Saturday, May 28, 2016
Astral Blade +1
This weapon bears the mark of the dwarf Marrok, Master Blacksmith of Neverwinter's Shining Knight Arms and Armor. He forged it early in 1373 DR, to aid the heroes who sought to free his quarantined city from the virulent grasp of the so-called Wailing Death.
Amulet of Undead Turning
These necklaces are occasionally distributed among the faithful by powerful temples, to protect them in holy missions against the undead. Necklaces of this type are usable only by non-evil clerics and paladins. Amulets of this type are most commonly found in use among followers of Lathander, and these pendants often bear the symbol of the Morninglord.
Wand of Lightning
Wands of Lightning are highly unstable, at least in the early stages of their construction. Many an inexperienced caster has found his laboratory the site of a sudden squall or charged fog, having failed to speak the proper incantations in just the right manner. It is said that elder wizards have allowed tomes with faulty rituals to be circulated, hoping to indirectly teach some humility.
Wands cannot be equipped to any of your inventory slots. You may assign a wand to your quickslots.
Wands cannot be equipped to any of your inventory slots. You may assign a wand to your quickslots.
Robe of Fire Resistance
Protective garments such as this one are usually made by a wizard to protect a clumsy assistant.
Drum of Haunting
Carved from old bones and covered with the stretched skin of flayed vampires, these grim instruments are not often put on display. They are brutally effective in combat, however, and several famous bards have used them when circumstances made it necessary.
Ring of Fortitude +1
Created by the Bedine shaman for survival in the harsh climate of the Anauroch desert, Rings of Fortitude are gifts given to warriors who prove their worth in raids on other tribes. While the least powerful of these are fairly common, the more powerful and rare rings are generally owned by the sheik of a tribe.
Friday, May 27, 2016
Amulet of Natural Armour +1
When old age forced his retirement from combat, the warrior Telenn became a tutor instead, instructing local youths in the fighting arts. His longtime interest in magic was rekindled and, as his skills improved, he began creating these amulets to prevent his students from injuring themselves. Eventually his work became so good that he gave up the quiet life and resumed adventuring, amulets in tow.
Bandit's Ransom
Bandits have been kidnapping travelers and demanding ransom for their safe return. The refugees at Fort Locke have asked you to help them free their loved ones.
You've freed the prisoners being held for ransom. Escort them safely out of the bandit camp.
You escaped the bandit camp with some of the prisoners still alive. Return to Fort Locke and speak with Liza.
You've returned to Fort Locke, and declined a reward for freeing the refugees' loved ones.
You've freed the prisoners being held for ransom. Escort them safely out of the bandit camp.
You escaped the bandit camp with some of the prisoners still alive. Return to Fort Locke and speak with Liza.
You've returned to Fort Locke, and declined a reward for freeing the refugees' loved ones.
Cloak of Protection vs Evil
Khelben "Blackstaff" Arunsun spent several months teaching one of his apprentices to make these magical cloaks. The cloaks were then given to members of the Waterdeep militia. The fashionable, yet practical cloaks were so popular that the apprentice has opened his own shop, making different styles of the same basic design.
Gloves of Swordplay
It was the infamous swashbuckler, Eisneid Clume who first requested magical assistance to help her parrying ability. She had been run through in seven duels before she had the gloves made. Once the gloves were in her possession, Eisneid won over thirty duels without a single scratch. Finally, word of her magical assets leaked out, and the level of swordplay in Hillsfar increased dramatically.
Thursday, May 26, 2016
Tor's Holy Symbol
Tor, a priest at Fort Locke, had his holy symbol stolen by bandits and has asked you to retrieve it for him.
You've found Tor's holy symbol. Return it to him at Fort Locke.
Tor was very grateful for the return of his symbol. He has offered you free healing services as a reward.
You've found Tor's holy symbol. Return it to him at Fort Locke.
Tor was very grateful for the return of his symbol. He has offered you free healing services as a reward.
Fort Locke Investigation [u]
The Commander of Fort Locke has not returned from a patrol. The commander was last seen heading east with his men. Vallis, his second in command, wants you to investigate the reason for his disappearance.
Safer Travels [u]
Marshal Cormick has asked Fort Locke to resume its patrols. However, Lieutenant Vallis refuses to cooperate. You will need to convince Vallis, or talk with the regular commander of the fort.
Under Assault
Gera's husband is trapped somewhere upstairs in the Weeping Willow. She's asked you to bring him back safely.
The Weeping Willow Inn's attackers were defeated, and Gera's husband was returned to her safely.
The Weeping Willow Inn's attackers were defeated, and Gera's husband was returned to her safely.
Khalgar Vision Quest [u]
Khelgar wants to go to the Hall of Justice in Neverwinter to speak to the Tyr monks about learning to fight as they do.
Wednesday, May 25, 2016
A Soldier's Story [u]
Retta Starling says that her son, Lorne Starling, went off to fight in the Luskan war in Neverwinter several years ago. The casualties of that war were reportedly high - and she fears that he is dead. If you come across any information about Lorne, she would appreciate the news.
Investigating the Silver Shard [u]
Daeghun asked that you visit his half-brother (your foster uncle) Duncan Farlong as soon as you arrive in Neverwinter. Duncan runs a small inn called The Sunken Flagon, located in the Docks District. You've never met Duncan; hopefully he'll be a tad more charismatic than his half-brother.
Silver Shard: Health Bonus
You recovered this shard from the ruins near West Harbor, where it had been hidden by Daeghun, your foster father. This silvery piece of metal looks like a fragment of a once well-crafted item. Though not obviously magical, just having the shard with you grants you a sense of confidence and destiny.
Golden Chalice of Lathander
This pure gold chalice is finely worked and bears the symbol of a sun rising upon a blooming rose. On command, it sheds a bright light equal to a light spell. The chalice can be commanded to heal multiple targets, which uses one charge. When all three of its charges have been used, the chalice retains its light ability.
Gloves of Concentration
As age began to creep up on him, Beregost Hamish found it difficult to concentrate while casting challenging spells. The gloves he developed relaxed his mind in even the direst of situations. Before he died, Beregost made a fortune selling replicas of the original gloves to others in his chosen profession.
Ruins of the Past
Daeghun has told you there is a silver shard hidden in the ruins outside of town. A tribe of lizardlings often lurks there, so it could be dangerous. To reach the ruins, leave West Harbor via the road running south by the wheat field or the road running west along the river.
You found the silver shard in the heart of the old ruins. You should return it to your foster father, Daeghun in West Harbor.
Daeghun has told you the story of the silver shard, how it was found, along with another shard just like it, on the night of a great battle that killed your mother and nearly everyone in the village... except for you...
The other shard is kept by Daeghun's half-brother Duncan. You must take the silver shard to Neverwinter and speak with your foster uncle and his contacts in the city - with any luck, they will know more of the shards... and why someone would come to West Harbor looking for them.
You found the silver shard in the heart of the old ruins. You should return it to your foster father, Daeghun in West Harbor.
Daeghun has told you the story of the silver shard, how it was found, along with another shard just like it, on the night of a great battle that killed your mother and nearly everyone in the village... except for you...
The other shard is kept by Daeghun's half-brother Duncan. You must take the silver shard to Neverwinter and speak with your foster uncle and his contacts in the city - with any luck, they will know more of the shards... and why someone would come to West Harbor looking for them.
Starling Standoff
Duergar have forced their way into the Starling home and trapped the children in a back room.
Clear the home of the invaders and ensure the children's safety.
You have defeated the duergar and made sure that the children are safe. Rejoin the battle in the wheat field. West Harbor itself is still in danger
Clear the home of the invaders and ensure the children's safety.
You have defeated the duergar and made sure that the children are safe. Rejoin the battle in the wheat field. West Harbor itself is still in danger
Tuesday, May 24, 2016
Arvoreen's Amulet of Life
This item is a three-inch-diameter gold disk with the holy symbol of Arvoreen inlaid in platinum. It grants the wearer the ability to cast aid six times. It cannot be used by an evil creature.
Fochluchan Bandore
A wise and powerful bard in the Moonshaes named Falataer created the first of these instruments, using them to test and reward the students of his bardic college. Others have since copied the designs, keeping the name Falataer gave them to honor him.
This 3-stringed masterwork lute can be played to produce light once per day.
This 3-stringed masterwork lute can be played to produce light once per day.
Getting Back in the Fight
You've found a militiaman too wounded to fight. If you cannot heal him, speak with Brother Merring. Perhaps he can help.
You have healed a wounded militiaman enough such that he can now rejoin the fight. There may be other wounded militiamen elsewhere in the village that could use the same help.
You have healed a wounded militiaman enough such that he can now rejoin the fight. There may be other wounded militiamen elsewhere in the village that could use the same help.
Wizard's Arsenal
Tarmas has told you to enter his home, located to the immediate southwest of the bridge, and search for anything that might help against the village invaders.
Reporting for Duty
You need to find Georg, the leader of West Harbor's militia. He will need every able bodied Harborman to help with the village defense.
Georg was last seen defending the Bridge, southeast of your home.
You helped Georg hold the bridge against a large number of gray dwarves. Georg has ordered you to rally the scattered militiamen and regroup in the wheat fields.
Find five Militiamen, then meet Georg at the road near the wheat field in the southwest area of the village.
You rallied five Militiamen. Speak with Georg at the road by the wheat field in the southwest part of the village. He will have further orders for you.
Georg was last seen defending the Bridge, southeast of your home.
You helped Georg hold the bridge against a large number of gray dwarves. Georg has ordered you to rally the scattered militiamen and regroup in the wheat fields.
Find five Militiamen, then meet Georg at the road near the wheat field in the southwest area of the village.
You rallied five Militiamen. Speak with Georg at the road by the wheat field in the southwest part of the village. He will have further orders for you.
Exotic Weaponry
This guide by the legendary paladin Acarius can be found in just about any library in the Realms. In it, he details his experiences with the various creatures he battled during his travels, with emphasis on the weapons required to defeat his foes. During his stay at the Glade of Eternal Twilight, for example, he states that a cold iron weapon won the day against the twisted fey creatures there, while it was an adamantine weapon that shattered the metal skin of the iron golem guarding Darkfall Pass. Later, during his journeys to the outer planes, he discovered that weapons made of cold iron and blessed with the power of good were necessary to vanquish demons, while weapons similarly blessed but made of alchemical silver were effective against devils.
Harvest Cup
Each year, West Harbor's Harvest Fair champion is awarded this bronze cup, to keep as a trophy until next year's fair. This particular cup has been in service for quite a number of years, and several previous winners have scratched their names - and other things - into its tarnished surface.
Harvest Cloak
A finely-made cloak, granted to any team that wins all events in the West Harbor Harvest Fair. There is nothing overtly magical about this cloak, but its simple beauty draws the eye and complements even the most practical attire.
West Harbor Under Siege
The village of West Harbor is under attack! Bring Bevil and Amie with you to help with the village defense.
The attackers have struck throughout the village. Coordinate with Georg, leader of the village's militia, to defend West Harbor.
Though the mysterious cowled mage that killed Amie has fled, the village is still in danger. Tarmas told you to meet the others in the Starling farm, located in the southwest section of the village.
The invaders, a combination of bladelings and strange dwarves, have been defeated by you and the other villagers of West Harbor. The reason for the attack is still a mystery
The attackers have struck throughout the village. Coordinate with Georg, leader of the village's militia, to defend West Harbor.
Though the mysterious cowled mage that killed Amie has fled, the village is still in danger. Tarmas told you to meet the others in the Starling farm, located in the southwest section of the village.
The invaders, a combination of bladelings and strange dwarves, have been defeated by you and the other villagers of West Harbor. The reason for the attack is still a mystery
Monday, May 23, 2016
A Man and his Hog
Orlen has asked you to investigate an enormous hog belonging to Lewy Jons. He believes that this hog may have been magically enlarged. If that's true, then Lewy's animal will be disqualified from the Heftiest Hog contest.
Lewy's Hog shrank to a truly pitiful size after Lesser Dispel was cast upon it. The Heftiest Hog competition can now be fairly judged.
Return to Orlen for your reward.
By proving that Lewy's Hog was magically enlarged, you ensured the fairness of the Heftiest Hog competition. Orlen was very grateful for your help.
Lewy's Hog shrank to a truly pitiful size after Lesser Dispel was cast upon it. The Heftiest Hog competition can now be fairly judged.
Return to Orlen for your reward.
By proving that Lewy's Hog was magically enlarged, you ensured the fairness of the Heftiest Hog competition. Orlen was very grateful for your help.
The Harvest Brawl
To compete in the Harvest Brawl, speak to Brother Merring.
Equip yourself with a Training Club.
You will find several Training Clubs in the barrel next to Brother Merring.
Destroy a Practice Dummy using melee attacks.
Defeat the first team of Harvest Brawlers.
When you are ready for your second match, speak to Wyl Mossfeld.
Defeat the Mossfeld brothers!
You have won the Harvest Brawl by defeating two teams of challengers.
Equip yourself with a Training Club.
You will find several Training Clubs in the barrel next to Brother Merring.
Destroy a Practice Dummy using melee attacks.
Defeat the first team of Harvest Brawlers.
When you are ready for your second match, speak to Wyl Mossfeld.
Defeat the Mossfeld brothers!
You have won the Harvest Brawl by defeating two teams of challengers.
The Archery Competition
To compete in the Archery Competition, speak to your foster father, Daeghun.
Equip yourself with a light crossbow.
Light crossbows can be found in the barrel next to Daeghun.
Use your crossbow to shoot the Practice Target. You must hit the Practice Target at least once.
Use your crossbow to destroy at least 6 Bottles. After you have taken 10 shots, speak to Daeghun.
You won the Archery Competition by hitting more targets than any of the other competitors.
Equip yourself with a light crossbow.
Light crossbows can be found in the barrel next to Daeghun.
Use your crossbow to shoot the Practice Target. You must hit the Practice Target at least once.
Use your crossbow to destroy at least 6 Bottles. After you have taken 10 shots, speak to Daeghun.
You won the Archery Competition by hitting more targets than any of the other competitors.
The Tourney of Talent
To compete in the Tourney of Talent, speak to Retta Starling.
Amie has finished her act for the Tourney of Talent.
Talk to Retta Starling.
Amie's magical spells impressed her audience, and Retta declared your team the winner of the talent competition.
Amie has finished her act for the Tourney of Talent.
Talk to Retta Starling.
Amie's magical spells impressed her audience, and Retta declared your team the winner of the talent competition.
The Knaves' Challenge
To compete in the Knaves' Challenge, speak to Tarmas the Wizard.
In order to compete in the Knaves' Challenge, you will need to recruit someone who can pick pockets, break locks, and search for hidden trinkets.
Amie suggested that you talk to Kipp, a boy who is lurking near Tarmas's tent.
Now that you have recruited Kipp into your party, you may compete in the Knaves' Challenge. Talk to Tarmas when you are ready to begin.
Find the White Feather, the Blue Feather, and the Green Feather. All three have been hidden around the village square. Tarmas composed a rhyme to help you find the three feathers:
I've hidden three feathers, scattered them wide,
Placed White in a box, and locked it inside.
Blue followed termite-tracks, down where they ran
Green in the pocket of same-colored man.
You have found all three Feathers! To complete the Knaves' Challenge, return them to Tarmas.
Your team collected the three hidden feathers, and Tarmas declared you the winner of the Knaves' Challenge.
In order to compete in the Knaves' Challenge, you will need to recruit someone who can pick pockets, break locks, and search for hidden trinkets.
Amie suggested that you talk to Kipp, a boy who is lurking near Tarmas's tent.
Now that you have recruited Kipp into your party, you may compete in the Knaves' Challenge. Talk to Tarmas when you are ready to begin.
Find the White Feather, the Blue Feather, and the Green Feather. All three have been hidden around the village square. Tarmas composed a rhyme to help you find the three feathers:
I've hidden three feathers, scattered them wide,
Placed White in a box, and locked it inside.
Blue followed termite-tracks, down where they ran
Green in the pocket of same-colored man.
You have found all three Feathers! To complete the Knaves' Challenge, return them to Tarmas.
Your team collected the three hidden feathers, and Tarmas declared you the winner of the Knaves' Challenge.
High Harvest Fair
Today is the High Harvest Fair in the village of West Harbor. Your friends are waiting for you at the bridge, and are probably eager to attend the Fair.
In order to compete in the Harvest Fair, you must first speak to Georg Redfell, who can be found in the village square.
To become Harvest Fair Champions, your team must compete in all 4 events, and you must win 3 of them.
The events are the Harvest Brawl, the Archery Competition, the Tourney of Talent, and the Knaves' Challenge.
If you have any questions along the way, talk to Georg Redfell, near the village well.
So far, you have not competed in any events.
Your team has won all 4 events!
Speak to Georg Redfell to claim the Harvest Cup.
Your team has won the Harvest Cup. The victory ceremony is to be held on a stage, near the wheat field.
When you are ready to begin the celebration, go to the stage at the western edge of the Fair and speak to Georg Redfell.
In order to compete in the Harvest Fair, you must first speak to Georg Redfell, who can be found in the village square.
To become Harvest Fair Champions, your team must compete in all 4 events, and you must win 3 of them.
The events are the Harvest Brawl, the Archery Competition, the Tourney of Talent, and the Knaves' Challenge.
If you have any questions along the way, talk to Georg Redfell, near the village well.
So far, you have not competed in any events.
Your team has won all 4 events!
Speak to Georg Redfell to claim the Harvest Cup.
Your team has won the Harvest Cup. The victory ceremony is to be held on a stage, near the wheat field.
When you are ready to begin the celebration, go to the stage at the western edge of the Fair and speak to Georg Redfell.
The Fur Trade
Your foster father, Daeghun, has asked you to sell his furs to Galen the merchant. He also wants you to purchase a Duskwood Bow for him.
Galen can be found at the center of town, enjoying the Harvest Fair festivities.
You have sold Daeghun's Furs and purchased a Duskwood Bow. All that remains is to deliver the Bow to Daeghun.
You sold Daeghun's collection of furs to the merchant, Galen. You also purchased a Duskwood Bow for Daeghun, which he was pleased to receive.
Galen can be found at the center of town, enjoying the Harvest Fair festivities.
You have sold Daeghun's Furs and purchased a Duskwood Bow. All that remains is to deliver the Bow to Daeghun.
You sold Daeghun's collection of furs to the merchant, Galen. You also purchased a Duskwood Bow for Daeghun, which he was pleased to receive.
Sunday, May 22, 2016
Kylee's Dagger
I am to return a dagger to Kylee, a miner in the lower levels of the Nashkel mine.
Saturday, May 21, 2016
Winter Wolf Hunt
The Merchant of Nashkel has promised us gold if we were to bring back a winter wolf pelt.
Edwin and Dynaheir [u]
I have agreed to kill a witch named Dynaheir for Edwin, for a price yet to be determined. She is somewhere to the west of Nashkel, in a gnoll stronghold.
Friday, May 20, 2016
Branwen
I have rescued a priest named Branwen. She was apparently turned to stone by a mage named Tranzig, so I should be wary of him in the future.
The Eyes of Truth
Helm of Darkvision 'The Eyes of Truth'
Being a scavenger of a sort, Babette Maelestrom had this helm created to aid her in her dungeon excursions. She would later attributed her gathered wealth solely to its power, though likely it was as much her keen eyes as anything.
Being a scavenger of a sort, Babette Maelestrom had this helm created to aid her in her dungeon excursions. She would later attributed her gathered wealth solely to its power, though likely it was as much her keen eyes as anything.
Greywolf
A man in Nashkel named Oublek mistook me for a bounty hunter named Greywolf. I cost myself a little gold, but prevented him from making an expensive mistake. Only good things can come of it.
Trouble in Nashkel [u]
The Mayor of Nashkel, Berrun Ghastkill, has asked for my help. I am to go to the mines southeast of Nashkel, and find out why the miners have been going missing. Something has also been tainting the ore, causing items made from it to be easily broken. Finding out what is down there is the first step in slowing the effects of the iron shortage.
New Chapter Begins
Chapter 2:
With your hurried flight from Candlekeep barely behind you, the troubles facing the Sword Coast seem an unfamiliar blur to your fractured nerves. Gorion would not have you sit idle, however, and perhaps investigating local concerns will shed some light on your own predicament. How the iron shortage or the trouble in the Nashkel mines could possibly be linked to you, you have no idea.
With your hurried flight from Candlekeep barely behind you, the troubles facing the Sword Coast seem an unfamiliar blur to your fractured nerves. Gorion would not have you sit idle, however, and perhaps investigating local concerns will shed some light on your own predicament. How the iron shortage or the trouble in the Nashkel mines could possibly be linked to you, you have no idea.
Permidion Stark
It seems I have accidentally altered the course of future history by stumbling upon the thief, Permidion Stark, as he was planning, in his words, 'the greatest heist of all time.' His will and concentration broken, he has left me here to ponder the situation.
A powerful mage apparently lives nearby, guarded by horrid flesh-beasts. Stark claimed they were too tough to kill but that there might be a way to lure them away from the action. Ah well, I can cross that bridge when I come to it.
A powerful mage apparently lives nearby, guarded by horrid flesh-beasts. Stark claimed they were too tough to kill but that there might be a way to lure them away from the action. Ah well, I can cross that bridge when I come to it.
Thursday, May 19, 2016
Bassilus [u]
We have heard of a bounty of 5000 gold upon the head of a man named Bassilus. Kelddath Ormlyr will give us the reward. Kelddath can be found in the temple of Lathander just east of Beregost.
Kagain's Escort Business [u]
We've joined up with Kagain, a dwarf who wants to find a missing noble. The missing noble is the son of Entar Silvershield, and so he's really desperate to find the kid.
Wednesday, May 18, 2016
Ring of the Princess
This ring and several of its type were originally crafted to protect the sons of King Castter De'wess, though who uttered the enchantment is unknown. History records that the rings remained within that family for at least 13 generations, though they were all apparently lost within the space of one. Enmity between the King and the family of the creator may be to blame.
Ring of Insight
These rings are coveted by sages and bards alike, and more than one befuddled professor owes his academic reputation to one of these "scholar's friends." They are no less valuable to adventurers, who put them to more practical use identifying magic items.
Golden Pantaloons
The Golden Pantaloons did surely see the very beginnings of our realm; though I must press that they "saw" this formative time by their simple presence, and not through some vestigial eyes that might have erupted through a rear pocket perhaps concealing teeth and other improbable extremities. I am sure that the various owners of the pantaloons can attest to the general lack of animated digits or ocular sensors, as evidenced by the continued sanctity and privacy maintained by their respective buttocks.
Girdle of Femininity and Masculinity
The cursed girdle of femininity and masculinity, a rare yet oft-discussed magical item, is wrought with a most powerful magic. Anyone unfortunate enough to secure it around their waist instantly finds their gender to be transformed. It is said that, not fifty years past, a nameless court jester was beheaded for presenting the girdle as a gift to Duke Lobelahn's lover.
The Whistling Sword
Amidst the plains of the Eastern Shaar there lived a small human blacksmith, whose nearly dwarven height did not do his soul justice. Though a skilled weaponsmith, his true gift was his ability to whistle a heartfelt song that could cause a grown man to cry like a newborn. Only a reclusive mage shared and enjoyed time with the diminutive man, however, as others could only see his small size as a source of amusement. Deaf to the smith's song because of their own prejudices, their ridicule slowly grew into cruel torment which eventually persuaded the light-hearted man to leave his home forever. Before he left he forged this weapon as a gift for his one friend, who also enchanted it during the making. Thus the blade sweetly whistles to its wielder when unsheathed. It was not long after that the mage also deserted the small town in disgust, taking the sword with him on his journeys.
Tuesday, May 17, 2016
History of Tethyr
For the past 1500 years, Tethyr has had a single, strong royal family ruling with absolute power. When a king died or became incapacitated, his oldest son took the throne. As the family trees of those close to power became more intertwined and complicated, there were the inevitable wars of succession and bickering over which second cousin was the "true" heir to the throne. Civil wars were brief, however, and once the fighting was over the system returned to normal (until the next major dispute in a few hundred years or so).
The established re-occuring cycle was broken 10 years ago. The current ruling family had been in power for over 350 years, so long that they had dropped their own family name centuries ago (no one even remembers it now) and simply called themselves Tethyr. King Alemander IV was comfortably ruling from Castle Tethyr, and the country seemed happy enough, but there was a broad current of dissatisfaction among the people of Tethyr. Non-humans were forbidden by law to own land, and since most rights and privileges accorded citizens were based on land ownership, they became second-class citizens as well. Things were especially bad for elves, who were driven deep into the Forest of Tethir by royal armies. Alemander IV took land away from rightful owners and gave it to nobles who promised larger contributions to the royal treasury. These social and economic inequities, coupled with several harsh winters and bad harvests in a row, made the time ripe for a change.
It takes more than just a couple of lousy winters to depose a king however, it takes treachery as well. In the case of the fall of House Tethyr it took an ambitious general and an impatient royal heir. Prince Alemander grew tired of waiting for the robust Alemander IV to make room for him, so he struck a deal with General Nashram Sharboneth, commander of the king's largest army. While Sharboneth marched his army toward Tethyr, bringing along a sizable group of angry peasants recruited with the promise of land reform, the would-be Alemander V downplayed alarming reports from the king's spies and advisors, silencing the most persistent permanently through murder or exile. By the time Sharboneth's army arrived and laid seige to Castle Tethyr, it was too late for loyalists to help.
As Sharboneth launched a direct assault on the castle (using the expendable peasants as shock troops), a handful of elite soldiers let in a secret entrance by the prince would eliminate key guards and open the gates. At the same time, the prince (one of the few people allowed to see the king directly) would murder his father. A fire set by the elite troops would destroy evidence of treachery; the general and the prince would emerge from the conflagration and announce a new, joint government.
The plan was executed perfectly, but only up to a point. Sharboneth double-crossed the prince; his men were much too efficient in setting the castle ablaze, and Prince Alemander (along with most of his fellow conspirators) died horribly in the fire. At about the same time, a spy planted on the general's inner staff by the equally duplicitous Alemander murdered the general and dissolved his body with a powerful acid before anyone could come to his aid.
To make matters worse, everyone had underestimated the resentment the people felt for the royal family. Once Castle Tethyr began to fall, there was no holding back the mob. In one night, the proudest, strongest castle in all the country was reduced to a smoking ruin. Everything of value - fine tapestries, plates and silverware, furniture, jewelry, weapons, clothes, armor, paintings, statues, etc.- was either stolen, burned, or just ripped apart and stomped into the dust.
As news of the fall of the royal family spread, so did the chaos. In what is now known as the "Ten Black Days of Eleint," anyone known (or even suspected) of blood connection to the royal family was put to the sword. This led to some darkly humorous moments, as social climbers who had bragged just a week before of being a sixth cousin twice removed of a royal aunt tried in vain to convince an angry mob that they were "only kidding."
The nobles who were the biggest supporters of the royal family also came under attack, and some baronial keeps fell. Local leaders who had adequately distanced themselves from the Tethyr family, or were popular enough (or feared/strong enough), survived. These surviving nobles became the initial players in the fight to decide the fate of Tethyr.
One thing was certain; any leader or type of government that too closely resembled rule under the Tethyrs would not be accepted. "Royalist" became a dirty word in Tethyr society. The power struggle continues to this day, and there is no sign of it ending anytime soon.
The established re-occuring cycle was broken 10 years ago. The current ruling family had been in power for over 350 years, so long that they had dropped their own family name centuries ago (no one even remembers it now) and simply called themselves Tethyr. King Alemander IV was comfortably ruling from Castle Tethyr, and the country seemed happy enough, but there was a broad current of dissatisfaction among the people of Tethyr. Non-humans were forbidden by law to own land, and since most rights and privileges accorded citizens were based on land ownership, they became second-class citizens as well. Things were especially bad for elves, who were driven deep into the Forest of Tethir by royal armies. Alemander IV took land away from rightful owners and gave it to nobles who promised larger contributions to the royal treasury. These social and economic inequities, coupled with several harsh winters and bad harvests in a row, made the time ripe for a change.
It takes more than just a couple of lousy winters to depose a king however, it takes treachery as well. In the case of the fall of House Tethyr it took an ambitious general and an impatient royal heir. Prince Alemander grew tired of waiting for the robust Alemander IV to make room for him, so he struck a deal with General Nashram Sharboneth, commander of the king's largest army. While Sharboneth marched his army toward Tethyr, bringing along a sizable group of angry peasants recruited with the promise of land reform, the would-be Alemander V downplayed alarming reports from the king's spies and advisors, silencing the most persistent permanently through murder or exile. By the time Sharboneth's army arrived and laid seige to Castle Tethyr, it was too late for loyalists to help.
As Sharboneth launched a direct assault on the castle (using the expendable peasants as shock troops), a handful of elite soldiers let in a secret entrance by the prince would eliminate key guards and open the gates. At the same time, the prince (one of the few people allowed to see the king directly) would murder his father. A fire set by the elite troops would destroy evidence of treachery; the general and the prince would emerge from the conflagration and announce a new, joint government.
The plan was executed perfectly, but only up to a point. Sharboneth double-crossed the prince; his men were much too efficient in setting the castle ablaze, and Prince Alemander (along with most of his fellow conspirators) died horribly in the fire. At about the same time, a spy planted on the general's inner staff by the equally duplicitous Alemander murdered the general and dissolved his body with a powerful acid before anyone could come to his aid.
To make matters worse, everyone had underestimated the resentment the people felt for the royal family. Once Castle Tethyr began to fall, there was no holding back the mob. In one night, the proudest, strongest castle in all the country was reduced to a smoking ruin. Everything of value - fine tapestries, plates and silverware, furniture, jewelry, weapons, clothes, armor, paintings, statues, etc.- was either stolen, burned, or just ripped apart and stomped into the dust.
As news of the fall of the royal family spread, so did the chaos. In what is now known as the "Ten Black Days of Eleint," anyone known (or even suspected) of blood connection to the royal family was put to the sword. This led to some darkly humorous moments, as social climbers who had bragged just a week before of being a sixth cousin twice removed of a royal aunt tried in vain to convince an angry mob that they were "only kidding."
The nobles who were the biggest supporters of the royal family also came under attack, and some baronial keeps fell. Local leaders who had adequately distanced themselves from the Tethyr family, or were popular enough (or feared/strong enough), survived. These surviving nobles became the initial players in the fight to decide the fate of Tethyr.
One thing was certain; any leader or type of government that too closely resembled rule under the Tethyrs would not be accepted. "Royalist" became a dirty word in Tethyr society. The power struggle continues to this day, and there is no sign of it ending anytime soon.
Mirianne's Husband
I was moved by the please of Mirianne of Beregost, today. Her husband, Roe, had to make a trip south to Amn and she is understandably worried for his safety. I have sworn to keep my eyes open for any news of relevance I might encounter in my journeys down that road.
I have completed the task that a nameless halfling messenger, now dead and mourned, started deep in the heart of Amn. Mirianne has received her husband's letter by my hand and I am glad to hear that it bears good tidings of his safety. I am humbled by her offer of a simple ring to keep me safe. Be it magic or superstition, I know not, but I will wear it, at least, to remember her by.
I have completed the task that a nameless halfling messenger, now dead and mourned, started deep in the heart of Amn. Mirianne has received her husband's letter by my hand and I am glad to hear that it bears good tidings of his safety. I am humbled by her offer of a simple ring to keep me safe. Be it magic or superstition, I know not, but I will wear it, at least, to remember her by.
Monday, May 16, 2016
History of Durpar and Var the Golden
Durpar and Var the Golden share a common history. Over three-thousand years ago, these countries were both subject to the great kingdom of Raurin. When Raurin fell in 2488DR, the countries of Durpar and Var barely survived the destruction.
Rioting, mass destruction, and hatred of nobility were rampant, and the two countries descended into barbarism for over two millennia. Finally, after most of the barbarian tribes were wiped out by the great empire of Mulhorand, a leader emerged. Satama, a mere trader, experienced a divine revelation and formulated a new philosophy. All things in the world were connected, were part of a single creation spirit, and all of the gods of the Realms were merely parts of the same entity. Soon all the Shining Lands embraced the teachings of Satama, and the seeds of civilization were laid in what came to be known as the Lands of the One.
Since the Lands of the One had many natural resources, trade with Mulhorand and Luiren became a way of life. Merchants were honored above all. In time, the Maharajah of Durpar and the Rajah of Var were replaced with a Council of Merchants. During this time the land suffered occasional raiding attacks from the horsewomen of Dambrath, and had many skirmishes with the neighboring countries of Estagund and Ulgarth.
In 1023 DR, after an armed peace had been worked out with Ulgarth, the Council of Merchants decided that something needed to done about the raiders from Estagund who were hurting trade with other countries. War was an inconvenience, but interrupting trade was life-threatening.
Jeradeem, the richest merchant in the lands, was given power to negotiate a settlement. During these negotiations he proved, at least in the eyes of the Durparians, that he was indeed the master trader he seemed. Estagund had just tried a foolish invasion of Dambrath. The vengeful female leaders of that land wiped out nearly every ablebodied fighting man they sent. The monsters of Veldorn were causing problems, and Estagund was going through a famine.
It was here that Jeradeem showed his fine merchant's instincts. He could not pass up such an advantage, and began bargaining the most outrageous trade of all time. He met with the leaders of Estagund, a fearful king and his nobles, and explained the advantages of Durparian life and the philosophy of the Adama, the oneness of all things. He bargained for days until finally the king made the trade. He purchased the whole of Estagund for the countries of Durpar and Var at the price of 24 gems. He also promised protection, and help for their integration into the Durparian way of life. Thus were formed the Shining Lands.
Within a hundred years, the three countries shared a common way of life, and with the added strength and resources of Estagund, Durparian merchants increased their trading range. They roamed as far east as Kara Tur, as far north as the Sea of Fallen Stars, and west to Dambrath and Halruaa. At the present time, with the newly discovered lands of Maztica and Zaakhara beckoning, the future looks bright.
Rioting, mass destruction, and hatred of nobility were rampant, and the two countries descended into barbarism for over two millennia. Finally, after most of the barbarian tribes were wiped out by the great empire of Mulhorand, a leader emerged. Satama, a mere trader, experienced a divine revelation and formulated a new philosophy. All things in the world were connected, were part of a single creation spirit, and all of the gods of the Realms were merely parts of the same entity. Soon all the Shining Lands embraced the teachings of Satama, and the seeds of civilization were laid in what came to be known as the Lands of the One.
Since the Lands of the One had many natural resources, trade with Mulhorand and Luiren became a way of life. Merchants were honored above all. In time, the Maharajah of Durpar and the Rajah of Var were replaced with a Council of Merchants. During this time the land suffered occasional raiding attacks from the horsewomen of Dambrath, and had many skirmishes with the neighboring countries of Estagund and Ulgarth.
In 1023 DR, after an armed peace had been worked out with Ulgarth, the Council of Merchants decided that something needed to done about the raiders from Estagund who were hurting trade with other countries. War was an inconvenience, but interrupting trade was life-threatening.
Jeradeem, the richest merchant in the lands, was given power to negotiate a settlement. During these negotiations he proved, at least in the eyes of the Durparians, that he was indeed the master trader he seemed. Estagund had just tried a foolish invasion of Dambrath. The vengeful female leaders of that land wiped out nearly every ablebodied fighting man they sent. The monsters of Veldorn were causing problems, and Estagund was going through a famine.
It was here that Jeradeem showed his fine merchant's instincts. He could not pass up such an advantage, and began bargaining the most outrageous trade of all time. He met with the leaders of Estagund, a fearful king and his nobles, and explained the advantages of Durparian life and the philosophy of the Adama, the oneness of all things. He bargained for days until finally the king made the trade. He purchased the whole of Estagund for the countries of Durpar and Var at the price of 24 gems. He also promised protection, and help for their integration into the Durparian way of life. Thus were formed the Shining Lands.
Within a hundred years, the three countries shared a common way of life, and with the added strength and resources of Estagund, Durparian merchants increased their trading range. They roamed as far east as Kara Tur, as far north as the Sea of Fallen Stars, and west to Dambrath and Halruaa. At the present time, with the newly discovered lands of Maztica and Zaakhara beckoning, the future looks bright.
The History of the Dragon Coast
The history of the Dragon Coast is the history of money, particularly the darker side of the coin. Situated on the main trade routes between the Inner Sea and the Sword Coast, these lands never coalesced into a solid, coherent nation, like Cormyr or Sembia. Instead small petty city-states have risen and fallen, powered by greed and the most powerful merchant or pirate faction of the day.
As a result, the Dragon Coast has always been the home of the smuggler, the pirate, the rogue, and the hired killer. It has been the place where those seeking to skirt the laws of more civilized nations to the north make landfall. It is here that the Red Wizards gain their access to the Western Heartlands, and where the Cult of the Dragon launches its plots to the south. And it is here that independent secret societies and assassin guilds have their greatest power.
The last semblance of organized resistance to this trend was the reign of Verovan, last of the kings of Westgate. The monarchy of Westgate had long worked closely with the various mercantile and pirate factions, but Verovan attempted to stem the growing power of the merchant houses and petty lords. His sudden and mysterious death without acceptable heirs in 1248 DR opened the door for much of what now is commonplace in the Dragon Coast - corruption and treachery.
It should be noted that while Verovan's name is still venerated in these lands, better known is Immurk, the greatest of the Inner Sea Pirates, a brash and flamboyant rogue who united a pirate fleet beneath him and ruled from 1164 DR to his death in 1201 DR. Such it is in the Dragon Coast, that good people are venerated, but the power of darker rogues is imitated.
As a result, the Dragon Coast has always been the home of the smuggler, the pirate, the rogue, and the hired killer. It has been the place where those seeking to skirt the laws of more civilized nations to the north make landfall. It is here that the Red Wizards gain their access to the Western Heartlands, and where the Cult of the Dragon launches its plots to the south. And it is here that independent secret societies and assassin guilds have their greatest power.
The last semblance of organized resistance to this trend was the reign of Verovan, last of the kings of Westgate. The monarchy of Westgate had long worked closely with the various mercantile and pirate factions, but Verovan attempted to stem the growing power of the merchant houses and petty lords. His sudden and mysterious death without acceptable heirs in 1248 DR opened the door for much of what now is commonplace in the Dragon Coast - corruption and treachery.
It should be noted that while Verovan's name is still venerated in these lands, better known is Immurk, the greatest of the Inner Sea Pirates, a brash and flamboyant rogue who united a pirate fleet beneath him and ruled from 1164 DR to his death in 1201 DR. Such it is in the Dragon Coast, that good people are venerated, but the power of darker rogues is imitated.
Gray Orc
The orcs of the eastern lands are concentrated in the Moonsea and Endless Wastes today, with a much smaller number scattered through the various lands that lie between. A gray orc looks less bestial than their more savage northern kin, but is still obviously nonhuman. Grey orcs are more apt to wear "civilized" clothing than mountain orcs, though they typically follow a nomadic existence - dwelling in remote, desolate places and eking out a meager existence as best they can. The true power behind a tribe of gray orcs is not the chieftain, but the tribe's high priest, typically an adept or a cleric (often female), who has held the position for many years. The gray orcs are zealots, and the word of their tribal clerics is law.
Gray orcs are just as mean, savage, and barbaric as their northern cousins, but they lack the mountain orc's drive to conquer and enslave. Gray orcs are quite likely to react suddenly and irrationally to events, trusting their heart and instincts more readily than logic. When presented with an opportunity to attack a hated rival, a gray orc doesn't hesitate to attack even having been brutally defeated dozens of times before by the same enemy.
Gray orcs are just as mean, savage, and barbaric as their northern cousins, but they lack the mountain orc's drive to conquer and enslave. Gray orcs are quite likely to react suddenly and irrationally to events, trusting their heart and instincts more readily than logic. When presented with an opportunity to attack a hated rival, a gray orc doesn't hesitate to attack even having been brutally defeated dozens of times before by the same enemy.
Yuan-Ti Pureblook
The yuan-ti are descended from humans whose bloodlines have been mingled with those of snakes. Their evilness, cunning, and ruthlessness are legendary. Yuan-ti constantly scheme to advance their own dark agendas. They are calculating and suave enough to form alliances with other evil creatures when necessary, but they always put their own interests first.
Yuan-ti that can pass for humans with suitable clothing, cosmetics, and magic are known as Purebloods. These creatures are usually charged with infiltrating humanoid societies and managing covert operations that require direct contact with humanoids.
Yuan-ti that can pass for humans with suitable clothing, cosmetics, and magic are known as Purebloods. These creatures are usually charged with infiltrating humanoid societies and managing covert operations that require direct contact with humanoids.
Water Genasi
Water genasi are patient and slow to change, preferring to wear away opposition slowly, but are capable of great violence in extreme situations. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as lightly scaled skin, clammy flesh, blue-green skin or hair, or hair that waves as if underwater.
Fire Genasi
Fire genasi are hot-blooded and quick to anger, proud and unafraid to take action. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as skin the color of burnt coal, red hair that waves like flames, or eyes that glow when the genasi is angry.
Earth Genasi
Earth genasi are slow to act, ponderous in thought, and set in their ways. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as earthlike skin, rough facial features, or eyes like black pits.
Air Genasi
Air genasi see themselves as the inheritors of the sky, the wind, and the very air of the world. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as a light blue color to their skin or hair, a slight breeze in their presence at all times, or flesh that is cool to the touch.
Tiefling
Because they are descended from evil outsiders, those who know their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion often carry a birthmark of the deity's holy symbol or another trait related to that evil faith.
Aasimar
Carrying the blood of a celestial, an aasimar typically fights against evil in the world. Some have a minor physical trait suggesting their heritage such as silver hair, golden eyes, or an unnaturally intense stare. Those descended from a celestial minion often carry a birthmark in the shape of the deity's holy symbol or some other mark significant to that faith.
Planetouched
Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider. This heritage may be celestial, fiendish, or elemental.
The effects of having a supernatural being in one's heritage last for many generations. Although not as dramatically altered as a half-celestial or a half-fiend, planetouched still retain some special qualities.
The most common varieties of planetouched are genasi, aasimar, and tieflings. The genasi have an elemental heritage, influenced by air, earth, fire, or water. Aasimar are humans with some trace of celestial blood in their veins, and tieflings have some fiendishness in their family tree.
The effects of having a supernatural being in one's heritage last for many generations. Although not as dramatically altered as a half-celestial or a half-fiend, planetouched still retain some special qualities.
The most common varieties of planetouched are genasi, aasimar, and tieflings. The genasi have an elemental heritage, influenced by air, earth, fire, or water. Aasimar are humans with some trace of celestial blood in their veins, and tieflings have some fiendishness in their family tree.
Feytouched
Feytouched are a widely varied group of beings -- some are wispy and beautiful, while others are ugly and brutish. Some resemble elves, with pointed ears and almond-shaped eyes. Others look more like trolls, with warty skin and disproportioned limbs. Regardless, all feytouched have at least one feature or characteristic that is out of the norm -- vibrantly colored hair, feathered eyebrows, or a propensity for speaking in rhyme, for example. Despite their actual appearance, all feytouched are highly charismatic beings that draw attention wherever they go.
Feytouched have no cohesive culture; either they become isolated loners, or they immerse themselves in cosmopolitan society, sampling everything life has to offer. They are also drawn to the same natural settings that other fey called home. Most fey respond favorably to feytouched and consider them distant cousins. Feytouched that seclude themselves in nature are usually druids or rangers. Feytouched clerics are rare, since most fey have a strong aversion to the worship of gods.
Feytouched have no cohesive culture; either they become isolated loners, or they immerse themselves in cosmopolitan society, sampling everything life has to offer. They are also drawn to the same natural settings that other fey called home. Most fey respond favorably to feytouched and consider them distant cousins. Feytouched that seclude themselves in nature are usually druids or rangers. Feytouched clerics are rare, since most fey have a strong aversion to the worship of gods.
Spellscale
Among the humanoid races, spellscales are the most creative, experimental, and varied. Most generalities about spellscales collapse under examination, because each spellscale displays a unique philosophy and behavior. What's most true of them as a group is that these dragonblood humanoids have a very strong racial inclination towards sorcery.
Deep Imaskari
Secret and few, the deep Imaskari are heirs to the lost empire of Imaskar. One of the earliest human empires, Imaskar rose in what is now the Dust Desert and Plains of Purple Dust. Wizard-kings of heady power, the Imaskari were destroyed by the slaves they had abducted from other worlds (who eventually became the folk of Mulhorand and Unther) and the machinations of unusual creatures of their own creation (the phaerimms). The Imaskari faded away into history as their empire crumbled, leaving behind nothing but mysterious ruins. A secret few, however, charged with epic wizardry, managed to preserve themselves and their kin. Fleeing deep into the bowels of the earth, they sealed themselves away from both the knowledge and the recriminations of the surface world.
The deepest fissures of the earth have long hidden an ancient secret: The descendants of the Imaskari still live. Thousands of years of isolation combined with purposeful magical modifications have transformed these deep Imaskari into a human subrace adapted to life underground. The deep Imaskari have long managed to conceal the existence of their hidden kingdom even from other Underdark races by enforcing complete separation. Now, however, deep Imaskari isolation is coming to an end. The magical seal that so long protected the kingdom of Deep Imaskar has been breached, and a few deep Imaskari have begun to wander the deep ways of the world that their ancestors fled long ago.
The deepest fissures of the earth have long hidden an ancient secret: The descendants of the Imaskari still live. Thousands of years of isolation combined with purposeful magical modifications have transformed these deep Imaskari into a human subrace adapted to life underground. The deep Imaskari have long managed to conceal the existence of their hidden kingdom even from other Underdark races by enforcing complete separation. Now, however, deep Imaskari isolation is coming to an end. The magical seal that so long protected the kingdom of Deep Imaskar has been breached, and a few deep Imaskari have begun to wander the deep ways of the world that their ancestors fled long ago.
Human
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Half-Orc
In the wild frontiers, tribes of human and orc barbarians live in uneasy balance, fighting in times of war and trading in times of peace. Half-orcs who are born in the frontier may live with either human or orc parents, but they are nevertheless exposed to both cultures. Some, for whatever reason, leave their homeland and travel to civilized lands, bringing with them the tenacity, courage, and combat prowess that they developed in the wilds.
Half-Drow
Half-drow are often just as dark-hearted as their elven parents, but with a bitter resentment that comes from knowing that they are considered second-class members of drow society. Despite this, good half-drow are much less rare than good drow. Half-drow have dusky skin, silver or white hair, and a broad range of eye colors.
Half-Elf
Humans and elves sometimes wed, the elf attracted to the human's energy and the human to the elf 's grace. These marriages end quickly as elves count years because a human's life is so brief, but they leave an enduring legacy - half-elf children. The life of a half-elf can be hard. If raised by elves, the half-elf seems to grow with astounding speed, reaching maturity within two decades. If, on the other hand, she is raised by humans, the half-elf finds herself different from her peers, more aloof, more sensitive, less ambitious, and slower to mature.
Strongheart Halfling
While the lightfoot halfings value the experience of travel and the sight of new lands and peoples, the stronghearts are a more organized, orderly, and industrious race. They are built to last, and fiercely defend their homelands against threats from which their lightfoot kin would simply flee. Strongheart halflings enjoy athletic contests and value exceptional skills of all kinds.
Lightfoot Halfling
The most common type of halflings seen in the world, the lightfoots are the most likely to give in to their desire to wander. They are at home living side by side with folk of many different races and cultures.
Halfling
Halflings are clever, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers, and others react to them with suspicion or curiosity. Depending on the clan, halflings might be reliable, hard-working (if clannish) citizens, or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of night.
Regardless, halflings are cunning, resourceful survivors.
There are two races of halflings: the lightfoot halfling and the less common strongheart halfling.
Both races of halflings are smaller than most humanoids but exceptionally quick, with +2 Dexterity and -2 Strength.
Regardless, halflings are cunning, resourceful survivors.
There are two races of halflings: the lightfoot halfling and the less common strongheart halfling.
Both races of halflings are smaller than most humanoids but exceptionally quick, with +2 Dexterity and -2 Strength.
Rock Gnome
Rock gnomes are the most common type of gnomes in the region, and are usually just called gnomes, since they are the only sort that surface dwellers ever see. Equipped by nature with keen curiousity and a knack for mechanical workings, gnomes excel at intricate crafts such as gemcutting, toy making, and clockwork engineering.
Deep Gnome
Hidden in the depths of the Underdark live the svirfneblin, or deep gnomes. Reclusive, suspicious, and resentful of intrusion into their cavern homes, the deep gnomes share little of the humor or openness of their surface cousins. The deep gnomes may be the world's stealthiest and most elusive folk. Centuries upon centuries of surviving the deadly perils of the Underdark have bred in this race an amazing gift for avoiding attention.
Gnome
Gnomes are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills, most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound.
There are two races of gnomes: the rock gnome and far less common deep gnome (also known as svirfneblin).
Rock gnomes are small but hardy, with +2 Constitution and -2 Strength. The deep gnomes are equally small but lack the hardiness of other gnomes. Instead, they have heightened agility and wisdom at the expense of stunted social skills.
There are two races of gnomes: the rock gnome and far less common deep gnome (also known as svirfneblin).
Rock gnomes are small but hardy, with +2 Constitution and -2 Strength. The deep gnomes are equally small but lack the hardiness of other gnomes. Instead, they have heightened agility and wisdom at the expense of stunted social skills.
Painted Elf
More closely related to wild elves than high elves, painted elves commonly dwell in petrified forests - which in ages past, they claim, were their ancestral homes. The painted elves take their name from the nature of the wastes in which they dwell, but also from their habit of camouflaging themselves with pigments derived from the mineral deposits found in such places. Though they rarely see visitors - since painted deserts and petrified forests offer little in the way of treasure - painted elves are extremely distrustful of outsiders, and can turn on guests at the slightest provocation.
Star Elf
Star elves are the least common sort of elves in Faerûn. Also called mithral elves, they have fair skin (sometimes tinged with blue) and hair of silver-white, black, or blue. Their eyes are blue or green, with gold flecks. They are the elven subrace least tolerant of humankind, and few half-elves are descended from star elves.
Wood Elf
Wood elves are reclusive, but less so than the almost feral wild elves. Also called copper elves, they have coppery skin tinged with green, and brown, green, or hazel eyes. Their hair is usually brown or black, with blond and coppery-red occasionally found.
Wild Elf
The wild elves were always close to nature, even more so than other elves, but they have forgotten many of the high arts and lore of their people, choosing stealth and survival over building and book learning. Wild elves are stocky and strongly built for elves. Their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age.
Sun Elf
Sun elves are less common across Faerûn than moon elves, because most live on Evermeet, where nonelves are not allowed. Also called gold elves, they have bronze skin, golden blond, copper, or black hair, and green or gold eyes. These are seen as the most civilized and haughty elves, preferring to remain separate from nonelven races.
Moon Elf
Moon elves are the most common sort of elves in Faerûn. Also called silver elves, they have fair skin (sometimes tinged with blue) and hair of silver-white, black, or blue. Their eyes are blue or green, with gold flecks. They are the elven subrace most tolerant of humankind, and most half-elves are descended from moon elves.
Drow
Descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth down the path to evil and corruption. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes in shades of lilac, silver, pink, and blue. They also tend to be smaller and slimmer than most elves.
Elf
Elves mingle freely in human lands, always welcome yet never at home there. They are well known for their poetry, dance, song, lore, and magical arts. Elves favor things of natural and simple beauty. When danger threatens their homes, however, elves reveal a more martial side, demonstrating skill with sword, bow, and battle strategy.
There are a number of elven subraces: moon elves, sun elves, wild elves, wood elves, and dark elves (also known as drow).
Moon elves, the most common race of elves, are graceful but frail, with +2 Dexterity and -2 Constitution. Sun elves lack their cousins' agility but have a powerful intellect instead. Generally more feral, wild elves are less educated but sturdier than other elves. The reclusive wood elves are stronger than other elves but less cerebral and intuitive. The drow of the underdark are blessed with great intellect and charm, though they are hindered by daylight.
There are a number of elven subraces: moon elves, sun elves, wild elves, wood elves, and dark elves (also known as drow).
Moon elves, the most common race of elves, are graceful but frail, with +2 Dexterity and -2 Constitution. Sun elves lack their cousins' agility but have a powerful intellect instead. Generally more feral, wild elves are less educated but sturdier than other elves. The reclusive wood elves are stronger than other elves but less cerebral and intuitive. The drow of the underdark are blessed with great intellect and charm, though they are hindered by daylight.
Shield Dwarf
The dwarven kingdoms of long ago became locked in eternal wars with goblin-kind and other dwellers in the Underdark. One by one, the dwarven empires of the north failed, leaving only scattered survivors in the mountains or unconquered sections of the Underdark. The clans that survived these battles are the shield dwarves, and they are the most common type of dwarf seen throughout the Realms.
Grey Dwarf
After rising up against their mind flayer enslavers, the gray dwarves, or duergar, emerged as a new subrace of dwarf with limited mental powers. Duergar on the whole are evil, but some turn their backs on their fellows and seek a different sort of life. Male and female duergar are bald, and women do not grow beards. They are much thinner than other dwarves, with severe facial expressions, gray hair, and gray skin.
Gold Dwarf
The gold dwarves maintained their great kingdom in the Great Rift and managed to survive terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride. Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of the region. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders.
Dwarf
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth's secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade.
There are three dwarven subraces: shield dwarves, gold dwarves, and gray dwarves (also known as duergar)
Shield dwarves, the most common race of dwarves, are physically stout but rough around the edges, receiving +2 Constitution and -2 Charisma. Gold dwarves lack the poor charisma of shield dwarves but are less agile. Gray dwarves are even less charismatic than shield dwarves, but make up for it with natural talents and spell-like abilities.
There are three dwarven subraces: shield dwarves, gold dwarves, and gray dwarves (also known as duergar)
Shield dwarves, the most common race of dwarves, are physically stout but rough around the edges, receiving +2 Constitution and -2 Charisma. Gold dwarves lack the poor charisma of shield dwarves but are less agile. Gray dwarves are even less charismatic than shield dwarves, but make up for it with natural talents and spell-like abilities.
Pain and Suffering
You don’t look particularly enthused about your task to cause pain, suffering, and death upon your fellow Warlocks.
"But Coralyssa! I’m supposed to be a goody-two-shoes hero and save Neverwinter or whatever!"
Oh, don’t worry about your valuable reputation - I’m sure it’s already quite sterling, what with all the looting and murdering of the so-called monsters you do now anyway. Remember, your targets this time are all horrible, disreputable, pact-breakers, and one hundred percent rotten, even to devilish standards - so, not like you at all. I have it on good authority that they seek to renounce Belial and align with a different Lord of the Nine. Flay them until the sun comes up on the morrow for all I care, just collect the blood price from them and relinquish their souls to your dark patron.
I’ve done you the service of cursing your targets’ souls with noticeable auras, and only you will be able to pick up on that, so you can take them by surprise. Best of luck out there. Do try not to get killed.
"But Coralyssa! I’m supposed to be a goody-two-shoes hero and save Neverwinter or whatever!"
Oh, don’t worry about your valuable reputation - I’m sure it’s already quite sterling, what with all the looting and murdering of the so-called monsters you do now anyway. Remember, your targets this time are all horrible, disreputable, pact-breakers, and one hundred percent rotten, even to devilish standards - so, not like you at all. I have it on good authority that they seek to renounce Belial and align with a different Lord of the Nine. Flay them until the sun comes up on the morrow for all I care, just collect the blood price from them and relinquish their souls to your dark patron.
I’ve done you the service of cursing your targets’ souls with noticeable auras, and only you will be able to pick up on that, so you can take them by surprise. Best of luck out there. Do try not to get killed.
Helm's Cathedral
Considered an architectural triumph, the Cathedral of Helm's Hold stood at the center of the city as a beacon of faith and a bastion of safety along the oft-dangerous roads of the Sword Coast. After Helm's death it was largely abandoned, save for a few aging priests who remained faithful to their late god.
Through its long years of near-abandonment, the Cathedral's sturdy construction has protected it from harm. Even as other parts of the city and of the Sword Coast itself suffered from the Spellplague and the Cataclysm, the Cathedral of Helm remained undamaged. But now it has been profaned by the Ashmadai, and those who've gotten close say that cracks and chips have begun to appear in the once unblemished stone.
Through its long years of near-abandonment, the Cathedral's sturdy construction has protected it from harm. Even as other parts of the city and of the Sword Coast itself suffered from the Spellplague and the Cataclysm, the Cathedral of Helm remained undamaged. But now it has been profaned by the Ashmadai, and those who've gotten close say that cracks and chips have begun to appear in the once unblemished stone.
Artifact Facts
Listen, I have a friend among the priests of Oghma who has been filling me in on some very old and powerful magic items, artifacts he calls them.
Seems he's learned the resting place of some of these artifacts and he's afraid that other, less desirable, researchers may learn the same. Personally, I'd rather have someone like you holding a powerful item rather than some Red Wizard or Dragon Cultist.
Go talk to Elder Reader Laris at the Sage Shop here in Protector's Enclave. He'll be expecting you.
Seems he's learned the resting place of some of these artifacts and he's afraid that other, less desirable, researchers may learn the same. Personally, I'd rather have someone like you holding a powerful item rather than some Red Wizard or Dragon Cultist.
Go talk to Elder Reader Laris at the Sage Shop here in Protector's Enclave. He'll be expecting you.
Sunday, May 15, 2016
Gurke's Robbery [u]
Gurke, a crusty old dwarf in Beregost, has had his supposedly famous cloak stolen from him by a batch of tasloi in the Cloakwood. After our brief encounter, I have come to the conclusion that I'd do almost anything to rid him of that sour mood!
Bjornin's Troubles [u]
Bjornin, a paladin currently healing from his wounds in Beregost's Jovial Juggler Inn, has asked me to uproot a band of orcs. According to his report, they have been fortifying themselves in the mountains south-southwest of town.
History of the Drow
History of the Drow, The Descent:
We know very little of the Ilythiiri, or "Elves of the South," before this crucial event. Even then they were known as "Dark Elves," for the hue of their skins. They dwelt in the jungles and hot forests of the South. A proud, warlike, culturally advanced (some sages of other elven peoples say "decadent") folk, the Ilythiiri attacked all neighbors, including other elven tribes. Their cruel raids and depredations, ordered by warlike nobility and the clergy of their two cruel deities, Ghaunadaur and Lolth, forced elves, humans, dwarves, and others to ally against them.
Defeated in a series of titanic magical battles, the dark elves fled into underground warrens they had earlier discovered. This event, known as "the Descent," marked the end of the drow as a surface-dwelling race.
We know very little of the Ilythiiri, or "Elves of the South," before this crucial event. Even then they were known as "Dark Elves," for the hue of their skins. They dwelt in the jungles and hot forests of the South. A proud, warlike, culturally advanced (some sages of other elven peoples say "decadent") folk, the Ilythiiri attacked all neighbors, including other elven tribes. Their cruel raids and depredations, ordered by warlike nobility and the clergy of their two cruel deities, Ghaunadaur and Lolth, forced elves, humans, dwarves, and others to ally against them.
Defeated in a series of titanic magical battles, the dark elves fled into underground warrens they had earlier discovered. This event, known as "the Descent," marked the end of the drow as a surface-dwelling race.
History of Fateful Coin
Old tales tell that luck plays a crucial role in each person's life. When each new-born baby enters into the Realms, Tymora flips a coin formed from the remnants of the original goddess of luck, Tyche. Beshaba calls it in the air - the moon (heads) or the cloak (tails). If Beshaba is right, that person is cursed with misfortune for the rest of his or her days. If she's wrong, Lady Luck smiles on that child for the rest of his or her life. For some rare beings, the coin lands edge on - and these luckless few can forge their own fates, for they have more freedom over their destinies than the powers themselves.
Perdue's Sword
Feeling somewhat sheepish after treating him so poorly, I have agreed to retrieve the sword of poor Perdue the halfling from a band of gnolls apparently lurking in the plains west of Beregost, close to the High Hedge.
I have received 50 gp and Perdue's grudging thanks for the return of his short sword but little else. In retrospect, I shouldn't be surprised as he has been a pest and a nuisance from the start. Ah well, I knew his price was low when I went into it.
I have received 50 gp and Perdue's grudging thanks for the return of his short sword but little else. In retrospect, I shouldn't be surprised as he has been a pest and a nuisance from the start. Ah well, I knew his price was low when I went into it.
Saturday, May 14, 2016
History of the North
History of the North - The Crown Wars:
Humans immigrated in bands from the Shining Sea and up to the Sword Coast. They became seafarers, striking out across the waves to the Moonshaes, Mintarn, Ruathym, and the northern islands. Elves engaged in an unceasing war against each other with the humans and orcs taking over the resulting ruins. Perhaps the greatest calamity to befall the Fair Folk was the Dark Disaster, a killing magic that took the form of a dark, burning cloud. It enshrouded the kingdom of Mieyritar, and when it faded away some months later, not an elf lived - nor were trees left; only an open, blasted moor: the High Moor.
All was not dark for the elves. Although in retreat, as barbarian humans and orc hordes grew in strength, their power rose in the Elven Court and Evereska (remaining a stronghold to this day). They conceived of cooperation between dwarves, kindly humans, and other elves for mutual survival against orcs, marauding humans, and the tide of beasts (ogres, bugbears, trolls, goblins, gnolls, and other nonhuman creatures) led by the rising power of giants. Astonishingly, in at least three places - the Fallen Kingdoms and the cities of Silverymoon and Myth Drannor - they succeeded with shining grace.
To the east, on the sandy shores of the calm and shining Narrow Sea, human fishing villages grew into small towns and then joined together as the nation of Netheril. Sages believe the fishing towns were unified by a powerful human wizard who had discovered a book of great magic power that had survived from the Days of Thunder - a book that legend calls the Nether Scrolls. Under this nameless wizard and those who followed, Netheril rose in power and glory, becoming both the first human land in the North and the most powerful. Some say this discovery marked the birth of human wizardry, since before then, mankind had only shamans and witch doctors. For over 3,000 years Netheril dominated the North, but even its legendary wizards were unable to stop their final doom.
Humans immigrated in bands from the Shining Sea and up to the Sword Coast. They became seafarers, striking out across the waves to the Moonshaes, Mintarn, Ruathym, and the northern islands. Elves engaged in an unceasing war against each other with the humans and orcs taking over the resulting ruins. Perhaps the greatest calamity to befall the Fair Folk was the Dark Disaster, a killing magic that took the form of a dark, burning cloud. It enshrouded the kingdom of Mieyritar, and when it faded away some months later, not an elf lived - nor were trees left; only an open, blasted moor: the High Moor.
All was not dark for the elves. Although in retreat, as barbarian humans and orc hordes grew in strength, their power rose in the Elven Court and Evereska (remaining a stronghold to this day). They conceived of cooperation between dwarves, kindly humans, and other elves for mutual survival against orcs, marauding humans, and the tide of beasts (ogres, bugbears, trolls, goblins, gnolls, and other nonhuman creatures) led by the rising power of giants. Astonishingly, in at least three places - the Fallen Kingdoms and the cities of Silverymoon and Myth Drannor - they succeeded with shining grace.
To the east, on the sandy shores of the calm and shining Narrow Sea, human fishing villages grew into small towns and then joined together as the nation of Netheril. Sages believe the fishing towns were unified by a powerful human wizard who had discovered a book of great magic power that had survived from the Days of Thunder - a book that legend calls the Nether Scrolls. Under this nameless wizard and those who followed, Netheril rose in power and glory, becoming both the first human land in the North and the most powerful. Some say this discovery marked the birth of human wizardry, since before then, mankind had only shamans and witch doctors. For over 3,000 years Netheril dominated the North, but even its legendary wizards were unable to stop their final doom.
History of Shadowdale
History of Shadowdale - The Fall of Azmaer, Last Drow Marshall of the Twisted Tower:
The drow rule of Shadowdale lasted until the early 900s Dale Reckoning, when the increased human population in the area brought the dark elves into conflict with their now more numerous neighbors. The humans were the Dalesmen who a millennium earlier had crossed the Dragon Reach and made peace with the elves of Myth Drannor, settling at the borders of the great woods that was the elven home. The drow soon found themselves under continual attack, and most of those who held overground settlements retreated back below. The last powerful drow leader was Azmaer, the marshall of the Twisted Tower in its last drow-held days. Azmaer oversaw the last retreat of the drow holdings in the face of a human uprising, and held the citadel against a year-long siege. With supplies and slaves brought up from the Underdark directly into the tower, the drow could have conceivably held out forever; however, a human slave (family histories in the Dales indicate a number of possible individuals) poisoned the well in the Tower and the citadel was easily overrun. Azmaer's body was not found among the dead, leading some to believe that he escaped back into the depths to rejoin his people. Noting the fact that he would have had to explain to his matriarch how he lost Shadowdale, it is much more likely that, should Azmaer have survived, he went into voluntary exile, hiding from both human and drow. Given that this occurred only 400 years ago, it is certainly possible that Azmaer still lives.
The drow rule of Shadowdale lasted until the early 900s Dale Reckoning, when the increased human population in the area brought the dark elves into conflict with their now more numerous neighbors. The humans were the Dalesmen who a millennium earlier had crossed the Dragon Reach and made peace with the elves of Myth Drannor, settling at the borders of the great woods that was the elven home. The drow soon found themselves under continual attack, and most of those who held overground settlements retreated back below. The last powerful drow leader was Azmaer, the marshall of the Twisted Tower in its last drow-held days. Azmaer oversaw the last retreat of the drow holdings in the face of a human uprising, and held the citadel against a year-long siege. With supplies and slaves brought up from the Underdark directly into the tower, the drow could have conceivably held out forever; however, a human slave (family histories in the Dales indicate a number of possible individuals) poisoned the well in the Tower and the citadel was easily overrun. Azmaer's body was not found among the dead, leading some to believe that he escaped back into the depths to rejoin his people. Noting the fact that he would have had to explain to his matriarch how he lost Shadowdale, it is much more likely that, should Azmaer have survived, he went into voluntary exile, hiding from both human and drow. Given that this occurred only 400 years ago, it is certainly possible that Azmaer still lives.
History of the Chosen of Mystra
The reason why Mystra, the Goddess of Magic, invested a portion of her divine might in mortals is not known. One of the more popular theories, and one that is gaining more support in light of the goddess' other actions during that period, is that Mystra foresaw the Time of Troubles (and her own passing at the hands of Helm) and chose to give some of her power to mortals in order to ensure that her successor (the female mage Midnight, as it turned out) would have a number of nearly immortal allies in the struggle against the schemes of the gods (the now dead Bane, Myrkul, and Bhaal) who precipitated the Time of Troubles by stealing the Tablets of Fate. The theory goes on to suggest that Mystra informed Azuth at approximately the Year of the Rising Flame (0 DR), more than 1,300 years before the Time of Troubles, that some of her power must be put into the hands of mortals who would then become known as Mystra's Chosen. This power would sleep within the bodies of those mortals, allowing Mystra to call on it only with their permission. It would give the Chosen the innate ability to heal quickly, and would give them life spans far greater than those of ordinary mortals. Mystra speculated that these mortals might be able to call on her power and thereby gain some special abilities, but that these powers would not rival those of a deity. (See "Powers" below.).
The Goddess of All Magic then began to select mortals she thought to be suitable. One of the first was the young mage Elminster, and she also singled out a promising wizard named Khelben Arunsun. Both have proved to be worthy and capable receptacles of her power, but Mystra's other early attempts to invest her power in living humans were unsuccessful, and she came to realize that only very few mortals were of stern enough substance to contain such power within themselves without being destroyed or corrupted. Even though some people aside from Elminster and Khelben may have possessed the requisite strength, it is possible that having lived for years prior to being visited by Mystra had set them on a path from which they were not able to deviate. Whatever the reason, the problem needed to be solved. To get around the difficulty, Mystra devised a plan to use herself as a vessel to breed individuals who could be nurtured and acclimated to her power from the very beginnings of their lives.
For the father of these individuals, she picked the best example of human stock she could find: Dornal Silverhand, a nobleman and a former Harper who lived near Neverwinter. Mystra then possessed the body of Elue Shundar, a half-elven sorceress whom Dornal was already attracted to. Mystra revealed her presence and her plan to Elue, who happily and eagerly agreed to have the goddess share her body. Elue had been reluctant, but under the influence of Mystra the woman became a seductress, and Dornal found his advances being suddenly returned with great fervor.
Dornal and Mystra/Elue were wed in the Year of Drifting Stars (760 DR). The first of seven daughters, Anastra Sylune, was born the following winter. Sylune's six sisters emerged at one-year intervals thereafter: Endue Alustriel, Ambara Dove, Ethena Astorma (she prefers the shortened "Storm" these days), Anamanue Laeral, Alassra Shentrantra (known today as the Simbul), and Er'sseae Qilue. These siblings have become known in Realmsian lore as the Seven Sisters.
Dornal, who had been kept in the dark about his wife's true nature through the years (presumably because Mystra didn't want to risk losing his services), was disappointed and nearly distraught by the time his sixth child was born; he had always wanted sons as well as daughters. More importantly, he was seeing his wife deteriorate right before his eyes. The strain of coexisting with the goddess all these years had turned Elue into a withered shell - in essence a lich, clinging to life only because Mystra's power was within her.
When Elue was carrying the seventh child, Dornal consulted a priest who told him his wife had been possessed by an entity of great magical power. To spare both of them any further agony, he attempted to slay his wife's physical form by severing her head from her body.
As soon as he had done this, Mystra was forced to reveal herself to him, and she went on to explain her scheme. Just as she had worried would happen, Dornal was aghast at how he and his wife had been used by the goddess. He turned his back on the corpse of his wife, abandoned his lands and his children, and vanished into the North. Mystra bore him no ill will, and in fact protected him for the final 30 years of his life. When Dornal finally did meet his end he called out to Mystra, and the goddess granted him continued existence as her servant. Now known as the Watcher, Dornal Silverhand travels the world unseen by mortals on a continuing mission to locate candidates to swell the ranks of the Chosen and to identify possible threats to Mystra and her minions.
The Goddess of All Magic then began to select mortals she thought to be suitable. One of the first was the young mage Elminster, and she also singled out a promising wizard named Khelben Arunsun. Both have proved to be worthy and capable receptacles of her power, but Mystra's other early attempts to invest her power in living humans were unsuccessful, and she came to realize that only very few mortals were of stern enough substance to contain such power within themselves without being destroyed or corrupted. Even though some people aside from Elminster and Khelben may have possessed the requisite strength, it is possible that having lived for years prior to being visited by Mystra had set them on a path from which they were not able to deviate. Whatever the reason, the problem needed to be solved. To get around the difficulty, Mystra devised a plan to use herself as a vessel to breed individuals who could be nurtured and acclimated to her power from the very beginnings of their lives.
For the father of these individuals, she picked the best example of human stock she could find: Dornal Silverhand, a nobleman and a former Harper who lived near Neverwinter. Mystra then possessed the body of Elue Shundar, a half-elven sorceress whom Dornal was already attracted to. Mystra revealed her presence and her plan to Elue, who happily and eagerly agreed to have the goddess share her body. Elue had been reluctant, but under the influence of Mystra the woman became a seductress, and Dornal found his advances being suddenly returned with great fervor.
Dornal and Mystra/Elue were wed in the Year of Drifting Stars (760 DR). The first of seven daughters, Anastra Sylune, was born the following winter. Sylune's six sisters emerged at one-year intervals thereafter: Endue Alustriel, Ambara Dove, Ethena Astorma (she prefers the shortened "Storm" these days), Anamanue Laeral, Alassra Shentrantra (known today as the Simbul), and Er'sseae Qilue. These siblings have become known in Realmsian lore as the Seven Sisters.
Dornal, who had been kept in the dark about his wife's true nature through the years (presumably because Mystra didn't want to risk losing his services), was disappointed and nearly distraught by the time his sixth child was born; he had always wanted sons as well as daughters. More importantly, he was seeing his wife deteriorate right before his eyes. The strain of coexisting with the goddess all these years had turned Elue into a withered shell - in essence a lich, clinging to life only because Mystra's power was within her.
When Elue was carrying the seventh child, Dornal consulted a priest who told him his wife had been possessed by an entity of great magical power. To spare both of them any further agony, he attempted to slay his wife's physical form by severing her head from her body.
As soon as he had done this, Mystra was forced to reveal herself to him, and she went on to explain her scheme. Just as she had worried would happen, Dornal was aghast at how he and his wife had been used by the goddess. He turned his back on the corpse of his wife, abandoned his lands and his children, and vanished into the North. Mystra bore him no ill will, and in fact protected him for the final 30 years of his life. When Dornal finally did meet his end he called out to Mystra, and the goddess granted him continued existence as her servant. Now known as the Watcher, Dornal Silverhand travels the world unseen by mortals on a continuing mission to locate candidates to swell the ranks of the Chosen and to identify possible threats to Mystra and her minions.
History of Calimshan
Calimshan is older than either of the other Empires of the Sands, first settled over 7,000 years ago by the Djen, a humanoid race from the Elemental Plane of Air. These Djen were known to be very magical, and during the course of their rule they developed many new spells previously not available in the Plane of Air.
The Djen prospered for over 1,000 years in Calimshan, but their reign was ended by an invasion of creatures and minions from the Plane of Fire. Some say this is where the bitter hatred between djinni and efreeti started, though others contend this was just a result of a hatred that was already there. Whatever the cause, the battle was long and bloody, and took over 100 years to complete. The Djen finally routed the attackers, but were greatly weakened in the attempt. They slowly declined, and the last mention of the Djen is just under 6,000 years old.
For the next 4,000 years Calimshan was dominated by nomadic tribes of humans. Tribes from various places - Chult, the Shaar, The Shining Plains, Chondath, even Amn and Cormyr - took turns dominating, only to be conquered by the next, nearly identical tribe.
Slowly, the nomadic nature of Calimshan began to change. As explorers and traders from Amn, Waterdeep, and Cormyr discovered the wonders of the area, some tribes began to settle down and develop new means of support, like fishing, farming, or trading. These communities began to band together for mutual protection, and soon a civilization was born. It was only 1,300 years ago that the Shoon Empire (now called Iltkazar) came into being.
The Shoons were a grand and glorious empire, and their excesses were the foundation of Calishite snobbery today. They grew wise and powerful in the ways of magic, and ships and caravans bearing the Shoon flag traveled across the Forgotten Realms. Shoon himself, a particularly powerful mage, created a book of great power during this time called the Tome of the Unicorn. The exact location of the Tome has been lost in time, but since the book is 2' by 3' and made of pure metal, it is likely to still be around... somewhere.
900 years ago the Shoon empire abruptly vanished. A great magical upheaval was suspected at first, but learned mages of other lands dispute the claim. A force that great, they say, would have disturbed magical powers and beings throughout the Realms, and that didn't happen. Sages who have studied the Shoon at great length have reached no definite conclusions, but the most popular theories today center around a plague or disease that decimated the population.
Today, the Shoon impact on Calimshan is still great. The grandeur of that empire is responsible, more than anything else, for the strong national character of Calimshan today. The ruins of the Shoon's greatest city, Monrativi Teshy Mir, can still be found in the wilderness to the west of the edge of the Forest of Mir (see below for more on Monrativi Teshy Mir).
The Djen prospered for over 1,000 years in Calimshan, but their reign was ended by an invasion of creatures and minions from the Plane of Fire. Some say this is where the bitter hatred between djinni and efreeti started, though others contend this was just a result of a hatred that was already there. Whatever the cause, the battle was long and bloody, and took over 100 years to complete. The Djen finally routed the attackers, but were greatly weakened in the attempt. They slowly declined, and the last mention of the Djen is just under 6,000 years old.
For the next 4,000 years Calimshan was dominated by nomadic tribes of humans. Tribes from various places - Chult, the Shaar, The Shining Plains, Chondath, even Amn and Cormyr - took turns dominating, only to be conquered by the next, nearly identical tribe.
Slowly, the nomadic nature of Calimshan began to change. As explorers and traders from Amn, Waterdeep, and Cormyr discovered the wonders of the area, some tribes began to settle down and develop new means of support, like fishing, farming, or trading. These communities began to band together for mutual protection, and soon a civilization was born. It was only 1,300 years ago that the Shoon Empire (now called Iltkazar) came into being.
The Shoons were a grand and glorious empire, and their excesses were the foundation of Calishite snobbery today. They grew wise and powerful in the ways of magic, and ships and caravans bearing the Shoon flag traveled across the Forgotten Realms. Shoon himself, a particularly powerful mage, created a book of great power during this time called the Tome of the Unicorn. The exact location of the Tome has been lost in time, but since the book is 2' by 3' and made of pure metal, it is likely to still be around... somewhere.
900 years ago the Shoon empire abruptly vanished. A great magical upheaval was suspected at first, but learned mages of other lands dispute the claim. A force that great, they say, would have disturbed magical powers and beings throughout the Realms, and that didn't happen. Sages who have studied the Shoon at great length have reached no definite conclusions, but the most popular theories today center around a plague or disease that decimated the population.
Today, the Shoon impact on Calimshan is still great. The grandeur of that empire is responsible, more than anything else, for the strong national character of Calimshan today. The ruins of the Shoon's greatest city, Monrativi Teshy Mir, can still be found in the wilderness to the west of the edge of the Forest of Mir (see below for more on Monrativi Teshy Mir).
History of the Dales and the Elven Court
The founding of the Dalelands long preceded the creation of any of the existing Dales by hundreds of years, and the year numbering system known as Dalereckoning is actually a commemoration of humankind being given permission to settle in the lands north and west of the Inner Sea. Most of the current Dales are relative newcomers, the older having been abandoned, destroyed, or overrun long ago. In those ancient days, when Suzail and Chondathan (now called Saerloon) were mere coastal trading posts, the elves who ruled this forest entertained a request from settlers from the East; refugees and farmers from far-off Impiltur and Damara. This request was to farm and settle the borders of the great forest Cormanthor, in particular the rich delves and dales along the rivers Arkhen and Ashaba. These newcomers did not wish to lumber or clear the inhabited forest, but only to settle on the rich territories on its edges, and unlike some other settlers (early Sembia comes to mind) were willing to ask permission.
The lords of the Elven Court granted that request in retum for aid from these new Dalelanders against outside aggression, both monstrous (orcs and goblins from the lands of Thar) and human (the rising powers in Cormyr and Sembia). In commemoration of this pact, humans and elves raised the Standing Stone that is now seen where the Moonsea Ride reaches Rauthauvyr's Road, the road from Essembra to Hillsfar. It is from the date of the raising of this stone that Dalereckoning is counted. According to the pact made, the Dalesmen would only settle those regions that were unforested or unclaimed by the elves. As the elven woods receded under the axes of further invaders and settlers, old Dales perished and new ones came into being along the borders of the woods. People, both good and bad, have raised petty nations in the Dalelands since, though any one Dale that turned against the pact would have to deal with the others. Each of the Dales is a large swath of farms and fields, with a few scattered settlements and usually one central marketplace, capital, or Dale center. These centers are often, but not always, named after the Dales they are in, adding to the confusion as to what is a Daleland's territory.
The Dales are not city-states, for their largest groupings of population rate as towns at best, and they lack the defensive walls common throughout the Heartlands. They are neither true nations in the fashion of Cormyr or Sembia, and occupy a gray middle ground wherein they are nothing more, or less, than Dales.
Each Dale has slightly different laws, customs, and military organizations. Many rely on the work of charismatic heroes and adventuring companies for aid in times of trouble, and a large number of these individuals use the region as a base. This attraction for adventurers is further increased by the large number of elven and pre-elven ruins in the area and the departure of the Elven Court for Evermeet, leaving the woods open for exploration and exploitation.
The history of the Dales is filled with battles and attacks on its various members. In the Year of the Worm (1356 DR), Scardale, under the command of Lashan Aumersair, launched a number of swift attacks, conquering a number of the surrounding Dales. A coalition of forces from the others, as well as Sembia, Cormyr, and Zhentil Keep crushed the invaders and occupied Scardale. During the Time of Troubles (1358 DR/0 PR), Shadowdale was attacked by Zhentil Keep. More recently, the Dalelands have committed forces to a unified army under King Azoun IV of Cormyr to turn back the Tuigan Invasion (1360 DR).
The lords of the Elven Court granted that request in retum for aid from these new Dalelanders against outside aggression, both monstrous (orcs and goblins from the lands of Thar) and human (the rising powers in Cormyr and Sembia). In commemoration of this pact, humans and elves raised the Standing Stone that is now seen where the Moonsea Ride reaches Rauthauvyr's Road, the road from Essembra to Hillsfar. It is from the date of the raising of this stone that Dalereckoning is counted. According to the pact made, the Dalesmen would only settle those regions that were unforested or unclaimed by the elves. As the elven woods receded under the axes of further invaders and settlers, old Dales perished and new ones came into being along the borders of the woods. People, both good and bad, have raised petty nations in the Dalelands since, though any one Dale that turned against the pact would have to deal with the others. Each of the Dales is a large swath of farms and fields, with a few scattered settlements and usually one central marketplace, capital, or Dale center. These centers are often, but not always, named after the Dales they are in, adding to the confusion as to what is a Daleland's territory.
The Dales are not city-states, for their largest groupings of population rate as towns at best, and they lack the defensive walls common throughout the Heartlands. They are neither true nations in the fashion of Cormyr or Sembia, and occupy a gray middle ground wherein they are nothing more, or less, than Dales.
Each Dale has slightly different laws, customs, and military organizations. Many rely on the work of charismatic heroes and adventuring companies for aid in times of trouble, and a large number of these individuals use the region as a base. This attraction for adventurers is further increased by the large number of elven and pre-elven ruins in the area and the departure of the Elven Court for Evermeet, leaving the woods open for exploration and exploitation.
The history of the Dales is filled with battles and attacks on its various members. In the Year of the Worm (1356 DR), Scardale, under the command of Lashan Aumersair, launched a number of swift attacks, conquering a number of the surrounding Dales. A coalition of forces from the others, as well as Sembia, Cormyr, and Zhentil Keep crushed the invaders and occupied Scardale. During the Time of Troubles (1358 DR/0 PR), Shadowdale was attacked by Zhentil Keep. More recently, the Dalelands have committed forces to a unified army under King Azoun IV of Cormyr to turn back the Tuigan Invasion (1360 DR).
History of Estagund
Estagund history follows a different path than those of Durpar and Var. The Gunders were conquered in 551 DR by Reinhar I, warchief of the Arkaiuns of Dambrath. Estagund regained its independence when Reinhar was slain by the Halruan archmage Mycontil, though the country soon degenerated into a group of small independent city states.
Skirmishes with Var, and between the city-states, continued for several centuries until a king once again united the country. King Bornial was a skilled ruler, and under him Estagund began to prosper. His descendants did not share his wisdom, and in 1053 DR, King Selkarin more than illustrated this. He had failed to conquer Durpar, and Veldorn resisted his challenges. An avowed mysogynist, Selkarin turned his attentions to the matriarchy of Dambrath. He led a large fleet to attack Dambrath, taking extreme losses, including his own life. Selkarin died childless, so his brother Seltarir was crowned King. The new ruler faced a country with most of its fighting men gone, and an unforseen problem: famine. The famine was caused by a blight that wiped out nearly all the year's crops in Estagund. This made him eager for a deal posed by the Durparian merchant Jeradeem, and in a legendary trade the entire country of Estagund was sold. Contrary to popular rumor, Seltarir did not trade away the country for 24 pearls. In actuality he received diamonds worth almost a million gold pieces. The sudden wealth gave him an instant seat on the Council of Merchants, so he retained a measure of rule in addition to his fortune. Chaka Seltarir is still the richest chaka in Estagund to this day. In the years that followed, the Gunders began rebuilding their lives under their new circumstance, and now they compete on equal footing with the merchants of Durpar and Var.
Skirmishes with Var, and between the city-states, continued for several centuries until a king once again united the country. King Bornial was a skilled ruler, and under him Estagund began to prosper. His descendants did not share his wisdom, and in 1053 DR, King Selkarin more than illustrated this. He had failed to conquer Durpar, and Veldorn resisted his challenges. An avowed mysogynist, Selkarin turned his attentions to the matriarchy of Dambrath. He led a large fleet to attack Dambrath, taking extreme losses, including his own life. Selkarin died childless, so his brother Seltarir was crowned King. The new ruler faced a country with most of its fighting men gone, and an unforseen problem: famine. The famine was caused by a blight that wiped out nearly all the year's crops in Estagund. This made him eager for a deal posed by the Durparian merchant Jeradeem, and in a legendary trade the entire country of Estagund was sold. Contrary to popular rumor, Seltarir did not trade away the country for 24 pearls. In actuality he received diamonds worth almost a million gold pieces. The sudden wealth gave him an instant seat on the Council of Merchants, so he retained a measure of rule in addition to his fortune. Chaka Seltarir is still the richest chaka in Estagund to this day. In the years that followed, the Gunders began rebuilding their lives under their new circumstance, and now they compete on equal footing with the merchants of Durpar and Var.
Iron Crisis
Bentley, the owner of the Friendly Arm inn, told us that the iron trade has slowed greatly over the past few weeks.
Spider Infestation
Landrin, a gnome at the Friendly Arm Inn, appears to think I am her lowly errand runner. Apparently too lazy to walk down the stairs and purchase one from the barkeep, she insists that I fetch her precious wine bottle from the cellar of her house in Beregost.
To be honest, at 75 gp, the thought is almost tempting. The house, should I ever seek it out, lies just west of the Jovial Juggler Inn in Beregost. She said something about stepping on spiders and her husband's old boots, but I didn't listen too intently.
120 pieces of hard gold currency for an old pair of boots. A good deal by any measure, despite the creatures guarding them.
To be honest, at 75 gp, the thought is almost tempting. The house, should I ever seek it out, lies just west of the Jovial Juggler Inn in Beregost. She said something about stepping on spiders and her husband's old boots, but I didn't listen too intently.
120 pieces of hard gold currency for an old pair of boots. A good deal by any measure, despite the creatures guarding them.
Unshey's Belt
According to a dwarven cleric by the name of Unshey, a rogue ogre with a belt fetish is making a name for himself just south of the Friendly Arm Inn. As Unshey claims to be an author, maybe she'd give me a copy of her book if I can get her girdle of piercing back.
Unshey isn't the most charismatic person I've ever met. She gave me 70 gold pieces for returning her girdle but only after informing me that 60 of those were to go towards my bathing fund.
Unshey isn't the most charismatic person I've ever met. She gave me 70 gold pieces for returning her girdle but only after informing me that 60 of those were to go towards my bathing fund.
Bounty Notice
Be it known to all those of evil intent, that a bounty has been placed upon the head of the foster child of Gorion.
Last seen in the region of Beregost, this person is to be killed in quick order.
The subject is to be considered a formidable foe, and is likely to have well-equipped traveling companions.
This offer has been extended to all appropriate guilds.
Those returning with proof of the deed shall receive no less than six hundred and eighty coins of gold.
As always, any that reveal these plans to the forces of law shall join the target in their fate.
Last seen in the region of Beregost, this person is to be killed in quick order.
The subject is to be considered a formidable foe, and is likely to have well-equipped traveling companions.
This offer has been extended to all appropriate guilds.
Those returning with proof of the deed shall receive no less than six hundred and eighty coins of gold.
As always, any that reveal these plans to the forces of law shall join the target in their fate.
Meeting with a Strange Man
I met a strange man on the road to the Friendly Arm Inn. He seemed interested in me, though I don't know why. He was a little...odd.
Gorion's Scroll
My friend Gorion,
Please forgive the abruptness with which I now write, but time is short and there is much to be done. What we have long feared may soon come to pass, though not in the manner foretold, and certainly not in the proper time frame. As we both know, forecasting these events has proved increasingly difficult, leaving little option other than a leap of faith. We have done what we can for those in thy care, but the time nears when we must step back and let matters take what course they will. We have, perhaps, been a touch too sheltering to this point.
Despite my desire to remain neutral in this matter, I could not, in good conscience, let events proceed without some measure of warning. The other side will move very soon, and I urge thee to leave Candlekeep this very night, if possible. The darkness may seem equally threatening, but a moving target is much harder to hit, regardless of how sparse the cover. A fighting chance is all that can be asked for at this point.
Should anything go awry, do not hesitate to seek aid from travelers along the way. I do not need to remind thee that it is a dangerous land, even without our current concerns, and a party is stronger than an individual in all respects. Should additional assistance be required, I understand that Jaheira and Khalid are currently at the Friendly Arm Inn. They know little of what has passed, but they are ever thy friends and will no doubt help however they can.
Luck be with us all.
I'm getting too old for this.
E.
Please forgive the abruptness with which I now write, but time is short and there is much to be done. What we have long feared may soon come to pass, though not in the manner foretold, and certainly not in the proper time frame. As we both know, forecasting these events has proved increasingly difficult, leaving little option other than a leap of faith. We have done what we can for those in thy care, but the time nears when we must step back and let matters take what course they will. We have, perhaps, been a touch too sheltering to this point.
Despite my desire to remain neutral in this matter, I could not, in good conscience, let events proceed without some measure of warning. The other side will move very soon, and I urge thee to leave Candlekeep this very night, if possible. The darkness may seem equally threatening, but a moving target is much harder to hit, regardless of how sparse the cover. A fighting chance is all that can be asked for at this point.
Should anything go awry, do not hesitate to seek aid from travelers along the way. I do not need to remind thee that it is a dangerous land, even without our current concerns, and a party is stronger than an individual in all respects. Should additional assistance be required, I understand that Jaheira and Khalid are currently at the Friendly Arm Inn. They know little of what has passed, but they are ever thy friends and will no doubt help however they can.
Luck be with us all.
I'm getting too old for this.
E.
Friday, May 13, 2016
New Chapter Begins
Chapter 1:
My foster father Gorion is dead, killed while defending me from a mysterious armored man and his cohorts. Someday I will have my vengeance upon this man, but for now it would be best to travel to the Friendly Arm Inn. Gorion's last instructions were to go to the Friendly Arm Inn. There, I'm supposed to meet two people named Khalid and Jaheira.
My foster father Gorion is dead, killed while defending me from a mysterious armored man and his cohorts. Someday I will have my vengeance upon this man, but for now it would be best to travel to the Friendly Arm Inn. Gorion's last instructions were to go to the Friendly Arm Inn. There, I'm supposed to meet two people named Khalid and Jaheira.
Firebead's Scroll
Firebead Elvenhair, an old mage who makes the occasional visit here from Beregost, has left a Identify scroll with Tethtoril, in the inner grounds. I swear, without me to run its endless errands, this keep would crumble into the very dust from which it sprang.
Old Firebead was grateful for my help. He cast a spell on me and said it would protect me from any evil I might meet tonight... I don't know what's out there beyond these walls but I guess I'll find out soon enough.
Old Firebead was grateful for my help. He cast a spell on me and said it would protect me from any evil I might meet tonight... I don't know what's out there beyond these walls but I guess I'll find out soon enough.
Errand for Fuller
Fuller's recovering from last night's mead-fest in the barracks. After a little pestering, he agreed to give me a little bit of change if I fetch a quarrel of crossbow bolts from the innkeeper, Winthrop.
Fuller was in a generous mood, today. After I fetched the bolts from Winthrop, he gave me his dad's old dagger. It killed a hobgoblin in a single blow, once... if Fuller isn't just pulling my leg again, that is.
Fuller was in a generous mood, today. After I fetched the bolts from Winthrop, he gave me his dad's old dagger. It killed a hobgoblin in a single blow, once... if Fuller isn't just pulling my leg again, that is.
Hull's Sword
Hull, one of the ever-present Watchers here in Candlekeep, forgot his sword in the barracks this morning. He has asked me to fetch the weapon from its resting place in the chest against the right wall.
Took your sweet time, didn't you? Gorion's a fool for trying to bring you up right and you can tell him I said so, too. If I didn't know any better, I'd say this whole iron crisis is the result of twerps like you wandering off with people's swords. Here's 10 gp. Now get out of here, I'm on duty.
Took your sweet time, didn't you? Gorion's a fool for trying to bring you up right and you can tell him I said so, too. If I didn't know any better, I'd say this whole iron crisis is the result of twerps like you wandering off with people's swords. Here's 10 gp. Now get out of here, I'm on duty.
Dangerous Invasion
Reevor has once again pressed me into service in his storehouse. All reports suggest that our feline forces have turned traitor and that the rats are on the offensive. It appears that I am our last hope in the face of such an awesome display of power. Farewell, dear Journal. Farewell.
Mental Note: Don't join the armed forces. They never inform you of the full danger when you enter and they always pay you squat when you leave... Reevor gave me all of five gold pieces for putting my life on the line in there... Isn't there a Candlekeep People's Revolutionary Front I can join, somewhere??
Mental Note: Don't join the armed forces. They never inform you of the full danger when you enter and they always pay you squat when you leave... Reevor gave me all of five gold pieces for putting my life on the line in there... Isn't there a Candlekeep People's Revolutionary Front I can join, somewhere??
Drepin
Nessa the Cow is feeling a bit under the weather today. Dreppin's asked me to get a potion of antidote from Hull, who's been posted to the gate this morning. It appears that Hull has been using them to avoid his morning hangovers.
I found that potion for Dreppin's cow. I just hope it's what he thinks it is and not a potion of firebreath or something.
I found that potion for Dreppin's cow. I just hope it's what he thinks it is and not a potion of firebreath or something.
History of Halruaa
Halruaa was settled centuries ago by wizards fleeing the Phaerimm in what was to become the Anauroch desert. The first wizards came in unique flying ships invented by the Netheril, and found a beautiful and rich country settled only by shepherds and large herds of aurochs and wild rothe. It was here that the wizards decided to make a stand, should the Phaerimm follow. The Phaerimm never did, but Halruaa has had to defend itself from attacks by all of its neighbors since then.
Over the centuries Dambrath has attacked and raided Halruaa's ports and borders multiple times. Once, led by a magic resistant barbarian, the Dambraii occupied all of the country south of Lake Halruaa. They were defeated in battle by the great archmage Mycontil, who slew their barbarian leader. Forty-thousand Dambraii attacked, and were stopped by 500 Halruans. More than 200 Halruan wizards, including Mycontil, died in the battle.
The last attack upon Halruaa was less than 100 years ago, through the Telath Pass by the power hungry king of Lapaliiya. He had allied with bandits from the wastes, though this time the Halruans were able to field a larger force, including fighting men as well as wizards in their skyships. The attackers were easily routed.
Halruaa also suffered through a civil war about five centuries ago, when a number of mages advocated beginning new experiments in magic, ones which even the Netheril didn't approve of. The renegades were driven from the region, but went on to found the land of Thay, or so it is said in Halruaa.
Since then, Halruaa has been at peace (they have had no declared wars), though it still suffers raids from Dambraii pirates, bandits of the wastes, savages from the Mhair Jungles, and any other pirate, raider, or hungry wizard who thinks that magic and wealth grow on trees in Halruaa.
This constant raiding has made the Halruans very defensive, warlike and traditional. The people say that since wizards have always led them, wizards always will.
Over the centuries Dambrath has attacked and raided Halruaa's ports and borders multiple times. Once, led by a magic resistant barbarian, the Dambraii occupied all of the country south of Lake Halruaa. They were defeated in battle by the great archmage Mycontil, who slew their barbarian leader. Forty-thousand Dambraii attacked, and were stopped by 500 Halruans. More than 200 Halruan wizards, including Mycontil, died in the battle.
The last attack upon Halruaa was less than 100 years ago, through the Telath Pass by the power hungry king of Lapaliiya. He had allied with bandits from the wastes, though this time the Halruans were able to field a larger force, including fighting men as well as wizards in their skyships. The attackers were easily routed.
Halruaa also suffered through a civil war about five centuries ago, when a number of mages advocated beginning new experiments in magic, ones which even the Netheril didn't approve of. The renegades were driven from the region, but went on to found the land of Thay, or so it is said in Halruaa.
Since then, Halruaa has been at peace (they have had no declared wars), though it still suffers raids from Dambraii pirates, bandits of the wastes, savages from the Mhair Jungles, and any other pirate, raider, or hungry wizard who thinks that magic and wealth grow on trees in Halruaa.
This constant raiding has made the Halruans very defensive, warlike and traditional. The people say that since wizards have always led them, wizards always will.
Assassins
Someone wishes me dead! Gorion is right to think we are no longer safe here, though I have no idea why someone would want to cause us harm. The attempt on my life may have been laughable, but I fear there will be more threats to come.
I was at the Friendly Arm Inn and someone tried to kill me! He was apparently a bounty hunter! Why do these attacks continue?
I was at the Friendly Arm Inn and someone tried to kill me! He was apparently a bounty hunter! Why do these attacks continue?
Phlydia's Book
Dear, absent-minded Phlydia has lost another of her books, "The History of Halruaa," this time. Last time she was at Candlekeep, she lost an entire four-volume set in the hay we keep for the cows.
In classic form, Phlydia almost seemed to have forgotten that she had sent me in search of her book in the first place. Oh well, I guess there's more to a favor than the reward at its end.
In classic form, Phlydia almost seemed to have forgotten that she had sent me in search of her book in the first place. Oh well, I guess there's more to a favor than the reward at its end.
The Plague Tower
The wizard Rhazzad preyed on those stricken by the spellplague, promising them treatment in his "Tower of Solace". Instead, he used them to power some dark ritual, causing a spellburst that devastated part of the city.
But I fear that was just a side effect.
Rhazzad is even now working to complete his ritual. He has to be stopped. For the sake of the city, and to avenge those he betrayed and killed!
But I fear that was just a side effect.
Rhazzad is even now working to complete his ritual. He has to be stopped. For the sake of the city, and to avenge those he betrayed and killed!
Rhazzad's Masters
From Rhazzad's Notes:
"Of all the things revealed to me in the depths of the Chasm, the very existence of the Masters was the most potent. I saw them swimming through plague-fire, and I saw glimpses of the world from whence they came. I am still unsure if they created the Plague, or if they have just mastered its use. Soon, I will know for certain.
When my transformation is complete, I will prove my worth by seeing the entire city consumed by the Spellplague. Once my great work is done, I shall be powerful enough to join them in the Chasm's depths, and all will be revealed to me. I will be like a god, knowing all secrets, invincible for eternity. Just as the Masters promised me."
"Of all the things revealed to me in the depths of the Chasm, the very existence of the Masters was the most potent. I saw them swimming through plague-fire, and I saw glimpses of the world from whence they came. I am still unsure if they created the Plague, or if they have just mastered its use. Soon, I will know for certain.
When my transformation is complete, I will prove my worth by seeing the entire city consumed by the Spellplague. Once my great work is done, I shall be powerful enough to join them in the Chasm's depths, and all will be revealed to me. I will be like a god, knowing all secrets, invincible for eternity. Just as the Masters promised me."
Rhazzad's Research
From Rhazzad's Notes:
"If I am to complete my transformation, I will need to make certain I have complete mastery over the process. To this end, I must conduct several experiments. Though the stories I've spread about the Tower of Solace bring me a constant stream of new test subjects, too many are already sick.
The Masters must have heard me, for they have provided! A desperate soldier from the hated squad of Sergeant Knox has sought me out, looking for treatment for his dear wife. Dorothea Linkletter is healthy, and only recently infected. I will control the process of transformation in her, study it, and master it. Then, once the portals are open and the Far Realm draws close, I shall apply what I've learned to foolish Josef to make certain I am ready for my own metamorphosis."
"If I am to complete my transformation, I will need to make certain I have complete mastery over the process. To this end, I must conduct several experiments. Though the stories I've spread about the Tower of Solace bring me a constant stream of new test subjects, too many are already sick.
The Masters must have heard me, for they have provided! A desperate soldier from the hated squad of Sergeant Knox has sought me out, looking for treatment for his dear wife. Dorothea Linkletter is healthy, and only recently infected. I will control the process of transformation in her, study it, and master it. Then, once the portals are open and the Far Realm draws close, I shall apply what I've learned to foolish Josef to make certain I am ready for my own metamorphosis."
Forming the Guild
Neverwinter has been facing a lot of problems, and you've done an excellent job in helping us.
However, imagine all the good you could do if you were banded together with a larger number of adventurers in a guild!
Speak to Anton Omeris. He will tell you about the benefits of being in a guild, and he can help you get a guild officially recognized by Lord Neverember.
However, imagine all the good you could do if you were banded together with a larger number of adventurers in a guild!
Speak to Anton Omeris. He will tell you about the benefits of being in a guild, and he can help you get a guild officially recognized by Lord Neverember.
The Siege of Neverwinter
The Cult of the Dragon's army has breached Neverwinter's outer wall, and now they're channelling all their forces here to break through into the city. However, the terrain favors us here. With the hills on one side and the ocean on the other, their army is constrained and they can't hit us with their full might. If we can hold them back and win enough battles to grind down their army, we can break this siege. Which is where adventurers like you come in.
The Siege Begins
The city of Neverwinter is under siege by the Cult of the Dragon. General Sabine has requested the aid of Neverwinter's adventurers to repel the Cult's army. Meet her on the Siege Battlefield to learn what you can do to help.
Curses!
Look, by its very nature, being a Warlock is dark business, and that doesn't tend to sit well with everyone. The Wizards are just jealous because they study tirelessly for years to gain a piddling amount of arcane power. If you ask me, the price a Warlock pays is a much better deal.
Others tend to fear us because of the dark power we wield. Oh, and the fact that some of us actively bargain with fiends. We have to work extra hard to convince them that not all of us Warlocks are evil soul-harvesting devil-worshippers.
Speaking of...
There is an abandoned cathedral outside the city limits, which has recently been overrun by some pesky bandits. Go and give them hell! While you’re at it, curse them and their belongings so that they, or any other bandits think twice about setting up shop in there again.
And, before you worry about my motives behind telling you this, know that these bandits have been a thorn in Neverwinter’s side for some time. You’ll be doing this city a service, oh great hero, so don’t get too involved in the particulars.
Others tend to fear us because of the dark power we wield. Oh, and the fact that some of us actively bargain with fiends. We have to work extra hard to convince them that not all of us Warlocks are evil soul-harvesting devil-worshippers.
Speaking of...
There is an abandoned cathedral outside the city limits, which has recently been overrun by some pesky bandits. Go and give them hell! While you’re at it, curse them and their belongings so that they, or any other bandits think twice about setting up shop in there again.
And, before you worry about my motives behind telling you this, know that these bandits have been a thorn in Neverwinter’s side for some time. You’ll be doing this city a service, oh great hero, so don’t get too involved in the particulars.
Refining Enchantments
By refining and upgrading an enchantment, runestone or artifact you can make it more powerful.
I'm going to give you a ring containing an enchantment, along with some additonal enchantments. You can use the extras to upgrade the first one.
In addition, I am giving you a reagent to upgrade the item once the refining is done. Go ahead, give it a try.
I'm going to give you a ring containing an enchantment, along with some additonal enchantments. You can use the extras to upgrade the first one.
In addition, I am giving you a reagent to upgrade the item once the refining is done. Go ahead, give it a try.
Dungeon Chest Key
This key will allow you to unlock the reward chests found at the end of a dungeon delve. The key is consumed by use.
Dungeon Delving
Before I signed on with Lord Neverember I did a bit of adventuring myself. There was nothing like the thrill of destroying a dire threat at the bottom of a dark dungeon and claiming some nice loot. But if you want some real dungeon delving advice you should speak to Armario Clavus down in the marketplace.
You wouldn't know it to look at him, but Armario was a legendary dungeon explorer in his day. After he retired he became a master locksmith. His specialty is crafting keys capable of unlocking magically sealed dungeon chests. Maybe you should have a talk with him before you find yourself exploring a dungeon.
You wouldn't know it to look at him, but Armario was a legendary dungeon explorer in his day. After he retired he became a master locksmith. His specialty is crafting keys capable of unlocking magically sealed dungeon chests. Maybe you should have a talk with him before you find yourself exploring a dungeon.
Donating to the Defense
The city is under siege, and we are running low on vital supplies. Lord Neverember has asked all who can to donate to Neverwinter's defense. If you'd like to help, then you should meet with the Defense Supply Master here in Protector's Enclave.
Thursday, May 12, 2016
Moonshae Isles
Off the western coast of Faerûn lies an archipelago known as the Moonshae Isles. It is home to two human cultures: the druidic Ffolk and the seafaring Northlanders. The isolated, brutal terrain has bred a hardy and self-reliant people.
Amn
In Amn, everything has a price. Controlled by five wealthy and powerful merchant houses, Amn is ruled through scheming, intimidation, and pragmatism. People of Amn who tire of the corrupt rule of the High Houses often go in search of adventure.
Baldur's Gate
Baldur's Gate is a city of opportunity and fair laws. The city prides itself on being an open place where anyone can become a citizen or start a new life, regardless of race or background. Adventurers from all walks of life come from Baldur's Gate, where opportunity awaits on every corner.
Waterdeep
The City of Splendors is a center of commerce, where representatives of every race, creed, and nation come to trade, spread rumors, and make their fortunes. Waterdhavians are united in their hopes of bettering their lot in life, and embrace the adventuring life in hopes of making their fortunes.
Neverwinter
Neverwinter is home to a hardy and creative people who have rebuilt their city in the wake of the eruption of Mount Hotenow. While still a shadow of its former glory, the city shows why it is called the City of Skilled Hands.
Luskan
The dismal city of Luskan festers on the northern shores of the Sword Coast, its days of glory and prominence far behind it. A magnet for freaks, cast-offs, and fugitives, Luskan replenishes its dying population with a steady stream of exiles fleeing justice or persecution. Most people who end up in Luskan soon look for a way out, a chance to escape a pointless death at the hands of madmen, fiends, or worse.
Grey Vale
Beneath the mysterious Star Mounts, at the southern edge of the ancient High Forest, the Gray Vale straddles the river Delimbiyr in the North. The dangerous wilderness helps produce a hardy breed of adventurer.
Underdark
Faerûn's Underdark is a network of subterranean tunnels, caverns, seas, and rivers that spans the entire world. Beneath the lands north and east of Waterdeep and Neverwinter lies a vast and notorious domain called the Northdark.
Dragon Coast
Mentions of the Dragon Coast evokes images of dark alleys and underhanded dealings, of thieves' guilds and pirate ships. A wellspring of diversity, all manner of adventurer comes from the Dragon Coast.
Cormyr
The Forest Kingdom of Cormyr lies at the western end of the Sea of Fallen Stars. The brave and noble folk of Cormyr are justly proud of their centuries-old kingdom, seeing the Land of the Purple Dragon as a redoubt of sanity in a world gone mad.
The Dalelands
The Dalelands are a group of loosely-allied communities that share common cultures and traditions. Dalesfolk believe strongly in individual freedom and collective responsibility.
Myth Drannor
This ancient elven kingdom was once the foremost power north of the Sea of Fallen Stars before it fell into darkness seven centuries ago. It remained a monster-haunted ruin for hundreds of years until the sun and moon elves reclaimed the kingdom shortly before the Year of Blue Fire. Myth Drannor has flourished since its refounding.
Netheril
The Empire of Netheril has risen from the desert sands of Anauroch, a land wreathed in shadows that dominates the northern reaches of Faerûn. The Netherese claim a long and ancient history for their country.
Luruar
Luruar is a land of friendship and safety, a defensive league of strong, independent cities. It offers a new start for people with ruined lives, welcoming those of all races and backgrounds, as long as their intentions are noble.
Tymora
Known as Lady Luck, Tymora is the goddess of good fortune. Those who seek good luck or want to express thanks for having received it pay homage to this Tymora.
Torm
The Loyal Fury is the god of law, dutifully upholding the strictures of civilization. Torm is served by paladins and other holy champions. Ever steadfast and true, he is consumed by his sense of duty.
Tempus
Tempus is the god of battle and patron of martial prowess. He is revered by all warriors, from the lowliest soldier to the mightiest warlord. The fearless Lord of Battle views war as a force of nature that shapes and reshapes civilization.
Sune
Sune is the mistress of beauty and tender emotions. She is revered by artists, lovers, and gallants drawn from the ranks of humans, elves, and half-elves. Despite her flirtatious, loving nature, the Lady of Love holds herself aloof, pledging her heart only to her faithful.
Silvanus
The Forest Father (or Tree-father) is the lord of nature in all its wild splendor. He is worshiped by druids, rangers, hermits, and others who dwell in the wilderness. Silvanus is wild and unpredictable, given to tender acts of mercy and wild bouts of savagery.
Selune
The goddess of the moon governs the ebb and flow of tides and comforts the world with her silvery glow in the black of night. She constantly battles the darkness of her sister Shar. The ranks of Selûne's faithful include mariners, travelers, and those who seek comfort in the night. Selûne is kind, caring, and ageless, ever waxing and waning in power.
Oghma
Oghma is the lord of knowledge and thought, both the spoken and the written word. The Binder is served by all who seek knowledge, including bards, lorekeepers, sages, scribes, and wizards. Oghma thrives on new ideas, regardless of their consequences, and the communication of knowledge in all its forms.
Moradin
The All-Father forged the dwarf race from gems and precious metals and imbued the dwarves with souls with the strike of his mighty hammer. Moradin is revered by dwarves, blacksmiths, and those who work with gems or metals. The Soul Forger is stern, stubborn, and uncompromising, but tireless and brave in the defense of his creations.
Kelemvor
Kelemvor presides over the passage from life to death, judging the faithless and the false and apportioning souls to their proper fate in the afterlife. His followers are drawn from those who find comfort in the natural transition from life to death and those who battle undead and the practitioners of necromancy, wherever they might be found. Kelemvor's absolute fairness, firm hand, and steady grace bring comfort to those who lose a loved one
Corellon
Corellon is a skilled warrior and the father of the elven races, who were born of the blood he shed in his epic battles with Gruumsh. Corellon is worshipped by the elven races and half-elves, as well as those who work magic. He is a benevolent protector of his followers and is focused on long-range goals.
Chauntea
Chauntea is the mother of Toril, and she oversees the interaction of sentient mortals with the natural world. She draws worshipers from all who depend on the land for their livelihood, including farmers and villagers (who live close to the land) and druids (who tend the wild reaches). Chauntea is a kindly goddess who nurtures and feeds the world.
Amaunator
Amaunator is the god of the sun and time. His church teaches that he has died and been reborn time and again, like the turning of a great clock. He is revered by farmers, merchants, and nomads who follow the seasons and the turning of the celestial clock, as well as paladins who battle undead.
Wednesday, May 11, 2016
Metallic Ancestry Dragonborn
Metallic Ancestry Dragonborn are the eponymously named descendants of the metallic dragons. Although free to choose their own path, they often embody the values of their ancestors: honor, justice and a respect for life.
Dragonborn
Born to fight, dragonborn are a race of wandering mercenaries, soldiers, and adventurers. Long ago, their empire contended for worldwide dominion, but now only a few rootless clans of these honorable warriors remain to pass on their legends of ancient glory.
Tiefling
Plagued by a dark and sinister heritage, tieflings walk through the shadows of their race's past, savoring the darkness or trying to escape it. Tieflings are scattered through Faerûn, littered geographically in a reminder of distant times when devils and demons exerted an active influence over the lands.
Halfling
Halflings are a small race known for their resourcefulness, quick wits, and steady nerves. They are a nomadic folk who roam waterway and marshlands. No people travel farther or see more of what happens in the world than Halflings.
Menzoberanzan Renegade
Drow from the city of Menzoberranzan are raised in a world of lies and treachery. The noble houses of these dark elves are in constant conflict, vying for power and the favor of their evil goddess, Lolth the Spider Queen.
Sometimes a drow is tired of the constant strife others see through the corrupt dogma of the Way of Lolth and seek a better way. There is no place within Menzoberranzan society for such drow and when discovered are branded as renegades, outcast from their house, and exiled from the city
Sometimes a drow is tired of the constant strife others see through the corrupt dogma of the Way of Lolth and seek a better way. There is no place within Menzoberranzan society for such drow and when discovered are branded as renegades, outcast from their house, and exiled from the city
Drow
Drow are a decadent race of dark elves whose beauty and sophistication fail to mask hearts all too often stained in evil. The vast majority of dark elves base their behavior and attitudes on the worship of the chaotic evil goddess Lolth, also known as the Spider Queen.
Drow society is organized into houses. The heads of the most powerful houses occupy leadership position in the various cities of the Underdark, the subterranean realm beneath Faerûn that the dark elves call home.
Drow society is organized into houses. The heads of the most powerful houses occupy leadership position in the various cities of the Underdark, the subterranean realm beneath Faerûn that the dark elves call home.
Half-Elf
Descended from elves and humans, half-elves are a vital race in which the best features of elves and humans often appear.
Sun Elf
The sun elves have lived apart from the events of the world for thousands of years. They mimic the aloof nature of their society in their personal actions as well. They are slow to smile, quick to disparage, and always ready to demonstrate their superior knowledge and skill.
Moon Elf
Moon elves revel in travel and exploration. Open to new experiences and honest by nature, moon elves are often seen as worthy companions by the people they meet in their travels.
Human
Of all the civilized races, humans are the most adaptable and diverse. Human settlements can be found almost anywhere, and human morals, customs, and interests vary greatly.
Half-Orc
Half-orcs combine the best qualities of humans and orcs, though some would argue that the good qualities of orcs are few and hard to find. From their orc blood, half-orcs inherit great physical strength and toughness. They are fierce warriors, fleet of foot as they charge into battle.
Wood Elf
Wild and free, wood elves guard their forested lands using stealth and deadly arrows from the trees. They build their home in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered a wood elf community until it is too late.
Dwarf
The glory of the ancient dwarven kingdoms lies far in the past, yet these stout champions remain vigilant against the myriad foes arrayed against them. Claiming that they stepped fully formed from the heart of the world, dwarves have much in common with the stone and steel they respect.
Spellburst
What we've found out about Rhazzad may just be a coincidence, but my gut says otherwise. Linkletter needs to know. He's out in a part of the city called the Beggar's Nest hunting down another Dead Rats warren. Find him and tell him what you've learned.
By Ilmater's tears,I hope I'm wrong. Those two have suffered enough.
By Ilmater's tears,I hope I'm wrong. Those two have suffered enough.
Hunting the Relics
The Tower District was once the center of commerce for Neverwinter. The merchants who lived here worshipped Waukeen, the goddess of wealth. Many merchants had private shrines to Waukeen with a golden cornucopia at the center to bless them with riches.
When the cataclysm struck Neverwinter, many of these relics were lost. They are an important part of the history of the city, and should be recovered. Help us reclaim these lost relics by participating in the Relic Hunt Event!
When the cataclysm struck Neverwinter, many of these relics were lost. They are an important part of the history of the city, and should be recovered. Help us reclaim these lost relics by participating in the Relic Hunt Event!
Tuesday, May 10, 2016
The Wizard's Folly
I want to know more about that "Rhazzad" character who helped Dorothea Linkletter. I've heard a rumor that someone matching his description was seen talking to Tualo the Bright, one of the city's preeminent wizards.
Go to Tualo's home and talk to him there. He may be able to tell us more about Rhazzad.
Go to Tualo's home and talk to him there. He may be able to tell us more about Rhazzad.
Origins of the Foulspawn
The burned remnants of a page from a book reads:
...as if humanoid flesh itself is corrupted by contact with the maddening reality of the Far Realm. How quickly this transformation takes place is unclear, but it seems to be influenced by the physical well-being of the subject, and interestingly, one's strength of will, sense of self, and grasp on reality. For this reason I caution most practitioners of the mystic arts to avoid contact with the Far Realm. It takes a remarkably healthy and centered wizard to peer into that abyss and come away unchanged. Litera..
...as if humanoid flesh itself is corrupted by contact with the maddening reality of the Far Realm. How quickly this transformation takes place is unclear, but it seems to be influenced by the physical well-being of the subject, and interestingly, one's strength of will, sense of self, and grasp on reality. For this reason I caution most practitioners of the mystic arts to avoid contact with the Far Realm. It takes a remarkably healthy and centered wizard to peer into that abyss and come away unchanged. Litera..
The Cloak Tower
The tower takes its name from a guild of mages called the Many-Starred Cloaks who lived and gathered there. They were well known in the city for their arcane skill and for the whimsical, colorful cloaks they wore. During the Spellplague, the tower and its occupants vanished. The tower reappeared half a year later on a different patch of ground in the city.
As a tavern tale has it, when thieves first broke into the tower several months after it first reappeared, they found empty halls and no mages (or bodies). Only the guild members’ many-starred cloaks remained, hanging from pegs on the walls. Then disaster struck the thieves: The lone survivor of the group told of a horrific attack from cloaks that suddenly came to life and enveloped the other bandits.
Whether the tale or any part of it is true, the citizens of Neverwinter shunned the tower for decades thereafter—no one wanted to risk entering it.
District residents expected that the orcs, too, would run afoul of the tower’s wards when they tried to occupy the place, but the creatures were able to move in safely. They have established themselves quite nicely in the most protected holdfast in the district
As a tavern tale has it, when thieves first broke into the tower several months after it first reappeared, they found empty halls and no mages (or bodies). Only the guild members’ many-starred cloaks remained, hanging from pegs on the walls. Then disaster struck the thieves: The lone survivor of the group told of a horrific attack from cloaks that suddenly came to life and enveloped the other bandits.
Whether the tale or any part of it is true, the citizens of Neverwinter shunned the tower for decades thereafter—no one wanted to risk entering it.
District residents expected that the orcs, too, would run afoul of the tower’s wards when they tried to occupy the place, but the creatures were able to move in safely. They have established themselves quite nicely in the most protected holdfast in the district
In Over Your Head
My, you are a bright one, aren't you?
I was once like you: full of untapped potential, brimming with desire for more power, and not an idea in my pretty little head of how to go about it. It’s only natural to push yourself to your limits and beyond. But first, you’ll want to know more about cultivating your relationship with Belial, Lord of Phlegethos.
The look on your face tells me you don’t fully comprehend what that means... Oh that’s rich! You’ve gone and accepted this power without first doing your research. Perhaps that should be your first task.
I happen to know that Councilman Aldwin Graves, in Helm's Hold, has recently done some research into your Patron’s kind. Seems like a good starting place. Enjoy the edification.
I was once like you: full of untapped potential, brimming with desire for more power, and not an idea in my pretty little head of how to go about it. It’s only natural to push yourself to your limits and beyond. But first, you’ll want to know more about cultivating your relationship with Belial, Lord of Phlegethos.
The look on your face tells me you don’t fully comprehend what that means... Oh that’s rich! You’ve gone and accepted this power without first doing your research. Perhaps that should be your first task.
I happen to know that Councilman Aldwin Graves, in Helm's Hold, has recently done some research into your Patron’s kind. Seems like a good starting place. Enjoy the edification.
Realms of the Nine Hells
While all layers of the Nine Hells are inhospitable by Faerûn standards, Phlegethos stands out as one of the more memorable. Imagine a land rife with volcanos and lava, chocking black ash, and huge billowing gouts of flame as far as the eye can see. There is not a drop of water to be seen - instead, incredible lakes of liquid fire take their place. This is the realm of Belial, Lord of the Fourth.
One cannot speak of Phlegethos without mentioning the fortress city of Abriymoch, constructed in the husk of a dead volcano of the darkest. Rivers of lava flow from its outer walls, further emphasizing its imposing silhouette over the hellish landscape.
Phlegethos is home to countless lesser fiends, such as the barbed devils and spined devils. Imposing Pit Fiends find employ under the rule of Belial, acting as lieutenants and guards. They in turn command erinyes to serve as messengers and spies. A good number of these devils are under the command of Belial’s many vassals.
One cannot speak of Phlegethos without mentioning the fortress city of Abriymoch, constructed in the husk of a dead volcano of the darkest. Rivers of lava flow from its outer walls, further emphasizing its imposing silhouette over the hellish landscape.
Phlegethos is home to countless lesser fiends, such as the barbed devils and spined devils. Imposing Pit Fiends find employ under the rule of Belial, acting as lieutenants and guards. They in turn command erinyes to serve as messengers and spies. A good number of these devils are under the command of Belial’s many vassals.
Subscribe to:
Posts (Atom)