OFFICIAL GAME ACCESSORY

OLD EMPIRES by Scott Bennie

Table of Contents

Introduction ...... 2 Personalities of Unther ...... 47 History of the Old Empires ...... 3 Culture of Unther ...... 49 Lands Surrounding the Old Empires ...... 7 People and Society of Chessenta ...... 50 People and Society of Mulhorand ...... 11 Geography of Chessenta ...... 52 Geography of Mulhorand ...... 14 Current Economy of Chessenta ...... 56 Current Economy of Mulhorand ...... 19 Current Politics of Chessenta ...... 57 Current Politics of Mulhorand ...... 20 Religion of Chessenta ...... 61 Laws of Mulhorand ...... 22 Personalities of Chessenta ...... 62 Adventurers in Mulhorand ...... 22 Mercenary Companies of Chessenta ...... 63 Religion of Mulhorand ...... 23 Culture of Chessenta ...... 64 Personalities of Mulhorand ...... 30 Adventurers in the Old Empires ...... 65 Culture of Mulhorand ...... 33 Southern Magic...... 71 Technology of Mulhorand ...... 34 Magical Items ...... 81 People and Society of Unther ...... 35 Encounters in Mulhorand ...... 87 Geography of Unther ...... 40 New Monsters ...... 88 Religion of Unther ...... 44

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9274 ISBN 0-88038-821-8 9274XXX1501 INTRODUCTION

“The span of earthly things is as a the answer is so easy that you have to be fulfilling a quest, but discovering a ma- dream; but a fair welcome is given he careful not to miss the forest for the jor challenge and using every resource who has reached the South.” trees. There are two ways to use any you have, including your intelligence, —Old Mulhorand saying RPG supplement. One is to read through to succeed. it solely for pleasure, enjoying the work As you read through The Old Em- The South, the ancient South, is the for its own sake. The other way is to use pires, you will find that this supplement place where mankind first reached it as a source of background and adven- places a strong emphasis on the politics greatness in the Forgotten Realms at ture in your campaign. and the personalities of these king- the beginning of the age. The remnants If you are running a campaign out- doms; this book is full of strange names of this greatness are the three king- side of the Forgotten Realms, this book and devious political factions, all schem- doms of Mulhorand, Unther, and Ches- can still be useful. This book contains ing to achieve their ends. There are two senta, kingdoms of mystery and ancient dozens of new spells, magical items, reasons for this. empires. characters, and monsters that can be First, one distinguishing feature of This book tells of the rise and fall of taken out of this supplement and used the Forgotten Realms is the number of great realms, of god-kings and ancient in any campaign, regardless of setting. distinct and interesting characters that magic whose power is unmatched any- Cityscapes may be redesigned for use in player characters can interact with; as where in the Realms. This is the story of other campaigns. Adventure ideas and it says in the Source Book of the Realms the Old Empires. rumors can be transferred to other set- (p. 17) “more than anything, these indi- The ancient south can be termed “a tings. This is meant not just as a viduals are the Realms.” In the same slumbering giant.” It is an extremely Forgotten Realms book, but as a source way, these characters are the essence powerful land that wishes to be left book for any inventive of the Old Empires. alone to engage in its own self- running campaigns in any world. The second reason is the nature of indulgent, decadent pursuits, not car- The other use, of course, is as a high-level campaigns. Many high-level ing what goes on beyond its borders. FORGOTTEN REALMS™ game supple- campaigns collapse very quickly when Still, many of their neighbors do not ment. If you are running characters the emphasis is solely on monster bash- see them this way. When a plague oc- from outside the Old Empires who ing and treasure snatching. The secret curs elsewhere in the Realms, you can travel in these reaches, please make to a successful high-level AD&D® cam- often hear whispers of Southern magic. sure you read through the book care- paign is to get the PCs to interact with The South is considered to be a place of fully. Any land has its customs and ta- the campaign world in ways other than twisted power, better left untouched. boos that seem strange to outsiders, combat. There is a lot of fun in getting Even the most reckless adventuring and the Old Empires is no exception. involved in politics, making plans and parties give the South a wide berth. How a character deals with culture alliances, and outwitting truly clever Yet it is rich in magic, and on occasion shock can be as interesting as how a NPCs. It isn’t easy to run a good political outsiders venture to Mulhorand or Un- character handles a new monster, as campaign (and most players don’t want ther and become entangled in the laby- both are unfamiliar challenges that test a campaign where the action consists rinthine politics of their gods. his ability. only of political maneuvering), but Many things are unique to the Old If you are running characters from when it works, it’s a real thrill. Empires. They have strange gods. They the Old Empires, be sure that the char- If the details in the political sections wield weird and powerful magic. And acters realize that the attitudes of their seem too trivial, you can feel free to ig- there is a hint of the weirdest magic of homelands are often quite different nore them, but you might want to give all—technology, a word that causes than other places in the Forgotten it a try. It can be a lot of fun. The politics hardened sages to shudder. There are Realms. They should understand their of the Old Empires, like its characters, strange monsters and strange men, homelands, and be able to imagine operate on a grand scale. great treasures and unknown delights, what it was like to be a child there, and life-ending perils. In short, nearly what they were taught, and what they anything that an adventurer could were brought up to believe. want. This book documents all of these. The Old Empires is known as a high- powered area. There is lots of magic, How to Use this Book much of it quite strange. There are also major challenges in obtaining this This may be the hardest section of this magic, which is how it should be. The supplement to write, perhaps because essence of an adventure is not casually

2 HISTORY OF THE OLD EMPIRES

Toward the end of the previous age, conquests. It expanded north as far as end, the were either slaughtered tribes of humans were pushed out of Yuirwood, where it warred for centu- or driven into the far north, but the the Great Kingdoms of the southeast, ries against the elven tribes. It reached holds of Mulhorand and Unther on which were covered in desert. Legends west as far as Chondath, swallowed their far-flung provinces were broken, speak of a great war in which powerful most of the eastern Shaar, and even and the two empires dwindled. The humans fought against the gods to went to war against the southern god-kings withdrew into their towers, wrest away their power. The humans dwarves in the Great Rift. Unther creating continually reincarnating in- won and became god-kings, but the war gained a reputation for having fierce carnations to lead their cities. Thus the destroyed their kingdoms. These god- and ruthless warriors who were hated First Empires of Mulhorand and Un- kings, Re and Enlil, led the shattered by those they conquered. ther ended. remnants of their peoples into Mulho- At their peak, 1,000 years before the The lands lost by the southern em- rand and Unther. The two god-kings start of the current age, the First Em- pires were quickly retaken, but not by and their spouses became the leaders of pires of Mulhorand and Unther were at them. Instead, two new powers rose to the royal houses of these two nations. a level that has never been equalled prominence after the Orcgate Wars, the The people of Unther, who prided since. Their magic was extremely pow- powers of Narfell and Raumathar. themselves on the purity of their race, erful, and they had learned a new These were warlike nations that coa- warred against “barbarian” peoples and science—technology—that gave them lesced out of the migrating northern drove them from their lands, but the greater power. tribes that were paid to fight as merce- god-kings of Mulhorand, who were Two events brought the first great naries in the Orcgate Wars. They had openly worshiped by these people, took Age to an end. One was the rebellion of weapons of iron (as opposed to the them in as full citizens. Since then, the the archmage Thayd (after whom the bronze weapons that Mulhorand and peoples of Mulhorand have primarily later-day Red Wizards named their Unther used at the time) and soon de- been racially mixed Turami and Mulan kingdom), who challenged the might of veloped powerful magic of their own. (the race of Unther and Mulhorand). the god-kings, along with that of many They quickly subdued large tracts of Two thousand years before the start of the most powerful wizards of Mulho- land, replacing Mulhorandi culture of the current age, Mulhorand and Un- rand and Unther. Thayd’s goal was to with their own. ther began to develop huge cities in the overthrow the god-kings and unite the Unther was never able to regain its river deltas of their lands. Magic in- empires into a single grand Overempire southern empire after the Orcgate creased the fertility of the already rich that would be able to achieve limitless Wars, and soon its holdings in Chon- soils and the two nations prospered. dominion over the Realms. After much dath collapsed. Prosperity enabled the god-kings to destruction, the god-kings triumphed So proud Mulhorand and Unther build larger states and, over the course and the wizards were slain. After that were now reduced to small kingdoms, of centuries, large empires were estab- time, in Mulhorand, the god-kings once-great powers that were twilight lished. The two lands clashed occasion- placed magic under their strict control, kingdoms in the brilliant shadows of ally, but the rulers of Unther and and created a bureaucracy of priests to Narfell and Raumathar, the two new Mulhorand both realized that warfare maintain its control. Mulhorand be- great powers. would result in mutual destruction, so came the bureaucratic theocracy that it And, for the most part, the two na- all conflicts were carefully limited and remains to this day. tions were content, for both still pros- the border of the Alamber Sea kept the The people of Mulhorand and Unther pered; their rulers still built great peace. might have rebuilt their losses, except monuments, and their peoples never Mulhorand expanded to the north for the Orcgate Wars. Five years after starved, and wise men prophesied that and east, conquering the Priador Pla- the deaths of the wizards, a huge gate- the fiery powers of the north would teau (which is modern Thay), Thesk, way opened in southwestern Thay. It soon consume each other. and beyond even into Ashanath and was a gateway from a world of orcs. The prophecy came true. Eventually, Rashemen. Millions of orcs had come from another Narfell and Raumathar went to war. It Lands farther north paid tribute to world, seeking a new place to live. They was a bitter and bloody struggle, full of Mulhorand and its god-kings. At its immediately clashed with the empires the tales of great heroes: Rauthok, Jes- peak, the Mulhorand Empire stretched of Mulhorand and Unther, and overran thren, Halduplac, and many others who as far east as Semphar. While the em- their northern and western posses- were naught but names to the king- pire was not the kindest of masters, it sions. The god-kings themselves stirred doms of the south. did bring laws, culture, and magic to into battle, and -shamans sum- Several times, the two northern gi- thousands of people who had not moned their pantheon in response. ants tried to convince Unther and Mul- known these things before. Gods died, cities were laid waste, and horand to join in the war, but the lords Unther was somewhat less kind to its entire regions were devastated. In the of the south merely shook their heads

3 and fortified their borders, waiting for though using the word “union” to de- in the Old Empires: Mulhorand, the old- the inevitable. scribe Chessenta is a joke. est empire, is suffering from a recent It came. Narfell and Raumathar held Chessenta achieved brief glory early spate of assassinations that climaxed in one final cataclysmic battle and de- in its history under the great general the assassination of Pharaoh Akonho- stroyed each other. Netherworld fiends Tchazzar, the war god, who was actu- rus. The assassins have not been identi- fought against dragons, cities were ally a polymorphed red dragon. The fied and are known to use magic to burned. One hundred and fifty years be- Chessentan Empire held sway as far charm the victims’ friends or body- fore the founding of Cormyr, the nations west as Chondath, and even subdued guards into becoming their murderers. of Narfell and Raumathar were dead, Unther and held it as its vassal. After The new pharaoh is Horustep III, who their people scattered into tiny enclaves, the death of Tchazzar, the Empire is a child of 11. In most nations, this their lands in ruins. Mulhorand and Un- broke up; Unther tore free from its in- would mean that he would be easily ma- ther decided to pick up the pieces. fluence, and its distant outposts were nipulated by his advisors, but in Mulho- Unther leaped across the Eastern ruined. The union’s confederation of rand it means that a Pharaoh is finally Reach and founded cities on that body city-states swore fealty to a central young enough and energetic enough to of water’s northern coast. Mulhorand monarch, but each city-state seemed to want to make changes. (The Fangs of expanded northward under the mili- have a different idea about who the Set, an organization responsible for tary leadership of Anhurtep, a vigorous monarch actually was. The union even- Akonhorus’s death, also has plans to incarnation of the god-king Anhur, and tually deteriorated into a constantly deal with Horustep, and the priests of founded the cities of Bezantur, Tyra- changing network of warring factions; Horus-Re are not happy about the situa- turas, Amruthar, Delhumide, and Neth- it remains this way to this day. There tion either.) jet. Mulhorand offered to take in the have been two Cimbar vs. Airspur There is a major confrontation brew- survivors of the war and bring prosper- Wars, an Akanax vs. Soorenar War, an ing between the priests of Horus-Re ity to the starving victims of the great Akanax vs. Luthcheq War, and three and the priests of Anhur in Mulhorand. war. Mulhorand heroes slew many of Mordulkin vs. Luthcheq Wars. The priests of Horus-Re, who have been the monsters summoned by the wiz- There has been so much warfare in the de facto rulers of Mulhorand for ards of Narfell and Raumathar, and Chessenta that mercenaries from all centuries, are blaming Anhur for past once again the standard of Mulhorand over the Realms have flocked to join; defeats and are trying to destroy his flew over the battlements of the there is almost always at least one ma- priesthood by stripping its leaders of Priador. Thus began the Second Empire jor war going on there at all times. For lands and traditional power and ap- of Mulhorand and Unther. the last century, Chessenta has been re- pointing its greatest members to ex- Unther, which had declined greatly, putedly one of the best places to go to tremely dangerous positions. Anhur’s could not reach the elves of Yuirwood get mercenaries; even Mulhorand regu- followers are becoming more bitter in with its traders or its armies. The cost larly relies on their services. their opposition to the priesthood of of expansion bankrupted its treasury, And what of the other two lands? Horus-Re. The priests of Anhur are also and taxes were raised. Rebellions Mulhorand kept its Second Empire to- going to embark on a private enterprise against the taxes were ruthlessly gether for a little longer, until the Red to purge the Alamber Sea of pirates and crushed, and harsh laws were brought Wizards rebelled four hundred years the influence of the Thayvian fleet. down to preserve public order. Some of ago and created the nation of Thay. Unther is collapsing. The alliance of the hardest hit by these taxes and laws Mulhorand made a half-hearted at- the bandit chief Furifax and the cult of were adventurers, who were beginning tempt to take Thay back, failed, and de- Tiamat are plotting to overthrow the to bring wealth from the ruins in Nar- cided to concentrate on its bitter internal government, which is extremely un- fell and Raumathar and complained politics. Unther is even worse: Its military popular. An incarnation of Tiamat most bitterly against the confiscation of is gutted by corruption and archaic schemes in the small town of Firetrees. most of the fortunes that they fought so weapons and tactics, its immortal ruler Other factions are trying to align them- hard to acquire. Some of these adven- (Gilgeam son of Enlil) has become embit- selves with whomever they believe will turers turned to freebooting, becoming tered by misfortune and rules a small, be the winning side. Messemprar is in pirates in the Sea of Fallen Stars. Others wasted, overtaxed tyranny, aided by revolt; the palace is under siege, and the led rebellions in a number of cities hard greedy administrators. As a result, Un- armies of Unther have been turned hit by the tax: Delthuntle, Laothkund, ther is on the brink of revolt. back, forcing the god-king to hire a and Mourktar. force of Chessentan mercenaries to Eventually a large group of cities on Current Operations crush them. There is trouble even in the southern coast of the Wizard’s Unthalass, the capital of Unther. Reach also broke away to form what is At this time, there are a number of no- In Chessenta, the rulers of the city of known as the Union of Chessenta, table schemes and events taking place Luthcheq are waging a war of terror

4 against wizards. They have invented wit- -1081 DR Thayd and his conspirators ard’s Reach as Mulhorand chweed to prevent magicians from oper- defeated. Thayd is exe- and Unther once again ex- ating in their city, and they have hired cuted, but prophesies that pand northward. mercenaries to assassinate wizards Mulhorand and Unther will 1 DR Founding of Cormyr. This across Chessenta. Their goal is to clear never be as great again. year is 2134 on the Mulho- Chessenta of all wizards and march in -1076 DR Orcgate opens. rand calendar. with their army, unopposed. (This is a lu- -1075 DR First battle of the Orcgate 108 DR First Great Flood of the dicrous notion, but the lords of Luthcheq Wars. Orcs overrun many River Alamber nearly de- are considered to be lunatics.) northern settlements, slay- stroys Unthalass. Cimbar is under attack by an alliance ing thousands. 202 DR Tribes of “barbarians” from of warriors from Airspur and Soorenar, -1071 DR Battle of the Gods. Re is slain the south invade southern who plan to destroy the city and divide by the orc-deity Gruumsh. Unther and Mulhorand. the spoils evenly. -1069 DR Orc pantheon defeated. 205 DR Mulhorand and Unther Orcs driven from the south. chase defeated barbarians Timeline -1050 DR Power struggle between back to their base settlement Osiris and Set to succeed Re. and exterminate them. A -2488 DR The great kingdom of Set murders Osiris. dying shaman prophecies Raurin destroyed. Exiles -1048 DR Osiris resurrected by Isis. that their empires shall soon flee into the west, eventu- Horus-Re battles Set, casts crumble. ally settling on the shores of him into the desert and be- 482 DR Delthuntle and Laothkund the Alamber Sea. comes chief of the Mulho- break free of Unther. -2135 DR The god Re founds the city rand pantheon. Set worship 504 DR Teth and Nethra declare their of Skuld and gives it the is abolished. The tower of independence. Unther begins name “City of Shadows”. Set in Skuld is destroyed. a long campaign against the This is Year 1 of the Mulho- -900 DR Rise of Narfell and North Coast Cities. rand calendar. Raumathar. 643 DR The wizard Nezram leaves -2087 DR The god Enlil finds pearls on -734 DR Enlil decides to leave the his tower on the shores of the west coast of the Alam- Realms. Gilgeam, son of Azulduth. ber. He founds the city of Enlil, becomes King of Un- 679 DR Unther forced to recognize Unthalass (“City of Gems”). ther. This is Year 1 of the Un- the independence of the -1967 DR Unther and Mulhorand theric calendar. North Coast Cities. Unther clash at the River of Swords. -623 DR Narfell attempts invasion of never recovers from this The first Mulhorandi/Un- Mulhorand and Unther by long, costly, and bloody ther War begins. sea. The two southern na- campaign. End of Second -1961 DR Gods agree that the River of tions defeat the Narfell fleet. Untheric Empire. Swords will be the eternal Neither northern empire at- 681 DR Nezram’s tower destroyed boundary between Mulho- tempts to invade the Old by the green dragon, Cha- rand and Unther. There are Empires again. thuulandroth. Nezram’s occasional clashes, but -150 DR The great conflagration. children scattered or slain. there is never a major war Narfell and Raumathar de- 731 DR Second Great Flood of the between the two southern stroyed in one final battle. River Alamber devastates powers again. Monsters and minor powers Unthalass. -1500 DR Expansion of Unther and summoned in the last battle 823 DR Mourktar breaks free of Mulhorand. invade the south after the Unther. -1250 DR Unther battles against the battle ends. 922 DR Battle of Thazalhar. The Red elves of Yuirwood and the -148 DR The god-kings’ final battle. Wizards ensure their inde- dwarves of the Great Rift. An alliance of the Sum- pendence from Mulhorand. Mulhorand, for the most moned is defeated and they End of Second Mulhorand part, ignores them. are sent back to their home Empire. -1087 DR The Thurgist Adept Thayd planes. 929 DR Alliance of Chessenta drives rebels, along with most of -135 DR Founding of Bezantur. Unther back beyond the the wizards in Unther and Other cities soon built on Riders to the Sky Mountains. Mulhorand. the coastal areas of the Wiz

5 976 DR Mulhorand invasion of 1183 DR Paladins in the service of 1320 DR Akonhorus II becomes Phar- Thay defeated at the River Osiris clear the River of aoh of Mulhorand. Resur- Thazarim. Swords of werecrocodiles gence of the Cult of Set, as 1018 DR Death of King Tchazzar in and Sebek worshipers. Seti is born. The Simbul be- battle against the sahuagin. Werecrocodiles relocate to comes Queen of Aglarond. His body is never found. Adder River delta. 1323 DR Great Plague ends. 1030 DR Establishment of Zulkirs as 1248 DR Rehorusteb II becomes 1324 DR Luthcheq invades Mor- ruling body of Thay. Pharaoh of Mulhorand. dulkin to take advantage of 1098 DR Thay attempts first invasion 1280 DR Thay’s second invasion at- heavy losses in the plague of Mulhorand. Thay is de- tempt overwhelms Mulho- years. Luthcheq loses war; feated at Sultim and with- rand. Sultim is besieged and losses are blamed on draws. nearly falls before reinforce- wizard-spies in the service 1117 DR Mordulkin defies the king of ments arrive. Priests of of Mordulkin. Luthcheq be- Cimbar, beginning the Anhur are made scapegoats. gins persecution of wizards. break-up of Chessenta into 1301 DR First recorded resurgence of 1346 DR Cult of Tiamat summons the squabbling city-states. the Cult of Tiamat in Unther. Dark Lady. 1154 DR Siege of Cimbar by the 1311 DR Rezim becomes vizier of 1350 DR Cult of Set gains control of Lords of Akanax and Mulhorand. He begins to Sampranasz, though this re- Soorenar. The king is unable persecute the church of mains hidden. Seti forms to get assistance from his al- Anhur. Chessentan merce- the Fangs of Set. lies and is forced to sign a naries replace Anhur wor- 1357 DR The present. Fire elemen- pact imposing harsh limits shipers as guards of the city. tals ravage the coastal cities. on his power. Akanax re- 1317 DR Great Plague of the Inner The Pharaoh of Mulhorand fuses to sign, recognizing its Sea begins. Chessenta is is assassinated by the cult of lord as the true king. decimated, Unther suffers, Set, leaving Horustep III, the 1161 DR The Kurunak clan become but Mulhorand is largely boy-king, on the throne. Ri- the Lords of Luthcheq under unaffected. ots in Messemprar. suspicious circumstances.

6 LANDS SURROUNDING THE OLD EMPIRES

“An old neighbor is a good neighbor.” stalemated. At present, only one of the Murghom and Semphar are rivals; —Old Mulhorand saying Zulkirs harbors an ambition to destroy they have had many territorial disputes Mulhorand. Lauzoril, Zulkir of the and minor wars in their histories, typi- During the course of their long history, school of Enchantment and Charm, has cally for the disputed lands between the slumbering giants of the south have allied with the Cult of Set to assassinate the River Ghaast and the River Haqar. interacted with many different races the incarnations of the god-king. His ac- The lands on the north shore of and nations. This section details these tivities are not sanctioned by the other Brightstar Lake are heavily infested nations and their current relations to schools of Red Wizardry, but they with undead and other monsters, the Old Empires. Note that several of would not mind if he succeeded. which have spread as far north as these powers were dealt with in more In Mulhorand, the priests of Anhur Shalhoond, “The Great Wild Wood.” detail in FR6, Dreams of the Red Wiz- and Nephthys both actively advocate To the east of Semphar are the his- ards; a brief description of these na- the destruction of the Red Wizards and toric eastern boundaries of the empire tions is offered for readers who do not the seizure of Thay. The priests of of Mulhorand at its height, the have that supplement, which is recom- Osiris are also favorable to an invasion, Godswatch Mountains. It is said that on mended for DMs running campaigns in but they do not press their opinions. the highest peaks, it is possible to find that corner of the Realms. More infor- The priests of Thoth are uncertain, and The Road to the Gods. None have been mation on the eastern sections, Raurin the priests of Horus-Re and Isis are able to confirm this legend. in particular, will be revealed in a fu- against it. ture supplement. There is some trade between Mulho- Aleaxtis, Kingdom of the rand and Thay, mostly in foodstuffs Sahuagin Thay (which are sold back and forth) and slaves (which Mulhorand buys from Perhaps the most predatory neighbor The land of the Red Wizards has been Thay). Neither nation trades magical of the Old Empires is Aleaxtis, the King- the chief enemy of Mulhorand for cen- items or weapons with the other. dom of the Sahuagin. turies, ever since the Wizards over- While the exact location of the king- threw its control. Thay is a magocracy, Semphar and Murghom dom is unknown, it is believed to exist ruled by powerful wizards. The nation somewhere north of The Ship of the is divided into 11 provinces, known as To the east of Mulhorand are two na- Gods, a large volcanic island. The great- Tharches; each Tharchion has virtually tions that have had many dealings with est concentration of sahuagin in Aleaxtis absolute authority over his province. the great power through its history: is the city is known as Vahaxtyl, which is Overall, the nation is governed by a Semphar and Murghom. Both nations home to about 13,000 sahuagin. The council of Red Wizards, whose author- were part of the great Mulhorand em- ruler of Vahaxtyl is Kromes, an absolute ity supercedes that of the Tharchions. pire long ago. They have since won a tyrant who believes in sinking any ship, One wizard from each school of magic certain degree of autonomy. be it Mulhorandi, Untheric, or Thayvian. (necromancy, conjuration, enchant- The people are renowned for their He also continuously raids the Unther ment, etc.) is represented on the coun- skill with horses; they boast one of the cities of Messemprar and Mourktar. Kro- cil. These representatives are known as most skilled cavalry forces in the mes is a sahuagin prince with 8 + 8 Hit Zulkirs. Realms. Each nation consists of semi- Dice, 8th-level shaman ability, and many There are two factions in Thay: Impe- autonomous farming villages ruled by a magical items. rialists, who want to expand their terri- single chief (usually a respected elder) While the Cults of Set and Tiamat tory (at the expense of Rashemen, known as an ataman. The atamans have approached the sahuagin for an al- Aglarond, Mulhorand, or the nine cities gather together only in times of war, liance, the surly creatures have refused of the coast), and the Researchers, who plague, or other catastrophes. all overtures. Certain lords of Thay believe that a wizard should not engage Murghom is semi-independent. The have paid them regular tribute to en- in a military enterprise unless he can god-kings of Mulhorand may demand sure that they do not bother Thayvian gain immediate benefits. Neither fac- food from them in times of famine, and vessels, but the sahuagin do not often tion is well organized; most political re- men and horses in times of war. Mulho- keep this bargain. The sahuagin are sults come from the actions of rand has not demanded either in centu- widely feared even by -chiefs individual Zulkirs. ries, leaving them in peace, and indeed and the Red Wizards. Thay has tried to invade Mulhorand most see Murghom as a nation with no twice, and has been soundly defeated ties to Mulhorand whatsoever. Sem- Plains of Purple Dust on both occasions, but a Mulhorand in- phar, though claimed by Mulhorand as South of Brightstar Lake and west of vasion of Thay in 976 DR was also de- its easternmost province, is entirely the Sword Mountains is a vast, windy feated, and the two powers are sovereign.

7 desert that extends southward to to a mysterious land under the earth. certain lords of that plane to destroy the Raurin. says that the forefa- This land was allegedly full of strange cities. So far, Lasdur, Taskaunt, Murbant, thers of the god-kings of Mulhorand beasts thought long-dead. It was ruled by and Thasselen have been destroyed, and and Unther lived here, and this once- a race of cruel lizard people, twice as tall Escalant is under siege. (For more de- fertile land’s destruction was the pun- as normal lizard men, who wielded pow- tails, see “Fire Time” in FR6, Dreams of ishment meted out by other deities erful magic. None have confirmed this the Red Wizards.) The future of the after victory in the god-wars. Other legend, but the story of the Underrealm Coastal Cities is uncertain. sages have other explanations, though has scared many a child at bedtime. Elminster’s is likely the most credible. Aglarond By all accounts, though, the Plains of The Coastal Cities Originally, only satyrs and sylvan elves Purple Dust is a land as wonderful as it When Unther expanded to the north inhabited this forest west of Thay and is terrifying. coast of the Wizards Reach following the north of the Nine Cities. Except for oc- The plain floor is covered with (as one fall of Narfell and Raumathar, they rebuilt casional skirmishes with the ancient might guess) purple dust, which radi- many of the cities of their previous em- Unther empire, this land had few ates a faint magic (though no use has pire, which had fallen in the Orcgate encounters with men. It was shielded been found for it). This dust constantly Wars. But Unther was not strong enough by Mulhorand and Unther during the blows into the air, giving the sky a red- to hold them, and, like the other mem- Orcgate Wars, though the battles with dish tint. Many giant animal bones can bers of Unther’s empire, the Coastal Cit- the surviving orcs of that war took their be found on the floor of the plains. The ies declared their independence. toll on Aglarond’s inhabitants, and evil fierce winds howl as they whip through These cities are Delthuntle, Nethra, monsters began to invade the depths of these remains of the long-dead. Those Teth, Laothkund, Hilbrand, Lasdur, Yuirwood, Aglarond’s forest. who enter the plains must cover their Taskaunt, Escalant, Murbant, and Thas- At the beginning of the current age, mouths with a wet cloth in order to selen. They have been under the con- human fishermen and pirates from the breathe. trol of Thay at one time or another for west moved into the area, settling on Very few creatures are native to the most of the last 400 years, but they are the rocky shores. They began to chop plains. Purple worms can be found bur- currently free of Thay’s control. away at the Yuirwood, and over the rowing through its surface, though Each city is independent, but there is course of generations eventually made other burrowing creatures, such as a loose association for purposes of mu- their way into the heart of the forest. brown dragons, dislike its composition tual defense and some trade pacts. The Here they encountered the elves. The and avoid it. A nomadic tribe of sludar western cities are usually slow to re- elves had been devastated by plague (mongrelmen) wanders the deep wastes spond to a threat to their eastern neigh- and by monster attacks. They felt that and barely survives in these inhospita- bors from Thay. these humans, primarily hunters and ble lands. Human nomads stay close to Most of these cities are actually adventurers, were their best allies the western border. towns. Only Delthuntle, Laothkund, against the and the trolls that There are two oases in the plains: the Hilbrand, and Escalant have popula- threatened to destroy them. One gener- Grinning Skull, where a large pool of tions over 5,000 people. Delthuntle and ation later, the drow were driven un- water is shielded by the skull of a dead Laothkund have populations of about derground, the trolls all but eradicated, great wyrm, and the Lonely Lake, 50,000 each, while Hilbrand and Esca- and the satyrs driven westward out of which lies to the east of the Sword lant have about 20,000 each. the forest, where they settled in the Mountains. The Grinning Skull is usu- Historically, these cities have been in Chondalwood. ally frequented by mongrelmen, while conflict with Chessenta, pirates, Thay, The Yuirwood is now controlled by a the Lonely Lake is held by a family of and each other, in that order. Until this strong and energetic tribe of half-elves. wizards descended from the great Mul- year, Chessenta was considered the big- Aglarond remains under half-elven horand mage Nezram, who disap- gest threat to the continued security of rule; its current monarch is the Simbul, peared mysteriously centuries ago. The the Coastal Cities. the mysterious and powerful sorceress Nezramites, as they are called, are sus- Recently, a plot has been hatched by who has been linked with the Harpers picious of strangers, especially adven- several Thayvian nobles, the Zulkirs of and who is considered the greatest en- turing companies; their only friends Conjuration and Summoning, and emy of the Red Wizards of Thay. The are the human nomads that live in the Hargid Tenslayer, Tharchion of Lapen- Simbul has been seen in Mulhorand western section of the plains. drar. They plan to rid Thay of competi- only once; while none know truly what There are many stories about hidden tion from the Nine Cities of the North her business was, many guess at an alli- magic and wealth in the plains. The most Coast by creating a gate into the elemen- ance between the Harpers and the famous is the story of the traveler who tal plane of Fire and making a deal with priests of Anhur. came upon the Purple Stair, an entrance

8 Aglarond is too far from Mulhorand ered for use by the Cult of Set. Some- ship the Creation Spirit. They claim that and Unther to trade directly, but some where in these lands is the great tower this being created the world, lives in all of its products are shipped through of Set, in which the manifestation of the things, and is more powerful and wise merchant sailors of the Nine Cities. most evil deity of the Mulhorandi pan- than all the other gods combined. That The royal banner of Aglarond is three theon sits and schemes. Many who have they do not share this belief among white stars against a blue field. entered the desert have come out trans- other peoples is a testament to their formed into minions by his power. ability to judge the reactions of others. Raurin The cities of Durpar are small but Durpar thriving, and they always keep a well- The great southern desert is a vast defined and defended boundary with wasteland of stone, sand, and dust. Two South of great Raurin is a much blessed their eastern neighbor, Ulgarth. The ages ago, it was the home of the first body of water known as the Golden Wa- capital of Durpar is called Heldapan. great kingdoms of Man, who grew to ter, the inland sea of the south. Sur- such power that they challenged the rounding this long, narrow waterway Veldorn gods and triumphed. In that conflict, are a number of kingdoms, either long the entire region was ravaged, and the forgotten by the west, or the subject of In the far southwest corner of the land is now virtually uninhabitable. The wild myths. Golden Water, the inland sea to the survivors of that conflict fled to the Certainly the kingdoms of the south- south that is home to a number of king- west, to the shores of the Alamber Sea. east are very different than those of the doms, is the nation of exiles, Veldorn. The land is home to a number of wan- west. Veldorn is a kingdom of monsters: be- dering tribes. Some of the sludar mon- Durpar is a nation of traders. They holders, dragons, vampires, half-orcs, grelmen from the Plains of Purple Dust make finished goods and specialty were-creatures all dwell here. also inhabit Raurin, as do human no- items, such as soap, spice, fine cloth, No one knows how Veldorn came to mads. On its far western edge is the and rope, then sell it to the rest of the be. The premise behind Veldorn is that chain of high mountains known as the Realms. The merchants of Durpar each type of creature could establish a Giant’s Belt, a group of nearly impass- travel in large caravans, moving north large domain where they could do as able mountains. In the center of this along the edge of Raurin, first into Mul- they pleased. Any who attempted to in- chain is Fuirgar, home to hundreds of horand, then into Unther, and finally terfere in the affairs of one Beast-Chief- stone giants. Two passes allow travel into Chessenta. These merchants thus tain, as the leaders became known, through the belt—the treacherous Roll- distribute Durpar goods to the other would incur the wrath of all of the ing Stone Gap and the supernaturally nations of the Realms. The merchants other lords of Veldorn. cold Midwinter’s Pass (named because of Durpar charge high prices for their Several times, the peace of Veldorn it feels like midwinter all times of the goods, and each journey has the poten- has been violated, and in all cases, the year). tial to make a fortune, or to get every- invader has been destroyed. To the south are the Dustwall Moun- one in the caravan killed. Chessentan The ruler of Veldorn, whose chief re- tains, which shield Durpar and Thom- mercenaries are usually hired to guard sponsibility is to arbitrate disputes, is mar. To the north are the Plains of the caravans on their journey. Saed, a centuries-old vampire. Saed is re- Purple Dust. To the east are legends— The people of Durpar are a practical spected and feared by all of the other no account yet exists of someone re- people, and they often provide Mulho- Beast-Chieftains, including the beholder- turning from a land east of Raurin. rand and Unther with services that are twins Xaoch and Veoyh, his main rivals. A number of creatures that origi- normally beneath the two ancient Traders come to Veldorn on the Great nated in Raurin are known throughout powers (making soft goods). Durpar is Southern road and provide the Beast- in the Old Empires. reputed to be impossible to make “fair” Chieftains with goods and slaves at the Brown dragons thrive. Blue dragons bargains with (the merchant always city of Lastarr, a free city of the edge of scour the skies near the Giant’s Belt. wins in the end), but the merchants are Veldorn. The Beast-Chieftains have di- There is known to be at least one settle- unimpeachably honest and always pro- vided the kingdom into small city-states, ment of efreet—in the ruins of an old duce goods of unequalled quality. each ruled by a different chieftain, with city, whose riches they guard with ex- Durpar tends to keep its political and some enclaves of humanoids tolerated in treme diligence. Then there are human religious structure a closely guarded se- the Bluetip Mountains and on the Beas- and humanoid nomads. crets, even from the Chessentan mid- tlands Plateaus (home to many wild ly- There are many ruins, some contain- dlemen. It is known that Durpar is canthropes). Saed rules the nominal ing artifacts of great power, lost and governed by a council of merchants, capital of Veldorn, Vaelan. forgotten in the ancient god-wars. Many that illusion magic most heavily pre- of these magical items have been gath- dominates, and that Durparians wor-

9 Eastern Shaar Chathuulandroth seven centuries ago. from Chondath may pass through each There are, of course, rumors of un- town without tax or tariff, though West of the Golden Way is a huge ex- touched chambers in the tower’s foun- goods from other nations are subject to panse of grassland and rolling prairie, dation that may contain Nezram’s these charges. known as the Shaar. The Shaar has two greatest secrets. There are two major cities in Chon- sections; the rich and fertile Western In the center of the Eastern Shaar is a dath. Hlath, the eastern port, some 130 Shaar (known simply as the Shaar), and huge rift, larger in size than Sembia and miles from the Sea of Fallen Stars, is a the sparser Eastern Shaar, which is almost 1,000 feet below sea level at its trading city specializing in wood more of a wasteland. The Eastern Shaar deepest point. This is Underhome, the products and lumber from the Chon- is located directly south of Mulhorand home of the southern dwarves. This dalwood. It is heavily fortified to pro- and Unther. When the empire of Un- very proud race lives by mining rare tect it from pirates and bandits. It has a ther was at its height, nearly 2,500 substances from deep under ground population of 2,000. years ago, the Eastern Shaar was under and trading them at the trading village The central government of Chondath its control, and there were many great on the outskirts of Eartheart, a city on is in Arrabar, a city of 5,000. Its econ- cities. Now its roads are buried under the western edge of the rift whose omy is based on the trading that occurs grass, and its cities are dead things, thousand-foot towers rise from the in its large, open market. People come homes for nomads and bandits. floor of the rift to loom above the cliffs. to Arrabar to buy goods from wander- Many bandit tribes use the Eastern The dwarves raise domestic animals ing caravans from the south, and then Shaar as a base, raiding southern Un- by the surface of the Riftlake, a large resell them to other people to the north ther and Mulhorand or the rich farm- lake in the center of the rift. and west. Arrabar is heavily fortified ing towns of the Shaar. The largest Their greatest city is Underhome; its and has a small town militia as its guard. bandit tribe is the Grey Ghosts, led by gates are sealed by a strange white Each town in Chondath sends repre- the outcast Chessentan mercenary metal called hizagkuur. None but sentatives to Arrabar, who hold a week- Furifax (12th-level fighter). The Grey dwarves are permitted to enter Under- long meeting once each year to discuss Ghosts have struck as far east as Dur- home. The dwarves dislike outsiders; national problems. A lottery deter- par and as far north as Chessenta. Furi- they are cold even to the traders to mines who chairs the meeting. In times fax has been trying to unite all the whom they sell their metals. They dis- of crisis, there are emergency meet- . bandits in the Shaar into a consolidated trust adventurers and dwarves from ings, and people from other nations fighting force and launch an attack the north. They have a historic enmity (such as Turmish) are also invited. against Unther; he has had limited suc- against Unther, due to the wars two mil- Most of Chondath is covered by a cess, but he has attracted the attention lennia ago. The adage about dwarves dense forest called the Chondalwood. It of the Cult of Tiamat. never forgetting or forgiving a wrong is a thick, hot section of woods, home to Furifax’s base is a fortress south of done to them is especially true when it treants, lone druids, and satyrs. Many Unthangol Pass; his bandit tribe num- concerns the dwarves of the Great Rift. of the satyrs that were driven from bers at least 5,000 trained soldiers, each These days, the dwarves mine their Yuirwood settled here, and the Chon- of whom rides one of the fine steeds mines and forge weapons and other dalwood is also known as “the Satyr that run wild in this region. He is the de tools in peace. Occasionally, duergar na- Wood.” facto lord of the lands between Hard- tions from deep in the earth come Recently a fiend named Yrkhetep, a castle and Azulduth. The small trading across the tunnels of the southern powerful mage from the lower plane of towns of this area pay tribute to him. dwarves and there is battle, but in the Hades, entered Chondath and Turmish In the northeastern portion of the last two centuries, the dwarves have and began wreaking havoc. A number Eastern Shaar is Azulduth, the Lake of had no enemies. of major battles have taken place, and Salt. This place is renowned by wizards mercenaries from Chessenta have been for its healing properties. Many have Chondath hired by several towns for defense. made the journey southward to bathe See I14, Swords of the Iron Legion, in its waters, which are said to be so Chondath is a nation west of Chessenta, for more details. buoyant that it is impossible to sink. on the south coast of the Vilhon Reach. This lake is the source of the River of It consists of a loosely federated Swords that forms the border of Mul- group of towns and cities bound to- horand and Unther. On its far north- gether in a defense and trading alliance; eastern shore is the ruined tower of each city and town in Chondath is Nezram, who is accounted the greatest obliged to provide men for the nation’s Mulhorand mage of this age. The tower militia and free food and board for the was destroyed by the green dragon army should it pass through. Goods

10 PEOPLE AND SOCIETY OF MULHORAND

“Compared to all other known nations, Mulhorand’s cities and towns; the rest portant concern of the priesthoods, Mulhorand is paradise. The gods cre- dwell in the countryside. In the cities, well, it is.) ated Mulhorand to show the mortals of there are nearly equal numbers of slaves The pharaoh, the incarnation of other lands what the afterlife could be and freemen, while slaves outnumber Horus-Re, sits on the throne in Skuld. He like.” the landholders and their families in the is more of a figurehead than a ruler, and —Old Mulhorand saying countryside by a five-to-one ratio. this is mostly by choice, for reasons ex- In general, there are three social plained earlier. Theoretically, the priest- The people who inhabit Mulhorand classes in Mulhorand: the nobility, the hood, mages, and bureaucrats must come from three racial stocks. The middle class, and the slaves. obey every whim of the pharaoh, but he rulers of Mulhorand come from the has yet to exert his authority. One nota- tribes of ancient Raurin; they are sallow, The Nobility ble quote from the priesthood is this: tall (almost as tall as western men), and “The pharaoh wishes to be involved in Bureaucrats are the most mobile of thin. They do not have much body hair. the important affairs of the land. Design the group; it is possible to advance from This racial type is called the Mulan. him a new temple so that he will take his a slave to a bureaucrat if one is in a posi- The original inhabitants of Mulho- mind off such a foolish notion.” tion to get a good education. Bureau- rand were a mahogany-skinned people The pharaoh is always male and al- crats include tax-collectors, scribes, similar to those in Turmish. They are ways an incarnation of Horus-Re [ex- messengers, and even spies. They take tall and muscular, with dark skin, flat cept for a brief time after the loss of directives from the priesthood and gen- faces, and short hair; this racial type is Thay, when an incarnation of Thoth erally carry out the priesthood’s delib- called the Turami. This race occupies took the throne (all of the other incar- erately vague orders with great positions in the upper hierarchy of sev- nations of Horus-Re were dead)]. efficiency. For example, if a priest of eral priesthoods and is renowned for its The priesthoods are hereditary; their Horus-Re wanted to discredit a rival, skill in architecture, art, and stonema- members are almost always the descen- the priest would mention aloud that it sonry, which are considered middle- dants of incarnations of various deities, was be fortunate for him if something class skills in Mulhorand. which are known as the divine houses. unpleasant happened to the rival; the The third racial type is that of Amn, The houses are usually referred to by bureaucrat is expected to interpret this Tethyr, and the western nations of the their Thayvian names, as listed below: order and carry it out without implicat- Inner Sea. People of this racial type, House of Horus-Re: House of Helcaliant ing his master. which the Mulhorandi refer to as House of Thoth: House of Tholaunt Bureaucrats enable their masters to Tethens, make up the bulk of Mulho- House of Osiris: House of Osriant fulfill their ambitions without getting rand’s slaves, since they usually come to House of Anhur: House of Ramathant their hands dirty. Mulhorand through the slave markets Wizardry is considered to be an hon- of Thay. Descendants of female incarnations are orable profession. All mages must not given a House name, nor are de- swear allegiance to the god-king and to scendants of Set incarnations. The Population of temples of Thoth and Horus-Re. They Mulhorand is a thoroughly patriarchal Mulhorand spend most of their time researching society. The first two sons of a House are new magical items or examining old ar- said to be nobles; the eldest is entitled to When a new pharaoh takes the throne, tifacts, so they stay out of the majority at least 2/3 of the father’s land and slaves, typically his first act is the commission- of the political affairs of Mulhorand. ing of a census, which takes several while the younger son can have no more The priests are the major power bro- than 1/3. Other sons, and all daughters, years to complete. Since the last census kers in Mulhorand. They control vast was nearly 40 years ago, the following must fend for themselves. tracts of land and thousands of slaves. Nobles of all varieties must shave figures are only estimates. The pharaoh allows them to deter- There are about 900,000 sentient peo- themselves bald, and typically paint one mine the policies of the land. By far the to three blue circles on their foreheads. ple within Mulhorand, including slaves most powerful priesthood is that of (who are counted as 7/10 of a person in These indicate learning, knowledge of Horus-Re, but other groups control magic, and familiarity with the laws, the census). The vast majority of these large areas of land and slaves. Some of people are humans, as the god-kings customs, and religious rituals of the the more ambitious priesthoods, such land. (Very roughly, one circle means long ago discovered that demihumans as the priesthood of Anhur, have en- were unwilling to give their total loyalty that the man is an educated freeman, gaged in a number of secret enterprises two circles mean he is a mage, and to the god-kings; the god-kings thus ex- devised to promote their visions of a three circles mean he is a priest.) pelled them from the land. more aggressive Mulhorand. (If it Approximately 250,000 people live in If a noble wishes to maintain his seems as though religion is the least im- power in Mulhorand, it is almost always

11 necessary to have friends in the priest- working to seal the breach between the rand are bureaucratic positions. Such hood of Horus-Re. However, as it is pos- pharaoh and that priesthood. This dis- titles as “Keeper of the Royal Comb,” sible to strike at a priest through his mays the priests of Horus-Re, who hope “Master of the Pharaoh’s Horse,” etc. friends and the power struggles in that to destroy the priesthood of Anhur. are the major honors and sources of priesthood can be extremely treacher- Brathes has been a friend of Horustep’s pride; without some sort of bureau- ous, it is best to avoid having too many since early childhood and is trusted by cratic responsibility, no matter how close connections. On the other hand, it the pharaoh, but most believe he will trivial, a nobleman is said not to matter is usually a good thing to help a person eventually overstep his bounds and be in Mulhorand. rise to power. destroyed. Few follow his fortunes, but Wizards are referred to as “Lord Wiz- Priests regularly strip or reduce the the priests of Anhur are counting heav- ards”; wizards that also belong to the landholdings of their enemies, and in- ily on his influence. priesthood of Thoth are referred to as crease those of their friends. • Mardikan, 10th-level priest, House “Lord High Wizards.” Priests are re- Some of the current influential of Helcaliant. He has been the chief rival ferred to as “Lord Priests” and impor- powers include the following: of Rezim for years. Tall, proud, and im- tant priests as “Lord High Priests.” •Horustep III, House of Helcaliant, pulsive, Mardikan is not nearly as Pharaoh of Mulhorand, incarnation of shrewd as Rezim, and he has a vengeful The Middle Class Horus-Re. Horustep is only a child; he streak that has played into Rezim’s There is a sizable middle class in Mulho- tends to be demanding and more domi- hands many times. Mardikan has been rand. While the middle class owns only neering than adult incarnations of allowed to survive politically because small tracts of land, it includes many Horus-Re. He ascended to the throne in he draws opposition to Rezim into the skilled craftsmen whose talents are in the summer of this year, following the open and prevents him from being de- demand. Artists, builders, traders, mer- assassination of his father Akonhorus. throned by more devious conspirators. cenaries, and scribes are the most He seems determined to exercise Lately, though, Mardikan has learned noted members of this class (with horse power far more decisively than his from his mistakes and senses that Re- groomers, navigators, and military predecessors. zim is no longer invulnerable. He in- commanders added to this list in times • Rezim, House of Helcaliant, 14th- tends to gather together a majority of of war). There are also freeman level priest. Rezim is the vizier of Mul- priests of Horus-Re to follow him, thus farmers who lease slaves from the horand, its most powerful political posi- preventing Rezim from giving the phar- church to serve as their work force. tion, and uncle to the current pharaoh aoh to the Anhurites. It may work. Because members of this class are of- (Rezim is not an incarnation). He is infa- The political scene in Mulhorand is ten wealthy, they are seen as marriage mous for his ruthlessness and his cun- more unstable than it has been in centu- prospects for the daughters of noble ning. He is sometimes called “the best ries. Should Rezim be dismissed as vi- families. vizier that treasures can buy,” though zier, there will be many factions rising Adventurers, often considered to be he values political support and loyalty from within the priesthood of Horus-Re members of the middle class elsewhere, above all. to take his place. It is a situation that are treated with disdain in Mulhorand. Lately, his recklessness has bordered may be exploited by outside forces, Adventuring is seen as the same thing on megalomania. His most recent pro- most notably the priests of Set and the as grave robbing; no one honors adven- posal would allow the direct sale of Red Wizards. turers in Mulhorand, and few consort slaves (who are normally leased) to noble with known adventurers. City guards families, who would be free to do what Noble Titles of Mulhorand and Preceptual militia keep a watchful they willed to them without interfer- Mulhorand does not have a formal hier- eye on all adventurers. ence from the temples (working condi- archy of titles that are passed on from Some craft guilds exist in Mulhorand, tions are monitored by the priesthoods father to son. People who are recog- of which the Scribes’ Guild is the most on a regular basis). Rezim argues that nized as nobles are referred to as famous. Compared to the priesthoods, slavery would be more efficient without “Lords,” while their spouses or chosen the guilds are honorable groups that interference from the temples; critics concubines are referred to as “Ladies.” fight to protect the rights and security believe this is a gift to the wealthy land- Provincial governors and the rulers of their members. They have a reputa- owners who placed him in power. The of cities are referred to as “Precepts.” tion for pushiness and making unrea- new pharaoh does not approve; Rezim’s Incarnations are referred to as “Divine sonable demands in an attempt to get influence is on the decline, but he is still Precepts.” Since the internal politics of their own way. Some craftsmen at- a very powerful man. Mulhorand can be volatile, these titles tempt to work independent of the • Brathes, 11th-level fighter, body- are not hereditary. guilds, but they are subject to the guard of the new pharaoh. Brathes is a The major honors given in Mulho- whims of Mulhorand politics, since one worshiper of Anhur and is actively

12 needs good connections to survive resents paradise on earth—stability and ally by bowing their heads or by without (and against) the guilds. security for all eternity. These con- turning away so as not to interfere in Nearly all professional soldiers and cepts, in the eyes of a faithful Mulho- the priest’s journey. Priests expect these guards in Mulhorand are Chessentan randi, cannot be challenged. shows of respect. mercenaries. These are paid by the cit- Underlying the society, however, is a Mandatory prayers occur four times ies and precepts in which they are sta- great deal of corruption. The priest- daily: at waking, at mid-day, at dinner tioned. The priesthood of Anhur has hood is an object of political domination time, and at bed time. There is one holy purchased many slaves and is training rather than religious worship, and each day each week, when all men, nobles them to be a military force, but this is priesthood suffers from infighting, and slaves alike, are expected to congre- not approved by the pharaoh. power struggles, and useless bickering. gate under the balconies of temples and The unifying forces of the god-kings, listen to the priests. Slaves tradition, and isolation from external Priests are the only ones permitted to forces prevents Mulhorand from disin- slay cattle for the consumption of meat. Most of the people of Mulhorand are tegrating into petty city-states, as hap- This must be done while performing slaves, the official property of the pened in Chessenta, or into an impotent holy rites (almost always by acolytes) or churches. Landholders are not permit- has-been, as happened to Unther. While the meat is considered to be unclean. ted to buy slaves (yet) but may rent Mulhorand lacks the will and the man- Mulhorandi often seem to have an ob- them from a temple. Each temple buys power to regain its lost empire in the session with death, spending much of its own slaves, which it trains for its near future, it still is a power to be reck- their time constructing their tombs and own purposes. oned with in the eastern section of the preparing for the afterlife. This is not as Slaves in Mulhorand are reasonably Inner Sea. morbid as it sounds. Mulhorandi believe well-treated. Food is plentiful and no Mulhorand is a land of arrogance. that the afterlife is a continuation of life, one starves. Killing a slave is a capital The nobles of the realm consider them- not a journey to paradise or damnation. crime, and any slave who is unfairly selves superior to the people of every Thus the people of Mulhorand do their punished is able to make a complaint to other nation. They believe Mulhorand best to prepare for the next existence. the priests of Osiris, who judge how to be more civilized, more prosperous, slaves are treated in Mulhorand. Pun- more creative, and (if they were ever in- Language of ishment for abusing a slave usually in- terested in conquest again) more pow- volves forfeiture of some lands and erful than all of the nations on the Mulhorand possessions. Work is hard and some- outside. Of all the lands in the Realms, times dangerous, but few masters are The Mulhorandi language comes from they reason, only Mulhorand is ruled a language family known as Rauric. willing to be responsible for the acci- by gods. dental death of a slave. Only Mulhorandi and Untheric survive They do not hide this arrogance from from this linguistic family; Mulhorandi All slaves must take an oath to obey outsiders; even the slaves are haughty, the gods and whatever master the gods has preserved much of the old tongue, for they are not the property of men, while Untheric has evolved greatly over see fit to give them. It is not uncommon but of gods. Mulhorand is hidebound in for a master to pay his slaves when they the course of the millennia. its belief that it will be eternal, that no Mulhorandi is an inflected language are returned to their priesthood; this enemy will ever be able to destroy it. often favorably impresses the priests with many verb tenses and cases; word who own the slaves. Life as a slave in order is relatively unimportant. It often Mulhorand is not easy or particularly Customs of sounds thick and slow compared to pleasant, but it is better than a slave’s Mulhorand other languages; some say this is due to life in other lands, especially Thay. the heavy influence of priestly rituals Mulhorand has a number of unique on everyday speech. Basic Mulhorandi customs, which are generally adhered writing consists of complicated picture- The Society of to by all classes. glyphs, each of which represents a dif- Mulhorand First, beyond all other things, Mulho- ferent idea; it has become somewhat rand is a theocratic state, ruled by the more abstracted over the course of the Mulhorand is a lawful neutral society. It priesthood. Mulhorandi are supposed last thousand years and consists of a vo- believes in order and discipline, and de- to be willing to submit to the authority cabulary of tens of thousands of picto- spises change. Each member of society of the priests in all things, and most of graphs. Most Mulhorandi know a basic is expected to obey the law without them do so willingly. vocabulary of about 3,000 pictographs, question, respect the authority of the Mulhorandi always show great re- while scribes, wizards, and priests priests without question, and honor the spect whenever a priest walks by, usu- learn a more extensive vocabulary. gods without question. Mulhorand rep-

13 GEOGRAPHY OF MULHORAND

General Description and the Sunrise Mountains in the north, From the junction at Sekras, the river are called the Furitep. These rugged flows northward to the Alamber. This “Mulhorand is the gift of its rivers. No peaks are said to be impassable, though water is bitter but drinkable, and it car- other force of nature, not even the this not quite true; one can get through ries a lot of sediments. A machine that gods, is responsible for its greatness.” them in the summer, with the help of a pumps the river and filters the salt still —Old Mulhorand saying donkey. operates at Sekras, though none but a The fourth distinct region, the handful of priests of Thoth know its Present-day Mulhorand is only a frac- Taranoth, is a series of high plains that workings. The river floods in summer tion of the size it was when its empire rises from the sea between Skuld and time, though it is somewhat less pre- was at its peak, but it is still a large and Sultim; this area is known for its dictable in its floods than the River of powerful kingdom. Its northern border gloomy climate and spectacular cliffs Spears, which lies to the east. Large, is the River of the Dawn, though it and falls. flat-bottomed boats carry cargo be- claims the Priador and all of Thay as its Despite its arid climate, there is a tween Unther and Mulhorand settle- rightful domain, and Mulhorand could great deal of cultivated lands in Mulho- ments on either side of the river, and a march into Thazalhar unopposed if it so rand along the edges of the rivers and canal bypasses the pumps and allows chose. Its eastern border is not estab- in the Great Vale. Farmland is either access to the upper river. lished, but Mulhorand is thought to owned privately by a noble or run by Sekras is a small city. It was once the have mastery of lands as far east as the the church. Laborers on church farms center of the cult of Sebek, but now it is Sunrise Mountains and the River are slaves owned by the temples. infested with werecrocodiles. Paladins Murghol, though Mulhorand has no Mulhorand usually saves its excess in the service of Osiris, with the tacit ap- towns or outposts east of Ganathwood produce for times of famine, so it ex- proval of the priests of Horus-Re, de- or the Fields of Ganath. The eastern ports very few crops. Crops grown in- stroyed the city and scattered the border extends southward to the clude wheat, hay, and barley, with figs, inhabitants. Sword Mountains, at the eastern edge dates, grapes, oranges, and other fruits Alongside the upper river are many of the Great Vale, as far south as grown in the Great Vale. Cattle and pigs small farms. The lower river is mostly Azulduth, the lake of salt. The western are the typical herd animals. uninhabited, except for hermits and border extends from Azulduth along There are trees that are felled along wizards who choose to sequester them- the River of Swords. the edge of the Sword Mountains, typi- selves from the control of the priests of Within this expanse are desert, ruins, cally cedars and beech. One major for- Thoth. This area is known to be the mountains, fertile fields, and cities that est, Ganathwood, lies along the border home of a number of sphinxes. were great 2,000 years before the first of the Murghom-Mulhorand border in The River of Swords was given that stone was place on , before the gap between the Sword and Sunrise name because it was here long ago that the Zhentarim ever unleashed an evil mountains. the god-kings of Unther and Mulhorand scheme, before Bane was even aware laid down their swords and swore an that the Realms existed, a time when The River of Swords oath of eternal peace between the two the world was young, even to the elves. kingdoms. The words Mulhorand and “eternity” This long river forms the border be- are the same in the language of the Mul- tween Mulhorand and Unther. It is di- The Great Vale horandi. vided into two portions: The Lower Mulhorand lies within a series of plains, Swords, which flow in two parts from The Great Vale, or Asanibis, is the plateaus, lowlands and valleys. There are their sources to their junction by the breadbasket of Mulhorand. Here on four distinct geographic divisions: ruins of Sekras, and the Upper Sword, great farms slavers and freeholders la- The Menesankh, or Plain of Life, ex- which flows from Sekras to the Alam- bor to produce food to feed the cities of tends in a crescent around the southern ber Sea. Mulhorand. The Great Vale begins in tip of the Alamber Sea as far north as The Lower Swords are named the the shadow of the Sword Mountains, Skuld; this is a mainly dry area of flat Blue Sword and the Green Sword. The where the god-kings and their servants plains, irrigated by rivers, with occa- Blue Sword River lies entirely in Unther are buried in elaborate tombs on the sional marshland. and has as its source a fresh water vale floor and on the mountainside. An- The Asanibis is the Mulhorand name spring in the southeastern portion of cient step pyramids mix with obelisks for the Great Vale, which is a land of that country. The Green Sword River as 3,000 years of the honored dead find hills and plains that lies between the flows from its source in Azulduth, the housing to continue their existence in Sword Mountains and the Menesankh. Great Salt Lake, and carries a consider- the afterlife. The mountainous areas, which in- able amount of salt with it. The Green Ancient pumps provide continued irri- clude the Sword Mountains in the south Sword is undrinkable. gation for these farms, and the flooding

14 of the River of Spears provides these southern Mulhorand, most notably Ges- The Cliffs of Leaping farms with much-needed sediment. taniius, a great wyrm blue dragon that Horses Priests of Osiris and priestesses of Isis has fed on the slaves working in the travel into the Great Vale and use their Land of the Dead for well over 600 This is the horse land of Mulhorand, magic to enhance the fertility of this years, the descendants of the wizard where great brown and white steeds land. Slave farms are owned by the Nezram, and dracosphinxes. run along the plains; some are captured churches, with individual faiths al- On the edge of the Sword Mountains, and used as draft animals; since the de- lowed to build their own farms and in the Great Vale, are some of the tombs cline of the priesthood of Anhur they compete in the selling of goods, though of the dead god-kings. The greatest are no longer taken for charioteering. the majority of these farms belong to tomb, that of Horuseres II, was carved This is a large area of high plains, sev- Horus-Re and are sublet to the priests out of the very mountainside and is said eral hundred feet above sea level. of Osiris (which gives the priests of to lead into a treacherous series of natu- These plains are arid, but hardy plants Horus-Re the threat of revoking the ral caverns where the pharaoh and his thrive here. A number of less welcome leases on the farms if the priests of riches were entombed. None have ever beasts—hippogriffs and griffons—also Osiris should turn against them). sacked his tomb, but several minions of use this area as hunting grounds. There Crops grown here include wheat (em- Horus-Re (see new monsters, Divine are no major human settlements here, mer) and barley (this is also the center Minions) guard it at all times. though some Mulhorandi have small of Mulhorand’s ale, beer, and winemak- outposts where they capture horses. ing); sheep, goats, pigs and cows are the River of Spears This coastline is also dotted with a principal animals herded in this region. number of sea caves that serve as bases The Great Vale is primarily a dwelling This fast-flowing river has its source in for some of the pirates that roam the place of humans. There are four towns, the Sword Mountains and its mouth at Alamber Sea. Surbroar, Klondor, Ulzel, and Mishtan, Gheldaneth. It has two tributaries, the each of which have between 2,000 and Mishtan and Klondor, named for the River Rauthengflow 5,000 people. Towns serve as a place of two towns nearest their sources. The river provides water for the Great Vale North of the Cliff of Leaping Horses is gathering during celebrations and trad- the great river Rauthenflow. It begins ing; there are some slave farms with and its many farms. For large craft, this river is only easily navigable near at Brightstar Lake in eastern Murghom, more people than the towns. Gheldaneth, though small vessels regu- flows swiftly to its union with the River Near Mishtan is the Land of the Dead, Murghol, and then rushes into the to which thousands of slaves and larly race along the water near Ulzel and Surbroar, carrying small cargoes Alamber Sea at Rauthgor. These rain- freemen are brought at flood time to bow falls are considered to be one of help with the construction of new and passengers. It is considered a risky ride. The River of Spears floods regu- the most spectacular sights in all the tombs. Transportation in this region is Realms, and the area is known to be a by horse (for nobles), by river, or by foot larly in the summer, providing new soil for the farmlands and moisture that haven for mermaids. The Rauthenflow (poorly tended roads lie some distance is an extremely swift river, noted for its from the river in a parallel course, and a lasts most of the year; these lands are ir- rigable ten months of the year. cataracts, rapids, and whirlpools. Few road connects Mishtan and Klondor). At boats attempt to ride the rapids of the present time, Klondor is threatened River of Shadows Rauthenflow; the river cannot be by an attack of the dreaded Skriaxit (see forded and the only bridge is at Rauthil, the scenario “Rage of Dust” in the adven- This long, winding river has its source on the great Eastern Trading Road. tures section). at a spring near the Sword Mountains. Most of the countryside around the It does not flow as fast as the River of Rauthenflow is quite arid, inhabited Sword Mountains Spears, but its waters are rocky and only by the most nasty of monsters. This chain of high, allegedly impassable treacherous. It is also less predictable in This river is considered to be part of mountains (no one in Mulhorand climbs its floods. At the delta, near Skuld, are the highland plain region called the mountains—“because they’re there” large slave farms that raise flax and Taranoth. has never occurred to them) separates papyrus and herd sheep. The major cit- ies along this river are Jhalhoran, Mulhorand from the Plains of Purple River of the Dawn which is connected to Maerlar and Sur- Dust; when the wind is very active on The River of the Dawn is the northern the Plains, it blows red dust over the broar by the Great East Road, and Skuld (City of Shadows), the capital of Mulho- border of Mulhorand, though Mulho- mountaintops and onto the western rand still claims to rule the Priador slopes. Within these mountains are a rand. It is from Skuld that the River gets its name. (Thay). This river separates Mulhorand number of fierce monsters that plague from Thazalhar, the region of Thay that

15 was devastated when Thay broke free avoid their notice, though Thayvian Waterdeep is the most splendid city in of Mulhorand 400 years ago. Thay has a marines are not noted for caring who the Realms, an inhabitant of Skuld small settlement in this region where they kill, capture, or throw into slavery. would argue heatedly with that state- the Tharch and his bodyguard enforce This has resulted in a considerable ment. The Skuldians say that no place Thay’s claim on this land, though Mul- number of Mulhorand fishermen being in the Realms can match the grandeur horand regularly sends troops here to kidnapped by Thay. of the City of the Gods, the great towers enforce its own claim. There are occa- Recently, the priests of Anhur have in which the manifestations of the gods sional clashes, but Thay does not wish secretly built a large fleet, moored near are housed. This may be true, but the to prod Mulhorand into a full-scale war, Sultim. They have bought many slaves rest of Skuld is squalid and decrepit, es- so conflicts are carefully limited. and have trained them in seacraft; they pecially by comparison to the inner city. The river is an extremely swift one, intend to sail against the Aldor and Ancient homes with patchwork repairs even faster than the Rauthenflow. break Thayvian naval domination in the line the city streets. The markets are There is but one bridge, which is part of Alamber Sea. The priests of Anhur small and cluttered in comparison with the Great Eastern trading road; mer- hope to persuade the new pharaoh to those of the northern cities; even the chants use this to bring their goods into support this enterprise, as they believe palaces of city officials are rundown. and out of Thay. Though both nation’s Thay is now weak with internal strife And, probably most damning of all, rulers disapprove, there is active trade and the Alamber is ripe for the taking. Skuld is not a cosmopolitan city. between Thay and Mulhorand. The result of this battle is yet to be seen. Elves, , and gnomes are for- The priests of Horus-Re are alarmed. bidden in its streets, unless they have a The Alamber Sea The priests of Anhur are determined to letter of entry issued by city bureau- sail in the spring; Thayvian spies have crats or one of the temples. This body of water is the easternmost warned the ruler of the Aldor of the at- Half-elves and dwarves may enter, part of the Inner Sea. It serves as a bor- tack, but the administrators do not be- but they may not bear weapons or ar- der between Mulhorand and Unther lieve that Mulhorand, “the senile giant,” mor unless a special (and expensive— and is the home of a major sahuagin has the will to fight. ten gp and up) permit is issued by the kingdom, the Aleaxtis, which is at best city authorities. As most half-elves and an undependable ally of Thay. Many Ship of the Gods dwarves who do enter Skuld come as trading vessels use the Alamber Sea on part of mercenary companies, this is a the profitable trade route between the This small island in the Alamber Sea is good revenue-generating rule. an active volcano. Its last eruption was ports of Sultim and Bezantur. Unther Visitors to the city are confined to ei- 400 years ago, killing thousands (the is- and Mulhorand recognize this sea as ther of the two merchant’s wards or the land was settled by Unther at the time). open water, free for either nation to shipyards, and they may not enter the use, but neither country controls it. Now, it is used as a haven for pirates. rest of the city. All wards are sur- The volcano has begun to come to life The northernmost island in this sea is rounded by high walls and heavy, well- again, and the diviners in Skuld predict the Aldor, which is the Thayvian naval guarded gates. that it will issue a cloud of darkness base. Currently, the dominant naval Trade comes in by sea or by the road and merchant power in this area is within the next three years that will to Maerlar. A low seawall serves as a cover the city in ash. Thay; both Unther and Mulhorand find break against tidal waves, natural or it more convenient to ship their goods otherwise, and protects the city at a dis- in Thayvian hulls and accept Thayvian Main Cities tance of three miles from shore. On the goods than build their own ships and eastern side of the city, there is a large find their own markets. Skuld cluster of tenements that have built up There are also many pirates that live around the walls. This is the slave sec- Skuld, City of Shadows, City of Eternity, in small remote coves hidden along des- tion; though it’s outside the main wall, it is the oldest surviving city in the olate stretches of the coast of both Mul- is considered to be part of the main city. Forgotten Realms, with the possible ex- horand and Unther, and on islands Entering through the sea gate, there ception of Underhome, the dwarven south of the Aldor. They prey on are two shipyards: the naval yard, city in the Great Rift. In nine years, the smaller coastal trading vessels and oc- which contains Skuld’s fleet of 20 old casionally surprise the crews of larger city will celebrate its 3500th anniver- sary. It boasts that in that time no invad- and rotting ships, and the merchant vessels who bring their ships into shore yard. Seagoing traffic docks at the mer- ing army has ever breached its walls, or make emergency repairs. Thayvian chant yard. Visiting crews are housed and that no invading army ever will, for navy crews regularly raid these pirate in inns located near the docks; this is a Mulhorand is eternal. bases; sometimes the pirates disguise rough-and-tumble place. While it is generally agreed that themselves as fishermen and try to Licensed merchants may operate busi-

16 nesses and store cargo in the adjacent Horus, and a large prayer tower from The city is supposed to be ruled by warehouse district. The warehouse dis- which the god-kings make pronounce- the vizier, the strong right hand of the trict was once accessible by draw- ments, usually once every century. pharaoh. In truth, the vizier is too busy bridges over the River of Shadows, but The god-kings dwell in huge towering to run the city, so its affairs are handled that gate has long been closed. palaces in the city where only priests by a high-level priest of Horus-Re; it is The merchant district contains shops, may go. Each palace is an architectural not considered to be a very great honor. inns, moneychangers, and stores that marvel, built thousands of years ago by The current chief administrator of supply adventurers, except for weap- long-dead slaves. The tallest tower is the city is Ceianre of the House of ons and arms; only priests of Horus-Re that of fallen Re, where the corpse of Horus. The captain of the guards is tra- or Osiris are allowed to sell weaponry. his manifestation is entombed. A secret ditionally appointed by the priests of The eastern gate leads to the road to passage connects the palace of the Anhur, but the priests of Horus-Re have Maerlar. This is the most heavily pharaoh, incarnation of Horus-Re, with usurped that function, giving it to guarded of the gates. A garrison of 500 that of his manifestation, and here the Teldartham (8th-level fighter), a cham- mercenaries from Chessenta are incarnation comes for counsel. There pion of the Horus-Re priesthood. The housed between an outer and inner are reputed to be arsenals of magic city itself has an unofficial brotherhood gate as a precaution. The greatest within this inner city. of guardians from the priesthoods of threat to Skuld, in the opinion of its Goods coming into the city are heavily Anhur, Osiris, and Isis: its leader is be- leaders, comes from adventuring par- taxed, unless the merchant is chartered lieved to be Halcaunt (13th-level pala- ties, not armies. Adventuring parties by the god-king of Mulhorand, in which din), a worshiper of Osiris. This can find some inns and stables, but at case his goods are exempt from taxes. brotherhood believes that the cult of inflated prices. This opens into the pal- The priests of Horus-Re control the Set has a base somewhere in Skuld, ace district, where the wealthy of Skuld charters and line their pockets with the from which it is conspiring to destroy live, and the palace itself, from which moneys gained from them. Guards in Mulhorand. The Brotherhood of Skuld the vizier of Mulhorand and his bureau- the city are all mercenaries from Ches- has made some contact with famous ad- crats rule the city and advise the phar- senta. They may not possess weapons venturing parties and personalities, aoh. To the south of the palace district is or armor within the city unless they most notably the Simbul. the crafts district, where goods are have a permit from the bureaucrats; Skuld has a total population of about manufactured (often by licensed for- they may not cast spells without per- 95,000. eigners), and the eastern merchant mission from the temple of Thoth, ward, where more goods are bought which charges heavily to grant this Gheldaneth and sold. right. Gheldaneth is the second largest city in The central ward is the people’s There are no establishments that ca- Mulhorand. Where Skuld is a contrast ward. Here more than 40,000 people ter to adventurers, though one can usu- of high towers and ugly sprawl, are housed—20,000 slaves (mostly ally find work at taverns in the Gheldaneth is mostly sprawl. There is a slaves to the privileged) and 20,000 merchant district as a bodyguard or large port facility, as goods come by freemen. The dwellings can only be de- armed escort for caravans. It is possible ship from Unthalass and foodstuffs scribed as a sprawling slum, with a few to join the city guard, though one must come from the Great Vale by water or dwellings preserving the distinctive swear total fealty to the god-king and by land. decorative style of Old Mulhorand. his priests. The city is governed by the priests of There are temples and shops inter- The punishment for crimes is often Thoth, and the largest building is not mixed with the dwellings in this area. death by decapitation, performed pub- the palace but the great university The temple of Osiris, on the southern licly in front of the temple of Horus-Re. whose towers line the northern wall of wall adjacent to the merchant and Capital crimes include murder, blas- the city. It is compulsory for every citi- warehouse districts, is the gateway to phemy, entering a forbidden area, lying zen of Gheldaneth to learn how to read, the catacombs, where the dead of the to a priest of Horus-Re, assault against a write, count, and to be able to answer city are buried. A number of monsters priest, theft from a priest, cursing a simple questions about the history of are known to live in the catacombs and, priest, killing a slave without due cause, Mulhorand and its deities. most notably several families of were- theft of a lord’s property, entry onto a Even slaves are taught to read and crocodiles and rakshasas. The most im- lord’s estate without permission, and write. The very best students in Gheldan- pressive building is the twin temples of assault against a guard. eth may be accepted as apprentices to the Horus-Re, whose huge pillars rise well There are trials, and sometimes the Scribes’ Guild, which is one of the most above the surrounding houses. Be- defendant can get off with forced ex- prestigious positions in Mulhorand. So- tween the temples is the gate to the City pulsion from Skuld and a bane spell (see cial class is not a barrier to entry. of the Gods, shaped in the symbol of new spells).

17 Adjacent to the university is the wiz- which is used as a supply station for the time; these temporary workers are ards’ college, which is open only to initi- Mulhorand fishing fleet based in housed in makeshift dwellings that sur- ates of Thoth. All new candidates for Delgora (the docks used to be in round the town. admission to the college are magically Neldorild, but the fleet was forced out screened to ensure that they are not of the city once it became a place for the Sampranasz Thayvian spies trying to learn the se- wealthy). Theft is a capital offense in crets of Thoth. All wizards in Mulho- Neldorild. This small town is important only be- rand must travel here or to the temple Including its slaves, the population of cause it is the real center of the cult of Set. Sampranasz has been destroyed in Skuld to study wizardry. Neldorild is about 40,000. Major temples in Gheldaneth are ded- three times in its history (first during icated to Thoth, Nephthys, Horus-Re, Mishtan the Orcgate Wars, and twice since then and Isis. The population of this city is by natural disaster). about 80,000. One of a number of small towns in the There are many hidden ruins within Great Vale, Mishtan’s major claim to im- these walls; these are used by the cult Neldorild portance is that it is the gateway to the as meeting and worship places. The Land of the Dead, the burial grounds of town ruler is a military governor (Sa- The fourth largest city in Mulhorand is the Pharaohs and their families. New nuet, 13th-level LE fighter) who was ap- the coastal city of Neldorild. This is a constructions are constantly being pointed and trusted by the priests of city of the rich, where noble families built, and the tombs of the pharaohs for Horus-Re but is secretly in the service who wish to get away from the politics the next three generations have been of Set. and woes of the realm come to retire. It planned; at flood time, the town teems The town is a fishing port. Its coastline is a relatively new city and slaves and with masons, artisans, and slaves. has some marshland where papyrus can masons still work endlessly on new Mishtan is ruled by the temple of be found in abundance. The town has a structures. It is ruled by the priesthood Osiris, which oversees the Land of the population of 3,000; those who do not of Nephthys. There is also a small port, Dead. It has a population of 2,000, but serve Set disappear very quickly. Rasolind, five miles down the coast, booms to over 30,000 at construction

18 CURRENT ECONOMY OF MULHORAND

“Mulhorand prospers, as it has always ter by wizards throughout the Realms. Coinage prospered, depending not on the unre- The slave farms of papyrus harvesters liable fortunes of other powers.” in the delta of the River of Spears are Coinage in Mulhorand has been around —Pharaoh Akonhorus II run by the temples of Thoth and for many years. Coins are primarily Nephthys; both temples have waxed made of gold, dated and engraved with Mulhorand is a slave-based agrarian rich from the proceeds. Flax grows in the face of the current pharaoh as a economy. Foodstuffs are grown on the north, from which fine linen is symbol of authenticity; the edges have slave farms in the Great Vale. There are made; this has made certain temples of demarcations to prevent further shav- small farms that are owned by land- Anhur and Osiris quite rich. ing. There are two major coins: the pre- owners, but the costs of slave leasing While Mulhorand imports slaves (usu- cept, a small coin worth three to five makes them prohibitively expensive. ally from Thay), it never exports them. silvers elsewhere, and the pharaoh, The slave farms are not an efficient sys- Selling Mulhorand citizens into slavery, worth one to two gold crowns else- tem, but they provide more than or even selling Mulhorand slaves to for- where. The Mulhorand rate of ex- enough food for the country’s needs. eigners in Mulhorand, is a capital of- change is six precepts to one crown. Food grown in Mulhorand is used in fense. The general belief is that being a Mulhorand; food exports are almost slave in Mulhorand is better than being a Only nobles and the middle class use nonexistent, though when the north freeman in other nations. It is consid- coins. Most goods in Mulhorand are suffers from drought some traders ered an insult to the pharaoh to assume bartered, especially among the lower have bought grain from freeholders to that temple property can be resold to classes and slaves, who are permitted to sell elsewhere. While Mulhorand often outsiders. This is yet another example of own property if given as gifts for good has a food surplus, it is usually pre- Mulhorand arrogance. service (the temples are allowed to con- served by magic for years of drought, Mulhorand does export wood to fiscate this money since technically the which, thanks to the interference of the Thay, usually from the edges of slaves are their property and therefore Red Wizards of Thay in the weather of Ganathwood. It is not a major business, anything that belongs to them belongs the eastern Inner Sea, come more fre- and Mulhorand must rely on imports to the temple). quently these days. Mulhorand is con- from the south for truly fine woods Real property in Mulhorand comes tent to grow for its needs and does not that are finding increasing popularity from two sources, first being the own- try to compete economically with Thay; in furnishings. ership of cattle and livestock. Meat is this is in perfect harmony with most of Mulhorand has several major mines. considered to be a valuable commodity, its political policies for the last three Gold is plentiful in the rivers, particu- and cattle farmers are among the most centuries. larly in the Great Vale, and there are honored freemen. However, diseases Each slave farm is controlled by a several gold mines in the Sword Moun- plague herds and flocks on frequent oc- temple, and temple bureaucrats care- tains. These mines are perhaps the casions, so it is not always a stable fully count and monitor distribution of most ancient ones ever devised by hu- source of wealth. grain. Some temples are bribed by free- mans, using dwarven shaft-mining The second source of wealth is own- holders to put them down as having less techniques. A good number of precious ership of land. The drawback to this grain than they possess, thus enabling stones are mined in Mulhorand: agate, form of wealth is that the temples can them to sell the surplus to traders and amethyst, and jasper are the most valu- confiscate land at any time. Were it not avoid taxes. able. Granite is also plentiful; many for- for the priesthood of Osiris, which al- Mulhorand produces papyrus, a reed eign sculptors insist on Mulhorand lows a displaced freeholder to chal- that can be spun into a variety of granite for their works. lenge the temples in a just court, the products including paper. Over the Mulhorand imports iron, fine timber, power of the priests of Horus-Re would course of centuries, Mulhorand has in- silver, incense, spice, and perfume. be virtually absolute. creased the efficiency of this process, These scarce commodities are provided and Mulhorand paper is considered to by traders from the south. be of extremely high quality, sought af-

19 CURRENT POLITICS OF MULHORAND

“All thy affairs are sound and prosper- gods, so mortals are given tacit ap- tions in support of this include the radi- ous; every responsible incumbent has proval for their political in-fighting. cal factions of Thoth and Osiris and the reported to me, saying that all the Phar- Each priesthood can be roughly di- mainline and radical factions of Anhur aoh’s affairs are sound and prosperous.” vided into three factions: conservative, and Nephthys. —Rezim, typical report to mainline, and radical. There is often Current political issues in Mulhorand Pharaoh Akonhorus fighting for leadership of each of the include the following:

factions of each priesthood. The con- l The Thayvian problem.

There are two forms of government in servative faction wants as little change l Rezim’s plan to sell slaves directly to Mulhorand—a central government as possible. The radical faction believes freeholders instead of leasing them. based in Skuld and run by the vizier that change is essential. The mainline (This has raised strong opposition from (who may be overruled by the pharaoh, faction wants to preserve the power of the priests of Osiris, and there is grow- but usually isn’t), and preceptual govern- its priesthood by avoiding violent dis- ing strain between those two tradition- ments in cities and over wide areas. agreements between the conservative ally friendly priesthoods.)

There are 16 precepts in Mulhorand, and radical elements. l The sahuagin problem.

each of whom is appointed by the vizier, Each faction of each priesthood plays l The cult of Set problem.

though in areas that are controlled by a a part in determining the goals and di- l Complaints by traveling merchants priesthood, the vizier appoints precepts rection of Mulhorand. It is not uncom- about poor road conditions and lack of recommended by that priesthood. mon for a faction of a priesthood to protection against bandits. Rezim The vizier is the most important indi- have more in common with a faction of wants to enact a stiff road tax (as in vidual in Mulhorand. He is always the another priesthood than the other fac- Thay) and promises to repair the roads most dominant priest of Horus-Re. He tions of its own priesthood. These fac- later. The merchants do not trust him.

appoints or approves of the appoint- tions can be lumped together according l Attempts by freeholders to expand ments of all high-level bureaucrats and to their general goals, as follows: their trade and produce more items, so all major officials. He can strip people of Status Quo: These people want to they can compete more effectively land, titles, and freedom as he wills. He preserve the current state of Mulho- with Thay. This is supported by Rezim is virtually a dictator, though sometimes rand and refrain from wars against for- and the church of Nephthys, but many a vizier who is too unpopular is re- eign powers, including Thay. They be- within the church of Horus-Re see it as moved by the pharaoh. lieve that Thay will eventually rejoin an attempt to destroy the traditional Aside from the pharaoh, the only Mulhorand on its own volition. Factions approach to handling goods in Mulho- challenge to the absolute authority of in this camp include the conservative rand that keeps the nation safe from the vizier is from the justices, who are and mainline factions of Horus-Re and shortages.

chosen from the priests of Osiris. It is a Isis and the conservative factions of l Attacks by monsters on the Eastern duty of Osirisian priests to uphold the Thoth and Osiris. Road and in the Great Vale have been in- law, and a complainant may challenge Consolidationists: These people be- creasing, and the people are beginning even the vizier in a court of law. The lieve that a war should be waged to demand that the dangerous areas be burden of proof, of course, lies with the against Thay, but that now is not the cleared. complainant. However, the judges in time to wage it. This faction wants to l Major conflicts between the priests Mulhorand are honest and honorable build up the Mulhorand nation and of Horus-Re and Anhur are leading to men. make careful preparations, which they increasing violence between their fol- Because the leader of each priesthood believe will ensure that Thay falls lowers. The priests of Horus-Re have wields a lot of political power, fighting quickly. Factions in support of this in- stripped the Anhurites of their tradi- for the high priesthood is the source of clude the radical factions of Horus-Re tional dominions, embarrassed them at bitter rivalry in all orders, with the ex- and Isis, the mainline factions of Thoth every opportunity, and would like to ception of that of Osiris. Favoritism and and Osiris, and the conservative fac- destroy the priesthood outright. political opportunism is rampant in tions of Anhur and Nephthys. Mulhorand. The political leadership in Expansionists: This group believes The precepts in Mulhorand often Mulhorand is often extremely ruthless; in restoring Mulhorand to the property have their own political struggles. The there are few assassinations of person, boundaries that existed at the height of precepts are listed below and rated as but many of character. the Second Empire. They wish to purge major, minor, or no importance in politi- The incarnations are mostly specta- the Realms of all traces of Set, to de- cal terms: tors to these power games. Incarna- stroy the Red Wizards, and to reclaim Aina (no): Includes the town of Aina, tions are the religious heads of each Thay as part of Mulhorand. They want and the farms at the mouth of the River priesthood, but they consider politics to to restore Mulhorand’s army and of Swords. Precept is Alakin (8th-level be too mundane to be the pursuit of march on Thay as soon as possible. Fac- priest of Thoth).

20 Gheldaneth (major): Includes Ghel- the vizier is disappointed in him. It cur- This was typically the post held by the daneth and the area at the mouth of the rently has no precept; one is expected high priest of Anhur, but Rezim has River of Spears. Precept is Derlaunt to be appointed within the next six stripped the priests of Anhur of that (13th-level priest of Thoth); Tholaunt, months, though Rezim may keep it privilege; the current precept is Kora- Divine Precept of Thoth (his incarna- open for a while longer in case someone mon (10th-level fighter who serves tion) can overrule Derlaunt’s decisions. disappoints him. Horus-Re). Surbroar (no): Includes area around Rauthil (no): This position is identical Thazarim (minor): This precept has Surbroar. Precept is Kesia (5th-level to that of Maerlar, except that this pre- one major responsibility—to ensure the fighter who serves Isis). cept has less territory to guard. Rezim integrity of the northern border, since Klondor (minor): Includes area likes to keep either Rauthil or Maerlar Thay has invaded twice. The precept around Klondor and east to the Plains without a precept at all times, to have a lives in a small citadel just south of the of Purple Dust. There are many mon- place to put his enemies. Its current River of the Dawn. sters in this region, so there is a large precept is Ethnestus (4th-level priest of This was also traditionally an Anhur garrison of Chessenta mercenary Horus-Re). post, but they have been stripped of guards. Precept is Haskrayth (12th-level Rauthgor (no): This precept looks at this as well. The current precept is fighter, chief of the mercenaries, who waterfalls all day, lives in a small iso- Mulhortep (15th-level fighter). Mulhor- serves Assuran). lated keep, and if the pirates don’t get tep is a competent general and proba- Ulzel (no): Serves area around Ulzel him, the sahuagin will. This position is bly the best man for the job. and the immediate south. Precept is given to an enemy that the vizier wants Sampranasz (minor): This precept is Nessisi (10th-level priest of Isis). to eliminate. The current precept is Bo- really in the service of Set. The precept Mishtan (major): Serves Mishtan and kasin (10th-level fighter/6th-level priest controls the town of Sampranasz and the Land of the Dead. Precept is respon- of Anhur). the surrounding area. The current pre- sible for the tombs of the pharaohs and Ganath (major): This is a major post cept is Sanuet (13th-level fighter). other important Mulhorandi. Its pre- because it is located in Murghyr, capital One may wonder whether a person cept is Temis (12th-level priest of Osiris). of Murghom. It is mostly a diplomatic can refuse the position of precept, Jhalhoran (minor): Serves Jhalhoran post, as the precept of Ganath is also the given the lack of honor or the certain and lands west; responsible for road pa- Mulhorandi ambassador to Murghom. danger of various precepts. The answer trols on the Great Eastern Trade Road. It is considered a nice place to get away is yes, but those who refuse have ru- Precept is Ulara (13th-level priest of from the infighting of Mulhorandi poli- ined their political careers. When a per- Nephthys). Nephita, the current incar- tics, and is typically given to old, re- son refuses the vizier, tradition has it nation of Nephthys, also dwells here. spected priests of Horus-Re. The that he is expected to leave the bureau- Skuld (minor): The reason the pre- current precept is Imthalos (17th-level cracy forever. cept of Skuld is only a minor position is priest of Horus-Re). In the case of Rauthgor, where an An- that the vizier has the ability to over- Sultim (major): This was once a minor hurite holds the post, Bokasin felt that rule the precept on any matter, and the post, but as Sultim is the fastest grow- the priesthood needed to hold at least precept is really only second-in- ing city in Mulhorand, the importance one precepthood to maintain a sense of command of Skuld. The current pre- of this post is now equal to that of Ghel- honor; refusing would have been a seri- cept is Ceianre (11th-level priest of daneth. The precept is responsible for ous blow to the integrity of the priests of Horus-Re). the safety of Mulhorand’s largest port Anhur. To protect Bokasin, the Anhuri- Maerlar (no): The main job of this pre- and is supposed to try to bring order to tes are spending a lot of flax money on cept is to make sure that the crossroads the chaos of Outer Sultim. None have improving the fortifications. are continually guarded. Attaining this come close to succeeding in the latter position is usually considered to be the responsibility. vizier’s way of telling a henchman that

21 LAWS OF MULHORAND

“The justice of a god is a lack of partial- request that a tribunal be called to set- The inquiry concluded that they ity. When you see one whom you know, tle disputes of property and marriage. were magically controlled, had no treat him as though you know him not, They charge a rather expensive fee for awareness of their actions, and there- and those who are close to your person this service. fore weren’t responsible. It was con- as those who are distant from you. Do The greatest power that a judge of cluded that the cult of Set was not avoid the petitioner, but hear his Osiris has is the ability to call an inde- responsible. In other nations, as the case with eagerness. Be not angered pendent inquiry. If a judge views any priests of Osiris are quick to point out, without justice. Great is justice when its political situation as suspicious, he can justice would have consisted of a sum- justices are great; in the eyes of truth, a call up to two other judges and deter- mary execution and the real culprits slave and a pharaoh are as one.” mine if any laws were broken. The re- would never have been discovered. -The Code of Justice of sults of this inquiry are given to the The major threat to the system of jus- the priests of Osiris vizier, who has the right to ignore them tice in Mulhorand is Rezim, the vizier. He if he feels like it. eventually plans to strip the priests of In Mulhorand, there is no uniform Magical spells and divinations are fre- Osiris of their ability to put any of his code of justice; each precept has its quently relied on to determine the servants on trial; all crimes committed own laws, which are for the most part truth in Mulhorandi courts. Most re- by the priests of Horus-Re would be similar but sometimes have unusual cently, following the assassination of tried by priests of Horus-Re. Given that variations. Akonhorus II, there was an inquiry to Rezim has enough political problems at There are both good and bad aspects determine whether the guards who the moment, it’s not likely he’ll push this; to Mulhorandi justice. The bad aspects killed him were responsible for their he would very much like to free himself are that punishments are very severe. actions. of the legal yoke of the Osirisians. They consist of banishment from Mulhorand with a curse, imprison- ment, or execution. Property and goods are usually confiscated and lost forever. There are many deaths over what ADVENTURERS IN would elsewhere be trivial offenses. On the other hand, the system of jus- MULHORAND tice is very good. Justice is handled by the priests of Osiris, who often send “Adventure? Ha! Excitement? Bah! A a priest, or saying an obscenity in a tem- priests from town to town to hear cases Mulhorandi craves not these things!” ple, which can be interpreted as af- and render judgments. The judges are —Yeda, high priest of Akonhorus I fronts to the temple. genuinely fair, reasonable, and incor- Second, a Mulhorandi can be an es- ruptible. On the other hand, the burden Mulhorandi, being residents of para- caped slave; the life of a Mulhorand of proof is usually on the accused to dise, are scornful of the idea that pro- slave is better than a slave’s life in most prove his innocence, not on the accuser. fessional adventuring companies can other places (especially Thay), but it still Capital crimes include murder, killing do anything other than create chaos. isn’t that pleasant. a slave, damaging church property, Most precepts and officials persecute Third, a Mulhorandi might be sent by theft from a church, using a god’s name all treasure hunters and adventurers, his priesthood (especially the priest- in vain, grave robbing, teaching with the exception of mercenaries that hood of Anhur) to make allies in the Mulhorand magical spells to foreigners, have been specifically hired to guard or west. assaulting a priest, building a dam on patrol the cities. The general belief is Fourth, a Mulhorandi might be in- the River of Spears, and espionage. that adventuring companies do not fit trigued by the different lifestyles of the Imprisonment or banishment crimes into Mulhorand society, and thus they west and wish to experience them first- include theft, insulting a priest, assault, threaten its traditions. hand. selling weapons to foreigners, leading There are a few ways that a PC adven- It is not recommended that a wizard foreigners to grave sites, stating mali- turer can come from Mulhorand. of Mulhorand be allowed outside of cious falsehoods about the nobles of the First, an adventurer might be a ban- Mulhorand. If the DM allows this, the realm, hurting a slave, lying to a priest, ished Mulhorandi (but a wizard is killed wizard shouldn’t have access to the cursing a priest, and wearing armor rather than banished so that he cannot new spells listed in the Appendix of this without a permit. Wizards are never reveal the secrets of Thoth to the ene- book; player characters who want banished. mies of Mulhorand). these spells must be very conniving and Civil disputes are handled by a tribu- Mulhorandi might be banished for work very hard to wrest these secrets nal of the priests of Osiris. Anyone may minor crimes like spitting in the sight of from Mulhorand.

22 RELIGION OF MULHORAND

“The gods are content and happy- Another important concept is that of “slumbering” and “in their dotage.” It hearted, and life is spent in glad an incarnation. The incarnation is a should be noted that Horus-Re and the laughter.” mortal form of a deity. An incarnation is other members of this pantheon con- —Old Mulhorand saying very powerful, equal to a high-level sider Mulhorand to be a paradise that character, occasionally possessing mi- rarely needs the intervention of deities. From their very beginnings, the people nor divine powers, but still capable of It will be noted more than once in this of Mulhorand used the Egyptian pan- being slain (Tholaunt, an incarnation of text that the priests do not share their theon as their own; the pantheons of Anhur, was slain 30 years ago by Vale- masters’ disinterest in the day-to-day af- Mulhorand and Unther are the only rios of Pyardos, one of the Tharchions fairs of this land. lands where worshipers venerate fami- of Thay). Incarnations compose most of The goal of a Mulhorand citizen, of lies of deities in the Realms. The gods of a pharaoh’s royal family, but the eldest any social or economic class, is to have a Egypt are for the most part god-kings of is always an incarnation of Horus-Re. good life and to make preparations for Mulhorand. The pharaoh of Mulhorand An incarnation has the general temper- the afterlife. It is the belief of those who is almost always an incarnation of the ament of a manifestation, but it is not worship the gods of Mulhorand that life god Horus, and the other members of under the direct control of the deity after death is merely a continuation of the royal family are incarnations of the and can be affected by mortal weak- life; when one expects to die, one must other gods of this pantheon. nesses and foibles. prepare for a journey. This belief To understand the gods, it is neces- A third term that is used in Mulho- shapes much of Mulhorand culture, sary to understand a number of basic rand is the cult of a god. A cult is a art, and architecture. concepts. The true gods of Mulhorand, group of worshipers devoted to a single Mulhorandi worship many gods, but Egypt, and the other cultures on other god within a pantheon of deities. Thus a most of these are local cults that spring worlds that employ this pantheon live cult of Isis recognizes all deities of the up and disappear every few genera- in the outer planes. pantheon but focuses devotion on the tions. There are seven major deities, However, this pantheon prefers to goddess Isis. however, who have extensive priest- dwell physically at a holy place within Mulhorand is an absolute theocracy. hoods and influences. The following this plane. This physical form of the de- The priests are the instruments of the section is a brief description of this pan- ity is called a manifestation. It is immor- government of the pharaoh, who is re- theon, their names, titles, and symbols, tal, very powerful (sometimes of sponsible only to the gods for his action. the spheres and weapons allowed their Greater Power status), and is the mas- All land that is not privately owned be- priests, and the power of their manifes- ter of that deity’s affairs on the plane. longs to the god-kings. All slaves are the tations and incarnations. For most purposes, the manifestation property of the god-kings and must be of a deity can be considered to be the rented from the church of Horus. They Central Pantheon deity, with one essential difference. A must be treated well, for they are the deity who leaves the plane may pass on property of the gods. All commands of Anhur the power of his manifestation to an- the god-kings must be obeyed. This ar- other; when the manifestation of Re rangement gives great power to the (Ramathant in Thay, Rumathep in Un- (also known as Ra) was slain during the priesthood. ther) Orcgate Wars, he passed on his power In spite of this, the deities of Mulho- God of War, Champion of Physical to the manifestation of Horus, who took rand are not fanatics devoted to abso- Prowess, General of the Gods of Mulho- the name Horus-Re. lute control over the people. Most of the rand, Supreme Marshall of All Armies In more extreme circumstances, a de- real power in Mulhorand belongs to the ity who clashes with another deity and priests. The gods generally believe that Status: CG, Lesser Power, Prime Mate- who has a greater following among mortals should be in charge of most of rial Plane mortals may demand that the rival their daily affairs. They do not believe Symbol: A cord bound with a khopesh manifestation surrender his power; if a in exporting their worship to other na- war deity who had a greater number of tions: in Mulhorand, one worships the Spheres: Major—All, Charm, Combat, worshipers than Anhur arose, he might gods of Mulhorand, and in other na- Guardian, Protection; Minor— force Anhur to surrender the power of tions, one worships the gods of that na- Divination, Elemental, Healing, Nec- his manifestation. When a manifesta- tion. This is seen as a reasonable and romantic tion is successfully challenged for his tolerant philosophy. The gods of Mulho- Weapons Allowed: Any (though lance is worshipers or destroyed in combat, he rand place their trust in the priests to the only allowable polearm) is forever banished from the plane, run the nation, intervening on very though a gate spell might summon the rare occasions, which gives the world Special Requirements: Minimum STR deity’s true form. the impression that the god-kings are 13, DEX 14, CON 12

23 Special Abilities: At 10th level, priests of Status: LN(G), Greater Power, Prime Spheres: Major—All, Animal, Charm, Anhur get 3/2 attacks with melee Material Plane Creation, Guardian, Healing, Necro- mantic, Plant, Protection, Weather; weapons. At 20th level, priests of Symbol: A hawks head with a pharaoh’s Minor—Divination Anhur get two attacks per round. crown surrounded by a solar circle. Weapons Allowed: Staff, Flail Ethos: Priests of Anhur are obliged to Spheres: Major—All, Astral, Charm, defend the territory of Mulhorand, Combat, Sun, Summoning; Minor— Special Requirements: Isis is served out to its historic boundaries. They Creation, Divination, Elemental, only by priestesses. No men may be are to smite the enemies of the Guardian, Animal, Healing, Necro- priests of Isis. realm, and keep its people, high- mantic, Protection, Weather born or slave, safe from evil. Special Abilities: At 10th level, a priestess Weapons Allowed: Mace, Staff, Staff- of Isis gets a bonus spell: control In the days before the Orcgate Wars, at Sling weather (as per 7th-level priest spell). the height of Mulhorand’s power, the Ethos: Priests of Horus must provide god Anhur was one of the most re- leadership. They are sworn to use Ethos: Priestesses of Isis are charged to spected in Mulhorand; he had a cult church property honestly. They are protect the heroes of Mulhorand. that was second only to Re’s in size. Af- to guard the persons, property, and They often fashion charms for those ter the death of Re, Anhur retained his hallowed places of Horus-Re with whose deeds have won her favor. title of general of the gods, but he grad- their lives. They are the sworn ene- ually fell from favor. Horus-Re is the mies of Set. While Osiris is the god of the harvest, it god of eternity and perpetual order, is to Isis that Mulhorand prays at plant- while Anhur is an aggressive advocate Horus-Re is the chief deity of Mulho- ing; her priestesses use their weather of change and conflict; the two gods do rand, a fusion of the gods Horus and Re. control spells to ensure a bountiful not get along well. Priests of Horus-Re When the manifestation of Re was slain harvest. have blamed Anhur and his priesthood during the Orcgate Wars, he be- Isis, wife of Osiris and sister of Thoth, for many of the losses suffered by Mul- queathed his power to the young god is the most beloved deity of the com- horand (the priests of Horus-Re have Horus, who took the name Horus-Re. mon people. She has many aspects: hired Chessentan mercenaries to re- Horus-Re then assumed the position wise woman, dutiful wife, joyful lover, place the armies, as most Mulhorandi of chief deity of the Mulhorand pan- mother of children, benign rainstorm, soldiers worship Anhur). theon, banishing the usurper Set. and nurturer of babes and harvests. Isis Today, the cult of Anhur is small but Horus-Re is a confident deity who be- is always seen as a woman of even tem- extremely vigorous. Priests of Anhur lieves strongly in the concept of maat per and great dedication. have converted many of the Chessen- (justice, honor, order, and righteous- The center of Isis’s worship is in the tan mercenaries to his worship, and the ness). Horus-Re believes that Mulho- Great Vale. There are many temples de- priesthood is growing. The bitterness rand is eternal, and to promote eter- voted to her elsewhere, including in between the priests of Anhur and nity, one must deny change, so Horus- Unther, where the manifestation of Horus-Re has created more than its Re tries to discourage change. The Ishtar surrendered her power to Isis share of conflict, and there is much manifestation of Horus-Re is said to ex- (the people of Unther worship in the court intrigue between these two fac- ist everywhere throughout Mulhorand. name of Ishtar, but their devotion really tions, though the priests of Anhur are The center of Horus-Re’s worship is in goes to Isis). not yet powerful enough to openly chal- Skuld, but there are many temples lenge Horus-Re. throughout Mulhorand devoted to him. Nephthys The center of Anhur’s worship is Sul- tim, though he has temples across Mul- Isis (Nesharia in Thay, Neselthia in Unther) horand and in Chessenta, where his Goddess of Commerce, Wealth, and the cult is growing in popularity. (Isharia in Thay, Ishtar in Unther) Dead, the Devoted Lady, the Avenging Goddess of Weather, Lady of the Rivers, Mother of the Gods Horus-Re Mother of the Harvest, Lady of All Love Status: CG, Lesser Power, Prime Mate- (Helcaliant in Thay, Hokatep in Unther) Status: NG, Lesser Power, Prime Mate- rial Plane Lord of the Sun, Master of Vengeance, rial Plane Symbol: Horns around a lunar disk Ruler of Mulhorand, Protector of the Symbol: Ankh and Star Priador, Overseer of Thesk, Guardian of Semphar, Pharaoh of the Gods.

24 Spheres: Major—All, Astral, Charm, The centers of Osiris’s worship are in Creation, Healing, Necromantic, Jhalhoran and Mishtan. While there are Sun; Minor—Divination, Guardian, not many temples elsewhere devoted to Protection, Weather Osiris, most tombs contain shrines dedi- cated to him, and decorations that ven- Weapons Allowed: Staff, Flail erate him. Special Requirements: Nephthys is only served by priestesses. No men may Set be priests of this cult. (Typhon elsewhere) Ethos: Priestesses of Nephthys are God of Evil, the Desert, and the Night, charged to be faithful to their hus- Lord of Carrion, Father of Jackals, bands and to encourage faithful- Brother of Serpents, the Outcast of the ness in others. Priestesses of Gods, King of Malice Nephthys are sworn to avenge the death of those Mulhorandi killed by Status: LE, Lesser Power, Prime Mate- the Red Wizards of Thay. rial Plane Symbol: Coiled Cobra While Isis, Nephthys’s sister, is goddess of love, Nephthys is the goddess of de- Spheres: Major—All, Animal, Charm, votion and trust. Her trustworthiness Combat, Elemental, Guardian, Nec- also makes her popular with the romantic, Protection, Summoning; Minor—Creation, Healing, Weather wealthy, who pray to her to protect Special Requirements: WIS 15 their fortunes. Nephthys is a sworn en- Weapons Allowed: Spear, Staff, Mace, Special Abilities: Priests of Osiris may emy of the Red Wizards of Thay, as the Whip, Flail, Hammer, Composite take an extra spell at each spell level, Red Wizards slew many of her fol- Bow lowers in the fall of the Priador. provided that it is in the Plant sphere Special Requirements: Priests of Set Thus Nephthys has assumed “the Ethos: Priests of Osiris are sworn to must shave their heads. Avenging Mother” persona, that of a judge and mediate disputes hon- mother who will do anything to protect estly. They must use their powers to Special Abilities: At 5th level, a priest of or avenge her children. assist in the harvest. They must live Set may create poison in the same The center of Nephthys’s worship is by the code of maat, and perform all quantity as a create water spell. At in Neldorild. Most housewives build a burial rituals for the dead. 10th level, he may summon one shrine to her in their homes, and they minion of Set (as per new spell sum- store goods for the afterlife in a chest or Osiris is a respected deity in Mulho- mon minion, once per day). At 15th cupboard dedicated to her. rand, but his cult is small. He was slain level, any pointed weapon they by Set but brought back to life by Isis wield is automatically poisonous Osiris and Nephthys, so he is the god of death, (opponents’ saving throws vs. poi- (Osriant in Thay, Ozrikotep in Unther) as opposed to Horus-Re, god of life. son suffer a -2 penalty; those who Priests of Osiris are the justices of Mul- fail die in 1d4 rounds). Lord of Nature, Guardian of the Dead, horand, so a high Wisdom is a required Judge of Mulhorand Ethos: Priests of Set are charged to de- attribute. stroy the priesthoods of Horus-Re Status: LG, Lesser Power, Prime Mate- The priests of Osiris must follow the and Osiris, to bring Set to his right- rial Plane concepts of maat (justice, honor, order, ful place as god-king of Mulhorand, and righteousness). Should a priest act Symbol: White Crown and to spread the cult of Set in a manner contrary to maat, he is throughout the Realms. They are to Spheres: Major—All, Animal, Combat, stripped of his powers and authority sacrifice sentient creatures and Creation, Guardian, Healing, Necro- (much as a paladin who has gone off the wealth to him. mantic, Plant, Protection, Sun; path loses his paladinhood). Paladins Minor—Charm, Divination, Protec- and rangers in Mulhorand are all devo- Set, brother of Osiris, is the most evil tion, Summoning, Weather tees of Osiris. deity worshiped in Mulhorand. He is The priests of Osiris avoid court in- said to have challenged the authority of Weapons Allowed: Staff, Sling, Ham- trigue and adventure, preferring to mer, Mace, Flail, Staff-Sling Re and Osiris for the leadership of the deal with everyday concerns.

25 gods, slew Osiris (who was later of Thoth have been given credit for the Powers of the Gods brought back to life by Isis), and was creation of many of Mulhorand’s then defeated by Horus and cast into unique magical items and its experi- In their physical forms as manifesta- the desert. While only evil people ven- ments with technology. tions and incarnations, the gods of Mul- erate Set, sometimes those who travel The center of Thoth’s worship is Ghel- horand have a number of special in the desert make offerings to him to daneth, but he has temples across Mul- powers that are available only to them. appease his wrath. horand and in some parts of Unther. These are not as powerful as the abili- The center of Set’s worship is in Sam- The priesthood of Thoth is smaller ties available to true Powers in their pranasz (this is a closely guarded se- than all other major deities, due to the otherworldly forms. cret). There are many enclaves of Set difficult entry requirements. Following is a listing of these abilities. worship, some of them outside Mulho- A number in parentheses indicates how rand. The manifestation of Set is said to Other Deities many times each day that power may reside in a tower somewhere in the des- be used. These are guidelines; all deities ert Raurin. Other deities from the Egyptian pan- may not have access to all of these theon have very small cults or centers powers. Thoth of worship, and do not play a part in the politics of the Old Empires, These dei- Manifestations (Tholaunt in Thay, Thalatos in Unther) ties include the following: All have the following abilities: Lord of Magic, Scribe of the Gods, Hathor (Goddess of Childbirth, NG): De- Knower of All Secrets, King of Knowl- All Divination Spells (at will) edge, Protector of Murghom picted as a woman with a cow’s head, this is the goddess venerated by moth- Planar Travel/Survival Status: N, Greater Power, Prime Mate- ers. She is also the goddess of folk mu- Comprehend/Speak All Languages/ rial Plane sic, dance, and poetry. This goddess is Magic Continual Light/Darkness (at will) Symbol: An ibis head superimposed worshiped in the farmlands by serfs Geas (at will) against an ankh and slaves, whereas Nephthys is wor- shiped in the cities and by the rulers. Infravision Spheres: Major—All, Astral, Charm, Polymorph Self (at will) Creation, Divination, Elemental, Geb (God of the Earth, N): This god is Remove Curse/Fear (at will) Healing, Necromantic, Summoning, mostly worshiped by miners, who set Teleport (no error) Sun; Minor—Animal, Guardian, up crude shrines; his image adorns the Plant, Protection openings of mine shafts. Greater Powers have the following Weapon Allowed: Staff abilities: Sebek [God of Rivers, N(E)]: This Special Requirements: Priests of Thoth crocodile-headed deity is worshiped in Command (three-round duration) must have Wisdoms of 17. Before the wetlands, away from the cities. This Control Weather/Temperature (at will) entering the priesthood, they must cult has been persecuted for several Death Spell (2) have advanced to 5th-level wizard, centuries. All crocodiles are said to be Dispel Evil/Good/Magic/Illusion (6) then they must switch classes. his children. Gate (2) Ethos: Priests of Thoth are commanded Heal (2) to research magic, to protect the se- Mask (God of Thieves, N): This is the one Holy Word/Unholy Word (1) crets of Thoth, and to spread magic deity not native to Mulhorand who has Improved Invisibility (at will) throughout Mulhorand. They are achieved any amount of popularity; his Polymorph Any Object (1) commanded to protect Mulhorand following is small and limited to thieves. Polymorph Other (3) from the traitors and necromancers Protection From Evil/Good, +3, 30’ of Thay. The priests of Thoth are to The God-Kings: These are blood rela- radius use weaponry as little as possible, tives of the incarnations, but no divine Quest (2) for magic is their weapon. spirits reside within them. They are Restoration (3) mortals with exceptional god-given abil- Resurrection (1) Thoth is the lord of magic, one of the old- ities (high stats and levels), but they do Time Stop (1) est deities of the Mulhorandi pantheon. not possess . There are True Seeing (3) He is also one of the most vigorous. many god-kings in Mulhorand (see “Per- Wish (1) Thoth is vizier of the gods and scribe sonalities,” page 30). to the pharaoh Horus-Re. Incarnations

26 Lesser Powers have the following Incarnation DMG/ATT 3d12 + 14/3d10 + 14 abilities: MR: 75% AC: +5 CLASSES: Fighter 19, Priest 18, Mage 19 Command (two-round duration) (2) MOVE: 15 STR 25 (+7, +14) DEX 25 CON 23 INT Death Spell (1) HIT POINTS: 125 25 WIS 21 CHA 24 Dispel Evil/Good/Illusion/Magic (3) THAC0: 3 SA: Double Power to any magical item Gate (1) #AT: 2 or weapon he uses: 18d6 fireball Heal (1) DMG/ATT: 1d10 + 12/1d10 + 12 (wand), monster summoning VII, shape Limited Wish (1) MR: 5% change, and project image (each at will), Polymorph Others (1) CLASSES: Ranger 18, Mage 3 spear kills all shapechanged creatures Protection From Evil/Good, +2, 20’ STR 24 (+6, +12) DEX 24 CON 22 INT (no saving throw); awe effect stuns up radius 18 WIS 11 CHA 12 to 10HD (or levels). Quest (1) SA: The incarnation of Anhur may SD: Immune to 1st- to 5th-level spells Restoration (1) turn undead as an 18th level priest. when using sword. Immune to 1st- to Summon Minion (2) Weapons: Two-handed sword, or great 7th-level illusion/phantasm spells; many True Seeing (2) spear. spell immunities due to high Wisdom Armor: Scale mail. score. Incarnations Other Items: Per individual incarnation. All have the following abilities: Incarnation The manifestation of Anhur appears as a Command (two-round duration) (1) muscular human, usually a heroic AC: +1 Comprehend Languages/Tongues fighter. MOVE: 15 Detect Good/Evil Dispel Magic (2) HIT POINTS: 150 Detect Lie (3) Horus-Re THAC0: 6 #AT: 2 Know Alignment (at will) Manifestation Polymorph Self (at will) DMG/ATT: 1d6 + 12/1d6 + 12 Summon Minion (1) MR: 50% AC: +2 CLASSES: Fighter 15, Priest 14, Mage 16 Teleport (no error) MOVE: 15, Fl 15 True Seeing (1) STR 21(+4, +9) DEX 22 CON 21 INT 21 HIT POINTS: 300 WIS 20 CHA 21 THAC0: 2 The Gods #AT: 2 Weapon: Staff +3 Armor: None (AC 4 is natural, plus DEX Anhur adjustment) Other Items: Per individual incarnation Manifestation SA: The incarnation of Horus-Re has an awe effect, at will, that causes all crea- AC: +5 tures up to 4HD (or levels) to be stunned MOVE: 15, Fl 24 while in his presence. HIT POINTS: 250 SD: High Intelligence makes him im- THAC0: 1 mune to all illusion/phantasm spells of #AT: 2 3d level or lower; high Wisdom grants DMG/ATT: 6d10 + 14/6d10 + 14 him immunity to the following spells: MR: 20% cause fear, charm person, command, CLASSES: Ranger 20, Mage 7 friends, hypnotism, forget, hold per- STR 25 (+7, +14) DEX 25 CON 25 INT son, ray of enfeeblement, scare. 19 WIS 12 CHA 12 SA: Special weapon (lance), negates en- The manifestation of Horus-Re appears emy’s strongest ability (no saving as a muscular man with the head of a throw), destroys all undead within 50 hawk. The incarnations of Horus-Re yards. are human in appearance but have fa- cial features that suggest a hawk (sharp nose, glittering eyes). They may also speak with birds at will.

27 Isis Nephthys Osiris Manifestation Manifestation Manifestation

AC: +2 AC: 2 AC: +2 MOVE: 12, Fl 24 MOVE: 12, Fl 12 MOVE: 12, Fl 24 HIT POINTS: 200 HIT POINTS: 150 HIT POINTS: 200 THAC0: 11 THAC0: 12 THAC0: 5 #AT: 3/2 #AT: 3/2 #AT: 2 DMG/ATT: 1d10 DMG/ATT: By weapon DMG/ATT: 3d10 + 12/3d10 + 12 MR: 90% MR: 30% MR: 70% CLASSES: Ranger 10, Mage 20 CLASSES: Fighter 8, Priest 14, Mage 16 CLASSES: Ranger 16, Priest 20, Mage 18 STR 10 DEX 20 CON 19 INT 25 WIS 23 STR 17 (+1, +1) DEX 21 CON 20 INT 20 STR 24 (+6, +12) DEX 19 CON 23 INT CHA 23 WIS 18 CHA 21 22 WIS 22 CHA 23 SA: May cast any spell as a 20th-level SA: Death rays (120-yard range, saving SA: Special weapon (scepter) negates all mage, an unlimited number of times. throw vs. spell with +6 penalty); divine 4th-level or lower spells cast at him; Magical headdress puts her in mental awe stuns 4HD or levels, or lower. awe effect stuns all creatures of 8HD or contact with any native Mulhorandi SD: Immune to 1st- and 2nd-level levels or lower; anyone who touches his deity. illusion/phantasm spells. body in battle must roll a successful sav- ing throw vs. death or die; shapechange Incarnation Incarnation at will; controls all vegetation in a 200- yard radius, at will. AC: +1 AC: 2 SD: Sees all invisible objects and illu- MOVE: 12 MOVE: 12 sions for what they really are. HIT POINTS: 100 HIT POINTS: 75 THAC0: 13 THAC0: 14 Incarnation #AT: 1 #AT: 1 AC: 0 DMG/ATT: By weapon DMG/ATT: By weapon MOVE: 12 MR: 70% MR: 15% HIT POINTS: 100 CLASSES: Fighter 8, Mage 18 CLASSES: Fighter 6, Priest 12, Mage 14 THAC0: 6 STR 10 DEX 19 CON 18 INT 23 WIS 22 STR 16 (+0, +1) DEX 16 CON 19 INT 19 #AT: 2 WIS 17 CHA 20 CHA 22 DMG/ATT: 1d6 + 11/1d6 + 11 SA: The incarnation of Isis may use any SA: The incarnation of Nephthys has di- MR: 65% Weather spell at will, as an 18th-level vine awe that affects all creatures of CLASSES: Ranger 15, Mage 15, Priest 18 caster. She may, at will, stun up to 6 HD 2HD or levels or lower, at will; may cast STR 23 (+4, +10) DEX 18 CON 20 INT or levels with her divine awe. a deathbolt, as per the manifestation, 21 WIS 19 CHA 20 SD: The incarnation of Isis is immune to once every two rounds, saving throw SA: The incarnation of Osiris may use 1st- to 5th-level illusion/phantasm spells with +3 penalty. any Plant spell at will, once per round; and to the following spells due to her Weapons: By individual incarnation awe effect stuns all creatures of 2HD or high Wisdom: cause fear, charm per- Armor: None levels or lower, at will. son, command, friends, hypnotism, for- Other Items: Per individual incarnation SD: Immune to 1st- to 3rd-level illusion/ get, hold person, ray of enfeeblement, phantasm spells; immune to following scare, fear, charm monster, confusion, The manifestation of Nephthys appears spells due to high Wisdom: cause fear, emotion, fumble, suggestion. as a beautiful woman in royal garb. charm person, command, friends, hyp- Weapons: Magic khopesh or mace Nephthys is the twin sister of Isis. notism. Armor: Cloth Weapons: Typically wields a magical Other Items: Per individual incarnation mace. Armor: None (base AC 4, plus DEX bonus) The manifestation of Isis appears as a Other Items: Per individual incarnation beautiful woman, typically a sorceress. The manifestation of Osiris appears to be a muscular green man, dressed in re- gal robes.

28 Set SD: Immune to 1st- to 4th-level illusion/ Armor: None (natural AC4, plus DEX phantasm spells; high Wisdom gives im- bonus) Manifestation munity to the following spells: cause Other Items: Per individual incarnation fear, charm person, command, friends, SD: High Intelligence makes him im- AC: +4 hypnotism, forget, hold person, ray of mune to all illusion/phantasm spells of MOVE: 18 enfeeblement, scare, fear. 6th level or lower; high Wisdom grants HIT POINTS: 300 Weapons: By individual incarnation him immunity to the following spells: THAC0: 4 (typically magical spear) cause fear, charm person, command, #AT: 2 Armor: Scaly skin (natural AC 1, plus friends, hypnotism, forget, hold per- DMG/ATT: 7d10/7d10 DEX bonus) son, ray of enfeeblement, scare, fear, MR: 50% Other Items: Per individual incarnation charm monster, confusion, emotion, CLASSES: Fighter 17, Illusionist 20, fumble, suggestion, chaos, feeblemind, Priest 15 The manifestation of Set appears as a hold monster, magic jar, quest STR 14 DEX 20 CON 24 INT 24 WIS 23 muscular man with a jackal’s head. CHA +2 The manifestation of Thoth appears as SA: Touch transforms victim into min- Thoth a thin but muscular man with the head ion of Set (saving throw vs. spell); spear of an ibis or a baboon. The incarnations causes 7d10 points of damage; can cre- Manifestation of Thoth are human in appearance but ate a lethal poison (saving throw at +4 have facial features that suggest an in- AC: +3 penalty, those who fail die in 1d4 quisitive and thoughtful mind. MOVE: 12, Fl 24 rounds) at will. HIT POINTS: 280 SD: Immune to 1st- to 6th-level illusion/ Special Note phantasm spells; +3 or better weapon THAC0: 11 required to hit; any who touch Set must #AT: 1 DMG/ATT: By weapon type +8 During the Avatar series of modules roll successful saving throw vs. poison MR: 95% (, , Waterdeep), all or die; has appropriate spell immunities of the gods of the Realms are affected for high Wisdom. CLASSES: Fighter 5, Mage 30 STR 20 (+3, +8) DEX 20 CON 24 INT 25 by certain events that strip them of WIS 25 CHA 18 their abilities. This includes the gods of Incarnation Mulhorand. All of the incarnations of SA: All spells inflict maximum damage; the gods are in a coma while that series AC: +3 negates any single magical spell, item, takes place, and the manifestations of MOVE: 15 or weapon in 100-yard radius; scepter the gods are reduced to the power of HIT POINTS: 150 has a death spell, usable by touch. their incarnations. THAC0: 4 SD: See above. Following that series, the gods are #AT: 2 Incarnation likely to be shaken from their compla- DMG/ATT: By weapon cency, seeing that events elsewhere can MR: 25% AC: 0 affect them, and that they may not be as CLASSES: Fighter 17, Illusionist 18, MOVE: 12 eternal as they believe. Priest 12 HIT POINTS: 140 As usual, this is a matter for the DM to STR 14 DEX 20 CON 22 INT 22 WIS 21 THAC0: 12 decide. CHA +2 #AT: 1 SA: The incarnation of Set has divine DMG/ATT: 1d6 +7 horror that affects all creatures of 2 HD MR: 90% or levels or lower at will; may create CLASSES: Fighter 3, Mage 25 poison (saving throw at +4 penalty, STR 19 (+3, +7) DEX 20 CON 21 INT 24 those who fail die in 1d4 rounds) at will. WIS 23 CHA 17

29 PERSONALITIES OF MULHORAND

The information on notable personages Derlaunt is a wrinkled old mulan who including a staff of the necromancer presented in this section is listed in the wears wizard’s robes adorned with a (see the “New Magical Items” section) following order: scarab of life. and a jewel of Karathoth. Name Hodkamset’s major schemes are two- Base of Operations The Fangs of Set fold. Level and Class, and Title First, he intends to kidnap the boy The current incarnation of Set is Seti, Alignment, Deity Served pharaoh and replace him with an evil who lives in disguised form in Skuld; he Race, Sex shapechanger, a rakshasa in the service is a merchant who travels the coast of of Set. This rakshasa would create the Alamber Sea, corrupting those he This section details only those promi- chaos in the priesthood of Horus-Re, contacts. His will is primarily carried nent fighters and adventurers and no- and allow Seti to take the throne and out by four noted henchmen: Hodkam- bles who are not involved in the center lead Mulhorand to its rightful place as set, Nekiset, Hamsetis, and Suliyar, to- of the political struggles in Mulhorand; the sole power in the Realms. gether referred to as the Fangs of Set. the people in this section prefer action Second, Hodkamset has put together This adventuring company exists to to politics. Information on Vizier Rezim, a team of resourceful and powerful ser- further the will of Set, sometimes inde- Pharaoh Horustep III, and other politi- vants of Set. This group travels the pendently on minor tasks, and some- cally active people can be found in the Realms in search of lost magic; he hopes times as a single unified force on major “The Nobility” part of the “People and to have enough powerful artifacts at his endeavors. Each commands a number Society of Mulhorand” section. command that he could wage war of high level henchmen (1-2 fighters, against the manifestations of the gods levels 7-12, 1-2 wizards, levels 7-9, and Derlaunt themselves. This adventuring company 1-3 priests, levels 5-11) and six minions is detailed later. Gheldaneth of Set. As one might guess, Hodkamset is 13th-level Mage, Precept of Gheldaneth something of a megalomaniac. He is de- N, Thoth Hodkamset termined to lead Set to glory, destroy Human male Wanders the priests of Horus-Re, and bring down the gods themselves. Derlaunt, cousin to Tholaunt (the cur- 22nd-level Necromancer, Lord of Set Hodkamset is also extremely devious; rent incarnation of Thoth) is the ruler LE, Set he should never be underestimated. He of the city of Gheldaneth. He is a wiz- Human male always travels in disguise and always ened old man, having attained the makes his contacts under an assumed power he sought after many years of Hodkamset is the most powerful wiz- name, so that no one knows that struggle, and now finds himself too old ard in the service of Set. Hodkamset really exists. He has magical to enjoy it in the way he desired. Originally, his name was Sesostris; he was one of the most powerful wizards items that prevent scrying, detection of Derlaunt has found himself bored of in the service of Osiris—a powerful nec- alignment, and true seeing. Hodkamset late, and turned to alleviate his bore- uses spells to disguise his appearance; dom through archeology. Hundreds of romancer in the service of the Lord of typically he travels as a little old lady, Statues-That-Walk (see “Colossus, the Dead. He made enemies in the leaning on her staff. In his true form, he Stone” in the “New Monsters” section) priesthood of Horus-Re, who feared his is middle aged, with long silvery hair dot the landscape in Mulhorand; Der- power and attempted to discredit him. that suggests age, but he has a young launt thought he found a way to animate Sesostris’s reputation was ruined, face. He is of mulan racial stock. one of them and put it under his control. and since he received no help from his If he had been successful, it would have own priesthood, he faked his own death, changed his appearance and Nekiset given him a lot of prestige; unfortu- turned to the cult of Set. Since then he nately the ritual backfired and all of the Wanders has become the right hand of Seti, the statues were animated at once. And Der- 19th-level priest, High Priestess of Set current incarnation of Set. launt controls none of them (see “The LE, Set Statues That Walk” adventure). Hodkamset is an ambitious man. He Human female Derlaunt is an easily irritated old has many contacts in Sampranasz, and he has spies throughout Mulhorand. He man. He is extremely snobbish toward Nekiset is a turami female of great has an alliance with Zhentil Keep. He all but Mulhorand nobles. Any attempt beauty and evil. She is the leader of the sends followers of Set throughout the to accuse him of wrongdoing will likely Fangs of Set, an adventuring party in Realms in search of items of power. cause him to order the town guard to Set’s service, which she controls by Hodkamset has quite a few of his own, throw the accusers in prison. sheer ruthlessness. She is very close to

30 Hodkamset; the few people who know Set were impressed by his physical wandering. He was found by Nekiset, them both well have speculated that prowess and purchased him from his who recruited him into the worship of they are lovers. masters. His spiteful former master de- Set. Nekiset was raised in Sampranasz and cided to maim Hamsetis and make him Suliyar is a proud and savage crea- spent her early days as a slave. She ter- useless to his new masters. ture; he believes that serving Set will rorized the other children and became The priests of Set are not kind, but bring him the power and the prestige the leader of the slave group when she they know how to handle their com- that he is due. He believes that Set has was very young, a fact that impressed modities. Hamsetis was fully healed. influences that extend beyond the her master. While passing through Sam- The young fighter swore vengeance Realms, and that one day he will con- pranasz she came to the attention of against the Red Wizards, but he also quer a large dominion and rule as a ma- Seti, incarnation of Set, who was im- swore an oath of loyalty to Set, who oc- harajah. Suliyar enjoys hunting and pressed by her devotion and her capac- casionally allies with the lords of Thay. playing with humans, and regularly ity for evil. Nekiset was ordered freed Hamsetis has been encouraged by Seti stalks the streets of Skuld. from her life as a slave so that she could to pretend to help the other priest- He especially enjoys killing initiates of join Set’s priesthood. Nekiset proved to hoods of Mulhorand against Set; they Horus-Re. He doesn’t particularly care be extremely gifted; she rose in a re- consider him to be a good and honor- for the other members of the Fangs, but markably short time to be one of the able man and a matchless warrior, and sometimes finds their deviousness most powerful priests in Mulhorand. he is trusted by the vizier and other amusing. Nekiset’s goal is the same as Hodkam- high-level bureaucrats. Suliyar is always accompanied by set’s; to overthrow the pharaoh and the Hamsetis is an honorable man, but four rakshasa bodyguards. One of priests of Horus-Re. She was responsible very bloodyminded in his vengeance. these rakshasas is to be used by for organizing the assassination of Phar- He enjoys killing, especially in one-on- Hodkamset to replace the child phar- aoh Akonhorus II, through careful use one duels, but treats worthy adversar- aoh Horustep III in his current scheme. of charm magic on the pharaoh’s body- ies with respect. He has no political Suliyar typically disguises himself as a guards while the pharaoh slept. There ambitions, except for a keen desire to young mercenary soldier. are times when she wonders about destroy the Red Wizards. He belongs to Hodkamset’s sanity, but she admires his the cult of Set out of a sense of grati- Gestaniius brilliance and his cruelty. Eventually, she tude. He is short, muscular, and dark- Sword Mountains realizes that she will have to destroy skinned, seemingly a mix of rashemi Great Wyrm Blue Dragon Hodkamset to take her rightful place at and turami. LE, Set (very loosely) Set’s right hand, but she is willing to Dragon female work with him until they achieve domi- Hamsetis typically attacks with long nation over Mulhorand. sword and dagger, which gives him Nekiset is a tall, dark-skinned turami three attacks per round. Attacks with Gestaniius is the greatest of the blue dragons of the south. Her lair is on the female with a bald (shaven) head. She the long sword suffer a -2 penalty to the eastern edge of the Sword Mountains. wears dark robes with the insignia of attack roll, while attacks with the dag- She is one of the most foul-tempered Set. ger suffer a -4 penalty to the attack roll beasts in the Realms; she enjoys razing (these penalties partially cancel the trading caravans and small villages for weapon bonuses and Hamsetis’s Dex- Hamsetis fun. One of her paws was crippled in terity bonuses). In extreme circum- Wanders combat with a brown dragon long ago, stances, the dagger and the sword are 22nd-level fighter, Strong Arm of Set and she walks with a noticeable limp. poisoned. LE, Set What drives Gestaniius is her burning Human male need for revenge against the brown Suliyar dragons who murdered her children Hamsetis is the third of Seti’s three pow- Skuld (even though the blue dragons started erful human servants. He is probably Rakshasa Lord in the Service of Set the battle, Gestaniius still blames the the greatest fighter in the south. He was LE, Set brown dragons for the results). She will a slave of the Red Wizards, who used Rakshasa male do anything to get back at them. She him as a gladiator. He constantly re- has a loose alliance with the cult of Set, belled against their brutal treatment Suliyar is a rakshasa rajah (lord), out- but they haven’t gotten the results she and was beaten severely. Nevertheless cast from its homeland east of Raurin. wanted. he continued to win his fights, even He was the ruler of a great tribe of rak- Game Mechanics: Gestaniius has 95 when nearly crippled. The priests of shasas, but he was deposed and sent to hp. Use the blue dragon statistics in vol-

31 ume I of the . Hethhab is the current incarnation of Knesha is a beautiful turami female Due to her injury, her ground move- Anhur. He has disguised himself as a known for high-pitched laughter ment is reduced to 6, and she suffers a warrior of Anhur and has distinguished (which has earned her the nickname -3 penalty to her attack and damage himself as a slayer of monsters. To pre- “Hyena”). rolls with her second claw attack. vent a personality cult from forming Knesha is willing to show parties of around him, Rezim, vizier of Mulho- adventurers where these items are lo- Halcaunt rand, has appointed Hethhab Defender cated, but her price is steep. of the Eastern Way. This post confers Skuld the responsibility to protect the eastern 13th-level Paladin, leader of the Broth- Shutep sections of Mulhorand from bandits erhood of Skuld and monsters. It is a job with a very The Great Vale LG, Osiris 6th-level Thief high turnover rate due to death, as the Human male N, Mask monsters in the region are quite deadly. Human male Hethhab rides with a company of six Halcaunt is the most tireless fighter disguised divine minions of Anhur, against the cult of Set in all of Mulho- wandering the east to protect Mulho- There are many people who have tried rand. He continually warned pharaoh rand from monsters. to rob the graves of the god-kings. Some Akonhorus and his servants of the That Hethhab is still alive is a source have tried to use brute force, others threat of Set; he is something of a pa- of considerable annoyance to Rezim, have employed stealth. Few of these riah among the bureaucracy after his thieves have been as resourceful as who does not suspect his true identity. prediction came true. Nonetheless, Hal- Shutep of Jhalhoran. Hethhab is present in the “Rage of caunt continues to urge for Mulhorand Dust” scenario. Use the statistics for the Shutep is a confidence man. He likes to be purged once and for all of the in- incarnation of Anhur given in the “Reli- to manipulate parties of non-Mulho- fluence of Set. He has formed the Broth- gion of Mulhorand” section (under randi, especially greedy adventuring erhood of Skuld, a group of “Anhur” in “The Gods”). companies. adventurers, to assist in this purpose. Typically he joins up with such a Halcaunt is known to be a grim, party, earns their trust, tells them a overly serious individual. In many Knesha wild story that involves them breaking ways, he’s more like a Westerner than a Sultim (outer) into a major tomb in the Land of the Mulhorandi. 16th-level Bard Dead, then he grabs a major treasure He is fanatically driven in his quest to N, Hathor and leaves the company stuck with the purge Mulhorand of all traces of the Human female consequences. He’s not malevolent, just cult of Set. greedy and somewhat cowardly. There are other members of the Knesha was a scribe for the bureaucrats Shutep is a well-built mulan male Brotherhood of Skuld, including Urius in Skuld when she made a mistake in cal- with curly hair and a scar on his chest. (11th-level wizard, based in Gheldan- culating the taxes. This mistake cost the He typically passes himself off as a mer- eth) and a number of low-level priests treasury thousands of pharaohs. chant, and is skilled at disguise. of Osiris who see Halcaunt as a leader. Knesha was imprisoned for her error, Shutep wears a ring of dishonesty on The main priesthood of Osiris treats but she escaped and fled to the north. one of his toes; it enables him to tell lies Halcaunt as a fanatic, a source of em- She is considered an outlaw, but as no that seem like the truth to detect lie barrassment. law exists in Outer Sultim, no one both- spells. Halcaunt is a tall muscular mulan. He ers her. wears armor that has been painted blue Knesha’s chief talent is satirical po- and a helm shaped like the hawk- ems. Knesha’s most frequent choice is symbol of Osiris. Rezim (of course). She is rather bored with her life as a bard; she would Hethhab rather go on great adventures. Knesha’s favorite pastime is studying the places The East Road where magical items were lost in battle Incarnation of Anhur (secret), De- long ago. There is no greater authority fender of the Eastern Way (save for the incarnation of Thoth) on CG, Anhur the lost relics and artifacts of the south Human male in the entire Realms.

32 CULTURE OF MULHORAND

Mulhorand has a distinctive culture the Land of the Dead. The greatest building monuments, trying to recap- that has developed over thousands of sculpture is the tomb of the pharaoh ture its lost glory. The new fashion, years. There is, however, a reluctance Horuseres II, which is carved out of an which remains to the present day, con- to experiment with new and foreign entire mountain face. The great draco- sists of tall, broad buildings of granite styles. sphinx of Klondor is also an awesome for ornate temples. sculpture. Monument building is as Tombs are no longer grand, but con- The Arts constant in Mulhorand as the flooding sist of underground chambers with of the River of Spears. elaborate interior decoration. The tem- Paintings in Mulhorand tend to be flat While the majority of buildings in ple style of architecture, as it is called, and well-detailed, but with very little Mulhorand are made from bricks, borrows heavily from Unther, with huge sense of perspective. Many paintings there have been a number of monu- stone columns supporting a massive deal with religious scenes, depicting the ments made from granite, sandstone, roof. In typical Mulhorand fashion, the gods and their deeds. The most impres- and limestone. columns are sculpted to resemble the sive aspect of these paintings in recent The earliest monuments were step gods, and temples are painted with huge centuries is their sheer size; the belief is pyramids, with a central crypt con- scenes commemorating the deities. that the gods must be portrayed as fun- cealed by tiers of granite or limestone. damentally greater than humans or By the time the First Empire reached its Athletics they will be insulted. peak, the step pyramid had been re- Mulhorand is sometimes called the Therefore, the gods are usually much placed by the slope pyramid, of which Land of Feasts, and this tradition is one taller, more handsome, more heroically the 600-foot-tall Tomb of Re in Skuld is that never stops. In Floodtime, there is a proportioned, than the humans in their the largest. five-day festival in which eating, drink- paintings. This tradition does give the Pyramid building thrived for hun- ing, music, and sports are mixed in gods a rather bland and uniform ap- dreds of years, even making its way great celebrations. People flock to the pearance; the smaller, more varied hu- into Unther. However, the First Empire cities to engage in and watch athletic mans are usually the most interesting was soon to come to an end following competitions, typically running, wres- figures in these paintings. the Orcgate Wars, and Mulhorand’s tling, and charioteering. Sculpture has been a major art form vigor for great projects diminished. The Athletics have always existed in Mul- in Mulhorand, though the last great tomb of their god was the last great horand, but have never been as promi- period of sculpting was hundreds of achievement. nent as they are at this time. years ago. But centuries later, at the beginning Chessentan mercenaries have Stories and poetry in Mulhorand of the current age, Mulhorand had re- brought the Great Games from their have evolved from great epics about the established its dominance in the east- land, and mercenary companies com- gods at the time of the First Empire, to ern Inner Sea, and the Second Empire pete biannually in the Great Arena of household fables in the Second Empire, was born. Skuld, along with Mulhorandi who to the present-day hymns and chants of This new empire brought with it a have a mind to compete. praise to the deities. These psalms, as new vitality. Monuments were again The Chessentans usually win, but they are sometimes known, possess a constructed, including the Face of the the Mulhorandi, stung by the chal- great deal of literary power. The latest Gods, the previously mentioned tomb lenge, are improving rapidly, espe- trend is toward “realism”—mixing the of Horuseres. The main style of archi- cially in wrestling. old fables with hymns of praise to pro- tecture was the Untheric style, which duce works of great diversity and emphasized obelisk building. Tall tow- beauty. Many verses are put into song. ers rose into the air, and soon the gods Clothing Mulhorandi music typically relies on in Skuld were building vast prayer tow- Most Mulhorandi wear simple un- flutes and reed instruments; stringed ers to house their manifestations. adorned clothing, typically a white tu- instruments are considered strange in Following the loss of Thay and the nic, black headdress, a belt, and Mulhorand. end of the Second Empire, the building sandals. In colder weather more color- of prayer towers in Mulhorand ceased. ful garments may be worn, but the Architecture It was more important to fortify the cit- fashion in Mulhorand is for clothing to Great monuments line the streets of ies of Mulhorand. After about 100 be plain. Skuld, support the roofs of major tem- years, the military period was over and ples, and stare at pharaoh's graves in Mulhorand once again went back to

33 TECHNOLOGY OF MULHORAND

Throughout its history, Mulhorand has traditionally made from bronze, but that spell effects for mortals and im- been a tool-using culture. The invention now it is constructed from steel. mortals alike cannot go beyond the 9th. of magic has substituted for some of the A number of other technical innova- Instead, the mages researched many functions of tools, but magic is rare. tions occurred between the First and spells, which eventually became part of Only the dwarves can call themselves Second Empires, notably the invention their legacy to the Old Empires. Re- more technically advanced than the an- of the wheel and the block and tackle. cently, they have developed numerous cient Mulhorandi. Between the First The wheel led to the invention of the new spells (see the “New Spells” sec- and Second Empires, political stability chariot, which gave warriors additional tion), but they have altered the lan- and a historically secure border with protection in battle and enabled them guage of their magic to make it Unther enabled the Mulhorandi to de- to maneuver on the battlefield far more extremely difficult to teach these spells velop new technologies. quickly. The block and tackle enabled to non-Mulhorandi. Even the mages of At this time, the ancient khopesh be- buildings to be constructed more easily Set, who have learned these spells, do came a sturdier, scimitar-like weapon, (the great pyramids of the First Empire not teach them to outsiders (they be- and a number of swords were devel- were all constructed without these lieve that they are destined to rule Mul- oped. Sages of Thoth, interested in the tools, relying instead on human horand, and they have no wish to see development of Mulhorandi weaponry, strength and teamwork). these new spells fall into the hands of examined the ruins of Sekras and dis- The most interesting of the technical the Red Wizards, their arch-enemies). covered that experimentation in weap- innovations, though, was the invention ons thrived between -700 and -200 DR. of the pressure engine. The priests of By the beginning of the Second Empire, Thoth devised a way to use dams and the sword had become firmly estab- engines to harness the power of Mulho- lished as the weapon of choice for the rand’s rivers, which they used to grind Mulhorandi armies. grain and pump water into far reaches Furthermore, there is evidence to of the desert, fertilizing the desert soil. suggest that trading between the A period of desert settlement followed. dwarves of the Great Rift and Mulho- It ended when the pharaoh disap- randi gave the humans the secrets of proved of a plan to build a huge dam on forging steel. It was steel weapons that the River of Spears, feeling that techno- enabled Mulhorand to carve out an em- logical innovation had gone too far. He pire in the north. This more or less ordered all development on river and ended Mulhorandi developments in steam technology ended. weaponry. Meanwhile the gods, who Eventually the engines fell into disre- were more conservative than their fol- pair, though a few steam engines, pow- lowers, still used weapons of highly en- ered by stones of everburning, yet chanted bronze. pump water into isolated areas. There Most of the weapons employed in the has recently been a rebirth of interest west, with the exception of the pike and among a small faction of Thoth priests, other polearms, are used by warriors in known as the Technologists. They are Mulhorand. The preferred ranged defying the ancient order against work- weapon has always been the composite ing with steam technology and are try- bow, which came into prominence dur- ing to rediscover the secrets of the ing the First Empire. It played a major ancients, master them, then see what role in the victory in the Orcgate Wars. else can be done with this weird form Armor in Mulhorand was typically of magic. scale mail, but has since evolved to in- The traditional form of magic contin- clude chain and plate mail. Full plate ar- ued to thrive in Mulhorand. Even be- mor is exceedingly rare, possessed only fore the founding of the Old Empires, by the greatest fighters. Armor may be the mages of Raurin had discovered the worn only by authorized guards or by existence of Great Magic—8th- and 9th- soldiers in wartime; if others are caught level spells. Like many others, their de- in armor, they are required to surren- scendants in Mulhorand tried for der it immediately. If they resist, they centuries to discover 10th-level spells, are imprisoned or exiled. Armor was but they eventually became convinced

34 PEOPLE AND SOCIETY OF UNTHER

“How great are the Mulan, of which Un- Unlike the god-kings of Mulhorand, fallen nobles and are being restored to ther is the purest! How great are their who are known to treat their domin- their ancestors’ status after decades of works, how cunningly wrought! How ions with benign neglect, Gilgeam is nei- faithful service. skilled are their minds and how mighty ther benign nor neglectful. Nobles in Unther wear the badges of is their magic! Let all nations praise the The administrators and major land- their house and station and often paint Mulan, of which Unther is the purest!” holders of Unther are the priests of Gil- their faces silver, especially on ceremo- —A hymn of the priests of Gilgeam geam. Priests and prominent followers nial occasions. They once used the fore- of Gilgeam hold every major position in head circles still displayed by nobles in The people of Unther are divided into a the cities of Unther, in its armies, and in Mulhorand, but those fell out of fashion. number of different racial types. The its bureaucracy. To worship another de- most common race is the Mulan, which ity, even Ramman or Ishtar, whose wor- Noble Titles in Unther is also the race of the god-kings of Mul- ship is (reluctantly) approved by Titles in Unther include “Great Lord” horand. As mentioned earlier, a race of Gilgeam, is to exile one’s self from any (for the favorites of the King), “High tall, slim, sallow-skinned humans possible position of political power. Lord” (for the high priests of the King), known as the Mulan fled the destruc- Members of the noble class live very and “Lord” (for other Mulan nobles). The tion of their parent civilization in luxurious lives in the Palace District of first-born male in Unther is the heir of Raurin and settled around the Alamber Unthalass; their every whim is satisfied the estate and known as “Young Lord”; Sea and the Wizard’s Reach. The Mulan by their slaves—and by the treasury of other children are sent into the priest- cleared their land of demihumans, hu- Unther. It is a tradition in Unther that hood, the military, minor posts in the bu- manoids, and the native humans, the the gods are not always kind, that life is reaucracy, or the wizardry schools. dark-skinned Turami. Many of the lat- hard, and that one must worship the All nobles and their children are ter were taken in by Mulhorand, where gods in spite of this, rather than relying taught how to read, write, and do basic they were responsible for most of the on their beneficence. The idea that the calculations. great achievements of that culture. people of Unther would not appreciate The upper classes of Unther consist al- being taxed to pay for the extravagance most entirely of Mulans, descendants of of the nobility has not occurred to The Middle Class the lords of all. They have bred almost them. Their attitude is: yes, the cities of The middle class in Unther consists of exclusively within their own families the North Coast and Chessenta did low-level bureaucrats (scribes), guards and claim to be “pure” Mulan (as op- rebel, but they were ingrates with too and military commanders, traders, posed to those of Mulhorand). The mid- much foreign blood in their veins. The teachers, and freehold owners. dle classes of Unther consist of words “it could never happen here” are Unlike the situation in Mulhorand, the merchants and freeholders, whose fore- often heard in the palaces of Unthalass. government of Unther does not have a fathers were originally traders from The number of nobles in Unther is stranglehold on its economy. It considers many lands; they are always human, but much smaller than in other nations. operating trading companies and mining vary greatly in racial type. The lower This is unusual, especially given the operations to be a task beneath the dig- classes are either poorly paid servants of long history of the kingdom. Many no- nity of any civilized Mulan, so it has al- freeholders or slaves. These can be of ble families have fallen from favor; in a lowed freeholders, who are wealthy any race—human, demihuman, or even period of a few months a family could foreigners, to run these operations, humanoid (enslaved ogres are some- change from being the king’s favorites which are taxed heavily. There are times used to construct buildings). to having all of its lands confiscated and about an equal number of freehold all family members sold into slavery. farms and temple-run farms. Due to re- The Population of Families frequently fall from favor; cent drought conditions, Unther im- Unther someone must take the blame for the ports about 30% of its food from Thay, catastrophes that befall Unther (the and there are often severe shortages. There are three social classes in blame cannot be directed at the king, as The freeholders run their operations Unther: he is never wrong). to make money and would rather let It is very rare for members of the un- their slaves go hungry than buy enough The Nobility derclasses to be promoted into the no- food to give them a reasonable meal. bility. In these cases, the new nobles Freeholders force their slaves (or hired The chief noble of Unther is the king, were all servants of the priesthood of freemen, in times of slave shortages) to who is currently (and has been for over Gilgeam who rose to favor (they must work hard hours for little pay. It should a millennium) Gilgeam the Great, the also be pure-blooded Mulan). Usually be noted that there are more sensible manifestation of an extra-planar Power. the new nobles were grandchildren of and humane managers, especially near

35 Shussel, but these are the exception capes) and who he belongs to. If the for the resolution of this civil strife, in and not the rule. slave is purchased, he is branded again the hopes that they can plunder the an- Traders are more compassionate. A below the original mark. Some slaves cient secrets of this once great land. number of trading companies from may have as many as five or six brands. Durpar and the far south travel They are typically bought from other Current Economy of through Mulhorand into Unther, but nations, or are given slavery as a sen- the expenses and risks of traveling tence for some crimes. When there is a Unther make these goods very expensive. shortage of slaves, officials of the tem- “It is Fate that wills that slaves must la- Most traders pay protection money to ple of Gilgeam sometimes convict peo- bor all their lives for the good of Un- Furifax and some of the other promi- ple of nonexistent crimes and then ther. I know that it is folly for the gods nent bandit chiefs of the Eastern Shaar. sentence them to slavery on the spot. to challenge Fate.” There are a number of trading compan- This is known as “Gilgeam’s Justice.” —Gilgeam ies stationed in Unthalass that buy Slaves perform nearly every function goods from southern traders, then sell necessary for Unther to survive, from Unther is a slave-based economy that them in Chessenta or Thay. growing food, to mining, to building produces minerals for sale, serves as a A third middle class career is that of a monuments. trade route for southern merchants, soldier. A livable wage can be earned and a market for foodstuffs. as a city guard, bouncer, bodyguard, or The Society of While there are farms in the Green- as an escort for a merchant caravan. fields that produce barley, rice, and Most members of the Untheric mid- Unther other staples of Unther’s diet, 25% of dle class who enter the army become In essence, the society of Unther is one the food consumed in Unther is pro- officers, although their battle tactics of the most miserable tyrannies that the duced elsewhere. Half of the food in and methods are considered to be old- Realms have ever known. The Overall, Unther is bought by the priests of Gil- fashioned by the standards of the west the governing powers in Unther, are geam for their use and the use of their (the army of Unther still uses mostly lawful evil, but many of their enforcers slaves, and the other half is bought by bronze weapons). are chaotic evils with no respect for the freemen to feed themselves and their The middle class is generally incapable law. Ruling this society is a once benefi- slaves. When food is in short supply, the of prospering in Unther due to restric- cent deity who has been corrupted by slaves go hungry first. tive taxation. Those with contacts in long years of absolute power. At his The major products produced by Un- other lands who still see potential busi- sides are his lackeys, who have no re- ther are raw metals, most notably iron, ness in Unther have been encouraging gard for human life and less regard for which is extremely valuable in its pure certain idealistic adventurers to come to non-humans. The vast underclasses form, as well as some gold. It is this Unther and fight against the govern- have no hope; their goal is not to pros- trade that allows the nation to survive. ment, in the hopes that Gilgeam and his per but to survive. They have finally be- Although there are forests in Unther, priests will be overthrown and a more gun to see that the only way to ensure they are too far from the trade routes favorable regime will come to power. their survival is the one thing their an- to make lumber a profitable resource, cestors considered unthinkable—the and there are fierce monsters that Slaves forced removal of the god-king Gilgeam would need to be eliminated first. This may become a commodity for Unther at Slaves are the lowest form of life in Un- from power and the destruction of the some later date. ther. Unlike Mulhorand, where slaves nobility of Unther. The coin of Unther is the sheka, a have the protection of the law and some- Thus at present Unther is an ex- much-debased gold piece. It is not worth times seem to have favorable treatment tremely chaotic society. Each member much to foreign merchants. True wealth as church property, the slaves in Unther of the society is either trying to figure in Unther is foodstuffs and cattle, which have no rights. If a freeman murders a out a way to come out on top in the new can be traded for virtually anything. slave, he may have to pay financial com- regime, or how to survive the coming pensation to its owner, or give him a new bloodbath. The only possible exception slave, but the slave’s life is not consid- to this might be the king, who is so en- Politics of Unther ered to be very important. thralled with his own personal pleasure and so convinced that he is invincible The center of power, as it always has Slaves may belong to either freeholds been, and as the rulers claim it always or the temple of Gilgeam. It is a com- that he feels no force in the Realms could topple him. Perhaps even worse shall be by the decree of Fate itself, is mon practice to brand slaves on the the god-king, currently Gilgeam. backs of their left arms. This identifies for Unther are the number of foreign powers that are looking on and waiting Gilgeam is a symbol of eternity and the person as a slave (in the event he es- constancy; even the oldest man in Un-

36 ther remembers Gilgeam as his king, was one, he would defeat whoever Gilgeam is destroyed. and Gilgeam has not changed. The phi- challenged him in battle and then de- Karigulzu (4th-level cleric of Gilgeam, losophy of Unther has always been that stroy their followers with great ease. ruler of Red Haven): Karigulzu is a mi- life is hard, and the ability to endure He laughs at the cult of Tiamat and nor priest sent as a sacrificial lamb to hardship is the greatest virtue, no mat- doesn’t know about the Dark Lady. He the most dangerous town in Unther. He ter how unfair that hardship may be. It is filled with hatred for the bandit Furi- believes that he’s more clever than he is this philosophy of life that has al- fax, whom he wishes to kill with his actually is. He sees himself as one day lowed Gilgeam to survive as the king of bare hands. being the most powerful man in Un- Unther for so long, and it is this philoso- His followers include the Great Lords ther, though he is too stupid to dream of phy that makes Gilgeam so confident of the cities: being disloyal to Gilgeam. that he can continue to survive. Gudea (13th-level fighter, ruler of Zimrilim (10th-level cleric of Gilgeam, Since even a god cannot administer Ssintar): He knows that it is suicide to ruler of Unthalass): Zimrilim is a bril- every affair in the entire realm, he gives tell the king the truth about how des- liant man, the right-hand of Gilgeam. He much of his power to administrators. perate the situation is, so he’s been talk- is aware that he has a lot of rivals for his The priests of Gilgeam are the adminis- ing in secret with Furifax and the cult of position and that he is the most likely trators of Unther. Much of Gilgeam’s Tiamat trying to ensure his continued scapegoat for the current difficulties time is given to pursuing personal plea- survival if Gilgeam falls. He is a natural that Unther is experiencing. Zimrilim sures, so the priesthood does the major- pessimist who deals in worst case sce- plans to import as many Chessentan ity of the day-to-day work, though the narios. He has no leadership ambitions. mercenaries as needed to crush all op- king insists that every major decision be Tukulti (10th-level mage, ruler of Fire- position, and then he hopes that the made by him. trees): Tukulti is a fool who feels that mercenaries will go away when the re- The nation is divided into 13 fiefs, the rebellions are minor problems, bellion is crushed. each of which has a Great Lord who mainly because he hasn’t been touched. Shuruppak (20th-level fighter, 7th- oversees that territory. Followers of Gil- He is jealous of all the other Great level mage): Shuruppak is the execu- geam who own large tracts of land are Lords, with good reason. He wants to tioner and assassin of Gilgeam. He Lords, and they are expected to assist be the King’s right-hand man, but he wants to kill people. He doesn’t have the Great Lords in the administration of hasn’t a chance. any ambitions, as long as he can kill his the realm. Teumman (6th-level fighter, ruler of enemies. (See “Personalities of Unther” This is the nation’s political structure Dalath): He is mostly concerned with for his statistics.) in theory. In fact, many of the Great lining his pockets from freeholders’ Lords live in Unthalass and rely on re- money and crushing all local trouble. The Gilgeam faction controls the ports from administrators stationed in He doesn’t care about what’s going on army, is loyal to Gilgeam, and is by far outposts to give them reports from their elsewhere, and he has no ambitions. the richest faction in Unther. fiefs. Great Lords often maintain resi- Annunaki (10th-level cleric of Gilgeam, dences in each of the major towns and ruler of Messemprar): Annunaki is one of The Cult of Tiamat: This cult believes cities of their fiefs, but they usually ig- the most brutal of all the Great Lords, as that the gods are evil and therefore the nore them, allowing the lesser Lords to well as the most scheming and ambitious. mythological enemy of the gods, the bully the people whenever they want. He would like the king to settle down and Dragon Queen Tiamat, must be good. The Great Lords’ chief responsibility is leave governing Unther to him. This is a rather simplistic view, but in to make certain that all taxes are paid. At present, he is more concerned harsh times, people tend to look at Great Lords are notorious for charging with surviving the siege of the palace things in black and white. This cult is even more than the recommended tax district. He is too proud to negotiate getting widespread support through- and pocketing the difference. with the “underclasses” and will never out Unther as the only ones willing to At present, Unther is extremely un- surrender. stand up against Gilgeam, though the stable and may collapse. Here is a list of Ekur (8th-level cleric of Gilgeam, priests of Gilgeam do not yet realize the major factions, the leaders of each ruler of Shussel): He is a marginally how powerful the cult is becoming, or faction, and their intended plans for the competent but vicious ruler. Ekur is that an incarnation of Tiamat is present future. promising concessions to the priest- in Unther. Its leadership and major al- hood of Isis should they give the king lies are as follows: Gilgeam: This faction includes the fol- their support in case of a rebellion. The Tiglath (14th-level cleric of Tiamat, lowers of the deity Gilgeam, who is the priestesses of Isis are too smart to be- Firetrees): Tiglath is a rather pleasant if traditional god of Unther. Gilgeam lieve him. He believes that a catastrophe vengeful woman. She isn’t interested in doesn’t believe that there is a political is at hand, and he wants to ally with political power, she just wants to destroy problem in Unther, and that if there someone who can protect him in case Gilgeam, and the cult of Tiamat is a

37 means to an end. (See “Personalities of The Northern Wizards: This is one of Borsipa (7th-level mage, Messem- Unther” for more detailed information.) the two factions of wizards in Unther; prar): This apprentice, one of the most Shudu-Ab (10th-level cleric of Tiamat, this order is based in Messemprar. His- powerful, is actually a spy for Gilgeam Unthalass): Shudu-Ab is the leader of torically they have seen themselves as and his priesthood. She frequently the cult of Tiamat in the city of Untha- the protectors of Messemprar. They sends messenger birds to a Gilgeam out- lass. She is a vicious woman who sees have sworn an oath to protect it and its post, and is the Reaper’s contact in Mes- the cult as her means to power. She citizens from those who would do them semprar. Her current duty is to help plans to assassinate Tiglath when the harm. When the revolt started in Mes- him assassinate the Northern Wizards, rebellion is over and take control of Un- semprar, the wizards realized that their and she has no qualms about carrying ther as Tiamat’s regent. enemy was now the army of Unther. out that duty. Furifax (13th-level fighter, Eastern Their goal is to keep the army out, try Shaar): While not a servant of Tiamat, to quiet the rebellion, then negotiate The Slave Revolt: There are a number he has allied his vast band of bandits with Gilgeam for a peaceful settlement of prominent leaders of the revolt (2,000 elite troops with horse, plate mail and a guarantee of an increased food against the rule of the Gilgeamites. and shield, and long sword) with the supply. Given that the Reaper is in Mes- These leaders are as follows: cult and has already fomented revolt. semprar to hunt and kill down the mem- Dama (10th-level fighter, Messem- (See “Personalities of Unther” for more bers of the Northern Wizards, their prar): Dama is a former gladiator from details.) efforts are probably doomed to failure. Chessenta who was captured by Thay- Skuthsiin (Green dragon, Methwood): There are six wizards of 10th level or vian slavers, then sold to a wealthy free- This beast has been ordered to be higher, and about 30 apprentices of 5th- holder in Unther. Tiglath’s mount in battle. (See “Person- 8th level. The leaders are as follows: He is a highly charismatic demagogue alities of Unther” for more details). Shurlash (16th-level mage, Messem- (Charisma 17) with great strength prar): Shurlash is easily the most pow- (Strength 18/84). His goal is to create as The Priesthood of Ishtar: This priest- erful wizard of northern Unther. He is much trouble as he can and bring the hood is based in Shussel. At present this renowned for his honor and his hon- priests of Gilgeam to their knees; he is faction is trying to stay neutral in the esty, but tends to be blinded to the ruthless in dealing with people who growing rebellion against Gilgeam, but wickedness of others, believing that ev- have more moderate views. He is cha- the recent attacks against her cult by eryone is really good inside. otic neutral, with some evil tendencies. Gilgeam’s priests have not endeared her Larsa (13th-level mage, Messemprar): Ruduk (8th-level enchanter, Messem- to the group. The leaders of the priest- Larsa is Shurlash’s closest friend and prar): Ruduk is an agent of Lauzoril, hood are as follows: very much like him in philosophy. one of the Red Wizards of Thay. Ibalpiel (10th-level cleric of Ishtar, Nimrud (12th-level mage, Messem- Lauzoril wishes to destabilize Unther, Shussel): Ibalpiel is the high priestess of prar): Unlike the other wizards, in the hopes that Thay may capture Ishtar. She is dismayed by any prospect Nimrud is pessimistic and believes that permanent bases on the South Coast. of bloodshed and wishes to keep the cult Gilgeam is going to butcher everyone Lauzoril does not wish, however, for away from the fighting. She is the most he can once the rebellion is done. He be- the Red Wizards to be associated with powerful priestess of the cult, but she lieves that Gilgeam must be overthrown the current unrest, so he has given Ru- has lost much of her authority since she for the continued survival of Unther. duk a great deal of autonomy. Ruduk is took an unpopular stand on this issue. Ziusudra (11th-level mage, Messem- working behind the scenes, using Utuhegel (6th-level cleric of Ishtar, prar): A rather cowardly wizard, he charm spells to sit up unrest. Ruduk Unthalass): She is the chief priestess of would like to leave Messemprar as soon isn’t really interested in Unther; he’s Ishtar in Unthalass. She believes very as possible and find someplace safe. trying to advance his fortunes with the strongly that Ishtar must oppose Gil- Asshurat (11th-level mage, Messem- Red Wizards. geam, and is trying to rally together the prar): This sorceress believes that a priestesses around her. peaceful solution is the only sane an- The Traders: The merchants of Unther swer to the problems of Unther. She form the bulk of the foreigners that live The Priesthood of Ramman: This also realizes that they should be wary in the country at the present time. priesthood is based in the Greenfields of possible treachery. The traders wish for lower taxes and but has a large temple in Unthalass. Tammuz (10th-level mage, Messem- tariffs, in the hopes that can buy and sell They really don’t care about the revolt; prar): Tammuz is having fun; he thinks more goods. They have not, however, they believe the priests of Gilgeam will that the rebellion is much more exciting taken a united stand on the current un- crush it easily and sell the survivors to than studying spells all day. He’s child- rest. Some merchants believe the only Thay. They are not a factor in the poli- ish, immature, and no one pays much way to make things better is to over- tics of Unther. attention to him. throw Gilgeam; these traders are send-

38 ing agents to hire mercenary companies (just refusal of services), confiscation, against a noble or freeholder, the for- from Chessenta to aid the rebels in Mes- murder (summary execution), and even eigner always loses. If, on the other semprar. Others believe that if they sup- more hideous deeds. hand, two foreigners have a dispute in port Gilgeam and he wins, they’ll have However, this has not always been Unther, they may both end up as slaves greater influence in Unther. The major- the case. The ancient law of Enlil was for wasting the time of the king and his ity, however, are taking a “wait and see” the code that Unther has followed, at servants with trivial matters. position. Some important characters least until the last two centuries. Its Because there is no real law in Un- among the traders are as follows: principles called for “justice, the de- ther, most freeholders and traders rely Avid (1st-level mage, wanders): This struction of evil and wickedness so the on assassins to resolve their disputes. young wizard is from Durpar. His fa- strong shall not oppress the weak, and These assassins are usually Chessentan ther’s largest caravan was confiscated the land shall be enlightened.” The code mercenaries and cutthroats, many of by the priests of Unther due to “a local of Enlil is a collection of case laws, de- whom are skilled poisoners. Some trad- emergency.” This caused his father’s scribing all sorts of crimes and the ap- ers use mercenaries as hired muscle to trading company to collapse and his fa- propriate punishments. threaten those who do not pay their ther to take his own life. Avid has come Most of these punishments are of the debts on time. to Unther for the sole reason of getting “an eye for an eye” sort. Murder is pun- revenge on the priests of Gilgeam by en- ishable by death, in all cases. Thieves The Army of Unther couraging the rebellion. He has been a would have a hand removed if caught leader among the foreign traders who in an act of thievery. The code of Enlil The ultimate form of justice in Unther want Gilgeam removed from the plain. also enforced the idea that a laborer is the army. Lately the army of Unther Jehokim (5th-level fighter, Unthalass): was responsible for any accidents has increasingly relied on Chessentan Jehokim is an old adventurer who found caused by the imperfections of his la- mercenaries (as does Mulhorand), but a great treasure and retired to run sev- bors; if a house collapsed on a man be- Unther still keeps a standing army. eral inns across Unther. (There is at least cause it was poorly constructed, the The army of Unther is considered to one Grey Chimera inn in each major city builder would be put to death. The code be backward and poorly trained; its sol- of Unther and Mulhorand; Jehokim is of Enlil was severe, even by the stand- diers are little better than slaves and its the owner of each of these and rents ards of the Realms, but at least it was officers are often bullies, second and them out to others for a share of the consistent and fair. Laws applied to all third sons from noble families who profits.) Jehokim is the leader of the “let’s classes of society, including slaves (who were forced into a military career be- get on Gilgeam’s good side” movement. are now far more numerous than they cause they did not stand to inherit any- He is willing to do anything he can to im- were even in the days of the Second thing. The weapons and armor used by prove his fortunes, including naming Empire). In the days of the Second Em- Unther are bronze swords and plate traitors to the priests of Gilgeam. pire, slaves could be rewarded with mail; missile weapons include a com- money, and might even borrow money posite short bow that fires flight ar- The Enclave: This is the most power- to purchase their freedom! rows. The only cavalry units are ful cabal of wizards in Unther; only the Justice was the province of the charioteers. There is no air cavalry. priests of Thoth rival them in the south. priests of Enlil. Upon Enlil’s departure The standing army of Unther is The Enclave feels that it should stay from the Realms, this duty passed to the 10,000. Of these, 2,000 are bowmen neutral in this conflict, but not all mem- priests of Gilgeam. Regional justices and 1,000 are cavalry. The main force bers agree. For more information, see were appointed by the king to oversee numbers 4,000 and is based in Untha- “Personalities of Unther,” Isimud and justice and to protect the code of Enlil; lass, though recently it fought in Mes- Esarhadden. these justices are still appointed and semprar against the Northern Wizards. still swear an oath to uphold the code, The army is typically divided into units The Laws of Unther but at best the judges of Unther are in- of 60; 1st- to 3rd-level fighters lead each different to injustice, and at worst they unit. There are also 12 mages, of levels “Justice is dead in Unther! The priests use their position to bully, steal, and 3-6, with the main force; these mages of Gilgeam mock its corpse and, drunk murder as they will. have sworn allegiance to Gilgeam. with blood, dance upon its grave!” If two nobles have a quarrel, they The main fleet in Unthalass was at- —Dama the Demagogue of Messemprar take their dispute to the king, who has tacked by pirates three years ago. All the right to decide the issue. The king but five ships were destroyed or cap- It may seem like there are no laws in generally supports his favorite of the tured; one of the captured ships was Unther; in practice, this is correct. Es- two nobles, though he is lenient in his one of the greatest magical relics of the sentially nobles may do what they punishment unless he dislikes the los- realm, the Ship of the Gods. want, including breaking agreements ing noble. If a foreigner has a dispute

39 GEOGRAPHY OF UNTHER

General Description live there. The Ship of the Gods, the is- tains. It is famous for its unpredictable land in the Alamber Sea, is considered floods. Near the mouth of this river are “This land is nature’s plaything, one to belong to this chain. large farms tended by slaves owned by lives or dies according to her whims.” The third region, which covers most the king. Dikes have been build to con- —Saying of the priestesses of Ishtar of the realm, is the Methtir, or Northern tain floods, but at least once in every Plains. These lowlands extend east ten years there is one flood that spills Mighty Unther’s land holdings are now from the Riders to the Sky Mountains to over, and at least once every 50 years only a fraction of what they used to be. the Alamber. It is an area of wild woods there is a major catastrophic flood. Once they extended far to the west, and arid grasslands. Recently the slaves of the River Angol north, and south. Unther was once con- There are a number of agricultural farms were freed by Furifax, who in- sidered greater than Mulhorand, for products grown in Unther; the Turami tends to use them as part of his invasion Unther was larger and more aggres- peoples that first inhabited the Green- force of the Greenfields. sive. Unther still cannot be considered fields had been farmers and had to be a small nation, but it is truly a na- farmed the Menesankh lands for thou- The Greenfields tion in decline. sands of years before the Mulan emi- Historically, the Greenfields have been Unther’s eastern border is the Alam- grated from Raurin. The primary the breadbasket of Unther, especially ber Sea, which it shares with Mulho- grains are barley and rice (which was now that the fertility of its extremely rand. The border extends from the only recently introduced into Mulho- rich soil is enhanced by magic. The west coast of the Alamber Sea down the rand). Sesame seeds are grown and farms in this region are generally pri- River of Swords to Lake Azulduth, the made into oil, and flax is grown to make vately owned and tended by slaves. Lake of Salt. West of Azulduth, Unther cloth. There are many herd animals; About 70% of Unther’s food comes controls territory to Unthangol Pass, sheep (there are over 200 words in Un- from this region. then the border turns north to the theric to describe sheep), oxen, cattle, This region is also known for being Smoky Mountains and Methwood. The goats, and donkeys are all raised for do- the home of androsphinxes and gynos- Winding River and Lake Meth form the mestic use. Lately the fields have been phinxes, which occasionally raid cattle western boundary, which winds its less productive, and the Untheri have farms whose herds graze in this area. way north to Messemprar at the mouth been forced to buy foodstuffs from Large bounties are placed on the heads of the River of Metals, on the edge of Thay at high prices. of sphinxes, but the moneys offered are the Alamber Sea. The Riders to the Sky There are few trees in Unther, with so small that no one who has the power Mountains are claimed by both Unther the exception of the Methwood. None to challenge these beasts will accept the and Chessenta, though Chessenta is not are felled, if only because the monsters risk. Slaves are sometimes sent to hunt in a condition to contest the claim. of the Methwood make the practice them; few that run into a gynosphinx Topographically, Unther is divided highly unsafe. into a number of different regions. The return home. lowlands around the crescent of the River of Swords This area is frequently raided by ban- south end of the Alamber Sea, known dits, and a garrison of 1,000 militia sol- as Menesankh, the Plain of Life, are This long river forms the eastern bor- diers is permanently stationed in the shared with Mulhorand. These are fer- der of Unther. The western tributary, area. They are generally considered not tile fields that are irrigated by the rivers the Blue Sword River, lies entirely in to have the resources to challenge the at the southern end of the Alamber Sea, Unther, as its border extends as far east strategically superior and better armed most notably the River of Swords and as the Green Sword River and Lake bandits. the River Angol; this region extends as Azulduth. There are no Untheric settle- On the west side of the Greenfields is far north as Red Haven. ments or farms on this river, aside from a group of mysterious mages known as The second region is the Marthessel, a few small outposts. These outposts the Enclave. They have no known loyal- the Smoky Mountains, which extends were recently captured by the bandit ties to any of the factions in Unther, in a chain as far east as Chondath, and chief Furifax. though they have angered the king by includes the Adder Mountains. This is For more information on the River of refusing his summons on several occa- an area of rough hills, rugged coast, and Swords, see Mulhorand. sions and not paying their taxes. It is active volcanoes. The mountains are said to be one of the most knowledge- high, but are not as high as the Sword River Angol able cabals of wizards in the entire Mountains in Mulhorand. There are Realms, but none have entered their This swift waterway has its source in chambers or knows their true power. frequent earthquakes in the southern the springs of the Unthangol Moun- portion of this region, and few humans

40 River Alamber ing frequently. A venerable red dragon isolated settlements on this coastline as lives on Mt. Temmikant; its name is Guy- bases. A number of fishing vessels also This very long and swift river forms the anothaz. It is as harmless as a venerable ply the waters; at least two dozen regis- western boundary of the Greenfields. Its red dragon can be—centuries ago, an tered craft sail the lake at peak time. The source is a network of streams on the adventuring company known as the lake is known for its large population of northern side of the Unthangol Moun- Dragon’s Bane attacked it, blinded it, salmon, trout, and bass. There are no tains. It provides needed sediment for and stole most of its hoard. It guards major settlements near Methmere. The the Greenfields, but, like the River what few gems and coins it has left and Winding River, an extremely swift and Angol, it is unpredictable in its floods (ex- survives by eating pumice stones. It treacherous waterway, flows into cept that its major floods usually occur knows every inch of its lair, but it is too Methmere, and the River of Metals, in the same year as the River Angol’s). Its frightened to venture into the open. which is far slower than its western floods are so severe that the city of Un- Mount Fussel is known to be the counterpart, flows from Methmere into thalass has nearly been destroyed twice home of a number of flocks of dreaded the Alamber Sea at Messemprar. by them in recorded history. pyrolisks, and it is said that salaman- East of Alamber is the Greenfields, ders swim in its molten core. The Winding River while west of Alamber is the desolation known as the Black Ash Plain. There Methwood This is the longest and wildest river in are two settlements along the Alamber the Old Empires; even the bravest of river: Unthalass, capital of Unther, lies This large, hot woodland is filled with navigators refuse to travel on its churn- at its mouth, while the town of Fire- cypress, date palms, cedar, juniper, and ing white waters. The lands around the trees is downstream. mulberry trees, with lots of vine river are desolate, home only to mon- growth. The vegetation is very thick sters and beasts. There are rumors of Black Ash Plain and difficult to travel through without hermits and trolls living near the water, using a blade to cut the thick vines. In but none have confirmed this. Its This large area extends south from the ancient times, Unther had a number of source is in the Adder Peaks. Smoky Mountains as far as the Alamber druids and nature worshipers who River. The region gets its name from the built great, tiered homes in the trees; River of Metals ash spewed onto the plain by the Smoky now there are no intelligent creatures This river flows from Methmere into Mountains, though “grey soot” would native to these woods. the Alamber Sea at Messemprar. It gets be a more appropriate name, except di- Near the center of the forest are quite its name because there are large de- rectly after an eruption, which occurs a few groups of vicious chimerae, each posits of metals, especially gold, within frequently. of which guards its territory fiercely. its muddy waters. There have been at There are no human habitations The old green dragon Skuthosiin scours least two gold rushes at various points here. Brown dragons tunnel happily the edges of Methwood and beyond in in the river, but few try to pan it these through the soot and through the rocky search of food. days. Messemprar is its only settlement. volcanic soil, and a tribe of black- There are a number of elephants, skinned stone giants (locally referred to monkeys, leopards, and other, less dan- as ash giants) lives in the dormant gerous, creatures within the confines Cities of Unther mountains on the eastern edge of the of this forest. plains. The soil is not fertile, though ash It is said that within the heart of Unthalass from these plains mixed with irrigable Methwood are the ruins of a great lost An age ago, Unthalass was the greatest soil has been known to increase the city of the original Turami inhabitants soil’s fertility. city in the Realms, a town of flowering of Unther. If so, it has never been gardens, white streets, and beautiful found, not even by the adventurers of The Smoky Mountains homes. The city boasted of magnificent Unther at its zenith, and most dismiss vistas of the Alamber Sea. The people of The Smoky Mountains is a chain of vol- this legend as mere fancy. the city were confident and rich, canoes that run across Unther from dressed in bright clothing. Beneath the west to east. There are two branches of Methmere great ziggurats of the gods, there was these mountains. The eastern branch is This long, narrow lake has a winding neither poverty or misery. dormant, with occasional puffs of coastline. It is a clear blue lake, backed What changes an age makes! Cer- steam exiting its vents, but few erup- on the west by the Riders to the Sky tainly no inhabitant of the City of Gems tions. The western branch is more ac- Mountains. Several plesiosaurs swim in at its zenith would recognize Unthalass tive, with two volcanoes in particular, the depths of this lake, and bandits use now. Mt. Fussel, and Mt. Temmikant, erupt-

41 Twice floods have nearly destroyed are the idols of Gilgeam that dot every enameled brickwork, capped by gold. the city, and both times the city never corner. All citizens who walk the streets The edges of the ziggurat are decorated fully recovered. The buildings are worn are obligated by law to bow their heads with floral designs and studded with and cracked, and the paint of its ancient at his image as they pass. precious stones. The ziggurat of Gil- decorations has long since faded. These slums were built on top of the geam rises for 16 tiers and is nearly 800 The city is divided into three districts: original city of Unthalass that was de- feet in height, one of the largest struc- the port district, the main district, and stroyed by flood; there are legends of tures in the entire Realms. Here Gil- the Palace. The port is sheltered by a great treasures buried in these ruins, geam lives in luxury while the rest of sea wall that extends three miles from but the undercity is also the home of a the nation crumbles. shore; there is one breach in the sea number of very nasty monsters, nota- The city is governed by Zimrilim wall where ships may come through bly wererats. The undercity is said to (10th-level cleric of Gilgeam). The popu- two at a time (depending on the size of be ruled by a tribe of lamia, led by the lation of Unthalass is about 70,000. the ships). The wall was recently dam- lamia noble Ereshkigal. None have en- aged by pirates, but it is now nearly as countered her and escaped alive, so the Shussel good as new. The port district is rela- stories of the Queen of Tortures remain tively clean and well stocked with serv- only hushed whispers that are usually Shussel is a city on the northern trade ices for trading ships and their crew, spoken in barrooms. route of Unther. It serves as a supply including hostels and taverns. The most spectacular section of Un- station for fishermen and other dwell- There is, however, a heavy port tax thalass is the central mound of Gilgeam, ers by the sea. It used to be a mining that discourages many traders from us- which is raised above the city on the ru- community, as there were large de- ing Unthalass. ins of previous palaces. Behind the Im- posits of iron in nearby hills, but these The main district is also known as the perial Wall are beautiful homes for the were exhausted long ago. The plains to Great Slums. Slaves and their masters privileged, lush gardens, and the ziggu- the north were once good farmland, alike operate in their rundown build- rat of Gilgeam itself. This structure is a but they are now desert. ings, built on the ruins of previous tene- step pyramid whose levels are covered Shussel is a city in decline. Three cen- ments destroyed by flood. in gold, silver, brass, bronze, and other turies ago its population was about The only bright objects on the streets metals. At its peak is a shrine of blue- 70,000; it has now diminished to 25,000.

42 The city is largely slums. It is ruled by In normal times, the leader of the city years. The mines are run by freehold Lord Ekur (8th-level cleric of Gilgeam) is Lord Annunaki (10th-level cleric of merchants who do not care for the and a large force of Chessentan merce- Gilgeam). The population of Messem- safety of their miners. The town is naries. There is a major temple of Ishtar prar (for now) is 30,000. chronically undersupplied; it went on here; only their intervention prevents strike ten years ago over lack of food, most of the inhabitants from starving. Firetrees and the freeholders brought in merce- The port facility is small and does not naries to slaughter the miners and then This small town is noted for the fire- receive much traffic, but is heavily for- replaced them with more slaves. trees, from which it takes its name. tified to guard against the sahuagin. The town is governed by Lord Teum- These deciduous trees have red blos- man Bloodletter (6th-level fighter), who Messemprar soms that shine at night with a natural serves Gilgeam but is really under the phosphorescence. thumb of the freeholders. The town has Firetrees is a farming community on This city was once the largest city in Un- a population of about 6,000. ther and was a regular stop on a trade the edge of the Greenfields; it has ware- route between Sultim, Bezantur, and houses where grain is stored, as well as Ssintar Mourktar. Now ships avoid the west facilities to load caravans (the River coast of the Alamber entirely. Alamber is too fast for cargo to be This is a small trading post set up near The city is currently in chaos. The shipped by water). The city holds feasts the edge of Methwood. The King has a royal palace has been under siege by an and festivals where the people of the garrison of about 1,000 troops sta- angry mob for several weeks, as a tax Greenfields may relax from their la- tioned here. These troops are here to revolt escalated into food riots and then bors. Firetrees is also the center of the protect the coast from invasions from a full-scale revolt. Many city guardsmen cult of Tiamat, the most powerful Methwood and to march into Shussel in have been killed. The city is divided into group in opposition to Gilgeam. times of trouble. There are mines on several factions: The lord and his guard The city’s ruler is Lord Tukulti (10th- the edge of Ssintar with substantial de- control the palace district, the North- level wizard, in the service of Gilgeam). posits of copper and some iron. The ern Wizards control the southern sec- Tukulti is not a strong ruler; most of the town is governed by Lord Gudea (13th- tion (and the city gates to the outside), people of Firetrees ignore him and his level fighter) who is known for his and the “non-slaves” (ex-slaves who edicts, or insult them openly. toughness but is considered the most have renounced their freedom) control The population of Firetrees is about humane and honorable of Gilgeam’s the dock district. 7,000. Lords. Ships from Mourktar have been paid The population of Ssintar is about by certain adventurers in league with Dalath 4,000. the slaves to keep supplying the city with food. A small army from Unthalass Dalath is a small mining town in the in- Red Haven was turned away by the wizards’ guild. terior of Unther, near the eastern Smoky Mountains. These mountains This is a small fishing village that lies on Gilgeam has sent his assassin, the and the surrounding hills are rich in the trade route between Shussel and Reaper, to kill off the wizards; he is also metals, gold, iron, copper, and lead. Unthalass. It was once a much larger hiring a mercenary army from Mor- These are Unther’s largest exports; town, but recent attacks by sahuagin dulkin to march on Messemprar. He without the income from these miner- and pirates have decimated the popula- does not have the money to pay the mer- als, the economy would collapse. tion and sent many others fleeing to the cenaries, which means the mercenaries Dalath is a rough-and-tumble place safety of the large cities. It is ruled by will have to exact their payment from that distrusts strangers and despises Lord Karigulzu (4th-level cleric of Gil- the treasures of the city. The army will the king and his taxes. Most of Dalath’s geam), commonly referred to as “that arrive at Messemprar in three weeks’ inhabitants are slaves or freeholders fat fop.” The population of Red Haven is time. It is likely that the army will de- who have left their families behind in about 1,500. stroy the city, unless the slaves get some the large cities to work here for several high-level assistance and arms.

43 RELIGION OF UNTHER

“I am All Religion, I am All Worship, Status: LE, Lesser Power, Prime Mate- and a bronze skirt that covers his lower none may breathe in Unther without rial Plane torso and his upper legs. blessing Me.” Symbol: A red fist backed by a gold sun The power of his manifestation is as —Gilgeam against black follows (see the “Religions of Mul- horand” section for the abilities of a Spheres: Major—All, Charm, Combat, manifestation): In the beginning, the people of Unther Elemental, Guardian, Protection, used the Sumerian pantheon as their Summoning, Weather; Minor— AC: -4 own; these were the manifestations Creation, Divination, Necromantic, claimed by the god-kings who fled the MOVE: 15 Weather ruins of Raurin to settle in Unther. HIT POINTS: 350 Unlike Mulhorand, which cherishes Weapons Allowed: Mace, Staff, Staff- THAC0: -5 eternity and unchanging continuity, re- Sling, Flail #AT: 3 ligion in Unther experienced major Armor Allowed: Scale DMG/ATT: 2d10 + 12/2d10 + 12/2d10 + 12 changes during its history. Ethos: Priests of Gilgeam are to obey MR: 50% The first big change occurred when their lord without question. They are CLASSES: Fighter 26, Priest 15, Mage 18 many of the Sumerian deities died in to enforce his will. They are to slay STR 24 (+16, +12) DEX 25 CON 25 INT the Orcgate Wars. The Untheri found his enemies. They are to persecute 23 WIS 20 CHA 22 many new gods and goddesses to wor- all who will not worship him. They SA: Wrestling (causes 2d10 + 12 damage ship, all belonging to the Babylonian are to smite the enemies of Unther. with a bear hug, with a 35% chance of pantheon. instantly killing any opponent with a Enlil himself retired; he appointed his Gilgeam is the supreme leader of the Strength score below 20). Awe effect vs. son, Gilgeam, as his successor as king of gods of Unther (what few are left) and all creatures of up to 6 HD (or levels). the gods. At first, Gilgeam was a just ruler of the land. His manifestation lives SD: Immune to 1st-to 5th-level illusion/ ruler. But sometimes even the gods can in Unthalass and has emerged from the phantasm spells. Immune to the follow- go mad. citadel many times to smite his enemies ing spells due to high Wisdom: cause Gilgeam was a proud god-king. As the with divine power. He is a god known fear, charm person, command, friends, centuries passed and Unther declined for his jealousy, cruelty, and pride; he is hypnotism, forget, hold person, ray of in prosperity and influence, as taxes covetous of wealth, taxing the people enfeeblement, scare rose and the people’s hatred grew, Gil- heavily. Weapons: Mace +4 inflicts 2d10 points geam became a cruel and jealous lord. Gilgeam himself is a god of physical of damage All other deities, with the exception prowess; if a warrior of great strength Armor: None; natural armor class with- of Ishtar and Ramman (who were too and fighting ability is captured, Gilgeam out Dexterity bonus is 2. popular to persecute) were banished will offer him freedom if the warrior from the plane. Limits were eventually can defeat him in a wrestling match. Ishtar set on the number of worshipers that Then Gilgeam will kill him with his bare Ishtar and Ramman could have (and hands. (Isis in Mulhorand) their temples would turn over half of Gilgeam has no incarnations, if only Goddess of Weather, Lady of the Rivers, their funds to Gilgeam), and all other because an incarnation of Gilgeam Mother of the Harvest, Lady of All Love Untheri were obligated to worship Gil- might be filled with the sense of justice Status: NG, Lesser Power, Prime Mate- geam alone. and honor that he himself lost long ago. rial Plane However, trade with the other Nor does Gilgeam have any heirs, Symbol: Female hand clutching a glow- Realms has imported a lot of foreign de- though he enjoys the company of ing crystal rod ities into Unther, which are worshiped women (a son could prove to be a threat in secret. to the security of his throne). Spheres: Major—All, Animal, Charm, The cult of Gilgeam is the most power- Creation, Guardian, Healing, Necro- Central Pantheon ful in Unther, if only because few other mantic, Plant, Protection, Weather; cults are allowed. Idols to Gilgeam must Minor—Divination Gilgeam decorate every street corner and every Weapons Allowed: Staff, Flail home, and those who deface his image Armor Allowed: None Master of Wars, Father of Victory, God will die. Gilgeam is a tall, handsome, very of the Sky and the Cities, Supreme muscular man with long, golden hair Special Requirements: Ishtar is only Ruler of Unther, Chessenta, Threskel, and beard. He typically wears kingly served by priestesses. No men may Chondath, Turmish, the Shaar, and robes, but goes into battle with his mace be priests of Ishtar. Yuirwood

44 Special Abilities: At 15th level, a priest- son, command, friends, hypnotism, for- Greenfields. There is often confusion ess of Ishtar gets a bonus spell: con- get, hold person, ray of enfeeblement, between Ramman and Ramatep, the trol weather (as 7th-level priest scare, fear, charm monster, confusion, Untheric name for Anhur, but they are spell). emotion, fumble, suggestion not the same deity (though confusion over names has caused other deities to Ethos: Priestesses of Ishtar are charged Ramman merge their manifestations). to aid farmers and the common peo- The statistics for Ramman’s incarna- ple of Unther, to protect them from God of War, Thunder, Rain, Storms tion are as follows: starvation. They may not directly at- Status: N, Lesser Power, Prime Material tack the injustices of Gilgeam, but Plane AC: -2 may try to soften their effects. Symbol: Lightning bolt through a storm MOVE: 12, Fl 48 (A) cloud HIT POINTS: 150 Ishtar is the goddess of love and fertil- THAC0: 5 Spheres: Major—All, Combat, Elemen- ity. She is the most beloved deity in Un- #AT: 2 tal, Guardian, Protection, Weather; ther, but her priesthood has little DMG/ATT: 20/20 Minor—Divination, Healing, Necro- power. Long ago Ishtar gave the power MR: 50% + Special mantic, Summoning of her manifestation to the Mulhorand CLASSES: Fighter 15, Mage 15 goddess Isis, and so the goddess wor- Weapons Allowed: Sword, lance, staff, STR 21 (+3, +8) DEX 20 CON 22 INT 19 shiped in Unther is not the real Ishtar, short bow, spear, javelin WIS 15 CHA 15 but she allows them to use her name. Armor Allowed: Chain Ishtar has one incarnation in Shussel, SA: The incarnation of Ramman uses a which is the site of her major temple. Special Requirements: Minimum STR mallet of lightning (it returns to him if Gilgeam is quite jealous of Ishtar and 13, DEX 14, CON 12 thrown). This mallet always inflicts 20 her popularity. He has recently decreed Special Abilities: At 10th level, priests of points of damage per attack, even that neither she nor Ramman may train Ramman may fire a 10d6 lightning against targets that have protection worshipers to learn priest spells of 6th bolt, once per day. against lightning. level or higher. The priesthood of Ishtar SD: Ramman is immune to all 1st- to is quite upset, and is considering giving Ethos: Priests of Ramman are obliged to 4th-level spells. He is immune to the fol- support to the growing rebellion help defend Unther against weather lowing spells due to high Wisdom: against him. magic used by other nations (nota- cause fear, charm person, command, Ishtar is portrayed as a beautiful fe- bly Thay). They are to protect Un- friends, hypnotism male with golden hair and blue eyes; ther from foreign invaders and to Weapons: Typically wields a magical her incarnation takes on this form and serve the King. mallet Armor: Scale mail +3 has the following statistics: Ramman is a relatively new deity, intro- Tiamat duced into Unther during the height of AC: -1 Queen of Chaos, Nemesis of the Gods MOVE: 12 the Second Empire. The worship of HIT POINTS: 100 Ramman complements that of Ishtar; Status: LE, Lesser Power, Prime Mate- THAC0: 13 Ishtar is the deity of fertile soils, while rial Plane #AT: 1 Ramman is the deity of the skies whose Symbol: Five-headed dragon rains help crops flourish. Ramman is DMG/ATT: By weapon Spheres: Major—All, Animal, Charm, considered to be a less than caring de- MR: 70% Combat, Divination, Guardian, Nec- CLASSES: Fighter 8, Mage 18 ity. Recent limits on the spells usable by the priests of Ramman have severely romantic, Protection, Weather; STR 10 DEX 19 CON 18 INT 23 WIS 22 Minor—Animal, Elemental, Sum- CHA 22 hurt the ability of Unther to defend its crops from the Red Wizards, who are moning SA: The incarnation of Ishtar may use using weather magic to concentrate the Weapons Allowed: All priest weapons any weather spell at will, as an 18th- available clouds in the eastern region of Armor Allowed: Any level caster. She may, at will, stun up to the Inner Sea over their territory. Special Requirements: WIS 14 6 HD (or levels) due to divine awe. Ramman is portrayed as a man with a SD: The incarnation of Ishtar is immune homely face but a massive build. His in- Special Abilities: 16th-level priests of to 1st- to 5th-level illusion/phantasm carnations are typically farmers and Tiamat may summon a young adult spells, and to the following spells due to soldiers, and he is worshiped in the dragon as a mount. high Wisdom: cause fear, charm per-

45 Ethos: Priests of Tiamat are sworn to with 4 HD (or levels) or less. She has the Mask (God of Thieves, N): The number destroy the power of the god-kings following spells, cast as if she is 24th of thieves in the cities of Unther is in- of Unther, to seize the realm for level: two each of 1st-, 2nd-, 3rd-, 4th-, creasing rapidly (especially when the ri- themselves, to get as much treasure 5th-, 6th-, and 7th-level wizard spells ots in Messemprar provide excellent as possible and sacrifice it to the and one 8th-level wizard spell; and two looting opportunities). Thieves usually Dark Lady. each of 1st-, 2nd-, 3rd-, and 4th-level pay homage to Mask. priest spells. Each head has the choice Tiamat is a cult deity, born in opposition of breathing, spellcasting, or biting. Mystra (LN): This goddess of wizards is to the god Gilgeam. The gods taught the Tiamat cannot attack with her claws, quite popular among the wizards of Un- people that Tiamat was their major en- but can wing buffet and tail lash. ther. She is believed to be the patron of emy, so when the gods became unpopu- Tiamat’s tail stinger can also strike one the mysterious Enclave. lar, veneration of their greatest enemy creature; those who are struck must grew as a protest. In Unther, people of roll successful saving throws vs. poison The Old Gods (LN, LG, NG): This cult all alignments belong to the cult of (with a -4 penalty) or die in one round; worships gods from the golden age of Tiamat, even people of good align- those who succeed with their saving Unther: Enlil, Marduk, Nanna-Sin, and ments, because Gilgeam is such a tyrant throws are slowed for 2d4 days, or un- Utu. The cult of the Old Gods is mostly they cannot see how Tiamat could be til the poison is neutralized. nostalgic; its priesthood cannot gain worse. SD: Each head of Tiamat of has 48 hit spells beyond the 2nd level. Gilgeam Tiamat’s manifestation in this plane points; when full damage is inflicted on does not persecute members of this cult was destroyed long ago by the god Mar- the head, it becomes useless and cannot because he sees them as madmen with duk (who is no longer in the Realms), attack. When two heads are immobi- no power. but because of the summoning rituals lized, Tiamat teleports away. performed by various priests, she has Sebek [God of Rivers, N(E)]: This been able to send an incarnation. Her Other Deities crocodile-headed deity is worshiped in incarnation has added power in Unther the wetlands, away from the cities. This because of the strength of her cult. It There are a number of other deities cult has been persecuted for several worshipped in Unther; these deities can change form at will, and usually centuries. All crocodiles are said to be were introduced by merchants from poses as the Dark Lady, a sorceress his children. the other parts of the Realms or by im- with long, dark hair and dark robes, who lives in Firetrees. The other form migrants. All worship of these deities is Tempus (CN): This is the chief warrior illegal and subject to persecution. These is a three-headed dragon (all five heads god worshiped (aside from Gilgeam of deities are worshiped by only a small are only available to the manifestation course) in Unther. He is a favorite fraction of Unther’s population. of Tiamat; the incarnation has the among the Chessentan mercenaries heads of a red dragon, a blue dragon, that many of the freeholders have and a green dragon). Anhur (CG): This war deity is wor- brought in to protect their farms from shiped mainly by a few Chessentan bandits. AC: -12 mercenaries who were converted to Anhur worship in Mulhorand, then MOVE: 6, Fl 18 (C) Umberlee (CE): Not commonly wor- HIT POINTS: 192 journeyed to Unther to serve on free- shiped, pirates on the Alamber do pay holds. This deity is not as popular THAC0: -7 homage to her, though usually their #AT: 6 among the mercenaries as Tempus, but sacrifices consist of cargos they cannot his following is growing fast. DMG/ATT: 3d8 + 12/2d10 + 12/3d10 + 12/ salvage. 2d8 + 12/ 1d6 + 12 (x2) MR: 70% Bane: There are agents of the Zhen- Waukeen (N): This god is worshiped, in tarim everywhere these days, and Un- private, by merchants who travel into SA: Each head may breathe once every ther is no exception. A small group of Unther from abroad. A recent attempt three rounds, and no more than one Bane worshipers have set up in Untha- to build a secret temple was foiled by the head may breathe at a time. Breath lass, trying to extend their contacts into priests of Gilgeam, who razed the build- weapon per head is the same as a great Mulhorand and learn the secrets of the ing in which the services were held. wyrm of each species (24d8 + 12 for the south for Zhentil Keep, as Manshoon Since then, there have been a great deal blue head, 24d6 + 12 for the green has expressed an interest in learning of bitter feelings between the priests of head, and 24d10 + 12 for the red head). southern magic and the secrets of the Waukeen and those of Gilgeam. The dragon form of Tiamat horrifies all priest of Thoth.

46 PERSONALITIES OF UNTHER

“Can the gods make men mad in the land geam’s service with him. He has failed shaped scar that surrounds her eyes, where the gods themselves are mad?” only once—when he was ordered to nose, and mouth. —Isimud, leader of the Enclave bring in the Enclave; he killed several of Tiglath is not an evil woman, which the order before he was driven back by may eventually lead her into conflict Isimud the most powerful wizards of that or- with her deity. For now, Tiamat is will- der. He is currently in Messemprar try- ing to accept her service, using her ha- Greenfields ing to put down the riots, mostly by tred to corrupt her and change her to 24th-level Mage taking hostages and executing them in Lawful Evil. She has been close friends LG, Mystra public until the people quiet down. This with the bandit Furifax for many years Human male strategy has not worked. and often rides to the eastern Shaar to Shuruppak wears black robes and a coordinate his actions with that of the Isimud is the leader of the Enclave, a hood adorned with a red skull mask cult of Tiamat. group of wizards in the western Green- that covers the top half of his face. It is fields. He is an old man, nearly blind, re- said that he was horribly scarred in bat- Furifax lying on magical aids to help him tle long ago, but this is untrue. He has Eastern Shaar continue his quest for new magic. been a figure of dread for so long that 13th-level Fighter Isimud seeks the location of certain he considers himself to be The Reaper. artifacts of the Old Unther Empire and Shuruppak has been given a number LE, Tempus Half- male wishes to recover them to prevent of special powers by Gilgeam. As there them from falling into the hands of Gil- are plenty of opportunities for player Furifax is the most famous bandit in the geam, or the Cult of Tiamat, or Furifax characters to encounter him, his statis- southern Realms; he is known for both and the bandits. He laments that there tics follow: is no force of a more benevolent nature extreme bravery and ruthlessness. His plans are meticulous; he is an ex- that promises to take control of Unther. AC: -3 cellent leader who is respected and He would be willing to support any be- HIT POINTS: 135 loved by his followers. He is also ex- nign faction that gathers public sup- THAC0: 1 tremely cruel to his enemies, believing port, but none have as yet. #AT: 3 that the end justifies the means. He appears as a wizened old man DMG/ATT: By weapon + 8 with a long, white beard and a cap with Furifax is a half-elf who strongly fa- SA: Spells many mystic runes. He wears strange vors the human side of his heritage; he SD: 50% magic resistance, mirror im- has no idea who his parents were, ex- lenses on his face, and his familiar, a age (five images) three times per day, cept that they were travelers slain by talking owl named Ibuth, reads aloud immune to enchantment/charm and for him when his eyesight fails. bandits in the eastern Shaar. He was not slow spells. slain but raised by the bandits and STR 20 (+3, +8) DEX 21 CON 18 INT 16 eventually became their chief. On a raid Shuruppak WIS 17 CHA 16 into southern Unther he was captured Wanders and sold into slavery in the royal palace Shuruppak typically wields a two- 20th-level Fighter/7th-level Mage in Unthalass. handed sword +3 and wears bracers NE, Gilgeam When he fell into disfavor with his of defense, AC 2. Human male master, he was slated to face Gilgeam in the arena, but he escaped before the Shuruppak is referred to as “The Tiglath match could take place. He vowed that Reaper” in Unther, for his approach is Firetrees he would decide the time and place for death. He is a great fighter-mage, clad in 14th-level Priest their contest. He returned to the east- black robes, protected by bracers of de- N, Tiamat ern Shaar, killed several rival bandits, fense AC 2, who wanders from city to Human female and became the leader of the largest city, killing anyone he feels is an enemy and most successful bandit group. of Gilgeam. Shuruppak is a psychopath Tiglath is the current high priestess of Since then, he has placed agents in prone to fits of extreme violence, Tiamat. She was once part of Gilgeam’s every major city in Unther, inciting dis- known to take his sword to anyone harem; she does not speak of her expe- sent and spying on royal activities. He when he’s in a bad mood. riences there, but she is filled with ha- has begun his plan for rebellion, which When Gilgeam orders him to kill tred and a desire for revenge against may succeed. He needs a group of high- someone, Shuruppak takes a group of the king. Tiglath’s face has a large star- level adventurers to face the manifesta- high-level mages and priests in Gil- tion of Gilgeam and expel it from the

47 plane. He has allied with the cult of looking at the example set by Thay, Thieves’ Guild in Messemprar. Tiamat, but he feels that this is not wish to avoid politics. Esarhaddon does He is not a particularly evil vampire, enough. have a considerable following among but if anyone really annoys him, he’ll Furifax is tall for a half-elf, nearly the the younger apprentices. His long- kill in a slow and evil fashion. height of an average man, slim but wiry range plan is to get control of the En- Since he remembers how poorly his and muscular. His hair is sandy brown, clave and turn it into a political master treated him, he doesn’t create and his eyes are auburn. He wears a instrument, but he is so impatient that other vampires. So far no one has no- sandy brown tunic and carries a long he may decide to join in Furifax’s rebel- ticed that Shulgi is a vampire. He has bow, a long sword +3, boots of striding lion and aid them in their battle against taken advantage of the riots to loot sev- and springing, and a ring of armor, AC 0. Gilgeam. With the permission of the eral places of value, but he feels that the When opponents surrender, he strips other wizards, he made contact with situation is getting so out of hand in Un- them of most of their weapons, arms, Furifax. He has solicited a promise that ther that he may leave for Chessenta. and treasure. He usually leaves them the Enclave’s holdings will not be Shulgi is a short, fat vampire, with some food and sufficient weapons for touched, in exchange for a promise that pale skin (he uses make-up to make him- them to defend themselves in danger- the Enclave will not intervene on the self appear more human) and a stutter. ous territories. side of Gilgeam. Esarhaddon is young and impulsive, Skuthosiin AC: -3 brilliant but impatient. He is less inter- Methwood HIT POINTS: 77 ested in the pursuit of knowledge than Very Old Green Dragon THAC0: 7 politics, but his elders dismiss this as LE, Tiamat #AT: 2 youthful exuberance. Esarhaddon is a Dragon male DMG/ATT: By weapon +3 (x2) golden-haired Mulan with blue eyes STR 18/06 (+1, +3) DEX 17 CON 14 INT and a somewhat homely face. Skuthosiin, nicknamed “the Venomous” 17 WIS 17 CHA 16 (for obvious reasons) is the greatest SD: Boots of Striding and Springing Shulgi dragon alive in Unther at this time (with Weapon: Long sword +3 (named “The Messemprar the exceptions of the incarnation of Companion”) 5th-level Thief Tiamat and Guyanothaz, the blind red CE, Mask dragon of Mt. Temmikant). It claims to be Furifax has access to more powerful Vampire male the offspring of the infamous Cha- weaponry, but because he has had The thuulandroth, who razed the tower of Companion for many years, he would Shulgi was once a thief from Cormyr. He the archmage Nezram in Mulhorand, but prefer not to have any other weapon; was searching an ancient tomb for trea- no one believes this. Skuthosiin is an ex- he also calls it “my brother of arms.” sure when the roof collapsed and the tremely egotistical beast that considers it- Esarhaddon sarcophagus opened, trapping him with self to be the most powerful creature in a vampire. The inevitable result was that Unther, though it is somewhat more Greenfields Shulgi also became a vampire. Shulgi humble when Tiamat is around. 8th-level Mage was under his master’s influence for sev- Skuthosiin has recently been forced LG, Mystra eral years, until an adventuring com- by the cult of Tiamat to join them in Human male pany called the Destroyers of Ghosts their attacks; it serves as the personal killed his master, setting Shulgi free. steed for Tiglath. This is a recent devel- Esarhaddon is the youngest of the Fearing that he would be next on the ad- opment. The dragon and its rider are members of the Inner Council of the venturers’ list of victims, Shulgi fled Cor- not close friends. Skuthosiin is not in- Enclave, the wizards who live on the myr, making his way east. Eventually he terested in politics, just food and a large edge of the Greenfields and attempt to settled in the city of Messemprar. hoard. The dragon bears a grudge preserve Untheri magic. Esarhaddon is Shulgi poses as a retired business- against an archer from Ssintar that Isimud’s apprentice, but he has none of man, but he still enjoys thieving. Since once pierced its armor and gave it a his master’s patience. He is filled with freed from his master’s influence he pain that lasted for weeks; it intends to hatred for the king and is trying to push has not partaken of human blood, but destroy every living creature in that the Enclave into military action to over- he steals enough money using his vam- city when the time comes. throw Gilgeam and take control of Un- piric abilities to pay for livestock, Skuthosiin is a wily creature. In battle ther and rule it as a magocracy. whose blood he drains. Shulgi enjoys it likes to lure its victims into an unsafe Esarhaddon is the only one who thieving even more now that he is a mountainous area, then start an ava- wants to pursue this; the other wizards, vampire. He has begun to set up a lanche. It has destroyed several adven- turing companies this way.

48 CULTURE OF UNTHER

“For now, and forever, the world shall Early in its history, Unther developed to be valuable by the peoples of the look upon the works of Unther and be the ziggurat, a step pyramid that was west. In Unther, the major treasures— filled with wonder.” sometimes elaborately decorated with pottery, buildings, and sculpture—are —Old Untheric saying art and enamel plates. not considered to be valuable by most Temples were square buildings sup- people. Unther is, despite its current low ported by columns. There were a num- There are those who admire art for points, one of the richest cultures in the ber of obelisks, tall narrow towers its own sake, however, who consider Realms. meant to mark important places, com- the sculptures and pottery of Unther to In ancient Raurin, even before the memorate the gods, and serve as look- be without equal. war against the gods, there were two out posts. Pursuit of the arts—and war—has al- distinct nations, which scholars name Cities were built with high walls and ways been the foremost recreation of proto-Unther and proto-Mulhorand. ramparts on hills overlooking the sea, the Untheri. In recent times, athletic The proto-Unther culture was a more surrounded by moats of water from competitions have been introduced by aggressive culture; it believed in achiev- nearby rivers. Chessentan mercenaries and are be- ing absolute supremacy over its domin- Horticulture and irrigation was also coming popular in Unther. Gilgeam of- ions. The gods of Unther have, since important to the people of Unther. ten portrays himself as a perfect athlete their beginnings, been uncaring entities There are accounts of elaborate gar- as well as a perfect king. In Unthalass, (as opposed to the gods of Mulhorand, dens, watered by dams on the rivers, Gilgeam has recently instituted gladia- who are merely neglectful). The philos- which covered many square miles. torial games, in which criminals fight ophy of Unther has always been that These arts have been lost, and the an- each other for sport. This cruel practice life is hard and cruel, and only through cient dams were swept away by the has sickened even some of the nobility. hard work and submission to one’s de- force of the swift rivers they tried to Clothing in Unther is similar to that in ity can one survive. This seems to be its control. Mulhorand. Nobles do not wear as philosophy throughout history, even For centuries, all Untheri except much jewelry, but their raiment is usu- before the coming of Gilgeam. slaves have learned how to read and ally multicolored and displays elaborate Yet art and culture flourished in Un- write. Poetry is especially important to patterns to reflect their high social sta- ther, almost as well as in more- the old peoples of Unther. In Unther, tus. Nobles also wear elaborate head- prosperous Mulhorand. Scholars debate poems are meant to be chanted, along gear. The skirt worn by both males and how a culture whose major concern was with musical accompaniment (typical females is often frilled. Untheri males survival could possibly produce such instruments include drum, lyre, harp). wear long, well-groomed (often art. The answer seems to be that in The lamentation, a verse full of melan- braided) beards. struggling to survive, the Untheri cre- choly expressions of sorrows, is an ex- ated tools that enabled them to flourish tremely popular verse-form in Unther. Language of Unther and develop a wealthy civilization. Another popular form of literature in Arts that flourished in Unther include Unther is the epic poem. There are ep- The language of Unther is called Un- ceramics, sculpture, and architecture. ics that describe the birth of the gods theric. It belongs to the same language The Untheri were not great workers in (highly dubious in their authenticity, family as the language of Mulhorand, metals, nor is their land rich in precious but beautifully written). The most fa- but it so greatly changed over the stones, like Mulhorand, but in many mous epic is the Epic of Gilgeam, which course of many centuries that there are ways the Untheri were more creative describes the life of the current king of now very few similarities between the with their resources. Everyday objects Unther, and is required to be taught to two languages. like jugs were decorated in beautiful all of the Untheri. The runes used by the Untheri are en- patterns and overlaid with colorful Gilgeam’s current unpopularity has tirely different from those used by the enamels. Walls were covered in mosaic led to a new and previously unknown Mulhorandi; these runes pre-date their tiles. Glazed inlaid patterns of great ani- form of poetry in Unther—the satire— migration from Raurin. Early Untheric mals adorned city gates. There were as poets secretly parody many of the fa- writing consisted of syllabic hiero- statues in even the poorest of homes; mous passages of the Epic of Gilgeam. glyphs (runes that represent one sylla- most of these were idols of local gods The Untheri are also noted for many ble, as opposed to the hieroglyphs of who were worshiped in household books of proverbs and wise sayings. Mulhorand, which represent one word) shrines. In many cultures, the works of the and seems to have had at least minor in- For the most part, art and architec- ancients are valuable treasures. This is fluence on the alphabet of Thorass (Old ture in Unther was smaller in scale but especially true in Mulhorand, whose Common). more inventive than in Mulhorand. jewelry and metalwork are considered

49 PEOPLE AND SOCIETY OF CHESSENTA

“In Chessenta, the people are incapable and failed miserably. There is no central to be elevated into the nobility. of living a quiet life, or allowing others council to discuss Chessentan affairs, To be a hero, one must perform great to live quietly.” though Cimbar sends ambassadors to all deeds in battle that are witnessed by a —Heptios the Archmage coastal cities except Luthcheq. This commander of noble rank. The title is keeps a dialogue going among the Ches- not given out as a whim, and there is Unther and Mulhorand are relatively sentan cities to discuss trade threats rarely more than one hero in a battle. stable and united societies, and the so- from the North Coast cities. Heroism is sometimes given out posthu- cial structure does not vary much from The social classes of Chessenta are as mously; the only benefit such heroes region to region. In Chessenta, this is follows: receive is a grave in the noble burial not the case; each city is a different soci- grounds with a marker to recognize ety and may contain substantial differ- The Nobility their deeds. ences in social mix, laws, and character. There are no special titles for priests The nobles of Chessenta live in rich pal- The peoples of Chessenta are of many or mages, which are not the most re- aces in large cities. They can be of any races: common humans are the Mulani spected classes in Chessenta. Both are class, though given the large number of (Unther/Mulhorand), Turami (Turmish), considered to be less than noble profes- wars that plague Chessenta, they usu- Rashemi (Rashemen), and Amnite sions, except in Cimbar, which recog- ally belong to the warrior group. (Amn); there are also more than a few nizes teachers and philosophers from Whereas Mulhorand worships the di- elves, half-elves, half-orcs, orcs, these classes as the pinnacles of human vine, Chessenta’s obsession is with dwarves, and halflings mixed in the cit- achievement. There is nothing particu- physical conflict. Rulers are often re- ies. Airspur and Mordulkin are particu- larly honorable or dignified about be- tired warriors who place their sons at larly well-known for their cosmopol- ing a member of these classes; it is the the heads of the army. They typically itan mix of races. act of teaching or philosophizing that is rule the city and send troops out into As in the other nations of the Old Em- seen as dignified in Cimbar. One must the surrounding countryside to collect pires, there are three social classes: no- also engage in public discussions and bility, middle class, and slaves/serfs. taxes; taxes are kept and used by the debates between philosophers to gain city, not sent to a central authority. The rulers are usually Mulan humans, proper recognition. To be cast out of the noble class, one descended from those who originally must be outlawed. The punishment of rebelled against Unther. The Middle Class banishment requires a public trial. The middle class in Chessenta bears a The Population of Noble Titles of Chessenta greater resemblance to the tradesmen, Chessenta merchants, and farmers of the western There is no hierarchy of titles in Ches- Realms, rather than the tightly con- senta. The rulers of cities are generally Chessenta is an ancient land, in many trolled realms of Mulhorand, Unther, or known as kings; the Sceptanar of Cim- ways the most energetic of the Old Em- even Thay. The middle class controls bar uses the title Overlord or Great pires. While large sections of the coun- most of the money in Chessenta, and King to signify his claim as the one true try remain unoccupied (the Adder the city governments believe that it is in ruler of Chessenta. (Of course, the Peaks, for instance), it is estimated that their best interest to let the middle class other kings of Chessenta do not refer to the population stands at close to 1.2 mil- thrive so the governments rake in the the Sceptanar as the Great King.) lion sentient beings, including the Flam- taxes. ing Spike orc tribe of the Akanapeaks, People who perform great deeds on The majority of farmers are freehold- the battlefield are officially known as whose population is estimated at 50,000 ers with serfs to help in the fields. (though they suffered heavy losses in “Hero of...,” with the name of the battle Slaves typically fulfill household duties, the recent wars in Chondath). Of this added to their title. This is considered while serfs are paid minimal wages and population, about 300,000 live in the cit- to be part of their name; those given given land of their own to use while ies and 900,000 in the countryside. this title are permitted to add heroic providing a portion of crops produced Given its political divisiveness, there is emblems to their shields and wear a on the land to the owner. In actual prac- copper ring on the third finger of their no standing army to represent Ches- tice, the differences between serf and senta as a nation. When outsiders left hand. It is possible to be a hero in slave are minimal. threaten Chessenta, the armies of Cim- more than one battle, and heroes often The only city that places major restric- bar and Akanax threaten each other into receive additional pay as a matter of re- tions on the merchant classes is Luth- spect for their deeds. Most importantly, cooperating; so far this has only oc- cheq. Businesses in that city are curred on one occasion—when Unther a hero is considered to be part of the forbidden to use wizards, shelter wiz- tried to reclaim Chessenta 300 years ago noble class; it thus is possible for a slave ards, or even have dealings with wizards

50 outside of the city. The penalties for vio- easily broken, but escapes are for the forgets, even when he does not remem- lating this law are confiscation of all most part a very rare occurrence. ber correctly” is a common (if unfair) property and possessions and death by Slaves may shave or cut their hair, but saying in Chessenta. witchweed burning as a witch-friend. most masters require them to wear a One city that does not like demihu- Merchants usually get around these re- beard, at least until they are sure the mans, as one might expect, is Luthcheq. strictions by setting up other companies slave will not escape. While orcs, half-orcs, and half-elves are in other cities, selling to their other com- Most slaves are kept illiterate, except tolerated, full elves are considered to be panies, and then hiring middlemen to in the city of Cimbar, where it is com- creatures of magic; any caught in Luth- sell to wizards. The lords of Luthcheq pulsory that all citizens and slaves be cheq are burned. Dwarves are consid- typically persecute one merchant every able to read and write. ered to be earth magicians and also ten years or so to demonstrate that their subject to burning. laws may not be flouted. Then they Demihumans in Chessenta Naturally, most demihumans avoid move on to matters of greater interest. Luthcheq, and some demihuman com- The major enclave of nonhumans in Naturally, many traders in the Inner Sea panies have joined in battles against Chessenta is the Flaming Spike tribe in are extremely nervous during their vis- Luthcheq out of vengeance, which has western Chessenta. This tribe has a rep- its to Luthcheq, and some merchants only deepened the prejudice of the utation, which seems to be exagger- avoid that city altogether. lords of Luthcheq against demihumans. Members of the middle class in Ches- ated, for barbarism and cruelty. senta typically dress in upper class These orcs often raid the cattle and sheep herds on the north shores of the The Society of style, but without royal insignias or sig- Akanamere, but they rarely attack hu- nets of heroism. They are clean-shaven Chessenta and their hair is cropped short. They mans. Most battles between the Flam- ing Spike and Chessenta have been Chessenta is generally considered to wear short, white tunics with capes initiated by Chessenta; the garrison at have a neutral society, subject to re- that fall to the knees and cover the Rodanar is especially eager to kill them. gional variations. Cimbar is probably shoulders. Only mages and the crippled best described as lawful good, while are permitted to carry staves. The Flaming Spike tribe is more aggres- sive in Chondath. Akanax is lawful neutral, and Luthcheq is lawful evil. Slaves A number of orcs have left the tribe to become traders in Airspur, where In Chessenta, there are a number of Slavery in Chessenta is less widespread half-orcs are fast becoming the domi- motives that drive people. The people than in Mulhorand or Unther; farm nant members of its society. Because of of the outside see the Chessentan’s workers are typically serfs, not slaves, this, a large dwarven mercenary com- feasts and wars and often view them as though the differences are minimal. pany has offered its services to Cimbar, a riotous, drunken people. While it is Slaves are often criminals who are which is currently at war with Airspur. true that Chessentans feast and fight of- forced into service in dangerous places, For the most part, however, the orcs of ten and long, this description misses the such as the mines, or serfs purchased Airspur have adopted human values fundamental facet of a Chessentan’s from slave traders (some are Thayvian and compete with human traders for character-passion. Chessentans are an in origin). business, not racial reasons. The arch- extremely energetic people who rarely Slavery is considered part of the natu- mage Heptios says that orcs who adopt do things except to an extreme. Compe- ral order; philosophers claim that some human values may be the greatest tition is very important to their way of men are naturally servile, and many of threat the Realms have ever known. life, as is art. The Chessentans live for these servile men are slaves. Work con- The second source of demihumans in today, but without the fatalism or des- ditions among slaves vary greatly. Chessenta are the mercenaries. While peration of those who believe that the Slaves in the mines work in a all of the peoples of the Old Empires world will soon end. wretched, unsafe environment, but share a congenital wariness of and un- This tendency toward excess and most slaves live hard but not unpleas- ease with all things elven, half-elves are driven behavior enables them to create ant lives. It is considered a virtue to re- considered to be fully human and are works of beauty that cannot be found ward slaves for hard work or jobs well rarely the object of discrimination. elsewhere in the Realms. It also encour- done; masters can give slaves their free- Dwarves are also commonly found in ages them to engage in savage warfare dom at any time. Slaves are not branded mercenary companies, though south- with appalling frequently. Chessenta is as in Unther, but they are forced to ern dwarves consider Chessenta to still a land that does not believe in doing wear a thread around their wrists to be part of Unther and thus an enemy. anything half-way. identify them as slaves. The threads are “Even the most drunken dwarf never

51 GEOGRAPHY OF CHESSENTA

“Chessenta is a mosaic of a nation that size, weight, and strength of the The Akanul pteranodons, it is doubtful that they was made by ten different artists, all of The Akanul is the most fertile region of could support a human rider; either them blindfolded.” farmland within Chessenta. Large plan- —Heptios, mage of Cimbar larger varieties once existed or the leg- tations of cash crops line the shores of end is a hoax. the Akanamere; these crops are deliv- In physical size, the alliance of Ches- There are also the ruins of an ancient ered by ship to Akanax and Soorenar. senta is the largest of the Old Empires. aarakocra civilization on the slopes, but These lands have been farmed for cen- However, Chessenta is really a collec- this tribe was hunted to extinction a turies; they deliver over 50% of Ches- tion of city-states with no unity whatso- century ago for sport by mercenaries senta’s food supply. Many of the wars from Chessenta. ever, though each state has ambitions that have been fought in Chessenta The eastern portions of the Riders to (some would say delusions) toward be- have been over these lands and access ing the center of this virtually nonexist- the Sky have mostly been cleared, to their crops. ent nation. though some bandit and outlaw tribes Historically, the border of Chessenta use them as bases to wage raids on Un- in the west begins at the coast on the ther and Chessenta. The western por- Akanamere edge of the Akanapeaks, the mountains tions, along the edge of the Winding This great fresh-water lake is the larg- that border the Akanamere. This bor- River, are much wilder. There are troll est in the Old Empires. The lake is rich der goes south to the Adder Peaks, and villages, and duergar inhabit under- in fish, and its shores are fertile. There then runs along the Winding River, ground caverns. is also at least one active pirate vessel Methmere, and the River of Metals to its Half-drow who were exiled from active in this area, as well as a family of mouth on the coast of the Alamber. The Yuirwood long ago are rumored to live vodyanoi and a small community of liz- Untheric city of Messemprar lies across among the trolls. ard men. Two small trading villages, Os- the border on the south side of the lin and Maerduuth, are situated on the river. Adder River southeastern coast of the lake, while The border then shifts northward, the town of Rodanar sits on the north- The Adder River is a wide, slow, muddy following the coast, as far west as the ern shore. The mercenary company, river that runs from the Adder Peaks to city of Reth. The region between Mes- Lords of the Inner Reach, is stationed in the Bay of Chessenta. It is known for semprar and Mt. Thulbane, Threskel, Oslin; it has been employed by farmers the lush vegetation that surrounds it, considers itself to be an independent who wish to displace rival farmers and and its deadly snakes (the king of Un- nation, but most consider this area to take over their lands. The river Akax, ther was once bitten by an adder while be part of Chessenta. which runs between the Akanamere crossing this river). It would be easy to Chessenta has numerous geographi- and the Bay of Chessenta, is navigable navigate, except for the Adder Swamp, cal regions. In the west are the Akana- down its entire length by small- and which blocks the mouth of the river. peaks, and to the east are the Riders to medium-sized ships. The Adder Swamp is known to be home the Sky Mountains. Between these two to a community of werecrocodiles, who mountain ranges are the hills of are very protective of their territory. Akanapeaks Maerth, which separates the Adder They are currently at war with a com- River valley to the east and the Akanul These are the highest peaks in Ches- munity of wererats. Plains on the west. Threskel is low senta, with the exception of Mt. Thulbane. The only known passage plains and beaches, with the exception The Hills of Maerth of the lonely mountain, Mt. Thulbane. through the Akanapeaks is the gap of Reth. The western slopes of the peaks Between Akanamere and the Adder are home to a large orc tribe, the Flam- The Riders to the Sky River are the Hills of Maerth. These low ing Spike, which inhabits ancient dwar- but rugged hills are known for their This mountain chain is on the south- ven mines that were carved in the rare minerals; a large number of an- eastern border of Chessenta. These are mountains over three millennia ago. The cient mines dot the surface of the hills. mostly hills ranging between 3,000 and orcs raid into western Chessenta and Recently large tracts of the hills of 5,000 feet in height. On the southern Hlath and Nun in eastern Chondath. Maerth were purchased by the well- end are a number of cliffs that are known plane-wandering archmage home to the tuuru, a race of giant bird- Azurax Silverhawk (23rd-level mage), Bay of Chessenta like lizards (pteranodons). who is seeking a philosopher’s stone. Legends exist that in ancient days This great bay is considered by many to these huge birds were used as mounts be the best natural harbor in the east- by the warriors of Unther. Given the ern Inner Sea region. At its northeast-

52 ern end is the Watcher’s Cape, on which for traffic to pass through) to protect Cimbar was built as a port by the Un- stands a lighthouse that is nearly 800 from invasion. Being good merchants, theri 500 years before the founding of feet high. This light, known as the the Lords of Reth wish to stay out of Cormyr. This section includes the Great Drakelight, is lit whenever a fleet of pi- armed conflicts. The Wraith of the In- Palace, the home of the Sceptanar in the rate ships is spotted entering the Bay. A ner Sea, a mercenary complement of shadow of an old Untheri pyramid, garrison of 300 troops, 100 each from four large vessels, uses this port as its many libraries where books and works Luthcheq, Soorenar, and Mordulkin, home base. The population of Reth is of art are kept, and the University, the maintain the lighthouse and guard 35,000. largest center of learning in the Old Em- against pirate and other attacks. This pires, larger than even the schools of garrison is well supplied; by treaty all Airspur Thoth in Gheldaneth. Cimbarians brag three of the cities maintain their troops that it is the largest center of learning in This trading port was once one of the here, even if the cities go to war against the entire Realms. most important in western Chessenta, each other. There are three sections to the Uni- but has since been overtaken by Reth. It versity. There is the college of mages, is still a powerful presence in the region. Mount Thulbane where magic is studied, the college of Airspur is known (some say infa- sages, where bestiaries and books of This extinct volcano is the highest peak mous) for the many half-orcs that popu- facts describe (with some contradic- in Chessenta; it is said that the god As- late it—30% of the population of the city tions) every known part of the Realms, suran, patron of Chessenta, lives on this is half-orc. The city is currently in an and the artist’s college, where poetry, peak. At the foot of the mountain are aggressive phase, having allied with painting, and music are taught to the fields of Pryollus, where competi- Soorenar in its current war against dozens of eager students. Studies also tions are held every two years to deter- Cimbar. The city fields an army of 3,000 include mathematics and astronomy. mine the finest athletes in Chessenta. troops, of which 500 are archers and Cimbar boasts one of the largest liter- These grounds are currently being 500 are cavalry. The city has a popula- acy rates in the Realms; even slaves are used by the king of Mourktar, who is tion of 20,000. Three notable merce- taught to read and write. having an athletic competition to deter- naries use Airspur as its base—the New Cimbar is a large cluster of resi- mine who will succeed him (see the Sailors of the Crimson Sea, the War- dences and thriving shops. The port is “The Name of the Game” scenario). dogs, and the Sunlords. Many of these the largest of any in the region. On the have fought recently in Chondath and outskirts of the city are theaters, where have sustained heavy losses. The lord of Cities of Chessenta plays are performed, the hippodrome, Airspur is Khrulis (8th-level half-orc where horses and chariots race, and fighter), a crafty and pragmatic, though Reth the arena, where athletes test their greedy, ruler. Reth is the westernmost city of skills. Chessenta—a fast-growing port and Cimbar In spite of its tradition of arts, Cimbar trading center. It forms a loose alliance is also a city of warriors. It has the sec- with Hlath and Nun to protect each Cimbar is commonly thought of as the ond largest fleet in the eastern Inner other from attack from the sea, though capital of Chessenta, the place set down Sea (only Thay’s is larger), and the larg- Reth failed to protect Hlath in recent by the war god Tchazzar as the center est number of warships at any port in battles against a powerful netherworld of his nation’s power forever (or at least the region. The main enemy of the Cim- mage named Yrkhetep (see I14, Swords for as long as the city’s kings could pre- barian navy is not Thayvian vessels, but of the Iron Legion). To the west of Reth vent Chessenta from deteriorating into those of the cities of the North Coast; is the forest of Nun, which is inhabited a group of warring city-states). there have been numerous sea battles by the Autunuk tribe of hybsil. Cimbar is known for its rich culture. between Cimbarian and North Coast Reth is ruled by a council of mer- Participation in the arts, philosophy, and vessels as both attempt to dominate the chants, who keep tariffs here lower music is compulsory for its citizens. The seas and the valuable trading route. than in any other city in Chessenta, way to eternity, it is said in Cimbar, is The army of Cimbar numbers 15,000, which makes it an extremely attractive through a sound body, an inquiring of which there are 100 air cavalry (grif- port. Its disadvantage is its distance mind, and a creative spirit. The streets fon), 100 mage artillery (3rd to 5th from the major production centers, are clean and the buildings are beautiful. level), 1,300 marines, 9,000 infantry, though iron is mined in the Akana- Cimbar is the quintessential symbol of a 2,000 archers, and 2,500 cavalry. The peaks. The city is separated from the rich, prosperous city in its golden age. population of the city is 90,000. There rest of Chessenta by the Gap of Reth, The city is divided into two major sec- are usually at least six mercenary com- which is spanned by a wall (with a gate tions: Old Cimbar and New Cimbar. Old panies in Cimbar as well.

53 The king of Cimbar is the mage of the city was destroyed ten years ago ferry service across the Akax provides known only as the Sceptanar (15th-level in a war against Soorenar. transportation between them, as there mage); he holds the ancient scepter and The army of Akanax numbers over are no bridges on the river. East crown of Tchazzar and is considered to 20,000; there are at least 5,000 archers Soorenar is the smaller of the two sec- have the best claim of all who claim to and 15,000 infantry. It has a very small tions; it contains docks, storage facili- be king of Chessenta. He rules with ab- navy of ten warships. The ruler of ties, and amenities for adventuring solute authority, though a senate Akanax is the absolute tyrant Hippartes parties and mercenary companies. elected from the land-holding males of (19th-level fighter); he is considered to Most of the people in Soorenar live on Cimbar meets frequently to make pro- be the finest soldier in the south. the western side, which is heavily posals; the king usually at least listens to The city is currently at peace, though guarded. their advice. it expects war with Luthcheq any time Soorenar’s attitude toward warfare is now. Soorenar has invited Akanax to to purchase victory with money and Akanax join in Soorenar’s attack against Cim- treasure. It likes to buy the services of bar; Akanax is considering the pro- high-level wizards and use them to dev- South of Cimbar is its philosophical op- posal, as well as an invasion of Soorenar astate the enemy; it is somewhat at posite, the harsh city of Akanax. that would give Akanax control of the odds with Luthcheq over this practice. Akanax is a city of warriors; its male River Akax. Soorenar’s standing army is 5,000, of citizens are bonded into the military which 1,000 are cavalry, 1,000 are and trained to be warriors; those incap- Rodanar archers, and 3,000 are infantry. The able of fighting are slain. Men are for- army has been boosted to 15,000 for bidden to marry before the age of 20 Rodanar was founded by the war god the current war against Cimbar. This and cannot live with their wives until Tchazzar, as Chessenta needed a fort to huge increase has been accomplished the age of 30. Akanax scorns the arts of defend itself against incursions from by forced induction of its citizens and Cimbar but admires its fighting spirit. the orc tribes of the Akanapeaks. Two slaves, as well as the service of 5,000 The city is organized like a military centuries ago it was a large city, but a mercenaries. The lords of Soorenar are camp. Women exist to serve the men, war against Akanax destroyed it, and Lord Thurik (10th-level fighter), Lady who eat at a common mess and train to- the small town that was rebuilt on the Yashur (8th-level mage), and Lord gether constantly. Buildings are simple, site is a vassal of Akanax. It serves as a Brolkchant (8th-level fighter). These are trading center for the western interior practical structures without much or- the representatives of the three leading namentation. Much of the population of of Chessenta, and as a garrison loyal to noble families. Any decision regarding Akanax lives outside of the city, in fields Akanax. It is run in stoic military style Soorenar must be unanimous. that have been converted into military by Hyurkes (8th-level fighter). camps. Children in Akanax are not The town’s population is 5,000, of Luthcheq raised by families, but belong to the which 1,000 are in the direct service of state. Throughout its history, Akanax the garrison. This “city of madness” is one of the most has had many wars; the Akanul pays troubled and destructive in the entire regular tribute to Akanax. Soorenar Realms. The lords of this city, the family Maerduuth was once a large city, un- Karanok, are devotees of the strange This large, aggressive port city is at the til it was nearly totally destroyed in a deity named Entropy, an that is mouth of the river Akax. The lords of war against Akanax 50 years ago. devoted to the destruction of magic. As the city are related to the Lords of Luth- Strangers are only barely tolerated in priests of Entropy, the lords of Luth- cheq (though without the latter’s homi- Akanax, and are generally viewed with cheq feel that it is their responsibility to cidal hatred of wizards). They are extreme suspicion. Because of this, no hunt down and slay all wizards, not currently planning a grand alliance to mercenary companies are based in only within Luthcheq, but all over the destroy Cimbar and unite Chessenta Akanax. Realms. under Soorenar’s rulership. Its allies in Occasionally warriors of Akanax des- The lords of Luthcheq pay large boun- this enterprise are Luthcheq and Air- ert to form their own mercenary com- ties for captured wizards, who they spur. It is trying hard to persuade panies; many of the mercenaries in burn at the stake in witchweed fires. As- Akanax to join the alliance, though Mulhorand are of Akanaxian origin. sassins in the pay of Luthcheq are stalk- many grudges remain from their last The city has a population of 20,000; ing a number of prominent targets, most war. this is deceptive, as many of its citizens notably Elminster of Shadowdale. The Soorenar is divided into two sections: live in the camps outside of the city on lords have had secret talks with agents East and West Soorenar, which are sep- its southern plains. The actual number of the Zhentarim, in which the destruc- arated by the Akax River delta. Only a of people in the region is 70,000. Much tion of Elminster occupied most of the

54 discussion, though the use of magic by routes and on the battlefields, and there herdsmen of Threskel. Small mining the Zhentarim and the Red Wizards pre- is a good deal of enmity between the two communities in the Riders to the Sky vents (fortunately) the formation of two cities that predates the rise of the Mountains sometimes ship their goods dangerous alliances. Karanoks in Luthcheq. to Mourktar, as it is closer than Mor- Luthcheq is a member of the north- Mordulkin is divided into sections dulkin to the major trade centers of Be- ern alliance with Soorenar and Airspur. which are run by guilds: The merchants’ zantur and Sultim. Troubles in Unther, They have not yet, however, provided guild runs the merchant district, the however, have made the Sultim- troops to the war against Cimbar; se- craft guilds organize the crafts district, Messemprar-Mourktar trade route less cretly the lords of Luthcheq hope that and the builders’ guild runs the residen- attractive to traders in the last century. the alliance and Cimbar will destroy tial district. There is a central mercenary There have also been major problems each other and allow Luthcheq to take guild, and all adventuring companies with pirates and the sahuagin. control of the north. Luthcheq claims and mercenary forces that enter Mor- Mourktar is full of traders and merce- that it needs all of its troops to defend dulkin must register with the guild naries who hope to profit from the riots against Mordulkin incursions; Mor- within 24 hours or face imprisonment. of Messemprar, as well as from what dulkin is its historic enemy even from The city is wealthy and is subse- they hope will be an upcoming civil war the days before the Karanoks obtained quently home to the largest organized in Unther. power. thieves’ guild in the south. The second Mourktar’s population is 10,000. It The city is divided into the Port Sec- largest port facilities in Chessenta (only has a permanent army of 500 soldiers, tion, the Trading Section, the Palace Cimbar’s are larger) are located here. and it drafts a force of 2,000 from the Section, the Temple of Entropy, and the Mordulkin tries to keep its relations city’s population and the surrounding Slave Farms, where witchweed is with the North Coast cities cordial, un- region. In spite of its mercantile charac- grown. like other Chessentan cities. The king of ter, political power in Mourktar is held Priests of Entropy wander the streets Mordulkin is not interested in uniting by the king, who is descended from the carrying censors filled with burning Chessenta and will not willingly join an lords who led Mourktar’s break from witchweed to purge the city of magic. alliance against Cimbar. Unther. The current ruler of the city is The population of Luthcheq is be- The population of Mordulkin is about king Theris (8th-level fighter). Theris is lieved to be about 50,000; there is no ac- 35,000. The army of Mordulkin has dying without an heir, and his god has curate counting made of the citizens 8,000 members—6,000 infantry and instructed him to call a tournament to except for the slaves. The army of Luth- 1,000 each of archers and cavalry. decide who will be his successor (see cheq consists of nearly 10,000 troops, For every 100 members, there is also the “The Name of the Game” scenario). with 8,000 infantry, 1,000 archers, and one mage, level 1-5 (roll 1d6, subtract 1, 1,000 cavalry. The navy consists of 15 treat all results of “0” as a 1st-level Thamor large warships. No mercenary compan- mage). The city has an extensive school Thamor is a small trade city in the inte- ies (or sane adventurers) use Luthcheq of mages, but not as large as Cimbar’s. rior of Threskel. It was founded by as a base; those suspected of associating The current king of Mordulkin is Her- merchants from Mourktar and Mes- with wizards are also burned. The cur- cubes (12th-level mage). semprar as a free city where goods rent lord is Maelos, high priest of En- could be exchanged between Unther tropy (18th-level priest). Mourktar and Mulhorand without duty or tax. Mordulkin The city of Mourktar is a free city on Both Unther and Mulhorand objected, the edge of the flat, sandy plains of so Thamor was forced to abide by the This city sits on the eastern shore of the Threskel. Mourktar claims to be inde- trade laws of the two neighbors. Bay of Chessenta. It is a family enclave, pendent of Chessenta, while the other This certainly hurt its growth, but ruled by the Jedea ever since the rebel- cities claim that Mourktar is part of Thamor is still a sizable settlement of lion that ousted Unther from Chessenta. Chessenta. Since the other Chessentan 3,000 people, mostly merchants trading The city is ruled by the most powerful cities are generally too far from goods with the miners in the Riders to mage in the Jedea family and is a haven Mourktar to threaten it, Mourktar is for the Sky Mountains and farmers in for wizards. These things alone would all purposes an independent city. southern Threskel. The city is subject earn it the enmity of the lords of Luth- Mourktar is a small but aggressive to controls by Mourktar. Its leader is cheq, but the city of Mordulkin has been trading city. It has a large port facility to Leppidon (3rd-level fighter). Luthcheq’s major enemy on the trade handle goods for the farmers and

55 CURRENT ECONOMY OF CHESSENTA

“The fields are rich with grain and fruit, a 15% tax on all exports, which accumu- Chessenta, especially those in Cimbar, the cattle are fat, the mines are rich, lates as traders travel from city to city. believe that great art is the highest tri- and the traders to the North are angry.” This tax ensures revenue for the cities of umph of humanity. Sculptors in Ches- —The Sceptanar of Cimbar Chessenta, which enables them to com- senta venerate the human form, mission artists to make great statues—or boasting that they have “taken man and Were Chessenta a united nation under a mercenaries to tear them down. made him as the gods.” Chessentan art- wise king, it is said that it would easily The major imports of Chessenta in- ists receive large commissions to make dominate the Inner Sea area through clude horses, which are used by the statues of prominent individuals and economics. With the exception of the cavalry of various armies and merce- give them heroic qualities. Chessentan Greenfields of Mulhorand, there is no naries. (Oddly enough, many people sculptors typically work in granite, region of the Old Empires that is more think of Chessenta as a center of merce- which is imported from Mulhorand; fertile than the Akanul. The hills and nary activity, so when mercenaries pass the sculptures are painted when they mountains are teeming with valuable through to Mulhorand or Unther, they are finished. metals—iron, silver, copper, and gold. are always thought of as “Chessentan The quality of Chessentan iron is con- There are forests of fruit—trees and mercenaries.”) In times of shortage, sidered to be quite high. It is in demand fields of grapevines. In short, Chessenta Chessenta purchases food from Thay. from smiths in the west. There are also has all of the materials to be a trading Chessenta also imports slaves and occa- talented smiths in Chessenta who make power of the first rank. sionally exports its criminals to Thay to finished products, most notably in However, given the disunity of Ches- work there. The nobles of Chessenta Akanax and Maerduuth. Chessentan senta, it is unlikely that this potential also import foods and products not gold and silver are major exports. southern super-nation will ever emerge; common to their land: cheese, pork, Sheep are raised for their wool on the even if a conqueror did unite the city- glass, and perfumes. Chessenta relies plains north of Akanamere. Olive oil is states again as Tchazzar once did, he on other nations to supply the bulk of also a major export. could only do so with a war that would its magical weaponry, and enchanted Chessentans rely on a network of mer- devastate Chessenta for years to come. trinkets from Thay (such as dancing fig- chants to provide them with their goods. There is no nationalism. Chessentans urines with musical accompaniment) Chessentan merchant companies place pride themselves on being members of are popular among the nobles. agents in distant lands to look for new their city-states, not of Chessenta. The Most cities have a reserve of treasure products and markets and to represent city-states continue to fight, against consisting of a large supply of gold, sil- the Chessentan merchant guilds to their each other as well as against their rivals ver, and jewelry from the days when nobility. There is an alliance between on the North Coast. Unther first built the cities. This re- Chessenta and Durpar merchants; since This independence applies not just to serve is used in emergencies and en- a journey across the Inner Sea is consid- city-states, but to individual farmers ables the cities to pay for high-level ered to be too long even for industrious and merchants. Farms are run by a wizards to assist them with magic in merchants, Chessentan merchants buy freeholder, who uses slaves and serfs to times of wars. Some reserves of trea- the surplus of the Durpar merchants perform his labors. A farm in Chessenta sure are hidden or inaccessible (see the and then resell it in Cormyr and Sembia emphasizes quality over quantity, “The Eater of Magic” scenario for one for a large profit. which makes the produce more valu- example). able. Much of the foodstuffs produced Some cities have been plundered and Coinage in Chessenta comes from the Akanul; have lost their treasure (most notably The governments of each Chessentan the Akanul feeds Reth, Airspur, Cimbar, Akanax). Others are spending it so city-state mint their own coins, typi- Soorenar, and Akanax. (Most cities keep quickly that they will likely soon run cally from silver and gold. The silver a reserve of magically preserved food short of funds (Luthcheq is paying large piece is called a talent, and the gold in case of war; this reserve can last up bounties for mages). piece is known as a drake. The coins are to three years.) There are farms north usually traded by merchants; any at- of the Akanamere, but they produce The Crafts of tempt to debase coins results in the cattle and grapes for export, which merchants refusing to accept them as brings great wealth to these farmers. Chessenta payment. Coins are minted with a Merchants form merchant compan- Chessenta has several interesting ex- ruler’s face on one side, and a divine ies in one city, and try to ally themselves ports. The first is Chessentan wine, symbol (usually commemorating a bat- with the merchant guilds in other cities which is said to be among the finest in tlefield victory) on the reverse. so they may have a broader market to the Realms and is heavily in demand in sell their goods. the west for its rich character. The sec- Chessentan governments usually place ond is statues and art. The people of

56 CURRENT POLITICS OF CHESSENTA

Regional Rulers traditional enemies, but they are not Luthcheq, and should Akanax take the currently at war. opportunity to avenge its losses in the The land of Chessenta is controlled by Neutral means the cities have no par- last war against Soorenar, there could the city-states, which do not accept a ticular historical hatred. well be full-scale war in Chessenta be- central governing body or ruler; the Rival means that there is a historic tween the Northern Alliance (Airspur, rulers of Cimbar, Akanax, and Mordul- trade competition between the two cit- Soorenar, and Luthcheq) and the Trian- kin all claim to be the true Overlord of ies, but no significant history of military gle (Cimbar, Akanax, and Mordulkin) Chessenta and add this to their other ti- conflict. Alliance. Most military experts believe tles; except for the purposes of protocol Allied means that they are currently that such a war would certainly result (where it creates strains between the allies, but not necessarily strong allies. in the defeat of the Northern Alliance governments), this claim is meaningless. All the cities not mentioned in each and a hastening of what is viewed as an There are no regional divisions in city’s listing are neutral to that city. inevitable conflict between the two ma- Chessenta; city governments claim as jor powers of Akanax and Cimbar. much territory as they can reasonably Airspur However, the city-states are not each govern, and sometimes more. Where Allied: Luthcheq, Soorenar other’s only enemies. The cities of the territorial claims clash, there is fre- Adversary: Reth North Coast are bitter trade rivals, but quently war. Territories and small com- Enemy: Cimbar they have their own problems with an munities are usually ruled by a local attack from Thayvian fire elementals strongman or council. These territorial Akanax (see the scenario “Fire Time” in FR6, governments sometimes offer alle- Adversary: Luthcheq, Soorenar Dreams of the Red Wizards). giance to city governments in exchange Rival: Cimbar Unther would like to avenge the loss for troops in times of need. In wartime, Subjugated: Maerduuth, Oslin of its territory, but the Untheric army the territories are expected to provide also has more pressing problems. troops to the central government, but Cimbar Should the Triangle Alliance decide to few ever do (though they complain Enemy: Airspur, Luthcheq, Soorenar attack, they would probably defeat the quite violently when they are neglected Rival: Akanax Northern Alliance. Such a conflict by their parent city). would divide Chessenta into three pow- Cities are ruled by their traditional Luthcheq erful political regions: the West Coast, rulers, who are known as kings. The Allied: Airspur, Soorenar ruled by Cimbar, the East Coast, ruled kings must usually listen to the advice Adversary: Akanax, Mordulkin by Mordulkin, and the Interior, ruled of a council, which discusses the city’s Enemy: Cimbar by Akanax. problems in a private forum. Council The following is a brief description of members are usually elected from Mordulkin the politics of each of the city-states of property-holding male citizens. The Adversary: Luthcheq Chessenta. king can ignore their advice, but when Rival: Mourktar the advice is ignored too often, that Reth king may be ousted from power. Mourktar Reth is ruled by a council of merchants, Akanax and Luthcheq do not have tra- Adversary: Aleaxtis (sahuagin) the leader of which is Murzig Hekka- ditional councils, but they are run as ab- Rival: Mordulkin solute tyrannies with lip-service paid tayn (3rd-level mage). There are a num- ber of important issues that concern from military subordinates (in the case Reth Reth at this time: of Akanax) and family members (in the Allied: Hlath, Nun Separatism: There is a groundswell of case of Luthcheq). Adversary: Airspur The politics of the cities in Chessenta support for formal separation from Chessenta to officially become part of are subject to frequent change. The Soorenar Chondath. This initiative is not sup- current relationships between the cit- Allied: Airspur, Luthcheq ported by the council, which believe ies can be described using the following Adversary: Akanax that the status quo works and that Reth terms: Enemy: Cimbar doesn’t need closer ties with Chondath. Subjugated means that another city Orcs: Raids from the orcs of the has gained control over the city being The current major political question in Akanapeaks are becoming more fre- described. Chessenta involves the position of Mor- quent. There are a number of people Enemy means the city is at war with dulkin and Akanax regarding the cur- who wish to strike back at the orcs. The the city named. rent war. Mordulkin is strongly rulers realize that Reth would be de- Adversary means the two cities are tempted to attack its traditional enemy stroyed in a war with the orcs.

57 Airspur: A number of traders would sacrifice. People who are vocal in their dark side of Cimbar’s enlightenment. like Reth to ally with Cimbar against its opposition to Khrulis are sometimes The Mob members don’t see them- old enemy, Airspur, in the current war. charmed into performing Bhaelrosian selves as a problem; instead they think They believe that they would get a ceremonies in public. In this way Khru- everyone else is the problem. It is fairly larger share of the merchant traffic with lis can easily discredit his enemies. So easy to manipulate them into violent Delthuntle and Altumbel if Airspur suf- far this has worked, but there is a dan- acts, though they have a strong distrust fered a major defeat. The council is ger that the cult of Bhaelros may be- for foreigners. strongly against a war with Airspur, if come an acceptable opposition force The priests of Tchazzar: These only because wars are expensive. (i.e., Khrulis may force people to join priests are proclaiming that Tchazzar Likely Course: Reth will stay neutral the cult of Bhaelros because it provides will return soon to lead Chessenta into in the Cimbar-Airspur conflict. They the only opposition!). All of the real a new golden age. Few people take will not attack the orcs, though they priests of Bhaelros were killed long ago them seriously, though their dema- will bolster their defenses. Reth will not or fled into the wilderness. goguery makes them a hero to The join Hlath at this time, but close ties will Likely Course: Khrulis is already dis- Mob. continue between the two cities. covering that he is not likely to win the Slavery: A number of noted philoso- war against Cimbar. He is also starting phers have been calling for a ban on Airspur to realize that it’s ludicrous to wage a slavery, which they view as immoral. politically unpopular war for no gain. Most people ignore them. This city is ruled by a military council He will probably sue for peace with Likely Course: There is no real chal- led by the half-orc Khrulis (8th-level Cimbar, perhaps offering them military lenge to the Sceptanar’s authority, un- fighter). The town was previously a the- assistance against the Northern Alli- less Tchazzar did come back, which is ocracy, belonging to the priests of ance. Half-orc tension will continue to not outside the realm of possibility Bhaelros (known as Talos in the north); grow, and refugees may flee to Reth or since he is not dead (see the “Religion” these priests sacrificed a maiden every build a new city on the northern shores section). month to their deity and were ex- of the Akanamere. Khrulis will likely If no one comes to their aid in the cur- tremely unpopular. Khrulis and his survive, though certain anti-orc fac- rent war, it is quite likely that Airspur half-orcs are actually a considerable im- tions may hire adventurers to assassi- will pull out and that Cimbar will then provement, though there is a great deal nate him “to free Airspur from half-orc go on to crush Soorenar. The Mob and of discontent in this city. Sources of dis- tyranny.” slavery will continue as they have done satisfaction include the following: for many years. The half-orcs: Many refugees of a Cimbar bloody civil war between the orc tribes Akanax from the Akanapeaks came to live in Cimbar is one of the most stable cities in Airspur. They are not particularly be- Chessenta, with very few internal dis- The city of tents, as it is referred to in loved, though they hold a lot of political sents. It is led by a king known as the contempt by the victorious Soorenar, is power. Many humans oppose the war Sceptanar (15th-level mage), who is ad- a military dictatorship. Any who dis- with Cimbar, and believe the half-orcs vised by a large council. obey the orders of King Hippartes are sending the humans to die in battle Despite its relative stability, Cimbar (19th-level fighter) is either executed or so the Flaming Spike orcs can take over has a few problems: banished. Hippartes wants to stay out the city. This is actually nonsense, but The war with the Northern Alliance: of the current conflict for as long as human bigotry against orcs runs quite The current strategy of the Sceptanar is possible, in the hopes that Soorenar and deep. to let the enemy come to Cimbar, use Cimbar will weaken each other. Some The war with Cimbar: There are Cimbar’s naval advantage to keep the generals support an attack on Soorenar, many people in Airspur who have food supplies coming in, and wait for the while a few view Cimbar as the major friends in Cimbar, and the war is not alliance to fall apart (or for Mordulkin threat and are pushing for Akanax to popular. So far pressure from the mili- and Akanax to join the war against the join the Northern Alliance. tary, which is firmly controlled by Alliance). This is a good strategy but not Hippartes’s goal is to improve Khrulis, has kept the peace. But this is a popular one, as many feel that the city Akanax’s markets and complete the re- not a popular war. should go on the offensive. building of the city. The priests of Bhaelros: To alleviate The Mob: This is a group of peasants Likely Course: There is no one who his present troubles, Khrulis is using and mercenaries and young people even remotely threatens the control of the hated priests of Bhaelros as scape- who like to get together to listen to King Hippartes; unless he should die of goats. People opposed to his programs demagogues, shout, and occasionally a disease or in battle, Akanax will re- are accused of being supporters of the riot, pillage, and murder. This is the main stable. Akanax will eventually join

58 Cimbar against Soorenar, but the two harm or kill him, the wrath of the entire Mordulkin Karanok clan would fall upon them. cities will argue over the future of that This is one of the most stable cities in Saestra (vampiress): Saestra, known port. There are two possibilities: 1) Chessenta, ruled by the mage Hercubes as the Lady of the Night, was locked in a Akanax allows Cimbar to control of the Jedea family (12th-level mage). crypt by her brother as part of a cruel Soorenar with the condition that This is a large city with powerful guilds, Akanaxian goods pass through without joke and left there for nine days and which makes it perhaps the most “west- nine nights before the crypt was tariffs, and that Soorenar provide fi- ern” of all of the cities in the entire Old nancial assistance for the reconstruc- opened again. By the time she exited, Empires. Politically, it wants to become tion of Akanax or 2) Cimbar and Akanax she was a vampiress. She has success- the largest power east of the Adder go to war, with the winner becoming fully concealed this fact from her fam- River and develop the region into a city ily even when she manipulated them the dominant power in Chessenta for at state that will rival Cimbar in wealth least one generation. into killing her vampire master. She has and culture. Luthcheq is seen as its ma- two personalities—one is sweet and to- jor enemy, and the lords of Mordulkin tally innocent and loving, and the other Luthcheq would love nothing better than an op- is a savage killer. Either personality can portunity to burn Luthcheq to the The city of madness has many political come out at a moment’s notice, depend- problems, all of them having to do with ground and sow its fields with salt so ing on her hunger. nothing could grow there again. the mad Karanoks. This clan is deter- These are only a few of the members There are a number of important is- mined to push their plan to destroy all of the enchanting Karanok family. The sues in Mordulkin. The most important mages in the Realms, regardless of how DM can always come up with new is the war; even though Mordulkin is impossible their task may be. members; as one Karanok is killed, a not yet involved, the people of Mor- To understand Luthcheq, it is neces- new Karanok will surface to take his dulkin for the most part believe that sary to know the Karanoks. Here is a place, each more repulsive than the there can never be peace while a stone brief summary of prominent family last. There are a number of specific members and their abilities. of Luthcheq stands. problems that Luthcheq faces that go Every day, a mob of hundreds of people Maelos (18th-level priest of Entropy): beyond the Karanoks: march on the royal palace, chanting “We He is a bitter old man who sees magic Merchant Revolt: The taxes in Luth- want war!” King Hercubes is hoping that everywhere and knows only one way to cheq are quite high, and the merchants Luthcheq will overextend itself in its war deal with it. While he is the figurehead are tired of it. They may soon go on strike against Cimbar, and then Mordulkin can ruler of the city, most of the affairs of and withdraw their services unless the strike with a decisive advantage. the city are run by his son. Karanoks agree to lower taxes to the Likely Course: Mordulkin will declare Jaerios (13th-level priest of Entropy): same level as other cities in Chessenta. Jaerios is the real ruler of Luthcheq. He war and suffer heavy losses. Luthcheq The Magus Society: This is a group of will be destroyed, but those Karanoks loves to exercise power. He is not as mages and mage-friends devoted to the who escape the destruction will hire as- driven to hate wizards as his father destruction of the Karanoks and to the sassins to kill the lords of Mordulkin. Maelos (though he still believes in the destruction of the witchweed fields. creed of the Karanoks), but he enjoys They are a secret society; unfortu- watching them burn. He is a debauched nately they have already been discov- Mourktar megalomaniac in the classic CE mold. ered by spies for the Karanoks. The The city-state of King Theris has been a Naeros (12th-level fighter): Naeros is spies are planning to trap the mages, as quiet place until very recently, when Jaerios’s son. He is arrogant beyond be- soon as they make a contact with a pow- the king announced his imminent death lief. He loves to walk the street with his erful foreign wizard. and a tournament to replace him (see personal guard of high-level fighters Border Disputes with Mordulkin: The the “The Name of the Game” scenario). and priests of Entropy, watching people major enemy of Luthcheq, Mordulkin, The Tournament: The majority of the run away. is active on the borders of its territory. guilds believe that a tournament to re- Naeros is known as the Marker, be- This could easily escalate into full-scale place Theris is insane, as Mourktar cause he likes to disfigure his victims war. could be stuck with a totally inept ruler before they die. Naeros believes that it Likely Course: The Karanoks have and quickly end up as part of Unther, is impossible for him to die, and that he made too many enemies. They will be Chessenta, or even Thay. The army, can do anything he wants. He is an ab- killed, most likely by adventurers try- however, is fiercely loyal to Theris and solutely evil monster who particularly ing to rescue or avenge friends. Luth- is willing to put up with the successor hates members of adventuring parties. cheq will be conquered by Mordulkin, produced by a tournament; if he’s the He has been badly spoiled by his father which may destroy the city to prevent it wrong man for the job, they feel they and his grandfather; if anyone should from bothering anyone again. can always replace him later.

59 The Sahuagin: The sahuagin of the Likely Course: With the war against senta, when a tyrant oppresses the peo- kingdom of Aleaxtis are a major threat Cimbar stalled and Airspur’s support un- ple, a person who slays him is blameless. to the continued safety of Mourktar. certain, Soorenar will hire high-level Some say this is the most enlightened They sink trading ships and raid fishing mages to attack Cimbar itself. This will concept of justice in the Realms. boats and coastal farms. The people (es- likely alienate Luthcheq and antagonize Unfortunately, not all of the cities in pecially fishermen and farmers) are de- Akanax by bringing back memories of the Old Empires follow this code. Sen- manding that the sahuagin be stopped. their own bombardment. The war will tencing in Luthcheq is decided by the Theris knows that the city does not end in a crushing defeat for Soorenar, whims of the Karanoks. Sentencing in have the military might to stop an at- the lords will flee, and the city will either Akanax is decided by a less-than- tack by the sahuagin. be destroyed or occupied. Akanax and unbiased military tribunal. However in Likely Course: Anything could hap- Cimbar may go to war over its control. Reth, Airspur, Cimbar, Soorenar, Mor- pen with a tournament deciding the dulkin, and Mourktar, the revised Code fate of Mourktar. A great leader could Laws of Chessenta of Enlil is applicable. bring about a rebirth of trade with Mul- Punishments for crimes are not as horand and Thay, resulting in renewed The legal system in Chessenta uses a re- harsh in Chessenta as in Unther; they prosperity; a terrible leader might de- vised version of Unther’s Code of Enlil. consist of four levels: fines, imprison- stroy the city. There is a long list of punishable of- ment, banishment, and execution. Mur- fenses, but Chessenta adds the concept der and treason are punishable by Soorenar that a man convicted of a capital crime execution; public troublemaking is pun- has the right to defend himself before a ishable by banishment (starting a fight The rulers of Soorenar are descended jury, which must render a unanimous or causing a riot are examples of trouble- from the three founding families that verdict. According to the laws of Ches- making). defeated the armies of Unther and pushed them out of Chessenta. Soorenar is an aggressive city whose lords believe that it is destined to rule Chessenta; it is a city of grand, unrealis- tic designs. Its rulers view Soorenar as the dominant power of the region due to its recent triumphs against Akanax. They believe that once they conquer Cimbar, the rest of the nation will bow to them. Given that Airspur and Luthcheq are willing to follow its lead, this isn’t a total fantasy, but the lords of Soorenar have underestimated the might of Cimbar. They have also seriously underesti- mates the resolve of Akanax, which Lord Brolkchant believes is a con- quered people who will obey their mas- ters in Soorenar when ordered to attack Cimbar. Fortunately for Soorenar, the other lords are less pro- vocative and believe that the coopera- tion of Akanax can be acquired through diplomacy. There are no major centers of inter- nal dissent in Soorenar. There is a fam- ily of werecrocodiles that inhabits the sewers and comes up to eat people; so far the werecrocodiles just eat peasants and tradesmen, so the nobles have ig- nored them.

60 RELIGION OF CHESSENTA

“The gods forgive Chessenta, but we Symbol: A human hand, forefinger times comes to test great athletes; he have better things to do with our time pointing upward, outlined in a never loses, but if his opponent demon- than pray.” nimbus of blue fire strates great ability, he grants a boon. —Hercubes of Mordulkin Lathander’s priesthood is small, but Azuth is worshiped by mages in Cimbar many pray at his shrines. Chessenta has no basic alignment; reli- and Mordulkin, the two centers of gion is not as important to Chessenta as magic in Chessenta. Once every year, Tchazzar it is to theocracies such as Unther and his worshipers sacrifice specially cre- Father of Chessenta, the Invincible Mulhorand. Nonetheless, religious wor- ated magical items in his honor. His Warrior ship has its place in this society. form has only been seen once in Ches- senta, in the company of the archmage Status: CE, Demipower, Prime Material Anhur Heptios. The main temple of Azuth is in Plane Cimbar. Symbol: Red dragon against a mountain God of Might, Warrior of the South Entropy Tchazzar was the father of Chessenta. Anhur is the same deity as in Mulho- He was also a polymorphed red dragon, rand. He has been brought back into The Great Nothing, Swallower of Gods, who began an interesting experiment. Chessenta by mercenary companies Magechill Tchazzar believed that if he were to who have spread his worship. Mor- Status: NE, Greater Power, Unknown take on human form, unite and rule dulkin is its center, but many of the sol- Symbol: A field of pure black Chessenta for a time, and then disap- diers of Akanax have adopted him as pear mysteriously, a cult would be cre- well, though he is chaotic by military Entropy is the deity of the Karanoks. It ated to worship him. It did. standards. His Chessentan worshipers is an extremely weird entity, a gigantic Tchazzar is still alive, and he feels portray him as a southern power, not a sphere of annihilation that no force— that the power of his followers beliefs Mulhorand deity, and the current per- divine, magical, or mortal—may stop. will give him god-like powers. Tchazzar secution of the cult of Anhur in Mulho- Worship of Entropy consists of el- is a great wyrm red dragon with the rand has bolstered his image as a non- dritch rites and human sacrifices, pref- abilities of a demipower (use the incar- Mulhorand deity elsewhere. The erably of wizards. Priests of Entropy nation abilities in the “Religions of Mul- priests of Horus-Re do not like this, as it are brought up to hate magic. horand” section). Priests of Tchazzar will be harder to displace Anhur from The only known temple in the Realms may cast only 5th-level or lower spells. Mulhorand if he has a broad base of dedicated to Entropy is in Luthcheq; Tchazzar’s worship is concentrated in worship. the temple is encased in a large hemi- Cimbar and Soorenar. sphere of black glass. Assuran Waukeen Lord of the Three Thunders, God of Re- Lathander Merchant’s Friend, Goddess of Trade, venge, Doombringer, Hoar Morning Lord, God of Youth, Vitality, Money, Protector of Traders Status: LN, Lesser Power, Nirvana Self-perfection, Athletics Status: N, Lesser Power, Concordant Symbol: Three lightning bolts Status: NG, Greater Power, Elysium Opposition Symbol: A wooden disk of rosy pink Symbol: A woman’s full face or profile The worship of Assuran is an ancient hue, or a statue of two wrestlers within a circle of gold one; he is an Untheric deity whose wor- ship was driven from that realm by the Lathander is worshiped in Chessenta, Waukeen is the most popular deity of priests of Ramman, but who was re- though not as the commander of crea- the middle class in Chessenta. She is vived in Chessenta. The center of his tivity (that sphere belongs to Melith) but worshiped as the protector of traders by popularity is Akanax, among the offi- as the perfect athlete. traveling merchants, who have spread cers (many of the soldiers are turning to Sacrifices to Lathander begin all ath- her worship as far south as Durpar. the worship of Anhur). letic competitions, and athletes pray to There are temples to Waukeen across him to ensure that they perform at Chessenta; the largest is in Reth. Azuth their best. Lathander is portrayed in The High One, Patron of Mages statuary as a runner or a wrestler, com- peting against great heroes. He some- Status: LN, Demipower, Arcadia

61 PERSONALITIES OF CHESSENTA

Heptios brought the city to its supremacy in the would like to live on the sea, so she pur- Akanamere region. But then Hippartes chased a ship, hired a crew, and be- Cimbar became involved in politics, fell into dis- came a pirate. 17th-level Mage grace, and was banished from the city. Kreodo appears to be almost entirely NG, Lathander He worked as an adventurer for a time human, with long, black hair and blue Human male (a profession that he holds in contempt eyes (very rare for a half-orc). She is a these days). cruel enemy, but usually treats her vic- The most powerful native magician in Eventually he learned that Akanax tims with courtesy; if they surrender, Chessenta is Heptios of Cimbar. Heptios was faring badly in its war against she’ll make certain they are treated sees himself as a philosopher; he has Soorenar. He gathered together a small fairly until they can be returned home. abandoned the wizard’s life to wander army and marched across Unther and the streets of Cimbar and speak to the Chessenta to join in the battle. Therescales crowds. Heptios believes that rational Hippartes then saved Akanax from Luthcheq thought must always overcome emo- being totally burned by Soorenar. The 3rd-level Mage/10th-level Thief tion, that passions lead people along ir- ruling council, against the advice of Hip- NE, Entropy responsible and dangerous paths. partes, sued for a shameful peace Human male Heptios is despised by the Mob (and against Soorenar; they were soon the feeling is mutual); the Mob has tried ousted by soldiers who made Hippartes Therescales is an agent of Jaerios to kill him several times but, due to his their king. Karanok; though he is a practiced cube of force, they have never been Hippartes believes that through disci- mage, he is a mage who is willing to be- able to touch him. pline and courage, Akanax can become tray the Mage Society for the promise Heptios leads a small band of philoso- the major power in Chessenta. He is of power. Therescales (pronounced phers, known as the Heptain. They teach taking steps to guide Akanax to that Thur-ESK-el-eez) poses as a lawful neu- about the importance of rationalism and destiny over the long term. He will tral mage in the society. He is urging the philosophy over superstition. Heptios has bring Akanax into the Cimbar-Soorenar society to bring in powerful mages been linked to a secret society known as war, but not before it is to Akanax’s from other nations to deal with the the Numbers Cult, which attempts to maximum benefit. He would like con- Karanoks (of course he’s leading them translate magic into mathematics and trol of Soorenar when the war is over, into a trap). then create equations that will conquer but if that isn’t possible, he’d settle for Therescales enjoys betraying people the world. Heptios has disavowed any in- improved access to trading markets. for fun and profit; he is also a coward volvement in this cult, whose basic prem- Hippartes is a gruff man who tends to who will cringe and confess to anything ise is based on a fallacy. intimidate people. He has three sons, if threatened with physical force. Since Heptios lives with his friends in small Phillipus (10th-level fighter), Cassarian it is likely he will meet characters in- homes, moving from house to house. (8th-level fighter), and Themothys (7th- volved in rescuing friends from Luth- He has his own quarters in the Univer- level fighter), who serve as his chief cheq, here are his stats: sity where he keeps his magical items lieutenants. He is a strong man in his and spells, but he rarely visits it; he pre- early 50s with dark red hair. fers the company of people and inter- AC: 1 esting conversation to the isolation of Kreodo HIT POINTS: 30 magic. He is a short old man, fat and THAC0: 16 bald; he wears brown robes and a hood. Reth #AT: 1 9th-level Fighter/6th-level Thief DMG/ATT: By weapon Hippartes N, Assuran STR 12 DEX 17 CON 14 INT 16 WIS 11 Half-orc female CHA 12 Akanax SD: Ring of false alignment 19th-level Fighter Kreodo is the leader of the Wraith of LN, Assuran the Inner Sea, which is essentially a Therescales wears bracers of defense, Human male group of privateers. She began her long AC 4 and has a ring of false alignment career as a slave of the Flaming Spike tuned to lawful neutral; this masks his The current king of Akanax is its great- orc tribes, then escaped and fled to true alignment and makes any alignment est warrior—Hippartes. He first distin- Reth. detection magic read lawful neutral. guished himself in a number of wars After numerous adventures, she Therescales is a young, thin blond against Maerduuth, and he was respon- made her way to Mordulkin and joined man (he claims to be a half-elf) with a sible for the final victory of Akanax that the thieves’ guild. She decided that she dark cloak and a dagger at his belt.

62 MERCENARY COMPANIES OF CHESSENTA

Chessenta is famous for, among other to flee. Its captain is Sturion (10th-level Their name is an elaborate metaphor: things, the large number of mercenary fighter) and his first mate is Perithor “the crimson sea” refers to a bloody bat- companies that flock from across the (7th-level fighter). tlefield, and “sailors” refers to soldiers Inner Seas to fight in its conflicts. When the Sea Queen’s fleet gets who ply their trade on that crimson sea. Some of the mercenary companies within attack range of a vessel, they fly Their current complement is as fol- have achieved reputations that have her colors (a black crown against a lows: 60 cavalry (F2, lance, AC 2), 20 in- gone beyond the borders of Chessenta. blood red field) and attack. Their favor- fantry (F2, long sword, AC 4), 60 These companies are detailed here. ite tactic is to try to surround their prey infantry (F3, long sword, AC 2), and 40 from all sides, then close in for the kill. archers (F1, long bow, AC 8). Their lead- The Wraith of ers are Lhrek Jarsyn (7th-level fighter) the Inner Sea The Renegades and his assistant Iarnan Chall (7th-level wizard). This mercenary group is formed from This is a fleet of four ships that serve as The Sailors pride themselves on being soldiers exiled from Akanax. It is led by privateers along the coast of Chessenta. on the “right side” of the conflicts they the infamous Helyos (13th-level fighter, Their commander is the half-orc “Sea become involved in, though they never see the “Name of the Game” scenario Queen” Kreodo, who is documented in work for free. the “Personalities” section. for his stats). The full complement of Her ships are the following: the renegades is as follows: 70 cavalry The Society of the Sword Sea Queen (dromond): 200 Crew, 50 (F3, lance, AC 2 with shield), 20 infantry Marines, and eight 3rd-level mages and (F2, long sword, AC 4), and 90 archers This is the largest and most famous five 6th-level mages. This Kreodo’s flag- (F1, long bow and broad sword, AC 8). mercenary force in Chessenta, cur- ship, captained by Kreodo herself. The Lieutenants of the company include rently based in Cimbar. Its complement first mate is Rutters (8th-level fighter). Pyrimestes (10th-level fighter) and includes the following: 200 cavalry (F4, Sea Horse (dromond): 200 Crew, 30 Hamilcar (8th-level fighter). There are long sword, AC 2), 100 infantry (F4, Marines, and five 4th-level mages and ten 1st-level mages who stay behind the long sword, AC 2), 500 infantry (F2, one 9th-level mage. This ship is com- infantry and cast sleep spells behind a long sword, AC 2), and 200 archers (F2, manded by Captain Morgalshym (11th- shield wall. The company uses heavy long bow, AC 7). There is also a comple- level thief), and its first mate is Brawn warhorses. ment of five 5th-level and ten 3rd-level (8th-level fighter). The mage is The Renegades are known for their mages, and the wizard Belvorides (11th- Curnetheres, an outlaw of Luthcheq ruthlessness when they pillage their level illusionist). The company is led by who decided to join the crew to get re- victims, and for demanding a high price Stilmus (13th-level fighter) and his lieu- venge against the city. (double normal price for mercenaries). tenants Thareus (10th-level fighter) and Sea Jewel (dromond): 200 Crew, 100 Their reputation makes them the sub- Aronidas (8th-level elven fighter/mage). Marines, and three 5th-level mages. ject of fear throughout Chessenta. They The society’s first rule is that a good This ship is a heavy marine support ves- have no base city; they wander Ches- mercenary should be worth twice the sel. Its captain is Bendensar (6th-level senta in search of opportunity and price he charges. Stilmus is obsessed thief), ex-thieves’ guild assistant of Mor- plunder. They have most recently been with honor and challenges to that honor. dulkin, and his first mate is Lorien (5th- employed by Soorenar, though they are He is a hated enemy of Helyos, who was level mage), a female elf who ran away currently at Mount Thulbane for the his lieutenant in one of his old merce- from Yuirwood for a life of adventure. Mourktar tournament, where Helyos nary companies; Helyos tried to kill Sea Quest (dromond): 200 Crew, 50 hopes to become king of Mourktar. Stilmus to gain control of that company. Marines, and two 7th-level mages. This is a fast attack vessel whose mages have Sailors of the Crimson Sea gust of wind spells for the sails; the ship This mercenary company recently saw has a reinforced hull for ramming. This action in Chondath at the battle of vessel is meant to cut off a ship if it tries Thurgabanteth and had many casualties.

63 CULTURE OF CHESSENTA

“Our love of things of the mind and one-week period every two years that are built in what is known as temple- things of beauty should not lead to ex- the Thulbanian Games take place. style: a large square roof supported by travagance, nor to softness of the mind Competitions are always individual elaborately decorated columns. These or body. In Chessenta, we avoid all events, as Chessentans prefer solitary buildings are typically made from mar- excesses.” heroic figures to teams. Champions of ble or granite. —Heptios the games are great heroes in their As Chessenta has a slightly cooler cli- home cities; a slave can become as fa- mate than the other nations of the Old Of all of the human nations in the mous as a noble if he performs well. Empires, its people are usually clothed known Realms, no other nation has The most popular sport is wrestling, in long, flowing robes and tunics. Ath- ever achieved the cultural level that which comes in two styles: traditional letes compete in the nude, which non- Cimbar and many of the other cities in (equivalent to modern greco-roman) Chessentans believe to be very strange Chessenta have attained. This may and the pankration, which is a combi- (this contributes to the widespread per- seem like an outlandish claim, but even nation of wrestling and kick boxing in a ception that Chessenta is a nation of in Waterdeep, philosophy, astronomy, fight to the finish; only biting, eye- wild men). poetry, theater and other forms of cul- gouging, and breaking fingers is illegal. ture seem backward compared to the Other sports that are popular are char- Language of achievements of Chessenta. iot racing (over a grueling obstacle The people of Chessenta are known course), boxing, running, long jumping, Chessenta for their confidence and energy. For javelin throwing, and the discus. Dur- Chessentans once spoke Untheric, but the most part, this energy is spent on ing the nights, poets and theater groups abandoned that language 200 years ago useless wars, as the city-states try to entertain crowds, and there are great for the common tongue of the west (us- avenge long-ago defeats, or fight to ac- feasts. In feasting, even the Mulhorandi ing a variation on Untheric writing in quire access to trade routes. On the are not as adept as the Chessentans. their written records, though they have other hand, the peoples of Chessenta, Though Chessentans are not great reduced the runes to an alphabetical especially those of Cimbar, are filled monument builders, they are nonethe- writing scheme). Untheric is often with a tremendous love of literature less considered the most skilled archi- known as a second language, if only to and beautiful things, of knowledge and tects in the Realms. Their main palaces understand ancient writing. free-thinking. In the west, exploring the nature of the universe is done in a very practical style: one travels to the outer planes, makes observations, and then writes a treatise to be kept in the dusty library of a sage such as Elminster. In Ches- senta, study of the nature of the uni- verse is done in an abstract, philosophical way. One need not wan- der the planes to discover the nature of things; one can find it in the structure of a blade of grass. Theater, which is not a major art form elsewhere in the Realms, thrives in Chessenta. Authors produce plays (tragedies, comedies, etc.) for acting companies, which perform for large au- diences in the theater districts of Cim- bar, Soorenar, and Mordulkin. Poets read poetry in public squares, and phi- losophers debate in the centers of busy streets. For warriors, the major pastime is athletic competition, which is ex- tremely important for the people of Chessenta; all wars cease during the

64 ADVENTURES IN THE OLD EMPIRES

Snake Dance of Set; she has made up this story be- The Eater of Magic cause it seems like the only logical way Location: This scenario takes place in a to explain what happened. She also Location: Chessenta, centering on large city in the west. It is meant to in- changed her name, because she cannot Cimbar. troduce the players to some of the con- see herself as having anything to do (Note: This rumor was first men- flicts of Mulhorand. with Set.) She mentions the name tioned in the DM’s Sourcebook of the The Rumor: There is a strange, evil Hodkamset as the leader of a company Realms, p. 43. It is dated Eleasias [Au- southern cult making its presence of high-level adventurers in the service gust], Year of the Prince [DR 1357].) known in the west. This group is ru- of Set. She says that they have a scheme The Rumor: The Sceptanar, self- mored to be making contact with the to overthrow the pharaoh of Mulho- proclaimed ruler of Chessenta (his Zhentarim and the Cult of the Dragon. rand and replace him with Set, and that home city is Cimbar), has sent an envoy The Facts: The cult is the Cult of Set, they are looking for magical items to aid to Sembia, Cormyr, and the Dalelands, of course. Hodkamset, leader of the them in their conquest. She also tells seeking word of those who unleashed Fangs of Set, has sent a number of oper- the characters the location of her hid- the magic-eater in Scornubel two atives into the west for the purpose of ing place. winters ago. The Sceptanar has a simi- spreading the Cult of Set, and to acquire At this point, a larger party of assas- lar creature imprisoned in an ancient magic. sins attack. Use as many as you need to globe in the Crypt Royal. He is offering In the course of one of their thefts, engage the entire party; Mefraset will gold, magical treasures, griffins, or no- Mefraset, a female mage, put a ring of run away during this fight. After the ble maidens of his realm to anyone who reverse alignment on her finger, which fight, the characters can track Mefraset can safely unleash the magic-eater suddenly transformed her to chaotic to her hide-out. without harming the people or trea- good and filled her with loathing for the In the meantime, the Cult of Set found sures of Chessenta. He also wants it re- Cult of Set. She knows many of Mefraset and neutralized the alignment turned to its own home plane, or Hodkamset’s diabolical plans and in- switch. She realizes that she told the controlled to do his bidding in a certain tends to stop them. The other cult PCs too much, and that they must die to task. members, on the other hand, have fig- protect the cult. The Facts: The Sceptanar is less in- ured out what happened to Mefraset When the PCs find Mefraset, she will terested in dealing with the creature and want to capture her and reverse pose as Mefrahur, doing her very best than in luring adventurers to Cimbar, the effect of the alignment switch. to appear convincing in the role. A where he hopes they can be persuaded Encounter: The encounter can be member of the Cult of Set will appear to to help defend the city against its cur- one for characters of any level; just ad- be holding a sword to her throat. She rent enemies. If he could get the magic- just the levels of Mefraset and the pursu- casts a spell on the PCs when she feels eater under his control, though, he ers accordingly. Low-level characters she can achieve surprise, and the rest would be very happy. will be facing ordinary fighters and cler- of the cult joins in the ambush. The magic-eater is really a hakeashar ics who are either in the service of the If the PCs have a recurring nemesis (see the “New Monsters” section). It is Cult of Set or whose services have been from within the Zhentarim, then he trapped in the heart of a pyramid built bought by the cult. High-level parties can may be substituted for the Cult of Set in the days when the city was under the face minions of Set and a rakshasa. member as the one holding Mefraset control of Unther; the pyramid was a The characters are walking down the “hostage.” Or, if you don’t want to em- deliberate attempt to recreate the Mul- street when a tall, bald woman pushes ploy the nemesis here, use one of his horandi style. them aside and runs past them. She is chief minions. The hakeashar is trapped in a glass being chased by men who obviously This should be an extremely tough sphere that is welded to the floor; no don’t have her continued health in mind. fight that the PCs will be very hard physical force can release the sphere. If the player characters do nothing, pressed to win, all the more so because The sphere is directly over a con- then they’ve blown the scenario. Move Mefraset will be using weird southern cealed plate in the floor that leads to the onto another encounter. If the charac- magic (see the “New Spells” section). If treasure vault, which the Sceptanar ters rescue her (and it should be an easy the PCs win, they find Mefraset’s spell would like to get into. The plate cannot fight at this point), the woman identifies book, in a totally undecipherable lan- be opened by physical force or by herself as Mefrahur, a mage of Mulho- guage (Mulhorandi magic, which non- magic (thanks to a wish spell)—this in- rand, who has been gathering informa- Mulhorandi can read only with a cludes phase door and passwall spells. tion on the activities of the Cult of Set Mulhorand read magic spell), and the There is a tiny engraved impression outside Mulhorand. (This isn’t really ring of reverse alignment in a box. They with the coat of arms of Cimbar im- true, but Mefraset has no idea what will also have had their first taste of the printed into the floor. The plate can she’s doing outside Mulhorand in the south. only be opened by pressing the royal company of someone as evil as the Cult

65 signet ring of Cimbar into the floor death and destruction, but is not neces- try to avenge their martyr’s death. Re- plate (it is currently on the left hand of sarily very discriminating about what it zim will try to bribe the PCs not to fulfill the Sceptanar). What riches and dan- kills, except that the victims should be Hethhab’s dying request; failing that, gers lie beneath the plate are for the reasonably intelligent mammals. If the he’ll hire assassins to deal with them. If DM to decide; they should both be very PCs were to drive a very large herd of this also fails, he will have the PCs out- great. cattle or pigs into the heart of the storm lawed to make their words seem less The Sceptanar would like to use the (at least 5,000 head), that would be credible. It is up to the PCs to escape hakeashar as a weapon in the current sufficient to quiet it. with their hides and integrity intact. war. He is also worried that the crea- Where can the PCs get this informa- ture might fall into the hands of the tion? The priests of Thoth might know. Magic Quest lords of Luthcheq, who hate magic and To get access to the priests of Thoth, the would do anything to get their hands on PCs may need the assistance of Location: Outer Sultim a creature capable of destroying magic. Hethhab, the Defender of the Eastern Rumor: A rather shady merchant If the characters succeed in their quest, Way, a man in the service of Anhur who named Verdegond claims that he has a they will find that the Sceptanar is a fair is very concerned about the skriaxit. spell book with translations of over a man, but rather stingy; he would prefer Hethhab is really an incarnation of dozen Mulhorand magical spells into to short-change the characters as op- Anhur (see the “Personalities of Mulho- the magical language of the west. He is posed to cheating them entirely out of rand” section); as such, he can get the willing to sell this book to the highest their reward. players access to Tholaunt, incarnation bidder. He is currently in Outer Sultim, of Thoth, in Gheldaneth. where he plans to make the sale. Rage of Dust The answer is not written in the The Facts: The majority of these tomes of Thoth, but Tholaunt, incarna- spells are variation of the cantrip spell, Location: Klondor, Mulhorand, Plains tion of Thoth, says that there is a legend which has no real value. However, of Purple Dust that the archmage Nezram once qui- there are at least five Mulhorand magi- The Rumor: A swirling sandstorm eted a skriaxit without being harmed; cal spells, including the extremely valu- has formed in the heart of Raurin, the this knowledge might be known to the able read Mulhorand magic. It is worth great desert, and is said to be heading Nezramites, the descendants of a lot. northeast into the Plains of Purple Nezram. There are several complications. The Dust. The storm is nearly a dozen miles The PCs would have to travel to the priests and mages of Thoth are after it, across. Some say this is the coming of Plains of Purple Dust, where the and they are very upset. Agents of the the dreaded skriaxit, the storm of Nezramites live, and persuade them to Thay Zulkir Lauzoril are also after the death, and some are leaving the Great tell them how. There is one problem— book. The player characters are going Vale for safer ground. the Nezramites don’t like strangers! It is to have to deal with them and Verde- The Facts: The dust cloud is indeed up to the PCs to figure out a way to deal gond, who has a habit of stealing back the skriaxit; in fact, it is a full strength with their hostility, then get enough ani- his sales and selling them twice. skriaxit storm with 18 members. mals together to stop the skriaxit. This scenario should keep the player The black storm has generated a Optional Complication: When the characters on their toes, as fake spell large sandstorm around it. It is carrying PCs feed the skriaxit a herd of animals, books, angry mages, and deadly assas- that dust with it as it heads toward the it is not enough. That is when Hethhab, sins await at every turn. Every time Great Vale. It will strike the town of the incarnation of Anhur, reveals him- they turn around, there is someone Klondor in a week’s time, undoubtedly self for what he truly is. He and his min- with a sword or staff pointing at them killing everyone in the town unless it is ions ride into the heart of the storm; saying: “Okay, pal, where’s the book?” If stopped. before he rides he asks the PCs to stay the DM desires, the chases can take on The skriaxit has a reputation for out of the storm, but to ride to Sultim to comic overtones, but the scenario—and slaughtering mages and warriors of ex- tell his priesthood of what happened. A the prize—is a very serious one. treme power. The PCs should be minute after Hethhab rides into the warned, very strongly, that the skriaxit storm, it is stilled. The deity and his Terrible Swift Sword has been known to swallow parties of minions are dead. extremely well-armed, high-level ad- Rezim’s spies learn what happened. Location: Shussel, Unther venturers. If the PCs ignore that warn- Rezim worries that if the priests of Rumor: Mysterious murders have ing, well, it is their choice to walk into Anhur learned that an incarnation of been taking place among the merchants almost certain death. Anhur died a heroic death while on a su- in the city of Shussel. There is one re- There is an easier way to still the icide mission that Rezim gave him, there port which claimed that a sword with- skriaxit. The skriaxit loves to cause will be open warfare as the Anhurites out a wielder slew one of the

66 merchants, then flew into the shadows sailor on board who is urging them to The Facts: This rumor is absolutely and could not be pursued. mutiny and sell the cargo to his masters accurate. The Facts: Havell (4th-level fighter), a (the pirates or the Red Wizards). Pirates This scenario is a “friend in need” sce- merchant from Shussel, has a fanatical might attack, sahuagin might try to nario: the PCs are friendly with a mage hatred of travelers from other lands board the ship and capture it. This is up who has been kidnapped. The kidnap- (such as Durpar) who exposed him as a to the DM. pers were spotted chartering a ship to fraud and drove him out of business. He When the ship gets to Messemprar, somewhere east in the Inner Sea re- discovered a cache of magical potions there are two Unther naval boats with gion. To rescue their friend, the PCs that enable him to turn ethereal for 1d4 orders to board any ship that tries to must get their own ship and chase after +1 hours. These potions also enable enter the harbor of Messemprar. They the kidnappers. They may pick up the him to handle objects that are not ethe- are also instructed to sell the survivors trail of the kidnappers at several ports, real as long as they remain in the Prime of its crew into slavery (the crew knows but for maximum dramatic effect the Material plane. of this policy). The ships are too far chase should end in Luthcheq, with the Thus Havell can wield a sword and away for the Northern Wizards to as- PCs arriving just hours before the burn- the sword appears to be wielding itself. sist; the PCs must defeat the Unther ing is to take place. The PCs then have Merchants may hire player charac- vessels on their own. to sneak into the castle where the wiz- ters to serve as bodyguards. The char- If the ship makes it into Messemprar, ards are being held captive, free them, acters will be hard-pressed to defeat a the PCs find that they are already too and escape. sword whose wielder is ethereal, late. The food riots have escalated into a Aggressive PCs might want to slay the whom they cannot harm except from full-scale revolt; the authorities of the royal family of Luthcheq, which will the Ethereal plane (give Havell a +4 at- city are either dead or under siege in create a rather large vacuum in the pol- tack roll bonus with the sword while the palace district. The hungry towns- itics of Chessenta. But this wouldn’t be he’s ethereal). people try to seize the ship, distribute the first time that adventurers changed They might talk to relatives of the its cargo, and impound the vessel. the destiny of a nation, and it would be sword’s victims, who would likely name Any resistance results in the player hard for any new ruling family to be Havell (among others) as someone who characters becoming hunted by the worse than the old one. held a grudge against the victims. A rebels. The player characters might search of Havell's quarters uncovers find sanctuary with the Northern Wiz- The Name of the the potions. ards’ Guild, but then maybe the elders of the guild are murdered one by one. Game City on the Edge of The PCs are (naturally) the prime sus- Location: Mourktar, Threskel, Mt. pects. Can they clear their names? Can Thulbane Oblivion they escape the madness of Messem- Rumor: Theris, king of Mourktar, is Location: Messemprar, Unther prar? These questions can only be an- dying and he has no heir. On the in- Rumor: There is trouble in Messem- swered by the ingenuity (or lack of it) of structions of his god, Assuran of the prar, one of the major ports in Unther, your players during the campaign. Three Thunders, he is leaving his due to severe food shortages. Ships “City On The Edge of Oblivion” is in- throne to the most worthy successor. bearing food to Messemprar can make tended as a novel-sized adventure for To find this successor, he is holding a a big fortune, if they can get past the sa- the characters. tournament of athletic skills at the base huagin and the pirates and make it into of Mount Thulbane. This tournament is port. The Weed That Kills open to any who choose to participate. The Facts: This scenario can begin at The winner of this tournament will be any coastal city on the Inner Sea, such Location: Luthcheq, Chessenta the new king. as Selgaunt, Suzail, Procampur, or Rumor: The lords of the city of Luth- The Facts: There is indeed a tourna- Telflamm. The player characters could cheq in Chessenta are mad (in Ches- ment to be held by the slopes of Mt. purchase a ship, buy lots of grain and senta this is not considered to be rumor, Thulbane. It is open to both human and other foodstuffs, and then make the but fact). Their goal is the destruction half-elven men and women; women are perilous voyage to Messemprar. Or the of all magic, and the painful deaths of forbidden to compete in boxing and player characters might sign on for all who wield magic. wrestling and thus labor under a handi- Their agents are suspected of kidnap- such a voyage with a merchant captain. cap. To qualify, one’s Strength and Dex- During the voyage, the player charac- ping some of the most powerful mages terity must both be 14 or better; each ters have to deal with the dangers of the in the Realms, intending to burn them competing character must also roll a Inner Sea. The crew could have an evil to death in a big bonfire. Strength check and a Dexterity check

67 (roll 1d20 for each). If either roll fails, the points for that position). Running: Characters must make a the character fails to qualify. If no PCs are entered in the competi- long distance running check. Highest The events in the tournament are tion, then it really doesn’t matter who DS wins. wrestling, discus-throwing, running, wins (unless the PCs know someone in Note: Unless a runner is protected by chess, boxing, swimming, jumping, rid- the contest). Just give the players the im- his comrades, friends of one of the ing, archery, and charioteering. pression of exciting contests and many other competitors will try to cheat, giv- Whoever gets first place in each deeds of skill and valor, then just make ing a -5 penalty to the unprotected char- event receives five points, whoever gets up a winner and move on to things the acter’s roll. second place gets two points, and who- players are more interested in. Chess: This contest is a straight gam- ever finishes third gets one point. Magical aids are forbidden in this con- ing proficiency check (1d20 vs. each The two competitors with the highest test. All contestants are forbidden from character’s Charisma). point total must then meet in a duel to having magical assistance. If such is dis- Boxing: This contest uses the nonle- decide the winner. covered, the character is disqualified. thal combat rules on pages 97 and 98 of The winners of these events are usu- All characters are inspected for magic the 2nd Edition Player’s Handbook. The ally judged by rolls against their profi- before the contest (with a weapon or object is to knock the opponent uncon- ciency scores. A failed skill roll means wand that has the detect magic ability); scious. This event is done tournament- that the character loses the event. If the if magic is detected, the character is dis- style, with winners fighting winners character succeeds with his roll, he re- qualified. until the final round, and a consolation cords how much he exceeded what he match between the two semifinalists. needed to roll. If, for instance, Sir Rules for Competition The losers in the first round are elimi- Jheaol needed a 16 to make his Cha- nated from the rest of the tournament. Wrestling: This contest is resolved us- rioteering proficiency, and he rolls a 5, Swimming: Those competitors with- ing the nonlethal combat system (2nd he made his roll by 11. If no other per- out the swimming proficiency cannot Edition Player’s Handbook, pages 97 son made his roll by more than 11, Sir compete. Each contestant makes two and 98). Jheaol would win the contest. swimming proficiency checks; if either These matches are of a very brutal Throughout the event descriptions, fails, the character is out of this event. style called the pankration. When an the term “Difference Score” (DS) will be The two DS’s are added together to de- opponent is knocked unconscious, the used to mean the difference between termine the winner. match is over. All damage sustained is the score needed to succeed and the ac- Jumping: Competitors are perform- healed by priests. tual roll of a successful check. In the ing a running broad jump (see the jump- This event is done tournament-style, preceding example, Sir Jheaol’s DS is 11. ing proficiency in the 2nd Edition with winners fighting winners until the Some characters have no proficiency Player’s Handbook, page 61). Highest final round, and a consolation match with the skill in question. In this case, jump wins. Characters without this between the two semifinalists. The take the appropriate ability score and proficiency cannot win. losers in the first round of the wrestling halve it (round fractions down) to get Riding: This is a long-distance event; match are eliminated from the entire such a character’s score in the profi- characters must ride bareback and un- tournament. ciency. For example, a chess player armored. They may provide their own An optional rule: One round after be- needs the gaming proficiency. Tendros horse, or ride steeds provided by the ing put in a hold, a character may break doesn’t have it. He has an Intelligence Mourktarians. There is an assassination out of it by rolling a Strength vs. (the necessary attribute) of 15. His pro- attempt against the current top two Strength check. Both competitors must ficiency score is therefore 7. leaders of the competition. They must roll Strength checks; if the person in Since there should be 64 competitors fight against the assassins, and suffer a the hold succeeds and his DS exceeds (including any PCs who are in the con- -1 penalty to their proficiency check his opponent’s, the hold is broken. test; see the “Running the Tournament” for each round they spend in battle. Discus-Throwing: This is purely a section) entered in each event, this roll- All except those prominent charac- Strength check. There are three ing could get very tedious. As an alter- ters who are designated as cheaters throws; any who fail even one check native, assume that each PC entered have a -3 penalty to their riding check; are out of this event (any who fail two has a 2% chance of finishing in each highest DS wins. checks are out of the competition en- scoring position (i.e., roll percentile Archery: This competition uses the tirely). If all three checks are successful, dice; a roll of 01-02 means that PC came composite long bow (appropriate non- the Difference Scores are added to- in first, 03-04 means he came in second, proficiency penalties apply). gether, plus the character’s level if he is and 05-06 means he came in third. If Characters must hit AC -4 to score a a member of the fighter class. The high- more than one PC ends up in a particu- bull’s eye; the character with the most est score wins. lar scoring position, just give each PC bull’s eyes in 20 shots wins.

68 Charioteering: The eight highest scor- #3. If there are already three chariots in If two or more chariots are tied for a ing contestants qualify for the final row #3, Milfur cannot advance (by the position, the inside chariot wins. event—the chariot race. It can be re- same token, if a chariot loses ground The Final Duel: This is meant to test solved by making charioteering checks but the row it is supposed to fall back to the combatants’ ability in a real fight. and seeing who has the highest DS, or it is filled, it does not fall back). Both contestants must agree before- may be resolved using a more compli- Charioteering checks are made in or- hand that the loser’s body will be cated system. der from the front of the pack to the burned and placed in an anti-magic The DM uses a copy of the chariot back (i.e., the lead contestant rolls first field so he can never be resurrected; race oval provided on the back of the and moves, then the second-place con- this fight is to the death. A contestant cover. Place figures or other pieces to testant, etc.). may back out of the duel beforehand represent each rider and position them Contestants can advance beyond row and forfeit his claim. Theris, king of on spaces 1 to 8 (starting positions go by #1 and they can fall behind row #8. Mourktar, believes that the crown DS score totals coming into this event— If two chariots are in adjacent lanes, should be worth the ultimate risk, and highest total in position 1, etc.). they may attack each other after all that anyone who wants it must be will- There are ten laps; after each lap, each contestants have rolled their cha- ing to accept that risk. chariot’s position changes as follows: rioteering checks for that lap. The only If one of the contestants forfeits, the weapons available are whips, which are character who is in third place may Successful Charioteering Checks * supposed to be used on horses. Due to challenge. the difficulty of the attack (chariots DS * * Position Change bumping, opponents also attacking, Running the Tournament 12+ Gain 3 Rows having to steer, etc.), the targets of whip 7-11 Gain 2 Rows DMing a tournament of this size is a ma- attacks are considered to be AC 0). If an 3-6 Gain 1 Row jor undertaking. A DM must have a ros- attack is successful, the victim must roll 0-2 No change ter of at least some of the major a successful charioteering check to pre- contenders for the tournament; exam- Failed Charioteering Checks * vent the chariot from crashing. ples of four of these competitors with all Example: Murzul of Thay is in Posi- Roll Failed By Position Change necessary information is provided be- tion 1, Lane 1. Milfur of Chondath is Po- 1-2 Lose 1 Row low. sition 1, Lane 2. They may attack each 3-4 Lose 2 Rows Allow 64 competitors to compete in other. Naturally, they both do. Milfur 5-6 Lose 3 Rows the tournament at the start. At least 32 misses but Murzul hits. Milfur rolls a 7+ Crash! will be eliminated in the wrestling, and successful charioteering check and another 16 in the boxing. A list of at avoids crashing. * A roll of “20” always fails and always least 16 contenders, including PCs, will A charioteer, if he wishes, may volun- loses at least three rows (and may cause be useful. When running the first two tarily reduce any gains made on his cha- the chariot to crash, if a roll of 20 indi- rounds of boxing and wrestling for the rioteering check or even move back one cates failure by 7 or more). A roll of “1” PCs, use the following table. After that, row to make an attack against another always advances the contestant three roll randomly and fill out the final 16 charioteer. For the chariot to voluntarily rows. positions: * * This is the DS for this lap’s roll only. move back, it must be able to fall back to the position directly behind it, staying in 01-60 Easy opponent (1st- to 3rd-level the same lane, to make the attack. For example, Milfur of Chondath has a fighter, Strength 14-15). Should It is possible for someone in lane 1 Dexterity of 13, which (with the cha- be a victory. and someone in lane 3 to both attack rioteering proficiency’s +2 modifier) 61-85 Tough opponent (4th- to 6th- someone in lane 2. gives him a charioteering proficiency of level fighter, Strength 16-17). A If a chariot crashes, the charioteer 15. He is in 5th place at the start, which tough fight. suffers 1d4 points of damage, plus 1d8 means his marker is on the #5 space. Af- 86-00 Major opponent. Roll ran- points if there is a chariot in the lane di- ter the first lap, he rolls a 4, for a DS of domly on the list of tough guys. 11. Checking the above chart, Milfur rectly behind him. If all but one contestant are out of the advances two rows, to the row of posi- If the DM trims down the list to an elite race before the last lap, the last remain- tion 3. of 16 competitors, it should be less cum- ing contestant is the winner. The last Up to three chariots can be in each bersome to score the tournament, and contestant eliminated would come in row, one per lane. If there is another easier for each competitor to come second place, and the next to last to be chariot already in lane 1 of row #3, then across as a distinctive personality. Milfur can move to lane 2 or 3 of row eliminated would end up in third place.

69 It should be noted that this need not be 16 CON 14 INT 13 WIS 16 CHA 17, hp dom once again, and he sent one of his the only thing happening during the 79, THAC0 12, NWP: Riding 19, Cha- finest champions. Nebuseddar’s high tournament. Players who are not in- rioteering 18, Swimming 17, Etiquette characteristics are a divine gift. LE, STR volved can make deals with other non- 17, Riding (airborne) 14. No missile 19 (+3, +7) DEX 18 CON 17 INT 14 WIS competitors, make friends, place bets on weapons. Will not cheat. 10 CHA 13, hp 104, THAC0 10, SA +2 to the competition, pick pockets, or watch Helyos (Chessenta, Akanax, 13th-level attack roll with all wrestling moves, -2 out for sneaky plots. The throne of fighter): Helyos is a mercenary for hire. on initiatives for wrestling, NWP: Cha- Mourktar is at stake, and there are a lot He is considered one of the toughest rioteering 20, Riding 13, Swimming 19. of people who will do anything to get it. fighters in Chessenta, and one of the Is not proficient with composite long The tournament is an opportunity for meanest too. Under his rule, Mourktar bow. Will cheat. the DM to introduce new friends and would become a haven for pirates. N, Sorn (Thay, 14th-level fighter): enemies to the player characters. Let STR 18/70 (+2, +4) DEX 14 CON 17 INT Though he is posing as a simple trader, the characters role play and interact 10 WIS 12 CHA 14, hp 89, THAC0 8, Sorn is really a servant of Lauzoril, a with other characters. NWP: Riding 15, Charioteering 16, Zulkir (Red Wizard) of Thay. His orders Prominent Contestants: The follow- Swimming 18, Blind-fighting, Gaming are to win the crown or assassinate the ing are men who are major contenders 10 (with chess). Weapon specialist in winner. CE, STR 18/55 (+2, +4) DEX 16 for the crown: long sword, proficient with composite CON 15 INT 10 WIS 12 CHA 15, hp 74, Theriheb (Mulhorand, 9th-level pala- long bow. Will cheat. THAC0 7, NWP: Charioteering 18, Rid- din): He is cousin to the current incar- Nebuseddar (Unther, 11th-level ing 14, Swimming 18. He is proficient nation of Osiris. He is an extremely fighter): While Gilgeam didn’t wish to with composite longbow. Will definitely honorable man, if aloof, and a fierce leave his kingdom, he welcomed the op- cheat. competitor. LG, STR 17 (+1, +1) DEX portunity to add Mourktar to his king-

70 SOUTHERN MAGIC

“Magic is the essence of life” Ladder Thunderball Duration: 2 rounds/level —Saying of the priests of Thoth Ward Tumble Casting Time: 1 Area of Effect: 10' radius Spells from southern nations, such as Level 3 Level 4 Saving Throw: None Thay, Mulhorand, and Unther, have al- Foothold Agitate Wounds ways been a source of dread and super- Prot./Telekinesis Comm. Elemental This spell enables the caster to create a stition to the peoples of the north. The Target Dune magical barrier that protects him from reasons for this fear are clear. Southern Witchweed Slumber damage. This barrier is a magical wall magic is strange and powerful; north- that surrounds the wizard in a ten-foot erners who battle a party of southern Level 5 Level 6 radius. This wall can withstand 5 points mages should be ready to face spells Deathguard Enfeeble of damage per level of the caster, to a they have never seen before. Etherealness Javelin maximum of 25 points, before it goes There is one fundamental difference Mummy Reverse Missile down and attacks may go through. The between the magic of the south and Sandstorm Worship wizard may not cast spells that cause that of the north: its writing system, hit point damage through the barrier, known as the Thoth mage-script. Level 7 Level 8 nor may he physically attack through Following the rebellion of the Red Resist Injury Bombard the barrier. Wizards of Thay, the priest-mages of Time Loop Deathbolt The barrier is considered to have the Thoth decided to create a new magical Trick Devastate caster’s Armor Class, but it does not get script with which to write their spells. a saving throw against spells—it auto- This writing was meant to prevent the Level 9 matically suffers full damage from Red Wizards from learning the priests’ Army spells. (But, if a spell knocks down the secrets. Call barrier, the wizard within is entitled to This writing is undecipherable to a Soul Shift a saving throw vs. the excess damage.) standard read magic spell. A read The material component for this spell is southern magic spell is required to per- Priest Spells a piece of jade or amethyst worth 50 gp form this function; these can be learned or more; this is consumed in the casting. Level 2 only from southern mages. Since the Level 1 Inscribe creation of mage-script, it has spread Beckon Breathe (Alteration) Omen and been adopted as a standard by all Cleanse Stumble Stormvoice Range: 0 mages of Mulhorand and Unther, and Components: V,S,M by some in Chessenta. While southern Level 3 Level 4 Duration: 2 rounds/level mages also have standard read magic Detect Ambush Animal Vision Casting Time: 1 spells, these are rarely used. Detect Curse Thunderstroke Area of Effect: The caster Southern mages have all spells listed Chill Weapon Immunity Saving Throw: None in the Player’s Handbook, but none listed in or other Level 5 Level 6 This spell enables the creature touched FORGOTTEN REALMS™ modules. Major Curse Dying Curse to breathe normally in places where it Southern mages have developed Summon Minion Resist Magic would normally suffocate (in water, un- many spells that are not known else- der an avalanche, while buried by a where in the Realms. Most of these Level 7 sandstorm, etc.). spells were devised by the priest-mages Bane The material component for this spell of Thoth during the reign of the Mulho- Timewarp is a cloth that must be held over the rand Pharaoh Thothibistep II, following caster’s mouth during the casting of the the loss of Thay to the Red Wizards. Italicized spells are reversible. spell. Some of these spells are described in the following section: Wizard Spells Ignite Flame (Evocation) Wizard Spells First-Level Spells Range: 10 yards Components: V, S Level 1 Level 2 Barrier (Abjuration) Duration: 3 rounds or less Barrier Damage Mirror Casting Time: 1 Breathe Move Object Range: Special Area of Effect: Special Ignite Flame Run Components: V,S,M Saving Throw: Negates

71 With this spell, a wizard can create a a strong compulsion to turn back and Move Object (Alteration) small area of hot flame, typically a not pass through again (a successful three-inch-square area. If cast on ex- saving throw vs. spell is required to Range: 10 yards posed flesh, this causes 1d3 points of avoid retreat). Creatures of 5 Hit Dice Component: S damage per round for three rounds be- (or levels) or more are unaffected. Duration: Special fore being extinguished. The victim Anyone with magical protection from Casting Time: 2 may put out the flames by spending one fear may pass through without having Area of Effect: 1 object round smothering them (he receives to roll a saving throw. This spell does Saving Throw: None damage for that round, but the flames not affect undead of any level. are automatically put out). The material components are the This spell enables the caster to point to a If this spell is cast on flammable mate- feathers of a vulture. single small object and move it. The wiz- rial, it grows into a small fire, automati- ard may move an object weighing up to cally destroying flammable materials Second-Level Spells two pounds per level. He cannot per- such as paper, causing exposed flasks of form complex movements with this spell Damage Mirror (Alteration) oil to explode, and creating a bonfire. (he can pull a dagger from its sheath, These targets still receive a saving provided that it is not chained, but he Range: 0 throw. cannot unbuckle and unloop a belt). A Components: V,S,M The fire produced by an ignite flame wizard can use this spell to activate le- Duration: 1 turn/level + Special spell is considered to be normal, not vers from a safe distance. This spell can- Casting Time: 2 magical, fire. not be used to animate weapons and Area of Effect: 10’ radius make them attack from a distance. Saving Throw: None Ladder (Alteration) Run (Alteration) This spell is the bane of those who like Range: 20 yards to melee wizards. If a damage mirror Components: V,S,M Range: 60 yards spell is active, the wizard is not pro- Duration: 1 turn Components: V,S,M tected against attack, but if the wizard Casting Time: 1 Duration: 2 rounds/level is struck by a weapon, every creature Area of Effect: Special Casting Time: 2 within a ten-foot radius of the wizard Saving Throw: None Area of Effect: 1 creature suffers an identical amount of damage. Saving Throw: None Thus an archer firing at range against a By means of this spell, the caster cre- wizard is not be affected, but a swords- ates a firmly anchored ladder of force, This spell causes a single creature to man ten feet away from the wizard is. one foot wide, and ten feet long, + ten run at triple ground movement. Thus a This spell affects all creatures within feet per level of the caster, to a maxi- creature with a normal running move- that ten-foot radius, including the mum length of 60 feet. This ladder is ment of 12 will have a ground move- caster. The spell is canceled once it has easy to climb (no Dexterity check is re- ment of 36 while under the effect of been triggered; if the opponent has quired). This ladder may be used to this spell. This spell can affect any crea- multiple attacks in that melee round, climb walls and pits, or it may be laid ture, including horses and summoned only the first successful attack triggers horizontally and used to cross chasms. creatures, but it is not cumulative with the damage mirror spell. This spell is The material component for this spell haste spells. not affected by spells or magical at- is a knot of wood. Creatures moving at their maximum tacks, except for dispel magic, which movement gain a -2 bonus to their Ar- has a normal chance of negating it. Ward (Enchantment) mor Class while under the effect of this If the caster is somehow immobilized spell. This spell does not affect other and then assassinated by an instant kill Range: 0 movement rates, including flight, bur- attack (e.g., slitting his throat), the as- Components: V,S,M rowing, swimming, and climbing. sassin is also affected (he will kill him- Duration: 2 rounds/level The material component is a rabbit’s self as well as the wizard), but he may Casting Time: 1 foot. roll a Dexterity check to avoid killing Area of Effect: 10-foot cube the wizard when he realizes what is Saving Throw: Negates Thunderball (Evocation) happening. The material component for this spell This spell enables the caster to set up an Range: 10 yards/level is crushed glass from a broken mirror. area with an invisible magical barrier. Components: V,S,M Those who enter the warded area have Duration: Special

72 Casting Time: 2 A foothold spell causes stony hands to This spell enables the wizard to affect a Area of Effect: 20’ radius appear from the ground. These try to single target. If the victim fails his sav- Saving Throw: Special grab the legs of all creatures in a 30’ by ing throw, he becomes marked so that 30’ area or 90’ by 10’ area (depending all missile attacks, including arrows, The thunderball spell is an explosive on the desire of the caster). Creatures bolts, javelins, and ballistae attacks gain burst of lightning accompanied by a successfully held by this spell cannot a +2 bonus to attack and damage rolls clap of thunder. This spell causes 1d6 + move, but they may attack normally against him. 1 points of damage to all creatures and cast spells. Characters trapped by within its area of effect (no saving this spell are considered to have an ef- Witchweed (Evocation) throw) and all within its area of effect fective Dexterity of 1. must roll successful saving throws vs. The foothold spell cannot affect air- Range: 50 yards +10 yards/level spell or be deafened for 1d4 rounds. In borne or invisible creatures. A success- Components: V,S,M addition, the caster may elect to target ful saving throw negates the effects of Duration: 1 round/level this spell against a single creature. This this spell on a target, but a new saving Casting Time: 3 creature is automatically deafened, and throw must be rolled every round the Area of Effect: 40’ radius it must roll a successful saving throw target is in the area of effect. Saving Throw: None vs. spell or suffer double damage. The material component for this spell The material component for this spell is a vulture’s claw. This spell creates a cloud of smoke that is an amber rod. is utterly inhospitable to wizards. All Protection From Telekinesis wizards caught in this cloud cannot cast Tumble (Enchantment/Charm) (Abjuration) spells; they also suffer 2 points of dam- age per round they remain in the cloud. Range: 10 yards/level Range: Touch The cloud is stationary; once in place, it Components: V,S,M Components: V,S,M may only be moved by a gust of wind Duration: 3 rounds +1 round/level Duration: 1 turn/level spell. Casting Time: 2 Casting Time: 3 The material component for this spell Area of Effect: 1 creature Area of Effect: 1 creature is burning tobacco (or some other nox- Saving Throw: Negates Saving Throw: None ious, fume-producing plant).

This spell causes a single creature to This spell protects the target against Fourth-Level Spells trip and fall to the ground. The victim magic that moves its physical form, Agitate Wounds (Necromancy) continues to tumble and roll about for most notably levitate, repulsion, and the duration of the spell. The target telekinesis spells, but not reverse grav- Range: 10 yards/level cannot attack or cast spells while under ity, which is a fundamental alteration of Components: V,S,M the influence of this spell. The target re- the laws of nature. This spell adds a +4 Duration: Special tains all Dexterity bonuses to his Armor bonus to any saving throws involving Casting Time: 4 Class. The victim is allowed a new sav- these kinds of magic, or allows a normal Area of Effect: 1 creature ing throw each round; a successful sav- saving throw against attacks that have Saving Throw: Special ing throw negates the spell. none, such as repulsion. This does not The material component for this spell protect individuals from spells that in- By means of this spell, the caster can af- is grease, which is consumed in the volve teleportation. fect a creature that has been wounded The material component is a block of casting. by an edged weapon. This spell reopens black granite. bound wounds (or causes unbound Third-Level Spells wounds to bleed severely), inflicting Target (Alteration) Foothold (Alteration) 2d6 points of damage. Those who roll successful saving throws vs. spell suffer Range: 50 yards + 10 yards/level no further damage from this spell. If Range: 10 yards/level Components: V,S the saving throw fails, however, the vic- Components: V,S,M Duration: 1 rounds/level tim suffers 1d3 additional points of Duration: 1 turn/level Casting Time: 3 damage per round until the wound is Casting Time: 3 Area of Effect: 1 creature dressed and bound (or bound again, as Area of Effect: 900 square feet Saving Throw: Negates Saving Throw: Negates in the case of reopened wounds).

73 Creatures without blood, such as Slumber (Enchantment/Charm) The character does not suffer any skeletons, are unaffected by this spell, damage from the attack that would as are those with regeneration abilities Range: 60 yards have killed him, be it damage from fall- and those under the effects of a periapt Components: V,S,M ing from a cliff, dragon breath, or a of wound closure. Duration: 5 rounds/level weapon strike. Note that if the attack The material component for this spell Casting Time: 4 doesn’t bring the character to zero hit is a pinch of salt. Area of Effect: Special points or below, the character takes full Saving Throw: None damage (the guardian prevents only le- Command Elementals thal blows). (Enchantment/Charm) When a wizard casts a slumber spell, he causes a comatose sleep to come upon Etherealness (Alteration) Range: 40 yards + 10 yards/level one or more creatures (other than un- Components: V,S dead and certain other creatures with Range: Touch Duration: 1 round/level immunity to sleep effects). All creatures Components: V,S,M Duration: 1 turn/level Casting Time: 4 to be affected must be within 50 feet of Area of Effect: 1 creature each other. Casting Time: 5 Saving Throw: Negates The number of creatures that can be Area of Effect: 1 creature affected is a function of Hit Dice or Saving Throw: Negates This spell enables the caster to com- levels. This spell affects 4d10 Hit Dice (or This spell temporarily sends one crea- levels) of monsters. Monsters from other mand (or wrest command of) a single ture into the Ethereal plane. creature from one of the elemental or planes of existence and monsters with The target must remain in the Ethe- para-elemental planes. more than 9 Hit Dice are unaffected. real plane during the duration of the The target is permitted a saving The center of the spell is determined spell; any attempt to return to the throw, but elementals of low intelli- by the spellcaster. Creatures with the Prime Material plane will fail, except by gence or lower suffer at -4 penalty to least Hit Dice in the area of effect are af- the intervention of Powers or a wish the roll. If the saving throw is failed, the fected first; creatures that would be spell. If the wizard attempts to shift the wizard can maintain his control over only partially affected are not affected target into the Ethereal against its will, the elemental for the duration of the at all. the target is entitled to a saving throw. The material component is a pinch of spell, overriding all other controls on The material component for this spell that elemental, including other com- dust. is a drop of oil of etherealness, or oil mand elemental spells. from a creature native to the Ethereal Fifth-Level Spells plane. Dune (Conjuration) Deathguard (Abjuration/Necromancy) Mummy (Necromancy) Range: Touch Components: V,S Range: Touch Range: 50 yards Duration: 1 hour/level Components: V,S,M Components: V,S Casting Time: 4 Duration: 1 turn/level Duration: 2 rounds/level Area of Effect: Special Casting Time: 5 Casting Time: 5 Saving Throw: None Area of Effect: Special Area of Effect: 1 creature Saving Throw: None Saving Throw: None When this spell is cast, the wizard cre- ates a magical sand dune that can carry With this spell, the mage can animate This spell creates a guardian spirit that one man-sized creature per two levels up to one corpse per four levels of expe- protects the character from attacks of experience of the caster (e.g., 3 crea- rience he possesses (all fractions are from the Ethereal plane. tures at 6th and 7th level, 4 creatures at rounded down). These corpses have all The guardian has one function: 8th and 9th level, etc.) through any of the abilities, including hit points, of a Should any attack reduce the hit points sandy area with a movement rate of 4 mummy (see volume I of the Monstrous of the creature it has been assigned to per level of the spellcaster. This dune Compendium). guard to zero or below, the guardian in- can move only through sandy areas. When the spell has run its course, or tervenes and suffers the damage in- The material component for this spell when the mummies are slain, the stead of the character, saving the is a pinch of sand. corpses crumble to dust. character from death. Once the guard- The material component is mummy ian saves its master’s life, it is destroyed. dust.

74 Sandstorm (Evocation)

Range: 10 yards/level Components: V,S,M Duration: 1 round/level Casting Time: 5 Area of Effect: 60’ radius Saving Throw: None

By means of this spell, the caster cre- ates a vortex of violently churning sand. All creatures within the area of effect suffer 3d10 points of damage. The sand also blinds creatures while they are within its area of effect, and there is a 50% probability that any crea- ture trying to move in the area falls Javelin (Evocation) tacks (but excluding non-missile ranged down. attacks, such as fireball and disinte- The sandstorm also extinguishes Range: 80 yards + 10 yards/level grate spells). The missile returns to torches and small fires. Components: V,S,M strike the person who fired it, as long as The material component for this spell Duration: Instantaneous that person is within the range of the is a fistful of sand. Casting Time: 6 spell (if he is beyond range, then the Area of Effect: 1 creature missile drops to the ground upon reach- Sixth-Level Spells Saving Throw: ½ ing the range limit). All reflected mis- Enfeeble (Necromancy) siles automatically strike their targets This spell causes a javelin to become (no attack roll is needed) and always in- Range: Touch filled with deadly energy. The caster flict double damage. Components: V,S,M may hurl this bolt at any creature Duration: Permanent within range of this spell. The javelin Worship (Enchantment/Charm) Casting Time: 6 strikes without error and inflicts 1d10 Area of Effect: 1 creature points of damage for every two levels of Range: 0 Saving Throw: None experience of the caster, to a maximum Components: V,S of 10d10 at 20th level. The target is enti- Duration: 2 rounds/level This spell enables a wizard to weaken tled to a saving throw vs. spell with a -3 Casting Time: 7 the physical characteristics of his tar- penalty; success indicates that the tar- Area of Effect: Special get, making him weaker and less agile. get suffers only half damage. Saving Throw: Special The wizard must touch the victim The material component of this spell within three rounds of casting the spell. is a javelin. The worship spell raises the effective If he connects, the victim loses 1 point Charisma of the caster to 22. Charac- each of Strength and Dexterity, perma- Reverse Missile (Abjuration) ters of 3 Hit Dice (or levels) or less who nently. Characters with exceptional are in clear view of the caster automati- Strengths have their Strengths reduced Range: 80 yards + 10 yards/level cally fall to their knees and praise the to 18. One point of Strength or Dexter- Components: V,S caster. Creatures of 4-6 Hit Dice (or ity may be restored by a restoration, Duration: 3 rounds/level levels) get a saving throw to avoid the limited wish, or wish spell. Characters Casting Time: 6 effect. Creatures above 6 Hit Dice are who have either characteristic reduced Area of Effect: The caster unaffected. Unwilling victims of this to 0 become shadows. Saving Throw: None spell roll a reaction check when the The material component for this spell spell is finished, with a +8 penalty to is essence of shadow. This spell reflects attacks from all mis- the roll. sile weapons, including spells such as Using this spell to impersonate a magic missile and Melf’s acid arrow, Power is very dangerous. and large missiles such as ballistae at-

75 Seventh-Level Spells The material component for this spell four levels of the caster, rounded down is a powder of crushed diamond, ruby, (thus a bombardment from a 16th- Resist Injury (Abjuration) emerald, and sapphire dust, with each through 19th-level wizard lasts four crushed stone being of at least 100 gp rounds, a bombardment from a 20th- Range: 0 value. through 23rd-level wizard lasts five Components: V,S,M rounds, etc.). Each new bombardment Duration: 2 rounds/level Trick (Alteration/Illusion) strikes before any other actions take Casting Time: 7 place in the round. Area of Effect: The caster Range: 80 yards + 10 yards/level The spell is ended if the target moves Saving Throw: None Components: V,S,M out of range. A successful dispel magic Duration: 1 turn/level spell cast on the target also negates this This spell protects the caster from in- Casting Time: 7 spell. A creature with magic resistance jury, so that all attacks cause only half Area of Effect: Special checks this each round—a successful damage against him (rounded down). Saving Throw: None magic resistance roll ends the spell; this For instance, if a warrior inflicts 13 check is rolled before the damage for points of damage with an attack against This powerful illusion enables the wiz- the round is rolled. a wizard who has an active resist injury ard to exchange his appearance and po- The material component for this spell spell, the attack is reduced to 6 points of sition with that of any target within is a piece of meteoric iron. damage. (Attacks that already get a sav- range. The wizard and the target are ing throw, such as a fireball spell or both teleported to each other’s posi- Deathbolt (Necromancy) dragon breath, inflict half damage if the tions. To others, the target and the saving throw fails, or one-quarter dam- caster seem to have the voice and physi- Range: 10 yards/level age if it succeeds). cal appearance of the other; in effect, Components: V,S,M This spell does not help the caster none knows that a switch occurs unless Duration: Instantaneous against attacks that charm, drain life the caster has warned them before- Casting Time: 8 levels, or totally destroy (such as death hand. A true seeing spell will detect Area of Effect: 1 creature or disintegration spells). this. Note that the teleport is not with- Saving Throw: Special The material component for this spell out error, and thus this spell entails is an amethyst or jade pendent, which some risk on the part of the caster and This spell causes a bolt of death energy must be worn for the duration of the the target. to strike its target, which may be any spell. The material component for this spell living Prime Material creature. When is a ball of wax. this bolt strikes, the target dies unless it Time Loop (Alteration) rolls a successful saving throw vs. spell. Eighth-Level Spells Even if the roll succeeds, the victim suf- Range: 0 fers 10d6 points of damage. Components: V,S,M Bombard (Evocation) The material component for this spell Duration: 1 round/level is vampire ichor. Casting Time: 7 Range: 10 yards/level Area of Effect: 20-foot cube Components: V,S,M Devastate (Alteration) Saving Throw: Special Duration: Special Casting Time: 8 Range: 0 This spell creates an area within which Area of Effect: 1 creature Components: V,S,M the flow of time repeats itself contin- Saving Throw: ½ Duration: 1 round/level ually, until the duration of the spell (as Casting Time: 8 timed in the outside world) expires. When this spell is cast upon a single Area of Effect: The caster Creatures caught in the time loop see creature within spell range, giant Saving Throw: None the world as flickering chaos, and are stones appear and bombard the target, unable to affect it in any way. Characters inflicting 10d6 points of damage per This spell causes all of the caster’s spells outside the loop perceive those trapped round. A successful saving throw vs. to strike with devastating effect. All tar- as endlessly repeating one set of actions; spell reduces the damage by half. Each gets suffer a -5 penalty to saving throws those outside may affect the characters successive round, a new bombardment against the caster’s spells, and all dam- within the time loop with ranged spells strikes the target, causing 10d6 points age done by the caster’s spells is in- and attacks, but if they physically enter of damage. creased by +2 per die (but the total the loop, they too are trapped. This spell lasts one round for every damage cannot exceed the maximum

76 possible rolled damage without the This spell is a variant of the gate spell. It point of Constitution, which is sacri- bonus—e.g., a fireball spell cannot attracts the attention of a single native ficed in the transfer. The necromancer cause more than the 60 points of dam- of the Prime Material plane. The caster retains the knowledge of all of the spells age that is the maximum possible to roll calls the name of the being, who be- he knew prior to transfer. This transfer on the fireball spell’s limit of 10d6). comes aware that someone wants him is one-way; he cannot return back to his The material component for this spell to appear. That individual is free to ac- former body. is a solid gold pendant with the insignia cept or reject the call. If the offer is ac- The material component for this spell of the caster, which must be worn cepted, the being is instantly teleported is a crushed ruby of at least 1,000 gp around the caster’s neck for the dura- without error to a spot of the caster’s value. tion of the spell. choosing, within 200 feet of the caster. If the offer is rejected, the call is si- Priest Spells Ninth-Level Spells lenced, and no teleportation takes place. A demand spell may be used First-Level Spells Army prior to this spell to persuade the target (Conjuration/Summoning) Beckon (Conjuration/Charm) to accept. The target need not be known to the Sphere: Animal Range: 500 yards caster, but his exact location must be; Components: V,S,M Range: 1-mile radius this spell does not provide the caster Components: V,M Duration: 2 turns/level with that information. A call can only Casting Time: 9 Duration: Instantaneous affect Prime Material creatures on the Casting Time: 1 round Area of Effect: Special Prime Material planes. (It can reach par- Saving Throw: None Area of Effect: 1 creature allel Prime Material worlds, but cannot Saving Throw: None reach into the Ethereal, Astral, or other By means of this spell, the caster is able planes of existence.) to create an instant army, which rises This spell affects one creature of semi- The material component is a minia- intelligence or lower. This creature from the ground in the form of earth, ture wax statue of the target. stone, or sand soldiers. These soldiers must either be able to be affected by an animal friendship spell, or be a domesti- are AC 4, have a movement rate of 3, Soul Shift (Necromancy) have 2 Hit Dice each (THAC0 19), have cated pet of the caster. When a beckon one attack per round, inflict 1d6 + 2 spell is cast, the creature hears the Range: 10 miles caster calling and rushes to his side as points of damage per hit, and have 20% Components: V,S,M magic resistance. They are immune to fast as possible. If the creature is far- Duration: 1 turn/level ther than one mile from the caster, it all enchantment/charm spells, and they Casting Time: 9 serve only the summoner. It requires a will not come. Area of Effect: Special The material component is a piece of +1 or better weapon to affect them. Saving Throw: Special The caster can summon one unit of ten food that is favored by the pet. soldiers for every four levels he pos- This extremely powerful spell will Cleanse (Alteration) sesses (round all fractions down). The transfer the soul of the necromancer units must appear within a 250-yard ra- from his own body into a previously Sphere: All dius, placed as the caster sees fit. When prepared corpse. This corpse must be the spell duration expires, the units Range: 0 within the area of effect of the spell and Components: V,S,M vanish. be unmarred by disease, wounds, or in- The material component of this spell Duration: Instantaneous jury. At any time during this spell’s du- Casting Time: 1 is a diamond of at least 5,000 gp value, ration, the necromancer may choose to which must be crushed in the casting. Area of Effect: The caster abandon his body and travel into the Saving Throw: None corpse. The necromancer’s true body Call (Conjuration/Summoning) remains alive, but in a soulless, zombie- This spell causes all grime, dirt and like state. Range: Special stains to be removed from the caster When the necromancer’s soul and his vestments, enabling the priest Components: V,S,M reaches its new home, he must immedi- Duration: Instantaneous to present himself to his congregation ately roll for resurrection survival; he in immaculate condition. All clothing Casting Time: 1 round dies if he fails. If the necromancer suc- Area of Effect: 1 creature that the caster wears is restored to its ceeds, his new body is restored as it was original color. If the caster was exposed Saving Throw: None before death, except for the loss of 1

77 to any minor, incidental diseases, the Note: In Mulhorand, this spell may be deafened for 1d4 rounds and be diseases are cured, provided they had used only by the priests of Thoth who knocked from their feet. not already reached a noticeable level. are appointed to be scribes. This does not affect diseases such as Third-Level Spells mummy rot, rat bites, or lycanthropy. Omen (Divination) Detect Ambush (Abjuration) Even wounds are cleansed and infec- Reversible tions are purified (healing 1 point of Sphere: Divination damage, if no cure wounds spells had Range: Special Sphere: Divination been applied previously). Components: V,S,M Range: 50 yards +10 yards/level The material component for this spell Duration: Instantaneous Components: V,S,M is a piece of soap. Casting Time: 2 Duration: 1 turn/level Area of Effect: Special Casting Time: 3 Stumble (Charm) Saving Throw: None Area of Effect: Special Saving Throw: Negates Sphere: Combat When a priest casts this spell, he is ask- Range: 20 yards ing for the approval of his deity regard- This spell detects people of hostile in- Components: V,S,M ing an action. This does not tell the Duration: 1 round/level caster whether the character is in dan- tent who mean to do harm to the caster by lying in ambush. It doesn’t detect Casting Time: 4 ger, merely if the deity approves of him traps that will surprise the caster, or in- Area of Effect: 1 creature performing the action. For instance, a dividuals who might do harm to the Saving Throw: Negates good character may want to know if bribing a government official into adju- caster if they were encountered; the target of this spell must be expecting This spell causes one creature within its dicating a land dispute in his temple’s the caster to come and be lying in wait area of effect to stumble. While the vic- favor meets with his god’s approval. to harm him. tim is affected by a stumble spell, he The deity disapproves of bribery, so the The target gets a saving throw, modi- suffers a -4 penalty to his attack rolls, answer is “no.” fied by the caster’s Wisdom bonus; for his movement rate is halved, and he The caster has a chance equal to 60% instance, if the caster has an 18 Wis- loses all bonuses due to Dexterity. If the + 2%/level of getting a correct answer. dom, the target suffers a -4 penalty to target roll a successful saving throw vs. The answer is an obvious “yes” or “no,” his saving throw. spell, he is completely unaffected. though it is likely to be expressed by a The reverse of this spell, undetect- The material component for this spell symbol; seven swans flying overhead able ambush, makes a person waiting in is a drop of oil. may mean “yes,” while a clap of thunder ambush proof against this spell. in a clear sky may mean “no.” The material component of this spell The material component for this spell Second-Level Spells is a possession taken from an enemy is a gem of at least 100 gp value, which (not necessarily the one who is lying in Inscribe (Alteration/Conjuration) must be sacrificed to the deity in the ambush). casting. Sphere: All Range: 10 feet Stormvoice (Alteration) Detect Curse (Divination) Components: V,S,M Duration: 1 round/level Sphere: Divination Sphere: Weather Casting Time: 1 round Range: Special Range: 10 yards Area of Effect: Special Components: V,S Components: V,S Saving Throw: None Duration: 1 round Duration: 1 round/level Casting Time: 3 Casting Time: 2 This spell enables the words of the Area of Effect: Special Area of Effect: 1 object caster to be directly etched on a piece of Saving Throw: Special Saving Throw: None paper, vellum, or papyrus. All the caster need do is speak the words, and This spell enables the caster to magi- This spell enables the caster to speak cally examine an item or creature to see they are inscribed in the appropriate with the voice of a storm. The caster language on any appropriate writing can be heard clearly at ten times nor- if it has been subject to a curse spell. At surface within ten feet. mal distance. All creatures within a 20- 12th level, the caster is able to deter- The material components for this mine if the spell is bestow curse, major foot radius of the caster must roll curse, dying curse, or bane. This spell spell are squid ink, a hawk's feather, successful saving throws vs. spell or be and papyrus.

78 does not detect magical items that are where the animal goes (unless he em- spells. Only one weapon immunity designed for malign effects, such as a ploys other spells for this purpose), and may be active at a time. necklace of strangulation, which was he suffers no damage if the creature is The material component for this spell is designed to have a lethal effect. killed. a piece of amethyst, jade, or lapis lazuli. The material component for this spell Chill (Alteration/Evocation) is a morsel that is desired by the animal Fifth-Level Spells (e.g., if it is a cat, then catnip is a suitable Sphere: Combat component). Major Curse (Abjuration) Reversible Range: 50 yards + 10 yards/level Components: V,S,M Thunderstroke (Evocation) Sphere: Protection Duration: 1 round/level Casting Time: 5 Spheres: Combat, Weather Range: Touch Components: V,S Area of Effect: Special Range: 40 yards + 10 yards/level Duration: Permanent until dispelled Saving Throw: ½ Components: V,S,M Casting Time: 7 Duration: Instantaneous Area of Effect: 1 creature or item This spell creates a 30-foot-radius area Casting Time: 1 round Saving Throw: Special of cold air. The caster can center the Area of Effect: 1 creature coldness on one creature in that area, Saving Throw: ½ causing 1 point of damage per caster This spell is similar to the third-level re- level, to a maximum of 10 points. A suc- This spell enables the priest to call upon move curse, except the spell effect is cessful saving throw vs. spell reduces the wrath of his deity and summon a permanent. The curse can have one of the following effects (roll percentile damage by ½. bolt of lightning to strike a single target. Each succeeding round, the caster This bolt causes 2 points of damage dice): can continue inflicting 1 point/level of per level of the cleric, to a maximum of 01-50 Reduces one ability score to 3 damage to any creature that is still 40 points. If the target rolls a successful (the DM determines which within the area of effect. If all creatures saving throw vs. spell, the damage is randomly) leave the original area of effect, this halved. 51-75 -4 penalty to victim’s attack spell is negated. The material component for this spell and saving throw rolls The material component for this spell is the priest’s holy symbol, which is not 76-00 Makes victim 50% likely to is a feather. destroyed in the casting. drop whatever he is holding (or do nothing in the case of Fourth-Level Spells Weapon Immunity (Abjuration) creatures that don’t use tools); roll each round. Animal Vision (Alteration) Sphere: Protection Range: 0 If the victim fails a saving throw vs. Sphere: Animal Components: V,S,M spell, the curse becomes permanent; if Range: 100 yards + 20 yards/level Duration: 2 rounds/level the saving throw is successful, the Components: V,S,M Casting Time: 7 curse lasts only one turn per level of the Duration: 1 turn/level Area of Effect: The caster priest who cast it. Casting Time: 1 round Saving Throw: None The spell can be cast on an item, typi- Area of Effect: The caster cally in a tomb where the item is not to Saving Throw: None This spell enables the priest to become be disturbed. Those who touch it fall immune to one particular weapon. victim to the curse. This spell links the vision of the priest to This may include such weapons as The reverse of this spell, remove ma- that of a single animal, be it mammal, long swords, bastard swords, maces, jor curse, removes the effects of a ma- reptile, or insect. Typically, the animal or heavy crossbow bolts; it must be a jor curse or bestow curse spell. is one sacred to the priest’s religion, but specific weapon. it need not be. When the priest is struck by that Summon Minion As long as the animal remains within weapon, it will do no damage to him. (Conjuration/Summoning) the range of the spell, the caster can see This protects the priest even from through its eyes, using whatever spe- magical weapons. Monster attacks, Spheres: All, Summoning cial visions it possesses. There is no such as claws and fangs, are not in- Range: 10 yards other link between the caster and the cluded in the effect of this spell, nor Components: V,S,M animal: The priest has no control over are magical attacks, such as fireball Duration: 1 turn/level

79 Casting Time: 1 round Resist Magic (Abjuration) move curse spell (if cast by a Power), or a Area of Effect: Special reverse bane or a wish can remove. If Saving Throw: None Sphere: Guardian the saving throw fails, the victim suffers Range: 0 the following effects: a -5 penalty to all This spell enables the caster to summon Components: V,S attack and damage rolls, while oppo- one divine minion (see the “New Mon- Duration: 2 rounds/level nents receive +5 bonus to their attack sters” section for a description of divine Casting Time: 8 rolls against the victim; the victim fails all minions). The divine minion serves the Area of Effect: The caster saving throws, and all attacks against priest faithfully, performing any com- Saving Throw: None him cause maximum damage. mand that does not violate the dictates The reverse of this spell, reverse of its deity; this includes giving up its This spell grants the priest 2% magic re- bane, removes the effect of any curse life in combat. Only one minion may sistance per level of the priest, to a max- spell, except for instantaneous curse ef- serve a priest at a time. imum of 40%. This magic resistance fects (e.g., it won’t teleport the party The material components for this functions identically to the magic resist- back to the dungeon after they’ve spell are the priest’s holy symbol and a ance possessed by certain monsters and opened the cursed scroll). large gem of at least 1,000 gp value, bestowed by certain powerful artifacts which must be sacrificed to the deity in and relics. This spell effect can be cast Timewarp (Alteration/Divination) the casting. only upon the priest, not upon others. Sphere: Divination Sixth-Level Spells Seventh-Level Spells Range: 0 Components: V,S Dying Curse (Abjuration) Bane (Abjuration) Duration: Instantaneous Reversible Casting Time: 4 Sphere: Protection Area of Effect: 1 creature Range: Unlimited Sphere: Protection Saving Throw: None Components: V,S Range: Touch Duration: Permanent until dispelled Components: V,S This spell enables the priest to send a Casting Time: 2 turns Duration: Permanent until dispelled being back in time. The timewarp has a Area of Effect: Special Casting Time: 9 maximum range of two minutes, which Saving Throw: None Area of Effect: 1 creature enables the character to go back to an Saving Throw: Special action he made in the previous round When the priest casts a dying curse and negate it. It also grants new saving spell, he is avenging himself against fu- When a priest casts a bane spell, he be- throws, attack and damage rolls, and ture death. Anyone who kills the priest, stows an extremely powerful curse on forces opponents to make similar rolls. even if the priest is later resurrected, the target. Note that this affects only those directly After casting the spell, the priest must becomes the victim of a major curse, involved with the target; it does not give touch the intended target within one with no saving throw. Only a wish or a everyone in melee new rolls, just the remove bane spell can remove this turn, or the spell expires. If he makes target and those attacking him. This curse. contact, the target gets a saving throw. If spell ages the caster one year. the saving throw is successful, the victim The material component is sand. receives a major curse, which only a re-

80 MAGICAL ITEMS

“An item of great utility is one to be into a ten-foot-radius sphere, at a range This ring is a simple silver circle, and cherished into eternity.” of 30 feet. When it is cast, those who is another creation of the incarnations —A saying on the tomb of Pharaoh are caught in its area of effect must roll of Thoth. Ramenhorus III in the Great Vale successful saving throws vs. spell or XP Value: 1,000 they pursue their actions mindlessly. If Potions they fail the saving throw and are in Ring of Protection From Undead: combat, they do not care who they at- This charged magical item is a band of While not renowned for their skill in al- tack, even if it one of their comrades; white gold, with the insignia of Horus- chemy, the mages of Mulhorand and they continue to attack the nearest tar- Re on its front. When any undead tries Unther have long experimented with get for 4 + 3d4 rounds. to touch the wearer, the wearer has the devising potions, oils, and other similar If the target is eating or drinking, he option of using one charge to prevent products. Here are a few of them: continues that activity for the duration contact. Use of a charge must be de- of this oil’s influence, even to the point clared before the undead rolls its attack Oil of Agelessness: This oil is made of eating or drinking other people’s bev- against the wearer. Each charge pre- from the nectar of roses from the gar- erages, not stopping even if attacked. vents the wearer from being struck by dens of Ishtar in Unther. When one vial XP Value: 500 any undead in that round (if the wearer of this oil is applied to the body of a hu- is being attacked by two wights, one man or demihuman, the normal aging Rings charge prevents contact from both of process halts for six months. them). Continued applications, therefore, Rings are a common decoration among This does not protect the character can keep one young indefinitely. The se- the nobles of Mulhorand, and most when he is surprised. The ring contains cret of this oil is known only to the wear at least one magical ring. Rings 25 + 3d10 charges. priestesses of Ishtar. It is one of the are often handed down from genera- XP Value: 2,500 most eagerly sought secrets of south- tion to generation as a token of remem- ern magic. brance, though in Mulhorand many of Ring of Strength: This ring, made XP Value: 800 the most powerful magical rings are from the finger bone of a stone giant, buried with nobles at death. gives its wearer exceptional strength. Oil of Armor: This thin, nearly invisi- Those who wear a ring of strength gain ble oil is applied to skin to give it the Ring of Dizziness: This cursed magi- the following Strength (depending on toughness of armor. Each application cal item is sometimes found in the which ring they have): lasts 6 + 1d6 hours. Its base AC is 4, tombs of Mulhorand, placed there to modified by Dexterity and rings of pro- punish grave robbers. This appears to D100 Roll Strength XP Value tection. There are no cumulative ef- be a normal magical ring, perhaps a 01-35 18 (00) 1,500 fects with armor. ring of protection. When used in an ac- 36-65 19 2,000 Oil of armor is used in Unther, where tual combat where the wearer may be 66-80 20 2,500 certain priesthoods forbid the wearing hurt, the wearer becomes violently 81-00 Cursed! — of armor. dizzy. The wearer must roll a success- XP Value: 400 ful saving throw vs. spell or be unable A ring of strength may be worn by all to attack. Even if the saving throw is classes. A cursed ring has the equiva- Oil of Beauty: This oil, a mixture of ol- successful, all of the victim’s attacks suf- lent Strength of 21, but if the wearer is ive oil, crushed pearl, and ash from the fer a -4 penalty to the attack roll, and all in melee, he sees his friends as his ene- Purple Plains, is used by the priestesses attacks against him gain a +4 bonus to mies (and vice versa) and attacks his friends. A ring of strength is not cumu- of Ishtar. When this is placed on their the attack roll. lative with other forms of Strength en- bodies, their Charisma increases by 1d4 XP Value: None points for 1 + 1d3 turns. This does not hancers (girdles, gauntlets, etc.) ensure that those who view them will Ring of Immunity: When this ring is fall madly in love with them, but it does worn, the wearer becomes immune to Ring of Thunder: This charged magi- cal item was a gift to Jurnail, a high enable them to make a good impression. all diseases and infections. This includes XP Value: 400 magical diseases, such as lycanthropy priest of Anhur, from his friends in the and mummy rot. The character regains priesthood of Thoth several centuries ago. It was almost certainly crafted by Powder of Obsession: This pink pow- the maximum number of hit points per Azonthoth, an incarnation of Thoth. der is used as a defense by the priest- day (3 hit points) from rest, as he need The ring is silver with a lion’s face en- esses of Isis, though only on rare not be bothered by fever or infection, graved in gold with a topaz mane. occasions. This magical powder is cast regardless of his level of activity.

81 This ring is a powerful defensive and Staff of Fury: This staff is used in con- offensive weapon. It can emit a bolt of junction with a wizard's normal arsenal lightning that inflicts 10d6 points of of spells. When a wizard casts spells damage (successful saving throw vs. and holds this device, all spells add +1 spell cuts this damage in half) per round to their casting time, but become devas- to all creatures in a ten-foot radius ex- tatingly powerful. Damage spells gain cept the ring wearer. Each charge lasts +1 per die, even exceeding maximums. one turn; a ring of thunder typically has All saving throws against the wizard’s 25 + 6d6 charges. spells suffer a -2 penalty. Each time this XP Value: 4,000 function is used, it drains the staff of a charge. Ring of Windwarding: When this ring This staff can also be used as a defen- is worn, a ten-foot-radius area around sive weapon. In this case, the caster the bearer is protected from all winds. cannot perform any offensive action All within its area of effect are shielded that round, but he may use the staff to from wind storms, gust of wind spells, block up to three successful attacks attacks by air elementals, etc. If the each round, be it with a weapon in me- wearer is caught in the middle of a sand- lee, or at range with a missile weapon. storm or a blizzard, this ring prevents Each block drains the staff of one the wearer from being affected. charge; the wizard must specify how XP Value: 1,000 many potential attacks he is blocking at the start of the round. The staff is re- Rods, Staves, and chargeable. Wands XP Value: 8,000 The staff was the original symbol of au- Staff of the Necromancer: This staff thority in the Old Empires, so it is not belongs to Hodkamset, the most power- surprising that many of these items ful mage in the service of the god Set were first developed in this part of the (with the exception of his incarnations). Realms. Hodkamset made this alabaster staff There a number of new and deadly from the spine bones of a dragon. staves, rods, and wands that have re- Hodkamset pursued the art of necro- cently seen use: mancy and built this item to aid in his spellcasting. It was stolen from him by Rod of Generalship: This magical rod the priests of Osiris in battle two years is a two-foot-long scepter of pure gold, ago, but assassins of Set retrieved it be- decorated with rubies, diamonds, and fore the priests could destroy it, and pearls. When this rod is raised in battle, once again Hodkamset wields it. the troops commanded by the general It has a maximum of 25 charges, and gain a +2 bonus to their attack and absorbs magic as a staff of the magi. In damage rolls and morale, and a -2 bo- addition, it has the following powers, nus to their Armor Class. which cost no charges: detect magic, This effect lasts 3d4 turns and may be speak with dead, protection from good. used only once per day. This rod may be The following powers cost one used once per day; it has a 200-yard- charge per use: animate dead, darkness radius area of effect. It is a favored bat- 15’ radius, dispel magic, hold person. tlefield item of the priests of Assuran of The following powers cost two the Three Thunders. It has also been charges per use: command undead, en- used by the priests of Horus-Re and feeble, feeblemind, life level drain *. Anhur. Three of these items are known * This attack drains one life level, has to exist. a 100-foot range, and automatically XP Value: 5,000 strikes one target within that range, no saving throw. XP Value: 13,000

82 Wand of Salt: This evil wand is used by Miscellaneous Magic it may slash at an opponent, causing the followers of the Cult of Tiamat. 1d6 points of damage; if it inflicts maxi- This item produces powerful cramps As one might expect, miscellaneous mum damage on any attack, it grabs the and thirst pangs in any who are struck magical items of new and unusual types target around the throat and causes by its beam, so they suffer 2d6 points of are plentiful in the south. Here are only 2d10 points of damage per round until damage per round (half if a saving a few examples: the target is dead. Second, it may grab throw vs. wand is successful, with a Amulet of Protection From Align- at a target’s weapon hand, negating one new saving throw applicable each ment Change: This magical talisman attack each melee round (e.g., if a victim round). This continues until they spend has a ruby as its centerpiece. This amu- has 3/2 attacks, he loses his first-round one full round drinking water, in which let protects the wearer against the ef- attack and one of his second-round at- case the cramps stop. This wand can fects of magic designed to tacks). The claw is AC 0. If 50 points of also render a 50’ by 50’ section of land fundamentally alter a person’s align- sharp-edged damage is done to it, it infertile. This wand is made of saltsteel, ment. While this does not protect a stops attacking for 24 hours; 200 points a magically hardened salt whose mak- character from spells that charm the of such damage completely destroys it. ing is known only to the mages of Un- character into actions that he wouldn’t The claw is intelligent; any new mas- ther. The surface is overlain with sand normally do, it does prevent the effects ter trying to control it must battle to give it a sparkling appearance. Only of a helm of opposite alignment and against a neutral alignment, 12 Int, and two of these cruel weapons are known similar items. It cannot stop the align- 16 Ego (as per intelligent swords). The to exist. ment reversal process of an artifact or hand glows red if rubies (other than the XP Value: 5,000 relic, but may (at the DM’s option) slow ones embedded on the hand) are within it down. 50 feet. Wand of Sleep: This wand is con- XP Value: 3,000 Nezram is known to have constructed structed from green willow vines from at least five claws, one of which is in the Ganathwood that are entwined and en- Book of Thoth: This is not one of the possession of Hodkamset, the most chanted to become hard as stone. three famed tomes of the god Thoth, powerful wizard of the Cult of Set. When the command word is spoken, but rather a tome written by his incar- XP Value: 3,750 the wand emits an 80-foot-long cone of nation. It is a large, worn, leather- sleeping gas, ten feet wide at its base bound brown volume without a title, Dice of Chancelessness: This insidi- and 30 feet wide at its end. All caught in fixed with a lock in the shape of a ba- ous magical item was created by Huriot, this cone must roll successful saving boon’s head. Once per day, it can per- an enterprising follower of Mask and throws vs. wand or fall asleep for 3d4 form a legend lore spell on any item the greatest Prince of Thieves that rounds. that is placed on its cover; when this oc- Skuld has ever known. Five centuries Creatures with immunities to sleep curs, the book opens and turns to a ago, he was captured, convicted of have their normal resistance against page where the legend of the item is de- grave robbing, and brought to the phar- the effect of this wand. This wand may scribed. The book closes once the entry aoh for his final justice. Huriot per- be used only by a wizard. is read and locks itself. Should the book suaded the pharaoh to let a game of XP Value: 4,000 be forced open, the caster finds that all chance decide his fate: If he won, he pages are blank, and the book is never would be sold into slavery, and if he Wand of Water-Finding: This useful useful again. lost, he would be executed. He brought item has saved many travelers in the XP Value: 3,000 out a pair of dice. desert heat. If this wand is activated These dice were magical, created by a within 50 miles of any source of drink- The Claw of Nezram: The great wiz- great wizard. They would roll any num- ing water, the wand begins to vibrate; ard Nezram made a number of unique ber that the owner desired; in the the closer the wand is to water, the magical items before he left the Realms hands of the owner, they would roll stronger the wand vibrates. If water for parts unknown. One of the most un- what he wanted, while in the hands of lies beneath the surface at a depth of usual is the claw of Nezram. It is a rep- another, they would roll as the original 500 feet or less, the wand shoots a beam lica of a humanoid hand made from owner desired. The pharaoh detected into the earth that draws water to the ivory, studded with rubies, with sharp the magic, discovered what they were, surface. The water found by this wand claws instead of fingers. and used his divine powers to reverse is always drinkable; it may not be pure, The claw has several functions. Its the effect. but it generally does not adversely af- mundane function causes it to scratch Huriot had planned to lose the game, fect the health of the character. any part of the wielder’s body on com- gambling that a display of honesty might XP Value: 2,000 mand, to relieve an itch. If ordered into earn a pardon from a magnanimous combat, the claw has two options. First, pharaoh. He won instead and was placed

83 in slavery for the rest of his days. moned out of the jewel at a time; a new D100 Roll Armor Class XP Value No one ever heard of Huriot again, ex- duplicate cannot be summoned until 48 01-05 6 2,000 cept for an inscription in that pharaoh’s hours have passed. When a duplicate 06-15 5 2,500 tomb: “Huriot was here.” disappears or is killed, all of his magical 16-35 4 3,000 XP Value: 500 items disappear. 36-50 3 3,500 The effects of all spells cast by the du- 51-70 2 4,000 Gloves of Lightning: This magical plicate disappear with the duplicate, ex- 71-85 1 5,000 item, usable by all classes, is a powerful cluding spells with an instantaneous 86-00 0 6,000 weapon. Once every three rounds (up effect (the effects of a duplicate’s fire- to three times a day), the wearer may ball spell do not disappear, but the ef- Only members of the priest class may point at a single target and fire a strong fects of his haste spell do). A duplicate is wear these robes. They are almost burst of electricity that automatically also forbidden to use any sort of crea- never seen outside of Mulhorand. strikes. This burst inflicts 8d6 points of tion magic, including wishes. damage (a successful saving throw vs. The jewel is typically one of the more Scarab of Life: This is a jeweled beetle wand cuts this in half). valuable gemstones (no specific variety inset on an ankh. When this is worn on Gloves of lightning cannot be worn is needed), and when one glances into the brow of a priest, it enables him to with gauntlets; both gloves are neces- it, one can see the faint impression of an cure critical wounds, once per day, and sary to fire the lightning. ibis, Thoth’s symbol. raise dead once per week. Any use of XP Value: 2,000 XP Value: 5,000 this item has a 10% chance of rendering it inoperative; command words are nec- Horn of Command: This horn ampli- Necklace of Protection Against essary to use either function. fies the sound of one’s voice so that it Charm: This beautiful item is worn by XP Value: 3,000 can be heard three times farther than the Precepts of Mulhorand. It is a gold normal. collar that hangs down to the chest, Scarab of Venom: This is a scarab- The greatest ability of this item, how- studded with gems. It provides a +4 bo- shaped gem, much favored by warriors ever, is its suggestion power. Once each nus to all saving throws against charm/ in the service of Set. When placed on day, a person using the horn can issue a enchantment magic. Furthermore, by the hilt of their swords, it coats the suggestion to all within a 60-foot radius. looking into the gems of this necklace, blade with a poison, up to two times per A successful saving throw vs. spell ne- the wearer is aware of the identity and day (wielder decides when). This poison gates this effect (but only for that indi- location of the spellcaster. Protections causes an extra 3d4 points of damage vidual). The person using the horn may against scrying prevent this effect. immediately (no saving throw), and the direct the command at a single being XP Value: 2,000 victim must also roll a successful saving (giving a penalty of -3 to the saving throw vs. poison or die in 1d4 rounds. throw) or at all of the beings within the Robes of Protection: These robes This poison lasts 1d4 rounds on the radius (each gets a saving throw). The were typically worn only by the priests blade, then evaporates. suggestion must be in a language the af- of Horus-Re, but they are now worn by XP Value: 2,000 fected beings understand. priests of many different religions. XP Value: 2,000 They are said to be sewn by priestesses Stone of Everburning: This stone is of Nephthys. unremarkable, except that it radiates Jewel of Karathoth: This powerful These robes, soft to wear but solid searing heat at all times. If a stone of item, one of the greatest creations of the against the blows of the enemy, are em- everburning contacts exposed flesh, it incarnations of Thoth, is a jewel with blazoned with the symbol of the appro- inflicts 1d3 points of damage for each 1d3 + 4 facets. Activating this jewel cre- priate deity. They provide protection round of contact. The stone’s most re- ates an exact duplicate of the activating for Mulhorand priests in battle and in markable property is its longevity; character, which under the character’s places where it is not acceptable to some have stayed hot over 3,000 years, complete control. This duplicate fights, wear armor. Roll on the following table even when continuously immersed in casts spells, and uses magical items as to determine the Armor Class protec- water. These items are used in the the user wills. This duplicate lasts for 3 tion of a particular robe: steam engines of Mulhorand. + 1d4 turns, then vanishes. XP Value: 500 Once a duplicate is killed, or once he disappears, one facet of the jewel Talisman of the Beast: This item was cracks and cannot be used again. Once created by the Beast-cults, which were all facets are cracked, the gem is use- quite popular in Mulhorand and Un- less. Only one character can be sum- ther at the height of their second em-

84 pires (circa 1 DR), but have since been age per round for one turn before they him instantly. Furthermore, it remains forgotten. become inactive for 24 hours. They can in the wound and continues to inflict These talismans have two functions: be stopped with the proper command 1d4 + 2 points of damage each round, first, they enable their wearers to com- word, or a successful dispel magic spell until it is pulled free (an 18 or greater municate with animals at will, and sec- cast against 12th-level magic (which Strength is required to pull it from the ond, they enable the wearers to change also neutralizes them for 24 hours). No wound; the action takes one round). into the form of an animal three times weapon can touch them in combat and For each round it is in the wound, roll per day. These animals cannot be mon- they appear to be indestructible. 1d20; if a 19 or 20 is ever rolled, it has sters or giant-sized animals, simply nor- XP Value: 3,000 found a vital organ and killed its target. mal beasts, from the size of a fly to that The number of daggers of Set that ex- of an elephant, bear, or tiger. Weed of the Witch (Witchweed): The ist is unknown. While in animal form, the character foul fumes of this weed affect all wiz- XP Value: 2,000 has the hit points and Armor Class of his ards. When burned, it produces a 30- human form, but all the special abilities foot-radius vaporous cloud. Any wizard The Bladeless Sword: This sword was of the beast that he has transformed within its vapors begins to cough vio- created by the smith Holin. It has a hilt himself into. The wearer must revert lently, is unable to cast spells, and suf- of solid silver (a much rarer metal in the into his human form (or demihuman or fers 2 points of damage per round. The south than gold) and is encrusted with humanoid form) before taking on the weed burns for 10 + 1d6 rounds. opals. The blade itself is magical; it is in- characteristics of an animal again. This long green weed is grown and visible and intangible, seemingly with- The talisman is a string of multi- used frequently in Luthcheq, a city in out existence. The blade is really in the colored beads strung on papyrus reeds, Chessenta where wizards are forbid- Ethereal plane; it harms only those which spin to form animal pictures. den. When burned, it produces a foul creatures that require magical weapons Only two of these talismans are known stench similar to burning tobacco. to strike them. to exist. Witchweed is typically bundled in It causes double damage to any crea- XP Value: 2,500 shipments of 13 stalks. ture affected only by magic, and it in- XP Value: 1,000 flicts triple damage to undead. For the Talisman of Tongues: This medallion purposes of calculating damage, it is enables an individual to understand all Swords, Daggers, considered to be a khopesh sword +4. languages and their writings, as per a XP Value: 4,000 tongues or comprehend languages Miscellaneous spell. The talisman of tongues also en- Weapons, and Armor Staff of Osiris: This staff is made out of ables the wearer to speak these lan- dark brown mahogany and is covered While the people of the Old Empire are guages. Furthermore, it enables the with painted hieroglyphs. It is a quar- powerful mages, they are not re- wearer to read magic and read Mulho- terstaff +3. It is a favored weapon of nowned for creating weapons of might. rand magic, at will. the priests of Osiris; at least 20 are Nonetheless, a number of noteworthy Only one of these talismans is known known to still exist today. weapons have been produced in Mul- to exist, since the priests of Thoth have In addition to its attacks, the staff horand over the course of time. been hunting them down and destroy- blocks one successful attack each ing them to prevent foreigners from be- round; the first successful melee attack Armor of Horus: This armor is scale ing able to decipher the secrets of against the wielder is automatically ne- mail +4. It is the equivalent of AC 2, Mulhorandi magic. gated. This does not prevent ranged at- and also gives the wearer resistance to XP Value: 3,500 tacks, such as missile weapons and all fire and lightning attacks (fire and spells, from causing damage but it does lightning attacks automatically inflict Talons of the Danse Macabre: These stop sword thrusts, other staves, dag- only ½ damage, ¼ damage if the appro- items were created by the priests of gers, and other melee weapons. priate saving throw is successful). Hoar/Assuran in Chessenta; eight pairs In spite of its name, a staff of Osiris XP: 3,500 are known to exist, most scattered may be used by any priesthood, includ- among treasure hoards across the ing Set's. Dagger of Set: This horrible, snake- Realms. These magical items appear to XP Value: 1,500 shaped blade is a throwing dagger used be eagle’s talons, plated in a dull silver by warriors in the service of Set. that resembles pewter. When two of Staff of Stunning: This is a quarter- It is a dagger +2, with a typical range. them are thrown down, and the proper staff +3, with the added benefit that, Should it roll a natural 19 or 20, it has command word is given, they immedi- on a natural roll of 18-20, a blow from found a vital organ of its victim and kills ately attack, causing 2d4 points of dam- this quarterstaff knocks the opponent

85 unconscious (no saving throw) for 3d4 magic still in active use in Mulhorand. life in Mulhorand at the height of its rounds. If a natural 18-20 is not a suc- Legend speaks of it being constructed power. To return home, one must find cessful attack against the opponent, the by a god named Ptah, who has never one’s way to the font at the time of the staff has no effect. been worshiped in the Realms, even in new moon, when it is possible to look These staves are typically made from the old days of Mulhorand. back at one’s self, and return to one’s yew; many of them are used by sailors The Chariot of Re is constructed from own form. on the Alamber Sea. gold, emblazoned with Re’s solar disc XP Value: 1,000 against an ankh. The chariot can move, Galley of the Gods: This ship was used without horses, at a speed of up to 96; by the people of Unther in several naval Artifacts and Relics any who fight from it receive a bonus of battles, most notably in the defeat of -4 to their Armor Class, and those at- the Narfell Armada. It is said to have There are many artifacts and relics na- tacking them receive a -4 penalty to been constructed by a deity named tive to the Old Empires; this entire book their attack and damage rolls. Those Enki, though he has never been actively could easily be filled with these items. who ride in the chariot are 75% magic worshiped in the Realms. This galley is Here are only a few of the most famous resistant. Anyone struck by an attack 200 feet long, 30 feet wide, and requires ones: from the chariot has to roll a successful 150 oarsmen. It has a cargo capacity of saving throw vs. spell or suffer blind- 250 tons and can support up to 300 ma- Ankh of Life: This powerful symbol of ness for 2d4 turns. The chariot also rines for an extended trip. divinity was lost millennia ago in the grants a +4 bonus to the morale rating The ship has a 95% seaworthiness Orcgate Wars. It was the holy symbol of of all friendly troops within a 200-yard rating, and a movement of 15 mph the manifestation of Re. It is a worn and radius, and it gives a -4 morale penalty when fully crewed (450 yards per dirty rod of birch wood, without any to enemy troops within that radius. round), or 25 mph at emergency speed ornamentation, one foot long, in the (750 yards per round). In extreme shape of an ankh. Font of Time: This powerful artifact is emergencies, the ship can sprout It has the following powers: resurrec- located somewhere in eastern Mulho- dragon wings and lift off the water at tion (2/day), restoration (3/day), regen- rand. Little is known about it, except emergency speed. erate (3/day), destroy undead, 30’ for a few words in the Unique This flight lasts a maximum of one radius (3/day), continual light (at will). Mageries, a book of spells belonging to turn. At least 120 oarsmen are required The destroy undead power slays all the wizard Nezram: for the ship to fly. undead of less than 7 HD (or levels), and “Of all the artifacts created by the an- The ship has a dragon prow with mul- inflicts 12d8 points of damage (no sav- cients, the most marvelous and terrify- tiple heads chained together (the symbol ing throw) to all undead of 7 Hit Dice or ing was the great Font. This was a of the ancient gods’ victory over Tiamat). higher. pearl-white pool, contained in a milk- The prow is magical; it can shoot a 6d6 If used by a mortal, the ankh drains colored crystal that appeared in a mi- lightning ball (20-foot diameter) up to one level of experience each time a rage in the eastern wastes. The waters 400 yards, once per turn. The lightning power is used (and only a wish directly were too bitter to drink. But if one ball can be fired only when the prow is granted from a deity can restore the looked into the font in of a full facing its target. Those caught in its area lost level). moon, one could see scenes from the an- of effect can roll saving throws vs. spell; This relic is sought after by the priests tiquity of Mulhorand that one would success means that the victim suffered of Horus-Re and Osiris, as they wish to swear were real. And indeed they are. only ½ damage. place it with the mummified body of the For if one concentrates on that image— The ship and those within the ship are manifestation of Re in the Tower of Eter- ...but I shall say no more, in hopes that immune to fire and lightning. The ship nity in Skuld. Any who present it to an none shall follow where I have traveled.” itself has a 35% magic resistance. In incarnation or manifestation of either No knowledge exists about the origin times of war it is armed with four ballis- god would be richly rewarded. of the font, except in the archives of tae (two on each side) and a rear cata- Thoth. The font of time can enable any pult. The Lords of Unther have used this Chariot of Re: There were originally who look into it, during a full moon as a military and a cargo vessel. three of these artifacts, the chariots of only, to see images of Mulhorand in the Recently, this vessel has been stolen the gods Re, Horus, and Osiris, in the days of its original empire. It is possible from its berth in Unthalass by pirates. It days before the Orcgate Wars. Only one to possess the body of an individual is believed to be hidden somewhere in is known to still exist; the Chariot of Re from that image, and thus experience the waters near the Ship of the Gods. is the oldest of the artifacts of great

86 ENCOUNTERS IN MULHORAND

Roll 1d8 and 1d12 and add the results to determine the creature encountered on the appropriate random encounter table. Civilized (Day) Great Vale Roll Creature(s) Encountered Roll Creature(s) Encountered 2 Minions, divine 2 Dragon, brown 3 Rake 3 Dracosphinx 4 Noble or official 4 Wraith, desert (night only) 5 Snake, poisonous 5 NPC, notable 6 NPC, notable 6 Lions 7 Rat 7 Merchants 8 City guard 8 Rats 9 Merchant 9 Laborer 10 Tradesman 10 Herd animals 11 Tradesmen (2d4) 11 Herd animals 12 Laborer 12 Pilgrims 13 Pilgrims 13 Slaves 14 Priest 14 Minions, divine 15 Ruffians 15 Rats, giant 16 NPC party 16 Scorpions, large 17 Thieves 17 Mummy 18 Gentlemen 18 Colossus, stone (10% chance of 19 DM special being active) 20 DM special 19 DM special 20 DM special Civilized (Night) Wastes Roll Creature(s) Encountered 2 Vampire Roll Creature(s) Encountered 3 Rakshasa 2 Efreeti 4 Press gang 3 Dragon, blue 5 NPC, notable 4 Dracosphinx 6 Courtesan 5 NPC, notable 7 Minions, divine 6 Jackals 8 Mercenary 7 Minions, divine 9 Drunk 8 Mercenary 10 City watch 9 Snakes, poisonous 11 City watch 10 Patrol 12 Carousers * 11 Dogs, wild 13 Thieves 12 Scorpions, huge 14 Bandits 13 Sahuagin (coastal only) 15 Jackals 14 Bandits (slavers) 16 Assassins 15 Rats, giant 17 Wererats 16 Gynosphinx 18 Mummy 17 Scorpions, giant 19 DM special 18 Dragon, brown 20 DM special 19 DM special * 3d4 men (0th- to 2nd-level fighters) who are in- 20 DM special terested in a good time and will not bother people unless provoked.

87 Colossus, Stone

CLIMATE/TERRAIN: Any/Outdoors Combat: The colossus is similar to a stone golem, except that it FREQUENCY: Rare is larger and cannot cast a slow spell. A colossus is programmed ORGANIZATION: Solitary only to attack with its fists; it never uses a weapon. It has a ACTIVITY CYCLE: Any Strength of 23 for the purposes of breaking or throwing things. DIET: Nil A + 2 or better weapon is needed to harm a colossus. A rock to INTELLIGENCE: Non- (0) mud spell slows them for 2d6 rounds. Its reverse, mud to rock, TREASURE: Nil heals all damage inflicted upon the colossus. A flesh to stone spell ALIGNMENT: Nil does not harm a colossus, but it render the colossus vulnerable to (RF) normal attacks in the following round. All other magic has no ef- fect against it. The stone colossus has one special attack form. Its march is so NO. APPEARING: 1 terrifying that all creatures of less than 3 Hit Dice immediately ARMOR CLASS: 2 flee for 2d6 rounds, dropping whatever they have in their hands, MOVEMENT: 12 while those between 3 Hit Dice and 5 Hit Dice must roll successful HIT DICE: 22 (100 hp) saving throws vs. wand to resist this fear. Any creature above 5 5 THAC0: Hit Dice (or levels) is automatically immune. NO. OF ATTACKS: 1 DAMAGE/ATTACK: 3-30 SPECIAL ATTACKS: Fear Habitat/Society: A colossus is an automaton, artificially cre- SPECIAL DEFENSES: See below ated and under the direct control of whomever is able to manipu- MAGIC RESISTANCE: See below late the runes of its creation. Once it is activated, a colossus tries SIZE: H (18’ diameter sphere) to destroy any edifices it discovers that were not constructed by MORALE: Fearless (19-20) its creators; this is part of its programming. Its programming may XP VALUE: 18,000 be altered, but none have discovered the ritual as yet. To stop it when it is on a rampage requires a ritual that takes days to per- Long before the coming of the lizard folk, a race of giants walked form and glyphs to be drawn on every single colossus, active or the Realms. They were destroyed by a great plague, but during inactive. their days of glory they built many magical marvels, among which were magical warriors that fought their battles for them. Ecology: Colossi are not natural creatures. Thus they play no These warriors would defend their monuments, of which they part in the ecology of the world. They neither eat, sleep, nor re- were extremely proud, so that no creature who came after them ally live. They perform their assigned tasks until they are de- could destroy the of their race. stroyed, deactivated, or the tasks are completed. Of the magical warriors, the only ones that survive are the Statues-That-Walk, also known as stone colossi. Each colossus is really an extremely powerful stone golem. Dragon, Brown

CLIMATE/TERRAIN: Any arid/Desert FREQUENCY: Very rare ORGANIZATION: Solitary or clan ACTIVITY CYCLE: Any DIET: Special INTELLIGENCE: Highly (13-14) TREASURE: Special ALIGNMENT: Neutral (evil)

NO. APPEARING: 1 (2-5) ARMOR CLASS: 2 (base) MOVEMENT: 12, Br 24 HIT DICE: 14 (base) THAC0: 7 NO. OF ATTACKS: 3 + special DAMAGE/ATTACK: 1-4/1-4/3-30 SPECIAL ATTACKS: See below SPECIAL DEFENSES: Variable MAGIC RESISTANCE: See below SIZE: G (54' base) MORALE: Fanatic (17-18) XP VALUE: Variable

Age Category Body Lgt. (‘) Tail Lgt (‘) AC Breath Weapon Spells (Wizard) MR Treasure Type XP Value 1 Hatchling 7-19 6-16 5 2d6 + 2 Nil Nil Nil 1,400 2 Very Young 20-31 17-28 4 4d6 + 4 Nil Nil Nil 3,000 3 Young 32-43 29-38 3 6d6 + 6 Nil Nil Nil 5,000 4 Juvenile 44-55 39-50 2 8d6 + 8 1 Nil Nil 7,000 5 Young Adult 56-67 51-60 1 10d6 + 10 2 20% ½ H 9,000 6 Adult 68-80 61-70 0 12d6 + 12 3 25% H 10,000 7 Mature Adult 81-93 71-84 -1 14d6 + 14 3 1 30% H 11,000 8 Old 94-106 85-95 -2 16d6 + 16 3 2 35% H 15,000 9 Very Old 107-120 96-108 -3 18d6 + 18 3 3 40% Hx2 17,000 10 Venerable 121-134 109-120 -4 2 0d6 + 20 3 3 1 45% Hx2 18,000 11 Wyrm 135-148 121-133 -5 22d6 + 22 3 3 2 50% Hx2 19,000 12 Great Wyrm 149-162 134-146 -6 24d6 + 24 3 3 2 1 55% Hx3 20,000

Brown dragons, also known as great desert dragons, migrated When absolutely still, they have a 9 in 10 chance of hearing a from the desert Raurin and now frequent much of the wastes in man-sized creature’s footsteps on the desert sands, even from a Eastern Mulhorand. Brown dragons prefer to tunnel deep into depth of 500 feet below the surface. the desert sands, where they sleep in a burrow at night, surfac- When they breach the desert sand, they do so with incredible ing to attack prey. While they can survive indefinitely on a diet of silence, imposing a -5 penalty to opponents’ surprise rolls. Older rock and sand, live meat is their preferred game. brown dragons use illusions, or even invisibility spells to conceal Brown dragons are ferocious beasts; while they are intelligent, themselves from unwitting prey. they view human beings as food, and they believe that it is When brown dragons grab their prey, they hold it in their jaws, strange to talk with one’s meal. taking it to their lairs to be eaten when it is most convenient. Brown dragons do not have wings and cannot fly. The brown dragon’s breath weapon is a powerful acid, which it Brown dragons have a coloration similar to that of desert spews in a five-foot-wide spray that extends in a 60-foot-long sands, ranging from dim brown at hatchling stage to almost straight line from the dragon’s head. All creatures caught in this white at great wyrm stage. They have small, webbed claws that spray can roll a saving throw vs. breath weapon for half damage. are well developed for digging, and very large, long mouths. A brown dragon will use this spray against large numbers of in- Their scales are leathery and not as hard as other dragon armors. dividuals, but not against mounted foes, since it knows that Brown dragons have their own tongue, and they speak that and horses are good eating and don’t put up as much struggle as hu- the language of blue dragons. They have a 5% chance per age cat- mans. Brown dragons cast spells as 8th-level wizards. egory of being able to communicate with any intelligent creature. Brown dragons are born immune to acid and the effects of the desert heat. They may survive in airless environments nearly in- Combat: Brown dragons prefer to dig deep trenches in the definitely. sand, waiting for prey to appear so they may ambush them. Dragon, Brown

As they age, brown dragons gain the following abilities: The brown dragon mates and raises a family for only a short period of time; all parents encountered are in the mature adult Age Abilities stage of development. Many brown dragons do not mate, but live Young Cast create sand to cover up their burrows their lives in solitude. Juvenile Cast create water once per day Man is the main enemy of brown dragons. Humans hunt them Adult Cast sandstorm, as per the Mulhorandi spell, once for their hide and treasure. Blue dragons, which like to burrow per day into the desert sand, also attack brown dragons. Venerable Can summon a 12-HD earth elemental Battles between brown and blue dragons are legendary for Great wyrm Cast disintegrate once per day their ferocity. The people of the desert have a curious respect for the brown dragon, so these tales often make the blue dragons Habitat/Society: Brown dragons are found in deserts, often look more evil than the brown. close to settled areas. They are fierce and savage creatures, who equate their own cruelty with that of the desert heat. They typi- Ecology: Brown dragons are able to digest sand and other min- cally dwell in deep burrows nearly 1,000 feet beneath the sand, eral materials to sustain themselves over long periods of time. where they carve out vast chambers, often looting ancient However, meat is their preferred diet, with horseflesh being a forgotten treasures for their hoards. During the day, they tunnel particular favorite. upward, listening silently for hours, waiting for food to come. Hakeashar

CLIMATE/TERRAIN: Alternate Prime Material Plane FREQUENCY: Very Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Magic INTELLIGENCE: Highly (13-14) TREASURE: Nil ALIGNMENT: Chaotic neutral

NO. APPEARING: 1 ARMOR CLASS: 10 MOVEMENT: 3 HIT DICE: 9 THAC0: 11 NO. OF ATTACKS: 0 DAMAGE/ATTACK: Nil SPECIAL ATTACKS: Absorb magic SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below SIZE: L (12’ diameter sphere) MORALE: Elite (16) XP VALUE: 2,000

A hakeashar, also known as an eater-of-magic, appears as a bright for 1d4 rounds after contact ends. If a potion or scroll is used red sphere. Their bodies pulse and glow as they drift about. They while in contact with a hakeashar, it does not take effect until 1d4 can seep through finger-width cracks with great ease. rounds after the contact is broken. Hakeashar are relatives of the nishruu. These weird, thank- Spellcasters of all classes who are enveloped by a hakeashar fully rare creatures are believed to come from an alternate Prime lose one memorized spell, determined randomly, at first contact, Material plane. Within the red mist comprising the body of a ha- and one per round after. keashar are hundreds of grasping hands, probing eyes, and gap- Each time a loss occurs, the spellcaster must roll a successful ing hungry mouths. saving throw vs. breath weapon or become feebleminded. When a hakeashar is slain, its body dissipates, losing luminos- Combat: Hakeashar have no attacks. Fire and physical attacks ity and hue, seeming to sink to the ground. Any magical item affect them normally; those who are wrapped in a hakeashar are within its body area when it is slain, or any magical weapon automatically hit by these attack forms. slaying it, even if no longer in contact with the body, receives a Hakeashar can sense magic within a 600-foot radius; they al- magical bonus of 1d6 additional charges, or a second use in the ways move toward the greatest concentration of magic within case of a one-shot item, such as a scroll or an arrow. Potions, that area. Hakeashar move fearlessly and relentlessly toward memorized spells, artifacts, and items that do not have charges sources of magic, taking full damage from physical attacks. Mind are not augmented. control spells and illusions have no effect on them. Spells cast at a hakeashar are absorbed by it, having no effect Habitat/Society: Hakeashar are not native to this Prime Mate- except to give the creature hit points of life energy equal to the rial plane. damage the spell normally does. A non-damaging spell gives a ha- They are solitary creatures. keashar extra hit points equal to the spells level. A hakeashar has the ability to give 20% of the number of spells Chargeable magical items are drained of 1d4 charges upon con- or charges absorbed to a person. This is done very unwillingly, tact with a hakeashar. If contact is continued, the 1d4 drain oc- usually in exchange for being brought to this Prime Material curs at the end of every second round. plane. All magical items and artifacts are nonoperational while in con- tact with a hakeashar. Artifacts do not function for one round af- Ecology: Hakeashar feed on magic. Their life spans are mea- ter such contact ceases; magical items have their powers negated sured in centuries. Lycanthrope, Werecrocodiles

CLIMATE/TERRAIN: Desert/swamp Combat: In combat, werecrocodiles prefer to assume their hu- FREQUENCY: Rare man form. They try to trick their prey into assuming they are ORGANIZATION: Pack harmless. Werecrocodiles are infamous for playing on people’s ACTIVITY CYCLE: Day sympathy by pretending to be grieving. Once the prey is in close DIET: Carnivore range, they change to crocodile form and attack. They can bite INTELLIGENCE: Average (8-10) with their huge jaws and sharp teeth for 2-12 points of damage, TREASURE: Nil and lash out with their tails for 1-8 points of damage. ALIGNMENT: Neutral evil Werecrocodiles have an 18 Strength. They use this to some- times grab their opponents, drag them deep underwater, change to crocodile form, and attempt to drown them. Every point of NO. APPEARING: 1-3 damage received from a werecrocodile bite equals a 1% chance ARMOR CLASS: 1 of turning into a werecrocodile at the next full moon (if a victim MOVEMENT: 3, Sw 12 takes 20 points of damage, there is a 20% chance of contracting HIT DICE: 5+5 lycanthropy). THAC0: 15 Werecrocodiles are able to summon 1d3 regular crocodiles, NO. OF ATTACKS: 2 which obey their every command. DAMAGE/ATTACK: 2-12/1-8 SPECIAL ATTACKS: Infection, Control 1d3 crocodiles Habitat/Society: Werecrocodiles live in small family groups. SPECIAL DEFENSES: Hit only by silver and magical The mother is usually the leader of the family pack. weapons Mating occurs within their own kind, and werecrocodiles are MAGIC RESISTANCE: Nil born live from the mother’s womb; they attain the ability to trans- SIZE: M-L (6’ human, 8-12’ long croco- form into a crocodile at the onset of puberty. dile) Werecrocodiles live in mud shacks by the edge of rivers or in MORALE: Very Steady (13-14) swamps. They usually assume crocodile form to find prey, then XP VALUE: 650 assume human form at night to sleep. They are very territorial 975 Priest, 1st-4th and attack any human, demihuman, or humanoid that enters Priest, 5th 1,400 their territory, though they will try to be as subtle as possible be- fore springing their trap. Werecrocodiles are the creations of Sebek, a crocodile-headed Werecrocodiles worship the god Sebek. Clerics of Sebek can ad- minor deity in the Mulhorandi pantheon. Very few Sebek-spawn vance to 5th level as priests; they receive 1d4 extra hit points per remain in Mulhorand, having been driven off by the servants of level. the god-kings five centuries ago, but they thrive in Chessenta’s Werecrocodiles do not collect treasure or possessions. They Adderswamp. stay away from populated human settlements. They do not par- In their human form, werecrocodiles are tall, thin creatures ticularly enjoy killing humans, but humans are too tasty to resist. with sharp features, a long nose and chin, and a thin face with a noticeable overbite. In their crocodile-form, they are very long, Ecology: Werecrocodiles are biologically identical to humans, big, and powerful monsters. They speak Mulhorandi and the except for the curse of lycanthropy. They prey on both warm- common tongue, and can speak with crocodiles at will. blooded creatures and fish native to the swamps. They eat any wererats native to the swamps. No one preys on werecrocodiles except humans, so werecrocodiles try to have as little conflict with large bands of humans as possible. Minions, Divine

CLIMATE/TERRAIN: Any/Desert, arid, or cities Form Move #AT Dmg SA FREQUENCY: Uncommon Baboon 12 1 1-4 + 1 Nil ORGANIZATION: Group Bear 12 3 1-6/1-6/1-8 Hug ACTIVITY CYCLE: Any Crocodile 6, Sw 12 2 2-8/1-12 Nil DIET: Carnivore Hawk 3, Fl 24 3 1-3/1-3/2-8 swoop INTELLIGENCE: Highly (13-14) Ibis Sw 6, Fl 12 1 1-3 Nil TREASURE: Nil Jackal 15 1 1-2 Nil ALIGNMENT: Lawful evil Lion 12 3 1-4/1-4/1-8 Rear claws Scorpion 12 3 1-8/1-8/1-4 Sting Snake 15 1 1-3 Venom NO. APPEARING: 1-20 All minions roll their attacks and saving throws as 10th-level ARMOR CLASS: -2 fighters; this is reflected in the THAC0 stat above. MOVEMENT: 12 or see below HIT DICE: 6 (25 hp) The minions of each deity in the Mulhorandi pantheon can as- 11 (15) THAC0: sume a number of different forms, as follows: NO. OF ATTACKS: 1 or see below DAMAGE/ATTACK: 1-12 or see below Anhur: Lion SPECIAL ATTACKS: Polymorph self Horus-Re: Hawk, Lion SPECIAL DEFENSES: See below Isis: Hawk MAGIC RESISTANCE: 10% Nephthys: Hawk, Crocodile SIZE: Variable, M (6½' tall) Osiris: Hawk, Bear MORALE: Elite (16) Set (any 3): Bear, Jackal, Snake, Scorpion, Crocodile XP VALUE: 1,400 Thoth: Ibis, Baboon Each divinity of the Mulhorandi pantheon has a number of magi- Habitat/Society: Divine minions are creatures touched by di- cal servitors, known as minions. Each minion is a fanatical fol- vine power. They serve the deities or me Mulhorandi pantheon; lower of the deity and serves his ends at all costs. hundreds live in the deities’ towers in Skuld. With the exception Divine minions serve as messengers of the deities. In the case of of Set, all minions are willing volunteers to divine service; they the minions of Set, they also serve as assassins and as military as- forfeit life in return for the honor of working for their deity sistance for his mortal worshipers. They appear as great war- throughout eternity. riors, well over six feet tall and quite broad, in bronze plate Set’s volunteers are less willing, as his touch can transform its armor that is decorated with the symbol of their deity. victim into a minion of Set. These lawful evil creatures are by far the most active divine minions, as the others prefer not to be no- Combat: Divine minions are capable of taking a number of dif- ticed by mortals unless specially called by magic. ferent forms. Armor Class, Hit Dice, and hit points remain the same, while they acquire the movement rate, attacks, and special Ecology: Divine minions are supernatural creatures; they need attacks of each form. The stats of these forms are as follows: not eat or drink. Their armor and all possessions disappear when slain, and they carry no treasures. Skriaxit

CLIMATE/TERRAIN: Subtropical/Desert Combat: Skriaxits move by creating a large vortex of wind that FREQUENCY: Very Rare propels them at tremendous speed. If there are one to six skriax- ORGANIZATION: Pack its together, their speed is 12; if there are seven to 12 skriaxits, ACTIVITY CYCLE: Any their speed is 18, and if there are 13 or more skriaxit, their speed DIET: Destruction is 24. The skriaxit vortex creates a sandstorm in a 200-yard radius INTELLIGENCE: Exceptional (15-16) around them; those caught in this storm suffer 1 point of damage TREASURE: Nil per round per skriaxit (thus if there are 12 skriaxits, those caught ALIGNMENT: Neutral evil in its whirlwind receive 12 points of damage per round). Within the confines of this sandstorm, the skriaxit group con- tinuously dispels magic, as a 16th-level wizard. 3-18 NO. APPEARING: Each skriaxit can form its winds into a razor sharp lash, inflict- ARMOR CLASS: -5 ing 2d10 points of damage on a successful strike. 12, 18, or 24 (see below) MOVEMENT: Though skriaxits were originally summoned from the elemen- HIT DICE: 16+16 tal plane of Air, the Prime Material is now considered to be their 5 THAC0: home and they cannot be dispelled. NO. OF ATTACKS: 2 DAMAGE/ATTACK: 2-20/2-20 Habitat/Society: Skriaxits are a society of highly intelligent, SPECIAL ATTACKS: Sandstorm, dispel magic but extremely evil, air elementals. They feed on causing destruc- + 2 or better weapon to hit, im- SPECIAL DEFENSES: tion and terror; once they have caused enough catastrophe, they mune to slow, acid, fire, light- sleep for 1d3 centuries. While asleep, they have removed them- ning selves from the confines of existence and not even the gods can MAGIC RESISTANCE: 50% affect them. They reawaken when hungry. They view humans, SIZE: L (10’ tall) demihumans, and humanoids as playthings, with the same sadis- Fanatic (17-18) MORALE: tic attitude as a human child playing with a fly. They hate nothing XP VALUE: and fear nothing; they just delight in destruction. They may 16 + 16 HD: 16,000 amuse themselves by listening to humans bargain with them, but 24 + 24 HD: 24,000 humans have nothing to offer them of interest. The skriaxit pack is ruled by the Great Skriax. Skriaxits, the blackstorms, the living sandstorms, are the most feared creatures in the deserts of the east. When the ancient gods Ecology: Skriaxits are creatures of magic, now considered to were defeated by those lords of Raurin who would later become be native to the Prime Material plane. They feed on the feelings of the god-kings of Mulhorand, the ancient gods summoned spirits superiority they gain by destroying and killing. No known magic of retribution that destroyed all that had not been demolished in is has been able to control them, though they are susceptible to the war. When the god-kings fled Raurin, these spirits took the wards against air elementals. land as their own domain, with each pack stirring from slumber every century to wreak havoc on all that oppose them. The Great Skriax Skriaxits are powerful and intelligent air elementals that take the sand and dust of the desert and whirl it to create their ten- The leader of the skriaxit pack is the Great Skriax. It has 24 + 24 foot-tall forms. It is as a pack that they create their greatest ter- Hit Dice and attacks with a +4 bonus to all attack and damage ror, generating huge winds and a fierce sandstorm that can rolls. The Great Skriax is considered the most evil of the pack. render a human fleshless in minutes. They speak the tongue of air elementals and their own language, a howling, shrieking tongue that frightens most humans who hear it. Sphinx, Draco-

CLIMATE/TERRAIN: Desert/Plain FREQUENCY: Very Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Day DIET: Carnivore INTELLIGENCE: Genius (17-18) TREASURE: F ALIGNMENT: Lawful evil

NO. APPEARING: 1 ARMOR CLASS: -1 MOVEMENT: 9, F1 24 (MC C) HIT DICE: 11+11 THAC0: 9 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 3-12/3-12/5-20 SPECIAL ATTACKS: Breath weapon, spells SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: H (9’ tall) MORALE: Fanatic (17-18) XP VALUE: 12,000

The dracosphinx is native to the desert highlands, where it com- Habitat/Society: Dracosphinxes live solitary existences on petes with the more numerous hieracosphinx for territory. This bleak cliff sides. They spend their days looking for prey and lying fierce, sly predator scours the wilderness for prey, be it small in the sun. game or humans. Each dracosphinx carves out a territory of approximately five The dracosphinx has a lion’s body, a red dragon’s head, and a miles in diameter. It does its best to keep out major predators mane of colorful feathers. Its long paws have very sharp dragon from that territory: dragons, men, hieracosphinxes, and the oc- claws. The dracosphinx speaks the language of red dragons, to casional wyvern. Its philosophical ideas include “only the strong- whom it is distantly related. est deserve to survive” and “the weak get what they deserve.” Dracosphinxes know that humans like to seek them out, talk to Combat: A dracosphinx attacks with its large claws and its them, then slay them; they enjoy tricking humans with riddle teeth, causing 3d4 points of damage with a successful claw strike contests and conversation that leave the humans unaware for a and 5d4 points of damage with their fangs. They have a breath sudden attack. Dracosphinxes pride themselves on their cun- weapon that they can use once per turn; this spews forth flaming ning. Like dragons, they like to hoard coins, jewels, and other gas in a 100-foot-long cone that is 20 feet wide at its far end. This valuables. gas inflicts damage equal to the number of hit points possessed by the dracosphinx when it is uninjured (e.g., a dracosphinx with Ecology: Dracosphinxes are egg-laying mammals. They mate an uninjured total of 65 hit points inflicts 65 points of damage once in a lifetime, with the female flying away to raise a clutch of with its breath weapon, regardless of its current hit point total). three to five large, brown eggs. The eggs are laid in separate ar- A successful saving throw vs. dragon breath cuts this damage in eas and buried, since hatchlings are likely to eat each other. The half. hatchlings are one foot long at birth and are capable of hunting Dracosphinxes are excellent wizards, specializing in illusions; small game. They grow to nearly full size within a year. They they have the spells of a 9th-level wizard but cast as 12th-level have life spans of about 60 years. Dracosphinxes cannot be tamed spellcasters. except through magical means. They like to use their illusions to fool prey into a false sense of security, then strike when it is least expected. Wraith, Desert

CLIMATE/TERRAIN: Subtropical/Desert Combat: The desert wraith shifts between its two forms as it FREQUENCY: Rare sees fit; it uses its jackal form to charge at its prey, then trans- ORGANIZATION: Solitary or Group forms itself into human form to attack. The human form inflicts ACTIVITY CYCLE: Night 1d4 points of damage on a touch and drains the victim of one life DIET: Life energy level (no saving throw allowed), as per a wraith, with appropriate INTELLIGENCE: Low (5-7) reductions in hit points, spell abilities, etc. TREASURE: Nil A desert wraith is undead and can be turned, on the same ALIGNMENT: Chaotic evil column as a spectre. Daylight destroys them utterly, and holy wa- ter inflicts 2d4 points of damage per vial. While they have only low intelligence, they are capable of cun- NO. APPEARING: 1-3 ning (e.g., burying themselves in the sand, then attacking their ARMOR CLASS: 4 prey by surprise). MOVEMENT: 9 (18 in jackal form) They can see in total darkness as if it were noon. HIT DICE: 6+3 THAC0: 13 Habitat/Society: A desert wraith is totally evil. It lives only to NO. OF ATTACKS: 1 feed off the life forces of others. Desert wraiths dig barrows for DAMAGE/ATTACK: 1-4 (in human form) or 1-6 (in themselves in the sand; they retreat to these during the day. jackal form) SPECIAL ATTACKS: Energy drain Ecology: Desert wraiths feed off life force energy. No creatures SPECIAL DEFENSES: +1 or better weapon to hit exist that prey on them. Creatures brought to 0 life levels by a MAGIC RESISTANCE: 30% desert wraith are transformed into zombies within 48 hours, SIZE: M even if raised, unless their bodies are washed in holy water. MORALE: Elite (13-14) XP VALUE: 2,000

Creatures killed by skriaxits are animated three days later as des- ert wraiths, malevolent spirits of the sands. These creatures have two forms—that of a human and that of a jackal. Their goal is to destroy any living creature that they encounter.