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OFFICIAL GAME ADVENTURE Empires of the Sands by

Table of Contents

Introduction ...... 2 Geography and Climate ...... 24 Amn ...... 3 Money and Commerce ...... 25 General Description ...... 3 Cities ...... 26 Languages ...... 3 Places of Interest ...... 41 Social Customs ...... 3 Characters ...... 45 Monsters ...... 4 History ...... 4 Calimshan ...... 48 Government and Politics ...... 5 General Description ...... 48 Religion ...... 6 Languages ...... 48 Geography and Climate ...... 7 Social Customs ...... 49 Money and Commerce...... 7 Monsters ...... 49 Cities...... 8 History ...... 50 Places of Interest ...... 13 Government and Politics ...... 50 Characters ...... 18 Religion ...... 5 1 Geography and Climate ...... 52 Tethyr ...... 21 Money and Commerce ...... 52 General Description ...... 21 Cities ...... 53 Languages ...... 21 Places of Interest ...... 58 Social Customs ...... 21 Characters ...... 62 Monsters ...... 23 History...... 22 Index ...... 64 Government and Politics...... 23 Religion...... 23 Pull-out Section ...... 27-38

Credits:

Editing: Karen S. Martin Cartography: Dave LaForce Cover and Interior Art: Typography: Betty Elmore Keylining: Stephanie Tabat

TSR, Inc. TSR UK Ltd. POB 756 The Mill, Rathmore Road Lake Geneva, Cambridge CB1 4AD WI 53147 USA United Kingdom

ADVANCED DUNGEONS & DRAGONS, AD&D , , PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc. Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR UK Ltd. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited without the express written permission of TSR, Inc. ©1988 TSR Inc. All Rights Reserved. Printed in U.S.A. ISBN 0-88038-539-1 $7.95 US 9224 9224XXX1501 INTRODUCTION

Introductions (particularly introduc- Other sections cover the history, gov- less sacrifice. tions to games and game supplements) ernment and politics, religion, geogra- As part of the center pull-out section invariably fall into three categories. phy and climate, and money and we have included campaign-tailored They can be truly useful overviews of commerce of the different countries. character sheets, specific to the Forgot- the product, with good advice on Together, they give a detailed back- ten Realms. Seven of these are filled in, where to start and what to do. They can ground to each country, filled with the and one is left blank for your personal be self-congratulatory, indulgent tripe little details (names of coins, typical ex- photocopying use. in which the author tries to convince pressions, etc.) that make roleplaying Please address any questions regard- the reader what a tremendous amount more fun. ing this product to: FR3 Questions, c/o of work went into the project, and how Of course, the action-lovers out there Scott Haring, TSR, Inc., POB 756, Lake lucky he is to even have it in his hands. will have plenty to do, too. The remain- Geneva, WI 53147. The last type is an obsequious, fawning ing sections list dozens of opportunities thank-you note in which the author for bands of hardy adventurers to right Indulgent Tripe tries to mention every friend he ever wrongs, bring criminals to justice, alter had by name, detailing the invaluable the course of history, or just make a lit- When I think of this project, I don’t contributions of third-grade teachers, tle profit and pick up a little treasure. think of it as a labor of love, or a labor of girlfriends, pets, and other people you The Cities section provides descrip- duty, but just a labor. Deadlines fell vic- couldn’t care less about. This introduc- tions of every city listed on the two-part tim to procrastination and self-doubt, tion has to fill an entire page, so I’ll give map provided in this sourcebook. (The and soon even my friends began to you a little bit of all three. maps, by the way, are the same scale as shun me like a leper. Friendly (and not- the detailed maps in the FORGOTTEN so-friendly) hints were dropped with Useful Overview REALMS™ campaign set, and fit to- the subtlety of a falling brick. Office gether with them. If you also add the supplies were destroyed. There was With a title like that, this had better be map in FR2——you are well much wailing and gnashing of teeth. good, huh? Anyway, Empires of the on your way to having a map of the For- But finally, I finished. And I can’t help Sands is a sourcebook for the gotten Realms that will completely but think that despite the delays, it’s a FORGOTTEN REALMS™ world setting cover your wall!) pretty good product. Normally, an in- for the ADVANCED DUNGEONS & After the cities are described, all the troduction like this is written well be- DRAGONS® game. It covers three major other places of interest are discussed fore the art and maps are finished. But areas in the southwest corner of the (in a section titled, appropriately this thing is so late that I’ve already seen main continent of the planet: Amn, enough, “Places of Interest”). The the art and maps—I’m very pleased, and Tethyr, and Calimshan. They are called mountains, swamps, ruins, castles, is- I hope you like them, too. And I promise the Empires of the Sands because of lands, and rivers—plus the dangers and to start earlier next time. their generally warm climate and large rewards which lurk there—are de- areas of dry, inhospitable land. The scribed. Fawning Thank-Yous book is divided into three main sec- Last, but not least, is a section called I want to thank my editor, Karen Mar- tions, each dealing with one of these “Characters” which lists some of the im- tin, for being so patient; my boss, Jim countries. portant people and groups of people in Ward, for destroying only selected por- Opening each section is a General De- the Empires of the Sands, along with tions of my office and not the entire scription, which includes a discussion the necessary statistics for play. The list thing; Warren Spector, for understand- of the races (both human and non- includes heroes and villains, potential ing; and the other TSR staffers, espe- human) present, the languages spoken, enemies and possible allies, people who cially Mike Breault, , and and the social customs of the land. The will have an impact on campaigns set in , for letting me bounce ideas social customs section will be particu- this area. off them; and my mother, for letting me larly valuable to those wanting to un- My goal was for a typical DM to take use her computer to write part of this derstand the personality of a resident any single city, place, or character de- book. of one of these lands for better role- scription, and be able to come up with And a big thank-you to Ed Green- playing. For example, trying to bribe a an adventure stemming from the cir- wood, whose 10-year-old AD&D® cam- judge will have a totally different result cumstances described that would en- paign is the basis of the Forgotten in Amn than it will in Calimshan, and tertain his or her players. Taken as a Realms, and whose extensive notes pro- understanding the social customs and whole, there should be enough ideas vided the skeleton for this work. personality of the two countries will here for a campaign to run for a very help the DM know what to do. long time, with a mix of high drama, low humor, great enrichment, and self-

2 Amn

General Description population, it is also true that The display of wealth is the only way the tend to live in their own to gain and retain status. It is not un- sections of town and do business with common for a family to scrimp and save Of the three “nations” said to comprise their own kind. But a halfling with a tal- for a year, then blow it all on a party for the Empires of the Sands, Amn is the ent for business can rise quickly in Amn the entire town that is completely be- only one that is, truly, a nation. Ruled society, just as a human can. yond their means. Even the simplest for over 20 years by a “Council of Six” Gnomes are rarely seen in Amn; the and most humble stores have trays of made up of the richest and most cun- appearance of one in a town would be a expensive sweets and other delicacies ning merchants in the land, Amn has cause of great interest. Half- are for their customers. And big-money enjoyed unprecedented years of peace also almost unheard of, with the excep- merchants regularly give each other and prosperity. tion of the town of Purskul, which has a the most outrageous and ridiculous Amn’s borders are the Cloud Peaks sizable half- population (see below). gifts as tokens of goodwill before em- and the Troll Mountains to the north; barking on delicate negotiations. the Snowflake Mountains to the east; Languages Dress, as you may imagine, is gaudy, the Sea of Swords to the west; and the bright, intricate, and all too expensive. northern edge of the Forest of Tethir to Amn is a merchant nation. As such, a Elaborate headdresses are common the south. This includes the Tethir Road traveler could enter the country speak- among the women, while the men are and all the towns along it, from Riatavin ing practically any known language, more fond of long capes of the finest to Murann. and somebody could be found fairly material. Elaborate embroidery, often quickly who could handle the transla- using real gold and other precious Races Appearing tion chores. metals, is also common. The only excep- However, anyone who wishes to rise in tion is at the very top of the social Amn is, first and foremost, a human soci- Amn society must know Thorass, the an- ladder—the upper crust of Amn society, ety. There are no known groups of elves cient language of trade and commerce refusing to become involved in the or dwarves living anywhere in the coun- that is the ancestor of the “common” “petty status games” of those less pow- try. There are the ever-present rumors of tongue spoken throughout the Realms. erful than themselves, dress in very a lost dwarven kingdom in the Snowflake All contracts and legal documents are simple clothes, with a minimum of or- Mountains, filled with fantastic treasures written in Thorass, and all court proceed- namentation. (Of course, this is in itself from a forgotten time, but this story is ings, government meetings and high-level a petty status game, but this is a com- more of a favorite childhood fairy tale trade negotiations are done in that lan- plex society.) However, these clothes than a legitimate legend. guage. Generally, the higher up in Amn are always perfectly tailored, cleaned This is not to say that there are no society one is, the fewer other languages and pressed, and are always of the elves or dwarves to be found; Amn is a one has to speak. highest quality fabric and construction. country where money talks, and as long Even the common slang expressions as there are non-humans willing to sell Social Customs of everyday life in Amn reflect a preoc- their special talents to men and put up cupation with money and business. with being away from their own kind, a Amn is a land where money talks, and Some examples: resident of Amn can find an or wealth is the sole judge of social status. dwarf. Nearly every marketplace wor- l Sold— Convinced. “I sold my wife we This leads to a number of interesting thy of the name has shops either run di- weren’t at the tavern, but at your work- facets to Amn society that are different rectly by elves or dwarves or by from practically anywhere else the shop fixing that cabinet, so you’ve got to in sell your wife the same thing in case someone who claims to have been Forgotten Realms. they get together.” trained by one. These claims are some- Knowledge and wisdom are not prized Bought into— Understood. “I really times not very authentic, and travelers and revered traits in Amn; neither are ex- l will have to ask around: Not every ceptional talents in music, athletics, fight- bought into that message today, Your “Dwarven Armory” is run by a dwarf— ing, art, or any other pursuit. The only Holiness.” Good Business— A standard greeting, some shop owners, in fact, wouldn’t measure of success is material wealth. l this can mean “Hello,” “Goodbye,” or recognize a dwarf if one walked The inspired artist who refuses to “sell even “Get lost.” through the door. out” and dies penniless is a reviled failure, Found The Pearl— Enjoyed good luck. There are, on the other hand, a con- a freak; the mediocre artist who, through l siderable number of halflings residing “So, Mikos has put 500 danters into this shrewd dealing and tireless self- wagon, and he’s got no takers. Then, he in Amn. In fact, nearly 15% of the popu- promotion, becomes fabulously wealthy, really finds the pearl. Some rich out-of- lation is made up of halflings. While is a role model for others. there is no discrimination against the towner breaks down right in front of

3 his shop, and buys it right there, at full very good for the poor, who benefit northern end of the Troll Mountains. In markup.” from the better treatment. some cases, reports claim that troops of • Lost The Pearl —Suffered bad luck. Moving about in Amn society is a orcs and goblins actually are com- “Then, Mikos’ wife hears of the deal, tricky proposition, because there is a manded by trolls. and spends the entire purchase price very high degree of attention paid to As mentioned above, the cities of Amn on a new headdress. Talk about losing status, etiquette and protocol. Fortu- are for the most part monster-free, ex- the pearl! ” nately, almost every rule of Amn society cept for the occasional experiment gone • Foreclose— To kill. Can refer to practi- derives from one simple precept awry or other summoned or magical cally anything. “I finally caught that known in Amn as “The Golden Rule”: monster resulting from human interfer- stoat that had been rummaging He who has the gold makes the rules. ence: various undead, elementals, famil- through the trash out back. Foreclosed This means, in general: The poor de- iars, demons, devils, daemons, and on him real good, too.” Or, “He was just fer to the rich; the rich defer to the golems, plus liches, aerial servants, be- asking too much and not giving me richer; and when in doubt, the person holders, and the like. enough security, so I just foreclosed the who is paying for it gets to decide. Last, but not least, there is something whole deal.” (or several somethings) at the bottom of • Outbid— Was more impressive or con- Monsters Lake Esmel. Numerous sightings have vincing than. ”Since the innkeeper’s been reported, and several boat disap- crossbow outbid their beer mugs, the Amn is a civilized country; as such, pearances have been blamed on the brawlers quieted down real fast.” monsters are rare, and practically non- monster, or “Esmelda” as she (or he, or • Take Delivery —Acquire. “Did you existent in the big cities. Of course, they) has been dubbed by the locals, but hear Deurthon and his wife took deliv- there’s also a good deal of open country no monster has ever been caught. (For ery on a new son?” in Amn, and monsters are not uncom- more on Lake Esmel, see “Places of In- • Red Ink— Bad News. “Red ink, friend. mon there. terest,” below.) The tavern’s closed.” There are several tribes of ogres living • The Ink Couldn’t Be Any Redder— in the Cloud Peaks, as well as several History Things couldn’t be any worse. groups of hill giants. The largest threat in • Finance— To get something you either the area, a family of cloud giants that Amn has had the good fortune to be in an couldn’t afford or didn’t deserve. “You raided in the Fang Pass, was de- area abundant in natural resources— must have done some serious financing feated nearly 15 years ago. Mount Spear- some say Amn is the richest land on the to get such a fine husband, Meg.” top is rumored to be the home of several continent. This has worked in Amn’s fa- immense sleeping dragons, but little vor for generations, because even when Amn society has a very paradoxical stock is given the story. the land was conquered, the new masters attitude toward the less fortunate. On The central agricultural region of were gentle, looking to gain wealth from the one hand, most people believe that Amn has been rid of intelligent mon- the land, not put it to the torch. “poverty is the ultimate sin” (to quote a sters long ago, but there are still inci- Amn has been a center of trade and famous Amn proverb). On the other dents of lone farmers, single families, commerce for as long as anyone can re- hand, donating large amounts of money or the occasional small village being at- member. Oral traditions handed down to charity is one way of showing off just tacked by a hungry beast. Typical mon- from father to son tend to support the how wealthy you are. The result is sig- sters include jackals, bears, wolves, theory that Amn has been a trade center nificant amounts of money given to the owlbears, and the like. More rare but for at least 800 years. Unfortunately, poor, none of it for the right reasons. still seen are such monsters as the pur- written records are difficult to find and Nearly all the charities operating in ple worm, anhkheg, bulette, , incomplete. It seems the typical Amn citi- Amn are run by various churches. gorgon, werewolf, umber hulk, and zen was too busy trying to make money There are, however, a few private char- will o’ wisp. to write down what was going on. ities that operate “for profit.” The ulti- Of course, the Troll Mountains and Amn has always been more interested mate in free enterprise, these charities Trollford in the northeast part of Amn in the present and the future than the solicit donations and actually do help aren’t named that for nothing. A large past, and this makes an accurate history the poor, sick, and disadvantaged, but military presence in Eshpurta has con- difficult to nail down. The best records, keep a large percentage of the take for vinced the remaining trolls to pick their the business papers of the oldest trading themselves. In an area where more targets carefully, but they are still a companies, are jealously guarded. It than one of these “for profit” charities is danger. Recent reports indicate that seems the fear of revealing “trade se- in competition, each tries to gain the large bands of goblins and orcs have crets” is stronger than the call of history; most donations by doing the most for joined forces with the trolls in the the unfortunates in the area; this is as a result, the average citizen knows

4 very little about Amn history. Council raised an army (at great personal at a whim (and with no warning), and It appears that the Amn of 100 years expense) to quell the few pockets of re- will crush a person, family or business ago was very much like the Calimshan of sistance that remained, and have been in simply for the fun of it. today. That is, each major city was basi- total control of Amn for the past 22 years. The other members of the Council cally an independent entity, banding to- are not much better. Fortunately, one of gether for defense when necessary, Government and the major tenets of the Council is, “The fighting for control of territory and prof- business of Amn is business.” Free to itable trade routes the rest of the time. A Politics make as much money as they can, the particularly brutal trade began 24 merchants of Amn do quite well, and years ago, with each city exacting prohib- The Council of Six still has a firm grip on the money they bring in provides even itive tariffs on goods imported from Amn, and their true identities are still un- the lower classes with a reasonable other cities. Soon, the trade war esca- known. What started as a deception nec- standard of living. Whether the Coun- lated, and city troops began to raid cara- essary to gain the trust of the people has cil, or the merchants, or just good luck vans sponsored by other cities. In a become a sign of power backed up by the is responsible for all of this is not very matter of months, trade had been full force of Amn law. Speaking, writing, important. To quote another Amn prov- brought to a halt, a number of cities were or revealing the real name of any mem- erb: “No matter who prays for the rain, under siege, and the war threatened to ber of the Council is a crime punishable everyone gets wet.” engulf the entire region. by slow torture and painful death. ‘The Council of Six is responsible for Into the breach stepped a young mer- The head of the Council is known as defending Amn, both economically and chant with some magical training the Meisarch. The other five members militarily. To accomplish this, the Coun- named Thayze Selemchant. Thayze are known (in order of rank) as the Tes- cil has its own army (independent of the was very smart, very charismatic, and sarch, the Namarch, the Iltarch, the various town militias) and spy network. very well connected (the Selemchant Pommarch, and the Dahaunarch. It is Current troubles for Amn include the trading house was one of the oldest and widely known that the members are constant pirate activity off the coast, richest in Athkatla.) Thayze secretly representatives of the most powerful and disquieting rumors of a goblin and contacted representatives of the five trading houses, but nobody (except the demon army in the lands to the north of other richest merchant houses in Amn, council and their closest advisers) the Cloud Peaks. and started to plan. knows which houses are represented, The Council also has the power to set The first part of the plan involved the and who the members of the Council tariffs, rates of exchange, and interest careful sprinkling of rumors about out- really are. When a member of the rates for all businesses. This power has side threats. One rumor involved a pi- Council dies, all members below him only been used once, to correct some rate invasion from the Nelanther, move up a notch on the Council, and a imbalances brought on by a kickback another was about a massing of orcs new member (usually a powerful mer- conspiracy between a Riatavin trading just on the other side of the Cloud chant) is chosen to become the new Da- house and some Thay merchants. Peaks. Thayze even started a rumor haunarch. This has happened twice so The Council’s love of free enterprise about an elf army in the Forest of far in the history of the Council. ends when it comes to activities that Tethir, ready to pounce on a divided The Meisarch, Thayze Selemchant, has could threaten the government. Free- Amn. None of the rumors were true, grown very powerful in the past 22 lance companies of adventurers are not but they began to turn people’s years. He is now a 9th level magic-user of permitted; if a group of adventurers thoughts toward unity, not war. Chaotic Neutral alignment with a wishes to operate in Amn as mercenaries Thayze knew that if he was to take con- Strength of 18/56 and an Intelligence of for hire, they must be registered and li- trol of Anm along with the other mem- 18. He has hundreds of personal servants censed by the national government. bers of his council, he would need and bodyguards, all trained from birth to Small bands of adventurers have their broad-based popular support. Rivalries be absolutely loyal to him. There are a uses—and the Council of Six demands a between cities and merchant houses minimum of 15 bodyguards with the modicum of control over those uses. were still high; to get that support, Selem- Meisarch at all times, all of 6th level. By the same token, magic use (and chant and the others agreed to drop their The Meisarch is also living proof of magic-users) are also very closely family names and never use them again. the truth of another old Amn proverb: watched. When a magic-user (of any So when news of a “Council of Six” “Decay follows power as night follows sort) reaches 5th level, he or she is spread throughout the land, a group that day.” The Meisarch is a petty, bitter, given three choices: register with the would unite Amn under one rule, gov- jaded man, engaging in perversions and government and do one month of serv- erning for the benefit of all instead of one debaucheries that would make a harlot ice each year for the Council, but other- city or trading company over another, blush. Politically, he changes positions wise be free to do whatever he wants; many people accepted their rule. The banishment; or death. The first option

5 is the most popular, though a few prin- ticed somewhere in Amn. A few are gations. Also called “Our Lady of Silver,” cipled mages (notwithstanding the tra- more common than the rest, however, she has been known to aid lost travelers ditional Amn notion that there is no and they are listed below: in the dark of night by providing a little such thing as a principled mage) opt for magical moonlight by which to see. Al- banishment. Waukeen most every merchant or caravan rider The average citizen of Amn has little has, at one time or another, offered a to do with the Council of Six, anyway. prayer to Selune in the middle of a The decisions important to daily life are dark, forboding night. made locally, by a Town Council. Rural areas are usually under the jurisdiction Sune of the closest town large enough to Also called “Merchantsfriend” by her have a council. Criminal matters are de- many worshipers in Amn, Waukeen is cided by a judge, who is appointed by a the Neutrally aligned goddess of trade Town Council. Each Town Council ap- and money. Many business negotiations points as many judges as it thinks it begin with a prayer and small cere- needs. Judges are usually chosen from mony in her honor, especially if both That Sune is worshipped by many peo- the upper classes and serve for two parties in the deal are believers. It is ple should not be a surprise—she is the years (although it is not unusual for a also common for a tradesman to donate goddess of love and beauty, and is the judge to be reappointed after his two a (small) percentage of particularly most beautiful of all gods and goddesses years are up if he wants to continue). profitable business deals to Waukeen’s in the Forgotten Realms. What is sur- Appeals to a Council Judge (answerable church. Most of Waukeen’s believers, prising is how many otherwise- directly to the Council of Six) are possi- however, feel that appeasing the god- mercenary citizens of Amn are among ble, but rare. dess is more for avoiding bad luck than her worshipers. In fact, Sune is the Restitution and fines are the most attracting good fortune. As another second-most worshipped deity in Amn, common punishment for petty crimes, Amn proverb goes, “The trader’s skill behind only Waukeen (of course). up to and including minor theft. More finds the pearl; the fates lose it.” Sune’s followers tend to be vain and a serious crimes are also punished by little overly fond of ostentatious display, fines, but the fines are usually so high and her worshipers in Amn have no that the offender has no choice but to Lathander trouble living up to that reputation. become an indentured servant (that is, Sune’s temples are among the most a slave). If possible, the victim of a vio- magnificent in all the world; a new tem- lent crime is often given possession of ple to the Chaotic Good goddess that the offender as part of the restitution. may be the biggest ever built is cur- The death penalty is standard for mur- rently nearing completion in Es- der, treason, and other capital crimes. Lathander, the Morninglord, is the god meltaran. of (among other things) creativity and Religion new beginnings. He does not have an Chauntea unusually high number of worshipers in Amn, but he is mentioned here be- It might come as a surprise given Amn’s cause it is common for devotees of preoccupation with money and wealth, other religions to make a special offer- but Amn has a very strong religious ing to this Neutral Good god when be- streak. The Council of Six has a strict ginning a new venture or forming a “hands off” policy toward religion, with new company. Chauntea, also called the Earth Mother, the exception of those religions that is the goddess of agriculture. As such, criticize the Council—those are Selune she has many worshipers in Amn, quashed rather quickly. Accustomed as among both the producers of food and they are to dealing with people of all the traders. A bad harvest hurts the races and backgrounds, a good Amn merchants, investors, and speculators businessman would never let a differ- as well, and many of them have been ence of religion get in the way of a good known to make an offering to this Neu- deal. With no official sanction or deter- tral Good goddess near harvest time. rence, therefore, nearly every religion This Chaotic Good goddess has domin- known to the Forgotten Realms is prac- ion over the moon, the stars, and navi-

6 Leira (April). The summers are hot (daytime in denominations of 500 or 1000 danters; temperatures in the 90s) and dry; the the largest trade bar ever issued was winters are mild, with only two or struck when the Fenzik trading house of three hard freezes a year. There is little Athkatla ordered 14 cargo vessels from snow in the lower lands of Amn, but Minik the Shipbuilder and paid the con- plenty in the Cloud Peaks and the Small tract in full with a single trade bar worth Teeth; it is this melting snow that pro- 3½ million danters. Leira has very few worshipers outside vides water for Amn’s vast system of Paper contracts are still rare in Amn, the realm of illusionists. However, she is rivers and streams. but as bankers and financiers discover mentioned here because many busi- new ways to bankroll business ven- nessmen make an offering to her (or at Money and tures and manipulate the markets for least a respectful prayer) because of profit, the importance of “paper for- her position as goddess of deception Commerce tunes” will increase. and illusion. It is thought that by placat- Amn’s reputation as a trading nation ing this Chaotic Neutral goddess before By order of the Council of Six, Amn has has been forged by centuries of travel an important decision is made, the its own minted coins, which are suppos- throughout the Forgotten Realms, trad- chances of being deceived or making a edly the only legal tender in the coun- ing practically anything to anybody. Ex- bad judgment are reduced. try. While all taxes and official business ports from Amn itself include fruits and are transacted in Amn currency, many grains, herbs, timber, gems and precious Geography and other business deals and day-to-day metals, fine textiles, and high-quality fur- Climate purchases use whatever medium both niture, jewelry, and other handcrafts. Im- parties agree on, including barter. The porters have learned that the residents of coins of Amn are: Amn are a tough lot to please; they’re ac- Amn is an open and fertile land, espe- Fandar: This is the standard copper customed to getting the best, and there’s cially between the Cloud Peaks and the piece (1 cp), and while common among little they haven’t seen. As a result, trad- smaller mountain range (called the the lower classes, it is considered too ers are always looking for something new Small Teeth) to the south. This area is cheap for most self-respecting Amn citi- or different that may catch the fancy of rolling and gentle, with four or five ma- zens to carry. the jaded Amn consumer and become the jor rivers and scores of smaller streams Taran: This silver coin (1 sp) is worth next fad. Andruth Pearlseeker of Kec- crossing the land. 10 fandars, and is commonly used by all zulla made an unexpected fortune when The Cloud Peaks themselves are a sur- but the richest folks. he bought three wagonloads of eggs in prisingly tall mountain range for their Centaur: This coin is made of elec- Cormyr; bad weather delayed his return small size. The tallest mountain, Mt. trum (1 ep), and is worth 100 fandars or trip, and by the time he got back to Amn, Speartop, reaches 14,500 feet. The Small 10 tarans. This coin is also often called a nearly half the eggs had hatched, reveal- Teeth are much less severe, averaging “decime” (pronounced deh-SEEM). ing strange, small, blue, flightless birds. only 8,000 or so feet in height. The Troll Danter: This is the Amn equivalent Suddenly, the birds became a fad pet for Mountains to the northeast average of the gold piece (1 gp). It is worth 200 the women of Amn upper society, and in- about 11,000 feet, and have extensive fandars, 20 tarans, or 2 centaurs. The stead of getting mere fandars per egg, iron deposits. The Snowflake Mountains, prices of all major goods and services in Andruth sold every bird (over 23,000 of on Amn’s eastern edge, are a much larger Amn are quoted in danters. This coin is them) for 150 danters apiece. and taller range. Little else is known also called the “little pearl.” Many Amn merchants go years with- about them in Amn; travelers and mer- Roldon: This platinum coin (1 pp) is out setting foot in their home country, chants prefer to simply go around them. worth 1000 fandars, 100 tarans, 10 cen- preferring to trade among outside The southern foothills of the Small taurs, or 5 danters. This coin is not re- countries than travel back and forth to Teeth is good land for growing grapes, ally necessary for commerce, but since Amn. There is no cargo so strange, no olives, teas, and herbs. The small strip it is the pinnacle of showing off, it is trip so long or hazardous, that an Amn of land further south leading to the For- used frequently anyway. This coin is trader won’t try it if the money is right. est of Tethir is flat and unremarkable, also called the “pearl.” The term “an Amn job” is used through- good for little but livestock grazing. For large purchases and business con- out the Forgotten Realms to describe a The climate in Amn is both warmer tracts, trade bars are used. These are task of any sort that, despite the even- and drier than average, but only electrum or silver bars stamped with a tual profit, is so much trouble that only slightly so. The rainy season begins in denomination and the seal of the issuing a fanatic would attempt it. Uktar (November) and continues company. Trade bars are generally issued through early Tarsakh of the Storms

7 Cities tions. Frequently, a caravan will come start in other parts of the country move limping into town after an accident or to Athkatla when they get big enough. bandit attack, looking to bolster its secu- Moving to Athkatla is a sign that a busi- The following is a list of the major cities rity. For this reason, there are also several ness has “arrived” in the upper crust of and towns of Amn: armorers who work in town; their work Amn commerce. Most smaller trading is reputable, but because they often have houses also have representatives in Amnwater their customers at a disadvantage be- Athkatla, because it is nearly impossible cause of an emergency, the prices can be to break into the big time without deal- Amnwater is an important crossroads inordinately high. ing in the capital. in north central Amn. It is the meeting As befits a city of such stature, place of the Eshpurta Road, the South Athkatla Athkatla has the largest and most di- Fork (to Purskul), and the Esmel Road verse market quarter in all of the For- (to Esmeltaran). It is a fairly small town Athkatla is the largest city in Amn (pop- gotten Realms, including . (population: 11,000), especially in view ulation: 425,000), its capital. The Coun- The expression “draw air in Athkatla” of its importance. cil of Six lives and meets here; the rest means to fail in a can’t-miss situation; if As one would expect, the main busi- of the Amn bureaucracy is also head- you can’t find a particular item in this ness of Amnwater is to cater to cara- quartered in this port city. The National market (legal or otherwise), you’re not vans and other travelers passing Mint (where all the coins are struck), looking in the right places. through. There are several excellent the Council Library (containing mostly Actually, there are very few items inns, many more adequate ones, and business records), and other important that are illegal in Athkatla. Only the dozens of taverns. In addition, there national offices are here as well. most dangerous and addictive drugs are several places where wagons can be If one city can be said to be the center are banned; sales of other things, like bought or repaired, and numerous sta- of Amn business, it is Athkatla. It is liquor, powerful magical supplies, and bles and horse dealers. Amn’s largest port, and the home of the dangerous alchemical compounds are Many guards-for-hire call Amnwater country’s most powerful merchant not allowed to minors (defined in Amn home, because it offers the best opportu- houses. Many houses that got their as persons under 14 years of age). nity to find work in many different direc- For as long as anyone can remember,

8 Athkatla has been embroiled in a not-so- thieves and assassins actually living and also a major jewelry-making center. friendly rivalry with Waterdeep for the practicing in Shadowhouse, another 3500 (While Crimmor’s jewelers are certainly position and status of top trading city on or so active members living elsewhere in adequate, for some reason jewelry the Sword Coast. Both cities employ spies the city, and a “reserve roster” of part- from here has fallen into disfavor to find out what new trade routes and time and retired operatives (plus special- among Amn’s upper crust—it is seen as markets the other is exploiting, and nei- ists) numbering over 10,000. somehow inferior.) ther is above arranging the occasional Shadowhouse is also an extensive One area in which the Crimmor name “accident” to one of the others’ caravans. training facility. Guild members (even is synonymous with top-of-the-line is in Current rumors are that Waterdeep is in- those not living there) are encouraged carts and wagons. Zan Zoldaftel is creasing the size of its militia in anticipa- to use the facility, though it is under- known throughout Amn as the finest tion of an invasion by Athkatla forces. stood that if a member uses the facili- wagon maker that ever was, a reputa- Athkatlans find the idea sort of ties, he owes a service to the guild. tion that has spread into other lands amusing—“Don’t they know that war ru- Shadowhouse is also the location of the and has also inspired counterfeiters. ins business?“—but are more worried original “Assassin’s Run,” a training Zoldaftel has been forced to place a that Waterdeep is using the story as an ground copied by many others. For magical dweomer on his authentic “ZZ” excuse to plan its own attack. more on the Shadow Thieves, see below logo so that buyers can tell the differ- Athkatla is also the home of many (under “Characters”). ence between his wagons and the fakes. large and influential organizations and Over the years, Zoldaftel has taken on guilds. One of the most powerful and Crimmor many apprentices who have gone on to notorious is the Shadow Thieves, one of run their own wagon-making shops. the largest thieves’ guild in all the Crimmor is a medium-sized town (pop- Some of these apprentices have nearly Realms. Expelled from Waterdeep long ulation: 80,000) that owes its prosperity as good a reputation as Zoldaftel him- ago, the Shadow Thieves’ choice of to its location. It is a major crossroads, self, and they can also be found in Crim- Athkatla as a relocation spot sparked freight and trading center, as well as mor. One of the conditions Zan imposes the great rivalry between the two cities. the center for Northwest Amn’s agricul- on would-be apprentices is a promise Waterdeep has long feared that the tural and mining concerns. that should the apprentice complete the Shadow Thieves are planning a bold Crimmor is perfectly located for training and start his own business, stroke to exact their revenge—a fear trade. The Alandor River flows from that business must also be located in that is not entirely without justification. Lake Weng through town toward Crimmor. Zan isn’t worried about the The Shadow Thieves are run by a Athkatla and the sea. Goods use both competition, and besides, there’s plenty man known only as “Deepshadow.” the Alandor and the River Road along of work for everybody. This is Zoldaf- Deepshadow makes an occasional pub- its banks to get to the capital. To the tel’s way of making sure that Crimmor lic appearance (he is not a total recluse), east, the Eshpurta Road is the major remains pre-eminent in this field. but he prefers to operate in private, east-west road in northern Amn. And to Crimmor is also the center for north- most often in his own guild hall (called the north and south, of course, the ern agricultural products—apples, “Shadowhouse”). Rated strictly by in- Trade Way extends all the way to Calim- pears, winter wheat, corn, oats, barley, come, the Shadow Thieves are the port in the south and beyond Baldur’s hops, malt, and mild and sweet pep- ninth-biggest business in Athkatla. This Gate in the north. pers. Crimmor beers and ales are also makes Deepshadow one of the most Crimmor sees a tremendous amount well-known for their quality, though powerful businessmen in the city, and of trade goods and freight pass through they are considered too “common” for he has used his position to further his its gates and docks. Goods from all over the upper crust of Amn society. own personal fortune (rumored to be in the Realms are routinely brought by the tens of millions of danters) and the road to Crimmor, then transferred to Eshpurta position of his organization. There is barges for the last leg of the journey to now no chance that the Shadow Athkatla and the sea. Freight from Eshpurta is a town with an image prob- Thieves will be cast out of Athkatla like Athkatla follows the reverse route; lem. It is good-sized (population: 110,000), they were in Waterdeep; too many there is never a lack of work. nestled in a beautiful valley in the foot- powerful people—including the Coun- In addition, Crimmor is a major cen- hills of the western end of the Troll cil of Six—depend on them. ter for the processing of precious Mountains. But despite its abundant natu- Deepshadow is a human of Lawful Evil metals and gems mined in the nearby ral resources and great beauty, Eshpurta alignment. He is a 12th level assassin and Cloud Peaks. A good portion of the is regarded by most of Amn as a frontier a 5th level thief with a Strength of 17, an metal is shipped directly to the capital backwater on the edge of civilization. Intelligence of 17 and a Dexterity of 18. for minting into coins, but Crimmor is Eshpurta has a very large military The Shadow Thieves have over 500

9 garrison, and this is greatly responsible handsomely-paid “town artists” who that Esmeltaran is often seen as “neu- for its reputation. The garrison is con- provide murals and sculptures tral ground” for business rivals to meet sidered necessary; military strategists throughout the city. Also, the city hosts and hammer out their differences. have long ago decided that the open an “Ice Sports Festival” every other Esmeltaran’s other major industry is plain between the Troll Mountains and Deepwinter (January). The festival’s fishing. The waters of Lake Esmel are full the Snowflake Mountains to the north- sledding, tobogganing, skiing, and of fish of all kinds, and the risks are low— east of Amn was the most likely route speed skating events attract competi- the waters are calm, and storms are rare. an invader would take. As a result, tors from throughout the Realms. The The dunchow, a fish found only in this Eshpurta is the military headquarters popular winter game “Icedrop” (played lake, is a specialty of most Esmeltaran for the entire eastern half of the coun- with toboggans and an inflated sheep’s inns and boarding houses, and is also a try. bladder) was invented here, and at prized delicacy elsewhere in Amn. Nearly 20,000 soldiers, officers, in- every festival Eshpurta’s town team structors and other military specialists takes on all comers; they haven’t lost Imnescar live and work in Eshpurta. Amn’s larg- yet. est military training center (The Golden Imnescar is a small (population: 17,000) Fortress) is here, as well as the govern- Esmeltaran town that is the center for agriculture ment’s arms and armor makers. The in southwest Amn. It is also a popular military is Eshpurta’s major industry. Esmeltaran is perhaps the most beauti- way station and overnight stop for tra- In addition to the large-scale arms ful city in all of Amn. Situated on the vel on the Trade Way. makers, a number of fine craftsmen shore of Lake Esmel in the very center Imnescar is also the end of the South have moved to Eshpurta to set up shop of the nation, Esmeltaran is well-known Road, a good but small road that follows and cater to the officers and other more as a playground for the rich and a meet- the Small Teeth (for this reason it is well-to-do members of the military, sell- ing place where many of the biggest sometimes referred to as “The ing higher quality (and frequently magi- deals in Amn are made. Gumline”) to the three Hillforts (de- cal) arms and armor. Lake Esmel is the largest freshwater scribed below) and then turns north to Eshpurta has very little violent crime lake in the Empires of the Sands, and Eshpurta. (there are easier targets for bandit ideal for swimming, boating, and fishing. The agricultural region Imnescar is gangs than cities with permanent mili- Fed by four rivers which originate in the the center of is a fertile, warm area fa- tary installations), but is rife with the melting snows of both the Cloud Peaks mous for its fruits. Oranges, tangerines, so-called “victimless crimes” that cater and the Small Teeth, the lake (particularly grapes, dates, lemons, limes, avocados, to the vices of the soldier—gambling, the eastern half) is quite cold. However, and artichokes all grow in abundance and loan sharking, among other things. hot springs near the city provide both here, and the region is also a major While Amn’s notion of “free enterprise” temperate swimming waters in the lake grain producer. Just a few miles to the protects most of these operations most and spas for the wealthy in town. west of town are Amn’s finest wineries. of the time, the administrators of The Tourism is this small (population: The continuing instability in Tethyr Golden Fortress take note of those es- 35,000) city’s main industry. Hotels, inns, has the people of Imnescar worried. tablishments which seem to cause the spas, theaters, exclusive clubs, and lux- There was a lot of trouble here years most trouble for their soldiers. Fre- ury villas abound. Esmeltaran has gone to ago when the first wave of refugees quently, these establishments end up great trouble to cultivate the image of the from Tethyr hit, as the long-time resi- the victims of “accidents” during cata- city as the “in” place for the top rank of dents worried about losing jobs and pult practice. Amn society. This campaign has been land to the “foreigners”; the local au- While the military is not Eshpurta’s very successful. Nearly every family that thorities want to make sure that doesn’t only claim to fame, most of its other in- can afford it has a summer home in Es- happen again. And even though the dustries are somehow related to the meltaran, and families that can’t afford it town isn’t exactly on the Tethyr border, army. There are extensive iron deposits still brag to their neighbors about taking there is also concern an expansionist in the mountains to the east, and exten- a holiday to this city. leader could take power and make sive mining in the area provides the raw Because of the high concentration of trouble. The Council of Six is not as con- material for the arms and armor makers the upper crust of business and society cerned, but they have responded to a of town. Smaller deposits of coal, nickel, in town, two things are common. One, request by the Imnescar Town Council and electrum are also exploited. some of the most lavish parties ever and sent 150 army regulars to bolster In what is probably an overreaction seen are thrown here, as rival families the town militia. to its “backwater” reputation, Eshpurta and trading houses try to outdo each has an extensive arts and culture pro- other on the social scale. The second is gram, with a fine opera and several

10 Murann

Murann is the second largest port in Amn. It has a very important position in Amn commerce, both as the end point of the Tethir Road (that crosses the en- tire country along its southern border to Riatavin) and as a port of first oppor- tunity for shipments from the south that wish to avoid close contact with the Nelanther. Both The Race and Asavir’s Channel can be very dangerous when the pirates are active, and many Ca- lishite merchants send their north- bound goods by land to Murann, where they are then put on a ship for the jour- ney further north. With a population of 130,000, Keczulla with just under half a million danters’ Murann has an extensive shipyard worth of rubies. He used the money to where vessels of all kinds, from private Keczulla was started centuries ago as a buy up more land along the Ridge north yachts to massive cargo ships and huge mining town. After the mineral veins of town, where he had discovered more ships of war, are built. There are also were played out, the town nearly disap- gems and minerals. Today, only two many drydocks for repair and refitting peared before it became a popular stop- years later, Pulth Tanislove is the owner of existing vessels. Nowhere in Amn is ping place for caravans and other of Tanislove Mines, the largest gem, the flavor of the sea stronger. While the travelers on the Eshpurta road. Re- mineral, and precious metal mining port of Athkatla is larger, it is just one cently, discoveries of new gem and min- company in all of Amn. His personal feature of a diverse city: Murann’s port eral deposits have swelled the fortune is estimated at 700 million dan- is the heart of the city. Amn boys who population of this city to over 42,000. ters, and his success is single-handedly crave the life of the sea don’t go to Every few years, a new example of a responsible for the rebirth of Keczulla Athkatla—they come here. “dirt to diamonds” story (as they are as a major city. Murann is also the home of Amn’s called in Amn) happens to reaffirm the Many other successful mining con- navy, such as it is. Amn expects most people’s belief that Amn is a land where cerns have sprung up around Keczulla merchants to pay for their own private opportunity is everywhere. Last year, in the past two years, producing every- protection, but the Council of Six has al- the lucky example was Keczulla shop- thing from iron and electrum to salt. located some funds for a small navy in keeper Pulth Tanislove. He purchased Precious gems and metals of all kinds the realization that with a concentrated the books and papers of a hermit who have been found, and they are even ru- attack, the pirates of Nelanther can lived on the edge of town from the her- mors that one company (the rumors mount a challenge beyond the ability of mit’s heirs, who came to Keczulla to set- disagree on which one) has found a vein any single private fleet to handle. The tle the hermit’s estate upon his death. of adamantite and is secretly smuggling navy does not have very many ships, Upon examining the papers (something it out directly to Athkatla. mostly small, fast boats for pursuing the heirs hadn’t bothered to do), he dis- While thousands have flocked to Kec- the speedy pirates. In an emergency, covered an entire book devoted to find- zulla to try and duplicate (or perhaps the navy may force any private escort ing a lost gem mine that most thought just share in) Tanislove’s success, the vessels it wants to help repel an attack, never existed. Convinced he could find other businesses of Keczulla continue. but this is a right reserved for full-scale the mine based on the information in A major travel stop on the Eshpurta invasions, and has never been used. the hermit’s book, Tanislove sold con- Road, the town is filled with inns, tav- Murann has one other claim to fame. It trolling interest in his book shop, erns, stables, wagoners, and guards for is the home of the largest and most re- bought the necessary equipment, deeds hire. There is also an army outpost spected Alchemist’s Guild in all of Amn. and permits, and left Keczulla amid here, with 1000 men (200 of them cav- Murann residents love to brag that the much laughter. alry) charged with keeping the guild is the equal of any in Cormyr or The laughter ended three months Eshpurta Road clear from Amnwater to Thay, but there’s really no way of know- later when Pulth returned to Keczulla halfway to Eshpurta. ing if that’s true. Wherever it ranks in the

11 overall list, there is no doubt that the and never complain about the weather, freight center in the center of western group in Murann is impressive. They no matter how miserable. Amn. It is also the location of the largest have been credited with the creation and Nashkel is an important stopping place grain warehouses in the country. Grain refinement of many important potions for southbound caravans and other trav- from throughout central Amn arrives via and compounds, including the potion of elers. Here they can get the information, either barge on the Esmel River or cara- treasure finding (which, considering guides, and equipment necessary to suc- van on the Trade Way or the South Fork, Amn’s preoccupation with money, should cessfully cross the Cloud Peaks if they are and is stored, graded, and brokered here. come as no surprise). not already prepared. At least once a win- Other goods come through the vast barge The guild runs a very complete shop in ter, a caravan (always on a first trip docks on the banks of the Esmel as well, the market plaza where nearly any al- through the Peaks) ignores help in but grain is Purskul’s lifeblood. chemical component or finished product Nashkel, gets surprised by a quickly ris- Handling the grain, transferring it can be purchased at a reasonable market ing winter storm, and has to be rescued. from cart to barge to silo, bagging it, price. The shop will also purchase rare Sometimes, such a caravan takes a wrong and shipping it is difficult, heavy work. components at a fair price, though the turn in a mountain pass and isn’t discov- This is the main reason that Purskul has guild has no need for common compo- ered until the spring thaw. the only significant half-orc population nents or finished products. The people of Nashkel also make a in all of Amn. The half-orcs are paid fair amount of money hunting and trap- fairly well (for menial labor) but are Nashkel ping the local wildlife for both meat and looked down on by the general popula- furs. There is not a very large demand tion. “Discrimination” is probably too Nashkel is the northernmost city in for furs in Amn because of the gener- strong a word for it (there are no busi- Amn, and the coldest. Situated on the ally warm climate, but Amn traders still nesses, for example, from which they north side of the Cloud Peaks on the recognize value. are banned), but the human majority Trade Way, this small town (population: definitely considers the half-orcs infe- 4,500) bears the brunt of every winter Purskul rior. Of the 16,000 people living here, storm that spends itself on the Peaks. about 2,500 are half-orcs. The townspeople are hardy, however, Purskul is another important trade and

12 Riatavin remarkable in this sense. Trailstone What makes Trademeet remarkable Riatavin is a major center of commerce, is the tradition of “Merchant’s Peace” Trailstone is little more than a collection especially when it comes to business that has existed there unbroken for (the of inns and taverns that cater to trav- with Chondath, the Shaar, and points legends say) over 430 years. It is said elers along the Tethir Road. The town further east. It is one the largest cities in that this peace was declared by the god- was completely built from the personal Amn (population: 220,000) and con- dess Waukeen herself, and a large fortune of the Spulzeer family, to give siders itself a rival to Athkatla in sophis- shrine to her is in the center of town, on travelers a place to stay other than Cas- tication and importance. Most the spot where she is said to have ap- tle Spulzeer; given the unfortunate his- Athkatlans feel that to even compare peared. tory of that castle (see below), it seems the two would be giving Riatavin too “Merchant’s Peace” is a state in which as good an explanation as necessary. much credit. a merchant must be in complete accord Athkatlan snobbishness aside, with his fellow tradesmen. All negotia- Places of Interest Riatavin is an important city. Riatavin tions must be completely honest, with- serves as an anchor of Amn influence in holding nothing; no ambushes or thefts the southeast corner of the nation, and may be carried out, or even planned Castle Spulzeer could serve as a springboard for expan- within the town; merchants cannot sion into northeast Tethyr or the area even disagree on what to have for din- The Spulzeers were a major land- east of the Snowflake Mountains. It is ner. holding family in southern Amn; in its also where the merchants of Amn ar- Peer pressure among merchants is heyday, the family castle and surround- range business throughout the east—as usually enough to ensure the “Mer- ing buildings were a small town unto far as Thay, and often farther. chant’s Peace” is preserved. If that is not themselves, and the castle’s hospitality Like most other major cities in Amn, enough, there are many stories (some was known and taken advantage of there is a spectacular market where even verified) of businessmen who throughout the area. Many a merchant nearly anything can be bought or sold. break the peace having terrible bad for- caravan with a choice of routes would The usual “support industries” of com- tune strike them shortly thereafter, take the Tethir Road for an opportunity merce can be found here: wagon usually something having to do with the to spend a night at Castle Spulzeer. makers, fine taverns, moneylenders, way the merchant broke the peace in It was eight years ago that things be- guards for hire, stables, and inns. In ad- the first place. gan to change. The outer grounds fell dition, Riatavin is an important live- The story is told of a merchant of Kec- into disrepair, and the castle itself was stock center. Cattle, hogs, and oxen are zulla, his name lost in the passing of somehow less wholesome. Entire plentiful in the grasslands surrounding time, who sent his guards to delay an- branches of the Spulzeer family disap- the city, and these livestock are known other merchant’s caravan on the edge peared; the ones that were left contin- throughout the country: “Tender as a of town, hoping to enter ahead of the ued to offer the hospitality of the castle Riatavin steak” is a common expression. other merchant and get the last room in to travelers, but the visitors began to Riatavin is also the home of Samdusk Trademeet’s best inn. The approaching sense it was out of duty and tradition, Sorocine, a maker of musical instru- guards panicked some of the horses in not from any real desire to help. ments with a reputation throughout the second merchant’s caravan, his per- The remaining Spulzeers began to at- the Realms. Sorocine makes all kinds of sonal carriage overturned and slid tract a whole new kind of servant and instruments, but his specialty is lutes. A down an embankment into a stream, retinue: tall, fur-clad barbarians; bard’s lute made by Sorocine costs and before help could get down the em- painted tribesmen from faraway lands; twice as much as normal, but the bard bankment, the merchant inside was half-(and some more than half) orcs; using the instrument gets a ten percent drowned. The first merchant contin- and a morbid collection of misshapen bonus to all spells associated with songs ued his journey to Murann, and and disfigured freaks of all races. played on it. boarded a boat for Waterdeep. A terri- The rumors (fed by the imagination ble storm struck the fleet the first night of frightened travelers) of Castle Spul- Trademeet out, and a tremendous wave struck the zeer grew ever worse. There were sto- lead ship, carrying the merchant from ries of muffled cries in the middle of the Trademeet is a crossroads town where Keczulla overboard. As soon as the night, shadows that passed over the sun the Trade Way and Tethir Road inter- merchant was lost, the storm stopped; on cloudless days, darkened shapes of sect. It has a population of 8,800, and all the merchant was never heard from unknown monsters circling the castle the standard businesses and facilities again. in the hours before dawn, and other expected at a major crossroads; it is not fantastic stories. Most discounted the

13 rumors as campfire stories told to scare tak Spellseer. Kartak rewarded Char- useful, and also senses a closeness of children, but as more and more people dath with gems and magic (including an spirit between the two (note the similar- returned from Castle Spulzeer with unholy avenger sword +5: as a holy ity in their names). Today, Castle Spul- similar stories, the doubts ended. avenger +5, but lawful Evil) worth zeer is filled with magical creatures of Things got so bad that eventually tra- hundreds of thousands of danters, and every type, magical libraries and work- vel on the Tethir Road suffered, and so began his plans to reestablish his power shops, and fantastic treasure rooms. did business. Once that happened, the in the region. Chardath was completely (The map shows the castle as it was Council of Six was quick to intervene. intimidated by Kartak, and did what- eight years ago; today, many of the An emissary was sent to the castle; he ever he was told. guest rooms and family chambers have returned, shaken, but with an agree- Kartak was never a particularly been converted to treasure rooms and ment. The sole surviving Spulzeer fam- wholesome person, and he became magical workshops.) And Kartak has ily member, Chardath, agreed to build downright bizarre as a lich. The freaks made plans with many would-be allies: an inn and tavern and several other and strange servants were his idea of demons, devils, orc and hobgoblin buildings in the farming community of entertainment; other members of the chieftains, and even a dragon. Trailstone, directly on the Tethir Road. Spulzeer family who objected were Soon, very soon, Kartak will emerge Travelers now use the road regularly brutally murdered, usually by unseen as a terrible lich with the spells of a again, but nobody takes the 12-mile side magical creatures. Only after the visit 31st-level magic user, and will start trip to visit Castle Spulzeer. from the emissary of the Council of Six building a kingdom for himself. He will did Kartak agree that allowing visitors look first to the chaotic land of Tethyr to Nine years ago, Chardath Spulzeer to stay in the castle was probably a bad the south, but his appetite is sure to found an ancient book left by a idea. grow. centuries-dead ancestor named Kartak The past two years, Kartak has been Spellseer. Intrigued by the book’s prom- busy practicing his rusty magical skills ise of great wealth hidden in the depths and re-establishing the magical guards of the castle, Chardath carefully fol- about his various treasure chambers lowed the instructions in the book—and and workshops. Chardath is the only awoke the long asleep lich form of Kar- surviving Spulzeer; Kartak finds him

14 Amnur Citadel troops, who would gladly die for him. Ishla Hillfort However, they are so well trained, that The Citadel of Amnur is one of two doesn’t seem likely to happen. Unlike the citadels to the north, which heavily-fortified military outposts re- Rashturl Citadel is considered one of are newly-constructed and state of the cently completed in the Cloud Peaks in the “pearl” assignments in the Amn art military design, the Hillfort of Ishla response to the ever-growing trouble army, because of Delapond and also be- (as well as the other two hillforts) has with demon and orc armies farther to cause of a training program of remark- been around longer than anyone can the north. The citadel has 720 soldiers able effectiveness devised by Delapond remember. There are no surviving re- and officers permanently assigned; if and his staff. Fighters must be mem- cords to indicate when they were built; necessary, an additional 1500 troops bers of the Amn army assigned to they’ve just always been there. will fit inside. Rashturl to qualify, but those who par- The hillfort is made of log-and-earth The citadel’s outer walls are 40’ high ticipate in the program fulfill their walls, 15’ high and 3’ thick. It has 315 and 6’ thick. There is a 10’-wide walk- training requirements for level ad- soldiers and officers regularly assigned way around the top for defensive vancement in 1/3 the normal time. to it, and can hold an additional 500. troops. In addition to being adequately The Hillfort of Ishla is fairly close to defensible under attack, it is also strate- The Fangs Esmeltaran, and for that reason, many gically placed as a jumping-off point for of the richer nobles living there feel the offensive action. The Fangs are a pair of steep crags in garrison has been put at the hillfort for Morale is low at Amnur Citadel, be- the Cloud Peaks. The Trade Way passes their personal convenience. Squads are cause of dissatisfaction with the com- directly between the two (in Fang Pass, constantly being dispatched to Es- mander, Endrick Hardl. Hardl is an naturally), and the spot where the road meltaran to deal with “emergencies” inexperienced soldier (only 3d level) passes directly between the two peaks that turn out to be demeaning errands. with a very nice suit of armor (+4 scale is generally considered the northern One party hostess wanted a company of mail and shield) and a rich family with boundary of Amn (even though the foot soldiers to act as waiters. The only connections. He can’t decide whether town of Nashkel is a little farther reason this is allowed to continue is the he wants his men to like him, respect north). The spot is marked by a large businessmen pay rather handsomely, him, or fear him—as a result, they do standing stone. including a sizable bonus for the officer none of the three. The situation is bad, The Fangs are not the tallest moun- who dispatched the troops. but nobody in authority will believe tains in the range, but they are the most how bad until the troops enter battle. difficult to climb because of their sheer Keshla Hillfort By then it will be too late. sides and treacherous ice sheets. A re- morhaz was slain in Fang Pass a few The Hillfort of Keshla is substantially Rashturl Citadel years ago, and though many adventur- the same as Ishla Hillfort, except it is ers searched for its lair, it was never somewhat bigger. It has a permanent The Citadel of Rashturl is identical in found. Fourteen men have died in garrison of 435, and can hold another design and make-up to Amnur. The dif- mountain climbing “accidents” in the 900 if necessary. ference is in its commander; the two various searches since then; 23 more Keshla Hillfort is the most remote out- are as different as night and day. were never found and are presumed post the army has. Assignment to Reyni Delapond is a skilled, experi- dead. It is reasonable to assume that the Keshla is a standard punishment for of- enced soldier and leader who came up dead monster left behind a mate and ficers and soldiers who make particu- through the ranks. He is 7th level, with young, who are even now growing to larly expensive or stupid mistakes. a Strength of 18/35, Dexterity of 17, and maturity. After a few years of this, Keshla has col- Charisma of 18. He is much-loved by his lected most of the misfits and serious in- competents in the entire army. It's a good thing nothing happens out here.

15 Torbold Hillfort magi (see the map). The kobolds are cur- “Esmelda,” and while it is blamed for the rently doing nothing but breeding and occasional disappearance of a fishing The Hillfort of Torbold is the same size training; when the time is right, the ogre boat or lone swimmer, most of the area and construction as Ishla Hillfort. magi will send them out. residents believe the monster to be a The soldiers of Torbold Hillfort are quaint myth, a convenient excuse to tell battle-hardened and tough, as the garri- Lake Esmel tall tales at a tavern and scare visitors, son has been involved in a prolonged bat- but not really true. tle with a tribe of hill giants for the past Lake Esmel is the largest body of fresh They’re wrong. There is a Monster of 18 months. The giants have attacked the water in the Empires of the Sands. It is so the Lake (actually, just over a dozen of hillfort seven different times, but each deep it has never been accurately mea- them), and they are as dangerous as they time they were repulsed. Punitive raids sured. It is fed by four rivers on three are reclusive. The monster’s real name is into the Small Teeth have met with only sides, and hot springs on the fourth, the pythosaurus, and it is nearly 200' long limited success because the giants know west. The resort city of Esmeltaran lies from head to tail when fully grown. Its the terrain much better than the soldiers. on the western bank of the lake. central body is only 120’ long and 30’ It is also believed the giants have several Because of the different tempera- across, with four large flippers for guid- underground lairs and a series of tunnels tures in the lake—cold water in the east- ance. The 60’ to 80’ long neck appears to connecting the lairs. ern, snow-fed river end, and warm be that of an eel, and the head in which it The soldiers of Torbold Hillfort don’t water in the western, hot spring-fed ends looks like a cross between a snake know it, but the hill giants are the least of end—a wide variety of fishes are availa- and a dragon. An eight-foot-tall, rigid dor- their problems. The giants are working ble in abundance. The lake is not prone sal spine runs along the back of this gill- for a mated pair of ogre magi who are to dangerous currents or storms, ei- breather’s neck. carving out an underground empire in ther, and the fishing is very good (and The pythosaurus is not particularly the Small Teeth. The tunnel system links profitable) year round. intelligent, but is an efficient, ravenous not only several large treasure troves, The only black spot on this otherwise eater that is usually quite hungry. For- but also the lairs of several thousand ko- perfect situation is the Monster of the tunately for the human users of Lake bolds, also under the control of the ogre Lake. The locals affectionately call it Esmel, the pythosaurus prefers cold water, so it stays away from the west-

16 ern end of the lake and the surface. The PSIONIC ABILITY: Nil but all of Amn. pythosaurus is usually a solitary ani- Attack/Defense Modes: Climbing Speartop is a popular chal- mal, meeting others only to mate and to Nil/Nil lenge for the athletically-minded of teach the young how to hunt. Since the LEVEL/X.P. VALUE: Amn’s rich. It is a difficult climb, but if pythosaurus is such a fast learner, the VI/2200 + 20/hp the proper precautions are taken, a family usually stays together only a few mistake is not likely to be fatal. This weeks after the eggs are hatched, and If the Pythosaurus attacks any crea- makes the mountain perfect for the se- then the offspring are left to fend for ture less than 10’ long (or tall, or what- rious hobbyist. Climbers have disappeared themselves. ever) and rolls 10 higher than is needed peared from Speartop, but most blame to hit (or a 19 or 20 in any case), the vic- foolhardiness—ignoring weather, climb- PYTHOSAURUS tim is swallowed whole. A swallowed ing alone, or not having the right equip- victim will take 2 hit points per round ment. FREQUENCY: Rare as the monster digests it. A body killed Actually, most of the disappearing NO. APPEARING: 1 in this manner cannot be resurrected, climbers are the work of Icehaupt, a ARMOR CLASS: 4 regenerated, raised, or brought back in great white wyrm that lives in an inacces- MOVE: //30" any way short of a full wish. sible cave on the northeast face of Spear- HIT DICE: 18 top, some 750 feet below the peak. It is % IN LAIR: Nil Mt. Speartop usually undisturbed because there are no TREASURE: Nil good climbing paths to the top using that NO. OF ATTACKS: 1 Mt. Speartop is the tallest mountain in face. The foolish few that try to climb the DAMAGE/ATTACK: 5-30 the Cloud Peaks, and can easily be seen northeast face for the challenge run into SPECIAL ATTACKS: Swallow whole on clear days from Athkatla. It is such a Icehaupt, and their deaths are usually SPECIAL DEFENSES: Nil stunning sight that it is part of daily life chalked up to climbing accidents. MAGIC RESISTANCE: Standard in the capital, clear day or no; “I swear Icehaupt has not lived to become a INTELLIGENCE: Animal on Speartop” is a common oath among great white wyrm by being foolish or ALIGNMENT: Neutral the lower classes of not only Athkatla, stupid. He knows that the best way to SIZE: L deal with humans is to leave them

17 alone. He rarely leaves his lair any the most remote areas of the Troll feared their growing power. Since that more, and he only attacks lone humans Mountains. While there are not nearly humiliation, the Shadow Thieves have or small groups, and only then if they as many trolls as there used to be when vowed two things: one, that they would are in danger of stumbling on to his lair. they controlled the region, there are work themselves into a position of such As you might expect, Icehaupt has a undoubtedly many more now than power that a disgrace like that would spectacular treasure, including nearly there were just 50 years ago. never happen again; and two, that Wa- half a million danters’ worth of gems and The military troops in Eshpurta re- terdeep would pay. jewelry, and over 30 significant magical ceive special training in dealing with Athkatla was a perfect choice to items. If word of it (or of Icehaupt’s exist- trolls, and will escort any caravan that achieve both goals. The Council of Six ence) were to become widely believed, requests it (for a price) from the town to preferred a strong, controllable thieves’ then more fortune seekers than the Great past the Trollford. Not every caravan guild to the random actions of thousands Wyrm could handle would be sure to fol- wants to pay the price (even though it is of independent criminals, and Amn in low. Icehaupt has not had to move in over not unreasonable), and the troll raiders general has never had any great love for 350 years; it is not about to start over in a are becoming bolder by the month. Waterdeep. Shadow Thieves spies have new territory at this stage in life. For that Even though the trolls were nearly proved very useful in the ongoing trade reason, Icehaupt prefers to stay low, and wiped out all those years ago, it is wars between the two merchant powers. to attract as little attention as possible. widely known that the bulk of the trolls’ The Shadow Thieves have their head- (For more on Forgotten Realms dragons, magic and treasure was never captured quarters in a walled-off block called Sha- see page 38 in the Cyclopedia of the by the human armies. Considering the dowhouse, near the central business Realms in the Campaign Set.) amount of loot taken from caravans in district. Approximately 500 thieves, as- the past few decades, the total must sassins, and trainees live in the house at The Ridge now be truly impressive. any one time. There are also 3,500 other Shadow Thieves members living and The Ridge is an exposed fault line that Characters working in Athkatla who do not actually runs for over 50 miles along the south live inside Shadowhouse, though they edge of the Cloud Peaks at the eastern frequently go there to pick up assign- end of that range. The fault is not active The Shadow Thieves ments, meet partners, and deliver goods (there have been no earthquakes or and payments. tremors in Amn history), but still an im- The Shadow Thieves are the largest and On top of that, the Shadow Thieves pressive sight. At its very center, the best organized thieves’ guild in all of keep a “reserve roster” list with over Ridge is nearly 280’ tall. The face is Amn. Headquartered in Athkatla, their 10,000 names on it. The people on this rough enough for a skilled climber to influence extends far beyond that sin- list include part-time, retired and semi- find the foot- and handholds necessary, gle city; most of the other guilds in Amn retired, and imprisoned and enslaved but it is harder than it at first looks. (and a few in Tethyr) have “agreements” members, as well as specialists and ex- The Ridge is a premium source of all with the Shadow Thieves, and the rest perts who are willing to work for the sorts of metals and minerals. Every- of the Amn guilds will fall in line soon. Shadow Thieves on a case-by-case basis. thing from diamonds to granite to gold These “agreements” work like this: To keep the image up (and to keep the to sandstone has been mined from The Shadow Thieves train and advise protection money flowing in), the some section of the Ridge’s face. other guilds, helping them organize Shadow Thieves take a very dim view of themselves and plan their work. Guild unauthorized, independent theft in areas Trollford members can come to Athkatla to re- they control. Members of the guild usu- ceive advanced individual training at ally work harder than the town watch to Shadowhouse, the guild hall of the The Trollford is the spot where the catch a free-lance operator; when the Shadow Thieves. The Shadow Thieves thief is caught, he or she is given a chance South Rd. crosses the Amstel River also use their extensive influence in south of Eshpurta. It is the only place to join the Shadow Thieves in exchange Amn government to insure that inter- where the Amstel River is crossable for for everything the thief makes the first ference is minimized. Last but not least, scores of miles to either side. year. Most of the residents of Sha- the Shadow Thieves will lend specialists The Trollford (and the nearby Troll dowhouse are people who took this op- to its “affiliate” guilds for specific jobs. Mountains) got its name because the tion. The free-lancer can always refuse, All it costs the other guilds is 10 percent area was the home of a large civilization but if he is ever caught again, his body is of everything they make. of trolls before men arrived centuries handed over to the city watch. The Shadow Thieves were founded in ago. The trolls were hunted to near ex- The leader of the Shadow Thieves is a Waterdeep many years ago, but were tinction, but the survivors retreated to man who is known only as “Deepsha- thrown out by town leaders who dow.” His real name is unknown.

18 Deepshadow is a 12th level assassin and understand, they fear and try to destroy. manufacture and sell spell scrolls, en- 5th level thief of Lawful Evil alignment. Given that climate of ignorance and fear, chanted weapons, and other magical He has ST 17, IN 17, WS 15, CN 13, DX 18, the Cowled Wizards are just as happy to items, but only if they’re sure the buyer CH 13 and 42 hit points. He always wears be left alone. isn’t an agent for the government. bracers of defense armor class 0 and a The Cowled Wizards of Amn are a se- Actually, the Cowled Wizards have lit- cloak of protection +3, and uses a dagger cret society of high-level magic users who tle to fear in the way of major govern- +3. Deepshadow is a master of poisons have managed to escape the control of ment reprisals. This is because Thayze of all types, and it is safe to assume that Amn’s government and the Council of Selemchant, the Meisarch of the Coun- his dagger is usually poisoned, as are a Six. Information on their numbers, cil of Six and the single most powerful number of other hidden needles and se- strength, disposition, and most impor- person in all of Amn, is a member of the cret compartments on his person. tantly, their goals, is very hard to come Cowled Wizards. His fellow wizards Deepshadow commands a great deal of by. Spies attempting to infiltrate the orga- know him by another name, of course, personal loyalty in Shadowhouse, but he nization often emerge with totally differ- and the Meisarch is careful to limit his did not rise to his position of power by ent stories, testimony to the Cowled contacts so that he is not accidentally not being careful. He has at least three Wizards’ ability to outwit the govern- recognized (the group’s famous cowled bodyguards with him at all times (one 8th ment. hoods help considerably in that regard). level fighter and two 10th levels)—more The Cowled Wizards are based in The Meisarch uses his knowledge of the should he ever leave Shadowhouse. Athkatla, though there are members of Cowled Wizards’ plans to make sure that the society in every major city of the the Council of Six’s agents don't get too Cowled Wizards of Amn country. The other major cells of the or- close to them. The Namarch, a fighter ganization are in Riatavin, Murann, and with years of army experience, is particu- The vast majority of the populace of Amn Keczulla. There are nearly 200 magic larly keen on wiping out the Cowled Wiz- considers the Cowled Wizards to be no users in the organization, some as pow- ards. The Meisarch is playing a dangerous more than a legend, and the Cowled Wiz- erful as 23d level. The majority, how- game; if his membership became known, ards prefer it this way. The Council of ever, are in the 8th - 12th level range. the other five members of the council Six's laws against magic have guaranteed The group’s goals are to further magical would likely turn on him, and despite his that many average residents know noth- practice and knowledge in the face of a great wealth and power, he would not sur- ing about them, and what people don’t repressive government. The Cowled vive. Wizards are also willing to research,

19 Order of the Blue Boar der is hired. The active membership of terdeep, where it is rumored that they the Order is known only to the Heads, al- are trying to recruit members among The Order of the Blue Boar is a group of though most Order members in any the important . adventurers that keeps a very low profile given area know each other. The total is The other persistent rumor about the due to the local government’s dislike of thought to be around 400 at full muster. Knights of the Shield is that the group is professional adventuring companies. Many adventurers who belong to the or- headed (or heavily influenced, depend- Still, the Blue Boars have done very well der, however, may be unavailable at a ing on the particular version of the ru- for themselves by staying away from jobs given time due to their own ongoing ac- mor heard) by an arch-devil disguised that would draw too much attention or tivities (or recovery from such). as a human. Just which arch-devil it is stir up too much trouble. Much of the or- The levels and abilities of the Order tends to vary with each individual ru- der’s work is actually carried out in other vary with its members, which range mor. countries, another reason the Council of from 3d to 10th level, but tend to average The Knights of the Shield are men- Six doesn’t bother with them. about 6th. The council determines how tioned here because of two very impor- The Order of the Blue Boar was at one many people are needed for a given job, tant Amn citizens who are rumored to time headquartered at Castle Spulzeer; and once the members are selected, the be involved. The first is the merchant with Chardath Spulzeer’s blessing, at council also chooses the leader. Those Morntel, a wealthy trader working for least three members of the order could seeking the aid of the Order of the Blue the Redolo house of Athkatla. Morntel be found there at any one time. Recent Boar must apply in person (or by messen- was foully murdered in his bedcham- developments in Castle Spulzeer have ger) to its headquarters in Riatavin. These ber while his bodyguards stood faith- changed that, however, and the order “Boar’s Heads” are all fighters of Lawful fully outside the door, hearing nothing. now calls Riatavin home. Neutral alignment. They are: Magic or a magical or demonic creature is suspected. Morntel was rumored to The Order of the Blue Boar is a group Thantan Rhyrdyl, 12th level restricted in membership to experienced, Sinnom Thul, 9th level be in disagreement with the Knights’ leadership; those who believe the arch- veteran fighters of some wealth, each of Ghont Tavvas, 10th level devil rumor also believe that Morntel whom must be approved by the “Boar’s Gaurundur Thasz, 10th level discovered that particular secret, and Heads,” or governing council of seven Bromdurr Tathen, 11th level that was why he was murdered. warriors. The council maintains a mem- Dustar Klathor, 11th level The other member of the Knights of bership roll of “Swords” (approved mem- Risamar Rhalls, 10th level bers), each of whom then can expel the Shield is very much alive—Lord Bor- persons at will for unprofessional con- The sorts of jobs the Order considers mul of Crimmor. Nadlok Bormul is very duct. Members can elect to participate or include the rescue of kidnapped people, well-known in his home town, as he not to participate in any Order activities the return of stolen items, repelling in- owns a sizable chunk of it. The Bormul (if there are too many applicants for a vaders, escorting caravans and emis- family owns most of the inns and tav- small-fee job, membership seniority is saries, and the like. The Order will turn erns in town, too, and it is said that Bor- used to decide who’ll get the job). down morally repugnant offers (killing mul has “ears” in all of his businesses to Each participating member takes a children, ambushing rightful leaders) im- learn news from throughout the share of the fee, and can take part alone mediately. Morally ambiguous offers usu- Realms. or bring along any assistants or agents ally require a higher than normal fee. Bormul is an 11th level fighter of Neu- (other beings who are not members, in- The fees the Order charges depend tral Evil alignment. His stats are ST 16, cluding mages, fighting-men, and even entirely on the type and scope of the IN 14, WS 10, CN 17, DX 12, CH 16, and trained beasts) he wishes, although he is job. Escorting a single wagon for a day he has 83 hit points. He wears a ring of responsible for the deeds, payment, and through normal territory wouldn’t cost protection +2 at all times, but carries care of the hirelings. Some members who much more than 1,000 danters; escort- no other magical items in his day-to-day are crippled by age, disease, or wounds ing a 2-mile caravan for three months dealings. When trouble is a possibility, and can no longer fight are represented through enemy territory during a war however, he dons plate mail and shield by their hirelings, who, if their service could cost millions. +1 and wields a spear +3 or sword meets the council’s standards, may well +2. He is accompanied by two body- themselves later become members. Knights of the Shield guards at all times; they are both 5th The collective experience of the Order’s level fighters. members has earned it the reputation of The Knights of the Shield are a group The ultimate motives of the Knights being wary, cunning, and alert in its about which little is known, other than of the Shield are still unclear. Only one work, even though its method of sharing they have some influence in Amn thing is certain: the Knights include fees generally means that comparatively (among other areas, including Tethyr, Amn in their plans. few swords take the field when the Or- Baldur’s Gate, and Waterdeep). They seem the most active currently in Wa-

20 Tethyr

Tethyr is a land of both great danger number of new elves have moved to the there. All alignment and race languages and fantastic opportunity. Because of forest in the past five years, so that are spoken regularly, but nearly every- the lack of any central authority, the their sheer numbers make them more one also knows the “common” tongue. land has become a haven for soldiers of visible; or the elves that have always Common is used if necessary, but is fortune, would-be kings, petty tyrants, lived there have decided to become widely despised as a “second,” inferior hunted criminals, persecuted zealots, more outgoing. Travelers on the Trade language. and profiteers of all types. A strong, Way have reported seeing (and some- Much of Tethyr’s problems with lan- daring person could carve out a place in times meeting) large groups of elves. guage are political. The former royal history in Tethyr—or he could meet a The towns on the edge of the forest, family insisted on a common language quick, violent end. such as Velen, Mosstone, and Port Kir, for all, and outlawed any official docu- have also reported increased contact. ments or communication (even con- General Description There has never been a very large tracts between two agreeing parties) in dwarf population in Tethyr, and things any other language. Today, liking com- mon is considered a sign of support for The borders of Tethyr are generally have not really changed in the past ten the “old days” of the monarchy, a politi- agreed to be the Tethir Road to the north, years. There is one small tribe in the east- cally unfavorable position. Today, peo- the Snowflake Mountains to the east, and ern end of the Starspire Mountains that the Sea of Swords to the west. The south- regularly sends trading expeditions into ple use common only when necessary; however, it is necessary quite often. ern boundary is harder to define, but is Zazesspur, but that’s about the extent of considered to be a line cutting through it. Saradush and Ithal Pass have an in- creased contact with dwarves because of the middle of the Forest of Mir and ex- Social Customs tending to the coast to the west, turning the large numbers living throughout the to the southeast as the forest turns south. Snowflake Mountains. Tethyr society is very open and fair- Halflings are also common throughout It’s easier in some ways to define the minded, but also cautious. Another way Tethyr, though they are most often found boundary by listing what towns and of saying this is that everyone distrusts places are on which side of the line. The in the Purple Hills near the seacoast. No everyone else, regardless of race, port city of Myratma, for example, is in halflings (or any other non-humans, for creed, or position. Tethyr; its close neighbor Memnon is in that matter) were allowed to participate This is understandable given the recent Calimshan. Saradush, Ithal Pass and Kzel- in Tethyr government, even on a local history of the area. The treacherous way ter are all in Tethyr; everything south of level, but that has changed. Today, there the royal family was deposed, the subse- the Marching Mountains is in Calimshan. are several halflings sitting on Town quent rise and fall of dozens of would-be Monrativi Teshy Mir is considered to be Councils in Tethyr; their influence is kings, the town-against-town raiding, and in Calimshan, even though most histo- greatest in Myratma and Zazesspur. the continued lawlessness of the region rians agree that the civilization that used Gnomes are more common in Tethyr have all contributed to a carefulness that to live there is more directly connected to than they are in Amn, but that isn’t say- borders on paranoia. This is a fairly new the people of Tethyr. ing much. They are still a rarity, and outlook, of course—Tethyr is full of long- when they do appear, it is usually in the time residents who love and trust their Races Appearing employ of a rich noble or businessman. fellow men and treat them with kindness Half-elves are very common and and respect. A famous Tethyr proverb treated well; half-orcs are nearly as Ten years ago, Tethyr was almost exclu- goes, “Have many friends . . . but know common, but not treated nearly as well. sively a human nation. All that changed where they keep their weapons.” Orcs are considered monsters, not an- with the upheavals that deposed the The people of Tethyr put a very high other equal race—they are shunned royal family. Humans are still the pre- value on the land itself. Landowners and hunted down at every opportunity. dominant race in Tethyr, but their days are held in the highest respect, fol- Half-orcs are barely tolerated in Tethyr lowed closely by anyone who works the of exclusive monopoly are over. society. Of course, there is no institu- land. Even in urban areas, Tethyr citi- There have always been rumors of a tionalized persecution (there are no in- large elf tribe (perhaps several) in the zens take great pride in their individual stitutions), so even a half-orc can vegetable gardens and window boxes. huge Forest of Tethir, but the elves have succeed in Tethyr, given luck, quick City parks in Tethyr are known been reluctant to show themselves in wits, and a strong sword arm. throughout the Realms for their beauti- the past. (Given the former royal fami- ful and exotic gardens. ly’s attitude toward elves, this should be The people of Tethyr are still status- no surprise.) Information on the elves Languages conscious, but that status is associated of Tethyr is still sketchy, but one of two with the land, not with material wealth. things has happened: either a large Due to the diversity of people in Tethyr, a wide variety of languages are spoken

21 The hostess who wants to impress at a One of the largest sources of the prob- History Tethyr social function makes sure the lem is the Forest of Tethir. This area was tables are loaded with the finest fresh never really tame in the old days, and For the past 1500 years, Tethyr has had fruits and vegetables available. Dress is now the denizens of this deep, ancient a single, strong royal family ruling with simple and hardy, with the most popu- forest have taken to raiding neighboring absolute power. When a king died or lar styles variations of work clothes. areas (especially to the east and south) for became incapacitated, his oldest son The people of Tethyr also greatly ad- food, captives, treasure, or just thrills. took the throne. As the family trees of mire personal accomplishment in indi- Bugbears, ogres, kobolds, treants, those close to power became more in- vidual work. Inventors, craftsmen, owlbears, wolves, orcs, trolls, lepre- tertwined and complicated, there were artists, musicians, and writers are well- chauns, spiders, and hobgoblins are com- the inevitable wars of succession and respected. People here have nothing mon. Less common, but still present, are bickering over which second cousin against money, but simply owning manticores, basilisks (lesser and greater), was the “true” heir to the throne, but things is not considered proof of a per- ankhegs, stirges, bloodthorns, choke the civil wars were brief. And once the son’s value. “Better to create than to creepers, bulettes, norkers, greenhags, fighting was over, the system returned buy,” is a popular Tethyr saying. atomies, wyverns, and dragons (particu- to normal, until the next major dispute While the current political situation is larly green and white ones). Of course, in a few hundred years or so. full of opportunities for ambitious people, many dangerous groups of humans (ban- All that changed 10 years ago. The cur- the average Tethyr citizen is surprisingly dits, berserkers, and the like) also use the rent ruling family had been in power for cautious. The former rulers controlled cover of the forest for a base, adding to over 350 years, so long that they had nearly every aspect of Tethyr life, and the the danger. dropped their own family name centu- residents have gotten used to not making The open areas in central Tethyr are ries ago (no one even remembers it now) decisions or taking initiative. Rather than not as filled with monster life, because and simply called themselves Tethyr. King stepping forward and taking a hand in of the higher concentration of people, Alemander IV was comfortably ruling shaping the future of the country, most and the lack of suitable places to hide from Castle Tethyr, and the country are laying low and waiting for the power when enough of those people get mad seemed happy enough. struggles to end. Once a winner is estab- enough to organize a hunting party. But there was a broad current of dissat- lished, most people will follow the new Creatures that can make their own hid- isfaction among the people of Tethyr. leaders with the same unthinking devo- ing places, like bulettes, purple worms, Non-humans were forbidden by law to tion they had for their former king. and flying monsters, still do well in the own land, and since most rights and privi- open country, feeding regularly on cat- leges accorded citizens were based on Monsters tle, game, and the occasional village. land ownership, they became second- Magical monsters are also common class citizens as well. Things were espe- In the days of the royal family, there throughout Tethyr, but generalizations are cially bad for elves, who were driven were very few monsters in Tethyr; a more difficult when it comes to them. deep into the Forest of Tethir by royal well-trained army, complete with pow- There is a sizable number of undead of all armies. Alemander IV took land away erful magic-users, took care of any varieties in the vicinity of the Gorge of the from rightful owners and gave it to no- threats to the people. Now, it’s as if Fallen Idol, but no one is sure of the rela- bles who promised larger contributions someone pulled a cork out of a jug. tionship between the two. The headwa- to the royal treasury. These social and ec- Nearly every monster known to the ters of the River Ith (running from the onomic inequities, coupled with several Forgotten Realms has been spotted, at Gorge of the Fallen Idol to Survale Ford) is harsh winters and bad harvests in a row, one time or another, in Tethyr some- the home of many water-based monsters, made the time ripe for a change. time in the past ten years. including water elementals, naga, the ice But it takes more than just a couple of Some suspect a conspiracy of sorts, and ooze para-elementals, dryads, and the lousy winters to depose a king; it takes or that some kind of “all clear” signal like. treachery. was given to monsters across the conti- Lastly, it is said that an arch-devil of In the case of the fall of House Tethyr, it nent once the royal family was de- great power is establishing a power took an ambitious general and impatient posed. More likely is that in the absence base in the Forest of Tethir, and is re- royal heir. Prince Alemander grew tired of the persistent efforts of the royal cruiting all manner of evil creatures of waiting for the robust Alemander IV to army, monsters have flourished natu- (and even humans) to further his plans make room for him, so he struck a deal rally. But no matter the cause, the fact on this plane, whatever they are. with General Nashram Sharboneth, com- remains that monsters of many vari- mander of the king’s largest army. While eties are making Tethyr home, and Sharboneth marched his army toward more are appearing every day. Tethyr, bringing along a sizable group of

22 angry peasants recruited with the prom- blood connection to the royal family Council. The elven residents of the For- ise of land reform, the would-be Aleman- was put to the sword. This led to some est of Tethir now consider themselves a der V downplayed the alarming reports darkly humorous moments, as social sovereign nation, and persons who from the king’s spies and advisors. The climbers who had bragged just a week break elvish law and are caught can ex- prince silenced his father’s most persist- before of being a sixth cousin twice re- pect to be fully subject to elvish justice. ent counselors permanently, either moved of a royal aunt tried in vain to If a strong ruler were to rise up in through murder or exile. By the time convince an angry mob that they were Tethyr and invite the elves to join the Sharboneth’s army arrived and laid seige “only kidding.” new government, they wouldn’t neces- to Castle Tethyr, it was too late for loyal- who were the biggest sup- sarily turn the offer down. But elves ists to help. porters of the royal family also came have long memories, and their treat- The final step of the plan was ready to under attack, and some baronial keeps ment at the hands of the Tethyr family be set in motion. As Sharboneth fell. Local leaders who had adequately is a sharp, bitter memory. Strong assur- launched a direct assault on the castle distanced themselves from the Tethyr ances would have to be made by any (using the expendable peasants as family, or were popular enough (or government that hoped to include the shock troops), a handful of elite soldiers feared enough, or strong enough), sur- elves. let in a secret entrance by the prince vived. These surviving nobles became In a similar fashion, the halflings of would eliminate key guards and open the initial players in the fight to decide the Purple Hills have established their the gates. At the same time, the prince the fate of Tethyr. own government, though it is not as in- (one of the few people allowed to see One thing was certain; any leader or dependent as the elves’. The Purple the king directly) would murder his fa- type of government that too closely re- Hills Council is in close contact with the ther. A fire set by the elite troops would sembled rule under the Tethyrs would governments of both Zazesspur and destroy the evidence of treachery, and not be accepted. “Royalist” became a Myratma, and may someday serve as the general and the prince would dirty word in Tethyr society. Today, the the bridge by which one ruler may emerge from the conflagration and an- power struggle continues, and there is emerge over the entire area. nounce a new, joint government. no sign of it ending anytime soon. The attitudes toward crime (and, in The plan was executed perfectly, up fact, the very definitions of what is and to a point. Sharboneth double-crossed Government and is not a crime) varies from area to area. the prince—his men were much too ef- The larger cities and towns have regu- ficient in setting the castle ablaze, and Politics lar patrols, and a court system of sorts Prince Alemander (along with most of to dispense justice. Laws and penalties, his fellow conspirators) died horribly in Simply put, there is no central govern- of course, vary from town to town. For the fire. At about the same time, a spy ment in Tethyr. Individual nobles exer- example, offenders are regularly planted on the general’s inner staff by cise control over relatively small areas, forced into slavery by Myratma courts the equally duplicitous Alemander mostly cities and towns. The vast major- for a variety of offenses, while slavery murdered the general and dissolved his ity of the land has no controlling au- is itself a crime in Saradush. body with a powerful acid before any- thority; law and justice are what the In small villages and outlying areas, one could come to Sharboneth’s aid. people involved decide it is. justice is entirely of the vigilante vari- To make matters worse, everyone There are some strong nobles or ety. If enough people are incensed had underestimated the resentment other governments, most notably in the enough by a crime, they band together, the people felt for the royal family. major cities of Zazesspur, Myratma, hunt down the criminal, and execute Once Castle Tethyr began to fall, there Ithmong, and Saradush. Each of these sentence. This sort of justice is harsh— was no holding back the mob. In one rulers has hopes of reuniting Tethyr un- there are no jails, so penalties are usu- night, the proudest, strongest castle in der his own banner, but some are more ally either forfeiture of possessions or all the country was reduced to a smok- ruthless in their ambition than others. death. ing ruin. Everything of value—fine tap- Most of the other towns and villages of estries, plates and silverware, Tethyr have ruling councils or some Religion furniture, jewelry, weapons, clothes, similar form of local rule, but would armor, paintings, statues, etc.—was ei- gladly throw in with a larger, more There is complete freedom of religion ther stolen, burned, or just ripped powerful government—if one ap- apart and stomped into the dust. peared. in Tethyr. What little government there As news of the fall of the royal family The elves of Tethyr wasted no time is is too busy consolidating its power spread, so did the chaos. In what is now upon hearing of the fall of the royal and defending itself to worry about re- known as the “Ten Black Days of Eleint,” family in forming their own Elven ligion. As a result, every religion in the anyone known (or even suspected) of Forgotten Realms is known here. There

23 are a few religions, though, that are tra- Bane Geography and ditionally more popular than the oth- ers. They are: Climate

Eldath Any discussion of Tethyr’s geography must begin with the Forest of Tethir, the largest in the Empires of the Sands and Bane is the god of strife, hatred, and one of the largest in all of the Forgotten tyranny. It should come as no surprise Realms. The forest is thick and dark, to anyone familiar with this country’s made up of many different types of history that Bane has a wide following trees, most of them evergreen. There Eldath is the goddess of stillness, peace, here. The recent history of Tethyr has are numerous small lakes, spring-fed and quiet places, and is the guardian of been filled with little else but strife, ha- streams, pools, and waterfalls through- druid-groves. As such, this Neutral de- tred, and tyranny. It is even whispered out the forest. It is a vibrant, living ity has many worshippers among the in some circles that this Lawful Evil god place, filled with game, birds, and crea- people who live in and near the Forest of had a hand in the fall of Castle Tethyr, tures of all sizes and shapes. Tethir. Many elves are also followers of though this almost certainly has no The Forest extends onto the Tethyr Pe- Eldath. truth to it. ninsula, all the way to the far western tip. Sune Beshaba It is said that pirates from the Nelanther cross Asavir’s Channel and cut down their own timber for boats because it is easier than buying or pirating it. The pe- ninsula is sparsely populated, except for the towns of Velen and Tulmage. There are a few hermits and other loners that Sune, also known as Firehair, is the god- This Chaotic Evil goddess of bad luck, be- have carved out a humble life on the pe- dess of love, beauty, and passion. She is trayal, misfortune, and treachery has ninsula, but they are few and far be- a favorite of the city-dwellers of Tethyr, many followers in Tethyr for the same tween. especially those in Zazesspur. Sune is reason as Bane, above. It is said that Be- There is no known explanation of the aligned with Chaotic Good. shaba appeared to both General Shar- difference in the spelling of “Tethir” and boneth and Prince Alemander on that “Tethyr” other than, “that’s the way it’s Silvanus fateful night, predicting their deaths at always been.” Undoubtedly, the two the treacherous hands of each other. names were at one time the same; when one changed, why it changed, and even Ilmater which one was the original name, is un- known. But to keep things straight, the forest (and the Amn road that runs along its northern edge) is spelled with Silvanus is the God of Nature, and the an “i”; the country, the peninsula, and patron of Druids. As such, this Neutral the castle of the former ruling family god has many worshippers in the great are all spelled with a “y”. Forest of Tethir. But Silvanus is also the Ilmater is the god of endurance, suffer- The Tethyr Peninsula creates some in- most-worshipped god in the open lands ing, perseverance, and martyrdom. teresting perils for shipping along the of south and east Tethyr. Whether There is a strong streak of subservience Sword Coast. The peninsula forces widespread worship of Silvanus came to both tyrants and the forces of nature ships to run a gauntlet of sorts past the about because of the people’s natural in the Tethyr national personality, and Nelanther, called by many the Pirate love and respect for the land, or the that would explain the above-average Isles. (Of course, there is another set of other way around, is not clear. number of worshippers of this Lawful islands in the Sea of Fallen Stars called Good god in Tethyr. the Pirate Isles; while area residents, who have no use for names half a conti- nent away, call these islands the Pirate Isles, scholars—and this book— will re- fer to them as the Nelanther.)

24 The Nelanther are called the Pirate down substantially; beyond Ithmong, not everyone is comfortable with them. Isles because of the large number of pi- the river is wide, strong, and deep. Most businessmen are most comfort- rate ships based there, waiting to attack Only two major roads cross Tethyr. able with well-established hard currency passing merchant ships. These attacks The Trade Way enters from Amn in the from other countries, particularly Amn usually take place in one of two places: north, cuts through the Forest of Tethir and Calimshan. Any trader with connec- Asavir’s Channel and The Race. Asavir’s near the coast, and passes through Za- tions in either country will almost always Channel gets its name from a famous pi- zesspur, Castle Tethyr, and Myratma be- accept these coins as payment, since he rate of several hundred years ago who fore continuing into Calimshan. The knows he can get value for them. Coins of was personally responsible for the sink- Ithal Road crosses the southern end of more distant lands (such as Thay and Cor- ing of over 100 cargo ships (after de- Tethyr, starting at Kzelter, and con- myr) are more rare, but occasionally priving them of their cargo, of course) tinues through Ithal Pass and Saradush, seen; only the most experienced and trav- before being lost in a storm. The Race then on to Ithmong and finally Castle eled merchants deal in these coins. gets its name from the strong winds (30 Tethyr, where it joins the Trade Way. An interesting unofficial market has to 40 knots) that constantly blow Many goods and travelers heading west recently arisen among Tethyr specula- through the area. The high winds make get off the Ithal Road at Ithmong, and tors who trade the various coins issued the kind of maneuvering necessary to board a river vessel to Myratma, rather by the different cities. As the prosperity overtake and board a merchant vessel than taking the road to Zazesspur. and political fortunes of a given city in- particularly hard; discussions of the Tethyr is a very temperate country. creases, the value of its coins goes up; abilities of various pirates always boil Summers see temperatures in the 90s smart traders who can predict these down to their performance on The regularly, with occasional spells over trends have begun to profit by these Race. The good pirates can catch their 100. Many entire winters go by without price changes. Currently, the trade prey even there; the others wait in a hard freeze, although one is not un- rates, compared to the stable Amn dan- Asavir’s Channel. heard of. There is some rain in the For- ter, are as follows: Just to the south of the Tethyr Penin- est of Tethir, especially out on the Zazesspur gulder: This coin is cur- sula is Firedrake Bay, a safe harbor Tethyr Peninsula, which is very wet as rently the most valuable of the Tethyr from storms, but not necessarily from the peninsula intercepts all the storms coins. It costs 107 gulders to buy 100 ambitious pirates. Just south of that is a blowing in from the northwest. The Amn danters. spur of the Starspire Mountains that ex- open lands to the south of the Starspire Ithmong molean: Only slightly less tends in the Sea of Swords; it is known, Mountains are quite dry, though there valuable than the gulder. It would take imaginatively enough, as the Starspire is enough rain and other water to sup- 113 moleans to buy 100 Amn danters. Peninsula. It is rocky and unremarka- port dry-weather crops. The eastern Myratma myrat: Myratma has re- ble, though it is rumored that a band of half of the country is warm and dry. cently had pirate troubles, and the sea orcs has taken up residence there value of its currency shows it. It takes (for more information, see the listing later 138 myrats to buy 100 Amn danters. in this section). Money and Saradush zoth: The city of Saradush The Starspire Mountains themselves Commerce just began minting this coin in the past are mountains only when compared to year, and confidence in it is still low. It the otherwise flat terrain of Tethyr; the costs 175 zoths to buy 100 Amn danters. highest peak is only 7,200’ high, and the There is no accepted coinage system Trading goods in such a way to take ad- average is closer to 4,500’. The only currently operating in Tethyr. The vantage of the differences in currency other relief from the flatness is The larger cities have started minting their value is very difficult to bring off, be- Purple Hills, which is a fertile, gently own coins, but they are only legal ten- cause prices for real goods vary in ac- rolling land. der in the areas controlled by those cit- cordance to the value of the currency. A There are only two major rivers in ies; outside those areas, whatever you sword that costs 100 danters in Athkatla Tethyr. The Sulduskoon is neither par- can persuade someone to accept as pay- will cost 175 zoths in Saradush; by the ticularly wide or deep but it is persist- ment, is money. same token, a job that pays 20 zoths a ent, crossing nearly the entire breadth As a result, barter is a very popular week in Saradush may only pay 13 mo- of the country before emptying into the medium of exchange in Tethyr. In rural leans in Ithmong. But both wages, in their sea at Zazesspur. River Ith is a much areas, livestock is a very common respective cities, will buy about the same more energetic river; born of the run- method of payment, as is flour, salt, and amount of goods, so it works out. off from the Snowflake Mountains, it is herbs and spices. A good deal of barter Tethyr does very little trading outside swift and dangerous in the east, cutting goes on even in cities where there is an its borders. Most agricultural villages deep gorges in the land. By the time the established money system; the coins are self-supporting, hopefully produc- river reaches Ithmong, it has calmed are, for the most part, fairly new, and ing a small surplus that can be traded

25 for equipment and things the village Nothing is settled yet. While it seems to controlling the overland traffic, cannot produce itself. The bigger cities natural that Amn would accept Brost’s of- Ithmong has enough river patrols and rely on trading, shipping, and small fer, there are some powerful people in troops on the bridge to also control river manufacturing. Myratma and Zazes- Amn that believe that the town is not traffic. In the past two years, the city has spur are both major ports, and Ithmong worth the trouble. And while it seems begun charging small tolls to all traffic handles a great deal of cargo as well. natural that most people in Tethyr would passing through. The tolls are not large Saradush is a gateway to the east and be upset about losing part of their terri- enough for the travelers to complain, but the lands beyond. tory, there are some that would be more given the volume of traffic, a substantial The people of Tethyr take great pride than happy to let Brost go. boon to Ithmong’s coffers. in their craftsmanship. Zazesspur is the There’s more to Brost than just its lo- Ithmong’s location in the center of home of the finest woodworkers in the cation near the Tethir Road. Several Tethyr’s main agricultural region is an- Realms, and the quality of Myratma merchants and craftsmen in town have other source of power. Grain and live- cloth is equally well-known. Much of begun trading with a band of elves that stock are produced in great quantity the finest work is done in small quanti- live in the nearby forest. The elves are throughout the region, and the city con- ties by individual craftsman. The still very cautious around humans, and trols these valuable food shipments to Tethyr people take great pride in qual- only visit certain people they’ve come to all the other major cities of the country; ity work, and they believe that there trust, and then only at night. This trade while Ithmong has never used this can be no pride in the products of large, is very profitable, and the businessmen power to blackmail these other cities, impersonal factories. Distinctive indi- who have been left out are understand- the possibility is always there. vidual effort, what is called “the ably upset; they have recently begun The factors listed above have been maker’s blood,” should be seen in every using spies to find out more about the true about Ithmong for decades, but product. “Covered with the maker’s elves and their dealings. this city’s rise to power is a fairly recent blood” is one of the highest compli- Brost is also well-known for the wide phenomenon. The difference is the son ments that can be paid a craftsman’s variety of mushrooms that grow wild of a blacksmith named Ernest Gal- work in Tethyr. on the forest’s edge to the west and lowglass. With the enthusiastic support southwest of town. Brost mushrooms of the populace, Gallowglass has begun Cities (depending on the type) are highly a plan to put Ithmong, previously dis- prized by gourmets, alchemists, magi- missed as an unsophisticated farm-and- cal researchers, and assassins. A num- crossroads type of city, on the map as Brost ber of town residents hire themselves the focal point of a new Tethyr—a new out as guides, leading expeditions to Tethyr ruled by Gallowglass. Brost is a small waystation and trading “mushroom country.” These guides of- Gallowglass took over the Ithmong post on the northern edge of the Forest ten used highly trained dogs to help Town Council 3½ years ago, using a of Tethir. It is also connected by a well- sniff out the specific kind of mushroom combination of fierce loyalty and gen- traveled trail to the Tethir Road just to a group is looking for. erosity to his supporters and ruthless- the north. ness to his opponents to solidify his Brost is currently the topic of political Ithmong control in the next year. Gallowglass is debate in two countries, a remarkable very intelligent, and a consummate pol- thing for a town of its small size (popu- Ithmong is one of the major powers in the itician; he makes sure that the people of lation: 6,500). Fed up with the instabil- new order of Tethyr. Its central location Ithmong see a direct benefit from any ity of Tethyr’s political situation, the gives it many advantages over the Sara- of his ideas, and this guarantees their Town Council has officially asked Amn’s dush and the coastal cities of Zazesspur support. For example, when he wanted Council of Six to annex Brost into Amn. and Myratma. Another reason Ithmong is to start charging tolls on the Ithal Traditionally, Amn’s claim to the south on the rise is the appearance of a new, Bridge (defying over 80 years of tradi- ends at the Tethir Road. Brost’s position is powerful leader ready to expand his in- tion), Gallowglass designated ¼ of the that because of their location, they are fluence throughout Tethyr. tolls to go directly to civic improve- much more a part of Amn than Tethyr, Ithmong controls all east-west travel ments, such as new roads, more water anyway. While Amn considers the situa- through Tethyr. The Ithal Road and the wells in the poor part of town, and tion, several of the stronger cities in River Ith cross at this large (population: stronger town defense. The townspeo- Tethyr (particularly Ithmong) have urged 220,000) city. The river is a wide, strong ple went along cheerfully. Amn not to annex the town, reasoning one, and the only crossing for hundreds Gallowglass has begun flexing that someday soon, a central power will of miles in either direction is the Ithal Ithmong’s economic muscles to get the at- be reestablished in Tethyr, and that Bridge in the middle of town. In addition tention of the other major powers of power will want Brost back. Tethyr. Grain and livestock shipments to

26

Zazesspur and Myratma are delayed un- the troops deserted, but only after looting travelers in both directions; some are less additional payments to inspectors are the garrison for whatever arms, armor, preparing to cross the forest, others are made; imports from those cities and Sara- food and money they could get. Rioting recovering from the trip. dush are refused entrance without the townspeople finished the job, and the This is not to say that every caravan “proper permits.” This is not a total em- Kzelter fortress is today a ruin, a haven or traveler through the Forest of Tethir bargo; only a few shipments each month for petty criminals, the poor, and rats. gets waylaid; if that were the case, the get this treatment for now. But it could Some of the soldiers, especially those route would quickly fall into disuse. But get much worse, and that’s the message with families, stayed in Kzelter or the sur- the threat of disaster is enough that Gallowglass wants the other cities to get. rounding countryside. Most, however, many cautious travelers will hire extra They are paying more for Ithmong left the area, either going to their homes guides, scouts, and guards in Mosstone. goods, and can’t recoup the money losses elsewhere in Tethyr or adventuring into In addition to its large personnel pool, with their own exports. Calimshan or to the east. Mosstone also has a number of excel- There is talk in Ithmong that the other There was no marauding invasion lent inns and taverns, as well as armor- major cities of Tethyr are raising an army force ready to take advantage of the fall ers, blacksmiths, and wagoners. to march on the city and put an end to of the Kzelter garrison; the town has Mosstone also has a very large druidic these economic actions. There is no truth lived in complete peace since the down- population, and one of the biggest druid to this at all; in fact, it is a rumor started fall of the royal family ten years ago. churches in all of the Realms. Those by Gallowglass. If the people believe an at- Kzelter is little more than a peaceful looking to hire druids or rangers fre- tack is imminent, it will make the next farming village today; frequent cara- quently come to Mosstone, and rarely phase of his plan easier—the military con- vans of traders from the east passing leave disappointed. quest of Tethyr. Within the next two through to get on the Ithal Road are the years, Gallowglass plans to raise an army extent of the town’s excitement. Myratma of his own to conquer the rest of Tethyr. Rumors still occasionally surface about He has already begun to assemble the of- a well-hidden vault room surviving the Myratma, located in the southwest cor- ficers, mercenary captains, and magic- townspeople’s attack on the garrison, ner of Tethyr, is one of the country’s “Big users necessary to do the job. filled with magic weapons and money. Four” cities. It is very similar in many At his core, Gallowglass is a tyrant. He Every once in a while, a group of former ways to the great cities of Calimshan, is slick and a good speaker, and he soldiers will return, convinced they which is understandable given its close- makes sure his people always think know the location of the secret vault. ness to Memnon and the Calim Desert. they are getting some benefit from his Most of these groups return to town frus- Myratma depends greatly on com- actions, but in reality the people of trated and empty-handed; the others are merce and trading for its livelihood, Ithmong are not as well off as they were never seen again. It is assumed that the though there are small but important before he came to power. Gallowglass’ groups that disappear simply left the area agriculture and manufacturing activi- activities have come to the attention of rather than return to town and admit de- ties in town. Myratma handles nearly the Company of Eight (see “Characters,” feat. This may be true. all the bulk agricultural products from below), and they are looking at ways to the center of Tethyr. Wheat and other stop Gallowglass’ plans. Mosstone grains come down the River Ith by barge, and are stored, sold, and shipped Kzelter The life of Mosstone is very much con- (both overland and by sea) throughout nected to the Forest of Tethir. The town the area. Calimshan is a particularly im- Kzelter is a small (population: 4,000) depends on the forest for its livelihood, portant customer for Tethyr grain sold town at the east end of the Ithal Road. yet it fears many things about the forest through Myratma. During the centuries of royal power in (and for good reason). But if the Forest The Purple Hills to the north are rich Tethyr, Kzelter was much larger, mainly of Tethir wasn’t such a dangerous place, in fruits and vegetables, and Myratma because of a large garrison of troops Mosstone would not be nearly as pros- does a big business in them, too. Ship protecting the pass between the Snow- perous as it is. building and repair is also a major busi- flake Mountains and the Forest of Mir. Located where the Trade Way exits ness here. But the most famous busi- There were only 2,000 or so troops sta- the forest in the southwest, Mosstone is ness in Myratma is the Tethyr Mills, a tioned in Kzelter, but the accompanying a gathering place for forest guides, huge textile mill right along the banks families, armorers, taverns, fest-halls, trackers, mercenaries, guards, animal of the Ith known throughout the For- and other related businesses swelled handlers, wagonmasters, and anybody gotten Realms for its fabrics. Of partic- the town to nearly 20,000. else a merchant caravan may need. ular fame are its silks, which are the When the Tethyr family fell, most of Mosstone does a healthy business with choice for the finest clothes in both Ca-

39 limshan and Amn, and a light canvas of the waterfront. Port Kir fish are fre- mind at all times. He is neither petty nor such tight weave that it is waterproof. quently sold to caravans passing vengeful, and he administers justice to This canvas is in great demand for use through, both for sale in foreign mar- the rich and poor in the same fair way. in the sails of the largest ships on the kets and to feed the caravan on its trip. Santele is no saint; he is overly fond of Sea of Swords and beyond. It is also Port Kir has recently put out a call for titles, pomp, and ceremony. But these very popular for use in tarpaulins and adventurers with some sailing experi- are minor faults in the eyes of the peo- tents in rainy areas. ence to investigate the disappearance of ple of Saradush when compared to his The current Town Council, headed by a several fishing boats in clear weather to strong points. Like any other leader in merchant named Reshtiva Gullifort, is the west of the fleet’s usual fishing Tethyr, Santele has dreams of ruling a ambitious enough to want to reunite grounds. Pirates are not suspected, be- reunited country, but he is not ruthless Tethyr under their banner, but realizes it cause they have left fishing boats alone enough to do the things necessary to doesn’t have the clout to pull it off—yet. for years. (For more on this, see the en- seize power. He also thinks that an at- Gullifort, with the approval of the coun- try on Starspire Mountains, below.) tempt to expand his power over all of cil, has begun negotiating with the Pasha Tethyr would keep him from doing a of Calimshan a secret deal in which the Saradush good job in Saradush, and since that’s Calimshan army would help Myratma his first priority, he probably won’t try. take control of Tethyr in exchange for a Saradush is located in the southeast This is Tethyr’s loss. huge sum of cash (to be taken from the corner of Tethyr in the foothills of the other parts of Tethyr), some land, and fa- Snowflake Mountains. As one of the Tulmene vorable trade arrangements for perpetu- “Big Four” cities in Tethyr, it has its aspi- ity. These negotiations have just begun, rations of power, but unlike some of the Tulmene is a small village on the south- and no one else in Tethyr other than the other cities in the country, these aspira- ern coast of the Tethyr Peninsula. Fish- Myratma council and their advisors tions are tempered by reason and moti- ing is the town’s major source of know about it. There is some debate on vated by more than just a blind lust for livelihood, and occasional merchant the Myratma council over whether or not power. ships stop here to pick up cargo and the Calishites can be trusted, and this Saradush is the headquarters for all trade finished goods (everything from may prove to be a major stumbling block agriculture in far eastern and south- arms and armor to furniture) to the to any deal. eastern Tethyr. Tobacco, cotton, teas townspeople. and other herbs, and a few exotic vege- Tulmene would normally not be men- Port Kir tables are the most common crops. tioned here but for two things. One, it is Hunting for wild game in the open the largest fishing village on the penin- Port Kir is located at the end of an inlet lands to the northwest provides much sula’s south coast (population: 4,200). in the southeast corner of Firedrake of the food for the area, though there is And second, Tulmene is a popular trad- Bay. Primarily a small fishing village little left over for export. There is some ing post for many of the pirate fleets (population: 3,700), Port Kir has a ready mining in the mountains to the east, but based in the Nelanther. Many have won- market for its products as the Trade it is not particularly profitable. dered how a town as large and compar- Way runs right along the edge of town. In the days of the royal family, Sara- atively well off as Tulmene has escaped Port Kir is in a natural location. Fire- dush was an important government the pirates’ attention, and the answer is drake Bay does not get hit by many city, filled with bureaucrats and emis- simple. Tulmene trades with the pirates storms because of the protection of the saries from the lands to the east. After (at very favorable prices) and provides Tethyr Peninsula, but even when the the overthrow, the Royal Quarter (as it them with valuable information on weather gets so bad that even the bay is was called) cleared out overnight. Am- merchant ship movement in The Race affected, the Port Kir inlet is calm. Dur- bassadors returned to their native in exchange for not being looted and ing the heaviest storms, Port Kir may countries, and most bureaucrats took pillaged. No one suspects (least of all the serve as refuge for over 100 ships. new names and tried to blend in with merchants) that the Tulmene fishing When the seas are calm, Port Kir has the population. fleet is, in effect, one giant scouting net- a major fishing fleet working Firedrake Saradush is not ruled by a Town work for the Nelanther pirates. If the Bay to great success. Fish and shellfish Council, but by one man—the self-titled news ever got out, it’s hard to say of many varieties are harvested in Lord Mayor Oon Santele. Santele is a whom Tulmene would have to worry abundance in the bay, and the towns- popular and powerful leader, and most about more—the angry pirates or the people that aren’t fishing are busy importantly—and this is a rarity in betrayed merchants. working in the various canning, pick- Tethyr today—a good leader. Santele ling, salting, and curing operations on has the welfare of Saradush first in his

40 Velen Zazesspur Tethyr. There are many former bureau- crats and minor nobles living in the city Velen is the largest town on the Tethyr Pe- Zazesspur, located on the Sword Coast under new names who are using their ninsula, with a population of nearly just south of the Starspire Peninsula, is hidden wealth and still-considerable in- 13,000. Life is not easy in Velen. The Tethyr’s largest city. Its population (now fluence to bring about this return to north face of the peninsula bears the up to 375,000) has swelled over the past monarchy. Of course, there are factions brunt of storm after storm every winter, ten years with the influx of refugees from in Ithmong and Myratma who have and the pirates of the Nelanther are a Castle Tethyr and the surrounding area. other plans . . . . constant threat. But the townspeople love Zazesspur is a major port, and its lo- the sea and consider Velen their home, cation on the Trade Way makes it a cen- Places of Interest and they’ll do anything to defend it. ter for trading and commerce as well. Velen is the home of one the best- The open land to the southeast is too known shipbuilding and repair yards dry for anything more than livestock Asavir's Channel on the Sword Coast. Simon Andrusky grazing, but the Purple Hills to the runs the Andrusky Yard, a relatively south are very fertile and provide the Asavir’s Channel is the sea lane be- small operation that turns away hun- city with a good deal of its food. tween the Nelanther and the northwest dreds of orders a year. A custom-built Zazesspur is also the home of many of coast of the Tethyr Peninsula. Every Andrusky ship is the finest on the Tethyr’s finest craftsmen and artists. Of merchant ship that must travel be- seas—the most maneuverable, the most particular repute are the town’s leath- tween Amn (and points north) and watertight, and the fastest. The An- erworkers, weavers, dyers, and tailors. Tethyr and Calimshan (and points drusky reputation is legendary. Pirates Zazesspur, though one of the “Big south) must use this channel. take extra care when attacking an An- Four” of Tethyr cities, has had to tread a This heavy traffic and the close proxim- drusky, hoping to capture the ship in- fine line, politically. Most of the survi- ity to the Nelanther, a notorious haven for tact for their own use. The story is told vors of the destruction of Castle Tethyr pirates, adds up to one thing. Between of a pirate captain who, realizing that fled here ten years ago, and not all the the merchant ships, the pirates, the his attempt to capture an Andrusky had Telthyr family sympathizers were armed merchant escorts, the scout ships, a good chance of actually sinking the found. As a result, there is a strong un- and the scavengers and profiteers, ship, broke off the attack rather than derground political movement trying to Asavir’s Channel is the most crowded sea taking a chance on destroying such a find a surviving Tethyr heir and rees- lane in all of the Forgotten Realms. piece of craftsmanship. tablish the Tethyr monarchy. This will But despite all the bustle, the idea of Velen is also a haven for sailors look- be difficult, as there are no living mem- “safety in numbers” definitely does not ing for work. Crewmen of all types and bers of the family left in Tethyr, but it apply here. Pirate activity is very heavy, experience levels are available for hire doesn’t stop this small but powerful un- and it is a remarkable day on the chan- here. Velen is a common drop-off point derground group from trying. nel when the tell-tale plume of smoke for ransomed pirate captives, sailors A larger group, one that is actually from a burning ship can’t be seen some- rescued from shipwrecks, and other gaining power in Zazesspur, is promoting where. Merchants still use the channel crewmen who’ve lost their current jobs the idea of a return to a royal family sys- because, even with the risk of loss to for a variety of other reasons. tem of rule, with a new king chosen by the pirates, it is cheaper to move goods Many of these sailors are recruited into some as-yet-undetermined method. The by sea than over land. Or, as many mer- Velen‘s town watch, which patrols the reasoning this group is trying to use is chants are fond of saying, “On land, seas surrounding the town and protects that while the overthrow of a decade ago anything can happen. At least here, we it from pirate attacks. It’s been 17 years was necessary, the problem was the ex- know where the pirates are.” since the last successful attack on Velen, cesses of the Tethyr family, not the sys- Even though there are a lot of pirates, and the size and efficiency of the watch is tem of monarchy itself. While this is still there’s even more merchant traffic, so in no small part responsible. The watch not the opinion of the majority, it is grow- the odds of any one ship being hit are has over a dozen ships on patrol at any ing significantly. One sign of its growing fairly low; low enough for merchants to given time (except during storms, of acceptance is that proponents of a mon- risk it, anyway. Another attraction to course), and can put over 30 additional archy can say so in public today with little Asavir’s Channel is the reasonably calm ships to sail with an hour’s notice. This fear of being killed by a mob—this wasn’t seas (the Nelanther tend to break up fleet, along with substantial shore-based true five years ago. storms before they reach the channel) catapult and ballista batteries, has proven Given time, this position has a good and the close proximity of havens such enough for any threat since then. chance of winning over the majority, as Velen and Firedrake Bay. first in Zazesspur, then throughout

41 Castle Tethyr (at least for livestock), and the meeting of a city or town. There is no government of the Ithal Road and the Trade Way is not any sort, and the residents like it that There’s not much left to Castle Tethyr; more than a mile away from the castle, so way. In fact, Ithal Pass is completely neu- the remaining ruins are little more than a the area still has lots of people living in it. tral when it comes to questions of Tethyr sketchy outline of the size and scope of a However, no one lives within ½ mile or so politics. They don’t care who comes out castle that was the largest and grandest in of the castle ruins—for good reason. ahead—they just hope that whoever does all of the Empires of the Sands. The ruins of Castle Tethyr and the sur- will leave them alone. The castle itself was about 450’ square, rounding grounds are haunted by the Ithal Pass is a farming community, and with three stories above ground and walls spirits of all who died by treachery that they raise just enough food to feed them- 45’ high. A wide, deep moat surrounded night ten years ago. It’s an impressive list selves. There is one tavern with a handful the castle, which also had an extensive un- of ghosts, ghasts, haunts, shadows, and of rooms to rent, as a concession to trav- derground dungeon. Outside the castle other undead. Legends tell of the ghosts elers who may wish to stop for the night. proper were buildings for the many ser- of Prince Alemander V and Gen. vants, stables, pens for livestock, work- Nashram Sharboneth, locked in an eter- Forest of Tethir shops for armorers and smiths, barracks nal struggle as each tries to avenge his for the royal guards, and storehouses for murder by treachery at the hands of the The Forest of Tethir is the single most im- food and other material. It was all de- other. As the occasional lost traveler or portant thing that determines the culture stroyed that one night ten years ago. foolhardy adventurer has entered the and personality of the entire country. Soldiers, servants, and peasants made castle ruins, the numbers of the various The forest is dark, cool, vast and myster- off with most of the riches of the castle; spooks and undead have increased, ious—and in a land where most of the the rest burned. From time to time, stories much to the dismay of local residents. people live in open, rolling country, the resurface of fantastic treasures still buried imagery of the forest still dominates the deep within the dungeons of Castle Tethyr, Ithal Pass expressions and attitudes of the people. but most people believe that the place was The forest is dense and dark in the cen- stripped bare the night it fell. Ithal Pass is a crossroads community that ter, though it thins considerably within The area is still fairly rich agriculturally is not organized enough to be considered 10 miles of its edge. The forest is also less

42 thick on the Tethyr Peninsula, because of The statue marks the place of wor- islands as a base of operations. the rockier ground. Heavy rainfall on the ship of a tribe of humanoids now ex- Only the largest islands in the chain peninsula, however, makes the forest tinct for over 2,200 years. The are named; hundreds of others are sim- very wet in that area, and a haven for worshipers weren’t quite human, but ply there. There are thousands of molds, slimes, fungi and other unpleasant they weren’t orcs or goblins, either. The places where pirate ships can hide, and things. idol was carved over decades out of the hundreds of places where groups of pi- There are two major tribes of elves liv- same rock that makes up the sides of rates can set up land bases. Each pirate ing in the Forest of Tethir. The larger of the gorge. These humanoids invented crew knows the route to their own base the two, the Elmanesse, live in the forest elaborate rituals—including sacrifice of by memory; no maps of the treacher- in a large area just east of the Trade Way. their own kind—in worshipping this ous shoals, tricky currents, or hidden Travelers and merchants who report en- idol. Some of the rituals began to have harbors exist. counters with elves on that road have magical power, but not deliberately; the It is not known exactly how many pi- met the Elmanesse. After years of isola- humanoid priests began casting spells rates prey on merchant shipping from tion, this tribe seems ready to reestablish almost by accident. the Nelanther; but best estimates are that contact with the humans of Tethyr—but As the centuries of worship and sacri- there are five or six major pirate opera- only on the elves’ terms. fice went on, the idol itself began to tions, each with ten ships or more; an- The other major elven tribe, the Sul- take on magical power. This malevolent other three or four operations with 3-5 dusk, lives in the southeast area of the power became quite great in time, and ships; and anywhere from 10 to 30 one- Forest of Tethir. Few humans know that the idol began to direct the tribe in its ship endeavors. The total is nearly 100 pi- the Sulduskoon River gets its name from search for new lands to acquire and rate ships operating in the area, each this elf tribe, and even fewer know that new peoples to enslave. with a crew of anywhere from 40 to 150, the tribe still exists. This is just fine with Eventually, the idol’s reach exceeded depending on the size of the ship. the Suldusk, who would as soon be left its grasp, and it sent the tribe out Nelanther pirates prefer to prey on alone by the outside world. against a human nation of great size shipping in Asavir’s Channel or The and power that worshipped good gods. Race, especially since the instability of The Gorge of the Fallen Idol The idol-worshipers were wiped out, Tethyr means there will be no orga- and an army of these people (whose de- nized navy harassing them. The Nelan- The Gorge of the Fallen Idol is found scendants settled the Volothamp area in ther pirates do operate off the coasts of where two smaller feeder rivers com- Calimshan) hunted down the human- Amn and Calimshan as well, but the bine to form the River Ith in far eastern oids and put every last one to the risks are greater because of those coun- Tethyr. The gorge itself is 250’ deep, sword. They found the idol, and pulled try’s navies. The pirates will also mount with steep, crumbling sides that are it down. That was over 2,000 years ago. an occasional raid on a coastal city, but very unpredictable and difficult to Today, the broken statue radiates with these are extremely risky and not climb (-15% to all climbing rolls). The only a fraction of its former power. If all common—not as long as there are easier river itself is deep, cold and swift. the pieces were to be reassembled, the pickings in the sea lanes. At one point in the gorge, a small clear- idol’s power would increase greatly, to ing opens up to one side of the river, leav- the point where it would try to possess The Purple Hills ing some open, flat ground. In this the most likely member of the group that clearing stands (well, lies actually) the did the assembling (at a power equal to a The Purple Hills are located on Tethyr’s fallen figure of a great stone idol. It was 30th level spell). The idol would then bide west coast between Zazesspur and nearly 50’ tall when it was standing, and its time, learning all it could about the Myratma. It is a rolling, fertile land, its age is unguessable. The idol has fallen new society it found itself in, and then it filled with fruit orchards, vegetable on one side, breaking into several pieces. would begin to reestablish its evil prac- gardens, and small fields of grain. The The last pieces (including the head) have tices. Purple Hills are populated almost en- fallen into the river near the bank, and tirely by halflings, who have migrated the rushing waters have worn the sub- The Nelanther from throughout the Empires of the merged half of each piece smooth. Sands to this area. Those using magical tests on the The Nelanther is a chain of hundreds of The halflings of the Purple Hills are en- fallen statue will find that the idol radi- islands just off the Tethyr and Amn tirely self-governing. They have friendly ates both magic and evil. There are no coast in the Sea of Swords. The Nelan- relationships (based primarily on trade) inscriptions or carvings of any sort to ther is also known in the Empires of the with both Zazesspur and Myratma. Both help decipher the origin or purpose of Sands as the “Pirate Isles” because of cities are courting the halfling’s support the statue. the large number of pirates that use the in the upcoming power struggles, and as

43 a result are as cooperative as can be. for more than a few hours at a time, so it Should any trouble arise in the Purple poses less of a threat to regular shipping Hills the locals can’t handle (a rampaging than it could. And since its main prey anhkheg or some such), the two nearby seems to be pirates, no one complains cities will practically get in each others’ very much. The dragon turtle’s lair—a way in their attempts to be the first to large cave half-filled with water, the only help the halflings out. way in is to swim an underwater channel Should one leader emerge over over ¼ of a mile long—cannot be located Tethyr, the halflings would most likely without magical help. It’s also important rejoin the new nation. The halflings of to remember that no one alive knows of the Purple Hills are not fighters, and the dragon turtle’s existence. Adventur- are more interested in a good harvest ers who find (or are found by) the dragon than a good argument. turtle and can find its lair will be well re- The coastline to the west of the Purple warded: Thanks to years of a diet rich in Hills is nearly deserted. The land is not pirates, this particular dragon turtle has suitable for the kind of farming the half- three times the listed treasure in its lair. lings wish to do, and most of the Purple The tower itself is well-built and solid, Hills residents are deathly afraid of boats and completely empty. A winding stair- and large bodies of water, anyway. case inside the tower leads to a small plat- form at the top. The only magic to be Sea Tower of Irphong found is the continual light spell that has been cast on the entire roof cap of the The Sea Tower of Irphong is a maritime tower. The enchantment is very tough to landmark on the east coast of Irphong, dispel—it was cast at 47th level. a large, uninhabited island at the north- east end of the Nelanther. Sailors for Sea Tower of Nemessor generations have used the tower as a marker indicating the northern en- The Sea Tower of Nemessor is very simi- trance of Asavir’s Channel. The tower lar in construction to the one on Irphong, extends some 150’ above the shore of but it is different in many other ways. the island, and is lit at night. Since the is- The Nemessor tower is located on a 100’ land is totally uninhabited, it is believed tall cliff on the northeast face of Nemes- that some sort of continual light spell sor, and island at the far southeast end of has been cast on an object at the top of the Nelanther. (Actually, sages contend the tower (perhaps the roof itself). Why that Nemessor Island is not part of the Ne- the light is only visible at night or dur- lanther at all—something about differing ing storms is a mystery. rock formations—but that is neither here No pirates have set up camp on nor there.) Irphong in years, mainly because of su- The Sea Tower of Nemessor has the perstitions concerning shipwrecks, same continual light spell cast on its fires, and other maritime disasters that roof, and the tower itself is just as empty have befallen groups that have stayed as the one on Irphong. But the island of too long in the area. These superstitions Nemessor is inhabited by almost 800 are based on fact; a very large, very old members of the “Black Skull” pirate dragon turtle has lived in a cove on the clan. The Black Skull are excellent sail- north side of the island for decades. ors, and do most of their pirating in the This beast is one of the biggest of its treacherous winds of The Race. Of the kind ever seen (107 hp), and values its 800 or so clan members, only 150 are privacy greatly. Pirate bands that try to actually pirates; the rest are ship- land on the island usually meet the wrights, farmers, craftsmen, captives, dragon turtle within a week of their ar- slaves, wives, children, etc. rival, much to their permanent regret. No one from the Black Skull ever goes The dragon turtle does not leave its lair into the sea tower, except for children

44 on a dare. The pirates are superstitious, Gorge of the Fallen Idol and the Ithal and are content to leave the obviously Bridge in downtown Ithmong. An old, magical structure alone. narrow trail winds from the ford south to Saradush and north to Trailstone in Starspire Mountains Amn. The road would be a more- frequently used trade route if it weren’t The Starspire Mountains are a small for the general chaos and lawlessness mountain range as mountains go, but throughout Tethyr. they are the only mountains in all of A prime example of that lawlessness Tethyr. The Starspires are very wet is Harfourt’s Raiders, a large bandit mountains, receiving lots of rain in gang that operates in the area of the summer and a fair amount of snow in Survale Ford. The Raiders travel all the winter at the higher elevations. This over eastern Tethyr, taking what they is one of the reasons the open country want from small villages, family farms, to the south is so dry. and lone travelers. The Raiders number There is a small tribe of dwarves living 75 or so men, and are led by Axian Har- deep under the peaks at the eastern end fourt, a 5th level fighter of Neutral Evil of the Starspire range. This particular alignment. Harfourt’s men range from tribe likes to keep to itself, although it 1st to 5th level, and are all proficient in sends three major trading expeditions short bow and long sword. each year to Zazesspur, where they trade Harfourt’s Raiders prefer lightning rare metals and dwarven arms and ar- strikes on horseback, hitting the enemy mor for cloth, leather goods, and other hard, taking what they can, and fleeing items they do not make for themselves. before the target has time to recover. If The Starspire range extends into the circumstances dictate, however, Har- Sea of Swords as a barren, rocky penin- fourt can also orchestrate a siege or other sula. This peninsula helps define Fire- drawn-out military style engagement. drake Bay, but has no other features to Anyone trying to cross Survale Ford redeem it. will certainly meet the Raiders. The Which is exactly why a band of sea orcs Ford is always guarded, and a toll is de- have chosen the Starspire Peninsula as manded. If the travelers are aggressive, their new home. The orcs, who call them- rude, or simply look rich, the Raiders selves the Split Mast tribe, are still a small will attack without warning, picking up group, numbering only 80 (including what’s left after the battle is over. The women and children). They have three Raiders are confident, but not stupid— ships, but only one is fast enough and reli- if an obviously superior force ap- able enough for serious pirating. The proaches the Ford, they will withdraw. Split Mast have started small, capturing single fishing boats that have strayed too Characters far west from Port Kir, and they must still resort to the “women’s work” of farming, fishing, and hunting to keep the tribe fed. The Company of Eight But the tribe grows stronger by the month, and larger targets, such as the The Company of Eight is a band of ad- halflings of the Purple Hills or the many venturers sworn to each other and the small fishing villages on Firedrake Bay, cause of peace, freedom, and justice in will soon be attacked by the orcs of the Tethyr. The Company has many power- Split Mast. ful enemies, but many powerful friends, too—and their exploits are Survale Ford quickly becoming legend among the common people of the country. Oddly enough, the Company of Eight This ford is the only place where the has only seven members. Only the River Ith is crossable between the leader, Tardeth the ranger, has been

45 with the company since it was formed • Arkaneus Silvermane (AL N), a 12th magical armor, but does own a pair of nearly 13 years ago. He has told the level human druid of many years. He boots of speed. He also uses a long bow. other members of the company (and has ST 10, IN 15, WS 18, CN 15, DX 13, +2 and a long sword +1 to good effect. anyone else who asks) that “the Lady of CH 15. He has only a staff of the wood- He has been a member of the Company Truth and Justice is our eighth,” but lands and a considerable array of spells. for six years. those closest to him believe there is Arkaneus is the second most senior • Paddy Stoutfellow (AL NG), a 6th something more to it than that. member to Tardeth, having been in the level halfling fighter/thief. Paddy has ST The current members of the Com- Company for 11 years. 11, IN 10, WS 14, CN 16, DX 15, CH 8. pany of Eight are: • Manfred Arbustle (AL N), a 3rd level Paddy wears chain mail armor, and • Tardeth Llanistaph (AL NG), a 15th human druid and Silvermane’s appren- fights with a broad sword +2, green level human ranger. Tardeth (no one tice. Manny (a nickname everyone uses, dragon slayer which he must use with ever uses his last name) has ST 18/23, IN even though he hates it) has ST 12, IN two hands. He is also quite handy with a 15, WS 16, CN 17, DX 13, CH 14. He 14, WS 15, CN 12, DX 10, CH 15. He has crossbow, and owns a handful of magi- wears leather armor and a ring of pro- no magical items, although he carries a cal bolts for special uses. Paddy joined tection +3, but he also owns a set of “staff” that is little more than an un- the Company just over two years ago. chain mail +4 which he dons when he cured sapling. Arbustle is the newest The Company of Eight uses the vast knows that combat is imminent. Tar- addition to the Company, joining less Forest of Tethir as its base. While they deth wields a long sword +3 that he than a year ago. are likely to be in any part of the forest, calls “The Scales of Justice.” The sword • Lawantha Silendia (AL NG), a 12th they are most frequently in the south- is intelligent and has spell-throwing level human magic-user. Lawantha has west corner; Tardeth and Arkaneus abilities. He also uses a long bow with a ST 9, IN 17, WS 15, CN 13, DX 16, CH 16. have important contacts in Mosstone, variety of magical arrows. She wears a cloak of protection +3, and the Trade Way is a valuable source • Marilyn Haresdown (AL NG), an and owns several potions, scrolls, and of information and work. 11th level human fighter. Haresdown other magical items, including a wand While the Company of Eight is not has ST 16, IN 12, WS 16, CN 14, DX 14, of lightning bolts. Lawantha has been in above some simple escort or guard CH 12. She wears scale mail and shield the Company for four years. work, they are most concerned with +3 and wields a dancing broad sword • Sylvanus Moondrop (AL N), an 6th the welfare of the people of Tethyr. The +3. Marilyn has been in the Company level elf fighter. He has ST 15, IN 13, WS Company (and Tardeth in particular) for six years. 13, CN 14, DX 17, CH 14. He wears no keeps close tabs on the latest in Tethyr

46 politics on all levels, and works to make this group is not known. It is only men- royal castle. The queen never appeared sure their three-part goal (Peace, Free- tioned here because Lord Inselm in public very much anyway, and many dom, and Justice) comes to pass. Hhune, a very powerful member of the residents of the castle never knew of Currently, that means keeping a care- Zazesspur Town Council, is one of the the child. Apparently, Alemander IV ful watch on Ernest Gallowglass, the leaders of the society. was more suspicious than history gives ruler of Ithmong with designs on the him credit for. Lhaeo was to be his last rest of Tethyr. “No tyrant will rule this Lhaeo card should conspirators eliminate the land again,” Tardeth has vowed on more other heirs to the throne (little did Ale- than one occasion. Lhaeo is the scribe of the famous Elmin- mander IV suspect that the treachery The Company of Eight has performed ster the Sage, one of the most learned would come from within his own fam- a number of services throughout and wise men in all of the Forgotten ily). Tethyr over the past 13 years, many of Realms. and his many ser- Today, Lhaeo is completely forgotten which have brought great fame to the vants and associates (including Lhaeo) by those in Tethyr vying for power. group. These include the slaying of sev- live in , north of Sembia Elminster is a wise man, and he knows eral rampaging monsters (including and southeast of Thar, thousands of that the news of a legitimate Tethyr two dragons), negotiating the end of a miles away from Tethyr. heir, especially one not directly con- bloody range war in northeast Tethyr, The only reason this humble scribe is nected to the abuses of Alemander IV’s and the overthrow of the former ruler mentioned here at all is because of a rule, would turn the political situation of Ithmong, a tyrant so bad that no one great secret—Lhaeo is the last surviving upside down. Elminster also realizes thought anybody could be worse—that member of the Tethyr royal family! Son that there are many different power is, until Gallowglass came along. of King Alemander IV and younger factions that would hunt Lhaeo down if brother of Prince Alemander V, Lhaeo they knew he lived. So Lhaeo continues Knights of the Shield was sent to Elminster the Sage for train- to work as a faithful scribe. Whether or ing and protection when he was still an not Elminster has told Lhaeo the truth The Knights of the Shield are a secre- infant. about his heritage is not known; if he tive group with members all up and Lhaeo’s birth was not announced to has, then Elminster has also convinced down the Sword Coast. The aims, real the people of Tethyr, and as much se- Lhaeo to keep it a secret for now. power, and exact activities and goals of crecy as possible was kept even in the

47 Calimshan

The kingdom of Calimshan is a vast, water is scarce, and many battles have shan for their natural talent with metal, arid land of magic and wonder. The been fought over the right to water a arms and armor. However, there are land is not abundant in natural re- herd. To the north and east is the Forest very few of them in this country. When sources or particularly good for farm- of Mir, a vast pine forest that can best dwarves are found, they are working in ing, so the people of Calimshan have be described as “stifling.” The hot sun the cities of Calimshan, living in small learned to depend on trade, craftsman- fights its way down to the forest floor, family groups. There are no large tribes ship, tinkering, a little theft, and a good yet the trees cut off any semblance of a living in their own communities, even deal of magic to get by. And they do breeze. Only the occasional clearing or in the Marching Mountains. Gnomes more than just get by—Calimshan is a spring provides any relief. are even more scarce. glorious, splendid place, full of magic, The last important factor in the life of Halflings are less common in Calim- mystery, and danger. Calimshan is the water, the Sea of shan than in Tethyr or Amn. Like the Swords and the Shining Sea. It is on elves, halflings are just not happy in the General Description these waters that food comes to this hot weather that is so common in this country, and exotic spices, magics and southern realm. There is a small fellow- other items go out. And it is on these ship of halflings that lives and works to- Calimshan is a coastal nation, bordered waters that Calimshan claims suprem- gether in Calimport, but they are on the west by the Sea of Swords, and acy over the “barbaric North” in the hardly noticed in the general bustle of to the south by the Shining Sea. Calim- fields of sailing, sea trading, fishing, and Calimshan’s largest city. shan’s northern border is generally ac- naval warfare. Half-orcs, on the other hand, are com- cepted to be a line that starts between mon throughout Calimshan. Unlike Memnon and Myratma, goes east Races Appearing many other places in the Forgotten through the center of the Forest of Mir, Realms, half-orcs are considered a nor- and then turns southeast. The east bor- Calimshan is primarily a human king- mal part of society here; they are not der is currently in dispute; most in the dom, but it is still a diverse, cosmopoli- relegated to menial tasks or the poor Realms believe it to be the continuation tan land because of the many different parts of town. In fact, half-orcs can be of the Snowflake Mountains south of types of humans that live and work found in positions of responsibility and Kzelter, passing east of Almraiven and there. A small majority of Calishite hu- power throughout Calimshan, as shop- continuing to the Shining Sea. The mans are of one race, shorter than av- keepers, skilled workers, bureaucrats, Pasha of Calimshan believes his eastern erage, with brown skin and dark hair. soldiers, business owners and even pol- border extends past those mountains, There is also a race containing a large iticians. down the peninsula to the city of Sul- amount of Tethyr blood, taller and Even orcs are tolerated, but they are dolphor. Suldolphor, and the other cit- more fair-skinned than the regular Ca- widely regarded with suspicion—an orc ies on the peninsula, while in close lishite. Two other races, the tall, ebony- must spend years establishing a reputa- contact with Calimshan, prefer to be in- skinned traders of Chult and the tion in a particular locale before he will dependent city-states, answering to no long-faced, slightly yellow-tinted men be accepted by the community. one. The pasha is currently not press- of the Shaar are also in large numbers ing the point, and the dispute is more in Calimshan. Languages the source of tavern arguments than This is not to say that non-human the cause of real agression. races are nowhere to be found. There The common tongue of the Realms is, of The culture of Calimshan is domi- are elves in nearly every major city in course, known throughout Calimshan. nated by the great desert in the west, Calimshan, many of them magic-users, Because of the country’s great depen- the Calim Desert. Even though it covers alchemists, and helpers and appren- dence on trade and other contacts with less than one-fourth the total land area tices. There is also a large tribe of other parts of the Realms, knowledge of of the country, the Calim forces itself on elves living in the western leg of the common is necessary for survival. How- the consciousness of all of Calimshan. Forest of Mir, but they are very much ever, common is not the language Ca- The attitudes, rituals, and habits neces- interested in keeping to themselves— lishites prefer to use when speaking sary for survival in the Calim are part of almost as interested as their neighbors among themselves. everyday life throughout the country. are in keeping away. The Drow in gen- The language of Calimshan is called The land east of the Calim River is eral have a bad reputation, and this Alzhedo. It is very closely related to the more hospitable than desert, but it is tribe in particular is well-known for its language spoken on the Elemental still a dry, difficult place. Very little ruthless tactics in battle and cruel treat- Plane of Air, and this fact lends grows in abundance, and the farmers ment of prisoners. creedence to the theory that the first of the region depend greatly on hardy Dwarves are very popular in Calim- civilizations in the Calimshan area were livestock such as goats and sheep. Fresh

48 made up of travelers from that plane. clothes washers, nannies, gardeners, apprentices. Nearly anyone with the Alzhedo is spoken at court, in all gov- and the like. Many businesses also use free time and money hires a mage in or- ernment and judicial proceedings, and slaves, especially those that need a large der to learn a few simple spells; it is a throughout polite Calimshan society. amount of manual labor. Trade in slaves hobby among the rich merchants and The Chult and Shaar races in Calim- is brisk in Calimshan, and any race, hu- bureaucrats of Calimshan to have a few shan speak their native languages man or non-human, can be found in the minor spells and at their dis- among themselves, but speak either Al- ranks of slaves. Slaves are frequently posal for the amusement and amaze- zhedo or common when dealing with imported from other parts of the For- ment of their friends. other Calishites. gotten Realms as well. One last thing that must be said about Alzhedo is a very difficult language to Servants are more common than Calimshan society is their incredible learn; even many natives who grow up slaves, because they are less expensive. ego. To hear a Calishite tell it, this south- speaking it do not speak it well. Calishi- A servant only has to be paid a wage, east corner of the continent is the only tes are well aware of this fact, and while slaves must not only be bought, repository of culture and civilization in while they are proud of their language but also housed, fed, and clothed. Ser- all of the Forgotten Realms. A Calishite and are honored by outsiders’ attempts vants are exclusively of the domestic va- thinks little of the cultures of Cormyr, to use it, they understand the need to riety, handling household chores and Waterdeep, the Moonshaes, the Shaar, speak common in many situations. other menial tasks. Businesses use ser- Thay, Sembia, Thar—they are all “bar- vants all the time, of course, but they barians.” They do not mind when peo- Social customs are more accurately called “employees.” ple from these lands take offense. In Most fascinating in the Calimshan na- fact, they almost expect it. But this as- Calimshan society is a great lover of tional character is the people’s love of sumed superiority is ingrained in the wealth. Not wealth for wealth’s sake labor-saving devices and gadgets, pref- very heart of Calimshan society so (like in Amn), but for what wealth can erably magical. Many of these items are deeply that only the most careful and do for you. Leisure time is very highly whimsical in nature—in Calimshan soci- diplomatic will avoid insulting a for- prized in Calimshan; anything that ety, the more trivial a task a device can eigner as almost a matter of course. makes a job easier is embraced by soci- perform, the higher status it affords. ety. “He does what he doesn’t have to” is Typical devices are as follows: Monsters an insult in Calishite circles; it says the • Torches that light and extinguish subject doesn’t know what’s important themselves on verbal command. As would be expected of a magical, dan- in life and works harder than neces- • Shoes that tie themselves on com- gerous land, there are many monsters sary. mand. in Calimshan. The Calim Desert is a per- The Calimshan ideal is to be a mem- • A wine pitcher that knows when a ilous place, with common hazards in- ber of the “idle rich,” devoting a small glass at the table is empty, and then cluding giant scorpions, sphinxes, amount of time each day to maintaining floats over to that empty glass and fills jackals, dustdiggers, giant ant lions, your fortune, and spending the rest of it. dune stalkers, vortexes, poisonous and the day in luxury, attended by servants. • A bed that makes itself. constrictor snakes, various demons, This is not to say that Calishites are a • A door which recognizes members devils, and daemons, and elementals lazy people; on the contrary, they work of the household and opens to let them from the planes of air, earth, and fire, very hard to achieve their goals, and in. such as djinni, dao, efreeti, jann, and they do not do anything halfway. It’s And so on. The more silly the job, the marid, as well as earth, air, and fire ele- just that the goal this society works so more likely someone in Calimshan has a mentals and smoke and magma para- hard to achieve is to not have to work so gadget that will do it. If this gadget is elementals. hard. magical, so much the better. The Forest of Mir is also a relatively Very few Calishites actually achieve Charity is practically unheard of in evil place, where adventurers can find the goal of early retirement and a life of Calimshan; most people are too busy orcs, kobolds, ogres, hill giants, goblins, idle wealth. But the pursuit of leisure amassing their own fortunes to worry stirges, choke creepers, bloodthorns, time is still important. Toward that end, about others. And jobs are not particu- ettins, forester’s banes, driders, giant three things are common in Calimshan larly scarce. If worse comes to worst, a spiders, centaurs, dryads, harpies, and society: slaves, servants, and gadgets. person could take a job as a personal the ever-growing drow elves. There are Nearly anyone who can afford a slave servant—there’s always someone will- also rumors of dragons of various col- has one (or more). Slaves are used in Ca- ing to take on another servant. ors using the Forest of Mir as a base, limshan primarily as personal Calishites also have a fascination with but no one has returned from the forest servants—cooks, food servers, maids, magic. Magic-users are held in very with proof. high esteem, even low-level mages and

49 Because of the large number of exper- The next 4,000 years or so, Calimshan Forest of Mir (see below for more on imenting magic-users throughout the was dominated by nomadic tribes of Monrativi Teshy Mir). country, practically every magical mon- humans. Various tribes from various Since the fall of Shoon, no force or ster capable of being summoned exists places—Chult, the Shaar, The Shining people has risen to dominate the land. somewhere in Calimshan. All sorts of el- Plains, Chondath, even Amn and There are a half dozen or so major cit- ementals, para-elementals, golems, ho- Cormyr—took turns dominating, only ies, each of which exerts its own power munculi, aerial servants, invisible to be conquered by the next, nearly over its own area. About 170 years ago, stalkers, demons, devils, daemons, mo- identical tribe. a man in Calimport declared himself drons and naga can be found guarding Slowly, the nomadic nature of Calim- “Pasha” over the land, and began to treasure chambers, wandering in ruins shan began to change. As explorers and amass a large army. Before that army and graveyards, and rampaging free traders from Amn, Waterdeep, and could march, however, the representa- over the countryside after disposing of Cormyr discovered the wonders of the tives of each major city got together and those who would try to control them. area, some tribes began to settle down agreed to recognize the Pasha’s author- Of course, the people of Calimshan and take up new means of support, like ity in limited areas, and to pay a small are also troubled by the more “mun- fishing, farming, or trading. These com- tribute to him, enough to pay for the dane” monsters as well, including pur- munities began to band together for works the Pasha was expected to do. ple worms, hydrae, wolves, bears, bats, mutual protection, and soon a civiliza- The oldest son of each pasha inherits umber hulks, bulettes, anhkhegs, gob- tion was born. It was only 1,300 years the title; if there is no son, the mayors of lins, bugbears, and the like. Every day ago that the Shoon Empire (now called each large city select a new one. The can be a challenge in Calimshan— Iltkazar) came into being. current Pasha, Rashid Djenispool, has provided one knows where to look. The Shoons were a grand and glorious ruled for over 18 years, and is the empire, and their excesses were the foun- grandson of a pasha elected by the may- History dation of Calishite snobbery today. They ors of Calimshan 44 years ago. grew wise and powerful in the ways of magic, and ships and caravans bearing Government and Calimshan is an old country, older than the Shoon flag traveled across the Forgot- either of the other Empires of the ten Realms. Shoon, a particularly power- Politics Sands. Calimshan was first settled over ful mage, created a book of great power 7,000 years ago by the Djen, a human- during this time called the Tome of the Calimshan is ruled, in theory, by a oid race from the Elemental Plane of Unicorn. The exact location of the Tome Pasha in Calimport. In practice, Calim- Air. These Djen were known to be very has been lost in time, but since the book is shan is ruled by a consensus of the vari- magical, and had a number of inherent 2’ by 3’ and made of pure metal, it is likely ous leaders of the largest cities, along powers, such as create whirlwind, sum- to still be around . . . somewhere. with the most powerful military leaders mon air elemental, and a weak form of Then, 900 years ago, the Shoon empire and the wisest and most fearsome weather control. In addition, many vanished. A great magical upheaval was mages. Djen became powerful magic-users, at first suspected, but the wise and There are actually very few impor- learning new spells previously not learned mages of other lands dispute the tant things the Pasha can just go out and available on the Elemental Plane of Air. claim, saying a force that great would do. Any changes in taxation, major new The Djen prospered for over 1,000 have disturbed magical powers and be- expenditures, or large-scale troop years in Calimshan, but their reign was ings throughout the Forgotten Realms, movements, if not done in consultation ended by an invasion of creatures and and that didn’t happen. Sages who have with many of Calimshan’s most power- minions from the Elemental Plane of studied the Shoon at great length have ful men and women, are viewed with Fire. Some say this is where the bitter reached no definite conclusions, but the great alarm. The Pasha will quickly be hatred between djinni and efreeti most popular theories today center reminded of his true place in the power started, others say this was just a result around a plague or disease decimating structure of Calimshan, even if the of a hatred that was already there. the population. action was in the country’s best inter- Whatever the cause, the battle was long Today, the Shoon impact on Calim- est. If the action is met with widespread and bloody, taking over 100 years to shan is still great. The grandeur of that disapproval, it will often be revoked. complete. The Djen finally beat off the empire is responsible, more than any- And a Pasha who oversteps his bounds attackers from the fire plane, but were thing else, for the strong national char- too frequently finds him or herself on greatly weakened in the attempt. They acter of Calimshan today. The ruins of the wrong side of an assassin’s dagger. slowly died off after that, and the last the Shoon’s greatest city, Monrativi Who are these other powerful people mention of the Djen is just under 6,000 Teshy Mir, can still be found in the wil- whom the Pasha rules at the apparent years old. derness to the west of the edge of the

50 whim of? They are the high viziers of quest is frequently granted automati- Tymora the great cities of Calimshan— cally. Some drudaches where trouble is Almraiven, Calimport, Keltar, Man- frequent have permanent garrisons of shaka, Memnon, Teshburl, and the city guard assigned to them, under Volothamp. Some of these viziers rule the control of the druzir or one of his their cities with absolute power; others, assistants. Druzirs serve at the whim of like the Pasha, have counselors who the vizier, and can be replaced at any Tymora (also known as Lady Luck) is must be consulted before major deci- time. the goddess of good fortune, luck, vic- sions are made. Others who counsel the Calimshan justice is cruel and swift; tory, and skill, and she is the patron of Pasha include the four generals of the as a result, crime is not common. The adventurers and warriors. Tymora is Calimport army and the two admirals death penalty is common for most seri- best known for helping those who of its new navy, the Pasha’s court wiz- ous crimes (murder, kidnapping, any show initiative and innovation in help- ards, and the leading traders and land- sort of assault or other crime that re- ing themselves, and many of the Calim- owners of the empire. sults in injury to another). Maiming, shan middle classes call on this Chaotic Obviously, not all of these powerful branding, or slavery are typical punish- Good goddess’ favor to get that stroke men are consulted for every decision; ments for less serious crimes. of luck necessary to vault into the up- that would lead to paralysis and noth- per crust of Calishite society. ing getting done. The Pasha decides Religion who will be consulted and who will not. Those in the “inner circle” receive and Bhaelros send messages nearly every day to the Calimshan is a land of many races, both palace in Calimport; for those on the human, and non-human; as such, there fringes of power, it is considered a great are many different gods worshipped honor for the Pasha to request an opin- here. There is no religion mandated by ion on a matter. the government—all Calishites are free For most residents of Calimshan, the to worship (or not worship) how and Bhaelros is the name Calishites give this Pasha is an object of near worship, an who they choose. Some of the more Chaotic Evil god of storms and destruc- icon of wisdom and goodness to be common religions in Calimshan are: tion, known throughout the Forgotten obeyed without question. This is ex- Realms (other than Calimshan) as Talos. actly the image the truly powerful men Azuth With typical Calishite smugness, how- of Calimshan want the populace to be- ever, they claim that Talos is simply the lieve. “barbarian” name for Bhaelros. It is on the local level that the day-to- Bhaelros has many followers among the day decisions that affect most people’s members of the various evil alignments lives take place. Every village, town, or in Calimshan, especially the Drow elves city has a system of drudaches, or pre- Azuth is the patron of magic-users, a in the Forest of Mir, who abandoned cincts it is divided into (some smaller vil- lawful neutral god with great control their elven gods long ago. lages have only a single drudache; over magic and magical items. The rea- Calimport has 143). Each drudache is sons he is worshipped here in Calim- Deneir led by a druzir, who is responsible for shan to such a great extent should be everything that happens in the dru- obvious. Nearly every person in the dache. The druzir petitions the vizier country, tycoon to slave, has a fascina- for money to repair roads, bridges, dig tion with magic. Even the most humble wells, and the like. The druzir collects citizens have magical items, even if they all taxes, and is responsible to the vizier are no more than a self-cleaning stew- Deneir is the god of literature and art, if those taxes come up short. The druzir pot. Azuth is frequently invoked when two activities that Calimshan claims su- also hears minor disputes and dis- greeting (or saying goodbye to) busi- periority to the rest of the Realms in. penses justice, and brings more impor- ness associates, fellow travelers, and This Neutral Good god is also invoked tant cases to the Vizier’s Court. All but even relatives. the smallest villages have a city watch, frequently by sages and scribes as they troops under the vizier’s direct control. begin their day’s work in many of the A druzir may ask the vizier for control places of learning in Calimshan. of a small squad of troops to deal with a particular problem—this sort of re-

51 Selune Calimport. For traders from the north, where. the desert is a final challenge to a long, The climate of Calimshan can be wearying journey; for those heading summed up in one word: hot. The win- north, it is an early test. ters are brief and provide little relief, The only thing that keeps the desert and the summers are both long and dif- from claiming a larger section of Calim- ficult. Highs throughout the five- to six- shan is the mighty Calim River, a wide, month period Calishites refer to as Selune is the goddess of the moon, broad river that begins in the Marching summer stay above 90, with tempera- stars, and navigation. Given the large Mountains and flows southwest to the tures nearer 100 (and occasionally merchant fleets and the soon-to-be- Shining Sea near Calimport. Water higher) in the hottest two months. The completed Calimshan navy, rising inter- from the Calim River is the major night is little comfort in a Calimshan est in this Chaotic Good deity is source of agriculture in Calimshan’s summer, as the temperatures rarely understandable. central plain. Calimshan’s other major drop below 80, even near dawn. The Sharess river, the River of Ice, has no ice in it at only exception is in the Calim Desert, all. The river got its name from its un- where the night temperatures are a usually cold waters, fed by great melt- more reasonable 60 to 70 degrees. Of ing underground ice packs in the course, the daytime temperature on the eastern Marching Mountains. The desert floor rises to 120, so travelers River of Ice isn’t even really that cold, must take the bad with the good. but compared to the sweltering tem- What little rain Calimshan gets comes Sharess is a chaotic good aspect of Shar, peratures of the country in general, the in the winter and early spring. There is the goddess of darkness, night, loss, contrast is significant. no “wet season” here, just a time of year and forgetfulness. Sharess is particu- The Marching Mountains are a small, where showers are more likely. Violent larly popular among Calimshan’s idle insignificant range. The tallest moun- thunderstorms are not uncommon on rich. She is a goddess of lust, free love, tain is only 8,500' high, and the average the Calim Desert, but the rain they pro- and sensual fulfillment; she is wor- is closer to 5,000'. The slightly higher al- duce falls too fast and is over too soon shipped in prolonged fests with scented titudes make the mountains one of the to do much good. Even more common baths, music, good food, dancing, and coolest places in Calimshan, and for on the desert are windstorms (some other sensual activities. The Pasha of that reason alone, many of the coun- magically created or aided by the many Calimshan himself is said to be a great try’s wealthiest families have estates air elementals and related creatures in devotee of Sharess. there. the desert). There is always wind on the The other major feature of Calimshan desert, obscuring tracks just minutes Geography and geography is the Forest of Mir. As men- after they are made, blowing sand into tioned above, it is a hot, stifling, dense the eyes of pack animals, and stinging Climate forest, with none of the cool, shady, re- the unprotected flesh of travelers, but storative qualities usually associated the windstorms are particularly dan- Calimshan is located on a great coastal with forests. Pines and other warm- gerous, because of their great power plain in the southwest corner of the weather trees (most with roots that and how quickly and unpredictably continent. It is very flat, much more so sink more than 50' into the ground to they can come up. than either Amn or Tethyr. Unlike some get to water) dominate, and along with The ocean waters off of Calimshan other areas of the Forgotten Realms, other types of dry, hardy plants, they are warm and calm. There are very few there are no abrupt changes in geogra- manage to get by in this hot, inhospita- storms in the Shining Sea at all, and phy in Calimshan; the terrain alters ble area. storms in the Sea of Swords are usually gradually, as if the landscape were The only other interesting feature to spent long before they get to the Sing- painted with a very broad brush. the Calimshan landscape is the Spider ing Rocks. The single most important feature of Swamp, just south of the Forest of Mir Calimshan geography is the Calim Des- between Volothamp and Almraiven. Money and ert, which dominates the western half This is a particularly nasty place, with Commerce of the country. It is a flat, trackless tall cypress trees dripping with moss waste where only the hardiest cactus and fungi, great still pools of shallow Calimshan has a very strong trading and desert flowers grow. The final leg brackish water, and swarms of stinging economy, dealing with nearly every of the great Trade Way road cuts di- and biting insects and other small pests. other nation in the Forgotten Realms. rectly across this desert on the way to All in the swamp is perpetually damp, There are many things—magical items, and the smell of rot and decay is every- exotic spices, alchemical supplies, fine

52 horses, gems, and silk—unique to Ca- coins, however: a tribute to how effec- Almraiven limshan that the rest of the Realms tive Calimshan’s monetary system re- wants. This is good, because there are a ally is. A Volothamp merchant will call a Almraiven is a large (population: number of things that Calimshan needs handful of gold coins “rekatiks”, even if 475,000), cosmopolitan port city filled in return that it can’t provide for itself. there are five different types of coins with diversity. The city is not depen- Food is at the top of this list; the dry from five different Calimshan cities in dent on any one industry. The land sur- lands of Calimshan cannot produce the pile. rounding Almraiven is particularly foul enough food to feed the population. Some of the more common coins in and ill-suited for farming, so the large Meat is not a problem—there are many use in Calimshan today are: docks along the Shining Sea have been large ranches in the central plain, Copper: the unarche of Calimport; built primarily for the large grain- where the land is good for little else but the rada of Almraiven; the niften of hauling ships and other bulk carriers grazing. But there is a severe shortage Teshburl; and the spanner of Man- that bring the precious food the city of grains, fruits and vegetables. Bread is shaka. cannot provide for itself. very expensive in Calimshan, and many Silver: the decarche of Calimport; the What Almraiven offers in return is fruits and vegetables are simply not messine of Keltar; the red worm of items that are not nearly as bulky, but available to the common people. Beers, Memnon; and the espedrille of Volo- are still valuable enough to offset the wines, and ales also have to be im- thamp. tremendous cost of the imported food. ported, though trika, a sweet and po- Electrum: the centarche of Calim- Magical items of all types are produced tent wine made from palintrike, a cross port; the tazo of Almraiven; the zonth in Almraiven, with an emphasis on the between a breadfruit and a date that of Memnon; and the djendive of Man- less-powerful, more common items that grows in abundance along the entire shaka. are more affordable and can be made coast, is a popular drink. Gold: the bicenta of Calimport; the more quickly. Competitors in other cit- Calishite traders travel throughout pulon of Teshburl; the great worm of ies complain that Almraiven magic the Realms, seeking buyers for their Memnon; and the rekatik of Volothamp. sellers are “flooding the market,” but lo- special goods and looking for things Platinum: the kilarche of Calimport; cal merchants ignore the complaints that will turn a profit back in their the djendjen of Manshaka; the man- and go on. home country. Unlike Amn traders, Ca- drille of Volothamp; and the redoline of Almraiven is also a major shipbuild- lishites will not follow any lead in Keltar. ing center, especially since the estab- search of a profit. They tend to be more This is by no means a comprehensive lishment of the Pasha’s Navy a few conservative, sticking to established list, but it does include the most com- years ago. Because the Almraiven port (but extensive) trade routes and tried mon coins in circulation. Vistors are is the farthest from the action in the Sea and true merchandise. Another distinc- sure to see other coins, as well. of Swords, and the farthest from any tion between Amn and Calimshan trad- The larger businesses of Calimshan potential spies, the navy’s most ambi- ers is that Calishites return home more also use trade-bars with great fre- tious, most secret projects are under- regularly, probably because of their quency when dealing with each other. way here. great love for their home (and because This is a common practice. There is also Most interesting of these projects is they grow tired of traveling among a small amount of barter that still goes the Pasha’s Palace, a prototype vessel “barbarians”). on in the rural areas of Calimshan, but that, if successful, could revolutionize Calimshan has a stable money system. with so many different coins in circula- naval combat in the Forgotten Realms. The major cities of the country all strike tion, the use of money is much more The Palace is perhaps the largest war- their own coins, but each carries the common. ship ever built, over 1,300' long and Pasha’s mark certifying its value, and with nine decks, four below the water- the coins are of identical value. A gold Cities line. The Palace is practically a floating pulan minted in Teshburl is worth ex- city, and will have a crew of over 4,000. actly as much as a gold rekatik minted Officers and messengers on many of Calimshan is an extremely urban coun- in Volothamp. Calimshan uses the the decks will use horses to get around try. Except for the vast livestock herds money system common to the entire this massive vessel more quickly. of the central plain, there is little the Forgotten Realms: 10 cp = 1 sp; 10 sp The top deck of this ship is a floating open land of Calimshan has to offer. So = 1 cp; 2 ep = 1 gp; and 5 gp = 1 pp. artillery platform, littered with dozens most of the population (over 90%) lives There is a wide variety of coins in the of catapults, trebuchets, and firethro- in just a handful of major cities. They country because of the individual mints wers. There are nearly 50 more ballis- are described below: throughout the area, and each of those tae on the second and third decks as coins has a name. Most people don’t well, and there are a number of plat- care about the distinctions between

53 forms from which magic-users can cast mans and non-humans of every known kets to minor magic items to high- both offensive and defensive spells. Sea race and type. Included in that mix is quality specialty items are available. trials for the Pasha's Palace are set for the only large community of halflings in Most sellers will also buy interesting next summer, and if all goes well, the Al- all of Calimshan. items in their line of expertise, and no mraiven shipyards will go into high Calimport is at the mouth of the Calim price is set in stone; haggling is a re- gear and begin work on five more. River, and is also the southern end of spected tradition in Calimport, and The Vizier of Almraiven, Majel Ar- the great Trade Way road that leads most established merchants are very pooristan, rules only with the advice eventually to Waterdeep and beyond. good at it. and consent of a council of 15 or so of Calimport is a major port (as might be Calimport also has large manufactur- the most powerful men in the city. expected from the name) and trading ing businesses, making everything Lately, Admiral Eshtarl Eshram, one of center, collecting livestock from the from furniture to armor to horse- only two admirals in the Pasha’s Navy central plain and fish from the Shining drawn carts to cooking equipment to and a close advisor to the Pasha, has ex- Sea for export as well as the manufac- fine clothes to magical items. Some- erted a great deal of power over Ar- tured goods from within the city, and where in Calimport, nearly any item pooristan and the entire council while trading them for both grain, food and imaginable is being made by somebody. overseeing construction of the Pasha’s other necessities, and exotic items and Calimport is also the home of some of Palace and other major warships. amusements from across the Realms. the great sages and researchers in all of Calimport has a nearly insatiable ap- the Forgotten Realms. While no single Calimport petite for the unusual, exotic, and bi- man has the knowledge or resources of zarre. The Calimport market quarter is the famed Elminster of Shadowdale, Calimport is the largest, grandest city in a crowded, chaotic place, with small there are several learned men just a all of the Empires of the Sands—and it shops tucked into impossibly narrow al- notch or two below him. And taken as a never for a moment lets anyone forget leys, hawkers yelling from second-story whole, the sum of knowledge in Calim- it. Larger than Athkatla, larger and windows, and merchants selling from port is greater. This is due to the great richer than even Waterdeep, Calimport carts stopped on the edge of the road. private libraries located here; informa- has a population of over 2,000,000 hu- Everything from the latest fashions to tion on every subject, some of it lost for precious jewelry to inexpensive trin- ages, is in the various books and tomes

54 of these libraries. Some of the informa- Calimshan—while few have complaints daggers and other small items fre- tion is still lost, as the libraries are so about the reign of Rashid, it is widely quently get by. Tourists or non- vast that many of the books have not believed that Punjor could well be one believers don’t usually get past the been read (or even opened) in centu- of the greatest leaders Calimshan has Middle Gate without making a “dona- ries. However, given time and the per- ever seen. tion” to one of the guards—the Initiate’s mission of the owners of the various Calimport is also a major religious Plaza is for prayer, meditation, and spe- libraries, nearly anything can be found center. Many of the leaders of the coun- cial small ceremonies. The shrines to ei- by a diligent researcher. Unfortunately, try’s largest religions are located here, ther side are reserved for scheduled permission can be difficult to obtain. as are some of the most spectacular events, such as funerals, weddings, spe- The owners of the various libraries see temples in all of the Forgotten Realms. cial classes in the faith of Bhaelros, each other as rivals, not as cooperative Typical is the Plaza of Divine Truth (see prayer services for specific causes, etc. custodians of a common body of knowl- map), a large, richly-decorated temple The clerics who lead these services en- edge, and their petty rivalries can make dedicated to the worship of Bhaelros. ter from the back, to minimize direct a researcher’s life very complicated. The temple is built of fortified stone contact with the worshipers. The Vizier of Calimshan is Punjor walls 4’ thick, with guardhouses at all A large wall just inside the Inner Gate Djenispool, the oldest son of Pasha the corners and gates of the structure, guarantees that non-believers will not Rashid Djenispool. The pasha consid- as well as at intervals along the outer ever see the great Idol of Bhaelros at the ered the position good training for Pun- wall. The Outer and Inner Plaza are far end of the Chosen Plaza. The wall jor’s eventual succession, and the other open-air (that is, there is no roof) and also makes the gate easier to defend, as viziers of Calimport agreed. Punjor is open to all. Guards at the Outer Gate attackers have only two narrow open- not always in agreement with his fa- will stop heavily-armed or suspicious- ings to squeeze through. The most sa- ther, and he is learning as much as he looking visitors, although weapons are cred services in the worship of Bhaelros can as quickly as possible, frequently not specifically prohibited in either of are held here. Only clerics in the serv- consulting with his father’s advisors the outer two plazas. ice of Bhaelros, worshipers with years and developing his own “inner circle” of Another set of guards screen people of devotion to the religion, and really trusted counselors. There are great ex- at the Middle Gate. Swords and other large benefactors of the church are pectations among the people of large weapons are confiscated, though ever allowed into this Plaza. The guards

55 (who are all clerics or cleric/fighters) who says he can custom-make saddles ties. A person could get money in have their quarters and storerooms to for riding dragons, though few dragons Manshaka for nearly any purpose, no the sides of this plaza. are ever brought into town for a fitting. matter how far-fetched; how much he The Idol of Bhaelros itself is a spectac- Keltar is a fairly small city (popula- would have to pay in interest is another ular statue over 30’ high, covered in tion: 240,000) with a powerful vizier. story. The traders stopping in Man- beaten gold and inlaid with huge, pre- Duncan Ashnarti is one of the richest shaka are either looking for money (to cious gems. In fact, the entire temple, men in town, with interests in meat- finance a new expedition, pay for re- and particularly the Chosen Plaza, is packing, shipping, and horse breeding. pairs, whatever) or are there to pay off covered with the finest paintings, tapes- Ashnarti has a strong grip on the city, debts. tries, sculptures and other artwork and does not depend on a group of pow- Nominally, the Vizier of Manshaka is a imaginable. The followers of Bhaelros erful supporters to keep him in office. moneylender named Artouk Fanzir, but believe that his spirit inhabits the idol, He is a reasonably good leader, how- he has no real power. All important de- so they show it the greatest respect pos- ever, so his position is likely to remain cisions are made by a group of 12— sible. It is also believed that if the tem- stable for some time. made up of nine rich businessmen, two ple is desecrated in any way, Bhaelros powerful magic-users and a sage— (accompanied by a great dragon which Manshaka which decides everything of impor- Bhaelros keeps on a chain by his side) tance. Fanzir (who is one of the will emerge from the idol to exact his Manshaka is a coastal town of over businessmen on the council) then revenge. 300,000, located directly south of the passes on the decisions. central plain of Calimshan. While Keltar Keltar handles the livestock business Memnon for the northern half of the central Keltar is known as the “Edge of the Des- plain, many ranchers and herdsmen in Memnon is an important trading city on ert.” It is an appropriate title—the vast the south find it more convenient to the coast of the Sea of Swords in the far Calim Desert stretches west for what drive their stock south to Manshaka. northwest corner of Calimshan. Be- seems like forever. Keltar is located on There is a much wider variety of live- cause of its location on the edge of the the Calim River at its deepest, swiftest stock available in Manshaka, because a Calim Desert, nearly every caravan on point, to take advantage of the water great deal of it is loaded live onto cargo the Trade Way (in either direction) stops power available to operate mills and ships, instead of being slaughtered and there for at least a full day, either pre- other industries. Below Keltar, the river prepared in town. Cattle are still the paring for or recovering from the ardu- becomes wide, shallow and sluggish, most common animals found, but they ous journey across the desert. As a meandering to the sea at Calimport. are joined in Manshaka holding pens by result, Memnon has far more inns, tav- Cattle is king in Keltar, though other pigs, sheep, buffalos, elephants, drome- erns, stables and the like than there livestock, including camels, buffalos, daries, chickens, and deer, among other should be in a city of only 310,000. and other more exotic animals are also things. In addition to the great many people herded, slaughtered, and packed here. Manshaka is a common stop among employed in the service of travelers, Most of the city is on the west side of Calishite coastal traders, boatsmen who Memnon is also well known as a fishing the river, but the livestock pens and hug the coast, stopping at nearly every center. The area of the Sea of Swords di- slaughterhouses are on the east side. port from Suldolphor to Teshburl and rectly off the coast is famous for the This attempt to cut down on the smell is occasionally Memnon. The traders quality and abundance of fish, shrimp, only partially successful; Keltar still don’t stop for the livestock (though and shellfish available. smells like a barnyard, though it would most take advantage of the opportunity Strategically, Memnon serves as the undoubtedly be even worse if the ani- to bring a little fresh meat on board)— base for the scout and advance forces mals were any closer. Manshaka has become a major financial of the new Calimshan navy. Most of the In addition to the processing and capital of Calimshan because of the ships stationed here are small and fast, shipping of livestock and meats, Keltar large number of moneylenders that designed to report on pirate locations is also well known for its leather have chosen to set up shop here. The in- unseen, or if possible, to hit quickly and products. Every Calishite horseman terest charged ranges from a quite rea- run. The navy is growing faster than wants a Keltar saddle, and Keltar crafts- sonable 10% or 15% a year to 100% a new docks can be built, and some fish- men are also known for their leather month or even more. The rates are to- ermen are being forced to move to less armor, whips, and saddlery for more tally dependent on the riskiness of the convenient moorings. This has led to lit- exotic animals, like camels and bison. proposed venture and the moneylend- tle more than grumblings so far, but the There is even one Keltar craftsman er’s trust in the borrower and his abili- vizier is in the tough position of keeping

56 the local fishermen and the Pasha's demand in the rest of Calimshan, as are on the ocean for its livelihood. Navy happy at the same time. many specialty magical items made in Land travel to or from Teshburl is The Vizier of Memnon is a half-orc Suldolphor itself. very difficult. It is possible to stay along named Anders Gnurlbrach. Anders is a Magic plays an even bigger role in Sul- the coast and get to either Memnon or very popular vizier, and he voluntarily dolphor daily life than in Calimshan, if Calimport, but the coast is very rocky, shares his power with an elected Town such a thing is possible. The city is ruled with high cliffs and steep gorges. And Council (“to better listen to the people,” by a Council of Mages, a group of seven of course, a desert crossing is so peril- he says.) Gnurlbrach is well-respected magic-users, none less powerful than ous it hardly needs discussion. So if peo- by the other viziers of Calimshan de- 15th level. Magic is constantly used on a ple, food, and trade goods are to get in spite his heritage; he is one of the daily basis, for everything from lighting or out of Teshburl, they do it by ship. Pasha's most frequently consulted vi- cooking fires to watching the city walls This total dependence on the sea has ziers, and should the viziers be forced for intruders. Spell scrolls are one of made the people of Teshburl excellent to elect a new Pasha from among them- the city’s biggest exports, closely fol- sailors. While most children get small selves, there is a good chance it would lowed by many other types of magical wagons or pedal carts as toys, Teshburl be Anders. items. children are given small boats. Mer- Despite its tolerance on a official chant fleets, navies, pirates—all know Suldolphor level of Calimshan's expansion plans, the value of a Teshburl sailor. deep down the people of Suldolphor Calimshan probably recognizes that As mentioned above, there is some dis- are worried, and not just of Calimshan, value more than anyone else. Teshburl pute as to whether or not Suldolphor is either. There is a definite paranoid is the headquarters of the new Pasha’s really in Calimshan or not. The Pasha streak in the Suldolphor character— Navy, and the largest fleet of that new occasionally makes grand proclama- rumors constantly circulate of planned navy is being built in the Teshburl ship- tions “welcoming” Suldolphor into the invasions, economic embargos, or yards. Admiral Mond Vitendi is in per- Calimshan fold, making mention of the other hostilities from many different sonal command, overseeing the benefits of being part of the country fronts. Calimshan is referred to the construction of the fleet and the train- (armed forces protection, trade regula- most in these rumors, but Chult, Thay, ing of the sailors. After some recent dis- tion, etc.) and also noting the taxes due. Tethyr, Waterdeep, and even Cormyr agreements with the vizier over These proclamations are always have been suspected. The fact that allocation of dock space between mili- promptly and politely answered by one none of these rumors has ever proven tary and civilian fleets, Vitendi replaced of the members of the Suldolphor Mage to be true does not stop their prolifera- the vizier (with the Pasha’s approval) Council (they take turns), thanking the tion. and now has total control over the city. Pasha for his “kind offer” but reluc- The people of Suldolphor are still po- Many of the townspeople haven’t really tantly declining. lite to visitors, especially if their inten- noticed any difference, however, be- With growing pirate trouble on the tions are known. Traders who stay in cause Vitendi is too busy tending to his Sea of Swords and continuing instabil- the business district, for example, are navy to spend time ruining the lives of ity in Tethyr, Calimshan doesn’t have afforded the full hospitality of the city. the residents. the resources to try to take (and then Foreigners with vague or unknown in- keep) Suldolphor by force, so the Pasha tentions (like a band of adventurers), Tulmon does not worry too much about the however, will be watched carefully and “Suldolphor problem.” In addition, treated warily. If they stay long enough, Tulmon is a small (population: 123,000) many of Calimshan’s most powerful they may even find themselves the sub- city on the southern coast of the Lake of men believe that Suldolphor is more ject of a new rumor in the back rooms Steam on the Suldolphor Peninsula. It is valuable as an independent ally than as of Suldolphor society. mentioned here because, like Sul- an unhappy possession, and counsel dolphor, it is also periodically claimed against any takeover attempt. Teshburl by Calimshan. And Suldolphor is an excellent ally The people of Tulmon, like Sul- and trading partner. Goods from across Teshburl is the most isolated city in Ca- dolphor, prefer to remain independent. the Lake of Steam come to this port city, limshan. Located at the far west end of Unlike Suldolphor, the people of and merchants from Calimshan and be- the country, Teshburl is widely consid- Tulmon realize that Calimshan’s army is yond avoid the unpleasant waters of ered by navigators the point where the not going to come marching up main the Lake of Steam and visit Suldolphor Sea of Swords ends and the Shining Sea street tomorrow, and that even in the instead. Fruits, grains, and vegetables begins. It is not a very large city (popula- long run, the Pasha’s bark is much from the region are in especially high tion: 190,000), and entirely dependent worse than his bite.

57 Tulmon is primarily an agricultural sounds and an unearthly chill that no and different in a way that defies de- city, storing and selling the produce of fire can drive away. scription (though many have tried). The the fertile land of the peninsula. The people of Volothamp are subject tadjani grows only in the warm waters Tulmon fruits, grains, and vegetables go to occasional raids from the giant spi- of the Lake of Steam, and for reasons a long way toward feeding the eastern ders and other foul creatures from Spi- unknown to the sages, only in the area cities of Calimshan. Calishite merchant der Swamp, only a few miles to the east. around Yeslipek. (Attempts to move liv- ships willing to go the extra distance These creatures are the minions of a ing tadjanis to other areas to start new profit by sailing directly to Tulmon great spider demon who has taken up beds have always failed, and no one rather than stopping at Suldolphor. By residence in the swamp. The demon is knows why.) going that extra distance, they get pro- trying to expand its influence, first to Tadjani can be prepared dozens of duce that is fresher, higher quality, and Volothamp, then perhaps Almraiven, ways—all delicious—but for shipping at a slightly lower price. Sailing on the then beyond. Toward that end, the de- long distances, it is most commonly Lake of Steam is not a pleasant experi- mon has charmed some of the more im- pickled in vinegar and spices. Most of ence, however. It is hot, and winds are portant members of Volothamp society the Forgotten Realms, in fact, has only light. Sometimes the winds go away al- and government. That is how the raid- seen tadjani prepared this one way, and together, and ships can be becalmed for ing monsters have been able to avoid is not aware of the other things that can weeks. These dangers must be weighed city patrols, and it is also why there has be done with it. Only the towns on the against the additional profit in making not been a great outcry for a large-scale Lake of Steam, and eastern Calimshan, the trip, and most merchants decide to raid on the swamp. Volothamp suffers have the privelege of knowing better. stop at Suldolphor. silently while its leaders sit idly by. The vizier of Volothamp is Ramslett Places of Interest Volothamp N’door, the son of a Chult trader. N’door is a lifelong resident of Volothamp, how- Volothamp is a medium-sized (popula- ever, and a respected leader despite his Calim Desert tion: 370,000) city on the Shining Sea mixed racial background. Unfortu- coast between Almraiven and Man- nately, N’door is controlled by the de- The Calim Desert is a large, inhospita- shaka. I t has the usual coastal mon of Spider Swamp, as are a good ble place. The daytime temperatures industries—shipping, shipbuilding, number of his senior advisors. The are brutally hot, though it cools down fishing, sailmaking, etc.—although, for other advisors who have suspected to a comfortable level at night. Strong some reason, the Volothamp shipyards something was wrong and let the and unpredictable winds blow at all have a reputation for building poor- wrong people know about those suspi- times, reducing visibility, obscuring quality ships. “Came apart like a Volo cions have mysteriously disappeared. tracks, and blowing sand into frigate in a stiff breeze” is a Calimshan everything—clothes, eyes, food, water, expression for someone who cracks un- Yeslipek blankets, and all but the most tightly der pressure. sealed containers. Volothamp does have some claims to Yeslipek is a small fishing village on the The greatest peril to travelers, fame, of course. Some of the finest gold- south coast of the Lake of Steam on the though, is the lack of water. The air smiths and jewelry makers work in this Suldolphor Peninsula. Like the other over the desert is bone dry, and most city. And since many high-powered cities on the peninsula, Calimshan animals (including people) must double magical items (particularly swords and claims Yeslipek as its own. However, their water intake just to maintain a other weapons) are inlaid with gems Yeslipek is so small (population: 14,000) healthy typical water level. Since and precious metals, some very well- that it is a bit player in what is not that there’s hardly any water to be found, established mage consortiums have also serious a conflict in the first place. The that means that people who journey set up shop in Volothamp, in order to be Pasha of Calimshan has not even both- across the Calim must bring plenty of closer to the smiths and jewelers neces- ered to send Yeslipek a proclamation water with them, and use it carefully. sary to their work. announcing its status as a Calishite city. There are oases in the Calim, but they There is a dark side to life in Volo- It’s just as well—the Yeslipek mayor are not very frequent. A Calim oasis is thamp, however. Crime is low, the would only tear it up. not marked by an open pool of water, weather is pleasant (as pleasant as it can What makes Yeslipek worth mention- but by a small patch of scrubby trees be in southern Calimshan, that is), and ing is tadjani, a delicacy found only here and other greenery. The vegetation sig- business is good. Yet many residents and loved throughout the Forgotten nifies water close enough to the surface refuse to go out at night, and even those Realms. Tadjani is a rare shellfish, simi- for the plants to get at it. To get to the who stay indoors report strange lar to mussels but much more flavorful, water, of course, someone in the group must know how to dig an artesian well.

58 It is also quite easy to get lost in the usually living alone or in small family prices are outrageous; and three, not all Calim Desert. Blowing sand often groups. Ogres, goblins, and orcs have the traders that enter the Forest of Mir makes the sky hazy, so simply following carved out small chunks of territory, come out. the sun is sometimes difficult. Navigat- but all are potential prey for the other ing by the stars at night is easier, be- monsters of the forest. Some human vil- The Marching Mountains cause the winds die down and the sky is lages exist on the very edges of the for- clearer. The best way to avoid getting est, clearing a little timber and farming The Marching Mountains, as men- lost, however, is to stick to the Trade small plots of land, but the residents tioned above, are not particularly high Way, which crosses the desert between never go more than a mile or two into or steep. Little is known about them, Calimport and Memnon. The road has the forest. Brave hunting parties some- however, because so few Calishites live several oases along it, and these mark times go deep in the forest in quest of a in the area. The people of Keltar are fa- the road as well as anything else. Sign- particular beast rumored to live within, miliar with the mountains from looking posts, tracks, and other markings are and a few even come back. at them, but even they don’t go there. quickly destroyed by the desert. The single biggest threat in the Forest The average Calishite’s opinion of the Many travelers prefer to cross the of Mir, however, is the large population Marching Mountains is that they are a desert by night, and try to sleep during of drow elves in the western leg. Only convenient barrier separating the For- the day. This has some advantages, in- the ignorant or the foolhardy enter this est of Mir from the rest of Calimshan. cluding easier navigation and less use of part of the forest; even the Pasha re- There is very little life of any type in water. But night travel has one main cently admitted that for all practical the Marching Mountains, other than drawback—the large number of mon- purposes, North Mir belongs to the the occasional monster or hunting ani- sters that come out at night to feed. drow. mal. There is rumor of an abandoned Snakes, scorpions, small, silent desert No one really knows just how many Duergar complex deep within the cats, and birds of prey are all on the drow elves inhabit the Forest of Mir, mountains, built by those evil dwarves hunt at night, and many are not above a but the best estimates give the total centuries ago when they were chased man-sized meal. population at over 80,000. This total is out of the north by enemies. Even if this Other monsters could be encoun- divided into 8 to 10 tribes, each holding complex does exist, it is supposed to be tered at any time. Particularly danger- a small section of the forest for itself. empty today, its duergar builders hav- ous are the efreeti, djinni, and daos The tribal leaders select one from ing long ago returned to their original who, when they are not fighting each among themselves to act as King of the homes. other, are attacking caravans of “intrud- Drow. The tribes are very independent, ing mortals.” Last but not least is the however, and meetings of all the tribes Monrativi Teshy Mir threat of other humans. Bandit activity are very rare. They are usually called is surprisingly high in an inhospitable only when one of the many tribe-vs.- Monrativi Teshy Mir (which is Alzhedo place like the Calim Desert. For more on tribe rivalries gets out of hand and for “First Kingdom of Mir”) is a massive the Desert Raiders, see “Characters,” erupts into war. ruin along the northern border of Ca- below. The drow have substantial under- limshan, north of the small finger of the ground dwellings, storehouses, and Forest of Mir that extends west of the Forest of Mir passages dug out beneath the forest main forest. The area is uninhabited; floor. Some say these tunnels connect the closest Calimshan cities are Keltar The Forest of Mir is another dangerous with a vast underground network be- to the south and Memnon to the west. locale in Calimshan. While not as obvi- neath all the Forgotten Realms. The Monrativi Teshy Mir is the ruins of ously deadly as the Calim Desert, the drow want very little to do with other the capital of the Shoon Empire, dangers of the Forest of Mir are more surface-dwelling people (which is gen- Shoonach, and the surrounding keeps, cunning and less apparent. The forest is erally counted as a good thing by the baronies, and villages. It is a vast ruin; hot, but there is plenty of water. Getting people of Calimshan), and are more the portion that can still be seen on the lost is a possibility, but there are a large than happy to leave humans alone pro- surface of the open grassland is nearly number of trails and streams that can vided that they in turn are also left 20 miles across, and the catacombs be- be followed until one’s bearings are re- alone. Some brave explorers and trad- neath the surface are supposed to be gained. ers have contacted the drow to acquire twice as large, and extending some 500’ The primary danger to be found in some of their weapons, handcrafts and down. the Forest of Mir is the monsters lurk- other goods for sale to the outside As would befit ruins of such magni- ing within. The south leg of the forest world, but this does not happen often. tude, the stories and rumors about has many different types of monsters, There are three reasons: one, the drow what lies within the First Kingdom of never trade their best goods; two, the

59 Mir are staggering. Vast piles of gold living in the Forest of Mir will react to Memnon and Myratma, and for that and gems, warehouses of weapons and any given group of explorers, though it reason, it is considered the boundary armor made by smiths using secret is fairly certain that if they disap- point between Calimshan and Tethyr techniques lost to the craftsmen of to- proved, the intruders would be in for a waters. It is also an important naviga- day, powerful and arcane artifacts and great deal of trouble. tion point for sea captains afraid of other magical items, unlike anything And third, it is widely believed that, drifting too far west in their travels. known in the Realms today—all this and after 900 years, all the easily-obtained The Singing Rocks is worthy of men- more is rumored to exist deep in treasure has already been stripped tion, however, not for its navigational im- Monrativi Teshy Mir. Despite the ru- from the ruins. What is left is hidden in portance but for the odd phenomenon mors, there is no long line of adventur- the deepest chambers, guarded by the that gives the islands their name. Sailors ers and prospectors waiting to explore most fearsome monsters, spells, and passing close by the rocks report beauti- the ruins, for a variety of reasons: traps, and can be reached only after ful singing, as if by hundreds of women. First, the same rumors that describe long, dangerous travels through miles The music has an elusive, haunting qual- the vast wealth of the ruins also de- of empty catacombs. It is also believed ity, but does not seem to have the charm- scribe the fearsome guardians of those that the drow’s tunnel system and the ing effects of the song of the harpy or treasures. Diabolical traps, deadly abandoned duergar tunnels in the siren. Ships that have sent landing parties spells, demons, naga, elementals, un- Marching Mountains connect with to the rocks report that the singing stops dead, liches, and even bound dragons Monrativi Teshy Mir deep under- when the landing party gets within 150’ are among the defenses named in the ground, thus adding to the uncertainty or so of the islands, and that when the stories. Many of these are undoubtedly behind any expedition here. sailors land, they can find no living thing exaggerations— but many are not. or other explanation for the singing. At- Second, the area is very inhospitable, The Singing Rocks tempts to detect magic come up positive, and perilously close to the drow. The but the use of other spells or magical land is dry, with precious few sources The Singing Rocks are a tiny group of is- items to examine the islands in greater of fresh water necessary to sustain a lands in the Sea of Swords. It is due detail or at a distance are not effective, as long-term expedition. And no one can west of a point almost exactly between some force blocks the attempt. say with any certainty how the drow

60 Spider Swamp simply called the Spider Demon by The Spider Demon’s bite requires a sav- most of his subjects. In addition to the ing throw vs. poison at -4. A failed Spider Swamp is a flat, foul, fetid patch denizens of Spider Swamp, the Spider throw results in instant death; even if of lowland on the Shining Sea Coast be- Demon has charmed many of the lead- the saving throw is made, 3-18 points of tween Volothamp and Almraiven. It is ers of the nearby city of Volothamp (see damage is taken. fed by two small, sluggish rivers ex- description above). Zanassu’s descrip- Zanassu is immune to poison, and takes tending south from the Forest of Mir, as tion is as follows: only half damage from cold- and well as several springs in the swamp it- electricity- based attacks. He is not af- self. The swamp is thick with vegeta- FREQUENCY: Unique (very rare) fected by non-magical weapons (even sil- tion, including sprawling, NO. APPEARING: 1 ver), though non-magical cold iron moss-covered cypresses, cedars, and ARMOR CLASS: -2 weapons will do half damage. Magical other trees. The result is a shadowy, MOVE: 9” cold iron weapons get a +2 damage bo- dark swamp that is still hot, humid, and HIT DICE: 103 hp nus. He saves as a 30th-level magic-user breezeless. It reeks of decay, and is of- % IN LAIR: 60% against all attacks (including magical ones ten referred to by Calishites as the TREASURE TYPE: Fx2, R, U, V that get past his 75% magic resistance). “Tenth Plane of Hell.” They do not know NO. OF ATTACKS: 1 In addition to the powers typical to all just how close that jest is to the truth. DAMAGE/ATTACK: 2-16 demons, the Spider Demon can at will, The Spider Swamp is also a throughly SPECIAL ATTACK: Poison (see below) one at a time, once per round, use at the evil place, filled with giant spiders, SPECIAL DEFENSES: See below 30th level the following spell-like snakes, will-o’-wisps, poisonous toads, MAGIC RESISTANCE: 75% powers: charm monster, charm person, giant wasps, and minor demons of INTELLIGENCE: Genius command, darkness (15-foot radius), many shapes and descriptions. All of ALIGNMENT: Chaotic Evil detect good, detect invisible, dimension these creatures are under the control SIZE: L door, dispel magic, fly, invisibility, know of a Demon Lord named Zanassu. PSIONIC ABILITY: Nil alignment, protection from good (10- Zanassu appears in the form of a great Attack/Defense Modes: Nil/Nil foot radius), speak with monsters, tele- spider, 15’ across and 6’ high, and is LEVEL/X.P. VALUE: X/48,000 kinesis (up to 5,000 gp), teleport, and unholy word once per day.

61 Zanassu can gate in the following from 10 to 20, and are excellent horse- the rest are fighters of 1st to 4th level. types of demons, up to three times per men and experts in desert survival. All are as adept at fighting on horse- day per type: 1-4 Type I, 80% chance of There are dozens of such groups oper- back as on the ground, and all ride the success; 1-4 Type II, 60% chance; 1-2 ating in the desert, and while they are finest quality Medium Warhorses (the Type III, 50% chance; 1 Type VI, 10% usually strong rivals, they are not above desert heat is too much for Heavy War- chance; 1-6 Babau, 75% chance; 1-10 banding together to take on a big cara- horses). The raiders (and the horses) Chasme, 80% chance; and 1-4 Dretch, van if the situation calls for it. are dressed in silks, with some raiders 30% chance. The Spider Demon can The raiders prey on caravans and wearing leather armor. The heat pro- also summon, once per round, 1-20 of other travelers crossing the desert, of- hibits the use of anything heavier, so any of the six types of spiders (Giant, ten shadowing a group for days, harass- rings of protection, bracers of defense Huge, Large, Phase, Giant Water, and ing them with minor raids, giving the and other magical protection items are Giant Marine) he wishes. These spiders target no opportunity to rest, until fi- very highly prized by the raiders. are under the permanent control of nally swooping in on the weakened Desert Raiders like to fight with Zanassu, and remain until he is killed or prey. The victims are not always slaugh- curved scimitars that are the equivalent voluntarily releases them. tered; often, they are only robbed and of broadswords, and roughly half of Should Zanassu be killed, he will not left with enough provisions to ensure any group will also be armed with short be allowed to return to the Prime Mate- they can get out of the desert alive. Vic- bows. Raiders are not above the use of rial Plane for 10 years. At the end of tims that are polite, don’t try to hide poisoned arrows, but there is only a that time, however, it is certain he will valuable goods, and don’t kill too many 10% chance that any given group has return to exact his revenge. raiders will usually be allowed to live. any. Of course, there are some raiding In addition to robbing, Desert Raiders Characters groups that kill as a matter of course. have also been known to kidnap people These raiders are the least popular (if they look rich enough) and hold them among their fellows, but they don’t for ransom. Delivering a kidnap victim Desert Raiders seem to care. alive upon payment is a point of great Desert Raiders are led by a fighter, honor among Desert Raiders; any The Desert Raiders are not one group, usually of 6th to 8th level. He will have raider group that does not safely return but a type of bandit common in the Ca- two or three lieutenants of 5th or 6th a hostage will be hunted down by the lim Desert. Typically, they number level, one of which may be a magic user; other groups and wiped out.

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Index

Alchemists’ Guild ...... 11 Ilmater ...... 24 Riatavin ...... 13 Alemander IV ...... 22 Iltarch ...... 5 Ridge, The ...... 18 Alemander, Prince ...... 23 Iltkazar...... 50 River Ith ...... 25 Almraiven ...... 53 Imnescar ...... 10 Roldon ...... 7 Alzhedo ...... 4 8 Irphong, Sea Tower of ...... 44 Saradush ...... 21, 40 Amnur Citadel ...... 15 Ishla Hillfort ...... 15 Sea of Fallen Stars ...... 24 Amnwater ...... 8 Ithal Pass ...... 21, 42 Sea of Swords ...... 3, 21, 48 Arkaneus Silvermane ...... 46 Ithal Road ...... 25 Sehne ...... 6, 52 Asavir’s Channel ...... 24, 41 Ithmong ...... 26 Shaar,the ...... 4 8 Athkatla ...... 8 Kartak Spellseer ...... 13 Shadow Thieves ...... 8, 18 Azuth ...... 5 1 Keczulla ...... 11 Sharess ...... 5 2 Bane ...... 2 4 Keltar ...... 56 Shining Sea ...... 48 Beshaba ...... 2 4 Keshla Hillfort ...... 15 Shoon Empire ...... 50 Bhaelros...... 51 Kilarche ...... 53 Silvanus ...... 24 Bicenta ...... 53 Knights of the Shield ...... 20, 47 Singing Rocks, the ...... 60 Brost ...... 2 6 Kzelter ...... 39 Snowflake Mountains ...... 3, 21, 48 Calim Desert ...... 48, 49, 52, 58 Lake Esmel ...... 4, 10, 16 Spanner ...... 5 3 Calim River ...... 48, 52 Lathander ...... 6 Spider Swamp, the ...... 61 Calimport ...... 54 Lawantha Silendia ...... 46 Starspire Mountains ...... 21, 24, 45 Castle Spulzeer ...... 13, 19 Leira ...... 7 Suldophor ...... 57 Castle Tethyr ...... 42 Lhaeo ...... 4 7 Sulduskoon ...... 25 Centarche ...... 53 Mandrille ...... 53 Sune ...... 6, 24 Centaur ...... 7 Manfred Arbustle ...... 46 Survale Ford ...... 45 Chardath Spulzeer ...... 13 Manshaka...... 5 6 Sylvanus Moondrop ...... 46 Chauntea ...... 6 Marching Mountains ...... 52, 59 Taran ...... 7 Chult ...... 4 8 Marilyn Haresdown ...... 46 Tardeth Llanistaph ...... 46 Cloud Peaks ...... 3, 4, 5 Meisarch ...... 5, 19 Tazo ...... 53 Company of Eight ...... 45 Memnon ...... 56 Temple of the Divine Truth ...... 54 Council of Six ...... 5 Messine ...... 53 Teshburl...... 5 7 Cowled Wizards ...... 19 Molean ...... 25 lessarch ...... 5 Crimmor ...... 9 Monrativi Teshy Mir ...... 59 Tethir Road ...... 3, 11, 13, 21 Dahaunarch ...... 5 Mosstone ...... 39 Tethyr Peninsula ...... 24 Danter ...... 7 Mt. Speartop ...... 17 Thayze Selemchant ...... 5, 19 Decarche ...... 5 3 Murann ...... 11 Thorass ...... 3 Deepshadow ...... 8, 19 Myrat ...... 25 Tome of the Unicorn ...... 50 Deneir ...... 51 Myratma ...... 39 Torbold Hillfort ...... 16 Desert Raiders ...... 62 Nimarch ...... 5 Trade Way ...... 25 Djen ...... 50 Nashkel ...... 12 Trademeet ...... 13 Djendive ...... 5 2 Nashram Sharboneth ...... 23 Trailstone ...... 13 Djendjen ...... 53 Nelanther ...... 5, 24, 43 Troll Mountains ...... 3,4 Drow ...... 48 Nemessor, Sea Tower of ...... 44 Trollford ...... 4, 18 Drudaches ...... 51 Niften ...... 52 Rrlmene ...... 4 0 Druzir ...... 51 Order of the Blue Boar ...... 20 Tulrnon ...... 57 Eldath ...... 24 Paddy Stoutfellow ...... 46 Tymora ...... 51 Elven Council ...... 23 Pasha’s Palace ...... 53 Unarche ...... 5 3 Ernest Gallowglass ...... 26 Pirate Isles ...... 24 Velen ...... 41 Eshpurta ...... 49 Plaza of Divine Ruth ...... 55 Vizier of Calimshan ...... 54 Esmelda ...... 4 Pornmarch ...... 5 Volothamp ...... 58 Esmeltaran ...... 10 Port Kir ...... 4 0 Waukeen ...... 6, 13 Espedrille ...... 53 Pulan ...... 5 2 Yeslipek ...... 58 Fandar ...... 7 Purple Hills ...... 21, 23, 43 Zanassu ...... 61 Fang Pass ...... 15 Purskul...... 12 Zazesspur ...... 21, 41 Fangs, The ...... 15 Pythosaurus ...... 17 Zonth ...... 53 Forest of Mir ...... 21, 49, 51, 59 Race,the ...... 2 4 Zoth ...... 25 Forest of Tethir ...... 3, 24, 42 Rada ...... 5 3 Golden Fortress ...... 9 Rashturl Citadel ...... 15 Gorge of the Fallen Idol ...... 43 Red worm ...... 53 Great worm ...... 53 Redoline ...... 5 3 Gulder ...... 2 5 Rekatik...... 5 3

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