<<

Volo’s Guide to the Sword Coast

In all our years of wandering, We never use up the splendid store. At each wonder and marvel pondering, As Faerûn proudly presents us with more.

— Revendar the Far-Traveled, “Rhyme of the Road,” Year of the Serpent Dedication To Mike and Roxy Griffith— In hopes that your little one will join you in befriending and exploring corners of the Realms thus far hidden from us all. Credits Design: Editing: Julia Martin Cover Art: John and Laura Lakey Interior Art: Paul Jaquays and Valerie Valusek Cartography: Diesel Typesetting: Angelika Lokotz Production: Paul Hanchette Other Sourcebooks in This Series Volo’s Guide to Waterdeep Volo’s Guide to the North

ADVANCED DUNGEONS & DRAGONS, AD&D, , and MONSTROUS COMPENDIUM are registered trade- marks owned by TSR, Inc. MONSTROUS MANUAL and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc.

©1994 TSR, Inc. All Rights Reserved. Printed in the United States of America.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English lan- guage products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors.

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

9460 TSR, Inc. TSR Ltd. POB 756 120 Church End Lake Geneva Cherry Hinton WI 53147 Cambridge CB1 3LB U.S.A. United Kingdom

2 Contents

Introduction ...... 4 GuIIykin ...... 102 Volo’s Ratings System...... 4 Qheldin’s Mask ...... 104 Scornubel ...... 105 The Sword Coast ...... 5 The Dusty Hoof ...... 109 Far Anchor ...... 110 The Coast ...... 6 The Jaded Unicorn ...... 112 Baldur’s Gate ...... 8 The Raging Lion ...... 113 Hall of Wonders ...... 14 Serpent’s Cowl ...... 115 Elfsong Tavern ...... 17 Soubar ...... 117 The Blade and Stars ...... 19 Tempus’s Tears ...... 118 The Blushing Mermaid ...... 20 Triel ...... 120 The Helm and Cloak ...... 23 Three Old Kegs ...... 25 The Backlands ...... 122 Beregost...... 27 Drawn Swords ...... 126 Bowshot ...... 31 Evereska ...... 130 Candlekeep ...... 32 Greycloak Hills ...... 132 Daggerford ...... 34 Halfway Inn ...... 133 Lady Luck Tavern ...... 37 The Marsh of Chelimber ...... 136 The Friendly Arm ...... 39 The Well of Dragons ...... 137 Gillian’s Hill ...... 40 Xonthal’s Tower ...... 139 Julkoun ...... 43 Yarthrain ...... 141 Kheldrivver ...... 47 Lathtarl’s Lantern ...... 49 Sunset Vale ...... 146 Liam’s Hold ...... 52 Asbravn ...... 148 Roaringshore ...... 53 Berdusk ...... 153 The Broken Goblet ...... 54 Corm Orp ...... 175 The Swordarm ...... 57 Darkhold ...... 177 Trollclaw Ford ...... 60 Fendarl’s Gate ...... 180 Ulgoth’s Beard ...... 61 Hardbuckler ...... 182 Warlock’s Crypt ...... 63 Hill’s Edge ...... 186 The Way Inn ...... 65 The Tarnished Trumpet ...... 196 Zundbridge ...... 68 The Happy Hippocampus ...... 198 Hluthvar ...... 200 The High Moor ...... 70 Iriaebor ...... 202 Dragonspear Castle ...... 73 The Old Talking Ox ...... 207 Hammer Hall ...... 76 The Wandering Wyvern ...... 209 Orogoth ...... 7 8 Secomber ...... 7 9 Appendix I: The Seven-Stringed Harp ...... 80 Folk of the Sword Coast ...... 211 The Singing Sprite ...... 83 Appendix II: The Fields of the Dead ...... 86 Wards of the Sword Coast ...... 228 Boareskyr Bridge ...... 89 Durlag’s Tower ...... 90 Appendix III: Elturel ...... 93 Magical Items ...... 233 The Bent Helm ...... 95 A Pair of Black Antlers ...... 96 Appendix IV: Gallowgar’s Inn ...... 99 Index ...... 236 Phontyr’s Unicorn ...... 100

3 Introduction

his guidebook is the Where’er you may wish to go upon next in my ongoing the face of known Faerûn, I have ven- tour of the Realms—I tured there before you. When this assure thee all, gentles, guidebook proves of aid, I pray you that you’ll find no look with favor upon the name of: more diligent guide than your humble servant, Volothamp Geddarm. These last few seasons I’ve trudged, ridden, swum, sailed, and even flown from the icy wastes north of the Spine of the World to the hot, steaming jungles of the Shining South—and beyond—all in thy service, gentle traveler. I’ve been Volo? Aye (sigh). He’s getting, I to places I thought were but legends, suppose, better. Ye needn’t tell folk I and seen sights stranger than magic said that. ever showed me. I’ve seen fallen towers rise up into the sky again and had a solid road vanish under my feet when the moonlight shining on it failed.

Volo’s Ratings System Pipes Tankards Coins Daggers (Inns) (Taverns) (Prices) (Alleyways, Courtyards, etc.)

4 The Sword Coast

or years, the lands The Sword Coast is home to some between Waterdeep and important independent cities: Baldur’s bustling Amn have been Gate, Berdusk, Elturel, Hill’s Edge, Iriae- thought of as the Empty bor, and Scornubel. Lands—a vast, inconve- This guidebook directs the traveler to nient stretch of wilderness folk venture the things to see and good places to stay into only to get from one place to in the cities. I also mention craftfolk of another. Legends abound of grisly fates note, landmarks, and places it is best to that befell unfortunate travelers at the avoid, and discuss key landmarks in the hands of , trolls, hobgoblins (and sparsely inhabited, lawless wildernesses worse!) said to infest the area in verita- between the cities. Readers should note ble armies. In recent times, dark evil that these wildernesses are studded with has arisen in ruined Dragonspear Cas- many independent holds, castles, and tle, and the snakemen who inhabit the self-styled baronies not discussed here. Serpent Hills are extending their patrols Those not traveling with a caravan in the to menace folk far afield. As the mer- Sword Coast are warned to hire escorts chant Falodel of Amn once put it, “The of armed, trustworthy adventurers. only reason to set foot in the Coast lands For convenience, I’ve divided this is to get down from a caravan wagon guide into five areas: the Coast, the High that’s going to make you a lot of coins— Moor, the Fields of the Dead, the Back- when it gets to someplace else.” lands, and Sunset Vale. Isles off the The strategic, in-the-middle location Sword Coast, such as Mintarn and of the Coast lands forces most overland Orlumbor, are not covered in this work. travelers in western Faerûn to visit May my words prove useful, and thy them, ere long. The main caravan route journey safe. to the Inner Sea from Amn to the south, and Waterdeep to the north, runs through the Sword Coast. Thanks to both human and bestial predators, the trip has always been dangerous—hence the name Sword Coast. Down through the ages, many folk have dreamed of founding a kingdom in the verdant val- ley hidden in the moors. A few have tried, notably around Daggerford and northeast of Beregost—but only tattered tales and well-hidden ruins remain of such glories today

5 6 The Coast

ane Hellar of Amn, the gangers, and kobolds are an ever- famous senior cartogra- present danger. Many stay in roving pher of the Merchants’ encampments, living off stolen live- League, once called the stock, and from such bases raid trav- coast between Water- elers, warehouses, and weakened deep and Amn: “[L]eagues upon settlements at will—particularly at leagues of lawless waste, home to night or in bad weather. Near the pirates and outlaws who feast on Troll Hills, in the broken tors known those who must go north or south as the Trollclaws, and in the vicinity while depending on the Sea of of the High Moor, trolls can be added Swords as their guide, keeping it in to this list of dangers. sight so as not to lose their way.” Zane On the other hand, game is plenti- was not far wrong, but the Coast ful for travelers throughout this today is also home to one of the two region. Grouse, bustards, rock doves, largest and most powerful cities in and other seacoast birds can readily the region, Baldur’s Gate. (Iriaebor, be shot, slung, or even brought down far inland, is the other.) From its gates with flung nets by those who can south to Amn, the Coast on either side move quickly and quietly. It is not of the Coast Way road is pleasant, ver- uncommon for a fat Calishite mer- dant farmland. North of the Chion- chant with a hand crossbow to get thar as far as the Way Inn, the land is three or four rabbits for an evening more sparsely inhabited and more meal while his servants tether, unsad- dangerous, but it serves as a hunting dle, and water the horses. It is also, range for Waterdhavian nobles, one must always remember, not wealthy Amnians, and those who uncommon for three orcs with a trip- must kill wild game to eat. snare and ready clubs to bring down Travelers are warned that lawless- that fat merchant just that quickly, ness is swiftly dealt with by ready, vet- and then dine on him and his rabbits! eran patrols in the lands held by the As long as safety is always kept nobles of Daggerford and in the farm- uppermost in mind, travelers can also lands under the protection of the expect to gather plentiful nuts and Pact, a common defensive agreement wild raspberries and enjoy delicious covering the lands along the Coast wild greens (if the greens are gath- Way from Baldur’s Gate to Amn. ered while young and tender). The Throughout the rest of the Coast, the Coast provides well for those who are traveler’s best protection is a ready patient stalkers and know where to blade and friendly magic close to look, whether they be traveler or fell hand. Brigands, goblins, dopple- beast.

7 Baldur’ Gate harbor. Crescent moon is the term used by its resident minstrels, who This port city is both shelter and life- tend to be brassy-voiced tenors and line for the folk of the Coast. It is the delightfully smoky altos, depending only place to buy many luxury goods on their gender, but hand describes and offers the discerning shopper it better. The fingers of the hand are the widest selection of goods any- the many docks and wharves that jut where in the Sword Coast region— out into the harbor. A bridge from though usually at prices higher than the western shore links the main- those in Waterdeep or coastal Amn. land with a rocky islet on which Baldur’s Gate is a tolerant but well- perches the old, massive Seatower of policed city of merchants, and quiet Balduran, which is used as a bar- business as usual is the general order racks, naval base, dungeon, and of each day. Baldur’s Gate, Berdusk, fortress. It has a full armory and cat- Neverwinter, and Silverymoon are apults to battle hostile ships, and a probably the safest settlements in all massive chain can be stretched from western Faerun. In Baldur’s Gate, the it to the outermost wharf on the east watch wears distinctive black helms side to bar the harbor to invaders. with a vertical red stripe on either The harbor boasts no less than side, if you have problems. Not only four dry-dock slips for boat building are the members of the watch vigi- and repair, complete with ox-driven lant, enthusiastic, wise, and obser- pumps. The shipping facilities, I’m vant, but the Flaming Fist Mercenary told, are among the best in all Company, over a thousand strong, is Faerûn. They feature modern ware- based in the city. Every tenth person houses, movable lamps and cranes, or so is a member or a watch agent and tight security. (well, spy) of the Fist, skilled in battle Around the harbor rises a and within a breath or two of numer- crowded, but clean and prosperous, ous armed allies. city. Everything is of stone and is usu- The visitor can freely stroll and ally wet with either rain, sleet, or fog, shop. If you can’t carry all you buy, depending on the time of day and sea- or need help to find your way, son. This makes the streets slippery, guides and porters can be hired at makes the musk and mushrooms Bal- most street corners. These husky durians grow in their cellars flourish, youths are known as lamp boys or keeps the flowers and plants that are lamp lasses because they carry grown in hanging baskets everywhere lanterns at night to light the way for green—and makes mildew and mold their patrons. a constant problem. If it afflicts you, see Halbazzer Drin on Stormshore Landmarks Street. He’s a gruff old wizard who Baldur’s Gate curves like a great has made his fortune with a spell that hand or crescent moon around its banishes mildew (12 gp per casting),

8 and another that drives all moisture from things without harming them (10 gp per glamer). Despite fantastic offers of gold, gems, and magic from Calishite, Amnian, and other inter- ests, he does not sell scrolls of these spells or reveal the incantations to others. Buildings in Baldur’s Gate tend to be tall and narrow, with slit win- dows located high up and covered with shutters to block winter winds and nesting seabirds alike. Tall among them rises the grandly spired ducal palace of the four ruling Grand Dukes, known as the High Hall. A place for feasts, court hear- ings, and administrative business, it boasts a dozen meeting rooms that all citizens can wander in and use to conduct business—unless someone else is already using them. To dis- courage the miserly from using these as permanent places of busi- ness, there’s a rule forbidding any- one who entered one of the rooms today from using it tomorrow. Not far from the palace stands the High House of Wonders, conse- crated to Gond. It is the largest of the Gate’s three temples. It is a per- ilous place for the curious; it has been the site of many an explosion and violent self-disassembly of sacred artifacts (which the faithful call apparati). Its spreading eastern wings face the Hall of Wonders, also on Windspell Street, where the more successful of Gond’s inventions are displayed to the public. The wrist of the gigantic hand that is Baldur’s Gate is marked by the Black

9 Dragon Gate, or Landward Gate, and Prices are lower here than else- its surrounding sprawl of slums, pad- where in the Gate, but business is docks, cut-rate inns, and stockyards, apt to be sharper. Among the more all of which lie outside the city walls. common vendors of silks, scarves, Not far from the Hall of Wonders, near tobacco, and spices from the far- the Black Dragon Gate, and so near the thest reaches of the Shining South wrist of Baldur’s Gate, is the Wide. are masters of tattooing and dis- This huge open space is the Gate’s guise, and several minor wizards market. It bustles by day and night, who specialize in spells that tem- and is usually open spacewise only in porarily arrange a client’s hair into the sense that there are no buildings. intricate patterns, cause areas of the Temporary stalls, bins, sale tables, and body to glow or to adhere to certain the shoppers thronging to them usu- scraps of garment or pieces of jew- ally crowd shoulder to shoulder. Deliv- elry, alter skin and hair hue, and eries here are often made by tall, even cause scents to wax, wane, or strong folk striding through the move around the body—sometimes crowds with tall poles strapped to accompanied by radiances. These their chests or backs at the top of artisans come and go with the sea- which, over an adult human’s height sons—and, I’m told, the approach of aloft, are cribs and crates full of goods. creditors or bounty hunters acting

10 for far-off authorities. Among the every spring. The Gate does, how- more permanent of these artisans ever, have a custom of holding quiet are Lonthalin Mintar and Talessyr street chatter sessions known as cob- Tranth. ble parties in particular spots. They Outside the Wide, Baldur’s Gate are named after the cobblestones lacks colorful landmarks. The ever- that surface most of the streets. present damp discourages the use of These parties are always marked by banners, open shops, and the like. the use of rose-red torches—which Windowboxes support trailing flow- can be bought in several city shops, ers of all sorts. Strolling minstrels, notably Felogyr’s Fireworks (run by consisting usually of a singer playing Felogyr Sonshal) on Bindle Street— a lute or hand harp accompanied by set in wall brackets along the street a flutist who also carries a hand where the party is held. Baldurians drum and occasionally joins in on a frown on the drunken and de- chorus, provide another source of bauched. These open-air fests tend to color. The Gate has few formal festi- be tale-telling sessions, marked by a vals. The largest is the Breaking, clutter of barrels, crates, and stools commemorating the last passage of dragged into the street for folk to sit ice from the harbor approaches on while they talk.

11 Baldur’s Gate

12 Baldur’s Gate 1. The High Hall (ducal palace) 19. The Blushing Mermaid (inn and 2. The Wide (open marketplace) tavern) 3. The High House of Wonders 20. Manycoins House (office of the (temple consecrated to Gond) Merchants’ League) 4. Hall of Wonders 21. Home and Office of Krammoch 5. Elfsong Tavern Arkhstaff, Sage 6. Seatower of Balduran 22. Home and Office of Ragefast, 7. The Lady’s Hall (temple of Sage Tymora) 23. Home and Office of Ramazith 8. The Water-Queen’s House (tem- Flamesinger, Sage Extraordi- ple of Umberlee) naire 9. Belltoll Street 24. Entrance to the Undercellar 10. Black Dragon Gate 25. The Watchful Shield (shrine to 11. Stormshore Street Helm) 12. Bindle Street 26. Shrine of the Suffering (shrine to 13. Windspell Street Ilmater) 14. Sorcerous Sundries (shop and 27. The Rose Portal (shrine to Lath- home of Halbazzer Drin, wizard) ander) 15. Felogyr’s Fireworks (shop) 28. The Unrolling Scroll (shrine to 16. The Helm and Cloak (inn) Oghma) 17. Three Old Kegs (inn) 29. The Counting House (money 18. The Blade and Stars (inn) exchange)

Those wishing to overindulge in haven’t tried them. The Undercellar is drink and in the company of the oppo- said to be reasonably priced but rather site sex are directed to the Undercel- squalid and shady Many folk like to go lar, a little-known, damp, dark warren masked when enjoying themselves of linked cellars entered just off the there. The Lantern is said to be noisy, Wide, with exits to 10 alleyways or fun, and expensive, with drinks dearer more, and to the Low Lantern, a ship than in some of Waterdeep’s haughti- that cruises the harbor at night while est establishments. festivities are going on both above and Baldur’s Gate is otherwise a pleas- below decks. Daring citizens like to ant but unremarkable city to stroll celebrate their marriage nights in the about in. Cats are everywhere— rigging of this vessel while perched raised to keep down the shipborne precariously aloft or hanging over the vermin—but there’s nary a dog to be night-dark waves from various ropes seen. Livestock and mounts are kept and sail booms. I’ve haven’t rated the outside the city in order to ensure Undercellar or the Lantern because I maximum cleanliness.

13 Hall of Wonders The Prospect Museum and Shop The Hall has held many marvels over the years. Currently on display are many small devices and a few large This high-pillared stone hall displays pieces. Many of the small devices seem the grandest glories of Gond to the to be locks or strongboxes so devised faithful and the curious alike for an as to look like something else, from entrance fee of 4 sp. Its cellars con- goblets to statues to chairs. The larger tain replicas of the wonders on dis- items include a mechanical scribe, a play. These can be purchased by the steam dragon, a pump of Gond, an very rich. Folk come from afar to see everlight, a fan chair, and a farseer. the marvels here. Many go away Unless one has been to the Hall, some thoughtful, determined to devise or all of these items are undoubtedly similar artifices of their own and unfamiliar, so I will attempt to save themselves the awesome prices describe them and their functions charged by the clergy of Gond. briefly A mechanical scribe is a hand- set type printing press. A steam dragon The Place is a steam engine with fittings that ren- The Hall is dimly lit by stationary, der it capable of moving large objects enchanted glowing globes and is along a continuous path by means of staffed by ever-watchful priests of pulleys, of pumping water, of operat- Gond. It is crowded with gleaming ing a lift up a cliff or wall by means of a mechanisms that represent the continuous rope, of rowing a barge, more successful (safest) inventions and so on. A pump of Gond is a mus- devised for the greater glory of Gond cle-powered pump, worked by pedal- Wonderbringer, god of artifice, craft, ing a flywheel, for use in farm and construction. The gleaming irrigation and in filling bilges and black double doors of the Hall—and reservoirs. An everlight is a system of of the High House, its parent temple, self-filling oil lamps fed from a central which faces it across Windspell oil tank. A fan chair is an adjustable Street—levitate in midair by the reclining chair that can be rocked, power of Gond. (The power of Gond operating a fan to cool the sitter. And, in this case is actually extremely finally, a farseer is a seeing glass with a potent spells that can be canceled in series of tinted and graduated glass case of attack, toppling the titanic lenses that enable it to be used for slabs onto hostile folk who are trying viewing tiny things up close, viewing to get in.) These doors on both sights as far away as the horizon, or buildings bear gleaming white, focusing the heat of the sun so as to many-toothed wheels—the symbol ignite or melt things. of Gond — which turn about clock- The visitor will be left alone to mar- wise slowly and continuously by vel over such things. Unless one tries themselves. to damage, move, or tamper with a

14 device, or states a clear and serious intent to purchase, the priests are far too busy fending off ever-present, awe-eyed gnomes—who travel to the Hall daily to gawk tirelessly at the wonders there—to speak to visitors. The Prices The rating of the Hall refers to its entrance fee only. The prices charged for the replicas are another matter altogether. The devices on display in the main Hall are the work of priests, who duplicated original prototypes, and the originals aren’t for sale under any circumstances. The prices of repli- cas for sale are currently as follows:

Locks: 5 gp to 50 gp, depending on difficulty of breaking or pick- ing, and what they’re hidden in or Ward of the Wonderbringer Token shaped as. Strongboxes: 10 gp to 60 gp, The Hall also sells fine parchment in for the same reasons. blank rolled scrolls (10 gp each) and in Fan Chair: 50 gp to 300 gp, sheets 4 handwidths across by 10 in depending on design, size, and length (1 gp each). Those willing to wait finish. Fan chairs are much in a tenday after ordering (and prepaying!) demand among nobles and the can have a bound book of 50 parch- rich all over Faerûn during the ment sheets for 100 gp. Books with warmer months. gilded edges, with latches, or of differ- Mechanical Scribe: 750 gp. ent sizes take longer and cost more. Steam Dragon: 9,000 gp (fit- tings 1,000 gp extra, each). Travelers’ Lore Steam Dragonet (small ver- The temple is guarded by the magic of sion of the Steam Dragon): 4,500 its watchpriests, by the stone gp (fittings 500 gp extra, each). gargoyle1 adorning the roof, and by Pump of Gond: 200 gp. the ward tokens of the temple. All Everlight: 400 gp for two priests and persons authorized to lamps, plus 50 gp per additional 1 lamp thereafter. These gargoyles are neutral-aligned beings created by, and absolutely loyal to, the High Artificer of the Farseer: 250 gp. temple. In all other ways, they are identical to the monsters widely feared by adventurers. 15 enter the Hall bear ward tokens. They centrating on the words of Gond.2 are necessary to avoid triggering the The High Artificer or other High Ini- alarm and deadly defensive spells that tiates of the Mysteries of Gond can guard the storage cellars of the Hall, cause a stolen ward token to explode the chains connecting each item on from any distance, so long as its precise display in the main floor and balconies location is known or learned—by scry- of the Hall to floor rings, and all parts ing or other magics, for instance. Acti- of the temple across the road except vated ward tokens of Gond unleash— the public worship areas. The faithful while within the High House or the of Gond can protect both themselves Hall of Wonders only!—an electrical and the consecrated areas from discharge akin to a lightning bolt. Cer- thieves, religious rivals, and other tain doorways, window ledges, floors, undesired intruders by touching a and other strategic areas in the Hall ward token to the body of such an unleash similar effects if entered by undesirable while whispering or con- someone without a ward token. 2The “words of Gond” used to activate a token are a secret phrase. Priests of 6th level or greater need not speak it aloud. A successful attack roll is required to touch a mobile hostile being with a ward token. A ward token dis charge deals a target 4d6 points of damage per round, and a token can be used as often as desired, once per round. Clergy of Gond who are specialty priests of any level, or clerics of 8th level or higher, are taught a phrase that causes a ward token to activate when it is outside areas consecrated to Gond. A ward token can only be acti- vated on nonconsecrated ground three times (one round equals one activation) before it is destroyed. When com- manded to destroy itself, a ward token blasts apart with effects identical to a chain lightning spell. 16 Elfsong Tavern has concealed many a seeking knife Tavern thrust or poisoned hand crossbow bolt. The Prospect This tavern is the local watering hole, This tavern is named for an unusual meeting place, and hiring fair for haunting—a ghostly female elven adventurers. A popular destination for voice, heard from time to time3 all over pirates and outlaws on the loose in the the establishment. It isn’t loud, but can Coast lands, it is a place the watch be heard clearly everywhere, and is turns a blind eye toward, unless row- both beautiful and achingly mournful. diness and battle erupt. Those wishing It often moves hardened soldiers, who to fence stolen goods, hire unusual can’t understand a word of the archaic folk for unrespectable tasks, and hear elven tongue used, to tears. Some, tall tales of daring adventure often even though they have to drink away come here and stay late. the melancholy it brings, come here solely in hopes of hearing it. The deaf The Place and the insensitive are warned that Decorated by a stuffed baby beholder anyone who talks, sings, or makes over the bar (the smallest eye tyrant undue noise during the customary I’ve ever seen—not that I’ve seen man. hush that falls over the tavern while I’ll grant), this place is dimly lit by many the ghostly voice sings her sad lament wandering, blue-hued driftglobes, and is liable to be struck down with deadly is furnished with many stout, knife- speed by the nearest regular patron. scarred wooden chairs and tables, cur- Elves hearing the song for the first tained off with tapestries that provide time are often stunned. By tradition, privacy. Gossips should beware, as this they are silently served a free tallglass is visual privacy only.) The ground floor of elverquisst by the bartender. is devoted to a taproom that serves A first-timer of any race and either melted cheese sandwiches (spiced or sex who breaks down into tears upon unspiced, as you prefer), pickles, and hearing the song is usually embraced fist-sized twists of dried herring—and and comforted by the nearest regular drinks, of course. As you might guess, patron. After hearing the song, the all the food is highly salted to make you current owner of the tavern, the half- drink more. elven maid “Lady” Alyth Elendara, Several dark, twisting stairs lead up bought the place for 50,000 gp from an to private meeting rooms that can be aging warrior who placed only one rented by the candle (the time it takes a condition on the sale: that he be short taper to burn down) or an allowed to sit in the tavern all the night evening. Those with enemies are hours so that he could hear the haunt- warned that the dimness on the stairs ing song as often as he desired. The

3The voice is never heard more than twice in an evening, but usually at least every three nights, and never dur- ing the sunlit hours. 17 garlic); and handful-sized chunks of pressed, dried salt herring. Lady Alyth also makes a thick stew that is beloved by many sick or chilled sailors. She keeps a cauldron on simmer all the time and throws all the food leavings into it, boils beef bones and assorted shellfish in it, and pours in all the wine dregs and soured ale. Some folk in Baldur's Gate swear by it, and visit the Elfsong just to drink a mug or bowl when they’d otherwise never enter a place where such rough and rowdy lowlifes drink. The Prices Ale is 2 cp per tankard (large, battered bargain was met, although the old man pewter things, not meager cups), stout has since died. No one is sure just who is 4 cp per tankard, and all wine (a small the elven singer is—although it’s clear and anonymous selection is offered) is 5 she’s singing a lament for a lover lost at cp per tallglass. Rollrum (dark, licorice- sea—or how the haunting came to be. laced drink from the Tashalar, with a Some sporadic attempts by various cool, minty aftertaste) is 1 sp per flagon, clergy to banish the phenomenon have and is an acquired taste—one that failed—and anyone foolish enough to most seafaring patrons seem to have try an exorcism today is likely to make acquired quite well, thank ye. the sudden sharp acquaintance of a All servings of provender are 1 sp, bristling roomful of sailors’ blades. except stew. This price only covers a Patrons can—and are expected to— mug of stew. A large bowl is 2 cp go armed when in the Elfsong, and the extra. Most patrons will find a serving known rule is that all beings need to of something is about half a meal. protect their own backs except when the sad lady’s singing. By tradition, Travelers’ Lore music of any sort is not sung or played Lady Alyth operates an unofficial bank in the tavern. The ghostly lady has the for her patrons. Those who use this entertainment to herself. service are mainly sailors dabbling in shady business who’ve no safe place to The Provender hide their takings and no good reason The fare, as aforementioned, is simple for having made so much coin. —open-faced malt bread and melted Rumors abound of many wildly differ- cheese sandwiches, sprinkled with dill, ent places she hides the money and nutmeg, or powdered spices of your the ways she guards it, but inquiries choice; whole pickles (heavy on the on this topic are not welcome.

18 The Blade and Stars Inn

This inn is named for its enchanted sign- board, looted from a ruined village in Amn after a long-ago trade war. It’s a large black sign displaying a curved saber held by a delicate, longfingered female human hand. The sign is enspelled so that stars wink and slowly drift around the blade over the dark sur- face. The inn itself is less exciting, but still a good, safe, clean, pleasant place to stay The Place The Blade is a long, tall building with simple ale, bread, and fish, this is little attached stables and kitchens on one loss. Bread can be ordered spread with side and balconies opening out of upper herbed cheese or melted eggs (both sur- rooms on the other. It rises four floors prisingly good). On cold nights, the pro- above the street, and its furnishings are prietor, Aundegul Shawn, serves ruby clean and fairly new. There’s a small cordial on request—a sweet, syrupy con- lounge off the front lobby for guests to coction of cherries dissolved in sugared meet citizens in, but it lacks a table. red wine. It’s nice, once you’re used to the rawness it leaves in the throat. The Prospect Service in the Blade is curt but swift Vigi- The Prices lant stairwatchers on staff keep track of Rooms, including bath, stabling and guests’ comings and goings, discouraging meals, are 3 gp per night. A guest can street thieves and even dopplegangers, order three servings of food a day, but who are a growing though unreported it’s always the same repast Cordial is 4 problem in cities all over Faerûn. Your cp per goblet. Ale is 3 cp per tankard. stay is apt to be quiet and unremarkable, One tankard of ale is free with each unless your demeanor makes it other- meal, and a guest can purchase two wise. Rowdy or reckless guests are firmly extra a day—those requesting more will warned, once—and if something else be told to find a tavern. happens, firmly asked to leave. Travelers’ Lore The Provender Local legend says a female yuan-ti is Meals are served in guests’ rooms rather walled up in the inn, frozen in midbattle than in a dining room, so the fare is by a desperate (and long-gone) wizards never better than lukewarm—but as it’s spell. When he dies, she’ll be released.

19 The Blushing Mermaid aren’t sound sleepers are advised to Inn/Tavern seek lodgings elsewhere. All rooms have iron bar shutters—if they have windows at all—and heavy wooden The Mermaid is known up and down beam double bars on the inside. the Coast lands as a meeting place in They’re there to be used, folks. which to conduct illicit business for The lobby is the only high- folk who are dangerous or criminals. ceilinged room in the place, except It is a noisy, brawling establishment. I the stairwell to the two upper floors. can recommend it only to those who A life-size and crudely carved go well armed, know how to use their wooden mermaid hangs overhead weapons, and bring lots of loyal above the reception desk. The nearly friends with similar skills. nude mermaid’s body is covered with a score or more shriveled and The Place blackened severed hands. If asked The Mermaid is a long, low, ram- about them, the staff will smile and shackle place with a confusing maze of tell you that they were — er, donated wings, outbuildings, stockaded enclo- by folks who forgot to pay their sures, and stables surrounding it on bills.4 The desk has its own trophy— three sides—the better to give cover to a huge broad axe buried deep in the those trying to approach or leave wood. Be warned that the axe can unseen, most Baldurians say. It has at easily be snatched up out of the least four levels of cellars—many deep cleft it caused long ago and more, some say—and rumors abound hurled with speed and accuracy of secret passages, or even connec- across the lobby by the balding, tions to an underground stream or bearded, hairy-armed clerk who sewer connecting with the harbor. looks like a walking cask! Rooms at the Mermaid are low- ceilinged, dingy, and apt to be fur- The Prospect nished with mismatched pieces that The visitor will find in the Mermaid have seen better days. In general, they an astonishing collection of smooth- are loot-and-salvage pieces that have tongued, scarred old sea dogs nurs- seen heavy use since their installation ing drinks at all hours. Each one is a here. The overall effect is of a rather contact person for this or that cabal, dangerous but endearingly cluttered thieving brotherhood, smuggler, mer- cellar, decorated with the flotsam of a cenary band, fence, panderer, or hundred shipwrecks. other shady professional interest. The Mermaid is apt to be noisy Negotiations with such contacts usu- throughout the night. Those who ally consist of a nasty grin and a case

4Elminster warns that these hands are actually animated crawling claws under the command of the desk clerk. They will fall, leap, bound, and scuttle around the lobby at his direction to battle the watch, intruders, or obstreperous guests.

20 of temporary deafness until at least a fish stew. This stew consists of vari- silver piece is given them—where- ous rotting baitfish boiled with sea upon they recall their voice, hearing, salt and seaweed, and even smells dis- and manners, and inquire as to your gusting. Many sailors order only own fortune. If pleasantries proceed bread spread with drippings (crusty as far as your requesting a need or nutbread rolls with thick organ meat desire for something or someone, the gravy ladled over them) or hand- sea dog will examine the ceiling, tell it wheels of cheese, but the Mermaid’s how much such information is likely kitchen also produces a splendid to cost (1 to 5 gp, usually 2 gp), and pork, thyme, and mushroom platter. slide over his empty tankard for pay- The most commonly ordered meal ment. Once he’s satisfied the coins is ale, bread, and fish. Some patrons you’ve dropped into it are of good also like small squid pickled in vine- quality, he’ll tell you what you want to gar, which I find revolting from three know and arrange a meeting, or send rooms away! you to a contact who can. I report all Sailors have prodigious appetites. this secondhand, of course! It’s not uncommon to look across the A stay at the Mermaid is apt to be dining room at the Mermaid and not quite safe, so long as one avoids see several diners. They’re entirely battle and does nothing overly insult- hidden by the roasts set in front of ing or stupid. (Some sharp-tongued them! killers like to taunt and goad other Whole roast pigs are another guests to see if they can get a fight out favorite dish. It seems most seafolk of them.) The proprietors, who are are sick of marine edibles by the time unknown and never seen, have they reach land, but land-treading instructed their staff to make the travelers and sailors long ashore House a relatively safe, neutral often order literal heaps of oysters, ground for all patrons, whatever clams, or mussels and attack them their race, past, or profession. It’s with a knife. Hairy-chested men better for business that way. (those foolish enough to risk diseases and parasites) often eat the shellfish The Provender raw—and a crazed few like to shell Meals at the Mermaid are of two them alive from a saltwater basin and sorts: elaborate food, brought in to devour them still squirming! order from nearby eateries, and food I managed to get a single (thank- prepared on the premises. The fully more widely appealing in nature) brought-in food is usually good and of recipe from the cooks, as is shown on generous portions, but not overly the scrap on the following page. warm by the time it reaches you. The Beer at the Mermaid is sea ale fare prepared at the Mermaid is of (thicker and more bitter than most the simple but good and filling vari- tongues find enjoyable), stout, and a ety, except for a truly vile salted small- light, golden-hued lager from

21 Mintarn. No wines are available, but ter. Heaps of shellfish are 1 gp per one can get whisky strong and smoky serving, and whole roasts are 3 gp enough to strip paint or tar from each. Ale is 3 cp per tankard, and wood. It brings tears to the eyes of whisky is 1 sp per tallglass (with no most who drink it, and probably larger measure prices). worse things to their insides! Travelers’ Lore The Prices Predictably, fourscore tales of treach- Rooms are 2 gp per night, stabling ery, hidden treasure, secret passages, included. Food for mounts is an extra and trapped chests swirl around the 3 cp each. No tenday room rate or Mermaid. It’s impossible to tell how bathing facilities are available. many are pure fabrication or have All food and drink is extra. A platter grown wildly in the telling. Stolen or of fish, bread, and drippings is 2 cp, illegal items are definitely hidden and meat dishes are all 3 cp per plat- quickly and well here for a fee.5

5Elminster says people—willingly or unwillingly—can also be hidden, Hidden rooms cost twice what regular rooms do, are windowless and buried deep to keep sounds to a minimum and discourage escape attempts, and come with manacles (if ordered). Gags, “hoods” (solid-face metal helms), and double forearm-and-finger clamps can be ordered if one wishes to confine a wizard. Elminster doesn’t recommend the practice.

22 The Helm and Cloak The Helm avoids the haughty and Inn/Feast House gaudy unerringly choosing the best of informal good taste, traditional fur- nishings, and thoughtful service, such This grand inn, rooming house, and as a warmed robe and slippers feasting house is favored by those brought to your room when you’re who’ve lots of coins to spare—both heard to rise in the morn. citizens of the Gate, who enjoy the dining room, and travelers. There’s The Place even a floor of long-term rental The Helm is actually two connected rooms. Most of these are currently buildings. The smaller is an old house occupied by members of the Knights fronting on Windspell Street at the of the Unicorn, romantic adventurers crossroads facing the Ducal Palace. described by a regular patron as ele- The larger structure is an old room- gant buffoons. ing house that faces the High House The Helm is the fashionable place of Wonders. A tattered cloak hangs to dine and chat, much favored by displayed over the old rooming those of power. Many an important house’s raised porch, whereas a business deal or alliance has been gigantic helm—once worn by a titan, negotiated in its luxurious alcoves. senior staff tell guests who ask, albeit

23 dryly—overhangs the Windspell depending on size and location. The Street doors. room fee includes a hot bath, a cloth-mending and dressing service, The Provender and as much mint water as desired. Food at the Helm means jellied eels, Stabling is extra, and costs 3 gp fresh fish in hot lemon sauce, glazed per night per animal—but the and stuffed fowl, and fried and can- hostlers are among the finest in died meats. The fried onion-and- Faerûn, able to spot and treat spiced-tubers stuffing is especially injuries and conditions, and atten- delectable. It’s all cooked in wine, tive to a beast’s every want. Think of served by the platter, and is uni- it as a luxury stay for your mount formly fine. when you pay for it, and the coins The wine cellar is huge in both leave your hand more easily. Of amount and variety. Those with a course, you wouldn’t be here at all if taste for Saerloonian glowfire are you didn’t have the shining metal to warned that the resident Knights are spare. apt to order entire barrels of the stuff up to their rooms of evenings. Travelers’ Lore Ask early to make sure there’s The house part of the Helm was enough for your glass. once the home of a priestess of There’s also mead (very ordinary) Sune, and its ceiling paintings of and cinnamon-spiced milk available scenes of unbridled pleasure and (hot or cold, as you prefer), but no passion have raised more than a few beer of any sort to be had. “We’re not eyebrows. These paintings still cause running a tavern, m’lord,” one of the lamps to be lifted today by those senior servants said to me, when I who’d like to get a better look—so as inquired why. to elevate their brows farther. There are persistent rumors of elegantly The Prices furnished garret chambers reached Mead and milk are 5 cp per glass, by secret passages, but the staff and wine is 3 gp per tallglass, 10 gp refuses to answer queries on this per great goblet (a huge silver flagon subject. that holds about a bottle), or 25 gp It is true that the staff has quickly per hand cask. The Knights pay 50 hidden notorious guests on several gp per barrel, but anyone else trying occasions—guests that in some to order such a large container will cases were never seen again.6 The be told that only long-term residents rooming house part of the Helm has are allowed to place such demands some treasure rumors, too (the hid- on the cellar. All platters are 10 gp. den loot of retired pirates, of Rooms are 17 gp to 25 gp per night, course).

6Elminster hinted slyly that the hidden chambers sport some magical tapestries, containing gates leading to (unknown) places elsewhere in Faerûn.

24 Three Old Kegs then hurled down the shaft! Tales are Inn told of the apparition of his hanged, dangling body, face a bare skull, being seen in the shaft late on dark nights— This cozy timber-and-stone inn has but such tales are usually told by three old kegs hanging from a roof- those who’ve had a bit too much to pole on chains rather than a sign- drink. board. Those bold or whimsical enough to enter in and stay will find The Prospect one of the best inns in all Faerûn. The Kegs is a cozy place, furnished Everything is comfortable and a little with old furniture from a dozen shabby, but the staff is quietly keeps and many simpler homes. The friendly. Patrons are encouraged to dusty heads of trophy elk and crea- take their ease all over the ground tures of the deep hang on the walls, floor and the one above. It feels like crowding for space amid old and you’re at home—assuming, of course, faded paintings of elven hunts and your home is a place where you can human knights battling dragons and read or snooze at will, feet up on each other, or courting various maid- cushions as you lounge about in ens. Where there aren’t paintings, comfy old chairs and couches: Bliss! there are bookshelves crammed with old diaries, travel books, collections The Place of ballads and legends, and grand and The Kegs has two levels of fieldstone overblown histories of heroes. cellars and two fieldstone floors Regular patrons snooze and read above them. The uppermost cellar is the days away, rousing themselves given over to gaming rooms and con- from time to time for a glass of wine, nected to the ground floor by no mug of broth, or a game of dice, fewer than three open staircases. The cards, or shove-skittles. Both the wine two uppermost floors (for six total and the broth are excellent, but they, floors) are timber, topped with a slate along with ice water and dark and roof. All floors of the place are con- nutty malt bread, are the only fare to nected in one corner by a dumb- be had in the place. waiter shaft large enough for two folk The thick beastskin rugs, panel- pressed together to stand on the plat- ing, books, and tapestries absorb form and ride up and down by sound. The Kegs is a quiet place. pulling on the draw rope. This is Come here for a reasonable and much used by servants for quick comfortable rest, a haven against the travel up and down—and occasion- bustle of business or adventure. ally by patrons for pranks and quick Patrons are asked to keep their exits. On at least one occasion, it has weapons in their rooms, and not to been used for murder: A patron in an bring drinkables in with them— upper room was noosed by a foe and inside or outside their bodies.

25 than one occasion, I’m told, she’s calmly hurled would-be thieves and troublesome brawling patrons bodily out of the inn—sometimes by way of a third floor window. The Provender As I have said, the Kegs serves simple fare. Most folk go elsewhere for main meals. The Prices A stay at the Kegs costs you 5 sp per night per person, stabling included. Rooms for up to four folk are available, but there’s no discount for sharing a room. A plate of bread and as much ice water as one wants are included. More food and drink costs an extra 1 cp per plate, and all extra wine is 6 cp per tallglass. The only other extra charge is for hot baths (3 cp per per- Ithtyl Calantryn son). Cold baths and laundry service Drunks often awaken in the morning are included in room rates. to find themselves sleeping out back in the hay pile by the kitchen door. Travelers’ Lore The innkeeper is a tall, quiet man The Kegs is said to contain a secret with a mane of long, curly black hair passage linking it with a dockside and a sword scar that runs from his warehouse and a sewer shaft that nose diagonally across one cheek. His comes to the surface near the Black name is Nantrin Bellowglyn, and he’s Dragon Gate. Somewhere along this a Tethyrian noble’s retired guard who passage is a lime pit where folk can fled that land when its civil strife quietly dispose of bodies (100 gp per erupted and his lord was slain. He corpse) by arrangement with some- has a staff of four daughters and one who can be contacted through hired help: a bags boy, a hostler, and Nantrin.7 Adventurers and pokers- three serving wenches. These about-after-secrets had best not get wenches were huntresses in Tethyr, on the bad side of Nantrin, it is and at least one of them, Ithtyl rumored, or they may find them- Calantryn, is a sorceress expert in lev- selves “searching the pit while asleep,” itation and shielding spells. On more as it were.

7Elminster smiled and said that someone was Nantrin himself, of course.

26 Beregost the crowded hitching rail that stands just north of where the small rivulet Tired travelers on the Coast Way known as Wizards’ Doom Creek— between Baldur’s Gate and Amn often which rises on the hill where the stop in Beregost. Beregost is located ruins stand against the sky—crosses just off the road about a day’s travel the Coast Way. That’s where I heard on horseback south of where the Way of the two chief dangers to the curi- of the Lion that leads to Candlekeep ous and to young magelings hoping to branches off from the Coast Way. It’s gain spells or items who approach the within reach of the northern borders ruins too closely. There’s a wizshade of Amn. Merchants of that land often who hurls random spells at folk, use it as a rendezvous for caravan sometimes appearing as a thin, assembly before attempting the per- wraithlike, impossibly tall, bearded ilous overland runs north to Water- man and sometimes just as a battered deep or east to the Sea of Fallen Stars. wizard’s hat. There’s also another As a result, this small town gets very wizard wraith—a haunt—who tries to crowded at unpredictable intervals. lure folk into the depths of the ruin’s Begun as a farming village under cellars and possess their bodies. Old the protection of a school of wizardry, villagers also speak of magical traps Beregost is now dominated by the deep in the ruins and at least one gate Song of the Morning, a major temple that leads to unknown destinations. to Lathander. The mage Ulcaster, a This last claim has been confirmed as conjurer of note, founded his school truth by no less a pair of magical per- over 300 years ago—but grew too suc- sonages than the Lord Mage of Water- cessful, attracting would—be wizards deep, Khelben “Blackstaff” Arunsun, from all over the Sword Coast. Cal- and Elminster of Shadowdale. ishite mages came to fear the school’s Beregost’s governor strongly disap- power and destroyed it in spell battle, proves of explorations of the ruins. though Ulcaster himself disappeared Although there is a five-person town during the fray and was never found. council, the governor’s word is law in The school burned to an empty shell, Beregost, and he is a tireless propo- which still stands on a hill east of the nent of farming, starting up new busi- town. Local fear of the ruins, which nesses, and improving the place. He is are said to be haunted by phantoms also Most Radiant of Lathander (high who are still able to cast spells, has priest of the temple) Kelddath Ormlyr, caused Beregost to be expanded to and his temple troops police the the west of the Coast Way road, leav- town, keeping it safe so that trading, ing the hills east of it to the sheep. meetings, and spending at the shops Beregost has only one tavern. It is are brisk. In this, he has two powerful called the Burning Wizard, of course. allies: the wizard Thalantyr, a con- It has no signboard, but the traveler jurer of great repute who unfortu- can easily find it. It’s the building with nately wasn’t at home when I visited,

27 and the smith Taerom “Thunderham- keep some control over expeditions mer” Fuiruim. Kelddath has also suc- into the ruins and to prevent uncon- cessfully encouraged several trolled expansion of Beregost. (Over important Amnian merchants to the years, various Amnian merchants establish estates around Beregost— have shown a distressing tendency to notably the Craumerdaun family, lay claim to all land within easy whose fine horses (now bred here) reach of the Coast Way that’s not are highly prized in Amn and Tethyr. strongly defended.) The visitor today will find the fol- The folk of the temple are vigilant, lowing local features of note. and stand for no lawlessness or aggression, but are otherwise helpful Places of Interest to strangers. Those willing to give 20 in Beregost gp or more to the temple are wel- come to stay in its guesthouses for Temples two nights. People may stay longer if The Song of the Morning they are sick or injured. Priests will This large temple to Lathander con- tend them and won’t expect any sists of a fortified church sur- more money, although most folk do rounded by stables, refectories, give something. Temple fare is sim- guesthouses, and outbuildings. It ple but good, and baths and stabling rises up right beside the east side of are available. the road in the center of town, and its distinctive rose-red spires can be Homes seen for miles. Its many clergy and High Hedge 200 lay-member militia assist local Northwest of the main settlement of businesspeople and farmers, and in Beregost stands High Hedge, the return the temple receives regular estate of Thalantyr the Conjurer. It is and large offerings. guarded by a fiercely loyal mated pair The servants of the Morninglord of griffons and by some sort of invisi- also tend temple fields of potatoes ble servant creature that has been and herb flowers east of the road, known to spy and deliver things for its and keep sheep on the slopes of the master right into town. Thalantyr is a hill topped by the ruined school of courtly man who can sometimes be wizardry. They keep them there seen walking about the countryside, ostensibly because these fields are his long, black staff in hand. He’s had more open to view than those of no apprentices for years and doesn’t local farmers. The sheep are thus welcome visitors. Locals say he’s more easily watched, preventing interested in far-off places and things, theft and raiding beasts from rav- and is sometimes absent for long aging them. The real reason that the periods. sheep are kept here is that the ser- Those who’ve seen his abode say vants of the Morninglord want to that it’s a dark, turreted stone house

28 overgrown with pines and that he has free, and are paid 5 gp per night atop his own fishpond behind it. Some- that. No food is sold at the Wizard, but times he sits next to the pond and all three local inns keep runners here talks with something that stays just to go and fetch hot covered platters under the surface of the water. from the kitchens of their establish- ments. In winter, don’t expect the food Shops to arrive very warm! This is a good lit- Thunderhammer Smithy tle place, with several small rooms to Armor Maker and Weaponsmith stay in adorned with donated bric-a- brac from loyal regulars. It’s a delight to find enough cushions in a room to Taerom “Thunderhammer” Fuiruim let one sit up in bed in comfort! is a burly giant. His chestnut hair and mutton-chop whiskers are now shot Inns through with gray and white, but his Feldepost’s Inn huge hands remain strong and deft. He is a master armorer, and his war- mongery equals the best in Faerûn. Named for its now-deceased founder, On several occasions he’s made items this is an old and comfortable place. for Thalantyr to enspell, and even Service is careful and kindly, if a trifle dwarf smiths admire his work. slow, but a room comes with a fire Taerom keeps over a dozen appren- alight (except in hot weather), and a tices busy with all the orders that come bath that is skillfully filled to one’s his way (mainly from Amn). He fights own taste in warmth by several old with a huge iron staff and has been men of many smiles but few words. known to slay orcs with a single blow, One can even request assistance but is generally a quiet man. He is not bathing. All this makes the place a given to leadership, but is respected in favorite with the elderly, and so town more than anyone else. makes for a quiet stay. The food is superior. Don’t miss Taverns the cheese and cucumber buns, or The Burning Wizard the onion and mushroom fireside tarts served to all by the hearth in the evenings. (The tarts are free if you’re This tavern is a bustling place, as ordering drinks.) The inn cellar favored by the locals as by visitors. includes an excellent sherry. Acolytes of Lathander are trained to keep lively conversations and enter- The Red Sheaf tainments going here, and even to gamble. (Any takings are donated to the temple, of course.) Traveling min- Folk come to the Sheaf for fast ser- strels are always welcomed, stay for vice. This inn prides itself on getting

29 only the too-hot, too-quick one. This is Beregost’s largest inn and is favored by merchants wanting to hold business meetings or sit in quiet. Those willing to part with 7 gp for an evening can rent private meeting rooms with doors that lock, though I suspect there are spyholes in the serving passage that runs behind them all. Entertainer folk—minstrels and such—aren’t welcome at the Sheaf except as paying customers. The Sheaf provides no entertainment at all. Local gossip whispers that a secret passage at the back of the inn leads down to an old smugglers’ warehouse comprising caverns that were aban- doned when tunneled up into the caverns from below. They had to be dealt with by Thalantyr, who left some sort of magical barrier. you to your room or to a board in the dining room as fast as possible. If the The Jovial Juggler weather is cold or wet, you’ll find yourself in a warm house robe before a crackling fire just as quickly, with This inn is on the northern edge of your wet things taken to the warming town, on the west side of the road. Its room behind the kitchen chimneys to huge roofboard depicting a laughing dry on warmed stone shelves. carnival juggler in jesterlike garb Fare at the Sheaf is of the warm or identifies it instantly from afar. It’s cold soups, cheese and grapes, bread very much an average roadhouse, but and spreads, and whole roasts variety. young Beregostans love it—it’s their The cold potato soup is delightful, dancing and drinking club. It outpays and carries the homey taste of onion Feldepost’s for minstrels and other and celery, along with a more subtle entertainers, and there’s scarcely a and indefinable seasoning that I was night at the Juggler without some sort unable to pin down. Unfortunately, of loud revelry, complete with several the roasts are either blackened to oxen, hogs, and boars roasted whole. crisp ashes or—on the other side, or Thankfully, all of that’s confined to deep inside—near raw. The cooks one wing, so patrons do get some haven’t mastered the slow fire yet, sleep!

30 Bowshot the hired adventurers. So far, no adventurers have agreed to such a This hamlet stands on the western defensive role. Many have come to the side of the Trade Way, a half-day’s caverns and then moved on, talking of ride north of the Way Inn.8 Named manspiders in the deep ways. because it was just a bowshot away from the Misty Forest, it’s been a log- Places of Interest ging center for a hundred years—and in Bowshot it’s been so successful that the forest is now miles away to the east. Shops Bowshot consists of the Bowshot Andalor’s Mill Inn, a sawmill, six farms (two run by Lumber Mill men who shoe horses as well as any smith), and almost a dozen home woodcarvers who turn out yokes, cof- Ulmyn Andalor is an affable, portly fers, wheel spokes, tool handles, and man with a curly white beard and a whimsical carvings. The place bald pate who goes about covered deserves mention because of recently with sawdust. He runs an always-busy discovered caves beneath its western mill that provides Waterdeep and fringes. They are entered from the Daggerford with cheap, plentiful horse-well behind the inn, and by at green lumber. A copper piece will buy least one cave mouth in the stands of three posts as tall as an adult human trees north and west of the hamlet. male, or five 3-hand’s-width boards of The Bowshot caverns show evi- the same length. dence of connections to deeper sub- terranean areas9 and of past use by Inns smugglers. Some stolen goods were The Bowshot Inn recently recovered from the caves and returned to their rightful owners in Waterdeep. With them were crates of This mediocre inn is a dim, chilly log ore very rich in silver, presumably structure that serves bad ale brought mined in the deeps below the caverns. by the barrel from Waterdeep. The There’s local talk of hiring or proprietor sells good hand crossbows inducing an adventuring company to for the traveler desiring self-protection dwell in Bowshot and mount a con- and a little squirrel or fowl hunting. stant guard over the cavern Eveningfeast here is usually a gummy entrances—and even of founding a stew made from those same squirrels company to mine and smelt silver in or some wildfowl, and served with the depths, its workers protected by thick slices of adequate onion bread.

8Bowshot’s location is shown on the map in the entry on the Way Inn, later in this chapter. 9The existence of the caverns became widely known when a drow exploratory band emerged from the trees one night and ran straight into an encamped, but alert, armed caravan. At least two adventuring bands have descended into the far depths of the caverns and, thus far, have not returned. 31 Candlekeep mission agents in great secrecy to pro- cure writings they desire to possess. This citadel of learning stands on a Those who wish to browse in the volcanic horn, or crag, overlooking library must normally be sponsored the sea. It is a many-towered fortress, by a known mage of power, so many once the home of the famous seer books given to Candlekeep in payment Alaundo, and preserves his predic- are minor spellbooks. tions along with all the written This community is ruled by the records and learning of the Realms Keeper of the Tomes, assisted by the that can be assembled. The price for First Reader (the second in authority any traveler to enter the Keep proper and traditionally the most learned is a book. Those wishing to examine sage of the monastery). There are up any writing in the Keep’s library must to eight Great Readers under these gift Candlekeep with a new tome of no two offices, who are assisted by the less than 10,000 gp value. The monks Chanter, the Guide, and the Gatewar- of Candlekeep (who claim to be non- den. The Chanter leads the endless denominational, and call themselves chant of Alaundo’s prophecies that the Avowed) also purchase certain wends its way around the citadel day books brought to them and even com- and night in continuous utterance of the sage’s predictions. He is spelled in this duty by three assistants, the Voices: the Voice of the North, the Voice of the East, and the Voice of the South. The Guide is in charge of teaching acolytes, and the Gatewar- den deals with visitors, the security of and supplies for the community, and with the clergy, who are regarded as honored guests rather than part of the monastery’s hierarchy. The citadel bears mighty, many-lay- ered wards that prevent anything from burning except wicks and wax, pre- vent the operation of teleportational magics and many other destructive spells, kill all molds and insects (such as paper wasps), prohibit the entry of bookworms, and have other, secret properties. Because of these wards candle lamps are often used, but no paper can ignite anywhere in the Keep. An additional ward, whose token Inner Ward Token of Candlekeep

32 is shown at the far left, prohibits entry They do research and fetch and carry. into the Inner Rooms except to those Above them are the Scribes, who copy bearing a token.10 The Inner Rooms out works to order or compile books are where the most powerful magical from various sources in the library for tomes are kept and where none but sale—the chief source of income for the Great Readers may go, except in the community. (Visitors are forbidden the direct company of the Keeper or to write in the library.) Over them are the First Reader. the Chanter and the Readers, from The central, highest fortress of the whose ranks the offices of the Avowed Keep is surrounded by a terraced are filled (and who vote to fill vacan- rock garden of many trees, where nat- cies). All the underofficers wear brown ural springs rise and bubble down the homespun, while holders of the high rocks in small cascades and pools. offices wear robes of various colors These beautiful grounds descend to a that bear adornments of gold thread ring of buildings along the inside of and stripes of white. Only the Keeper the massive outer walls: guesthouses, of the Tomes can wear robes all of stables, granaries, a warehouse, an white. Travelers who enter the Keep infirmary, a temple to Oghma, and proper clad all in white can expect to shrines to Deneir, Gond, and Milil. be stripped on the spot or cast out. Except in cases of illness or when The current Keeper of the Tomes is someone joins the order as an Ulraunt, a proud and haughty minor acolyte, no visitor can remain in Can- mage. It is well not to cross him. The dlekeep for more than 10 days at a traveler should humble himself to time, or enter the monastery less than avoid doing so or try to keep out of a month after leaving it. Order in the the Keeper’s notice. Unfortunately, all Keep is kept by the Gatewarden’s five petitioners who enter the central underofficers: four Watchers (who Keep must sit at Ulraunt’s left shoul- take turns patrolling the monastery der for at least one eveningfeast meal and watching the land and sea and endure his searching questions. around from its tallest towers) and The current First Reader, Tethtoril, is the Keeper of the Portal (or gate often mistaken by visitors for the guard), all five of whom have 12 Keeper because of his intelligent, armed monks (all experienced war- regal, and sensitive demeanor. riors) as assistants. These underoffi- Ulraunt rather resents this. cers are also said to wield magical Candlekeep has but one absolute rods and rings to enforce their will. rule: “Those who destroy knowledge, Acolytes are robed in black. Seekers with ink, fire, or sword, are them- (full brothers) wear robes of mauve. selves destroyed.” Here, books are The Seekers are the lowest monks. more valuable than people.

10Tokens are built into the staves of office borne by the Keeper, the Gatewarden, and the First Reader. These are known as glow staves for their most-often-used power. If one fails to utter or think of a watchword when passing a ward boundary by means of a token, all bearers of other ward tokens are instantly made aware of the location of the ward breaching, regardless of where the other token bearers are on Faerûn. 33 Daggerford crowned by Daggerford Castle, which is surrounded by a grassy commons This self-styled city is really a town of and guards a bridge across the Shin- about 300 folk that stands in the ing River. (The old ford’s still there, shadow of the castle of the Duke of beside the bridge.) It is home to Daggerford. Daggerford is named for a human craftfolk, a few , and brave boy, Tyndal, sent ahead of his a handful of folk of other races. family wagon to find a place to ford the The townsfolk have a charter from Shining River one evening some 400 the duke that allows their own Coun- summers ago. He was set upon by cil of Guilds, a masked council styled lizard men, and—armed only with a after the Lords of Waterdeep, to gov- dagger—slew six of them and held off ern the town. All able-bodied towns- the rest until reinforcements arrived. folk must serve in the militia, The dukes of Daggerford claim direct although only a small number are descent from Tyndal, and their arms normally on duty. They spend most of display a bloody silver dagger on a their time on road patrols, though a deep blue field. close watch is kept on Lizard Marsh. The dukes of Daggerford claim all Daggerford has temples to Chauntea the lands from the estate of Floshin, and Lathander, and shrines to Tempus south as far as the Dragonspear fields and Tyrnora. Chauntea’s temple is (the lands of Dragonspear Castle), called the Harvest House, and it is gov- east to the edge of the Misty Forest, erned by Lady Priestess Merovyna.ll and west to the verges of Lizard The temple of Lathander, Morninglow Marsh and the coast. They actually Tower, is under the supervision of control far less—from about a half- Lightlord Liam Sunmist. day’s ride north of Daggerford, where The Ford is a busy trading town, their forces meet up with road patrols doing a lot of trade in horses, cattle, and from Waterdeep at a little pond called repacking for merchants and drovers Waypost Water, east to the hills who don’t wish to enter Waterdeep. around the Laughing Hollow, and Caravans are allowed to camp across south to the hamlet of Bowshot. the road from the town (next to the aro- These lands take in about 20 farming matic tannery), and most merchants hamlets. The ducal lands are home to going into town to escape the smells about 1,000 folk in all. will find the town ordinary indeed. The The walled town is the largest stop most splendid building in town is on the Trade Way between Waterdeep undoubtedly the Guildmasters’ Hall. It and Soubar. Its largely wooden build- is surrounded by the no-nonsense ings huddle in the lee of a hill homes and shops of folk who work

11Merovyna is a LG hf P8, who administers 14 priests and about 30 lay brothers. Liam Sunmist is a LG hm P9. His temple stands beside the ducal castle, and the noble family are worshipers. The shrine to Tempus, the Table of the Sword, is administered by a strict warrior from Waterdeep, Baergon Bluesword, CN hem F5/P5. The shrine to Tymora, Fairfortune Hall, is run by Bando the Lame, a NG half-m P6. 34 hard every day Few seem to look for me, thinks there’s no point in trying to more in life than the next silver piece! compete with nearby Waterdeep. Carpenters work busily making A lot of travelers will probably stop chests and crates from lumber brought in Daggerford at one time or another, in from Bowshot, and no less than using it as a base to explore Waterdeep three smiths turn out everything from from, so a few mentions of local estab- intricate locks to broad axes. There are lishments may prove useful. There’s several jewelers in town who can’t one tavern worthy of a visit, the Lady hope to compete with the great cutters Luck, dealt with after the rest. of Waterdeep, but will eagerly buy any decent stones they can get from passing Places of Interest merchants or adventurers. in Daggerford The local militia, under the stone- faced Sherlen Spearslayer, is always Shops hiring fighting folk, because their best Derval’s Bright Blade swords are always being hired away Weaponsmith by caravan masters, going off to the mercenary hiring fairs of Waterdeep, or trying their hands at adventuring. This smithy is the best of the three in The militia is always busy patrolling town. The human smiths Cromach the claimed ducal lands, and many and Wayfel are the others. Cromach youths and adventurers down on does serviceable work, but “as shaky as their luck have spent a season fight- Wayfel’s best” is a common local say- ing brigands, lizard men, and the ing. The master smith at Derval’s occasional predatory monster. Bright Blade, Derval Ironeater, is the Daggerford is also home to a head of a respected local dwarf family retired adventurer-mage, Delfen Yel- that has done most of the building in lowknife, who dwells in a tower on stone around town. Derval claims to the town wall and always has at least make the finest swords, axes, and a trio of apprentices. He’s content to spear blades from Waterdeep to Bal- make a good living tutoring every dur’s Gate, and his work is popular. wealthy Waterdhavian youngster who dreams of becoming a great mage. Farrel’s Fine Jewels and Apparel The youthful duke, Pwyll Great- Exotic Fabrics and Jewelry shout Daggerford, is seldom seen in town. He’s either out hunting or in the castle planning how to defend the land This shop is the largest store in town. he has and enrich his family and his An outlet of a Waterdhavian trading people by shrewd investments. There company, it sells cotton, silk, rare furs, are recurring plans to dredge the river and thread imported from Calimshan, and make Daggerford an important the Tashalar, and even more exotic harbor, but I suspect the duke, like regions—at prices even higher than

35 you’d pay for them in Waterdeep. fying gems—even magical ones. The Farrel has an eye for matching hues nobles of Waterdeep keep him busy and for resetting jewelry of dubious with special orders for their ladies. history. He buys and sells interesting gems and adornments of all sorts. His Taverns shop is worth a look if you’re too rich The Happy Cow to care what things cost.

Korbus's Jewels This pleasant tavern stands just inside and Fine Ornaments Daggerford’s northern gate, the Jeweler and Gem Appraiser Farmers’ Gate. It features blended beer made by the owner, Ful- bar Hardcheese, that tastes like The front window of this small shop almonds, and excellent sharpcrumble almost always displays its long-nosed, cheese (lovely crumbly white stuff—3 wheezing owner, the gnome jeweler cp per handwheel) made on Fulbar’s Korbus Brightjewel, hard at work on family farm. The Cow caters to farm- small, exquisite pieces of jewelry. As ers, who sit here nursing tankards at good as any Waterdhavian or Calishite all hours. Locals say Fulbar is a rich finecrafter, he’s regularly visited by and successful adventurer who passing merchants eager to buy his retired here not long ago. Fulbar says latest earrings, pectorals, ornamental nothing about his past. bracers, dangle garters, and jeweled belts and gloves. Locals say Korbus River Shining Tavern uses magic to give his work the strik- ing beauty it has. He’s expert at identi- This tavern is exclusive indeed, with prices to outstrip most establishments in Waterdeep: Stout is 1 gp per tankard and wine as much as 10 gp per tall- glass! The duke and many traveling Waterdhavian nobles have been known to eat here, and the tavern’s main hall serves as the meeting room of the Council of Guilds. By choice, some townsfolk only see the inside of the tav- ern when coming to Council meetings. Run by the Delimbiyr family this establishment claims to be Daggerford’s oldest tavern. It’s also the closest thing in town to an inn—for a few noble patrons of the loftiest position and wealth.

36 Lady Luck Tavern who brings in the relics of a fallen Tavern comrade are given a free drink of whatever they want. The walls of the tavern are hung This two-story former warehouse with weapons, armor, banners, spit- caters to soldiers and adventurers. Its ted beast heads, and similar trophies proprietor, Owenden Orcslayer, is the of battle brought in by various son of a man who was given the ware- patrons. The most striking of these is house as a reward for slaying orcs the huge, mummified wing of a black who’d killed the owners of the ware- dragon slain in a volcano. The heat house in a raid. It is a popular place baked and dried its outstretched for taletellers and funseekers alike. wing, and when an adventurer—the The preponderance of weapons in lone survivor of the party that slew the hands of those who know how to it—dared to return to the lair nine use them makes for a relatively safe years later, he recovered not only the drinking spot, not a rough place. dragon’s treasure hoard, but the wing. It now hangs over the taproom The Place like a soft black canopy, depending Both levels of the warehouse have from the ceiling on eight stout been opened up into a single lofty chains. room, with balconies all around it at varying levels. Each balcony contains The Prospect a booth for patrons and is linked to at This tavern is named for the goddess least two other balconies by broad Tymora, patron of adventurers, and flights of stairs. The tipsy are advised despite the memorial pillar, the to get down to street level before they expressed mood of patrons is always become too drunk to safely do so. an enthusiastic “Dare everything!” and Every night someone falls or at least “Let’s be adventuring, then!” The stumbles on the stairs. entire northeast wall of the taproom In the center of the taproom is a is covered by a huge, splendid color massive stone pillar bearing the map of the Realms from Calimshan to weight of the ceiling. It has a ladder the Spine of the World, and the of iron hooks up one side. It is used Moonshaes to Raurin. News and to display the battered shields, per- rumors of treasure finds, dragon sonal runes, or other mementos of sightings, and possible treasures are patrons who’ve died in battle or dis- eagerly discussed, as are tidings of appeared while off adventuring or on war from anywhere in Faerûn. a military mission. Any toast given in the tavern must include a salute to The Provender the pillar and the words: “To those The Lady serves salted nuts, cheese who have fallen before us.” Those on hardbread,12 and sugared bread-

12To us, hardbread is a rye cracker—or Scandinavian crispbread. 37 is sold by the tankard or tallglass only, at Waterdhavian prices.13 The wine list is meager, but from time to time merchants bring vintages from afar, and Owenden serves these wines as long as his stock holds out. These exotics often include rollrum (a dark, licorice-laced Tashlutan drink, which has a cool, clear, minty aftertaste), a favorite of many Sword Coast sailors. Travelers’ Lore In the Lady, one drink always sits untouched on the bar. It’s for Tymora herself, should she enter. Woe betide the visitor who touches this silver goblet—ejection and a heavy enforced offering at the shrine of Tymora (Fairfortune Hall) are the least penalty. Visitors who object to this are likely to find a yard of steel through their middles in short order. sticks. In winter, there’s also stew Six people have so died, and more made of beef, game, parsnips, and than a dozen have made offerings— fish. It’s thick, brown, greasy, and but twice in Owenden’s time, the gob- salty. If you’re chilled, it warms you let has been suddenly and silently up, and that’s about all the good I can wreathed in flame, and the wine muster to say of it. within has vanished. Patrons believe That’s all the food one can get, but Tymora herself drank with them. most patrons come here because At least two wizards have hidden they’re thirsty, not hungry. Accord- coins or magic somewhere in the ingly, the Lady offers bitterroot beer Lady and then gone adventuring— (a smoky, acquired taste), zzar, sherry, never to return. One was said to be an and ale. illusionist, and the other was a trans- muter. A few people have tried to cast The Prices dispel magic on everyday tavern items All the food is 3 cp per serving and on the theory that the treasure might comes on wooden platters. Hungry be polymorphed or hidden by an illu- people will need two servings. Drink sion, thus far to no avail.

13 Use the prices given in Volo’s Guide to Waterdeep under the Inn of the Dripping Dagger—or simplify to the following: ale, 1 cp/tankard; stout, 2 cp/tankard; mead, 3 cp; zzar, 6 cp; sherry, 7 cp; whiskey, 1 sp; and all wines, 1 sp/tallglass. 38 Inns The Friendly Arm The Friendly Arm This walled hamlet located on the Coast Way several days north of Beregost con- sists of a stone keep (the inn) with stables, Inside the walls of the Friendly Arm, gardens, a horse pond, and caravan peace is maintained by a common wagon sheds. It also features a few agreement among guests that this be houses, a large meeting hall with a grand one of the rare neutral havens in the many-pillared entrance, and a temple to Realms, by the magic and adventur- Garl Glittergold, chief god of the gnomes. ing help might Bentley can call on,14 The Friendly Arm was once the and by a rumor that some of the hold of an evil priest of Bhaal who fetching human barmaids are really was destroyed in undead form by a iron golems concealed by powerful band of adventurers led by the gnome illusions! I was unable to test this thief and illusionist Bentley Mirror- belief beyond learning at least one shade. Bentley set his comrades-at- serving wench at the Arm has a grip arms to work renovating the keep, like iron—before she threw me back and it soon opened as a fortified out of the bedroom she was tidying! waystop on the Coast Way in territory (Perhaps the inn was named after her. often endangered by brigands and She did help me up out of the ruins of raiding bands of orcs, kobolds, bug- the hall table afterward.) bears, and even trolls. Though these The energetic, wise, and affable perils have lessened somewhat since hosts of the Arm are Bentley and his the Arm was founded, the safe, clean wife Gellana, who presides over the inn is still a favorite stop. temple. She wears a circlet of gems to signify her devotion to Garl Glitter- Places of Interest gold. The pair of them are kind, very in the Friendly Arm perceptive, and could probably deal an Amnian merchant out of his last Temples copper piece. The Temple of Wisdom The house they keep has large, This low building has interior walls airy rooms, and good, simple food. studded with gems and gold nuggets. Everything is clean, cheerful, and Guarded by many illusions, it is a tem- uncrowded, unless there’s a meeting ple to Garl Glittergold, primary deity of going on—for the Arm has become a the gnomes. Human worshipers, some favorite spot for business gatherings of whom have dubbed the place the and neutral ground negotiations Shrine of the Short, are welcomed here. alike.

14There was a murder at the Arm recently, and the murderer was swiftly apprehended—with the magical aid of a mysterious cloaked man who some say was no less than Khelben “Blackstaff” Arunsun, the Lord Mage of Water- deep! There have always been rumors that Bentley could call on folk from afar and that some sort of gate exists in or near the Arm—perhaps in the cellars of the old keep.

39 Gillian’s Hill which they stealthily stalked and raided passing caravan merchants, This hamlet stands on the east side of controlling the minds of unfortunate the Coast Way a half-day’s ride south of victims to make them lure many Daggerford15 and about as long a ride others to a mindless doom. from Liam’s Hold. The community is A brave band of adventurers named for a now-dead half-elven defeated the mind flayers, but warned ranger of great beauty. Gillian Cantilar that the danger could well recur. It dwelt here in a long-vanished house seems that an even greater evil has atop a wooded knoll overlooking the moved in: A Harper note was found road. Today, Gillian’s Hill is a grass-girt recently on the slopes of the hill that mount topped by a covered fire cairn said only: “Beware—Phaerimm! used as a signal beacon to warn Dag- Spread the warning!” The writer of gerford of approaching enemy the note presumably perished armies—from Dragonspear Castle or beneath the hill, as no further news the Serpent Hills, presumably. has come to light as to its authorship Typical of a hundred or more small —or its subject. farming settlements in the Sword From the surface, the tomb in the Coast region, Gillian’s Hill wouldn’t hill can only be entered by wandering even be mentioned in this guide about until one finds the precise loca- except for a surprisingly good shop tion of one of several invisible por- there and a dungeon that has both tals—snatch gates that whisk any lured many adventurers hither—and person or object entering them into slain many. The dungeon seems to be the heart of the hill. Egress is by the a truly ancient human tomb—as old same method, although the exit spots as Netheril, or older—where someone inside the tomb are apparently differ- of magical power and political might ent sites than the entry or arrival was laid to rest. Just who was locales, and hard to find. entombed here isn’t clear. The tomb Attempts to tunnel into the hill was pillaged long ago—from the uncover stone walls that emit bolts of beneath it! The location lightning16 when exposed to air— now serves as a spell-guarded entry to bolts that continue to lash out until the Realms Below. earth is thrown onto them, and Unfortunately, those ancient and they’re covered again! This magical mighty binding spells originally set to lightning can easily stab across the stabilize and guard the tomb make it trade road, imperiling all passing traf- an ideal lair for creatures of the fic. Several mages of power have tried Underdark. About 20 winters ago, a and failed to remove the spells that band of used it as a base from cause this deadly effect.

15The location of Gillian’s Hill is shown on the map in the section on the Way Inn, later in this chapter. 16 These effects are like two bolts of chain lightning, each causing 12d6 points of damage per round, when one translates Elminster’s description into AD&D® game terms. He added the dry admonition, “Leave this alone, if ye have any sense—but (sigh), ye won’t, will ye?” 40 Places of Interest Torleth Mindulspeer is a tall, in Gillian’s Hill cadaverously thin man of dry wit and Shops a gloomy manner. He delights in buy- ing old things, garbage out of ruins or Torleth’s Treasures abandoned buildings, and oddities Oddities, Curios, Antiques, and Junk dug up or brought back from the far corners of the Realms. Then he sells them to passersby. This shop is a large, ramshackle old Want a dancer’s mask from the barn that has been extended in ran- vanished realm of Valashar (now part dom directions by diverse hands over of Tethyr)? A mirror that once hung many years so that its floor and roof in a Calishite harem—before some- change level often and alarmingly, one put a magical painting of a slith- and a forest of rough tree trunks ering snake on it that circles the glass studded with pegs that hold mer- by itself, moving constantly? Some old chandise stand here, there, and rope, stained here and there with the everywhere holding the roof up. Cus- blood of adventurers? Some dusty tomers can often be found wandering wine bottles from a shipwreck, terri- in bewilderment in the dimly lit bly old but contents unknown? A aisles, searching for the way out. book in a language nobody seems

41 among the stolid farmers, who lack an inn or tavern and gather of evenings when the weather’s good in each other’s orchards to smoke and share the contents of a keg rolled out of one of their cellars or bought from a caravan—of someone who found the crown of a barony in the Vilhon Reach lands in Torleth’s and bought it for 33 pieces of gold! There’s another about an artist’s sketchbook that con- tained a powerful spell written in code and scattered in the illustrations throughout the pages that a sharp- eyed wizard had for 11 gp. A third tale tells of a magical ring of resistance sold by Torleth for 4,000 gp that turned out to have several other pow- ers, such as the ability to emit an invisible sword blade that could cut magical barriers and the means to let the wearer jump. able to read? A stuffed wyvern head Such rings are called Harvyn’s with one tooth missing? Some old rings according to Elminster, after the court clothes from Calimport? Tor- mage who devised them. There are— leth will sell them to you—for what- as far as Harvyn’s writings can be ever low price you can both agree to trusted—only six in existence, and shake hands on. It’s a place some their powers are considerable.17 adventurers refuse to pass without Torleth also sells tents from armies striding in for just a quick look that no longer exist, polearms around—a look that can last all gleaned from battlefields up and morning, of course. down the Coast, helms that fit giants On a recent visit, I found a and helms only a sprite could don, scabbard that was once worn in ship steering oars that are 50 feet Evermeet—now minus its gems and long, teeth from dragons that aren’t magic, of course, but still a splendid much shorter, stone lions and trophy. Thieves, bards, and actors get weirder beasts from half a hundred many of their costumes and props demolished mansions, fading coats- here, Torleth told me—and I believe of-arms (on shields, wall bosses, and him. surcoats) of forgotten noble families, There’s a tale told in Gillian’s Hill— coracles, and more.

17Details of this magical item, furnished by Elminster, appear in Appendix III of this guidebook. 42 Julkoun flour, and seeds. It is always busy, and employs over 60 folk, almost all This village, once known as Shining, of them descendants of Julkoun. is upstream, or northeast, of the Cats, kept to keep down rodents, Laughing Hollow. It stands on the and small sling-wielding boys, banks of the River Shining, or Delim- whose job it is to drive off birds, are biyr. As it is located roughly halfway everywhere, and the mill always has between the two, it looks to Dagger- enough output on hand to sell a ford and Secomber for supplies. traveler a belt sack or enough However, it is home to farmers of human-sized sacks to fill six wagons. independent mind. The prices aren’t below those else- Julkoun, for whom the village is where, but the product, carefully now named, gave the hamlet of scrutinized by the mill staff, is “as Shining new importance some 80 good as Goldenfields”—and that’s winters ago when he built a large high praise from Amn northward. stone mill and a shrine to Chauntea. The senior millers, Alaslagh Julkoun is long dead, but his grist- Eljulkoun, Taunner Eljulkoun, and mill is, still run by his descendants Irythyl Eljulkoun, sometimes buy and has been joined by a clothyard nuts for blending, to make nut flour. mill that produces whole cloth for Irythyl’s dark eyes miss nothing, and sale in Waterdeep or Amn. local rumors whisper that she’s a This pastoral village of about 40 Harper. homes holds busy farmfolk, pleasant gardens, low stone-and-stump walls Shining River Mill and hedgerows, and many strong Clothyard Mill manure smells. Its grassy streets are often full of grazing goats, sheep, and cattle. Julkoun is notable for an This barnlike wooden mill still looks inn of surprising excellence and for new. Run by four millers for absentee some interesting local legends. Waterdhavian owners, it produces a coarse brown looseweave little better Places Of Interest than homespun in appearance, but in Julkoun valued for its toughness, It’s often used as the base material for sacks or Shops tarpaulins that are made prettier and Julkoun’s Old Mill more watertight by a layer of finer Flour Mill (Gristmill) material. The mill also produces a finer, smooth gray material known as shimmersteel for its overall hue and This huge, impressive stone mill and habit of catching the light. It is much warehouse grinds, stores, mixes, favored in the Coast lands for use in and bags hulled or crushed grain, cloaks and hoods.

43 Bolts of cloth come out of this mill. ceilings, and many little round win- Although the millers will sell scraps to dows let in the light to the south. passersby, they’re not tailors, and Dwarves, gnomes, and halflings all aren’t interested in selling small cuts feel at home here, and those who or amounts for the making of individ- don’t detest caves and damp, earthy ual garments. Locals sometimes com- smells should also enjoy the charm- bine funds to buy and share a whole ing tile-floored passages, which jaunt bolt of Shining River cloth. up and down in gentle slopes. The cheery service and luxurious furnish- Inns ings should delight anyone—my The Jester’s Pride chamber had a copper tub set into the floor, with piped hot water! The inn is run by the Yevershoul- This excellent inn is named for the der halfling family, who have found Jester of Julkoun and is akin to a no less than six delightfully impish— halfling hole or a druid’s roothouse and breathtakingly beautiful! — half- in appearance. It’s dug out of a hill- elven ladies to serve at the inn as side and planted over with a rock gar- chambermaids. They all give as their den and rough stone walls. The roots name “Elsharee,” and may in fact of trees overhead curve across the share that name for all I know. Some

44 lonely merchants seem to arrange their travels up the Delimbiyr to include Julkoun just to see them— and I suspect that some of the odd folk I saw dropping by on several moonlit nights knew how to harp—if you catch my meaning—and were welcome here because of it. The Jester’s Pride underlies a wooded ridge that is surrounded by extensive herb and floral plantings. The ridge itself is crisscrossed by many meandering paths that link sev- eral little bowers with benches for guests to rest or relax in. By night, these sheltered garden refuges seem to find use both for romantic frolics hunted him with ready spells or many and for somewhat shady business swords or both, and he somehow meetings full of code phrases, false outfaced them and sent them fleeing, names, and dangerous-sounding their hireswords slain and their plans plans. Perhaps I was overhearing vis- shattered. (Tales of the Jester’s iting adventurers—or perhaps there’s escapades come complete with furi- more going on in Julkoun than one ous debates as to whether he was might think. really the god Mask, a dragon in The Jester for whom the inn is human shape, a Master Harper, a named was a local thief-adventurer of deranged archmage, or a mighty mysterious powers. He seems to have being from another plane.) been an acrobat of astonishing skill, The Jester vanished suddenly, leav- and to have commanded exotic mag- ing his lair—and whatever he’d man- ics. He disappeared some 20 summers aged to keep of the vast amounts of ago, presumably coming to a sticky treasure he’d wrested from rightful end, but until then enjoyed a colorful owners—hidden. Unless someone’s career of robbing rich merchants, found it since (and no hint of this has nobles, and wizards who came found its way into the local tales of the through the area—and surviving! Jester’s daring), a king’s treasury’s The Jester was a man of unusual worth of coins, gems, finery, and height who hid his identity behind a magic waits hidden somewhere near jester’s mask. The bells of his head- Julkoun. Some stories say the lair is gear were silent and were actually elsewhere, reached via an invisible magical tokens of various sorts that gate in midair above a local ruin or afforded him lucky escapes on many atop a local tor—an entrance revealed occasions. Several of his victims to an unintentional observer one

45 moonlit night by the Jester’s use of it. fare of the Elven Court, I’m told by Some say the invisible portal is elven friends. The wine cellar is excel- reached by leaping off a cliff or crum- lent— I was astonished to find Saer- bling parapet wall in just the right loonian Glowfire and the pale green place—and that those who misjudge wines of northern Calimshan (both 1 its location will plunge to their deaths. sp per tallglass, or 3 sp per bottle) Whatever the truth about the among the more usual winter wine Jester,18 the inn that bears his name and local vintages. serves excellent food. I especially rec- I’ve included here a hearty recipe ommend the fresh river trout on toast from the inn’s kitchens because of its with a sauce of lemon, cream, and usefulness to travelers on the trail pepper, and the delicately prepared everywhere in Faerûn. Another trail venison. Tables at the Pride always tip from the cooks at the Pride: When sport dishes of interesting relishes reheating beef stew for a later meal, and sauces made on the premises. add some basil, chopped garlic, and Some are fiery, but others are subtle chopped or crushed lemon or other delights—and approach the finest fruit—berries will do—to liven it.

18Local rumors say the Jester has recently been seen again, upriver—but I was unable to find word of this out- side Julkoun.

46 Kheldrivver House into a stone-walled cluster of fortresslike, stone-turreted homes, This hamlet nestles between grassy with slate roofs. As little as possible knolls at the eastern end of the Troll was made of wood so that fire could Hills.19 Once an isolated monastic be used with enthusiasm in the event community dedicated to the venera- of troll attacks. tion of Oghma, it was raided many The community became home to a times by trolls and several times over- few mercenary warriors who wished run, with the monks all slain, driven to retire. Under Kheldrivver’s leader- out, or forced to flee into hiding. ship, they gave protection and dry, Some 200 years ago, all the monks guarded warehouses to farmers wish- were dead, and their hold was in ing to settle in the area. Many times ruins. An Amnian adventuring band since then the trolls have been hurled of vicious reputation, the Circle of back, and Kheldrivver’s Hold, which Scythes, came to the ruined over the years has become known monastery in search of spellbooks just as Kheldrivver, remains a farming and other riches, but disappeared center today, visited by many enter- while exploring the monastic cellars. prising merchants who sell the splen- A servant left with the horses told dors of far-off places and buy fresh wild stories of many-tentacled things produce for sale in Waterdeep and rising out of the ruins with the adven- the cities of the Sword Coast. turers struggling in their grasp. Kheldrivver himself disappeared Other adventuring bands went out mysteriously soon after the rebuilding to the ruins of the House of the of the monastery. Locals whisper that Binder (as the monastery was he was definitely digging alone in known), but came back empty- some of the deeper local cellars, in handed. The cellars had fallen in, and search of whatever monks’ treasure there was no trace of spellbooks, might remain—and most folk believe adventurers, or any monsters beyond he found something and then some- all-too-numerous trolls. The rubbery- thing else found him. Local legend skinned menaces took over the hold now speaks of him being seen only by for some years, until they grew so night—with stag’s antlers growing strong as to imperil all use of the from his head! trade road. A great war band was There are pits, walled off corners, whelmed in Amn to deal with them and stone piles in many cellars in under the leadership of one Kheldrivver. Most folk don’t speak of Kheldrivver, a warrior-turned- them, while others let adventurers go swordseller who promised to sweep down into their own cellars in return the area clear of trolls and keep it that for fees of 50 gold pieces or more. way. While certain village people may be get- He did so, and transformed the ting rich on this, so far now adventur-

19The location of Kheldrivver is shown on the map in the section on Roaringshore found later in this chapter. 47 ers have returned from the cellars any per pair. Older footwear, and most more wealthy than when they went in. things in the shop, range from 3 cp to 50 gp in price. Wagons and harness Places of Interest are the top-priced items. Waychests in Kheldrivver and good gear that farmers can use, such as rope, spikes, and plows, are Shops in the mid-price range. Buckles, dag- Ungairmer’s Bootery gers, and the like are at the low end. Secondhand Shop and General Gear It’s a useful place to poke about in, though nothing beside Torleth’s Trea- sures in Gillian’s Hill (also covered The foreporch of this converted ware- elsewhere in this guide). house has a large overhang, big enough to shelter horses at the hitch- Inns ing rail that runs along the porch The Troll’s Nose front. Many lamps hang here, and of evenings this is the closest thing Kheldrivver has to a tavern. Tall lid- This inn’s name comes from the ded tankards of ale are sold by stout, stuffed, painted, incredibly long (almost placid Oeth Ungairmer at 5 cp each to 6 feet!) troll’s nose mounted on its sign- all who’d like to gather for a chat, board. From time to time, local wags perching on old chairs, chests, bar- hang lamps or “borrowed” undergar- rels and the like. A spell cast each ments on it. Unfortunately, it’s the only night by Oeth’s daughter, the fat and exciting thing about the inn. good-natured minor sorceress Shu- The fare at the Nose is solid but lunda, keeps insects away from the unexciting beef stews, thickly sliced porch while folk chat and play at breads, and diced vegetables smoth- cards, shirestone, fiveknights, and ered in brown sauces. The Nose is a other board games. dank, dimly lit place of stone, looking Ungairmer’s shop buys and sells rather like a cramped old castle secondhand material of all sorts, inside. Its low-ceilinged dining room from sails and wagons—a wizard is decorated with blackened troll once even reported finding some- skulls everywhere—in rows on thing he excitedly called a spelljam- shelves, along the mantel, and hang- ming helm there, though to most ing from hooks on pillars and over observers it looked like an old chair the tables. I felt as if I was in the midst in need of repairs—to daggers, belt of a minstrels’ mummery show. buckles, and old boots. Ungairmer In addition to its unique decor, the calls his place a bootery because he Nose is as expensive as an top-rung can order in new, custom-made Waterdhavian inn. However, it has boots from corvisers in Waterdeep. proven a haven to many a troll-harried They usually cost a steep 20 to 25 gp traveler.

48 Lathtarl’s The village supported itself by fish- ing and was also kept busy, small, and Lantern free from harassment by land-based This small fishing village appears on neighbors due to frequent lizard man few maps of the Realms, and most raids. The mouth of the Winding merchants don’t even know it exists 20 Water is shallow and marshy, without Part of this seclusion is because of its any harbor—and the miles upon marshy surroundings, and part is due miles of silt and marsh grasses are to its proximity to the dangerous lich home to many lizard men. hold of Larloch’s Crypt. (Larloch’s These marshes carry an ill history Crypt has become corrupted over the of their own. Local rumors speak of years into Warlock’s Crypt, and that’s as at least two dead kings somewhere good a warning to travelers, I suppose.) out in the fens. One was Ring Lathtarl was a pirate some 300 win- Tredarath, a rebel lord of Tethyr long ters ago whose greed drove him to fall ago who fled with about a hundred afoul of the elven ships out of Ever- armed retainers to found a new meet. Forced to flee for his life in a realm out of reach of his foes. His sea fight, he ran his ship ashore here hard-riding band, heavily laden with as a wreck, most of his crew dead and all his regalia and treasury, blun- himself a cripple, the arm and leg on dered into the marshes in an evening one side of his body useless. fog and perished by drowning (some The wreck gave him an idea, and he in quicksand) and as dinner for many became a wrecker, luring ships ashore marsh monsters. Gold pieces and a by lighting many lanterns along the jeweled dagger have been found, and coast to fool sailors running along the at least one lizard man has been seen coast in storms into thinking that during a raid wearing a golden they’d reached Baldur’s Gate, Orlum- crown, but cartloads of gold and bor, or some other secure harbor. gems are still lost in the marshes. Instead, if they turned ashore they The other king was Bevedaur of found rocks, with a pebble beach just Cortryn, a vanished realm that is now beyond. Sailors who didn’t perish in northeastern Amn. He camped in the the wreck were slain by Lathtarl’s sur- marsh while pursuing his favored viving crew or held for sale into slavery sport, serpent hunting, and was over- or for ransom. Calishite slavers and all whelmed with all his court by a night the Sword Coast pirates soon discov- attack from an army of lizard men. ered Lathtarl’s existence, and made Ghostly knights are still said to drift him a transfer point for slaves and over the marsh by night, spectral contraband—their ships would stand blades in hand. well offshore on clear nights, and Lathtarl is long dead of disease, boats would cross the rocky bar from and several times the Lords of Water- ship to shore and back. deep and merchant houses of that

20See the entry on Roaringshore later in this chapter for a map that shows its location. 49 city and of Amn have placed agents in home to a temple to Umberlee, the the village to intercept and battle Grotto of the Queen, and to an inn pirates and smugglers. Threats have and tavern of note, the Wailing Wave. been made that the entire village would be burned to the ground—and Places of Interest the villagers slaughtered—if the prac- in Latharl’s Lantern tice of light luring continued. These threats have been heeded, but there’s Temples still an occasional real shipwreck in The Grotto of the Queen the vicinity, and pirates have taken to The village of Latharl’s Lantern is shel- running stolen ships ashore here that tered on the north by a crescent- they can’t use as pirate vessels (usu- shaped, rocky ridge. At the seaward end ally old, slow, leaky cogs). of this ridge are some tidal caves, the Lathtarl’s Lantern would not be innermost of which has been enlarged mentioned in this guide (few today and connected by winding stone stair embrace the old nobles’ sport of tunnels to a small-spired temple on the lizard man hunting, and adventurers surface. This temple is decorated with looking for lost crowns always seem relics of wrecked ships—notably a large to hear guiding rumors without bene- collection of figureheads. Most of the fit of a guidebook) except that it is also figureheads are larger-than-life-size

50 humans, but there are also mermaids, hippocampi, and more fanciful crea- tures. Here a staff of at least 12 human clergy (most of them True Servants of the Wave 21) take offerings from local fishermen, visiting pirates, and other sailors to appease the goddess or to buy her favor for voyages ahead. The sea cave under the temple, the Grotto itself, is said to be guarded by marine undead created by the priests (lacedons, undead sharks, and the like). The Grotto is also said be visited from time to time by the Tribute Gath- erers—powerful evil creatures of the deep who serve Umberlee and take riches gathered from the temple offer- illicit cargoes that are bulky, require ings into the watery deeps for the use special care, or are hard to hide. The of Umberlee’s agents and followers all Wave is a low-ceilinged, smoky, ram- along the Sword Coast. On at least one shackle roadhouse like a hundred occasion, a sunken ship crewed by others in the Realms. Former stables skeletons has risen from the deeps to out back have been converted into ram and then fight off a pirate vessel two rickety floors of night rental hoping to plunder the temple. rooms. It is not much of an inn, but the marshes and wandering trolls Inns/Taverns and brigands between the village and The Wailing Wave the Coast Way make it highly unlikely that any traveler would seek out the Wave just to stay there—and visitors Named for a local legend that the to Lathtarl’s Lantern don’t have much waves rolling in on the village’s peb- choice where they stay. ble beach wail on certain moonlit Where the Wave really shines is as a nights with the mournful cries of all bar. Pirates, adventurers, outlaws, who’ve drowned in the wrecks off humanoids, half-breed monsters, and Latharl’s Lantern, this is one of the monstrosities come ashore in small wildest taverns—and busiest inns— boats to crowd the taproom night after on the Sword Coast. Unlike its rival night, talking business and enjoying the pirate base, Roaringshore, Lathtarl’s best stock of beverages anywhere on Lantern remains inaccessible and lit- the Sword Coast. Most of the shady tle-known, which makes it ideal for business people — and merchants — on slavers and others who must deal in the Coast come here often.

21True Servants of the Wave are specialty priests of Umberlee. They command some still-mysterious powers. 51 Liam’s Hold removal of Liam’s magic will cause it to topple, crushing the hamlet under This hamlet of about 50 folk stands on falling stone. This is why every possi- the eastern side of the Trade Way bly magical bauble Liam possessed about a day’s travel south of Dagger- was buried with him. ford.22 A flat-topped tor of bare rock, Today, the tower is part of the about two acres in area, overlooks the Holdfast Inn, which is good enough to road. It is ringed by a low stone wall, deserve coverage in any guidebook to and at the south end stands a crum- Sword Coast establishments. bling keep tower. The settlement is crammed onto the top of the tor, with Places of Interest its grazing and tillage fields to the east in Liam’s Hold and a pasture for passing caravans to camp in just to the south, overlooked Inns by the tower. The Holdfast Inn The tower was the fortress-home of the powerful wizard and warrior Sun- der Halyndliam, whose name’s been This inn consists of Liam’s tower, full shortened locally over the years to of ornately carved stone stairs and Liam. The hamlet is named in his arched windows. The tower has three memory—partially because his silent two-story-high wings stretching out armored wraith, chilling blade in from it. Two stand along the parapet hand, is said to still defend the tower walls of the Hold, and the third (the against intruders. It is certain that no kitchen and pantries) joins the stables, fewer than six thieves have been found enfolding the inn’s entry courtyard. dead at the base of the tor, having All of the inn is built of stone. The fallen from the tower during the night. halls are carpeted against the chill Liam is buried in a spell-guarded with furs atop rushes, and the bed- crypt deep under the tower. Although chambers sport floor furs, window he’s said to lie in a casket with all his hangings to keep out cold breezes, spellbooks, a magical staff, an and curtained and canopied beds. enchanted blade, and magical rings Service at the Holdfast is attentive, on his fingers, no adventurers, with warming pans placed in the beds thieves, or rival wizards have suc- on cold nights, a nightkiss drink at ceeded in plundering his remains. bedside without charge, plentiful They have failed because of the other- wash water and towels, warming planar creatures that guard his tomb robes for guests, and generous, filling and local folk who furiously deny food. A stay at the Holdfast is an expe- access to the crypt. They do so thanks rience not to be missed. Many mer- to a community legend that says the chants specially arrange their travels tower was raised with magic and so they can stop here and relax.

22The location of Liam’s Hold is shown on the map found in the entry for the Way Inn, later in this chapter. 52 Roaringshore folk and businesses here tend to be (literally!) short-lived. Even so, two This isolated village nestles in a establishments of note have lasted small deepwater cove on the coast long enough to garner well-deserved about a third of the way south from reputations: the Swordarm and the the mouth of the Winding Water Broken Goblet. toward the city of Baldur’s Gate. Like The traveler should be aware that Lathtarl’s Lantern (see that entry), many pirates here are runaways, this is a pirate hold—but unlike the local thieves, and adventurers all out Lantern, the reputation of bold, law- to make an impression, and perhaps less Roaringshore has spread far up attract some business as mercenary and down the length of the Sword hirelings. A lot of posing goes on. Coast. This can make Roaringshore a very Though such tales have grown in dangerous place for the visitor who the telling, this is still a place raided isn’t in a large, well-armed group, or at least once summer by mercenary obviously powerful. I had to flee it armies of 70 or more lancers or abruptly—but I did manage to learn horse archers, hired by Amn and the details about the two main Baldur’s Gate. As a result, prominent attractions first.

53 The Broken Goblet strongly warded, and the defenses Tavern permit only existing defensive spells to continue. Newly cast spells are twisted and lost, without effect. The When pirates and lawless folk come to defenses also whisk all missiles brawl and carouse, their first thought (hurled glasses, daggers, darts, bolts, is to roll into the Goblet’ swords drawn, and arrows alike) up into gentle con- and swagger as they promenade along tact with the ceiling. This prevents the raised entry dais and down toward broken glasses—for drink is served the bar. It’s the place to be seen—and here in ornately carved and blown the place to be killed in, if the body glasses, some of which are exquisitely count of the last few years is any indi- beautiful, and rather more of which cation. Don’t go here unless you’re are simply rude. very good with a blade, alert, have a lot of well-armed friends with you, and The Place are protected against poisons, The Goblet consists of a dark taproom A spell such as ironguard23 (which with stone floors, massive wooden sup- renders one immune to metal bladed port pillars and furnishings (trestle weapons for a time) is an ideal pro- tables, wall benches, and high-backed tection here, but beware, this place is wooden chairs), and candle lamps. The latter can be raised and lowered on chains via ceiling pulleys and from hooks located behind the bar, and con- sist of wagon wheels that each support a circle of seven to nine fat candles, each set in a buckler to catch the melted wax A favorite trick during a brawl is to leap behind the bar and undo the hooks, sending the heavy lamps plummeting down atop the tables. The danger of fire makes this tactic grounds for ejection— dead or alive. The staff here go armed with dag- gers, boot knives, and steel knuckle spikes.24 Overly amorous patrons are warned that the large men with many scars are large men with many scars, but the buxom wenches with the long lashes and ready smiles are dopple-

231ronguard is a 5th-level wizard spell found in the ® FORGOTTEN REALMS Adventures hardbound. 24Knuckle spikes do the same damage at a blow as a dagger, veteran users tell me. 54 gangers. They often respond to overly familiar touches with a dagger strike and a shift in the form of one hand into a loose curtain of flesh that can be slapped over a patron’s face to smother or blind him! The street door is guarded by two house guards with orders to keep it clear so that access is denied to none. Brawls are thus prevented from erupt- ing on the way in and out the door and harming trade. This has the effect of allowing each patron to make a grand entrance on the raised entry dais, which overlooks the taproom from behind a safety rail. Atrophy of a long-ago brawl decorates this smoothed oak tree-trunk railing: A black-bladed battle axe split the rail in two and crashed down to bury itself haft-deep in the edge of the floor beneath. Its owner did not live long enough to get it free—so the proprietors Ward Token of the Broken Goblet of the tavern left it there as a warning. From the taproom, many small, not human—and consist of beings far shadowy stairs lead down to jakes (a more deadly than the doppleganger dangerous place known for stabbings “wenches.” Most folk believe that and impromptu body disposals, with some fell power runs the tavern. Its direct connections to the tidal sewers) wardings are certainly strong, and and up to private drinking rooms, spells have been deflected from them some of which have sliding panels that hurled back or slew large merce- offering egress to side alleys. Lighting is nary attacking forces sent to cleanse always scanty in the Goblet, and a ghost or raid Roaringshore. (Those bearing pipes25 spell provides gentle back- a ward token can cast spells within ground music to cover most conversa- the tavern.) The truth, according to tions from casual eavesdropping. one Harper I spoke with, is that illithids rule this tavern and use their The Prospect powers to gather information about There are constant rumors that the the illicit doings of the Sword Coast staff and ownership of the Goblet are from the guests who come here.26

25Ghost pipes is a 2nd-level wizard spell found in the FORGOTTEN REALMS Adventures hardbound. 26The Harper is right, Elminster confirms—after which he sarcastically thanked Volo for revealing only what is prudent about Roaringshore. 55 The Prices each. Many delighted merchants Ale is 3 cp per tallglass, and all wine take away armfuls—and the prettier (from a vast cellar) is 4 cp per tall- or more whimsical or salacious glass. Sherries, zzar, and Tashlutan pieces fetch prices as high as 12 to 14 rollrum are 1 sp per tallglass. gp each in far-off, wealthy places Whiskeys and fine brandies are 2 sp such as Saerloon, Selgaunt, Suzail, per tallglass, and elverquisst is 1 gp Teflamm, and Westgate. per tallglass. A recent fad is to mix drinks with syrups and flavored Travelers’ Lore waters. Such concoctions bear such The anonymous owners of the Goblet names as Flaming Dragon, Drawn keep many treasure maps, wills, and Dagger Down, and Moonlit Knight, written deals hidden in vaults for and go for 1 gp each. Trying every pirates, who pay 100 gp per page for one is the current diversion of the long storage. The items are stored idly rich and danger-seekers. from when they are left until they are The Goblet sells no food, but retrieved by the surrender of a sym- patrons can bring in all they like. bolic key (usually a brass token). One free glass per patron per Rumor has it that the tokens look like evening is included in drink prices. If brass sea shells, but no one has ever one wants to buy others, they’re 1 sp been able to definitively prove this.

56 The Swordarm uous feeling of being watched—due Inn to the unfortunate apprentices, no doubt.) These changes probably mean that should anything befall the You’d expect the only inn in a pirate apprentices, the Swordarm will hold regularly rocked by brawls and undoubtedly collapse. Until then, it’s open fighting in the streets—and quite an impressive place. often raided by mercenary armies, too—to be a crumbling, filthy, ver- The Place min-infested ruin of a place, on the The Swordarm is magnificent, akin verge of falling down. Well, the to the luxurious Waterdhavian villas Swordarm was—until a powerful evil of richer nobles. It sports high ceil- wizard decided to make it an invest- ings, large windows, marble floors ment. He devised a mysterious spell and window seats, and statues of great power27 that entrapped his adorning the halls and rooms every- three apprentices, binding them in a where. (These statues were undoubt- mystic web of forces linked to the old edly plundered by pirates from stone-and-timber inn building. Their temples, grand houses, and sunken life forces hold the inn together and ruins up and down the Sea of convert spells cast within it into raw Swords.) Local rumor swears Aulyn- power that binds together and tar spies on guests and goings-on repairs the place, and makes guests through the carved eyes and ears of safe from hostile spells. these stone figures. The unfortunate apprentices can Every floor of the inn has a central be seen to this very day, two young hall linked to a landing on the soar- men and a young woman clad in ing hanging stairs, an audience dusty, dangling tatters of robes, float- chamber opening off the landing to ing face-down near the ceiling of the the hall, a dining lounge, and guest lobby and staring down in frozen, chambers. The inn has no main din- endless horror at folk who pass ing room. Guests can elect to be below. After they were trapped, their served meals in their rooms, and captor and master, the mage Aulyn- most do. (A secret back passage is tar Cowlsar, pierced the walls with rumored to plunge down within the many new windows, added an walls to a tunnel that runs far from ornate balcony and hanging stair- Roaringshore. There it branches to case, and cut a pool now full of hot open high on a cliff above the sea on tingling waters into the floor of the one hand and in a swampy, over- lobby. (This pool would be a delight grown ravine in the rolling wilder- to bathe in were it not for the contin- nesses on the other.)

27 Elminster refused to give out any details of this spell under any circumstances. He also said that the names of the apprentices were not forgotten—but that they had done as many deeds of grasping evil as their master, and deserved their fate. 57 The Swordarm also offers guests a tend to arrange to meet elsewhere— secure storage service, employing no one is free of the feeling that spell- and monster-guarded vaults Aulyntar or his frozen apprentices under its imposing bulk. The roof are always watching and listening. has sliding panels in one gable that Some folk are so sensitive to this allow an agile aerial steed such as a feeling that they cannot stay in the griffon or a hippogriff, or a person inn for more than a few breaths. On employing flight magic, to arrive or the other hand, it is the safest haven leave without landing in the street in Roaringshore—unless one is a below. This loft stables occupies the wizard. There are several tales of upper floor of the inn. The conven- mage guests disappearing here over tional stables are behind the inn, the years. separated from it by a street. The inn is surrounded by streets and lacks The Prices any sort of yard. The stables open Everything at the Swordarm is the into a warehouse for the storage of best, and everything’s included in wagons, coaches, and caravan goods. the daily rate except drink. Unfortu- nately, that rate starts at 6 gp per The Prospect night for a tiny bunkroom and soars The Swordarm has housed many to 25 gp per night for the six largest powerful and dangerous pirates and suites. Pirate crews usually grab adventurers over the years. They these suites more or less year-round. have come to expect—and depend Here they can post guards, strew on—a place that is clean, quiet, and their belongings around, and still safe. On the rare occasions when sleep farther apart than they do on guests have offered violence to any- board. The nicest single bed- one, swift and sure spells (presum- chambers, though, are often all ably those of Aulyntar, who prefers to vacant (22 gp per night). remain unseen) have lashed out to Drinkables are 2 gp per bottle or end the matter—usually by destroy- 4 gp per hand cask, regardless of ing the belligerent guest, although what‘s inside such containers. Some there have been some reports of rare vintages can be obtained here, such individuals being teleported but the variety is small, and the abruptly into the depths of far-off supplies irregular. The inn does not Skullport, beneath Waterdeep, or the want to appear to compete with local heart of the jungles of Chult, or into taverns. the midst of . So this inn has become a neutral Travelers’ Lore meeting place for deadly enemies, The Swordarm bills itself as a home uneasy rivals, and swaggering folk- for those who swing blades for a liv- of-danger alike. If guests intend to do ing. Most wizards don’t care to stay business together, however, they the night within its walls, for mages

58 have a habit of vanishing from the even the most securely barred bed- chambers. Most folk suspect these disappear- ing guests were wizards who tried to free the trapped apprentices or tam- per with the protective spells of the inn. Most wizards suspect Aulyntar examines every mage under his roof, and destroys those who possess magic he covets. If this is true, he must be very powerful by now. It is certain that one Haldanshyn Cloak of Swords, a wizard of both power and importance from south- ern Amn, lost his temper in the inn one evening six summers ago. All that night a furious spell battle raged above; around, and through the Swordarm, as Haldanshyn flew about, engaging a foe who appeared only as a swirling, sparkling cluster The Cloak of Swords of luminous eyes. Much of the inn was destroyed, or apart by unseen raking claws as he fell, twisted and sagged about the terri- leaving only his tattered, drifting cloak fied guests—many of whom dove or behind. tumbled out windows and fled for A shadowy form—presumably their lives amid explosions, gouts of Aulyntar—emerged from the inn and flame, and hair-raising crawling fin- caught the cloak, but it erupted in a gers of lightning. Near dawn, Hal- rushing torrent of glittering steel, danshyn was seen to snarl and then and the form hastily flew off, trailing howl in pain as his magical staff sud- a mist of blood. The cloak drifted denly caught fire and blazed with away more slowly. What became of phosphorescent orange and bilious it, none in Roaringshore can agree. green light from end to end. The Some say another wizard mastered blaze was intense, and the wizard it, others that it blew out to sea or fell plunged from his hovering position into Aulyntar’s clutches—and still in the air above the inn, leaving his others whisper that it yet lurks skeletal hands still clinging to the around the village, pouncing on ashes of the staff. lone, drunken sailors and slashing The grisly relic remained aloft for them to ribbons in fits of insane some days, but the wizard was torn vengeance.

59 Trollclaw Ford highsun, flanked by horse archers whose arrows can be ignited at a trot This ruined hamlet stands where the from spear-slung braziers. Coast Way fords the Winding Water The most recent settlers at the amid mist-shrouded, grassy hills. Ford were the High Helms, a veteran Trolls lurking in the hills make the adventuring band. A dozen strong, place perilous no matter how many they rebuilt a villa into a fortified hold mercenary armies or adventuring and held out against the trolls for bands come to clean the monsters three full seasons—until someone out. slew them and shattered their tower Abandoned a dozen winters ago, with an explosive spell blast seen the Ford has been rapidly overgrown. from miles away Their treasure still The trolls keep creatures larger than lies in their fallen tower, guarded by snakes and birds from lairing there their undead bones and possibly by and pull apart buildings digging out whoever—or whatever—slew them. badgers and burrowing food. Most (Folk speak of their slayer being a ser- caravans camp heavily armed in bon- pent-headed mage with faceted, fire rings well away from the Ford amber-colored eyes and the slitted and make a run across the river at pupils of a snake.)

60 Ulgoth’s Beard lurking in the storage caverns beneath the keep. All of the storage caverns have This hamlet of about 70 folk is located on already been searched by many eager the north side of the mouth of the River pirate crews over the years. Chionthar west of Baldur’s Gate. Its stone There’s nothing else notable about houses nestle in a natural bowl in the cliff the Beard except Shandalar, an eccentric top overlooking the river, and a warning mage who dwells in a floating house just beacon is maintained on the cliff top to east of the hamlet. It’s actually a moored alert Baldur’s Gate to attacking ships. Halruaan skyship, its upper decks rebuilt In fact, the name of the settlement into a series of balconies, hanging gar- comes out of its history of being attacked dens, gabled rooms, and lightning rods. by sea. Of old, pirate raids on Baldur’s Shandalar harnesses the lightning Gate were numerous. Ulgoth was a stout, strikes from the many storms that sweep bristle-bearded pirate of great girth and over the Beard to energize strange magi- greater reputation. The beacon was said cal constructs of his own devising—and to “singe Ulgoth’s Beard” by robbing him is said locally to be immune to all harm of surprise so that the raiding force he led from lightning, as he often strolls about was met by ready resistance and hurled amid the crackling bolts, garments back with the loss of many pirate lives, lashed by the wind, laughing and singing including Ulgoth’s own. (He tried to use a in the driving storm. ring of flying to escape the fray and was Beneath the wizards house is a last seen heading out to sea, his flying small stone hut fitted with double corpse bristling with twenty-odd arrows.) doors. This is the entrance to his own The hamlet consists of sheep- extensive network of caverns, where herding families, who keep their sheep several monsters loyal to Shandalar- on the rolling grasslands behind the living mushrooms, locals swear!— cliff, and some fisherfolk, who transport their boats up and down the cliff by means of a cradle of massive cables. None of them are wealthy. The Beard lacks a road link to the interior, though pack mules have an easy journey over the grassy hills to and from Baldur’s Gate. There’s no tavern in the Beard, though one resident brews his own dreadful ale and sells it at 1 cp per tankard. Ulgoth’s Beard also has no inn, but travelers can camp out in a ruined keep just north of the ham- let, on the lip of the bowl. The keep was once home to a cruel pirate lord, Andarasz, and legends speak of undead

61 shamble about in the darkness harvest- blindness-healing ointments). ing mushrooms. The mage makes a Most of Shandalar’s sales come from steady income growing his “’shrooms” the garnishcaps and two other cooking for the tables of Baldur’s Gate. Some mushrooms: small white rock buttons (2 apothecaries in that city dry them and cp per handbasket) and succulent frilled sell them whole or powdered for use in felarndon ’shrooms. Shandalar’s three cooking, healing, or the enchanting beautiful daughters (and, it is rumored, 28 arts. Shandalar has a huge variety of apprentices ) take a floating disc of these mushrooms and sells them for as little into Baldur’s Gate’s market daily. as 1 cp per handbasket (for plain brown Shandalar is known to have agree- garnishcaps, used mainly in beef stews ments with powerful pirates and out- and pies) to as much as 5 gp each (for laws. He keeps certain treasures safe deadly poisonous gloomshrooms, for them in the hidden depths of his favored in the making of poisons, flesh- mushroom caverns in return for steep numbing physicians’ unguents, and annual fees (1,000 gp per chest).

28Elminster says the daughters are his apprentices, warns that Shandalar rivals Khelben “Blackstaff” Arunsun of Waterdeep in power, and that his daughters are no slouches as mages either, and further says that the mushroom caverns contain at least one gate to elsewhere in the Realms (just where, he’s not certain). The guardians of the caverns include myconids, as the locals say, but they are also home to mechanical spiders of the wizard’s own making and even more dangerous predators. Several bands of thieves have died failing to evade them. 62 Warlock’s Crypt eerie, flickering glow over the towers by night. Their walled gardens are sur- Over the years, the name Larloch’s rounded by a gloomy network of twist- Crypt, still found in many accounts ing streets and abandoned houses and on older maps of the Realms, has crowded along the stream banks. In become corrupted into Warlock’s these streets and houses, lesser undead Crypt. The soaring towers of this iso- shuffle about in accordance with the lated walled castle can be seen from orders of the lich lords who serve Lar- afar, sweeping up like menacing black- loch. Over this dusty city leap many nailed talons reaching into the sky.29 dark, railless bridge spans that link the The mighty lich Larloch dwells here garden walls and the lower levels of the in a city of the undead. Many adventur- towers. Skeletal giant bat steeds and ers have claimed to have destroyed stranger creatures sally forth from him, but the Shadow Ring always rises them to attack travelers who venture again to rule over his city of wraiths, too near, since Larloch is interested in wights, liches, vampires, and hosts of gaining living humans for use in his lesser undead, from crawling claws to experiments in undeath and in seizing monster zombies. Larloch is said to be all magic he can find. This is not a place one of the last surviving sorcerer-kings I recommend travelers even venture of Netheril, although his mind is quite within sight of. gone. He exists today as an ultra-lich of Most sages believe the Crypt, which awesome powers, whimsical and is very old, was once a Netherese wiz- crazed—at times snarling and hurling ards’ enclave—home to mages who spells at random, and at other times a now serve Larloch as liches. Larloch is brilliantly calculating inventor of magi- said to command the spells of an arch- cal items, new spells, and magical wizard, a small arsenal of magical strategies. No less than 16 Red Wizards of Thay are known to have gone to the Crypt to try to destroy him or steal some of his power. They all failed—and of them all, only Szass Tam has ever survived. The Crypt is a series of wizards tow- ers, each standing in its own circular walled garden. The towers stand on the banks of a small spring that rises in the cellars of the highest tower (Larloch’s own) and is much befouled by the dis- charges of the Shadow Ring’s experi- ments. Its luminous waters cast an

29Warlock’s Crypt can been seen on the map in the entry on Roaringshore, earlier in this chapter. 63 items—including Netherese power monstrous form (that of a hook horror, scepters of various sorts, rare or for instance&slowly one limb at a unknown elsewhere in the Realms of time. Larloch has his own code of con- today—and the absolute loyalty gained duct, however. Completing such a mis- by some fiendish magic, of the liches sion does mean return to proper form who serve him. He is said to enjoy con- and complete freedom—for those who versing with ghosts and unfortunate do not try to deceive or attack him. adventurers who fall into his clutches, Some minstrels have wrongly and has even been known to grant free- dubbed the ruler of the Crypt “the dom to captives in return for a service. Warlock” or “the Warlock King,” but The service is usually to gain for him be warned that those who compose some close-guarded and powerful ballads using such terminology are magic from elsewhere in the Realms, likely to be kidnapped by night things such as a special spell or favorite magi- and spirited away to face torment and cal item held by a Red Wizard of Thay undeath at Larloch’s hands. It’s not or mighty archmage. Such freedom even a good idea to sing the ballad comes with magical strings. A person known as “The Warlock King” within who ignores the mission once away three days’ ride of the Troll Hills, for from the Crypt is magically transformed fear Larloch should hear and take into some horrific tanar’ri or other interest.

64 The Way Inn leaves and rejoins the main trade road, giving caravans plenty of room This isolated stone inn has been a to camp. famous landmark for many years, From the loop of road, steep cart- starting from when it was the last ways lead up to three gates. All of inn along the way south from Water- these cross wooden bridges. The deep for many days of hard and dan- bridges slope on central pivots when gerous riding (hence its name). In support timbers are retracted from recent years, as evil grew in ruined inside the compound to dump Dragonspear Castle, the Way Inn attackers into large spike-filled pits. became ever more important as a The gatehouses are small stone base for mercenary armies raised by keeps. Each is topped with a the Lords’ Alliance to keep the Trade catapult. All firewood for the inn is Way clear and as a haven for mer- under cover in these gatehouses, so chants hurrying along that long and fiery missiles can be hurled at perilous overland road. attackers or an overrun gatehouse Recently, an ancient black dragon can be torched to prevent attackers destroyed the inn while the armies from pouring in until the flames die based there were afield battling down. legions of baatezu. The dangers of The inn itself is of stone, with a tile the High Moor never sleep for long. roof. Its windows look out over the Trolls and yuan-ti from the Serpent road, and it is topped by a lookout Hills have been seen in growing tower equipped with several multiple- numbers, but the otherplanar evil crossbow guns called airhurlers. centered in ruined Dragonspear Each of these is equipped with firing seems to have been broken—for cords and shields for a person firing now. the gun, so that the airhurlers can be Several Waterdhavian merchant fired directly or aimed and fired from families sponsored a rebuilding of the room below. the Way Inn on the same site (an The stables for the inn are in one elevated, defensible site with a deep corner of the plateau. Three fenced well) as before its destruction, but paddocks open out of them, and larger and stronger than ever. On a more airhurlers are located on the recent visit, I found it most stable roof. The village that once impressive. straggled around the slopes of the The rebuilt Way Inn stands on the inn’s height is gone. The inn staff western side of the Trade Way two and attendant businesses (a wagon days’ hard ride (about a hundred repair shop, a smith, a trading post, miles) south of Daggerford. It is a an apothecary, and a trailwares shop walled compound atop a flat, grassy selling rope, skillets, tarpaulins, plateau about three acres in extent tents, sledges, harness, and the like) that overlooks a loop of road that are housed in a row of stout stone

65 cottages along the west wall of the always on patrol along the edges of plateau. A small orchard and hedged the High Moor, looking for trouble. gardens are the only features that As Dauravyn often says, looking east, spoil the impression of being inside “If it isn’t orcs, it’s trolls, and if it an army castle ready for war. isn’t trolls, it’s baatezu. If it isn’t However, this elaborate fortress is baatezu, it’s dragons—and if it isn’t still the same good, clean, friendly dragons, it’s something worse.” refuge it used to be, and it remains under the capable hands of Dau- Places of Interest ravyn Redbeard, once an adventurer in the Way Inn of note. He’s seen evil rise in Inns Dragonspear Castle and be shat- tered—only to rise again, several The Way Inn times over. He is taking no chances. He lives today only by the magic of a priest of Tempus who restored him The stone rooms of this new and to life after the last confrontation. He solidly built stone inn are lined with has a hired standing guard of 21 tapestries and have fur rugs under- warriors at the inn, 10 of whom are foot. Heavy draperies are provided to

66 cut the chill and breezes from the to nurse back to health find their eastward-facing windows, each of way into the inn stewpots. which opens onto a private balcony, The inn serves good, hearty fare, when desired. The dimly lit halls are notably braised bustard on buns. This also carpeted with furs. dish has a spreading reputation. It Beds are canopied for warmth, utilizes the stale leftovers of the large, but remain simple. Each has a pull oval loaves of hardbread baked at the cord to summon service, which is inn, toasted and spread with a gravy efficient and attentive. Lighting is based on onions, chicken livers, and provided by brass-and-glass full- offal from slaughtered livestock. Onto shuttered candle lamps. These can this are laid the cooked fragments of be unhooked easily and taken else- meat from bustard (plentiful on the where in the event of battle. moorlands, with a taste similar to The Way Inn does steady trade. grouse) brought back by the patrols. Rooms are 2 gp per night, with meal It’s simple but good—and is usually and bath included. Drinks are extra. served hot enough to burn the mouth Stabling is an extra 1 sp per night, of an incautious diner badly. and wagon or cart storage an addi- Meals are often enlivened by a tional 1 gp per night. Wagon guards minstrel. Redbeard hires traveling (sons and daughters of the inn’s singers for a tenday at 5 sp per day. staff) can be hired to watch over If other minstrels Redbeard likes goods by night for 1 sp more. arrives in the midst of another per- Folk who camp below the inn former’s stint, they’ll be given free compound do so for free. They can room and board to stay on until they enter for meals (1 sp per serving, can begin their own tenday stretch. drinks extra) or buy firewood (1 cp Although no priests are on staff at per armload) and water (1 cp per the inn, the Duke of Daggerford and night to use the pump located in his barons take turns sending a priest each gatehouse). of Helm or Tempus to watch over the Wagon wheels and axles are kept needs (and dedication) of the ducal in stock for quick repairs. They usu- militia and the hired defenders of the ally cost 25 gp each. The inn does a inn. Such clerics are always available steady trade buying and selling to heal and pray for travelers. horses, oxen, mules, and cattle. Ani- In short, this place may lack charm mals are typically bought at 10 gp and any gentle beauty, but it offers under the usual price and sold at 10 impressive services, is well run, and gp over, though a hard bargainer provides a roadside refuge where one can reduce this spread to 6 gp either is sorely needed. Its reputation and way. Goats provide the inn with milk the benefits it provides continue to and cheese, and wheels of a sharp, attract clientele even in the face of the crumbly white cheese are made on overshadowing, but slumbering, the premises. Remounts too injured threat of Dragonspear Castle.

67 Zundbridge of a stone golem said to have been used by Zund in building the bridge. Named for its creator, the wizard Legend says the golem was left at Zund, this squat, massive stone the bridge when Zund died, free to bridge spans the River Dessarin, be taken away by any who can carrying the main caravan road divine or stumble onto the secrets south from Waterdeep down the of commanding it. Sword Coast. Zundbridge has held Over the years, seekers of the firm without repairs for over 80 golem have dug around the bridge winters, despite the worst of the on both banks, swum beneath it, roaring Dessarin spring floods—and and even tried to pry stones out of occasional collisions with the masts the bridge arches. Some say the of river barges whose captains were golem is long gone, but others too stupid, drunken, or fog blind to believe it serves as one of the bridge avoid such disasters. supports or is buried under the road Waterdeep patrols the road as far at either end of the bridge.30 Legend as Zundbridge and maintains a also says—correctly, most mages tell guardpost there to stop the efforts me, though none of them will say of adventurers who come in search how they know this, or more impor- tantly, how to do it31 — that the holder of a special ward token can command the golem in the bridge to raise up arms to attack or hold beings on the bridge, or even to come out of the bridge and fight. This last action would destroy the bridge. The golem is said to obey the silently willed wishes of the token- wielder in detail, and can be com-

30Elminster says the golem is part of the bridge and can rise up to fight when properly commanded—by Khelben, Laeral, Maskar Wands or himself, for instance. This will of course shatter the bridge. Those wishing to see evidence of the golem’s presence need only cast any sort of spell that damages or tries to transform the bridge, he says—and stone arms will rise up out of the bridge to punch and grapple with the caster. The golem has thrice the normal strength of a stone golem, double the normal hit points, can move its arms around freely within the bridge, can sense the precise location of all living beings on the bridge, and is immune to many spells. Some spells even reflect back from the golem at the caster—just which ones, Elminster says with a grin, you’ll have to learn for yourselves. He also advises leaving the golem alone. 31Elminster: “And we’ll keep it that way, thank ye.” Ward Token of Zundbridge 68 manded to return into the bridge— small stone hut and stables with a which, unless the golem is destroyed lookout tower and encircling wall. It in the battle, will restore the bridge is equipped with heavy crossbows into a functioning span. Supposedly, mounted on tripods and aimed if two ward token wielders both try along the roads, and is warded. Any- to command the golem, it will break one trying to get into the armory or free of all control and attack every stables without bearing the proper living being it sees until destroyed, ward token is subject to three preferring to slay ward token wield- rounds of magic missile attacks. ers over all others. The Lords of Four missiles per round will leap Waterdeep fear that if the bridge from walls, floors, and ceilings to were left unguarded, it would soon smite the intruder. be demolished by zealous would-be There’s no settlement at Zund- golem owners. bridge, but there is a campground The Waterdhavian guardpost is and water pump for the use of trav- equipped with a flight of three grif- elers. The Waterdhavian guards fon steeds to give Waterdeep serving at the outpost are polite and advance warning of the approach of helpful unless they are attacked or any important visiting delegation or witness anyone disturbing the attacking force. The guardpost is a bridge in any manner.

69 70 The High Moor

owadays, most folk rabbits, and ground-dwelling moor think of the Moors as a rats in plenty. Large, well-armed rocky wilderness, vast bands of rounders often venture up and uninhabited— onto the Moor in warm months, seek- except by fearsome ing horses to round up for training monsters, notably trolls. Bounded on and sale elsewhere or livestock that the west by the Misty Forest, whose can be taken away—but the greedy dim blue glades and deep groves have are warned that hobgoblins and always carried a fey and whimsical, worse always seem to find and but deadly, reputation, and on the ambush such large-scale intrusions. east by the yuan-ti and ophidian- Small bands invariably pay for such haunted Serpent Hills, these crag- attempts with most of their lives. studded, rolling grasslands are said to Deer dwell in the Misty Forest, hide the ruins of lost, long-fallen king- though travelers are warned that the doms. Just which kingdoms, sages elves who dwell there consider the argue furiously over. Minstrels sing forest their own private game pre- colorful but contradictory ballads on serve. The only deer outsiders can the topic, and legends are uniformly hunt without risking a few elven vague. “The bones and thrones of lost arrows are those that stray from the lands” is a favorite phrase; it is bor- forest onto the moors or down into rowed from a long-forgotten ballad. the coastal hill lands where the Trade A few wolves and leucrotta are the Way runs. most numerous predators on the Like the Evermoors to the north of Moor thanks to trolls, bugbears, and the Dessarin, the High Moor is stud- hobgoblins, who have slain most ded with lichen-festooned rocky out- other large beasts of prey. Their rela- crops, moss, breakneck gullies, and tive scarcity has allowed hooved graz- small rivulets of clear water that ing animals of all sorts to flourish, spring from rocks, wind among the from small, sure-footed rock ponies rocks for a time, and then sink down to shaggy-coated sheep. Those who again. It’s also shrouded by frequent dare to venture onto the Moor can be mists. The prevailing winds are gen- assured of ready food—either they’ll tler breezes than the mist-clearing, catch it, or they’ll become it! Rope chill winds of the North. trip-traps, javelins, and arrows are Except in winter, frequent forays the favored ways of bringing down up onto the High Moor are mounted the fleet grazing animals, although by troll-hunting Daggerford militia those with patience and a quick hand bands, hired mercenaries, or adven- can dine on grouse, flunderwings, turers looking for experience. One

71 can always count on meeting trolls, cally hidden castles and high houses and usually orcs or goblins as well. that appear only in certain condi- Bugbears, hobgoblins, and stronger tions, such as in full moonlight or foes usually skulk out of sight, battling deep mists, to those in the right spot. intruders only when cornered or The porous limestone of the High when the intruders are foolish Moor plateau, worked on by water over enough to camp for the night on the eons, has caused the many canyons, moors. pools, and appearing and disappearing With the obvious exception of streams visitors can readily see. There Dragonspear Castle, ruins are harder are miles upon miles of caverns—and to find in the moorlands. Founda- underground rivers—beneath. Such tions, cellars, and underways are usu- terrain gives ample entrance to the ally all that remains—and almost all Underdark, homes to lairing beasts, such serve as the lairs of monsters. and makes for a penetrating damp that Many towers have toppled into rock serves to harbor creatures of an piles and have later been hollowed amphibious inclination. Because of out to serve as tombs—which have in this, the Moor is often haunting and turn been plundered and then turned dismal of nights—light a fire and attract into dwellings by beasts arriving still monsters, or huddle together, shudder- later. There are also legends of magi- ing, for warmth!

72 Dragonspear four towers (the inner ward). Around the keep was a spearhead-shaped outer Castle wall of nine great towers. Dwarves were Over the years, Dragonspear Castle has welcomed at the Castle, and a city of become a name equated with great small stone cottages and delvings evil—as dread a name as Hellgate Keep. beneath them grew rapidly within the Once the proud castle of Daeros walls. Dwarven fighting prowess made Dragonspear, a famous adventurer of Dragonspear a secure fortress and a the North, Dragonspear has become a place of growing influence. ruin inhabited by wave after wave of evil Daeros was often seen flying over the creatures. Many colorful but false leg- High Moor on the dragon’s back in ends have grown up around the Castle, those days. He wielded a long spear but here I’ve set down, as best I can, the (some say 40 feet or longer) against foes truth about Dragonspear—as revealed on the ground and summoned his by several great archmagesl and corrob- troops with a horn. His energetic raids orated by several tomes of lore at Can- hurled the orcs and trolls back, scouring dlekeep. For most readers, this will be the moor until it seemed clear of them. the first time the tale of Dragonspear has Unfortunately, Halatathlaer was old, been truthfully told. and grew weak. More than one wizard Daeros was a bearded half-dwarf, a coveted the dragon’s hoard and used magical and rare half-breed of human shape-shifting magics to spy on what was and dwarf as tall as a human, but with there and how it was guarded. One Cal- the burly physique and affinity to stone ishite mage, Ithtaerus, created a spell of a dwarf. He rescued and befriended a that allowed him to teleport the sleeping copper dragon early in his adventures, dragon away to the wastes. He then and after he seized a fabulous fortune in revealed what he’d done to Daeros by gems used by a beholder in an aban- means of a magically sent vision that doned dwarf delve to lure prey, Daeros falsely showed the wizard creating a gate decided to retire. He chose the site of the through which the dragon was taken. dragon’s lair: three low hillocks at the The gate was actually a portal to Avernus, western edge of the High Moor, some uppermost of the nine layers of Baator2 200 miles south of Daggerford. The —a portal that would only be activated dragon, Halatathlaer, had grown tired of by the death-blood of a mortal. The constantly fighting off thieving orcs and enraged Daeros plunged through it, goblins, but was loath to leave its home. weapons ready—and was slain by the Daeros gathered humans and dwarves wizard’s spells. The gate opened, and loyal to him and built his castle around several baatezu came through it. While the dragon. It was a large and splendid the alarmed dwarves of Dragonspear structure, composed of a massive cen- battled them, the wizard looted the tral keep surrounded by a strong ring of dragon’s hoard at will and then returned

1Elminster: “Thank ye. Charmed, of course.” 2Known also as the Nine Hells. 73 Halatathlaer to the inner ward, bound in central keep, and blasted him with its magical slumber. acid until his bones crumbled to powder. Then the evil mage called upon several The castle was left as a shattered ruin, dragons he knew, telling them that the eagerly raided by orcs, hobgoblins, bug- copper dragon of Dragonspear slept, bears, goblins, and trolls from the moor near death, and it and its hoard were until all the dwarves were dead or had easy prey. Three young and ambitious fled. The serpentmen even sent a large dragons heeded and took wing to war party to search it for magic, and Dragonspear. They met over the fortress they bore away all they found. and fought, destroying Halatathlaer and Then hobgoblin chieftains seized the much of the castle before slaughtering castle, They used it as a base from which each other. The last survivor, a black to raid the caravan road and the lands dragon named Sharndrel, was enraged around; gathering orcs and trolls into to find the hoard it had fought so hard for ever-larger bands until Waterdeep and looted so that only coins were left, and Baldur’s Gate raised armies and cleaned barely enough of them for the wyrm to the castle out. The victors set an armed bed down on. It went seeking the tri- temple to Tempus (called the Hold of the umphant and overconfident Ithtaerus, Battle Lions) in the cellars to guard found him gloating over the best wine of against creatures using the gate, for it the castle in the upper chambers of the seemed indestructible. Some spell laid

74 on it hurled back magics used against it The river runs southeast along the edge and sent forth ghosts of creatures slain in of the moor, and then turns northeast the castle to attack those approaching it and passes under the southwest tower Seasons passed, and more baatezu in of the castle’s inner ward. There it con- Avernus discovered the other end of the nects with a trapdoor and shaft in the planar link. Stealthily at first, and then in cellar once used for waste disposal. It greater numbers, they came through flows swiftly on to a large and perma- into Toril, overwhelmed the temple, and nent whirlpool and thence drains down took the castle as their own. It is this foul to unexplored depths in the Underdark. evil that was recently broken and driven If one wins past the whirlpool, the river back to Avernus. Though the gate was runs on to emerge as a waterfall in a magically sealed, most folk believe that it ravine (one of many such clefts in the will be reopened again and that the stain High Moor), where it flows out into a of evil will never leave the castle now. small pool. The pool drains away into Today, the outer wall of the castle is the depths again, breached and broken in many places. Its Dragonspear Castle is still a popular great gate is a gaping hole, and from there destination for adventurers and a road leads straight to the inner gate, thrillseekers. Many poke about in the whose doors have also fallen. Though the half-revealed dwarven cellars—but any- inner ward is still a defensible—if crum- thing that can be found easily has been bling — fortress, the former city between it carried away already, and trolls and orcs and the outer wall has become scrub veg- lurk in the ruins, awaiting prey. Brigands etation, pits (the former cellar delves of use the castle, and more than one misty the dwarves), and heaps of stony rubble. night has seen a wild spell battle The central keep is a blasted shell, the between rival adventuring bands caused gigantic skeleton of a dragon draped over by brigand trickery. The outlaws lie in the broken walls, and the interior floors wait after setting in motion their plan, fallen in. Most of the surrounding inner and hope to seize gear, wealth, and ward towers stand relatively intact. Trav- magic from the weakened survivors—or elers fleeing from trolls, brigands, or dead victims—of the misunderstanding worse in this area could take refuge in they’ve brought about. one of these and defend it. Every season brings new plans for the Beneath the castle flows an under- rebuilding of Dragonspear Castle in the ground river. It runs from an unknown taverns of Daggerford, Waterdeep, Scor- source north into the Misty Forest, and nubel, and Baldur’s Gate, but somehow there turns abruptly southeast. It can be such plans come to naught. Some say it entered from a certain cavern in the is the castle’s ill luck, caused by the great eastern reaches of the forest, and its evil of the baatezu. Others blame covert main passage is large enough to be navi- work by brigand “lords,” the Zhentarim, gable by boats, although many lurking and the Cult of the Dragon, all of whom monsters, drownhole side passages, and either want the castle for their own or whirlpools make this a dangerous route. want it to stay a ruin.

75 Hammer Hall ports for archers or spearmen to attack from. A lone swordfighter can West of Mt. Hlim, near the shores of hold the narrow entryway beyond. Highstar Lake, is a pit half full of Inevitably, rumors have spread of loose rubble. An opening cut in its treasure buried by the adventurers rock walls leads into the Halls of the in Hammer Hall and not recovered. Hammer, a long-abandoned dwarf The dug-over state of the grounds hold. suggests that many have come look- Nearby stands Hammer Hall, a log ing, but none have found. house and stables encircled by a pal- Rich treasure may well lie in the isade. Hammer Hall was built by an dwarf hold. The Men of Hammer adventuring group who called them- Hall told a bard of their adventures selves the Men of Hammer Hall as a once, and the tale he recounts has base to explore the dwarf hold from. been echoed by later adventuring On several occasions the adventur- groups. The dwarf hold (the Halls of ers, who hailed from Waterdeep, the Hammer) is said to have a large fought off trolls, orcs, and bugbears central chamber wherein a hundred from this fortified home—but they human corpses dangle from the ceil- went north several years ago, and ing in a forest of chains—an illusion have not been heard from since. that vanishes and reappears from Hammer Hall has reportedly been time to time, for no known reason. At broken into several times. I found it least five watchghosts (powerful deserted, and with stones dug up in wraithlike things)3 roam the halls a corner to reveal a storage niche beyond, guarding a glowing magical (empty, of course). It remains, how- war hammer that floats by itself in a ever, a stout building offering shelter chamber guarded by helmed hor- to travelers in this wilderness area. rors4 and magical defenses. What Stacked, dry firewood even waits powers the awesome-looking ham- beside its main chimney! mer possesses, who put it there and The humanoids that roam the why, and how to win past its High Moor know its location, of defenses are all mysteries as yet course, and can be expected to unsolved. Seeking the answers has attack anyone seen traveling to it. killed at least 20 daring but unlucky Wood smoke will draw them, of women and men thus far. course, but in a blizzard or blinding Adventurers wishing to join in this rainstorm, Hammer Hall may prove deadly game are advised that the pit a refuge worth the harrying. The with the opening into the dwarf hold design of its entrance forces intrud- can be found by traveling south and ers to make a sharp turn down a east from Highstar Lake, following a wooden hall, or chute, fitted with line of three hills whose tops are all

3Encountered in Undermountain, beneath Waterdeep, as well as elsewhere in the Realms. 4 These magical constructs are fully detailed in the FORGOTTEN REALMS Campaign Setting boxed set. 76 bare rock. The hill closest to the lake One human legend of the lake has a spring gushing from it that speaks of it holding in its depths a joins the waters of the lake, and it is drowned temple to an unknown or the only crag on the eastern shore of lost goddess, but the most popular the lake with a spring that does so. tavern tale of the Coast lands says the Highstar is an eerily beautiful lake lake holds magical treasure in its of clear water that the dwarves depths—a sunken Netherese airship believe has magical properties. The crammed with gems and magic. The lake has many other names, and so wreck is guarded by undead wizards, often appears without a name on the tale goes, who seek to steal the many maps of the area. It is the large bodies of the living for their own use. lake in the northern reaches of the They jealously and persistently stalk High Moor and is usually the only adventurers who take something lake shown anywhere near that from the ship and then escape. They locale. Called Dauerimlakh by the walk by night and leave trails of slimy dwarves and Evendim by the elves, water, following their prey clear this body of crystal water has several across the known Realms to get their names among humans, and some belongings back. Supposedly, if they folk travel days just to see it, risking kill a thief, they steal his or her body monster attacks. for their own twisted uses.

77 Orzogoth gant, spoiled, willful, cruel family members, who magically compelled In the heart of the High Moor stands dragons—perhaps their shape- a notorious ruin—a beacon for trea- changed elders, perhaps not—to sureseekers from all over the Sword wing about the Realms, seizing Coast, especially Amn.5 Tales of heaps treasure, and bringing it back for of gems caught the imagination of the amusement of the young greedy Amnian merchants so Orogoths. This treasure was usually strongly that Orogoth found its way acquired by slaying other dragons into the lore learned by every wide- and seizing their hoards, but also by eyed child. No guidebook to the Coast tearing open castles and plundering is complete without mention of this known treasuries within. A dragon- lure for adventurers—a lure that like hoard of heaped treasure brings swift death to almost all who accumulated. seek it. Inevitably, there was strife among Orogoth was a gigantic, sprawling the proud younglings, resulting in villa, the luxurious home of a some sort of titanic battle. Some say it Netherese family of cruelty, idle was over some magically mighty wealth, and magical might. They dab- plundered item, but it is clear that bled in strange magical experiments dragons were blasted from the sky. involving captured dragons—yes, Orogoths died screaming as they their magic was that strong—with the burned like torches, towers were aim of gaining dragon powers for toppled—and when all was done, the themselves. Most accounts say the villa was a ruin, the Orogoths were senior mages of the Orogoth family dead or fled away, and all that perfected not only means of acquiring remained to guard the treasure was a dragon powers, but also of taking on dracolich (an undead dragon, the dragon shape. The tales go on to say result of some horrible spell). that they flew away in dragon form Ever since, adventurers and the and never returned. Some tales swear Cult of the Dragon have come to the they were trapped in dragon shape ruins to seize the treasure—and been when their human bodies collapsed killed, transformed into beast shape, under the strain of changing, and a or sent fleeing across the Moor. Some hasty retreat into dragon shape was folk say other dragons aid the draco- all that saved their lives. Other lich in defending the hoard, or that accounts say they preferred dragon one or more deranged surviving Oro- form, and still others that they were goths lurk, invisible, in the ruins, magically bound into dragon shape wielding strange and awesome spells by treacherous young relatives. and magical items. Whatever the The elders vanished, and Orogoth truth, Orogoth remains a deadly fasci- became the playground of the arro- nation to all who have heard of it.

50rogoth’s location is shown on the map found in the entry on Xonthal’s Tower, in the chapter on the Backlands. 78 Secomber diers provided by the Lords’ Alliance. They dwell in a small palisaded fort atop This village of 900 folk rests on the one of the hills and train a hundred or northwestern bank of the confluence of so locals in swordwork and rudimen- the Unicorn Run, the cool, clear river tary tactics. Many of these swingswords that runs down from the mysterious hire out as caravan guards. heart of the High Forest, and the Delim- The garrison is led by the Lord of Sec- biyr, the watery road to the eastern omber, Traskar Selarn, a ranger of some wildernesses of the High Frontier. Sec- fame. The garrison patrols the farmland omber stands on three hills, atop the and vicinity diligently, capably dealing western fringes of a once-mighty city with the few and bugbear raids that that was, if legends are true, the proud get this far west. If it has to defend the capital of the long-ago human realm of village, pitched battles in the tree-girt, Athalantar, Kingdom of the Stag. Folk unfortified hills are likely but the digging cellars in Secomber usually turn defenders will be aided by an iron golem up old cobbles and stone walls. Inadver- and two stone, beast-headed, winged tently freed gargoyles are a fearsome, golems provided by the mage Amelior recurring problem, but sometimes mag- Amanitas—and by the mage himself if ical treasures are unearthed. The fallen he’s at home. The winged golems look city is said to have been ruled by mages. rather like giant gargoyles, but can’t fly. Secomber is a peaceful, rather bor- Lord Traskar has made sure that ing village of fisherfolk, farmers, stone- adventurers are welcome in Secomber, cutters, and hired guides and guards and many adventuring bands use the vil- for the frequent caravan traffic. The lage as a supply base for treasurehunt- holdings of the farmers fan out north- ing forays. Secomber is also known for west of the village, and the fisherfolk its gardens and eccentric architecture. make a meager living spearing and drag-netting fish and freshwater crabs from small skiffs on the two rivers. The stonecutters manage a decent living quarrying slabs of pink granite from the cliffs that mark the northern edge of the High Moor. Roughly half of all Secomberites are human. Almost as many are halflings, whose low, garden-adorned homes make the hills of the village seem more a terraced estate than a settlement. The remainder of the citizenry are a few dwarves of the Ironeater clan and a scattering of gnomes and moon elves. Secomber has a garrison of 30 sol-

79 The Waterdhavian villas. Locals come Seven-Stringed Harp here to meet and chat. Merchants Tavern come here to do business and to hire guards. It’s a hard spot to miss. It has a huge hitching rail outside, overlooked by a floating, glowing, This tavern stands at the meeting of faintly playing harp. The harp is not two winding lanes in the lowest spot an item, but a permanent spell in town, which is beside a horse created by local mage Amelior pond in the center of the bowl Amanitas. It’s not solid, and can’t be between the three hills Secomber is disturbed. built on. It is a ramshackle, sprawling building of many wings, The Place varying roof sections, and little bay Cramped and crammed with com- windows and cupolas. It’s easy to get fortable but mismatched furniture, lost inside, what with all the alcoves, this place sports low ceilings, lots of the general dimness, odd steps up odd corners, and a servants’ passage and down, and the prevalence of odd that branches out in all directions pieces of furniture and old tapestries from the bar, its entrances hidden by salvaged from half a hundred old tapestries. Beware when chatting,

80 lest you be overheard by someone thankfully melodic—place. It’s a fasci- standing behind the nearest tapestry. nating place to watch people, too, (Suddenly thrusting blades through a with adventurers, pipe-smoking tapestry to discourage listeners is halflings, dancing gnomes, and gam- considered bad form.) The Harp is bling elves on all sides—but it’s not a dimly lit by a few wandering, blue- quiet place to relax or a place to con- hued driftglobes. Its layout consists duct business best kept private. of many passages and rooms open- ing off a central taproom. The Provender The staff of the Harp tends to be of The Prospect the young, female, beautiful, long- This tavern is a place of pilgrimage haired, graceful, would-be-harpist for many minstrels and bards in west- sort. These lasses cheerfully serve out ern Faerûn. It’s famous as the place kegfuls of drinkables, salted biscuits where “The Ballad of the Dream spread with snails or smallfish (if you Weaver” was first heard. There’s order them so), and gurdats (pan- rarely a night without three to seven fried and pepper-spiced mushrooms bardish sorts in attendance, playing rolled in melted cheese). These are for free, as tradition demands. Their served with a white, cool, minty wine, presence makes this a noisy—but if requested.

81 I cast my net in the sea of night And bring back a catch of glittering dreams. Which will you have, proud lady, laughing lady? 6 This bright one, perhaps, or that? Gleaming silver-blue, winking at you With its own mysterious, inner light, It is so beautiful. Yet so is that one, and that, and this, too. I cannot choose. Take them all. Take them all! —Talanthe Truesilver, Bard, “The Ballad of the Dream Weaver”

The Prices just as ramshackle, but lacked its Ale is 3 cp per tankard (large, battered name and wide reputation. It was pewter things, not meager cups), then called simply the Stag. Then a stout is 5 cp per tankard, and minty young, half-elven lady bard by the wine and local aszunder are 6 cp per name of Talanthe Truesilver sat tallglass. All other wines are 8 cp a down in the taproom one night and glass or more. performed a ballad that has become All servings of provender are 1 sp a one of the most famous and widely plate. Most patrons will find a plate performed songs in all the Realms. makes a light meal. Two plates would Today, minstrels use “The Ballad serve as a nice, but unspectacular, of the Dream Weaver” as the long eveningfeast. Ale can also be ordered by heart of a set of songs and as a sort the hand keg, at 6 cp. Throwing hand of latest rumors compilation, adding kegs in the taproom is frowned upon. favorite legends, strange sights they’ve seen, and the like as verses. Travelers’ Lore Patrons of the Harp are proud that it About 40 winters ago, this tavern was was heard here first.

6A female singer changes the last half of the third line to “proud lord, laughing lord.” All minstrels weave strange sights they’ve seen—hints of hidden treasure, lost legends, and intrigue—into this famous ballad. As a result, the verses of this song vary greatly from performer to performer, but the refrain given here, used to open and end the piece, is music famous all over Faerûn. Elminster admits he’s only a rough hand at music—though he’s a nice smoky baritone and has heard a lot of music over his long life—and can’t write down tunes as we do. He says this ballad can be sung—slowly, drawing out the words—to the tune of the traditional Celtic song of our world, “Dawn of the Day.” It’s not the right tune, according to the Old Mage, but captures the right mood.

82 The Singing Sprite (portable by two strong people, that Inn is) polished copper bathtub. The centerpiece of any stay at the Sprite, however, is the common din- This inn faces the Seven-Stringed ing room: an airy, plant-hung cham- Harp across a rather muddy meeting ber with large windows overlooking of lanes. The Sprite is a slate-shingled, the intersection outside. Most guests many-gabled, solid-looking stone get very used to it—and do so gladly. building that is cold and damp in winter, and warmer and damp in The Provender summer. Its pleasant staff sets the Food at the Sprite is a treat. The tone for your visit, and it offers meet- dining room never closes, and it ing rooms for hire (that Secomberites serves some dishes that make my use constantly) and a superior feast- mouth water just remembering them. ing board. The innkeeper on duty is Foremost of these is a dish known as Heverseer Windfeather or one of his Three Crabs. This, naturally enough, three brothers—they take shifts. is three soft-shelled green river crabs yielded up locally by the Delimbiyr. The Place These are served whole, with only the The Singing Sprite is named for Lath- eyes, mouth, and stomach removed. iril Shrune, the long-dead wife of its Cooked in fat until golden brown, builder, a human wizard by the name they face each other on a round of Ganatharas. She was a sprite, and toasted loaf of flatbread that has been sang atop tables to the delight of spread with chopped greens and a patrons. The present owners, the white sauce of cooked leeks and gnome family of Windfeather, don’t garlic, parsley vinegar, and beaten go in for such performances—not egg yolks. with the Harp right across the road. The light side dish that usually The inn has stone walls slathered accompanies everything else in this din- with cream-colored plaster and hung ing room is A Trio of Trumpets. This is a with tapestries that look as if they plate of three fried, crisp crackers, each once did service on some colorblind as long as a human’s hand. These trum- Calishite’s harem beds (and probably pets are horn-shaped crackers stuffed did, too). The floors are dark, pol- with melted white cheese, chopped ished duskwood—just the thing for nuts, and fried mushrooms. sliding the length of a hall on one’s Roast lamb, venison, and beef behind if one isn’t careful, and apt to make up most of the dishes at the creak when one is walking about late Sprite, but there’s another surprise at night with a crack a loud as any not to be sneered at: a truly revolting- arquebus. The furnishings are old, looking dish known as the Hungry massive, and comfortable—and every Knight. The Hungry Knight is a plate room comes with its own portable of flatbread rolls stuffed with chicken

83 livers fried in garlic butter, and gar- spitted, crisped over an open fire, and nished with diced pepper potatoes then simmered in broth until needed and dill. Its savor is wonderful! for serving. Then they are drained, put I often rose from my table groan- over flames again briefly, and served on ing, while the stout, beaming gnome a platter drenched in warm cream and servers urged still more food on me. I accompanied with steamed greens persuaded the cooks to let me set (bought for 1 cp per basket from citi- down the plainest of their recipes, for zens of Secomber, most of whom have fowl stew, because they do this stan- lush gardens). Some of the cooks add dard fare so well. snails, oysters, or chopped nuts to the At the Sprite they use damaged birds cream as it is warmed. and leftovers for this stew. After speak- This cooking method can also be ing with the cooks for the time it took applied to the heart, lungs, liver, and them to empty three bottles of wine innards of venison and boar. Take care (not long, I assure you), I can add the to chop them finely and cook long following note to this recipe: The other enough, stirring and adding wine as seasonings referred to are most often necessary, until the bits are all softened parsley, pepper, garlic, and salt. and much turned to gravy. Whole fowl, however, are usually I’ve heard this same cooking

84 method can serve for giant eagle, Rooms are 10 gp to 17 gp per night though it dries out easily, and three or (varying by size and location), which more eggs should be cracked and includes hot baths, clothes-mending drained into the pot during the sim- services, and stabling. mering. The dark flesh of the eagle emits a brown foam when cooking, Travelers’ Lore which is the fat that keeps it warm The Sprite has several secret rooms aloft. Skim this off when it appears, (actually storage closets), which the and when no more is seen, it is done. innkeeper allows guests to use for 1 gp per night. One of these rooms has mys- The Prices terious chamber network maps (trea- Mead, milk, and wine are all 2 gp per sure maps?) scratched on its walls. The tallglass, and ale is 6 cp per tankard. Windfeathers charge 5 gp to look at All platters and stew bowls are 7 gp, these, and they claim they show cham- but this includes two tallglasses or bers in a lost dwarven hold somewhere tankards, hot rolls with butter, and nearby— just where, they’re not sure. biscuits. These side dishes are The hold, Firehammer Hold, is said to enough for a servant to dine on while hide rich treasure. The dwarves all per- the master polishes off the main dish. ished through disease.

A Partial View of the “Treasure Maps” (The Writings are in a Forgotten Tongue) 85 86 Fields of the Dead

ew merchants, rangers, Rich treasure—the scattered shepherds, and guides coins of many soldiers, and magical claim to know every armor, swords, and riding equip- rolling hill or ravine in ment in plenty—is said to lie buried the vast grasslands all over the Fields. Although such known as the Fields of the Dead and tales have a tendency to be exagger- called wryly by some: “A tenday ride ated, in this case they’re founded on that starts halfway to anywhere, and solid truth. Expeditions of young ends up halfway to anywhere.” Fewer Amnian or Waterdhavian women still really know their way around the and men sent forth by their parents seemingly endless open lands where to make their own fortunes in the every grassy slope looks just like the world often come here to dig in this next and small rock outcrops, crags, or that promising knoll in search of and stands of trees serve as major lost riches and magic among the landmarks. The bards sing that every jumbled bones of the (often hastily second hill is built of the heaped bod- buried) dead. ies of the fallen—and they’re not very Sometimes they find more than far wrong. they were looking for, inadvertently The Fields are named for their freeing undead or murderous magi- recurring use as a battleground: first cally animated creatures from long between humans from warmer ago, or triggering ancient magical lands invading the territories of traps set to guard the remains of nomadic gnoll, goblin, and orc those troubled dead hastily buried tribes; later between Calishite fac- after dying in battle. Often they tions vying for access to the must dodge the arrows or crossbow resource-rich North; and still later bolts of brigands or roving bugbear, between proud and expansionist gnoll, orc, or hobgoblin bands—or Calishite and human settlements the trickeries of passing unscrupu- struggling (successfully, thus far) to lous merchants or mercenaries. retain their independence. Thou- They make their ways back to cities sands upon thousands of skirmishes with rich booty often enough, how- have occurred in these largely track- ever, to keep new tales of riches less hills, from a few brigands or making the rounds of the Sword kobolds trying to raid the livestock Coast—and to keep such expedi- of traveling drovers up to clashes tions coming. between hosts of knights in full In addition to hills and grasslands, armor, each side filling several thou- features of the Fields include many sand saddles. small shepherds’ cottages and small

87 the Moor are usually driven down to forage in the Fields by hunger. All these activities make the Fields a busy—and dangerous—place. Those who travel the Coast lands between Waterdeep and points north to Anm and the Empires of the Sands inevitably pass through the Fields of the Dead. Those who do so unprepared often join the ranks of the fallen who lie here so plentifully. Priests can be hired in many places in and around the Fields to accompany caravans and deal with any restless spirits encountered along the way—but these good folk are reluctant to join bands too small to protect them or adventurers who’ll deliberately take them into danger. Look for shields hung on shop walls that bear the hand of Helm, the bound hands of Ilmater, walled holds’ close to larger settle- the clawed hand of Malar, the star- ments or the roads. In fact, there are encircled eyes of Selûne, or the far too many to cover in a book a full flaming sword of Tempus. three times the size of this one. Lay worshipers, who are usually Stories tell of drow tunneling up warriors trained by the clergy and to the surface world in many iso- often competent as guides to the lated locales in the Fields to begin area, may be hired for a temple raiding or to establish slave-trading donation of 25 gp plus 2 gp per day, connections. Both yuan-ti and plus food and water. At least half the ophidian settlements exist in caverns fee is payable in advance to the tem- in the Serpent Hills nearby, settle- ple or hiring shrine. Priests cost 4 gp ments that constantly raid caravan per day, plus 1 gp per day per level— traffic, patrol the grasslands for and priests of greater than 7th level miles, and seek to expand their simply can’t be had unless your mis- influence over ever-wider areas in sion or trip is vital to furthering the the Fields below the High Moor. aims of the particular deity or the When winter weather drives these ongoing activities of that priesthood. snakefolk underground, the trolls of Get a guide of some sort!

1These holds are home to a few farmers under the protection of a minor knight or successful warrior who rules as a self-styled lord as far as his blade will reach. 88 Boareskyr bound for the same destination they’re heading for. Bridge The community of Boareskyr This bridge over the Winding Water Bridge lacks any permanent features was first built by the famous adven- except a rough stone fort (known as turer Boareskyr. Over the centuries, Bridgefort) surrounded by a now-poi- several bridges have stood here, the soned moat. Inhabitants can retreat most recent built after the Time of into this structure in the case of heavy Troubles. For most of those years, a winter attacks from trolls, goblinkin, “temporary” tent trading city has or brigands—a frequent occurrence. stood hard by the river crossing. Like the similarly makeshift city of Travelers in the Fields of the Dead Scornubel, wheeling and dealing is are warned not to drink the waters the order of the day in Boareskyr of the Winding Water downstream of Bridge. Law and order is maintained the Bridge or for about half a day’s by one’s own sword or crossbow. Sev- travel upstream. They were poi- eral enterprising local merchants do soned during the Time of Troubles steady trade selling light crossbows in a battle between Cyric and Bhaal. and hand crossbows with regular or The present Bridge commemo- sleep-envenomed crossbow bolts. rates this event. Statues to the two The law in the Bridge, such as it gods stand at either end of the stone is, is the word of powerful adventur- span, which is wide enough for two ers—notably the warrior Barim large wagons to pass each other and Stagwinter and Theskul Mirroreye, has waist-high rampart walls as priest of Tyr, and their companions thick as three adult human males and allies. Barim and Theskul seem standing together. By tradition, no to be working toward walling in the toll can be charged for crossing the Bridge community to make a proper bridge, and no buildings can be city of it. erected on it or so as to block a clear Rich merchants come here seek- road on and off it. ing the sorceress Aluena Halacanter, Today, Boareskyr Bridge numbers who raises pegasi at her estate, about 70 tents and wagons in sum- Heartwing, upriver of the Bridge mer (plus those of visiting caravans), where the water still runs clear.2 and about half that number in win- Trained steeds cost 5,000 gp each, ter. The community exists to provide but Aluena is reluctant to sell them travelers with food, water, remounts, to those who’ll mistreat them or wagon repairs, and the like. It has who’ll simply resell them quickly to evolved into a trading center where someone who will. Buyers must sat- goods are exchanged between mer- isfy her under magically assisted chants, or wagons leave one caravan questioning. Aluena is rumored to and stop over, awaiting another be a Harper.

2Aluena is a N hf W9. 89 Durlag’s Tower and the tor beneath as an elaborate succession of traps, magical wards, This massive, isolated keep stands atop secret passages, sliding prison cham- a rock pinnacle south of the Wood of bers, and triggered weapons—perhaps Sharp Teeth. Only adventurers should the most extensive assembly of such approach this seemingly deserted deadly devices in all Faerûn. A succes- fortress—death awaits within. sion of spell wards were added, linked The tower was built by Durlag Troll- to at least three ward tokens. Unfortu- killer, son of Bolhur “Thunderaxe” the nately, no one alive today knows just Clanless. Durlag was a great hero of which tokens control what areas. All the dwarves, an adventurer who slew three function as keys to pass magically several dragons single-handedly and held doors. over a long and successful career These traps are known to include amassed a great hoard of treasure. One shield portals, which are carved stone dwarf who dwelt in the tower with shields linked magically so that a dart, Durlag for a time spoke of rooms full of axe, or other missile weapon hurled gems and a great hall strewn with into one would emerge from another, dusty heaps of gold coins. “We took elsewhere in the tower. The shields what we needed, freely,” he said. themselves function as permanent wiz- With the aid of hired dwarves, ard eyes or crystal balls, allowing an Durlag dug many chambers and pas- unseen watcher to observe from afar. sages in the tor and raised the lone Other traps include massive stone tower above it, planning it as a seat swing-hammers set behind false doors. where he could found a dwarven com- When the doors are opened, a massive munity and grow old in peace, sur- stone ram bursts forward from behind rounded by happy, prosperous kin. them to smash intruders against a far Instead, dopplegangers, organized wall. There are also climbing shafts and aided by foul mind flayers, slew inset with ladders of metal rungs. and impersonated Durlag’s compan- Touching certain rungs causes all of ions. After the shocked dwarf discov- them to retract into the stone so that ered the first impersonation, he was climbers fall, or triggers metal blades attacked by all the others and spent a to shoot out from the seams between terror-filled tenday frantically fighting the stone wall blocks, transfixing his way around his own fortress, climbers. chased by monsters who wore dwar- Deeply suspicious of all Faerûn— ven forms but sought his death. anyone could be a foe seeking to betray In the end, alone and victorious, he him for his gold!—Durlag retreated was powerless to stop the last fleeing inside his tower, defending it against pair of illithids. Fearful they’d return, the adventurers he knew would come, Durlag hired the best craftfolk he lured by tales the trapbuilders would could find in Waterdeep and Never- inevitably tell. They came—and fell or winter and began to rebuild his tower fled before the traps and the axe of

90 Durlag himself, who would creep up notes of earlier bands. Every year, they via secret passages to strike from the get a room or two deeper into the shadows. deadly maze before giving up and For several centuries things went on bringing back the bodies of those vic- like this, as the increasingly eccentric tims they could get out. Durlag lived on fungi and mushrooms Unfortunately, in recent years the growing in the deepest caverns—and, tower has acquired new inhabitants: a it is cruelly whispered, the bodies of dozen or more will o’ wisps that seem intruders (although this has never to work in organized groups to battle been substantiated). At length he died, those who win past the traps, and that and presumably his bones still lie in feed on those who perish in them. some inner room or passage, Some say the will o’ wisps are led or guarded—along with his riches—by directed by a gigantic wisp with fey the thousands of traps built to defend spell-hurling powers, but others report his home. seeing illithids accompanying the Every season adventurers mount wisps. Some hold the view that the new expeditions to Durlag’s Tower mind flayers are controlling the wisps, from Baldur’s Gate and Waterdeep, and others that the mind flayers are armed by the exhaustive maps and servants of the rumored Over-Wisp

Known Ward Tokens of Durlag’s Tower 91 tourist attraction. Enterprising mer- chants in Baldur’s Gate, Berdusk, Beregost, and Nashkel mount expedi- tions to view it for 50 gp a head, round trip, all meals included. Such trips usu- ally feature hunting along the way and always include a daytime foray into a few of the well-known tower cham- bers, their traps tastefully adorned with skeletons and warnings that the tower is haunted. (The water of the forecourt well is safe to drink, but lone travelers using it should beware lurking brig- ands and the occasional bugbear.) From a nearby camp, sightseeing trips always return to the keep by just as the lesser wisps are. The truth moonlight, to see the haunted fore- remains a mystery for now—and will court of the tower. Strange cries, be revealed, I suspect, only at a very hurled stone axes, and flitting, ghostly high price in the lives of adventurers. apparitions are provided by accom- Still, there seems as yet no shortage plices of the tour guides. Such sham of reckless seekers-after-adventure, horrors are sometimes taken advan- and every season more journey to tage of by wandering will o’ wisps or Durlag’s Tower to try to win his gold— brigands, which is why such expedi- and the reputation that seizing it will tions still carry a cachet of danger up bring. Certain shops in Baldur’s Gate, and down the Sword Coast, and the Waterdeep, Athkatla, and on the isle of legend of Durlag’s Tower grows from Mintarn do a brisk trade selling ward year to year. tokens to Durlag’s Tower. I have myself seen one apparition at Some of these are undoubtedly the tower gates: the silent figure of a false—how many such keys would a robed mage, standing in midair about wary-minded veteran adventurer leave as high off the ground as two tall men lying about, anyway?—but some are standing one on the other’s shoulders. certainly real (they’ve worked in the He faced the tower, raised his hands to tower). They can be rented from Bal- cast some unknown spell, then durian concerns (ask at the Blushing acquired a look of fear, trembled, and Mermaid) for 1,000 gp per month or his body was swept away as if torn by more each summer by adventurers unseen winds or claws coming from dazzled by thoughts of gold and glory. the tower. This phantom is know to A trio of these are depicted on the pre- appear often, but no one knows who vious page. the mage is—or was—and what he was Durlag’s Tower has become a doing when he died so spectacularly.

92 Elturel upstream, as far south toward Berdusk as Windstream Lodge (one of the Hell- This city is the farming center of the rider lodges), and as far downstream Fields of the Dead, and its Hellriders along the Chionthar as Stone Eagle guard and police not only Elturel, but Lodge (another Hellrider lodge). It’s easy much of the farmed and settled portions to tell these boundaries. Sheep and cat- of the Fields along the Skuldask Road, tle wander on all sides when you’re the Dusk Road, and both banks of the inside them, and brush is cut back, with River Chionthar. The long patrols of the hedged and stone-walled farms here Hellriders, 30 riders strong, pass along and there. Outside Elturel’s sway, farms the roads every four hours, night and and livestock are gone, and scrub trees day. The upkeep of the patrols is aided and shrubs are everywhere. by lodges (stockaded outposts) placed strategically within their patrol area, Landmarks where food, water, flammables, Elturel thrives on trade. It’s a city of folk weapons, and fresh mounts are kept for passing through. Barge trade on the them. These lodges are protected Chionthar meets overland trade in the against arson and casual theft by strong city where a six-wagon ferry crosses the wards, one of the tokens for which is river. The heart of the city is a cliff-sided shown below. Elturel is ruled wisely and well by High Rider Lord Dhelt, a paladin of Helm who is ever-vigilant when it comes to the defense of his city—and to lawless elements who might skulk in to do busi- ness in it. A just, no-nonsense ruler who leads patrols on the road as often as any of his war captains, Dhelt keeps the city a clean, law-abiding place, a firm mem- ber of the Lords’ Alliance. His 2,000 Hell- riders are superbly equipped and trained—a fearsome fighting force equalled by few realms in Faerûn, Hell- riders must be skilled at the use of horse bow, lance, and saber before they are allowed to ride the roads, Travelers can rejoice in the safety of Elturel’s reach, which extends as far as Triel along the Dusk Road, as far as the intersection with Thundar’s Ride along the Skuldask Road to the north, as far as Scornubel along the Chionthar Ward Token of a Hellrider Lodge 93 tor, a natural stronghold that was held by the crammed stalls of Shiarra’s Market. trolls and then orcs before humans The more prosperous and orderly drove them out and first settled here. Its homes and shops west of the heights are south or river end is capped by the soar- still part of Dock District, but are ing turrets of High Hall, the castle from increasingly referred to as Westerly, a which the High Rider rules. A long, separation used to imply cleanliness and wooded park runs along the ridgetop of prosperous success—or, to look at it the heights, watered by a spring that rises from the other view, laziness, soft living, in the cellars of High Hall and runs down and pretentious arrogance. Whatever the Winter Garden to cascade off the tor the sneers exchanged, no one denies at the northern end in a spectacular that this city is wealthy series of falls known as Maidens’ Leap. The traveler can wander about any- On the slopes around are the tall, nar- where in Elturel in perfect safety. The row, many-balconied homes of the chief danger is from pickpockets, not nobles. Below this High District are the knife-wielding thugs. No thieves’ guild is flatlands of the city, known as the Dock tolerated in this city—and the best way District. The Dragoneye Dealing Coster to attract some hard questioning from a has a major waybase hard by the docks, lot of eager-looking Riders with drawn and the caster’s organized presence and swords is to whisper that so-and-so is a the watchful patrols of the Riders, member of or such-and-such an inci- assisted by a trained and loyal guild of dent is the work of a thieves’ band. handlers (goods loaders and unloaders The inns and taverns of the city are all on the docks and wagons), keep this one fairly good—the lone exception that of the safest dockside areas in all Faerûn. comes to mind is the poor but cheap To the east, warehouses and hovels Oar and Wagon Wheel Inn, and even it is crowd together around the docks and always crowded with noisy patrons. The establishments described in this guide are among the most interesting—that is, shady and rough—in the city. Elturel is home to a shrine to Tempus and two important temples. Both of the temples give temporary shelter and aid to the devout. Helm’s Shieldhall is a large holy fortress ruled over by High Watcher Berelduin Shondar, also known as Bereld the Just, a stern priest who leads as many Rider patrols as Lord Dhelt. The High Harvest Home, a temple to Chauntea, is presided over by High Harvestmaster Baulauvin Oregh—one of the most goddess-favored servants of Chauntea in all Faerûn.

94 The Bent Helm major problems, and fit each roof pil- Tavern lar with elbow-height surround tables for holding drinks. Fill the place with thirsty patrons, serve potent ale, This dockside tavern is Elturel’s stout, and sherry in easily broken rowdiest dive. It is a brawling pit earthenware tankards to cut down on visited by those who like to get fatalities, and stand back and watch thoroughly drunk and then have a the fights. good fight. Its signboard is visible from afar: a The Prospect brightly polished, gigantic war helm The Helm has a no-weapons rule. hanging from a spar on a stout chain. Patrons are invited to check weapons The helm was worn by a giant in a at the door by a curvaceous lass who long-ago battle just north of Elturel. It wears a different—but always wildly is bent halfway up at a sharp angle to daring—costume each night. Two the right as a result of a leaping dwarf firm but friendly ettins armed with king’s axe. The death of the giant was clubs turn away anyone who refuses the other result. to surrender obvious weapons. The helm now serves as a beacon They’re backed up by the doorclerk. for brawlers from all over the city, as She’s a mage of minor power who well as visiting adventurers and car- keeps a wand of paralyzation handy. avan guards. Don’t come here if you Despite these precautions, stab- want to relax, enjoy some minstrelry bings at the Helm are frequent, and or quiet, or conduct a little business the local shrine to Tempus (the Hand in peace. All the flying tankards That Swings the Sword) directs any make it hard to concentrate. visiting priests of the war god in need of funds to spend some time in this The Place tavern’s back room, healing the Imagine a large open barn without a wounded. Typical fees are 1,000 gp loft, its hammerbeam ceiling exposed. per spell applied. Add a few driftglobes (which are fixed in place, well aloft, and serve to heat The Provender the tavern as well as light it), a flag- and the Prices stone floor, and rusty metal All drinks are 2 cp per tankard, and cladding—mainly made of old no food is available. Available drinks shields, hammered flat—on all walls include undistinguished light and and pillars, that continues as high up dark ales, a stout with a very robust as possible. Put a bar at one end, staff character, and ample quantities of it with burly, hairy-armed warriors rough, strong sherry. Pouches of pipe who can throw hard and accurately, tobacco are 6 cp each. Lights—from equip them a few hand crossbows tapers reached across the bar—are and sleep-envenomed bolts to quell free.

95 A Pair properly), this cozy place is a maze of of Black Antlers stone support pillars, low, massive overhead beams, and dark, massive Tavern furniture salvaged from old villas and castles. If things are too dark to see an interesting-looking map or missive, This tavern stands on the west side of one of three blue-hued driftglobes can Maidensbridge Street, just south of be called for—but this will draw the where it swings westward to cross the attentive eyes of many patrons in the bridge it is named for and run labyrinthine, many-leveled taproom. around the northern end of the cen- tral heights of the city to link up with The Prospect Westerly. Outside the city, A Pair of No adventurer’s visit to Elturel is com- Black Antlers is the best known of plete without a stop at the Antlers. Elturel’s taverns because it’s the gath- Many adventures have begun in its ering place for those who seek adven- taproom—and many more likely will. ture. Old, retired warriors, young and The Antlers is the place to hear gossip bright-eyed would-bes, and weary about adventuring, join a band, hire adventurers alike all come here. swordswingers for a plan of your own, The walls of A Pair of Black Antlers or get hired to carry out another are decorated over the bar with a truly dreamer’s plan. Need a curse lifted or gigantic rack of antlers. I climbed up some other spell cast? The patrons on the bar—as many others have done here will know who to call on and before—to measure them, marveling. where they can be found, for the price They’re fully 20 feet across! The walls of a tankard. Want to hear tales that are also dotted with the relics and tro- chill the blood or splendid songs of phies of many adventurers: old, daring deeds? This is the place. Want notched and scarred weapons; split to impress a likely looking young blade shields; the heads, tails, and claws of of the other sex? Beware—some of sundry shocked-looking, dusty, long- them may be dopplegangers or dead monsters; and fading maps, shapeshifting mages—but then, you bloodstained and covered with angry wanted adventure. . . . error-correcting scribbles, of old cas- tle dungeons, dwarven holds, tombs, The Provender and other subterranean complexes The heartily cheerful staff of the that presumably once held rich trea- Antlers are all ex-adventurers of a great sures. (Some of these maps may well variety of ages, races, and appearances. be palpable forgeries.) They pour out drinks with generous hands—no one need feel slighted here. The Place One can also purchase salted biscuits, Wood-paneled, dimly lit, and apt to be slabs of sharp-tasting onion cheese, smoky (the fireplace doesn’t draw river clams, and gurdats (pan-fried,

96 pepper-spiced mushrooms in a melted Some of them may even be true. The cheese batter). staff would like me to mention that the one about the sacks of gold being hid- The Prices den under the boards of the taproom Ale is 3 cp per tankard (large, battered is false. They’re tired of patrons trying pewter reservoirs) or 7 cp per hand keg, to pry up boards when they think no stout is 5 cp per tankard, and wine one’s looking, and every single board’s starts at 6 cp per tallglass and rises to 9 been up several times by now. cp a glass for the best vintages. Sherries, The patrons have adopted one bardic zzar, and brandies are all 1 sp per tall- ballad (given following) as their favorite glass. Elverquisst, the most expensive drinking song. This song is a nightly drink in the house, is 4 gp per tallglass. favorite at the Antlers. Woe befall any All servings of provender are 6 cp a minstrel who shows up to play without plate, which provides a light meal. Two a sensitive mastery of it—the ability to plates would serve as a nice repast. sing and play it with mournful, macabre skill. It’s a bardic standard, but here it Travelers’ Lore has the revered status of an anthem to The Antlers has about as many hidden fallen comrades, proud adventurers still treasure legends as any drinking living—and the dark humors of gods. house associated with adventurers. who must be appeased.

97 Her bright eyes gleam as white as bone. Her dark spells a-hunting roam For the Knights of Dragon Down.

With cruel smile, a web she weaves. From each might, his soul she cleaves. Armored bones are all she leaves Of the Knights of Dragon Down.

Riding, riding, their skulls a-grin— Past the gates, the Knights ride in. Sorcery now their souls doth spin Of the Knights of Dragon Down.

Ladies scream at the touch of bone, As skeletal Knights come riding home. Undead now, fore’er to roam, Are the Knights of Dragon Down.

Minstrels used to add a verse to the end of this, late at night:

The Knights of Dragon Down Hear them riding, nearer outside. Riding, riding across the plain, Never sleeping, doomed to ride. See them riding home again. There’s no place where you can hide Bright their shields, bright their chain— From the Knights of Dragon Down. The Knights of Dragon Down. This verse has been outlawed in They have gone where shadows creep. Elturel, because some fiendishly evil Their blades a bloody harvest reap. archmage of the city wove a summon- Another dragon put fore’er asleep ing spell into the words that swiftly By the Knights of Dragon Down. brought undead to whoever sang them. They’re still whispered across On their fingers gem rings gleam. many a dying campfire in the Realms Of such baubles, the very cream by those brave (or foolish) enough to Falls into the hands, in a steady stream, risk the coming of seven skeletal war- Of the Knights of Dragon Down. riors riding as many skeletal horses— or whatever lesser undead show up 3 In a dark hall a lady sits alone, instead.

3Elminster can sing, but can‘t write down tunes as we do. He says this ballad is usually chanted to a dark, intri- cate harp melody in Faerûn—but it can be sung to a quite different melody: the tune of the traditional Celtic song of our world, “Down by the Sally Gardens.” 98 Gallowgar’s Inn he feeds guests: slabs of salty bread, Inn wedges of sharp-spiced local cheese, plates of river minnows fried in eggs and seasoned with a hint of tansy and This ramshackle, well-worn inn a scant handful of crushed wayflow- sprawls in all directions in the midst ers, and portions of stew ladled from of Elturel’s dockside stockyards, look- three salt stew pots. One pot contains ing just like the spider web of clum- hare, one trout, and one shrimps and sily linked buildings that it is. Well clams brought up the River Chionthar known for its affable host, Guldin Gal- by barge. lowgar, it’s also known as the Manure Pile to folk of delicate noses who’ve The Prices had to stay there in hot summer Mead is 1 sp per flagon, and ale is 6 weather. cp per tankard. All platters and stew bowls are 5 gp, but this includes two The Place tallglasses or tankards. Rooms are 4 Gallowgar’s Inn is an aromatic assem- to 10 gp per night, varying by size and bly of mismatched warehouses. It’s location. Most are 6 gp. They include warm and dimly lit inside, even hot baths and stabling. cozy—but the furnishings are simple, the fare even more so, and the stench Travelers’ Lore of well-rotted cow dung permeates Gallowgar’s is a favored destination everything. by those whose coins are few—espe- cially if they’re involved with caravans The Prospect or are adventurers. His sponsorship Gallowgar’s Inn is famous because of of an adventuring group is said to its host, a retired adventurer of cost a percentage of what treasure it mature years who seems to know might find. Rumor reports his wealth everyone and everything in the Coast as staggering, but there’s no sigh of it lands and to have a finger, or at least about his inn at least. There are whis- an investment, in almost every trad- pers he’s married to the haughtiest of ing or shipping company mentioned Elturel’s nobility, an apparently unat- in this guide! Guldin Gallowgar dishes tached lady of decadent tastes and out advice on where to locate almost endless parties whose tall-turreted anyone or anything, and is known to home overlooks the city’s gardens. sponsor caravans and adventuring It is certain that Guldin can get bands. from place to, place swiftly and often unseen, and that he does know an The Provender astonishing number of folk—in many Food doesn’t have to be spectacular cities, and from all walks of life. Many when everything smells of manure— guests come to stay just to question but Gallowgar himself thrives on what him or to chat.

99 Phontyr’s Unicorn on trays everywhere about, free for Inn the taking. Rooms are spacious, draft- free, and quiet thanks to the tapes- tries that hang everywhere. These are This famous inn is named for the ally, deep green like the carpets, and each lifelong friend, and possible love of is adorned with the glowing blue- the long-dead mage Phontyr Wonder- white head of a watchful unicorn. spell—a glowing unicorn whose Eager, soft-spoken, thoughtful hooves never touch the ground. Some human staff members of both sexes say the seldom-seen unicorn is a dressed in green unicorn-adorned manifestation of the goddess Mielikki. livery move quietly about the inn, see- Others swear she is a polymorphed ing to every need of the guests. They sorceress that Phontyr loved who is even play board games or cards with trapped forever in unicorn form— bored or lonely patrons, though not Phontyr could not free her from for money. magic greater than his own. Still others say it is Lurue or Silverymoon, The Prospect the Divine Beast. Cult of the Unicorn Whatever the unicorn’s true nature members bought the inn to be near may be, the recently improved inn the unicorn. They typically fall on stands on the site of Phontyr’s house, their knees and chant with adoration which burned down under mysteri- when it is seen. ous circumstances after the arch- mage’s death. The unicorn is seen on The Place misty nights in or near the inn, pranc- Phontyr’s Unicorn is a splendid estab- ing about and then galloping away in lishment of deep green carpets, ferns eerie silence. Legend says that those in hanging baskets, dim lighting from who follow it and can keep it in sight strategically placed glowing globes, will be led to rich treasure. Not sur- and curtained, canopied beds. The prisingly, the inn has become a inn’s adornments celebrate the favorite haunt of novice adventurers, famous unicorn in many carvings, who hang about each night with painted shields, and tapestries. Quite ready-saddled horses or magical a few of these images are enchanted means of flight, hoping the unicorn so as to glow blue-white, just as the will appear. real unicorn does. The inn has a wine cellar as good The Provender as any to be found in Waterdeep (for Food at the Unicorn consists of all the comparable prices, too), several usual gravy-drenched roasts and fried lounges and meeting rooms for the root vegetables, plus a few notable use of guests, and a fine dining room. dishes, soups prominent among Dry white house wine, sliced cheese, them. For conservative tastes, there’s and salted biscuits are always at hand boar hock soup. Those who look

100 upon their stomachs as trusted The Prices friends will enjoy the cold potato-and- Rooms are 16 gp a head per night. leek soup and the hot pheasant tail Stabling is 2 gp extra. Eveningfeast soup. This last soup is an Elturian costs another 1 gp. This includes a favorite, and is named for the three delightful bottle of the house wine. pheasant feathers stood up as decora- More wine costs 6 gp or more per tion beside each bowl. It’s actually a bottle. thick simmered stock of what small game fowl that can be had and, in Travelers’ Lore establishments less honest than this The Unicorn has at least 20 unicorn one, small rodents. sightings a year, and a few adventur- The soups are served before heav- ers fast and lucky enough to follow ier main dishes. The cooks at the the ethereally beautiful creature Unicorn excel at shark steaks fried have become very rich. Two bands in seed oil, and at roast boar with all were led to hitherto unknown, aban- the trimmings. The delicious shade doned dwarven holds near the city of brown that they manage to cook and found stockpiles of gold, silver, the outside of the well-seasoned and fine ores, and another group lit- roasts to is enough to set one’s erally fell into an ancient mage’s mouth to watering. tomb in the woods!

101 Gullykin elven trading town destroyed in a sor- cerous duel so mighty that it changed This halfling village lacks an inn or the course of a stream so that there’s tavern, but it is the nearest settlement no reason for a bridge of any sort to the adventurers’ lure of Durlag’s these days. The duel leveled the town Tower, and so it often serves as a and left a large wild magic area that supply base for intrepid explorers of persists today, some 200 winters later, the tower. This situation pleases the just east of the wood lot and fishpond local halfling priests, who are often that marks the eastern edge of the called upon to heal for hire, which halfling village. It stretches north as enriches the community. It’s other- far as the honey renderers’ shack in wise a sleepy, unremarkable place of the north wood lot and as far south as shepherds, wool weavers, and other the brewery (a building shared by all farmers. the halflings, who gather on its steps Gullykin’s own claim to fame is less for a smoke and a chat in good well known than Durlag’s Tower, but weather). is as valuable to adventurers whose Firewine Bridge today is simply a luck is with them. Gullykin stands stretch of overgrown rubble—a fal- hard by the site of Firewine Bridge, an low field used by no one. The local halflings warn visitors not to camp there or dig in the field, but don’t do anything against those who do— except to watch in case some buried danger is unleashed. Local legend says some of the folk of Firewine didn’t perish in the spell battle, but were transformed into frogs, slugs, flatworms, lizards, tur- tles, and the like—and trapped in those forms. Some may still survive. For this reason, locals don’t kill small crawling things. Some lass once inad- vertently freed a wizard, one local tale goes, and ended up marrying him. Firewine Bridge has yielded up magical treasure, mostly small trad- ing items such as magnetic, nonrust- ing nails and spikes, small crystal spheres that glow with continuous inner light (hue and intensity never varying), triple-spiked lightning wards (belt-worn devices that force lightning Gullykin Ward Token 102 bolts away from the wearer), spark- other magically animated creatures. stones that can be commanded to The only way to pass these in safety is produce fire-igniting sparks when- to use a ward token, which the locals ever desired, and glass guardeyes all say they lack. However, such (single eye cusps that once a day can tokens often turn up elsewhere in the be made to reveal all weapons on the Coast lands, for sale at an asking price body of any being—that is, the loca- of several thousand gold pieces. One tion and outlines of all items the tar- is pictured in this guide on the previ- get creature thinks are weapons). ous page—but I must warn travelers More rarely, items of greater power that it may not be the true pass token! turn up, such as half-masks that con- The cellars of Firewine Bridge fer infravision and the ability to see shouldn’t be confused with the vaults invisible beings and items on the under Gullykin’s brewery, which are wearer; belt buckles that magically used for growing mushrooms as well take away the effects of a good deal of as for storing casks of brew. Rumors weight (about that of a burly person), of an underground connection— allowing the belt wearer to carry which may or may not exist— heavy loads, such as the body of a between the brewery cellars and the wounded or sleeping friend, as if they buried trading company cellars have were nothing; or rings that can call caused the halflings years of trouble up a specific minor spell once a day, with heavily armed intruders. when commanded to do so. (The The visitor can be assured of being spell is always the same spell, usually able to buy a tent or two, half a dozen mending or ’s floating disc.) ponies, some wool, as many woolen The folk of Gullykin don’t go look- garments or sheep as desired, and all ing for such things themselves—to do the foodstuffs a traveler might need. so, they believe, invites misfortune There are no shops in the village, but due to the malice of “those who died every villager’s in business for himself. and do not sleep.” A few residents The locals like to haggle over prices, have bought some items from those but rarely try to outbid each other for who did find them, and will sell them a visitor’s wants—when one is talking for several hundred gold coins each. with a visitor, others stay clear. The high field that was once In general, the halflings of Gullykin Firewine Bridge is covered in chest- seem to like their privacy more than high grass and studded with piles of most of the small folk—they like to rubble and small, often hidden, holes stroll by themselves, singing or hum- dug by treasure-seekers. Somewhere ming or just sitting and thinking, a lot. at the bottom of one hole is the way They seem to avoid loud festivities into an underground complex of and roistering and to avoid visitors linked chambers—once the cellars of who try to draw them into such a trading company—said to hold things. Except for the ruins, Gullykin riches heavily guarded by golems and is a pleasantly boring village.

103 QheLdin’s Mask

This small river hamlet is located on the east bank of the Chionthar halfway between Scornubel and Berdusk.4 A small fishing, hunting, and farming community, Qheldin’s Mask was recently the site of a fine inn, Six Spanglestars, but it burned down some winters ago and hasn’t been rebuilt. There’s no local accommodation avail- able to travelers now. Qheldin’s Mask is known today for the fine riding horses reared on local farms. The hamlet was founded by Qheldin, the Masked Mage, some 300 winters ago. In his honor, by long-standing cus- tom, women of the hamlet—descen- dants of the wizard’s servants—wear masks at weddings, feasts, and other important occasions. These are usually full-faced masks of black velvet or cot- ton with eyeholes shaped and decorated both dangerous crawling claws that like the long-lashed, limpid eyes of a attack their finders, and two sorts of courtesan. The mask edges are adorned magical items made by the wizard.5 as the maker pleases. They are often The site is called the Grove of Hands strung with tassels, tiny brass bells, because of them. Crawling claws lurk dangle gems, or nets of sparkling cloth. and scuttle here amid the trees. Qheldin is long dead. His tower has Rumors say the inn6 also held hid- fallen into rubble, its stones tested once den magic, and since the inn burned too often by the spells of journeyman down, bands of brigands and adventur- wizards seeking hidden magical trea- ers have several times dug up both sure. Qheldin’s tower is haunted by the tower and inn. (As the locals dryly put wizard’s ghost, who keeps watch over it, it’s often hard to tell the brigands and the overgrown rubble that was once his the adventurers apart.) The inn has home. A golem was once found here, yielded up nothing more interesting and a hollow pillar yielded up some than a few blackened coins and a snake spellbooks quite recently, but the only that had taken up residence in the half- things regularly dug up are hands- buried cellar.

4For the location of Qheldin’s Mask, see the map in the entry on Asbravn in the chapter on Sunset Vale. 5For magical details, see Appendix III of this guide. 6The inn was briefly home to an adventuring band, the grandly named Blue Sword Legion, which never had more than 12 members. 104 Scornubel equipped soldiers assisted by both priests and mages. The city has many Scornubel is the Caravan City a sprawl- shrines and visiting clergy., but only one ing place of warehouses, paddocks, and temple, the Healing House of Lath- stockyards. It is a city of traveling mer- ander, which is much called upon to chants with a population that can heal injured travelers of all faiths. increase eightfold in a good summer, It’s been said the goods and riches of sixfold during most traveling seasons. It half of Faerûn pass through Scornubel, has no walls and is a place of ready but the city itself is known as the source swords and watchful residents. There of much mutton and wool, medicines have been more than a few raids on it concocted by local artisans, merchant by bugbears, hobgoblins, and the like, services (wagon repairs, moneylending particularly in harsh winter weather, and a barter fair), and the trading, train- when game is scarce. Thieves and ing, and doctoring of mounts and beasts dopplegangers are a constant problem. of burden. Businesses and the buildings This rough-and-tumble place is the that house them change from season to closest thing some caravan merchants season or even more rapidly, and have to a home. It sprawls along the Scornubel has few permanent land- northern bank of the River Chionthar marks. One never need pay for a night’s where the Trade Way meets the waters. rest unless one wants a bed, bath, or From Scornubel’s docks a ferry crosses stables—even in cold winter weather the river. Many skiffs, narrowboats, and you’ll see folk burrowing into hay piles barges make runs along the Chionthar to hollow out warm beds, and on hot as far upstream as Berdusk (where summer nights many folk lie down rapids prevent travel onward), as far amid their stock in the paddocks, sur- downstream as Baldur’s Gate, and as far rounded by saddles and saddlebags to up the River Reaching as Hills Edge and keep the beasts from stepping on them. a few rancher’s docks upstream of it. Old, sharp-tongued Lady Rhessajan Landmarks Ambermantle rules the city, assisted by Scornubel has a few interesting spots7 three Lord High Advisors (retired mer- the first-time traveler should be aware chants) in consultation with a council of of buried amid all its many warehouse merchants. Her tongue and worldwise complexes, all of which bear large stratagems have earned her the title “the badges of the costers or companies they Old Vixen,” but she’s generally loved— belong to, and so are easily identified. or at least respected—among Scornu- Most of these are clustered around the bians. She can whelm a mounted militia small, muddy harbor. The rotting, aro- and scouts headed and equipped by the matic stalls of the fish market stand Red Shields mercenary company and beside the ferry dock on the west arm of has a watch of well-trained and well- the harbor. The smithy of Kaerus

7 A map of Scornubel can be found in A Grand Tour of the Realms, the largest booklet in the revised edition of the FORGOTTEN REALMS Campaign Setting box, or in the FORGOTTEN REALMS Adventures hardbound book. 105 Thambadar and the crowded yards of adventurers, packages and preserves Arkaras the Shipwright occupy the east them, and sells them as magical compo- arm. Kaerus works mainly on wheel nents all over the Coast lands through a rims and useful ironmongery such as few very loyal agents. He’s a taciturn hooks, hinges, hasps, and nails, but can gentleman, and difficult to get to know turn out simple armor and weapons. well because of it. Arkaras is a huge, bearded giant with a Chansrin is a sharp-tongued sorcer- perpetual fierce expression who keeps ess who loves adventure. She loves to all the river boats running and owns the hurl spells into the midst of any fray in ferry. the city, often accompanying the watch From the harbor roads radiate out in on nights when she’s bored. She’ll leave all directions. On the back road of the Scornubel to rescue someone, but wan- largest and most prosperous block of dering the Realms is not her idea of shops on the east side of the Trade Way adventure. As she told me, if she stays stands Scornubel Hall, seat of the local right where she is in Scornubel, “All the government. It’s the place you can hear adventure in Faerûn will come to me!” all the arguing coming from. It is found Nethmoun is a reclusive mage, a soft- three blocks up from the docks, just spoken, small-headed and north of the intersection that borders unprepossessing man who keeps to his the Walk, which is an open-air public small, ramshackle hut on the eastern meeting place and market. Eljan, door edge of town. The hut is warded, and is warden of the Hall, can give directions guarded by six margoyles, a small forest to most things and folk. of magically animated flying daggers, Some visitors to Scornubel make and other, more mysterious magical straight for Mother Minx’s, a festhall of defenses, including several modified some repute, or seek out Angah Lalla, a Evard’s black tentacles spells. dealer in curios from far lands who’s Nethmoun collects rare and unusual known all across the Coast lands as a spells. If someone uses a magical item fence for stolen goods, but fewer folk or spell he hasn’t heard of in the city, know of the useful and interesting local one of his agents will contact that mages: Buldath Andryn, Chansrin person and offer to trade some magical Alum, and Nethmoun Aln. The best way training or magical items for the new to find any of these three is to leave item or spell. He usually sends his word at any of the inns or taverns. Their strikingly beautiful female cook—or a agents will find you and guide you to a projected image of her. meeting. Like many other people in this There are other magical features of ambitious, dangerous city the three like interest to the visitor in bustling secrecy. The traveler may be initially Scornubel. The wizard and sage Phiraz bewildered by all the nicknames, of the Naturalists is interested in aliases, catch phrases, and passwords in purchasing live monsters or unusual use in Scornubel. beasts or their relatively intact Buldath buys monster remains from carcasses. He’s an expert on otyughs,

106 and is engaged in a long-term study of Few have seen the crypt of the Won- all life on the High Moor. dermen and lived to tell the tale, though Scornubel’s best lost treasure legend many come to the Nightshade seeking also has to do with magic. Somewhere the way to it. The staff claim to honestly under the Nightshade nightclub— not know the way, some swearing that reached by secret passages from that the sliding panel that leads to the right dim, crowded den of passion, music, secret passage moves around from time and shady dealings—is the crypt of the to time by itself. Wondermen, sometimes called the Many more visitors have seen the Wondermakers. most famous magical inhabitant of Scor- The Wondermen were mages who nubel: the Oebelar. This mighty mage dared much. They tested the limits of perished—or perhaps was merely magi- magic, traveled many planes and cally transformed—some thirty-odd strange worlds, and in the end they years ago. Great tongues of blue-white chose to be consumed by magic. Their cold fire consumed his tower one night, crypt is said to be guarded by several of and on the next one the silent, floating them who have become liches, who remnants of the Oebelar first appeared await the coming of wizards mighty a single shining eyeball, its gaze cold and enough to withstand their spell level, and a blackened hand and fore- attacks—wizards who will truly deserve arm. Sometimes these two remnants to wield the awesome magics they did. wander independently but they usually If someone flees the crypt with a magi- appear together—and can write and cal item, the legends whisper, these gesture, demonstrating that they retain liches will hunt that person down, not the Oebelar’s intelligence. resting until the thief is destroyed and The eye and the hand have roamed the item has been regained. Scornubel every night from then on, The crypt of the Wondermen is said gliding silently into the midst of the to be crammed with magical rings, most private meetings and trysts, the wands, rods, gloves, dancing ioun bloodiest brawls, and the coldest of con- stones, and, ringed by the grand frontations alike. Word of the silent catafalques of the Wondermen, a huge remains of the Oebelar has spread crystal sphere that imprisons an eater- across Faerûn, inspiring ballads and of-magic.8 The sphere can be moved more than one adventuring band to about by means of a hand-sized control name themselves the Eye and the Hand. sphere resting on a pedestal nearby. If The Oebelar has become a familiar it’s released, legend holds, it will roam haunting to Scornubians. Most of them the Realms devouring all magic until hate his (or its) coldly curious gaze and there’s not a spell or magical item left. prying ways—but most of them can’t do The brute rule of barbarians, goblinkin, anything about it, and try to ignore him. and monsters will then overwhelm all Magic seems unable to detect him, keep civilized folk. him out, or harm him. Even the mighty

8 A nishruu, detailed in the revised FORGOTTEN REALMS Campaign Setting boxed set. 107 dance or do tricks, and monsters that participate in comedy or spell-hurling acts. Tales of various of these perform- ers breaking free and slaughtering some members of the audience who were trying to escape are true! Dopplegangers, lamias, and other monsters able to assume human form or magical disguises have always dwelt in the Caravan City—and to some extent have been tolerated, if not welcomed, because of their special powers or knowledge, If you’re trying to contact a mind flayer, a yuan-ti, or even a beholder and would rather not do it in the trackless wilderness at a grave dis- advantage, this is the place to come— if you can’t safely go below into the Underdark, where secure meeting places exist, such as Skullport under the great city of Waterdeep. This is also the place outlaws, heirs spells of archmages and the undead- on the run from assassins, misfits of all blasting powers of senior priests are sorts, adventurers down on their luck ineffective, though weapons of steel can or lacking ideas as to where to go look- hit and hurt the eye and the hand. The ing for treasure (as well as danger, Oebelar goes everywhere and takes an which seems far more easily found) all interest in everything, and has quite come. It’s not a place for the faint- dampened the ardor of many who’ve hearted or the fastidious. eloped to Scornubel. Unfortunately, its ever-changing The traveler is warned that Scor- nature makes the work of a guide hard. nubel remains a dangerous place. Many Permanent features are few. Some fol- dark deeds are done in the shadows, low in these pages—but the visitor is and everywhere are intrigues that a visi- advised to keep a weapon ready travel tor can all too easily get caught up in— in a group and by day only until the only to meet with several feet of cold city’s byways and current intrigues have steel in an alley or nightclub doorway been scouted, and guard well all open Traditional entertainments in the display of wealth. Remember that in nightclubs of the city include mock bat- Scornubel, information always has a tles (or not-so-mock battles) between price, and moneychangers are every- well-oiled human acrobats and mon- where. Be sure the money they’re sters, monsters that are trained to changing isn’t unwittingly yours.

108 The Dusty Hoof unpleasant place to visit. Most of the Inn/Tavern drovers and caravan folk are tired and hungry of nights, leading more to the sounds of contented munching This middling establishment stands and murmurs of “More ale” than scin- on the east side of Northstorm Street tillating dinner conversation. On the in the block above the six-way inter- other hand, few fights ever break out, section of the Walk. It’s unexciting, as most visitors here fall over into bed but relatively safe and comfortable. As almost as soon as they’re done eating. the name indicates, it caters to drovers and caravan wagonfolk. The Provender Food at the Hoof consists of the usual The Place roasts, stews, steamed greens, and— The Hoof is long, narrow, and high- in keeping with the name of the ceilinged, with the upper reaches of place—something called hoof soup, every room always lost in the gloom. which tastes rather like broth of old (There was a rumor some years back meat cuts with diced old vegetables in that a stirge got in and lurked aloft for it and is supposedly made by boiling most of a season, flitting down to drink the hooves of locally slaughtered live- from sleeping guests and then hiding stock.10 Drinks are the usual ale, wine, up in the darkness again—until a guest sherry, mead, and winter wine. Noth- who slept with a hand crossbow handy ing exotic or outstanding is served. took care of the menace.) The street level is given over to the taproom, with The Prices the kitchen and gaming rooms in the Ale is 3 cp per tankard, and every- cellar, and the dining room on the thing else is 1 sp per flagon. All food is floor above. The dining room is closed 2 gp per serving. A serving is a gener- off at night, and shields the guests try- ously heaped oval platter suitable for ing to sleep on the three floors above a large, hungry soldier or field somewhat from the noise of late night worker. I saw two elves share one. drinkers. Garderobes, a serving lift,9 They left food—and they started out and stairs are all at the back, linking hungry, not disdainful of the fare. each floor. All rooms lack windows except the front suite on each floor. Travelers’ Lore The cellars of the Hoof are said to con- The Prospect nect with old, dry sewers now used for The clientele of the Hoof leads to it smuggling—passages that lead to being neither a very sociable nor very warehouses far away across the city.

9A serving lift is a box in a shaft, operated by pulling on a pulley rope by a servant standing in the box. This one is often used for quick escapes by those willing to burn their hands of the rope or take a hard landing at the bottom. 10Elminster says that hoof soup is indeed made from boiled hooves—with the other ingredients Volo detected thrown in. Dogs bother livestock, the Old Mage notes, so they’re not welcome in Scornubel—and so they’re too few to devour all such offal. “So,” Elminster noted dryly, “for once we have to do it ourselves—eat up, now!” 109 Far Anchor shutters and lack balconies, but this Inn cuts down on thievery and the fre- quency with which empty bottles are hurled inside of evenings—unless This large inn sits on the north side of one’s foolish enough to sleep with the Far Rider Street between Stumblepost shutters open. Trail and Red Shields Road. It’s prob- The communal dining room (the ably the best accommodation to be largest in Scornubel) has two watchful had year in and year out in Scor- guards to keep things peaceful. Folk nubel. Built by a retired sea captain who aren’t staying at the inn can only 12 or so seasons back, its name come in and dine for 2 sp per serving. refers to its distance by river barge Some folk stay here regularly just for from the Sword Coast. the chance to relax over a meal. Others come because the inn has The Place fewer bugs than elsewhere and is too Large, bright rooms, simply fur- new and clean to have much room for nished but kept clean, are things to be secret passages and the like. Its indoor treasured in rough-and-tumble Scor- garderobes (jakes) were new to the nubel—so this inn tends to be full city when the place was built, but most of the time. Its rooms have stout their like are found everywhere now.

110 The Prospect Folk rich enough to have something worth stealing, but not so rich as to have spare coin enough to rent an entire house to stay in or to travel with bodyguards in strength, come here. (Many Scornubians live in one house and rent out their second one to visitors.) Most guests come back a second time if they visit Scornubel again. The cleanliness is one rea- son—and the baths are another. At the Far Anchor one can bathe in the privacy of one’s own room or in a large and steamy—but warm!— bathing chamber in the cellar. Many wives will stay nowhere else for the sells a selection, Of the cheeses, Elturian latter reason, though one must gray is very popular—though, strangely, beware the rather strong and dubi- I saw little of it in Elturel itself. Halfling- ous-scented perfumes sold around made sausage from Corm Orp is also a the city for adding to bath water. local favorite. It’s made from squirrel They’re created to mask the aroma of meat, ground nuts, and hogs, and has a an unwashed body, and thus even distinctive fatty taste. when diluted they’re apt to leave the owners of refined noses reeling. The Prices The watchful staff of Far Anchor A platter (any main dish) is 3 sp. A are all ex-adventurers of many races. bowl (any soup or stew) is 2 sp. A All tend to carry hidden weapons and plate (river fare or bread) is 1 cp. are ready to use them. Ask them if you Cheeses and sausages vary with the need anything; they’re happy to help. going market prices, but are usually 4 sp per wheel for cheese and 1 gp per The Provender pound for sausage. No drink is served at the Anchor to keep breakages and brawling to a Travelers’ Lore minimum. The fare is simple, of the The Anchor is too new to have roasts, stews, fried potatoes, and acquired many tales yet. It is said to steamed greens sort. For the more be haunted, though, by the unseen adventurous palate, river clams, eels, spirit of a guest stabbed for his and frogs can all be had fresh and money. Guests hear his moans and pan-fried in butter. the noise of clinking coins. His behav- Cheeses and sausages from all over ior would indicate his hidden coins Faerûn come to Scornubel, and this inn haven’t been found yet.

111 The Jaded Unicorn with drawn blades. There’s a brief Inn/Tavern flurry, yet another body, and then the drinking goes on. Thankfully, this place has adopted the earthenware This ramshackle complex of former tankards used in some other rough warehouses occupies the center of houses to keep the fatalities caused by the first block east of the one that has hurled drinks to a minimum. Scornubel Hall at its heart—but aside All of the wild partying that goes on from position and size, the two places in the taproom, which is usually couldn’t be more different. This packed, with patrons standing dump is proudly presided over by a crowded together elbow-to-elbow, life-sized purple unicorn sculpture makes it a lousy place to try to catch that some wag—on a dare or a bet, no some slumber. If the din from down- doubt, and with the aid of a levitation stairs doesn’t keep you awake, the spell—has painted the face of with mutterings of plotters gathered in rouge, lip scarlet, and eye shadow to adjacent rooms will. make it look like a cheap courtesan. Somehow it looks fitting. The Provender Food in the Unicorn means slabs of The Place salty bread, wedges of cheese, bowls This place is used rightmindedly only of hare stew, patters of pan-fried trout by the desperate and the poor. The (not bad), and cuts from a roast small sleeping rooms smell bad and cooked in stale beer—and tasting of form a warren of mismatched cor- it. Drinks are the order of the day ners and sloping floors, a result of here—and the stronger and rougher, combining warehouses that once had the better. I advise guests to dine else- nothing at all to do with each other. where, if they must sleep here. “Rat holes,” one patron called them, very aptly. The Prices Thankfully, all of this splendor comes The Prospect cheap. All drink is 1 cp per tankard, The Jaded Unicorn is notorious, even all meals are 2 cp per serving, and all in Scornubel. It’s the place where rooms are 2 sp a head per night, with rough sorts go to get killed in brawls— another 1 sp per mount for stabling. on some nights, the stabbed bodies pile up outside like so much kitchen Travelers’ Lore refuse, hurled out by the cooks with Smugglers and snatch bands of local the same careless ease. It’s certainly thieves often meet here. Tales abound the only place in town that welcomes of thick-skulled, but healthy, youths (well, tolerates) orcs and half-orcs being taken from here to unwillingly among its clientele—and a lot of elves, pursue sailing careers elsewhere. dwarves, and humans who come react Beware!

112 The Raging Lion reminder of former greatness, is now Inn/Tavern sadly shabby. A frequent local prank is to place the severed head of a slaughtered hog or the like in the This large, but rather poorly run, lion’s open, snarling jaws. Sometimes establishment stands on the east side such a grisly trophy hides a message of the Trade Way on the north edge of for one cabal or another. Once or the city. It has the advantage of a twice, folk have been murdered in large, well-guarded compound to Scornubel and their heads displayed hold off orc and brigand raids and a in the lion’s jaws as a warning. (A location that allows timid guests to grisly and brutish gesture.) Inside, the avoid entering the city proper—or to inn isn’t quite as bad as that—but it’s leave hastily, riding hard into the not very exciting, either. The gilded night, if need be. It offers the conve- lion’s head chamberpots were quaint nience of secure stables handy to the when I first used them—and they’re main building, but not much else. much older now. . . . The Place The Prospect The Lion is dirty and dingy. The life- The staff members at the Lion pursue a sized gilded stone lion out front, a rather unhurried pace, as if the worn-

113 down look of the establishment had well find their way into the stock. You invaded their very being. They are not have been warned, travelers. exactly rude, but they are not on their toes either. They seem perpetually dis- The Prices tracted, and a guest may have to repeat Rooms are 15 gp a head per night, a request several times to get action. and stabling is 3 gp extra. Meals cost 2 gp per person for all one cares to eat, The Provender including a mug of cheap spiced Food at the Lion consists of the usual wine. Other wines cost 10 gp or more roasts, stews, and steamed greens fare, per bottle. There’s no ale. with one note of interest: The cook has a personal liking for fried and stuffed Travelers’ Lore snake and will happily prepare a plat- For years the Lion was home to three ter of this delicacy for anyone request- rival adventuring bands, who outdid ing it. He does the snakes in a gravy of each other in boasting if not in suc- poultry stock and almonds, and the cess. One finally found a Netherese result is surprisingly tasty, if a bit rub- ruin and brought back great wealth— bery. The kitchen also produces but its members were promptly Elturian pheasant tail soup, but small slaughtered by the rest. The gold, hid- rodents and other found meat may den here, was never found.

114 Serpent’s Cowl known as Lyran’s Hold. Lyran was once a mage of note, master of the This small village sits on the east (or necromantic arts, and his tower has south) bank of the Winding Water been a lodestone drawing adventur- upstream of Boareskyr Bridge, near ers from the far corners of Faerûn— the estate of Heartwing, which is adventurers who’ve perished or, owned by the sorceress Aluena Hala- worse still, been seen again as his canter, who’s famous for the pegasi undead servants, patrolling the wood she rears. Named for the yuan-ti city against intruders, wielding their old and temple that once stood here, magic and weapons as they did in life. Serpent’s Cowl stands hard by the Some villagers say a small, brave Forest of Wyrms. It is important band of adventurers recently won today as a ferry crossing at the limits through these defenders to destroy of clear water on the river. Below it, the lich—but other adventurers have the Winding Water is black and poi- vanished trying to plunder the Hold sonous because of godly battles dur- since then, and most locals believe ing the Time of Troubles. The Cowl undead still rule there. Hunters say has always been home to farmers, a serpents, zombies, and skeletons are few woodcutters who timidly cut still numerous in the forest. along the verges of the Forest of Lyran warded his Hold. Many Wyrms in armed parties (parties that ward tokens can be had in the village keep watch for who-knows-what for 100 gp, and one is shown on the monsters approaching from the for- following page. The wards ignore the est depths), and a handful of fisher- undead, visiting harmful spells only folk and bold (local folk use the on the living. (Some spells manifest word strange) hunters. as traps that are unleashed by spell The Forest of Wyrms is named for triggers. ) the great numbers of snakes that Local legend forbids digging cel- slither and coil in its trees, They are lars or pits in the village for fear of thought to be a legacy of the serpent opening a way into the lost cellars of folk who once dwelt where the village the yuan-ti temple and unleashing stands. Local legend whispers that the weird monsters said to lurk some day they will return from the there. The temple was blasted to depths of the forest. Adventurers rubble by the spells of victorious report finding no trace of yuan-ti in mages when the serpent folk settle- the forest, but admit their searches ment fell. The yuan-ti wielded magi- have been a little tentative because cal items of awesome strength the forest holds at least half a dozen seized from Netherese ruins green dragons—young, smallish (scepters that blasted or hurled dragons that are probably a single rings of lightning, rings that gave brood, but dragons nonetheless—and forth rays that burned or fired show- the dark, overgrown stone tower ers of stinging darts, and staves

115 whose segments could turn into escape to the Serpent Hills or tun- multiple fighting golems when neling to the surface somewhere in detached and thrown), and used the Forest of Wyrms, which has at its these to savagely guard the cellars of heart many as-yet-unexplored their temple, where unholy experi- ravines tangled with thickly grown ments were conducted in breeding trees and shrubs. and magically altering monsters to The traveler who’s not interested produce worse monsters. Records of in trudging around a forest known to the battle speak of pale things that be endangered by snakes and green resembled bulettes, other pale dragons will find the village itself things like behir, and creatures that small and rather pleasant. The farms resembled giant winged flying around it lack any buildings for the snakes and beholders with snake- same reason the village is small: Raid- like, dangling rear bodies. ing green dragons destroy homes and In the end, the attacking mages devour people that are outside the brought down the temple atop the ward that envelops the entire village. yuan-ti, burying them alive. Most This ward, created after the battle believe they survived, though, tun- to keep evil dragon-riding mages neling down into the Underdark to from directing their mounts to dig up the temple cellars in any attempt to gain the Netherese magic there, keeps all dragons out. Any dragon who comes into contact with the ward is torn simultaneously by repulsion, lightning, and some form of life-drain- ing curse.11 This spell is known to affect weredragons and dragons who’ve used magic to adopt another form. The ward keeps the stone, turf- roofed, and florally decorated cot- tages of the Cowl crowded together around a small square. Their gardens and the tracks that lead to the nearby farms radiate out from them. There’s but one small guesthouse in the Cowl, the Dusty Dragon, whose owner sells food to visitors.

11 The effects are repulsion (as per the spell, affecting one dragon without saving throw or exception), light- ning bolt 18d6 damage except to dragons immune to such attacks), and energy drain (which reduces the Serpent’s Cowl Ward Token dragon by one “age” if a saving throw vs. spell fails). 116 Soubar night apt to be moonlit, rather than stopping here. This small trail town is located on the Soubar is a lawless town. Visitors Trade Way south of Boareskyr Bridge. should bring their own swords— Often raided by goblinkin and bug- and be prepared to swing them. bears, it’s a summer tent town that There are several Coast lands fire- shrinks to an armed outpost in win- side tales about brigands who ter. At its heart is the old stone ruin of buried loot here and were slain a temple or abbey of Bane, known as before they came back for it. Not all the Black Abbey. Some folk believe it such tales are fanciful. The mer- was once sacred to another god and chant Janthool of Athkatla, a far- was only seized by worshipers of traveled trader in sundries, dug a Bane briefly. The ruins have yielded latrine pit just west of Soubar a stones to build the rest of Soubar. spring or two ago and unearthed an What remains of the ruins are ivory coffer crammed full of home to a mysterious woman matched black pearls—each as large known only as Mag, who runs a tav- as the pommel nut of a stout broad ern called the Winding Way in them. sword! Be warned, however. Digging The word around the Coast is that in certain spots in Soubar summons Mag was once a priestess. Some say helmed horrors12 to the digger, due she abandoned her calling, others to an ancient guardian spell of that she embraced another faith unknown origin! and others say she’s a mind flayer or Folk not wanted in Triel or other horrible creature (a beholder, Boareskyr Bridge find their way perhaps, or even a neogi) who’s here. This has made Soubar some- mastered magic enough to take thing of a hiring fair for brigands, human form for years at a time. evil mages, dopplegangers, wererats All that’s certain is that Mag and other werefolk, mercenaries answers no questions, has healed down on their luck, mind flayers, folk from time to time, wears a ring those bearing curses, and others not of misdirection that conceals her tolerated in most communities. true allegiances and powers, and Fences for stolen goods are plenti- stores broken instruments of torture ful here. Scurrilous “bounty hunters” in the old abbey loft where she who kill, maim, or capture specific sometimes lets travelers sleep. beings to order are also plentiful, as Whether she used spells or potions are dealers in slaves, information, for healing is a point of contention. poisons, chains and cages, sleep ven- Reports on this are confused. All of oms, and exotic pets. Kill-trained pets this makes many merchants uneasy. cost twice the usual prices. I’m not They camp west of Soubar, or press (ahem) familiar with any names or on past if the weather’s fair and the details, of course.

12 Detailed in the revised FORGOTTEN REALMS Campaign Setting boxed set. 117 Tempus’s Tears from time to time. If they take too many, dwarves appear from below- This small, little-known village rests ground and politely ask them to put quietly where the Skuldask Road some back. Those who refuse are meets Thundar’s Ride in the heart of warned that the ruin’s under the the Fields. Most folk think it’s just a protection of Amaeraszantha. If they huge, abandoned, ancient stone city, ignore this, the dwarves summon fields upon fields of once-proud her. towers fallen into rubble and ruin. Amaeraszantha is an amethyst Its name comes from a standing dragon of great size and age who stone set up at the intersection that lairs in the collapsed circle of an old bears the words: temple. The circle is located on an island in a small, stagnant lake at the Here was peace this day made. heart of the ruined city, generally Let Tempus cry bitter tears. northeast of the meeting of the over- No more our dead we’ll parade land trails. She will respond to a And live cloaked in waiting fear. dwarven summons and attack plun- derers of the ancient, nameless city. This stone is believed to mark the Dwarves can summon her either spot of one of the parleys that ended directly or by use of a vast, buried a long war—and with it, any hope of horn, actually a carved, spiraling creating a northern realm ruled by tunnel, blown into from below. It those Calishite satraps greedy for issues a low, droning call. ever more land to bring under their In truth, there’s little to find here. rule. The date of the struggle, who One of the reasons a ruin so large is exactly was fighting (beyond Cal- so little known are the failing wards ishites on one side, and humans that still affect it, shrouding much of already here who wanted to remain it in mist at all times and causing a free on the other), how long the few of the shattered buildings to peace lasted, and who wrote the vanish for a time and then silently words on the stone are all lost in the reappear. They disappear onto other mists of the passing years. planes or worlds, some sages say. A Today, Tempus’s Tears is a village diligent searcher in the ruins will of dwarves and gnomes, who live find it empty of all but rubble, dust, under the ruins in burrow homes. and a few nasty predators that have They craft coffers, latches, and taken up residence or wandered satchels, and sell them to certain into the city just as human adventur- trusted merchants passing through. ers do. Most others don’t even know they Somewhere in these vast ruins, exist. the Great Seer Alaundo said, is the A few merchants take a wag- Stone that Speaks. This treasure is onload of stones from the ruins eagerly sought by Candlekeep. The

118 sages of that monastic community for many years alone in the stony have sponsored many expeditions in loneliness of the ruins. Word of it search of the Stone. It is said to be a has come to us from three separate hand-sized, nondescript lump of travelers, two of whom were too gray rock that contains the impris- fearful of it to get close to it. A rival oned spirit of a wizard—an arch- blasted the third by magic, trapping mage who clings to sanity only by a him in an endless, rapid, helpless thread, and is apt to be irritable and shapeshifting from one form into sarcastic. It yearns to possess a liv- another until his heart finally failed ing body again and is shrewd under the strain, and he perished.13 enough to bargain with any informa- The spirit trapped in the Stone tion it yields to move it toward its strives for freedom at all costs, car- goal, step by tiny step. ing nothing about what it promises The archmage, once of Netheril, or brings about in order to get into a knows more of magic than living living body again. 14 It is treacherous wizards do. It has some way of and self-serving in the extreme hearing what befalls around it, and The dwarves and gnomes, who so has learned many things down dare not approach it, told me the through the years since its Stone calls out to those who come imprisonment. near, trying to get itself taken away It was briefly possessed by the from its current resting place. That long-ago ruler of Rashemen, Angorl transportation is something they Steelhorn. It was stolen, and later don’t want. They’ll summon traveled about the Coast lands in the Amaeraszantha to prevent it. She possession of a band of adventurers. also doesn’t want the Stone out in In the end they fell here, slaughtered the wider world, nor does she desire by an argos, and the Stone, flung the flood of treasure-seeking adven- away in desperation by a dying thief, turers news of its finding will who vainly hoped it would somehow undoubtedly bring to Tempus’ unleash magic to save the band—lay Tears.

13This now-forgotten 9th-level wizard spell (Elminster tells us) was an involuntary shapechange that could help or slay a foe: The target being had to fail a saving throw vs. spell for the spell to work at all. If the save failed, a cycle of 12 preselected forms began (typically slug, snail, toad, and the like). No form could be assumed that would perish in the surrounding atmosphere (no “fish out of water”), but damage could be suffered if a particu- lar form fell due to its nature (a slug being unable to stay on a branch, for instance) or was struck by another attack. The target had to make a system shock survival roll for each change; any failure brought instant death (and an involuntary return to one’s true form). If the saving throw succeeded, the target being gained immunity to that spell, plus an additional 12 permanently gained hit points, and was instantly healed of all injuries and afflictions. The magic shifted all garments and carried gear into the ethereal plane until the transformations were complete or death occurred; items and equipment were not present to crush or drag down tiny forms the target may have been forced into. 14 Elminster says the steps toward freeing the wizard’s spirit that the Stone will try to cause by bargaining are as follows: Take the Stone to a large city; get it into the spell chamber of a male archmage; render that mage unconscious, placing the Stone upon his breast; cut his hand so that it bleeds, and place the hand on the Stone; this will force a possession, freeing the ancient wizard from the Stone. The original mind in the body will war continually against the intruding wizard, causing the body to babble, act erratically, and change its mind from time to time—but mostly, the evil wizard will be in control! 119 Triel food, firewood, barrels, or sea salt for food preservation or the like will be This small, stockaded way-village is honored with a feast at Elvar’s table— located on the Trade Way north of and the villagers are good cooks (and Scornubel, where that road meets the well fed, to boot—but then, how Dusk Road that swings across country could they not be?). from Elturel to Hill’s Edge. To the Be warned. Triel not only lacks northeast are the Trielta Hills, quiet, anything much useful to the traveler, rolling grasslands rumored to contain like an inn, tavern, or decent shop— gold, and home to many small, peace- though the villagers seem to have no ful gnome and halfling communities. shortage of money with which to buy Triel is ruled by Elvar the anything a merchant might want to Grainlord, so-called because he’s sell—but Elvar’s also a little, er, obsessed with having enough food to unusual about religions. The Grain- safely survive the winters, when trade lord changes faiths almost by the ten- virtually ceases along the inland day, complete with vestments, hired roads. The gates of Triel’s log-and- priests, if he can get them, and ritu- boulder village stockade are locked at als. Messengers sent out to Scornubel night—and visitors are expected to be or Boareskyr Bridge who take too outside, camping in the fields around long to return with a hired priest may so they can do their part to keep find the clergy they bring back is thieving bugbears and worse away already passe, professing a faith now from Elvar’s precious grain. The fallen out of favor. Altar building and stockade itself is crammed, stacked dismantling at the Cup of Plenty, the high, and dug deep15 with crates, shrine Elvar maintains, keeps two barrels, bins and jugs of preserved carpenters busy day in and day out as vegetables and grain, all sealed, the seasons pass. numbered, and meticulously labeled This whole-hearted leaping from as to their contents. I happened upon deity to deity makes things very diffi- a rarity: “1357—2136: Sword Coast cult for visitors. It also makes life Snails, pickled in Firewine/Gift of none too easy on the local priestess Baltovar of Neverwinter/Turn every of Chauntea—a stubborn little wisp three months/Seals renewed [and of a thing by the name of Antriera, then a string of several dates].” Note who quietly sees to the healing that the first four numerals denote needs of the garrison, farmers, and the year Elvar took possession of this forage patrols Triel sends out. She’ll container. also see to the needs of travelers for At least Elvar’s lucid enough to very reasonable fees. hunger after news of the wider world More than one adroit visiting thief outside his well-stocked, fanatically seeking disguises for later has defended pantry. Traders who bring relieved Elvar of a dozen or more sets

15It’s so underdug that the doors covering cellar stairs are everywhere. 120 of priestly garb. (Antriera always gold to run their own farms. They are burns the whip-and-chain vestments always puzzled as to why he refuses, of Loviatar before the Grainlord real- but Elvar always does so, firmly. izes he looks ridiculous in them and He does give advice and is well gets any funny ideas about creative paid for it—but he won’t travel, so secondhand uses for them.) Elvar the rest of Faerûn is free of his ability always seems puzzled as to where to smell where buried water lies and they go and how he could have mis- to dig a well just deep and large placed them when everything’s so enough to draw with little pumping. neat. This, of course, goads him into Triel has two deep, clear wells that further acts of organization, cleaning, have never been known to get low on and rearranging—activities he never water due to his skill. seems to tire of. His folk love him, for all his eccen- For all his faults, Elvar, a simple soul tricity. I learned all that I tell here by at heart, is a genius at finding water, talking to several of them. If you can creating proper irrigation and stomach all this, or are a dealer in drainage, and anticipating weather clerical regalia or a creator of new and crop problems. Folk from trou- cults, perhaps, Triel may be the bled Temyr have several times tried to place for you—or it may not. Most entice him away from Triel with much will pass it by.

121 122 The Backlands

or explorers and adven- in the Serpent Hills from spreading east, turers who favor warmer and feuding tribes of giants dwell in the climes than the far, frigid Hill of Lost Souls and the Battle of Bones reaches of the Savage (two craggy areas named for past North, the Backlands of human struggles). The giants battle end- the Sword Coast are the largest lawless, lessly over the rolling grasslands monster-haunted Irontier in western between the two areas. Faerûn—unless one goes as far south as Tales of lost treasure abound in the the trackless jungles of Chult. Many Backlands. It is said to lie both in the adventurers and nobles (or other ruins and tombs of Netheril, and in crazed-wits) who hunt monsters for more recent hoards such as the one sport come here to wet their blades and said to be dug into the walls of Skull gather trophy heads for their walls. Gorge. Gates also abound. These per- The Backlands are named for their manent teleportational areas are often location as seen by coast-dwelling invisible and may even be stranded in humans. They consist of the sparsely midair by the collapse of the buildings settled (by humankind) lands east of in which they were located. At least one Serpent’s Tail Stream, the Forest of such portal links Toril with outer planes Wyrms, and the Trielta Hills; north of where fiends, such as tanar’ri, dwell. the River Reaching; west of the desert Rumor whispers that the elven realms Anauroch; and south of the Greypeak hold an entire network of gates which Mountains. Once this area was covered the Fair Folk use to travel the Realms. by fertile farms that fed Netheril, a Most sages explain the presence of the proud and mighty realm ruled by many monsters in the region and the human sorcerers. Netheril’s ruins— flourishing game they live on (which said to be crammed with gems, gold, would seem far too little to support and magic-still lure opportunists to such a huge number of roving teeth and remote, perilous corners of the Back- claws, but far too plentiful for those lands every summer season. monsters to be eating much) through Today, the Backlands hold the most the existence of many gates that bring powerful elven realms left in Faerûn: continual supplies of fresh beasts into Evereska and the Greycloak Hills. They the Backlands from somewhere else. also hold the most fearsome monsters The traveler is advised to come well known to walk, slither, trot and crawl armed in a strong party of battle veter- openly in the Realms. The beasts in the ans whose ranks include both mages heart of the Marsh of Chelimber are and priests of power. Reliable guides to fierce enough to prevent cruel and the Backlands are few, especially now haughty cities of yuan-ti and ophidians that the Zhentarim have begun to run

123 caravans through the area from Yellow thriving trade in preserved monster Snake Pass to bases along the Delimbiyr. parts and caged live specimens, which These caravans have hired away or they collect on wide-ranging expedi- killed off many of the hunters who for- tions into the Backlands. The Marsh of merly roamed the area. Elven guides, Chelimber holds the largest known once happy to permit small human concentration of catoblepas in the expeditions into certain areas, have Realms, for instance, and the northeast- responded by preventing all human ern end of the Sunset Mountains is entry into Evereska and ceasing all aid, home to a realm of leucrotta—a collec- including guide services. The monsters tion of rival packs of this notoriously seem as plentiful as ever, and fresh unpleasant beast. bones of hired guards trying to get cara- Every year, new rumors of treasure vans safely past the beasts are so found sweep the Sword Coast. Some- numerous as to litter the ground in times the treasure is simply uncovered some places. by the fierce storms that often lash the As so often happens, humans have area, causing flash floods in normally responded to increased danger by dry basins and ravines. Sometimes a charging into the area in ever-growing group of adventurers uncovers a small numbers. Monster hunters based in ruin or a scrub farmer turns up a chest Hill’s Edge and Boareskyr Bridge do a or jug when plowing. Each year’s crop of

124 treasure rumors goads wealthy interests from the jungles of Chult (the most com- in Amn and Waterdeep to sponsor fresh mon caged animal seen in the cities of expeditions in search of the latest chance the Sword Coast). This could be to gain some part of the magical might of described as setting one’s voice as high Netheril. A single find of a new type of as it will go, and then dropping one note, magical item or even a useful spell can and then back up, as fast as possible: make someone a lifelong fortune. “Uhh-ohh-uhh-ohh-uhh-ohh” and so on. Settlements in the Backlands are few. At night, some elven patrols will respond It’s not a place for the casual traveler. to this sound alone. Those planning Those who enter the depths of this treacherous use of this cry should largely unexplored, trackless region remember that elves don’t need light to must be prepared to forage for their own see the positions and deeds of humans. food and fight, more or less continu- The Call is signaled by raising one ously, to keep from becoming someone arm, holding it upright as far as the else’s food. The safest area of the Back- elbow, and waving the forearm in one lands, if there can be said to be such a direction only (not from side to side, as thing is along the borders of the elven most humans do), from where one’s holdings. Although hopeful predatory hand is just above one’s face, down to monsters gather there, the elves mount where the hand covers the chest, and strong patrols, employing magical flight, then back up, repeating rapidly As with spells, and enchanted weapons as well as the Greeting’ the hand must be empty. battle skill, and keep the area fairly clear. Only one arm should be used, although They don’t always come to the aid of repetition is understood as an added nonelves whom they observe beset by indication of urgency. Remember that orcs or other monsters, but I’ve noticed wise travelers never have to rely on any- that they usually respond to those who one else for assistance. make the old elven hand signs for Greet- ing and Call for Assistance. To sign for Greeting, extend both arms—hands empty—straight up over one’s head, thumbs together, and then bring the arms forward in an encircling motion. Repeat this at least three times before letting one’s arms fall. The motion can be repeated several times. The Call for Assistance can be pre- ceded by an attention-getting ululation— a high-pitched chattering scream or swooping two-note warbling something like a continuous repetition of the sound small boys make while beating their chests and pretending to be a bull ape

125 force smashed an orc realm at this Drawn Swords location. In another past battle, elves This small village occupies a solitary put humans planning to found a realm crag. The crag is located just east of of their own to flight. Northdark Wood and halfway between From the distance, the traveler will the Hill of Lost souls and Hill’s Edge. see a broken stone tower atop a steep Northdark Wood is called by some the crag. The tower is surrounded by a Dusk Wood and by others Reluvethel’s ring of trees and a few unfenced culti- Wood, after a famous elven ranger vated plots. The tower is an old rob- who once hunted in it. This forest is ber-knight’s keep, now partly in ruins. east of the Trielta Hills, and is the most The keep at the crest of the crag northerly arm of the Reaching Woods, (called Swordskeep) provides a look- separated from the others by the Dusk out, a shelter for food stores, and an Road. armory. The local farmers and Drawn Swords is named for several hunters, who dwell in stone-and-sod hard-fought battles here in the past, cottages on the steep slopes of the plus the vigilance that all who dwell crag, retreat here when beset by large there must maintain if they’re to live orc tribes, raiding trolls, and the like. long enough to see another morn. In The village numbers perhaps 80 the past, a combined human and elven folk, about 20 of whom are usually off hunting. The village keeps a constant watch for approaching creatures of all sorts, and can muster over 40 expert archers. The usual defense of this often-attacked village is to fire volleys of arrows, retreat up the slopes to the next ring of cottages, fire all the arrows there, retreat again, and so on. Each home has at least eight quivers of 20 shafts each hung up just inside the door for easy access in a hurry. At least two quivers will be fire arrows, their shafts wrapped in cloth that has been soaked in pitch and is ready for light- ing with a firebrand. A giant triple crossbow set up on the top surviving floor of the tower can hurl its bolts far enough to surprise many an enemy and hard enough to pierce three trolls standing one behind the other. Shafts are often set aflame just before firing in order to

126 illuminate enemies attacking by night silent, dancing, cold fire. This two-way or to slay trolls. portal operates continuously. It allows It’s surprising that such a small, iso- regular supply shipments to reach the lated village has an inn, but the place village. The gate also permits the con- serves as a base for many adventuring stant passing back and forth of adven- bands and a group of guides and turers and hunters wanting to quickly swords-for-hire. This last group is reach the heart of the Backlands or known as Saern’s Sharp Swords. Their Northdark Wood, which offers splen- founder and original leader, the war- did bear and stag hunting. The opera- rior Saern, was killed over 20 winters tion of the portal also permits a ago in a winter skirmish with hobgob- constant flow of captured monsters or lins north of the village. the trophies of slaughtered monsters The importance of the village, the from the frontier to Berdusk. Every- existence of the inn, and the inn’s thing from heads and antlers to exotic Harper defenses and probable owner- innards destined for sale by apothe- ship are due to an ancient gate located caries and purveyors of magical ingre- in a room of its own on the ground dients passes through. Berdusk then floor of the old keep. The gate appears offers both overland and riverborne as a shimmering blue upright oval of connections for travel and trade.

127 Landmarks are present. Sometimes there may be as There are two tourist attractions within many as 20 Stag Warriors on duty. easy reach of Drawn Swords. Remem- These defenders normally ring the ber, however, that orcs and the like grove, facing outward at least 10 watch the village, waiting for prey to paces into the forest. Young wor- come to them, so “easy” refers to dis- shipers and bridal couples often use tance, not safety or a leisurely trip. the grove alone, without warning any- One is sacred to worshipers of Sune one. Their gnawed bones and gore Firehair, the Lady of Love. Her wor- tell their foolish fate to the next folk to shipers often make pilgrimages to it. venture into the grove without the Known as the Flame Stone, it is a huge protection of the Stag Warriors. upright stone as tall as two adult human Stag Warriors earn 4 gp each per males that stands in a grassy glade on night. As can be expected, there are the eastern edge of Northdark Wood, often several penniless hireswords within sight of Drawn Swords crag. staying in the village and awaiting a On Midsummer Nights, or when chance for this duty, foraging for food Sune wills, the stone glows with a in the meantime. vivid, orange-red, flickering radiance, The other nearby landmark lies resembling a leaping tongue of flame halfway between Drawn Swords and from a distance. Touching it then—if Skull Gorge. Used as an occasional one is a worshiper of Sune—is said to encampment by travelers ignorant of heal all diseases, curses, illnesses, its legendary defenders or confident wounds, and wastings. Good fortune of being able to handle them, it’s is said to come from feasting and kiss- called Fallen Giant Tomb. ing in its presence at all times, so the In ancient times, a great chieftain of Flame Grove is the site of many unin- the mountain giants, whose name has hibited revels by Sune-worshipers. been lost, perished. His grieving follow- Most come in summer, when dancing ers carved a stone ridge into a sem- and frolicking in scanty dress all night blance of his sleeping form. Much is relatively comfortable—but some cracked and crumbled by the years, it brave souls come here in winter. remains an impressive, serene form Whenever the grove is in use, Stag over 200 feet long. There are the Warriors guard the revelers from inevitable legends that it rises up to slay predators. These Stag Warriors are folk nearby on certain nights, but hired warriors commanded by priests adventurers who’ve camped there tell of Sune. They wear helms adorned with me that the sculpted stone never antlers—apt to be awkward when moved. They warn, however, that if any plunging through trees, I’m told. There blood—even from already-existing are at least six Stag Warriors on duty wounds or uncooked meat—is spilled every night that worshipers have made on the slopes of the ridge or upon the offerings to the priests of Sune in Drawn stone form itself, four or more undead Swords, and usually twice that number skeletons of mountain giants armed

128 with spiked clubs erupt from the earth floating disc. The war hammer can be and seek to slay any living creatures directed to fly at an opponent,1 but it who don’t flee the ridge immediately. does this only six times before flying These guardians also appear away to return to the tomb, which whenever anyone digs on the ridge. reseals itself. There seems to be an endless supply of them. One old ranger claimed to Places of Interest have personally destroyed over 30 of in Drawn Swords them over the years. No one can exca- vate without continuous interrup- Inns tions from erupting undead. The Sword and Dragon The giant chieftain is buried some- where under the stone that bears his likeness. The way down to his tomb, This inn is built of stone and is apt to which was presumably covered over by be drafty and icy-cold in winter. Any the giants who buried him, has been stay here is interesting, however—the since totally obscured by time or delib- place always holds armed adventurers erate working of the ground and is drinking and spinning wild yarns, and completely lost. The dwarves, giants, caged monsters usually sit in storage and elves all have tales of this tomb, cellars under the inn, awaiting trans- tales that are surprisingly detailed—and port to Berdusk. From time to time, in agreement about all of these details. one of these captured beasts escapes, The giant lies buried beneath a body- and the village has an anxious time plate of solid, everbright silver, resting until it’s slaughtered or caged again. on a bed of stacked golden ingots, with The inn is connected to a stable his magical war hammer on his chest that is set below it down the steep Each ingot must be worth over 100 cragside, and here the inn staff mem- gp if the descriptions of their size are bers swap and sell a good variety of true. There must be at least 2,000 of mounts. The staff members also sell them in the tomb, and probably two or food and travelers’ gear. three times as many. Thrice war par- The inn is owned by anonymous ties have found the buried giant and Berduskan interests, and the staff is borne away his enchanted weapon, rotated back to Berdusk every month. retreating from taking all the gold This means that a particular acting because of the undead guardians. innkeeper will be in Drawn Swords The war hammer is as large as a every third month. The owners are siege ram, but flies by itself, so people thought by most around the Coast who can’t lift it can wield it by touching lands to be Harpers—chiefly because it and willing it to accompany them. of who appears to defend the inn They tow along the floating hammer whenever Zhentarim seek to take rather as a mage can direct a Tenser’s control of the village.

1At THAC0 4 and 4d4 points of damage—6d4 points to large (or bigger) size foes. 129 Evereska nonelven world is carried on at the trading compound of the Halfway Inn, This verdant valley and walled city of the constructed for that very purpose. Elves elves is the greatest known concentra- do not welcome strangers into their city tion of moon elven Fair Folk remaining or their homes, and won’t grant a in Faerûn— beautiful, cultured place tourist or merchant passage into the of beauty where few are welcome. vale just because she or he wants to see Evereska vale is encircled by supposedly its glories. unbreathable mountains and can only And those glories are considerable. be entered via gate, through a narrow, I’ve seen them briefly and can report a well-guarded cleft east of the Halfway gardenlike series of lawns and wooded Inn, or from aloft.2 There are rumors of terraces interlaced with crystal-clear gate linkages with Waterdeep, the island streams that link spill pools and foun- elven realm of Evermeet, and ruined tains. Birds, cats, and small forest crea- Spellgard.3 Elven archers patrol the tures are numerous, and music is skies on giant eagles to prevent heard here and there. Splendid tall unwanted intrusions, and wards of the houses with many spires and balconies strongest sort prevent teleportation into rise up through the many huge, old or out of the vale. If there are any pass trees. These trees are mainly duskwood tokens to these wards, they are kept and bluetop, but almost all varieties can very secret. be seen in the vale. Some sages believe the vale is Even the poorest, most crowded defended by the magics of the elven deity streets are clean, beautiful, and luxuri- himself. Its defenses ous by human standards. It is on these certainly do include bolts of hurled streets that artisans live and work close magic that strike from the sky to smash together, sharing the use of a public hostile armies. Few beings venture park rather than enjoying their own pri- within 10 miles of the foothills of the vate grounds. Imagine an entire city Evereskan mountains without being about as splendid as the royal palace seen by the elves of one of the many ever- and gardens of Suzail—or the best vigilant watchposts and mobile patrols. areas of Silverymoon, without any of the Don’t expect to get into Evereska cobblestones or crowding—and you’ll unless you have legitimate business and begin to see what it must be like. are an —or can persuade an elf to Amid all of this splendor are temples escort you in. Harper pins are usually to all of the elven deities, the Evereska known to grant passage unless there’s College of Magic and Arms, and palatial evidence they’re carried by a non-Harper. noble estates. The Evereska College is a Dwarves, half-orcs, and the like are usu- training academy of the highest stan- ally not admitted, whatever their aims. dards. The training it provides is one of Most trade between Evereska and the the reasons that Evereska is so well

2The general location of Evereska can be seen on the map in the entry on the Halfway Inn, later in this chapter. 3 See FR13 Anauroch and FOR4 Code of the Harpers. 130 defended. Harpers are the only nonelves who can normally get training at arms or magic in Evereska, although the occasional half-elf, if of sufficiently exalted parentage on the elven side, may be taught. The palatial estates are home to pow- erful and ancient noble families. The cold, sneering pride of these elven fami- lies is the greatest weakness of Evereska, and the prime reason most nonelves wouldn’t want to enter the vale. The haughtiest of the elves even look down on elves of their own race whose lin- eages aren’t as exalted as their own. Their contempt for elves of other races is usually open, and their abhorrence of nonelves loud and ostentatious. Some haughty elves have gone so far as to move their estates as far away as possible from places most often visited by humans. These places include Moondark Hill, where human wor- needed for the pursuit of their hobbies, shipers of Solonor Thelandira come, they usually sell baubles: the tinkling and the Unicorn & Crescent, an inn that blown glass and metal wind sculptures welcomes Harpers, the Heralds, and the that hang in trees making soft music in Chosen of Mystra on the rare occasions the breezes from one end of the vale to when such visitors are in the city. (Inci- the other; tiny ornamented, sapphire- dentally, these are places I couldn’t visit, adorned, silver-bladed throwing dag- and therefore can’t rate.) gers and belt knives that are much Elves of Evereska need little from the favored as hidden defenders among outside world. Most of what they want noble ladies all over Faerûn; vintages comes under the heading of pursuing considered too poor for Evereskan hobbies, from collecting coins or tables; and small poems set down in weapons from places as far afield as exquisite calligraphy on slabs of ivory or Zakhara, to breeding experiments, to the like in delicate hanging frames. The 4 collecting magic. (Sometimes occasional spell scroll or glowing globe Evereskan noble elves are thought to is the most magic they’ll willingly sell. manipulate humans into marriage and Sages, thieves, and artisans from all over watch the results from afar by magic.) Faerûn would give much to see more of In exchange for items or equipment the glories of Evereska.

4“All crass and misleading oversimplifications, of course,” says Elminster. 131 The by the Walker in the Mists, a golem Greycloak Hills formed, those who’ve fought it swear, from solid mist! Once known as the Tomb Hills, these In the Fallen Kingdom, adventurers high, grass-girt hills were settled by the in earlier years found tomb after tomb elves of Evereska a few decades ago, of long-dead warrior-kings, both ostensibly to deal with the many ban- human and elven. Most folk in Amn, shees there. Now they’re always Baldur’s Gate, and Waterdeep, where cloaked in mist—part of a powerful many such forays were sponsored, ward that warns the elves of intruders believe the elves wanted to seize the and negates certain magics. The name riches and magic for themselves. Greycloak Hills comes from these mists Maskar Wands, head of the noble and the gray cloaks worn by the elves Wands family of Waterdeep that is dwelling there, who call their land famous for its mastery of magic, has Greyhome. said publicly he believes powerful There’s little for a traveler to visit Netherese magic was found in the Greyhome for, now that strong elven Greycloaks—perhaps an entire fortress patrols block all access to the magic- or city—and the elves felt they must rich tombs of the Fallen Kingdom. possess it to strengthen Evereska, pre- These patrols are sometimes bolstered vent a stampede of greedy and well- armed humans into the hills, and keep the magic out of the hands of the Zhen- tarim, whose forces and caravans probe ever more often at the defenses of both Evereska and the Greycloaks. Rumors in the Halfway Inn speak of elven warriors training extensively in the high meadows of Greyhome and of magically aided digging going on there. The digging is rumored to be the con- struction of cavern homes for the elves to retreat to should they be driven out of Evereska, since Zhentarim and orc attempts to tunnel into the rich vale grow more numerous every year. The elves could also be excavating Netherese treasures, of course. Travelers and adventurers beware: The elves aid visitors they favor by offer- ing an empty barrow tomb as a camping place, but deal harshly—that is, fatally— with those they deem tomb robbers.

132 Halfway Inn This sort of trade keeps the Halfway Inn busy. Adventurers use it as a base to Despite its name, this establishment is far explore the lands around (though they’re more than an inn. It is more a community no longer welcome in the elven-held Grey- to which the name of the inn is applied. cloak Hills), merchants and mercenaries Why it’s called “Halfway” I’m not sure, but gather here, and the few elven-led cara- the general consensus is that it’s “halfway vans assemble here for trips to Secomber, to anywhere”—except Evereska.5 Halfway Waterdeep, Berdusk, Neverwinter, Silvery- Inn functions as a tavern, stables, and moon, or Baldur’s Gate (rarely elsewhere). storehouse, and as the center of a caravan Humans, elves, half-elves, dwarves, and camping area and trading compound halflings are all seen here often. The pres- used by all who want to trade with the ence of the compound has encouraged elves of Evereska halflings to settle in the woods around, Most humans are never allowed to and the smell of rumored gold finds on even see that fabled valley and city. This the Lonely Moor has drawn the dwarves. prohibition accounts for the popularity of The Halfway Inn stands in a small for- the latest in Evereskan exports: exquisitely est, just west of a narrow, heavily guarded painted views of gardens, mansions, and cleft that offers the only way into Evereska temples of the city of Evereska. These for those who can’t fly. (Other paths lead paintings are truly beautiful, with vibrant out of Evereska to the north and south.) colors, charming scenes, and magics that The visitor will find a wide wagon trail preserve them and make them glow so leads from the west into a large open area that they can seen even in darkrooms. divided into camping areas, each with two Small cantrips on the most expensive of paddocks and a spring-fed horse pond, by these pictures make small birds, squirrels, a radial array of warehouses. An open and the like appear and wander through assembly ground spreads out to the south; the scene augmented, very rarely by an a trash dump and a wagon repair works armored elf or gowned lady gliding along lie beside it The easternmost building, at in the background shadows or appearing the back of this bustle, is the Halfway Inn. from time to time in the windows of a cas- tle turret or on a balcony Such pictures Places of Interest sell for 400 to 6,000 gp, depending on size, in the Halfway Inn subject, and enchantments. Trade at the Halfway Inn is a two-way Inn/Tavern process. For their part, the elves of The Halfway Inn Evereska, preoccupied with defending their vale and the nearby Greycloak Hills against an increasing Zhentarim presence, Stoutly built of wood and stone, the inn have begun buying the finest horses they has a dark appearance from the front. It can get. almost seems to blend into the trees

5Elminster says some of the elves of Evereska have traveled widely and might well have heard our expression “I’ll meet you halfway”—and named the inn for that as a quiet elven joke. 133 around it. Long candle lamps light the many-pillared room fills the entire entrance brilliantly ground floor of the inn except for the sta- The visitor can readily see the attached bles to the north and the kitchens to the stables on the north end of the building. south. The ground floor room has over a They’re “self-service”-style stables, but dozen round tables by the bar, but most warded to chime a tiny hostler’s bell if patrons prefer the heavily curtained entered from outside. The bell doesn’t booths that open off the main room all sound if they’re entered from the inn. along the north wall, the east (or back) Stepping inside the inn, the visitor finds wall except at the exit, and the south wall a dark lobby with a doorwatcher and a once one is past the bar. At least one cloak room. The doorwatcher is usually booth is known to have a secret passage one of the pretty elven barmaids, glad to connecting it to the cellars below, the be off her feet for a time. Behind the raised back hall, and a linen closet on the floor front of her desk she has a foot gong to above. summon armed aid, and a hand cross The booths have tables, built-in seating, bow that fires sleep-envenomed darts. and curtains that completely conceal Beyond the desk, a broad archway those inside when drawn together. The opens into the tavern room, the heart of back or east end of the room is deliber- activity in the Halfway Inn. This dimly lit, ately kept dark for privacy, and the rest of

134 the room is “cozily lit for reasons of dis- to the stables, furniture, and brawls, and a cretion,” as one of the staff put it All this is selection of pert, pretty fast-moving elven because most elves don’t like strong light barmaids. The moody, haughty or brood- and the other patrons are busy not being ing sorts of elves don’t apply for this posi- seen. The inn is always abuzz with deal- tion. The Halfway specializes in getting the making covert meetings, and whispered cheery, bouncy sort, all tinkling laughter intrigues. and deft dancing around patrons while A broad wooden stair with several carrying flagons balanced to the ceiling. shield-hung landings rises up from the They keep the drinkers well supplied main tavern room to the two floors of downstairs and keep the rooms upstairs sleeping rooms above. The inn’s third clean and comfortable, if unspectacular. floor consists of a single suite of rooms The inn’s decor and appointments are right up among the trees, and the suite is definitely rustic, with chamberpots almost always occupied by visiting elves. instead of garderobes. An ewer of water, The rear exit to the tavern room opens some fruit, and a jar of biscuits are placed into a back hall with a stair to the sleeping in every room. Cats pad everywhere floors, the entrance to the stables, and a within and about the inn, keeping the back door. All three are much used by mice down. guests who don’t want to be seen leaving The Halfway Inn is a welcome haven or going to their rooms—and by local to many travelers. Long may it remain so. professional escorts. The Halfway Ladies (not part of the inn staff, but known to them and allowed free run of the place) are notorious for their high-class dress and manners. They’re mostly moon elves who pretend to high rank, though a doppleganger once slipped into the roster for a tenday. The inn serves good food, has a sur- prisingly wide selection of cheeses from all over Faerûn, and offers a broad, well- stocked cellar of good wines. The beer is robust, even nutty in flavor, and the zzar will catch most Waterdhavians by sur- prise. It’s been strengthened to elven tastes, ending up as an almond-flavored strong sherry. The inn is run by the discreet and trustworthy Myrin Silverspear, though I suspect it’s owned and run by the rulers of Evereska, not Silverspear himself The inn staff consists of old veterans, who see

135 The Marsh chant trying to capture a marsh mon- ster for a wealthy collector or kill one Of Chelimber for the yield of its carcass in magical The tale of this vast wetland’s creation components. is known to every youngling in west- Some people enter the marsh in ern Faerûn.6 The elementals who ran search of plants, as some marsh amok, spreading the Winding Water plants have medicinal uses, though to flood all the lands of Prince Che- few bring high prices. One can also limber, and the warring wizards live on marsh fish, though they tend whose spell battle released them are to taste unpleasant at best. A few all long gone, but there are fresh tales hunters make a living by throwing about just where Chelimber’s flooded weighted nets over groups of marsh halls lie every spring, as a new lot of fowl from the relative safety of the hopeful adventurers brave the bogs marsh verges or use poles, safety and lakes of the waiting, mist- ropes, and shoe pads’ to gather shrouded Marsh. Most of the tales say marsh bird eggs for food or sale. Chelimber and his courtiers are now Some eggs are the size of a large aquatic undead who guard the human’s head! prince’s huge hoard of gold and sil- Yet there’s a lot of marsh to yield ver, dragging intruders who get too such things. It’s as large as nearby close to their flooded hall down to a Evereska and the Greycloak Hills watery grave. The existence of this combined, and of a size with the Ser- hoard is said to be proven by the sil- pent Hills. Its spreading waters ver goblet brought to Waterdeep in flooded a large realm and may hold triumph by the adventuress And- many riches, plus treasure known to lazara 70 winters ago. Its handle is the have been hidden in the bog in recent snarling boar of Chelimber. years by brigands and by desperate Sensible travelers don’t need fear- dwarves fleeing orcs. some tales of undead to keep well clear Several travelers who blundered of the marsh. It’s a long trek off the into the heart of the marsh have trade roads, and it offers stinking mud, reported a wondrous sight: a castle quicksand, and clouds of stinging flies, floating in the air, hidden by the mists to say nothing of catoblepas, water spi- until one is near. Obviously damaged ders, water snakes, lizard men, in the spell battle that created the gulguthra, and similar dangers to the marsh, it hangs upside down, close to traveler. No known trails safely cross the ground—but is now home to a the vast, mist-shrouded, dank maze of huge swarm of stirges that pours water and little islets. There’s little to go forth to overwhelm creatures who there for, either, unless one is a mer- come too close.

6 See the “Western Heartlands” chapter in A Grand Tour of the Realms in the revised FORGOTTEN REALMS Cam- paign Setting box for this tale. 7Shoe pads are shoes that are attached to curved plates like miniature coracles for the feet. They allow a skilled poler to walk atop the bog or water. 136 The Well light, due to powerful shadow magic8 It’s a vast natural cauldron, probably of Dragons once a volcano. Its circular opening is Many folk have heard fireside tales as big across as the length of many about this place—but most folk in the respectable villages. There’s a little Realms think it’s purely a bard’s meltwater- and spring-fed lake at the fancy, a mythical place designed to bottom—and bones, heaps and heaps add color to a ballad or tale. A few of bones. starry-eyed adventurers have gone Here many dragons have gone to die. seeking the Well, notably some well- Amid their huge, tumbled bones heeled young noble sons of Water- adorned with treasure they wore or deep. Those who returned say they bore here lies the guardian of the found nothing like it in all the Back- place—the Dire Dragon. (I saw gems as lands. Yet I have seen it, and can set large as human fists, magical amulets down here for the first time details of and rings, and more!) The Dire Dragon this wondrous sight. is a shadow dragon that by misfortune The Well is a deep pit concealed by of spell or exposure to magical items illusory terrain except during moon- achieved undeath. If its words can be

8The locations of the Well of Dragons and the nearby ruined village of Ladydove are shown on the map in the entry on Hill’s Edge in the chapter on the Sunset Vale, later in this guide.

137 believed, it did not achieve this status guarded against its namesake, all other through any deliberate process. dragonkind, and most brigands by a The Dire Dragon is unusually large, powerful ward. This invisible magical and its shadow magic is mighty indeed. barrier teleports two gargoyles wher- Not only does it keep the Well hidden, it ever the innkeeper commands. These has slain no fewer than eight arch- guardians fight for the innkeeper with mages who came seeking its treasure. It absolute loyalty. showed me their bones proudly. The ward also reflects back all “Spread the word, manling,” it said with breath weapons, and drains life force a cynical gleam in its eyes, “and there’ll from all dragons (even if they’ve be more, as sure as night follows day adopted another form) and all who Dragons think, but humans charge bear metal weapons.9 There must be in—and for all of us, greed kills.” a ward token to prevent harm when I saw a cavern mouth in the side of using metal tools, but I’ve not seen it. the bone-strewn pit, probably used by the Dire Dragon as a sleeping lair— Places of Interest but I’ve no idea if it continues to other Near the caverns or is a dead-end hole. The Well of Dragons Dire Dragon keeps the most useful and powerful magic brought by dying Inns dragons there, leaving only the The Dire Dragon baubles out in the pit. Most dying dragons who reach the pit simply dive down to shatter themselves against the This small, rustic stone inn is apt to rocks and bones. Some like to talk be chilly and damp. It sees few guests, away their last hours, and the Dire but has a certain charm, and is run Dragon talks to them, learning what it by the greatest living sage on matters can of hoarded treasure, battle tricks, of dragonkind, the Calishite lady spells, and the like. Others never reach Yajandra Dlathaero.10 What brought the Well. If the Dire Dragon’s scrying her to this desolate spot was the magics detect them—it often keeps chance to study the dragons, using watch around the Well—it goes out her very powerful scrying magic. and brings their bodies to the Well. The rooms here are tidy and insect About a mile east of the pit, amid free, and each features a lofty com- wooded ravines and rock outcrops, forter of a different quilting pattern to there’s an inn called the Dire Dragon. stave off the chill. Yajandra sets a good The inn is all that remains of the half- table of hearty food. She always appre- elven village of Ladydove, burned and ciates a gift of good wine, beer, or laid waste to by the Dire Dragon. It’s liquor. Try her spicy frog stew.

9Draining dragonkind of 6+1d12 hit points per round (no saving throw). All other creatures take 6+1d4 points of damage per round (saving throw for half damage), and their damage can be healed, whereas dragonkind hit point losses are permanent. Throwing away a metal weapon or tool ends damage at the end of the round of release. 10 If the DM desires, Yajandra knows everything in the FOR1 sourcebook. 138 Xonthal’s Tower brought with him a roving guard of a dozen Zhentilar to “defend” the village. This small, remote village is nestled on the All of them veterans of the Moonsea southern slopes of Mt. Hlim. Here about Wars, and most of them are expert 40 folk eke out a living by hunting, fishing archers. They take their duties seriously along the northern verges of the perilous because, one old man told me, the Marsh of Chelimber, and raising sheep Zhents often send wizards about in dis- and goats on the high mountain mead- guise to make sure their local agents do ows. They keep to themselves, hoping to well. Travelers who aren’t friendly to the escape attacks from the yuan-ti and Zhentarim should keep quiet about it. ophidians of the Serpent Hills, but do offer Most of the villagers are now in the pay of beds to travelers seeking Evereska or a the organization. way through the Greypeak Mountains. Xonthal’s Tower began as a cluster of The village has little to offer the trav- servants’ and apprentices’ homes built eler, but because the village serves as a around the solitary black stone tower of waystop for overland traders, the Zhen- the wizard Xonthal. Xonthal is believed to tarim recently established an agent here, be the first Faerûnian to have mastered one Hansibal Droun, who runs a hard- the feather magic of Maztica, the Land ware shop and a swap-mount stables. He Across the Sea, becoming a plumaweaver

139 (if I have the term correctly). He also rose and satisfied-looking man who always to archmage status wielding the more wears the latest fashions from Water- familiar spells blessed by Mystra. deep, is inordinately fond of his drooping Unfortunately, his studies seem to have mustache, and drives hard bargains. affected his wits. He threw out all of his He’s never without at least three hard- apprentices about 6O years ago and laid eyed, alert ex-Zhentilar warrior body- enchantments on the hedge around his guards, and so he can afford to strut. tower gardens. The hedge attacks intrud- If the locals don’t like him, they keep ers and has all the powers of the horrible it hidden, and he does deal in goods of monsters known as living walls. Xonthal the finest quality. He usually has about himself is said to have become a lich—but four riding mounts, another six ponies, as no one has seen him for a long’ long and 10 or so mules available—though time, that may be mere speculation. the mules are usually rented to local Locals recall three separate Zhentarim farmers, so a buyer will have to wait a attempts to breach the tower’ the last in- day to get them. His shop stock is as volving nine black-robed mages rumored good as a large sundries shop in Water- to have come from Darkhold who stood deep, with particular attention to ropes, on empty air a hundred feet or more lanterns, tents, cages, spikes, and other aloft and hurled spells at Xonthal’s adventuring gear. stronghold thick and fast. As one local put it, “They lit up the night. I’ve never Andher’s Mill seen so many spells before, not even in Wool Mill the big battles in Tethyr with all the mages hurling lightning at both armies!” In the end, somehow, Xonthal pre- This mill turns out bales of local wool vailed. Two of the mages were blown for sale to passing traders. It is of good, apart, and another mage flew away though not exceptional, quality, with a screaming’ blazing like a torch. The pleasing off-white color that takes well others fled. Word of this spread rapidly to dye or bleach. The mill sells only in the Coast lands, and fewer adventur- wool, and does not process it into cloth ers have come calling on Xonthal’s or thread, though preliminary cleaning hungry hedge since then. and some carding is performed.

Places Of Interest Inns/Taverns in Xonthal’s Tower The Black Flagon Shops Droun Trading This is your average backwoods rustic Mounts and General Gear inn and tavern—overpriced and serv- ing heavy., gravy-swamped food. Don’t look forward to it too much, it is sure Hansibal Droun is a sleek, portly, well-fed to disappoint you.

140 Yarthrain they’re there at all—and why the heart of the village consists of half a This half-ruined farming village on dozen grand stone houses, now roof- the banks of the Winding Water has less and fallen into ruin. been the traditional northern The answer is the Baron of the explorer’s route into the Backlands. Backlands, that butt of a hundred Here small skiffs from Boareskyr country simpleton jokes, such as: Bridge (although, since that place’s “How did the Baron find out if the poisoning, fearful crews have left water was boiling? Stuck his hand in from Serpent’s Cowl instead) put in to the pot until he could say, ‘Yes, it’s unload seekers-after-glory-usually boiling now.’ ” Over 80 summers ago, adventurers hoping to recover some the warrior Zelarravyan Fangshield, a of the lost magics of Netheril. successful mercenary from Amn, set- Here on the south bank of the tled here and proclaimed himself Winding Water due northwest of the Baron of the Backlands. Hill of Lost Souls about 60 folk herd Zelarravyan was a battle-hungry sheep and cattle, fish in the Water, soul. His enthusiasm for burning and grow root crops to scratch out a and hacking when carrying out a living. Most travelers wonder why commission began to make him too

141 expensive for any of the merchants of Amn to use, but they feared what he might do if they exiled him or left him penniless, unhired, within their boundaries. So they all contributed gold pieces to give him a treasury, gave him the title “baron” and the money, and told him to go forth and settle the Backlands of the Sword Coast to guarantee Amn access to the timber and ores there forever. Delighted, Zelarravyan took his armed followers, plus all the volun- teers who hoped to become just as rich as he dreamed of being, and set forth. He came here to the closest river access to the Hill of Lost Souls (the landmark he headed for) and built himself a castle (referred to as Backlands Castle), surrounding it with grand homes for his captains, the new lord knights of his barony. Then things started to go wrong. Orcs, hobgoblins, and worse swept down on the new settlement, a hard winter followed, and a wizard who’d been sent out from Amn to keep an eye on Zelarravyan decided that the baron had made too many mistakes and rash decisions. This man, Orlornin, came to court one evening and bluntly told Zelarravyan he was taking over. The baron responded by hurling a chair at the mage, felling him, and then challenging the groaning man to a fight. Furious, the wizard hurled a swarm of fireballs, incinerating most of the courtiers around the baron, who was in turn hurled out through a high window into the branches of a tree, unconscious.

142 The surviving courtiers thought he’d found the baron leading a small, des- been blown apart by the fireball. perate band of warriors. The band That set a battle going in earnest, was raiding orcs for food as orcs usu- with fighters converging on the wiz- ally raided the settlements of human- ard from all sides. kind. Most of the Amnians fled. A few The wizard Orlornin gave them stayed, and named the village death. Warrior after warrior fell—but Yarthrain, after a treacherous wizard there were always more, shouting in an old Amnian ballad who was and charging at him. Fleeing, the wiz- given the death he richly deserved— ard was cornered by the entrance of but at a terrible cost. one of the lord knight’s homes. He Yarthrain the village has remained hurled lightnings into it, slaying the to this day, but the baron is long dead. gathered household, and followed the A bitter, battle-wild man, he began to bolts in, climbing to an upper floor raid all the caravans and adventuring from whence he could see and hurl bands he came across, always bru- spells at will. Summoning his wiz- tally slaughtering any wizards among ard’s staff to him, he made a last them. For some 10 years, the Robber stand. When archers began firing at Baron of Yarthrain was a feared man him from the other grand homes, he from end to end of the Coast lands. sent fire and lightning into them, one No attack was too bold for him, no after another, until most of the revenge too difficult. He followed vic- barony lay dead around him, the tims who’d given him the slip to as far houses burnt-out shells. away as the rooftops of Baldur’s Gate, By this time, the baron recovered using the arsenal of magical weapons his senses. Finding a hunting bow and devices he’d amassed to keep and several quivers of shafts, he himself safe from most sorcerous climbed a tree he thought close attacks. enough and slew the wizard, empty- Finally he overreached himself. A ing both quivers into the slumped young Waterdhavian noble eloped form until he’d torn it apart. (He’d with his love, a noble of a rival house, heard of wizards walking after death.) because the head of neither house He then found himself alone looked with favor on their union. except for the badly wounded. The They eloped in style, with a large bag- survivors had fled down the river on gage train and over 40 mounted ser- boats. Grimly, Zelarravyan salvaged vants. The baron fell on the party like what he could from the ruins— a starving wolf as it approached Hill’s including the wizard’s staff—and set Edge, headed for the distant glories of about building himself a secure, hid- Cormyr. The cowardly young noble den place in which he could survive escaped the slaughter, abandoning the winter. his lady love and all their servants. The castle collapsed that first win- The baron kept the survivors as ter. In the spring, some Amnians hostages, returning in triumph to

143 Yarthrain, but the furious young Furious, the baron knocked her noble, supported by merchants of cold and threw her atop the gold. that city who’d become increasingly Then in a fit of cold cruelty he buried fearful of their bandit neighbor, hired her alive and fled. He used one of his all the mercenaries he could find in stolen magical items to whirl the Hill’s Edge and came to Yarthrain at stones of the castle around the army the head of an army of over 1,000 in a deadly rain, and in the confusion soldiers. he slipped away. The baron’s twenty-odd warriors The young Waterdhavian survived saw the army approaching and fled. the battle. He spent another decade The furious baron took his lady hunting the baron down. His blade hostage to the hill where the tumbled finally claimed Zelarravyan’s life, but stones of his castle lay and buried all his lady love was still dead, and he his stolen gold, vowing to return for it returned to Waterdeep to rejoin his later. He planned to bargain his way to family a sadder man. The rift between freedom with the lady, but she saw her the two noble houses remains to this love at the head of the approaching day. army and fought for her own freedom, In Yarthrain, despite decades of stabbing and slashing the baron with hopeful digging and the use of most his own silver-bladed long sword. of the castle’s stones to build cottages,

144 no trace of the baron’s buried hoard brown bones, sprawled atop gold of gold and any magic he couldn’t use coins under the earth somewhere. or carry has ever been found. This haunting11 is commemorated in The baron still affects villagers the name of the local inn and tavern, every day, even if no adventurers are the Silver Blade. in town digging up Castle Hill. The grand stone houses of the lord Places Of Interest knights stand empty because the in Yarthrain ghosts of laughing lords and ladies still glide through them, glasses in Inns/Taverns hand, every night, and lamps and The Silver Blade torches shine where there’s only empty darkness. Curious folk who go to investigate are sometimes found dead in the morning—slain by some Built of stones from the Baron of the sort of monster mat eats their brains. Backlands’s castle, the Blade has three An , adventurers say—but by wings that sprawl through thick pine day, they can never find it. Some say a trees that separate it from the ruined, band of mind flayers must be digging haunted houses of the lord knights. into the hill in a treasure search of One is a stable, one a kitchen and their own, somewhere under the vil- pantry, and one is the sleeping wing. lagers’ feet—but no adventurers have The central part of the Blade at ever met with them, no matter how ground level is the dance floor and deep they dig. taproom. The Blade has gaming The tale of the gold is no fancy, rooms and private meeting rooms though. Any adventurer who comes upstairs in this central area. A huge, to Yarthrain is likely to see the phan- silver-painted, two-handed tom of the slain lady noble. She “boarkiller” sword hangs on chains appears in darkness, a silver sword from the overhanging cedar-shake drawn in her hand, her long hair roof over the front doors of the inn flowing about her shoulders, her here as a signboard. gown torn away from one shoulder, The sleeping wing of the Blade is and her eyes sad. She seems to reap- surrounded by a small but pleasant pear to those who’ve seen her before garden where in summer a fishpond as a warning of approaching foes or and scattered birdseed provide pleas- danger. If they’re asleep, they awaken ant watching for guests. Furnishings abruptly, terrified by a nightmare in are rustic, but both food and staff are which the maiden’s form, her eyes good, and these distant bedchambers locked on theirs, melts away into are cozy, clean, and quiet.

11Elminster says that any adventurers who find the hoard will end the haunting as far as the villagers are con- cerned—but that the grateful maiden will reappear to them alone as a warning of danger for the rest of their lives. If they want to greet her, he advises, her name is Cyndril Hawkwinter. (Her suitor was Dervil Manthar.) 145 146 Sunset Vale

xcept for “isolated” Bal- The dangers Tunland presents dur’s Gate, when some- with its nomadic humans and one speaks of settle- wemics and smaller marauding ments in the Coast Lands bands of goblinkin and other preda- to most folk in Amn, tory monsters have kept the Vale safe Mirabar, Waterdeep, or even Cormyr, from any sustained effort at conquest Sunset Vale is all they think of. To from coastal powers around the Sea most people these communities seem of Fallen Stars. However, Amn and islands of civilization and prosperity Westgate have both tried several in a landscape of rolling wilderness times to take over the Vale by weight inhabited only by legions of monsters of coins, not swords. and desperate brigands that, thank- Most recently, the Zhentarim are fully, only rough-and-ready caravan still trying their hand at either merchants need visit. Though travel- dominating the Vale or shattering it. ers know this is false—or at least From their continually strengthened exaggerated—it does indicate the fortress of Darkhold, they are long-standing importance of the Vale. mounting ever-bolder forays The Vale is easily found on a good throughout the Vale. They are trying map. It encompasses all the lands to scare farmers and small folk into between the arcing arms of the River leaving, and discourage poor folk Reaching and the upper Chionthar from all over Faerûn from thinking and the natural wall formed by the the Vale is a good place to come and Sunset Mountains and the Far Hills. settle. They need to accomplish their Berdusk (a base of the mysterious and ends before their aggressive sword- powerful Harpers) and Iriaebor are swinging provokes the cities of the the two largest cities of the Vale. The Vale—or, for that matter, anyone third, often overlooked city, is Hill’s else—from assembling an army and Edge, gateway to the Backlands. going to war. Between these centers of power lie The Harpers are already openly at verdant, prosperous farms that have war with the Zhentarim in Sunset always exported food in plenty to all Vale. Many nights are lit by the the lands around. The Dusk Road sudden flare of hurled fireballs and runs through the heart of the Vale, split by screams of those struck carrying the traffic of this vital region down by the sword. Dawn the next back and forth. The food the Sunset day finds sprawled corpses or dark Vale produces is also shipped out by pools of blood where all had been the rivers and along the Uldoon Trail peaceful the day before. Travelers, toward Amn. you’ve been warned.

147 Asbravn Lliira (A House of Joy), Lathander (Morningstone House), and Waukeen This small town is the market center (formerly Goldcoin House, and now of the farmers of the southern Vale. an abandoned, burnt-out shell where They trade with each other and with local children play), a tavern called traveling merchants in the central the Tankard and Sheaf, and an inn, market rather than taking their trade the Board Laid Bare. to the cities where someone else will Asbravn is famous for the Riders in make a profit from their food, not Red Cloaks, its police and defenders. them. Buyers out of Berdusk and They’re local volunteers led by a few Iriaebor come to the market each experienced warriors and occasionally day. It’s understood that the market bolstered by mages and priests who of Asbravn fills bellies all along the are sponsored by Iriaebor to keep the Chionthar. roads and the market safe. The Red Asbravn lies in a shallow valley Cloaks patrol in mounted dozens and where the Dusk Road and the Uldoon often have to battle bandits, trolls, bug- Trail meet. A dilapidated temple to bears, orcs, and predatory monsters in Ilmater faces the market, which is the foothills of the southern Sunset ringed by swap shops, a cooper and Mountains, east of town. cratemaker, a wagonworks, shrines to Since Zhentarim activity has increased, the Cloaks have run up against poisonings several times, and against ambushes by mercenaries who were very well paid by someone. Local feeling—and fear—is running high against the Zhentarim. Almost every family has at least one Rider. The post of reinforcement Rider was once offered to any able warrior when needed, with archers being particularly sought after. At a pay rate of tens of gold pieces per week, such positions were eagerly sought. Now, however, the town’s chief priest of Ilmater, Abject Supplicant Asgar Tel- lendar, is insisting on questioning applicants with the aid of the Harpers, or so local rumor runs. Asgar’s temple, the House of the Suffering God, is in danger of closing down. Asgar heads a clerical staff of only six priests, three novices, and

148 four lay worshipers. The temple itself much hay to keep the surplus crops is a crumbling ruin, its tithes too shipping as good-as-gold exports. meager to pay for repairs. Sinister The traveler through Asbravn will visions have begun to appear in see only lush farms with wood lots, Asgar’s dreams, showing the God on drainage ditches and ponds, well- the Rack turning his back on the tem- kept barns and stump-and-boulder ple of Asbravn, but as these dreams fences, and general tranquility. At were always followed closely by visits corners where tracks and trails meet from mysterious smooth-tongued in the town stand old, cracked, stout people trying to buy the House, he’s stone pillars surmounted by crum- not put too much credence in them. bling horse heads. These are the only (“Zhents, or I’m a toad,” Asgar has visible relics of an ancient city, told his worshipers angrily.) Urdrath of the Horsemen, that stood Other current local concerns are on this site. The Horsemen were centered around a plan by one new nomads who moved to Tunland or landowner to breed long-horned the Savage North long ago. Urdrath horses for sale as battle mounts. was where they came to worship and Many farmers are afraid they’ll get bury their dead in catacombs out and trample crops or need too beneath the streets.

149 Today, false cellar walls and sliding Places of Interest stones in the foundations of many of in Asbravn the town’s fifty-odd buildings lead into Shops a vast maze of underground passages and galleries, their extent unknown. Samborl’s Sundries-in-Trade Tomb chambers and coffin niches in Swap Shop the passage walls are everywhere, and the deeper levels are roamed by undead. Some of the fallen warriors of Largest and most successful of the the Horsemen, legend says, were town’s swap shops, the establishment buried with rich treasures. of Samborl Deiryn is a crowded ware- Many a curious visitor has paid 10 house full of overstocked, used, no- gold pieces or more to a local to be longer-needed and useless items, let into the catacombs—and more from brass Calishite veil dancers’ fin- than one has fled out again in terror gerbells to three-elk winter sledges. after coming upon a recently slain Some of Samborl’s stock is broken, thief, face black with strangulation, more is undoubtedly stolen, and he throat caught forever in the bony, knows that some items are left with chilling grip of a skeletal arm that him as covert signals or message reached out of one of the horizontal drops by various merchant cabals coffin niches as the culprit passed. and other secret groups he pretends Still, the occasional person comes to to know nothing about. the surface with a gem-adorned dag- Both collectors and adventurers ger or the remnants of an ivory or find his shop a fascinating place to amber necklace, and brave (foolish, browse—after all, where else in the locals say) young people still come entire Vale can you find a lifelike bull’s from Berdusk and Iriaebor on dares head made of wood and painted felt, to enter the catacombs to impress designed to be worn during fertility their friends. parades? Or a knockdown-archpole Most visitors don’t look for such brass changing stall for ladies of deli- excitement in Asbravn. They marvel cate breeding, complete with cloth-of- at the well-kept farms while passing gold dancing unicorn curtains (only through, perhaps buying some fresh slightly moth-eaten)? A triple-jointed eggs, cheese, or a joint of meat at the blown glass back-scratcher from far market. Or, they come here to buy Kara-Tur, perhaps? Or a whistle that wagonloads of provender in the mar- summons dogs, leucrotta, and certain ket, knowing they’ll get good fresh carrion birds—but is guaranteed to fare at fair prices. This is the sort of drive away carrion crawlers, thri- town folk remember fondly after one kreen, ankhegs, and other giant visit, feel at home in after a second, insects with hard outer chitin? Per- and make sure they stop by when haps a veil of feathers, once worn by a possible thereafter. bird maiden of far Zakhara? Or six

150 smooth-polished wooden casks from for his current work, though. He goes Thay, designed to fit inside each at it so hard that he’ll probably die other? Samborl sells them all, grin- because of it after a shorter span of ning and rubbing his hands or belly years than he might otherwise enjoy. all the while. Most people think he’s an oily slug, but Samborl just smiles— Rolling Wheel Wagons and makes sure he goes to bed each Wagonmaker night a slightly richer oily slug. and Wheelwright/Carpenter

Tantain’s Barrels and Crates Cooper/Packer A wheel large enough for a titan’s wagon adorns the front of the huge barn that houses this wagonworks. It’s Tantain the Tall is perhaps the most fully 20 feet tall and a favorite climbing important man in Asbravn. It’s his fly- tower for local youths, until they’re ing fingers and tireless work that get chased off. goods ready to leave the market and The six skilled carpenters and travel long distances well protected. wheelwrights who own this shop Some merchants even bring their together (employing a dozen appren- wares up for packing from Berdusk tices and two families of woodcutters) and Iriaebor before shipping them pride themselves on fast repair work. elsewhere just to get Tantain to do the They also sell new wagons made in packing for them. this shop, but their output is slow The tall, gaunt, sharp-jawed Tan- because so many urgent repair jobs tain is never still except when he interrupt them. Their wagons are finds a packing table and lies down sleek, but sturdy, in their account. on it to snatch a few hours of sleep. Some caravan merchants have been He supervises a skilled crew of 10 known to mutter that they’re “more strong young women and men, and looks than hard wearing.” casually throws all payments over his The Wagonmasters of the Rolling shoulder into a huge brass spittoon Wheel charge stiff fees for their unearthed by some enterprising mer- work—175 gp for a major repair job chant from the old giant kingdom of isn’t unknown—but one is paying for Darchar (roughly, eastern Amn). Sur- their unmatched speed and sure prisingly, no matter where he is or skill. They’ve been known to replace what he’s doing, the coins end up in an entire wagon undercarriage, the spittoon. wheels and all, in the time it takes to As one might expect, Tantain is snatch a quick trail meal. One of the deadly with throwing knives—the shop’s co-owners and wheelwrights, result, he says darkly, of a pirate and Thalibul Orn, is an archery tutor for then a carnival career when he was the Red Cloaks. He has been known too young to know better. Tantain lives to shoot parchments out of the hands

151 doings gets around Asbravn so quickly. The walls of the old Tankard are adorned with scythes, sickles, rakes, and other farm implements. These are securely pegged in place with bent wooden hoops to prevent them being snatched down and used in the often heated arguments that erupt here between merchants of rival costers, cities, or realms. Inns The Board Laid Bare

Despite its dubious-sounding name, of fleeing people hundreds of paces this large house serves excellent distant.l meals. The dining room—resplendent in cross-laid deep blue carpets Taverns brought all the way from Chessenta— The Tankard and Sheaf is at the back of the ground floor in its own wing, separated from the three floors of guest rooms by a facing pair This tavern is always busy and of meeting rooms. The kitchens and crowded with loud and thirsty visitors. pantries are behind it, at the end of the Locals often take their tankards out wing. This keeps noise to a minimum, the back door to sit on sawed-off logs as light sleepers will deeply appreciate. and old stumps in the yard to get some I was served simple fare for highsun- peace. They won’t appreciate out- fest: a platter of whole spit-cooked wild- landers barging into the yard to dis- fowl, a club of horseradish root to gnaw turb their quiet smoking and gossip. on, and a tankard of dark, nutty beer. Someone who’s hired on as a Rider Everything was prepared just so, and at won’t be considered an outlander. the end of even this light meal I was Inside, the place is well lit and high- brought a small plate of sugared dark- ceilinged, and is prone to echoing bread and a slice of lemon rolled in when patrons are sparse. Locals like to linen to clean my hands on. Evening- get to the Tankard with the mists of feast was a delightful roast turkey in a dawn, and they enjoy a tankard of hot gravy studded with shavings of roast broth before going to their fields. boar, all of it garnished with parsley. A Their talk at such times is how word of highly recommended house.

1From Elminster’s notes, Thalibul can be considered a LN hm F8 with specialization in short bow (fired from horseback or afoot): THAC0 13 with +1 attack bonus (+2 if within 30 feet), +2 on damage, ROF of 2 arrows per round, and the benefits of the point blank range category. Thalibul trains only Riders, not outsiders. 152 Berdusk Woolen mills in the city serve farm- ers from all over the southern Vale, Berdusk is sometimes called the Jewel of many of whom go to Asbravn for its the Vale. This is not a term that pleases large shearing market, selling the wool residents of the rival neighboring city of there to Berduskan millers. Dozens of Iriaebor, though the two cities are firm caravans entirely of baled wool leave allies in matters of trade and defense. Berdusk for elsewhere in Faerûn at the The Uldoon Trail crosses the upper height of shearing season. Chionthar at Berdusk. Three bridges Berdusk also produces a highly actually span the river here, two making favored sweet wine, Berduskan dark, use of a fortified island to shorten their which is like very dark amber sherry, leaping spans. This spot’s usefulness as a heavy and burning to the tongue. It landmark and parley place plus the ris- fetches 6 gp per bottle or more and ing of a spring (the River Sulduskoon) to travels well. Folk are apt to find it in join the Chionthar here and the pres- taverns and eateries all over Faerûn. ence of rapids (the Breaking Steps) in the All of this prosperity is guarded by a Chionthar just upstream of this spot have city guard of 600 well-trained and combined to ensure that there’s been equipped warriors of both sexes and some sort of settlement at this site since all races, assisted by seven roving the dawn days: first the elven moot of gauntlets (who raid Zhent and brigand Clearspring; then a human fishing vil- holds, and escort caravans and travel- lage, Sulduskoon; and finally the city ers on the roads around the city) and known today The current city is named by the famous Harpers. Not all Harpers for Berdusk Orcslayer, a local human look like merry minstrel rogues, but warrior whose energetic patrols drove many do, and some can always be seen orcs from the area, making it safe to on the city streets. farm and opening the Vale for human The ruler of Berdusk, High Lady settlement. Cylyria Dragonbreast, is one of the Today, Berdusk is an important trad- leaders of Those Who Harp. Their ing center, much involved in the ship- most powerful base, Twilight Hall, ment of goods. High-sided local stands in Berdusk, and many of the waybarges are winched carefully shieldmasters (officers) in the city through the rapids, which have been guard are Harpers.2 known to smash normal rafts and High Lady Cylyria keeps Berdusk barges, sending crew and cargo to the firmly in the Lords’ Alliance, and the freshwater kelpies below. Businesses in city welcomes all demihuman races. the city also make many wagons (con- The Silent Lady loves music and sidered fair to poor by most mer- poetry, and the city attracts the best chants) and excellent barges, and do traveling minstrels and musicians, extensive wagon repairs. Their wheels increasingly joined by noted book- are very fine. binders, limners, and sculptors.

2 More about the Harpers and Twilight Hall can be found in the sourcebook FOR4 Code of the Harpers. 153 This thriving, growing community treasure in the city, both hoarded and of artisans has begun to rival Water- invested. Discreet inquiries in many deep in hauteur if not in numbers or inns, taverns, and shops can lead the quality, and has begun to attract needy to a dinner meeting with agents patrons, thieves, and wild romantic representing high-coin moneylenders tales about its doings. Most tales cen- (sponsors dealing in large amounts). ter around one of two things: Adventurers are warned that such folk sculpted ladies so lifelike that they like to see tangible assets before laying came to life or artists who’ve decided out coins. Such assets include keeps in to expand their studios or rebuild the strategic locations, city land holding— interiors of their abodes to please for a caravan company, warehouses their aesthetic sensibilities. The statue within the walls of a city will do—and stories are often based on real-life large fleets of cogs, caravels, or other wizards’ pranks. The remodeling seaworthy cargo ships. The lenders are tales usually go on to say how the unlikely to sponsor forays under- artists uncovered pirate treasure ground or into ruins in search of leg- brought up the river and hidden here endary treasure. On the other hand, if long ago that has made them rich. adventurers make such trips on their Certain sages who’ve not led me own and return with heaps of gems wrong before say there is a lot of pirate they don’t know what to do with, these

154 professionals can invest such wealth a newly arrived caravan on top of you wisely. Some respected names among in their night encampment. Moon- them: Thoront of the Gilded Hand, down Isle is held by the guard as a Than Tassalar, Orn “Manycoins” Bel- practice area and patrol stableyard. darm, and Aulimann the Patient. Don’t expect to camp there. My explorations of fair Berdusk Berdusk stands within a rough oval were hampered by my unfortunate of high-girt stone walls that are reputation. Many Harpers seem con- pierced by six gates. Three of the gates vinced I’m some sort of Zhentarim welcome roads carried by bridges agent, just as members of that organi- across the Chionthar. The most down- zation believe I’m a Harper. Their sur- stream. or westerly of these three gates veillance and other tactics prevented is Bellowbar’s Gate, named for the me spending much time in the Jewel city’s first innkeeper, He perished with of the Vale. As a result, I can give the his inn in a fiery explosion caused by traveler only an overview of the city’s an angry wizard called Shalgar the features and establishments. Masked. The next two are Shortarrow Some areas in Berdusk are rumored Gate (so named because it’s a short to be Harper warded. Look for tokens arrow’s flight from it to the island to like the one shown at lower right. the south) and Riverroad Gate. East of Landmarks Berdusk, I should mention, is a city of tall, steep-roofed stone houses that crowd close together, overhanging the cobbled streets that run between. Sewer gratings are everywhere, feed- ing into a river-flushed system that is intended to keep ice and snow from burying Berdusk in the winter, but serves to keep the city clean and stench free in warmer months. The city guard has regular (and surprise) street patrols, and this, plus the pres- ence of Harpers, keeps street crime to a minimum. Visitors who need a place to camp outside the city walls should report to the city guard—this ensures you of a pleasant welcome, patrol visits from the guard throughout the night, and the prevention of rude awaken- ings caused by the city guard wanting to know who you are or trying to settle A Ward Token of Berdusk 155 these is Drovers’ Gate. A road from it runs along the banks of the river, lead- ing to many paddocks, stockyards, and caravan compounds. The next gate, to the northeast, is Vale Gate, and the road running from it is also lined with inns, paddocks, and stockyards. This road is the Uldoon Trail, and runs to Asbravn in the heart of Sunset Vale. The last city gate, on the northern face of the walls, is Woods Gate. It gives access to the east bank of the Chion- thar downstream of the city, and is used mostly by hunters and woodcut- ters active in the Reaching Woods. Within the walls, the city is nearly bisected by the Clearspring, also known as the River Sulduskoon—though it’s a river you can see from one end of to the other. It rises on one face of a tree-girt, rocky height, Clearspring Tor, and runs southwest to meet the Chionthar. West of the Tor is the Inner Cham- ber, the local temple of Deneir. This is actually a sanctum within Twilight Hall, but the Harper stronghold doesn’t officially exist. Those Who Harp pretend that the entire complex of buildings is only the temple of the Lord of All Glyphs and Images, and they use the wards of the temple as additional defenses of their own. I’ve found a few ward tokens associated with the Hall, but warn travelers that these must be used in particular ways with passwords at particular places to avoid attracting the attention of helmed horrors, spectral Harpists, dread, and other guardians. I have heard tales of Zhentarim-hired thieves and brigands raiding Twilight Hall

156 when some ruse had drawn powerful resident Harpers away. They charged in force, only to be cut apart within a few strides. Southwest and south of the temple of Deneir are shrines to Lathander and Azuth, respectively. The temple to Helm stands also to the southwest of the Inner Chamber, but it is sited far- ther south than Roseportal House, Lathander’s shrine. A shrine to Leira lies south and slightly east of the Inner Chamber of Deneir. The shrine of Leira is a troubled place these days. Its worshipers are unsure of anything and prone to see danger over every shoulder. Travelers should beware. Shrines to Lliira and Tempus are situated northwest of Clearspring Tor. A shrine to Waukeen right off the Tor to its northwest has become the House of the Hungry Merchant, where down- A Lady of Berdusk on-their-luck traders can get a warm bed and a meal thanks to donations by very exclusive high-towered homes. Berduskan merchants. These are the most desirable Clearspring Tor has been left as a addresses in Berdusk, and are all park where folk often stroll, meet, eat claimed by citizens so rich that they meals bought from street vendors, or can leave open commerce behind and listen to minstrels. A favorite pretend to be fun-loving nobility while Berduskan snack, typically sold for 1 they really keep cold, sharp eyes on cp, is the goldenstar: a triangular egg- the careful investments that support bread loaf stuffed with sausage, them. chopped tubers, and chicken sauce. Among the most prominent family Northwest of the temple to Deneir names in the self-styled nobles—or stands a larger rocky knoll, known as “first folk,” as they call themselves—are Castle Hill. Its tree-clad slopes are Athalankeir, Bellanbram, Caunter, crowned by the High Lady’s Castle, Charthoon, Danallbur, Felannlilt, Gort, seat of city government and a working Halabart, Jalarghar, Lothkarr, Mreen, fortress, home to most of the city Oyindle, Parstin, and Uthgolabar. guard. Other guards dwell in the gates’ These folk throw parties, play elabo- guardtowers. The boundaries of Castle rate games of capping each other’s Hill are adorned by rows of small but boasts, deeds, and displays of wealth,

157 and pursue faddish hobbies—spon- Bellowbar’s Gate and runs north to soring falconers one season, dragon sweep past Castle Hill, bounding it on tamers the next, all-female adventurer the north, then passes north of Clear- bands the third, and so on. No one spring Tor and ends in Amberside, the else in Berdusk except these folk con- large open market of Berdusk that siders that the city has a nobility Most stands just within the Vale Gate along sneer at the first folk for being lazy the Uldoon Trail. On the other side of play-pretties. the market Steelsword Street contin- Facing the high houses of the first ues as Steelspur Way south to the folk across the cobbled streets around Claw, a five-way intersection just Castle Hill are the houses of the inside Drovers’ Gate. wealthiest merchants, known as tall Another important street of the city houses for their third- and fourth- is Shondaleir Street, which runs west story apartments. Among these tall from the Claw to the Crossways at the houses stand the Running Stag (a good western city wall, where it turns north inn and tavern), the Flourished Flagon to curl to an end. Along its run, it (a good tavern), the Heralds’ Rest (a crosses the Clearspring by the more superior festhall), and the Ruby Shawl northerly of the two bridges to span (a bad festhall). All of these can readily that short water: Leaping Lynx Bridge. be found by their signboards, The Gollahaer is the shorter street enchanted with continual faerie fire that crosses the Clearspring by the spells so as to glow every night. The more southerly bridge (the Handspan). Heralds’ Rest is denoted by a ring of It is important because of the many shields with a trumpet in the center, small, crammed sundry and hardware and all the other signs resemble the shops that line it, selling odd and rare names they bear. wares that can’t be found anywhere Also nestled amid the tall houses of else between Waterdeep and the rich the wealthier merchants are temples cities of Sembia. Here’s where knights to Milil and Oghma (and the previously who simply must have left-handed mentioned temple to Helm) and the gauntlets with silver dagger blades Dawn of Any Day, a shop specializing affixed to the fingers (25 gp each at Ala- in musical instruments and other mather’s by the Water) jostle for room items that bear minor enchantments. among clerks seeking chapbooks of There’s a persistent rumor that the gilt-edged parchment that are bound various feather tokens and other with gold wire in calfskin covers with minor magics this shop deals in have brass corners, and sold in fitted calf- sly spells woven into them that allow skin travel covers to keep the damp the Harpers to know where they are at away (50 to 75 gp each, depending on all times, and so readily track their size and number of pages, at bearers. Ondraer’s Fine Pages). One important street in Berdusk is The Gollahaer’s western end is at its Steelsword Street. It enters the city by meeting with the Minstrelride. The

158 “Tuneride” comes into the city at Day and night, Berdusk is a city of Shortarrow Gate and curves north- travelers. “Through trade” (as in, “We ward to run between the Inner Cham- don’t want to discourage the through ber and Castle Hill, and then crosses trade”) is a phrase often used as an Steelsword Street before it ends. On it overriding principle or concern when the visitor will find more temples, high matters of gate guarding, taxation (cur- houses, splendid shops, quality inns, rently 2 cp per wagon to leave the city, and fine abodes of merchants than and nothing to enter), or city laws are anywhere else in Berdusk. being discussed. The only other feature of the city Many folk too poor to have a wagon immediately noticeable to a visitor is call Berdusk home. It is from here that the walled Thousandheads Trading many of the peddlers who rove the Vale Coster base just inside Riverroad Gate, and the Coast lands westward come, east off the Uldoon Trail. Well-guarded carrying their packs on their backs or by wagons of valuable goods are con- mule. (Every traveler can take one mule stantly entering and leaving this base, out of the gates for free. Additional brought to or from caravans assem- mules are 1 cp each.) These peddlers bled east or south of the city. The may buy the wares they sell anywhere, goods are normally kept in the ware- and most have a specialty, be it pipes, houses within this compound. lamps, scents, or something more

159 Berdusk 1. The High Lady’s Castle (Castle Hill) 35. The Running Stag (inn and tavern) 2. Clearspring Tor 36. The Sign of the Silver Sword (inn) 3. The River Sulduskoon (Clearspring) 37. The Flourished Flagon (tavern) 4. The Inner Chamber (temple of Deneir; also 38. The Heralds’ Rest (festhall) Twilight Hall) 39. The Ruby Shawl (festhall) 5. Costerheadshouse (Thousandheads Trad- 40. The Dawn of Any Day (music shop) ing Coster base) 41. Tlindar’s Own (tankard house) 6. Amberside (market) 42. The Bellblade Throne (tankard house) 7. Moondown Isle (a.k.a. Harpstars Isle) 43. Memblar’s Minstrelry (tankard house) 8. Bellowbar’s Gate 44. Olyndin’s Folly (tankard house) 9. Shortarrow Gate 45. The Hurled Harp (tankard house) 10. Riverroad Gate 46. Blackpost’s Bench (tankard house) 11. Drovers’ Gate 47. The Happy Hearth (tankard house) 12. Vale Gate 48. The Bright Moon (tankard house) 13. Woods Gate 49. Soondar’s Sixth (tankard house) 14. Uldoon Trail 50. Athalankeir House (first folk dwelling) 15. Steelsword Street 51. Bellanbram House (first folk dwelling) 16. Steelspur Way (street) 52. Caunter Castle (first folk dwelling) 17. The Claw 53. Charthoon Towers (first folk dwelling) 18. Shondaleir Street 54. Danallbur Towers (first folk dwelling) 19. The Crossways 55. Felannlilt Towers (first folk dwelling) 20. The Gollahaer (street) 56. Gort Castle (first folk dwelling) 21. The Minstrelride (street) 57. Halabart House (first folk dwelling) 22. Leaping Lynx Bridge 58. The Jalargharspires (first folk dwelling) 23. The Handspan (bridge) 56. Lothkarr House (first folk dwelling) 24. Alamather’s by the Water (shop) 60. Highall Mreen (first folk dwelling) 25. Ondraer’s Fine Pages (shop) 61. House Oyindle (first folk dwelling) 26. The House of the Hungry Merchant 62. Parstin Towers (first folk dwelling) 27. The Ready House of the Right Strong Hand 63. Uthgolabar Hall (first folk dwelling) (temple consecrated to Helm) 64. Hullybuck’s Gamble (inn, fence, and rental 28. Evensong Tower (temple of Milil) stables; halflings preferred) 29. The Seat of Lore (temple of Oghma) 65. Thunderwood Forays (adventurer sponsor 30. House of the High Hand (shrine to Azuth) and outfitter) 31. Roseportal House (shrine to Lathander) 66. The Riverbarge (tankard house) 32. The Misthall (shrine to Leira) 67. Three Brave Harpists (tankard house) 33. Starrevel Hall (shrine to Lliira) 68. Lonelycoins House (tankard house) 34. Swordspoint Hall (shrine to Tempus) exotic, that they buy wares for in one of plies of cheap textiles from the south- the city’s shops. The rest of their packs ern and eastern reaches of the Sea of are filled with sundries from Amberside. Fallen Stars that they can put into the Amberside is a maze of tiny tent tubes for sale elsewhere, and the plen- stalls where one can buy almost any- tiful amounts of small household iron- thing—including fine brass screws mongery available here, such as from Unther and Thay, exotic oils hinges, hasps, pots with cover flaps, from Mulhorand, and other rarities in replacement handles, candle lamps, the Coast lands. Most peddlers come hooks, coffers, and the like. here because of the carry tubes made Amberside is named for a long- from cleaned-out horn, the ready sup- dead blacksmith, Ilm Amberal, whose

160 161 time of a shop is divided into four, and a worker gets two of these peri- ods off to shop and to eat. Shopping is in the blood of a Berduskan. Eating is often done while one is walking in the street from shop to shop or in, a favorite tankard house. Tankard houses were once unique to Berdusk, but are beginning to appear in Waterdeep, Suzail, the cities of Sembia, and other cities where trade and bustle prevail. They’re con- verted shops where one can get a light meal with a tankard of ale or mead and listen to a house singer or minstrel at any hour. There are dozens in Berdusk, and they are favorite meeting places for citizens, who usually avoid taverns unless they’re planning to get properly drunk or revel and jest a night away. Berdusk’s Castle Hill Area Locals who want to meet without being seen by those who know them shop once stood on the edge of the tend to try to arrange a chance market. He was famous for working encounter at a particular spot in the both fast and well, turning out scores maze of stalls in Amberside. of items and repairing almost all A typical meal at a tankard house is metal goods brought to him. His work a mug of hot broth or stew; a tankard made this market the preferred provi- of minted water, ale, or mead; and a sioning center for peddlers and plate of goldenstars and seared meat others dealing in small, useful, non- scraps (bacon, chicken, or chopped perishable wares. sausage) in gravy. On rare occasions, Small and useful are watchwords small whole birds (quail, alafluster, that still describe most of the wares wild duck, or grouse), spitted and sold in Amberside. For furniture and cooked over the open hearth, are other large goods, seek in the city’s served instead. Three coppers is the shops. Berduskans love to shop—buy- price of a meal when there’s music or ing or selling. Unbroken goods one is song to be had. Two coppers is the tired of can often be readily sold for fare when the house is silent. Good half price or less to a shopkeeper who performers get extra coins thrown to can resell them. Most paid workers in the stage. Bad ones may get coppers Berdusk do quarter shifts. The open thrown hard and directly at them.

162 All in all, I find this one of the most enclosed by its own low (2 to 4 feet pleasant, cultured, clean, and welcom- high), undulating stone wall. In times ing cities in all the Coast lands—like a of attack, magical walls of force aug- little slice of upper-crust Waterdeep ment this ornamental barrier. At without all the crowding, airs, and cut- night, the gates of Twilight Hall can and-thrust intrigue. As I’ve said, my readily be seen. They’re flanked by explorations of the city were ham- two pillars topped with stone eyes that pered by Harper suspicion, but I did hold magical everburning candles. manage to poke my nose into many of The Inner Chamber is a complex of the prominent establishments of library rooms and dorters (monastery Berdusk and ask citizens for their dormitories) opening off a central opinions. Information that I gained fol- sanctum wherein dances a floating, lows directly. glowing light image: an ever-shifting display of various runes, symbols, and Places of Interest images. The High Scrivener of the tem- in Berdusk ple can halt this display at a particular image, cause it to display a symbol on Temples demand, and even defend herself or The Inner Chamber the temple by causing it to display This center of worship is notorious magical glyphs or symbols whose dis- for its concealment of Twilight Hall. charges she can direct and control. The entire place is a Harper base, its This prosperous temple is visited approaches always guarded by watch- by many nonworshipers of Deneir. ful, concealed Harpers who com- Some doubtless are spies sent to get mand powerful magic. The clergy of as close as possible to the Harper the temple thankfully attend to their doings in the surrounding Hall, but studies and services, leaving the secu- most are folk with money enough to rity and upkeep of their holy house to consult the widely respected High Those Who Harp. Scrivener, Althune Dembrar, about The temple is only one of a complex the meaning, origin, and effects of of interconnected, low stone buildings, images they’ve found or seen. Consul- all of which are plain but carved to tations with her require a donation to form a series of beautiful sweeping the temple coffers of 50 gold pieces curves. Most visitors need a guide to per audience. If magic is involved, the point out to them which structure is fee doubles. the temple. Many of the buildings of Twilight Hall have turrets adorned The Ready House of with royal blue, star-shot banners. The the Right Strong Hand temple is not one of those. This holy house of Helm is a large acad- Courtyards of trees, grass, moss, emy of arms, wherein many of the war- and rock garden plantings girdle the riors who serve in Berdusk’s gauntlets buildings, and the whole complex is (patrol units) are trained, as well as

163 warrior-knights who serve Helm throughout Faerûn. The stern reputa- tion of this god is borne out by the vigi- lant guard surrounding the temple at all times, and by the energetic clangor of arms heard from its inner court- yards constantly Wounded caravan guards and war- riors of all faiths can receive healing here at any time. Training, shelter, and tending to the hurts of those not faithful to Helm must be paid for by donating at least 25 gp to the temple for every night each guest stays. Clergy of Helm will firmly insist that injured folk rest at the temple until they are completely healed. Folk unable to offer up such moneys must remain at the Ready

The Falcon, Skyherald, and Evensong Tower temple gates. Revels are evening par- ties, gatherings to dance, drink, mur- mur insults or boasts to the nearest fellow revelers, and to listen. About two of them are held per tenday. Social climbers in Berdusk view these revels as battles of wit, demeanor, and sneer- ing but to the visitor they provide some of the best entertainment anywhere. A fast-paced, varied program of bal- lads, recitations of poetry, and orations goes on in various antechambers opening into the main chancel of the temple. This main chancel serves as a dance-and-chat floor during revels. Most of the poetry recitations are long, rolling, and incomprehensible to all save scholars—in short, bad. Many orations are performances of famous speeches of the past, the texts recre- ated with the aid of stone tell or legend lore magics. Most of them are stirring and entertaining in the extreme. Revel- The young Chantmistress of the ers wander freely from venue to Tower, Uluene Maertalar, whose face venue, taking in what they want. is as smoothly controlled as those of From the outside, the temple the best veteran card and dice gamers resembles the fancy-tale view of a cas- in Waterdeep, disapproves of serving tle. It’s a cluster of very tall, very slen- food in the temple, but the clergy der stone towers studded with make and serve excellent mead and brattices (wooden parapets), linked Halurskan wine (thick, black, nutty- aloft by flying bridges—which must be tasting mushroom wine devised long perilous indeed in icy winter weather ago in Berdusk by the baker Halurska or even mere high winds—and topped the Fat). Drinks are an extra 1 gp per by high-pointed conical roofs bristling glass, payable on the spot—so beware with masts that sport many-hued ban- pickpockets on the dance floor. ners and attract many-hued lightning strikes in stormy weather. The Seat of Lore Admission to one of these revels The temple of Oghma in Berdusk is a requires a donation of 14 gp to the dusty, dignified old stone house temple coffers, a noble manner, and crammed with books, scrolls, maps, expensive clothes—so the entertain- and reading tables and lit by a swarm ment isn’t free, but it is splendid. of obedient magical glowing globes. It

165 is a center of study that specializes in den to do. Copying magic requires the tales of yesteryear and in news many more coins and senior priestly and tales of the here-and-now rather permission. than the more usual focus on geneal- ogy, treaties, laws, and records. Homes The current news and tales are The House of gathered by the energetic High Lore- the Hungry Merchant master of the temple, the gnome Bran- suldyn Mirrortor, a former adventurer who delights in donning one of his This former shrine to Waukeen offers many disguises and shambling forth poor visitors and beggars of the city a into Berdusk or into the Vale beyond to warm bed and a meal. The meal is wander and listen. He’s devised sev- usually thick beef-and-carrot stew, eral spells that allow him to record enlivened by anonymous lumps of what he hears, edit it in his mind, and chopped meat and vegetables. then transcribe—from afar—what he The House is a big, drafty barn of a wishes into books laid out ready in the place run by merchant donations. temple. Often, awestruck young Traders of either sex and most races novices can be seen gathered around are allowed to stay here. The House is a tome that is busily writing itself by staffed by the city guard, who keep a those few able to gain access to the close and constant watch on guests to inner chambers of the temple. prevent brawls, thefts, muggings, and The Seat does not pay for verbal the like. All weapons must be surren- information or lore, although faithful dered to the staff during a visitor’s stay. who bring such information as part of By city law, six nights at a stretch is an offering will be warmly received. It the longest a person can stay in the does pay for books—moreover, the House. Guests who are found to have clergy here value diaries, fancy-tale more than 4 gold pieces’ worth of chapbooks, and other fancies of coins on their persons are ejected rumor and lore that other scholars from the House because it is consid- belittle or sneer at. Such tomes typi- ered that they can afford their own cally fetch the seller at least 100 gold meals and accommodations. pieces from the temple. In a typical tenday, the Seat may acquire three or Shops four such volumes. Magical tomes or Alamather’s by the Water any writings from long-lost Netheril Unusual and Unique Weapons command prices in the range of tens of thousands of gold pieces. Lesser clergy of the Seat copy out This crammed shop on the Gollahaer passages from temple writings (75 gp is a favorite stop for caravan mer- per page or part thereof), something chants trying to fill special orders. It the faithful and guests alike are forbid- specializes in one-of-a-kind, rare, or

166 unusual weaponry, often gadgets that gripped in a certain manner, spring- conceal weapons or devices that propelled blades thrust out from the seem more suited to the worship of goblets’ bases to slash the throats of Loviatar or decadent arena battle drinkers when the goblets are raised than real war. Telescoping sword and tipped. Other trapped items for canes are steady sellers at 125 gp sale run from coffers to snuff boxes. each, with a choice of reach, appear- Most drive poison needles into those ance, and blade-plating. Also popular handling them in any but a particular are the aforementioned gauntlets safe way. Buyers must supply their whose fingers are fitted with silver own poison. By law, no shop or con- dagger blades. They cost 25 gp each. cern in Berdusk can sell venoms or Barbed-wire whips are another refined or magically created toxins. favorite item at 35 gp each. Such whips are not allowed by drovers in Ondraer's Fine Pages Berdusk. No one talks about the fact Bookseller that they’re a symbol and tool of the underground slave trade. Professional killers can select from This shop on the Gollahaer sells among a varied line of trapped gob- books—a small selection of useful lets. Unless the goblets’ handles are books (such as, ahem, my own guide-

167 books to the Realms), and a large selec- Lute Street, the Minstrelride, tion of new, blank books, scrolls, frames Danathar’s Street, and Amble Lane— of vellum, and reams of parchment. all in an area south of Castle Hill and These new materials come in a vari- west of Twilight Hall. The distinctive ety of sizes, bindings, and formats, sigil of the shop—the rays of the sun from simple unadorned paper-cov- rising over a harp, which stands atop ered chapbooks to dragonskin-bound a lute—appears on otherwise plain tomes half as tall as an adult human wooden doors when they offer access male with locks, travel cases, gilt- to the shop. At other times, these edged pages, and sewn-in silk book- same doors seem to lead into houses marks. All of them are expensive. The that have been divided into private cheapest bound volume in the shop is apartments. I’ve been told this is part 12 gp, and the most expensive is of the ward that protects the shop—a priced at a thousand times that. ward linked to a guardian ghost Mages, priests, limners, scribes, (probably a spectral Harpist, but pos- cartographers, and apprentices to all sibly a watchghost), a series of Evard’s of these professions come or are sent black tentacles spells triggered by here to purchase just the right vol- thieving activities, and more mysteri- ume for their needs. Powerful fire- ous guardian beasts. Dweomers of all proofing enchantments leak out of sorts glow with a faint light when in this shop. Don’t be surprised if your this shop—even to the skins of those lantern, torch, or pipe goes out as you who’ve received a healing spell approach. recently! The proprietor, fat old Ondraeas This shop is run by a mysterious Ondraer, spends most of his days doz- veiled lady known only as Darth- ing in a tankard house, leaving his 1eene.3 She sells items that bear shop in the hands of three sons and minor enchantments—in particular, two apprentices—all thankfully as musical instruments. A persistent able as Ondraeas himself. They can rumor in Berdusk insists that these advise you on the right paper to be minor magics—such as daggers that used with specific bindings, or in a glow with faerie fire upon command, particular clime, or for a particular stones that change hue when purpose. immersed in poison or tainted liquids or that alter their color when their The Dawn of Any Day surroundings reach a certain temper- Minor Magical Items ature, scabbards and sheaths that banish rust, feather tokens, and heal- ing potions—have spells laid on them This small, shuttered shop seems to that let certain Harpers know where front on several streets, including they are at all times.

3Elminster was unwilling to give details of this shop’s wards, wares, or proprietress. He did confirm that the rumor about magical Harper tracing of many items is true—and he also let slip that Darthleene is an archlich! 168 The shop is small and dim, and adventurers into daring and danger— many of the wares are used and par- but he was very drunk at the time. tially broken. They are usually dis- The veiled proprietress herself told played in small glowing spheres of air me the shop’s name is another way of that float in a slow, aimless dance in saying that adventure can begin any the center of the room while the pro- time in your life if you only look for it. prietress stands watching them from Perhaps she serves some as-yet-unre- the background. If she’s asked for an vealed god or goddess of adventure. item, she will step forward and take it out of the sphere, ignoring the other Thunderwood Forays spheres, which shift out of her way. I’ve Adventuring Gear seen bold buyers try to grasp items and have the globes simply float through them, item and all, as if the people This unassuming shop looks like a were themselves phantoms. Only very narrow, tall, old stone house Darthleene seems able to free items with dark green trim and crumbling from this magic. She will give some stonework. Inside, it’s all one huge, information about the past of some high room, with catwalks, balconies, items if pressed—many seem to have and stairs leading to side galleries seen service with adventuring bands where the upper floors used to be. In who are no more—but doesn’t volun- this cavernous space hang rows of teer details, in hopes of making a sale. complete suits of armor, ropes dan- Adventurers can usually count on gling like a giant beaded curtain, getting some healing potions and chains, sledges, wagons and spare glow-on-command items whenever wheels, weapons of all sorts, and so they visit (400 to 500 gp each), but all on—a huge assortment of adventur- other items are only available from ing gear, from winches to metal belt time to time. The shop’s stock seems flasks. It’s all warded, of course, to small. More than one buyer has prevent theft of the weapons, and not remarked that these rarer items are only does breaking the ward alert not only much dearer—4,000 to about nearby Harpers and city guard posts, 12,000 gp—they all seem linked to it also frees the helmed horror various curses, conditions, or spells guardians to act. The helmed horrors that plunge their buyers into unin- are also assisted by something worse, tended adventures. a monster that Olbrimsur Thunder- The shop never seems to close. wood, the proprietor, refused to make Whenever a door into it can be found, known to me. Darthleene’s waiting within. One man Olbrimsur is a ranger who spends I met in Berdusk even said that the his spare time scouting the Vale area, shop must be a ploy of the goddess particularly the Far Hills. When he Tymora (present as the veiled Darth- identifies the lairs of giants, goblinkin, leenel in order to plunge prudent and other perils, he plans an expedi-

169 tion to deal with them—and puts out Taverns word around the tankard houses, The Flourished Flagon inns, and taverns so visiting adventur- ers in town will hear. Olbrimsur sponsors adventuring This tavern is a favorite of adventur- bands by giving them discounted ers—in particular dwarves, gnomes, prices on gear. He sometimes throws and halflings. On most nights, their in a potion of healing for the group— rowdy carousing can be heard up and or on especially dangerous forays, down the street as they dance, sing hurl one for each member of the group. flagons at each other (hence the tav- He furnishes directions, tips on what ern’s name), and generally have a good to do or watch for in various locales, time. The walls are adorned with paint- and can put his finger on several ings—often inept and amateurish— known caverns, ways down into the done by patrons, proudly depicting Underdark, hidden valleys often used heroic highlights of their adventuring by brigands or monsters for shelter, careers. It looks like a child’s drawn-on and so on. A firm friend of the nursery wall full of slaughtered orcs, Harpers, Olbrimsur is viewed as an drow, dragons, liches, beholders, and ally and inspiration by many adven- mind flayers, with a lot of short, plump, turing bands in the Coast lands. bearded folk posing dramatically, chests

170 swollen, in between or on top of all the barley from time to time. dying monsters. The Stag also serves a full list of wines, This tavern is a good place to join zzar, sherries, mead, and liqueurs from up with adventuring bands, though the far corners of the Realms. The only humans and elves aren’t made all that food to be had, though, is cheese and hot welcome. The 10 or so gnomes who buttered biscuits. own the place—all of whom answer Foresters, rangers, woodcutters, to the name of Marklo—are rumored wood elves, and other forest folk feel to hide or invest coins brought in by at home here. Even korred and satyrs adventurers, and perhaps even fence have been seen in the Stag from time stolen goods—but I was unable to to time, slipping in for a tankard on learn if this was true. If you’re a wet or icy nights. I’m told this is the dwarf, gnome, or halfling, try asking. place in town to hire guides, and it is famous as the site of a duel some 10 The Running Stag years ago between two druids. A druid of Silvanus disputed a matter of forest management with a nonlocal This establishment is mainly a drinking druid—a hierophant, it turned out, spot, but has a few rooms to let upstairs. dedicated to Eldath. Before they were Guests in these rooms can eat in the done, the tavern had experienced a kitchens, but there’s no dining room, full-blown storm, an earthquake, and little escape from the good-natured wild plant growth and trees wrestling noise and bustle of the taproom. with each other, a snarling, snapping, The decor in the Stag’s taproom goring and charging stampede of mimics a forest, with pillars done up to woodland beings locked in combat look like trees, vines, and living tree with each other, and fungi growing limbs sprouting leaves overhead. Illu- on and out of everything with bewil- mination is provided by several drift- dering speed. At the end the devotee globes kept above the leaves by netting. of Silvanus was in serpent form, help- A timed spell shifts their light from lessly entangled in a ball of roots, and sunlight to moonlight in accordance gasping in the full torrent of the with the passage of time outside. spring. All traces of the mess were There’s an endlessly tinkling spring cleaned up long ago, and there’s now in the center of the taproom that cas- a sign on the door: “No druidic duels cades out of a rock pile to flow into a today/The Management.” (Under- little pond studded with lily pads. The neath, someone has scrawled: “Not spring is real, not magically animated, even a little one?”) and yields the soft water used in the I felt relaxed and at home here, brewing of the Old Dark (ale) and even given the exotic decor. This is a Elder Root (stout) served here. These good place to drink, and not a bad beers are brewed in the cellar, which one to stay in—if you’re a sound makes the place reek of hops and sleeper.

171 Tankard Houses its owners, the Dragon Daggers half- elven adventuring band, are in town. Caravan merchants flock there then The attractiveness of these drinking to see what treasure the Daggers have parlors varies with whoever’s perform- brought back from ongoing explo- ing while you’re in them, of course, but rations of ruins somewhere in the from what locals tell me, the better Coast lands. Spies say the Daggers tankard houses include the following pass through a gate somewhere west establishments: Blackpost’s Bench on of Berdusk—and then close the way Steelsword Street, Lonelycoins House behind them, so that none can follow on the Minstrelride, the Riverbarge on where they go. Steelspur Way, Three Brave Harpists on the Gollahaer, and the Bellblade Inns Throne on the Uldoon Trail. (For lack The Sign of the Silver Sword of room, I was unable to show the loca- tions of all the city’s tankard houses on the map I rendered of the city.) Whiz large, well-built inn features There’s also the Curious Kelpie, a lush, deep, sound-deadening carpet- tankard house that only opens when ing throughout. Glowing globes pro-

172 vide soft, continuous lighting in the Hullybuck’s Gamble large guest rooms, each of which has a bath, a water-flush garderobe, a canopied bed, a writing table, and a This sprawling, labyrinthine place is big, soft easy chair. Even more won- an untidy linkage of former ware- drous than that—the rooms are quiet! houses and tall houses, and now The only drawback? Service is functions as a combination inn, safe almost nonexistent, and there are no storage house, and rental stables. The bell pulls, so you trudge down to the part serving as a safe storage house front desk, ask for something, are actually is a fencing area for stolen given a polite reply, and then nothing goods, as everyone in Berdusk seems happens until the following evening, to know, though the Harpers and city it seems. Ah, well—this is a great guard turn a blind eye to most things place for the self-sufficient traveler or short of magical items and slaves. one just wanting to rest undisturbed. Horses and mules can be traded, All guest rooms have privacy bars rented for use in the Vale only, or that can be emplaced from within to bought outright. I’ll say only this block door and windows. However, I about them: Beware spavined old suspect that secret passages allow nags enspelled to seem pain-free and staff to enter barred rooms through frisky for a day or so. sliding panels in the backs of the The proprietor, Raphtosz “Hurl” walk-in cloak closets. Hullybuck, prefers halflings as guests, The food is good. The accent is on although all folk short of orcs will be roast boar and venison cleanly accommodated. (Nonhalflings just get cooked in wine, and I managed to the worst rooms, that’s all.) Hully- prevail upon the chef, a one-eyed buck’s nickname, it must be said, dwarf lass by the name of Shundasza comes from his ability to pick up bel- Broadaxe, to pass on details of the ligerent guests and toss them out into one dish that I found a real standout: the street— through whatever closed hot river crabs. To make this recipe, doors or other folk happen to be in one needs fresh soft-shelled crabs— the way. I strongly suspect a girdle of crabs who’ve shed their shells for giant strength or similar magical aid. larger ones, but not yet grown hard chitin again. They’re best eaten Festhalls within half a day of taking from the The Heralds’ Rest water or half the taste is gone. These crabs cost 1 cp each and are worth thrice that and more. This exclusive, luxurious private home They are a mouth-watering delight, I looks like a small castle. Inside it’s a assure you. They go well with white haven of tapestries, carpeting’ discreet wine or Saerloonian glowfire. Try a veils, and polite, skilled lady and gentle- platter with hot soup. man escorts. Reputed to be run by a

173 former princess from a city-state of the are rumored to be paid for discreet eastern Sea of Fallen Stars who grew use of these portals to courier valu- weary of the dictates of protocol and able folk or items about in a hurry. class, the Rest takes its name from a long-ago visit by three High Heralds, The Ruby Shawl predecessors of the present-day holders of the offices, who were so delighted that one took his escort as wife, and all Every city has “another” festhall—a three offered to buy the place. coarse, sleazy hole. This is Berdusk’s. The offer was refused, but the Her- The Shawl is for the drunk and the alds were allowed to sponsor the Rest desperate only. Recurrent rumors of through some lean times, and they an invisible magical brooch lost by a now share in its profits. There are tipsy patron occasionally lead adven- rumors of documents, treasure, and turers to try to search the escorts’ even Harpers on the run being hidden quarters. Though the Shawl denies in the dimly lit chambers and pas- that any such brooch ever existed, sages of the Rest—and some folk say certain escorts have been known to magical gates link it with Silverymoon, pay down-on-their-luck mages and Ardeepforest near Waterdeep, and clerics to come up to their rooms to with nearby Twilight Hall. High fees cast magical detection spells.

174 Corm Orp

This small road-hamlet lies west of the Sunset Mountains on the Dusk Road southeast of Hill’s Edge.4 Here, in the lengthening shadow of Darkhold, halflings and a few humans produce the bulk of the food consumed in the nearby city of Hill’s Edge. The traveler won’t find much more to Corm Orp than its horse pond, caravan camping ground with paddocks, wood lot, pub- lic pump, a few houses, and the Hun- gry Halfling inn and tavern. The pump is covered by a pavilion to shelter it in wet or winter weather. Under the hills east of Corm Orp, however, are hundreds of halfling bur- rows. In fact, here lies the fastest-grow- ing halfling community north of the land of Luiren. Every Shieldmeet, more halflings gather in Corm Orp, like what they see, and decide to move there. and free-range hogs. Another product Corm Orp is ruled by a human of pride is mass-produced red clay lord, a good and just man by the pottery—simple, sturdy items widely name of Dundast Hultel, who trains used throughout Faerûn. Dealers can and leads the village militia of 30 be contacted at the Hungry Halfling. human riders. In recent days, faced with increasing Zhentarim-sponsored Places of Interest beast and brigand raids, Dundast has in Corm Orp turned to both Hill’s Edge and the Harpers of Berdusk for aid. Several Temples fierce battles have been fought in the The Ladyhouse hills east of the hamlet—and in most Nestled in a hollow among the green, of these the halflings, boiling up out pig-roamed hills east of Corm Orp is of their underhill homes with fierce this large, prosperous center of wor- determination and ready daggers, ship to Sheela Peryroyl, the halfling have decided the day. goddess of nature, growing things, The halflings of Corm Orp are and agriculture. The Ladyhouse is rightfully proud of the food they pro- filled with flowers and climbing vines duce, especially their mushrooms inside and surrounded by gardens

4The location of Corm Orp is shown on the map found in the entry on Hill’s Edge, later in this chapter. 175 outside, including “wild” gardens, and gatehouse. Within is a courtyard, which are preserved plots of tangled muddy in all weather because of the weeds, shrubs, and scrub trees. Trav- spring that wells up in it to run elers should take note that these and through the wood lot and then sink the roadside wood lot in Corm Orp down into the underways again. Also itself are sacred to the goddess and inside is a low, timber-built taproom, should not be burned, cut into for and behind it—down a long corridor firewood, or otherwise despoiled. that adds privacy—the old stone Halfling worshipers bring their manor, which now forms a very best flowers and plants to the temple comfortable inn. for use in breeding and in rituals, and The Halfling is a favorite of traders the clergy spend their days working who travel the Dusk Road. They like with the halfling farmers, keeping its quiet, slightly shabby rooms watch over the hills for Zhentarim because they’re peaceful and feel like raids, thieves, and wandering beasts home. The staff see that the rooms who might harm the crops, and are always fully furnished with writ- chanting the praises of Sheila the ing paper, spare boot thongs in the Watchful Mother. (The hogs are a walk-in cloak closets, old slippers in a constant lure to wolves. One expert variety of sizes for wear around the archer among the priests has even inn, a few bottles of fruit liqueur and developed a recipe for wolf stew!) mintwater for late-night thirst The clergy are led by the widely quenching; sharpening stones for respected matriarch Alliya weapons, spare candles and wicks— Macanester, the Old Lady of Corm and all the other useful clutter found Orp. Her wisdom and foresight have in one’s own home. Much of this stuff prevented weather spoiling the crops does get “borrowed” by the needy— on two important occasions: the but then, that’s what it’s there for. Great Frost of early 1346 DR and the As much as possible, regular guests drought of 1322 DR, which brought are given rooms they prefer to better down desperate attacks on Corm Orp, make them feel at home. The inn has as on so many other places in Faerûn, rugged food boxes insulated with from starving monsters. wool sacks in which hot food is brought from the kitchens to the Inns/Taverns room of any guest who likes to eat The Hungry Halfling alone—or at least avoid the cozy dining room. Most don’t avoid the dining room, though. The food served there is as good and hearty as popular lore cred- This wayside house was originally a its halflings for. (The chicken local human lord’s manor and still dumplings are superb.) This inn is sports an elegant stone entry arch definitely recommended.

176 Darkhold halls, stairs, and chambers are vast— and icy cold in winter. Today, this black stone fortress is feared Most tales of lore agree that whatever and hated by folk all over the Coast the castle’s origin, it came to be inhab- lands—and much farther afield in ited by giants, proud and willful robber- Faerûn—who’ve never seen it and hope folk who raided the lands around the never to.5 I am one of them. For obvious castle (verdant Tunland, then grass- reasons, I dared not approach this grim lands inhabited by countless herds of stronghold—even in disguise—and can wild beasts—not the swamp so much of only tell you what I know of this place of it is today—and the halfling-held lands death from questioning others, some of of Sunset Vale) at will. The giants them long-lived and mighty in lore.6 repelled halfling attacks and bold dwar- From this fortalice (small fort) in ven and human probings with ease, but Darkhold Vale (a cleft high up on a rock in the end slew each other. Two rival shoulder of the huge mountain known princes slaughtered their sire and all as the Gray Watcher of the Morning), the other giants by poison, spells, traps, the Zhentarim now raid down into Sun- and hireswords in their mad struggle to set Vale more or less at will, using hip- eliminate each other. Some tales say pogriffs, hendar, foulwings, and even they ended up fighting each other in the more fearsome aerial steeds7 as spies to otherwise-deserted castle, stabbed each seek out caravans, holds whose militias other’ and crawled off to separate hid- are elsewhere or weakened, and other den chambers to die. Their ghosts easy prey. Travelers are advised to avoid haunt the castle, striving for supremacy Darkhold’s reach as much as possible— one over the other still, whispering so as and to be aware at all times that Dark- to set one Zhent against another in an hold’s reach includes almost all of unending spectral struggle to rule the Sunset Vale by night or whenever the castle. defenders of Vale settlements are busy With all the giants dead, the Keep of elsewhere. the Far Hills stood empty. It was soon Once a castle of the Giant-Emperors, plundered by bold human and elven Darkhold was built for folk of giant adventurers, and one of them, Othlong stature. (Some sages say the Giant- Blackhelm—he whom the ballads call Emperors were but slaves of the deca- the Robber Lord—made it his home. dent archwizards of Netheril who had He soon fell to treachery and his suc- the castle built by an elemental. The cessor, Angarn Surfyst, used the castle giants styled themselves Emperors only as a base for brigandage in his turn. He, after Netheril fell and they were left to too, was slain by one of his followers, their own devices.) To human senses, its who set himself up as the Wolf Knight.

5The location of Darkhold is shown on the map in the entry on Hill’s Edge, later in this chapter. 6Elminster snorted when he read this, and said: “And what ye couldn’t worm out of Alliya and Cylyria and me, ye just went ahead and made up.” 7The latest rumors speak of dragon-breeding experiments and hitherto-unknown draconic horrors that have resulted from them. When abroad in the Vale, watch the sky, and be wary. 177 never seen again. The empty castle was roamed by monsters—histories record both a beholder and a leucrotta using it as a lair at various times—and then was taken by brigands. They were slain by an adventuring company, the Wildmen of the North, led by Brundar Tigerbane. He renamed the castle the Wild Hold and refortified it, but he fell in battle, along with most of his followers. The castle changed hands again. A succession of petty rulers—some of whom styled themselves Lord Knight of the Far Hills, and at least one of whom called himself the Duke of Sun- set Vale—held the castle for 200 years, holding sway over varying parts of Sun- set Vale. Sunset Keep became a hold well known (if not respected) among merchants traveling between the Sword Coast and the Sea of Fallen Stars. The Lich-Queen Varalla The rulers of the Keep raided passing trade, fought with those who sought to History doesn’t even recall his name— drive them out, and either prevailed or his throat was cut by a lady captive in were cut down and supplanted in their his bedchamber one night. She turned turn by a new petty lordling who grew out to be a sorceress, and a colder, into another proud robber baron— more cruel brigand than the rest, rul- only to fall in his turn. At length one ing Farkeep as Sarunn Thoon (the bal- was left so weak by an attack that he lad “The Witch of the Far Cold Hill” tells and his few retainers perished under her tale). She fell in her turn to a cabal the claws and fangs of wolves and other of masked wizards who turned out to monsters made bold by hard winter be mind flayers, and held the bandit- weather, and Sunset Keep became a warriors of the castle in mind-thrall monster hold again. until they died in service and only zom- It gained the name of Darkhold when bies were left. a lich-queen rose to rule it, extending Then a dragon struck—a white her skeletal hand out over the Vale to wyrm, most say though accounts vary. It raid and to rule much as her human laired in the keep until slain by a dwarf predecessors had done. She used skele- hero, Harristor Thunderswing, who tal warriors, zombies, more sinister later went under land to form his own undead, and the monsters of the Keep clan in the Lightless Lands and was who had submitted to her to enforce

178 her rule. Those monsters of the Keep rupted the lich-queen at her studies who did not submit, she destroyed. deep in the castle. While she traded Some say this lich-sorceress, Varalla, spells with Manshoon of the Zhentarim fought at the Battle of Bones. Others say and his magelings (many of whom per- she was an archsorceress of lost ished in the fray), the dark priest Fzoul Netheril, freed from ages-long slumber Chembryl used magic to reach her and by a monster smashing an inner wall of felled her with a special mace that the Keep. Whatever the truth, Darkhold worked similarly to a mace of disruption. became a name of horror as word From that moment in 1312 DR on, spread of the dark spells worked by Var- Darkhold has been a Zhentarim base. It alla to aid her undead minions as they has grown into a fortress rivaling the raided far afield over the Coast lands and Citadel of the Raven in importance if not as far east as the outposts of Cormyr. in size. Now home to a thousand Zhen- Tales of Varalla’s new spells lured the tilar under the wizard Sememmon, Zhentarim into attacking her. Using gob- magelings, and priests of Cyric, Dark- lins who were promised easy treasure hold is a waystop for Zhent caravans. Its and mercenaries who weren’t told what patrols roam from Asbravn to Skull they’d have to fight, the Zhentarim used Gorge. Beware them! Don’t be lured by their magic and Zhentilar troops to tales of mighty spells and secret ways by smash Darkhold’s defenders and inter- which to reach them!

179 Fendarl’s Gate The real name of this fat, pompous little man is Eldebuck Thorm This riverbank shepherds’ village Fendarl. He leads an army of 14 stands on the north shore of the splendid knights. The knights upper Chionthar between Berdusk defend the Palace, which serves as and Iriaebor in a bight where the the Gate’s mediocre inn. (It’s cold, river bends sharply. It’s named for dank, drafty, and lacking in privacy its long-ago founder, a warrior and proper lighting of evenings.) grown weary of wetting swords, who Expect to pay 10 gp for yourself and settled down here to farm and spent 4 gp for stabling each animal you the rest of his days fighting off trolls. bring for the honor of spending a His great-great-great-great-grandson night under the same roof as the now rules the Gate from a tiny castle High Knight-Emperor. perched on a rocky knob at the There’s little reason to visit the river’s edge, which is known as the Gate unless you’re a wool or mutton Imperial Palace. merchant—or really enjoy eating. This is fitting, because the ruler of They do it in style here. But if you’re Fendarl’s Gate styles himself the a visitor, it’s a tent outside the Palace High Knight-Emperor of the Vale. for you. Only the High Knight-

180 Emperor and his “personal guests” to them by order of the High Knight- (those who’ve paid his price or been Emperor), usually escape this feast invited) dine in the cavernous great by riding far out over the fields to hall. You’ll be sharing the tent with work the imperial falcons. Beware: locals, who mutter often about their The rodents and birds they bring good ruler’s prohibition on building back are promptly made into a stew a proper inn or tavern in the Gate. with onions, parsnips, and lots of A day of feasting in the Gate starts pepper for late evening snacks. with a morningfeast of thick-sliced Those fortunate enough to linger roast boar (imagine a strip of bacon for highsunfest will enjoy spiced 2 inches thick) garnished with fruit melted cheese on buns (not bad at (often—ugh!—quince) and encircled all) and the High Knight-Emperor’s by mounds of cooked eggs whipped latest craze: cold cucumber soup. into a golden frothy lather and com- One is served a bowl of it as large as bined with milk and fine-chopped a soldier’s helm, and at this meal his shoot onions or leeks. This is all Imperial Altitude (by which title he washed down with twin tankards of must always be addressed, on pain cold ale and mulled, spiced cider to of a tenday imprisonment and con- get the digestion going. fiscation of all goods) makes the One has time for a quick stroll to rounds of his subjects and guests, the jakes (to continue the process seeing that they eat their platters begun by the ale and cider) before bare, pressing them to praise his midmorningfest begins: a hot and cooks and the boundless bounty of cold meal of hot, thick soup or stew the Gate, and telling the same stories (usually a poultry and creamed- of his ancestor Fendarl’s heroism mushroom concoction, though it every day. Watch the locals smile can be beef or venison with carrots and answer enthusiastically—and do in winter) and the cold leftovers of likewise. last night’s feast (known to locals as Eveningfest is the main meal of the gnawbones). This is washed every day, featuring a variety of down with clear wine of any vintage whole roast beasts. It used to boast you desire. (By the way, the Palace stuffed stag’s heads, until a sly mage has the best wine cellar I’ve seen used an audible glamer to make a outside the City of Splendors itself.) head on a platter complain to the Take another stroll to settle your High Knight-Emperor about its slay- fare because highsunfest is not long ing and grisly indignities heaped in coming. Many locals miss this upon it in the kitchen. These roast meal, being “too busy in the fields.” delicacies taste better than they Even the knights, who contrive to sound. They are stuffed with quail miss one other meal a day by being flesh, woodchuck, pheasant, and at practice of arms (when they’re other small game cooked with spices standing guard, platters are brought and chopped onions.

181 Hardbuckler metal, and the like, building one dangerous contraption after This small but important fortified another. Tales of gnome-built won- village stands midway between Triel ders that destroyed themselves and Hill’s Edge on the Dusk Road. explosively are legion. Most folk all Hardbuckler is named for a long- over Faerûn think of gnomes as fallen dwarf adventurer who made charming little incompetents, believ- his home here after he won a spec- ing there’s some inherent shortcom- tacular battle on this spot leading his ing in the race that will deny them small axe-throwing band, Hardbuck- ever building anything that truly ler’s Hurlers, against a bugbear host. functional, durable, and useful. Hardbuckler has grown today into a Like most world views, it seems village of over 2,000 folk—almost all this one is seriously flawed. Hard- of them gnomes. buckler is a living example of effi- Many humans think of gnomes as cient gnome industriousness at industrious, ridiculous little putter- work. Among merchants traveling ing fuss-budgets, who squeak excit- the Dusk Road, this small village is a edly as they run about doing crazed favored stopover. Some folk love it so things with rope, pulleys, odd bits of much they even winter here, helping

182 to defend the village against raiding mushroom- and lichen-growing cav- wolves, orcs, bugbears, trolls, hob- ern beneath, with warehouse cav- goblins, and other hungry roving erns below that. (Ever eaten fried predators. Large, clanking contrap- lichen from Hardbuckler? Delicious! tions, the supposed trademark of They boil it soft, then fry it in gravy gnomes, are absent from the scene, and serve it with garden-grown except for rows of large, wheel- radishes. Try it!) cranked triple ballistae along the The major industry in Hardbuck- walls, used to decimate orc and ler is storage—no questions asked, brigand raiding bands.8 Hardbuckler secure storage. Half a hundred mer- is a model of cleanliness, organiza- chant concerns—and even more tion, and happy prosperity. adventuring bands—keep loot and Merchants love it. Aside from the other valuables here, hidden away occasional visiting thief, crime is and secure behind wards laid down unknown, the streets are safe, and by Hardbuckler’s resident wizard, the water for mounts and thirsty whose vigilance is an additional travelers alike is free. guard against theft. Hardbuckler consists of small The gnomes of Hardbuckler make stone cottages with slate roofs. The and export elaborate locks, sturdy cottages are set at random within its wooden crates, and a distinctive walled enclosure, each having a little green seam-sealing wax sold in cloth garden patch somewhere near it. rolls. Locks range in price from 3 gp These gardens are fenced to prevent for a small, simple thing to 100 gp visiting livestock from grazing them for a massive quadruple lock, or 75 bare. Streets are missing, except for gp for a tiny, gold-plated locket lock a ring-shaped way running all used in many pieces of jewelry or on around just inside the wall and two purses. broad avenues that bisect the village Crates range in price from 1 sp to in a cross shape. As one puffing thief 25 gp, depending on size and con- once put it, “This place is all one big struction. Exterior bracing and cop- alley!” per-sheathed corners are always 5 gp Every home in Hardbuckler has a extra. Most small coffers are 1 to 3 sp, cellar—a big cellar. These cellars and most larger boxes go for 2 gp, each typically include a junk room with a removable lid and one tube of and a root cellar on the uppermost seam-sealing wax included in their level, and a large ramp or shaft with price. One person can carry a larger cranked elevator leading down to a box alone for short distances, but

8There are 26 in place, so sited that at least six can fire at any given point of the cleared terrain surrounding the city. A ballista fires once per round if the crew of 3 is augmented by a “cranking crew” of 6 (gnomes; cut all crew figures in half if humans are involved). Without a full cranking crew, the rate of fire drops to once every 2 rounds. Range is 10 feet to 600 feet (due to the elevation of the ballistae, which boosts their range). Every firing of a ballista results in eight attacks being rolled against a group of foes (half that if the group is widely spaced, or in “skirmish formation”). Bolts that hit are giant heavy crossbow bolts, and do 1d12+1 points of damage to a creature. 183 these boxes also have rope handles Every family in Hardbuckler oper- thoughtfully included in their design ates its own storage facility and need to make them easy for two people to not tell others (except the resident carry over a long haul. wizard) what it’s minding—even if the Seam-sealing wax is 1 sp a tube. stored goods consist of explosives, To use the wax, unroll one end of powerful and unstable magic, or the cloth, squeeze the other, and such. There have only been three force the wax out in a smooth cylin- underground blasts in the history of der along the edge of a box to seal a the village, so storage is fairly secure. seam. A recent improved version is 1 The resident wizard of Hardbuck- gp a tube and is guaranteed to be ler is a kindly, elderly man with very reusable if oil is hand-worked into it poor sight. He wears three thick pairs every spring. It turns purple if any of eyeglasses attached to each other enchantment is laid on it—and if the on a common frame so that three magic is disturbed by an attempt to lenses are fixed in front of each of his break the wax, alter the spell on it, eyes. He is given to humming and or lay another spell atop the first, wandering about the secret passages the wax turns green again, giving that encircle all the storage caverns positive indication of tampering. beneath Hardbuckler, preventing tun- neling up from below. His name is Aldiber Inchtarwurn, and he is known to wear bracers at all times, one of which has all the powers of a staff of power, and the other which duplicates the effects of a ring of spell turning. He also pos- sesses many magical rings, potions, and belt-ready items such as beads of force and iron bands of Bilarro. Aldiber has created powerful wards protecting the walls of Hard- buckler and every storage cavern beneath it. Aldiber’s wards block all passage of moisture through the cavern walls, preventing flooding and mildew from spoiling items in storage. The wards also give a visual—and to those bearing ward tokens, audible—alarm when they are breached.9 They are said to pre-

9That is, penetrated by force or hostile spells, not Ward Token of Hardbuckler passed by possession of a ward token. 184 vent many spells from functioning, and items, and altering well-known and to summon crawling claws and spells. Folk believe he’s created so more powerful guardian creatures many new spells that he could give when certain conditions are met. I Elminster himself a run for his staff was able to obtain a ward token and pointed hat.10 (shown on the right-hand page), but Hardbuckler is ruled by a council was unable to learn more specifics of gnome elders. They take advice of the powers of these wards—cer- and direction from the Hidden—not tain locals denounced me as a this mysterious incipient gnome Zhentarim spy or thief, and offered king, I believe, but gnome priests me swift violence. who tend temples somewhere near I was forced to leave Hardbuckler the village—perhaps beneath its hastily, but you can read here what I storage caverns, surrounding them did learn—and also some curious with a band of vigilance. The only things I overheard: talk of the com- councilors’ names I learned were ing of a gnome king, and of the Hammas Isynd and Orival Bun- Openers, some sort of secretive difeather. I’ve no idea if they were band dedicated to finding, mapping, leaders, senior members, or just and unlocking the secrets of ancient those most comfortable dealing magical gates under the village and with human visitors. nearby. “The wealth of Netheril shall A stay in Hardbuckler costs 1 gp be ours!” has become a whispered per person to pass in through the catch phrase of sorts among the gates, plus 1 sp per beast brought young and idle of the village. in. This entitles you to free fodder I also noticed a number of would- and water. be adventurers from Amn, Water- There are no inns or taverns in deep, and the Coast—mostly the village. Each gnome family runs romantic younger sons and daugh- its own guesthouse, which serves ters of nobles or wealthy folk— good, though simple, meals, running who’d taken up residence in rental to lots of spiced potatoes, onion cottages in a copse a few hills west bread, and strong cheese. (The of the village. This seems a place prominent gnome families in Hard- from whence news of adventure buckler are Althryn, Boldnose, Bun- may soon come. difeather, Eyindul, Felndar, Felold, If that befalls, the mage Aldiber Gornsh, Isynd, Khobbar, and Wyn- may be a bit put out. He likes peace dass.) Ale is about 10 gp per hand and quiet and retired here to be far keg, and wine 5 gp per bottle— from the intrigues of cities. I heard priced so to discourage overindul- he takes no apprentices, but devotes gence, I suppose. There is also a his time to helping the gnomes and gaming pavilion, the Pipe and studying magic, devising new spells Ivories, where drinkers can gather.

10When he read this, Elminster snorted—and then sighed. 185 Hill’s Edge the city that could bring these forces swiftly into the city. Asimel vanished This city is sometimes called the some months after her term of office Forgotten City of Sunset Vale. Many ended. Cynics in the city mutter that folk on the Sword Coast and in the Zhentarim torturers got her, but it is Inner Sea lands alike simply forget it known that Zhentarim agents in the exists. Many guides and histories omit city have been actively searching for it or gloss over it as if it were a minor the alleged gates since her village or waystop well. Even recent disappearance. accounts call it a town and refer to it On more than one occasion known as small but prosperous. Harpers have suddenly appeared in Yet Hill’s Edge is, and always has the city, though some citizens believe been, an interesting place. Its location they came by means of spells, deliber- at the western end of Yellow Snake ately attempting to fool the Zhentarim Pass has brought it both monster into thinking the gates do exist. Con- raids and caravan trade down the trol of any center containing so many years—and with the advent of the instant transportation routes would Zhentarim, the former have declined be the greatest prize in Faerûn short but the latter have increased, making of conquering Myth Drannor. the Dark Network a force to be reck- This tense situation, with agents of oned with in this city. Here Zhents are the Red Wizards, the Cult of the tolerated, if not liked, but the inde- Dragon, the Zhentarim, and probably pendent-minded citizens—many of a dozen or more wizards’ cabals and whom are powerful and experienced merchant companies sniffing around adventurers—have made it clear to Hill’s Edge looking for gates, is made more than one emissary of Darkhold worse by the character of the citi- that any attempt to conquer Hill’s zenry. Inhabitants of Hill’s Edge are a Edge or even harass its citizenry by wary, self-sufficient lot. Many are sea- magic, poison, unfair trade practices, soned adventurers and guides. Mon- or threats will bring Waterdhavian ster hunting, combined with a little armies assisted by senior Harpers exploring and prospecting, is the tra- into the city for an all-out battle. ditional local sport. Most everyone is The High Mayor of Hill’s Edge who skilled with a weapon,11 and the last made this declaration was Asimel smithies of Hill’s Edge turn out hun- Elendarryl, a sorceress who hailed dreds of armors and thousands of from Neverwinter, and was openly an blades each year—in fact, this city is agent of the Lords’ Alliance. She the source of much of the average-to- claimed that over 40 citizens knew the poor, but serviceable, weaponry and locations of and ways to open over a, battle harness used all over western score of magical gates hidden all over Faerûn.

11After discussions with Elminster, we judge that this can fairly be expressed in AD&D game terms by saying that most everyone on the streets is at least a 4th- or 5th-level fighter. 186 The city’s name comes not from The flooded, unstable tunnels of any hill, but from a long-dead adven- the Edge still lie beneath the city, turer, the halfling warrior Uldobris sloping sharply down and southeast. Downhill. He found rich iron in the Local rumors as to just what inhabits red eastern bank of the River Reach- them now vary widely—from fresh- ing here and took on gnome partners water morkoth to aquatic liches—but to build and maintain pumps to keep seem to agree that something sinister the river waters from flooding his dwells in the lightless waters now. mine, which was dubbed the Edge Five separate gnome-led pump-out because it was always on the brink of attempts of the Edge over the years flooding. Miners dug feverishly to the have ended in the sudden disappear- din of the constantly hammering ance of all the delvers. pumps, tossing ore onto skids that Hill’s Edge began as a fort built to mules dragged up to the surface. In protect the minehead and smelter six short years the consortium Uldo- and grew into a walled town of bris had founded, the Clasped Hands, smithies and outfitters, serving as a brought up more iron than had ever base for hunters and prospectors been taken out of one mine before. In venturing north and east into the the seventh year, the waters came in. Sunset Mountains and the Reaching

187 uplands. It has grown steadily, of its walls with a gate tithe of 1 gp per becoming a waybase for merchant wagon traveling in either direction. concerns. Folk on foot are free, but a mule train Warehouses now occupy a lot of is counted as one wagon for every the space inside the city walls. Their two mules. The Zhentarim and the owners dwell above the storage areas. Free Traders of Westgate have always Hill’s Edge exports steady streams of used many hideouts and subterfuges oiled and crated armor, crated fin- to smuggle goods into and out of the ished weapons and oiled bundles of city tax free. The most famous of sword blades, and caged exotic beasts these are the silent runs: networks of of all sorts. If one wants a monster or storage caverns and long tunnels a few of its body parts anywhere in under the city wall from far away western Faerûn, the source, some- linked to warehouses in the center of times via several middlemen, is usu- the city. Battles for control of the ally the hunters of Hill’s Edge. silent runs over the last decade have If life in Hill’s Edge seems a per- been furious, claiming many victims. ilous, exciting existence to the Hungry monsters were unleashed reader—it is. A steady stream of into the passages, and traps were set would-be prospectors and adventur- up in profusion all over them until ers come to the Old Edge. Many the runs became too dangerous to dwarven delvings and the cellars or use and were abandoned to the burial areas of both Netheril and van- marauding beasts and the desperate. ished giant kingdoms are known to lie If locals find these outer entrances in the Reaching uplands and farther nowadays, they usually hire a mage to north. Hill’s Edge has always been the permanently, suddenly, and violently base for those eager to explore them. close the tunnels. Talk in the taverns of the Edge is always of the latest finds and forays— Landmarks of old, fey magic found and monsters Hill’s Edge is a city of cobbled streets fought. It’s no wonder that the Zhen- and sturdy stone buildings with slate tarim hunger to rule here, or that the and tile roofs. Large warehouses hulk Harpers and the Lords will do all they everywhere, and all the (nameless) can to prevent that. It seems a splen- streets are broad enough to allow a did home for those who thirst for team of six horses or oxen to turn a adventure—and perhaps death that wagon around. In an open plaza at the may come to them swift and soon. center of the city rises the Mayor’s There’s another important feature Tower. The mayor has a bodyguard of of the Edge that the visitor should 12 warriors, and another 20 soldiers know about if he wants to understand collect the gate tax and keep watch the tavern talk: the silent runs. Hill’s from the walls and on all who enter or Edge has always funded the rebuild- leave the city, but there is no militia, civ ing, lengthening, and strengthening guard, or army. The Traders’ Council,

188 which advises the mayor, wants to keep Six Soft Furs so close for quick and easy it that way (The Traders’ Council meets visits.) Other drinking spots I saw were in the Tower once a tenday, and more the Scarlet Stag and the Dancing Bear. frequently in emergencies.) Both were rustic, smoky, crowded, dim, As a result, this is a city of private and of little account. bodyguards and lookouts hired by Other inns include the Worried well-armed merchants who guard Wyvern, the Storm Griffin, and the themselves and their wares at all times. Stone Saddle. Rooming houses can be The merchants’ homes tend to be atop found by the score. You’ll recognize their warehouses or near the city walls, them for the three amber lamps hang- where the smithies, paddocks, most of ing over their doors. Most are cold, the rooming houses and failed busi- dirty, dingy places where you can nesses can be found, too. I saw at least share a room with several rats who two score boarded-up, abandoned feel just as chilly as you do. For a ten- buildings during my visit. day, the room is usually 1 sp per day, The inns, taverns, and prosperous or for a month, it runs a copper a day shops of the city tend to be clustered plus an extra 1 sp “for the doorstep.” along the streets radiating out from Cooking is extra. “For the hearth” costs the central Tower. There’s no open are generally 3 cp per day. marketplace in the Edge—instead, Hill’s Edge boasts two temples: the stalls can be found all around the city Cry of Joy, dedicated to Lliira, and the wall on its inside. (They are icy-cold Fist of the Future, sacred to Cyric. quarters in winter, I’m told.) There are also shrines to Tempus and Hill’s Edge has a high stone wall sur- Tymora: the Old Sharp Sword, rounding it studded with many watch- perched within sight of the Mayor’s towers and pierced by four gates: the Tower; and the Kiss of the Lady, Reaching Gate on the northeast, River- located hard by the Reaching Gate. gate on the northwest, Vale Gate on the Notable shops in the Old Edge southeast, and Clasped Hands Gate on include A Handful of Eyes, Lionstar the southwest. Perhaps 6,000 folk call Services, the Knight in the Morn, Hill’s Edge home in winter, and 10,000 Belkin’s Black Blade, and Bent Bows. A can be found inside its walls in sum- Handful of Eyes is perhaps the most mer. It’s fairly small, and the wide reliable of the monster shops, and streets make for quick travel. It has a Lionstar Services is the discreet small reputation for winter cold harsh goods handling outlet of Lionstar enough to kill many folk every year. Warehouses. The Knight in the Morn is The visitor to Hill’s Edge shouldn’t an armorer and blazoner, Belkin’s sells miss the Tarnished Trumpet tavern, the superior weapons, and Bent Bows, as fabled Six Soft Furs festhall—located a its name implies, is an archery shop. stone’s throw from the Mayor’s The visitor to Hill’s Edge should note Tower—or the Happy Hippocampus that although the Zhentarim presence inn. (Local lore insists a mayor built the grows ever stronger in Hill’s Edge, the

189 Dark Network has received several throated. They pass on jokes, make sharp rebukes (that is, sharp as in merry, and generally provide much of sword points) from citizens whom they the gaiety and color in Hill’s Edge. tried to cheat, threaten, or bribe at too The Harpers always provide music at low a price. The Zhentarim pressure their festivals—wild parties to which has made fewer folk than ever want the all folk in the city are invited. Harpers thankless task of being High Mayor for also covertly provide security during a year—but every candidate in anyway these events, foiling hostile magic and supported or influenced by the Zhen- deliberate disruptions. tarim has been decisively refused by the The only enemies these Joymaidens electors. The Traders’ Council is run- have are the followers of the , ning the city at present while they seek Cyric, and the local professional a new High Mayor from among the escorts, who view the festivals as very returning prospectors and adventurers. bad for trade. In the escorts’ opinion, Overshadowing all the political ten- revelers get free what the escorts sions in town is the ongoing conflict expect folk to pay for. This is the only between the Rose-Red Lady and the reason, aside from the free drink, Black Lady, the high priestesses who many say cattily and spitefully, that any- lead the two rival temples in town. They one goes to one of these revels at all. wage an endless duel for supremacy in The Cry of Joy resembles a minia- what passes for high society in the ture castle. Little larger than a prosper- Edge—as well as in its alleyways, cel- ous manor, it sports high stone walls, a lars, and spell chambers. When one portcullis, and turrets adorned with temple gathers for an important ritual, Lliira’s yellow, orange, and red star-girt the other does too, just in case the “vil- banners. Its coffers bulge from two lains” in the other temple plan any sources of income: superb blackbitter magical assault. Like the Zhentarim, ale brewed in the temple cellars and the two priesthoods have eyes every- exported all over Faerûn, and best-sell- where in the city. Unless you have ing chapbooks of amorous adventure power enough to withstand and hurl penned anonymously by the clergy— back the magics of an aroused temple, and also sold all over Faerûn. it is best not to openly support one side The Lliirans are led by a young, or another. You have been warned. enthusiastic reveler, Joybringer Caseldown. She works in secret with Places of Interest Harpers (well, her plans are secret, in Hill's Edge though most folk know meetings go on) to see to the security and cul- Temples tural growth of Hill’s Edge, so that it The Cry of Joy continues to be a pleasant place to The star-mantled, orange-, red-, and live. There’s a rumor around the city yellow-robed priestesses of Lliira tend these days that the Joybringer has to be beautiful, acrobatic, and silver- strange magical powers.

190 The Fist of the Future into this town or whelming for war.” The black banners on the walls of this The High Dark Priestess has frowning war fortress of a temple are accordingly turned to ever darker all adorned with the skull and starburst and wilder spells, accompanied by of Cyric. They stare coldly at all who risky attempts at spellcasting in walk the streets, and like pirate flags, groups, sacrifices, and summonings they make citizens and visitors alike of powerful evil beings from other reach for weapons and watch warily. planes. She speaks openly of such The Cyricists in Hill’s Edge are a things, trying to awe citizens into obe- fast-growing group, sponsored by dience or flight, but has so far mis- Zhentarim gold and the energy of the read the folk of Hill’s Edge, who’ve ambitious High Dark Priestess Emana merely turned to planning how best Gortho. She seems bent on turning to bring about her downfall. the city into a huge robber-baron’s hold and is fast attracting all the Shops down-on-their luck rogues, thugs, A Handful of Eyes and crazed-wits in the Vale with Monster Parts and Live Monsters promises of good gold, and good beer and brotherhood to go with it, with regular opportunities for bullying and This dark, cavernous converted old bloodletting. She now has hundreds warehouse is a labyrinth of creaking of dark hands to do her bidding, but pillars, rusting cross braces, sagging they are ill-trained, undisciplined, floors, and little flights of steps linking and essentially selfish hands, and levels that don’t quite meet. Cages of have several times defied the orders all sizes are everywhere. Citizens of priests leading them to pursue whisper that folk who argue prices ready loot and foes. too strenuously sometimes disappear Mysterious spell attacks have twice into them. ruined armories and engines of war This shop is lit by a dozen or so smuggled into the temple, smashing glowing white eyeballs that float plans for an uprising, destruction of about like curious insects, hovering to the temple to Lliira, and the establish- inspect or accompany shoppers with ment of martial rule over the city. an unblinking gaze that most folk find Emana suspects Harper spies of caus- eerie: The proprietor is a masked, ing the assaults, though she has no hooded male who seems able to see idea which powerful wizards they whatever the eyes can, however dis- hired or cajoled into making the actual tant, and who is thought to be a mind attacks. On both occasions, word was flayer by at least one regular supplier all over the city in hours, accompanied of the shop. by the general opinion that such For all this eccentricity, A Handful doings were to be expected, because: of Eyes is probably the most reliable “We don’t like folk bringing armies of the monster shops in Hill’s Edge—

191 that is, it can most quickly supply a wizard blew apart the southern end particular beast, dead or alive, to a of the shop with an unexpected spell purchaser, and it carries a larger and escaped. stock than competitors, some of whom deal only in a few species Lionstar Services (such as Eldritch Ebony, a shop that Packers discreetly deals in drow to very rich and totally unscrupulous buyers). Most buyers are merchants acting for This shop is a ramshackle wing of the wealthy, decadent thrillseekers or vast Lionstar Warehouses complex mages in Calimshan, Waterdeep, out by the wall in the northeast quad- Sembia, Amn, and the city-states rant of the city. For modest fees, the around the Sea of Fallen Stars. experienced packers here will A live monster can cost from 25 gp securely pack and seal all sorts of for a particular type of nonpoisonous small shipments (precious or fragile rat, spider, or snake to 350,000 or items, for instance) for caravan travel more for a ki-rin or other rare or all over Toril. Their specialty is dis- powerful creature. The Eyes does not guising an item by its packaging to deal in slaves, nor does it kidnap make it appear to be something else. humans for a fee—not since a captive This generally costs double. False

192 documentation can cost 100 gp on top intending to impersonate others to of that—more if it involves forging the effect swindles, kidnappings, and the signature or seal of a mage, ruler, darkening of certain reputations. merchant company, noble family This is still the place to come if you head, or other important personage. want a blazon of your own design Lionstar Services has several wiz- painted—a blazon, that is, that’s not ards on retainer to magically exam- lawfully registered with, or recog- ine, shield, or protect parcels. Their nized by, the Heralds. The shop gets services cost extra—a lot extra! away with this practice by claiming Exactly how much depends, of they were told the work was a first course, on just what they have to do. flower (the painting of arms made by a supplicant to show to a Herald in The Knight in the Morn hopes of getting the design approved). Armorer and Blazoner The close watch now kept on the shop by Harpers makes criminal use of the arms of others less likely to be This proud, colorful shop sells suits profitable, but as a place to get fanci- of armor, some of which look very ful arms painted up, or those grand. They vary from mediocre (the intended forever to be fictitious, the source of the old wisecrack: “Ah, Sir shop continues to do a roaring trade. Rustbucket. Knighted in Hill’s Edge, I Note that all blazonwork that comes presume?”) to not bad. They also sell to the shop without written certifica- lances and shields, but some shields tion from a Herald will cost double. have been known to crumple under a Regular patrons of the shop tell me its single blow. To top the lances, they lances are of excellent quality. sell pennants and full-sized banners. The need to adorn these banners Belkin’s Black Blade has expanded over the years from two Weapons Shop old women skilled with the needle to a staff of six seamstresses and four master limners. You can order your In contrast to the haughty splendor of shield, breastplate, helm, or anything the Knight in the Morn, this place is a else adorned with your badge, coat- “down-to-earth, hard-core weapons of-arms, or favorite color. shop: a large, dimly lit house that smells Such adornments typically cost 60 of oil and cold steel and is crammed gp each for painted work and 100 gp with racks of swords, daggers, maces, for sewn. This shop is usually at odds morning stars, war hammers, spears, with Hillhorn, the local Herald, for arrows, bolts, and battle axes. allowing patrons to walk out wearing Belkin Orgul is a fat, puffing, shrewd arms and badges that properly belong old warrior who stumps and wheezes to others. In the past, much of the around the shop, forever pushing shop’s trade came from brigands unruly gray-white hair out of his eyes to

193 glare at customers. He sells helms, gor- at random around the darkened tap- gets, and gauntlets as well as weapons. room. One plopped into my tankard, Spike-knuckled gauntlets are a peren- but a woman nearby was struck on the nial favorite at 25 gp for the pair. temple and dazed. Go to get drunk if you must, but don’t expect to relax or Bent Bows chat in any sort of quiet. Archery Shop The Dancing Bear

This is one of the best archery shops I’ve seen anywhere: a bright, breezy This dive is like the Stag but noisier, dirt- place where one can buy any size of ier, and more dangerous. Here patrons bow or crossbow. One can also pur- play with hurled daggers, and there’s a chase, of course, all sizes of shafts and steady stream of supplicants shuffling to bolts and a variety of arrowheads, trade scraps of information for the few including bulbous fireheads guaran- coppers needed for another drink or teed not to go out before striking their two to the tables where Zhentarim spies target. These heads are cast spheres and their bodyguards sit. containing felt that are doused in alco- The Bear is not a place one dare hol and lit before firing. relax in. I saw two purse cuttings while I Adventurers and merchants alike was there, and when the second victim come here to buy wagonloads of shafts noticed and rounded on the thief, he and bolts. If one buys 10 guaranteed- got a blade in his throat and another in waterproof leather quivers of 21 missiles his ribs. The thief was out one of the each or more, it’s at a discount price of 6 three side doors before the body sp each, instead of the usual 1 gp. slumped to the floor. The proprietor, Master Fletcher Others share my opinion. The tavern Sumbarl Ardusk, is expert at detecting does a brisk trade in carry-out skins of out-of-true shafts, and at soaking, (watered-down) wine at 4 sp each. stretching, and spot heating to make There’s no bear dancing about in them straight. accordance with the tavern’s name. Its stuffed head snarls down from Taverns over the bar, eyes red and glittering The Scarlet Stag thanks to a little glass and a cantrip. I was not impressed.

This drinking hall is of the smoke- Inns filled, rowdy, rustic sort. I found the The Worried Wyrvern tables and booths cramped and crowded, and the servers both surly and harried; moreover, some clever This is the closest Hill’s Edge comes to guest seems to enjoy hurling chestnuts an average inn of quality—a clean,

194 three-level, fairly new establishment items anywhere in the city. (By all boasting interconnected suites of accounts, they’re trustworthy.) rooms on the uppermost floor, mes- The dining room is excellent, spe- senger pigeon service to an errand- cializing in delicious hot and cold running service in Iriaebor, and a good soups, fried breads, and fish stuffed dining room. The chef has mastered a with egg, leek, and river crab mix- spiced river fish and asparagus omelet tures. At its best, the kitchen of the to accompany the usual bacon, toast Griffin matches anything to be had in and drippings, and sausages for morn- proud, distant Waterdeep. ingfest and highsunfest. Evening meals are a nice variety of roasts, accompa- The Stone Saddle nied by pleasant surprises like chicken livers in mushroom sauce and green peppers stuffed with rice, tomatoes, This cheap, chilly old barn prides itself and ground meat. A rather bad, bored on good stables and hostlers. I dare harpist plays away the evenings, mak- say mounts get better care than their ing background music to drown out owners. Still, doors bolt securely, and conversations at adjacent tables. A safe the beds are comfortable, but sag and pleasant, if unexciting waystop. somewhat in the middle. If you don’t mind indifferent food, such as meat- The Storm Griffin balls of mysterious origin in onion- dominated tomato broth, this is a cheap, tolerable place to sleep. Travelers can easily find this down- town inn thanks to the rampant stone Festhalls griffon statue out front. It’s as tall as the Six Soft Furs three-story inn behind it and from time to time spectacular but harmless illusory lightnings flash and crawl over This house of pleasure is famous Vale- its surface. It was once the figurehead wide for its luxuries, wanton escorts, of the favorite ship of the inn’s builder, and flavored syrup baths that are rarely who was a rich textiles merchant. enjoyed alone. Rumored to have been The inn beyond it is surprisingly built by a mayor (to attract tourists, of good. Rooms are cozily and sometimes course), it boasts very high prices luxuriously furnished, and the services indeed—an evening’s pleasure can eas- of in-house barbers/coiffeurs, tailors, ily cost 300 gp. Some escorts here spe- and custom shoemakers are available cialize in a combination of pleasant for extra fees. Bath servants carry hot (and surprisingly learned) conversation water to the tubs in each room and and kneading out the pain from long assist in bathing if desired. Their ser- journeys and old battle injuries with vices are free. For a copper one of six their hands and feet, for those who hall boys will carry messages or small don’t want to indulge in the exotic.

195 The scenes and the battered weapons of Tarnished Trumpet now-deceased patrons, the tavern is almost all one vast taproom. The tops Tavern of the drinking tables are inset with little windows. Old treasure maps have been set between panes of glass This tavern faces the Mayor’s Tower in them, and beneath each is a small across the open cobbles and is the cage enclosing a glowing globe, so largest and best drinking spot in Hill’s light comes up through the map to Edge, On most evenings, even in the illuminate the tabletop. Patrons who bitterest winter weather, it’s crowded try to take a map out will be expelled with jovial adventurers swapping sto- violently and permanently. Copies of ries of their bravery, close escapes, all the maps are available at the bar and latest finds in the Netherese ruins for 50 gp each. Most of the maps are north and east of the city. 20 to 30 winters old and are of mines A blackened, battered trumpet and subterranean cellars and ways in hangs behind the bar. More than a the wildernesses north of Skull Gorge few folk in town say it’s an iron horn or in western Yellow Snake Pass. of Valhalla the bartender can blow to Be warned that the Zhentarim pur- defend the tavern against attack. This chased copies of all these maps long rumor is supported by the fact that all ago, as have many other adventuring of the six folk—four men and two bands. Few easily found treasures can women—who tend bar around the be left in any of the places the maps clock (a water-drip model from far show. On the other hand, tales make Chessenta, that chimes tiny bells to the rounds every three seasons or so mark the hours) always wear swords of adventurers poking around old, at their hips and daggers in various cleaned-out dungeons who found a spots. secret way others had missed and Many of the prospectors who work broke through into treasure-laden, out of Hill’s Edge view the Trumpet as hitherto hidden, areas. their home, even though they sleep somewhere else. The staff encourages The Prospect them to think so, keeping messages This tavern is the place to hear news for prospectors out in the mountains, of adventurers and their deeds, join a and providing comfy old armchairs band or hire adventurers to aid you and a fireplace to warm wet feet and in deeds of daring and danger, or just dry wet stockings and hose at around to reflect on past glories, stare at the the side of the bar. fading maps and tapestries, and dream a little. Some minstrels make The Place a point of doing this, claiming they Wood-paneled, many-pillared, and get their best song ideas in the con- decorated with tapestries of hunting vivial Trumpet. This is one of the

196 most relaxed, friendly, chatty bars in Travelers’ Lore all the Vale. The Trumpet houses several legends of hidden treasure. One speaks of a secret The Provender door in a pillar. It hides a turn handle Hot buttered rolls and sausage rolls that flips up a large floor section, table are the only food the Trumpet serves. and all, to reach a gold cellar guarded Its wine cellar has an awesome by mysterious monsters. breadth, however, and the flagons Another speaks of a cordial glass and tankards in use on the premises formed of one enormous carved dia- are of a generous size. mond the size of a petite elf’s fist. It was said to be able to render any liquid The Prices placed in it nonpoisonous and pleasant Ale is 4 cp per talltankard or 8 cp per to the palate. A visitor to the bar, a dusky hand keg, and wine is either anony- noblewoman, turned it invisible as a mous house wine at 5 cp per flagon prank, and a clumsy-fingered thief or a recognized vintage sold by the knocked it to the taproom floor. No one bottle (7 sp to 22 gp). Zzar, sherries, has ever found the glass, and incidences and all exotics (such as elverquisst) of patrons tripping over nothing (per- are sold by the bottle at 4 gp to 125 gp haps from excess drink or a loose floor- (most are 6 to 8 gp). board) are often blamed on kicking it.

197 The towels and robes are set ready for Happy Hippocampus patrons who bathe, for example), but can always be summoned by pulling Inn one of the purple cords that hang on the walls of every room and passage in the inn. A rooftop garden provides fresh This inn deserves to be much better tomatoes and greens for salads, and known. It’s one of the best in western gives guests a private place to sit amid Faerûn, complete with an attentive greenery and relax. Far below, extensive liveried staff who pamper guests per- cellars give safe storage to guests’ valu- sonally, a hot communal tub with ables, an impressive wine cellar, and scented water (clouded with lavender large, defensible pantries. to preserve the modesty of bathers), and food among the best anywhere. The Provender The dining room at the Hippocampus The Place serves the usual roasts and fowl dishes The Happy Hippocampus is a low- with flair, along with marvelous gravies ceilinged, carpeted place of many and sauces. The soups are delightful, lamps and plants. Lounges (including and I especially liked the appetizers the baths) surround the circular din- known as hot bites. I managed to get the ing room. From the curving hallways recipe for these open-faced sandwiches that encircle the dining room ascend from one of the chefs (thank you, broad stairs to large rooms that fea- Alayss), and here it is: ture curtained, canopied beds. Guest chambers are suites, each having a bathing chamber (garde- robes therein magically flush them- selves clean with water!), a dressing room with a full-length glass, and a writing desk with parchment, ink, and quills. Oysters, pickled falcon eggs, and garlic-buttered biscuits—all accompanied by white wine—are available in every room. Thick walls keep rooms quiet. Win- dows are sealed and have multiple panes of glass to banish all drafts and minimize winter chill. The Prospect The skilled, thoughtful human staff anticipates most guests’ needs (warmed

198 The Prices devised a spell that let her read the Rooms are 16 gp a head per night, and brains of Netherese lich-mages, holding stabling is 2 gp extra. Eveningfeast them in thrall from afar. Whatever the (including all drinks) costs 2 gp. All truth, the Pegasi found a lot of treasure. other meals are free with a room, but When agents of the Zhentarim stole drinks cost extra. Liqueurs run 4 or from them, Bellara mounted a return more gp per bottle. Ales are 1 sp per raid on Darkhold. Gathered Zhentarim tankard, and wines are 3 gp to 75 gp mages destroyed the band with mighty per bottle (most are 4 gp to 7 gp). spells. Through a contingency, the spirit of Bellara fled into a life-size gemmed Travelers’ Lore statue supposedly hidden in the Hip- The Hippocampus was briefly home to pocampus. the Proud Pegasi adventuring band. Led Some say that the statue was formed by a female mage of spirit, beauty, and in Bellara’s image, and others contend quick wits (Bellara “Starcloak” Arune, a that it was of a rearing pegasi. Since no merchant’s daughter from Amn), the one has ever found a statue of either kind Pegasi went from success to success, here, adventurers who stay at the inn still finding a string of fallen mage towers hope to find the statue, resurrect Bellara, and Netherese ruins. Some say tanar’ri and claim as their reward a portion of aided their searches, others that Bellara the treasure that the Zhents didn’t get

199 Hluthvar side of the market stands the House of the Guardian (with a large This walled town on the Dusk Road buy/sell/trade livery stable and the lies in the shadow of Darkhold and is militia armory north of it), and on the less a trading town than a fortress south side stands a wagonwain’s shop against the Zhentarim.12 The town’s and the sole inn in town, the Watchful mayor, magistrate, and military ruler Eye. The temple maintains a stable of is Maurandyr High Ward (priest) of milk cows and a chicken house (both the House of the Guardian, the local easily located by the smell). The temple of Helm. priests—who always go armed— Hluthvar was a local warrior-hero. stride about like sword captains, giv- The town that preserves his name now ing orders as if the town were at war. stands as the front-line wall against Rental space warehouses ring and armies that would otherwise sweep flank these important buildings. The down from Darkhold unchecked to rest of the town consists of seven cov- raid at will up and down the Vale. In ered wells, a few shops, and homes. this vigilant stance, Maurandyr is The wells are set up as small, defensi- financially supported by the Harpers, ble keeps topped by onagers that can the Lords’ Alliance, and other rulers hurl stones at attackers outside the and places in the Vale. city walls. Every roof and every cellar This does not make Hluthvar a wel- is planted for growing mushrooms or coming place to visit. Built of stone root crops. To discourage drunken- and slate to retard fires, it can muster ness, there’s no tavern, and visitors to a militia of over 70 well-trained and town who stray from the inn or local equipped warriors—one from nearly market are viewed as little better than every family in town. Groups of them spies. clad in plate mail can be seen practic- Most folk in Hluthvar work deep in ing with swords and crossbows every their cellars, delving ever deeper in day under the watchful eyes of priests. search of gold, which is plentiful in The temple also hires adventurers the rock hereabouts, and perhaps by the month at 100 gp per each to Netherese or other ruins below. ride wide patrols around the town to Some 30 winters ago, someone did keep watch on patrol groups and break through into an old dwarven raiders out of Darkhold. “Put the dark hold, and it’s now provisioned as a ones to the sword whenever you can” safehold for the townsfolk to retreat is their standing order. to if Hluthvar is overrun. Hluthvar is built like a giant wheel, The folk of Hluthvar have lived with with its streets as the spokes and the fear of the Zhentarim for a long time, rim and a large open market as the but right now they’re wrestling with a central hub. The north—south “spoke” new fear. Their revered leader, Mau- of the wheel is missing. On the north randyr, may be going mad. Several

12Hluthavar’s location can be seen on the map in the entry on Asbravn, earlier in this chapter. 200 times recently he’s fainted or spoken nesses, and ways in which they can deal and acted strangely. Some say these harm to the forces of Darkhold. incidents are the result of the strain of command. Others whisper they are Shops signs of the displeasure of Helm or— Trist’s Saddles and Stables and this is the dark opinion of most— Mounts and Tack caused by some sort of magical assault from the evil Zhentarim wizards. I recommend travelers avoid Irythimm Trist is a sharp-nosed, Hluthvar except as a secure place to watchful man who drives a hard bar- stay a single night on the road before gain but avoids all deceit. If you buy a moving on. The temple rents stark mount or pack animal from him, and simply furnished rooms at 10 gp you’ll get exactly as good a beast as he a head to those who don’t want to says you will—all-in-all, a rare and stay at the inn. Sights are few, joy even precious thing. rarer, and prospects for trade slim. Hluthvar needs more of everything, Veloth’s Fine Wagons and Repairs and has little to give in return. Life Wagons, Wheels, and Repairs here is as good an argument for destroying the Zhentarim as anything I’ve seen or heard anywhere in the Uln Veloth is a man of exaggeration, Coast lands. histrionics, and hand-wringing. He can never do what you want in the scant Places of Interest time you give him—but always does. in Hluthvar His skilled craftspeople grin at his wail- ing a lot and calmly turn out top-quality Temples wagons, wheels, axles, and overnight The House of the Guardian repairs. Fees are stiff, and payable up This temple to Helm resembles a keep. front, but the work is sturdy. It has its own moat and spiked iron fence—which can be electrified by Inn spells in the event of attack, I’m told— The Watchful Eye along with ballistae and armories inside. The uppermost chamber is a stark chancel, the altar being an The Watchful Eye is a cheerless place upright sword, the unblinking eye of that serves stolid food and watered- Helm glowing on its pommel. down beer. It has shutters and a roof Over 20 warrior-priests dwell here, and not much else. Its one virtue is that working ceaselessly by spell and train- it’s quiet—almost too quiet, like the ing in arms to strengthen Hluthvar as calm before a vicious storm. Still, you “the wall against the darkness.” They are can definitely fall asleep easily here if grim folk, always alert for spies, weak- the hard beds don’t keep you awake.

201 Iriaebor Shadowking and his shadow magic from beneath the city. Since that time, This city is sometimes called the the Harpers of Berdusk have kept a Overland City because it’s the east- close watch on Iriaebor. ernmost outpost of the Vale and car- The city is presently ruled by Bron. ries caravan trade on the Dusk Road He was the peoples’ choice for his over the rapids and cataracts of the principles of fairness above all. He upper Chionthar, linking up with the serves as the city’s judge, and he Trader’s Road that runs east to the appoints and dismisses members of a Sea of Fallen Stars. Barges cannot get 40-person advisory council. Aided any farther upriver than the lower behind the scenes in one way by the docks of Iriaebor. Harpers—and in another by the head Built atop a defensible ridge long of the current local thieves’ guild, ago, Iriaebor today is a cramped city Cormik—the Lord of Iriaebor man- of many tall, crumbling towers lean- ages to keep this city of bitter mer- ing on each other or standing close chant rivals from erupting in together, joined by bridges and bloodshed from one wall to another. bristling with balconies, so that most Visitors are advised to beware all of the narrow, winding streets are left the rivalries. Even experienced traders permanently in shadow.13 This has are regularly fleeced, though the dark earned Iriaebor the name of City of a days of throat-slitting and all-your- Thousand Spires. The stables, stock- goods Zhentarim confiscations are yards, caravan paddocks, ware- gone—at least for now. Bron sacrificed houses, and the like sprawl across the his own position and most of the farmland around the ridge. Aside money of the temple to Eldath he from an open market where the Dusk headed at the time to buy mercenaries Road enters the city, there are no enough to slaughter the private armies open spaces left within the walls. that rival merchants were hurling at Travelers are advised to beware the each other. The hatreds that fueled the constant, many-layered, often violent open warfare then still simmer behind intrigues between the many mer- closed faces today, awaiting any chant houses, families, and cabals of chance to come boiling bloodily out. the city. Iriaebor is like Waterdeep Iriaebor’s location and strong army gone mad when it comes to merchant make it a base or destination sought manipulations, chicanery, and by many. (The army, the Shield, is maneuvering. 8,000 warriors strong.) For those who Zhentarim machinations achieved must deal in this den of commerce, I the brief but iron-hard rule of the can provide only an overview of Zhentarim sorceress Lord Ravendas prominent places. Shops, companies, over the city. She attempted to and fashion-favored places change unearth some sort of dangerous with every tenday.

13 A map of Iriaebor can be found in FORGOTTEN REALMS Adventures hardbound. 202 Landmarks Priests of Lliira have petitioned the city The ridge on which old Iriaebor was for permission to found a temple within built runs parallel to the river and the walls of the former Tower of Gold, divides the city into three parts. The but many powerful merchants covet the most southerly of these is the narrow site, which commands the road south strip of land between the river and the across the bridge and out of the city. ridge, crowded with warehouses, The matter is presently before the coun- docks, boatbuilding slips, muddy cil, halted by wrangling that promises to wagon trails, and heaps of garbage, go on for years. which is called the Docks. Next is the As I mentioned, the shops of Iriae- ridge itself, called the Old City, its rocky bor change with bewildering rapidity. slopes crowned with the forest of stone Two deserve mention for their towers inhabited by the most success- unusual wares: Give Me Wings to Fly, ful (most ruthless, many folk would which deals in aerial mounts of vari- say) merchants. Most of the important ous sorts, and the Well-Dressed Wiz- buildings in Iriaebor can be found ard, where mages can buy the latest, here. The northernmost and largest greatest cloaks, robes, hats, and staves. district of Iriaebor is composed of the Like the city’s shops, its inns and tav- flatlands that have been enclosed by erns change with each passing month. the city wall. They are known as the This is especially true for taverns, as one Lower City. Here can be found the needs no special tavern license to run shops and houses of the common folk one. The city taxes are paid on the origi- and laborers, the open market, stables, nal purchase of beer and spirits. The tanneries, slaughterhouses and other council doesn’t care who sells the alco- noisome industries, and two fenced holic drink to thirsty throats after that. merchant coster waybases: a major The few fixtures among inns are all in base of the Thousandheads Trading the old city atop the ridge (or Tor, as Coster and a smaller center of the locals call the ridge): the Wandering Dragoneye Dealing Coster. The city Wyvern, a homelike place that welcomes exports many fine horses from the sur- a regular clientele and doesn’t turn away rounding farmlands of the Vale, kegs adventurers; the Black Boar, a luxurious and barges, and a lot of fairly bad beer. but poorly run place that relies on its Iriaebor is home to three important exalted reputation; and the Sign of the temples: Silent Hall, dedicated to Eldath Dreaming Dragon, a three-story inn (once Bron’s charge); the Golden Bowl with its own walled garden that is run by of the Goddess, a temple of Chauntea; halflings. The Dreaming Dragon is and the High Altar of the Moon (called rumored to have been home to a pow- simply the Moontower by citizens), a erful adventurers’ band in the past. center of worship to Selûne. A fourth Many adventurers don’t like the expense temple, the Tower of Gold, venerated or the tense atmosphere of the city, and Waukeen until the Time of Troubles, stay an hour’s ride north of the city at but now stands empty and looted. the Old Talking Ox on the Dusk Road.

203 Places of Interest given a place to rest, but are then left in Iriaebor entirely to themselves. Temples The Golden Bowl of the Goddess Silent Hall The Garden Temple of Iriaebor Perched in splendid isolation at the stands atop the highest point of the eastern end of the ridge on which the Tor, overtopped only by the taller Old City stands, this walled citadel to spires of the High Tower of Iriaebor Eldath takes the shape of a hollow (Bran’s abode and home of the coun- hexagon with a side wing. It encloses cil). Here almost 50 priests are based. a nicely maturing wooded grove dedi- They spend much of their time out cated to the goddess. The entry hall of in the surrounding farms, working the temple is a moss-and-fern bower the farms of the faithful. High Wor- built around a pool. shipmistress Nalva Imthree, a tiny Peacewoman Luaqqa Absalrassin woman dedicated to growing things, (Bran’s successor) deliberately keeps has turned her back on the world the clergy few in number and the almost entirely. All she does for folk temple a serene retreat for solitary in the city is give out flowers in the worship. Visitors are welcome, and depths of winter—blooms grown

204 despite the winter storms in the The Well-Dressed Wizard unroofed, magically heated upper- Splendid Mage Robes and Staves most floor of the temple.

The High Altar of the Moon This shop stands just east of the Just east of the High Tower of Iriae- Moontower—a tall, crumbling, once- bor stands the round Moontower, a grand old house that gives no hint of silver-and-black structure where what’s within except for the floating, High Moonmaiden Astyaril Hulemene glowing illusion of a wizard’s staff and leads faithful in eerie moonlit rituals. cloak that hovers endlessly above the A friend to Harpers, Astyaril adds the double entry doors. Inside is a black- only touch of romance and mystery to carpeted, mightily warded (against 14 the lives of most Iriaebens. For that meteor swarms, I’m told! ) and reason alone, services here are exclusive shop where discerning always attended. mages with thousands of gold pieces to waste can buy grandly styled Shops cloaks, robes, soft boots or long, Give Me Wings to Fly pointed shoes, hats of all descrip- Flying Mounts tions, and knobbed, gem-adorned, carved staves of fantastic appear- ance but no magical powers at all. This shop stands at the westernmost Some visiting nobles come here to end of the Tor, and looks like a tiny buy clothes grander than they can keep bristling with domes of metal get anywhere else. mesh. The domes are actually pens Tailoring is done while you wait. keeping the various aerial mounts for It typically costs 1,000 gp on top of sale in the shop. Run by a mysterious the price of the garment, but runs a group of wizards that is thought by mere 900 gp for hats and pairs of some to be a semiretired adventuring shoes to over 40,000 gp for the band, this shop typically has—chained largest, gaudiest staves. and well separated to keep them from Be warned that the proprietor fighting—a pair of griffons, four hip- seems to be a powerful mage pogriffs, a Pegasus, and perhaps an himself,15 and he’s assisted by some aerial steed or more exotic beast or unseen but quite strong flying crea- two for sale at any given time. Be pre- tures. Some garments (the “used pared to spend 35,000 gp and up. ones,” as the proprietor puts it deli- Hard bargainers can get mounts for as cately) may bear enchantments, but little as 20,000 gp in winter, when feed most await your own spells. They are costs are high. This shop carries very of the finest handiwork, with doubled powerful wards. and even trebled seams. You can buy

14Elminster said merely, “‘Tis the truth.” 15Elminster said: “He’s a lich, actually. The flying help? Don’t ask.” 205 here quite confident that you’ll be the and the meals are tiny, and the only one in your town to have such service is slow because the inn is fine magisterial mage robes—at least, understaffed. Thanks to snobbery, until the nearest thief sees you. however, the Boar is full by the time every night falls. Inns The Black Boar The Sign of the Dreaming Dragon

This large, twin-towered inn stands This delightful inn has its own walled southwest of the High Tower where garden, a high-ceilinged taproom the road up from the Docks splits into with balconies, and great food. It’s two roads to encircle the Tower. It’s a run by the halfling couple Jolle and location many haughty merchants Estel, and it is one of Iriaebor’s would kill for—and several have tried. hidden treasures. Estel is a healing As a result, the owner, who keeps priestess of Eldath and retired his name from the general public, adventuress, and was once a member spends all his time in plotting and of the Fellowship of the Dreaming dealing. His inn is furnished in Dragon. The establishment is very exquisite luxury, but both the rooms highly recommended.

206 The Old Talking Ox sauces, and so on. The three became Inn/Tavern firm friends, and the quality of the inn’s fare became known to merce- naries and traveling merchants In the days when merchant-hired throughout the Coast lands. The sor- armies clashed openly in the streets ceress, Helmeera of Secomber, disap- of Iriaebor night and day and armed peared some years ago, and the people were attacked by anyone who half-orc sisters went looking for her— didn’t know them as an ally, adven- but the grizzled old servers (fighters turers felt hardly welcome in the City who’d lost hands, arms, eyes, and the of a Thousand Spires. Many chose to like during their fighting careers) had keep their weapons, which had to be learned enough through watching and surrendered at the city gates—often tasting by then to take over. to be returned only upon payment of Olliber died some years back. The stiff bribes—and sleep outside the city inn is now run by a council of 12 war- walls at a small wood lot and spring riors, half of whom run it (hiring known as Northing. another dozen helphands) and half of Predictably, a greedy merchant cut whom are absent sponsors. It has down the trees and put up a rickety become a favorite stop for travelers of inn on the spot so as to charge these all sorts on the road to Iriaebor. Some escaped customers. Outraged arriv- folk even go to the city to do business ing warriors slew him—and one of and then leave each night to sleep here. them, an old, grotesquely fat merce- nary captain, Olliber of Athkatla, The Place known as the Old Ox to his followers, Newly planted trees encircle a fenced announced his intention to retire and horse paddock and barnlike stables run the inn as a welcome haven for located west off the Dusk Road about an veteran fighters. hour’s ride north of Iriaebor’s Lower This met with general approval, and City Gate. In front of the stables is a a surprising number of his company muddy saddling yard and in front of that, retired with him. Under their care, the facing the road, a long, zigzag two-story inn was rebuilt into a rustic, but com- log building with a central taproom and plete, stable and inn complex. Two rows of guest rooms. The taproom’s axe-wielding half-orc sisters from the door is the one with the lantern over it. mountains north of Sundabar took The kitchen is behind the taproom—and over the kitchens—and disgruntled both places are usually roaring with diners learned not to complain unless noise and activity at all hours. they were good at dodging hurled Guest rooms are simple but warm axes! A visiting sorceress took pity on thanks to canopies around the beds, the two and taught them some tricks thick tapestries, and stone tables in of seasoning. On her next trip, she each room on which bricks heated by showed them how to make some the huge hearth are placed. The guest

207 rooms have doors that bolt and can be in sauces and gravies. Berry jellies barred securely. and jams are on every table, along with hardbiscuits and dark molasses The Prospect nutbread. You won’t leave thinner. The Old Talking Ox is a rough, rowdy place where warriors roar out oaths, The Prices jests, and songs as they merrily play Rooms are 8 gp per night. A room pranks and tell tales on each other. It’s sleeps two, with no extra cots available. their safehold to relax in. No steel is to You don’t have to share unless you be drawn inside the walls upon pain of want to. This price includes all sta- being barred from the inn forever, or, bling, food, and drink—though only if your victim has friends present, simple ales, wines, and zzar are avail- upon pain of swift death after they’ve able. “Nothing too good passes our gul- hurled you out into the mud outside. lets,” as one regular patron put it. Guests who need a good sleep often leave their rooms in despair to seek the Travelers’ Lore stable hayloft when the partying ranges The man for whom the Old Ox is up and down the corridors on run- named is buried out back among the ning, heavy-booted feet. The staff mem- trees. It’s said that his voice can be bers are vigilant night and day to heard coming up from under the stone prevent robbery and violence. on certain moonless nights, confessing all his sins—and telling those who ask The Provender where all his treasure is hidden. One The food is simple but marvelous— half-elven woman is said to have tire- all the fat-fried, filling dishes warriors lessly followed up on Olliber’s instruc- like but so often can’t get, smothered tions and returned home very rich. One not-yet-found treasure is said to be hidden in the inn: a finger ring that contains a captive faerie dragon. It can only be freed if it is “slain” six times in service to a wearer of the ring. Three lives have been spent already, so it is eager to die serving someone in a tight spot The ring emits a body animated by its spirit, not the dragon itself—its true body, the tale goes, is the ring. The coun- cil has requested that guests stop tearing the inn apart trying to find the ring, which eludes magic-detecting spells. They’d also like all readers to know it’s not inside the helmed horror that guards the wine cellar!

208 The with mismatched furniture, and Wandering Wyvern adorned with assorted paintings and knickknacks (some might well use the Inn/Tavern term “junk”) donated by guests. The kitchens turn out good, home-cooked food (lots of stews, soups, and onion- This inexpensive home away from and-egg omelets)—and guests help home is beloved by its many regulars. themselves. Most wander about the inn It stands four doors down from the while dining, stopping at window seats haughty and expensive Black Boar, and or in the lounge or taking the food to like that high-class inn, it is full by the their rooms. All drinks are served at time most nights fall. However, the the bar by the proprietor, Shalangul Wyvern looks like an old tumble-down Adept (2 sp per talltankard for ale and 1 house—and has been joined to three sp per large goblet for wine). Shalangul others, so it’s now more than twice as would like readers to know that he’s large as the more exclusive Boar. not any sort of adept. It’s just his name. The two inns could not be more dif- This is one of the few inns in Iriae- ferent. Unlike the luxurious decor and bor that welcomes adventurers and pomp of the Boar, the Wyvern is travelers without questions, suspi- shabby and comfortable, furnished cion, sneering behavior, and

209 increased pricing. As a result, value- hear tales of adventure without an loving merchants, pilgrims, wander- inebriated storyteller or drunken ing folk, and adventurers both young hecklers. Many young adventurers and bold and old and retired gladly come here deliberately to get tips or come here. Some of these graybeards leads to unfound treasures from are skilled warriors indeed, and their elder colleagues. presence keeps thefts and rowdiness to a minimum. The Provender The few but cheerful staff members The Place of the Wyvern spend most of their Wood-paneled, dimly lit, and crowded time baking bread, growing mush- with randomly laid old, stained rugs, rooms in the cellar, and cooking. the Wyvern looks like a down-at-heel They make nicely spiced soups and home. No two rooms share matching stews, adequate roasts, nice leek-fla- furniture. To keep chances of fire to a vored and chive-flavored biscuits in a minimum, no smoking is allowed, melted cheese batter, and onion- and the place is lit (badly) by a score dominated omelets in which leftover of wandering driftglobes. meat scraps always appear. Some guests hack at the roast meat when The Prospect it’s still red-raw, so those who like This inn is the best place to relax I’ve things well done are apt to find them- yet found as a traveler, because you selves with what butchers call chop can treat it like your own home. The scraps. Meals are serve-yourself easygoing atmosphere makes it possi- informal—but can be had at any time. ble to keep to yourself or to sit and talk for hours, so it’s a great place to The Prices Rooms cost a flat 5 gp a head per night, all meals included, along with stabling, if needed. As I said, drinks are extra. Travelers’ Lore The Wyvern has its share of hidden treasure tales. Coffers of black pearls and brass buckets full of gems were found above false ceilings in closets off the pantry, and one hall has a secret passage branching off it that leads down into a disused Beast Cult temple. Monster skeletons still shamble about in its dusty depths, but inn guests think they’ve found all the treasure.

210 Appendix 1: Folk of the Sword Coast

ith Elminster’s aid, we human lord obeys her in all things. Alliya is a present a best-guesses fierce foe of the Zhentarim and will even deal list of probable classes, with poisons, adventurers, and other violent things not in keeping with nature in order to levels, and alignments of eradicate the threat from Darkhold, which she some folk Volo mentions calls the Devouring Shadow. in this guide. Adventurers be warned: Much herein may be wrong! HIGH SCRIVENER ALTHUNE DEMBRAR, Loyal Eye This list is alphabetical by first of Deneir (NG hf P14 of Deneir; INT 17, Wis 18, CHA 17). This elderly, dignified lady is still name because many folk in Faerûn serenely beautiful despite her many years. She lack surnames. Dukes, nobles, pow- is a renowned expert on symbols of all sorts, erful mages, and other folk not likely widely consulted by those who need to identify to be met by the average traveler runes or writings in old, forgotten tongues. aren’t here—unless they are a special She runs the Inner Chamber temple in threat or are of great daily impor- Berdusk and is a firm ally of the Harpers, who often act as her eyes and hands outside Twi- tance to the side of a community a light Hall (which she never leaves), reporting visitor sees. Only ability scores of 16 on or bringing back runes or other symbols or greater are listed, and standard seen all across Faerûn. character statistic abbreviations for Althune often has an owl perched on her shoulder. She loves to dance, and appears at the FORGOTTEN REALMS campaign set- most Harper revels in the Hall. ting are used.

“LADY” ALYTH ELENDARA (CG hef R7; INT 17, HONORED MOTHER ALLIYA MACANESTER (LG WIS 17, CHA 16). Lady Alyth is graceful and half-f P12 of Sheela Peryroyl; INT 17, Wis 20, courtly. Most folk think she is nobility of some CHA 16). Matriarch of the temple of Sheela in sort. She owns and operates the Elfsong Tav- Corm Orp, Alliya is revered by halflings and ern in Baldur’s Gate, where she makes a widely widely respected by others in the Sunset Vale. praised stew and keeps a bank for sailors who She knows the local weather and ways of patronize her tavern. No one knows just where nature better than almost any other living the moneys are hidden. She is able to call on thing and can tell exactly where, when, and sorcerous aid in a hurry, and most patrons of how to plant or nurture for best results. Her the Elfsong, who go armed, will leap to aid or touch is said to give life to withered plants, and defend her. she’s rumored to be able to tell by looking at it if a seed will germinate. AMAERASZANTHA (N amethyst she-dragon of A wise, diligent leader of the farmers of great wyrm age). This wise, reclusive dragon Corm Orp as well as the local halflings and her may be the eldest of her race in Faerûn. She is temple, she is the true ruler of Corm Orp. Its spends much of her time swimming or bask-

211 ing in a stagnant lake at the heart of ruined sometimes mistaken for a black dragon. Haumoritas, an ancient human city now Acquiring knowledge and finding amusement known as Tempus’ Tears. in the thoughts, words, and deeds of the little If she is in the water when groups of creatures of Faerûn are her pursuit and her intruders approach, Amaeraszantha often delight. She will defend the dwarves and remains motionless, playing dead. If she has gnomes who dwell in the ruins around her, time to do so unobserved, she rolls over on her and the ruins themselves, fearlessly if need be. back and extends her claws in crooked, stiff She will never hesitate to join battle if it seems immobility to enhance the image. best. If a situation calls for it, she often shape- The Great Wyrm of the Tears, as a bard changes into a beautiful human female and bent on flattery once called her (she regards dons a set of manacles she has magically him—Mintiper Moonsilver, the Lonely arranged and altered so that she appears to be Harpist—fondly), sees the fish in her lake as a set out as a sacrifice “for the terrible dragon precious food resource, to be harvested only that lairs near here,” she will sobbingly explain. sparingly. She also regards them as hers alone, She can free herself instantly, however. In this and she will drive off, slay, or devour people way, she often learns a lot about the true who fish in her lake and don’t cease the natures and intent of intruders before any hos- moment she confronts them. tilities begin. When she’s hungry, Amaeraszantha waits Amaeraszantha has little use for treasure for dark and then flies west to the Sword Coast except gems, which she devours. She is wary to plunge into the waves and feed. In cold win- and experienced in battle, and her purple ter months, she’ll turn south and fly to the scales have darkened almost to black. She is Shining Sea or wherever the water’s warm enough to her liking before diving down to plunge, jaws wide, through a school of fish—or even pluck a single whale out of the water to devour aloft. Beings who would slay, entrap, or rob dragons irritate her. She delights in slaughter- ing Dragon Cultists whenever they find her. Amaeraszantha values the Harpers and the Zhentarim alike as sources of amusement for her. Over the years, she has befriended some of the more conservative and kindly of the powerful spellcasters of Faerûn, such as Alus- triel of Silverymoon, the Simbul, and the Witches of Rashemen. She has a soft spot for loners like herself, but despises the arrogance of many spellcasters, deeming them willful children not fit to so misuse such power.

AMELIOR AMANITAS (CG hm W17; INT 17, CHA 16). The Sage of Secomber is a wandering master alchemist and busybody. Tall, chunky, gray-bearded and bespectacled, Amelior is a bumbling, notoriously absent-minded eccen- tric. He has only one good eye and wears a variety of handsome patches over the socket of the other—some silk, some tasseled, some Amelior Amanitas vividly patterned, and one bearing his sigil. He 212 dresses as a common craftsperson and is a Asgar has always relied on visions sent to wencher and a poker-about-after-secrets. him in dreams by Ilmater, but the Zhents seem These character traits have made him unwel- to know this and to be meddling magically with come in many places, though not in Silvery- what he “sees.” This defilement of his mind moon, where he’s become a close friend of and the gods work has made the normally High Lady Alustriel. serene Asgar so angry he’d take up arms Amelior is straight in his dealings—though against any Zhentarim who offered him vio- he may actually forget he’s hired someone— lence. As it is, he’s entrusted the Harpers with and rarely fights with spells, relying on his irri- his secrets, and he will heal or otherwise aid table, sharp-tongued bodyguard Erek and the any Harper who comes to him in need. contents of the two flasks he always carries. Erek is a lawful neutral 4th-level fighter of AUNDEGUL SHAWN (LN hm F5; WIS 16). Propri- mixed northern blood and sharp, ready etor of the Blade and Stars inn in Baldur’s swords. Gate, Aundegul is a close-mouthed, unassum- Amelior wears bracers of defense AC 3, and ing man whose one delight is making ruby cor- carries a gold flask and a copper one. When dial. A retired adventurer, Aundegul knows of the gold one is opened, a nonnoble djinni many shady deals and doings, but seldom named Hasan, utterly loyal to Amelior, speaks. He abandoned his career as an adven- emerges. Opening the copper flask lets out two turer in terror after seeing the results of a ogres fanatically devoted to the sage. If slain, magical duel between two wizards who were they rise as monster zombies to fight on. Ame- master shapechangers—a duel that cost him lior also owns several magical robes, a most of his comrades. He has admitted a yuan- enchanted staff or two, and a large collection ti is imprisoned in the inn, and that his estab- of potions. lishment also holds other, darker secrets. He dwells in a cavelike home that is rather like an extremely cluttered halfling delve- BARIM STAGWINTER (NG hm F7; STR 17, DEX 17, home. It is connected to a tiny, leaning stone CON 16, INT 16, CHA 16). This respected adven- tower and is located high up amid gardens on turer uses Boareskyr Bridge as his base of one of the hills in Secomber. His residence is operations, and his word is recognized there home to several golems and a dozen brightly as law. Involved in several adventuring compa- colored (red, green, fuchsia, flame orange, nies over the years, he’s currently sponsoring mint blue, sun yellow, and so on) cats. Amelior several small bands of younger adventurers, constantly hires adventurers to carry out odd directing them (separately) toward destroying tasks for him, sometimes overpaying them or driving out the serpentfolk of the Serpent absent-mindedly. Hills. Barim is a good friend of Theskul Mirror- ABJECT SUPPLICANT ASGAR TELLENDAR (N hm eye. Together, they keep Boareskyr Bridge safe P5 of Ilmater; WIS 17). Chief priest of the House for the law-abiding during the summer and of the Suffering God, the temple to Ilmater in battle back trolls, brigands, wolves, and worse the town of Asbravn, Asgar is a devout servant during the long, hard winters. Theskul wants to of the God on the Rack, but realizes his temple establish a fortified abbey to Tyr at the Bridge. is in danger of closing for lack of local sup- Barim is prepared to support him in this if the port—if the Zhentarim don’t sweep over the abbey will support him in becoming Baron of town with spell and sword first, slaying all Boareskyr and raising a castle, so that a walled before them. Asgar has called on the Harpers city can be built between castle and abbey to of Berdusk to keep Asbravn free of Zhentarim enclose the clutter of tents and wagons that is agents and—he hates even to ask this—keep present-day Boareskyr Bridge. The main his own clergy pure. He called on them very impediment to this grand plan is the poisoned reluctantly for he has always seen the Harpers Winding Water. The two friends are working on as dangerous meddlers. this.

213 Barim is known to own magical weapons sionist abandoned life as an adventurer to run and armor, but just what powers his gear has, the Friendly Arm inn in a keep he and adven- he keeps mysterious. turer comrades seized and cleared of mon- sters some 20 seasons ago. A clever, pleasant, BELKIN ORGUL (LN hm Fll; STR 16, DEX 16, C0N always alert, curly-haired innkeeper who has a 17, WIS 16). This fat, puffing old man is a habit of humming when deep in thought and shrewd judge of folk and a cynic who is always of scratching his rather large nose when con- armed against attack, expecting the world to cerned, Bentley’s always a step ahead of trou- turn on him at any moment. He always wears a blemakers and misfortune. A veteran traveling ring of the ram and a self-regenerating Coast merchant called him “a master anticipa- Netherese ring of spell storing containing the tor.” Aided by his wife Gellana, he has made the spells magic missile, ironguard, and chain light- Arm a safe, friendly, clean, well-defended spot, ning. He has silver-plated daggers hidden in his a “must” stop for overland travelers. boots and a short sword of quickness at his belt. There are persistent rumors that Bentley Belkin owns and runs his own weapons sponsors adventuring bands and is involved in shop in Hill’s Edge, and has more than a few half a dozen covert schemes or shady mer- other enchanted weapons at hand when he’s chant cabals. He certainly never seems short of inside it. He’s going bald, but wears what’s left money. On several occasions he’s unhesitat- of his hair long, defiantly retaining the man- ingly hired mercenaries to bolster his defenses ners and pride of his warrior days. in the dead of winter or hired wizards to tele- port needed items from far-off cities in a hurry. BENTLEY MIRRORSHADE (CG gm W(I)10/T10; DEX 17, INT 17). This industrious gnome illu- HIGH LOREMASTER BRANSULDYN MIRRORTOR (N gm P9). This party-loving former adventurer is now master of the temple to Oghma in Berdusk. A gleeful master of disguises (of which he has a vast collection), Bransuldyn often goes out into the city or roams the Vale while disguised, gathering lore by listening. Some unkind folk have called what he does “shamelessly and energetically eavesdropping.” He often uses several spells he’s created that allow him to record what he hears and then transcribe from afar just what he wishes of the words into books laid out ready in his temple. Even if this jolly priest falls prey to a Zhen- tarim agent tomorrow, his recording spells will win him lasting fame across Faerûn. There are persistent rumors that he’s still involved in adventuring and has discovered several ways down into the Underdark, where he keeps a sizable hoard of gems and valuable metal items hidden in a trapped spot that regularly claims the lives of overinquisitive drow and illithids.

BULDATH ANDRYN (LN hm W15; DEX 17, INT 18, WIS 16). This taciturn mage dwells in Scornubel, protected by a guardian wraith that High Loremaster Bransuldyn Mirrortor is bound to an item he wears somewhere on 214 his person. He has a pseudodragon as a com- to conceal her decaying skin, though she isn’t panion and uses his spells to earn himself a liv- as skeletal as most liches. She has the following ing and to probe the minds of those who serve powers: She can use spells as a 19th-level him, anticipating their wants and treacheries mage, including nine regenerating spells: so that he wins the firm loyalty of most, and chain lightning, delayed blast fireball, dispel eliminates others. He casts spells for hire, typi- magic, fly, identify, invisibility, teleport without cally at 1,000 gp per spell level, never leaving error, tongues, and wall of force. These regen- his abode to do so. erating spells return without study 1 day after Buldath uses his trusted, discreet agents to use. Like all archliches, Darthleene is immune sell preserved monster components all over to poison, disease, and all turning and disrup- the Coast lands. He buys the remains of beasts tion; all polymorph, energy draining, ability from adventurers to gain his raw materials. He training, petrification, cold, electricity, seems interested in the rare, strange, and dan- enchantment/charm, insanity-related, death, gerous living things of Faerûn, but the rest of and illusion magic; psionics; and spell-like nat- his aims remain mysterious. ural powers. She can’t be harmed by any phys- ical attacks launched by beings of less than 6 CHANSRIN ALUAR (CG hf W9; DEX 17, INT 18, CHA Hit Dice or levels. 16). A quick, sharp-tongued sorceress who’s Darthleene has a chill touch that deals 1d10 always eager for adventure, Chansrin loves battle points of damage plus causing paralysis lasting and often assists the watch in her home city of 1d4+1 turns to all touched victims who fail to Scornubel, battling rogue mages and adventur- save vs. paralyzation. She can also exude an ers who’ve gotten out of hand. She’s slim, short, aura of power at will that forces all beings of flame-haired, and has very large, dark eyes. She less than 5th level or 5 Hit Dice to flee in terror likes to bite people when angry or excited, gig- for 4d4 rounds. She can repel undead and ani- gles often in delight, and is given to impulsive mate dead by touch and will, and seems to action—such as leaping out of windows into never forget anything—shoppers are often nearby trees, swinging dangerously from bal- startled when she addresses them by name or conies, or charging barehanded into affrays of continues a conversation begun with them at armed men. She wears some sort of teleporta- their last visit to the shop, years earlier. tional magical item that can whisk her to safety, Darthleene suffers 1 hp of damage per level but having to use it makes her angry—she’ll of the caster whenever she’s struck by raise often snatch up some magical items and wade dead or similar healing spells. She can employ right back into whatever danger she just any of the magical items in the shop to aid her- escaped. self in battle, triggering them by will from a Chansrin’s a generous friend, but she is eas- distance. They include a concealed wand of ily bored or distracted. She’s always happiest magic missiles and a hidden staff of power. when she’s rushing off somewhere else, so long as the somewhere else is within Scornubel. DAURAVYN REDBEARD (LG hm F5; STR 16, INT 16, WIS 16). A stout, middle-aged former adven- DARTHLEENE (CG hf W19; DEx 17, INT 18, WIS turer, Dauravyn is now the keeper of the Way 18, CON 16; now an archlich). Proprietress of Inn. He is proud of his establishment and of the Dawn of Any Day shop in Berdusk, Darth- the vigilance and training of his hired troops. leene is an ally of the Harpers who aids adven- He is a friend and ally of the Lords of Water- turers by selling them magical odds and ends. deep, and possesses some form of instanta- She was an adventurer herself, long ago, and neous magical communication with Lord still mourns the loss in battle of her true love, a Piergeiron, whom he can call on for swift aid if handsome bard by the name of Tanalith Sorn- evil forces show up from Dragonspear Castle darr. She likes to hear tales of daring and to or the High Moor. see the vigor and sport of young folk. Dauravyn wears bracers of defense AC 2 Darthleene wears a robe of stars and a veil and wields a two-handed broad sword +2 said 215 adventurer and onetime resident of Iriaebor retired to Daggerford to pursue a life of tutoring would-be mages. He is that rare thing: a willing, patient, unambitious teacher of magic who’s always taking on new apprentices and is easy about payment. (If times get tough, he can always cast a spell or two for hire.) As such, he is important in the Coast lands, and word of him has spread from far Icewind Dale to the north- ern border towns of Calimshan, Delfen is well liked by his apprentices and former students. They tend to think of him as more powerful than he really is because, wisely, Delfen doesn’t reveal much of his pow- ers or past. He is known to possess an exten- sive library of spellbooks, a dagger +2, a staff of power, a ring of regeneration, a ring of spell turning, bracers of defense AC 4, and a wand of fear. Many of the spellbooks were purchased from passing adventurers. He has devised some sort of spell that alerts his apprentices and the soldiers of Daggerford Castle if he is wounded or one of his magical items is taken from his person by force. Delfen enjoys a life of training and ease. He’s not at all interested in the dangers of resuming Dauravyn Redbeard an adventuring career. He does love to listen to tales of the exploits of others, and will take from to have some special magical properties, them hints about treasures not yet plundered including conferring infravision on the wearer to dispense as sage advice to others. and some sort of flying or teleportational abil- ity. Dauravyn also wears a vampiric ring of DERVAL IRONEATER (LN dm F6; CON 18, WIS 16). regeneration attuned to him. No matter who wears it, he receives hit points equal to the Highly regarded in Daggerford as a smith of damage it does. This was a gift to him by high skill and a guildmaster, Derval Ironeater heads a large family smithing business, and his Velaethaunyl Shaethe, a grateful elven sorcer- position on the Daggerford Council has earned ess of the Misty Forest whom Dauravyn res- cued—and, some say, loves deeply. him the affectionate nickname “Short Mask.” The innkeeper is a pleasant man, a shrewd Part of the Ironeater clan is interested in reviv- judge of folk, and a discreet keeper of many ing the subterranean dwarven hold of Illefarn, secrets. There is a rumor that he’s involved in which lies beneath a crag north of the Laugh- some great, lifelong plan to recover the Uni- ing Hollow. To fund their continuing efforts, corn Blade for or with Velaethaunyl. It’s an the Ironeater forges turn out an endless ancient and very powerful elven artifact and stream of high-quality hooks, clasps, hasps, hinges, buckles, shields, gauntlets, spikes, and could become the rallying point for a new elven realm centered on the Misty Forest, if tools. Derval is the close-mouthed, level- Velaethaunyl’s dreams come to pass. headed and tireless forge-hammer of the Ironeater clan. He did some adventuring in his youth, and owns a suit of a DELFEN “YELLOWKNIFE” ONDABARL (CN hm W8; plate mail +1, battle a and a INT 18, CHA 16). An affable mage who is bearded, axe +3, hammer +3, dwarven thrower, short, and increasingly stout, Delfen is an ex- ring of telekinesis. He can probably get his 216 hands on many more items of practical magic possible retaliation from mages or others if necessary. angry at his making such things available. He carefully controls his stocks of arms, and if HIGH DARK PRIESTESS EMANA GORTHO (NE hf word reaches him of thieves’ guilds or mer- P6 of Cyric; WIS 17, CHA 16). The coldly beautiful chant families (particularly the less scrupulous leader of the Fist of the Future temple in Hill’s Calishite concerns) amassing large amounts by Edge, Emana is a careful plotter who seeks to using go-betweens posing as separate interests, turn her city into a stronghold of evil. She’s smoke powder and additional weapons simply building an army of rogues, fanatical wor- become unavailable to that group for a time. shipers of Cyric, and street thugs to this end, Felogyr uses his wealth to buy up property but is careful not to overextend herself with so in Baldur’s Gate and in other ports along the many Harpers about and the rival local clergy of Sword Coast. He also lends money, both to Lliira set against her. shipbuilders and to adventurers, thieves’ The citizens call her the Black Lady for the guilds, and other shady or risky interests, using color of her robes—and, they say, her heart— his control of firearms to curb the illicit deeds and fear her. This fear is rightfully placed of these debtors. because her increasingly wild spell rituals now involve dark sacrifices. She is consumed by the FULBAR HARDCHEESE (CN half-m T11; DEX 18, desire to attract the notice and favor of Cyric, CON 18). Tavernmaster of the Happy Cow in perhaps one day becoming his consort, and is Daggerford, Fulbar is an ex-adventurer who eager to acquire new and more powerful spells seems to want to forget his adventuring career. to bring this about. The nearby Netherese ruins The owner of rings of chameleon power and may hold what she seeks, so she tries to rob, cap- feather falling, Fulbar also cherishes his magi- ture, or slay all who return from exploring them. cal blade, Quietstrike, a short sword +3 of neu- tral alignment, Intelligence 13, and Ego 15, and FELOGYR SONSHAL (CN hm F6; STR 16, INT 16, the abilities of detecting shifting walls and CHA 16). The jovial, burly owner of Felogyr’s rooms and detecting secret doors. Fireworks is everyone’s friend. Behind the rol- One of the reasons Fulbar wants to keep so licking facade of constant jokes and roaring quiet about his deeds of daring is to avoid gusts of laughter is a shrewd businessperson Zhentarim and Cult of the Dragon attention: who’s been slowly shifting his trade from can- He has most of a dragon’s hoard that he gained dles and lanterns to smoke powder and the somewhere in the Backlands of the Sword like, as firearms and other glories of Gond Coast buried deep under his tavern, and so he become more common in Faerûn. never runs short of funds. When he needs A trusted reseller for the realm of Lantan, some cash, he simply goes and digs up some. Felogyr is the quiet source of many of the In this way, he’s been able to keep the Cow firearms available up and down the Sword cheap and cheerful and to buy out most of the Coast, and as such has grown very rich. His poorer farmers, letting them work their for- famous shop is located on Bindle Street in Bal- mer land as tenants. His son Dickon runs Ful- dur’s Gate. There one can buy three-hour bar’s own prosperous dairy farm, which torches whose flames will be of a certain hue produces a lot of good cheese. (6 sp each), slowfuses (5 gp each; you cut them Fulbar is also becoming a landlord of con- to the desired time), flares (10 gp each), signal siderable holdings in both Neverwinter and beacon pots (20 gp each), enchanted festival Baldur’s Gate, though he’s at some pains to fireworks that produce spectacular displays of keep this as quiet as possible. He’s always good aerial light (25 gp to 75 gp), and smoke powder for a loan to his friends, and so can call on a lot (45 gp and upward, depending on supply and of stalwart farmers and folk of Daggerford for demand, per charge). swift aid if need be. Fulbar sees himself as a Felogyr is prudent. He wants to avoid any quiet power in the Coast lands, working large-scale strife that involves firearms and behind the scenes. He would be shocked to

217 services, and has made not a few converts. She has also become something of a folk hero among gnomes in western Faerûn as “the quiet and true power behind a gnome who made it.” Gnome mothers often speak of her to their daughters as someone they should emulate if they’d like to share as large a slice of success as Gellana’s managed to carve out for herself.

GULDIN GALLOWGAR (NG hm F14; STR17, DEX 17, CON 17, WIS 16, CHA 16). Proprietor of the inn that bears his name in Elturel, this jovial, always-alert retired adventurer strides through life like some sort of patient and amused hawk, sponsoring adventurers and watching how they do. His advice as to where to find just about anyone or anything in the Realms is free. His sponsorship costs 10% of all treasure won, but allows adventurers potions of healing when necessary. Guldin eventually expects the value of the potion back in additional treasure. Guldin is a very wealthy man, but almost everything is invested in Amn, Cormyr, the Sunset Vale, and various caravan companies that link the three areas. He also has a lot of magical items, but the only ones that have Gellana Mirrorshade been definitely identified are those he always learn just how close a watch the Lords’ wears: a ring of protection +3, a ring of spell Alliance, the Harpers, and, more recently, the turning, and a pair of winged boots (speed 15, Zhentarim, keep on him. MC A).

HALBAZZER DRIN (LN hm W18; INT 18, WIS 18). GELLANA MIRRORSHADE (NG gf P10; WIS 18). This quiet, observant priestess of Garl Glitter- Halbazzer is a balding, white-haired, gruff old gold runs the Temple of Wisdom in the walled man, now frail of health and stooped. He inn community known as the Friendly Arm and dwells in a modest, shuttered stone tower on helps her husband Bentley run the inn as a Stormshore Street in Baldur’s Gate, guarded by safe, secure place. Where Bentley is an expert golems and ornamental wall displays of at sniffing out the schemes of living folk and weapons that can animate to fight for him. The seeing ahead what they’ll need, try, and want, tower has a tiny shopfront that bears the sign- Gellana takes a longer view and is always look- board Sorcerous Sundries. Inside you’ll find a ing ahead at the larger picture. She ordered waiting room with a comfortable chair, a table, and oversaw the digging of deeper wells for the and a bell. It summons Halbazzer, who sells inn’s water supply and the rigging of secondary potions of healing and casts spells for fees—if pumps in case the main ones fail or are he’s in the mood. wrecked by orcs. She also planned, and contin- Halbazzer is very rich, and he invests ually expands, the inn gardens, adding win- behind the scenes in many Baldurian ventures. dowboxes and rooftop beds to the ground His usefulness has led the ruling Grand Dukes plots, and making all garden locations produce to place a discreet watch over his premises to food or herbs for the inn kitchens. aid him against thieves and unscrupulous Gellana welcomes humans to her worship interests from Amn, Calimshan, and elsewhere 218 who want to divest him of the secrets that have JOYBRINGER JHANADRA CASELDOWN (CG hf P7 made his fortune: the spells of Halbazzer’s of Lliira; DEX 16, INT 17, WIS 18, CHA 16). High devising that banish mildew and moisture. He priestess of the Cry of Joy temple in Hill’s Edge, refuses to sell these spells as scrolls or tutor the Joybringer is young and enthusiastic. She others in their casting. works with local Harpers to keep her city from Halbazzer is also an expert in the use of the falling under the sway of the Cyricists and the mending spell and is a familiar fixer of household Zhentarim, and is known for her acrobatic items in Baldur’s Gate. He has been known, when dancing and high, clear singing voice. attacked, to hurl a mean meteor swarm, too! Since joining the clergy, she hasn’t used her first name, and few folk know it. Fewer still know ITHTYL CALANTRYN (CN hf W12: DEX 17, CON 17, the secret behind local rumors of her strange INT 18). One of three serving wenches at the powers—she’s a weredragon, able to assume the Three Old Kegs inn in Baldur’s Gate (all of form and powers of a copper dragon when nec- whom were once huntresses in Tethyrl, Ithtyl is essary Folk in Hills Edge call her the Rose-Red a sorceress skilled in the use of levitation spells Lady, and most of them love her. and shielding-type spells. She’s training her fel- low servers, Katheera and Nathbaera, in magic, MOST RADIANT OF LATHANDER KELDDATH but as yet they are still bumbling apprentices. ORMLYR (NG hm P16; INT 16, WIS 18, CHA 16). Ithtyl is devoted to her employer, Nantrin Governor of Beregost and high priest of the Bellowglyn. She always has spells ready to temple to Lathander there, Kelddath is a defend herself, her employer, or the inn. She patient, even energetic, supporter of local may also wear a ring of the ram— or has improvement. He’s always advising or lending devised spells that duplicate its violent ram- money to new local businesses and to farmers ming action. She’s calm and quick in a fight. trying to expand or modernize their holdings. His temple troops police the town attentively JANTHOOL (CN hm T11; STR 16, DEX 17, CON 16, and try to prevent adventurers and others from INT 16, CHA 16). This dark-eyed, curly bearded exploring a local ruined castle. Any rowdiness merchant from Athkatla lives to make coins mul- or lawlessness is swiftly and harshly dealt with. tiply—and is very good at it. He tirelessly travels Kelddath wants Beregost to have a reputation Faerûn bartering goods, taking advantage of sea- for being the safest Sword Coast town in order sonal shortages to make huge profits whenever to encourage trade and travel, possible. Chance recently made Janthool very rich through found treasure in Soubar, but he’s KORBUS BRIGHTJEWEL (CN gm W(I)6; DEX 16, CON also steadily gained wealth over the years 16, INT 17). Court Jeweler to the Duke of Dagger- through shrewd bartering and careful, covert ford, Korbus prefers the relative peace of Dagger- investments. He views Aurora’s network of cata- ford to the bustle, crowding, and intrigue of log stores as dangerous competition, and he Waterdeep, and he steadfastly refuses all induce- tries to arrange orc and drunken brigand ments to relocate. Some Waterdhavian noble fam- attacks on her outlets whenever possible. He ilies have offered to sponsor him for life if they once arranged a stampede of bulls through a can have the exquisite creations of his skilled Waterdeep outlet—and had to flee the city hands. He’s especially fond of crafting detailed hastily when evidence was given against him. insects, birds, and lizards from gems, gold, and Janthool is known to carry huge arsenals of silver, particularly into pins that perch on the hidden weapons and equipment, such as grap- shoulder of a lady or hold her cloak together. nels on long, coiled-wire lines, on his person. Korbus identifies and values jewelry for These weapons have allowed him to fight his nominal fees (10 gp per piece). He will offer to way free of several nasty scrapes. He’s cool and purchase especially rare or fine pieces, and he deadly in a fight, and wields a short sword of has coins aplenty to do so. Korbus uses his quickness. He’s also known to wear a ring of detect magic ability to examine each piece for spell turning. enchantments, and he fully and honestly 219 One can still purchase basilisks from Kram- moth, who keeps a dozen or more on a coun- try estate near the city. The estate is staffed by blind servants and by a dozen loyal warriors equipped with the same protective magic as the sage himself. The basilisks sell for an aver- age price of 2,500 gp each. Krammoch is widely consulted by adven- turers and by merchants conducting shady business. It is widely rumored that he has extensive pirate contacts. He also operates as a go-between for fences arranging meetings with clients. These are held in various places and at varying times to avoid the attention of authori- ties and vengeful victims.

LARLOCH (LE hm W26; undead ultra-lich; STR 18/72, INT 18, WIS 18, CON 18, CHA 16). The Shadow King of Warlock’s Crypt is a powerful undead mage served by, among legions of lesser creatures, many vampires and liches. Many proud adventurers have tried to destroy Larloch—and all have failed, although many of them contributed skulls or their corpses to Larloch’s decor or servant armies. His powers are mighty indeed and are vested in spells, an Krammoch Arkhstaff awesome arsenal of magical items, and his reports what he finds. Most merchants who undead powers. He is said to be able to avoid travel the Coast lands bring gems to him. They destruction by sinking down into the floors of know his estimates are fair and precise. Kor- specially prepared areas of power, only to bus teaches the arts of the illusionist only to appear elsewhere, rejuvenated. These cham- gnomes, and detests adventuring. bers are naturally where he spends much of Korbus has treasure cached in many places his time. and has substantial investments in Waterdeep Larloch also commands a potent arsenal of curses, some spells conferred by his touch, and Elturel. He is known to possess a ring of and others unleashed by intrusion into specific protection +3, a wand of metal and mineral areas or trapped caskets and strongcupboards. detection, and a robe of scintillating colors. These can forcibly change the appearance, intellect, and abilities of victims long after they KRAMMOCH ARKHSTAFF (NE hm F3; WIS 16). This sage of Baldur’s Gate is a retired adven- escape from Warlock’s Crypt. turer generally acknowledged to be the Elminster warns that the true extent of Lar- Faerûrian authority on basilisks. By means of loch’s powers is not known. What the Old Mage certain magical items won during his career, does know of Larloch, expressed in game he’s gained immunity to petrification, and is terms, is this: The Shadow King has at least the thereby able to observe basilisks at leisure— powers of a lich, but turns as “special.” Larloch even breeding them and keeping them as pets. retains his sorcerous spellcasting abilities, and Until recently, he kept at least three at his wields a huge arsenal of magical weapons and abode in the city, but was ordered by the rul- other magical items. Silver weapons cause his ing Grand Dukes to remove them after one undead flesh to burn and seem to do him dou- merchant too many was turned to stone. ble damage. Wisps of smoke curl away from all 220 wounds caused by a silver-edged blade. and to have the tenacity and stamina of a lion. Larloch continues to develop new spells and Recently, however, he has begun to fail other magic. He added a few wrinkles to his under concerted magical attacks launched by own achievement of undeath so that he pos- Zhentarim mages and priests, spells that aim sesses a natural spell of each level that need not to drive out Maurandyr’s psyche and take con- be memorized and can be recast by him 24 trol of his body. The spells would make him act hours (144 turns) after he casts it. Larloch’s to let the Zhentarim into Hluthvar with a mini- spells, in ascending level order, are magic mis- mum of fighting, so that Hluthvar can be used sile (5 missiles per spell), web, dispel magic, wiz- as a fortified Zhentarim base down in the Vale. ard eye, animate dead, chain lightning, control Maurandyr has fought off these attacks thus undead, disrupt undead, and energy drain. Lar- far, but for how much longer? They so cloud loch also permanently gains hit points drained his mind as to leave him unsure as to their by energy drain. true cause. Worried Harpers are unable to get Disrupt undead creates a beam up to 30 feet aid to him—the Zhentarim have already sub- long, requiring an attack roll only if the target verted the minds of many of the priests around can hide behind obstacles. It harms only him. Only the aid Helm sends in his rituals— undead and has effects identical to a mace of and the valor of hired adventurers, riding disruption, except Larloch gains all points of patrols around Hluthvar—have kept the Zhen- damage dealt as hit points of his own. An tarim from prevailing as yet. undead blasted out of existence surrenders all its hit points to Larloch. Larloch can perma- MYRIN SILVERSPEAR (LN em F8; INT 17, WIS 18). nently increase his hit point total in this way. This dour, silent moon elf is the efficient propri- Larloch’s spells are cast by will alone, need- etor of the Halfway Inn, located outside the Gate ing no verbal, somatic, or material compo- Glen of Evereska. His steady silver eyes miss nents. All have a casting time of 2. Larloch is nothing, and he’s as discreet as any accom- immune to one specific wizard spell of each plished courtier, handling disputes between level, but Elminster doesn’t know which ones. proud elves as smoothly and as calmly as brawls Elminster warns adventurers that finding out is between drunken humans. He has a knack for a game not worth the cost. remembering faces and names, and has some- times identified mercenaries or merchants LONTHALIN MINTAR (CN hm W11; INT 17, WIS 16, from their drawn likenesses or when shown CON 17). Lonthalin is one of several minor them in various vision spells. mages who work from stalls in the Wide (open Myrin never speaks of his adventuring past. market) of Baldur’s Gate. He specializes in Some suspect he is a Harper and others that he adornment spells that give clients temporary is a disgraced member of the ruling family of fantastic hairdos, tattoos, body scents, and hue Evereska, or at least one of that realm’s oldest, changes and cause daring costumes to adhere. proudest noble families. Myrin smiles and says Good disguises cost as much as 100 gp or as lit- nothing. On more than one occasion he’s tle as 25 gp extra, depending on what is done. revealed that he wears a ring of spell turning and a ring of the ram, presumably trophies of MOST VIGILANT MAURANDYR (LN hm P16 of his adventuring days—but he won’t say any- Helm; STR 16, DEX 16, CON 18, INT 17, WIS 18, thing about them, either. CHA 16). This valorous battle-priest leads the House of the Guardian temple in Hluthvar, and NANTRIN BELLOWGLYN (LN hm F8; STR 16, INT 16, more than any other being is responsible for WIS 16). Owner of the Three Old Kegs inn in Bal- holding back the spread of the Zhentarim in dur’s Gate, Nantrin is a tall, quiet man with Sunset Vale from their ever-stronger base in long, curly black hair and a diagonal sword scar Darkhold. Maurandyr is an impressive general from his nose down across one cheek. A retired and a formidable foe. He is known to employ Tethyrian noble’s guard, he’s wary of folk from many magical protective devices and weapons, that land. Mindful—from experience—of the 221 troubles one can get into, he keeps his mouth where he sometimes assists the watch with his closed when helping folk dispose of unwanted spells. He is the reigning Faerûnian expert on bodies and other little troubles. otyughs, and he makes his field of study the fauna of the High Moor. Many adventurers NETHMOUN ALN (CN hm W12; DEX 17, CON 16, consult him as to its monstrous inhabitants. A INT 18, WIS 16). This reclusive mage is soft of typical interview costs 25 gp; the fee is 50 gp if speech and looks a little odd. His head is very detailed tactics or locales are desired. small, and his features are plain, but usually untidily bewhiskered as he tries to grow yet RAGEFAST (NG hm F1; INT 18, WIS 18, CHA 16). another beard. He dwells in a small, ramshackle This sage of Baldur’s Gate is a small, frail, hut on the eastern edge of Scornubel, sur- bearded man of rakish appearance and ready rounded by formidable guardian monsters and laughter—and a widely respected expert on by the defensive spells of a complicated ward. the history and genealogy of the Coast lands, Nethmoun collects rare and unusual spells, and of humankind’s mastery of magic. He trading for them magical training or magical makes his home in a tall, narrow, green-roofed items he’s made. Some of the magical training is house between the temple of Gond and the in learning spells from his own collection. The harbor, and is usually to be found there exam- magical items are usually useful but low-pow- ining freshly purchased old books and records ered things such as wands of magic missiles that brought to him by merchants from all over also emit right upon command. He employs a Faerûn. His library is said to rival that of Can- strikingly beautiful cook, and often uses a pro- dlekeep for magical lore—and to be better jected image of her as an agent in his dealings. guarded, though the whispered tales of guardian spells and creatures are as contradic- OBRIMSUR THUNDERWOOD (LG hm R10; STR 17, tory as they are colorful. DEX 17, INT 17, WIS 17, CHA 16). Proprietor of the Thunderwood Forays outfitting shop in RAMAZITH FLAMESINGER (CG hm F6; STR 16, INT Berdusk, this Harper ally knows the southern 18, WIS 16). The lean, athletic, bearded Ramazith Vale, particularly the Far Hills, as well as he does is dashingly handsome and a notorious ladies’ the corners of his own shop. He’s probably the man. A skilled dancer and swimmer, he has greatest living expert on the lay of the land there. reached several deep-sunken wrecks without Once leader of the Stormriders adventuring magical aid and can out-dive most humans alive. band, Olbrimsur has led many expeditions against He dwells in Baldur’s Gate in a ramshackle the Zhentarim and the monsters of the Sunset house next to the Three Old Kegs inn, and he Mountains. Olbrimsur is the Stormriders’ sole frequently wanders into the inn of evenings for survivor. The rest of the members perished after a meal. Ramazith is a sage expert in marine they all got into a battle with a Red Wizard of Thay. life, particularly sea herbs and the habits of Olbrimsur now spends his time scouting and intelligent marine life such as ixitxachitl. he sponsors others to do the fighting. There’s a Ramazith’s advice is much in demand by the dark, persistent rumor in Berdusk that he knows captains of large fishing fleets, who can learn of a buried city under the Far Hills that’s from the sage just where fish of certain types crammed with treasure—and that he is trying to are likely to be the most plentiful at any given get others to do the fighting and dying necessary time. to carve a way into it, whereupon he’ll use hid- It is rumored that Ramazith has slain den magical items to defend himself against all several angry husbands in self-defense over foes as he goes in and takes all the treasure. the years, and there are also rumors that he’s a Those who know him doubt that the rumormon- Harper or even an agent for the Red Wizards of gers are correct about his ultimate intent. Thay. He has been seen talking to elves newly arrived from Evermeet on more than one PHIRAZ OF THE NATURALISTS (LN hm W6; INT occasion, but he refuses to discuss such 18, WIS 18). This sage dwells in Scornubel, meetings.

222 LADY RHESSAJAN AMBERMANTLE (NG hf B14; DEX 16, CON 17, INT 17, WIS 18, CHA 16). Also known as the Old Vixen and, when she was a famous explorer and adventurer, Rhessajan of the Tents, Rhessajan is now the just, wary ruler of the Caravan City, Scornubel. A wrinkled old woman of rasping voice, sharp eyes, and gusty good humor, she still wears the boots, breeches, and tunic of her adventuring days, and is armed with a ring of regeneration, a ring of the ram, a scarab of protection, a scimitar of speed, and other, lesser-known magics. Some say she’s a Harper, others that she’s secretly part of the Lords’ Alliance—and still others, that she sponsors endless adventuring bands in the hopes they’ll bring back multiple potions of longevity so she can regain her pas- sionate, carefree youth. Rhessajan laughs at such ideas. She likes nothing more than a good joke, and her only bid for longer life is a spon- sorship of a certain mage who’s experimenting with the long-term effects of humans shape- changing into dragon form. Rhessajan is also well-known among the folk of Scornubel for her keen interest in all news of weredragons. Shandalar SHANDALAR (CN hm W25?). This eccentric mage dwells in a floating house just east of the hamlet room caverns for pirates and outlaws who pay of Ulgoth’s Beard. This house is a rebuilt, steep annual guarded storage fees. His past moored Halruaan skyship. Most folk believe and his aims in life are a mystery. It seems he Shandalar hails from that southern land of wants to left alone to pursue new achieve- mages—and are also sure that he’s insane. ments in magic. Shandalar is a mage of power who’s always experimenting with new spells and new magi- MASTER FLETCHER SUMBARL ARDUSK (NG hm cal items. He’s trained his three daughters, F10; specialization: crossbow). Proprietor of the Delorna, Helshara, and Ithmeera, to be wiz- Bent Bows shop in Hill’s Edge, Ardusk is a ards of skill W11, W10, and W9, respectively). bowyer/fletcher expert at finding and fixing devi- They see to the running of his household and ations from true in shafts and bolts. He is a care- sell the mushrooms produced in the caverns ful man who’s always armed with a dagger and a beneath the house in the Wide in nearby Bal- hand crossbow that shoots sleep-envenomed dur’s Gate, daily. darts. A fierce foe of the Zhentarim, he’s proud Shandalar harnesses lightning from the of the fact that his darts and blade have claimed many local storms to energize the strange the lives of at least six Zhentarim magelings. He magical devices he constructs—and has a per- foresees the ruin of his city unless the Zhen- manent magical immunity to lightning. He tarim are destroyed, and he will sponsor adven- often strolls about during lashing storms, turers willing to strike against them. laughing amid crackling lightning strikes.

Locals swear Shandalar’s mushrooms are TAEROM “THUNDERHAMMER” FUIRUIM (NG hm tended by mushroom people. He’s also known F1; STR 18/26, WIS 17, CON 18, 25 hp due to to keep treasure hidden deep in his mush- unnatural vitality). This master armorer has 223 his own smithy in Beregost and is a smith worship. He is known for having detailed, com- whose work is admired even by dwarves. plex, fivefold (or more!) contingency plans in Though he’s grown white-haired with the any battle. His war captains are used to quickly passing of many years, he’s still an active, burly responding to a sequence of code phrases that giant of a man. He keeps to himself, working at can send troops commanded by the Vigilant his forge, but can slay orcs with a single blow Godseye into intricate battlefield maneuvers. He of his 12-foot-long iron staff, which does 3d4 regularly thrashes much larger forces out of points of damage plus his Strength bonuses. Darkhold through this deft battlemastery, fore- Taerom has often made items fine enough sight, and the magical aid of the senior clergy of for wizards to enchant, but these days he’s Helm. He seems to be able to sniff out treachery more apt to make small, useful things like and the planned stratagems of foes at a mere hooks, locks, hinges, and coffers. He sports glance across a battlefield. magnificent muttonchop whiskers and stands He is a handsome, close-mouthed giant of a almost 7 feet tall, with shoulders almost 4 feet man who is almost always clad in a full suit of broad. He has a distinctive rolling stride. plate armor—although there are many scur- rilous rumors that in younger days he doffed it TALESSYR TRANTH (CN hf W13; INT 18, WIS 16, often to dally with fair maids up and down the CHA 16). This tall, courtly, mustachioed man is Vale. (“Creating more followers of Helm,” as one actually a woman wearing a semipermanent warrior put it.) He no longer indulges in such disguise. Only long-time Baldurians know the antics (if he ever did), but young men who truth about her gender, as a result of her dis- resemble him are still turning up at the gates of guise slipping during several fierce magical the House, eager to join the service of Helm and duels. She runs a stall in the Wide (open mar- learn to swing a blade in the name of the god. ket) in Baldur’s Gate where she creates short- lived magical disguises, body adornments, FIRST READER TETHTORIL (LG hm P18 of Mys- costume alterations, or the like for clients who tra; STR 16, INT 18, WIS 18, CON 16, CHA 16). This wish to impress at parties, hide their true like- tall, impressive, wise, and soft-spoken man is ness, or shock friends or social rivals. often mistaken for the Keeper of Tomes of Can- Talessyr cares not if her work is used by dlekeep. He is more intelligent, regal, and sen- thieves, and she delights in encouraging an air sitive than his superior Ulraunt, by far—and of mystery around herself by having clients Ulraunt knows it. Yet Tethtoril is unfailingly made up to look like illithids or drow parade in loyal, thoughtful, and diligent in his duties, and out of the private tent at the back of her often anticipating troubles and preparing stall. Her intricate disguises cost 50 to 200 gp, beforehand to spare Candlekeep troubles—or and she’s apt to vanish whenever authorities Ulraunt any embarrassment. grow angry with the uses to which they’re put. Most Holy Mystra often whispers to Tetho- There’s a rumor she does business with mind ril in his dreams, bidding him to do this or flayers, when nights are dark—and may even that—and in this way has led him to unearth serve a beholder master. key spells from forgotten tomes; kept Elmin- ster, Khelben, and the Harpers welcomed or at VIGILANT GODSEYE TATHLOSAR BRIMMERBOLD least, tolerated in Candlekeep; and kept Ulraunt (LN hm F18; STR 18/69). A veteran war leader from being seduced by darker powers (most (known around the Vale as “Sleepless Teeth”), recently, Cyric). In this, Mystra is aided by both Tathlosar is a wary and always energetic Deneir and Oghma. guardian who believes that civilization only sur- Although he doesn’t know it, Tethtoril is one vives in Faerûn through the vigilance of those of the safest people in all the Realms—three who take up arms to defend it. Leader of the deities will protect him against any attack, mani- Ready House of the Right Strong Hand in festing as: whatever spell is needed (Mystra); a Berdusk, Tathlosar ensures that his temple is an wall of force conjured by a shadowy floating academy of arms as well as a house of serene harp (Oghma); or a suddenly appearing magical

224 symbol (effects identical to the wizard spell of the warrior and a shrewd judge of folk, he has lit- same name) of one of the known types that tle patience for those who try to twist rules and flashes and discharges in his defense immedi- agreements to their own ends or try to set ately after it is seen (Deneir). All three deities such aside—a source of constant friction subtly aid Tethtoril in puzzling out the meaning between himself and the mage Aluena, whom of cryptic, faded, fragmentary, or forgotten script he sees as lax and over-tolerant. (Aluena is not writings. It is this superlative ability to decipher covered in this guide. She’s seldom seen in the writings that has led to Tethtoril’s present rank. Bridge itself, keeping to her own lands.) He suspects she is a powerful Harper and follows THALANTYR THE CONJURER (NG hm W17; INT aims that may differ from his own. 17, WIS 17). An archmage of note, Thalantyr is a For Theskul, an ordered Faerûn is a strong courtly, solitary man who enjoys walks in the Faerûn. “And by holy Tyr, it shall be ordered, countryside while armed with his staff of town by town, farm by farm, until I’m too old power. He dwells in a griffon-guarded estate to carry such work forward.” known as High Hedge, northwest of Beregost. Once an adventurer who eagerly sought the TORLETH MINDULSPEER (CG hm F1; INT 18, WIS lost magic of Netheril in crumbling ruins, he’s 18). This tall, gaunt man has a dry wit and a retired from the perils of that profession, perpetually gloomy manner. He runs Torleth’s though he’ll help other adventurers (though not Treasures, a crammed shop of odds and ends his former adventuring companions) with in the roadside hamlet of Gillian’s Hill, south of advice and spells for fees. He’ll also warn them Daggerford. Torleth loves to buy old pieces of that they may find a lot more than they intended junk brought to him by passersby—and sell to, as he did—but won’t be much more specific. them to other passersby. Some folk swear you One gathers from long conversations with can get anything in his dim, dusty shop. him that he met some sort of horrible monster Others note that for all the variety to be and was enslaved for a time, escaping only found in the shop, Torleth can’t make much through luck. He is said to have won his free- on the spread between his buying and selling dom with spellbooks and other magical relics prices—and that he must live on coins col- of Netheril that make him self-supporting, so lected in some other way. As a spy or supply or that he need not travel the planes or go adven- message drop for merchant costers, perhaps? turing in Toril any longer. Or for groups of darker intent, like the Zhen- tarim or the Red Wizards? Perhaps the Cult of THESKUL MIRROREYE, LONG LAWFUL ARM OF the Dragon, or the Harpers? Or maybe he’s TYR (LG hm P6; STR 16, WIS 18, CHA 16). A war- just a smart investor in merchant shipping rior-priest of Tyr often seen riding about who can live off the proceeds of his invest- Boareskyr Bridge clad in armor of black and ments. He does seem to know every traveling silver, Theskul is—with his trusted friend merchant of the Coast lands who’s been in Barim Stagwinter, and their common ally Alu- business longer than a winter. ena Halacanter, a sorceress who dwells Some dim cellar or corner of Torleth’s shop is nearby—the voice of authority in the rough- rumored to hide a magical gate offering instant and-ready Bridge. He dreams of establishing a travel to Waterdeep, or Suzail, or Mirabar, or fortified abbey of Tyr at the crossing and hurl- Westgate — or perhaps all of those places. ing back the monsters and the lawless from Rumors also tell that Torleth makes his gold by the area forever. Ultimately, he dreams of a charging 100 gp per person for the gate’s use. small farming realm centered on the Bridge, linked to the North and the Sunset Vale by TRASKAR SELARN LORD OF SECOMBER (CG hm strong fortresses at Dragonspear Castle, the R11; STR 16, DEX 16, INT 16, WIS 16, CON 16). Way Inn, Scornubel, and Triel. This regal, handsome, tall, and good-natured Theskul is tall and splendid in appearance, man has agreed to watch over Secomber for his flowing hair prematurely white. A fearless the Lords’ Alliance. He does this by keeping an

225 eye on — and descending swiftly upon when ment for all cultured (that is, wealthy) folk, not necessary—the lawless, but otherwise leaving just the faithful of Milil. By such means, Uluene the people to their own business. has steadily built the membership and power Traskar has a large fortune, gained through of her temple. adventuring, and he sponsors the garrison She is a short, petite lady of dark hair, dark himself. His influence and personal popularity eyes, serene beauty—and a face that betrays have helped to foster friendships among the only what she allows it to. She is a skilled actress various races who dwell in Secomber. He and a superb singer, and is always armed with a knows the High Moor well and often sends full roster of battle spells. More than once her adventurers who come to him to areas he quick magic has broken up crises at her revels. knows hold promising ruins that haven’t been She’s known to be seeking a skilled bard as a plundered bare yet. husband and to be growing hungry for adven- ture rather than the comfortable but unchang- CHANTMISTRESS ULUENE MAERTALAR (NG hf ing tenor of the temple precincts. P16 of Milil). High priestess of Evensong Tower, temple to Milil in Berdusk, this diligent devotee ULMYN ANDALOR (NG hm F4; STR 16, DEX 16). An of the Lord of Inspiration has risen fast in his affable, portly man with a curly white beard and service through hard work and boundless a bald pate, Ulmyn Andalor is a miller in the energy rather than through any brilliance of roadside hamlet of Bowshot, north of the Way personal talents. The revels she organizes take Inn. His sawmill is always busy. Ulmyn, who full advantage of Berdusk’s growing commu- never seems to sleep, can be seen trotting about nity of minstrels, centered on the Harper hold night and day, covered with sawdust, overseeing of Twilight Hall, to provide refined entertain- a large staff in turning out cheap, plentiful cut lumber for sale in Waterdeep and Daggerford. A simple man who takes pleasure in effi- ciency, Ulmyn knows and can identify both common and exotic woods better than most carpenters. Rumor has it that he was once a guard for a noble family in Waterdeep and fled to Bowshot after an affair with the beautiful daughter whose bodyguard he was —an affair that produced a child now heir to the family fortunes. The rumor also impugns that Ulmyn was paid handsomely to go away and renounce all claim to a place in the family. This payment is said to have subsequently grown into a siz- able fortune. Some say Ulmyn is less simple than he appears, and has survived several assassina- tion attempts sponsored by that noble family by a combination of anticipation, battle prowess, and hidden magical items always kept ready on his person. Other folk whisper that Ulmyn is only a human shape worn by a powerful, possibly evil, creature.

KEEPER OF TOMES ULRAUNT (LN hm W9; INT 18, WIS 18). The head of fortified Candlekeep, Ulraunt is a proud scholar, one of the most Keeper of Tomes Ulraunt learned—and one of the most haughty—peo- 226 ple in all Faerûn. His sharp tongue, sharp nose, and dark-eyed, hawklike gaze have earned him the nickname “the Old Buzzard” among acolytes down the years—a term that has even crept into general use in the Coast lands. Ulraunt has access to more spells than most wizards ever see in their lives, and he reportedly keeps in practice casting them in his private turret chamber and in caverns deep beneath Candlekeep. A secret passage is said to connect these heights and depths. He bears a magical staff of office rumored to be a staff of the magi with extra, extremely potent powers. Ulraunt and those among the Great Readers who are wizards also have access to spell scrolls all over Candlekeep—scrolls hidden behind wooden panels and within false tomes. Ulraunt’s chief interest is acquiring ever more information. His aims in life are unknown beyond making Candlekeep the seat of a land of scholars and a power on the politi- cal stage of Faerûn. Several tales link him with young ladies of various noble houses in Suzail, Waterdeep, and Tethyr in his earlier years— and there’s a newer rumor tying him romanti- cally with some of the icy-cold, haughty elven Yajandra Dlathaero ladies who come to the Sword Coast (though rarely) from Evermeet. Candlekeep once with money enough to fund her studies, and showed up later in Zazesspur YAJANDRA DLATHAERO (LN hf W17; DEX 17, INT to study with the sage Cthethros, considered in 18, WIS 17, CHA 16). This petite, swarthy, gray- his time the greatest living authority on eyed and iron-willed lady was born in Cal- dragons. (He has since died.) imshan to a satrap and raised from birth to the Yajandra was dwelling in Amn with a gold duties and style of rule. Disinterested in dragon who kept to human shape and used the intrigue, she showed an early aptitude for name Sandro, when a Harper brought word to magic and solitary study, so her despairing her of finding the Well of Dragons. Yajandra father washed his hands of her, apprenticed hastened to the remote village of Ladydove and her off to a local mage, and took another wife bought the largest house there, warding it out to set about fathering sons to be his heirs. of habit. That saved her life. Days later the Dire Yajandra was quite content to study quietly, Dragon came out of nowhere—its earlier life avoiding the cut and thrust of Calishite politics remains a mystery—and burned the village to and sorcerous rivalries. As soon as possible, nothing. (See the entry on the Well of Dragons she left that land, slipping away from her for more information on the Dire Dragon.) master Asheund on a spell-trading trip to Amn. Yajandra’s house was all that survived. She Asheund was later slam by a wizard he was now runs it as an inn while she studies the bartering with. dying dragons who come to the Well. Yajandra disappeared for some years. Most She is indisputably the greatest living sage folk think she spent the time seeking out good on matters of dragonkind. Her other fields of or lonely dragons and serving them while knowledge include history, magic, namelore, studying their ways and magic. She visited and biology. 227 Appendix II: Wards of the Sword Coast

agical wards, often wild magical effects and prohibitions found in the Savage against magical items, which simply North, are even more won’t enter the wardmist. There are numerous in the Coast also instances of prohibitions against lands. In the area cov- spells of a specific school or those ered by this book, wards are usually manifesting as heat, fire, lightning, or less powerful than those of the cold. Some old wards incorporate North—slaying innocent and perhaps reverse gravity effects, or blade barri- friendly merchants by mischance is ers large enough to encompass an frowned on in the Coast lands, where entire wardmist! trade is more important than grim survival. Wardmist As in the North, most human wards—and all those encountered by (Evocation, Alteration, Volo—are variants of the 7th-level Enchantment/Charm) wizard spell They are wardmist. Range: Special intended to defend folk and property Components: V, S, M from thieves, wolves, trolls, orcs, and Duration: Permanent monsters. Elminster warns that Casting Time: 1 hour wards are used all over the Realms by Area of Effect: Special the rich and by powerful wizards and Saving Throw: Special priests—and that Volo has encoun- tered very few of them, and of only This 7th-level spell requires the the most common types. use of an amount of silver larger in The crafting of wardings began in total volume than the caster’s fist. the North, probably in ancient Other material components are Netheril. The oldest wards are found phase spider silk and three in tombs and subterranean storage powdered pieces of amber of no less areas under ruins or temples shel- than 500 gp value each. (All the spell tered from the creeping destruction components are destroyed in the of long-passing time, or in forest casting of the spell.) The caster must glades, where they have outlived the stand in an area that will become buildings that once stood around part of the ward and visualize the them. Ancient wards often include route of the desired ward boundary.

228 An area of 600 square feet per level Sight and all known magical and of the caster may be enclosed. If the psionic means of scrying won’t work wizard tries to enclose too large an through the boundaries of a area, the spell fails and is wasted. wardmist. A being in the mist can Mages casting simultaneous see through the mist to a distance of wardmists may combine their about 10 feet in darkness, and 40 protections. feet when light is present. One The spell creates a wardmist. This cannot see out of the mist though, is a 40-foot-high, 60-foot-wide band even if one is only inches away from of permanent mist that must rest on its edge. One cannot see out of the the ground, floor, or other solid sur- mist to either the area it excludes or face. (It need not be level.) The area the area it encloses. A wardmist can protected by the ward is measured be seen over freely by anyone tall from the inner edge of the wardmist. enough or stationed high enough to The thickness of the mist is not be able to do so. included. The ward extends 40 feet When visibility is reduced by beneath the surface of the ground, darkness, intruders in a wardmist and may be narrower than 60 feet in who don’t use lamps, markers, or width wherever desired. Its bound- other means of proceeding in a aries can twist and turn corners as straight path will move in a random sharply and as often as desired to direction each round of movement protect a certain area, and they may in which they fail a secret Intelli- exclude whatever areas the caster gence check. It is possible to wan- desires. Once cast, a wardmist can’t der, lost, in a wardmist for quite be moved. some time. A wardmist can always be freely The caster of a wardmist spell can entered or left. Beings entering it are try to link certain types of magically sensed by the spell, which reacts by animated or undead monsters to the flashing a radiant or audible warn- ward as it is forming to serve as ing (or both, as desired) to a specific guardian monsters. To become spot or being. The spot or being is guardians, these monsters must be set upon casting, and it cannot be present, and must fail a saving throw changed thereafter. Such a warning vs. spell. would still function in the location When an intruder reaches a cer- of a destroyed room (even in midair) tain locale in a wardmist or has been or inside the tomb of a dead being. in the mist for a set time, some Warnings classify those who enter guardian monsters are teleported to the wardmist into two categories: within 20 feet of the intruder. The those who bear ward tokens and types and numbers of guardian intruders. Wardmist warnings trans- monsters are set by the initial ward- mit numbers and general locations mist spell but are limited by the of all intruders. available stable of guardians. Their

229 Wardmist Guardian application of the proper potions or Monsters spells. A destroyed guardian is for- d8 Number & Type of Monsters ever gone. It can’t be resurrected or 1 2d6 baneguards* replaced by the wardmist spell. Mon- 2 1d3 blazing bones† sters can be unleashed to wander in 3 2d8 bonebats* an existing wardmist, but to be 4 3d4 helmed horrors* linked to and teleported about by the 5 3d4 skeletons or 2d4 monster ward, they must be part of the initial skeletons (MM, MC1) wardmist casting. 6 1d2 watchghosts‡ Only the types of magically cre- 7 1d2 wraiths (MM, MC1) ated or undead monsters listed in 8 2d12 zombies (MM, MC1) the boxed text at left can be linked to a wardmist, although individual Monsters marked with an asterisk mages may have successfully modi- (*) appear in the revised FORGOTTEN fied their wardmist spells to aug- REALMS Campaign Setting box. ment this list. Tales exist of wards Those marked with a dagger (†) defended by golems and even by appear in the Ruins of Myth Dran- undead titans. nor boxed set. A diesis (‡) denotes Mages may combine their efforts those in the Ruins of Undermoun- when creating a wardmist so as to tain boxed set. Those appearing in give it multiple sets of guardians of the MONSTROUS MANUAL™ game the same or different types. Each accessory are denoted by “MM,” mage casts a wardmist spell at the and those in the MONSTROUS same time, though only one ward is ® COMPENDIUM volumes have the created, and it is set to a single sort volume number appended to the of ward token. abbreviation “MC.” DMs lacking a A few wards are linked to more particular source should substitute powerful guardians, such as liches another monster from the list. assisted by robed and hooded skele- tons (to look like other liches or typical orders are to attack and mages). These skeletons are imbued destroy all intruders, although some with spell ability to cast combat may be instructed to subdue, dis- spells and have magic mouths cast arm, and capture while dealing as on them to allow them to “speak.” little damage as possible. They act as decoys and are used to Guardian monsters are kept in identify spellcasting intruders to stasis by the wardmist when not their lich. There are even reports of active. They do not age, heal, or eat. multiple invisible stalkers linked to a They become inactive 2d4 rounds wardmist —each being freed from after an intruder is slain or leaves servitude in Toril after they slay a the warded area. A guardian mon- certain number of intruders. ster can be healed at any time by A wardmist doesn’t seem to exist

230 for a being who carries the proper ics will fail, and an anti-magic shell token. Ward tokens must be made of cannot form within a wardmist. If a certain material, and they must this is attempted, the anti-magic bear a certain rune that is drawn shell is wasted, and the wardmist is while a secret word is uttered. The unaffected. material, the rune, and the word are The most common addition to a all set during the ward’s casting, and wardmist is a band of armed human they cannot be changed thereafter. guards assigned to respond to the For convenience, tokens to a partic- magic’s warnings. Spell triggers are ular ward are usually of a common also popular; these are spells that shape and size, but the wardmist will have specific preset conditions to set recognize anything of the right them off. They then launch the material that bears the right rune. effects of other “hanging” spells, also Some ward tokens have been inset cast earlier. into the pommels of swords, for For example, if someone enters the instance, or baked into clay jugs or ruins of Stormwind Tower (an iso- statuettes. In some large holdings, lated mage-hold near Trollclaw Ford) warders carry rings of varying by the front door, six identical mages tokens just as they do rings of keys. appear all around him or her, hurling Tokens can be made freely after the bolts of lightning. These mages are casting of a wardmist —but the really projected images linked in requirements for a valid token can’t some now-forgotten way to a rare be changed without using another spell known as web of lightning. Safe wardmist spell. entry to the tower is by means of a A being bearing a valid token can’t secret passage whose entry is marked see or be affected by a wardmist and by a gargoyle statue, elsewhere in the isn’t subject to attacks by any ruins—a passage filled with the guardian monsters linked to the sword-wielding, animated skeletal wardmist. An intruder who seizes a arms known as dread. These crea- valid token from another being, even tures are detailed in the Ruins of Myth while in battle with a guardian, will Drannor boxed set. be instantly free of such guardian monster attacks. Web of Lightning Only one wardmist spell can exist in a given area. If a dispel magic is (Evocation, Alteration) cast on a it increases visi- wardmist, Range: 40 yards + 10 yards/level bility around the caster by 20 feet, Components: V, S, M delays the appearance of any Duration: Instantaneous guardian monsters by a round, and Casting Time: 8 sets off an immediate warning. Only Area of Effect: Special a or can destroy a limited wish wish Saving Throw: ½ wardmist. Even repeated dispel mag-

231 This 8th-level wizard spell causes 60-foot-diameter sphere. The sphere the simultaneous discharge of six can be altered to fill a 30- by 30-foot lightning bolts. Identical in proper- room or smaller area, but not ties to those bolts created by a light- increased in volume. Compressing it ning bolt spell, these bolts do 7d6 does not affect damage or other spell points of damage each and manifest properties. This effect is often fit into in one of two ways. a single doorway, with the bolts One manifestation is widely used leaping from the frame as an on battlefields: a starburst of six intruder steps through. bolts radiating out from a single In either manifestation, target point visualized or chosen directly by beings must make saving throws the caster, who need not see its individually against all six bolts. location. Four bolts spring out in the They save against fewer bolts if the cardinal directions (forming an path of a bolt leaves them out of equal-armed cross), and two harm’s way, as in most uses of the additional bolts leap out in two of the starburst. diagonals, in quadrants chosen by The material components of this the caster. spell are four lodestones or a bit of The other manifestation of the fur, and a small, smooth rod of spell is a ricocheting web within a amber, crystal, or glass.

232 Appendix III: Magical Items

ome of the magical enough to neutralize acid or poison items mentioned by and render wines, beers, and spirits Volo in his explorations nonalcoholic without altering their of the Sword Coast taste, smell, or hue. lands are familiar to Harvyn’s ring also has two powers Elminster. Of these, he permitted that must be deliberately called forth. words about a few to remain in this By will and concentration on the des- edition of the guidebook, and con- tination (which must be within sight, sented to provide details of them for within 90 feet, and not through any us, with the grudging words, “Well, I magical or physical barriers), the suppose all of ye can’t get into too wearer can jump three times in a day much trouble with these—but ye will, (144 turns), carrying up to 400 lbs. of I know, and I await thy amusing tales additional weight as long as it is in of what befell then.’ physical contact and willed to come Here, then, is what Elminster told us. along, too. The jumping wearer isn’t magically Harvyn’s Ring protected in any way during transit, although the landing will be upright, XP Value: 8,500 balanced, and sure-footed. Jumps GP Value: 16,000 attempted with too much weight, to a When worn, this plain brass ring destination too far away, or onto a automatically grants any wearer (not surface that can’t support the arriving wizards only) a +1 saving throw ring wearer will result in falls, unmiti- bonus, cumulative with any other gated by the ring. bonuses the wearer may have, The wearer of a Harvyn’s ring can against any alteration spells and iden- also cause it, by the utterance of a tical magical item alteration effects. If secret word graven on the inside sur- the wearer is a spellcaster able to face of the ring, to emit a swordlike cast alteration spells, foes facing his force blade. The word is different for or her spells suffer a -1 penalty to each of the six known rings. This their saving throws when she or he weapon can be called forth thrice casts spells at them while wearing every day (144 turns), and lasts for 1 this ring. turn—less if the effect is willed to The ring has another automatic, cease earlier. Unused time can’t be as-often-as-required power. It can saved up for use later. The force blade purify water and drink by touch or is invisible except to those able to see immersion. This power is strong magical auras or when the weapon is

233 covered with blood or another adher- attack roll bonus. Use of the gauntlet ing substance, and can cleave doesn’t allow the wearer to throw through any magical barrier created things normally too heavy or by a 7th-level or lower spell or magi- unwieldy to hurl and doesn’t confer cal item equivalent, permanently any proficiencies. Thrown stones do breaching it in a 10-foot-radius circle 1d2 points of damage, depending on centered on the blade. In some cases, size. Rocks as large as a target’s head such as a shield spell, this will com- can deal ld4+1 points of damage. pletely destroy the barrier magic. The The wearer of a gage can also try to invisible blade does not clang, rust, intercept incoming missiles. Roll a chip, bend, break, or respond to heat, d20 for the glove wearer. If the score cold, magnetic, or electrical effects as is higher than the unmodified die roll metal does. It is simply a construct of of the incoming attack, the catch was force with a cutting edge and deals successful. The gage literally catches 4d4 points of damage per strike (4d6 physical missiles, and it can hurl to large-sized foes), being in all other them back at their source. This respects a long sword. A fighter of returned fire counts as an extra high enough level can use it for multi- attack in addition to the gage wearer’s ple attacks and receives normal chosen activity or attack for the round bonuses if she or he possesses spe- and is rolled at +2. If the gage wearer cialization in long sword. The sword wants to redirect caught missiles at appears in the wearer’s ring hand another target than their source, the and cannot leave it. If the wearer hurling counts as a regular attack. If a opens his or her hand to grasp at catch fails, the attacking missile has something else, the force blade van- its usual effect. ishes. It can’t be used in the wearer’s A gage can catch up to four magic other hand or be taken by another missiles in a single round. Additional being. missiles will get through for the usual damage. Caught magic missiles are Galdaeryn’s absorbed by the glove, not thrown Gage back. A Galdaeryn’s gage protects the XP Value: 2,500 wearer’s hand as well as a full plate GP Value: 6,000 gauntlet against a falcon’s talons and Named for the fighting mage who other sharp things. It is affected by first devised it, this single mesh heat metal and similar magics. If its gauntlet (mail glove) of either the left wearer is fighting with a one-handed or right hand magically alters to fit weapon in the opposite hand, it can the size and number of digits of a be used to grapple with hostile wearer’s hand. It allows its wearer to weapons. Treat it as a shield for hurl missiles such as rocks, sling Armor Class purposes when used in stones, daggers, and axes with a +2 this fashion.

234 Hand of Fury following the one they are struck in. Fragile worn or carried items exposed XP Value: 2,500 to the force of this strike or the impact GP Value: 7,000 of a resultant fall must make a saving This single mesh gauntlet (mail glove) of throw vs. crushing blow or a saving either left or right hand magically alters throw vs. fall, as applicable, or break. to fit the size and number of digits of a A hand of fury has one additional wearer’s hand. When worn, it improves property. Its magic can be exhausted the wearer’s Armor Class by 1 point. An and converted into a single, automati- unarmored warrior lacking a shield or cally successful bend bars/lift gates high Dexterity would move from AC 10 attempt, causing it to crumble to dust. to AC 9 by donning the glove. It allows The glove must be touched to the bar- its wearer two special attacks: magic rier to be so used. missile and forceblow. The glove’s magic missile attack is iden- Torc tical to the 1st-level wizard spell of the of the Titans same name. A hand of fury holds two such spells. Each unleashes three missiles XP Value: 4,500 causing 1d4+1 points of damage when GP Value: 12,000 used. When one such attack is used, it This plain, heavy, silver neck collar can’t be called on again until 3 entire days never tarnishes or breaks. It resists (72 hours, or 432 turns) have elapsed. even reforging attempts. It allows the The forceblow attack can be used wearer to speak, understand, and read only once per day After it is called on, the tongue of titans and to call on titan- 24 hours (144 turns) must pass before it like strength in limited ways, as follows: can be employed again. A forceblow is Once per day, the torc wearer can never wasted. It can occur only when a make a Strength check as if she or he successful attack lands, defined as a were a titan of Strength 25. punch with the gloved hand that is Twice a day, a torc wearer can deemed a use of this attack by the player launch an attack with titan strength at as the attack is launched. Rather than +7 to the attack roll and +14 to damage, normal punching damage, a forceblow due to 25 Strength. If the attack misses, does 6d4 points of damage, and has two the attempt still wastes the torc’s magic. possible additional effects. A struck vic- Thrice per day, a torc wearer can tim must save vs. spell to avoid being make an open doors or bend bars/lift stunned on the following round, and gates attempt as if possessing Strength she or he must also make a Strength 25. The attempt to open a door is suc- check to avoid being hurled away in a cessful on a roll of 19 on a d20 or less, or fall by the force of the blow, with possi- 18 or less if it is locked, barred, or magi- ble additional damage upon landing. cally held. The torc wearer in this situa- Stunned victims are reeling and unable tion has a 99% chance of successfully to take any deliberate action the round bending bars or lifting gates.

235 Appendix IV: Index

his index does not The Dusk Road...... 93, 120, 126, 147, 148, include references to 175, 176, 182, 200, 202, 203, 207 Far Rider Street (Scornubel) ...... 110 people, nor to most The Fish Market (Scornubel) ...... 105 building map refer- The Gollahaer (Berdusk) ...... 158, 160, 166, 167, 172 ences. Private homes Landward Gate (Baldur’s Gate) ...... 10 Lower City Gate (Iriaebor) ...... 207 are listed only if they’re of interest to Lute Street (Berdusk) ...... 168 the adventurer or historically minded Maidensbridge Street (Elturel) ...... 96 sightseeing traveler. The Fortalices The Minstrelride (The Tuneride) section lists all structures that have (Berdusk) ...... 158, 160, 168, 172 Northstorm Street (Scornubel) ...... 109 been built, or converted, for use as The Reaching Gate (Hill’s Edge) ...... 189 defensible strongholds in time of war. Red Shields Road (Scornubel) ...... 110 In uncertain times, travelers are Rivergate (Hill’s Edge) ...... 189 advised to keep a bookmark at this Riverroad Gate (Berdusk) ...... 155, 159, 160 Shiarra’s Market (Elturel) ...... 94 spot in the guidebook when making Shondaleir Street (Berdusk) ...... 158, 160 fast travel plans. The structures may Shortarrow Gate (Berdusk) ...... 155, 159, 160 also appear under other headings, Skuldask Road ...... 93, 118 corresponding to other uses. Steelspur Way (Berdusk) ...... 158, 160, 172 Steelsword Street (Berdusk) ...... 158, 160, 172 Places that function as both inns Stormshore Street (Baldur’s Gate) ...... 8, 13, 218 and taverns are listed in both sections. Stumblepost Trail (Scornubel) ...... 110 Tankard houses are a new attraction Thundar’s Ride...... 93, 118 in Faerûn, fast spreading from the city The Trade Way ...... 31, 34, 52, 65, 71, 105, 106, 113, 117, 120 of Berdusk where they first appeared. The Trader’s Road ...... 202 None are indexed here. Consult that The Uldoon Trail ...... 147, 148, 153, 156, city entry (pages 153—174) for names of 158, 159, 160, 172 Vale Gate (Berdusk) ...... 156, 158, 160 these establishments. Vale Gate (Hill’s Edge) ...... 189 The Walk (market) (Scornubel) ...... 106 109 Alleys, Streets, Entries, The Wide (market) (Baldur’s Gate) ...... 10, 11, 13, and Open Spaces 221, 223, 224 Windspell Street (Baldur’s Gate) ...... 9, 13, 14, 23, 24 Amberside (market) (Berdusk) ...... 158, 160, 162 Amble Lane (Berdusk) ...... 168 The Winter Garden (The Gardens) ...... 94, 99 Bellowbar’sGate (Berdusk) ...... 155, 158, 160 (Elturel) Woods Gate (Berdusk) ...... 156, Belltoll Street (Baldur’s Gate) ...... 13 160 Bindle Street (Baldur’s Gate) ...... 11, 13, 217 Black Dragon Gate (Baldur’s Gate) ...... 10, 13, 26 Bands & Organizations Clasped Hands Gate (Hill’s Edge) ...... 189 The Avowed (monks of Candlekeep) ...... 32, 33 The Claw (intersection) (Berdusk) ...... 158, 160 The Blue Sword Legion (of Qheldin’s Mask) ...... 104 The Coast Way ...... 7, 27, 28, 39, 40, 51, 60 The Chosen of Mystra ...... 131 The Crossways (intersection) (Berdusk) ...... 158, 160 The Circle of Scythes (of Athkatla)...... 47 Danathar’s Street (Berdusk) ...... 168 The Clasped Hands...... 187 Drovers’ Gate (Berdusk) ...... 156, 158, 160 236 Council of Guilds (of Daggerford) ...... 34, 36 FoRtaLices The Cult of the Dragon...... 75, 78, 186, 212, 225 Backlands Castle (Yarthrain; ruins) ...... 142—145 The Dragon Daggers (of Berdusk) ...... 172 Bridgefort (Boareskyr Bridge) ...... 89 Dragoneye Dealing Coster ...... 94, 203 Candlekeep ...... 32—33 The Fellowship of the Dreaming Dragon...... 206 The Cry of Joy (temple to Lliira) The Flaming Fist (mercenary company) ...... 8 (Hill’s Edge) ...... 189, 190 The Free Traders (of Westgate) ...... 188 Daggerford Castle ...... 34 Hardbuckler’s Hurlers ...... 182 Darkhold (The Keep of the Far Hills, Farkeep, the The Harpers ...... 40, 43, 45, 55, 89, 127, 129, Wild Hold, Sunset Keep) ...... 140, 147, 164, 130, 131, 147, 148, 153, 155, 156, 157, 158, 163, 177—179 (history), 186, 199, 200, 201, 211, 221, 224 168, 169, 170, 173, 175, 186, 188, 190, 191, 193, Dragonspear Castle (ruin) ...... 5, 34, 40, 65—67, 200, 202, 205, 211, 212, 213, 215, 217, 218, 219, 72, 73—75 (history), 215, 225 221, 222, 223, 224, 225, 226, 227 Durlag’s Tower ...... 90—92, 102 The Hellriders (of Elturel) ...... 93 Evensong Tower (Milil) The Heralds ...... 131, 173—174, 193 (Berdusk) ...... 158, 164—165 The High Helms (of Trollclaw Ford) ...... 60 The Fist of the Future (temple to Cyric) The Knights of the Unicorn ...... 23, 24 (Hill’s Edge)...... 189, 190, 191 The Lord Knights of the Backlands ...... 142—145 Hammer Hall ...... 76—77 The Lords’ Alliance ...... 65, 79, 93, 153, 186, High Hall (Elturel) ...... 94 200, 218, 223, 225 The High Lady’s Castle (Berdusk) ...... 157 The Men of Hammer Hall ...... 76 The High Tower of Iriaebor ...... 204, 205, 206 The Merchants’ League ...... 13 The Imperial Palace (Fendarl’s Gate) ...... 180—181 The Openers ...... 185 The Ready House of the Right Strong Hand The Proud Pegasi (of Hill’s Edge) ...... 199 (temple of Helm) (Berdusk) ...... 160, 163—164, 224 The Red Shields (of Scornubel) ...... 105 Seatower of Balduran The Red Wizards of Thay ...... 63, 64, 186, 222, 225 (Baldur’s Gate) ...... 8, 13 The Riders in Red Cloaks Spellgard ...... 130 (of Asbravn) ...... 148, 151, 152 Stone Eagle Lodge ...... 93 Saern’s Sharp Swords (of Drawn Swords) ...... 127 Swordskeep (Drawn Swords) ...... 126 Stag Warriors...... 128 Windstream Lodge ...... 93 Thousandheads Trading Coster ...... 159, 160, 203 The Traders’ Council Gambling Houses (of Hill’s Edge) ...... 188, 189, 190 The Tribute Gatherers (of Lathtarl’s Lantern)...... 51 The Nightshade (Scornubel) ...... 107 The Wagonmasters of the Rolling Wheel The Pipe and Ivories (Hardbuckler) ...... 185 (Asbravn) ...... 151 The Undercellar (Baldur’s Gate)...... 13 The Wildmen of the North ...... 178 The Wondermen Homes (Wondermakers; of Scornubel) ...... 107 High Hedge (Beregost) ...... 28, 29, 225 Zhentarim ...... 75, 123, 129, 132, 133, 139, The House of the Hungry Merchant 140, 147, 148, 149, 153, 155, 156, 164, 175, 176, (Berdusk) ...... 157, 160, 166 177, 179, 185, 186, 188, 189, 190, 191, 194, 196, Krammoch Arkhstaff, Sage—Home of 199, 200, 201, 202, 211, 212, 213, 214, 217, 218, (BaIdur’s Gate) ...... 13 219, 221, 222, 223, 225 Ragefast, Sage—Home of (Baldur’s Gate) ...... 13 Ramazith Flamesinger, Sage—Home of Festhalls (Baldur’s Gate) ...... 13 The Heralds’ Rest (Berdusk) ...... 158, 160, 173—174 Larloch’s Crypt (Warlock’s Crypt)...... 63—64 The Low Lantern (Baldur’s Gate) ...... 13 Lyran’s Hold ...... 115—116 Mother Minx’s (Scornubel) ...... 106 Nethmoun’s hut (Scornubel) ...... 106 The Nightshade (Scornubel) ...... 107 Orogoth (ruin) ...... 78 The Ruby Shawl (Berdusk) ...... 158, 174 Stormwind Tower Six Soft Furs (Hill’s Edge) ...... 189,195 (ruin; near Trollclaw Ford) ...... 231 The Undercellar (Baldur’s Gate) ...... 13 Xonthal’s Tower ...... 139—140

237 Inns The Watchful Eye (Hluthvar) ...... 200, 201 The Black Boar (Iriaebor) ...... 203, 206 The Way Inn ...... 7, 31, 65—67, 215, 225, 226 The Black Flagon (Xonthal’s Tower) ...... 140 The Worried Wyvern (Hill’s Edge) ...... 189, 194—195 The Blade and Stars (Baldur’s Gate) ...... 13, 19, 213 The Blushing Mermaid Offices (Baldur’s Gate) ...... 13, 20—22, 92 Krammoch Arkhstaff Sage—Office of The Board Laid Bare (Asbravn) ...... 148, 152 (Baldur’s Gate) ...... 13 The Bowshot Inn ...... 31 Ragefast, Sage—Office of (Baldur’s Gate) ...... 13 The Dire Dragon ...... 138 Ramazith Flamesinger, Sage—Office of The Dusty Hoof (Scornubel) ...... 109 (Baldur’s Gate) ...... 13 Far Anchor (Scornubel) ...... 110—111 The High Tower of Iriaebor Feldepost’s Inn (Beregost)...... 29 (council office) ...... 205, 206 The Friendly Arm...... 39, 214, 218 Manycoins House (Baldur’s Gate) ...... 20 Gallowgar’s Inn (Elturel) ...... 99, 218 The Mayor’s Tower (Hill’s Edge) ...... 188—189 The Halfway Inn ...... 130, 132, 133—135, 221 Scornubel Hall (Scornubel)...... 106, 112 The Happy Hippocampus Twilight Hall (Berdusk) ...... 153, 156, (Hill’s Edge) ...... 189, 198—199 160, 163, 168, 174, 211, 226 The Helm and Cloak (Baldur’s Gate) ...... 13, 23—24 The Holdfast Inn (Liam’s Hold) ...... 52 Palaces Hullybuck’s Gamble (also a fence, warehousing) (Berdusk) ...... 160, 173 The High Hall (Ducal Palace) The Hungry Halfling (Corm Orp)...... 175, 176 (Baldur’s Gate) ...... 9, 13, 23 The Imperial Palace (Fendarl’s Gate) ...... 180—181 The High Hall (Elturel) ...... 94 The Jaded Unicorn (Scornubel) ...... 112 The High Lady’s Castle (Berdusk) ...... 157 The Jester’s Pride (Julkoun) ...... 44—46 The High Tower of Iriaebor...... 204, 205, 206 The Jovial Juggler (Beregost) ...... 30 The Imperial Palace The Manure Pile—see Gallowgar’s Inn (Fendarl’s Gate) ...... 180—181 Oar and Wagon Wheel Inn (Elturel) ...... 94 The Old Talking Ox Ranches (near Iriaebor) ...... 203, 207—208 Heartwing (near Serpent’s Cowl) ...... 89, 115 Phontyr’s Unicorn (Elturel)...... 100—101 Ranches on the River Reaching upstream from The Raging Lion (Scornubel) ...... 113—114 Hill’s Edge ...... 105 The Red Sheaf (Beregost)...... 29—30 The Running Stag (Berdusk) ...... 158, 160, 171 Restaurants The Sign of the Dreaming Dragon (Iriaebor) ...... 203, 206 Far Anchor (Scornubel) ...... 110—111 The Sign of the Silver Sword (Berdusk) ...... 160, 172—173 Schools & Libraries The Silver Blade (Yarthrain) ...... 145 Candlekeep ...... 32—33 The Singing Sprite (Secomber)...... 83—85 Evereska College of Magic and Arms ...... 130—131 Six Spanglestars (Qheldin’s Mask; The Ready House of the Right Strong Hand (Helm) burnt ruin) ...... 104 (Berdusk) ...... 157, 158, 163-164 The Stone Saddle (Hill’s Edge) ...... 189, 195 The Storm Griffin (Hill’s Edge) ...... 189, 195 The Sword and Dragon (Drawn Swords) ...... 129 Shops The Swordarm (Roaringshore) ...... 53, 57—59 Alamather’s by the Water (exotic weaponry) Three Old Kegs (Berdusk) ...... 158, 160, 166—167 (Baldur’s Gate) ...... 13, 25—26, 219, 221, 222 Andalor’s Mill (Bowshot)...... 31, 226 The Troll’s Nose (Kheldrivver) ...... 48 Andher’s Mill (Xonthal’s Tower) ...... 140 Unicorn & Crescent (Evereska) ...... 131 Angah Lalla, Curios & Uniques (Scornubel; The Wailing Wave (Lathtarl’s Lantern)...... 50, 51 a known fence) ...... 106 The Wandering Wyvern Arkaras the Shipwright, Fine Water Craft (Iriaebor) ...... 203, 209—210 (Scornubel) ...... 106

238 Belkin’s Black Blade (weapons) Darkhold (Cyric) ...... 140, 147, 164, 175, 177—179 (Hill’s Edge) ...... 189, 193—194, 214 (history), 186, 199, 200, 201, 211, 221, 224 Bent Bows (archery) (Hill’s Edge) ...... 189, 194, 223 Fairfortune Hall (Tymora) (Daggerford) ...... 34, 38 Costerheadshouse (merchant company base) The Flame Stone (Sune) ...... 128 (Berdusk) ...... 160 Goldcoin House (Waukeen; burnt-out) The Counting House (money exchange) (Asbravn) ...... 148 (Baldur’s Gate) ...... 13 The Hand That Swings the Sword (Tempus) The Dawn of Any Day (Elturel) ...... 95 (musical instruments and enchanted items) A House of Joy (Lliira) [Asbravn) ...... 148 (Berdusk)...... 158, 160, 168—169, 215 House of the High Hand (Azuth) (Berdusk) ...... 157, 160 Derval’s Bright Blade (Daggerford)...... 35, 216 The House of the Hungry Merchant (Waukeen) Droun Trading (Xonthal’s Tower) ...... 140 (Berdusk) ...... 157, 160, 166 Eldritch Ebony (draw) (Hill’s Edge) ...... 192 Julkoun’s Old Mill (Chauntea) (Juikoun) ...... 43 Farrel’s Fine Jewels and Apparel The Kiss of the Lady (Tymora) (Hill’s Edge) ...... 189 (Daggerford) ...... 35—36 The Misthall (Leira) (Berdusk) ...... 157, 160 Felogyr’s Fireworks (Baldur’s Gate) ...... 11, 13, 217 Moondark Hill (Solonor Thelandira) Give Me Wings to Fly (aerial steeds) (Evereska) ...... 131 Oriaebor) ...... 203, 205 Morningstone House (Lathander) (Asbravn) ...... 148 Hall of Wonders (Baldur’s Gate) ...... 9, 10, 13, 14—16 The Old Sharp Sword (Tempus) (Hill’s Edge) ...... 189 The Hammer of Kaerus (Thambadar smithy) Phontyr’s Unicorn (Lurue) (Elturel) ...... 100—101 (Scornubel) ...... 105—106 The Rose Portal (Lathander) (Baldur’s Gate) ...... 13 A Handful of Eyes (monster shop) Roseportal House (Lathander) (Berdusk) ...... 157, 160 Hill’s Edge) ...... 189, 191—192 Shrine of the Suffering (Ilmater) (Baldur’s Gate)...... 13 Hullybuck’s Gamble (fence, warehousing; Starrevel Hall (Lliira) (Berdusk) ...... 157, 160 also an inn) (Berdusk) ...... 160, 173 Swordspoint Hall (Tempus) (Berdusk) ...... 157, 160 Julkoun’s Old Mill (JuIkoun) ...... 43 The Table of the Sword (Tempus) (Daggerford) ...... 34 The Knight in the Morn (armor and blazonry) The Unrolling Scroll (Oghma) (Baldur’s Gate)...... 13 (Hill’s Edge) ...... 189, 193 The Watchful Shield (Helm) (Baldur’s Gate) ...... 13 Korbus’s Jewels and Fine Ornaments (Daggerford) ...... 36, 219 Taverns Lionstar Services (safe storage, disguising goods) The Bent Helm (Elturel) ...... 95 (Hill’s Edge)...... 189, 192—193 The Black Flagon (Xonthal’s Tower) ...... 140 Ondraer’s Fine Pages The Blushing Mermaid Baldur’s Gate)...... 13, 20—22, 92 (Berdusk) ...... 158, 160, 167—168 The Broken Goblet (Roaringshore) ...... 53, 54—55 Rolling Wheel Wagons (Asbravn) ...... 151—152 The Burning Wizard (Beregost) ...... 27, 29 Samborl’s Sundries-in-Trade (Asbravn) ...... 150—151 The Dancing Bear (Hill’s Edge) ...... 189, 194 Shining River Mill (Julkoun) ...... 43—44 The Dusty Hoof (Scornubel) ...... 109 Sorcerous Sundries (Baldur’s Gate) ...... 13, 218 Elfsong Tavern (Baldur’s Gate) ...... 13, 17—18, 211 Tantain’s Barrels and Crates (Asbravn) ...... 151 The Flourished Flagon Thunderhammer Smithy (Beregost) ...... 29, 223 (Berdusk) ...... 158, 160, 170—171 Thunderwood Forays (adventurer’s outfitters The Halfway Inn...... 130, 132, 133—135, 221 shop) (Berdusk) ...... 160, 169—170, 222 The Happy Cow (Daggerford) ...... 36, 217 Torleth’s Treasures The Hungry Halfling (Corm Orp) ...... 175, 176 (Gillian’s Hill)...... 41—42, 48, 225 The Jaded Unicorn (Scornubel) ...... 112 Trist’s Saddles and Stables (Hluthvar) ...... 201 Lady Luck Tavern (Daggerford) ...... 35, 37—38 Ungairmer’s Bootery (Kheldrivver)...... 48 The Old Talking Ox (near Iriaebor) ...... 203, 207—208 Veloth’s Fine Wagons & Repairs (Hluthvar) ...... 201 A Pair of Black Antlers (Elturel) ...... 96—97 The Well-Dressed Wizard (mage gear) The Raging Lion (Scornubel) ...... 113—114 (Iriaebor)...... 203, 205—206 River Shining Tavern (Daggerford) ...... 36 The Running Stag (Berdusk) ...... 158, 160, 171 Shrines The Scarlet Stag (Hill’s Edge) ...... 189, 194 Candlekeep (Deneir, Gond, Milil) ...... 33 The Seven-Stringed Harp (Secomber) ...... 80—82, 83 The Cup of Plenty (Triel) ...... 120—121 The Silver Blade (Yarthrain) ...... 145

239 The Tankard and Sheaf (Asbravn) ...... 148, 152 The Water-Queen’s House (Umberlee) The Tarnished Trumpet (Hill’s Edge) ...... 189, 196—197 (Baldur’s Gate)...... 9, 13 The Wailing Wave (Lathtarl’s Lantern) ...... 50, 51 Disused Beast Cult temple under The Winding Way (Soubar)...... 117 Iriaebor...... 210 Temples of Evereska (all elven deities) ...... 130 Temples Temples of Hardbuckler (gnome deities) ...... 185 The Black Abbey (Bane) (Soubar; now a ruin ...... 117 Unique Sites Candlekeep (Oghma) ...... 32 The Battle of Bones ...... 123, 179 The Cry of Joy (Lliira) (Hill’s Edge) ...... 189, 190 The Breaking Steps (rapids) ...... 153 Evensong Tower (Milil) Catacombs of Asbravn ...... 150—151 (Berdusk) ...... 158, 160, 164—165 Castle Hill (Berdusk) ...... 157, 158, 159, 160, 162, 168 The Fist of the Future (Cyric) Castle Hill (Yarthrain) ...... 145 (Hill’s Edge)...... 189, 190, 191 Clearspring Tor (Berdusk) ...... 156, 157, 158, 160 The Golden Bowl of the Goddess (The Garden Crypt of the Wondermen (Scornubel) ...... 107 Temple) (Chauntea) (Iriaebor) ...... 203, 204—205 Evereska Vale...... 130 The Grotto of the Queen (Umberlee) Fallen Giant Tomb...... 128 (Lathtarl’s Lantern) ...... 50—51 The Far Hills ...... 147, 169, 177, 178, 222 The Harvest House (Chauntea) (Daggerford) ...... 34 The Fields of the Dead ...... 5, 87—88, 89, 93, 118 The Healing House of Lathander (Scornubel)...... 105 Firehammer Hold (dwarf hold) ...... 85 Helm’s Shieldhall (Elturel) ...... 94 Floshin, estate of...... 34 The High Altar of the Moon (The Moontower) The Forest of Wyrms ...... 115, 116, 123 (Selûne) (Iriaebor) ...... 203, 205 The Halls of the Hammer (dwarf hold) ...... 76 The High Harvest Home (Chauntea) (Elturel) ...... 94 The High Moor...... 5, 7, 65, 66, 71—72, The High House of Wonders (Gond) 73, 75, 79, 88, 107, 215, 222, 226 (Baldur’s Gate)...... 9, 13, 23 Highstar Lake (Dauerimlakh, Evendim) ...... 76—77 The Hold of Battle Lions (Tempus) The Hill of Lost Souls ...... 123, 126, 141, 142 (Dragonspear Castle; now a ruin) ...... 74—75 Ladydove (burned elven village)...... 137, 138 The House of the Binder (Oghma) Larloch’s Crypt (Warlock’s Crypt) ...... 49, 63—64 (Kheldrivver; ruined monastery; still venerated The Lonely Moor...... 133 by the faithful) ...... 47 Maidens’ Leap (falls) (Elturel) ...... 94 The House of the Guardian (Helm) The Marsh of Chehmber...... 123, 124, 136, 139 (Hluthvar)...... 200, 201 Moondark Hill (in Evereska) ...... 131 The House of the Suffering God (Ilmater) Northdark Wood (Dusk Wood, (Asbravn) ...... 148—149 Reluvethel’s Wood) ...... 126, 127, 128 The Inner Chamber (Deneir) The Reaching Woods...... 126, 156 (Berdusk) ...... 156, 157, 159, 160, 163, 211 The Serpent Hills ...... 55, 40, 49, 65, 71, 88, 116, The Ladyhouse (Sheela Peryroyl) 123, 136, 139, 213 (Corm Orp) ...... 175—176 Serpent’s Tail Stream ...... 123 The Lady’s Hall (Tymora) (Baldur’s Gate) ...... 9, 13 The Silent Runs (Hill’s Edge) ...... 188 Morninglow Tower (Lathander) (Daggerford) ...... 34 Skull Gorge...... 123, 128, 179, 196 The Ready House of the Right Strong Hand (Helm) The Stone of Tempus’s Tears (ruined city; (Berdusk) ...... 157, 160, 163—164 inscription quoted) ...... 118 The Seat of Lore (Oghma) Sunset Mountains ...... 124, 147, 148, 175, 187, 222 (Berdusk) ...... 158, 160, 165—166 The Trielta Hills ...... 120, 123, 126 The Shrine of the Short...... 39 The Troll Hills ...... 7, 47, 64 Silent Hall (Eldath) (Iriaebor) ...... 202, 203, 204 Ulcaster’s school of wizardry (ruin) The Song of the Morning (Lathander) (Beregost) ...... 27 (Beregost) ...... 27, 28 Urdrath of the Horsemen...... 149 The Temple of Wisdom (Garl Glittergold) The Well of Dragons...... 137—138, 227 (The Friendly Arm) ...... 39 Wizards’ Doom Creek...... 27 The Tower of Gold (abandoned and looted; The Wood of Sharp Teeth ...... 90 Waukeen) (Iriaebor) ...... 203 Yellow Snake Pass ...... 124, 186, 196

240