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DESIGNER: Thomas M. Reid


DEVELOPER: Michael Donais
EDITORS : Chris Sims, Chris Thomasson, Penny Williams
MANAGING EDITOR: Kim Mohan
DESIGN MANAGER: Christopher Perkins
DEVELOPMENT MANAGER: Andrew J. Finch
DIRECTOR OF RPG R&D : Bill Slavicsek
PRODUCTION MANAGERS : Joshua C.J. Fischer, Randall Crews

ART DIRECTOR: Robert Raper


COVER ARTIST: Sam Wood
INTERIOR ARTISTS : Wayne England, Sam Wood, Richard Sardinha,
Carl Frank, Chris Hawkes, Jason Engle, Christopher Rush, Ralph Horsley,
Vince Locke, Mike Dubisch
GRAPHIC DESIGNERS : Kate Irwin, Dee Barnett
CARTOGRAPHER: Todd Gamble
GRAPHIC PRODUCTION SPECIALIST: Angelika Lokotz
IMAGE TECHNICIAN: Jason Wiley
SPECIAL THANKS : Richard Baker, Eric L. Boyd, George Krashos, Thomas M. Costa

Sources include the FORGOTTEN REALMS Campaign Setting by Ed Greenwood, Sean K Reynolds, Skip Williams, and Rob Heinsoo, Counselors & Kings Trilogy by
Elaine Cunningham, Defenders of the Faith by Rich Redman and James Wyatt, Demihuman Deities by Eric L. Boyd, Dragon Magazine, Dwarves Deep by Ed
Greenwood, Faiths & Avatars by Julia Martin with Eric L. Boyd, Faiths and Pantheons by Eric L. Boyd and Erik Mona, Magic of Faerûn by Sean K Reynolds,
Duane Maxwell, and Angel McCoy, Masters of the Wild by David Eckelberry and Mike Selinker, Monster Compendium: Monsters of Faerûn by James Wyatt and
Rob Heinsoo, Monster Manual II by Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter, Old Empires by Scott Bennie, Pages From the Mages
by Ed Greenwood and Tim Beach, Pirates of the Fallen Stars by Curtis M. Scott, Player’s Guide to Faerûn by Richard Baker, Travis Stout, and James Wyatt, Powers
& Pantheons by Eric L. Boyd, Prayers from the Faithful by Ed Greenwood, Races of Faerûn by Sean K Reynolds, Matt Forbeck, James Jacobs and Eric L. Boyd,
The Shining South by Tom Prusa, Song and Silence by David Noonan and John D. Rateliff, Sword and Fist by Jason Carl, Tome and Blood by Bruce R. Cordell
and Skip Williams, and Volo’s Guide to All Things Magical by Ed Greenwood with Eric L. Boyd.
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by
Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This product uses updated material from the v.3.5 revision.
This WIZARDS OF THE COAST® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written
permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20.
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620-17929-001-EN

DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, FORGOTTEN REALMS, D20, D20 SYSTEM, WIZARDS OF THE COAST, Shining South, Player’s Handbook, Dungeon Master’s Guide, Monster
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Visit our website at www.wizards.com/forgottenrealms
TABLE OF CONTENTS

Introduction . . . . . . . . . . . . . . . . . . 4 New Cleric Spells . . . . . . . . . . . . 43 Chapter 8: Estagund and the Chapter 11: The Shaar and the
What You Need to Play . . . . . . . 4 New Druid Spells . . . . . . . . . . . . 43 Shining Lands . . . . . . . . . . . . . . 109 Great Rift . . . . . . . . . . . . . . . . . . 155
New Hathran Spell . . . . . . . . . . 43 Geographic Overview . . . . . . . 109 Geographic Overview . . . . . . . 155
Chapter 1: Races and Regions . . . 5
New Paladin Spells. . . . . . . . . . . 43 Major Geographic Features . . 109 Major Geographic Features . . 155
Human, Arkaiun . . . . . . . . . . . . . 5
New Ranger Spells . . . . . . . . . . . 43 The Aerilpar Forest . . . . . . . 110 Azulduth,
Human, Durpari . . . . . . . . . . . . . 8
New Sorcerer/ The Curna Mountains . . . . . 110 the Lake of Salt . . . . . . . . 158
Human, Halruaan . . . . . . . . . . . 10
Wizard Spells . . . . . . . . . . . . . 43 The Dustwall . . . . . . . . . . . . . 112 The Channath Vale . . . . . . . 158
Human, Shaaryan . . . . . . . . . . . 12
New Spells . . . . . . . . . . . . . . . . . . 44 The Golden Water . . . . . . . . 112 Council Hills . . . . . . . . . . . . . 159
Loxo . . . . . . . . . . . . . . . . . . . . . . . 14
Raurin, the Dust Desert . . . 113 The Great Rift. . . . . . . . . . . . 160
Thri-Kreen . . . . . . . . . . . . . . . . . 15 Chapter 4: Magic Items . . . . . . . 52
People of the The Landrise . . . . . . . . . . . . . 160
Age, Height, and Weight . . . . . 17 Armor . . . . . . . . . . . . . . . . . . . . . 52
Shining Lands . . . . . . . . . . . 114 Lake Lhespen . . . . . . . . . . . . 160
Character Age . . . . . . . . . . . . . 17 Weapons . . . . . . . . . . . . . . . . . . . . 54
Politics and Power . . . . . . . . . . 116 The Rathgaunt Hills . . . . . . 161
Height and Weight . . . . . . . . . 17 Wondrous Items . . . . . . . . . . . . . 55
Cities and Sites . . . . . . . . . . . . . 121 The Riftwood . . . . . . . . . . . . 161
Character Regions . . . . . . . . . . . 17 Minor Artifacts . . . . . . . . . . . . . 57
Assur (Large Town) . . . . . . . 121 The River Shaar . . . . . . . . . . 162
Reading the Major Artifacts . . . . . . . . . . . . . 58
Chavyondat (Metropolis) . . 121 The Shaarwood . . . . . . . . . . . 162
Region Descriptions . . . . . . 18 Beguiler . . . . . . . . . . . . . . . . . . . . 60
Old Vaelen The Sharawood . . . . . . . . . . . 162
Forest of Amtar Region . . . . 18
Chapter 5: (Large Town) . . . . . . . . . . 123 The Uthangol Mountains . . 162
Loxo Region . . . . . . . . . . . . . . 18
Monsters of the South . . . . . . . . 60 Ormpé (Large Town) . . . . . . 123 People of the Shaar . . . . . . . . . 163
Misty Vale Region . . . . . . . . . 18
Behir, Halruaan . . . . . . . . . . . . . 61 Pyratar (Metropolis) . . . . . . 124 Politics and Power . . . . . . . . . . 169
Rathgaunt Hills Region . . . . . 18
Dark Tree . . . . . . . . . . . . . . . . . . 62 Vaelan (Metropolis) . . . . . . . 124 Cities and Sites . . . . . . . . . . . . . 171
Rethild Region. . . . . . . . . . . . . 19
Dragon, Rattelyr . . . . . . . . . . . . 63 Heroes and Monsters. . . . . . . . 124 Blaskaltar . . . . . . . . . . . . . . . . 171
Swagdar Region . . . . . . . . . . . . 19
Giant, Cyclops . . . . . . . . . . . . . . . 64 Delzimmer (Small City) . . . 171
Thri-Kreen Region . . . . . . . . . 19 Chapter 9: Halruaa . . . . . . . . . . 124
Laraken . . . . . . . . . . . . . . . . . . . . 66 Eartheart (Metropolis) . . . . 172
New Feats . . . . . . . . . . . . . . . . . . 19 Geographic Overview . . . . . . . 124
Loxo . . . . . . . . . . . . . . . . . . . . . . . 67 Hammer and Anvil
Allied Defense [General] . . . . 19 Major Geographic Features . . 124
Mantimera . . . . . . . . . . . . . . . . . 68 (Small City) . . . . . . . . . . . . 173
Ankheg Tribe Ambush The Akhlaur Swamp . . . . . . 124
Starsnake . . . . . . . . . . . . . . . . . . . 69 Hardcastle (Small Town) . . . 173
[Regional] . . . . . . . . . . . . . . 19 The Bandit Wastes . . . . . . . . 126
Tall Mouther . . . . . . . . . . . . . . . 70 Khôltar (Small City) . . . . . . 174
Cheetah Tribe Sprint Lake Halruaa . . . . . . . . . . . . 126
Tasloi . . . . . . . . . . . . . . . . . . . . . . 71 Lhesper . . . . . . . . . . . . . . . . . . 174
[Regional] . . . . . . . . . . . . . . 19 The Nath . . . . . . . . . . . . . . . . 127
Thri-kreen . . . . . . . . . . . . . . . . . . 72 Peleveran . . . . . . . . . . . . . . . . 174
Cover Your Tracks The Rivers . . . . . . . . . . . . . . . 127 Shaarmid (Large City). . . . . 174
[General] . . . . . . . . . . . . . . . 20 Chapter 6: Campaigns . . . . . . . . 74 The Walls . . . . . . . . . . . . . . . . 128 Heroes and Monsters. . . . . . . . 174
Eagle Tribe Vision Organizations of the South . . . 74 People of Halruaa . . . . . . . . . . 128
[Regional] . . . . . . . . . . . . . . 20 The Conclave . . . . . . . . . . . . . . 74 Politics and Power . . . . . . . . . . 131 Chapter 12:
Halruaan Adept Church of Loviatar . . . . . . . . 75 Cities and Sites . . . . . . . . . . . . . 134 Border Areas . . . . . . . . . . . . . . . . 175
[Regional] . . . . . . . . . . . . . . 20 House Jordain . . . . . . . . . . . . . 75 Aluarim (Small Town). . . . . 134 The Border Kingdoms and the
Heat Tolerance [General] . . . 20 The Maquar . . . . . . . . . . . . . . . 75 Chasolné . . . . . . . . . . . . . . . . . 134 Lake of Steam . . . . . . . . . . . 175
Hold The Line [General] . . . 20 Quinix the Glabrezu . . . . . . . . 75 Galdel (Large Town) . . . . . . 135 The Duskwood and the
Hyena Tribe Hunter Shadow Wizards . . . . . . . . . . . 75 Halagard (Small City) . . . . . 135 Querth Forest. . . . . . . . . . . . 175
[Regional] . . . . . . . . . . . . . . 20 Others . . . . . . . . . . . . . . . . . . . . 76 Halarahh (Small City) . . . . . 136 The Chondalwood . . . . . . . . . . 176
Initiate of Loviatar Dungeons in the House Jordain . . . . . . . . . . . . 138 Ruthien-Than. . . . . . . . . . . . . 176
[Initiate]. . . . . . . . . . . . . . . . 20 Shining South . . . . . . . . . . . . 77 Khaerbaal (Small City) . . . . 138 The Firesteap Mountains . . . . 176
Lion Tribe Warrior Wilderness Maeruhal (Village) . . . . . . . . 139 Innarlith (Metropolis) . . . . . 176
[Regional] . . . . . . . . . . . . . . 20 Encounter Tables . . . . . . . . . 78 Mount Talath Lapaliiya . . . . . . . . . . . . . . . . . . 177
Natural Scavenger Encounter Chance . . . . . . . . . 78 (Small Town) . . . . . . . . . . 139 Ormpur (Large City) . . . . . . 177
[General] . . . . . . . . . . . . . . . 21 How to Use the Talathgard . . . . . . . . . . . . . . . 140 Sheirtalar (Metropolis) . . . . 177
Nomadic Trekker Encounter Tables . . . . . . . . 79 Yaulazna (Bay of Pirates) The Mhair Jungles . . . . . . . . . 177
[Regional] . . . . . . . . . . . . . . 21 Group Descriptions . . . . . . . . . 79 (Hamlet) . . . . . . . . . . . . . . 140 Mulhorand . . . . . . . . . . . . . . . . 178
Resist Disease [General] . . . . . 21 Natural Hazards . . . . . . . . . . . . 91 Zalazuu (Large Town) . . . . . 141 The Dragonsword
Rhinoceros Tribe Charge Random Weather . . . . . . . . . . . . 92 Heroes and Monsters. . . . . . . . 141 Mountains . . . . . . . . . . . . . 178
[Regional] . . . . . . . . . . . . . . 21 The Plains of Purple Dust . . . 179
Selective Spell [Metamagic] . 21 Chapter 7: Dambrath . . . . . . . . . 94 Chapter 10: Luiren . . . . . . . . . . 142 The Shining Sea . . . . . . . . . . . . 179
Tall Mouther Hunter Geographic Overview . . . . . . . . 94 Geographic Overview . . . . . . . 142 Ulgarth . . . . . . . . . . . . . . . . . . . 179
[Regional] . . . . . . . . . . . . . . 21 Major Geographic Features . . . 94 Major Geographic Features . . 142 Kelazzan (Large Town) . . . . 180
Woodwise [Regional] . . . . . . . 21 The Bay of The Lluirwood . . . . . . . . . . . 142 Orvyltar (Large City) . . . . . 180
Dancing Dolphins . . . . . . . 94 The Luirenstrand . . . . . . . . . 144 Unther . . . . . . . . . . . . . . . . . . . . 180
Chapter 2: Prestige Classes . . . . 22 The Forest of Amtar . . . . . . . 96 The Mortik Swamp . . . . . . . 144 The Black Ash Plain . . . . . . 180
Crinti Shadow Marauder . . . . . 23 The Gnollwatch Mountains . 97 Quelthiir . . . . . . . . . . . . . . . . . 144 The Green Lands . . . . . . . . . 180
Great Rift Deep Defender . . . . 24 The Hills of the Dead Kings 98 The Southern Lluirwood . . 144
Halruaan Elder . . . . . . . . . . . . . 27 Rethild, the Great Swamp . . . 98 The Toadsquat Chapter 13: Adventure Sites . . 181
Halruaan Magehound . . . . . . . . 29 The Swagdar Mountains . . . . . . . . . . . . . 144 The Astral Inn . . . . . . . . . . . . . 181
Hand of the Adama . . . . . . . . . 31 (Outlaw Waste) . . . . . . . . . 100 People of Luiren . . . . . . . . . . . 145 The Ground Floor . . . . . . . . 181
Jordain Vizier . . . . . . . . . . . . . . . 33 People of Dambrath . . . . . . . . 100 Politics and Power . . . . . . . . . . 148 The Game . . . . . . . . . . . . . . . . 183
Luiren Marchwarden . . . . . . . . 35 Politics and Power . . . . . . . . . . 103 Cities and Sites . . . . . . . . . . . . . 151 The Theft . . . . . . . . . . . . . . . . 184
Maquar Crusader . . . . . . . . . . . . 38 Cities and Sites . . . . . . . . . . . . . 105 Beluir (Metropolis) . . . . . . . . 151 Bandit Camp . . . . . . . . . . . . . . . 186
Scourge Maiden . . . . . . . . . . . . . 40 Cathyr (Metropolis) . . . . . . . 106 Chethel (Large City) . . . . . . 151 The Reavers . . . . . . . . . . . . . . 186
Secrets of the South . . . . . . . . . 42 Herath (Large City) . . . . . . . 107 Crimel (Village) . . . . . . . . . . 152 The Camp. . . . . . . . . . . . . . . . 188
Maarlith (Metropolis) . . . . . 108 Krenalir (Large Town) . . . . 153 Dwarf Crypt . . . . . . . . . . . . . . . 189
Chapter 3: Magic and Spells . . . 42
Purl (Village) . . . . . . . . . . . . . 108 Shoun (Small City) . . . . . . . . 153 The Crypt . . . . . . . . . . . . . . . . 190
Rune Magic . . . . . . . . . . . . . . . . . 42
T’lindhet (Small City) . . . . . 109 Thruldar . . . . . . . . . . . . . . . . . 154
The Shadow Weave . . . . . . . . . . 42
Heroes and Monsters. . . . . . . . 109 Heroes and Monsters. . . . . . . . 154
New Bard Spell . . . . . . . . . . . . . . 42

3
The lands of the South each have their own unique char-
acter. Dambrath is a nation with two histories, one of human
barbarians and another of half-drow conquerors. It is known for
aggression and horse breeding. To the west sits mighty Halruaa,
a nation where everything is done with magical assistance, and

I n other parts of Faerûn, travelers speak of the wonders


they have seen in the Shining South. Tales and songs
tell of lands scorched by heat, people ruled by drow,
traders who could negotiate the name away from an Amnian,
and wizards who use magic for tasks mundane to miraculous.
The Shining South is a vast place with perhaps the broadest
items of power are created and put to use unlike anywhere else
in the whole of Faerûn. The wizards try to keep their eldritch
practices a secret, but hints of their capabilities have slipped
beyond their borders nonetheless. North of Halruaa sits the
western end of great grasslands known as the Shaar, which runs
all the way east to the Giant’s Belt Mountains, the very edge
of the world by some folks’ reckoning. Fierce nomadic tribes
variety of cultures anywhere. Halflings call part of the region of humans, wemics, loxos, thri-kreen, and others wander the
home, while in another area half-drow rule and deem others plains, chasing the herds and fighting for territory, water, and
outsiders. The most prominent dwarven abode sits squarely in sacred lands. Right in the middle of the Shaar is the Great
the South, within the Great Rift, a carved canyon that has Rift, homeland of the gold dwarves. Halflings, too, have their
belonged to the dwarves for untold centuries. The Shining own nation in the South. The hin, as they prefer to be called,
South is a place of ancient magic kept alive and practiced with live quietly in Luiren, enjoying the serenity of its pastures and
casualness that would make the barbarians of the Silver Marches woodlands. Finally, just to the east of the halfling home sits
howl in consternation. the Shining Lands, a place of commerce and faith. The people
Folk from many other parts of the world came to settle the of this place revere trade and wealth above all else, but couple
South, so people here can trace their cultures back to powers that that reverence with honesty and open minds.
rose and fell in distant times, including Netheril and Imaskar.
Peoples such as the distant Nars and Illuskans managed to find
their way to the shores of the Faerûn’s southern coast. All these
What You Need to Play
and more have given rise to tribesmen on the plains of the Shaar, This sourcebook assumes that you own the three core rulebooks
traders in Durpar, and reclusive wizards of Halruaa. of the DUNGEONS & DRAGONS® game: the Player’s Handbook, the
At its most basic definition, the Shining South is an area Dungeon Master’s Guide, and the Monster Manual. In addition,
encompassing the lands between the Chultan Peninsula and the material in this book frequently refers to the FORGOTTEN REALMS
blasted deserts of the ancient Imaskari region, and from the Great Campaign Setting and Player’s Guide to Faerûn.
Sea all the way to the fringes of Chondalwood and the ancient We also recommend Monster Compendium: Monsters of
nations of Unther and Mulhorand. Over 1.1 million square Faerûn and Races of Faerûn. A number of the creatures men-
miles could be considered part of the South, divided between six tioned in this sourcebook (primarily in the random encounter
principal locales—Dambrath, the Great Rift, Halruaa, Luiren, the tables) can be found in those resources.
Shaar, and the Shining Lands (Durpar, Estagund, Var the Golden,
and Veldorn). Amid these major regions, dozens of independent
cities and strongholds sit among a web of trade routes.

4
L ike many other corners of Faerûn, the diversity
of the Shining South is enormous, with represen-
tatives of every major race present. Some ways
of life might be unique to a particular group in this region,
but humans, elves, dwarves, gnomes, and halflings are much
the same here as elsewhere. In addition to these races, a few
species, such as the wemic, are unique to the Shining South, turned upside down in that nation, for half-drow reign supreme,
including two that are fully detailed in this book: the loxo and while humans kneel at their feet.
the thri-kreen. Gnomes and planetouched are uncommon in the Shining South.
Characters who hail from the Shining South can choose from A sizable gathering of gnomes serve as master gemcutters in the
several new regions described later in this chapter. The chapter city of Ormpé in Durpar, while another group defends the western
concludes with a selection of new feats and regional feats. end of the Rathgaunt Hills in the Shaar. Other small, isolated
Of the major races in the South, humans are the most preva- clans live deep in the hills, but the only gnomes usually spotted in
lent. A number of different human ethnicities populated the the open are those who hail from other lands. A few planetouched
southern coast of the continent in the early days, most of them linger in and around the Shining Lands, a reminder of the days
roaming the land first as barbaric nomads and only later settling when demons ruled some of the cities along the Golden Water,
down and taking up the practices of farming, craftsmanship, and in the Land of Monsters known as Veldorn. Their offspring still
trade. Among those, the Arkaiuns, the Durpari, the Halruaans, call the more cosmopolitan urban centers home, and few do more
and the Shaarans are the most dominant. than look twice at the outsiders in their midst, so long as those
Besides humans, gold dwarves and halflings are numerous outsiders have coin to spend like everyone else.
here due to the presence of their native homelands. The gold A few half-orcs and other humanoids serve as hired swords
dwarves call the Great Rift home and have spread from there to or bodyguards for less particular folk. They are more welcome in
the various mountain ranges throughout the South, especially Dambrath than anywhere else in the South, because the Crinti
since Moradin’s Thunder Blessing. They mine for precious metals employ unsavory soldiers of all sorts. The lizardfolk of Rethild
and gems in both the Curna and Toadsquat ranges, among others. are said to offer mercenary service from their swamp home, and
The halflings hail from the land of Luiren, where humans are a variety of humanoids roam the open plains of the Shaar.
few and far between. Halflings have also migrated into other
regions, particularly the Hills of the Dead Kings and various
urban centers along the coast of the Golden Water.
Human, Arkaiun
Elves and half-elves are a rarity in most parts of the South, Regions: Dambrath, The Golden Water, Halruaa, The Shaar.
for few forests here once served as their traditional homes. Minor Racial Feats: Knife Fighter, Resist Poison, Saddleback
communities of wild elves populate the Forest of Amtar, while a
similar, if more vicious, lot of the green elves inhabit the Misty Arkaiuns are a relatively new ethnicity among humans, a blend of
Vale. Enclaves of elves and half-elves can be found in several other cultures that have been forced to flee or submit to others for
human cities, but they are small and have no real presence. The most of their existence. Today, they are scattered throughout the
marked exceptions to this paucity are the drow beneath the southern coast of Faerûn, though Dambrath is their traditional
Gnollwatch Mountains and the half-drow Crinti who rule the home. Arkaiuns are generally short and stocky, with dusky skin
land of Dambrath on their behalf. The natural order has been and dark brown to black hair.

5
RACES AND REGIONS

History turned within half a century, and the Arkaiuns were the ones facing
subjugation. The final straw came in the form of betrayal at the
The Arkaiuns who came to the grass-covered plains of the region
hands of a group of priestesses of Loviatar. Dambrath belonged
now known as Dambrath originally hailed from Shandaular, the
to the drow, and the Arkaiuns became their servant race.
capital of the kingdom of Ashanath far to the north. Shandaular
was actually two separate parts of the same city, each built around
one of the termini of a two-way portal connecting the Council Outlook
Hills region and the western shore of Lake Ashane. When the
Few Arkaiuns identify themselves on a nationalistic level any
nentyarch of Tharos attempted to destroy Shandaular during
longer. They have long been an oppressed people, held under the
his conquest of Ashanath in –946 DR, the citizens fled through
thumb of half-drow and drow in what was once their homeland
their portal to the southern half of the city, leaving behind their
of Dambrath. Those who migrated to other regions before the
king, Arkaius the Archmage, to close the portal and destroy
coming of the Crinti have stayed there, and others have managed
it. The Nar people took the name of the fallen king, calling
to slip away at opportune moments.
themselves the Arkaiuns, and continued to live in the shadow of
the quiet portal arch for several more centuries. Though their
identity remained intact, the glory of the people of Shandaular
ARKAIUN CHARACTERS
Arkaiuns do well as fighters, rogues, and rangers, since the role
waned to a shadow of its former self. Eventually, the Arkaiuns
they play in Dambrathan society is one of manual labor and
were little more than numerous tribes of nomads who considered
struggle. In urban areas, they are house guards, sailors, and
their former city a meeting place.
thieves, while they function as warriors and ranch hands in
In the century leading up to Dale Reckoning, a second ethnic-
the countryside. Some outlaws might be barbarians, still trying
ity of humans arrived through the same portal terminus, albeit
to preserve a nomadic lifestyle and ready to flee the Crinti at
from a different region of Faerûn. These were a lost tribe of
a moment’s notice. Few Arkaiuns become spellcasters of any
Illuskans, having vanished from their homeland of Rauthym
sort, particularly in Dambrath itself, where practice of magic is

Illustrations by Mike Dubisch


during that nation’s expansive years. The Illuskans settled among
forbidden to Arkaiuns, and religion is enforced.
the Nar-Arkaiuns and interbred, and eventually, the two groups
Prestige Classes: Arkaiuns are inclined toward physical
became one. The mixed Arkaiuns continued to dwell in the
prestige classes, such as the assassin, duelist, Great Sea corsair,
Council Hills region for a couple more centuries, forming the
horizon walker, and guild thief, rather than those of a spiritual
kingdom of Eltabranar during that time.
or arcane nature.
After an ill-advised invasion of Unther and Mulhorand ended
disastrously, the Arkaiuns fled south and west, eventually settling
along the coast of the Bay of Dancing Dolphins. There, they Arkaiun Society
began to farm the land and founded trading centers, remaining
Crinti rule overshadows Arkaiun society.
a presence in the region for a number of centuries.
Arkaiuns who still live in Dambrath are
Early in the ninth century DR, the Arkaiuns accidentally broke
considered second-class citizens, suitable
through into the Underdark and encountered the drow for the first
only for menial
time. Foolishly, their king ordered an army to march down into
physical labor,
the depths of the mountains and conquer the drow city. It was
unspecialized
a disaster of record
commerce work,
proportions—the
tables were

Arkaiun Durpari Halruaan Shaaran

6
RACES AND REGIONS

and service in the military. Outside that nation, Arkaiuns simply often as utter outlaws), a few adepts, bards, druids, and rangers
blend in with the habits of those around them. have managed to develop some magical prowess. These individuals
Some Arkaiuns live in the wilds beyond the immediate control are rare, however.
of the Crinti and still uphold their traditional ways, insisting on Spellcasting Tradition: Since spellcasting among Crinti-ruled
observing the nomadic lifestyle and ceremonies they maintained Arkaiuns is forbidden, the people have no discernible spellcasting
before the coming of the drow. In these cases, Arkaiuns are a tradition.
savage people, as is evidenced in their occasional veneration of Unique Spells: None.
Malar as the master of the hunt.
ARKAIUN MAGIC ITEMS
Language and Literacy Since few Arkaiuns are afforded the opportunity to engage in
spellcasting, they have neither the knowledge nor the means to
Arkaiuns who live in Dambrath speak Common and Dambrathan. manufacture magic items.
This latter tongue is a combination of Old Illusk and ancient Common Magic Items: None.
Nar, neither of which are spoken today. It employs the Dethek
alphabet. Ordinary second languages include Illuskan, Halruaan,
Shaaran, and Undercommon. Only 30% of the Arkaiuns living
Arkaiun Deities
in Dambrath are literate. In Dambrath itself, Arkaiuns are forcibly devoted to Loviatar and
sometimes Lolth. Left to their own devices, most honor Tempus,
Arkaiun Magic and Lore though a few more savage folk (particularly the barbarians that
roam the fringes of Dambrath, fighting to remain free of Crinti
Arkaiuns are unused to using magic, since their Crinti rulers do influence) venerate Malar for his hunting portfolio. In other
not allow them to learn spellcasting. Of the magic with which lands, the Arkaiuns have adapted to the beliefs of the locals, so
they are familiar, armor and weapons bearing minor powers are they honor a wide variety of deities.
most common.

SPELLS AND SPELLCASTING Relations with Other Races


The Arkaiuns who have taken up the mantle of spellcaster have Obviously, most Dambrathan Arkaiuns view the half-drow and
almost universally adapted to another culture to learn the drow who rule their land with stifled loathing. This abhorrence
those ways. Among Arkaiuns whose culture is carries over to most other elves and half-elves (chiefly because
still intact (primarily barbarian peoples living on the half-drow have reinforced such notions). Arkaiuns get along
the fringes of Crinti society, well enough with dwarves and gnomes, but their relationship with

Halruaan Durpari Arkaiun Shaaran

7
RACES AND REGIONS

halflings is strained due to several invasion attempts on Luiren two thousand years, the Mulan of Mulhorand preyed on southern
(both before the arrival of the drow and at the behest of that tribes, wiping out entire clans in ferocious wars all across the plains
race). Arkaiuns coexist surprisingly well with half-orcs, since that now comprise the eastern Shaar and lands southward.
a large number of them live in Dambrath, serving in martial Eventually, the Durpari tribesfolk began to settle down, estab-
capacities alongside humans. lishing trading communities where they would be sheltered, fresh
More than a few Arkaiuns have migrated (or fled) to nearby water was available, and boats could be pulled ashore. Though the
human nations, so they have been accepted openly in the region tribes still squabbled, they were learning how to defend themselves
around the Golden Water and integrated well with the Durpari against the depredations of the Mulan to the north and the
people there. On the other side, Halruaans view Arkaiuns with Ulgarth to the east.
suspicion due to a bad history between the two countries. The trade centers grew, and the tribes began farming in
earnest, finding the land good for growing grains and other
Arkaiun Equipment produce for which tribes farther along the coast were eager to
deal. Over time, the Durpari became so skilled at trading they
Arkaiuns have access to every type of equipment available in the knew no rivals. Ships from all over the sea found their way into
Player’s Handbook, due to the extensive trade that takes place all the waters of the bay to do business with the folk.
along the southern coast of Faerûn, Dambrath included. Somewhere along the way, the Durpari found religion. A
simple merchant began preaching of the Adama, both a belief
ARMS AND ARMOR system and a code of conduct. To the Durpari, the Adama is the
Arkaiuns employ many weapons but prefer ranged weapons when one true force guiding their lives, and all deities in Faerûn are
in the open grasslands. Favored arms include crossbows, slings, considered a part of it.
and javelins for ranged combat, and short swords, daggers, and
rapiers for melee. The heat of the South means breastplates,
leather, and studded leather are the most common armors, along
Outlook
with bucklers or small shields. The Durpari people are warm and friendly, almost to a fault,
Common Items: Breastplate, leather armor, buckler, javelin, but this graciousness doesn’t hamper their sharp trading skills.
short sword, light crossbow. They are hard workers as well, driven by their love of commerce
and the belief that all things are possible with dedication and
ANIMALS AND PETS goodwill. This open-minded outlook makes the Durpari natural
Arkaiuns have always been superior riders, and the horses that explorers, undeterred by the odd and extraordinary.
run on the fields of Dambrath are major assets to that nation. The Adama teaches that only through honest business prac-
The humans bred and rode the animals long before the coming tices and mutual respect can one find peace and happiness. The
of the drow and half-drow, and they continue to do so today. As Durpari people get their strong senses of truth, fairness, and racial
a result, almost every Arkaiun learns to ride a horse by the time tolerance from the conviction that everything and everyone is
he is five years old. a manifestation of the Adama. These principles have, in turn,
garnered the Durpari a reputation for evenhandedness and made
Human, Durpari them more welcome in other lands.

Regions: Dambrath, The Golden Water, Halruaa, Mulhorand, DURPARI CHARACTERS


The Shaar, Unther. Durpari characters are diverse, for they find many types of skills
Racial Feats: Arcane Schooling, Cosmopolitan, Silver Palm and abilities useful. They make good sorcerers and wizards—es-
pecially abjurers, diviners, and illusionists, who are functional
Durpari have clustered around the Golden Water, the great bay of in protecting goods, determining the value of magic items, and
their homelands in the far southeastern section of Faerûn, for many enhancing business negotiations. People of the Golden Water
centuries. Through hard work and dedication to a few simple yet region also have a strong divine inspiration, and many join the
profound ideals, the Durpari have turned themselves into a culture clergy or serve as paladins on behalf of the Adama. Some become
of astute traders and kind, welcoming people. Their predilection bards to better entertain guests or sustain their travels, monks
for commerce has allowed them to spread all along the southern due to their proximity to eastern lands, or fighters and rangers
coast of the continent and northward into other lands. if they spend a great deal of time on the Veldorn frontier. Few
Durpari are thieves, because their society teaches so vehemently
History against such crimes, and almost no barbarians reside among the
people now, despite their history.
The Durpari tribes originated as subjugated barbarians to the great Prestige Classes: Durpari find the most value in information
Imaskari Empire of millennia ago. When that nation fell into gathering and the protection of their livelihoods. They gravitate
ruin, the Durpari quickly lost what civilizing influences they had toward the eldritch knight, Great Sea corsair, hand of the Adama,
acquired. Reverting to the lifestyle of simple nomads, the ancient hierophant, loremaster, Maquar crusader, and mystic theurge
Durpari roamed the coastline along the Golden Water. For over prestige classes.

8
RACES AND REGIONS

Durpari Society Durpari Deities


For most Durpari, the business of their culture is business itself, The Durpari people have a highly developed belief system that is
and their communities reflect this. A chaka, or merchant house, part code of conduct and part pantheon. Known as the Adama,
is the most recognized social unit among the people. Everyone is which means “the One,” this system preaches both broadminded-
judged by how well they do for themselves, rather than who their ness and proper behavior in all that the Durpari do. Everything
ancestors were. Life in the settlements is filled with the noise in the world and beyond is a part of the Adama. Because of its
of the marketplace, where everyone works to turn the highest all-encompassing nature, the Adama incorporates all the deities
profits while maintaining personal integrity. of Faerûn, and thus all are accepted (to one degree or another)
Durpari value freedom. Their laws put much trust in the in Durpari society.
virtues taught by the Adama, allowing the people to pursue their Strictly speaking, the deities most revered are Zionil (Gond),
goals unfettered by many commercial regulations. Despite this Curna (Oghma), Lucha (Selûne), Torm, and Waukeen. These
lax bureaucracy, the Durpari are not easy on criminals. They do, five deities best exemplify the spirit and core values of the faith,
however, believe in redemption. which teaches all to work hard, deal fairly, and prevent no other
Durpari society is open to all, regardless of culture or heritage, from doing the same. Worship of the Adama is more a matter of
with the obvious exception of wicked organizations and the fol- everyday behavior than ceremony and ritual. By treating others
lowers of evil or destructive deities. Many races and cultures live justly, one honors the Adama. For all practical purposes, the code
and work alongside Durpari without fear of bigotry or oppression. has the same tenets as the faiths venerating the five Faerûnian
Unless someone shows he cannot live without hurting others, his deities mentioned above.
only judges are the consumers, who vote with their coin.
Relations with Other Races
Language and Literacy The Durpari comprise one of the most accepting cultures in
The people of the Golden Water region of Faerûn speak Durpari, Faerûn. They have learned that to excel at trade, they must be
derived from elements of Draconic, Mulhorandi, and Rauric. It willing to deal with all types of people.
employs the Thorass alphabet, which was brought east during the
earliest days of trading. Almost every Durpari has some level of
literacy, since their businesses often depend on them being able
Durpari Equipment
to read and write. The Durpari, being master traders, have access to every conceiv-
able item from any land. As a result, the contents of the Player’s
Durpari Magic and Lore Handbook equipment lists are considered commonly available in
Durpari lands.
Magic is a useful tool in Durpari dealings, and the people are
at ease around both arcane and divine spells and items. Many ARMS AND ARMOR
Durpari employ sorcerers and wizards as part of their operations. The Durpari culture has adopted a blend of Mulhorandi and
Of course, the prevalence of faith in the Adama means the clergy Utter Eastern arms and armor preferences. Kukris, falchions, and
of that devotion are a strong presence among the Durpari. scimitars are most prevalent as melee weapons, while crossbows
and shortbows are favored for ranged attacks. The hot climate of
SPELLS AND SPELLCASTING the Durpari homelands means that the people prefer light armor
Durpari who study arcane spellcasting prefer divination and illu- for protection. The majority of combatants wear leather, studded
sion magic when dealing with potential business partners, while leather, or breastplates, along with light shields.
spellcasters of any focus are useful on the caravan trail. Common Items: All weapons and armor are available in
Spellcasting Tradition: To facilitate potential customers, Dur- Durpari nations.
pari merchants might employ illusions to create a comfortable
atmosphere for foreign clients. They also favor divination, which ANIMALS AND PETS
aids in predicting everything from the future price of goods to The Durpari are not fond of any one type of creature over any
the best shipping routes to avoid storms and hazards. others, though a wide variety of species can be found in the public
Unique Spells: Few spells are associated with Durpari areas, shops, and homes of the wealthy. Such fauna come from
wizards because of the mercantile focus of their culture. They many regions, brought back by merchants interested in selling
have managed to obtain their magic the way they acquire other unusual specimens to those who delight in showing off unique
goods—through shrewd bargaining in distant lands. pets. Animals that fare particularly well in Durpar’s hot climate
include lizards, snakes, and other reptiles, as well as colorful birds
DURPARI MAGIC ITEMS and exotic creatures from nearby jungles and rivers.
Durpari folk prefer magic items that reveal information, protect
caravans, and make life a little more comfortable at home.

9
RACES AND REGIONS

Human, Halruaan up their own magical mysteries, but they don’t think twice about
acquiring the arcane lore of others.
Regions: Dambrath, The Golden Water, Halruaa, Lapaliiya,
Nimbral, Samarach, The Shaar. HALRUAAN CHARACTERS
Racial Feats: Arcane Schooling, Magical Training, Spellwise Although it is not strictly true that more Halruaan wizards roam
Faerûn than those from any other land—the Red Wizards might
History beg to differ—it is accepted that the majority of Halruaans who
leave home are blessed with arcane power. Most are wizards,
Halruaans are the descendants of two cultural groups. Their although a few are bards. Halruaan sorcerers are probably more
original ethnicity comes from the Lapal (forebears of the common outside the country than within, as the rest of Halruaan
Tashalans), a people who fled to this region after escaping their society distrusts sorcerous magic and considers sorcerers danger-
yuan-ti masters in the jungles near the Lapal Sea. More than ous, tainted individuals. Few Halruaans are barbarians, druids,
three millennia ago, these escaped slaves settled a sheltered valley monks, paladins, or rogues. Some take up the mantle of divine
region that sat along the southern coast of Faerûn, surrounded on devotion, almost exclusively to one of the two deities of magic,
three sides by high mountains and the Great Sea on the fourth. Mystra or Azuth. Savras and Velsharoon have small followings
They established an uncomplicated life of farming, animal herd- subservient to the church of Azuth. Other faiths are overtly
ing, and fishing. The Lapal had few cities and many monster discouraged or expunged, but rumors persist of a cult of Shar
problems, but their existence was secluded and undisturbed for (and her Shadow Weave).
over a thousand years. Prestige Classes: Because of their focus on wizardry, any of the
When the empire of Netheril was shattered by the folly of prestige classes that seem to be a natural extension of arcane magic
Karsus and the magic of the phaerimm, a number of wizards, are favored by Halruaans. Arcane devotees, archmages, eldritch
along with their families, servants, and extended clans, fled knights, Halruaan elders, Halruaan magehounds, loremasters,
the northland, led by the archmage Raumark. They traveled and mystic theurges are all attractive choices. If any Halruaan
southward by way of skyships, looking for a place where they wizards have secretly turned to the Shadow Weave, a few might
could both hide from the phaerimm and settle into a life of have become shadow adepts.
magic once more. Eventually, they came upon a broad valley
set between three mountain ranges that even their skyships had
difficulty traversing. There they found the simple Lapal people,
Halruaan Society
still farming and fishing. Halruaans make a point of elevating those accomplished in the
Within three generations, the two groups had merged into arcane arts. It’s a fact of their society that masterful wizardry
one culture. The Netherese taught the ways of magic, and the is the ultimate goal in life. That is not to say that they scorn or
Lapal offered the secrets of using the land’s resources. In the abuse those who cannot wield magic. On the contrary, the lowly
centuries since then, the Halruaans have enjoyed a good life while cook who must light a fire with flint and steel serves an important
preparing for invasion from elsewhere, always expecting either function—even the high evoker needs a full belly to practice his
the phaerimm or other jealous nations to come and try to take magic. Still, the haves and the have-nots are clearly delineated
their magic away. in Halruaa, though no discriminatory laws against magic-bereft
At one point late in the second century DR, a small faction individuals exist in the nation.
of Leira worshipers broke from the wizards of Halruaa and Appearance is everything among Halruaans, the flashier the
relocated to the island of Nimbral. Though they are Halruaan better. Folk measure one another by their dress, responsibilities,
by blood, they are a distinct culture separated from their kin by and transportation, impressed all the more if magic is a part
many miles of ocean. of all three. Halruaans prefer to dress in bright colors, lavishly
adorn themselves with trinkets and magical effects, and ride in
Outlook luxurious vehicles. Conveyances are often magic items, such as a
skyship or flying carpet.
Halruaans are a happy people who treat one another with exag- In the countryside, flamboyant ways are not so important,
gerated niceties, though they are suspicious of outsiders and always but the use and display of magic still is. Rural folk value the
suspect strangers of trying to appropriate their magical secrets. practical application of magic more than magic for its own sake.
They enjoy the fruits of their labors well, for the quality of life A spell or item that can harvest the crop or herd the sheep more
in a land filled with wizards is high. Even the basest of common- efficiently is esteemed more than flashy wizardry.
ers might be able to perform a few simple spells. Likewise, with The Halruaan government is also set up around the influence
magic so common in the culture, most people have managed to of magic. The netyarch, or wizard-king, of Halruaa is generally
acquire at least one or two magic items. accepted to be the single most powerful magic-wielding individual
Few Halruaans develop wanderlust. Of those that do venture in the entire nation, culled from an elite group of wizards called
beyond the mountains that shelter their home, most are simply the Council of Elders. It is the wizard-king, with advice and as-
on a quest for new and unusual spell components or devices they sistance from the elders, who determines the policies of the land.
have never seen before. Ironically, Halruaans are loath to give A netyarch certainly recognizes the value of evaluating decisions

10
RACES AND REGIONS

from every angle, but everyone understands that decrees handed Halruaan Deities
down favor those with the gift of the Art.
Early in Halruaan history, the people likely followed a broader
pantheon derived from their previous cultures—the Lapal the
Language and Literacy divinities of the jungle and yuan-ti, and the Netherese their own
deities. These eventually gave way to the current divine beings
Halruaans almost universally speak Halruaan, which is simply a
worshiped in the land of wizards.
modern dialect of ancient Netherese. They employ the Draconic
The vast majority of Halruaans venerate Mystra, the deity
alphabet in their writings. Of course, no self-respecting Halruaan
of magic. They see service to her as beneficial to their way of
wizard limits herself to a single language. Many go out of their
life, and prayers asking for protection of the Weave are a daily
way to master half a dozen or so tongues, many of them ancient
ritual. In fact, it is likely that the Netherese who became the
and/or dead, to aid in magical research. The lowliest wizards learn
Halruaans recognized the change in the divinity of magic shortly
at least one or two other languages, if for no other reason than
after the destruction of Mystryl. Perhaps they felt in some way
to better facilitate trade with nearby nations.
obligated to curry the new deity’s favor in the hopes that nothing
A land of wizards is also a land of literacy. Those who cannot
so disastrous would befall them (such as pursuit by the phaerimm).
invoke arcane energy still learn to read and write at an early age.
That Mystra heard and answered those ancient supplications
The Halruuans have two reasons for this basic education. The
secured the utter loyalty of mainstream Halruaa to this day.
first is to uncover those Halruaan children who have a spark of
Eventually, some Halruaans began to migrate toward the
magic in them, which is accomplished through a series of tests.
worship of Savras and Azuth, recognizing a tighter focus to their
Part of the preparation for these tests is learning to read and
own interests in their tenets. While both churches were initially
write. Additionally, a developed intellect is prized in Halruaa, as
scorned, shunned, and relegated to the fringes of society, each
the nation’s public school system, which all youngsters attend,
saw in the other a long-term rival. Eventually, worship of the
shows. Literacy is quintessential to this point of personal pride.
All-Seeing Eye all but vanished, and the Church of Azuth became
widely accepted. Today one in six Halruaans worship Azuth.
Halruaan Magic and Lore Sects dedicated to Savras and Velsharoon also exist in Halruaa,
controlled by the church of Azuth, much as these lesser deities
Halruaa is magic, and magic is Halruaa. As descendants of the
owe fealty to the Lord of Spells. Those who follow the All Seeing
Netherese, who were perhaps the greatest wizards in the history
have gained prominence of late, due to the popularity of divina-
of Faerûn, Halruaans have the strongest magical tradition of
tion and the reemergence of the chuch of Savras across Faerun,
any alive—perhaps more deeply rooted than that of Thay. Every
albeit subservient to the church of Azuth. Savras’s sect maintains
kind of magic imaginable has been researched, perfected, and built
impartiality, serving all who can barter for foresight. Research-
on by Halruaan wizards. Divine magic is not as highly regarded
ers into death and undeath are allowed to plumb the mysteries
in Halruaan society, but clerics of Faerûn’s deities of magic are
Velsharoon offers, but such studies are strictly monitored and
common enough.
regulated by the clergy of The High One.
Another group of wizards, illusionists loyal to Leira, chose to
SPELLS AND SPELLCASTING leave the shores of Halruaa, rather than take up the same fight
While countless wizards of every school have dominated the
into which the followers of Azuth had been forced. These servants
landscape of Halruaa throughout its past, the diviner is now
of the Mother of Illusionists journeyed to the distant island of
the slight favorite. “Knowledge is power, thus great knowledge
Nimbral, where they remain today. Since the Time of Troubles,
is great power,” is a common saying in Halruaan social circles.
the inhabitants of Nimbral have not openly acknowledged the
Divination is the key to hidden information.
death of Leira, although most privately suspect or admit she
Spellcasting Tradition: In Halruaa, wizardry of every sort is
is truly gone. Ironically, the traditionalists receive their spells
accepted, and the more the better. Other forms of arcane magic
from Cyric, who is anything but. The churches of Akadi, Azuth,
are considered less important or unsafe. Divine spells tend to
Mystra, Savras, and Shar have all gained adherents as “Visages
focus on divination and protection, to both learn about and guard
in the Mist,” but none has yet been embraced as Leira reborn.
arcane secrets and magic items.
Though it is spoken of only in whispers, and evidence of it is
Unique Spells: Far too many useful and wondrous spells come
rarely seen, a cult of Shar is gaining ground in Halruaa. Wizards
from Halruaa to mention here. The vast majority of new spells
of every level of power, from rural peasant magicians to powerful
in this book account for but a fraction of the magic distributed
elders, have secretly turned to the Shadow Weave.
from Halruaa throughout the centuries.

HALRUAAN MAGIC ITEMS Relations with Other Races


As with spells, magic items are so widely created and used through-
Halruaans are a private lot, not prone to mingling with others.
out all facets of Halruaan culture that it would be impossible to
This keeps with their suspicious natures and belief that non-
effectively list them here. The majority of new items described
Halruaans are interested only in illicitly acquiring Halruaan
in Chapter 4 of this book, as well as countless items from other
magic. The wizards understand that they cannot exist in total
sources, originated in Halruaa.
isolation—interaction with other cultures is required for trade.

11
RACES AND REGIONS

So, merchants can visit coastal cities. Durpari tradesmen enjoy such efforts. The truth is, these people survive the only way they
highest favor, because they are adept at acquiring unusual material can, and they would rather die than be transplanted.
components and delivering them to Halruaa’s shores. The single biggest incursion into the Shaar came from the
Enough elves and half-elves have established a solid reputa- Shoon, but that did not last either. In the fifth century DR,
tion among the elite of Halruaa—several of them serve on the Shaarans rebelled against their Shoon masters. Despite bloody
Council of Elders—that Halruaans have grown more indiffer- reprisals, the Imperium was forced to withdraw from the region,
ent to them than in the past. Dwarves are welcomed, provided and the nomads quietly returned to their previous way of life.
they make themselves useful through their crafts. Halflings
are only barely tolerated within the borders of Halruaa, for
the wary citizenry see every halfling as a potential spy or thief.
Outlook
Halruaans know widely of gnomes only due to the intrusions Shaarans have a simple view on life that places little value on
of a nasty group of gnome werebeasts in the north. The oc- the long term. The most critical decisions are those revolving
casional gnome that comes to assist dwarves in their work is around survival, and to do that, the tribes must follow the herds.
grudgingly accepted. Everything else is secondary, and this intrinsic understanding
Halruaans openly dislike half-drow, and the hostile nature of of the laws of the plains is what helps the typical Shaaran
the Crinti to the east is an easy testament to why. On the other get by.
side of the country, yuan-ti occasionally become a nuisance. In For the most part, Shaarans are fiercely loyal, relentlessly
both cases, the wizards have been able to handle the threat. vengeful, and respect anyone who has the ability to survive the
harsh rigors of the grasslands. The nomads revere horses, the
Halruaan Equipment herds, other native animals of the plains, and a worthy adversary.
He also values the foreigner who comes to trade. A Shaaryan
Halruaans are wealthy, as a rule, and they can afford to import tribesman doesn’t look down on such strangers, but he and his
whatever clothing is in fashion at the moment. They prefer cool, comrades know that an outsider can never truly understand what
loose-fitting outfits because of the hot climate. Many Halruaan it means to be Shaaran.
wizards stubbornly cling to traditional robes, finding magical
means of adequate cooling. SHAARYAN CHARACTERS
Shaarans make excellent barbarians, rangers, fighters, and
ARMS AND ARMOR druids because of the harsh environment in which they live.
Because of the cultural blend from the formative days when the Understanding the land and being able to coexist with it is of
Lapal and Netherese came together, and because of their ability primary importance, and these classes are most practiced at such.
to craft just about anything magical, the Halruaan combatant A few Shaarans become rogues, particularly those who prefer to
has access to a wide variety of styles. Still, lighter armor is usually raid settlements, caravans, and other tribes. Those with spiritual
preferred to heavier gear unless some magic is available to keep tendencies might follow the faith of a nature or hunting deity
the wearer from overheating. instead of becoming a druid. A Shaaran with latent arcane ability
Common Items: All arms and equipment are available in becomes an adept, bard, or sorcerer, but formal study is an alien
Halruaan cities. concept to the culture. Few wizards come from Shaaryan stock,
while monks and paladins are likewise rare.
ANIMALS AND PETS Prestige Classes: A Shaaran typically becomes a Shaaryan
Halruaans are fond of unusual creatures, and they take great hunter. Among those who choose to leave the grasslands, more
pains to show off their lifestyle and wealth through the display than a few choose the path of the horizon walker.
of remarkable pets. In particular, Halruaan behirs and beguilers
are popular, but any number of strange animals from every
conceivable land might be acquired by the extremely wealthy.
Shaaryan Society
Shaaryan culture is built around the concept of the extended
Human, Shaaryan family, or clan. Several clans form a tribe, and the tribe lives,
moves, and hunts together across a portion of the Shaar. At
Regions: Dambrath, The Golden Water, Halruaa, Lapaliiya, different times, various tribes might ally or go to war with one
Mulhorand, The Shaar, Unther. another (over water rights, hunting territory, or historic bad
Racial Feats: Fleet of Foot, Horse Nomad, Survivor blood), but they spend most of their time hunting and ignoring
others. The nomads hunt antelope, bison, boar, and elephant, all
History of which provide them sustenance, food, shelter, and tools.
A tribe pools its shrewdest, most trustworthy adults into a
The history of the nomadic tribes of the Shaar region is old and council of wise persons known as elders, and it is from this pool
unwavering. Clans of people have wandered the plains for as long that the tribe selects a chieftain, by secret vote. The chieftain
as history recalls, and the lifestyle of these nomads has changed decides when it is time to relocate to keep up with a herd, when
little in that time. Though other cultures have periodically at- to switch to a new herd to avoid over-hunting one, what to do
tempted to assimilate the Shaarans, the tribesfolk have resisted with criminals, and so forth. Everyone else is expected to obey

12
RACES AND REGIONS

the chieftain and the elders. Those who cannot abide by these Other nomads, who revel in the hunt more than the glory of
directives are exiled, for the tribe has no time or energy to war, devote themselves to Malar, the Beastlord. These Shaarans
reform miscreants. usually focus on that deity’s hunting aspect, eschewing the bloodier
Tribes don’t give a second thought to raiding one another portions of Malar’s portfolio. Those working for survival can’t
and don’t, if the raiding party has fewer than twenty warriors, afford to be needlessly bloodthirsty.
consider such attacks to be warfare. The stealing of food, horses, A few Shaarans seek solace in the embrace of Akadi, finding
equipment, and even women and children is an accepted part of comfort in her tenets and how they relate to life in the grasslands
life on the plains. Raids with larger forces are considered outright and the movement of the tribes.
acts of war, and such conflicts continue until the two tribes
meet to discuss peace terms. Warring tribes are barred from the
semiannual intertribal gatherings at the Council Hills.
Relations with Other Races
Shaarans have grown used to numerous other species moving
Language and Literacy through or settling in their traditional lands, and they do not
favor one over others. The plains are a great crossroads for so
Shaarans speak Shaaran, a language that has no connection with many different species and cultures that it doesn’t matter what
any other language family in Faerûn. The language has adapted race a merchant is, or where he came from, as long as he has
some words from other cultures over the centuries, particularly something to offer. To a Shaaran, a person’s ability to survive
with the coming of traders to the region. Few Shaarans can read in the grasslands and be a useful member of the tribe is of far
or write because the culture relies on an oral history. Those who greater interest than where he might have been born.
have learned to scribe the Shaaran language employ the Dethek Some tribes get along far better with the loxos and thri-kreen
alphabet, learned from the gold dwarves in the Great Rift. that inhabit the Shaar, depending on how close the nomads’
hunting grounds come to those two species’ territories. Shaarans
Shaaryan Magic and Lore interact with other indigenous races as much as the other culture
allows. They have little contact, for example, with the wild elves
Shaaryan spellcasters are not numerous, although every tribe can of the Misty Vale, but regular dealings with the gold dwarves
count on the services of one or two arcane, and perhaps twice in the Great Rift.
that many divine, spellcasters. Usually the chieftain or a loyal Shaarans detest gnolls, but have equal distaste for the yuan-ti
elder is an adept or cleric with the ability to portend events. The that have begun to appear near Lake Lhespen or the Lake of
tribe almost always includes several rangers who serve as scouts, Salt. In both cases, Shaaryan nomads attack on sight and let the
as well as a druid to deal with the elements and the herds. bodies fall where they may. Fortunately, the dragons that hunt
the Shaar for food do not come often or in great numbers, for
SPELLS AND SPELLCASTING most tribes can do little about them.
Divination magic allows a tribe to determine when is the best time
to move camp, when inclement weather might threaten, and so
forth. Abjuration spells are useful for protection from attacks, the
Shaaryan Equipment
elements, and monsters. Illusion spells enhance storytelling and The Shaaryan people derive almost every piece of equipment
the presentation of oral history. Among divine spellcasters, spells they use from the land around them and the animals they hunt.
that focus on nature, healing, and the elements are most useful In addition to food, the herds they follow provide them with
to the nomadic culture, and druids and rangers are particularly weapons, clothing, and tools. Of course, the nomads trade for a
valuable to the survival of a tribe. few additional items, but such possessions are rare and wondrous
by Shaaryan norms.
SHAARYAN MAGIC ITEMS
Few Shaarans become skilled enough at crafting magic items to ARMS AND ARMOR
provide them for others. More often, they acquire such objects Shaaryan warriors prefer functional weapons that suit the no-
through trade. Shaaryan nomads are fond of items that aid their madic lifestyle and can be constructed or repaired in the grasslands
warriors in combat, including weapons, armor, and potions that without the need for a blacksmith. Knives, spears, nets, and bows
heal or increase battle prowess. are typical arms, and are often made of stone or bone. Light
armor, such as padded or leather, is most prevalent.
Shaaryan Deities ANIMALS AND PETS
The folk of the Shaar follow deities of nature and of the hunt. The Shaaryan culture depends primarily on its horses for
A whole tribe might worship a particular deity, but more often continued existence. Shaaryan horses are superior specimens
various tribe members venerate a number of differing deities. that thrive on the grasses of the plains, but tend to sicken
Many tribes follow Tempus. In the Shaar, all are warriors, for and die if removed from the Shaar. It is not uncommon to
foes are not limited to enemy tribes, but include the harshness find a Shaaryan ranger or druid with a powerful predator of
of the land and the creatures it hides. Before raids and during the plains, such as a lion or cheetah, as a companion. Smaller
war, Tempus is often propitiated. creatures, conditioned to the lifestyle of the nomads, are

13
RACES AND REGIONS

sometimes kept as pets, but most often these are familiars to Relations: Loxos prefer the company of their own kind, but
tribal spellcasters. do not go out of their way to discourage visitors unless they know
hostilities are likely. They come into the cities to trade from
TABLE 1–1: time to time, particularly to offer pieces of their artwork for
sale. Otherwise, left to their own devices, loxos avoid the other
R ACIAL ABILITY SCORE ADJUSTMENTS nomads of the Shaar.
Alignment: Isolationist by nature, loxos do not involve them-
Race Ability Adjustments Favored Class
selves in causes or in other species’ problems. They are removed
Loxo +8 Str, +2 Dex, +2 Con, –2 Cha Ranger
from the struggles between good and evil that surface in other
Thri-kreen +2 Str, +4 Dex, –2 Int, +2 Wis, –4 Cha Ranger
parts of the world, favoring neither side. To the loxos, everything
has its place, but extremes can be detrimental to the survival of
Loxo the herd. Loxos tend to be true neutral.
Religion: Loxos venerate nature and strength, having a preva-
Almost like humanoid elephants, the nomadic loxos share the
lent druidic tradition and a secondary priesthood. The worship of
plains of the Shaar with humans and others. Loxos are hunter-
the druids appears to focus on an entity that must be an aspect
gatherers that prefer the seclusion that comes with miles of open
of Hiatea, a deity of giants, but also one of nature, agriculture,
terrain and little interaction with other species. They have roamed
hunting, and childbirth. Many loxo clerics worship their vision
the plains for some two centuries, claiming to have arrived from
of Hiatea, while some favor an aspect of Iallanis (also a deity of
another world via mysterious means. Only the loxos are certain
giants) for his strength and healing ability.
where they came from, and they do not speak of it.
Language: Loxos speak their own language. Many of them also
Personality: Loxos are peaceful creatures that want nothing
learn Common and Shaaran to trade or negotiate effectively.
so much as to be left alone. Though they are not aggressive, they
Male Names: Alagar, Debib, Gaugan, Jatik, Ranjeet, Rohap,
defend their herds ferociously, able to fight in a terrible rage when
Taral, Varien.
necessary. They are fond of geometric patterns in their simple

Illustration by Chris Hawkes


Female Names: Agrit, Bakal, Devrika, Jamune, Kasi, Lavika,
clothing, particularly with circle or diamond shapes, and enjoy
Otala, Ranial, Shali, Tarali, Valsha.
creating rustic works of art to trade.
Adventurers: As is often the case with youths, young loxos
Physical Description: A loxo appears to be a bipedal elephant,
occasionally feel a need to travel beyond the traditional territory
albeit a bit smaller. Its skin is bluish-gray, wrinkled, and covered
of their herd. Intrigued by humans and other races, some loxos
with rough, sparse hair. It has stocky limbs and fingers, flat feet,
take up with a group of adventurers for an experience of life
and large ears. Its most striking feature is the pair of trunks
beyond the Shaar.
that grow from its face, framed by large
Regions: Most loxos live in the Shaar, though a very few
tusks. Each trunk is about 2 feet long
might hail from the Golden Water region.
and has three fingerlike digits at
the end. The typical loxo stands
about 7 to 7-1/2 feet tall
and weighs about 500
pounds.

Loxo

14
RACES AND REGIONS

Loxo Racial Traits Reflex save is 10 + 2 (1/2 of the loxo’s racial HD) + the
loxo’s Str modifier.
• +8 Strength, +2 Dexterity, +2 Constitution, –2 Charisma. Loxos
• Automatic Languages: Loxo. Bonus Languages: Common,
are powerful physical specimens, but their lack of contact with
regional dialects.
outsiders limits their abilities of persuasion.
• Favored Class: Ranger. A multiclassed loxo’s ranger class does
• Monstrous Humanoid: Loxos are not subject to spells or
not count when determining whether he takes an experience
effects that affect only humanoids, such as charm person or
point penalty for multiclassing.
dominate person.
• Level Adjustment: +2.
• Large: As a large creature, a loxo has a –1 penalty to Armor
Class, a –1 penalty on attack rolls, a –4 penalty on Hide checks,
a +4 bonus on grapple checks, and his lifting and carrying
limits are double those of Medium characters.
Thri-Kreen
Thri-kreen are a mantislike race of hunters that travel in packs
• Space/Reach: 10 feet/10 feet.
across the grasslands of the Shaar. They are reclusive and alien
• Loxo base land speed is 30 feet.
to most other creatures that share the plains with them.
• Darkvision out to 60 feet.
Their physical nature and aggressive hunting tactics make
• Racial Hit Dice: A loxo begins with five levels of
them superior in the region, but thri-kreen do not usually
monstrous humanoid, which provide him with
attack other sentient creatures without provocation.
5d8 Hit Dice, a base attack bonus of +5, and
Personality: Thri-kreen have no
base saving throw bonuses of Fort +1, Ref +4,
solid personalities as hu-
Will +4.
mans would define them.
• Racial Skills: A loxo’s monstrous humanoid
Unpredictable in every-
levels grant him skill points equal to 8 × (2 +
thing they do, thri-kreen
Int modifier). Class skills include Climb, Listen,
do not evidence much emotion in their
Spot, and Survival.
Illustration by Jason Engle

behavioral patterns. Their faces are in-


• Racial Feats: A loxo’s monstrous humanoid
capable of exhibiting most feelings, but
levels grant him two feats.
agitation does show in the rapid motion
• We a p o n a n d A r m o r
of antennae and mandibles. The
Proficiency: A loxo is au-
focus of the thri-kreen
tomatically proficient with
is always on survival, and they respect
simple weapons and light armor.
only prowess and strength.
• Natural Attacks: Loxos can
Physical Description: A thri-kreen
attack with their trunks. A
looks like a bipedal praying mantis,
loxo can make single attack with one
between 4-1/2 and 7 feet tall, weigh-
trunk (as a slam attack) that deals 1d6
ing 100 to 375 pounds. Of the six
points of damage, or with a full-attack
limbs protruding from a thri-
action, he can make slams with both
kreen’s midsection, two are
trunks. As part of a full-attack action
Thri-kreen used for walking, and each
with another weapon, a loxo can make one
of the other four ends in
secondary attack using a single trunk at his highest
a four-fingered hand. A
base attack bonus –5.
sand-colored exoskeleton
• Natural Armor: +4 natural armor bonus.
covers an adult thri-kreen’s
• Berserk Rage (Ex): A loxo that sees a clan
body. Two compound eyes, two antennae, and a complicated jaw
member killed or incapacitated enters a berserk rage. The
structure, which includes a pair of wicked mandibles, give the
loxo gains a +4 bonus to Strength, a +4 bonus to Constitution,
head an insectlike appearance. The typical thri-kreen wears a
and a +2 morale bonus on Will saves, but takes a –2 penalty
harness, belt, and slings for holding its equipment, but no other
to Armor Class. This rage lasts a number of rounds equal to
clothing or armor.
3 + the loxo’s (newly improved) Constitution modifier. After
Relations: Thri-kreen neither seek nor shun contact with
the rage ends, the loxo is fatigued (–2 penalty to Strength,
other races. They simply exist with other species and share terri-
–2 penalty to Constitution, can’t charge or run) until the
tory so long as others do not begin to over hunt an area or waste
end of the encounter.
precious resources. If a thri-kreen pack perceives interlopers as
• Trample (Ex): As a standard action, a loxo can trample
a danger, they attack relentlessly, heedless of their own safety,
creatures of Medium size or smaller. The loxo merely has
until the threat is either driven off or slain. Lacking any sense
to move over the opponents. The trample deals 1d8 (plus
of honor or loyalty, thri-kreen are a hard species with which
1-1/2 times the loxo’s Strength bonus) points of bludgeon-
to negotiate.
ing damage. A trampled opponent can make an attack of
Alignment: Thri-kreen lack devotion beyond the convenience
opportunity with a –4 penalty against the trampling loxo
of joining with exceptional hunting companions, and are spontane-
or attempt a Reflex save for half damage. The DC for the
ous in most of their actions. Adding to this chaotic behavior, they

15
RACES AND REGIONS

have no traditions of their own and see little value in those of • Thri-kreen do not sleep and are immune to sleep spells and
others. Further, while thri-kreen are not needlessly cruel or evil, similar magical effects. A thri-kreen spellcaster still requires
they do not go out of their way to help others. Simple existence 8 hours of rest before preparing spells.
and survival rule the thri-kreen way of life—the strong live and • +3 Natural Armor: A thri-kreen’s exoskeleton is tough and
the weak die. resistant to blows.
Religion: Thri-kreen have no established religious practices. • Multiple Limbs: Thri-kreen have four arms, and thus
However, some of them have become attuned to the hunting and can take the Multiweapon Fighting feat (page 304 of the
resource aspects of nature deities, such as Silvanus or Malar, and Monster Manual) instead of the Two-Weapon Fighting feat.
developed druidic spellcasting abilities. Others, perhaps influenced Thri-kreen can also take the Multiattack feat. These are not
by Shaaryan neighbors, see the power in following Tempus or bonus feats.
Akadi and become clerics of one of these deities. • Natural Attacks: Thri-kreen can attack with four claws and
Language: Thri-kreen speak their own language, Thri-Kreen, a bite. The claws deal 1d4 points of damage, and the bite is
which is composed of clicks and snaps of their mandibles. Most a secondary attack that also deals 1d4 points of damage. A
thri-kreen learn to speak a smattering of Common if their packs thri-kreen can attack with a weapon (or multiple weapons) at
roam near humanoid civilizations. its normal attack bonus and make either a bite or claw attack
Names: Thri-kreen make no distinction between male and as a secondary attack. For example, a thri-kreen ranger with
female names, and they have no surnames. the Multiweapon Fighting feat who is armed with four short
Thri-kreen Names: Chit’al, Drik-chkit, Gulnik, Kiktul, swords could attack with all four swords at a –2 penalty (the
Klaktuk, Krik, Pok, Ptekwe, Tal’tich, Tilnak, Tik-tik normal penalty for fighting with multiple weapons while using
Adventurers: Thri-kreen sometimes break with the pack light weapons in off hands) and also make a bite attack at a
and explore lands beyond their hunting grounds. Typically, –5 penalty.
this activity is at the behest of leaders, who feel information is • Poison (Ex): Injury (bite), initial damage 1d6 Dex, secondary
important for the survival of the pack. Lone thri-kreen often damage paralysis for 2d6 minutes, DC 11 + the thri-kreen’s
become caravan guards or join with those that roam the lands, Con modifier. A thri-kreen produces enough poison for one
seeking only to better survive, but learning the ways of other bite per day.
folk in the process. • Leap (Ex): Thri-kreen are natural jumpers. They have a +30
Regions: The Shaar. racial bonus on all Jump checks.
• Weapon Familiarity: Thri-kreen can treat the gythka and
Thri-kreen Racial Traits chatkcha (see sidebar) as martial weapons, rather than
exotic weapons.
• +2 Strength, +4 Dexterity, –2 Intelligence, +2 Wisdom, –4 • Naturally Psionic: When using the Expanded Psionics Hand-
Charisma. Thri-kreen are superior physically, but their alien book, thri-kreen gain 1 bonus power point at 1st level. This
thinking prevents them from easily grasping higher concepts benefit does not grant the ability to manifest psionic powers
or dealing well with others. unless such powers are gained through another source, such
• Monstrous Humanoid: Thri-kreen are not subject to spells or as levels in a psionic class.
effects that affect humanoids only, such as charm person or • Psi-Like Abilities: When using the Expanded Psionics
dominate person. Handbook, apply the following psi-like abilities to a thri-kreen.
• Medium: As Medium creatures, thri-kreen have no special 3/day—chameleon, know direction and location; 1/day—greater
bonuses or penalties due to their size. concealing amorpha, metaphysical claw. Manifester level is
• Thri-kreen base land speed is 40 feet. equal to 1/2 the thri-kreen’s Hit Dice (minimum 1st).
• Darkvision out to 60 feet.

Thri-kreen Weapons
Thri-kreen warriors have invented two exotic weapons that are Chatkcha: This exotic ranged weapon is a crystalline throw-
unique to their race: the gythka and the chatkcha. ing wedge.
Gythka: This two-handed exotic melee weapon is a polearm
with a blade at each end. You can fight with it as if fighting Damage Range
with two weapons, but if you do, you incur all the normal attack Weapon Cost (M) Critical Inc. Weight Type
penalties associated with fighting with two weapons, just as if you Gythka 60 gp 1d10* ×2 — 25 lb. Slashing
were using a one-handed weapon and a light weapon. A thri-kreen Chatkcha 1 gp 1d6 18–20/×2 20 ft. 3 lb. Piercing
can wield two gythkas at once as double weapons due to its four *Double weapon, deals 1d10/1d10 damage.
arms. When so doing, the creature takes penalties as if its off-hand
weapons were one-handed weapons, not light weapons.

16

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RACES AND REGIONS

• Racial Hit Dice: A thri-kreen begins with two levels of mon- TABLE 1–3: AGING EFFECTS
strous humanoid, which provide 2d8 Hit Dice, a base attack
Middle Maximum
bonus of +2, and base saving throw bonuses of Fort +0, Ref
Race Age* Old** Venerable† Age
+3, Will +3.
Loxo 30 years 45 years 60 years +2d12 years
• Racial Skills: A thri-kreen’s monstrous humanoid levels grant
Thri-kreen 12 years 18 years 25 years +1d10 years
skill points equal to 5 × (2 + Int modifier). Class skills include
* –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Balance, Climb, Hide, Jump, Listen, and Spot.
** –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
• +4 racial bonus on Hide checks in sandy or arid settings,
† –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
including the Shaar.
• Racial Feats: Thri-kreen characters gain Deflect Arrows as a
bonus feat. In addition, a thri-kreen’s monstrous humanoid Height and Weight
levels grant one feat.
Choose your character’s height and weight from the ranges
• Automatic Languages: Thri-kreen. Bonus Languages: Common,
mentioned in the racial description, or roll randomly on Table
Shaaran.
1–4: Random Height and Weight. The dice roll given in Height
• Favored Class: Ranger.
Modifier determines a character’s extra height beyond the base
• Level Adjustment: +1. If you are using the Expanded Psionics
height. That same number, multiplied by the dice roll given in the
Handbook, a thri-kreen has a level adjustment of +2 due to his
Weight Modifier column, determines a character’s extra weight
natural psionic abilities.
beyond the base weight.

Age, Height, TABLE 1–4:


and Weight R ANDOM HEIGHT AND WEIGHT
The details of your character’s age, gender, height, weight, and Base Height Base Weight
appearance are up to you. However, if you prefer some rough Race Height Modifier Weight Modifier
guidelines in determining these details, refer to Tables 1–2 Loxo, male 6' 6" +2d12 450 lb. × (2d4) lb.
through 1–4. Loxo, female 6' 0" +2d12 425 lb. × (2d4) lb.
Thri-kreen, male 5' 2" +2d10 135 lb. × (2d6) lb.
× (2d6) lb.
Character Age Thri-kreen, female 4' 6" +2d10 100 lb.

Your character’s age is determined by your choice of race and


class, as summed up on Table 1–2: Random Starting Ages. For
Character Regions
example, a loxo barbarian’s starting age is 12 + 1d4 years, or Merchant ships flow back and forth along the entire stretch of the
13–16 years, while a thri-kreen ranger is 5 + 1d2 years old, or southern coast of Faerûn, following the shoreline, transporting
6–7 years of age. goods to market, and gaining new cargos destined for yet another
city. Goods and news aren’t the only cargos carried along the trade
TABLE 1–2: R ANDOM STARTING AGES routes, though. Specialists, skilled in everything from commerce
to monster hunting, move from place to place, sharing their
Bard Cleric expertise with others. The wizards of Halruaa might jealously
Barbarian Fighter Druid guard their skills, but some have managed to disseminate them
Rogue Paladin Monk all the same.
Race Adulthood Sorcerer Ranger Wizard Regions for humans who call some part of the Shining South
Loxo 12 years +1d4 +1d6 +2d4 home include Dambrath, The Golden Water, Halruaa, and The
Thri-kreen 5 years +1d2 +1d2 +1d4 Shaar. A new region for humans is The Swagdar. Characters
might journey to any part of the South from other lands, of
As your character ages, his physical ability scores (Strength, course, but any humans native to the area hail from one of these
Dexterity, and Constitution) decrease and his mental ability scores areas. Numerous nonhuman characters are also found in the
(Intelligence, Wisdom, and Charisma) increase. The effects of South. Their regions include Dambrath (half-drow), The Great
each aging step are cumulative, but a character’s ability scores Rift (gold dwarves), Luiren (strongheart and lightfoot half-
can never be reduced below 1 by aging. lings), and The Shaar (centaurs, loxos, thri-kreen, and wemics).
When a character reaches venerable age, the DM secretly Loxos and thri-kreen also have their own regions described in
rolls to determine his maximum age. This is the sum of the this book—a character that chooses one of these racial regions
race’s venerable age plus the modifier from the Maximum Age could certainly be a native of the Shining South. This section
column of Table 1–3. When a character reaches his maximum also introduces four new nonhuman regions: Forest of Amtar
age, he dies of old age at some point in the following year, as and the Misty Vale (wild elves), Rathgaunt Hills (gnomes), and
determined by the DM. Rethild (lizardfolk).

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RACES AND REGIONS

Reading the Region Forest of Amtar Region


Descriptions Deep in the heart of the hot, humid woods north of Dambrath,
the wild elves try to preserve their way of life and prohibit
Each of the regions is described in the following way.
incursions from all sides. They use guerrilla tactics to thwart the
Automatic Languages: The character knows all the languages
Crinti logging that is slowly destroying their homeland, drive off
identified here. All player characters also know Common.
bandits to the north, and deter the gnolls and other dark things
Bonus Languages: 1st-level characters, with Intelligence scores
that lurk beneath the Gate of the Iron Fangs to the west.
of 12 or higher, can choose one language from this list for every
Automatic Languages: Elven.
point of Intelligence bonus.
Bonus Languages: Dambrathan, Dwarven, Gnoll, Halfling,
Regional Feats: The feats specific to characters of the region.
Shaaran, Sylvan, Undercommon.
All the feats mentioned in this
Regional Feats: Forester, Survivor, Treetopper.
section are described in Play-
Bonus Equipment: (A) Hide
er’s Guide to Faerun except
armor* and elixir of hiding or (B)
for Might Makes Right
shortspear*.
(in Races of Faerûn) and
Woodwise (in this book).
Bonus Equipment: A charac- Loxo Region
ter who chooses the region gains
The loxos of the Shaar have
this bonus equipment at 1st level,
wandered the grasslands for
in addition to any starting money
generations, surviving off the
he gains based on his choice of
bounty of the earth, sparse as
class. He gains only one of the
it may be at times. Though they
equipment packages provided
are not aggressive, they do not hesi-

Illustration by Vince Locke


here. Items marked with an
tate to charge into battle to protect
asterisk (*) are masterwork
their herd.
items.
Automatic Languages:
Loxo.
REGIONS FOR Bonus Languages: Dwarf,
CHARACTERS ABOVE Gnoll, Gnome, Shaaran.
Regional Feats: Bullhead-
1ST LEVEL ed, Dreadful Wrath, Furious
Characters from powerful
Charge.
races might be equivalent to
Bonus Equipment: Potion
2nd-, 3rd-, or 4th-level charac-
of cure light wounds and (A)
ters despite the fact that they have
morningstar* or (B) 2 javelins*.
only one class level. When such
a character chooses a region, he
gains access to regional feats, Misty Vale
automatic and bonus languages,
and bonus equipment just like any
Region
other character. A beginning char- A wild elf of the Forest of Amtar Hidden away in the deepest part of the Misty
acter of higher than 1st level should Vale, the wild elves do everything in their
be equipped as a character of his effective character level (ECL), power to keep other races out of their lands. Their viciousness
so the bonus equipment is often less important to him than it is is legendary, and their determination unwavering. They make
to a 1st-level character. no exceptions.
If the character has racial Hit Dice before he adds his first Automatic Languages: Elven.
level of a character class, he can still choose a region. This Bonus Languages: Halruaan, Gnoll, Shaaran, Sylvan,
provides the character with the normal benefits of a region, but Tashalan.
he can only choose a regional feat if his racial Hit Dice and/or Regional Feats: Forester, Swift and Silent, Woodwise.
levels would permit him a new feat. For example, a loxo begins Bonus Equipment: (A) Hide armor* and elixir of hiding or
with 5 Hit Dice, and thus five levels of monstrous humanoid. (B) shortspear*.
He can use his 1st- or 3rd-level monstrous humanoid feat, or
his 6th-level character feat (gained when he adds the first level
of any character class), to choose regional feats.
Rathgaunt Hills Region
Tucked away in their stout fortress-temple in the western half of
the Rathgaunt Hills, the gnomes who follow Gaerdal Ironhand

18

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RACES AND REGIONS

tirelessly patrol the land, working to keep the caravan traffic Bonus Equipment: (A) Chatkcha* and gythka* or (B) 2 potions
safe from marauders and monsters. of cure light wounds.
Automatic Languages: Gnome, Shaaran.
Bonus Languages: Dwarf, Gnoll.
Regional Feats: Discipline, Fearless, Militia.
New Feats
Bonus Equipment: (A) Warhammer* and oil of magic weapon The new feats described in this section are common in the Shining
or (B) breastplate* and small steel shield*. South. New feats described in this chapter are summarized on
the accompanying tables.
Rethild Region Regional feats specify one or more character race and region
combinations as prerequisites. To select such a feat, your character
The lizardfolk who live in the Great Swamp west of Dambrath must meet one such set of prerequisites. For more information
have mastered the art of surviving in a bug-infested, foul-smell- on regional feats, see Player’s Guide to Faerûn.
ing wetland while competing for prestige and pecking order.
They are immune to the irritations of the swamp and
think only of the power they can attain by defeating
Allied Defense [General]
their rivals. You are good at protecting nearby allies.
Automatic Languages: Draconic. Prerequisite: Combat Expertise.
Bonus Languages: Dambrathan, Benefit: Whenever you use Combat Expertise to gain
Elven, Halruaan, Undercommon. a bonus to Armor Class, any adjacent
Regional Feats: Blooded, Heat ally gains the same bonus.
Tolerance, Resist Poison. Normal: The Combat Expertise
Bonus Equipment: (A) Heavy feat only grants you an Armor
shield* or (B) 3 javelins*. Class bonus.
Illustration by Carl Frank

Swagdar Ankheg Tribe


Region Ambush
On the outskirts of [Regional]
the lands of Dambrath,
You have learned how
some folk choose to
to hide and spring to
endure the harshest
attack, much like
wilderness rather than
the ankhegs that
submission to the Crinti.
roam the plains
These people are ready to
where you hunt.
fight for what they need,
Prerequisites :
hide from those who would subdue them,
A Shaaran of the Ankheg Tribe Human (the Shaar), member-
and die before they surrender their free-
ship in Ankheg Tribe (see Human
dom. They might not be honorable, but
Tribes of the Shaar, page 164).
at least they answer to no one but themselves.
Benefit: You gain a +4 circumstance bonus on Hide checks
Automatic Languages: Arkaiun.
when prone in tall grass. During a surprise round, you can leap
Bonus Languages: Drow, Gnoll, Halruaan, Shaaran.
up from prone position as a free action.
Regional Feats: Blooded, Might Makes Right, Thug.
Normal: Characters without this feat must use a move action
Bonus Equipment: (A) Hide armor* or (B) shortbow* and
to stand up.
20 arrows.

Thri-Kreen Region Cheetah Tribe Sprint [Regional]


You have learned the secret of lightning-fast running from the
The thri-kreen roam the open grasslands of the Shaar, unremit-
cheetah that roams the plains where you live.
tingly hunting the plains. They care little for the other races that
Prerequisites: Human (the Shaar), membership in Cheetah
share their territory, so long as those species do not encroach
Tribe (see Human Tribes of the Shaar, page 164).
on their resources. When that happens, the thri-kreen attack
Benefit: Once per hour, you can move four times your normal
without pity or remorse.
speed when making a charge as a full-round action. You cannot
Automatic Languages: Thri-kreen.
perform this feat while wearing medium or heavy armor or
Bonus Languages: Shaaran.
carrying a medium or heavy load.
Regional Feats: Discipline, Fearless, Tireless.
Normal: Characters without this feat can only move up to
twice their speed when making a charge as a full-round action.

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RACES AND REGIONS

Cover Your Tracks [General] Benefit: You can make an attack of opportunity against an
opponent who charges you when it enters an area you threaten.
You are good at masking your route, making it difficult for
Your attack of opportunity happens immediately before the charge
others to track you.
attack is resolved. Your attacks of opportunity in a round are still
Prerequisite: Track.
limited to the number allowed by Combat Reflexes.
Benefit: Add +5 to the DC to follow your tracks, or +10 if
you move at half speed and hide your trail. You gain a +2 bonus
on Hide checks. Hyena Tribe Hunter [Regional]
Normal: Characters without this feat can move at half speed
You have learned the secrets of hunting from the hyena that
and hide their trail, adding +5 to the DC to follow their tracks.
roams the lands where your tribe wanders.
Prerequisites: Human (the Shaar), membership in Hyena Tribe
Eagle Tribe Vision [Regional] (see Human Tribes of the Shaar, page 164).
Benefit: You gain a +2 bonus on Hide checks and a +2 bonus
You have keen eyesight reminiscent of the giant eagles that fly
on trip attempts and rolls to avoid being tripped.
over your tribal lands.
Special: Characters with this feat can take the Improved Trip
Prerequisites: Human (the Shaar), membership in Eagle Tribe
feat even if they don’t meet the other prerequisites for that feat.
(see Human Tribes of the Shaar, page 164).
Benefit: You gain a +5 bonus on Spot checks.
Initiate of Loviatar [Initiate]
Halruaan Adept [Regional] You have been initiated into the greatest secrets of Loviatar’s
church.
You have studied the old cooperative spellcasting traditions of
Prerequisites: Cleric level 5th, patron deity Loviatar.
Halruaa, and you are well-versed in the rites and arcana of
Benefit: The first time you take damage in any combat, you
Halruaan magic.
gain a +1 morale bonus on attack rolls and saves against fear
Prerequisites: Human (Halruaa).
effects for 1 minute per cleric level.
Benefit: You can participate in Halruaan circle magic under
In addition, you add the following spells to your cleric
the guidance of a Halruaan elder. In addition, you gain a +3 bonus
spell list:
on Spellcraft checks.
2nd Nybor’s Gentle Reminder: Target is dazed 1 round,
Normal: You cannot participate in circle magic unless you
thereafter distracted and –2 on attacks, saves, and
have the appropriate feat or class ability.
checks.
3rd Mystic Lash: Creates energy whip that deals 1d6
Heat Tolerance [General] electricity damage/three levels (max 4d6) and stuns
for 1 round.
You are used to living in hot, humid conditions.
5th Fleshshiver: Target is stunned for 1 round, takes 1d6/
Benefit: You gain a +10 bonus on Fortitude saves against
level damage, and is nauseated for 1d4+2 rounds.
nonlethal heat damage as described under Heat Dangers, page
303 of the Dungeon Master’s Guide.
Lion Tribe Warrior [Regional]
Hold The Line [General] You have learned how to pounce on your foes, like the lion that
roams your lands.
You are trained in defensive techniques against charging
Prerequisites: Human (the Shaar), membership in Lion Tribe
opponents.
(see Human Tribes of the Shaar, page 164).
Prerequisites: Combat Reflexes, base attack bonus +2.

TABLE 1–5: NEW FEATS


Feat Prerequisites Benefit
Allied DefenseF Combat Expertise Adjacent allies gain AC bonus from Combat Expertise
Cover Your Tracks Track Add +5 to DC to follow your tracks; +2 bonus on Hide checks
Heat Tolerance — +10 bonus on Fort saves against high temperatures
Hold the Line Combat Reflexes, base attack bonus +2 Make attack of opportunity against charging foe
Initiate of LoviatarI Cleric level 5th, patron Loviatar Gain +1 bonus on attacks and saves against fear when damaged in combat
Natural Scavenger Survival 5 ranks +4 bonus on Survival checks to forage; forage at normal overland speed
Resist Disease — +4 bonus on Fortitude saves against disease
Selective SpellM Any other metamagic feat Exclude single creature from an area spell
F A fighter may select this feat as one of his fighter bonus feats.
I Initiate feat. See Player’s Guide to Faerûn for information on initiate feats.
M Metamagic feat.

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RACES AND REGIONS

Benefit: You may make a full attack with a single light weapon Benefit: When you charge, if your melee attack hits, it deals
as part of a charge action. If you have light weapons in both an extra 2d6 points of damage. This feat works only when you
hands, you can instead strike with each weapon once, using the make a charge, even when you’re mounted. If you have the ability
normal rules for fighting with two weapons. to make multiple attacks on a charge, you can apply this extra
Normal: Characters without this feat can make only one damage to only one of those attacks in a round.
attack as part of a charge action.
Selective Spell [Metamagic]
Natural Scavenger [General] You can screen allies from the effects of your area spells.
You are particularly adept at finding food while on the move. Prerequisite: Any other metamagic feat.
Prerequisites: Survival 5 ranks. Benefit: You can modify an area spell so that it does not affect
Benefit: You can move at your normal overland speed while one designated creature within its area. All other creatures in the
using Survival to hunt or forage for food. You gain a +4 compe- spell’s area are affected normally. Selective Spell has no effect
tence bonus on Survival checks made for that purpose. on target or effect spells. A Selective Spell uses a slot one level
Normal: A character without this feat can move at only half higher than the spell’s normal level.
speed while foraging for food with a Survival check.
Tall Mouther Hunter [Regional]
Nomadic Trekker [Regional] Because of your cultural hatred for tall mouthers, you have had
You are particularly efficient at overland movement across the specific training in how best to fight them.
great grasslands. Prerequisite: Halfling (Luiren).
Prerequisite: Human (the Shaar) or wemic (the Shaar). Benefit: You gain +2 competence bonus on damage rolls against
Benefit: You can move overland across trackless plains at aberrations. You also gain the benefit of the Improved Critical
normal speed. You gain a +4 bonus on Constitution checks required feat for the weapon you are using in any such attack. This benefit
for forced marches across plains. Up to one ally per character does not stack with any other effect that expands your weapon’s
level can also gain these benefits while traveling with you. critical threat range. These benefits apply on melee attacks and
Normal: Overland movement across trackless plains is at 3/4 on ranged attacks at a range of up to 30 feet.
normal speed.
Woodwise [regional]
Resist Disease [General] You are trained in fighting in woodlands and know how to use
You have developed a natural resistance to diseases. the terrain to best advantage.
Benefit: You gain a +4 bonus on Fortitude saving throws Prerequisite: Elf (the Misty Vale), star elf (Sildëyuir), or
against diseases. volodni (the Forest of Lethyr).
Benefit: You ignore hampered movement penalties from
Rhinoceros Tribe Charge naturally occurring light or heavy undergrowth. (You are still
hampered by magically enhanced brush and plants.) When
[Regional] fighting in wooded areas, you gain a +1 dodge bonus to Armor
Class.
You use the power of the rhinoceros’s charge in battle.
Normal: A character without this feat spends 2 squares of
Prerequisites: Human (the Shaar), membership in Rhinoceros
movement to move through light undergrowth and 4 squares to
Tribe (see Human Tribes of the Shaar, page 164).
travel through heavy undergrowth, and gains no defensive bonus
for fighting in woodlands.
TABLE 1–6: NEW REGIONAL FEATS
Feat Benefit
Ankheg Tribe Ambush +4 bonus on Hide checks in tall grass; leap from prone as free action in surprise round
Cheetah Tribe Sprint Charge at four times normal speed once per hour
Eagle Tribe Vision +5 bonus on Spot checks
Halruaan Adept Participate in Halruaan circle magic, +3 on Spellcraft checks
Hyena Tribe Hunter +2 bonus on Hide checks, on trip attempts, and on rolls to avoid being tripped
Lion Tribe Warrior You can attack more than once as part of a charge
Nomadic Trekker Move overland across trackless plains at normal speed; gain +4 bonus on Con checks for forced
marches across plains
Rhinoceros Tribe Charge +2d6 damage on charge attack
Tall Mouther Hunter +2 bonus on damage rolls, increased threat range against tall mouthers
Woodwise Move normally through undergrowth; +1 dodge bonus to AC in wooded areas

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are almost as widespread in Halruaa as archmages, and so are
mystic theurges. Shadowdancers skulk in just about any port city in
the Shining South, and perhaps among those wizards in Halruaa
who have secretly embraced the Shadow Weave. Finally, a few
thaumaturgists might be found on the borders between Durpar

T he Shining South’s cultural and ethnic diversity


has resulted in a wide variety of elite organizations,
secret orders, and masters of specialized knowledge.
Some of these groups serve only their own twisted interests, while
others benefit society at large.
Of the prestige classes described in the Dungeon Master’s
and Veldorn, calling on their respective otherworldly powers to
aid them in battling their foes.
Many of the classes presented in the FORGOTTEN REALMS
Campaign Setting, Races of Faerûn, and Player’s Guide to
Faerûn are active in the Shining South. Arcane devotees are
common in Dambrath, Halruaa, and the Golden Water region,
while divine champions are also numerous among Durpari
Guide, both the archmage and the dwarven defender are the most people, as well as the dwarves of the Great Rift. Divine disciples
familiar in the Shining South. While large numbers of wizards in can be found in temples scattered across the entirety of the
Halruaa have followed the path of the archmage, a nearly equal South, but they are particularly well known in both Dambrath
amount of gold dwarves in the Great Rift have focused their at- and the Golden Water. Guild thieves are uncommon, though
tention to the task of protecting their ancient home. Among the they might be found in Luiren. A number of shadow adepts
wild elves of the vast Forest of Amtar and the Misty Vale, more are likely scattered throughout the entire region, particularly
than a few arcane archers practice their craft. Arcane tricksters in Halruaa, where a secret cabal of those who tap the Shadow
are prevalent in many parts of the southern regions of Faerûn, Weave is suspected. While gnomes themselves are rare in the
particularly in Luiren. Assassins and blackguards certainly exist South, breachgnomes certainly mingle with the followers of
among the monsters of Veldorn or the Bandit Wastes south of the Gaerdal Ironhand in the Rathgaunt Hills. Runecasters reside
Shaar, but they are rare elsewhere in the South. On the plains of among the gold dwarves and the nomadic tribes of the Shaar
the Shaar, where dragons have hunted since time immemorial, a that have been influenced by the culture of the Great Rift.
number of dragon disciples roam, while on the coasts, particularly These latter two cultures also have distinctive vocations—the
in the less savory quarters of sea ports, duelists make themselves Shaaryan hunter is a customary profession among the nomads
at home. of the Shaar, and the Great Rift skyguard is unique to the gold
Among the defensive forces in Halruaa, eldritch knights are dwarves’ canyon home.
both ubiquitous and welcome, though they might face off against This chapter presents nine new and two adapted prestige classes
others of their ilk who hail from across the mountains in Dam- for the Shining South: the Crinti shadow marauder, the Great
brath. Hierophants are scarce in the lands of the Shining South, Rift deep defender, the Great Sea corsair, the Halruaan elder, the
found mostly around the Golden Water and among the tribes Halruaan magehound, the hand of the Adama, the hin fist, the
of the Shaar. Horizon walkers are the logical product of such jordain vizier, the Luiren marchwarden, the Maquar crusader,
diverse, wild places as are found in southern Faerûn. Loremasters and the scourge maiden.

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PRESTIGE CLASSES

Crinti Skills: Handle Animal 4 ranks, Hide 8 ranks, Move Silently


8 ranks, Ride 8 ranks.
Shadow Marauder Feats: Mounted Combat, Stealthy.
Region: Dambrath.
Among the idly rich Crinti of Dambrath, some thrill in the havoc Special: The character must either be Crinti or have the of-
they wreak on their traditional foes—the halflings to the east, ficial sanction of the nobility of Dambrath. Only those accepted
the wild elves to the north, and the wizards to the west. These by the Crinti can train as shadow marauders.
riders take pleasure in instilling uncertainty in their prey from
a shroud of shadows, then imparting feelings of fearful surprise CLASS SKILLS
as the marauders appear without warning, escalating The Crinti shadow marauder’s class skills (and the key abil-
finally to sheer terror as the chase begins. Few actually ity for each skill) are Balance (Dex), Handle Animal
see Crinti shadow marauders coming, and fewer live (Cha), Hide (Dex), Intimidate (Cha), Knowledge
to tell the tale. (nobility and royalty) (Int), Listen (Wis), Move
Crinti shadow marauders combine the physical Silently (Dex), Ride (Dex), Search (Int), Spot (Wis),
prowess of master rider with the stealth of the most and Use Rope (Dex).
cunning shadowdancers. Rangers work as the best Skill Points at Each Level: 4 + Int
entry class, but multiclass rogues and fighters are also modifier.
attracted to the path of the Crinti shadow marauder.
Clerics, druids, and wizards find themselves particu- CLASS FEATURES
larly ill suited to the strange combination of skills All of the following are class features of the
demanded by this class. Crinti shadow marauder.
Crinti shadow marauders are found almost Weapon and Armor Proficiency: Crinti
exclusively in Dambrath, since they tend to come shadow marauders gain no proficiency with
Illustration by Christopher Rush

from the aristocracy that rules that land. They ride any weapons, armor, or shields.
in packs as small as three to four individuals, all Shadow Ride (Su): A Crinti shadow ma-
the way up to large skirmishing forces of several rauder can travel on her mount between shadows
hundred. While the riders favor the fine horses of as if by means of a dimension door spell. Such
Dambrath, they are by no means limited to such supernatural transport must begin and end in an
mounts. Occasionally, a Crinti shadow marauder grows tired area with at least some shadow. The marauder can
of the life of riding on the plains with her comrades and ride up to a total of 50 feet per Crinti shadow marauder
leaves Dambrath entirely, perhaps taking up with others to level per day in this way. The amount can be split up
see the wider world. among many rides, but rides of a distance shorter than
Hit Die: d8. 25 feet count as 25 feet.
Sudden Strike (Ex): Beginning at 2nd level,
REQUIREMENTS if a Crinti shadow marauder can catch an op-
To qualify to become a Crinti shadow ponent when he is unable to defend himself
marauder, a character must fulfill all the effectively from her attack, she can strike
following criteria. a vital spot for extra damage. Whenever a
Alignment: Any nongood. Crinti shadow marauder’s target is denied his
Furilla Joswyv’n, Dexterity bonus to Armor Class (whether the target
a Crinti shadow marauder
T ABLE 2–1: actually has a Dexterity bonus to AC or not), the
marauder deals an extra 1d6 points of damage with her attack.
T C S
HE RINTI HADOW ARAUDER M The extra damage increases to 2d6 at 4th level. The extra damage
from the sudden strike ability stacks with extra damage from
Base
sneak attack whenever both would apply to the same target.
Attack Fort Ref Will
Ranged attacks count as sudden strikes only if the target is
Level Bonus Save Save Save Special
within 30 feet. A Crinti shadow marauder can’t strike with deadly
1st +0 +0 +2 +0 Shadow ride
accuracy from beyond that range.
2nd +1 +0 +3 +0 Sudden strike
A Crinti shadow marauder can only use sudden strike against
+1d6
living creatures with discernible anatomies—undead, constructs,
3rd +2 +1 +3 +1 Bonus feat,
oozes, plants, and incorporeal creatures lack vital areas to attack.
shadow walk
Any creature that is immune to critical hits is not vulnerable to
4th +3 +1 +4 +1 Sudden strike
sudden strike damage. The Crinti shadow marauder must be able
+2d6
to see the target well enough to pick out a vital spot and must be
5th +3 +1 +4 +1 Shadow pounce
able to reach such a spot. A Crinti shadow marauder cannot make

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PRESTIGE CLASSES

a sudden strike while striking a creature with concealment or Sudden Strike (Ex): Furilla does an extra 1d6 points of damage
striking the limbs of a creature whose vitals are out of reach. on any successful attack against a target that has been denied its
A Crinti shadow marauder can’t use sudden strike to deliver Dexterity bonus to AC for any reason. This damage also applies
nonlethal damage. Weapons only capable of dealing nonle- to ranged attacks against targets up to 30 feet away. Creatures
thal damage don’t deal extra damage when used as part of a with concealment, creatures without discernible anatomies, and
sudden strike. creatures immune to extra damage from critical hits are all
Bonus Feat: At 3rd level, the Crinti shadow marauder gains immune to sudden strike attacks. Furilla cannot choose to deliver
a bonus feat selected from the following list: Mounted Archery, nonlethal damage with her sudden strike damage; when using a
Ride-By Attack, Spirited Charge, Trample. The Crinti shadow weapon designed to deal nonlethal damage (such as a sap), she
marauder must meet the normal prerequisites for the feat. cannot deal sudden strike damage with that attack.
Shadow Walk (Sp): Starting at 3rd level, a Crinti shadow Animal Companion (Ex): Furilla has a light warhorse named
marauder can use shadow walk once per day, affecting only herself Kûlfuor as an animal companion. The companion’s abilities and
and her mount. Her caster level is equal to her Crinti shadow characteristics are summarized below. Furilla and Kûlfuor enjoy
marauder level, and she must be astride her mount to use this the link and share spells special qualities.
ability. This ability does not stack with shadow walk spell-like Link (Ex): Furilla can handle Kûlfuor as a free action. She
abilities granted by other sources. also gains a +4 circumstance bonus on all wild empathy checks
Shadow Pounce (Ex): At 5th level, a Crinti shadow marauder and Handle Animal checks made regarding her horse.
learns how to attack swiftly from the shadows. Any time she Share Spells (Ex): Furilla may have any spell she casts also
uses an ability, spell, or effect with the teleportation descriptor affect Kûlfuor, so long as the latter is within 5 feet. She may
(for example, her shadow ride ability), she can execute a full also cast spells with a target of “You” on Kûlfuor.
attack upon completion of the teleportation. The marauder Kûlfuor: Light warhorse animal companion; CR —; Large
must have line of sight to her intended target from her original animal; HD 3d8+9; hp 22; Init +1; Spd 60 ft.; AC 17, touch
location. Further, the spot to which she teleports must be a 10, flat-footed 16; Base Atk +2; Grp +9; Atk +4 melee
place from which she can make a melee attack against the (1d4+3, hoof); Full Atk +4 melee (1d4+3, 2 hooves) and –1
intended target with whatever weapon she had in hand at the melee (1d3+1, bite); SA —; SQ low-light vision, scent, tricks;
beginning of her action. AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con
17, Int 2, Wis 13, Cha 6.
Sample Skills and Feats: Listen +4, Spot +4; Endurance, Run.
Tricks: Attack, come, defend, down, perform, stay,
Crinti Shadow Marauder and work.
Possessions: +1 leather barding, military saddle, bridle.
Furilla Joswyv’n: Female half-drow ranger 5 of Talos/Crinti
Half-Drow Traits: Half-drow have immunity to magic sleep
shadow marauder 2; CR 7; Medium humanoid (elf); HD 5d8
effects. For all effects related to race, a half-drow is considered
plus 2d8; hp 31; Init +3; Spd 30 ft.; AC 17, touch 13, flat-
a drow and an elf.
footed 14; Base Atk +6; Grp +7; Atk +8 melee (1d6+1/19–20,
Shadow Ride (Su): Furilla can travel on her mount between
masterwork short sword) or +10 ranged (1d6+2/×3, +1 mighty
shadows as if by means of a dimension door spell. She can travel
composite shortbow); Full Atk +8/+3 melee (1d6+1/19–20,
up to a total of 100 feet per day in this way, and the amount
masterwork short sword) or +8/+8/+5 ranged (1d6+2/×3, +1
can be split up between several rides. A distance of less than 25
mighty composite shortbow); SA favored enemy elves +2, favored
feet counts as 25 feet.
enemy humans +4, sudden strike +1d6; SQ darkvision 60 ft.,
Ranger Spells Prepared (caster level 1st): 1st—pass
half-drow traits, animal companion (light warhorse; link, share
without trace.
spells), shadow ride, wild empathy +6 (+2 magical beasts); AL
Possessions: +2 leather armor, masterwork short sword, +1
NE; SV Fort +4, Ref +10, Will +2; Str 13, Dex 16, Con 10,
composite shortbow (+1 Str bonus) with 40 arrows, 2 potions of
Int 10, Wis 13, Cha 12.
cure serious wounds.
Skills and Feats: Handle Animal +5, Hide +13, Intimidate
+5, Knowledge (nature) +5, Knowledge (nobility and royalty)
+4, Listen +5, Move Silently +13, Ride +11 (+13 to stay in
saddle), Search +5, Spot +5, Survival +7 (+9 aboveground); En-
Great Rift
duranceB , Mounted Archery, Mounted Combat, Rapid ShotB ,
Stealthy, TrackB .
Deep Defender
The Great Rift deep defender has a keen understanding of the
Languages: Common, Dambrathan, Elven.
importance of making a stand. He knows he must remain vigilant
Favored Enemy (Ex): Furilla gains a +4 bonus on her Bluff,
against the possibility of attack from the ancient enemies of the
Listen, Sense Motive, Spot, and Survival checks when using
gold dwarves, and he has taken it upon himself to become an
these skills against humans. She gains the same bonus on weapon
immovable bastion of protection at the edges of his subterranean
damage rolls. Against elves, she gains a +2 bonus on these skill
home. He acts as a dam against the enemies that would invade
checks and on weapon damage rolls.
his beloved Rift, and such a dwarf refuses to give way to any
attacks, no matter how formidable.

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PRESTIGE CLASSES

Most Great Rift deep defenders are first fighters, paladins, TABLE 2–2:
rangers, or clerics. Rogues, bards, and monks depend too heavily
on mobility to effectively use the abilities of the Great Rift deep
THE GREAT RIFT DEEP DEFENDER
defender, and the gold dwarves don’t count many barbarians Base
among their number. While sorcerers and druids might find the Attack Fort Ref Will AC
defensive capabilities of the Great Rift deep defender beneficial, Level Bonus Save Save Save Bonus Special
such individuals usually have other goals. 1st +1 +2 +0 +2 +1 Hold the line
Great Rift deep defenders serve as the main line of defense 2nd +2 +3 +0 +3 +1 Uncanny dodge
along the perimeter of the Deep Realm, that portion of the Great 3rd +3 +3 +1 +3 +2 Uncanny
Rift below the surface and adjacent to the Underdark. They work stability
well in units, guarding passages that lead deeper into uncontrolled 4th +4 +4 +1 +4 +2 Improved
territory. Occasionally, a Great Rift deep defender can be found uncanny
on some special mission elsewhere in the Underdark or, more dodge
rarely, on the surface. 5th +5 +4 +1 +4 +3 Subterranean
Hit Die: d12. bulwark

REQUIREMENTS Uncanny Dodge (Ex): At 2nd level and higher, a Great Rift
To qualify to become a Great Rift deep defender, a character deep defender gains the extraordinary ability to react to danger
must fulfill all the following criteria. before his senses would normally allow him to even be aware of it.
Race: Gold dwarf. He retains his Dexterity bonus to Armor Class (if any) regardless
Alignment: Any lawful. of being caught flat-footed or struck by an invisible attacker. (He
Base Attack Bonus: +7. still loses any Dexterity bonus to AC if immobilized).
Feats: Dodge, Endurance, Toughness. If the character gains uncanny dodge from a second class
Illustration by Ralph Horsley

Region: The Great Rift. (such as rogue), he automatically gains improved uncanny dodge
(see below).
CLASS SKILLS Uncanny Stability (Ex): Starting at 3rd level, a Great Rift
The Great Rift deep defender’s class skills deep defender improves his racial resistance to being moved
(and the key ability for each skill) are from his position. He gains an additional +4 bo-
Craft (Int), Listen (Wis), Sense Mo- nus on ability checks made to resist being bull
tive (Wis), and Spot (Wis). rushed or tripped while standing in a nar-
Skill Points at Each Level: 2 row or low space (+8 total, counting the
+ Int modifier. dwarf racial trait). See Subterranean
Bulwark below for definitions of
CLASS FEATURES narrow and low spaces.
All of the following are class Improved Uncanny Dodge
features of the Great Rift (Ex): At 4th level and above,
deep defender. a Great Rift deep defender can
Weapon and Armor no longer be flanked, since he can
Proficiency: A Great Rift react to opponents on opposite
deep defender is proficient sides of him as easily as he
with all simple and martial can react to a single attacker.
weapons, light, medium, This defense denies rogues
and heavy armor, and the ability to use flanking
shields (including tower to sneak attack the deep
shields). defender. The exception
AC Bonus (Ex): The to this defense is that a rogue
Great Rift deep defender at least four levels higher
receives a dodge bonus to than the deep defender
Armor Class that starts at +1 can flank him (and thus
and improves as the defender sneak attack him).
gains levels to a maximum of If the character gains
+3 at 5th level. uncanny dodge (see above)
Hold the Line: The from a second class (such
Great Rift deep defender as rogue), the character
gains Hold the Line (see automatically gains im-
page 20) as a bonus feat. proved uncanny dodge,
and the levels from those
Galinor Gruffeye, a Great Rift deep defender

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PRESTIGE CLASSES

classes stack to determine the minimum Sample Great Rift


rogue level required to flank the Great Rift
deep defender.
Deep Defender
Subterranean Bulwark (Ex): When he Galinor Gruffeye: Male gold dwarf fighter
is in an enclosed area, the Great Rift deep 7/Great Rift deep defender 3; CR 10;
defender can become a stalwart bastion of Medium humanoid; HD 7d10+21 plus
defense. In a narrow or a low space, he 3d12+9 plus 3; hp 91; Init +1; Spd 15 ft.; AC
gains DR 3/—, as well as a +1 bonus on 23, touch 13, flat-footed 21; Base Atk +10;
attack rolls and a +2 bonus on damage Grp +14; Atk +17 melee (1d12+8/×3, +2
rolls. (A narrow space is an area no wider greataxe); Full attack +17/+12 melee
than 5 feet, while a low area is shorter (1d12+8/×3, +2 greataxe); SA —; SQ
than the deep defender, but at least half AC bonus (+2), darkvision 60 ft., gold
of his height.) He cannot move from dwarf traits, uncanny dodge, uncanny
the spot he is defending without losing stability; AL LG; SV Fort +11* (+13
the benefits of this ability. against poison), Ref +4*, Will +7*; Str
The deep defender ignores the penalty 18, Dex 13, Con 17, Int 12, Wis 14,
for hampered melee when fighting in a Cha 11.
narrow or low space with light or one- Skills and Feats: Appraise +4 (+6
handed melee weapons, and takes only a stone or metal), Climb +4, Craft (gem-
–4 circumstance penalty on attack rolls cutting) +5, Diplomacy +2, Intimidate
when using a two-handed weapon in such +6, Jump +4, Listen +5, Sense Motive +7, Spot
conditions. In a space both narrow and +5; Blind Fight, CleaveB, Diehard, DodgeB,
low, the deep defender functions as if Endurance, Hold the LineB, Power AttackB,
only one of those conditions applied. In Toughness, Weapon Focus (greataxe) B.

Illustration by Sam Wood


addition, when fighting in cramped quar- Languages: Common, Dwarven.
ters the deep defender does not lose his Gold Dwarf Traits: Gold dwarves have stonecunning,
Dexterity bonus to Armor Class. which grants them a +2 racial bonus on Search checks
A Great Sea corsair to notice unusual stonework. A gold dwarf who merely

Great Sea Corsair


Plying the trade lanes along the southern coast of Faerûn, CREATING A GREAT SEA CORSAIR
the Great Sea corsair is a master of the waves with a devil- You can create a Great Sea corsair by adapting the dread pirate
may-care attitude. Branded pirate by some and independent prestige class from Song and Silence for use in Faerûn. (An
mercenary by others, the Great Sea corsair is a privateer who updated version of the dread pirate prestige class also appears
runs things her own way and gets payment for services up in the upcoming D&D supplement Complete Adventurer.) The
front. Those who pay a Great Sea corsair can expect their own prestige class can be used with the following adjustments.
ships to sail safely, secure that they have a powerful naval force Patron (Ex): At 1st level, the Great Sea corsair must des-
watching their backs. Ships that haven’t bothered to contract ignate some merchant or political entity as her patron. This
with these privateers can anticipate—sooner or later and out patron is a person or an organization that the corsair has
of sight of land—to be boarded and plundered. Such is life on served in some way. For example, if the Great Sea corsair has
the Great Sea. been hired by a Dambrathan noble to sink his rivals’ merchant
Rogues are most likely to turn their attention to the path ships, then the corsair can designate the noble as a patron. The
of a Great Sea corsair, while barbarians, bards, fighters, and corsair gains a +2 circumstance bonus on Diplomacy checks
rangers do so less frequently. Occasionally, a spellcaster might when dealing with her patron. She gains a +2 circumstance
be attracted to life aboard a privateer’s ship. Other classes either bonus on Intimidate checks when dealing with any of her
don’t have the requisite skills or simply have no interest in such patron’s adversaries, or anyone she is known to have pirated
a drastically different lifestyle. before (as inconsequential as a single ship and its crew to as
Great Sea corsairs enjoy one another’s company. A number daunting as an entire nation). At any point, the corsair can
of them might carouse together when ashore, but few ever stray switch to a new patron, in which case the circumstance bonuses
far enough inland to leave behind the tangy smell of salt and change accordingly. If the corsair ever chooses to forgo a patron
the soothing sound of crashing waves. Sometimes a Great Sea altogether, she immediately takes a –2 circumstance penalty
corsair takes up with other adventurers, especially if there is on all Diplomacy checks with anyone the DM deems appropri-
seagoing travel to be expected and treasure to be had. ate, until such time as she establishes a new patron. A corsair
without a patron is a mere pirate, unworthy of trust.

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PRESTIGE CLASSES

comes within 10 feet of it can make a Search check as if actively REQUIREMENTS


searching. To qualify to become a Halruaan elder, a character must fulfill
When standing on the ground, a gold dwarf is exceptionally all the following criteria.
stable and has a +4 bonus on ability checks made to resist being Skills: Diplomacy 5 ranks, Knowledge (arcana) 10 ranks,
bull rushed or tripped. Gold dwarves have a +1 racial bonus on Spellcraft 10 ranks.
attack rolls against aberrations. Dwarves have a +4 racial bonus Feats: Halruaan Adept, Spell Thematics, any metamagic feat,
to Armor Class against giants. any one item creation feat.
*Gold dwarves have a +2 racial bonus on saving throws against Spells: Able to cast 4th-level arcane spells.
spells and spell-like effects. Region: Halruaa.
Uncanny Dodge (Ex): Galinor retains his Dexterity bonus to Special: The character must petition for entry into the
AC even when flat-footed or targeted by an unseen foe. (He still Halruaan Council of Elders and, after a divinatory background
loses his Dexterity bonus if paralyzed or otherwise immobile). check by current elders, be accepted to that ruling body.
Uncanny Stability (Ex): Galinor gets an additional +4 bonus
on ability checks made to resist being bull rushed or tripped while CLASS SKILLS
standing in a narrow or low space. The Halruaan elder’s class skills (and the key ability for each
Possessions: +2 full plate of light fortification, +2 greataxe. skill) are Concentration (Con), Craft (Int), Decipher Script (Int),
Diplomacy (Cha), Knowledge (all skills, taken individually) (Int),
Halruaan Elder Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
For a member of Halruaan society, being recognized as a wizard
is not enough; the panache with which one utilizes magic is of CLASS FEATURES
equal importance. Halruaan elders are the very epitome of such All the following are class features of the Halruaan elder prestige
ostentatious thinking, and their dazzling and unique displays of class.
arcane force make them the most respected practitioners in the Weapon and Armor Proficiency: Halruaan elders gain no
land. Their unparalleled talents are what earned them a seat proficiency in weapons or armor.
on the revered and prestigious Council of Elders, where they Spells Per Day/Spells Known: At each level, the Halruaan elder
participate in the policy-making of the country. gains new spells per day (and spells known, if applicable) as if he
Arcane spellcasters are the only classes eligible to join the had also gained a level in an arcane spellcasting class to which
ranks of the Halruaan elders, and the vast majority are wizards. he belonged before adding the prestige class level. He does not,
Neither bards nor sorcerers are respected in Halruaan society, however, gain any other benefit a character of that class would
so few of them ever stay in their homeland long enough to have gained (improved chance of turning or destroying undead,
attain the level of talent necessary to become a member of the metamagic or item creation feats, and so on). If he had more than
Council. No other classes have the necessary skills to become a one arcane spellcasting class before becoming a Halruaan elder,
Halruaan elder. he must decide to which class to add each level for the purpose
Though Halruaan elders are responsible for governing the of determining spells per day and spells known.
country, the demands on their time in this capacity are not great. Adroit Casting (Ex): The Halruaan elder has become so skilled
Thus, they are free to travel, experiment, and research new spells at casting his spells with various metamagic feats that utilizing
or craft items. A sizable number of elders rarely appear in the such feats has become easier for him. At 1st level, he picks a
court of the netyarch (wizard-king), choosing instead to venture metamagic feat he knows. The cost in increased level of spell
forth in search of wondrous magic elsewhere in Faerûn. slots to use that metamagic feat is now permanently reduced by
Hit Die: d4. one level, to a minimum total modification of a spell’s original

TABLE 2–3: THE HALRUAAN ELDER


Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Adroit casting 1, circle link +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Signature Spell +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 — +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Adroit casting 2 +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Signature Spell +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 — +1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 Adroit casting 3 +1 level of existing arcane spellcasting class
8th +4 +2 +2 +6 Signature Spell +1 level of existing arcane spellcasting class
9th +4 +3 +3 +6 — +1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 Adroit casting 4 +1 level of existing arcane spellcasting class

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PRESTIGE CLASSES

level + 1. For example if a Halruaan elder with adroit casting 1 Sample Halruaan Elder
wishes to prepare an empowered magic missile, that spell takes
Thebadol: Male human wizard 7/Halruaan elder 3; CR 10;
up a slot only one level higher than its original level (instead of
Medium humanoid (human); HD 7d4+7 plus 3d4+3; hp 35;
two). At 4th level, and every three levels thereafter, the Halruaan
Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base Atk
elder can choose another metamagic feat he knows. That feat
+4; Grp +4; Atk +5 melee (1d6+1, +1 defending quarterstaff);
gains the same benefit; spells altered by that feat take up a slot
Full Atk +5 melee (1d6+1, +1 defending quarterstaff); SQ +4
one level lower than normal (minimum of the spell’s original
on Spellcraft DCs to identify Thebadol’s spells, adroit casting 1
level + 1). If the Halruaan elder doesn’t have a metamagic feat
(Empower Spell), circle link, owl familiar, familiar benefits (+3
to apply the ability to when he gains a level that grants adroit
to Spot in shadowy illumination, Alertness, empathic link, share
casting, or if he’s has previously applied adroit casting to all of
spells); AL LN; SV Fort +6, Ref +6, Will +11; Str 11, Dex 12,
the viable metamagic feats he knows (any metamagic feats that
Con 12, Int 19, Wis 13, Cha 15.
require spells to occupt a slot two or more levels higher than
Skills and Feats: Concentration +14, Craft (alchemy) +9,
normal), he gains no benefit from this ability until
Decipher Script +10, Diplomacy +10, Gather Information
he aquires a new metamagic feat that adroit cast-
+9, Knowledge (arcana) +16, Knowledge (history)
ing can affect. At that time, he can
+10 (+12 for Halruaa), Knowledge (Halruaa local)
automatically designate that feat as
+12, Sense Motive +12, Spellcraft +21, Spot +1
altered by the unused application of
(+4 in shadowy illumination); Alertness*, Brew
adroit casting.
PotionB, Empower Spell, Extend Spell, Halruaan
The elder cannot choose the same
Adept, Negotiator, Scribe ScrollB, Spell Thematics*
metamagic feat more than once
(blue fire), Signature Spell (lightning fog) B.
with adroit casting. For example, a
* See Player’s Guide to Faerûn.
Halruaan elder who picks Quicken
Languages: Common, Dambrathan, Dra-
Spell at 4th level, reducing the cost

Illustrations by Christopher Rush


conic, Elven, Halruaan, Shaaran.
in increased level of spell slots to three, cannot pick
Adroit Casting (Ex): When Thebadol uses
Quicken Spell against at 7th or 10th level to reduce
his Empower Spell feat to prepare spells, they
the cost again.
only take up a spell slot one level higher than the spell’s
The elder can prepare a spell with multiple
actual level instead of two levels higher.
metamagic feats altered through the adroit casting
Circle Link (Ex): Thebadol can participate in
ability. For examply, a 10th-level wizard/10th-level
Halruaan circle magic and is attuned to Halruaa’s
Halruaan elder who has selected Empower Spell
Crystal Orb.
and Maximize Spell as two of the metamagic
Familiar: Thebadol’s familiar is an owl named
feats altered by adroit casting can prepare
Shaalru. The familiar uses the better of its own and
1st-level empowered, maximized spells in
Thebadol’s base save bonuses. The creature’s abilities
4th-level spell slots, as opposed to 6th-level
and characteristics are summarized below.
spell slots (2 – 1 [empowered] + 3 – 1 [maximized]
Shaalru: Owl familiar; CR —; Tiny magical beast
= 3 [new spell slot used]).
(augmented animal); HD 10; hp 17; Init +3; Spd 10
Circle Link (Ex): A Halruaan elder has
ft., fly 40 ft. (average); AC 21, touch 15, flat-footed
the ability to participate in Halruaan
18; Base Atk +4; Grp –7; Atk or Full Atk +9
circle magic through the Halruaan
melee (1d4–3, talons); Space/Reach 2-1/2
Adept feat, a prerequisite for entry
ft./0 ft.; SQ deliver touch spells, improved
into the class. Circle magic is described Thebadol, a Halruaan elder evasion, low-light vision, share spells, speak
fully on page 59 of the FORGOTTEN REALMS
with master, speak with birds; AL LN; SV Fort
Campaign Setting and page 194 of the Dungeon Master’s Guide.
+3, Ref +6, Will +10; Str 4, Dex 17, Con 10, Int 9, Wis 14,
A Halruaan elder of at least 5th level can be a circle leader. He
Cha 4.
also goes through a ritual so he can be contacted via Halruaa’s
Skills and Feats: Listen +14, Move Silently +17, Spot +6
Crystal Orb (see page 59).
(+14 in shadowy illumination); Weapon Finesse.
Signature Spell: A Halruaan elder gains Signature Spell as
Deliver Touch Spells (Su): Shaalru can deliver touch
a bonus feat at 2nd, 5th, and 8th levels. He need not meet the
spells for Thebadol (see Familiars, page 52 of the Player’s
prerequisite for the feat, and thus can choose any spell he knows
Handbook).
as a signature spell, rather than a spell he has mastered with the
Improved Evasion (Ex): If Shaalru is exposed to any
Spell Mastery feat. See page 43 of Player’s Guide to Faerûn for
effect that normally allows it to attempt a Reflex saving
the Signature Spell feat.
throw for half damage, it takes no damage with a successful
saving throw and half damage if the saving throw fails.
Speak with Master (Ex): Shaalru can communicate ver-
bally with Thebadol. Other creatures do not understand the
communication without magical help.

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PRESTIGE CLASSES

Speak with Birds (Ex): Shaalru can communicate with Possessions: +1 defending quarterstaff, amulet of natural
animals of approximately the same kind as itself (including armor +2, bracers of armor +2, cloak of resistance +2, ring of
dire varieties). sustenance, 2 potions of cure moderate wounds, potion of endure
Familiar Benefits: Thebadol gains special benefits from elements, wand of burning hands (28 charges), glass rod (with
having a familiar. This creature grants Thebadol a +3 bonus continual flame).
on Spot checks in shadowy illumination (included in the
above statistics).
Alertness (Ex): *Shaalru grants its master Alertness as long
Halruaan Magehound
as it is within 5 feet. Magehounds are Halruaa’s inquisitors. Conceived in the country’s
Empathic Link (Su): Thebadol can communicate earliest days as a means of preventing the kind of tragedy Karsus
empathically with Shaalru at a distance of up to 1 brought upon the Netherese, magehounds are tasked with
mile. He has the same connection to an item or keeping renegade practitioners in check. They test the
a place that Shaalru does. Jordaini for magical ability, track down criminal wiz-
Share Spells (Su): Thebadol may have any ards, and enforce Halruaa’s most important laws—those
spell he casts on himself also affect Shaalru governing the use of magic. Everyone fears magehounds
if the latter is within 5 feet at the time. He to some degree, for they are considered above the normal
may also cast a spell with a target of “You” laws of the land. They answer only to the Council of
on Shaalru. Elders, and even those wizards are not immune to a
Wizard Spells Prepared (caster level 10th): magehound’s wrath.
0—arcane mark, detect magicT, mage hand, open/ Typically, only wizards or clerics have the insight and
close; 1st—chill touch (+4 melee touch; DC 15), dedication to become a Halruaan magehound. tempera-
Darsson’s cooling breeze†,T, feather fall, jump, ray ment Occasionally, sorcerers become magehounds, and
of enfeeblement (+5 ranged touch); 2nd—blur, they are, in some ways, considered more appropriate for
gust of windT (2) (DC 16), resist energy, shatter the task because of their perverse (by Halruaan standards)
(DC 16); 3rd—brittleskin†,T (DC 17), dispel arcane nature.
magic, magic circle against chaos, suggestion The job of Halruaan magehounds is often lonely.
(DC 17); 4th—Evard’s black tentacles, ice Arcane spellcasters shun their company, and rarely
storm, phantasmal killer (DC 18), shadow do these inquisitors gather in force unless their prey
conjuration (DC 18); 5th—Daltim’s fiery tentacles†T is particularly powerful or difficult to capture. More
(DC 19), teleport. often, a magehound has associates to assist her in the
Spellbook: as above plus 0—all; 1st—arcane hunt. These companions provide skills and abilities that
lock, burning hands, comprehend languages, en- compliment the magehound’s own, making her task
large person, mount, Nystul’s magic aura, sleep; that much easier.
2nd—bear’s endurance, continual flame, misdi- Hit Die: d4.
rection; 3rd—fly, greater magic weapon, ray of
exhaustion; 4th—lightning fog†T, suspension†; REQUIREMENTS
5th—streamers†, waves of fatigue. To qualify to become a Halruaan magehound,
†: New spell described in Chapter 3 of a character must fulfill all the following
this book. criteria.
T: These spells cast at +1 caster level.
Boryka, a Halruaan magehound

TABLE 2–4: THE HALRUAAN MAGEHOUND


Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Improved spell saves (+1), arcane sensitivity +1 level of existing spellcasting class
2nd +1 +0 +0 +3 — +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Improved spell saves (+2) +1 level of existing spellcasting class
4th +2 +1 +1 +4 Spell resistance —
5th +2 +1 +1 +4 Improved spell saves (+3) +1 level of existing spellcasting class
6th +3 +2 +2 +5 — +1 level of existing spellcasting class
7th +3 +2 +2 +5 Improved spell saves (+4) +1 level of existing spellcasting class
8th +4 +2 +2 +6 — —
9th +4 +3 +3 +6 Improved spell saves (+5) +1 level of existing spellcasting class
10th +5 +3 +3 +7 Antimagic aura +1 level of existing spellcasting class

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PRESTIGE CLASSES

Skills: Concentration 5 ranks, Gather Information 4 ranks, Sample Halruaan Magehound


Sense Motive 4 ranks, Spellcraft 5 ranks.
Boryka: Female human evoker 7/Halruaan magehound 2; CR
Feats: Combat Casting, Great Fortitude, Lightning Reflexes.
9; Medium humanoid; HD 7d4+14 plus 2d4+4; hp 40; Init +2;
Spells: Ability to cast 4th-level arcane or divine spells. Ability
Spd 30 ft.; AC 15, touch 13, flat-footed 13; Base Atk +4; Grp +5;
to cast at least three spells that require Fortitude saves and at
Atk +6 melee (1d6+2, +1 spell storing quarterstaff); Full Atk +6
least three spells that require Reflex saves. (A spell that deals
melee (1d6+2, +1 spell storing quarterstaff); SQ arcane sensitivity,
damage but allows no saving throw can substitute for any of
familiar, familiar benefits (+2 bonus on Reflex saves, Alertness,
these required spells.)
empathic link, share spells), improved spell saves (+1 against spells
Patron Deity: Azuth.
and spell-like abilities); AL LN; SV Fort +6, Ref +8, Will +10;
Region: Halruaa.
Str 13, Dex 15, Con 15, Int 17, Wis 14, Cha 16.
Skills and Feats: Concentration +10 (+14 casting defensively),
CLASS SKILLS Diplomacy +5, Gather Information +11, Intimidate +9, Knowledge
The Halruaan magehound’s class skills (and the key ability
(arcana) +11, Knowledge (Halruaa local) +11, Move Silently +10,
for each skill) are Concentration (Con), Craft (Int), Gather
Search +9, Sense Motive +7, Spellcraft +13; Alertness*, Combat
Information (Cha), Intimidate (Cha), Knowledge (all skills,
Casting, Great Fortitude, Investigator, Lightning Reflexes, Scribe
taken individually) (Int), Search (Int), Sense Motive (Wis), and
ScrollB, Silent SpellB, Spell Focus (evocation).
Spellcraft (Int).
Languages: Common, Draconic, Elven, Halfling, Halruaan.
Skill Points at Each Level: 2 + Int modifier.
Arcane Sensitivity (Sp): Boryka can use arcane sensitivity at
will as a 9th-level wizard.
CLASS FEATURES Familiar: Boryka’s familiar is a weasel named Incanti. The fa-
All of the following are class features of the Halruaan magehound
miliar uses the better of its own and Boryka’s base save bonuses. The
prestige class.
creature’s abilities and characteristics are summarized below.
Weapon and Armor Proficiency: A Halruaan magehound
Incanti: Weasel familiar; CR —; Tiny magical beast (aug-
gains no proficiency with any weapon or armor.
mented animal); HD 9; hp 20; Init +2; Spd 20 ft., climb 20
Spells Per Day/Spells Known: At each level except 4th and
ft.; AC 18, touch 14, flat-footed 16; Base Atk +4; Grp –7;
8th, a Halruaan magehound gains new spells per day (and
Atk or Full Atk +8 melee (1d3–4, bite); Space/Reach 2-1/2
spells known, if applicable) as if she had also gained a level in
ft./0 ft.; SA attach; SQ deliver touch spells, improved evasion,
a spellcasting class to which she belonged before adding the
low-light vision, scent, share spells, speak with master, speak
prestige class level. She does not, however, gain any other benefit
with mustelids; AL LN; SV Fort +2, Ref +4, Will +9; Str 3,
a character of that class would have gained (improved chance
Dex 15, Con 10, Int 9, Wis 12, Cha 5.
of turning or destroying undead, metamagic or item creation
Skills and Feats: Balance +10, Climb +10, Hide +11,
feats, and so on). If she had more than one spellcasting class
Move Silently +8, Spot +3; Weapon Finesse.
before becoming a Halruaan magehound, she must decide to
Attach (Ex): If Incanti hits with a bite attack, it may use
which class to add each level for the purpose of determining
its powerful jaws to latch onto the opponent’s body and auto-
spells per day and spells known.
matically deal bite damage each round it remains attached.
Improved Saves (Ex): The Halruaan magehound learns to
When attached, Incanti loses its Dexterity bonus to Armor
improve her resistance to the very sorts of spells she uses against
Class (AC 16). To remove Incanti through grappling, an
others. At 1st level, she gains a +1 resistance bonus on her saves
opponent must achieve a pin against the creature.
against spells and spell-like abilities. This bonus increases by +1
Deliver Touch Spells (Su): Incanti can deliver touch
every two levels above 1st, to a maximum of +5 at 9th level.
spells for Boryka (see Familiars, page 52 of the Player’s
Arcane Sensitivity (Sp): The Halruaan magehound develops
Handbook).
a keen awareness of the presence of arcane magic in any living
Improved Evasion (Ex): If Incanti is exposed to any
creature. She can use arcane sensitivity (see page 44) at will as
effect that normally allows it to attempt a Reflex saving
a wizard whose level is equal to her Halruaan magehound level
throw for half damage, it takes no damage with a successful
plus her highest spellcaster level..
saving throw and half damage if the saving throw fails.
Spell Resistance (Ex): The Halruaan magehound develops
Speak with Master (Ex): Incanti can communicate ver-
resistance to magic. At 4th level, she gains a spell resistance equal
bally with Boryka. Other creatures do not understand the
to 15 + her Halruaan magehound level.
communication without magical help.
Antimagic Field (Sp): The Halruaan magehound develops a
Speak with Mustelids (Ex): Incanti can communicate
powerful tool to thwart the mages she is hunting. At 10th level,
with animals of approximately the same kind as itself
the magehound can use antimagic field once per day as a wizard
(including dire varieties).
whose level is equal to her Halruaan magehound level plus her
Familiar Benefits: Boryka gains special benefits from having a
highest spellcaster level.
familiar. This creature grants Boryka a +2 bonus on Reflex saves
(included in the above statistics).

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PRESTIGE CLASSES

Alertness (Ex): *Incanti grants its master Alertness as long Clerics and paladins most often turn to the role of spiritual
as it is within 5 feet. advisor and peacekeeper that the hand of the Adama embodies.
Empathic Link (Su): Boryka can communicate empathically Very rarely, a druid or ranger accepts the mantle of a hand of the
with Incanti at a distance of up to 1 mile. She has the same Adama. No other classes have the spiritual connection necessary
connection to an item or a place that Incanti does. to serve a temple and its flock in such a manner.
Share Spells (Su): Boryka may have any spell she casts on Hands of the Adama often work in small groups together, or
herself also affect Incanti if the latter is within 5 feet at the time. with others who are devoted in their own way to furthering the
She may also cast a spell with a target of “You” on Incanti. tenets of the faith. Occasionally, a hand of the Adama leaves the
Wizard Spells Prepared (caster level 7th; prohibited schools Golden Water on some mission or purpose, but most are not often
enchantment and necromancy): 0—detect magic, seen far from home. The companions of a hand of the
flare (DC 14), light, ray of frost (2) (+6 ranged Adama must be individuals of high moral character.
touch); 1st—burning hands (DC 15), mage Hit Die: d8.
armor, magic missile (3), shield; 2nd—detect
thoughts (DC 15), glitterdust (DC 15), resist REQUIREMENTS
energy, scorching ray (2) (+6 ranged touch), To qualify to become a hand of the Adama,
shatter (DC 16); 3rd—clairaudience/ a character must fulfill all the following
clairvoyance, dispel magic, fireball (DC criteria.
17), lightning bolt (DC 17), nondetection; Alignment: Lawful good or lawful neutral.
4th—lesser globe of invulnerability, Otiluke’s Skills: Diplomacy 8 ranks, Heal 8 ranks, Knowl-
resilient sphere, shout (DC 18); 5th—cone edge (religion) 8 ranks.
of cold (DC 19), wall of force. Spells: Able to cast 3rd-level divine
Spellbook: as above plus 0—all except spells.
enchantment and necromancy; 1st—detect Patron Deity: The Adama.
secret doors, detect undead, comprehend Region: The Golden Water.
Illustration by Sam Wood

languages, disguise self, identify, Tenser’s


floating disk, true strike; 2nd—darkness; CLASS SKILLS
3rd—daylight; 4th—ice storm. The hand of the Adama’s class skills (and
Possessions: +1 spell storing quarterstaff the key ability for each skill) are Con-
(dispel magic), bracers of armor +2, boots of el- centration (Con), Craft (Int), Diplomacy
venkind, ring of feather falling, ring of protection (Cha), Heal (Wis), Knowledge (arcana)
+1, diamond dust (500 gp). (Int), Knowledge (history) (Int), Knowledge
(the planes) (Int), Knowledge (religion) (Int),
Hand of Profession (Wis), Sense Motive (Wis), and
Spellcraft (Int).
the Adama Skill Points at Each Level: 2 + Int
modifier.
The hand of the Adama is a benign leader, judge
and jury, and protector of the common folk all CLASS FEATURES
rolled into one. In a land where the faith of the All of the following are class features of the
people is intertwined with their day-to-day activities, Sovial, a hand of the Adama hand of the Adama prestige class.
the hand of the Adama is the presence that helps Weapon and Armor Proficiency: Hands of the
them remember the code of conduct, settles disputes, and assists Adama gain no weapon or armor proficiency.
those who require aid. A hand of the Adama understands better Spells Per Day/Spells Known: At each level, a hand of the
than anyone the truths of “The One” and serves as teacher for Adama gains new spells per day (and spells known, if applicable)
others to gain clarity in their actions. as if he had also gained a level in a divine spellcasting class to
which he belonged before adding the prestige class level. He does

TABLE 2–5: THE HAND OF THE ADAMA


Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Tongues, lay on hands +1 level of existing divine spellcasting class
2nd +1 +0 +0 +3 Discern lies, remove disease 1/week +1 level of existing divine spellcasting class
3rd +2 +1 +1 +3 Divination enhancement +1 level of existing divine spellcasting class
4th +3 +1 +1 +4 Pierce illusion +1 level of existing divine spellcasting class
5th +3 +1 +1 +4 Learn the truth, remove disease 2/week +1 level of existing divine spellcasting class

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PRESTIGE CLASSES

not, however, gain any other benefit a character of that class when using divination spells such as augury or divination. If a
would have gained (improved chance of turning or destroying cleric 11/hand of the Adama 4 casts divination, his chance of
undead, metamagic or item creation feats, and so on). If he had success is 70% (base) + 15% (1% per caster level) +8% (2 × his
more than one divine spellcasting class before becoming a hand hand of the Adama level), or 93%.
of the Adama, he must decide to which class to add each level for Pierce Illusion (Su): At 4th level and above, a hand of the
the purpose of determining spells per day and spells known. Adama gains the supernatural ability to penetrate illusions and
Tongues (Sp): A hand of the Adama can use tongues as the disguises at will. Whenever a hand of the Adama sees an illusion
spell a number of times per day equal to his hand of the Adama or disguise spell of any sort, he immediately makes a Will
level plus his Charisma bonus (minimum once per day) as a caster save to see through it. The hand of the Adama need not
of a level equal to his hand of the Adama level plus his highest interact with or touch the illusion; visual contact is
divine spellcaster level. enough to give the Will save.
Lay on Hands (Su): A hand of the A hin fist Learn the Truth (Su): By touching a creature
Adama can heal a total number of hit that has lied to him, a hand of the Adama of
points of damage equal to his hand of 5th level can force the creature to tell the
the Adama level × his Charisma bonus truth. The creature can make a Will save
(if any) by touch. See the paladin class feature (DC 15 + the hand of the Adama’s Cha
on page 44 of the Player’s Handbook. Paladin levels modifier) to resist this mind-affecting
stack with hand of the Adama levels for the purpose compulsion effect. If the saving throw
of determining how many hit points the hand of the fails, the creature must speak the true
Adama can heal per day. version of the lie it uttered. The hand
Discern Lies (Sp): Beginning at 2nd level, a of the Adama can use this ability at will,
hand of the Adama can use discern lies as the but only after casting discern lies (or using
spell three times per day as a caster of a level his spell-like ability of the same name) on the

Illustration by Carl Frank


equal to his hand of the Adama level plus his creature in question.
highest divine spellcaster level. The save DC against
this ability is 14 + the hand of the Adama’s
Wis modifier.
Sample
Remove Disease (Sp): A hand of the Hand of the Adama
Adama of 2nd level can use remove
Sovial: Male human cleric 6 of the
disease, as the spell, once per week at
Adama/hand of the Adama 4; CR 10;
2nd level. At 5th level and higher, he
Medium humanoid; HD 6d8+6 plus
can use this ability twice per week.
4d8+4; hp 55; Init +0; Spd 30 ft.; AC
Divination Enhancement (Ex):
18, touch 10, flat-footed 18; Base
Beginning at 3rd level, a hand
Atk +7; Grp +2; Atk +8 melee
of the Adama adds twice his
(1d6+1 or 2d6+1 nonlethal, +1
hand of the Adama level to his
merciful light mace); Full Atk
percentage chance of success

Hin Fist
A hin fist is a devout member of a temple dedicated to both the land alone or with small groups, serving as champions of
Yondalla and the protection of the halfling realm of Luiren. Yondalla. Their strict beliefs require them to select comrades
Brimming with confidence in her own abilities, a hin fist that are true of heart.
transforms that self-assurance into the power of mastery
over herself and the world around her. She sees her body and CREATING A HIN FIST
mind as gifts from Yondalla that should be developed and used You can create a hin fist by adapting the sacred fist prestige
to the fullest—there should be no need for artificial tools such class from Complete Divine for use in Faerûn. The prestige
as weapons. class can be used with the following adjustments.
Clerics, paladins, and monks make the best hin fists, while To qualify to become a hin fist, a character must fulfill the
bards, fighters, and rogues sometimes narrow the focus of their following criteria (in addition to those of the original prestige
life to adapt to these ways. Even druids, sorcerers, and wizards class).
can occasionally discipline the mind and body enough to make Race: Halfling.
good use of a hin fist’s skills and abilities. Alignment: Lawful good.
Hin fists usually study and improve themselves among their Patron Deity: Yondalla.
own kind in temples in Luiren. Otherwise they wander across Region: Luiren.

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+8/+3 (1d6 or 2d6 nonlethal, +1 merciful light mace), SA spell- on important missions, a few flee Halruaa due to a breech of
like abilities, turn undead 9/day (+4, 2D6+8, 7th); SQ discern lies their ethical code or to find freedom. Such renegades are hunted
3/day (DC 17), divination enhancement (+8%), lay on hands (8 persons, likely to surround themselves with likeminded allies and
points/day), pierce illusion, remove disease 1/week, tongues 6/day; be always on the move.
AL LG; SV Fort +7, Ref +5, Will +12; Str 10, Dex 10, Con 12, Hit Die: d6.
Int 14, Wis 17, Cha 14.
Skills and Feats: Appraise +8, Bluff +5, Concentration +10, REQUIREMENTS
Diplomacy +14, Heal +11, Knowledge (the planes) +7, Knowl- To qualify to become a jordain vizier, a character must fulfill
edge (religion) +12, Sense Motive +14, Spellcraft +10; Extra all the following criteria.
Turning, Improved Turning, Lightning Reflexes, Negotiator, Race: Human (Halruaan).
Silver Palm. Alignment: Any lawful.
Languages: Common, Celestial, Durpari, Halfling. Base Will Save: +6.
Pierce Illusion (Su): Sovial can penetrate illusions and Skills: Concentration 8 ranks, Diplomacy 2 ranks, Gather
disguises at will. Whenever he sees an illusion or disguise Information 2 ranks, Heal 2 ranks, Knowledge (arcana) 8
spell of any sort, he immediately makes a Will save ranks, Knowledge (history) 4 ranks, Knowledge (nobility
to see through it. He need not interact with or touch and royalty) 4 ranks, Knowledge (any one other) 4
the illusion; visual contact is enough. ranks, Listen 2 ranks, Spellcraft 4 ranks.
Cleric Spells Prepared (caster level 10th): Feats: Iron Will, Spellwise.
0—create water, detect magic, detect poison, Patron Deity: One of Halruaa’s accepted deities,
guidance, light, mending; 1st—bless, bless water, usually Mystra or Azuth.
detect evil, protection from evilDG, remove fear, Special: Must be literate and speak Common,
shield of faith; 2nd—aidD, augury, calm emo- Halruaan, and at least two other languages. Must
Illustration by CVhristopher Rush

tions (DC 15), owl’s wisdom, shield other, sun have been raised by House Jordain. Such rearing
bolt† (DC 15); 3rd—dispel magic, helping hand, precludes the practice of arcane magic and the use
magic circle against evilDG, prayer, searing light of many magic items, subject to investigation by
(+7 ranged touch); 4th—dimensional anchor (+7 a magehound.
ranged touch), divination, holy smiteDG (DC 17),
neutralize poison; 5th—dispel evilDG (+7 melee touch; CLASS SKILLS
DC 18), greater command (DC 18), true seeing. The jordain vizier’s class skills (and the key ability for
D: Domain spell. Domains: Good (cast good spells each skill) are Appraise (Int), Concentration (Con),
[G] at +1 caster level), Healing (cast healing spells at Decipher Script (Int), Diplomacy (Cha), Gather In-
+1 caster level). formation (Cha), Heal (Wis), Knowledge (all skills,
†: New spell described in Chapter 3 of this book. taken individually) (Int), Listen (Wis), Perform (Cha),
Possessions: +1 mithral shirt, +2 light steel shield, Profession (Wis), Search (Int), Sense Motive (Wis), Speak
+1 merciful light mace, pearl of power (2nd-level spell), Language (n/a), Spellcraft (Int), and Spot (Wis).
elixir of fire breath. Skill Points at Each Level: 8 + Int modifier.

Jordain Vizier CLASS FEATURES


All of the following are class features of the
The Jordaini are a special servitor caste, though still Zurleau, a Jordain vizier jordain vizier prestige class.
upper class, in the magocracy of Halruaa. They are Weapon and Armor Proficiency: A jordain vizier
trained at a young age to understand magic, schooled in a wide gains no proficiency with any weapons or armor.
range of academic disciplines, and taught to be imperturbable Arcane Nondetection (Ex): A jordain vizier undergoes mental
in the face of the wondrous. Following their graduation from and physical training to make him difficult to detect with arcane
House Jordain, they are assigned to one of Halruaa’s ruling divination spells and items. This ability functions exactly like
class of wizards, where their special skills make them important the nondetection spell, except that it works only against arcane
advisors to and guardians of their new masters. magic. The DC to overcome this nondetection ability is 15 + the
Most jordain viziers begin their training as experts, and character’s jordain vizier level + his Cha modifier.
then apply their abilities to the monk class until qualifying as a Arcane Spell Resistance (Ex): A jordain vizier has spell
jordain vizier, whereupon they typically alternate between monk resistance against arcane magic equal to 10 + the character’s
and jordain vizier levels. Members of the jordain order usually jordain vizier level + his Cha modifier.
multiclass as experts, fighters, jordain viziers, and monks, but Eidetic Memory (Ex): Jordain viziers are trained so deeply in
some multiclass as rogues. Few take up spellcasting classes, since various forms of mnemonics that their skills become subconscious.
doing so inevitably makes them hunted by the magehounds. They collect knowledge from all disciplines and can process it
Jordain viziers approach adventures as unflappably as they in a deductive way that defies explanation. This ability has three
approach everything else. While most jordain viziers are found functions: recollection of knowledge and perceptions, committing
away from their homes only when they accompany their masters specific things to memory, and making accurate conclusions.

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PRESTIGE CLASSES

Through years of study, with the intention of becoming of of data with bearing on the topic. The nature of the knowledge
the greatest use to his wizard master, a jordain vizier gains the the jordain vizier gains is subject to DM discretion, but might
ability to know legends or information regarding various topics, include the answer to a riddle, the way out of maze, or even a
just as a bard can with bardic knowledge. The jordain vizier adds conclusion concerning a dilemma. An eidetic memory check,
his jordain vizier level + his Int modifier to a lore check, which with a bonus equal to the character’s jordain vizier level + his
functions otherwise exactly like a bardic knowledge check. See Int modifier, must be made to compile the desired information.
page 28 of the Player’s Handbook for more information on bardic The DM secretly determines the DC.
knowledge. If a jordain vizier has levels in bard, loremaster, or
another class that grants an ability similar to bardic knowledge, Bonus Language (Ex): During their laborious studies, jordain
those class levels stack for the purpose of determining the viziers learn new languages to access more knowledge and better
efficacy of this aspect of eidetic memory. Table 2–6: Eidetic serve their wizard masters. The jordain vizier can choose a new
Memory shows additional example DCs for recalling or knowing language at 2nd and 4th level.
a particular fact. Combat Insight (Ex): Due to their quick, deductive minds and
A jordain vizier can also commit an item to memory with extensive training, jordain viziers can predict an opponent’s next
perfect accuracy. He can store a number of items equal to his move to some extent. Jordain viziers gain a +1 insight bonus on
jordain vizier level + his Int modifier. The jordain vizier can drop attack rolls and a +1 dodge bonus to Armor Class. At 4th level,
older items in favor of new ones. Dropped items can be recalled the bonuses increase to +2.
as if they were other types of memories, using the DCs on Table Counterspell (Su): While jordain viziers do not learn to cast
2–6: Eidetic Memory. spells, beginning at 3rd level, they learn to direct their spell resis-
tance outward. This, combined with their knowledge of wizardry
TABLE 2–6: EIDETIC MEMORY and how to disrupt spells, gives them the ability to prepare to
counterspell an arcane spell as a ready action. (For more informa-
Type of Memory DC tion on counterspells, see page 170 of the Player’s Handbook.)
Recall obvious detail or common knowledge 10 Like a spellcaster, a jordain vizier must select an opponent
Several noblewomen attended Elder Thebadol’s induction as the target of the counterspell and ready an action to counter
celebration; the gist of a conversation; silver weapons hurt her spell. When the opponent tries to cast a spell, a vizier makes
lycanthropes. a Spellcraft check (DC 15 + the spell’s level) as a free action to
Recall important detail or specialized knowledge 15 identify the opponent’s spell. Unlike a spellcaster, to complete the
Thebadol’s third daughter was absent; key phrases of a action, the jordain vizier must make a special class level check
conversation; fiendish creatures have cold resistance. (1d20 + jordain vizier level) that equals or exceeds 5 + the spell’s
Recall noticeable detail or esoteric knowledge 20 caster level. If successful, the jordain vizier negates the arcane
Boryka, a magehound, asked several ball-goers about Thebadol’s spell with no other results. The jordain vizier can only counter-
daughter; word-for-word recollection of key portions of a spell spells of a level equal to or less than his jordain vizier level
conversation; which spells affect a particular kind of golem. + his Cha modifier, and he can only attempt to counterspell a
Trivial detail or obscure knowledge 25 number of times per day equal to the same number. This power
Thebadol grimaced briefly when Boryka asked about his is Weave-based and can be affected by Shadow Weave feats and
daughter; word-for-word recollection of an entire conversation; magic just as any other Weave magic.
the resistances and immunities of various outsiders. An ex-jordain vizier who gains the ability to counterspell as
a spellcaster must choose, after making his Spellcraft check, to
Finally, the jordain vizier can use his honed memory to counterspell either as a jordain vizier or as his spellcaster class.
make lightning-fast deductions based on only the slightest clues, The abilities do not stack in any way.
patterns, or scraps of information. He can make reasonable state- Aide-de-Camp (Ex): Jordain viziers eventually become indis-
ments about a person, place, or object, from seemingly little pensable assistants to their masters. At 5th level, the character
knowledge. However, this ability is the result of a rigorously logical doubles his Intelligence and Wisdom bonuses (if any) for the pur-
process, involving recalling and correlating every possible piece poses of eidetic memory and all appropriate class skill checks.

TABLE 2–7: THE JORDAIN VIZIER


Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +0 +2 Arcane nondetection, arcane spell resistance, eidetic memory
2nd +1 +0 +0 +3 Bonus language, combat insight +1
3rd +2 +1 +1 +3 Counterspell
4th +3 +1 +1 +4 Bonus language, combat insight +2
5th +3 +1 +1 +4 Aide-de-camp, grace

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Grace (Ex): At 5th level, jordain viziers become more resistant against Zurleau, the user must make a DC 19 caster level check
to the effects of magic. The character can apply his Charisma for the divination to work.
bonus (if any) as a bonus on saving throws against supernatural Evasion (Ex): If Zurleau is exposed to any effect that normally
abilities, spells, and spell-like abilities. allows him to attempt a Reflex saving throw for half damage,
Code of Conduct: Jordain viziers are indoctrinated to never he takes no damage with a successful saving throw.
lie, never utilize spells (or magic items that produce spell-like Purity of Body (Ex): Immune to all normal diseases. Magical
effects), and obey Halruaan wizards, authorities, and laws. and supernatural diseases still affect Zurleau.
The punishment for breaking these rules is usually death. All Slow Fall (Ex): A monk within arm’s reach of a wall can use
Jordaini are rendered infertile upon graduation, so no jordain it to slow his descent while falling. Zurleau takes damage as if
vizier can have children. Jordain viziers seldom handle money the fall were 20 feet shorter than it actually is.
on the theory that they are less likely to be corrupted by its Still Mind (Ex): +2 bonus on saves against spells and effects
lure. They are taught to value the philosophical over the mate- of the enchantment school.
rial and rely on their wizard masters to handle most of their Possessions: Amulet of natural armor +1 (with symbol of
material needs. House Jordain).
Multiclass Note: Most jordain viziers multiclass in expert,
monk, and/or fighter. Jordain viziers can add levels in any of these
classes without losing the ability to advance as a monk. This is
Luiren Marchwarden
an exception to the rule in the Ex-Monks section, page 42 of the The Luiren marchwarden is the defender of the frontier in
Player’s Handbook. Violating this expanded limit by multiclassing the land of the halflings. In Luiren, much of the territory
into a class other than those listed above ends the jordain vizier’s is still verdant and untamed. The hin rarely settle down for
development as a monk, as described in the standard rules. Such long stretches, but their communities are still threatened by
multiclassing does not end the jordain vizier’s development as a encroaching monsters and would-be invaders from other lands.
jordain vizier. The halflings need protectors to watch over them and keep dangers
Some jordain viziers multiclass as rogues or sorcerers, from slipping past the borders unobserved. Such is the task of
though the latter choice almost assuredly forces them out of the Luiren marchwarden.
the jordain order and makes them fugitives hunted by the deadly Rangers and druids are best suited to become marchwardens,
magehounds. but sometimes other classes choose this path. Of those classes,
Ex-Jordain Viziers: A jordain vizier who becomes nonlawful only wizards and sorcerers truly lack the defensive instincts
cannot gain further levels as a jordain vizier, but he retains all necessary to carry out the tasks of the marchwarden effectively.
jordain vizier abilities. In addition, a jordain vizier who gets Barbarians are unusual in Luiren, and thus they are also rare
caught violating the code of conduct can be thrown out of the as marchwardens.
jordain order, thereby preventing him from gaining new levels Marchwardens work alone and in small groups. Either way,
in this class. Unfortunately, such banishment is more rare than they accept responsibility for a specific region of the countryside,
a death sentence. and they consider it their duty to defend that plot of land—and
the halflings who reside on it—from any and all threats. They
Sample Jordain Vizier seldom roam beyond their home territory, because many of
their abilities and powers are tied to the region where they
Zurleau: Male human expert 1/monk 5/jordain vizier 1; CR 6; stand vigilant.
Medium humanoid; HD 1d6+1 plus 5d8+5 plus 1d6+1; hp 35; Hit Die: d8.
Init +7; Spd 40 ft.; AC 17, touch 16, flat-footed 14; Base Atk +3;
Grp +8; Atk +6 melee (1d8+1, unarmed strike); Full Atk +4/+4 REQUIREMENTS
melee (1d8+1, unarmed flurry); SA ki strike (magic); SQ arcane To qualify to become a Luiren marchwarden, a character must
nondetection, arcane spell resistance 14, eidetic memory +5 (3 fulfill all the following criteria.
items in memory), evasion, purity of body, slow fall (20 ft.), still Race: Halfling.
mind; AL LN; SV Fort +5, Ref +7, Will +10; Str 13, Dex 16, Alignment: Any nonevil.
Con 13, Int 14, Wis 14, Cha 16. Base Attack Bonus: +4.
Skills and Feats: Balance +10, Concentration +9, Diplomacy Skills: Knowledge (Luiren local) 5 ranks, Knowledge (geog-
+10, Escape Artist +7, Gather Information +7, Heal +6, Jump raphy) 8 ranks.
+10, Knowledge (arcana) +12, Knowledge (Halruaa local) +7, Feats: Alertness, Investigator, Track
Knowledge (history) +7 (+9 for Halruaa), Knowledge (nobility Spells: Able to cast 1st-level divine spells.
and royalty) +6 (+8 for Halruaa), Listen +5, Sense Motive +8, Region: Luiren
Spellcraft +12, Spot +5, Tumble +10; Combat ReflexesB, Improved
Counterspell, Improved GrappleB, Improved Initiative, Improved CLASS SKILLS
Unarmed StrikeB, Spellwise, Weapon Finesse. The Luiren marchwarden’s class skills (and the key ability for
Languages: Common, Draconic, Elven, Halruaan. each skill) are Climb (Str), Concentration (Con), Craft (Int),
Arcane Nondetection (Ex): Zurleau is difficult to detect with Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str),
arcane divination spells and items. If such a spell or item is used Knowledge (geography) (Int), Knowledge (Luiren local) (Int),

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Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), fully vested immediately. The first week a Luiren marchwarden
Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival occupies his new march, he has only the benefits of a 1st-level
(Wis), Swim (Str), and Use Rope (Dex). marchwarden. During the second week, the benefits due a 2nd-
Skill Points at Each Level: 6 + Int modifier. level marchwarden activate, and so on each week, until the
maximum benefits of the marchwarden’s own level function.
CLASS FEATURES The moment a marchwarden establishes a new march, he loses
All of the following are class features of the Luiren marchwarden all benefits in the old one.
prestige class. Detect Evil (Sp): A Luiren marchwarden can use detect evil
Weapon and Armor Proficiency: A Luiren marchwarden at will while inside the boundary of his sanctified march.
gains no proficiency with any weapons or armor. Share March Bonus (Ex): Beginning at 2nd level, a Luiren
March Bonus (Ex): A Luiren marchwarden marchwarden can share the morale bonuses he gains from his
gets a morale bonus on saves and to Armor Class march bonus ability with a single ally within 30 feet. Sharing
whenever he is within the boundary of his march the march bonus is a free action that can be performed at will,
(see Sanctify March, below). He also but a marchwarden must be able to see his ally at the time the
gets this bonus on Hide, Knowledge ability is activated. The effect lasts until the target is out of
(nature), Listen, Move Silently, range or until the Luiren marchwarden ends it as a
Spot, and Survival checks while free action.
within his march. This bonus Easy Trail (Su): From 2nd level on, any
starts at +2 and improves with time a Luiren marchwarden is inside the
every odd marchwarden level, until boundary of his sanctified march, he can
it reaches +4 at 5th level. move through all types of terrain as though
Sanctify March (Ex): A Luiren under the effects of an easy trail spell. This spell
marchwarden establishes a territory, is found on page 46.

Illustration by Jason Engle


called a march, which is his to Safe Clearing (Sp): A 3rd-level
defend against all threats. This and higher marchwarden gains the
march is an area 5 miles per ability to use the spell safe clearing
marchwarden level in a radius (see page 48) once per day. The
from a central point—usually effect is treated as if improved
the center of a village or town, by the Widen Spell metamagic
but sometimes an unusual place, feat. A marchwarden must be
such as a sacred grove or a waterfall. within his march to use this abil-
To consider a location for his march, ity, and he uses it at a caster level equal to
a marchwarden must know the terrain twice his Luiren marchwarden level.
exceptionally well (as indicated by Dispel Evil (Sp): Once he reaches 4th
the skill requirements for this level, a Luiren marchwarden inside the
class). While a marchwarden is boundary of his sanctified march
within his sanctified march, can use dispel evil once per day.
he gains all the additional His caster level is equal to
abilities and bonuses of the class as twice the character’s Luiren
specified below. Q uillan, a Luiren
marchwarden level.
If a Luiren marchwarden chooses to establish marchwarden Land Womb (Sp): A 4th-level Luiren marchwar-
a new march, he must first create familiarity with den gains the ability to use the spell land womb once
the location by living there for a month. Once he has become per day, so long as he is inside the boundary of his sanctified
accustomed to the area, the marchwarden can designate the march. His caster level is equal to twice the character’s Luiren
locale as his march, but the benefits of the march are not marchwarden level..

TABLE 2–8: THE LUIREN MARCHWARDEN


Base
Attack Fort Ref Will March
Level Bonus Save Save Save Bonus Special
1st +1 +2 +2 +0 +2 Sanctify march, detect evil
2nd +2 +3 +3 +0 +2 Share march bonus, easy trail
3rd +3 +3 +3 +1 +3 Safe clearing
4th +4 +4 +4 +1 +3 Dispel evil, land womb
5th +5 +4 +4 +1 +4 Commune with march, hide in plain sight

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Commune with March (Sp): Beginning at 5th level, a march- Skills and Feats: Jump +9, Listen +5, Spot +5, Swim +4,
warden can gather information about her entire march once per Survival +3; Alertness, Light Armor Proficiency, TrackB.
day as if he had cast the commune with nature spell. Trip (Ex): If Ducs hits with a bite attack, it can attempt
Hide in Plain Sight (Ex): At 5th level, within the confines to trip the opponent (+1 check modifier) as a free action
of his march, a marchwarden can use the Hide skill even while without making a touch attack or provoking attacks of
being observed. opportunity. If the attempt fails, the opponent cannot react
to trip Ducs.
Sample Luiren Marchwarden Evasion (Ex): If Ducs is exposed to any effect that nor-
mally allows it to attempt a Reflex saving throw for half
Quillan: Male strongheart halfling ranger 7 of Sheela Peryroyl/ damage, it takes no damage with a successful saving throw.
Lurien marchwarden 3; CR 10; Small humanoid; HD 7d8+14 Tricks: Attack (all creatures), come, defend, down, heel,
plus 3d8+6; hp 65; Init +5; Spd 30 ft.; AC 20, touch 16, flat- perform, and stay.
footed 15; Base Atk +10; Grp +6; Atk +12 melee (1d4, masterwork Possessions: Masterwork leather barding, military saddle,
sickle) or +17 ranged (1d6+1/×3, +1 composite longbow of distance) bridle.
or +14 ranged (1d6+2/×3 plus 1d6+2 [two arrows], +1 composite Detect Evil (Sp): Within the limits of his march, Quillan
longbow of distance with Manyshot); Full Atk +12/+7 melee can use detect evil at will, as the spell.
(1d4, masterwork sickle) or +15/+15/+10 ranged (1d6+1/×3, Easy Trail (Su): When Quillan is inside the boundary of his
+1 composite longbow of distance); SA favored enemy animals sanctified march, he can move through all types of terrain as
+4, favored enemy aberrations +2; SQ animal companion (war though under the effects of an easy trail spell.
dog; link, share spells), detect evil, easy trail, march bonus, safe March Bonus (Ex): While within the borders of his march,
clearing, sanctify march (15-mile radius), share march bonus, Quillan gets a +3 morale bonus on saves and to Armor Class.
wild empathy +8 (+4 magical beasts), strongheart halfling traits, He also gets this bonus on Hide, Knowledge (nature), Listen,
woodland stride; AL NG; SV Fort +10*, Ref +11*, Will +4*; Str Move Silently, Spot, and Survival skill checks while within
11, Dex 20, Con 14, Int 12, Wis 13, Cha 12. his march.
Skills and Feats: Climb +10 (+12 with rope), Gather Informa- Safe Clearing (Sp): Once per day, Quillan can use a widened
tion +5, Hide +13, Jump +13, Knowledge (geography) +10 (+12 in safe clearing as a 6th-level caster, so long as he is inside the
Luiren), Knowledge (Luiren local) +10, Knowledge (nature) +12, boundary of his sanctified march.
Listen +10, Move Silently +14, Ride +9 (+11 to stay in saddle), Share March Bonus (Ex): At will and as a free action, Quil-
Search +12, Spot +10, Survival +11 (+13 to avoid getting lost lan can share his march bonus with a single ally within 30 feet.
and to track, +2 additional aboveground), Swim +10, Use Rope Quillan must be able to see his ally at the time the ability is
+10; Alertness, Dodge, EnduranceB, Investigator, ManyshotB, activated, and the effect lasts until the target is out of range or
Mobility, Point Blank Shot, Rapid ShotB, TrackB. until Quillan ends it (a free action).
Languages: Common, Goblin, Halfling, Shaaran. Strongheart Halfling Traits: *Strongheart halflings have a
Favored Enemy (Ex): Quillan gains a +4 bonus on his Bluff, +2 racial bonus on saving throws against fear.
Listen, Sense Motive, Spot, and Survival checks when using these Woodland Stride (Ex): Quillan may move through natural
skills against animals. He gains the same bonus on weapon damage thorns, briars, overgrown areas, and similar terrain at normal
rolls. Against aberrations, he gains a +2 bonus on these skill checks speed and without damage or other impairment. However, thorns,
and on weapon damage rolls. briars, and overgrown areas that are magically manipulated to
Animal Companion (Ex): Quillan has a war dog named Ducs impede motion still affect him.
as an animal companion. The creature’s abilities and characteris- Ranger Spells Prepared (caster level 3rd): 1st—endure
tics are summarized below. Quillan and Ducs enjoy the link and elements, speak with animal.
share spells special qualities. Possessions: +2 leather armor, +1 composite longbow of distance,
Link (Ex): Quillan can handle Ducs as a free action. He also masterwork sickle, masterwork light crossbow, boots of striding and
gains a +4 circumstance bonus on all wild empathy checks and springing, potion of cat’s grace, 2 potions of cure light wounds.
Handle Animal checks made regarding his dog.
Share Spells (Ex): Quillan may have any spell he casts also
affect Ducs, so long as the latter is within 5 feet. He may also
cast spells with a target of “You” on Ducs.
Ducs: War dog animal companion; CR —; Medium animal;
HD 4d8+8; hp 26; Init +3; Spd 40 ft.; AC 21, touch 13,
flat-footed 18; Base Atk +3; Grp +6; Atk +6 melee (1d6+4,
bite); SA trip; SQ evasion, low-light vision, scent, tricks; AL
N; SV Fort +7, Ref +7, Will +2; Str 16, Dex 16, Con 15, Int
2, Wis 12, Cha 6.

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PRESTIGE CLASSES

Maquar Crusader the standards of the Maquar crusader’s code of conduct before
being admitted into the Maquar.
The Maquar are the noble class of warriors in the nation of
Estagund that exist for one purpose—devoted service to the rajah CLASS SKILLS
of that land. A Maquar crusader follows a strict code of conduct The Maquar crusader’s class skills (and the key ability for each
that not only limits what he can own or where he can live, but also skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis),
limits the ways in which merchants can influence him. Tradition- Jump (Str), Knowledge (nobility and royalty) (Int), Listen (Wis),
ally, Maquar crusaders are charged with protection of the royal Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis),
house and family, defense of the nation, and consultation on battle and Swim (Str).
tactics. They are both powerful champions, capable of impressive Skill Points at Each Level: 2 + Int modifier.
combat prowess with the falchion, and renowned defenders, skilled
at protecting those who cannot defend themselves. CLASS FEATURES
Fighters and paladins make up the bulk of recruits to the Weapon and Armor Proficiency: Maquar crusaders are pro-
ranks of the Maquar, though rangers and clerics sometimes hear ficient with all simple and martial weapons, all types of armor,
the call to serve the rajah. Members of few other classes have and shields.
the combination of dedication, military skill, and discipline to Uncanny Loyalty (Ex): The Maquar crusader’s unswerving
succeed as Maquar crusaders. dedication and loyalty to his duty makes him difficult to corrupt
Maquar crusaders usually operate in groups, though these can or influence. Beginning at 1st level, he gains a +1 resistance bonus
be small elite units tasked with specific jobs—such as security on Will saves against all mind-affecting spells and spell-like
for the rajah’s daughter—or in larger forces during times of abilities; this bonus increases as the crusader gains levels, until
war. A lone Maquar crusader might be sent on a serious mission it reaches +4 at 10th level.
in the service of his rajah, perhaps as a guardian for diplomats. Harm’s Way (Ex): A Maquar crusader can elect to place
At these times, the crusader might welcome the companionship himself in the path of danger to protect a single ally, called
of adventurers, though some find the Maquar’s strict code of his charge. Anytime the crusader is within 5 feet of his charge,
conduct inconvenient at times. and the charge is subject to an attack, the crusader can elect to
Hit Die: d8. switch places with her and take the attack in her place (the two
physically switch spaces). The crusader must declare his intent
REQUIREMENTS to switch places with his charge before the attack roll is made.
To qualify to become a Maquar crusader, a character must fulfill A charge can be selected as a free action when the crusader rolls
all the following criteria. initiative at the beginning of a combat and cannot be changed
Alignment: Lawful good or lawful neutral. for the duration of that combat. The Maquar crusader can only
Base Attack Bonus: +5. use this ability if his charge is one size category larger than he
Skills: Knowledge (nobility and royalty) 4 ranks. is, or smaller.
Feats: Alertness, Combat Expertise, Weapon Focus Greater Weapon Focus: Maquar crusaders receive Greater
(falchion). Weapon Focus (falchion) as a bonus feat.
Patron Deity: The Adama. Smite (Su): Once per day, a Maquar crusader of 2nd level or
Region: The Golden Water. higher can make a single melee attack with a +4 attack bonus and
Special: The character must have a reputation as an honorable a damage bonus equal to his Maquar crusader level. The crusader
and dedicated person. He must spend one full month living by must declare the smite before making the attack roll, and that

TABLE 2–9: THE MAQUAR CRUSADER


Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +2 +0 Greater Weapon Focus (falchion), harm’s way, uncanny loyalty +1
2nd +2 +3 +3 +0 Smite 1/day
3rd +3 +3 +3 +1 Allied Defense, uncanny loyalty +2
4th +4 +4 +4 +1 Defensive strike
5th +5 +4 +4 +1 Deflect attack
6th +6 +5 +5 +2 Smite 2/day, uncanny loyalty +3
7th +7 +5 +5 +2 Defensive strike (+1)
8th +8 +6 +6 +2 Deflect attack (+1)
9th +9 +6 +6 +3 Smite 3/day, uncanny loyalty +4
10th +10 +7 +7 +3 Defensive strike (+2)

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PRESTIGE CLASSES

smite use is wasted for the day if he misses. At 6th level, the paladin, so long as he continues to meet all other requirements
smite is usable two times per day, increasing to three times per for maintaining paladin status. This is an exception to the rule
day at 9th level. in the Ex-Paladins section, page 44 of the Player’s Handbook.
Allied Defense: A 3rd-level Maquar crusader gains Allied Violating this expanded limit by multiclassing into a class other
Defense (see page 19) as a bonus feat. than Maquar crusader ends the character’s development as a
Defensive Strike (Ex): Starting at 4th level, a Maquar crusader paladin, as described in the standard rules. Such multiclassing does
can make an attack of opportunity against an adjacent opponent not end the character’s development as a Maquar crusader.
who attacks his charge in melee. The crusader is still limited
to one attack of opportunity
per round, unless he has the
Sample Maquar Crusader
Combat Reflexes feat. He gains Lysan: Male human paladin 5 of the Adama/Maquar
a +1 bonus on this attack for crusader 1; CR 6; Medium humanoid; HD 5d10+10
every three levels above 4th. plus 1d8+2; hp 44; Init +6; Spd 30 ft.; AC 17, touch
Deflect Attack (Ex): Begin- 12, flat-footed 15; Base Atk +6; Grp +9; Atk +12
ning at 5th level, the Maquar melee (2d4+5/18–20, +1 falchion); Full Atk
crusader can attempt to parry a +12/+7 melee (2d4+5/18–20, +1 falchion);
melee attack against his charge. SA smite evil 2/day, turn undead 5/day
To attempt this, he must be with- (+4, 2d6+4, 2nd); SQ aura of cour-
in 5 feet of his charge, aware of age, aura of good, detect evil, divine
the impending attack, not flat-foot- grace, divine health, harm’s way, lay
ed, and holding a melee weapon or on hands (10 points/day), special
shield capable of deflecting the attack. mount (heavy warhorse; empathic
Once per round when his charge would link, share spells), uncanny loyal-
Illustration by Chris Hawkes

normally be hit with a melee weapon, ty +1; AL LG; SV Fort +10, Ref
the crusader can make a Reflex save (DC +7, Will +6; Str 16, Dex 14, Con
20 + attacking weapon’s magic enhancement 15, Int 13, Wis 16, Cha 15.
bonus [if any]). If he succeeds, he deflects the Skills and Feats: Diplomacy
blow as a free action, rendering it harmless. +9, Heal +8, Knowledge (nobil-
At 8th level, the Maquar crusader gains a ity and royalty) +6, Knowledge
+1 competence bonus on this Reflex save. (religion) +6, Listen +8, Ride
Code of Conduct: The Maquar crusader +7 (+9 to stay in saddle),
must adhere to a strict code of conduct at Spot +8, Sense Motive +8;
all times or risk being expelled from the Alertness, Combat Exper-
Maquar and losing his honored status within tise, Greater Weapon Focus
society. A Maquar cannot own anything (falchion) B, Improved Ini-
other than the clothes he wears, his tiative, Weapon Focus
armor, his sword, and a small amount (falchion).
of personal effects that he can carry Languages: Common,
himself. (Maquar crusaders hailing from Durpari, Halfling.
the paladin class can keep their special mounts Smite Evil (Su): Twice per
and the gear required for riding.) He has no home Lysan, a Maquar crusader day, Lysan may attempt to smite
other than the one his rajah supplies him. It is the evil with one normal melee attack. He adds
rajah’s responsibility to provide for a Maquar crusader (one cannot +2 to his attack roll and deals an extra 5 points of damage.
hold a job other than as a crusader), but he is expected to assist Aura of Courage (Su): Immune to fear and each ally within
the public in a time of need, whether that means defending the 10 feet of Lysan gains a +4 morale bonus on saving throws
rajah from assassins or helping to build a new public building against fear effects.
in a small village. A Maquar crusader cannot take payment for Detect Evil (Sp): Detect evil at will, as the spell.
his service, whether in coin or other material goods, but he can Divine Health (Ex): Immunity to disease.
ask for a single night’s hospitality from any citizen when he Harm’s Way (Ex): Lysan can elect to place himself in the
is away from his usual quarters. The Maquar are expected to path of danger to protect a single ally, called his charge. Anytime
obey the rajah (or a leader he appoints to operate on his behalf) Lysan is within 5 feet of his charge, and the charge is subject to
unquestioningly. an attack, Lysan can elect to switch places with the charge and
Multiclass Note: A character who was a paladin before take the attack in her place. He must declare his intent to switch
joining the Maquar crusader prestige class can freely add levels places with his charge before the attack roll is made. Lysan’s
of Maquar crusader without losing the ability to advance as a charge can be selected as a free action when he rolls initiative

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PRESTIGE CLASSES

at the beginning of a combat and cannot be changed for the Scourge maidens are the frontline combatants within temples
duration of that combat. dedicated to Loviatar. They are responsible for fetching prison-
Special Mount (Sp): Once per day, as a full-round action, ers, defending high-ranking priestesses, and inflicting painful
Lysan can call his heavy warhorse from the celestial realms to punishment on offenders. Though scourge maidens typically
serve him for up to 10 hours. Lysan can dismiss Ogladi at any work in groups with one another, they can and do undertake
time as a free action. The creature’s abilities and characteristics solitary quests. These servants of Loviatar can be found in
are summarized below. Lysan and Ogladi enjoy the empathic link the company of adventurers—so long as those adventurers are
and share spells special qualities. not squeamish and have the moral latitude to accept a sadist
Empathic Link (Su): Lysan can communicate empathically in their midst.
with Ogladi at a distance of up to 1 mile. Hit Die: d8.
Share Spells (Su): Lysan may have any spell he casts also
affect Ogladi, so long as the latter is within 5 feet. He may also REQUIREMENTS
cast spells with a target of “You” on Ogladi. To qualify to become a scourge maiden, a character must fulfill
Ogladi: Heavy warhorse special mount; CR —; Large all the following criteria.
animal; HD 6d8+9; hp 22; Init +1; Spd 50 ft.; AC 19, touch Gender: Female.
10, flat-footed 18; Base Atk +4; Grp +12; Atk +8 melee Alignment: Lawful evil, lawful neutral, or neutral evil.
(1d6+4, hoof); Full Atk +8 melee (1d6+4, 2 hooves) and +3 Base Attack Bonus: +4.
melee (1d4+2, bite); SA —; SQ low-light vision, scent; AL Skills: Heal 4 ranks, Intimidate 8 ranks, Use Rope 4 ranks.
LG; SV Fort +9, Ref +6, Will +2; Str 19, Dex 13, Con 17, Feats: Initiate of Loviatar, Exotic Weapon Proficiency
Int 6, Wis 13, Cha 6. (scourge).
Skills and Feats: Listen +6, Spot +5; Endurance, Patron Deity: Loviatar.
Improved Natural Armor, Run.
Possessions: Military saddle, bridle. CLASS SKILLS
Uncanny Loyalty (Ex): +1 resistance bonus on Will saves The scourge maiden’s class skills (and the key ability for each
against all mind-affecting spells and spell-like abilities. skill) are Bluff (Cha), Concentration (Con), Craft (Int), Heal
Paladin Spells Prepared (caster level 2nd): 1st—protection (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profes-
from evil. sion (Wis), Sense Motive (Wis), Spellcraft (Int), and Use
Possessions: +1 chain shirt, +1 falchion, 2 potions of cure Rope (Dex).
moderate wounds. Skill Points at Each Level: 2 + Int Modifier.

Scourge Maiden CLASS FEATURES


All of the following are class features of the scourge maiden
Scourge maidens are warrior-priestesses of Loviatar dedicated to prestige class.
pain and anguish. They have perfected the art of torture, both Weapon and Armor Proficiency: Scourge maidens gain no
physical and mental, and they find their own spiritual satisfac- weapon or armor proficiencies.
tion by tormenting anyone they can. The scourge, Loviatar’s Spells Per Day/Spells Known: At each odd-numbered level,
favored weapon, is an implement of war and persecution for all a scourge maiden gains new spells per day (and spells known, if
scourge maidens. applicable) as if she had also gained a level in a divine spellcast-
Clerics and cleric/fighters who are initiated into inner circle ing class to which she belonged before adding the prestige class
of Loviatar’s followers are eligible to become scourge maidens. level. She does not, however, gain any other benefit a character
Few others have the demeanor and talents to serve in such of that class would have gained (improved chance of turning
a fashion. or destroying undead, metamagic or item creation feats, and so

TABLE 2–10: THE SCOURGE MAIDEN


Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day/Spells Known
1st +1 +2 +0 +2 Weapon Focus (scourge) +1 level of existing divine spellcasting class
2nd +2 +3 +0 +3 Bane 3/day —
3rd +3 +3 +1 +3 Crushing despair 3/day +1 level of existing divine spellcasting class
4th +4 +4 +1 +4 Stunning strike —
5th +5 +4 +1 +4 Painful strike +1 level of existing divine spellcasting class
6th +6 +5 +2 +5 Agonizing strike —

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PRESTIGE CLASSES

on). If she had more than one divine spellcasting class before gains a +4 bonus to Armor Class against ranged attacks, but
becoming a scourge maiden, she must decide to which class to takes a –4 penalty to Armor Class against melee attacks. A
add each level for the purpose of determining spells per day and successful Fortitude save (DC as stunning strike) negates the
spells known. effect. Creatures immune to stunning attacks are also immune
Weapon Focus: A scourge maiden receives Weapon Focus to this ability.
(scourge) as a bonus feat.
Bane (Sp): At 2nd level and above, a scourge maiden can fill
her enemies with fear and doubt. This ability, usable three times
Sample Scourge Maiden
per day, duplicates the effects of the bane spell, with a save DC Rytella: Female human fighter 3/cleric 5 of Loviatar/scourge
equal to 11 + the scourge maiden’s Cha modifier. The caster maiden 3; CR 11; Medium humanoid; HD 3d10+9 plus 5d8+15
level is equal to her divine spellcaster level. plus 3d8+9; hp 85; Init +2; Spd 30 ft.; AC 18, touch 12, flat-
Crushing Despair (Sp): A 3rd-level scourge maiden footed 16; Base Atk +9; Grp +9; Atk +13 melee (1d8+1 plus
can evoke great sadness. Three times per day, the 2d6 and 1d6 to wielder, +1 vicious scourge) or +12 ranged
scourge maiden can use crushing despair, with a (1d6/×3, masterwork composite shortbow); Full Atk
save DC equal to 14 + the scourge maiden’s Cha +13/+8 melee (1d8+1 plus 2d6 and 1d6 to wielder,
modifier. The caster level is equal to her divine +1 vicious scourge) or +12/+7 ranged (1d6/×3,
spellcaster level. masterwork composite shortbow); SA bane 3/day,
Stunning Strike (Ex): Beginning at 4th crushing despair 3/day, rebuke undead 6/day (+3,
level, a scourge maiden can stun an op- 2d6+8, 5th); SQ —; AL NE; SV Fort +13,
ponent with a blow from her scourge. She Ref +7, Will +10; Str 10, Dex 14, Con 16,
must declare that she is using this ability Int 13, Wis 15, Cha 17.
before she makes her attack roll (thus, a Skills and Feats: Bluff +11, Climb +2,
failed attack roll ruins the attempt). This Concentration +10, Diplomacy +7, Heal +8,
ability forces a foe damaged by the scourge Intimidate +15, Sense Motive +8, Spellcraft
Illustration by Sam Wood

maiden’s attack to make a Fortitude saving +8, Swim +1, Use Rope +6; Combat Exper-
throw (DC 10 + 1/2 the scourge maiden’s char- tise, Exotic Weapon Proficiency (scourge),
acter level + the maiden’s Wis modifier), in Improved DisarmB, Initiate of Loviatar,
addition to dealing damage normally. An Lightning Reflexes, Persuasive, Weapon
opponent who fails this saving throw is FinesseB, Weapon Focus (scourge) B.
stunned for 1 round (until just before the Languages: Common, Halruaan.
scourged maiden’s next action). A stunned Bane (Sp): Three times per day, Rytella
character can’t act, loses any Dexterity can use bane, as the spell. A DC 14 Will save
bonus to AC, and takes a –2 penalty to AC. negates the effect. Caster level 7th.
A scourge maiden can attempt a stunning Crushing Despair (Sp): Three times per
attack once per day for every scourge maiden day, Rytella can use crushing despair, as the
level she has attained, and no more than once spell. A DC 17 Will save negates the effect.
per round. Constructs, oozes, plants, undead, Caster level 7th.
incorporeal creatures, and creatures immune Cleric Spells Prepared (caster level 7th):
to critical hits cannot be stunned. 0—detect magic, detect poison, guidance (2),
Painful Strike (Ex): At 5th level, the purify food and drink, virtue; 1st—cause
scourge maiden can cause great pain with her scourge Rytella, a scourge maiden fear (DC 13), curse water, doom (DC 13), magic
attacks. She can spend one of her stunning strike weapon, protection from winged flyers†, shield of
daily uses to subject the target of her scourge to such debilitating faith ; 2nd—enduranceD, enthrall (DC 14), hold person (DC 14),
D

pain that he is nauseated for 2 rounds. A successful Fortitude save sound burst (DC 14), zone of truth (DC 13); 3rd—bestow curseD
(DC as stunning strike) negates the effect. Creatures immune to (DC 15), blindness/deafness (DC 15), redirect spell†; 4th—ener-
stunning attacks are also immune to this ability. vationD (+11 ranged touch), wall of pain† (DC 16).
Agonizing Strike (Ex): At 6th level, the scourge maiden can D: Domain spell. Domains: Retribution (strike of vengeance
cause crippling pain with her scourge attacks. She can spend one 1/day), Suffering (pain touch 1/day).
of her stunning strike daily uses to subject the target to such †: New spell described in Chapter 3 of this book.
punishing pain that he immediately drops prone and is dazed Possessions: +2 chain shirt, +1 vicious scourge, masterwork com-
by the agony for 1d4 rounds. Being prone means the victim posite shortbow, amulet of health +2, ring of mind shielding.

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Shaaryan) clerics learn the Inscribe Rune feat, and a sizable
portion of them take up the mantle of runecaster. Most of
these remain within the confines of their home territories, but
others set out on the road and offer their services abroad. Few
demonstrate the power of runes to any other than their most

T he Shining South is a region of trade and com-


merce, where many consider magic a commodity
just like precious metals and foodstuffs. Ships arrive
in every port along the coast of the Great Sea carrying strange
and wondrous spells, items, and components from distant lands. Of
course, the most prevalent magic of all is that of the wizards of
trusted servants.
In some parts of the South, rune magic is seen as a wicked
power, because it is in the hands of dangerous creatures. A few
among the lizardfolk of Rethild have learned rune magic, as have
some ogres in the Toadsquat Mountains and some giant clans in
the Dustwall.

Halruaa, who do not sell their secrets, but are certainly interested
in buying everyone else’s. The clerics of the Adama in Durpar
The Shadow Weave
hold sway over their flock with a different kind of magic, but Few folk are really sure just how prevalent wielders of the Shadow
one that holds sway in the everyday practice of trade. Weave actually are in the Shining South. No one would actually
confess to any proficiency in the dark side of magic, though
Secrets of the South rumors abound that a cult of Shadow Weave users is growing in
power in the highest ranks of the Council of Elders in Halruaa.
Secret magic is not so widespread in the South as in other parts Such tales claim that this secret organization has designs on
of Faerûn, but no culture guards its magical research and ability overthrowing the established regime and all who serve Mystra
as jealously as the wizards of Halruaa, partly out of fear that and Azuth, replacing it with their own members. Nearly half
such power could lead to another cataclysm like the fall of ancient of the rumblings suggest that the fabled Conclave of Halruaa,
Netheril, and partly out of greed. a second secretive organization of wizards, is on the verge of
exposing the shadow wizards. Just as many claim that the two
Rune Magic groups are in league or, even more insidious, one and the same.
The only certainty is very few know the truth, and none of those
Rune magic is an ancient form of the Art considered unrefined by who do are admitting anything.
many practitioners today, but it still has its adherents. In the Great
Rift, many dwarves still retain the old ways of harnessing magic
through the crafting of runes, a practice they use to aid in defend-
New Bard Spell
ing their homeland from the vile terrors of the Underdark.
Rune magic is described in Chapter 2 of the FORGOTTEN
1ST-LEVEL BARD SPELL
Sea Legs: Target creature can maneuver easily while on a ship.
REALMS Campaign Setting. Numerous gold dwarf (and a few

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MAGIC AND SPELLS

New Cleric Spells 3RD-LEVEL DRUID SPELLS


Brittleskin: Subject’s natural armor becomes brittle, causing
1ST-LEVEL CLERIC SPELLS weapon attacks against it to deal more damage.
Protection from Winged Flyers: Like protection from evil, but Coral Growth: Cause living coral to grow into shape you
benefits apply to winged flyers. desire.
Sea Legs: Target creature can maneuver easily while on a ship. Jump, Mass: Many creatures gain bonuses to Jump checks.

2ND-LEVEL CLERIC SPELLS 4TH-LEVEL DRUID SPELL


Dispel Fog: Cancels natural and magical fogs in affected area. Land Womb: You and allies sink into a protective bubble 10
Rock Catch: Catch hurled rocks. feet below the earth.
Sun Bolt: Ray deals 2d6 damage, more against undead, and
might blind target. 6TH-LEVEL DRUID SPELL
Shuffle: Subjects can teleport short distances as move actions.
3RD-LEVEL CLERIC SPELLS
Entropic Shield, Mass: Ranged attacks against many creatures
have 20% miss chance.
New Hathran Spell
Redirect Spell: Spells targeting ally target you instead.
Rockburst: Cause stone object to explode, dealing 1d4 damage
4TH-LEVEL HATHRAN SPELL
Land Womb: You and allies sink into a protective bubble 10
+1 point/level.
feet below the earth.
Sticks and Stones: Create stone and wood skeleton with energy
drain attack to fight for you.
New Paladin Spells
4TH-LEVEL CLERIC SPELL
Wall of Pain: Wall causes pain to creatures passing through. 1ST-LEVEL PALADIN SPELL
Protection from Winged Flyers: Like protection from evil, but
5TH-LEVEL CLERIC SPELLS benefits apply to winged flyers.
Stonefire: Natural stone combusts, dealing fire damage to
nearby creatures. 3RD-LEVEL PALADIN SPELL
Streamers: Ranged touch attack deals 5d10 damage, +1 Redirect Spell: Spells targeting ally target you instead.
streamer/three levels (max four).

6TH-LEVEL CLERIC SPELL New Ranger Spells


Fiery Vision: Twin eye rays deal 4d6 fire damage each for 1
round/level.
2ND-LEVEL RANGER SPELLS
Dispel Fog: Cancels natural and magical fogs in affected area.
Easy Trail: Create safe passage through overgrown areas and
7TH-LEVEL CLERIC SPELL hide your back trail.
Stone Trap: Block of stone turns invisible, hovers in the air,
Rock Catch: Catch hurled rocks.
and drops when condition is met.
3RD-LEVEL RANGER SPELLS
New Druid Spells Brittleskin: Subject’s natural armor becomes brittle, causing
weapon attacks against it to deal more damage.
1ST-LEVEL DRUID SPELLS Jump, Mass: Many creatures gain bonuses to Jump checks.
Darsson’s Cooling Breeze: Create light breeze that travels in Safe Clearing: Area becomes safe, as if protected by sanctuary.
one direction.
Protection from Winged Flyers: Like protection from evil, but 4TH-LEVEL RANGER SPELL
benefits apply to winged flyers. Land Womb: You and allies sink into a protective bubble 10
feet below the earth.
2ND-LEVEL DRUID SPELLS
Dispel Fog: Cancels natural and magical fogs in affected area.
Easy Trail: Create safe passage through overgrown areas and
New Sorcerer/Wizard Spells
hide your back trail.
Rockburst: Cause stone object to explode, dealing 1d4 damage
1ST-LEVEL SORCERER/WIZARD SPELLS
Arcane Sensitivity: Discern subject’s spellcasting ability and
+1 point/level.
power level.
Darsson’s Cooling Breeze: Create light breeze that travels in
one direction.

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MAGIC AND SPELLS

Protection from Winged Flyers: Like protection from evil, but


benefits apply to winged flyers.
New Spells
Sea Legs: Target creature can maneuver easily while on a ship. The following spells are common in the Shining South.

2ND-LEVEL SORCERER/WIZARD SPELLS ARCANE SENSITIVITY


Darsson’s Chilling Chamber: Lower temperature in area to Divination
extreme cold. Level: Sorcerer/wizard 1
Darsson’s Fiery Furnace: Raise temperature in area to extreme Components: V, S
heat. Casting Time: 1 standard action
Dispel Fog: Cancels natural and magical fogs in affected area. Range: Touch
Sun Bolt: Ray deals 2d6 damage, more against undead, and Target: One creature touched
might blind target. Duration: Instantaneous
Saving Throw: None
3RD-LEVEL SORCERER/WIZARD SPELLS Spell Resistance: No
Brittleskin: Subject’s natural armor becomes brittle, causing
weapon attacks against it to deal more damage. With a touch, you instantly determine if a creature can cast
Jump, Mass: Many creatures gain bonuses to Jump checks. arcane spells and the maximum spell level it can cast.
Rockburst: Cause stone object to explode, dealing 1d4 damage
+1 point/level. BRITTLESKIN
Sticks and Stones: Create stone and wood skeleton with energy Transmutation
drain attack to fight for you. Level: Druid 3, ranger 3, sorcerer/wizard 3
Components: V, S
4TH-LEVEL SORCERER/WIZARD SPELLS Casting Time: 1 standard action
Coral Growth: Cause living coral to grow into shape you Range: Medium (100 ft. + 10 ft./level)
desire. Target: One creature
Lightning Fog: Create fog that deals lightning damage. Duration: 1 round/level
Sparkles: Cloud of sparkling motes outlines invisible creatures. Saving Throw: Fortitude negates
Suspension: Touched object floats in the air at your direction, Spell Resistance: Yes
remaining in place for days.
Wall of Pain: Wall causes pain to creatures passing through. You cause a creature’s natural armor to crystallize and become
brittle. Whenever the affected creature is hit in combat, part of
5TH-LEVEL SORCERER/WIZARD SPELLS the crystallized hide cracks and shatters, dealing it additional lethal
Circlet of Enervation: Subject takes damage and gains one damage equal to its natural armor bonus. Thus, if a creature with
negative level. +3 natural armor is affected by this spell, it takes an extra 3 points
Daltim’s Fiery Tentacles: Like Evard’s black tentacles, but of damage each time it is struck by a melee, ranged, or natural
creatures in the area also take fire damage. weapon. The creature’s actual Armor Class does not change.
Streamers: Ranged touch attack deals 5d10 damage, +1
streamer/three levels (max four). CIRCLET OF ENERVATION
Necromancy
6TH-LEVEL SORCERER/WIZARD SPELLS Level: Sorcerer/wizard 5
Kyristan’s Malevolent Tentacles: Like Evard’s black tentacles, Components: V, S, F
but grappled creatures gain negative levels. Casting Time: 1 standard action
Shuffle: Subjects can teleport short distances as move actions. Range: Close (25 ft. + 5 ft./2 levels)
Effect: 6-inch circlet of negative energy
7TH-LEVEL SORCERER/WIZARD SPELL Duration: 1 round/level (D)
Stone Trap: Block of stone turns invisible, hovers in the air, Saving Throw: Fortitude partial; see text
and drops when condition is met. Spell Resistance: Yes

9TH-LEVEL SORCERER/WIZARD SPELLS You form a small ring of negative energy in your hand, which
Mycontil’s Last Resort: Sacrifice all remaining spells to harms neither you nor your equipment. The circlet launches from
unleash devastating explosion. your hand, and you must succeed on a ranged touch attack to
Tidal Wave: Massive wave damages boats, creatures, and strike your target. A struck creature takes 2d6 points of damage
structures on a coast. and gains one negative level (a Fortitude save negates the negative
level). No sooner do you hurl the circlet than another one appears
in your hand, ready to be launched again on your next turn.
Negative levels from circlet of enervation function exactly
like those gained from the enervation spell.

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MAGIC AND SPELLS

Since undead are powered by negative energy, this spell heals Casting Time: 1 standard action
2d6 points of damage when it strikes an undead, rather than Range: Close (25 ft. + 5ft./2 levels)
harming it. Further, each time an undead creature is struck by Area: Up to a 10-ft. cube/level (S)
the circlet, it gains 5 temporary hit points. The spell has no effect Duration: 1 hour/level (D)
on constructs or inanimate objects. Saving Throw: See text
Focus: A jet bracelet worth 100 gp. Spell Resistance: Yes

CORAL GROWTH You lower the temperature in the affected area to the level of
Transmutation extreme cold (as defined under Cold Dangers, page 302 of the
Level: Druid 3, sorcerer/wizard 4 Dungeon Master’s Guide). For every minute spent in the area, a
Components: V, S, M creature vulnerable to cold takes 1d6
Casting Time: 1 standard action points of lethal damage (no save).
Range: Close (25 ft. + 5 ft./2 levels) In addition, a creature must
Effect: 5 ft. cube of coral/level (S) make a Fortitude save (DC
Duration: Permanent 15, +1 per previous check) or
Saving Throw: None take 1d4 points of nonlethal
Spell Resistance: No damage. Those wearing
metal armor, as well as those
You cause living, submerged coming in contact with metal
coral to grow at an accelerated that has been in the area for at
pace in a shape you control. least 1 hour, are affected as if
Since you control the form, by a chill metal spell.
you can cause the coral to This spell was original-
Illustration by Woyne England

grow into a wall, a large ly developed as a means of


ball, and so forth. You are preserving food (cast inside
limited in the size of the new cellars), but wizards quickly
coral, but this is not dependent determined that it could be used as a
upon the amount of existing material—a deterrent (on long hallways or in treasure
tiny piece can be used as a starter seed for vaults, for example) or for creating
the new growth, so long as that piece a comfortable environment for
is alive. cold-loving pets.
Coral growth is popular for con- Darsson’s chilling chamber
structing buildings and statues out of can be made permanent with
coral in Halruaa. It is also a favorite a permanency spell.
of various aquatic races for building
underwater cities. DARSSON’S COOLING
Material Component: A small
piece of coral. Brittleskin
BREEZE
Evocation [Air]
Level: Druid 1, sorcerer/wizard 1
DALTIM’S FIERY Components: V, S
TENTACLES Casting Time: 1 standard action
Conjuration (Creation) [Fire] Range: 60 ft.
Level: Sorcerer/wizard 5 Effect: Line-shaped breeze emanating out from a point you
Saving Throw: None and Reflex half; see text designate within 10 feet of you to the extreme of the range
Duration: 1 hour/level (D)
This spell functions similarly to Evard’s black tentacles, except Saving Throw: None
that the tentacles are limned in blue-white fire. Every creature Spell Resistance: Yes
within the area of the spell takes 1 point of fire damage per caster
level (maximum 15 points) each round. A successful Reflex save You create a light breeze (approximately 9 mph) that originates
halves this damage, but a character grappled by the tentacles from a point you designate, affecting all creatures, gasses, clouds,
cannot make the save. and fogs in its path. Any airborne vapors, fumes, smoke, clouds,
and gasses drift away from the point at a speed of 80 feet per
DARSSON’S CHILLING CHAMBER round and dissipate in one-fourth the normal time.
Evocation [Cold] In addition to the effects noted, the cooling breeze can do
Level: Sorcerer/wizard 2 anything that a normal breeze would be expected to do. It can
Components: V, S

45
MAGIC AND SPELLS

move wind chimes, scatter pieces of paper or parchment, cause the spell to clear the area. The DC for this dispel check is 11 +
candle or hearth flames to flicker, and so forth. the spell’s caster level. Success means the spell is dispelled in the
Darsson’s cooling breeze can be made permanent with a area you designate, but magic fogs covering large areas might
permanency spell. not be completely cleared away by dispel fog.
Creatures in fog or mist form who are in the area must succeed
DARSSON’S FIERY FURNACE on a Fortitude save or take 2d10 points of damage. Even those
Evocation [Fire] who make their saves must immediately assume another shape.
Level: Sorcerer/wizard 2
Components: V, S EASY TRAIL
Casting Time: 1 standard action Abjuration
Range: Close (25 ft. + 5 ft./2 levels) Level: Druid 2, ranger 2
Area: Up to one 10-ft. cube/level (S) Components: V, S
Duration: 1 hour/level (D) Casting Time: 1 standard action
Saving Throw: See text Range: Personal
Spell Resistance: Yes Target: You
Duration: 1 hour/level (D)
You raise the temperature in the affected area to the level of Saving Throw: None (harmless)
extreme heat (as defined under Heat Dangers, page 303 of the Spell Resistance: Yes (harmless)
Dungeon Master’s Guide). For every minute spent breathing the
air in the area, a creature vulnerable to heat takes 1d6 points of You radiate energy that gently pushes plants aside, allowing easy
lethal damage (no save). In addition, the creature must make a movement and hiding your trail after you pass. Creatures in the
Fortitude save every 5 minutes (DC 15, +1 per previous check) effect (including the caster) find the undergrowth held aside as
or take 1d4 points of nonlethal damage. Those wearing heavy they pass. This essentially provides a “trail” through any terrain
clothing or any sort of armor take a –4 penalty on their saves. (see Table 9–5: Terrain and Overland Movement, page 164 of the
In addition, those wearing metal armor, as well as those coming Player’s Handbook). Once you have passed, plants return to their
in contact with metal that has been in the area for at least 1 normal shapes. The DC to track anyone who traveled within the
hour, are affected as if by a heat metal spell. effect is increased by 5 (the equivalent of hiding the trail).
This spell was originally developed as a means of cooking This spell cannot push or hold plant creatures aside.
food (cast inside cauldrons, brick ovens, and smoke houses), but
wizards quickly determined that it could be used as a deterrent (on ENTROPIC SHIELD, MASS
long hallways or in treasure vaults, for example) or for creating Abjuration
a comfortable environment for heat-loving pets. Level: Cleric 3
Darsson’s fiery furnace can be made permanent with a Components: V, S
permanency spell. Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
DISPEL FOG Target: One creature/level, no two of which can be more than
Abjuration 30 ft. apart
Level: Cleric 2, druid 2, ranger 2, sorcerer/wizard 2 Duration: 1 min./level (D)
Components: V, S Saving Throw: Will negates (harmless)
Casting Time: 1 standard action Spell Resistance: No
Range: Medium (100 ft. + 10 ft./level)
Area: Up to four 10-ft. cubes/level (S) This spell functions like entropic shield, except that it affects
Duration: 1 min./level; see text multiple creatures.
Saving Throw: Fortitude half; see text
Spell Resistance: Yes FIERY VISION
Evocation [Fire]
You make normal or magical fog within the affected area Level: Cleric 6
instantly and completely vanish. This spell is effective against Components: V, S, DF
fog and mist from any source, including spells such as obscuring Casting Time: 1 standard action
mist or cloudkill, but not against bodies of water, precipitation, Range: Close (25 ft. + 5 ft./2 levels)
or smoke. The dispelled area stays clear for 1 minute per level Effect: Two rays of fire per round
regardless of other conditions—after that, it can fill in again if Duration: 1 round/level
there is sufficient fog in the surrounding vicinity. Natural fog Saving Throw: None
is automatically cleared in the affected area; natural fog reform Spell Resistance: Yes
within 1 minute after the expiration of the spell. Magical fog
(such as that from a fog cloud spell) requires you to make a Immediately on completion of the spell, and once per round
dispel check (1d20 + your caster level, maximum +10) against thereafter, you can emit two fiery rays from your eyes, targeting

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MAGIC AND SPELLS

one or two opponents within range as a free action during your Saving Throw: Will negates
turn each round. A successful ranged touch attack is required Spell Resistance: Yes
to strike with each beam, and one that hits deals 4d6 points of
fire damage. You descend into a protective bubble in the earth 10 feet below
You need not use your eye rays while the spell is in effect; other where you are standing. It appears as though the ground opened
actions, such as spellcasting, can be performed. However, each up and swallowed you. A land womb only opens through tillable
round after the first you can use a standard action (concentrating soil, not rock.
on the spell) to use the eye rays. One additional creature per caster level can accompany you
into the land womb. Such creatures must be touching one another,
JUMP, MASS with at least one touching you (a ring of hands, for instance).
Transmutation Creatures inside the land womb can breath
Level: Druid 3, ranger 3, sorcerer/wizard 3 and speak normally, but the space is
Range: Close (25 ft. + 5 ft./2 levels) too tight to move about in or cast
Area: One creature/level, no spells with somatic
two of which can be more components. The
than 30 ft. apart surface above the
land womb cannot
This spell functions be sensed without magical
like jump, except means, and anything within
that it affects a the land womb
group of creatures cannot be detected by
in an area, all of divination spells of 4th
which gain a +10 level or lower.
Illustration by Mike Dubisch

enhancement At the end of the


bonus on Jump duration, or upon
checks. The en- the spell’s dismissal,
hancement bonus everything inside
increases to +20 the land womb
at caster level returns to the
10th, and to +30 (the spot where it
maximum) at caster stood before the
level 14th. spell took effect.
Pirates on the Great Sea
are fond of this spell during boarding
actions.

KYRISTAN’S Fiery vision


LIGHTNING FOG
MALEVOLENT TENTACLES Conjuration [Electricity]
Necromancy Level: Sorcerer/wizard 4
Level: Sorcerer/wizard 6 Components: V, S
Saving Throw: None and Fortitude negates; see text Casting Time: 1 standard action
Spell Resistance: Yes Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in a 20-ft. radius, 20 ft. high
This spell functions similarly to Evard’s black tentacles, except Duration: 1 round/level
that the tentacles are formed of negative energy. Living creatures Saving Throw: Reflex half
grappled by the tentacles gain one negative level each round unless Spell Resistance: No
they succeed on Fortitude saves.
You conjure a smoky cloud that fills the area with small electrical
LAND WOMB discharges. The smoke obscures all sight as a fog cloud does. In
Abjuration addition, the discharges deal 1d4 points of electricity damage plus
Level: Druid 4, hathran 4, ranger 4 1 point per caster level (maximum +15) to everything within the
Components: V, S cloud on your turn each round.
Casting Time: 1 standard action As with a fog cloud spell, wind disperses the smoke, and the
Range: Touch spell can’t be cast underwater.
Target: You and one other creature/level
Duration: 10 minutes/level (D)

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MAGIC AND SPELLS

MYCONTIL’S LAST RESORT You create a magical connection between you and an ally such
Evocation that any spells targeting the ally (rather than an area or effect)
Level: Sorcerer/wizard 9 are redirected to you. For example, magic missiles cast at your
Components: V, S, M ally target you instead.
Casting Time: 1 standard action Both you and your ally must be within range of a spell for the
Range: Personal redirect to occur. If your ally is within range of the caster but you are
Area: 30-ft.-radius burst not, the spell targets your ally normally. Should you and the subject
Duration: Instantaneous of the spell move out of range of each other, the spell ends.
Saving Throw: Reflex half
Spell Resistance: Yes ROCK CATCH
Transmutation
You unleash deadly explosive power, similar to the effects of a Level: Cleric 2, ranger 2
retributive strike created by breaking a staff of power (see page Components: V, S
245 of the Dungeon Master’s Guide for more information). The Casting Time: 1 standard action
spell converts any remaining spell slots in your mind into a blast Range: Touch
of magical energy. All creatures within 10 feet of you take 8 Target: One creature touched
points of damage per spell slot remaining, creatures between 11 Duration: 1 round/level (D)
and 20 feet take 6 points per spell slot, and creatures between Saving Throw: Will negates (harmless)
21 and 30 feet take 4 points per remaining spell slot. You take Spell Resistance: Yes
maximum damage and are allowed no saving throw.
It is widely thought that Mycontil and his assistants used this A single creature you touch gains the ability to catch hurled rocks
spell in a circle magic ceremony to defeat the Arkaiun barbarian of Small to Large size (including projectiles of a similar shape
chieftain, Reinhar I of Dambrath, during Dambrath’s invasion and size, such as catapult ammunition). Once per round, as an
of Halruaa. Mycontil and his assistants vanished after the blast immediate action (a free action taken during another creature’s
and were presumed destroyed. There has been no other recorded turn), when the subject of this spell would normally be hit by a
use of the spell. rock, he can make a Reflex save to catch it. The DC for catching
Material Component: The finger bone of an archmage that a Small or smaller rock is 15, 20 for a Medium one, and 25 for
has been packed in diamond dust worth 5,000 gp for 1 week. a Large one. Caught rocks must be subsequently dropped as part
of the action.
PROTECTION FROM WINGED FLYERS
Abjuration ROCKBURST
Level: Cleric 1, druid 1, paladin 1, sorcerer/wizard 1 Evocation
Components: V, S, M/DF Level: Cleric 3, druid 2, sorcerer/wizard 3
Casting Time: 1 standard action Components: V, S
Range: Touch Casting Time: 1 standard action
Target: Creature touched Range: Medium (100 ft. + 10 ft./level)
Duration: 1 min./level (D) Area: 20-ft.-radius burst
Saving Throw: Will negates (harmless) Duration: Instantaneous
Spell Resistance: No; see text Saving Throw: Reflex half or Fortitude negates; see text
Spell Resistance: No
The spell functions like protection from evil, except that the
bonuses apply to attacks from creatures that have wings and a You cause a stone object, with volume of at least 8 cubic feet, to
fly speed. Summoned creatures that fly with wings cannot touch explode. Rock shards fly outward from the detonation, and all
the subject. Spell resistance can allow a creature to overcome this creatures within the area of the spell take 1d4 points of damage
protection and touch the warded creature. plus 1 point per caster level (maximum +15). A successful Reflex
Arcane Material Component: A feather or bat wing. save halves this damage.
A magic stone object, or a nonmagic stone object in the pos-
REDIRECT SPELL session of another creature, gets a Fortitude save to negate the
Abjuration effect. Creatures cannot be affected by rockburst.
Level: Cleric 3, paladin 3
Components: V, S, DF SAFE CLEARING
Casting Time: 1 standard action Abjuration
Range: Medium (100 ft. + 10 ft./level) Level: Ranger 3
Target: One creature Components: V, S
Duration: 1 round/level (D) Casting Time: 1 full round
Saving Throw: Will negates (harmless) Range: Touch
Spell Resistance: Yes Area: 30-ft.-radius spread

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MAGIC AND SPELLS

Duration: 1 hour/level objects, as long as the weight of those objects doesn’t exceed the
Saving Throw: Will negates subject’s maximum load. If a subject of shuffle would arrive
Spell Resistance: Yes (object) in an area occupied by solid material, that attempted teleport
simply fails.
You make an area safe from attacks, as if the entire space
were under a sanctuary spell. Once the spell is cast, its area SPARKLES
is immobile. Conjuration (Creation)
Any opponent attempting to strike or otherwise directly Level: Sorcerer/wizard 4
attack a creature within the area, even with a targeted spell, Components: V, S, M
must attempt a Will save. If the save succeeds, the opponent can Casting Time: 1 standard action
attack normally and is unaffected by the spell. If the save fails, Range: Long (400 ft. + 40 ft./level)
the opponent cannot follow through with the attack, that part Area: 10-ft.-radius/level spread
of its action is lost, and it can’t directly attack anyone in the safe Duration: 1 min./level
clearing for the duration of the spell. Those not attempting to Saving Throw: None
attack creatures inside the warded area remain unaffected. This Spell Resistance: No
spell does not prevent the warded creatures from being affected
by area or effect spells. You create a cloud of multicolored, sparkling motes that shower
Those inside the safe clearing cannot attack without breaking down and attach to any living creature in the area. The sparkles
the spell, even if they are unaffected by it. visibly outline anything to which they stick, cannot be removed
by nonmagical means, continue to twinkle and glow until the
SEA LEGS spell fades, and visibly outline invisible things in the area for the
Transmutation duration of the spell. Any creature covered by motes takes a –40
Level: Bard 1, cleric 1, sorcerer/wizard 1 penalty on Hide checks.
Components: V, S This spell is popular during festivals in Halruaa, where the
Casting Time: 1 standard action wizards cast it over the cities from their skyships and let the motes
Range: Touch decorate the celebrants. However, others have found more practical
Target: Creature touched uses for it, including exposing invisible and hiding foes.
Duration: 1 hour/level (D) Arcane Material Component: A pinch of ground mica.
Saving Throw: Will negates (harmless)
Spell Resistance: Yes STICKS AND STONES
Necromancy
You grant a creature the ability to maneuver easily while aboard Level: Cleric 3, sorcerer/wizard 3
ship, even during inclement weather. Any creature affected by Components: V, S
a sea legs spell automatically succeeds on Balance checks (DC Casting Time: 1 standard action
20 or lower) made due to sloped surfaces and slightly slippery Range: Close (25 ft. + 5 ft./2 levels)
conditions. Furthermore, the creature can move at its normal Target: One Small pile of debris
speed while balancing on a ship’s deck, rather than half speed. Duration: 1 round/level
See the Balance skill description in the Player’s Handbook for Saving Throw: None
more information. Spell Resistance: No

SHUFFLE You animate a pile of rocks, branches, limbs, and other debris
Conjuration (Teleportation) into the crude shape of a skeletal creature of Medium size
Level: Druid 6, sorcerer/wizard 6 that immediately attacks whatever foe you designate. You can
Components: V, S change the animated creature’s chosen target as a move action.
Casting Time: 1 standard action The creature’s combat statistics are those of a 2 HD humanoid
Range: Touch skeleton, except that it also has a wight’s energy drain supernatu-
Target: One or more willing creatures touched ral ability (see the Skeleton and Wight entries in the Monster
Duration: 1 round/level (D) Manual for details).
Saving Throw: Will negates (harmless)
Spell Resistance: Yes STONE TRAP
Transmutation
You grant one creature, plus one additional creature for every five Level: Cleric 7, sorcerer/wizard 7
caster levels, the ability to teleport a short distance as a move Components: V, S, M/DF
action. Each subject can use the ability once per round, on its Casting Time: 1 standard action
turn, to travel to a spot it knows intimately or can see, which Range: Close (25 ft. + 5 ft./2 levels)
can be no more than 5 feet per two caster levels away (maximum Target: Stone object up to 200 lb./level
50 feet at 20th level). Creatures affected by this spell can carry Duration: See text

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MAGIC AND SPELLS

Saving Throw: None Area: One 5-ft. square + one 5-ft. square/four levels
Spell Resistance: No Duration: 1 round/level
Saving Throw: None
You cause a block of stone to turn invisible and hover at a designated Spell Resistance: Yes
point in the air. The stone remains there until triggered, either by
special conditions set by you or by a command word you choose. You cause natural, nonliving stone to combust, emitting thick
Once triggered, the stone trap turns visible and falls naturally. black smoke and sending forth waves of heat. Anyone touching
The stone of the stone trap can be positioned so that it the burning rock takes 2d6 points of fire damage each round,
holds up additional material within the weight limit of the while the intense heat coming from the stone deals 2d4 points
spell. For example, a 2,200- of fire damage to creatures within 10 feet and 1d4 points of
pound stone with stone trap Sticks and stones fire damage to those past 10 feet but within 20 feet.
cast on it by a 13th-level The burning stone deals its
cleric could support damage to all creatures in the
an additional 400 area when it appears and on
pounds. This addi- your turn each round. Un-
tional weight could be dead take double damage
placed on top of the from stonefire.
stone in midair, the Ignited stone is consumed by
stone could function the flames at the rate of 1 foot of
as a plug in a hole in thickness per round (so a 10-foot-
a ceiling, and so on. thick wall covered with stonefire
As a trap, the sus- would require 10 rounds to burn through).
pended stone has an Burning away load-bearing walls, columns,

Illustration by Ralph Horsley


attack bonus equal to your or other supports might cause cave-ins or
caster level. Any creatures hit collapses. See Cave-Ins and Collapses, page
by the stone when it falls 66 of the Dungeon Master’s Guide.
take 1d6 points of damage If the burning stone takes 20 points
for every 200 pounds of of cold damage or more in 1 round, the
weight, plus 1d6 points flames go out. (Do not divide cold damage
of damage for every 10 by 4, as normal for objects.)
feet the stone falls,
for a maximum of STREAMERS
20d6 points of dam- Evocation
age. Anything atop the Level: Cleric 5,
stone might deal addi- sorcerer/wizard 5
tional damage, but Components: V,
such supplementary S, M
material can only deal Casting Time: 1 standard
damage above and beyond the maximum action
(20d6) if it doesn’t rely on the fall to deal that damage. Range: Medium (100 ft. + 10 ft./level)
The conditions for triggering a stone trap can be as simple Effect: One or more streamers
or as elaborate as you desire. Special conditions can be based on Duration: 1 round/level
a creature’s name, identity, or alignment, but otherwise must be Saving Throw: None
based on observable actions or qualities. Other intangibles such as Spell Resistance: Yes
level, class, Hit Dice, and hit points don’t qualify. For example,
a stone trap can be set to activate when a lawful evil creature You cause a number of glowing, red streamers to shoot forth
approaches, but not when a blackguard approaches. from the your hand when you cast the spell. You may fire one
Arcane Material Component: A drop of blood and a streamer, plus one additional streamer for every three levels
pebble. beyond 9th (to a maximum of four streamers at 18th level).
Each streamer targets one creature; multiple streamers can each
STONEFIRE be targeted at a different creature, or many streamers can target
Evocation [Fire] one creature. A streamer moves on its own, pursuing its target
Level: Cleric 5 without your concentration, hovering in the same space as the
Components: V, S, DF target with a readied touch attack. Whenever the target next takes
Casting Time: 1 standard action any sort of action, the streamer makes a touch attack against
Range: Touch it (at the caster’s base attack bonus). On a successful attack roll,

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MAGIC AND SPELLS

the streamer deals 5d10 points of damage. If a target takes no You create a moving wall of water that can drown swimmers,
actions for the duration of the spell, the streamers around it swamp ships, and flood port cities. Upon completion of the spell,
disappear with no effect. the tidal wave forms and moves from the starting point you desig-
Streamers can be attacked (AC 20), but only magic weap- nate in the direction you specify at a speed of 150 feet per round
ons have any effect on them. Any successful attack destroys for the duration of the spell, or until it strikes land. Any creature
a streamer. swimming in the water as the tidal wave hits it must make a DC
Material Component: 6-inch strand of red spider silk. 30 Swim check each round to remain afloat. Creatures that suc-
ceed are washed forward by the tidal wave and must continue to
SUN BOLT make Swim checks each round. Creatures that fail the check are
Evocation [Light] sucked beneath the tidal wave and forced 8d10 feet below the
Level: Cleric 2, sorcerer/wizard 2 surface of the water, taking 4d6 points of nonlethal damage. The
Components: V, S wave passes over submerged creatures, which are subject to drown-
Casting Time: 1 standard action ing (see page 304 of the Dungeon Master’s Guide).
Range: Medium (100 ft. + 10 ft./level) Any Medium or smaller ship caught in the path of the tidal
Effect: Ray wave takes 6d10 points of damage, while larger ships take an
Duration: 1 round additional 6d10 points of damage per size category they are
Saving Throw: Reflex partial larger than Medium. Furthermore, the ship is carried along by
Spell Resistance: Yes the tidal wave for a number of feet equal to the number of points
of damage taken ×5. For example, a sailing ship that takes 66
A ray of burning sunlight springs from your hand. You must points of damage is carried in the surge of the wave for 330 feet.
make a ranged touch attack to hit your target. A creature struck If the movement of the ship results in a collision with another
by the bolt is blinded for 1 round and takes 2d6 points of damage. ship or with land, the ship takes additional damage (see below).
Creatures harmed by sunlight take double damage. Undead always Any creatures and equipment aboard the ship that are not lashed
take double damage, as do fungi, molds, oozes, and slimes; undead down are swept off the decks and into the sea (and creatures are
damaged by sunlight (such as vampires) always take triple damage. then subject to the Swim checks noted above).
A successful Reflex save negates the blindness. If a tidal wave drives up onto shore, it deals 6d10 points of
damage to everything in its path within 200 feet of the shore, 3d10
SUSPENSION points of damage to everything farther than 200 feet but within
Transmutation 400 feet of the shore, and 1d10 points of damage to everything
Level: Sorcerer/wizard 4 farther than 400 feet but within 1,000 feet of shore. Any ships
Components: V, S, M in port or washed ahead of the tidal wave take 6d10 points of
Casting Time: 1 standard action damage in addition to any taken for being struck by the wave (see
Range: Touch above) and end up 5d10×10 feet inland when they come to rest.
Target: Any nonliving object up to 1,000 lb./level Material Component: A plank of wood smacked against the
Duration: 1d4 days + 1 day/level (D) surface of the water.
Saving Throw: None XP Cost: 500 XP.
Spell Resistance: No
WALL OF PAIN
This spell functions like levitate, except as noted above and as Necromancy [Evil]
follows. You can mentally direct the object to move up or down Level: Cleric 4, sorcerer/wizard 4
as much as 45 feet each round for the duration of the spell; doing Components: V, S, F
so is a move action. When you cease concentration, the object Casting Time: 1 standard action
remains in place for the duration of the spell. Range: Close (25 ft. + 5 ft./2 levels)
Material Component: A small leather loop suspended from a Effect: Wall whose area is up to one 10-ft. square/level
bent wire of gold. Duration: 1 round/level (D)
Saving Throw: Will negates
TIDAL WAVE Spell Resistance: Yes
Evocation
Level: Sorcerer/wizard 9 You fill an area with horrid energy that inflicts severe pain upon
Components: V, S, M, XP any who pass through it. Affected creatures take a –2 penalty
Casting Time: 10 minutes on all attacks, saving throws, and checks while inside the area of
Range: Long (400 ft. + 40 ft./level) the wall. Further, the wall deals 1d4 points of nonlethal damage
Area: A wave 75 ft. high and 500 ft. wide per caster level (to a maximum of 15d4) per round to anyone
Duration: 1 min./level; see text caught in it.
Saving Throw: None Focus: A miniature scourge.
Spell Resistance: No

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Anchoring: A character wearing a suit of armor or a shield
with this property is difficult to move from his position during a
fight. The wearer gains a +5 enhancement bonus on the appropri-
ate ability checks to resist bull rush, overrun, and trip attacks.
Faint transmutation; CL 5th; Craft Magic Arms and Armor,

T he wizards of Halruaa are every bit as skilled as


those of Thay in crafting magic items, but the
Halruaans officially export nothing, guarding the
secrets and results of their workmanship quite closely. Still, the
products of their expertise have found their way beyond the Walls
and into distant lands. The gold dwarves of the Great Rift also
bull’s strength; Price +3,750 gp.
Anchoring, Greater: As anchoring, except it grants a +10
enhancement bonus on the appropriate ability checks against
bull rush, overrun, and trip attacks.
Moderate transmutation; CL 10th; Craft Magic Arms and
Armor, bull’s strength; Price +15,000 gp.
Blinking: On command, a character wearing armor with
make remarkable items that they sell in their surface markets on a this property can blink back and forth from the Material Plane
regular basis. Spellcasters among Dambrath’s Crinti manufacture and the Ethereal Plane (as the blink spell). This ability can be
sinister objects designed for macabre entertainment and war, while activated once per day and lasts for 1 minute.
the Durpari make up for what they don’t construct with the Faint transmutation; CL 10th; Craft Magic Arms and Armor,
prolific amounts of magic they import from distant lands. blink; Price +15,000 gp.
Blurring: The form of a creature wearing this type of armor
Magic Items or shield shifts and wavers. This distortion grants the wearer
concealment (20% miss chance). Those who cannot see the
In addition to the magic items presented in the Dungeon wearer may ignore the effect, as can someone under the effect
Master’s Guide and any other items in an ongoing FORGOTTEN of true seeing.
REALMS campaign, the following magic items can be found in Faint illusion; CL 3rd; Craft Arms and Armor, blur; Price
the Shining South or in the hands of people or creatures from +36,000 gp.
those regions. Comfort: Armor with this property allows its wearer to ignore
the effects of intense natural heat or cold. The character can
Armor exist comfortably in conditions between –50 and 140 degrees
Fahrenheit without having to make Fortitude saves (as described
In the Shining South, several new kinds of magic armor have on pages 302 and 303 of the Dungeon Master’s Guide). The
been developed to deal with the unique threats found there, some character’s other equipment is likewise protected.
of which come from the environment itself. Faint abjuration; CL 5th; Craft Magic Arms and Armor,
endure elements; Price +5,000 gp.
MAGIC ARMOR AND SHIELD Freedom: A character wearing armor with this property can act
as if continually under the effect of a freedom of movement spell.
SPECIAL ABILITIES Moderate abjuration; CL 7th; Craft Magic Arms and Armor,
A suit of magic armor or a magic shield with a special ability
freedom of movement; Price +60,000 gp.
must have at least a +1 enhancement bonus.

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MAGIC ITEMS

Large steel
shield of
menacing

Breastplate of
vermin controlling

Small wooden
Illustration by Wayne England

shield of
anchoring

Spiked full plate


of blurring

Healing: When someone wearing armor with this property make the saving throw are shaken for 1 round, but are immune
is rendered disabled or dying from injuries, the armor heals 20 to further uses of this ability from the same menacing armor
points of damage automatically (the wearer does not need to for 24 hours.
activate the property). This ability functions once per day. Moderate necromancy; CL 9th; Craft Magic Arms and
Moderate evocation; CL 11th; Craft Magic Arms and Armor, Armor, Selective Spell, fear; Price +60,000 gp.
contingency, cure moderate wounds; Price +32,000 gp. Mirror Image: On command, three times per day, a suit of
Health: A character wearing a suit of armor or a shield with armor or a shield with this property allows the user create images
this property is immune to all types of diseases, whether natural of himself such as those created by the mirror image spell. The
or supernatural. ability creates six images that last for 6 minutes or until they
Faint conjuration; CL 5th; Craft Magic Arms and Armor, are struck, whichever comes first.
remove disease; Price +11,250 gp. Moderate illusion; CL 6th; Craft Magic Arms and Armor,
Masking: A suit of armor or a shield with this ability protects mirror image; Price +20,000 gp.
its wearer and his gear from divination spells and items (such as Proof against Enchantments: A character wearing a suit of
crystal balls). If a divination is attempted on the wearer, the caster armor or a shield that possesses this property gains immunity
of the divination must succeed on a DC 20 caster level check. to the first three enchantment spells that would otherwise affect
Faint abjuration; CL 5th; Craft Magic Arms and Armor, him each day.
nondetection; Price +45,000 gp. Moderate abjuration; CL 9th; Craft Magic Arms and Armor,
Menacing: Armor or shields with this property allow their break enchantment; Price +50,000 gp.
users to terrify foes. Three times per day, on command, the wearer Sailing: The wearer of armor with this quality automati-
becomes frightening, forcing any opponent within 30 feet and with cally succeeds on Balance checks (up to DC 20) while on board
fewer HD than she possesses to make a Will saving throw (DC a ship. Though its weight does not change, the armor itself is
10 + 1/2 the wearer’s HD + her Cha modifier). Those who fail slightly buoyant, granting the wearer a +5 circumstance bonus
become panicked for 10 rounds and cower if cornered. Those who on Swim checks.

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MAGIC ITEMS

Moderate transmutation; CL 6th; Craft Magic Arms and Bows, crossbows, and slings so crafted confer the exhausting
Armor, sea legs, creator must have 5 ranks in the Swim skill; ability upon their ammunition.
Price +20,000 gp. Faint necromancy; CL 5th; Craft Magic Arms and Armor,
Sanctuary: Three times per day, on command, a character ray of exhaustion; Price +1 bonus.
wearing armor or a shield with this property is protected as if Paralyzing: On a successful critical hit, a paralyzing weapon
by a sanctuary spell (Will DC 11 negates). The effect lasts for renders any living creature immobile for 10 rounds unless it
1 minute. succeeds on DC 17 a Will save. Each round on its turn, the para-
Moderate abjuration; CL 10th; Craft Magic Arms and Armor, lyzed creature gets a new saving throw to break the effect. Spell
sanctuary; Price +1 bonus. resistance applies. Creatures immune to mind-affecting magic are
Vermin Controlling: The wearer of a suit of armor or a shield immune to this property. Bows, crossbows, and slings so crafted
with this property may control up to 26 HD of vermin per day, confer the paralyzing ability upon their ammunition.
similar to the undead controlling property (see the Dungeon Moderate enchantment; CL 10th; Craft Magic Arms and
Master’s Guide for more details). At dawn each day, the wearer Armor, hold monster; Price +2 bonus.
loses control of the vermin still under his sway. Armor or shields Rusting: A rusting weapon is never constructed of any iron
with this ability appear to be made of segmented body parts (such parts, but must be built of wood, bone, stone, or other nonfer-
as an arachnid or an insect); this feature is entirely decorative rous materials. When it is employed, it can cause metal objects
and has no other effect on the armor. with which it comes into contact to quickly rust. A wearer of
Strong enchantment; CL 15th; Craft Magic Arms and Armor, a ferrous armor or shield that is struck by a rusting weapon
mass charm monster; Price +49,000 gp. must make a DC 16 Fortitude saving throw or the item loses
1 point of armor bonus—shields are struck first. Once an item
Weapons loses its entire armor bonus, it falls to pieces, ruined. Bows,
crossbows, and slings so crafted confer the rusting ability upon
As a place where certain nations can trace their roots back to their ammunition.
some of the most powerful spell-using cultures in the history Moderate transmutation; CL 7th; Craft Magic Arms and
of Faerûn, the Shining South is the source of a wide variety of Armor, rusting grasp; Price +1 bonus.
new magic weapons.
SPECIFIC MAGIC WEAPONS
MAGIC WEAPON SPECIAL ABILITIES The following weapons are usually constructed with exactly the
A magic weapon with a special ability must have at least a +1 abilities described here.
enhancement bonus. Great Rift Blazing Skylance: This +2 lance is specifically
Enervating: An enervating weapon is particularly insidious and designed for use by Great Rift skyguards. Three times per day,
favored by dark-hearted cultures such as that found in Dambrath the lance can be commanded to fire a cone of searing flames
or Veldorn. On a critical hit, a creature hit by an enervating out to a distance of 15 feet from the tip, dealing 5d4 points of
weapon takes damage and also gains one negative level, and that fire damage to targets within the cone’s area. Victims can make
creature dies if it has total negative levels equal to or exceeding its a DC 13 Reflex save for half damage.
HD. Spell resistance applies. If the creature survives, any negative Faint evocation; CL 5th; Craft Magic Arms and Armor,
level bestowed by this weapon is removed after 13 hours. Undead burning hands; Price 14,334 gp.
struck by an enervating weapon take weapon damage normally, Great Rift Forceful Skylance: A variation on the Great Rift
but they also gain 5 temporary hit points instead of a negative blazing skylance, this +2 lance can produce a magic missile effect
level. Bows, crossbows, and slings so crafted confer the enervating on command, three times per day, firing three missiles with each
ability upon their ammunition. use. These missiles can be aimed at up to three targets within
Strong necromancy; CL 13th; Craft Magic Arms and Armor, 150 feet of the lance.
enervation; Price +3 bonus. Faint evocation; CL 5th; Craft Magic Arms and Armor,
Weakening: Weakening weapons deal 1 point of Strength magic missile; Price 14,334 gp.
damage in addition to their regular damage with each successful Pick of Piercing: Crafted by the dwarves of the Great Rift,
attack. Spell resistance applies. This weakness lasts for 10 minutes, this +1 heavy pick destroys objects made of force, such as Bigby’s
and multiple strikes on the same creature are cumulative, but forceful hand or a wall of force. To destroy such objects, the
the creature’s Strength score cannot drop below 1 as a result wielder of the pick must touch them with the pick.
of this ability. Bows, crossbows, and slings so crafted confer the Moderate transmutation; CL 11th; Craft Magic Arms and
weakening power upon their ammunition. Armor, disintegrate; Price 13,508 gp.
Moderate necromancy; CL 10th; Craft Magic Arms and Scourge of Pain: This +1 scourge is covered in razor-sharp
Armor, ray of enfeeblement; Price +3 bonus. barbs. Each time it strikes, it deals an extra 1d8 points of non-
Exhausting: Any creature struck by an exhausting weapon lethal damage and causes agonizing pain in the creature struck.
must make a DC 14 Fortitude save or become fatigued for 5 The target must succeed on a DC 17 Fortitude save or take a –4
minutes. Spell resistance applies. The ability has no effect on penalty on attacks, saving throws, and checks for 1d4 rounds.
creatures that are already fatigued or those immune to fatigue. Priestesses of Loviatar are fond of these weapons.

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MAGIC ITEMS

Wondrous Items
In addition to the vast varieties of won-
drous items found elsewhere in Faerûn,
the following unusual magic items are
Pick of popular in the Shining South.
piercing Amulet of Proof Against Petrification:
This amulet gives its wearer immunity to
any petrifying attack.
Strong transmutation; CL 11th;
Craft Wondrous Item, stone to flesh;
Price 66,000 gp.
Belt of Priestly Might: Many of these
items first appeared in Halruaa at the
Enervating end of the Time of Troubles, which the
kukri wizards took as a sign that Mystra had
Weakening returned. Each broad leather belt has a
warhammer stamp of the holy symbol of a deity in
the front, and followers of that deity or
anyone of the deity’s alignment can wear
the belt safely. (If this item is placed as
treasure, select or randomly determine
the deity to whom it is dedicated.) Any
Illustration by Wayne England

other creature gains one negative level


from wearing the belt. The negative level
remains as long as the belt is worn. This
negative level never results in actual level
loss, but it cannot be overcome in any way
(including restoration spells) while the belt
Moderate necromancy; CL 9th; Craft Magic Arms and is worn. Three varieties of this sort of belt exist.
Armor, symbol of pain; Price 26,320 gp. Belt of Priestly Might: This version grants its wearer a +2
Stun Bolt: This +1 bolt has been specially enhanced so that it natural armor bonus to Armor Class and a +4 enhancement
deals normal damage and stuns a creature struck by it. A target bonus to Strength.
struck by a stun bolt must make a DC 20 Will save or be stunned Moderate transmutation; CL 8th; Craft Wondrous Item,
for 1d6 rounds. Creatures immune to mind-affecting spells and barkskin, bull’s strength; Price 28,000 gp; Weight 1 lb.
abilities are also immune to stun bolts. Belt of Priestly Might and Warding: This version has all the
Strong enchantment; CL 13th; Craft Magic Arms and Armor, abilities of a belt of priestly might, plus once per day, on command, it
symbol of stunning; Price (50 bolts) 9,630 gp. can create a magic circle against evil (or a magic circle against good,
Whip of Constricting: This +2 whip has the ability to entangle if the belt is devoted to an evil deity) that lasts for 80 minutes.
and crush opponents it strikes. A Large or smaller creature struck Moderate transmutation; CL 8th; Craft Wondrous Item,
by the whip takes normal damage and must make a DC 15 Reflex barkskin, bull’s strength, magic circle against evil (or magic
save or become entangled, if the wielder so wishes. A creature circle against good); Price 41,000 gp; Weight 1 lb.
capable of spellcasting that is bound by the whip must make a Belt of Holy Might: This version has all the abilities of a
DC 15 Concentration check to cast a spell. An entangled creature belt of priestly might and warding. Its magic circle against evil
can slip free with a DC 20 Escape Artist check. If you’ve com- (or magic circle against good) ability lasts for 110 minutes, plus
manded the whip to entangle someone, you can’t continue to use its wearer may use a word of recall once per day, affecting only
it as a weapon. himself and his equipment, that transports him to the nearest
Once per day, the whip’s wielder may command it to con- temple devoted to the belt’s deity.
strict whatever it has entangled. For 17 rounds, the whip gains a Moderate transmutation; CL 11th; Craft Wondrous Item,
Strength score of 35 and a grapple bonus of +41. Every grapple barkskin, bull’s strength, magic circle against evil (or magic circle
check that succeeds against the entangled creature deals 2d6+12 against good), word of recall; Price 70,000 gp; Weight 1 lb.
points of damage. Dweomered Doors: A wide variety of these magic doors exist
Strong evocation; CL 17th; Craft Magic Arms and Armor, in the Shining South, serving both beneficial and baleful purposes.
animate rope, Bigby’s crushing hand; Price 97,381 gp. Such doorways are widespread in Halruaa, where wizards install
them in their sanctums. These doors might come in odd shapes,
be crafted of unusual materials, and possibly have other features

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MAGIC ITEMS

(locks, traps, additional spells) set on them as well. The doors are move for 1d6+1 minutes. After that time the images remerge
often masterfully crafted, with highly stylized motifs, but just as with the affected creature, dealing it 1d6 points of electricity
many are unremarkable. Some guard valuable prizes, some block damage and subjecting the victim to a confusion effect for 1
a means of escape, and some open onto blank walls, nothing more round per image.
than a trap for the overly curious. Eight examples follow. Moderate varies; CL 7th; Craft Wondrous Item, confusion,
Animating Door: Any dead creature that falls or is carried mirror image, shocking grasp; Price 22,000 gp.
through a doorway of this type is temporarily animated (as the Door of Negation: This powerful doorway suppresses the spell
animate dead spell) for 1d6+4 rounds. The animated creatures and spell-like functions of magic items. The door makes a dispel
function in all ways as either zombies or skeletons, depending on check (1d20+20) against the caster level of any magic item that
the state of decomposition (DM’s discretion) and attack any passes through it. If the dispel check equals or exceeds the
other living creatures in the area. 11 + the item’s caster level, its functions are suppressed for
Moderate necromancy; CL 7th; Craft 1d4 rounds. Artifacts are immune to this effect.
Wondrous Item, animate dead; Strong abjuration; CL 20th; Craft Wondrous
Price 15,000 gp. Item, greater dispel magic; Price 80,000 gp.
Holding Door: Doors of this Door of Visions: Each creature passing
type are often constructed as an exit through this doorway sees a
from a particularly dangerous area very distinct and clear image
to give those fleeing from danger (determined at the time of
a false sense of impending escape. the door’s creation) such as
When they pass through such a that created by a silent image spell.
door, living creatures vulnerable to Faint illusion; CL 3rd; Craft
mind-affecting spells and abilities Wondrous Item, silent image; Price
must succeed on a DC 17 Will 8,000 gp.
save or be held immobile for 9 Silencing Door: This type of
rounds. Immobilized creatures get door is crafted so that
a new saving throw to end the it shuts automatically
effect each round. when left unattended.
Moderate enchantment; CL When it shuts, a silence
9th; Craft Wondrous Item, hold spell is cast upon the
monster; Price 90,000 gp. door itself, affect-
Door of Beasts: This door is ing those nearby.
always found shut, locked, and Doors of this type
adorned with an elaborate knocker or are frequently made with
doorknob in the shape of a beast-head passwords or special keys that
decorated with gems for eyes. Any time temporarily negate the effect.
the gems are disturbed, the door flies Faint illusion; CL 3rd; Craft
open and emits monsters (as the summon Wondrous Item, silence;
monster IV spell) that immediately Halruaan skyship Price 12,000 gp.
attack. The same happens if the Halruaan Skyship: Of all the won-
door is opened from the side of ders of Halruaa, the most famous is the skyship—a sailing vessel
the knocker. Summoned creatures disappear 7 rounds after that floats on air instead of water. Halruaa’s elders guarded their
they appear, but the door has no limit to the number of methods of creating these devices for centuries, leaving others to
creatures it can summon. experiment (and fail) with various methods. Recently, a renegade
Moderate conjuration; CL 7th; Craft Wondrous Item, summon Halruaan wizard let the secret out, and a couple of wealthy
monster IV; Price 56,000 gp. governments have commissioned their own skyships.
Door of Derangement: Typically, this doorway affects only A skyship is much like a standard sailing vessel in appearance and
every third creature that passes through it, though variations are crew needs. The typical Halruaan skyship has three masts, square
not uncommon. The affected creature must make a DC 17 Will sails, two panels that can be swung out on each side for guidance,
save or be blinded, deafened, and feebleminded (as the respective and a broad beam that allows it to land on flat surfaces without
spells) for 1d4+1 minutes. listing. Ten plates are affixed to the underside of the ship, which
Moderate enchantment; CL 9th; Craft Wondrous Item, are traditionally made from the shells of Halruaan sea turtles.
blindness/deafness, feeblemind; Price 40,500 gp. The magic of a skyship comes in multiple parts. Essential is
Door of Mirrors: This type of doorway usually functions the control rod, a narrow cylinder of silver with a tube of gold
sporadically—one creature in four, once per day, or randomly slipped over each end, which is linked to the plates on the ship’s
(20% chance). Those affected by the door are surrounded by belly. These ten plates contain the magic that causes the vessel
1d4+2 exact images of themselves, which duplicate their every to rise into the air (a larger ship requires more plates). The rod

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MAGIC ITEMS

amplifies the will of the ship’s helmsperson and thereby controls Annihilation Doorway: This item is usually more of a passage
the vertical movement of the ship, allowing the vessel to rise and or tunnel than an actual door. It is often carved or constructed to
fall at a speed of 45 feet. While most of the ship’s horizontal look like something else, such as a demonic head with its mouth
movement is at the mercy of the wind, its sails, steering panels, (the passage) open wide, a water slough between levels of a dun-
and supplemental magic from the plates allow it to turn with geon, and so forth. The open space of an annihilation doorway
clumsy maneuverability. A skyship can also enter and sail in water functions as a sphere of annihilation, except that the black void
and cannot be sunk so long as its magic remains intact. is shaped to match the passage and it cannot be moved by any
Strong transmutation; CL 15th; Craft Wondrous Item, fly, means. A creature passing through an annihilation doorway is
suspension; Price 400,000 gp; Weight 20 tons. utterly consumed and destroyed. Only the intervention of a
Pouch of Winds: This item looks like an deity can reverse the effect.
ordinary leather pouch, tied shut and bulging Strong transmutation; CL 20th.
at the seams with its contents. It weighs no Imprisoning Doorway: Like an annihilation doorway,
more than the leather it is made of. Once per an imprisoning doorway is often more of a passage or
day, when the pouch is opened, the user can tunnel. Any creature passing through the doorway
select one of two effects: a favorable wind is instantly bound into the door (as per the trap
or a contrary wind. If the user chooses a the soul spell) unless it makes a DC 22 Will
favorable wind, then the prevailing wind save. Spell resistance does not apply. An im-
conditions shift so that a strong wind (see prisoning doorway can hold up to 100 HD
Table 3–24: Wind Effects, page 95 of the of creatures, and when new victims are
Dungeon Master’s Guide) turns to blow in imprisoned, creatures that have been trapped
the direction the user wishes. If a contrary in the doorway the longest are released to keep
wind is called from the bag, a strong wind the total at or below this maximum. To all
blows directly opposite the current heading of outward appearances, an affected creature
a single ship within sight of the user. Either seems to disappear (or shapechange into
Illustration by Sam Wood

of these conditions last for 2d12 hours before a new form, if another creature is
the wind shifts back to its original course. released). If an imprisoning doorway
Moderate evocation; CL 10th; Craft is destroyed, all the creatures bound
Wondrous Item, wind wall; Price 12,000 within it are released (DM determines
gp; Weight —. randomly; hostile creatures immediately
Solution of Stillness: This stoppered bottle attack others in the area).
contains a thick, oily substance that, when Strong conjuration; CL 20th.
poured into a storm-tossed ocean, calms Wraith Doorway: This form of dread
the waters (winds become light/moderate) in doorway houses a dread wraith inside (see
a 100-foot radius for 2d12 hours. The solu- page 258 of the Monster Manual). The
tion negates magically created waves and also door is always encountered locked, and
acts as an antipathy spell against any creatures it usually also has other magical means
from the Elemental Plane of Water. of barring passage. Each time a crea-
Strong varies; CL 15th; Craft Wondrous ture touches or walks through a wraith
Item, antipathy, control weather; Price 9,500 doorway (or each round, if continuous
gp; Weight 1 lb. contact is maintained or a creature
Vapor Bottle: This item looks like a simple stands in the open doorway for
silver flask with a silver stopper. It functions consecutive rounds), it must succeed
exactly like an eversmoking bottle, except that on a DC 22 Fortitude save or take 1d8
fog billows forth rather than smoke. points of Constitution drain. If a creature is
Faint transmutation; CL 3rd; Craft Wondrous slain by this drain, it rises as a wraith 1d4
Wraith doorway
Item, fog cloud; Price 5,400 gp; Weight 1 lb. rounds later.
The dread wraith within a dread doorway cannot be turned
Minor Artifacts or attacked while imprisoned in the dread doorway. Destroying
the door releases the dread wraith, which immediately attacks. At
In the lands of the Shining South, particularly Halruaa, mighty that point, the dread wraith can be attacked normally.
wizards and priests have crafted some amazing items, a few of Strong necromancy; CL 19th.
which are described below. Great Elixir: Of all the tales of powerful magic that have
Dread Doorway: Perhaps the most infamous item known to emerged from Halruaa, the legend of the great elixirs is perhaps
come from Halruaa’s magical history, a dread doorway is a truly the most remarkable. The first great elixir concoction possibly
frightening item to encounter. Three forms of dread doorways originated in Netheril itself. Regardless of their origins, the cha-
are known. otic nature of these liquids made them an unappealing risk, and

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MAGIC ITEMS

the formula for their creation was eventually lost and forgotten. Zarangan: Each one of these wondrous stones, almost certainly
Some caches of the unpredictable stuff do pop up every once in created in Netheril, is a smooth rock that has been polished to
a while. a glassy sheen. A zarangan is shaped to fit in a wielder’s hand,
A great elixir is a translucent, aquamarine liquid that twinkles with small protrusions jutting up between the fingers of a closed
and swirls gently about in endless motion. It is described as tast- fist. In this way, it can function as a +1 weapon that deals 1d4+1
ing like fine wine on fire. Oddly, the fluid works on a particular points of damage.
creature only once per experience level; additional consumptions A zarangan’s main powers are far more impressive—an
generate no results. The possible effects of a dose of the elixir individual grasping the stone can, on command:
are as follows.: —use dimension door as the spell 1/round as a 20th-level
wizard;
d% Elixir Result —use word of recall to teleport to the zarangan’s “home” (a
01–14 Death occurs instantly (no saving throw). destination determined during the item’s creation) 1/day;
15–26 A feeblemind condition (as the spell) sets in (no saving —use cure critical wounds (on the bearer only) 1/day.
throw). A zarangan often has its command word inscribed on its
27–32 Imbiber is infected with mindfire (see Diseases, page surface somewhere. It can only transport the individual grasping
292 of the Dungeon Master’s Guide). If the imbiber is it, regardless of how many other creatures are in contact with
an arcane spellcaster, her spells turn wild and unpredict- the bearer. It frees the bearer from all nonmagical restraints and
able—75% of the times she attempts to cast a spell, forcibly separates him from the grasp of other creatures when it
the normal result is replaced by a result from the rod is called upon to use its word of recall ability.
of wonder table, page 237 of the Dungeon Master’s In addition to the above common faculties, each zarangan
Guide. This spellcasting affliction is permanent unless also has additional unique capabilities. First, it has one of the
the imbiber makes a DC 25 Fortitude save. It lasts following spells as an ability usable 1/hour: chain lightning, cone
4d12 days if the save succeeds. of cold, invisibility, lesser ironguard, levitate, unseen servant, or
33–39 Blindness sets in (no saving throw). water breathing. Second, it grants spell immunity against 1d3
40–46 Imbiber is subjected each day to an uncontrolled spells (determined randomly).
shapechange (as the spell) into a random beast that Many zarangans were carried to Halruaa after the fall of
breathes air and can live on dry land (no saving throw). Netheril, and several have been taken to other lands or buried
The change lasts for 1d4 hours, but the daily occurrence in ancient tombs in the intervening years. More than a few
of the change is permanent. liches have manufactured a zarangan that has since found its
47–56 Imbiber is afflicted with lycanthropy (DM’s choice of way elsewhere, and those who try to use one of these mysterious
lycanthrope, no saving throw). stones might find themselves in an undead wizard’s home, far
57–75 Imbiber takes 1 point of ability drain to one random from their own.
ability score (no saving throw). Strong varies; CL 19th; Weight 2 lb.
76–77 Imbiber gains mage armor spell-like ability 4/day.*
78–79 Imbiber gains alter self spell-like ability 1/day.*
80–81 Imbiber gains detect magic spell-like ability at will.*
major Artifacts
82 Imbiber gains dimension door spell-like ability 1/day.* A few unique and ultrapowerful items with ties to places and
83 Imbiber gains dispel magic spell-like ability 3/day.* people in the Shining South are known (or believed) to exist to
84–85 Imbiber gains detect thoughts spell-like ability 2/day.* this day.
86 Imbiber gains feather fall spell-like ability at will.* Astrolabe of Nimbral: This large and cumbersome apparatus is
87 Imbiber gains hold person spell-like ability 1/day.* covered with an assortment of levers, knobs, and buttons, looking
88 Imbiber gains invisibility spell-like ability 2/day.* remarkably like a cross between a printing press and a pipe organ.
89 Imbiber gains pass without trace spell-like ability at will.* With it, a character can transport an entire structure, such as a
90 Imbiber gains spell turning spell-like ability 1/day.* vehicle or a small tower, anywhere on Toril in a great display of
91–92 Imbiber gains spider climb spell-like ability 3/day.* teleportation. As its name implies, the Astrolabe of Nimbral was
93 Imbiber gains water breathing spell-like ability 3/day.* crafted by the most powerful of wizards from the island nation
94 Imbiber gains ethereal jaunt spell-like ability 1/day.* of Nimbral, and stored in the treasure vaults of the Nimbral
95 “Greatness”—imbiber gains 1d2+1 of the powers listed Lords. It was eventually stolen by a particularly resourceful band
above (from d% roll of 76 through 94; other powers of adventurers led by the Halruaan wizard Dwalimar Omen and
can be created at the DM’s discretion). taken back to his home nation. From there, it was installed on
96–100 Imbiber gains 2d4 points of either Intelligence or Cha- the Halruaan skyship Realms Master and used by Omen and
risma (50% chance of either) and permanent greater several others to hunt down dangerous artifacts at the behest of
spell immunity against one school of spells (randomly Netyarch Zalathorm.
determined). The Astrolabe of Nimbral allows one who is skilled in its
*As cast by a 12th-level wizard. use to teleport an object of up to twenty 10-foot cubes in size,
Overwhelming transmutation; CL 30th. as well as everything contained inside that object, anywhere on

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MAGIC ITEMS

Toril. To properly understand and control the Astrolabe, the user *These are variations on fireball created with alternate
must make a DC 30 Intelligence check. A character gains a +2 energy descriptors; for example, an acidball spell functions as
bonus on this check for every 5 ranks in Spellcraft and Knowledge a fireball spell but deals acid damage. Gulkuluster’s Deathstaff
(arcana) he has. Failure by 4 or less indicates the destination is off can hold 50 charges—and through a unique property of its
by 5d10×10 miles; failure by 5 or more means the destination is construction, it automatically regains 1 charge each week. If
randomly determined. it ever reaches 0 charges, it becomes nonfunctional until a
Objects moved from one location to another are subject to week has passed.
changes in slope, altitude, and stability in the foundation. Thus, Ongild: Named for the Halruaan wizard that created it, the
it is considered wise to be aloft (such as in a skyship) before Ongild is a fist-sized emerald that has been imbued with a variety
operating the Astrolabe. of powers. Its last known location was in the belly of the red
Crystal Orb: Thought to have been crafted by the wizard dragon Hoondarrh, who lairs on the isle of Skadaurak in the
Halruaa (one of the first wizard-kings of the nation bearing kingdom of Mintarn. The Ongild continually allows its wearer
the same name), the Crystal Orb is a large, clear sphere about to heal 1 point of damage per level every hour. Furthermore,
1 foot in diameter. Since the beginning of the rule of the its wearer can use each of the following effects as an 18th-level
netyarchs, the Orb has been the primary means of communi- wizard 1/day—delayed blast fireball, prismatic spray, reverse
cating and managing the affairs of Halruaa. The Crystal Orb gravity, and spell turning.
currently resides in an inner chamber in Zalathorm’s palatial Sunphelm of Shandaular: The Sunphelm of Shandaular is
tower in Halarahh. an ancient crown that has served as the regalia of at least three
The Orb only responds to the primary user, which was des- kingdoms: Ashanath, Eltabranar, and Arkaia. Its origin is un-
ignated as the reigning netyarch of Halruaa during its creation. known, having been discovered by Shan the Golden, a wizard in
With the Crystal Orb, a user can communicate with up to five the employ of the gold dwarves of the Great Rift, in an ancient
hundred unique individuals at once. During a conversation, the crypt buried beneath the waters of the Akanamere shortly before
user has complete control over who can speak and be heard by the the opening of the Orcgate.
rest of those mentally present. The link also provides a mental Shan bore the crown for many years, first as a mercenary
Illustration by Sam Wood

image of the face of any speaker. leader of the Nars, and later as the first queen of Ashanath. After
The Orb must be attuned to contact any particular individual her death, it passed to her son, grandson, and great-grandson
through a minor activation sequence whereby the user touches (Arkaius the Archmage), each ruling Ashanath from the city of
both the Orb and the potential recipient at the same time and Shandaular in turn. It is from this era that the headpiece became
utters a command word. Thereafter, the user can mentally known as the Sunphelm of Shandaular.
contact the recipient when that command word is uttered a Today, the Sunphelm’s fate remains unknown, although
subsequent time. Zalathorm has established a single command knowledgeable scholars speculate that it rests atop the brow of
word for the entire Council of Elders, and he is able, thusly, to some matron mother in the drow city of T’lindhet.
reach every member at the same time to conduct the business Fashioned of silver and gilt with golden runes, the Sun-
of running Halruaa. phelm is a simple circlet with seven beljuril-tipped spikes that
Contact from the Orb is not compulsory. The recipient can seem to flicker with inner light. A trio of king’s tears dangles
feel a mental signal, but he can choose to ignore it. If the recipient from the front of the crown on silver chains. Each king’s tear
chooses to respond to the signal, he immediately finds himself in contains a different image within—a view of the arch in the
telepathic contact with the wielder of the Orb and anyone else northern half of Shandaular circa –1000 DR, a view of the
the wielder has contacted at that time. arch in the southern half of Shandaular circa 200 DR, and a
To protect the Crystal Orb, it has been further imbued with view of the city of Arkatuil and the Bay of Dancing Dolphins
a contingent teleport object spell. Anyone attempting to remove circa 750 DR.
it from the chamber where it is kept causes the Orb to be sent The seven beljurils of the Sunphelm of Shandaular col-
to the inner sanctuary of the high priest of Mystra at Mount lectively provide light equal to that of a candle and exhibit the
Talath, who magically contacts Zalathorm to make arrangements effects of a holy star spell (see page 104 of Player’s Guide to
for the artifact’s safe return. Faerûn) as commanded by the wearer. In addition, the wearer
Gulkuluster’s Deathstaff: Created by one of the most powerful of the Sunphelm is continuously girded by the benefits of a
of Halruaa’s wizards centuries ago, Gulkuluster’s Deathstaff was contingent heal spell that activates immediately whenever the
designed to be used as a means of ultimate destruction against wearer would be killed from damage or Constitution damage
almost any foe. Each use of the Deathstaff produces one of the or drain.
following effects.
Maximized widened fireball
Maximized widened acidball*
Maximized widened electricity ball*
Maximized widened frostball*
Maximized widened sonicball*

59

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Special Qualities: Darkvision 60 ft., low-light vision, true sight
Saves: Fort +2, Ref +5, Will +0
Abilities: Str 6, Dex 17, Con 11, Int 12, Wis 10, Cha 11
Skills: Balance +5, Climb +8, Hide +9*, Listen +2, Move Silently

Illustration by Christopher Rush


+5, Spot +2

T he expanses of the Shining South serve as home to


a wide variety of creatures, gentle beasts and fierce
predators alike. A few are unique to this region
of Faerûn, such as the rattelyr dragon that burrows under the
grasslands of the Shaar, or the enigmatic laraken that inhabits a
swamp in Halruaa. Others are not only common to many
Feats: MultiattackB, Weapon Finesse
Environment: Warm plains
Organization: Solitary, pair, or pack (1–4)
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral
Advancement: 2–3 HD (Small)
parts of the continent, but also infest the dark places Level Adjustment: +0 (cohort)
of the South.
Some of the creatures presented This plump quadruped is about the size of
in this chapter are suitable for charac- a small dog. It is somewhat mouselike in
ters; such monsters have a level adjustment appearance, with big, glistening black eyes,
given in their statistics. Creatures without a large ears, and a pointed snout.
level adjustment entry are not recommended
as characters (they are mindless predators, for The beguiler is an exceptionally intelligent
example, or they have an effective character creature with natural camouflaging and
level above 20th). the ability to see the truth behind any
illusion. A beguiler is about a foot tall
Beguiler and around 2 feet long. Though not
particularly aggressive, beguilers are
Small Magical Beast prized by wizards as familiars or for
Hit Dice: 1d10 (5 hp) the magic inherent in their pelts.
Initiative: +3 The origin of the beguiler’s un-
Speed: 30 feet (6 squares), climb 10 ft. usual powers has long been a mystery,
Armor Class: 14 (+1 size, +3 Dex), touch 14, but those who have studied this creature
flat-footed 11 have determined that it is the favored prey
Base Attack/Grapple: +1/–5 of ethereal marauders. The beguiler species seems
Attack: Claw +5 melee (1d3–2) to have developed its unique abilities to avoid these
Full Attack: 2 claws +5 melee (1d3–2), bite planar predators. Beguilers feed on both plants
+3 melee (1d4–2), and short sword +3 melee and animals, preferring plump, water-rich cacti
(1d4–2) prevalent in their native environment, as well
Space/Reach: 5 ft./5 ft. as small field mice and the eggs and young of
Special Attacks: Rake 1d3–2 ground-nesting birds.
Beguiler

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MONSTERS OF THE SOUTH

Beguilers speak their own language and Common. The Halruaan version of the many-legged behir is a smaller, more
A beguiler can be acquired as a familiar by a 7th-level arcane magical breed than its cousin. They are kept as guardians and oc-
spellcaster with the Improved Familiar feat. See page 200 of the casionally pets. It is rumored that unsavory elements in Halruaan
Dungeon Master’s Guide for more information. society raise vicious strains of these creatures for behir-baiting
dens, but such sport is frowned upon, if not actually illegal.
Combat Halruaan behirs take about five years to reach adult size, which
is about half the size of average behirs. They seldom reach 20 feet
Beguilers possess four sets of sharp, retractile claws and a sharp or weigh more than 1,500 pounds. Halruaans usually “harvest”
bite attack. Beguilers can also wield weapons in their hairless, a behir long before it gets too big.
prehensile tails. Halruaan behirs are known for their colorful hides. Blue
Rake (Ex): Attack bonus +5 melee, damage 1d3–2. is the most common color, but innovative breeders (who are
True Seeing (Su): Beguilers always see as if under the effect invariably necromancers) have developed strains of green, coral,
of a true seeing spell. and even rose-hued monsters. The intelligence of the Halruaan
Skills: While dry, beguilers can change the hue and pattern behir has suffered, due to this forced breeding for color and
of their fur to match the coloration of their surroundings, even size. They are still cunning predators and sharp-eyed guardians,
to colors and patterns not found in nature, giving them a +8 however, and their breath weapon is fully as strong as that of
racial bonus on Hide checks. Beguilers have a +8 racial bonus on their larger kin.
Climb checks. A beguiler can always choose to take 10 on Climb Halruaan behirs do not speak any recognizable language.
checks, even if rushed or threatened.
Combat
Behir, Halruaan A Halruaan behir is likely to rely on its breath weapon when
Medium Magical Beast threatened, because hatchlings are often trained not to bite,
Illustration by Chris Hawkes

Hit Dice: 5d10+25 (52 hp) maul, or crush. Some Halruaan behirs are trained to constrict
Initiative: +1 prey—or intruders—to the point of unconsciousness. Since they
Speed: 30 ft. (6 squares), climb 10 ft. emit discharges of electricity when agitated, any form of combat
Armor Class: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17 with a Halruaan behir can be dangerous.
Base Attack/Grapple: +5/+9 Breath Weapon (Su): 20-foot line, once every 10 rounds,
Attack: Bite +9 melee (1d6+6 plus 1d4 electricity) damage 7d6 electricity, Reflex DC 17 half. The save DC is Con-
Full Attack: Bite +9 melee (1d6+6 plus 1d4 electricity) stitution-based.
Space/Reach: 5 ft./5 ft. Constrict (Ex): A Halruaan behir deals 2d6+6 points of damage
Special Attacks: Breath weapon, constrict 2d6+6 plus 1d4 electric- plus 1d4 points of electricity damage on a successful grapple check.
ity, rake 1d2+2 plus 1d4 electricity, static discharge It can make six rake attacks against a grappled foe.
Special Qualities: Can’t be tripped, darkvision 60 ft., immunity Rake (Ex): Six claws, attack bonus +9 melee, damage 1d2+2
to electricity, low-light vision, scent plus 1d4 electricity.
Saves: Fort +9, Ref +5, Will +0 Static Discharge (Ex): When angry or agitated, a Halruaan
Abilities: Str 18, Dex 13, Con 21, Int 6, Wis 9, Cha 12 behir generates electricity with its body. This discharge deals 1d4
Skills: Climb +16, Hide +3, Spot +1 points of electricity damage to any creature hit by the behir,
Feats: Cleave, Power Attack touches it, or makes a successful melee attack against it with a
Environment: Warm hills or any (Halruaa) natural or metal weapon.
Organization: Solitary or pair Skills: Halruaan behirs have a +8 racial bonus on Climb checks.
Challenge Rating: 6 A Halruaan behir can always choose to take 10 on climb checks,
Treasure: Standard even if rushed or threatened.
Alignment: Always neutral
Advancement: 6–9 HD (Medium); 10–15 HD (Large)
Level Adjustment: —

This creature looks like


a cross between a
large snake and
a crocodile with
horns and too many
legs. Its thick scales
are brilliant blue.

Halruaan behir

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MONSTERS OF THE SOUTH

Dark Tree Dark trees resemble cypress trees, but their bark is darker,
and little moss grows on them. Usual specimens are about 18
Huge Plant to 20 feet in height, with a span of branches 40 feet across, but
Hit Dice: 10d8+50 (95 hp) dark trees can grow to twice this size. They weigh as much as a
Initiative: –1 normal tree. Two deep black eyes, which are almost impossible
Speed: 10 ft. (2 squares) to find unless one knows precisely where to look, are set above a
Armor Class: 20 (–1 Dex, –2 size, +13 natural), touch 7, flat- dark tree’s maw. These creatures superficially resemble treants,
footed 20 but anyone who sees a dark tree can hardly ignore the palpable
Base Attack/Grapple: +7/+24 hatred and evil emanating from it.
Attack: Claw +15 melee (1d8+9) or bite +14 melee (2d6+13) Dark trees do not speak.
Full Attack: 2 claws +15 melee (1d8+9) or bite +14 melee
(2d6+13)
Space/Reach: 15 ft./15 ft. (5 ft. for bite)
Combat
Special Attacks: Blood drain, confusion, improved grab Dark trees prefer intel-
Special Qualities: Low-light vision, plant traits, resistance to ligent prey and delight in
fire 15, vulnerability to cold tormenting their victims
Saves: Fort +14, Ref +2, Will +3 before the kill. They attack with
Abilities: Str 28, Dex 8, Con 21, Int 5, Wis 10, Cha 7 their two arms, trying to draw
Skills: Listen +13 victims toward their gaping maws
Feats: Combat Reflexes, Great Fortitude, Power Attack, to bite and drink blood.
Weapon Focus (claws) Blood Drain (Ex): A dark
Environment: Warm forests tree can feast on the blood of its
Organization: Solitary victims by making a successful

Illustration by Jason Engle


Challenge Rating: 7 grapple check. If it has a creature
Treasure: None grappled, it can make a grapple
Alignment: Usually neutral evil check to deal bite damage and
Advancement: 11–16 HD (Huge); drain blood, dealing 1d4 points
17–30 HD (Gargantuan) of Constitution damage to the
Level Adjustment: — creature.
Improved Grab (Ex): To use
What seemed to be a normal this ability, a dark tree must hit
cypress tree moments ago a single target with both of its
begins to slash and claw with its thick, claw attacks. It can then attempt
woody limbs. A terrible maw opens to start a grapple as a free action
along one side of its trunk, lined with without provoking attacks of op-
wicked teeth. portunity. If it wins the grapple
check, it establishes a hold and can
Native to the Shining South, dark begin to drain blood.
trees drink the blood of humans Confusion (Sp): As a free
and other intelligent creatures that action once per round, a dark
wander into their native jungles. tree can use confusion on one
A renegade Halruaan wizard victim within 50 feet (Will DC
named Benauril created them 12 negates). In combat, this has
about 200 years ago, hoping for the same effect as the confusion
servants not unlike treants. His spell cast by a 10th-level sorcerer.
creations slew him instead and Occasionally, victims of the dark tree’s
have now spread from Aerilpar Dark tree confusion ability end up wandering deep
Forest to the Forest of Amtar, Rethild, the into the surrounding wilderness, becoming hopelessly
Toadsquat Mountains, and the southern and eastern reaches of lost. More often than not, a dark tree takes advantage of a victim’s
the Lluirwood. confused state and drains it of its blood.

62

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MONSTERS OF THE SOUTH

Dragon, Rattelyr Advancement: Wyrmling 3–4 HD; very young 6–7 HD; young
9–10 HD; juvenile 12–13 HD; young adult 15–16 HD; adult
Dragon (Fire) 18–19 HD; mature adult 21–22 HD; old 24–25 HD; very
Environment: Warm deserts old 27–28 HD; ancient 30–31 HD; wyrm 33–34 HD; great
Organization: Solitary pair, or family (1–2 adults, 2–5 wyrm 36+ HD
offspring) Level Adjustment: Wyrmling +2; very young +3; young +3;
Challenge Rating: Wyrmling 2; very young 3; young 4; juvenile juvenile +5; others —
6; young adult 8; adult 10; mature adult 12; old 14; very
old 16; ancient 18; wyrm 19; great wyrm 20 This wingless dragon has a great hood, dark with hints of
Treasure: Double standard violet, all about its head. The beast’s charcoal-colored scales
Alignment: Always lawful evil glow dully in the bright sun as it shakes its tail with a
menacing rattle.

Breath Frightful
Base Attack/ Fort Ref Will Weapon Presence
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Grapple Attack Save Save Save (DC) DC
Wyrmling T 2d12+2 (15) 11 11 13 10 11 8 +2/–6 +4 +4 +3 +3 1d6 (12) —
Very young S 5d12+5 (37) 13 11 13 12 13 10 +5/+2 +7 +5 +4 +5 2d6 (13) —
Young S 8d12+16 (68) 15 11 15 12 15 10 +8/+6 +11 +8 +6 +8 3d6 (16) —
Juvenile M 11d12+22 (93) 17 11 15 14 15 12 +11/+14 +14 +9 +7 +9 4d6 (17) —
Young adult M 14d12+42 (133) 19 11 17 14 17 12 +14/+18 +18 +12 +9 +12 5d6 (20) 18
Adult L 17d12+51 (161) 23 11 17 16 17 14 +17/+27 +22 +13 +10 +13 6d6 (21) 20
Mature adult L 20d12+80 (210) 27 11 19 18 19 16 +20/+32 +27 +16 +12 +16 7d6 (24) 23
Old L 23d12+115 (264) 29 11 21 20 19 18 +23/+36 +31 +18 +13 +17 8d6 (26) 25
Very old H 26d12+130 (299) 31 11 21 22 21 20 +26/+44 +34 +20 +15 +20 9d6 (28) 28
Ancient H 29d12+174 (362) 33 11 23 24 23 22 +29/+48 +38 +22 +16 +22 10d6 (30) 30
Wyrm H 32d12+192 (400) 35 11 23 26 25 24 +32/+52 +42 +24 +18 +25 11d6 (32) 33
Great wyrm G 35d12+245 (472) 37 11 25 28 27 26 +35/+60 +44 +26 +19 +27 12d6 (34) 35

Age Speed Initiative AC Special Abilities Caster Level SR


Wyrmling 60 ft., burrow 30 ft. +0 14 (+2 size, +2 natural), Resistance to electricity 20, — —
touch 12, flat-footed 14 immunity to fire, rattle, tremorsense
Very young 60 ft., burrow 30 ft. +0 15 (+1 size, +4 natural), — — —
touch 11, flat-footed 15
Young 60 ft., burrow 30 ft. +0 17 (+1 size, +6 natural), — — —
touch 11, flat-footed 17
Juvenile 60 ft., burrow 30 ft. +0 18 (+8 natural), — — —
touch 10, flat-footed 18
Young adult 60 ft., burrow 30 ft. +0 20 (+10 natural), — 1st —
touch 10, flat-footed 20
Adult 60 ft., burrow 30 ft. +0 21 (–1 size, +12 natural), Hood extension 3rd 11
touch 9, flat-footed 21
Mature adult 60 ft., burrow 30 ft. +0 23 (–1 size, +14 natural), DR 5/magic 5th 13
touch 9, flat-footed 23
Old 60 ft., burrow 30 ft. +0 25 (–1 size, +16 natural), — 7th 15
touch 9, flat-footed 25
Very old 60 ft., burrow 30 ft. +0 26 (–2 size, +18 natural), DR 10/magic 9th 17
touch 8, flat-footed 26
Ancient 60 ft., burrow 30 ft. +0 28 (–2 size, +20 natural), — 11th 19
touch 8, flat-footed 28
Wyrm 60 ft., burrow 30 ft. +0 30 (–2 size, +22 natural), DR 15/magic 13th 21
touch 8, flat-footed 30
Great wyrm 60 ft., burrow 30 ft. +0 30 (–4 size, +24 natural), — 15th 23
touch 6, flat-footed 30

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MONSTERS OF THE SOUTH

Rattelyr dragons are territorial creatures, but they take interest in Rattle (Su): A rattelyr can employ the rattle on its tail as
the world beyond their lairs. They like to burrow through loose a standard action. Any nondragon within 240 feet of the rat-
earth and surprise opponents by bursting out of the soil. telyr must make a Will save (DC 10 + 1/2 the rattelyr’s HD +
Rattelyrs are wingless dragons with webbed claws, a fanged its Cha modifier) against this sonic, mind-affecting ability or
maw, and the serpentine tail of a rattlesnake. They have glossy, become panicked for 4d6 rounds. Those with 5 or more HD
rust-colored scales at birth, which slowly deepen into hues of deep are shaken for 4d6 rounds instead. A creature that makes the
magenta, charcoal, and black at maturity. Young rattelyrs possess Will save cannot be affected by the same dragon’s rattle for one
small nodules of violet at the base of their heads, which grow day. All creatures (including dragons) that are within range and
into distinctive ribbed hoods by adulthood. An adult rattelyr’s can hear the rattle must make a DC 15 Concentration check to
hood tenses and extends forward in proportion to how angry it is, employ any spells or spell-like abilities for as long as the rattling
usually reaching full extension only during a battle to the death noise lasts.
with a blue dragon or some other hated foe. Unusually short-lived Hood Extension (Su): A rattelyr can extend its hood as a free
for dragons, rattelyrs age five times faster than normal for the action. When fully extended, the hood reflects spells as if the
species, becoming great wyrms in 240 years and dying of old age rattelyr were affected by spell turning (as the spell). The dragon
before 300. can reflect as many levels of spells per day as it has Hit Dice.
Rattelyrs prefer warm climates and usually restrict themselves Tremorsense (Ex): Rattelyrs can automatically sense the
to environs with loose soil. Although they get some of their location of anything within 60 feet that is in contact with the
nourishment by absorbing heat and sunlight, these carnivores ground.
favor flesh and will not hesitate to eat sentient beings. These Skills: Climb, Hide, Jump, and Move Silently are considered
dragons dwell in large, low-ceilinged burrows or caverns, but spend class skills for rattelyrs. They have a +8 racial bonus on Spot
much of their time stalking their home territories in search of checks and a +8 racial bonus on Hide checks in sandy terrain or
intruders or any form of excitement. in areas of loose dirt.
If well fed and approached cautiously, rattelyrs have been

Illustration by Rick Sardhina


known to converse and deal with other intelligent creatures. On
occasion, rattelyrs might ally themselves with beings of great
Giant, Cyclops
power for the promise of wealth or sport. They can be sociable, Large Giant
and have been known to capture adventurers or lost Hit Dice: 13d8+52 (110 hp)
merchants just to gain news of the outside word. Of Initiative: –1
course, such guests only depart with their lives if Speed: 40 ft. (8 squares)
the dragon isn’t hungry. Armor Class: 18 (–1 size, –1 Dex, +10 natu-
Rattelyrs speak Common, Draconic, and ral), touch 8, flat-footed 18
various regional tongues. Base Attack/Grapple: +9/+21
Attack: Longspear +16 melee (2d6+12/×3) or
Combat slam +16 melee (1d4+8) or rock +8 ranged (2d6+8)
Full Attack: Longspear +16/+11 melee (2d6+12/×3) or
Rattelyrs employ their keen eyesight slam +16/+22 melee (1d4+8) or rock +8 ranged (2d6+8)
to spot potential prey from far off, Space/Reach: 10 ft./10 ft. (10–20 ft. with longspear)
which usually gives them sufficient Special Attacks: Rock throwing
warning to prepare for combat. If Special Qualities: Low-light vision, rock catching
time permits, they bury Saves: Fort +12, Ref +3, Will +3
themselves under a light Abilities: Str 27, Dex 9, Con 19, Int 6, Wis 8, Cha 6
layer of sand or dirt, Skills: Climb +13, Jump +13, Spot +4
waiting for the tar- Feats: Cleave, Far Shot, Great Cleave, Point
get to approach, and Blank Shot, Power Attack
then erupt directly into Environment: Warm
melee combat. Against mountains
formidable opponents, Organization: Solitary
rattelyrs unleash their or fist (2–5)
breath weapon first and fol- Challenge Rating: 8
low up with their fearsome Treasure: Standard
rattle. Rattelyrs enjoy toying Alignment: Usually
with weak opponents. chaotic evil
Breath Weapon (Su): A rat- Advancement: By
telyr has one type of character class
breath weapon: a cone Level Adjustment: +4
of fire.
Rattelyr dragon

64
MONSTERS OF THE SOUTH

This bizarre giant has a brutish look about it, with thick limbs —Racial Skills: A cyclops’s giant levels grant skill points equal
and a bowlegged gait. One huge eye rests below its low brow. to 16 × (2 + Int modifier). Class skills include Climb, Jump,
and Spot.
Cyclopes are loutish giants that enjoy tormenting and eating
—Racial Feats: A cyclops’s giant levels grant five feats.
smaller folk. They are easily tricked, but they fight fiercely and
—Weapon and Armor Proficiency: A cyclops is automatically
to the death.
proficient with simple weapons.
Cyclopes look like very tall humans with light tan to deep
—Low-light vision.
brown skin, a dark eye, and dark hair. They dress in hides. Their
—+10 natural armor bonus.
teeth are usually crooked and yellowed, and they are fond of crude
—Natural Attack: Slam (1d4).
jewelry made of bones and colorful rocks. A cyclops is usually
—Special Attacks (see above and the Giant entry in the
around 12 feet tall and weighs about 1,500 pounds.
Monster Manual): Rock throwing.
All cyclopes speak Giant.
—Special Qualities (see the Giant entry in the Monster
Manual): Rock catching.
Combat —Automatic Languages: Giant. Bonus Languages: Common,
regional dialects.
Cyclopes like to attack from higher ground, usually springing up
—Favored Class: Barbarian.
from behind outcroppings of rock where they can hurl boulders
—Level Adjustment: +4.
with minimal risk to themselves.
Rock Throwing (Ex): Rocks thrown by a cyclops have a range
increment of 120 feet (240 feet with the Far Shot feat).

Cyclops Society
Cyclopes are aggressive and enjoy raiding caravans, taking
Illustration by Vince Locke

whatever goods interest them, and capturing humanoids


for food. Whether alone or in a small band, cyclopes
lair in shallow caves on mountainsides. They seem
to be particularly bad-tempered and rarely bargain
or trade, preferring to attack any and all interlopers,
including other giants.

Cyclopes as Characters
Most cyclopes never interact with other races, except
in combat, but a loner occasionally finds his way into
civilization and adapts to different ways. The few
cyclopes that become clerics worship Grolantor and may
choose two of the following domains: Chaos, Death,
Earth, Evil, or Hatred. Most cyclopes spellcasters
are adepts.
Cyclopes characters possess the following racial
traits.
—+16 Strength, –2 Dexterity, +8 Constitution, –4
Intelligence, –2 Wisdom, –4 Charisma.
—Large size: –1 penalty to Armor Class, –1
penalty on attack rolls, –4 penalty on Hide checks,
+4 bonus on grapple checks, lifting and carrying
limits double those of Medium characters.
—Space/Reach: 10 feet/10 feet.
—Cyclops base land speed is 40 feet.
—Racial Hit Dice: A cyclops begins with 13 levels
of giant, which provide 13d8 Hit Dice, a base attack
bonus of +9, and base saving throw bonuses of Fort
+8, Ref +4, and Will +4.

Cyclops

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MONSTERS OF THE SOUTH

Laraken A laraken is a magic-absorbing creature from the plane of


Nishrek, home of the orc pantheon, that hates all other living
Large Outsider (Extraplanar) things and attacks any that approach. It prefers to lurk in wet
Hit Dice: 15d8+75 (142 hp) places such as marshes and swamps where it can stay moist.
Initiative: +5 Indeed, a laraken will not willingly come onto dry land, except
Speed: 20 ft. (4 squares), swim 30 ft. to pursue its food—magic.
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat- Also known as a magic-drainer, a laraken appears as a glis-
footed 13 tening, yellow sphere with two long tentacles protruding from
Base Attack/Grapple: +15/+24 opposite sides of its fleshy body. A full-size laraken is about 10
Attack: Tentacle +19 melee (1d6+5 plus absorption) or absorbed feet in diameter and can weigh as much as 2,500 pounds.
magical power (see below) Larakens do not speak.
Full Attack: 2 tentacles +19 melee (1d6+5 plus absorption) or
absorbed magical power (see below)
Space/Reach: 10 ft./10 ft.
Combat
Special Attacks: Absorb magic A laraken lashes out with both of its tentacles each round. In
Special Qualities: Darkvision 60 ft., dimension door, sense magic, addition to dealing bludgeoning damage, the touch of a laraken’s
spell resistance 35 tentacle drains magic. Larakens sometimes use magical abilities
Saves: Fort +14, Ref +10, Will +8 they have absorbed.
Abilities: Str 21, Dex 12, Con 20, Int 3, Wis 8, Cha 10 Absorb Magic (Su): A laraken absorbs magic in the form of
Skills: Escape Artist +19, Listen +19, Spot +19, Swim +31 spells cast at it, magic items it contacts, or the spells of spellcast-
Feats: Alertness, Cleave, Combat Reflexes, Great Cleave, Improved ers the creature strikes. Larakens prefer to drain spells, but they
Initiative, Power Attack settle for the powers of magic items.
Environment: Warm marshes or Nishrek Spellcasters struck by a laraken must make a DC 22 Fortitude

Illustration by Mike Dubisch


Organization: Solitary save or lose their highest-level spell slot or prepared spell. The
Challenge Rating: 14 laraken can then use that spell on its next turn if it so chooses.
Treasure: None If the victim possesses two or more spells of the same level, the
Alignment: Always neutral evil drained spell is randomly chosen.
Advancement: 16–20 HD (Large); 21–45 HD (Huge) If a spell cast at a laraken fails to overcome the creature’s
Level Adjustment: — spell resistance, it absorbs the spell and has the ability to cast
that spell on its next turn as a standard action.
This yellow sphere glistens from moisture as it undulates Each time a laraken is struck by a magic item with charges,
through the muck. Two thick, twitching tentacles protrude bonuses, or other special powers (or it strikes the item using the
from opposite sides of its body. rules for sundering found on page 158 of the Player’s Handbook),
the item must make a DC 22 Fortitude save or be permanently
drained of one charge, power, or bonus. Larakens first drain
charges the item has, then powers (most potent first), then each
individual point of enhancement bonus the item possesses.
A laraken gains 1 temporary hit point for every charge
it absorbs, gains a +1 bonus on its attack rolls until
the end of its next turn each time it absorbs a
point of enhancement bonus, and it can use any
power it drains from an item until the end
of its next turn.
Temporary hit points fade in 1 hour.
Absorbed powers, spells, and enhancement
bonuses last only until the end of the
laraken’s next turn—a laraken cannot
cast a spell it absorbed 2 rounds ago.
These magic-absorbing abilities do not
function against arcane spells (or items)
utilizing the Shadow Weave. The save DCs are
Constitution-based.
Dimension Door (Sp): As a standard action,
a laraken can use dimension door as an 8th-level
caster.

Laraken

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MONSTERS OF THE SOUTH

Sense Magic (Su): A laraken can discern magical auras and Loxos are peaceful creatures, but they defend their territories and
their strengths, as well as remaining spell slots within a spellcaster, families with great tenacity, becoming highly enraged when they
choosing its targets based on this perception. Even without the see other members of their clan hurt. They are among the most
aid of sight, the creature can sense a spellcaster with remaining dangerous of all plains dwellers to those who incur their wrath.
spell slots, a functioning spell, or magic item within 60 feet. This Loxos prefer simple, rustic clothing, particularly cut from
ability functions automatically and is always active. cloth patterned with circles or diamonds. The typical loxo stands
Skills: A laraken has a +8 racial bonus on any Swim check about 7 to 7 1/2 feet tall and weighs about 500 pounds.
to perform some special action or avoid a hazard. It can always Loxos speak their own language. Some individuals also speak
choose to take 10 on a Swim check, even if distracted or endan- Common or other dialects.
gered. It can use the run action
while swimming, provided it
swims in a straight line.
Combat
Loxos prefer melee to ranged
Loxo combat, and they use thrown
weapons only when they can’t
Large Monstrous Human- close with enemies. If a herd
oid is threatened, the adult male
Hit Dice: 5d8+5 (27 hp) loxos charge intruders while
Initiative: +1 the females move the young
Speed: 30 ft. (6 squares) to a defensible location. Once
Armor Class: 14 (–1 size, +1 the young are secure, the
Dex, +4 natural), touch 10, males make a fighting retreat
Illustration by Richard Sardinha

flat-footed 13 toward the females, so that they


Base Attack/Grapple: +5/+13 too can join the melee.
Attack: Morningstar +8 melee Berserk Rage (Ex): A loxo that sees
(3d6+6) or slam +8 melee (1d6+4), or a clan member killed or incapacitated
javelin +5 ranged (1d8+4) enters a berserk rage. For 6 rounds, the loxo
Full Attack: Morningstar +8 melee (3d6+6) and gains a +4 bonus to Strength, a +4 bonus to
slam +3 melee (1d6+2), or 2 slams +8 melee Constitution, and a +2 morale bonus on Will
(1d6+4), or javelin +5 ranged (1d8+4) saves, but takes a –2 penalty to Armor Class.
Space/Reach: 10 ft./10 ft. The following changes are in effect as long as the
Special Attacks: Berserk rage, trample 1d8+6 berserk rage lasts: HD 5d8+15 (37 hp); AC 12, touch 8,
Special Qualities: Darkvision 60 ft. flat-footed 11; Base Attack/Grapple +5/+15, Full Attack
Saves: Fort +2, Ref +5, Will +4 +10 melee (3d6+9, morningstar), or +10 melee (1d6+6, 2
Abilities: Str 19, Dex 12, Con 13, Int 10, Wis 11, slams), or +5 ranged (1d8+6, javelin); SA trample 1d8+9
Cha 8 (DC 18); SV Fort +4, Ref +5, Will +6; Str 23, Con 17,
Skills: Climb +7, Listen +4, Spot +4, Sur- Climb +9. After the berserk rage ends, the
vival +5 loxo is fatigued (–2 penalty to Strength,
Loxo
Feats: Cleave, Power Attack –2 penalty to Constitution, can’t charge or run) until
Environment: Warm plains the end of the encounter.
Organization: Solitary, pair, company (3–5), or herd (20–40 Trample (Ex): As a standard action during its turn each
plus 20% noncombatants plus 1–4 2nd-level rangers, 1 2nd- round, a loxo can trample creatures of Medium size or smaller.
level spellcaster, and 1 3rd–5th level ranger) The loxo merely has to move over the opponents. The trample
Challenge Rating: 2 deals 1d8+6 points of bludgeoning damage. A trampled opponent
Treasure: Standard can either make an attack of opportunity at a –4 penalty or
Alignment: Usually neutral attempt a DC 16 Reflex save for half damage. The save DC is
Advancement: By character class Strength-based.
Level Adjustment: +2

This elephantlike humanoid has bluish-gray skin and two


Loxo Society
trunks, each of which ends in a three-fingered handlike Loxo herds are nomadic. They move about, grazing and harvesting
appendage. The creature is stocky in all extremities, sporting fruits and nuts from groves of trees they have planted. When they
large ears and tusks. It wears loose, patterned clothing. reach a grove or a good area for grazing, they build temporary
huts to serve as shelter until it’s time to move on. Loxos need

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MONSTERS OF THE SOUTH

massive amounts of grass and other vegetable material to fuel —Racial Skills: A loxo’s monstrous humanoid levels grant
their big bodies. When not eating, these creatures create rustic skill points equal to 8 × (2 + Int modifier). Class skills include
works of art that they barter for items or tools they need. Climb, Listen, Spot, and Survival.
Loxo herds are divided into clans, and all members of a clan —Racial Feats: A loxo’s monstrous humanoid levels grant it
wear the same pattern of clothing. Each herd has a chief (called two feats.
a lox-fithik, or herd-lieutenant), who is a ranger, and a tannuk, —Weapon and Armor Proficiency: A loxo is automatically
who has at least two levels of spellcaster. proficient with simple weapons and light armor.
—Darkvision out to 60 feet.
Loxos as Characters —+4 natural armor bonus.
—Natural Attacks: Two trunk slams (1d6).
Leaders of loxo herds tend to be rangers. Loxo clerics worship —Special Attacks (see above): Berserk rage, trample.
aspects of the Faerûnian giant deities Hiatea and/or Iallanis and —Automatic Languages: Loxo. Bonus Languages: Common,
can choose two of the following domains: Animal, Good, Family, regional dialects.
Healing, Moon, Plant, Strength, and Sun. —Favored Class: Ranger.
Loxo characters possess the following racial traits. —Level Adjustment: +2.
—+8 Strength, +2 Dexterity, +2 Constitution, –2 Charisma.
—Large size: –1 penalty to Armor Class, –1 penalty on attack
rolls, –4 penalty on Hide checks, +4 bonus on grapple checks,
Mantimera
lifting and carrying limits double those of Medium characters. Large Magical Beast
—Space/Reach: 10 feet/10 feet. Hit Dice: 9d10+27 (76 hp)
—Loxo base land speed is 30 feet. Initiative: +1
—Racial Hit Dice: A loxo begins with five levels of monstrous Speed: 30 ft. (6 squares), fly 50 ft. (poor)
humanoid, which provide 5d8 Hit Dice, a base attack bonus of Armor Class: 19 (–1 size, +1 Dex, +9 natural), touch 10, flat-

Illustration by Ralph Horsley


+5, and base saving throw bonuses of Fort +1, Ref +4, Will +4. footed 18
Base Attack/Grapple: +9/+17
Attack: Bite +12 melee (2d6+4)
Full Attack: Bite +12 melee (2d6+4) and bite +12 melee (1d8+4)
and gore +12 melee (1d8+4) and 2 claws +10 melee (1d6+2);
or 6 spikes +10 ranged (1d8+2/19–20)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, spikes
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10
Skills: Hide +1*, Listen +11, Spot +11, Survival +1
Feats: Alertness, Flyby AttackB, Hover, Iron Will, Multi-
attack, TrackB, Weapon Focus (spikes) B
Environment: Warm hills
Organization: Solitary or pack (2–5)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 10–13 HD (Large); 14–27 HD
(Huge)
Level Adjustment: —

This creature has the hindquarters of a big


goat and the forequarters of a great lion.
It has batlike wings and three heads—a
horned goat, a vaguely humanoid beast,
and a fierce dragon. Its back is set with
curved barbs, and its long tail ends in a
cluster of deadly spikes.

Mantimera

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MONSTERS OF THE SOUTH

Mantimeras are the sterile crossbreeds resulting from the


mating of a manticore with a chimera.
The creature has the humanlike head of a manticore,
as well as its wings and tail. Its other two heads are those
of the chimera—the goat and the dragon. A mantimera
is about 10 feet long, stands around 5 feet tall at the
shoulder, and weighs between 3,000 and 4,000 pounds.
Mantimeras speak Draconic and Common.

Combat
Like its chimera parent, the mantimera prefers to surprise
prey. It swoops down from the sky or lies concealed, loos-
ing a volley of tail spikes and its dragon breath weapon
before closing to fight. If possible, the beast stays aloft
during battle.
Breath Weapon (Su): A mantimera’s breath weapon
depends on the color of its dragon head. To determine
the head color and breath weapon randomly, roll 1d10
and consult the table below. Regardless of its type,
a mantimera’s breath weapon is usable once every
1d4 rounds, deals 3d8 points of damage, and allows
a DC 17 Reflex save for half damage. The save DC is
Illustration by Vince Locke

Constitution-based.

d10 Head Color Breath Weapon


1–2 Black 40-ft. line of acid
3–4 Blue 40-ft. line of lightning
5–6 Green 20-ft. cone of gas (acid)
7–8 Red 20-ft. cone of fire
9–10 White 20-ft. cone of cold
Starsnake
Spikes (Ex): With a snap of its tail, a mantimera can loose Special Attacks: Poison, spell-like abilities, static discharge
a volley of six spikes as a standard action (make an attack roll Special Qualities: Dream shield, spell resistance 15
for each spike). This attack has a range of 180 feet with no Saves: Fort +4, Ref +9, Will +4
range increment. All targets must be within 30 feet of each Abilities: Str 9, Dex 20, Con 11, Int 16, Wis 16, Cha 26
other. The mantimera can launch only twenty-four spikes in Skills: Diplomacy +18, Listen +11, Search +11, Sense Motive
any 24-hour period. +11, Spot +11
Skills: A mantimera’s three heads and manticore parentage Feats: Improved Initiative, Weapon Finesse
give it a +4 racial bonus on Listen and Spot checks. *In areas Environment: Warm plains
of scrubland or brush, a mantimera gains a +4 racial bonus on Organization: Solitary
Hide checks. Challenge Rating: 5
Carrying Capacity: A light load for a mantimera is up to Treasure: None
348 pounds; a medium load, 349–696 pounds; and a heavy load, Alignment: Always chaotic neutral
697–1,044 pounds. Advancement: 6–10 HD (Medium); 11–15 HD (Large)
Level Adjustment: —
Starsnake This gossamer-winged snake glitters with an iridescent sheen,
Medium Magical Beast resembling a rope of gemstones as it flies through the air.
Hit Dice: 5d10 (27 hp)
Initiative: +9 A starsnake is an antisocial creature that is most dangerous while
Speed: 10 ft. (2 squares), fly 60 ft. (average) asleep. Though it is native to open grasslands, the creature prefers
Armor Class: 19 (+5 Dex, +4 natural), touch 15, flat-footed 14 to rest on high rocks or trees.
Base Attack/Grapple: +5/+4 A starsnake’s glossy scales range in hue from luminous shades
Attack: Bite +10 melee (1d4–1 plus poison) of blue and green to radiant ruby. Their eyes always possess a
Full Attack: Bite +10 melee (1d4–1 plus poison) sky-blue hue. Starsnakes can reach 8 to 10 feet long when fully
Space/Reach: 5 ft./5 ft. grown but weigh only 6 to 8 pounds. A starsnake finds its own kind

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MONSTERS OF THE SOUTH

abhorrent, and being hermaphroditic, doesn’t seek the company


of other starsnakes to produce young.
Tall Mouther
When resting during the heat of the day, the snakes employ a Large Aberration
dream shield that repels magic and rewards anyone who touches Hit Dice: 7d8+7 (38 hp)
them with a jolt of electricity. They are reclusive creatures that Initiative: +4
are usually seen only at twilight, their beautiful wings reflecting Speed: 40 ft. (8 squares)
the sunset colors. Starsnakes feed upon rodents, presenting a threat Armor Class: 18 (+4 Dex, –1 size, +5 natural), touch 13, flat-
only to other creatures foolish enough to disturb their slumber. footed 14
They do, however, delight in playing pranks on intelligent Base Attack/Grapple: +5/+14
beings, coming to rest in spots where they might engage such Attack: Slam +9 melee (1d6+5)
creatures in conversation. While talking, starsnakes often plant Full Attack: 4 slams +9 melee (1d4+5) and bite +7 melee
ludicrous (but usually harmless) suggestions. A common expla- (2d6+2)
nation for foolish behavior is to claim, only half in jest, that Space/Reach: 10 ft./10 ft. (slam 15 ft.)
someone was “beguiled by a starsnake.” Special Attacks: —
Starsnakes speak Sylvan. Individuals might speak other Special Qualities: Arrow evasion, darkvision 60 ft.
languages as well, such as Halruaan and Common. Saves: Fort +3, Ref +6, Will +5
A starsnake can be acquired as a familiar by a 12th-level arcane Abilities: Str 20, Dex 19, Con 13, Int 8, Wis 10, Cha 7
spellcaster with the Improved Familiar feat. See page 200 of the Skills: Climb +9, Hide +1, Listen +4, Search +2, Spot +4,
Dungeon Master’s Guide for more information. Survival +2
Feats: Alertness, Combat Reflexes, Multiattack
Combat Environment: Warm forests
Organization: Solitary, pair, or handful (3–5)
Starsnakes spend much of the day and night dreaming, for their Challenge Rating: 5

Illustration by Chris Hawkes


abilities are as potent asleep as awake. When awake, a starsnakes Treasure: Standard
defends itself with its spell-like abilities if it can, using its bite Alignment: Usually neutral
attack only if it must. Advancement: 8–14 HD (Large); 15–21 HD (Huge)
Poison (Ex): Injury, Fortitude DC 12, initial and secondary Level Adjustment: —
damage 1d6 Dex. The save DC is Constitution-based.
Spell-Like Abilities: At will—charm person (DC 19), hold Six gangly, blue-furred limbs support a head that looks like a
person (DC 21); 3/day—charm monster (DC 22), suggestion crazed, tusked gorilla. The 4-foot-long head is all teeth and
(DC 21); 1/day—eyebite (DC 24), hold monster (DC 23). Caster big, leering eyes. No torso is visible.
level 12th.
Static Discharge (Ex): A starsnake generates electricity within
its body while it sleeps. If a starsnake is asleep, any creature that
touches it or makes a successful melee attack against it with
a natural or metal weapon takes 1d4 points of electricity
damage from the discharge.
Dream Shield (Su): While asleep, a starsnake generates
an aura that absorbs spells and spell-like abilities.
Any targeted spell directed at the starsnake is
absorbed and instantly converted into electrical
energy. This energy is discharged back at the
original caster in a bolt that deals 1d10
points of electricity damage per level of the
spell absorbed.
The bolt is 5 feet wide with a maximum
range of 200 feet, and a successful DC 20
Reflex save halves the damage. It can set
fire to combustibles and damage objects
in its path. If the damage caused to
an interposing barrier breaks through
that barrier, the bolt might continue
if range permits. Otherwise, the bolt
stops at the barrier. The save DC is
Charisma-based.
Tall mouther

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MONSTERS OF THE SOUTH

The tall mouther is a whirling dervish of devastation in melee.


It’s an object lesson in the value of being close friends with a
powerful spellcaster or archer—someone who can kill the beast
without having to charge into melee range. These creatures
plague Luiren.
A tall mouther has a huge head with six long limbs protruding
directly from it, and no torso to speak of. At any given time, two
or three of the surprisingly flexible, 15-foot-long limbs are on the
ground to support the weight of the head and give the mouther
stability. The mouther’s head rarely rises 15 feet high, unless it’s
attempting to avoid the blow of a weapon. The creature’s natural
motion keeps the head 5 to 7 feet off the ground. It weighs about
500 pounds.
Tall mouthers speak Common and broken Halfling, both in
accents that can only be described as obscene.

Combat
Tall mouthers stand out of their opponents’ melee range and use
their slam attacks. If would-be prey rushes in to fight and moves
more than 5 feet into or through a mouther’s threatened area,
the mouther gets an attack of opportunity (or multiple attacks
of opportunity, thanks to the Combat Reflexes feat, should more
Illustration by Wayne England

than one opponent make the same mistake).


Arrow Evasion (Ex): A tall mouther’s wild whirl of arms
and its shifting central head make it hard to hit with normal
missiles (but not magical ranged attacks, such as spell rays and
magic arrows). Normal ranged attacks (such as from bows or
thrown weapons) have a 20% chance of missing the mouther Tasloi
outright.
Skills: Tall mouthers have a +4 racial bonus on Climb Organization: Gang (4–9),
checks. warband (10–24 plus 1–6
Medium dire rats), band (10–100
Tasloi plus 100% noncombatants plus 1
3rd-level elite per 20 adults, 1 leader
Tasloi, 1st-Level Warrior of 5th–7th level, and 4–24 dire rats),
Small Humanoid tribe (40–400 plus 1 3rd-level elite per
Hit Dice: 1d8+1 (5 hp) 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of
Initiative: +1 6th–8th level, 10–100 dire rats, and 2–8 spider eaters)
Speed: 30 ft. (6 squares), climb 20 ft. Challenge Rating: 1/3
Armor Class: 13 (+1 size, +1 Dex, +1 small wooden shield), touch Treasure: Standard
12, flat-footed 12 Alignment: Usually chaotic evil
Base Attack/Grapple: +1/–4 Advancement: By character class
Attack: Short sword +2 melee (1d4–1) or javelin +3 ranged Level Adjustment: +0
(1d4–1) or net +3 ranged
Full Attack: Short sword +2 melee (1d4–1) or javelin +3 ranged This small, long-legged humanoid has a flat head and a green
(1d4–1) or net +3 ranged hide covered with black hair. It shuffles forward, dragging
Space/Reach: 5 ft./5 ft. its knuckles as it moves.
Special Attacks: —
Special Qualities: Low-light vision, light sensitivity Tasloi are jungle inhabitants whose race is thought to be thousands
Saves: Fort +3, Ref +1, Will –1 of years old. They are quick and nimble in the trees and prefer
Abilities: Str 10, Dex 13, Con 13, Int 10, Wis 9, Cha 6 to spend their time among the branches.
Skills: Climb +9, Hide +9, Listen +3, Move Silently +5, Spot +3 A tasloi stands about 3 feet tall and weighs between 30 and
Feats: Alertness 40 pounds. They walk in a crouching posture, dragging their
Environment: Warm forests knuckles at times. Their skin is green and thinly covered with
coarse, black hair. Tasloi have gold, catlike eyes.

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MONSTERS OF THE SOUTH

Tasloi speak their own language, but some clever individuals —+4 racial bonus on Hide and Move Silently checks. In thickly
might speak Common or another human dialect. forested areas, the Hide bonus increases to +8. A tasloi uses its
Dexterity modifier for Climb checks and has a +8 racial bonus
Combat on Climb checks. A tasloi can always choose to take 10 on Climb
checks, even if rushed or threatened.
Tasloi normally attack from above, dropping from the surround- —Low-light vision.
ing treetops onto their unwary opponents. If they gain surprise, —Special Quality (see above): Light sensitivity.
they use their nets to ensnare adversaries, otherwise attacking —Automatic Languages: Tasloi. Bonus Languages: Common,
with their short swords and javelins. They use hit-and-run tactics Sylvan, regional dialects.
to wear down tough foes, always avoiding a stand-up fight. If they —Favored Class: Rogue.
manage to down an enemy, tasloi always try to abscond with the
body—food for the group.
Light Sensitivity (Ex): Tasloi are dazzled in bright sunlight
Thri-kreen
or within the radius of a daylight spell. Medium Monstrous Humanoid
Skills: Tasloi have a +8 racial bonus on Climb checks and use Hit Dice: 2d8 (9 hp)
their Dexterity modifier rather than their Strength modifier Initiative: +2
when making such chesks. A tasloi can always choose to take Speed: 40 ft. (8 squares)
10 on Climb checks, even if rushed or threatened. Tasloi have a Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
+4 racial bonus on Hide and Move Silently checks. *In thickly Base Attack/Grapple: +2/+3
forested areas, the Hide bonus increases to +8. Tasloi cavalry Attack: Claw +3 melee (1d4+1); or gythka +3 melee (1d10+1);
(mounted on Medium dire rats) exchange Alertness for Mounted or chatkcha +4 ranged (1d6+1)
Combat and have a Ride bonus of +5, reducing Listen and Spot Full Attack: 4 claws +3 melee (1d4+1) and bite –2 melee (1d4 plus
to +0 each. poison); or gythka +3 melee (1d10+1) and 2 claws –2 melee
The tasloi warrior presented here had the following ability (1d4) and bite –2 melee (1d4 plus poison); or gythka +1/+1
scores before racial adjustments: Str 12, Dex 11, Con 13, Int 10, melee (1d10+1/1d10+1) and 2 claws –2 melee (1d4) and bite
Wis 9, Cha 8. –2 melee (1d4 plus poison); or chatkcha +4 ranged (1d6+1)
Challenge Rating: Tasloi with levels in NPC classes have a Space/Reach: 5 ft./5 ft.
CR equal to their character levels –2. Special Attacks: Poison, psi-like abilities
Special Qualities: Darkvision 60 ft., immunity to sleep effects,
Tasloi Society leap, naturally psionic
Saves: Fort +0, Ref +5, Will +4
The tasloi live in loosely structured bands consisting of several Abilities: Str 12, Dex 15, Con 11, Int 8, Wis 12, Cha 7
families. Their lairs are usually a series of large trees intercon- Skills: Balance +3, Climb +2, Hide +3*, Jump +35, Listen +2,
nected by vines and ropes. Each tree sports platforms, 50–100 Spot +2
feet above the ground, upon which the tasloi live. Some tasloi work Feats: Deflect ArrowsB, Multiweapon Fighting
and live on the ground, along with the village’s “livestock.” Environment: Temperate or warm desert, warm plains
That livestock includes a number of dire rats and, occasionally, Organization: Solitary or pack (5–10)
several spider eaters. The rats are kept as pets and used to aid in Challenge Rating: 1
construction, maintenance, and protection of the community. Treasure: None
Medium dire rats are used as mounts. If the village has any spider Alignment: Usually chaotic neutral
eaters, these beasts are reserved as steeds for the most powerful Advancement: By character class
tasloi in the settlement. Level Adjustment: +1 or +2 if psionic

Tasloi as Characters This creature looks like a humanoid praying mantis, complete
with an insectlike head sporting compound eyes and a complex
Tasloi leaders tend to be rogues or fighter/rogues. Tasloi clerics jaw structure. A sand-colored exoskeleton covers its entire
worship an aspect of the goblin deity Maglubiyet and may choose body, and six limbs—four of which are arms, the other two
to two of the following domains: Destruction, Evil, Planning, or legs—protrude from its midsection. Its mandibles clack and
Trickery. Most tasloi spellcasters are adepts. antennae wave eagerly as it leaps forward, strange weapons
Tasloi characters possess the following racial traits. at the ready.
—–2 Strength, +2 Dexterity, –2 Charisma.
—Small size: +1 bonus to Armor Class, +1 bonus on attack Thri-kreen, often called mantis warriors, are intelligent hu-
rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, manoids who prefer to live in deserts and savannas, where they
lifting and carrying limits 3/4 those of Medium characters. maintain a nomadic lifestyle as hunters. Alien and inscrutable,
—Tasloi base land speed is 30 feet. thri-kreen can seem bloodthirsty monsters to those who don’t
—Tasloi have a climb speed of 20 feet. know them well.

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MONSTERS OF THE SOUTH

A thri-kreen, when fully Thri-Kreen as


grown, averages about
6 feet tall and weighs
Characters
about 200 pounds. The Most thri-kreen leaders are rangers. Thri-
typical thri-kreen wears only what it kreen clerics usually venerate Tempus and
needs for holding its equipment, but can choose two of the following domains:
no clothing or armor. They create Chaos, Protection, Strength, or War.
and wear no decoration. Thri-kreen characters possess the fol-
Thri-kreen are at home in arid, lowing racial traits.
open landscapes where they can —+2 Strength, +4 Dexterity, –2 Intel-
easily blend in with the dry grass, windblown ligence, +2 Wisdom, –4 Charisma.
dunes, and bare rock. Permanent thri-kreen —Medium size.
communities are just about nonexistent. Instead, —Thri-kreen base land speed is
packs of thri-kreen range widely over their own 40 feet.
territories, foraging and hunting for daily —Darkvision out to 60 feet.
sustenance. On rare occasions, two or —+3 natural armor bonus.
more packs might come together to —Multiple Limbs: Thri-kreen
join their strength against especially have four arms and can take
dangerous foes. the Multiweapon Fighting
Thri-kreen speak a language and Multiattack feats (see
made up of clicks and snaps of page 304 of the Monster
their mandibles. Most thri- Manual).
kreen whose packs roam —Natural Attacks:
Illustration by Jason Engle

near humanoid civilizations Four claws (1d4) and a


also speak Common. bite (1d4).
—Weapon Familiarity:
Combat Thri-kreen treat the gythka
and chatkcha (see page 16)
Thri-kreen
While hunting, thri-kreen use their natural camouflage to as martial weapons, rather than
sneak up on potential prey. Thri-kreen close to combat (and flee exotic weapons.
from it) quickly due to their speed and leaping ability. They can —Naturally Psionic: If you are using the Expanded Psionics
use the gythka and chatkcha (exotic weapons that are unique to Handbook, thri-kreen gain 1 bonus power point at 1st level.
mantis warriors), but they prefer to attack with their claws and —Special Attacks (see above): Poison, psi-like abilities.
poisoned bites. —Special Qualities (see above): Immunity to sleep effects,
Poison (Ex): Injury (bite), Fortitude DC 11, initial damage leap.
1d6 Dex, secondary damage paralysis for 2d6 minutes. A thri- —Racial Hit Dice: A thri-kreen begins with two levels of
kreen produces enough poison for one bite per day. The save DC monstrous humanoid, which provide 2d8 Hit Dice, a base attack
is Constitution-based. bonus of +2, and base saving throw bonuses of Fort +0, Ref +3,
Psi-Like Abilities: When using the Expanded Psionics Will +3.
Handbook, apply the following psi-like abilities to a thri-kreen. —Racial Skills: A thri-kreen’s monstrous humanoid levels
3/day—chameleon, know direction and location; 1/day—greater grant skill points equal to 5 × (2 + Int modifier). Class skills in-
concealing amorpha, metaphysical claw. Manifester level is equal clude Balance, Climb, Hide, Jump, Listen, and Spot. A thri-kreen
to 1/2 the thri-kreen’s Hit Dice (minimum 1st). has a +4 racial bonus on Hide checks in sandy or arid settings,
Leap (Ex): A thri-kreen is a natural jumper. It gains a +30 including the Shaar.
competence bonus on all Jump checks. —Racial Feats: A thri-kreen gets Deflect Arrows as a bonus
Naturally Psionic: When using the Expanded Psionics feat. In addition, a thri-kreen’s monstrous humanoid levels grant
Handbook, a thri-kreen gains 1 bonus power point at 1st level. it one feat.
This benefit does not grant the ability to manifest psionic powers —Automatic Languages: Thri-kreen. Bonus Languages:
unless such powers are gained through another source, such as Common, Shaaran.
levels in a psionic class. —Favored Class: Ranger.
Skills: *The exoskeleton of a thri-kreen blends in well with —Level Adjustment: +1. If you are using the Expanded
desert terrain, granting a +4 racial bonus on Hide checks in sandy Psionics Handbook, a thri-kreen has a level adjustment of +2
or arid settings (including the Shaar). due to natural psionic abilities.

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of the Dalelands and beyond, and the Red Wizards torment the
peoples of the East, the South has its own organizations. Certainly,
agents from distant lands travel to the south (whether openly or
incognito), but they are solitary figures far from their masters’
spheres of influence.

D ark things creep out of the hearts of gloomy


forests, attacking caravans that roll past
along trade roads. Strangers whisper of
hidden tombs lying buried in the hills, the last resting places
of long-lost kings. Sinister forces from the Underdark creep
to the surface, and deadly beast-chieftains band together to
The Conclave
Within the Council of Elders in Halruaa is a smaller, hidden
organization known only as the Conclave. Its membership is a
secret, and all in Halruaa both respect and fear it. The Conclave
is not an officially sanctioned political body, but rather a private
harry the lands around their territories. Remnants of an and elite society of the most powerful—and power-hungry—of
ancient nation lie hidden within trap-filled towers in a land of Halruaa’s arcane spellcasters. Its members have taken it upon
wizards. Old portals disgorge travelers from far-away places. In themselves to police the research, use, and abuse of magic in
the Shining South, adventurers can find plenty to keep them Halruaa. Though no one can say for sure, most believe the
busy—and wealthy. Conclave was founded shortly after the Netherese arrived in
A campaign set in the Shining South offers a multitude what would become Halruaa as a force to ensure no repeat of
of possibilities for adventure, intrigue, and treasure. The lands their peers’ tragic mistakes in Netheril.
of Halruaa, the Shaar, and the Golden Water feature vastly When a wizard’s experiments or practices get out of control,
divergent human cultures from those found elsewhere in Faerûn. the Conclave often steps in to correct the situation. Usually,
Dambrath, Luiren, and the Great Rift are nations of other races a simple note is delivered, a warning against further misuse
entirely, places where half-drow, hin, and gold dwarves consider of the Art. If that doesn’t work, the Conclave finds other
humans a minority. The land of Veldorn is ruled by terrible means of persuading the offending wizard from continuing
monsters altogether. to step over the line. Of course, some practitioners are simply
The following chapters detail nine different lands of the South, too pride-filled to acknowledge the power of the Conclave and
including information on major settlements and sites. Some cities ignore the warnings. When such hubris occurs, the Conclave
have detailed statistics. simply eliminates the offending wizard. At least, that is what
most presume happens—troublemakers who offend the Conclave
Organizations tend to just disappear.
Of course, some see the Conclave as more than just a watchdog
of the South force, believing the organization is a far more ambitious entity,
with designs on controlling the wizard-king and the elders
The Shining South is a place far removed from western Faerûn, outright. A few believe the Conclave already exerts this control.
both in distance and in culture. Similarly, the subtle and secre- Still others insinuate connections between the Conclave and the
tive powers of other parts of the world hold no sway over the rumored rise of shadow magic in Halruaa, a combination that
southern coast. Where the Zhentarim butt heads with the folk is more than a little unsettling.

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Church of Loviatar related. He uses the crusaders not only as a peacekeeping force
in his own nation, but also as a standing army. The rajah might
The worship of Loviatar is the official religion of Dambrath.
also employ the Maquar to exert pressure on his political rivals,
Most of the leaders in the nation are high-ranking members
because he can assign units of Maquar crusaders to various landed
of the temple’s hierarchy, and the Maiden of Pain’s tenets have
nobles in Estagund to use as they see fit. What the rajah gives
influenced a substantial portion of the country’s personality—its
he can take away.
laws and punishments, its recreation and pastimes, and its relation-
Although the Maquar are unquestioningly loyal to the rajah,
ships with other nations. It is small wonder that undercurrents
most of the citizens mistakenly think that is based on tradition.
of tension flow between the adherents of Loviatar and the drow
The reality is, the Maquar choose to serve, but only so long as
of T’lindhet in the Underdark below.
it benefits the Maquar. The crusaders have discovered just how
Perhaps it is because the drow recognize the value of the
much pull they have with the rajah, and they use it to their
alliance that was made so many centuries ago, or perhaps it is
advantage. As a group, the Maquar are every bit as powerful as
simply because the church of Loviatar has grown too powerful
the rajah himself, and they are beginning to exploit this fact to
to oppose, but Dambrath has gradually but steadily begun to slip
mold Estagund to their liking.
from the matron mothers’ grips. The priestesses of the scourge
grow ever more bold and independent with each passing decade.
Some say it won’t be long before those who worship Lolth find Quinix the Glabrezu
themselves unwelcome in Dambrath.
Deep inside the heart of the Gate of Iron Fangs in the far
In the meantime, Loviatar’s church continues to expand its
southwestern tip of the Forest of Amtar, a fiend plots. Quinix, a
influence, looking to establish proper temples in places in Faerûn
glabrezu, accidentally stumbled through a partially functioning
that have never welcomed the Maiden of Pain before. Taking
portal several years ago and found himself in the bowels of a
a cue from the Red Wizards of Thay, the high priestesses are
ruined and crumbling city. A large tribe of gnolls camped in the
considering establishing their own kind of enclaves in foreign
surface ruins, and Quinix quickly brought them under his sway
cities where they trade heavily. Such an establishment would be
through intimidation and lies. They now believe the glabrezu
an official Dambrathan trade center to all outward appearances,
to be a direct representative of their demon lord Yeenoghu, and
but it would also serve as a temple for those far from the comforts
they his privileged servants. For his part, Quinix has used the
of home. Rumors of these plans have reached the ears of other
portal, which functions only erratically, to bring in two vrocks
nations, leaving fear in their wake.
to serve as his bodyguards and lieutenants, and he has plans to
add more fiends to his retinue. With these assets at his disposal,
House Jordain the glabrezu has grown ambitious.
For a demon, Quinix is surprisingly cautious. He has chosen
The Jordaini are as integral a part of Halruaan society as the
to remain low-key initially, biding his time while his minions
wizards themselves, and every one of them was trained at House
carefully reconnoiter the surrounding geography and political
Jordain. Sitting on the coast of Halruaa southwest of Khaerbaal,
climate. He has instituted a policy of raids designed to maximize
House Jordain is nominally answerable to Zalathorm and the
results while minimizing suspicion. His gnoll followers have struck
Council of Elders in Halruaa, but in truth, it operates indepen-
at numerous caravans and small, isolated settlements, but they
dently of all except the magehounds. The training grounds are
have managed to keep their true level of organization hidden.
responsible for producing the counselors who serve their wizard
They capture everyone they don’t kill and take them back to the
masters in a unique, magic-free manner.
ruins as slaves who are put to work rebuilding the ruined city.
But the wizards operating House Jordain, and the Jordaini
As success builds, Quinix envisions expanding his territory,
themselves, have the ability to manipulate the endless political
raiding farther afield for a broader range of resources—Halruaa
games that take place among the wizards. From everything as
is a prime target because of the rich magic the glabrezu believes
overt as allowing favored wizards to choose the best and bright-
is there for the taking. The demon also intends to recruit humans
est among the newly trained to the far more subtle workings of
to serve as spies and soldiers (many in the Swagdar are suitable
advice meant to steer policy, the ways in which the Jordaini can
candidates). With such an army, Quinix expects to conquer some
sway the outcome of Halruaan politics is immeasurable.
of the surrounding land outright.

The Maquar Shadow Wizards


The noble warriors of Estagund live to serve the rajah of that
Hushed whispers in Halruaa claim that some among the elders
nation in whatever capacity he requires. They have dedicated
have turned to Shar and the Shadow Weave. Of course, no one
their lives to loyalty and obedience, and they are the rajah’s
knows anything definite, but the suspicious suggest that these
bodyguards, couriers, public work force, and army. They are also
shadow wizards meet in secret, heavily warded against any sort of
the single most influential organization in Estagund, though
divination, and plan for the downfall of the current government
few people realize it.
in the nation. With their shadow magic, these criminals are slowly
The rajah of Estagund relies heavily on the Maquar, and he
usurping the reins of power from Zalathorm and the Council
values the leadership’s insight into matters political and war-

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of Elders, ultimately planning to do away with the worship of their time, waiting for the moment when their ancient masters,
Mystra and Azuth, and put Shar above all others. the sarrukh, who lie entombed somewhere in the ruined city,
Some propose that the Conclave and the shadow wizards are emerge to lead them into battle. On that day, nagas, lizardfolk,
one and the same—that their various deeds only appear to be and other, more frightening things will march out of the swamps.
guided from different groups. Others counter that the Conclave In the meantime, they have agents scouting the countryside of
tirelessly opposes the shadow wizards, and only the former’s in- Dambrath and Halruaa, gathering intelligence and looking for
tervention has prevented the latter from gaining the upper hand. possible weaknesses to exploit when the time comes.
Most believe half of these rumors are propaganda perpetrated Pirates of the Great Sea: The various corsairs and pirates that
by both sides in their struggles against one another and the rest sail the coastal waters of the Great Sea are a constant source of
of the wizards of Halruaa. either frustration or wealth for many in the Shining South. A
number of them have begun to operate in concert lately, with
Others agents in every major city procuring information on shipments,
protection fees, and job offers from merchants who wish to see
Numerous other organizations and power groups find a home their rivals’ ships sitting on the bottom of the ocean. From
in the Shining South beyond those discussed above. Among such a position of strength and organization, the pirates have
them are: become a true menace to every honest trading organization in
Beholders of Veldorn: The beholder clans that originally con- the Shining South.
quered Assur in Durpar still operate from the wild hinterlands Red Wizards: The Red Wizards have only a tiny foothold in
of Veldorn. Part of the league of beast-chieftains, the beholders the Shining South, having enclaves in various cities of the Golden
have machinations much more ambitious than merely antagoniz- Water. They have designs on expanding their trade further. In
ing the caravan traffic. They want their old city back, and more fact, the Thayans would love to get their greedy hands on some
territory besides. Halruaan secrets.
Kethid: The lizardfolk nation of Kethid in the Great Swamp Veldorni Freedom Fighters: Not everyone in the Land of

Illustration by Mike Dubisch


of Rethild plays an active role in events all across Faerûn, due Monsters is willing to submit to the iron rule of the beast-chief-
to the availability of units of their mercenary company, the tains. Groups of resistance fighters have been organized within
Servants of the Royal Egg. For the right price, King Ghassis is a number of monster-controlled settlements in the hopes of
willing to have his troops do just about anything. fomenting rebellion and eventually winning freedom. Several of
Nagas of Ilimar: The nagas of the ruined city of Ilimar are these guerrilla groups are sponsored by other countries, churches,
a powerful group that has yet to flex its muscle fully. They bide or by monstrous rivals of those currently in power.

Q uinix the glabrezu lurks


near the the Gate of Iron Fangs

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Yuan-ti: The serpent folk are widespread and constantly sits just south of the border of the Sharawood. The castle is
look for ways to exploit local populations in their endless quest the traditional home of the Knights of the Undying Dragon,
for power and wealth. A number of yuan-ti factions operate an ancient order of crusaders who served as the sword arm of
secretly in the Shining South, looking for buried riches, subjects Myrkul. The Knights have stayed their post in the ensuing mil-
for experimentation, or to expand their territory. These groups lennia, even in undeath. Once every century, the Knights ride
might work in concert with one another until power struggles forth from their castle to destroy the dracolich of the Sharawood,
break the alliance. bringing its treasures back with them. The castle is rumored to
contain more magic than has been seen in one place since the
Dungeons in the Imaskari ruled.
Chasolné: This strange temple sits high on the cliffs that face
Shining South the Great Sea in the East Wall of Halruaa. Massive, stylized
heads seem to watch the ocean, perhaps waiting the return of
A “dungeon” is traditionally an underground chamber in which some lost civilization. An altar above and behind the great heads
prisoners are incarcerated, but adventurers in Faerûn use the marks the opening of a cave that seems to hold the promise of
term more loosely. To them, just about anything underground greater secrets inside, though no one has admitted to discovering
is a dungeon, preferably populated with monsters rather than any passages leading deeper.
prisoners. Mines, ruins, caves, subterranean homes, and passages Council Hills: The ruined city of Shandaular sits in the middle
all qualify. of this cluster of barren hills where the Shaaryan tribes meet.
By the adventurer’s definition, there are dozens of dungeons Once the southern terminus of a two-way portal that connected
across Faerûn, many of which were looted long ago, while others Southern Shandaular with its northern sister city (on the coast
have lain undisturbed for centuries. When it comes to dungeons, of Lake Ashane, known as the City of Weeping Ghosts—see
the Shining South is no exception. The most notorious of these Unapproachable East for more information), these ruins are now
are described here. nothing more than crumbling stones. Beneath the hills, however,
Aerilpar Mound: Sitting in a clearing in the heart of the much of the old city remains. The tribes of the Shaar bury many
Aerilpar Forest in Veldorn, this mysterious mound radiates strong of their honored dead in tombs in the uppermost passages, but
magic. No trees grow inside the perimeter of the mound’s sur- they rarely explore the deeper tunnels. Those same tribes don’t
rounding wall, and the predators of the forest stay well clear. like to see the remains of their ancestors disturbed.
Its origins are unknown, but everyone who’s heard of it agrees The Gate of Iron Fangs: This long-abandoned city sits in the
something must be hidden there. Few adventurers have managed extreme southwestern tip of the Forest of Amtar. Its architecture
to fight their way through the dangerous woods to the mound, hints that it was built by a serpent race, but no one knows for cer-
let alone spend any time searching for a way inside. tain. The forest has mingled with the tumbled ruins aboveground,
Akhlaur’s Tower: The wizard Akhlaur built his tower in the but much of the subterranean city still lies intact. Unfortunately
middle of the swamp that now bears his name. Finding the tower for any would-be explorers, the city is infested with gnolls who
had been difficult, since it was mostly submerged beneath the serve a glabrezu named Quinix. The demon makes his home deep
surface of the growing swamp. Recently, however, the swamp has in the heart of the city and has used the portal there to bring in
ceased its expansion and the tower once again sits above the water. other fiends.
For anyone lucky and resourceful enough to survive the dangers Guilmarl: Once a trade center for the Arkaiuns, this coastal
of the swamp itself, the tower still promises to be a storehouse of city just east of Rethild was overrun by lizardfolk, who tired of
treasures that once belonged to one of the most powerful wizards the recurring incursions into their homeland. Now the adven-
in Halruaa. turous search the remains of the city, hoping to find some of
Ammathtar: This city was founded as a trade center where what must have been left behind or lost. Explorers must contend
humans and halflings could meet on neutral ground to do business. with an ancient fang dragon that has taken up residence in the
Built on the fringes of the Southern Lluirwood near the caravan heart of the ruins if they want to come away with anything of
road running along the eastern side of Dambrath, the city was significant value.
mysteriously wiped out overnight by something living inside the Ilimar: This ruined city dates back to the earliest times, and its
woods. Though much of the city was razed, plenty of buildings construction is attributed to the sarrukh, one of the creator races.
still stand for the brave to explore. Of course, whatever destroyed Nestled in the foothills north of Rethild, Ilimar is considered a
the city initially is almost certainly still lurking nearby. holy site by the lizardfolk, who venerate the resident nagas. The
Azulduth: Known as the Lake of Salt, this shallow body of nagas themselves jealously guard Ilimar against any intruders,
water is surrounded by ruins of an ancient sauroid civilization. for they can sense the presence of powerful life forms hidden
Most of the ground-level structures have been picked clean by somewhere in the heart of the ruins.
wizards from Mulhorand and elsewhere, but many unexplored Lhesper: On the shore of Lake Lhesper in the western Shaar
levels reportedly lie below the surface. Of course, the local sits a ruined town. Destroyed by rampaging gnolls during the 7th
population—which includes some yuan-ti—is unlikely to welcome century DR, the place has continued to be a source of interest
invasive explorers. for treasure hunters. The ruins have become more dangerous in
Castle of Al’hanar: Reputedly built during the time of the recent years as yuan-ti have arrived, searching for something
long-vanished kingdom of Eltabranar, this ancient ruined fortress they believe to be buried in the place.

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Mortik City: Most locals who live near Mortik Swamp in a deadly nest of fell plant creatures and undead things longing
Luiren dismiss the rumors of a ruined city in its heart, but that to get out. Since there were few survivors in the initial attack,
hasn’t stopped an endless flow of adventurers from searching for most of the original inhabitants’ wealth is still inside the city,
it. Whatever might be submerged there is well protected, for the but the ghostwise halflings are not eager to let anyone explore
Bog King and his minions are not fond of visitors. the place.
Narthtowers: This wizard’s tower sits in the foothills of the The Tombs of the Dead Kings: Scattered through the Hills
North Wall of Halruaa, and its most recent owner, Thongameir of the Dead Kings, these various concealed tombs are the last
“Stormspells” Halargoth, has been dead for a number of years. resting sites of the old lords of Dambrath, when the Arkaiuns
No one else has figured out a way to claim the tower as their ruled before the coming of the drow. While Crinti explorers have
own—Halargoth was famous for his love of collecting unusual already plundered some of these crypts, others were hidden well
flora, and his tower is said to be filled with killer varieties. If enough that no one has yet found them. Rumors claim that Malar
anyone can destroy the deadly plants, there’s certain to be a trove himself granted the Arkaiuns treasures with which to guard their
of magic waiting as a reward. kings’ tombs.
Old Vaelen: Once the capital of Veldorn, the ruined city of
Old Vaelen is nestled among a handful of hills northwest of the
Golden Water, along the Liontongue River. Though the ground
Wilderness
level of the destroyed city contains little, the vaults beneath
the hills are substantial. They’re also filled with undead and
Encounter Tables
werecreatures who serve the king of the city, Saed the Vampire The Shining South is a vast region encompassing over 1.1 mil-
Lord. With all the raiding from Old Vaelen owing its source to lion square miles. Civilization resides in small pockets—cities
Saed, his warrens must hold vast wealth. along the coasts and trade routes—while most of the rest of
Peleveran: This unusual city was built into the side of the the land is miles and miles of open plains, mysterious forest, or
Landrise, a little north of where the River Shaar emerges from sheer-sided mountains.
the great cliff face. Peleveran was destroyed in the Year of Dracor-
age (1018 DR) by the Cult of the Dragon during a spectacular
and cataclysmic battle against a rebelling faction of its own, who
Encounter Chance
had turned to the service of the demon-god Gargauth. A hidden As a party travels across the Shining South, there is a chance
temple lies deep inside the ruins of the city, and it might include per hour of travel of a wilderness encounter, as set out in Table
a portal to the Nine Hells. 6–1: Wilderness Encounter Chance. The first number in a
Quarlin’s Tomb: This burial vault is rumored to house the column is for a single hour of travel in that type of terrain,
remains of a Halruaan wizard who specialized in creating magical while the second (in parentheses) is the chance of a single
staves. No one knows for sure where the tomb is located, though encounter in 8 hours of travel in that terrain. If the terrain
it is reputedly near Dapplegate, in the Border Kingdoms. Anyone does not change in the course of a day’s travel, it’s much easier
who manages to find it may be able to recover a fortune in to make a single check and then randomly determine when the
ancient magic, but not before fighting through the tomb’s wards encounter takes place.
and guardians.
Shaareach Ruins: In the middle of the wooded section of the
Channath Vale, where the River Shaar and the River Channath
TABLE 6–1:
become the River Talar, the lush forest is slowly overgrowing and WILDERNESS ENCOUNTER CHANCE
destroying the remnants an ancient city. Mysterious structures
Open
from an unknown culture line the banks of the rivers here, the
Camping/ Concealed
architecture hinting at a civilization of skilled craftsfolk. Some of
Normal Cautious Camping/
the buildings have already been consumed by the river or become
Terrain Travel Travel Hiding
so vine-cloaked that they are barely recognizable. Reaching the
Desolate 5% (33%) 2% (15%) 1% (8%)
ruins is a trick in and of itself, because many fell creatures inhabit
Wilderness 8% (49%) 4% (28%) 2% (15%)
both the woods and the rivers.
Frontier 10% (57%) 5% (33%) 2% (15%)
Starspires: This ruined keep sits on one side of Talath Pass in
Settled 12% (64%) 6% (40%) 3% (20%)
northwestern Halruaa. Once the home of Hansandrar Ilmeth,
an archmage of Halruaa who created fabulous magical tomes and
Parties moving at half their best possible speed or slower are
other items, it is now the lair of dangerous creatures native to the
treated as using cautious travel, while open camping describes
mountains. Old records indicate that Ilmeth tunneled extensively
those that are stopped or camped normally. Parties camping in
beneath and behind his keep, and he built warded vaults to store
secret or hiding use the Concealed Camping/Hiding column. A
and protect his magical works of art.
party that lights a fire is never camping in secret unless it can
Thruldar: Formerly the westernmost city of Estagund,
somehow hide the light and smoke.
Thruldar was demolished by an evil druid and a horde of dark
Desolate areas are not settled and do not support great
trees. Ghostwise halflings managed to slay the druid and magically
numbers of wildlife or monsters.
seal his ghost and minions inside the city, but the place is now

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Wilderness areas are not settled, but support significant wildlife Encounter: The type of creature encountered. Some of these
or monsters. might be groups, such as an orc patrol or merchant caravan. If
Frontier areas are lightly settled, but communities are small the indicated creature is a template, use the sample creature whose
and far apart. statistics appear in the template entry.
Settled areas feature broad stretches of cleared land, small Notations that identify a monster’s source follow some entries,
villages, and thorps no more than a day’s travel from each other, as defined below. No note indicates the creature is described
and some patrols from nearby cities or fortresses. in the Monster Manual. If you don’t have access to one of
The Shining South holds eighteen general adventuring areas, the supplements mentioned, roll again on the table or select
whose encounter chances are described in tables 7–2 through 7–19 a replacement.
below. These supplant the encounter tables in the FORGOTTEN MC: Monster Compendium: Monsters of Faerûn
REALMS Dungeon Master’s Screen, since they provide more local- FR: FORGOTTEN REALMS Campaign Setting
ized encounter possibilities. Encounter areas are: The Channath RF: Races of Faerûn
Vale; Dambrath; Durpar, Estagund, and Var the Golden; Dust- SS: Chapter 5: Monsters of the South in this book
wall and Giant’s Belt Mountains; Forest of Amtar; Gnollwatch
Mountains; the Great Rift; Great Sea Coastal Waters; Halruaa; Number Encountered: The number of creatures encoun-
Lake Halruaa; Lluirwood; Luiren; Rethild, the Great Swamp; tered. If the term “see Groups” appears here, refer to the Group
The Shaar; Southern Lluirwood; Toadsquat Mountains; Veldorn; Descriptions section below to determine the exact composition
and the Walls. of the encounter.

How to Use the Group Descriptions


Encounter Tables Groups mentioned in the tables are described here.
Aarakocra Patrol: 1d4+4 aarakocras and 1d2 aarakocra rangers
Illustration by Rick Sardinha

Each encounter table includes the following information:


(level 1d4+1).
d%: The result on percentile dice that generates the encounter.
Use the Day or Night column, as appropriate.

A rattelyr dragon in pursuit of a fresh meal

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Aquatic Elf Patrol: 1d10+10 aquatic elves, 1d2 fighters (level Hill Giant Raiders: 1d4+5 hill giants and 1d3+1 dire
1d2+1), and 1 leader (level 1d4+2). For the leader’s class, roll d%: wolves.
cleric 01–15, fighter 16–55, ranger 56–80, wizard 81–100. Hobgoblin Raiders: 1d6+3 hobgoblins, 1d2 hobgoblin fighters
Asabi Scouts: 1d3+1 asabis and 1d2 stingtails. (level 1d2), and 1d2 dire wolves.
Azer Squad: 1d10+10 azers, 1d2 azer fighters (level 1d4+1), Hobgoblin War Party: 1d10+5 hobgoblins, 1d3+1 dire wolves,
and 1 leader (level 1d4+2). For the leader’s class, roll d%: cleric 1d2 hobgoblin fighters (level 1d3), and 1 leader (level 1d6+2). For
01–30, fighter 31–90, wizard 91–100. the leader’s class, roll d%: cleric 01–15, fighter 16–80, ranger
Bandits: 1d3+2 1st-level warriors and 1d2 leaders (level 81–90, wizard 91–100.
1d3). To determine the leaders’ class, roll d%: barbarian 01–10, Kobold Warband: 2d4+8 kobolds, 1d2 dire weasels, and 1
fighter 11–60, rogue 61–100. For the race of the bandit group, leader (level 1d4). For the leader’s class, roll d%: cleric 01–20,
roll d%: Human 01–70, half-orc 71–100. Bandits are usually fighter 21–45, rogue 46–65, sorcerer 66–100.
chaotic evil. Lightfoot Halfling Scouts: 1d4+4 1st-level lightfoot halfling
Barghest Pack: 1d2 barghests and 1d4+4 goblins. warriors, 1d3+1 dogs, and 1 leader (level 1d3+3). For the leader’s
Bedine Band: The Bedine are encountered in scouting groups, class, roll d%: cleric 01–15, druid 16–20, fighter 21–60, ranger
mounted on camels. Bedine scouts include 1d3+1 1st-level human 61–70, rogue 7l–90, sorcerer 91–100.
warriors, 1d2 human rangers (level 1d3+2), and 1 leader (level Lizardfolk Warband: 1d6+6 lizardfolk, 1d2 lizardfolk druids
1d3+3). For the leader’s class, roll d%: cleric 01–05, ranger 06–25, (level 1d3), and 1 lizardfolk leader (level 1d4+2). For the leader’s
fighter 26–90, sorcerer 91–95, wizard 96–100. Bedine humans class, roll d%: barbarian 01–15, druid 16–75, fighter 76–90,
are usually chaotic good. ranger 91–100.
Bugbear Band: 1d6+4 bugbears, 1d3 bugbear fighters and/or Locathah Patrol: 1d6+6 locathah, 1d2 locathah barbarians
rogues (level 1d3), and 1 bugbear fighter/rogue (level 1d4+2). (level 1d3), 1d2 sea cats, and 1 leader (level 1d4+2). For the
Cloaker Lord Swarm: 1d6+1 cloakers and 1 cloaker lord. leader’s class, roll d%: adept 01–10, barbarian 11–85, fighter
Deepspawn Brood: 1 deepspawn and 2d4 spawn. For the race 86–95, ranger 91–100.
of the spawn, roll d%: chuul 01–10, cloaker 11–30, quaggoth Merchants: 2d4 1st-level commoners, 2d4 1st-level warriors,
31–60, minotaur 61–80, umber hulk 81–100. and 1d2 leaders (level 1d6). To determine a leader’s class, roll
Drider Troupe: 1d2 driders and 1d6+6 Medium monstrous d%: expert 01–20, fighter 21–40, rogue 41–90, wizard 91–100.
spiders. Merchants are usually neutral.
Drow Scouts: 1d4+2 2nd-level drow fighters, 1d2 drow rogues Merchant Ship: A sailing ship (see page 132 of the Player’s
(level 1d3+2), and 1 drow cleric (level 1d3+3). Handbook) carrying 4d4 1st-level commoners, 1d3+1 experts
Elf Patrol: 1d6+6 1st-level wood elf warriors, 1d3 wood elf (level 1d6), and a group of merchants as described above.
wizards (level 1d3+1), and 1 leader (level 1d4+1). To determine Merfolk Patrol: 1d10+10 merfolk, 2 3rd-level merfolk fighters,
the leader’s class, roll d%: cleric 01–20, druid 21–40, fighter and 1 merfolk leader (level 1d4+2). To determine the leader’s
41–50, ranger 51–80, rogue 81–100. class, roll d%: adept 01–20, bard 21–90, cleric 91–100.
Firenewt Marauders: 1d6+4 firenewts, 1d2 firenewt clerics Militia: 1d6+2 1st-level warriors (the race is noted on the
(level 1d4), and 1 firenewt fighter (level 1d6+1), all mounted on encounter table). Militias match the normal alignment for their
giant striders. race (usually neutral).
Fungus Patch: 1d3+2 shriekers and 1d3+1 violet fungi. Naval Patrol: 1d3 sailing ships (see page 132 of the Player’s
Ghast Pack: 1d3+1 ghasts and 1d6+6 ghouls. Handbook), each carrying 4d4 1st-level commoners, 1d3+1 ex-
Ghostwise Halfling Scouts: 1d4+2 1st-level ghostwise halfling perts, 3d6+6 1st-level warriors, 1d4 2nd-level fighters, and 1d2
warriors, 1d2 ghostwise halfling rangers (level 1d3+1), and 1d2 4th-level fighters. The race is noted on the encounter table.
ghostwise halfling druids (level 1d4+1). 50% chance they are Nomads: 1d4+2 1st-level human warriors and 1d2 leaders
mounted on giant owls. (level 1d4). For the leaders’ classes, roll d%: barbarian 01–15,
Giant Ant Crew: 1d6+5 workers and 1 soldier. cleric or druid 16–30, fighter 31–45, ranger 46–90, rogue
Gnoll Hunters: 1d4+1 gnolls and 1d2 hyenas, led by 1 gnoll 91–95, sorcerer 96–100. Nomads might be Shaaryan humans
ranger (level 1d3+1). (all mounted on light warhorses), loxo, or thri-kreen.
Gnoll Warband: 1d6+2 gnolls and 1d4 hyenas, led by 1 gnoll NPC Party: The party consists of 1d3+2 NPCs. To determine
ranger (level 1d6). the level of the NPCs, roll d%: 01–50, 1d4 levels lower than
Goblin War Party: 1d8+4 goblins, 1d2+1 worgs, 1d2+1 goblin the average PC level, 51–85, same level as the average PC level;
fighters (level 1d3), 1d2+1 goblin adepts (level 1d3+1), and 1 86–100, 1d4 levels higher than the average PC level. Determine
leader (level 1d4+2). To determine the leader’s class, roll d%: the class, race, and alignment of each character by using the NPC
cleric 01–20, rogue 21–80, sorcerer 81–100. Generation tables on the FORGOTTEN REALMS Dungeon Master’s
Gold Dwarf Patrol: 1d4+4 1st-level gold dwarf fighters, 1d4 Screen (or the Dungeon Master’s Guide).
gold dwarf clerics (level 1d4), 1d2 gold dwarf sorcerers (level Ogre Mage Raiders: 1d2 ogre mages and 1d3+1 ogres.
1d4), and 1 leader (level 1d4+2). For the leader’s class, roll d%: Orc Patrol: 1d4+4 orcs, 1d2 orc barbarians (level 1d3), and
cleric 01–20, fighter 21–65, paladin 66–75, sorcerer 76–100. 1 leader (level 1d4+2). For the leader’s class, roll d%: barbar-
Hag Covey: 2 annises, 1 green hag, and 80% chance of 1d8 ian 01–30, cleric 31–45, fighter 46–85, rogue 86–90, sorcerer
ogres and 1d4 evil giants. 91–100.

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Orc Raiders: 1d10+5 orcs and 1d3+1 orc barbarians (level 1d2 strongheart halfling fighters (level ld3), and 1 leader (level
ld3). 1d4+2). For the leader’s class, roll d%: bard 01–05, cleric 06–25,
Orc Squad: 1d10+10 orcs, 1d3 orc fighters (level 1d4), and 1 fighter 26–45, ranger 46–70, rogue 71–95, wizard 96–100.
orc leader (level 1d4+2). For the 1eader’s class, roll d%: barbarian Tasloi Warband: 2d8+4 tasloi, 1d4+2 tasloi leaders (level
01–30, cleric 31–45, fighter 46–80, ranger 81–85, rogue 86–90, 1d3+1), and the same number of dire rats. For the leaders’ class,
sorcerer 91–100. roll d%: adept 01–10, barbarian 11–20, cleric 21–40, fighter
Patrol: 1d4+2 warriors (level 1d2) and 1 leader (level 1d6+1). 41–60, rogue 61–100.
The race of the patrol and class of the leader are noted on the Triton Patrol: 1d6+5 tritons mounted on porpoises.
encounter table. Patrols match the normal alignment for their Vampire Troupe: 1d2 vampires and 1d4+1 vampire spawn.
race (usually neutral). Werebear Troupe: 1d3+1werebears and 1d4 brown bears.
Pilgrims: 3d4 1st-level commoners, 2d4 1st-level warriors, Wereboar Troupe: 1d3+1 wereboars and 1d4+1 boars.
and 1d2 leaders (level 1d3). For the leaders’ classes, roll d%: Wererat Troupe: 1d4+1 wererats and 1d4+4 dire rats.
Cleric 01–70, fighter 71–95, paladin 96–100. Pilgrims in the Werewolf Troupe: 1d4+1 werewolves and 1d4+4 wolves.
South are usually humans, half-elves, or half-orcs, and they are Wild Elf Hunters: 1d4+2 1st-level wild elf warriors and 1d3
usually neutral. wild elf rangers (level 1d6).
Pirate Ship: A sailing ship (see page 132 of the Player’s Yuan-ti Patrol: 1d3+1 purebloods, 1d2 halfbloods, and 1d2
Handbook) carrying 1d10+10 1st-level commoners, 1d6+6 abominations.
1st-level warriors, and 1d4+2 NPC leaders (level 1d6). Pirates
are usually chaotic evil. To determine the classes of the leaders,
roll d%: Barbarian 01–10, cleric 11–25, fighter 26–65, rogue
TABLE 6–2: THE CHANNATH VALE
66–95, sorcerer 96–100. Pirates in the South are usually human (WARM HILLS, FRONTIER) (EL 1–13)
or half-orc.
d% d% Number
Rangers: 1d4 warriors (level 1d2), 1d2 rangers (level 1d4),
Day Night Encounter Encountered
and 1 leader (level 1d4+3). To determine the leader’s class, roll
— 01 Abishai, green (devil) MC 1d2
d%: cleric 01–10, druid 11–40, fighter 41–50, ranger 51–100.
— 02–03 Allip 1
In the Channath Vale, these characters are usually humans or
01 04 Ankheg 1
wood elves. In the Forest of Amtar, they’re usually humans,
02 05 Aranea 1d3+3
wild elves, or half-elves. In the Great Rift, the characters are
03–05 — Baboon (animal) 2d4+2
dwarves or gnomes. In Halruaa, they’re usually humans, elves, or
06–07 06–09 Bandits See groups
half-elves. In the Lluirwood, Southern Lluirwood, and Luiren,
08 10–11 BeguilerSS 1d4
they’re usually halflings. In the Shaar, they’re usually humans,
09–10 12–14 Bugbear band See groups
loxo, or thri-kreen. In the Toadsquat Mountains, they’re usually
11 15 Bulette 1
humans, halflings, or dwarves. The band is usually neutral good,
12–14 16 Centaur 2d4
although rangers encountered in the Channath Vale or Toadsquats
15 — Chimera 1
may be neutral evil instead (50% chance).
— 17–18 DarkenbeastMC 1d2+2
River Bandits: 1d6+6 1st-level warriors and 1d3 leaders
16–17 19 Dire ape 1
(level 1d4). For the leaders’ classes, roll d%: barbarian 01–10,
18–19 20 Dire boar 1
bard 11–15, cleric 16–40, fighter 41–55, rogue 56–80, sorcerer
20 21 Displacer beast 1d2
81–85, wizard 86–100. All are aboard a keelboat (see page 132
21 22 Doppelganger 1
of the Player’s Handbook). River bandits are usually chaotic
22 23 Dragon, young adult bronze 1
evil. For the race of the bandit group, roll d%: human 01–70,
23 24 Dragon, young green 1
half-elf 71–100.
24 25 Dragon, young adult rattelyrSS 1
Sahuagin Patrol: 1d8+8 sahuagin, 1d2 Large sharks, and 1
25 26–27 Ettercap 1d2
3rd-level sahuagin lieutenant. For the lieutenant’s class, roll d%:
26–27 28–29 Gargoyle 1d4
cleric 01–20, fighter 21–40, ranger 41–95, sorcerer 96–100.
— 30 Ghast (ghoul) 1d2
Siv Squad: 1d6+6 sivs, 1d4+1 2nd-level siv monks, and 1 siv
— 31–33 Ghoul 1d3+1
leader (level 1d3+2). For the leader’s class, roll d%: cleric 01–10,
28–30 — Giant eagle 1d2
fighter 11–20, monk 21–85, ranger 86–90, wizard 91–100.
— 34–36 Giant owl 1d2
Slavers: 1d4+3 1st-level warriors, 1d2 fighters (level 1d4), 1d2
31–32 37 Girallon 2d3
rogues (level 1d4), and 2d8 captives, who are typically 1st-level
33–35 38–40 Gnoll hunters See groups
human commoners. Slavers are usually neutral evil. For the
36–37 41–42 Gnoll warband See groups
race of the slavers, roll d%: gnoll 1–10, half-orc 11–25, human
38 43 Green warderMC 1
26–85, wererats 86–100.
39–40 — Griffon 1d2
Stinger Hunters: 1d4+2 stingers and 1 stinger cleric
41 44–46 Hill giant 1d3+1
(level 1d3+1).
42–43 — Hippogriff 1d4
Strongheart Halfling Patrol: 1d6+6 1st-level strongheart
44 47–48 Hobgoblin war party See groups
halfling warriors, 1d2 strongheart halfling clerics (level 1d3),

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45–46 49 HybsilMC 2d3+10 26 30 Dragon, young adult blue 1


47–48 50–51 Hyena (animal) 2d8 27 31 Dragon, young adult rattelyrSS 1
49 52 Krenshar 1d2 28 32 Dragon, juvenile red 1
50 53–54 LeucrottaMC 1d4 — 33–34 Ghast (ghoul) 1d2
51–53 55 Lion (animal) 1 or 2d4 — 35 Ghost 1
54–59 56–58 Merchants See groups — 36–38 Ghoul 1d3+1
— 59 Mohrg 1 29–31 39–41 Giant fire beetle (vermin) 2d4
— 60–62 Night hunter (deep bat) MC 2d6 32–36 42–45 Gnoll hunters See groups
60–63 63–65 NPC party See groups 37–38 46 Gnoll warband See groups
64–65 66–68 NythMC 1 39–40 47 Gorgon 1
66–67 69–71 Ogre 1d3+1 41–44 48 Hairy spiderMC 2d10
68 72–74 Orc 2d4+2 45–46 49–50 Hill giant raiders See groups
69–74 75–76 Patrol (Shaaryan and See groups 47–50 51 Horse, light (animal) 4d6
Tashalan humans led by a ranger) 51–52 52–53 Hyena (animal) 2d8
75–77 — PerytonMC 1d4 53 54 Krenshar 1d2
78 77 Phase spider 1 54 55 Lamia 1d2
79–82 78–79 Pilgrims See groups 55–56 56 Lion (animal) 1 or 2d4
83–84 — PterafolkMC 1d20+10 57–58 57 Lizardfolk warband See groups
85–89 80–81 Rangers See groups 59–61 — MantimeraSS 1
90–91 82 Satyr 1 — 58 Mohrg 1
— 83–84 Shadow 1 62–64 59–60 Monstrous spider, Med. (vermin) 1d4+1
— 85–86 Sinister (deep bat) MC 1d6+1 65–66 61 MyrlocharMC 1
— 87–88 Skeleton, 1 HD 2d4 — 62–64 Night hunter (deep bat) MC 2d6
92–94 89 Slavers See groups 67 65 NishruuMC 1
— 90 Spectral pantherMC 1 68–70 66–67 NPC party See groups
— 91 Spectre 1 71–73 68–69 NythMC 1
95–96 92 Tall moutherSS 1d3+2 74–80 70–72 Patrol (half-drow led by See groups
— 93 Vampire spawn 1d2 a Crinti shadow marauder)
97–98 94 Wereboar (lycanthrope) 1 81–82 — PerytonMC 1d4
99–100 95 Weretiger (lycanthrope) 1 83–85 73–74 Phase spider 1d4+1
— 96–97 Wight 1 86–87 75–76 Rat swarm 1
— 98 Wraith 1 — 77 Shadow 1
— 99–100 Zombie, 2 HD 1d4+2 — 78–79 Sinister (deep bat) MC 1d6+1
— 80–81 Skeleton, 1 HD 2d4
Spectral pantherMC
TABLE 6–3: DAMBRATH —

82
83 Spectre
1
1
(WARM PLAINS, FRONTIER) (EL 1–15) 88 — Spider eater 1
89–92 84–87 Spider swarm 1
d% d% Number
— 88 Vampire spawn 1d2
Day Night Encounter Encountered
93–95 89–91 Wererat (lycanthrope) 1d4+1
— 01 Abishai, blue (devil) MC 1d2
— 92 Wight 1
— 02 Allip 1
— 93 Wraith 1
01–03 03–04 Ankheg 1
96–99 94–97 Wyvern 1d2
04–05 05 Aranea 1d4+2
100 98 Yochlol (demon) MC 1
06–09 06–10 Bandits See groups
— 99–100 Zombie, 2 HD 1d4+2
— 11 Beast of MalarMC 1
10–12 12–13 BeguilerSS 1d4
13–14 14 Behir 1 TABLE 6–4:
Behir, HalruaanSS
15–17

15–16
17–19 Bonebat (deep bat) MC
1d2
2d4
DURPAR, ESTAGUND, AND VAR THE GOLDEN
18–19 20 Bulette 1 (WARM PLAINS, SETTLED) (EL 1/4–15)
20–21 — Criosphinx 1
d% d% Number
22 21–22 Dark naga 1
Day Night Encounter Encountered
— 23–25 DarkenbeastMC 1d2+2
01–02 — Aarakocra patrolMC See groups
— 26–27 Dire bat 1d2
— 01 Abishai, blue (devil) MC 1d2
23–24 28 Doppelganger 1
03 02 Air genasi (planetouched) MC 1
25 29 Draegloth (half-fiend) MC 1
04 — Androsphinx 1

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05–06 — Asabi scoutsMC See groups — 93 Vampire troupe See groups


07 03–04 Babau (demon) 1 99–100 94–95 Wererat (lycanthrope) 1d4+1
08–09 — Baboon (animal) 2d4+2 — 96 Wraith 1
10–12 05–10 Bandits See groups — 97–100 Zombie, 2 HD 1d4+2
13–14 11–12 Bedine band See groups
BeguilerSS
15–16
17–18
13–14
15–16 Behir, HalruaanSS
1d4
1d2
TABLE 6–5:
19–21 17–18 Camel (animal) 2d3 DUSTWALL AND GIANT’S BELT MOUNTAINS
22–23 — Cheetah (animal) 1d3
24 19 Cockatrice 1d2
(WARM HIGH MOUNTAINS, DESOLATE) (EL 2–19)
25 20–21 Cyclops (giant) SS 1d4+1 d% d% Number
26–27 22–23 Dire rat 1d10+10 Day Night Encounter Encountered
28 24 Displacer beast 1d2 01–03 — Aarakocra patrolMC See groups
29 25 Doppelganger 1 — 01–02 Abishai, blue (devil) MC 1d2
30 26 Dragon, young adult red 1 — 03–04 Abishai, red (devil) MC 1d2
31 27 Dragon, juvenile gold 1 04–06 05–06 Athach 2d4
32 28 Dragon, young adult brownMC 1 07 07–09 Beholder 1
— 29–31 Dretch (demon) 1d4 08–11 10–12 Bugbear 1d3+1
33 32 Earth genasi (planetouched) MC 1 12–13 13–14 Bugbear band See groups
34–35 33 Elephant (animal) 1d4+1 14–15 15–16 Cloud giant 1d2
36 34 Fiendish dire rat 1 16–19 17–19 Cyclops (giant) SS 1d4+1
37 35 Firenewt maraudersMC See groups 20 20–21 Death kiss (beholderkin) MC 1
38–39 36–37 Flying snakeRF 2d4 21 22 Djinni (genie) 1
40–41 38–40 Gargoyle 1d4 — 23 DracolichFR 1
— 41 Ghost 1 22 24 Dragon, adult red 1
42–43 42 Giant praying mantis (vermin) 1d3 23 25 Dragon, adult silver 1
44 43 Gorgon 1 24 26 Dragon, old deepMC 1
45 44 Half-dragon creature 1 25 27 Dragon, old copper 1
46 45 Half-fiend creature 1 26–28 28–30 DragonkinMC 2d4
47–48 46–47 Hill giant raiders See groups — 31 Dread wraith 1
49–50 48–49 Hyena (animal) 2d8 29 32 Efreeti (genie) 1
51–52 50–51 Janni (genie) 1 30–32 33–35 Ettin 1d3+1
53 52 Lammasu 1 33–34 36–37 Fire giant 1d3+1
54–55 53–54 Lion (animal) 1 or 2d4 35–36 38 Firenewt maraudersMC See groups
56–57 55–56 Locust swarm 1 37–39 39–43 Gargoyle 1d4
58–59 — MantimeraSS 1 40 44–46 Ghour (demon) MC 1
60–64 57–59 Merchants See groups 41–43 — Giant eagle 1d2
65–68 60–62 Militia (human) See groups 44–46 — Girallon 2d3
69–70 63 Monitor lizard (animal) 1 47–48 47 Gold dwarf patrol See groups
71 64 Monstrous scorpion, Small (vermin)1d4+1 49–50 48–49 Gray render 1
72–73 65 Nomads See groups 51–54 50–53 Hill giant 1d3+1
74–77 66–68 NPC party See groups 55–57 54–56 Hill giant raiders See groups
78–79 69–72 Orc 2d4+2 58–60 57–59 Hobgoblin raiders See groups
80–81 73–76 Orc raiders See groups 61–62 60–61 Hobgoblin war party See groups
82–85 77–79 Patrol (Durpari humans, See groups 63 62 Janni (genie) 1
gnomes, and dwarves led 64–65 63–64 NPC party See groups
by a Maquar crusader) 66–68 65–67 Ogre 1d3+1
86–88 80 Pilgrims See groups 69–70 68–69 Ogre mage 1d2
89 — PterafolkMC 1d20+10 71–72 70–71 Ogre mage raiders See groups
90–91 81 Rhinoceros (animal) 1d4+1 73–75 72–74 Orc 2d4+2
92 — Roc 1d2 76–79 75–78 Orc patrol See groups
— 82–85 Skeleton, 1 HD 2d4 80–83 79–82 Orc raiders See groups
93–94 86–88 Slavers See groups 84–86 83–85 Orc squad See groups
95–96 89 StarsnakeSS 1 87–89 86 PerytonMC 1d4
97 90 Stone giant 1d3+1 90 87–88 Rakshasa 1
98 — Tressym (animal) FR 1 91–92 — Roc 1d2
— 91–92 Vampire spawn 1d2 93–94 89–90 Stone giant 1d4+1

83

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CAMPAIGNS

95 91 Storm giant 1d2 64 58 Monstrous centipede, 1


— 92 Vampire 1 Gargantuan (vermin)
— 93–94 Vampire spawn 1d2 65 59 Monstrous spider, Large (vermin) 1d4+1
— 95 Vampire troupe See groups 66–67 60 NPC party See groups
— 96–97 Wraith 1 68 61 Nymph 1d2
96–98 98–99 Wyvern 1d2 69 62 NythMC 1
99–100 100 Yrthak 1 or 1d3+1 70–71 63–64 Ogre 1d3+1
72 65 Ogre mage 1d2
TABLE 6–6: FOREST OF AMTAR 73
74
66
67
Ogre mage raiders
Owlbear
See groups
1
(WARM FOREST, WILDERNESS) (EL 1/4–15) 75 68 Pixie (sprite) 1d3+1
76–77 69 Rangers See groups
d% d% Number
78 70 Roper 1
Day Night Encounter Encountered
79 71 Satyr 1
— 01 Abishai, green (devil) MC 1d2
— 72–73 Shadow 1
01–02 — Ape (animal) 2d4
80 74 Shambling mound 1
03–04 02–03 Assassin vine 1d2
81 75 Shocker lizard 1d2
05–06 — Baboon (animal) 2d4+2
— 76–77 Skeleton, 1 HD 2d4
07–08 — Badger (animal) 1d2+3
82 78 Snake, winged viper (animal) FR 1
09–10 04–06 Bandits See groups
83 — Spider eater 1
11 07 Belker 1
84–85 79–80 Tall moutherSS 1d3+2
12–13 — Black bear (animal) 1d3
86 81–82 TasloiSS 1d6+3
14–15 08 Boar (animal) 2d3
87 83 Tendriculos 1d3
16–17 09 Centaur 2d4
88–89 — Tiger (animal) 1d3
18 10–11 Chaos beast 1
90 84 Treant 1
19–20 12 Constrictor snake (animal) 1d2
91 85 Tressym (animal) FR 1
21–22 13–14 Dark treeSS 1
92 86 Vrock (demon) 1
23 15 Deepspawn broodMC See groups
93 87 Werebear (lycanthrope) 1
24 16 Destrachan 1
94 88 Wereboar (lycanthrope) 1
25 17 Dire ape 1
95 89 Weretiger (lycanthrope) 1
26 18 Dire badger 1d2
— 90–91 Wight 1
27 19 Dire bear 1
96–97 92 Wild elf hunters See groups
28 20 Dire boar 1
— 93 Will-o’-wisp 1d2+2
29 21 Dire tiger 1
98–99 94–95 Wolf (animal) 2d4
30 22 Dragon, adult green 1
— 96–97 Wraith 1
31 23 Dragon, adult silver 1
100 98 Yuan-ti patrol See groups
— 24–25 Drow scouts See groups
— 99–100 Zombie, 2 HD 1d4+2
32 26 Dryad 1
33 27 Eyeball (beholderkin) MC 1d4
34–35 28 Flying snakeRF 2d4 TABLE 6–7: GNOLLWATCH MOUNTAINS
36 29 Fungus patch See groups
37–38 30–31 Giant bombardier beetle (vermin) 1d4+2
(WARM LOW MOUNTAINS, FRONTIER) (EL 2–15)
39–40 32–33 Giant constrictor snake (animal) 1d2 d% d% Number
— 34–35 Giant owl 1d2 Day Night Encounter Encountered
41–42 36–37 Giant stag beetle (vermin) 1d4+1 — 01 Abishai, red (devil) MC 1d2
43–45 38–39 Girallon 2d3 01–02 02–03 Aranea 1d3+3
46–48 40–43 Gnoll 2d4+2 03–06 04–07 Bandits See groups
49–50 44–46 Gnoll hunters See groups 07–08 08 Behir 1
51–52 47–48 Gnoll warband See groups — 09–10 Dark naga 1
53 49 Gold dwarf patrol See groups 09 11 Deepspawn broodMC See groups
54 50 Green warderMC 1 10 12 Dire bear 1
55 51 Grig (sprite) 1d3+1 11 13–15 Draegloth (half-fiend) MC 1
56–57 52–54 Hill giant raiders See groups 12 16 Dragon, adult blue 1
58 55 HybsilMC 2d3+10 13 17 Dragon, adult rattelyrSS 1
59 IbrandlinMC 1 14 18 Dragon, young adult red 1
60–61 — Leopard (animal) 1d3+1 15 19 Dragon, adult bronze 1
62–63 56–57 Monitor lizard (animal) 1 16 20 DragonkinMC 2d4

84

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CAMPAIGNS

— 21–23 Dread Wraith 1 38–39 41–42 Giant praying mantis (vermin) 1d3
— 24–26 Drider 1 40–41 43–44 Giant stag beetle (vermin) 1d4+1
— 27–28 Drider troupe See groups 42–43 — Giant wasp (vermin) 2d4
— 29–31 Drow scouts See groups 44–49 45–49 Gold dwarf patrol See groups
17 32 Ettin 1d3+1 50–54 50–52 Griffon 1d2
18–21 — Giant eagle 1d2 55–57 53–54 Hippogriff 1d4
22–26 33–37 Gnoll 2d4+2 58–59 55 Horses, light (animal) 4d6
27–32 38–43 Gnoll hunters See groups 60–64 56–59 Hyena (animal) 2d8
33–41 44–52 Gnoll warband See groups 65–66 60 Leopard (animal) 1d3+1
42 53 Gray render 1 67–69 61–62 Lion (animal) 1 or 2d4
— 54–56 Greater shadow 1 70–73 63–65 Lynx (animal) RF 1d2
43–45 — Griffon 1d2 74–75 66–67 Monitor lizard (animal) 1
46–49 57–61 Hill giant 1d3+1 76 68 Monstrous scorpion, Med. (vermin) 1d2
50–52 62–65 Hill giant raiders See groups — 69–73 Night hunter (deep bat) MC 2d6
53–54 66–67 Hyena (animal) 2d8 77–79 74–76 NPC party See groups
55–57 68–69 Lightfoot halfling scouts See groups 80–81 77–78 NythMC 1
58–60 — MantimeraSS 1 82–88 79–84 Patrol (gold dwarf See groups
61–63 70–72 Monstrous spider, Large (vermin) 1d4+1 griffon riders led by a fighter)
64–65 73–75 MyrlocharMC 1 89 — PerytonMC 1d4
66–69 76–77 NPC party See groups 90–93 85–90 Rangers See groups
70–71 78–79 Ogre 1d2+2 94–96 91 Rhinoceros (animal) 1d4+1
72–77 80–82 Patrol (gnolls and See groups — 92–96 Sinister (deep bat) MC 1d6+1
half-drow led by a ranger) 97–98 97–98 Snake, Large viper (animal) 1
78–79 83–84 Phase spider 1d4+1 99–100 99–100 Wyvern 1d2
80–82 — Roc 1d2
83–85

85
86–88
Slavers
Spectre
See groups
1
TABLE 6–9: GREAT SEA COASTAL WATERS
86 89 Stone giant 1d4+1 (WARM AQUATIC [OCEAN], FRONTIER) (EL 1–15)
87–88 90–91 Storm giant 1d2
d% d% Number
89–92 92–93 Wyvern 1d2
Day Night Encounter Encountered
93–94 94–95 Xorn, average 1
01–02 01–02 Aquatic elf patrol See groups
95 96 Xorn, elder 1
03–06 03–06 Baleen whale (animal) 1d3
96–97 97–99 Yochlol (demon) MC 1
07–09 07–09 Cachalot whale (animal) 1d2
98–100 100 Yrthak 1 or 1d3+1
10 10 Dire shark 1
11 11 Dragon, adult bronze 1
TABLE 6–8: THE GREAT RIFT 12–14 12–14 Dragon turtle 1
15 15 Giant octopus (animal) 1
(WARM HILLS, FRONTIER) (EL 1/2–19) 16 16 Giant squid (animal) 1
d% d% Number 17–18 17–18 Kapoacinth (gargoyle) 1d4
Day Night Encounter Encountered 19 19 Kraken 1
01–04 — Aarakocra patrolMC See groups 20–22 20–22 Kuo-toa 2d3+1
05–07 01 Baboon (animal) 2d4+2 23–24 23–24 Lacedon (ghoul) 1d4+1
08–10 02 Badger (animal) 1d2+2 25–26 25–26 Locathah patrol See groups
— 03–14 Bat swarm 1 27–30 27–30 Manta ray (animal) 1d3
11 15 BeguilerSS 1d4 31–39 31–37 Merchant ship See groups
12–19 16–22 Bison (animal) 5d6 40–43 38–39 Merfolk patrol See groups
20–21 23 Black bear (animal) 1d3 44–45 40–42 Merrow (ogre) 1d3+1
22–24 24–25 Boar (animal) 2d3 46–52 43–46 Naval patrol* See groups
25–26 26 Brown bear (animal) 1d3 53 47 Nixie (sprite) 1d3
27–28 27 Cheetah (animal) 1d3 54–57 48–49 NPC party See groups
— 28–32 DarkenbeastMC 1d2 58–60 50–52 Octopus (animal) 1
29 33 Dragon, very old blue 1 61–66 53–60 Pirate ship See groups
30–31 34–37 Flying snakeRF 2d4 67–70 61–63 Porpoise (animal) 2d4+2
32 38 Giant ant crew See groups 71–72 64–65 Sahuagin patrol See groups
33–35 — Giant eagle 1d2 73–76 66–67 Sea cat 1d8+4
36–37 39–40 Giant fire beetle (vermin) 1d6+5 77 68–70 Sea hag 1

85

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CAMPAIGNS

78–79 71–73 Shark, Huge (animal) 1d4 58–59 — Lynx (animal) RF 1d2
80–82 74–78 Shark, Large (animal) 1d8 60 — MantimeraSS 1
83–86 79–85 Shark, Medium (animal) 2d4+4 61–68 63–65 Merchants See groups
87–90 86–89 Squid (animal) 1d6+5 69–74 66–69 Militia (human) See groups
91 90 Storm giant 1 75 70 Monitor lizard (animal) 1
92 91 Tojanida, adult 1 — 71–72 Night hunter (deep bat) MC 2d6
93 92 Tojanida, elder 1 — 73 NishruuMC 1
94 93 Tojanida, juvenile 1 76–77 74–75 NPC party See groups
95–98 94–95 Triton patrol See groups 78–83 76–78 Patrol (Halruaan See groups
99 96–98 Water naga 1 humans led by a wizard)
100 99–100 Wereshark (lycanthrope) MC 1 84 79 Pseudodragon 1
*Humans (ethnicity of nearest coast) led by a fighter. 85–86 80–82 Rangers See groups
87–88 — Rhinoceros (animal) 1d4+1
Sinister (deep bat) MC
TABLE 6–10: HALRUAA —
89–90
83–85
86–88 Snake, winged viper (animal) FR
1d6+1
1
(WARM PLAINS, SETTLED) (EL 1/4–12) 91–92 89–90 Snake, Medium viper (animal) 1
93–95 91–92 StarsnakeSS 1
d% d% Number
96–97 93–94 Tressym (animal) FR 1
Day Night Encounter Encountered
— 95 Vampire spawn 1d2
— 01 Allip 1
— 96 Vampire troupe See groups
01 02 Ankheg 1
98 97 Wereboar (lycanthrope) 1
02 03 Assassin vine 1d2
99 98 Werewolf (lycanthrope) 1d3
03–05 04–08 Bandits See groups
— 99 Wraith 1
06 09 Barghest 1
00 00 Yuan-ti patrol See groups
— 10–15 Bat swarm 1
07–08 16–17 BeguilerSS 1d4
09 18 Behir 1 TABLE 6–11: LAKE HALRUAA
10–12 19–21 Behir, HalruaanSS 1d2
13–15 — Bison (animal) 5d6
(WARM AQUATIC [RIVER/LAKE], FRONTIER) (EL 1–14)
16–17 22–23 Black bear (animal) 1d3 d% d% Number
18–19 24–25 Boar (animal) 2d3 Day Night Encounter Encountered
20 — Cheetah (animal) 1d3 01 — Aarakocra patrolMC See groups
— 26 Cloaker lord swarmMC See groups 02 — Chimera 1
21–22 27–28 Constrictor snake (animal) 1d2 03–04 01–02 Crocodile (animal) 1 or 2d4
23–25 29–31 Dog (animal) 2d3+2 — 03–05 Dire bat 1d2
26 32 Doppelganger 1 05 06 Dragon, adult black 1
27 33 Doppelganger, greaterMC 1 06 07 Dragon turtle 1
28 34 Dragon, juvenile brass 1 07–08 08 Flying snakeRF 2d4
29 35 Dragon, young adult brownMC 1 — 09–10 Ghost 1
30 36 Dragonne 1 09 11 Giant bee (vermin) 2d4+2
31–32 — Elephant (animal) 1d4+1 10 12 Giant crocodile (animal) 1 or 2d4
33–35 37–39 Flying snakeRF 2d4 11–12 — Giant eagle 1d2
36–37 40–41 Gargoyle 1d4 13 13–14 Harpy 2d3+2
— 42 Ghast (ghoul) 1d2 14–15 — Hippogriff 1d4
— 43 Ghost 1 16–17 15–17 Kapoacinth (gargoyle) 1d4
— 44–45 Ghoul 1d3+1 18 18–20 Kir-lanan (gargoyle) FR 1d4+1
38–41 46–49 Giant ant crew See groups — 21–22 Lacedon (ghoul) 1d4+1
42–44 — Giant bee (vermin) 2d4+2 19–20 — Manticore 1
45 50 Giant constrictor snake (animal) 1d2 21–22 — MantimeraSS 1
46 — Giant eagle 1d2 23–28 23–25 Merchant ship See groups
— 51–53 Giant owl 1d2 29–30 26–28 Merrow (ogre) 1d3+1
47 54 Homunculus 1 31–36 29–31 Naval patrol* See groups
48–50 55–57 Hound, mastiff (animal) RF 2d4 — 32–34 Night hunter (deep bat) MC 2d6
51 58 IbrandlinMC 1 37–38 35 Nixie (sprite) 1d3
52 59 Invisible stalker 1 39–42 36–38 NPC party See groups
53–54 — Leopard (animal) 1d3+1 43–44 39–40 NythMC 1
55–57 60–62 Locust swarm 1 45–47 41–43 River bandits See groups

86

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CAMPAIGNS

48–50 44–45 Shocker lizard 2d6 76–77 74 Pegasus 1d2


— 46–47 Sinister (deep bat) MC 1d6+1 78 75 Pixie (sprite) 1d2
51–52 48–49 Snake, Medium viper (animal) 1 79–82 76–78 Rangers See groups
53 50 Snake, Large viper (animal) 1 83 79 Spider eater 1
54–55 51–52 StarsnakeSS 1 84–85 80–81 Stirge 2d4+2
56–58 53–55 Stirge 2d4+2 86–87 82–83 Tiger (animal) 1q
59 56 Tojanida, adult 1 88–92 84–88 Tall moutherSS 1d3+2
60 57 Tojanida, elder 1 93 89–90 TasloiSS 1d6+3
61 58 Tojanida, juvenile 1 94 91 Treant 1
62–63 59 Water naga 1 95–96 92–93 Tressym (animal) FR 1
— 60–61 Will-o’-wisp 1d2+2 97–98 94 Unicorn 1
— 62–63 Wraith 1 — 95 Vampire spawn 1d2
64–100 64–100 Roll on Table 6–10: Halruaa 99–100 96 Weretiger (lycanthrope) 1
*Halruaan humans in a skyship, led by a wizard. — 97 Wight 1
— 98 Wraith 1
TABLE 6–12: LLUIRWOOD — 99–100 Zombie, 2 HD 1d4+2

(WARM FOREST, FRONTIER) (EL 1/4–19) TABLE 6–13: LUIREN


d% d% Number
Day Night Encounter Encountered
(WARM PLAINS, SETTLED) (EL 1/4–11)
01–02 01–02 Assassin vine 1d2 d% d% Number
03–04 03–04 Athach 2d4 Day Night Encounter Encountered
05–08 05–06 Bandits See groups 01 01 Ankheg 1
09–10 — Black bear (animal) 1d3 02 02 Assassin vine 1d2
11–12 07–08 Blink dog 2d4+2 03–04 03–06 Bandits See groups
13–14 09 Boar (animal) 2d3 — 07–11 Bat swarm 1
15–16 10–12 Bugbear band See groups 05 12 Black bear (animal) 1d3
17–18 13 Centaur 2d4 06–08 13 Blink dog 2d4+2
19 14 Choker 1 09–10 14–15 Centipede swarm 1
20 15–17 Dark naga 1 11–12 16–18 Dire rat 1d0+10
21–22 18–19 Dark treeSS 1 13 19 Dire weasel 1d2
23–24 20–21 Digester 1d4+2 14–18 20–21 Dog (animal) 2d3+2
25 22 Dragon, adult black 1 19 22 Dragon, juvenile green 1
26 23 Dragon, old copper 1 20 23 Dragon, young adult copper 1
27 24 Dryad 1 21–22 24 Elf patrol See groups
28–30 25–26 Elf patrol See groups 23–25 25–27 Flying snakeRF 2d4
31–32 27–28 Ettercap 1d2 26–27 28–29 Gargoyle 1d4
— 29 Ghost 1 — 30 Ghost 1
33–37 30–33 Ghostwise halfling scouts See groups 28–30 31–33 Ghostwise halfling scouts See groups
38–39 34–35 Giant bombardier beetle (vermin) 1d4+2 — 34 Ghoul 1d3+1
— 36–39 Giant owl 1d2 31–34 35–37 Giant ant crew See groups
40 40 Gray render 1 35–36 38–39 Giant fire beetle (vermin) 2d4
— 41–42 Grimlock 1d3+1 37–38 — Giant wasp (vermin) 2d4
41 43–45 Hag covey See groups 39–41 40 Hound, mastiff (animal) RF 2d4
42–43 46–47 Harpy 2d3+2 42–43 41–43 Kobold 4d4+4
44–47 48–51 Hobgoblin raiders See groups 44 44 Kobold warband See groups
48–50 52–54 Hobgoblin war party See groups 45–47 45–47 Locust swarm 1
51–53 55–56 HybsilMC 2d3+10 48 — MantimeraSS 1
54–56 57 Lynx (animal) RF 1d2 49–53 48–50 Merchants See groups
57 58 Monstrous spider, Large (vermin) 1d4+1 54–58 51–55 Militia (halfling) See groups
58–62 59–62 NPC party See groups 59 56 Monstrous scorpion, Sm. (vermin) 1d3+1
63–66 63–66 Ogre 1d3+1 — 57–59 Night hunter (deep bat) MC 2d6
67–68 67–68 Ogre mage 1d2 60–64 60–62 NPC party See groups
69 69 Ogre mage raiders See groups 65–66 63–64 NythMC 1
70–75 70–73 Patrol (strongheart and See groups 67–68 65–67 Ogre 1d3+1
lightfoot halflings led by a druid)

87

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CAMPAIGNS

69–75 68–73 Patrol (strongheart See groups 55–56 51–52 Merrow (ogre) 1d3+1
halflings led by a Luiren marchwarden) 57–58 53–54 Monstrous spider, Large (vermin) 1d4+2
76–77 74–75 Phase spider 1d4+1 59–60 55 NPC party See groups
78–81 76 Pilgrims See groups 61–63 56–57 NythMC 1
82–86 77–80 Rangers See groups 64–65 58–59 Ochre jelly 1
87–89 81–83 Rat swarm 1 66 60 Pyrohydra 1
— 84–85 Skeleton, 1 HD 2d4 67 61 Salt mephit 1
90–91 86–88 Slavers See groups 68–69 62 Shambling mound 1d3
92–94 89–91 Tall moutherSS 1d3+2 70–72 63–64 Shocker lizard 2d6
95 92 Tiger (animal) 1 — 65–66 Sinister (deep bat) MC 1d6+1
96 93 Tressym (animal) FR 1 73–75 67–68 Siv squadMC See groups
97 94–95 Wereboar (lycanthrope) 1 — 69–70 Skeleton, 1 HD 2d4
98 96–97 Wererat (lycanthrope) 1d4+1 76–79 71 Snake, Huge viper (animal) 1
99 98–99 Wyvern 1d2 80–81 72–73 Spider eater 1
100 100 Yuan-ti patrol See groups 82–83 74–75 Spirit naga 1
84 76 Steam mephit 1
TABLE 6–14: 85–87
88–92
77
78–84
Stirge
TasloiSS
2d4+2
1d6+3
RETHILD, THE GREAT SWAMP 93–94 85–87 Tasloi warbandSS See groups
95 88 Water mephit 1
(WARM MARSH, WILDERNESS) (EL 1–14) 96–97 89–90 Water naga 1
d% d% Number 98 91 Werecrocodile (lycanthrope) MC 1d3
Day Night Encounter Encountered — 92–93 Wight 1
01 01 AballinMC 1 — 94–95 Will-o’-wisp 1d2+2
— 02 Abishai, black (devil) MC 1d2 — 96 Wraith 1
— 03 Abishai, green (devil) MC 1d2 99–100 97–98 Yuan-ti patrol See groups
02–03 04–05 Assassin vine 1d2 — 99–100 Zombie, 2 HD 1d4+2
04 — Avoral (guardinal) 1
05
06–07
06
07–08
Behir
Behir, HalruaanSS
1
1d2
TABLE 6–15: THE SHAAR
08–11 09–10 BullywugMC 2d4 (WARM PLAINS, WILDERNESS) (EL 1/2–15)
12 11–12 Chuul 1d2
d% d% Number
13 13 Crawling clawMC 4d6
Day Night Encounter Encountered
14–16 14 Crocodile (animal) 1 or 2d4
01 01 AballinMC 1
17–18 15–17 Dark naga 1
— 02 Abishai, blue (devil) MC 1d2
19–20 18–19 Dark treeSS 1
— 03 Allip 1
— 20–21 DarkenbeastMC 1d2+2
02 04 Androsphinx 1
— 22–23 DeathfangRF 1
03 05 Ankheg 1
21 24 Deepspawn broodMC See groups
04 06 Asabi scoutsMC See groups
— 25–26 Dire bat 1d2
05–06 07–10 Bandits See groups
22 27 Dragon, mature adult black 1
07 11 Barghest pack See groups
23 28 Dragon, young adult black 1
08 12 Basilisk 1
24 29 Dragon, young adult green 1
— 13–14 Bat swarm 1
25–27 30 Flying snakeRF 2d4
— 15 Beast of MalarMC 1
28 31 Fog giantMC 1d4+1
09 16 BeguilerSS 1d4
— 32–33 Ghast pack See groups
10 17 Behir 1
29–30 34 Giant crocodile (animal) 1 or 2d4
11 18 Behir, HalruaanSS 1d2
31 35 Gibbering mouther 1
12–13 — Bison (animal) 5d6
32–33 36–37 Guardian naga 1
14 19 Blink dog 2d4+2
34 38 GulguthydraMC 1
15 20 Bulette 1
35 39–40 Hag covey See groups
16–18 21 Centaur 2d4
36–37 41 Harpy 2d3+2
19 — Cheetah (animal) 1d3
38–39 42–43 Kapoacinth (gargoyle) 1d4
20 — Chimera 1
— 44–45 Lacedon (ghoul) 1d4+1
21 22 Criosphinx 1
40–47 46–48 Lizardfolk 1d2+1
— 23 DarkenbeastMC 1d2+2
48–52 49–50 Lizardfolk warband See groups
— 24 Dire bat 1d2
53–54 — Manticore 1

88

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CAMPAIGNS

22 25 Dire lion 1 — 89 Vampire spawn 1d2


23 26 Dire rat 1d10+10 96 90 WemicMC 2d8
24 27 Displacer beast 1d2 97 91–92 Wererat (lycanthrope) 1d4+1
— 28 DracolichFR 1 98 93 Wererat troupe See groups
25 29 Dragon, very young blue 1 — 94 Wight 1
26 30 Dragon, juvenile brass 1 — 95 Wraith 1
27 31 Dragon, young brownMC 1 99 96–97 Wyvern 1
28 32 Dragon, juvenile rattelyrSS 1 100 98 Yuan-ti patrol See groups
29 — Dragonne 1 — 99–100 Zombie, 2 HD 1d4+2
30 — Elephant (animal) 1d4+1


33
34
Ghast (ghoul)
Ghast pack
1d2
See groups
TABLE 6–16: SOUTHERN LLUIRWOOD
— 35 Ghoul 1d3+1 (WARM FOREST, WILDERNESS) (EL 1/4–13)
31 36 Giant ant crew See groups
d% d% Number
32 — Giant eagle 1d2
Day Night Encounter Encountered
33 37 Gnoll 2d4+2
01 01 AballinMC 1
34 38 Gnoll hunters See groups
02–05 — Ape (animal) 2d4
35 39 Gnoll warband See groups
06–07 02–03 Assassin vine 1d2
36 40 Gold dwarf patrol See groups
08–09 04 Bandits See groups
37 41 Gorgon 1
10–15 05–12 Beholder 1
38 — Griffon 1d2
16–18 — Black bear (animal) 1d3
39 42 Gynosphinx 1
19–21 — Boar (animal) 2d3
40 43 Hell hound 1d2
22–24 13–15 Constrictor snake (animal) 1d2
41 44 Hieracosphinx 1
25–27 16–17 Crocodile (animal) 1 or 2d4
42 — Hippogriff 1d4
28 18–20 Dark naga 1
43–46 45 Horse, light (animal) 4d6
29–30 21–22 Dark treeSS 1
47 46 Hound archon (archon) 1
31–34 23–28 Death tyrant (beholder) FR 1
48 47 Hound, mastiff (animal) RF 2d4
35–36 29–30 Digester 1d4+2
49 48 Hyena (animal) 2d8
37–38 31–33 Ettercap 1d2
50 49 Lamia 1d2
39–41 34–36 Flying snakeRF 2d4
51 — Lammasu 1
42–43 37–38 Giant bombardier beetle (vermin) 1d4+2
52 50 Leonal (guardinal) 1
44–47 39–42 Giant constrictor snake (animal) 1d2
53 51 LeucrottaMC 1d4
48–49 43 Giant crocodile (animal) 1 or 2d4
54–55 52 Lion (animal) 1d2+1
— 44–47 Giant owl 1d2
56 53 Locust swarm 1
50 48–50 Guardian naga 1
57–58 54 LoxoSS 1d3+2
51–53 51–53 Hairy spiderMC 2d10
59 55 Lynx (animal) RF 1d2
54–56 — Leopard (animal) 1d3+1
60 — MantimeraSS 1
57–60 54 Lynx (animal) RF 1d2
61–65 56–58 Merchants See groups
61–63 55–56 Monitor lizard (animal) 1
66–67 59 Militia (human) See groups
64–65 57–58 Monstrous spider, Large (vermin) 1d4+1
68 60 Monstrous scorpion, Med. (vermin) 1d2
66–67 59 NPC party See groups
69–74 61–64 Nomads See groups
68 60 Rangers See groups
75–77 65–67 NPC party See groups
— 61–62 Shadow 1
78 68 Ogre 1d3+1
69–70 63–64 Skeleton, 1 HD 2d4
79–81 69–70 Patrol (Shaaryan See groups
71–74 65–68 Snake, winged viper (animal) FR 1
humans led by a ranger)
75 69 Spider eater 1
82–84 71–72 Pilgrims See groups
76 70–72 Spirit naga 1
85–86 73–75 Rangers See groups
77–78 73–74 Steam mephit 1
87 — Rhinoceros (animal) 1d4+1
79–81 75–77 Stirge 2d4+2
88 — Roc 1d2
82–83 78–79 Tall moutherSS 1d3+2
89 76 Rust monster 1d2
84 80–81 TasloiSS 1d6+3
— 77 Shadow 1
85–86 82–83 Tendriculos 1d3
— 78–79 Skeleton, 1 HD 2d4
87–89 — Tiger (animal) 1d3
90–92 80–83 Slavers See groups
90 84 Tressym (animal) FR 1
— 84 Spectral pantherMC 1
— 85–86 Vampire spawn 1d2
93 85–86 Strongheart halfling patrol See groups
91 — Weretiger (lycanthrope) 1
94–95 87–88 Thri-kreenSS 1d6+4

89

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CAMPAIGNS

— 87 Wight 1 — 99 Wraith 1
— 88 Will-o’-wisp 1d2+2 100 100 Worg 1d6+5
— 89 Wraith 1
92–93
94–95
90–91
92–93
Yuan-ti abomination
Yuan-ti halfblood
1d2
1d2
TABLE 6–18: VELDORN
96–98 94–96 Yuan-ti patrol See groups (WARM PLAINS, FRONTIER) (EL 1–17)
99–100 97–98 Yuan-ti pureblood 1d2+2
d% d% Number
— 99–100 Zombie, 2 HD 1d4+2
Day Night Encounter Encountered
01 01 AballinMC 1
TABLE 6–17: TOADSQUAT MOUNTAINS 02 02 Abishai, blue (devil) MC 1d2
03 03 Abishai, green (devil) MC 1d2
(WARM LOW MOUNTAINS, WILDERNESS) (EL 2–15) 04 04 Abishai, red (devil) MC 1d2
d% d% Number — 05 Allip 1
Day Night Encounter Encountered 05–07 06–07 Ankheg 1
01–03 01–03 Assassin vine 1d2 08 08 Babau (demon) 1
04–05 04 Athach 2d4 09–13 09–10 Bandits See groups
06–07 05–06 Azer squad See groups 14–15 11–12 Barghest pack See groups
08–11 07–09 Bandits See groups 16–17 13–14 Basilisk 1
12–13 10 Black bear (animal) 1d3 18 15 Bebilith (demon) 1
14–15 11–14 Bugbear band See groups 19 16 Beholder 1
16 15 Criosphinx 1 — 17–18 Bonebat (deep bat) MC 2d4
17–18 16–17 Dark treeSS 1 20–22 19 Bugbear band See groups
— 18–20 DarkenbeastMC 1d2+2 — 20 Cauchemar (nightmare) 1
19–20 21 Dire ape 1 23–25 21–22 Cyclops (giant) SS 1d4+1
21 22 Dire bear 1 26 23 Dark naga 1
22–23 23 Dire tiger 1 27–28 24–25 Dark treeSS 1
24–26 24 Dire wolf 1 — 26 DarkenbeastMC 1d2+2
— 25 DracolichFR 1 29 27 Death kiss (beholderkin) MC 1
27 26 Dragon, adult green 1 — 28 Death tyrant (beholder) FR 1
28 27 Dragon, adult fangMC 1 — 29–30 DeathfangRF 1
29 28 Dragon, adult songMC 1 — 31 Devourer 1
30 29 Dryad 1 30–33 32–33 Dire rat 1d10+10
31–32 30–33 Ettercap 1d2 — 34 DracolichFR 1
33–34 34–36 Ettin 1d3+1 34 35 Dragon, adult blue 1
— 37–38 Ghost 1 35 36 Dragon, adult red 1
35–37 39–41 Ghostwise halfling scouts See groups 36 37 Dragon, old fangMC 1
— 42–45 Giant owl 1d2 37 38 Dragon, old rattelyrSS 1
38–40 46 Girallon 2d3 38 39 Dragon, very old brownMC 1
41–42 47–49 Goblin war party See groups 39–40 40–41 DragonkinMC 2d4
43–48 50–54 Gold dwarf patrol See groups — 42–43 Dretch (demon) 1d4
49–52 55–58 Hill giant 1d3+1 41–42 44 Ettin 1d3+1
53–56 59–62 Hobgoblin raiders See groups 43 45 Gauth (beholder) 1d2
57–59 63–65 Hobgoblin war party See groups — 46–47 Ghast pack See groups
60–61 66 Lammasu 1 — 48 Ghost 1
62–64 — MantimeraSS 1 44–46 49–50 Gnoll warband See groups
65–69 67–68 NPC party See groups 47–50 51–52 Goblin raiders See groups
70–76 69–76 Ogre 1d3+1 51–52 53 Goblin war party See groups
77–82 77–83 Ogre mage 1d2 — 54 Greater shadow 1
83–86 84–88 Ogre mage raiders See groups 53 55 Guardian naga 1
87–88 89–91 Owlbear 1 54–55 56–57 Hell hound 1d2
89–93 92–93 Rangers See groups 56 58–59 Hezrou (demon) 1
94 94 Stone giant 1d3+1 57–58 60–61 Hill giant raiders See groups
95–96 95–96 Sword spiderMC 1 59–61 62–63 Hobgoblin raiders See groups
97 97 Troll 1d3+1 62–63 64–65 Kir-lanan (gargoyle) FR 1d4+1
98–99 98 Wolf (animal) 2d4 64–67 66 Merchants See groups

90

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CAMPAIGNS

68–69 67–68 Minotaur 1 44–46 — Giant eagle 1d2


— 69 Mohrg 1 — 43–45 Giant owl 1d2
70 70–71 Nightmare 1 47–49 46 Griffon 1d2
71–75 72–73 NPC party See groups 50 47 Gynosphinx 1
76–78 74–75 Ogre mage raiders See groups 51 48–50 Hell hound 1d2
79–80 76–77 Orc raiders See groups 52–54 51 Hippogriff 1d4
— 78 Shadow 1 55–56 52–54 Hobgoblin raiders See groups
— 79–80 Sinister (deep bat) MC 1d6+1 57 55–56 Howler 1d2
81–82 81–82 Skeleton, 1 HD 2d4 58 57–59 IbrandlinMC 1
83–89 83–84 Slavers See groups 59 60 LeucrottaMC 1d4
— 85 Spectre 1 60–62 61 MantimeraSS 1
90–91 86 Stinger huntersMC See groups 63 62 NishruuMC 1
92 87 Succubus (demon) 1 64–68 63–64 NPC party See groups
93 88 Troll hunter 1 69–70 65–66 NythMC 1
— 89 Vampire troupe See groups 71–72 67–69 Ogre mage 1d2
94 90 Vrock (demon) 1 73–75 70 PerytonMC 1d4
95 91 Werebear troupe See groups 76–78 — Roc 1d2
96 92 Wereboar troupe See groups — 71–72 Shadow 1
97 93–94 Wererat troupe See groups 79 73 Stone giant 1d3+1
98 95 Werewolf troupe See groups 80–81 74–75 Storm giant 1d2
— 96–97 Wight 1 82–84 76 Tall moutherSS 1d3+2
— 98 Wraith 1 — 77–78 Vampire 1
99–100 99–100 Zombie, 2 HD 1d4+2 — 79–80 Vampire spawn 1d2
— 81 Vampire troupe See groups
TABLE 6–19: THE WALLS —
85–86
82
83–84
Vrock (demon)
Werebear (lycanthrope)
1
1
(WARM HIGH MOUNTAINS, FRONTIER) (EL 2–19) 87–89 85–87 Werewolf (lycanthrope) 1d3
90–93 88–91 Wolf (animal) 2d4
d% d% Number
— 92–93 Wraith 1
Day Night Encounter Encountered
94–96 94–96 Wyvern 1d2
01–04 — Aarakocra patrolMC See groups
97–98 97–98 Xorn, average 1
05 01 Air mephit 1
99 99 Xorn, elder 1
06–07 02 Androsphinx 1
00 00 Yrthak 1 or 1d3+1
08–10 03–05 Assassin vine 1d2
11–12 06–07 Athach 2d4
13–17
18
08–10
11–13
Bandits
Barghest pack
See groups
See groups
Natural Hazards
Although monsters and heartless bandits pose the most obvious
19–20 14–15 Behir 1
threats to travelers in the Shining South, subtler dangers abound.
21–23 16–18 Behir, HalruaanSS 1d2
The lands along the southern coast of Faerûn have as many perils
24–27 19 Black bear (animal) 1d3
as the harsh climes in the far north. Only the foolish travel the
28–29 — Chimera 1
South ill-prepared.
30 20 Cloud giant 1d2
31–32 21–22 Cyclops (giant) SS 1d4+1
33 23–24 Dark naga 1
HOT WEATHER
In this part of Faerûn, the heat is extreme and can be deadly
— 25–26 DarkenbeastMC 1d2+2
when coupled with high humidity. The local folk have learned to
— 27–29 DeathfangRF 1
stay indoors during the hottest part of the day, seeking shelter
34 30 Dire bear 1
in the shade. Those thoughtless enough to ignore the warnings
35–36 31–33 Dire wolf 1
of the wise might find themselves suffering heat exhaustion or
— 34 DracolichFR 1
worse. Characters traveling without taking precautions against
37 35 Dragon, adult gold 1
exposure to the broiling sun are subject to the effects detailed
38 36 Dragon, old copper 1
under Heat Dangers, page 303 of the Dungeon Master’s Guide.
39 37 Dragon, old fangMC 1
The temperature ranges included in the random weather tables
40 38 Dragon, adult red 1
below correspond to the definitions of heat levels given in the
41–42 39–40 DragonkinMC 2d4
Dungeon Master’s Guide.
43 41 Earth mephit 1
— 42 Ghost 1

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CAMPAIGNS

Random Weather 77–80 75–80


81–84 81–84
70–75
76–83
45–50 Mod.
51–58 Cold
Varies
Fair
Downpour
Clear
Though weather patterns are complex and different seasons 85–92 85–92 84–90 59–70 Cold Varies Rain
bring changes, the major factors influencing the weather along 93–100 93–100 91–96 71–85 Cold Varies Downpour
Faerûn’s southern coast are the latitude of the region and the — — 97–100 86–100 Cold Storm Snow
winds blowing in from the Great Sea. When the warm, humid
air flows in off the ocean and is then lifted up along the flanks
of the various mountain ranges that stretch along the coast, the
TABLE 6–21: SPRING
result is frequent and often violent thunderstorms. (HAMMER 21–TARSAKH 15)
Any particular day’s weather consists of three components:
Clear/ Forest/
the temperature, the wind strength, and the precipitation. Tables
Coast Marsh Plains Mtns Temp. Wind Precip.
6–20 through 6–23 provide random weather combinations based
01–05 01–10 01–10 — Severe Fair Clear
on each season, weighted toward more likely results. A freak
06–09 11–14 11–13 01–02 Hot Fair Clear
cold snap is possible in summer, but it is not as probable as long
10–17 15–22 14–20 03 Hot Fair Humid
stretches of broiling heat and oppressive humidity.
18–22 23–27 21–24 04–06 Hot Varies Clear
23–28 28–33 25–29 07–08 Hot Varies Rain
USING THE TABLES 29–35 34–40 30–35 09–10 Hot Varies Downpour
The weather tables are organized into four basic locations: clear
36 41 36 11–12 Warm Fair Clear
coastline, forest and swamp, plains, and mountains. Roll d% and
37–38 42–43 37–38 13 Warm Fair Humid
apply the same result to all four regions. This makes weather more
39–41 44–46 39–41 14–16 Warm Varies Clear
realistic, with slightly milder conditions more likely along coasts
42–43 47–48 42–43 17–19 Warm Varies Rain
and colder conditions at higher elevations. Any given weather
44–46 49–51 44–46 20–22 Warm Varies Downpour
condition lasts for 1d6 days before a new pattern sets in, so it’s
47–50 52–55 47–50 23–25 Warm Storm Clear
only necessary to roll for new weather when the previous pattern
51–54 56–59 51–54 26–30 Warm Storm Rain
ends, not every day.
55–59 60–64 55–59 31–34 Warm Storm Downpour
Clear/Coast: Any stretch of clear land or coastal waters that
60–65 65–70 60–65 35 Warm Storm T.Storm
sits south of the various mountains or forests falls into this
66–68 71–73 66–68 36–42 Mod. Fair Clear
category, including Halruaa, Dambrath, Luiren, and the area
69–73 74–78 69–73 43–52 Mod. Varies Clear
around the Golden Water.
74–79 79–84 74–79 53–62 Mod. Varies Rain
Forest/Marsh: This includes any of the wooded regions
80–85 85–90 80–85 63–70 Mod. Varies Downpour
anywhere in the Shining South, as well as the swamps of the
86–88 91–92 86–88 71–74 Cold Fair Clear
region, including Akhlaur, Mortik, and Rethild.
89–95 93–95 89–93 75–80 Cold Varies Rain
Plains: All of the Shaar, the Great Rift, and Veldorn fall into
96–100 96–100 94–97 81–90 Cold Varies Downpour
this category.
— — 98–100 91–100 Cold Storm Snow
Mountains: Any of the mountain ranges, from The Walls in
the west to the Dustwall in the east, are included here.
TABLE 6–22: SUMMER
TABLE 6–20: WINTER (TARSAKH 16–ELIENT 15)
(NIGHTAL 11–HAMMER 20) Clear/ Forest/
Coast Marsh Plains Mtns Temp. Wind Precip.
Clear/ Forest/
01–05 01–07 01–20 01–03 Severe Fair Clear
Coast Marsh Plains Mtns Temp. Wind Precip.
06–15 08–20 21–30 04–05 Severe Fair Humid
01–07 01–03 01–09 — Hot Fair Clear
16–20 21–30 31–45 06–07 Hot Fair Clear
08–10 04–10 10–15 — Hot Fair Humid
21–40 31–45 46–55 08–10 Hot Fair Humid
11–16 11–13 16–17 01 Warm Fair Clear
41–55 46–50 56–60 11–14 Hot Fair Rain
17–19 14–19 18 02 Warm Fair Humid
56–60 51–65 61–80 15–19 Hot Varies Clear
20–26 20–25 19–23 03 Warm Varies Clear
61–70 66–74 81–83 20–23 Hot Varies Rain
27–31 26–31 24–26 04 Warm Varies Rain
71–75 75–80 84–85 24–25 Hot Varies Downpour
32–34 32–34 27–28 05 Warm Varies Downpour
76–77 81 86 26–29 Warm Fair Clear
35–40 35–39 29–32 06 Warm Storm Clear
78–81 82–84 87 30–32 Warm Fair Humid
41–45 40–45 33–35 07–08 Warm Storm Rain
82–84 85–86 88–89 33–38 Warm Varies Clear
46–47 46–48 36–38 09 Warm Storm Downpour
85–86 87–88 90 39–42 Warm Varies Rain
48–50 49–50 39–40 10 Warm Storm T.Storm
87 89–90 91 43–45 Warm Varies Downpour
51–57 51–56 41–48 11–16 Mod. Fair Clear
88–90 91 92 46–52 Warm Storm Clear
58–70 57–65 49–60 17–29 Mod. Varies Clear
91–92 92–93 93 53–58 Warm Storm Rain
71–76 66–74 61–69 30–44 Mod. Varies Rain
93–94 94 94 59–63 Warm Storm Downpour

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CAMPAIGNS

95 95 95 64–65 Warm Storm T.Storm TABLE 6–24: WIND STRENGTH


96 96 96 66–72 Mod. Fair Clear
Fair Varies Storm Strength
97–98 97–98 97–98 73–82 Mod. Varies Clear
01–70 01–40 — Light/moderate
99 99 99 83–92 Mod. Varies Rain
71–95 41–70 01–10 Strong
100 100 100 93–100 Mod. Varies Downpour
96–100 71–90 11–50 Severe
— 91–100 51–89 Windstorm
TABLE 6–23: FALL (ELIENT 16–NIGHTAL 10) — — 90–92 Hurricane
— — 93–100 Tornado
Clear/ Forest/
Coast Marsh Plains Mtns Temp. Wind Precip.
Wind effects are summarized on Table 3–24: Wind Effects,
01–05 01–10 01–10 — Severe Fair Clear
page 95 of the Dungeon Master’s Guide.
06–09 11–14 11–13 01–02 Hot Fair Clear
Precip.: The type of precipitation that falls during the day. A
10–17 15–22 14–20 03 Hot Fair Humid
solid day of rain is pretty rare—even during heavy downpours
18–22 23–27 21–24 04–06 Hot Varies Clear
and thunderstorms, clear spells hours long usually appear.
23–29 28–34 25–30 07–09 Hot Varies Rain
Clear: No precipitation of note.
30–36 35–41 31–36 10–11 Hot Varies Downpour
Downpour: 1d3 downpours lasting 1d4 hours each occur
37 42 37 12–13 Warm Fair Clear
during the day. Otherwise, the day consists of rain.
38–39 43–44 38–39 14 Warm Fair Humid
Humid: No precipitation of note, but characters suffering
40–42 45–47 40–42 15–17 Warm Varies Clear
the effects of exposure to Hot or Severe temperatures take an
43–45 48–50 43–45 18–21 Warm Varies Rain
additional –2 penalty on their Fortitude saves to avoid nonlethal
46–48 51–53 46–48 22–24 Warm Varies Downpour
heat damage each hour.
49–51 54–56 49–51 25–26 Warm Storm Clear
Snow: Snow falls steadily, but 1d4–1 clear breaks of 1d4 hours
52–54 57–59 52–54 27–30 Warm Storm Rain
each interrupt the snowfall.
Illustration by Chris Hawkes

55–58 60–63 55–58 31–33 Warm Storm Downpour


T. Storm: 1d3 thunderstorms lasting 2d6×10 minutes each
59–63 64–68 59–63 34 Warm Storm T.Storm
occur during the day. Otherwise the day is clear (50% chance)
64–66 69–71 64–66 35–41 Mod. Fair Clear
or rainy (50% chance).
67–71 72–76 67–71 42–51 Mod. Varies Clear
72–78 77–83 72–78 52–61 Mod. Varies Rain
79–84 84–89 79–84 62–69 Mod. Varies Downpour
85–87 90–91 85–87 70–73 Cold Fair Clear
88–95 92–95 88–93 74–80 Cold Varies Rain
96–100 96–100 94–97 81–90 Cold Varies Downpour
— — 98–100 91–100 Cold Storm Snow

Definitions
Results from Tables 6–20 through 6–23 are described below.
Temp.: Temperature results fall into the following broad cat-
egories. Nighttime temperatures are generally 10 to 20 degrees
colder and might actually fall into the next colder category
(50% chance).
Severe: Above 110° F. (At night, temperatures always fall
into the Hot category.)
Hot: Between 86° and 110° F.
Warm: Temperatures between 61° and
85° F.
Mod.: Temperatures from 41° to 60° F.
Cold: Temperatures between 0° and 40° F.
Wind: The strength of the prevailing wind. Periods
of calm or sudden stronger gusts are possible.
Wind strength decreases one category at night
(severe to strong, for example). The three
results on the Random Weather tables
are fair, varies, and storm. Roll d%
and consult Table 6–24 for specific
conditions.

Halflings of Luiren lure a tall mouther into an ambush

93

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the Great Sea cool the air quickly. North of the mountains, the
temperatures are even hotter, and the air is stiflingly sticky.
Rain comes much more frequently there, making the Forest of
Amtar a humid zone every bit as muggy as the jungle regions of
the Chultan Peninsula. Most people dwelling in the countryside

T o outsiders, Dambrath seems a land of contrasts. Its


people dwell in open grasslands under a sweltering
sun and an endless blue sky, but they owe fealty to
the drow, who shun the light. Though the majority of its popula-
tion is human, Dambrath is ruled by the Crinti—people of mixed
human, drow, and elf heritage. The nation draws its most lucrative
have never seen snow, and morning frosts are almost nonexistent
except in the mountains.
Most of Dambrath’s land consists of open plains covered
with tall grasses particularly suited for the breeding of horses.
This veritable sea of rolling plains stretches as far as the eye can
see in every direction. Horse ranches—tiny, self-sufficient com-
munities dedicated to breeding the finest mounts in Faerûn—dot
trade commodities from both the land and the sea. Because of its the countryside every few miles. Most of the urban population
leaders’ surprisingly nonaggressive policies toward their neighbors dwells in trading cities on the coast, particularly along the shores
and their aversion to allowing outsiders too far inside the nation’s of the Bay of Dancing Dolphins. The crystal-clear waters of
borders, Dambrath has remained a land of mystery to most of the bay keep Dambrath’s fishing and pearl-diving industries
Faerûn’s folk. That situation suits its noble class just fine. lucrative year-round.

Geographic Overview Major Geographic


Stretching between the East Wall, which serves as its border with
Halruaa to the west, and the Southern Lluirwood to the east,
Eigenschaften
the nation of Dambrath measures more than 700 miles across. Dambrath has two distinct geographies: the coastline around
Its coastline is nearly twice that long because of the way the Bay the Bay of Dancing Dolphins and the inland plains north of
of Dancing Dolphins doubles back inland. From the coast, the the Gnollwatch Mountains. The inhabitants perceive every
land stretches about 300 miles north to the Forest of Amtar. other major geographic feature as little more than inconvenient
Most of Dambrath’s inhabited land, however, lies south of the wasteland bordering on the inhabited areas. “Stay out of the
Gnollwatch Mountains and the Hills of the Dead Kings, which wilderness’s way, and the wilderness will stay out of your way,”
divide the nation into northern and southern regions. Dambrath as the Dambrathans are fond of saying.
also claims some additional land east of the Forest of Amtar,
along the trade road toward Delzimmer. Rethild, also known as
the Great Swamp, is ostensibly part of Dambrath, though its rulers
The Bay of Dancing Dolphins
claim that area in name only, since the lizardfolk and nagas that The sheltered body of water known as the Bay of Dancing Dol-
live there deter any thoughts of true control. phins is more than 300 miles long. It stretches across most of
Dambrath’s climate is oppressively hot except during the Dambrath’s central coastline, shielding the nation’s interior from
rainy season, which begins in mid-Uktar and lasts two to three the harsher weather of the Great Sea. The bay is a key factor in
months. South of the Gnollwatch range, the days are sweltering, the Dambrathan economy because it teems with both pearl-bear-
but the nights are pleasant because the breezes blowing in off ing oysters and a wide variety of fish. Fishermen all along the

94

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RATHGAUNT HILLS THE LANDRISE Eartheart

620_17929_Ch7.indd 95
Delzimmer
Three Lluirwood
hannath Channathwood Swords
River C

Rethmar
Channathgate

The Swagdar Ammathtar


(Outlaw Waste)
Forest
of
Amtar Southern
Lluirwood
ath
THE NORTH Elveswatch North Post River Amm
WALL Beastburn
Lluirf

Lake Dunfeld
low

Gate of the Iron Fangs


GNOLLWATCH MOUNTAINS HILLS OF THE
NATH PASS DEAD KINGS Hazuth

95
MOUNT HAZAIL
DAMBRATH

Cathyr
River
Herath Dam
bron BRATH
THE EAST DA M
WALL Prastuil Crimar
Luenath
Ilmar

Westbay Maarlith
Timarl Farpost
Bay of Dancing Dolphins

Hethar
Rethild Dannash
AZHUL PASS (The Great Swamp) Purl
Guilmarl
scale in miles
The Great Sea 0 90

8/2/04 2:14:46 PM
DAMBRATH

coast fill their nets each day with swordfish, snapper, sea bass, and The truth is somewhere in between. A hidden city does exist at
other fish, most of which are sold locally to stock the larders of the bottom of the Bay of Dancing Dolphins, and its inhabitants
Dambrath’s citizens. All along the shoals near the coast, the pearl are tritons. These outsiders were quite friendly with the Arkaiun
divers work oyster beds that are visible dozens of feet below the tribes that once occupied the coast of Dambrath, and the two
surface because of the clarity of the water. Merchant vessels sailing races traded occasionally. Even then, however, the tritons kept
to and from the harbors of Dambrath’s various port cities form a the existence of their city a secret, preferring to venture close
steady stream of traffic on the bay—and make choice targets for to the shore in small groups to deal with the humans. Several
the noble-financed corsairs who frequent these waters. centuries ago, a dispute over the value of pearls caused the tritons
The waters of the bay are almost unnaturally calm, giving to withdraw, and the human tribes eventually forgot about them.
rise to rumors that some kind of subtle magic protects it from By the time the drow overran the surface and conquered the
storms. Indeed, no storm has churned its waters for at least the Arkaiuns, the tritons were no longer even a legend.
last 500 years, though many stretches of coastline nearby have The tritons keep the existence of their city secret through
been repeatedly battered by winds and rain. Indeed, the captains potent magic worked by a circle of powerful clerics dedicated to
of the many ships that frequent the bay have learned not to their own deity. The magic hides the walls and spires of their city
venture out beyond its mouth when the dolphin population grows by simple displacement—that is, the structures appear to be at
noticeably more crowded. The creatures seem to sense when a various other spots in the depths of the bay. The triton clerics are
storm is imminent and gather in the bay a day or two beforehand also responsible for the perpetually calm weather in the bay, and
for shelter. the dolphins are indeed their friends and allies. A portal in the
Even during calm weather, the many schools of dolphins heart of the triton city leads to the Elemental Plane of Water.
that call the bay home are by far its most prominent, visible,
and impressive features. Each day at dusk, thousands of dolphins
all along the bay engage in a playful, apparently coordinated
The Forest of Amtar
“dance” or game. Locals often come down to the shores or board The Forest of Amtar is a lush, humid, near-tropical woodland.
open-decked vessels and venture out onto the waters to watch the Dense tangles of suthwood stretch for miles, forming natural
dancing dolphins. barriers at various locations throughout the forest. Vast stretches
In addition to their entertainment value and their beauty, of shadowtops and slightly shorter pines fill the gaps between
these dolphins are valued as a defense against aquatic hazards. In the suth tangles, and thick vines, ivy, and brambles form the
addition to predicting foul weather by their behavior, they have understory, sometimes even climbing the trunks of the trees.
eliminated almost all predatory creatures—including sharks, giant Though little direct sunlight reaches beneath the boughs that
squids, and sahuagin—from the bay. They have also aided drown- form the forest canopy, the rainy climate and tropical location
ing swimmers (including a queen who ruled Dambrath more than keep the interior damp and hot, making the Amtar a perfect
300 years ago) on numerous occasions. Because of their uncanny haven for endless swarms of crawling and flying insects.
ability to protect the bay, dolphins are revered and protected in The Amtar is also home to many kinds of wild animals. Par-
Dambrath. Anyone caught harming one suffers extraordinarily rots, macaws, and other tropical birds nest in its trees, and lizards
painful punishment at the hands of Loviatar’s priestesses. and snakes of all sorts slither through the undergrowth. Mammals
Various sages have attempted to study the dolphins and to native to the forest include wild boars and dangerous predators
discover what, if any, weather-controlling dweomer protects the such as tigers and leopards. Families of monkeys and gorillas
bay. A few have discerned a faint and scattered emanation of roam the woodland, but their populations are more concentrated
magic, but no one has thus far determined its origins or effects. in the northern half. Travelers must be wary of more than just
Several sages have theorized that the source of the bay’s protective the normal animals, however. Giant snakes, lizards, and beetles
magic is some greater intelligence that dwells beneath the surface also prowl the deepest sections of the forest, and a few girallons
of the water, and that this being has also somehow organized and and dire apes lead wandering packs.
trained the dolphins. A tribe of wild elves known as the Trunadar, or “star people,”
Indeed, legends have persisted for many years about a sunken calls the southern half of the Amtar home. The tribe, which
city in the middle of the bay. Many sailors have reported seeing numbers no more than five hundred adults, takes advantage of
the tops of spires in the water when the sun shines down from the relative protection offered by the Gnollwatch Mountains to
directly overhead, illuminating the crystal-clear depths. But such the south, which serve as an additional screen against the preda-
claims never indicate the same location twice, and follow-up visits tions of the Dambrathans. The Trunadar roam the central part
to search for the fabled city invariably turn up nothing. Some of the southern forest, steering clear of both the community of
believe that the city is a remnant of a long-forgotten empire that Elveswatch on the east side and the ruin known as the Gate of
once sat on dry land, and that magic gone awry submerged the Iron Fangs on the west. The tribe’s nominal leader, Ferla Treerun-
city, creating the bay in the process. Others argue that the sunken ner (CG male wild elf barbarian 8/sorcerer 6), occasionally sends
city is the home of a sinister seafaring race whose members are a raiding party to disrupt logging on the edge of the forest near
biding their time until they can attack the shores of Dambrath. the community of Elveswatch. Just as occasionally, the Crinti
In this version of the tale, the dolphins are allies of the undersea rulers of Dambrath send a force of soldiers into the forest to scare
dwellers, performing their dance and saving drowning swimmers the wild elves away. Neither side, however, is willing to engage in
just to lull the surface dwellers into a false sense of security. any true warfare on the other’s home turf.

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Several small bandit groups use the concealing growth to hide The Gnollwatch Mountains
from pursuit, and some have staked out areas along the edges of
The Gnollwatch Mountains run east and west for about 275
the forest as temporary bases. These latter groups usually hide
miles in the northern half of Dambrath, eventually giving way
out along the northern boundary of the woods, preying on the
to the Hills of the Dead Kings to the east. The Gnollwatches
caravan traffic that moves along the road between Rethmar
are not particularly tall—most peaks barely reach 9,000 feet,
and Delzimmer. A few take refuge in the eastern stretches of
and Mount Hazail, the highest point in the range, tops out at
the Amtar and range out toward the Trader’s Way. The thick,
11,512 feet. Still, since the majority of Dambrath is so close to
tangled woods make pursuit difficult at best, since the bandits
sea level, the range presents a striking contrast to the rolling
always know the paths through the endless stretches of suthwood
plains just south of it.
much better than their pursuers do.
The Gnollwatch Mountains wear a mantle of light snow for
Tandith Tornears (LE male ogre mage barbarian 5) leads one
about five months out of the year, most of it falling during the
such group of raiders—a motley collection of humans and half-
winter rainy season. The rest of the time, the copses of pine, shad-
orcs augmented by a couple of ogres. Tandith and his minions
owtop, and suthwood that dot the slopes appear as spots of dark
prowl the stretch of woods along the road between Channathgate
green against the tan mountain meadows, which are dominated by
and the Landrise. There the forest’s edge comes right up to the
short, coarse grasses similar to those on the plains below. Above
route, making ambushes easier. Folk from Three Swords have
the timberline, more of this brown grass covers the mountains’
tried in vain for several years to catch Tandith’s band, but they
smooth, rounded domes. Unlike some of the more craggy ranges
have never succeeded. They have recently petitioned the Great
in other parts of Faerûn, the Gnollwatch Mountains have been
Rift for aid, since a substantial portion of the goods stolen in
worn down over millennia by the daily rainstorms that build
these raids was either heading toward or coming from the gold
along the slopes and the incessant sea breezes that blow from
dwarves. The leaders there are presently considering a course
the south.
of action.
True to their name, the Gnollwatches are home to numerous
tribes of gnolls that dwell in cave complexes scattered along
THE GATE OF IRON FANGS their wooded slopes. For the most part, the Dambrathans living
An ancient city, its origins lost in the mists of time, stands at the
near the foothills consider the gnolls an aggravation because
southwestern tip of the Forest of Amtar. Only a few of its stones
they are aggressive, hostile, and a drain on the area’s resources.
still stand, and creepers and vines have wormed their way over
However, the few gnoll tribes that have consolidated under
and through every remnant of the city’s previous glory.
Grubash Blacksnout (LE male gnoll fighter 6), a particularly
Named for the oddly curved and menacing towers that flank
disciplined leader, have actually managed to maintain cordial
what is left of the main gate, the Gate of Iron Fangs was already a
relations with their human and Crinti counterparts. Grubash
crumbling ruin by the time the Arkaiuns migrated to this region.
coordinates hunting territories to minimize conflicts, and he has
Those few who have studied the city’s remains in detail speculate
arranged for gnolls to serve as mercenaries for the Dambrathan
that it was founded by the same culture that constructed Ilimar
nobility. In exchange for generous supplies of meat and silver
to the south, based on the similarity of the architecture and the
trinkets, gnoll mercenaries battle other gnoll tribes on behalf
gate’s resemblance to a pair of serpentine fangs. Whatever its
of powerful ranch owners and occasionally attack ranches owned
origins, however, most sensible folk avoid the place because of
by their employers’ rivals.
the dangerous creatures that call it home.
A handful of hill giants roams some of the higher slopes of
A large tribe of gnolls has claimed the site as its own and
the Gnollwatches, competing with the gnoll tribes for hunting
now uses it as a base from which to raid south and east into the
grounds. These giants occasionally stray into the Hills of the Dead
ranch country of Dambrath, and north toward Channathgate and
Kings, and sometimes into the grasslands to poach food from
Rethmar. These gnolls are much better organized than others
the human ranches. (They are fond of horseflesh and consider it
of their kind, somehow managing to strike key locations and
a delicacy.)
particularly wealthy caravans each time they raid. Most victims
A single family of storm giants maintains a well-hidden castle
of their predations believe that the gnolls are working in concert
in a particularly remote and sheltered crag near the highest peaks
with the outlaws of the Swagdar (see below), but the truth is far
of the Gnollwatches. Abinor Lashingwind (CG male storm giant
more sinister.
sorcerer 7), the head of the family, takes great pains to keep his
Several years ago, a glabrezu tanar’ri named Quinix found his
household hidden from the prying eyes of both the Dambrathans
way through a partially functioning portal from the Abyss into
in the plains and the drow below them. The hill giants know about
the subterranean levels of the city. The demon quickly gained
their rivals but leave them alone, seeing no good reason to incur
the loyalty of the gnolls via a complex web of lies liberally spiced
the larger giants’ wrath. To warn off unwanted intruders of other
with bribery. As a result, the gnolls now believe that Quinix is a
races, Abinor has taken to creating “evidence” of an immense,
direct representative of Yeenoghu, and that his presence is proof
cranky silver dragon that dwells high in the peaks, and rumors
that they are the deity’s favored servants. Quinix has since used
of this fictitious beast have spread all the way to the coast and
the erratically functioning portal to bring in a pair of vrocks,
into neighboring Luiren.
which serve as his assistants and bodyguards. The glabrezu now
A number of rich silver deposits snake through the Gnollwatch
sits deep within the bowels of the ruined city, plotting ways to
Mountains, and miners discover more new lodes every year. The
bring chaos and evil upon the surrounding lands.

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Dambrathans have made themselves wealthy digging the ore The Arkaiun people of Dambrath (now called Shebali by their
from the earth, and they have actively prospected all through Crinti rulers) proudly claim that the tombs of their dead forebears
the mountains, despite the danger from monsters and outlaws. have never been found or plundered. In truth, however, Crinti
Some of the larger mining consortiums hire competing mining adventurers have sacked several of them. The Crinti wisely keep
operations—and even less friendly gnoll tribes—to work their this tidbit of information to themselves, for fear of causing an
claims, thus ensuring maximum yield with minimum danger. uprising among the Shebali. The tomb robbers have carefully
The drow city of T’lindhet sits squarely beneath the Gnoll- smuggled whatever wonders they have found to other parts of
watch Mountains, several miles below the surface. Unlike most the world, where they could reap tidy profits from them. Still,
connections between the Underdark and the world above, the road several of the tombs lie undiscovered—no doubt protected by the
from Dambrath into the bowels of the earth is an open trade ancient magic of the Arkaiun builders.
route, since the drow have laid at least a nominal claim to the
lands of their surface counterparts. The main road connecting
the two regions winds out of Herath into the southern foothills
Rethild, the Great Swamp
along the far western end of the range, where it enters a broad The Great Swamp of Rethild pools around the base of Halruaa’s
cave. From there, the path descends through worked tunnels to East Wall, which marks the western border of Dambrath. The
the drow community. Numerous smaller roads join the route southern edge of the swamp gradually grows wetter and the
from other surface entrances, but since the drow do not use these ground less firm as it fades into the ocean. The swamp is a
secondary paths as regular thoroughfares, they make no effort sweltering place filled with moss-covered cypress and zalantar
to keep them predator-free. trees, as well as countless horrors waiting to prey on the unwary.
Few choose to venture into it, and fewer still return from its
The Hills of the Dead Kings murky interior.
The air in the Great Swamp is hot, sticky, and foul-smelling.
This region of gently sloping, grass-covered knolls was once known Most of the year, the combination of high temperatures, wretched
simply as the Hills of the Kings. Its name changed when the Arkai- humidity, and endless clouds of swarming, biting insects creates
uns were conquered by the drow and their unexpected allies, the an oppressive environment that few creatures not native to the
priestesses of Loviatar (see History of Dambrath, below). Despite place can tolerate for more than a couple of hours. Even during
their somewhat moribund name, the hills are pleasant and relatively the rainy season, when the temperature cools a few degrees, the
danger-free, except when the hill giants from the mountains to the place is still a bug-infested, sweltering steam bath. Deaths result
west wander this way. Scattered copses of pines and the occasional as often from exhaustion, sickness, and overheating as from the
shadowtop dot the grassy rises here and there, but trees are rare dangerous creatures that abound here.
in these hills. Numerous streams meander through the meadows The noxious vapors that bubble up through the water are
toward the flatter plains to the south and east. the products of decomposing matter, monstrous exudations,
A number of halflings dwell at the eastern end of the Hills and residual magic left here long ago. These odious fumes form
of the Dead Kings. Most of these hin are stronghearts who steaming clouds of pale yellow, brown, or green gas that hug the
migrated west from the Southern Lluirwood and eventually ground and drift slowly along through the trees, driven by the
found themselves beyond the borders of their native Luiren (see sluggish breezes. Some of these clouds are deadly, carrying poisons
Chapter 10 of this book). The halflings keep to themselves, living such as burnt othur fumes or diseases such as cackle fever and
in small hamlets and villages throughout the hilly region. The mindfire through the swamp.
hin rarely leave their domain, though they do maintain trade The Great Swamp is home to numerous unusual creatures,
relations with the Dambrathans to the southwest. They are also including giant versions of leeches, toads, and snakes, tribes of
more than willing to trade with any merchants who deem it bullywugs and tasloi (see page 71), and the occasional shambling
worth their while to detour off the route between Cathyr and mound. In addition, rumors abound of yet another inhabitant—a
Delzimmer. black dragon named Valraxaxath that dwells in a ruined city at the
The hills got their name because the old Arkaiun tribe heart of the swamp. These rumors are true, but the dragon hasn’t
that had settled the region (see History of Dambrath, below) been seen in almost sixty years, since it prefers to hunt far afield
preferred to bury its kings in remote tombs. Of the nine Arkaiun by means of a portal network. The name of the lost city where it
monarchs who reigned in Dambrath, seven are reputedly en- lairs is unknown, but legend holds that it was constructed by the
tombed in secret vaults deep in these hills. Only Reinhar I, same race that built Ilimar (see below), and possibly Chasolné
who died in battle in Halruaa, and Reinhar IX, who was slain (see page 134) as well.
during the battle with the drow of T’lindhet, did not receive By far the most numerous denizens of the swamp are the
such honorable resting places. Even so, at the command of lizardfolk tribes, which have united into the kingdom of Kethid
Malar the Beastlord, the Arkaiuns constructed an empty burial under Ghassis (CE male half-fiend lizardfolk sorcerer 15). Not
chamber in honor of Reinhar I, filling it with treasures and content simply to rule his kingdom, King Ghassis has taken an
setting numerous guards and wards to protect it. According interest in both the wonders and the politics of the world beyond
to legend, Malar also presented the Arkaiuns with two magic the Great Swamp. Under the leadership of his field commander
constructs—a stone lion and an iron tiger—to serve as guard- Sladdis (CE male lizardfolk fighter 12), Ghassis dispatches
ians inside this tomb. companies of lizardfolk mercenaries, known collectively as the

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Servants of the Royal Egg, to fight in distant wars. Members Ghassis has acquired three Halruaan skyships. Though his
of this company exhibit plenty of single-minded determination own subjects know about the flying vessels, the king tries to
and an intense sense of group identity, so they are valued for keep their existence a secret from the rest of the world. Most
their prowess in head-to-head combat. Their lack of initiative and of the time, they are hidden deep inside the swamp under
poor tactical sense, however, means that strong leadership and camouflage. However, King Ghassis uses them to travel the
explicit instructions are vital in achieving the desired results. length and breadth of his kingdom from time to time, or to
For the most part, Ghassis is indifferent to the fate of these deliver mercenaries to the battlefield on rare occasions. Now
mercenaries. The king of the lizardfolk is far more interested in and then, folk beyond the borders of the swamp see the lights
the wealth he can accumulate from potential employers than in of the skyships as they rise into the night. Such sightings have
seeing his subjects return safely home after an engagement. He sparked rumors about lights dancing in the skies over the Great
has no qualms about sending the Servants of the Royal Egg on Swamp, though speculation about their origins is as wild and
dangerous assignments from which they are unlikely to return, as varied as the people who have seen them. Few guesses have
though he does expect an especially lucrative deal for committing actually come close to the truth.
them to their deaths. In recent years, he has dedicated several
companies of the Servants of the Royal Egg to Tethyr’s War of ILIMAR
Reclamation, and a few to limited fighting in the Jungles of Chult. Ilimar is a split city, divided between the two ends of a portal.
Despite the popularity of lizardfolk mercenaries elsewhere, the Now crumbling ruins, these two sites are all that remains of a city
folk of Dambrath rarely call upon them to serve in battle against founded millennia ago by the sarrukh, the progenitor race that
their enemies. Because most of the nation’s strife is internal, foes created most of Faerûn’s intelligent lizard and serpent creatures,
have plenty of opportunity to offer Ghassis a better deal—and the including nagas, yuan-ti, and lizardfolk. The southern half of
Dambrathans know that he might order his minions to change Ilimar lies nestled in the hills, near the headwaters of one of the
sides during a fight for enough cash. streams that feeds the Great Swamp from the north. The northern
Possibly as payment for the services of the Servants of the half lies in the western reaches of the Gulthmere Forest, near
Illustration by Wayne England

Royal Egg, or perhaps simply through trickery or cunning, the southern shore of the Lake of the Long Arm.

The Great Swamp of Rethild is home to many creatures

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DAMBRATH

A sacred site to the lizardfolk of Rethild, the southern portion


of Ilimar is ruled by a circle of spirit nagas, whom the lizardfolk
People of Dambrath
worship as deities. These nagas know that three sarrukh lie in The female Crinti nobles who serve as the stewards of Dam-
hibernation somewhere beneath the center of southern Ilimar. brath make this nation a true rarity in Faerûn. The Crinti,
The sarrukh took great pains to ensure that they were well hidden all of whom are of racially mixed heritage, not only hold the
from potential threats, so the nagas don’t know precisely where highest social positions within Dambrathan society, but also
they are. However, they can sense the presence of their creators, consider themselves above the “lesser” races that dwell within
and they plan to be ready when their masters emerge from the the country’s borders.
depths of the ruins.
The spirit nagas use the lizardfolk as a labor force to hunt
for other lost sites from the time of the sarrukh. Upon finding
Races and Cultures
such a ruin, they excavate it for valuable artifacts that once About fifteen percent of Dambrath’s people are of mixed human,
belonged to their creators, hoping to offer these baubles as drow, and elf heritage. Most of them have at least partial drow
tokens of their continued fealty when their masters return. The blood, but generations of interbreeding among drow, half-drow,
nagas have already discovered a few such sites, including the humans, and half-elves have made it more pronounced in some
ruins of Chasolné (see Chapter 9) throughout the East Wall individuals than in others. Regardless of their precise heritage,
and the swamp. these racially mixed people are called half-drow or Crinti, and
they constitute the aristocracy of Dambrath.
The Swagdar (Outlaw Waste) Most of the humans (Shebali) are descended from the Arkaiuns
who lived here before the coming of the drow and their half-elf
The wasteland known as the Swagdar stretches from the foot- allies. Though humans make up seventy percent of the population,
hills of the East Wall to the fringes of the territory patrolled they are considered second-class citizens throughout the nation.
by Herath’s military, and from the northern edge of the Great However, this distinction is more clearly delineated in the urban
Swamp to the southern boundary of the Forest of Amtar. For centers than in the countryside, where ranch work demands more
decades, the Swagdar has been a haven for anyone who refused pragmatism and greater tolerance.
to bow down to the Crinti who rule Dambrath. Bandits, thieves, The rest of Dambrath’s population consists of halflings, gnolls,
and Shebali who escaped the rule of the Crinti roam this wide- and a smattering of other humanoids. These individuals have no
open countryside, embracing an almost nomadic lifestyle. With higher status than humans.
no single charismatic leader to unite them, the various tribes Elves other than drow are not welcome in Dambrath, and
scuffle among themselves almost as much as they do with the locals turn them away at the borders. Any such elves caught deeper
Dambrathans. For the people of this lawless region, however, in Dambrathan territory are usually captured and turned over to
the sort of dangerous freedom the Swagdar offers is better than the temples of Loviatar for entertainment purposes. Dwarves,
a life of subjugation. while not denied entry, are not truly accepted either. Most of
Many of those who come to the Swagdar are criminals those who do visit Dambrath are traders coming south down the
fleeing their pasts—or seeking a place where they can continue Trader’s Way, and they do not stay long.
their depredations outside the watchful eye of the law. Others
are loners who prefer the solitary nature of the countryside to ARKAIUNS
the more heavily settled plains of Dambrath proper. Still others, Though they are predominantly Nar, the Arkaiuns also have
claiming to be descendants of the original Arkaiuns, come here a bit of Illuskan blood, thanks to an extraordinary portal (see
to defy the overbearing Crinti and return to their ancestors’ way History of Dambrath, below, and Chapter 11) that brought their
of life. These wanderers typically worship the Beastlord, as their parent tribes together in the Council Hills region of the Eastern
forebears did centuries ago. Shaar. They migrated from that area to Dambrath more than
When the bandit raids grow intolerable, the Crinti send a millennium ago.
expeditionary forces into the Swagdar to conquer or drive off The typical Arkaiun is short and stocky, with dusky, tanned
the occupants. Thus far, their successes have been marginal at skin and raven-black hair. Occasionally, however, a child is born
best, since the nomadic people of the Swagdar can scatter at a who grows regally tall, or sports a mane of golden-blond or red
moment’s notice and hide in the hills, forest, or swamp. Once hair, like his Illuskan forebears.
the Crinti tire of chasing dust trails and return to their civilized Except for those Arkaiuns who were born and raised in the
lands, the tribes drift back and take up where they left off. heart of the coastal cities, every human in Dambrath learns to
Though the tribes of the Swagdar range freely over the ride a horse by the time he is five years old. In urban areas, most
wasteland’s open ground, they make a point of avoiding ruins Arkaiuns are laborers, craftsfolk, and artisans. In the countryside
such as Ilimar and the Gate of Iron Fangs. More than a few to the north, they serve as ranch hands on the great ranches of
bandits whose curiosity got the better of them have disappeared in the Crinti landowners.
those places, and the locals share cautionary tales over communal The Crinti do not permit humans to own land. Some few
campfires with all new residents and travelers. However, they Shebali claim their own land in the plains, but such homesteads
gleefully urge any self-assured adventurers passing through the are always in the Swagdar or elsewhere on the outskirts of the
area to seek their fortunes in such places. country, where the law exists in name only.

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Most outsiders still look upon the Arkaiuns as little more of the Spider Queen. So far, however, they do not suspect how
than barbarians, and indeed, because of their lower-class standing widespread the problem really is.
in Dambrathan society, they seem to be a rough and barbaric
people. Nonetheless, the Arkaiuns fiercely cling to a national
identity, despite (or perhaps because of) the way they have been
Life and Society
subjugated by the Crinti. The social divisions within Dambrath segregate the population
not only by race but also by gender. The loftiest positions in both
CRINTI (HALF-DROW) government and culture are reserved for female Crinti; all others
The Crinti of Dambrath come from widely varied bloodlines. Nine are viewed as inferior in some capacity. The combined influence
in ten are descended from unions between the drow of T’lindhet (see of the drow overlords and the Church of Loviatar established
below) and their human slaves or paramours. The rest can actually this unusual political and social division some five hundred years
trace their bloodlines to one of the First—the 112 half-elf priest- ago, and it has remained in place ever since.
esses of Loviatar who brokered the deal to rule Dambrath on behalf The mixed-heritage Crinti rule the land on behalf of the drow
of the drow. Known as Children of the First, these Crinti have who claim it from below. The Shebali—the human descendants of
the highest status in Dambrathan society, though their ancestry the Arkaiun horsepeople who originally roamed the land—con-
might include more human than elf or drow blood. stitute the vast majority of the citizens. In Dambrathan society,
The typical present-day Crinti has a convoluted lineage the Crinti enjoy the privileges, and the Shebali serve at their
that incorporates several different drow Houses, plus humans, pleasure.
half-drow, and occasionally a half-elf priestess of Loviatar. The But the racial separation of the citizenry is only half the
Crinti constitute Dambrath’s nobility—the ruling class that story—Dambrath is also a true matriarchal society. As in the
owns the property, runs the government, and enjoys the fruits drow civilization and the church of Loviatar, females hold the
of the land—or rather, they do so on behalf of their full-blooded reins of power in Dambrath. Though this social order is more
drow patrons. pronounced in the noble court than among the common folk,
Crinti enjoy positions of authority in Dambrath that they females maintain a position of superiority over males in most
could never attain anywhere else in Faerûn. But while they have aspects of Dambrathan culture. The fact that both the priest-
risen to the top of the social ladder on the surface world, they esses of the Maiden of Pain and the drow embraced this precept
are still little more than half-breed bumpkins in the eyes of their permitted the two groups to find a common ground on which
drow patrons beneath the Gnollwatch Mountains. Because of this to build their unusual relationship five centuries ago. Without it,
double standard, most Crinti spend their lives striving to outdo the drow claims to the surface might not have survived against
one another and to prove their worth—both to the drow they even weakened humans for long.
serve and to themselves. In the cities and at the higher levels of society, the matri-
A typical Crinti has dark gray or black skin, with silver or archal social structure is much more pronounced than it is in
white hair and eyes of almost any color known among humans the countryside. Females attain positions of power within the
or elves. Some Children of the First, however, are pale-skinned, government more frequently than males, and female Crinti are
like their human and half-elf ancestors. the only citizens permitted to function as honglath, or judges (see
Law and Order, below). Females expect males to show them every
DROW OF T’LINDHET courtesy, to walk behind them in the street, and to defer to them
The drow of T’lindhet, the subterranean city located several miles in all matters relating to intellect. Both females and males serve
below Dambrath, rarely visit the surface lands to which they lay in the military, though women hold most of the officer positions.
claim. Members of T’lindhet’s various great Houses prefer to In fact, noble families consider it a great honor for their offspring
scheme and plot against one another as they always have, leaving to serve in some branch of Dambrath’s military as officers.
the less appealing task of managing their surface holdings to their
Crinti governors. Despite their dislike of the other races involved ECONOMY
in this strange relationship, the drow have found it advantageous Despite its isolationist policies (see Politics and Power, below),
to let the Crinti control their interests on the surface and rule Dambrath trades briskly with the rest of Faerûn, and even beyond.
over the human laborers. In this way, the dark elves gain the The nation has three major exports: horses, silver, and pearls. Its
advantage of surface-world trade without the distasteful necessity other export commodities include finished wooden goods (cabinets,
of actually interacting with the plebeian creatures that make it chairs, tables, and other furniture, as well as finely crafted arrow
possible. Because of this arrangement, the road between the plains shafts) made of lumber cut from the Amtar, plus fruit harvested
of Dambrath and the caverns of T’lindhet remains open to trade, from orchards in the Hills of the Dead Kings and fish caught in
rather than serving as a battlefield between surface dwellers and the Bay of Dancing Dolphins. Because so much of the country’s
the denizens of the Underdark. population is clustered in the port towns and cities along the
The drow of T’lindhet have yet to acknowledge the Silence of coast, shipping traffic is vigorous, bringing a steady stream of
Lolth to their surface-dwelling kin, but maintaining that secret goods from other lands to citizens eager to trade.
has forced them to cede even more control of Dambrath to the So much of the plains country north of the coast is devoted to
Crinti. Moreover, whispers have begun to spread among the Crinti horse ranches that horseflesh provides the majority of the country’s
that the surface-dwelling followers of Lolth have lost the favor income. Owning a ranch on the open plains is both lucrative and

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prestigious, since the horses bred by the Crinti landowners are prized executed or subjected to a feeblemind spell and sent to work in
all along the coast of the Great Sea, as well as in other parts of the silver mines.
the world, such as Zakhara. Unsurprisingly, Dambrathan horse Only Crinti may own land in Dambrath, and inheritance is
merchants are said to be among the shrewdest in Faerûn. passed down via the female line—though not necessarily to the
Those few landed gentry who have not invested in the horse trade oldest. The local honglath, rather than the Crinti matron herself,
usually put their money into mining silver from the Gnollwatches. decides who inherits property. Often, the daughter who demon-
Mine owners often form consortiums to enhance their profitability strates the most initiative, good sense, and general aptitude for
and ensure maximum exploitation of the veins located. managing assets earns the inheritance. Occasionally, a honglath
The pearl trade provides a good living for divers all along the divides a Crinti matron’s wealth up among all her daughters. If
coast. Because of the bay’s sheltered nature and the clarity of its the matron has no daughters or granddaughters, a male child may
waters, oyster beds are both plentiful and easy to find. Thus, a inherit the property, provided that he is married. In such a case,
diver’s daily take is often valued at several hundred gold pieces. his wife immediately assumes control of the estate. If the male
Pearl traders sell many of these pearls to wealthy Crinti, who are inheritor is not married, he must take a wife so that the property
constantly working to outshine their political and social rivals can be properly passed down. A honglath often arranges the mar-
through displays of conspicuous consumption, but plenty remain riage if the matron was unable to do so before her death. More
for export. than a few Crinti males have discovered a newfound popularity
Occasionally, a diver might be fortunate enough to haul in a among eligible females when such a situation occurs.
special Dambrathan pearl. Found only in the waters of the Bay
of Dancing Dolphins—and then only rarely—these pearls have DEFENSE AND WARCRAFT
an oddly rich, blue-green hue. A Dambrathan pearl fetches five The Crinti value a strong military presence for many reasons—to
times a normal pearl’s value in Dambrath, or seven to ten times deter Shebali uprisings, to enforce Dambrath’s isolationist poli-
normal value in other trading centers. cies, and because their heritage and relationship with the drow
Though the majority of Dambrath’s trade is sea-based, a steady earn them varying degrees of enmity from other lands. Thus,
flow of caravans visits the nation from the north, arriving via Dambrath’s leaders maintain standing military forces in every
the Trader’s Way from Delzimmer. The Queen of Dambrath, major city.
in keeping with her isolationism, maintains a policy forbidding The typical community’s land-based military presence consists
caravans from coming any farther into the country than Cathyr, of one-third infantry and two-thirds cavalry. The infantry is typi-
and every single train is inspected thoroughly in Dunfeld before cally composed of light foot soldiers trained for quick movement
it can proceed farther south. This high level of security slightly over long distances rather than for heavy fighting. The amount
depresses prices for most goods, since everything must be sold in of ground they must cover and the extremely hot and unpleasant
Cathyr and then borne to other Dambrathan markets by local conditions prohibit wearing heavy armor and lugging a great deal of
merchants. Still, the business is lucrative enough that the caravan equipment about. The cavalry usually consists of two-thirds heavy
masters are more than willing to put up with the inconvenience. and one-third light (skirmishers), and the riders’ tactics reflect the
Even as part of a caravan, however, elves other than drow may need to outdistance and surround enemies in the open plains.
not enter the country. Any caught attempting entry are taken Every port larger than a village maintains a fleet of one to six
into custody and sent to the temples of Loviatar. fast-moving frigates. These warships are staffed with a number
of spellcasters to aid in tracking down and destroying pirates and
LAW AND ORDER smugglers who try to slip into the Bay of Dancing Dolphins and
For legal purposes, an individual must be able to prove that he disrupt the trade. Some of the wealthier Crinti also fund their
has at least 1/32 drow or First blood to be classified as Crinti. In own merchant fleets and retain privateers to escort them, so
practice, Crinti who have the look of drow or elves (dusky skin or that they can transport their own goods to market. Predictably,
pointed ears) receive more favorable treatment than those who rival private fleets frequently employ terror tactics—including
appear more human. piracy—on one another. Depending on the politics of the moment,
The laws of Dambrath are structured, and justice is swift and the Dambrathan port’s fleet might turn a blind eye to such acts,
often harsh. Judges known as honglath preside over trials and or it may mete out swift and harsh justice.
make all decisions regarding legal issues. Only Crinti females may
become honglath, and they guard their power as judges fiercely. RELIGION
Typically, punishments for crimes committed by Crinti consist The official religion of Dambrath is the worship of Loviatar,
of fines (except in extreme circumstances), while Shebali suffer since her priestesses provided considerable aid to the drow during
harsher penalties, such as torture at the hands of the Maiden their conquest of the Arkaiuns. Every large community has a
of Pain’s priestesses. In both cases, males typically receive more major temple dedicated to the Maiden of Pain, complete with a
severe penalties than their female counterparts. The sentence for full complement of priestesses and torture facilities. Aspects of
the most heinous crimes—horse theft, teaching a male any sort her faith pervade many elements of Dambrathan society—par-
of magic, or overstepping the jurisdiction of a honglath—is death ticularly entertainment for the masses and punishment of crimes
by slow torture in the temples. In the case of teaching magic to (including all capital punishments).
a male, the perpetrator is stripped of titles and lands, then sent Not everyone in Dambrath chooses to observe the state religion.
to the temples. The male who received the instruction is either Some Arkaiuns still secretly revere Malar, as their ancestors did

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DAMBRATH

before the coming of the drow, and more than a few displaced folk change that situation. But she is wise enough to know that there
in the Swagdar still acknowledge the Beastlord as a necessary element is little to be gained and much to be lost by confronting Ferla
of the hunt. The majority of the full-blooded drow who have chosen Treerunner in the Forest of Amtar or King Ghassis in the Great
to dwell on the surface venerate Lolth, but a very small minority of Swamp. Even chasing down the rebels hiding out in the Swagdar
both drow and Crinti choose to pay homage to Eilistraee. Loviatar’s would probably put enough strain on her forces and weaken the
clerics are willing to look the other way regarding Malar’s and country against invasion from the outside. Thus, she presents a
Lolth’s influence because of those deities’ relationships with theirs, remarkably disinterested face regarding these issues, believing
but they are less pleased with the foothold that the Lady of the that she can reduce their significance accordingly.
Dance has established in Dambrathan society.
History of Dambrath
Adventurers The history of Dambrath is a brief one. Despite its advantageous
Beyond the fact that some races are simply not welcome in the geography and relatively favorable climate, settlers took a long
country, Dambrath’s leaders frown mightily on outsiders traipsing time to arrive here from other parts of Faerûn. The nation’s
around on their lands, and they have enacted laws to prevent it. short history can be broken into two main periods: the time of
Groups that appear to be from somewhere else draw the suspicion the humans, and the time of the Crinti.
of the Crinti, who consider them trespassing merchants at best
and spies or horse thieves at worst. TIMELINE
Despite this lack of hospitality, more than a few adventurers Year Event
have risked capture to explore the ruins on the fringes of the –946 The Nar people of Shandaular flee the northern terminus
civilized lands. The most brazen of these adventurers regularly of a two-way portal in Ashanath before the nentyarch’s
attempt to reach the Great Swamp and Ilimar, and more than a few armies, leaving their king, Arkaius, behind to seal the
target the Gate of Iron Fangs, Guilmarl, and Ammathtar in their portal. The tribes, now in the Council Hills area of the
search for wealth and secrets. The Dambrathans give a token show Shaar, adopt the name Arkaiuns in honor of their fallen
of patrolling some of these areas to dissuade such intrusions, but monarch.
the expense is prohibitive and the results generally unsatisfying. 211 Year of Spoiled Splendors: Arkaiun tribes flee the Council
Hills region ahead of invading Untheric and Mulhorandi
Politics and Power armies and migrate southwest. They roam the grasslands
along the southern coast of Faerûn, eventually settling
Hasifir, the current Queen of Dambrath, can trace her bloodline along the coast of the Bay of Dancing Dolphins.
directly to the original queen, who took control with the bless- 314 Year of the Stammering Apprentice: The trade city of
ing of the drow shortly after the defeat of Reinhar IX and his Shantil (present-day Cathyr) is founded.
Arkaiun forces. Though the history of Dambrath’s Crinti royalty 385 Year of the Lady’s Gaze: Hazuth is founded.
is full of intrigue and betrayal, the same family has managed 423 Year of the Velvet Night: Several tribes of Arkaiuns
to maintain firm control of the throne for five centuries. Such skirmish over territorial rights in the Wandering War.
stability does not ensure the current queen’s safety, however. Many 467 Year of Four Winds: A hill giant dire wereape named
of Hasifir’s cousins hold seats of power throughout Dambrath, Dermos the Proud emerges from the wilderness, claiming
and more than a few of them scheme to unseat her and rule in to be a manifestation of Malar. Dermos develops a fanati-
her place. cal following and orders the slaughter of all Arkaiuns
Despite its relatively threatening posture, Dambrath is decid- who oppose him.
edly standoffish with respect to other nations. The Crinti aren’t 469 Year of the Dusty Library: Dermos the Proud and all
interested in conquering anyone else—they enjoy the creature the members of his beast cult are slain at the Ambush
comforts of home too much to go off to war. But they recognize of Blackrock Ridge.
all too well that other nations might not be convinced of their 545 Year of the Pernicon: A warchief named Reinhar unites
disinterest, particularly because of Dambrath’s relationship with the various Arkaiun tribes into a single nation, thereby
the drow of T’lindhet. Thus, they find it necessary to maintain a founding the kingdom of Dambrath. Reinhar names
reasonable military force to dissuade those nations from acting himself King Reinhar I.
on their fears. 546 Year of the Rusted Sabre: Dambrath invades and conquers
For their part, the drow of T’lindhet feel the same way. They Luiren and subjugates its halfling population.
have more than enough business to occupy their energies in the 551 Year of the Barren Chamber: Reinhar I conquers
Underdark without worrying about the goings-on above, much Estagund.
less the happenings beyond Dambrath’s borders. As long as the 552 Year of the Dead: Dambrath conquers Var the Golden.
Crinti continue to manage Dambrath’s affairs effectively and 553 Year of the Gnashing Tooth: Dambrath invades Durpar
keep a steady flow of goods passing between the surface and the and sacks several coastal cities, then invades Halruaa and
Underdark, the dark elves are happy. occupies several Halruaan cities.
Queen Hasifir realizes that the Crinti are not the sole bas- 554 Year of Waving Wheat: King Reinhar I is defeated and
tion of power in Dambrath, and she would like very much to slain in battle by the Halruaan wizard Mycontil at

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DAMBRATH

Sulaziir. The old king’s son, Reinhar II, leads the army 1040 Year of the Lion’s Heart: Cathakay, Filina’s daughter,
in retreat to Dambrath. bribes her mother’s newest paramour to murder the
600 Year of Fire and Frost: Reinhar III and his two sons are queen, then takes her place on the throne.
slain by giants while hunting in the Gnollwatches. After 1094 Year of the Crested Thrush: Cathakay engages a gold
a brief succession war, Reinhar III’s nephew is crowned wyrm in battle above the Hills of Dead Kings and the
King Reinhar IV. two slay one another. The queen’s niece, Melinith, takes
617 Year of the Needless Slaughter: A mysterious bloating the crown.
sickness kills one in ten Arkaiuns, including Reinhar 1116 Year of the Empty Scabbard: The Dambrathan navy
IV. corners and defeats a large fleet of pirates off the coast
647 Year of the Wayward Heart: Reinhar VI ascends the of Timarl. Thirteen ships filled with stolen goods go
throne of Dambrath. down in waters more than 200 feet deep.
716 Year of Reaching Regret: Silver is discovered in the 1174 Year of the Agate Hammer: Dambrath conducts a series
Gnollwatch Mountains. The population of Herath triples of raids along the coast of the Great Sea, attacking and
in a year’s time. plundering the coastal cities of Estagund, Durpar, and
802 Year of the Patchworked Peace: Miners digging for Veldorn.
silver in the Gnollwatches just north of Herath break 1213 Year of the Night’s Peace: After a series of mishaps results
through into the Underdark and discover the drow city in numerous defeats at sea, Queen Melinith recalls her
of T’lindhet. The drow, angered at this perceived invasion, navy and institutes a policy of isolationism for Dambrath
kill the miners and begin raiding the towns and villages that continues today.
around the mine entrance. 1215 Year of Starlight: Queen Melinith dies of old age, and
803 Year of the Reaching Hand: King Reinhar IX orders her daughter Ausitil assumes the throne. This event
an expeditionary force into the mines to take the battle marks the first peaceful succession in the history of the
to the drow homeland. The attack is a disaster, and the Crinti.
humans are quickly driven back to the surface. 1275 Year of the Blade: Queen Ausitil dies in her sleep. The
808 Year of the Crescent Moon: T’lindhet drow kill nearly five country is without a queen for thirteen days while
thousand human troops in the Battle of the Shadowed Yenandra, the recognized heir to the throne, is magically
Vale, just north of Herath. unreachable at sea. Upon her return, Yenandra slays two
817 Year of the Deadly Torch: More than fifteen hundred cousins who are also active contenders for the throne and
drow are slain by wild elves in the southern fringes of is immediately crowned queen.
the Forest of Amtar after retreating there from a larger 1313 Year of the Shattered Oak: Valraxaxath, a black dragon
force of human cavalry. dwelling in the Great Swamp, rises and terrorizes the coun-
819 Year of the Mendacious Page: Drow overrun the city of tryside for four days and nights before vanishing again.
Herath. 1356 Year of the Worm: Queen Yenandra, suffering the ravages
822 Year of the Wizard’s Chalice: Prastuil falls to the drow. of old age and disease, is willingly transformed into a
825 Year of the Silver Flagon: The drow take the cities of spectral guardian by her wizard daughter Hasifir and
Luenath and Maarlith. several drow sorcerers. Hasifir assumes the throne.
830 Year of the Ambitious Proposal: The drow besiege the 1373 Year of Rogue Dragons (current year).
city of Shantil, trapping King Reinhar and his army on

831
the peninsula to the south of the city.
Year of the Deceptive Tongue: Betrayed by their allies,
Government
the half-elf priestesses of Loviatar, the Arkaiun people Dambrath is a matriarchal society ruled by a queen who also
are defeated at the Battle of Crimar. Cathyr, the High serves as the High Priestess of the Temple of Loviatar. The queen
Priestess of Loviatar, slays Reinhar IX. The priestesses selects Crinti nobles to fill the other posts within the national
agree to rule Dambrath on behalf of the drow. Cathyr government, including but not limited to the honglath (judges),
renames the capital city in her own honor and becomes the commanders of the military, and the senior priestesses of
the first Queen of Dambrath. Loviatar’s temples in other cities.
973 Year of the Emptied Lair: A horde of Crinti shadow The current Queen of Dambrath is Hasifir Hazm’cri (LE
marauders rides through the Nath Pass to raid towns female half-drow wizard 12/cleric 4 of Loviatar), who—in defiance
in Halruaa, sparking a series of skirmishes between the of custom—was a powerful wizard rather than a high cleric of
two countries that lasts four years. Loviatar when she took the throne. Her selection came as a sur-
1023 Year of the Wandering Wyvern: Raiders from Estagund prise to her subjects, who fully expected her mother Yenandra (LE
attempt an invasion, landing near Darmesh and march- female half-drow rogue 3/cleric 10 of Loviatar/scourge maiden
ing west along the peninsula. Dambrathan forces defeat 3), the so-called “Pirate Queen,” to name one of Hasifir’s sisters
them easily near Hethar. as successor, since both were clerics who shared their mother’s
1035 Year of Falling Stars: Filina, the queen’s daughter, taste for sailing and pillage. But Yenandra was visibly failing from
slays Cathyr in her sleep and assumes the throne of both old age and a wasting disease that baffled Dambrath’s clerics.
Dambrath. In exchange for the throne, Hasifir offered her mother a spell

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DAMBRATH

that would allow her to choose the manner and time of her own official stance of neutrality, Dambrathan privateers sometimes
death, bind her to the land she had ruled for so long, and weave prey on Halruaan merchant ships, and Crinti shadow maraud-
her name into undying legend. ers regularly ride into the Nath to harass and raid Halruaan
With the help of a circle of drow sorcerers and the blessing of citizens there. Yenandra sent emissaries to Halarahh on more
Loviatar, Hasifir transformed Yenandra and her favorite horse than occasion to assuage the wizards’ concerns, but she secretly
into a spectral guardian and a nightmare, respectively. Now, enjoyed watching them bristle and bluster about her lack of
during the dark of the moon, the people of Dambrath often control over her own people.
report seeing a beautiful Crinti rider and her horse, their eyes Since Queen Hasifir’s ascension to the throne, the Halruaan
glowing with red light, moving soundlessly across the countryside. wizards have grown more concerned about invasion because of
Now called the Nightmare Queen, Yenandra is both loved and her intense interest in magic. Rumors suggest that she plans
feared, as she was during life, and the red lights of her eyes have to unleash new spells upon her western neighbor, including
become a common sight in Dambrath. some acquired from drow sorcerers, to gain access to the fabled
Upon taking the throne, Hasifir was forced to accept the role Halruaan magic. Worse still, some of the more ambitious and
of High Priestess of Loviatar as well as the crown. Thus, she unscrupulous members of Halruaa’s growing cult of Shar have
began clerical training and has proven an apt enough student, begun to wonder whether Crinti magic might speed their ascent
though she has to rely heavily on advisors within Loviatar’s to power. Though all Halruaans are insular and somewhat xe-
church to perform the more important ceremonies until she is nophobic, the corrupting influence of the Shadow Weave might
proficient enough to do them herself. Thus, her clerical advisors sway the emerging sorcerers in their midst to seek dangerous new
wield considerably more political power than Loviatar’s secondary alliances with their Crinti neighbors.
priestesses normally would.
Crinti duchesses and baronesses hold traditional and hereditary WILD ELVES
seats of power in Dambrath’s various cities, ruling the urban cen- The wild elves living in the Forest of Amtar constitute Dam-
ters and the lands around them with the support of the honglath brath’s only stable elf population. The Trunadar are dedicated
and the local temple of Loviatar. Though the honglath hold trials to battling the drow of T’lindhet to ensure that the forest never
and pass judgment on criminals, the duchesses and the temple falls to the dark elves the way the rest of Dambrath has.
are responsible for enforcing those rulings and meting out the Though few other elves have any interest in setting foot inside
punishments. In Dambrath, governmental processes are tightly the country’s borders, they would not be sorry to see its Crinti
intertwined with the tenets of the Maiden of Pain’s faith—each power structure crumble into ruin. But the elves returning from
compliments and supports the other across many facets of daily the Retreat have little interest in moving against Dambrath
life. The three components of the political structure—the nobility, directly, since they have far too many other crises to contend
the honglath, and the temples—function as a set of checks and with (such as the drow invasion of Cormanthor). However, if the
balances for one another. Because the queen derives her power from Arkaiuns were to rise up against their oppressors, more than a few
the support of these groups, she takes care to ensure that she has elf adventurers might be willing to aid the cause of freedom.
the full backing of at least two of them on any given issue.

Enemies
Cities and Sites
Most of Dambrath’s population lives in the various cities, towns,
From the Crinti’s point of view, just about every other government and villages along the coast. Almost every community of any
or power center in southern Faerûn is a potential enemy—if for no size on the Bay of Dancing Dolphins is a port, and more traffic
other reason than the general hatred of drow and their kin that occurs by boat than on foot among these settlements. Every
pervades most of Faerûn. However, this xenophobia has waned to harbor is filled with fishing boats, and substantial markets on
some degree with Dambrath’s emergence as a valued trade partner shore handle the incoming and outgoing trade goods. Each of the
in both sea and land commerce. Because of this commercial poten- larger port cities features a sizable stockyard, where the prized
tial and the fact that Dambrath has shown no signs of hostility in horses from the ranches await their sale to merchants, who in
a number of decades, a cautious peace reigns between Dambrath turn ship them to far-off ports.
and its neighbors. Still, the chance of sudden conflict keeps the The rest of Dambrath’s citizens reside on the ranches scat-
leaders of each country eying the others nervously. tered across the plains or in the mining camps nestled along the
south side of the Gnollwatch range. Each ranch is a sprawling,
HALRUAA self-sufficient community that includes a main manor house for
Of all the nations with which Dambrath has engaged in the Crinti owners, barracks for the ranch hands, a smithy/armory
armed conflict in the past, its neighbor to the west is perhaps for ironworking, numerous barns and grain storage buildings,
the least willing to believe that the Crinti desire peace. The and several corrals. These buildings are surrounded by thousands
Halruaan wizards are suspicious already because of their keen and thousands of acres of open grassland, where herds of horses
fear of invasion by nations greedy for their magic, but they run. The proprietor of the smallest such ranch might own a
particularly distrust Dambrath, since both the Crinti and the herd numbering close to a hundred, while the wealthiest Crinti
Arkaiuns before them have given the wizards good reason to rancher might own a dozen or more separate ranches, each with
doubt that peace can hold. Even today, despite Queen Hasifir’s several thousand horses.

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Cathyr (Metropolis) Limbiya, NG female half-drow cleric 9 of Eilistraee (leading


priestess of Eilistraee’s followers within the city); Rimala Grevos,
Somewhat surprisingly, the capital city of Dambrath does not
LN female half-drow fighter 6/evoker 7 (commander of the city
sit on the Bay of Dancing Dolphins, but rather just east of its
garrison).
mouth, on the shore of a smaller bay along the coast. Cathyr
City Garrison: Fighter 9, fighter 8 (2), fighter 7, fighter 6 (5),
marks the southern end of the Trader’s Way, which runs almost
fighter 5 (13), fighter 4 (21), fighter 3 (122), fighter 2 (312),
due north up the eastern side of the country toward Delzim-
fighter 1 (457), fighter 3/evoker 3, fighter 5/wizard 5, fighter
mer. Formerly known as Shantil, Cathyr is perhaps the most
2/wizard 1 (8), fighter 1/wizard 1 (7), warrior 7 (3), warrior 6
cosmopolitan city in Dambrath. Indeed, the right amount of
(7), warrior 5 (19), warrior 4 (32), warrior 3 (217), warrior 2
coin can buy almost anything here.
(316), warrior 1 (382), wizard 8 (3), wizard 5 (4), wizard 4 (11),
Thick, solid stone walls surround Cathyr, but the gates are
wizard 3 (24), wizard 2 (36).
seldom closed. The marketplace actually sits outside the walls to
the north of the city, since the stockyards where horse trading
occurs take up far too much space to be contained inside. In fact, Herath (Large City)
caravans arriving from the Trader’s Way must stop in the mar-
Located at the headwaters of the River Dambron, Herath boasts
ketplace, and their wagons may not enter the city proper, though
a population of nearly 18,000, making it the third-largest city
caravan personnel who are not elves can do so—for a fee.
in Dambrath. The city’s economy centers around the silver
The queen’s palace sits near the center of the city, surrounded
mined in the mountains just to the north, as well as a lively
on all sides by broad green parks. On one side of the palace is
smithing trade. Most of the nation’s dwarves reside in Herath,
the nation’s largest temple to Loviatar; on the other is a slightly
where they earn top coin for their smithing work. A number
less august temple dedicated to Lolth. This latter temple sports
of human smiths have also made names for themselves here.
flying buttresses shaped to resemble spider legs, and its main
So good are the smiths of Herath that they equip most of
entrance is carved to resemble a spider’s head and mouth.
Dambrath’s armed forces.
The inner city is a crowded, bustling, aromatic place. The
Selanith L’baros (LE female half-drow aristocrat 13), the
smells of hay and horse manure permeate the air, since the nobles
baroness of Herath, is a cruel woman with a fondness for games
maintain several hundred stabled horses here. The wealthy live
and contests that end in death. The city arena offers regular
in roomy townhomes that rise two to three stories up from the
events designed to sate the baroness’s unusual tastes. Selanith
wide streets of their neighborhoods, most of which are located on
is Queen Hasifir’s third cousin, and like many Crinti related to
the west side of the city. Most of Cathyr’s poor crowd together in
royalty, she hopes that someone in her family (preferably herself)
the eastern section of town, closer to the docks. Some, however,
will one day sit on the throne. But although she is ambitious, she
dwell outside the city walls in hovels that stretch southward along
is also realistic; she has only 1/32 drow blood, and her features
the coast in a wide band. In this area, sharecropping farmers
resemble those of a human far more than a dark elf. Still, she
who work land owned by the Crinti provide much of the food
was shrewd enough to take a male drow as her consort, so her
for the folk living inside the city walls. Legally speaking, these
daughters should all be quite eligible for the crown should the
human and humanoid workers are indentured debtors and minor
opportunity ever arise.
criminals who can earn their own freedom with years of hard
labor in the fields of their Crinti mistresses, but in practice they
are little more than slaves. Maarlith (Metropolis)
Cathyr maintains a garrison of 2,000 troops to keep order in
Like its sister city Cathyr to the east, Maarlith is one of the
the city, battle invaders, or overcome monsters that threaten the
busiest trade ports in Dambrath, though its population is only
populace. This military force is roughly two-thirds cavalry and
a bit more than three-quarters that of the capital. Since foreign
one-third foot soldiers. The garrison is commanded by Rimala
trade caravans can’t venture any deeper into Dambrath than
Grevos (LN female half-drow fighter 6/evoker 7), a competent
Cathyr, Maarlith has become the dispersal point for most of
leader who also happens to be a Daughter of the First, though
the trade goods destined for the interior of the country, almost
she has little political ambition.
all of which arrive here by ship. Much of the city’s business
In addition to this land force, Cathyr maintains a fleet of
district is occupied by Crinti trading costers whose sole business is
twelve warships. Half of these vessels are out patrolling the waters
transporting needed goods and luxury items inland to the other
near the city at any given time, while the rest are positioned to
towns, villages, and ranches. In addition to the ships carrying
defend the port.
goods from elsewhere along the coast, the city’s docks are crowded
Cathyr (Metropolis): Conventional; AL LE; 100,000 gp limit;
with oceangoing vessels bringing trade items from other lands
Assets 211,870,000 gp; Population 42,374; Mixed (human 74%,
and loading up with goods for export. Like Cathyr, Maarlith
Crinti 15%, drow 5%, halfling 3%, gnoll 2%, half-orc 1%).
maintains huge stockyards just outside its walls, where many of
Authority Figures: Hasifir Hazm’cri, LE female half-drow
the ranchers house the horses they intend to sell.
wizard 12/cleric 4 of Loviatar (Queen of Dambrath and High
The baroness of Maarlith, Jofiine Dulare (LE female half-
Priestess of Loviatar).
drow fighter 7/Crinti shadow marauder 5), spent much of her
Important Characters: Chaladra Sse’blis, CE female drow cleric
pampered youth becoming an expert horsewoman, and she rode
14 of Lolth (High Priestess of the Temple of Lolth); Nuriel
about the countryside with a small following of friends whenever

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DAMBRATH
Illustration by Rick Sardinha

The Temple of Lolth in Cathyr

she pleased. She even ventured into the Nath region of Halruaa its small, sheltered harbor and the orange glow of its nighttime
several times to raid the villages there, just for the fun of it. fires, no one would know the town existed, since its buildings are
Jofiine inherited the rulership of Maarlith after she and several hidden from sight.
of her friends bribed the house guard, kidnapped her mother Though Purl is nominally under the jurisdiction of Dambrath’s
while she was vacationing at one of her numerous ranches, and matriarchy, the Crinti completely ignore it. The village has no
then hunted her down for sport. laws—only the understanding that no one rules anyone else.
Fights are not just common, they are part of the attraction, and
Purl (Village) more than a few unlucky souls wind up dead each night when
the carousing gets too rowdy.
The name of this pirate haven on the coast of the Great Sea
is a bastardization of “pearl,” the gem that many of its visitors
use to pay their expenses. Nestled among the hills, the village is
T’lindhet (Small City)
half hidden from both the sea to the south and the rest of the The drow living below the Gnollwatch Mountains might have
country to the north. In reality, Purl is little more than a shanty a valid claim to the lands of Dambrath, but few of them ever
town—a fetid collection of brothels, beer halls, flophouses, and venture forth from the more pleasant, shadowy confines of their
gambling dens. Its merchants cater to the less savory types who home city. With a population of slightly more than 9,000 drow
make their livings aboard the corsairs’ ships and privateers’ vessels and slaves, T’lindhet is somewhat small compared to many of
that sail the high seas around Dambrath. its sister cities in the Underdark. Still, it can be a formidable
Most of Purl’s visitors are grizzled veterans of the sea, though opponent, as the Arkaiuns discovered half a millennium ago.
not all are independent fortune-hunters. In fact, at least half the The city proper is situated atop an immense plateau inside
sailors in port at any one time are in the service of one or another an elongated cavern about 3 miles below the surface. A great
of the Crinti nobles, though the seadogs themselves might not even underground river flows through the cavern, parting at the base
realize that they work for someone other than their captains. of the plateau into two streams that skirt the sides of the rise
With a population just a little above 400, Purl is large enough before rejoining on the opposite end. On the cavern floor, beyond
to cater to every visitor’s tastes, yet small enough to be beneath the protection of the plateau, the drow have established a separate
most folks’ notice. In fact, were it not for the ships that anchor in market village right at the end of the trade route that emerges

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DAMBRATH

near Herath. Within this area, merchants from the surface and do take up the adventuring life are mostly humans or Crinti.
elsewhere in the Underdark congregate to ply their trade. As a Human adventurers are either Arkaiuns seeking a better life
result of this unusual proximity to a permanent commercial site, outside the oppression of their Crinti mistresses, or the offspring
the drow of T’lindhet enjoy a variety of goods from all over of outlaws from the Swagdar. Most of the Crinti who choose
Faerûn at better than reasonable prices. this path are simply dissatisfied with their lives as pampered
T’lindhet boasts fourteen great drow Houses, which languidly nobles, but a few take up adventuring because they feel that
vie for control of both the city and the lands above. Since their their more humanlike visages prevent them from gaining
conquest of Dambrath, the drow of T’lindhet have fallen into a prestige within the ranks of the nobility. Regardless of their
rather placid state of comfort. Seemingly content to enjoy their race, males often have a strong desire to escape the oppression
accumulated wealth, they display little of the ambition that drives they face in Dambrath. Lizardfolk characters might leave the
other drow. Perhaps the drow of T’lindhet have grown soft, but Great Swamp and strike out on their own, and occasionally a
with the increased creature comforts that their trading acumen half-orc or gnoll who has grown tired of life as a bodyguard
has bought, they see little reason to play such destructive games or sellsword might be ready to leave Dambrath in search of
of maneuver and countermaneuver. They have not completely something more.
abandoned their drow ways—certainly the members of every The regions from Chapter 1 suitable for Dambrathan charac-
House enjoy the spectacle of rival siblings struggling for control ters include the Forest of Amtar region and the Rethild region.
of the estate, and occasionally an opportunity for one House to Of the prestige classes in Chapter 2, the Crinti shadow marauder,
bring another low is too ripe to pass up. All in all, however, the the scourge maiden, and the Great Sea corsair are all designed
citizens of T’lindhet would rather partake of the fruits of the for characters originating from Dambrath.
lesser races’ labors than struggle to advance themselves. The monsters from Chapter 5 frequently found in Dam-
brath include the beguiler, the dark tree, the mantimera, the
Heroes and Monsters tall mouther, and the tasloi. Other creatures commonly found
in the country include gnolls, various giants, lizardfolk, nagas,

Illustration by Cark Frank


Despite its busy commerce and growing population, Dambrath and drow.
produces surprisingly few adventurers. Those rare characters who

A typical night in Purl

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D urpar, Estagund, and Var the Golden, the three
trading nations collectively known as the Shin-
ing Lands, sprawl around the large bay known
as the Golden Water, just off the Great Sea. These balmy countries
soak up the warmth of the southern sun at what most folk consider
to be the extreme southeastern end of Faerûn. Many assume that
the Shining Lands mark the end of the civilized world, since all that Flat, sun-baked plains suitable for growing crops such as wheat,
lies beyond the bay is the Utter East—a collection of lands known coffee, and warm-weather vegetables dominate the Shining Lands.
to most of Faerûn only through legends too fantastic to be believed. Where the land hasn’t been tamed, the countryside consists of endless
Some claim that the Shining Lands have taken on many of the miles of gently undulating ground covered with coarse grass, cactus,
strange characteristics of their more bizarre eastern neighbors and and the occasional copse of squat, thorny trees. Dry gullies break
as such are hardly recognizable as part of Faerûn at all. up the terrain from time to time, but otherwise, the only limit to
Though Durpar, Estagund, and Var the Golden differ in their line of sight in this part of the world is the next distant rise.
forms of government and internal operations, all three champion Civilization in the Shining Lands clusters around the available
trade as a way of life. Merchant consortiums known as chakas water. Towns and cities hug the coast of the bay and the banks of
provide products and services, and their leaders, known as nawabs, any rivers large enough to continue flowing in the hottest, driest
hold both political and economic power. All three nations also part of the summer. The areas farther inland are much more
embrace the Adama, a combination of a religious belief and a thinly populated, despite the generally pleasant conditions. Few
code of conduct that guides citizens in their daily lives. humanoids live in any of the mountain ranges in and around the
Shining Lands, since the monsters that claim the slopes fight
Geographic Overview fiercely for the limited food supplies there.
The weather in the Shining Lands is hot almost all year. The
The Shining Lands stretch for nearly 500 miles, from the very area gets plenty of sunshine and most of the country (with the
end of the Toadsquat Mountains and the Lluirwood eastward exception of the Great Sea’s coastline) experiences a mild rainy
to the nation of Ulgarth. From the Great Sea, which marks season. On most days, steady breezes blowing off the ocean cool
the southern boundaries of Estagund and Var the Golden, the the land along the coast, making the temperature bearable once
territory rises gently until it reaches the southern slopes of the the sun slips low in the west. Inland, the breezes gently billow
Dustwall, covering a distance of nearly 250 miles. Estagund through the waving wheat, making the land seem like a great,
occupies the western part of the plains, while Var the Golden dun-colored ocean. During droughts, the winds in the plain
extends out onto the peninsula on the south side of the Golden occasionally stir up great dust clouds that hamper travel.
Water. Durpar hugs the bay along its southwestern, western,
and northern sides, occupying a narrow, horseshoe-shaped strip
of land between the water and two mountain ranges. Though
Major Geographic
technically not considered part of the Shining Lands, Veldorn
(which is known as the Land of Monsters) sits closer to those
Eigenschaften
three countries than perhaps any other region. It occupies the Because most of the region consists of flat, grain-covered plains,
grassy stretch of land just north of Estagund, wedged between the unusual physical features of the Shining Lands stand out all
the eastern limit of the Shaar and the Giant’s Belt Mountains. the more prominently. Some of these features serve as barriers

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ESTAGUND AND THE SHINING LANDS

along the borders, while others simply rise up from the midst of The Curna Mountains
the land like beacons.
This rather small range is sometimes known as the Bluetips or
the Mountains of Wisdom. These mountains stretch along the
The Aerilpar Forest northern coast of eastern Estagund and western Var, forming a
barrier between those two nations and the Golden Water to the
Known also as the Wood of Dark Trees, this small but dense tropical
north. As mountains go, the Bluetips are short and well worn, with
forest is a gloomy, dangerous blight on an already monster-infested
far more gentle, grassy meadows and slopes than jagged outcrop-
region—the far eastern section of Veldorn. The wood fits well with
pings of rock. The tangled copses of suth trees that dot the slopes
the rest of the Land of Monsters, since few who enter its steamy
of the mountains occasionally make travel quite difficult.
depths ever return. Despite the Aerilpar’s reputation, more than a
Despite their unimposing appearance, few venture into the
few brave explorers have attempted to navigate it, seeking the many
Curna Mountains because the range has always been home to
treasures hinted at by rumors that circulate in other lands.
a number of fell beasts. In fact, when the Durpari barbarians
The two biggest threats within the Aerilpar Forest are the
first began to settle the Shining Lands, they referred to the
flying snakes and the dark trees (see page 62). Both of these
northwestern end of the range as the Beastlands because of the
creatures abound within the woods, somehow coexisting while
surprising number of deadly creatures that swarmed down out
making the area extremely dangerous for other creatures. In
of the lowest passes to harass them. Later, after the Durpari
addition, a mated pair of chimeras has established a comfortable
had developed a more sedentary lifestyle, the creatures of the
nest near the middle of the forest. Each has a black dragon head,
mountains preyed upon their trading caravans.
and the two have trained a few of the native acid snakes to serve
Modern-day sages have speculated that some unnatural feature
as guard pets near the handful of eggs the female has laid.
hidden within the mountains (a portal, perhaps, or some magi-
In the very center of the forest, a 40-foot-diameter, 4-foot-
cal monster-generating horror) must have caused this unusual
high, circular stone wall sits in a clearing, with tree branches
concentration of monsters. The tales and stories, along with the
growing right up to it, but not over the top. Inside the wall, a steep,
few sketchy records that exist, seem to indicate a far greater rate

Illustration by Jason Engle


grass-covered hill rises to a central peak more than 30 feet high.
of population growth than normal, given the types of creatures
A hallow spell and a permanent Mordenkainen’s private sanctum
present and the available food. Regardless of the speculation, no
spell protect the entire area inside the wall. Needless to say, the
one has ever discovered any anomaly hidden in the mountains
creatures of the forest stay clear of this mysterious mound.

The Aerilpar Forest isn’t a safe place for travelers


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Raurin

620_17929_Ch8.indd 111
TH
The Dust Desert
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URPAR
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111
Vaelan The Golden Water Sandrun
CU
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Pyratar Myrmyr
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ESTAGUND AND THE SHINING LANDS

CURNA D EN Kelazzan

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0 scale in miles 30
The Great Sea

8/2/04 2:18:57 PM
ESTAGUND AND THE SHINING LANDS

that could possibly bring about such a situation, and the influx of support such numbers. Still, when a gray orc horde descends
new monsters has dropped considerably from what it was centuries upon the plains of Durpar to raid, its numbers sometimes equal
ago. Currently, a number of leucrottas roam the lower slopes of the population of a small town. Folk living near the gray orcs’
the Curnas, occasionally wandering down toward human settle- hunting range are ever watchful for attacks. Recent reports have
ments to prey on shepherds and travelers who stray too far from indicated that a few rakshasas might be settling in among the
safety. A mated pair of rocs that lives among the highest peaks gray orcs, planning to bring them to heel and forge an empire
feasts primarily on the leucrottas, though the two occasionally in the lowlands after the humans have been vanquished.
soar out over the bay to fish for sharks, dolphins, or marlins. In addition to the gray orcs, the Dustwall range supports
A true menace dwells in a cave complex high in the eastern wyverns and various kinds of giantkin, including ogres, cyclopes
end of the range, just southeast of Ormpé. Zesilias (LE medusa (see page 64), stone giants, and hill giants, as well as a few storm
sorcerer 5), who has a thirst for magic, hides in the mountains giants. Also, rumor has it that a frost giant clan dwells high
with her manticore companion. The two work together to gain among the peaks, where the snows last year-round. No one is
treasures and magic items to feed Zesilias’s habit. The manticore certain how the frost giants could have gotten there when the
wears an amulet of proof against petrification (see page 55) that climate in the lowlands around the mountains is so hot, but the
allows it to remain with the medusa without risking the effects of rumors persist nonetheless.
her gaze. Zesilias and her pet prey on the citizens of the coastal
communities just north of the mountains, often venturing forth THE GIANT’S BELT
in disguises (magical and otherwise) in search of more magic. Like the Dustwall, the Giant’s Belt range forms an impressive and
Despite the dangers of the mountains, some dwarves recently desolate barrier between the lowland plains of the Shining South
formed a merchant house (the Gemstone Chaka) in Ormpé after and Raurin. Actually a continuation of the Dustwall, the Giant’s
discovering a motherlode of emeralds there. Known as Curna Belt range is nearly as high, and just as rocky and crag-filled. The
emeralds, these stones have an unusual mineral property that Giant’s Belt juts up suddenly and steeply from the grasslands of
causes their centers to give off a turquoise glow when cut properly. Veldorn, looking all the more forbidding because of the drastic
The chaka jealously guards the location of its mine, but rumors change in elevation.
around Ormpé have hinted that the dwarves discovered an ancient The Giant’s Belt is aptly named because the rubble-strewn
map in the city’s great library that led them to the emerald veins. slopes of its mountains support a large and well-organized
The discovery of the Curna emeralds has made the Gemstone clan of hill giants led by a particularly crafty and disagree-
Chaka quite wealthy in a short period of time, and its members able specimen named Gruzog Granitejaw (CN male hill giant
have gained considerable political clout. In fact, the head of the druid 5/runecaster 5). Gruzog has recently joined with the other
Gemstone Chaka now holds a seat on the Nawab Council of beast-chieftains of Veldorn in a mutual assistance pact. His clan
Durpar and was instrumental in the decision to relocate the skirmishes occasionally with the stone giants that live in the far
capital from Heldapan to Vaelan (see Politics and Power). northern end of the range.

The Dustwall The Golden Water


The mountain range known as the Dustwall has many names, This tranquil bay forms the coastline for the majority of the
including the Mountains of War, the Mountains of Adama, and Shining Lands. Protected from the harsher ravages of the sea
the Gryphon Mountains. Among the tallest mountain ranges by both land and barrier reef, the waters of this sheltered inlet
in Faerûn, the Dustwall forms a high, forbidding barrier that are unusually calm and clear. The fishing in the Golden Water
separates Durpar from the Raurin Desert. Unlike the Curnas, is sublime, and the daily catch keeps almost every table in the
these mountains are raw, rough, and towering. Most peaks along coastal settlements supplied with fresh seafood. At any given
the highest central ridge easily reach 15,000 feet, and Adama’s moment, scores of trading ships and naval vessels are visible from
Wrath, the highest point, tops 22,000 feet. any point along the surface of the bay. Some of these ships carry
These harsh, treacherous mountains form an effective barrier cargo to the various ports along the shore; others keep watch for
against the raging dust storms that pervade the Raurin on the far creatures that could menace the shipping.
side of the range. Legend has it that the Dustwall rose during the The Golden Water contains certain minerals that give off a
cataclysm that destroyed the ancient Raurin Empire, and anyone warm, golden hue when struck by the light of the rising or setting
who views the range harbors little doubt as to the authenticity of sun. This phenomenon is what originally gave both the bay and
that tale. The Dustwall is rocky and steep, etched with gorges and the Shining Lands their names, though now, most Faerûnians
deadfalls all across its length. The hills that abut the mountains associate these monikers with the locals’ love of trade and the
are jagged, scree-covered ridges, the intervening valleys choked gold it brings them.
with rocky outcroppings and thorny brush. Little vegetation grows Most of the sea creatures that dwell in the Golden Water
in the Dustwall range, except for the hardiest scrub growth. are peaceful, though schools of sharks sometimes disrupt the
Despite its forbidding nature, the Dustwall swarms with gray pearl-diving and coral-gathering operations. The aquatic elf city
orcs. Some say that the total number of these creatures exceeds called Nemilar sits at the bottom of the bay in the middle of its
the population of the Shining Lands as a whole, though others expanse, just northeast of Ormpé. Several years ago, a fanatical
reject such a claim, pointing to the lack of available food to aquatic elf druid named Di’lishae Lheilos (N male aquatic elf

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ESTAGUND AND THE SHINING LANDS

druid 12 of Deep Sashelas), used the awaken spell to give a giant The wasteland now known as the Dust Desert of Raurin is the
octopus sentience. He hoped to gain the creature’s aid in stopping result of those deities’ dreadful vengeance.
the destruction of the coral reefs by nearby humans, who regularly Terrible sandstorms ravage the blasted land where Imaskar
harvested chunks of the coral to make jewelry. The octopus, who once stood, tearing at the ground, the foothills, and the few
took the name Slulushtup, gladly provided the aid requested, but creatures bold enough to make their homes here. Lightning and
it was not enough to stop the humans’ depredations. Afterward, thunder rage back and forth across the featureless flatlands, but
the octopus studied Di’lishae’s ways and eventually embraced the no rain ever falls. Clouds of dust swirl and buffet everything in
druidic path himself. Now Slulushtup (N male awakened giant their path, preventing even small piles of stones from remaining
octopus druid 9 of Deep Sashelas) has taken up residence near intact for long.
the chain of islands that divides the eastern half of the bay from A scant few creatures find the lashing wind and tearing, blowing
the western half. He has begun using his own awaken spells to sand to their liking. Both blue and brown dragons are fond of the
create a cadre of intelligent sharks and dire sharks, which he has Dust Desert, though their battles with one another sometimes
convinced to patrol the reefs and attack coral harvesters. rumble so loudly that they drown out the buffeting winds howling
around them. In addition, a few genies occasionally gather here for
Raurin, the Dust Desert private discussions or to battle one another. Djinn visit most often,
since the interminable winds are similar to those characteristic
Sometime before the founding of Mulhorand and Unther, an of their home plane, but efreet also drop in from time to time
empire of wizards rose up in the eastern lands of Faerûn. Known to enjoy the scorching air and bone-dry conditions.
as Imaskar, this nation was a place of mighty magic, strange Little remains of Imaskar’s great cities, and the few partial
technologies, and terrible hubris, even in the face of the deities structures that do exist are often buried in the shifting sands.
themselves. When the Imaskari brought a whole horde of slaves Legends speak of vast ruins filled with wondrous and powerful
through a portal and then sealed it to trap them in Imaskar for- artifacts, as well as long-lost secrets of magic coveted by modern-
ever, no one dreamed that the deities of those slaves would come day wizards. Rumors also persist of a great underground temple to
Illustration by Vince Locke

to Toril and wreak their vengeance upon the prideful wizards. Set hidden somewhere in the center of one of those ruined cities.

The Golden Water

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ESTAGUND AND THE SHINING LANDS

People of the MONSTERS (VELDORN)


The lands north of Estagund and northwest of Durpar are in-
Shining Lands fested with powerful and well-organized monsters, each of which
controls a portion of present-day Veldorn. Through sheer force
For the most part, the people of the Shining Lands devote their of personality and more than a little special power, the leaders
time and energy to furthering trade, accumulating creature com- of these various organizations, who are known outside Veldorn as
forts, and strengthening their bonds of mutual respect. Where beast-chieftains, have managed to form an alliance whereby they
these fundamental aspects of civilization are lacking or the people protect one another from the “depredations” of armies from other
are oppressed (in Veldorn, for example), the residents struggle to lands to the south, west, and north. Beyond this mutual defense
improve their lives, striving to emulate the shining example set pact, the various kinds of monsters leave one another alone.
by Durpar, Estagund, and Var the Golden. Veldorn began as a number of small Durpari settlements
along the western shore of the Golden Water, between the bay
Races and Cultures and the Curna Mountains. Over time, creatures such as vampires,
beholders, wererats, and beings from the lower planes began to seep
Though the dominant ethnic group of the Shining Lands is the down out of the mountains—mostly from the northwest region
Durpari, the open, welcoming nature of the natives has ensured known as the Beastlands. These evil creatures either overran
that every recognizable race and ethnic group is represented the human settlements outright or subtly insinuated themselves
here. Traders and merchants who come from distant lands often into their power structures. Other sorts of monsters also shared
choose to spend extra time in one or more of the three countries space with these creatures, either acting as servant races to more
to enjoy the favorable climate and the hospitality. Some settle powerful creatures or cohabitating for mutual benefit.
down and intermarry with the natives; others simply visit for a Gradually, all the centers of civilization in the Veldorn region
short time and take their leave. fell under the sway of fell beasts, and the country became known
Other than humans, halflings are the most prevalent hu- as the Land of Monsters. Other creatures, including a dragon
manoids in the Shining Lands, and they have established sizable or two and the hill giants of the Giant’s Belt range, have since
populations in both Estagund and Durpar. Most of these hin joined the alliance, staking their own territorial claims. Through
have migrated from Luiren, either to establish trade or simply the centuries, the humans of Durpar and Estagund have man-
to partake of the delights offered by another culture. Dwarves aged to drive some of Veldorn’s creatures away from the coast
congregate in both the Dustwall and the Curna Mountains, and of the Golden Water and reclaim that area as their own, but the
many have established powerful chakas, or merchant houses, beast-tribes have simply migrated to other areas still held by their
based on the mining of gold and gemstones. More than a few compatriots, causing Veldorn’s borders to shift north and west.
half-elves live in the urban centers of the Shining Lands because
they are accepted and valued as individuals. Few elves live in
or visit these countries, however, since most of them find the
Life and Society
strong focus on trade and wealth distasteful. In recent years, Life in the Shining Lands is surprisingly free, with none of the
more and more gnomes have begun to settle in the region, heavy-handed interference from the power structure so common
because their talents as craftsfolk (particularly gemcutters) are in neighboring lands. As long as the citizens follow the way of the
in great demand. Adama (see Law and Order and Religion, below), they can generally
pursue their business affairs as they see fit. Because it pervades
DURPARI so many of the day-to-day activities in the Shining Lands, the
The Durpari people have lived along the shores of the Golden Adama allows the people to govern themselves, effectively negating
Water since before the rise of the Imaskari Empire. They never the need for a central authority. Durpar, where society revolves
really established a national identity in their formative years as around business, serves as the best model of this arrangement. In
a people, since they were regularly enslaved, slaughtered, or aban- Estagund, much the same situation prevails, though the ruler still
doned to barbarism by various other groups around them—most makes the major decisions and commands a high level of respect
notably the Mulan of Mulhorand. Thereafter, except for a brief and service from the people. In Var the Golden, the lifestyle of the
period of conflict in which the Arkaiuns of Dambrath invaded average merchant or laborer is the same in most ways as it would
and sacked much of the Shining Lands, the Durpari have been be in the other two states, but life at the top is decidedly more
free and independent people. Out of their relative isolation, the political, with three factions constantly struggling for political
Durpari have at last developed a national identity based on trade, power. Such posturing tends to draw attention away from business
respect, and structured law. and force the citizens to take sides in debates whether they want
The average Durpari stands only 5-1/2 feet tall and has dark, to or not. But the fact that commerce remains the driving force
almost ebony-colored skin and black or gray eyes. Her hair is behind the struggle ties Var the Golden tightly to the other two
usually dark and thick, though once in a while, a child with deep nations of the Shining Lands.
reddish-gold hair is born.
Folk in the Shining Lands speak Durpari, which has its roots ECONOMY
in Draconic, Mulhorandi, and Rauric. They employ the Thorass The business of the Shining Lands is business, or so the popular
alphabet, which was imported from the west. saying goes. The Durpari people have long practiced trade as

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ESTAGUND AND THE SHINING LANDS

a way of life, and they have become exceptionally good at it. substandard products off as quality workmanship can result
Durpari like to claim that their focus on commerce came about in financially crippling punitive damages. Furthermore, since
as a more peaceful means of competition than warring with one citizens are quick to abandon a chaka that has been found guilty
another—a practice that long held the various nomadic tribes of underhanded business practices, the fiscal damage often far
back from advancement as a people. With the recognition of the exceeds the mere fines levied. More than a few chakas have lost
Adama, the Durpari turned from killing one another to trying both business and political clout (see Government, below) when
to outdo one another in the marketplace. The resulting devotion consumers registered their dissatisfaction with their coin purses.
to material gain spawned a people so skilled in bargaining that Interestingly enough, Durpari society views capital punish-
they rival even the people of Amn. ment as an offense against the Adama. Thus, people found guilty
Since trade is the center of life in the Shining Lands, the chaka of capital crimes are restrained, usually as indentured workers
(trading house) is the most prominent kind of organization in in mines or on farms, instead of being put to death. For most
the region. Most Durpari identify a citizen by his chaka before offenses, such enforced servitude lasts only a few years, but the
even his family, though in most cases, family and chaka are one criminal must begin again with nothing upon release—a second-
and the same. A small chaka might operate only a single busi- ary punishment in itself. Those not rehabilitated after an initial
ness, such as a laundry or a cheese shop, while the most powerful sentence are restrained for the rest of their lives.
might actually have a number of smaller chakas under its wing.
These larger chakas are usually diversified and self-supporting, DEFENSE AND WARCRAFT
managing a number of businesses and trade routes. Often, they Each country in the Shining South handles its military affairs
set up shops in other lands to sell the same goods they export in a slightly different manner, though the end result is nearly
from their own countries. the same across the entire region.
Unlike many countries, the nations of the Shining Lands Durpar: Like all other matters in Durpar, national defense is
welcome any kind of coinage minted elsewhere. A Durpari treated as a business proposition and contracted out to the private
merchant doesn’t care whether a gold coin came from Cormyr sector. Thus, instead of maintaining a national standing army, the
or Calimshan, as long as it is gold. Though they examine coins country entrusts its defense to a collection of privately operated
carefully to ensure that they are legitimate, they happily accept mercenary companies, each based out of whichever city funds
them at face value. its operations. The nawabs of the various communities handle
The countries of the Shining Lands export a number of the hiring of the defense chakas, but the execution of the local
natural products, the most important of which is grain. Durpari defense is generally left up to the heads of the chakas that receive
farmers harvest acres of wheat from the endless stretches of open the contracts.
plains to sell in the markets of other lands. Gems of various Every city and town in Durpar collects sufficient taxes from
types, coffee, fish, and a few kinds of fruit and vegetables are also the sale of goods (see Government, below) to pay a contract for
shipped from ports in the Shining Lands to other parts of Faerûn. defense. The larger ports typically hire chakas that specialize in
Manufactured goods are gradually becoming important export naval defense, but even the tiniest town usually hires a defense
commodities too, as are trade goods from other lands. Durpari chaka, though it might be no more than an extended family of
chakas specializing in exotic goods bring products from distant traditional soldiers. More than a few adventuring groups have
Zakhara and Maztica to the Shining Lands, where they are sold chosen to retire in Durpar, form a chaka, and accept a contract
to both the local people and the merchants who wish to ship them to defend the community they call home.
to far-flung Amn, Waterdeep, and Thesk, among other places. Estagund: Unlike in Durpar, where absolutely every function is
a business process, the time-honored tradition of a noble warrior
LAW AND ORDER class is still alive and well in Estagund. Known as the Maquar,
The Durpari hold very strongly to their belief in a code of conduct the members of this noble class follow a highly restrictive code of
known as the Adama. This code affects every aspect of society, conduct that dictates many aspects of their lives and limits or pro-
from trade practices to punishments for crimes. Both a religious hibits many activities. In exchange for these sacrifices, the Maquar
belief and a way of life, the Adama dictates how citizens should are freed from the responsibility of providing for themselves so
conduct themselves in all aspects of life. Because so much of life they can devote their lives entirely to the protection of the people.
in the Shining Lands centers around trade, however, the precepts The Maquar are answerable only to the Rajah of Estagund and
of the Adama tend to focus on a person’s conduct in business. those he deems fit to lead (usually the leaders of the various cities
In general terms, those who adhere to the Adama view all to which units of Maquar are allocated for defense).
crimes as theft—whether the perpetrator has stolen property, Var the Golden: Not all is calm and peaceful in the Land of
life, or the trust of another. Thus, fraud is considered just as Wheat. Three major factions—the nawabs (merchants), the hajwas
heinous a crime as murder, and unfair or dishonest business (landed nobles), and the janas (priests of the Adama)—constantly
practices draw penalties just as harsh as those imposed for more struggle with one another for power (see Government, below),
traditional crimes. Few criminals receive second chances here, and each side of this unstable triangle backs up its claims with
since tolerance for injustice is minimal. private military forces. Although such gamesmanship has little
In general, punishments for crimes in the Shining Lands fit effect on the daily life of the common merchant or laborer, the
the culture. Fines are effective deterrents in a society that values costs in coin, time, and manpower to keep all these troops in good
commerce and wealth above almost all else. Even trying to pass order saps the country’s profits. But in many ways the money is

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well spent, since the presence of these forces acts as a deterrent though, the citizens of the Shining Lands recognize the need for
to would-be invaders. Few enemies would casually affront Var, brave outsiders who can rid their lands of foul beasts that would oth-
knowing that the various factions could easily band together and erwise prey on their cities, disrupting both lives and livelihoods.
pool their forces to repel any threats from the outside. Veldorn is the obvious exception to this attitude, since the beast-
chieftains of that land hold adventurers in the lowest regard. As far
RELIGION as these monster lords are concerned, anyone who comes storming
The Adama pervades all facets of life in the Shining South, just into their territories spoiling for a fight is fair game for a little
as mainstream religion does in many other parts of Faerûn. retributive amusement, and monster-hunting heroes automatically
The major difference is that the Durpari people are extremely go to the top of that list. Few who strike out to tame wild Veldorn
tolerant of other religions, since their belief system accepts the realize just how united the beast-chieftains are when it comes to
multitude of deities followed in other parts of the world, rather repelling invaders, and fewer still return to warn others of their
than competing with them. unusual level of organization. Occasionally, the foul creatures of
In the strictest sense, the Adama, also known as “the One,” Veldorn do more than send the would-be heroes packing—they also
is the embodiment of the spirit found in all things—humanoids, mount a counterattack, usually along a trade way, to reinforce the
animals, plants, rocks, and even the gods. Therefore, all creatures concept that they are not to be trifled with.
and objects on Toril, including deities, are considered manifesta-
tions of the Adama. In principle, the Adama is so far-reaching
that worshiping any deity is effectively paying homage to it.
Politics and Power
In practice, however, not every deity is acceptable. Some are The Golden Rule (“He who has the gold makes the rules”) ap-
favored because they embody the core values of the Adama better plies in the Shining Lands perhaps better than anywhere else in
than others. In particular, Zionel (Gond), Curna (Oghma), Lucha Faerûn. Wealth might well be the driving factor in the politics
(Selûne), Torm, and Waukeen represent the broadest aspects of and power structure of most other nations, but nowhere else is
day-to-day life in the Shining Lands, and thus their followers are that fact so openly embraced.
welcomed above all others. Other deities—specifically those that The nations of the Shining Lands look at politics in slightly
require human sacrifice, and Mask, who represents thievery—are different ways, as described below.
rejected because the tenets of their faiths are at cross-purposes Durpar: The people of this nation so completely buy into
with those of the Adama. This seeming contradiction does not the idea that wealth is synonymous with power that they have
bother the inhabitants of the Shining Lands. The opposite of a established a government based solely on affluence, with the lead-
cherished principle might be a philosophical necessity, but that ers of the richest chakas forming the nation’s ruling body. This
doesn’t make it appealing. system is not nearly as corrupt as it might appear. Although it
Following the Adama is more a matter of everyday bearing behooves every chaka to amass as much wealth as possible to earn
and conduct than ceremony and ritual. The Durpari believe that a seat on the council, doing so at the expense of solid business
the Adama exists in all things they do, and if their dealings with practices inevitably backfires. A chaka that produces shoddy goods
others are fair and just, then they honor the Adama. The laws and overcharges for them might gain a seat for one season, but
that govern the people are based on the Adama’s tenets, which such tactics would soon become known, and the offending chaka
for all practical purposes are the same as the principles espoused could well crumble from the ensuing fines and lost business.
by the five Faerûnian deities who best exemplify it. The citizens of Durpar are shrewd, and they understand that
shopping is more than just procuring goods—it’s also a means
Adventurers of voting for council members. No chaka on the High Council
can remain there long by engaging in shady contracting practices,
For the most part, adventurers are treated the same as any other either. Contracting one’s own chaka to perform street cleaning
visitors to the Shining Lands—neither sought after nor scorned. or some other public function won’t work unless the chaka has
While sellswords and wandering wizards have ample opportunity the means of getting the job done right. The people of Durpar
to explore the edges of civilization and unearth treasures from won’t stand for any affront to the Adama, so the members of
the ruined remains of the past, the Durpari do not want such the High Council must act in the public interest.
activities to interrupt the flow of business. Thus, adventurers who Despite the inherent checks and balances on the system, the
get in the way of commerce (or worse yet, violate the laws of the politics of Durpar are not entirely nonpartisan. On the contrary,
Adama through their actions) are dealt with just as quickly and the various nawabs constantly plot and scheme with one another
harshly as any local citizen might be. to incorporate favorable trading conditions for themselves and
This general ambivalence toward adventurers does not, however, their allies into the laws and contracts. Perhaps the most
mean that the folk of Estagund, Durpar, and Var the Golden have no recent—and possibly the most stunning—display of politics in
use for them. On the contrary, Durpari merchants are quite happy to Durpar was the High Council’s recent decision to relocate the
conduct business with any newcomers who have coins burning holes capital from Heldapan to Vaelan, a move that most Vaelenor
in their pockets and need specialized—and expensive—equipment. consider a true feather in the city’s cap, though the citizens of
Likewise, they are quite willing to bargain with adventurers who Heldapan still scowl about it when the issue is brought up.
return victorious from distant places with wondrous—and often Estagund: Since Estagund is a hereditary monarchy, its power
magic—treasures to exchange. Beyond the opportunity for profit, structure isn’t quite the same as Durpar’s, but the result is similar

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because the Rajah of Estagund draws his power from wealth. –862 Klionna (currently known as Chavyondat) is founded
Not only is he the wealthiest individual in Estagund, but he is as a fishing and trading center.
also the kingdom’s war leader and the supreme commander of –623 Year of Clipped Wings: The Kingdom of Durpar is
the Maquar. The heads of the various wealthy chakas do wield founded under Maharajah Udandwi, uniting all the
considerable influence in government, but they act as an advisory trading communities along the northern coast of the
council at best; the Rajah functions as a true monarch. Golden Water.
Var the Golden: Also a monarchy, Var is ruled by Supreme –256 Year of Able Warriors: Satama, a Durpari trader, begins
Potentate Anwir Duprestiskava. Just below him, three powerful preaching the Adama.
factions—the hajwas, the nawabs, and the janas, constantly vie with –252 Year of Vindication: Satama is named Maharajah of
one another for supremacy. Each faction is powerful enough in its the Kingdom of Durpar.
own right to unseat the ruler if it could focus on that goal, but –241 Year of the Sand Shroud: The Veldorn tribe—the most
Anwir avoids that outcome by playing one against the others in prominent in the region between the Golden Water and
an endless political game. If not for this incessant power struggle, the Curna Mountains, as well as along the Liontongue
life in Var would be a lot more like that in its neighbor states. River—declares itself the Kingdom of Veldorn. Vaelen
The hajwas, or landed nobles, have the most wealth in the is designated as its capital.
form of property and trading investments. The nawabs, leaders –236 Year of Unfriendly Ports: The tribes in Gundavar are
of the various chakas, argue constantly with the hajwas for a united under Rajah B’heshti I, and the Kingdom of
greater percentage of the profits because they make the deals Gundavar is founded.
and do all the work of shipping the goods to market. The janas, –229 Year of the Myrmidon Maid: A formal alliance between
or priests, want to see the wealth reallocated for the glory of the Gundavar, Durpar, and Veldorn is established.
Adama and spent as they see fit. After all, without their divine –162 Year of Boneblight: Tribesmen in western Gundavar
guidance, there would be no wealth to enjoy—or so they claim. revolt against the Rajah and found the Kingdom of
Veldorn: In the Land of Monsters, the power structure is Estagund.
simple: The beasts rule as much territory as they can, and all who –119 Year of Close Scrutiny: Rajah Marak III of Gundavar
oppose them are brutally eliminated. No love is lost between the invades Estagund in an attempt to reunite the two
rulers of Veldorn’s various city-states, either. If greater threats countries.
from beyond their borders did not occupy much of their attention, –112 Year of Tortured Dreams: Rajah B’heshti II relinquishes
the monsters that control this region would tear one another claims on Estagund, changes the name of Gundavar to
apart. But because a few of them have the foresight to understand Var, and declares the Adama the official state religion.
the fate that awaits them all without cooperation, they have –83 to Barbarians from Ulgarth begin raiding Durpari cities.
forged a loose alliance in which each watches the others’ backs. 1002 Such raiding continues for the next millennium.
So far, this system has worked, and the beast-leaders otherwise 48 Year of the Bloodied Pikes: Thultim, the seventh king of
leave each other alone to conduct their affairs. Estagund, dies heirless. A succession war breaks out, and
Estagund disintegrates into a collection of city-states.
History of the Shining South 127 Year of the Defiant Stone: Durpar, Var, and Veldorn
establish formal trade relations with Mulhorand.
The region around the Golden Water began as a fertile land well 142 Year of the Prowling Naga: Beholder clans descend from
suited to the nomadic lifestyle of the many human tribes that the Curnas and conquer Assur, enslaving the humans
roamed its coasts. Over time, these tribes tired of skirmishing with and establishing themselves as princes.
one another and suffering the depredations of other, greater nations, 143 Year of the Smiling Princess: Durpari forces unsuccess-
so they settled into more permanent communities, where trading fully attempt to free Assur from the clutches of the
became a prominent occupation. Today, the inhabitants of these beholder princes.
nations are considered some of the best hagglers in the world. 147 Year of the Iron Colossus: Assurian beholder princes
conquer Vaelantar and Ormpé. Veldorn is referred to
TIMELINE as the Land of Monsters by Maharajah Waileen I.
Year Event 153 Year of the Wolfstone: Several demons appear in Ormpé
–2488 Imaskar falls. Left without guidance, the subject-states and defeat the beholder princes in a battle for control
of Durpar and Gundavar (present-day Estagund and of the city.
Var the Golden) fall into barbarism. 212 Year of the Awakening Magic: Durpar makes a second
–1922 A series of skirmishes between Mulhorand and Durpari attempt to free the coastal cities of Veldorn from mon-
to –623 barbarians occurs. Many Durpari tribes are wiped out; ster influence and is again repulsed.
others are reduced to a few families. 245 Year of the Dun Dragon: The city of Vaelen is over-
–1405 Heldapan is founded as a fishing and trading center. whelmed by werecreatures led by a wererat prince.
–1234 Vaelen (currently known as Old Vaelen) is founded as Thousands of refugees continue to flee to Durpar to
a trading center on the site of a natural spring. avoid the monster incursions.
–1183 Vaelantar (currently known as Vaelan) is built as a 317 Year of the Riven Shield: A trade dispute sparks the
fortified trading post. first Mulhorandi-Durpari Coin War.

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428 Year of the One’s Tears: Maharajah Waileen V of 1026 Year of Crimson Magics: Jeradeem Seltarir, a nawab of
Durpar dies without heirs. A High Council of the the High Council of Durpar, negotiates the purchase
eleven wealthiest merchants is established to maintain of the throne of Estagund from financially strapped
calm and order until a successor can be named. King Hedgita and places his oldest son Numambi on
447 Year of the Awakening Treant: The High Council of the throne as Rajah.
Durpar is formally recognized as the official form of 1027 Year of the Tempest: Rajah Numambi Seltarir of Esta-
government in Durpar. gund establishes the Maquar as both an elite military
551 Year of the Barren Chamber: Estagund is conquered body and a public works force to aid in getting the
by the Arkaiuns of Dambrath. economy moving again. He also renames the capital
552 Year of the Dead: Var is conquered by the Arkaiuns of Chavyondat, after his first daughter.
Dambrath. 1043 Year of the Dark Rider: The second Mulhorandi-Dur-
553 Year of the Gnashing Tooth: The Durpari cities of San- pari Coin War erupts over tax rates. Wererats of Vaelen
drun, Pharsul, and Morvar are sacked by the Arkaiuns attack several military caravans from both sides during
of Dambrath. the fighting.
554 Year of Waving Wheat: Estagund regains its indepen- 1046 Year of the Twilight Campaign: Mulhorand attacks
dence from Dambrath and unites under King Bonrial. Vaelen to destroy the wererat presence there. The city
Var also declares its independence, and the noble, mer- is reduced to rubble, but the werecreatures remain in
chant, and religious factions begin squabbling over who force, mostly underground.
will become the new Rajah. The Golden War begins, 1048 Year of the Chevalier: Saed, formerly a nawab on the
named for the endless wheat fields where much of the council of Turelve in Durpar, is transformed into a
fighting takes place. vampire and flees to the destroyed city of Vaelen, where
557 Year of the Melding: Muwadeen, a retired sellsword from he quickly assumes control.
Estagund without ties to any of the three Varan factions, 1049 Year of Auril’s Absence: The beast-chieftains of Veldorn
negotiates peace among the janas, nawabs, and hajwas. are united under Saed, the vampire lord of Vaelen.
In a rare moment of agreement, all three factions ask 1102 Year of the Chaste Maiden: Combined forces from
Muwadeen to serve as Supreme Potentate of Var, with a Durpar, Var, and Estagund drive the beholders out of
council of advisors from each faction to counsel him. Vaelantar and Assur and send them fleeing west, toward
823 Year of the Floating Petals: Estagund and Var skirmish the Toadsquat Mountains.
over water rights along their common border. 1103 Year of the Consuming Glory: The Durpar/Var/
1002 Year of the Heavenly Rock: Durpar negotiates an armed Estagund forces defeat the demons of Ormpé and
peace with Ulgarth. scatter them northwest, into the wasteland there.
1023 Year of the Pirate’s Trove: King Selkarin of Estagund Humans begin to resettle the vacated cities.
attempts to invade Dambrath and is slain. His brother 1152 Year of the Portentous Waters: Durpar makes its first
Hedgita ascends the throne, the kingdom in shambles. attempt to reopen the trade route with Mulhorand by

Old Vaelen or Vaelan?


Over the centuries, merchants and explorers from the built a fortified trading port on the coast of the Golden Water
Heartlands have visited the Shining South and returned and named it Vaelantar, which meant “Little Vaelen” in Durpari.
with numerous maps of the region. Unfortunately, few could The caravans could store their goods there until ships arrived to
agree on both the location and the spelling of the city known pick them up.
as Vaelan. Some claimed that they had visited a bustling, When monsters began pouring forth from the Curna Moun-
fortified trading port by that name on the western coast of tains in the second century DR, Vaelantar fell to beholders and
the Golden Water, which was under Durpar’s banner. Others was lost to Veldorn. A century later, the capital of Veldorn
insisted that Vaelen was actually a monster-filled ruin far also fell, this time to werecreatures. Then Mulhorand, tired of
inland from the bay, nestled near a natural spring in some having its caravans harassed by the werecreatures of Vaelen,
hills about a half-day’s ride from a great river. Only recently sent an army that reduced the former capital of Veldorn to
was this confusion resolved, when a scribe named Loducius rubble in 1046. A half century after that, Durpar reclaimed
the Laughing returned from the shining Lands to Waterdeep Vaelantar for the human population by finally driving out the
with an explanation. monsters, sending them north and west. The nawabs of the
In the early days of the Shining Lands, the Veldorn tribe High Council, recognizing the advantage of controlling more
gathered yearly in some low hills, where a spring bubbled forth ports on the bay, claimed the territory between the Golden
and trickled away toward the Liontongue River. Eventually, when Water and the Curna range as part of Durpar and began to
these tribesfolk settled down to engage in trade, they founded the resettle the old communities. Somewhere along the way, the
community of Vaelen at their old gathering site. In later years, name Vaelantar was shortened to Vaelan, and the original
when rival tribes began to attack their caravans, the Veldorn capital became known as Old Vaelen.

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sending an expeditionary force to clean out the monsters public buildings, keep the peace, and so forth. In reality, the eleven
of Veldorn. The attack fails because every monster wealthiest people in Durpar have quite a bit of political pull, so
power comes to the aid of the others. they can influence many other chakas behind the scenes. Recently,
1184 Year of the Howling Hourglass: The blue dragon several of the nawabs on the High Council managed to swing a
Anwir Dupretiskava slays the Supreme Potentate of vote to move the capital from Heldapan, its traditional location,
Var. Disguised as a human, the dragon claims to be a to the newer city of Vaelan. The nawabs who voted in favor of this
distant cousin of the old ruler and gains the throne. change all maintain their chakas along the old Veldorni region
1281 Year of the Cold Soul: Durpar and Estagund make a of the Golden Water, and a new influx of wealth from mines in
second, joint attempt to clear Veldorn of monsters. The that area enabled them to earn enough seats on the High Council
march into Veldorn territory lasts only 3 days before to pass the measure. Thus, those chakas stand to gain improved
the Durpari are forced to turn back. trading conditions and can reward their own favored chakas with
1370 Year of the Tankard: The first Durpari merchant ships juicy contracts for public service.
return from Maztica with trade goods. In the same way that the High Council manages the affairs
1371 Year of the Unstrung Harp: The High Council of Durpar of the entire country, individual councils—each with eleven
votes to relocate the capital of Durpar to Vaelan. nawabs—control the operations of the individual communities
1373 Year of Rogue Dragons (current year): Merchants of where they are based. The only requirement for earning a seat
the Shining Lands travel as far as Waterdeep, the Utter on such a community council is that the chaka’s headquarters be
East, Zakhara, and Maztica to procure wares for other inside that city’s boundaries. Only rarely do nawabs of the High
markets. Council also sit on community councils. Though they are certainly
eligible to do so by virtue of their wealth, they are usually far too
Government busy to manage multiple council positions. But when the High
Council’s membership shuffles because of a sudden change in
The formal power structures of the nations known as the Shining wealth status, the nawabs unseated from the High Council tend
Lands differ more than any other shared feature. Though to all to take a sudden interest in their local ones.
outward appearances the almighty coin is king in Durpar, Esta- Estagund: In this kingdom, the rajah maintains control over
gund, and Var, the truth is a little different. In fact, each kingdom the country, but he relies heavily on the assistance of his advi-
approaches government from a slightly different perspective. sors—landed nobles who also happen to be the heads of Estagund’s
Durpar: Compared with the citizens of other countries along wealthiest chakas. Though the power rests in the hands of a
the southeastern coast of Faerûn, the people of Durpar live almost hereditary monarch rather than a council of the wealthy, as in
autonomous lives. Though the citizens consider adherence to the Durpar, the royal family also controls the wealthiest chaka.
Adama to be of paramount importance for maintaining peace, In 1026 DR, Jeradeem Seltarir, considered by many to be the
harmony, and a sense of accomplishment on both a personal most uncanny trader in the history of the Durpari people, actu-
and a national level, the people of Durpar are generally free to ally purchased the throne of Estagund from King Hedgita for
conduct their business and personal affairs as they see fit. precious gems with a total value in excess of a million gold pieces.
The nawabs of the eleven richest chakas in the country form Jeradeem promptly placed his second son, Numambi Seltarir,
the High Council of Durpar, the ruling body of the nation. on the throne as rajah. This new wealth allowed the formerly
Seats on the council are filled annually, according to the chakas’ impoverished Hedgita to become a landed noble and an advisor
reported assets, and the leader of the wealthiest one becomes in Numambi’s court, and the change allowed Estagund to dig
the Grand Nawab of Durpar. The current grand nawab is Kara its way out of financial squalor and become a respected trading
Jeratma (LG female human aristocrat 4/illusionist 10), who is power. The Seltarir family has ruled Estagund ever since, and
not only the wealthiest member of the High Council but also neither its power nor its wealth has waned. The current rajah,
one of the wealthiest individuals in Faerûn. Ekripet Seltarir (LG male human aristocrat 5), is a young but
The people of Durpar accept the High Council’s authority energetic ruler who works hard to see his nation prosper.
because they believe that its members act in the best interests The one true force that allows Ekripet to remain in power,
of the country. The logic behind this assumption is purely even when his decisions are unpopular with the nobility, is the
mercantile: The council members have already proven their Maquar. A wise legacy from Numambi, who established the
business acumen by accumulating the vast fortunes necessary organization in his earliest days as rajah, the Maquar is a cadre
to gain their council seats in the first place. Predictably, their of hand-picked soldiers fiercely loyal to the throne. Though some
decisions tend to benefit their own chakas, but from a business units of the Maquar have been placed under the command of
viewpoint, what’s good for them is likely to be good for the rest various nobles to protect the countryside, they never move against
of the chakas as well. the throne, regardless of their commanders’ orders to the contrary.
In theory, the nawabs are empowered to make only the decisions The current leader of the Maquar, who answers directly to Rajah
that are necessary to keep the kingdom’s infrastructure operational Seltarir, is Indamu Podo (LG male human fighter 8/Maquar cru-
and its economy running smoothly. For example, they can collect sader 6), a dedicated soldier who has trained for the position since
a modest tax on every sales transaction to fund public works. With childhood. Though Ekripet nominally commands the Maquar,
these funds, the High Council contracts various chakas to protect he considers Indamu a close friend and carefully considers his
the population from invasion, keep the streets clean, maintain the advice in all military matters.

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The nobles are sometimes referred to as hajwas, though that Wedged in among these three factions is the Supreme Potentate
title is formally used only in Var. Many are longtime landhold- of Var, a hereditary ruler who must constantly perform a subtle
ers (descendants of the original nomadic tribes that first settled balancing act to stay in power and keep the country running.
the region) who have amassed their wealth from centuries of The leaders of the three factions established the monarchy as a
farming. Others are the new rich—the offspring of merchant means of ending the Golden War—a battle for control in the
princes who used their profits to purchase baronies within the last power vacuum left behind by the withdrawal of the conquering
few generations. These two groups often find themselves at odds Arkaiuns of Dambrath. Realizing that no faction would support
with one another, and the rajah must occasionally settle disputes a leader from either of the other two, all three wisely agreed to
between rival nobles who like to look down their noses at one bring in an outsider to become titular ruler. Though the monarchy
another. When they are not arguing, the nobles manage their is hereditary, no potentate with ties to any of the three factions
holdings much as they see fit, though they are still constrained may take the throne. Thus, the title does not always pass from
by the tenets of the Adama and by the good business practices it parent to child, though as far as anyone other than the potentate
requires. In a way, the common folk of Estagund exert a degree knows, it has always remained within the same family.
of power over the nobles because, should a noble not provide the Few people realize that the current Supreme Potentate of Var,
safety, infrastructure, and incentives for trade (low taxes) that the Anwir Duprestiskava by name, is actually an ancient blue dragon
people expect, they can simply relocate to a barony that does. playing at being human. Though he is a powerful creature in his
Var the Golden: The government of this peninsular country is own right, he is coming to understand (after nearly two hundred
by far the most convoluted and controversial in the three trading years on the throne) that the forces of public opinion and the wealth
nations. Supreme Potentate Anwir Duprestiskava is nominally the of the populace can be much stronger influences on the course of
head of state, but realistically, the three factions (the hajwas, the events than a single being—even a dragon. On occasion, Anwir
nawabs, and the janas) that vie for influence with the ruler wield has been forced to eliminate—sometimes very unsubtly—his most
almost as much power as he does. This unstable triangle spawns outspoken opponents. Now and then, he orders the assassination of
constant maneuvering, infighting, and outright conflict among the a particularly charismatic figure with no strong ties to him, or even
factions, and the potentate typically plays the role of peacemaker. one of his allies, simply because the individual could unbalance the
The hajwas are traditional nobles, hereditary landowners who trio of factions that he manages to keep at odds with one another.
have invested most of their wealth in their property and in busi- Such heavy-handed tactics work only because on the surface, it is
ness. They want to continue to control the wealth of the nation not always clear that the outcomes favor him, but many suspect
the old-fashioned way, with the common people working the land he has had a hand in them nonetheless.
for the nobles’ benefit. Any landed noble is automatically part of Veldorn: The Land of Monsters is hardly a nation at all,
the hajwa faction should she choose to participate, but the owners though it began its existence as the fourth trading power of
of the larger holdings have considerably more influence within the Golden Water region. Indeed, its borders no longer resemble
the faction than those with smaller holdings. those of the former human kingdom; they have migrated north
If Estagund were a more agrarian country, the hajwas would and west because of Veldorn’s continuous conflict with Durpar,
undoubtedly hold sway over the other two factions and have the Estagund, and Var.
potentate’s ear. But since Var’s economy has expanded beyond agri- Each center of civilization in Veldorn is an independent city-
culture, the nawabs (merchants) have gained an equal footing in the state ruled by some fell creature or group of creatures. All that has
politics of the country. The nawabs have established a stranglehold kept these beasts from falling to the armies that march against
on Var’s trade industry, including the export of grains and vegetables them from time to time is the alliance they have established with
from the nobles’ land. The merchants identify most closely with one another for mutual protection.
Durpar’s business empire model and would like to see their own But the Land of Monsters isn’t made up only of horrible
nation mimic it. Any merchant headquartered in a Var port may creatures out of nightmare. The general populace of each center of
participate in the Nawab Council, as the faction is called. As in civilization (to use the term loosely) is usually composed of more
Durpar, the eleven wealthiest merchants form its ruling body. All common sorts of folk. Plenty of humans still live in Veldorn,
other members may only discuss issues and advise their leaders. though many of them are indentured laborers, slaves, or outlaws
While the other two factions bicker over the nature of business, who have fled other realms. Numerous humanoids who find the
the janas strive to refocus the country’s ideals on a higher goal. The rulership of beholders, dragons, werecreatures, and vampires to
janas, or priests of the Adama, are much more powerful here than their liking also dwell there. The beast-chieftains (as the residents
they are in the other kingdoms of the Shining Lands. The janas of nearby countries have named the monster leaders) rule with
established a foothold during Var’s early days as a nation, when Rajah an iron fist, running totalitarian states where might makes right
B’heshti II, a devoutly religious ruler, lavishly donated to the temples and the economy is based on raiding caravans and communities
of the Adama. The rajah encouraged the priests to preach that the on the fringes of other civilizations.
pursuit of coin at the expense of mutual well-being was the basis for In Veldorn, the traditional power structure has been turned
the rift that divided old Gundavar into Estagund and Var. The janas upside down. The criminal elements—such as the thieves guilds,
gained their greatest level of power during the Arkaiun occupation by evil arcane conclaves, and groups that might become fringe so-
appealing to the common folk who toiled for the benefit of others. cieties in other cities—are in charge, and the righteous defenders
Even after the withdrawal of the Arkaiun occupying force, the janas of the downtrodden have been forced underground to fight for
remained on equal ground with the hajwas and nawabs. freedom in secret.

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ESTAGUND AND THE SHINING LANDS

Enemies With a population slightly in excess of 3,200, Assur sports


a sizable marketplace, which sits very near its deepwater harbor.
For the most part, the trading nations of the Shining Lands
Many of the natives make their livings fishing; others harvest
have no enemies. Only those who oppose honest trade, such as
pearls and coral—though unusually intense shark activity in the
thieves, can expect to incur the wrath of the governments in
nearby waters has made these trades hazardous in recent years.
these countries. But Durpar, Estagund, and Var the Golden all
The First Nawab of the Assur Council, Turmli Valshu (LN
oppose the monsters of Veldorn, which wreak havoc on any trade
male human aristocrat 7) of the Valshu Chaka, specializes in
that flows northwest toward Mulhorand. Though a few military
textile imports. He currently seeks a group of adventurers to
clashes have occurred between countries in the Shining Lands,
find and return his wayward daughter to him. She recently
most of the conflict occurs in the marketplace, where competition
ran off with several Sharess-loving acquaintances who enticed
for the sale of goods can be fierce.
her to wander the wider world and partake of its pleasures
For its part, Mulhorand instigates hostilities almost as often as
with them.
it welcomes the trade goods that the Shining Lands send its way,
primarily because of quarrels over tax and coin exchange rates.
In addition, the peace that has existed for some time between Chavyondat (Metropolis)
Durpar and Ulgarth is a guarded one, for those two nations
The capital of Estagund, Chavyondat is the largest city in the
have a history of conflict that many citizens cannot forget. But
Shining Lands that is not actually on the coast of the Golden
both Ulgarth and Mulhorand recognize the greater benefit of
Water. Originally known as Klionna, the city was founded by its
trade over war, and their leaders work to keep relations with the
namesake tribe in –862 DR. In the Year of the Tempest (1027
Shining Lands favorable. Only Dambrath could be considered a
DR), Rajah Numambi Seltarir renamed the capital in honor of
true enemy of the Shining Lands. Its leaders—both the Arkaiun
his firstborn daughter.
tribes of long ago and the Crinti of modern times—have a history
Chavyondat has been raided numerous times by both land and
of invading the three trading nations.
sea—most often by Dambrathans (both the Arkaiuns of the fifth
and sixth century DR, and the Crinti of more recent times). The
Cities and Sites city was the first to fall when Reinhar I of Dambrath launched
a full invasion of Estagund in the Year of the Barren Chamber
The vast majority of Shining Lands communities hover around
(551 DR).
the bay known as the Golden Water. Originally established as
Chavyondat (Metropolis): Conventional; AL LG; 100,000 gp
trading sites for the tribes that roamed the shores of the bay, these
limit; Assets 337,445,000 gp; Population 67,489; Mixed (human 82%,
settlements slowly grew into centers of civilization where nomads
halfling 7%, half-elf 4%, dwarf 3%, gnome 2%, half-orc 2%).
could turn to sedentary pursuits in exchange for safety.
Authority Figures: Rajah Ekripet Seltarir (LG male human
Trade always has been the foremost function of these com-
aristocrat 5), ruler of Estagund and head of Chaka Seltarir, the
munities, and most of that trade is conducted by sea. Thus, every
wealthiest chaka in the country.
city of note has both a large, permanent marketplace and a good
Important Characters: Indamu Podo (LG male human fighter
harbor with sufficient capacity for oceangoing ships to dock. Even
8/Maquar crusader 6), the leader of the Maquar; Mulad Shaulim
the few cities that lie inland from the water were founded on the
(LG human male cleric 5 of Waukeen/hand of the Adama 7),
banks of rivers large enough to support shipping vessels.
High Priest of the Temple of the Adama; Venz Krulmir (wizard
7/Red Wizard 4), head of the Thayan Enclave.
Assur (Large Town)
Founded as a small trading community to serve the Durpari tribes
MARKET AND DOCKS
The marketplace in the city’s old district, near the docks, consists
that roamed the western shores of the Golden Water, Assur was
of rows and rows of permanent, roofed stalls. The Chavyondat
originally part of the kingdom of Veldorn. But in the Year of the
Commerce Authority—the governing office that manages
Prowling Naga (142 DR), several clans of beholders swept down
trade, the docks, and the public works—rents these structures
out of the Curna Mountains from the region known to the barbar-
to merchants by the day, the tenday, or the month. Because of
ians as the Beastlands and overwhelmed the city in a matter of
its distance from most other communities of the Shining Lands,
hours. Any who resisted were slain; the rest were enslaved. In the
merchant ships from western lands that dock at Chavyondat
course of a day, the beholders had firmly entrenched themselves
don’t have to sail as far to sell their wares or acquire new cargo.
as the undisputed totalitarian rulers of the town.
Thus, Chavyondat gets a slightly better trade value for both
Humans were unable to drive their monstrous overlords out
imports and exports.
of Assur until the Year of the Chaste Maiden (1102 DR), when
Five of the rajah’s warships patrol and protect the harbor and
they finally sent the beholders fleeing toward the safety of the
the Bay of Kings from invasions, pirates, and sea monsters. Also
plains to the northwest. After its reclamation by humans, Assur
based here are another twelve warships owned and operated by
existed first as an independent city-state and more recently as a
major chakas, including six that belong to Chaka Seltarir. The
part of Durpar. Little evidence of the time of the eye tyrants
chakas use their ships both to defend the city and to escort their
remains, and today the community is as vibrant and prosperous
merchant ships through troubled waters.
as most other trading centers around the bay.

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ESTAGUND AND THE SHINING LANDS

HOUSE OF THE VANQUISHER NOTABLE BUSINESSES


This structure, just a little west and downhill from Seltarir Palace, Anything and everything is available for sale in the market of
serves as the traditional home and training center for the Maquar. Chavyondat, but one notable shopping area is separate from the
At present, more than two thousand Maquar warriors live here, market. The Thayan Enclave, established three years ago, is a
and three times that many are scattered among various other walled manor house in the wealthy district of town from which
cities, where they serve the nobles. During a military crisis, the the Red Wizards sell all sorts of imported goods—particularly
Maquar can either form into elite units or assume command of spell components. Their specialty is discounted magic items, and
militia formed from the ranks of the country’s population. their prices are lower than those of most other merchants in the
city (consistently 10% lower than the prices given in Chapter 7
HOUSE OF CHAKAS of the Dungeon Master’s Guide).
All the business behind the business is handled in this building.
The Commerce Authority, which answers directly to the rajah, SELTARIR PALACE
maintains its offices here, and all public business records for the The rajah’s palace sits on the highest ridge along the eastern end of
various chakas are kept on file in this building as well. The chakas Chavyondat, overlooking the whole community and the bay below.
convene a Leadership Council in the hall’s great auditorium on a The palace was built more than three hundred years ago out of
regular basis to discuss business practices, set loan rates, address white limestone and highlighted with salmon-colored coral details.
grievances, and elect advisors to Rajah Seltarir. Constructed on the site of the watchtower that protected the city
when it was no more than a trading camp, the palace has been
MAJOR TEMPLES expanded three times since it was built. It houses the rajah’s extended
The largest temple in Chavyondat, located near the center of family and is defended by a host of three hundred Maquar.
town, is dedicated to the Adama. Mulad Shaulim (LG human
male cleric 5 of Waukeen/hand of the Adama 7) presides over
the faithful, conducting services daily at dawn and dusk.
Old Vaelen (Large Town)

Illustration by Ralph Horsley


On the west edge of town, the halflings have dedicated a small This ruined city once served as the capital of Veldorn, but many
shrine to Cyrrollalee in their sizable community. tragic events have befallen it since. The community was founded in
–1234 DR, on the site of a natural spring amid a cluster of hills. In

The marketplace of Chavyondat

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ESTAGUND AND THE SHINING LANDS

the Year of the Dun Dragon (245 DR), an army of werecreatures Ormpé Council had anticipated. As a result, the city has a rather
led by a wererat prince swarmed up out of the hidden places in the large slum section where those with little money and few prospects
city and wrested control of it from the human population. Since for work congregate, waiting for a break. Part of the problem is
that time, the place has been known as a haven for werecreatures that the Gemstone Chaka prefers to employ only dwarf miners
of any sort, as well as a dangerous thorn in the side of every for the digging and gnome gemcutters for preparing the emeralds,
caravan that tries to cross the open plains from the Golden Water leaving the desperate humans unemployed. If something isn’t done
to reach Mulhorand and more distant points. about the squalor soon, the situation could quickly turn ugly.
Tired of taking so many losses on the caravan route, Mul-
horand marched an army on Old Vaelen and destroyed it in the
Year of the Twilight Campaign (1046 DR). Although the city had
Pyratar (Metropolis)
been reduced to rubble, a significant number of the werecreatures The capital city of Var the Golden, Pyratar (population 44,389)
survived—mostly by hiding underground, where the Mulhorandi is one of the largest cities on the Golden Water—second in size
feared to go. Two years later, a newly transformed vampire named only to Heldapan. Besides serving as the center of government for
Saed, who had been a nawab on the Turelve Council, fled to Old Supreme Potentate Anwir and the three power factions of Var,
Vaelen and quickly established a following. Soon enough, the Pyratar is also its most cosmopolitan city, thanks to the various
majority of the creatures inhabiting Old Vaelen recognized him outside influences that have gained a stronger foothold here than
as the lord of the city. A year after taking control, Saed somehow elsewhere. The drift from the tenets of the Adama represented by
managed to convince the other beast-chieftains to unite against these outside factions runs deeper than most folk realize. A sect of
their common foes by forming a mutual protection pact. With Mask-worshiping thieves has established a lucrative operation in the
such an agreement in place, the werecreatures serving under Saed bowels of the city, headed by Fourth Nawab Kelsipal Turamir (LE
were free to raid caravans with impunity once more. male human rogue 5/cleric 11 of Mask) of the Pyratar Council.
Today, Old Vaelen appears to be nothing but grassy knolls
with a scattering of stone rubble. Beneath those hills, however,
lies a huge complex that serves as a lair for a sizable population
Vaelan (Metropolis)
of wererats, wereboars, werewolves, and other lycanthropes, as Like Assur and Ompré, Vaelan once fell to the monsters of the
well as a number of undead servitors. In all, more than 2,000 Curna Mountains but was eventually reclaimed. In the earliest
creatures dwell in the former capital of Veldorn. days of Veldorn, it was simply a fortified caravan stop called
Vaelantar—a waystation set up to protect goods until the ships
Ormpé (Large Town) that would carry them to distant ports arrived. Gradually folk
who catered to traders began to set up businesses there, and soon
Like Assur and Vaelan, Ormpé started out as a small fishing vil- enough it became a thriving little market community. While the
lage and eventually grew into a sizable trading community before beholders held the town, they actually built it up considerably,
beholder princes seized control of it in the second century DR. But turning it into a veritable armed fortress filled with magical
though the beholders held the other two cities for centuries, they did defenses. After a hard-fought and bloody battle, the trading
not last long in Ormpé. In the Year of the Wolfstone (153 DR), a nations reclaimed the city, and the portions of it that were still
horde of demons led by a particularly nasty ghour attacked the city, standing when the dust cleared were quite impressive.
driving the eye tyrants out and assuming control of their human In the two and a half centuries since Vaelan was freed, it has
slaves. The ghour and its minions maintained a reign of terror in been transformed into a thriving port and marketplace that rivals
Ormpé for the next 950 years, until Durpar, Estagund, and Var the other major trading centers in the region.
managed to uproot them through a combined effort. Many humans
and demons were slain in the fighting, but the ghour managed to
escape, fleeing toward the Giant’s Belt Mountains where, according
Heroes and Monsters
to rumor, he took up with the native hill giants. Characters from the Shining Lands are most often humans or half-
Today, Ormpé is a rustic mining community with approxi- elves, though a few might be halflings whose ancestors migrated
mately 4,500 residents. Several chakas have built their fortunes from Luiren or dwarves from the Curna Mountains. Among the
here through the sale of beautiful gemstones and jewelry. The humans of the region, the vast majority are Durpari, though some
Gemstone Chaka, a dwarf merchant house, recently roared to the are Mulan or Arkaiun. In addition, various kinds of monster
forefront of Durpari politics when its discovery of a rich lode characters hailing from Veldorn might have decided to leave the
of emeralds catapulted its leader, Krakus Stoutgut (LN male oppression of that region behind for a life of adventuring.
gold dwarf aristocrat 2/expert 9), into the High Council. With Among the prestige classes detailed in Chapter 2, the Maquar
Nawab Stoutgut’s help, the High Council successfully relocated the crusader, the hand of the Adama, and the Great Sea corsair are
capital of Durpar to Vaelan, a move that brought the Gemstone all common to the Shining Lands.
Chaka certain tax benefits and cheaper shipping prices (due to A wide variety of monsters can be found in the lands around the
an agreement with the nawab from Vaelan, offered in exchange Golden Water, especially in Veldorn. Among those new creatures
for the Gemstone Chaka’s vote). detailed in Chapter 5, the dark tree, cyclops, and mantimera are
The influx of both wealth and people seeking it has caused the indigenous to the region. Other monsters native to Veldorn include
population of Ormpé to grow rapidly—far faster, in fact, than the beholders, werecreatures, leucrotta, demons, and various giants.

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Major Geographic
Eigenschaften
The nation of Halruaa is perhaps the single most isolated

I n a region ringed by mountains lies Halruaa, a nation


of reclusive wizards. This rich realm is famous for its
gold mines, its fiery Haerlu wine, and most of all, its
magic. Halruaans wizards, like their mighty Netherese ancestors,
crave powerful magic and pursue their craft with fanatical devo-
tion, and even Halruaans who do not practice the Art respect its
country in Faerûn, with the possible exception of some island
kingdoms. Great mountains tower over the central plains, their
snowcapped peaks tantalizingly out of reach of those who live
in this hot, windswept land. High, narrow passes through these
severe mountains provide some measure of contact with the
rest of the world, as does shipping from the Great Sea to the
south. For the most part, however, the wizards of Halruaa live
inescapable power and influence. in comfortable dissociation from those around them.

Geographic Overview The Akhlaur Swamp


Halruaa is almost completely encircled by the Walls of Halruaa, This 4,000-square-mile swamp to the west of Lake Halruaa
a series of mountain ranges that form the eastern, northern, and is a warren of dangerous creatures and long-forgotten magic.
western borders of the country. The coastline of the Great Sea Named after an ambitious necromancer who set up his hidden
forms its southern boundary. Halruaa stretches approximately and magically defended fortress-home at its center, the Akhlaur
500 miles from east to west, and more than 350 miles from the wasn’t always the size it is today. When the necromancer first
coast to the northern foothills. The vast majority of the country went into seclusion, the swamp that flanked the River Ghalagar
consists of flat, windswept plains, broken only by broad, sluggish covered only half the territory it does now. Until recently, the
rivers and the occasional unusual feature. lowlands around the swamp continued to flood at a slow but steady
For the most part, Halruaa is a warm, humid land, with tem- pace, expanding the swamp’s boundaries by perhaps 100 feet a
peratures ranging from more than 100 degrees in the summer to year, though the river drained off more than enough water to
between 80 and 90 degrees in the winter. The mountains trap the maintain equilibrium.
moisture that rolls in off the sea, producing sudden and frequent Most Halruaans knew that the swamp was flooding because
thunderstorms. The higher foothills and valleys of the Walls of of a portal to the Elemental Plane of Water, but few know the
Halruaa are cooler and more comfortable than the lowlands in whole truth. Akhlaur was an ambitious wizard who focused his
the middle, and the mountains are even colder, with permanent attention on researching interplanar connections. When one of
snowcaps on the highest peaks. Winter often brings snow to the his experiments with a connection to the Elemental Plane of
temples on the mountain slopes as well, though never to the inland Water went awry, the magic he had set in motion went out of
plains. The winds blowing off the mountains make life inland control. Magically charged water began to pour through a never-
more bearable, though the weather patterns produced when they closed portal from that plane, flooding Akhlaur’s laboratories and
meet over Lake Halruaa make the lake a tricky place to sail. overflowing into the swamp. The portal pumped more water into

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Lushpool

620_17929_Ch9.indd 125
Ithmong Bandit Wastes A LL
I YA T HW
I OR
EN
P AL TH
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The NATH
PASS
MOUNT Nath
TALATH Talathgard

TAL
A TH
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PA
lua

SS
rA
ive
Aluarim

R
Maeruhal
HA
Eichul

Mhair Jungles
Ri
LR
ver
Halarahh Lake
Gh Ri
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125
ala ver A Maeru
THE EAST WALL

gar Ha
HALRUAA

lar

Lake Halruaa River


Akhlaur eru
Ma

LL
Swamp
Khaerbaal Galdel AZHUL PASS
Zalazuu

T WA
Halagard Bay

ES
Ba Rethild
y of (The Great Swamp)
of Azuth
Ta

HE W
ert

T
al
Ralasuu Isle

Yaulazna
The Great Sea (Bay of
Pirates) Chasoln
Chasolné
s
tail Shipgrave Isles scale in miles
torm
The S 0 90

8/2/04 2:24:34 PM
HALRUAA

Illustration by Rick Sardinha


The Akhlaur Swamp is home to many undead creatures

the swamp than the river could drain effectively. Had it kept The Bandit Wastes
expanding, Akhlaur Swamp would eventually have reached the
In the shadow of Halruaa’s North Wall lie the desolate barrens
coast, swallowing Halagard in the process. Recently, however, a
known as the Bandit Wastes. The rough, rocky terrain of this
wild elf magehound named Kiva moved the portal to the Nath
region consists of jagged hills and dusty plains, punctuated by
by means of a magic device similar to a portable hole, stopping
draws, ravines, and dry streambeds. This hot and desolate place
the expansion of the swamp. Later, a sorceress named Tzigone
boasts very little vegetation, water, or shade. Few stay in the
closed it during a battle between the Halruaan wizards and some
region for long unless they must, and those who do stay rarely
Mulhorandi invaders. Just before it sealed, Kiva managed to bring
survive long.
Akhlaur back through from the other side.
In addition to a wide variety of monsters, this region has
Today, the swamp remains at the size it was when the portal
traditionally served as home to outlaws fleeing the reach of
was moved, but many concerns remain—the most important of
Halruaan, Lapaliiyan, or Shaaryan justice. At present, the worst
which, at least to those who know the swamp well, is the presence
such group is the Blood Screamers, a band of savage gnome dire
of the larakens. These bizarre creatures from a distant plane began
weremoles led by a gnome vampire called the Blood-Curdling
to appear at about the same time that the flooding began. Few
Scream (CE male rock gnome vampire illusionist 9). This group
know for sure whether they originated from the Elemental Plane
reportedly lairs in a warren of tunnels dug by giant ants in the
of Water or were simply pulled through from another plane at
barrens east of Lapalgard, and its members raid as far afield as
about the time the portal was opened. Whatever their origin, the
the Rathgaunt Hills and the Nath.
larakens present a deadly danger to wizards everywhere because
of their magic-draining abilities.
The larakens are not the only dangerous creatures dwelling Lake Halruaa
in Akhlaur Swamp. Snakes, crocodiles, and schools of piranhas
This central body of brackish water connects the land’s river ports
hide in the shallow areas, and numerous undead—some the
to the sea. Though strong and unpredictable winds blowing in off
results of Akhlaur’s strange experiments and others spawned
the mountains make sailing and fishing in the lake tricky—and
from doomed expeditions—lurk everywhere in the interior of
flying over it in a skyship even trickier—Lake Halruaa is the
the swamp. Despite these threats, wizards and adventurers often
central hub for the majority of trade and travel passing through
enter the swamp in search of Akhlaur’s fabled magic treasures.

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HALRUAA

the country. Each of Halruaa’s major rivers ultimately feeds into of the country, this area boasts a slightly more temperate climate.
Lake Halruaa, and every ship that moves along one of these Temperatures in the Nath rarely reach 100 degrees, and the rains,
waterways skirts the lake, hugging the shoreline to avoid the though more frequent, are much gentler, nurturing the meadow
worst of the choppy water and capricious winds before moving grasses upon which the herds graze.
into a new channel and completing its route. Because of this heavy Perhaps the most significant features of the Nath Valley are
shipping traffic, most of the nation’s population is concentrated the temples situated on the lower slopes of the mountains that
in communities on or near the shores of the lake, including the surround the valley. Each of these temples focuses on one school
capital city of Halarahh. of arcane wizardry above the others. The sects are small because
Though few Halruaans care to venture out into the wild, while most in Halruaa profess at least a passing devotion to
hazardous central portion of the lake, more than a few unusual Mystra or Azuth, few feel the need to cement their connections
beasts call these waters home. Some of these creatures are likely to the divine through ceremony. The clerics and wizards who
native to Lake Halruaa, while others migrated up the wide chan- tend the temples are the few who have been called to serve the
nel connecting it with the Great Sea to the south. Whatever the deities of magic in a more formal way.
case, sightings of such creatures are common enough that they Other than the temples, the valley holds little of significance.
cause little stir among the populace. Once in a while, however, The Nath is a rugged, wild country compared to the rest of
an aquatic beast ventures close enough to shore to stir up some Halruaa, and those who live here must be prepared for threats
excitement. When a real threat is discerned, the local wizards from many directions, though by far the greatest threat comes
waste little time chasing the interlopers back to the lake’s central from the east. Crinti riders occasionally sneak through the Nath
depths. In the past year, a few unusually large sharks, octopi, Pass to harass the herders or raid the temples in the hills. Sizable
and dragon turtles have been spotted, and quite a few folk have Crinti forces have invaded this area on more than one occasion,
reported a winged beast—possibly a dragon—diving into or but the powerful magic of the Halruaan aristocracy has always
soaring out of the midst of the lake, usually at night. forced them back before they could get much beyond the mouth of
the valley. Even so, the folk who by proximity serve as a first line
Illustration by Carl Frank

The Nath of defense remain ever-watchful for the gray-skinned riders.

The Nath, an upland basin of gentle hills in the northeast corner


of Halruaa, is known for its herds of wild rothé and auroch, both
The Rivers
of which are raised for food. Consid- The major rivers of Halruaa spring from the
erably higher in altitude than mountains of the Walls and empty into
most of the rest Lake Halruaa. Most of them widen

A Crinti raid in the Nath

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HALRUAA

considerably in the flat plains, often spreading several miles across temples of magic. Mount Talath, in the western half of the North
as they meet the broad lake. At such points, the rivers flow calmly Wall, houses the high temple to the deity Mystra and contains
and shallowly, appearing more like channels or inlets of the lake one of the largest libraries and storehouses of magic in Faerûn
than rivers in the strictest sense. (see Mount Talath, below).
River Ghalagar, on the west side of the lake, is the only runoff All told, the mountains are uncommonly threat-free, at least
from the West Wall that runs through the Akhlaur Swamp. on the Halruaan side, where long years of careful defense have
Because of the extraplanar water source that has until recently largely tamed them. The opposite slopes, however, are much wilder
fueled the Akhlaur’s bizarre expansion, the lower Ghalagar is and more dangerous. On the west side lurk nagas, yuan-ti, and
rather swift. The Rivers Halar and Aluer, both of which drain other threats from the Mhair Jungles, while a variety of mon-
the North Wall, are the widest, most trafficked waterways in sters—including bestial gnomes and bandits—roam the north side.
Halruaa. Countless villages and towns line the banks of these On the eastern side, Crinti raiders from the plains of Dambrath
two rivers, receiving their goods from the merchant ships and and creatures from the Great Swamp, including lizardfolk and
barges that pass back and forth along their courses. To the east, mysterious serpent beings, plague the lower slopes. Furthermore,
connecting Lake Halruaa to Lake Maeru, the River Maeru ogres, tall mouthers, giants, perytons, and stray outsiders all call
flows down out of the East Wall. This waterway serves as the the entire set of mountain ranges home. Most of these creatures,
main shipping avenue for the vast quantities of gold mined from however, know better than to tempt the wrath of the Halruaan
those mountains, and it too is lined with communities at regular wizards, so they rarely brave the high and forbidding peaks to
intervals. reach the other side of the mountains.
Like the lake they feed, these watercourses occasionally sport
an unusual creature or two. For the most part, however, they
host nothing more dangerous than large schools of fish.
People of Halruaa
Perhaps because they are descendants of the mighty Netherese
The Walls wizards, Halruaans have never lost their love of and fascination
with magic. It permeates their lives, affects every facet of their
Three mighty mountain ranges known as The Walls bound Hal- existences, and provides a standard of living found nowhere else
ruaa on the west, north, and east, creating an isolated nation that in Faerûn. Though not all Halruaans have mastered the Art,
is most easily reached by sea. The Walls are breathtakingly high, everyone feels comfortable around it. The nation’s wizards pursue
and each range boasts several peaks towering 20,000 feet or more the Art with fanatical devotion and consider all other studies
above sea level. Only five major passes though these mountains to be inferior pursuits. Thankfully, the Halruaans have thus far
connect Halruaa to the often hostile kingdoms beyond. avoided the soul-blindness that doomed Netheril, and if they
The mountains on the west side of the country are known remain vigilant against such hubris, they might enjoy the fruits
as Lhairghal, or the West Wall. This range spans more than of their labors for many years to come.
350 miles from its southern end, which borders the Great Sea,
northward to Talath Pass. The West Wall is split in two by the
Mhair Pass, which links Halruaa with the Mhair Jungles on the
Races and Cultures
other side. Where the West Wall meets the North Wall, in the Halruaa is predominantly (90%) a human nation, and Halru-
northwest corner of the nation, Talath Pass connects Halruaa aan humans make up 80% of the human population. In the
with Lapaliiya. country’s earliest days, the great valley formed by the three Walls
The northern range, including the mountains surrounding of Halruaa was sparsely populated by Lapal tribes that had fled
the Nath, is called the North Wall, or Nathaghal. This stretch the jungles to the west. With the fall of Netheril, a group of
of mountains and steep hills runs from Talath Pass on the west Netherese led by the great wizard Raumark moved southward,
to the Nath Pass on the east, spanning a distance of more than arriving in magnificent skyships to find a land that seemed like
600 miles. The North Wall is divided by the Bandit Pass, which paradise. Within a generation, they had begun to blend with
connects Halruaa with the Bandit Wastes to the north. The the natives. Not long after that, waves of Arkaiun tribespeople
Nath Pass in the northeastern section of the country provides a who had come west from Dambrath intermingled with the early
corridor between Halruaa and Dambrath. Halruaans, creating the ethnic group that exists today.
The East Wall is known as the Muaraghal. Like the West Most modern Halruaans are dark-haired—a trait shared
Wall, it stretches more than 350 miles and, like both of the by both their Netherese and Lapal ancestors. Though the
other mountain ranges bordering Halruaa, it is split by a pass. fair-skinned Netherese originally dominated the population, the
The Azhal Pass lies just south of the river Maeru and connects darker, olive-colored skin tones of the Lapal tribes proved more
Halruaa with the Great Swamp, Rethild. The Muaraghal is richly suitable for the sunny clime and became a dominant trait. Today,
veined with some of the purest gold deposits in Faerûn. Mining the typical Halruaan has dark hair and skin in any shade from
in the hills and mountains of the East Wall is perhaps the second ruddy to deep olive, though an occasional paler-skinned child is
most valuable industry in Halruaa, next to magic. born. Eye color ranges from black to chocolate brown to deep
The mountains surrounding Halruaa—particularly those green. Halruaan men average about 5 feet 9 inches tall, and
that cradle the Nath Valley—are home to the country’s various women about 3 inches shorter.

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Halruaans speak Halruaan, which is simply a modern dialect With all that magic at their fingertips, it’s no wonder that
of ancient Netherese. They employ the Draconic alphabet in Halruaans practice exaggerated courtesies with one another. Hal-
their writings. ruaan social interactions usually involve lengthy declarations of
The remainder of the nation’s population consists primarily of intent, ritual sharing of spell components, and other elaborate
dwarves and halflings. Most of the dwarves live in the mountains niceties, usually as part of formal visits to one another’s homes.
that form the eastern perimeter of the country, where they work Such practices might be considered an unnecessary waste of time
the gold mines. Some adventuresome strongheart halfling trad- in a society that doesn’t feel the weight of magic every day, but for
ers from Luiren have settled in trading communities near the Halruaans, they represent self-preservation as much as politeness.
coast, while small populations of lightfoot halflings have been To the eyes of visiting outsiders, these courtesies initially seem to
established in Halruaa’s urban centers for several generations. be a whirlwind of gestures, bows, and ritualistic exchanges that
A few elves and half-elves also call Halruaa home, though are too rapid and confusing to figure out. Eventually, though,
they are rare enough to be considered oddities anywhere in the patterns become discernible, and visitors soon learn to follow
interior of the country. For the most part, those with elf blood along and participate.
who have made themselves at home in this nation of wizards Halruaans as a whole are self-satisfied people more interested in
either have sufficient aptitude to vie for the power that comes staying at home than in exploring or exploiting the rest of Toril.
with magic, or have chosen to serve as counselors to others who Wizards enjoy pursuing their research in the privacy of their
do. A small handful of elves and half-elves make up one bloc of laboratories and don’t see much need to get beyond the Walls.
the governing Council of Elders (see Government, below). Those who do leave their native land are often merchants or
agents in search of unusual spell components. A few such agents
Life and Society are important enough to travel in one of the fabled Halruaan
skyships, but these flying vessels are fragile and so valuable that
Most folk who have never been to Halruaa hold a couple of they are not sent outside the Walls for anything less than major
mistaken assumptions. The first is that all Halruaans are wiz- missions.
ards. Though far from true, this assumption has doubtless been While Halruaan wizards do spend a substantial amount of time
fostered in the minds of foreigners by the few Halruaans with on their studies, they still manage to make time for family life,
whom they have had contact. In fact, only about one-third of all though they rear smaller numbers of children on average than
Halruaans have the gift of wizardry; the other two-thirds just citizens of other nations. As a result, children in this country
act as though they do. The second bit of misinformation shared tend to get more individual attention. Halruaans receive public
by those not native to Halruaa is that all the country’s wizards schooling until at least the age of thirteen. Screening for magi-
seclude themselves in dark, brooding towers built in desolate areas, cal aptitude occurs at age five, and magic-capable students often
where they cackle gleefully while working on their latest magical master cantrips by the time they are fifteen.
experiments. Again, though this notion is quite understandable, The smaller than normal number of offspring also means
it isn’t accurate. that Halruaa is not a densely populated nation. In fact, it has
In truth, Halruaans live their lives in much the same way as no large cities, and almost every urban center that does exist is
other people in Faerûn. They marry, have families, and live in less crowded than one would expect. The streets are wide, stately
communities where they have friends and engage in trade and boulevards, the homes sit on spacious lots with plenty of open
gossip, just like other folk. The difference is that magic pervades grass, and public parks and squares are numerous and open.
their lives on an everyday level, and they don’t think twice about
its presence. In most of Faerûn, those who understand magic are ECONOMY
considered mysterious outcasts, but in Halruaa, they have the inside To its citizens, Halruaa is truly a land of plenty. Much of its
track to health, wealth, and happiness, and those who don’t have countryside consists of open plains that are well watered by fre-
the spark of magic feel as though they’re on the outside looking quent rains. Farming is a significant part of the economy, and
in. Although it is not necessary to practice magic in order to live because of the relatively sparse population, the farms around Lake
well in Halruaa, it does help—a fact that might explain why so Maeru and north of Lake Halruaa can produce most of the food
many Halruaans at least pretend to know a bit of wizardry. the country needs. Fish abound in the wide rivers and along the
Of the third of the population with magical skill, ap- shores of the lakes, and fresh fruits, vegetables, dairy products,
proximately two-thirds have never been able to get beyond a and meat are daily fare on most tables throughout Halruaa.
simple trick or two (as noted in the description of the Magical The nation’s largest exports are gold and Haerlu wine. The gold
Training feat; see page 36 of the FORGOTTEN REALMS Campaign is mined out of the mountains on the eastern side of the nation,
Setting). The rest—a little more than 10 percent of the total and the wine is made in vineyards throughout the countryside.
population—actually understand the intricacies of casting spells. Some of the gold is smelted directly into ingots and used as trade
To Halruaans, the true Art is wizardry—they view sorcery as bars, but a significant amount is crafted into fine works of art,
a dangerously undisciplined and primitive approach to magic. either alone or alloyed with silver to form electrum. Gold and
Those few Halruaans whose gifts lead them to sorcery instead electrum jewelry and Haerlu wine fetch fine prices all along the
of wizardry either downplay the extent of their powers or leave southern coast of the Great Sea, and in nations such as Lapaliiya
the country. and Chondath.

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Halruaans could rival the Red Wizards in the export of magic The best means that Halruaans have found to ensure their
if they chose to do so, but oddly enough, spells and magic items do own safety is prevention. One good bit of intelligence goes a long
not often make their way beyond the country’s borders. Halruaans way toward avoiding military disasters, and divination is often
are decidedly possessive about their magical creations and do not the best way to gain knowledge of the enemy. Over the centuries,
easily let them spread into the wider world beyond their borders. diviners have earned great prestige for their ability to forecast
As it is, more than a few folk in prominent positions scowl every impending danger—be it monstrous threats, hazardous weather,
time they hear another tale of a skyship racing along somewhere or invasions by hostile countries—and Halruaa’s military has
beyond the Walls. managed to turn back numerous attacks in recent decades simply
Magic is perhaps first on the list of Halruaa’s imports. The by knowing what was going to happen before it did.
appetites of the Halruaan wizards for new and unusual magic Still, all the preparation in the world wouldn’t do any good
from other lands knows no bounds, and their habit of taking without a strong military presence to back it up, and Halruaans
magic without giving any back doesn’t seem to bother them learned long ago that magic alone cannot make the difference.
in the least. In addition to arcane imports, Halruaa is also a Though skyships can whisk soldiers, supplies, and support magic
viable market for precious metals and other rare and valuable from place to place quickly, the vessels are fragile enough that
goods—particularly those useful in the creation of magic, such the wizards rarely waste them in actual battle. Instead, skyships
as spell components. In a nation with such a high quality of life, are typically set down to unload troops, and more traditional
the demand for exquisite jewelry and other fine art is always high, military tactics often decide the day.
and ostentatious wizards prefer to craft their magic items out of The five mountain passes are the biggest weaknesses in the
the best materials. Halruaan armor, but those are easily defended. Though less for-
bidding than the high ridges that flank them, the passes are not
LAW AND ORDER easy routes for an advancing army, especially if a smaller force
Perhaps the greatest dangers in living in a society so steeped in is determinedly entrenched in its path. The few times that enemy
magical ability are the threats of escalating magical combat and forces have managed to reach the interior of the country (a rare
the effects such battles could have on innocent bystanders. Because event, thanks to timely divinations), the Halruaan military has
Halruaans recognize the danger of the magic they wield, such met them with a force that included a large percentage of light
awesome and deadly displays are few and far between. Nonethe- cavalry to take advantage of the open ground. Historically, only
less, magic seems to hang in the air of every village and town, the Crinti just to the east have given as well as they have taken
and wizards of every persuasion magically check out anyone who in mounted combat.
might appear to be a threat. Scrying is common, and divinations The Halruaan navy can mount a strong force for defense
of every sort are flung about on the streets of Halruaan com- against invasion by sea. Several fast, maneuverable warships are
munities like trinkets at a parade. The result is that for the most docked in every port city, and more patrol the nearby waters.
part, Halruaa is a self-policed nation. Since the majority of the population dwells in the interior
When a problem does arise, justice is swift but carefully mea- (around Lake Halruaa), any invading navy would have to sail
sured. The Halruaan magehounds, who are tasked with enforcing straight up the channel between the lake and the sea to mount an
the laws regarding magic, track down renegade practitioners and invasion. Few armadas would be able to survive such a confined
bring them to justice. No trial is convened without thorough route, particularly with the agile warships darting around them
wizardly research, and no case is ever presented without ponder- and both banks of the river lined with wizards defending their
ous magical proof to back it up. Once sufficient proof has been homeland. The only other viable option for invasion would be
offered that a person is guilty of a crime, punishment is not far to land on the outer shores of the country and unload troops,
behind—assuming that punishment is deemed appropriate. Intent which would then have to march overland. At that point, the
figures significantly into the justice system, and an argument of, superior mobility of the Halruaan skyships would quickly gain
“He pointed something at me that looked like a wand, so I slew the defenders the upper hand.
him,” is an acceptable defense—provided that the defendant really But even in the face of such defenses, more than a few enemy
thought her life was in danger. nations and hordes of monsters have attempted forays against the
All the magical power at everyone’s beck and call actually nation of wizards, lured by the enticing rumors of magic to be
serves to make Halruaa a peaceful nation, at least internally. gained. The reality of Halruaa’s magic is a little less flashy than
Few can expect to get away with crimes if people on every street the stories indicate, but the locals nevertheless put it to good use
corner have the means to magically force a confession out of the in protecting their own.
perpetrator.
RELIGION
DEFENSE AND WARCRAFT Though religion has its place even in a society dominated by
A simple glance at a map reveals that Halruaa is geographically arcane magic, it is not at the forefront of everyday life in Halruaa
well protected. The mountains that surround it on three sides the way it is in some locales. Nonetheless, almost all Halruaans
are high and forbidding, and they completely isolate the country offer at least a token nod to the gods, knowing full well the
from all its neighbors. folly of turning their backs on the deities that granted them the

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marvels of magic. To believe that they could get by without such visit the more remote regions—particularly the Walls of Halruaa,
veneration would be the height of arrogance. Akhlaur’s Swamp, the jungles of Mhair, and the Swagdar in
Most Halruaans worship either Mystra or Azuth. The vast Dambrath—in search of profit and adventure. But folk from
majority of the population pays homage to the Mother of All other lands who come to Halruaa to hunt treasure and slay
Magic, praying to her to watch over the Weave and thus ensure monsters are seldom welcome. Those few who manage to slip in
that the Halruaan way of life continues undisturbed. Every are not forcibly removed as long as they don’t cause trouble and
community of village size or larger has, at the very least, a do not try to spread the tenets of an unwelcome faith, but the
shrine dedicated to Mystra, and an extravagant temple honors locals keep a suspicious eye on their activities.
her in every major town and city. While some of these temples Some career adventurers also find alternate means of making
verge on ostentatious, they all pale in comparison with Mouth a living in Halruaa. Veteran combatants can usually find work
Talath, the center of magic in Halruaa. High on the mountain with the military, while mages might be able to pay or trade
slopes along the north side of Halruaa is Mount Talath, the site for training, especially if they bring knowledge and samples of
of the largest temple to Mystra in Faerûn. It houses not only outside magic. Foreign thieves, however, are not tolerated. Like
a grand worship center, but also one of the most complete and rival priests, those who are caught plying the thief’s trade are
coveted archive and library in Faerûn—at least so far as magic either asked to leave or magically evicted from the nation.
is concerned.
Not everyone in Halruaa chooses to venerate Mystra—a siz-
able faction follows the teachings of the Lord of Spells. Indeed,
Politics and Power
the rise of Azuth’s following during the earliest days after his Magic is the most venerated form of power in Halruaa, and
ascension to godhood took place largely in Halruaa, and his wor- those who can wield it most effectively tend to wield political
shipers here have constituted the nucleus of his church for more power as well. Fortunately for the rest of the world, the wizards
than a millennium. Their collective voice has grown stronger in of Halruaa seldom see eye to eye on any topic. Thus, Halruaa’s
the years since the Time of Troubles because more than a little power structure consists of numerous factions of wizards, all
dissent grew among the ranks of the Mystra-worshipers during working at cross-purposes in their quest for more magic.
that period, causing significant numbers of wizards—even among Zalathorm, the present Wizard-King of Halruaa, is a diviner
the elders—to shift their patronage. whose ability to foretell the future has extinguished several threats
As if the rivalry between the two faiths did not create before they could become serious. In fact, Zalathorm and the
enough strife, rumors have begun to surface that a new secret other diviners have been so successful in protecting the nation
cult dedicated to Shar has emerged in Halruaa. Such whispers that most citizens favor placing divination specialists in leadership
suggest that some Halruaans—perhaps even a few elders—have positions from now on, rather than entrusting the nation’s fate
heeded the Mistress of the Night’s call and turned to the Shadow to evokers, conjurers, and the other kinds of wizards who ruled
Weave. Although such tales might be exaggerated, they probably in the days when Halruaa had to defend itself actively.
do contain seeds of truth. While the members of the Council
of Elders traditionally have difficulty finding common ground
on much of anything, those among them who have embraced
History of Halruaa
the Dark Goddess are almost certainly united in their own The earliest people to settle the warm, rain-drenched plains of
dark causes. Halruaa were Lapal tribes that had fled from their oppressive
No other faith has established much of a foothold in Halruaa yuan-ti masters in the jungles to the west. These sturdy folk settled
so far. The churches of Savras and Velsharoon are the most along the banks of the wide, gentle rivers and around the lake,
prominent of the minor faiths, but both of these have been largely becoming farmers, fisherfolk, and shepherds. Because the three
absorbed into the Church of Azuth, and the populace works to mountain chains around Halruaa formed a natural barrier against
keep it that way. While priests of other deities might visit coastal the outside world, the tribes were left mostly in peace.
ports for short durations (perhaps in the service of traders or No others arrived in the valley until nearly 1,400 years
as emissaries from another nation), they are not welcome to later, when a group of Netherese wizards led by the archmage
venture deeper into Halruaa, nor are they permitted to spread Raumark fled the scourge of the phaerimms and the destruction
the tenets of their faith among the locals. Those who attempt to of the empire of Netheril by skyship. Raumark had foreseen the
do so quickly draw attention to themselves and are politely asked doom approaching his native land and begun planning such an
to leave. Any who persist are magically discharged from Halruaa escape even before Karsus’s fateful act and Mystryl’s death. Upon
to the other side of the nearest border, typically landing high in crossing the mountains, the Netherese found a beautiful and rich
the mountains or in the midst of the Great Sea. country, sparsely populated by Lapal shepherds and fisherfolk,
and decided to adopt it as their new home.
Adventurers The two ethnic groups embraced one another rather than
fighting over such a bountiful and available land, and they
Because Halruaans are fond of their isolation, few of them ap- quickly learned to coexist. The wizards provided the simple folk
preciate outsiders traipsing around the countryside. The nation of Halruaa with an organized ruling class, laws, justice, and
does accept a small number of local adventurers who periodically wondrous works. Native Lapalians with a talent for magic were

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accepted as students with no hesitation, and the presence of so 585 Year of the Ogling Beholder: A fleet of Dambrathan
many powerful wizards soon discouraged the raiders and monsters galleys attempts to sail into the channel leading to
that had once plagued the lowlands. Lake Halruaa and conquer Halagard. Devastating
In the years after the arrival of the Netherese, Halruaa magic launched from both shore and skyships sinks
grew and prospered as a nation of wizards in relative isolation. almost every ship.
But although its citizens have never shown much interest in 638 Year of the Menial Phrases: The first rumors of a
occurrences beyond the Walls of Halruaa, the converse has not temple dedicated to Grumbar, hidden in the West Wall,
been true—Halruaa’s neighbors have made numerous attempts arise on the streets of Halruaan cities.
at conquest despite the country’s fabled defenses. Envious of 827 Year of the Sacrificed Fortune: The wizard Omm
Halruaa’s riches and magical treasures, the Dambrathans have Hlandrar of Halruaa engages a Red Wizard named
been the most frequent pests, invading Halruaa for brief periods Velsharoon in a spectacular magical battle in the skies
on several occasions. over the Shaar. The contest ends in a draw.
In 585 DR, a fleet of Dambrathan galleys attacked Halruaa’s 973 Year of the Emptied Lair: Crinti shadow marauders
coasts and occupied the country south of Lake Halruaa for sev- begin raiding the Nath Valley through the pass con-
eral months, until the great Halruaan wizard-king known as necting the two nations.
Mycontil defeated the invaders and slew their leader. The last 1144 Year of the Giant’s Maul: The Halruaan archmage
serious invasion occurred about one hundred years ago, when a Ootheraum Deirin slays the dragon Thoklastees over
charismatic satrap of Lapaliiya led a great raid through Talath the Shining Sea east of Orlil in an aerial battle.
Pass. The Halruaans drove off these invaders easily. 1146 Year of the Tardy Guests: The necromancer Akhlaur
opens a portal to the Elemental Plane of Water, releas-
TIMELINE ing the larakens into the swamp where his tower sits.
Year Event 1260 Year of the Broken Blade: Lapaliiya attempts to invade
–1732 Lapal tribes begin to settle the Lake Halruaa basin. Halruaa and is repulsed.
–339 Year of the Sundered Webs: Karsus causes the fall of 1262 Year of the Black Wind: Zalathorm, the current wizard-
Netheril, and the archmage Raumark leads a cadre of king, ascends the throne of Halruaa.
Netherese south. This group eventually finds and settles 1263 Year of the Tressym: Netyarch Zalathorm moves the
Halruaa. capital of Halruaa from Halagard to Halarahh for
–125 Year of Banished Wisdom: Hetel Hastalhorn, a defensive purposes.
prominent Halruaan archmage, founds Mhairhetel, 1312 Year of the Griffon: Thongameir “Stormspells”
now known as the City of Renegades, in the southern Halargoth acquires a young bronze dragon as a mount
tip of the Mhair Jungles. and is frequently seen flying to and from his secluded
147 Year of the Iron Colossus: Azuth worshipers formally mountainside keep, known as Narthtowers.
break with the Church of Mystra and establish the 1321 Year of Chains: Darsson Spellmaker, later renowned
House of the High One Ascendant in the mountains for creating numerous spells, is born.
near Lhair. 1332 Year of the Sword and Stars: Hansandrar Ilmeth, an
173 Year of Screaming Sharn: Several followers of Leira, archmage of Halruaa, creates the Mighty Rune of the
dissatisfied with the stranglehold that worshipers of Master, a magic “spelltome” of Deneir.
Mystra and Azuth have gained over the Council of 1355 Year of the Harp: Dwalimar Omen, an agent of
Elders, depart Halruaa in skyships. These wizard lords Zalathorm, departs Halruaa in the Realms Master, a
eventually settle in Nimbral. special skyship equipped with the Astrolabe of Nimbral,
426 Year of the Black Dawn: Ongild, a wizard of some to collect dangerous artifacts across Faerûn.
renown, crafts a magic gem that stores spells and gives 1357 Year of the Prince: Netyarch Zalathorm goes briefly
it his name. The Ongild eventually winds up in the belly mad while divining the Time of Troubles and is replaced
of a red dragon named Hoondarrh. on the throne by Gabrela for a period of two weeks.
546 Year of the Rusted Sabre: Gulkuluster begins creating 1372 Year of Wild Magic: The Wizardwar occurs. Akhlaur
a series of powerful wands, one of which is currently and Zalathorm, who owe their long lives to certain
in the possession of a sapphire dragon named Malaer- magic they created together in their youth, face off
agoth, who lairs beneath the Graypeak Mountains. against one another. Zalathorm destroys the red gem
553 Year of the Gnashing Tooth: Arkaiun barbarians from around his neck that houses the last remaining portion
Dambrath invade the coast of Halruaa and occupy of their life-extending magic, killing them both. Imme-
numerous cities for several months. diately afterward, the survivors of the battle, together
554 Year of Waving Wheat: Mycontil, the Wizard-King of with the Cabal—a group of elf spirits recently freed
Halruaa, assembles an army to drive the invaders out. from another, larger gem—resurrect Zalathorm.
During the battle, he slays the barbarian king, Reinhar 1373 Year of Rogue Dragons (current year).
I, with a devastating spell that also consumes Mycontil
and his circle of apprentices.

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Government of the governing process has opened up a bit more to servants of


Azuth, giving this segment of the population better representation
Halruaa’s ruling body is the Council of Elders—a tumultuous
in all facets of Halruaan politics.
body of more than four hundred powerful wizards headed by the
The Council of Elders determines policy for the nation at
netyarch, or wizard-king. Though all the elders are independent
large, but each town and city elects a mayor to handle local mat-
thinkers with widely differing opinions, they somehow manage
ters. In practice, the citizens almost always vote a Council Elder
to work together well enough to govern the country effectively.
to the post of mayor, since they believe that the most powerful
The leader of the council and current netyarch of Halruaa
wizards are also the most qualified to run their communities.
is Zalathorm Kirkson (LN male human diviner 20/loremaster
The mayors manage the mundane issues in their communities
4/Halruaan elder 5), who is rumored to be several centuries old.
and appoint worthy individuals to fill all manner of government
His tower stands in the middle of the temple complex dedicated to
posts—particularly those that involve keeping the peace and
Mystra in Halarahh. The netyarch’s palace is an ornate building
defense. Patrols, city guards, and, occasionally military forces are
protected by a wide variety of magical guardians and defenses.
common sights on the streets. Such a defensive unit almost always
Zalathorm uses a special magic item known as the Crystal
includes a priest and a mage to serve as judge and executioner.
Orb (see page 59) to call a meeting of the council. The Orb
allows him to contact all the elders at once with a single com-
mand, and those who respond remain in telepathic contact with Enemies
Zalathorm and the other respondents for as long as desired. The
To a Halruaan, people of any other nationality are enemies. The
use of this device means that the elders need not actually travel
Halruaans view natives of other nations as a bunch of greedy,
to the palace to participate in a meeting, though most of them
magic-grubbing freeloaders who can’t wait to get their hands on
have the magical wherewithal to do so easily. On most occasions,
the results of all the wizards’ hard work. Perhaps this attitude
fewer than half the elders respond to the telepathic summons,
is a residual effect of Halruaa’s early days, when the displaced
since many of them are involved in arduous magical research
Netherese believed that the phaerimms were coming for them,
or other personal business when a meeting occurs. Unless the
or perhaps it results from the various raids on Halruaa in the
issue at hand is of the direst nature, only one-tenth of the
not-too-distant past. Whatever the cause, most folk in Halruaa
council members need to vote to render a decision. When an
believe that everyone outside their nation covets their magic and
issue seems serious enough to warrant the participation of the
wishes to steal it.
entire council, a special vote is called. If it passes, a magical
summons is sent out to every single elder, requesting that she
proceed with all due haste to the palace because important
BANDITS
Perhaps the most irritating foes Halruaa faces are the endless
business is afoot. When feasible, a waiting period is established
hordes of bandits that seem to worm their way over, through, and
to allow every member a chance to arrive. Once the full council
under the North Wall from the Bandit Wastes. While divination
is in session, however, those unable to attend must live with the
is a useful tool in forecasting major threats to the land, it does
decisions of those present.
not do as good a job predicting the arrival and movements of
To become an elder, an individual must demonstrate a certain
small bands of raiders. Thus, the Halruaans from the northern
minimal arcane aptitude and petition the council for entry. In
part of the country have learned to keep an eye open for trouble
general, the wizards already on the council perform a “background
and a hand near their spell components at all times.
check” with a few perfunctory divination spells to ensure that
the potential member isn’t going to create a problem later. Most
of the time, this check is a mere formality, since every wizard
DAMBRATH
Realistically speaking, few countries would dare to take on a
worth her salt in Halruaa already knows every other one (either
wizard nation directly. Thus far, the boldest such challenger has
as a potential ally or a rival) and is keenly aware of the dynam-
been Dambrath, but historians have always found the wisdom
ics of all the various factions in the Council of Elders. Once
of that country’s pre-Crinti barbarian leadership suspect. More
accepted into the council, each individual member finds a level
recently, raiding the Nath has become great sport for the Crinti
of participation that is both useful and comfortable.
of Dambrath, though such raids are typically forms of enter-
When the netyarch dies or steps down, the full Council of
tainment sponsored by independent-minded nobles rather than
Elders convenes to select a new one. The elders are supposed to
actual invasions organized by the queen and her advisors. Since
choose the most powerful among their number, but the succession
the rise of the diviners has led to better preparedness and more
meetings have always been contentious, politically charged affair.
effective defenses against outside attacks overall, the Crinti have
The last three netyarchs have all been specialists in the school of
been gradually losing interest in annoying their neighbors. Still,
divination, primarily because diviners have demonstrated the value
the range of formidable mountains and the vast swamp that
of ferreting out threats to the nation before they actually occur.
separate the two countries are probably a boon to both. So long
Since most Halruaan wizards worship Mystra, her church plays
as they do not venture far from the docks, Crinti merchants are
a key role in the government. Priests of the Lady of Mysteries
welcome to trade in Halruaan cities, and this courtesy seems to
serve as judges for the state, determining truth and intent in all
appease both sides.
criminal trials via divination spells. More recently, the legal side

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HALRUAA

LAPALIIYA make some part of his life or work a bit easier. Spells of cooling,
This loose confederation of city-states has decided before that cooking, and food preservation are available to everyone.
raiding Halruaa would be beneficial. The acquisition of magic For those who can afford it, exotic magic is as much a means
is the most likely explanation for this decision, but that same of decoration as a tool. Spells that produce sparkling light and
magic resulted in resounding defeat for the Lapaliiyan invaders, pleasing sounds are often woven into fine fabrics to enhance their
and that situation isn’t likely to change any time soon. Currently, beauty. Strange and highly magical creatures, such as behirs, are
healthy levels of trade flow in both directions through Talath favored as pets. Travel by means of floating carriages, carpets
Pass, and as long as the Lapaliiyans are willing to stay on their of flying, or skyships is common. Everywhere in Halruaa, the
side of the mountains, the Halruaans are happy to do business people take great pains to show off their abilities as well as
with them. their wealth.

THAY Aluarim (Small Town)


Though overt hostilities have never broken out between these two
great magic-using nations, no one who understands the two coun- Situated near the banks of the river Aluar, Aluarim (population
tries at all has any doubt that they distrust one another. For their 1,328) is well protected from potential invaders by virtue of its
part, the Red Wizards would like nothing more than to get their location in central Halruaa. The town functions primarily as a
hands on Halruaa’s more extraordinary secrets, and they have shipping center for exports from the surrounding farms. Most
tried repeatedly to establish an enclave in Halruaa, though all such of the acreage of this quaint town is taken up by the produce
attempts have been firmly rebuffed. The Halruaans suspect that warehouses near the riverbanks, where the docks jut into the
letting the wizards to the north get a foothold in their country water. Naval traffic to and from Aluarim is steady, since it is
would just be inviting endless trouble, no matter what pretense the last stop along the northbound shipping route except for
the Thayans offered. Individual Red Wizards have occasionally Eru in the far north.
been caught sneaking into and around Halruaa, though what they Until about six months ago, Aluarim was the home of Rhodea
were doing there is anyone’s guess, since Halruaa’s policy is to Firehair (NG female human evoker 18/Halruaan elder 3), the
deal swiftly and summarily with all such trespassers before they most powerful evoker in the country. Rhodea was known for
have a chance to cause any damage—and often before they can her absolute fearlessness, and she led troops into combat on
be made to talk. Not surprisingly, guesses as to the true reasons several occasions.
for their presence usually involve the theft of magic. Surprisingly, Rhodea died not in battle, but in an accident at
the royal mint involving a polymorphed dragon. A short time
Cities and Sites after her tragic demise, her daughter Thalia was stabbed to death
by Procopio Septus and Dhamari Exchelsor, the two wizards
The population of Halruaa congregates in numerous villages and whose magic had caused the incident at the mint.
cities scattered throughout the country’s interior. Most of these The tower in which Rhodea made her home has stood on the
communities are small, cozy settlements with no more than a northern fringes of Aluarim since before the town existed. For
few hundred inhabitants each. The folk in such a village can reasons unknown, tradition demands that this tower always serve
usually rely on a wizard of at least 11th level to provide both as the home of an evoker. Its previous occupant, one Alteb Lazin,
protection and leadership. Such an individual serves as the mayor was far less friendly with the locals than Rhodea was, though he
and probably also as a member of the Council of Elders. did his part to help defend the town when necessary. The tower
The largest of Halruaa’s urban centers is small in comparison has been vacant since Rhodea’s death, but her skyship, the Will
to the great cities of most other nations, and Halruaa’s cities o’ Wisp, is still docked at the top.
are far less densely packed than the urban sprawls common
elsewhere. The capital city of Halarahh is the largest community
in Halruaa, but it boasts only about 8,000 citizens, though it
Chasolné
easily covers enough acreage for a city twice as large. Most A bizarre remnant of a civilization that predates the arrival of
of the other major cities huddle along the shores of the sea, the Netherese, Chasolné lies on the coast of the Great Sea at the
the lakes, and the rivers, though a few have grown up around southern tip of the East Wall, close to the Bay of Pirates and
the resources used in the country’s leading industries—namely Yaulazna. Two stone heads with exaggerated features have been
mining and winemaking. carved out of the cliffs that border the ocean here, rising more
Life in the cities of Halruaa is touched by magic in many than 500 feet above the water. Almost caricatures of human
ways. Quiet streets are lined with a variety of houses—some large heads, these images stare out toward the ocean, flanking an open
and ostentatious, others small and modest—each of which has a space in which a winding, narrow staircase leads up the side of
few built-in magical enhancements. A favorite practice in cities the cliff from a narrow strip of sandy beach. Cut directly into
along the coast is to magically coax coral to grow into “walls” the rock, the stairs ascend for more than a quarter-mile above sea
to enclose homes and gardens, and streets in all parts of the level to a well-hidden outcropping that also faces the sea.
country are well lit at night with light-producing spells that adjust Atop this rocky ledge are some crumbled and tumbling ruins,
their brightness in relation to the time of day. Even a common plus a large stone table—possibly an altar—carved with bizarre
laborer might have a minor magic item or two at his disposal to sea life and odd-looking ocean vessels. Flanking this table are two

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HALRUAA

wide, shallow, stone bowls, their interiors blackened from oil fires. of the fish taken from the bay go inland to feed the rest of the
Set back into the cliff face to the rear of the outcropping are two nation, and the other third is smoked or salted and packaged for
sets of columns that flank the mouth of a tunnel, which opens shipping to distant lands.
into a large, high-domed chamber with no other apparent exits. For many years, Halagard served as the capital of Halruaa, but
More than a few adventurers have visited this site in hopes of a little more than a century ago, Zalathorm called the Council of
discovering more about the area and finding any hidden treasures Elders to vote on moving the capital inland, where it would be
that might lie inside. safer from potential invaders as well as the encroaching danger
of Akhlaur Swamp. The vote was close, with a strong bloc led
Galdel (Large Town) by the mayor of Halagard dissenting, but the measure passed,
and the citizens of Halagard have never forgiven the wizard-king
Galdel, a cozy community of about 3,200 people, lies on the south for this embarrassing slight. Despite the change, some residents
side of Lake Halruaa. Its primary claim to fame is its population of Halagard still think of themselves as the true bearers of the
of electrumsmiths. A dozen or so highly sought-after artisans Halruaan spirit. In keeping with their stand against newfangled
make their homes here, alloying gold and silver into the metal Halarahhan fashions (a means by which they silently protest
known as electrum and fashioning fine art objects, rings, wands, their beloved city’s demotion), wizards of Halagard generally
and weapons from it. Among these artisans is a dwarf craftsman specialize in conjuration or evocation rather than divination.
named Boronuil Ironfist (LN male gold dwarf fighter 4/expert The current mayor of Halagard is Eledric Omanrys (LN
13), who is considered by many to be the best in the business. male human conjurer 14/Halruaan elder 2), who is also a rather
If the customer can afford it, Boronuil can craft custom-made influential member of the Council of Elders. A conjurer of no
items from gold, silver, or electrum for magical enhancement. small talent, Eledric is very fond of apprentices and counselors,
He charges quadruple standard rates and has a waiting list of so he makes a practice of surrounding himself with numerous
two years or more. conjurers-in-training and Jordaini advisors. The lives of his ap-
prentices are not easy; he works them hard and expects a great
Illustration by Cark Frank

Halagard (Small City) deal from them. Despite his reputation as a difficult master,
however, he never lacks applicants to fill vacancies on his staff,
With about 7,500 residents, Halagard is second only to Halarahh since he is one of the most powerful conjurers in the land.
in population. Situated at the mouth of the Halagard Channel on Twelve other elders also live in Halagard. The number of elders
the Bay of Halruaa, the city boasts a sizable fishing fleet. The Bay in residence briefly swelled after the capital moved, but the reason
of Halruaa is both a safe harbor and a productive fishing area, was clear: As the swamp to the west crawled inexorably closer to the
and fish is one of Halagard’s major exports. About two-thirds outskirts of the city, the dangers it sheltered became more obvious.

The stone heads of Chasolné

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HALRUAA

The situation had to be dealt with quickly to prevent Halagard halted. In hopes of currying Zalathorm’s favor, some wizards have
from being swallowed up in the morass of wetlands. To that end, actually reduced the height of their towers, making the skies that
several prominent wizards moved to Halagard to study the swamp’s much safer for skyships.
progress and research ways of thwarting the encroachment. Still Because of its high concentration of wizards and the fact that
others came merely to provide some defense against the dangerous the wizard-king and his council conduct business here, Halarahh
creatures wandering out of the swamp. Now that the portal to the is a difficult place for those not gifted in the Art to live. In all
Elemental Plane of Water within the swamp has been closed, most walks of life, favorable treatment and promotions come to those
of the wizards who came to study the phenomenon have left, but who have the spark but elude those who lack magical aptitude.
a few, finding the city to their liking, remained. The obvious exceptions to this rule are the Jordaini. These magi-
cally immune counselors vie for positions and prestige alongside
Halarahh (Small City) their wizardly patrons in the never-ending game of politics that
is Zalathorm’s court. Though they cannot partake of the vast
The seat of Zalathorm’s power, Halarahh has a population just wealth—both fiscal and magical—that is available to so many
slightly above 8,000, making it the largest city in Halruaa. This others in the city, their stature in the eyes of everyone from the
wide, sprawling town is situated on the northern banks of Lake wizard-king down to the lowliest street urchin is affluence enough
Halruaa, at the mouth of the river Halar. The city boasts lots of for them.
expansive public places for strolling, oratory, and celebrations.
Fully three thousand of the capital city’s inhabitants, includ- ARBOR SQUARE
ing seventeen members of the Council of Elders, are practicing Near the Netyarch’s Palace in the heart of the city lies Arbor
wizards, giving Halarahh the largest concentration of magical Square, an expanse of parks, rivers, pavilions, and gazebos
prowess anywhere outside Thay. Hundreds of wizard’s towers— designed for strolling, chatting, or orating. A wide variety
lofty edifices built of colorful coral, stone, crystal, and magical of temperate to tropical trees, many of which are flowering
force—dominate the skyline, jutting upward from an otherwise or fruit-bearing, fills the square. Vine-covered trellises create
low-slung city profile. In past decades, each wizard tried to outdo spaces for private conversations, and bridges span manmade
his rivals by building the highest tower with the grandest and most canal-rivers, giving Arbor Square the feel of a vast, perfectly
breathtaking view of the countryside around the city. Eventually, manicured garden. Along the periphery, vendors sell wares rang-
however, the risks to both towers and skyships forced Zalathorm to ing from edible treats and beverages to magic trinkets such as
actively discourage this “tower war,” and the mad building spree cooling caps (hats with minor chilling spells cast upon them)

4
Halarahh
1
5
4

2
1. Arbor Square
4 2. Dockside Square
3 3. Ice House
4. Promenade
Lake Halruaa 5. Zalathorm’s Palace
0 scale in feet 200

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HALRUAA
Illustration by Sam Wood

Halarahh, capital of Halruaa


and dazzle stones (pretty colored rocks enspelled with cantrips Faerûn. Wizards interested in procuring fashionable pets, prepar-
to make them blink or spark.) ing new culinary delights, or simply restocking consumed spell
The citizens of Halarahh come to Arbor Square regularly components flock to these events to examine the wares. As one
to converse, debate, or listen to passionate orations. Anyone is Durpari merchant said upon visiting Halarahh during a monster
free to step onto a platform and begin pontificating on whatever fair, “If you can eat it, cage it, put it on a leash, or chop it up for
subject most concerns him, but a few well-known speakers always parts, like as not it’ll be there.”
draw the largest crowds. Some of the liveliest debates that have
led to policy changes for the nation began as passionate speeches THE ICE HOUSE
in Arbor Square. In a low-slung building near the docks, numerous journeymen
wizards are hard at work each day, using their magic to generate
DOCKSIDE SQUARE huge quantities of ice. Once created, the ice is promptly segmented
As with other Halruaan cities, much of Halarahh has grown up into blocks, wrapped in insulating cloth, and delivered all over
along the shoreline. Its docks, however, are not the tight, noisy the city to those who can afford the luxury and to those who
causeways abutted by closely packed warehouses that are standard can’t operate their businesses without it.
for Faerûn’s port cities. Instead, its broad docks quickly give way Because the manpower needed to create so much frozen water is
to an open park known as Dockside Square. This open plaza is extraordinary, even by wizard standards, the possibility of securing
paved in colored stone, and large trees provide good quantities of a steady source of ice by creating a portal to the Ice Wastes in
shade for strolling and chatting. Interspersed among the trees are the Abyss has recently been under discussion. The cost savings in
numerous pavilions with brightly colored awnings. magic would be immense and immediately felt, but the potential
Dockside Square is the customary site for just about every dangers of such an option have thus far kept the proposal bottled
festival and fair that takes place in the city. In the spring, when up in committee among the elders of the council.
the Queen’s Regatta is held over Lake Halruaa, crowds gather in
Dockside Square to witness the spectacle and hopefully gain a bit THE NETYARCH’S PALACE
of the scatted fortune dust that floats down during the traditional Even in Halarahh, where wizards who mix magic with archi-
light shows. In the summer, the square hosts numerous monster tecture vie with one another to create the grandest homes, the
fairs in which exhibitors offer their latest catches from all over Netyarch’s Palace is more dazzling than any other edifice.

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The sprawling structure is a masterpiece of architecture that fea- city of Khaerbaal anyway, so as to acquire trade goods its residents
tures soaring spires connected by causeways seemingly suspended cannot produce themselves.
in thin air. Large facings and supports made of transparent Not just anyone can come to House Jordain to learn the
material—or sometimes magical force—give the whole building ways of the magic-resistant Jordaini; its recruits are literally
an open, airy feel. bred for the task. Divination spells select parents that can
Inside, the heavy-handed use of magic borders on the provide the proper genetic makeup, and special elixirs ensure
frivolous. Every room is decorated with a liberal sprinkling of that the newborns resulting from such planned pairings have
magical enhancements. A night sky, an ocean-caressed beach an uncommonly powerful innate resistance to magic. Once a
at dusk, and an otherworldly scene of glowing flora from the Jordaini is born and determined to be an appropriate candidate,
distant Underdark are among the many lighted displays designed every detail of his life is carefully planned out by the hierarchy
to resemble majestic outdoor scenes. Various chambers have been of House Jordain.
built to showcase the more interesting properties of sound, and House Jordain serves as home not only to aspiring Jordaini
the hallways are filled with magic constructs designed to frighten, but also to numerous wizards who serve as instructors and train-
delight, and awe the viewer. Life-sized mechanical dragons, ers. Each day, they present the Jordaini with a wide variety of
complete with misty vapors issuing from their mouths, crouch magical challenges, honing their charges to physical and mental
in niches along the wide corridors, and specially created display perfection. At the same time, they use other spells to teach the
cases filled with living, breathing, miniaturized versions of real young Jordaini how to retain knowledge and become indispensable
creatures form dividing walls between rooms. Deep within the to their future patrons.
heart of the palace, a few special rooms illuminated with artificial
sunlight feature thick rain forests populated by colored birds,
snakes, and tree frogs.
Khaerbaal (Small City)
But not all the magic in the wizard-king’s grand home is On the southern coast, sheltered in the Bay of Taertal, lies the
for show. The entire place is warded with untold varieties of city of Khaerbaal. Like most of Halruaa’s settlements, Khaerbaal
protective magic designed to prevent entry by thieves and assas- is open, airy, and filled with wide avenues, parks, and plazas,
sins, and to keep treasures safe. Several wings of the palace are though it is undeniably rougher around the edges than most of
strictly forbidden to visitors because they are replete with deadly its sister communities.
symbols, animated guardians, and binding magic intended to One of only two bases for the small Halruaan navy, Khaerbaal
destroy trespassers rather than just thwarting them. has about fifteen seafaring ships and six skyships in residence.
The navy’s principal fortified base and construction docks are
THE PROMENADE on the isle of Rulasuu, which lies just off Khaerbaal’s coast.
One of the most fashionable and enjoyable pastimes for the citi- Since Rulasuu has no real city—just a military fortification
zens of Halarahh is to see and be seen strolling the Promenade, and the accompanying docks—most of the sailors based there
especially at dusk. The Promenade is a wide walkway that runs take shore leave in Khaerbaal. The unusually large number of
along the tops of the city walls, which for the most part are inns and taverns that have sprung up to handle this trade make
ceremonial rather than functional, anyway. The path can be Khaerbaal a rather wild town.
reached via several sets of wide marble stairs, making it readily In addition to serving as a military post, Khaerbaal also
accessible to the citizens. Every evening, hundreds of the city’s functions as a trading center for the southwestern section of
well-to-do venture forth dressed in their best finery (which often the country. Merchant ships whose captains don’t wish to make
bears magical enhancements) and perhaps walking their favorite the trip all the way up the mouth of the bay into Lake Halruaa
Halruaan behir or other pet. These folk have made a game of come to Khaerbaal instead. The prices here are nearly as good as
seeing whether they can outdo one another, but simply being those in the interior, and merchants can shave several days off
part of the crowd is the most important consideration. their travels by trading here. Most of the people in Khaerbaal
who aren’t wizards or military personnel are merchants who
House Jordain represent all the local villages and farms of the region.
Khaerbaal is governed by Grozalum (N male human il-
Along the very southern coast of Halruaa, on a peninsula that lusionist 16/Halruaan elder 2), the leading elder of the city,
juts out into the Bay of Taertal, a large, sprawling complex looks though he is rarely present. Grozalum prefers to spend his time
out over the Great Sea. This walled compound is House Jordain, at the netyarch’s court in Halarahh, hoping to curry favor and
home of the order that trains and indoctrinates all the magic- funding for his endless series of magical research projects. In his
resistant counselors known as Jordaini. House Jordain boasts absence, he leaves the affairs of the city to the naval officers,
enough acreage to support large gardens and numerous fields of who have to spend as much time keeping their own troops in
crops, plus provide plenty of open land for grazing herd beasts. line as enforcing the law. Such an arrangement has naturally
In the center of the grounds stand several buildings that house led to no small amount of resentment among the officers, who
barracks, a kitchen and dining hall, classrooms, and combat feel that their time and resources are stretched too thin. Thus
training facilities for the aspiring Jordaini who live there. Like far, however, the citizens of Khaerbaal have been disinclined to
other major plantations and ranches, House Jordain is entirely make a change because they are quite happy with only a small
self-sufficient, though it maintains trade relations with the nearby governmental presence.

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Perhaps the single most significant feature of Khaerbaal other Golden Shield Mercenaries: Barbarian 4, bard 7, cleric
than its military fleet is the spacious park in the center of the 6/fighter 4, cleric 3, fighter 8, fighter 6, fighter 5 (3), fighter
city, where several great bilboa trees grow. These gigantic trees 2 (3), ranger 6, ranger 3, rogue 7, rogue 3 (2), warrior 5 (3),
tower high above all the buildings, and experts claim that this warrior 4 (3), warrior 3 (5), wizard 6/fighter 5.
great size is almost certainly due to magical influence. The radius Other Characters: Aristocrat 3, aristocrat 1 (4), barbarian 1,
of a bilboa tree’s top can easily reach 100 feet, creating a self- bard 6, bard 5, bard 4 (2), bard 2 (3), bard 1 (2), cleric 3, cleric
contained world within its foliage. Transients and vermin often 2, cleric 1 (2), commoner 10, commoner 9, commoner 8, com-
nest in the hollows of the great bilboa trees, creating settlements moner 7 (2), commoner 6 (4), commoner 5 (3), commoner 4 (5),
similar to the slums in other cities of Faerûn. commoner 3 (4), commoner 2 (8), commoner 1 (396), expert
6, expert 5 (3), expert 4 (3), expert 3 (5), expert 2 (8), expert 1
Maeruhal (Village) (13), fighter 7, fighter 5 (2), fighter 4 (2), fighter 3 (5), fighter
2 (6), fighter 1 (13), monk 1, paladin 2, ranger 2, rogue 7 (2),
Deep within the foothills of the East Wall sits Maeruhal, the rogue 6 (2), rogue 5, rogue 4 (3), rogue 3, rogue 2 (4), rogue 1
settlement closest to the nation’s gold mines. Little more than a (7), sorcerer 1, warrior 4, warrior 3 (2), warrior 2 (3), warrior
rough-and-tumble mining town, Maeruhal is filled with folk who 1 (22), wizard 11, wizard 9 (3), wizard 8, wizard 7 (2), wizard
dig for gold by day and carouse in the evenings. The merchants 6 (4), wizard 5 (7), wizard 4 (10), wizard 3 (12), wizard 2 (17),
who cater to the miners expect a raucous crowd in the evenings, wizard 1 (19).
and they strive to offer goods and services that appease their
patrons while minimizing brawls and riots. Plenty of bards
and musicians make their way to Maeruhal, as do courtesans
Mount Talath (Small Town)
of every persuasion and interest. Gambling halls occupy every Considered by some to be the center of magic in Halruaa, Mount
street corner, and some wizards (particularly illusionists) have Talath is a small town located high on the slopes of one of the
made small fortunes offering magical entertainments and shows tallest mountains in the Walls. The town is really nothing more
for the locals to enjoy. than a series of homes for the folk who work in the high temple
Despite its rough reputation, Maeruhal is not completely to Mystra carved into the mountainside.
lawless. Two companies of dwarf mercenaries, the Righteous The high priestess of the temple is Greila Sontoin (LN
Hammers and the Golden Shield, have agreed to enforce the female human cleric 20 of Mystra), who is said to have gained
peace on behalf of the handful of elders who call the town home. unearthly wisdom and insight into all things magical through
Just as gruff and rowdy as the rest of the folk, these troops bash both her own magic and the favor of Mystra. Though Greila is
a few heads when the need arises and brook no nonsense from very old and seldom leaves the temple anymore, she is still capable
anyone. In general, however, they keep the place quiet enough of powerful magic, and she could be a formidable challenger to
that outsiders aren’t afraid to visit. Zalathorm should the two ever cross one another. Fortunately,
Each of the elders living here has a skyship, though they the wizard-king and the high priestess are on good terms and
have little use for such ostentatious items other than personal communicate regularly because each trusts the other’s judgment
prestige and enjoyment. Some of the more rambunctious locals about most issues.
occasionally try to swipe one of the flying vessels and take it for The Temple of Mystra is a magnificent structure with soaring
a joyride, so the wizards have had to employ creative security spires that seem impossibly tall alongside the steep mountain
measures to dissuade theft without harming the miscreants. slope. Like the grand towers of the wizards in the cities below,
Maeruhal (Village): Conventional; AL NG; 200 gp limit; the temple is built primarily of stout stone, but it also includes
Assets 6,340 gp; Population 693; Mixed (human 83%, dwarf crystalline walls and permanent walls of force. Anyone wishing
8%, half-elf 5%, elf 2%, halfling 2%). to pay homage to the Mistress of Magic may enter here to wor-
Authority Figures: Mayor Rinlin Pulgro (NG male human ship, but those who come expecting to get their hands on unique
evoker 14/Halruaan elder 2). spells or magic items are invariably disappointed. All items of
Important Characters: Kelvrim Errowd (LN male human true value are kept behind and beneath the temple proper, in
diviner 11/Halruaan elder 1), Dobyo Flurrig (NG male human a huge cavern complex designed to store centuries of magical
abjurer 12/Halruaan elder 2), Inyda Lauz (LG female human knowledge safely.
diviner 12/Halruaan elder 4), and Drindos Bez-Mont (N male Gaining access to the temple storerooms is no easy matter.
human evoker 13/Halruaan elder 2), members of the Halruaan Visitors who wish to enter the storehalls must undergo a rigorous
Council of Elders; Branwig Forkbeard (LN male gold dwarf series of magical screenings. Those who pass muster are admitted,
fighter 13), leader of the Righteous Hammers mercenary but the depth to which any particular individual may roam is
company; Holper Stoutshield (LN male gold dwarf fighter 9/ strictly defined, and the temple staff might require the visitor
giant-killer 6), leader of the Golden Shield mercenaries; Dreela to be escorted while inside. A member of the Council of Elders
Fallstatter (NG female half-elf expert 14), proprietor of the is permitted access to almost every section, but other natives of
Winsome Wyvern festhall and gambling parlor. Halruaa are restricted to the more mundane areas. Visitors to the
Righteous Hammers Mercenaries: Cleric 5, cleric 2, fighter country can only scratch the proverbial surface, and each must
9, fighter 7 (2), fighter 6, fighter 4 (3), ranger 8, ranger 4 (2), pay a ridiculously high fee to gain access at any level. Travelers
sorcerer 6, warrior 4 (3), warrior 3 (2), warrior 2 (2). who return to their native lands from a trip to the temple at

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Mount Talath often speak of its wondrous libraries, not realizing the hired muscle to back up his word. But despite his authoritar-
that they have not seen a third of its treasures. ian nature, most of the pirates welcome Yargo’s authority in
Despite the best efforts of the priests, thieves and spies oc- Yaulazna.
casionally gain entrance, but ample abjuration magic is always First and foremost, Yargo provides pirates with a suitable
in place to deal with such intruders. Many are not found for place to hide when either the law or a rival is hot on his trail.
several days after they have been fried, frozen, or partially The Pirate King couldn’t care less what a pirate does on the high
disintegrated. seas. As long as he minds his manners while in port, he’s free
The complex has some degree of organization—visitors can from persecution or retribution.
usually locate any desired piece of magical knowledge with no Second, Yargo happily resolves disputes between feuding cor-
more than five or six years’ worth of diligent research. Halru- sairs who come before him. His one stipulation is that anyone
aan wizards pride themselves on their ability to track down the who chooses to submit to his counsel must abide by his decision
information they need in Talath’s caverns, and some diviners or never be welcomed back in Yaulazna again.
have actually devoted their lives to the goal of devising new Third, Yargo maintains a standing offer that anyone wishing
spells expressly for speeding that process. In the end, though, no to store plunder can keep it safely in the caverns beneath the
one in all Halruaa—except perhaps a lich or two with knowledge town for as long as desired, so long as Yargo gets ten percent of
of such matters—has any real idea just how vast the body of its total value, payable upon placing the goods in storage. The
information within Mount Talath is. Pirate King has demonstrated his own trustworthiness on so many
occasions that most of the pirates feel comfortable taking him
Talathgard up on his offer, and an astonishing amount of booty is hidden
in the network of chambers underground. Once in a while, a
The fortress of Talathgard sits in the bottom of the pass at rogue pirate sneers at the thought of handing his treasure over
the base of Mount Talath. The military force stationed here is to Yargo for safekeeping, but the Pirate King never has to defend
charged with guarding the path that leads to the settlement of his practice. Almost every other pirate in town quickly speaks up
Mount Talath and the entrance to the High Temple of Mystra on Yargo’s behalf when such a situation occurs.
near the mountain’s summit. An outsider might find it somewhat surprising that the
Talathgard is staffed with an elite, 200-member force of potent navies of the coastal countries have made no effort to shut
wizards and battle-hardened warriors. No wizard of Halruaa is down Yaulazna, but Yargo has planned for such a contingency.
foolishly prideful enough to believe that such defenses can keep In fact, both Halruaa and Dambrath have tried several times to
out every creature intent on gaining entrance to the temple sail an armada into the Bay of Pirates and burn the shantytown
or the cavern complex behind it, but the force does deter most to the ground, but each time ships have arrived, their crews have
potential threats. Ninety percent of the prowlers are chased off found nothing to put to torch—as if the whole place had simply
before they get beyond the gates of Talathgard; the other ten vanished. This impression is actually not far removed from the
percent know better than to come at the temple from the front truth. Yargo has a powerful friend—a renegade wizard from
road anyway. Halruaa named Zuusted Nimderval (NE male human conjurer
In addition to serving as a gatehouse for the temple, Talathgard 20), who has developed a variation on the plane shift spell that
also provides a first line of defense for Talath Pass, which con- actually causes the entire shantytown to vanish to another plane
nects Halruaa with Lapaliiya—a nation with which the wizards temporarily. For security, Yargo simply posts watches near the
of Halruaa have squabbled in the past. entrance to the bay and higher up the sides of the mountain (to
watch for skyships), and Zuusted uses magical means to detect
Yaulazna (Bay of Pirates) (Hamlet) scrying spells and creatures trying to approach with magical
stealth. At the first sign of trouble, the shantytown and everyone
Hidden deep within the inlet known as the Bay of Pirates, the in it shifts away until the heat is off. Yargo uses a good portion
secret shantytown of Yaulazna serves as a refuge and hangout of the money that pirates pay him for storing their treasure to
for many of the pirates who ply the waters along the coast of keep Zuusted happy.
the Great Sea. Half of this hamlet lies on shore; the other half Yaulazna (Hamlet): Conventional; AL LE; 30,000 gp limit;
on a floating platform composed of derelict ships that have been Assets 9,000,000 gp; Population varies (about 180), averages 300;
lashed together. The landbound portion was built on a much older Integrated (human 37%, halfling 23%, half-elf 13%, half-drow
site—a collection of ancient foundations and odd stone columns 9%, half-orc 7%, elf 5%, tiefling 4%, other 2%).
dating from the same time and culture as the ruins at Chasolné. Authority Figures: Yargo (LE male lightfoot halfling rogue 9/
Numerous tunnels, warrens, and chambers honeycomb the ground Great Sea corsair 8), the Pirate King of Yaulazna.
beneath and behind the shantytown, where the mountains rise Important Characters: Zuusted Nimderval (NE male human
up from the ocean. conjurer 20), Yargo’s right-hand man; Cam Beely (NE male
Unlike Purl to the east, Yaulazna has a strong central author- human rogue 7/Great Sea corsair 4), captain of the Starsnake
ity figure—the legendary Pirate King Yargo (LE male lightfoot and formal rival of Yargo; Ly’stri Faerow (CE female half-drow
halfling rogue 9/Great Sea corsair 8). Yargo considers himself the rogue 4/fighter 7/Great Sea corsair 8), captain of the Black
owner of Yaulazna, and for all intents and purposes, he is right. Widow and considered the most notorious pirate on the Great
He maintains iron-fisted control of the community, and he has Sea; Wamdra Brooling (N female human rogue 3/expert 14),

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HALRUAA

former courtesan of Calimport and proprietor of the Purple but they could not prevail. Their community was destroyed, and
Genie tavern and hostel. the slain elves rose as undead creatures. Their festering nega-
Yargo’s Butchers: Bard 5/sorcerer 8, cleric 9, fighter 10, fighter tive energy eventually pervaded the entire swamp, saturating
7, fighter 6 (3), monk 12, rogue 15, rogue 12 (2), rogue 6/sorcerer it with foul diseases, twisted and corrupted creatures, and still
5, rogue 9, rogue 8 (3), rogue 7, rogue 5 (2), sorcerer 7, wizard more undead.
13, wizard 8, wizard 7 (2). Soldiers and adventurers alike have tried time and again to
Ships’ Crews: At any given time, 1d6+4 ships are in port. Each rid the swamp of this foul pestilence, but until recently, almost
has a captain with character level 8th–12th (usually a rogue or every effort served only to make the swamp more deadly. To
fighter with several levels of Great Sea corsair), plus 2d20 fighters, quote a common Zalazuu expression, “The swamp helps keep the
rogues, experts, and warriors of 1st to 10th level. number of fools in town low.” A few months ago, however, the
Other Characters: Barbarian 1, bard 3, bard 1 (2), commoner magehound Kiva took a group of Jordaini into the swamp and
7, commoner 6, commoner 5 (2), commoner 4 (3), commoner 2 destroyed the green sphere (an artifact created by the necromancer
(7), commoner 1 (18), expert 6, expert 5 (3), expert 4 (3), expert Akhlaur) that had been responsible for their creation. Ever since,
3 (2), expert 1 (2), fighter 6, fighter 5 (3), fighter 4 (7), fighter the number of undead creatures in the swamp has been shrinking
3 (8), fighter 2 (11), fighter 1 (13), rogue 3, rogue 2 (4), rogue rapidly. Now that their reign of terror has ended, more mages
1 (7), sorcerer 2, sorcerer 1, warrior 3, warrior 2 (5), warrior 1 and other adventurers have started to search the ruins, hoping
(8), wizard 1. to recover the lost treasures of the elves.

Zalazuu (Large Town) Heroes and Monsters


Zalazuu, located on the Bay of Azuth, is a large town of nearly Most characters who hail from Halruaa are human, though a hero
5,000 people that serves as the main trading center for the south- of some other race could easily originate in that country. A gold
eastern portion of Halruaa. Like Khaerbaal, Zalazuu functions dwarf, for example, might be the offspring of gold miners in the
as an urban getaway for a nearby Halruaan naval base. Almost eastern mountains or craftsfolk from any of a dozen cities that
2,000 military troops and nearly twenty warships (both seagoing export fine jewelry or items destined for magical enhancement.
vessels and skyships) are stationed at Fort Zalazuu, a large walled An elf or half-elf could be the child of one of the elf wizards on
fortress located just outside the town. the Council of Elders. In addition, a few halflings from nearby
Lailuu Gyrrite (LG female human cleric 19 of Mystra) rules Luiren have migrated to the coastal cities over the centuries,
Zalazuu, but she is more concerned with defending Halruaa than finding urban life in a land of wizards to be interesting and
ruling the city. She leaves the day-to-day administration of the filled with opportunity.
town to a bureaucracy of petty clerks and officials that has become Since wizards are especially abundant in Halruaa, any
more massive and unwieldy with each passing year. Most of these wizard character could easily hail from that nation. Bards
civil servants have little or no skill with magic, but they have are also common, though most have heard more than a few
managed to elevate their own importance (and thus, preserve snickers about their “parlor magic.” Sorcerers are not unknown
their job security in a nation predisposed to favor wizards) by in Halruaa, but they are exceedingly rare, and many take up
creating a tangle of forms, procedures, and regulations that no adventuring to leave a life of suspicion and persecution behind.
one else understands. As a result, trade in this port of call is less Priests of the deities of magic and spellcasting are common
lucrative than it could be, simply because most merchants know enough in Halruaa, but those devoted to other deities are
it’s easier to conduct business in other Halruaan cities. Despite almost nonexistent. Druids and rangers are more common in
the extra travel time, most of them believe it’s better to sail up the rural sections of the countryside—particularly on or near
the channel than to stop in Zalazuu. the mountains—than they are in the cities. A few monks have
trained in the temples dedicated to the deities of magic, and
THE KILMARUU SWAMP an occasional paladin champions an esoteric cause, but neither
Just east of the town of Zalazuu lies the Kilmaruu Swamp. class is prevalent in Halruaa. Likewise, rogues and barbarians
Though slightly less famous than Akhlaur Swamp near Hala- are exceedingly rare.
gard, it is still a fetid, dangerous spot and a threat to those All the feats in Chapter 1 are relevant to a character who calls
who live nearby. In fact, this bog is part of the reason that the Halruaa home. The Halruaan magehound, Halruaan elder, and
Halruaan navy has based so many of its vehicles and troops jordain vizier prestige classes detailed in Chapter 2 are particularly
in Zalazuu. suitable for characters hailing from the land of wizards.
Somewhere in the middle of the swamp lies a ruined city. Few Few monsters roam Halruaa, primarily because its citizens
have managed to reach the ruins and return with any details, have taken such careful pains to ensure that their home remains
but those who did come back revealed that the city was built free of such threats. However, adventurers are likely to find a few
by elves before the swamp existed. For reasons unknown, a trio monstrous creatures between the Walls, including the beguiler,
of powerful Halruaan wizards diverted a river that normally the Halruaan behir, the laraken, and the starsnake. Other crea-
flowed into the Bay of Azuth and flooded the elf community. tures—typically those with the strength and endurance to find
The elves attempted to battle the wizards, hoping to drive them their way across the mountains—include dragons, lizardfolk,
away so that they could restore the river to its normal course, werebeasts, summoned creatures, and yuan-ti.

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the Luirenstrand and divides the southern peninsula of Luiren
in half.
Like the rest of southern Faerûn’s coastal region, Luiren
is warm and humid through most of the year. Because of the
Toadsquat Mountains, which catch the updrafts of humid air

L uiren, the land of the halflings, is both peaceful


and bustling. Though halflings can be found in
almost every country in Faerûn, all their ancestors
originally migrated from Luiren. Sometimes known as Small
Folk, halflings actually prefer the term hin, the name they call
themselves. But they don’t hold the use of other names against
off the ocean and churn them into cooler, rain-filled clouds over
the woodlands, Luiren gets more rain than either Dambrath to
the west or Estagund to the east. The season of heaviest rain,
during the winter months, slows trade and travel but is good for
the growing season during the rest of the year.

Major Geographic
visitors who don’t know any better. They’re happy enough to
welcome newcomers with a smile and a place to stay—though
that lodging might be a half-sized stable or barn.
Features
The green, rolling farmland that makes up most of Luiren is
Geographic Overview bounded on three sides by forest or mountains, and on the fourth
by the ocean. Though the halflings enjoy the forests, they do
The hin nation of Luiren sits on the southern coast of Faerûn, not stray far into the woods for fear of the monsters that live
nestled between Dambrath to the west and Estagund to the east. there. Most of the region is rural, and the halflings grow grains,
The settled portions of the kingdom wrap around a small bay vegetables, and citrus fruits for eating or sale to merchants from
known as the Luirenstrand, on a strip of ground between the bay other lands. In the quaint communities of hillside tunnel-homes
and the Lluirwood that measures no more than 30 to 50 miles that dot the open country, the hin often gather together to share
wide in most places. This populated region stretches generally produce, stories, and news from other lands.
southwest to northeast, covering approximately 275 miles from
the edge of the Southern Lluirwood to the point where the
Lluirwood meets the ocean, just east of Fasruil.
The Lluirwood
The Lluirwood lies north of the open coastland where the Sometimes referred to as the Long Forest by the halflings to
major settlements are. Though ostensibly part of the kingdom, the south, the Lluirwood stretches more than 400 miles along
the forest is mostly untamed wilderness, and few halflings dare the north side of Luiren, covering nearly half the country.
venture into it. The north side of the Lluirwood is bounded by Along its whole length, citrus trees and many warm-weather
the Toadsquat Mountains, and beyond those, the vast plains of evergreens form a deep, dark canopy that shelters trailing vines
the Eastern Shaar stretch away for hundreds of miles. Most of and a profusion of undergrowth. Where the northern side of the
Luiren’s countryside is filled with gentle, rolling hills blanketed forest climbs up the slopes of the Toadsquats, numerous hardwood
with rich soil that supports a wide range of crops. Small copses trees, especially oaks, which thrive in the cooler temperatures,
of very large, very old trees dot this pastoral landscape. The replace the less hardy varieties.
only portion of the nonforested land that is not arable is the Though no place within the forest is safe, the eastern end is by
Mortik Swamp, which butts up against the southern coast of far the more dangerous, especially in and around Thruldar. Ghost-

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The Eastern Shaar TOADSQUAT MOUNTAINS Thruldar

620_17929_Ch10.indd 143
Lluirwood

Battle of Three Stumps X Fasriul

Lluirvale

Lluirwood
E N
IR Shoun

143
U Ojannath
LUIREN

L
Crimel

Beluir nd Isle of Quelthiir


tra
ir ens
Lu

Ammathluir Krenalir
Chethel

Ammathtar Mortik
scale in miles
Swamp 0 50

Southern
Lluirwood The Great Sea

8/2/04 2:27:38 PM
LUIREN

wise halflings call this area home, and they brook no intrusion into Despite its inhospitable geography, this island is the source
their territory. In addition to the occasional bandits, the eastern of many rumors. More than a few tales have hinted at buried
end of the Lluirwood is home to immense spiders, rhino beetles, treasure hidden on the island by pirates who once terrorized the
flying snakes, stirges, and perhaps worst of all, tall mouthers. The southern coast of Faerûn. The most-often heard rumor revolves
western section of the wood serves as the expansive “temple” of around Captain Jape “One-Eye” Belson, a notorious rake from
Nola Treesong (NG female strongheart halfling ranger 5/druid Durpar with a cunning nature and a mean streak. According to
8 of Sheela Peryroyl), who spends her time nurturing the forest, the stories, One-Eye seized a fortune in pearls and silver from
aiding marchwardens in keeping it safe, and discouraging foolish an outbound Dambrathan merchant ship that he subsequently
and unprepared folk from venturing too far into its depths. sent to the bottom of the sea with its entire crew still on board.
Thereafter, he sailed straight to Quelthiir, where he constructed
The Luirenstrand a buried vault protected by all sorts of nasty tricks and traps.
He supposedly hid the loot in the vault and then high-tailed it
The bay known as the Luirenstrand is not as calm and safe as to Purl to hole up for a while, but the Dambrathans caught him
either the Bay of Dolphins to the west or the Golden Water to the and dragged him to the temple of Loviatar, along with his entire
east. Its depths are noticeably darker and murkier than either of crew. His treasure, if it ever existed, must still be sitting at the
those two bodies of water, and the halflings, who are not much for bottom of that hidden vault.
sailing, spend little time on its surface. Still, the amount of trade
passing in and out of Luiren means that merchant ships crisscross
the Luirenstrand on a regular basis. A regularly scheduled route
The Southern Lluirwood
from Shoun to Krenalir crosses the bay in one direction every This untamed stretch of forest serves as an effective boundary be-
couple of days to ferry merchants and other folk between those tween Luiren and Dambrath. In the formative years of Faerûn, the
two cities, thereby saving them several days’ travel overland. Lluirwood and the Southern Lluirwood comprised a single, great
forest that covered present-day Lluiren. This vast woodland was
The Mortik Swamp eventually divided into two parts by a combination of clearcutting
by the stronghearts after the Hin Ghostwars, several bouts with
The Mortik Swamp is a lowland region in southern Luiren that tree blights, and the need for a road to Delzimmer. In the years
effectively separates the tip of the peninsula from the rest of the since, the Southern Lluirwood has shrunk to perhaps two-thirds
country. The region is so close to sea level that the ground cannot of its original size, but it is still shunned by most prudent folk.
drain properly, and the excess water has formed a swamp. A gloomy, mysterious place, the Southern Lluirwood houses
Mortik Swamp is a nasty bog filled with countless pests. In creepy, dark things that the halflings use in their ghost stories. Some
addition to the giant ticks that give the place its name, Mortik of the hin (particularly marchwardens) try to patrol the periphery
is also home to giant varieties of frogs, snakes, water spiders, and of the woodland, but the dangers are so real and subtle that many
deadly wasps, as well as biting swarms of more mundane insects. of them simply disappear and are never seen again. What they
Perhaps the most dangerous and cunning inhabitants of the don’t realize is that two different but very dangerous creatures
swamp, however, are the merrow. These creatures occasionally raid roam the forest, and neither of them likes to be noticed.
the surrounding farms and caravans, carrying off livestock and The first threat is a tribe of yuan-ti based in the southern
food stores to feed their tribes. A powerful shaman or chieftain regions of the Black Jungles on the Chultan Peninsula. Members
known as the Bog King (CE male merrow barbarian 7) presides of this tribe have been entering the wood for some time by means
over these creatures. With these creatures at his command, the of a two-way portal and kidnapping halflings who stray too close,
Bog King can make the road between Chethel and Krenadir a then transporting them back to their own city for experimenta-
dangerous route. tion. In addition, these woods are haunted by a tribe of beholders
Almost as long as this region has been inhabited, rumor led by a very old and cunning beholder mage named Xianthrope
has held that a hidden city lies somewhere in the middle of the (LE beholder mage 7). Xianthrope has created a number of death
swamp. To date, the persistent lack of evidence to support such tyrants to destroy both hin and yuan-ti who wander into their
claims has never stopped adventurers from trying their luck. hunting grounds.
Most of those foolhardy enough to brave the Mortik and lucky
enough to return emerge with swamp fever, rashes, leech bites,
and mud-covered bodies, but no fortunes to speak of.
The Toadsquat Mountains
The Toadsquat Mountains form Luiren’s northern border, divid-
Quelthiir ing it from the Eastern Shaar to the north. This range, sometimes
referred to as the Little Mountains by people in Estagund, is
The isle of Quelthiir is little more than a wide sandbar that divides old and worn, and its gentle slopes are covered with trees on the
the mouth of the Luirenstrand from the rest of the Great Sea. The south side, where it merges with the Lluirwood. If it weren’t for
entire island, 100 miles long but only 10 miles wide, is made up the silver that lies in the depths of these mountains, few would
mostly of low hills covered with sea grasses, scrub brush, and a few pay them any attention at all.
scattered, stunted trees. Every few years, a storm surging inland from Numerous tribes of gold dwarves live in the mountains and
the ocean scours the island unmercifully with rain and wind. work the silver mines they have established there. The Stout Folk

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LUIREN

divide their time between extracting the silver and battling the reflects that fact. Few members of the other races stay in Luiren
ogres that contest their living space. In recent years, the fighting long—not because they are inherently unwelcome, but simply
has gotten worse, primarily because an ogre mage named Kalispar because they don’t fit in—both literally and figuratively.
Onefang (LE male ogre mage sorcerer 7) has been organizing The three halflings subraces all look the same, though their
and inciting his followers toward more aggressive tactics against manner of dress tends to differentiate them from one another.
the dwarves. The typical hin stands about 3 feet tall and weighs between 30
and 40 pounds. She has dark brown or black eyes, ruddy skin, and
People of Luiren straight, black hair. Once in a while, however, a child is born with
fairer skin and curly brown or red-brown hair. Such a feature is
Most folk who visit Luiren come away with a mixed sense of always considered a good portent, and the hin say that such a
warmth and confusion. The halflings of this land are happy and child is “blessed by Brandobaris.”
gregarious, but their customs and traditions seem more than a
little strange to anyone from another land. On the coast, where HALFLINGS (GHOSTWISE)
the majority of their trade occurs, the halflings go out of their Very few ghostwise halflings still dwell in Luiren, and those
way to accommodate the Big Folk, building larger places for them who do live deep in the Lluirwood. These hin are rarely seen
to sit, eat, and sleep. Those living inland are just as happy to see by visitors.
humans, elves, half-elves, and dwarves as their kin on the coast,
but about the best they can offer in the way of hospitality is a HALFLINGS (LIGHTFOOT)
dry barn and a hot meal or two. Though lightfoot halflings call Luiren home, they constitute only
a small minority there because most of them departed the Llu-
Races and Cultures irwood right after the Ghostwars. According to the tales passed
down from parents to children, the lightfoots were unwilling to
Though the hin can be found in almost every corner of Faerûn, remain in close proximity to the sites of the massacres that had
Illustration by Vince Locvke

they are considered visitors everywhere in the world except here. occurred during that conflict. Those few who stayed behind had
In the cities of the humans, halflings are often relegated to ethnic little choice but to settle in with the stronghearts, trading in
neighborhoods. In Luiren, however, the hin rule, and their culture their nomadic ways for more sedentary lifestyles.

A village festival in Luiren

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LUIREN

Lightfoot halflings are similar in almost every physical Teamwork is a major component of hin society, and just about
respect to their strongheart cousins. In fact, the only discern- every halfling worth his salt pitches in to help with whatever
ible difference between the two subraces is attitude. Lightfoot community project is at hand. The Small Folk have an innate
halflings tend to be jovial, almost carefree individuals, and their understanding of the fact that no individual can get much done
nomadic nature has never completely left them. In fact, the without cooperation from his fellows.
habit of frequent relocation within Luiren (see Life and Society, One unique aspect of Luiren’s culture is the halflings’ occa-
below) was instituted by the lightfoots to assuage their wanderlust sional desire to uproot themselves and relocate. A family might
without actually leaving their homeland, though this practice was suddenly decide to move to another part of the same town, or
later adopted by the stronghearts as well. Lightfoots immensely even to a different city. Families often exchange the intensity of
enjoy pets, and the typical lightfoot family keeps a large hound life in an urban center for the rural quiet of farm life, or vice
of some sort as both companion and protector. Lightfoots might versa. Such a relocation can occur several times in a halfling’s
not be quite as stodgy and dour as their strongheart cousins, but life, and someone moves at least once per tenday in any sizable
both groups have learned that the only way to convince the tall community. When a halfling moves, all his possessions are left
people to leave them alone is to fight back. The lightfoots used behind—furniture, food, clothing, and even his job. All the
to just run away, but now they stand shoulder to shoulder with neighbors pitch in to throw a special kind of going-away party,
their strongheart neighbors when necessary. wherein everyone helps clean up the property to get it ready for
the next tenants. The house does not stay empty for long, because
HALFLINGS (STRONGHEART) whenever a hin family moves away, another soon arrives.
Of the three subraces of halflings native to Faerûn, the strong- At any given time, a certain percentage of the abodes in any
hearts are the most closely tied to Luiren, and the vast majority locale are vacant and waiting for new occupants. Families visiting
of them still reside in their native land. It was the stronghearts a town for the first time might spend a day or two checking out
who first experienced the depradations of the ghostwise tribe the vacancies before deciding which place (and furniture, and
during the Hin Ghostwars, and the stronghearts were the ones clothing, and job) are right for them. Outsiders find this behavior
who insisted on seeing that grisly work all the way to its conclusion more than a little odd, but to the hin, it’s as natural as a rainbow
(see History of Luiren, below). After the Hin Ghostwars, the after rain.
strongheart halflings chose to turn away from their previously
nomadic existence, clearing the forest and settling the land now ECONOMY
known as Luiren. Most of Luiren’s economy is based on agriculture. The hin export
Though not quite as dour and reserved as ghostwise halflings, raw foodstuffs such as grains, vegetables, and citrus fruits, plus
the stronghearts are the most down-to-earth and practical of the prepared foods such as cheese, brewed beverages, and baked goods
three subraces. Whereas the lightfoots have never completely (particularly pastries). They also offer a few handcrafted items, such
shaken off their desire for travel, most stronghearts are content as carved wood and fired pottery goods. A few farms also specialize
to work their land, share their goods, and enjoy a pleasant evening in livestock, so wool and hides are exported in small quantities.
in front of a hearth with a filled pipe. At the same time, the The halflings do a substantial amount of trade with the gold
stronghearts have adapted well to the lightfoots’ concept of a dwarves of the Great Rift, exchanging their surplus foodstuffs
partially nomadic existence, and they occasionally pack up and for precious metals. Most of their remaining trade goods travel
shift to new locations (and as often as not new careers) without to market by ship, but few halflings have the temperament for
undue thought. The strongheart tribe has earned its name on sea travel, so they rely on merchants from other lands (primarily
more than one occasion from its members’ fierce determination Durpar) to handle such trade for them. Because of this frequent
to stand strong in the face of adversity, to defend their homeland business contact, certain inns and taverns in the coastal cities of
and protect their young, and to endure the hardships of the land. Luiren, where the human merchant ships dock, offer human-size
More than a few would-be invaders have been surprised by the accommodations.
unwavering determination of their strongheart foes. The remaining goods are taken overland by caravan to
Strongheart halflings prefer to dress in simple garb suitable Dambrath. Great care is used on such trips because the halflings
for working in the fields or laboring in the city. A male strong- know their Crinti neighbors (and their long history of aggressive
heart typically wears loose pants stuffed inside stout work boots, invasion) quite well. For that reason alone, the halflings choose to
with a sleeveless leather lace-up vest over a simple linen shirt. A conduct their negotiations with merchants in Dunfeld traveling
female usually prefers a peasant dress, often with an apron, and deeper into Dambrathan territory. Other caravans travel the road
a simple cap beneath which to tuck her hair. During inclement between Luiren and Estagund, though this route isn’t a main
weather, a halfling of either gender wears a light cloak to keep trading path, since moving the goods by ship is usually easier,
out the damp. In addition, a typical strongheart takes along a faster, and less dangerous.
good walking stick wherever she goes. The hin do not mint their own coins, since they have no need
for them except to trade with outsiders. Inland, most hin feel no
Life and Society need for money, instead using a barter system to trade with one
another when the need arises. Halflings who do not have cause
The halflings of Luiren live a happy-go-lucky lifestyle that suits to visit the coast or the border regions of Luiren can go months
them well but causes some misunderstandings with other races. or years without seeing a minted coin. What little coinage does

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move through the coastal trading cities comes from other nations, place for a while, that part of the discussion lasts only a few
primarily Dambrath and Durpar. moments and consists of a few toasts, some good-natured jokes
Thus far, the hin have adamantly refused to allow the Red at the mayor’s expense, and a quick verbal vote before the real
Wizards of Thay to proliferate in their homeland. To date, the celebrations begin. Should a change of leadership be in order, the
Thayans have inquired several times about the possibility of estab- citizens might spend an hour or two hearing various prominent
lishing an enclave in Beluir, and each time, the mayor—with the citizens speak before a vote is called. At that point, whichever
solid backing of both the citizens and the leaders of the clergy—has hin is elected takes over management of the town or city.
steadfastly refused. The hin feel that no good can come from The mayor is responsible for the city’s day-to-day public
allowing the wretched Red Wizards to get a toehold in Luiren, operations, but he usually delegates such tasks to other halflings
and their attitudes aren’t likely to change anytime soon. who he knows can get the job done. A halfling settlement often
collects a minimal tax to help defray the costs of running the
LAW AND ORDER city, but the tax rates are usually very low. The marchwardens,
The hin of Luiren have few laws and many customs. Strictly with the aid of a few volunteer city guards, deal with any trouble
limiting the actions of a people who are whimsical and mis- that erupts, whether caused by halflings or outsiders. Few humans
chievous by nature—and who acknowledge an avowed rascal in who have spent a night or two in a halfling-sized prison cell are
their pantheon—would be a nigh-impossible task. Nonetheless, eager to do so again.
the halflings manage to regulate themselves enough to prevent
most serious offenses against society. When a native of Luiren DEFENSE AND WARCRAFT
commits a minor offense, the miscreant usually just receives “a Along the boundaries of the nation—most specifically at the edges
good talking-to” and an admonition to straighten up and fly right of the forests—a loosely organized group of halfling protectors
from an older, wiser halfling. When an outsider stirs up trouble, known as marchwardens is constantly on the lookout for threats.
the halflings often find creative ways to turn the crime back on The marchwardens are volunteers who understand the need to be
the criminal. For example, a con artist might find himself duped vigilant and have the necessary skills to handle trouble. The rest of
into losing his own coin as well as what he gained through his the population genuinely appreciates the marchwardens, recognizing
cheating ways, or a thief might wake up to discover that he’s been them as Luiren’s first line of defense against enemies.
moved in the middle of the night—minus his belongings—to For such a small people, the hin are surprisingly ferocious
the middle of nowhere. when it comes to defending their homes and land. They do not
The halflings recognize that there are a few truly bad apples in make a habit of going to war, but they are perfectly capable
every barrel, and that if left unchecked, an exceptionally villainous of rising up and organizing a defense against other nations or
individual can cause quite a mess. When such a situation occurs, monsters that arrive with conquest on their minds. Marchwar-
the hin call on a local marchwarden (see Defense and Warcraft, dens are quite effective at motivating and guiding militia forces
below) to administer justice. Though halflings are generally of halflings against larger opponents, and many an invading
jovial and prone to forgiving slights, they can deal with serious army has discovered that such a force is good at guerrilla tactics,
threats quite firmly, as evidenced by the Ghostwars. When hin especially in regions heavy with wooded thickets. Since almost
law catches up to a murderer, he shouldn’t expect much more every side of Luiren is screened by forest, such tactics almost
than a quick execution. invariably work to the halflings’ advantage.
In any rural community in Luiren, two rather informal councils Defense of the coast is a bit trickier for the halflings of Luiren.
of village elders handle most of the governing. The menfolk as- Only a few of the Small Folk are truly comfortable on the ocean,
semble on the front stoop of the largest communal building (usually so hin warships are few. Instead, the folk of Luiren find honest,
a taproom or general store), and the womenfolk gather around trustworthy human corsairs and offer them a regular cut of
the baking table inside. These two groups discuss the situations trade profits in exchange for patrolling the coastline. Those few
facing the community and decide on the proper way to handle any halflings who do take to the sea often sail with this independent
problems. Usually, the most respected and/or prominent citizen in “navy.” Though halflings might seem silly and flighty to members
the community presides over the dual meeting as mayor or wise of other races, they are good judges of character and have little
woman, though occasionally a marchwarden assumes the role of trouble distinguishing trustworthy sea captains from those who
leader. This individual listens to all arguments and counterargu- would try to take advantage of them.
ments and, if the gathering cannot come to a consensus, hands
down a decision for dealing with the situation at hand. RELIGION
In Luiren’s urban centers, the governing body is more formal. As a rule, halflings prefer to venerate the entire hin pantheon,
During each of the five seasonal holidays, anyone who wishes recognizing the value that each deity brings to the overall religious
a voice in the government comes to the central square (or the experience. The stronghearts and lightfoots of Luiren, however,
marketplace or the green in front of the mayor’s office) to par- often choose to favor some deities over others. Arvoreen has
ticipate in discussions on the issues that concern the community. the most ardent following, since the natives of Luiren find the
These debates address all pertinent topics, including whether or tenets of the Vigilant Guardian most in keeping with their line
not the current mayor is handling the situation well enough to of thinking about how to protect their land. Many clerics of the
continue serving. More often than not, unless a real crisis occurs Wary Sword serve in positions of political power, as mayors or
or the current mayor has decided to uproot and move to a new even marchwardens.

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After Arvoreen, Yondalla is the most popular deity among Many priests of the various halfling deities find themselves
Luiren folk. The halflings view her focus on home and security functioning as the spiritual and secular leaders of communities.
as wise and useful, and they welcome her notions of tradition. In At the very least, other hin come to the clergy for advice, for
addition, a sizable faction of hin—especially druids and rangers aid in settling disagreements, and for divine healing in times
who live on the fringes of civilization—choose to venerate of sickness or injury. Clerics of the faith not burdened with any
Sheela Peryroyl. sort of formal leadership roles usually travel the land to teach,
Most of the settled halflings who have remained in Luiren protect their flocks, and redress wrongdoings. Thus, though they
are curious, if not troubled, by the teachings of Cyrollalee the are not formally recognized as a ruling body of Luiren, halfling
Hearthkeeper, who urges her followers to earn the respect of clerics do hold appreciable influence in hin society.
other peoples by establishing a hin nation. After all, Luiren is The marchwardens also wield considerable power, functioning
already such a nation, and its citizens do not understand why the as the protectors, defenders, and perhaps even the vigilantes of
goddess would suggest otherwise. While few hin go out of their Luiren and its people. They generally operate outside of any other
way to discredit such views, they believe that this concept bears ruling structure but cooperate fully with mayors and village
careful watching. councils. The marchwardens meet from time to time—often
Although every halfling offers up some lighthearted respect to by chance but occasionally intentionally—to discuss persistent
Brandobaris, few who live in Luiren truly venerate the trickster problems, threats, and progress in dealing with such. They have no
deity. All hin understand that Brandobaris’s outlook and antics real hierarchy among themselves, but they generally acknowledge
reflect a part of their nature, but the older and wiser individuals the more experienced of their number as leaders during gatherings.
also understand the limitations of such behavior. Nonetheless, Though disputes between marchwardens are not unheard of, they
every halfling knows by heart the legend of how Brandobaris are quite rare—there is no room for pride or disagreement when
helped the halflings found Luiren in the dawning days of Faerûn, the well-being of the country is at stake.
and almost every hin offers an occasional prayer of thanks to
him for granting the race its clever and cunning nature.
History of Luiren
Adventurers In the earliest centuries, three tribes of the Small Folk roamed
the great Lluirwood as woodland nomads. After the Ghostwars,
The hin certainly do not object to the presence of adventurers the Strongheart Tribe and a few members of the Lightfoot Tribe
in their lands, and in fact, their tradition of hospitality demands stayed in the area and settled down, clearing the land for farming
that they welcome such visitors, as long as they don’t cause any and establishing contact with other nations. From that point on,
trouble. The hin tend to be a little more cautious about wizards the history of the halflings was a quiet one, interrupted from time
and sorcerers than they are about other adventurers, since prox- to time by the invasions and depredations of humans and human-
imity to Halruaa and Durpar has made the halflings wary of oids who wanted Luiren and its resources for themselves.
powerful arcane spellcasters who use magic excessively. Likewise,
priests of dangerous or evil deities are unwelcome inside Luiren’s TIMELINE
borders, but other clerics are permitted to visit, so long as they Year Event
do not attempt to proselytize to the locals. c. –6,000 Humans return from the Lluirwood Forest, which
The hin know that most out-of-towners come to Luiren not stretches from the River Ammath in the west to the
to see them, but to explore the dangerous places along the fringes River Gundar in the east, and from the Toadsquat
of civilization. This suits the halflings just fine, since adventurers Mountains all the way to the shore of the Luiren-
usually return from their quests with coin to spend on goods and strand. They report three distinct tribes of hin living
services, and they might actually defeat a dangerous monster or in that region.
two along the way. The halflings gladly let the adventurers keep –102 Year of the Spiked Gauntlet: Desva, a cleric of Malar,
half of everything valuable that they bring back from the depths attains a position of power among the ghostwise
of the forests, swamps, and mountains. halflings and begins leading them into darkness and
evil.
Politics and Power –68 Year of Discordant Destinies: The Hin Ghostwars
begin in response to the evil acts of Desva and the
In Luiren, the hin live in a sort of benevolent anarchy, since ghostwise halflings. Chand, a strongheart hunter,
no actual law-establishing body other than the clergy exists. becomes warchief of the Strongheart Tribe. The
The eldest and wisest of the citizens in any given community Strongheart and Lightfoot Tribes unite against
enforce a level of control over the rest, but the hin accept this the Ghostwise Tribe and begin exterminating its
rulership more out of respect for the wisdom of their elders members.
than through any real fear that disobedience could bring civil –65 Year of Monstrous Appetites: Chand slays Desva in
collapse. Beyond the local mayor and the village council, the hin battle. Almost all the ghostwise hin are either slain or
informally recognize two other political powers within Luiren: driven out of the Lluirwood, and the Hin Ghostwars
the temple clergy and the marchwardens. at last draw to a close.
14 Year of the Unknown Beloved: Beluir is founded.

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Illustration by Vince Locke

Kaldair and Vaprak

The Legend of Luiren’s Founding


Before the fall of Myth Drannor, when the Lluirwood Vaprak agreed and immediately grasped the nearest tree. He
covered the whole of the land that is now Luiren and Es- yanked it easily from the ground, but many of its roots tore.
tagund, the Small Folk came to Faerûn. At first, they lived The ogre deity’s avatar tried again, but again, he succeeded only
on the coast of the Luirenstrand, while the ogres ruled the in damaging the tree.
woods. These cruel, terrible creatures tormented the Small Finally, after Vaprak had tried and failed with many great
Folk constantly, and they prayed for deliverance. One day, trees, Kaldair took his turn. He walked up to the tiniest sapling
a halfling named Kaldair Swiftfoot came upon the avatar and very carefully removed it, pulling its lone taproot from
of the ogre deity, Vaprak the Destroyer. The halfling began the ground with harming it in the least.
to tease Vaprak and finally challenged the avatar to catch Vaprak trembled and roared with rage, but he knew that he
him if he could. In a rage, Vaprak chased the halfling for had been beaten. At that moment, Kaldair revealed his true
ten days and nights, but he could never succeed in grabbing identity—Brandobaris the Trickster.
the irksome creature. “You cannot best me in a test of agility, nor can you win in
Finally, Vaprak collapsed in exhaustion, and Kaldair ap- a contest of wits, it would seem,” the hin deity taunted. “Now
proached him. “You cannot defeat me in a battle of agility, and you and your kind must leave the woods for the mountains
I do not think you can beat me in a test of strength,” he said. and never bother the Small Folk again.”
Vaprak growled at the insult and quickly agreed to the test. Vaprak raged and stomped and tore up more trees, but he
“Let’s see which of us can pull a tree out of the ground had been beaten fair and square. So he gathered his ogre people
without ripping its roots apart,” Kaldair suggested. “If you and took them into the Toadsquat Mountains, where they live
win, the hin will retreat to the mountains north of the forest, to this day.
and the ogres may have the woodlands all to themselves. But And that is how Brandobaris won the kingdom of Luiren
if I win, all the ogres must live in the mountains, leaving the for the halflings.
forest to the Small Folk.”

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47 Year of the Crystal Orb: Chethel is founded. centers. The priests of the hin temples hold a great deal of
116 Year of the Mortal Promise: Shoun is founded. influence over many aspects of society, and the marchwardens
148 Year of the Blue Ice: Merrow from the Mortik Swamp identify and deal with threats against Luiren and its people.
attack Chethel. Half the town is destroyed before they No government beyond those groups is recognized, and the
are driven back. halflings manage to remain happy and civilized without any
218 Year of the Dancing Lights: Krenadir is founded. additional oversight.
328 Year of the Ermine Cloak: The Lluirwood is separated
into two parts—the Lluirwood and the Southern
Lluirwood—by logging operations and a new trade
Enemies
road to the west. Though Luiren has little in the way of valuable resources other
383 Year of the Quelzarn: Ammathluir is founded. than the produce from its farms, it has been the focus of enmity
447 Year of the Awakening Treant: Ogres swarm down from other races and countries surprisingly often. The halflings
from the Toadsquats and rampage through the north- keep to themselves and don’t trouble anyone who isn’t interested
ern section of the Lluirwood for several years. in trading with them, yet invasions both explicit and subtle have
450 Year of the Corrie Fist: The ogres are defeated by an plagued them throughout their history.
army of hin at the Battle of Three Stumps.
461 Year of the Lissome Apprentice: Ammathtar is DAMBRATH
founded to facilitate trade between the hin and Though Dambrath and Luiren are currently at peace, they
Arkaiun humans. maintain that state only because at present, trade is more lucra-
546 Year of the Rusted Sabre: Luiren is invaded by tive than war. Luiren’s western neighbor has such a long history
Arkaiun barbarians from Dambrath. The majority of aggression against the halflings that the Small Folk never
of the halfling population is enslaved, but some let down their guard anymore. From the raids by the human
individuals go into hiding. barbarians in early days to the more recent incursions by the
554 Year of Waving Wheat: The humans of Dambrath re- Crinti, the Dambrathans have demonstrated time and time again
treat from Luiren after their king is slain in Halruaa. that they are untrustworthy. The hin don’t understand why they
572 Year of Writhing Darkness: The marchwardens are should merit such malevolence, but they’ve learned the hard way
established to protect Luiren. not to be fooled; they fully expect another attack from the west
636 Year of the Luminous Tabard: Ammathtar is in the near future.
destroyed by an evil force from deep inside the
Southern Lluirwood. (A beholder is responsible for TOADSQUAT OGRES
the destruction, but no one realizes it at the time.) A long-standing enmity exists between the sour-tempered ogres
709 Year of the Earnest Oaths: Halflings begin disappearing living in the mountains to the north and the halflings in the
inside the Southern Lluirwood. Unbeknownst to them, woods and plains below. Since the founding of Luiren, the two
the yuan-ti are using a portal to abduct halflings and races have squabbled over territory, and the disputes are not likely
take them to the Black Jungles for experimentation. to be settled anytime soon. The ogres used to swarm down out
922 Year of the Spouting Fish: Crinti raiders from Dam- of the foothills and into the halfling villages on a regular basis,
brath attack Ammathluir. The halflings, led by the but in recent centuries, they have found the Small Folk to be
marchwardens, turn back the invaders after three more formidable foes, thanks in large part to the tireless efforts
days of fighting. of the marchwardens.
1105 Year of the Guardian: A great storm from the sea
nearly destroys Beluir and causes widespread damage YUAN-TI
to Chethel and Krenadir. The fact that the halflings don’t even know the yuan-ti are
1264 Year of the Shattered Altar: The druid Voolad Espiral, their enemies makes these creatures the most formidable of all
with the help of dark trees and other monsters, sacks Luiren’s foes. The serpentfolk have opened a two-way portal that
Thruldar, an Estagundan community on the edge of connects Ss’yin’tia’saminass, one of their cities in the depths of
the Lluirwood. Marchwardens and local ghostwise the Black Jungles, with the center of the Southern Lluirwood.
halflings slay Voolad and contain his spirit inside the They use this magical pathway to travel to the woods, snatch up
ruins with magic. lone halflings who stray too far into the forest, and transport
1373 Year of Rogue Dragons (current year). them back to Ss’yin’tia’saminass for experimentation. The yuan-
ti are attempting to create a new slave race, and they believe
Government that the halflings might be a key component in their success.
The marchwardens who patrol the target area have known for
Luiren has no central government, since the halflings prefer a very long time that dangerous creatures creep around in the
cooperative self-regulation. The only communal governments are Southern Lluirwood, but they do not know the specific nature
the village and town councils in the rural regions, and mayors of the threats. Thus far, they have simply been warning any and
who serve more as organizers than as true rulers in the urban all hin to steer clear of these woods.

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Cities and Sites NOTABLE BUSINESSES


A tavern and inn known as the Cold Duck, situated near the
As might be expected in a city where the people are half the size waterfront, caters to Big Folk as well as hin locals. The mayor of
of humans, just about everything in a hin community is built Beluir owns the place, though he rarely appears there, preferring
to a smaller scale. The Big Folk might find a few businesses that to leave the day-to-day operations to his niece, Cullada Burrow
cater to creatures their size, but for the most part, those who visit (NG female halfling expert 6). The Cold Duck is famous for its
Luiren feel like overgrown giants in a child’s world. deviled spice-and-salmon duck eggs, a delicacy known throughout
Most of the hin communities of any appreciable size are the southern coast and the inspiration for the tavern’s name.
located along the coast, where the thriving trade allows halflings Erdel Talltufts (NG male strongheart halfling rogue 7) runs
and visitors to intermingle easily. In every coastal city, businesses Erdel’s Extraordinary Equipment Emporium, a shop catering
along the waterfront (particularly inns, taverns, and hostels) can to outsiders who have come to Beluir intending to travel into its
handle guests of either human or halfling size, and the Big Folk interior. Erdel sells just about anything an adventurer might want
tend to feel more welcome here. Farther inland, though, the or need (everything on the Simple Weapons, Martial Weapons,
lodgings quickly shrink to better accommodate the natives. Armor and Shields, Adventuring Gear, Tools and Skill Kits, and
Clothing tables in Chapter 7 of the Player’s Handbook), all at
Beluir (Metropolis) standard costs. What most folk in Beluir don’t realize is that
Erdel also heads up a small and rather informal thieves guild
Most of the folk who live beyond Luiren’s borders consider composed primarily of young boys and girls. He has trained the
Beluir its capital city. In truth, however, the hin do not have members of this guild to sneak aboard the various ships that come
a capital at all, since they have very little in the way of into the harbor and carry off a few items of valuable cargo.
established government, and certainly none to speak of on a Beluir (Metropolis): Conventional; AL NG; 100,000 gp limit;
national level. Still, Beluir is the largest city on Luiren soil, Assets 136,050,000 gp; Population 27,210; Isolated (halfling
and it houses the biggest temple dedicated to Yondalla, so it’s 92%, human 4%, half-elf 2%, elf 1%, other races 1%).
as good a place as any for outsiders to come seeking audience Authority Figures: Mayor Calcitro Burrow (NG male strong-
with important personages. heart halfling fighter 8).
In keeping with their hospitable nature, the hin have designated Important Characters: Devout Voice of Yondalla Gringa
one section of the city to accommodate diplomats and emissaries Thistlehair (LG female strongheart halfling cleric 10 of Yon-
from other nations. A few human-sized homes in a particularly dalla); Captain Furl Mossfoot (LG male strongheart halfling
wide-open neighborhood go a long way toward offering comfort ranger 5/Luiren marchwarden 5), first-ranking marchwarden
to foreign dignitaries. in the Beluir area; Yannig Longtunnel (NG male strongheart
In addition, many merchant ships put in at Beluir on a regular halfling ranger 5/Luiren marchwarden 2), assistant mayor and
basis to acquire Luiren trade goods for sale elsewhere. Thus, the commander of the watch.
businesses along the waterfront cater to all sizes and tastes. The Watch: Ranger 3, ranger 2 (4), warrior 5, warrior 4 (3),
Calcitro Burrow (NG male strongheart halfling fighter 8) warrior 2 (17), warrior 1 (215).
serves as the mayor of Beluir. The Burrow family is actually quite The rest of Beluir’s citizens are too numerous to describe
wealthy, and its members own a large fruit grove just a few miles here.
beyond the city limits, as well as a number of fine taverns in
town. Calcitro is something of a legend in the community. In his
earlier years, he was a renowned adventurer who supposedly slew
Chethel (Large City)
two raiding hill giants single-handedly. In fact, his opponents were The city of Chethel lies a little way down the coast from Beluir,
drunken ogres, but whenever the tale is told, the truth stretches on the north side of the Mortik Swamp. With a population of
a bit more. slightly more than 14,500 people, Chethel is somewhat smaller
and more quaint than the metropolis to the north. Chethel is
MAJOR TEMPLES known primarily for its wonderful hin shipyards, where the
Gringa Thistlehair (LG female strongheart halfling cleric 10 of halflings happily construct some of the most seaworthy vessels
Yondalla), the Devout Voice of Yondalla, presides over Yondalla’s around—though few of them actually sail aboard their craft.
temple—the largest one in the city. Gringa is fervent in both her About 1,500 of Chethel’s inhabitants are elves and half-elves.
faith and her efforts to better the lives of everyone in Beluir. They have established their own neighborhood, known as the
Though she is privately troubled by Cyrrollalee’s recent urgings Long Quarter, where most of them reside in homes and shop at
for the hin to find a homeland, she keeps her concerns to herself businesses suited to their stature and tastes, but they get along
and preaches that tolerance of outsiders will lead to respect for the well with the halfling population in the rest of the city. Perhaps
hin. Gringa’s other preoccupation at the moment is the number because of the stable influence of the elf neighborhood, many
of disappearances in and around the Southern Lluirwood. She hin have chosen to settle permanently in Chethel rather than
has discreetly approached a number of different adventuring move around, as their brethren in other parts of Luiren are
groups, hoping she can find someone to investigate, but thus far, wont to do.
she has learned nothing. Most of the outsiders who visit Chethel are merchants seeking
trade opportunities or repairs for their ships, though adventurers

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and explorers often stop here on their way to investigate the MAJOR TEMPLES
swamp. A small area near the docks houses a handful of businesses The first center of worship in Crimel is the Temple of Yondalla
that cater to such brave folk, but the hin do not really expect on the northwest side of town. This building is actually the home
repeat business, since the swamp claims plenty of adventurers’ of Hubin Sharpears (LG male strongheart halfling cleric 6 of
lives. In fact, some residents favor passing laws to prohibit anyone Yondalla), the Revered Nurturer of the temple in the village.
from entering Mortik, simply because those who go in tend to Hubin has been trying to convince the folk of Crimel that they
make the Bog King angry, and he and his minions take out their need a proper shrine to Yondalla, and numerous discussions at
frustrations on Chethel. Because of this danger, Chethel’s walls the elders’ meetings of late have included this topic.
are high and stout, even by human standards. In the woods just north of town, a small shrine dedicated to
Sheela Peryroyl has been built into the hillside. Nola Treestump
Crimel (Village) (NG female strongheart halfling ranger 5/druid 8) tends the
shrine and occasionally enters the village to see if anyone needs
The village of Crimel is nestled up against the Lluirwood about her care, but she spends most of her time out in the forest,
60 miles west of Beluir. Only about 500 hin dwell here in the working with the local marchwardens to fend off threatening
shadow of the great forest. Many of these residents cut lumber creatures. Nola is the druid who visits the loggers at least once
from the forest under the watchful gaze of a druid and work the per tenday to discuss which trees to cut and which ones to leave
wood into usable and well-crafted items for sale in the markets standing in order to best preserve and regrow the forest.
of Beluir. Others provide food for the populace by farming the
land or keeping herds of cattle or sheep in the open pastures MAYOR’S HOUSE
surrounding the village. All in all, the hin who live in Crimel Silvo Carver (NG male strongheart halfling aristocrat 2/expert
find life there simple but rewarding. Even with the risks inherent 4) is the mayor of Crimel and its wealthiest individual. He dwells
in living so close to the forest, the people of Crimel wouldn’t in one of the few homes in the village that’s an actual building,
trade the sense of community and friendship they all share just as opposed to a burrow hole. Silvo owns a large farm on the
to move to safer environs. outskirts of the village, and everyone says his livestock is the
Because of its proximity to the Lluirwood, Crimel has been largest and healthiest for miles around. In addition to selling fresh
the target of numerous monster attacks over the decades. As a dairy products in Beluir, he also sells some of his livestock each
result, the local temple has made certain that the community is year, often to other farmers in the area. Silvo moved to Crimel
prepared for any sort of danger. A sizable group of marchwardens about fifteen years ago and just happened to arrive shortly after
lives in the village and patrols the forest around it, particularly the former mayor had decided to relocate. Silvo simply settled
the area where logging occurs. into the vacant house and the job, and no one has seen reason
to vote him out since.
NOTABLE BUSINESSES Crimel (Village): Conventional; AL NG; 200 gp limit;
Near the center of the village green is the Tumbling Troll, a Assets 4,670 gp; Population 467; Isolated (halfling 99%; other
popular tavern where the locals can meet and carouse with their races 1%).
friends and hear the latest news and gossip from travelers passing Authority Figures: Mayor Silvo Carver (NG male strongheart
through. In addition, the village elders gather here on a regular halfling aristocrat 2/expert 4).
basis to discuss developing events around Crimel. The Tumbling Important Characters: Rory Fingersall (NG male strongheart
Troll has a couple of rooms that visitors can rent (one of which halfling commoner 4), proprietor of the Tumbling Troll; Malric
is human-sized), but its primary business is the taproom. The Fodemun (LN male human cleric 5 of Bane), incognito fugi-
human-sized room has been rented for the last several months tive; Pand Roundnose (NG male lightfoot halfling expert 9),
by a human called Malric Fodemun (LN male human cleric 5 owner of Portly Pand’s Provisions; Hubin Sharpears (LG male
of Bane), who claims to be a retired mercenary looking for a strongheart halfling cleric 6 of Yondalla), the Revered Nurturer
quiet place to live out his remaining years. In reality, he wronged of Yondalla’s temple; Nola Treestump (NG female strongheart
a superior while serving the temple of Bane in Westgate on the halfling ranger 5/druid 8), keeper of the shrine to Sheela Pery-
Dragon Coast, found out about his error before his head was royl; Arvor Brightbrows (LN male strongheart halfling ranger
taken, and fled. Malric Fodemun is an assumed name. 6/Luiren marchwarden 2), head of the local marchwardens.
On the opposite side of the green from the Tumbling Troll Marchwardens: Adept 4, adept 2, adept 1 (3), barbarian 2,
is Portly Pand’s Provisions, a general store that offers basic barbarian 1 (2), bard 2, cleric 3, fighter 7, fighter 4, fighter 3
tools, supplies, and hardware for the loggers and farmers in the (2), fighter 1 (6), paladin 1, rogue 4, rogue 3 (2), rogue 2 (2),
village. Pand Roundnose (NG male lightfoot halfling expert 9) rogue 1 (2), sorcerer 2, sorcerer 1, warrior 5, warrior 4, warrior
is as skinny as they come, but he found the misnomer of his 3 (2), warrior 1 (12), wizard 1.
store most humorous and kept it. A warm and compassionate Other Characters: Aristocrat 1 (2), cleric 3, cleric 1 (2),
fellow, he constantly extends credit to the locals when they need commoner 12, commoner 9, commoner 7, commoner 6 (2),
to barter. He doesn’t supply much in the way of adventuring commoner 5 (2), commoner 4 (3), commoner 3 (4), commoner
equipment—in fact, the only weapon he’s ever purchased for the 2 (5), commoner 1 (346), expert 5 (2), expert 3 (4), expert 2
store is a mundane short sword that still hangs on the wall by (7), expert 1 (11), fighter 4, fighter 3 (2), fighter 2 (4), fighter
the door, over his checkout desk. 1 (2), rogue 3, rogue 1 (2), warrior 1 (7).

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LUIREN

Crimel
1 2 4

3 1. Logging Road
2. Temple of Yondalla
scale in feet
3. Tumbling Troll 0 50
4. Mayor’s
Mayor s House
5. Portly Pand’s
Pand

Krenalir (Large Town) past few elections, Hudkin has remained in office by only a narrow
margin, and it’s likely only a matter of time before the townsfolk
Krenalir sits on the opposite side of the Mortik Swamp from get tired enough of his anti-adventurer stance to vote him out.
Chethel, its sister city. Although Krenalir’s docks are more than
adequate to accommodate all the trade necessary to keep its populace
comfortable and happy, most merchant ships choose to tie up to
Shoun (Small City)
the wharves at Chethel or Beluir instead, since those cities offer On the eastern coast of Luiren, the city of Shoun (population
better accommodations for outsiders. However, quite a bit of caravan 7,487) sits on a jut of land that sticks out into the Luirenstrand
traffic comes around the swamp to Krenalir, despite the dangers. and forms the bay’s northern boundary. Shoun is the last major
With a population of about 4,800 people—almost all of community along the trade route to Estagund before the trail
them halflings—Krenalir is really just a cozy little community. enters the wild region where the Lluirwood meets the coast.
Its main assets are the miles and miles of citrus orchards that Thus, the town receives the initial caravan traffic on the land
stretch away eastward on the Krenalir Peninsula. At harvest time, route out of the Golden Water region. It is also frequently the
ships line up three deep in the harbor, each waiting its turn to first stop for ships arriving from other ports, before they travel
dock and take on a load of the precious fruit. During this time, farther into the Luirenstrand.
Krenalir’s population swells to almost half again its normal size. Shoun is well known for two major exports—baked goods and
Afterward, when the rainy season starts, many Krenalir natives dairy products. The pastureland around it is filled with herds of
head north to other parts of the country in search of better cattle and goats, and the farmers who raise them bring cheese
weather, turning the city into a virtual ghost town until spring, and butter into the city to sell. Many Shoun bakers have literally
when the trees need tending again. made their fortunes using those dairy ingredients to create a wide
Krenalir’s mayor, Hudkin Madhair (LN male strongheart variety of consumables in their ovens, from cheese breads to delicate
halfling aristocrat 3/fighter 1), is a former wanderer who hated dessert pastries. Merchants make a point of stopping in Shoun to
life on the road and couldn’t wait to get back home. As a result, purchase some of both commodities, usually on their way back out
he despises adventurers and makes every effort to keep Krenalir of Luiren, so that they can ensure that the goods are as fresh as
as inhospitable to them as possible. He has managed to establish possible when they arrive at their next ports of call.
regulations that prevent the town’s businesses from offering human- Melino Smalltoes (LN male strongheart halfling aristocrat
sized accommodations or selling human-sized equipment. Such 7/rogue 8) is the mayor of Shoun and has been for nearly 70 years.
efforts haven’t really stopped adventurers from coming, but they He also happens to be the wealthiest hin in the entire city and for
have made it difficult for the city to entice more trade. During the a day’s walk in any direction around it, since he owns numerous

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LUIREN

dairies in the fields outside the town and a number of businesses tribes organized a second surprise attack and managed to slay
in Shoun. Because of his accumulation of wealth, many in the the druid. But the powerful evil that had given the druid purpose
community have begun referring to him as Richtoes, but only would not accept the defeat of its servant, and Voolad soon rose
in a lighthearted way, for he is well loved by the community. up as a ghost. The hin managed to seal the druid’s ghost and
Perhaps two decades ago, Melino couldn’t be bothered with his fell minions inside the city by placing powerful spells on the
integrity and forthrightness in his office, and corruption was high walls. This solution meant that much of the city’s wealth had to
in Shoun. The rest of the city got frustrated with his backroom be sealed away, too, and it remains there still. Knowing that the
politics, and he nearly lost his mayoral seat to a rival. Somewhere druid and his dark trees are locked inside the city, the halflings
along the way, though, he found religion and discovered that make a point of keeping an eye on the place, hoping to discourage
Shoun (and by extension, its mayor) could actually prosper more would-be adventurers from entering the ruined city and possibly
if he cleaned up the corruption and ran the city fairly. His plan releasing the evil inside.
worked, and though he had to “deal” with some of his former
business partners who were none too happy about his change of
heart, the citizens of Shoun have been grateful ever since.
Heroes and Monsters
Characters originating from Luiren are almost certainly hal-
Thruldar flings, whether stronghearts (the most prominent), lightfoots,
or ghostwise. An elf or half-elf character could hail from the
Thruldar was once the last outpost city of Estagund along the appropriate neighborhood of Chethel, or a human could come
trade route into Luiren. In the Year of the Shattered Altar from a family that chose to settle down in one of the hin cities
(1264 DR), a human druid named Voolad Espiral led a surprise a generation or two ago. Other races are practically nonexistent
attack on Thruldar with the support of some of the monster as natives of Luiren, though extraordinary circumstances might
chieftains of Veldorn. The druid commanded a small army of result in such a heritage.
dark trees and other dangerous plant creatures, and he managed The appropriate prestige classes for characters native to Luiren

Illustration by Cark Frank


to take the city completely by surprise. Thruldar was razed and include the hin fist and the Luiren marchwarden, and to a lesser
most of its inhabitants slain. extent, the Great Sea corsair.
In the nearby forest, several tribes of ghostwise halflings took Monsters in the region include dark trees and tall mouthers
notice of the dark magic emanating from Thruldar and went (both described in Chapter 5), plus beholders of various types,
to investigate. Upon discovering what had occurred there, the ogres, yuan-ti, and a wide variety of woodland creatures.

Ghostwise halflings keep watch over Thruldar

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T o folk from other parts of Faerûn, the Shaar seems
to be a vast expanse of nothingness that presents an
unfortunate obstacle to trade among other lands.
The fierce barbaric nomads and dangerous beasts that roam its
grassy plains appear to spend all their time attacking caravans
and fighting over precious water. Indeed, many feel that everyone
would be better off if the Shaar just disappeared. nights uncomfortably cold. Both geographically and meteorologi-
But this immense sea of gently rolling hills is far more cally, the Shaar is a land of extremes.
diversified and wondrous than most people understand. The
Shaar is a land of hardship and fierce people, certainly, but it
also offers a bounty of unusual cultures, varied resources, and
Major Geographic
trade opportunities found nowhere else.
Eigenschaften
Geographic Overview The sea of grass that makes up most of the Shaar is not as flat
as outsiders claim, though compared to other parts of Faerûn, it
The Shaar is an almost endless stretch of grassy plains that might as well be. The forests, mountains, and rivers offer land-
measures more than 1,500 miles from east to west and aver- marks by which to navigate the open stretches, but the ground
ages about 250 miles from north to south. Its western end in between appears to be just an endless surface of flat earth to
touches the very tip of the Shining Sea, and its eastern end those who are not traversing it.
butts up against Veldorn, the Land of Monsters. It is bisected The plains gently undulate, and the country’s entire length
by two significant geographical features: a cliff face called the slopes at an almost imperceptible angle from east to west. In fact,
Landrise, and the Great Rift, a gouge in the earth more than the whole of the Shaar drains into the Sea of Fallen Stars far to
200 miles long and half that wide. Folk usually refer to the the north and the Shining Sea to the west. The mountain ranges
area west of the Landrise as the Shaar, and the area east of it at the southern end of the Shaar form a continental divide, even
as The Eastern Shaar. though the Great Sea to the south is closer to much of the land.
The Firesteap Mountains, a portion of the Chondalwood, the Throughout the Shaar’s length, the grasslands are dotted with
Uthangol Mountains, and the far southern border of Mulhorand localized variations on the terrain. In some places, sand dunes
all serve as borders along the north side of the Shaar. Similarly, interrupt the flat horizon, while in others, small valleys gather
the Channath Vale (a series of woods and mountains along the enough rainwater to form ponds, supporting a relative abundance
length of the River Channath), the Forest of Amtar, and the of plant life that attracts grazing animals and birds.
Toadsquat Mountains mark its southern boundary. A number Nomadic human tribes have roamed the Shaar since recorded
of isolated woodlands and a couple of small collections of hills history began, but little in the way of civilization exists here.
dot the otherwise featureless plain, and several shallow rivers From time to time, other powers have assumed authority over
and streams cross it, though these waterways tend to become certain regions of these grasslands and even built settlements
sandy-bottomed gullies during the dry season. to manage trade, but only the crumbling remnants of their
While not truly a desert, the Shaar does not receive much efforts remain.
rainfall, and little other than coarse grass, cactus, and thorny Humans are not the only nomadic creatures living on the
bushes grows on its surface. The days are blisteringly hot and the plains. Wemics, centaurs, thri-kreen, and loxo also roam the Shaar,

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ash
Ankhwood Kagarr Th e C
The Nagaflow The Old Road

The

620_17929_Ch11.indd 156
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156
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THE SHAAR AND THE GREAT RIFT

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Rethmar

IIYA Forest of
PA L River Talar 0 scale in miles 90
Amtar
LA Bandit Wastes THE NORTH WALL

8/2/04 2:29:58 PM
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Black Ash ba
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620_17929_Ch11.indd 157
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scale in miles Castle of
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157
Riftlake Ri N TA
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Chethel Krenalir

Forest of Amtar Southern Lluirwood Mortik Swamp

8/2/04 2:30:05 PM
THE SHAAR AND THE GREAT RIFT

hunting the great herd animals for food and constantly squabbling interior is home to a tribe of ghostwise halflings. These reclusive
over water rights. From time to time, gnolls, perytons, manticores, hin keep to themselves most of the time, but they occasionally
wyverns, and dragons challenge the nomads for supremacy of appear along the edges of the forest to trade with the human
the area. farmers who live on the outskirts of Channathgate. Such peaceful
contact does not mean that friendly relations exist between the
Azulduth, the Lake of Salt two peoples. Humans may gather herbs and berries on the edges
of the forest without peril, but the halflings brook no deeper
In the southeast reaches of Mulhorand lies the Lake of Salt, a invasion of their woodland home. The ghostwise tribe actively
shallow, highly salinated body of water drained by the River of discourages such incursions through the use of deadfalls, snares,
Swords. During the hot season, significant portions of Azulduth and even a few warning shots from slings or bows.
dry up to form salt flats for months at a time. By a quirk in the
ancient treaty between Mulhorand and Unther, the Lake of Salt THE DUN HILLS
was claimed by neither empire. Even today, despite the fact that This low stretch of hills shelters the Misty Vale from the coastal
Mulhorand now rules much of Unther, the Old Empires display lands of Lapaliiya along the Shining Sea. The western slopes
little formal interest in Azulduth. However, numerous powerful support scattered groves of olive trees, but little other vegeta-
wizards and other Mulan have come south to investigate the tion grows there. Small herds of goats, some shepherded by local
Lake of Salt, particularly the ruins scattered about its shores. tribes, wander the region, feasting on scrub growth. The central
Evidence suggests that most of these ancient stones are the hills hide many Lapaliiyan tombs, and wise travelers avoid the
remains of a civilization built by a sauroid race race more than undead that continue to plague the area despite the efforts of
thirty thousand years ago. Kelemvor’s priesthood to clean it up. The mist-shrouded eastern
Today, a couple of small communities sit on the shores of the slopes of the Dun Hills are covered with trees, making them
lake (or on the edges of the salt flats, during the dry season). nearly as impenetrable as the Misty Vale itself, though the wild
The citizens of Azun and Buldamar make their livings mining elves who claim that forest do not venture so far west.
the salt and fishing the lake. When caravans moving between
the Golden Water and Council Hills pass their way, they barter THE MISTY VALE
whatever fish and salt they haven’t consumed for other trade The Misty Vale is a largely unexplored, thickly overgrown,
goods. From time to time, adventurers come to explore the ruins, stiflingly hot jungle tucked between the Dun Hills and the
causing the local economy to pick up slightly. Wyrmbones. The River Channath flows through the center of
Besides the fish that live in the lake, Azulduth is home to a the woodland, becoming sluggish where tangles of creepers and
wide variety of crocodiles and snakes, whose presence makes the vines dangle down into its waters. The river teems with fish, and
already harsh environment even more dangerous. Indeed, the the occasional crocodile, snake, and more unusual jungle aquatic
reptile population around the lake has increased significantly in creature also call its waters home. In the canopy overhead, count-
recent years, leading some to speculate that perhaps the ancient less birds with colorful plumage cry out, their voices echoing
sauroid empire is on the rise again. Certainly, most locals point to through the deep green.
the belief that more ruins lie beneath the surface of the lake as In the courts of the High Suihk of Ormpur and the Overk-
“evidence” of their theories. (For more information on Azulduth, ing of Lapaliiya, records dating back to the foundings of both
see Serpent Kingdoms.) realms speak of a race of feral elves native to the steaming jungle.
According to these documents, the elves were so xenophobic that
The Channath Vale they made a practice of hunting down and killing any intruders
in their ancient homeland.
The Channath Vale is a narrow stretch of land along the southern The descendents of the wild elves described in those ancient
side of the Shaar, where the River Channath flows west into the records still dwell in the same forest today. Their oral tradition
River Talar. The North Wall of Halruaa and the Bandit Wastes relates how their ancestors betrayed the other wild elves to the
form its southern boundary, while the Shaar flanks it on the north. depredations of the drow during the Crown Wars. Afterward, they
The vale consists of three separate woodlands (the Channathwood, were given this section of woodland to call home, though the drow
the Misty Vale, and the Shaareach Forest), as well as the Dun sorcerers had released numerous dark horrors there. Remorseful
Hills and the tiny range of mountains known as the Wyrmbones. over having betrayed their own kind, the wild elves of the Misty
A major caravan route follows the south side of the vale, con- Vale withdrew into the forest so deeply that no one would ever
necting the Great Rift with lands west of the Shaar. Several see their guilt, vowing to live in isolation forever after. In accord
communities have arisen in Channath Vale along this trade way, with that philosophy, they embraced Fenmarel Mestarine, the
and their citizens reap the benefits of caravan traffic. Lone Wolf, as their patron deity. Today, their descendants still
adhere to both their ancestors’ isolationism and the worship of
THE CHANNATHWOOD their deity. They tolerate no intrusion into their forest and slay all
The Channathwood is a region of steamy jungle nestled against intruders without exception. Though the wild elves have hunted
the southern slopes of the Rathgaunt Hills, where the headwaters many of the deadlier monsters in this wood nearly to extinction,
of the River Channath cascade into and through the woods. This a few terrible creatures still lurk in the deepest shadows of the
hot, stifling thicket is not terribly large, but its thick, overgrown Misty Vale.

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THE SHAAR AND THE GREAT RIFT

THE SHAAREACH FOREST the Wyrmbones and the Shaareach Forest, but Kormul has yet
This section of stifling, sultry woodland straddles the junction to muster the forces necessary to deal with the threat.
of the River Shaar and the River Channath at the point where
the two waterways merge to become the River Talar. Like its
companion forests along the Channath Vale, the Shaareach is
Council Hills
overgrown with thick, lush vegetation, making overland travel Like a lonely island in a sea of grass, this cluster of hills sits
slow and difficult. The converging waterways make it far easier smack in the middle of the Eastern Shaar. The hills would be
to navigate the interior of the Shaareach by watercraft than utterly unremarkable except for the ruins of an ancient city in
overland, but either route is fraught with dangers—in particular, the central valley they enclose. Known as Shandaular during its
the packs of digesters that roam the woods and attack anything heyday, the city rose up around the southern terminus of a two-
that looks edible. Because of the forest’s proximity to Lake way portal that connected with several other points throughout
Lhespen and the Lhespenbog, a number of giant eels, water Faerûn. After the portal was shut down, the city slowly withered
spiders, and even a few yuan-ti also prowl the waterways inside and faded away as its inhabitants took up the nomadic lifestyle
the Shaareach Forest. and began to wander the Eastern Shaar. The final death knell
Near the center of the woods, where the tributaries converge for Shandaular occurred during a conflict with Unther and
to form the Talar, the banks are dotted with numerous ruins, all Mulhorand early in the third century DR.
half choked and buried beneath the jungle growth. Few adventur- Today, the site of the old city serves as a special gathering
ers have managed to reach the ruins and explore them, but those place for all the tribes of the Shaar. Every spring and fall, each
who have found little evidence of their origin. tribe that is not engaged in war with its neighbors sends delegates
to the ruins, where they hold peace talks and drink together,
THE WYRMBONES discussing alliances, hunting territory, and potential threats from
This small chain of mountains wedged between two forests got other creatures. The area known as Council Hills is considered
its name from the tribesfolk of the Shaar, who thought the ridges sacred neutral ground because many of the tribes have buried
and peaks resembled a skeletal dragon slumbering on the plain. their ancestral chieftains in caves there. No fighting is permitted
Despite the colorful name, the only creatures inhabiting the between nomads while either party stands among these hills. On
mountains in any numbers are gnolls, led by a powerful chieftain numerous occasions, however, tribes have used violence to prevent
known as the Wyrm Master (CE male gnoll ranger 8). The Wyrm enemy tribes from reaching the Council Hills gathering, setting
Master conducts raids on caravans along the trade road between up a perimeter of warriors to attack their approaching foes.

scale in miles
0 40

Underhome
(The Gates)

THE GREAT RIFT

Sha
ar
ver The Riftlake
Ri

The
Eas Eartheart
tern
Sha Hammer
and Anvil
Forest
ar of
Kholtar Amtar

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THE SHAAR AND THE GREAT RIFT

The Great Rift forming the Great Rift on the surface. Though the settlements
in the center of the region were destroyed, the leagues of tunnels
The traditional home of Faerûn’s gold dwarves, the wide canyon
around the periphery of the Great Rift remain intact and in use
known as the Great Rift lies near the western end of the Eastern
by various denizens of the Underdark.
Shaar, not far from the Landrise. The bottom of this chasm lies
more than 1,000 feet below the plains, surrounded by sheer cliff
walls on every side. The arid, hilly ground that serves as the floor The Landrise
of the Great Rift is split down the middle by the Riftlake, a deep,
This escarpment divides the grassy plains into two halves and
icy-cold body of clear water that is often shrouded in morning
marks the boundary between the Shaar and the Eastern Shaar.
mists. The lake is fed by the numerous small streams and rivers
Along the entire length of the Landrise, the eastern side is any-
that flow throughout the Great Rift, as well as some very deep
where from 200 to 400 feet higher than the western side. The
springs, which rumors suggest are fed by portals from the El-
extended cliffs are broken in several places along the length of the
emental Plane of Water. The lake in turn drains into the River
Landrise, allowing travelers to move back and forth between the
Shaar, which snakes along the valley floor before disappearing
two elevations with relative ease. Most of these spots are nothing
into a spray-filled gorge on the north end of the canyon. From
more than steep and often treacherous footpaths, but caravan
there, it winds along a subterranean route more than 150 miles
routes cross the Landrise in several places where broader, more
long before emerging in an impressive waterfall from a cave set
gently sloping breaches in the cliffs have been discovered. During
into the side of the Landrise. Despite its high cliff walls, the
rainstorms, the Landrise sports numerous cascading waterfalls,
Great Rift is wide enough that a person standing on the shore of
but most of the time, little water spills over the cliff edges.
the Riftlake can’t actually see the walls on the other side. Thus,
The Landrise is more than just a notable landmark. Frequently,
in many places, the valley floor seems more like open ground
tribes at war with one another attempt to position themselves
than the floor of a deep canyon.
on the high side of the cliffs so that they can watch for their
The weather inside the Great Rift is somewhat wetter than
enemies’ approach and gain a tactical advantage in battle. Other
it is on the surrounding plains, though the ground is far from
tribes consider the Landrise a holy place and bury their dead in
damp. The grasses that grow on the valley floor are a bit thicker
high caves on the faces of the cliffs, often in spots that appear
and greener than the sparse, coarse weeds native to the rest of
completely unreachable. A few bodies have even been laid to
the Shaar, and plenty of animals—some herded by the dwarves
rest on platforms braced by logs protruding from the cliff face.
for food—graze on this lush abundance.
Visitors who have seen these hanging crypts have marveled at
the distances the nomads had to carry the wood and the effort
THE DEEP REALM needed to get the bodies into position. The prevailing wisdom
The Great Rift is but a fraction of the territory controlled by
holds that magic was almost certainly employed to create these
the gold dwarves, who also inhabit miles of underground caverns,
odd tombs.
tunnels, and fortifications connected to the surface in and around
the canyon. Known as the Deep Realm, these hidden regions cover
twice as much area as the canyon alone, mostly to the east and Lake Lhespen
northeast. The Deep Realm is a place of wonder that features
Though not as salty as Azulduth on the other end of the Shaar,
hanging spiral staircases, waterfalls and cascades operated by
Lake Lhespen is a mineral-laden body of water with salt-crusted
mechanical pumps, glowing, ever-shifting sculptures of magically
shores that is unsuitable for most uses. Despite its inhospitable
radiant metal, and similar marvels.
nature, several small villages and towns have sprouted up along its
shores over the centuries, peopled by hardy souls who manage to
THE DEEPWILD (GREAT BHAERYNDEN) eke out a living by gathering salt or harvesting the few fish that
Beyond the reach and control of the gold dwarves lies a portion of
live in these waters. Nomads who do not wish to pay the higher
the Underdark called the Deepwild. Known as Great Bhaerynden
prices for salt in Shaarmid to the north frequently come here
to the rest of the inhabitants of the subterranean realms, the
to gather their own or trade for it. In addition, the occasional
Deepwild stretches outward beneath the Shaar in all directions,
adventurer, wizard, or sage is attracted to the place by the various
well beyond the boundaries of the Deep Realm. Included in
ruins scattered around the periphery of the lake—all remnants of
this territory is the accursed drow city of Llurth Dreier, where
older civilizations that occupied the Shaar in bygone days.
Ghaunadaur reigns supreme. The Deepwild also encompasses
In recent years, however, the yuan-ti and the creatures in the
a series of dragon lairs known as the Wyrmcaves and a huge
bog to the east have made the area around Lake Lhespen more
underground waterfall called the Deepwall.
dangerous than ever (see Lhesper, below). As a result, fewer and
Once the ancient home of the dwarves, the city of Bhaerynden
fewer caravans travel the road between Kormul and Shaarmid,
once sat where the Great Rift is today, but deeper beneath the
preferring to utilize safer routes.
surface. Millennia ago, when the drow first descended into the
Underdark, they invaded and conquered Bhaerynden and renamed
it Telantiwar. Some time later, the great caverns that made up
THE LHESPENBOG
The Lhespenbog is a region of soft, spongy grassland sprinkled
the heart of their new domain collapsed. Billions of tons of earth
intermittently with rivulets and ponds. The grasses of the plains
and stone came crashing down, crushing a dozen drow cities and
grow incredibly tall here and mix with cattails, mangrove trees,

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Illustration by Rick Sardinha

The Landrise divides the Shaar in half


and creeping vines and moss. Giant eels, darting water spiders, a a heavily fortified abbey known as the Shield of the Rathgaunt
few chuul, shocker lizards, and various oozes and slimes dwell in Hills. Manned by the Cult of Gaerdal, which numbers some
the Lhespenbog, feeding on one another and on foolish explorers 200 warriors and priests who venerate Gaerdal Ironhand, the
who wander too deeply into its depths. abbey serves as a bastion of defense. The members of the cult
This marshy ground is also home to a number of undead. Sages tirelessly strive to keep the mountains safe for all gnomes in the
believe that these creatures might once have been soldiers—part area and to keep caravan traffic flowing. Led by Shield General
of a rebellion force that was cornered and slaughtered by troops Martak Ironwall (LG male gnome paladin 8/divine champion
loyal to the Shoon Imperium during the Seven Burnings campaign 5 of Gaerdal Ironhand), the gnomes have recently smoothed
in the fifth century DR. Whatever the truth might be, the bog over some points of friction between themselves and the gold
stirs with strange lights and sounds at night, and those who listen dwarves of the Great Rift. This new, more amicable relationship
closely can hear the echoes of old battles being fought. has led to a pact of mutual assistance and defense between the
two regions.
The Rathgaunt Hills
Wedged between Lake Lhespen and the Lhespenbog on the west
The Riftwood
and the Landrise on the east, this stretch of rocky crags dominates Just east of the Great Rift and generally north-northwest of
the southern half of the plains of the Shaar. Worn down from Delzimmer lies the Riftwood, a small section of forest that
eons of exposure to the relentless winds that scour the region, appears lonely and isolated on the open plains of the Eastern
these mountains are home to colonies of perytons, wyverns, and Shaar. This woodland is generally round in shape and somewhat
manticores. These creatures fly out over the flat grasslands to less overgrown with creepers, vines, and undergrowth than many
hunt, making the whole region around the mountains a dangerous of the near-tropical forests in the region. The Riftwood is not on
place for the unwary. the way to anywhere, nor is it particularly vital to anyone except
The Rathgaunt Hills also support a large settlement of the gold dwarves of the Great Rift.
gnomes. In the heart of Sevenstones Hill, a prominent tor The inhabitants of the Deep Realm have dug a large passage
whose rounded peak overlooks the caravan route to the north up into the heart of the Riftwood and established a small logging
between Shaarmid and Kholtar, these gnomes have established community there, shielded from the prying eyes of visitors. The gold

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dwarves harvest timber from the Riftwood and take it to their berries from the thorny bushes, though doing so is hot, tiring,
homeland below the Shaar for use in various kinds of construc- bloody-fingered work. The forest is completely unsuitable for the
tion, including scaffolding for new digs, furniture for which stone nomads’ mounts because the grasses are unpalatable to the horses,
is unsuitable, and so forth. They are careful to take no more wood and the underbrush can quickly turn a rider’s legs into raw meat
than they need from the forest, and to replant sections they have without proper protection. Even the horses are susceptible to
already cleared so as not to exhaust their supply of wood. The gold scratches and cuts from the razor grasses that grow here. Bandits
dwarves maintain a large enough force on or near the surface to occasionally hide out in the Shaarwood for brief periods, some
keep most natural predators away from the logging operations, but to avoid capture and others to rest between raids on the caravan
they allow those same beasts (panthers, snakes, giant beetles, and route just to the south of the woodland.
so forth) to remain on the periphery in hopes that they can keep
unwanted visitors from entering the forest.
The Sharawood
The River Shaar Sometimes referred to as the Drakewood, the Sharawood sits
between Azulduth to the northwest and the Toadsquat Moun-
The River Shaar actually originates inside the Great Rift, where it tains to the south. Thick and overgrown with tropical vines
drains the icy-cold Riftlake. The river plunges into a deep chasm and flowering creepers, the Sharawood holds many secrets, since
at the north end of the canyon, where it begins an underground few sentient beings have ventured into its murky interior. The
journey of more than 150 miles through caverns, fissures, and nomads of the plains occasionally come to the edge of this forest
a couple of subterranean lakes. The gold dwarves channel some to gather herbs, hunt for food, or hide from their enemies, but
of the river’s water into their realm for drinking, sluicing in they rarely venture deeper into the woods because of the many
their mines, and as a means of transport to different parts of sword spiders that dwell there. These dangerous predators hunt
the Deep Realm. any creature that enters the forest, and occasionally they come
The River Shaar returns to the surface at the Landrise, emerg- out as far as the edge of the woods to prey on herd animals that
ing from a broad cavern at the base of the cliffs almost due east stray too close to the trees.
of the Shaarwood, near the ruins of Peleveran (see below). Still As if the spiders didn’t present enough danger, a traditional
icy cold from its journey through the earth, its water is crystal story says that a terrible undead creature that steals people’s bodies
clear and uncontaminated by the dwarven mining operations and turns them into zombie slaves haunts the Sharawood. In
below the surface. fact, this tale is not far removed from the truth. An extremely
From the Landrise, the River Shaar winds its way across the old and powerful dracolich known only as the Everlasting Wyrm
Shaar, cutting a wide but gentle and relatively shallow course inhabits the darkest, deepest part of the Sharawood, ruminating
with numerous fords along its length. Eventually, it widens out on its nefarious plots and slowly collecting a brood of minions.
into the body of water known as Lake Lhespen, then flows into Though it keeps to itself and tries to remain unnoticed by the
the Shaareach Forest, where it merges with the River Channath nomads of the plains, it does not hesitate to enslave any tribesfolk
to become the River Talar. who discover its existence. The dracolich’s worst enemies are the
Many tribes rely on this waterway for sustenance, knowing that Knights of the Eternal Dragon, a group of undead stalwarts
it is one of the few rivers in the Shaar that does not dwindle much hidden away in the ruins of the Castle of Al’hanar, just south
in the hottest part of the year. Whereas many other watercourses of the Sharawood. Once every century, the knights arise and
are reduced to tiny trickles in sun-baked mud flats during the charge into the woods to do battle with the dracolich and its
summer, the River Shaar flows strongly all year round. Some horde of living spawn. Though the knights always destroy the
fish swim in its waters—primarily channel varieties and bottom dracolich and all its minions, this battle seems doomed to play
feeders that prefer the sluggish motion of its current. out over and over until the end of time because true to its name,
the Everlasting Wyrm simply reforms over a decade or two and
The Shaarwood begins its machinations again.

The Shaarwood lies just north of the River Shaar, about equi-
distant between Shaarmid and the Landrise. Unlike most of
The Uthangol Mountains
the forested regions of the Shaar, the Shaarwood is a dry, dusty This chain of peaks stretches eastward from the tip of the
woodland, and its trees have been twisted and stunted by the Chondalwood, forming an effective barrier between the Shaar
eternal winds that blow across the grasslands. The Shaarwood is on the south side and the Black Ash Plain and the Green Lands
composed mostly of cedar and oak, interspersed with plenty of of Unther to the north. Windswept and relatively barren of
cactus, razor-sharp grasses that grow chest-high to a human, and vegetation, the Uthangols serve as the northern boundary of
thorny shrubs that slash and scrape any creature that tries to pass the territory claimed by the gold dwarves of the Great Rift,
through them. The ground is hard-packed and arid, suitable only who have followed and expanded on the endless tunnels and
for lizards, snakes, scorpions, and ground squirrels. caverns that stretch from their canyon all the way beneath
The nomads of the Shaar occasionally come to the Shaarwood the heart of the mountains. Over the years, the gold dwarves
to harvest some of the peppers that grow in abundance there, have tunneled up into the mountains from below, riddling the
which they use to season their food. Some also attempt to gather Uthangols with mines.

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Illustration by Ralph Horsley

The Knights of the Eternal Dragon battle the Everlasting Wyrm


On the surface, black-skinned stone giants that migrated here humans, wemics, centaurs, and others—roam the grasslands as
from the Black Ash Plain dwell on the mountainsides. They fight nomadic tribes, coexisting in a never-ending cycle of hunting
for habitable spots on the lower slopes with gnolls and phase and gathering. Still other races visit the Shaar only occasionally,
spiders, and avoid the hippogriffs, wyverns, and copper dragons yet their presence impacts every native creature’s way of life in
that dwell in the higher reaches. profound ways. Few outsiders fully understand the delicate bal-
ance that maintains the Shaar, but the grassy sea has been the
People of the Shaar same for many centuries, and all who are part of it accept it as
an intrinsic element of their very existences.
The people native to the Shaar share one very prominent
feature—an indomitable spirit that lets them survive against CENTAURS
unfavorable odds. Though the various races and cultures of the While most centaurs in Faerûn inhabit the great forests, some
grasslands differ in dress, traditions, and outlook toward one tribes roam the Shaar alongside other nomads. Like the other
another, they have all learned to overcome the harshest weather, natives of the Shaar, centaurs hunt the grasslands, taking only
terrain, and enemies that Faerûn has to offer, and to persevere what they need from the great herds that graze there. They either
in the face of seemingly insurmountable obstacles. ally or squabble with one another and with other nomads, just as
the humans do, though they are less savage overall than either
Races and Cultures humans or wemics.
A typical centaur stands 7 to 8 feet tall from front hoof to
Of all the regions of the Shining South, the Shaar is perhaps the crown and measures 6 to 8 feet long from chest to tail, and weigh-
most complex in terms of its great variety of races and cultures. ing in at nearly 1,000 pounds. The horse portion of a centaur’s
Some races—such as the gold dwarves of the Great Rift, the body resembles a zebra—a trait that distinguishes him from
sedentary humans in the trading centers, or the reclusive wild the centaurs elsewhere in Faerûn—and his face is decidedly fey
elves and ghostwise halflings of the various forests—are firmly in appearance, with swept-back, angular features and somewhat
entrenched in their ancestral homes. Many others—including pointed ears. He has golden bronze skin, light brown or golden

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hair, and eyes in any of a wide variety of shades. Shaaryan centaurs half a dozen huge wyrms at once. While such spectacles might be
prefer to wear their hair long, though they usually tie it back awesome to behold, the nomads know better than to stick around
and weave decorative tokens into it. The number and kind of and wait to see which drake winds up the victor, since the winner
decorations a centaur wears indicate his rank in the tribe, though is not likely to be in a good mood afterward.
such distinctions are usually lost on outsiders.
Male centaurs generally do the hunting, while females tend to GNOLLS
the camp and the young. During times of danger, both genders Of all the savage humanoids that roam the Shaar, only the gnolls
fight equally well. In general, centaurs keep to themselves, though have the numbers to qualify as a formidable group. Though they
they occasionally join the humans in ceremonies at Council Hills, have carved out traditional homes throughout the hills and on
and they sometimes trade in the towns on the fringes of civili- lower mountain slopes of every range across the Shaar, they are
zation. The centaurs get along best with the wemics, and they most common in the western half, especially along the various
respect the loxo, though they typically give the elephant folk a ridges north of the Channath Vale. The gnolls have histori-
wide berth. cally preyed upon human settlements along the shores of Lake
Lhespen and on the caravans that move through that region. The
DRAGONS Lapaliiyans to the southwest have tried to eradicate the gnolls
Not many dragons are native to the great plains of the Shaar, several times in the past. All those efforts were in vain, and the
but many of the winged terrors from all over Faerûn visit the gnolls continue to plague the nomads in the western Shaar and
plains on occasion to feed on the great herds. Though a number the cities where they trade.
of different wyrms live in isolated parts of the mountains,
swamps, and forests in and around the Shaar, others visit from GOLD DWARVES
as far away as the Sword Coast. A feeding dragon might make The Great Rift has been the traditional home of the gold dwarves
two or three passes across a stretch of the plains, swooping low for untold centuries. Since they first reclaimed the huge canyon
and scooping up wild horses, rothé, and other herd beasts, then and the tunnels and caverns beneath and around it from the drow
flying off to feed in peace. after the fall of Telantiwar, they have proudly and unfalteringly
Most of the time, these dragon visits are isolated events, and stood their ground, never relinquishing control of their homeland.
the wyrms that frequently use the Shaar as a hunting ground With the onset of Moradin’s Thunder Blessing, the gold dwarves
arrive at specific times of day dictated by their own preferences. have actually begun to overfill their domain, and some have
Some prefer to come in low from the east at dawn, and others started to seek out other locales in which to found new colonies.
like to dive down from overhead, as though falling out of the They plan a great western migration to the caverns of Old Shana-
noonday sky. Still others hunt only at night. Occasionally, two tar, with an army of crusaders to serve as its vanguard.
dragons cross paths while hunting, and a frightening battle above The average gold dwarf stands about 4 feet tall, but her stocky
the grassy plains often results. The nomads’ tales even speak of build gives her almost the same weight as an adult human. Her
a handful of legendary sky-battles involving three, four, or even skin is a deep tan or brown color, and her eyes are usually brown

Human Tribes of the Shaar


Although the tribes of the Shaar share many features—including Eagle: The Eagle Tribe reveres the giant eagles that soar
ethnic heritage, common enemies, and a nomadic lifestyle—they overhead, and its raiders take pride in the superior vision and
are as different in other ways as a merchant from Waterdeep is leaping ability they have cultivated in imitation of the great
from an assassin in Thesk. Some tribes maintain good relations birds. The tribesfolk wander the territory in the far western part
with others, and some allow bad blood that has passed down for of the Shaar, between the Shining Sea and Lake Lhespen.
many generations to divide them from other tribes. Hyena: The Hyena Tribe controls all the land south of
Below are a few details about the largest and best-known Council Hills between the Riftwood and the Sharawood. Like
tribes that roam the Shaar. Several smaller and more isolated their namesake creature, the tribe’s raiders employ hiding and
tribes exist, but they are less visible to outsiders visiting the tripping attacks in battle.
plains than those detailed below. Lion: The members of the Lion Tribe roam the plains
Ankheg: The Ankheg Tribe roams the region of the Shaar from Lake Lhespen to the Landrise, south of the River Shaar.
that lies between the Firesteap Mountains and the Shaarwood, Its raiders imitate the great lion when they attack, entering a
stretching from the Duskwood to the Landrise. The people slashing frenzy when they charge opponents.
of this tribe have adopted the ankheg as their animal symbol, Rhinoceros: The Rhinoceros Tribe wanders the area between
and their raiders have adopted elements of its fighting style. the Great Rift and the Landrise, and from the Chondalwood
Cheetah: The Cheetah Tribe claims the territory between the to the Amtar. Like the horned beasts from which they take
Uthangol Mountains and the Great Rift, as far east as Council their name, Rhinoceros raiders have learned how to heighten
Hills. The raiders of this tribe have trained themselves to run damage when charging.
like the cheetahs that roam the grasslands.

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THE SHAAR AND THE GREAT RIFT
Illustration by Wayne England

A territorial dispute on the plains of the Shaar


or hazel. Hair color is usually black, gray, or brown. Both genders back, but his most striking features are his twin trunks, which
wear their hair long, and most males (as well as some females) protrude from his face just above the mouth and are flanked by
also wear carefully groomed moustaches and beards. long, curving tusks. Each trunk is about 2 feet long and ends in
The gold dwarves of the Great Rift share a proud but suspi- three small, fingerlike digits.
cious nature. They claim all the area that lies a full day’s ride by The loxo organize by clans, each of which is little more than
pony in any direction from the canyon, and they do not suffer an extended family. All the members of a particular clan wear
the presence of bandits or explorers lightly. Nondwarves are similar rustic clothing, with special designs woven into the fabric.
rarely permitted inside their homes. They have established the Two or more clans might travel together in a herd.
city of Eartheart (see Cities and Sites, below) for dealing with Occasionally, loxo come to the edges of human civilization,
outsiders. bringing rustic works of art crafted from animal bones, wood,
See page 11 of Races of Faerûn for more information on or stone to trade for food and supplies. Though the Shaaryan
gold dwarves. humans are wary of the strange-looking loxo, the elephant folk
are not adversarial unless threatened. The loxo do not interact
LOXO with the other nomadic tribes of the grassland on a regular
The loxo of the Shaar are nomadic hunter-gathers who live basis. Unlike the wemics and centaurs, the loxo do not make a
side-by-side with the other great tribal races of the plains. The habit of venturing to Council Hills for the human gatherings,
other nomads tend to leave them alone because an angry loxo is though in extraordinary circumstances, they have been known
fearsome to behold—or to battle. Though their numbers are small, to send a delegate.
the loxo roam vast tracts of land, sating their huge appetites with
grass, vegetables, and occasionally fruits and nuts. SHAARANS
A loxo is an elephantine humanoid that stands about 7 or The humans who roam the plains of the Shaar are known as
8 feet tall and easily weighs 1,500 pounds or more. He has Shaarans. They have wandered the grasslands as nomads since
blue-gray, wrinkled skin covered with rough, sparse hair, and his before the area’s recorded history began, enduring the hardships
stout body has elephantine appendages, including thick, round of an inhospitable environment, dangerous enemy tribes, and
limbs, flat feet, and pudgy fingers. His ears are large and swept a host of predators from both the plains and the surrounding

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areas. This constant struggle has honed them into a tough, through the grassland on a regular basis and simply decide to
proud people who are loath to give up their ways, even in the stay. Some locals are descendants of traders who came from as
face of conquest. far away as Durpar, Turmish, and Amn. Whatever their origin,
The typical Shaaran is long-faced and yellow-skinned, but the residents of these towns live together in relative harmony
not very tall (about 5-1/2 feet, on average). Her hair and eyes and share two common purposes: survival and prosperity.
are usually black or dark brown. On rare occasions, a Shaaran
is born with bright green eyes—a sign of good luck among the THRI-KREEN
nomads. Few Shaaran males wear facial hair, and both genders The strange, insectlike thri-kreen are perhaps the most bizarre of
cut their hair short. the hunter nomads native to the Shaar. The thri-kreen roam the
Nomads: A Shaaryan nomad’s most prized possession is her plains just as the humans and other nomadic races do, following
horse—a magnificent animal that thrives on the grasses of the herd animals for sustenance. Unlike the humanoids that call the
plains where the nomads roam. In fact, Shaarans refuse to take Shaar home, the thri-kreen are built for the hot, arid conditions
their horses out of the Shaar because the animals never seem of the grasslands, and they thrive in this environment. Because
to fare well elsewhere. Almost invariably, they grow weak and of their alien nature and their skill with camouflage and surprise
eventually die if denied the opportunity to feed on their native attacks, many other inhabitants of the Shaar fear the thri-kreen
grasses. A Shaaran carries everything she owns on her own horse and give them a wide berth.
or, if she is wealthy, on a pack horse. Children are practically A thri-kreen looks like a bipedal praying mantis with six
born in the saddle. limbs—two for standing and four more for manipulating tools
The dozen or so tribes of Shaarans share a common culture, and weapons. The carapace of a typical specimen might be any
but each also maintains separate elements of its own tradition. shade from sandy brown to pale green, whichever blends in best
Outsiders have difficulty distinguishing among the different with the surroundings. Thri-kreen wear harness belts, to which they
tribes, but the nomads can readily identify one another’s tribal attach various tools and small weapons, but no other clothing.
affiliation by the differences in dress, horse coloration, dwelling The thri-kreen exist in relatively small numbers, and their
styles, weapon styles and decorations, and traditional roaming territory is limited to the lowlands and the hills just north of
territories. Some tribes view women as equal to men, and a few the Toadsquat Mountains. They make occasional forays farther
have elected female chiefs. north, though they try to avoid confrontations with the humans,
No one has ever tried to unify the Shaarans. Some regions of so they usually stay clear of Council Hills. Wemics and centaurs
the Shaar (particularly in the western half) have been conquered dislike thri-kreen, but they rarely go out of their way to engage
on occasion, but in each case, the Shaarans simply waited until the them. Loxo, perhaps because they too are considered alien by most
conqueror’s power base vanished, then resumed their way of life inhabitants of the Shaar, accept the thri-kreen and sometimes
as though nothing had happened. Occasionally, two tribes form a trade with them.
close bond, usually through a marriage between a powerful family
from each tribe. Such a relationship allows the tribes to reap the WEMICS
benefits of mutual protection, share water, and avoid territorial Wemics might be the most skillful and savage hunters in the
disputes with one another for several generations. Over time, entire Shaar. Strongly tribal, they possess no writing skills and
though, intertribal relationships always change, as new bonds no interest in recorded history. Wemics have had to fight to
form and old alliances fade away. maintain their traditional hunting grounds since they arrived
Townspeople: The humans who dwell in the communities in the Shaar—before the recorded history of any of the other
scattered across the Shaar are most often Shaarans who preferred races of the area—and they don’t intend to let anyone take their
a settled way of life to the nomadic lifestyle of their ancestors. territory away from them.
Most of these towns and cities arose as a result of trade meets A wemic is a centaurlike creature with the body of a lion, the
between various tribes, usually in prime locations where natural upper torso of a human, and a head with a mixture of human
resources were abundant. Others were founded when nations and and leonine features. An average specimen stands about 6-1/2 to
empires attempted to conquer or settle certain regions of the 7 feet tall from his forepaws to the top of his head and measures
Shaar. The most significant settlement effort occurred during about 12 feet long from head to tail tip. An adult can weigh as
the Shoon Imperium, when the Shoonach held all the territory much as 600 pounds. A wemic’s body is covered with golden or
from the Shining Sea to the Landrise. The settlements founded golden-brown fur, and the tip of his tail is always darker in color
during that period still exist, though they no longer owe anyone than the rest of his body. He has ears that sit high on his head and
allegiance. Regardless of how and why they formed, the vari- eyes like a cat’s, with golden irises and narrow, slitted pupils. All
ous urban centers in the Shaar have always remained small by six of his limbs end in claws, though the ones on his humanoid
Faerûnian standards, and they subsist primarily on the trade hands and front paws are retractable. A mane the same color as
that passes through their markets and the sale of the few meager his tail tip frames a male wemic’s face.
resources (such as fish, salt, lumber, or worked goods made from Wemics are proud creatures and fierce nomadic hunters. They
animal parts) that they have available. are not adversarial to other creatures that accept their ways and
While the majority of the people in these towns and cities do not try to steal their territory. A wemic that feels threatened,
are Shaaran, other ethnicities are also represented. Most often, however, fights tooth and claw to his dying breath to keep his
such individuals arrive via trade caravans that wind their way way of life intact.

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For the most part, the wemics get along well enough with the Gold Dwarves: The gold dwarves of the Great Rift simply
human tribes of the Shaar, sometimes joining them at Council mine their currency, digging precious metals and minerals out
Hills for the biannual gatherings. The feline hunters are not so of the earth beneath their homeland and fashioning them into
tolerant of the settled humans who live in the small communities exquisite jewelry or ingots for trade with merchants. In exchange
scattered throughout the Shaar, though they occasionally enter for their silver, gold, gemstones, and the magic items they some-
these towns to trade. The wemics get along best with the centaurs times craft, the gold dwarves acquire food (fruit, vegetables, and
with whom they share the grasslands, and they have a healthy cheese), textiles, lamp oil, and other worked goods.
respect for the loxo, though thee two races rarely interact. In Nomads: For the most part, the tribes (human and otherwise)
times of trouble—particularly when dragons appear overhead that roam the grasslands get everything they need from the
for feasting—any wemics, centaurs, and loxo in the area come land, using the animals they hunt for food, clothing, tools, and
together in joint defense. sometimes mounts. When they slay an animal, they use every
See page 149 of Races of Faerûn for more information part of it, wasting nothing. They have no commerce, and few
on wemics. have ever seen a coin, much less had any use for one. When the
nomads wish to exchange goods, they simply barter with one
WILD ELVES AND GHOSTWISE HALFLINGS another or with the merchants in the towns, who are used to
Both the wild elves (who live primarily in the Forest of Amtar this arrangement and don’t mind trading goods for goods. The
on the south side of the Shaar and the Misty Vale along its only items not needed for survival that the nomads consider
southwestern border) and the ghostwise halflings (who live in the valuable are pieces of jewelry (usually necklaces, bracelets, and
Channathwood and the area where the southeastern tip of the hair adornments) made of animal bones or particularly beauti-
Chondalwood borders the Shaar) are strong isolationists. Neither ful rocks and crystals. They occasionally use such jewelry as a
race is interested in interacting with others, and both prefer to be kind of currency, particularly when trading with other tribes
left alone in their respective woodland domains. In fact, the wild that roam different regions and thus do not have access to the
elves of the Misty Vale are so xenophobic that they drive back same materials.
any human incursions into their territory with fatal efficiency. Wild Elves and Ghostwise Halflings: The races that dwell in
Though the other races that roam the grasslands know of the the forests of the Shaar rarely participate in trade of any sort.
elves and the hin, they respect their privacy and give their woods They are completely self-sufficient within their wooded homelands
a wide berth. and for the most part, they have neither the need nor the desire
to venture outside those domains—nor do they wish merchants
Life and Society to visit them. Only the ghostwise halflings of the Channathwood
ever deign to trade with outsiders, and they leave their woodland
The inhabitants of the Shaar share several characteristics. Most homes to do so rather than allowing others to enter.
notably, they have adapted to the harsh terrain and climate,
established many centuries’ worth of traditions, and developed a LAW AND ORDER
mutual—if sometimes grudging—respect for one another based Those native to the Shaar have different approaches to law and
on their shared experiences. In other ways, however, they are quite order depending upon their races and lifestyles.
dissimilar. Tradition might be an important aspect of life for all City Dwellers: In the cities and towns, law and order are
who live in the endless grasslands, but specific traditions differ much more structured than in the plains because the citizens
greatly from group to group, tribe to tribe, and race to race. face different dangers than the nomads. The constant presence
of settled people with property and valuables is an irresistible
ECONOMY draw for gnolls and other monsters, as well as bandits. Nomads
The economy throughout most of the Shaar is not based on frequent the towns, and occasionally members of adversarial
money. No coins are minted here, and they are of little use in tribes attempt to resolve their differences in the middle of the
areas other than towns. marketplace. Furthermore, the urban centers are natural targets
City Dwellers: The folk who live in the urban centers have a for any enemy nations that wish to conquer tracts of the Shaar.
slightly more developed economy than the nomads. While city Thus, every community elects a chief from a Council of Elders,
dwellers are willing to barter with the tribesmen who come to just as the tribes do in the wild, and maintains a standing militia
their markets, they also accept coins, particularly from merchants or defense force of some kind to protect the citizens. The chief,
passing through the Shaar from one nation to another. In fact, with the backing of the militia, deals with any and all trouble,
the trading communities of the Shaar have effectively become from within or without.
currency exchange centers, since caravans often trade not only Gold Dwarves: The laws and customs that govern gold dwarf
in goods, but in coinage as well. A merchant from Durpar might society have been in place for millennia. Respect for clan elders
arrive with goods to sell and be more than willing to accept cur- is paramount, but beyond that, few outsiders know anything
rency from Chondath in exchange, since he intends to head there about their social traditions. Their laws pertaining to outsiders,
next. While in the Shaar, the same merchant might purchase however, are well publicized and quite strict. Gold dwarves see
some local crafts and pay in Durpari coin. The next merchant, little value in the magic-lust of humans, the foolishness of elves,
perhaps from Calimshan, is happy to take the Durpari coin for or even the tolerant nature of their cousins, the shield dwarves,
her goods, since she can use it at her next stop in Estagund. so they regulate the activities of such folk quite rigorously. First

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and foremost, they strictly limit how far any other being can missiles upon command. Any dwarf sentry or lookout stationed
venture into gold dwarf territory. Merchants must stick to the anywhere within the gold dwarves’ realm—on the canyon floor,
roads heading into and out of Eartheart, but they may not enter in a niche set into one of the canyon walls, or on patrol out on
the city proper. They must conduct their business in the market the grasslands—can sound a horn and have a corps of Peaceham-
town known as Hammer and Anvil, just outside Eartheart’s mers flying her way in a matter of moments. (See the Great Rift
walls. Those caught violating this rule of sanctity are usually skyrider prestige class in Races of Faerûn for more information
never seen again. In addition, anywhere within the boundaries on the Peacehammers.)
of the Great Rift (a one-day ride on ponyback in any direction In addition to these specialized forces, the gold dwarves also
from an edge of the canyon), all the traditional laws of peace and maintain a police force known as the Steel Shields, which is
fairness apply (no violence except in self-defense, no theft, and so stationed inside the religious temple-fortress of Eartheart on
forth). These laws are enforced by the dwarf watchguards—about the surface. The Steel Shields are 14,000 strong, and their leader
seventy stern and dour warriors who keep an eye on everything is elected annually by the Deep Lords of the Deep Realm. The
and suspect everyone of some kind of mischief. current Lord Scepter is Mariochar Bladebeard (LG male gold
Nomads: Shaarans have traditional laws that regulate their dwarf cleric 10 of Clangeddin Silverbeard/dwarven defender 7),
conduct on the open plains. Raiding is so common between tribes an insightful tactical genius who has held the position for the last
that it has become an accepted fact of life. A raiding party made thirty-five years. Mariochar has devoted his life to the defense
up of fewer than twenty individuals is considered acceptable, of the Great Rift.
and the targets of such a raid might return the favor in kind. The main entryway into the subterranean tunnels beneath
However, any attack by a force greater than twenty is defined as the Great Rift is a broad passage sealed by 70-foot-tall, solid-gold
an act of war, and other tribes quickly band together to defend doors. Known simply as the Gates, these great valves are further
themselves against the aggressor. Often, such events become topics protected by magical wards and runes to ensure their stability.
of discussion at the spring and fall gatherings at Council Hills. The Gates bar entry into a large cavern designed to overawe any
Since that place is considered sacred ground and violence and visitors—though such are exceedingly rare. Beyond this chamber
bloodshed are prohibited there, it is a logical place for warring is the great dwarven city of Underhome. The Gates are kept closed
tribes to meet and resolve their differences. Shaaryan history is except in times of war, when they part to allow the armies of
filled with instances of one tribe ambushing another to prevent the gold dwarves to march forth to battle. Most traffic passes
just such an occurrence, hoping to prolong a war. through the Gates by means of small sally doors set into the
Within each tribe, traditional respect for the elders dictates bases of the huge portals. One popular legend among the gold
how problems are resolved. The tribal elders may choose a chief, dwarves states that shortly after their construction, the Gates
order penance for wrongdoings, or cast out an offending member withstood a full-on attack from a great wyrm, which attempted
of the tribe. The laws of any given tribe are somewhat fluid because to hurl itself against them at full flying speed. The Gates stood
the Shaarans believe it is more important to consider the tribe’s strong, and the dragon was no more.
current needs and values than to worry about what has occurred The last defense of the gold dwarf nation is its standing army,
before. If a former enemy of the tribe is named a friend, then which is commanded by a duke selected from among the Deep
all members of the tribe must put aside any personal vendettas Lords. All told, the army can muster nearly 60,000 troops, broken
they have against that person and respect the new relationship. down into an elite ducal bodyguard (600), axe wielders (29,000),
light crossbow troops (16,000) heavy crossbow troops (6,000), and
DEFENSE AND WARCRAFT regulars (4,000–5,000). While this army might seem inordinately
The defensive needs of the Shaar’s natives differ depending on large, the Deep Lords know that a force of immense size is the
their lifestyle. only way to protect the vast amount of territory claimed by the
Gold Dwarves: The gold dwarves defend the Great Rift gold dwarves and guard the many approaches from which enemies
staunchly and stubbornly, and they take great pains to deal with could close in.
all potential threats, whether they arrive overland, by air, or via Nomads: For those who roam the plains, the best defense is
subterranean pathways. The rim of the canyon is surrounded by enough speed to escape any threat. The mobility that is so vital for
sixty structures known as riftedge towers. These stone towers following the herds serves the tribes in many other ways. Mounted
are accessible only via tunnels from below, and each houses a combat with ranged weapons, which provides a means of damaging
deadly array of catapults and ballistae, as well as a unit of sixty the enemy while remaining out of harm’s way, is as much a part
gold dwarf warriors armed with heavy crossbows and dwarven of the nomads’ culture as sleeping inside tents. Raiding works as a
axes. Any unauthorized being or vehicle approaching the Great combat style because battles are rapid and the raiders can be gone
Rift is greeted with a single warning shot. If the intruder fails almost before their targets become aware of them.
to retreat, a deadly hail of missile fire follows. In true combat, most of the tribes (whether human, wemic,
In addition to the troops stationed inside the riftedge towers, centaur, thri-kreen, or otherwise) use the same tried-and-true
a special unit called the Peacehammers—a collection of hip- technique, in which the males form a defensive line while the
pogriff-mounted dwarf skyriders armed with throwing axes and females move the children off to safety. Thereafter, the females
lances—patrols the skies overhead, above both the Great Rift and males join together to fight whatever threatens them. Almost
itself and the plains beyond the edge of the canyon. Some of these every race that roams the Shaar employs simple weapons such as
skyriders carry magic lances that can fire bolts of flame or magic slings and spears, which can be easily constructed out of animal

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parts and the scattered vegetation native to the plains. A chieftain Adventurers
or great warrior might have a bow of some sort, though such
Most inhabitants of the Shaar could care less whether adventurers
weapons are prized more as status symbols than as tools of war,
enter the plains or not. Since the nomads don’t assign ownership
since arrows are difficult to come by except in the trade centers.
of the land to any one group of people, they do not feel any
territorial jealousy toward strangers—though this attitude does
RELIGION not mean that adventurers have nothing to fear from them.
The deities venerated in the Shaar are as varied as the nomads
More than a few members of the various tribes—particularly the
who roam there. Each race pays homage to a handful of deities,
more bloodthirsty among the humans, wemics, and thri-kreen as
but no single religion holds sway everywhere.
well as the vast majority of the gnolls—don’t hesitate to attack
Centaurs: As a group, the centaurs of the Shaar are not terribly
strangers on sight, just for the sake of killing. Certainly, such
devout. Those who do follow a deity most often venerate Solonor
behavior is common among the wild elves of the Misty Vale. In
Thelandria of the Seldarine, though a few offer their devotion to
other places, adventurers must be wary of more insidious evils,
Silvanus. Sages speculate that the veneration of this latter deity
such as the yuan-ti that hide in the ruins of Lhesper, grabbing
might be a carryover from ancestors who once dwelled in more
explorers to use in their searches (see Lhesper, below).
verdant parts of Faerûn.
Within the cities, the merchants are happy to send adventur-
Gold Dwarves: The dwarves of the Great Rift honor the entire
ers off into the wilderness well equipped with supplies purchased
dwarven pantheon in much the same way as their northern kin,
from their carts and stores. The shopkeepers truly hope to see
though Moradin and Clangeddin Silverbeard are venerated above
these intrepid heroes return with pouches full of newfound coin,
all others. Moradin’s popularity stems not just from his status as
which they might be willing to spend on more goods. On the
Father of the Dwarves, but also from the Thunder Blessing that
outskirts of civilization, bandits also appreciate seeing adventurers,
he granted to all dwarves. This monumental event has allowed the
since their presence means more opportunities to take coin and
gold dwarves to enjoy greater prosperity and advancement than
equipment by force.
they have seen in several centuries. Clangeddin holds a special
place for those who defend the Great Rift and anyone else who
ventures to the surface frequently.
In addition to those two deities, many gold dwarves of both
Politics and Power
No centralized power base exists among the peoples of the Shaar,
genders are favorably disposed toward Haela Brightaxe. The Lady
with the possible exception of the gold dwarves in the Great Rift,
of the Fray’s love of no-holds-barred, unadulterated battle appeals
who keep to themselves, anyway. The nomadic tribes constantly
to many of the gold dwarves, who enjoy nothing more than a
skirmish with one another—both verbally at Council Hills and
good battle against old enemies deep in the Underdark. Lastly,
on the field of battle—over territory, water, and food. When
because they face relatively few challenges compared with their
planning attacks, the chief of each tribe must balance the desire
shield dwarf kin, some gold dwarves have the time to develop their
for greater glory against the wisdom of making enemies of too
creativity and their philosophical nature. These individuals, who
many other tribes. Some chiefs are more charismatic than others,
often prefer to venerate Dugmaren Brightmantle, spend their days
but none are powerful enough to unite all the tribes under a single
contemplating the deeper mysteries of dwarven life and applying
ruler, or even to command superiority at the biannual meeting
what they’ve learned to crafting, shaping, and sculpting new and
at Council Hills.
wondrous items.
For the most part, the city-dwellers of the Shaar desire noth-
Humans: Most Shaarans pay homage to Tempus, since his
ing more than to pursue trade. A few assertive folk might have
devotion to protection and strength reflects the values they have
designs on dominating a trade route or a marketplace, either
cultivated over the centuries to ensure their survival on the harsh
financially or militarily, but no location is so strategically valu-
plains. Others, who glory in the hunt rather than in war, choose
able that trade could not continue without it. Were one area to
to follow Malar. Those few nomadic tribes that serve Akadi make
fall under the control of a tyrant, trade would simply continue
it a point to gather at the hallowed hill of Blaskaltar (see Cities
somewhere else. The Shaar simply was not made to be conquered
and Sites, below) every midsummer to revere her.
or ruled.
In the cities of the Shaar, the influence of the deities is some-
The gold dwarves, on the other hand, practice enough politics
what less obvious. A wide variety of cultures and faiths cross
for all the races combined. For many centuries, the Great Rift and
paths in these places, and none holds an appreciable upper hand.
its immediate subterranean surroundings were awash in royalty.
But in certain portions of the urban centers where thieves and
These petty, decadent rulers squabbled incessantly, and with the
worse are numerous, Shar and Mask hold sway. Since no strong,
drow and duergar growing in power, their endless feuds, bickering,
organized religious presence exists in the Shaar, these shadowy
and private wars began to threaten the survival of all the gold
forces operate virtually unchecked.
dwarves. To end the infighting and bring peace and stability to
Wemics: The vast majority of the wemics follow their own
the realm, the ruling body known as the Deep Lords was created
deity, Nobanion, the patron of their druids and rangers. A few
some 700 years ago. Today, although the gold dwarves’ homeland
of the more savage individuals—particularly those who enjoy the
is still ruled by a monarch (currently a queen), the Deep Lords
thrill of the hunt—choose to follow the Beastlord instead.
make policy for the realm.
Other Races: Neither loxo nor thri-kreen are religious
by nature.

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History of the Government


Great Rift and the Shaar Since it is not a nation, the Shaar has no single, unifying govern-
ment. Each of its major population groups—the nomadic tribes,
The Shaar has little formal history. Nomads have roamed
the citizens of the settled communities, and the gold dwarves of
its plains since before recorded history began, and they have
the Great Rift—operates independently of the others and has
changed little, though the outer world has disturbed them
its own kind of government.
numerous times.
City Dwellers: Though more structured within the towns
and cities, the government of Shaaryan towns is minimal
TIMELINE compared to many of the urban centers elsewhere in Faerûn.
Year Event
Usually, the leader is a mayor or similar officeholder—often
c. –8800 The Great Caverns of Bhaerynden collapse, creating
the wealthiest merchant or the most powerful warrior. This
the Great Rift.
leader works with a council of the most influential people to
c. –6000 Human nomads start to roam the Shaar in num-
meet the community’s critical needs, such as building a wall,
bers. Trade with the gold dwarves of the Great Rift
raising military forces for defense, deciding the level of taxation
begins.
needed to pay for services, and so forth. In most cases, the
–1064 A two-way portal between the Kingdom of Ashanath
citizens want as little control and restriction on their activities
and Council Hills is opened. The village of Shandaular
as possible, and they rely on the governing body to do only
is founded around the southern terminus.
what is necessary to keep trade flowing.
–946 The two-way portal in the Council Hills area is shut
Gold Dwarves: In the surface portion of the gold dwarves’
down, cutting off the remaining people of Shandaular
realm, the government focuses on the military, with officers
from the north.
in command of various defenses and police forces acting
–373 Year of Whispering Stones: The town of Lhesper is
as nominal governors. Underground, the situation is more
founded.
political. The affairs of the Deep Realm are administered
–304 Yuan-ti slavers regularly raid the western end of the
by the Deep Lords, the governing council of the gold dwarf
to –189 Shaar, taking newly captured slaves back to Serpentes.
clan elders, which consists of four representatives from each
–54 Year of Tomes: A lost tribe of Illuskans begins arriving
clan. This body dispenses justice, commands the dwarf armies,
through the portal in Council Hills. Eventually, these
and decides matters of policy. The council answers to Queen
people merge with the Nar to create the Arkaiuns.
Karriva of the Simmerforge clan (LG female gold dwarf
211 Year of Spoiled Splendors: Arkaiun tribes flee the
aristocrat 13).
Council Hills region to escape the invading Unthe-
Nomads: Government is least formal among the human
ric and Mulhorandi armies. The Arkaiuns migrate
tribes. Though not anarchistic, the tribes accept only enough
southwest.
government to ensure survival and promote prosperity. Each
297 Year of Wailing Mothers: Forces of the Shoonach
tribe functions under the watchful eye of a group of elders,
Imperium conquer and claim all the lands between
generally men and women at least thirty years old. These elders
the Shining Sea and the Landrise.
select a chief from among their number, typically by secret vote.
316 Year of the Vibrant Land: The city of Khôltar is
Male chiefs rule most of the tribes, but a few have elevated
founded by the dwarves for humans to trade with them
women to that position. The chief, in consultation with the
and each other.
elders, makes decisions that affect the tribe as a whole, such
435 Year of Willing Sacrifice: Several towns along Lake
as movements, trading, warfare and raiding, and punishments
Lhespen and the River Shaar rebel against their distant
for crimes committed by tribal members and enemies. In some
rulers, the Shoon.
cases, the chief is part of a powerful, charismatic family that
437 Year of Silver Holly: The Seven Burnings campaign
has held the seat of power in the tribe for many years.
kills many native Shaarans and brings the western
portion of the Shaar back under Shoon control.
451 Year of Unleashed Fears: The Shoon Imperium is Enemies
finally driven out of the Shaar.
For the most part, the tribes vie with one another for territory,
640 Year of the Fanged Beast: Gnoll tribes raze Lhesper.
horses, and food to so great an extent that they need no external
The survivors found Shaarmid.
enemies. When beset by threats from beyond the edges of the
1018 Year of the Dracorage: Gargauth arises from a pit
Shaar, however, they manage to band together and fend off
at Peleveran, which is later destroyed by a horde of
attacks by outsiders. Though the gold dwarves do their best to
dragons, dracoliches, and members of the Cult of the
remain aloof and separate from the rest of the peoples of the
Dragon.
Shaar, they too are ready and willing to fight to maintain the
1306 Year of Thunder: Moradin grants the gold dwarves
sanctity of their homeland.
the Thunder Blessing.
1373 Year of Rogue Dragons (current year).

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LAPALIIYA Blaskaltar
This coastal nation has a long history of attempting to cultivate
Blaskaltar is nothing more than a broad, low mound of grassy
and colonize the interior of the Shaar. On more than one occasion,
earth warmed by the baking sun of the Shaar. Though rumor
its citizens have settled towns along the Shaar’s riverfronts and
says that a city once stood on this site, no records of it exist, and
attempted to tame the barbaric nomads by a variety of means.
no remnants of it are left—not even ruined stonework.
Also, Lapaliiya has sometimes been under the thumb of some
The followers of Akadi refer to this mound as the First Shrine
other nation with designs on civilizing the plains, including the
of the Queen of Air and consider it the most important holy
yuan-ti of Serpentes (see Serpent Kingdoms for more information)
site of their faith. Every midsummer, followers of the Lady of
and the old Shoon Imperium. Every time conquerors arrived,
the Winds gather here to worship her, swelling the nearby com-
however, the tribesfolk simply vanished or avoided the invaders,
munities of Shaarmid and Kormul for several days.
then returned to their traditional lands as soon as the troops
were recalled. Past failures are no insurance against future at-
tempts—perhaps even in the near future. Delzimmer (Small City)
Four powerful merchant families control this free-trade city: the
MULHORAND Harlhauns, the Jathlets, the Belarks, and the Olaundrans. Though
Though this aggressive theocracy has not made any untoward
they are rivals in business, the families have managed to find enough
movements into the Shaar as yet, it has a history of dominating
common ground to establish some level of law and order for the
the regions surrounding it. The invasion of neighboring Unther
town, using their private militias to keep the peace. The families all
has given the tribes that wander closest to the Shaar’s border with
run businesses associated with serving caravans, including storage
Mulhorand pause. If the time comes for the Mulhorandi clergy to
warehouses, outfitters, and financial services (moneylenders and
consider invading the plains—perhaps to control the trade routes
moneychangers), but they are not costers themselves.
there—the nomads will face a formidable foe, indeed.
The stone walls surrounding the heart of Delzimmer have long
since outlived their usefulness. The city has grown considerably
UNDERDARK RACES since the walls were built, and shops, dwellings, and warehouses
The ancient enemies of the gold dwarves, especially the drow and
have spilled out into the open ground beyond their perimeter.
the duergar, are scattered throughout Great Bhaerynden and are
Roads have been cut through the walls to provide access to the
never far from the Deep Realm. Any one of these fell races could
businesses outside, and the remaining portions are in poor repair,
renew its hostilities with the gold dwarves at any time. The drow
sporting cracked mortar and holes of various sizes.
cities of Llurth Dreir and T’lindhet are both within striking
Delzimmer’s citizens are all in the business of providing
distance and bear constant watching. (See Underdark for more
services, either for the caravan traffic or for the other locals.
information on these races and their plans.)
The rest of the people in the city on any given day are caravan
masters, their escorts, and the merchants who hire them.
YUAN-TI Delzimmer (Small City): Nonstandard; AL NE/LN/LE/
The serpent people are closer than most folk of the Shaar realize,
CN; 15,000 gp limit; Assets 4,661,250 gp; Population 6,215;
and they present a constant threat. Most recently, the yuan-ti
Integrated (halflings 42%, human 37%, half-elf 10%, dwarf
have returned to the ruins of Lhesper, where they have begun
6%, gnome 3%, other races 2%).
to dig for ancient artifacts from the long-forgotten kingdoms
Authority Figures: Oldyle Belark (NE male human fighter 8/
of the sarrukh, their creator race. Serpentfolk have also begun
rogue 5), head of the Belark merchant family; Maraunt Harlhaun
to awaken in and around Azulduth, the Lake of Salt. Tribes
(LN male human aristocrat 16/expert 4), head of the Harlhaun
roaming close to either of these locations might become pawns
merchant family; Elsraea Jathlet (LE female human aristocrat
in the yuan-ti’s nefarious schemes. (See Serpent Kingdoms for
6/rogue 4), head of the Jathlet merchant family; Gauthklaun
more information on the yuan-ti and their plans.)
Olaundran (CN male human aristocrat 8/fighter 4/expert 3),
head of the Olaundran merchant family.
Cities and Sites Important Characters: Malthorn Jathret (NE male human
aristocrat 6/necromancer 14), a reclusive elder member of the
Most communities in the Shaar are little more than trading
Jathret clan; Flospin Ralmathun (LN male human warrior
centers. Each is close to a reliable source of water, since potable
2/expert 5), the most influential caravan master in the city;
water is such a prized commodity in the plains. Because of the
Hupert Three-teeth (CN male strongheart halfling rogue 14),
concentration of valuable commodities that accumulates in
head of the most powerful thieves guild in Delzimmer and a
such places, almost all the Shaar’s towns and cities have walls
master of confidence games.
to protect their citizens from the raiders and bandits who roam
Nagra (Four Families’ Police/Militia): Fighter 14, fighter 12
the grasslands. The gold dwarves have their own cities, only a
(3), fighter 10 (5), fighter 5 (34), fighter 2 (67), fighter 1 (213),
few of which are on the surface. These urban centers tend to be
warrior 13, warrior 11, warrior 7 (4), warrior 6 (17), warrior 5 (29),
markedly different from the rest of the plains communities, since
warrior 4 (62), warrior 3 (78), warrior 2 (114), warrior 1 (387).
the races do not share ideas readily.
The rest of Delzimmer’s citizens are too numerous to
describe here.

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Eartheart (Metropolis) the wild herd animals that roam the plains, an incredible amount
of fresh meat must be brought to the aviaries each day. Most
The dwarven city of Eartheart is actually separated into two
of it is obtained in Hammer and Anvil from the hunters of the
major sections. Eartheart proper is a walled fortress-city with
plains tribes who come there to trade.
soaring towers and ramped, multilevel streets. Outside its walls is
the tent-city of Hammer and Anvil (see below), where outsiders
come to trade. Eartheart is only partially visible from the plains
STEEL SHIELD HEADQUARTERS
The Steel Shields are stationed in an immense, walled compound
around the Great Rift, since many of its levels are belowground,
near the gate that leads to the tent-city known as Hammer and
accessible only via spiraling staircases.
Anvil. Since the Steel Shields organization boasts more than
The Lord Scepter of Eartheart, Mariochar Bladebeard (LG
14,000 troops, including officers, the compound takes up enough
male gold dwarf cleric 10 of Clangeddin Silverbeard/dwarven
room to be another small city in its own right. The headquarters
defender 7), rules the city on behalf of the Deep Lords. Aided
houses barracks, mess halls, training facilities, and armories.
by the troops known as the Steel Shields, he runs the place like a
Eartheart (Metropolis): Conventional; AL LG; 100,000
military compound, though the city contains far more civilians
gp limit; Assets 220,040,000 gp; Population 44,008; Isolated
than soldiers.
(dwarves 97%, gnomes 2%, other races 1%).
Eartheart serves as the gold dwarves’ connection with the
Authority Figures: Lord Scepter Mariochar Bladebeard (LG
rest of the world—a place where they can store trade goods
male gold dwarf cleric 10 of Clangeddin Silverbeard/dwarven
and provisions and also maintain an army that can deal with
defender 7).
outside threats before they ever reach the Great Rift. Many
Important Characters: Vorn Steeleye (LG male gold dwarf
dwarves—both gold and shield—who come and go from the
fighter 8/Great Rift skyguard 10), commander of the Peace-
Great Rift prefer to live in Eartheart rather than elsewhere in
hammers; Gwarr Stouthammer (LG male gold dwarf cleric 11
the canyon or its subterranean environs.
of Moradin/divine disciple 4 of Moradin), High Priest of the
Temple of Morndinsamman; Keshil Darkettle (LG female gold
AVIARIES dwarf warrior 4/expert 7), highest-ranking trade broker and
The Peacehammers, the Great Rift’s aerial defense forces, house
quartermaster of trade goods.
their hippogriffs in great roosts high in the city. Numerous
Typical Steel Shield Patrol: Fighter 3/cleric 3 of Clangeddin
grooms, trainers, and even some druids are on hand in the
Silverbeard (6), fighter 6/dwarven defender 4, fighter 5/dwarven
aviaries to care for these creatures. Though the skyguards take
defender 3 (2), fighter 5/dwarven defender 1 (6).
their mounts out on regular patrols and allow them to feed on

Eartheart and
ft
Ri

Hammer and Anvil


at
re
eG

1. Aviaries
1
Th

2. Steelshield Headquarters
3. Temple of the Morndinsamman
3 4. Tent City

2 To
Delzimmer

0 scale in feet
400
To To
Kholtar Three Swords

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THE SHAAR AND THE GREAT RIFT

Typical Peacehammer Patrol: Fighter Hardcastle


6/Great Rift skyguard 5, fighter 6/Great
Rift skyguard 3 (2), fighter 5/Great Rift
(Small Town)
skyguard 1 (7). Founded in the days of the Kingdom
The rest of Eartheart’s citizens are of Peleveria, Hardcastle is not much
too numerous to describe here. more than a fortified trading
camp (population 1,316)
TEMPLE OF THE that sits at the crossroads of
three major caravan routes.
MORNDINSAMMAN One road comes in from
Actually a collection of individual
Delzimmer and the Great
temples gathered together in the center
Rift to the south, one from
of the city, the Temple of Morndinsam-
Unther, and the third from the
man occupies the central point of Eartheart.
Vilhon Reach. After Mulhorand in-
Each building is dedicated to a different deity
vaded Unther, the folk of Hardcastle
of the dwarven pantheon, with the Temple
expected the trade from that region
of Moradin in the center and the others
to dry up, but the traffic on the
forming a circle around it. Though
road to Unther has actual-
impressive enough when viewed from
ly increased over the last
the surface, the temples’ true stature
year because the Mulho-
can be fully appreciated only by
randi forces have required a
those who descend into their
healthy supply of goods—
lowest levels, where the most
particularly food, weapons,
powerful and revered servants
Illustration by Carl Frank

and healing magic—to keep


of the dwarven deities show
their armies supplied.
their respect deep within
The reigning lord of
the earth.
Hardcastle is Frego
Cordwell (LE male hu-
Hammer and man fighter 4/rogue 9),
Anvil (Small City) a former caravan master
out of Chondath who de-
Built against the western outer cided that he could make
wall of Eartheart is Hammer more money with less
and Anvil, a sprawling tent-city road time by taking over
consisting primarily of moveable one of the most lucrative
workshop-huts and tents. Nu- stops. Since assuming con-
merous watchful dwarf guards trol of the trading camp, he
are posted within the town to has enticed numerous small
ensure that those who come to business owners to set up shop
trade cause no trouble. Most in Hardcastle, where they can
nondwarves are not welcome cater to the caravan traffic.
beyond Hammer and Anvil, but Borrowing an idea from the
in the tent-city, the gold dwarves Durpari people, with whom
are more than happy to meet he once had business deal-
with all comers and trade their ings, Cordwell has contracted
gold, silver, and forged goods for private organizations to provide
foodstuffs, textiles, and other items all the town services, including
in short supply on the plains and law enforcement—though he
underground. Of the roughly 8,000 made certain to hire a former
people in Hammer and Anvil at any business associate for that job to
time, about half are nondwarves who ensure some measure of loyalty.
have stopped briefly to trade, and the Thus, Frego is free to administer
other half are dwarves who live in Eartheart the usage fees he charges without
and come here daily to barter on behalf of the Deep having to actually worry about the
Realm or sell their services (primarily blacksmithing, logistics of providing the services.
armor repairs, and so forth).
The city of Eartheart

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THE SHAAR AND THE GREAT RIFT

Khôltar (Small City) Shaarmid (Large City)


Known as the Iron City because of its unusual, iron-covered Shaarmid is a free trading city with a population of about 23,500.
walls, Khôltar (population 7,643) is a muddy, smoky community Its stout walls and formidable defensive forces make the city a
with lots of stout but squat stone buildings, cobbled streets, and safe haven for merchants, who flock here from all points in the
minimal greenery. Its 100-foot-tall, double outer walls stand in region for protection from raiding tribes, bandits, and monsters
two concentric rings around the city, with a 30-foot-wide, poorly of the grasslands.
drained trench in between. The trench is filled with rotting gar- Shaarmid’s citizens claim no connection with or allegiance to
bage, iron waste from the forges, and the occasional corpse. On the tribes of the surrounding plains, though many are descended
the north, west, and south sides of the city, gates pierce the walls, from them. In fact, some privately embrace their heritage, but
and a bridge spans the trench at each of these points. they prefer that others not view them as biased in favor of their
Originally founded by the gold dwarves, Khôltar is a city of former clans. A slight majority of the population is ethnically
forging—a place where those who don’t wish to pay the higher pure Lapalian, and therefore closely related to the Tashalans.
prices in Hammer and Anvil can come to purchase everything The ancestors of these folk migrated here to found Shaarmid
from arms and armor to ladles, scoops, belt buckles, and andirons. after the fall of Lhesper in 640 DR.
The sky over Khôltar is always black and sooty by day and a hazy, Despite the refusal of Shaarmid’s citizens to show favorit-
glowing orange by night. ism, the tribes accept them as long-time allies because of their
In the center of the city sits High Khôltar, the center of law reputation for brokering the best deals possible with traders from
and government. The ruler of the city, known as the Munifi- other lands. The markets of Shaarmid have become a little less
cent Belarkh, is ostensibly a supreme merchant and an absolute wholesome of late because of the illicit trade that has been
overlord. The truth is that merchant families with extensive trickling down from Innarlith since Ransar Pristoleph came to
investments in various businesses run the city, and the belarkh power there (see Innarlith in Chapter 12), but this change has
simply acts as their mouthpiece. The current belarkh is Enklaevur attracted little attention so far.
Rostigror (CN male human expert 4/fighter 3/rogue 6), a former
caravan merchant, thief, and vagabond trader.
Heroes and Monsters
Lhesper Characters of many races can hail from the Shaar. Among the
nomadic tribes, Shaarans, centaurs, wemics, loxo, and thri-kreen
In the heart of the Shaar, at the northern tip of Lake Lhespen, are all possibilities. Other human ethnicities, as well as half-elves,
lies the ruined town of Lhesper. Destroyed by gnoll raiders in elves, gnomes, halflings, dwarves, and half-orcs could originate
640 DR, it has lain in ruins ever since. Currently, several yuan-ti in any of the trading cities scattered across the grasslands. Most
arcane spellcasters, all of whom are members of an organiza- gold dwarf characters hail from the Great Rift, as does the oc-
tion known as the Coiled Cabal, are searching for something casional gnome, though the Rathgaunt Hills are a more likely
in Lhesper. Recently, they have begun enlisting the unwilling place of origin for gnome characters. A gnoll character could have
aid of local tribesfolk and travelers to help with that search. grown up in and around the Dun Hills, and under extraordinary
Humanoids taken to Lhesper are usually either sacrificed to the circumstances, even a wild elf from the Misty Vale might go
yuan-ti deity or transformed into broodguards and tainted ones. adventuring.
(See Serpent Kingdoms for more information on the yuan-ti The Misty Vale region, the Loxo region, and the Thri-Kreen
and the Coiled Cabal.) region are all new for the Shaar. Many of the new feats, including
the various rage-based and tribal membership feats, are appropri-
Peleveran ate for characters originating from this area.
Among the prestige classes detailed in Chapter 2, The Great
The ruins of this ancient city are built into the side of the Rift deep defender is appropriate for gold dwarves. The Great
Landrise, very near the point where the River Shaar emerges Rift skyguard (see Races of Faerûn) is also quite suitable for a
from the subterranean portion of its journey. Peleveran was once gold dwarf character from this region. A rock gnome character
the capital of an ancient kingdom called Peleveria, which stretched might be attracted to the breachgnome prestige class (see Races
across the plains connecting the Landrise, the Firesteaps, and the of Faerûn), and a human might want to become a Shaaryan
Shaarwood. The city was destroyed in the Year of the Dracorage hunter (see Player’s Guide to Faerûn).
(1018 DR), when it became the site of a devastating conflict The Shaar is teeming with all sorts of dangerous creatures. Of
between two warring factions of the Cult of the Dragon. the new monsters detailed in Chapter 5, beguilers, cyclopes, loxo,
A temple known as the Dark Pit of Maleficence, dedicated to mantimeras, rattleyrs, starsnakes, and thri-kreen are appropriate
the demigod Gargauth, is hidden deep in the tunnels and caverns for this area. Other common monsters include gnolls, behirs,
beneath the city, inside an immense cavern that once served the ankhegs, wemics, centaurs, wyverns, perytons, and manticores.
city as a granary. At the very bottom of the temple is a nearly
bottomless pit that sages suspect connects directly to Baator via
a portal.

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T he Shining South cuts a broad swath across Faerûn,
stretching for more than 2,000 miles along the
coast of the Great Sea and covering nearly 1,000
miles from north to south at its widest point. The lands of
Dambrath, Durpar, Estagund, the Great Rift, Halruaa, Luiren,
the Shaar, Var the Golden, and Veldorn are bordered by numerous
kingdoms, forests, and mountain ranges that the people of the South and Calimshan, Tethyr, and beyond often stop here. Some
Shining South trade with, war with, or just eye warily. To the of these traders follow the road around the shore of the Lake of
east, Ulgarth looms as both a longtime threat and a potential Steam—crossing the Strait of Storms between Theymarsh and
trading partner, and beyond that is the Utter East. To the north Thuldolphor—while others brave the stinking yellow waters and
lie the Firesteap Mountains and the Chondalwood, the warring foul inhabitants of the lake itself, crossing to the north shore to
nations of Unther and Mulhorand, and the desolation known trade with the cities there.
as the Plains of Purple Dust. To the west, the Shining Sea, On a regular basis, adventurer lords from the Border Kingdoms
the kingdom of Lapaliiya, and the mysterious Mhair Jungles ride out from their small keeps and fortresses into the Shaar, seek-
form a line that serves as a boundary for the area known as ing adventure to further whatever long-range goals they espouse.
the Shining South. In most cases, the nomads leave them be, since they are usually
on their way elsewhere and not worth confronting. Sometimes,
The Border Kingdoms however, adventurers are drawn into one of the tribal skirmishes
or territorial wars that frequently rage across the grasslands. In
and the Lake of Steam such a case, the more heroic adventurers usually feel compelled to
take sides, while the less savory ones provide weapons and magic
Just north of the Shaar’s far western end is a stretch of coastline to both sides in hopes of prolonging the conflict. Typically, the
along the Lake of Steam that is occupied by a handful of small tribesfolk eventually grow tired of the adventurers’ meddling
realms known as the Border Kingdoms. Despite the name, these and resolve their differences on their own, then turn on the
realms don’t truly border on anything except one another, and interlopers and chase them out of the Shaar.
their boundaries are constantly in flux because the local rulers
(mostly adventurers) rise and fall with the changing of the seasons.
The common folk who dwell in this area make their livings by
The Duskwood
logging, mining, and fishing. They don’t pay much attention to and the Querth Forest
who the local lord is, since they know full well that the ruler
A significant portion of the land encompassed by the Border
who arises today might well be replaced tomorrow.
Kingdoms is shrouded in forest, and nomads from the Shaar
The nomads of the Shaar rarely ride this far west because
have long been gathering herbs and hunting for food and water in
the Border Kingdoms offer nothing that can’t be obtained more
these regions. In recent years, however, some woodland-oriented
easily deeper in the grasslands. The barrier formed by the River
adventurers visiting the Border Kingdoms have begun to settle the
Scelptar makes the area an even less inviting target for raids.
fringes of these forests. The Shaarans consider the Duskwood and
Still, a healthy level of trade passes through the Border Kingdoms
the Querth Forest part of their traditional lands and do not look
from both directions, since caravans moving between the Shining

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BORDER AREAS

happily upon the encroachment of druids, rangers, and reclusive


sorcerers in those areas. The more adventurers who settle there,
The Firesteap
the more volatile the situation becomes, and a number of major
skirmishes have occurred in recent years.
Mountains
The Firesteap Mountains stretch from the tip of the Lake of
The Chondalwood Steam eastward to the Landrise and the Chondalwood, then
continue along the northern boundary of the Shaar to connect
This long stretch of forest runs from the north side of the Shaar with the lands beyond. As mountains go, the Firesteap range
past the north end of the Landrise and behind the Firesteap is not terribly forbidding or monster-infested, nor are its peaks
Mountains, extending all the way to the coast of the Vilhon particularly high. On the south side, Shaaryan tribes have claimed
Reach. Though much of this woodland is beyond the area known the foothills as sacred burial grounds, and the tombs of their
as the Shining South, the southern end of it flanks the Old Road, a ancestors are thickly scattered throughout the entire stretch of
trade route that connects Chondath with many locales throughout ridges there.
the Shaar. At the very southern tip of the grasslands, the Old The nomads do not tolerate anyone entering these moun-
Road and the Road of Dust merge at Hardcastle. tains—not even members of rival tribes that do not claim
The denizens of the Chondalwood actively discourage out- traditional rights to the site. Anyone they find trespassing in
siders from entering its deep, dark interior. In addition to the the region is attacked on sight and driven off or killed. On the
usual dangerous animals—such as snakes, spiders, tigers, and so north side, bandits and intelligent monsters such as hobgoblins
forth—the forest houses numerous dangerous plants and plant and ogres make a nuisance of themselves by attacking caravans
creatures. Various fungi and mushrooms, as well as mistletoe along the various trade routes that snake through the area.
and other parasitic plants, are prominent along the forest floor. The Old Road from Chondath skirts the northern boundary
Shambling mounds, tendriculoses, assassin vines, and other evil of the mountains, squeezing between the Firesteaps and the
vegetable creatures also sprout here from time to time. But the Chondalwood, while the Golden Road out of Sespech actually
true menaces to foreigners traveling these woods are the satyrs, runs right through a narrow pass on the western end of the
centaurs, wild elves, and feral ghostwise halflings. In addition, ridge. The militias of both Torsh in the east and Innarlith in the
rumors that a sizable contingent of giants has settled here have west send out regular patrols to prevent raiders from completely
been drifting through the nearby towns of late. overrunning the roads.
The druids who live in the Chondalwood jointly watch over
the woodland and keep it healthy. Their enclave, which is even
more secretive and aloof than most such groups, has assembled
Innarlith (Metropolis)
various kinds of creatures into patrols and instructed them to Innarlith occupies the far eastern tip of the Lake of Steam,
watch for and be wary of any groups other than trade caravans just north of the Firesteap Mountains. For the right price, any
that pass along the Old Road. When evidence of adventurers or commodity can be purchased here, including illegal goods such
loggers comes to light, the creatures begin a campaign of terror as poison, narcotics, and slaves.
against the encroachment, making menacing sounds and display- The recent ascension of Ransar Pristoleph (LE male Chon-
ing strange lights in hopes of scaring off intruders before they dathan human wizard 12) to rulership of the city has brought
set foot beneath the forest canopy. When that doesn’t work, the about some fundamental changes in the dynamics of the region.
creatures do not hesitate to take more aggressive action. First and foremost, Ransar likes his creature comforts, and
he vehemently dislikes anything that prevents caravans from
Ruthien-Than getting into or out of his city. Thus, he has taken an aggressive
approach to dealing with the raiders who hide in the Firesteaps
The legend of an ancient elf city hidden deep inside the Chondal- and attack the trade traffic on the Golden Road. Ransar has
wood has been told around campfires for centuries. The stories begun sending large military forces into the mountains to hunt
vary as to exactly where the city is, but most versions have a down and kill any sentient being that doesn’t have a legitimate
few common threads. The elves lived openly in the forest for reason for being there—and a few that do, just to be on the safe
several millennia in a number of tree-cities. They traded with the side. Furthermore, because of Pristoleph’s secret ties to Cyric
humans who were settling along the forest’s fringes at first, but and his efforts to subvert most of the major trading houses to
when logging began in earnest, the elves tried to stop it. After a his cause, more and more of Innarlith’s illicit trade has been
terrible defeat against a united force of humans, the remaining spreading southward, to Shaarmid.
elves retreated deep into the middle of the forest, supposedly to
the hidden city of Ruthien-Than. Some say that this city was
abandoned during the Elven Retreat, while others claim it never
existed in the first place. No one has been able to find any evidence
of this ancient city so far, though many have looked.

176
BORDER AREAS

Lapaliiya eastern end of the Shining Sea. Ruled by High Suikh Helbareim
“the Storm Wind” Alanasker, the city is known for its produc-
Lapaliiya is a confederation of city-states along the southeastern tion of saffron. In fact, Ormpur Bay is the only spot in Faerûn
shore of the Shining Sea. It stretches from the eastern end of the where the crocus flower needed to produce this rare spice grows
Delphin Mountains to the Sheir Peninsula, and from the shores in abundance. Unlike Lapaliiya to the south, the majority of
of the Shining Sea to the northern edge of the Mhair Jungles, the human population here is of Tashalan origin. The difference
the Walls of Halruaa, the western edge of the Bandit Wastes, in ethnicity stems from the fact that Ormpur has never been
and the peaks of the Dun Hills. Loosely ruled by the Overking conquered by Shaaryan nomads—primarily because those folk
of Sheirtalar, these small realms are sometimes known as the have always been welcomed in the city’s markets.
Lapal League or the Cities of the Seabreeze, though the latter Ormpur has long been a powerful and independent city-state,
name technically also includes Narubel, Tashluta, Ormpur, and thanks to a long-standing alliance with a clutch of chromatic
the ruins of Procalith. But the city-states that compose this nation wyrmlings. Even during the era of the Shoon Imperium, Ormpur
are a fractious lot, and conflict among them (both overt political retained its nominal independence via careful diplomatic maneu-
confrontations and covert machinations) is more prevalent than vering in the court of the qysars and the unspoken threat posed
disputes with neighboring countries. by its wyrmling-mounted cavalry. In recent times, however,
Each city-state in Lapaliiya has a civic deity, and its citizens bloody infighting among the royalty of the city combined with
discourage all other faiths. The dark deity of Lapalian myth is a number of other unfortunate events has reduced Ormpur from
Amphisbaena the World Serpent, who has wrapped the world in his a great city to the lesser realm that it is today. Although it still
coils and is slowly crushing it into pulp as he devours himself. retains its nominal independence, Ompur is increasingly falling
Today, Lapaliiya is inhabited mostly by Shaaryans and Cal- under the sway of the Overking of Lapaliiya.
ishites, and Tashalans make up only a small minority. Regardless
of their ethnicity, Lapaliiyans are zealous warriors and industrious
merchants who place tremendous value on personal honor and
Sheirtalar (Metropolis)
propriety. Duels and feuds over slights that folk of other lands The Shining City by the Sea (population 52,135) sits at the head
might readily dismiss are common. Clerics and monks enjoy of Sheir Bay on the northern end of the much larger Talar Bay,
positions of respect and authority in Lapaliiya, while arcane which is located at the foot of the Sheir peninsula. The land slopes
spellcasters are viewed with some suspicion—an attitude that sharply down to meet the waters, allowing those arriving on ships
dates back to the Rage of Wizards (1142 DR). to see almost all the city at once. The city’s apt nickname arises
Lapaliiyans consider serpentfolk the greatest threat to their from the fact that most of the prominent buildings are domed
lives and property. Such creatures are slain on sight if they reveal and leafed in silver and gold.
themselves as such, and overt dealings with them are punishable Sheirtalar is the capital of Lapaliiya and the largest and most
by death. Nevertheless, the yuan-ti wield considerable influence powerful of the confederated city-states. Its ruler is the Overking
in Lapaliiya, and officials routinely overlook suspicious dealings of Lapaliiya, Shaliim Wyrmslayer (CN male Tashalan human
involving persons with significant political strength. fighter 5/sorcerer 5/eldritch knight 7). The Domed Palace of the
In centuries past, Lapaliiya was a nation in name only, Overking, the most prominent of Sheirtalar’s landmarks, sits
ruled by an essentially powerless Grand Council composed of atop a granite outcropping in the upper third of the city. The
the satraps of the five most powerful city-states. The union of Gilt House of Gleaming Coins, the temple dedicated to Waukeen,
the ruling houses of Sheirtalar and Lushpool in the Year of the city’s civic deity, is also incredibly opulent. Because most
Glad Tidings (1147 DR), occurring as it did in the immediate trade goods exiting the Shaar for western Faerûn pass through
aftermath of the Rage of Wizards, led to the installation of a this port, it has become one of the most cosmopolitan cities in
ruler—the Overking of Lapaliiya. In addition to ruling the cities the South.
of Sheirtalar and (through the heir to the throne) Lushpool, the For more information on Lapaliiya, see Serpent Kingdoms.
overking theoretically governs all Lapaliiya with the consent
of the Grand Council, which can vote on the policy he sets
forth but cannot initiate its own decrees. In practice, however,
The Mhair Jungles
the overking must still secure unanimous consent from the The Mhair Jungles lie between the Lapal Sea and the West Wall
representatives of Sammaresh, Ithmong, Lushpool, Sheirtalar, of Halruaa. This expanse of dark, tropical forest contains all
and Uzurr for any new policies, and this process usually involves manner of plant, animal, and monster life—most of it unknown
negotiating with the reigning Shoonsar of Ithmong and the anywhere else, and much of it deadly. The yuan-ti, who consider
Satraps of Lushpool. these jungles sacred, come here to hunt, scour the ancient ruins
of their ancestors, and drive off intruders. The northern Mhair
Ormpur (Large City) Jungles are also the preserve of dire tigers, digesters, and many
nomadic tribes of wild dwarf hunters. The wetter southern reaches
Also known as Ormpar in the local vernacular, the City of Saf- eventually give way to vast mangrove swamps hunted by solitary
fron (population 24,612) lies at the head of Ormpur Bay on the sword spiders and nagahydras.

177
BORDER AREAS

Illustration by Ralph Horsley


Many yuan-ti lair in the Mhair Jungles

Yuan-ti dwell in and among the ruins of Mhairshaulk, and the nomads have benefited from the current situation, since
other major ruins are claimed by solitary Faerûnian ha-nagas and Mulhorand requires a steady stream of trade goods to equip and
nagahydras. Lesser ruins are uncommon on the surface because feed its armies in Unther. The flow of goods and coin back and
the jungle growth has wholly devoured them over the course of forth between Mulhorand and the Golden Water region would
millennia. Scattered sinkholes throughout the Mhair Jungles be even greater if not for the monster problem in Veldorn, and
lead into the Serpent Deeps, and explorers are advised to watch the Mulhorandi are sure to address that issue at some point in
out for sinkhole traps set by dwarf hunters. the future.
For more information on the Mhair Jungles, see Serpent
Kingdoms.
The Dragonsword Mountains
Mulhorand This narrow band of mountains divides Mulhorand from the
Plains of Purple Dust. Since its peaks are infested with sphinxes,
Once a sprawling empire that included much of eastern Faerûn, griffons, yrthaks, and several blue dragons, it serves as an effective
Mulhorand is now but a shadow of what it was at its height. barrier between those two regions. The mountains jut down into
Despite its general decline and the fact that mortal leaders have the fringes of the Shaar, and the only navigable route from the
replaced its former deific rulers, Mulhorand is still a mighty Golden Water to Mulhorand and back again passes between the
nation and a potential threat to any country in its vicinity. tip of the range and Azulduth, the Lake of Salt.
Fortunately for the nomads of the Shaar, most of Mulhorand’s The small city of Mishtan, which serves as a gateway to the
attention has been turned north and west, rather than south. City of the Dead, marks the end of the trade road from parts
Thay was once a part of the Mulhorandi Empire, and the Mulan south. Ruled by clergy dedicated to Osiris—the Mulhorandi deity
of both nations still remember that fact. Mulhorand has also of the dead—Mishtan serves as a base of operations for the
been a traditional enemy of Unther, and Mulhorandi forces have continual construction of the City of the Dead. Mishtan houses
recently invaded that country and nearly conquered it. the workers who build the tombs, and its warehouses store supplies
Because so much time, attention, and resources have been and food, a substantial portion of which comes from the south.
devoted to other interests, Mulhorand’s leaders have given little The City of the Dead, where the Mulhorandi have tradition-
consideration to the possibility of southward expansion. In fact, ally buried their honored dead, lies a little east of Mishtan,

178
BORDER AREAS

nestled in the foothills at the southern end of the Dragonsword


Mountains. Tombs, obelisks, and other grand features jut up
Ulgarth
from the low hills here, and such structures would be inviting Though geographical proximity might lead some to consider
targets for tomb robbers and adventurers if not for the swarms Ulgarth part of the Golden Water region, the marked differences
of zombies and skeletons housed in the finished tombs. The few between this nation and the others on the bay are significant
brave souls who do try to steal the riches sealed in the graves enough to merit its classification as a separate realm. In many
often inadvertently release undead to roam the foothills, and ways, Ulgarth is an isolated nation, bounded on the north by
occasionally these creatures venture west into Mishtan or south the Dustwall, on the west by Durpar and the Golden Water, on
toward the trade route. the south by the Great Sea, and on the east by the vast plains of
the Utter East. Like the other offspring countries of the Raurin
The Plains of Empire, Ulgarth endured centuries of dark barbarism after that
great nation was destroyed. Little technological or commercial
Purple Dust development occurred here while rival tribes from the Shining
South and beyond waged countless small wars on this region.
Like Raurin, the Dust Desert, the Plains of Purple Dust consist Finally, after the bloodshed had reduced the local population to a
of a vast wasteland marked by blowing sand and buried ruins. fraction of its previous size, the people of the Ulgarth region grew
Reputedly formed when deities of Unther and Mulhorand battled tired of war and turned to agrarian pursuits. The nation developed
one another, the sand is said to be faintly magical, though no one a highly structured caste system consisting of lords who owned
can agree on its exact properties. Despite the rumors of fell magic the land and peasants who worked it on the lords’ behalf.
and the perils of a wind-torn desert, the plains are not completely Today, Ulgarth is a traditional monarchy ruled by King Drasna
uninhabited. Hardy nomads roam along the far western fringe, Bluemantle (LG male human aristocrat 6/fighter 8) and divided
staying just close enough to the foothills of the Dragonsword into six distinct baronies. The barons who oversee these sections
Mountains to find water and game, but far enough away to avoid must provide troops to aid in the defense of the country, and they
the worst of the predators that live on the mountain slopes. engage in heavy trade to pay for the support these armies.
In fact, the dangers of the Plains of Purple Dust go far As with its neighbors on the bay, much of Ulgarth’s wealth and
beyond the scorching sun, lack of water, and blinding sandstorms. prosperity stems from the trade on the Golden Water. The nation
Mammoth purple worms lair in the sands, rising up like massive has become a strong exporter of crops, shipping foodstuffs to
snakes to devour anything and everything that comes within many other regions along the southern coast of Faerûn. Ulgarth’s
range. These behemoths can easily best any creature except the proximity to the ocean moderates the inland temperatures, and
largest and most cunning dragons of the region. the almost daily rain and generally humid climate result in rich,
Once part of the Imaskar Empire, the Plains of Purple fertile cropland.
Dust still hide many of that ancient nation’s secrets. Numerous The rulership and governmental policy in Ulgarth are very
ruins are scattered across its surface, and abundant routes lead localized. The barons oversee most of the law enforcement,
down through the sand and rock into the Underdark below. trials, and punishment of criminals. Religion is not as dominant
Wedged between the Earthroot region and Deep Raurin, the in Ulgarth as it is elsewhere in the Golden Water area, and
area of the Underdark below the Plains of Purple Dust is home priests do not play as active a role in making and enforcing
to several fierce and cruel tribes of lizardfolk—creatures that the laws. The people strongly believe in a clear separation of
haven’t seen the light of day in centuries, if not millennia. secular and spiritual roles, and they feel that a person’s worldly
These scaly beings routinely bring old Imaskari magic to bear behavior should not be the purview of the temples. But even
in defense of their caverns, utilizing items of power unheard so, those who dispense justice recognize the value of a good
of in modern-day Faerûn. truth-seeking spell, and they often call on priests or mages who
can wield such magic.
The Shining Sea Ulgarth’s criminal system is quite strict. Any citizen found
guilty of a capital crime is usually sentenced to a quick death
Except for the Sea of Fallen Stars, the Shining Sea supports and executed. For a lesser crime, the guilty party can choose
the most merchant traffic of any body of water in or around between enforced service in the army, working a baron’s fields, or
Faerûn. A significant portion of its commerce runs directly to serving a prison sentence. Few choose prison, though service in
the eastern tip of the sea, to Lapaliiya and the independent city- the army often means patrolling the eastern border of Ulgarth
state of Ormpur. Those ports function as staging points between and watching for invading hordes of barbarians from the Utter
the seagoing traffic and the overland caravans, which transport East. Once a criminal has served her sentence, her record is clean,
goods throughout the Shining South. As a result, goods from and she is free to resume her position in society with no stigma
the Chultan Peninsula, Calimshan, and as far away as the Sword of any kind.
Coast make their way into the western end of the Shaar, through The population of Ulgarth is overwhelmingly human, though
the Talath Pass into Halruaa, and into still other areas of the other races are more than welcome here. Few elves, dwarves,
Shining South. Even vessels that have ventured as far away as gnomes, or halflings feel comfortable in the feudal society of
Maztica often bring strange and exotic items to the markets of Ulgarth, though, so those who do visit tend to attract attention
the Shining South via the Shining Sea. from the locals. A few dwarves live in the local mountain ranges

179
BORDER AREAS

and work the mines there, but they are distinctly separate from
the rest of Ulgarth’s society and rarely mingle with the humans
Unther
except to trade. Other humanoids are not welcome in Ulgarth, Once just as mighty and proud as Mulhorand to the east, Unther
particularly since the country has had a history of trouble with is now a nation divided—a broken image of its former glory torn
incessant raiding by the gray orcs of the Dustwall. Most of the time, apart by civil unrest and invasion. After the fall of Gilgeam and
humanoids other than those noted above are slain on sight. the military invasion by Mulhorand, Unther’s people are both
Ulgarth and Durpar have a hostile history that has only terrified of what the future holds and hopeful that a new way
recently been put to rest in favor of peaceful relations. Though of life is on the horizon. Resentful of the decades of division
the two nations have finally found a means of understanding between the haves and have-nots, commoners have turned on
one another, the Ulgarthans still maintain a strongly fortified the clergy. Law and civility have fallen by the wayside as people
border with their neighbor to the northwest. struggle to take what they need to survive by force or theft. The
resulting chaos has driven many refugees out of Unther ahead
Kelazzan (Large Town) of the approaching Mulhorandi armies.
Those refugees who have fled down into the Shaar have
Kelazzan (population 5,000) is both the southernmost and the discovered that the journey across the open grasslands to other
westernmost community in Ulgarth. Because the country’s naval places is both long and perilous. Many of those who have not
shipyards are based here, the port is much larger than a city its succumbed to the elements have either been captured by tribal
size would normally support. Most of the residents make their raiding parties and sold as slaves or slain outright for trespassing
livings constructing and maintaining ships, but a considerable on sacred lands. Others have managed to reach nearby trading
number work in government operations. communities, where they struggle to find work or hope to join
The baron of this region is Larid Herokimal (LG male human caravans heading elsewhere.
paladin 13), a war hero and devoutly religious man. He does The war has also served as a boon for traders moving up into
not foist his beliefs on his people, but he does insist that those Unther from the south. Initially, Untherian soldiers needed sup-
who would live within in his barony abide by what he considers plies to defend their homeland, and after they were driven back,
a just and fair system of laws. He does not tolerate criminal the Mulhorandi forces needed the same sorts of goods. Weapons
activity, and he devotes an unusually high level of resources to from the Great Rift, food from Var the Golden, and even some
rooting out and eliminating thieves and other miscreants. On magic from Halruaa has made its way into the war-torn regions
the brighter side, the baron also wishes to see everyone partake of southern Unther to aid in the conflict and feed the refugees.
of the fruits of his own labor as much as possible. This attitude
does not stem from any noble notion that all people are equal in
station—Herokimal just feels that no one should be allowed to
The Black Ash Plain
take unjust advantage of another or prevent another from taking Named for the thick layer of volcanic detritus that constantly
advantage of opportunities. As a result, trade is brisk, and the showers down from the Smoking Mountains to the north, the
living conditions within Kelazzan are uncommonly pleasant. Black Ash Plain is home to sizable populations of brown dragons
and ash giants (stone giants with black, dusty skin). A number of
Orvyltar (Large City) refugees from the Untheric-Mulhorandi conflict were forced to
flee through this area, and those who managed to get through
Situated on Copper Bay (so named because its water does not unscathed insist that they saw several ruined buildings jutting
appear quite as golden as that of the larger bay to the north), up from the ashy ground. Those who claim to have taken refuge
the capital of Ulgarth is also the site of King Bluemantle’s vast in those ruins almost universally claim that substantial works
estates. Orvyltar (population 21,000) is also Ulgarth’s primary exist below the surface of the ground. No one, however, was
trade link with the rest of the world, and commercial sea traffic brave (or foolish) enough to venture into the subterranean levels
is very heavy through its port, which is defended by nearly two to find out more.
dozen warships. In addition to its strong naval presence, Orvyltar
maintains a sizable standing army, and three massive towers
protect its harbor, each equipped with a huge ballista that can
The Green Lands
fire a quarter-mile out into the bay. In normal seasons, the fertile fields in this region of Unther are
Sizable quantities of foodstuffs and precious metals leave the magically enhanced to produce crop yields sufficient to feed a
port each day, and luxury goods of similar value arrive. The good portion of the nation. During the invasion, however, the
marketplace in central Orvyltar is not quite as large as those in Green Fields were churned to mud and the crops ruined. To avoid
the Durpari cities, but the trade is just as vigorous. Ulgarthans widespread famine and possible rioting among the locals, the
are happy to conduct business with the Durpari these days, and Mulhorandi forces imported large quantities of food from the
though their neighbors to the northwest still get the better of south, particularly the Shining Lands and Luiren. As a result,
most deals, the Orvyltarans have become commercial masters trade in foodstuffs has been more brisk than usual throughout
in their own right. the Shining South.

180
P laces of interest to adventurers abound in and around
the lands of the Shining South. From the ancient ruins
of forgotten cultures to vibrant city streets in every
port along the coast, opportunities for heroism can be found
without much difficulty. The influx of treasure and magic from
newly discovered monster hoards, abandoned cities, and forgotten
tombs have as much impact on the local economies as commerce
and trade. The region is as well known for its adventure as its
The Ground Floor
harsh environments and unique cultures. The main floor of the Astral Inn includes the common room,
This chapter details three short, site-based adventure areas. the bar, the kitchens, and the storage rooms off the kitchen. They
“The Astral Inn” depicts a Halruaan tavern and inn, its propri- are all described below.
etor, and his unusual pastime. “Bandit Camp” describes a hidden
encampment of highway robbers in the Forest of Amtar and 1. COMMON ROOM
its denizens. “Dwarven Crypt” details a forgotten gold dwarf The common room, or taproom, is filled with both wooden trestle
burial chamber. tables with matching benches and round tables with chairs. Unlike
most taverns in the northerly climes of Faerûn, which are often
The Astral Inn dark, fire-warmed affairs with deep shadows and plenty of lantern
smoke, the Astral Inn’s main room is open and airy. Every wall
At the main crossroads of the farming village of Eichul in is set with wide windows that let in plenty of light, and they’re
Halruaa sits a popular pub and hostel—the Astral Inn. Owned kept open to allow breezes in when the weather is mild. To keep
by Pirsnil Fireleap (whose statistics are at the end of this section), the insects out at such times, the windows are covered with wire
the Astral Inn is a cozy place where one can find a fine drink or mesh screens fashioned by the gold dwarves of the Great Rift.
meal and get a room for the night. Of course, being in Halruaa, During the long, hot part of the year, the windows stay shut.
the Astral Inn is also filled with all manner of unusual and (in Instead of natural cooling, Pirsnil uses a magical system built into
the eyes of some outsiders) frivolous magic. Pirsnil has made a his twin fireplaces (which are just for show; they never actually
point of taking advantage of every possible comfort, installing a get used for fires). Each chimney can be cooled on command
variety of magic enhancements in his inn to attract customers. with a Darsson’s chilling chamber. Another command activates
For the most part, his efforts have worked. The taproom is filled a Darsson’s cooling breeze, sending a slight draft down the flue
every afternoon and evening until closing, and nearly every room and out into the room. In this way, the temperature is pleasantly
is rented on most nights. cool all day long, and the taproom is a popular place to spend
Prices for food and lodging at the Astral Inn are double the heat of the day.
those listed on Table 7–8: Goods and Services, page 128 of the An iron golem named Clang stands stoically in full view,
Player’s Handbook; meals and inn stays rate as “good.” However, serving as the Astral Inn’s bouncer. Constructed with the help
Pirsnil prices the drinks and common food more cheaply (the of gold dwarves and an iron golem manual, Clang is dwarflike in
same price as on Table 7–8) to keep the locals coming, and he appearance—only 4 feet tall and much broader than would be
discounts rooms 10% when a patron wants to rent by the week. proportional for a human figure. The golem’s imposing form is
Pirsnil also hires himself out for spellcasting on occasion. a reminder that Pirsnil brooks no trouble in his inn, but Clang

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ADVENTURE SITES

has been instructed not to use lethal force unless someone deals (Open Lock DC 40). In addition, the case itself is a wondrous
it real damage. It simply escorts offenders out the doors and item that radiates an antimagic field to protect its contents and
bars them further entry. In the history of the inn, Clang has radiating 1 foot in every direction. (As a magic item, the case
only removed a single patron who was too drunk to control has a +7 bonus on Fortitude saves against any blow that might
himself (or to think rationally about facing an iron golem). break it.)
The interior of the room is lit at regular intervals along the Inside the case, Pirsnil has one of his most prized possessions
walls, ceiling, and at each table with different gems upon which on display—a zarangan that dates back to the time of Netheril
continual flame has been cast. These magical lights stay soft and (its unique properties are described in a separate entry at the end
low during the day, but the lights begin to rise as dusk nears. of this section). Furthermore, Pirsnil places an audible version
When darkness falls fully, the inn is illuminated with a rainbow of the alarm spell on the zarangan each day, which goes off if
of colored light. anyone other than him touches the item. Of course, the alarm
Once in a while, a patron tries to steal a continual flame gem won’t sound immediately, since the zarangan is inside the influ-
or two, but Pirsnil can tell when the lighting dynamics of the ence of the antimagic field, but it sounds loud and clear once the
room change. A shouted warning, including a reminder of Clang’s stone is taken out of that zone.
presence, always sees the stone returned to its proper place.
Clang: Medium Iron golem; hp 129; see page 136 of the 3. KITCHEN
Monster Manual and adjust statistics for the golem’s size. The food that the Astral Inn serves is prepared here. The room
is equipped with several tables, as well as a large stone oven
2. BAR that has Darsson’s fiery furnace cast on it each morning. Pirsnil
The bar stretches across the wall next to the doors leading into employs three cooks and two serving girls, but all five can do
the kitchen and under the stairs leading to the second floor. Pirsnil either job. Much of the fare of the Astral Inn includes smoked
spends most of his time here, keeping an eye on his establishment. fish from the coast, cuts of meat from the herds in the Nath,
He has several small iron compartments beneath the bar, which and a wide assortment of pickled fruits and vegetables imported
are permanently imbued with Darsson’s chilling chamber spells, from Luiren.
where he keeps beverages cool and ice on hand.
Above the bar, on the back wall, Pirsnil has installed a special 4. PANTRY
display case. The entire case is made of 1-inch-thick glassteel Food items that do not need any special preservation are kept here.
(hardness 20, 40 hit points—see page 158 of Races of Faerûn for Such items include dried and smoked meats, sacks of flour, herbs,
more information) and protected by a lock of the highest quality some vegetables, crockery, and pots and pans for cooking.

The Astral Inn


Ground Floor Second Floor

4 8 6
2 3
5 a
b
1 8
7
7
8
7

One square equals 5 feet

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ADVENTURE SITES

5. COOLING CHAMBER
This room has thick, insulated walls and
has been augmented with a permanent
Darsson’s chilling chamber spell to keep
a variety of food cold and fresh. Eggs,
meat, poultry, fish, extra barrels of
beverages, cheeses, and other vegetables
can be found here.

6. PIRSNIL FIRELEAP’S
QUARTERS
Pirsnil occupies these chambers. The
door is secured with an amazing lock
(Open Lock DC 40), which is also a
wondrous item crafted using an arcane
lock spell. The arcane lock allows
Pirsnil to pass, and he has a key for
the mechanical one. Every window has
been enhanced with arcane lock as well,
and the whole room is warded with a
permanent alarm (mental version).
Finally, Pirsnil keeps a pet Halruaan behir
here—a beautiful, topaz-yellow specimen
Illustration by Vince Locke

named Shaprak that likes to snooze


on a throw rug in the center of
the room.
The main sitting room holds
a pair of chairs, a writing desk and
stool, and numerous shelves with books,
The Astral Inn
displays, and knickknacks. A few wall
hangings liven up the place. None of Pirsnil’s really valuable items 10 rounds, or until the password is spoken again, and each lock’s
are out in his rooms; he keeps those safely secured in a Heward’s password can be changed by Pirsnil (only he knows the method
handy haversack that he keeps on himself at all times. to change a lock’s password). When a guest rents the room, she
Pirsnil has a cooling system in his room, much like that found is given a key and a password to bypass the magic lock on her
in the guest rooms (see area 8). room. Pirsnil changes the password after each guest checks out,
A. Closet and Washroom: Pirsnil keeps his personal belongings, providing a new one to the next guest.
clothing, and so forth in here. He also maintains a washstand, In the rafters, Pirsnil has installed small wooden ducts that
bath, and privy. function much like the fireplaces in the taproom. When the
B. Bed Chamber: Pirsnil’s bed is here, along with a nightstand, weather is hot, Pirsnil can activate the ducts so that chilled air
more bookshelves, and a 2-foot by 4-foot dressing mirror of flows into the rooms each day. The ducts are small enough that
polished silver (1,000 gp). only a Tiny creature could fit through them, and steel grills cover
Shaprak: Halruaan behir; hp 55; see page 61. the openings into each room.

7. STORAGE CLOSETS The Game


Each of these compartments has clean linens, pillows, comfort-
ers, towels, and so forth for the guest rooms. The cabinets are Most folks don’t know that Pirsnil has a twin brother named
not locked. Librad who lives halfway across Halruaa in another small town.
The two are currently playing a game. Each brother tries to steal
8. GUEST ROOMS the zarangan and keep it from the other for the most time over
These personal guest rooms are available for rent by the night or the span of a year. When one of the two succeeds in swiping
the week. Each contains two beds, a writing table and one chair, the item, the victim must wait at least a month before trying
a washbasin and mirror, and a nightstand with a lantern. to steal it back, to give the new owner time to devise security.
The doors are secured with average locks (Open Lock DC 25), The lone caveat to the whole competition is that the zarangan
but the locks are also wondrous items imbued with arcane lock cannot be hidden in an extradimensional place, but it must be
spells. Each magic lock has a command word that allows Pirsnil kept in an accessible location and openly displayed by whomever
to give it a password. The password negates the arcane lock for has possession of it.

183
ADVENTURE SITES

Since Pirsnil currently has the zarangan in the Astral Inn, Languages: Common, Durpari, Elven, Halruaan, Shaaran,
Librad must steal it. The player characters might be visiting the Sylvan.
Astral Inn when the attempted theft takes place, or the party Familiar: Pirsnil’s familiar is a starsnake named Umrad. The
could be hired by Librad to help him steal the item. familiar uses the better of its own and Pirsnil’s base save bonuses.
The creature’s abilities and characteristics are summarized below.
The Theft Umrad: Starsnake familiar; CR —; Medium magical beast;
HD 14; hp 25; Init +9; Spd 10 ft., fly 60 ft. (average); AC 26,
Librad arrives inside the inn via teleport and under the effect of touch 15, flat-footed 21; Base Atk +5; Grp +4; Atk +10 melee
greater invisibility. He releases a rust monster (see page 216 of (1d4–1 plus poison, bite); SA poison, spell-like abilities, static
the Monster Manual) to attack Clang and distract the customers discharge; SQ deliver touch spells, dream shield, improved
and Pirsnil. The aberration is charmed via charm monster (from evasion, share spells, speak with master, spell resistance 19;
days ago) and invisible (thanks to an invisibility spell Librad casts AL CN; SV Fort +4, Ref +9, Will +12; Str 9, Dex 20, Con
on it before they arrive). While the rust monster drama plays 11, Int 16, Wis 16, Cha 26.
out, Librad approaches the case, pours very strong acid into the Skills and Feats: Diplomacy +18, Listen +11, Search +11,
lock, is rendered temporarily visible by the antimagic field, grabs Sense Motive +11, Spot +11; Improved Initiative, Weapon
the zarangan, moves away from the case, and then uses teleport Finesse.
to escape. If all goes well, he is home with the zarangan before Languages: Common, Draconic, Halruaan, Sylvan.
the alarm has sounded for more than a moment or two. Should Poison (Ex): Injury, Fortitude DC 12, initial and second-
luck be against him, Librad tries everything in his power to ary damage 1d6 Dex. The save DC is Constitution-based.
get the zarangan and flee without harming Pirsnil’s customers. Spell-Like Abilities: At will—charm person (DC 19),
Anyone who attacks Librad with lethal force, however, loses the hold person (DC 21); 3/day—charm monster (DC 22), sug-
protection of the would-be thief’s limited scruples. gestion (DC 21); 1/day—eyebite (DC 24), hold monster (DC
23). Caster level 12th.
PIRSNIL AND LIBRAD FIRELEAP Static Discharge (Ex): Umrad constantly generates
Born to farmers in the agricultural region near Talath Pass, electricity within its body while sleeping. If it is asleep, any
Pirsnil and Librad grew up with about as good an understand- creature that touches it or makes a successful melee attack
ing of magic as anyone. They both excelled in Halruaa’s arcane against it with a natural or metal weapon takes 1d4 points
tests, surpassed expectations in their formal tutoring in magic, of electricity damage from the discharge.
and probably would have ended up serving on the Council of Deliver Touch Spells (Su): Umrad can deliver touch
Elders if either had any inclination to do so. Unfortunately, spells for Pirsnil (see Familiars, page 52 of the Player’s
these twin brothers were too busy having a good time to worry Handbook).
about politics. They both love practical jokes, especially at each Dream Shield (Su): While asleep, Umrad generates an
other’s expense. aura that absorbs spells and spell-like abilities. Any targeted
The pair has spent most of their lives getting one over on spell directed at Umrad is absorbed and instantly converted
each other, coming to the point where heavy doses of magic have into electrical energy. This energy is discharged back at the
become the norm in their elaborate games. Neither seems to original caster in a bolt that deals 1d10 points of electricity
care who else gets caught in the crossfire, though they certainly damage per level of the spell absorbed.
don’t intend to hurt anyone. Other powerful mages in the region, The bolt is 5 feet wide with a maximum range of 200 feet,
especially a few who sit on the Council, frown deeply at Pirsnil and a DC 20 Reflex save halves the damage. It can set fire to
and Librad’s antics. Neither brother has yet caused severe enough combustibles and damage objects in its path. If the damage
damage to person or property to make anyone take action. caused to an interposing barrier breaks through that barrier,
Pirsnil Fireleap: Male human wizard 14; CR 14; Medium the bolt may continue if range permits. Otherwise, the bolt
humanoid; HD 14d4+14; hp 50; Init +0; Spd 30 ft.; AC 15, stops at the barrier. The save DC is Charisma-based.
touch 12, flat-footed 15; Base Atk +7; Grp +7; Atk +8 melee Improved Evasion (Ex): If Umrad is exposed to any
(1d4+1/19–20, +1 weakening dagger); Full Atk +8/+3 melee effect that normally allows it to attempt a Reflex saving
(1d4+1/19–20, +1 weakening dagger); SQ +2 bonus on saves throw for half damage, it takes no damage with a successful
against illusions, familiar, familiar benefits (Alertness, empathic saving throw and half damage if the saving throw fails.
link, share spells); AL CN; SV Fort +8, Ref +9, Will +14; Str Speak with Master (Ex): Umrad can communicate
10, Dex 11, Con 13, Int 20, Wis 14, Cha 15. verbally with Pirsnil. Other creatures do not understand the
Skills and Feats: Bluff +7, Concentration +11, Diplomacy communication without magical help.
+10, Gather Information +12, Knowledge (arcana) +24, Knowl- Familiar Benefits: Pirsnil gains special benefits from having
edge (history) +10, Knowledge (Halruaa local) +15, Listen +4*, a familiar.
Profession (innkeeper) +17, Sense Motive +7, Spellcraft +17, Spot Alertness (Ex): *Umrad grants its master Alertness as long
+7*; Alertness*, Craft Magic Arms and Armor, Craft Wondrous as it is within 5 feet.
Item, Improved Familiar, Lightning Reflexes, Quicken SpellB,
Scribe ScrollB, Silent Spell, Spellwise, Still SpellB.

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ADVENTURE SITES

Empathic Link (Su): Pirsnil can communicate empathically Reactive Counterspell, Scribe ScrollB, Silent SpellB, Spellwise,
with Umrad at a distance of up to 1 mile. He has the same con- Still Spell.
nection to an item or a place that Umrad does. Languages: Common, Durpari, Elven, Halruaan, Shaaran.
Share Spells (Su): Pirsnil may have any spell he casts on Impromptu Sneak Attack (Ex): Once per day, Librad can
himself also affect Umrad if the latter is within 5 feet at the time. declare one sneak attack an impromptu sneak attack. The target
He may also cast a spell with a target of “You” on Umrad. of an impromptu sneak attack loses any Dexterity bonus to Armor
Wizard Spells Prepared (caster level 14th): 0—detect magic, Class, but only against that attack. The power can be used against
mage hand, message, prestidigitation; 1st—alarm, burning hands any target, but creatures that are not subject to critical hits take
(DC 16), disguise self, magic missile (2), Tenser’s floating disc; no extra damage (though they still lose any Dexterity bonus to
2nd—alter self, cloud of bewilderment‡ (DC 17), Darsson’s fiery AC against the attack).
furnace†, invisibility, knock; 3rd—clairaudience/clairvoyance, Familiar: Librad’s familiar is a lizard named Phylosil. The
dispel magic, gaseous form, suggestion (2) (DC 18); 4th—detect familiar uses the better of its own and Librad’s base save bonuses.
scrying, dimension door, fire shield, sparkles†, stoneskin; The creature’s abilities and characteristics are summarized below.
5th—sending, teleport, telekinesis (2) (DC 20); 6th—antimagic Phylosil: Lizard familiar; CR —; Tiny magical beast (aug-
field, mass suggestion (DC 21), stone body‡; 7th—ethereal jaunt, mented animal); HD 14; hp 26; Init +2; Spd 20 ft., climb 20
Mordenkainen’s sword. ft.; AC 17, touch 14, flat-footed 15; Base Atk +0; Grp –12;
Spellbook: as above plus 0—all; 1st—comprehend languages, Atk +4 melee (1d4–4, bite); Space/Reach 2-1/2 ft./0 ft.; SQ
Darsson’s cooling breeze†, endure elements, expeditious retreat, deliver touch spells, improved evasion, low-light vision, share
feather fall, grease, hold portal, identify; 2nd—arcane lock, spells, speak with master; AL CN; SV Fort +3, Ref +11, Will
Darsson’s chilling chamber†, locate object; 3rd—illusory script, +10; Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 2.
nondetection; 4th—arcane eye, scrying; 5th—permanency, Skills and Feats: Balance +10, Climb +12, Hide +10, Listen
Leomund’s secret chest, symbol of sleep; 6th—analyze dweomer; +3, Spot +3; Weapon Finesse.
7th—Drawmij’s instant summons, greater teleport. Deliver Touch Spells (Su): Phylosil can deliver touch
†: New spell described in Chapter 3 of this book. spells for Librad (see Familiars, page 52 of the Player’s
‡: Spell found in Player’s Guide to Faerûn. Handbook).
Possessions: Bracers of armor +3, +1 weakening dagger, ring Improved Evasion (Ex): If Phylosil is exposed to any
of protection +2, cloak of resistance +3, Heward’s handy haver- effect that normally allows it to attempt a Reflex saving
sack, 3 potions of cure moderate wounds, potion of mage armor, throw for half damage, it takes no damage with a successful
potion of shield of faith +3, scroll of analyze dweomer, scroll of saving throw and half damage if the saving throw fails.
Drawmij’s instant summons, scroll of identify, scroll of locate Speak with Master (Ex): Phylosil can communicate
object, 3 thunderstones, diamond dust (2,000 gp), gold dust (200 verbally with Librad. Other creatures do not understand the
gp), gold loop with ruby lens (1,700 gp), keys, 4 pearls (100gp communication without magical help.
each), sapphire (1,000 gp), platinum necklace with sword token Familiar Benefits: Librad gains special benefits from having a
(platinum, copper, and zinc; 500 gp). familiar. This creature grants Librad a +3 bonus on Climb checks
(included in the above statistics).
Librad Fireleap: Male human rogue 4/wizard 5/arcane Alertness (Ex): *Phylosil grants its master Alertness as long
trickster 5; CR 14; Medium humanoid; HD 4d6+4 plus 5d4+5 as it is within 5 feet.
plus 5d4+5; hp 53; Init +6; Spd 30 ft.; AC 17, touch 12, flat- Empathic Link (Su): Librad can communicate empathically
footed 15; Base Atk +7; Grp +7; Atk +9 melee (1d8+2/19–20, +2 with Phylosil at a distance of up to 1 mile. He has the same
longsword) or +10 ranged (1d4+1/19–20, +1 dagger of return- connection to an item or a place that Phylosil does.
ing); Full Atk +9/+4 melee (1d8+2/19–20, +2 longsword) or +10 Share Spells (Su): Librad may have any spell he casts on him-
ranged (1d4+1/19–20, +1 dagger of returning); SA impromptu self also affect Phylosil if the latter is within 5 feet at the time.
sneak attack, sneak attack +4d6; SQ +2 bonus on saves against He may also cast a spell with a target of “You” on Phylosil.
illusions, familiar, familiar benefits (+3 on Climb checks, Alert- Ranged Legerdemain: Two times per day, Librad can perform
ness, empathic link, share spells), ranged legerdemain; AL CN; Disable Device or Open Lock at a range of 30 feet. The DC of
SV Fort +6, Ref +11, Will +11; Str 10, Dex 14, Con 13, Int 18, the check increases by 5, and Librad cannot take 10. Any object
Wis 14, Cha 15. to be manipulated must weigh 5 or fewer pounds.
Skills and Feats: Appraise +5, Balance +9, Bluff +8, Climb +8 Wizard Spells Prepared (caster level 10th): 0—detect magic,
(+10 when climbing ropes), Concentration +10, Decipher Script mage hand, open/close, prestidigitation; 1st—disguise self, expedi-
+11, Diplomacy +6, Disable Device +16, Escape Artist +9 (+11 tious retreat, magic missile, obscuring mist, protection from law;
involving ropes), Gather Information +10, Hide +15, Jump +7, 2nd—alter self, invisibility, rope trick, see invisibility, spider climb;
Knowledge (arcana) +12, Knowledge (Halruaa local) +10, Listen 3rd—dispel magic, gaseous form, haste, protection from energy;
+7, Move Silently +10, Open Locks +14, Search +9, Sense Motive 4th—confusion (DC 18), dimension door, greater invisibility,
+7, Spellcraft +14, Spot +7*, Tumble +10, Use Rope +7; Alertness*, rainbow pattern (DC 18); 5th—teleport (2).
Great Fortitude, Improved Counterspell, Improved Initiative,

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Spellbook: as above plus 0—all; 1st—animate rope (+2


ranged touch), charm person, detect secret doors, feather fall,
Bandit Camp
grease, identify, jump, reduce person; 2nd—darkvision, knock; The route that runs between the Channath Vale and the Great
3rd—clairaudience/clairvoyance, nondetection; 4th—charm Rift passes between a line of mountains and woodlands on one
monster, scrying; 5th—overland flight, passwall, sending. side and the great Forest of Amtar on the other. It is a path
Possessions: Bracers of armor +3, +2 longsword, +1 dagger heavily used by caravans. Slow-moving groups of wagons are
of returning, amulet of natural armor +2, ring of freedom of easy prey for the bandits that hide in the fringes of the Amtar.
movement, cloak of elvenkind, Heward’s handy haversack, 2 When such scoundrels spot a caravan that appears weak enough
potions of bull’s strength, 3 potions of cure moderate wounds, to hit, they strike fast and melt away into the trees when their
scroll of darkvision, scroll of identify, scroll of knock, scroll raid is concluded.
of overland flight, 3 vials of acid, 5 thunderstones, 200-ft. silk These bandits maintain camps in the forest where they can
rope, bullseye lantern, 30 caltrops, crowbar, grappling hook, hide from patrols, count their loot, and wait until the next op-
flint and steel, masterwork thieves tools, sledge, spade, 5 torches, portunity for plunder arises. What follows is a sample group of
pearl (100 gp). bandits and their hidden locale. It can be placed anywhere along
the edge of the Forest of Amtar’s north side (or in the fringes
PIRSNIL’S AND LIBRAD’S ZARANGAN of any forest region that parallels a trade route).
The Fireleaps’ zarangan is a translucent purple color, like an
amethyst. In addition to standard zarangan powers, the stone can
generate a cone of cold effect once per hour, and it provides spell
The Reavers
immunity against shocking grasp and suggestion. The designated The members of the Reavers are:
“home” of this particular zarangan was one of the flying cities of
Netheril and no longer exists, so the word of recall power simply TANUSHK “THE GRIM ONE” VERSIX
deposits the wielder in the middle of the Anauroch desert, as close Tanushk is a bitter creature, the product of his wild-elf mother
to the former site of the city as the stone can manage. and a demon that found its way into the Forest of Amtar. His
fiendish heritage manifested itself as shiny green wings, feral red

Bandit Camp
1
2
3
5

3
1. Entrance
2. Camp Clearing 3
3. Huts
4
4. Back Way Out
5. Treehouse
One square equals 5 feet

186
ADVENTURE SITES

eyes, and sharp fangs. Smite Good


He vents his hatred (Su): Once per
and self-loathing day, Tanushk may
on others by en- attempt to smite
gaging in primal good with one
bloodletting. This normal melee
ferocious attitude attack. He deals
suits his companions 5 additional points
just fine. of damage.
Tanushk: Male Spell-Like
half-fiend wild elf Abi lities : 3/
ranger 5 of Malar; day—darkness; 1/
CR 7; Medium out- day—desecrate, un-
sider (native); HD holy blight (DC 16).
5d8+10; hp 32; Init Caster level 5th.
+5; Spd 30 ft., fly 30 Animal Compan-
ft. (average); AC 20, ion (Ex): Tanushk
touch 16, flat-foot- has a Medium
ed 15; Base Atk viper named Sin-
+5; Grp +10; Atk eater as an animal
+11 melee (1d6+5/19– companion. The
20, masterwork short companion’s abilities
sword) or +10 melee and characteristics
Illustration by Wayne England

(1d4+5, claw) or +11 are summarized


ranged (1d8+4/×3, below. Tanushk and
masterwork com- Sin-eater enjoy the
posite longbow) ; link special quality.
Full Atk +9 melee Link (Ex): Ta-
(1d6+5/19–20, master- nushk can handle
work short sword) and +9 melee Sin-eater as a free
(1d4+2/19–20, masterwork dag- Tanushk, the half-fiend action. He also gains a +4 circumstance
ger) or +10 melee (1d4+5, 2 claws) bonus on all wild empathy checks and
and +10 melee (1d6+2, bite) or +9/+9 ranged (1d8+4/×3, mas- Handle Animal checks made regarding his viper.
terwork composite longbow); SA combat style (ranged), favored Sin-eater: Viper animal companion; CR —; Medium
enemy elves +4, favored enemy humans +2, smite good 1/day, animal; HD 2d8; hp 9; Init +3; Spd 20 ft., climb 20 ft.,
spell-like abilities; SQ animal companion (Medium viper; link), swim 20 ft.; AC 16, touch 13, flat-footed 13; Base Atk +1;
darkvision 60 ft., damage reduction 5/magic, low-light vision, re- Grp +0; Atk +4 melee (1d4–1 plus poison, bite); Full Atk +4
sistance to acid, cold, electricity, and fire 10, spell resistance 15, melee (1d4–1 plus poison, bite); SA poison; SQ scent, tricks;
wild elf traits, wild empathy +9 (+5 magical beasts); AL CE; SV AL N; SV Fort +3, Ref +6, Will +1 (+3 again enchantments);
Fort +6, Ref +9, Will +1; Str 21, Dex 20, Con 15, Int 17, Wis Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2.
10, Cha 15. Skills and Feats: Balance +11, Climb +11, Hide +12,
Skills and Feats: Balance +7, Climb +9, Handle Animal +8, Listen +5, Spot +5, Swim +7; Weapon Finesse.
Hide +10, Knowledge (geography) +8, Knowledge (nature) +10, Poison (Ex): Injury (bite), DC 11, initial and secondary
Listen +10, Move Silently +10, Search +12, Spot +10, Survival damage of 1d6 Con. The save DC is Constitution-based.
+8 (+10 to avoid getting lost and to track, +2 aboveground), Swim Tricks: Attack, come, down, stay.
+9, Use Rope +8; EnduranceB, Point Blank Shot, Rapid ShotB, Wild Elf Traits: Wild elves have immunity to magic sleep
TrackB, Two-Weapon Fighting. effects. An elf who merely passes within 5 feet of a secret or
Languages: Common, Elven, Gnoll, Dambrathan, Sylvan. concealed door is entitled to a Search check to notice it as if she
Favored Enemy (Ex): Tanushk gains a +4 bonus on his Bluff, were actively looking for it.
Listen, Sense Motive, Spot, and Survival checks when using these Possessions: +1 studded leather, masterwork composite long-
skills against elves. He gains the same bonus on weapon damage bow (+4 Str bonus) with 20 arrows, masterwork short sword,
rolls. Against humans, he gains a +2 bonus on these skill checks masterwork dagger, ring of protection +1, 2 potions of cure light
and on weapon damage rolls. wounds, potion of cat’s grace.

187
ADVENTURE SITES

BLACKTEETH foe (he still loses his Dexterity bonus if paralyzed or otherwise
Blackteeth doesn’t know how he gained his sorcerous powers, immobile).
and he doesn’t care. Spells give him an edge in combat that few Cleric Spells Prepared (caster level 3rd): 0—cure minor
gnolls possess, and they are part of the reason Blackteeth is the wounds (2), detect magic, purify food and drink; 1st—bane
leader of the Reaver gnolls. He thinks Tanushk is too gloomy, (DC 14), cause fear (DC 14), cure light wounds, enlarge
but he enjoys sharing bouts of bloodlust with Vaujer. (Blackteeth’s personD ; 2nd—bull’s strengthD, cure moderate wounds, death
familiar recently met a cruel end.) knell (DC 15).
Blackteeth: Male gnoll fighter 2/sorcerer 2; CR 5; Medium D: Domain spell. Domains: Destruction (smite 1/day, +4 on
humanoid; HD 2d8+2 plus 2d10+2 plus 2d4+2; hp 31; Init +4; attack, extra 3 damage); Strength (1/day gain +3 bonus to Str
Spd 30 ft.; AC 16, touch 10, flat-footed 16; Base Atk +4; Grp +7; for 1 round).
Atk or Full Atk +8 melee (1d12+4/×3, masterwork greataxe) or Possessions: +1 chain shirt, +1 heavy steel shield with +1 shield
+5 ranged (1d6+2/×3, masterwork composite shortbow); SA —; spikes, +1 longsword, potion of cure moderate wounds.
SQ darkvision 60 ft.; AL CE; SV Fort +9, Ref +4, Will +6; Str
17, Dex 10, Con 13, Int 9, Wis 12, Cha 15. Human Reavers (7): Human warrior 2; CR 1; Medium
Skills and Feats: Concentration +3, Listen +4, Spot +4; humanoid; HD 2d8; hp 9; Init +1; Spd 30 ft.; AC 15, touch 11,
CleaveB, Combat Casting, Improved Initiative, Power AttackB. flat-footed 14; Base Atk +2; Grp +3; Atk or Full Atk +3 melee
Language: Gnoll. (1d6+1/19–20, short sword) or +3 ranged (1d6/×3, shortbow);
Sorcerer Spells Known (6/5 per day; caster level 2nd; 10% SA —; SQ —; AL CE; SV Fort +3, Ref +1, Will –1; Str 13,
arcane spell failure): 0—detect magic, flare, prestidigitation, Dex 12, Con 11, Int 10, Wis 9, Cha 8.
ray of frost (+4 ranged touch), touch of fatigue (+7 melee Skills and Feats: Climb +4, Heal +2, Jump +4, Listen +2,
touch; DC 12); 1st—magic missile, ray of enfeeblement (+4 Spot +2, Survival +2, Swim +3; Alertness, Self-Sufficient.
ranged touch). Languages: Common, Dambrathan.
Possessions: +1 mithral shirt, masterwork battleaxe, master- Possessions: Leather armor, heavy wooden shield, short sword,
work composite shortbow (+2 Str bonus) with 20 arrows, cloak of shortbow with 20 arrows.
resistance +2, potion of haste, 2 potions of endure elements, wand
of sleep (30 charges). Gnoll Reavers (5): CR 1; Medium humanoid; HD 2d8+2; hp
11; Init +0; Spd 30 ft.; AC 15, touch 10, flat-footed 15; Base Atk
VAUJER GASHE +1; Grp +3; Atk or Full Atk +3 melee (1d8+2/×3, battleaxe) or
Vaujer considered it a blessing from Garagos when the Reavers +1 ranged (1d6/×3, shortbow); SA—; SQ darkvision 60 ft.; AL
attacked the caravan on which he rode. He immediately turned CE; SV Fort +4, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int
on the caravan crew and fought alongside the bandits, letting 8, Wis 11, Cha 8.
his battle rage do the talking for him. When it was all over, Skills and Feats: Listen +2, Spot +3; Power Attack.
Tanushk let the cleric join the Reavers, and Vaujer has been the Language: Gnoll.
most enthusiastic member of the group ever since. Possessions: Leather armor, heavy wooden shield, battleaxe,
Vaujer: Male human barbarian 2/cleric 3 of Garagos; CR 5; shortbow with 20 arrows.
Medium humanoid; HD 2d12+2 plus 3d8+3; hp 29; Init +2;
Spd 40 ft.; AC 20, touch 12, flat-footed 20; Base Atk +4; Grp When the gang is not out on a raid, they can usually be found
+6; Atk +7 melee (1d8+3/19–20, +1 longsword); Full Atk +5 in camp. Refer to the following descriptions for the members’
melee (1d8+3/19–20, +1 longsword) and +5 melee (1d6+2, +1 locations. If the heroes attack the camp, leave, and return for a
spiked heavy steel shield); SA rage 1/day, rebuke undead 2/day second assault later, half of the human and gnoll reavers lost in
(+1, 2d6+2, 3rd); SQ fast movement, uncanny dodge; AL CE; the previous battle have been replaced by new gnolls. The order
SV Fort +7, Ref +3, Will +6; Str 14, Dex 15, Con 13, Int 10, of the characters given above is the order of command for the
Wis 16, Cha 8. group, and the order of ascension to power should anyone higher
Skills and Feats: Climb +4, Concentration +6, Heal +6, up on the list be killed.
Knowledge (religion) +5, Spellcraft +3, Survival +6, Swim +0; Tactics: When attacking a caravan, the Reavers are straight-
Combat Casting, Improved Shield Bash, Two-Weapon Fighting. forward, hiding in a flanking position until the quarry arrives,
Languages: Common, Dambrathan, Gnoll. then hitting their foes hard with magic and ranged attacks before
Rage (Ex): Once per day, Vaujer can enter a state of fierce charging. When pursued, the bandits use their winding trails (see
rage that lasts for 6 rounds. The following changes are in effect area 1 below) to outflank enemies.
as long as he rages: hp 39; AC 18, touch 10, flat-footed 18; Grp
+8; Atk +9 melee (1d8+5/19–20, +1 longsword); Full Atk +7
melee (1d8+3/19–20, +1 longsword) and +7 melee (1d6+3, +1
The Camp
spiked heavy steel shield); SV Fort +9, Will +8; Str 18, Con 17; The Reavers’ camp consists of a hidden hollow in a dense thicket
Climb +6, Swim +2. At the end of his rage, Vaujer is fatigued of brambles, vines, underbrush, and suth trees that create an
for the duration of the encounter. effective screening barrier 30 to 40 feet high. The thicket is
Uncanny Dodge (Ex): Vaujer retains his Dexterity bonus interspersed with twisting paths, many of which switch back
to Armor Class even when flat-footed or targeted by an unseen and dead end. Only one path leads to the interior of the camp,

188
ADVENTURE SITES

and it is no wider or more easily discernible than the


false ones. Dwarf Crypt
1. MEANDERING TRAILS
To ensure that pursuers cannot track the bandits too quickly,
Tanushk has the gnolls and warriors walk the fake paths
two or three times a week, leaving footprints and keeping 4
the plants trampled and clear. Thus, only a DC 30 Survival
check by someone with the Track feat reveals the differences
between the real trail and the false ones.

2. CAMP ENTRANCE (EL 11)


The path empties into a small clearing with three very tall
zalantar trees, each with a treehouse built in the midst of
its eight trunks. Four crude huts are scattered about the
clearing beneath the trees. In the center of the hollow, the
bandits have set up a large, open fire pit for cooking. 3
When interlopers enter the encampment, the bandits
likely have an ambush prepared. Vaujer, the gnolls, and the
warriors hide behind the huts, the gnolls and warriors ready 1. Entrance
with ranged weapons and Vaujer with spells. Tanushk and 2. Trap
Blackteeth attack from the treehouses with spells, ranged 2 3. Main Chamber
attacks, and magic items. Only after the bandits have ex- 4. Antechamber
hausted their ranged attacks do they engage in melee combat.
If things go badly for the Reavers, some slip out of the
camp by means of the secret path (area 4, below)—Tanushk
might just fly off. One square equals 5 feet 1
3. HUT
Each of these four huts is made of crudely hewn logs filled with
mud. They are dank and smelly inside, with dirt floors and little
Dwarf Crypt
furniture. The humans share two huts, while the gnolls get the This long-forgotten and tightly sealed tomb of a gold dwarf
other two. Hidden in shallow holes in the floor or tucked in chinks aristocrat is a prime example of the exquisite craftsmanship and
in the walls of each hut are 1d4 personal hoards, the shares of superior efforts taken by that race to honor their dead. It has
treasure belonging to the warriors and gnolls. Each of these remained undisturbed for untold centuries, well hidden by both
collections can be found on a DC 15 Search check and consist skilled stonework and abjuration magic. The heroes might be the
of a 1st-level treasure as generated on Table 3–5: Treasure, page first living creatures to enter the hallowed chambers in almost
52 of the Dungeon Master’s Guide. a millennium.
This tomb is designed to be used practically anywhere. In the
4. ESCAPE ROUTE Great Rift, it could be placed in an out-of-the-way area, perhaps
At this point in the “wall” of brambles and underbrush, a Medium as part of an entire clan’s sacred burial vaults. Alternatively,
creature can squeeze through by crawling on hands and knees. it could be located in any remote spot in any of the mountain
The Reavers use this escape route if the fight in the camp begins ranges in the Shining South. Maybe miners, who abandoned
to turn against them. Once through the escape route, they get a petering vein shortly after burying their comrade, built it.
out into the forest and use the foliage to hide and evade until Conceivably it was covered by a rockslide, and recent tectonic
pursuit lags behind. activity has exposed it again. Whatever reasons for the tomb’s
past lack of discovery, it has spent its existence as a secret,
5. TREEHOUSES undisturbed by graverobbers.
Each of the treehouses sits high in the branches of the zalan-
tar tree in which it is built, 20 feet off the ground. The main
construction is a flat, octagonal platform with a half wall on
The Crypt
almost every side, and a flat roof overhead. A rope ladder leads The crypt was cut out of solid stone, a site of seamless granite
to a hole in the middle the platform, allowing someone to climb divined at the time of construction. The dwarves wanted to be
into the treehouse and to pull the ladder up afterward. Rope able to use a single piece of rock, rather than simply dig into a
bridges connect the three treehouses, and there are no half walls segmented section and have to shore it up with supports. The angles
where they attach. and measurements of every face, corner, and column are nearly
perfect—any flaws, if some exist, cannot be seen with the naked

189
ADVENTURE SITES

eye. No additional stone was quarried elsewhere and brought into apparently cut from the same stone as the entry tunnel
this crypt. Dwarven craftsmen who built the tomb simply cut away and its two plugs. Around the dais are carved intricate
what didn’t belong and left everything else. Thus, the columns, the runes and patterns.
dais, and the ceremonial offering bowl in the main chamber, as well The chamber is about twice as wide as it is deep, with
as the actual sarcophagus, were not placed there, but “revealed” as a ceiling approximately ten feet overhead. Four stone
everything around them was removed. In this way, the gold dwarves columns stand near the four corners, which are tapered
who built the crypt believed they were honoring the stone in which rather than square. Every surface of every wall has been
they intended to lay their companion to rest. carved in runes—long passages of text, interspersed with
superbly rendered portraits of dwarven faces.
1. ENTRY TUNNEL Along the back wall, opposite of the entrance, is yet
This passage has been bored into the rock face so precisely that another stone plug.
the plug that fills it is the same stone that was removed to create The flames burning in the bowl
the passage in the first place. The plug weighs more than 10 in the center of the room are
tons and fits so tightly in the passage that the seal is actually four adjacent continual
airtight—it can only be found with a DC 30 Search flame spells, arranged to appear
check. Laid upon the stone is a permanent like one larger fire. The text run-
nondetection spell. ning along the walls and around
The tunnel beyond the plug is only the dais is carved in Dwarven
5 feet wide and 5 feet high for its with Dethek runes. Around the
entire length, tall enough to accom- dais are engraved prayers to Du-
modate dwarven stonecutters. The mathoin for the protection of
walls are perfectly smooth and the interred dwarf. The passages
unadorned by any carvings or on the walls include a history

Illustration by Ralph Horsley


other decorations. The dwarves and genealogical lineage of the
who tunneled out the burial deceased, describing his exploits,
chamber almost certainly used as well as those of his father,
magical means to replace the brothers, uncles, and cousins.
plug and seal the tomb. Each individual has a portrait,
a set of guardians to watch over
2. STONE TRAP (EL 8) their honored kin.
At this point in the passage, a The curious can glean some in-
stone trap spell has been set to hold formation from the runes carved
up a large (5 feet by 5 feet, 6 inches into the walls of the chamber. The
thick, weighing 2,100 pounds) panel dwarf buried in this tomb was named Rindorn
of granite right against the ceiling. Starhelm. He served as a defender of the Great Rift,
Since the panel is made invisible by the spell, it Guardian of the crypt of but he was on a mission away from home when he
cannot be seen, but it hangs down 6 inches below Rindorn Starhelm was killed by mountain trolls (and refused the call of
the top of the tunnel, allowing someone to strike his cousin’s resurrection spell). His cousin (a cleric of
a forehead on it before actually passing underneath. The spell Dumathoin), two brothers, and two friends spent three months
triggers when any living creature passes beneath the panel, caus- carving out this set of chambers before burying Rindorn here.
ing it to fall. The third stone plug is as large and heavy as the first,
Stone Trap: CR 8; spell; spell trigger (stone trap); no reset; completely filling the 5-foot-long passage beyond.
spell effect (stone trap, 13th-level cleric); Atk +13 melee (10d6);
Search DC 16 (half normal due to poor placement of the stone); 4. CRYPT (EL 9)
Disable Device DC 32. Before the heroes can get a decent look at the room, a mantimera
zombie attacks them. A mantimera was killed, brought here, and
3. MAIN CHAMBER animated by the Rindorn’s cousin. The gruesome creature is the
The entry passage ends at a second plug of stone after 25 feet. room’s only guardian.
This plug is not very thick and only weighs 500 pounds. It can Mantimera Zombie: CR 6; Large undead; HD 18d12+3; hp
be moved aside only by shoving it into the room beyond, which 116; Init +0; Spd 30 ft., fly 50 ft. (clumsy); AC 21, touch 9, flat-
requires a DC 15 Strength check. Once the passage is cleared, footed 21; Base Atk +9; Grp +18; Atk +13 melee (2d6+5, bite);
the tunnel opens into a well-lit room. Read the following aloud Full Atk +13 melee (2d6+5, bite), +13 melee (1d8+5, bite), +13
to the players: melee (1d8+5, gore), and +8 melee (1d6+2, 2 claws); Space/Reach
10 ft./5 ft.; SA —; SQ single actions only; AL NE; SV Fort
This chamber glows brightly from the fire burning in +6, Ref +6, Will +11; Str 21, Dex 11, Con —, Int —, Wis 10,
what appears to be a large stone bowl sitting atop a dais Cha 1.
in the middle of the room. Two steps high, the dais is Skills and Feats: None; Toughness.

190
ADVENTURE SITES

Single Actions Only (Ex): Zombies have poor reflexes and can to their hard-earned treasures, Vurak tries to bargain for the
perform only a single move action or attack action each round. A masterwork waraxe, claiming it belongs to his clan.
zombie can move up to its speed and attack in the same round, Vurak employs six surly bugbear mercenaries called the Rift-
but only if it attempts a charge. reavers. If four of them fall in battle, Vurak flees via dimension
door. However, he doesn’t go far; rather, he shadows the PCs as
Once the mantimera zombie has been dealt with, the characters best he can until an opportunity arises to snatch Rindorn’s axe.
can examine the chamber. It is almost completely featureless, Vurak appears as a broad-shouldered dwarf of typical height
with seamless walls and a ceiling only 7 feet tall. Set against the draped in heavy robes. His toad familiar perished on a recent
far wall of the chamber is a large sarcophagus. expedition, and Vurak hasn’t replaced it.
Carved directly from the rock, the coffin was simply cut off Vurak Shadowshield: Male gold dwarf transmuter 9; CR 9;
at the top and hollowed out, Rindorn’s body was placed inside and Medium humanoid; HD 9d4+36 plus 3; hp 60 (78 with bear’s
a make whole spell was used to fuse the top back together with endurance); Init +5; Spd 20 ft.; AC 21, touch 13, flat-footed 20
the base. It is engraved with glittering runic patterns, and the lid (includes mage armor and shield); Base Atk +4; Grp +4; Atk or
has been carved with an image of the dead dwarf inside, along Full Atk +4 melee (1d6+1, +1 club) or +5 ranged; SA spells; SQ
with his name and a blessing. Any who would see the inside of darkvision 60 ft., gold dwarf traits, summon familiar; AL LE;
the sarcophagus must devise a way to get inside through 1 foot SV Fort +8* (+10 against poison) with bear’s endurance, Ref +4*,
of solid stone on all sides (hardness 8, 180 hp, break DC 45). Will +6*; Str 10, Dex 13, Con 18 (22 with bear’s endurance), Int
Unfortunately, the runic patterns on the stone casket contain a 15, Wis 10, Cha 8.
trap, triggered when the sarcophagus is touched. Skills and Feats: Concentration +10 (+12 with bear’s endur-
Blade Barrier Trap: CR 7; magic device; touch trigger (alarm); ance), Craft (stonemasonry) +8, Decipher Script +8, Knowledge
automatic reset; spell effect (blade barrier, 13th-level cleric, 13d6 (arcana) +8, Knowledge (architecture and engineering) +8,
slashing, Reflex DC 19 half); Search DC 31; Disable Device Knowledge (dungeoneering) +8, Knowledge (history) +8, Search
DC 31. +4 (unusual stonework, secret doors, or secret compartments),
Treasure: Interred with Rindorn are his +1 anchoring full Spellcraft +10, Survival +2 (while underground); Brew PotionB,
plate of comfort, a +1 heavy steel shield, a masterwork dwarven Improved Initiative, Scribe ScrollB, Toughness, Spell Mastery
waraxe, and a single red tear gem (900 gp). (haste, knock), Spell Mastery (mage armor, shield).
Languages: Common, Draconic, Dwarven, Undercommon.
Tomb Robbers (EL 10) Gold Dwarf Traits: Gold dwarves have stonecunning, which
grants them a +2 racial bonus on Search checks to notice unusual
When the heroes finally emerge from the crypt with the treasures stonework. A gold dwarf who merely comes within 10 feet of it
of Rindorn’s sarcophagus, read or paraphrase the following text: can make a Search check as if actively searching.
When standing on the ground, a gold dwarf is exceptionally
Exiting the crypt, you see six beady-eyed bugbears grasping stable and has a +4 bonus on ability checks made to resist being
morningstars. They stand in a semicircle outside the bull rushed or tripped. Gold dwarves have a +1 racial bonus on
crypt entrance, their faces twisted into sneers. A gruff attack rolls against aberrations and a +4 racial bonus to Armor
voice from some unseen source calls out to you. “You have Class against giants.
violated the crypt of Rindorn Starhelm. Well done. His *Gold dwarves have a +2 racial bonus on saving throws against
treasures, if you please.” spells and spell-like effects.
Wizard (Transmuter) Spells Prepared (caster level 9th;
A sly gold dwarf treasure-hunter named Vurak Shadowshield has prohibited schools enchantment and necromancy): 0—acid
come to rob the PCs of their hard-earned treasure. Vurak works splash (+5 ranged touch), detect magic, mage hand, read magic;
for the church of Abbathor. With the aid of some divination spells, 1st—expeditious retreat, mage armor, magic weapon, shield,
Vurak has located the crypt and ascertained the easiest means of summon monster I, ventriloquism; 2nd—bear’s endurance, bull’s
acquiring the treasures within (robbing another group of tomb strength, invisibility, Melf’s acid arrow (+5 ranged touch), mis-
robbers). Vurak stands 10 feet behind the line of bugbears and has direction, summon monster II; 3rd—haste, rockburst* (DC 15),
cast invisibility, mage armor, shield, bear’s endurance, and stoneskin slow, summon monster III; 4th—dimension door, stone shape.
(from a scroll) on himself. He uses a ventriloquism spell to throw Spellbook: As above plus 0—all; 1st—arcane sensitivity*,
his voice, making it difficult for PCs without see invisibility spells feather fall, jump; 2nd—cat’s grace, spider climb; 3rd—brittle-
to pinpoint his location. He has also cast magic weapon on his club skin*, dispel magic, fly; 4th—polymorph, stoneskin.
and bull’s strength on the 21-hp bugbear. During the first round *New spell described in Chapter 3 of this book.
of combat, he casts haste on himself and the bugbears. Possessions: Ring of protection +2, potion of cure moderate
Of the items in Rindorn’s sarcophagus, Vurak is most interested wounds, potion of fly, scroll of stoneskin, scroll of water breathing,
in the masterwork dwarven waraxe. It doubles as a key that unlocks heavy robes, +1 club (club with magic weapon spell cast on it),
a sealed vault built by the Starhelm clan deep in the Great Rift. spellbook, pouch of diamond dust (250 gp; material component
The Starhelms and Shadowshields are rivals, and Vurak seeks to for stoneskin spell).
loot the secret Starhelm trove. Ironically, the greedy dwarf is less Bugbears (6): hp 21, 19, 17, 16, 16, 13; see page 29 of the
interested in Rindorn’s magic items. If the PCs stubbornly cling Monster Manual.

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