There he foresaw l Drow Half-elves are very rare and
ed patrols from Darkhold have been unearthing riches to keep him all his tend to be dusky-colored with
spotted in the area. days. There the elves raised up old and white hair.
The elves of the Greycloak Hills are powerful magic slumbering in the ruins Half-elves may mate and breed, but
said to make musical instruments for and slew the engineer utterly. Not a will always produce the offspring of the
trade with men, though they work qui- man or dwarf returned to the party, other parent (a Half-elf/elf pairing will
etly through certain merchants in the nor were there bodies to send back. produce elven children, while a Half-
town of Hill’s Edge to the south. The set- The Trail has since grown in until it is
elf/human pairing will result in human
tlement is said to be ruled by an elven but a footpath, close-guarded by the children). Second generation Half-elves
Lord (7th level fighter/11th level magic- elves; none pass save by their will. It is only result if two Half-elves marry (as is
user) named Erlan Duirsar, who is said surprisingly well-used, for the elves are
the case in Aglarond).
by the women of Hill’s Edge to be both wise traders and not unfriendly to men.
very tall and handsome. Whether the trail remains open in these GAME INFORMATION: Half-elf player-
The reason for the Greycloak settle- days following the disappearance of the characters have the limitations and
ment is unknown, and puzzling consid- Elven Court remains to be seen. advantages as set down for the Half-elf

47
in the Players Handbook and DMG, of money, which they consider a human
regardless of the sub-race of the elven invention which redeems the race.
parent. A drow Half-elf, in other words, They enjoy gathering bunches of it, but
would not gain all the drowish abilities, unlike the dwarves and their ancient
and would be considered N’Tel’Quess by hordes, they see no point in keeping it,
his people as well. rather frittering it away on gifts, par-
ties, and purchases. Money is a way of
HALFLINGS keeping score on how well you are
doing against the lumbering men.
AT A GLANCE: Halflings are the small-
Halflings come in all shades and with
est of the major races, and to see their
the same variety of hair and eye color
communities outside some major (and
as men. They tend to respect their fami-
minor) cities, the most numerous (and
lies as groups you do not steal from
growing). They tend to resemble small
(though borrowing is permitted), and
street urchins, wise beyond their years.
show a strong loyalty to friends and
The Halfling of the Forgotten Realms
those who have stood up for them.
have a light covering of hairy down all
There seem to be no racial sub-groups
over their bodies, which is most notica-
of Halflings, though to the far south
ble on the backs of their hands and tops
there is said to be a nation of the crea-
of their bare feet. Often their faces are
tures, called Lurien, whose inhabitants
bare, though there are more than a few
have pointy ears. Considering the fact
full-bearded halflings as well.
that most of the other dominant races
ELMINSTER’S NOTES: The Halfling of the Inner Sea have come originally
people have a saying: “First there were from the South, the idea of a Halfling
Dragons, then Dwarves, then Elves, Nation is disturbing in the least.
then Men. Then it’s our turn!” This atti-
tude that all will turn out to their bene- HAMMER HALL and the
fit (and be served up to them on a silver HALLS OF THE HAMMER
platter) is typical of the Halfling mind-
set; cocksure, confident, and with more AT A GLANCE: The Halls of the Ham-
than a streak of larceny. mer are an abandoned stockade located
A Halfling’s appearance, similar to downstream from the gates of an
that of a small human child, belies the ancient dwarven settlement, equally
fact that this is a race with the same abandoned.
basic needs as any other. They live in ELMINSTER’S NOTES: The Halls of the
many of the same areas as mankind, Hammer are an abandoned dwarf-hold
and may be considered a competitor. west of Mt. Hilm, generally ignored and
Yet as opposed to being hostile, Half- in neglect. Hammer Hall is an isolated
lings have a smug, far-sighted attitude homestead, consisting of a house and
that these lumbering giants will eventu- stables, and surrounded by a stout
ally leave, destroy themselves, or give wooden palisade, built by a company of
themselves up, and that which remains adventurers. As is common for adven-
will be theirs. turing companies working for long per-
This is not to say that halflings as a iods in a particular area, the “Men of
race or individuals are evil, for they Hammer Hall” used the stockade as a
would do nothing to harm another place to retire to between sorties into
unless harm had been inflicted on the dwarf-hold.
them. But the tendency to take advan- After exploring the ruins for several
tage is strong. Many a human thieves’- seasons, the adventurers are said to
guild has as its master-thief a small have set off for the north, and have not
child-like creature who can sneak into been heard of since. The fate of their
and out of areas that larger folk cannot treasure, and the treasure that may
manage. remain in Hammer Hall, is unknown.
Halflings are delighted by the concept

48
This area is a true wilderness, traveled Scardale as a threat to that peace, for
by men but seldom settled, and the instance), and to thwart at every turn
question remains open. the burgeoning goblinkin races in the
North.
THE HARPERS Known Harper members include
Alustriel, High Lady of Silverymoon;
AT A GLANCE: The Harpers are a mys-
the archmage Khelben “Blackstaff”
terious organization of high-level
Arunsun of Waterdeep; the ranger
adventurers, in particular bards and
Dove, now bride of Florin; the late
rangers, which operates in the North.
w i t c h S y l u n e ; t h e b a r d Storm
The exact aims of this group are
Silverhand; the late ranger Ascore of
unknown, as are their numbers and full Elventree; and the adventurer
identities, though there are several
Sharanralee. Known allies include
noted members.
Elminster the Sage; The Simbul, ruler
ELMNSTER’S NOTES: The following is of Aglarond; and Mourngrym, Lord of
taken from the Druid Briadorn of the Shadowdale.
Circle of Shadowdale, quoted by the
ranger Florin Falconhand thusly: HARROWDALE
AT A GLANCE: Harrowdale is a farming
“Rangers and bards of great power dale of gentle slopes and old, well-worn
are rare, Florin. Aside from the roads cut deep into the land, reaching
famous few; the bard Mintiper, for from the Dragon Reach to the forest
example, or the rangers Thulraven along Halfaxe Trail.
and Estulphore; most are members
of that mysterious group known as ELMINSTER’S NOTES: The northern-
the Harpers. most of the coastal dales, Harrowdale’s
“Storm Silverhand may be one of survival has in the past depended upon
them, but I wish you luck finding good relations with the elves. Much of
out...I tell you this now because all of the food it produces went to elvish mar-
us, and of the bards, must consider kets, and the elvish court supported it,
and respect whatever aims the Harp- along with Mistledale, Deepingdale, and
ers have: they strike down or turn Shadowdale because its ideals blended
aside activities that do not fit with with their own.
their wants, and so your own causes Harrowdale was overrun by Scar-
will be advanced or damaged accord- dale’s forces in the recent war, and it
ingly. was the appeals of the Dale’s Council of
“They seem to operate only in the Seven Burghers that resulted in mobili-
North, and there is little else I can tell zation of the northern countries against
you of them. If you see the device of that threat.
a silver moon and a silver harp, you The people of Harrowdale escaped
face a Harper.” the war relatively unscathed, and have
already returned to their simple, pleas-
The aims and activities of the Harpers ant lives. Harrowdalesmen are often
remain mysterious, but they are known portrayed as a bit slow and provincial
to work for the causes of good, and to by the other dales, but they are content
oppose the Zhentarim and the more in their lives and, with the abandon-
aggressive trading kingdoms (such as ment of the Elvish Court, are seeking
Amn) who cut trade-routes into new markets for their products.
wilderland areas, and fell trees and
mine precious things with little regard THE HAUNTED HALLS
for local nonhuman inhabitants. They AT A GLANCE: Hidden within a steep-
also work to maintain peace between sided gorge north of Eveningstar, the
human kingdoms (recently opposing Haunted Halls is a keep built into the

49
cliffwall itself. Its main gates lie twisted between Hooknose Crag on the south ing garrison of 400 men at High Horn at
and rusted to one side. and the Thunder Peaks to the north. any time; 100 archers and 300 men-at-
arms, led by one 4th level fighter for
ELMINSTER’S NOTES: The Haunted ELMINSTER’S NOTES: The High Dale is
every 10 men, and under the overall
Halls were a long-standing bandit-hold, a dale of terraced farms (which raise
control of the Lord Commander of High
cleaned out most recently during the and produce sheep, turnips, potatoes,
Horn. The position of Lord Commander
reign of King Azoun III and unoccupied and hay).
is appointed annually by the King, and
since. It has been raided several times High Dale is ruled by the High Consta-
is currently Thursk Dembarron, a 15th
since by adventuring companies, but ble, currently one Irreph Mulmar, who
level cavalier.
rumors perist that the Halls hold rich is a member of the Dale Council. The
The High Horn is also the wintering
treasure. councilors are elected once a year, and
quarters of half the Cormyrian army,
the High Constable is one of their num-
and has extensive facilities to host both
THE HIGH DALE ber chosen by the councilors them-
man and beast through a season-long
selves. The High Constable has six
AT A GLANCE: The community of High siege.
constables under his control, who com-
Dale lies north of Sembia, along the car- Finally, there is an outpost of the Cor-
mand the army and command and train
avan trial from Saerb to Thunderstone myr War Wizards making its base at
the militia.
on the Wyvernwater, and is a pass this keep. There will always be at least
GAME INFORMATION: The High Dale three magic-users of 6th level present
maintains a standing militia of 50 fight- at any one time, and a 50% chance of a
ers, armed with sword and spear, but in spell-caster of levels 7-12 in residence at
times of crisis could muster most of the any time.
vale population. In addition, the High
Dale is home to the Pegasus Archery THE HIGH MOOR
Company, a mercenary company of
horse archers, 75 in number, mounted AT A GLANCE: The High Moor is a vast,
on light horse and armed with short rocky wasteland rising to a gorge-
composite bow. scarred plateau cloaked in grass and
Irreph Mulmar, the high constable, is scrub trees.
a 12th level ranger, and his constables ELMINSTER’S NOTES: The Moor is
in command of the militia and archers often shrouded in mist, and is the home
are fighters of levels 7-10. to many trolls and bugbears, as well as
goblin races. The monstrous inhabit-
HIGH HORN ants often raid the roads, so that mer-
chants often collect in large caravans
AT A GLANCE: The High Horn is a great
and hire additional guards, and The
grim fortress of high curving walls and
Way Inn (q.v.) maintains a permanent
frowning towers, and is the center of
force of well-armed defenders. The soil
Cormyr’s military operations.
of the Moor is too thin for farming and
ELMINSTER’S NOTES: The great tow- its rock (mostly granite) too poor in
ers of the High Horn were once essen- valuable ores to support permanent set-
tial, but are now no longer so heavily tlements; the barbarian humans found
used. It is still the strongest defensive in these lands depend on herding sheep
position in the realm of Cormyr. It and goats and overland trading for
guards the road to the West, and a stra- their livelihoods.
tegically important mountain pass, and
was built to protect against the “Border HIGHMOON —see DEEPINGDALE
Raiders” (bandits) and the lizard men of
the marshes (although these latter have HILL OF LOST SOULS
not proved troublesome since it was AT A GLANCE: Once in the years before
built). High Horn has a guest enclave, even the elves lived in the north, this
where travelers can stay, but is strictly was an extinct volcano, but has with the
a military community. passage of the winters become little
GAME INFORMATION: There is a stand- more than a hill with a cup-like peak. Its

50
lenging Zhentil Keep for economic in turn elects and advises a Court of
sides are covered with soft, shiny grass,
supremacy in the region, and now visi- Elders, who control the Watch and
and only the occasional outcropping of
bly ready to meet any resultant military serve as magistrates. These Elders hold
hardened lava or a scattering of obsidi-
threat. office for life, and have one vote each
an chips belies its true origin.
Hillsfar was until recently ruled by a on any decision of the Council. An
ELMINSTER’S NOTES: The slopes of council of men, half-elves, and repre- Elder’s vote can be overturned by a
this grass-cloaked peak were home to sentatives of the Elven Court. The majority vote of the Court of Elders.
an armed camp at the time of the Battle Council was corrupt and soon collapsed The Council numbered 306 when last
of the Bones (q.v.) and it was here that when troubled times came to the convened; the Elders have always been
the armies of men raised their stand- region: the elven members resigned 14 strong. Of these 14, four are men of
ards and tended their wounded. In and left with the Elven Court, and all of fame and distinction (heroes and sages),
more recent times, the peak has been the humans and most of the half-elves seven are half-elves, and three are
used by rogue spell-casters as a were in the pay of various foreign elves. They are as follows.
meeting-place, and by the Heirophant powers; Zhentil Keep, Mulmaster, Scar- “The representatives of the Elven
Druid Pheszeltan (see FORGOTTEN dale, Sembia, the drow and the Cult of Court: Tiarshus, Elephon, and Sylvar
FOREST) to work mighty weather mag- the Dragon (some were paid by two or “The Half-elves: Duarros, Milzhen,
ics. Today the Hill is empty, save for the more of these groups). Niunen Hlintos, Torst Brathen, Hir-
Haunts (spirits of the fallen men) and The Council was overthrown last panen, Krios, and Hlathem
tribes of goblin races. winter, and the city is now governed by “The human heroes: Elske, Ammakar,
Somewhere on the Hill of Lost Souls is Maalthiir, First Lord of Hillsfar, a Hlammech Bevuldor, and Ormech
the tomb of Thelarn “Swifthammer,” merchant-mage who is said to be “Little can be said of their characters
son of Mongoth. This dwarven adven- shrewd, ruthless, and independent of and interests. The sage Elminster has
turer is said to lie entombed with a Sembia, Mulmaster, Zhentil Keep, Cor- dealt with Tiarshus and Elephon and
hammer of thunderbolts and a weapon myr, and other power groups in the notes them as old and noble elf-lords.
called Skysplitter, an intelligent war axe area. He has no known allies (or ene- Rumor says that Niunen and Torst are
that has the ability to call lightning, as mies) as yet. Rumor has it that he has bards, that Ammakar is a young but
well as much gold. The Tomb of The- plans to annex Elventree and spread white-haired, cruel magic user, and
larn has not been uncovered, and at down the coast, eventually opening a Ormech is a cleric of Tempus.”
least one group of adventurers, the port on the Inner Sea. His mercenary While Elminster’s entry stresses that
Men of the Blue Blade, have met their guards, already nicknamed “The Red this is secondhand information, and not
end at the hands of orc bands while Plumes,” have a squad in Scardale, and verified facts, it does go to show the lim-
looking for it. patrol south toward Essembra. itations of even mighty sages in the face
Maalthiir has assured Sembian envoys of human nature and greed.
HILLSFAR that he intends to establish a guardpost The Red Plumes are various merce-
AT A GLANCE: Located on the Southern at The Standing Stone eventually with nary companies, carrying their own
Shore of the Moonsea, Hillsfar is one of the latter force, nothing more. company insignia and dress but wear-
the petty states vying for control in that GAME INFORMATION: The new gov- ing the red-plumed helms provided by
area with Zhentil Keep. Like many of ernment of Maalthiir is a great Maalthiir to show their allegiance. They
the Cities of the Moonsea, Hillsfar is a unknown in the Moonsea area, and his vary in attitude and ability as most mer-
series of ringed walls reaching from the aims are unknown but can be assumed cenary companies (see MERCENARIES).
coast to the city proper, with access to to be expansionist. However, in noting
the central keep restricted only to those that first glances may be misleading, HILL’S EDGE
individuals currently approved by the what follows is a passage written by the AT A GLANCE: Hill’s Edge is a small but
current government. Sage Elminster in response to an adven- prosperous community along one of
ELMINSTER’S NOTES: Hillsfar, former- turer’s inquiry as to the previous, now- the less-traveled routes between
ly the most open city on the Moonsea, revealed as corrupt, government: Irieabor and Waterdeep, at the foot of
has recently changed markedly in out- “Hillsfar is a free city, governed by a the Far Hills.
look, a change directly linked to the dis- loose, democratic Council of Mer-
chants. All members must base their ELMINSTER’S NOTES: This is a no-
appearance of the elves. Formerly the
businesses within the city, and have one questions asked town where raiders
“meeting-ground” between the elves
vote each. The Council is called togeth- are as common as traders. Situated
and humankind for trade and diplo-
er each Greengrass, each Shieldmeet, near the western entrance of Yellow
matic dealings, Hillsfar is today an
and in times of emergency. The Council Snake Pass, the town sees a lot of trade
ambitious, well-armed city-state, chal-

51
and agents of the Zhentarim and their north end of the circle stands a temple GAME INFORMATION: Samtavan Suda-
forces at Darkhold. to Helm and a large livery stable, at the car had a brief career as an adventurer
southern end a wagonwain’s shop and before settling down to a life of court
HILP the local inn, The Watchful Eye. politics, and is a 3rd level fighter. His
alignment is lawful neutral.
AT A GLANCE: Hilp is a small town of GAME INFORMATION: The town is
southern Cormyr. It is unfortified, and dominated by the temple of Helm,
surrounded by rolling farms and graz- whose high priest is a 13th level Patri- IMPILTUR (IM-pill-tur)
ing lands. arch named Maurandyr. The town’s AT A GLANCE: Impiltur is a nation of
militia consists of 70 2nd-level fighters united city states rising in the area
ELMINSTER’S NOTES: This sleepy vil-
of both sexes, in plate mail with swords between the Earthfast mountains and
lage between Immersea and Suzail is
and crossbows, and is organized by the the bay called Eastingreach, south of
named for the warrior who founded it
temple. Damara on the shores of the Sea of Fall-
long ago by slaying or driving out all the
ing Stars.
trolls that infested the area. It is the
local farmers’ market and has a large
HUDDAGH (HUHD-agh) ELMINSTER’S NOTES: Impultur was
coopers’ and wagonmakers’ business. AT A GLANCE: A small town in Sembia. formed two hundred and sixty winters
It is the site of several deep, never- ago, when the independent cities of
GAME INFORMATION: The local lord of
failing wells of pure mineral water used Lyrabar, Hlammach, Dilpur and Sarshel
Hilp is a former merchant named Doon
by a number of local faiths as an ingre- were united by Imphras, war-captain of
Dzavar. Doon is not a native to Cormyr,
dient for their holy water. It is also the Lyrabar, to face the menace of hobgob-
but has worked hard in his brief tenure
home of a number of reknown potters lin hordes advancing from the Giant-
to earn both the approval of the people
and jewelers. See SEMBIA. spire Mountains, from whence they
of Hilp and the crown.
had only raided sporadically before.
HLINTAR (Heh-LIN-tar) IMMERSEA Impiltur today is a war-ready realm,
still on the frontier of “civilized” lands,
AT A GLANCE: Perched on the western
AT A GLANCE: Hlintar is a small cross- but largely at peace. It is friendly with
edge of the Wyvernwater, Immersea is
roads town situated a days hard ride its neighbors Telflamm, Rashemen,
an unfortified town of about a hundred
from both Calaunt and Tantris, to the Aglarond, and the scattered states of
structures, with several large manors
East of the Dragon Reach. Damara, and does not meddle in affairs
to the south and west of the city.
beyond its borders.
HLUTHVAR (Heh-LUTH-var) ELMINSTER’S NOTES: Immersea is a Impiltur is still a land of opportunity
way-town on the road, a stopover and for the daring and the hard-working;
AT A GLANCE: This town of a hundred
watering-place for the horses and live- rich new copper, silver, and iron lodes
buildings is set at the foot of the Far
stock, as it is right on the Wyvernwater. have been found north of Lyrabar and
Hills, and surrounded by a wall of stone
A large inn, The Five Fine Fish, pro- near the High Pass, and trade is increas-
ten feet high. Three gates pierce the
duces its own potent and justly-famed ing in the area, reaching out to Rashe-
wall, and wall-tops are patrolled. The
ale here. men, Sembia, Procampur, and
town is circular, and its largest building
The manor to the south and west is Bloodstone Pass,
is a temple near the center of town.
called Redstone for its color, and is The arms of Impiltur are a crossed
ELMINSTER’S NOTES: Hluthvar was ancestorial home of the Wyvernspur sword and wand on a dun banner, bor-
named for a locally born warrior hero family, a group of petty nobles. The cas- dered in scarlet.
who fought and died at the Battle of the tle is also the current abode of Sam-
GAME INFORMATION: Most of
Bones. Located at the foot of the Far tavan Sudacar, the local lord appointed
Impiltur’s imediate neighbors are
Hills, the town is within sight of by the King. Samtavan is neither local
friendly and open to the nation and its
Darkhold (q.v.) and is armed against it, (he is a native of Suzaill nor a Lord, and
citizens. One is not, and another is ques-
and its patrols are not welcome here. his main occupation is to stay out of the
tionable.
Hluthvar is a medium-sized town sur- way while his Herald handles the
Lothchas the bandit-lord operates in
rounded by a ten-foot high wall of important business of the area.
the Desertspire Mountains and the Ice
stone, which surrounds the city in a Immersea is also home to the “Mist-
Gorge to the west, where the hobgob-
rough circle. The streets of the city Fishers,” who go out in the morning
lins lived ere their strength was broken.
radiate from the central open market mists to catch fish in the Wyvernwater
Lothchas is a 15th level lord with a
like the spokes of a wheel, with the larg- with long draglines and scoop-nets. A
small but powerful group of followers
est street being the north-south road map of Immersea may be found on
(numbering about 50 total, but includ-
that follows the Trade Route. At the page 53.

52
ing all non-good character classes and um on the relatively flat top, so that KARA-TUR (Kah-rah-TOUR)
not including any less than 9th level). Iriaebor has more towers than any oth-
AT A GLANCE: Situated at the far end of
Those trespassing on his lands are er city of its size. Indeed, the various
the continent of Faerun, far beyond
robbed and slaughtered, and not even merchant houses indulge in shameless
Rashemen and legendary Semphar, lies
the descendants of Imphras II can turn competition to exceed the others, with
a mystical and magical land known as
him out. occasional collapses as a particular spell
Kara-Tur. It is a region very different
The other neighbor is questionable; needed for construction elapses, or
to the north and east in the Great Dale shoddy materials are used. from the Known Lands of the Realms,
and the woods north of where Narfell The plains surrounding Iriaebor but only the hints of whispers of leg-
once flourished, dwells the Nentyarch, ends have come across that land to this.
make the city a center for breeders of
a mysterious mage of great power who fine mounts and draft beasts. In addi- ELMINSTER’S NOTES: Many are the
rules grim men and strange beasts, liv- tion to towers, the city’s craftsmen are stories and few are the facts known of
ing in peace, unless the wood is entered known for construction of kegs and this land at the far side of the world,
by those he has not invited; such unin- barges (which are of better quality than and many stories that cannot be fit else-
vited guests simply vanish. most of the towers). where are said to come “from Kara-Tur
Sambryl is a magic-user of 17th level when the world was still new”. A hand-
GAME INFORMATION: The Ruler of
and chaotic-good alignment, who ful of the stories are similar to this:
Iriaebor is Bron, who was an adventur-
understands the need for her appear- l
It is a magical land where men can
er (cleric of Eldath of 12th level) cata-
ance at leadership but finds it boring walk through walls and upon
pulted into the position in the heat of a
and tedious at best, unpleasant and water, and where multi-headed
shooting war between merchant fami-
insulting at worst. warriors contend to defend their
lies. Bron feels Iriaebor has the resourc-
The Lords of Imphras II are the true lords.
es to become another Waterdeep in
protectors of the realms, and number l
It is a savage land where western
strength and power, if only he can keep
twelve; their levels are unknown but outsiders, called Gaygin, are wor-
the feuding Merchant families from
not less than 11th, and their alignment shipped as gods and then sacrificed
engaging in economic sabotage, tower-
almost always lawful and good. Their in cruel fashions.
building, and cut-throat dealings. He
names are: l
It is a calm land, and the great hub
has to date failed in his attempts to even
Kyrlraun (a 20th level paladin), around which the entire universe
slow down the feuds.
Imbra, Lashilaun, Limbrar, Soargilm, revolves around is planted at its
Haelimbrar, Sambrar, Rilimbraun, heart, in the Land of Sholung.
Imbraun, Silmgar, Silaunbrar, and
THE IRON HOUSE l
It is an evil land, where men are
Rilaunyr. AT A GLANCE: The Iron House is the slaves to immortal dragons that
royal court of the best-known dwarvish breathe steam, and spirits that are
IRIAEBOR (Ear-ee-AY-bore) kingdom, the Mines of Tethyamir north not undead wander forests of
of the Lost Vale. It is now in exile. carved jade.
AT A GLANCE: The many-towered city
Other tales are similar, but no hard
of Iriaebor occupies a sprawling ridge ELMNSTER’S NOTES: The Iron House
information exists on the matter.
above the south fork of the River Chion- is the royal family of the dwarves who
thar. It is the farthest that barges can be once ruled the rich mines of Tethyamir, GAME INFORMATION: The land
pulled up the river, and this, combined and are now in hiding, driven out by described as Kara-Tur is located at the
with the fact that the city is the end- devil-led orcs and hobgoblins, aided by far end of the continent of the lands
point of roads coming out of Cormyr the Zhentarim. The Iron House is head- described here. For those interested in
and the Inner Sea, makes Iriaebor one ed by Ghellin, the King-in-Exile. adventuring in Kara-Tur, the book Ori-
of the most populous and economically Dwarves in the Inner Sea lands speak ental Adventures and its modules are
powerful cities in the region. of, and work toward, the day when “the highly recommended.
King shall take his throne again.” Ghel-
ELMINSTER’S NOTES: Irieabor is called
the “Overland City,” and it is here that
lin has corresponded with Doust of Sha- KNIGHTS OF THE NORTH
dowdale via the now-departed elves of
many caravans form up for the over- AT A GLANCE: The Knights of the
the Elven Court, but his current where-
land journey to Scornubel, or to be fer- North are a band of adventurers with a
abouts and the size of his present dwar-
ried downriver before making the trek deeply-held hatred of Zhentil Keep and
ven community is unknown. For
across The High Moor. the Zhentarim. They range in the
further information see DWARVES.
The bluff the city is built on is impres- Moonsea area, but are sometimes
sive and an adequate defense against found as far east as Impiltur and
most attackers, but space is at a premi- Damara, and as far west as Cormyr.

54
ELMINSTER’S NOTES: The Citadel of (Zhuirentel Laughingwater, a Waterdeep
the Raven (q.v.) was originally a Moon elven female) the caravan-master Piyrathur of
commonly-held fortress that protected l 9 male human fighters, levels 4 or Iriaebor
all of the Moonsea cities from beast- less the adventurer Tuth of Baldur’s Gate
men attacks, and was recently taken This group realizes it can never gain
over by Zhentil Keep. Originally staffed control of the Citadel, but it will never KULTA (KUHL-tah)
by troops from all of the Moonsea cities miss a chance to thwart or harm the AT A GLANCE: A small community in
and bolstered by adventurers from all Zhentarim, either. Sembia, known for it horse-breeding
over the Realms, paid collectively by
ranches. See SEMBIA.
the Moonsea cities, the Citadel of the
Raven acquired a sense of community
THE KNIGHTS OF THE SHIELD
and an aristocracy of sorts over its AT A GLANCE: A secretive group active LANTAN
eighty-odd winters of independence. in Amn, Tethyr, Baldur’s Gate and AT A GLANCE: Lantan is a southern
Then Zhentil Keep openly took control Waterdeep, the Knights of the Shield nation some thousand miles south of
of the Citadel, the banner of the watch- are a group of nobility and merchants the Moonshae Isles, known for its mer-
ful Raven of the North was torn down, working to influence the politics of the chant traders, which are found up and
and all persons of influence in the Cita- Sword Coast to their own advantage. down the Sword Coast.
del were expelled. ELMINSTER’S NOTES: The Lords of ELMINSTER‘S NOTES: The trading
Those outcasts who survived the nas- Waterdeep are known to have foiled kingdom of Lantan is widely known for
ty skirmishes that accompanied their plans of this group on several occasions its maroon-sailed, lateen-rigged ships,
expulsion wandered east and north, in the past, and there is a persistent which ply the crystal and decks green
and escaped the immediate reach of
rumor that the Knights of the Shield waters of the southern seas of the
Zhentil Keep. They took the name have, or are trying to acquire, repre- Realms. It is a land of lush jungle and
“Knights of the North,” and have sentatives among the ranks of the Lords rock pinnacles a top which perch the
roamed the area ever since. Initially a of Waterdeep. Another persistent turretted aerial homes of the Lantanna.
band of forty-odd adventurers, the
rumor (especially among the elves, These homes are often joined to neigh-
Knights have encountered both fear- from whom it spread to some adventur- boring abodes by spidery, railless
some monsters and harsh weather in ers and sages in this North) is that some bridgespans. The Lantanna carry on
their travels, as well as deadly encount- disguised arch-devil (whose name var- energetic independent sea-trading in
ers with the Zhentarim and other
ies according to the rumor-monger) order to make enough money to enrich
inhabitants of the inner Sea northlands.
heads or influences this group. The their homes with splendid ornamenta-
The Knights of the North remain an first rumor is probably true, for the tion and new ideas or inventions, the
implacable foe of Zhentil Keep and the Knights of the Shield are trying to get experimentation with and implementa-
Zhentarim. Ambushed caravans and
members into the Lordship of Water- tion of which the Lantanna area con-
murdered Zhentil Keep envoys or
deep (although it is unknown and stantly encouraging.
agents sometimes sport one or more of
doubtful that they have the allegiance Lantan is peopled by contented folk
the devices of the Knights, often with of any of the present membership), the who worship Gond Wondermaker
comments such as “One for the Raven,”
second is an open question. Power of Artificers. The Lantanna pre-
“Keeping score? We are” or “Justice for The aims, real power, and precise fer to avoid conflict, viewing combat as
another.”
activities of this group are unknown. It wasteful and expensive, but the isles of
GAME INFORMATION: The numbers of is not known where this group came Lantan and Suj are rumored to be pro-
the original Knights have been reduced into being, who heads it, or what holds tected by “secret weapons” developed
over the passing winters; they are cur- it together. Investigations of such mat- by Lantanese artisans. Further,
rently sixteen strong, as follows. ters are, of course, perilous. encounters with the trading vessels of
l 7th level cavalier Esterelve The group’s members, agents, or Lantan have in the past revealed “fire-
l 12th level magic-user Ildil allies include or have included the fol- throwers” similar to those of Evermeet,
l 10th level fighter Jhesentel Fyreta- lowing individuals. floating explosive nets, and other sur-
len, noted as having weapon spe- Lord Bormul of Amn prises “consecrated to Gond.”
cialization in long bow and bastard Lord Hhune of Tethyr Both islands of the nation, Lantan and
sword the merchant Kestor of Baldur’s Gate Suj, are ruled from the capital of Sam-
l 9th level cleric of Tymora Heldel the merchant Morntel of Amn bar by the Ayrorch, a Council of
Thasstan (deceased) Twelve, whose members serve for life
l 11th level magic-user “Zeldar” the Lady and merchant Thione of and themselves select replacements to

55
their ranks. The head of the Ayrorch, also a cleric of Gond of levels 5-10, and Plant and animal life is plentiful on the
the ”Ayrar,” speaks for the council in usually is accompanied by a group of valley floor, and the walls bear traces of
Lantan; another member of the Coun- bodyguards (sometimes Lantanna, having once been worked for stone.
cil, the “Lantar,” is its traveling envoy to often local) that numbers 3-12. Such
ELMINSTER‘S NOTES: Located upriver
other lands. Neither position is tradi- merchants prefer a light touch to their
from Daggerford, the hollow is an
tionally given by seniority or as a dealings as opposed to brute force,
ancient dwarven quarry, now over-
reward for service or merit; the though when such force is necessary,
grown and green with the passage of
Ayrorch seems to sort out its duties on a they will hire adventurers.
centuries. The area is considered a fey
pragmatic basis, those with a talent or The Lantar is Bloenin, a 24th level
and treacherous place by mortals, but
liking for certain tasks undertaking cleric of Gond who delights in the inter-
is the home to tribes of wild (copper)
them. action of systems, in particular human
elves, pixies, and other fairy creatures.
Lantanna as a race favor shades of systems such as governments, politics,
The quarry was once the home to the
yellow in their clothing, and have large and economics. Those fortunate
Dwarves of the Fallen Kingdom, and
green or black eves, copper-colored enough to encounter the man will find
rumors persist as to the ancient trea-
hair, and skin the color of parchment or him reserved and almost alien in his
sure that may be found here.
old ivory. They wear loose robes and dealings, as if wheels were physically
large sun-hats when at home on their turning behind his green eyes.
islands, and anything practical when on Lantar ships have the same basic abili-
THE LIVING CITY
ship or trading ashore elsewhere. Lan- ties as small and large merchants, but AT A GLANCE: Built over the ruins of
tanna often barter, but among them- style of rigging and blood-rust color sails. ancient Sarbreen, The Living City is
selves use coins, particularly electrum Their “fire throwers” have the effects of a known by many names. It is a large and
and platinum, as currency. The current fireball of 4 HD and 5’ in diameter, with a prosperous trading center on the Dragon
known Ayrorch of Lantan is: range of 120 yards. The exploding nets Reach, where the Fire River flows
Ayrar: Thagr inflict 1-2 points of hull damage and 2-12 between two large hills and into the
Lantan: Bloenin points of damage to those in contact Reach.
Santar (an ancient Lantan word when they explode, and are usually
meaning “others”): Bhaemul, Thonn, dropped behind when a Lantan mer- THE LONELY MOOR
Meskal, Ghundal, Ormthess, Kuthil, chant is fleeing from a raider.
AT A GLANCE: This region on the bor-
Ramatar, Lothna, Ulmreen, and Lantan merchants carry trade bars of
ders of Anauroch is not as great a
Theshna electrum and platinum, usually in the
wasteland as the desert, but it is similar
standard twenty-five gold piece
Lantanna dislike traveling far inland, in its desolation. It is a dying, empty
denominatations, and marked with the
but they do have widely-roving agents land of scrub and dust.
symbol of Gond. This money is consid-
who keep tabs on inland events and on
ered universal tender, but it has caused ELMINSTER’S NOTES: Named for its
caravan companies, mainly based in
a number of fights when presented isolation from civilized areas, this
Amn and Waterdeep, authorized to
beneath the noses of individuals from stretch of moorland is wilderness terri-
trade for, and with the goods of, Lan-
Zhentil Keep. tory, populated by leucrotta and worse
tan. These agents are believed responsi-
Finally, the people of Lantan have a monsters. This region is yet traveled
ble for the slaying of the merchant
mania for invention and devices. An heavily by men, for the Zhentarim and
Arghul, who had a rather unscrupu-
Artificer, alchemist, or inventor who others seeking to avoid the normal
lous reputation for self-serving treach-
comes up with a new device will soon channels of traffic skirt this land en
ery. Arghul was a prominent merchant
have a very persuasive Lantanna (or his route to the northern town of Llorkh.
of Amn and of Westgate, and thought to
agents) on his doorstep, making inqui- The Lonely Moor was once the west-
be a member of the Zhentarim, and
ries. It is known that Lantan gained ern edge of a kingdom that stretched
Lantanna are thought to be heartily dis-
knowledge of the printing press from roughly Evereska north to the Nether
liked by that organization as a result.
the magical southern nation of Halruaa, Mountains. This kingdom was known
GAMING INFORMATION: Unless an and it is hinted that this aquisition was as Netheril, and was said to have been
expedition to Lantan is planned, the neither legal nor proper. ruled by mages; little is known of the
Lantanna most likely to be encountered former realm today save that many
are merchants or agents. The Lantanna THE LAUGHING HOLLOW items of magic were fashioned there,
abroad tend to use native help wher- and legends say that the Great Desert
ever possible, so that only the leaders AT A GLANCE: The Laughing Hollow is a
advanced across its lands despite the
constriction in the flow of the River Shin-
are Lantanese. effort of its mages. The northern ruins
The typical Lantanese merchant is ing, bordered by cliffs on either side.
of Dekanter is the only known surviv-

56
ing ruin of the kingdom’s cities, and that MAGIC-USERS (Including illusion, necromantic magic, or altera-
is little more than a set of tumbled Illusionists) tions. Today, the bulk of powerful
stones and crumbling pillars. Some say mages were trained by a single hand,
AT A GLANCE: In many races, and pre- but a growing percentage of the new
that Dekanter holds the entrance to a
dominantly in humanity, certain indi- magic-users in the world are coming
vast land beneath Faerun, but none
viduals have the ability to channel the from such universities and schools of
have admitted to finding such an
ambient magical energies of the world magic.
entrance in recent years.
to produce a desired effect. This ability Practitioners of the Art of Magic are
GAME INFORMATION: Zhentarim (and is called magic, or “the art,” in the For- found in most walks of life, and there
other) caravans found within these gotten Realms, and there are a larger are former mages among the merchant
realms will be light on the number of number of practitioners of it. class and courtiers. Many make their
wagons and heavy on the number of
ELMINSTER’S NOTES: There are all living at magic, either as court wizards,
guards, Only 1-6 wagons will be found in
manner of spell-casters in the Forgotten adventurers, or sages (the last being the
such a caravan, but guards will number
Realms, and though universities and least well-paid or recognized). Often
10 mounted guards per wagon. There is
magical schools are on the rise, the they devote long periods of time to pro-
5% chance that some magical item will be
majority of spell-casters learn their ducing magical items. When they
found in such a wagon caravan.
skills in the time-honored fashion; by adventure, they are looking both for
apprenticeship to a higher-level mage. money to fund their researches, for
THE LORDS’ ALLIANCE After years of what seem to the student magical items to understand and com-
AT A GLANCE: This group is also known to be arduous and unpleasant tasks, the prehend, and for books to expand the
variously as “The Council of Lords:’ “the tutoring mage will begin instructions in scope of their learning.
Lords’ Council,” and “the trade barons,” the easiest cantrips, then later moving Magic-users develop a “signature
and was formed to oppose the Zhentarim on to the first spell books. Upon learn- rune” which they use to identify their
and their agents. It is a lawful and essen- ing the basics, the young spell-caster belongings, sign as their name, and
tially good alliance of the rulers of the cit- usually journeys out to gain some real- mark or warn others. As a mage gains
ies of Waterdeep, Mirabar, Neverwinter, life experience with his craft. Some go in power, more individuals recognize
Silverymoon, Baldur’s Gate, Elturel, Ber- no further in their development, seek- the rune and connect it with a mighty
dusk, Iriaebor, and Sundabar. It is not to ing other safer pursuits, and some per- mage, not to be trifled with. Since some
be confused with the Lords of Waterdeep ish in their adventures. Those that runes are connected with magical
(see WATERDEEP), though members of survive return to their former masters, spells, this enforces the tendency of
the latter belong to the former. or to others of greater skill, to learn ordinary people to shy, away from such
The Alliance communicates by offi- greater magics, and to share what they magically-marked items. A few of the
cial envoys, the trained pigeons of Pier- themselves have discovered. well-known mage-runes are found on
geiron the Golden of Waterdeep, and The universities and schools of magic this page. There is no set penalty for
the magical arts of Khelben “Blackstaff” are this simple procedure written large, violating another mage’s signature rune
Arunsun, and has co-ordinated military with many such wizards and sages with or using it without their permission.
operations against Zhentarim annexa- various specialties. These are a novel Powerful magic-users tend to punish
tion of an exclusive overland trade thing in the North, becoming popular such activity themselves to discourage
route. only in the past ten winters, though further use.
The coastal city of Luskan, north of they are more common (and, it is add- GAME INFORMATION: Magic-users and
Neverwinter, is not a member of this ed, more expensive) in the South. Out- Illusionists in the Forgotten Realms are
group, as it receives most of its goods by side the town of Beregost is an old as delineated in the Player’s Handbook
sea, and places a fierce value on its inde- school of magic, now ruined, which and Unearthed Arcana. Their origins
pendence that precludes any alliances. pre-dates such activity in the North. are similar whether they are
The kingdoms of Amn and Calimshan Universities, as they now stand, teach university-schooled or the product of a
are indifferent to the alliance, or side general magical knowledge, and are lone wizard’s tutoring. If the character
secretly with the Zhentarim for eco- found in the larger cities, such as comes from a background of a large
nomic reasons—while there is trade- Waterdeep, or operating out of a string city, he may choose; otherwise it is 90%
strife in the North, the overland routes of private homes, such as in Cormyr, likely that the new magic-user was
within their own borders will be and can produce a would-be mage can- instructed by a lone wizard (the
enriched. didate in a few years. Schools of Magic remaining 10% means origin in a partic-
are similar, save they tend to concen- ular location, such as the Moonshaes,
trate on particular disciplines, such as and training at a magical academy).

57
A magic-user can gain additional Mankind is also one of the most agres-
magic-user spells from another mage of sive of the major races, approaching the
sufficient level, as delineated in the goblins in ferocity and the dwarves in
DMG. Where a spell is learned does not their single-minded drive when
usually determine its abilities. aroused to battle. At any time in the
Magic-users relearn their spells from North, some group of humans, often
spell-books, and usually maintain two with non-human allies, is fighting some
sets: a traveling set for use in the wil- other group. The dwarves think it is
derness, and a large, more complete set because human lives are so short it does
in the area of home base. Such books not matter, while the elves tend to think
are very important, and there are many it is because humanity has not yet fig-
specialized books which were once ured out how to communicate proper-
magic-user’s tomes that are highly val- ly.
ued for the original spells therein. Such Mankind has a spoken and written
books, are handled in the DM’s Source- language that is accepted as Realm-
book to the Realms. speak and Tradetongue even between
Finally, a mage’s signature rune may non-humans. They have developed the
be developed by a mage at any time, idea of money from beyond the dwarv-
though it should not be altered once ish conception of raw ore accumulated
created (to avoid confusion). This rune into a maze of different systems and
is used in all spells which require writ- coinage. They have generated art and
ing (including symbol spells), and in literature and commentary by the ton-
non-magical terms to indicate property load, and raised the practice of slaugh-
or for messages. In a world where the tering a foe to an art form and a
majority of the people speak, but do not science.
read, a common language, such runes Mankind’s attitudes range from the
are important to instruct the unknow- beatific to the diabolic, and its numbers
ing and to warn the cautious. include clerics of good faiths, pirates,
traders, kings, beggars, slaves (in the
MANKIND south), mages, heroes, cowards, fisher-
men, and mercenaries. Their abilities
AT A GLANCE: The most populous and are limitless, and the question arises
strongest of the major races of the For- that when this race finally gets all the
gotten Realms, Man is considered the quirks out of their systems and gets
dominant race in this region of Faerun. moving, will there be any room left for
ELMINSTER’S NOTES: The race of Man the other races of the Realms?
in Faerun comes in all shapes, sizes, and
colors, with individuals approaching MARSEMBER (Mar-SEM-burr)
the height of the halflings, the stocki-
AT A GLANCE: Marsember is the
ness of the dwarf, and the slenderness
second-largest city of Cormyr, and, like
of the elf. Their skin color ranges from
the capital at Suzail, is a seaport on the
the pale, almost translucent Lantans to
Dragonmere. Marsember is built on a
the dusky dark-eyed natives of Unther,
series of small islands, with each island
with all shades in between. The concept
crossed and recrossed by a number of
of sub-races in mankind does not exist,
canals.
as all nationalities can interbreed with-
out difficulty, and their children, unlike ELMINSTER’S NOTES: Marsember is
the elves, will have traits of either or the City of Spices, and is so named
both parents, so that after a time any because four rival trading families
removed group of humans has its own based here have shipped spices to and
identity which may change in a few from lands far across the inner Sea for
generations with the introduction of decades, drawing much of the trade in
new settlers or invaders. condiments for the region here.
Because of the large numbers of small

58
fishing boats that work out of its harbor land that is now marsh was ruled by
(or anchor in the mouth of the Whe- Chelimber the Proud. Chelimber was
loon, but bring their catches here for both rich and decadent, and spent his
sale), Marsember is the kingdom’s busi- days in these western woods hunting
est port. wild boar and in drunken feasts in his
Marsember is infamous for its intri- great hall. When it is said that Chelim-
cate network of sewer-like, narrow, ber was rich, it is usually added that he
winding canals, which run throughout was rich beyond most kings in terms of
the entire city. Spans of stone connect gold, in beautiful tapestries, and in gold.
the upper floors of close buildings, and Yet he distained these things in favor of
light skiff are poled through the streets. the thrills provided by the flask and
Flat, hard ground is at a premium in blood of the dying boar.
Marsember, so that only the courts of “In those days the Winding Water
the wealthy and the places of govern- welled up from the heart of a rocky
ment have large plazas laid out above crag to the south and east of Chelim-
the high water mark. ber’s Keep. One spring towards the end
of Chelimber’s reign, a mage built his
GAME INFORMATION: The light skiffs tower on that crag, using elemental
used in the canals of Marsember should help and taking but a few days. Chelim-
be treated as rafts, though their dimen- her’s astonishment was matched by his
sions are 8-10’ long and 2-4’ feet wide. anger, and he took up arms to sweep
Marsember is ruled in the name of this intruder from his lands. The Wiz-
the King by Ildool, a grasping political ard of the Crag (for he gave no other
hack who retains his job is part by name) turned Chelimber’s warriors to
bemoaning how terrible it is, so that no stone and sent balls of fire into the
others covet his post. Rumors fly that Prince’s keep. At a loss, Chelimber sum-
Ildool skims his tithes to the crown, but moned an archmage from Iriaebor, one
all accounting to date has been proper. Taskor “the Terrible” who specialized in
Ildool is a 7th level cavalier of neutral solving magical problems for a fee (in
alignment. other words, “wizard-killing”).
“Taskor and the Wizard of the Crag
MARSH OF CHELIMBER contested on Midsummer’s Eve, each
(Sheh-LIM-ber) raising mighty magics and countering
AT A GLANCE: The marsh of Chelimber with spells and elemental forces, and
is 1000 square miles of low ground at their battle wrecked great destruction.
the headwaters of the Winding Water. The crag was destroyed, and both
It is a misty, overgrown bog broken by Taskor and the Wizard vanished in the
small hillocks. There are a large num- fight (and have never been seen in the
ber of ruins in the marsh. Realms since). The water elementals
the Wizard kept in his tower ran amok,
ELMINSTER’S NOTES: This vast swamp laying waste to a large section of the
is known to be inhabited by lizard-men Prince’s land, flooding his keep, and
and other creatures hostile to men. The slaying Chelimber himself.
lizard-men are said to be led by a giant- Such is said to be the creation of the
sized specimen named Kront, and their Marsh which bears the name of Prince
forces patrol the marches, armed with Chelimber. The site of his keep, called in
what usable weapons they salvage from local tale the Keep of the Drowned
their victims. How the marsh came to Prince, can no longer be discerned, for
be is recorded as follows: many trees and overgrown hillocks
“In the early days of Waterdeep, now rise from the marsh’s water, and
before the forests to the west of this Chelimber’s time was long ago. It is said
domain had been stripped, their wood that Chelimber still lives by some
sent down the Winding Water to fash- arcane fashion, and guards the riches
ion the great ships of Orlumbar, the in his sunken keep from those who seek

59
to “despoil them.” Mercenary companies are long- “Tenhammer” Khosann, is a 9th level
established and famous institutions in fighter.
MASKYR’S (MAH-skeer’s) the uneasy Forgotten Realms. Perhaps
Bloodaxe Mercenary Company Based
EYE the most famous companies, now dis-
in Sundabar, the Bloodaxes were found-
banded, were the “Moonlight Men” and
AT A GLANCE: Maskyr’s Eye is a village ed some forty winters ago, originally as
the later “Midnight Men,” which still
of 20 main buildings located at the foot a Dwarvish organization. An outcast
exists as a shadowy brotherhood rather
of the Giantspike mountains, beneath group of dwarves known as the “trans-
than a fighting force. Both groups last-
the shadow of the Glacier of the White gressors,” for their crimes or acts not in
ed for but a generation, though their
Worm. the teaching of Moradin Soulforger,
exploits and battles are known from
were cast out of Adbarrim (that area of
ELMINSTER’S NOTES: This small com- Waterdeep to Thay. Some groups have
dwarven subterranean lands beneath
munity is known primarily for its farm- maintained a hereditary tradition, and
citadel Adbar, in the North) and began
ing and horse-breeding, and, at in very rare cases (such as House
hiring out as fighting-men to whoever
present, has no extremely high-level Obarskyr in Cormyr) formed the basis
in the North would pay them. In the ful-
denizens in residence. The vale the of nations and dynasties.
fillment of such commissions the
community takes its name from the Humans are not the only group which
Bloodaxes fought several bandit-bands,
Archmage Maskyr. maintains mercenary forces. There are
an army of orcs under Eldoul, father of
four ogre mercenary bands: the Shard,
the present King Graul, Lord of the
MELVAUNT (MELL-vont) the Blue Sigil, the Shieldbreakers, and
Northern Orcs, and overland raiders
the Teeth. There is also a company of
AT A GLANCE: Melvaunt is a large and from Luskan. In these contests (most of
trolls mercenaries, The Claw, said to be
multiple-walled community north of which they were not expected to win),
under the control of either powerful
the Moonsea, on the southern borders many of the original dwarven warriors
spell-casters or illithids (mind-flayers).
of the lands of Thar. were slain, and replacements were
A few of the current human companies
recruited in Baldur’s Gate, Westgate,
ELMINSTER’S NOTES: Melvaunt is a are discussed below, with game notes
and the Vilhon Reach by the dwarven
cold, austere place, and its populace on each company. General game infor-
adventurer Deldagg Huldgrym.
tends to be both ruthless and unfriend- mation on hiring mercenaries follows
Deldagg led the Bloodaxe Company
ly. It has lost much of its influence over this entry.
until his death (of blacklung fever) in
the years, culminating in its losing a Blacktalons Mercenary Company 1306 DR.
naval war with Zhentil Keep. It is cur- Based in Iriaebor, the Blacktalons do The current leader of the Company,
rently in the grip of a civil war, with most of their business on the trade- and Deldagg’s direct successor, is the
rival families battling for control of the routes east and west of that city, either human Velkor “of the Valiant Arm”
town. as a large and well-armed guard for a Minairr. The Bloodaxes are mounted
valuable caravan, or as hired raiders of spearmen, slingers, and axe-men, but
MERCENARY COMPANIES caravans guarded by someone else. they usually dismount to do battle.
AT A GLANCE: There are a large num- There are those who whisper that the Their veterans presently number 60 (of
ber of private groups unaligned to king Blacktalons sometimes attack caravans which half a dozen or less are dwarves);
or crown, who fight solely for gold and “for free,” just to make those who didn’t they can muster an additional 15 or 20
possible loot. These groups, the Merce- hire them as guards wish they had. The if necessary.
nary Companies, are a common gather- Blacktalons are led by Taurgosz
GAME INFORMATION: The Bloodaxes
ing point for exceptional individuals “Tenhammer” Khosann, and are head-
number 80 individuals of level 2, of
who may change the course of the his- quartered in a small citadel built against
which less than a dozen are now
tory of the Realms. the inside southeast wall of the city. The
dwarves. Their leader Velkor is an 11th
Blacktalons are generally on good
ELMINSTER’S NOTES: Many merce- level fighter.
terms with the city; their occasional
nary companies, large and small, exist hijinks are ignored due to their timely The Flaming Fist One of the largest of
in the Realms, and are constantly aid as city defenders in times of trouble. the mercenary companies currently
appearing and disappearing with the active, the Flaming Fist is usually based
passage of the seasons, so that no com- GAME INFORMATION: There are 110-
in Baldur’s Gate, where its commander
plete roster is possible. Listed below are 120 men-at-arms in the Blacktalons
Eltan is a Duke (see BALDUR’S GATE).
some of the more prominent outfits group, fairly typical for a small merce-
The Fist has a good record of achieve-
active in the North, the Inner Sea lands, nary operation. What sets the Blackta-
ments, particularly when operating
and the long trade route between them. lons apart is that 80 of these number
against other mercenary companies,
are fighters of levels 2-4. Their leader,

60
such as the non-human bands. Dark Arch Inn. of the Order is known only to the
The Fist numbers some 2000(!) Heads, although most Order members
GAME INFORMATION: Gayrlana is a
strong, and requires the resources of a in any given area know each other, but
level 10 fighter with 18 charisma and, if
city (the city of Baldur’s Gate) to keep it its total is thought to be around 400 at
the DM chooses to use psionic abilities,
in supply when it is not actively on duty. full muster. Many adventurers belong
the psionic discipline of telepathy. She
It is the best organized of the compan- to the Order, however, and may be
has weapons specialization in both long
ies, including scouts, support, transpor- unavailable for particular tasks due to
sword and whipsting. The latter is a
tation, and other areas that most their own ongoing activities (or recov-
very slender sword from the southern
companies leave to their employer. The ery from such). The Order’s badge is a
lands beyond Unther, which inflicts 1-6
Fist is expensive even by mercenary blue boar’s head with open mouth and
points of damage (regardless of size),
standards, due to its numbers and due tusks, facing the dexter (right), usually
and may be used as a whip as well.
to the fact that NONE of its front-line depicted on a red, russet, or silvery
The exact make-up of Lady
troops are of less than 5th level. This metal field.
Bloodsword’s band is unknown, and
makes The Fist a incredible weapon on reports change over time with old crea- GAME INFORMATION: The levels and
the battlefield, but only to be afforded tures leaving (or being eaten) and new abilities of the Order vary with its mem-
by nations or the very, very wealthy creatures joining. bers, which range from 3rd to 10th
(and very, very angry). level, but tend to average about 6th.
The Order of the Blue Boar Based in
GAME INFORMATION: The Flaming The Council determines numbers, lead-
Castel Spulzeer (in Amn), this Order is a
Fist, the most powerful mercenary ers, and levels to be assigned to a partic-
group restricted in membership to
organization in the Known Realms, is ular mission, and those seeking their
experienced, veteran fighters of some
fully detailed in the DM’s Sourcebook to aid must apply in person (or by servant)
wealth, each of whom must be
the Realms. Players intending to take to their Amnish headquarters. These
approved by the “Boar’s Heads,” or gov-
over the world should be made aware “Boar’s Heads” are all fighters, and all
erning council of seven warriors. The
of the existence of such organizations. lawful-neutral. They are:
council maintains a membership roll of
Thantan Rhyrdyl, 12th level
Mindulgulph Mercenary Company “Swords” (approved members), each of
Sinnom Thul, 9th level
Based in Priapurl, the Mindulgulphs are whom they can expel at will for unpro-
Ghont Tavvas, 10th level
perhaps the most unique hireswords in fessional conduct. Members can elect to
Gaurundur Thasz, 10th level
the Realms; they are a band of seasoned participate or not to participate in any
Bromdurr Tathen, 11th level
warriors of all races, including some Order activities (if there are too many
Dustar Klathor, 11th level
not normally thought of as intelligent, applicants for a small-fee job, member-
Ristamar Rhaal, 10th level.
such as cave fishers and mimics. The ship seniority is used to decide who’ll
leader of this band of misfits is the take part). Each participating member GAME INFORMATION: Mercenary
extremely charismatic Gayrlana, “Lady takes a share of the fee, and can take Bands in general are expensive, all the
Bloodsword,” who in addition to her part alone or involve any assistants/ moreso if they are any good. A typical
beauty is a tactical genius, exploiting agents (other beings who are not mem- man-at-arms in the prominent outfits
the varied natural talents of her troops bers, including mages, fighting-men, described here earns 1 sp/day (plus 5 cp
to the full. Gayrlana is famous for slay- and even trained beasts) they wish, if the employer cannot supply food and
ing Thongh Mirr, a Red Wizard of Thay, although they are responsible for the drink); a 5th level or higher fighter
in the streets of Teziirr in single com- deeds, payment, and care of the hire- earns 1 gp/day plus, usually, bonuses
bat. She explained this feat with the lings. Some members crippled by age, for specific achievements, and a share
words, “the blade is faster than the Art,” disease, or battle-wounds, can no long- of any treasure or loot gained. Smaller
and those words have become a popu- er ride to battle, and are always repre- operations, and those less known, may
lar saying in the Realms today. sented by their hirelings, who, if their be negotiated downwards, but given
The Mindulgulphs can field 70 service meets the council’s standards, large forces, most city-states can afford
mounted, armored men-at-arms, but may well themselves later become only a small part of a large force.
their total strength, “weird” monsters members. The collective experience of In addition to the “standard” price
included, is thought to be around 180. the Order’s members has earned it the above, several other points are usually
Gayrlana’s stronghold is a pinnacle-top reputation of being wary, cunning, and negotiable.
castle called Mindulgulph, in the hills alert in its endeavors-for-hire, even l Split of plunder, if any is to be
above Priapurl; it is reputed to be though its method of sharing fees gen- gained. Mercenaries involved in
guarded constantly by many of the erally means that comparatively few siegework, a long and painful task,
Company “monsters.” The Company weapon-bearers take the field when the will always bargain for a chunk of
offices in Priapurl itself are next to the Order is hired. The active membership the besieged city or castle.

61
l Risk, Dangerous situations (over titles, additional gold, or magical those of the Zhentarinl, using the sigils
and above walking onto a battle- items, which may aid them in their of Zhentil Keep.
field in the middle of war) may battles. It is common throughout Large companies (such as the ones
require additional incentives. Such the Realms, but most used in the below) created by the permanent amal-
situations include: fighting foes led reaches north of Waterdeep, gamation of smaller caravan compan-
by powerful beings from other where the proper gift to a merce- ies, usually in several geographical
planes, fighting nations with set nary captain may lower the overall areas, so that the new company con-
magical schools (such as the war price by 10%, while an improper trols a route or strategic area, are
wizards of Cormyr), and attacking one may drive the captain into the known as “Priakos.” Alliances of small,
factions noted for long memories hands of another. independent companies into a caravan
and vengeance. l Treachery—Mercenary Captains traveling group for safety are known as
l Transportation. A mercenary com- who turn on their employers often “Costers.”
pany is responsible for its own find themselves out of work and These major non-national traders
transportation. If a hirer wishes to reduced to banditry, so the general are:
make sure the mercenary compa- rule is to conduct oneself in a hon- The Six Coffers Market Priakos
ny arrives at the set date at the set orable fashion. Similarly, an Named for the six wealthy merchants
time, a “travel allowance” may be employer who betrays a merce- who sponsored it, this Priakos is run
set aside. While such moneys are nary group through action or fail- by Thelve Baruinheld of Berdusk, and
refundable, usually that allotment ure to live up to contract will not has “bases” in that city, in Waterdeep,
is always used in moving the orga- only find it hard to hire more mer- in Silverymoon, in Priapurl, and in
nization into place. cenaries, but will find agents of Selgaunt. It is large, efficient, and
l Duration. Costs per day is taken that mercenary group hunting for prosperous, but only four of the six
from when the terms are settled or him to make a lesson to other such original partners still live (the survi-
the company leaves its quarters treasonous lords. vors are Ultramm of Selgaunt, Syntel
until either the battle, season, or of Iriaebor, Maftan of Waterdeep, and
term of employment is over. Dura- MERCHANT COMPANIES Szwentil of Marsember).
tion should be initially set, and
AT A GLANCE: The life-blood of the Trueshield Trading Priakos Based in
mercenaries have quit the field
kingdoms of the Realms is in trade, and Telpir, this professional organization
after routing an enemy if that ene-
it is through trade that many of the builds its own wagons and equips and
my has taken up fortified positions
nations have come to be. The key to this trains its own guards, and does both
and a long (unnegotiated) siege is
trade is the various merchant compan- of these things very well. Few bandits
established.
ies, which carry, protect, and store tangle with its caravans; even orcs
l Codes of Honor. These vary from
goods. leave them alone on most trips. Its
group to group, and include such
rates are expensive, but it almost
matters as sparing the innocents ELMINSTER’S NOTES: The merchant
always delivers, so money has been
and unarmed, the taking of pris- companies of the Realms are both
pouring into its coffers for the eight
oners and whether the company or numerous and everchanging in roster.
seasons it has been in business. The
the hirer has control of those pris- Below are the six prominent concerns
Master Merchant of the Trueshields,
oners, and the sparing of other presently seen on the roads in the Inner
Dzentraven Thiomtul, is credited
defeated/surrendered mercenary Sea lands (and on the overland trade
with the idea of sealed “destination
companies. Mercenary companies route to the Sword Coast). Other cara-
wagons” into which the goods of
will by and large prefer to surren- van companies of note are described in
many small shippers intended for a
der to others of their breed than the entry on Scornubel, as that city is a
common destination are packed
nations, for the former will only stopover-place for a large number of
together, rather than the traditional
demand money or service, while trading concerns.
packed-by-weight and -bulk assorted
the latter has a nasty tendency to Most trade travels in caravans for
“peddlar” wagonpacking method.
imprison and slay those on the los- safety, throughout the Realms, and the
ing side. great majority of caravans are run by Dragoneye Dealing Coster Based in
l “Gifting”—a practice more com- independent caravan masters, who Cimbar, with way-bases in Iriaebor
mon in the North than in the Inner often display no badge or colors at all. A and Elturel, this is the oldest of the
Sea area, it is regarded as an scam few caravans are sponsored or directly costers. It was begun by two mer-
by the hirer. The employing nation manned by a city or country, and usu- chant brothers who were tired of
or city may sweeten the pot by ally bear the sigils of that place. The car- shipping things overland to avoid the
offering the mercenary captains avans of Amn are so marked, as are Inner Sea pirates only to lose them to

62
bandits on the long land-routes west his gold pieces where his tongue wags
of Westgate, and reluctant to pay on his instructions to slay raiders: he
incredibly stiff fees to the merchant once spent two hot summer months
houses of Westgate to have their car- hunting down and butchering every
goes accompany the well-guarded single member of an orc band, the
caravans of the latter. The brothers, Poison Fang tribe, that was repeated-
Iltravan and Chethar, still run the ly harrying his caravans east of
Coster, but they have taken in two Iriaebor, and impaling the bodies of
lesser partners: the Mhalogh of Mor- the orcs on stakes along the trade-
dulkin (a minor noble), and Bezenttar route, with the Thousandheads
of Suzail. trailglyph branded on each one. Some
of the stakes can still be seen to this
The Seven Suns Trading Coster The
day, although their grisly messages
name of this group refers to the
are long gone, save for a skull and a
widely-separated partners who
bone or two.
formed this group, converting their
own small merchant companies into In addition to these “Major Lines,”
regional bases, providing horses, there are a number of other trading
draft oxen, wagons, and hiring local organizations. The Merchants’ League,
guards. The seven partners are Jhas- based in Baldur’s Gate, is an organiza-
so of Baldur’s Gate (formerly of Jhas- tion that promotes merchant safety
so’s Wagons, a famous fast-haul through good roads, road patrols and
freight outfit that operated up and defensible waytowers, and strong,
down the Sword Coast when wars, well-run and well-guarded caravans.
pirates, or weather hampered off- The League is a rival to both the
shore shipping); Shield of Everlund; Merchant-Kings of Amn and the newly-
Pomphur of Almraiven; Chond of formed Iron Throne, and runs many
Calaunt; A l v u n d o f O r m p e t a r r ; caravans under guard for small inde-
Dzunn of Sheirtalar; and Nammna of pendent caravan masters, for very rea-
Milvarune. This Coster usually pro- sonable fees. Prominent members of
vides the leanest guards and the the League are Irlentree, Zorl Miyar,
worst wagons, and is inclined to be and Aldeth Sashenstar. All are success-
slow and often bandit-struck as a ful merchants themselves, who reside
result; but it also undercuts its com- in Baldur’s Gate. The League is an orga-
petitors on most routes. nization in decline, however; the rise of
the various costers is replacing its func-
Thousandheads Trading Coster Run
tions and sapping its traditional sup-
by the former adventurer Bharavan
port.
Bhaerkantos from his stronghold east
of Riatavin, this Coster operates only
on a single route: from Waterdeep to
MINTARN
Hillsfar, via Scornubel, Berdusk, AT A GLANCE: Mintarn is medium-
Iriaebor, Priapurl, Arabel, and Essem- sized island 400 miles south-west of
bra. Its name refers to the “thou- Waterdeep, and is known as a safe
sands” of small one-to twelve-wagon haven for those in flight from the
outfits that benefit from this Coster; authorities.
Bharavan recruits “retired” adventur-
ELMINSTER’S NOTES: This beautiful
ers to guard his caravans, and offers
tree-cloaked island is a free port on the
cut rates to small merchants. His
Sword Coast where no questions are
guards are tough, hard-nosed, and
asked and no folk are turned away. The
tireless; they have instructions to go
island is a refuge for fugitives from jus-
after and kill any caravan raider, so
tice, pirates, war refugees, merce-
few casual raiders tangle with
naries, and others who want to transact
Thousandheads caravans twice.
business (shady or otherwise), buy
Bharavan is remembered for putting

63
arms, or enjoy themselves, away from Misteldale” number twenty, and are bog. The coastlines are primarily rocky,
the watchful eyes of foreign rulers and known for their lacquered black plate and brutal winter storms sweep the
more proper authorities. The wine- armor and black helms emblazoned islands during the winter months.
taverns and fest-halls are legendary up With the white horses that are the
ELMINSTER’S NOTES: The Northmen
and down the Sword Coast for both Dale’s insignia. The membership of the
invaders of the Moonshae Islands are
their services and their danger. Riders varies over the years, but its
decendents of the same stock as the
Mintarn has a large harbor and main members are always fighters, rangers,
men of Luskan and Ruathym, further
city (the capital, Mintarn, on its south- cavaliers (and on occasion a paladin) of
north. Their depredations of the land
ern coast, and a smaller harbor and levels 3 to 6. They may be armed with
are gradually taking more and more
town on the east coast. magical weaponry.
lands away from the more peaceful
Heresk Malorn is High Councillor of
GAME INFORMATION: Mintarn is ruled Ffolk. Often, the raids will simply con-
Mistledale, and fights as a 0-level fight-
by a self-styled “Tyrant” named sist of attacks to capture livestock or
er. His black rod of office is rumored to
Tarnheel Embuirhan. Tyrant Tarnheel slaves, though occasionally, the raiders
be a rod of rulership, and is used in dire
is a LN fighter of 15th level, and is aided will land on a fertile coast and claim it as
situations to protect the vale.
by two comrades of like alignment, their own.
Bharandas Zhan (12th level magic- The kingdoms of the Northmen are
user), and Szentarr Ravin (10th level MOONSEA run by warlords—strong and brutal
illusionist). His “Tyrancy,” despite his AT A GLANCE: The Moonsea is a large men who have won their posts through
title, is known to be open-minded, fresh-water sea, connected to the a combination of might and cunning.
open-eyed, and open-handed, and lets Dragon Reach and the Inner Sea by the The kingdoms will generate food
Mintarn tend to itself in most of its day- River Lis. It is dominated by the cities of through agriculture and farming only
to-day dealings. Tarnheels does keep Mulmaster, Melvaunt, Hillsfar, and to a subsistence level for that particular
order (brutally if the occasion calls for Zhentil Keep. kingdom. The Northmen feel that it is
it), keeps individuals from using force far more honorable to pillage and plun-
ELMNSTER’S NOTES: A number of civ-
to gain their ends on his island, and acts der for a living than to till the soil or fish
ilizations have risen and fallen over the
to prevent pirates, other realms, or oth- the sea.
years in the Moonsea region, and the
er scalawags from gaining control of No single king of the Northmen rules
cities of Mulmaster, Zhentil Keep, and
Mintarn. the others, though the larger an army
others are built on their ruins. The Sea
or fleet that a king can muster, the more
itself is relatively shallow. In the center
MISTLEDALE of the Moonsea is a set of underwater
influence he holds in the Northmen
councils. Thelgaar Ironhand, Grun-
AT A GLANCE: Mistledale is a wide ruins called Sunken Keep, or the Bell in
narch the Red, and Raag Hammerstaad
clearing of farmland on the road from the Depths. The origin of these ruins is
are among the more powerful current
Tilver’s Gap to The Standing Stone. Its unknown.
kings of the Northmen.
largest community is Ashabenford,
The lands of the Ffolk are also broken
where that river crosses the Dale, and MOONSHAE (MOON-shay) into many small kingdoms. Unlike the
save for that community, the region is ISLANDS Northmen, however, all of the kings of
dotted with small farms and stockades.
AT A GLANCE: The Moonshae Islands the Ffolk owe fealty to the High King,
ELMINSTER’S NOTES: This quiet agri- are a large collection of islands well to who resides in his massive fortress at
cultural community was named for the the west of the Sword Coast, and ruled Caer Callidyrr, on the island of Allaron.
mist which rises at morn and eve from by a collection of more than a dozen The Ffolk concentrate much more
the river to fill it. It has no lord, but small kingdoms. Those kingdoms in the heavily than the Northmen on peaceful
rather a Council of six, the High Coun- southern parts of the island are held by pursuits, such as farming, fishing, hunt-
cilor bearing a black rod, and com- the Ffolk; farmers and fishermen who ing, and trading. The lands they hold
manding the “Riders,” mounted militia were the original human inhabitants of tend to be more hospitable than the
who keep the peace in the dale and the islands. The kingdoms of the north- domains of the Northmen, and conse-
along the trade road from the Standing ern regions of the Moonshaes are held quently provide a wealth of agricultural
Stone in the east to the edge of Tilver’s by the descendents of Northmen raid- produce, but also serve as an ever-
Gap in the west. The current High ers. present invitation to the raiders’ greed.
Councillor is Haresk Malorn, a quiet, The Moonshaes are blanketed with The sturdy trading vessels of the
middle-aged merchant of reputed great many forests of oak, hickory, birch, Ffolk travel throughout the Moonshaes
wisdom. yew, and pines. Much of the land is and along the Sword Coast, and are
mountainous and rocky, or low, flat famous for their capacity to weather
GAME INFORMATION: The “Riders of

64
the roughest seas. They are slow, support their conception of the world nauts which dot the landscape and on
unmanueverable boats, however, and as a victim waiting for the raiders’ plun- occasion, for unknown purposes, ani-
thus fall easily when attacked by the dering boots. mate and wreak havoc. Mulhorand is
longships of the Northmen. Over the past hundred winters, cler- the oldest of the known nations of
The largest of the Moonshae Islands, ics teaching the faiths of some of the Faerun.
Gwynneth, contains a small region still other religions of the Realms have
inhabited by the islands’ original resi- arrived in the kingdoms of the Moon- MULMASTER (MUHL-mah-ster)
dents. This region is a broad valley, shaes, and have attempted to spread
AT A GLANCE: Mulmaster is a large city
with a huge and cold lake in the center their own faiths. These clerics have
built up the sides of mountains to the
called Myrloch. The entire region is generally met with death among the
south. The Moonsea protects the north,
referred to as Myrloch Vale, and Northmen, and an amused disbelief
and a large keep the southern road,
rumors among both the Northmen and among the Ffolk. In the later case, the
making it a naturally-protected fort and
the Ffolk speak of the enchanted nature clerics of the new gods have made a few
one of the strongest such areas on the
of the place. Here dwell small bands of converts, but the Ffolk by and large
Moonsea, rivaling Zhentil Keep.
reclusive dwarves and firbolg giants. remain true to their ancient beliefs.
Myrloch Vale is a place of enchant- The central conflict in the Moonshae ELMINSTER’S NOTES: The highest spur
ment and beauty. Certain creatures, Islands is the struggle between the raid- of land in mountainous Mulmaster is
especially favored by the Earthmother, ers and the Ffolk. Although these two the site of the Towers of the Blade. Here
live there. These include a unicorn, peoples interact through commerce, the ruling families of the city abide, led
faerie dragons, and a pack of wolfdogs, trouble is never far away when both by the High Blade of Mulmaster,
said to slumber for decades, only awak- groups are in the same place. Within Selfaril. Selfaril is a wiley, cagey individ-
ening when the goddess calls them for the Ffolk’s society, conflicts about the ual seeking to upset the control that
some important task. new faiths versus the old religion are Zhentil Keep is exerting over the east-
Also rumored to live somewhere common. Also, tactics for dealing with ern Moonsea, and seeks, by alliance and
within Myrloch Vale is a small group of the Northmen are frequently debated, military force, to become the dominant
demi-humans known as the Llewyrr: an and alliances among the various king- power in the region. Despite a crushing
elvish people whose population has doms of Ffolk can be made and broken. defeat at sea against Zhentil Keep, it
shrunk dramatically with the coming of remains a free city on the Moonsea.
GAME INFORMATION: More informa-
the humans to the Moonshaes. The Lle- tion on the Moonshae Islands is availa- GAME INFORMATION: The High Blade
wyrr have the physical appearance of
ble in the novel Darkwalker on of Mulmaster is an 18th level NE fighter.
slender gold elves, but their ways are
Moonshae, by Douglas Niles, and the
attitudes are more in line with the wild
elves.
Forgotten Realms Sourcebook FR-2, MYTH DRANNOR (Myth
All of the dominant native races of the
MOONSHAE. DRANN-or)
Moonshaes, including the Ffolk and AT A GLANCE: The ruins of Myth Dran-
excluding the Northmen, worship a
MULHESSEN (Muhl-HEH-sen)
nor are among the most celebrated of
goddess that is visualized as the mother AT A GLANCE: Mulhessen is a small the Realms. Once a great city, it is now a
of all life, and indeed of the earth itself. town in Sembia, north of Saelroon on sprawling ruin overgrown with trees
She is often referred to as the the main road between Selgaunt and and greenery, located in the heart of
“Earthmother.” The words of the god- Daerlun. See SEMBIA. the Elven Woods.
dess are spread through her druids,
ELMINSTER’S NOTES: Of old, men
humans who dwell among her wildest MULHORAND (Muhl-HOH-rand) were few in these lands; the vast forests
and most sacred places, dealing more
AT A GLANCE: Mulhorand is one of the of what is now the Dalelands were
directly with the earth itself than the
great and ancient nations of the South, home to elves. These elves kept large
humans who live upon it. These druids
of which little truth and much rumor is communities at Lake Sember, the
tend to consider themselves a breed
known. It is situated at the far end of Tangletrees, and the Elven Court. When
apart from those on the mainland of
the Sea of Fallen Stars, in the region men came first to what is now Sembia,
Faerun, and are polite, though distant
known as the Sahuagin Sea. seeking the mineral riches of the north
and reserved, in dealing with such dru-
shores of the Moonsea, the elves met
idic circles. ELMINSTER’S NOTES: Mulhorand is
and traded freely in the splendid city of
The Northmen worship a stormy said to ruled by a dynasty of beautiful
Myth Drannor, and lived together in
aspect of Tempus, god of war, through and undying kings and queens, who
harmony, amidst created beauty. Myth
their own shamans. These shamans wield godlike powers. It is also home of
Drannor was ancient then, and, sages
encourage Tempus’ teachings which the Statues That Walk, great jugger-

65
say, outshone the most splendid of the For hundreds of winters men have aged and undisturbed, and was appar-
cities of today, even vast and imperial remembered Myth Drannor as a leg- ently brought into being by renegade
Waterdeep. endary treasure house of lost gems and priests of Bane. If this is so, it represents
Now a lost, fabled ruin, Myth Dran- magic, guarded by the elves, who let a growing threat to the entire Inner Sea
nor was the city of bards, storytellers, none near and hold the place sacred. area.
artificers and inventors, arcane know- And then, early this year, the last of the GAME INFORMATION: Myth Drannor
ledge, magic users, researchers, and elves of the Elven Court passed over the represents a great and dangerous
historians. Its jewelers were matchless, sea to Evermeet, leaving the woods opportunity for the adventuring party
and its musical instruments (of elven open to men for the first time. Since in the Moonsea area; a large ruin that is
make) unsurpassed. It earned the name then, several bands of adventures are only now being plundered. Such trav-
of “City of Love” among the elves, and known to have entered the city. Not all elers are warned that in addition to
“The Towers of Beauty” among bards. It have come out. creatures such as lesser devils found in
was destroyed when the Army of Dark- Many of the powers surrounding the ruins, the area will also hold forces
ness captained by the dreaded nyca- Cormanthor (Hillsfar, Zhentil Keep, and expeditions from various nations
daemons was raised in the northern Sembia, and the Dales), as well as and adventuring groups, who have set
mountains and swept down upon it, adventuring companies, have sent up their own areas within the ruins,
over a millennium ago. exploring/plundering parties into the and may take unkindly to such intru-
Fflar, captain of Myth Drannor, slew a ruins, which the elves held sacred and sions. For a brief time, the Knights of
nycadaemon with his bare hands, or so kept undisturbed since its fall. Few Myth Drannor held the others in check,
the legends say Others tell of a magical have found anything of value, and news but that group has disappeared and
blade, Demonbane, wielded by him that has begun to spread of devils in the there is no knowledge of their fate.
day. Yet despite such heroics, in the end ruins. The Knights of Myth Drannor
the city was lost, cast down, sacked and (see SHADOWDALE) have reported
NEVERWINTER
burned. Much of the noble genius and finding a newly-constructed altar to
influence found graveless deaths that some dark power in the center of the AT A GLANCE: Neverwinter is a bus-
day, and men were driven almost to ruins. tling city located farther north along
extinction on the Sembian coast. The altar is reported as being undam- the coast from Waterdeep, along the

66
High Road. against the walls at night. These lamps raiding nearby shipping and the tradi-
sell everywhere, and are usually priced tional foes of the realm: the almost-
ELMINSTER’S NOTES: Neverwinter is a
at 5 gold pieces each. mythical kingdoms of Samarach and
friendly city of craftsmen, who trade
Thindol. Nimbral is home to an enclave
extensively via the great merchants of
Waterdeep; their water-clocks and ORDULIN (ORE-dyoo-lin) of extremely powerful, though studi-
ous and introverted, archmages,
multi-hued lamps can be found AT A GLANCE: Ordulin is the capital of
known as the Nimbral Lords.
throughout the Realms. Neverwinter Sembia, though not its largest city. See
There are said to be twenty-seven or
gained its name from the skill of its gar- SEMBIA.
so of these Lords with perhaps a dozen
deners, who contrived to keep flowers
more apprentices of some accomplish-
blooming throughout the months of NIMBRAL (Nim-BRALL) ment, and they form a tightly-knit, loyal
snow—a practice they continue with
AT A GLANCE: Nimbral the Sea-Haven family. The Lords of Nimbral keep to
pride.
is a fabled land that may in truth not themselves and the maintenance of the
GAME INFORMATION: “By the clocks of exist, for it is south of the southernmost realm. This introverted application to
Neverwinter” is a watchword for accu- of the known Realms, as far south from their studies has, it is said, resulted in
racy and delicate precision. The water- Lantan as Lantan is from Moonshae. It strong but unique magical develop-
clocks produced here are accurate is a fabulous, rumored nation, suppos- ments, in particular discoveries involv-
within five minutes over a year, provid- edly home of great mages of power. ing illusion and “displacer’‘-type spells
ed that sufficient water is available. and magics that duplicate the psionic
These clocks sell for 150 gold pieces ELMINSTER’S NOTES: Far to the south
disciplines.
each, can be carried by a single man of the Sword Coast lands, this lone
The above may be all fairy-story, for
using both hands, and are quite in fash- island is said to rise out of the vast sea.
many such tales come out of the south
ion in the town houses of the more “civ- Nimbral is spoken of as The Realm of
involving great and powerful magics
ilized” regions. the Flying Hunt, and from this tiny
that exceed the powers of the North.
The multi-hued lamps are the result realm of forests and high meadows,
Yet just as often a flying ship appears on
of carefully mixed and blown glass, warriors dressed in armor of glass are
the horizon, carrying wonders from
designed to produce pleasing colors said to mount pegasi and take to the air,
such a land as this or Halruaa, and so it

67
is included herein. Sword Coast has stepped in to aid “the Dragonisle.” Since men first sailed
Orlumbor in conflicts with Mintarn the Inner Sea there have been settle-
THE NORTH (before the advent of the Tyrant there), ments in this labyrinth of islands and
then Baldur’s Gate, and most recently rocks and men living here have always
AT A GLANCE: The region to the east
Amn. The Lords of Waterdeep see it in fished and raided. Raiding, at its height,
and north of Sea of Fallen Stars, reach-
their best interests in keeping the most reached nearby islands such as Presper
ing the Sea of Swords and including the and the proud cities of the Sembian
important shipbuilding center of the
Moonshae Islands but not the elven
Sword Coast independent of any of its coast, as well as Procampur and Tsurla-
island of Evermeet, is called The North.
strong rivals. gol.
It is the best-known area of the civilized The Pirate Isles are strategically
Orlumbor is the home to the magess
and uncivilized world. placed to command all shipping moving
Delshara “Windhair,” also called “the
ELMINSTER’S NOTES: As for the Sword Witch of the Waves,” whose magics are to and from the Dragon Reach and
Coast, the definition of this region reported to have hurled back ships Westgate from all other areas on the
depends on the location and attitudes of attacking the isle from the Pirate Inner Sea. The isles are largely unchart-
the speaker. In these tomes, the North is Islands and from Luskan. ed (except by pirates) and corsair ves-
defined as those realms to the North of sels lurk among them.
GAME INFORMATION: The Ship-
the River Chionthar and the trade way The Pirates have not been strong
wrights of Orlumbor are the finest pur-
out of Iriaebor, and west of the Dragon enough to openly defy and stand
veyors of ocean-going ships to be found
Reach, the Rivier Lis, the Moonsea, and against, or even attack, the ports of
along the sword coast. Their construc-
the Galena Mountains. Inhabitants of Sembia for nearly two hundred win-
tion techniques give these ships the
Waterdeep would be insulted by this ters. The Dragonisle itself is fortified,
maximum hull range value available for
definition, and would consider the and has two secure harbors, defended
these ships, at the standard costs. They
North (in particular “The Wild North”) by castles that boast rare and won-
can construct ships in the following
to be those lands north of Waterdeep. drous bombards brought long ago from
times.
Thay and the utter South, and three
Merchant, Small 2 months
ORLUMBOR (Or-LUM-bore) Merchant, Large 6 months
secure anchorages in addition to these
harbors. Nowhere else can raiders
AT A GLANCE: Orlumbor is a rocky Warship 4 months (not
stand and fight, nor call their own.
bare island just off the Sword Coast, including any addi-
The first great pirate leader was
300 miles south of the city of Water- tional weapons fit-
Immurk, sometime called “the Invinci-
deep. It is home to a few fishermen, ted to it).
ble,” for he was never defeated, and
some goat-herds, and the most skilled The shipwrights of Orlumbor special-
died of heartburst in his sixty-seventh
shipwrights in the Realms. The finest ize in salt-water craft, and as such do
year. No navies stood against him in
ships of the North find their origins at not normally deal in galleys and other
those days, and though he created the
the docks of Orlumbor. craft normally found on the Sea of
want of war-vessels, he also prevented
Fallen Stars.
ELMINSTER’S NOTES: Of old the island their being built, by means of daring
of Orlumbor was covered with trees, raids and a wide-spread, secretive net-
though these have long-since been cut
PIRATE ISLES OF THE INNER work of informers ashore. Immurk is
down. Most of the ships which ply the SEA remembered as a shrewd old fox, not
Sword Coast have been built, or at least AT A GLANCE: The Pirate Isles in the above fostering conflict in the coastal
repaired, here. Sea of Fallen Stars are a large collection lands betwixt rival kingdoms to empty
Orlumbor has a good natural harbor of rocky spurs jutting out of the water royal coffers and cause more ships to
on its landward side. It is about that some 100 miles off the coast of Sembia. sail, while giving their owner the less to
harbor, cut into the living rock of the The majority have no name, while the protect them with.
island itself, that the docks and homes larger islands are remembered as Immurk’s successors were less able
of the shipwrights of the island are pirate-dens and havens to scavengers. men. The Pirates of these lands have
found. The homes are cave-like com- Not all the inhabitants of these islands never had a formal ruler or succession,
plexes connected by tunnels and stairs, make their living directly or indirectly so that the strongest would brawl his
and the construction docks are seldom from pirating, but the majority do. way into dominance, and hold his posi-
empty or deserted. tion by ruthless butchery, threats, and
ELMINSTER’S NOTES: Due east of the
Orlumbor is an independent nation bribes. Immurk’s heirs were reckless,
southernmost capes of the isle of Pre-
that has several times retained its inde- roaring fighters, cunning in their ways,
sper lie the Pirate Isles; the western-
pendence solely by having Waterdeep but not the level-headed tactician
most and largest of these is Earthspur,
as a strong ally. That city-state of the Immurk had been. And so, inevitably,

68
pirate atrocities grew and pirate pru- ashore, and no fleet was mustered from tunity to demonstrate any ability at
dence waned, and at last the rising all the lands to strike down the pirates intrigue, administration of a fleet or
Inner Sea kingdoms—Cormyr, Sembia, as Urdogen had been struck down. So creation of an intricate plan.
Impiltur, and the Vilhon Reach, in the pirates survived and increased their There are at least two hundred active
particular—united on the seas against power. Thevren could not enjoy his vic- pirate vessels (and probably as many
the pirates, to form grand fleets of ves- tory, for he was poisoned by his current more hulls, perhaps as many as six hun-
sels. lady-fair, Thilana. dred), hidden in the Pirate Isles and
The leader of the pirates at that time Thilana was far more prudent than around the coasts of the Sea of Fallen
was one Urdogen “the Red,” “he of the her former amour. She revived Stars.
blood-colored tresses and beard,” a hot- Immurk’s system of informers, using
GAME INFORMATION: The ships of the
headed bear of a man. Urdogen sailed her former female colleagues ashore,
pirate fleet vary with the ships found in
forth to crush the fleets approaching and paying well. The pirates again fad-
the Inner Sea, and include Sembian
the Dragonisle, only to be caught in the ed from common view, striking only
warships, converted Impilturian mer-
closing jaws of a trap, as ships swarmed when there was bloodier fare going on
chants, and biremes and triremes from
out of every nearby port to assail his elsewhere, and no attention to be
Chondath and Chessenta. The latter
raiders on all sides. Urdogen was never spared for a few lost vessels. Thilana
galleys function quite well in the rela-
found after the week-long battle, and spent as much time ashore as on the
tively calm waters of the Inner Sea,
no man claimed to have slain him, but seas, working intrigues. In turn she was
crewed by slaves taken from previous
his vessel, the Raging Tears, was never strangled by another woman, Laersha-
raids.
seen again, and is believed by most to la of the Emerald Eyes, who was a bold-
Armament of these ships depends on
have run on rocks while slipping away er raider than Thilana, but still wise
the ship and owner, but generally runs
during the night and thereby sunk. The enough to keep the pirates low in pro-
as follows:
battle dragged on for a week because file.
Small Galleys and Merchants:
many pirate ships slipped into the heart Laershala’s reign was not as sturdy as
1-2 ballistae
of the maze of isles to escape after the her predecessor’s, and since her death
Large Galleys and Merchants
initial, disastrous battle, and had to be in battle with a Cormyrian Freesail, no
2-6 ballistae and a catapult
slowly, doggedly tracked down and one person has truly commanded the
Warships
slaughtered by the pursuing ships of pirates. Instead, various captains ally
4-8 ballistae, 1-2 catapults, and
the coastal lands. into factions behind an able leader;
sometimes (25% chance) of a trebu-
The pirates were not eradicated, but these factions war and intrigue much
chet
it was many years before the Dragon- like the great courts of the South, unit-
Only galleys may engage in ramming
isle was again openly held against all ing only against naval attacks against
tactics, and only galleys are equipped
sailing by, and men spoke again of Earthspur the Dragonisle.
with rams.
pirates in the same breath as bad In the Year of the Prince, some of
Pirate crews are double that for nor-
storms of ill luck and misadventure. It these pirate leaders are known to be:
mal ships, as pirates tend to carry less
now appears that one Methlas, a mer- Teldar of the Kissing Maiden, who
bulk goods than merchant ships. Some
chant of Marsember, quietly gathered flies a yellow pennant with three black
pirates make use of companies of
together a small corsair fleet of cau- stars on it, and is an older, capable vet-
archers, aquatic beasts, and spell-
tious, skulking sailors and around them eran supported by the majority of the
casters, and it is a standard procedure
built up a web of false vessel names, pirates, but supported with little spirit
that any archers on a ship should make
fake cargoes, and “deck cargo losses,” or lasting loyalty.
an apparent spell-caster their first tar-
and has used these small, steady thefts Vurgrom, a fat, brawling giant of a
get. As a result, half-elven, elven, and
to provision and outfit war-vessels, and man who styles himself “the Mighty”
other racial spellcasters that may wear
hid these vessels in the Dragonisle’s and commands a strong fellowship
armor are valued in the pirate fleets for
concealed southern harbor. among the young.
making less of an obvious, vulnerable
Methlas was murdered by his lieuten- Crammar, a soft-spoken, dispassion-
target.
ant, Thevren, ere the fleet was com- ate master of intrigue in Immurk’s tra-
“The Dragonisle” proper can hold a
plete. Thevren was impatient for booty, dition, but widely thought a fop, and in
hundred and sixty to a hundred and
and promptly launched raids on Sel- any case not a fighter, hence having lit-
seventy vessels within its fortified har-
gaunt and Saerloon. The raids were a tle popular support.
bors; both harbors have chains, stone
surprise, and successful, for Thevren Azla, a very young woman, whose
underwater “breakrocks,” and ram-
was astute enough to destroy or seize age has already set many pirate cap-
ships to prevent unauthorized entry.
any war-vessels in the two harbors. In tains against her. Azla is a “witch of a
Their entrances are further protected
the meantime, strife had flared up fighter” but has not yet had any oppor-

69
by thick-walled forts. It northern har- change constantly; here are a few old has a strong army and navy to protect
bor’s fort is built into a cliff along the passwords gleaned from various the valuable substances it trades in
western side of the narrow harbor sources: “Obold,” “Immurk Way,” and from Inner Sea pirates and from other
entrance, while the southern harbor’s “Holt-Ho!” Failure to use the correct nations. It has defeated Mulmaster and
fort is set square at the mouth of the password when called upon will often Sembia decisively in past conflicts, and
harbor. Each of these forts have a bat- result in the death of the user. is now allied to the neighboring city of
tery of mystic Thayian bombards. The Tsurlagol.
effects of these protections are: PRIAPURL (Pry-ah-PEARL) GAME INFORMATION: The present
l The chains, when raised, prevent
AT A GLANCE: Priapurl is a small, Thultyrl is a young man, Rendath of the
all ships from passing across them.
sleepy way-town along the Trader’s Royal Blood (the royal family of Pro-
The links of these chains are as
Road from Iriaebor and Westgate. It is campur has no last name other than its
thick as a man across, and made of
notable only for the large keep to the title). Rendath is an 11th level cavalier.
cast iron and plated with lead.
south of it, which is the home of the The multi-colored roofs of Procam-
l “Breakrocks” are artificial reefs set
Mindugulph Mercenary Company. See pur are dictated by royal order, and are
up in the harbor just below the
under MERCENARY COMPANIES. set apart according to district:
waterline. Ships striking a break-
District of the Poor: grey roof
rock are treated as being rammed
by their own type of ship. Regular PROS (Prahss) Temple District: shining black roof
Merchant District: sea green roof
visitors of the ports are instructed AT A GLANCE: Pros is a small lake-town Adventurer’s District: red roof
how to sail by the harbormaster to on the Lake of Dragons. Once a com-
Sea District: blue roof
avoid running aground. mon port in the region, its importance Services District: yellow roof
l Ramships are light galleys crewed has declined with the silting up of its Nobles District: silver roof
by ten men (usually slaves or pris- harbors, restricting it to all but the High Court and Palace: gold roof
oners) with 2 hull points, and made lightest of craft.
of substandard materials. Their Districts are further restricted by
purpose is to engage and ram ene- PROSKUR (PROSS-kurr) walls fifteen feet high that separate the
my ships in the harbor. In desper- district. Guardposts, militias, and army
ate circumstance, they are loaded AT A GLANCE: Proskur is a trading barracks have white-washed roofs for
with combustibles and set aflame. waystop where the Overmoor Trail differentiation. Royal orders are strict
l The Thayian bombards are mysti- meets the winding road from Irieabor in which activities may be performed in
cal devices which fire a screaming to Cormyr. It is the last eastward stop which district; for example, if an adven-
blue death upon enemy ships. Each before entering the Dragonjaw Moun- turer who has attained noble title wish-
fortress has four of these cast-iron tains. es to settle in the Noble District, he
monsters, which have a minimum must foreswear all further adventuring
range of 120 yards and a maximum PROCAMPUR (Pro-CAHM-pur) before his king, and pledge to not aid or
range of 480 yards. They fire huge AT A GLANCE: Procampur is a rich and house any such individuals in his house.
hollow stone balls filled with fluid independent city-state located on the
sold by the Wizards of Thay that, eastern shore of the Dragon Reach. It is RANGERS
placed in the bombard, ignites and a large, sprawling city divided into dis- AT A GLANCE: Rangers are specialized
carries the flaming stone ball to its tricts by high walls, and each district types of fighters and warriors, suited to
target, inflicting 5-30 points fire marked by slate roofs of a different col- a wilderness existence while still retain-
damage, 2-12 points hull damage, or. ing more of the trappings and station of
and setting all flammables stuck
ELMINSTER’S NOTES: Procampur is society. Individuals who become rang-
ablaze. These bombards are won-
the richest of the independent cities of ers are normally from the civilized agri-
ders of this age, but are hampered
the Inner Sea’s northern coasts. Pro- cultural areas of the Realms, as opposed
by their size (each is larger than a
campur was once known as Proeskam- to its wilderness areas.
manor-house in Waterdeep), their
required fluid (which the Thayians palar, and was a booming city before ELMINSTER’S NOTES: The Rangers are
part with at a dear price), and a the founding of the Standing Stone and a phenomenon primarily confined to
lack of accuracy, for while the the creation of Dalesreckoning. From the North, in particular that region
bombard may fire once every two those days until now it has been a city north and west of the Sea of Fallen
turns, it only has a 1 in 10 chance of noted for its skilled goldsmiths and Stars. There are occasionally individ-
hitting its target. gemcutters. Ruled by a hereditary over- uals of this type from Amn or Chon-
Pirate signals and verbal codes lord with the title Thultyrl, Procampur dath, but a ranger further south is as

70
rare as pity in a beholder. This may be with their herds, and who are adept at as senior war leader for the past
due to fact that the Rangers function carving bone and sculpting rock. twenty-three of them. Huzzilthar was
best in those regions which are still chosen, as all Iron Lords are chosen, by
ELMINSTER’S NOTES: Merchants from
being developed and explored by civi- the Witches of Rashemen, a group of
the Sword Coast call Rashemen “the Far
lized man, and as such have little to do female spell-casters who hold great
Land,” and trade is brisk with other
in those regions that have been settled power in the land. Huzzilthar replaced
nations in the Realms. Merchants come
and ruled (at least in name) for centu- “Old Wolf” Targuth Athkarr, who in
to Rashemen from the west by three
ries. turn had held the High Seat at
routes: via the Long Road to the north
Due to their low numbers, regional Immilmar for seventeen winters after
through Nathoud; through the Great
restrictions, and tendency to perform the death of his predecessor, Lethgar
Dale to Kront and thence across the
along the same lines of “good” morals, Mimdusko. Athkarr had been plagued
Lake of Many Tears; or across the
Rangers are both very individualistic by senility in the later years of his rule,
“Golden Way” which skirts the border
and clannish. A ranger can often be and upon Huzzilthar’s selection as lead-
with Thay and enters Rashemen at
found on his own, or in a company of er, Athkarr was taken in by the witches,
Mulsanter.
druids or adventurers, where his wil- and never seen again by mortal eyes. It
The trade-goods of Rashemen are
derness skills are useful. At the same is believed that the senile “Old Wolf”
wool, furs, and carved stone and bone,
time, when Rangers meet, there is often was carefully tended until his death, for
as well as much-prized casks of jhuild,
an exchanging of names and gossip on the witches, as the common Rashemen
or firewine. Rashemen imports cloth,
the latest doings of others of their type. say, “are like that” (usually accompa-
woodwork, lumber, and foodstuffs.
While not a political or social force, nied by a knowing shrug).
Rashemen is self-sufficient in war-
Rangers are a finely wrought network Beneath the Huhrong there are many
metals, and has large herds of goats and
of information, and it is this network lesser, local lords, each with their own
rothe. Rashemen is also the home of
that makes them a natural part of the followers and businesses. The succes-
sjorl, a heavy, smoky-flavored cheese.
group known as the Harpers (q.v.). Not sion of rulership, however, and the
Sjorl is very nourishing, but it is an
all Rangers are members of this group, posts of warleaders within the armies,
acquired taste, and little is exported.
but many are, and the Harpers recruit are chosen by the true powers of the
Some ballads refer to Rashemen as
further from these ranks only on the land, The Witches of Rashemen.
the “Land of Berserkers.” Such is the
recommendations of those Rangers The continued existence of Rashe-
fearless savagery and stamina of its
within its group. men speaks greatly of the true power of
warriors that at least sixteen invading
the witches’ magic. There are believed
GAME INFORMATION: The Rangers of forces from Thay have been slaugh-
to be no less than sixty, and likely over a
the Forgotten Realms are as presented tered or turned back from incursions
hundred, witches in the land. Within
in the Players’ Handbook, with further into the land in the last seventy winters.
the nation of Rashemen the members of
expansions for tracking ability in To date the Far Land remains free.
this order wear black robes and grey
Unearthed Arcana. Player-character Rashemen is ruled by a Huhrong
masks showing only passive faces.
rangers are not limited to being specifi- (“Iron Lord,” or senior war leader),
Should a witch leave Rashemen for any
cally from “the North,” but it should be whose steel-shod palace towers above
reason, she abandons her black garb
noted in social situations that a Calishite the roofs of the city of Immilmar. The
and conceals her powers, for none have
Ranger will attract much comment Iron Lord commands Rashemen’s
revealed their abilities or identities
within the community (and that finely- standing army, called “The Fangs of
beyond the borders of their native land.
wrought layer of communications) of Rashemen.” The Fangs are a contingent
The central haven for these witches is
Rangers. of warriors clad in heavy fur and leath-
the town of Urling.
er tunics, armed with hand weapons,
It is this powerful order which pro-
RASHEMEN (Rah-SHEH-men) short bows, and light lances, and
vides the pilotless boats known as
mounted on surefooted mountain
AT A GLANCE: Rashemen lies north of witch-ships, and which unleashes fell
ponies. Most of Rashemen’s armed
the mysterious land of Thay, and is the beasts and poisonous gases on vessels
force is involved with patrols on the
easternmost of the known Realms. To from rival Thay. These witch-ships
land’s borders with Thay, along the
its east lie uncounted leagues of rocky, roam at will throughout the great lake
shores of Lake Mulsantir, and the bro-
grassy wastelands, and beyond that Ashane, also called the Lake of Many
ken lands east of the Gorge of Gauros.
several rumored kingdoms of men, Tears, from as far north as the Pool of
The present Huhrong is Hyarmon
unreached and unreachable in recent Erech to as far south as Lake Mulsantir
Huzzilthar, a grizzled veteran warrior
memory. The land of Rashemen is the and the “harbor of chains” at Surthay.
with a salt and pepper beard, who num-
home to a race of short, muscular The Witches of Rashemen also brew
bers seventy-six winters, and has ruled
humans who are concerned primarily jhuild, the fire-wine, a potent amber

71
drink that warriors imbibe before bat- information about the nations of the reductions are the temporary lowering
tle, which deadens pain and inflames Inner Sea, in particular military infor- of that character’s abilities while under
the passions, whether for battle or oth- mation. At the same age, young females the effect of the wine. While Dexterity
er activities. Through their control of are tested by the witches, and those is lowered, its effects are less harmful
the jhuild as well as their great and mys- who qualify are inducted into their than most other western drinks.
terious magical powers, the witches organization. To Hits and Saves indicate the benefit
control the warriors of Rashemen, and Sages, merchants, and mercenary to such throws while under the effects
through them the nation. captains generally agree that Rashemen of the wine. The nature of the firewine
In their native land, the witches of has no designs upon the lands around allows swift, if not particularly sound,
Rashemen are venerated and respect- it. As with most nations that border actions.
ed. The penalty under Rashemen law Thay, their primary concern is survival Hit Points is the addition of the effects
for harming or disobeying a witch is in the face of expanding hostile neigh- of the drink to the imbiber, similar to
death. The witches are said to take male bor, and with the aid of the witches, the effects of the aid spell. Any points
lovers for brief periods, though none they accomplish that task quite well. lost are taken from these “false brav-
have pierced the veil of secrecy that Rashemen’s warriors are fearless and ery” hit points first.
surrounds their group. It is believed feared, but they are rarely encountered The peril of firewine is that an hour
that these males are used for some outside their homeland, and do not after drinking, the user falls into a com-
form of planned breeding program, but have the reputation or expertise of the atose sleep for 7-10 hours, though in
this is as yet undetermined. Mercenary companies of the Sword that hour great deeds may be per-
The people of Rashemen are by nat- Coast. The most common encounter of formed. Other forces who have sought
ure a hardy, brawling race. Both sexes a Rashemen citizen is a youth (or band to steal this idea (such as “The Firewine
practice the sports of snow-racing (a of youths) on dajemma, usually taking Incursion” from Thay 30 winters back),
wintertime cross-country foot race, in the sights and much of the liquor in have found their drunken forces in
clad only in the briefest skins) and the the area. For most of the inhabitants of slumber when they are needed else-
hunting of snowcats. Widespread hob- the Inner sea and Sword Coast, the Far where. The Rashemen seem immune to
bies among those who can afford the Land of Rashemen will remain a myste- this effect, though whether this is from
time include the collecting of rare and rious land sung of in minstrel’s tales, the spell-lore of the witches or the natu-
beautiful stones (including gems), and the setting for feats of brawn, the start- ral hardiness and resistance of the
exploring the old ruins in the north of ing point of epic travels, and the land of Rashemen is unknown.
their realm. That elder kingdom, now the mysterious witches who can thwart Firewine sells for 1 gp a pint in Rashe-
only collections of destroyed citadels, the Red Wizards of Thay. men, 15 gp a pint elsewhere in the
was known as Raumathar, and once Realms.
GAME INFORMATION: Jhuild, the Fire-
ruled this land and contested with Nar- The witches of Rashemen are a mys-
wine, is an incredibly potent liquor and
fell, another equally extinct kingdom terious cult of female spell-casters
appears a honey-gold, but burns the
that lay to the west. which control the fortunes of the
tongue and mouth when first con-
The key ritual for young men in nation. If encountered in Rashemen,
sumed. A draught of this material
Rashemen is the dajemma, a “journey to they will appear as noted under Elmin-
effects a state of moderate intoxication,
manhood” that every male Rashemen ster’s Notes, in numbers from 1-6.
and two mugfuls a state of great intoxi-
makes in his youth. The dajemma often cation. While these spell-casters are very dif-
has some far-flung goal, such as an ferent in nature from the other magic-
expedition around the Inner Sea itself, users of the world, for game purposes
Effects of intoxication from firewine:
but if the youth returns home, he is Moderate Severe treat them as magic-users of no less
accorded great honors and considered + 15% than 6th level, and no higher than 25th
Morale + 10%
an adult and accorded the rights of a - 6 (1-20 +5). While this is not fully accu-
Intelligence - 3
warrior of the people. The dajemma is a - 7 rate, it will suffice until a full study of
Wisdom - 4
perilous undertaking, but has the - 1 these individuals may be made. Each
Dexterity - 1
advantage of showing the young males Charisma - 1 - 1 witch encountered will have a 5%
of Rashemen the nature of the world +1 +1 chance per level of a useful magical
To hit and saves
outside, so that the people have an ring, a useful magical wand, and a use-
Hit points +1 +3
understanding far beyond that of nor- ful magical weapon. The latter will be a
mal rustic cowherds. These continual Morale indicates the beneficial effect whip (UA page 78) with properties and
dajemmas have the additional advan- on the imbiber to morale, and applies abilities from the magical sword table
tage of strengthening trade contracts only in combat situations. (UA Page 89).
with the west, and picking up useful Intelligence, Wisdom and Dexterity The witches of Rashemen are greatly

72
honored in their land, and the people of great power and eventually take over activity, and a large number of pack ani-
the area will risk their own lives to save all of the southern dales. Lashan was mals, wagons, and symbols of Mer-
a witch. In the remainder of the less than diplomatic in hiding his aims. chant Companies can be seen as the
Realms, no witches have been sighted, Under Lashan’s guidance, the initial traveler enters. Most of the buildings
and it is presumed that such witches, if campaigns against his neighbors are low, one or two stories, with a spat-
they do wander the Realms, do so in dis- resulted in the overrunning of Harrow- tering of larger buildings and towers in
guise. dale, Featherdale, and Battledale. This the center of town.
stunning campaign was so swift and
ELMINSTER’S NOTES: Scornubel is one
RAURIN (ROAR-en) successful that Cormyr, Sembia, Zhentil
of the key cities on the Trade Way lead-
Keep, and Hillsfar all rose in arms
AT A GLANCE: The near-mythical des- ing from Waterdeep to the lands of the
against him, along with the other dales
ert of Raurin is a massive, sandy waste Inner Sea. Like its rivals, Elturel and
he attacked. After overwhelming the
which could swallow entire nations of Iriaebor, it is a town of merchants and
central Dales, Lashan was turned back
the North. It is located in the furthest those things merchants are concerned
from Mistledale and Deepingdale by the
southeast, beyond the domains of with; warehouses, transportation, and
combined might of all the enemies he
Mulhorand. protection (usually from the other mer-
had made. His “empire” collapsed over-
chants).
ELMINSTER’S NOTES: Unlike Anauroch, night. Lashan vanished in the confu-
The “Caravan City” is ruled by the
our northern desert, Raurin is a great sion, as his mercenary troops were cut
shrewd, elderly and regal Lady Rhessa-
sandy waste dotted by rare oases and up by the advancing armies.
jan who in her time was a daring
dead kingdoms. It is also known as the Sembia briefly occupied Scardale
explorer and wandering trader, and is
Dust Desert and the Stone Desert. Great itself, with intentions of adding the Dale
still famed in tavern-talk as “Rhessajan
and magical kingdoms were said to rule to their nation, but were threatened
of the Tents.” The Lady Rhessajan is sup-
this land, and it may be their fall that first and cajoled into withdrawal by the oth-
ported by three Lord High Advisors
drove men into the lands of the Inner Sea er kingdoms. All of the dales Lashan
named Burdan, Deep, and Phantar, all
and towards the Sword Coast. What lies briefly conquered are now indepen-
middle-aged adventurers and retired
there is as yet unrecorded. dent again; Scardale itself is in a some-
caravan-masters themselves. The Lady
what confused state at present, with
and her advisors make their judgments
REDDANSYR (Reh-DAHN-seer) “visiting” garrisons still in attendance.
on activities in the city based on one key
AT A GLANCE: A small town located GAME INFORMATION: Scardale is con- factor: what is profitable for the city
between Teziir and Westgate, Reddan- trolled by a force of garrisons from and its merchants.
syr is the “jumping-off” spot for cara- Hillsfar, Zhentil Keep, Cormyr, Sembia,
GAME NOTES: The Caravan City of
vans south. and each of the Dales. Each garrison
Scornubel is an important port/ferry-
cannot, by agreement, number more
link/warehouse storage caravan-com-
SAERLOON (Say-er-LOON) than 12 men, though the general make-
pany headquarters. Here the major car-
up is left to each nation or dale. This sit-
AT A GLANCE: One of the two four avan companies of the North all have
uation is in theory to remain until
large coastal cities of Sembia. See SEM- large warehouse, stock pasture and sta-
Scardale resumes a normal form of gov-
BIA. bles, and office facilities. Six of those
ernment. This matter is made more dif-
companies are noted here. For further
ficult in that Scardale has been ruled by
SCARDALE a hereditary lord, and Lashan, if he still
information, see under MERCHANT
COMPANIES.
AT A GLANCE: This dale is a steep-sided lives, is the rightful leader and cannot
gorge known locally as “the Scar.” The be usurped. In the meantime, the vari- Highmoon Trading Coster: Headed by
town of Scardale lies at the mouth of ous garrison factions test each other’s Guldeph Maremmon, a 9th level fight-
the river Ashaba, and is an important nerve and strength of swords in con- er, this flourishing concern dominates
port on the Dragon Reach. flicts that rate above tavern brawls and the Sword Coast overland routes from
below battles. its bases here and in Waterdeep. It car-
ELMINSTER’S NOTES: Scardale is ries everything, but has exclusive sup-
recovering from the rule of its young
aggressive lord, Lashan Aumersair. The
SCORNUBEL (SCOR-noo-bell) ply rights to kaorph (“blue wine”) and
certain spices (arispeg, marka, and
former lord, Lashan’s father Uluf, died AT A GLANCE: Scornubel is a huge, delph) which originate somewhere far
seven winters ago, and Lashan wished open city set on the north shore at the to the south and east. Its colors are a
to build an empire from his small hold- confluence of the Chionthar’s South white crescent on a black, star-
ings. Having gathered troops, wealth, Fork and the River Reaching. It is an studded oval.
and artisans to build Scardale into a unwalled town buzzing with continual

73
Surefeet Trademasters: Headed by a other adventures elsewhere), it has large, wealthy cities. It is a well-run,
Council (the merchants Pheng The- been taken over by merchants, who organized nation which may in time
lombur, Aramma Dulve, and Prist are constantly dealing in large and rival the old kingdoms of the south and
Thelmip), and based in Scornubel, the small matters everywhere. Their east.
Surefeet specialize in providing expert robes are white or cream with a gold-
ELMINSTER’S NOTES: The wealthy
guides/escorts/guards for all con- braided border; important personages
merchant-kingdom of Sembia is a land
cerns; their own caravans and those of of the Company have gold traceries of
of good farms, busy ports, skilled textile
any overland traveler. Their rates are antlers at each shoulder, as well. Their
makers, and prosperity, with a vigilant
high, their men good—and it is aging “trail general,” Black Tomm
army to keep it that way. The arms of
rumored that the Surefeet have Bharhinn, has lost effective control of
Sembia are “the Raven and Silver.” The
gained much wealth through several day-to-day operations to the mer-
Raven represents Rauthauvyr “the Rav-
rich tomb and temple-ruin finds made chants Storm, Hlevell, and Dindar Pel,
en,” long-ago founder of the realm, who
by guide-members. all young merchants of Amn who
never ruled Sembia but instead com-
despair of making their fortunes with-
The Trail Lords: A mysterious, pom- manded its armies for a succession of
in that kingdom of mighty merchants,
pous outfit (whom some say are ruled merchant rulers. The silver coins rep-
but are determined to make money
by Thay, or other fell sorcerous east- resent Sembia’s trading wealth.
here.
ern lands), the Trail Lords have been Sembia was settled by men coming to
known to hire half-orcs and worse as The Windriders Trading Coster: The the Sea of Fallen Stars from the south,
guards. but they appear to have Windriders are young, relatively inex- originally for its stands of huge, high-
boundless money, and can mount a perienced merchants with a wild rep- quality iliyr-wood timber which was
small army or two to guard those spe- utation for fierce competition, hard much prized in shipbuilding. As the for-
cially valuable clients and cargo in a traveling, and hi-jinks. All wear shields ests were cleared, over the years, the
very short time. The “Trail Lords” are adorned with a white pegasus, wings treecutters came into increasing con-
said to be merchant kings (none have outstretched, and are much used for flict with the elves, who feared the loss
ever seen them); they rule through the swift, discreet carrier service around of their entire woods. This would
fat, masked illusionist Mhereg Ssar the North. There are approximately undoubtedly have occurred if the
(6th level). sixty Windriders; they prefer to hastily-gathered mercenary troops of
remain anonymous, represented the fledgling land had defeated the
The Red Shields: Formerly a merce-
through their office and leader, elves, but the Elven Nations defeated
nary company (still available for such
Torshilm Firetel (a 6th level fighter, them soundly at Singing Arrows (884
hire, some say), the Red Shields are a
formerly of Westgate). DR) and afterwards repeatedly slew or
group of highly-skilled (1-3rd level)
forced back men venturing north of the
fighters, who are well-armed and bear
red, featureless shields. They usually SEA OF SWORDS river Ashaba and Lake Sember.
The Dragon Sea’s mineral wealth was
hire out in groups of 25, 50, or 75 to AT A GLANCE: The Sea of Swords is the
discovered by men at about this time,
guard regular road travel from arm of the Trackless Sea that is bound-
and pressure began to grow in Sembia
Neverwinter through to Amn, and run ed by the Sword Coast on the east, the
for a trade-road through the elven
their own regular “run” from Scornu- Moonshae islands on the west, and the
woods, to make Sembia the world’s
bel to Waterdeep every few days, car- Nelanther Isles to the south. See
gateway to all this wealth. The land
rying messages as well as cargo. Led SWORD COAST.
grew strong as farms prospered in its
by Bronthar Helmbrind (a level 6 fight-
newly-cleared lands, and craftsmen
er) and his lieutenants Miftat (a level 5 SELGAUNT (SELL-gont) arrived from the south to take advan-
fighter) and Vuldan (level 4 fighter),
AT A GLANCE: Selgaunt is one of the tage of this chance to acquire land and
the Red Shields effectively (and loose-
large mercantile coastal cities of Sem- wealth, bringing their trades with
ly) police the streets of Scornubel,
bia. See SEMBIA. them. Rauthauvyr insisted on maintain-
watching its perimeters to ward off
ing a standing army, which he kept in
bandit raids (and to keep themselves
well informed of events within those SEMBIA practice by policing Sembia’s borders
and improving its roads.
perimeters). AT A GLANCE: Sembia is a wealthy mer- Finally The Raven went alone as an
The Stags Caravan Company: An old- chant kingdom situated east of Cormyr envoy to the Elven Court, and asked the
er, somewhat fallen-from-former- on the western edge of the Sea of Fallen elders of the Elven Council to approve a
greatness outfit of rugged adven- Stars. It is a land of rolling farms and road north from Ordulin to the shores
turers (now mostly dead or gone to rich plains, dominated by a handful of of the Dragon Sea, open to men. He pro-

74
SCORNUBEL KEY 35. The “Free Traders” Scornubel 43. The Raging Lion (inn; tavern & rooms
offices (run by the city); a registry of at A, stables at B)
1. Trail Lords (merchant company)
unemployed, casual, journeyman 44. Mother Minx’s (festhall)
headquarters: office and warehouse
drovers, guards, animal trainers, 45. Thymdar’s Reliquary & Eremosckh
(A), warehouses (B-E)
etc., & stronghouse) (general store for all goods; large and
2. Highmoon Trading Coster (merchant
36. “Free Traders” public warehouse prosperous; Thymdar is a 7th Level
company) warehouse (C-J), office &
(rental storage space guarded by the magic-user who uses Wizard Eye
stronghouse (A), and staff quarters
Watch) often in business matters, etc.)
(B, K, L)
37. same as 36 46. The Everfull Jug (winery and drinks
3. Highmoon Trading Coster stables
38. Headquarters of the Watch (D) with shop)
and paddock
barracks (A-C) and enclosed stables 47. Ehaevaera’s Beauty Rooms
4. The Trail Lords stock pens and
(E) (hairstyling, scented baths,
stables w/paddock
39. The Randy Wench tavern and gaming massages, manicures, body painting
5. The Stags Caravan Company stables
rooms and tattoos, for women)
and stock pens, w/paddock
40. The Jester’s Bells (tavern, festhall, 48. Ssimbar’s Fine Clothes
6. Ferrydock and route of “Southroad
and scented baths) 49. Preszmyr the Herbalist (herbs, drugs,
Ferry”, a large barge; Burlin, a 6th
41. Thruu’s Way Rooms and Dining phylacteries, perfumes & scented
Level Fighter, and two 3rd-Level
(“The Through-house”; inn) powders)
bravos, crew
42. Scornubel Hall (meeting-chambers 50. “Far Anchor” (inn)
7. Arkaras the Shipwright
available for rent, quarters for the
8. The Red Shields stables and
local Council and visitors, the city’s
paddock, office at (A)
emergency granary & deep wells)
9. Tallahabur the Wagonmaker (sheds:
A-D; House: E)
10. “The Walk” (public meeting-place
and market)
11. The Windriders Trading Coster
(merchant company) stables
w/paddock, and stock pens
12. Surefeet Trademasters (merchant
company) stables and paddocks
13. The Purple Sun Trading Coster
(merchant company), stable
w/paddock and stock pens
14. The Windriders Trading Coster
(merchant company) headquarters;
office (F), and warehouses (A-E)
15. Purple Sun Trading Coster
warehouse (A-D)
16. Surefeet Trademaster headquarters:
office and stronghouse (D),
warehouse (A-C)
17. Red Shields warehouses (A-C & D-F)
18. The Stags Caravan Company
headquarters: A-H, warehouses
19. The Jaded Unicorn (tavern & inn of
low quality (flophouse))
20. The Thirsty Thunder Beast (tavern)
21. The Dusty Hoof (tavern & inn)
22. Traveler’s Rest (inn)
23. The Fishym & Smoka Inn (The
“Fishsmoke”; tavern & inn of low
quality)
24. “The Nightshade” (festhall &
nightclub)
25. Smithy: Kaerus Thambadar,
blacksmith & ironmonger
26. Fish Market
27. “The Green” (assembly area for
outbound caravans)
28. “The North Green” (see 27)
29. “East Green” (see 27)
30. The Spice & Wine Shop (Ulder
Mooroo, 3rd Level M-U, proprietor)
31. Malikhar the Outfitter (leather straps,
packs, tarpaulins, weathercloaks,
harness, boots, etc.)
32. Purple Sun Trading Coster office
33. Purple Sun Trading Coster hirelings’
barracks
34. Angah Lalla (fence for stolen goods;
ostensibly a curio trader, in “items
from exotic lands”)
posed that the elves choose its route the Overmaster, and is elected to a
and retain control of it and their woods seven-year term by a council of mer-
around, so that no woodcutting or chants.
human settlement occur, and that Sem- This merchant-council is presently
bia’s men build it with them. based in Ordulin, and is twenty-two
Though the elves had earlier made strong. The incumbent ruler, Elduth
similar arrangements with the Dales- Yarmmaster, has but two years left on
men, and had no difficulties with the his first term, and although there are
men of Velarsdale (now Harrowdale), always those ambitious for the Over-
refused, neither wanting or needing master’s chair, or dissatisfied with its
such a road. The Raven then threat- present occupant, there is a good
ened to exterminate the isolated elves chance Elduth, an elderly and wise man
in Arnothoi, the last embattled remnant of kindness and humor, will be re-
of the elves in Sembia if the Elven Court elected. Some in Sembia have urged
did not cooperate, and leave Arnothoi Elduth to take advantage of the recent
unmolested and its elves free to come disappearance of the elves to take over
and go and trade or not as they wished, the lands from Hillsfar to the Dragon
if the road was built. Reach, to Misteldale and the Thunder
The elves agreed, and Sembia’s finan- Peaks, but so far Elduth has refused. He
cial future was secured. The elves built quotes the old saying, “swords speak,
Hillsfar on the shores of the Dragon Sea but they do not listen.”
as their commercial “meeting ground”
GAME INFORMATION: The details of
with men, and over the years the elves
Sembia, its armed forces, cities, and
of Arnothoi came north to join their
personalities are left for DM develop-
brethren or slipped away to seek Ever-
ment for their own campaigns, as noted
meet, and that wood gradually disap-
in the the DM’s Guide to the Realms.
peared. The route the elves chose ran at
This includes the following cities of
the base of the Standing Stone, as a
Sembia:
reminder of earlier, less-hostile dealings
Daerlun (Dare-LOON)
between men and elves.
Huddagh (HUHD-agh)
Sembia grew rich, under merchant-
Kulta (KUHL-tab)
leaders of increasing wisdom, such as
Mulhessen (Muhl-HEH-sen)
Saer (for whom Saerb was named, and
Ordulin (ORE-dyoo-linl
Chondathan later renamed Saerloon)
Saerb (Sairb—See HIGH DALE)
and Selgar (Chancelgaunt was renamed
Saerloon (Sair-LOON)
Selgaunt at his death, when he was bur-
Selgaunt (SELL-gont)
ied there). Rauthauvyr the Raven, ere
Surd (Serd)
his death, saw that these merchants
Tulbegh (Tull-beg)
had a strong standing council of mer-
Urmlaspyr (Erm-LASS-peer)
chant elders to advise them, and to
Yhaunn (Uh-HAWN)
ensure that no ruler could hold on to
and the lands around them.
power by force of arms. Then this far-
sighted man, creator of a nation, now
half-blind and infirm from old war-
THE SHAAR
wounds, rode north into the elven AT A GLANCE: The Shaar is a region of
woods and disappeared. None knew great plains and grassland located far to
what happened to him or where his the south, beyond the Vilhon Reach.
bones lie, save perhaps some few elder
ELMINSTER’S NOTES: The Shaar is
elves. dominated by miles upon miles of thick
Sembia today is a strong kingdom,
grasslands, and peopled by nomads,
quick to defend threats to its sover- herdsmen, and raiders, Even so, these
eignty (such as the rise of Scardale), and
peoples are said to wield great and mys-
first in financial wealth of all the west-
tical powers.
ern Inner Sea Lands. Its ruler is called

76
The region known as “Eastern Shaar” reknowned for his wisdom, power, and can be ascertained, had any religious
is sparser and less green, more of a concise, informative histories of the and/or secretive political importance.
wasteland. Within the Eastern Shaar is Realms. The Old Skull Inn takes its name from
a huge cleft or canyon, known as the The previous Lord, Doust, and his this prominence.
Great Rift, home to many southern friends, most notably the ranger Florin
The Tower of Ashaba: The Tower earns
dwarves. Falconhand, have since their most
its formal name from its location,
recent battle renounced their titles and
guarding the northernmost bridged
SHADOWDALE offices in Shadowdale. Before depart-
crossing of the river Ashaba. Its nick-
ing, they installed the cavalier Mourn-
AT A GLANCE: Shadowdale is a farming name, “the Twisted Tower,” comes from
grym as Lord of the Dale. Mourngrym
community straddling the road from its off-center spire. This construction is
has recently married Shaeril Rowan-
Shadow Gap to Voonlar, its main town due to the inclusion of a “deck” or half-
mantle, a noble lady of Cormyr, and
(of the same name) located where that covered flight platform (and attached
continues to rule with the assistance
road crosses the Abasha. The Dale is stables) for the use of aerial steeds.
and wise guidance of Elminster. Doust
broken by patches of light woods that However, often a Dalesman, fed up with
and his companions have titled them-
run to the borders of the town, and the latest lunacies of its inhabitants, will
selves “the Knights of Myth Drannor,”
interupted by a large number of old refer to them as “the Twists.”
and are attempting to establish their
ruins. These old haunts of treasure and The Tower has many secrets and curi-
own stronghold in that ruined city.
monsters makes the region very popu- osities and bears the stamp of many
Their success has been hampered by
lar with Adventuring Companies, and owners. Many towers across the
exploratory parties from Zhentil Keep,
more than a few have called this region Realms have such character and mys-
Hillsfar, Sembia, other adventuring
their home. tery. Though the Tower is currently the
companies, and an increasing diabolic
seat of the Lord of Shadowdale and the
ELMNSTER’S NOTES: This quiet but presence in the ruins.
forces of law, this stronghold was once
astonishingly hardy agricultural com-
GAME INFORMATION: Shadowdale is the citadel of an evil power, which
munity has recently rebuffed several
the best-recorded of the Dalelands, due reached up from the Depths Below.
invasions under the just and wise lord-
in part to the first-hand knowledge of Azmaer, as the last known drow lord
ship of Doust Sulwood and his com-
Elminster. Further information on the was called, held the Tower in its waning
rades. These stalwarts in the past led
sites of Shadowdale follows, as opposed days, as its wisely-built fortifications
the dale militia and mercenary troops
to separate entries, and are listed to defended his peoples’ retreat into the
in key battles against Lashan’s Army of
agree with the map on page 78. subterranean realms. (This was 906
Scardale, have defeated powerful
Elminster the Sage and his Scribe Dalereckoning, when the land called
mages from Zhentil Keep, bested draco-
Lhaeo are not for hire, and the people Shadowdale was just beginning to
lich attacks of the Dragon Lords, and
of Shadowdale will be quick to inform undergo human settlement). The last
repelled Drow caravans and raiding
passers-by of that fact. The path behind days of the drow rule were made horri-
parties in the caverns beneath the Tow-
Tulba the Weaver’s house leading up to ble by disease, caused by a cistern poi-
er of Ashaba and the woods near the
Elminster’s Tower has warning runes of soned by a human slave, and so the
ruins of Castle Grimstead.
danger and a sign reading, in Common storming of the Twisted Tower was
Shadowdale has been famous for a
and Thorass: “No Trespassing. Violators comparatively easy. The drow defeat-
number of things, large and small, and
should notify next of kin. Have a pleas- ed, the town of Shadowdale began to
its community of adventurers ensuring
ant day.” grow in earnest, until reaching its
that the fame of these things carries
present size.
further through the realms than the Old Skull: This huge, lichen-covered,
Once in human hands, the Tower of
size of the community first indicates. It gnarled, lava-melted and sheep-
Ashaba passed through the hands of a
is noted for its inn (The Old Skull), a skeleton-littered height of land that
wide variety of owners, and bears
good smith and a good wagonmaking dominates Shadowdale is well known;
traces of their differing creeds and pur-
shop. The community was the home of the sheep farmers built a hut on the
poses. The last good and lawful lord of
the adventurers known as Mane’s Band north side for shelter during the rain
the Tower before the coming of Doust
(now missing and presumed dead) and and for lambing in winter. The body of
and his stalwart companions was one
the witch Sylune (also deceased). Joadath, a former Lord of Shadowdale,
Jyordhan. Jyordhan reigned for a short
Among its living natives the area claims was burned there, in a hollow at the SW
time, then took ill mysteriously, trav-
Sylune’s sister, the bard Storm end of the crest. Many people today use
eled to the great city of Waterdeep, and
Silverhand, and a wide variety of skilled the Old Skull as a lookout, sheep pas-
died there in the company of the Mage
adventurers. Shadowdale is also the ture, laundry-drying surface, and
Khelben. Rumor says that Jyordhan
chosen abode of Elminster the Sage, trysting-ground. It has never, as far as

77
was in truth an evil usurper whom MURA, Serving-girl villagers have reported haunts to stalk
Khelben enspelled to come to Water- DESSA, Serving-girl the Knoll since that time.
deep and there slew. Despite the rela- LILUR, Serving-girl Lord Aumry, who ruled after
tively short time since these events, it is SATHA, Serving-girl Joadath’s destruction, was buried in a
difficult to learn the truth. With the NEENA, Serving-girl cavern here hewn out by dwarves,
coming of Doust three winters back, PURK, Kitchen Boy elves, and men. Out of respect for
and his recent abdication to Mourn- THORBOK, Master of the Stables Aumry and love for his lady Sylune,
grym, the Tower is now the haven for a Stable Crew Aumry’s ashes were entombed in a cof-
large variety of adventurers and their DAVORR, Hostler fin of stone, atop which Sylune laid his
parties, much to the financial profit and BLINT, Tacksman staff and cloak as per his orders, to
individual headache of the people of HAVOR, Tacksman await the next lord. The staff and cloak
Shadowdale. DURST, Tacksboy were later stolen by Lashan of Scardale,
BELDIN, Tacksboy and though the cloak was later
GAME INFORMATION: The following
VODDAL, Constable destroyed in battle, the staff is with
individuals make up the Court of the
DEGETH, Constable Lashan, wherever he may be at the
Lords of Shadowdale, who take their
SAMAL, Page present.
residence in the Tower of Ashaba.
HETH, Page As far as it is known, only the elves
MOURNGRYM, Lord of Shadowdale. ELMINSTER, Sage visit the Knoll regularly now. Most vil-
TURNAL RHESTAYN (of Neverwinter), LHAEO, Scribe to Elminster lagers alive in Shadowdale today have
Seneschal of the Tower of Ashaba gone once to satisfy their curiosity,
The dale has also served as home to
and Steward of the Court. found it a small clearing requiring a lot
other groups under Mourngrym reign,
Household Staff (reports to Turnal): of careful walking through the forest to
including:
SAMMETH, Cellarer reach, and have never returned. It
Mane’s Band: Mane (fighter), Boots
BRACEGAR, Butler remains a meeting place for lovers, kids
“the Lucky” (magic-user), Ruldo
CORLA, Chambermaid playing, and the occasional shady deal
(ranger), Kheldarr (fighter), Despar
LETTA, Chambermaid or murder.
(cleric), Tamshan (bard).
GEMUTH, Chambermaid
Harper’s Hill: This peaceful, tree-
DELUNE, Chambermaid The Circle: The Druids Mourntarn
covered hill deep in the forest is named
RIIA, Chambermaid “the Master,” Eimair, Deltra, Veshar,
for its use by the long-dead bard
TANTNA, Chambermaid Orben, and Feldel; and the Rangers
Alsaerl, and more recently by Storm
EPANEL, Chambermaid Briadorn, Rathagol, Temis, Reptar,
Silverhand, as a place of harping prac-
TALA, Chambermaid and Selvan.
tice and spiritual renewal. It is a place of
NESSEA, Chambermaid
Watcher’s Knoll: The knoll opens into a great beauty, and has a secondary func-
LINDUE, Chambermaid clearing in which a great stone pillar tion as a rallying point in the forest. The
SANTHA, Chambermaid
slants to the north, high enough to elves often danced and played music
DOLBURR, Footman
afford a view over the forest around. It there, and most villagers avoid it as a
METH, Footman
has been a watchpost since the days of result.
RINDOL, Footman
Aeancar the Mantled King, who three
THURBAL, Captain-of-Arms and War- Fox Ridge: The ridge gets its name from
hundred years ago ruled all of the lands
den of Shadowdale the pests that the farmers of Shadow-
between the Moonsea and the Inner
Household Guard dale often hunt with dogs. The foxes of
Sea and west to the Stonelands. The
25 archers led by Yeoman Helduth the ridge live in many, many holes and
Knoll has been occupied by successive
12 men-at-arms led by Serjeant burrows in and around the exposed
bands, adventurers, and armies over
Yothgdim rocks along the ridge, which falls away
the years, particularly in the time since
ESSEN, Herald and Bailiff of the Lord sharply to the north in a man-height
Castle Krag was built, for the Castle
Mourngrym bank. The ridge is pierced by several
serves as a home and base for anyone
ASEEL, Chatelaine, Herbmistress, Heal- clefts and two cave chambers large
using the Knoll or the Old Skull as a
er, Keeper of the Purse, Head of enough for men to use; most have over
lookout.
Kitchens. the years been used to conceal food,
Sixty winters ago, when the Lord of
Staff arms, gold, bodies, and messages. Not
Shadowdale was Joadath, the followers
LALYM, Master Cook much is known of these caves and their
of Tyr in Shadowdale worshipped here.
SEDROS, Cook precise location, but the rangers of the
These worshipers were discovered and
MASSIM, Cook Circle are the people who best know
massacred by Joadath’s men, and some
JHANYL, Serving-girl the caves and other features of the

79
ridge. reached some sort of agreement with SOSSAL (SAW-sall)
the merchant-kings of Amn, who would
The Realms Below: The land beneath AT A GLANCE: Far to the North, on the
like to see turmoil in their trade rival,
the land of Shadowdale is dominated by far side of the Great Glacier, is the leg-
Waterdeep, and who wish to avoid
a subterranean river, which runs NW- endary kingdom of Sossal. This remote
being on the assassins’ hit list them-
SE under the River Ashaba, beneath the nation is the home of Sossarhim, a very
selves. Under this pact the Merchant-
Tower, and connects with Elminster’s pale, very blond race that dresses in
kings leave the Shadow Thieves alone,
Pool on the surface. It comes to the sur- white, and can conceal themselves
and are in turn left alone.
face again far to the southeast, in the among the ice. It is not known whether
The Shadow Thieves operate up and
depths of the elven woods, and in the great magics by their native shamans
down the Sword Coast; their trade-
past its phosphorescent waters were spared that region of the Great Ice, or if
mark is a black silk mask impaled upon
home to troglodytes, the last known of those magics caused it.
a stiletto blade (usually used in assassi-
which was slain by a warrior of Sha-
nations, or left behind at the scene if a
dowdale when Elminster was a boy. It is
garrotte or poison is employed instead). SOUBAR (SOO-bar)
not known where this river comes
No names, levels, or even numbers of AT A GLANCE: Soubar is a small town
from, nor if it has any magical powers
Shadow Thieves are known; high-level along the Trade Way north of Scornu-
or strategic importance. The Realms
operators are thought to be few. Form- bel, and is often used as a way-station
Below may be accessed by a number of
er members, slain by the Lords of for traders traveling along that road.
other means, including caverns such as
Waterdeep and the Company of Crazed
those on Fox Ridge and the deeper
levels of ancient keeps and crypts.
Venturers (an adventuring company) THE SOUTH
include the thieves Quist and Mashtun.
Exactly what lives in these realms is not AT A GLANCE: The common reference
revealed in current texts, though it to “the South” (also “the grim and magi-
should be noted that the drow once SKULL GORGE cal South”) refers to the lands of Ches-
ruled this land before being driven AT A GLANCE: Skull Gorge is situated senta, Unther, and Mulhorand, which
underground, and while their shadow on the upper reaches of the River are among the first and eldest nations
on the land has diminished, their power Reaching, and is a sharp cut through in this land.
beneath may yet be strong. the surrounding terrain, its steep walls
ELMNSTER’S NOTES: “The South” is
running almost to the river’s edge. The
often invoked when explaining some
THE SHADOW THIEVES walls of the vale are a pale-grey stone,
unknown event, such as a freak wind-
and riddled with caverns.
AT A GLANCE: The Shadow Thieves are storm on the Inner Sea being “damned
a wide-ranging guild of thieves, spies, ELMINSTER’S NOTES: It was in this Southern magics.” The nations of the
and assassins who perform particularly steep-walled valley that the surviving South are older than any other human
dangerous, evil-aligned, and lucrative orc and hobgoblin chieftains and sha- domains in the realms. It is viewed by
ventures. Their activities, unlike those mans gathered following the Battle of those of the north as an area of strange,
of most thieving guilds, are not limited Bones (q.v.) to stand off the Armies of exotic ways, age-old decadence, and
to a single city, and they range the Men. The goblin races summoned cruelty and slavery, with strange gods,
length of the Sword Coast. extra-planar aid, for later forces outrageous customs, and no law save
encountered many bone devils, spined that of the sword.
ELMNSTER’S NOTES: A group directly
devils, and malebranche, and a great The South is also known for strong
opposed to the Lords of Waterdeep, the
disembodied skull glowing with red magic, and many wondrous devices
Shadow Thieves are based in Athkatla,
flames was seen the air above the and artifacts find their origin there.
in Amn, where they have have a mas-
gorge. The gorge was cleared of the Southern traders are sometimes found
sive training complex and a testing-
orcs and hobgoblins, and now thought in the seaports of the North, trading
ground for the assassins they sponsor.
to be deserted. spices, rich cloth, wine, and brass orna-
These thieves were once the Thieves
Much treasure is said to have been ments to trade for trained war mounts,
Guild of Waterdeep, until they were
hurriedly concealed in the caverns that parchment, glass, worked steel, and
driven out of that city, or slaughtered,
lace the white-stone walls of the gorge. woodwork.
by the Lords of Waterdeep. The
Few who have come here seeking trea- Men of the South commonly have up
Shadow Thieves have sponsored an
sure have been seen again, and though to three blue circles painted on their
Assassins’ Guild in Athkatla with the
treasure has been found here, so have foreheads. These circles generally
eventual aim of slaying all of the Lords
fell beasts that seem to appear from mean the man is skilled and learned,
of Waterdeep. In the meantime, this
nowhere to attack travelers in the and can write and knows magic, is con-
secretive organization appears to have
Gorge.

80
versant with religious history and rit- King Azoun IV, which is set apart from Emperius of the College of War Wiz-
uals, or is aware of law and folklore of the lower city by its splendid gardens, ards, is a Wizard of 15th level. Vanger-
his native region. In general, most and rumored to have rich burial dahast is of lawful-neutral alignment,
southerners are treated as magic-users grounds beneath. and is quiet and unassuming, though
or the spawn of magic-users, and given highly respected by his peers both for
ELMINSTER’S NOTES: The city is justly
a wide berth. his knowledge and courtly tact. He does
famous for its bazaars, its ivory-
not suffer fools and fops well, but has
sculptors and clothmakers. Of the
THE STANDING STONE former, hundreds of winters of ivory
an undying loyalty to the crown.
Sthavar, Lord Magister of the City, is
AT A GLANCE: The Standing Stone is a gleaned from the “Utter East” and hot
the local lord entrusted to the day-to-
huge plinth of glossy grey rock, incised jungles of the South has found its way
day governing of Cormyr’s largest city.
with elvish runes which wind about its across the Inner Sea in great shiploads
Sthavar is a fighter of 15th level, lawful
base in a series of bands. The stone of raw tusk and fragments, and here
good alignment, who maintains a sepa-
itself is about twenty feet in height, and been fashioned into inlays and goods
rate residence outside the palace
may be found where the road from Mis- for Amn, the North, and the Sword
grounds. He maintains a compliment of
tledale joins the Hillsfar Essembra road. Coast cities. Of the latter, wool is woven
six guards of 5th level, and his herald,
as well in the Sembian city of Daerlun,
ELMINSTER’S NOTES: The Standing Xorn Hackhand, is a mage of 9th level
but those who work looms in Suzail
Stone was erected 1357 years ago by ability.
hold that their work is finer, and the
mighty elvish mages to commemorate
colors more true and more lasting.
the pact between the Elvish Court and
A map of Suzail is provided on page SWORD COAST
the newly-arriving Dalemen. The wind-
82. AT A GLANCE: The Sword Coast is the
ing script at the base of the Stone states
GAMING INFORMATION: Ivory is a western shore of Faerun, running from
the terms of that pact; that while there
semi-precious material, which is Candlekeep and the Cloak Wood in the
are elves in the forest, the men of the
enhanced in beauty (and value) in its South, to Luskan in the north.
dales may settle in those lands at their
borders, but not to reduce the wood or carving. Raw ivory is purchased for ELMINSTER’S NOTES: The Sword
invade elven territories. Suzailian craftsmen by the pound, at 1 Coast is a rough, brawling area domi-
The wood has been reduced severely gold piece per pound for large chunks, nated by the City of Splendors, Water-
since the stone was erected, often by half that shattered scraps suitable for deep. The coast itself is treacherous,
other human agents (in particular the enlay. Elephant, mammoth, and walrus filled with undersea reefs, rock-
Sembians), who have had little love of ivory all command standard prices, but outcroppings, and soft, mucky bottoms
the People. When the Sembians forced that of rare or magical beasts can gath- that extend out for miles. True ports are
the road through to Hillsfar, the elves er prices up to 10 times standard. few and far between on the Coast,
responded by laying that road to run at King Azoun IV is a Cavalier of 20th which is the reason that the best harbor
the base of the stone, ironically pointing level and LG alignment. He is rarely capable of handling sea vessels, Water-
out that not all men need to deal at the alone, for he has a personal bodyguard deep, has grown into one of the most
point of a sword. of six level 8 fighters, and in addition is important cities of the North.
The Standing Stone has some enchant- often in the company of his court which Scholars and sources disagree on the
ment upon it, and radiates magic. It can- includes among its numbers some of effective length of the Sword Coast, and
not be defaced or marred, for stains or the more powerful Cormyrians, such as some extend it further south, into the
cuts heal on its surface. the wizard Vangerdahast. lands of Amn, Tethyr, and Calimshan, to
His majesty carries a number of items Calimport. The southern kingdoms
SURD (Serd) (rings, bracers, and the like) that pro- resent this categorization, for they con-
vide immunity from various forms of sider the lands of the Sword Coast dan-
AT A GLANCE: Surd is a small, agricul- attack, and it is rumored that he is the gerous wilderlands, and its people little
tural town in Sembia (see SEMBIA). recipient of a specialized spell which, if better than barbarians.
gravely threatened, will teleport him
SUZAIL (Soo-ZALE) elsewhere (the stories say the destina- TARKHALDALE (TARK-hal-dale)
AT A GLANCE: Suzail is the royal capital tion of this teleport is the castle in
Suzail, though others say the spell AT A GLANCE: Tarkhaldale, also called
and richest city of the kingdom of Cor- the Lost Vale, is situated hard on the
myr, and home to the most important reaches the crypts beneath it, or to the
castle of High Horn). borders of the Great Desert Anauroch,
merchant houses of Cormyr. The city is
Vangerdahast, Royal Magician to the flanked by steeply-rising mountains.
dominated by the fortified castle of Conifers dot the sides of this vale, as do
Realm of King Azoun IV and Chairman

81
SUZAIL KEY 52. The Mare’s Tail (tavern)
53. The Courtyard of Zathchos
1. Palace 54. Taneth’s (festhall)
2. Lake Azoun Sontravin’s Inn
55.
3. The Royal Gardens (or “Floral 56. Skatterhawk warehouses & dock
Gardens”) 57. Shrine to Tyr
4. “The Promenade” (the street, from 58. The Wailing Wheel (inn)
Eastgate to Horngate. 59. Sulchra’s (festhall)
5. Eastgate 60. The Warm Bed (inn)
6. The Nightgate Inn 61. Skatterhawk family house
7. The Markey Yard 62. house of Helve Dhasjarr, fighter
8. Market Hall 63. house of Cormmor Lhestayl, fighter
9. The Lock-up (city jail) 64. former house of Tethos & Almen
10. Citadel of the Purple Dragons Blood hawk (court clerk); now home
(garrison) to a fighter, Lanneth Murg
11. Royal Docks 65. The Tower of Argul (a wizard)
12. Harbor Tower 66. former smithy-shop of Atham
13. the Field-Gates One-Eye; now a festhall, The Purple
14. the Fields of the Dead (burial
Scar
ground); off the map to the west) 67. house of Dolchar Dethantar
15. the Market
68. Danain’s (hardware shop)
16. the Basin 69. Kriyeos Lathmil’s stables
17. Horngate
70. Tower of Laspeera (female mage)
18. Monument: the Purple Dragon 71. Wyvernspur House (see lmmersea
19. House of Lord Magister of the City map for other holdings)
Sthavar shrine to Milil
72.
20. the “Royal Court” (interconnected warehouse of Jhassalan (oils &
73.
buildings)
perfumes)
21. Court Stables 74. tower of the mage Baskor
22. Dragoneye Dealing Coster (merchant warehouse of Faeri (ivory)
75.
company) “yards” warehouse of Ossper (fine cloth)
76.
23. Thousandheads Trading Coster Vangerdahast’s Tower (Royal
77.
(merchant company) “yards”
Magician)
24. The Seven Suns Trading Coster Blackshield apartments (Court
78.
(merchant company) “Yards”
residence)
25. The Six Coffers Trading Coster
(merchant company) “Yards”
26. Rheuban’s Stables
27. Iravan’s Rental Yards
28. Trueshield Trading Priakoss
(merchant company) “Yards”
29. Talahon’s Rental Yards
30. Shipyards
31. The Towers of Good Fortune (temple
of Tymora)
32. The Silent Room (temple of Deneir)
33. The Royal Smithy
34. Shrine to Lliira
35. Shrine to Oghma
36. Shirne to Malar
37. The Winking Eye (tavern)
38. The Old Dwarf (tavern)
39. The Dragon’s Jaws (tavern)
40. The Weather Eye (tavern)
41. The Golden Goblin (tavern)
42. The Laughing Lass (tavern)
43. Zhaelun’s Stockyard
44. The Crying Witch (tavern)
45. The Leaning Post (inn)
46. The Six Candles (inn)
47. “The Jaws” (culvert, taking stream
to basin, #16)
48. Thelmar’s Inn
49. Selavar’s Inn
50. Zult’s (licensed moneychanger)
51. The Black Rat (tavern)
old ruins and the entrances to mines may have additional magical items. also be accounted for by some veiled
and caverns. Their leader, and representative on the hints at the time that the Dalesmen of
Dales Council, is the Grand Mairshar, Daggerdale were involved to some
ELMINSTER’S NOTES: This small moun-
Elizzaria. Elizzaria is a 9th level fighter degree in the demise of their neighbor.
tain valley now lies on the edge of the
who has had previous training as a cler-
vast, hostile desert that divides much of
the known Realms. Once this Dale was
ic, rising to 8th level before leaving the TETHYR (TEH-theer)
church in a dispute over her faith.
allied with the rich kingdoms of Asram AT A GLANCE: Tethyr lies between the
The Mairshars are Tasseldale’s only
and Holondah, whose ruins have now borders of the forest of Tethir and the
visible fighting force, but every man
been long swallowed by the desert. At its gathered city-states of Calimshan. It is a
and woman between the ages of 14 and
height the community was a quiet min- land of large dominions and warring
64 are considered part of the Tasseldale
ing and farming community, known for lords, and an ideal place for the merce-
militia, and these chubby, contented vil-
its carved mugs and pipes. The sudden nary and the spy.
lagers can often lash out and destroy
arrival of the orcs and goblins, who slew
invading armies, a s t h e f o r c e s o f ELMINSTER’S NOTES: This rich but
the dwarves of the mountains around
Lashan of Sardale learned only a few troubled land is now a realm of chang-
Tarkhaldale and drove away the elves of
seasons ago. ing rulers and uncertain power. Its
the nearby Border Forest, isolating the
former ruling family has been hunted
human settlement. Teshendale fell short-
ly thereafter, and no man has attempted TESHENDALE into virtual extinction, and political cha-
os reigns. Tethyr is still a wealthy and
to settle here since; only those of Zhentil AT A GLANCE: Situated along the valley
historied feudal kingdom of many
Keep’s trading caravans are said to have of the River Tesh, the region that was
noble families, strong in arms and trade
safe passage. Teshendale is now piles of ruins over-
alike, yet until the situation stabilizes,
GAMING INFORMATION: There are grown by brambles and shrubs.
travelers are warned of the dangers of
reported to be several warring tribes of ELMINSTER’S NOTES: This dale was a rival factions and border patrols.
orcs and goblins in the Lost Vale, the full member of the Dales Council a gen-
GAME INFORMATION: The royal family
strongest of which the Korinkathar, eration ago, now it has vanished. Its
of Tethyr is believed destroyed, though
The Orcs of Mourning. people were slain or enslaved in a series
on occasion a particular claimant or
of raids by the orcs in the mountains
pretender arises to rally forces of one
TASSELDALE and the men of Zhentil Keep. Much of
type or another. If any direct-line heir
the walls of Zhentil Keep were built of
AT A GLANCE: Tasseldale is the most has survived the bloodbath of Tethyr,
the rocky sides of this dale, which have
“civilized” of the dalelands, and dotted he must currently be far from that
been entirely quarried away, leaving
with a wide variety of small communi- land, using another name, and keeping
only rolling, rocky areas and the rem-
ties that, as a group, are considered Tas- his lineage secret to avoid being hunted
nants of Teshendale’s farmland. The
seldale. These communities are set in a down by the various factions.
burned remnants of the Teshendale
dry river valley stretching from the end
Arms still provide a meeting place for
of Arch Wood to Featherdale on the Riv-
travelers and shepherds, but most of
TEZIIR (Teh-ZEER)
er Ashaba.
Teshendale’s other buildings have van- AT A GLANCE: The largest free city on
ELMINSTER’S NOTES: Tasseldale is “the ished, its destruction being being com- the banks of the Dragonmere, Teziir is
crossroads” of the dales, a pleasant, pleted forty years ago. Its sign, still Westgate’s rival in the merchant trade.
tree-cloaked defile lined with the shops found on cairns and building stones, It is a sprawling, unwalled city, and has
and houses of artisans: toymakers, lace- consists of two flying snakes, tails inter- been attacked, sacked, and burned
makers, tinsmiths and potters, wood- twined and curving up to face each oth- more than a few times in its brief histo-
workers and cabinetmakers, tailors er. ry.
and builders, weavers and vintners and Teshendale was ruled by an Elder; the
scribes. It has a force of mounted police last, Jaoth Hulnhurn, is believed long THAR (The Great Grey Lands)
officers, known as “mairshars” com- dead. A place is still reserved at the Dale
AT A GLANCE: The Great Grey Lands of
posed of four patrols of 12 men each, Council for Teshendale, partially in
Thar stretch northward from the
plus eleven trainees who fill in to memory of Jaoth, and partially as a
Moonsea in rising steppeland that ends
replace the sick or wounded. reminder of the shame of not aiding a
at the Great Glacier Pelvuria.
fellow dale. The community of Dagger-
GAME INFORMATION: The mairshars
dale not so far away feels that shame ELMINSTER’S NOTES: Thar is a deso-
are fighters of levels 2-5, armored in
regulation chain mail, though some acutely, and may account for their late, uncivilized region untouched by
unfriendly attitude. That attitude may the hand of settlers and farms. Instead,

84
it is a land of nomad raiders and home on a black or deep purple field. Despite such laws, thieves and thiev-
of the “beast-men” (ogres), and great The collected Red Wizards are ery are common. Most major cities have
bands of orcs. These creatures are said devoted to an expansionistic and imper- a number of “thieves’ dens” competing
to be aided at times by devils summon- ialistic policy of swallowing neighbor in stealing and theft. A few cities (such
ed by evil magery. Such fell magic- states. This policy has been hampered as Zhentil Keep) have an organized
workers are known to command the by internal strife among various fac- group of rogues controlling all such
war-strong city-state of Zhentil Keep, tions and personality cults among the activity, and can (in the Keep‘s case)
and its rival, the independent city-state Red Wizards, and by the fact the cult operate from a building in broad day-
of Mulmaster, which lies at the other neither trusts mercenaries or high-level light. Most “thieves’ dens” are secret
end of the Moonsea. These, combined adventurers that are not of their cult. gathering spots, often beneath the city
with the slumbering evil of Vaasa and Of the large number of invasions of itself, and change as guards and lawful
the great Dragons, make Thar the gate- Rashemen, 3 out of 4 have been by groups discover them.
way to “The Evil of the North.” some particular faction leader of the The city of Waterdeep had once been
wizards seeking to expand his domina- home to the most powerful guild of
tion at home by bringing victories from thieves in the North. The Lords of
THAY the field. Waterdeep smashed that guild, forcing
AT A GLANCE: Thay is a powerful, exot- its leaders to flee the city (those leaders
GAME INFORMATION: The Red Wiz- are now the Shadow Thieves of Amn).
ic, magical and evil nation that lies in
ards roam the lands seeking to increase There are still thieves, thief-acrobats,
the Eastern Reaches of the Known
their power. Any Red Wizard so and even assassins in Waterdeep, but
Realms, bound by Aglarond and Thesk
encountered will not be of less than 9th they are broken into innumerable small
in the west, Rashemen in the north, the
level, and up to 15th level. There is a groups, or operate alone.
Inner Sea in the south, and Sunrise
50% chance of the wizard having body-
Mountains and Endless Waste in the The most common respite for such
guards (usually ogres or other non-
east. The realm is best known for its robbers is what they themselves call
human creatures), and an equal chance
rich prosperity, ancient heritage, byz- “The Honest Trade”—adventuring,
of having 1-4 low-level (1-8) magical
antine government, and magical-based where such abilities may used and
aspirants to the Red Cloth. The Red
society. indeed lionized in song and legend,
Wizards do not go in for subtlety, and
when what they are actually doing is
ELMINSTER’S NOTES: Thay is con- will wear their crimson robes haughtily
fairly similar, the only difference being
trolled by a loose confederation of pow- in all but the most discreet situations.
that instead of a lord’s manor they are
erful spell-casters collectively called the
burglarizing a lich’s tomb. Many thieves
Red Wizards of Thay, who are evil and
take to this life, adhering to a code that
paranoid to the extreme, seeking to THIEVES AND THEIR keeps them out of trouble in civilized
maintain their own power in their SUB-CLASSES areas but keeps them in gold. Some
nation while undercutting the power of
AT A GLANCE: There are those whose leaders of important organizations are
other realms, which they perceive as
abilities lie not with sword or the art, of this type—their fellow members
dangerous to their existence. Other
but with quiet motion, dexterous would trust the cash-box with such an
magic-users who are not of their cult
action, and stealth. Such talents often individual in the city, but keep an on
(and in particular those mages who are
lead to thiefly endeavors, which plague him in the wild for pocketed gems and
involved in ruling rival nations) are
most major cities, but are often placed magical items that had “found” their
viewed as threats to be eliminated. The
to good use in dealing with dangerous way into his high-topped boots.
total number of Red Wizards is
unknown. monsters and lost treasure. GAME INFORMATION: Thieves and
Thay has a noble class as well. Thar- ELMINSTER’S NOTES: As more people their sub-classes have the abilities as
chions and Tharchionesses govern its gather in large cities, more individuals given them in Players Handbook and
provinces, under the direction of the Unearthed Arcana. The would-be thief
who prey on large collections of man-
Red Wizards’ chosen spokesmen, the kind gather as well. Chief of those are is encouraged to practice his trade to
Zulkirs. There are at present believed the benefit of others.
human scavengers who seek their pro-
to be eight Zulkirs, of whom the name fession by stealing from others. In the
of only one is known in the Inner Sea wilds, such behavior is oftimes useful
lands: the Zulkir Szass Tam.
TILVER’S GAP
and beneficial to the group, but in the
The Red Wizards and their minions larger cities, usually spells trouble, so AT A GLANCE: This is only of the three
use several badges; that most often that most lawful towns have injunc- passes through the Thunder Peaks, the
seen outside Thay is a leaping red flame tions against such activities. others being Shadow Gap and Thunder

85
Gap, and its location makes it a strategic ELMINSTER’S NOTES: The ample cover a 6th level fighter of passible merit and
strongpoint in the area. A small, unfor- provided by the surrounding vegeta- incredible girth. His chosen name is
tified town, Tilverton, lies on the west- tion makes it easy to stage ambushes said to come from his hunting ability in
ern side of the gap. here, and may hide a great number of the King’s Woods, but Court Wits have
assailants with ease. Trollish bands of late connected it with his waistline
ELMINSTER’S NOTES: The area of
striking at travelers so often over the and eating habits. Suldag is good-
Tilver’s Gap was occupied by Cormyr in
years have gained the ford its grisly aligned.
a conflict with Scardale a few winters
name; piles of gnawed and burned
back, and most recently in a dispute
with the forces of Zhentil Keep. These
bones stand as grim warnings on both UNTHER
sides of the river about a mile from the
occupations were with the tacit approv- AT A GLANCE: One of the more myste-
ford. As a standard precaution, most
al of the other Dales and Sembia, who rious of the nations of the South, little is
caravans have a guard of 20 armed men
wish to see the Purple Dragon’s com- known of this nation, save that its ruler
when making this passage.
mitment increased in the area. is said to be immortal.
This strategic location on the over-
land trade-road east of Arabel and west TSURLAGOL (Tsss-SIR-lah-gel) URMLASPYR (Erm-LASS-peer)
of the Dalelands contains a small town, AT A GLANCE: Tsurlagol is a large, pro-
Tilverton, which boasts several good AT A GLANCE: Urmlaspyr is a fair-sized
perous city east of Procampur, and the
horse-breeders and livery stables, an city south of Daerlun in the nation of
last such city before the borders of
important temple to the god Gond, and Sembia. See SEMBIA.
Impiltur are reached.
The Flagon Held High, an inn of excel-
lent report. TULBEGH (TULL-beg) VAASA (VAH-sah)
GAME INFORMATION: The area of the AT A GLANCE: Vaasa is a cold, northern
AT A GLANCE: Tulbegh is a small village
Gap are patrolled by mounted Cormyr- empire similar in terrain and climate to
in Sembia, birthplace of Elduth Yarm-
ian troops. A Cormyr patrol will num- Thar, ruled by a self-proclaimed
master. See SEMBIA.
ber 12 fighters of 1st level, led by a 4th “Witch-King.”
level fighter, and with a 50% chance of a TURMISH ELMINSTER’S NOTES: Vaasa was for
3-6th level war wizard as well. All are years the name of the unclaimed waste
mounted on medium horses with leath- AT A GLANCE: The land of Turmish lies
and wild-land beyond the northern
er barding, and the fighters are due south of the Pirate Isles, and is a
bounds of Damaran patrols, in much
armored in banded mail. Such patrols rich, fertile farming land of many small
the same way as the land of Thar begins
are instructed not to interfere with nor- villages and a few larger city-states.
where the swords of the Moonsea cities
mal merchant traffic, to inform trav- ELMINSTER’S NOTES: The Turmish end. It was (and for the most part
elers of the customs of Cormyr, and to people are said to be tall, mahogany- remains) a cold, wintery, unpleasant
avoid engagements with superior skinned, and beautiful, and those men land of rolling moors and tundra,
forces. If such a battle is inevitable, the of the trading classes have square, long which becomes an impenetrable bog
majority of the troops are to hold the beards. during the few weeks of High Summer.
enemy while one gallops to make a In addition to its farms, the land of Twenty years ago there arose on the
report. Turmish is known for its ornate and shore of the Sea of Tears a huge edifice
finely-crafted armor. This armor is dot- of dark stone bound in iron. From this
TRIEL ted with spires and fluted curves, mix- Castle Perilous its master, Zhengyi the
AT A GLANCE: Triel is a way-station ing elvish and human styles. Witch-King, declared mastery over all
along the Trade Way from Scornubel to the lands of Vaasa.
Waterdeep, and it is here that lesser- TYRLUK (TEER-luke) Zhengyi soon made good his claim,
used trails from Elturel and Hill’s Edge recruiting an impossibly large army of
AT A GLANCE: Tyrluk is a small cross-
meet up. men, bandits, inhuman tribes, and mys-
roads village in Cormyr, with a smithy,
tical beasts, and swept through Vaasa
carter, and farmers’ market.
into its neighboring land of Damara.
TROLLCLAW FORD Through strength of arms and treach-
ELMINSTER’S NOTES: Hardy ponies
AT A GLANCE: This ford across the are bred locally, and many caravans ery, Zhengyi defeated the Damaran
winding water is overhung by high, purchase remounts here. armies at the Ford of Goliad, and slew
tree-cloaked banks and surrounded by the majority of its rulers, including the
GAME INFORMATION: Suldag “the
hills on both sides. Last King of Damara, Virdin Blood-
Boar” is the appointed local lord, and is

86
feathers. Zhengyi is said to have accom- dom go there, preferring to visit it alone Voonlar two years ago. He appears to be
plished this task with the help of a pow- in search of spiritual guidance and a direct agent of Zhentil Keep and part
erful Grandfather of Assassins, who peace, or with family, to make a burial of their network.
operates from a secret base in the or come to a wake. But the Vale is said to
GAME INFORMATION: Bron Bourstag
Galena Mountains. be guarded for the Elves by another
Hlammythyl is an 8th level fighter of
Having effectively destroyed the unknown being, even in these later
lawful evil alignment. His deputies arc
nation of Damara, Zhengyi claimed days.
fighters of levels 3-5 and neutral to neu-
only its northern sections as his, grant- The name “Lost Dale” is one given by
tral evil alignment.
ing independence to (though taking men, who, in cutting across it with their
The Temple of Bane has the following
tribute from) the southern petty lords road, saw a natural valley or dale that
personnel:
that now controlled the wreckage that was forbidden to men in the Pact made
was once Damara. Zhengyi’s reason for at the Standing Stone, and forever lost 1 12th level patriarch (Gormstadd)
this is not known, and it may be that the to men. All the elves of the woods 2 6th level clerics
southern domains do not interest him, would have to be dead before one tree 4 3rd level clerics
or that fully controlling them would ire of this Vale could be cut, it has been said 8 2nd level clerics
states like Impiltur and Thay, bringing more than once, and this is now com- 16 Temple guards of levels 1-4
them into premature conflict with mon knowledge around the dales. None The Temple of Chauntea’s personnel
Vaasa. have seen fit to test this promise, even are:
The people of Vaasa live in a few scat- with the passage of the Elven Court. 1 10th level matriarch (Lady Shrae)
tered primitive communities, dwarfed 2 5th level clerics
by the huge amount of armed merce- VILHON REACH 4 3rd level clerics
nary and other forces that now swell 8 2nd level clerics
AT A GLANCE: A long southern spur of
the kingdom. Evil faiths flourish here, 20 Temple fighters of level 2
the Sea of Fallen Stars, the entrance to
and Zhengyi’s own closest servants are
the Vilhon Reach lies far to the south of
priests who wear goat-headed head- WATERDEEP
the Pirate Isles, and its mouth is guard-
pieces, whose true faith is unrevealed.
ed by the island Ilighon. It is a fertile, AT A GLANCE: Waterdeep is the most
Zhengyi himself is reclusive, almost
rich land divided up into quarreling important and influential city of the
paranoid, in his Castle Perilous. He
city-states and petty nations. North, and perhaps of all Faerun.
takes no envoys from other nations or
major faiths, and a contingent of Red Waterdeep is located on the Sword
Wizards who sought to force an audi- VOONLAR Coast, 150 miles north of Daggerford
ence with him were said to be swallow- AT A GLANCE: Voonlar is a large town and is reached by paved, well-patrolled
ed whole by the earth on the steps of north and east of Shadowdale, and is roads. It is the hub of trading from the
Castle Perilous. What the Witch-king considered that Dale’s chief rival in the mineral-rich lands to the north, the
plans is not known, even by the wise of area. Three main roads run to Shadow- Merchant kingdoms of Amn and Calim-
the Realms. dale, Yulash, and Teshwave, and meet in shan to the south, the kingdoms of the
Voonlar in a “Y”, with most of the Inner Sea to the west, and the sea king-
GAME INFORMATION: Further infor- doms and traders to the west.
mation on Vaasa, Damara, and Zhengyi important buildings, including temples
to Bane and Chauntea, at the joining of ELMINSTER’S NOTES: Waterdeep is
may be found in the “Bloodstone Pass”
series of modules (H1-4). that Y. named for its outstanding natural deep-
ELMINSTER’S NOTES: Voonlar is pres- water harbor, and the city that grew up
VALE OF LOST VOICES ently in a state of flux. Nominally inde- at this site has become the commercial
pendent, it is ruled by an elected “bron” crossroads of the Northern Realms.
AT A GLANCE: Hidden in the depths of More than 100,000 people make their
or sheriff, who may have up to six full-
the elven wood is a wooded defile that home in Waterdeep, more than in all
time deputies plus a militia of villagers
lies across the traderoad between the the cities of Cormyr itself.
raised as needed. All villagers vote in
Standing Stone and Essembra. This Vale Men and other races come from all
the annual election of the sheriff, in the-
of Lost Voices is a rich and fertile area, over the Realms to earn hard coin in the
ory. In reality, the town is ruled by
yet unsettled. City of Splendors, and over the years
Zhentil Keep, through Yulash. The
ELMINSTER’S NOTES: This vale is a present bron’s name is Buorstag Hlam- successful merchants have set up
place sacred to the elves, for here they mythyl, a burly fighter who worships guilds, and themselves become nobility,
placed the bodies of their fallen, and Bane and gained a formidable reputa- supporting the secretive Lords of
here their ghosts wander. The elves sel- tion as a mercenary before his arrival in Waterdeep, who police the city fairly

87
yet with a light hand by means of the to both prove or disprove these claims, GAME INFORMATION: Waymoot’s local
superb City Guard (soldiers), City and beyond these four (including the Lord is Filfar Woodbrand, also called
Watch (police), and over twenty black- Blackstaff) conjecture swings widely as “Trollkiller.” A 10th level fighter of great
robed magistrates. As a result, Water- to who belongs and does not belong. power (18/94 strength), Filfar is less-
deep is a place tolerant of different The Lords appear in public only in than-comfortable with the appellation,
races, religions, and lifestyles. This in the Lords’ Court, hearing all cases of though it describes his skill in repelling
turn has encouraged commerce, and murder, treason, misuse of magic, and a trollish attack on the town.
Waterdeep has grown into a huge, appeals from lower courts. On such
eclectic city. occasions there are always at least four THE WAY INN
The banner of Waterdeep is rarely Lords, but sometimes six or seven, and
AT A GLANCE: This village numbers
used, save on the Watchtowers of the rarely as many as nine. Piergeiron
less than twenty buildings, the largest
city wall, on Waterdeep Castle, and on chairs the Court and asks all questions,
of which is a sprawling manor-house
Lord Piergeiron’s Palace. It is a rich, for the Lords speak through him. In
that has been used as an inn. A large
royal blue flat-topped shield bordered chambers the Lords all appear similarly
commons to the south of the town has
in silver; on the shield is a silver cres- masked and robed, their robes formless
obviously been used as a parade ground
cent moon, horns uppermost, and and black with black capes, and their
for military forces.
below it an area of purple hue (repre- masks completely covering the head
senting the light of the city at night), and face. These masks have featureless ELMINSTER’S NOTES: This is a very
which ends in a straight horizontal line faces, with mirrored crystals over the small village dominated by the inn it
representing the sea. Below this, eyes, save for Piergeiron, who has had takes its name from, and is used as a
reflected in the water, is a wavery his facemask separated from the helm base for adventurers and hunters. The
upside-down crescent moon matching and lets the condemned see his face. Way Inn maintains a force of archers
the one at the top of the shield, and in a and spearmen who repel trolls and oth-
GAME INFORMATION: The Helms of
semi-circle around it (from the waters- er wandering creatures. The Way Inn
the Lords of Waterdeep have some
edge-line around towards the point of was used as a temporary base by forces
undetectable magical enchantment,
the shield and back up) are nine silver from Waterdeep in its battle with Dra-
which prevents the use of divination
many pointed stars. The Meisarch of gonspear Castle. The Inn is run by
spells (including ESP and detect lie) on
Amn once said nastily that these stars Dauravyn Redbeard, a stout, middle-
the wearer while they are in use. In
should really be replaced by gold coins, aged swashbuckler.
addition, many of the upper class of the
as that’s all that’s held important in that
City of Splendors wear their own addi- GAME INFORMATION: The Way Inn
city, though this seems more inspired
tional protections to keep the curious armed force numbers no less than 50
by jealousy than reason.
and indiscreet spell-casters at bay. men-at-arms, who are usually recruited
Waterdeep is ruled by a council
Further information on Waterdeep from traveling caravans, though in
whose membership is largely secret. It
and its immediate vicinity may be found times of crisis the number may be dou-
is a known fact that Piergeiron “the
in FR-1, the Waterdeep and the North ble or treble that, and, during the trou-
Paladison,” Warden of Waterdeep and
Sourcebook. bles with Dragonspear Castle, several
Commander of the Watch, whose
thousand troops passed through the vil-
golden-spired palace dominates the
center of the city, is a member of the
WAYMOOT (WAY-moot) lage and the Inn became the center post
of operation. The normal armed force
Lords. It is generally supposed that the AT A GLANCE: A large town within the
wears splint mail and carries spear,
archmage Khelben “Blackstaff” Arun- bounds of the King’s Woods, Waymoot
short bow, and firepots, the last to deal
sun is also of the Lords, and perhaps is situated in a man-made clearing of
with the marauding trolls.
chief among them. The identities of oth- five miles across. The center of the
Firepots are small clay jugs filled with
er members have not been made public town has a wide stone-walled keep, but
flammable oil, carried in slings of leath-
knowledge. The subjects of who the the majority of the buildings are unfor-
er. These weapons are lit, spun around
Lords are is a common subject of noble tified.
the head, and flung up to 30 yards
conversation, and some consider it a
ELMINSTER’S NOTES: Waymoot is a away. Upon striking a hard surface, the
game to discover whom the Lords are, a
traders’ town in the center of Cormyr, jugs break, inflicting 1-6 points of dam-
game made more confusing by the fact
where horses are bred and trained, and age to all within 5 feet of the impact
the Lords themselves set their own
wagons are made and fixed. There are point. The oil continues to burn for 1-4
rumors afloat. The names of Mirt the
many inns (The Cup and Spoon, The points of damage each round thereafter
Merchant, the Courtesan Larissa, and
Old Man, The Moon and Stars, The Sil- for 1-10 rounds, or until extinguished.
Texter the Paladin have been connected
ver Wink, and others). Dauravyn Redbeard is an adventurer
with the Lords, though evidence exists

88
retired from the trade, and a 5th level weighing scales some adventurer’s home as a warning,
fighter. He does not wear armor any Family: Dhostar is a domino mask.
longer, but does have bracers of Lord Luer The Masks are primarily thieves, but
defense (AC 2) that he continually Family Trading Badge: Tawny wag- include fighters, assassins, and mages
wears. A two-handed broad sword, on wheel, topped by three stars as the job demands. Normally they
rumored to be magical, hangs over the Family: Guldar operate in groups of five, with mem-
back of his bar. Lord Dathguld bers only aware that the four others of
Family Trading Badge: Black hawk the group know what the team is up to.
WESTGATE Family: Malavhan In this fashion, if one is caught, only
Lord Thamdros that group is endangered. Levels range
AT A GLANCE: Westgate is an impor-
Family Trading Badge: Red sun from 1-10, with higher level beings
tant port/caravan-city transfer point on
Family: Ssemm available only for the most dangerous
the overland route that joins the Inner
Lord Orgule jobs. Leadership of the Night Masks is
Sea and its lands to the west (Amn,
Family Trading Badge: Ivory bird’s unrevealed.
Tethyr, and North, the Sword Coast)
claw
and the Far South. It is a large, fortified
city with a smattering of trading com-
Family: Thalavar WHELOON (way-LOON)
Lady Nettel (matriarchal widow)
panies and smaller buildings set up AT A GLANCE: Wheloon is a mid-sized
Family Trading Badge: Green feath-
beyond its walls. town of some two hundred-plus major
er
buildings, situated at the outflow of the
ELMINSTER’S NOTES: Westgate has ful- Family: Thorsar
Wyvernwater. Its buildings have roofs
filled the role of trading link between Lord Maergrym
of vibrant green.
Inner Sea (east) and Sword Coast (west) Family Trading Badge: Blue hand
for as long as humankind have been in holding corn ELMINSTER’S NOTES: This river-town
the Inner Sea area. Once a simple stop- Family: Urdo grew up around the ferry here that
over and stockyard similar to Scornu- Lord Ssentar bears traffic on the Cormyr-Suzail road
bel or Iriaebor today, Westgate has Family Trading Badge: Yellow eye across the Wyvernflow. Its green-
gained in importance as the trade Family: Vhammos roofed houses are the result of use of a
increased, diversifying into shipyards, Lord Thontal native slate for shingles, and have givren
wagonmakers, and sideline industries. Family Trading Badge: Steel-grey rise to the phrase “the jade towers of
Its local industries include pottery (of open hand Wheloon.” Many craftsmen work here;
average to poor quality), scent-making there are boatmakers, basketweavers,
Westgate has a secret set of rulers as
(excellent fragrances) and wine-making sailmakers, and clay-potters.
well. A band of professional assassins,
(which varies wildly from superior to
extortionists, coercers, enforcers, and GAME INFORMATION: Wheloon is
merely good).
thieves known as the Night Masks have ruled in the name of King Azoun IV by
Westgate lies on the southern side of
set up shop in the city. They are for hire Sarp Redbeard, the most headstrong
the long western arm of the Sea of
by all, and as such independent of the and independent of the Local Lords.
Fallen Stars, across from Cormyr. It is
various noble-houses, switching alli- Sarp is known for disagreeing with
independent of all kingdoms and out-
ances as their purse leads them. The court policy on a number of matters,
side authority, and considered an “open
Night Masks control most of the illegal and has earned few friends in court,
city,” free to all manner of trade from all
doings in the town, and seek to expand but he is popular among the natives of
sides.
their grasp to the north and west, into Waymoot, who see Sarp as keeping the
The local nobility, the Lords of
other civilized lands. Purple Dragon of Cormyr out of their
Westgate are the heads of rich mer-
Finally, though Westgate is patrolled daily lives. Sarp is Good-Neutral (with
chant families. All such families usually
by a leather-jerkined militia, reports chaotic tendencies) and a 9th level fight-
have long-standing traditions and
speak of strife in the city by night. er.
feuds, caravan companies and trading
Whether this is one family warring
fleets on the Inner Sea, as well as other
diverse business interests. The families
against another, the activities of the THE WOOD OF SHARP TEETH
Night Masks, or a new organization in
of Westgate and their lords and symbols AT A GLANCE: This forest is an maze of
the city is as yet unknown.
are: undergrowth, tangled with nettles and
GAME INFORMATION: The Night thorn-bushes.
Family: Athagdal
Masks make no secret of their exist-
Lord Urlyvl ELMINSTER’S NOTES: This vast forest
ence, and their symbol, marked on
Family Trading Badge: Russet is so named because it is completely
shops to indicate protection, or left in

89
WESTGATE KEY: 50. Urdo Shed
51. Mulsantir’s Gate
1. Dhostar Vale (private park) 52. Thorsar yards
2. Castle Dhostar 53. Castle Arhagdal
3. The Leaning Man (inn) 54. Castle Thalavar
4. The Dhostar Yards 55. Castle Malavhan
5. The Blind Eye (fence for stolen 56. Malavhan yards
goods, ostensibly a tack, harness, 57. Malavhan Company sheds
and trail goods shop) (warehouses)
6. Thessar the Warrior’s house (an 58. Dhostar docks
adventurer’s abode) 59. Thorsar docks
7. Lilda’s (festhall) 60. Malavhan docks
8. The Water Gate 61. Urdo docks
9. “The Shore” (drovers/wanderers/ 62. Thalavar docks
journeymen’s slum) 63. Guldar docks
10. Dhostar Company sheds 64. “The Watch dock” (seized goods,
(warehouses) pirate ships, ship inspections, etc.
11. The Jolly Warrior (inn) held here)
12. West Gate 65. Athagdal docks & shipyards
13. Thorsar Company sheds 66. Vhammos docks
(warehouses) 67. Ssemm docks
14. Thalavar Company sheds 68. Ssemm docks
(warehouse) 69. Temple to Umberlee
15. Castle Seemm Temple to Tyche
70.
16. Thalavar yards 71. Temple to Gond
17. The Spitting Cockatrice (inn) 72. Temple to Lathander
18. The Empty Fish (tavern) 73. City Watch barracks
19. The Westward Eye (inn) 74. City Watch (meeting rooms,
20. Gatereach (inn of good quality) barracks)
21. “Ssemm sheds” (warehouse)
22. The Purple Lady (tavern, festhall)
23. Guldar Company sheds (warehouses)
24. Temple to Mask
25. The South Gate
26. The City Watch barracks
27. Polol: “The Lords’ Water”
28. Castle Thorsar
29. Castle Urdo
30. The House of Silks (fine clothing;
jewelry; very expensive shop)
31. The Blue Banner (inn of good quality)
32. The Tower (registry office for
imports/exports/City Watch HQ/Jail,
w/dungeons beneath)
33. “The Market”
34. Castle Guldar
35. Castle Vhammos
36. Vhammos Company sheds
(warehouses)
37. The River Gate
38. The Black Boot (inn)
39. The “River Bridge”
40. Vhammos yards
41. The Rising Raven (inn)
42. Guldar yards
43. Ssemm yards
44. East Gate
45. The Old Beard (tavern)
46. “The Harbor Tower” (“The
Westlight”, as mariners call it);
beacon and harbor defense
47. The Gentle Moon (inn)
48. Shalush Myrkeer’s Shop (the largest
shop in Westgate; buys and sells
everything)
49. The Black Eye (tavern & festhall)
wild, and abounds in forest creatures GAME INFORMATION: Zhentarim plate and plate barding for the horses),
dangerous to man. Satyrs are known to patrols are at their strongest in the Yel- 372 lightly armored guards/skirmishers
dwell here in numbers, and there are low Snake Pass area, and number at (banded armor, swords and staff slings,
thought to be dryads, but the wood is least 40 2nd-level warriors to a patrol, 52 archers, three clerics of Bane (6th
feared more for its less intelligent deni- plus a magic-user of levels 1-6 and a level), and three mages of Zhentil Keep.
zens, who are numerous and savage cleric (of Bane) of similar levels. The foremost of these mages, and
enough to have discouraged woodcut- present commander of Yulash, is Sza-
ting and hunting by the citizenry of YHAUNN (Uh-HAWN) maeril, a 10th level Lawful-evil magic-
Baldur’s Gate. No elves of any type are user, and his assistants are levels 6 and
AT A GLANCE: Yhuann is Sembia’s port
believed to make this woodland their 8 in magic-use.
of the Dragon Reach, and while not that
home, but travelers are warned that
nation’s oldest city, is the oldest retain-
very little is known of this area. Many
ing its original (Chondathian) name. See
THE ZHENTARIM
valuable duskwood trees can be seen (Zz-HENT-ah-rim)
SEMBIA.
by those passing by, but none have
dared cut any for many years, for death AT A GLANCE: The Zhentarim are an
comes swiftly to those who pass beyond YLRAPHON (Ee-ul-RAFF-on) organization of evil and lawful individ-
the trees. local legend in Baldur’s Gate uals, spanning all character professions
AT A GLANCE: Ylraphon is a small, dale-
holds that this is a lost, ruined city in the (mages, warriors, thieves), and includ-
like town on the northern end of the
forest depths. ing several inhuman monsters. The
Dragon Reach. Its people are similar in
group is based in Zhentil Keep, but has
nature to the Dalesmen, and may be an
major outposts in the Citadel of the Rav-
YELLOW SNAKE PASS early settlement of the same stock that
en, several cities on the Moonsea, and
did not cross the River Lis and settle at
AT A GLANCE: This pass through the Darkhold in the Far Hills, and opera-
edges of the Trees of The Elven Court.
Sunset Mountains is one of the few usa- tives in every major town and city in the
ble trails north of the Far Hills and region between the Dragon Reach and
south of Anauroch. It is a twisting maze YULASH (Yoo-LASH) the Sword Coast.
winding between the peaks, and must AT A GLANCE: Yulash was obviously
ELMINSTER’S NOTES: This powerful
swerve around large rock outcroppings once much larger and fortified, but half
group, dubbed “The Black Network” by
of reddish sandstone. the buildings have been reduced to
foes such as Doust of Shadowdale and
ELMINSTER’S NOTES: This remote scattered piles of stone. Those which
his companions, appears to be a wide-
mountain pass is a long, wide, natural remain have been clustered behind
spread and quite powerful group of evil
valley that forms a strategic overland hastily-contructed stockades or sealed
individuals, commanded both by
passage through the mountains north over to produce fortified buildings. The
priests of Bane and mages of no small
of Cormyr. It is named for a strange and largest of these stockades is set up
power. To enrich themselves, the Zhen-
fearsome draconian beast, which about the ruins of the main citadel,
tarim desire to control the most eco-
resembled a winged serpent of ivory- which flies the banner of Zhentil Keep.
nomical trade routes between the
yellow color, that made this region its ELMINSTER’S NOTES: This fortified established lands of the Sword Coast
home several hundred years ago until it market-town has recently become a and the rich young kingdoms about the
was slain by the adventurer Tuirlagh strategic holding, changing hands Moonsea, eventually extending into
“Foehammer” Nundass, of Silvery- between the troops of Zhentil Keep and political control of these regions as well.
moon. Hillsfar a number of times, and largely Slaves are an important part of the
The Pass is presently controlled by reduced to rubble in the process. At the trade they already take part in, trading
the Zhentarim, who permit none onset of the current winter, it is in the with evil or inhuman groups, or send-
through who is not a member, ally, or hands of Zhentil Keep, and is a small, ing their “wares” south into the ancient
approved client of their network. The hastily-rebuilt, tightly-controlled mili- lands of Condath, Uther, and
Zhentarim have resisted several tary camp. Mulhorand.
attempts by Cormyr, Iriaebor, Scornu- Somewhere beneath Yulash, local leg- To accomplish their goals, the Net-
bel, and Hill’s Edge to oust them. end has it, there is a gate to other work has tried to assume control of
Forces within the pass are unknown, worlds that opens only to those who lands along the route; from their strong
though are known to include several know its secrets. base at Zhentil Keep, they have taken
nastinesses of gargoyles (a nastiness control of Voonlar and ruined Yulash,
GAME INFORMATION: Zhentil Keep’s
being one tribe of the creatures) and at rule the Stonelands through bandits
current garrison consists of 144 fully
least one stone golem. allied to their cause, and alone have the
armored mounted men-at-arms (full

92
power to maintain a trade route pletely under the thumb of the Black While the upper levels of the church
through the Goblin Marches. Darkhold, Network. Other factions are abroad in of Bane in Zhentil Keep are loyal to the
their great fortress, commands the only this city, the most powerful of which Zhentarim, the lower ranks, and those
pass north of High Horn, that pass are the rival clerics in the Temple of of other cities (such as Mulmaster)
known as the Yellow Snake, and Bane. Friction between the factions is actively oppose the group. Those cler-
Darkhold’s reach extends throughout intense, and night-borne fighting com- ics of Bane allied with the Zhentarim
the Far Hills. Dragonspear Castle may mon among the shuttered shops and assume that a number of their low-level
be a network stronghold. The basis of closed businesses. assistants are spies for the more ortho-
such an owned route exists, with gaps Zhentil Keep is ruled by Lord Chess, a dox sects of Bane, which frown on shar-
at Shadowdale and Daggerdale, local foppish, vain, fat overlord with a taste ing Bane’s blessing with non-clerics.
resistance in Daggerdale, the Tilver’s for gluttony. Chess is a gossipy blunder- Lord Chess is a 3rd level fighter who
Gap area the northern reaches of Cor- er, and though the Zhentarim have had previously been a 3rd level magic-
myr (which can readily raid the Stone- used him in the past as an ally, neither user and 3rd level cleric. A cowardly
lands and a large, nebulous gap they (nor anyone else knowledgeable in fop, Chess is surrounded by a group of
between Darkhold and Dragonspear such matters) count him as a member five bodyguards of 6th level. Both the
Castle). This makes these regions major of their organization. Zhentarim and those groups opposing
targets for Zhentarim interference. In him seek to keep Chess in his position,
GAME INFORMATION: The abilities of
addition, the Zhentarim are in excellent the former to use the soft lord as a dip-
the Zhentarim are detailed in their own
position to brave the heart of lomatic cushion and catspaw, and the
section. The Dark Shrine, Bane’s Tem-
Anauroch, the Great Desert, and to dis- latter to prevent someone truly effec-
ple Complex in the Keep, is one of the
cover either a safe trade route through tive to come to the post, which may
largest in the Moonsea area, outdone in
its depths, or to find the riches and solidify Zhentarim power in the city.
size and personnel only by The Black
magic of its lost civilizations. Nightime in Zhentil Keep is danger-
Lord’s Altar in Mulmaster. Fzoul Chem-
ous, in part because of press gangs,
bryl is patriarch of the church in Zhen-
ZHENTIL KEEP (Zz-HENT-ill Keep) til Keep, and is a 13th level Cleric of
groups of local thugs employed by the
Zhentarim or other groups to get cheap
AT A GLANCE: Perched at the western Bane. Fzoul is a member of the Zhen-
(as in free) man-power. Such groups are
end of the Moon Sea, Zhentil Keep is a tarim, as are some of his staff. The Tem-
armed with clubs, metal staves, and
large, walled city of the size and popula- ple Complex includes:
brass knuckles, and tend to be of levels
tion of Suzail in Cormyr. It is one of the 1 13th Level Patriarch (Fzoul) 1-4. Such gangs use brawling tactics to
major ports of the Moonsea, and domi- 2 9th level clerics (one of which, knock out the unaware. Those so cap-
nated by a large temple complex dedi- Casildar, is a member of the Zhentarim) tured may find themselves on a slave-
cated to Bane. 3 7th level clerics (one of which, Zhes- ship heading for Thay, at the oars of a
ELMINSTER’S NOTES: Zhentil Keep is sae, is a member of the Zhentarim) galley on the Moonsea, or in a work
the base of the Zhentarim (q.v.), though 5 5th level clerics crew rebuilding sections of Yulash or
the city and its populace is not com- 7 3rd level clerics the Citadel of the Raven.

93
Appendix
Maela, daughter Turko Breem. Cook, waiter.
SHADOWDALE Surd, son, apprentice smith. l Took Oath, given spear.
(being an accounting of the
l Took Oath
people of this Dale Erek. “Philters, Potions, Physics, Pur-
l Badly wounded in battle.
Community) veyor & Maker”
Doane, son, apprentice smith. l Took oath; did not fight in battle
That which follows is an excerpt of a l Took Oath l Lives in house next to Beregon
census of the area known as Shadow- Silmur, son, apprentice smith.
Farm
dale, listing its major inhabitants. Citi- l Took Oath
zens of the Dale may have several notes l Slain in battle. Hoareb “Nimblefingers” Midwife/
following their entries. l Remembered as having a sharp Surgeon/Healer
tongue. l Took Oath
l “Taking the Oath” means that the
individual has pledged loyalty to Helve, son, apprentice smith. Latha Brannon. Boardinghouse owner
Doust, in all surviving cases sworn l Took Oath
l Took oath, given short sword
again to the new Lord Mourngrym. l Slain in battle.
l Badly wounded in battle.
l “Weapons Given” refers to weap- Berr, son, apprentice smith. l Wife, Leela, died Year of the Arch
ons bestowed by the Lord in l Took Oath

return for militia duty. Janth, son & apprentice smith Uda, aunt to Latha
l “The Battle” refers to the heroic l Took Oath l Family Matriarch, very crusty.
defense against Zhentil Keep’s Ester, daughter to Latha.
Jamble “the Eye” Retired (thief?) mer- Emra, daughter to Latha
army. The army was led by Lyran chant
Nanther of Melvaunt, a pretender Ilil, daughter to Latha
l Took Oath, Given dagger
to the Lordship of the Dale. l Ilil and Emra are noted as being
l A slick character, appears crafty true beauties.
Further notation has been made as Leel, wife of Jamble.
appropriate, including description, Serbon, son to Jamble. Hammerhand Bucko. Wagonmaker,
occupation, temperament, and local l Took Oath, Given dagger Woodworker
gossip. Boorga, Jamble’s man l Took oath.

CENSUS OF SHADOWDALE, set l Took Oath, given dagger


l Sarcastic, intelligent, mulish, and
down by Florin Falconhand, Warden of Naithra, wife of Boorga. strong.
Shadowdale, in the 1st year of Doust’s Lila, daughter of Boorga. Leeta Bucko. Wife to Hammerhand.
l Took oath.
lordship, the Year of the Harp, Mar- Burr, son of Boorga.
penoth 4-12*, and as later amended by l Took Oath, Given dagger.
l Known for her cooking
divers hands. Apprentices to Hammerhand Bucko:
Meira Lulhannon. Potter, breadmaker. Skulp, Fennir, Tulpas, Hlack, Orve,
* Two years previous, in the first and l Took oath, given shortsword. Naith, and Typyas
second weeks of October—see CAL- l Badly wounded in battle.
l All Took Oath
ENDAR Sulatha, wife of Meira. l Skulp badly wounded in battle
Betra, daughter of Meira. l Hlack and Orve slain in battle
Tulba, the weaver
Jassa, daughter of Meira Handwritten scrawl by Typyas
l Took Oath
l
l Took oath, given dagger.
l Aged, balding with white hair
entry indicates that “Tip” might be
l Noted as being slim and beautiful
l Lives in house near Inn
a woman working in disguise.
Lella, wife to Tulba Jhaele Silvermane. Innkeeper, the Old Mother Tara. Proprietor of the local
l Younger than her husband, fat. Skull Inn. Fest-hall
l Took oath, given spear.
l Took oath.
Tethgar, a retired merchant Braun, youngest son to Jhaele l Noted as being good-humored and
l Took Oath, given short sword
l Took oath, given dagger
l Lives in private house near Inn.
witty
l Jhaele had a number of sons, but Briig. Bouncer.
Senma, mistress of Tethgar.
all have left home l Took oath.
Bronn Selgard, smith. Durman Hilesta. Carpenter, bouncer. l Noted as not being very swift
l Took Oath. l Took oath, given spear.
Fest-Hall Employees:
l Lives in house near Inn Bardag Shultu. Hostler, Stablemaster. Lune Lyrohar, Astara Miliip, Reehta
Leath, wife of Bronn l Took oath, given spear.
Lorn, Sabra Immerhund, Olma Dan-
Aleena, daughter, apprentice smith Dora Leen. Maid, chamber lady. syra, Hela Marshoola, Estel Morna
Traith, daughter. Sasha Baddja. Maid, chamber lady. l None required to take oath

94
l Lune Lyrohair was revealed to be a l Noted as being large and beefy, and l Took Oath
weretiger and slain by Florin tending to tell Weregund what to Helmark Hillstar. Son.
Falconhand this day Alturiak 15, do l Swore Oath, not given weapon
Year of the Worm. l Note that Helmark is a rogue and
Hamlin Zhul. Farmer
that he should be watched careful-
Icehyill. Trader, retired merchant. l Took Oath, Given spear
ly in his duties with the Militia.
l Swore oath very reluctantly. l Badly wounded in battle.
Selence Hillstar. Daughter.
Belna Zhul. Wife.
l Took Oath
Sulcar Reedo. Farmer: l Took Oath
l Noted as beautiful and soft-spoken,
l Took Oath, given shortsword. Thurl. Hired man.
with interests in poetry and music
Astga Reedo. Wife to Sulcar: l Took oath, given dagger.
Mara Hillstar. Daughter.
l Took Oath Abor. Boy.
l Took Oath, asked for weapon
Sulcar’s Sons l Took Oath
l Noted as tomboy, fought very well
Presper, Sullman, and Courrta Reedo l Slain in Battle
in battle.
l All took Oath
Kulnar Ohane. Farmer, l Candidate of militia
l Courrta slain in battle l Took oath, given spear.
Korhun Lherar, Farmer.
Beregon Hillstar, Farmer l Noted as being influential and a no-
l Took oath, given spear
l Took Oath, given spear nonsense individual
l Slain in battle.
l Badly Wounded in Battle Lest Ohane. Wife to Kulnar.
l A sour cynical man, Korhun died
l Brother of Urnan Hillstar Riita Ohane. Daughter.
without family. His farm is current-
l Influential in local area Han Ohane. Son.
ly unowned and considered prop-
l Wife Bereet died in Year of Worm Chruce Ohane. Son,
erty of the Dale itself
l The most recent entry listed indi- Arnblas Ohane. Son
Besmil. Hired hand.
cates that Beregon has semi- Purn Ohane. Son.
l Took oath, given shortsword.
retired, and is farming the Tower l Lest and all Ohane children Took
Turst Rhellogar. Hired hand
Farm for Lord Mourngrym to the Oath
l Took oath, given shortsword.
north of Shadowdale. The land of l Purn and Han were slain in battle
Hunil Rhellogar. Turst’s son.
his old farm has been used to erect Blaesgerd. Ohane Hired hand. Retired
l Took oath; given dagger.
a Temple of Lathandar. fighter.
l Slain in battle.
Lhurt Hillstar, Son of Beregon l Took oath, given shortsword.
l Took Oath, given dagger Borst Bestil. Farmer
Riist Huldane. Farmer,
l Slain in Battle l Took oath, given spear
l Took Oath, given spear.
Milda Hillstar. Sister to Beregon. l Slain in battle.
Liliphar Huldane. Wife.
l Took oath l Brother of Hyne Bestil
l Took Oath
Pelda Hillstar. Young Daughter Elma Bestil. Wife.
Maxer. Huldane Hired hand.
l Took oath. Kiiran Bestil. Son
l Took oath
Axmar Bestil. Son
Elminster. Sage. l Slain in battle.
l All members of the Bestil house-
l Took oath.
Buldor Ulphor. Farmer, influential hold Took Oath.
l On 100 gp/month retainer to Lord
l Took oath, given spear l Borst, Kirran, and Axmar all died in
Doust (Now Lord Mourngrym) Brother of Ruldar Ulphor
l battle. Elma living with her
Lhaeo. Scribe/Cartographer Neena Ulphor. Wife to Buldor, Brother-in-law, Hyne
l Elminster’s Assistant
April Ulphor. Daughter
Storm Silverhand. “The harper of Sha-
Weregund “the Trader”. Trader, chief Marest Ulphor. Son
dowdale.” Farmer and retired adven-
merchant in town. Deals in all goods, Knulan Besmar, Ulphor Hired Hand
turer (bard)
largely hardware for the dale. l Entire Ulphor household took Oath
l Took Oath
l Took oath. l Knulen Besmar was slain in Battle
l Storm is recorded here and else-
l Noted for greed and cowardice Urnan Hillstar. Farmer, where as being a beautiful and
Dabragund. Son to Weregund l Took Oath, Given Spear intelligent woman, fond of wearing
l Took oath.
l Member of influential Hillstar fam- silver jewelry and having hair of a
Dletagund. Daugther to Weregund ily silver hue.
l Took oath.
l Brother of Beregon Hillstar l It is noted here that at the time,
Meershand. Wife. Adlma Hillstar. Wife. Silverhand kept two fierce wolf-
l Took oath.

95
hounds as pet. Hyne Bestil. Farmer such as the local sage, the late Sylune,
Maxam. A follower of Storm, probably l Took oath. and Storm Silverhand, does not men-
a henchman acquired in earlier l Noted as a weasel-like, whining tion those charismatic individuals and
adventures. man adventuring companies that have aided
l Swore oath, but said his first loyal- l Brother to Borst Bestil the area. Only certain individuals that
ty was to Storm. Given short Merna Bestil. Wife to Hyne have resided for a long time in the area
sword. Sons are given the benefit of being consid-
Lular. Hired hand. Britaria “Bit” Bestil ered natives.
l Took oath. given spear. Huld Bestil This definition of nativeness extends
Krayan Bestil to excluding from such a listing Folk of
Sylune; Spell-caster and self-described
l All given daggers at oath-taking. the Court, the new temple-clerics, and
Witch.
even those other farmers living more
l Swore loyalty to Dale, but refused Neldock Elventree. Farmer
than a day’s walk away, though both
Oath to Doust, saying she would l Took Oath, given spear
groups have contributed to the various
not serve any living lord l Wife died seventeen winters ago
battles and struggles in the Dale. This
l Died in battle with an ancient Red l Brother of Ilcurt Elventree
insular nature is typical in the Dale-
Dragon, Year of the Prince. l Considered good natured, intelli-
lands, and though the people of Sha-
gent
Durgo Silvermane. Farmer dowdale are among the more open,
Meltan Elventree. Son.
l Took Oath, given spear they still tend to leave visitors (even
Neld Elventree. Son
l Grown son of Jhaele Silvermane. ones they make their leaders) with the
Imura Elventree. Daughter
Farm is in her (Jhaele’s) name. idea that the visitor is considered a tem-
l Entire Elventree clan took Oath
Nelil Silvermane. Daughter to Jhaele. porary intrusion at best.
l Imura Elventree is noted as a “real
Purn Silvermane. Son to Jhaele. Third, there is a rise among women
spitfire.”
Belestar Silvermane. who took the Oath for defense, some-
Raith Silvermane. Ilcurt Elventree. Farmer, trader, thing common among those women in
l All of Silvermane household took l Took Oath, given spear adventuring companies, but less com-
Oath. l Brother of Neldock Elventree mon in “regular” society. Some of the
l Considered sharp but honest deal- village elders, confronted with daugh-
Luth Mlennan. Farmer, semi-retired
er ters intent on marching off to battle,
(grows herbs, cabbages and melons,
l Also noted to be no friend of Were- were heard to mutter fell words about
potatoes and other tubers.)
gund and his lot. female adventurers setting bad exam-
l Took Oath
Lasha Elventree, Wife to Ilcurt ples for the youth. Still, the situation is
l Full of tall stories, and a glazier of
l Native of Thentia on the Moonsea changing and will continue to change.
some skill.
coast Lastly, the large number of recorded
Ruldar Ulphor. Farmer, l Described as blonde and tired- deaths stresses the great danger that
l Took oath, given spear looking. Zhentil Keep posed to this area, for only
l Influential Landowner Velarr Eleventree. Son. Took oath. the most dire emergency would call the
l Brother of Buldor Ulphor l Took Oath entire community into a plan that
Lana Ulphor. Wife. l Slain in Battle would threaten the majority of their
Bertil Ulphor. Oldest son Brennan Elventree. Son blood. Other dales that have mustered
l Took Oath, not trusted with weap- Demeira Elventree. Daughter. in this fashion and lost their battles are
on Illistyl Elventree. Daughter. now abandoned and overgrown. In
l Handwritten notes beneath this l Handwritten note beneath states: general, if a group of talented, well-
entry refer to Bertil as a callow idi- “Obvious some magical abilities, trained individuals can forstall an ene-
ot and and sanctimonious fool. It deliberately concealed, in this one. my, that is the better course to take.
may be surmised he is not well- Have her tutored?” Death for a commoner is as final as
liked. death for a king. However, the reliance
ELMINSTER’S NOTES: The above
Ulman Ulphor. Son. on individuals will sometimes fail as
excerpt shows several points in how
l Took Oath, not trusted with weap- well; witness the death of Sylune at the
lands such as the Dales change over
on hands of a Red Dragon in service of the
time.
l Handwritten note beneath reads Cult of the Dragon.
First, this census concentrates pri-
“Schemer—watch this one”
marily on the everyday folk, and, with
Jalnar Ulphor. Youngest son
the exception of remarkable beings
l Took oath, given a dagger.

96
On my word as a sage nothing within these pages
is false, but not all of it may prove to be true.

—Elminster of Shadowdale
DM’s Sourcebook of the Realms

Table of Contents
Introductions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Using the Forgotten Realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6


Into the Forgotten Realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Setting Up for AD&D® Game Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Using the Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Encounters in the Realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

Selected NPCs of the Realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Recent News and Rumors in the Realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36


Year of the Worm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Year of the Prince . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

Adventure Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
The Halls of the Beast-Tamers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Lashan’s Fall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54

Books of the Forgotten Realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62

Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95

Credits Cartography: Diesel, Dave Sutherland


Calligraphy (Runes and Sigils): Paula M. Holz
Design: Ed Greenwood Graphic Design: Stephanie Tabat
Design and Development: Jeff Grubb Typography: Betty Elmore
Editing: Karen S. Martin
Cover Art: Keith Parkinson
Interior Art: Jeff Easley, Keith Parkinson, Clyde Caldwell, Printed in the U.S.A.
Tim Conrad ISBN 0-88038-472-7
1031
TSR UK Ltd.
TSR, Inc.
The Mill, Rathmore Road
POB 756
Cambridge CB1 4AD
Lake Geneva, WI
United Kingdom
53147

ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS, RPGA, BATTLESYSTEM, FIEND FOLIO, PRODUCTS OF YOUR IMAGINATION
owned by TSR, Inc.
Distributed to the book trade in the United States by Random House Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distribu-
tors. Distributed in the United Kingdom by TSR UK Ltd.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of th e material or artwork presented herein is prohibited
without the express written permission of TSR, Inc.
©1987 TSR, Inc. All Rights Reserved.
Introductions
Ed Greenwood of such fanciful places); hence, the turers and heroes. From the early days
Realms have been “forgotten” by beings of play, Ken Woods and Tim Turner
Well met! Welcome to my world; the
of Earth. Our legends of dragons, vam- deserve mention—and recently Cathy
Forgotten Realms. A vast land, full of
pires, and of other fearsome creatures Widdowson has joined the ranks of the
strange splendors—a living background
and magic are due to this formerly regulars (as Sharantyr the ranger).
for vivid adventure. Elminster took me
widespread contact between the Underlying adventures in the Realms
there first.
worlds; most have of course become is the continuing inspiration for the
Welcome to our world. Now the Realms confused and distorted with the pas- world, and in this I have been encour-
are yours, too; a world that has delighted sage of time and many retellings. That aged by Kim Mohan, Editor of
me for almost twenty years in all its rich corner of the Realms presented herein DRAGON® Magazine for much of the
variety is presented herein—and in pages is a strip of the heart of the western time that the Realms has seen print, and
yet to come—for you to enjoy and set part of only one continent of Toril, that by my parents, grandparents, and
AD&D® game campaign play in. Only a region known as Faerun (pronounced aunts, who have showered me with
small area of the Realms can be squeezed FAY-er-OON; the name meant “home” in books and showed me what love and
into these pages, so there’s much to look a now-lost early human tongue). Much imagination can do. Thank you, all.
forward to if you come along for the ride. more awaits the traveler, to be revealed Thanks are also due to you who read
It’s been a long one for me thus far; the in later works. these pages, for coming along on the
Realms began in 1968 as a setting for fan- In any large-scale project many peo- ride. I hope that you will enjoy the
tasy short stories, and later (1975) was ple become involved, and they deserve Realms as much as I have.
developed and detailed, as the thanks. In this case, Jeff Grubb is large-
DUNGEONS & DRAGONS® system ly responsible for turning piles of typed Jeff Grubb
appeared. Regular play in the Realms notes—despite the gaps in lore they did
Ed Greenwood created the Forgotten
began in 1978, and still continues; the not cover fully or properly—into what
Realms. Karen Martin edited, arranged,
present roster of regular players has you now hold in your hands. Jeff has
and presented it in the form you see
remained intact since early 1980. As the taken the personal world of one eccen-
here. How did I get involved in this?
ADVANCED DUNGEONS & DRAGONS® tric, roleplaying-over-rules DM, and
It’s a short story.
system has appeared, book by book, the transformed it into an AD&D® game
About midsummer of 1986, TSR was
Realms have been modified to conform setting useful to others by dint of a lot
shopping for a new world. We had
with official rules, and these (with the of sweat; this work is as much his as it is
experience in world-building under our
unofficial additions published in mine—and Elminster still speaks to him,
belt, with two versions of the WORLD
DRAGON® magazine from issue #30 so he must have done it right.
OF GREYHAWK™ campaign setting, and
onward, such as monsters, magical items, Before the Realms ever reached TSR,
the creation of Krynn, home of the
spells and nonplayer character classes) however, others helped to give it life,
DRAGONLANCE® Saga. This time, we
can be assumed to hold sway in the color, and growth—first and foremost,
were after something different; a world
Realms now. I have always treated the my regular players; my lady Jenny
that we could continue to develop over
Realms as a “real place” which I am view- Glicksohn (the first Jhessail); the vet-
the years that will follow, and set all
ing and reporting on rather than a delib- eran of my players, Victor Selby (who
future AD&D® game modules into. A
erate creation, and I believe that has been has portrayed many characters in the
place where a variety of talented indi-
the key to making it live. Realms, notably Malchor Harpell,
viduals could all contribute to its crea-
The “Forgotten Realms” derive their Tolgar Anuvien, Jelde Asturien, and
tion and its development. Rather than
name from the fictitious fact upon Torm of Westgate); the “First Lore-Lord
one view, a combination of views that
which play in my campaign is based: of the Realms,” who remembers all of its
would grow and develop through
that a multiverse exists, of countless minute details as few others, Ian
adventures, sourcebooks, short stories,
parallel co-existing Prime Material Hunter (Lanseril Snowmantle); John
and books.
Planes (including the world presented Hunter, role-player extraordinaire
I was the bright individual who
herein, our own modern “Earth,” and (Florin Falconhand); Andrew Dewar,
thought of Ed Greenwood and his “Pag-
any other fantasy settings a DM may who encouraged us all to record all of
es from the Mages,” which used as their
wish to incorporate in play), all related the fun on paper, to inflict on others lat-
setting a parallel fantasy universe
to the Known Planes of Existence pre- er (Doust Sulwood and Rathan Then-
known as the Forgotten Realms, where
sented in the AD&D system. Travel traver); Jim Clarke (Merith Strongbow);
magic rules supreme in the spirit of the
betwixt these planes was once far more and Anita Buttemer (the second Jhes-
AD&D® game.
common than is the case now (when sail). These players have breathed life
For making the suggestion, I was
few know the means of reaching other into the Realms on a regular basis for
brought in on helping turn the hun-
worlds, or even believe in the existence over seven years—they are truly adven-
dreds of notes, articles, NPCs, adven-

4
tures, and manuscript pages into a final Karen S. Martin wood!
product that would both be a complete When I took on the responsibility of
I always wanted to edit an encyclopedia.
campaign and a starting point for fur- editing this set, I thought back to the last
Taking little bits and pieces of informa-
ther adventures. You hold that final time Jeff and I collaborated on a boxed
tion about thousands of different and
product in your hands. My contribu- game. There were times I thought he’d
unusual items, putting them in readable
tion is primarily in the areas such as fit- never stop tweaking with it, never run
form, cross-indexing them for ease of
ting everything to the AD&D® game out of material to add, never leave me
use, alphabetizing them—believe it or
rules and offering aid and suggestion in alone to get on with the editing.
not, that was a fantasy of mine.
running an AD&D® campaign. This was worse.
This was almost as good.
The Forgotten Realms have changed Each time a packet came from Ed, I
As I read Ed’s material for the first
in the short time we have been working got photocopies from Jeff for my
time, one question ran through my
with them. The Moonshae islands perusal and comments. Rarely did I get
mind again and again: “How does this
enlarged to fit a novel, and the land that the chance to finish one before the next
man find time for everyday matters like
is now Vaasa and Damara was only three showed up in my office, which
sleeping and eating?” The knowledge
recently (in game design terms) covered was by now overflowing. And, the
that this material has poured from his
by an unnatural glacier. I expect them more I read, the more I loved it. This
fevered brain for nearly 20 years
to further change as more creative peo- was the kind of world I always wanted
doesn’t make answering that question
ple, including the large number of DM’s to live in as a child, a real world. There
any easier.
who run the various FORGOTTEN were harpers and spellcasters, fighters
This is brilliant.
REALMS™ Campaigns, get involved. and thieves. There were real towns and
The Forgotten Realms is my first
I’d like to thank (in addition to Ed and farmlands. There were ships and cara-
experience with a complete world for
Karen) designers Doug Niles, Zeb Cook, vans. There was life.
AD&D® game playing. In my humble
and Michael Dobson for their input, This one is for my parents, who (I’m
opinion, it’s fantabulous stuff. I think
arguments, and bull-headed opinions in certain) worried about their little girl
now that I understand the excitement
this matter. I’d also like to mention that who lived in a dream world much of the
which must have surrounded the crea-
the wonderful map-work through-out time, with wizards and dragons and
tion of Krynn and the DRAGONLANCE®
these books are the product of Dave beautiful damsels.
saga. And this world was already here,
Sutherland and Dave (Diesel) LaForce. These are my childhood dreams
in the mind and campaign of Ed Green-
come true.

5
Using the FORGOTTEN REALMS™
Campaign Setting
T he FORGOTTEN REALMS™ boxed
set is an introduction to a fantasy
world, which may be used by itself or
in DRAGON® Magazine as “Pages from
the Mages,” and are gathered together
here for the first time) and new spells
Swamp, the Daerlun, the path through
Kulta, Saerb, and Archenbridge (includ-
ing parts of Archendalel to Ordulin,
expanded upon by other product for the used primarily in the Forgotten Realms. east to the Dragon Reach, and bordered
AD&D® system, or generated by the DM There are two sets of maps, the first on the south by the Sea of Fallen Stars.
himself. The boxed set consists of: depicting the Forgotten Realms at large, This region, though discussed in the
A Cyclopedia of the Realms as if it were drawn by a cartographer players’ guide and in this book, will not
A DM’s Sourcebook of the Realms from Cormyr or the Dales; precisely have further adventures set in it, nor
Two maps presenting the Realms accurate nearby, yet less and less accu- will its cities be explored or detailed. A
themselves rate farther away. The second set of DM with a campaign city or nation
Two maps providing an enlarged view maps expands the view of the region already designed may set that city in
of the initial campaign area, from the between the Sword Coast and Inner the area of Sembia without great diffi-
Sword Coast to the Inner Sea Sea, and it is in this area that the initial culty caused by future products setting
Two plastic grids printed with a hex FORGOTTEN REALMS™ Campaign some epic adventures (or great disaster)
grid to help movement. takes place. in the same region.
This enlarged set of maps joins Further, the region across the Dragon
The Cyclopedia contains primarily together at the right side of mapsheet Reach, from the River Vesper South and
background information on the one and the left side of mapsheet two. to the edge of Map 2 has been set aside
Realms, its people, and its history, for Future products will have additional for use by the RPGA™ network as a base
general use by the players and DM. mapsheets which will further expand for adventures and tournaments in the
There is some game information within the Realms in detail. Forgotten Realms, and is left for the
this book when dealing with specific All of the major cities and many (but further explanation by those areas, or
areas, such as the number of people in a not all) of the smaller towns and general by the DM.
typical patrol found in a certain loca- sites are represented on this map. The
tion. The DM should feel free to let the
players use this book while gaming, as it
DM should feel free to mark changes
and additions to these maps as it fits his
Into the Forgotten
represents the information readily or her campaign. These maps, and the Realms
known or discovered about a particular information within these books, is not Setting up a campaign
area. DMs wishing their players to dig all-inclusive or all-exclusive. Individual
more for information may, at their DMs, and future products from TSR, Each FORGOTTEN REALMS™ campaign
option, keep this information withheld, Inc., may add to the material here, and should be different, reflecting the per-
letting only the section marked “AT A as a campaign continues, additional sonality and gaming needs of the players
GLANCE” be readily known; the players information may be generated. and the DM. Some campaigns comprise
have to discover the rest. A Note on Future Products: Certain just a group of adventurers fighting their
The DM’s Sourcebook contains infor- areas of each of the enlarged maps of way through dungeon settings without
mation for the Dungeon Master run- the Forgotten Realms will contain areas much thought of the outside world, while
ning a FORGOTTEN REALMS™ that will not have future adventures, others are filled with story telling and leg-
Campaign, plus additional information modules, or sourcebooks set in them, ends, and still others are on the grand
that would not be readily available to and are left solely for use by the DM for scale of high-level individuals challenging
player-characters in the Realms. This development without fear of some later great powers, ruling huge empires, and
includes notes on setting up campaigns, product invalidating that portion of his engaging in political skullduggery. The
running adventures, using the grid for campaign. In the initial boxed set, those FORGOTTEN REALMS™ setting is intend-
encounters and movement, and han- areas are: ed as a base for all these types of adven-
dling particular situations unique to the The Serpent Hills (east of the High tures, allowing the DM to tailor it to his
Realms such as dragons and treasure. Moor) desires. There is no rule stating that eve-
Tables for encounters, cities, and trea- The Wood of Sharp Teeth ry AD&D® campaign must be alike, nor is
sure are included, as well as methods of The Desertedge Mountains (outside there one stating that every FORGOTTEN
for the DM to generate his or her own the Dales), and REALMS™ campaign must be identical.
tables for use in the game. Also includ- The Nation of Sembia. To give the DM an idea of the scope of
ed in this book are a pair of small “typi- the area of the Realms, a map of the
cal” dungeon adventures for use in The last mentioned, the nation of United States has been superimposed
FORGOTTEN REALMS campaigns, as Sembia, is a large section of (partially) over that of the “known” realms on
well as sections on specialized civilized land with the following bor- page 10.
spellbooks (which originally appeared ders: starting with the west, the Vast The Realms is a VERY large place,

6
with more than enough room for including Mistledale, Archendale, and ten and later recalled, just keep
player-characters and campaigns to Featherdale (Daggerdale tends to be going, remembering for nest time.
develop. Note also that this map only reclusive and Scardale was just on the l Do not overwhelm the players,
consists of the western end of a single losing end of a large war). The smaller either in detail or in challenge.
continent—and at the other end of this towns of Cormyr such as Hilp and Many of the monsters of the
huge land are the realms of the Oriental Immersea (which also has a map) in the AD&D® system are suited for
Adventures world, Kara-tur. Cyclopedia) are also suitable, as are the higher-level individuals, and
A campaign may be set up in a num- small towns of Sembia, and the Trade encountering some (such as
ber of ways, depending on the level of Way towns of Soubar, Triel, or Hills dragons) will spell disaster for the
gaming experience of the DMs and Edge. first level party. Show common
players. A few of the options are dis- For initial campaigns, only a brief sense in random encounters, gen-
cussed below. sketch of the town is needed, noting erally not using more monsters
such things as local smithy, general than the PCs’ total hit dice. Even if
Campaigns for new store (where most items from the Play- the random encounter calls for 8
players ers’ Handbook may be found), and local trolls to descend on the party of 8
mage (if any). Leave some houses and low-level player-characters, one
In setting up a campaign for first-time areas blank for introduction of new such creature will be more than
players, the key to remember is “think NPCs or for growth of the characters enough to challenge them.
small.” There are a large amount of (such as an abandoned farm that the l Give the Players an Even Break.
rules and ideas presented in the party may buy with their treasure and Great stories have to begin some-
AD&D® hardback tomes, and that glut use as the basis for their eventual pala- where, and if the players’ charac-
of information can be quite daunting at tial manor). ters buy the farm early and
first. The second requirement of a low- regularly, they won’t develop per-
The basic requirements for a first- level campaign with beginning players sonality. Don’t reward foolish play,
time campaign are a home base and an is the “dungeon.” The Dalelands (and though. it may be useful to keep a
area the player-characters can explore many other areas) are rife with under- cleric of sufficient level in the area
and adventure in (a “dungeon”). ground caverns and kingdoms, lost for the first couple adventures in
The home base does not have to be empires beneath the earth, ruined tow- order to bring back from the dead
huge or important, and in fact using ers of mad wizards, and crumbling characters who are learning from
one of the many small towns in the remains of time-lost cities. Any of these their mistakes.
realms as a base has several advantages. can provide a basis for adventuring, l Set the Scene. In encounters, do
The DM does not have to worry about and it is recommended that some type more than give the bare-bones
too many non-player-characters at first, of dungeon egress may be located in the description (“you see a ten by ten
and the low-level adventurers are spe- nearby area (not close enough to threat- room with a kobold in it”). Dress it
cial, and may be consulted by (or some- en the town overmuch, but sufficient to up a little, get the players into the
times chosen to be) local rulers. One cause the disappearance of a few cattle mood of being in a dungeon. (“You
such area is Shadowdale, which is a in the middle of the night, or create open the door to reveal a small
small farming community with a few intriguing rumors about the great stone-walled cubicle, in the center
high-level individuals (such as Elmin- wealth to be found beneath the earth). of which is a short lizard-like crea-
ster the Sage), which has in the past Of the two “typical” adventures pro- ture with horns. The creature hiss-
recruited adventurers as protectors vided here, the first, “Halls of the Beast- es at you and draws its sword.”)
(such as Mane’s Band and the Knights of Tamers,” is best suited for a starting l Role-Playing. The best opportunity
Myth Drannor). Shadowdale is also cov- group of players, though it has a num- for initial role-playing for first-time
ered to fine degree in the Cyclopedia of ber of items that would make for inter- players is in town. Player-
the Realms, complete with local maps of esting play by higher-level players as characters need provisions, train-
the town and descriptions of the inhab- well. Both this and the other adventure ing, and often information. Create
itants, giving the players a “sense of are set in the center of the Elven a couple of personas with broad
place” for their adventures. Woods, in the Ruins of Myth Drannor, a tendencies: a boisterous merchant,
The DM may choose to create his or great decaying city. a shifty mercenary captain, a for-
her own small town for initial adven- A few notes on running a “first-time getful magician, etc. Use funny
tures. This takes more work, but will campaign:” voices and accents. Have fun. Your
produce a final product more in line l Take it easy. First time DMs and players will pick up on this and
with the DM’s desires. Any of the Dale players WILL NOT remember all start doing it themselves.
communities would be suitable for this, the AD&D rules. If a rule is forgot-

7
Finally, for first-time players and dungeon does not necessarily have to l Use the world. The various legends,
DMs, the following products are recom- be within easy reach of the home base. news reports, and descriptions of
mended. N4— Treasure Hunt creates an The second case, random wandering, the Forgotten Realms are intended
excellent background for creating first- can be handled at its most basic level by as a starting point for DM-created
level characters, set in the Korrin the random encounter tables. The DM adventures. A tale of a treasure load
Archipelago north of the Moonshae may want to mix these with his or her of an ancient (and hopefully long-
Islands. N5— Under Illefarn sets up an own dungeon settings or special events dead) dragon may spur the players
initial campaign setting in Daggerford, or encounters, providing a direction in to check out an area. Create your
as an adventure setting for first-time the travels. For example, characters own local legends. The Modern
players. may hear in Arabel of the disappear- Kingdoms of the Dales, Cormyr, and
ance of the Elves of the Elven Court and even mighty Waterdeep are only
Starting campaign for the abandonment of Myth Drannor, slightly more than a millennia old,
experienced players causing them to head overland to that and there were older kingdoms of
ruined city where they may discover men and elves and dwarves long
The second type of campaign using the
either of the two enclosed adventures before that.
FORGOTTEN REALMS™ system or one of the DM’s choosing.
involves players and a DM who have
played the AD&D® game, either with
In the final case, the player- Bringing characters from
their own campaigns or adventure
characters are given a mission of some other worlds
type by another, to be rewarded for this
modules, and understand the rules sys- The third and last “general category” of
mission at its completion. This provides
tems fairly well. These players are campaign types is where experienced
a firm background for the adventure,
starting with first-level characters, but players bring characters from other
and the DM may move the characters
have the experience of running such campaigns into the Forgotten Realms.
along by means of an NPC advisor/
individuals before. These characters may come over
employer. See the section on NPCs
A starting campaign with experi- because of the demise of their native
beginning on page 17.
enced players can be set in any town or world, the discovery of a portal to the
Here are a few hints for running
city in the Realms, according to the the Realms, or the fact they have gotten too
experienced players.
tastes of the DM. Many prefer a small, tough for their homeland. The last case
l Know the Rules. This is not to say
limited area to start in, similar to Sha- occurs in Krynn, home of the
memorize the rules or be able to
dowdale (see above), while others may Dragonlances, where individuals of
argue long and convincingly about
wish to start with a grander stage, such incredible strength and power are
them, but have an idea where to
as a large city, as a base of operations. politely asked to leave by the powers-
find things, both in the these texts
There are a number of cities that are that-be. Many end up in the Forgotten
and in other AD&D® products.
provided with keys and descriptions in Realms.
l Be ready to wing it. Even the most
the Cyclopedia of the Realms, including The world of the Forgotten Realms,
complete set of rules and back-
Arabel and Suzail in Cormyr and Abeir-Toril, has a huge number of por-
grounds will not cover every situa-
Scornubel on the Trade Way. The DM tals and other gate- type devices which
tion, and players often want their
may use these as the players’ initial link that world with other areas of the
characters to try things that are
“home base” or may create his own. Realms, with the Outer Planes, and
not covered by any handy rule. Be
Note again that the bulk of the nation of with alternative material planes con-
willing to make things up. If it does
Sembia and its cities are left open for taining other AD&D® campaigns.
not work, try something else next
the DM to develop as he or she sees fit. Player-characters from these cam-
time. If it does, keep it. Many cam-
More experienced players vary in paigns may discover methods of travel-
paigns, both for the Forgotten
their needs in a campaign from group ing to the Realms (either through the
Realms and otherwise, have a num-
to group. Some prefer dungeon adven- Astral Plane, by devices, or free-
ber of “house rules.”
tures early on, while others will strike standing portals), and begin adventures
l Role-play. The players have a han-
out across the wilderness, looking for in the Realms.
dle on the mechanics of running
random encounters, and others take on Certain items are gained and lost
characters, so encourage them to
missions for more powerful individuals when making the transition into the
think like the character in the
as bodyguards, mercenaries, or mer- Realms.
game. A good experiment for this is
chant troops. • Characters making the transfer, by
to consider everything the player
The first case, dungeon adventures, is whatever means, to the Realms
says, unless addressed to the DM
similar to that presented for first-time gain the ability to speak the Com-
or another player by real name, to
players, though the location of the mon tongue of the Realms, as well
be what the player-character says.

8
as the Realms equivalents of elvish, a organized hierarchy, and may be Adventuring Company Name: Most, but
Dwarvish, and other languages. called upon to explain the nature of not all, of the bands of the adventurers
Previously spoken tongues are lost their faith more often than those of operating in the Realms have a compa-
unless there is a “Realms- established churches. ny name and symbol; the Company of
equivalent.” l When making the transfer the Griffon, the Hunt, the Knights of
l The FORGOTTEN REALMS™ set- between campaigns, large items Myth Drannor and Halfling, Inc. are
ting is the AD&D® campaign such as castles, libraries, laborato- good examples. Names and member-
world, so that player-characters ries, and hoards of treasure are ships change continually, but often aid
who are not strictly AD&D® game usually left behind. Characters in retelling tales of one group of adven-
format (such as a dwarvish cleric/ making such a transfer should be turers or another.
thief/illusionist/paladin with a 24 able to bring with them what they
Player Name— The person running the
natural strength) cannot enter the may normally bear which, given
character.
Realms without modification to fit the existence of bags of holding, is
the AD&D® game rules. Illegal a great deal right there. Character Name— The character being
classes would be dropped, ability run by a given player.
Characters from other campaigns may
scores would be reduced to racial Class and Level— The Character Class
span the range from low-level wander-
limitations (though they may be and current (at start of play) level of the
ers to extremely high-level powers that
increased later by magical or other character.
have challenged a god or two in their
means), and special abilities over
time. The style of the campaign is set by Race and Sex— The race (dwarven, elven,
and above those provided for char-
the levels and powers of these individ- human, halfling, gnome, or other) and
acters are removed. The DM, at his
uals. For high-level characters, the sex (male or female) of the character.
own judgment, may choose to let
Bloodstone Pass series (H1-4), set in the
such individuals into his Forgotten Alignment— Alignment of the character
lands of Vaasa and Damara, is highly
Realms Campaign (such as letting a as of the start of the adventure.
recommended, combining adventuring
kender from Krynn make the
with the BATTLESYSTEM™ game sys- Special Abilities— Under this heading
transfer), but that decision rests
tem. If the DM chooses to place his new list those items or abilities that would
solely on the DM.
arrivals in this area, it is recommended set the character apart from his fel-
l Similarly, magical items that are
to strip most of the newly arriving indi- lows, excluding such things as levels
“special” to a particular world may
viduals of the majority of their wealth. and types of spells, but including magi-
not make the transfer to the
Realms, either being destroyed, cal items, special equipment) and
being returned to their original
Setting up for AD&D® whether the individual is under a curse.
plane, or being stripped of the Game Adventures Combat Adjustments— Note here what
player and placed somewhere in plusses (or minuses) the character has
the Realms. Which occurs is up to Adventures in the Forgotten Realms are
in combat as a result of exceptional abil-
DM. In general, this is reserved for run as standard AD&D® game adven-
ities, armor class, or permanent magic.
extremely powerful items-in par- tures, using the rules and recommenda-
tions of the DMG, in particular those Armor Class and Type— This includes
ticular, Artifacts.
l The physics of the Realms are slight- sections “The Adventure” (pages 47-58) both the final AC of the character and
and “The Campaign” (pages 86-100). the type of armor being worn. Abbrevi-
ly out of sync with the rest of the
What follows are aids to the DM to tailor ations for the various armor types
planes, so that gunpowder and
many technological devices which his FORGOTTEN REALMS™ campaign to include the following.
his players. FuPA Full Plate Armor
operate on electronics do not func-
FiPA Field Plate Armor
tion. Equivalent devices may be
developed by player-characters. The Adventuring Company PM Plate Mail
DM’s judgment is advised as to what BM Banded Mail ail
The first of these questions, who is going
SpM Splint Mail
may be allowed into the world. on the adventure, is usually answered
ChM Chain Mail
l The gods of the Forgotten Realms last when the players are at the game. It
EChM Elven Chain Mail
are a fairly open-minded group (as usually helps the DM to have an idea who
ScM Scale Mail
such beings go). Clerics of faiths is in the adventuring party and what they
RiM Ring Mail
not listed as the major religions of area carrying. The sheet on the back cov-
StL Studded Leather
the Realms may still receive spells er of The Cyclopedia may be recopied for
LA Leather armor
as normal, though they may not use in adventuring.
receive the benefits of belonging to

9
PA Padded armor nation. The grids are used when mov- detail. A blown-up 6-mile hex, with
Sh Shield only ing along the map. smaller hexes within for greater detail,
N No Apparent armor (though When using the grids for determining is provided on page 15 for reproduction
may be magical robes, rings, straight distance, place the corner point and use in the campaign. Note that the
or bracers). (marked with the “x”) over the place the city maps of the Realms get by nicely
traveler is starting from (usually, but not without such a grid.
Hit points— Number of hit points at the
always, a city). Use the straight row of
start of the adventure.
hexes directly above that “X-Hex” to Movement using the maps
determine how many hexes it is from
Using the Maps that starting point to the destination
The section above explains the mechan-
ics of determining distance between
The maps enclosed in this package, and point.
specific locations using the Realms
those in related sourcebooks and other Unfortunately, roads, streams, and oth-
Maps. For parties moving across the
products, are provided without a nor- er commonly used methods of travel do
realms, the DM uses the above proce-
mal superimposed hex grid. Instead, not move in straight lines, so that the
dure with the following notes.
two sheets of clear printed plastic are “true” distance between points may be
There are two methods for determin-
enclosed with this boxed set for use larger than presented. Again, set the “X-
ing movement on the Realms maps. The
with the Forgotten Realms Maps. Hex” on the starting point, and center the
first in more accurate, and time con-
There are two sets of large maps in final destination in one of the hexes. Then
suming as well. The second is less accu-
the FORGOTTEN REALMS™ Boxed Set. follow. the method of travel, counting each
rate, but moves faster.
The first set is a general map of the hex as a hex to be moved through. For
The first method of movement con-
known realms, from the viewpoint of short distances of a few days travel
siders the number of miles that the par-
the Cormyr/Dalelands area; that is, the between cities, such as within Cormyr or
ty may move in a single day through the
map the player-characters operating in Sembia, this method may be used with
various types of terrain. That number
this area would know. As a result of each day’s move. For longer journeys,
is divided by six for the number of
this, the regions nearest Cormyr and from Scornubel to Irieabor, for example, it
hexes that may be traveled in a day The
Waterdeep are well-mapped, but areas may. be worth lightly taping the plastic
remainder is considered “change” and
farther away from those are less grid to the map with masking tape. Adhe-
added to the next days’ travel.
detailed and accurate. The scale on this sive tape is not recommended for this, as it
Example: A party is moving 17 miles
map is 1” = 90 miles. does the job too well and may damage the
per day across normal terrain. Seven-
The second set of maps cover the pri- map when removed. For extremely long
teen divided by six is 2 5/6ths. The party
mary regions detailed in the Cyclopedia journeys, several way-stops may be deter-
moves two hexes and 5/6th of another in
of the Realms, dealing mainly with the mined and measured en route from one
that day. The next day the party travels
region from the Sword Coast to the side of the map to the other. See the exam-
another 2 5/6th hexes, for a total of 5 2/3
Dragon Reach areas, including the ples below of using the grid and the map.
hexes, etc. Hex movement is taken from
nations of Cormyr and Sembia and Each FORGOTTEN REALMS cam-
the center of the starting hex.
from the independent city of Westgate paign should reflect the personality and
The second method is to round all
in the South to those of the Moonsea in desires of the DM and his players. To
such fractional movement to the near-
the North. The scale on this map is 1” that end, the DM should feel free to
est whole number, leaving halves alone,
= 30 miles. make notes or otherwise mark-up his
and figuring in standard hexes only. For
Also included in the set are two map to reflect changes in his world. If a
example, our party above at 17 miles
sheets of clear plastic, overprinted with group of players set up an adventuring
per day will move three hexes, period.
a hex grid and scale for both of these headquarters in an abandoned (and
The “standard” movement rates for
maps. Rather than print the grid on the unmarked) tower in the Stonelands, the
typical speeds and encumbrances,
maps themselves, these plastic grids DM should feel confident in placing
according to the DMG and WSG, are
may be used to determine distances and that on the map as a starting point. Simi-
provided on the table below.
duration of travel. There are five hexes larly, if an enterprising group sets out
According to the DMG:
per inch, so that each hex is six miles on to build an empire around the Moon-
the enlarged maps, and 18 miles on the sea, improving roads and pushing Movement afoot in hexes per day
rough maps. around the other city states, that may Encumbrance Terrain
be recorded on the map as well. N R VR
Using the hex grids With each map covering six miles Light (or None) 5 3 2
from side to side, there remains a lot of Average 3 2 1
The ungridded maps may be used in room within each hex for the DM to Heavy 2 1 1/3
play for general discussion and expla- develop, set adventures in, or further

11
Movement mounted in hexes/day Terrain types and Movement Class
Encumbrance Terrain movement N Normal
N R VR R Rugged
Light horse 10 4 1 In the above tables, ground terrain is V Very Rugged
Medium horse 7 3 1 defined as either normal, rugged, or
very rugged. The types of terrain are as Climate
Heavy horse 5 2½ 1
follows. A All
Draft horse 5 2½ 1
C Cold
Cart 4 2½ - Normal Terrain in the Realms T Temperate
Wagon 4 2½ - Any well-maintained road, regard-
l
S Sub-tropical/Tropical
less of surrounding terrain
According to Wilderness Survival l Open, rolling ground, including Terrain Type for Encounters
Guide: both the farmland of Sembia and 1 Swamp
Foot Movement in hexes/ half-day Num- the Fields of the Dead 2 Forest
ber after slash indicates accelerated l Hard-backed, flat desert, such as a 3 Plains/Scrub
movement. See WSG, page 31 for dry lake 4 Desert
effects of moving exhaustion and l Light forest laced with paths
5 Hills/Rough
fatigue. l Terrain which does not fit into the 6 Mountain
Encumbrance Terrain other categories High Mountains V A 6
N R VR Medium Mountains V A 6
Rugged Terrain Low Mountains V A 6
None 2.5/3 2/3 1/2
l Normal terrain in snow (assumed Broken Hills V A 5
Light 2/3 2/2.5 1/1.5
about 5 inches or so deep) Steep/ Foot Hills R A 5
Moderate 2/2 1.5/2 1/1
l Uneven ground (including all listed
Heavy 1/2 1/1 .5/1 Rolling Hills N A 5
Moors) Forested Hills R A 2
Severe 1/1 .5/1 .33/.5
l All listed Hills, including the Far Moor/Hill R C/T 5
Selected movement rates of creatures Hills and the Serpent Hills Light Snow Field R C A
Creature Terrain All Forests and Woods up to six
l
Heavy Snow Field V C A
N R VR miles (one hex) from the edge *
Coast A *
Donkey 1/2 1/1.5 .5/1 Most desert terrain, both in waste-
l
Swamp V A 1
Draft Horse 1/2 .5/1 .5/.5 lands such as Anauroch and the Marsh V A 1
Heavy Horse 1.5/2.5 1/1.5 .5/1 Dust Desert of Raurin Sandy Desert N A 4
Light Horse 2/4 1/2 .5/1 Paths through Very Rugged Ter-
l
Rocky Desert R A 4
Medium Horse 1.5/3 1/1.5 .5/l rain Primodial Forest R C/T 2
Mule 1/2 1/1.5 .5/1
Very Rugged Terrain Heavy Forest V C/T 2
Selected movement rates of vehicles l Rugged terrain in Snow (assumed Moderate Forest R C/T 2
Vehicle Terrain about 5 inches or so deep) Light Forest N C/T 2
N R VR l Normal Terrain in Snow (assumed Heavy Jungle V S 2
Small Cart pulled by about 10 inches or so deep) Moderate Jungle R S 2
pony 2 1 - l All Mountainous terrain Scrub Brush N A 3
Medium Cart pulled l All Swamp terrain Heath N C/T 3
by medium horse 1 1 - l Glaciers Tundra N C 3
Small Wagon pulled by l Deep Forests (the exception being Plains N A 3
heavy horse 2 1.5 - those forests inhabited by a civi- Clear(Farmland) N A 3
Large Wagon pulled lized race which tends the trees, * = As terrain for the adjoining area.
by heavy horse 3 2 - such as the recently-departed elves
When using either method, consider of the Elven Court) Traveling through mixed
the following rule of thumb. If the party
is in the same hex as their destination
The table below covers the major ter- terrain
rain types on the enlarged maps, in
city, allow them to “press on through Often the DM is faced with the situation
regards to movement classification, cli-
the night” and reach the city, rather where the player-characters move
mate, and terrain type for encounters.
than enforce any system which forbids from one type of terrain to another (for
the party to travel that extra few miles example, leaving a mountainous road to
and instead camp in wilderness within avoid pursuers or plunging into a heart
sight of their destination. of a forest). Use the following rule of

12
thumb for such movement on the days effects of mixed terrain in a hex, see to the area the stream passes through.
when such a change is made. Encounters below. Mark these locations on the map (as they,
Moving from Normal to Rugged: unlike monsters, will not move away
halve the remaining miles that could Water movement in the from the area) for future travelers.
be covered that day had the travelers Realms There are three exceptions to this rule.
remained in normal terrain. The River Lis from Moonsea to the
General movement for waterborne tra- Dragon Reach is clear and unblocked, its
Moving from Rugged to Very Rugged: vel is covered in the DMG (pages 54-55) falls reduced by magic-users from the
halve the remaining miles that could and WSG (pages 44-46). One important Moonsea cities. The River Chionthar
be covered that day had the travelers point to discuss here is the “falls-line.” between the Sword Coast and Scornubel
remained in rugged terrain. Many of the rivers, such as the river is similarly a major artery, and this wide,
Moving from Normal to Very Rugged: Lis, which links the Moonsea with the muddy flow has no sudden drops in its
quarter the remaining miles that Sea of Fallen Stars, are navigable along region. The South Fork of the Chionthar
could be covered that day had the their entire length by galleys and ships. from Scornubel to Iriaebor has one major
travelers remained in normal terrain. Others are navigable only to the last blockage, a cascade at the town of Ber-
cascades of that river. These cascades dusk. It is here that barges from the two
Moving from Rugged to Normal: are called the “falls-line,” and above that larger cities stop and unload, their cargo
Increase by half the number of point normal sea-going ships cannot reloaded onto other barges on the far
remaining miles that could be trav- travel. Small skiffs, rafts, and shallow- side of the falls and continued up or
eled that day, had the party remained bottomed barges may still move upriv- down the river.
in rugged terrain. er, subject to any further falls, cascades,
Moving from Very Rugged to Rugged: or obstructions.
increase by half the number of miles When players choose to have their Encounters in the
that could be traveled that day, had characters move along a previously Realms
the party remained in very rugged uncharted river or stream, include in the
Individuals traveling across country
terrain. encounter table the chance of a cascade,
may encounter a number of unplanned
section of white water, or falls, according
Moving from Very Rugged to Normal
Terrain: double the remaining move-
ment that may be traveled that day,
had the party remained in very rug-
ged terrain.
The above rules of thumb assume that
movement is possible in the new terrain
(for example, a cart cannot move in Very
Rugged terrain and therefore, if taken
into that terrain, cannot move). Further, it
is assumed that the travelers are making
a concentrated effort to move through
that terrain over several miles, as
opposed to “hiding in the woods until the
orc patrol passes.”
A party may remain in the type of ter-
rain they choose for purposes of move-
ment (a group in a hex containing hills
and plains may remain in the plains).
This applies up to the point that they
must obviously enter the type of other
terrain, at which point all penalties take
effect. A group in a hex with plains and
swamp may remain in plains, but if
their travel would take them across
swamp terrain, they would suffer the
penalties of the swamp. For other

13
adventures en route from point A to with a slow-moving group. sideration in this decision include the
point B. These random encounters may The type of terrain for an encounter nature, terrain, history, and current
aid or hurt the player-characters in is determined by the terrain in the hex. status of the region. A “borderland”
their ultimate goals, or provide an eve- Many different types of terrain may be encounter in a kingdom that has long
ning’s adventure in themselves. This in a hex at the same time, so use the idea been at peace will likely be civilized,
section deals with determining what of terrain hierarchy. Certain types or while one that has been recently over-
creatures are found where, and how terrain will take precedence over other un by invading armies will produce
the DM may create his own tables for types for purposes of encounters. more wild encounters.
random encounters. Having determined the terrain and
Precedence:
When player-characters are traveling status of an encounter, go to the appro-
Swamp
through known or unknown lands, priate table to determine the type of
Forest
there is a chance for random encount- monster encountered. The DM may
Plains
ers. Random encounters are deter- have specific tables for certain locations
Desert
mined by the following method. in the realms of his own creation (see
Hills
l Determine the terrain the player- below), or those in the back of the Mon-
Mountain
characters are traveling through, ster Manual II book.
A hex which contains multiple types
both as to type and population.
of terrain will be considered the terrain
l Determine if an encounter occurs
of the higher rank for purposes of
Monster encounter tables
in this area.
encounters. For example, if a hex con-
and building one’s own
l Determine the type of encounter. tains Mountains and Hills, the terrain is Typical Monster Encounter tables are
The DM may determine if an Hills for purposes of encounters. If a provided here for the the major regions
encounter takes place either by time or region is both swamp and plains, it is of the Forgotten Realms on the
location. considered Swamp. Roads and paths enlarged maps. Additional tables may
In determining if an encounter are always considered to be the terrain be found in the back of the Monster
occurs by time, use the method surrounding them for purposes of Manual II book, as well as the full meth-
described by the DMG, page 47, check- encounters. od of creating one’s own monster tables
ing to see if an encounter occurs in the After determining the terrain, deter- for use in the Realms, which is summa-
area the player-characters are traveling mine the status: Civilized, Wilderness, rized here.
through at the time of the encounter. If or Borderland. The DM may use the following table,
the travelers pass through plains in the Civilized regions are those under duplicated in multiple copies on the
morning, a check should be made, human or allied-race control, and back cover for creating his own table.
regardless of whether they have passed have suitable patrols, population, and This method is based on the sum of one
through other terrain as well (though defenses from most invading crea- B-sided die and one 12-sided die, pro-
only one check should be made per tures Areas within 18 miles of major ducing a range of 2-20. Monsters are
time period). cities, and six miles of towns are con- arranged according to their stated fre-
sidered Civilized. quency in that terrain type.
Chance of Encounters per Time
Wilderness regions are those not
If determining encounters by loca-
under the control of any lawful- Die Roll Type of Monster
tion, one roll is made each time a new
group, and usually are a breeding 2 Very Rare or Unique monster
hex is entered. Check the following
ground of foul beasts, such as the 3 Very Rare monster
table for whether an encounter occurs.
Troll Hills and the High Moor. 4 Very Rare or Rare Monster
Terrain Civilized Border Wild Borderlands are where these two 5 Rare Monster
Plain 1 in 20 1 in 12 1 in 10 areas meet. 6 Rare Monster
Forest 1 in 12 1 in 10 1 in 8 If the hex under consideration lies 7 Uncommon Monster
Swamp 1 in 12 1 in 8 1 in 8 within a civilized area, any encounters 8 Uncommon Monster
Mountains 1 in 10 1 in 8 1 in 6 there are considered civilized, while 9 Common Monster
Desert 1 in 20 1 in 12 1 in 12 those totally with the other reflect wil- 10 Common Monster
Hills 1 in 20 1 in 12 1 in 10 derness encounters. If this line runs 11 Common Monster
The DM should choose the method he through the hex itself, then the area is 12 Common Monster
or she is most comfortable with, with borderlands, and the encounter can 13 Common Monster
either be wild or civilized. 14 Uncommon Monster
the note that the later system will pro-
vide more encounters for a fast-moving Borderland encounters’ status is total- 15 Uncommon Monster
ly up to the DM. Things to take into con- 16 Rare Monster
party in a day, and fewer encounters

14
17 Rare Monster in far-removed wastes to the north, but there are said to be others of his breed
18 Very Rare or Rare Monster on occasion have swept down in record about. Such creatures will never be
19 Very Rare Monster numbers to plague mankind. encountered as random monsters,
20 Very Rare Monster The dragons of the Realms have the unless the entire area is under the
listed stats and abilities of those listed in attack of a Flight of Dragons (which last
When a choice is provided, the DM
the Monster Manual, with the following occurred in the Year of the Worm).
makes the choice between the two
additional information.
options at the time of creating the table. Subdual: The fact that the dragon can
l Number of attacks per round
Instead of a common monster, the be potentially subdued while taking less
l Damage of Breath Weapon
DM may place in that slot two rare mon- damage than needed to slay it causes
l Possibility of greater ages of
sters, and have the choice of which dragons to the underated as monsters.
dragons
monster the party encounters. Instead Dragons in the Forgotten Realms can be
l Revised determination of Subdual
of an uncommon monster, the DM may subdued, but only under particular cir-
and purchases of dragons
place in that slot two very rare mon- cumstances.
sters, and have the choice of which Number of attacks per round: The The dragon in question must be chal-
monster the players encounter. This dragons of the Forgotten Realms have a lenged, clearly and openly, either in its
decision may be made by the DM at the feline quickness that belies their reptil- native tongue, or, if it speaks it, com-
time of the encounter, or may instead ian origin. They may make up to twice mon. It must accept that challenge for
be decided by a roll of the die (1-3 first the normal biting and clawing attacks subdual combat to take place.
monster listed, 4-6 second monster list- in a single round, and divide those This means that a sleeping or sur-
ed). attacks against figures within the same prised dragon cannot be subdued by a
15 foot area. They will do so only if they single fighter rushing in with a lucky
A word about dragons are pressed, or attacked by numbers shot.
greater than three times their hit dice. Whether a dragon accepts such a
The dragons of the Forgotten Realms
challenge or not is based on the intelli-
are among the most dangerous, devi- Damage of Breath Weapon: The
gence of the dragon and whether it has
ous, and powerful creatures of the dragons of the Forgotten Realms may
more hit dice than the individuals
Realms. The great majority of them live use their breath weapon as many times
attacking it. If the dragon can count on
as they see fit within a 24 hour period,
allies (other dragons, human servants,
but may only inflict up to three times
etc.) coming to its aid, count their hit
their hit points in damage, maximum,
dice as well to determine whether the
during that period. Commonly, in com-
offer is accepted.
bat, a dragon will breathe thrice, with
each attack inflicting the amount of
DRAGON’S HIT DICE
damage equal to the dragon’s initial hit
INT Is Greater Is Equal
points (see DRAGON in the Monster
or Lesser
Manual). If pressed, however, a dragon
Average 70% 40%
may release everything in one shot, or
Very 60% 30%
may breathe more than three times at
Highly 50% 20%
reduced effect at scattered targets.
Exceptional 40% 10%
(Divide total damage per attack by
Genius 30% 0%
three.)
Supra-Genius 20% 0%
The Ages of Dragonkind: The eight list-
Individual dragons such as Tiamat
ed ages of dragons provided in the Mon-
and Bahumat will never accept subdual
ster Manual apply to those dragons that
challenges.
may be encountered randomly in the
Second, once a challenge is accepted,
Realms. Dragons grow all their life, and
certain rules apply. Attacks that inflict
there are two ranks beyond for special
real damage (such as spells like fireball)
individuals:
are not permitted, and their use will
Venerable Dragons have 9 points/die.
negate the challenge and enrage the
Great Wyrms have 10 points/die.
dragon involved. Weapons inflict one-
The huge monster that attacked Hills- quarter real damage when used to sub-
far and was destroyed by that city’s due. The dragon may, of course, use his
mages was a Great Red Wyrm, and breath weapon, but will do so only if a 7

15
or better is rolled with two six-sided listed in the Monster Manual. Such sales ate a dragon-fear, which may
dice. can only be held at cities, where a suf- cause low-level creatures to panic.
Thirdly, there is a chance that once ficient number of buyers are interested They may do this once per
the dragon is officially subdued (as list- in that sort of thing. Such sales are nev- encounter with the same individ-
ed in Monster Manual II), it will renege er held in cities, as the town fathers uals.
on its offer, either escaping or (if the take a dim view of such creatures with- l Saving throw hit dice for dragons
attackers are sufficiently banged up) in the city walls (check the damage of 5 or more hit points are deter-
attacking in earnest. The chances of done by the most recent Dragonflight mined by dividing their hit points
this depend on the dragon’s alignment. under Dragons in the Cyclopedia.) Such by 4. An ancient, huge, red dragon
Lawful Dragons are 90% likely to would-be salesmen should be warned saves as a 22nd level creature, not
honor the terms of the subdual chal- that among the buyers would include an 11th.
lenge. those looking for a guardian-beast, l Dragons with spell-casting abilities
Neutral Dragons are 70% likely to alchemists looking for a trove of compo- will use them, and do so in a fash-
honor the terms of the subdual chal- nents, and members of such organiza- ion to most confound and harm
lenge, and if they do not do so, will seek tions as the Cult of the Dragon, which any interlopers.
to escape as opposed to turn on their would enlist the creature into their
The word “dragons” strikes fear into
attackers. cause, and set it free again to wreak the heart of many in the Realms, even
Chaotic Dragons are only 50% likely havoc on the area in general and the
those tried and true adventurers who
to honor the terms of their contract. adventurers in particular.
have crossed blades with them. Using
Black, brass, white, red, and copper Dragons found in lair may found
the above guidelines, and not using the
dragons are all Chaotic in nature. asleep, but those of higher than Aver- creatures as just-another-encounter,
If a dragon is subdued (and honors age intelligence will be likely to set up
should make them among the most
that subdual), the adventurers may loot some form of trap or trip-wire to alert
deadly creatures of the Forgotten
the dragon’s lair and wrest from the them to prowlers in their domains. Realms.
creature a promise to leave the area Finally, when dealing with dragons,
and not return. The characters may keep in mind the following items.
also try to take the dragon in for sale, as l Adult (and older) dragons can radi-

16
Selected NPCs Of the Realms
T he Realms are a living, growing
world, home to literally thousands
of beings with names and deeds, nat-
excellent background for providing
such NPCs with magical armor, weap-
ons, and devices for use in brief
and now spends much time in astro-
nomical studies. His primary field of
knowledge, however, is of the physical
ures and histories, of which the player encounters. Such individuals may have sciences; the identification and proper-
characters are a small but important further treasures in their homes and ties of metals and baser minerals, of
part. More than anything else, these castles. woods and lesser plants, and how this
individuals are the Realms. The greater Beings in this fragmentary list are knowledge may be applied in useful
bulk of such a population would make arranged by their first names. Dates processes by men. Aldolphus com-
for a huge tome and dreadful reading, give are in Dalereckoning (current year mands high fees, but is a regular guest
even in the reduced fashion presented 1356) and concentrate on that region of of Azoun whenever the king is in Ara-
here. The brief summaries mentioned the Inner Sea. bel, for the two are firm friends, and
here are included to give a DM a hand- All entries are arranged thus: the ruler of Cormyr delights in the
ful of possible PC tutors and “big NAME (Pronunciation) sage’s entertaining company; Aldolphus
wheels” for the PCs to brush up against, Nickname(s), if applicable must enjoy their meals together too, for
and that the little career outlines Dates of birth and death, if applicable he will drop everything he is doing for
included spark ideas for PC adventures Title, if applicable hire, regardless of its urgency of the
(for example, see “The Sleeping Sword” Base of operations amount of the fee, until the king leaves
under Emperel). Level and class, group affiliation if the city again.
Many NPCs are mentioned briefly in applicable
ALOK SILVERSPEAR
the Cyclopedia of the Realms, but do Alignment, power(s) worshiped (if any)
Elven Court
not appear there in full stats, rather Race, sex
5th level fighter
being summarized as to class and level. Background
CG, Solonor Thelandira
In order to prevent players from gain- Elven Female
ing too much of an advantage over this Humans of Note Alok has remained behind as com-
knowledge (“Hey, let’s go over to
mander of the 20 elven longbowmen
Bugtown, the mayor there is only a 5th AILOTH (EYE-loth)
assigned to protect Luvon Greencloak
level fighter!”), feel free to use the fol- Hillsfar and Sembia
and the last of the stragglers. As battle-
lowing table to modify the listed level of 6th level magic-user, Red Wizard of
leader, she carries a silver spear +3,
the NPC from the Cyclopedia. Thay
wears elven chain mail +2, and wields
LE, Kossuth
a two-handed sword in battle. Alok
NPC Level Modification Table: Human Male
would rather quit this world of men
Die Roll Modification Ailoth is a short, white-haired mage
who gathers information in Sembia and and retire with the majority of her race
01-10 Rumors overstate the impor- to Evermeet, but is loyal to her duty to
tance of the individual; is actu- Hillsfar for the Red Wizards of Thay,
Luvon.
ally one level less than listed. while acting as a moneylender and “dis-
11-60 Stories are correct; individual tress goods/damaged goods” buyer. His ALZEGUND (Ahl-zeh-GUND)
is of listed level. contacts with the Red Wizards are well- Wanders (Cormyr, Sembia, and
61-80 Stories are slightly dated; indi- known in both Hillsfar and Sembia. Dragon Reach)
vidual is of one level higher 10th level magic-user, Red Wizard of
ALDOLPHUS (al-DOL-Fuss)
than listed. Sage (0-level fighter) Thay
81-95 Stories are badly dated; indi- LE, Kossuth
Arabel, in Cormyr
vidual is of two levels higher Human Male
LN, Oghma
than listed. An old, bald, war-scarred necromancer,
Human Male
96-00 Stories are just outright Aldolphus is a sage of unusual joviality, Alzegund openly wears robes marked
wrong; individual is of 1-4 on the breast and back with a red flame
free of much of the pomposity that is
levels higher than listed. badge, and travels the trade routes with
exhibited by his fellow sages across the
six grim men-at-arms, guarding those
Multi-classed individuals may roll once, Realms. Of troubled times, Aldolphus
caravans the Red Wizards want kept
with results applied to all levels. Racial once said, “Curious happenstances
safe. Alzegund also spies on the military
limitations apply. Individuals listed at abound—and all burning Hell breaks
strength of Cormyr and of Zhentil
“name” level (Wizard, High Priest, Lord, loose!” This phrase has caught on and
Keep. He is said to possess a magical bag
etc.) will always be of that minimum can now be heard in talk from Mirabar
of tricks and a wand of lightning.
level. to the Great Desert of Raurin. This fat,
Appendix P in the DMG provides an lumbering little man lives in Arabel,

17
ARTHAGUS (Are-THAY-gus) northern side of the Thunder Peaks, far defeated Randal Morn of Daggerdale two
“Arthagus of the Miracles” above Lake Sember. He dislikes human falls out of three at a Shieldmeet feast.
Yhuann in Sembia company and never joins or aids She currently resides in Highmoon
7th level illusionist humans when in his human form, (Deepingdale), and bears a magic staff of
CN, Leira although he will consort with elves and some power (likely a staff of wizardry).
Human Male other druids. If approached by druids Azargatha runs a toy-shop in Highmoon,
This white-bearded, green-eyed old for training, he will drive a hard bar- where she sells elaborately-carved wood-
man is kindly until crossed, but he has gain for payment, hoping to discourage en toys made by herself and by the elves
been crossed often enough that he them. Aubaerus spends much of his of the Elven Court.
believes concealment of the truth is time as a large black raven, flying all
about the Dragon Reach area (thus, he
AZOUN IV (Azz-OO-un)
necessary in this world. He lives quietly
“The Purple Dragon,” King of Cormyr
in Yhaunn in Sembia, training illusion- is aware of most movements of groups
Suzail
ists of lesser power occasionally, and of creatures in the area), and seems to
20th level cavalier
studying his arts tirelessly, refining this enjoy the company of ravens. Aubaerus
LG, Tyr and Tempus
or that illusory effect. Arthagus also is not a member of the Harpers
Human male, born 1282 (has reigned
occasionally aids those who govern (although their interests often coin-
from 1311 to present)
Sembia. His understanding of the arts cide), or of any other organization or
Azoun is a stocky, bearded man of aver-
of misdirection extends to “misinforma- interest group. Aubaerus must be very
age height, brown hair shot through
tion” spread by rumors, and his exper- rich, as he never has any cause to spend
with silver, and the possessor of a col-
tise in this regard is useful in certain or pay anything, and has taken in much
lection of magical swords. Azoun is
matters of manipulating popular feel- gold and magic over the years as pay-
practical, good-natured, careful, and
ing and the tactics of outside powers. ment for druidic training.
prudent. He is devoted to his wife Fil-
Arthagus owns many minor items of
AZALA (Ah-ZALE-ah) faeril Selzair (“the Dragon Queen”), and
magic, particularly protective in nat-
Azala Fire-eyes the great sorrow of their lives has been
ure; perhaps the most unusual of these
Teziir, on south coast of Lake of the early death of their son and first-
is an onyx dog.
Dragons born, Foril (1307-1309). They have two
ASBRAS HLUMIN 11th level magic-user daughters, Tanalesta (1309-????), and
(AZZ-brazz Huh-LOO-min) NG, Mystra Alusair Nacacia (1310-????), the latter of
Wanders (Moonsea/Dragon Reach) Human Female whom recently went missing, and is
6th level magic-user Closely connected with the government currently sought all over Faerun.
NE, Dragon Cult AND Mystra of Teziir, Azala has often aided its Azoun’s father was Rhigaerd II, his
Human Male guardsmen with her magic. Her youth mother Tanalusta Truesilver, and his sis-
This mage uses magical means to con- was spent in a long and colorful adven- ter Sulesta; all are now dead.
ceal his alignment, and purports to be turing career, including a part in the Azoun’s reign has been largely peace-
neutral good. He will willingly train, slaying of the Great Worm of Telflamm. ful. There have been threats from Gon-
cast magic for, and even join (for short She now resides in a tower in Teziir, degal and Lashan of Scardale, and
periods) bands of adventurers operat- devoting most of her time to research ongoing skirmishes in the Stonelands,
ing in the area, trying to learn all he can and the crafting of small, useful, and but no major wars. Cormyr has recent-
off their doings and then betray them in beautiful items of magic. ly annexed Tilverton, but Azoun does
some dangerous spot, hoping they will not seem to plan any other expansions,
AZARGATHA NIMUNE preferring to keep his kingdom strong
be killed, whereupon Asbras will rob
(Ahz-zar-GAH-tha
the adventurers of all their treasure, within its traditional borders. He is a
Nih-MOON-nee)
keeping a measure for himself, and giv- just king, commanding the love as well
Deepingdale
ing the rest to the Cult. as the loyalty of his people.
10th level magic-user
AUBAERUS (AWE-bare-us) CG, Mystra AND Meilikki BORUSTINE (BORE-uh-stine)
The Ravenmaster Human Female Hillsfar, on Moonsea
Thunder Peaks area Either a member or ally of the Harpers, 7th level magic-user
16th level hierophant druid Azargatha is often in the company of NG, Mystra
N, Silvanus rangers thought to be Harpers. A tall, Human Male
Human Male flame-red-haired woman of imposing A close-mouthed, tolerant and respect-
This gruff, private man dwells alone in strength of character and of body, ed mage of Hillsfar, Borustine avoided
a remote cave on the eastern side of the Azargatha loves wrestling, and once politics in that city for most of his

18
career, but his very presence and removal of the imprisoned mage Rhon-
power lent to the city some social stabil- dethar Windrider from dungeons in
ity amongst travelers and merchants Westgate, a task which involved slaying
leery of elves and of the warlike men of many of the guards of that city who
the Moonsea area alike. Borustine often were in the way of his aim. Brandon
aided adventurers for reasonable fees, will undertake almost any task, for
but hewed to an oft-stated policy of not almost any master, as long as the pay is
undertaking offensive magics to aid one good (twenty pieces of gold daily, half
man or group against another. Boru- refunded if the task is unsuccessful,
stine preferred to spend his time upon plus 4 gp/day per man-at arms Brandon
his magical studies, being most inter- is asked to bring with him, if any). Bran-
ested in guards, wards, and protective don has his own code of honor, and is
fields, despite an adventurous and mer- very shrewd behind his hearty front;
cenary past; in his youth, Boru- he will do nothing sustained to upset
stine rode with armies in Tethyr and the general peace of the region, which
the South, and cast his glamours on would if large-scale warfare broke out,
many a battlefield. More recently, he make his job far more dangerous, the
stood on the rooftops of Hillsfar dock- competition far greater, and men gen-
houses and battled a great attacking erally less able to pay for his services.
dragon with his magic, in concert with He has served alongside Gayrlana in her
other mages of the city; together they Mindulgulph Mercenary company (see
slew it over the harbor, and brought it Mercenary Companies), but while
down. Borustine has supported respecting the Lady Bloodsword great-
Maalthiir’s overthrow of the corrupt ly, does not get along well with her
Council and seizure of power; he has inhuman troops.
given Maalthiir’s reign much of its legiti-
DEIOR RASTHAVIN
macy and lasting power, and continues
(DAY-ore RAST-hah-vin)
to serve Maalthiir as advisor, and (occa-
Selgaunt
sionally) a magical aide, when spells are
Sage (4th level magic-user)
needed. Borustine lives in a tower on
LN, Oghma AND Mystra
the southern edge of Hillsfar, just inside
Human Male
the city wall, near its easternmost cor-
This quiet, soft-spoken sage dwells in
ner, within sight of the woods.
Selgaunt, where he maintains a low
BRANDON (BRAHN-don) profile, but is much consulted by peo-
“Battlemaster” ple from all over the Realms. Deior is
Wanders, based in Priapurl wealthy enough to indulge in occasion-
6th level fighter al sponsorship of adventuring bands to
CN, Tempus explore this or research that, in peril-
Human Male ous places beyond the reach of a man of
This jovial, brawling tactical master is a his years. Deior’s fields of study are all
war-leader-for-hire of long and colorful concerned with humankind: history,
reputation in the Inner Sea lands. Based lengends, and folklore of the Inner Sea
in Priapurl (“a place small enough to region, genealogy and politics, and (as a
stand me,” as he puts it), Brandon hates sideline) heraldry, signs, and sigils.
seafaring and sea combat, but is likely Deior’s fees are high, and he is very
to be found anywhere around the Inner busy. His bodyguards, a pair of 5th level
Sea (and along the trade routes west fighters named Hillur and Rheeokk, will
toward the Sword Coast) where there is ensure that he is not disturbed except
dry land, fighting for this or that hire- when he wishes to be. Deior is clean-
master. Brandon’s exploits include the shaven, bowed with his years (and he
slaying of the lich Tharuighagh, in the was never strong), but has intelligence
hills near Saerb; the storming of Jhas- and wisdom of 18, and customarily
silm Onespear’s citadel; and the forcible wears bracers of defense AC2.

19
DELBOSSAN (Del-BOSS-an) was attached several times by forces of became the Knights of Myth Drannor,
Esper Zhentil Keep, and many dalefolk died). Dove became pregnant, and retired to
3rd level fighter/2nd level thief Doust found the responsibilities of rul- Espar (and briefly to Evermeet, one of
CN, Tempus AND Mask ing hard to reconcile with the philoso- the few humans to be allowed to visit
Human male phy of Tymora, and at length resigned that tree-cloaked realm) to bear their
Stablemaster to Hezom, Lord of Espar, his title (although he remains a “Lord of child, where she yet remains. Dove is
Delbossan is a middle-aged, taciturn Shadowdale,” as do his companions) in tall and shapely, calm and firm of
man of quiet competence in the train- favor of a younger companion, the cav- speech, kind, and fearless in battle.
ing and care of horses; he is also a form- alier Mourngrym Amcathra. Doust’s
companions became the “Knights of
DURKIN (DER-kin)
er adventurer who quietly made a pile
Wanders (Elven Wood)
of gold pieces in his early years as a Myth Drannor,” and plunged anew into
14th level fighter
thief on the overland trade route link- adventures, but Doust himself took Islif
LG, Clanggedin
ing the Inner Sea lands with the Sword to Arabel, where he could worship at
Dwarven male
Coast. During that time he stole so the temple there with more diligence
This ancient, crochety dwarf of gro-
many horses and posed as a horse- than had been possible when he was a
tesquely broad shoulders and thews is a
tender on so many caravans that he harried Lord needing to be diplomatic
battler of awesome ferocity, and his
learned much of the care and tending and far-seeing, or an adventurer under-
years of solitude and battle have left
of horseflesh. In more recent days he taking all adventures with an eye to
him somewhat less than sane. He loves
hid for a time as assistant stablemaster how this would strengthen his dale.
to kill evil things, and will roar and gib-
to old Heuran in Espar, liked the work, Doust knew that freedom from the
ber constantly as he hacks and hews
and succeeded Heuran upon the latter’s duties of rule would also allow him the
with a great battleaxe +2, in doing so.
death of the shaking cough, serving time and relative safety in which to
For years he has dwelt in an old,
faithfully (including Cormyrean mili- raise his son and enjoy some leisure
tumbling-down castle across a rocky
tary training and duty) ever since. He is with his wife, and he is still in Arabel,
tor in the depths of the elven woods, his
now a loyal and accomplished men-of engaged in such pursuits.
only company bats and bones of the
arms.
DOVE FALCONHAND elven mages who built the place over a
DOUST SULWOOD Wanders (The Dalelands, Esper) thousand years ago. Durkin has guard-
(Dowst SULL-wood) 11th level ranger ed the Vale of Lost Voices, where his
Arabel CG, Mielikki keep rises, for the elves; in return, they
8th level cleric of Tymora Human female have left him alone regardless of where
CG, Tymora One of the youngest of a famous family he has wandered in the forest. Unless
Human male of sisters (the others include Alustriel of one is an elf or dwarf (Durkin respects
Born in Espar to a retired soldier and Silverymoon, The Simbul of Aglarond, all such and their things, excepting
his wife (who died in childbirth), Doust the bard Storm Silverhand, and the drow and duergar), it is dangerous to
grew up lonely and afraid of his drunk- now-deceased “witch” Sylune), Dove is approach this old warrior, for if he
en father. When old enough to leave, he an agent of the Harpers, and has for thinks you evil in any way, he will bark
set out to seek his fortune with others many years been a foe of the Zhentarim and growl like a dog, and attack, snarl-
of his age (including Florin Falconhand and the evil creatures of the Inner Sea ing, to kill. Durkin has wild, straggling
and Semoor Wolftooth), and within two lands. Several times her adventures white hair and a similar beard, and
years found himself Lord of Shadow- brought her into contact with a certain wears battered and bent old iron
dale, chosen by his companions after band of adventurers from Espar in Cor- armor. He has not washed (save for con-
Khelben “Blackstaff” Arunsun offered myr; she served as a tutor to their tact with rain and snow) for some fifty
the Lordship to one of the party. battle-leader, the young ranger Florin years.
Doust married Islif Lurelake shortly Falconhand, and was most impressed
by him. Later she encountered him in
ELMINSTER (El-MIN-ster)
thereafter, and has a son by her, Jhaok
Shadowdale and the Known Planes
(see: Islif Lurelake). Doust instituted a The Whistling Wizard inn in Voonlar,
26th level magic-user
“Lord’s Court” or weekly meeting where she became a prisoner of Orvar
CG, None
where folk of the dale could speak “The Unseen” of the Zhentarium, and
Human Male
openly, and where matters internal to he rescued her (Orvar remains an
The exact age of the sage Elminster is
the dale could be decided by vote of a unseen foe to this day). Dove joined the
unknown and his year of birth unre-
Council of dale elders, and was well band of adventurers based in Shadow-
corded. It is suspected he learned his
liked by the people despite the tumult dale, and later married Florin. Shortly
magical arts at the feet of Arkhon the
of his short reign (in which Shadowdale after the party left Shadowdale and

20
Old, who died in Waterdeep over 500 the long-dead seer Alaundo, will come Sent by priests of Tymora in Arrabar
years ago, and was in Myth Drannor to Cormyr “and sweep it away in ruin, (located on the Vilhon Reach) to found
near that magical realm’s final days. unless those who should have been new temples and shrines to the Lady in
The Sage currently makes his abode in dead are there to stand against them.” the Dragonreach area. At the present
the tiny farm community of Shadow- The phrase “those who should have Eressea is in Shadowdale, where such a
dale, living in a two-story house over- been dead” was taken at the time to temple is under construction, awaiting
looking a fishpond with his aide and mean people magically preserved past the arrival of one Erluidan, High Priest
scribe, Lhaeo. Elminster may be the their normal lifespans, rather than of the Lady, who will take over the run-
most knowledgable and well-informed undead or the recipients of unreliable ning of the faith in the area.
individual in the realms, though this longevity magics, so some younger
may be only his own opinion, it is often noble sons and bored or disgraced war-
FLAME
Selgaunt
voiced in his discussions. His areas of riors agreed to be put into stasis to
7th level thief
specialization are the Realms and its await a possible hour of need in Cor-
NE, Mask
people, ecology of various creatures, myr’s future. A few sages, and the royal
Human Male
magical items and their histories, and family of Cormyr, and Emperel and his
This dark-haired, nondescript young
the known planes of existence. Elmin- ancestors (the “Guardians”) know of the
man now lives quietly in Selgaunt,
ster no longer tutors nor works for Lords Who Sleep; to confuse those who
where he arranges for certain people to
hire, save in the most pressing cases. may wish to slay them or plunder their
be (willingly) hidden or transported to
Many of his former students and allies arms and equipage (for there are over
safety or (less willingly) kidnapped and
include some of the most powerful thirty fighters of levels 4-12 in stasis,
held for ransom. Flame works with a
good individuals in the realms, includ- and many have healing potions and
small band of trusted aides, including at
ing the Lords of Waterdeep, the Simbul, magical arms and armor, and all have
least magical powers (3rd-5th level).
ruler of Aglarond, the group known as wings of flying). The Lords Who Sleep
Flame can be contacted through the
the Harpers, and many powerful wiz- are concealed in a cave with many traps
Green Gauntlet inn on Selgaunt’s east-
ards and sorceresses. on the entrance. As a matter of policy,
ern docks. Flame originally operated as
the royal court of Cormyr refer to these
EMPEREL (Emp-er-EL) stalwarts by the code-name of “the
an arsonist in Selgaunt, until a com-
Wanders (Mistledale and Cormyr) bined force of leading mages and clerics
Sleeping Sword,” so that most who over-
CG, Mielikki in the city convinced him of the error of
hear believe that an actual, magical
Human Male his ways (via a series of flame strikes
sword is being spoken of, perhaps one
This noble, always polite man of strik- and similar mishaps). After a brief peri-
kept in the palace treasure vaults, in
ing good looks and calm reasoning (17 od of self-exile while this “heat” died
Suzail.
IN, 17 W, 18 CHA, 18 COM) lives in down, Flame does a quieter business in
Ashabenford (Mistledale). He is seldom EREGUL (ERE-eh-gull) town, and stays wary of both magic-
to be found there, however, because Wanders (Cormyr/Sembia) users and clerics.
most of his time is spent traveling about 11th level magic-user
the Stonelands alone, fighting the LE, Bane
FLORIN (FLOOR-in)
goblinkin and trolls that seem to swarm Human Male FALCONHAND
Eregul is a tall, black-bearded mage of Wanders (The Dalelands)
there in great numbers. Emperel is
sardonic, drawling speech, hard black 9th level ranger
sworn to guard the tomb of the Lords
eyes, and strong personal ambitions. He CG, Mielikki
Who Sleep. Emperel is concerned with
works for the Zhentarim as a “free- Human male
the evil humanoids of the area finding
stave,” serving their interests and his Florin was born to Hethcanter
this tomb by accident or making its cave
own. He wanders the civilized lands of Falconhand (a retired captain in the
so perilous to get to or emerge from, by
Cormyr, Sembia, and the Dalelands, armies of Comyr) and his wife, the half-
their very presence, that the Lords
seeking what information and useful elven magic user Skydusk (Florin him-
Who Sleep will be unable to bring any
magic or manpower he can pick up. self is human in all respects) in the town
strength to the defense of the Forest
of Espar. From his youth, Florin was
Kingdom.
ERESSEA AMBERGYLES interested elves, flowers, and woodland
A word of explanation: The Lords
(Ere-ess-SEE-ah AHM-ber-giles) creatures; his mother encouraged him
Who Sleep are great warriors placed in
Wanders (Shadowdale) in gardening. His father thought he
magical temporal stasis long ago, and
4th level Cleric of Tymora should learn a useful trade, and
hidden somewhere in the Stonelands,
CG, Tymora apprenticed him to a famous armorer,
to await the hour when “armies of the
Human Female Hawkstone. Florin preferred the woods
dead, and legions of devils” foretold by

21
to the forge, however, and walked miles Fzoul is second-in-command of the gence service” between these towns,
in them whenever he could, earning Zhentarim, but his influence within the and has been consulted by respectable
him the nickname “Silent” and a smat- organization is greater than Lord Man- and honest individuals to unearth perti-
tering of elvish, dryadic, and treant lan- shoon’s due to his command of the cler- nent facts (for a fee, of course). Garth
guages. Skilled with the long sword and gy of Bane who are part of the has also been connected with various
two-handed sword, Florin set out to organization (clerics of Bane who think recurring swindles in the area, in par-
find his fortune when of age, with sev- the Zhentarim a force unworthy of ticular those dealing with warehouse
eral companions, and quickly emerged Bane’s support, the majority, are com- fires and the resale of slighty fire-
as the leader of the band, in battle and manded by The High Imperceptor of damaged goods. Garth is elusive, and
in matters of diplomacy, a role he still Bane, a 19th level High Priest). Fzoul has many “hidey-holes.” He has contacts
holds today, as one of the senior seeks to enhance his personal power at The Black Stag in Selgaunt, the Roar-
Knights of Myth Drannor. In the inter- through diligent service to the God of ing Griffon in Marsember, and any
vening years, however, Florin gained Tyranny, and he sees the best way to do dock-side tavern in Suzail, so that those
(through a wish) a telepathic warhorse, this to be supporting and working with seeking his services may inquire there.
Firefoam. Florin was personally offered the man he judges best able to succeed
the Lordship of Shadowdale by as a tyrant: Manshoon. Fzoul is careful
GHARRI (JAR-ee)
Gharri of Gond, Gharri Wonderma-
Khelben “Blackstaff” Arunsun, though to remain necessary to and friends with
ker
he declined it and directed that the title Manshoon, while keeping as much
(1302-1356)
be bestowed on one of his companions power as possible in his own hands, so
Wandered (Tilverton)
by a vote of all the band, who chose that Manshoon will never consider him
15th level Cleric
Doust. Florin served Doust faithfully expendable; or a threat so powerful
NG, Gond
for a few winters as Warden of Shadow- that it must be destroyed.
Human Male
dale and its chief diplomat, and finally Fzoul is wily, glib-tongued, burly, red-
This diplomatic, urbane man of some-
married the ranger Dove. Gaining mag- haired, and handsome. He wears brac-
times barbed wit (18 Intelligence, and
ic user and druid spells through train- ers of defense AC2 at all times, and full
18 Wisdom) was born in Sembia,
ing by his companions Jhessail plate when expecting battle. He bears a
orphaned there in a fire in the city of
Silvertree and Lanseril Snowmantle, he mace +4, a silver flail, and a morning
Yhaunn, spent his youth with traveling
recently acquired a familiar, a hawk he star +1, and wears a ring of free action
priests of Gond, and rose in their order
named Minstrel. Florin is tall, curly- and a ring of spell storing (contents
as the years passed to eventually
haired, direct of voice and manner, a unknown). His most treasured magical
become High Priest of the foremost
decent, polite “straight shooter” who item is a rod of cancellation, which he
temple of Gond in all the Inner Sea
bears a magical shield +1 called carries in a sheath inside his left boot.
lands—the temple he founded in Tilver-
Reptar’s Wall, and a magical teleport In his temple, Fzoul has hidden three
ton. For over a score of winters Gharri
gem that will take him, without error, blocks of incense of meditation and a
ruled Tilverton in fact, if not in title,
to Evermeet to visit his wife and child. staff of the serpent (adder) for his per-
making it a center of innovation and the
Ere his marrage to Dove, Florin’s com- sonal use in emergencies; he also has a
manufacture of small but useful items,
panion for a time was the sometime hidey-hole somewhere in the wastes of
toothed gears, for example, and intri-
thief “Pennae” Alura Durshavin, and he Thar that a word of recall will take him
cate locks and hinges.
found time before and after Alura’s to, in extreme peril (Manshoon does not
Cormyr occupied the Tilver’s Gap
presence to acquaint himself with know of this item).
area recently, a move not openly
many ladies in his travels. The god
Mielkki has appeared directly to Florin
GARTH opposed by Gharri, who considered it
Garth the Gimble, Snake of Selgaunt necessary to prevent Tilverton being
on several occasions; on one such, she
Selgaunt, Marsember, and Suzail overrun by orcs, the troops of Zhentil
commanded him to marry Dove and
4th level thief Keep, or the expanding empire of
have children, because it was “neces-
NE, Mask Lashan of Scardale, all of whom wanted
sary.”
Human Male the strategic location and wealth of
FZOUL CHEMBRYL Garth is a blond-haired, frail-looking Tilver’s Gap. Gharri was made Lord
(Fzz-OOL CHEMM-bril) rogue of nimble dexterity and quick Regent, an empty title considering that
Zhentil Keep wits, who operates in the three listed the Cormyrean military commander
High Priest of the Dark Shrine cities in Sembia and Cormyr, drifting would and did make all decisions of
13th level cleric from one to another to dodge angry vic- consequence. After some months,
LE, Bane tims, pursuers, and creditors. Garth is Gharri quietly vanished, coming to the
Human male reputed to have an excellent “intelli- tiny, ostensibly-ruined fortress of Cas-

22
tle Krag. Krag was a former bandit-hold Zhentil Keep, was one of that city’s war-
in the woods of Shadowdale, long aban- captains until crippled in battle, and out
doned, but recently used secretly by of respect for him, his son took his
the Zhentarim and subsequently by the place in the field, although the Zhen-
Lord of Shadowdale. From there, tarim have taken care that he lead
Gharri quietly got on with the business expendable units, or forces not in a
of running the local priesthood of Gond position to go far wrong by a little well-
(which included a very good group of meant blundering. Currently Guthbert
spies reporting all news to him), until he heads a mercenary force of nearly
made a trip to Daggerdale to aid the 4,000 men based in ruined Teshwave,
Lord of that Place, Randal Morn, and who are battling the forces of Cormyr
was destroyed in a titanic magical battle and Daggerdale in the Daggerdale area.
near Serpentsbridge by a dozen mages Guthbert’s abilities in hand-to-hand bat-
of the Zhentarim. Gharri’s reputed tle are respected (18/36 ST, 18 CON), but
caches of magical and mechanical won- as a tactician or quartermaster, he is
ders, and vast personal wealth in bar largely hopeless and is therefore aided
and coin, have not yet been recovered, by a largely veteran staff installed by
nor is his passing known to most of the the Zhentarim, including the senior
Realms. captain of the Zhentil Keep armies,
Ulgrym, and Asdag, a High Priest of
GUNTHOR (GUN-thor) Bane under the control of Fzoul Chem-
Shadowdale bryl. Guthbert is also assisted by a vet-
12th level Fighter eran mercenary leader, the fourth level
LG, Moradin fighter Natchim, of Westgate. Guthbert
Dwarven male is said to be amiable but fearless, and to
For many years this master of the smith’s have his eye on the overlordship of
trade has worked in Hillsfar. Many war- Zhentil Keep some day, oblivious to his
riors in the Dragon Reach area have own shortcomings.
worn his work. Gunthor and his assist-
ants (who include several slow-witted, HAWKSTONE
massive men and crippled young boys Wanders (Dragon Reach area)
rescued by Gunthor from the streets) 6th level Ranger
deal extensively with Shadowdale, equip- NG, Mielikki
ping its forces, in recent years. When Human male
Maalthiir came to power in Hillsfar, the This famous swordsmith left his chosen
new ruler imprisoned the dwarf, who trade abruptly some years ago, despite
was hurriedly packing his tools and a natural brilliance at smithy-work, to
goods to leave the city and avoid join the ranger Lhoraie, whom he
Maalthiir’s rule. Florin Falconhand of Sha- loved. The two wandered the Sword
dowdale purchased Gunthor’s freedom Coast lands, the North, and the Inner
from Maalthiir. Gunthor now dwells in Sea lands as allies of the Harpers and of
the Tower Ashaba in Shadowdale, and the Lords’ Alliance, doing good, until
serves the Lord Mourngruym. Lhoraie died in childbirth. The child, a
daughter, also perished, and a grieving
GUTHBERT GOLTHAMMER Hawkstone buried them both on a hill
Zhentil Keep and its armed forces north of Silverymoon and came south
4th level fighter and east to the Dragon Reach, where he
CN, Tempus wanders, grim and melancholy, but
Human male zealous in his assistance to travelers
Physically huge, this 300-pound, 6’5”, and in his battling of evil. He has said
broad-shouldered man is muscled like that Mielikki appeared to him deep in
an ox, and “has brains not much better,” the woods and told him not to return to
as his father, Elzund Golthammer, has forge or throw his life after Lhoraie’s,
been known to say. Elzund, a noble of but to serve her cause instead.

23
ILLISTYL ELVENTREE spent much of his early years fishing in and grew rapidly in magical powers.
(IL-iss-til EL-ven-tree) the local streams, where his hunched- Careful tutoring brought out natural
Wanders (the Dalelands) over, patient posture earned him the abilities of healing, animal training, and
4th level magic-user nickname “Stoop.” He was fascinated by endurance and made her an expert
CG, Mystra elves from an early age, and learned to rider, and she grew powerful and
Human female speak elvish as best he could from trav- respected by her companions, taking
Illistyl was born in Shadowdale, where elers. He joined his companions Florin, first Jelde as her lover and then marry-
she was discovered to have psionic Islif, Doust, and the other landless ing Merith Strongbow (on Alturiak 15,
powers by the Lord Doust and his com- younglings of Espar in a journey east- Year of the Worm), giving birth to their
panions. Seeking to safeguard control wards to seek his fortune when he daughter Veluthil Silverbow (cf. Merith
this dangerous asset of the dale, Doust came of age, and over years of adven- Strongbow entry) on Mirtul 1, Year of
took Illistyl to live in the Tower of Ashaba, tures found his calling as a follower of the Prince. Illistyl has tended Veluthil
where she proved to be calm in a fight the God of the Morning. Upon gaining more than Jhessail has, however; one
and have an aptitude for the magical arts. the rank of Priest, he took a name (Jelde crisis after another has demanded the
She became Jhessail Silvertree’s appren- Asturien) revealed to him by his god, as attention of the most magically power-
tice, and a full member of the band, and is traditional for that faith, and rose to ful Knight of Myth Drannor, and Jhes-
the lover of Torm (q.v.). Now a Knight of become a noble of Shadowdale. Finding sail is not one to stay at home or miss
Myth Drannor, she has become more of a that constant adventuring was at odds adventures. In addition to an impres-
leader in magical battle since Jhessail with diligent service to Lathander, Jelde sive array of spells gained from many
became a mother. Illistyl is young, lithe, retired from active adventuring and dungeon, ruin, and crypt hoards, Jhes-
impish of humor (a former tomboy, very took up residence at the temple to sail has a pearl of power (which doubles
few years ago), and her psionics are 121/ Lathander in Eveningstar to better fifth level spells, and is not yet usable by
121; A, C/F,G; animal telepathy, body equi- serve his god. He has risen rapidly in her), bracers of defense AC2, and a ring
librium, and empathy. the ranks of the clergy since then. Jelde of shooting stars. Jhessail is a strong-
retains a ring of spell storing from his willed, passionate lady who has under-
ISLIF LURELAKE adventuring days, and sometimes dons taken to train Illistyl as her successor,
(ISS-liff LUR-lake) armor to defend Lathander’s works and to develop Florin’s newly-acquired
Arabel from the dangers of the Stonelands. magical powers. She is carefully nudg-
8th level fighter
ing her infant daughter into familiarity
NG, Tempus JHESSAIL SILVERTREE with magic, too.
Human female (Jes-SAIL SIL-ver-tree)
Wife to Doust Sulwood, and formerly Jhessail Flamehair KHELBEN “Blackstaff”
Captain of Shadowdale’s militia, Islif has Wanders (the Dalelands) ARUNSUN
retired (at least temporarily) from 8th level magic-user (KEL-ben AIR-un-sun)
active adventuring to raise her son, CG, Mystra Waterdeep, though travels widely
Jhaok Sulwood (born Marpenoth 22nd, Human female (including extraplanar)
Year of the Worm). Islif was a stalwart Jhessail was born to “elfriends” and for- (Probable Lord of Waterdeep)
in adventures with her companions, esters, Craig and Lhanna Silvertree, in 26 +th level magic-user
her blade ever-ready, and she emerged Espar. She displayed an early fascina- LN, strong Good tendencies, Mystra
as an able leader and savage warrior in tion with magic, and a talent for it when Human male
the battles with Zhentil Keep and Scar- the elves tested her gently, and was Khelben is the most powerful and influ-
dale. Islif is tall, broad-shouldered, of forthwith trained by Hezom of Espar. ential archmage of the Sword Coast,
strong, muscular build, and was born in Known as “Twoteeth” to childhood and is one of the rulers of Waterdeep
Espar (Comyr) to the traders Buckman friends, she matured into a striking (although he does not admit this openly,
and Tesha Lurelake. beauty, of slim build, green-gray eyes, most in the North suspect him of being
and fiery orange-brown hair, which so). Allied to the Harpers, and instru-
JELDE ASTURIEN promtly earned her her nickname. Her mental in keeping the Lords’ Alliance
(JEL-deh ASS-tur-ee-en) parents urged her to see the world (of Silverymoon, Sundabar, Neverwin-
Alias Semoor Wolftooth beyond Espar, and she accompanied ter, and other “good” cities of the North,
Eveningstar Florin, Doust, and others of her age in a with Waterdeep) intact, Khelben is
8th level cleric search for adventure. A fellow female always working to influence this or that
NG, Lathander magic user, Martess, was soon killed, occurrence or trend, seeing years
Human male but Jhessail acquired a black cat famil- ahead. He is a forester and painter, and
Born Semoor Wolftooth in Espar, Jelde iar, “Jet,” read a Libram of Silver Magic, has tutored many mages of note and is

24
more fully detailed in FR1, Waterdeep pled banks of the river Tesh in a bloody wears) an unusual magical treasure; the
and the North. Khelben appears as a tall skirmish with raiders from the Citadel Firecrown, a circlet whose gems can
(6’), well-muscled, bearded man with a of the Raven, leaving behind six-year- emit two rays of fire (one M-sized target
receding hairline, black hair shot old Lanseril. Lanseril loved to play in only, 18 hp damage—half if save made—
through with white hairs, and a distin- the forest with the elves, and hated usuable twice every 200 turns) gained
guished manner. He is gravely wise, not what little he saw of cities. A druid, from giants in The Flaming Tower, a for-
pompous, and is fully learned in the his- Haemfaest “Holloweye” Sarthun (he tress that his companions subsequently
tory, lore, and traditions of magic as had lost his left eye in a long-ago battle, destroyed with the aid of treants. An
practiced by humans in the North since but disdained to wear an eye-patch) insect plague cast by Lanseril was
the rise from barbarism. who lived in the forest near Snowman- instrumental in defeating Zhentil
tle took a fancy to Lanseril and schooled Keep’s reinforcements in the Battle of
KORTH (rhymes with NORTH) him in the worship of Silvanus—a god Shadowdale.
Ordulin, in Sembia Lanseril found more believable than
5th level fighter the elven god Rillifane. Haemfaest and
LHARAVE (Lah-rah-VAY)
CN, Tempus Wanders (wilderness west of Dagger-
the elves believed that Lanseril had met
Human male dale)
Rillifane on the forest paths once,
Korth is a brawling, love-to-fight, just- 7th level ranger
unknowingly, and played tag with him
lead-me-to-it man. A bearded, rollicking CG, Mielikki
around the trees—until, in full view of
drinker and womanizer who was born Human (?) Female
Raunaeril, who was angrily approach-
in Hilp, he now lives in Ordulin, where Lharave is a swanmay and ally of the
ing, the green-clad elf with the bow
he can be hired to guard people. He Harpers, who lives in the wilds of Dag-
whom Lanseril was chasing turned into
especially likes this task when the peo- gerdale’s western reaches, and the east-
a great oak tree which vanished one
ple he is guarding go on “tavern crawls.” ern slopes of the Thunder Peaks to the
night over a week later.
He will also undertake the guarding of south of Daggerdale. She rarely associ-
When Lanseril lost his parents,
caravans or valuables, or the finding ates with humans, although she will aid
Haemfaest looked after the half-mad,
and capture of rivals or wanted crimi- those of good alignment who are imper-
disconsolate boy for a year, until the
nals. Korth has been badly wounded in iled nearby. She has a short bow +1
druid himself fell one winter night to a
his adventures several times, but loves and many silver-tipped arrows, and a
pack of hungry wolves. Pursued by the
his chosen life and carries on as before, luck blade +1 hidden somewhere in
wolves (Lanseril hates wolves bitterly
whatever happens. If not actively the peaks. Her feather swan token’s
to this day), the young Lanseril fled
engaged for hire (he usually charges 5 location and precise nature are not
southwards, and came evenually
gp/day), Korth can usually be found known, save to Lharave herself.
through the wilds to Highmoon in
drinking, arm-wrestling, or picking
fights at The Cap Askew tavern in
Deepingdale. There he found employ as LUVON (LOO-vahn)
Ordulin.
a runner, errand-boy, and animal keep- GREENCLOAK
er (even then, Lanseril could train ani- Elven Court
LANSERIL (LAN-sair-il) mals, and identify the noises each 11th level magic-user
SNOWMANTLE makes) for a local merchant, Braun (O’ CG, Azuth AND Aerdrie Faenya
Wanders (the Dalelands) the Beard). Lanseril served him faith- Elven male
8th level druid fully for twelve years, seeing much of Luvon is a former emissary and diplo-
N, Silvanus the local roads and businesses, but in mat of the Elven Court before the Elves
Half-elven male the end was made miserable by the jeal- of Cormesta retreated to Evermeet. He
Lanseril was born in the tiny village of ous younger cousin of Braun. A ranger, has remained behind to aid any strag-
Snowmantle (whose name he has taken) Briadorn of the druidic Circle of Sha- glers who wish to head for that elvish
on the edge of the of the Border Forest, dowdale, saw Lanseil tending an isle. Luvon wears bracers of defense
north of Daggerdale. Lanseril’s father, injured hare with herbs and gentle AC 6, and is protected by Alok Silver-
Raunaeril “the Rose,” was an elf, one of hands, and offered to take him to the spear and and company of elvish
“The Lost” the elves who inhabit (or dale. Lanseril accepted and joined the longbowmen.
inhabited) the Border Forest and who adventurers there, becoming a stalwart
of the Knights of Myth Drannor, and MANSHOON (Man-SHOON)
have not been heard from for over thir- Zhentil Keep
ty years. proving a Machiavellian strategist and
diplomat, with a phenomenal memory 16th level magic user
Lanseril’s mother was a beautiful LE, Mystra (with lip service to Bane)
human maiden of the village, who per- for faces and names, and conversations
overheard long ago. Human male
ished at her husband’s side on the tram- This cruel, calculating man heads the
Lanseril has gained (and always

25
Zhentarim; its power and success are Manxam does deal in the politics of men tures in many planes, including battles
largely clue to his efforts, and its collec- as Xantriph did, but with a far lower against dark naga, the “Loosed Devil”
tive control of Zhentil Keep, the Citadel profile and fewer servant creatures. Gargoth, who walks the Realms in per-
of the Raven (and through it, domi- Manxam is usually to be found in or son, and the Cult of the Dragon (which
nance over Thar and the cities of the about the ruins of Teshwave. He is set that organization back about twenty
Moonsea’s northern coast), Darkhold thought to view the Zhentarim’s bold years in their conquests), Maxer settled
(and through it, maintenance of the expansionist policies with increasing down to magical studies. However,
shortest overland trade route between alarm, thinking that they will lead to an Maxer is now neither an aggressive nor
the Inner Sea and Waterdeep) have inevitable battle-union of all of Zhentil adventurous man. He spends most of
made him very rich. Manshoon, a noble Keep’s foes, and the resulting defeat his time tutoring mages of lesser power,
of Zhentil Keep, slew his older brother and destruction of Zhentil Keep. Manx- and in his researches; Maxer has
Asmuth and seized control of the city’s am, like most of the eye tyrants who devised many minor items of magic in
governing councils by skillful intrigue, had cooperated with humankind in the last decade. Maser’s abode is a hid-
staunch allies (such as Lord Chess, a Zhentil Keep prior to the rise of the den cellar. He prefers to be contacted
lifelong friend), and the aid of that fac- Zhentarim, resents and despises the through the Royal Court in Suzail.
tion of the priesthood of Bane con- “upstart mages,” vastly preferring the
trolled by Fzoul Chembryl and of the priests of Bane, who accorded behold-
MERITH (MAIR-irh)
beholder Xantriph. Manshoon’s own ers the respect they see as their due. STRONGBOW
alliances with Dark Nagas, and his Manxam’s own strength and wealth are Wanders (the Dalelands)
unknown. 6th level fighter/6th level magic-user
manipulations of the Cult of the
CG, Rillifane Rallathil
Dragon, increased his influence and
bought him the time necessary to build
MASYR (MAW-zeer) Elven male
Zhentil Keep Merith, son of Laerune and Lianthorn
his personal mastery of the magical arts
6th level illusionist Strongbow, was born on the banks of
without allowing stronger rivals to
CN, Leira the river Duathamper in the “Great
assume control of the city until he was
Human male Wood” (the Elven Court) 184 years ago.
ready to take it. Take it he has, and has
Masyr lives in Zhentil Keep, and is own- Tutored in the ways of fighting by his
flourished; his spell library is thought
er of The Green Sash Tavern and Fes- father (battling men cutting into the
to be the equal of Khelben Arunsun’s,
thall on Northlook Street, and of The forest, as the Dalelands and the Moon-
and his arsenal of magical devices and
Green Rings Trading Company. A cau- sea cities developed) and in the arts of
weapons the largest held by a single
tious, private man, Masyr travels little, magic by the “Gray Ladies” of Sem-
mage anywhere in the Realms
and rarely appears in public. His son, berholme (an elven retreat on the
(although it is scattered, hidden, and
Elrain, runs The Green Sash, and the shores of Lake Sember), Merith was bid
guarded by spells and monsters). He is
Trading Company is largely “paper” by the Elven court to join a hand of
known to possess a staff of the magi and
business, consisting of a stables and sev- adventurers in Shadowdale and influ-
wear black robes of the archmagi, to
eral warehouses. Masyr buys old wag- ence them to protect the elven woods
wear a ring of spell storing and a ring of
ons, exhausted mounts, and “found,” and ways, upon the death of his par-
wizardry (that doubles fourth and fifth
damaged, or leftover goods, stores and ents. Merith did so, armed with a letter
level spells), and is quite content to flee
tends such, and resells them at key from Luvon, an elven ally of Doust’s
danger. Many have tried to kill him, and
times and situations, for much higher band, and was accepted, and remains a
none have succeeded; he is careful, nev-
prices. Masyr is always short of money member of the Knights of Myth Dran-
er lets his temper master his reason,
and is always willing to train illusionists nor today. Merith took to wife Jhessail
and is always alert. He seems an unbeat-
of lesser powers; his wife Tezra is expe- Silvertree of the Knights; their half-
able foe; others face danger to do his
rienced at handling the company with- elven daughter Veluthil Silverbow (her
bidding, but he’s “never there.”
out him. first name means “beautiful of the eve-
MANXAM (MANK-zam)
MAXER (MAYK-ser)
ning”; her last name is derived from
Ruins of Teshwave both her parents’ surnames) was born
Suzail in Cormyr
Beholder Mirtul 1st, the Year of the Prince. Since
11th level magic-user
LE, Bane the elves left the Elven Court, Merith
SG, Mystra
Possibly the most powerful eye tyrant has become increasingly reckless in bat-
Human male
in the lands of the northwest Inner Sea tle, and his hatred of the Drow and the
This respected mage is a resident of
lands, including the Moonsea cities, Zhentarim has grown. Merith is psionic
Suzail. After a spectacular youth of
Sembia, Cormyr, and the Dales since (76/76; A,B/F,G; detection of good/evil,
mighty feats of magic and great adven-
the death of Xantriph (see Zhentarim), object reading) has one blue eye and

26
one green eye, and has a black cat famil- any authorities in the Dragon Reach area.
iar named Shadowclaw. Merith wears Recently arrived in Selgaunt, she is pos-
elven chain +2, and bears a magical ing as a merchant dealing in curios and
blade, “Sylabra,” a CG INT 14, EGO 6 +3 rarities of the South, while in reality
silver long sword, which can detect recruiting merchants and men-at-arms
invisible objects (1” radius), and glows for the Red Wizards’ cause. It is
with a silvery-blue radiance at the bear- likely that the Red Wizards are
er’s will. Merith is an expert swimmer, planning disruptive raids to set one
animal trader, bowyer and fletcher power against another, if it seems
(and archer), and has well-developed likely that any of them would aid or
direction sense. His preferred weapon reinforce any lands Thay is at war with.
is the long sword; he has a black temper
MIRAUN (Mih-RAWN)
when angered.
Wanders (Sembia and the Dales)
MHZENTUL (Mah-ZEN-tull) 9th level magic-user
(1250-1340) CE, Bane AND Lolth
Wandered Human male
20th level magic-user Miraun is a young, sneering man of
N, Kossuth handsome features, fond of richly
Human male appointed clothing. Miraun is of a
Mhzentul was a powerful, respected wealthy Zhentil Keep family, the Dan-
mage who perished at the battle of the nacasters, though Maraun is illegiti-
River Rising. There he became a pillar mate and not entitled to the family
of living flame, and burned his way name. Miraun has a sly, diplomatic
across the battlefield, taking many ene- manner, hoping to gain by merit within
mies with him. This was some twenty the Zhentarim what he has lost by
winters ago, and Mhzentul is now birth. Miraun is known to carry a wand
remembered amongst magic users for of negation.
his works: “the Seven Lost Rings of
MOURNGRYM AMCATHRA
Mhzentul,” and a book called “Mhzen-
(MORN-grim Am-CATH-rah)
tul’s Runes” which contained the proc-
Lord of Shadowdale
ess for making a ring of spell storing,
6th level cavalier
the construction of rings that would
NG, Tymora
become guardian creatures upon com-
Human male
mand, and much research into fire
A young noble of Waterdeep, Mourn-
magic. The Zhentarim mage Whisper is
grym was an ally of the Harpers who
known to have found the rings, and is
respected and admired Khelben “Black-
suspected to have had the book as well,
staff” Arunsun, who sent him to join
but the whereabouts of those since
Doust Sulwood, Lord of Shadowdale, to
Whisper’s death are not known.
be one of the latter’s adventuring com-
NAGLATHA (Nahg-LATH-ah) panions to further the causes of good in
Selgaunt the Dragonreach area and to make his
5th level magic-user, Red Wizard of own fortune. Mourngrym served ably
Thay in many small skirmishes and adven-
NE, Azuth tures with Doust and companions, and
Human female the latter subsequently offered him the
This young, black-eyed, black-haired, lordship of the dale so that they could
and grim-faced woman has risen quick- return to the adventuring life, as “The
ly in the ranks of the Red Wizards due Knights of Myth Drannor.” Mourngrym
to her fanatical zeal for all Red Wizard accepted, and has proven a cautious,
causes, and her ruthless, reckless fur- shrewd, diplomatic lord of authority
thering of those causes. Naglatha’s alle- and foresight, aiding Randal Morn of
giance and identity are not known to Daggerdale in resisting Zhentil Keep,

27
and battling drow exploratory sallies and half-elven ones) about her ware- seventy men-at-arms. This last shrewd
from the depths below. houses and person. measure that has undoubtedly ensured
his own personal survival in the noble
NEIRON (NEAR-on) NURLAR (NURR-larr) hierarchy of Zhentil Keep throughout
Neiron the Schemer Ordulin and Scardale
the rise of the Zhentarim. Outwardly,
Wanders (Inner Sea) Merchant (0-level fighter)
these days, Orgauth supports the Zhen-
9th level ranger CN, Leira
tarim (and indeed, often their aims and
NG, Mielikki Human male
projects coincide with his own), but he
Human male This black-bearded, sophisticated man
will support activities that will work
Neiron is one of the most powerful of shrewd wits, little natural strength
against the Zhentarim, or betray their
rangers in the Dragon Reach area who or dexterity, and no love for sport or
more reckless or ill-founded projects.
is not part of the Harpers. This loner is strenuous activities, is a powerful trad-
For example, Orgauth has fed several
a man of mysterious aims and activities. er in the Inner Sea lands. From a citadel
key items of information, such as garri-
He has several hidden residences both in Ordulin and a newly-purchased,
son strengths and reinforcements
north and south of the Lake of Dragons, palatial residence in Scardale, Nurlar
times for Yulash, and later, plans for the
and travels quietly about the western controls a network of merchant ships,
retaking of that place, via his carvans to
end of the Inner Sea, always alone. wagon-masters, and swift riders, spe-
Maalthiir in Hillsfar, whose rule he
Neiron has many contacts among those cializing in the fast, fairly reliable deliv-
wants to maintain, as a check against
druids and foresters of little power or ery of valuable things from person to
the expansionist desires of the Zhen-
influence. He is a friend to many whom person in the Inner Sea lands. “Nurlar
tarim. Orgauth believes that an empire
he has unexpectedly aided in deep can get it there for you” is his motto,
based in Zhentil Keep would overreach
woods or bandit-haunted hills over the and the performance of it over the last
and weaken the city’s military strength,
years. Neiron’s achievements include dozen years (from his beginnings as the
and earn it the enmity of those con-
the singlehanded slaying of the hobgob- owner of two small, worn ships, inher-
quered, which would among other
lin chieftain Gothag and his forty-two- ited from his father) has earned him
things hurt Orgauth’s trade prospects.
strong bodyguard, and the similarly thousands upon thousands of golden
Orgauth’s livery is russet and scarlet;
astonishing killing of the frost giants lions, and made him one of the most
his arms are a russet raven striking, tal-
Gurrl and Kutharr in the Stonelands. respected of merchants in the Inner Sea
ons out, on a scarlet field. He can be
Seiron is though to be planning to settle lands. Nurlar himself stays indoors (he
contacted through his offices in his cita-
down somewhere in the area, and has an almost pathological fear of being
del in the northeastern area of Zhentil
found a stronghold. He is said to have lost, outdoors, in harsh weather), trav-
Keep.
much magic, including a necklace of eling from Ordulin to Scardale and vice
missiles, a magical blade, and a ring that versa in a closed carriage, and never OSPER LINTHALAM
unleashes various spells. going anywhere else. Nurlar is said to (AWE-spur Lin-THAY-lamm)
fear thieves greatly, hiding his treasure Ordulin, in Sembia
NETHMURTA (Neth-MER-tah) and paying for elaborate magical and 9th level magic-user
Ashabenford, in Mistledale
bestial guardians. He is also said to be NG, Mystra
Merchant (0-level fighter)
considering marriage to a mysterious Human male
CG, Tymora This wealthy and powerful mage
elven maiden whom he keeps impris-
Half-elven female
oned in a tower in his house in Scardale. devotes little time to his arts these days,
Nethmurta is an influential traderess preferring to spend his days in political
who lives in Ashabenford, where she ORGAUTH (ORE-goth) intrigue and merchant dealings. An
runs a good tavern, The Blinking Owl, Zhentil Keep
urbane and witty man who loves fine
and maintains four close-guarded 7th level fighter
wine and good feasts, Osper wields
warehouses. Most of Nethmurta’s busi- NE, Tempus AND Bane
much power in Sembia from his man-
ness comes from storing goods brought Human male
sion in Ordulin. Osper is known to have
by local merchants to her, for sale to One of the Lords of Zhentil Keep, this
no less than three guardian golems, and
caravan-masters bound east to the seasoned, ruthless veteran of the
much treasure, in this abode. Osper
Moonsea, or (more often) west via Cor- Moonsea-area wars is a wealthy mer-
possesses a staff of power, and is well
myr to the Sword Coast or the South. chant in his own right, building ore-
remembered in Selgaunt for his use of
Nethmurta’s word is trusted in the refining and caravan-running concerns
it to blast and burn the ship of a pirate
Dalelands as that of few others, and into much coinage, and maintaining, in
who attempted a daring evening raid
tavern-talk credits her with mysterious the guise of his normal work-force, a
on a warehouse leased by Osper, at the
magical safeguards (as well as human strong bodyguard of around sixty or
same time as the mage happened to be

28
inspecting goods there. Osper is bald- PIERGEIRON (Peer-GEER-on) RANDAL MORN
ing, and his beard and bushy eyebrows “the Paladinson,” Lord of Waterdeep Daggerdale
have gone white; he wears many rings, Waterdeep 6th level bard (7th level fighter, 6th
some of which may be magical. 14th level paladin level thief)
LG, Tyr NG, Tymora, Oghma, AND Selune
PERENDRA (Per-EN-drah) Human male Human male
Voonlar Ruler of a troubled land, beset by the
Piergeiron is the only Lord of Water-
6th-level magic-user
deep whose identity is known to all. He forces of orcs and worse to the north-
CG, Mystra AND Tymora
governs the great port city ably and west, Zhentil Keep’s armies to the
Human female
with even-tempered justice that has northeast, and the expanding might of
This mysterious lady is of high birth
earned him the respect of most who Cormyr to the southwest, Randal Morn
and breeding, of a noble family of
dwell or visit there. Further details of is a moody, lonely man. He trusts only
Tethyr that was scattered in the strife
“the Paladinson” (his father was the his younger sister, Silver Morn, Florin
there many years ago. Perendra’s par-
famous Athar, “The Shining Knight,” and Mourngrym of Shadowdale, and
ents, the Lord Seldoon Raslemtar and
The Arm of Tyr) are given in FR1, Mirt, Durnan, and Khelben of Water-
his lady, Saylayne, came to Waterdeep,
Waterdeep and the North. deep. His people are a suspicious, wea-
and Perendra grew up in that city. She
ry, hardened lot; warfare seems a
was orphaned at fourteen when Sel- RAIRUN (RARE-unn) constant in their lives, and they are
doon and Saylayne were assassinated Rairun Blackbrow ever-vigilant (“hasty,” outsiders often
by agents continuing the blood-strife of Wanders (Inner Sea region) think; quick to draw blade or take
Tethyr, and was raised by Alustriel of 7th level druid
offense). Randal Morn was once an
Silverymoon, whom Mirt “the Money- N, Silvanus untroubled adventurer; he still longs to
lender” of Waterdeep took her to in Human male ride out in search of new lands, and he
secret. Perendra grew to womanhood The wry, far-traveled Rairun wanders is desperate for aid against his dale’s
and a mastery of the magic arts (for the Inner Sea lands, homeless and poor,
enemies. He is of medium build, has
which she has a natural gift) in the con- seeking to preserve forested land from long brown hair, and handsome fea-
fines of Alustriel’s palace. Perendra the worst depredations of men. He tures, and is an accomplished singer
came to admire the Harpers and their works often with the elves about the
and musician.
aims, so that, a few winters ago, Peren- Dalelands, the priests of Chauntea in
dra joined the Harpers, and took her Voonlar and in Sembia, and other RATHAN THENTRAVER
leave of Alustriel in love and honor. druids of the region. Rairun has tutored (Rath-ANN Then-TRAH-vur)
Unbeknownst to most in the Dalelands, most of the druids now living in the Wanders (the Dalelands)
Perendra came to Voonlar, where she western Inner Sea region. He uses what 5th level cleric
has settled, to further her studies and influence over them this gives him to CG, Tymora
to act as an agent for the Harpers, hold- achieve some concerted effort in partic- Human male
ing a safe refuge for them and gather- ular matters, and Rairun is the chief Born in Arabel to Rathur and Ulla Then-
ing what news she can. Perendra has an champion of the idea of tending and traver, a merchant family of shoemak-
owl for a familiar. She befriended a ki- planting trees as well and as diligently ers, Rathan inherited his father’s jovial,
rin, Harnoster, while at Silverymoon, as one does grain and vegetable crops, bluntly honest manner, and his moth-
and he often visits her with word of so that the woods are not simply cut er’s fat, homely features. When his par-
Harper activities and general happen- back and back until they disappear. ents died of cholera, Rathan’s greedy
ings in the North. Perendra is known to This idea has caught on in some dales uncles had him inducted into the priest-
have a necklace of missiles and a ring of and in the north of Sembia (which has hood of Tymora in a day, in their haste
invisibility some sort of magical staff, already exhausted most of its own sup- to lay hands on all the family wealth.
and is said to be working on the devel- plies of timber). Rairun has above- Sent out of Arabel’s temple to Tymora
opment of a type of magical wand. average Strength and Constitution (17 by his superior, Segril, to “spread the
Perendra’s full background is known to in both), and a Charisma of 16. His wide Lady’s favor (and influence) among
only a handful of beings in the Inner travels and work have given him a wide adventurers, those active in strife,
Sea area. command of woodland languages: com- change, and perilous deeds in the multi-
mon, druidic, his alignment tongue, verse” (more probably just to be rid of
dryad, treantish, pixie, centaur, and him), Rathan wandered east to the Dale-
faun. He has something of a feud with lands, where he joined the Knights of
the few satyrs in the area. Myth Drannor. Apt to be drunken and
forgetful, Rathan has proven fearless

29
and even truculent in combat with foes SEMEMMON (SEH-mem-on) alternative was, of course, public dis-
far more powerful than himself, Darkhold grace and imprisonment for her thiev-
employing a ring of the ram he 12th level magic user ery. Shaerl accepted, but came to love
acquired in a fierce battle with evil LE, Mystra AND Bane Mourngrym, and stayed with him. She
mages of the Zhentarim, and more usu- Human male died for him at the hands of devils
al clerical weapons. Rathan is skilled in This able member of the Zhentarim is a fought by Mourngrym and his compan-
slow respiration, endurance, and fun- ruthless, haughty mage. He has trained ions in the woods near Myth Drannor,
gus identification, and has risen rapidly many evil magic users of the Zhentarim was raised by Mourngrym’s funds, and
in the service of the Lady since becom- over the years, and has been slain sev- married him. Shaerl lost one child of
ing an adventurer. eral times. The Sememmon of today is a her lord’s when she was killed; now she
clone of the original. He is trusted by carries another, the future heir of Sha-
RHAUNTIDES (RAWN-tee-dees)
dowdale. Thomdor is well pleased with
Manshoon as fully as Manshoon ever
Deepingdale
trusts anyone, and alone is the second Shaerl, and she is welcome in Cormyr.
Sage (12th level magic-user)
rank of power in the Zhentarim net- Her parents know little of her accom-
CG, Mystra
work, in the inner ring of power with plishments, but are glad that she is of
Human male
Manshoon and Fzoul Chembryl, but the ruling class somewhere, and that
This quiet, cultured, kindly man lives in
subordinate to both. Sememmon has she played some important part in the
Deepingdale, in a small, ornate, stone
many items of magic, and many safe- service of Azoun; it enhances the family
tower that he designed and erected
guards and strategies. He is always name.
(with magical aid) some thirty winters
planning and plotting, and is a formida-
ago. Here he studies all he can of magic, SHARANTYR (SHAR-ann-TEER)
ble foe. Under his command, Darkhold
and the history of its practice: the Wanders (the Dalelands)
has been made almost impregnable, full
mages of long ages past, with their 2nd level ranger
of traps and magical defenses. Semem-
deeds, feuds, thoughts, spells, achieve- CG, Mielikki
mon leaves it only rarely, in disguise, to
ments, and writings. Rhauntides is a Human female
learn something for himself (i.e. to spy
tall, thin man of handsome features, Born in Baldur’s Gate to merchant par-
on Manshoon’s doings) that he dare not
piercing blue eyes and a small, pointed ents, Zunzyr Thalomm (textiles) and his
or will not entrust to his underlings.
white beard. He seldom ventures out of wife Nathla (embroidery, fine needle-
Sememmon’s personal sigil is a black
the dale now, preferring to spend his work), Sharantyr traveled all over the
equilateral triangle, point uppermost,
time in the study of newly-acquired North as a babe. One night her parents
with its base encircled by an oval.
writings and in the training of his suc- were slain by trolls in an ambush north
cessor, his lady-love Shaunil Tharm. SHAERL AMCATHRA of Scornubel, and their caravan scat-
Rhauntides was once a far traveler, an (SHAY-earl Am-CATH-rah) tered. Sharantyr, barely two years of
adventurer who explored abandoned Lady of Shadowdale age, fled unnoticed in the confusion,
cities, old tombs, and ruins with almost 6th level thief many miles northwards into the forest.
feverish haste and hunger, looking for LN, Mask There she collapsed, exhausted, and
new spells, and he rose rapidly in mas- Human female was found and tended by the ranger
tery of the magic arts in the process. A young lady of Cormyrean noble birth Thauntyr, a kind and noble man who
Now adventurers bring spell books born and bred in Suzail, and where, treated her as his own daughter as she
they have found to him, for they know utterly bored, she turned to thievery grew up with him in the wilds. He
he will pay well for any books of magic. for amusement. Her doings in Cormyr taught her woodlore and weapon-
Rhauntides’s wealth (and its guarding) were detected and observed by guards- handling, and trained her as best he
is unknown, but is is certainly consider- captains of the city, who reported to could for twenty years, until he per-
able, and he is known to possess many Lord Thomdor. Thomdor had a private ished of a fever. Alone, Sharantyr wan-
powerful items of magic. The acquisi- meeting with Shaerl Lhairhavenn, dered south and east to the Dalelands,
tive are warned that he is also known to without informing her noble parents, to find her fortune, and stumbled on
have destroyed at least sixteen (and and offered something worthwhile and Drow raiders, who captured her and
probably far more) powerful mages entertaining for her to do with her life: took her far beneath the earth, where
and parties of adventurers who have go to Shadowdale as an emissary of Cor- she was rescued by the Knights of Myth
come to his tower to relieve him of such myr, and attempt to ally herself with Drannor. Impressed by her fighting
burdensome belongings. Mourngrym, Lord of the Dale; learn all ability in destroying a beholder and lur-
she could of him and of the dale, spread ing drow patrols to their doom, the
something of Cormyr’s views and inter- Knights offered her a place in their
ests in the area, and report back. The ranks, where she is today, happy to

30
have found such stalwart companions. Dove), and whose truename is secret the Citadel of the Raven, battling a
Sharantyr is a skilled rider and swim- even from them. The Simbul travels rogue wyvern that had attacked the
mer, has above-average endurance, and widely in many planes, shapeshifting con- city, and thereby saved many lives.
fights with a long sword or two-handed stantly, to work mysterious ends under- When the battlements were rebuilt, she
sword for choice. standable only to herself. She bears some was entombed there, in “Sundeth’s
sort of magic that provides immunity to Tower.” Travelers in the Moonsea area
SHAUNIL THARM fear, charm, hold, suggestion, and similar sometimes speak of those giving aid to
(SHAW-nil Tharm) magics, such as Serten’s Spell Immunity. strangers on the road as having “Sun-
Deepingdale
deth’s Spirit.”
7th level magic-user STORM SILVERHAND
CG, Mystra Shadowdale SYLUNE (Sill-OO-nay)
Human female 7th level bard (7th level fighter, 5th deceased; formerly of Shadowdale
This beautiful, soft-spoken and gentle level thief) the Witch of Shadowdale
lady of Deepingdale was born to a car- NG, Milil 22nd level magic-user
penter and wood-carver and his wife, Human female NG, Mystra
who were killed in a bandit raid when Long a resident of Shadowdale, Storm Human female, born in the Year of the
Shaunil was sixteen. Hysterical, Shaunil Silverhand has used her home as a base Dancing Maiden (1202 DR).
fled into the woods, and lived wild for for long, far-traveling adventures for Killed in the year of the Worm (1356
some months, before an elven patrol her own gain (particularly when she DR)
found her, and brought her to Rhaun- was young, and acquiring the skills of a Sylune, Witch and Lady of Shadowdale,
tides of Deepingdale, who raised her, thief) and to further the ends of the was slain by a huge ancient red dragon
trained her in the magical arts, and Harpers. Storm is sometimes referred under the influence of the Cult of the
treated her as a lady of high birth to as “the harper of Shadowdale,” and Dragon. She slew the dragon as she her-
(although he knew her parentage). has hair of a silvery hue, and blue-grey self perished, breaking her staff of the
They are now very much in love. eyes. She wears a silver ring and tiara, magi for a retributive strike. Sylune
Shaunil is devoted to the older man, and and a silver bracer on her right wrist was once Lady of Shadowdale, the wife
secretly plans to acquire potions of lon- bearing her badge: a silver moon and a of Aumry, Lord of the Dale. Upon the
gevity at any cost and slip them into his silver harp on a black field. Storm is sis- death of her husband, she fought
food so that he does not die in a few ter to the ranger Dove, to Alustriel of against a number of evil usurpers, over-
short years and leave her alone. Shaunil Silverymoon, and to the now-deceased came them, and then kept peace in the
has a natural talent for magic, and a witch Sylune. Storm bears a luck blade dale, working to achieve this with
great respect for its use, gained +1 (one wish left), but is now largely Elminster, the bard Storm Silverhand,
through Rhauntides’ teachings and her retired. Her longtime companion Max- and Mane’s Band until a rightful Lord
perusal of the lore of mages down the an was recently destroyed by demons, (Doust Sulwood) came again. Sylune
centuries. and Storm has turned away from the was a friend and ally to Doust and his
bold and wild adventures she enjoyed companions, and by their accounts was
THE SIMBUL with him. gracious, gentle, polite, and strikingly
Ruler of Aglarond beautiful, with long silver hair. She
Aglarond (wanders widely, in dis- SUNDETH GOSSYL dressed in nondescript brown robes,
guise) (SUN-deth GAW-sill) and lived in a hut in the woods south
27th level magic-user (1339—1356)
and west of most homes in the dale,
CN (Good tendencies), Mystra Citadel of the Raven
where she served all dalefolk as mid-
Human female 9th level cleric wife, comforter, and physician. Sylune
The Simbul is the ruler of Aglarond, a tall, CG, Tymora
was the elder sister of The Simbul of
silver-haired lady of awesome magical Half-elven female
Aglarond, Alustriel of Silverymoon, and
powers (and an impressive array of magi- A devout servant of the Goddess, Sun-
the ranger Dove.
cal items, which she rarely uses) whose deth dwelt in Sembia, and when old
personal power has kept the forces of enough to govern her own will, trav- TEMMI DHARIMM
Thay from overwhelming her kingdom. eled north to serve Lady Luck in the (TEHM-ee DARR-imm)
She is a mysterious, lonely archmage Moonsea area, where she gained a rep- Elven Woods
whose proper name is known only to her utation as a “fighting-priestess,” roam- 5th level fighter
sisters (Sylune of Shadowdale, now ing the lands in search of adventure, NE, Tempus
deceased; Alustriel of Silverymoon; the healing those she encountered in need. Human male
bard Storm Silverhand; and the ranger Sundeth perished on the battlements of Temmi is a native of Tsurlagol, who has

31
spent long and hard years as a bandit in always courteous, and always tolerant of Thurlock makes her home in the nobles
the Moonsea area, and during them some- the different customs and etiquette of oth- district of Hillsfar, maintaining a large
how acquired a small band of trained ers, has built a large loyal group of mer- townhouse with reportedly extensive
monsters that work with him; three dire chants who prefer to trade with him over underground vaults and passages. She
wolves, two disenchanters, and six anyone else, and a group of extremely loy- bills herself as a Diviner, willing (for a fee)
bloodhawks. Temmi has quietly moved al servants, who will simply not betray to pierce mysteries and reveal the hidden.
into the Elven woods near Hillsfar, where him short of magical or psionic compul- To aid her in this business she is constantly
he is operating as a slaver, selling his cap- sion to the contrary. Thentias owns a large on the look-out for magical items that aid
tures to agents of Zhentil Keep, who take mansion in Suzail, for himself. in divination magic, and will often trade
them north in covered wagons. Temmi is information for such items. She is aided in
THURBRAND (THURR-brand) her tasks by Thondar Glimmershield, a
very discreet in his operations; captured
Arabel in Cormyr half-elven Cleric of Denier of 8th level. The
humans and demi-humans are manacled,
8th level Fighter vaults beneath her mansion are rumored
gagged, blindfolded, and then chained by
CN, Tempus to contain many great magics and scrolls
throat-collars to a coffle-bar, or long wood-
Human male laden with old legends and modern gossip,
en tree-trunk which a group of slaves
A resident of Arabel, Thurbrand is a fight-
must carry. but are protected by all manner of fell
er born and bred there, who has been a magical beasts, pitfall traps, and false
THAGDAL (THAHG-dahJ) man of arms since he was old enough to vaults.
Wanders (Myth Drannor) lift a blade. In his teens he was known as
9th level magic-user “Thurbrand of the Stonelands” as he led TORM
NE, Bane band after band of young layabouts into Wanders (the Dalelands)
Human male the wilds. Few returned, each time, as 6th level thief
Thagdal is a haughty, paunchy mage, and Thurbrand battled trolls, and orcs, and CN, Mask and Tymora
a former apprentice of Sememmon of the kobolds, and bandits, and worse. Once, his Human male
Zhentarim. Thagdal is known to possess a company battled a dark naga, and only Torm is a young, ruthless thief, born in
necklace of missiles, with the aid of which Thurbrand escaped, of a company of six- Westgate of the dancer Nethra. His proba-
he narrowly escaped death at the hands of teen well-armed fighters, and on another ble father was Dathguild, one of the Lords
Florin Falconhand of Shadowdale, in an occasion, fought that evil mage known as of Westgate. Netha was recently assassi-
attack upon that place. Thagdal is believed Whisper, from whom Thurbrand and nated by Night Masks (mercenary killers)
to be presently involved in an exploration three companions escaped, having left the who have come seeking Torm’s life several
of Myth Drannor, with many men-at- mage slightly injured and seven of their times. The Night Masks have probably
arms, that includes slaying all non- comrades dead. Thurbrand was stub- been hired by a rival Lord, Orgule.
Zhentarim encountered in the woods. born, if aught else, and has ventured into Westgate is therefore too dangerous a
the Stonelands many times, eventually place for Torm to stay, but he has found a
THENTIAS (Then-TIE-ass) amassing quite a fortune, and becoming a daring career as a procurer of illegal serv-
Suzail in Sembia seasoned and experienced warrior. ices and substances in Hillsfar and Zhentil
Merchant (2nd level fighter) Thurbrand keeps in training, and even Keep, staying a single jump ahead of the
CN, Tymora hires out to guard the occasional caravan, authorities and often employing the alias
Human male these days, but he is waiting for the Zhen- “Rathgar.” Torm recently joined the
Well-known in Cormyr, Sembia, and the tarim’s power to be broken so that he can Knights of Myth Drannor adventuring
Dalelands as a wealthy merchant of the band, and became the lover of Illistyl
establish his own stronghold in the wastes.
highest ethics and standards for the care It is said that he knows every valley and Elventree. Torn values money and person-
of goods, Thentias is wealthy, and over the tomb of the Stonelands, including half-a- al style above all else. He is slim, with green
years has been quietly buying up house dozen abandoned subterranean cities and eyes, dark hair, and fine moustache, and is
after house in the streets of Suzail and of holds, but Thurbrand knows he cannot an accomplished swimmer, blind-fighter,
Yhaunn, trying to control large blocks (or match the Zhentarim’s power in the Stone- rider, and is able in the use of ropes. Torm
failing that, connected strips of bands) of lands at this time, so he waits. prefers to fight with long sword and dag-
buildings in strategic areas of the cities. If ger, but can also use a club.
he were crippled tomorrow and never led THURLOCK (THURR-lock)
another caravan or made another over- Thurlock the Anagogue VANGERDAHAST
land trade deal, Thentias could probably Hillsfar (VAN-jer-dah-hast)
retire in comfort for the rest of his days on 10th level magic-user Suzail
his takings as a landlord. Over the years, N, Deneir 15th level magic-user
the patrician, white-bearded Thentias, Human female LN, Mystra

32
Human male YOREL (YORE-el) sent her east to the “lawless” Inner Sea
Vangerdahast is the Royal Magician of Wanders in service of Zhentil Keep lands, to work Tyr’s will and aid Tyr‘s
Cormyr, Court Wizard of the Purple 3rd level fighter priests there. Zandess has arrived in the
Dragon, head of Suzail’s Council of NE, Tempus AND Bane Dragon Reach area only recently, and is a
Mages. A middle-aged, paunchy, white- Human male lady of the highest zeal and principles,
bearded man of kindly but stern manner A burly, battered man of ruthless courage who travels alone, but for her warhorse
and lifelong loyalty to Azoun (one of and a hearty, jovial (though false) manner, and pack horses, and a spare mount, fully
Azoun’s childhood tutors, in the history Yorel is a veteran warrior in the service of armored and equipped as befits her class.
and lineages of Cormyr, and in matters of Zhentil Keep, who has served as a ser- She uses the symbol of Tyr as her symbol,
magic), Vangerdahast aided the King in geant of the garrison at Voonlar and at a balanced set of scales, resting on a war-
his youth and supported Azoun’s rule Yulash several times for differing guards- hammer.
throughout his reign. Respected by his captains and lords, as Zhentil Keep has Merchants
fellow mages and the people of Cormyr taken and re-taken those places over the Additional Merchants may be found in
alike, Vangerdahast is quiet and unassum- years. If Zhentil Keep’s war-leaders plan a the Dragon Reach area, including the
ing, although during court ceremonies he guard-in-force for a valuable caravan, or a lands of Sembia, Cormyr, and the south-
can be very dignified, solemn, and raiding or reconnoitering patrol in the
ern cities around Westgate. They are list-
impressive. Vangerdahast is known to area, and want a cautious veteran warrior ed by name, city of origin, usual place of
possess many magical wands, and to have rather than a reckless adventurer, Yorel is
wintering, and common business.
equipped the King with magical rings (no called upon to lead. He secretly dreams of
doubt some of the rings Vangerdahast founding his own hold, taking a wife and ARULF of Battledale
himself wears are magical, too). having many daughters and at least one Essembra
son to be proud of, and bear a coat-of- “The Swordmerchant”—weapons of all
WHISPER arms proudly as he founds a line of lords types, fine forged steel
1331 - 1355
to stretch down long years, and to be BLASKIN of Arabel
formerly of Eveningstar
loved by his subjects, not feared. Yorel is Engineering firm: “Bridges Built, Barns
2nd level magic-user
wise enough (16 Wisdom) to know that Raised, Fences &, Stockades Erected; We
CE, Mystra
this will probably never happen, although Bring Our Whole Crew To You”
Human male
he’s now on the lookout for a chance to
This ambitious, scheming mage was slain FARENE of Westgate
make off with a lot of money somewhere
by Doust Sulwood and his companions in “Cosmetics, Make-up, and Disguises:
far away and a little warmer (such as
the evoker’s subterranean home (“Whis- Scents Most Rare and Fine, Carefully
Tethyr, say, or the lands west of Vilhon),
per’s Crypt”) beneath the Haunted Halls, Selected for you by a Lady of Taste and
but he’s not yet bitter. Yorel is an expert in
an abandoned bandit hold just north of Distinction, Farene the Far-Traveled”
the art of warfare with relatively small
Eveningstar. The Zhentarim agent in
bands of men, especially at reading an ene- HARMEST LHELMAR of Hillsfar
northern Cormyr, Whisper arranged
my’s movements and correctly anticipat- Hillsfar
ambushes and sent news of troop move-
ing future actions from them, and knows Animal Trainer (40 gp/month retain-
ments and trade to Darkhold. He had
the Inner Sea’s northern terrain as few er, 3 gp/beast otherwise)
plans to become far more than a minor
men alive do, as well as the druids and
mage in the large network of the Zhen- LARIS of Hillsfar
rangers active in the area, perhaps. Yorel is
tarim, and planned to head a secret society Hillsfar
presently captaining various patrols and
of his own. At the time of his death he was “Arts, gems, magic, curiosities of all
special raids for Zhentil Keep in the south-
organizing agents and strongholds sorts bought, bartered and sold”
ern Moonsea/northern Dalelands area.
answerable only to him in the area when
MAERIM STOUTBOLD of Suzail
his attacks on the potentially dangerous ZANDESS DANTHIIR
Marsember
visiting adventurers provoked them to (ZAHN-des DAN-theer)
“Boats Bought, Sold, Outfitted,
hunt him down overcome his guardian Wanders (Dragon Reach area)
Rented, & Repaired—No Job Too Big,
enchantments and creatures, and destroy 2nd level paladin
him. Whisper held two of the Seven Lost No Job Too Small”
LG, Tyr
Rings of Mhzentul (passed on by Doust’s Human female PERAPHON of House Thond (in Arabel)
companions to temples in the area), was Born of noble parents in Tethyr, Zandess Hillsfar
cruel and coldly calculating, and used the broke with them and their feuding, deca- “Gems Purchased” (for later resale on
personal rune of a stylized, clutching dent ways in her childhood, fleeing to the Sword Coast)
human hand, black and clawlike. priests of Tyr in Amn, who raised and
trained her to be “an arm of justice,” and

33
STONG of Sarbreen storing, replenished by Moruend tinual balance of power amongst many
Selgaunt (see below) between battles, and small kingdoms to be a Good and Proper
Fine cloth, clothing & accessories, holding one haste, two dispel magic, Thing, and so hires out his company so as
leather working one web, and two 6-die fireballs to prevent any large empire-forming. He
(each ring). All wear greenstone is friendly with the other mercenary gen-
ULTRAM of Phlan
amulets. erals based nearby, but often battles
Saerloon l 20 4 to 6th level rangers (AC 8 = them (never let emotions interfere with
Cattle, Horses, & Other Livestock
leather, serving as scouts) business, he believes).
l 10 (SEE BELOW) Leaders and aides Eltan is a tall, handsome man with grey
A Mercenary All men in the Company are mounted on
eyes and jet-black hair, who wears a green-
Company: The heavy horses, and each has a spare horse,
stone amulet, plate mail +2, a displacer
cloak +2 (this plus his Dex makes him AC
Flaming Fist tethered behind the first when on the
-3), and disdains to use a shield. His
trail (total: 4,000 horses). In addition,
One of the most powerful such companies breastplate is polished mirror-bright so
there are 3,150 pack mules for the carry-
currently active, the Flaming Fist is usually that his men can distinguish him easily on
ing of equipment and plunder, and 14 of
based in Baldur’s Gate, where its com- the field, as well as for the splendid effect.
the 6th level fighters ride as drovers to
mander Eltan, is a Duke (See BALDUR’S He wears a ring of absorption (750 spell
keep them together, armed with whips
GATE). The Fists have a good record of levels left), a ring of anti-venom (absorbs
(the mules are bridled in long lines, or
achievements, particularly when operat- poisons; 22 charges left), a girdle of storm
files). The Company also has nine wag-
ing against other mercenary companies, giant strength, and gauntlets of ogre
ons, drawn by teams of eight draft horses
such as the nonhuman bands. power: These latter two allow him to wield
each (four spare horses are bridled to the
The Flaming Fist is the most powerful, his most precious treasure, a rarely used
rear of each of the wagons). The wagons
most magical, and most expensive fight- hammer of thunderbolts. He also carries a
carry food, and even more importantly,
ing forces in the Realms, and is the result silver dagger +2 his boot, a silver long
drink, medical supplies (including many
of decades of work and effort, both in sword +2, and a neutral, telepathic short
curative spell scrolls) and siege equip-
training and in accumulating magical sword +1 named “Roan,” his longtime
ment. All wagons have roofs that are plat-
items for use on the battlefield. The Fist friend. Roan can detect magic, detect invis-
forms with sidewalls for use by archers,
normally hires out at a base rate of ible, detect illusion, detect traps, and know
and the wagon walls are armored and
10,000 g.p. Per Day plus its share of the alignment once each per day, and will
trimmed with dragonhide to resist fire.
plunder, but will pay its own transporta- “automatic return” if it leaves him and he
One of the wagons is a council wagon,
tion costs and agree not to begin charging is conscious to so will it (maximum range
furnished with a table (which can double
their rates until directly entering the 9”), if necessary dragging anyone holding
as an operating table), a hole in the floor
employer’s service. it along with it (a combined strength total
for a fire (which is built in a sand bucket),
The Fist consists of: of 30 will stop it). A bracelet on his left
rugs, ets. It serves as a temple for the cler-
l 1000 4th level fighters (AC4) wrist allows Eltan to communicate tele-
ics of the Company when not otherwise
chain mail and shield pathically with Scar and Moruene.
in use. The device of the Company, flown
l
500 5th level fighters (AC3) Eltan is probably the most heavily load-
on its banners and depicted on its tents
banded and shield ed of the magical characters in the Realms.
and wagons, is the Flaming Fist. In battle,
l 200 6th level fighters (AC2) Normal high level types, such as successful
warriors of the Company wear white tab-
plate and shield; 46 have rings of PCs, shouldn’t be wandering around with
ards blazoned with this device.
spell turning of which 10 have +1 quite so much stuff. Eltan has it because
weapons ELTAN (EL-tan) his mercenary company presents the “ulti-
l
25 6th level thieves (AC7) Baldur’s Gate/Flaming Fist mate” in equipage, as a DM’s design exam-
leather and shield 20th level fighter (179 hp) ple, and because Eltan is a careful and
l
10 8th level assassins (AC7) LN, Tempus very rich man who has tried to prepare
leather and shield Human male for every eventuality such as powerful
l
10 7th level monks (AC5) The leader and founder of the Flaming adventurers trying to knock him off with
LN, worship Helm Fist, Eltan is a tactical genius who loves to ease. Eltan is often the target of assassina-
l
200 4th level clerics (AC3) fight. He is respected among the rulers of tion attempts, because his Company’s tar-
plate mail, of Tempus, Tymora, and the Forgotten Realms because he is a man gets believe that the Flaming Fist would
Helm of principles and of his word, and fall apart without him.
(all carry extra curative spell scrolls) because as a ruler himself, Eltan is seen as
l
5 7th level magic-users (AC 2 bracers knowing and sympathizing with a ruler’s
of defense, and all have rings of spell concerns and troubles. Eltan sees a con-

34
SCAR ding of 68 hp, which she will toss and fol- companies is going to be less powerful
Baldur’s Gate, Flaming Fist low with a dispel magic if in peril. than this, and carry a lot less magical
14th level fighter Moruene wears a belt of iron plates, loot; all of the Fist’s senior officers listed
LN, Helm into which is locked a portable hole, above are the equivalent of most of the
Human male which contains her working set of spell other mercenary company leaders.
Eltan’s right-hand man and faithful friend, books. The other set will be found in
Scar is a bald giant with a scarred cheek her friendly mimic 7 HD, 41 hp storage
(hence his name) who swings a scimitar chest, along with her Pegasus steed.
+2 and has a belt of six throwing axes. He Moruene is currently looking for an
wears bracers of defense (AC2) and a apprentice. Also in her portable hole is
throat gorget, leather breeches, otherwise a spare teleport scroll; she will use this
disdaining armor. Scar has a telepathic to escape (with Eltan and Scar, if possi-
bracelet on his left wrist, allowing com- ble) if necessary, to a cave retreat,
munication with Eltan and Moruene, walled in, inside the Nether Mountains,
which is clamped to a bronze wristlet that a retreat which includes her treasures:
also supports a sheathed dagger. He, too, is 40,212 gp; a spiritwrack scroll with
a military genius, and at his belt carries Demogorgon’s true name, should he
two stainless steel vials; a potion of flying ever appear; Eltan’s money (160,000 gp,
and a potion of speed. Scar often makes in various currencies); a jug of alchemy
manic leaps or charges in battle to break and 2 week’s dry rations (for 2 people),
masses of men defending in a strong posi- a prismatic sphere scroll, a protection
tion. He talks little, and never checks from devils scroll, and a ring of spell
morale. Scar wears a greenstone amulet. storing containing one cure blindness,
Scar’s real name is Hurbold Duethkatha one cure disease, one dispel magic, and
(HER-bold Dooth-KATH-ah); a secret to all two cure critical wounds clerical spells.
save his surviving youthful acquaintances
The senior officers of the Flaming Fist
in Waterdeep, Eltan, and Moruene.
serve as section commanders in battle,
MORUENE (More-yoo-EEN) bodyguards in negotiating situations, and
Baldur’s Gate, Flaming Fist if Eltan and Moruene stand together in
19th level magic-user battle, often form a protective “hedgehog”
LN, Azuth or wedge around them (Scar prefers not
Human female to be guarded; it gets in his way). All are
Moruene is Eltan’s lifelong friend, contin- devoted to Eltan and Moruene, and will
ual comrade, and occasional lover. She fight to the death for them; all are
wears black robes (cut so that she can equipped with field plate armor, green-
ride and fight unhampered), a green- stone amulets, rings of spell turning, one
stone amulet, bracers of defense (AC 2), a potion of extra-healing each (in a stainless
helm, a ring of flight (which allows the steel belt vial), and their preferred (and
wearer to fly as in the magic user spell, as specialized) weapon, usually a broad-
though cast by 10th level magic user, sword. They habitually wear their visors
thrice in any 24 hour/144 turn period of down so as to better intimidate. These sev-
time), two ivory scroll tubes at her belt en are:
containing one limited wish scroll and Beluarion (LN, 10th Level Fighter)
one teleport scroll, a dagger +2 at the Kulurauk (CN, 9th Level Fighter)
back of her neck, on a throatband sheath, Bellan (LN, 9th Level Fighter)
a rod of cancellation (only four charges Nenon (NG, 9th Level Fighter)
left) at her belt, and a captured wand of Koruelve (CN, 9th Level Fighter)
viscid globs of 14 charges. Moruene also Desedrak (LN, 10th Level Fighter)
wears a bracelet which allows her to Yulimtul (LN, 9th Level Fighter)
communicate telepathically with Eltan Again, it must be stressed that this mer-
and Scar. One of her earrings is a 9-hit-die cenary company is far more powerful
Fireball from a necklace of missiles, and than most; everyone else save a Horde
the other is a polymorphed black pud- raised by combining several mercenary

35
Recent News and Rumors in the Realms
T his section contains some of the gos- besieged and set afire by the troop of l To the south of old, vast Thay, the

sip that came to the ears of the Waterdeep, but devils are loose in the even more ancient kingdom of
inhabitants of the Northern Realms in Open Marches and there is no safe tra- Mulhorand has been jolted in the past
past two years; the Year of the Worm and vel thereabouts. The merchant- year: the Statues That Walk have begun
the Year of the Prince. These incomplete kingdom of Amn is said to be massing to move once more. Over a thousand
and sometimes slightly inaccurate snip- armies along its northern borders. stone statues of time-lost origin stand
pets of news are given as they might have all about this dusky-hilled country. At
l A fighting-band from Tilver’s Gap,
been gleaned by an attractive gossip in odd but long separated intervals these
battling with orcs in the south of Dagger-
the Dalelands, and in Waterdeep and the stone men animate and walk about,
dale, was pursued into the mountains,
North, and are included here not as any apparently towards specific (now-
and there in a hidden valley found a
sort of record or strict chronology of vanished?) destinations. They stop at
ruined fortress tower where they took
events, but rather to impart some of the times and then move on again, fight any
shelter. The orcs set watch on the tower,
flavor of the Realms, to give you the “feel” who bar their way or attack them, and
but did not enter. The band found gold
of the Realms as an active, living, and at times hew at rocks or clear pathways
and a magical, glowing sword in the ruin,
changing world. The news events are through certain areas. This latter
but were chased out by a horrible eye-
roughly divided by the months in which behavior is a frightening thing when
covered monster. Upon the band’s return
they were “heard” and made well-known. these areas are many-towered cities, or
to Tilver’s Gap the sword bearer, a temple
Note that some items are updates of earli- tanglewood forests. The stone men are
servant named Barach Hilthone, refused
er news, and that there are sometimes mute and apparently non-intelligent,
to give the blade to the temple of Gond,
considerable delays between events and and no one has yet found a way to con-
proclaiming it his own booty. Several
the news of them “getting around.” trol them. Some have crossed through
members of the fighting-band have disap-
The DM may use this information in the border walls into Thay as well as
peared in Tilverton since their return,
two ways. First, it may be considered into Unther, a desert land that lies south
and tensions in that town are said to have
background information for campaigns and west of Mulhorand. Tholaunt,
increased over the incident. (*)
beginning in the Year of Shadows (DR Divine Precept of Mulhorand (one of
1358). This is the recent past which the Alturiak (February) the “god-kings” of Mulhorand) says the
player characters may know of. Alter- coming of the Statues to life is not his
l The wizards of Zhentil Keep are
nately, the DM may choose to begin his or doing nor that of any of his family, as
rumored to have discovered or devised
her campaign at the start of the Year of far as he can tell, and adds that the
strange new magic, for in Lord Man-
the Prince, and, as the characters move power of control the Status is not
shoon’s court this winter have been dis-
through the year, present the new known to his family. Some have whis-
played effects and demonstrations of a
rumors as opportunities for adventuring. pered of strife within his family,
like not seen before in the known Realms.
Be warned that in the latter case, PC though, and say that the Statues may be
Powerful illusions, the summoning and
action may negate future entries, and the under the control of another.
control of elemental creatures such as
player characters may add their own wind walkers and xorn, and weird necro- l The Red Wizards of Thay have sent
newsworthy notes to be carried by bards mantic experiments are some of the legions of elementals against rebellious
and heralds across the realms. The DM things that have been reported. neighboring satraps, and destroyed
may take these entries as he or she sees four of them utterly, taking those lands
fit, using them as a basis for organizing Ches (March) under Thay’s banner. It is thought that
adventures of his own creation, either by l Selfaril, High Blade of Mulmaster, is such vast numbers of elementals could
extrapolating the events presented with- said to be seeking a wife: Tharchioness, not be summoned by spell, but rather a
in, or slipping their own news in among First Princess of Thay. The young, bald- gate or portal was opened directly to
the lists. News reports that will NOT ever headed Tharchioness has sent a golden the plane of elemental fire.
have follow-up in the published Realms earring soaked in her perfume to
material are marked with a (*). l Marchayn of Archendale, the
Selfaril, and he has sent her in return a feared “Mad Witch” of the Thunder
cloak of snow-white yeti fur. Having Peaks, has been found in her citadel,
Year of the Worm thus exchanged gifts, they may now vis- mindless and drooling, amidst chaos.
it together with no gossip or scandal, All about her tower lay the dead bodies
Dale Reckoning 1356
instead of only through envoys, and yet of the orcs (and worse) that served her,
Hammer (January) part honorably, if they do not wish mar- and much of her tower is now a fire-
riage, according to Thayian custom. blackened shell. The herdsman who
l There is fierce fighting in the
Selfaril wants Thay as an ally, and dares found her reported to merchants of
Sword Coast lands just south of Water-
not spite its ancient customs.(*) Arabel that Marchayn (who soon died
deep. Dragonspear Castle has been

36
and whose body was burned by the flict. Shadowdale’s new Lord, Doust have headed north to speak with the
herdsman) repeated endlessly, “Dove! Sulwood, who came from the west elves (with whom she has an uneasy alli-
Dove! Smashed the black star . . . (some say Cormyr, others Waterdeep or ance), and/or to observe events in the
Dove!” (*) even Moonshae Isles) last year with the strategic Dalelands, where there are
Pendant of Ashaba to claim the high rumors of war both between Zhentil
Tarsakh (April) seat, is as yet largely a mystery. Most of Keep and the northern dales and
l Savage fighting continues in the the dales and clergy have dispatched between Scardale and its neighbors, as
Open Marches about the blazing ruin of envoys to him. well as the sudden announcement of the
Dragonspear Castle. A sorcerous mist formation of the mysterious Iron Throne.
l The adventurers’ band led by the
has arisen and cloaked the land for a The Simbul is known for her unpredicta-
fighter Mane, formerly resident in Sha-
tenday now, but within it small com- ble behavior and mastery of magic, and
dowdale, have disappeared in the
panies of men and goblins and devils the tale most often told of her is her
south. There is talk of their defeat and
still clash. Caravan travel in the vicinity unaided destruction of The Red Sword
death in the Yuirwood, but others say
has turned aside, south to Baldur’s Gate. mercenary company at Mistbridge.
they have fallen in battle with the Red
Amn’s armies have gathered on its Wizards in Thay, or even that Mane has l Drow have been seen in the hills
northern border but have not yet become chieftain and war leaders of around Kulta and Daerlun, in Sembia,
moved into a fray. It is rumored in and again in the High Dale. The High
the nomads of the Shaar. Nothing is cer-
Waterdeep that all of the master mage Constable’s patrols out of High Dale
tain, however; all is speculation.
Khelben’s magic cannot dispel the report a confused night encounter on
strange mist. The fearsome carcasses of l The city of Melvaunt is the scene of
the slopes of Hooknose Crag. A Sem-
slain devils have been carried in tri- unprecedented shipbuilding activity.
bian merchant reports that a band of
umph through the streets of the city. Over sixty vessels of all sizes are being
monkey-faced, black-haired creatures
Some fear a way has been opened constructed along the shoreline, having
with glossy mail armor and glowing
between the Nine Hells themselves and spilled both east and west out of the
swords fell upon a caravan he was part
our world, as more or more reports of workshops for lack of space. It is not
of on the East Way, just east of Thunder
devils seen in greater numbers than known who is paying for the vessels or
Gap, and “like swarming cats” slew all
ever before come to the city. for what purposes they are intended,
who offered resistance, in less than a
but observers say at least four of the
l With the spring thaws Cormyr has minute’s fighting. (*)
large vessels have ram-spire hulls.
sent a small army east from High Horn l Huge balls of fire, four or five in
towards Tilver’s Gap. It is known that l A new merchant alliance calling
number, appeared in the sky above the
the army is to use Tilver’s Gap as a base itself the Iron Throne has sent letters to
Towers of the Blade in Mulmaster one
for fighting the increasingly numerous the rulers of Cormyr, Sembia, and stra-
night a tenday ago. There was a battle
goblins and orcs who have overrun tegic cities such as Hillsfar, announcing
involving magic within, and rumor has
Daggerdale and now threaten Tilver’s its formation and its intent to control
it the Simbul, ruler of Aglarond and a
Gap, Mistledale, and Shadowdale. It is overland trade in all weapons and
mage of great power, was involved. The
not known whether the army comes at equipment used in transport and com-
Simbul disappeared from her own king
the initiative of Azoun IV, or whether merce within its area of operations,
dom a short time ago.
Tilver’s Gap has sought aid by diplo- bowing to no monarch, but not intend-
matic means, by an offer of gold from ed to wage war or become unto a mon- l The Iron Throne has announced
the rich temple of Gond located there, arch itself. No reply has come from the that it will not oppose the sale and
or if Tilver’s Gap is being annexed by recipients of said missives, but it is transport of weapons and other goods
Cormyr voluntarily or against its will. thought they are not pleased. intended for use against the goblins
raiding out of the Desertsedge. It
l Shadowdale has repulsed an attack Mirtul (May) warns, however, that use of such weap-
from Zhentil Keep. A tiny army of onry within the dalelands will result in
l The Simbul, the infamous
adventurers, villagers, and elves inflict- sanctions against the aggressor(s). The
dweomercrafter who rules Aglarond,
ed very heavy losses on an attacking merchant Thond of Wyvernwater has
appears to have left her court shape-
army that outnumbered them by more changed (possibly as a cat or falcon) and made himself known as a spokesman
than four to one. It is rumored that an for the group. Thond is a middle-aged,
vanished. Upon her high seat she left a
insect plague raged over the battlefield, signed letter directing her Council to gov- respectable dealer in wood and the boat
and it is known that woods near the building trade, and is said to have magi-
ern Aglarond wisely, and dispose of sev-
dale were set afire. No formal declara- cal powers. He owns large reaches of
eral specific matters (no details are
tion of war or comment on the battle the woods around Wyvernwater. The
known) thus and so. It is thought she may
has been made by either side in the con-

37
rulers of Shadowdale, Mistledale, and has called on Azoun IV for reinforce- ies of men in fearless daylight attacks.
Tilver’s Gap have all publicly refused to ments to keep the village and roads Phlan is now a smoking ruin, home to
support the Iron Throne alliance. nearby safe from orcs and trolls raiding one Great Worm. Melvaunt was
out of the Stonelands. attacked by a smaller drake that “tum-
l The armies of Amn have turned
bled the towers” of the walls, and now
back wandering devils at their borders, Kythorn (June)
and have pursued them north, charg- holds sway over much of the city. One
l A small army of Cormyr now holds dragon flew to the Citadel of the Raven;
ing into the fray. Devils of all sorts
Tilver’s Gap, having slaughtered “many no word has come back of subsequent
appear to be growing even more
thousands” of orcs. Tilverton has been events there. In the wreckage of the
numerous in the disputed field. Reports
relieved, but its government left city streets of Zhentil Keep a monstrous
from Waterdeep indicate that the Wood
untouched. Merchants leaving the now- worm is presently embattled by the
of the Moon Elves is a blazing ruin. It is
safe town after over a month of virtual armies and arts of Lords Manshoon and
not known if the elves are fled, all slain,
siege report that Cormyr has offered to Chess, while fires rage unchecked.
or fighting on. The mist over the region
annex Tilverton, but not demanded or Yulash is completely ruined, reduced to
still holds. Overland travel north of
enforced a takeover, and that the High tumbled stone, scarred and lifeless by a
Amn’s borders has almost ceased;
Priest Gharri of Ghond, Elder of the dragon that later came to Shadowdale.
Baldur’s Gate is virtually under seige,
town, has not yet decided to accept or A great fire in the elven woods was
and bands of orcs, trolls, bugbears and
reject the offer. doused by the elves after they slew a
hobgoblins, accompanied by devils and
dragon landing there, with heavy loss-
powerful mages, have been reported in l The temple of Bane in Voonlar was
es. The awesome body of the largest
the Troll Moors. The village of Triboar, sacked and burned by a small force
Worm of all lies half-submerged in the
north of Waterdeep, was ransacked from Shadowdale, led by the Lord of
waters of the harbor at Hillsfar, where
almost a month previous, and the popu- Shadowdale and his adventuring com-
it fell, slain by the mages of the city. In
lation of such small northern towns has panions. No fighting or pillaging
Shadowdale, the witch Sylune perished
fled north to Mirabar, Silverymoon, and occurred in Voonlar itself. The attack
coastal ports. in combat with the dragon, and it is said
was specifically on the temple, and
she broke a magic staff to destroy the
envoys of Shadowdale have since apolo-
l Prices of all luxury items in Water- great worm. At least three dragons are
gized to priests of the nearby temple of
deep have risen rapidly with the war, known to have survived the attack. The
Chauntea (and, through them, to “the
and shortages are beginning to affect all reasons for this flight of dragons is a
good people of Voonlar”) for any upset
of the cities of the North. The “wild har- mystery, and cannot with certainty yet
and inconvenience. The troops from
vests” of hay and brushwood customar- be deemed the work of some “Dragon
Shadowdale engaged in magical combat
ily brought in to Waterdeep from the Cult,” the secretive cult that holds that
with the priests of Bane, and although
High Moors are of course destroyed, undead dragons should and will rule
some of the most powerful clerics are
and are missing. The wild grains grown the world.
said to have escaped to Zhentil Keep by
in the open close by Triboar are also
means of magic, others are known to l A corpse washed up on the beach
gone, and much food that is usually
have perished, and the men of Shadow- just west of Hillsfar has been pro-
available is reserved for the armies in
dale seized much gold, and took almost nounced by the eminent sage Auvi-
the field. Shiploads of mercenaries
500 prisoners (minor priests, adher- darus to be definitely that of one of the
from the south and east are arriving in
ents, lay worshippers, and guards of legendary githyanki, a race said to visit
Waterdeep daily, headed for the mist-
the temple). Far more people than the the Realms only seldom, from another
shrouded field. Caravans are tending
folk of Voonlar ever suspected were in plane.(*)
south through Calimshan, avoiding
the temple complex. The Lord Doust
Amn and the lands west of Cormyr. l Raithspur, Captain of the Guard of
Sulwood says that the attack is in retali-
Ordulin, has issued a decree banning
l Rumors have been heard of a ation for a recent attack on Shadowdale
elvenkind, including golden and moon
bloody skirmish around the fortress of by Lyran of Melvaunt, who led troops
elves, and the half-elven, from Sembian
High Horn, in which orcs and hobgob- of Zhentil Keep supported by priests of
soil. No formal reason has been given
lins out of the mountains and the Stone- Bane.
for the ban, but it is said that the Coun-
lands were beaten off by a large force
l Dragons have attacked dales and cillors of Ordulin fear elves of other
of horse-archers and lancers, Cormyr
cities in the Moonsea and Dalelands as sorts are aiding and concealing a Drow
regulars who issued forth to protect a
they once did of old, leaving much ruin invasion of Sembia’s remoter areas.
caravan. Seventy-six men died, and a
and devastation. Many dragons flew
hundred and twelve orcs were slain. l Hlethl of Battledale and merchants
south and west from the glaciers
Tessaril Winter, Lord of Eveningstar, of Essembra have separately reported
beyond Thar, landing at many of the cit-

38
that they have encountered no elves in aided with money, provisions, and the ogres of Thar will come south from
recent days. Upon investigation, the weaponry by Sembia. the glaciers to attack the cities on the
nearby elven woods seem deserted. north coast of the Moonsea.
l Gharri, the high priest of Gond in
Nothing more is yet known. l Almontier, a mage of the High Dale,
Tilverton, has announced the formal
has announced the formation of the
Flamerule (July) annexation by Cormyr of Tilver’s Gap.
Company of the Hippogriff. The adven-
Gharri will remain at the temple as “Lord
l Forces of Scardale have attacked turing company will operate in the
Regent of Tilverton,” and Cormyr will
Mistledale, and been rebuffed by the Inner Sea Lands on a mercenary basis,
maintain a standing garrison in the town.
dale militia, aided and led by troops of out of a fortified keep in Thunder Gap
Shadowdale. Scardale briefly took the Eleasias (August) that was once a “waystop” stronghold
eastern half of the dale, but could not of the merchant lords of Amn. (*)
l Alusair Nacacia, youngest daugh-
pass the ford, and was thrown back Scardale sent an emissary to Sha-
ter of Azoun IV, king of Cormyr, has run l
after two days of heavy fighting by the away, vanishing from the royal palace dowdale, offering an alliance. The offer
arrival of two hundred mounted spear- was refused, and Lord Lashan has
in Suzail in early spring. Her reasons
men of Cormyr. Lashan of Scardale has announced that his forces are now at
and destination are unknown, but she
proclaimed himself King of the Dales, war with Shadowdale. Any persons or
is said to have been recognized in
and his armies have been reinforced in property of the dale that fall into their
Tilverton, and that the army sent there
Essembra: six thousand hopefuls from hands will be treated accordingly.
was intended primarily to bring about
Impiltur and the Vilhon Reach have
her safe return, rather than to aid
joined Lashan’s forces, arriving on the
Tilverton’s besieged inhabitants.
Eleint (September)
dozen ships now owned by Scardale, l The northern city of Melvaunt is
seeking lands and wealth in the new l Forces of Scardale have taken the
still largely in ruins, but its elders are
kingdom of the Dales in return for mili- fields of Battledale, and now hold Har-
concentrating on rebuilding its docks
tary service. Lashan has announced rowdale, Featherdale and much of Bat-
and navy. Seven large ships have been
plans to occupy the Lost Vale, and settle tledale. The trade-road from Sembia to
keeled already, and shipyard talk has it
many of his new citizens in the newly- the Standing Stone has not yet been
that a dozen more will be laid down
conquered southern dales (Battledale, blocked, and Essembra is still nominally
before winter.
Featherdale, and vicinity). Doubtless independent. Travelers on the road
this last move is to strengthen his fledg- including caravans out of Hillsfar, Zhen- l Lord Manshoon of Zhentil Keep has

ling kingdom against possible attacks til Keep, Cormyr, and Sembia, have ordered a proclamation read in Sembia,
from Sembia to the south. been stopped and searched by the Scardale, Cormyr, and Archendale. The
largely mercenary forces of Lord proclamation sums up the combined mili-
l Fey magic has destroyed a force of
Lashan. Public statements have been tary power of the devastated cities on the
two hundred troops of Scardale who made by the ruler of Zhentil Keep, north coast of the Moonsea, and informs
were exploring the fabled ruins of Myth Archendale, and Sembia that if the road the world (and in particular the rulers
Drannor. A later patrol found no traces of
is blocked, and the taking of Essembra, and adventurers of the places in which it
a struggle, or any signs of monsters, but was read) that any attack upon any of the
Archendale warns, is synonymous with
only their horses and camp-gear. None of cities will be considered an act of war
blocking the road, Scardale will find
the surrounding settlements report see- and will be crushed by the massed might
itself, economically and eventually on
ing any strangers; the missing warriors
the battlefields, at war with all three. that Lord Manshoon now commands.
appear to have vanished without trace, l The Citadel of the Raven has been Manshoon’s host will then carry the bat-
not deserted. tle back to the attacking country and con-
revealed to have been largely destroyed
l Scardale has sent an army along in the attack by three dragons and is quer it in the name of the northcoast
the Halfaxe Trail, attacking Mistledale now being rebuilt by Zhentil Keep’s cities. It is known that some attempt was
again (where they were driven off by work parties. The great armory of the made to arrest the crier of this message in
the Cormyrean garrison), and sent Citadel contained many great siege Scardale. The crier disappeared into thin
exploratory patrols westward to engines, and with those two of the air, after hurling a meteor swarm at his
Deepingdale and Lake Sember. War- drakes were ultimately slain (one of the attackers with deadly effect.
riors from all of the conquered dales, younger dragons escaped, flying west
led by the Battledale Seven (an adven- towards the Border Forest). The Citadel
Marpenoth (October)
turing company) and some adventurers was largely gutted in the battle, and l A group of adventurers known as
of Mane’s Band, have gathered in over nine thousand warriors perished. the Company of the Dragon is traveling
Highmoon to halt Scardale’s advance. It is feared that if the defenses at the south from Hillsfar, bent on meeting
These anti-Scardale forces are being Citadel are not very strong by winter, with the Elven High Court. All elves

39
have disappeared from Hillsfar, includ- him as soon as possible, and goes on to at least sixteen well-known merce-
ing members of the city’s ruling Coun- thank the Dalesmen for their good rela- naries (most estimate he has hired
cil. Reports from Sembia to the north tionships in the days “since I have seen upwards of three score men thus far, all
coast of the Moonsea indicate that the planting of the Standing Stone.” Oth- told), and these have vanished from
many elves everywhere have vanished. er nations and city-states, The Moonsea sight.(*)
It is said in Hillsfar that the Company of Cities, Sembia, and Cormyr, have
l Mellomir, sage of Arabel, claims to
the Dragon is hurrying to be the first received no such messages. Disposition
have discoverd a great treasure in an old,
explorers of the fabled ruins of Myth of the Elven territories and Myth Dran-
abandoned dwarf-hold north of the vil-
Drannor, that splendid city of time- nor were not mentioned in the letter.
lage of Eveningstar. The treasure is
shrouded legend once regarded as the
center of all culture, including music,
Nightal (December) ancient and magical in nature, Mellomir
attests (he has refused to say what pre-
magic, and the arts of invention, in the l Barroch’s Hold has been found.
cisely it is), and helps to explain two
known world. The fabled citadel of the first great ban-
things: why the “Haunted Halls” have
dit lord of the Inner Sea lies south and
l The forces of “King” Lashan of been the center of so much activity over
east of the cities of the Moonsea, in the
Scardale have been destroyed in a swift the years (many strange creatures and
Glacier of the White Worm. The adven-
series of battles with forces from Cor- small bands of armed outlanders of all
turers who found it encountered a
myr, Sembia, the united Dales, and the breeds have been seen entering, or
number of strange creatures and were
Moonsea cities (including Zhentil Keep). emerging from, its tunnels) and how the
scattered or slain. Two survivors
The capital of Scardale has fallen and dwarves, once so numerous in these
reached Orm to tell the tale: Feenoch
Lashan himself has disappeared. The lands, disappeared so quickly and trace-
the Five-Fingered, a rogue of some infa-
area has been placed under joint occu- lessly in only a few winters. A small troop
my, and Yostur Ulhmond, a young fight-
pancy by the combined forces until a of guardsmen from High Horn arrived in
er from the villages of the Snow People
stable government in formed (no less Arabel after Mellomir’s announcement,
in Thar, blond-haired and strong as an
than a year from now at best). and the sage has not been seen since. He
ox. The two evaded queries about trea-
is thought to have been taken to High
Uktar (November) sure, but there is talk in Hillsfar that
Horn for questioning, but no word has
they have been trying to gather togeth-
l In the Hall of Sparkling Stones in come to confirm this.(*)
er a large adventuring band with
Mirabar, the elders of the city sit in
sledges. (*) l A retired merchant who keeps a
Council, planning where and when to
ferry at Thunderstone on the
sell their metal, mindful of who is weak
Wyvernwater reports that a corpse
and who is strong, and who will use the Year of the Prince found in the thawing ice of the harbor
trade-metal to make swords to wage Dale Reckoning 1357
is probably only a few months old, and
war on whom. As it does each winter, Hammer (January) is unmistakably that of a Drow. It died
Mirabar has closed its gates and turned
of a slit throat, and was clad in armor of
inwards, to the mountains, where l Liantha, priestess of Tymora in
black leather. The High Constable of the
teams of miners dig throughout the Silverymoon, has set off east with a
High Dale has doubled the strength of
cold months. Much silver has been small band of adventurers, seeking a
his armed patrols indefinitely. (*)
found, it is said, and Mirabar is seeking route across the Great Desert,
sheep-breeders to establish for it huge Anauroch, to Cormyr and the Dales. (*) l The coastal cities of Cormyr and
flocks of the animals to provide winter Sembia report ice thin enough to break
l A dragon is believed to be nesting
food and wool. (*) and clear harbors, and expect strong-
in the mountains near Archendale.
hulled ships to begin sailing in a ride
l In a letter from Luvon Greencloak Whole herds of cattle have vanished
(ten-day week), or perhaps less time,
to the rulers of the Dalelands (including from secure fields at night, and many
but the Dragon Reach is still frozen in
Lord Doust of Shadowdale), the Elven small fires have been seen in the remote
solid, and the merchants of Scardale
Court have announced their retreat forests of the mountains slopes. (*)
and Harrowdale are preparing cara-
from their native woods to “a further
Alturiak (February) vans for the first trade of the new sea-
land from Man” (presumably Ever-
son.
meet). The great majority of the elves l A man known as Haljack is hiring

have departed, though certain individ- fighting-men in Scornubel for 7 gp per Ches (March)
uals remain (including those with close month plus board and outfitting. He is
l Three ships that have sailed the
ties with humans or elvish adventur- said to have a shrewd eye for trained
Inner Sea in the past week have failed
ers). Luvon notes that elves who wish to and experienced fighters and has turn-
to make port again; the ice, the pirates,
follow the Elven Court should contact ed many knaves away. He has accepted

40
or something else is very bad this year. from the woods upstream. All were returned to the city, these three having
The ships were: slain by fire and sword. The purpose fled shortly after the party located the
The Ratclaw, an independent caravel that brought these creatures to the crumbling entrance to this lost
out of Selgaunt captained by Strauph woods, and the identities of their slay- mountain-hold, in a high hidden valley.
Omerehellin, carrying dates, nuts ers, are unknown. (*) Several adventurers in Waterdeep are
and olive oil from the cities of the trying to find out the whereabouts of
l All is quiet around Dragonspear
south to the cities about the Moonsea. this city of Gauntlgrym, said to hold
Castle. The armies encamped there
The Ratclaw left Selgaunt fourteen riches and magic, but if they have even
report that no devils or other foes have
days ago, and was due in Hillsfar six found survivors of the ill-fated band or
been seen since The Feast of the Moon
days ago. the one who sent them forth, no one
(previous Uktar). But at least one cara-
else yet knows of it in Waterdeep.(*)
The Umbolden, a full-rigged cog that van from Calimshan, heading north-
left Telpir with a cargo of dried fish wards from the borders of Amn at the l Orcs are reported to be on the
and cheese twelve days ago. It also beginning of Ches, has vanished with- move in large bands near Baldur’s Gate
was bound for the Moonsea, to dock out a trace in the lands between Amn and along the northern borders of
at Melvaunt two days ago, but it was and the Way Inn, where Waterdeep’s Amn, and even remote villages have
to call in at Scardale or one of the cit- forces have a guard on the road. reported the passage of secretive,
ies south of Scardale on the coast of Knights of the Waterdeep Watch are stealthy orc patrols, who avoid men
the Dragon Reach, and did not. No readying griffons for aerial patrols rather than slaughter them, and make
word has yet come from it. along the caravan-ways as soon as no raids on livestock or stored crops.
spring comes. Young griffons and Some believe that these are forces from
The Bloody Umber, a “sailrig” (large
intact, warm griffon eggs are sought, Dragonspear Castle sneaking away ere
wooden raft fitted with a trisail and
and Piergeiron will pay top prices for Waterdeep’s forces attack again in the
sweeps), a coaster working its way up
any brought to him in Waterdeep. spring, but others fear the orcs’ unusu-
from the Neck to Harrowdale and
al behavior denotes something worse,
back with pottery, fine clothing, iron- l Rumors are rampant in the North
such as the gathering of many orc-
ware and rugs, live swine and poul- that there is a new Beast Lord. This
bands into a Horde, for instance, some-
try, axeheads and twenty score term, drawn from the folklore of the
thing not seen for nearly two hundred
crossbows bolts for the army of Scar- northern lands, is applied to evil men
years in the North, or perhaps some
dale. who by magic, artifice, and the service
new plot of the mysterious wizards for
of others seek to unleash horrific bes-
All three ships have vanished without a the Inner Lands who command many
tial servants upon the world, breeding
trace. They are among the first vessels of the orcs in the area, or their allies the
rare creatures like the bulette, gorgi-
to venture out of harbor this season. drow and perhaps the illithids. Others
mera, owlbear, peryton, and even
Such a large number of boats lost with- say the orc King Graul is gathering all
beholders, and raising armies of bestial
out a trace in the first two tendays of loyal to him to drive men out of the
undead. Such monsters have suddenly
sailing is very alarming. North, now that the elves have left, and
become far more numerous in the for-
establish great orc kingdom.
l The Leader of the Red Cloaks of ests and wastes northeast, east, and
Asbravn has reported by carrier- southeast of Waterdeep, and misfits Tarsakh (April)
pigeon to Peirgieron of Waterdeep that such as mongrelmen and leucrotta
l The fabled Tome of the Unicorn,
a horrible monster “with many heads, seem to have gathered into organized
the long-lost grimoire of Shoon, Mage-
all like snakes” has slaughtered the bands or groups, co-operating for the
King of vanished Iltkazar (who is said
inhabitants of two farms to the north of good of all. Some whisper that the Beast
by some to survive today as a lich), has
the town, and no one in the village Lord is a powerful evil mage, others
been reported found by a merchant
seems able to face and slay it. Its lair, that he is a mind flayer or worse.
captain, Roald of Baldur’s Gate . . . or
and the sites of possible future depre-
l Gauntlgrym, a “Lost City,” built in lost, rather. It seems the ruling house of
dations, are unknown. The Red Cloaks
the northern mountains by the Ruathyn has held the Tome in the Green
are seeking aid in dispatching this crea-
dwarves centuries ago for a warrior- Rooms, their great library in the palace,
ture. (*)
king and his followers, has been located for hundreds of years, and when Roald
l In Secomber, east of Waterdeep, a by someone in Waterdeep. A large (thir- docked there, all was in uproar: some-
Waterdeep patrol reports the inhabit- ty or so strong) party of mercenaries, one had stolen the grimoire, and the
ants have found the corpses of six called the Company of the Gryphon had secrets that none outside of the royal
illithids (mind-flayers) and thirteen been organized to explore it for him. house of Ruathyn had seen for a great
Drow, washed down the Unicorn Run Only three of that company have while were out. Roald could get no hint

41
of who is suspected of the theft, or any they are bound for Ruathyn. It is cer- Tilverton and Arabel, and is believed to
details of it, but he and his crew and tain that a Ruathyn vessel in the harbor be gathering followers for another try
ship were most thoroughly searched by at Waterdeep was seized by Luskan at an empire, possibly striking at Dag-
both magical and physical means. Some forces who entered the city and gerdale, Voonlar, or Yulash.
he talked to on the island did believe reached the quays by means of stealth
l A temple to Gond has been opened
that in the Tome of the Unicorn are the and disguise. This craft was sailed out
in Essembra; the High Priest, Lord High
means to create a permanent gate of the harbor but was not found when
Smith and Artificer, one Gulmarin
between the planes of existence, the pursued an hour or so later, and is
Reldacap, is introducing many new
means to create golem armies, and believed to have been scuttled in coastal
devices for sale, and much gold is now
many spells found nowhere else. Roald waters.
flowing into Battledale.(*)
reported his news to an open meeting
l Strange creatures have been
of merchants in Baldur’s Gate, warning l Gharri, Patriarch of Gond has van-
reported in the Yuirwood south of
all to beware a sudden rise in power, ished from Tilver’s Gap. The Cormy-
Aglarond, and a r e t h o u g h t t o b e
anywhere in the Realms, in the near rean garrison is looking for him.
spreading. Throughout the fall trolls
future.
seemed to be growing more numerous, Kythorn (June)
l The famous explorer Dabron and then owlbears were reported. As
l While Calimshan has long domi-
Sashenstar has returned in triumph to the weather grew colder, a bulette was
nated sea trade in the South, this vast
Baldur’s Gate, having mapped a route seen, and it was rapidly followed by
and decadent realm has never boasted
across the great glaciers of the north to other nameless or unique creatures,
a navy. Recently, however relentless
the near-legendary country of the things which seem to be expanding out-
piracy and escalating wars between
Sossrim (Sossal). Irlentree of the Mer- ward from the depths of the wood. The
rival merchant houses have driven the
chant’s league will mount an expedition adventurer Sparleye was last seen in
satraps to lay down a fleet. Reports say
carrying the maroon trading banners this area with his adventuring compa-
that huge floating cities are planned,
of his house when spring has settled in, ny the Men of the Purple Arrow. Oth-
laden with many catapults and fire-
and Sashenstar says that he will over- ers who have gone into the woods have
hurlers, and the satrapies are sending
see the building of waytowers in not returned, and traders are avoiding
spies to investigate many coastal
Damara. The Merchant’s League, now the area.
realms, particularly the harbors. Calim-
over twenty years old, has long planned
to build a series of waytowers, but wars Mirtul (May) shan has been training archers in close-
quarters naval work for some time
and the growth of may small kingdoms l No news has come to light regard-
now. Both Amn and Baldur’s Gate are
has made this largely unnecessary, and ing the ships missing on the Inner Sea.
taking on mercenaries in this past trio
in some places impossible. The league No wreckage has been found. It is
of “rides” and for the foreseeable
has not yet reacted to the news that a rumored that Selgaunt will soon send a
future.(*)
new, rival merchants’ alliance, the Iron fleet to search the Pirate Isles.
Throne, has been formed, but the lat- l Armies of “walking dead” are said
l Archendale is building a large,
ter’s apparent area of operation sug- to be advancing steadily northwards
armed, mounted force; its officers have
gests that conflict between the two from Thay, led by armored skeletal
been recruiting in Waterdeep and the
organizations is almost certain. (*) warriors of great power and fell aspect.
Vilhon Reach, and fears are growing in
Impiltur fears that Thay will over-
l A Ruathyn war vessel searching the southern dales that Archendale
whelm all of the Eastern lands, and
for the stolen Tome of the Unicorn has may be planning conquests of its own.
then turn west to crush the coastal cit-
destroyed a merchant caravel of Sembia has tripled the guards on all car-
ies, Impiltur; and Aglarond.
Luskan. The caravel Telgontan Horn avans leaving its borders.
was boarded two days’ sail south and l A band of adventurers, a dozen
l A fierce naval battle has been
east of Luskan, searched, and then set strong, has arrived in Tilverton, appar-
fought on the Moonsea. Zhentil Keep
afire. The crew sailed the blazing hulk ently with the permission of Cormyr.
now rules its waters, having defeated
landwards until they could no longer The adventurers are human, of both
and destroyed all warships of the rebel-
control its course, and then took to sexes and include some workers of
lious cities of Melvaunt and Mulmaster.
boats. The Horn was seen to burn to the magic, but no known priests are among
Hostilities between Zhentil Keep and its
waterline and sink. The boats were lat- them. No one has ever seen them
former allies show no sign of ending.
er picked up by a cog out of Neverwin- before or learned their present inten-
ter. Two of the High Captains of Luskan l Lashan, recently Lord of Scardale tions, and they are called only The
have put to sea with six large rakers and briefly of an empire that included Hunt.
(low warships), and it is rumored that most of the Dalelands, has been seen in

42
l Luskan has attacked Ruathyn’s ers know the whereabouts of the fabled Teshwave and down across the eastern
harbor. Fourteen Ruathyn vessels were Warrior’s Crypt, said to lie somewhere Stonelands to Arabel, in steady num-
rammed or burned in a fierce engage- north of Cormyr in mountainous, law- bers, and Zhentil Keep’s strategy vis-a-
ment about the island, for the loss of less country. These merchants are not vis the dales now seems to be ignore
one Luskan raker. Ruathyn’s naval men known locally, and offer four piec- them, using the orcs to keep them busy,
power has been almost totally es of gold a day as pay, plus “a substan- while rebuilding Yulash—a move, this
destroyed. A bare, half-dozen Ruathyn tial bonus if the venture is successful” last, that Mourngrym sees as ultimately
ships survive in ports all along the (they decline to give more details unless serving to divert all Moonsea-area trade
Sword Coast. Ulphron, First Axe of their offer is accepted). Only three away from Shadowdale and Dagger-
Ruathyn, is said to be missing. The two freeswords are known to have signed dale. This is inevitable unless a safe,
High Captains commanding the attack on with these merchants.(*) easy route through the elven woods can
took their men ashore after the be created, and controlled by Shadow-
l That mysterous mage known only
destruction of the Ruathyn navy, and dale.
as “The Firemaster” has been seen in
presently wage war on the island. No
Suzail and in Westgate, hiring merce- Eleasias (August)
news of events has since come out of
nary adventurers. He usually gathers
Ruathyn, but it is expected that Luskan l The Nentyarch, ruler of vast lands
such forces to aid him in reaching
will conquer the island. east and north of Impiltur, has sent
sources of old magic he has located by
agents into the Realms, seeking black
Flamerule (July) his arts and research; tavern-talk has it
gems for some unknown magical or
that there are several ancient tombs
l The Fair Venture, a caravel out of religious use.(*)
hidden in the depths of the woods
Sembia, has gone missing in the vicinity
north of Waymoot.(*) l A noted dancer and entertainer,
of the Pirate Isles. Her owner, the mer-
the Grey Veil, has vanished from Zhen-
chant Golthond of Thesk, is talking of l A new trading coster, the Fire-
til Keep, and is being hunted by the
hiring mercenary companies to storm hands Group, is being formed in
rulers of that city. It is said that they are
the isles and clear them of outlaws. Daerlun, and is interested in hiring
trying to regain from her a precious
experienced caravan-guards, swords-
l Many reports and rumors are thing of magic, “Yuthla, the Eye of the
men, and travelers to staff its caravans
spreading in Cormyr and Sembia con- Beholder,” which she won from a
on the overland routes from Watergate
cerning some sort of internal, all out drunken Zhentian noble.(*)
to Hillsfar, ranging over Cormyr, Sem-
merchant’s or nobles’ war that has
bia, the Dalelands, and the southern l Azoun IV of Cormyr has given
erupted in Westgate. Nothing definite is
Moonsea settlements. Paymaster for orders for his warriors to search all
known, beyond residents’ reports of
the new group is the old warrior Dhe- travelers in his realm: someone is smug-
armed skirmishes in the streets at
larr “the Night Blade.” Rates are gling out fistfuls of gemstones from the
night, and many bloodstains on the cob-
described as “competitive.”(*) royal mines near High Horn. These
bles, and floating corpses in the harbor,
gemstones have surfaced in Mulmaster,
by day. l Mourngrym and Randal Morn,
Hillsfar, Westgate, and Selgaunt, so
with their own men and a few merce-
l Cormyr has sent envoys to Sha- far.(*)
nary additions and loaned troops from
dowdale, Mistledale, the High Dale, and
Cormyr’s garrison in Tilverton have l The Sceptanar, reputed ruler of
Deepingdale; to (in the words of King
been fighting steadily to hold the over- Chessenta, has sent an envoy to Sembia,
Azoun IV) “strengthen the ties of
land road from Shadowdale and Mistle- Cormyr, and the Daleland, seeking
friendship, good open-handed trade,
dale through Tilver’s Gap to Cormyr word of those who unleashed the
and common defense that we all share.”
clear for safe passage by caravan. To magic-eater in Scornubel two winters
Sembia and Archendale are said not to
lose this route means eventual eco- ago. The Sceptanar has a similar crea-
be amused by this latest political manip-
nomic ruin for both dales, and the ture imprisoned in an ancient globe in
ulation.
acceptance of Daggerdale’s extinction. the Crypt Royal beneath his palace in
l A caravan out of Zhentil Keep was They have largely succeeded: the devils Soornar, and offers gold, magical train-
apparently destroyed in the ruined seem to be fewer these days, and trolls ing, griffins, or noble maidens of his
town of Teshwave by allies and war- and hobgoblins seem to have moved realm to anyone who can safely unleash
riors of Cormyr. Cormyr and Zhentil northwards, leaving only orcs and the magic-eater without harming the
Keep have already clashed over the norkers in the Daggerdale area. people and treasures of Chessenta, and
troubled land around Daggerdale.(*) successfully return it to its home plane,
l Zhentil Keep’s caravans (and those
or control it to do the Sceptanar’s bid-
l Merchants have been asked in of a few of the other cities of the Moon-
ding in a certain task.
Sembia and Westgate if any adventur- sea) have been slipping through

43
l Forces of Cormyr under Duke Bhe- known which ones yet, but no less than those same men that are known as
reu have advanced from Tilverton to six hired assassins have been found “bandits” for their frequent raids upon
Shadowdale, where they have joined floating dead in the harbor in the space travelers in the Forest-Country.
forces with Mourngrym, the Lord of of two days (this news is two tendays Thaalim is said to have spies in all of the
that place, in an attack on a dark-elven old), and more are expected. cities, towns, and villages of the realm,
caravan, and also aided Randal Morn in and to be waiting for the richest cara-
l A new company of adventurers,
his fight to regain Daggerdale from the vans.(*)
the Company of the Cloak, has been
orcs of the Desertsedge Mountains. The
formed in Scornubel, and has headed l Lothchas, bandit-lord of the lands
garrison at the fortress of Castle Crag
east to the Inner Sea lands to seek for- northeast of the Moonsea, is said to
has been doubled in size, to repulse any
tune. Its leader, a little known mage have his eyes on the rich Dalelands. and
attacks from the north, or from bandits
called Mhair Gulzrabban (thought to be plans to found his own kingdom there.
taking advantage of the strife. Soldiers
from one of the coastal cities of Calim- The rulers of Hillsfar, Sembia, Cormyr,
of Cormyr have met and battled the
shan), has spoken of the treasures of and Zhentil Keep are said to be uni-
armies of Zhentil Keep in ruined
Myth Drannor, the lost wealth of The formly unamused.(*)
Teshwave and in Daggerdale.
Kingdoms Under the Sand (those lands
l A vicious battle between forces of
Eleint (September) north of Cormyr and west of Dagger-
Maalthir, ruler of Hillsfar, and soldiers
dale, long swallowed by the desert
l An entire caravan was slaughtered of Zhentil Keep has been found in the
Anauroch), and the hidden riches of the
on the trade-road just west of Shadow- ravaged town of Yulash. Over ninety
Dalelands. The Company has over a
dale. The origin and cargo of the cara- slain, and the town is now in the hands
dozen members, none well-known, and
van are unknown; the Lord of of Hillsfar. Forces of Zhentil Keep are
has no known headquarters. Its symbol
Shadowdale is said to be investigating known to be massing in Voonlar for a
is a swirling cloak (in the shape of a
the matter. counter-strike. In Zhentil Keep itself,
breaking wave, with its point curling to
the militia is said to be whelming for
l Lurkan the Reaver, a mercenary the right) of dark green hue.(*)
battle.
“Lord” of the Sword Coast, is moving
l Reports continue to flow into the
eastward to the Inner Sea lands. It is l There is civil war in Melvaunt, as
Royal Court in Suzail of sightings of the
said that he intends to take up resi- rival senior families of that city struggle
missing princess, although these
dence there, and expects to earn a liv- for control of the throne. Further strife
reports are suspect because they come
ing by selling his skills in the coming in all of the Moonsea cities is expected
from all directions in the known
conflict between Zhentil Keep, Cormyr, as the grip of Zhentil Keep’s rule is loos-
Realms, some from lands known only as
Hillsfar, and Mulmaster; four combat- ened by the struggles to the south.
legends in Cormyr. Alusair Nacacia,
ants all with designs on the lands Strange, fey beasts have been seen
youngest daughter of King Azoun IV, l
around them.(*) in the Hullack Forest and in the hills
vanished from the royal palace in Suzail
l Shairksah, an evil merchant oper- a year ago, and is said to have run away. around Thunderstone, and such
ating out of Beregost, has threatened Her reasons and destination are reports have always come down into
several rival merchants with death at unknown, but she is said to have been Cormyr steadily from travelers in the
the hands of magically-created killing seen in Tilver’s Gap, with the former Stonelands and Gnoll Pass; the land
creatures; strange crab-like menaces lord of Tilverton, the High Priest of beyond the spearpoints of the King’s
that he has in the past unleashed in Gond, Gharri, who has himself since soldiers seem truly wild.(*)
Amn against such rivals (leading to his vanished. It is also said that the army l A tavern in Ordulin, The Stranded
banishment from that nation). sent to Tilverton was intended primari- Fish, has been set afire and destroyed in
Shairksah has mentioned casually in ly to bring about her safe return, rather a brawl between local bravos and a
several noble courts that he has previ- than to aid Tilverton’s inhabitants bearded, robed mage of great power
ously had a few of these creatures against beseiging orcs. Obviously, that thought to be one of the Red Wizards of
released in Cormyr, Ordulin, and army did not find her, for a royal Thay. The mage escaped the blaze, and
Iriaebor to “add to the amusement.” No reward is still offered for her safe his present whereabouts are unknown.
reports of such things have surfaced in return to Azoun. It is certain that agents of the city’s
the said three cities—but then, few who Council, and the City Guards, are look-
Marpenoth (October)
have seen such things in the past have ing for him.(*)
lived to tell the tale.(*) l A new leader, Thaalim Torchtower,

is rising amongst the lawless men who


l In Westgate, fresh trouble has
live in the wastes west of the mountains
erupted between rival Houses. It is not
that lie on the western edge of Cormyr;

44
Uktar (November) ruler, and invited both Aumark and ils who walk there!” The bard Maerhult
Taerl of the High Captains to his palace has pronounced two of the harps
l The forces of Zhentil Keep have at Waterdeep on the first day of shown to him in the tavern, to be
retaken ruined and dragon-deprivated Kythorn, to meet for truce-talks. The unmistakably the work of the lost, long-
Yulash from the Hillsfar armies. At first ago artisans of Myth Drannor, and to be
penalty for either refusing to attend
glance, the success of the numerically rare things of magic besides.(*)
being the alignment of Waterdeep
inferior Zhentil Keep forces was
against the absent ruler, and either way,
ascribed to surprise, but reports have l Across the Dragon Reach, in Sel-
a quick end to the war.
developed of high sorcery being used, gaunt, a mercenary band is gathering to
including the ground itself growing l Agents of the Red Wizards of Thay investigate the ruins of Myth Drannor
arms and attacking the sleeping Hillsfar have openly slain merchants in Westga- for themselves; a group, thus far twen-
forces. The Hillsfar contingent has te and Scardale-port, and it is whis- ty strong, under the leadership of the
retreated in disarray and Zhentil Keep pered that the fell Red Magic Cult is fighter of great renown Narve
will likely retain control of the city until stirring again. Perhaps the Red Wizards Dwarfkin and the mage Ryhinn Black-
spring. Work parties from the Citadel of will resume their quest for world domi- cloak, Hurler of Thunderbolts.
the Raven are said to be being shipped nation soon, in the Inner Sea lands.
l Rumors abound in Suzail (as they
to Yulash to aid in the building of a l Merchants and caravan-masters have periodically on this subject for the
defensive position. recently on the road in the Elven Court last winter) that someone in the city has
l The Blue Diamond, a magical ship area report (from safe destinations in a map revealing the location of the lost
that sails the skies, created somewhere Hillsfar, Ordulin, and Selgaunt) seeing gem-hoard of the Great Worm
in the Utter East, far south of Thay on manacled humans in the trees as they Draughthothnor, and is hiring merce-
the southern coast of all Faerun, has passed by Myth Drannor in the deepest nary adventurers to form a party that
been seen in the Vilhon region, travel- woods. One merchant, Saszesk of will undertake an extended expedition
ing north. The ship always carries rich Suzail, left the road to investigate, and to seek out the hoard. Draughthothnor
cargoes such as spices and items of was met by hail of arrows, which he was slain by the Five Wizards two hun-
minor magic, gems and perfumes, and survived, but which deterred him from dred and sixty winters ago, and his
is said to have fearsome magical guard- further investigation. Slavers have fabled hoard is said to contain gems
ians and mages among its crew. been active in the Moonsea area before, now found nowhere else in the
and now are apparently on the rise Realms.(*)
l The war between Luskan and the
again.
island realm of Ruathym was halted for l Haspur, a seer who dwells in
the winter, whose howling storms yet Nightal (December) Baldur’s Gate, has foretold that a magic
rule the northern waves. Aumark of great power, called “The Ring of Win-
l The first heavy snowfall has swept
Lithyl, First Axe of Ruathym has set his ter,” will be rediscovered within the
the North, blanketing Cormyr and the
court in Ruathym upon the death of his year. In trance, he seemed very upset,
Dales with up to a foot of snow. Most of
father, Ulphron, who perished in the but gave no further details, and could
the general population have long-since
last great battle in and about the tow- recall nothing upon reawakening.
settled in for the long winter, though
ered palace of Ruathym. Aumark won
there still are reported to be last-minute
this decisive engagement with a sur-
merchants seeking to make a final sale
prise attack, at the head of the merce-
before heading for their wintering
naries and adventurers, slaughtering
grounds, and there are (as always) one
much of the landed force of Luskan and
or two ships caught in the ice on the
driving the men of that city back to
River Lis. Most activity for adventurers
their boats. The High Captains of consists of reassessing their situations
Luskan are said to have escaped injury
and planning for the next year.
in the fray. Aumark’s last decree, car-
ried to Waterdeep ere winter closed in, l The adventuress Shaless, of Tsurla-

is that anyone who brings the traitress gol, has returned in triumph to her
Maerkla, noblewoman of Ruathym, to favorite tavern, The Drunken Dragon,
him alive or dead will receive two new in that city, displaying strange harps
ships and his or her own weight in plati- and blades of arcane, beautiful make
num pieces. which she claims to be her booty from
the lost city of Myth Drannor, wrested,
l Piergeiron of Waterdeep has pub- she claims “from the very claws of dev-
licly declared his support for the new

45
Adventure Background
T he two small adventures provided
here are for use by characters of
low to intermediate levels, and suitable
members of the group, the mage Phe-
zult. This they did, maintaining relative
peace in their underground halls by
Halls are also cut smoothly from this mot-
tled grey stone). The hallway opens into a
junction with another large hallway; this
for an evening’s play or a set of means of a special stasis spell developed second hallway has massive iron torch
encounters. by Phezult. Those of the guild who had brackets (now crumbling into rust) set
Both adventures are set in the ruins no other homes or pursuits lived there, high up on its walls down both sides, but
of Myth Drannor (see Myth Drannor in died there, and were buried there. The the torches themselves are long gone. All
the Player’s Guide to the Realms), an fate of those Naturalists alive when is dark and damp; patches of harmless
ancient city destroyed long ago and Myth Drannor was ruined is unknown, mold grow here and there in the long
until recently protected by the moon but the halls today are all that remain of hallway, and the place seems deserted.
elves of the forest. With the retreat of the Guild’s achievements (the offices Only very careful examination will reveal
these elves, Myth Drannor is now avail- above are a perilous ruin located on the a faint circular brown stain on the floor
able for exploration (and less charita- west side of a rubble-choked north- where the two hallways meet (see #19).
bly, plunder). south street in the eastern reaches of
2. A featureless, lockless stone door
The locations of the two “dungeons” overgrown Myth Drannor), and are a
with a green-corroded brass pull-ring
are noted on the maps on pages 47 and dangerous place—the stasis created so
handle opens (by turning in two stone
55. The entire system of Myth Drannor many years ago by Phezult is breaking
sockets, with a deep grinding noise)
is laced with areas such as this, for fur- down, and beasts magically imprisoned
into a 10’x10’ stone cubicle, which con-
ther expansion by the DM. These ruins in the halls down the long years are
tains three massive wooden casks, on
may also have a large number of other being freed again.
end, of oak blackened with age, and
adventuring companies and predators
equipped with green brass spigots.
that may make the player’s overground Key
Above the casks a wooden shelf runs
life difficult.
1. The halls are entered by means of a from wall to wall, bearing lots of glass
dust-choked, high-ceilinged building flasks and a pile of sticks, all shrouded
The Halls of the with great cracks in its arched stone in a thick grey web of cobwebs and
Beast-Tamers ceiling, and scatterings of fallen rock dust. The spigots can be turned with
here and there where the walls or ceil- difficulty. The casks all contain odd-
DM’s background: ing have given way. It is strangely tasting, but safe, drinking water, and
Some six hundred years ago, when devoid of animal life, and contains a the 16 flasks are all stoppered jars of
Myth Drannor was a city of life and large stone seat or throne of massive lamp oil which of course can be hurled
splendor, certain of its citizens— construction, unadorned by inscription as incendiary weapons, accompanied
human, half-elven, and elven—who or ornament. Behind the throne is a ten- by the sticks—twenty wooden torches,
were interested in learning more of the foot-diameter shaft (without lid, lip or all wrapped in cloth rags soaked in
natural habits and pursuits of wild other protection) opening in the floor. pitch. The torches are not rotten (this
creatures styled themselves “The Guild This shaft has carved stone hand- and room is less damp than the hall), but the
of Naturalists.” Their studies resulted in foot-holds running down its southern casks will collapse into wreckage if any-
much of what is now ranger lore; they side, and drops two hundred feet into one tries to roll or lift them.
traveled far in the Realms to observe the lightless, damp solid rock beneath 3. Stone doors identical to that leading
creatures in all lands, and when those Myth Drannor. The holds in the shaft
into #2 open here into three identical
creatures easily studied had been dealt are themselves secure, but climbers in bunkrooms—all dusty, deserted living-
with, they turned to more fearsome the shaft will be attacked from above quarters, equipped with triple-tiered
beasts: the monsters of the Realms. (i.e. from the building on the surface bunks for up to 40 sleepers, and a stone
As the Naturalists were already dis- without warning when halfway down,) table with two wooden benches and a
paragingly termed “The Beast-Tamers” by a volt (see FIEND FOLIO® Tome, p. wrought-iron-with-glass-oil-bowl table
by those elves and humans of Myth 94) of 12 hp, which will seek to slay all lamp. The lamps in each room will
Drannor opposed to any interference intruders, and will attack tirelessly break if used, for the iron is crumbling
with wild creatures, the group decided until itself slain.
into rust. The wood of the bare bunks is
to conceal much of the extent of their The shaft ends in an eighty-foot-long, spongy with dry rot, but will burn. If
researches by enlarging the cellars arched-ceilinged hallway; the ornamental used as clubs, pieces of this wood will
beneath their offices and working arched ribs of its thirty-foot-high vaulted disintegrate at the first blow, doing
there, underground, moving creatures ceiling are supported by two rows of only 1-3 points of damage to any crea-
in and out by means of magical gates smooth-cut granite pillars (carved of the
ture struck.
constructed by one of the foremost natural rock; the rest of the subterranean

46
4. A narrow opening at the end of the The second chamber is similar to the locked, and must be picked or forced
corridor here leads down a rough- first, save that the pool is twenty feet with two successful lift gates attempts
walled stone passage to a toilet: a deep. The third room has forty feet of per door. They are stone set in stone,
smooth stone slab (with hole) set into water. with solid stone sills, and will resist sim-
ledges cut in the surrounding rock, All three rooms are fed by piped ple battering, ramming, and kicking.
above a pit. This privy has been disused underground springs that offset water The keys have vanished, and are
for so long that the smell from its open seeping away through the granite, to nowhere to be found in the halls. DMs
cesspit is almost gone—but there is a keep the water levels constant; salt shoulds consider what each door-
recently-freed and very hungry otyugh blocks keep the water saline, as the opening attempt does to the items
(MONSTER MANUAL book p.77) just incoming water rushes of them in the stored in the room.
beneath the slab, and it will shoot out its pipes). The doors between the rooms In 6A there are six large glass jars
arms to attack immediately (flinging the have no locks, and spiking them shut stoppered with cork completely sealed
stone shelf aside). The otyugh has no will take 4-7 rounds of hard pounding with melted wax; each contains a
treasure. It has 6HD, and 26 hp. with a hammer or club; the rock of the greenish fluid, and a wrinkled, circular
5. A stone door (identical to that open- ledges is very hard. Sturdy, massive mass that looks something like a
ing into #2) at the end of the long hall- brass portcullis arrangements can be shelled, intact walnut—pickled behold-
way here leads into a damp, lowered in the tunnels between the er brains, in fact, one to a jar.
moss-and-mold encrusted room con- rooms to prevent the ixitxachitl from 6B contains two empty jars, and a
taining a huge pool of still, black, moving from room to room, although stoppered, sealed jar of yellowish,
opaque water. There is a faint fishy water and small living things (up to a cloudy fluid in which rests a mass of
smell. The door opens onto a three-foot- foot long and half that wide) can pass white, short, worm-like things rather
wide carved stone ledge that runs along through. like overgrown maggots—a jar of 63 rot
one side of the room and along one end The two control wheels to raise and grubs (see the MONSTER MANUAL
of the room to another door (identical lower these devices are concealed (treat book pg 83) which will be released from
to the entry door). The ledge is two feet as a secret portal) behind a drop-hinged stasis as the jar is opened or broken,
above the water, and has no railing. block of stone beside the entry door, to and will be (as always) fast and hungry!
The water is twelve feet deep, and is the left in the first, outermost room. 6C is home to two fat jars of coiled,
home to a recently-released vampiric Two stiff, green-corroded, unlabeled green segmented tentacles, waxy yel-
guardian ixitxachitl (MONSTER MAN- brass wheels turn clockwise to lower low at their segmentations and at the
UAL book p. 55) of 21 hp, 6+6 HD and the portcullises (they are raised when severed ends. They are preserved in
6th level clerical ability, having 16 Wis- the PCs arrive), the process taking at faint brownish pickling fluid, and will
dom, which will attack the PCs (with least two rounds per wheel. The right- no longer paralyze anyone touching
spells) in this first room only if they hand wheel controls the gate in the them; each jar contains a single coiled
turn back (seeking to knock or drag at opening between the second and third tentacle.
least one character into the water, rooms, the left-hand one governs the 6D contains twelve jars, all sealed and
where it will try to hold the unfortu- gate that bisects the tunnel between the stoppered. Two contain greenish pick-
nate under the water until drowned), first and second rooms. Note: Bright ling fluid and grey, leathery, oval sack-
otherwise patiently biding its time until lights shone down into the water will like organs with bumpy, misshapen
the party reaches the third water- illuminate objects a foot or less from the surfaces. These are troglodyte scent
chamber, whereupon it will attack and surface, but penetrate no further; glands—if such a jar is opened or bro-
then harry anyone. fleeing by using the lights in the water (such as an ken, the reek will have its normal effect
connecting tunnels beneath the water immersed object on which light has (see “Troglodyte” in the MONSTER
to move from chamber to chamber. It is been cast, or a glowing blade) will illu- MANUAL). If a being carries around a
quite smart enough to visually recog- minate a 1-½”-radius sphere of water. gland—there are nine in one jar and six
nize spellcasting, and to slip into an 6. Specimen Closets: These five rooms in the other—continuously, the stench
adjoining chamber to escape much of are all identical 10’x10’ stone cubicles, will grow stronger (1-6 points of
the spell effects. The ixitxachitl’s own with stone shelves laid on cut ledges, Strength loss in one round, the loss last-
spells are: (5,5,2) cause fear, cause light and rotten wooden step-stools (which ing as long as affected victims are with-
wounds, (damage added to physical will collapse into dust and splinters if in 2” of the gland, and 10 additional
attack damage; the ray will leap to so used). Each has a door that appears sim- rounds after leaving the 2” area) for
attack) x2, darkness x2 /hold person x ilar to the door into #2 (see above), but a half a day, and then dwindle slowly
3, silence 15’ radius x2 /cause blindness, small key-hole can be seen in the circu- (shorten length of Strength disability
and dispel magic. It has no treasure. lar boss of the pull ring; the doors are effect) until after two days of continu-
ous exposure to air, the gland is

48
exhausted. Four other jars contain follow the first person who touches it, depressed stone will cause a loud click
large, creamy-white feathers with a remaining just over his right shoulder. and then the mosaic, which drops on
slight silvery sheen, and brown quills— These globes do not radiate any heat, four chains, will begin to rise again into
griffon feathers (a preferred ingredient and cannot be rendered invisible place. The stone will not move when
in the spell ink formulae for writing fly except by a wish. The globe will remain the elevator is part way up or down,
spells). Another jar contains long, thick with its original owner until a wish or nor can the elevator be made to stop or
spiderwebs from a giant spider; they remove curse is cast on it, whereupon hesitate, except when fully up flush
have several magical uses, but few the next person to touch the globe will with the floor, or fully down. The mosa-
immediate, practical ones. Two more inherit it. This globe has a set light level ic is solid; it will not quiver, shift, or
jars contain brittle, sharp, foot-long (equivalent to a continual light), but in sound hollow when walked upon, so as
manticore tail-spikes, 20 to a jar. The general 70% of the globes may have to betray its function.
last three jars all contain pickled eye- their brightness controlled at the own- Under the table, at the E end, is nailed
balls (no magical properties) of various er’s mental command, from dark to a a pair of copper straps, holding an ivory
creatures, sorted roughly by size: tiny, blinding flash (effects of this flash last tube. In the ivory tube lies a foot long,
human-size, and BIG. for 1-6 rounds). tapering wand of wood, with the word
6E contains only one jar. It holds a sin- “Eltzamm” engraved in Common at the
8. A pair of broken, splintered wooden
gle larva (q.v., MONSTER MANUAL) of large end. It is a wand of paralyzation
double doors, eaten to almost nothing
7 hp, which has just awakened from (see the DUNGEON MASTERS GUIDE,
by wood-worms, lies or hangs precari-
stasis, and wants out of its sealed jar (a page 136) of three charges, and the
ously here, gaping open to reveal the
task it cannot accomplish without aid). engraving is its command word.
still-magnificent council chamber of the
The jar has special tiny breathing holes
Guild of Naturalists. A sandalwood 9. The Undercells, enterable only via
pierced through the cork. This larva
table, its top jet black and glossy, pol- the elevator described in #8 above
can speak and understand common,
ished smooth under a layer of thick (note: the elevator can only be operated
although he rarely tells the truth; he
grey dust is surrounded by 33 rather from above; if no one is left up in #8 to
will beg and cajole the PCs constantly to
rickety wooden chairs, filling the cham- operate it, the four chains can easily be
release him, offering to lead them to
ber. Behind it, facing the entry door, is a climbed). The elevator can carry up to
nearby treasure and so on. He will be
gigantic, ten-foot-tall mosaic sigil (that fourteen persons, or their equivalent
entertained by any suffering they
of the Guild), thus: with a match- weight (at approximately 200 pounds
endure.
ing sigil of like size worked out in an each) of treasure or accoutrements; if
7. This 20’x30’ room is lit with a pale, oval of mosaic tiles on the floor within this weight limit is exceeded, the stone
pearly radiance emanating from a the arms of the council table. Nothing will simply lock in place and the eleva-
glowing globe (see col. 2) which hangs else of interest is visible in this room; it tor will cease to work until the weight is
above a stained and scarred slate-top has two lockable doors like those of the reduced to within the limit.
granite table (its top 5’x12’, and littered specimen closets (see #6, above); the This lowest level of the halls is very
with dissecting knives and pins, all cov- one on the E wall (leading to #10-14) is damp; the walls are stained by a recent
ered with dust). The globe can be locked and must be picked or forced; influx of at least four inches of standing
moved, of course, by a PC using the the door in the W wall (leading to #20- water here, although it has all gone
proper method. In the NE corner of the 24) is unlocked and ajar. now, leaving only wet sand in patches
room is an obsidian plinth (itself worth Under the council table, in such a on the floor. A large central chamber is
900 gp or so, if brought to a large trad- place that it is near the feet of someone lined on its southern walls with 18 small
ing city intact) on which sits a rather sitting at the central chair of the five cell-like rusty iron cages. The bones of a
dusty but well-preserved stuffed dra- seats on the northernmost section of rat lie in one, but the doors of all are
gonne (q.v., MONSTER MANUAL) the table but out of the way of inadver- ajar; the locks have no keys and are
which will radiate its protective magics tent feet, is a four-inch square block of rusted solidly anyway.
faintly if a detect magic spell is cast on stone raised slightly from the surround- At either end of the room the edges of
it. The dragonne is stuffed with straw- ing stone. If depressed, it will sink doors can clearly be seen; these are
like reeds, and may (at the DM’s option) below the surrounding floor, and a faint closed, very solid stone blocks that will
contain a map, note, or minor item lead- metallic squeaking and rattling will be defy all forcing or lifting attempts;
ing to further adventures in Myth heard, as a long-disused winch causes when down, they drop below the level
Drannor. Both doors to this room are the floor mosaic to sink downwards in of the chamber floor, so their bottom
identical to the one leading into #2. the manner of an elevator, to convey edges are unreachable, and they weigh
The glowing globe is a luminous magi- creatures upon it to the Undercells (see close to a ton each. Two raised-stone-
cal sphere which radiates light. It will #9 below). A second firm step on the

49
block controls (see #8, above) are visible or more held weapons or items are (identical to those found in the specimen
upon the careful examination, near the dropped or let go in the process. closets, #6), and rolled-up weighted
N wall beside each door; they will cause capture-nets, coils of rope (both nets and
11. The “mirror” will reflect approach-
the stone doors to grind slowly ropes are rotting, and will be easily
ing characters, and the room (#10), as a
upwards into the ceiling (they will not ruined by any vigorous use), and catch-
normal mirror, but anyone touching or
fall again until the control is activated). poles: wooden poles with metal, mechani-
striking the mirror with hand, weapon,
The door in the E wall leads into a cal grasping arms on one end,
or any item will instantly be teleported
chamber once used to confine fear- constructed so that pressure on a disc at
into (as a suggestion) the center of the
some beasts; it is now empty save for a the end of the pole will cause springs to
Court of Waterdeep, hundreds of miles
few, very old bones in the corners. close a quartet of surrounding large,
away. (The DM is free to choose his own
Examinations will show that these have metal fingers. The poles are ten feet long
location in advance, even another
been gnawed and split by a very large- and have at their other ends metal sleeves
dungeon complex.) The mirror cannot
toothed animal or animals. that allow a second pole to be slipped in
be damaged, and beings directly hold-
The western door leads into a cham- and then turn-locked into place, to extend
ing the person touching the gate will
ber containing sixteen stone coffins: the whole apparatus to 20’. These catch-
also be teleported instantaneously;
massive rectangular blocks of granite, poles have survived the long years of dis-
physical restraints or aid cannot pre-
each holding a skeleton wrapped in a use well, and are still sturdy. As weapons,
vent this effect. (DMs may elect to have
disintegrating shroud, a lid in a however, they are quite unwieldy unless
the gate reach other destinations, per-
hollowed-out area, covered by a simple one is especially skilled in their use by
haps different ones in rotation or at
slab lid (none are undead, and none training and long practice.
random, each time the gate is used:
have treasure). In the center of the S A secret door at the E end of the N
note that this could well scatter a party
wall of the L-shaped room is an inscrip- wall can be readily detected by the
across a continent or even a score of
tion cut into the wall in Common. It seams in the shelves which run across
different planes, if desired.)
reads, “Here lie the ‘Beast-Tamers, Natu- it, but as everything in the room is
The gate, or teleport node, was built
ralists Most Noble, Resting From Their thickly coated with dust, it will have to
when Myth Drannor flourished to give
Labors.” be looked for to be found.
the Naturalists—and those few elves
10. This large chamber contains a pool who aided them in the manufacture of 13. The unlocked secret door opens
of dark, still water, its surface two feet the gate— a secret connection to Water- i n t o t h i s h i d d e n , musty-smelling
below the unguarded edge of the floor, deep. The gate is apparently a one-way 20’x20’ chamber. On the N wall is a dis-
which runs around three sides of the affair, having no corresponding visible colored and mold-damaged map of the
pool, meeting the E wall of the chamber portal at the other end, although it may Realms, painted on a wooden board (it
in an apparently blank wall (actually once have been linked to magical items, cannot be removed in an intact condi-
containing a secret door) on the north now lost or hidden, that permitted two- tion), depicting the lost kingdoms swal-
side of the pool, and ending in a 7’ high, way operation. Elves, at the time Myth lowed by Anauroch as flourishing, far
dark oval mirror (actually a permanent Drannor flourished, used Waterdeep as fewer Dales than there are now, a
magical gate; see below) on the south the major port connection between smaller Sembia, more Elven woods and
side of the pool. Evermeet and Faerun. The mirror- gate fewer northern cities everywhere
The pool is home to two fresh-water cannot be destroyed; it will defy any across Faerun. Amn is not named, hav-
scrags (see MONSTER MANUAL II, page attempts to physically move it by tele- ing not yet been founded as a kingdom
121) of 41 and 36 hp, which will remain porting those attempting, regardless of when the map was made. In front of the
concealed as much as possible until the length or nature of the tools used, map is a stout, iron-bound oak chest,
they can reach up to snatch someone and will reflect all spells cast at or containing 1200 gp (in 12 cloth bags).
on the edge of the pool into the water through it back, 100%, upon the caster. The chest is locked, and well-preserved;
with them. Treat all such attempts as If this is impossible due to the nature of the key is missing.
attacks, at +2 to hit; if successful, no the spell, it will merely be lost. Full wish Facing the map and chest obliquely in
damage is done but the victim is spells will cause the gate to vanish (mov- the SE corner of the room is a wooden
grasped securely. If not directly aided ing elsewhere at random), even if the desk, and seated at it, the collapsed skel-
by another character at the time of the wish is that the gate be destroyed or eton of a man (not undead), Neziiral of
attack—not as an immediate reaction— moved to a specific location. the Naturalists by name if spoken to
the grasped character must successful- magically; he knows little of the halls.
12. On the N wall of this 20’x30’ chamber,
ly make a Strength Check and a Neziiral has no treasure, but in the
on shelves, are stored empty jars of vary-
Dexterity Check to avoid ending up in drawers of the rickety desk are a potion
ing sizes with cork seals, dried, shrunken
the pool. If both checks are failed, one
things that were once blocks of wax

50
of healing (q.v., DMG) in a glass vial (there is no key). The side passage it seats stepped downward to a railless
corked and sealed with wax, and a opens into leads to stone stairs climbing front row fifteen feet above the sand.
potion of speed (q.v., DMG), similarly steeply (a rise of 30’ in a run of 30’). At the In this area is a gorgon (see the
contained. There is also a small locked top, the stairs open without a door or bar- MONSTER MANUAL Pg 49) of 64 hp
coffer of silver, tarnished black and rier into a gallery (see #16)—but sprawled who has emerged from stasis and left
lacking its key. Within is a cloth- face-down on the stairs near the top is the its cell (#17D), and is bewildered and
wrapped item that will survive any acci- mouldering corpse of a dead male half- angry, It will attack immediately if the
dental battering or deliberate attacks: a ling, his skull crushed. PCs come here first; if not, it will
black obsidian talisman that looks like If speak with the dead is employed, this observe them in silence, keeping out of
this: picture. It is an inch thick with is Dahvro, a 3rd level thief and adventur- sight and staying silent, until they leave
rounded edges, is polished smooth, and er, out of Westgate who was born in Sem- the main hallway—wherupon it will
has a white ivory inlay for the eye. On bias hills long ago, and came here to find move to the junction area where the
the reverse is a word in Common, treasure with a group of adventurers entry hall joins the main hall and await
“NAELOTH.” If spoken aloud, it will who formed casually in Hillsfar, and came the PCs alertly, ready to use its poison-
summon the creature whose name it here to seek treasure. The group saw no ous breath. It will refuse to be lured
is—a hellcat (see FIEND FOLIO® Tome, life on the way down turning left down away from this spot, and will not flee
p. 50) of 50hp, who can be made to the main hallway and straight to the iron from any foe.
serve the holder of its talisman for nine gate, which Dahvro picked open. He does
17. Holding Cells: In these small com-
days. The hellcat will seek to subvert not know how he met his end, which
partments creatures were held prior to
commands given to it, and lead the occurred almost two years ago. The half-
introduction into the arena (#16), or
talisman-holder into misfortune and ling is clad in black—gloves, pants, and
after study in the arena. All are stone-
death, unless the holder is Lawful Evil shirt, all of leather. He is barefoot. At his
walled cubicles, with stone floors cov-
in alignment. belt is an empty dagger-sheath—the
ered with sand (and in some places,
In the W wall of the room, a secret weapon is gone—a black silk mask, and a
rotten straw, too); all have an iron-
door of greater-than-average width piv- bag containing a small purse of 12 gp and
barred front wall with lockable doors.
ots outward, to allow access to #14. a set of thieves’ picks and tools. A 40-foot
All except D, J, and K are locked.
coil of waxed cord is wound around his
14. This 20’x20’ room contains only a A is empty.
waist at belt-level. His corpse is infested
xorn (see MONSTER MANUAL, p. 102) B contains three shriekers (see MON-
with 34 rot grubs (cf. MONSTER MAN-
of 48 hp, surrounded by a flickering STER MANUAL p. 87) of 22, 16, and 9
UAL, p.83) which will swarm to attack
white aura. This is fading rapidly as the hp. They will shriek the instant PCs
immediately upon the body being touch-
PCs observe it, for it was a separate sta- introduce any light into the area. This
ed.
sis field maintained by a unique spell will alert all living creatures in this
that was broken by the opening of the 16. This large room is entered by mas- end of the Halls, and all creatures
door. The xorn was not pleased by its sive, iron-barred wooden doors, each immersed in water anywhere in the
capture and imprisonment, and will twelve feet high, the one from the hall- Halls, by the vibrations.
attack any living things it sees when way being two sets of double doors C is empty.
able to do so (on the second round after opening inward. All of these doors pres- D is open and empty; the gorgon (see
the PCs open the secret door the xorn ently have their bars thrown aside, and #16) came from here.
will be free to move). The xorn will hang ajar. This room was a viewing and E contains the nearly skeletal, shriv-
phase into the floor to escape if brought training arena where the Naturalists eled corpse of an owlbear.
to ¼ of its hit points of less. Closing the watched creatures stalk prey, react F is empty.
door of this room will not renew the socially to others of their own kind, fly G is empty.
stasis; it is gone forevrer. if aerial in nature, and build nests or H contains the feathers and bones of a
dens if the materials were provided. It hippogriff, and a faint smell of death.
15. Here a side passage leads off the long
is presently simply an open, empty I is empty.
main hallway of the complex. This pas-
chamber. The floor is covered with two J is empty.
sage is separated from the main hall by
feet of damp, mold-splotched sand; the K is empty.
an iron gate and arch that stretch from
ceiling is 40 feet above that and has L contains the bones of a humanoid,
floor to ceiling. Although this barrier is
crumbled and fallen in some places, but with two skulls (an ettin).
ornamented by floral scrollwork, and is
is stable and will not fall unless a fireball M is empty.
of iron dark with rust, its bars are thick
or similar explosion occurs in the cham- N is the Keeper’s Room; a corroded
and solidly embedded in the walls; it will
ber. The room ends on the south with a ring of brass keys hangs on the S wall
stop most beasts if closed and locked. It is
4-tier viewing gallery of bare stone of this area—keys to all of the cells
presently ajar, having been picked open

51
and all doors of the arena. Peepholes the many beasts in the halls over the which are placed at least six gems
in the N, W, and S walls allow views centuries. (any type) of 500 gp value. This is the
into the surrounding areas (the W spell-focus referred to above. When
Phezult’s Sleep of Ages
wall is stone, not bars, in which is a the spellcasting is complete, four of
(Alteration) Reversible
locked secret door into the corridor these gems vanish, consumed in the
Level: 9
of the cells). act of releasing the spell’s power. The
Components: V,S,M
rest fuel the stasis field and thus
18. This 20’x40’ chamber was once a Range: l”/level of caster
robing room for Naturalists preparing dwindle slowly as time passes. Rough-
Casting Time: 3 rounds
to leave by one of the gates in the Halls, ly one year of stasis is yielded per 10
Duration: Permanent
and its South and East walls are stud- gp of gem value. Removal of any gem-
Saving Throw: Negates
ded with pegs, on which hang the rot- Area of Effect: All living creatures in stone from the circle, or the breaking
of the ring itself, will instantly end the
ting wisps of garments. There is range
nothing of value here, and the gar- stasis effect as will using up all of the
Explanation/Description: By means of
gems. However, any number of gems
ments will disintegrate if handled. On this spell, a stasis field is created
its eastern side, this room is separated about the spell focus, radiating out- can be added to the inside of the ring
to increase the period of efficacy, by
from the hallway by rotting curtains ward in an expanding sphere
which will also disintegrate into dust if “refueling” it.
through solid rock and other physical
disturbed. A narrow secret door on the or magical barriers. (Only an anti- The stasis can be lifted from individ-
N wall of this room leads to an office magic shell, prismatic sphere, or ual creatures without harm (and
(#19) by means of a steep flight of stairs. closed cube- or spherically-shaped without releasing other creatures
wall of force will stop its effects.) It under the same stasis) by casting tem-
19. This 20’x20’ office has no door, but
expands 2”/round until it reaches a poral reinstatment (cf. temporal sta-
opens directly out from the stairs. It
maximum spherical volume of 1” sis in the PLAYERS HANDBOOK”) or
contains two unsafe wooden chairs
radius/level of the caster. All living Phezult’s Awakening (the reverse of
drawn up at a circular table. On the
creatures within this field, except the this spell) upon the creature(s)
table is a crystal ball. On the floor near
caster and any protected as noted desired. If Phezult’s Awakening is cast
the N wall of the room is a copper-
above, must save vs. spells or be upon the spell focus, rather than on
sheathed wooden chest (the sheaths
placed in suspended animation individual creatures, the stasis field
now green due to the damp), which is
(whether they wish to be or not). shrinks gradually to not at the same
locked and missing its key.
Creatures of level or hit dice equal to, rate at which it originally expanded,
A round after the first PC enters this
greater than, or up to three levels or freeing any creatures as it does so,
room a tiny light will appear in the
dice less than the spellcaster save nor- and no further gemstone material is
depths of the crystal globe which will
mally. Creatures of 4 to 7 hit dice or lost. (The awakening does not require
begin to grow. Two rounds later the
levels save at an additional -1 penal- any gems or blood, but merely drops
ball, blinding in its brightness, will
ty for every level less than seven of pure or holy water.)
explode, showering the PCs in the room
below the casters. The body func-
with fragments (anyone in the room Creatures entering the field after it
tions of affected creatures virtually
must save vs. spells or take 1 hp damage has reached its full extent (even dec-
from the flying glass). Released from cease, but they do not die as a result
ades or centuries after the spell was
of this state—nor will they grow older
this shattered prison, a xeg-yi (see cast) must save vs. spells to avoid fall-
as the years pass. If the creature in
MONSTER MANUAL II, p. 128) of 5 HD ing into stasis. The penalties for their
stasis is slain by another means (phys-
and 33 hp will attack any living thing it level or hit dice apply as described
ical attack, crushing or burial or
sees in the halls, and pursue until slain above, but so does a +3 bonus to the
drowning due to environmental
or until it has slain all such quarry. If save for any creature arriving in the
changes around their body, and the
the crystal ball is attacked before it field after it has stabilized at full
like), stasis ends instantly, and the
explodes, such attacks will have no extent. Such a save must be made
body will decay normally, for the
effect upon it, or upon the xeg-yi with- each time a creature enters the stasis
assaulted creature only, not all others
in. field, even if it has entered and been
caught in the stasis.
In the chest is a ring of warmth (q.v., unaffected before, but each creature
DMG), a ring of water walking (q.v., The spell requires at least nine drops need save only once per exposure to a
DMG), and a bone tube corked at both of the caster’s own blood smeared particular Sleep of Ages stasis field
ends and sealed with wax. Within the into an unbroken ring of a radius not (i.e. not per each round of a single
tube is a scroll with a single unique spell more than the overall length of the exposure).
on it; the same spell that has preserved caster’s hand (wrist to fingertips), into

52
Phezult’s circle, which places a stasis glow with a faint white radiance, and to move horizontally, as well as down-
over the entire hall complex (consider begin to levitate upward very slowly wards, with ease.
what Phezult’s level must have been!), (1” /round). It will halt when stepped off Four doors in this chamber (identical
was drawn on the floor where the two of, but will continue to rise whenever to those of #6) are all locked and the
large corridors of the Halls meet; its touched, unless willed to go down. keys missing.
gems were only recently exhausted, (This requires constant and firm con-
21. This 20’x20’ room is empty.
breaking the stasis. centration which precludes spellcast-
ing, intricate handiwork or other 22. This 20’x20’ room is empty.
20. This chamber contains yet another
mosaic sigil of the Naturalists set into mental activity, or heavy fighting.) The
23. This 20’x30’ room contains a gorgi-
the floor, and another mirror- gate. (For mosaic can levitate any weight or num-
mera (see MONSTER MANUAL II, p 70)
details of the gate refer to #11). This ber of things that can be placed upon it,
of 61 hp. Before charging PCs can reach
and will easily fit up the entry shaft as a
mirror- gate may lead to any location in it, it can breathe down the corridor
the Realms at the DM’s choice. Alterna- sort of elevator. It has a permanent levi-
leading into its dark prison, which it do
tives include the dust desert of Raurin tation placed on it, and could well be
without hesitation the moment the
(I3-5), the Moonshaes (FR-2), the edge of inadvertently lost skyward if someone
door into its prison is opened.
falls asleep on it or carries a wounded
the desert of Anauroch, or any other
or unconscious person onto it, since it 24. This 20’x30’ chamber is home to a
location as the DM sees fit. This mirror
will rise as long as a living being is female tabaxi (see the FIEND FOLIO®
may also be used as an arrival point for
touching it and cannot be willed down- Tome, p. 86) of 14 hp; it is naked and
high-level characters from other cam-
ward by someone asleep or uncon- weaponless, and will attack if menaced,
paigns. (In either case, the mirror- gate
scious. If several living persons try to but will cooperate with the party if
is one-way.)
will it in different directions, it will rise offered food and freedom. It does not
The mosaic, like that in the council
instead. If all persons aboard unite to speak common, but its name sounds
chamber (#8), is actually affixed to a sin-
will it in one direction, or one person like “Miiyeriial” if voiced or announced
gle oval stone which, if stepped on, will
directs and none oppose, it can be made telepathically.

53
Lashan’s Fall In all the hurly-burly of war, the his power again. An ancient map
(first appeared as “Into the Forgotten elves, who for centuries barred men supplied to you by the sage Elmin-
Realms” in DRAGON® Magazine #95) from entering their vast woods, sud- ster leads you through the ruined,
denly vanished. The Elven Court for- overgrown city, of Myth Drannor to
Players’ information merly adjoined the Dales on the an empty, high-ceilinged hall whose
north and east. Rumor has it that all doors are fallen and whose spired
The following text should be read to the
of the elves have traveled west over- towers are no more. Within lies a
players.
seas to Evermeet, the island kingdom stair leading down to the School of
of the elves, to be quit of men for- Wizardry. Time is running out, and
The Dalelands of the Forgotten ever. Their disappearance leaves the you need to gather all of the magic
Realms have been your homes, as well Elven Court open to exploration— you can and destroy the rest, to pre-
as your adventuring grounds, for and deep within it lies the lost, fabled vent Lashan’s return to power. The
many years. The following events are city of Myth Drannor, once a center adventure has begun.
common knowledge among you and of magical knowledge where men
have weighed heavily upon your and elves worked together. It is
thoughts for months. Lord Lashan, thought to still contain much mighty DM’s Information
recently made ruler of the tiny coastal magic in the surviving, underground
land of Scardale (so named because it Unknown to the party, Lashan has
halls of the School of Wizardry
lies within a long river gorge, or there. Lashan was known to have already beaten them to Myth Drannor’s
“scar”), raised armies to conquer the School of Wizardry—and he has paid a
sent two expeditions (their fates
surrounding Dales, and he nearly suc- high price for it, too. Lashan and a
unknown) into the woods during the
ceeded. It has been a long, bloody year hand-picked group of bodyguards
past year to reach it. The Dalesfolk
of battles up and down the Dales, and fear he is hurrying to Myth Drannor entered the underground school and
most of them — Harrowdale, Battle- now with the last of his warriors, discovered that it was inhabited by the
dale, Deepingdale, Tasseldale, and former head of the School of Wizardry
seeking magic to defeat his foes and
Featherdale — have felt Lashan’s rule until it was abandoned three hundred
conquer the Dales once again.
during it, while the remainder have years ago when the city above it was
You are a diverse band of adventur-
had to fight off warriors in their very ers hastily assembled from taverns, taken in a war. The archmage was left
streets. in the school at his own request, to pur-
temples, and gaming houses of Sha-
In the end, Lashan’s military sue his own increasingly evil experi-
dowdale and Mistledale. Shadowdale
power was broken by the combined lies nearest to the lost city, and its lord, ments and summonings.
might of the kingdoms of Sembia to Mourngrym (for Doust Sulwood and At long last the archmage, named Azi-
the south and Cormyr to the west mer, became a lich. He has also become
his friends have left Shadowdale to
(both of whom preferred a cluster of gradually more and more insane, and
seek adventure), has gathered you to
peaceful, independent Dales as even now as a lich he has but a tenuous
get to Myth Drannor before Lashan
neighbors to a tyrant’s warrior king- does, and destroy, bear away, or bury grasp on reality. Azimer believes he is
dom), the remaining Dales and the still a living human being and has con-
forever any magic there, to keep it
magical powers they could muster, tinuous hallucinations and delusions
from the conqueror. You will be well
and by Lashan’s heavy reliance upon that the school is active, that he is its
rewarded by all the Dales, Mourngrym
mercenary troops. The tide turned promises (and you know him for a man leader, and that the world is his to com-
at the battle of Mistledale, where the mand. He also believes there are unseen
of his word, a cavalier of courtly man-
Lord of Shadowdale, Doust Sul- “enemies” constantly trying to get into
ners and true honor)—but he warns
wood, and his companions held off the school, though he has done little to
you not to covet much magic for your-
Lashan’s forces until the other arm- selves, for some of it is fey and danger- fortify the school over the years.
ies attacked his holdings in the When Lashan discovered Azimer, the
ous. He would hate to have to battle
south, and thereby prevented all the lich at first believed that the warrior
you, instead of Lashan, come spring.
Dales from being swept by Lashan’s was one of his sorcerous pupils and
You set out hurriedly and travel
troops. Relentlessly have Lashan’s asked Lashan to perform some errands.
through that vast wood for two days
foes pressed him these last two without meeting or seeing a living Though Lashan’s terrified bodyguards
months, and the empire he carved fled, attempting to escape the dreadful
creature. Frost is in the air; winter is
has melted away to nothing. Lashan apparition of the lich, the hot-tempered
almost come—a winter in which
himself has not been captured. Lashan, if successful, will try to build and foolhardy Lashan elected to attack,
and he easily wounded Azimer with his

54
magical sword. Azimer became instant- piece. The “statue” is a stone guardian with garments hanging on the walls.
ly convinced that Lashan was one of the (AC 2, MV 10”, 4+4 HD, 36 hp, 2 attacks Stone benches are placed in the center
“enemies” who wanted to slay him, and for 2-9/2-9, size M). It can detect invisi- of the room and run all around the
he quickly destroyed the ex-tyrant and bility it is immune to poison, cold, walls of the room beneath the clothing.
all of his followers. charms, holds, normal missiles, and Small cracks are visible in the walls, and
Azimer has calmed down since then fear; it takes one-quarter damage from something may be seen moving under a
and will, if carefully treated, prove rela- edged weapons, half damage from cold, bench in the far corner. The moving
tively harmless to an adventuring party fire, and electricity. The guardian can being is a small, gray, harmless lizard
unless provoked. He will not automati- be slain instantly by dig, stone to flesh, (AC 6, MV 12”, 1 hp). If disturbed, it will
cally attack anyone unless he is transmute rock to mud, or stone shape. blunder straight out at the party and
attacked first. See area 28 for more The stone guardian will attack anyone then run for the safety of a wide crack
details on his current personality. forcing open the door to area 16. (All in the wall. The room is a former ward-
doors open outward, into this room.) robe; the benches are rotten, with rot-
The School of Wizardry If the door to area 16 is touched, a ten boots beneath them, and hanging
magic mouth will appear on it and say, from wooden pegs are rotting cloaks
1. In the center of the high-ceilinged,
“You dare disturb the one who rules and hats. A small brass ring (non-
dusty hall is a spiral stairway with no
Myth Drannor? Give his name, or you magical) can be found sewn into the
rail, the stone steps corkscrewing down
shall not pass.” The answer is “Azimer” hem of one cloak.
into darkness. The stairs are littered
(see area 28). Anyone calling out this
with dust, cobwebs, tiny skeletons of 5. The door from area 2 is already open,
word will find the door easily opened; it
rats that crunch underfoot, and frag- leading into a featureless 30-foot-long
will be locked (non-magically). Forcing
ments of stone fallen from the ceiling stone passage which leads to another
the door open (requiring a bend bars
far above. The stairs are dry, cold, and open stone door. This last door opens
roll, as the lock cannot be picked) will
smooth, sculpted of single blocks of into a 30’ x 70’ room with a 50’ ceiling
wake the stone guardian. If the door
stone. They descend for 60 feet. As the that was once a feasting hall. Rotting,
leading to area 16 is not molested, the
characters descend the stairs, the first long, wooden tables march in two lines
stone guardian will remain motionless
character carrying a light source will down the room, with fifteen wooden
unless attacked.
notice that someone else has come chairs on either side and a high-backed
Lashan and several soldiers from his
down these steps within the last day, seat at the far end. Archways open in
fallen army entered the Myth Drannor
probably a group of several men judg- the middle of the walls on the right and
complex less than a day ago. Having
ing by the number of boot prints visible left, blocked by cobweb-shrouded cur-
heard that the last known ruler of the
on the dusty stone steps. tains. At the far end of the room hangs a
mages’ school was an archmage named
Unless otherwise stated, all doors in rusty iron bar high up on wall brackets;
Azimer, Lashan gave the correct
this dungeon complex require a normal from the bar hang long tatters of mil-
response and was allowed to pass
door-opening roll. (Azimer routinely dewed, black fabric—once some sort of
through, unaware that Azimer was still
bypasses all doors with his dimension vast tapestry covering most of the wall.
around (see area 28). Lashan stationed
door, knock, and wizard lock spells.) Not enough is left to tell what it depict-
two guards here (see area 5). Anyone
ed.
2. The stairs end in an octagonal room, can tell from looking at the floor that a
Two bodies (slain within the last day)
apparently carved out of solid rock. number of men recently walked
will be discovered in this room. Both of
Four closed, featureless stone doors through this area, some going to area
the bodies are human males, wearing
with brass pull-rings are visible, one in 16 and some to area 5.
chain mail armor and carrying broad
each of the diagonal walls of the room.
3. This door opens to reveal a solid wall swords. Their military dress identifies
In the center of the room is a circular,
of stone rubble, which will spill into the them as followers of Lashan, from Scar-
moated pool that looks as if it was once
room with a roar and a cloud of dust. dale. One of the men has a dagger +2
a fountain, now dry and choked with
The more rubble dug away by the par- on his belt in a plain sheath; the other
stony rubble. All is dark, silent, and still.
ty, the more rubble will fall into the has no extra equipment. Each of them
Against the wall between the doors
space cleared. This formerly led to the was apparently struck by something on
leading to areas 3 and 16 stands a 9-
living quarters of the mages and the face, arms, and chest that produced
foot-tall stone humanoid statue, facing
apprentices. (This area may be cleared frostbite and killed them; they bear
the center of the room. The statue is
and expanded for non-tournament scars that resemble bony hand marks.
motionless, its eyes closed and its hands
campaign play if the Dungeon Master They were apparently trying to flee
at its sides. In the rubble in the fountain
desires.) from something coming from area 2
is a brass key (which fits no lock in this
(see areas 2 and 15).
complex) and a tarnished, green silver 4. This door opens into a smaller room

56
What struck each of these formerly hooks overhead. All utensils are gone. A for 2-5 hp damage). The larva escaped
2nd-level fighters was, of course, Azi- large, sooty stone hearth and chimney from Azimer a week ago when brought
mer, who was in a killing frenzy due to are also present. In the end wall on the over to the kitchen (area 9), and Azimer,
Lashan’s successful attack upon him characters’ left is a low, arched opening in his addled state, never thought to
(see area 28). If speak with dead is used that begins two feet up the wall. Two look for it again. If discovered, the larva
on either of the two men, he will shriek heavy wooden doors (with diagonal will plead for mercy, spewing forth any
in terror, crying out about “The cold! framing) face the characters on the wall number of lies and false promises to
The cold!” If asked who slew him, the ahead. If anyone inspects the chimney help the party. It only wishes to escape
man will answer, “The bones! The walk- closely, a shrieking, yellow-eyed bat will the dungeon. It will claim to be a pala-
ing, cold bones!” The DM should play fly out of the chimney right at the char- din cursed by Azimer to look like a
this up for the maximum horrific effect acters. It’s an ordinary bat (AC 8, MV worm, but will not say anything more
on the party. 1”/24”, ¼ HD, 2 hp, bites for 1 hp dam- about Azimer except that the mage is
age plus disease, as per cause disease, if crazy. The larva will make no reference
6. The archway on the left opens into a
a save vs. poison is not made). A charac- to Azimer’s lichhood.
smaller (20’ x 30’) room, with a single
ter may climb up the chimney if he pos-
long table and five chairs drawn up 11. The door to this room is latched but
sesses any climbing ability; otherwise, a
around it. This was once an exclusive not locked. It creaks loudly when
character has a 40% chance of success-
dining area for the teaching wizards, opened to reveal a long, bare room that
fully climbing the chimney passage.
the Masters. A passage leads off to the smells faintly of herbs, apples, onions,
The chimney exits into the ruins of
south. If the furniture is examined care- and the like. The floor is strewn with
Myth Drannor overhead, serving as an
fully, a 1-foot-long, tapering wand of damp, rotting rushes, from among
emergency escape route (though it is a
wood (stained to match the table) might which comes a phosphorescent glow at
filthy one, too). If the chopping-block
be found slipped into ring-like holders the far end of the room. The glow is
table is closely inspected, it will be
on the underside of the table. It is a from a small (one foot long), harmless
found to be covered with a peculiar,
wand of wonder, with its command glowworm. Nothing of value is here.
gummy ichor. A large meat cleaver is
word (“Zamper”) engraved on the butt.
lying on the tabletop, its blade also cov- 12. A room identical to 11 (another pan-
The wand will only be noticed by a
ered with the ichor. This is the place try), but without the glowworm. If the
detect magic spell, or if anyone search-
where Azimer has been killing larvae chamber is searched thoroughly, a nar-
ing the table rolls a 1 on 1d6.
brought to him by summoned demons row gap may be found in the walls at
7. Garderobe (toilet). This room con- and night hags, which helps him to the back (leading to area 13). The gap
tains only a wooden seat with a hole in maintain his lichhood (though he no will be found by a character on a roll of
it, a torch bracket above and a shelf longer sees himself as a lich at all). 1-3 on a d6 if the room is searched for at
beside it, and a peg in the wall for coats. least 5 rounds.
10. This 10-foot-wide, 20-foot-deep root
The hole leads down into a stream far
cellar has a low, arched stone-block 13. A dark, rough-walled, natural stone
below; if one lifts the seat from its ledg-
ceiling and a fairly level solid stone passage with uneven footing, slick with
es, one can get down into the stream
floor. In it are bunches of old, moulder- damp and harmless molds and lichens,
using a rope. Trying to climb down the leads to a natural cavern. The cavern
ing onions, a spongy, pungent-smelling
narrow tunnel to the stream without a smells of wine and some unidentifiable
keg of beer (now spoiled), a large pile of
rope leaves a 40% chance for anyone
straw, and a row of six empty earthen- rotting substance. The floor has a
(except a thief) to slip and fall, doing 2- secret door in it (detected on a 1 on 1d6
ware jugs. A seventh jug has rolled into
12 hp damage to himself. If any charac-
a corner and still has its stopper in by any character searching for it: roll
ters drop into the stream below, which
place. It is heavy, and sloshing noises once per turn of searching). If the door
flows to the south, see area 24 for fur-
come from inside when it is picked up. is opened, a small pit will be discovered
ther information. in which the mouldering remains of
The jug once contained potent root
8. Garderobe, identical to area 7 except wine; however, it and the beer have several larvae and some minor treasure
that anyone trying to climb down into both spoiled and are now poisonous are stored. A potion of fire giant
the stream below will become stuck. A (loss of 2 hp, plus wracking pains and strength, 120 gp, and a wand of magic
thief has a chance equal to his climb nausea for one turn if any amount of missiles (with 3 charges) are here.
walls roll (one attempt only allowed) to these is consumed; no spellcasting, 14. The door to this room is made of
get free and continue on down the attacks, or defense possible during this stone and locked (it must be picked or
shaft. time), though neither tastes bad. forced open with a bend bars roll to get
Hiding under the straw in the cellar is in). Within is a 20’ x 20’ empty room,
9. This was a kitchen, with a chopping-
block table and a beam ceiling with iron a larva (AC 7, MV 6”, 1 HD, 8 hp, bites once a storeroom.

57
15. Another storeroom with a stone indicating a depth of about 60 feet.) The it from attacking) will attack by swoop-
door, but this door’s lock has been chasm is crossed by a row of seven ing past the party, biting and tail-lashing
picked. Opening this door will still glowing, pearly-white squares, appar- as it shrieks for five rounds. The doom-
require a bend bars roll, since material ently made up only of light, each 7’ x 7’ bat, after it finishes the 5-round shriek-
has been shoved against the other side and separated from the next square by ing attack, will then start attacking
of the door to jam it shut. Inside the a 3-foot gap (or 1 ½ feet from the tunnel characters by snatching at them with
room is the body of another of Lashan’s floors on either side). All is silent. Far to its feet (roll to hit as a 6 HD monster to
men, an elf fighter/thief in leather the left, 90 feet away, some sort of grab victim) and dropping them into
armor who was probably the last of arched bridge or viaduct can be seen the chasm. Once someone has fallen
Lashan’s men to die inside the mages’ paralleling the squares of light (see area into the chasm, the doombat will fly
school. The elf escaped from Azimer as 24); the sound of rushing water comes down and attack him there continu-
the lich chased and killed the rest of the from the bridge. ously until the victim is slain and
men in the northern end of the The chasm is 60 feet deep, measuring another victim can be caught and
dungeon across the chasm (area 16); from the level of the squares; any char- dropped.
having made it across the chasm, the elf acter falling into it takes 6d6 points of The doombat cannot enter the tun-
discovered that Azimer had used damage and must make a system shock nels leading out of the chasm. It is fam-
dimension door to arrive in area 2 roll in order to escape becoming lame ished from lack of food and will never
(judging from the screams of the guards (move at 3” speed permanently). Roll retreat once its attacks have started.
there). The elf took refuge in area 15 percentile dice whenever a character Anyone hearing the doombat’s cries has
after picking the lock, but Azimer moves from one square to the next, a 5% greater chance of falling when
found him anyway with another dimen- with a result of 00 indicating that the moving from square to square.
sion door. Azimer, still enraged from character has slipped on a square’s When the foremost member of the
Lashan’s successful attack on him (see slightly slick surface and fallen. Do not party reaches the square closest to the
area 28), immediately slew the elf with roll when a character crosses from a northern tunnel entrance, a piercer
his freezing touch. Frostbitten scars in tunnel to a square, or from a square to a (AC 3, MV 1”, 4 HD, 20 hp, 4-24 hp dam-
the shape of skeletal hands appear over tunnel mouth. A running character has age from drop, 95% likely to surprise)
the elf’s face, arms, and chest. a 10% chance of slipping off when will fall on him or her (normal hit roll
If searched, the elf will be found to jumping from square to square. A char- required).
have a set of thieves’ tools, a pouch acter will normally cross the chasm in 3
17. The chasm is dark, with a rocky
inside his armor with two gems (both rounds, taking half a round (5 seg-
floor strewn with sand (there was once
worth 100 gp), a pass identifying the ments) to cross from one square to
an underground lake here), bones from
bearer as an agent of Lashan’s army, another; crossing from a tunnel to a
the doombat’s and piercer’s victims,
and a ring of water breathing (as per square or vice versa is considered to be
and some minor treasure. Glowing
the druid spell, with indefinite dura- automatic. Running across the chasm
molds and fungi can be found here, and
tion). A speak with dead spell will reveal successfully takes only half a round.
harmless crickets and cave snakes nest
the elf’s spirit to be rational, but very If struck solidly by a monster (see in the shadows. The shell of a long-dead
calculating and angry that he has been below) while on one of the squares, a giant scorpion rises ship-like at the east-
slain. He knows it was a lich that killed character has a 5% chance of falling off
ern end of the chasm floor, and the
him, but will not tell this to the party per hit point of damage inflicted on
remains of several humans litter the
out of sheer maliciousness (he was a him. The light squares will solidly sup-
ground under the light squares. (All fell
neutral evil elf). If he can mislead the port characters without dipping or
from the walkway above.) Only the
party, he will do so. moving, regardless of how much
most recently dead human may be con-
weight is put on them. A dispel magic
16. The corridor ends on the lip of a tacted using a speak with dead spell; he
cast on a square will cause it to wink out
vast, dark chasm: a natural under- will prove cooperative, but only if his
of existence instantly, dropping what- body is given a proper burial (his reli-
ground rift lit here and there by glow-
ever is on it to the chasm floor. gion requires his body to be immolat-
ing patches of yellow fungi. Some 70
When the foremost member of the
feet away, on the other side of the ed). He knows about Azimer’s lichhood,
party reaches the center square over
cavern and slightly lower, the corridor having been in area 28 when Lashan
the chasm, a doombat (kept as a guard-
opens out again. The rough, stalactite- attacked the former archmage, but he
ian by Azimer; AC 4, MV 18”, 6 + 3 HD,
studded ceiling of the cavern is visible ran before he knew of Lashan’s fate.
33 hp, bites for 1-6 hp and lashes for 1-4
overhead; the bottom is shrouded in One skeleton wears rotten leather
darkness. (A pebble or other item hp, shriek ruins all spellcasting armor, with a short sword +1, +2 vs.
attempts and causes all hit attempts to
dropped will take two seconds to hit, magic-using and enchanted creatures,
have a - 1 penalty; light spells will keep

58
and two normal silvered daggers (one floor. The mosaic pattern is that of the less.
at belt, one in left boot). It wears a gold wizard’s school that once flourished
22. This large (60’ high x 170’ long x 40’
ring (worth 10 gp) and has 60 feet of here. A roll of 1 on 1d6 indicates that
wide at its widest) irregular, natural
waxed cable looped around its waist as anyone searching this area for one turn
cavern has a sandy floor, and a clear-
a belt. Beside this one is a skeleton in will successfully detect the trap on the
watered, cold, swift-flowing stream at
rusty but usable chain mail, with a sigil. The two doors are wizard locked
its west end. The water falls down the
crumpled metal shield under it, a long (19th level). If the sigil is stepped on or
rock face from clefts high up, collects in
sword belted to it, and a handaxe fallen disturbed in any way, a hole will slently
a tiny pool, and flows swiftly to the
nearby. It has a tinder box, two large open in the ceiling above it and an iron
southwest where the cavern narrows.
empty sacks, and a broken lantern. cobra (AC 0, MV 12”, 1 HD, 8 hp, bites
It is large enough for characters to
A skeleton in tattered robes is close for 1-3 plus poison (sleep for 1-2 hours),
swim across. The room is lit by a faint
by, wearing a brass ring (a ring of pro- saves as 12th-level magic-user, immune
faerie fire radiance cast on the ceiling
tection +3) and clutching a broken to all will-force spells and webs, takes
above the stream. Two of Lashan’s men
staff. In its backpack are a stoppered half damage from normal weapons,
escaped as far as this cavern when Azi-
stainless steel vial (a potion of healing, 49% chance to hide in shadows, moves
mer became enraged, but their bodies
restores 2d4 + 2 hp), three broken can- silently) will strike down out of it at any-
lie in the northeast end of the cavern,
dles, two quills, a bottle of ink, and a one and everyone in area 18. The actual
slain by magic missiles. Each man is
spellbook with 16 pages in it. The last lair of the iron cobra is a 5’ square
dressed in chain mail and carries a
three are blank; the others contain alcove above area 18.
broad sword; neither possesses any
burning hands, enlarge, identify, jump,
19. This 20’ x 30’ room is lined with equipment of consequence. If contact-
read magic, shield, spider climb, write,
deep, floor-to-ceiling shelves covering ed by a speak with dead spell, either
continual light, invisibility, knock,
all four walls (except for the door). In man will prove talkative, but neither
locate object, and dispel magic. Material
the center of the room is a sturdy tres- knows of Lashan’s fate.
components packaged in cloth bags, for
tle table and two high stools. The
the castings of all of these spells, can be 23. The stream rushes rapidly along a
shelves are crammed with stored mate-
found in the pockets of the robes. natural passage, a rough-walled chute
rial components for spells and equip-
Near the northern end of the chasm is with 4-6 inches of dank airspace
ment, including 16 brass braziers, a pot
a skeleton in red robes, with studded between the stone ceiling and the
of pitch, eight intact turtle shells, and a
leather armor underneath and an iron water. Characters swimming the icy
wide assortment of jars containing eve-
helm. A shattered wooden pendant, stream will become numb almost imme-
rything from coal to crystals to human
probably once a holy symbol, hangs diately; they will find it hard to hold
eyelashes. If the shelves are examined
from its neck, and a smashed lantern is things, their coordination becoming
closely, a doorway-wide section in the
gripped in one hand. Two shattered slow, imprecise, and weak (reduce dex-
south-east corner will be found to have
glass flasks are in a pack on its back, terity by half, dropping fractions). This
joints in it (breaks or seams in all the
and a hammer hangs from its left wrist effect will last for 5-10 rounds after a
shelves). If pulled, this section will
by a looped strap. A mace +1 is in a character leaves the stream. Between
swing out to reveal a dark passageway
wrapped sheath at its belt; this glows as the cavern (area 22) and the viaduct
behind it.
a crimson faerie fire when grasped. (area 24), the swimmers will be swept
A freshly dead human in plate mail, 20. This 30’ x 30’ room has an unlocked, into a skeleton lodged against an old
with intact metal shield, helm, and open stone door; it contains only a iron grating (which is twisted to one
armored boots, lies on top of the cleric’s wooden armchair and circular table, side, allowing easy passage). Examina-
remains. A dagger is at its feet, a broad with a ring of eight stools around it. All tion of the skeleton, which is that of a
sword in its hand, and a (broken) javelin are rotting and somewhat rickety. magic-user, will reveal a brass ring of
slung across its back. The human’s feather falling and a silvered dagger in a
21. This area is similar to area 20,
shield has the insignia of Lashan’s army belt sheath. The skeleton has a single
except that the door is closed and wiz-
upon it. His belt purse contains 15 gp, 2 pearl on a chain about its neck, a pearl
ard locked (19th level). The walls of this
ep, and 5 cp. of power which recalls a 3rd-level spell
room are covered in illegible scrawl,
if worn by a magic-user,
18. Two featureless stone doors (to written with a charcoal stick. Azimer, in
areas 19 and 27) and a corridor open his madness, believes he is creating a 24. The stream is carried across the
out from this chamber, which contains new potion formula that will give him chasm here by a 4-foot-high walled via-
an empty torch bracket set into the wall immortality and godlike powers; in duct, before it plunges once more into a
in one corner and a sigil in red mosaic truth, as any magic-user of 8th level or rocky tunnel. If the stream is followed
tiles inlaid in the center of the pale gray higher will be able to tell, it is meaning- further, the party will find it passes

59
underneath two shafts or holes—the same manner as the dead in areas 5 and in this way for apprentices to “wake”
garderobes of areas 7 and 8—before 15. They were former warriors of them in times of need.)
sweeping on for miles under the earth Lashan. Two closed, wizard locked (19th level)
to join the River Ashaba just north of Treasure is scattered about the room, stone doors are set in the walls of this
Mistledale. The cold water will quickly and consists of a short sword, three hallway, one at the east end, and one at
paralyze any unprotected character daggers, four iron spikes, a wooden the south wall (leading to areas 27 and
who is even partially immersed in it, mallet, a 60’ rope, a bullseye lantern, a 28, respectively).
with this effect beginning as soon as a wand of enemy detection (four charges 27. This 20’ x 60’ room was once the
character passes the shaft leading up to left), a purse with 6 gp, a broad sword library of the School of Wizardry; now
area 8. Any paralyzed character who +2, a hammer, a spear, three sets of it is a fire-scarred ruin. Ashes and
does not have some means of breathing chain mail, two blankets, two darts, a crumbling, charred shelves line the
underwater will drown; those who sur- scroll of two magic missile spells (at 6th walls and litter the floor in the center of
vive will be swept along in the stream level of ability), and five flasks of flam- the room, where remnants show that
until they are deposited in the river mable oil. Azimer had no use for such three tables, with four chairs at each,
after some five hours of travel. It is pos- items (or so he believed). stood here. Dust lies thick on the ashes;
sible for a character to walk against the Floating just above the grell are four the fire was not a recent thing, and sur-
current, but only if some sort of protec- ioun stones. The first is a pale green prisingly few ashes are on the shelves.
tion from cold is employed (such as a prism (adds one level of experience), Close examination will reveal that the
cube of frost resistance, a ring of the second a pearly white spindle books and scrolls of the library were
warmth, or a resist cold spell). (regenerates 1 hp of damage per turn), almost all gone or removed before the
the third a pale lavender ellipsoid fire occurred. Walls, floor, and ceiling
25. The door to this room is made of
(absorbs spells of up to 4th level, burns are all blackened by smoke, and if these
stone and is wizard locked (19th level).
out to dull gray after absorbing 10 spell are looked at, the outlines of a narrow
Within lies a 50’ x 65’ chamber carved
levels), and finally a dull gray ellipsoid door can be seen on the south wall, in
from solid rock, containing a huge
(burned out). The second and third the corner where it meets the west
crescent-shaped table fashioned of
stones function normally when whirl- wall. If this area is pushed, it will slide
black wood, with thirty-three straight-
ing around the grell. noiselessly away to reveal a dark, silent
backed chairs of the same material
The three floating items in the globes passage.
drawn up around it. Three globes of
of light are trophies. The glowing 28. This room is 30’ x 30’, and furnished
glowing, immaterial light hang in mid-
globes of air are merely permanent sta- with a massive carved wooden arm-
air on the far (east) side of the room,
sis fields; they hold any object placed in chair, an oval side-table with a large
and each has an item hanging suspend-
them motionless, levitated, and protect-
ed in it: a staff, a large egg-shaped book on it, and a purple tapestry on the
ed from decay. Characters reaching
spheroid, and a crown. Three freshly south wall adorned with a golden sigil
into the globes of light will not be
slain human bodies lie on the floor identical to the one on the floor of the
harmed. The items are a staff of curing central hallway (area 18). The room is
around the table, each badly mauled
(four charges left), a red dragon’s egg illuminated by a brightly glowing ball of
and partially eaten. Overhead floats a
(fertile and hatchable within two green fungus that sits in a bowl full of
huge brainlike monster with a parrot-
weeks, value 1500 gp), and a crown of what looks like water and old, black
like beak and ten tentacles, each as long
silver (worth 550 gp) set with six black blood. A skeletal hand, still blotched
as a man is tall. Four gemlike stones cir-
sapphires (value 5000 gp each) and a with scraps of rotting flesh, is visible,
cle about its head, out of reach of the
5000-gp-value clear red ruby, set in a projecting half out of the bowl; the fun-
characters. It floats toward the charac-
spire in the center front of the crown. gus is growing on the carrion. The bowl
ters, writhing its tentacles. The mon-
This ruby is actually a gem of seeing. is under the table. Sitting in the chair is
ster is a grell (AC 4, MV 12”, HD 5, 35
hp, 10 tentacle attacks for 1-4 (plus save 26. This hallway is lined on both sides a skeleton with shriveled skin still
vs. paralyzation at +4) and bite for 1-6, with a total of fifteen life-sized stone adhering to it; it is wearing rotting
flies by levitation, immune to lightning) statues, standing on 1-foot-tall blocks of robes, and its eyes are two cold, twin-
that will attack anyone entering the stone. They are all extremely lifelike kling white points of light. It gestures at
room. It did not kill the three humans and all radiate a faint dweomer, but are the characters to approach.
who lie about, having been fed them merely well-sculpted statues of famous This is Azimer (AC 0, MV 6”, HD 19,
instead by Azimer (who keeps the mon- magic-users, nothing more. (DMs may 76 hp, attacks for 1-10 (plus save vs.
ster as a “pet”). The condition of the consider having a few of these statues paralyzation), causes fear in all crea-
bodies indicates that they were slain be petrified, powerful mages who tures below 5th level or 5 HD, struck
only within the last few days, in the taught at the school and elected to wait only by magical weapons or attacks,

60
immune to charm, sleep, enfeeblement, at the school is. He will then get up and 29. Here all the secret passages meet. A
polymorph, cold, electricity, insanity become more friendly and patronizing, 1-inch-diameter hole is in the ceiling of
(see below), or death spells/symbols). continuing to treat the characters as this chamber, and within it is a slightly
Though as a lich he is immune to fur- favored pupils in his “magic school” and smaller keyhole. A 2-inch-diameter
ther attacks causing insanity, Azimer’s calling them by the names of magic- round hole is in the floor, extending
mental illness predated his conversion users long dead who lived at the school. down three feet. At the bottom of the
to a lich, and his insanity cannot now be He will avoid touching the characters hole in the floor can be seen a long, gold
cured by any means. unless one of them appears to be bellig- key, if a light is directed into the hole.
Azimer is still well equipped with erent or talks back to him; then he If the party figures out a way to get
spells, and his condition still allows him might gently rap the character once the key up out of the hole (various spells
to cast them (though he has a 1% (doing normal damage from his cold will work, or some sticky substance—
chance per level of a spell attempted of touch) and continue with his business. pitch from a burning torch, for
blowing the spell so that it does not “go Azimer believes he is a living human example—can be applied to the end of a
off”). His current spells are as follows: being, and cannot be convinced that he staff, a stick of wood, or a rope) and
magic missile (x3), read magic, shield, is really a lich. He will treat any com- inserts it into the keyhole in the ceiling,
continual light, ESP levitate, magic ments to the contrary as some sort of the door leading into area 30 will open.
mouth, wizard lock, dispel magic, gust joke or insult, depending on how such The lich will flee here if pressed, using a
of wind, hold person (x2), suggestion, comments are framed. If attacked, he reverse gravity spell to get at the key,
dimension door (x2), fire trap, wall of will defend himself as described above. which is the only unfixed object here.
fire, wall of ice, cloudkill, feeblemind, Though he still summons night hags
30. The passage here is guarded by a
hold monster (x2), wall of force, anti- and demons to collect larvae, enabling
piercer (1 HD, 7 hp, does 1-6 hp dam-
magic shell, death spell, repulsion, caco- him to maintain his existence as a lich,
age) that hangs directly over the secret
daemon, power word stun, reverse he now believes he is doing this in order
door entrance. This last irregular, natu-
gravity, Otto’s irresistible dance, power to achieve godhood (which will never
ral passage apparently leads to a dead
word blind (x2), and imprisonment. occur).
end; but shortly before its end, on the
Note that Azimer’s magic missile No sign of Lashan will be seen in the
east wall, is a secret door (see area 29)
spells teach firing ten missiles that do 2- room, and there are no signs of a scuf-
leading into a natural rock cavern, once
5 hp damage apiece) may be directed at fle. If Lashan’s description is given to
the quarters of the Master of the
separate targets if the lich so wishes. the lich (he was 6’ tall, dark haired with
School. This cavern room is lined with
Azimer will employ these first, inter- a heavy beard, very muscular, and had
books; most are light reading in rather
spersing them with any defensive spells green eyes), or if he is named, Azimer
archaic common and elven tongues, but
he deems necessary (e.g., feeblemind will become agitated and curse Lashan
spellbooks (one book per spell level)
on spellcasters, hold person or hold as a traitor, backstabber, thief, liar, and
may be found, containing all known
monster on charging attackers, or cheat. The lich will heap abuse upon
magic-user spells except for those
reverse gravity on a group of attackers, Lashan, eventually stopping to give out
named spells (like the Bigby’s hand
anti-magic shell if he faces many spell- a horrifying giggle and admit that
spells).
casters, and so forth). Azimer will use Lashan now “sleeps at the center of the
Also present are two wooden arm-
dimension door to get into area 29 if world.” After stunning (with a power
chairs, a wide cot with cotton sheets
seriously threatened. word stun) and paralyzing Lashan with
and a wool blanket, a rug, a table, a
All of Azimer’s spells are written in his touch, Azimer used an ESP on the
chamber pot, two (empty) wooden
the book on the table. (This is his final unfortunate tyrant, learned about his
kegs, two pewter tankards, an oil lamp
spellbook, which he no longer needs life, and then cast an imprisonment
and sixteen flasks of oil (on a bottom
but which he keeps for sentimental rea- spell on him.
bookshelf to one side), a silver horn of
sons.) The book has a fire trap cast on it The Dungeon Master may have Azi-
Valhalla, an alchemy jug, a wand of
(5’ radius explosion doing 19 + 1d4 mer perform any number of bizarre
negation (six charges left, command
damage when opened, unless the behaviors and say nonsensical and “cra-
word “Arbraer” engraved on the butt),
proper saving throw is made). zy” things when interacting with the
a helm of comprehending languages
Azimer will at first greet the charac- party. Azimer has no desire to leave his
and reading magic, four potions of heal-
ters in a brusque manner, demanding underground home, and if left alone he
ing (each restores 2d4 +2 hp), and a
(in a ghastly whisper) to know where will eventually waste away and his spir-
necklace of adaptation. None of these
the characters have been, why they it will perish within a few hundred
items is labeled or in any way identified,
haven’t been studying their spellbooks, more years. Though he is evil and may
and all are usable by any character
and scolding them for not seeming to certainly be dangerous, he is for the
class.
care about how important their work most part harmless—unless angered.

61
Books of the ance Nchaser wandered the Realms,
working and seeking after magic, and
is to preserve dead comrades for plac-
ing atop a bier in a sepulcher, or in
Forgotten Realms upon two occasions served as an advi- hopes that they may be raised. The
Hereafter follow descriptions of some sor to a local ruler. On the second of magic-user requires fresh blood from a
of the major magical tomes of the these occasions, while serving the High creature of the same race/species as the
Realms. They are defined in terms of Captains of the city of Luskan, Nchaser spell subject, and the dust or powder
appearance, history, and contents. In wrote the Eiyromancia and gave it to resulting from the crushing of a moon-
cases wherein the tome contains new the High Captain Taerl. Some time after stone of not less than 7 gp value. As the
or unique spells, those are also listed in Nchaser’s departure, the tome was words of the spell are spoken, the most
standard Players Handbook format. stolen, and like its author it has wander- vital areas of the body (chest cavity,
ed the Realms ever since. Alustriel, the head and neck, joints of extremities) are
Nchaser’s Eiyromancia High Lady of Silverymoon, had it brief- sprinkled with a small amount of blood,
Appearance: This tome is thin, ly, gifting it to a dwarf of the Citadel and the whole body is then sprinkled
bound in black leather, and bears the Adbar. The dwarf never returned with the moonstone dust. The closing
title Eiyromancia on the cover, stamped home, and the book was lost again—and gesture of the spell is the touching of
and inlaid with mother-of-pearl. The so it has gone through the years. the corpse, whereupon the spell will
edges of the tome have all about been take immediate effect. Note that this
Contents: The wizard Arbane, who
protected with beaten copper strips, spell does not heal wounds or stanch
saw the book briefly while it was at
and these are fitted with two clasps. bleeding.
Luskan (he was friend to the High Cap-
The clasps are unlatched by twisting a tain Suljack), reports that it contains Nchaser’s Glowing Globe
silver knob on each; if the bottom knob four magic-user spells: Nulathoe’s Nine- Level: 4
is twisted without first twisting and men (pronounced Nin -em-en), a unique Range: Touch
removing the top one, a poisoned nee- spell of the fifth level used to protect Duration: Permanent
dle springs up the side of the knob. The and preserve a dead body; Nchaser’s Area of Effect: Special
assassin Nathode says it is coated with glowing globe, a unique spell of the Components: V,S,M
Type D (or equivalent intensity) insinu- fourth level which is used in the crea- Casting Time:
ative poison, apparently renewed from tion of luminous globes, and the rare Saving Throw: None
a reservoir under the binding. Nathode spells part water and statue. Explanation/Description: This spell
did not handle the tome himself, but A unique spell is a spell not commonly requires a globe of blown glass of the
observed its effect upon another. His available, found only in the text in ques- finest quality, and a spark. By the use of
testimony verifies a folk legend which tion or else believed to have been first this spell the caster creates an effect
says that all who try to open Nchaser’s set down therein. In some cases it identical to a continual light spell cen-
Eiyromancia die. means only that the text in question is tered within a transparent object, but
Nathode’s recollection dates back sev- the earliest surviving source of the with the brightness of the light under
en winters, when the book was brought spell. The first of the unique spells was the caster’s mental control. Continuous
to the court of Lord Nasher by a mer- devised by Nchaser’s tutor Nulathoe, control need not be maintained; the
chant, one Furjur the Flippant, who and the second is of Nchaser’s inven- caster can merely exert concentration
told the Lord that the tome was sold to tion. By the kindness of Arbane the to change the current luminosity of the
him by a band of adventuring dwarves Mighty, both are reproduced below. globe, and it will continue to emit the
he encountered in a clearing deep in desired amount of light until a new
the northern forests. One of the mem- Nulathoe’s Ninemen
mental command is received (unless, of
bers of Nasher’s court attempted to Level: 5
course, it should be destroyed). Mental
open the book, with fatal results (this is Range: Touch
control may be maintained over a globe
what Nathode observed), and it was Duration: Permanent
from a distance of 9” per level of the
placed unopened in the Lord’s library Area of Effect: One corpse
caster (plus 4” per point of intelligence
(Furjur had gifted it to the Lord in Components: V,S,M
over 15). Control of a globe cannot be
return for a charter). It was subse- Casting Time: 5 segments
wrested from another except by means
quently stolen during the riots of the Saving Throw: None
of a wish or limited wish —or upon the
Five Fires Rising, and its present where- Explanation/Description: This spell
death of the owner, whereupon the
abouts are unknown. serves to protect dead creatures of all
expectant owner must touch the globe
sorts against normal decay, magically
History and Description: The mage to take mastery over it.
strengthening the joints of corpses or
Nchaser has not been seen for nearly corpse limbs to keep them supple and
twenty winters. Before his disappear- usable. Its most prevalent practical use

62
The Book of the Silver Talon ic Steeleye. book: read magic, burning hands, com-
Appearance: This book comprises The adventurer Steeleye confirms prehend languages, detect magic,
26 papyrus leaves sewn into a leather this incident, and adds that the gar- erase, write, identify, message, shock-
binding. The leather has been dyed goyles were slain with a shower of sil- ing grasp, shield, darkness 15’ radius,
black with some thick, durable dye that ver arrows by the elves of the High detect invisibility, knock, ray of enfee-
remains supple and covers the hide Forest as the creatures swooped low blement, web, wizard lock, blink, dispel
deeply, preserving the tome somewhat. over the treetops, looking for a place to magic, gust of wind, infravision, phan-
Into the front cover is inset a silver claw rest. tasmal force, and protection from nor-
or talon (held by means of its nails, The gargoyles were flying east at the mal missiles.
which pass through the hide and have time, and Asmiak is rumored to live in Peculiar to the work are slight varia-
been folded under shrewdly with a that direction, far across deserts and tions in the spells that appear to be
hammer so as to close the grip), from mountains. The book fell into the forest Asmiak’s own. The magician Phandal,
which the book has gained its name. and was not recovered by the elves, but who copied from the work spells he
The edges of the leaves have been paint- somehow found its way to a bazaar needed and noted the changes in those
ed red, rather unevenly, mottling the some winters later where it was pur- he already knew, notes that the burn-
border of each page. chased by the astonished magician ing hands spell developed by Asmiak (or
Phandal. He in turn exchanged it for taught to him by the wizard Thurl) took
History and Description: This book other spells with the theurgist Alphon, four segments to cast because of its
is believed to have been the workbook who fled with the book into a forest to longer verbal component, and took the
of the famous and much-feared arch- escape repeated goblin raids against his form of a thin beam of flame like a rod
mage Asmiak, the “One Without Fear,” property. It is not known how Alphon or staff extending from the caster’s
when he was but an apprentice to the fared after that, but the druid Rairun forefinger. This beam can be varied in
wizard Thurl. The strongest proof for “Blackbrow” was the next known to length from two feet to eight feet by
this belief comes from the talon device have possessed the book. He tried to force of will, but is stopped (and deflect-
set in the cover (the book is untitled and send it overland to a colleague, but the ed, at possible hazard to the casterl by
unsigned), which Asmiak used at the caravan vanished in the moorlands en stone, thick wood, earth, and the like.
time. This does not mean the book was route to its destination. Casimur, who retains this spell in his
necessarily his, but a study of Asmiak’s Although no trace of the caravan books, notes that it can be fanned back
deeds reveals his recurring attempts to itself was ever found, an adventurer and forth rapidly by merely waving
obtain the book (or re-obtain it, assum- named Shoon later came across the one’s finger, and is therefore far more
ing he once possessed it). This indicates book in the dungeons of a deserted cas- than a parlor trick for cutting ropes or
he knows the book exists, but its con- tle and brought it to the city of Water- lighting candles.
tents would be so superfluous to him deep. There he sold it to the merchant The twenty-third page of the book,
now, at the height of his power, that his Deragus, who never had a chance to which was beyond Casimur’s mastery
attempts seem to be evidence of an sell it, since his shop was robbed later when he possessed it, contains notes on
emotional attachment to the tome. the same night. The master thief Dunas how to strengthen the spell’s flame into
Asmiak’s attempts to possess the book is known to have had the book one win- a more potent weapon. This improved
have never been carried out personally, ter later, and he traded it to an version is of the second level of spells,
always by agents. At least eight former unknown magic-user for three magical and the theurgist Alphon is thought to
owners of the book, all of them magic weapons. The books whereabouts at have employed it when battling trolls
users of low level, have met death present are unknown. Dunas has been on the Evermoors. It takes six segments
because of Asmiak’s servants, and other heard to say he’s glad to be rid of the to cast, lasts for two rounds, and con-
owners of relatively higher levels have Book of The Silver Talon, and any who sists of a cone of flame extending 20
narrowly escaped the same fate. Their find it would do well to conceal it, or feet from the forefinger, six feet in
reports indicate that Asmiak employs a risk attack from the servants of Asmiak. diameter at its farthest extent. The into-
varied complement of servants, many nation of the verbal component dictates
Contents: The first twenty-two
of them not human. One survivor by how hot the flames will be; they may be
leaves of the book contain spells, all
the name of Casimur, an ex-magic user so hot as to create a breeze and cause
written in magical inks upon the papy-
who now runs the Whistling Wizard target creatures to fall back from the
rus in a slanted, beautiful hand, includ-
Inn, relates that he was slain by three heat. The flame does +1 damage (cast-
ing the necessary runes, glyphs, and
gargoyles, who fled with nothing but er’s level + 1, expressed in hit points) in
symbols and notes on necessary condi-
that one book from among those in his the first round after being cast, and
tions and components. The spells are,
library, and that he found this out when damage equal to one-half the caster’s
in order of their appearance in the
he was subsequently raised by the cler- level (rounded up) in the second round.

63
Thus, a 7th-level caster does 8 points of script has been etched and runes, tained spells. From his notes, he gives
damage to those struck in the first glyphs, symbols and characters are us this list: water breathing, fly, light-
round, and 4 points to each victim in embossed or raised from the surface. ning bolt, fire shield (cold flame version
the second round. Phandal dubbed this The Chambeeleon (pronounced Kam- only), ice storm, airy water, cone of
spell the flame ray. BEE-lee-on) is probably worth 4,000 gp cold, conjure elemental (see below), dis-
Other spell variations are minor. in materials alone. It is worth far more integrate, glassee, part water,
Asmiak’s darkness 15’ radius uses a tiny to a magic-user, however, because of its spiritwrack, cacodemon, Drawmij’s
vial of ink smashed to the ground, serv- contents. instant summons, reverse gravity, and
ing as the center of the spell effect, as vanish. “From the Mad mage’s casual
History and Description: The ori-
well as bat fur. Thus, the spell cannot be comments,” writes Arbane, he believes
gin of this tome is unknown, but it is
moved once cast, and the ink seems less the book also contains the spells impris-
certainly of great antiquity. Many leg-
effective than pitch or coal, because the onment and prismatic sphere, but at
ends exist ascribing its authorship to
spell lasts only eight rounds, plus one the time lacked any means to verify
various sea gods and powerful beings,
per level of the caster. Asmiak specifies this. If the book is entirely full of spells,
but nothing of the book’s whereabouts
giant octopus ink, but Casimur has sub- and each stands alone on one page (as
is verifiable until Alaer, holder of the
sequently experimented with giant did those Arbane studied), then there
Dolphin Throne an age ago, mentions it
squid sepia, and reports that it also pro- may be as many as fifty spells in the
in an inventory of the sea elves’ court at
duces darkness, although of but six work not on Arbane’s list. One suspects,
Thunderfoam. It was borne away from
rounds (plus one per level of the caster) however, that there are far fewer, and
that city at some later time, and reap-
duration. Asmiak’s version of the ray of most of the unknown pages contain
pears in the memoirs of the hero Gala-
enfeeblement has a different verbal records or other writing. Only the pos-
daunt, who found it on the deck of an
component than the accepted norm, sessor of the work knows for sure.
abandoned, drifting “ghost ship” which
and takes three segments to cast. It has Arbane mentions one important dif-
he boarded off the Emerald Isles. He
a fixed range of 6”, and a fixed duration ference from the norm in the spells
sold it to a magic-user whose name was
of eight rounds. Similiarly, Asmiak’s contained in the book: the conjure ele-
not recorded, who we know to have
blink spell has a fixed duration of four mental spell as it is written therein will
been the tutor of one called “The Mad
rounds, caused by the differences in summon only water elementals, but
Mage,” who in turn was master to the
both verbal and somatic somponents these will be friendly to the caster and
wizard Arbane. It is likely that the
(the level and casting time remain the will never attack him or her.
Chambeeleon came into the Mad Mage’s
same). Such an elemental may (5% chancel
possession, but it did not pass into the
Asmiak’s gust of wind spell is an return to its own plane before the spell
hands of Arbane, so we have only
improved version; it emanates from a has expired, rather than attacking, and
Arbane’s recollections to rely on for its
self-chosen extremity of the caster, and although friendly, it will act only upon
contents. The present location of the
is thus directional—and the caster can the commands of the spellcaster, not
Chambeeleon, or even if it still exists, is
rapidly change this direction. Its somat- helping independently.
unknown.
ic component differs from the norm, If one may trust the more doubtful
and its material component is a syca- Contents: Arbane said that he often source of religious teachings, it must be
more seed cluster or milkweed seed (or read from the Chambeeleon as he was noted that the priesthoods of at least
similar seed, of the type having hairlike trained, but was only allowed to peruse seven aquatic gods worshipped by vari-
fibers that enable it to be borne aloft on certain pages. Many he glimpsed were ous creatures claim the Chambeeleon
a breeze). beyond his understanding, but he as their own, and assert that the bulk of
The last three pages of the book are remembers that the demon who guard- its pages contain “the” record of the
careful notes on the preparation of ed the book told him it had 66 pages in Creation associated with their deity. If
magical inks for all the first-level spells all and none but Arbane’s master had this is so, none have proved it.
in the book. Users of the art will notice ever mastered them all. The sage Elminster has recorded dozens
that these are not the only known ink (Arbane’s rather brief description of of powerful spell books and magical docu-
formulas for these spells. the demon suggests that it was a succu- ments of all descriptions; the preceding
bus. There is no mention of a guardian are but a sample. He writes teasingly of
The Chambeeleon
demon in the legends concerned with scores of new spells, hitherto unknown to
Appearance: This tome is truly the book, so it is likely that the Mad magic users “at large,” and now-lost
resplendent. Its covers are sheets of Mage bound the demon to guard it, per- powers cryptically held within the lost vol-
polished, iridescent abalone edged and haps only for as long as Arbane was umes. Adventurers may bring word of
cornered with beaten gold; its pages are allowed access to its pages.) more any day, he says, puffing con-
of burnished electrum, into which All of the pages Arbane studied con- tendedly on his clay pipe...

64
Seven Fingers (The Life of Thorstag) Void, from a deck of many things, so adventurers or historians will surely
complete that anyone who reads this find it a source of inspiration, if not a
Appearance: This memoir is a thick
section could immediately recognize path to wealth.
bundle of vellum sheets bound about
the same effects if they occurred in his The present whereabouts of the
with two leather straps and enclosed in
or her presence. memoir is unknown. It was last seen in
a leather bag. A recent owner, the mer-
The second is a recipe or description the hands of an unidentified man “with
chant Zephrum Nelagul, noted in his
of the making of Keoghtom’s ointment, the clothes and manner of a southern
ledgers that “Seven Fingers” had 278
which may or may not be correct. Curi- merchant,” according to Zephrum Nela-
sheets, but also noted that it ended pre-
ously, no owner of the memoir has gul, who sold it to said merchant at a
cipitously and seemed to have gaps in
made any mention of the accuracy of bazaar in Waterdeep for nine hundred
the narrative, which suggests that some
the recipe, but only of its inclusion; this pieces of gold. Zephrum attests that he
pages have been lost or deliberately
hints that they have not attempted the obtained the book from an ignorant bai-
removed.
process because it is obviously incom- liff in Longsaddle, who sold it as part of
History and Description: The book plete, or too difficult in execution or the the contents of a dead man’s house. The
was written by (or at least under the procurement of the ingredients, or the dead man, one Borwyn, was a trader in
supervision of) the adventurer Thor- writing itself contains some magical hides and leather goods who covered
stag “Seven Fingers” Amareh, a fighting trap or guardian they would prefer not much of the north in his trade, and had
man who rose to take the lordship of a to disturb. acquired, in Zephrum’s words, “an odd
tiny northern dale, where he died some The third is a detailed inventory of assortment of keepsakes and valu-
seventy winters ago. Thorstag’s nick- the dowries of the princesses Elmyra ables.” One can only conjecture that
name and the main title of this volume and Hlassela of Cormyr, which Thor- somehow Borwyn the trader visited the
come from his habit of severing the fin- stag took part in guarding on an over- dale where Thorstag had ruled and was
gers of important enemies whom he land journey from Suzail, the capital of buried, or got the book from another
slew, and storing these in an iron box. Cormyr, to Arabel, a city some distance person who was given it by Thorstag
There were seven such enemies, and to the north and east. The journey was for safekeeping, or who took it after
Thorstag evidently put the fingers to safe, the princesses married, and set Thorstag’s death. If any reports come to
some sort of magical use, but their out forthwith eastward with their royal light of the possible missing pages,
present location is unknown. (but not identified by Thorstag) hus- more might be said of how Borwyn got
Contents: The volume recounts bands. Neither Thorstag nor this writer the memoir, and of its original, com-
Thorstag’s reportedly boring and trivial (the sage Elminster) has heard of their plete contents.
life (“wearisome pages of dreams, fate, but in some eastern tomb or trea-
underhanded schemes, and malicious sury the greater part of these dowries The Nathlum
violence,” Zephrum records), but con- must now lie. Thorstag’s list includes
Appearance: A nondescript volume
tains three passages of special note. weights and identifying marks of jew-
of brown, curling parchment leaves
The first is a detailed and exacting elry (since he had to guard against for-
sewn to a grey canvas cover.
description of the selection of a card, gery and substitution of the pieces), and

65
History and Description: The made known by Elminster; in his hit, +2 (worse) on AC if having only
Nathlum is wholly and strongly evil; its words, “They are largely simple to normal (distorted) vision, or - 1 to hit
protective magics cannot be dispelled make, and recipes will undoubtedly fall and + 2 on AC if endowed with infravis-
(at least, not by the spell commonly into the wrong hands, given your some- ion or heightened visual senses. At the
known as dispel magic), and these pro- times too efficient communications.” same time the victim endures 1-2 points
tections cause all creatures of align- For adventurers, however, he has pro- of damage per round as surface blood
ment and instinct deemed “good” to vided the means of identifying the sub- vessels burst all over the body (giving a
suffer blinding, burning pain in the stances. blotched, reddened appearance to the
eyes and head. (Elminster offers a con- Lhurdas (also known as “the yellow skin). Each round a successful saving
fusing description of the symptoms death” and “Beltyn’s Last Drink”) is a throw will avoid such damage, but if
which need not be detailed here but wine-based poison. It has a sharp, dry the victim suffers an injury through
can be interpreted thus: Anyone of white-grape wine taste, and will readily combat or misadventure during the
good alignment will suffer 2-4 points of mix with such wine. It reacts with the round, no saving throw is allowed (the
damage per round that the book is held digestive acids in the stomach (and is cause and shock of the injury aggra-
or perused.) Its origin and the reason effective in human, orc, and elvish body vates the sudden fluctuations in blood
for its name are unknown; its first defi- chemistry) to eat away internal organ flow and pressure prespra causes; it
nite identification is in the catalog of tissues. Ingestion produces rapid (with- works by alternately and erratically
Tymor Threeshields, the inventory of in two rounds) nausea, convulsions, constricting and expanding blood ves-
the booty he brought back from the and terrific internal cramps and burn- sels throughout the victim’s body).
Orcfastings war, but hints of it can be ing pain, doing 1-6 points of damage in Belpren is a luminescent blue, acidic
traced through the scanty written its first effective round, 2-12 in the sec- substance that does 1-12 points of dam-
records of the orcs under the leader- ond, and 1-4 in the third. Thereafter it age instantly upon contact with skin or
ship of Wund, and Orfidel writes almost will do no more damage, regardless of internal tissues. (No save.) Further
four hundred years ago of his meeting dose, and further exposure to lhurdas applications of belpren to affected
with the evil mage Lethchauntos the will cause discomfort and inhibit heal- areas will not cause any further harm,
Black, who went to dwell among the ing, but cause no greater damage to the but the damage given above is for a
orcs, and describes what could well be body for a period of 3-24 days. It is inef- roughly hand-sized area of body expo-
the Nathlum in Lethchauntos’s posses- fective if applied externally. (Save for sure; for each additional such area of
sion. From Tymor’s hall, the volume half damage.) skin affected, an additional 1-12 points
went to Neverwinter as part of the Varrakas is a black, thick syrup. To of damage will be suffered. However,
dowry of Tymor’s daughter Nulauznee avoid detection, single drops are usu- no additional damage from ingestion is
(Elminster suspects that Tymor wished ally added to gravy or dark sauces, but possible; immediate and involuntary
to be rid of it), and nothing more is the effects increase with the dose vomiting will be induced by any further
heard of it until the Nathlum passes ingested. Varrakas has a slightly oily belpren applied to affected internal
unexpectedly into the hands of Phrand- taste, but no strong flavor. Every drop areas. Belpren will not corrode metal,
jas of Port Llast (a northern town), a of varrakas does 1-4 points of damage nor will it harm cloth or cured leather.
thaumaturge whose careful and exact- when it enters the bloodstream (it It dries and becomes ineffective in just
ing studies enabled him to subsequent- passes the digestive system masquerad- over one round when exposed to air,
ly rise quickly in the ranks of the Art. ing as a nutrient), and does not act for a and so cannot be used on weapons.
period of 18-24 turns after ingestion. Belpren can be neutralized by the appli-
Contents: Phrandjas takes character- cation of lamp oil. It is effective on all
Varrakas is harmless if applied exter-
istic pains over his notes regarding the creatures.
nally, and is effective in all mammals.
Nathlum; we learn that it appeared to Orvas is a translucent liquid with a
(Save for half damage.)
be complete when he received it, and green cast and a bittersweet taste. It
Prespra (also known as “Mother’s
held sixteen recipes for poisons, four does 1-6 points of damage upon enter-
Bane”) is an odorless, colorless liquid
glyphs of warding set down nowhere ing the bloodstream (immediately if by
that mixes readily with all drinkables
else, and the formula of the spell maze. insinuation, which must be through a
except milks and products made from
Phrandjas, despite the pain caused him scrape or wound, or in 18-24 turns if by
them, from which it separates. Effec-
by perusing the book (because he was ingestion), and 1-4 points of damage
tive only in humans and only when
good), copied certain of the recipes for each round for the following two
ingested, it causes sudden dizzy spells
later sale to the alchemists of the town, rounds. A successful saving throw
and visual distortion, beginning 1-3
and all of the glyphs, and Elminster has means that orvas is ineffective against
rounds after contact and lasting for 1-
passed on some of this information. the target creature. Orvas is an antidote
12 rounds. During this time the victim
The poison recipes have not been to varrakas (see above) if introduced
moves unsteadily and fights at -2 to

66
into the bloodstream before varrakas weakening and softening tendons, liga- inflicting 7 points of damage on it (as
has run its course. Orvas works in all ments, bones, and cartilage. On the fol- long as at least the seventh point is
mammals. lowing round it causes 1-12 points of caused by an edged weapon), or by the
Huld (also called “Leap” or “Death- damage, and 1-4 points on the round victim pulling free of its grasp. All are
dance”) is an odorless oil that is effective thereafter, whereupon its effects pass. AC7. Any character with a Strength of
on non-humanoid creatures—except for Until healing processes (natural or mag- 16 or more is allowed to attempt saving
demi-humans and humans—and works ical) counter its effects, the creature throws against three of the mouths
only by insinuation. Its effects are the affected will have lost 1-4 points of each round—if a particular save is suc-
same regardless of dosage, and appear 1- Strength and one point of Dexterity. cessful, the mouth’s grip breaks, it does
4 rounds after the application. (Save for Dwarfbane is a rare, gummy oil that not drain blood on that round, and it
no damage.) Huld causes severe muscle is poisonous only to dwarves. Insinua- shrinks back into the wall or hangs life-
spasms involving nausea and the loss of tive, it is commonly smeared on weap- less. This glyph does not vanish after
motor control, balance, and speech, last- ons. It does not dry out, but prolonged one activation; it will retract its surviv-
ing for 1-6 rounds. During this time a vic- exposure to air lessens its potency; it is ing mouths and wait for the next victim,
tim is helpless but by no means an easy effective only for 26-31 days. Upon con- until all the mouths have been
target for physical attack, since he or she tact, dwarfbane does 1-8 points of dam- destroyed.
is usually thrashing and moving about age with a pain “like blazing skewers,” Hlack can be cast only by a cleric of
rapidly and wildly. Mental processes are and a further 1-6 points on each of the 9th or higher level. This functions as a
entirely unaffected (i.e., psionic or other following three rounds. (A successful magical barrier preventing those of
communication can be initiated or will saving throw will halve all damage suf- good alignment from passing. This bar-
continue, and in some cases can be used fered.) rier of force will stand until the actual
by the victim, as well as others, to control area on which the glyph was cast is
the poison’s effects). A particular individ- The glyphs of warding found in The destroyed, thus breaking the glyph or
ual will be 95% resistant to huld for a per- Nathlum reflect its evil nature. All may until a knock, erase, or similar spell is
iod of 10-21 days after an exposure to it, be used only by those of evil align- employed. Anyone of good alignment
and thus repeated dosages in a single ments, and will harm only those of good will strike an invisible wall and suffer 1-
encounter will almost always not be alignments. Anyone of good alignment 6 points of electrical damage. Further
effective. Huld is generally thought to may pass a glyph’s location unharmed contact with the barrier will cause 1-6
affect all individuals, but some apparent by speaking its name or by destroying points of electrical damage per round
immunities are reported and conjec- the glyph. The passage of neutral or evil (no save).
tured. characters will not trigger any of these Curtal can be cast only by a cleric of
Jeteye is a glossy (i.e., reflective) black glyphs. They are as follows. 10th or higher level. Attempts to pass
liquid that affects all mammals upon Zuth can be cast only by a cleric of this glyph will cause arms of fire to
ingestion. (Ineffective if insinuative con- 6th or higher level. It is cast upon a door burst from its three pointed ends and
tact only; save for half damage.) It or the frame of an opening; anyone of strike the creature or creatures
causes the pupils of the eyes to go black good alignment passing through or attempting to pass, each arm doing 4-16
(although this does not affect vision) under the portal will suffer 2-12 points points of damage. Each arm of fire will
and causes 1-8 points of neural damage of electrical damage arcing from side to strike a different target if there are
immediately. No pain is felt by the vic- side of the frame at many points around three or more targets available; other-
tim, however, for Jeteye kills all pain it, across the opening. wise two will strike the nearest target
and tactile sensation for a period of 9-16 Yammas can be cast only by a cleric of and one another, or all three will strike
rounds (the “black eyes” sign will be of 8th or higher level. When activated, at a solitary target. (Save for half dam-
the same duration as this anesthetic from 11-18 screaming, chittering age.) Activation of this glyph always
effect). Jeteye is sometimes voluntarily mouths will appear all about the glyph, alerts a guardian, sometimes summon-
used before torture or immediately and shoot forth on long (up to twenty ing a demon or devil to the spot instant-
after battle injuries (preventing a sys- feet) snakelike necks to bite at the crea- ly, but more often warning spellcasters
tem shock survival roll). It has a bitter, ture activating the glyph. The victim or beast-keepers to ready their charges.
black walnut-like taste and is hard to must save against each manifestation or The glyph remains until erased, strik-
conceal in food or drink. be struck by it, suffering 1-4 points of ing out with its arms of flame every
Ulcrun is a milky-white, viscous liquid damage. The fangs dig in, much as a time it is activated. Dispel magic will
that is effective on all warm-blooded lamprey attacks, and the mouths drain cause one of the arms of fire to shrink
creatures, by insinuation only. (No sav- 1 hit point of blood each per round back and not strike for that activation.
ing throw.) Two rounds after contact, it thereafter until they or the victim are In each round that creatures stand
causes 1-4 points of muscular damage, destroyed. Each can be severed by before the glyph but do not speak its

67
name (i.e., not having passed it, but Flamsterd’s personal diaries, the Moon- will not have any subtractions either.)
within 15 feet), curtal will activate- so shae Chronicles, were sent regularly The material component of this spell is
slow-moving creatures could be struck from the sage’s isle to his friend Elmin- a drop of holy water, touched to the
several times. ster, and in one was set down the entire tongue or skin of the recipient (the spell
text of the Workbook. The purchased may be cast on oneself).
The Workbook records of individual spells still exist, of
Caligarde’s Claw
course, scattered throughout the
Appearance: Details of the appear- (Conjuration/Summoning)
Realms. It is from Elminster’s library
ance of the Workbook are unknown, Level: 4
that we learn the spells below; the
but it is said to be a bound volume with Range: 6”
present contents of the Workbook may
no inscriptions on the covers. Duration: 1 round/level of caster
well vary slightly. Dismind is thought by
Area of Effect: One creature
History and Description: Once in some to be the work of Khelben “Black-
Components: V,S,M
the elven city of Myth Drannor there staff” Arunsun, and by others to be the
Casting Time: 4 segments
was a school of magic. Its teachers were work of Mentor himself. The other
Saving Throw: Neg.
known as the Seven Wizards, and spells bear the names of their creators.
Explanation/Description: Use of
included the one known only as Men-
tor. Its founding and objectives are for-
Contents: this spell requires the claw or foot of a
Spendelard’s Chaser creature, which is consumed in the
gotten, for Myth Drannor has long been
(Necromantic) casting, and brings into existence an
a ruin, and the Seven Wizards disap-
Level: 4 invisible claw of force. The spellcaster
peared even before Myth Drannor’s
Range: Touch indicates (by pointing toward a loca-
destruction.
Duration: 1 turn/level of caster tion; sight is not necessary) a target
Many of the mages whose names are
Area of Effect: (One creature within 6”. If the target saves, the claw
now known all across the Realms were
Components: V,S,M will not come into existence. If the tar-
tutored at the Wizards’ school, and it is
Casting Time: 8 segments get does not save, the claw must locate
common knowledge that Mentor
Saving Throw: None the target (with a hit roll as if it were a
caused spells of his pupils’ devising to
Explanation/Description: This spell weapon wielded by the caster). If it
be collected in a book, once he had test-
negates the adverse effects of all drugs does so successfully, it will immediately
ed and approved their dweomercraft.
(including alcohol) in the recipient crea- do 1-4 points of damage. Thereafter,
Accounts of the Workbook’s contents
ture. Dexterity and mental impair- until the spell expires, the claw is
vary; it is quite possible that more than
ments are instantly “cured,” leaving the destroyed, or the target escapes pursuit
one such book was collected, although
recipient clear-headed and free of pain, by becoming ethereal or otherwise
the existence of only this one book is
able to undertake complex tasks requir- physically leaving the plane of the cast-
certain.
ing intense concentration, such as er, it will strike infallibly once per
The sage Flamsterd, of the Moonshae
spellcasting. The pain of even mortal round for 1d4 damage.
Isles, purchased the tome known as
wounds will be removed, although the Although the claw never misses, the
The Wizards’ Workbook from a band of
chaser in no way heals any damage damage done by its strike can be
adventurers, and carefully copied its
extant in mind or body. If the condition negated by an anti-magic shell, shield,
contents. He later sold the secrets of
has not righted itself by the time the Bigby’s interposing hand, or similar
several of the Workbook’s spells for
spell wears off, its effects will return. magical barrier. It can be destroyed by
very great sums of wealth, and pur-
But natural body processes continue dispel magic, but cannot be controlled
chased the entire island that now bears
while a creature is under the influence or physically harmed. It is not a living
his name. His enjoyment of the isle was
of the chaser; so that a hangover or oth- thing, is not intelligent, and cannot per-
short. It is thought that one of his cli-
er temporary discomfort may well van- form any task other than its slashing,
ents guessed what the sage possessed,
ish before the spell expires. The chaser tearing attack. It can be dispelled at will
for one night the sage and his entire
will have no effect on insanity or magi- by the caster, but does not require con-
Tower, on the seaward end of the isle,
cal conditions (such as feeblemind), but tinued concentration for its mainte-
simply vanished. Others believe the
does give a + 4 saving throw versus any nance, and will not vanish of the caster
sage came to grief while practicing his
poisons present in the recipient at any is killed or rendered unconscious. (The
magic. Still others hold that he left this
time while the spell is in effect. (If a sav- spellcaster can engage, of course, in
plane of existence.
ing throw versus the poison has already further spellcasting while the claw
No sudden rise in power was noted
been failed, application of the chaser operates.) Its attacks do not necessarily
among those of the Art, however, and it
will permit a second, unmodified saving physically interfere with the actions
is thought that the Workbook may have
throw; it will not be at a +4 bonus, but and movements of the target, who may
been lost or destroyed. Installments of

68
well cast spells or engage in physical ous, luminescent pathway akin to a tracer is intangible and cannot be
combat. light spell-comes into being within a walked upon. It may be passed through
The claw will remain with its target 1” radius of the caster. It shows the or traveled within without harm and
unshakably, regardless of distance trav- most recent path of any single creature does not activate magic upon contact or
eled, physical barriers, or aerial or whose path the caster wishes to trace, distort magic or physical phenomena
underwater travel. It will never change described verbally by the caster over passing through it.
targets, but will vanish at the death or the material component (a pinch of
Tasirin’s Haunted Sleep (Enchantment/
disappearance (see below) of its target. phosphorus or a glowing life-form such
Charm)
If it fails to initially locate its target, it as a fungus or glowworm). The crea-
Level: 3
will remain within a 1” distance from ture must have been present in the 1”
Range: Touch
the intended target’s initial location, an radius area about the caster within a
Duration: Special
invisible presence (use Grenade-Like period of 1 day per level of the caster Area of Effect: One creature
Missiles: Misses Location Table, DMG p. for the tracer to appear. The tracer will Components: V,S
64, for the claw’s precise location), until show the route of the creature within Casting Time: 1 round
the spell expires. If any creature the 1” area, and then expand (at a rate Saving Throw: Neg.
approaches within 1” of its location of 60”/round) along the route taken by
Explanation/Description: This spell
after the missed target withdraws, the the creature, moving in that direction can only be cast successfully upon a
claw will automatically strike (hit roll for the duration of the spell. Once sleeping creature. The slumber must be
required) without any attention or act beyond the 1” initial radius, it will only
normal— unconsciousness, coma, or
of will on the part of the caster. The show the path of the creature—who similar states of mental injury, such as
claw can thus be cast at a door to pre- need not have been seen by, or be concussion, drugs, astral or psionic
vent unharried future entrance or known to, the spellcaster—as long as it activity, and charm-related spells will all
egress. Note also that a careless or for- remains in physical contact with the cause the spell to be ineffective.
getful spellcaster could well be attacked ground. Pass without trace and similar Tasirin’s haunted sleep puts the recipi-
by his or her own claw if it is magics will not confuse the tracer, and ent into a deep sleep for one turn per
approached too closely after missing its it will follow the creature’s route level of the caster, and early awakening
intended target. A spellcaster does nto through physical barriers (i.e., doors) from this state can only be accom-
know if a claw is active, once cast, and across gaps (i.e., the results of a plished by a (limited) wish, dispel magic,
except by observing the behavior of the jump or dimension door, to purely the infliction of acute pain (i.e., wound-
target—or, in the case described above, physical acrobatics) of up to 14”. It will
ing) upon the recipient, or at the cast-
by suffering a surprise attack. The claw not otherwise show aerial travel, but
er’s will. The target creature is allowed
can then of course be immediately dis- will shine in and under water. a saving throw, which if successful will
pelled by the caster. If unsuccessful in a The path will end when the target negate the effects of the spell.
second attack against a different target creature is reached, when the spell The caster is never directly aware of
than the initial one, the claw will con- expires, or at any place to which the the target’s thoughts or mental state, or
tinue to attack any target within a 1” target creature teleported, left the
of the success of the spell. While in such
radius of it until the spell expires, and plane of the caster, or embarked upon a a deep sleep, the creature is open to the
may attack the target it originally mount or conveyance such as a cart, influence of subconscious visions or
missed if said target leaves and then re- ship, or carpet of flying. In the latter dreams. The spellcaster can project one
enters the claw’s area. The claw can case, an individual reaching the path’s specific scene or vision into natural
only locate and affect targets having a end will receive a clear mental picture mental activity, and this will come into
tangible existence on the plane in which of the destination traveled to, even if on the victim’s consciousness soon after
it is cast. another plane. If the target creature awakening. The vision’s clarity, detail,
took a mount or conveyance, the men- and accuracy depend upon the caster’s
Tulrun’s Tracer (Divination, Alteration)
tal picture will be of the destination concentration, for the scene must be
Level: 4
reached. Portions of the tracer can be held in mind during the casting. Such
Range: 1”
negated by dispel magic, continual visions can masquerade as divine com-
Duration: 4 rounds/level of caster
darkness, and the like, but it cannot be munications or memories, and can be
Area of Effect: Special
physically disturbed (i.e., a gust of wind used to influence decisions, goad the
Components: V,S,M
would not shift it). When the spell recipient into a certain course of action,
Casting Time: 8 segments
expires, the tracer will have slowly fad- trouble the recipient, or, conversely, to
Saving Throw: None
ed into nothingness; no one not having calm and rest the recipient at a time of
Explanation/Description: When
reached its end will receive any mental mental anguish or troubles. A spellcast-
this spell is cast, the tracer —a continu-
picture of the target’s destination. The

69
er skilled in the use of this spell can quartz, or cut glass — of at least an inch allow formation of the bolt is instantly
boost morale, joy, or enthusiasm—or in length. The spellcaster throws the rendered harmless.
crush it. crystal at a target creature or area
Dismind (Enchantment/Charm) Revers-
During the “haunted sleep,” the recip- while speaking the final words of the
ible
ient is especially susceptible to any one spell, and its path creates a glowing
Level: 9
suggestion spell, which can be cast by “bolt” in the air similar in appearance to
Range: Touch
the caster of the haunted sleep or Tulrun’s tracer (q.v.). The bolt is four
Duration: Special
another spellcaster, and is saved against feet in diameter, begins 1” from the
Area of Effect: One creature
at -3 by the creature in “haunted caster, and extends onward to a maxi-
Components: V
sleep.” Such a suggestion will be “heard” mum length of 1” per level of the caster.
Casting Time: 2 segments
by the recipient as an inner mental The bolt will not materialize underwa-
Saving Throw: Neg.
voice, and must of course be in a lan- ter, and ends where the crystal strikes
Explanation/Description: This spell
guage which the recipient understands water, strikes any barrier, or passes
consists of a phrase spoken while the
to be successful. This spell cannot be beyond the caster’s range. (The crystal
caster touches the recipient (the spell
cast on oneself. is consumed instantly, in a burst, if it
may be cast on oneself, serving as a “last
passes beyond the caster’s maximum
Laeral’s Dancing Dweomer resort” escape from certain death, tor-
range, and is otherwise consumed at
Level: 3 ture, or mental damage), causing the
the expiration of the spell.] Any living
Range: 2” + 1”/level of caster recipient’s mind to fly from his body.
thing coming into contact with the bolt
Duration: 1 turn/level of caster The body instantly undergoes a curious
will suffer 1-4 hit points of shock dam-
Area of Effect: 4” diameter sphere transformation: it remains in the posi-
age per level or hit dice it possesses
Components: V,S,M tion it was when the spell was cast, sur-
(ignoring additions; a 5 + 5 hit dice mon-
Casting Time: 6 segments rounded by a glowing aura of force that
ster would take 5-20 just as one of 5 hit
Saving Throw: Neg. allows nothing to touch the body, stop-
dice would). A hit roll, with any modifi-
Explanation/Description: This spell ping all physical attacks, crushing, or
cations for missile-weapon ranges, is
requires a pinch of dust thrown into probes. The limbs of the body can be
made when the spell is cast; refer to
the air about the caster and any object shifted by pushing on the invisible
Grenade-Like Missiles: Misses Location
(which will not be changed in any way armor of force, but when released will
Table, DMG p. 64, if a miss is indicated a
by the spell] radiating a dweomer at the slowly drift back to the original posi-
creature struck by the crystal suffers 1-
time. When cast, the spell causes many tion. Magical attacks, fire, poisons, and
6 points of damage per level or hit dice
magical auras to flicker and dance corrosive and disease-producing sub-
it possesses. The creature may grasp
about from object to object (including stances (including ochre jelly, green
the crystal and hurl it back at the caster,
creatures and areas with large surfac- slime, rot grubs, and the like) cannot
and the bolt will continue to form to the
es, such as wells]. The auras are not visi- reach the body to do it harm. The
limit of the caster’s range (so that a cast-
ble to the unaided eye (i.e., detect magic bodily processes of a disminded person
er may be struck by his or her own
or similar means must be used), and are totally suspended, so that the body
bolt], but when directly grasping the
will not be seen by a creature saving does not age or breathe. Disminded
crystal, any creature will suffer a fur-
against the spell or having true sight). If persons have a vacant stare. They can-
ther 1-6 hit points of damage per level
the spell is not saved against, the auras not use any of the senses of the body
or hit dice it possesses and must make a
will totally confuse a detect magic or they have abandoned, nor can they
system shock survival roll.
the like for the spell duration. The return to it without aid.
A skybolt lasts for two rounds after
auras will not disappear when touched, The freed mind wanders behind
its casting. It can be destroyed in whole
but dispel magic will destroy all auras mental defenses of its own making,
or in part by contact with an anti-magic
within its area of effect. immune to all forms of magical, psionic,
shell, wall of force, shield, or similar
and other mental contact or attack. A
Archveult’s Skybolt (Alteration] spells, dispel magic, or gust of wind. It
wandering mind is not detectable by
Level: 4 cannot be deflected, grounded, or insu-
any known means, and never leaves the
Range: 1” /level lated against. It will not conduct
Prime Material Plane. It cannot control
Duration: 2 rounds through metallic substances, but note
where it goes and what it observes, and
Area of Effect: Special that armor that is not airtight will not
typically retains little memory of its
Components: V,S,M negate the effects of a skybolt. Crea-
visions and speculations. (A DM should
Casting Time: 4 segments tures and nonmagical objects entering
describe 1-6 scenes or phrases of
Saving Throw: ½ the skybolt will not deflect, negate, or
thought without giving any explana-
Explanation/Description: This spell sever it. A crystal entering an area of
tions.] A wandering mind cannot delib-
requires a crystal—a faceted gem, magical protection which does not

70
erately pray, study, or research spells, known as “Bowgentle’s Rune,” thus: teased (and enraged) by gouting flame
or choose to observe any particular back at it, before he vanquished the
event, locale, or individual. beast.
A wandering mind can be fully History and Description: Bowgen- The book did not remain at the School
restored to its body by an alter reality tle of Silverymoon was a mage of gentle for long, however—demons slew its
(limited) wish, or restore mind, the speech and manners, loved and revered Masters and most of the apprentices,
reverse of this spell. The reverse can in the North and the Sword Coast cities and set the towers ablaze one crisp win-
also be used to cure insanity and all in his day, for he believed that magic ter night (demons, some whispered,
mental disorders, feeblemindedness, belonged to all, and all should benefit summoned by careless or jealous and
and physical brain damage. It will end from it. Many good works were vengeful novices who lost control of
any mental controls (including quest, ascribed to his name over the years he their servitors). The School was no
geas, and magical charms cast by spell wandered the Realms, and legend has more. Thieves were the first bold
or by creatures such as nixies or vam- rounded out his deeds. Always Bowgen- enough to venture into the smoking
pires) of any form upon a recipient tle sought new spells—and he ruin, and one must have found and
mind, totally freeing the mind from the embarked on reckless ventures to gain safely borne away Bowgentle’s Book,
influence(s) without causing the indi- them, such as the plundering of for it surfaced some years later in
vidual any harm—but it cannot restore Raurgoch the black dragon’s hoard Scornubel, identified by the sage Laerti-
lost psionic powers. A delirious, drunk- (slaying that monster with the very lus as amongst the treasures he
en, exhausted, or drugged creature can magic found in the treasure) and the appraised for Vaerum, the Master
become clearheaded and mentally alert breaking open of the Wizard-King’s Thief. Vaerum, head of a local thieves’
by means of this spell. A saving throw tomb, where that legendary mage, now guild, soon fell victim to a “grey war”
applies to both spells, and if successful living in lichdom, guarded his (one of the oft-occurring skirmishes
against a restore mind (regardless of spellbooks as fervently as the crum- between rival guilds), and the book van-
the wishes of the disminded recipient bling bones of his mistresses and his ished. Its present fate and whereabouts
creature), the spell will have no effect. dogs. are unknown, but it is thought by most
Such a failure does not mean the mind And ever Bowgentle gave of his sages to still exist.
cannot be restored, but only that the knowledge to all who had the ability,
Contents: The book’s contents are all
particular spell cast at that time did not and wrote out spells tirelessly for those
spells and cantrips in “standard” form
work. who were too young, too sick, or yet
(as per the rules in the PLAYERS
unborn. He paid for the hospitality
HANDBOOK and in UNEARTHED
Bowgentle’s Book given him on his travels with spells, cast
ARCANA) set down one to a page, save
for good ends, and his name is yet
Appearance: This slim, black vol- for the two unique spells described
remembered with affection and awe. It
ume is most expertly bound in glossy, herein. They appear in the following
is often said of a gentle, shy, and well-
tooled, black leather—the best yox- order: the cantrips clean, dry, and
favored babe that it “has Bowgentle’s
enhide, from the yoke-oxen, or “yoxen,” bluelight, and the spells affect normal
eyes,” and an act of selfless kindness is
of the plains of Amn—which has been fires, hold portal, identify, mending,
oftentimes agreed to be properly “of
stitched into a full-fitted cover encasing push, read magic, sleep, continual light,
Bowgentle’s way.”
two slabs of slate, and worked on the darkness 15’ radius, detect evil, detect
When he grew old, Bowgentle came
outside into a repeating pattern of a invisibility, dispel silence (unique spell),
to the School of Wonder, founded some
human and a dragon confronting each ESP forget, knock, levitate, locate
years earlier by the mages Myrdon and
other, each spouting flame at the other. object, magic mouth, rope trick,
Salasker, and wrote down his spells for
Within are fifty-three sheets of the fin- strength, wizard lock, blink, dispel
the apprentices there. He passed on his
est white vellum, all sewn to a spine- magic, fireball, fly, hold person, infra-
way, and when word came shortly
cord strip of black leather with spun vision, Leomund’s tiny hut, lightning
thereafter of his death in a snowstorm
silk thread, the whole being of the most bolt, protection from evil 10’ radius,
in the high forests, the Masters com-
delicate workmanship. (Several addi- protection from normal missiles, slow,
manded that Bowgentle’s written spells
tional pages seem to have been torn tongues, water breathing, Bowgentle’s
be collected from the apprentices and
out.) The pattern of the covers extends fleeting journey (unique spell), charm
close-guarded in the library there, for
without a break over front, back, and monster, confusion, dimension door,
all to see and use. This was done, the
spine, leaving only a lip or border all enchanted weapon, fire shield (both
book being constructed by elven crafts-
about the edges of the tome, and an oval versions), minor globe of invulnerabili-
men, and the cover depicting a famous
plate or raised area in the center of the ty polymorph other, polymorph self,
scene of Bowgentle’s youth: his fiery
front cover, which bears the character remove curse, wizard eye, Bigby’s inter-
battle with a red dragon, whom he

71
posing hand, cone of cold, hold mon- to negate the spell) is enabled to tele- er’s range, the spell will not work; one
ster, passwall, and wall of force. port to a specific destination — viewed segment is wasted, and a second desti-
The two unique spells in Bowgentle’s and pointed at during spell casting. The nation may be pointed at. If it, too, is out
Book are these: location may be up to 1” per level of the of range, nothing occurs, and the spell
caster vertically and 2” per level of the is wasted.
Dispel silence (Abjuration, Alteration)
caster horizontally away from the cast-
Level: 2
Range: 0
er’s or spell recipient’s initial position. The Spellbook of Daimos
The shift in position takes one segment,
Duration: Special Appearance: This tome bears no
and the caster or spell recipient may
Area of Effect: Sphere of 1” radius per title or inscription, and is fashioned of
remain at the new location for a round
level of caster fine, heavy parchment pages sewn to a
(or less, if the spell caster wills) before
Components: S,M waxed cord binding, which is stretched
being teleported back to his or her ini-
Casting Time: 2 segments and nailed to an oaken spine, to which
tial location.
Saving Throw: None in turn are bolted covers of fine bronze,
During the time spent in the location
Explanation/Description: By means the whole covered with stretched silver
journeyed to, the caster or recipient
of a hand gesture and the casting into “dragonscale.” The Spellbook weighs
can make physical attacks, move about,
the air of a pinch of powdered diamond heavily and is three hand-lengths broad
pick up or leave behind objects, manip-
(at least 50 gp worth of the crushed by four in height. It is as thick as two
ulate items, or cast any spell for which
gemstone), the spell caster creates a fingers, bearing within thirty-six pages.
components are at hand and which
powerful dweomer that negates exist- A permanent magic mouth has been
requires a round or less to cast. Note
ing magical silence within the area of cast upon it; whenever the tome is first
that it is possible for a spell to take
effect, and dispels any silence created touched by any (and every) creature,
effect after the caster journeys back to
by spell casting or magical-item power the mouth will appear on the front cov-
his or her initial position; this, however,
within the area of effect for one round er, and a cold, level male voice will
cannot happen if the spell cast has an
per level of the spell caster after the speak in Common: “Put me down, or
instantaneous duration (such as a fire-
round of casting. Thus, a dispel silence die.” There are presently no magical
ball). If not made earlier, the return
cast by a 12th-level wizard would safeguards on the volume to back up
journey always occurs at the end of the
negate (no saving throws allowed) and this threat, however. The book shows
round regardless of the caster’s or
silence cast on him or about his person, no signs of age or ill use.
recipient’s wishes or state of conscious-
and prevent such silence from occur-
ness (even if dead). History and Description: This vol-
ring or returning for twelve consecu-
No possibility of error exists in tele- ume first comes to light in Realmslore
tive rounds after casting. Dispel magic
portation. If the journey is made into an some three hundred winters ago, when
will in turn destroy a dispel silence
area already occupied by a solid body the caravan-master Muirhar “Duskbrow,”
dweomer, but silence will not return
(unlikely, as the destination must be an Easterner, crossed Anauroch (The
unless cast anew, or if of a permanent
within the caster’s view), or if the area Great Desert) at the head of a caravan
(i.e., magical-item function) sort. The
of return is similarly blocked, the jour- sixty-seven wagons long. The perilous
dweomer created by this spell is always
neyer is stunned (unable to cast spells) crossing was made safely, but gnoll bands
a sphere centered upon the spell caster,
and displaced into the astral plane. Note raided the caravan in Bleached Bones
extending through walls and doors,
that the journey is a form of teleporta- Pass. Many were slain before Muirhar’s
around intervening objects, and so
tion; neither physical nor magical barri- guards overcame the attackers. The gnoll
forth.
ers can stop it or the return trip, and a corpses were stripped of weapons and
Bowgentle’s Fleeting Journey (Altera- journeyer who is pinned down, con- goods before the caravan moved on, and
tion) stricted, or otherwise physically strapped to one such corpse was found a
Level: 4 encumbered will simply vanish from battered leather satchel, obviously looted
Range: 0 such constraints on the return trip. All from an earlier victim. Within it was a
Duration: Special that the journeyer carries (save other note written in Common that said simply,
Area of Effect: One being living creatures, who will simply be left “I have no further use for this or other
Components: V,S,M behind) will be teleported with him or things of this world. You are my most able
Casting Time: 4 segments her, up to a maximum weight equal to apprentice, so it is yours. Use the Shout
Saving Throw: Special 5,000 gold pieces. The material compo- only in last resort. Daimos.”
Explanation/Description: By the nent of this spell is a small ball of rub- Muirhar took book and note to the
use of this spell, the caster or another ber (which may be uncured, just as it mage Ulthorn of Waterdeep, who kept
creature touched by the caster (an comes from the tree). Note that if the the tome secret for many years and
unwilling creature gains a saving throw destination chosen is beyond the cast- apparently never used its powers until

72
the night of his death. His apprentice, nation, repulsion, Bigby’s grasping being as normal, that for the 6th at + 1,
Rendergallis, who studied the tome hand, duo-dimension, power word and continuing until a successful saving
under Ulthorn’s tutelage, reports that stun, vanish, great shout (unique spell), throw is made, whereupon the shroud
Ulthorn died in a sorcerous duel with a incendiary cloud, mind blank, astral instantly vanishes, and the spell is done.
vastly more powerful foe, the Arch- spell, gate, and imprisonment. All com- For each round enveloped by a flame
mage Ahrabose, but, in defeat, slew his monly known spells are in the “stand- shroud, the target suffers 2-12 hit
enemy by bringing the Tower of Yintros ard” form (as noted above), save for points of fire damage. If flammable oil is
down upon them both with a great monster summoning I, which Daimos carried by the creature, its damage is
shout. Rendergallis and many other (or another being) developed so that the added to this if the container of oil fails
young apprentices and prestidigitators caster can, by effort of well, determine its own saving throw. The material
of Waterdeep searched the wreckage of the type of monsters summoned (75% components for this spell are a pinch of
the Tower that night, seeking items of chance of success at this). Casting time saltpeter (powdered or in a natural sub-
power and written spells. The blasted is increased to a full round (as the crea- stance such as dung), a small piece of
corpse of Ulthorn was found, with his tures desired must be mentally pic- phosphorus, and a tiny scrap of lace,
shattered staff and emerald sigil ring, tured and this image concentrated on), cloth, or thick spiderweb.
but the Spellbook was gone. In the and the number of creatures that
Watchware (Evocation)
ashes that had been Ulthorn, some appear is still 2-8, random. Level: 5
being had scratched in Common: The three unique spells in the
Range: Touch
“Daimos reclaims his own.” Spellbook of Daimos are as follows:
Duration: Special
The whereabouts of the tome there- Area of Effect
Flame shroud (Alteration)
after are uncertain, but confused tales Components: V,S,M
Level: 5
have come to the northern Realms from Casting Time: 1 round
Range: 1”
Ankhapur far to the south, and from Duration: Special Saving Throw: None
Twostars, a trailsmeet and well-stop on Explanation/Description: When a
Area of Effect: Aura about one creature
the Golden Way trade road east of the watchware is cast upon an item, the
Components: V,S,M
Inner Sea, of two separate skirmishes in caster is warned thereafter at the
Casting Time: 5 segments
which magic-users have employed moment that the item moves or is
Saving Throw: Special
great shouts. One of these two is known Explanation/Description: By means moved from the place or position it was
to a sage, Thantos of Selgaunt, who in at the time of spell casting, or when-
of this spell, a magic-user causes an
states that she is too young to have ever the item is touched by any living
aura of crackling flame to come into
known the spell before, or immediately creature. A watchware may be cast on
being about an unwilling target. Unless
after, the death of Ulthorn in Water- any non-living item of any size, but is
adequately protected against fire, the
deep and, thus, must have learned it target takes fiery damage, all flamma- usually cast upon a spell book, lock,
since. Perhaps she gleaned it from door, wand, staff, or item of treasure.
ble objects upon his or her person (e.g.,
another source, but Thantos, the aged clothing or papers such as scrolls or On the first occasion after completion
Rendergallis, and Elminster all agree
spell books) must save vs. magical fire of casting a watchware the the item is
that the Spellbook of Daimos is the only disturbed, the caster-even if asleep,
or be destroyed, and other creatures
known source. Who or what “Daimos”
within 1” of the target may also suffer charmed, or unconscious, and even if
is and the present location, aims, and years have passed or the caster is a
damage. The flame shroud envelops the
powers (or even existence) of such a great distance or even several planes
victim and rages, throwing off small
being are presently unknown. distant—will receive mental images of
gouts of flame up to 1” distant onto eve-
Contents: The last two of the ry creature within range. Each gout the item and its surroundings. If living
Spellbook’s thirty-six pages are blank, does 1-4 hp of damage to any creature it creatures are within 1” of the item or
but all others bear magic-user spells, as strikes, and may possibly endanger oth- have touched it, the caster will receive
follows (in order of appearance): iden- er flammable objects carried by such clear images of them and of their doings
tify, magic missile, invisibility, levitate, creatures. T h e t a r g e t c r e a t u r e i s for 1 round per level of the caster when
web, fireball, monster summoning I, allowed a saving throw each round he or she cast the watchware after they
slow, suggestion, confusion, fear, fire against the flame shroud. The first save disturb the item. This is not an ESP or a
trap, polymorph self, animate dead, is vs. spells at -4; if successful, the wizard eye spell; the caster hears noth-
cloudkill, feeblemind, flame shroud shroud will not form, the target is ing, knows nothing of what such crea-
(unique spell), watch ware (unique unharmed, and the spell is lost. The sec- ture say or think, and cannot see their
spell), anti-magic shell, disintegrate, ond save (on the second round) is at - 3, surroundings or gain any hint of direc-
geas, globe of invulnerability, reincar- and so on, the save for the 5th round tion of travel after they leave the imme-

73
diate vicinity of the disturbed item. The and 1-10 (plus 2 rounds of stunning and druids alike, and it was many years
caster may touch or move an item upon 4 of deafness) if they successfully save. before raiding orcs under Gorth gained
which he or she has cast a watchware The material component for this spell is Num’s prayer book, stealing it away to
without setting off the spell. Note that some minor item upon which a unknown hands. Num was not mad,
earth tremors and the like will set off dweomer has been cast (or failing that, but had strange manners of speech and
the spell, even if no creature or deliber- a scroll or magical item), which is held thought, and was popularly believed
ate intent to take or move the item is by the caster and consumed by the spell among men to be so, hence his nick-
involved. Items upon which a wat- in the casting. Artifacts cannot be used name. His prayers are finely written in
chware has been cast radiate a faint to power a great shout. a flowing hand, and are well thought of
dweomer; if a dispel magic is cast upon by elves and druids alike.
an item under watchware, the wat- Book of Num “‘the Mad” Contents: It is from the writings of
chware will immediately be activated,
Appearance: This tome is a slim vol- the elf Ruven Mithalvarin that we have
not dispelled. Note that a watchware
ume of rough slabs of ironwood, tied a record of the Book contents. Each
works once only and is not a permanent
together by leathern thongs in a “sand- page contains a single prayer. The first
or continual protection. Death of the
wich” around twenty-four loose, is a general giving of thanks (a non-
spellcaster ends the magic, even if the
unbound sheets of fine parchment. magical ritual) to Silvanus. The other
watchware was not activated or the
twenty-three are specific instructions
spellcaster is subsequently raised from History and Description: Num “the
and litanies on how to pray to the
the dead. The material components of Mad” (no relation to “Lum the Mad”)
Father for specific spells, as follows:
this spell are a strand of spiderweb, a was crippled from birth and grew up,
faerie fire, invisibility to animals, pass
tiny brass or silver bell, and an eyeglass ridiculed and teased all the while, in the
without trace, purify water, fire trap,
or speculum of glass or crystal. alleys of Selgaunt port. His only place of
obscurement, hold animal, snare, tree,
refuge was the splendid Hunting Gar-
Great shout (Evocation) water breathing, briartangle (unique
den of the Hulorn of Selgaunt, a vast,
Level: 8 prayer, described below), call woodland
high-walled preserve within the city
Range: Self beings, plant door, thorn spray (unique
forbidden to all save the Hulorn’s guests
Duration: Instantaneous prayer, described below), commune
(Num found an old sewer that led into
Area of Effect: 2” by 9” cone with nature, control winds, pass plant,
its grounds). Able only to crawl, Num
Components: V,M turn wood, weather summoning, ani-
was seen one day and easily chased
Casting Time: 1 segment mate rock, confusion, death chariot
down by one of the Hulorn’s huntsmen,
Saving Throw: Special (unique prayer, described below), and
who rode over him and unrested a
Explanation/Description: The transmute metal to wood.
lance to slay the intruder—and was
unleashing of a great shout instantly The special prayers devised by Num
himself slain by the fall of a dead tree.
drains the caster of 2-8 (2d4) hit points, (or inspired in him by Silvanus) are as
Num hastily left the Garden and made
which can be regained by rest and cura- follows:
for the inland forests.
tive magic; a system shock survival roll
Although hitherto cynical and god- Briartangle (Alteration)
must also be made. The caster releases
derisive, he saw the tree’s fall not as Level: 4
a wave of sound of stunning force akin
chance but as the direct work of Range: 1” /level (distance from caster to
to a horn of blasting; 18 structural
Silvanus, and he began to worship the chosen spell focus)
points of damage dealt in a 1’-wide, 8’-
Father with devotion. Seeking out a Duration: 1 round/level
long path—sufficient to smash a draw-
druid of the Circle nigh Shadowdale, he Area of Effect: Special
bridge, split a boulder, or flatten a
learned the basics of woodlore and Components: V,S,M
normal cottage. All creatures in the
worship, and soon became a hermit, Casting Time: 6 segments
cone of sound must save vs. magic;
holding himself apart from men and Saving Throw: ½
those saving are stunned into inactivity
working tirelessly to improve the for- Explanation/Description: A briar-
for 1 round and deafened for 2 rounds.
est. At length he was healed of his dis- tangle spell causes living shrubbery or
Those failing the save are deafened for
abilities by grateful sylvan elves, and he undergrowth of any type to be instant-
4 rounds, stunned for 2, and suffer 1-10
lived long in solitude and serenity, ly changed to densely tangled briars of
hit points of physical damage. All magi-
developing special prayers to the thorniest sort, growing to 6’ in
cal and non-magical items in the “nar-
Silvanus—for which, and for his works, height and increasing in horizontal vol-
row path” described above must save
he was rewarded with special powers ume to a 1” circular radius, plus 1”
vs. crushing blow or be destroyed.
from the Father. Upon his death, the additional radius for every 2 levels of
Creatures in the “narrow path” take
elves kept his grove and cave-home experience of the caster (thus, a 2nd-
double (2-20) damage if they fail to save, from fortune hunters and searching level druid would cause a briartangle of

74
2” radius). The briars can be readily of this spell, a druid can cause barbs, to approach, and merely touching one
forced through, but will snag and halt spikes, thorns, or spines, either natu- of the horses will do 3-24 points of fiery
missiles, thrown objects, or flying crea- rally growing or magically created (i.e., damage, but boarding or touching the
tures within their confines; all crea- by use of a spike growth, wall of thorns, chariot will do no damage. Anyone in
tures trapped within a briartangle or briartangle spell), to spring with the chariot may control the path of the
when it forms, or those that enter it force from his or her hand, or from chariot by verbal command, causing
thereafter, will suffer 3-6 points of bushes or resting places (which must be the flaming steeds to stop or go, walk,
piercing and scratching damage per within 1” of the druid), and serve as trot, run or fly, turn left or right, rise,
round, or portion thereof, that they missiles. The thorns will do 1 hit point or descend. The vehicle and steeds can
remain in contact with the spell. Beings of damage each, and can fly up to 12” be harmed by water (one quart will
clad in banded, scale, or plate mail have away, within the round of casting, strik- cause 1 hit point of damage) or by magi-
all damage thus done lessened to 1-3 ing as many targets as the druid wishes cal weapons. The steeds are AC2, and
points per round. This also applies to and the spell allows for (see below). The can be dispelled by inflicting 30 hit
creatures made of rock or with skin of druid may direct the thorns in any com- points of damage each upon them. The
comparable hardness, but creatures bination at any living or non-living (i.e., steeds and chariot can be forcibly
with lesser armor, such as chain, take a scroll, lantern, or wineskin) target(s) returned to the Elemental Plane of Fire
full damage, with or without a shield. In that he or she can see. The thorns strike by use of such spells as dispel magic,
all cases, a successful save vs. spells only if a successful “to hit” roll is made holy/unholy word, etc. Fire or electrici-
equals half damage. Spell casting (at +4) for each, as though they were ty will not harm the chariot or steeds,
requiring a somatic component is directly wielded by the druid (i.e., no but cold-, ice-, or water-based magic
impossible within a briartangle, and range penalties apply). will do them double damage.
cloth raiment and items must save vs. Sleep-venomed wooden darts are A death chariot closely resembles a
acid once per round (or portion there- sometimes carried by druids who use Chariot of Sustarre, save that its
of) that they are within the briartangle’s this spell often. The missiles of a thorn enchantments are less stable and more
confines or be rent and torn. A briar- spray twist and turn in flight to follow temporary; at the end of 1 turn after
tangle will vanish instantly if the caster moving targets and avoid obstructions, casting (or at any time previous to that,
so wills, but otherwise exists for 1 and are fast enough to catch most birds if the caster wishes), the death chariot
round per experience level of the cast- on the wing (moving approximately 120 will suddenly explode in a gigantic ball
er, the plants afterwards reverting to yards/segment). A maximum of four of fire and vanish (along with its steeds).
their former state. thorns per experience level of the druid All in the chariot or within 3” will take
The material components of the spell can be animated by means of this spell. 10-40 points of fiery, damage (save
are living plants of any type (which are This spell will work underwater, but equals half damage); passengers will
transformed into the briartangle), mis- the thorns roll to hit at normal odds to suffer a further 2 hp of blast shock (as
tletoe, a thorn from any plant, and a hit, and the range is lessened to 3”. oxygen is consumed in the blast, and air
bud, petal, or leaf from a briar (wild rushes back in to fill the void), and—if
Death chariot (Evocation, Conjuration/
rose). Fire will destroy a briartangle in a the chariot vanishes in midair — falling
Summoning)
round, but creatures within it take 2-12 damage applies unless magical items or
Level: 7
hit points of fiery damage (no saving spells afford escape. Readily combusti-
Range: 1”
throw). The area where a briartangle ble materials such as cloth, wood,
Duration: Special
was cast radiates a faint dweomer for 2- paper, and oil will be consumed in the
Area of Effect: Special
6 turns after the spell has expired, and blast (add flaming oil damage to any
Components: V,S,M
can be used to confuse creatures fol- chariot passenger carrying it upon
Casting Time: 1 turn
lowing a pass without trace trail by their person). All other items (including
Saving Throw: Special
detecting a dweomer. scrolls and spell books) gain a saving
Explanation/Description: When
Thorn spray (Alteration) this spell is cast, a clap of thunder throw vs. fireball. If items also suffer a
Level: 4 fall (i.e., from a midair death chariot
sounds and a billowing cloud of smoke
Range: 1” blast), they must also save against its
erupts from the caster. Within this
Duration: 1 round effects. The bringing of an alchemy jug
cloud appears a flaming chariot pulled
Area of Effect: Special or decanter of endless water into or
by two fiery horses. This vehicle moves
Components: V,S,M onto the chariot will cause it to immedi-
24” on the ground, 48” flying and can
ately explode. The material compo-
Casting Time: 3 segments carry up to nine man-sized creatures
Saving Throw: None nents of the spell are a small piece of
(the caster need not be among them).
Explanation/Description: By means wood, bark, or handful of shavings, two
The chariot will feel uncomfortably hot
holly berries, and a fire source at least

75
equal to a torch. Note that a druid could are rambling, and the pages are much (save equals half damage, round
well deceive others into thinking the stained with various liquids and pow- upwards); small-sized creatures take 1-
death chariot is a Chariot of Sustarre by ders used as ingredients in spells, spell 6 points (successful saves halving dam-
touching them before they enter the inks, and in the making of a homoncu- age); and large-sized creatures are
chariot and accompanying them. The lous. Its useful contents are as follows: unharmed. The material components
druid causes the chariot to explode by — Complete descriptions and instruc- for the scatterspray are the missiles (at
act of will, not verbal command, so he tions for the cantrips exterminate, tie, least six egg-sized or nine coin-sized
or she could “bail out” before igniting wilt, and smokepuff (all in “standard” objects are required, but the spell will
the trap-or, alternatively, ride the form, as described above). affect up to four dozen of either), and a
chariot in safety for a short trip (i.e., — The complete spells affect normal flint and steel or tinder-box (not con-
across a chasm, down from a cliff, tow- sumed in spell casting), with which a
fires, scatterspray (a unique spell),
er, battlement, etc.) and then leave it as spark must be stuck. The caster can
shield, and write.
a fiery trap, or even send it back at a choose the spell focus (center of the 1”
pursuing enemy before causing it to — The magical and medicinal uses of radius area of effect, and 2” radius
explode. Attempts to charm, sleep, or unicorn horns. blast area) by act of will, determining
hold the fiery steeds will be unsuccess- — A recipe, copied from another direction and distance (the intended
ful. The maximum duration of exist- source, for the making of a homoncu- focal area need not be seen). It can be
ence of a death chariot (if not exploded lous (cf. Monster Manual). distant from the caster by 1” per expe-
earlier) is 1 round per level of the cast- rience level of the caster. The spell cast-
er; if kept until maximum duration, the Specifics of some of these contents er is never harmed by the missiles of his
chariot will fade away harmlessly, and follow: or her own scatterspray Other crea-
not explode. Scatterspray (Alteration) tures protected by forcecubes and the
Level: 1 like will be unaffected; shield spells and
Briel’s Book of Shadows Range: Spell focus 1” distant per level similar one-sided defenses will reduce
of caster damage suffered by 1 hit point. If a scat-
Appearance: This untitled volume is
Duration: 1 round terspray is cast with insufficient mis-
a large, leather-bound folio with
Area of Effect: Special siles (see above) present, nothing will
twenty-one wrinkled, dogeared sheets
Components: V,S,M occur, and the magic will be lost.
of parchment sewn in place. It has
Casting Time: 1 segment Sprites, insects of all types, and other
received heavy (though careful) han-
Explanation/Description: By means flying creatures with delicate wings
dling, and is obviously a workbook, full
of this spell, the magic-user causes any must save vs. spell when caught in a
of scribbled notes and thoughts, rather
unconfined or untethered objects of scatterspray, or be unable to fly (wings
than a formal compendium of spells.
chicken-egg size or less within a 1” radi- pierced and bruised, or torn, and
History and Description: This unti- us spherical area of effect to spray vio- numb) for 1-4 turns; large-sized crea-
tled, ancient volume has traditionally lently outward in all directions, as tures and those with powerful wings
been known as Briel’s Book of Shadows, though thrown by an explosion. The (such as perytons and pseudodragons)
as it is thought to be the work of the missiles are not created by the spell; the of sturdy construction are immune to
Archmage Briel when he was but an magic-user must employ objects at this effect.
apprentice under the tutelage of the hand or on his own person. Typically
great Aumvor the Undying (now coins, marbles, gems, dice, sling bullets, The uses of unicorn horns
believed to be a lich whose lair is some- and the like are employed. The scatter-
where in the vast mountain ranges of The horns of unicorns are rare and
spray plucks all such objects (except precious things, seldom gained by a
the North). The sage Ubergast of Amn those actually within the robes, pock-
points out that the informal handwrit- user of magic, so it behooves one not to
ets, pouches, and pack of the caster) waste or misuse any such gained. Often
ing found in the Book closely resembles within the 1” radius area of effect up
that preserved in a letter in the archives the horns of other creatures will be
and hurls them 1” outward in all direc- sold or offered as those of unicorns; the
of Baldur’s Gate, wherein Briel wrote of tions. Upon reaching the limits of this
his intention to found a school of wiz- powers and properties below are
thrust, the objects rebound back unique to the true items, and testing
ardry there. Certainly no other claim- inwards and ricochet about within the
ant to authorship has declared himself, will avoid successful deceptions.
2” radius total area for the entire round When a unicorn lives, its intact horn
nor has been advanced as more than following the round of casting. All man-
speculation by sages. has strong magical powers, notably the
sized creatures within this greater (2”) ability to call upon Silverymoon (the
Contents: The book’s inscriptions area take 1-4 points of shrapnel damage “divine unicorn,” mentioned in

76
DRAGON® Magazine issue #54 in the not the caster’s palm, and the horn can blood from his own body into a vessel
Forgotten Realms pantheon, under be released by the caster and the caster by means of an incision, and one pint
“Cults of the Beast”) for one clerical and horn separated by any distance exactly must be added to the pot.
spell of any sort per day, something sel- without the light failing—until the cast- The alchemist then must tend the
dom done (some say Silvanus grants er ceases to concentrate on it. mixture constantly, allowing the bra-
such magics). Unicorns cannot be Other powers of unicorn horns are zier to burn out and the mixture slowly
coerced into such use of their horns— rumored, but no more as yet have been cool. When the side of the cauldron is
nor do the horns retain this power if verified. Powdered horn is known to be no warmer than the room, the mixture
removed from the host, or if the uni- a possible ingredient (there are herbal may be covered (tightly, with stretched
corn is slain. alternatives) in the making of a sweet and tarred hide sealed with wax, to
Other powers do continue after the water potion. keep the air out) and left undisturbed
separation from the living beast, and for 1-4 weeks. When it is adjudged
these should be carefully noted; most Homonculous creation ready (by the smell of the seal, which
importantly, they are sovereign reme- should be sharply spicy) by the alche-
Being A Recipe, Most Complete And
dies against poison. mist, the mixture shall be uncovered
Correct, Prepared By The Willing And
Upon direct contact with any and put once more over a brazier with
Allied Hands Of The Grand Alchemist
poison—liquid, solid, or vapor—a uni- charcoal and incense. As it heats, the
Of Neverwinter, Askrim “the Bold,” And
corn’s horn turns from its usual ivory magic-user must cast a mending spell
The Wizard Dauntus, Seneschal of
hue to purple, the intensity of the color upon the fluid, then a mirror image,
Silverymoon: The Making Of A Homon-
(mauve through black) deepening and then a wizard eye. He must then
culous.
according to the efficacy of the poison. remain within the presence of the caul-
(This effect fades in 1-4 rounds after the Firstly, an acidic base of water into dron, or at least within the future radi-
cessation of contact.) Some very rare which is crushed a thousand thousand us of control of the creature (48”), as
horns are naturally of a hue other than ants, and out of which is strained the the mixture is heated to a boil. The
ivory, but they are never purple, and insect remains, is prepared in a black alchemist shall then stoke the fires hot-
turn to such hues only when poison is iron cauldron. ter, and when much of the fluid is
present. Powdered unicorn horn, taken Secondly, the following herbs must boiled away, the completed homoncu-
internally (washed down with water or be crushed and powdered together in a lous will be revealed in the cauldron.
wine) is an antidote to all ingested poi- separate vessel: an acorn, and a whole When it has cooled (the vapors from the
sons, neutralizing such immediately, to plant or large leaf each of balmony, cauldron passing away), the magic-user
prevent any further damage. Rubbing birthwort, fennel, and ginseng. must touch it. It will then be animate,
an envenomed blade, spearhead or Thirdly, a brass brazier must be lit, and will survive (barring physical
arrow-tip with powdered or whole stoked with charcoal, and over the flames attack or misfortune) until the death of
horn will remove and negate the poison must be cast a handful of rose petals, the magic-user, whereupon it will dis-
(so effectively that the process of incense, and a pinch of fine sand. solve into boiling vapor and pass into
removal itself is not dangerous). A uni- The cauldron of acid must now be nothingness. If it should die first and
corn horn carried next to the skin of placed on the brazier and heated. the magic-user survive its death, he
any creature confers upon that crea- Straightaway, ere it comes to the boil, must guard and hide its corpse well, for
ture a + 7 bonus in all saving throws of the powdered herbs must be stirred whatever is done to the carcass shall
any sort. into it (mind that a dipper or ladle of happen also to the spell caster—the
Druids have found that a faerie fire wood and not metal is used), and the remains should not be burned save the
spell cast upon a whole horn or piece of following ingredients must also be caster has magics to protect against
one will last for 44 rounds. The efficacy introduced into it, in the order given: fire. Remember too, that it can see in
of a mending spell is increased by the whole skin of any reptile (size is the darkness where one cannot, and
touching a part of the item to be mend- unimportant, so long as the skin is can guard while one sleeps, waking one
ed with a unicorn horn during casting; whole), a human eye, the brain of a at the approach of any creature.
magical items can be made whole— mind flayer, the wings of a bat, and the
although their dweomer is not mouthparts or whole head of a vampir- Sabirine’s Specular
restored—and shattered items with ic bat. These may be agitated and
Appearance: A large, heavy tome
many fractures (such as broken earth- stirred as necessary—they must be
(five handwidths across by ten
enware pots or crystal flasks) can be wholly dissolved ere the mixture comes
handwidths high, two fingers thick) of
completely restored. If the cantrip to a boil.
twenty-eight fine vellum pages with
bluelight is cast with a unicorn horn in As the mixture begins to bubble in
stamped brass corner-pieces, and cov-
hand, the glow centers upon the horn, earnest, the magic-user shall let fresh

77
ers of thin black marble affixed to the guages, enlarge, light, Nystul’s magic affected by normal weapons (which
thinnest of suth-wood sheets by large aura, sleep, bladethirst (a unique spell, pass through it as though it does not
brass corner caps. detailed hereafter), detect evil, ESP exist). A wish, limited wish, or alter
clairaudience, gust of wind, tongues, reality spell, properly worded, will
History and Description: Sabirine
charm monster, dig, fire charm, destroy it, as will contact with any mag-
was a mage of long ago, instrumental in
Merald’s murderous mist (a unique ical item or artifact—which causes a
the exploration of the North; her adven-
spell taught to Sabirine by her tutor, the magical explosion doing 1-20 points of
tures are a part of the fireside lore of
mighty archmage Merald; the spell is damage to all within 1” (1-8 to those
traders and travelers there yet. She
detailed hereafter), polymorph other, from 1” + to 2” away), and destroys a
compiled and concealed spellbooks in
Bigby’s interposing hand, disintegrate, magical item; an artifact must make a
various caches and favorite haunts
geas, and phase door. saving throw. If such an artifact is not
about the wilderlands, and the one
destroyed, there is a 75% chance that it
known as The Specular has survived, Spell Engine (Abjuration/Alteration)
will be shifted (with or without any
for it is known to have been in the Level: 8
creature wielding it) into another plane
library of the sage Eiron the Old in Range: 0
of existence.
Neverwinter until his death—and the Duration: Special
Magic mouths, glyphs, symbols, and
subsequent pillaging of his house by A of Effect: Sphere about caster, of 1”
protective circles or other runic magics
thieves of the Red Hand guild—only radius per level
will not be affected by a spell engine;
four winters ago. Components: V,S,M
thus, a doorway can be guarded by a
Sabirine learned the secrets of lich- Casting Time: 1 turn
symbol, and a spell engine cast in front
dom but chose to die a natural death Saving Throw: None
of the doorway will prevent the symbol
instead. She was a mage with an espe- Explanation/Description: This rare
from being dispelled. Detect magic will
cial interest in cantrips, and was an and powerful magic does not come into
reveal the presence and shape of an
enthusiastic advocate of the continued operation until another spell is cast
unactivated spell engine; the wheel is
use and refinement of cantrips by within its area of effect. When that
typically 12’ in diameter and 2’ thick,
magic-users of long career and high occurs, a huge, shining wheel or verti-
standing upright on edge, although it
level. The Specular, for instance, con- cal disc of glowing white light will
will grow marginally larger if charged
tains three unique cantrips developed instantly appear (some inches above
by many spells and the surroundings
by Sabirine: catfeet, snatch, and spark. any ground or floor that was there at
permit such growth (its area of effect
the time of casting, or is there at the
Contents: Each cantrip and spell in remaining unchanged). It is often cast
time of activation) where the caster
the Specular is set forth alone on a in a narrow passageway before a door.
stood while casting the engine (even if
page, and there are two additional pag- Until activated, the wheel of a spell
that spellcasting occurred centuries
es at either end of the book; that at the engine has no physical existence and
before). It will begin to turn, with a gen-
beginning being an inscription identify- cannot be touched. A disintegrate spell
tle rushing noise, and will absorb the
ing the tome as belonging to Sabirine, will have no effect on an unactivated
energy of all spells cast within its area
with her rune (an “S” depicted as a spell engine, but it will destroy an acti-
of effect—so that they are wasted and
swan), and that at the end bearing a vated spell engine, with an explosion
do not work, but serve instead to
curious piece of black felt in the shape identical in effect to that caused by con-
power the turning wheel. The wheel
of a vial. The frontispiece page is actu- tact between a spell engine and a magi-
does nothing except turn, light up an
ally a unique spell, spell engine (detailed cal item or artifact. Note that a spell
area, and benefit magic-user and illu-
hereafter) of unknown authorship, engine’s area of effect extends through
sionists with a curious side-effect: Its
which has been concealed by use of a rock and void alike in a perfect sphere;
sound and energies and magical con-
secret page spell. The command word it cannot be easily avoided by use of a
centration, and spell memorizing times
of the secret page is not known. The passwall, dig, or phase door. Living
for spellcasters who study within its
last page is thought to be an unused creatures not possessing magical items
area of effect are halved. Once acti-
magical useful item (see robe of useful can pass through the area of effect of
vated, an engine will not disappear until
items description in the Dungeon Mas- an active spell engine without effect; it
dispelled; if starved for magical energy,
ters Guide) — a potion of extra healing, does not “drain” spells from minds.
it will merely turn more and more slow-
Elminster believes. Inactive spell engines cannot be con-
ly, and gradually grow dim, until it
The pages between bear six cantrips: tacted by a living creature, magical
hangs motionless, translucent and
catf eet ( d e t a i l e d h e r e a f t e r ) , c l e a n , item, or artifact, and thus cannot be so
ghostly.
freshen, snatch (detailed hereafter), activated; nor will the presence of a
A spell engine cannot be dispelled by
spark (detailed hereafter), and unlock, functioning spell, psionic effect, or
dispel magic (which it will absorb), nor
and spells as follows: comprehend lan- magical item function activate a spell

78
engine— it is only the actual casting of a This force has little strength, but may Explanation/Description: By means
spell that activates the engine. serve to cause a running being to stum- of a pinch of powdered silver, adaman-
The material components for this ble or turn about, or cause someone to tite, or mithral, and at least a drop of
spell are a small disc of fine, polished fumble or drop small objects such as (human) blood, the caster endows the
ivory, bone, shell, or marble; a drop of keys, material components, gems, blade (or blades) of an edged weapon
water or one of the caster’s tears; and a coins, and the like. A saving throw (of with a + 3 bonus to hit on the following
gem (any type) of at least 1,000 gp value. the subject, vs. spell) determines round only. This temporary magic is
whether such objects are actually visible as a blue-white glow about the
Catfeet (Alteration)
dropped, or a fall or mishap actually weapon, and fades when the blade
A of E: 1 pair of feet (self)
occurs—or whether the snatch merely strikes a creature or the spell expires,
CT 1/6 segment
delays the subject for 1-3 segments. In whichever first occurs. The weapon
Explanation/Description: This per-
no case can successfully snatched must be touched by the caster, and can
sonal cantrip, enacted by making a
objects be animated or conveyed magi- be wielded by the caster or any crea-
stroking motion with the fingers of one
cally by the caster; the snatch is a brief ture — but if it is thrown, cast, or
hand, acts upon the caster (and cannot
tug, not an unseen servant. The caster launched (i.e., a fired missile weapon
be made to affect another person) for
hisses softly at the subject being (who such as an arrow), the + 3 bonus will
one round (plus one additional round
must be within 4” of the caster—within not apply. (Note that an arrow held to
per experience level of the caster, above
1” if the caster is a 0-level apprentice), stab like a dagger would gain the
the first level). Movements or the
and simultaneously makes a jerking bonus.) The weapon does not gain a + 3
weight (tread) of the caster’s feet,
motion with a hooked finger, visualiz- bonus on damage, but is considered
regardless of the surface being walked
ing the location and precise direction of magical for hit purposes on the round
upon or climbed, are rendered silent.
the desired snatching, to enact the can- following spellcasting, and if it must
This does not cloak any other sounds
trip. make a saving throw during that
made by the caster, such as breathing,
round, it gains a + 3 bonus on the save.
the swish of clothing, sounds made Spark (Evocation)
with the hands grasping or moving, etc. (Polearms such as spears and halberds
A of E: Special
Anything dislodged or broken by the CT ½ segment are edged weapons, but spiked weap-
caster’s feet will make whatever noise it ons such as a flail or a morning star are
Explanation/Description: This per-
not.)
normally would, and traps or other sonal cantrip is enacted by the caster
devices triggered by a footstep will also snapping his or her fingers and making Merald’s Murderous Mist (Evocation)
function normally. In addition, the cast- a popping verbal noise simultaneously; Level: 4
er will land, balanced and unwinded, this causes a large, powerful blue spark Range: 0
on his or her feet, from a fall of any to come into being at any precise loca- Duration: 2 rounds
height suffered while the cantrip is in tion (familiar, or unseen and merely Area of Effect: 2” radius sphere
effect (and a modifier of - 1 from each chosen by direction and distance) with- Components: V,S,M
die of falling damage suffered applies). in a range of 1” per level of the caster. Casting Time: 4 segments
The dweomer also lends some surety The energy of the spark will be trans- Saving throw: Neg.
of traction and movement; a - 15% mitted by any conducting materials it Explanation/Description: A billow-
chance of slipping or falling in damp, contacts, but the spark does not require ing cloud of misty vapors is created by
greasy, or otherwise slightly slippery the presence of electrical (or any other) the use of this spell; it radiates out-
conditions underfoot. Note that this energy, and is not affected by. dampness wards from the caster to fill a 2” radius
does not enable the caster to climb or or other atmospheric conditions. If the spherical area above and below the
walk upon walls or ceilings unless other caster is of 6th level or higher, the can- caster’s ground level, penetrating all
magic is employed (such as a spider trip will produce 2-5 (1d4 + 1) sparks in obstructions in only two segments; at
climb spell), but will reinforce all such the same spot, in rapid (successive seg- the end of the round of casting the mag-
magics to lend increased safety in haz- ments) succession. ic takes effect, and the mist changes in
ardous conditions. hue from blue-gray to green, becoming
Bladethirst (Alteration)
Snatch (Evocation) Level: 2 poisonous. All breathing creatures
A of E: 1 person within the area of effect not possessing
Range: Touch
CT: 1/6 segment a (magical) separate air supply — except
Duration: 1 round
Explanation/Description: This the caster, who is immune to the effects
Area of Effect: Blade(s) of one weapon
person-affecting cantrip causes a brief, of his or her own murderous mist—
Components: V,S,M
violent jerking force to act upon a body must immediately save vs. spell. Those
Casting Time: 1 round
portion or limb of a subject creature. who save are unharmed. Those who do
Saving Throw: None

79
not take 2-8 points of damage from the shortly thereafter, and his son Tresk the fingers (which flare open to
vapor, which is corrosive to flesh but took the Workbook to Waterdeep, increase volume, and pinch shut to
does not affect clothing or items. Crea- where he sold it to a conjurer, one mute it) and can be shaken to give a
tures which can’t move out of the area Braszetor. This new owner disappeared tremulous note. A caster practiced in
of effect within the round take a fur- shortly thereafter, and his rooms were the use of this cantrip can imitate horn
ther 1-4 points of damage on the follow- rifled by the Master Thief Nighteye—or blasts perfectly.
ing round, as the vapors begin to someone else who dared to use his
Listen (Alteration)
combine with the air and disappear. mark. The whereabouts of the Work-
A of E: 1 creature
The globe of murderous mist is a magi- book at present are unknown; Nighteye
CT: 1/10 segment
cally bound, precise area unaffected by has probably traded or sold it, but he
Explanation/Description: A
natural or magical winds. Dispel magic could have done either of these things
person-affecting listen cantrip enables
or part water will cause it to disappear with almost anyone, anywhere.
the caster to attract the attention of a
before expiration of the spell, and vari- Contents: From Bendulphin’s notes,
target creature within 6”. The cantrip
ous magics or items (such as rope trick we learn that the Workbook’s twelve
is activated by the caster’s pointing at
or a portable hole) will protect an indi- pages bear the following spells and
the target and then at himself, while
vidual by providing escape from the writings: the unique cantrips horn, lis-
simultaneously saying, “Ahem.” The tar-
mist, but it is otherwise unaffected by ten, and scorch (all described hereaf-
get will then be alerted to the message
natural or magical forces. ter), set forth one to a page, and the
subsequently (beginning within one
spells write, detect magic, Leomund’s
segment of the casting) spoken by the
Glanvyl’s Workbook trap, and Nystul’s magic aura, one to a
caster—i.e., across a wide street or
page, in the order given. These are fol-
Appearance: A small (one handspan crowded room, etc. The cantrip does
lowed by a page of notes on the intensi-
in height, seven fingers wide, and two not act as a message spell; there must be
ties and hues of various dweomers
thick) volume constructed from two no barriers to sound between caster
viewed by detect magic (confused and
leather-covered boards held together and target, and the cantrip does not
subjective—of little practical use), and
by brass triangular-head nails, through improve the target’s hearing or the vol-
then a unique druid spell, smoke ghost
a central spine of heavy hide to which ume of the caster’s voice—nor does it
(presumably copied by Glanvyl through
are sewn a dozen parchment sheets. capture the target’s full concentration,
use of a write spell, and then found to
The outside front cover bears a person- so it will not ruin or delay spellcasting.
be an untranslatable druidic prayer —
al rune, thus: If the message is spoken in a language
or perhaps never identified by him at
not understood by the target, the can-
Beneath it, an inscription in Common: all). Particulars of this spell are given
trip does not translate it. The cantrip is
“Glanvyl—his Workbook.” Both rune and below. The last two pages of the work-
ideal for alerting a friend to the pres-
inscription are burned into the leather, book contain spell-ink formulae for
ence of the caster. A listen cantrip will
and the grooves filled with molten cop- writing the spells haste and lightning
never be cast upon the wrong target
per, which has hardened into rainbow- bolt, respectively.
due to movement during the caster’s
scarred, predominantly orange metal
Horn (Evocation) pointing; the caster’s view of the target
traceries.
A of E: Special determines the target.
History and Description: Glanvyl is
CT: Special
an unknown magic-user who assem- Scorch (Alteration)
Explanation/Description: A horn
bled this Workbook—probably under A of E: 1 object
cantrip causes the haunting sound of a
the tutelage of one or more magic users CT: 1/3 segment
non-existent horn or trumpet being
of greater power—in the caravan- Explanation/Description: This
winded to be heard within 2” (6” if
crossroads city of Scornubel some reversed cantrip, despite its name, cre-
loud). The pitch, volume, apparent dis-
three hundred years ago. It was hidden ates neither flame nor heat. Instead, by
tance (echo and muffling), and length of
in a chest of silk gowns, behind a loose magically exciting the molecules of any
note (only a single call is permitted) are
stone, in a cellar wall of a house owned non-living object (of up to 100 gp
all controllable by the caster. The caster
by the merchant Pentle, and before him weight), it causes the object to char
faintly or inaudibly hums a tone to set
by the illusionist and adventurer Alkun- without noise, smell, or smoke. The
the pitch, and then opens his or her
da Gar. After Pentle’s house was caster must touch the object (hit roll
mouth into an O-shape while cupping
destroyed by a fire, one of the rebuild- required if another creature is attempt-
the fingers of one hand over it. The
ers found it, and took it with stealth to ing to protect the object or keep the
trumpet call will last as long as the
the sage Bendulphin, who gave him five caster from it), and the object is allowed
mouth is open in an O. The volume and
hundred pieces of gold for it. a saving throw vs. magical fire. If the
steadiness of the note are controlled by
Bendulphin died of natural causes, save fails, the object is consumed. This

80
cantrip will readily destroy magical to utter item command words, power lished in the more lawless and troubled
writings such as spellbooks and scrolls. words, or cast some other spells and lands of the Realms, and a numerous,
The verbal component is a hissing cantrips that require only a single spo- well-organized priesthood has come
noise; the somatic component is merely ken word; doing so usually wracks into being over the years. The Red Book
touching the object to be affected. them with uncontrollable coughing fits of War is one of half a dozen or so simi-
for the following round. A smoke ghost lar volumes, temple tomes containing
Smoke Ghost (Alteration)
is a cloud of thick, billowing grey smoke prayers for use by the priests of Tem-
Level: 4
approximately 9’ high by 2’ in diameter, pus. However, the Red Book, unlike its
Range: 1” /level
and cannot achieve a greater stable vol- fellows, has gone missing—lost to
Duration: 1 round/level
ume, but its precise form is variable, in thieves in Telflamm when the great
Area of Effect: Special
accordance with the caster’s wishes. A Tower of Tempus there was robbed one
Components: V,S,M
smoke ghost can rise up into the air 1” night three winters ago by representa-
Casting Time: 4 segments
per level of the druid, or be made to tives of the local thieves’ guild. It seems
Saving Throw: ½
sink to the ground, flowing along the that Taeron, High Priest and Champion
Explanation/Description: By means
earth like some sort of living blanket, Rampant of Tempus in Telflamm,
of a pinch of dust and mistletoe, cast
and can swoop and maneuver through refused to render unto Volludan, Guild-
into an existing fire or cloud of smoke
cracks and crevices precisely as the master of the Shadowmasters of
(of magical or natural origin), a druid
druid wills. It can shift into a globe- Telflamm, certain protective monies—
can affect smoke, drawing it into a
form or wall-form in 1-4 segments. A and so the Shadowmasters relieved the
wraith-like cowled form which will fly
druid who cannot see his or her smoke temple of several of its greatest trea-
or glide, drifting up to 14” per round in
ghost cannot direct it, nor can a druid sures, including two great magical
the direction he or she wishes. The
whose concentration is turned else- blades, a helm of brilliance, and the Red
smoke ghost is not a living creature or
where (i.e., in casting another spell) do Book.
sentient force, and cannot wear cloth-
so. In both cases, the smoke ghost will The Shadowmasters promptly quar-
ing, carry things, or be made to speak.
hang motionless until it is dispelled or reled over their booty (aided by venge-
It is merely an apparition with one
the spell expires (a ghost that reaches ful priests and worshipers of Tempus —
attack ability: it can envelop an oppo-
the caster’s maximum range will also i.e., most of the mercenaries in the city),
nent and suffocate it with thick, chok-
stop and remain in place until disap- and Volludan and several of his lieuten-
ing smoke and ash. This causes 1 hp of
pearing, or until directed elsewhere by ants perished. All of the temple trea-
damage per round the victim is within
the caster. The caster can will the ghost sures were recovered except the Red
the ghost (the druid can cause the
to disappear into nothingness at any Book, which is still actively sought by all
smoke ghost to move with an opponent)
time (which will take 1-6 segments). It priests of Tempus; a reward of 25,000
and blinds the victim so that all attacks
can also be destroyed by a gust of wind, pieces of gold (plus, if the finder is a
are at -2 to hit, spellcasting and even
dispel magic, or strong natural winds. faithful of Tempus, a promotion of one
normal speech are impossible for the
rank in the priesthood) can be claimed
victim (violent retching and coughing
The Red Rook of War at any temple of the Wargod in return
will occur when these are tried). The
for the complete Red Book of War: The
victim will be rendered unconscious Appearance: A massive two-volume,
Red Book will be recognized on sight by
through suffocation in 4-9 (1d6 + 3) suc- two cubits wide by three high (a cubit
all canons and higher-ranking priests of
cessive rounds of envelopment. being the length from the elbow to the
Tempus, and they will do anything—
A successful saving throw vs. the end of the middle finger). Its covers are
including mounting an ambush or
ghost (one, against breath weapon, made of armor plates beaten flat, care-
pitched battle with all the armed men
must be made each time a creature is fully shaped, and hinged at the spine of
they can muster — necessary to regain
enveloped, even if the same creature the book to form a very strong binding,
it. Its present whereabouts are
has escaped from within the ghost once containing fifty-one thin pages of bur-
unknown, but it is thought that thieves
or several times before) causes the vic- nished copper, carefully stamped with
conveyed it far from Telflamm, and that
tim’s attacks to be only at - 1, damage letters and sigils, each page containing
it may have changed hands several
to be - 1 hp only at the end of each two one prayer or clerical spell on one side
times since its theft.
successive rounds of envelopment (no only. No sigil or title is visible on the out-
damage for lesser time periods, or frac- er covers. A permanent, pale-red flick- Contents: The Red Book contains the
tions) and means suffocation will occur ering faerie fire emanates from the following clerical spells, one to a page,
only at the end of nine successive book’s pages. appearing in the order mentioned (all
rounds of envelopment. Beings who are in standard Players Handbook form
History and Description: Worship
have thus saved vs. a ghost can manage except for some unique spells, which
of the war-god Tempus is well estab-

81
are described hereafter—these unique age per strike to all undead, and to any can all be scrutinized in detail and
prayers being special to the priests of creature of a greatly different align- might well be identified by someone
Tempus; they may or may not be heard, ment than that of the cleric (see below). familiar with them, or recorded for lat-
and answered identically, by other dei- If a holy flail spell is cast upon a blad- er study.
ties): bless, command, cure light ed weapon, nothing will happen and Reveal will show the presence of
wounds, detect magic, remove fear, the spell will be lost. If it is cast upon a gates (or other links between planes,
augury, chant, hold person, know align- weapon held by a creature of a greatly including the presence of an astral sil-
ment, resist fire, slow poison, spiritual different alignment than that of the very cord), inactive or not, but will not
hammer, animate dead, continual light, casting cleric (i.e., good vs. evil; lawful, reveal astral, ethereal, or invisible crea-
cure blindness, cure disease, dispel chaotic, and neutral considerations do tures or things. Unlike true seeing, the
magic, feign death, holy flail (special not matter in this case), the flail will not auras of creatures are not shown; nor
prayer, see below), locate object, pray- form. A holy flail will always vanish if it are polymorphed or magically changed
er, remove curse, speak with dead, cure is transferred from one creature to things shown for what they truly are
serious wounds, detect lie, divination, another, unless the being receiving it is (although the dweomer of an illusion,
exorcise, neutralize poison, protection the spellcaster or another cleric of the for example, would be seen) or former-
from evil 10’ radius, reveal (special same deity. A holy flail does not need ly were.
prayer, see below), tongues, atonement, continued concentration on the part of The spell requires an ointment com-
commune, dispel evil, flame strike, the cleric to maintain it, and can be posed of four drops of the cleric’s (or
quest, raise dead, true seeing, blade dropped to enable spellcasting (or spell recipient’s) blood; two drops of
barrier, heal, speak with monsters, thrown as a weapon) without vanish- water; two drops of giant squid sepia; a
stone tell, word of recall, bladebless ing. A holy flail created from a holy pinch of the powdered herb eyebright;
(special prayer; see below), gate, regen- symbol can only be wielded by a cleric and two powdered gemstones, a large
erate, restoration, resurrection, sacred of the same deity as the symbol, or it blue sapphire and a carbuncle of at
link (special prayer; see below), symbol, will vanish. The material components least medium size. The cleric mixes
and wind walk. The special prayers to of this spell are the holy symbol or these in a bowl or depression of stone,
Tempus contained in the Red Rook are weapon (which is not consumed or china, or earthenware (not wood or
as follows: damaged in any way by the spell) and a metal) with his or her finger, speaks the
Holy Flail (Invocation/Alteration) pinch of powdered gemstone (of any words of the spell while holding his or
Level: 3 type). her holy symbol over the paste, and
Range: Touch Reveal (Divination) Reversible then applies it to the eyes.
Duration: 1 round/level Level: 4 The reverse of the spell, conceal, will
Area of Effect: Special mask all the above things from any
Range: Touch
Components: V,S,M creature to whom the ointment (com-
Duration: 4 rounds
Casting Time: 6 segments Area of Effect: 12” sight range posed in this case of a pinch of pow-
Saving Throw: None dered monkshood (aconite); six drops
Components: V,S,M
Explanation/Description: By call- Casting Time: 7 segments of onion juice; a pinch of dust; and sev-
ing upon his or her deity, the cleric cast- Saving Throw: None en drops of water, mixed and enspelled
ing a holy flail spell temporarily Explanation/Description: This spell as above) is applied for one turn per
transforms his or her own holy symbol, level of the cleric casting the conceal,
is cast upon the cleric or another (will-
or any non-bladed weapon which the and if during this time the affected
ing) creature into whose eyes the cleric
cleric touches wielded by another being employs true seeing or detect
induces the material component of the
being, into a magical holy flail. For one spell. It allows the affected being to see magic or equivalent magics, these spells
round per experience level of the cleric, will appear to work, but the phenom-
clearly the location and outline of sym-
the holy symbol or transformed weap- ena listed above will simply not be seen
bols, glyphs of warding, magically con-
on becomes a snakelike, flexible field of cealed inscriptions, and dweomers by the affected creature. Awake,
force attached to a rigid hand-hold; an mobile creatures unwilling to have the
existing upon surfaces viewed, even if
invisible, crackling spectral flail that is ointment for either version of the spell
these are not yet activated (such as mag-
+ 2 to hit when wielded in battle, and is ic mouth, Mordenkainen’s faithful applied to their eyes must be contacted
considered a magical weapon for hit- by the cleric twice (two successful hit
hound, Leomund’s trap, Nystul’s magic
ting purposes. A strike from a holy flail rolls required), but washing or any
aura, hallucinatory terrain, wall of
does 2-7 points of damage and, if wield- means short of dispel magic, exorcise,
force). No clue as to the precise nature
ed by a cleric, an additional 1 hit point or a limited wish will not prevent the
of the magic is given by the spell, but
per experience level of the cleric dam- ointment from working.
protective circles, symbols, and glyphs

82
Bladebless (Necromantic) material(s) and be roughly the same The Alcaister
Level: 7 size; they cannot be living creatures; Appearance: A large, russet-colored
Range: Special and ideally they will be nearly identical volume constructed of metal plates cov-
Duration: Permanent (i.e., matching swords, scrolls, statu- ered with burlap or hessian, tied
Area of Effect: Special ettes, etc.) The sacred link spell causes together with a spine of waxed, intri-
Components: V,S,M an invisible magical bond to be created cately interwoven leather thongs (“like
Casting Time: 1 round between the two items; both will radi- the lacings on a lady’s high leather rid-
Saving Throw: Special ate a very faint dweomer, and although ing boots,” according to the sage Norna-
Explanation/Description: By use of the link is not a tangible pathway or grym). To the weavings are sewn
this spell, a cleric heals a specific wound thread that one can follow, what hap- forty-six pages of the finest thick parch-
by bestowing a blessing on the weapon pens to one item will also happen to the ment, each containing a simple magical
that caused it. This magic works only other, even if they are separated by spell or cantrip—except the last, which
upon a non-magic bladed weapon, myriad planes or any distance. bears a curious rune, thus:
which the cleric must touch and hold as The link lasts until one of the items is
he or she intones the blessing. Immedi- destroyed (or until a dispel magic is cast
ately upon this being done, the last upon one of the items, which negates and in Common, the word “Kuhoralmin-
wound caused by that blade (if any the link). For instance, if a map or scroll thannas” written in a circle around it. The
wound has been so caused, to any living is sold to an enemy and the match for it outer covers bear only the inscription
thing, within one turn per experience is retained by the cleric, his or her tem- “The Alcaister” burned in small, fine flow-
level of the cleric) will instantly be fully ple, or even another being, several days ing letters in Common, picked out in
and completely healed, even if the blade after the sale this being could burn his paints of silver. The book shows only light
was poisoned, a disease conferred, or a or her copy—and the enemy’s copy weathering, but its appearance gives the
limb or head was severed. Such healing would also be consumed, regardless of impression of some age.
occurs even if the affected creature is its location or situation. (If the map was History and Description: The
several planes distant at the casting of buried or underwater, no flames would Alcaister is of great antiquity but
the bladebless — and if death occurred occur, but the map or scroll would still unknown origin; it was written some-
due to a failed system shock roll or poi- turn to ashes and be destroyed, in uni- where in the North by a mage of good
son saving throw, then life is restored. son with its burning twin; on the other penmanship and some powers at least
(If death was due to cumulative hit hand, if the enemy’s copy is in a back- six hundred years ago, when it appears
point loss, life is not restored; nor will pack or on a desk with other papers, its in a merchant’s catalogue-of-cargo as
this magic heal other wounds upon the immolation could well ignite other, adja- declared before the plague-masters
victim’s body.) The healed creature cent flammable materials.) (quarantine officers) of the time, of
need not ever be seen, touched, or even By means of this spell a weapon can Waterdeep. It was passed into the city,
known to the cleric. If such a wound be damaged or destroyed by affecting and presumably sold, but does not sur-
has already healed or been magically its twin—or conversely, any item could face again until brought to the sage
healed, it is unaffected, and the bladeb- be improved by plating with gold, Ardagundus in Baldur’s Gate by an
less magic is lost. The material compo- adorning with gems, or careful carving. adventurer, named Wilund, in payment
nents for this spell are the weapon in This spell can be used to link magic for information as to the whereabouts
question, the cleric’s holy symbol, and a items, and thus, re-charging or activat- and uses of the Magical Chessmen of
drop of the cleric’s own blood. ing one would identically affect the Ultham-Urre. Argandus gave the book
other—but there is a 3% cumulative to his apprentice Nornagrym for cata-
Sacred Link (Evocation/Alteration)
chance per use of the link (which is loguing and study, and it is from Norna-
Level: 7
involuntary and not under the control grym’s exacting catalogue that precise
Range: Touch
of the cleric or another being; one can- details of The Alcaister come.
Duration: Special
not choose to have one action dupli- Nornagrym i s b e l i e v e d t o h a v e
Area of Effect: Special
cated in the twin item, and another not) brought the book with him to Water-
Components: V,S,M
that one of the items will shatter or deep upon his master’s death, where it
Casting Time: 2 rounds
explode, discharging all of its functions reposed in his library until his own
Saving Throw: None
or charges and ending the link. The death, whereupon it vanished again. It
Explanation/Description: To bring
material components for this spell are was observed by the sorcerer Zemloth
about a sacred link, a cleric must hold in
the two items, the cleric’s holy symbol, of Amn to be in the library of his one-
his or her hands the two objects to be
and a strand of fine wire, human hair, time tutor, Orgoth the Tainted (the same
linked, and then cast the spell. The two
or spiderweb. who was later destroyed by three
items must be fashioned of the same

83
demons he had summoned), but was gold, locate object, magic mouth, mir- unwilling, lame, or exhausted creatures
not found when the party of the adven- ror image, rope trick, wizard lock, clair- alike. The enspelled beast cannot pull a
turer Malahuke searched the hidden, audience, dispel magic, flame arrow, laden cart or wagon without incurring
untouched tunnels of Orgoth’s ruined gust of wind, haste, hold person, infra- a half-movement-rate penalty, and
fortress. Its present whereabouts are a vision, slow, water breathing, charm although this cantrip can be used on
complete mystery, but Zemloth asserts monster, dimension door, ice storm, exhausted creatures, they can be per-
that it must still exist, because he remove curse, wizard eye, Bigby’s inter- manently damaged or even slain by the
encountered a prestidigitator in a tav- posing hand, cone of cold, feeblemind, effort (system shock roll applies in
ern in Zazesspur who employed a sting anti-magic shell, death spell, geas, many cases). The caster can ride the
cantrip (set forth only, as far as Zemloth reconstruction (unique spell, described enspelled creature, and in any case can
knows, in The Alcaister). The prestidigi- below), reverse gravity, simulacrum, halt a gallop before its expiration by act
tator, one Mavrhune, was involved in a and body sympathy (unique spell, of will, whenever he or she wishes, if
tavern brawl at the time and did not described below). the gallop is of his or her own casting.
survive it, so Zemloth was unable to The cantrip is cast by touching the tar-
Cut (Alteration)
inquire where and from whom the can- get creature, making a soft kissing or
A of E: 1 object
trip had been learned. clucking noise with the lips as contact is
CT: 1/10 segment
The Alcaister has a tradition of slay- made, and continuing this noise as the
Explanation/Description: By means
ing those who read it; as more and caster points in the desired direction of
of this useful cantrip, thin objects such
more of the book is perused, the reader travel (impossibilities, such as straight
as rope, cord, delicate chain, wire,
grows weaker and weaker, and finally up into the air or straight down into the
cloth, wax candles, sausages, and the
slips into slumber from which he or she ground, will have no effect and will
like, up to one inch thick per level of the
does not wake. Nornagrym found the merely waste the magic); effects are
caster, can be instantly severed. The
cause of this regrettable side-effect; the immediate.
caster must be able to see the object to
edges of The Alcaister’s metal pages are
be cut, and it must be within 2”. The Sting (Alteration)
coated with a colorless, transparent
verbal component is a soft “snikt” A of E: One creature
gummy substance of unknown origin—
sound, and the somatic component is a CT: ½ segment
a contact poison as yet unidentified and
scissoring motion made with two Explanation/Description: This
seemingly unique. This substance
adjoining fingers. Magical (even tempo- person-affecting cantrip enables the
works through skin (a cut is not neces-
rarily enspelled) objects are unaffected caster to harm a single creature up to
sary) and it numbs the senses subtly, so
by this cantrip. 4” distant in a minor way: by making a
that the victim is not likely to notice its
buzzing noise and pointing an extended
effects. Each contact with (or turning Gallop (Alteration)
A of E: One quadruped creature finger at an area of his or her own anat-
of) a page drains 1 hp; the body recov-
CT: ½ segment omy, the caster causes a brief (2 seg-
ers from such damage at normal heal-
Explanation/Description: When ment) but intense pain in the
ing rate. There is also a temporary (2-5
this useful cantrip is used, the caster corresponding area of the target crea-
turns) loss of one point of strength (18/
may cause one four-legged creature (if ture (unless the latter saves vs. spell).
percentage to 18, 18 to 17, and so on)
intelligent, it gains a saving throw vs. This pain causes no permanent damage
for every 5 hp of damage so suffered.
(i.e., loss of hit points), but if applied to
This substance retains its efficacy after spell—which, if successful, negates the
the eyes it can blind for 1 round, or it
many years and resists attempts to cantrip) to move at its maximum move-
can silence coherent speech by afflict-
remove it, but Nornagrym found that ment rate for one round, plus one addi-
tional round per level of the caster. The ing the tongue, or cause delicate manip-
its efforts can be simply avoided by
ulation of tiny objects (jewelry, or
wearing gloves or by turning the pages beast may be ridden or not; direction
material components in spellcasting) to
with a knife or other aid. traveled is arrow-straight (regardless of
mount’s, rider’s, or caster’s wishes) in be ruined, and the handled item(s)
dropped or fumbled. Thus, spellcasting
Contents: The Alcaister’s forty-six the direction pointed at by the caster (if
this leads into a snare, pit, or precipice can be ruined by successful use of a
pages contain the following inscrip-
sting. The cantrip is a once-only magic,
tions, one to a page: the unique cantrips known to the beast or any rider on it, a
causing but one pain if successful. It is
cut, gallop, and sting (all described saving throw vs. spell at + 3 is allowed;
often used to warn or cow ignorant
below), and the spells affect normal if successful, the beast will turn aside at
creatures who threaten the spellcaster.
fires, charm person, dancing lights, the last moment and continue in a new
erase, hold portal, identify, magic mis- course, detouring freely as terrain Reconstruction (Alteration/Phantasm)
sile, protection from evil, read magic, demands, until the cantrip expires). Gal- Level: 6
spider climb, audible glamer, ESP, fools lop has the same effect on unfamiliar, Range: Touch

84
Duration: 1 round + 1 round/level from. The caster need not know the work across any distance and despite
Area of Effect: Special original appearance of the whole item magical protections such as anti-magic
Components: V,S,M to duplicate it. A maximum volume of shell, prismatic sphere or lesser barri-
Casting Time: 1 round one-cubic foot of actual item per level of ers, but will not work from one plane to
Saving Throw: None the caster can be reconstructed another (so if either caster or victim
Explanation/Description: By means (although the reconstructed whole may plane shift, become astral, or employ oil
of this spell, the caster temporarily be far larger than this maximum, and of etherealness or another such item,
restores or makes whole a broken item, will still appear in its entirety). The the link is instantly broken). Movement
even if it is badly shattered and/or por- material components of this spell are of target or spellcaster within a given
tions are missing. The object is restored the item (or fragment) to be recon- plane will not affect the link, regardless
to its appearance before being structed, a pinch of fine sand, and a of distances moved, speed of travel, or
broken—even to smell, weight, solidity, pinch (of at least thumbnail size) of how often movement occurs. This spell
sound when struck, and texture, and sticky sap or gum. is sometimes called “Death Link” by
will appear whole and unbroken to nor- sages in the Realms.
Body Sympathy (Necromantic)
mal scrutiny. Detect magic will show
Level: 8 The “gate page”
the spell’s dweomer, and a gem of see-
Range: Special This last page of The Alcaister (that
ing or true seeing spell will reveal the
Duration: 1 turn/level which bears the rune shown earlier) is
illusion for what it is, but the item can
Area of Effect: Special a gate that will shift any creature stand-
be touched and used—i.e., a rope or bar
Components: V,S ing on the rune (or at least touching it),
to hold things or support weight, a
Casting Time: 8 segments with the book open, while the word
weapon to strike with, etc. — normally,
Saving Throw: Special written around the rune is spoken
without dispelling the illusion, and with
Explanation/Description: This is a aloud by the creature touching the
results as though the item were whole.
“description” spell cast by a magic-user rune or another. This plane shifting
Thus, the hilt of a rusted long sword
at an enemy who must be within sight occurs regardless of the wishes of the
found in a tomb could be temporarily
of the magic-user and concentrated creature touching the rune, and will
transformed into a brand-new long
upon, or if not within view, visualized transport only one living creature (plus
sword, doing the same damage in battle
by the caster, who must speak the tar- all items worn or carried by that crea-
as the original did. Magical weapons
get being’s true name (see truename ture) at a time to one of the following
can be temporarily mended by this
spell, Unearthed Arcana) during the destinations:
spell, and due to the spell, will be magi-
casting. It links the magic-user and his
cal for hitting purposes, but will not
chosen victim (who must save vs. spell 01-48 Prime Material Plane (if used
regain any bonuses or special proper-
at - 4 to avoid the spell’s effects), so that while on the Prime Material,
ties; a silver or gold coin can be tempo-
whatever happens to the magic-user’s the destination will be an alter-
rarily remade into a whole coin by
body (i.e., drowning, burning, whip- nate Prime Material Plane)
means of this spell; and crushed gem-
ping, wounding, strangulation, charm- 49-66 Avernus (uppermost layer of
stones restored to their previous,
ing, or feeblemindedness, insanity, the Nine Hells)
whole, form. If a reconstructed item is
unconsciousness, etc.) happens to the 67-76 Concordant Opposition
subjected to prolonged heat and
victim; if the caster dies, so too does the 77-88 Nirvana
impacts, however (e.g., a blade being
victim. This is not similar to the ESP 89-92 The demi-plane of Shadow
reforged), or if a permanency or
spell (neither being gains any hint of the 93-98 Any one of the five planes of
enchanted weapon spell is cast upon
other’s thoughts), nor does it make the Limbo
one, the magic will be ended, and the
victim mimic the movements and 99-00 Other (DM’s choice)
item will revert instantly to its real,
speech of the caster. It is a two-way link;
damaged form. A reconstructed item
damage occurring separately to the vic- The creature being gated must be
will not revert to its true form if its illu-
tim (or curative spells applied to the vic- holding The Alcaister with his or her
sion is merely revealed, and it cannot be
tim!) will also occur to the body of the bare hand as the word of activation is
“disbelieved” out of existence by an
caster. Once cast, the spell operates intoned to bring the tome along; other-
onlooker.
regardless of the caster’s wishes or lack wise it remains behind on the Prime
Living things cannot be affected by a
of concentration—he or she cannot Material Plane. (If the gate is used on a
reconstruction spell, nor can unbroken
willingly break the link before expira- plane other than the Prime Material,
items be altered to the prior forms of
tion of the spell, and can engage in oth- the book will always accompany the
their component materials; thus, a
er spell casting or activities without creature back.)
stone statue cannot be made to look like
ending the body sympathy. The link will
the boulder or mountain it was carved

85
Aubayreer’s Workbook that Aubayreer taught him the Art. Duration: 1 round/level of caster
Area of Effect: One creature
Appearance: This book is fashioned Contents: There are (or were) 18
Components: V,S,M
of a long strip of green hiexel bark, fold- faces of folded bark in Aubayreer’s
Casting Time: 3 segments
ed and refolded upon itself accordion- Workbook. The foremost is usually
Saving Throw: Neg.
fashion. It is bound, protected, between blank; it served as a surface for various
Explanation/Description: With a
two rectangular pieces of oiled wood protective magics (explosive runes,
word, a gesture, and the casting of a
held together with hempen cord. Upon symbols, and the like) when desired.
small transparent colorless gem of not
one of the boards is carved a rune, thus: The next 14 surfaces contain the spells
less than 50 gp value into the air (where
read magic, burning hands, dancing
it is consumed), the spellcaster affects
lights, enlarge, identify, light, message,
any one target creature possessing the
and by this rune the work can be identi- write, ESP wizard lock, dispel magic,
fied as that of the mage Aubayreer. ability to phase-shift—become astral or
explosive runes, fireball, and extension
ethereal, that is—within a 2” radius. (If
History and Description: Aubay- I. Then follow three special spells —
no such creature is present, nothing
reer was a mage of the Dalelands in the hailcone (Aubayreer’s version of ice
will happen and the spell and gem are
first days of settlement, and later sailed storm), and two unique spells, Aubay-
lost.) If the creature fails to save vs.
east to what is now Aglarond, where he reer’s phase trap and thunderlance.
spells, it is forced into its opposite phase
founded a sorcerous ruling dynasty Hailcone (Evocation) and magically held there for the dura-
that continues to this day. The many Level: 4 tion of the spell. An encountered phase
works Aubayreer made while High Range: 1” /level of caster spider, for example, that was “in phase,”
Mage of Aglarond, and later Mage-King, Duration: 1 round physically attacking, at the instant of
are kept securely in the libraries of the Area of Effect: 3” diameter cone the caster’s completing the casting of a
palace there, but the original workbook Components: V,S,M phase trap, would be forced “out of
Aubayreer developed as an apprentice Casting Time: 6 segments phase,” and thereby be rendered
to the mages of the Covenant (see Saving Throw: None unable to attack, until the expiration of
below) has been lost. Explanation/Description: The the spell. If it were out of phase (ethere-
Early in the reign of Lurskas, grandson spellcaster, by use of a pinch of dust (a al) when affected, it would be forced
of Aubayreer, thieves broke into the royal grain or two of sand will suffice) and a back into phase, and be vulnerable to
libraries. Several were slain by the guard- few drops of water, causes large (two- physical attack at normal hit odds, until
ians and protective magics of the place, inch and greater diameter) hailstones to the spell was exhausted.
and these indeed kept the more powerful rain down in a conical area, from a This spell will affect creatures employ-
tomes safe, but the workbook was stolen. focus 3” above a surface or desired tar- ing spells or natural powers, and is effec-
It vanished into the debatable lands east get downward in a cone opening to 3” tive against blink and dimension door;
and south of Aglarond, and no definite base diameter. Creatures within the halting creatures employing either com-
trace of it has been found since, although area of effect suffer 3-30 hit points of pletely and forcing them “into phase” on
reports of the activities of several mages damage, and exposed items must save the Prime Material Plane. Creatures who
(notably Nuzar of the Seven Curses) have versus a crushing blow to remain can adjust the molecules of their bodies
hinted that they have perused Aubay- undamaged. If the spell is cast in midair, lose all such powers while phase trapped.
reer’s Workbook, or at least copies of the creatures that fly as close as 6” below These powers include the xorn’s and
two spells Aubayreer developed which the focus and within the 3” -diameter xaren’s pass through stone ability, plus
end the work. area of effect will take 1-10 points of the psionic powers of body weaponry
That the book still exists is attested to damage. Only fragile items within this etherealness, and dimension door —but
by the unceasing efforts of the royal area (from 3” + to 6” beneath), such as not dimension walk or abilities that affect
house of Aglarond to recover it. The glass or parchment, must make a saving the molecules of other things, such as
present ruler, the shapeshifting Mage- throw. Creatures that fly more than 6” molecular agitation and molecular rear-
Queen known as “The Simbul,” is beneath the focus in the area of effect rangement. After the expiration of a
known to have slain the wizard Thana- may be struck by hailstones and there- phase trap spell, such powers will return,
tus and to have ransacked the libraries by made aware of the spell effect, but unless their own duration had elapsed
of the school of magic at Mirrorstar in these stones will have no appreciable while the phase trap was in effect.
her attempts to seize the workbook. force and will do no damage. A target creature that is plane shift-
Aubayreer’s lone apprentice, the now- ing, teleporting, or using transport via
Phase Trap (Alteration)
dead mage Nytholops, set down in his plants, phase door; or pass plant spells
Level: 4
Chronicles the contents of the workbook, is unaffected, but a creature in an
Range: 2”
for it was from this book (and no other) extra-dimensional space of lesser, lim-

86
ited extent (such as someone embodied ble, but if any creature touches or Anyone wielding a thunderlance (i.e.
in a rope trick spell or a portable hole), passes through any part of it, the lance spellcasting is complete, but the lance
will be forced to appear and remain on vanishes with a loud clap of thunder, has not yet discharged) cannot be
the caster’s plane for the duration of and the creature struck is dealt 4-24 hit harmed by magic missile spells, regard-
the spell. points of damage. The lance may be less of what direction these strike
Xorn and xaren, and any such crea- willed out of existence by its caster at from— their force passes harmlessly
tures that can “phase” their way any time without any discharge or through the lance wielder to be
through solid matter, save versus this harm to the caster (although the spell is absorbed by the lance, increasing the
spell at -2. Note that the spellcaster lost), and disappears in any event if the damage it does (by 2-5 hp per missile)
need not know or have seen the precise caster dies, loses consciousness, or when it discharges. This will not occur
location of a creature, or even be cer- begins to cast another spell. if the lance wielder has some other
tain of its presence, to affect it. If more The caster can employ the thunder- magical protection against magic mis-
than one eligible target is within 2”, the lance in many ways—held steady, as a siles. A lance does not confer any pro-
phase trap will affect one of them at barrier against some creature’s passage tection against other forms of magical
random—unless the caster perceives or as a tripwire, at ankle height, to stop attack, nor can it be passed to any other
only one such creature before or while a pursuer. It is also highly effective creature without discharging it—an ally
casting, in which case that creature will when wielded as a weapon; the caster of the caster cannot wield the lance on
be affected. can move his arm and finger about to the caster’s behalf.
A creature possessing the potential to strike with the lance. In any combat sit-
become astral or ethereal can be affect- uation against a thunderlance, potential Orjalun’s Arbatel
ed by a phase trap if in range when it is victims are regarded as having a base
Appearance: This volume consists
cast. The affected creature will be armor class of 10 (before any Dexterity
of nine plates of beaten and polished
unable to effectively exercise such adjustments); the blow of the lance is
mithril, stamped by the elvish smiths of
powers until the spell wears off— transmitted through armor and shields,
Silverymoon with letters of the High
regardless of how far the creature and the presence of such protection
Tongue, graven on small dies that are
might move away from the caster. If the does not benefit the target of a thun-
positioned on the page and then struck
affected creature is a spellcaster with derlance attack. However, the bonuses
sharply with a hammer so as to leave
an astral spell, for instance, the spell of magical armor and shields are not
their distinct impressions. The plates
cannot be used while the victim is phase negated, and will improve a target’s
are pierced at the top and bottoms of
trapped —and any attempt to do so will effective AC by the amount of the
their left sides (as they are read), and
ruin and waste the spell. If the affected bonus.
fastened together with bronze rings.
creature tries to use oil of etherealness The damage of the lance is a physical
The work once had an ornate case of
or any other phase-shifting magical blow, as opposed to (for instance) a dis-
stained wood, and was carried
item, the magic will have no effect until charge of electricity. It is fully effective
wrapped in canvas, but these may well
the duration of the phase trap expires. against creatures that are resistant or
have perished.
A creature on the Astral Plane when immune to either blunt weapons or
the phase trap is cast saves versus this edged weapons (since the lance is actu- History and Description: Orjalun,
spell at + 1; a creature on the Ethereal ally neither of those). the white-haired High Mage of Silvery-
Plane or the Prime Material Plane saves The touch of a thunderlance destroys moon in the early days of the North
at normal odds. a shield spell, wall of force, or minor (now believed dead), oversaw and took
globe of invulnerability, but the lance a large part in the construction of this
Thunderlance (Evocation)
itself discharges (vanishes, without work, designed to be a permanent
Level: 4
damaging anyone) upon such contact. repository for the most useful defen-
Range: Touch
Stronger protective spells (such as anti- sive spells he could provide for the con-
Duration: See below
magic shell) will also cause the lance to tinued safety and security of his
Area of Effect: One creature
discharge, but will themselves with- beloved city in the years to come. But it
Components: V,S
stand the shock of its strike and remain never served so, for when Orjalun gave
Casting Time: 4 segments
in existence. A lance penetrates fire, his staff of office to his chosen succes-
Saving Throw: None
water (including ice and snow), and sor, Sepur, and left the city, Sepur
Explanation/Description: Casting
electrical discharges of natural or magi- revealed his true nature—taking the
this spell brings into being a thin shaft
cal (e.g. wall of fire, wall of ice) origin Arbatel and staff as his own, he also left
of faint grey, shimmering force extend-
without discharging, and thus the cast- that fair city.
ing 2” from the caster’s pointing finger.
er may strike through such phenomena Sepur’s fate is unknown, although the
This “lance” is weightless and intangi-
at an enemy. sage Alphontras recounts the finding of

87
a broken staff atop a lonely, scorched the commonly known spells in the encrypted in a language not known to
tor in the Trollmoors. The Arbatel is Arbatel appear in the standard (Players the intended recipient is not made
first identified in the village of Longsad- Handbook) form, and the two unique understandable by means of this magic;
dle by Alphontras’s colleague Eelombur spells therein are reproduced below, nor will it magnify script too small for
the Learned, who observed it in the from the books of Vauth, another the recipient to read. The text of a spell
possession of the sorcerer Arathur Har- apprentice of The Masked. may not be encryptically concealed, but
pell. Arathur was later slain in a magical writing related to magic such as spell
Encrypt (Illusion/Phantasm)
duel by the necromancer Marune, who ink formulae, magic-item command
Level: 4
held the Arbatel only briefly. Marune words, and directions for magical proc-
Range: 1” plus 1” /level of caster
lost it somewhere in the winter snows esses such as enchanting a certain item
Duration: Permanent
when fleeing from the Lords of Water- or constructing a golem may be so con-
Area of Effect: See below
deep, and it must have changed hands cealed.
Components: V,S,M
several times in the following decade, No part of any message longer than
Casting Time: 4 segments (plus writing
for many hints of it are found in various the first 66 characters will be obscured
time)
records of the North. or protected by this magic—attempting
Saving Throw: None
It is mentioned once in this period by to encrypt such an overlong message
Explanation/Description: By means
the sage Maerlus, who is represented in would result in wastage of the spell; the
of this spell, a normal message contain-
the Letters to the Court of Elfrin (“Col- entire message could be read (or
ing up to 66 characters or letters (about
lected by the King’s Own Hand, being a destroyed) normally. Additional writing
fifteen words) written on parchment,
record and discourse most fascinating in the same area after the spell is cast
stone, or the like can be made unreada-
upon our lands and times”) by a letter will not affect an encrypted message,
ble (even to magics such as compre-
he penned to the monarch, King Elfrin, thus, a second message can be written
hend languages, read magic, and true
wherein the sorcerer-sage described a on top of an encrypted one to further
seeing) to all but the spellcaster, any
number of items of power known to be conceal the former, without rendering
being or beings named in the message
within Elfrin’s realm. In the letter, the original message unreadable by
(regardless of the caster’s wishes in this
Maerlus describes several works and those for whom it is intended. Morever,
regard) and a specific recipient being,
speculates on their locations; the Arba- adding words or characters to a mes-
who must be named aloud and pictured
tel, he says, is in the hands of the reclu- sage known to be encrypted will not
mentally by the caster at the time of
sive wizard Lios—unless Marune has cause it to appear; the additions will
casting. Such a message will appear to
overcome him and regained it. remain clearly visible and the original
all others as an illegible, smudged area
Elminster believes that Marune did will remain concealed. Multiple encrypt
radiating a dweomer.
slay Lios, but says that the activities of spells cast on the same or adjacent
A cryptic message will remain until
Marune from that time to the present areas will not allow messages longer
erased magically, willed to disappear by
reveal that he has not recovered the than 66 characters to be concealed —
the caster (who may be at any distance,
Arbatel, despite his repeated attempts rather, when a second encrypt spell is
but must be on the same plane to do sol,
to do so. Its recent and present where- cast, the concealed message of the first
or a dispel magic is cast so that the mes-
abouts are unknown. encrypt spell will vanish forever,
sage is within its area of effect. Weath-
replaced by the second message. “Adja-
Contents: Orjalun was tutored by ering and other physical effects such as
cent” in this case extends to areas of
The Masked, most mysterious of the burning, scrubbing, or defacing the
effect that are up to 10 feet distant, so
Seven Wizards of Myth Drannor, and smudged area will not destroy the mes-
that different walls in a small room can-
two of the spells in the book are sage as long as the actual surface it was
not be used to encrypt multiple mes-
believed to be of his tutor’s personal written on survives (encrypt can be
sages. Different sides of a wall or object
crafting: encrypt and secure (an safely cast on any reasonably stable sur-
cannot be used, either, unless the dis-
improved version of wizard lock). face, such as stone, wood, or paper, but
tance separating them is more than 10
The first and last plates of the Arbatel not usually with success on messages
feet. Writing used in encrypted mes-
are featureless, so as to reveal nothing scrawled in soot, dust, or snow); it will
sages can be very large or very small,
of the contents within, but the seven still be clearly legible to those identified
written on walls, mountainsides, or
interior plates bear one spell each (the above.
even small bones or slivers of wood,
method of scripting allows only one The message does not glow or in any
and still be concealed so long as the
side of a plate to be used). These are, in way attract attention to itself—an
maximum of 66 characters is not
order of appearance, mending, charm intended recipient may well not see it if
exceeded.
person, encrypt, dispel magic, identify, not looking for a message or not chanc-
Encrypt may be used to conceal mes-
guards and wards, and secure. All of ing to look in the right place. A message
sages written by others, regardless of

88
time elapsed since the writing, and will achieve the same effect). Unlike one tled to saving throws if a save is normal-
be effective in obscuring even runes affected by a wizard lock, a portal that ly allowed against the type of magic in
deeply graven in stone, or letters is secured cannot be passed through by question.
formed by patterns of colored mosaic magic-users of any level (including the Light magics, magic mouth, Nystul’s
tiles. In such a case, the surface will spellcaster), and can be passed other- magic aura, and Leomund’s trap cannot
appear faded, stained, and/or discol- wise only by avoiding it through astral, successfully be cast within, or upon any
ored, or even covered with a smoky, ethereal, or dimension-altering means surface of, a secured area. Any glyph
sooty deposit so that the message is con- such as blink and dimension door. The (of warding), explosive runes, or sym-
cealed. As aforementioned, no amount dweomer will resist fire, cold, and elec- bol written upon any surface within a
of physical cleaning will reveal the con- trical attacks of natural or magical ori- secured area will discharge immedi-
cealed message. The figure given for gin without allowing any damage to the ately upon completion, possibly harm-
range in the above text is the distance at secured item or area. Thus, a closed ing the writer and/or companions or
which the caster can obscure a message and secured door will deflect a magical other nearby creatures. A disintegrate
with the encrypt spell. lightning bolt back upon its caster, and spell that destroys a secured area will
A true seeing spell will reveal clearly will escape unscathed from a fireball have the effect of negating the secure
the outlines of an encrypt spell’s blast. Physical attacks upon a secured spell. A glassee spell will have its normal
dweomer, but will not allow the mes- area will be ineffective—totally effect on a secured area. Find traps will
sage to be read, unless the viewer can negated— for one round per level of the not reveal the presence of a secure
deduce by the shape of the dweomer caster (beginning with the round after spell, but detect magic will reveal the
what is concealed. Written or graven casting). At the end of this time, the extent of its dweomer. Illusions and oth-
symbols can be encrypted, but magical secure spell remains, but no longer er spells of concealment can be success-
symbols or glyphs will be unaffected. affords any protection from physical fully cast upon a secured area.
And encrypt will conceal, but not harm, attack.
the efficacy of protective pentagrams, When a secured area is touched, test- The Scalamagdrion
thaumaturgic triangles, and the like. ed, or attacked in any way, it will flash
Appearance: A large volume fash-
If the caster of encrypt writes the with a white radiance on all sides and
ioned of parchment bound between
message to be concealed himself or her- surfaces of the area. A knock spell is
slabs of wood and sewn to the black
self, this writing must be done directly; ineffective against a secured portal.
hide of an unknown creature, which
the spell cannot cause it to be magically Any spell, spell-like natural power, or
has been stretched over the boards to
written from afar. The material compo- magical item effect that attempts to
form a cover. It bears no external leg-
nents for this spell are a pinch of dust alter the shape and nature of a secured
end or markings of any kind. Its covers
or grey lint “fluff,” and a feather, and area will be reflected back upon the
are edged with beaten copper, now dis-
are consumed in the casting. caster/user with full effects. If the
colored to a vivid green by the ele-
power affects an area rather than an
Secure (Alteration) ments. There are 26 yellowed and
individual, the user of the power will
Level: 4 curling pages within, and some owners
immediately become the central point
Range: Touch report a binding strip or tie of black
of the area of effect. Magical powers
Duration: See below hide which the book now apparently
that are “reversed” in this fashion
Area of Effect: 30 sq. ft. per level lacks.
include, but are not limited to: enlarge,
of caster The size and weight of the tome pre-
reduce, levitate, shatter, dig, passwall,
Components: V,S,M cludes its easy transportation by hand,
stone shape, transmute rock to mud,
Casting Time: 6 segments under arm, or in satchel, and indeed it
move earth, stone to flesh, vanish, turn
Saving Throw: None does not show the wear (scratched cov-
wood, and animate rock. If the magic
Explanation/Description: By means er or corners, blotched or warped
does not affect living creatures (such as
of this spell, and a small piece of iron (or parchment due to wetness) typical of
animate rock or move earth), the usage
filings) and a tiny gem (or a like amount books that have seen much traveling
of that magic is simply wasted. Powers
of gem fragments or powdered rem- out-of-doors.
that are directly under the control of
nants), the spellcaster can make a door,
the user (such as psionics or spell-like History and Description: The true
chest, or portal secure. An object or
natural powers, but not spell casting) origin of The Scalamagdrion is not
area that is secured cannot be opened
will have no effect on a secured area or known. It is first mentioned in the writ-
or passed through by any means except
object, but the power is counted as hav- ings of the mage Hethcanter, who
physical destruction of the object or
ing been used. In all cases where magic owned the book in his youth. He does
area, or by dispel magic (or a limited
can be “reversed” back upon the user, not mention how he acquired it, but
wish, alter reality etc., so worded as to
all those who could be affected are enti- does record that he gave the book to

89
Hym Kraaven (one of the Seven Wiz- contains only a curious illustration. The Scalmagdrion (“Guardian of the
ards of Myth Drannor) in payment for contents of the pages are as follows, in Tome,” “Nungulfim“)
magical training. Shortly thereafter his order of appearance from the front of FREQUENCY: Very rare
writings end; Hethcanter is remem- the book: (blank), write, erase, tongues, NO. APPEARING: 1
bered today chiefly for his spectacular message, unseen servant, wizard lock, ARMOR CLASS: 6
suicide, hurling himself to his death identify, enchant an item, permanency, MOVE: 13“/8”
from the highest pinnacle of the crag blink, disintegration, (illustration), HIT DICE: 6 + 6
now known as Hethcanter’s Leap. He feeblemind, fly, death spell, flame % IN LAIR: 100%
did this when chased by almost a score arrow, delayed blast fireball, invisibili- TREASURE TYPE: S,Q,Vx3 (in lair)
of illithids; the sage Orfidel believes that ty, levitate, conjure elemental, minor NO. OF ATTACKS: 4
these hated creatures sought The Scala- globe of invulnerability, wall of force, DAMAGE/ATTACK: 2-12/1-6/1-6/3-12
magdrion itself—an opinion shared remove curse, dispel magic, and SPECIAL ATTACKS: Nil
with the sage Elminster. (blank). All spells appear in the stand- SPECIAL DEFENSES: See below
Hym Kraaven never revealed or used ard (Players Handbook) form. The MAGIC RESISTANCE: See below
the work in his teachings at the school irregular order of the spells suggests INTELLIGENCE: Average
in Myth Drannor (see “The Workbook,”) that the book was created with its spells ALIGNMENT. Neutral
possibly because of the contents of one arranged according to the creator’s SIZE: L (20’ long)
of its pages. Of Hym Kraaven’s fate or wishes, and thus was not the workbook PSIONIC ABILITY: Nil
the means by which the book passed of a magic-user progressing slowly in Attack/Defense Modes: Nil
into the hands of its next known owner, magical ability under tutelage. LEVEL/X.P. VALUE: VI/525 + 8/HP
nothing is recorded, but the sages Orfi- The unique feature of the work is the
The scalamagdrion resembles a grey-
del and Maerlus of the North were both illustration found on the page between
scaled, green-eyed dragon with stubby
present on Watcher’s Tor when a hith- disintegration and feeblemind. It is of
wings and a long, bone-spiked prehen-
erto unknown magic-user named “warm, velvety texture,” according to
sile tail. If it pounces upon a victim from
Valathond used its spells to destroy the Hethcanter’s notes, and is a strikingly
above, it can rake with all four of its
mage Gaerlammon in a formal duel. realistic painting of some unknown,
claws (each do 1-6 damage), or pin the
Valathond was later slain by the Com- seemingly endless caverns (perhaps on
victim with its great bulk and use its
pany of the Raven, but they did not find some other plane), in which crouches a
foreclaws to attack. The scala-
The Scalamagdrion amidst the treasure dimly visible, winged, reptilian monster
magdrion’s tail does 3-12 points of dam-
in his keep, nor does an examination of on a bed of whitened bones. A word or
age. It is fearless, enjoys human flesh,
their tales of encounters and skirmish- name has been spelled out clearly in
and is cunning enough to take a victim’s
es with the mage over an entire season Common across the bottom of the page,
body, fallen items and all, back to its lair
ere his fall suggest that he still pos- by the arrangement of bones:
to avoid being caught eating.
sessed it. Auvidarus, sage of Hillsfar, “Nungulfim.” Hethcanter notes that if
The scalamagdrion radiates silence,
and Laeral, wizardess and leader of the this word is spoken over the open page,
15’ radius about itself, and has a natural
adventurers known as The Nine—two or the illustration is stared at for too
spell turning ability (as in a ring of spell
observers almost a world apart—have long, the monster depicted therein will
turning, including gaining a saving
both recorded rumors ascribing own- move.
throw for spells for which there is nor-
ership of the book to this or that mage. From other sources he has not
mally none). This makes it a deadly foe
One of Laeral’s collected rumors, inter- divulged, Elminster states with certain-
for magic-users; and indeed, none have
estingly, again mentions a group of ty that the page is a gate or portal to
yet prevailed against it.
illithids. But the veracity of these some unidentified plane or extra-
Several wands and rings can be seen
rumors is untested; the present where- dimensional space of endless caverns,
amid the bones upon which the scala-
abouts of the work are a matter of con- and can be passed through both ways.
magdrion crouches. The monster and
jecture. Once the gate is activated, the monster
the gate to and from its abode cannot be
will emerge from the page into the
Contents: Elminster described the destroyed or harmed by tearing out or
Prime Material Plane and attack all
tome’s contents, drawing upon his destroying the page on which it
creatures nearby, seeking to slay and
study of Hethcanter’s careful notes, as appears, although any attempt at such
carry its prey back into the caverns to
follows: activities will certainly cause it to issue
devour. Its true nature is a mystery, but
The Scalamagdrion’s first and last forth.
what is known of it can be summarized
pages are blank. The remainder bear 23
as follows:
spells, one to a page and with each page
having a blank (rear) face, and one page

90
The Tome of the Covenant The sage does say that they did not regeneration will resume functioning
cooperate as their masters had, but properly when the mantle disappears,
Appearance: This book is large,
split in dissension, one of them presum- and a creature that regenerates will
square, and (judging from Elminster’s
ably bearing the Tome. Its present own- retain the ability to do so. However, the
description) approximately two feet on
er, and whereabouts, are uncertain. victim of the mantle will get no benefit
a side. It is fashioned of cured white
Elminster knows the precise spells set from a potion of healing drunk while
elkhide stretched over finger-thick
down on its pages from perusing the the spell is in effect, and any usage of a
boards of black wood, and both outside
workbooks of the Four and certain of staff of curing on the victim is fruitless,
covers bear a rune in the center, depict-
their apprentices, and has consented to since those types of magic must take
ing four arrows meeting in a circle,
reproduce them, below. effect upon their application or not take
thus:
effect at all. In such a case, the applica-
Grimwald’s Greymantle (Necromantic)
tion of the magic (dose, charge, etc.) is
Level: 5
Four white vellum pages are sewn to wasted.
Range: Touch
the hide “spine” within. If the caster does not successfully
Duration: 1 round/level of caster
touch a target creature in the round of
History and Description: The Tome Area of Effect: One creature
casting or the round immediately fol-
is the creation of the four most power- Components: V,S,M
Casting Time: 6 segments lowing, the mantle spreads from the
ful (of their time) mages of the North, component into (and onto) the spellcast-
who formed the Covenant, an alliance Saving Throw: Neg.
er, and remains in effect upon the cast-
(basically neutral good) founded to Explanation/Description: When a
er for the full duration. There is no
enforce a peace between warring tribal magic-user casts this spell, a silvery-
grey radiance is produced about the saving throw against this “backfire,” but
kingdoms, and to build the collective a dispel magic spell may be successfully
power and prosperity of the North- material component. If the component
employed by the caster or a companion
lands against the coming confrontation (a bone or small animal skeleton) is
to bring the bad effect to a halt.
with the orcs and their kin. The Cove- touched to a target creature—success-
Once the spell is cast and the mantle
nant has long been inactive: Grimwald ful hit roll required, as though wielding
a dagger or club—the radiance leaves has covered a target, the duration and
and Presper disappeared on a journey effects of the mantle are not under the
of exploration into other worlds than the component (which vanishes harm-
caster’s control. Creatures of any size
this; Agannazar is believed to have per- lessly) and expands to envelop the tar-
get in an aura, or mantle. This may be affected. Note that use of the
ished in the destruction of the School of mantle is not basically a good act, and
Wizardry at Neverwinter by the Red shimmering radiance takes effect on
the spell must be used with due consid-
Wizards of Thay; and Ilyykur is known the round following the touch, and lasts
eration of the circumstances and nat-
to have sacrificed himself in the Green for 1 round per experience level of the
caster. While it is in effect, curative ure of the target by magic-users of good
Tower of Thulnath to destroy the arch- alignment.
lich Ruelve. spells, healing, and regeneration of nat-
The Tome was made to commemo- ural or magical nature will not be effec- Agannazar’s Scorcher (Evocation)
rate the founding of the Covenant, and tive within the confines of the mantle; Level: 2
as a source of power and a worship thus, a troll could not regenerate, a ring Range: 7”
symbol for the apprentices who were of regeneration would not operate, a Duration: 2 rounds
intended to follow in the Four Found- potion of healing or extra-healing Area of Effect: Special
ers’ footsteps and become new mem- would have no effect, and so forth. Components: V,S
bers of the pact (none did). Each of the The mantle may be magically dispelled, Casting Time: 3 segments
Four Founders contributed one unique and will fade away without effect if Saving Throw: See below
spell to the work, and each of these magic resistance or a saving throw
Explanation/Description: With this
spells appears alone on its own page. (only one allowed) triumphs over it. At
spell a magic-user calls into existence a
The spells appear with no names; they the expiration of the spell, curative
jet of flame which bursts from his fin-
have acquired colloquial names forces still active will take effect
gertips toward a specific creature. If
through description of the book by var- immediately—but any such powers that
the target creature is within 7” of the
ious writers in the North, and by use of were expended upon the victim while
caster, it suffers 3-18 (3d6) points of
the spells by the original apprentices of the mantle was in effect are forever
damage, with no saving throw (assum-
the Four (and subsequently, in turn, by lost. A cure wounds or heal spell, for
ing it is not immune to the effects of
their apprentices). These apprentices, instance, will take effect upon the recip-
heat and flame). The flame-jet assumes
now themselves powerful workers of ient if the mantle expires before the vic-
the form of a 2-foot diameter cylinder
magic, are not identified by Elminster. tim does; similarly, a ring of
of fire, up to 7” long, with the caster at

91
one end and the target at the other. This shielded by the mantle, and in no case hang spinning in the air in front of the
jet remains in existence for two rounds will it protect any such creature (famil- caster, within 1”, and if struck by a
following casting, moving as the target iar or otherwise) larger than a pseudo- lightning bolt or similar electrical dis-
or caster move, shifting so as to always dragon. charge while thus waiting, will explode
point at the target, even if the target -doing full damage to all within 1”,
Presper’s Moonbow (Evocation)
creature remains, or passes beyond, 7” including the caster.
Level: 4
distant from the caster. Any creatures On the round after the first mote has
Range: Special
touched by the jet as it leaps toward the been fired, the caster can cast another
Duration: Special
target or moves sideways following a spell and direct any motes still left, and
Area of Effect: Special
moving target will suffer 2-16 (2d8) continue doing both so long as motes
Components: V,S,M
points of damage (save vs. spells for half are left and spell casting times permit
Casting Time: 9 segments
damage). The touch of the scorcher will (directing a mote requires one segment
Saving Throw: None
set alight all readily flammable materi- each round, so spells that take one
Explanation/Description: This
als (such as parchment and dry cloth- round or longer to cast cannot be used).
magic is usable only under a night sky
ing). It may well even damage sturdier Using this tactic, a caster with multiple
in which a moon is present and cloud
objects. moonbow spells could gather a waiting
conditions allow moonlight to reach the
arsenal of many motes. If a round
Ilyykur’s Mantle (Abjuration) ground. Presper’s moonbow allows the
passes without the caster firing a mote
Level: 4 caster to cause from one to four glow-
at a target, all motes will dissipate. Note
Range: 0” ing motes, a form of ball lightning, to
that a caster under the influence of a
Duration: 1 round/level of caster gather above the caster’s outstretched
hold spell could shoot a mote at a target
Area of Effect: Aura about caster hand. These grow in size and intensity,
in his present field of vision; that act is a
Components: V,S,M spinning slowly, during the round in
function of vision and intellect, not of
Casting Time: 4 segments which casting takes place. At this time
movement.
Saving Throw: None they resemble dancing lights.
A mote that is deliberately struck by a
Explanation/Description: When On the following round, the caster
creature or object will discharge, doing
Illykur’s Mantle is called into being, the can elect one or more of the moon
full damage to all within 1”. The mote
caster is surrounded by a faintly lumi- motes at a target, which must be within
has AC -6 for hit purposes. Metal, it
nescent aura following the contours his view. Such direction is by concen-
must be noted, will conduct the full
(and conforming to the movements) of tration of will, requiring no speech or
effects of a mote to anyone in contact
the caster’s body. Spells can be cast out gesture. Moon motes directed at a tar-
with it, regardless of distance.
of this field without it having any effect, get will shoot off after it, flying up to
Although no saving throw is allowed,
but spells impinging upon the mantle 26” per round, and will pursue the tar-
note that creatures immune to electri-
from without are affected as follows: get around corners, through obstacles
cal damage or without tangible exist-
the protected caster gains + 3 on saving (but not closed portals or the like), and
ence on the plane of casting (e.g.
throws versus all Enchantment/Charm despite confusion spells like invisibility,
ethereal) will suffer no damage from a
spells, + 1 on saving throws versus all mirror image, illusion, etc., striking at
mote.
other spells for which there is normally + 3 to hit upon reaching the target.
The material components for this
a saving throw, and suffers only half Each striking moon-mote does 2-8
spell are a wisp of cobweb, an amber,
damage when an electricity-related points of electrical damage (if cast as
glass, or crystal rod, and a scrap of fur.
spell (e.g. shocking grasp, lightning bolt) one of four), 2-12 damage (if cast as one
does affect him. The mantle flares to a of three), 3-18 damage (if cast as one of
The Tome of the Unicorn
vivid (not blinding) white glow when two), or 4-24 damage (if cast as a soli-
the caster’s mind is contacted by the tary missile), and is considered to be Appearance: The Tome of the Uni-
psionic powers of another being, but magical for hit purposes. Moon-motes corn is a large book, two feet broad by
does not protect against any psionic which miss an intended target or are three feet in height, and over four inch-
attacks or effects. blocked by barriers dwindle harmlessly es thick. Its covers and pages are pol-
The material component for the spell away to nothingness. ished plates of electrum, each
is a natural (not cut) crystal of gem- The spellcaster can direct the motes appearing blank to causal observation.
stone. Note that a small familiar or pet produced by a moonbow at different If any page is concentrated upon, how-
clinging to the spellcaster—there must targets in a round, and must “shoot” at ever (precludes other study, spellcast-
be physical contact—can be protected least one per round (but may shoot as ing, reading, or similar reasoning
by the mantle, but no creature the cast- many as desired, time permitting) until tasks), its contents, written in Thorass,
er does not wish protected will be all the motes are gone. Unused motes will begin to appear on the “blank” pag-

92
es in 3-8 (2 + 1D6) rounds, and remain attacker. anti-magic shell, mind bar, or similar
for at least three rounds after study The gate spell on page 21 includes magical or psionic protections. Transfer
ceases. The book bears no title or iden- instructions on how to make such a takes one segment. The stolen spell is
tifying marks. gate permanent, involving permanen- chosen randomly, not by Shoon.
cy, a dust compounded of several rare Like a powerful incantatrix (which he
History and Description: Sages and
ingredients including certain rare may have been in life, for all others know)
bards of the Realms know that The
crushed gemstones and oil of ethereal- Shoon can use the energy of such spells
Tome of the Unicorn is the long-lost gri-
ness, and the blood of at least six crea- to replace lost hit points (2-8 hp per spell
moire of the Mage-King of vanished
tures: three native to each plane the level) or cast them, with the effects they
Iltkazar (a vanished realm that lay in
gate reaches. would have had if cast by the original
eastern Calimshan some nine hundred
The imprisonment and power caster, by effort of will alone, one at a
years ago), the Lord-most-mighty
word— kill spells on pages 22 and 23 time and once per round. Shoon pres-
Shoon. Shoon is said by some to survive
are part of the book’s curse. Every time ently retains the following stolen spells
today as a lich; the Tome is said to con-
either of these pages is perused, there is (he can “hold” only an equal number of
tain many spells found nowhere else,
a 7% non-cumulative chance that the spells to those he could carry upon attain-
including means of creating a perma-
reader will suffer imprisonment as per ing lichdom, although these may be of
nent gate between the planes of exist-
the spell. any class and level; Shoon is at least a 26th
ence, and the means to create golem
The back cover contains an extra- level magic user): hold person x2, dispel
armies.
dimensional space: the lair of the demi- magic (clerical) x3, lightning bolt (8D6),
The Tome was said to either be stolen
lich himself. Each time the book is cone of cold, Bigby’s forceful hand, and
by adventurers who slayed Shoon, or to
opened, there is a 9% non-cumulative volley.
have been taken by the lich-mage when
chance that the demi-lich’s skull will
he retreated to the bowels of the earth Stealspell (Enchantment/Charm)
emerge (e.g., rise up) and attack as
to flee the retribution of the elven Level: 7
detailed in the Monster Manual II). If
nations (see below). It has been Range: 1”/Level of caster
the back cover, inside or out, is deliber-
revealed to have found its way into Duration: Special
ately concentrated upon, this chance is
Ruathyn, where it was held in their Area of Effect: One creature
100%. Shoon wil appear as a skull (not a
most hidden library until recently. Components: V,S
wraith or ghost); stolen spells have
Within the ast year, person or persons Casting Time: 7 segments
served as energy factors sufficient to
unknown have broken into the vault Saving Throw: Neg.
keep him in this state. Shoon will not
and stolen the book, which precipitated Explanation/Description: This
howl; instead, he will hover, levitating
the most recent war between Ruathyn powerful magical spell is rarely known
in midair, and drain a soul on the third
and Luskan. The book is still missing at beyond the circles of the Witches of
round of his appearance, using his
this time. Rashernan, and how it came into the
spells to attack and defend until then.
hands of Shoon is unknown. By means
Contents: The contents are 23 spells, Shoon is interested in draining souls,
of this incantation, any single being
one to a page, in the following order: not slaying. He will try to drain a soul
indicated by the caster (within range)
charm person, darkness 15’ radius, ESP, every three rounds until successful.
must save versus spells at - 1 or suffer
scare, dispel magic, charm monster, Upon draining a soul, Shoon vanishes
the theft of any one memorized spell or
fear, fire trap, polymorph other; wizard back into the book. He will emerge
spell-like ability from his or her mind
eye, animate dead, death spells, duo- again to steal souls only if the back cov-
(creatures from planes other than the
dimension, phase door, statue, clone, er is concentrated upon, or if the book
Prime Material save at no penalty, and if
glassteel, permanency power word— suffers over 13 points of damage in any
there are no spells available, then the
blind, trap the soul, gate, imprison- single round or is destroyed. It should
spell has no effect.) The stolen spell is
ment, and power word—kill. The be noted that destruction of the Tome
determined randomly. The magic of the
remaining six pages function as a will free Shoon, not destroy him.
stealspell works even against a victim
magic-user’s Manual of Golems (q.v. Enchantments placed by the evil
who is unconscious or insane; psionic
Dungeon Masters Guide), for the mak- undead mage allow him to Stealspell
protections, anti-magic shell, and all
ing of stone and iron golems only: nor- (see below) one spell from the mind of
similiar shielding spells, and mind bar
mal costs and study times apply. any one person who touches the Tome
and the like, are not effective protec-
The inside front cover contains no in any round. If a target has no spells, or
tion against this spell.
spell; a protective spell turning magic successfully saves (at - 1) versus spell,
A stolen spell may be “cast” immedi-
has been cast upon it. If the book saves the attempt fails and the round is wast-
ately by the user of this spell, or held in
against any magical or physical attack, ed for Shoon. Such spell theft is not
mind for later use. This casting may be
its damage is reflected 100% onto the blocked by unconsciousness, insanity,

93
made without material components or derives his sustenance from stolen cated with by speak with the dead, psio-
even understanding or sufficient level spells. nics, or magical ESP or telepathy, will
to cast the spell. The identity of the The Tome gains its name from its con- prove dryly cynical, cold-blooded,
stolen spell is not revealed by its cap- struction; the enchantments Shoon uncaring, but quite knowledgeable of
ture. Any spell cast in this fashion is placed on it to preserve it and maintain long-ago doings and of magical lore—
cast as if by the level of being the spell the extra-dimensional space that pro- and is lonely; he will converse calmly
was stolen from. Psionic powers cannot tects himself involved the blood (and and willingly even as he attacks those
be stolen in the fashion. necessary slaughter) of no less than he’s speaking to. Note that Shoon can-
A stolen spell is transferred at the end twelve unicorns. This act alone earned not study and memorize spells as he
of a round. If a spell is begin cast by the Shoon the revolt of the elves in his own once used to (although he could steal a
target, that spell will not be stolen. realm, which he crushed only by slay- spell from the mind of one who had
The stolen spell may be retained as ing them all. Druids of Faerun still memorized that spell from the Tome, if
opposed to immediately expelled, and lat- speak in derision with the phrase, “spill fortune favored him), and cannot tutor
er recorded by a write spell, which will the blood of the unicorn, would you?”, others in the arts of magic save by
erase the spell from the stealer’s mind referring to this evil deed. For his part, imparting brief advice; he cannot raise
without discharging its power. Such a Shoon is unrepentant; long ago when another’s powers by a level through
written spell is useless to the caster if of a confronted about slaying the unicorns teaching. (Note to DMs: this is an
different class or higher level. the then-lich shrugged his shoulders extremely powerful item, linked to a
The stolen spell may be retained for and said hollowly, “I still exist. They do powerful monster; much consideration
up to 24 hours before discharged or not.” should be given its potential effects
fades from view. The being Shoon Shoon will not speak, but if communi- before any use of it in a campaign.)

94
Index
This is a combined index for the Cyclopeida of the Realms and the DM's Sourcebook of the Realms. Entries and/or page numbers printed in bold type refer to the
DM's Sourcebook of the Realms. Entries in bold italics refer to new spells.

Abeir-Toril . . . . . . . . . . . . . . . . . . . . . . 1 9 Cut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 4 Gond . . . . . . . . . . . . . . . 11, 18, 42, 55, 86


Adventuring Companies . . . . . . . . 1 0 , 1 9 Daerlun . . . . . . . . . . . . . . . . . . . . . 35, 76 Gondegal . . . . . . . . . . . . . . . . . . . 23, 32
Aganazzar’s Scorcher . . . . . . . . . . . 9 1 - 9 2 Daggerdale . . . . . . . . . . . . . . . . . . 35, 36, 37 Great Shout . . . . . . . . . . . . . . . . . . . 7 4
Aglarond . . . . . . . . . . . . . . . . . . . . . 22 D a g g e r f o r d . . . . . . . . . . . . . . . . . . . . . . . . 35 Green Rings Trading . . . . . . . . . . . . . 2 6
Akadi . . . . . . . . . . . . . . . . . . . . . . . . . . 16, 18 Dalelands, Dales . . . . . . . . . . . . 35, 37, 38, 40 Greycloak . . . . . . . . . . . . . . . . . . . . . . . . . 47
The Alcaister . . . . . . . . . . . . . . . . . . . 8 3 D a m a r a . . . . . . . . . . . . . . . . . . . . . . . . . . . 37, 86 G r e y c l o a k H i l l s . . . . . . . . . . . . . . . . 42
Alusar Nacacia . . . . . . . . . . . . . . . 3 9 , 4 4 Darkhold . . . . . . . . . . . . . . . . . . . . . . . 37, 52 Grey Veil . . . . . . . . . . . . . . . . . . . . . . 43
Alustriel . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Death Chariot . . . . . . . . . . . . . . . . . . . . 7 5 G r i m w a l d ’ s G r e y m a n t l e . . . . . . . . . . . 91
A m n . . . . . . . . . . . . . . . 22, 37, 38, 42 Deepingdale . . . . . . . . . . . . . . . . . . . . . . . . 36, 37 G r u m b a r . . . . . . . . . . . . . . . 16, 18, 39
Anauroch . . . . . . . . . . . . . . 23 Deneir . . . . . . . . . . . . . . . . . . . . . 11, 18 Hailcone . . . . . . . . . . . . . . . . . . . . . . . . 8 6
Arabel . . . . . . . . . . . . . . . . . 23, 32, 38 Desertsedge . . . . . . . . . . . . . . . . . . . . . 3 7 Half-elves . . . . . . . . . . . . . . . . . . . . . . 47
Archendale . . . . . . . . . . . . . . . 26, 36, 40, 42 Dethek . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Halfaxe Trail . . . . . . . . . . . . . . 39, 47
Archveult’s Skybolt . . . . . . . . . . . . . . . . 7 0 Dhedluk . . . . . . . . . . . . . . . . . . . . . 32, 38 Halfling, Inc. . . . . . . . . . . . . . . . . . 19
Asbravn . . . . . . . . . . . . . . . . . . . 2 6 , 4 1 Dismind . . . . . . . . . . . . . . . . . . . . . . . . 70 Halflings . . . . . . . . . . . . . . . . 7, 17, 31, 48
Ascore . . . . . . . . . . . . . . . . . . . . . . 49 Dispel Silence . . . . . . . . . . . . . . . . . . . . 7 2 Hammer Hall . . . . . . . . . . . . . . . 40, 48
Assassins . . . . . . . . . . . . . . . . . . . . . . . . . 85 Doust Sulwood . . . . . . . . . . . . . . . . . 20, 37, 77 Harpers . . . . . . . . . . 25, 27-29, 31, 29, 49, 71
Aubayreer’s Workbook . . . . . . . . . . . . 86 Dove Falconhand . . . . . . . . . . . . . . . . 20, 49, 77 H a r r o w d a l e . . . . . . . . . . . . . . . 36, 49
Auril . . . . . . . . . . . . . . . . . . . . . . . 10, 18 Dragoneye Dealing Coster . . . . . . . . . . . . . 6 2 Haunted Hall . . . . . . . . . . . . . . . . 49
Azoun IV . . . . . . . 18, 26, 32, 37, 38, 43, 81 Dragon Reach . . . . . . . . . . . . . . . . . . . 4 5 Helm . . . . . . . . . . . . . . . . 11, 18, 43
Azuth . . . . . . . . . . . . . . . . . . . . . . . . . . 10, 18 Dragons . . . . . . . . . . . . . . . . . . . . . 15-16, 38 H e x g r i d s , u s i n g . . . . . . . . . . . . . . . . . . 11
Baldur’s Gate . . . . . . . . . . . . 26, 38, 41, 42 Dragonspear . . . . . . . . . . . . . . . . . . . 37, 39, 41 H i g h D a l e . . . . . . . . . . . . . . 36, 37, 39
Bane . . . . . . . . . . . . . . . . . . 10, 18, 87, 93 Drow . . . . . . . . . . . . . . . . . . 37, 40, 41 High Horn . . . . . . . . . . . . 33, 38, 50
Barbarians . . . . . . . . . . . . . . . . . . . . . 27 D r u i d s . . . . . . . . . . . . . . . . . . . . . . . . . . . 39, 79 High Moor . . . . . . . . . . . . . . . . 50
Barroch’s Hold . . . . . . . . . . . . . . . . . . . . . 4 0 Durlag’s Tower . . . . . . . . . . . . . . . . . . . . . . . 40 Highmoon Trading . . . . . . . . . . . . 7 3
Battle of the Bones . . . . . . . . . . . . . . 28 Dwarves . . . . . . . . . . . . . . . . . . . . . . 7, 16, 40 Hill of Lost Souls . . . . . . . . . . . 50
Battledale . . . . . . . . . . . . . . 27, 36 Easting . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Hill’s Edge . . . . . . . . . . . . . 51
BATTLESYSTEM™ rules . . . . . . . . . . . . . 9 Eldath . . . . . . . . . . . . . . . . 11, 18, 39 Hillsfar . . . . . . . . . . . 37, 38, 44, 51
Beast Cults . . . . . . . . . . . . . . . . . . . . . 16 Elemental Lords . . . . . . . . . . . . 16, 18, 39 Hilp . . . . . . . . . . . . . . . . 33, 52
B e a s t L o r d . . . . . . . . . . . . . . . . . . . . . 41 Elminster . . . . . . . . . . . . . . . . . . . . . . . 49, 77, 95 Hlintar . . . . . . . . . . . . . . . . 52
Beregost . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Elturel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Hluthvar . . . . . . . . . . . . . . 52
Beshaba . . . . . . . . . . . . . . . . . . . . . . . . . 10, 18 Elven Court . . . . . . . . . . . . . . . 35, 39, 40, 42, 45 Hobgoblins . . . . . . . . . . . . . 46
Bhaal . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10, 18 Elversult . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Holy Flail . . . . . . . . . . . . . . . . . . . . . . . 8 2
Blacktalons . . . . . . . . . . . . . . . . . . . . . . . . 60 Elves . . . . . . . . . . . . . . . . 7, 16, 41, 43, 44 Homonculous Creation . . . . . . . . . . . . 77
Bladebless . . . . . . . . . . . . . . . . . . . . . . . 8 3 Encounter determination . . . . . . . . 1 3 - 1 4 Hooknose Crag . . . . . . . . . . . . . . . . . . 37
Bladethirst . . . . . . . . . . . . . . . . . . . . . . 7 9 E n c r y p t . . . . . . . . . . . . . . . . . . . . . . 88-89 Horn . . . . . . . . . . . . . . . . . . . . . . . . . 80
Bloodaxe . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Espar . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2 , 4 3 H u d d a g h . . . . . . . . . . . . . . . . . 52, 76
Boareskyr Bridge . . . . . . . . . . . . . . . . . . . . . . 28 Espruar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Hullack Forest . . . . . . . . . . . . . . . . . . 44
B o d y S y m p a t h y . . . . . . . . . . . . . . . . . 85 Essembra . . . . . . . . . . . . . . . . . . . 3 9 , 4 2 Hunt, the . . . . . . . . . . . . . . . . . . . . . . . 19, 42
Book of Num “The Mad” . . . . . . . . . . . 74 Eveningstar . . . . . . . . . . . . . . . . . . . . 33, 38, 43 Illykur’s Mantle . . . . . . . . . . . . . . . . . 92
Book of the Silver Talon . . . . . . . . . . . 6 3 Evereska . . . . . . . . . . . . . . . . . . . . . . . . . 42, 43 Ilmater . . . . . . . . . . . . . . . . 11, 18
B o w g e n t l e ’ s B o o k . . . . . . . . . . . . . . . . . 71 Evermeet . . . . . . . . . . . . . . . . . . . . . . . . 42, 44 Immersea . . . . . . . . . . . . 33, 52
Bowgentle’s Fleeting Journey . . . . . . . 7 2 Faerun . . . . . . . . . . . . . . . . . . . . . . . . . . 1 9 Impiltur . . . . . . . . . . . . . . . 5 2
Briartangle . . . . . . . . . . . . . . . . . . . . . . 74 Featherdale . . . . . . . . . . . . . . . . . . . . . . 36, 44 Inner Sea . . . . . . . . . . . . . . . . . . . . . 40, 42
Briel’s Book of Shadows . . . . . . . . . . . 7 6 Fields of the Dead . . . . . . . . . . . . . . . . . . . . . 45 Iriaebor . . . . . . . . . . . . . . . . . . . 54
Calantir’s Way . . . . . . . . . . . . . . . . . . . . . . . . 29 Fighters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Iron House . . . . . . . . . . . . . . . . . . . 54
Calaunt . . . . . . . . . . . . . . . . . . . . . . 30 Firehands Group . . . . . . . . . . . . . . . . . 4 3 I r o n T h r o n e . . . . . . . . . . . . . . . . . . . . 37
Calendar . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Firemaster . . . . . . . . . . . . . . . . . . . . . 43 Istishia . . . . . . . . . . . . . . . . . 16, 18
Caligarde’s Claw . . . . . . . . . . . . . . . . . . 6 8 Flameshroud . . . . . . . . . . . . . . . . . . . . 73 Jhessail Silvertree . . . . . . . . . . . . . . . . 20
Calimshan . . . . . . . . . . . . . . . . . . . 29, 38, 42 Flaming Fist . . . . . . . . . . . . . 27, 34-35, 60 Kara-Tur . . . . . . . . . . . . . . . 54
C a m p a i g n i n g . . . . . . . . . . . . . . . . . . . 7-10 Five Wizards . . . . . . . . . . . . . . . . . . . . 4 5 Khelben Arunsun . . . . . . . . . . . . 37, 49, 88
Candlekeep . . . . . . . . . . . . . . . . . . . . . . . . 29 Florin Falconhand . . . . . . . . . . . . . . . . . 20, 49, 77 Knights of Myth Drannor . . . . . . 20, 20,
Catfeet . . . . . . . . . . . . . . . . . . . . . . . . . . 7 9 Forgotten Forest, the . . . . . . . . . . . . . . . . . . . . 4 5 22, 24-27, 29, 30, 66, 77
Cavaliers . . . . . . . . . . . . . . . . . . . . . . . 30 Four, the . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Knights of the North . . . . . . . . . . . . . . . 54
The Chambeeleon . . . . . . . . . . . . . . . . 6 4 Fzoul Chembryl . . . . . . . . . . . . . . . . . . . . . . . 93 Knights of the Shield . . . . . . . . . . . 5 5
Chauntea . . . . . . . . . . . . . . . 11, 18, 39, 87 G a l l o p . . . . . . . . . . . . . . . . . . . . . . . . . 84 Kobolds . . . . . . . . . . . . . . . . . . . . . . . . 46
C h e s s e n t a . . . . . . . . . . . . . . . . . . . . . . 30 The gate page . . . . . . . . . . . . . . . . . . . 8 5 Kossuth . . . . . . . . . . . . . . . . 16, 18, 39
Circle, the . . . . . . . . . . . . . . . . . . . . . . . . . 79 Gauntlgrym . . . . . . . . . . . . . . . . . . . . . 4 1 Kulta . . . . . . . . . . . . . . . . . 55, 76
Citadel of the Raven . . . . . . 30, 38, 39, 45, 55 Gharri . . . . . . . . . . . . . . . . . . . . . . . . 4 4 Laeral’s Dancing Dweomer . . . . . . . . . 7 0
Clerics . . . . . . . . . . . . . . . . . . 7, 31 Glacier of the White Worm . . . . . . . . . . . . . . . 4 5 Languages . . . . . . . . . . . . . . . . 8
Cloak Wood . . . . . . . . . . . . . . . . . . . . . . . 31 Glanvyl’s Workbook . . . . . . . . . . . . . . 8 0 L a n t a n . . . . . . . . . . . . . . 53
Common . . . . . . . . . . . . . . . . . . . 8 Glister . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Lashan . . . . . . . . . . . . . . . . . . . 39, 40, 42
Company of the Cloak . . . . . . . . . . . . 44 Glyphs of Warding L a t h a n d e r . . . . . . . . . . . . . . . 11, 18, 28
Company of the Dragon . . . . . . . . . . . 3 9 Curtal . . . . . . . . . . . . . . . . . . . . . . . . 6 7 Laughing Hollow . . . . . . . . . . . . . . 56
Company of the Wolf . . . . . . . . . . . . . . . . 19 Hlack . . . . . . . . . . . . . . . . . . . . . . . 6 7 Leira . . . . . . . . . . . . . . . . . 11, 18
Corellon Larethian . . . . . . . . . . . . . . 16, 18 Yammas . . . . . . . . . . . . . . . . . . . . . . 6 7 Lhaeo . . . . . . . . . . . . . . . . . 95
C o r m O r p . . . . . . . . . . . . . . . . . . . . . . . 31 Zuth . . . . . . . . . . . . . . . . . . . . . . . . . 67 Listen . . . . . . . . . . . . . . . . . . . . . . . . . . 8 0
C o r m y r . . . . . . . . . . . . 32, 3 7 - 4 0 , 42-44 Gnomes . . . . . . . . . . . . . . . . . . . . . . 7, 17, 46 Living City, the . . . . . . . . . . . . . . . . 56
Cult of the Dragon . . . . . . . . . . . . . . . 2 6 Goblin Races . . . . . . . . . . . . . . . . . . . . . . . . 46 Llira . . . . . . . . . . . . . . 12, 18
Currency . . . . . . . . . . . . . . . . . . . . . . . . 9 Goblins . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 6 Lonely Moor . . . . . . . . . . . . . . . . . 56

95
Lord’s Alliance . . . . . . . . . . . . . . . . . . . . . . . . . 5 7 Procampur . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Tasseldale . . . . . . . . . . . . . . . . . . . . . . . . . . . 36, 84
Lords Who Sleep . . . . . . . . . . . . . . . . . 21 P r o s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Tempus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15, 18
Lothchas . . . . . . . . . . . . . . . . . . . . . . 4 4 P r o s k u r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Terrain and movement . . . . . . . . . . 12-13
Loviatar . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12, 18 Purple Flame, the . . . . . . . . . . . . . . . . . . . . . . . 2 0 Teshendale . . . . . . . . . . . . . . . . . . . . . . . . . . 36, 84
Lurkan the Reaver . . . . . . . . . . . . . . . 4 4 Randal Morn . . . . . . . . . . . . . . . . . . . 4 3 T e s h w a v e . . . . . . . . . . . . . . . . . . . . . 43
Luskan . . . . . . . . . . . . . . . . . . 42, 43, 45 Rangers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 0 Tethyr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Magic-Users . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 57 Rashemen . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 1 Teziir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 4
Malar . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12, 18 Raurin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 3 T h a a l i m T o r c h t o w e r . . . . . . . . . . . . . 44
Mane’s Band . . . . . . . . . . . . . . . . . 20, 3 7 , 77, 79 Reconstruction . . . . . . . . . . . . . . . 8 4 - 8 5 T h a r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 9 , 84
Mankind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 The Red Book of War . . . . . . . . . . . 8 1 - 8 2 T h a y . . . . . . . . . . . . . . . . . . . . . . . . . . 22, 4 2 , 85
M a p s , u s i n g . . . . . . . . . . . . . . . . . . . . . . 11 Red Cloaks . . . . . . . . . . . . . . . . . . . . . 4 l Thieves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 5
Marsember . . . . . . . . . . . . . . . . . . . . . . . . 33, 58 Red Shields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Thond of Wyvernwater . . . . . . . . . . . 3 7
Marsh of Chelimber . . . . . . . . . . . . . . . . . . . . . 59 Red Wizards . . . . . . . . . . . 27, 37, 44, 45 Thorass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Mask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12, 18 Reddansyr . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 3 Thorn Spray . . . . . . . . . . . . . . . . . . . . . 75
Maskyr’s Eye . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Religion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10, 31 Thousandheads Trading . . . . . . . . . . . . . . . . . 6 3
Melvaunt . . . . . . . . . . . . . . . . 37, 38, 39, 44, 60 Reveal . . . . . . . . . . . . . . . . . . . . . . . . . 8 2 Thunderlance . . . . . . . . . . . . . . . . . . 8 7
Men of the Basilisk . . . . . . . . . . . . . . . . . . . . . . 20 Ring of Winter . . . . . . . . . . . . . . . . . . 4 5 Tilver’s Gap . . . . . . . . . . . . . . . . . . . . 3 7 , 3 8 , 8 5
Merald’s Murderous Mist . . . . . . . . 79-80 Ruathlek . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Toril . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Mercenary Companies . . . . . . . . . . . . . . . . . . . 60 Ruathyna . . . . . . . . . . . . . . . . . 42, 43, 45 T h e T o m e o f t h e C o v e n a n t . . . . . . . . . 91
Merchant Companies . . . . . . . . . . . . . . . . . 62, 73 Sabirine’s Specular . . . . . . . . . . . . . 77-78 T o m e o f t h e U n i c o r n . . . . . . . . . . . 41, 42
Merchants’ League . . . . . . . . . . . . . . . . 4 2 Sacred Link . . . . . . . . . . . . . . . . . . . . 8 3 Torm . . . . . . . . . . . . . . . . . . . . . . . . . . . 15, 18, 32
Merith Strongbow . . . . . . . . . . . . . . . . . . . . . . 2 0 Saerb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 6 Torn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 0
Mielikki . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12, 18 Saerloon . . . . . . . . . . . . . . . . . . . . . . . . . . 73, 76 Tower of Ashaba . . . . . . . . . . . . . . . . . . . . . . . . 77
Milil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13, 18 Savage Seven, the . . . . . . . . . . . . . . . . . . . . . . 2 1 Trail Lords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Mindulgulph . . . . . . . . . . . . . . . . . . . . . . . . 1 9 , 61 The Scalamagdrion . . . . . . . . . . . . . 89-90 T r i b o a r . . . . . . . . . . . . . . . . . . . . . . . . 38
Mintarn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Scardale . . . . . . . . . . . . . . . . . . . . . 36, 39, 40, 73 Triel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 6
Mirabar . . . . . . . . . . . . . . . . . . . . . . . 40 Scatterspray . . . . . . . . . . . . . . . . . . . . . 76 Troll Woods . . . . . . . . . . . . . . . . . . . . . 3 8
Mistledale . . . . . . . . . . . . . . . . . . . . 36, 37, 39, 64 Sceptanar . . . . . . . . . . . . . . . . . . . . . . 4 3 Trollclaw Ford . . . . . . . . . . . . . . . . . . . . . . . . . 8 6
Moonsea . . . . . . . . . . . . . . . . . . . . . . . . . . . 38, 64 Scorch . . . . . . . . . . . . . . . . . . . . . 80-81 Trueshield Trading . . . . . . . . . . . . . . . . . . . . . . 62
Moonshae Islands . . . . . . . . . . . . . . . . . . . . . . . 64 Scornubel . . . . . . . . . . . . . . . . . . . . . . . . . 4 4 , 7 3 Tsurlagol . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 6
Moradin . . . . . . . . . . . . . . . . . . . . . . . . . . . 16, 18 Sea of Swords . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Tulbegh . . . . . . . . . . . . . . . . . . . . . . . . . 76, 86
M o u r n g r y m . . . . . . . . . . . . . . . . . . . . . 43, 49, 77 S e c o m b e r . . . . . . . . . . . . . . . . . . . . . 41 Tulrun’s Tracer . . . . . . . . . . . . . . . . . . . 6 9
Mulhessen . . . . . . . . . . . . . . . . . . . . . . . . . . 65, 76 Secure . . . . . . . . . . . . . . . . . . . . . . . . 89 Turmish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 6
Mulhorand . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Selgaunt . . . . . . . . . . . . . . . . . . . . . 42, 45, 74, 76 T y m o r a . . . . . . . . . . . . . . . . . . . . . . . . . 15, 18, 21
Mulmaster . . . . . . . . . . . . . . . . . . . . . . . . . . 37, 65 Selune . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13, 18 T y r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15, 18
Myrkul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13, 18 Sembia . . . . . . . . . . . . . . . . . . . . . . . . 3 7 , 4 0 , 7 4 Tyrluk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33, 86
Mystra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13, 18 Seven Suns Trading . . . . . . . . . . . . . . . . . . . . . 63 Umberlee . . . . . . . . . . . . . . . . . . . . . . . . . . . 16, 18
Myth Drannor . . . . . . . . . . . . . . . . . . . 39, 45, 65 Shaar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Unicorn horns, the uses of . . . . . . 7 6 - 7 7
Names . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Shadow Thieves . . . . . . . . . . . . . . . . . . . . . . . 8 0 Unther . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 6
The Nathlum . . . . . . . . . . . . . . . . . . . . 65 Shadowdale . . . . . . . . . . . 36, 37, 38, 39, 44, 77 Urmlaspyr . . . . . . . . . . . . . . . . . . . . . . . . . . 76, 86
Nchaser’s Eiyromancia . . . . . . . . . . . . . 6 2 S h a i r k s a h . . . . . . . . . . . . . . . . . . . . . 44 Ut t e r E ast . . . . . . . . . . . . . . . . . . . . . . 45
Nchaser’s Glowing Globe . . . . . . . . . . 6 2 S h a r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 18 Vaasa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37, 86
Nentyarch . . . . . . . . . . . . . . . . . . . . . . 4 3 Sharanalee . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 9 Vale of Lost Voices . . . . . . . . . . . . . . . . . . . . . . 87
Neverwinter . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Sharantyr . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 0 Valiant Warriors, the . . . . . . . . . . . . . . . . . . . . 2 1
Night Masks . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Sheela Peryroyal . . . . . . . . . . . . . . . . . . . . . 17, 32 Vangerdahast . . . . . . . . . . . . . . . . . . . . . 33, 38, 81
Nimbral . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 7 Silvanus . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 18 Vilhon Reach . . . . . . . . . . . . . . . . . . . . . . . . . 8 7
Nine, the . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 0 Simbul, the . . . . . . . . . . . . . . . . . . . . . . . 22, 37, 49 Voonlar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 7
Nobles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Six Coffers Market . . . . . . . . . . . . . . . . . . . . . . 62 Warrior’s Crypt . . . . . . . . . . . . . . . . . . 4 3
North, the . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 8 S k u l l G o r g e . . . . . . . . . . . . . . . . . . . . . . . . . 80 Watchware . . . . . . . . . . . . . . . . . . . . . . 73
NPC level modification table . . . . . . . . 1 7 S m o k e G h o s t . . . . . . . . . . . . . . . . . . . 81 Waterdeep . . . . . . . . . . . . . . . . 38, 57, 80, 85, 87
Nulathoe’s Ninemen . . . . . . . . . . . . . . . 6 2 Sossal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 0 Waukeen . . . . . . . . . . . . . . . . . . . . . . . . . 16, 18
O g h m a . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13, 18 Soubar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 0 Way Inn . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 9 , 8 8
O r c s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17, 46 South . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 0 Waymoot . . . . . . . . . . . . . . . . . . . . . . . . 33, 43, 88
Order of the Blue Boar . . . . . . . . . . . . . . . . . . . 61 The Spellbook of Daimos . . . . . . . . . . 7 2 Westgate . . . . . . . . . . . . . . . . . . . . . . . . 43, 44, 89
Ordulin . . . . . . . . . . . . . . . . . . . . . . . . . 38, 67, 76 Spell Engine . . . . . . . . . . . . . . . . . . . . . 7 8 Wheloon . . . . . . . . . . . . . . . . . . . . . . . . . . 33, 89
Orjalun’s Arbatel . . . . . . . . . . . . . . . 8 7 - 8 8 Spendelard’s Chaser . . . . . . . . . . . . . 6 8 Windriders Trading . . . . . . . . . . . . . . . . . . . . . . 74
O r l u m b o r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Snatch . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Witches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Paladins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 0 Spark. . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Wood of Sharp Teeth . . . . . . . . . . . . . . . . . . . . . 89
Phase Trap . . . . . . . . . . . . . . . . . . . 8 6 - 8 7 Stags Caravan . . . . . . . . . . . . . . . . . . . . . . . . . . 74 W y v e r n w a t e r . . . . . . . . . . . . . . . . . . . 37
Pheszeltan . . . . . . . . . . . . . . . . . . . . . . . . . 4 5 , 5 1 Standing Stone . . . . . . . . . . . . . . . . . . . . . . . 35, 81 Yellow Snake Pass . . . . . . . . . . . . . . . . . . . . . . . 92
Phlan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 8 Stealspell . . . . . . . . . . . . . . . . . . . . . . 9 3 Yhaunn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76, 92
Piergeiron Paladinson . . . . . . . . . . . . . . . . . . . 88 Sting . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Ylraphon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Pirate Isles . . . . . . . . . . . . . . . . . . . . . . . . . . 42, 68 Storm Silverhand . . . . . . . . . . . . . . . . 49, 77, 95 Yuirwood . . . . . . . . . . . . . . . . . . . . . . 4 2
Poisons Sune . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 18 Yulash . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38, 92
Belpren . . . . . . . . . . . . . . . . . . . . . 6 6 Surd . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 6 , 8 1 Zhentarim . . . . . . 26, 27, 30, 32, 33, 37, 55, 92
Dwarfbane . . . . . . . . . . . . . . . . . . . . 6 7 Surefeet Trademasters . . . . . . . . . . . . . . . . . . . 7 4 Zhentil Keep . . . . . . . 28, 32, 33, 30, 37, 38, 39
Huld . . . . . . . . . . . . . . . . . . . . . . . . 6 7 Suzail . . . . . . . . . . . . . . . . . . . . . . . 33, 38, 45, 81 42-45, 55, 84, 93
Jeteye . . . . . . . . . . . . . . . . . . . . . . . . . 6 7 Sword Coast . . . . . . . . . . . . . . . . . . . . . . . . 44, 81
L h u r d a s . . . . . . . . . . . . . . . . . . . . . 66 Swords of Leilon, the . . . . . . . . . . . . . . . . . . . . 21
Orvas . . . . . . . . . . . . . . . . . . . . . . . 6 6 Sylune . . . . . . . . . . . . . . . . . . . . . . . 38, 49, 77, 96
Prespra . . . . . . . . . . . . . . . . . . . . . 6 6 Talona . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 18
Varrakas . . . . . . . . . . . . . . . . . . . . . 6 6 Talos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15, 18
Presper’s Moonbow . . . . . . . . . . . . . . . 9 2 Tarkhaldale . . . . . . . . . . . . . . . . . . . 81
P r i a p u r l . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Tasirin’s Haunted Sleep . . . . . . . . . . . . 6 9

96

You might also like