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OFFICIAL GAME ACCESSORYOLD EMPIRES by Scott Bennie

T&ble of Contents

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

Credits Editing: Mike Breault Typography: Kathleen C. MacDonald Cartography: Diesel SampleCove filer Art: Brom Keylining: Dee Barnett Interior Art:

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9274 ISBN 0-88038-821-8 9274XXX1501 y-r^ ,> U. f jd ... ,y. INTRODUCTION

"The span of earthly things is as a the answer is so easy that you have to be fulfilling a quest, but discovering a ma- dream; but a fair welcome is given he careful not to miss the forest for the jor challenge and using every resource who has reached the South." trees. There are two ways to use any you have, including your intelligence, —Old Mulhorand saying RPG supplement. One is to read through to succeed. it solely for pleasure, enjoying the work As you read through The Old Em- The South, the ancient South, is the for its own sake. The other way is to use pires, you will find that this supplement place where mankind first reached it as a source of background and adven- places a strong emphasis on the politics greatness in the Forgotten Realms at ture in your campaign. and the personalities of these king- the beginning of the age. The remnants If you are running a campaign out- doms; this book is full of strange names of this greatness are the three king- side of the Forgotten Realms, this book and devious political factions, all schem- doms of Mulhorand, Unther, and Ches- can still be useful. This book contains ing to achieve their ends. There are two senta, kingdoms of mystery and ancient dozens of new spells, magical items, reasons for this. empires. characters, and monsters that can be First, one distinguishing feature of This book tells of the rise and fall of taken out of this supplement and used the Forgotten Realms is the number of great realms, of god-kings and ancient in any campaign, regardless of setting. distinct and interesting characters that magic whose power is unmatched any- Cityscapes may be redesigned for use in player characters can interact with; as where in the Realms. This is the story of other campaigns. Adventure ideas and it says in the Source Book of the Realms the Old Empires. rumors can be transferred to other set- (p. 17) "more than anything, these indi- The ancient south can be termed "a tings. This is meant not just as a viduals are the Realms." In the same slumbering giant." It is an extremely Forgotten Realms book, but as a source way, these characters are the essence powerful land that wishes to be left book for any inventive of the Old Empires. alone to engage in its own self- running campaigns in any world. The second reason is the nature of indulgent, decadent pursuits, not car- The other use, of course, is as a high-level campaigns. Many high-level ing what goes on beyond its borders. FORGOTTEN REALMS™ game supple- campaigns collapse very quickly when Still, many of their neighbors do not ment. If you are running characters the emphasis is solely on monster bash- see them this way. When a plague oc- from outside the Old Empires who ing and treasure snatching. The secret curs elsewhere in the Realms, you can travel in these reaches, please make to a successful high-level AD&D® cam- often hear whispers of Southern magic. sure you read through the book care- paign is to get the PCs to interact with The South is considered to be a place of fully. Any land has its customs and ta- the campaign world in ways other than twisted power, better left untouched. boos that seem strange to outsiders, combat. There is a lot of fun in getting Even the most reckless adventuring and the OlSampled Empires is nfileo exception. involved in politics, making plans and parties give the South a wide berth. How a character deals with culture alliances, and outwitting truly clever Yet it is rich in magic, and on occasion shock can be as interesting as how a NPCs. It isn't easy to run a good political outsiders venture to Mulhorand or Un- character handles a new monster, as campaign (and most players don't want ther and become entangled in the laby- both are unfamiliar challenges that test a campaign where the action consists rinthine politics of their gods. his ability. only of political maneuvering), but Many things are unique to the Old If you are running characters from when it works, it's a real thrill. Empires. They have strange gods. They the Old Empires, be sure that the char- If the details in the political sections wield weird and powerful magic. And acters realize that the attitudes of their seem too trivial, you can feel free to ig- there is a hint of the weirdest magic of homelands are often quite different nore them, but you might want to give all—technology, a word that causes than other places in the Forgotten it a try. It can be a lot of fun. The politics hardened sages to shudder. There are Realms. They should understand their of the Old Empires, like its characters, strange monsters and strange men, homelands, and be able to imagine operate on a grand scale. great treasures and unknown delights, what it was like to be a child there, and life-ending perils. In short, nearly what they were taught, and what they anything that an adventurer could were brought up to believe. want. This book documents all of these. The Old Empires is known as a high- powered area. There is lots of magic, much of it quite strange. There are also Hoco to Use tbis Book major challenges in obtaining this This may be the hardest section of this magic, which is how it should be. The supplement to write, perhaps because essence of an adventure is not casually HISTORY OF THE OLD EMPIRES

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

J^J. T L JL^ «f i \

and fortified their borders, waiting for though using the word "union" to de- in the Old Empires: Mulhorand, the old- the inevitable. scribe Chessenta is a joke. est empire, is suffering from a recent It came. Narfell and Raumathar held Chessenta achieved brief glory early spate of assassinations that climaxed in one final cataclysmic battle and de- in its history under the great general the assassination of Pharaoh Akonho- stroyed each other. Netherworld fiends Tchazzar, the war god, who was actu- rus. The assassins have not been identi- fought against dragons, cities were ally a polymorphed red dragon. The fied and are known to use magic to burned. One hundred and fifty years be- Chessentan Empire held sway as far charm the victims' friends or body- fore the founding of Cormyr, the nations west as Chondath, and even subdued guards into becoming their murderers. of Narfell and Raumathar were dead, Unther and held it as its vassal. After The new pharaoh is Horustep III, who their people scattered into tiny enclaves, the death of Tchazzar, the Empire is a child of 11. In most nations, this their lands in ruins. Mulhorand and Un- broke up; Unther tore free from its in- would mean that he would be easily ma- ther decided to pick up the pieces. fluence, and its distant outposts were nipulated by his advisors, but in Mulho- Unther leaped across the Eastern ruined. The union's confederation of rand it means that a Pharaoh is finally Reach and founded cities on that body city-states swore fealty to a central young enough and energetic enough to of water's northern coast. Mulhorand monarch, but each city-state seemed to want to make changes. (The Fangs of expanded northward under the mili- have a different idea about who the Set, an organization responsible for tary leadership of Anhurtep, a vigorous monarch actually was. The union even- Akonhorus's death, also has plans to incarnation of the god-king Anhur, and tually deteriorated into a constantly deal with Horustep, and the priests of founded the cities of Bezantur, Tyra- changing network of warring factions; Horus-Re are not happy about the situa- turas, Amruthar, Delhumide, and Neth- it remains this way to this day. There tion either.) jet. Mulhorand offered to take in the have been two Cimbar vs. Airspur There is a major confrontation brew- survivors of the war and bring prosper- Wars, an Akanax vs. Soorenar War, an ing between the priests of Horus-Re ity to the starving victims of the great Akanax vs. Luthcheq War, and three and the priests of Anhur in Mulhorand. war. Mulhorand heroes slew many of Mordulkin vs. Luthcheq Wars. The priests of Horus-Re, who have been the monsters summoned by the wiz- There has been so much warfare in the de facto rulers of Mulhorand for ards of Narfell and Raumathar, and Chessenta that mercenaries from all centuries, are blaming Anhur for past once again the standard of Mulhorand over the Realms have flocked to join; defeats and are trying to destroy his flew over the battlements of the there is almost always at least one ma- priesthood by stripping its leaders of Priador. Thus began the Second Empire jor war going on there at all times. For lands and traditional power and ap- of Mulhorand and Unther. the last century, Chessenta has been re- pointing its greatest members to ex- Unther, which had declined greatly, putedly onSamplee of the best place files to go to tremely dangerous positions. Anhur's could not reach the elves of Yuirwood get mercenaries; even Mulhorand regu- followers are becoming more bitter in with its traders or its armies. The cost larly relies on their services. their opposition to the priesthood of of expansion bankrupted its treasury, And what of the other two lands? Horus-Re. The priests of Anhur are also and taxes were raised. Rebellions Mulhorand kept its Second Empire to- going to embark on a private enterprise against the taxes were ruthlessly gether for a little longer, until the Red to purge the Alamber Sea of pirates and crushed, and harsh laws were brought Wizards rebelled four hundred years the influence of the Thayvian fleet. down to preserve public order. Some of ago and created the nation of Thay. Unther is collapsing. The alliance of the hardest hit by these taxes and laws Mulhorand made a half-hearted at- the bandit chief Furifax and the cult of were adventurers, who were beginning tempt to take Thay back, failed, and de- Tiamat are plotting to overthrow the to bring wealth from the ruins in Nar- cided to concentrate on its bitter internal government, which is extremely un- fell and Raumathar and complained politics. Unther is even worse: Its military popular. An incarnation of Tiamat most bitterly against the confiscation of is gutted by corruption and archaic schemes in the small town of Firetrees. most of the fortunes that they fought so weapons and tactics, its immortal ruler Other factions are trying to align them- hard to acquire. Some of these adven- (Gilgeam son of Enlil) has become embit- selves with whomever they believe will turers turned to freebooting, becoming tered by misfortune and rules a small, be the winning side. Messemprar is in pirates in the Sea of Fallen Stars. Others wasted, overtaxed tyranny, aided by revolt; the palace is under siege, and the led rebellions in a number of cities hard greedy administrators. As a result, Un- armies of Unther have been turned hit by the tax: Delthuntle, Laothkund, ther is on the brink of revolt. back, forcing the god-king to hire a and Mourktar. force of Chessentan mercenaries to Eventually a large group of cities on OpeRatioos crush them. There is trouble even in the southern coast of the Wizard's Unthalass, the capital of Unther. Reach also broke away to form what is At this time, there are a number of no- In Chessenta, the rulers of the city of known as the Union of Chessenta, table schemes and events taking place Luthcheq are waging a war of terror against wizards. They have invented wit- -1081 DR Thayd and his conspirators ard's Reach as Mulhorand chweed to prevent magicians from oper- defeated. Thayd is exe- and Unther once again ex- ating in their city, and they have hired cuted, but prophesies that pand northward. mercenaries to assassinate wizards Mulhorand and Unther will 1 DR Founding of Cormyr. This across Chessenta. Their goal is to clear never be as great again. year is 2134 on the Mulho- Chessenta of all wizards and march in -1076 DR Orcgate opens. rand calendar. with their army, unopposed. (This is a lu- -1075 DR First battle of the Orcgate 108 DR First Great Flood of the dicrous notion, but the lords of Luthcheq Wars. Ores overrun many River Alamber nearly de- are considered to be lunatics.) northern settlements, slay- stroys Unthalass. Cimbar is under attack by an alliance ing thousands. 202 DR Tribes of "barbarians" from of warriors from Airspur and Soorenar, -1071 DR Battle of the Gods. Re is slain the south invade southern who plan to destroy the city and divide by the ore-deity Gruumsh. Unther and Mulhorand. the spoils evenly. -1069 DR Ore pantheon defeated. 205 DR Mulhorand and Unther Ores driven from the south. chase defeated barbarians 1050 DR Power struggle between back to their base settlement Timeline Osiris and Set to succeed Re. and exterminate them. A -2488 DR The great kingdom of Set murders Osiris. dying shaman prophecies Raurin destroyed. Exiles -1048 DR Osiris resurrected by Isis. that their empires shall soon flee into the west, eventu- Horus-Re battles Set, casts crumble. ally settling on the shores of him into the desert and be- 482 DR Delthuntle and Laothkund the Alamber Sea. comes chief of the Mulho- break free of Unther. -2135 DR The god Re founds the city rand pantheon. Set worship 504 DR Teth and Nethra declare their of Skuld and gives it the is abolished. The tower of independence. Unther begins name "City of Shadows". Set in Skuld is destroyed. a long campaign against the This is Year 1 of the Mulho- .goo DR Rise of Narfell and North Coast Cities. rand calendar. Raumathar. 643 DR The wizard Nezram leaves -2087 DR The god Enlil finds pearls on .734 DR Enlil decides to leave the his tower on the shores of the west coast of the Alam- Realms. Gilgeam, son of Azulduth. ber. He founds the city of Enlil, becomes King of Un- 679 DR Unther forced to recognize Unthalass ("City of Gems"). then This is Year 1 of the Un- the independence of the -1967 DR Unther and Mulhorand Sampletheric calendar . file North Coast Cities. Unther clash at the River of Swords. -623 DR Narfell attempts invasion of never recovers from this The first Mulhorand/Un- Mulhorand and Unther by long, costly, and bloody ther War begins. sea. The two southern na- campaign. End of Second -1961 DR Gods agree that the River of tions defeat the Narfell fleet. Untheric Empire. Swords will be the eternal Neither northern empire at- 681 DR Nezram's tower destroyed boundary between Mulho- tempts to invade the Old by the green dragon, Cha- rand and Unther. There are Empires again. thuulandroth. Nezram's occasional clashes, but .150 DR The great conflagration. children scattered or slain. there is never a major war Narfell and Raumathar de- 731 DR Second Great Flood of the between the two southern stroyed in one final battle. River Alamber devastates powers again. Monsters and minor powers Unthalass. -1500 DR Expansion of Unther and summoned in the last battle 823 DR Mourktar breaks free of Mulhorand. invade the south after the Unther. battle ends. 922 DR -1250 DR Unther battles against the Battle of Thazalhar. The Red The god-kings' final battle. elves of Yuirwood and the .143 rjR Wizards ensure their inde- An alliance of the Sum- dwarves of the Great Rift. pendence from Mulhorand. moned is defeated and they Mulhorand, for the most End of Second Mulhorand are sent back to their home part, ignores them. Empire. planes. 929 DR -1087 DR The Thurgist Adept Thayd Alliance of Chessenta drives Founding of Bezantur. rebels, along with most of .135 FJR Unther back beyond the Other cities soon built on the wizards in Unther and Riders to the Sky Mountains. the coastal areas of the Wiz Mulhorand.