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Credits
Chapters 1, 2, 3, and 5: Jeff Grubb
Chapters 3, 4 and 6: Ed Greenwood and Jeff Grubb
Editing: Steve Winter
Cover Painting: Clyde Caldwell
Interior Illustration: Stephen Fabian
Interior Paintings: Ned Dameron, Larry Elmore, Clyde Caldwell, and Jeff Easley
Typesetting: Gaye O’Keefe
Cartography: Dave “Diesel” LaForce
Distributed to the book trade by Random House, Inc., and in Canada by Random House of Canada, Ltd.
Distributed to the toy and hobby trade by regional distributors.
Distributed in the United Kingdom by TSR Ltd.
©
1990 TSR Inc. All rights reserved.
0-88038-828-5
This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented
herein is prohibited without the express written consent of TSR Inc.
Printed in the U.S.A.
Forewords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . IV Fourth Level Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Fifth Level Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Chapter 1: The Forgotten Realms, Post-Avatar . . . . . . . . . . . 1 Sixth Level Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Changes in Character Classes . . . . . . . . . . . . . . . . . . . . . . . 2
Seventh Level Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Multi-Class Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Eighth Level Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Psionics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Ninth Level Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Proficiencies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Advancing Beyond 20th Level . . . . . . . . . . . . . . . . . . . . . . . 7 Chapter 4: Cities of the Heartlands . . . . . . . . . . . . . . . . . . 69
Player Character Races and Limitations . . . . . . . . . . . . . . . 8 Abbreviations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Physical Changes to the Realms . . . . . . . . . . . . . . . . . . . . . 8 Titles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Dead Magic Regions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Human Names in the Realms . . . . . . . . . . . . . . . . . . . . . . . 72
Wild Magic Regions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Arabel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Physical Chaos and Abominations . . . . . . . . . . . . . . . . . . 11 Baldur’s Gate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
New Weapons (Firearms) . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Berdusk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Calaunt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Chapter 2: Gods and Their Specialty Priests . . . . . . . . . . 15 Daerlun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Auril (Frostmaiden) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Elturel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Azuth (The High One) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Eversult . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Beshaba (Maid of Misfortune) . . . . . . . . . . . . . . . . . . . . . . 16 Hillsfar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Chauntea (Great Mother) . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Iriaebor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Cyric (The Dark Sun) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Marsember . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Deneir (Lord of Glyphs and Images) . . . . . . . . . . . . . . . . . 17
Mulmaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Eldath (Goddess of Singing Waters) . . . . . . . . . . . . . . . . . 18 Ordelun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Gond (Wonderbringer) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Procampur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Helm (He of the Unsleeping Eyes) . . . . . . . . . . . . . . . . . . . 20 Saerlun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Ilmater (The Crying God) . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Scornubel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Lathander (Morninglord) . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Selgaunt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Leira (Lady of the Mists) . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Shadowdale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Liira (Our Lady of Joy) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Suzail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Loviatar (Maiden of Pain) . . . . . . . . . . . . . . . . . . . . . . . . . 24
Tantras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Malar (The Beastlord) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Tilverton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Mask (Lord of Shadows) . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Urmlaspyr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Mielikki (Lady of the Forest) . . . . . . . . . . . . . . . . . . . . . . . 26
Westgate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Milil (Lord of All Songs) . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Yhaunn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Mystra (Midnight, the Lady of Mysteries) . . . . . . . . . . . . 27
Zhentil Keep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Oghma (The Binder) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Selune (Our Lady of Silver) . . . . . . . . . . . . . . . . . . . . . . . . 30 Chapter 5: Secret Societies of the Heartlands . . . . . . . . . 123
Shar (Mistress of the Night) . . . . . . . . . . . . . . . . . . . . . . . . 30 The Harpers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Silvanus (Oak Father) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 The Zhentarim, or Black Network . . . . . . . . . . . . . . . . . 124
Sune (Firehair) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 The Red Wizards of Thay . . . . . . . . . . . . . . . . . . . . . . . . 126
Talona (Lady of Poison) . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Chapter 6: Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Talos (The Destroyer) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Gems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Tempus (Lord of Battles) . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Ornamental Stones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Torm (The True) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Semi-Precious Stones . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Tymora (Lady Luck) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Fancy Stones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
Tyr (The Even Handed) . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Precious Stones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
Umberlee (The Bitch Queen) . . . . . . . . . . . . . . . . . . . . . . . 35 Gem Stones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Waukeen (Merchants’ Friend) . . . . . . . . . . . . . . . . . . . . . . 36 Jewels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Nonhuman Deities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Hardstones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Elemental Cults . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Shells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
Beast Cults . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Art Objects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Cult of Ao . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
The Dead Three . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Appendix 1: Treasure Tables . . . . . . . . . . . . . . . . . . . 147

Chapter 3: Magic and Mages in the Realms . . . . . . . . . . . . . . 41 Appendix 2: Spells by School . . . . . . . . . . . . . . . . . . . 148
Schools of Magic and Their Members . . . . . . . . . . . . . . . 41 Appendix 3: Spells by Level . . . . . . . . . . . . . . . . . . . 158
Mage Sigils in the Realms . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Spells of the Realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Appendix 4: Random Spell Lists . . . . . . . . . . . . . . . . . . . 152
First Level Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 A FORGOTTEN REALMS™ Product Bibliography . . . . . 154
Second Level Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Third Level Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Welcome back, my friends, to the show common reference for the Realms as it grown with the contributions of a large
that never ends. moves into its fourth year. The Realms number of brilliant individuals. Lands
OK, rock anthems aside, welcome back has changed in the course of its develop- and kingdoms have grown from areas on
to the FORGOTTEN REALMS™ cam- ment, with new lands, characters, and the map to full-blooded nations under
paign setting. The 2nd Edition, post- tales added by a host of contributors over their command, and characters have
Avatar, new and improved Realms, its young life. In its original inception, we sprung to life under their supervision. The
created for your fun and amusement by never anticipated the Avatars or the up- Realms began with one man, but bloomed
the planetary engineering firm of Grubb coming barbarian invasion. This book is under the care of many.
and Greenwood, Unlimited, aided and a chance for us to gather our breath, take I’d like to thank here those who have
abbetted by Messrs. Winter, LaForce, stock, and then plan for the future. increased the richness and diversity of the
Caldwell, Fabian, and Dameron. Its second task is to bring the Realms Realms: Doug Niles, Bob Salvatore, Kate
Many of you reading this are old fully into AD&D 2nd Edition. Enough has Novak, Scott Ciencin, Jim Lowder, Troy
friends of the Realms, coming from long been added in the 2nd Edition rules to Denning (these last three were the famous
exposure in the pages of DRAGON® mag- merit our reflecting those changes in the Richard Awlinson (All-in-one) of the Av-
azine, from the adventures and novels campaign setting, and to show DMs what atar trilogy); Zeb Cook, Jim Ward, Scott
that have played out across this humble we have done in our 2nd Edition cam- Haring, Scott Bennie, Paul Jaquays, Steve
stage over the years, and/or from the paigns so that they can bring their own Perrin, Mike Dobson, Jean Rabe, Skip
growing amount of projects (from TSR Realms up to date. (As a dinosaur of gam- Williams, Jay Batista, Rick Swan, John
and from licensers) set in the Realms. ing, I remember the S-L-O-W process of Nephew, Mike Pondsmith, Karen
Some are newcomers looking to figure upgrading our campaigns from the D&D Boomgarden, Deborah Christian, David
out what all the excitement is about. game to the AD&D game with the release E. Martin, and Bruce Nesmith. These are
The excitement is about a campaign set- of one hardback book a year.) just the authors, designers, and editors
ting greater in size than North America The third task of this book is to prepare who have expanded the Realms in the past
and still growing. The excitement is about for the future, to create a common source- four years.
interesting characters and amazing ad- book for DMs and everyone else to use Those who have literally put the
ventures. The excitement is about a magi- while adventuring in the Realms. Rather Realms on the map, turning the tightly-
cal world that was a home for the than repeat a great deal of character and crabbed notes of Mr. Greenwood into a fi-
AD&D® game, and now, with publica- country information from the original nal form, are cartographers extraor-
tion of this text, is the home for AD&D boxed set (most of which is still on target), dinaire Dave LaForce, Dave Sutherland,
2nd Edition. we concentrated on the cities of the Dennis Kauth, and John Knecht.
The excitement is about the Forgotten Realms, from an adventurer’s point of And those who have given the Realms
Realms. view, including the nation of Sembia. its appearance and look: artists Keith
Those familiar with the Realms, and in While my original intent was to leave Parkinson, Clyde Caldwell, Larry
particular those who have the original Sembia completely untouched by the Elmore, Jeff Easley, Gerald Brom, Steve
campaign set, are familiar with the story whims of our design team, upcoming pro- Fabian, Val Valusek, Ned Dameron, and
behind the Realms. It was created by Ed jects have made that impossible, and for graphics wizards Stephanie Tabat, Roy
Greenwood as a setting for his own fan- that reason I have included details on Parker, and Colleen O’Malley.
tasy stories. With the introduction of the many Sembian cities. And while we’re at it, those who have
DUNGEONS & DRAGONS® game, it be- Finally, this book is intended to smooth taken the Realms outside the ranks of TSR
came the home of his own personal cam- over a few of the problems that DMs into new areas: George MacDonald and
paign, and with the introduction of the encounter, from switching fully over to the the folk at SSI, Chuck Crane and the Ral
AD&D game, it took that next step fore- 2nd Edition rules on creating new specialty Partha team, and Barbara Kesel, Mike
ward. During this time, Ed wrote volumi- priests to introducing firearms without Gold, Elliot S. Maggin, Dan Mishkin,
nous entries to DRAGON magazine, overturning play balance. In addition, I’ve Rags Morales and a horde of other won-
using the Realms as a setting for his de- redone the magic tables to reflect the new derful people at DC Comics.
scriptions of magical items, monsters, and spells of the Realms, and broken them Is that all? No, lest we forget where all
spells. down into bite-sized chunks to create this came from in the first place, thanks to
Meanwhile, down in Lake Geneva, scrolls and random spell lists (something Dave and Gary for the D&D game, which
Wisconsin, TSR was looking for a new the 2nd Edition books, with their packed got the whole ball of wax moving.
campaign setting for the AD&D game. I tables, did not get a chance to do). And to Ed Greenwood and Elminster.
remembered Ed’s articles in DRAGON What this text is not going to do is re- After all these years, I can’t really call
magazine and was assigned to see if there place the original FORGOTTEN Elminster Ed’s creation, or even his alter
was a world behind it, or if Ed was just REALMS box or the huge volume of ma- ego. The best I can do is to say that the old
making things up as he went along. terial generated under the original AD&D wizard time-shares in Ed’s brain, and the
Eight months and two file-cabinets system for use in the Realms. It will point two (?) of them produce wonderful things
worth of material later, the DMs in the right direction for using that together.
FORGOTTEN REALMS campaign set material, but is intended to be both a sup- Enough thank yous. Enjoy the Realms
was unleashed on an unsuspecting world. plement to it, and to stand alone for any- as we move forward into its 2nd Edition.
And we haven’t slowed down since. one interested in the Realms at large.
Jeff Grubb
The book you hold in your hand has The Realms began in the mind of Ed
January 1990
several purposes. The first is to create a Greenwood, but has benefitted and

IV
Well met and welcome, as we say in the always go to my longtime players. I thank vised to use a tape recorder during play
Realms. Welcome to my world again. them, you see, for bringing the Realms to sessions, for the amusement of their play-
Those were Elminster’s words to me, life. ers and for their own reference.
on a recent visit to his dusty, cluttered They play their characters with vim Elminster would have far more to say
tower in Shadowdale. I can find none bet- and delight, always challenging me to about the Realms—and my temerity in
ter to serve, as you open this handy guide delve ever more deeply, explore this and speaking thus of it—if we let him have his
to the Realms. that detail and nuance of life in the say here. So we won’t. This time.
I hope you’ll open it often, for the Realms, and to roleplay with skill, love, He’ll be looking for a chance to speak
Realms belongs now to all of us. Elminster and gusto. They are Jim Clarke, Andrew to you himself, of course, in other pages,
showed it to me for the first time over Dewar, Jenny Glicksohn, Ian Hunter, in times to come.
twenty years ago, and I’ve since shown it John Hunter, Victor Selby, and many oth- Until then, swords high, may your
to you. I wish you the same fun exploring ers who have joined us for shorter peri- spells fail not, and may your adventures
its life, mysteries, splendors, and odd cor- ods, and played (so far) lesser roles. I be high and glorious and end happily!
ners that I’ve had, thus far. salute you and thank you, companions Oh, yes. Ummm. A note just appeared
Elminster relates a tale of visiting and friends. This is your book, too. on my table, amid a twinkling of lights.
Silverymoon recently, to meet the High To you who read these pages, from Elminster, of course; I should have known
Lady Alustriel. He complimented her on Chris and Leo in Stockholm to Stephen he’d be eavesd—er, advising me at this
the beautiful towers and clean streets of and Dave in Don Mills, this is your book, critical time. It’s a simple reminder of the
the city, its clever gardens and welcoming too. It contains a small slice of the definition of adventure: “Forget ye not;
warmth amid the harsh rock and Realms; we hope a useful slice, for those what is so grandly called ‘adventure’ is
wilderlands of the North. She merely who like to adventure in it. It is like a win- merely someone (preferably someone
smiled and said, “Whatever I may have dow, giving all who read it a glimpse of else) having a dangerous, uncomfortable,
done in what you have seen was not done the wonders I can see in the Realms when- and generally nasty time, in the past, and
alone. You are thanking me for the work ever I close my eyes. hopefully somewhere else, far from the
of many. I accept on their behalf.” Keeping the Realms straight is compar- chair in which ye sit, scoffing chips and
In like manner, the Forgotten Realms atively easy for me; I’ve been doing it for dip.” Well, yes. Thanks, Elminster. We’ll
you see in these pages and other works so long now that I can tour places in the bear that in mind, as we read
from TSR is the work of many hands. I Realms in my head, as if I was walking FORGOTTEN REALMS™ Adventures,
was the first chronicler of the Realms, its our world. Reading these pages may not together. Bye.
creator and guiding hand for the first do the same for you, but it’s a start.
eighteen years or so of its existence. Many At conventions, I’m often asked to Ed Greenwood
other hands have joined mine to bring provide a helpful start to beginning DMs January 1990
you scenes of the Realms, maps, adven- planning to use the Realms as the setting
tures and descriptions, novels and shorter of their campaign. This book is that help-
tales of the splendid world Elminster came ful start. So here you go.
from. I do not walk Faerun alone, now. So far, such convention requests usu-
Jeff Grubb, in particular, deserves rec- ally run along the lines of “explain the
ognition as the guiding hand on the crea- ‘right way’ to run a campaign in the
tive reins. He keeps all of the various Forgotten Realms.” My blithe reply to
creative forces TSR has unleashed in that is usually that the only “right” way is
Faerun consistent with each other, to whatever way works best for you. Nice,
present gamers with coherent, useful, and neat, and true, but rather unhelpful for
entertaining products. For this service, DMs eager to learn the True Secrets of
Jeff—the careful, unseen work behind the Running a Realms Campaign.
scenes, keeping everything straight—my So here is one of those True Secrets
thanks. You deserve it. (which, like all true secrets, is no secret at
TSR itself deserves thanks, also, for all). The DM’s key to making the Realms
bringing the Realms to you. Once, the come alive is to act the roles of all of the
Realms lived only in the heads of my non-player characters to the hilt. That
players, a few readers, myself, and in means funny voices, mannerisms, catch-
scrawled notes and articles cluttering up phrases and colloquialisms and all. Try to
my study. think and speak as a character would,
Now, the study—and lots of other when dealing with the player characters,
rooms, all over the world—are also clut- and adventures will unfold easily and nat-
tered with the Realms, in the form of urally.
beautiful maps, modules, novels, boxed Your Realms will come alive if you
game sets, and other goodies, none of make the characters live, for they are the
which would ever have come into being if world. That’s all there is to it. Those who
I was still sitting in the study with Elmin- have trouble remembering what funny
ster, jawing late into many nights. voices and phrases they used for “NPC X”
My deepest thanks for the Realms must (or just what NPC X’s name was!) are ad-

V
To That Most Puissant and Sage Entity, hips in intrigue. The fact they have a more from mages. I predict a strong assassins’
Elminster of Shadowdale organized hierarchy does not reduce their organization arising from the ruins there,
meddling. Your dragon-friend’s assurances and anywhere else cursed with a large
From the Humble Servant of King Azoun IV,
aside, I would say that the unknown East magic-dead area. By royal decree, all such
Vangerdahast of Cormyr
suffered as much as Faerun; with more magic-dead lands in Cormyr are to be con-
Hail Elminster! space and less value on human life (I am sidered property of the crown.
told), it was less noticed. Speaking of assassins, the forces of evil
’Tis most refreshing to know that you sur-
As for my own land, the greatest boon have apparently suffered greatly from the
vived the recent Time of Troubles remark-
was the appearance of Tymora in Suzail. destruction of their god, Bhaal. Many of
ably unscathed. When reports of your
Her godly majesty set off a swirl of atten- those who venerated him strongly (and
demise (and its extraordinary unpleasant-
tion and intrigue that the city is just recov- were rewarded in kind) fell comatose when
ness) began filtering in, many despaired,
ering from now. The fact that the goddess their deity sucked their spirits into his own
but I not only had faith in your survival, I
visited the Lady’s House in Arabel has put form, and were later destroyed. On this
went so far as to bet several choice cases of
that particular church in a leading position side of the Dragon Reach we had no idea
Sparkling Evermead on it. Your survival,
above the others. The other shrines and what was happening, save that a large
therefore, is of doubly good cheer in my
churches in the kingdom have given at least number of scurrilous individuals (includ-
quarters.
a nodding recognition to the temple at Su- ing, to no one’s surprise, half the town
Your last missive requested off-handedly
zail, though rumors that Tymora’s will be- council of Waymoot) suddenly keeled over.
for recent news and information in my na-
come the “official faith” of the kingdom is This is not to say, however, that all the
tive land. While it was not stated directly
flash and smoke and nothing more, put assassins’ guilds have been eliminated
(for I know you never state anything di-
forth by the overly enthusiastic priests of from Cormyr (though that is a long-range
rectly), I detected a strong desire to find out
Tymora. goal of mine). Those organizations which
exactly what has happened in the wake of
If the appearance of Tymora was a gift, employed fighters, common thieves, evil
the gods’ most recent shadow play. Like all
the scattering of magic-dead and wild mages, and even priests of Bhaal were less
would-be puppeteers, your concern is most
magic areas was the curse of the gods. decimated than those whose membership
touching, but would have been better con-
Though they have diminished in the consisted primarily of the classic “assas-
sidered BEFORE you and your allies be-
months since the Troubles, enough of these sin.” From the few sources I can gather,
came active participants.
still exist (permanently, it would seem) to these “new guilds” are trying to establish
As regards Khelben Arunsun, the Black-
make life a little more dangerous for our themselves as quickly as possible, often by
staff of Waterdeep—it surprises me not in
wandering brethren. Most are extremely eliminating a powerful or important figure.
the least that he has leapt into the fray as a
localized, no more than a few city blocks on I have increased my own personal entou-
strong supporter of this Midnight Mystra.
a side, but one in particular, on our north- rage and recommend you do the same. It
He is a spider (like some others I will not
ern border, promises to be nettlesome. The would be a pity if a youngster with a keen
mention), but he has always had a soft spot
“Pits of Mystra,” some are now calling it, blade and dull wit accomplished what the
in his heart (and head) for the goddess. I
though I prefer “the Helmlands,” recalling gods themselves could not.
myself prefer the more structured and or-
the true villain responsible for this plain of As for the king, the experience of the
ganized approach to magic put forward by
shattered earth and bubbling tar. Prelimi- Time of Troubles has been a good lesson for
the Azuthian priests. I can confirm that the
nary scouting groups report that it is a mix- him. Still as headstrong and willful as be-
transition in Cormyr between the old
ture of magic-dead and wild magic areas. fore, he is much less arrogant and cavalier
magic and the new has been surprisingly
accompanied by the sort of physical chaos than previously. I must report unhappily,
quick and easy. I should also add that, ex-
that has died out almost everywhere else however, that the tales of his wandering
cept for a few dozen scrolls, the destruction
since the Time of Troubles. Naturally, the daughter’s return are false—I fear that a
of some native magic, and the immolation
pits are attracting a collection of evil crea- happy ending in that matter is the stuff of
of a library, the Azuthians in Cormyr
tures and a small army of adventurers seek- bed-time tales and children’s games.
weathered the Time of Troubles with sur-
ing to destroy them. As a precaution, I I look forward to your next missive, and
prisingly little difficulty.
have requested His Majesty, King Azoun, hope that you choose to share all this infor-
The note from your Dragon-King ally in
to increase the number of militia-men and mation you’ve been gathering.
the furthest East is of equal interest, though
garrison troops in the northern cities and
I view his opinions with a great deal of sus- Yours Most Sincerely,
along the border.
picion. While I would like to believe that all
The largest magic-dead area, from all re- Vangerdahast
the Eastern deities retreated to some moun-
ports, seems to be in the city of Tantras.
tain top and meditated quietly until the cri- Postscript to Lhaeo—I know you read these things
The northern quarter of that city has been
sis had passed, other tales I have heard aloud to the Old Scarecrow—I’ll send you your cut
rendered inert. Already the city has be-
indicate that there was as much godly med- of the Evermead as soon as Dimswart and the rest
come a magnet for nonmagical refugees,
dling there as here. The Shou spirits and of the rubes deliver. Expect a package in the next
each with his own nefarious reason to hide
gods have always been mired up to their few months.

1
This chapter outlines changes that DMs A paladin’s mount will always be of at addition of Mystra to the elemental na-
and players should make in their least average quality. Negative traits will ture of the Realms).
FORGOTTEN REALMS™ campaigns to be minimal and usually come to the fore All other new ranger rules (tracking
bring them up to date with AD&D® 2nd only when someone other than the pala- proficiency, animal handling, fighting
Edition and the Avatar trilogy. din is riding the mount. with two weapons) now apply, while
For those readers unfamiliar with the Other mounts may be available to the former special abilities such as magical
Avatar trilogy, it deals with a war fought paladin, at the discretion of the DM. item use and weapon specialization are
between the gods of Faerun. In a nutshell, These include hippogriffs, griffons, and lost. Rangers make the same number of
several of these gods were slain, the arm- giant eagles of good and lawful align- attacks per round as other warriors.
ies which arose to fight in their causes laid ment, unicorns, small oliphants (in tun-
waste to huge territories, and tremendous dra areas), camels (of at least 5+5 HD, Cavaliers
physical chaos was let loose in the world. and then only in desert regions), and in
This changed not only the appearance of one reported case, a buffalo. Cavaliers are considered warriors in the
the land, but its political and social fabric 2nd Edition. They are treated as fighters
as well. with the same experience point total as
Rangers previously. Those who worked through
Unless specified otherwise, all refer-
ences to the Player’s Handbook are to the Rangers from the 1st edition AD&D the “pre-levels” gain an additional 1,500
2nd Edition. system remain rangers under the AD&D experience points. Those who have a
2nd Edition and keep the same number of “weapon of choice” should be considered
experience points. (In some cases this may to have specialized with that weapon.
Fighters increase the ranger’s level.) Cavaliers lose all their other special
There is no significant change between Rangers select a species enemy instead powers. They gain the land-based riding
original AD&D and AD&D 2nd Edition of just fighting “giant class” creatures. proficiency as a free bonus, in addition to
fighters. Existing fighters may specialize Species enemies in the Realms include, all other proficiencies, to reflect their fa-
in a weapon of their choice. but are not limited to, the following miliarity with horses. This is at the first
things: level of proficiency for cavaliers of levels
Paladins 1-5, the second level of proficiency for ex-
Giants Orcs
perience levels 6-10, the third level of pro-
Paladins are once again a subclass of Lizard men Goblins
ficiency for experience levels 11-15, and
fighters. All paladin player characters re- Trolls Ghouls
the fourth level of proficiency for experi-
main paladins with the same number of Gnolls Beholders
ence levels 16 and higher.
experience points (in some cases, how- Drow Ettin
Former cavaliers no longer have any
ever, this will increase the paladin’s level; Geniekind Giant-kin
combat restrictions and can attack or de-
see the experience table on page 26 of the Hags Kenku
cline as they choose instead of charging
AD&D 2nd Edition Player’s Handbook.) Kuo-toa Lamia
headlong into the fray. While they are no
Paladin abilities are unchanged from Lycanthropes Shambling mounds
longer officially tied to the knightly vir-
the 1st edition Player’s Handbook. They Tasloi Urds
tues and the knights’ code, many still fol-
are further explained in the new edition. Kobolds Hobgoblins
low this code rigorously and endeavor to
Paladin Mounts: The “typical” paladin Bugbears Harpies
live up to it regardless of the situation.
mount of the Forgotten Realms is a heavy Mind flayers Minotaurs
The knightly virtues in the Realms are:
war horse with the following statistics: Owlbears Wights
Wraiths Spectres Honor Bravery Glory
CLIMATE/TERRAIN: Any Vampires Good faith Unselfishness Courtesy
FREQUENCY: Very rare Dragons of a particular color Pride in self and others
ORGANIZATION: Solitary Medusae (including maedar)
ACTIVITY CYCLE: Day The knightly code, as recognized in the
Ogres (including ogre magi)
DIET: Herbivore Realms, is as follows, rated from most
Priests, followers, and minions of a par-
INTELLIGENCE: Semi to low (2-7) generally important to those of lesser (but
ticular evil god (such as Malar the
TREASURE: Nil still critical) import.
Beastlord)
ALIGNMENT: Lawful good Human (or nonhuman) natives of a par- • Defend any responsibility given, even
NO. APPEARING: 1 ticular city or region, such as Sembians unto death;
ARMOR CLASS: 5 or Keepers (natives of Zhentil Keep) • A knight’s word is his law;
MOVEMENT: 18 Members (human or otherwise) of a par- • Show courage in all things;
HIT DICE: 5+5 ticular organization (such as members • Show honor to those above one’s sta-
THAC0: 15 of a specific mercenary band or min- tion;
NO. OF ATTACKS 3 ions of the Zhentarim) • Earn respect from those below one’s
DAMAGE/ATTACK 1-8/1-8/1-6 station;
SPECIAL ATTACKS: Nil Ranger spells gained at high level are
• Leadership is the responsibility of the
SPECIAL DEFENSES: Nil detailed on page 29 of the Player’s Hand-
high-born and the fit;
MAGIC RESISTANCE: Nil book. They are restricted to the plant and
• Battle is the test of worth (this is rated
SIZE: L animal spheres. Previous druid and
higher by those knights who strongly
MORALE: Steady (11-12) magic-user spells are lost as a result of the
venerate Tempus);
change in the nature of magic itself (the

2
• Be courteous to all women (or all men, now such individuals would have been
depending on the sex of the former slain or driven out from the tribe immedi-
cavalier); ately.
• Bring death to those who raise their Former barbarians have the following
weapons against a knight or those en- proficiencies, all at initial levels, all with-
trusted into the knight’s protection; out using up any of their proficiency slots:
• Choose death before dishonor. direction sense, herbalism, jumping, sur-
vival, tracking, weather sense.
Failure to live up to these codes no
In addition, should the barbarian have
longer results in reduction to a “mere
had any of the following tertiary abilities,
fighter” since all former cavaliers are now
they become the listed proficiencies:
fighters anyway. However, many cava-
liers still take these codes seriously. Those Ability Proficiency
who call themselves knights and fail to
Animal handling Animal handling
live up to these codes may find themselves
Horsemanship Land-based riding
having to deal with powerful and honor- Running Running
able individuals who demand retribution.
Small craft Seamanship
With the demise of the cavalier, charac-
Snare building Set snares
ters of other classes may freely adopt this
ethos, including priests, wizards, and All other special barbarian abilities are
even rogues (though this would be unu- lost, including the ability to automati-
sual). Just as assassins are no longer re- cally gather a horde of similarly-minded
stricted to one class, those who call individuals to go looting and pillaging.
themselves knights can be of any class, Sages in the Cormyr area, long spared
though they are primarily fighters. The even the slightest trace of large hordelike
sage Zeboaster (also known as the “sage activity, have tended to downplay these
on the run” after loudly and publicly pro- hordes, stating that such gatherings are
claiming several poorly-thought-out the result of compelling and charismatic
opinions) has pointed out that previous individuals instead of any special power
multi-class groups such as the Knights of and that the chance of new hordes of bar-
Myth Drannor indicate that the classic barians suddenly erupting from the North
knight has outlived its time and stiff- (or any other direction) is very slim.
necked chivalry is an anachronism of a
simpler, more primitive past. He made Wizards
these statements, however, in the court of
King Azoun IV of Cormyr, a former cava- The lists of magic spells (as summarized
lier himself. Zeboaster found himself on on pages 126-127 of the Player’s Hand-
the road once again soon after. book and on pages 148-151 of this book)
have been modified somewhat since the
Avatar crisis. Several spells have moved
Barbarians down in level, several have risen in level,
Barbarians are considered warriors as and a few have disappeared entirely.
well under the 2nd Edition. Barbarian Wizard spell books are modified as fol-
player characters become fighters with lows as a result: All spells should be listed
the same number of experience points. at their new levels. If that level is beyond
This may increase the character’s level. the wizard’s ability, the spell remains in
Barbarians lose the special abilities the spell book but the mage cannot cast it
granted by their former character class. until he reaches a sufficiently high level.
This includes their immunity to magic, Those spells which become easier (by
but the restrictions against magic use are dropping to a lower spell level) are listed
dropped as well. Sages believe the barbar- in the spell books at their new levels. If
ians’ previous inability to use magic was these new spells exceed the number of
the result of superstition and cultural con- spells the mage may know at that level,
ditioning and not an innate limitation of then the player may choose which spell(s)
barbarian breeding, as previously be- of the overloaded level to discard.
lieved. Spells which disappear entirely from
Barbarians in general still tend to dis- the spell lists (such as vocalize) may be
trust magic and those who use it. While treated either of two ways at the option of
there may be barbarian wizards (just like the DM: Either the spell disappears from
there might be wizards professing the the spell book and is replaced by another
knightly codes), they are in the minority of the same level and the player’s choice,
for the moment, mainly because until or the spell remains with all the restric-

3
tions and benefits of the old spell. In this schools are now of opposition schools, and experience points as before the Time
case it is a “specialty spell” that the player and so are lost and may not be replaced. of Troubles. However, their spell acquisi-
character mage has researched on his In the wake of the avatars, there are an tion is the same as for priests. Druids do
own. This may place the mage in demand increasing number of new spells in the gain additional spells for higher Wisdom
as a teacher or spellcaster, or as a target Realms, and formerly hidden magics are and must have high Wisdom to access the
for other individuals who want his secrets coming forward into common use (see higher-level spells.
or feel particularly threatened by the Chapter 3 for new magic spells and in- Priest player characters may opt to be-
spell. structions on handling additional new come one of the myriad specialty priests
Magic-users from the 1st edition are magic spells). for the wide variety of gods in the Realms.
now mages under the 2nd edition. Player These specialty priests have previously
character magic-users become general Priests existed in lesser numbers among the orga-
mages with the same number of experi- nized clergy, but with the increased atten-
ence points and hit points. They may not Characters who were clerics under the tion of the various gods in the Realms,
be specialist mages. 1st edition are considered priests under their numbers are on the rise.
Illusionists from the 1st edition become the 2nd edition, with the same level and
specialist wizards in the illusionist school. experience points. They are considered
standard priests of the faith of their choice
Rogues
They retain their same experience point
totals (this may cause the illusionist to (as opposed to “specialty priests” such as Standard thieves keep the same level
drop one level). They gain the new abili- druids). and experience points in AD&D® 2nd Edi-
ties of the illusionist as described on page The spells available to these priests are tion as they had previously. However, the
32 of the Player’s Handbook. Spells which those listed on page 128 of the Player’s nature of thieving skills has changed in
change levels are maintained at their new Handbook. Any of the old spells which that the thief may alter skill scores as he
levels. Spells which disappear as a result are not listed or which belong to spheres sees fit and as the campaign develops. The
of the new structure of magic are lost, but the priest no longer has access to cannot DM can handle this either of two ways,
may be replaced with other spells of an be cast. Spells which have changed level depending on the amount of trouble he
appropriate level and school. Spells are granted at their new spell level. wants to put his player character thieves
which are of the necromantic, Druids (now considered specialty through.
invocation/evocation, or abjuration priests) remain druids of the same level The DM may establish the player char-

4
acter thief’s scores as they stand and say Handbook. The new thief also gains 30 ments of the bards still inflict damage to
this is their new base. For every additional points per additional level up to two bards of insufficient level or those indi-
level of experience gained thereafter, the levels below the thief’s current level (a 9th viduals who are not bards.
thief gains 30 points to distribute among level former assassin/new thief gains ad- Players running bard characters under
the skills as noted on page 38 of the Play- ditional points as a 7th level thief—60 for the old rules may choose to retire them to
er’s Handbook. Those skills already rated the first level plus 6 times 30 in this case). NPC status (under the DM’s control) and
above 95% keep their rating, but no new The restrictions on allocations are those begin again. The NPC bard may (at the
skill can be raised above 95%. listed on pages 38-39 of the Player’s Hand- DM’s option) retain his previous bard
Alternately, the DM may provide the book. abilities, but is no longer in play. Charac-
player characters with the thieving base ters who retire their bards in this fashion
scores listed on page 39 of the Player’s Thief-Acrobats can modify their rolls for a new character
Handbook, modified for Dexterity and by +1 for every bard level (but not
character race. The player character then The thief-acrobat becomes a thief with fighter or thief levels) previously held.
receives 60 additional points for the first the same number of experience points as The additions can be made after the dice
level and 30 additional points for each ad- he or she had previously. Thief scores can are rolled. Racial limitations may not be
ditional level his thief has gained (a 5th be determined by using either of the two exceeded.
level thief has 60 + 30 + 30 + 30 + 30 = 180 methods described for bringing normal For the curious, the bardic colleges of
points to spread around). No more than thieves into AD&D 2nd Edition. Former the Realms were once a powerful force in
half of these points can be assigned to a thief-acrobats are no longer denied fur- the North, strongly aligned with the
single skill and no skill can be raised ther progress in skills previously denied druids (these were in the days before
above 95% success. them. every god with a portfolio involving na-
In addition, thief-acrobats have the fol- ture had its own druidic hierarchy). Each
lowing proficiencies, in addition to the of the colleges recognized the superiority
Assassins proficiency slots available to them. They of the colleges ranked above it, such that
Assassins no longer exist as a player may increase their proficiency scores by as bards progressed in knowledge, they
character class in AD&D® 2nd Edition. assigning additional slots to these profi- would seek out the wisdom of these
This is not to say that individuals do not ciencies: jumping, tightrope walking, higher colleges. With the advent of more
take money for killing other characters, tumbling. These skills function as the new civilization these colleges fell into decline,
or that they do not organize into assas- proficiencies, not the old abilities. though there are still references to one or
sins’ guilds, only that their special assas- another school’s style of play, and the el-
sin abilities no longer function. Bards der bards often rank themselves accord-
“Assassin,” in effect, becomes a job de- ing to their school position. The elder
scription, like farmer, merchant, or ad- Bards created using the optional rules
from the original AD&D system face ma- schools were: Fochlucan, Mac-Fuirmidh,
venturer. Wizards can be assassins, as can Doss, Canaith, Cli, Anstruth, Ollamh,
evil priests, fighters, and rogues. The na- jor changes as the class becomes a stand-
Magna Alumnae. (Magna Alumnae is not
ture of assassination is such that those ard feature in the AD&D 2nd Edition.
a “true” school but a recognition of power
who regularly perform it can only be of Changes are as follows:
• To determine the bard’s level, add all by the others.)
evil alignment.
Players running assassins under the experience gained as a fighter, as a thief,
and as a bard. This experience point total Monks
original AD&D rules have two options
available to them: determines the new bard’s level. Under AD&D 2nd Edition there is no
• They may decide that their assassin • All previous bard abilities are lost, in- official monk class in the Forgotten
character was slain when Bhaal sucked cluding legend lore and charm percent- Realms. The DM has three choices when
the spirits of assassins into his own form. ages. dealing with monkish characters, and the
The player can create a new character, but • All new abilities of the bard as de- decision is up to him.
with the following benefit: for every level scribed in the AD&D 2nd Edition are • Retire the monk character, in much
of experience the late assassin possessed, gained, including the abilities to influence the same way as old-style bards may be
the new character can add one point to an reactions, rally allies, and identify items. retired. For each level of the monk, the
ability score. A maximum of three points • Bards lose their druidic spell-casting player may add one point to his die rolls
can be added to any one ability score, and ability. They may cast wizard spells, but for a future character’s abilities (but can-
the abilities cannot be raised above racial must somehow gain the necessary books not exceed racial maximums).
maximums or above 19 in any event. The and spells to do so. • Continue using the monk character as
new character is not required to be of evil • The bardic colleges, such as they described in the original AD&D set. No
alignment. were, survived the Time of Troubles, but new monks will be created in the Realms,
• The assassin loses all former assassin like the orders of knighthood and the as- however, which makes for dandy job se-
abilities and is considered a thief with the sassins’ guilds, are no longer restricted to curity for those at the top.
same number of experience points as he those of a particular level or class. There • Convert the “western” monk to the
had as an assassin (this may increase the may still exist bardic instruments of great “eastern” version found in the AD&D
new thief’s level and hit points). The new power which date back to the “golden Oriental Adventures hardback. The
thief then recieves 60 points to be scat- age” of the bard’s colleges. These items re- monk in this case is considered a wan-
tered among the thieving base scores as tain all their powers save for the charming derer from the East who has found his
described on pages 38-39 of the Player’s ability, which has been lost. The instru- way (through magic or other catastrophe)

5
to the barbarian westerners of Faerun. Player characters with psionic abilities
This decision is up to the DM, though as described in the appendix of the origi-
he should consult the player running the nal Player’s Handbook lose those abilities
monk. Given the requirements for monks and gain nothing in return for that loss.
under the original system, it is unlikely Players may choose to retire such charac-
that there are huge hordes of monk char- ters if they wish, but in any case, psionic
acters roaming about any campaign, but powers are gone from the Realms.
it is also likely that any player who has a
monk character is rightfully proud of it. Proficiencies
Multi-Class Characters The FORGOTTEN REALMS™ cam-
Multi-class characters are discussed on paign setting uses the optional proficien-
page 44 of the Player’s Handbook. Transi- cies rule. DMs who choose to ignore
tion of each class to AD&D® 2nd Edition proficiencies in their campaigns are free to
is performed separately. Players with do so when running campaigns in the
multi-class characters other than those Forgotten Realms, though they are en-
listed should consider the disallowed class couraged to use proficiencies in cases
to be retired from play at its current level where previous abilities are lost (such as
with no further advancement. An elven barbarians and cavaliers) and when cer-
fighter/cleric is no longer allowed, so the tain classes call for them (such as specialty
player has the choice of retiring the fighter priests and rangers).
or clerical half. All earned abilities in that Proficiency slots available for player
area are retained, but no further advance- characters are listed on page 51 of the
ment is allowed. The character’s experi- Player’s Handbook. The weapon profi-
ence points do not have to be split ciencies should be adjusted to reflect the
anymore; they can all be applied to only character’s new level and class. In some
those classes where advancement is still cases this may make additional weapons
possible (unlike what happens when one available, which can be chosen immedi-
of those classes reaches its maximum ately by the player. In some cases the
level). number of weapons available to the char-
acter will be reduced—in this case excess
weapon proficiencies must be shed.
Psionics When choosing weapon proficiencies,
only those weapons available to the char-
Any study of psionics in the Realms has acter class can be chosen. If the player
had a swirl of mystery and misinforma- character uses a weapon that is no longer
tion wrapping it like a thick fog. Powerful available to him (for any reason), that
individuals and/or monsters were as- proficiency slot becomes empty and can
cribed psionic abilities and powers, be replaced by another weapon profi-
though this might just have been the stuff ciency.
of legend and bragging as opposed to real The number of nonweapon proficien-
abilities. cies can be determined by the table on
Whatever the case, psionics as handled page 51 of the Player’s Handbook and
in the AD&D game (and detailed in the those slots filled with nonweapon profi-
Realms by the superior monograph ciencies of the player’s choice (from the
“Mind over Muscle” by Cuthbert the Un- appropriate lists). Note that several char-
ready) no longer exists. Detractors of psi- acter classes (such as the ranger and
onics state that it has never existed, while former cavaliers and barbarians) gain
supporters say that it did once, but the some proficiencies automatically and
death and merging of Mystra with the na- without using up their regular proficiency
ture of the Realms itself has modified it slots. Note also that languages known by
beyond human scope, and the long proc- certain characters (such as druids) are also
ess of rediscovery must begin again. gained outside the standard proficiency
This is not to say that odd, deviant, or system.
alien magics not usable within the stand- In choosing nonweapon proficiencies,
ard means described by Azuth are impos- the player should take into account the
sible. The spellfire, a form of magical past history of his character. A character
manipulation, still exists in the dales, who has spent most of his adventuring life
while tales drift down of spellsingers and at sea will have more nautical proficien-
magical dancers whose abilities exist out- cies (seamanship, navigation, etc.) than
side the realms of traditional magic. one who has spent his time as a horseman

6
in a mercenary band. Warriors Priests
There will inevitably be player charac- Clerics gain an additional level for
Fighters gain an additional level for
ters whose lives and exploits reflect a every 225,000 experience points earned
every 250,000 experience points above
great depth of ability and who seem to de-
3,000,000. They gain three hit points for above 2,700,000. They gain an additional
serve far more proficiencies than they are
every level above 20. two hit points for every level above 20.
allowed by Table 34: Proficiency Slots.
Paladins/Rangers gain an additional Druids gain an additional level for
(Raluth the Industrious, for example, is
level for every 300,000 experience points every 500,000 experience points above
only 2nd level but in his long climb to that
level has served as an apprentice armorer, above 3,600,000. They gain three hit 2,000,000. They gain an additional two
a seaman, a charioteer in Mulhorand, and points for every level above 20. Paladins hit points for every level above 20.
a magician’s aide, and does a mean tap gain no additional spells once they reach Other specialty priests, as described on
dance on the side.) When dealing with es- level 20. Rangers gain no addition spells pages 15-39 of this book, gain an addi-
tablished characters of such extreme once they reach level 16. tional level for every 500,000 experience
depth, the DM is encouraged to grant points above 8,500,000. They gain an ad-
them all applicable proficiencies, but in Wizards ditional two hit points for every level
turn to deny them any additional non- above 20. They gain additional spells as
Mages and specialist wizards gain an shown on the Expanded Priest Spell Pro-
weapon proficiencies until all those extra
additional level for every 375,000 experi- gression table.
slots would have been earned anyway. ence points earned above 3,750,000. They
Once the character’s ‘deficit spending’ has
gain an additional hit point for every level
been recouped, he can begin earning new Expanded Priest Spell Progression
above 20. They gain additional spells as
proficiencies at the normal rate. shown on the Expanded Wizard Spell
Progression table. Priest Spell Level
Advancing Beyond Level 1 2 3 4 5 6* 7 * *
1 1
20th Level Expanded Wizard Spell Progression
2 2
Spell 3 2 1
The AD&D ® 2nd Edition Player’s Level 4 3 2
Handbook covers character experience Level 1 2 3 4 5 6 7 8 9 5 3 3 1
levels up to 20 for all of the character 1 1 6 3 3 2
classes available. While this should keep 2 2 7 3 3 2 1
players busy for many years (game and 3 2 1 8 3 3 3 2
real), there do exist more powerful char- 4 3 2 9 4 4 3 2 1
acters in the Realms whose powers need 5 4 2 1 10 4 4 3 3 2
to be (at least briefly) addressed. The fol- 6 4 2 2 11 5 4 4 3 2 1
lowing tables summarize the experience 7 4 3 2 1 12 6 5 5 3 2 2
requirements, spell ability, and hit dice of 8 4 3 3 2 13 6 6 6 4 2 2
the powerful and famous NPCs of the 9 4 3 3 2 1 14 6 6 6 5 3 2 1
Realms. 10 4 4 3 2 2 15 6 6 6 6 4 2 1
11 4 4 4 3 3 16 7 7 7 6 4 3 1
12 4 4 4 4 4 1 17 7 7 7 7 5 3 2
13 5 5 5 4 4 2 18 8 8 8 8 6 4 2
14 5 5 5 4 4 2 1 19 9 9 8 8 6 4 2
15 5 5 5 5 5 2 1 20 9 9 9 8 7 5 2
16 5 5 5 5 5 3 2 1 21 9 9 9 9 8 6 2
17 5 5 5 5 5 3 3 2 22 9 9 9 9 9 6 3
18 5 5 5 5 5 3 3 2 1 23 9 9 9 9 9 7 3
19 5 5 5 5 5 3 3 3 1 24 9 9 9 9 9 8 3
20 5 5 5 5 5 4 3 3 2 25 9 9 9 9 9 8 4
21 5 5 5 5 5 4 4 4 2 26 9 9 9 9 9 9 4
22 5 5 5 5 5 5 4 4 3 27 9 9 9 9 9 9 5
23 5 5 5 5 5 5 5 5 3 28 9 9 9 9 9 9 6
24 5 5 5 5 5 5 5 5 4 29 9 9 9 9 9 9 7
25 5 5 5 5 5 5 5 5 5 30 9 9 9 9 9 9 8
26 6 6 6 6 5 5 5 5 5
27 6 6 6 6 6 6 6 5 5 * Usable only by priests with 17 or
28 6 6 6 6 6 6 6 6 6 greater Wisdom.
29 7 7 7 7 6 6 6 6 6 ** Usable only by priests with 18 or
The mage Durlan of Selgaunt 30 7 7 7 7 7 7 7 6 6 greater Wisdom.

7
Rogues more than a few yards across, some are once per day, that spell-like ability cannot
the size of several city blocks, and one be used within the dead magic area.
Both thieves and bards gain an addi- large dead magic area (the north quarter Swords, armor, potions quaffed before
tional level for every 220,000 experience of Tantras and beyond, where Torm and entering the region, some rings, and a
points gained. They gain two additional Bhaal fought) occupies 400 acres. Fortu- number of miscellaneous magical items
hit points for every level above 20. nately such regions are rare, though indi- continue functioning this way.
Thieves gain an additional 10 skill points viduals are already taking advantage of Spell-casters who enter the dead magic
to distribute among their thieving skills their special properties. area are immediately aware of its presence,
for every level above 20. Bards receive No magic can be cast or activated tipped off by the dull headache which re-
five points to distribute among their within a magic-dead area. Spells cast by a sults from the spell-caster losing touch
thieving skills for every level above 20. character within a magic-dead area are with the ambient magical nature of the
lost, as are charges from wands, rings, or Realms. Spell-casters are not otherwise
Player Character Races other devices. Spells which are cast from hampered within the field (aside from be-
outside a magic-dead area into a magic- ing unable to cast spells), but most will
and Limitations dead area do not function and those seek to leave the area as soon as possible.
which have areas of effect which occupy Dead magic areas are invisible and tend
Page 15 of the Dungeon Master’s Guide both live and dead magic areas have no to be shaped like spherical bubbles, ex-
lists the race and level limitations on effect within the magic-dead area. tending as far above the ground as they
player character races used in the The restriction applies to wizard spells, do below. Some dead magic areas are in
FORGOTTEN REALMS™ Campaign Set- priest spells, and spell-like monsters’ abili- the form of spikey stars or irregular
ting. The Realms does allow nonhuman ties. A beholder who finds himself inside a shapes, and in the case of Arabel, a dead
characters of exceptional ability to ad- dead magic area loses the spell-like abili- magic area is the size and shape of a build-
vance beyond the listed levels, as detailed ties of his eyestalks, for example. Gods ing which stood there previously (a bar is
on the same page as an optional rule. and other extra-planar powers lose their now being built on this site).
Player characters who are above the Dead magic areas can appear any-
magical abilities as well, and no one, nei-
levels listed for their race and who do not ther man nor god, can teleport, gate, or where, from deep beneath the earth to
have exceptional abilities to enhance their otherwise magically move or escape from (theoretically at least) high in the air and
advancement have “topped out”— a dead magic area. even beyond into the space above Faerun.
reached the highest level that they can. Divination spells will not function if the Spelljamming helms would not be af-
They may continue to gain experience target or subject is within the magic-dead fected by the dead magic area, provided
points, but may not advance in level. area. Illusions will not operate within the that they are already in operation.
Player characters of other races not magic-dead area, though they can be seen Dead magic areas are difficult to de-
listed (half-orcs, tinker gnomes from by characters inside the area if cast out- stroy; a full wish will remove a sphere
Krynn, drow, duergar, and the occasional side the area. The petrification ability of with a diameter of 12 feet (approximately
lizard man or centaur—all usable only gorgons and medusae, as well as dragon 1,000 cubic feet) while a limited wish re-
with the DM’s permission) can continue to breath, are unaffected by dead magic moves a sphere with half that diameter
operate in the Realms on the approval of zones. (approximately 115 cubic feet). Priests of
the DM and within the constraints set on both Mystra and Torm are working on
Spells which were already in operation
pages 15 and 16 of the Dungeon Master’s prior to the creation of a dead magic area ways to neutralize the dead magic effects
Guide. Characters who do not meet the re- were broken as soon as the dead magic of the larger regions, but the smaller areas
quirements (such as the magic-resistant area appeared. Spells in operation on a are likely to be about for a long time. Indi-
drow) should not be allowed as new player person or object prior to entering the dead viduals who prefer to be away from magic
characters, though existing characters magic area continue operating normally, look at these dead magic regions as a place
should be allowed to continue, using simi- to hide from wizards, or at least stand
however. A hasted, charmed, geased, or
lar creatures as a model (for the drow, for otherwise enchanted individual is still equal with them.
example, use standard elves as a guide). magically enhanced (or hindered) even in-
side a dead magic area, even though these Wild Magic Regions
Physical Changes spells cannot be cast within, into, or out
of the area. Similar to the dead magic areas are
to the Realms Enchanted creatures such as golems are those in which magic has become erratic
not physically harmed upon entering the and the effects of spells unpredictable.
As a result of the coming of the avatars, These “wild magic” areas are smaller then
area, though they feel uncomfortable
several changes have occurred in the ge- the dead magic zones, with few exceeding
within the region and want to leave it as
ography and physical properties of the 100 yards in diameter. They are, however,
soon as possible. Such enchanted crea-
Realms. So far, these seem to be perma- scattered through the Realms.
tures may not use spells or spell-like abili-
nent, but only time can tell for sure. Only spells which are cast by individ-
ties once within the dead magic area.
Enchanted objects which do not use uals within a wild magic area are affected
Dead Magic Regions charges or which always have their magi- by the nature of the area. Wizard and
cal effects in force are similarly unaffected priest spells, and the spell-like abilities of
The conflict between the gods rendered
by the dead magic areas. A sword +1 re- creatures, are affected. Spells cast from
many regions of the Realms “magic-dead.”
tains its +1, but if it also casts a light spell outside the wild magic area against tar-
Most of these dead magic regions are no
gets within the wild magic zone are not af-

8
fected by the wild magic. in a different area 10-60 yards the caster and all around him for
When a spell is cast in the wild magic away (use the grenade missile 1-4 rounds.
area, the DM should roll on the following scatter diagram). 52-59 Nothing happens. The spell does
table to determine what effect the wild 32-35 Spell functions normally, but ma- not function. Spell components,
magic area has on the spell. terial components (if any) are not memory of the spell, or charges (if
consumed and knowledge of the any) are lost.
EFFECTS OF WILD MAGIC spell is not lost (it can be cast 60-71 Nothing happens. The spell does
again). In case of spell-like abili- not function. Spell components,
Dice Roll Result ties, the ability can be used again. memory of the spell, or charges (if
01-19 Spell rebounds on caster with Magical items do not lose a any) are not lost.
normal effect. If the spell cannot charge. 72-98 Spell functions normally.
36-39 Spell does not function, but in- 99-00 Spell functions with maximum
affect the caster, roll again.
20-23 A pit 10 feet across opens beneath stead everyone within 10 yards of possible effect, full damage, and
the caster’s feet. It is 5 feet deep the caster (friend or foe) receives maximum duration. Saving
for every level of the caster. the benefits of the priest’s heal throws against the spell (if appli-
24-27 The target of the spell is pelted spell. cable) have a –2 penalty.
with red flowers, leaves, or vege- 40-43 Darkness and silence descend on
tables, which vanish immediately the caster (as the spells) with a 30 Modifiers to the Dice Roll
upon striking. The blossoms or yard radius and lasts for 2-8
other missiles inflict no damage, rounds. The spell does not func- +1 For every level of the spellcaster or
but the target(s) will not be able to tion. HD of the creature.
44-47 Reverse gravity (as the spell) af- –2 For every level of the spell being
fire missile weapons or use wands
while being attacked this way. fects all within 30 yards of the used (spell-like abilities ignore this
28-31 Spell affects a random target. DM caster, including the spell-caster, modification).
should choose (randomly or oth- lasting one round. The spell does +6 If spell is from a magical item.
erwise) another target among not function. +12 If spell is from an artifact.
48-51 Shimmering colors appear and +2 If alteration magic.
those available, or set the spell off
swirl around the caster, blinding –5 If invocation magic.

10
Unlike dead magic areas, wild magic Hills are no more, poisoned by the foul
areas are not immediately detectable waters.
upon entering. Spell-casters and en- The water of the Winding is type K con-
chanted creatures may enter and leave tact poison if the subject is immersed,
wild magic areas without realizing they type G if ingested. The black water loses
are there or suffering any ill effects, until its potency (though not its smell) if taken
they at tempt to cast a spell in the area. from the rest of the river.
Wild magic areas respond more favor- At Trollclaw Ford, the stench and black
ably to magic—a dispel magic will suc- cloudiness of the water is greatly reduced,
cessfully shut down a wild magic area for and the water, though still cloudy until it
1-4 turns, and a limited wish or full wish reaches the sea, is now potable and can be
will dispel any single wild magic area en- consumed without danger.
tirely. Due to the work of the faith of
Mystra/Midnight, most of the wild magic Physical Chaos and
areas in civilized areas have been discov- Abominations
ered and either destroyed or at least Warning Rune: “Magic here”
prominently marked with a warning sigil Most of the physical chaos (walking
(nonmagical, of course). There remain a trees, fireworks, undulating landscapes) which it can use on itself). In general, the
number of the wild magic areas scattered of the Time of the Avatars has passed DM should follow three rules when mak-
throughout the Realms, though these are from the Realms, leaving them (mostly) in ing such modifications:
in lonely, wild places and deep beneath the same condition they were in before
the earth. the coming of the gods. There remain a 1) Do not change more than one or two
few misplaced mountains and destroyed statistics per creature. A more power-
The Helmlands
forests, but in general the land has recov- ful, higher HD troll or a faster troll
Also called the Pits of Mystra, these bub- ered nicely from the attentions of the are both fine, but a troll that is both
bling tar pits erupted in northern Cormyr powers of the Outer Planes. faster and has higher HD is probably
during the Time of Troubles. Though they There remain certain creatures that too much.
are now reduced both in size and activity were changed by the Avatars. Many ei- 2 ) Leave standard weaknesses—avoid
since the coming of the Avatars, it re- ther changed back to their normal appear- fire-resistant trolls or mummies (or
mains a foul region and a destabilizing in- ance or died since the Time of Troubles, don’t blame them on the avatars, at
fluence in the North. Situated in the but many remain. Whether such creatures least).
north-east corner of the country near Cas- will breed true or die out in the next gener- 3) Use such abominations sparingly—if
tle Crag and scattered into the foothills of ation (however long that may be) remains they overrun your campaign, they
the Stormhorn mountains, these pits of to be seen. (This has stirred speculation will lose their surprise element.
bubbling tar and oil are a shifting maze of whether the owlbear and the peryton may
wild magic and dead magic areas. Regions be survivors of previous magical godswars
seem to shift from dead magic to wild which have since bred true.) New Weapons
magic and back to normal at random. Ad- In game terms, the DM may feel free to
venturing in the area is difficult and dan- introduce new creatures never before seen Firearms in the Realms
gerous, and becoming moreso since the in the Realms to entertain and bedevil his
strange properties are attracting more evil player characters. Such creatures would Smoke powder, a magical powder simi-
creatures who use the pits as a staging not have a “history” in the Realms that a lar to our gunpowder, functions in the
area for raids on merchant caravans from sage could refer to, and should remain a Realms and has done so for hundreds of
Tilverton and the Dalelands. mystery to the player characters. Such years, as evidenced by Kara-Turan rock-
creatures can be of the DM’s own inven- ets and small magical thundercrackers
The Winding Water made for children. Firearm technology
tion or can be imports from other
At Boarskyr Bridge the mortal Cyric worlds (with the addition of Monstrous has never been extensively (or even ade-
slew Bhaal in a battle which destroyed the Compendiums for the diverse quately) researched and developed, how-
mighty bridge itself and turned the river DRAGONLANCE®, GREYHAWK®, and ever, save for a few crackpots and
jet black. The bridge has since been re- SPELLJAMMER™ worlds this is quite eccentric wizards. The reason is simple-
stored (though now with statues of Cyric simple.) who needs firearms in a world with fire-
and Bhaal at opposite ends), but the wa- The DM may also take a well known balls? (The answer, of course, is people
ters of the Winder remain poisonous from creature and modify it to produce an who can’t cast fireballs.) No major nation
Boarskyr Bridge downstream to Trollclaw abomination—a creature with all the reg- or organization has invested time and
Ford. ular stats (and general appearance) of a money into producing of smoke powder
The water of this stretch of the river is better-known monster, with one or two weaponry on a large scale. The Red Wiz-
an oily black and stinks both from its own major differences. The differences can be ards of Thay have developed some large
foul odor and from the fish which have relatively minor (a beholder with big siege guns (some are stationed on the Pi-
died during the battle and since. The mi- chicken feet, giving it an increased move- rate Isles) but these are hideously inaccu-
grating salmon which leapt up the Winder ment rating) or major (a beholder which rate and consume hundreds of charges of
to their breeding groups in the Serpent has one eye that turns things invisible, smoke powder in a single shot.

11
During the Time of Troubles, however, Years 3-5: Arquebuses and other similar priests of Gond, facing resistance from
the Lantanese, whose state religion is the weapons become more common (peo- the government at home over bringing in
worship of Gond the Wondermaker, were ple stop looking at the player charac- dangerous and explosive weapons, as
taught how to make reasonably safe and ters strangely when they ask about well as quests to find the rare and danger-
accurate smoke powder weapons. As a re- them). Well-stocked weapon shops ous components of smoke powder—the
sult, examples of their new technology are will have some, but at twice the listed truly nasty DM will include some part of a
now drifting into the heartlands. These price. beholder in the ingredients).
weapons are rare, hard to use, and often Years 5+: Firearms are available in large The Gondsmen have produced a num-
as dangerous to the user as they are to the stores at the listed price. ber of weapons, easily identified by the
target. Most rational fighters have re- symbol of Gond (the toothed wheel)
jected them, but they remain as an oddity, Smoke powder is always treated as a stamped prominently on their stock. Oth-
at least for the moment. magical item, however, for purposes of ers may start producing firearms soon af-
The extent of firearms use in any spe- sale and/or trade. Characters must nego- ter they first appear, but they will be
cific Realms campaign is up to each DM. tiate a price every time they make a pur- inferior to those from Gond, at least for
If the DM chooses to introduce the arque- chase and should never expect to find the first few years (in game terms, they
bus (and other firearms) in his campaign, very much in stock. In this fashion the will explode more often—increase the
it should take several game years for the DM can limit the impact of smoke powder chance for an explosion by one pip on the
weapons to become commonly available. and firearms in his campaign. die).
A typical timetable, taken from the intro- People being what they are, players The Gondsmen have introduced the ar-
duction of the weapon in Lantan, is as fol- may try to move forward the timetable, quebus, the caviler (a light arquebus), the
lows: ship large numbers of guns, and/or invest musket (which requires a stand to support
in magical research to develop smoke its barrel), the blunderbuss (a very primi-
Year 0: The Fall of the Avatars and the powder. If the DM includes smoke pow- tive shotgun), and the ribald (a series of
Time of Troubles. der weapons in his campaign, all of these small barrels mounted on a board, similar
Years 1-3: Arquebuses begin to pop up in are options and should be used as adven- to the more effective—but
the Realms, primarily as curios and ture hooks to send the characters on ad- anachronistic—Nordenfeldt gun). If the
magical objects. Price (if available) is ventures (a long mission to Lantan, Gondsmen have produced cannons and
10 times listed price. dealing with and/or stealing from the larger siege weapons, they have not yet

Table 5: NEW WEAPONS IN THE REALMS


Name cost Weight Size Type Speed Base Damage Additional

Arquebus 500 10 M P 15 1d10/1d10 10


Blunderbus 500 12 M P 15 1d4/1d4 X
Bombard 20,000 2000 H P 20 2d20/2d20 20
Caviler 450 11 M P 12 1d8/1d8 8
Musket 800 20 M P 17 1d12/1d12 12
Ribald 1,200 80 L P 16 1d4/1d4 X
Starwheel 1,000 5 S P 10 1d4/1d4 4

Range
Name ROF S M L Charge Backfire Backfire Dmg.

Arquebus 1/3 5 15 21 1 1-2 1d6


Blunderbus 1/3 1 2 3 1 1-2 1d6
Bombard 1/3** SO 100 200 10 1 2d10
Caviler 1/4 4 8 14 1 1-2 1d4
Musket 1/4 6 18 24 2 1-3 1d8
Ribald 1/24* 3 6 9 6 1 1d6
Starwheel 1/3 3 6 9 1 1-2 1d6
* 1/2 per each of 12 barrels. ROF: Rate of fire—
** Assuming a fully trained, three-man crew. 1/3 = 1 shot per 3 rounds
Cost: In gold pieces. 1/4 = 1 shot per 4 rounds
Weight: In pounds. 1/24 = 1 shot per 24 rounds
Size: Relative Size of weapon. Range: Short, medium, or long, in tens of yards.
Type: All firearms are piercing weapons. Charge: Number of charges of smoke powder required for one shot.
Speed: Speed factor. Backfire: Weapon backfires if these numbers are rolled on the attack roll.
Base Damage: Normal damage roll. Backfire Damage: Damage inflicted to user(s) in event of backfire.
Additional: If this number is rolled, score
this much damage and roll again.

12
exported them to other, potentially hos- man crew trained to handle the item. If The dwarf is missed and the human is hit
tile nations. two men are available, reloading takes once. The next six shots are directed
Two other firearms have appeared in five rounds. If one man is performing all against the two humans at medium range,
the Realms, one small and one large. The the tasks, 10 rounds. Double these times if resulting in two hits against one target
smaller weapon is called the starwheel in the men are untrained. and no hits against the other. This ac-
the Realms, or the wheel lock pistol, and Caviler: A lighter form of arquebus counts for 10 of the ribald’s 12 shots. If
is very, very rare. It is so rare, in fact, that which inflicts less damage but is more ac- there were any other targets at long range,
it is said to come from another dimension curate (it has a better chance to inflict ad- the remaining two shots could be used
or from beyond the sky. The other ditional damage). The caviler takes two against them.
weapon is the bombard, a hulking, immo- hands to fire, but can be fired from horse- The Starwheel Pistol: Not of Gond
bile cannon primarily used in defense, back at no penalty. Most cavilers (except manufacture, and perhaps not made any-
such as the one at the entrance to the Pi- cheap copies) are made by the priests of where in the Realms, the starwheel is a
rate Isles’ main base. The bombard is said Gond in Lantan and are marked with the one-handed weapon which inflicts little
to have come from Thay and reportedly is symbol of the god on their metal stock. damage but can be aimed accurately (re-
held together by magic. All these weap- Musket: A heavier, more powerful ver- flected in the fact that it does 1d4 points of
ons are described in detail below. sion of the arquebus which requires a sup- damage, and each 4 rolled allows the die
port to fire correctly. This support is a to be rolled again).
Arquebus: As described in the Player’s
Y-shaped pole jammed into the ground, All rules applying to arquebuses on
Handbook, the arquebus is a primitive
upon which the barrel rests. Resting the page 73 of the Player’s Handbook apply
musket. It can only be fired with both
barrel on some other support (rocks, for to the other smoke powder firearms de-
hands. It inflicts 1-9 points of damage
example) results in a –2 penalty to hit. Fir- scribed here. They all have a chance to
normally. If a 10 is rolled, it inflicts 10
ing it without any support results in a –4 backfire and injure the gunner, and all re-
points plus the roll of another d10. If that
penalty to hit. These penalties do not af- quire cleaning before being used again.
second die roll is also a 10, another d10 is
fect the chance of misfire-it will still only Strength modifiers do not apply to arque-
added, and so on. The arquebus of the
explode on a roll of 1 or 2 on the 20-sided bus fire and other firearms.
Realms is metal with a wooden stock.
attack roll, inflicting 1d8 points of dam- Given their long reload time and the
Blunderbuss: A variation of the arque- age. rareness of smoke powder and the chance
bus with a wide bore and a trumpetlike Ribald: Also called Gond’s Pipes, this is of misfires, many fighters who have
barrel, the blunderbuss is also called the the closest the Gondsmen have come to a adopted firearms use them as “softening”
Gondgun derisively. It has very poor battlefield weapon. It consists of 12 bar- weapons to damage a charging enemy be-
range, but has two advantages: it can fire rels laid side-by-side on a two-wheeled fore entering melee. The gun is fired, then
stones, pellets, iron shot, or anything else carriage. The barrels have a common fuse dropped (or set down) and the sword is
that fits down its gullet, and it can hit sev- and can be fired in the same round. The drawn for “real fighting.” If used in melee,
eral targets simultaneously. The blunder- barrels have an area effect (5 yards across an arquebus, caviler, musket, or blunder-
buss fires a cone of shrapnel that is 5 yards at short range, 10 yards across at me- buss is treated as a club (and can be ruined
across at short range, 10 yards across a dium, and 15 yards across at long). All in the process-make a saving throw vs.
medium range, and 15 yards across at targets within the area can be hit by the crushing blow). Starwheels inflict only 1-
long range. Every potential target within bullets. The number of attack rolls per 3 points of damage if used as clubs. Ri-
that area, whether friend or foe, takes 1d4 target is determined by the size of the tar- balds and bombards cannot be used as
points of damage. Unfortunately, no ad- get creature. melee weapons (except, perhaps, by gi-
ditional damage is possible with the blun- ants).
Size S Maximum of 1 hit
derbuss. For weapon specialization, each of the
Size M Maximum of 3 hits
Bombard: The largest of the smoke weapons requires a different weapon pro-
Size L Maximum of 6 hits
powder weapons, and not available ficiency. If tight or broad groups are being
Size H+ Maximum of 12 hits
through the Lantanese, the bombard was used (per The Complete Fighter’s Hand-
developed in Thay as a defensive weapon. The gunner firing the ribald may book), then the starwheel, ribald, and
Weighing 2,000 lbs, the bombard can choose which targets are hit, but must as- bombard are all separate proficiencies,
only be moved by winches or giants. Its sign bullets to all targets at short range be- with the remainder (arquebus, caviler,
accuracy is dreadful, but so is the effect of fore assigning any to targets at medium musket, and blunderbuss) under a fire-
a direct hit. The usual tactic with a bom- range, and so on. If not enough targets are arms group.
bard is to aim it at a particular location (a present for all 12 barrels, attack rolls are No magical versions of these firearms
pass or harbor mouth) and wait for the still made to see if any of the barrels mis- have appeared in the Realms, but given
target to move into the area. Trying to fires and explodes. A backfire does not the tendency of wizards to play around
aim the weapon at a moving target is ruin any of the other shots. Ribalds can- with the latest toys, it is only a matter of
hopeless. The bombard causes 2d10 not inflict additional damage to a target. time before the musket of accuracy or the
points of damage. If either die rolls a 10, Example: A character is firing a ribald blunderbuss +1 appears on the scene.
roll that die again for additional damage against a dwarf and a human at close They will be very rare, more likely found
(if both dice are 10s, roll both again). The range and two more humans at medium in the king’s armory than in a dragon’s lair
bombard consumes enormous amounts range. The first four shots are against the or the tomb of an ancient lich.
of smoke powder. Reloading takes three two targets at close range—one against
rounds if the bombard has a full three- the dwarf and three against the human.

13
Clerics of various deities in the Realms has clerics) with the standard minimum Granted Powers
have long received special favors, abili- ability scores for a cleric. • Specialty priests of Auril cannot turn
ties, and powers as a result of their devo- Weapons, armor, spells, and magical undead. Clerics who worship Auril
tion to a particular divinity. These items allowed outline the limitations of may turn undead normally.
‘specialty priests’ have been more in tune the specialty priest in those areas. The • Specialty priests of Auril have an im-
with the needs and aims of their gods and spells are broken down into major and munity to cold similar to a permanent
tended to reflect more of their gods’ basic minor spheres, with limitations as noted resist cold spell. They are immune to
temperament than the standard AD&D® on page 34 of the Player’s Handbook. Of- natural cold and have a +3 bonus
game priest (called a “cleric”). The cleric ten there is an additional limitation on when saving against cold and ice-
was better known and his spells and abili- spells, such as the priest being allowed to based attacks. They suffer no damage
ties common knowledge among the fol- cast only the reversed version of the spell, from the attack on a successful save
lowers of the various gods, but the or only those spells which create or effect and only half damage on a failed save.
specialty priest reflected more of the god’s a particular element (called an aspect). • Specialty priests of Auril at 8th level
philosophy and the areas the god watched Granted powers lists the special abili- gain the ability to cast the ice storm
over or represented. ties that are available to the specialty spell (wiz 4) once per week.
The most common type of specialty priest of the faith: Whether they can turn • Specialty priests of Auril at 12th level
priest is the druid, as described on page 35 undead, summon lightning, gain a benefit have the ability to summon an ice
of the Player’s Handbook. The druid is a in combat, etc. Clerics do not get these para-elemental (as the conjure fire ele-
specialty priest worshipping those powers granted powers and may not use them; mental spell). They may do so once
which control nature—in the Realms, this only specialty priests get them. Similarly, per week for every level over 12.
portfolio is spread among a number of de- clerics have their own limitations on
weapons, armor, spells, and magical item Other Notes
ities, including Chauntea, Eldath,
Mielikki, and Sylvanus. All these gods use which apply to all clerics of all levels. Specialty priests make up one-third of
have druids as followers. Some in addi- The Other Notes section deals with the the priests of Auril. They are referred to
tion have specialty priests whose abilities organization of the church and its god. It by the titles icepriest and icepriestess. The
are more tailored to the individual gods. states whether the god has an organized relationship between the specialty priests
Players, when choosing a priest charac- clergy and clerical hierarchy or exists as a and the clerics are very good.
ter, can choose to be a standard cleric or scattered group of temples and shrines. Priests of Auril use ceremonial gar-
specialty priest of one of the particular Further, wherever possible, this section ments of ice white with blue piping. The
gods. In the main, clerics are more com- will update the status of the god as a result robes are cinched at the waist by a very
mon, and make up the majority of “stand- of the Time of Troubles, also known as wide silver belt, which also holds the cer-
ard” adventuring priests. Specialty priests the Coming of the Avatars or the emonial axe. A silver circlet worn on the
can be adventurers, they may be part of Godswar. head is the final touch.
the organized clergy (those who stay in Gods of the Realms When adventuring, most priests of
towns and maintain temples, shrines, and Auril wear at least the circlet and the belt
the church hierarchy), or they may be with their normal adventuring clothes.
part of a completely separate order. Rela-
tionships between the various types of
priests range from very good and cooper-
ative among peaceful gods, to factiona-
lized squabbling and infighting among the
evil gods.
Each of the following entries describes
the specialty priests (if any) of the various
major deities of the North. Each entry Auril (Frostmaiden) Azuth (The High One)
names the god and its common alternate Demipower of Pandemonium, NE
name (such as Bane, the Black Lord). The Demipower of Arcadia, LN
Portfolio: Cold Portfolio: Mages, energy
native plane and power level (greater Requirements: Constitution 13
power, lesser power, or demipower) is Requirements: Wisdom 14
Wisdom 12 Intelligence 13
listed next, along with alignment. The Weapons Allowed: All bludgeoning Weapons Allowed: As cleric
power level dictates the abilities of the weapons and the ice axe (treat as hand Armor Allowed: None
god as laid out in the Manual of the axe in combat). The ice axe bears the Spells Allowed: Same as cleric
Planes. symbol of the faith.
The god’s portfolio is those areas where Magical Items Allowed: As cleric and
Armor Allowed: chain and shield, wizard. Specialty priests of Azuth may
the god is considered to focus most of his maximum use magical scrolls (see below).
or her attention: nature, war, strife, in- Major Spheres: All, Animal, Combat,
ventions, rangers, etc. Divination, Elemental (no fire-related
The requirements listed are those basic Granted Powers
spells), Healing, Necromantic, Protec-
ability scores required to become a spe- tion, Weather • Specialty priests of Azuth may not
cialty priest of that church. A character Minor Spheres: Guardian, Creation turn undead. Clerics who worship
can be a cleric of the church (if that church Magical Items Allowed: as clerics Azuth may turn undead normally.

15
• Priests of Azuth, starting at 2nd level, aura. Those with First designation in the support evil religions. As a rule of thumb,
may cast wizard spells in addition to church have a white aura. When not used if Tymora can be found in the area, then
clerical spells. These spells are cast as to identify rank, the symbol of Azuth has Beshaba probably goes hand in hand.
if the priest was half his actual level a blue aura.
(drop fractions—an Azuthian priest In the field, clerics of Azuth wear the
of 3rd level casts wizard spells as a 1st symbol of their faith over their hearts, ei-
level mage and cannot gain spells that ther stitched onto a tunic or robes or in-
are not available to a 1st level mage). laid in metal armor.
These priests pray for their wizard
spells instead of studying and the cho-
sen wizard spell replaces another cleri-
cal spell. Further, an Azuthian priest Chauntea (Great Mother)
may only take wizard spells from a
Greater Power of Elysium, NG
single school (abjuration, alteration,
Portfolio: Agriculture
necromancy, etc.). This school is de-
Requirements: Wisdom 12
termined when the first magical spell
Beshaba (Maid of Misfortune) Charisma 15
is taken. From that point on, all magi-
cal spells prayed for by that Azuthian Specialty priests of Chauntea are
Lesser Power of the Abyss, CE druids in all respects, as described on page
priest must be from that school and
Portfolio: Mischief, bad luck, accidents
cannot be from any other. 33 of the Player’s Handbook.
Requirements: Wisdom 10
• Azuthian specialty priests may use
magical scrolls in addition to clerical Weapons Allowed: Bludgeoning weapons
Other Notes
Armor Allowed: Plate mail and shield
scrolls. They need a read magic spell
Chauntea is not the only god that
to do so. Major Spheres: All, Astral, Charm, Com-
claims druids as followers, but all spe-
• All Azuthian priests have spellcraft pro- bat, Guardian, Protection cialty priests of Chauntea are druids.
ficiency at start. This counts as one of Minor Spheres: Summoning, Creation, Chauntea has some standard clerics as
their initial nonweapon proficiencies. Divination
well, who operate in more civilized areas
Magical Items Allowed: Same as clerics
typical druids would tend to avoid (such
Other Notes as overcrowded Waterdeep). The split be-
Granted Powers tween the city church and the druids is
Within the church hierarchy, 40% of about 30/70.
the titled churchmen are actually wizards. • Once per game day, a priest of Be-
The relationship between the druids
Another 50% are clerics (who form the shaba can reduce the saving throw or
(who call themselves “the True Clerics of
strong right arm of the faith) and 10% are attack roll of one individual by one (a
Chauntea”) and their urban cousins is po-
specialty priests. Relationships between 3 becomes a 2, a 1 becomes a 0). The lite but strained. Druids have always ven-
the three groups are good, though there is priest using this power glows a deep,
erated Chauntea and consider the more
some resentment against a current trend radiant red for one round when doing recent city disciples to be upstarts and in-
to promote specialty clerics into positions so. All effects of the die roll are based terlopers. The more civilized priests, in
of power. on the reduced number. The modifica- turn, feel that the druids’ day is done, and
In areas where Azuth has temples and tion occurs immediately after the
while druids are still useful in wild lands
shrines, the ruling (not necessarily the number is rolled (that is, before any
(such as Moonshae or the Dales), the ris-
most powerful) cleric is called “First.” other numbers are rolled or other
ing nations need an organized, profes-
Other churchmen in large clerical com- actions taken). sional faith controlled by a more
munities expand on this idea-the most
reasonable and rational clergy.
powerful user of alteration magic (clerical Other Notes Both branches of the faith maintain
or wizardly) is called First Transmuter, the simple dress. The druids prefer simple
leading specialist in divination magic is Beshaban priests are split approxi- brown robes with high rank denoted only
First Diviner, etc. The First may bestow or mately in half into clerics and specialist by a belt laced with gold thread or some
revoke such titles within his parish. priests. Relations are good between them. other similar, precious decoration. The
The ceremonial robes of Azuth are Specialist priests are referred to as Doom- citified priests, on the other hand, wear an
shimmering gray and usually made of silk masters. open-front brown cloak with more stand-
(though wrapped with heavier and more Doommasters prefer underground fa- ard garments, like tunic and trousers, un-
sensible materials in the North). The sym- cilities for their temples and in services derneath.
bol of Azuth is worn on the chest, the prefer simple black tunics with the sym-
color of the aura on the symbol denoting bol of Beshaba on the chest, and black
the individual’s rank within the church. stockings.
Most acolytes, monks, mage apprentices, The worship of Beshaba is fairly wide-
and adventurers have a yellow aura sur- spread and varied throughout the
rounding the symbol of Azuth. Higher Realms. His followers prefer to keep a low
level adventurers and churchmen without profile even in those cities which profess
official position wear symbols with a red tolerance and those towns which actively

16
ther a cleric or specialty priest of have a great effort ahead of them. Not all
Cyric. The converted priest’s experi- the former followers of the Dead Three
ence point total also drops to one venerate or even recognize Cyric. The
point above the next lowest level (a former Banites and Bhaalists are heavily
5th level cleric with 16,000 xp, for ex- factionalized among their own numbers
ample, becomes a 4th level cleric with and petty warfare is already erupting. As
6,001 xp). Should the individual make an evil god, Cyric’s temples and shrines
Cyric (The Dark Sun) the saving throw successfully, his re- are openly tolerated only in the most evil
action depends on the situation. or most tolerant of cities. And the other
Greater Power of Hades, NE Mildly interested followers of the evil gods (Talos, Malar, Shar, Umberlee)
Portfolio: Death, murder, the dead, Dead Three may be only mildly of- are carefully watching this young usurper
strife, tyranny, lies fended and willing to continue listen- to see if he succeeds in commanding his
Requirements: Wisdom 13 ing and arguing. Priests and those godhood or stumbles. If Cyric stumbles,
Intelligence 13 devoted to the following of the Dead the other gods will certainly be there to
Weapons Allowed: All bludgeoning Three will become violent once they pick up the pieces and rob the bodies.
weapons and the long sword (Cyric realize what is happening. Once the
used a long sword to slay a traitorous saving throw is made, that individual
halfling). will be unaffected by all future argu-
Armor Allowed: Any ments by the Cyricists.
Major Spheres: All, Astral, Charm, Com-
bat, Guardian, Healing, Necromantic, Other Notes
Summoning, Sun, Weather Cyric is the youngest of the gods, and po-
Minor Spheres: Divination, Elemental, tentially one of the most powerful, having
Protection taken on the portfolios of Bane, Bhaal, and
Magical Items Allowed: Same as clerics Deneir (Lord of
Myrkul, as well as adopted their huge horde
of followers and worshipers. Glyphs and Images)
Granted Powers Due to his relative youth as a deity, Demipower of Beastlands, NG
Cyric has very few original followers of Portfolio: Literature, art
• Specialty priests of Cyric may com- his own, though this is changing. Those Requirements: Wisdom 15
mand undead as do clerics, but do so assassins’ guilds which survived the Time Intelligence 15
as if they were two levels higher. of Troubles and those which have arisen
• Specialty priests of Cyric are immune Weapons Allowed: Any one-handed
since are enthusiastic supporters, as Cyric weapons usable by clerics
to fear and other emotion-altering was responsible for the demolition of the Armor Allowed: Banded armor, no shield
magic. They can still be charmed and previous assassin god, always a good rec- Major Spheres: All, Astral, Combat, Cre-
are subject to enchantment/charm ommendation. Many of the common ation, Divination, Elemental, Guard-
magic, provided that the spells have folk, unsure of the status of the Dead ian, Healing, Protection, Summoning
no effect on the emotions. Three, have been swayed by the argu-
• Specialty priests of Cyric at 5th level Minor Spheres: Animal, Plant, Sun,
ments of the new temples of Cyric. Weather
can summon an aerial servant (as per The former church hierarchies of the Magical Items Allowed: Same as clerics,
the spell). This servant will fight for Dead Gods are still in place, however, and In addition, a specialty priest of Denier
the priest and can act as a magical as- to receive the power of their worship, has a greater chance of avoiding the
sassin. Cyric must still provide the spells to these malicious effects of magical writing or
• Specialty priests of Cyric have the
priests, though trying subtly to sway glyphs (see below).
ability to attempt to convert those them fully to his side. While most of the
who previously followed Bhaal, hierarchy of Myrkul has embraced the Granted Powers
Myrkul, and Bane. After speaking di- new master, much of the church hierarchy • Specialty priests of Deneir can turn
rectly with such an individual for an of Bhaal and Bane do not agree with Cyric undead normally, as can clerics who
hour on the new glory of Cyric, the or his aims, and/or fear the loss of power. venerate this deity.
target makes a saving throw vs. spells. Currently the matter is unresolved as • Specialty priests of Deneir gain a +4
Failure indicates that the target is re- Cyric consolidates his power and the vari- bonus on all saving throws vs. dam-
ceptive and willing to convert to the ous factions of Bhaalists and Banites age and malicious effects caused from
new religion (player characters can jockey for position in the new order. books, scrolls, runes, and other magi-
make such decisions for themselves The “true priests” of Cyric dress simply cal writing, including the effects of
and are not required to make the sav- in black or dark purple robes with hoods. curses and magical tomes handled by
ing throw). Priests of the religions of All wear silver bracers on their wrists as a the wrong class. In situations where
Bhaal, Myrkul, and Bane add +5 to symbol of enslavement to their god. the reader gets no saving throw (such
their saving throws. Add +2 if the While the Banite custom of facial tattoos as reading explosive runes), then a
target is of higher level than the spe- is ignored, priests of Cyric paint the sym- normal saving throw is allowed with-
cialty priest and –2 if the target is of bol of their new god on their cheeks and/ out modification. The DM may deter-
lower level. A priest changing faiths or forehead on high holy days. mine the extent of this benefit, but it
to Cyric loses all granted powers and The priests of Cyric and the god himself should be confined to written works
special abilities and must become ei-

17
or those using specific, definable im- to do so, charging no more than a few sil- charm type, regardless of sphere. A
ages. vers, or performing the service for free to specialty priest of Eldath may use a
• Specialty priests of Deneir can speak the needy. hold plant spell, though normally 4th
any languages that Deneir can speak Because of this vow, even standard level spells in a minor sphere would be
without needing to take reading/ priests of Deneir are strongly encouraged denied them.
writing as a nonweapon proficiency to have the reading/writing proficiency in Magical Items Allowed: Same as clerics,
for each of the languages involved. at least one language. but specialty priests of Eldath will not
• A priest of Deneir, when confronted Also because of this vow, priests of De- use items or those effects of items
with a ward or runic symbol can try to nier often gain information that is otherwise which inflict harm upon others.
identify the symbol. Make two Intelli- sensitive, dangerous, or potentially lucra-
Granted Powers
gence checks. If the first succeeds, the tive. While a sizable donation to the faith
priest determines the type of person will help keep such matters secret for some • As noted above, specialty priests of
(Harper, merchant, ranger, orc, etc.) time, priests of the faith may gain a quick Eldath may make use of
who left the rune. A second Intelli- understanding of the lay of the local land- enchantment/charm priest spells, re-
gence check allows the priest to deter- scape from talking to their neighborhood gardless of type.
mine the general meaning of the rune parish priest. There is a saying, “Remember • At 1st level, the specialty priest of
(warning, good food, ambush, an- that the pens of Deneir also have ears.” Eldath may cast a remove fear spell
cient magic), though not the exact de- The hierarchy of Deneir also provides once per day. This remove fear will ef-
tails of the message. scribes and will train nonbelievers of fect other magical fears, including the
good and neutral alignments to read and fear aura of the now-dead Bane. To
Other Notes cast additional remove fear spells, the
write. While such scribes are very good,
Only about 15% of the total clergy many rulers and mages have a feeling that priest must pray for them normally
which venerates Deneir are specialty the information they transcribe also finds and take them as part of his assigned
priests of that god. However, specialty its way to the church’s secret libraries. spell mix. This special remove fear
priests occupy all the high positions Most large communities and temples of spell and the spells which follow do
within the church hierarchy. Standard Deneir have secret libraries which may not count against the spells taken for
clerics are welcome, but even if they at- contain anything from a few tomes in the that day.
tain high levels, they will not be awarded High Scrivener’s office to (reputed) exten- • At 3rd level, the specialty Eldath
holdings by the church. As a result there sive underground vaults filled with the priest may cast a sleep spell. The priest
is some grumbling among the clerics in the wisdom of the ages. Supposedly only the gains an additional sleep spell for
faith and many turn to adventuring to highest levels of the specialty priests have every additional three levels of experi-
give them advancement in other areas. access to such huge vaults, which are, of ence.
The standard dress of priests of Deneir, course, protected by powerful magical • At 5th level, the specialty priest of
both in normal daily use and for cere- guards and wards. Eldath may cast a silence, 15’ radius
mony, is a tan-white tunic and matching spell. The priest gains an additional si-
trousers. The medium-length cloak is lence 15’ radius spell for every addi-
worn with the clothes as a badge of rank tional three levels of experience.
within the hierarchy. The lowest levels • At 10th level, the specialty priest of
wear blacks and grays while the local Eldath can breathe water automati-
High Scrivener (always a specialty priest) cally.
has a white cloak. The tunic has a stiff, • At 15th level, the specialty priest of
circular collar. Eldath has a sanctuary spell in effect
The most important identifier for a on himself at all times. Any direct at-
Eldath (Goddess of tackers must make a saving throw vs.
cleric of Deneir is the ubiquitous writing
kit, a triangular pouch of leather worn on Singing Waters) spells or totally ignore the cleric.
the right hip, which contains paper, inks, Demipower of Prime Material plane, N • In combat, the priest of Eldath may
and pens. Portfolio: Peace, pools, springs, and parry attacks, subtracting his
Adventuring clerics of Deneir wear druid groves Strength bonus plus 1d6 points di-
whatever is most suitable for their partic- Requirements: Charisma 13 rectly from the attacker’s roll to hit.
ular mission, but always have both the Wisdom 14 At 10th level, this becomes the
writing kit and a gold circlet on the fore- Weapons Allowed: Staves, clubs, stones, Strength bonus plus 1d10 points. If
head bearing the symbol of their god. slings, and staff slings only, and then the priest attacks, he loses this ability
Deneir priests, both specialty and only within great restrictions (see be- for the remainder of the battle.
standard, have a special vow of charity. low). These abilities come at cost—the priest
They will write letters and transcribe in- Armor Allowed: None of Eldath cannot fight, except to defend
formation upon request, usually at a Major Spheres: All, Astral, Charm, Divi- himself and those with him. They may not
modest price for the individual petition- nation, Elemental (water-aspected initiate attacks, charges, or ambushes.
ing their help. Large projects must be ne- spells only), Healing, Protection, Sun They are pacifists. Those specialty priests
gotiated, but in slow times, priests of Minor Spheres: Animal, Plant of Eldath who seek to bend the will of the
Deneir can be found in the local commons Special: Priests of Eldath may use any goddess to their own ends will soon find
and bars, writing letters for those unable priest spells of the enchantment/ themselves without clerical abilities.

18
Sune Chauntea
Deneir

Lathander Torm
Milil
Other Notes ciencies: armorer, artistic ability, his true nature was quickly discovered
blacksmithing, carpentry, engineer- and the deity was revered and wor-
Given the limitations and goals of the shipped until the crisis passed. As a result,
ing, pottery, and weaponsmithing. A
specialty priests of Eldath, it shouldn’t be specialty priest does not gain these Gond gave the secret of smoke powder to
surprising that there are not very many of the Lantanese, and arquebuses, stamped
proficiencies automatically, but does
them in the Realms. Normal clerics serve gain the +2 base bonus when using at the base by the symbol of Gond, are ap-
Eldath without the limitations against them. Additional nonweapon profi- pearing at western ports.
harming others, as do a significant num- ciency slots devoted to these profi-
ber of druids (that is, Eldath has two types
ciencies increase this modifier
of specialty priests—druids and the spe-
normally.
cialty priests noted here). Clerics and
• Specialty clerics of Gond have an apti-
druids, while not as restricted as the spe- tude for devices, which includes me-
cialty priests of Eldath, are encouraged to
chanical locks. They may pick locks,
conduct themselves in a fitting fashion as given proper tools, as a thief of half
put forth by their god.
their level.
Only some 10% of the priests of Eldath
• Specialty priests of Gond cannot turn
Helm (He of the
are specialty priests, called “Peacemen” Unsleeping Eyes)
or command undead.
and “Peacewomen” in the faith. The re- • Gnomes may be priests of Gond. This Lesser Power of Nirvana, LN
mainder of the followers are split between vocation is frowned on in most gnom- Portfolio: Guardians, protection
druids and clerics. Most of the high- ish communities, but the deity is Requirements: Strength 14
ranking members of the church’s loose or-
slowly gaining acceptance among Wisdom 13
ganization are Peacemen, and the great these people. Weapons Allowed: All bludgeoning
druids of the faith defer to them in discus-
Other Notes weapons
sion. Relations between the three
Armor Allowed: Full plate and shield
branches of the faith are excellent, and Specialty priests of Gond tend to be Major Spheres: All, Astral, Combat, Div-
both of the more militant wings of the southerners, as their greatest concentra- ination, Guardian, Protection, Sun
faith are very supportive and protective tion is in Lantan, where veneration of Minor Spheres: Creation, Elemental,
of the specialty priests. Gond is the state religion. There are a Healing
Specialty priests wear no armor, but in- number of northern branches of the faith, Magical Items Allowed: Same as clerics,
stead don a series of sheer robes, each in dif- including a budding temple complex in but in addition priests of Helm may use
ferent shades of blue and green. The sleeves Tilverton, though most of the specialty crystal balls as wizards do.
and hems of the garments are ragged. priests of the faith are Lantanese.
In most of the Realms, the proportion Granted Powers
of clerics to Gondsmen (as the specialty • Specialty priests of Helm gain an ad-
priests are called) is 20:1. In Lantan this vantage against being surprised. A
proportion is reversed. Most Lantan mer- specialty priest of Helm, if alone, gets
chants encountered in the Realms are spe- a +2 bonus on his surprise roll. If ac-
cialty priests of Gond. companied by others who are not spe-
Gondsmen wear saffron vestments cialty priests, this is reduced to a +1.
Gond (Wonderbringer) with a crimson sash over the right or left This benefit is not cumulative with
Lesser Power of Concordant Opposition, N shoulder. The sash is dotted with small other advantages to surprise, but may
Portfolio: Artifice, craft, construction metal tools and other objects, which may be affected by penalties (an elven thief
Requirements: Wisdom 14 or may not prove useful (and range from trying to sneak up, alone and unar-
Intelligence 14 interesting bits of tin to the Gondsman’s mored, on a priest of Helm would still
Dexterity 14 lock-picking set). They wear a metal belt cause the priest to subtract 4 from his
Weapons Allowed: Bludgeoning weapons about the waist and enormous sun hats. surprise die roll, but this is cumulative
(and firearms such as the arquebus, if In dangerous situations Gondsmen wear with the priest’s +2 bonus).
available) standard armor (along with the sash), but • Specialty priests of Helm may create a
Armor Allowed: Plate (maximum), no generally a Gondsman prefers the protec- short-term glyph of warding, as per
shields tion of 10 or 12 big fighters. the spell, but which lasts only one day
Major Spheres: All, Astral, Combat, Div- Clerics of Gond are called Krii, a Lan- per level. The priest may choose the
ination, Elemental, Protection, Sun. tanese term meaning “Disadvantaged.” glyph from those spells he is capable
Minor Spheres: Charm, Guardian, Despite the slur, many clerics hold posi- of casting, glyphs or any other, re-
Healing tions within the state religion in Lantan. A gardless of the sphere of the spell in-
Magical Items Allowed: Same as clerics cleric occupies the post of Most Holy Ave- volved (though the level requirements
but including all magical staves, wands, nue for Spreading the Faith, which is (in must be observed).
and rods title at least) the supreme authority for all • Specialty priests of Helm may turn
worshippers of Gond not in Lantan. undead normally. They will not com-
Granted Powers It is reported that during the Time of mand undead, as that is objectionable
Troubles Gond himself, in the avatar of a to their god. This restriction applies
• Specialty priests of Gond gain a +2 gnome, washed ashore on Lantan, where also to the clerics who venerate Helm.
bonus when using the following profi-

20
Other Notes task on up to two other people per
day.
Specialty priests of Helm are called • Specialty priests of Ilmater cannot
Watchers, or Godseyes (the last is deri- turn or command undead.
sive, and usually used behind their
backs). Their ceremonial gear is full plate Other Notes
mail, with an open-faced helm (a visor re- Both types of priests of Ilmater, clerics
duces vision) topped with a plume. In the Ilmater (The Crying God) and specialty priests, are called simply
magical regions of the South, the armor is clerics. Their dress is a solid gray tunic,
made of gold, but in the North it is usually Lesser Power of Twin Paradises, LG tabard, and trousers, with a gray skull-
steel or iron, occasionally inlaid with pat- Portfolio: Endurance, suffering cap. The symbol of Ilmater is worn as a
terns of other metals. In areas where Requirements: Constitution 14 pin over the heart. Higher levels in the
heavily-armored clerics are frowned on, Wisdom 12 church hierarchy have red skullcaps.
the armor is reduced to a set of heavy Weapons Allowed: Bludgeoning weapons Some of the older members of the faith
shoulder plates, but the helm remains in and the scourge have a gray teardrop tattooed to one side
any case. Armor Allowed: None of the eye.
Because of the useful nature of the cer- Major Spheres: All, Charm, Creation, Churches of Ilmater are usually located
emonial gear of the priests of Helm, it is Guardian, Healing, Necromantic, Pro- in areas which guarantee the persecution
worn in the field as well, unless it is so tection of its members, such as Mulmaster and
valuable that the priest fears it will attract Minor Spheres: Combat, Elemental, Zhentil Keep.
thieves, in which case a more utilitarian Summoning, Sun, Weather Relationships between the branches of
version of the same armor is worn. In ei- Magical Items Allowed: Same as clerics the church hierarchy are very good. Rela-
ther case, the armor is dominated by the tions with the rest of the world are a little
symbol of the eye on the chest, often Granted Powers
worse. A common figure in the traveling
shown as a sun or as the topmost level of a • All specialty priests of Ilmater gain a shows is “Ill-Mater,” a slapstick clown in
stepped pyramid. +4 bonus to saving throws that in- gray that is continually being struck,
Prior to the Time of Troubles, Helm volve endurance or resisting pain and pummeled and knocked over for the
was a well-respected faith in most areas of suffering. They gain a +2 bonus on all amusement of the audience. The sage Ze-
the North. Its large temple complexes ability checks involving Constitution boaster of Ordulin has referred to Ilmater
were usually situated near dangerous and in such situations (such as swimming as “the Stupid God.” (Zeboaster the Blunt
evil areas (such as Darkhold in the west- and drowning). also referred to the rulers of Thay as the
ern Storm Horn Mountains) and were re- • All specialty priests of Ilmater gain the “Dumb Wizard’s of Thay” after their most
garded as a first line of defense against evil endurance proficiency as one of their recent failure to capture Rashamen—the
men and creatures. initial nonweapon proficiencies. This sage is currently missing.)
With the Time of Troubles and the com- is in addition to all other initial non- There is also a neutral cult of Ilmater
ing of the Avatars, this changed. Helm weapon proficiencies. which believes in passing the suffering
was the guardian who kept the gods con- • A specialty priest of Ilmater can sur- around to others, especially nonbelievers.
fined on Toril, where they inflicted great vive without food and water for a They are noted for self-flagellation, kid-
damage and loss of life before they were number of weeks equal to his level. He nappings, and inciting riots. The orga-
returned to their home planes. As a result, will be reduced in fighting ability by –1 nized church of Ilmater disavows all the
most of the civilized nations of the North to hit and damage for every three actions of this cult, and claims that their
have little love for Helm or his servants, weeks without food or water, but will god is not granting these cultists their
and direct worship of the god has de- not perish. The priest will be wracked powers or spells. But the organized
creased while persecution of his followers by hunger pangs, but that’s to be ex- church also realizes that this is just one
increased. Such a reaction to a lawful god pected in this faith. more suffering that they must endure in
is surprising, but there are several areas of • At 12th level and higher, a specialty the service of their god.
dead magic or wild magic in the Realms priest of Ilmater suffering under ex-
that are called “The Legacy of Helm.” treme punishment, torture, or suffer-
The worship of Helm is unaffected in ing, may be possessed by a beneficial
the South, and if anything has grown in servant of Ilmater. This is at the re-
the months since the Time of Trouble. quest of the character. During the pos-
This may be because other gods created session, the servant takes all the pain
greater havoc in the South. inflicted, but no physical damage.
The servant cannot move the body
and remains only until the suffering
has passed. A dispel magic spell will
drive out the servant.
• A specialty priest of Ilmater can re-
move fear from others and negate the
effect of baneful emotion-based spells Uttebyn, an elder rune
which cause pain, suffering, or hope- for religious site
lessness. The priest can perform this or object

21
such as vampires know about Lathan- ganized priesthood is specialty priests, the
der priests and will either avoid direct remainder being clerics. A larger number
conflict or act to remove their threat of the adventuring priests who are in serv-
as quickly as possible. ice of the Morninglord are specialty
• At 3rd level, the specialty priest of La- priests. Each priest, regardless of rank or
thander may cast faerie fire once per experience level, is considered the master
day. of the temple, shrine, or parish he is re-
Lathander (Morninglord) • Specialty priests of Lathander gain a sponsible for.
+2 base bonus when using the follow- Priests of Lathander dress in bright,
Greater Power of Elysium, NG ing proficiencies: appraising, artistic long-sleeved robes of yellow, red, and
Portfolio: Spring, dawn, birth, renewal ability, juggling, musical instrument, pink. Those priests with their own temples
Requirements: Charisma 12 and pottery. A specialty priest does have their robes trimmed with ornately-
Wisdom 14 not gain these proficiencies automati- crafted gold ribbons. A sunburst head-
Weapons Allowed: All non-edged bludg- cally, but does gain the +2 bonus piece, worn toward the back of the head to
eoning weapons when using them. Additional non- appear as a rising sun or radiant sun-
Armor Allowed: Plate mail and shield weapon proficiency slots devoted to peacock, completes the ceremonial garb.
Major Spheres: All, Astral, Charm, Crea- these proficiencies increases the profi- Adventuring clerics usually wear more
tion, Elemental, Healing, Plant, Sun, ciency score normally. utilitarian garb, but prefer reds and yel-
Weather lows, to the point of tinting their armor
Minor Spheres: Combat, Divination, Other Notes those shades.
Guardian Specialty priests of Lathander call As may be surmised, most ceremonies
Magical Items: Same as clerics themselves the Morninglords, and there of Lathander are held at dawn. Actions
Granted Powers are rumors of a secret society with that taken and contracts agreed to at dawn are
name consisting entirely of specialty considered “blessed” by the god. Funerals
• Specialty priests of Lathander turn priests of this god. The clerics of Lathan- are held at dusk, followed by a wake that
undead at four levels higher than their der call both themselves and their spe- lasts until dawn.
listed level, if that undead is affected cialty brethren the Dawn Priests, ignoring
by direct sunlight. Intelligent undead any difference. Only about 30% of the or-

22
Other Notes trouble and Leira emerged from the Trou-
bles more powerful than before. How-
The church of Lleira has large numbers
ever, given the fact that most official
of clerics, specialty priests, and illusion-
statements are lies, most people believe
ists in its organization. Exact numbers are
her dead. But since the church knows that
unknown because members of the faith
most people believe the statements are
cheerfully lie about its tenets, organiza-
lies, Leira could stage her own death, re-
tion, numbers, and powers. Relations be-
Leira (Lady of the Mists) tween the various followers in the
port the truth, and have everyone believe
her dead. As usual, the gods aren’t talking
hierarchy are good, mainly because no
Demipower of Limbo, CN about this.
one knows fully what is going on.
Portfolio: Deception, illusion Making matters worse is the fact that
Requirements: Wisdom 14 all of the church hierarchy dress in the
Intelligence 12 same manner—long, cowled robes with a
Dexterity 11
smooth, silvered globe worn as a mask.
Weapons Allowed: All bludgeoning The mask is similar to those worn by the
weapons Lords of Waterdeep, but nonmagical. The
Armor Allowed: Any. Armor of any
mask runs down to the chin, but bulges
type, however, negates all spell-casting out so the priest can still breathe and
ability, including clerical spells and speak normally. The mask is made of sil- Lliira (Our Lady of Joy)
those special spells granted by the god. vered glass so the wearer can see nor- Demipower of Arvandor, CG
Major Spheres: All, Astral, Charm, Crea- mally, though everything looks rather Portfolio: Joy, happiness, dance, festivals
tion, Divination, Healing, Protection, dim. Requirements: Charisma 13
Summoning, Weather The silvered mask will reflect gaze at- Wisdom 13
Minor Spheres: Combat, Elemental, tacks from creatures whose attacks can be Weapons Allowed: Lasso, Net, Bludgeon-
Guardian, Necromantic reflected by mirrors, though the priest can ing weapons in extreme circumstances
Magical Items Allowed: Same as clerics, still see the creature and be affected; the Armor Allowed: Any
plus all items involving illusions and priest gains a +3 bonus on saving throws Major Spheres: All, Animal, Charm, Cre-
deceptions usually restricted to wiz- vs. gaze weapons. Vampires, who hate ation, Elemental, Healing, Necroman-
ards, including scrolls with illusion/ mirrors, seek to slay Leiran priests when- tic, Protection, Sun, Weather
phantasm spells. ever possible. Minor Spheres: Divination, Plant, Sum-
The color of the orb depends on a num- moning
Granted Powers ber of factors, including the time of day
Granted Powers
(red is used for morning, blue for after-
• Specialty priests of Leira may use cer- noon, rust for dusk, and gray for night). • Specialty priests of Lliira may turn un-
tain types of wizard spells from scrolls Leiran priests are called whatever they dead, just as may clerics who venerate
without using a read magic spell to choose to be called, and official titles vary this goddess,
comprehend them. Spells which are from day to day and from person to per- • Specialty priests of Lliira automati-
purely illusion/phantasm spells may son. Pompous titles are often followed by cally have the dancing proficiency.
be used in this fashion. Any spell misleading ones (this week’s high pontiff This is in addition to their normal
which uses illusion/phantasm magic is next week’s acolyte). nonweapon proficiency slots. The
in conjunction with other magic Given their tendencies to prevaricate, dancing proficiency may be increased
schools cannot be used. If a scroll con- priests and devoted followers of Lleira are in the normal fashion.
tains illusion/phantasm spells with at best tolerated, but usually mistrusted. • Specialty priests of Lliira may utter a
those of other schools, then only the However, Lord Khelben of Waterdeep is soothing word once per day. The
illusion/phantasm spells may be used. said to hire Lleirans exclusively to staff soothing word has two functions.
• At 5th level, a specialty priest of Leira the Waterdhavian Bureau of Adventurer First it may remove fear or other
can cast a misdirection spell (2nd level Information. harmful emotion-affecting magic
wizard spell) once per day. The priest A sure sign that a Lleiran priest trusts from all within 20 feet of the priest.
may cast another misdirection for you is not that he does not lie, but that his The priest has a 50% chance per indi-
every additional five levels. lies are obvious lies, huge tales without a vidual affected to remove the magic,
• At 13th level, a specialty priest of shred of plausibility. plus 2% per level. Second, the sooth-
Leira can cast a mislead spell once per During the Time of Troubles, it was ing word may add +2 to initial reac-
day. widely reported that Leira had been de- tions with others. The use of the
• One spell is completely forbidden to stroyed and that no Avatar had replaced soothing word is obvious and visible,
both clerics and specialty priests of her in the pantheon. However, Leiran spe- so if the individuals it is being used on
Lleira— true seeing or devices that use cialty priests are still receiving their spells are suspicious of magic or are para-
true seeing. Any priest of Lleira who and powers, which indicates this may be a noid, it may be interpreted as an at-
uses this spell goes irrevocably insane. lie or that an avatar has come forward, or tack.
There is no penalty for casting the re- that another deity has picked up the port- • Specialty priests of Lliira gain a +2 to
verse of this spell, false detection. folio of the Lady of the Mists. Official hit when engaged in wrestling or other
statements by the church say there is no nonlethal forms of combat.

23
• All of the above abilities for priests of Major Spheres: All, Charm, Combat, Ele- monies. However, the ceremonial garb is
Lliira are revoked if the priest uses a mental, Healing, Necromantic, Sun light-weight, designed for fashion rather
weapon (other than net and lasso) Minor Spheres: Animal, Divination, than protection. The AC of ceremonial
which inflicts damage on another. Guardian, Summoning, Weather scale mail is 6 instead of 4.
This penalty exists until the Lliiran Magical Items Allowed: Same as cleric Loviatar maintains a small but tightly
priest spends a full day engaged in organized clergy composed primarily of
Granted Powers
meditation and absolution, followed clerics. Her specialty priests, called pains,
by a big party all night. • Specialty priests of Loviatar cannot operate as a separate arm of the faith,
turn or command undead. moving from place to place and ensuring
Other Notes • Specialty priests of Loviatar may inflict that the goddess’s will is carried out. The
Ceremonial vestments of Lliira consist a pain touch on their opponents. The clerics hold the pains in great regard, since
of a skin-tight outfit divided into orange, recipient is allowed a saving throw vs. they are often the tools of Loviatar’s pun-
yellow, and red sections. One leg may be spells. If this throw succeeds, he suffers ishment. If an organized temple or shrine
yellow, the other red, one sleeve orange, no effect. If the target fails the saving of Loviatar is present in a city, clerics
the other yellow, the front orange, the throw, he is wracked by pain, suffering make up the bulk of the organization, but
back yellow. A sleeveless robe is worn –4 penalties to attack rolls and –2 to all 1-3 pains will also be available.
over the entire affair in patches of yellow, Dexterity checks for as many rounds as As stated above, the priests of Loviatar
red, and orange. Plunging necklines are the priest’s level. The priest may attack have a hatred for any other being who
common among both priests and priest- one individual of size H or smaller each grants its specialty priests the ability to re-
esses, and the hair is worn long. day for every three levels of experience sist Loviatar’s pain-inflicting abilities. In
In the field, when possible, the off-center (one person at levels 1-3, two at levels particular, priests of Ilmater are actively
color scheme is followed in armor and 4-6, etc.). Certain special abilities of hunted and killed when possible. The root
clothing. When this is not possible, a cloak other specialty priests (Ilmater and of this hatred is simply that Ilmats are so
of red, yellow, and orange is preferred. Eldath, for example) negate the effect stupidly cheerful when they are hurt, and
Both specialty priests and clerics of of this ability. As a result, there is great pain seems to make them more fervent
Lliira are called Joybringers. They have hatred between the clergy of Loviatar about their deity.
no organized hierarchy or chain of com- and that of these gods.
mand. Relations between clerics and spe- • Individuals who have brought great
cialty priests are excellent and the visit of pain and suffering to others some-
an adventuring cleric to an established times receive a boon from the goddess
temple is cause for celebration (of course, in the form of a white wand. This
a sunny day is also cause for celebration, white wand is a magical item that may
as is a cloudy one, or a cloudy one with a only be used by the one it was given
nice sunset, etc.) to. If anyone else touches the wand it
Lliirans have a well-deserved reputa- dissolves like ice melting in the sun. Malar (The Beastlord)
tion as festival animals and more than one The wand absorbs hostile spell energy
Demipower of Tarterus, CE
adventuring company has found an sent against the holder, sucking up
Portfolio: Hunters, beasts, blood
empty till when it left the Lliiran priest in 1-10 levels of spells before being used
up and dissolving. A spell which is Requirements: Strength 13
charge.
partially absorbed is totally spoiled (a Wisdom 12
A nasty legend has surfaced out of the
Weapons Allowed: Same as clerics plus
Time of Troubles that Lliira hunted down 3rd level fireball cast against a priest
with a white wand that can absorb “the claws of Malar” (see below). No
and killed Leira, the Lady of the Mists,
only two more spell levels will still missile weapons.
since their names are similar. Lliirans
fail). Loviatar usually grants these Armor Allowed: Any
deny this, and Leirans deny it publicly
Major Spheres: All, Animal, Combat,
while admitting it privately. boons to priests (specialty priests and
Healing, Plant, Summoning, Sun,
clerics) who have caused extreme suf-
fering in her name. However, she has Weather
been know to grant such wands to in- Minor Spheres: Divination, Elemental,
Protection
dividuals outside her faith who have,
willingly or not, caused widespread Magical Items Allowed: Same as clerics
suffering. She prefers to grant them to Granted Powers
those who have unwillingly or un-
• Specialty priests of Malar cannot
knowingly done so, in particular good
Loviatar (Maiden of Pain) command or turn undead.
and lawful types who will be tor-
Demipower of Gehenna, LE • Specialty priests of Malar have the
mented just knowing that they have
Portfolio: Pain, hurt, torture hunting proficiency automatically
advanced her cause.
Requirements: Constitution 15 with a +2 bonus. Additional slots al-
Wisdom 15 Other Notes lotted to this proficiency increase it
Weapons Allowed: All bludgeoning normally.
Priests and priestesses of Loviatar wear
weapons plus whip and scourge • Specialty priests of Malar may use the
a pleated armor that resembles scale mail,
Armor Allowed: Scale mail and shield both when adventuring and during cere- claws of Malar. These are acquired
(see below) through the church and are not nor-

2 4
Tempus Mystra Leira

Waukeen Gond Sylvanus


mally for sale on the open market. these bands terrorize civilized areas, and trousers are a bright motley, with bal-
They are claw-like devices similar to poaching for what they need. looned sleeves and cuffs. The entire en-
brass knuckles, but with sharp, jagged Priests of Malar will seek out and at- semble is covered by a gray cloak that can
edges along the top like lion’s claws. tempt to destroy druids, regardless of the be bundled shut, concealing the bright-
The claws weigh 1 lb each, are size S, faith that the druid professes. Because ness beneath. The cloak has a hood and
do type S damage, with a speed factor druids fight to maintain a balance, they the priests of Mask (standard or specialty)
of 2. They inflict 1d6 damage to S/M are the antithesis of the single-minded wear black cloth masks beneath.
targets and 1d4 to L or larger targets. Malarites. Druid organizations, including In areas where thieves are tolerated and
The priest of Malar can attack twice the Harpers, also try to seek out and de- worship of Mask is fairly open, these
per round, once with each hand, using stroy Malar strongholds. masks are of a sheer fabric, while in most
these weapons without disadvantage. of the North they are a thick wool to hide
The priest must allocate a weapon identities. There is a saying that, “the de-
proficiency for these weapons in order gree of law in a town can be seen on the
to use them. Other individuals can try face of a cleric of Mask.”
to use the claws, but a nonbeliever or The priesthood of Mask is independent
nonpriest of Malar will suffer the in each major city or region, to prevent
wrath of the church if he does so. the frequent actions against one thieves’
(Said wrath translates to the priests guild or temple from spilling over and af-
hunting down and slaying the individ- Mask (Lord of Shadows) fecting others. The hierarchy makes use
ual as a warning to others.) of clerics, specialty priests, and thieves in
Lesser Power of Hades, NE
• At 3rd level, priests of Malar can iden- about a 40/30/30 ratio.
Portfolio: Thieves, intrigue
tify plants, animals, and pure water In areas with a single strong thieves’
with 98% accuracy. Requirements: Wisdom 14 guild, the temple or shrine to Mask is usu-
Dexterity 14 ally connected to the guild hall via under-
• At 7th level, priests of Malar are im-
Weapons Allowed: Same as clerics plus
mune to the effects of charm spells ground tunnels. In large cities with
knife
cast by woodland creatures, in a fash- competing guilds, the temple is in an un-
ion similar to druids. Armor Allowed: Leather, padded leather, derground location and is recognized as
or studded leather, no shield neutral ground by all sides.
Other Notes Major Spheres: All, Astral, Charm, Com-
Specialty priests of Mask are called de-
The “church” of Malar has no real orga- bat, Divination, Guardian, Healing,
marchs if male, demarchesses if female.
nization. Rather it is built around the con- Protection, Sun
cept of the hunt. The most powerful Minor Spheres: Elemental, Necromantic,
individual in the group is the huntmaster Summoning, Weather
and he rules the followers. It is the hunt- Magical Items Allowed: Same as clerics
master who decides the time of the cer- plus devices that can be used only by
emonial hunts, the type of prey, and the thieves
location of the ceremonial hunt. The Granted Powers
huntmaster may be a cleric, specialty
priest, or even a fighter, wizard, or rogue. • Specialty priests of Mask have some Mielikki (Lady of the Forest)
The huntmaster may be challenged at any thieving abilities. They have the Lesser Power of Prime Material plane,
time by others. He may resign to the chal- thieving skill base scores as set out on NG
lenger or (more likely) battle to the death. page 39 of the Player’s Handbook Portfolio: Forests, rangers, dryads
Specialty priests of Malar are normally with 20 discretionary points to dis- Requirements: Strength 13
dressed in woodland gear, usually red and tribute among them. Each time a spe- Dexterity 13
brown in color. The headpiece is always cialty priest of Mask gains an Constitution 14
that of a great bear, cat, wolf, or other pred- experience level, another 20 points Wisdom 14
ator, preferably one that the priest slew can be added. Priests of Mask do not Mielikki’s specialty clerics are rangers,
himself with either his bare hands or his gain other thief abilities, such as the as described on page 28 of the Player’s
claws. backstabbing bonus or scroll use. Handbook. Most rangers venerate
The weapon known as the claws of Ma- • Specialty priests of Mask understand Mielikki as their deity and she grants the
lar is considered the sole property of the and can use thieves’ cant. bulk of their spells when they attain suffi-
followers of Malar. Nonbelievers use the • Specialty priests of Mask cannot turn cient level. As a result the ranger player
claws at their own risk, as the followers of or command undead. character class and the priests of Mielikki
Malar will target that individual as the Other Notes tend to work closely together.
subject for their next hunt. The organized church hierarchy of
Malar is not a popular god with many The adventuring cleric of Mask dresses Mielikki is almost exclusively clerics, with
devoted followers. Like Umberlee, he is like any other armored cleric. The spe- rangers in direct service to the church re-
invoked usually to prevent his interces- cialty priest of Mask usually dresses as a garded as an adventuring arm or a tool to
sion (usually heralded by wild beasts) as thief (that is, like almost anyone who be used against marauders and followers
opposed to beseeching it. There do exist might be met on the street). Ceremonial of Malar. While Mielikki has no druids
groups devoted to following him and garb is much more impressive. The tunic within her faith, relations between her

2 6
churchmen and druids are good.
Ceremonial dress of the followers of priest may not affect creatures of a
Mielikki is a simple tabard and trousers higher Wisdom than himself or crea-
with a short cape. The shirt is usually tures with more hit dice than his own
short-sleeved, but long-sleeved in winter. experience level.
The symbol of Meilikki is worn over the • At 10th level, the specialty priest of
heart. Milil can create a song of suggestion
The colors of the ceremonial garb vary that functions as the wizard spell of
with the seasons, each season having a the same name, once per day.
Mystra (Midnight,
base color and an accent. Winter is white The Lady of Mysteries)
with green accents, spring green with yel- Other Notes
Greater Power of Nirvana, NG
low accents, summer yellow with red About half of the total clerical popula- Portfolio: Magic
accents, and fall red with white accents. tion of the church of Milil is clerics, the re- Requirements: Wisdom 12
Adventuring priests of Mielikki and mainder being specialty priests and a few Intelligence 14
rangers in direct service of the goddess bards in the service of the god. In general, Weapons Allowed: All bludgeoning
dress like clerics in times of war, but try to the priests in the larger cities, with more weapons
keep their colors constant with the time of organized churches beneath them, are Armor: Any
year. standard clerics, while the churches in Major Spheres: All, Astral, Charm, Com-
Mielikki, like Eldath, makes her home more remote areas are commanded by bat, Creation, Divination, Elemental,
on the Prime Material plane, and so was specialty priests. Relations between the Guardian, Healing, Necromantic, Pro-
unharmed by the Time of Troubles, clerics and the specialty priests are good, tection, Summoning
though the presence of so many other though the more conservative clerics are a Minor Spheres: Animal, Plant, Sun,
gods in the Realms gave her followers bit concerned about recurring incidents of Weather
great difficulties. specialty priests using their enthralling Magical Items Allowed: Same as clerics
and suggestion powers to enhance their plus all items normally usable by wiz-
own status, and the specialty priests’ con- ards, except scrolls
tinual support of bards and other ne’er-
do-wells. Granted Powers
A quick way to determine whether a lo- • Specialty priests of Mystra have a +2
cal temple of Milil is run by a cleric or a bonus to their saving throws against
specialty priest is to listen to its music. All any sort of magic.
temples of Milil have very good choirs, • Specialty priests of Mystra function
songmasters, organists, and/or musi- normally in both magic-dead and wild
Milil (Lord of All Songs) cians, but the type of music varies. Clerics magic areas.
tend to play traditional songs and hymns • Once per day, specialty priests of
Demipower of the Beastlands, NG while the specialty priests prefer newer Mystra can detect magic (as the spell
Portfolio: Poetry, song works, some of which may be disconcert- of the same name).
Requirements: Wisdom 14 ing to the parishioners. • Specialty priests of Mystra have the
Intelligence 13 Milil is an organized faith, with all spellcraft proficiency initially. This is
Charisma 14 churches in the North paying heed (or at in addition to their normal profi-
Weapons Allowed: Same as clerics least lip service) to the Patriarch of Song ciency slots. They get no bonus to
Armor Allowed: Any in Waterdeep. The influence of the patri- their proficiency level, but can in-
Major Spheres: All, Astral, Charm, Crea- arch diminishes with distance, such that crease it by using additional profi-
tion, Divination, Guardian, Healing, those congregations in Sembia tend to ciency slots as usual.
Necromantic, Protection, Summoning pay attention only to the most urgent • Specialty priests of Mystra can turn
Minor Spheres: Elemental, Sun, Weather messages. undead, as can clerics.
Magical Items Allowed: Same as clerics The ceremonial robes of the priests of
Granted Powers Milil are rich, usually crimson with gold Other Notes
thread depicting dragons, warriors, and
• Specialty priests of Milil may turn un- bards across its folds. They wear their Mystra differs from Azuth in that
dead, as do clerics. hair either cropped close (preferred by Azuth is the god of spellcasters while
• Specialty priests of Milil may immedi- clerics) or held in place by a golden net
ately receive either singing or musical Mystra is the goddess of the spells them-
(preferred by specialty priests). selves, the magical energy that makes all
instrument nonweapon proficiency. When adventuring, both clerics and
Choosing one does not occupy an ini- spell casting possible. Mystran advisors
specialty priests prefer the security of full are common in Azuthian churches, and
tial proficiency slot. Choosing both plate armor and a strong mace. Song has
requires one proficiency slot. vice versa.
its place, but in a world full of orcs, drag- Collectively, the priests of Mystra are
• At 1st level, the specialty priest of Mi- ons, and critics, it is best to be prepared
lil may enthrall an audience (as the known as Servants of Mystery. Higher
for anything. level priests, both those with title and
spell of the same name) with song.
This ability may be used once per day, lands and those legendary adventuring
priests, are called Lords (and Ladies) of
with the same limitations as the spell,
but with the following exception: the Mystery.

2 7
Cyric Talos Malar

Mask Talona Loviatar


The hierarchy of the Mystran faith is Weapons Allowed: All bludgeoning an ultimate head. To date, there has been
wide and varied, separating into orders weapons cooperation between the regional
concentrating on one form of magical en- Armor Allowed: Banded armor, no shield churches, but a growing rift between
ergy or another. Mages, clerics, specialty Major Spheres: All, Astral, Combat, those in Sembia and those in Cormyr is
priests, and bards can all be found in its Charm, Divination, Elemental, Heal- developing.
ranks without regard to experience level ing, Protection, Summoning All priests of Oghma have the same cer-
or origin. The general rule of the Mystran Minor Spheres: Guardian, Necromantic, emonial dress—white shirt and trousers
faith is that talent and ability for the job Sun with a vest of black and gold brocaid. The
outweighs social rank or legendary feats. Magical Items Allowed: Same as clerics shirt sleeves are wide, but tied at the
Relations between the various orders wrists. A small box-like hat is worn in cer-
and subgroups of the faith are very good. Granted Powers emonies. The Church of Oghma (in Sem-
The ceremonial gear of the priests of bia) wears a thin, black, harlequin’s mask
Mystra are simple blue robes accented by • Specialty priests of Oghma may use in addition.
a cloak of deep blue in the colder climates. any of the standard “clerical” weap- In the field, Oghman priests have a re-
Some form of headgear is required, ons, but are most comfortable wres- laxed code for clothing, wearing what
though this may range from a simple blue tling, a type of combat which their they choose and usually choosing as
skullcap for the scholarly orders of the deity is excellent at. Specialty priests much armor as possible. The Church of
north to wide, ornate, blue hats and of Oghma suffer no penalty for wear- Oghma (in Sembia) retains the mask, but
helms in the southern lands. ing armor when wrestling and gain a only within the borders of Sembia.
In the field, all priests of Mystra wear +2 bonus to hit when wrestling.
armor, and bear the new symbol of Mys- Damage is as described on page 97 of
tra on their shields as a display of their the Player’s Handbook.
faith. They will let established symbols of • At 3rd level, the specialty priest of
the old Mystran faith stand, but when cre- Oghma can cast an identify spell (as
ating new symbols, always use the new si- the wizard spell) once per day. The
gil of their goddess. priest must be in a temple, shrine, or
Prior to the Time of Troubles, the cler- other area sanctified to Oghma, or Selune (Our Lady of Silver)
ics of Mystra wore veils and masks to within the radius of a protection from
draw attention to the mysterious nature evil spell. Lesser Power of Gladsheim, CG
of magic. Since the Time of Troubles, the • At 10th level, the specialty priest of Portfolio: Moon, stars, navigation
priests now go unmasked and barefaced Oghma may cast a legend lore spell (as Requirements: Wisdom 14
to show that their goddess has changed. the 6th level wizard spell) once per Constitution 12
During the Time of Troubles, the god- week. The priest must be in a temple, Weapons Allowed: All bludgeoning weap-
dess Mystra was destroyed and her es- shrine, or other area sanctified to ons, with the preferred weapon being a
sence merged with that of the land itself. Oghma. smooth-headed mace called the moon’s
A new goddess, arising from the human • Specialty priests of Oghma may turn hand. The moon’s hand has identical
form of the magician Midnight, took her undead as do normal priests. They are stats to a standard mace, but if wielded
name and place in the pantheon. Unlike treated as priests with four additional by a specialty priest of Selune, strikes
the similar succession of Cyric into the experience levels when attempting to with a +1 to hit and damage.
place of Bhaal, Bane, and Myrkul, the re- turn creatures that are native to the Armor Allowed: Any
placement of Mystra with Midnight oc- Outer Planes. Major Spheres: All, Animal, Astral,
curred smoothly and without argument Combat, Divination, Guardian, Heal-
from the faithful followers. Midnight is Other Notes ing, Necromantic, Summoning, Sun,
revered within the church as the human Weather
avatar of Mystra and is said to be the cho- Priests and priestesses of Oghma are Minor Spheres: Charm, Elemental, Plant
sen form of the goddess when she walks called loremasters and include clerics, Magical Items Allowed: Same as clerics
the Realms, seeking to rebalance the wild specialty priests, and a smattering of
and magic-dead areas of the land. bards and wizards. The entire church hi- Granted Powers
erarchy is devoted to the spirit of one
man, the Grand Patriarch of Oghma, • Specialty priests of Selune may turn
who until the Time of Troubles made his undead, as can their clerical counter-
home in Procampur. parts.
During the Time of Troubles the grand • Specialty priests of Selune are gifted
patriarch disappeared without a trace. with infravision (30-foot range).
Some claim that the patriarch died in the • Specialty priests of Selune have the
Oghma (The Binder) confusion of the Avatars while others say navigation proficiency at start. This
that it is the god Oghma who died and the does not occupy an initial proficiency
Greater Power of Concordant grand patriarch replaced him. Answers slot and can be increased in the nor-
Opposition, N from the gods have been conflicting and mal fashion.
Portfolio: Knowledge, bards confusing. Until the grand patriarch’s fate • Specialty priests are not immune to ly-
Requirements: Wisdom 14 is known, the church is running without canthropy. If infected by a lycan-
Intelligence 12 thrope, however, and that

2 9
lycanthrope’s alignment is the same as Major Spheres: All, Astral, Charm, Com- beings, and many venerate (without actu-
the infected priest’s (or the priest bat, Divination (reverses only, those ally worshiping) her when doing business
changes alignment to match the lycan- which hide or conceal knowledge), in the dark.
thrope, with all attendant penalties), Guardian, Necromantic, Protection,
then the specialty priest can control Sun
the transformations at will, as a natu- Minor Spheres: Creation, Elemental,
ral (rather than infected) lycanthrope. Healing
Magical Items Allowed: Same as clerics
Other Notes Granted Powers
As befits her changeable and chaotic • Specialty priests of Shar may com-
nature, the hierarchy and even ceremo- mand the undead as clerics. Silvanus (Oak Father)
nial costume of the Selunites vary from • At 1st level, specialty priests of Shar
place to place. They run from simple her- may cast one darkness spell per day. Greater Power of Concordant
mitages and plain brown robes to opulent For each two additional levels (3rd, Opposition, N
temples and rich pageantry. The finest can 5th, 7th, etc..) the priest gains the abil- Portfolio: Nature, druids
be found at the House of the Moon in ity to cast another darkness spell that Requirements: Wisdom 12
Waterdeep, where the high priestess Na- day. Charisma 15
neatha Suaril presides in a wide-bottomed • At 5th level, specialty priests of Shar
skirt hooped with whalebone and set with may cast one continual darkness spell The specialty clerics of Silvanus are
pearls, with a large fan-like collar rising at per day. For each five additional druids, with all the abilities noted on page
the back of the neck, again stiffened with levels, the priest gains the ability to 35 of the Player’s Handbook.
whalebone and set with precious stones. cast another continual darkness spell. The ceremonial dress for both clerics
A great deal of moon-related activity oc- • At 7th level, specialty priests of Shar and druids of Silvanus is a suit of armor
curs in and around Waterdeep, and most may cast a forget spell (as the wizard made of overlapping leaves. For clerics the
of this is attributed to the temple to Our spell of the same name) once per day. leaves are made of metal plates and the suit
Lady of Silver. • In darkness (even that of their own functions as a set of scale mail. For druids
Most Selunites, however, tend toward creation), specialty priests of Shar the leaves are made of green-tinted leather
smaller shrines and individual worship, have a +1 bonus to hit, damage, and and the suit functions as leather armor. Ei-
since “Anywhere the full moon shines is on saving throws. This is not cumula- ther set is worn with green breeches and
the place for Selune.” The goddess is re- tive with other darkness modifiers, shirt. The outfit is topped with a large helm
puted to be free with her gifts and boons but replaces them. with oak leaf-shaped wings.
to mortals, mostly through a group of • In the light of a full moon, specialty In urban areas, where the clerics out-
shining female servitors known as priests of Shar have a –1 penalty to hit, number the druids, the standard dress has
Shards. damage, and on saving throws. been simplified to a green-copper pin
Reflecting the chaotic and scattered na- worn on the breast when not involved
Other Notes
ture of the church of Selune, its hierarchy with the High Ceremonies.
is a hodgepodge of clerics, specialty The specialty priests of Shar are called When adventuring, druids and clerics
priests, informed or blessed lay individ- nightbringers. They exist outside the of Silvanus may wear their ceremonial ar-
uals, and a smattering of good-aligned ly- standard church hierarchy. Shar has no mor or switch to something less flamboy-
canthropes (natural and infected). All main temple, but instead has a scattering ant, depending on their mission.
cooperate in relative (if rollicking) peace of cells and secretive places throughout There are many druids who worship
under the moon symbol. the Realms. The nightbringers of Shar different gods in the Realms—Chauntea,
Selune’s activities in the Time of Trou- serve as contacts, messengers, and enforc- Eldath, Silvanus, and Mielikki. All these
bles are as yet undocumented. ers of the Dark Lady’s will. groups maintain their own hierarchy of
Ceremonial dress is long-sleeved robes great druids, grand druids, and arch-
of deep purple, parted in front to reveal druids. Their inter-faith relations are
black tights. A black skullcap covers the fairly cordial, and each will defer to the
entire head, except for women with jet- others in their areas of expertise (Chaun-
black hair; this is left long as a symbol of tea for clerics and crops, Eldath for pacif-
the Dark Lady’s pleasure. ics and pools, Mielikki for forests and
One of the reasons for the small num- rangers, and Silvanus for nature in gen-
bers of Shar’s followers is the hatred held eral and druids). Conflicts between the
Shar (Mistress of the Night) for Selune and her worshippers. Several faiths are settled through negotiation, or,
local jihads led by Shar fanatics against failing that, ritual or personal combat.
Greater Power of Hades, NE more powerful forces (usually Selunites
Portfolio: Dark, night, loss backed up with the aid of several other
Requirements: Strength 14 faiths and/or clerics of good alignment)
Wisdom 12 have served to keep their numbers down.
Weapons Allowed: All bludgeoning However, Shar is a popular human god-
weapons dess among goblins and other light-hating
Armor Allowed: Chain and shield

3 0
vite the wrath of Henali Celanil, the Granted Powers
goddess of elven beauty.
• Specialty priests of Talona cannot
Other Notes turn undead.
Sunites are called priests regardless of • Specialty priests of Talona gain a +4
their status as specialty priests or clerics. bonus to all saving throws vs. poison.
Their leader is a high priest or priestess, They gain a normal saving throw
regardless of level. Organization is loose against potions that would normally
Sune (Firehair) and informal, so a high priestess can eas- not allow a saving throw.
ily abdicate her position for adventuring • At 3rd level, specialty priests of Ta-
Greater Power of Arvandor, CG (or a good party) without creating much lona can identify pure poisons by
Portfolio: Beauty, love, passion scandal in clerical circles. smell. At 5th level they can identify
Requirements: Wisdom 12 The standard ceremonial and official poisons in drinks by taking a tiny sip
Charisma 16 (which has no effect on them). At 7th
garb of Sune priests are monastic robes
Weapons Allowed: All bludgeoning for men, habits for women, both cut to level they may identify poisons in
weapons and darts food by taking a tiny bite (again, this
show off the figure and dyed a deep crim-
Armor Allowed: Any is too small to effect the priest).
son. Men wear a crimson bandanna while
Major Spheres: All, Astral, Charm, Crea- • At 10th level, the specialty priest can
women wear a red wimple with a v-
tion, Divination, Guardian, Healing, cast cause disease once per day on
shaped forehead piece. Hair is normally
Protection, Sun touch. The debilitating form of the
worn long, and while red hair is consid-
Minor Spheres: Combat, Elemental, Nec- disease is called the “green rot” and is
ered touched by the goddess, all shades of
romantic, Summoning typified by a luminous, greenish de-
hair and skin are welcome, provided they
Magical Items Allowed: Same as clerics cay on exposed skin. The fatal form of
are unmarred and lovely.
Granted Powers When fighting or adventuring, clerics the disease is the “scaly death” in
of Sune prefer as much protection (magi- which the bones weaken and the flesh
• Specialty priests of Sune may turn un- peels back until the major systems of
cal and otherwise) as they can afford—
dead as clerics. the body fail.
not that they are cowards, but they want
• Specialty priests of Sune may attempt • If a specialty priest of Talona has Cha-
desperately to avoid scars or even magical
to charm (as the wizard spell) individ- risma of 12 or greater, other priests
healing.
uals of the same race and opposite sex. will insist on the use of tattoos or self-
Other faiths tend to regard Sunites as
The priest may attempt this charm mutilation to lower that Charisma to
flighty and vain, but basically harmless.
once per day, but it if fails (the victim less than 12. This may not be volun-
The Sunites have an intense rivalry with
is allowed a saving throw vs. spells) he tary on the priest’s part, so good-
the followers of the Elven goddess Henali
cannot use it again until he has made looking Talonites have been warned.
Celanil. The only other conflict currently
proper offerings and meditations at an
stirring the church is which is more beau- Other Notes
established shrine or temple. The vic-
tiful, the graceful arches of the House of
tim is penalized one point on his save Ceremonial dress of both specialty
Firehair in Daerlun or the proud towers of
for every point of Charisma the priest priests and clerics of Talona are raggedy
the Temple of Beauty in Waterdeep.
has above 16 (–1 at 17, –2 at 18). gray and green robes. Among the higher
• Those priests who have earned a great levels (or older members) of the church,
boon from Sune (by completing some facial tattoos and scars are common. In
great task in her name) may be gifted the field, priests of Talona prefer to wear
with a draught of Evergold, which as much armor as possible.
raises the Charisma of the individual Talona, like most chaotic evil gods, is
by 2d4 points for one day. Only more feared than worshiped, and propiti-
priests of Sune may benefit from this ated to avoid her attention, not to draw
draught—to all others it is poison. it. Those who actively worship her tend
Charisma may reach godly levels in Talona (Lady of Poison) to gather in secret in the catacombs be-
this fashion. Followers and henchmen Demipower of Tartarus, CE neath cities or in wilderness ruins.
gained at high Charisma will drift Portfolio: Disease, poison The clerics of Talona are referred to
away after the draught wears off, but Requirements: Wisdom 14 with the honorific “Most Debilitating Ho-
initial reactions and the effects of the Constitution 14 liness.” Specialty priests are called “Most
natural charm spell will remain. Weapons Allowed: All bludgeoning Fatal Horror.”
• Should a specialty priest of Sune drop weapons plus a ceremonial dagger Only the specialty priests of Talona
below 16 Charisma, then he is cast out with poison-grooves and the symbol carry the poison daggers of the faith.
of the faith until he recovers from the of Talona on the handle. They have no compunction against using
loss. This does not apply to clerics, Armor Allowed: Any them in combat. A nonbeliever caught
though the prejudice within the Major Spheres: Astral, Combat, Divina- with such an item will attract the atten-
church hierarchy against those who tion, Guardian, Healing, Necroman- tion of Talonists as well as their wrath.
are marred is very strong. tic, Summoning Old texts of Talona refer to her as Kipu-
• Elves and half-elves may become spe- tytto. This may be an earlier name for the
Minor Spheres: All, Charm, Protection
cialty priests of Sune, though these in- Magical Items Allowed: Same as clerics same goddess, or reflect the fact that Ta-

31
lona killed and replaced Kiputytto in the priest, who is called a stormlord. Such must either attack the closest living
godhead. Such an idea would have been groups are small, because if they succeed target in the area (even a friend) or
scoffed at only a few years ago by noted as an organization, their end result is to suffer five points of damage for each
sages, but following the coming of the Av- destroy the territory they are in. of the remaining rounds. This is a con-
atars, this argument has gained weight The ceremonial garb of the stormlords scious choice of the berserk character.
and importance. is black robes shot with jagged yellow • At initiation, the specialty priest of
streaks. The robes have jagged hems and Tempus chooses a particular weapon
rough, uneven sleeves. A black eyepatch as his chosen weapon. This is not a
is worn, even if the priest has good vision weapon type (such as “all flails”) but
in both eyes. Unlike the followers of the one specific weapon (such as “this flail
orc god Gruumsh, self-mutilation is not a that I’m holding right now”). This
requirement. chosen weapon may be of any type.
In the following of Talos, it is the clerics The specialty priest can fight with that
who are in the minority. They are usually weapon type normally, but when us-
Talos (The Destroyer) found only as adventurers and free opera- ing that particular weapon gains a +1
tives outside the scattering of church cells. bonus to hit and damage (this is in ad-
Greater Power of Pandemonium, CE In the months since the Time of Trou- dition to the any other benefits, in-
Portfolio: Storms, destruction bles, the clergy of Talos has declared that cluding the berserker rage). Should
Requirements: Strength 13 violent death is also in the portfolio of the chosen weapon be lost or de-
Wisdom 14 their god. It remains to be seen if the nas- stroyed, the specialty priest may re-
Weapons Allowed: All bludgeoning cent god Cyric responds to this challenge. consecrate a new weapon at a
weapons and javelins recognized temple of Tempus in a cere-
Armor Allowed: Any mony of meditation and fasting which
Major Spheres: All, Animal, Astral, takes a week.
Combat, Elemental, Healing, Necro- • While recognizing the need for bows,
mantic, Summoning, Sun, Weather slings, and even firearms and bom-
Minor Spheres: Creation, Divination, bards on the battlefield, the specialty
Protection followers of Tempus take a dim view
Magical Items Allowed: Same as clerics, of missile weapons. In a perfect
plus magical javelins
Tempus (Lord of Battles) world, no one would use such cow-
ardly items, but the world is imper-
Greater Power of Limbo, CN fect. Therefore, no missile weapon
Granted Powers
Portfolio: War can be taken as a chosen weapon un-
• Specialty priests of Talos may turn Requirements: Strength 14 less it can also be used as a melee
and command undead the same as Wisdom 12 weapon (like a spear).
clerics. Weapons Allowed: All bludgeoning • Specialty priests of Tempus have an
• At 7th level, the specialty priests of weapons, the spiked glove, plus one excellent feel for weapons. They can
Talos may cast a lightning bolt (Wiz other weapon of choice—any one discern the workmanship and poten-
7), once per day. They may not cast weapon chosen by the cleric tial magical ability of a weapon
the lightning bolt if they are wearing Armor Allowed: Any. If a two-handed merely by handling it. The specialty
any armor. They gain an additional weapon is taken as the chosen weapon, priest can determine the magical
lightning bolt for every three levels of no shield may be used. pluses (though not any other special
experience (another at 10th, a third at Major Spheres: Animal, Combat, Divina- or magical abilities) of any weapon
13th, etc.). tion, Elemental, Healing, Necroman- that he is proficient with (including his
• At 10th level, the priest may control tic, Protection, Weather weapon of choice).
weather once per day. The priest may Minor Spheres: All, Guardian, Summon- • All specialty priests of Tempus have
move the conditions to any worse ing, Sun the following nonweapon proficien-
condition under the same prevailing Magical Items Allowed: Same as clerics, cies at no cost: armorer, blind fight-
heading (as per the spell description plus magical versions of their individ-
ing, charioteering, and weapon-
and the chart on page 232 of the Play- ual “chosen weapons.” smithing.
er’s Handbook). Priests may never use • Specialty priests of Tempus, particu-
Granted Powers
their abilities to improve the weather larly those of high rank, wear a spiked
condition (as that would not be in the • Specialty priests of Tempus can incite gauntlet as a symbol of office. The
best interest of their god). a berserker rage in themselves and gauntlet costs 10 gp (though more
others. The rage lasts for 10 rounds. elaborate ones may be found in more
Other Notes During this time the recipients have a important churches). This gauntlet is
Talos’s name, like Talona’s, is invoked +2 bonus to attack, damage, and all size S, a piercing weapon, with speed
by individuals who wish to escape his at- saving throws. The priest may affect factor 2, and inflicts 1d4 points of
tention, not draw it. There are a few di- one person per level of the priests’ ex- damage to creatures of any size. The
rect followers of his who support (and perience, once per day. The berserker gauntlet usually is worn only by
encourage) his storms. These followers rage lasts a full 10 rounds. If the recipi- priests with some sort of authority—
are almost always led by a specialty ent runs out of enemies to fight, he

32
those in charge of temples or leading Granted Powers
crusades.
• Specialty priests of Torm may turn un-
Other Notes dead as clerics. They may also com-
mand the undead to perform tasks,
Ceremonial garb is the same for both such as guarding a passageway, with-
clerics and specialty priests of Tempus, out endangering their alignment.
whether they are in the temple or on the • Henchmen following a specialty priest Tymora (Lady Luck)
battlefield (it is all the same to a priest of of Torm treat that priest as if his Cha-
Tempus). They wear full plate, spattered risma was 18 for purposes of deter- Lesser Power of Arvandor, CG
with blood. The arms and legs may have mining loyalty, provided that those Portfolio: Adventurers, skill, good for-
white saffron over the plates, but this, henchmen worship (or at least recog- tune
too, is spattered with red. A full helm is nize the power of) Torm. Requirements: Wisdom 15
usually common, but with no face plate • The duration of divination and pro- Dexterity 14
(or an open face plate). In those few areas tection spells is doubled when the spell Weapons Allowed: All bludgeoning
untouched by war, a steel skullcap is is cast by a specialty priest of Torm. weapons
worn instead. Of course, a permanent spell is still Armor Allowed: Any
The orders of Tempus are military or- permanent. Major Spheres: All, Charm, Creation,
ders, and military ranks within the faith • Followers of Torm may use the com- Divination, Healing, Necromantic,
are common, such as priest-captain and mand spell once per day, at will. Protection, Summoning
most holy general. Ranks are assigned by Minor Spheres: Guardian, Sun, Weather
higher-ups, in light of service, needs, and Other Notes Magical Items Allowed: Same as clerics
situation, and brevet (temporary) com-
mands are common in desperate situa- Like the followers of Tempus, the cer- Granted Powers
tions and suicidal missions. The leaders of emonial costume of Tyr is the same in the
a temple or crusade are entitled to wear field as in the temple—a full suit of battle • Once per day, a specialty priest of Ty-
the heavy battle gauntlet of rank. armor with an ornate helm. But while the mora may raise one die roll of any
Tempurian crusades have been referred church of Tempus prefers its ceremonial type by one (a 1 becomes 2, 17 be-
to as “a civilized man’s barbarian horde.” armor dented, battle-scarred, and blood- comes 18, etc.). This modification
Whipped into a frenzy by a strongly char- ied, the church of Torm keeps its armor in must be announced before the dice are
ismatic leader, such crusades have been well-polished shape. rolled. The modified result is consid-
known to travel great distances and level Rank within the church hierarchy is ered the true number rolled.
the castles of those (good, evil or un- shown by the color tints of the armor— • The faith of Tymora is popular among
aligned) who pose a threat to the faith. rich, church-approved shaded inks rubbed halflings, in particular halfling adven-
There have been rumblings here and there into the metal itself. The lowest rank has a turers. Halflings may become spe-
in the past century, but no full-blown cru- bloodstained red similar to that of Tem- cialty priests of Tymora within
sade has rocked the lands from Waterdeep purans, then rising (according to the local human Tymoran churches.
to Cormyr in recent memory. customs) to sunrise orange, harvest yel-
low, dragon green, and a sky blue for the Other Notes
patriarchs of the faith. The greatest heroes
of Torm are entitled to have a dusky purple Tymora is one of the most common
polish rubbed onto their armor. faiths in the Realms, in particular since it
Torm was slain in the Time of Troubles caters most heavily to a highly mobile,
in combat with Bane. However, because relatively wealthy, and intrinsically pow-
the god died in service to his own ethos erful group of adventurers who live by
(following orders) and Torm’s native plain their wits and by their luck. There is a
Torm (The True) was the Prime Material itself, he was rein- large network of shrines and temples to
stated by Lord Ao, a universal force who Lady Luck throughout the heartlands of
Demipower of the Prime Material, LG is overlord of the gods. the Realms.
Portfolio: Duty, loyalty, obedience Torm is called “the True” and “the Each temple is its own independent oper-
Requirements: Wisdom 15 Brave.” Because his worshippers are noto- ation with its own clergy. While each temple
Constitution 12 riously single-minded, he is also called recognizes the sovereignty of the others in
Weapons Allowed: Same as clerics “the Foolish” by the sage Zeboaster of Or- their own regions, they tend also to com-
Armor Allowed: Any dulin (currently in hiding). pete with each other like rival fishmongers,
Major Spheres: All, Astral, Combat, Div-
each declaring that their brand of the faith is
ination, Guardian, Healing, Protec-
the most wholesome and the best for con-
tion, Summoning, Sun
tinued spiritual growth. Relationships be-
Minor Spheres: Charm, Elemental, Nec-
tween the various temples are good,
romantic, Weather
however, because all the various shrines
Magical Items Allowed: Same as clerics
benefit from wandering adventurers.
The standard clerical dress varies from

33
Myrkul
Beholder
Bane Grumbar
Cult Leader

Dwarven Priest Elven Priest


of of
Clanggedin Corellon
Larethian
temple to temple as well, ranging from blinded as well. As a result, his followers worse than the present one and under
full habits and headpieces in Arabel to have added a sheer white cloth tied over the same condition (as listed on page
simple robes in Shadowdale. Personal the eyes, usually damask or some other 232 of the Player’s Handbook). They
taste of the patriarch influences the dress thin fabric sufficiently light to not block may only perform these actions when
code, as does climate (natural and politi- sight, to symbolize their gods’ loss. at sea (fresh or salt water), or at the
cal) and availability of fine clothing. The Some sages schooled in godly actions say shores of an ocean or large lake. Large
common item through all the various that Tyr’s further mutilation was a sign that ponds and rivers are not sufficient to
types is the Disk of Tymora, usually car- the god should indulge in specialty priests, allow the use of this ability.
ried on a small chain. while others point to it as a sign that the • At 12th level, specialty priests of Um-
During the Time of Troubles, Tymora’s Realms themselves are rejecting the justice berlee can call and control 1d4 sharks
earthly avatar appeared in Arabel, which god. His faith has grown ever more popu- in areas where they normally exist,
created a great sensation in Cormyr. The lar, however, and several knightly orders once per day. The sharks arrive in 1d6
fact that Arabel was spared most of the have been founded dedicated to him, as op- rounds. They respond to the priest’s
destruction visited on Waterdeep, Tan- posed to Torm or Tempus. commands (even if spoken underwa-
tras, and other Godswar cities was taken ter).
as a boon from the goddess herself. With
Other Notes
the passing of the Godswar a thick fog
covered the city, and when it lifted, the Umberlee is one of the evil gods who is
goddess had gone with it. The Lady’s more feared than directly worshiped.
House, the temple of Tymora in Arabel, Those who invoke her name are usually
takes credit for the goddess’s appearance seeking to avoid her attentions rather
and its high priest offers this as proof that than call forth her or the power she com-
the seat of Tymoran government should Umberlee (The Bitch Queen) mands. There are those who relish her
be in Arabel. The other churches of Ty- power and potential, and these become
mora have responded politely but nega- Lesser Power of the Abyss, CE the specialty priests of Umberlee. As op-
tively to this suggestion. Portfolio: Oceans, waves, sea winds posed to the other evil or avoided gods,
In ancient texts, Tymora is referred to Requirements: Wisdom 13 Umberlee has a number of shrines and
as Tyche. Whether this is merely an ear- Constitution 15 temples, the largest of which is the House
lier name for the goddess, or a separate, Weapons Allowed: Bludgeoning weapons on the Cliff, located in Marsember (away
now-dead entity (like Kipputytto or plus the trident and harpoon from the city itself).
Moander) is unknown. Armor Allowed: Leather and shield Specialty clerics make up most of Um-
Major Spheres: All, Combat, Creation, berlee’s clergy, since the advantages of the
Elemental (involving the water-aspect faith prove to be quite handy when super-
only), Healing, Necromantic, Sum- stitious sailors want to dump the priestess
moning, Weather overboard at the first sign of a storm.
Minor Spheres: Animal, Charm, Elemen- There are some clerics in the organization
tal (all other aspects), Guardian, Pro- and many among the adventuring order
tection, Sun of the church.
Magical Items Allowed: Same as clerics The ceremonial garb of the priests of
Granted Powers Umberlee consists of a skin-tight blue or
Tyr (The Even-Handed) green body stocking worn with a volumi-
Greater Power of the Seven Heavens, LG • Specialty priests of Umberlee may not nous cape trimmed with white fur (to rep-
Portfolio: Justice turn or command normal undead. resent foaming breakers). A tall collar,
Requirements: Wisdom 9 They may command undead that similarly trimmed, rises from the back of
were killed at sea or are aquatic in na- the neck.
Tyr neither has specialty clerics nor does ture (such as lacedons or skeletons of Umberlee was believed to have spent
he provide additional abilities or powers to pirates). the Time of Troubles in the Sea of Fallen
his faithful. This may be because Tyr him- • Specialty priests of Umberlee have the Stars, wreaking destruction on one pirate
self is a relative latecomer to the Realms, or swimming proficiency at start. This isle after another. The sea has remained
because the god’s ethos does not allow it— proficiency does not count against stormy and troubled since that time. Mar-
in seeking justice, would it be just to place their alloted proficiency slots and may iners fear that the sea is so agitated that it
one clerical group ahead of another? be increased in the normal fashion. will not freeze along the northern shores
Given the experiences of the various faiths • At 5th level, priests of Umberlee may this winter.
listed here, this may be a very good reason breathe water automatically.
to not provide such aid. • At 10th level, specialty priests of Um-
The ceremonial vestments of priests of berlee can move through water as if
Tyr are deep blue and purple robes tied they were wearing a ring of free
with a white sash. The left glove (or action. Should they acquire such a
gauntlet, when dealing with armor), is ring, it provides no additional benefit.
white, the right one black. This is to sym- • Like priests of Talos, specialty priests
bolize the loss of their god’s right hand. of Umberlee can control weather by
During the Time of Troubles, Tyr was moving the status to any situation

35
their goddess is still wandering the Realms Minor: Divination, Combat, Protection,
or has been imprisoned by some darker or Weather (any two)
force and that all will return to normal
Granted Powers
once the proper hero has restored her to
the Outer Planes. However, all divina- • At 5th level, the priest may summon
tions draw a blank and point to the fact an elemental of the particular type
that Waukeen is truly dead, or at least to- once per day. That elemental is under
Waukeen (Merchants’ Friend) tally absent from the Realms. The faith the priest’s control for one hour, and
can probably hold its congregations to- then it fades away.
Lesser Power of Concordant gether for another generation, but unless
Opposition, N Other Notes
the situation is rectified, the following
Portfolio: Trade, money, wealth will die out and Waukeen will become a Ceremonies, alignments, and ethoi of
Requirements: Wisdom 14 dead religion. the various elemental cults vary from cult
Intelligence 12 For the moment, the ceremonies are ob- to cult. Ceremonial dress varies as well,
Charisma 12 served and the pageantry maintained. though they tend to tailor themselves
Weapons Allowed: All bludgeoning The ceremonial garb of Waukeen’s fol- along the lines of the gods whom they
weapons lowers are gaudy, ornate, and overdone. mimic.
Armor Allowed: Any A heavy, baroque cloak loaded with Followers of Grumbar choose large,
Major Spheres; Astral, Charm, Creation, plates and wheels of different precious bulky vestments with heavy padding to
Divination, Guardian, Healing, Nec- metals covers rich tunics, tabbards, and bulk up their mortal frames. They nor-
romantic, Protection, Weather trousers of fine material in vibrant colors. mally choose earth tones, blacks, and
Minor Spheres: All, Elemental, Summon- The high priest of the local temple carries grays.
ing, Sun a magical staff also decorated with pre- Followers of Akadi choose light, sheer
Magical Items Allowed: Same as clerics cious metals and gems. These staffs are robes in myriad blues and pastel yellows.
Granted Powers usually staffs of curing and represent the Followers of Kossuth prefer robes and
sole major magical energy left in the long capes in reds, yellows, and oranges.
• Specialty priests of Waukeen can com- Followers of Istishia prefer flowing
church.
mand and turn undead as clerics. robes and capes in deep blues, greens, and
• Specialty priests of Waukeen have the purples.
appraising and gem cutting proficien- Nonhuman Deities Most cults are secretive and usually are
cies at no cost. These can be improved formed for other purposes than advanc-
normally. The various pantheons of elves,
ing the ethos of their “god.” The various
• Specialty priests of Waukeen have the dwarves, halflings, gnomes, and other
elemental lords are unfeeling toward their
ability to discern true metal from sentient creatures have not to date devel-
followers and probably do not gain any
false. They cannot identify metal per oped specialty priests. With the passing of
power from their existence. During the
se, but can determine if a supposedly the Time of Troubles, there are reports
Time of Troubles, none of the elemental
gold coin is truly gold or a gold-plated from Evermeet, the Great Rift, and Llu-
lords were spotted in the Realms.
lead fake, or even if it was created rien of a change in this, but it is not
magically (say, by a djinn). They do known if these are reports of true spe-
this by hefting the item in the hand cialty clerics of the various nonhuman Beast Cults
and thinking of what the material gods, or are just travelers’ tales.
should be. For mixtures they will get a Like elemental cults, beast cults vary
from location to location and from beast
“partial” result for those metals which Elemental Cults to beast. Two cults which venerate a “lion
are a significant component of the al-
loy. god” could be very different in their cere-
Grumbar, Boss of Earth
monies, appearance, and powers.
Other Notes Kossuth, Tyrant Among Fire
The beast cults believe in the existence
Akadi, Queen of Air
Waukeen was apparently destroyed of perfect forms of animals. A dog cult,
Istishia, Water Lord
during the Time of Troubles. No avatar for example, believes there is a perfect
has come forth yet to regain Waukeen’s All are lesser powers of the various ele- dog, who is leader of all other dogs. A cat
portfolio and no other god or goddess has mental planes. cult believes there is a perfect cat, who is
picked it up. Cults tend to vary greatly from one master of all cats regardless of breed and
In game terms, both specialty priests area to another, as different individuals size. They seek to tap into the power of
and clerics of Waukeen cannot gain spells seek to tie into the same natural or super- these beings, who may or may not be
above 2nd level. Several of the higher natural power. They also tend to be much gods in their own right. Perhaps with
level adventuring clerics have already weaker than the mainline clerics. sufficient worship, one or more beast
switched worship to Tymora, who has lords could achieve full-fledged godhood
Typical Elemental Cult Powers:
adopted the good and neutral ones with (though Malar, the Beast God, might
Weapons Allowed: Any blunt weapons
no loss of level or power, or to Beshaba, have a few words on the matter).
Armor Allowed: Chain and shield
who has taken the evil ones. A typical beast cult could have the fol-
Major: Elemental (their particular ele-
The bulk of the organized clergy of lowing characteristics:
mental aspect only)
Waukeen is holding forth the idea that

3 6
Weapons Allowed: Any Two robe of black dotted with either white Granted Powers
Armor Allowed: None spots or jeweled spangles.
• Specialty priests of Bane may not turn
Magical Items Allowed: Same as clerics In Waterdeep, the group currently meets
or command undead. Clerics who
Major Sphere: Animal at the western end of the Market, which
worship Bane may turn and command
Minor Sphere: Plant, Combat, Charm, was destroyed in the final days of the
undead normally.
Weather (any one) Godswar. They are currently acquiring the • Priests of Bane are unaffected by fear
surrounding property with the intention of
spells, though they may be affected by
Granted Power (Choose one) raising a temple to Ao on that spot.
other emotion-affecting spells and
The cult has spread beyond Waterdeep
spell-like abilities.
• The cult priest can summon a number into many other civilized areas of the
• Priests of Bane at 5th level may gener-
of creatures of the worshiped type. North. The cult may be little more than a
ate an aura of fear, stretching 10 feet
This will be 2-12 small creatures, 1-6 passing fashion, a reassurance of the
away for every level of the priest.
medium creatures, 1-2 large creatures, powers of the gods in the face of the Time
Everything within the area which fails
or 1 huge creature. The creatures ar- of Troubles, or may represent a new form
its saving throw will try to escape the
rive in 1-3 turns. of worship. None of the established faiths
area (70%) or attack the source of
• The cult priest can transform into the have spoken out publicly against or acted
their fear (30%—the DM may modify
type of beast he worships, gaining all against the cult, possibly because they do
these chances based on the situation).
the abilities of that creature for 3-18 not fear it, or possibly because they fear it
Those who pass their saving throw vs.
turns, once per week. a great deal.
spells or are unable to escape are af-
fected by ill-ease and a great desire to
Other Notes The Dead Three be somewhere else (no modification to
hit or damage dice). This aura of fear
Beast cults may worship monsters in As a result of the Time of Troubles and can be created at will, once per day. It
their “ultimate forms” as well as normal the coming of the Avatars, three power- lasts one round per level of the caster.
animals. Priests of these cults only gain ful, evil gods were destroyed and never It is often used when questioning sus-
their special abilities at level 10 or higher. returned to life. Instead, their powers and pects or bullying less powerful indi-
portfolios were given to Cyric, the Black viduals. Priests of Bane are immune to
Sun. However, these gods still have fol- this effect.
Cult of Ao lowers active in the Realms and these fol-
lowers still receive spells and granted Other Notes
Starting in Waterdeep at the close of the abilities, but through Cyric instead of
Time of Troubles, a new cult arose, de- their former masters. How long this situa- Specialty priests of Bane have a variety
voted to the overgodly force called Ao. tion will last remains to be seen. In addi- of titles within their organization, depend-
The overgod appeared at the peak of tion, there are those who declare that the ing on location and position. They tend to
Waterdeep mountain at the end of the three are not dead, but only in exile or in be grandiose and threatening (high imper-
Time of Troubles, at which point he hiding and will return to plague the ceptor, grand bloodletter, etc.).
claimed to be the creator of the gods Realms again. The church of Bane in the Realms is,
(though not of the Realms themselves). like the church of Azuth, overrun with
He confirmed the godly power held by wizards, especially near Zhentil Keep.
Midnight/Mystra and invested the Unlike the church of Azuth, there is a
former power and responsibilities of the fierce internal rivalry bordering on holy
Three Dead Gods into Cyric. Then he re- war between the orthodox (mostly cleri-
moved the barrier preventing the deities cal) and transformed (mostly magical) or-
from returning to the Outer Planes, ganizations. Only 5% of the orthodox
charging these gods to be more responsive and 10% of the transformed priests are
to their worshippers and tying their specialty priests, and most are kept in
Bane (The Black Lord)
power more closely with that of their liv- low-level positions. There are specialty
ing followers. Greater Power of Acheron, LE
priests of Bane who operate outside the
The cult of Ao receives no spells or spe- Portfolio: Strife, hatred, tyranny
orthodox/ transformed conflict. These are
cial powers, and so cannot be considered Requirements: Wisdom 10
mostly adventurers and hermits seeking
a true faith in a land where the gods prove Strength 12
to create their own power base to eventu-
their good intentions by delivering on Weapons Allowed: All nonmissile bludg-
ally destroy the others.
their promises. It does attract a broad eon weapons and javelins
The rift between orthodox and trans-
spectrum of followers, including mages, Armor Allowed: Any
formed Banites has worsened with the
rogues, and fighters, including a number Major Spheres: All, Combat, Divination,
Time of Troubles and the coming of the
of former cavaliers. The primary align- Elemental, Guardian, Healing, Necro-
avatars. During that conflict Bane was
ment of these followers is neutral, but all mantic, Summoning
apparently destroyed, and his portfolio
alignments may join. Minor Spheres: Sun (reversible effects
given to Cyric. Orthodox Banites hold
The ceremonial garb of the ministers only), Creation
that Cyric is merely a new form of Bane,
(not necessarily priests) of Ao is black Magical Items Allowed: Same as clerics
expanded to take the powers of Myrkul
trousers and shirt with a long, flowing and Bhaal to show the growing power of

37
evil. Transformed Banites instead argue Minor Spheres: Divination, Creation, deep beneath Waterdeep.
that Bane is dead and Cyric takes the Guardian Priests of Bhaal prefer to wear full
mantle and position as god of strife, and it Magical Items Allowed: Same as clerics robes and a deep cowl, both either purple
is the “office” of Bane that Cyric holds or black with violet streaks. The inner lin-
that is the power that they worship. (Co- Granted Powers ing is always black, and a black veil is
incidentally, transformed dogma also in- worn over the face to make the hood seem
dicates that if Cyric falls, one of his • Bhaal priests may turn and command empty. Both specialty priests and clerics
followers will become the new Black undead as do clerics. wear ceremonial daggers at their belts—
Lord—in other words, godhood is just • Bhaal priests of sufficient level may large, curved blades of Eastern design.
one more religious office for barter and summon an aerial servant (as the Only the specialty priests, however, may
dealing.) There are scattered sects of spell), but in addition, the aerial ser- use the blades in combat.
hardcore Bane worshipers who believe vant will fight for the priest and can be When adventuring, Bhaal priests prefer
Bane is still alive and that Cyric, whom used as a magical assassin. standard armor, usually but not always
they refer to as “the Pretender,” is a • Specialty priests of Bhaal may at 10th with black capes and leggings.
usurper, to be punished in the future level engage in plane skipping. Plane In the Time of Troubles, Bhaal was ap-
along with all his faithless followers. skipping involves the priest traveling parently destroyed after his banishment
All Banites still receive their spells and to Bhaal’s area of Gehenna, moving from the Moonshae Islands. The fol-
special abilities, presumably from Cyric through that slanted plane, and then lowers of Bhaal in urban areas have al-
and his minions. This may be because the back into the Prime Material plane at most universally switched to worshiping
new god has not mastered his own spell- his destination. In general, each 10 Cyric, to the extent of adopting the new
granting operations or he is gathering feet moved through Gehenna equals god’s vestments and ceremonies. They re-
strength from all the old cults for the one mile of distance on the Prime Ma- fer to the power they venerate as Cyric, or
present before consolidating his hold. terial Plane. Direction does not matter Cyric-Bhaal, to differentiate him from the
Ceremonial dress for Banites, regard- in Gehenna, since the will of Bhaal lesser aspects worshiped by former Bani-
less of their cult and feelings about Cyric, and the intention of the traveler deter- tes, whose god was utterly destroyed, and
are black armor with blood-red capes. mine where he comes out. The plane who have erroneously declared Cyric to
The more prosperous the priest, the finer skip takes a turn to prepare for the be their god as well. Relationships be-
the workmanship of the armor. Facial tat- movement into Gehenna and another tween the Bhaal-Cyricists and the factions
toos are common among Banites, which turn to return, plus travel time in Ge- of the other believers of Cyric are heavily
unfortunately makes them stand out henna. This form of travel is 100% re- strained and often break into open con-
among clear-faced Cyricists. High-level liable under normal circumstances, flict.
officers in the hierarchy wear gems on but cannot pierce magical shields, ar- The rural followers of Bhaal retain their
their foreheads. eas sanctified to the forces of good, belief in the god, pointing to the fact that
When adventuring, priests of Bane re- anti-magical areas, or areas which they still receive their accustomed magi-
tain the black armor. Wizards who follow cannot be reached from the Outer cal spells, so someone must be home. The
Bane prefer long, flowing, black and red Planes. The traveler is not protected schism between urban and rural Bhaalites
robes. Neither group would wear such while in Gehenna (Bhaal considers continues to grow, with ambushes re-
gear if it would expose them to persecu- anyone capable of traveling to his ported between rival factions.
tion or hamper their service to their god. homeland capable of protecting him-
Usually, extensive facial tattoos among self). A traveler may take another per-
present and former Banites is enough to son with him for every two levels of
identify them. experience over 10th.

Other Notes

Bhaal priests tend to be clerics in the ur-


ban areas of the Realms, while in remote Myrkul (Lord of Bones)
areas (such as the Moonshaes), they tend
to be specialty priests and priestesses. Re- Greater Power of Hades, NE
Portfolio: The dead, decay, corruption,
lations between the city-bred and country
dusk
Bhaal (Lord of Murder) versions of the god’s followers are fair,
but cool and distant. The difference be- Requirements: Wisdom 14
Lesser Power of Gehenna, LE Intelligence 14
tween the two factions has increased with
Portfolio: Death Strength 14
the apparent demise of their god in the
Requirements: Wisdom 14 Weapons Allowed: All bludgeoning
Time of Troubles.
Constitution 12 weapons
Priests of Bhaal have no organized hier-
Weapons Allowed: All bludgeoning and Armor Allowed: Any
archal organization. The highest level of
piercing weapons Major Spheres: All, Combat, Guardian,
Bhaal-priest is the high priest of that part
Armor Allowed: Chain mail, no shield Healing, Necromantic, Summoning
of the faith—this may vary from a 1st
Major Spheres: All, Astral, Charm, Com- Minor Spheres: Charm, Divination, Ele-
level terrorizing the locals to an evil high
bat, Elemental, Healing, Necromantic, mental
priest with a heavily-defended temple
Summoning Magical Items Allowed: Same as clerics

38
Granted Powers another minor death cannot be sum- and his teachings, and of the priests who
moned until the priest slays a living do this about three-quarters are specialty
• Specialty priests of Myrkul may com- creature himself. Characters slain by a priests. Relationships between the various
mand undead normally. They can af- minor death can be raised normally branches of the faith of Myrkul are very
fect up to triple the normal number of (as opposed to those slain by a minor good, primarily because no single person
skeletons and zombies when com- death from the Deck of Many Things, holds enough power to confidently direct
manding undead. who are dead forever). it against others.
• Specialty priests of Myrkul are unaf- Minor death (1): AC –4; HD na; hp 33; Priests within the hierarchy of Myrkul
fected by disease or parasites. They #AT 1; Dmg 2d8; MV 12; THAC0 0. are given the honorific “death” as in
are not immune to parasites or disease • At 15th level, the specialty priest can “Death Williamson,” or “The Most Holy
(as the paladin is), but are unaffected call up the Hand of Myrkul. This is a Death Trollslayer.”
by the disease’s debilitating game ef- very dangerous power, and will only Ceremonial dress of priests of Myrkul
fects. A specialty priest of Myrkul be used by the priest in the most dire are black robes with a hooded cloak. A
could have the gray death obvious in of situations. Invoking the Hand of single sash of bone-white cloth ties round
his rotting, dry face, spreading it Myrkul causes the priest’s hands to the waist. The upper half of the face is
through the land, but would suffer no flame for six rounds. The hand must concealed by a skull mask that extends
penalties from the disease. Fatal dis- be used in this time, or the power will from the forehead to the upper cheeks.
eases will continue to rot the body un- be wasted, never to be used by that Exposed flesh is darkened with ash.
til the priest drops over, but have no priest again (a wish can reverse this). During the Time of Troubles, Myrkul
game effect until that time. If the Hand of Myrkul touches any was destroyed and his portfolio handed to
• Specialty priests of Myrkul gain a +1 living being (regardless of size), the the new god Cyric. The followers of
on their saving throws vs. death being must make a saving throw vs. Myrkul have enthusiastically embraced
magic. This bonus does not apply death magic. If the target fails, it is the new god, who they refer to as Cyruk
when using or defending against the slain and the body reduced to dust. If in their writings. Of the three evil gods
Hand of Myrkul (see below). the target succeeds, the priest must who were slain and their powers given to
• At 1st level, the specialty priest of then make a saving throw vs. death Cyric, the followers of Myrkul have pro-
Myrkul can feign death, once per day, magic (without bonuses for being a vided the best response. New priests of
as the spell. priest of Myrkul) or suffer the same Cyric/Myrkul have the powers of priests
• At 10th level, the specialty priest of fate. If both target and priest make of Cyric, but are accepted into the hierar-
Myrkul can summon a minor death to their saves, then the Hand of Myrkul chy without objection by the old-line
fight for him. The minor death ap- is still operating and may be used the priests.
pears as a skeleton in a robe with a next round, up to the six round time The overwhelming acceptance of Cyric
scythe. The minor death always has limit. by the older priests is attributed to the
an initiative roll of “1” and its THAC0 similarity of the two gods as well as a be-
is 0. It is unaffected by cold, fire, elec- Other Notes lief that Myrkul himself may be a replace-
trical energy, and sleep or ment for an older, unnamed death god
enchantment/charm spells. The priest The faith of Myrkul is not popular, nor who was destroyed and whose portfolios
may summon the minor death once are its priests numerous. Many venerate were given to Bane, Bhaal, and the other
per week to fight for up to 10 Myrkul, and offerings are made in his evil gods. Cyric/Myrkul dogma states
rounds—at the end of 10 rounds, or name at funerals and other solemn occa- that Cyric now lives in the Land of Al-
when the combat is over, the minor sions, but few actually worship the god as ways Night (Hades), building a golden
death disappears. If the minor death their primary faith. There are those ro- palace on the ruins of the Castle of Bones.
disappears before killing its opponent, manced with death who follow the god

39
Magic has weathered the recent unpleas- resulted in more than a few skirmishes, jurers and illusionists are of opposite
antness caused by the Avatars mostly in- which have tended to be caused by per- schools, the two groups get along fairly
tact or, if anything, strengthened by the sonal disagreements rather than dogmatic well, in part due to their concealed nature
physical merging of the old Mystra into differences. and appearance.
the natural magical aura of the world and There are no true “schools” of magic in Conjurers: Conjurers tend to be flashy,
the rising of the new Mystra, called Mid- the Realms—recognized colleges where explosive individuals in brightly colored
night. As a result of the upheaval, how- an aspirant can study under a variety of robes and styles and fashions that appear
ever, many spells have been altered either teachers to become a competent spell- foreign at best, outlandish at worst. Their
in their level of power or their effects. caster. There are small groups in major spells center around summoning or bring-
Those changes are reflected in the spell de- cities such as Waterdeep and Mulmaster, ing into being help from elsewhere, so
scriptions in the AD&D® 2nd Edition but these are neither large nor common. they tend to treat everyone and every-
Player’s Handbook and in the new spell Further in the magical South, such as the thing as a potential hireling or ally. This
descriptions in this chapter. In cases lands of Halruua, there may be such orga- often makes makes them seem overly
where earlier texts disagree with Second nized colleges, but this is not a standard friendly and fawning around the power-
Edition texts, the Second Edition takes fixture in the North as of yet. ful. At worst, they are overbearing and
precedence. The usual procedure of becoming a insulting to those less powerful than
wizard still starts with apprenticeship, themselves.
Schools of Magic and and most powerful mages would rather be Conjurers can afford to be loners, be-
Their Members researching than teaching some wet- cause for them help and friends are usu-
behind-the-ears neophyte how to not ally no more than a few spells away. They
The great bulk of wizards in the blow up the wizard’s tower. It is normally tend to be willing to take chances,
Realms, including such bright lights as the mid-level spellcasters (levels 5-12) whether it is plumbing the depths in
Elminster, Khelben Arunsun, and Vanger- who take on apprentices and teach them search of treasure or insulting a large (and
dahast of Suzail, are “standard” their first spells. obviously nonmagical) barbarian.
wizards—their training does not reflect a What follows is a brief overview of the A conjurer’s dress usually makes the
specialization in any one school of magic schools of magic in the Realms, including fashion statement—“Hey, I’m a mage,
of the Realms. Most of the “old guard” tendencies, attitudes, and general dress. and a pretty darn good one, too.” Bright
among spellcasters represent this general- These are not definitive descriptions— colors, numerous gems and rings, and
ized approach to spells, and vary from there can be subdued invokers and outlandish styles are common. This is not
dabblers in a number of fields to intense gaudily-dressed illusionists. However, as to say that a conjurer who needs to be
researchers attempting to gain some form a guide to the “typical” spellcaster of these stealthy to complete a mission will ignore
of power in all areas of research. various schools, these do apply. common sense; in such cases he will still
There have always been specialist Abjurers: These spellcasters specialize seek to be a fashion-plate, but a subdued
mages in the Realms, however, individ- in protection spells and as a result tend to one.
uals who choose to center on one particu- think defensively. The teachings in abju- Conjurers tend to like all other wizards
lar spell grouping or another. Of these ration magic set forth the idea that the as a group, though they hold grudges
groups, previously only those who in- Realms is a dangerous place and a wizard against particular individuals who have
volved themselves heavily with illusion needs all the help he can get to merely stay slighted them in some manner. They don’t
and phantasm spells, the illusionists, were alive. Abjurers tend toward devices that have much need for or dealing with di-
developed enough to qualify as a separate provide protection while still allowing viners, only because they don’t see the
“sub-class” of the standard magic-user. spellcasting (such as the brooch of shield- point in casting spells for information
With the passing of the avatars, this has ing and bracers of defense). when you can summon something power-
changed. All schools of magic have their Abjurers are also easily recognizable by ful who will give you the correct data.
champions now, and illusionist spells the large groups of well-armed servitors Diviners: Diviners tend to be more
have been brought into the mainstream of and guards and the number of mechanical bookish and introspective than the other
magical research and thought. There are a and magical traps and warning devices in magical brethren. The gathering of
rising number of young, powerful wiz- their quarters. Abjurers are viewed as knowledge is very important and many
ards (along with the handful who have al- cowardly by other groups (in particular who dabble heavily in divination magics
ways leaned toward one area) who the transmuters), but consider themselves as active adventurers have settled down
believe that specialization is the answer to sensible, solid, and cautious. and become sages later in life.
the problems posed by magical research Abjurers prefer robes of dark green and While abjurers might flee a conflict, di-
and an ever-increasing body of diverse brown, the better to fade into the back- viners would prefer to ignore it entirely,
and conflicting spells. ground with. They follow local styles, so and seek to use their spells to gather
The magical community, always typi- if tabbard and slacks are the common enough information to help them in that
fied by wizards squirreled away in their fashion, abjurers will be found looking course. Careful planning is the watch-
towers, not communicating with others, like the local population. There is safety word of most diviners, as those with im-
now is split along generations (old stand- in camouflage. patient minds and itchy spell-fingers are
ard mages versus the new specialists) as Abjurers have good relationships with usually pointed toward evocation or
well as theoretical lines (the various most other specialist mages, save for conjuration/summoning as a magical
schools). The resulting mixture has the transmuters, who view abjuration magic school.
potential for conflict, but to date has not in general as a cowardly art. Though ab- Diviners are careful, almost plodding.

41
Correct wording and literalness are the seem to be put off by the enchanter’s man- joy jewelry and rings but not to the
watchword of the divining class, and de- ners. extremes of conjurers or enchanters. They
tection is their business. As a school they Illusionists: Illusionists were a full- will usually (though not always) carry a
suffer in that there are few divination fledged subclass prior to the Avatars, and staff, which may or may not be magical.
spells in comparison with the other do not take the “demotion” well. They are Invokers have good relationships with
schools, and that lesser divination spells a secretive lot even at their peak, and for other magical specialists—actually, in-
are available to all mages, regardless of good reason: When an illusion is revealed vokers don’t really worry about other
class. This seems to create an inferiority as such, it is no longer effective. magical classes. Other mages’ spells are
complex among diviners who seek to The illusionists of the Realms are al- pretty interesting, in particular the conju-
prove their worth over their more flashy most a secret society. They are the most ration and enchantment spells that the in-
brethren. Of course, this makes them established of the specialist mages, owing vokers cannot use. But nothing matches
even more careful, literal, and plodding. primarily to a great deal of research previ- the sheer energy and power of a lightning
Diviners tend to wear modest clothing ously as a separate subclass of wizard. As bolt, so why be jealous?
of severe cut and style. Hair is almost al- a result, more spells are available to the il- Necromancers: Necromancy attracts
ways kept back out of the face, and there lusionist than to the necromancer or the two groups of individuals. The first and
are a minimum of loose ends about them. diviner. They have had more time to en- smaller group contains those who have a
They tend to haunt libraries and other trench themselves in their ways, even to great interest in the body and curative
places of learning. the end of having their own written lan- medicine. These are few because the ones
Enchanters: Enchanters specialize in guage, Ruathlek. Ruathlek is thought to who are most interested in curative magic
both investing charms into items and con- be derived from magical writing (before lean toward the priesthood, with its more
trolling and influencing the thoughts of the avatars, magic-users and illusionists direct rewards in this area. Such necro-
others. As a result, they tend as a class to could not use each others’ spells or mancers, usually of good alignment, refer
be rather self-centered and vain. Just as scrolls—this is no longer the case), and is to themselves as white necromancers.
everyone is a potential ally to the con- still used as a means of communication The greater number of necromancers—
jurer, everyone is a potential worshipper between illusionists. black necromancers—follow the school
to the enchanter. Illusionists prefer grays and browns in because it gives them the power to affect
Enchanters are self-confident as a rule, their clothing, often highlighted by a sin- and control large groups of mindless ser-
in some cases to excess. Everything can be gle red gem or green swatch of cloth. Un- vants, usually for destructive purposes.
accomplished if you set your mind and like the abjurers, they do not dress to hide Necromancers tend to hold grudges for
body to it, or preferably someone else’s from others—rather, they would rather incredibly long times. A large number of
mind and body. Like conjurers, en- call attention to their spells and illusions liches have had extensive necromantic
chanters are less concerned about striking than to themselves. There are exceptions, training in life (most liches in the Realms
out on their own, because potential help- in particular among the higher levels who are at least a little brain-damaged-
ers are around every turn, with the cast- do not care if anyone knows they are illu- whether this is the result of the magic
ing of the proper spell. sionists, but in general illusionists tend to which made them liches or comes from
Enchanters tend to be gregarious be somber in dress and flashy in spells, studying necromancy is unknown).
among strangers, and in extreme cases al- Illusionists as a class hate necroman- Necromancers prefer black robes
most sleazy in their reactions with others. cers, since the undead are generally unaf- (white necromancers, in particular those
They accumulate magical devices that fected by illusion spells. trying to offset the bad reputation of the
perform multiple functions. Most will not Invokers: Invokers effectively get class, wear white). Powerful necroman-
perform physical work if a spell will do something for nothing by transforming cers highlight the black with silver, red, or
the job faster or (especially) easier. magical energies into immediate effects. gold, but black is the most common color.
Enchanters get along well with most of This trait follows through into their na- Necromancers, as noted, hold grudges.
the other schools, though all are aware ture as a class—they tend to be mercan- Against everyone. Living creatures, other
when an enchanter is trying to weasel his tile, greedy, acquisitive, and always necromancers, paladins, everyone. High
way into the good graces of others. The looking for the easiest way to accomplish on their lists are illusionist and enchanters
one school that they have a deep dislike a task. (who use spells denied to the necroman-
for is necromancy. Since necromancers Invokers are as self-confident as the en- cer), priests (who turn the undead), and
have control over one group that en- chanters, and more willing to let it be white necromancers (who are too stupid
chanters can never influence, the undead, known. Their main stock in trade are de- to see what sort of power they have).
they are uneasy at best with the followers structive spells such as magic missile, fire- Most necromancers are evil or tend to-
of necromancy. ball, and lightning bolt, and most have no ward evil (with the exception of white
Enchanters dress well, usually accord- qualms about using them. They are smart necromancers). Their pragmatic actions
ing to the fashions of those around them. enough to invest in sufficient protective tend to make them unpopular with their
They prefer clothes of good fit and fine devices for themselves (rings of fire resist- allies (animating the body of a fallen com-
fabric, and tend to preen. Their good ance are common among the fireball- rade, for example, is considered tasteless
looks are a hallmark for the group and flinging set) but often do not consider of by most characters of breeding) and their
they wish to make the most of them. their unprotected brethren when casting attitudes on life and death are certainly
Given a choice, they would prefer to asso- spells. outside the normal bounds of their soci-
ciate with other beautiful people, such as Invokers like bright, solid colors— ety.
elves and paladins, though the latter often reds, yellows, whites, and blues. They en- Transmuters: Alteration magics take

4 2
what already exists and change it into Mage Sigils in the Realms
something more desired. This pretty well
sums up the mind-set of transmuters in Each mage in the Realms has his own
the Realms. As a class, they are tinkerers personal rune or symbol, which is used
and experimenters, always seeking new both to identify his own work and to pro-
ideas, new spells, and new horizons. For tect his items (as with explosive runes).
this reason, and the fact that transmuters This symbol is unique for all active mages
tend to talk readily (and unceasingly) to in the Realms and remains with the partic-
anyone who will listen, alteration spells ular caster until death.
make up the largest group of spells on the A wizard chooses his symbol sometime
standard lists. before reaching level four. Long-lived
Transmuters tend to dress comfortably wizards sometimes go through a number
without frills or pretence. They prefer of symbols, but most stay with the first si-
robes over the local styles since robes are gil they chose. A change can be made at
a recognized sign of wizardhood and 10th, 15th, 20th, or 25th level, at the char-
transmuters generally have no fear of let- acter’s option. An inherent nature of the
ting others know where they stand. They sigils themselves prevents accidentally
are social animals, usually willing to copying another living wizard’s sigil. (Ac-
spend a few hours kicking back some cidental copying of a dead wizard’s sigil is
brews and swapping lies and information another matter, though some liches have
about one spell or another. As a result, their own ideas about protecting their
most alteration spells are the result of di- symbols).
verse hands as one individual contributes No two mage sigils are identical—and
one piece, then a second another, until the each is readily identifiable by its owner.
whole is made up. Mage sigils can be reproduced by others
Transmuters also tend to travel, visiting to disseminate truthful information (such
new lands and picking up new ideas. As a
as, “this is the symbol of Elminster of
result they may have an item of clothing Shadowdale”), but a heavy curse is in-
(a hat, glove, or cape) that doesn’t seem to veighed against those who seek to use the
fit with everything else. This is usually a sigils of other mages to their own ends, ei-
keepsake, but is often magical in nature, ther with intent of counterfeiting, fraud,
particularly at higher levels. or mischief making.
Transmuters as a class tend to like their This curse is said to come from the god-
brother mages, but have a rivalry with the dess Mystra herself and to be delivered by
abjurers. Neither can use the other’s her faithful servant Azuth, whom all wiz-
spells, though they can create similar ef- ards venerate for the ability to cast spells.
fects (a fire shield, for example, acts to The recent time of troubles seems to have
protect, but so do many alteration spells). done nothing to change the nature of this
General Wizards: The general wizard curse, which affects any and all who at-
makes up the majority of the magic-using tempt to use the sigil of another mage for
population of the North, and almost all of their own personal use.
the most powerful wizards in the land. If such an attempt is made, the offender
Few generalities can be made about gen- must make three ability checks—one for
eral wizards. Some are friendly and help- Strength, one for Intelligence, and one for
ful while others are malicious creatures. Charisma.
General wizards view their specialized Failing the Strength check means that
brethren more as experimenters than the offender loses one point of Strength
competition, and none think that the gen- permanently and 1-4 hit points.
eral wizard’s day is done. Failing the Intelligence check means
General wizard dress according to the that the offender loses one point of Intelli-
individual’s taste, subject to the restric- gence permanently and is feebleminded
tions of the class (no armor). Robes are (as per the spell, no saving throw).
fairly standard, since it is a universal sym- Failing the Charisma check means that
bol of being a wizard (fighters don’t often the offender loses one point of Charisma
wear robes). Also, robes never go out of permanently. In addition, a glowing ap-
style, always a major point when most of parition appears (believed to be Azuth
your gold and time go into magical re- himself) which points at the afflicted char-
search. Of course, they never go out of acter and declares “Falsely done!.” In ex-
style because no one is going to tell Elmin- treme cases, the apparition stays with the
ster that robes are passe’, but that is an- offender for days, visible to all, pointing
other matter entirely. at the offender who copied another’s sign.

4 3
Even the three-fold curse of Mystra spell. The glow does not harm undead
First Level Spells creatures in any way. It can be cast on un-
does not stop some individuals, though it
daunts all but the most clever and black- dead which have material form, even if
hearted rascals. The curse applies to ev- Catapult that form is gaseous (such as wraiths, but
eryone, nonmages as well as mages, and is (Alteration) excluding ghosts, which exist primarily
triggered even if the offender used some on other planes).
Range: 150 feet The material components of the corpse-
other agency (spell, charmed individual,
or such) to copy the sigil. Among wizards Components: V,S light spell are the carrion to be affected, a
Duration: 1 round pinch of saltpeter, and a bit of phospho-
of good and neutral alignment, copying
another’s sigil is considered nasty busi- Casting Time: 1 rous or glowworm. This spell can be used
ness, on a level with using fool’s gold to Area of Effect: One object by necromancers (specialist mages in ne-
pay debts and forging another’s name to a Saving Throw: None cromancy) but not by transmuters (spe-
letter. By means of this spell, the caster may cialist mages in alteration magic).
cause any single item weighing 3 lbs. or
less to move in a straight line in the direc- Know School
Spells of the Realms tion pointed by the mage. The item will (Divination)
head off in that direction until it reaches
The section which follows delineates Range: 120 yards
the limit of the spell and then fall to the
new spells which are specific to the Components: V,S,M
ground. The item must be loose or free-
Forgotten Realms. This is not a complete standing or not held by someone, and Duration: 1 round
list; while many forgotten spells have Casting Time: 1
light enough to move (otherwise the item
been brought to light from old, musty Area of Effect: 1 target
will quiver in place and the spell will be
tomes, there are a number that still re- Saving Throw: None
wasted).
main hidden from general use. This spell can be used offensively to By means of this spell the caster may
The spells presented here are those hurl an item into an enemy. The item hits determine the school of another spell-
which are in general use, or at least those the individual in its path with the caster’s caster (if any). This spell will only func-
that the magical population at large is THAC0, with a +3 to the die. It is consid- tion on other wizards who are specialist
aware of. This awareness is in part due to ered a +3 magical weapon when rolling mages in a particular area (abjurers, con-
a pamphlet published early this year enti- to hit but not when rolling damage. The jurers, necromancers, etc.). The spell pro-
tled “Volo’s Guide to All Things Magical” damage caused depends on the item, but duces no result on priests, spellcasters
in which the author revealed a large num- use the following guidelines: without schools, or creatures without
ber of long-forgotten spells to the general spell ability.
populace. Soon after its release, Volo was Weapon As weapon +1
Small item 2-3 points This spell is used primarily to vouch for
confronted by some powerful mages who the statements of one particular wizard as
would have preferred the spells to remain Large item (2-3 lbs.) 2-4 points
a spellcaster of one particular type or an-
forgotten, and the sage is now reported to
have shifted his effort to writing travel
Corpselight other. The target is unaware of being di-
vined upon, but as with all such
guides. (Alteration/Necromancy) divination spells, probably would take
The spells reflect changes in AD&D® umbrage if he found out. Let the caster be-
Range: 10 yards/level
2nd Edition. If a spell that was previously ware.
Components: V,S,M
in use is not in this listing, it does not The material component of this spell is
Duration: 1 turn/level
mean that the spell does not exist, only a small tube of paper or vellum.
Casting Time: 1
that it is not generally known to the
Area of Effect: 1 body/level
magic-using populace.
Saving Throw: None Scatterspray
Named spells are usually named for
their creators. There are spells by Bigby, This spell causes a dead or undead body (Alteration)
Mordenkainen, and other characters who to glow with a pale radiance. The glow Range: 10 yards/level
are not native to the Realms in the 2nd may be white, yellow, green, amber, or Components: V,S,M
Edition lists. Given that travel to other red according to the desire of the caster. Duration: 1 round
planes is common among the higher level The caster may alter the glow at will, pro- Casting Time: 1
mages of the Realms, this should be ex- vided he is within 30 feet of the glowing Area of Effect: 10 foot radius
pected. While it is suspected that Elmin- body. The light may vary from the barest Saving Throw: Neg.
ster has visited Oerth and Bigby has outline to the brightness of a torch, suit-
Upon casting this spell, the mage can
visited Toril, it is known that Mor- able for reading or detailed work.
point to any collection of small, unsecured
denkainen and Vangerdahast both com- The glow is diffuse and constant, and
items grouped together within the spell’s
peted magically for the hand of a young does not penalize the undead figure in
combat (cf faerie fire). The caster can af- range and cause them to fly off in all direc-
extra-planar beauty (both lost, by the
tions simultaneously. The items will fly 10
way). fect one medium-sized body per level,
feet in random directions, rebound against
twice as many small-sized bodies, half as
the limits of the spell and bounce around in-
many large-sized bodies, and one-fourth
side the area of effect for one round, damag-
that many huge creatures. Nothing that is
ing those caught in the area.
larger than huge can be affected by this

4 4
No less than six items or more than 14 an object as well as a creature. It is also actions the during the second round of the
can be affected. The items can be no more effective against firey creatures. spell or discontinue the spell until it has
larger than chicken eggs and are typically The material component of this spell is run its course.
such things as coins, marbles, gems, dice, a chunk of ice or a small bit of ivory. Similar to the burning hands spell, this
or sling bullets. Items which are in There are reports of a 2nd-level variant spell will ignite readily flammable mate-
pouches or otherwise restrained are not of this spell with identical effects called rial in its path.
affected, though those in an open pouch Snilloc’s cream pie. These reports are un-
could be enchanted by this spell. confirmed. Bladethirst
Creatures of size S generally take 1-6
points of damage from the shrapnel while (Alteration)
those of size M take 1-4 and those of size L
Second Level Spells
Range: Touch
and larger are unharmed. A successful Components: V,S,M
save vs. spells negate the damage. Small Agannazar’s Scorcher Duration: 1 round
creatures flying into a scatterspray must (Evocation) Casting Time: 2
save vs. spells or be grounded, unable to Area of Effect: Blade of one slashing
fly, for 1-4 turns. Size M or larger flying Range: 20 yards weapon
creatures are unharmed. Magical protec- Components: V,S Saving Throw: None
tion such as shield, wall of force, bigby’s Duration: 2 rounds
hands, and protection from normal mis- Casting Time: 3 For the round following the casting of
siles will protect those within from the ef- Area of Effect: 2-foot by 60-foot jet. this spell, any single-edged, slashing
fects of the scatterspray. The caster is Saving Throw: None/Half (see below) weapon is granted a +3 bonus to hit (but
always unharmed by the scatterspray, not to damage). The blade ignites with a
even if within its area of effect. Upon casting this spell a jet of flame ap- fiery blue-white glow visible to all, which
pears at the caster’s fingertips and bursts fades once the weapon has struck an op-
The damage from scatterspray assumes
out toward one target of the caster’s ponent or at the end of the next round,
hard objects are used for missiles. Eggs,
choice. That target will be hit by this whichever comes first. This bonus is in
fruit, and other soft objects can be used,
flame for 3-18 points of damage in the first addition to any Strength bonus or inher-
but this reduces damage by 2 points in all
round and 3-18 points the following ent magical bonus of the item. A sword
cases (down to a minimum of 0).
round, if he remains within the spell’s +1 provided with this spell will strike
Spellcasting is not possible from inside a
range. There is no saving throw against with a +4 bonus the next round, then re-
scatterspray if the spell-casting opponent
this spell, though anti-fire capabilities turn to being a +1 blade.
fails a saving throw vs. spells.
such as fire resistance will apply and may The material component of bladethirst
The material components of this spell
reduce or eliminate the damage. If the tar- is a drop of blood and a pinch of pow-
are the items themselves and a flint and
get moves more than 20 yards away from dered silver. Only one bladethirst spell
steel or tinderbox.
the caster or takes shelter behind some can be placed on an item at one time. A
large, fireproof object the next round, the bladethirst cannot be made permanent.
Snilloc’s Snowball flame jet will remain directed toward its
original target, even though no further Cloak From Undead
(Evocation) damage can be caused.
Range: 20 yards/level Other figures in the path of the flame jet (Alteration)
Components: V,S,M can make a saving throw vs. spells to Range: Touch
Duration: Instantaneous avoid 2-16 points of fire damage. A suc- Components: V,S,M
Casting Time: 1 cessful saving throw reduces this to 1-8. Duration: 1 round/level
Area of Effect: One target or creature The casting mage cannot perform other Casting Time: 2
Saving Throw: None Area of Effect: One creature
This spell creates a mystical snowball in Saving Throw: None
the hand of the caster which can then be By means of this spell, the caster or a
thrown immediately against any target single creature touched by the spellcaster
within range. The snowball hits automati- is cloaked from undead in a similar man-
cally for 1-3 points of damage, 1-6 points if ner to the priest spell invisibility to un-
used against a fire-using or fire-dwelling dead. The protected creature can take any
opponent. The snowball strikes like a non-hostile action and any undead
magic missile and can be affected and re- nearby will ignore him. If the cloaked in-
pelled in the same way (a brooch of shield- dividual attacks an undead creature, only
ing or thunderlance, for example, give the the undead that are actually attacked no-
same protection against both spells). tice the protected individual and are al-
Snilloc’s snowball is considered by lowed to attack back. A priest or paladin
most mages to be a lesser form of magic who is cloaked cannot turn undead.
missile, though it has the advantage in This spell is automatically effective
range at higher levels (as opposed to mul- The wizardess Laspeera against skeletons, zombies, ghouls,
tiple strikes) and can be directed against of Suzail shadows, wights, ghasts, and other un-

4 5
dead with five or fewer hit dice. Wraiths, The pole cannot be shortened from its • The fist can physically attack an op-
mummies, spectres, and more powerful 10-foot length, or bent. Other creatures ponent, causing 1-2 points of damage.
undead are allowed to make a saving may grasp the pole but only if their total The fist hits with the THAC0 of the
throw vs. spells to see the cloaked individ- Strength exceeds 18 can they hamper its caster, +2. It is not considered a mis-
ual. Vampires and undead creatures with movement or rip it out of the mage’s sile (magical or otherwise).
nine or more hit dice make this saving hands (causing it to dissolve).
throw automatically. Creatures from The fist cannot penetrate solid objects
The decastave can be wielded as a
or pass through walls of force or antima-
other planes and creatures which are not weapon, inflicting 1-6 points of damage.
gic barriers. It can be destroyed physi-
undead are not affected by this spell. The wizard suffers normal nonprofi-
The material components of the spell cally by five points of damage. Its AC is 4
ciency penalties if he does not have weap-
if invisible, 7 if the attacker can see it. De-
are a piece of bone and a pinch of pow- ons proficiency in staves. The decastave is
stroying the fist does not affect the caster.
dered silver. treated as a magic weapon with no pluses
The flying fist is recorded in more an-
for striking creatures which are immune
cient tomes as Alcimer’s flying fist. Alci-
Cloak Undead to normal weapons.
mer was extremely proud of the spell and
Once per use of the spell the decastave
(Necromancy) disseminated its secret widely. Soon, so
can be used to drain a target of 1-4 hit
many mages were using it that they
Range: 10 feet/level points. This is done in addition to the de-
dropped Alcimer’s name from the title.
Components: V,S castave’s normal damage. The caster must
Such is the nature of magical altruism.
Duration: 1 round/level determine before rolling to hit whether he
Casting Time: 2 will use this power. The drained hit points
Area of Effect: 1 or more creatures in 15- are channeled into the decastave’s wielder Ghost Pipes
foot radius to heal damage. If the caster is uninjured, (Alteration)
Saving Throw: Neg. then the drained hit points are lost.
Range: Touch
This spell renders undead creatures Components: V,S
within its radius invisible both to the na- Flying Fist Duration: Special
ked eye and to the detect undead spell. (Evocation) Casting Time: 1 round
The undead remain invisible as long as Area of Effect: One instrument
they remain within 15 feet of the spell’s Range: 10 yards/level
Saving Throw: None
center. If they move beyond that radius or Components: V,S
attack in any fashion, they immediately Duration: 1 round/level When this spell is cast, the mage can
become visible. The detect invisible spell Casting Time: 2 cause any one nonmagical musical instru-
will reveal their presence, as will true see- Area of Effect: Special ment to play itself. The instrument must
ing and similar devices. The spell can be Saving Throw: None be whole and in playing condition. It need
cast on the caster, on an object, or on a not be an instrument that the mage him-
This spell creates a small, utilitarian
willing subject. self can play, but he must be able to softly
hand, normally in the shape of a gloved
Cloaked undead cannot normally be whistle or hum the desired tune. This tune
fist of magical force, which is visible only
turned, though if the priest can detect can be no more than one minute long.
to the caster (though detect invisible or
Upon releasing the instrument, it glows
them, as above, he may turn them in the similar spells will allow others to see it).
normal fashion. Cloaked undead cannot as if limned with faerie fire and levitates at
The hand has a movement rate of 12
enter areas normally protected from un- the level it was released. The various parts
but it must remain within the range of the
dead, nor gain any other advantages. of the instrument (keys, valves, strings,
spell. It can hover, swoop, and dive at the
etc) move under the control of the magic.
mental command of the caster. No con-
Upon reaching the end of the song, the in-
Decastave centration is required to maintain the fist
strument will repeat the tune over and
and it can follow a mage as he moves and
(Evocation) over until stopped.
fights. If the wizard casts another spell or
The ghost pipes stop playing when any
Range: 0 is knocked unconscious, the fist is dis-
living creature touches the instrument.
Components: V,S,M pelled.
The radiance fades and the instrument
Duration: 1 round plus 1 round/level The fist can perform any one of three
slowly settles to the ground.
Casting Time: 2 tasks:
This spell was originally created by
Area of Effect: Caster • It can grab small falling or floating ob- Vangerdahast of Suzail, currently royal
Saving Throw: None jects weighing no more than 1 lb., and magician to King Azoun IV. It was made
The material component of this spell is carry such objects for up to two available through the Council of Mages.
a small piece of wood. Upon casting the rounds. The fist does not have the Royal scuttlebutt claims firmly that the
spell the wood vanishes and is replaced by strength or the dexterity to remove august and puissant Vangerdahast is
a 10-foot-long pole of magical force, 2 items which are tethered, secured, or deeply embarrassed by this early attempt
inches in diameter. The pole can only be sheathed, or take items from a charac- at spell research and would have banned
wielded by the wizard and will cease to ter’s grasp. it completely except that His Majesty en-
exist if he is no longer in contact with it. • The fist can push or slap an opponent, joys the spell as a novelty. The throne
The pole will also cease to exist if cut by causing that figure’s next attack to room is often filled with an orchestra of
metal (treat as AC0). have a –1 penalty to hit. levitating, glowing instruments.

4 6
its original (dead) form.
Quimby’s Enchanting Gourmet
An undead mount is usually a horse
(Conjuration/Summoning) (dead horses are easy to come by), but can
Range: 0 also be a griffon, camel, hippogriff, or
Components: V,S,M other beast of burden. Flying creatures
Duration: 1 hour plus 1 turn/level which turned into undead mounts cannot
Casting Time: 2 fly, but they can move along the ground.
Area of Effect: 40-foot radius Creatures that had some special ability
Saving Throw: None while alive do not regain that ability in
their undead state.
This specialized version of the unseen The undead mount is unintelligent and
servant was developed with one particu- cannot fight. It responds only to simple
lar task in mind—cooking and cleaning in verbal commands. It cannot be affected
the kitchen while its creator is otherwise by enchantment/charm magic. The un-
occupied. Prespos of Iriaebor dead mount has a movement rate of 18
The enchanting gourmet is a magical and moves silently. It has 1-4 hit points
force under the control of the mage. It can plus one additional hit point per level of
perform simple kitchen actions like stir- thing in the area of effect (including the the caster. Undead mounts can be turned
ring, carrying, measuring, cutting, and caster) and causing 1-3 points of damage as skeletons if they are primarily bones,
minding the fire. It is no stronger than an per level of the caster (to a maximum of or as zombies otherwise. Undead mounts
unseen servant and no more dextrous 8d3). Against fire-using and fire-dwelling ridden by more powerful undead cannot
than its creator. The enchanting gourmet creatures, the spell inflicts 1-6 points of be turned separately, but if the rider is
can be left to cook on its own, provided damage per level of the caster (again to a turned, so is the mount.
that it is cooking a meal that the mage maximum of 8 dice of damage). The caster can choose when creating
himself has prepared at some point in his Unlike the higher-level fireball, the the undead mount to make it glow very
life. If something disrupts the smooth snowball swarm is completely contained faintly with a yellow, green, or red hue.
flow of the meal (such as the arrival of a within its area of effect. Obstructions and The material components of this spell
dragon or an explosion in the kitchen), low ceilings do not cause the cloud of are a drop of water, a human hair, a pinch
the enchanting gourmet will seek the ad- snowballs to deform—they just hit the of powdered hoof, and the corpse or body
vice of its creator. walls and splatter. These snowballs are of the animal that will serve as the mount.
The enchanting gourmet can be dis- considered normal missiles when deter-
pelled by the caster at will, by a dispel mining the effects of protection spells. Vocalize
magic spell, or by taking 6 points of dam- However, all targets are considered AC 10
age from area effect attacks such as breath (Alteration)
against the snowballs; only Dexterity
weapons, explosions, and the like. Range: Touch
modifiers apply.
The enchanting gourmet cannot be This spell is much less powerful than Components: S,M
used to brew potions and other magical the fireball spell, but useful where the di- Duration: 5 rounds
drinks, but has been used to generate sim- mensions of the area of effect are un- Casting Time: 2
ple poisons and in one case to serve as a known or against fire-using or Area of Effect: One spell-casting creature
bartender. The creator of this spell, fire-dwelling creatures. The material Saving Throw: None
Quimby of Procampur, was an impatient component of this spell is a chunk of ice or
cook but a lover of fine food in quantity. The recipient of this spell can cast spells
a single pearl.
The spell is not one normally studied by with a verbal component without having
adventuring mages but is often used by re- to make any noise, so long as the casting
tired sages and other sedentary types. The Undead Mount takes place entirely within the duration of
material components of this spell are a (Necromancy) the vocalize spell. Only the verbal re-
block of wood and some string. quirement of spells is deleted. This spell
Range: 10 yards has no effect on other noises or speech—it
Components: V,S,M simply removes a spell’s verbal compo-
Snilloc’s Snowball Swarm Duration: 2 hours plus 1 hour/level nent.
(Evocation) Casting Time: 2 This spell is of great use when quiet is
Area of Effect: 1 mount desired in spell-casting or the individual
Range: 10 yards/level Saving Throw: None
Components: V,S,M has been magically silenced. The vocalize
Duration: Instantaneous By means of this spell, a wizard can ani- spell does not negate the magical silence,
Casting Time: 2 mate a dead horse or similar creature or it merely permits spell-casting without
Area of Effect: 30-foot radius assemble a magical mount from the bones verbal components.
Saving Throw: ½ of such creatures. The mount created by The material component of this spell is
this spell is under the control of the caster. a bell with no clapper.
By means of this spell the caster causes It can carry up to 300 lbs. of riders and
a flurry of magical snowballs to erupt equipment. Exceeding the 300 lb. limit de-
from a point within his range. The snow- stroys the spell and reduces the mount to
balls fly in all directions, hitting every-

4 7
Third Level Spells diately go berserk, attacking to kill friend Range: Touch
and foe alike for the duration of the spell, Components: V,S,M
unless a saving throw vs. spells is made. Duration: 1 round/level
Blacklight The definition of person is the same as for Casting Time: 1
(Alteration) charm person, and the same restrictions Area of Effect: 1 creature, size H or
apply, save that the charmed character smaller
Range: 10 yards/level has no qualms about slaying others. Saving Throw: None
Components: V,S,M The charmed individual will not attack
Duration: 1 round/level An improved version of the armor
the caster of this spell unless the caster at- spell, ghost armor provides the recipient
Casting Time: 3 tacks or harms the charmed individual
Area of Effect: 20-foot-radius globe with a suit of ghostly, translucent plate ar-
first. If this happens, the charmed individ- mor. The plate armor provides an AC of 3
Saving Throw: Neg. ual will only attack the caster. to the user, which combines with Dexter-
Upon casting this spell, the wizard cre- If there is no one for the charmed indi- ity and other magical bonuses. If the re-
ates a stationary, temporary area of total vidual to attack, he acts normally. As cipient is already AC 3 or better, the spell
darkness. The darkness is impenetrable to soon as someone other than the caster has no effect. Magical bonuses from exist-
normal vision and infravision, but the comes within sight (within the duration of ing armor (leather armor +2, for exam-
caster can see and move normally within the spell, of course), the dire charm takes ple) are not added to the ghost armor.
the blacklit area. The caster can attack hold and the charmed individual rushes to Ghost armor has no weight and does
and cast spells normally within the limits the attack. not restrict the wearer in normal move-
of his blacklight. Each round, those The berserk attacks of the charmed in- ment, spell-casting, or thieving. The ar-
within the blacklit area are allowed a sav- dividual do not grant any additional mor is magical force, not metal, and so is
ing throw vs. spells at –3. Those who suc- powers or abilities. If given a choice be- not vulnerable to attack from rust mon-
ceed can see as the wizard does for that tween two different ways to attack, the sters or the heat metal spell.
round, while those who fail are wrapped charmed character always chooses the The material component of this spell is
in total darkness. Characters outside the most deadly (he will cast a fireball spell a fragment of real armor which has been
sphere cannot see into it. before drawing his dagger, for instance). worn in battle.
Normal and magical lights are doused If the charmed character is forced to at-
by the blacklight. The casting of light, tack something that is much more power-
ful, the DM can permit a second saving
Hold Vapor
continual light, or dispel magic spell will
destroy the blacklit area. throw vs. spells to break the charm. (Abjuration)
Creatures within the blacklight area Range: 10 yards/level
have a –4 penalty to attack rolls and sav- Dispel Silence Components: V,S,M
ing throws and have their armor class re- Duration: Special
duced by 4. Characters with blindfighting (Abjuration/Alteration) Casting Time: 3
proficiency are only penalized by –2 to hit Area of Effect: 20-foot-radius globe plus
and save and have no penalty to armor Range: 0
10 feet/level
class. Components: S,M
Saving Throw: Special
The caster of blacklight can end the Duration: 1 round/level
Casting Time: 3 This spell allows a wizard to halt and
spell at will, though continual concentra-
Area of Effect: 10-foot-radius sphere/ prevent the further movement of any visi-
tion is not necessary to maintain it. Spells
level ble cloud or vapor within the spell’s range
which depend on visual effects (such as il-
Saving Throw: None and area. Such clouds include gaseous
lusions) do not function if the victim can-
breath weapons, fog cloud, cloudkill, and
not see them. This spell negates the effect of magical incendiary cloud, as well as the effects of
The material components of this spell silence within the area of the dispel silence pyrotechnics. Other objects can pass
are a piece of coal and the dried eyeball of spell for the duration of the spell. Follow- freely through this barrier so individuals
any creature. ing the casting of the dispel silence, all can pass in and out of the gas-filled area (a
spell-casting, speaking, and actions can volatile gas could be contained by the
Dire Charm proceed normally. spell and then safely incinerated by toss-
For the duration of the spell, the area ing a torch through the barrier).
(Enchantment/Charm) protected by the dispel silence is proof The spell lasts for as long as the wizard
against silence spells—they will not func- continues chanting, to a maximum of one
Range: 120 yards tion within the area of the dispel silence. hour, at which time the spell fades and the
Components: V,S,M The area is immovable, however, and cloud (if it is still there) settles or drifts
Duration: 1-4 rounds + 1 round/level does not follow the caster around. naturally. The mage can move normally
Casting Time: 3 The material component of this spell is during this period, though if silenced or
Area of Effect: One individual a pinch of powdered diamond worth at interrupted from chanting for a full
Saving Throw: Neg. least 50 gp, flung into the air. round, the spell will fade and the cloud
By means of this spell, the caster ensor- will be freed.
cels one person in such a fashion that the Ghost Armor
person truly enjoys killing and will imme- (Conjuration)

4 8
The hold vapor spell will restrain gas area of the dancing dweomer reveals Nchaser’s Glowing Globe
clouds even against magical and natural nothing, as all items in the area flicker
winds. A creature in gaseous or airlike with magical radiance. The flickering is (Alteration)
form (air elementals, djinns, and vam- not visible to the naked eye; it is detect- Range: Touch
pires, for example) can also be contained able only by those characters who are ac- Components: V,S,M
by this spell. In these cases, the creature tively detecting magic. Duration: Permanent
being contained is permitted a saving The material component is a pinch of Casting Time: 3
throw each round vs. spells to break dust tossed into the air. Area of Effect: One globe
through the barrier. Gaseous creatures Saving Throw: None
cannot transform back to their natural Mummy Touch
states when being contained by this spell. This spell requires a globe of blown
This spell does not control a cloud of (Necromancy) glass of the finest quality and a small
gas, it only contains it and halts its move- spark as its material components. The
Range: Touch
ment. The material component of the spell places a continual light within the
Components: V,S,M
spell is a small balloon or bladder. globe, but the wizard can control the
Duration: 1 round/level
brightness of the globe mentally.
Casting Time: 3
The light within the globe functions as a
Icelance Area of Effect: Creature touched
continual light, illuminating an area of up
Saving Throw: Neg.
(Alteration) to 60 feet in radius. By mental control, the
Upon casting this spell, the wizard caster can reduce this illumination to a
Range: 10 yards/level
gains two abilities. First, he is immune to dull, luminous glow similar to faerie fire.
Components: V,S,M the rotting disease carried by mummies The caster does not need to concentrate
Duration: Special
for the duration of the spell. He also is em- on the spell to maintain it, only to change
Casting Time: 3
powered with the ability to inflict this rot- the level of illumination. The wizard can
Area of Effect: Special
ting disease on others by touch for the control this illumination at a distance of
Saving Throw: None
duration of the spell. 10 yards per level of the caster.
This spell will function if there is suffi- Mummy rot causes the flesh of the vic- The caster can maintain any number of
cient ice present, usually no less than 10 tim to putrify and decay. This causes a glowing globes simultaneously and may
lbs., though the remnants of an ice storm loss of 2 points of Charisma per month change their illuminations independently
spell will suffice. The spell causes the and is fatal in 1-6 months if untreated. or simultaneously. The globes can be
shards of ice to reform into a long, magi- Mummy rot can be cured by cure disease moved or carried, but if destroyed (saving
cal lance of ice, which then spirits off in and more powerful magics which dupli- as glass objects), their magic is lost. If the
the direction dictated by the caster against cate cure disease. While under the effects caster dies, the globes continue to func-
a particular target chosen by the spell- of mummy rot, the victim cannot be tion, but can be switched to a new owner
caster. healed using cure light wounds, cure seri- if that new owner can cast wizard spells of
The lance strikes with the caster’s ous wounds, or heal spells and normal the 4th level and touches the globe.
THAC0 +4 and inflicts 5d6 points of healing takes place at 10% of the regular
damage. In addition, the target must save rate. Nightscar
vs. spells or be stunned for 1-4 rounds. The caster’s appearance does not
The icelance travels in a straight line. It change as a result of this new ability and (Illusion/Phantasm)
will crumble to its component shards if it no other abilities are altered or improved Range: 30 yards
misses its target or if it strikes some other other than the two noted above. The Components: S,M
target before hitting the intended one. mummy touch affects everyone the caster Duration: 1 day/level
The spell creates only a single icelance. touches during the duration of the spell. Casting Time: 3
The caster can choose to end the spell pre- Area of Effect: One creature or object
Laeral’s Dancing Dweomer maturely, but once ended, the abilities are Saving Throw: Neg.
lost.
(Illusion/Phantasm) Undead are immune to the effects of This spell allows the caster to place a
mummy touch, as are other creatures magical mark upon another object or in-
Range: 20 yards + 10 yards/level
who would not normally be affected by dividual. The mark can be seen only by
Components: V,S,M
the attack of a mummy (such as iron go- the caster and up to seven other chosen in-
Duration: 1 turn/level
lems or xorn). Mummy touch cannot be dividuals. It will remain for the duration
Casting Time: 3
granted to another individual. The dis- of the spell regardless of the individual or
Area of Effect: 40-foot-diameter sphere
ease functions only by direct touch—it object changing its shape or using illusion
Saving Throw: Neg.
cannot be used to “poison” food or drink. to mask its presence, or becoming invisi-
This spell is used to confuse spells and The caster can be damaged normally by ble. The caster will see the new form (or
abilities which detect magic by creating a mummies, but if slain will not rot. Those not see the invisible individual), but will
score of false images which flit from one slain by the caster using mummy touch still see the mark.
item to another within the area of effect, will not rot as well. The mark can be placed from a distance
alternately creating and masking magical The material components of this spell on any visible surface of the flesh or the
auras on the items within. are a pinch of mummy dust and drop of object. It emits a glow visible to the caster
A detect magic spell used within the blood. (and his servants) in the dark. The recipi-

49
ent can be unaware that the caster has originally developed to track lycan- Proof from Teleportation
placed the mark, but is allowed a saving thropes in their human form.
throw. A successful save indicates that (Abjuration)
the individual is not marked by the Paralyze Range: 0
nightscar. Components: V,S,M
In addition to the caster, up to seven (Necromancy)
Duration: 2 hours/level
others can see the nightscar on its target. Range: Touch Casting Time: 2 turns
These individuals are usually in contact Components: V,S,M Area of Effect: 10 yard radius/level
with the caster at the time of the casting. Duration: 1 round/level Saving Throw: None
Alternately, the caster can hold up to Casting Time: 3
seven gems, stones, or seeds in his hand. By means of this spell the caster can se-
Area of Effect: Caster
Each of these seeds, given to an individ- cure an area from magical intrusion by
Saving Throw: None
ual, allows that individual to see the means of teleportation, gates, or dimen-
nightscar on the target. Upon casting this spell, a wizard gains sion doors. The area extends out from the
Once placed, the scar cannot be de- the ability to paralyze those he touches caster 10 yards per level in all three di-
tected by magic but it can be seen by a de- for 2-8 rounds. Those touched must make mensions and is not impeded by walls,
tect invisible spell. A true seeing or similar a saving throw vs. spells to avoid the ef- doors, or other surfaces.
magic would miss the scar as it is not re- fect. If the saving throw is made, they suf- When in operation, the spell prohibits
ally there. The mark will fade upon the fer no ill effects from the paralyze spell. the use of teleport spells (including tele-
duration of the spell elapsing, and a dispel Creatures which are immune to paraly- port without error and teleport dead) into
magic or remove curse will destroy the sis, as well as undead and unliving crea- the region. Dimension doors will also not
nightscar as well. tures such as golems, cannot be affected function within the proscribed region. At-
This spell is often used in cities to keep by this spell. The caster must roll a suc- tempts to use these spells to enter or leave
track of thieves and other individuals for cessful attack roll in order to strike an op- the affected area will fail.
later contact and/or arrest. It is particu- ponent with the paralysis. In order to use gate spells or similar
larly useful in trailing individuals who The material component of this spell is magics which open portals into other
can change their shape or appearance. a piece of ghoul flesh. planes, the caster of the gate must make a
The nightscar is believed to have been saving throw vs. spells to succeed. Failure

50
indicates that the spell fails and is ex- Skull Watch affected area radiates a faint blue, flicker-
pended. Success allows the use of that ing radiance, visible to all.
gate. Any future use requires another sav- (Necromancy) Undead must save vs. breath weapon in
ing throw. Range: Touch order to enter the warded area. Those that
Spells which tap the Ethereal plane Components: V,S,M fail the saving throw cannot enter the
(such as vanish) and items such as armor Duration: 1 turn plus 1 turn/level area. Those who can enter the area do so
of ethereality can function normally Casting Time: 2 without penalty. Undead can attempt to
within the secured area, as can creatures Area of Effect: 20-foot by 90-foot area. enter the area once per turn and gain a
who exist in the Ethereal plane. Creatures Saving Throw: None new saving throw with each attempt.
with strong extraplanar ties function nor- Undead already in the area of effect
This spell requires as its material com- must make a saving throw vs. breath
mally while in the secured area, though
ponent the complete skull (including jaw) weapons or be slowed (as the spell) for the
they may not gate or teleport.
of an intelligent humanoid creature. Once duration of the spell.
The proof against teleportation spell
can be discontinued at any time by its the spell is cast, the skull is set in midair The ward against undead is stationary
facing a particular direction. The skull and has no additional effect on combat or
caster. It can also be brought down by a
will then hang there in midair. The eye turning. Once a particular undead makes
dispel magic spell in the standard fashion.
sockets of the skull define a path 20 feet a saving throw versus the ward it does not
A limited wish or wish spell will allow a
teleport to function within the secured wide by 90 feet long. Physical boundaries need to make that saving throw again.
such as walls do limit that path. Multiple wards can be cast in the same
area.
The material component of this spell is Any living creature which enters the area, requiring multiple saving throws to
area of this path within the limitations of cross or avoid their affects, though no un-
10 lbs. of sugar, salt, or other granular
material stuffed into a 5-lb. sack and the spell activates the skull watch. The dead can suffer the effects of more than
dropped at the location of the center of skull emits a piercing shriek that can be one slow spell in any event. A dispel
heard up to a quarter-mile away. In addi- magic will destroy the ward, but other-
the spell.
tion, the wizard who cast the skull watch wise the spell will run to the end of its du-
is immediately aware that something has ration.
Revenance tripped his spell. Silence spells and similar
(Necromancy) magics can stop the audible shriek, but
Waves of Weariness
the wizard becomes aware of the event re-
Range: Touch gardless of location, as long as the wizard (Enchantment/Charm)
Components: V,S,M is alive, conscious, and on the same plane.
Duration: Special Range: 40 yards
The skull can be moved from its posi-
Casting Time: 1 turn Components: V,S,M
tion without activating it, as long as the
Area of Effect: Undead within 15 feet of Duration: 1 round
individual does not step within the path.
the caster Casting Time: 3
The skull can also be destroyed. The skull
Saving Throw: None Area of Effect: One creature
watch has 1 hit point per level of the
Saving Throw: Neg.
By means of this spell the necromancer caster and an AC of 7. The skull makes no
can enhance the internal willpower of un- other attacks. The caster is not made Upon casting this spell on a creature,
dead creatures, making them temporarily aware if the skull is destroyed without the that creature is suddenly overcome with
immune to turning attempts and disrup- spell being triggered. dizziness and exhaustion. A successful
tion by priests, paladins, and others capa- If a wizard has multiple skull watches saving throw vs. spells negates this effect.
ble of turning undead. The spell does not operating, he will be unable to discern Creatures of less than 12 Intelligence or
provide immunity to magical items such which has been tripped, as the “scream” Wisdom that fail this saving throw will
as the mace of disruption nor to magical and “mental awareness” are similar for all immediately collapse for that round.
spells such a protection from evil. skulls created by this spell. They can get up again next round with no
The caster can affect one undead per After being triggered, the floating skull further ill effects.
level of experience with this spell. The sinks slowly to the ground and can be re- Creatures of 12 or greater Intelligence
spell lasts until a turning attempt is made used at a later time. or Wisdom who fail the saving throw vs.
which would otherwise turn or destroy spells are delayed in their actions. They
the undead. An undead cannot receive Ward Against Undead automatically attack last in the next
another revenance spell if one is currently round they have an action or attack.
operating. The affected undead will radi- (Abjuration) This spell has no effect against crea-
ate a faint aura of magic. Once a success- Range: 0 tures who do not sleep, such as undead
ful turning attempt is blunted by this Components: V,S and elementals. The material component
spell, the spell is no longer in effect for Duration: 1 round + 1 round/level is a small book of poetry, which is read
that particular undead and it can be Casting Time: 3 aloud (a personal favorite is Translations
turned normally. Area of Effect: 10 foot radius/level from Kara-Tur Haiku by Lhaeo of
The material components of this spell Saving Throw: Neg. Shadowdale).
are a flake of ash, a pinch of dust, and a
drop of blood. This spell allows the caster to prevent
undead creatures from moving into the
area of effect. Upon casting this spell the

51
lar in many ways to the numerous Bigby’s the message appears as an illegible,
Fourth Level Spells hands spells. This claw can be set in an smudged scrawl.
area to attack everyone within 10 feet, or The magic of the spell will defeat spells
Beltyn’s Burning Blood be sent against one particular target. such as comprehend languages and read
If sent against a particular target, that magic, but not true seeing. The message
(Necromancy) target must make a saving throw vs. spells can be on any medium (paper, stone,
Range: 10 yards/level or be immediately clawed by the invisible wood, even soot or snow), but if the me-
Components: V,S,M force for that round and every round dium is destroyed the encrypted message
Duration: 3 rounds thereafter for the duration of the spell. If is destroyed as well. Otherwise the en-
Casting Time: 4 the saving throw is made, the claw lands crypted message can only be fully de-
Area of Effect: One creature in a random direction (as determined by stroyed by a dispel magic or erase spell or
Saving Throw: Neg. the grenade-like missile scatter diagram, by the will of the original caster.
page 63, Dungeon Master’s Guide) 10 feet The encrypted region radiates an aura
By means of this spell, a wizard can away. It is then treated as if it had been of magic, but otherwise does not call at-
cause the open, bleeding wounds of any cast on that location. tention to its presence. Magic spells can-
creature to burst into flame, converting A claw cast on a location will attack the not be encrypted, but any nonmagical
the blood into a corrosive mix which in- closest target within 10 feet of its location, language can be. An individual men-
flicts 3-12 additional points of damage per attacking with the same THAC0 as the tioned in the encrypted message will see
round. “Open wounds” is defined as those caster. If it strikes any target (friend or the message normally, but if unable to un-
wounds created by an edged weapon and foe, or even the caster himself) the claw derstand the writing, still does not know
which have not been dressed or healed. hits automatically every round thereafter. what it says.
Obviously, the creature must have The claw inflicts 1-4 points of damage Encrypt can be used to conceal the mes-
blood in the first place in order to be af- per round. It never misses once it hits, but sages of the caster or of others, within the
fected by this spell. This excludes undead it can be foiled by any type of magical limitations of the spell. Longer messages
and extraplanar creatures who do not barrier, including shield, anti-magic shell, can be encrypted by multiple castings of
have obvious blood (like elementals). or Bigby’s Interposing Hand. Such spells the spell.
Similarly, creatures who are resistant to will not negate its attacks, but the attacks The material components of this spell
fire are immune to the effects of this spell. will be directed against the spell instead of are a pinch of dust or fluff and a feather.
Each of the three rounds the spell is in the target. Dispel magic will destroy the
effect, the target can make a saving throw claw. Physical attacks inflict no damage
vs. spells with a –3 penalty. If the save is on the claw. The caster can dispel the Fire Gate
made, no additional damage is inflicted claw at will. (Alteration)
by the spell. Once the claw hits, it remains with the
The caster does not need to touch or target regardless of the target’s actions or Range: 0
even see the target, as long as the individ- movement, even if it moves beyond the Components: V,M
ual meets the requirements above and is in spell’s original 10-foot radius. The claw Duration: Instantaneous
the range of the spell. Individuals in the does not interfere with movement or at- Casting Time: 3
Ethereal plane are immune to attacks tacks, but its continual damage does pre- Area of Effect: Caster
from the Prime Material, but not from at- vent spell-casting (though not the use of Saving Throw: None
tackers on their own plane. Targets which devices or activation words).
have changed shape or passed into other The material component of this spell is Upon casting this spell the caster may
objects (such as a tree or rock) are still a dried foot or claw. step into a large fire (with at least a 2-foot
vulnerable to the spell. Creatures and radius) and immediately reappear in an-
characters with regenerative abilities or other similar-sized fire up to 50 yards/
spells can save at the normal chances to Encrypt level away. If no such fires exist within
prevent further damage. that range, the spell does not function and
The material components of this spell (Illusion/Phantasm) the caster remains in the initial fire. If
are the presence of exposed blood and a multiple large fires are available, the
pinch of saltpeter. Range: 10 feet plus 10 feet/level caster can choose from them.
Components: V,S,M If there is a large, solid object blocking
Duration: Permanent the fire gate, then the caster is mired in the
Caligarde’s Claw Casting Time: 4 plane of Elemental Fire, and will remain
(Conjuration/Summoning) Area of Effect: Special so until he either finds another way out or
Saving Throw: None he is rescued.
Range: 60 Yards
Components: V,S,M This spell has made its way out of the
By means of this spell the wizard causes
Duration: 1 round/level savage and brutal lands of the Red Wiz-
a message of no more than 66 characters
Casting Time: 4 ards of Thay. It is recommended that the
or letters in length to be made unreadable
Area of Effect: Special spellcaster have some form of protection
by anyone save the spellcaster, one other
Saving Throw: Neg. against fire before attempting it. Most re-
specific figure named by the spellcaster,
ports of the power and the magic of the
By means of this spell, the caster calls and those entities referred to specifically
red wizards have been exaggerated to
into being an invisible claw of force, simi- by name in that message. To all others,
make them seem more powerful than they

53
are. While many unique magics exist in to sender strike with the sender’s THAC0 through solid matter save at a –2, while
the lands of Thay, they are often merely with a +4 to hit, and inflict normal dam- those on the Astral plane save at +1. The
variants of spells found elsewhere, and age. material components of this spell are a
usually function at several levels higher The wizard can affect only a single mis- clear gem worth at least 50 gp—the gem is
than is mentioned in bar talk and local sile per round. The missile can weigh no lost in casting.
legends. more than the wizard’s experience level in
pounds. Plague
Ilyykur’s Mantle Enchanted items (such as an arrow +1)
are granted a saving throw using the cast- (Illusion/Phantasm)
(Abjuration) er’s chance, with any “pluses” on the Range: Touch
Range: 0 weapon being used as beneficial modi- Components: V,S,M
Components: V,S,M fiers. Magic missiles are negated entirely, Duration: 7 days/level
Duration: 1 round/level of caster but only one particular missile is dispelled Casting Time: 4
Casting Time: 4 in a single round. Area of Effect: Creature touched
Area of Effect: Caster The mage does not need to concentrate Saving Throw: Neg.
Saving Throw: None to maintain the missile mastery and can
move and fight when it is in operation. When cast, this spell causes the recipi-
When Illykur’s mantle is called into be- Casting any other spell will negate the re- ent to suffer from a powerful illusion spell
ing, the caster is surrounded by a lumi- mainder of the missile mastery spell. which causes him to appear to be suffer-
nous aura which completely covers him, ing from some loathsome (and likely con-
conforming to the contours of the body. tagious) disease. The illusion is very
This mantle does not affect any physical
Phase Trap good, covering appearance, smell, and
or magical abilities of the caster, but does (Alteration) tactile manifestations of the disease. The
affect spells which are cast against the recipient is unaware of his own illusory
Range: 20 Yards
wearer of the mantle. The effects are: appearance, but others will react as if the
Components: V,S,M
individual is a plague-carrier.
• +3 on all saving throws vs. Duration: 1 round/level of caster
For maximum effect, the disease should
enchantment/charm spells which al- Casting Time: 4 be one that the caster is familiar with
low a saving throw. The mantle does Area of Effect: One creature
(mummy rot is an old favorite). If the dis-
not grant a saving throw against spells Saving Throw: Neg.
ease is well known to the caster, then the
that do not normally allow one, but if
Upon casting this spell, the wizard de- chance of detecting it as an illusion on rea-
one is permitted, then the +3 modi-
prives a creature with the ability to exist sonable examination is 6%. If the caster is
fier applies;
in multiple planes from that ability for the creating a new disease or trying to dupli-
• +1 on all other saving throws vs.
duration of the spell, in effect “locking” cate a disease he has heard of (say, for ex-
spells, again provided that one is al-
the creature in the Prime Material plane. ample, the copper rot of Shar), the chance
lowed under the spell description
The caster must have the creature in sight of detection are raised to 30%.
• All damage from electrical attacks, in-
at the time of casting. Cure disease has no effect on this illu-
cluding shocking grasp and lightning
When subject to this spell, phase spi- sory plague, but a dispel magic will bring
bolt, is halved (saving throws can ne-
ders and similar creatures are immedi- it down with the standard chances. The
gate or halve the damage again).
ately put “in phase” and can be attacked caster can also lift the plague at will,
The mantle protects only the caster and normally. Blink dogs cannot blink and though he might also make some other de-
the caster’s familiar, provided that the displacer beasts cannot use their displace- mand of service or item for his healing.
creature is relatively small (size S) and re- ment power. Xorn lose their invulnerable Note that it is against the law in Cormyr
mains in contact with the caster. walk through solid objects and, if in a and Sembia to accept money or reward to
The material component of this spell is solid object, take 2-20 points of damage remove the effect of a spell that one cast
a natural (not cut or finished) gem. per round until they can free themselves. himself.
Magical items that put individuals into The material component of this spell is
Missile Mastery the Ethereal plane or open holes into a pinch of soot or fungus.
pocket dimensions (such as the portable
(Alteration) hole) will not function while this spell is in Spectral Wings
Range: 10 yards/level operation. Magic spells of 4th level or
lower (such as rope trick or blink) will not (Evocation)
Components: V,S
Duration: 4 rounds function and if already functioning, will Range: Touch
Casting Time: 4 cease to exist, bringing the individual Components: V,S,M
Area of Effect: One missile back into the Prime Material plane imme- Duration: 1 turn/level
Saving Throw: None diately. Spells of 5th level or higher that Casting Time: 4
access other dimensions (such as phase Area of Effect: Special
While this spell is in effect, the wizard door) function normally and are unaf- Saving Throw: None
can alter the flight of a single missile that fected.
passes within the range of the spell, stop- The creature or individual this spell is This spell creates a misty, gray, largely
ping it or causing it to be hurled back to- cast upon gains a saving throw vs. spells intangible flying steed. The spectral wings
ward its original sender. Missiles returned to avoid its effect. Creatures which phase appear as a set of gray, ghostly wings, 12

5 4
feet long, with a wingspan of 26 feet. The allows a second saving throw vs. poison, magic missiles directed at the wielder and
mount is visible to others, but seems even if one was not allowed initially. If the For every magic missile so absorbed, the
foglike and insubstantial. Those who are individual is poisoned while under the ef- lance will inflict 2-5 additional points of
riding on the spectral wings feel it as a fect of the chaser, the individual is permit- damage when discharged. The thunderl-
solid object. ted a +4 modifier to the saving throw vs. ance can absorb and then discharge one
The spectral wings are a magical force poison (or a straight saving throw if one is magic missile for every three levels of the
under the mental control of the caster. It is not normally allowed). caster. Additional magic missiles are ab-
not a living thing and cannot be slain or The material component of this spell is sorbed but do not increase its discharge.
affected by normal weapons. It can be dis- a drop of holy water. “Magic missiles” include other spells with
pelled normally. The caster must remain similar properties, such as major missile
in contact with the wings in order to con- Thunderlance and Snilloc’s snowball. Each of these
trol them. If the caster is taken out of con- spells, if absorbed in the thunderlance, in-
tact with the wings or is slain or rendered (Evocation) flicts 2-5 more points of damage, regard-
unconscious, the wings will perform the Range: Caster less of the typical damage of the spell.
last order they received. Components: V,S,M The material component of this spell is
The spectral wings are utterly silent and Duration: 1 round/level or a small, silver spear.
have maneuverability class B and a speed until discharged
of 16. They may pass through solid ob- Casting Time: 4 Wall of Sand
jects, but that ability is not passed along Area of Effect: Caster
to the individuals and equipment that (Evocation)
Saving Throw: None
wings carry. The wings can carry up to Range: 5 yards/level
100 lbs. per level of the caster. If over- Upon casting this spell, a faint, gray,
Components: V,S,M
loaded, the additional weight falls shimmering force comes into being in the
Duration: 1 round/level
through the wings. The wings provide a general shape of a staff or spear. The force
Casting Time: 4
solid base for spellcasting and missile fire. can extend up to 20 feet from the caster’s
Area of Effect: Special
The caster can engage in other actions pointed finger and retract or grow to the
Saving Throw: None
while riding the spectral wings, but the desired size, but it always remains a
wings will continue to move according to straight lance of force. Any creature This spell creates a wall of swirling,
which touches or is touched by the thun- opaque sand 1 foot thick per level of the
their last orders if this is the case.
derlance takes 4-24 points of damage. caster, 12 feet high, and 4 feet long per
The material component of this spell is
a wing bone from any type of flying crea- Once discharged, the thunderlance level of the caster. The wall must be cast
ture. The wings resemble the wings of that fades out of existence. The thunderlance so that it rests upon a hard surface and
can also be willed out of existence by the once cast it is immobile.
particular creature.
caster at any time without hitting anyone. The sand is thick and viscous. While
The thunderlance will disappear without movement is possible through the sand (at
Spendelard’s Chaser inflicting any damage if the caster dies, half speed), all creatures who rely on nor-
(Necromancy) loses consciousness, or casts any other mal sight or infravision to see are blinded
spells. Full conscious control is not neces- while they are within the wall, and in ad-
Range: Touch dition they suffer a –3 penalty to their ar-
sary to command the thunderlance, al-
Components: V,S,M lowing the mage to move and fight mor class the round after they leave the
Duration: 1 turn/level wall of sand. Creatures needing to
normally while carrying the lance.
Casting Time: 8 breathe air suffer one point of damage per
The lance can be used as a barrier or a
Area of Effect: One creature, size L or round spent in the wall.
trap against attacking creatures, but is
smaller Open flames and fires are extinguished
most often used as a weapon. The lance
Saving Throw: None attacks creatures at their lowest unar- once thrust into the wall of sand. Speech
This spell was originally created in or- mored armor class (a dragon would still and spellcasting are impossible while
der to facilitate mental recovery from be AC 2 but a mounted knight would be within the wall. The wall blocks all sight
brewery research expeditions (in other AC 10). Any non-inate armor is ignored, through the sand to areas beyond. Magic
words, as a hangover cure). However, it but Dexterity and magical bonuses do ap- can pass through the sand normally,
was discovered to have a beneficial side ply to the target’s armor class. though spells which require a visible tar-
effect in regard to protection against in- The touch of a thunderlance will de- get will not pass through the wall of sand.
jected, ingested, and contact poisons. stroy a shield spell, a wall of force, a mi- The caster can create a wall of sand of
Cast upon an individual, it negates the nor globe of invulnerability, and similar, smaller dimensions than those listed, but
adverse affect of drugs (including alcohol) minor abjuration magics of 5th level or once cast, its dimensions cannot be
on the system, restoring the individual to less. Higher level abjuration spells are un- changed. The wall of sand maintains itself
mental coherence and relieving hangovers affected by the thunderlance. In either with no concentration, but the caster can
or other ill effects. Real damage (to body case, the thunderlance is discharged and dispel it at will.
or to mind) is not healed by this spell-it fades upon striking such a magical bar- The material component of this spell is
only aids the body in purging the chemi- rier. It can pass through fire and water (in- a handful of sand.
cals within it. The chaser will not affect cluding ice) unharmed, even if the fire,
insanity or magically-induced effects. water, or ice is the result of magic spells.
If the individual was poisoned, the spell As a bonus, the thunderlance absorbs

55
a spiderweb, a small brass or silver bell, Duration: 1 Turn/level
Watchware Casting Time: 1 Turn
and a shard of glass.
(Evocation) Area of Effect: 1 Undead/level
Saving Throw: None
Range: Touch Fifth Level Spells
Components: V,S,M By means of this spell the caster can al-
Duration: Special Bowgentle’s Fleeting journey ter the appearance of undead creatures so
Casting Time: 1 round that they appear as they did in life. They
Area of Effect: One item (Alteration) appear to be healthy and normal (unless
Saving Throw: None Range: Touch that’s not how they were in life) and have
Components: V,S,M no charnel odor or other tell-tale clue that
The wizard can place a watchware on
Duration: Special they are actually dead.
any single, nonliving, inanimate object,
Casting Time: 5 The disguised undead are still undead
usually a book, staff, door, or item of
Area of Effect: One creature in all other ways and forms. They can be
treasure. If that item is disturbed or
Saving Throw: Neg. revealed by a detect undead spell or simi-
moved at any later time, the caster will be
lar divination spells. Those abilities which
alerted. This alert occurs even if the caster By casting this spell and touching the depend on the appearance of the undead
is asleep or unconscious, but not if the target individual, the caster teleports that (a rotting visage that inspires fear, for ex-
caster is turned to stone or otherwise un- individual to another location within ample) cannot be used in the disguise. The
able to think. sight. The individual remains at that loca-
The original caster will receive a mental disguise does not allow the undead to per-
tion for one full round, at the end of form tasks beyond their normal limita-
image when the watchware is activated. which time he is teleported back to his ini- tions or allow them to speak if they lacked
This mental image is of the item and all tial location. that ability in their undead state. Dis-
items and creatures within 10 feet of it at This teleportation must be to an area guised undead retain the alignment they
the time of activation. The mental image viewed and pointed at by the spellcaster had previous to the illusion. Disguised
generated by the watchware lasts only a when casting the spell. The range is up to undead can be turned if recognized as un-
single round and does not include any 20 yards per level of the caster horizon- dead and their disguised forms can be af-
sound. The image interrupts concentra- tally and 10 yards per level vertically. fected by all things in the normal fashion.
tion and disrupts spellcasting in progress, Teleportation operates the same as the This spell combines illusion/phantasm
but does not disturb the mage in any other spell of the same name, but the location magic and necromancy, and as a result
way. can never be less familiar than “seen casu-
The watchware is activated when the cannot be used by necromancers and illu-
ally.” The individual may teleport high or sionists, whose specialty craft prevents
item is disturbed for any reason, whether low as listed, but if he teleports into a studying the other’s complementing areas
someone touches it, pokes it with a pole, a solid object, he is not slain but rather of this spell. As a result it is most often
cat walks on it, or an earthquake knocks pushed into the Astral plane. A character used by “regular” mages to hide skeleton
it over. The item protected by the wat- pushed into the Astral plane must get and zombie servitors in social situations.
chware radiates a faint aura of magic. If a back to the Realms under his own initia-
dispel magic is cast upon the watchware, The material components of this spell are
tive, as the spell will not return him. an insect’s cocoon.
it will activate. The watchware will func- Should teleportation be successful, the
tion only once, then the spell is spent. A character can immediately act in the next
wizard can have as many active wat- Improved Skull Watch
round, performing any one-round action
chwares as he has levels, but in practice (most spell-casting, moving, attacking, (Necromancy)
most mages keep only one or two to avoid picking up an item, etc.). A maximum of
the hassles of accidental activation. Range: Touch
500 lbs. of character and equipment can
The material component of this spell is Components: V,S,M
be teleported in this fashion. If the charac- Duration: Until activated
ter is overloaded (or secured by chains,
Casting Time: 6
ropes, webs, or other ties), the teleporta-
Area of Effect: 20-foot by 90-foot path
tion fails.
Saving Throw: None
At 15th level, the caster can send the re-
cipient of the spell to a location for two This spell is an improved version of
full rounds instead of one. Regardless of skull watch used by necromancers with
level, the caster cannot send himself any- large, permanent bases. Like skull watch,
where with this spell or send dead bodies improved skull watch sets an enchanted
or inanimate objects alone. skull either on a surface or hanging in
The material component of this spell is midair. Living, intelligent creatures which
a small ball of uncured rubber. enter an area 20 feet wide by 90 feet long
in front of the skull cause the skull watch
Disguise Undead to activate.
The activated skull will scream, which
(Illusion/Phantasm/Necromancy) can be heard up to a quarter-mile away.
Chaspra of Selgaunt Range: 10 yards/level The activation also mentally communi-
Components: V,S,M cates the presence of intelligent, living

5 6
creatures to the caster, if the caster is on flict damage equal to their magical bonus Presper’s Moonbow
the same plane as the skull. The skull will (a long sword +2 inflicts 2 points of dam-
communicate general visible data about age per strike). Enchanted metal is an im- (Evocation)
those who have activated the warning de- passible barrier to the ironguarded Range: 10 yards/level
vice (race, appearance, visible weapons, individual. Spells using metal in their ma- Components: V,S,M
and so forth, but not alignment, level, or terial components (such as blade barrier) Duration: 1-4 rounds
magical abilities). can affect the individual normally. Casting Time: 5
The wizard can create as many im- The ironguarded individual can attack Area of Effect: Special
proved skull watches as he has levels. armored opponents as if they were unar- Saving Throw: None
Each one sounds alike in its scream, but mored, but only with bare-handed or nat-
the wizard will know the location of the ural weapons. Such opponents would be This spell can only be cast at night
activated skull. Once activated, the skull armor class 10 if they were wearing all- when the moon is visible in the sky. Creat-
disintegrates and a new skull must be used metal armor. ing the moonbow causes 1-4 small glow-
to protect the same area. If, for some reason, the ironguarded in- ing motes of light to collect and spin
Once the skull is in place it cannot be dividual has his body in the same space as around the caster, resembling dancing
turned or moved. A dispel magic will de- metal when the spell duration elapses (if lights in appearance. The number of
activate the skull, as will destroying the he collapses while passing through an iron moon motes which appear is random.
skull itself. The skull has AC 5 and 2 hit grate, for example), he is immediately On each of the following rounds, the
points for every level of the caster. De- killed. caster can direct any or all of the motes to
stroying or dispelling the skull will cause The ironguard spell was developed by attack a specific target within range. The
the caster to be aware of its destruction, main-stream wizards and cannot be used motes pursue the target at a movement
but not reveal the attacker’s nature. by transmuters and abjurers, as it uses op- rate of 26 and will follow around corners
The material components of this spell position school enchantments. and obstacles. The motes are not con-
are the complete skull of a humanoid, in- fused by illusions or invisibility. They
telligent creature and a bit of earwax. strike as the caster with +3 to hit. Should
Should a caster die before his skull Nulathoe’s Ninemen they hit, they discharge an electrical bolt.
watch areas are activated, they will still Should they miss, they flicker out without
(Necromancy)
be in operation, even if he becomes un- inflicting further damage.
dead. Range: Touch The damage inflicted by a moon mote is
Components: V,S,M determined by the number of other motes
Duration: Permanent as long as dead that were created at the same time:
Ironguard Casting Time: 5 1 Mote—4-24 points damage
(Abjuration/Alteration) Area of Effect: One dead body of 2 Motes—3-18 points each
size L or smaller 3 Motes—2-12 points each
Range: Touch Saving Throw: None 4 Motes—2-8 points each.
Components: V,S,M
Casting Time: 5 This spell protects a dead body against There is no saving throw vs. the electri-
Duration: 1 round/level normal decay, magically strengthening cal damage; the motes must hit in order to
Area of Effect: One creature the joints and repelling disease and rot. harm the target.
Saving Throw: None The spell does not heal wounds or reverse No more than all motes and no less
damage inflicted on the body (in its living than one mote can attack per round. The
By means of this spell, the caster con- or dead state). remaining motes hang spinning around
fers upon himself or another creature im- If the body is later brought back from the spellcaster until they are sent off. The
munity to metal, including normal metal the dead (with raise dead, resurrection, or spellcaster can move or cast other spells in
weapons. Such weapons will pass harm- a similar spell), only the time elapsed be- addition to firing off a moon mote in the
lessly through the individual as if he were tween the death and casting of the nine- same turn. The casting time of all spells,
a phantasm, not solid flesh. The individ- men (pronounced nin-em-en) counts for and the weapon speeds of any attacks
ual can pass through iron bars, gates, and determining success. made by the mage, are increased by 2 be-
other metallic objects. Nonmetallic ob- Also, while under the effects of the cause of sending off the moon mote for
jects will still affect the individual and can ninemen, the body cannot become un- that round. It is possible for a wizard to
harm him. dead or be animated using the animate summon, through several moonbow
Ironguard applies only to the individ- dead spell. This spell can only be cast on spells, a constellation of moon motes or-
ual’s body, not anything he is carrying or bodies that were once alive and now are biting about him.
that is attached to him. dead. It has no effect on undead. If a round passes where no moon motes
The ironguarded individual is still sub- The material component of this spell is are shot off at targets (living or not), all
ject to other types of attack such as heat, a small amount of blood and a moonstone moon motes (in orbit around the caster or
cold, and poison, even if these attacks are worth at least 50 gp. The moonstone is in flight) wink out, even if they have been
delivered by weapons that will normally crushed and sprinkled over the body. created by different spells. Similarly, if
pass through him. A sharpened stick be- the caster is slain, rendered unconscious,
comes more dangerous than a sword. The or unable to mentally direct the moon
individual retains his armor class. Magi- motes, the moon motes wink out of exist-
cal weapons can strike him, but only in- ence.

57
The moon motes can be physically at- are a small piece of iron and a semi- fective at high level. Major missile inflicts
tacked. They have an armor class of –6. If precious gemstone of any type. d4 + 1 points of damage to a single target,
struck they immediately discharge and in- much as a magic missile. In addition, the
flict the listed damage to all targets within Shroud of Flame caster gains an additional d4 + 1 for every
10 feet. If the moon motes are struck by a two levels thereafter, to a maximum of
lightning bolt, they will discharge as well, (Evocation) 15d4 + 15.
inflicting their damage to all within 10 Range: 10 Yards The major missile functions in all other
feet. A mage with a herd of moon motes Components: V,S,M fashions as the magic missile, save for the
around him could meet a quick end in this Duration: One round/level increased damage and limitation to a sin-
fashion, as unused moon motes will al- Casting Time: 5 gle creature target. The major missile can-
ways be within 10 feet of the caster. Area of Effect: One creature, size L not be split up between multiple targets
The material components for this spell or smaller and will be affected by all spells which ne-
are a wisp of cobweb, an amber rod, and Saving Throw: Neg. gate or affect magic missile.
a scrap of fur.
Also called the “trollkiller” spell, cast-
ing this spell causes a single creature to Sixth Level Spells
Secure burst into flames. A successful saving
(Alteration) throw vs. spells negates the spell’s effect Blade of Doom
entirely. If the initial saving throw is
Range: Touch (Evocation)
missed, however, the target takes 2-12
Components: V,S,M Range: 20 yards
points of damage per round from the fire.
Duration: Permanent Components: V,S,M
Each round thereafter the target can make
Casting Time: 5 Duration: Special—1 year maximum
another saving throw vs. spells. As soon
Area of Effect: 10 sq. feet/level as one of these saves succeeds, the flames Casting Time: 6
Saving Throw: None Area of Effect: One creature
die out.
By casting this spell, the caster may While immolated, all flammable ob- Saving Throw: None/Neg.
make a door, chest, or portal proof jects on the target are burned (magical Blade of doom, recorded elsewhere as
against being opened or passed through items are granted saving throws vs. fire). Shaeroon’s scimitar, is a specialized type
by any means short of physical destruc- If flammable oil is on the character, that is of curse. When cast upon the target, a
tion of the door or chest. The portal, ignited by the flames and inflicts addi-
large blade of magical force appears
door, or chest cannot be opened by any- tional damage. above the target. This blade is visible only
one, including the caster himself. A dispel The shroud of flame shoots off gouts of to the caster, those who can see invisible
magic spell can bring the secure spell to an fire as it burns. All those within 10 feet of items, and those who cast a detect magic
end and a limited wish will end it, but oth- the burning target take 1-4 points of dam-
spell on the target. The blade is poised to
erwise the door or chest cannot be opened age from the flame. Flammable objects drop on the target’s head when a particu-
normally again. near the flame will ignite and burn as well. lar action occurs, such as the speaking of a
The door or chest is protected from all Items such as rings of fire resistance and particular word, beginning to cast a spell,
physical attack for a number of rounds spells such as the priest’s protection from
or drawing a weapon.
equal to the caster’s experience level. Af- fire will protect both the target and those If the condition is met, the blade imme-
ter that, the door or chest can be broken around it from the fire damage of the diately drops upon the target (and the tar-
physically but retains a number of other shroud of flame. They will not negate the get only), inflicting one point of damage
protections: It cannot be damaged by immolation and possible burning of flam-
per level of the caster. A successful saving
fire, cold, or electricity, nor can the area mable items, however. throw vs. spells negates this damage.
be affected by spells which would change The material component of this spell is The caster of the spell can dispel it at
the nature of the area of the spell effect: a pinch of saltpeter, a small piece of phos- will, as can such magic as a limited wish
vanish, reduce, dig, or transmute rock to phorus, and a small scrap of lace cloth or or wish. A simple dispel magic has no ef-
mud. Such spells will not have any effect spider web. fect on the blade of doom. Only one blade
on the door or chest. of doom can be cast on a particular indi-
A knock spell will not open a secured Snilloc’s Major Missile vidual at a time.
area, though chimes of opening will. Blade of doom is a very long-lasting
Glyphs, explosive runes, and symbols (Evocation)
spell. Unless dispelled by the caster, it can
cannot be cast upon an area protected by Range: 60 yards + 10 yards/level last up to a year before its energies run
a secure spell and they will immediately Components: V,S out. It is used usually as a method of
detonate or take effect if the attempt is Duration: Instantaneous vouchsafing an individual’s good conduct
made. A portal protected by this spell can Casting Time: 5 in negotiations and occasionally as a form
be bypassed by dimension-breaching Area of Effect: 1 creature of wizardly punishment to those who of-
magic such as dimension door or by enter- Saving Throw: None fend a wizard or are seeking their favors.
ing the Ethereal plane—such movement The material component of this spell is
does not alter the security of the portal. This spell is the result of intensive re-
search following the Avatar crisis, after a small scimitar carved of rock crystal
The area protected by this spell will radi- (value 300 gp), diamond, or clear saphire
ate a strong aura of alteration magic. which it was discovered that the common
magic missile was no longer as nastily ef- (value 3,000 gp).
The material components of this spell

58
Grimwald’s Greymantle The wizard using this spell can grant an main so for 2-8 hours or until the paralysis
undead creature the use of a particular is dispelled by a dispel magic, remove pa-
(Necromancy) spell that the wizard has learned. That ralysis, or similar spell. The spell cannot
Range: 5 yards/level spell is then left with the undead creature be ended before its duration expires and
Duration: 1 round/level of the caster and can be used by the creature. A ghoul the caster will affect everyone he touches
Area of Effect: One creature can be invested with a lightning bolt or a with the lich touch.
Components: V,S,M skeleton guard with a dimension door and The material components of this spell
Casting Time: 6 the location of his master’s throne room. are a drop of the caster’s blood and a scrap
Saving Throw: Neg. Once this spell has been given to a crea- of rotting meat or fish. When the lich
ture, it will remain with the creature until touch is in operation, the hands of the
The material component of this spell is it discharges the spell or is destroyed. The caster glow with an unearthly greenish
a small skull or bone. On the round of wizard who provides the spell loses use of brilliance.
casting, the skull is imbued with a silvery- one spell of that particular level until the
gray radiance. The skull or bone can then spell is discharged or the undead creature Power Word: Silence
(in the next round) be touched to an oppo- is destroyed. (If a fireball is imbued into a
nent or thrown to the limit of the spell’s skeleton, for example, then the wizard (Alteration)
range against a target. In cases of touch- has one less 3rd level spell available to Range: 120 yards
ing the skull to an opponent, the attack is him until the spell is discharged or the Components: V
+2 to hit. Otherwise the chances of hit- skeleton is slain.) A wizard can imbue as Duration: Special
ting are normal, according to the mage’s many different undead as he has imbue Casting Time: 1
normal THAC0. spells or spells to give away. No spells Area of Effect: 1 creature
If the skull or bone hits the target, the above 5th level can be imbued to an un- Saving Throw: None
gray radiance is transferred from the skull dead creature. No more than a single spell
to the target, covering him entirely. For can be imbued to a single undead creature In using this spell the caster points at an
the duration of the spell, the target cannot at any time. individual and utters the power word. For
regain hit points by any means. Natural Once discharged, the spell takes effect the rest of that round and the full next
regeneration (such as that of trolls) is as if it was cast by the initial spellcaster— round that creature and everything
stopped as are the effects of a ring of re- no material, verbal, or somatic compo- within 1 foot of the creature cannot make
generation, potion of healing, or staff of nents are required, and the “casting time” any sound.
curing. Spells which return lost hit points of the released spell is 1. The silence foils spellcasting as well as
(cure light wounds, heal) will not work on The material component of this spell is a voice activation of magical items and nor-
that individual. Other necromantic spells small scroll of paper upon which is written mal speech. The silence also negates
will function normally, including those the name of the imbued spell in squid ink. sound-based attacks both by the target
which cure other afflictions (disease, and on the target (a silenced individual
blindness) and those which remove hit cannot hear a power word—kill that fol-
points (cause light wounds) are unaf-
Lich Touch lowed, for example, but by the same to-
fected by the spell. (Necromancy) ken could not use a chime of opening or
Should the gray-wrapped skull or bone horn of blasting.
Range: Touch
miss the target or the target make a saving The power word—silence can only be
Components: V,S,M dispelled by a limited wish or more pow-
throw vs. spells (at –2 for those adminis-
Duration: 1 round/level
tered by touch) the graymantle fades and erful magic. A vocalize spell will function
Casting Time: 6 under the limits of a power word—
the spell has no effect.
Area of Effect: The caster
Upon the expiration of the spell, auto- silence, but must be cast before the power
Saving Throw: None
matic healing abilities and items such as word is used.
the ring of regeneration or the troll’s re- By means of this spell, the necromancer
generative ability are restored and will re- gains both the chilling touch of the lich Reconstruction
generate hit points normally. Any healing and invulnerability to several lich-like at-
attempted during the period is lost. tacks and effects. The caster is immune to (Alteration)
The material component of this spell is all forms of paralysis and fear, including Range: Touch
the skull of bone used. those generated by lichs, for the duration Components: V,S,M
of the spell. Duration: 1 round + 1 round/level
Imbue Undead with Spell The wizard casting this spell can touch Casting Time: 1 round
individuals and affect them as a lich Area of Effect: 1 cubic foot/level
Ability would, inflicting 1-10 points of damage Saving Throw: None
(Necromancy) and paralyzing the target. The touched
creature receives a saving throw vs. spells By means of this spell a wizard may
Range: Touch temporarily restore or make whole a bro-
to avoid the paralysis, though the victim
Components: V,S,M ken physical object, even if badly shat-
still takes damage even if not paralyzed.
Duration: Special tered and with portions or parts missing.
Undead and creatures not affected by pa-
Casting Time: 1 turn The item is fully restored and can function
ralysis are not affected by the touch and
Area of Effect: One undead creature normally for the duration of the spell.
do not take 1-10 points of damage. Indi-
Saving Throw: None The reconstructed item will stand up to
viduals who are paralyzed by this spell re-

5 9
almost every test as identical to the origi- always, fatal to the undead involved. It is
nal object—smell, touch, and physical not possible to purposefully “teleport
Seventh Level Spells
properties. A detect magic spell will re- high”—the location chosen must be on a
veal the spell’s dweomer, and a true seeing hard surface. Gemjump
spell or equivalent will show the item as The caster must touch the undead to be (Alteration)
truly being broken. teleported, and if the teleportation is in-
A fragmented gold coin can be restored voluntary, the undead gains a saving Range: 0
to its full size by this spell, as would a throw vs. spells to resist the effect. Un- Components: V,S,M
crushed gem. A magical item restored dead that can use spells (such as liches) Duration: Instantaneous
would still radiate magic, but not regain gain a +3 to these saving throws to avoid Casting Time: 2 rounds
its lost magical properties. Attempts to teleportation. Area of Effect: The caster
render the repair permanent with perma- This spell is used primarily to send the Saving Throw: None
nency or enchant weapon spells will cause recently-deceased back to a safe haven or This spell is initially cast upon a special
the reconstruction to end. A recon- friendly church for care and eventual res- gem known as a roguestone (see under
structed item can be broken again, which urrection. It can also be used to send par- gems & treasures of the Realms). The ro-
breaks the spell. At the duration of the ticularly nasty single undead away, with guestone is enchanted in the process of the
spell, the item falls apart again. the chance that they will not return. Tele- spell and is not destroyed in the initial
The material components of this spell porting undead into the houses and cas- casting or subsequent activation of the
are a pinch of fine sand and a dollop of tles of enemies is considered to be an evil spell. At any time afterward, by uttering a
sticky sap or gum. act in most of the Realms, and those who command word, the caster can immedi-
are affected (if they survive) will take ately teleport to the location of the gem.
Teleport Dead steps to track down the individuals re- The teleport will always be on target
sponsible. (never high or low). If the area the gem is
(Alteration/Necromancy)
in is too confined, the caster will appear in
Range: Touch the next sufficiently large space. This
Components: V,S
Turnshadow transport is one-way, the spellcaster can-
Duration: Instantaneous (Abjuration) not jump back to his initial location by
Casting Time: 4 use of this spell.
Range: 60 yards
Area of Effect: One undead creature The caster can use the roguestone to
Components: V,S
Saving Throw: Neg. gemjump any time after the initial cast-
Duration: 1 round/level
ing. There is no time limit, and the caster
By means of this magic the caster can Casting Time: 1
can be slain, resurrected, reincarnated,
instantly teleport a single dead or undead Area of Effect: 40-foot by 40-foot square
shapechanged, or become undead and
creature to any location desired on the or one creature
still be able to use the roguestone to gem-
same plane as the caster. Weight is not a Saving Throw: None/Neg.
jump. Gemjumping requires only the ut-
factor, but only one creature and its im-
This spell empowers the wizard to turn tering of a word, whether the caster is in
mediate belongings can be teleported by
creatures created by the shadow mon- chains or otherwise bound, or within a
use of the spell.
sters, demi-shadow monsters, or shades magical entrapment such as a force cage.
Success in teleportation depends on
spells, causing them to flee in panic for the The caster can be on a different plane or
how familiar the destination is to the
duration of the spell (they can return later planet than the stone and still have it
caster of the spell (not the undead being
if they are able). The affected creatures function correctly. The caster cannot use
sent). Undead with spell abilities and ac-
will flee at maximum possible speed. The the command word if feebleminded,
cess to this spell can use the spell to tele-
spell has no effect on truly undead crea- asleep, unconscious, petrified, paralyzed,
port themselves. Teleporting chances are:
tures, including the monstrous shadows. or insane, nor will the gemjump operate if
Alternately, this spell can be targeted at the caster or the roguestone is within an
Probability of Teleporting a single shadow-monster (created by one anti-magic shell. Only the caster and his
of the above spells) to wrest control from normal clothing will be so transported,
On any chains, equipment, and allies will be
its original caster and cause it to attack the
Destination is High Target Low left behind.
Very Familiar 01-02 creature of the controller’s choice. The at-
03-99 00 The roguestone itself radiates no de-
Studied tack will continue until the spell’s duration
has elapsed, at which point the shadow- tectable magical energy unless it is in the
Carefully 01-04 05-98 99-00 process of gemjumping. Multiple gem-
monster will return to its plane of origin.
Seen Casually 01-08 09-96 97-00 jumps can be cast on a single roguestone
Viewed Once 01-16 The turnshadow spell was developed
17-92 93-00 by separate wizards. These additional
Never Seen by specialist abjuration wizards (abjurers)
01-32 33-84 85-00 spells do not negate the previous gem-
to deal with shadow creatures brought
Teleporting high means the undead ar- about by illusionist spells, which abjurers jumps on the roguestone. A limited wish
rives 10 feet above the ground for every cannot use. will reveal the number (though not the
1% it is below the lowest “On target” identity) of gemjumps cast on a rogues-
probability. A low result means that the tone. Only a full wish will dispel those
undead has appeared 10 feet below the lo- magics on a roguestone. Physical destruc-
cation chosen. This is often, though not tion of the roguestone will also destroy

6 0
the magic, though spellcasters who have • The whip has no effect on nonmoving
links with a roguestone will be aware of magical barriers such as the wall of
its destruction. The roguestone saves as force or prismatic sphere.
rock crystal. • The whip has no effect on spells which
do not use magical force as a solid
Khelben’s Warding Whip entity—holds, slow, reverse gravity,
etc.
(Abjuration) • The whip cannot harm living objects,
Range: Within 10 yards of the caster and so cannot be used as a weapon.
Components: V,S,M • The whip can be used to parry physi-
Duration: 1 round/level cal attacks, including those from mag-
Casting Time: 7 ical weapons and weapons made of
Area of Effect: Special magical force (decastave, spiritual
Saving Throw: None hammer, etc. . .) This parrying has a
base 60% chance of success plus 2%
This specialized and rare spell creates a per level of the whip’s caster. An at-
whiplike lash of mystical force controlled tack parried this way does no damage,
by the caster. This magical whip is partic- but the mage using the whip must
ularly effective against those spells which have initiative over his attacker in or-
take the form of pushing, striking, or der to parry.
crushing forces, in particular the popular
spells created by Bigby. As noted, this spell was developed by
The mage need not concentrate to Khelben Arunsun, the Blackstaff of Water-
maintain the warding whip, but cannot deep, as a specific counter to the various
cast other spells while using it or wield Bigby spells which have appeared in the
other weapons. When using the whip, it Realms. Whether the mythical Bigby of
strikes or parries automatically under the Greyhawk visited the Realms or Khelben
direction of its wielder. The effects of the or some other Realmsmage visited Oerth
whip are as follows: to bring these spells from one world to an-
other is not known. The Blackstaff has ap-
• The whip confers to the user immu- parently met the great Bigby at some time
nity to the push spell. in the past, though the meeting was appar-
• The whip will immediately dissipate a ently not on the best of terms. As the wiz-
shield spell without effect to itself. ard of Waterdeep once noted to his
• The whip has a 40% chance of de- apprentice Illistar, “The old goat comes up
stroying a Tenser’s floating disk per at- with one good gimmick, and beats it to
tack. The whip is not affected. death with a rock.” Bigby’s response, if any,
• The whip affects any of Bigby’s hand has never been recorded. The material
spells as follows: component of this spell is a piece of wire
Interposing Hand — Destroyed, with a and a pinch of powdered electrum.
20% chance of the whip being de-
stroyed as well.
Forceful Hand — 90% chance de-
Ruby Ray of Reversal
stroyed per attack, with a 30% chance (Alteration)
of the whip being destroyed per at-
Range: 10 yards/level
tack.
Components: V,S,M
Grasping Hand — 80% chance de-
Duration: Instantaneous
stroyed per attack, with a 40% chance
Casting Time: 7
of the whip being destroyed per at-
Area of Effect: Special
tack.
Saving Throw: None
Clenched Fist — 70% chance de-
stroyed per attack, with a 50% chance The ruby ray of reversal is a powerful
of the whip being destroyed per at- spell developed by Nezram the Transmuter
tack. to reverse the effects of other spells and sit-
Crushing Hand — 65% chance of be- uations. It harnesses the magical energy
ing destroyed per attack, with a 60% naturally occurring within the ruby and
chance of the whip being destroyed creating a beam that lances out in a straight
per attack. line in the caster’s chosen direction. The
Lesser Bigby spells (strangling grip, ruby (which much be worth at least 1,000
battering gauntlet, fantastic fencers, gp) is destroyed in the process.
etc..) are destroyed upon contact with Upon contact with any of the following
the whip, as a shield spell would. situations or spells, the ruby ray will cor-

61
rect the situation as listed, then wink out radiate a strong magical aura and be com- and form to resemble a real person the
of existence. The ruby ray can only affect pletely visible to true sight and similar caster is familiar with, or just of a typical
one such item, character, or situation per magic. face, race, age, and build.
casting. Situations and spells affected by When the spectral guard is created, it is
the ruby ray include: done so with specific activation condi- Spelltrap
tions, such as the opening of a particular
chest or door, or a specific creature (or (Alteration/Abjuration)
• Webs (natural and mystical) and vis-
cous globs will immediately melt creature who is not the caster) touching a Range: Caster
away, one patch of webbing or globs particular object. When this condition is Components: V,S,M
totally vanishing. fulfilled, the spectral guard appears. Duration: 1 round/level
• Mechanical and magical traps will be The spectral guard appears as a Casting Time: 1 turn
automatically sprung. If there are tar- wraithlike creature with a tapering, leg- Area of Effect: Special
gets these traps can affect, they will be less form and powerful limbs. One of Saving Throw: None
affected normally. these limbs will wield a melee weapon
chosen by the caster at the time of the cre- Casting this spell creates a visible sil-
• Knots will be untied by the ruby ray
ation of spectral guard. The spectral very oval which hangs over the head of
and chains, straps, and other restric-
guard is noncorporeal and able to pass the caster. This oval can absorb spell at-
tive devices will fall loose.
• Entangling devices and situations through solid barriers. It can attack gas- tacks cast directly on the wizard and dis-
eous creatures and creatures in the Ethe- charge them randomly at a later time,
brought about by spells will be ne-
real plane, as well as those normally only within the duration of the spell.
gated and the targets will be freed.
struck by +2 weapons or better. Any spell cast directly on the spell-
• Locked and barred doors will be
The strike of a spectral guardian inflicts caster is automatically sucked into the
opened upon the ruby ray striking
damage according to the weapon it car- spelltrap. This includes spells that never
them.
ries. Victims feel a chill as the spectral miss (such as magic missiles) and those re-
• Wizard locked and held portals will be
blade passes through them. This chill has quiring the caster’s touch, but not area af-
opened.
• A 1-foot-wide hole will be opened in a no game effect. The guard strikes twice fect spells (such as fireball). The mage
per round with the same THAC0 as the using the spelltrap does not know what
wall of force or force cage. The force
caster at the time the guard was created. spells have been absorbed by the
structure is not destroyed by the spell,
The spectral guard has the same number spelltrap, other than obvious clues (again
but the hole can allow escape for those
of hit points as the caster at the time the such as magic missiles slicing toward him
within or for spells to pass through it.
• Any illusion struck by the ruby ray is guard was created. The creature is AC 0 or an enemy wizard shouting power word
and flies silently with a movement rate of Kill!). Spell-like abilities are absorbed by
dispelled immediately.
• Any transformed individual, whether 24, maneuverability class B. It can move the spelltrap, provided that they can be
beyond the radius of its initial watch in rated against existing wizard or priest
turned to stone or polymorphed, is re-
turned to his original state. A system pursuit of its victims. spells. If they cannot be rated against a
The spectral guard cannot be charmed, wizard spell of a particular level, then the
shock roll is still required where nor-
turned, repelled, blinded, confused, or spell-like effects takes effect on the mage
mally necessary.
tricked with illusion/phantasm magic. It using the spelltrap as if the spelltrap did
• The ruby ray reverses the effect of a
magic jar spell. can automatically detect living creatures not exist. If in doubt, such spells can be
within 50 feet of its position. It will ignore absorbed, but count as 9th level spells for
undead, and undead creatures will not ac- purposes of overloading. Spells cast by
The ruby ray cannot pass through solid
tivate the spell. the wizard on himself are not sucked up
objects, or effect creatures or items in
No more than one spectral guard can be by the spelltrap.
other dimensions. It cannot pierce an
placed within a 20-foot radius— The spelltrap can absorb a number of
anti-magic shell or prismatic sphere or af-
attempting to place a spectral guard in an spell levels equal to twice the caster’s ex-
fect any other magics and situations than
area already under the influence of an- perience level. A level 17 wizard can have
those listed here.
other spectral guard will cause the second 34 spell-levels absorbed by his spelltrap,
spell to fail. The spectral guard will fight with a 1st level spell counting as one spell
Spectral Guard level and a 3rd level spell counting as
until destroyed or it discharges its duty.
(Evocation) The original caster can also dispel the three spell levels. If the spelltrap is over-
spectral guard at will after it has been acti- loaded, it explodes immediately, inflicting
Range: 60 yards 6d4 points of damage to everyone within
Components: V,S,M vated. The spectral guard can be dispelled
20 feet and stunning the survivors for two
Duration: Special with standard chances against the caster’s
level. rounds (a saving throw vs. spells does not
Casting Time: 7 negate the blast damage, but does negate
Area of Effect: 20’ radius sphere. The material components of the spec-
tral guard are a human bone, the dried the stun).
Saving Throw: None As long as a spell is within the spelltrap,
eye of a beholder, and a nonmagical ver-
This spell creates an invisible guardian sion of the weapon to be used by the spec- the wizard can fire off a random spell
which will stand watch at a specific loca- tral guard. All are destroyed in the lodged within it by pointing at a target
tion no larger than a 20-foot-radius creation of the spectral guard. In creating and summoning the magical energy. The
sphere. The guard waits, undetectable by the guard, the caster can fashion the face caster cannot know which spells are
normal, nonmagical means, though it will within the spelltrap, or if multiple spells

6 2
are currently trapped, which spell will be This powerful spell allows the caster to ing. Distance between the parties (except
fired. transform magical energy from a learned at the initial casting of the spell) has no ef-
When a spell is released from the trap, spell into healing magic. The synostod- fect on this spell.
roll randomly among the spells currently weomer is cast first, then the spell to be The death link is occasionally used as a
trapped to determine which one is re- transformed. This second spell will not tool of revenge by powerful mages
leased. The spell then takes effect as if cast function in its normal manner, though against individuals weaker than them-
by its original caster, but against the tar- any material components for it will still be selves, but is more often used as a vouch-
get selected by the spelltrap’s caster. If the expended. Instead, the individual safe to protect one side or the other in
spell is inapplicable or the target is be- touched by the caster will recover two hit negotiations—if both sides can be hurt by
yond the range of the spell, the spell is points for every level of the transformed a single act of treachery, then both sides
wasted. The target must be within 10 spell (a 9th level spell would therefore tend to negotiate in better faith.
yards/level of the caster in any event for convert to 18 hit points healed). The sec-
the spelltrapped spell to fire. Spells which ond spell is then forgotten as if it had been Gateway
require “touch” to be effective can be fired cast normally.
up to a range of 10 yards/level in this The healing must be used immediately (Alteration)
fashion. or be lost, along with the supplemental Range: 10 yards
The spelltrap can be fired in this fashion spell. Healing is by touch. Only spells Components: V,S,M
once per round. It can also fire if physi- memorized by the wizard can be trans- Duration: 1 round plus 1 round/level
cally attacked (with hand-held weapons) formed in this manner. Spells from scrolls Casting Time: 8
immediately against the attacker. Finally, or spell-like magical items or abilities can- Area of Effect: 10-foot-diameter disk
the spelltrap will fire if a dispel magic is not be transformed into healing energy. Saving Throw: None
cast upon it. These other firings can take The material component of this spell is
place in addition to the one discharge per the material component (if any) of the By means of this spell, the caster creates
round permitted to the caster of the spell that is broken down and converted a magical portal to another location on
spelltrap, and if attacked from multiple to healing energy. the same plane which the wizard has pre-
directions, will respond multiple times in viously visited. The wizard and other in-
he same round. The spelltrap is itself im- dividuals can cross freely between one
mune to handheld weapons and missile
Eighth Level Spells side of the portal and the other for the du-
weapons. It will not respond if hit with ration of the spell.
missile weapons. Death Link The gateway appears as a vertical disk
The spelltrap will wink out of existence (Necromancy) 10 feet in diameter. Through the portal on
without discharging remaining spell en- one side the terrain beyond can be clearly
ergies) at the end of the spell’s duration. It Range: 240 yards seen. The other side of the disk is a
will also cease to exist if the mage is fee- Components: V,S smooth gray surface. The portal cannot
bleminded, slain, or rendered uncon- Duration: 1 turn/level be called into being in the same space as
scious. The spelltrap will remain with the Casting Time: 8 another object, but can be placed against
caster even if he should use magic to Area of Effect: 1 target creature a wall or other flat surface.
change location or even move to another Saving Throw: Neg Creatures can pass through freely from
plane. Also called the body sympathy spell, one side of the portal to the other, but
This spell, it has been suggested, was this spell puts the wizard and his target in nonliving material cannot unless brought
created by a wizard who disliked other a two-way, sympathetic link. Any dam- by living creatures. Each side of the gate-
wizards, since the common tactic for bat- age inflicted on the mage is automatically way maintains its own environment, so
tling it (once it is recognized) is to over- inflicted on the victim as well. Should the that opening a portal into a live volcano
load the spelltrap with beneficial spells. caster die, so too will the victim. Con- or at the bottom of the ocean poses no
The material components of this spell are versely, if the victim is damaged or hurt, danger to someone on the other side un-
a diamond fragment worth at least 2,000 the caster will be hurt as well. less he chooses to cross into such a deadly
gp and a moonstone, both of which are Saving throws, ability checks, and ar- area.
lost in the casting. Transmuters and ab- mor classes are considered those of the in- The gateway can only be cast into areas
jurers cannot use the spelltrap. dividual who is attacked—only the effect that the wizard has himself visited. In ad-
is carried over to the partner in the death dition, there is a success rate dependent
link. The only exception is that if the vic- on distance from the source.
The Simbul’s tim dies, the caster is unaffected, though Within 100 miles of the area 100% suc-
Synostodweomer the victim can take sufficient damage on cess
Alteration/Necromantic) his own to kill the caster while leaving the Within 500 miles of area 50%
victim wounded but unharmed. Both cu- On different planet 10%
Range: 0 rative and destructive spells cross the In different solar system 5%
Components: V,S link—healing one heals the other.
Once cast, the spell cannot be ended by Failure indicates that no such portal can
Duration: 1 round be opened. Gateway portals cannot open
Casting Time: 7 either party until its duration runs out or
one or the other party physically leaves into other planes of existence or be cast
Area of Effect: Caster while on any plane other than the Prime
Saving Throw: None the plane of existence the other is occupy-
Material.

6 3
A gateway can be dispelled by the Nystul’s magic aura as well as magical up in the process. Symbols, glyphs, and
caster at will, a successful dispel magic, or items. Powerful items such as artifacts abjuration magics already in place at the
by the spell duration elapsing. Any living and unique weapons cannot be used to time the spell engine is activated are not
thing caught in the portal as it collapses power the great shout. The item is de- absorbed, though new spells of that vari-
must make a Dexterity check or be sliced stroyed in the process. ety cast in the area are. A disintegrate
between two different locations, presum- spell will cause the engine to explode the
ably killed instantly. Spell Engine same as if it contacted a magical item.
The material component of this spell is A detect magic spell will reveal the
a handful of earth from the caster’s loca- (Abjuration/Alteration) presence of an unactivated spell engine, as
tion. Range: 0 will the ability to detect invisibility,
Components: V,S,M though neither will activate the engine if
Great Shout Duration: Permanent until dispelled cast before entering the area of effect or if
or destroyed they are natural abilities.
(Evocation) An operating spell engine has one bene-
Casting Time: 1 turn
Range: 0 Area of Effect: 10-foot-radius/level ficial sidelight—if a spellcaster studies or
Components: V,M Saving Throw: None prays in its light, the amount of time re-
Duration: Instantaneous quired to learn or receive spells is halved.
In casting this spell, the wizard calls This does not reduce the time required for
Casting Time: 1
into being the spell engine, a great wheel rest, only to memorize spells.
Area of Effect: 90-foot-long by
that absorbs magical energy, in particular Other than the powers listed above, the
20-foot-wide cone
cast spells. When initially cast, the engine spell engine does not affect living beings.
Saving Throw: Special
is unactivated and remains invisible in the Individuals with magical items will not af-
Upon uttering the great shout, the location where the wizard cast it. Once a fect an unactivated spell engine. Only the
caster releases a stunning force akin to a spell is cast in the area of effect around the casting of a spell in the area of effect will
horn of blasting from his mouth in the engine, the spell engine activates. A great call the spell engine into being.
area indicated, with additional damage intangible wheel 12 feet in diameter and 2 The material components of this spell
inflicted along a narrow path in the center feet thick shimmers into existence. Magi- are a disc of polished marble, shell, or
of the cone, 1 foot wide by 8 feet long. cal energies used in the area will cause the bone, a tear from the caster, and a gem
The great shout is extremely taxing and great wheel to turn, shining with a glow- worth at least 1,000 gp.
dangerous to the user. The shout drains 2- ing white light from the energy present.
8 hit points from the caster, and in addi- Once activated, the spell engine will not
tion the caster must make a system shock deactivate; rather, it will eventually slow
Sunburst
roll or die from the exertion. down from lack of spell energy and be- (Evocation)
All creatures within the general area of come ghostly and translucent.
Range: 0
effect must save vs. spells. Those which When activated, the spell engine ab-
Components: V,S,M
do not save are stunned for two rounds, sorbs all spell energy cast in the area of ef-
Duration: Instantaneous
deafened for four rounds, and suffer 1-10 fect, reaching through solid objects to do
Casting Time: 4
points of damage. Those which do save so. Wizard and priest spells, spell-like
Area of Effect: 10-foot-radius/level
are stunned for only a single round and abilities of monsters and individuals, and
Saving Throw: Special
deafened for two rounds. magical items with castable charges will
Damage is much greater in the heart of not function in this area. Their energy is The sunburst spell causes a globe of ra-
the cone, along the narrow path at the sucked into the wheel, which glows diance to explode silently from the caster’s
heart of the great shout. Boulders can be brighter and spins faster with every addi- form, reaching its limit of 10 feet per level
split, cottages leveled, and powerful gates tion. Unlike the spelltrap, the spell engine of the caster instantaneously. The sun-
breached by this part of the shout. It in- cannot be overloaded. burst has the following effects:
flicts structural damage as if the shout A spell engine can be destroyed by di- • All creatures looking at the caster and
were a missile flung by a large catapult rect contact with a magical item (exclud- within this area of effect must save vs.
(see Siege Damage on page 76 of the ing potions and scrolls but including spells or be blinded for 1-3 rounds.
Dungeon Master’s Guide) with a –2 modi- artifacts and unique magical items). The • All creatures looking at the caster and
fier to the saving throw. All items, magi- engine will explode on contact with such within the area of effect and who use
cal and nonmagical, within the narrow an item, inflicting 1-20 points of damage infravision are blinded for 2-8 rounds
path of the shout must make a saving to everyone within 10 feet and 1-8 to ev- if they fail to save vs. spells.
throw vs. crushing blow or be destroyed. eryone between 10 and 20 feet away from • All creatures within the area of effect
Creatures within the narrow path take 2- the wheel itself. The magical item is de- to whom sunlight is harmful must
20 points of damage if they fail their sav- stroyed as well in the explosion. Artifacts make a saving throw vs. spells. If they
ing throw and 1-10 points of damage if and unique items (such as special purpose make their saving throw, they are
they make their saving throw. Deafness swords) are not destroyed, but they (and blinded for 2-12 rounds—otherwise
and stunning effects apply as described their wielder) are bodily moved to an- they are blinded for 1-100 days.
above. other plane or dimension. Getting home • All undead within the radius, includ-
The material component of this spell is from there is the character’s problem. ing vampires, suffer 8d6 points of
any item which radiates a magical aura, A dispel magic spell will not destroy the damage. They take half that damage if
including those temporarily invested with spell engine, as its energy will be sucked they make a saving throw vs. spells.

6 4
• All fungoid life within the radius takes This spell separates an individual’s magical effect of any offensive type. After
8d6 points of damage from the light mind from its body while cloaking the absorbing the spell the sphere fades out,
with no saving throw. body in invulnerable armor of magical taking the spell energy with it.
force. The body does not die, rather it is Offensive spells can generally be con-
The material components of this spell
placed in a state of suspended animation. sidered to be those which inflict damage
are a piece of sunstone and a naked flame.
It cannot be harmed by magic or by phys- on the target or place the target under a
ical force, or even be moved. The body baneful or harmful influence. Passive
Ninth Level Spells does not age, breathe, or eat and is not spells (such as walls) can sometimes be
subject to disease, rot, infection, or poi- used in situations with harmful intent. In-
Master Undead son, even if these states existed in it before tent and situation are as important as spell
it was disminded. effect for determining whether a spell is
(Necromancy) The mind itself is cast loose invisibly offensive or not for purposes of the epura-
Range: 10 yards/level across the Prime Material plane, where it tion working. Various walls, spheres,
Components: V,S,M drifts serenely, undetectable by any some of Bigby’s spells, and most abjura-
Duration: 2 rounds/level means. Like the body, the mind cannot be tions will not affect the epuration spell.
Casting Time: 5 harmed by any known process. It cannot Those spells which have area effects in
Area of Effect: Special control its movement or what it sees, and which a silver sphere exists (such as a fire-
Saving Throw: Neg. its memory is erratic. The DM should feel ball) will simply not function—the magi-
free to provide one to six small scenes, cal energy will be sucked into the sphere
This powerful spell allows the caster to phrases, or situations for the disminded before the damage is inflicted.
control the actions of any type of undead Spells which are already in effect when
mind to witness in its flight, as seeds for
as if they were intelligent creatures under future adventures. While in its disminded the silver spheres enter them are not af-
the effect of a charm person spell. Undead state, the mind cannot think, pray, study fected by this spell, but they are automati-
so controlled can perform precise tasks or research spells, or even choose to ob- cally negated if cast within 10 feet of a
for the caster. serve any particular person or locale. silver sphere. Items with charges of offen-
The caster can affect as many undead as Mind and body can be linked together sive spells (such as wands) can be negated
he or she has experience levels. In cases of by a limited or full wish or by the reverse if the the sphere is placed on or in front of
mixed undead, the weakest will be af- of this spell, restore mind. The restore the wand. Otherwise, the spheres do not
fected first, then those with more hit dice. mind is cast on the body and the mind is affect magical items or weapons, or po-
All undead affected must be within a cu- immediately brought back. Mind and tentially lethal items that are not acti-
bic area 50 feet on a side. body must be on the same plane in order vated, such as symbols.
Undead are permitted a saving throw for this spell to function. The caster can direct the spheres to drift
vs. spells to avoid this spell. Liches and Restore mind has a number of other at a maximum movement rate of 60 feet
undead with 10 or more hit dice have a functions as well: it can cure insanity per round, up to the limit of the spell
bonus of +4 to the saving throw to avoid (both magical and otherwise), remove range. The spheres created from a single
the effects of the spell. feeblemindedness, and break all mental epuration must move as a group, the
Controlled undead are not the same as or magical controls, including geas, caster cannot move them individually or
creatures under the effect of this quests, and charms. A saving throw ap- split them up. The wizard creating them
enchantment/charm magic. The control plies to the restore mind and if failed, may cast other spells, but cannot move
will last until the spell duration ceases, body and mind are still separate. the spheres in the same round.
then the undead are restored to their own The dismind spell in its original form is The caster can move and fight and
(often nominal) control. Further, the often used by high level wizards in life-or- move the spheres at the same time. If the
caster does not need to know any com- death situations to preserve themselves caster leaves the area without the spheres,
mon language with the undead to effect for future recovery and restoration. they remain until they absorb an offen-
the control. And last, the undead can be sive spell. Similarly, if the caster is slain,
ordered to perform actions which are self- the silver spheres remain in the area, not
destructive and the caster can attack them Elminster’s Effulgent
moving, but not inflicting any damage.
without the spell being broken. Epuration The silvery spheres of epuration cannot
The material component of this spell is (Abjuration) be physically moved or attacked. They
a crushed diamond worth at least 500 gp, have no solid, physical presence and can
which is consumed in casting. Range: 10 feet/level
pass through magical and physical barri-
Components: V,S
ers alike without harm.
Duration: 1 turn/level
Dismind Neither the caster nor anyone else can
Casting Time: 1
(Enchantment/Charm) (Reversible) harness the spell energy dissipated by the
Area of Effect: Special
spheres. Even the spell-like abilities of
Range: Touch Saving Throw: None
powers and creatures from other planes
Components: V This powerful spell calls into being a can be affected by the silvery spheres of
Casting Time: 5 number of floating, silver spheres, up to an epuration, though the beings them-
Duration: Special as many spheres as the caster has levels. selves may not be.
Area of Effect: 1 creature Each of these spheres has the ability to ab-
Saving Throw: Neg. sorb a single spell, spell-like ability, or

6 5
Elminster’s Evasion to effect a safe rescue of the sage of
Shadowdale, should it be necessary.
(Evocation)
Range: 0 Spellstrike
Components: V,S,M
(Alteration)
Duration: Instantaneous
Casting Time: 1 turn plus the casting time Range: 10 yards/level
of all associated spells Components: V,S
Area of Effect: Caster Duration: Instantaneous
Saving Throw: None Casting Time: 1
Area of Effect: Special
A customized version of the contin-
Saving Throw: None
gency spell slanted toward the preserva-
tion of the caster, this spell will cause, This extremely powerful spell represents
under certain specific conditions, the cast- the height of the transmuters’ craft—it per-
er’s body, mind, and spirit to travel to an- mits the caster to negate the effect of a spell
other location. The transfer is automatic cast in either the previous round or the
and transfers only the body and those round that the spellstrike is cast.
items physically attached to it, but leav- The caster of the spellstrike does not need
ing behind any attached items weighing to know the type of spell or magic cast the
more than 50 lbs. individually. The spell previous round, only some part of its effect.
brings together body, spirit, and mind, The spellstrike can only be used against one
even if in different locations. particular spell per casting.
When casting this spell, the wizard Spellstrike does not cause a spell to be
must detail six specific conditions that the reflected, volleyed, trapped, or sent else-
evasion will function under. When any of where. The spell merely ceases to exist,
these situations occurs, the caster’s form is retroactively, though it is still lost to the
whisked away to the location. This loca- original caster. Even spell-like abilities are
tion can be on the same plane or on any affected by this spell, though magical
other known plane of existence or demi- items and artifacts are not. Permanency is
plane that the wizard has visited. affected by spellstrike, though contin-
Also when casting the spell, the mage gency, wish, and limited wish are not.
indicates two other spells (cast immedi-
ately after the evasion by the mage) that Spell Invulnerability
will be cast once the wizard arrives at the
location. (Abjuration)
The material components of this spell Range: Touch
are a pint of the caster’s blood and a gem Components: V,S
worth at least 5,000 gp. Both are con- Duration: 1 round/level
sumed in the casting of the spell. The wiz- Casting Time: 1 turn
ard also immediately loses 1-4 hit points Area of Effect: 1 person
which remain lost until the evasion spell is Saving Throw: None
triggered, at which point they are imme-
diately recovered. The recipient of this spell is rendered
This spell was developed by Elminster completely immune to one spell, spell-like
of Shadowdale, with the intention of tak- effect, or magical item. The spell, spell ef-
ing his form to a dimensional location he fect, or item is listed at the time of the
calls “Safehold” for cures and resurrection spell.
(if needed). As an example, the six clauses When describing a particular spell or
he says he uses are: spell effect, a full description should be
necessary. Invulnerability to a light spell,
1. Upon his own death; for example, is not sufficient, since the
2. Upon loss of his mental faculties; spell can be either a wizard spell or a
3. Upon loss of his physical faculties; priest’s spell. The correct casting would be
4. Upon destruction of both upper to ward against the “1st-level wizard
limbs; spell, Light.”
5. Upon destruction of total body Such protection is complete for the recipi-
volume; ent of the spell, and it is as if the spell or item
6. Upon his utterance of the word does not exist for the protected individual.
“Thaele.” A character could be rendered invulnerable
Supposedly Safehold contains enough to a wall of iron and walk through such a
contingencies, spells, and magical items wall, if it was created by the spell.

6 6
Invulnerability to a particular spell sion of mass charm which has a special- spellcaster can open a portal to another
provides complete protection from that ized means of spreading. The initial virus dimension or plane. The portal appears as
particular spell only. Related or lesser ver- charm is cast on a single individual, who a disk up to 10 feet in radius, on the far
sions of that spell, nonmagical equiva- must make a saving throw at –2 to avoid side of which is the other dimension or
lents of that spell, and spell-like abilities being charmed. The charmed individual plane.
which duplicate the spell can still affect (monster or person) must have fewer hit The worldwalk portal can be cast up to
the protected character. points than the wizard who cast the spell 30 yards away, and can be oriented either
When dealing with spell-like abilities, for this spell to operate. If the charmed in- vertically or horizontally. One side shows
spell invulnerability provides complete dividual has greater or equal hit points, the opening into the other plane, while
protection from one spell-like ability used the spell functions as a simple charm per- the other is a smooth, gray disk. A portal
by one type or species of creature. An in- son or monster. cannot be cast into an area already occu-
vulnerability to a beholder’s disintegra- Once charmed, the target individual pied by something else, though it can be
tion eye does not provide protection from can now charm others (person or mon- cast against a wall or other hard surface.
the beholder’s other eyes, or from any ster) by touch. These individuals are con- The portal can open either into a plane
other form of disintegration. sidered charmed as if by the original known and visited by the caster, or a pre-
When cast to protect against a magical spellcaster. Each new target must make a viously unknown plane. In the latter case,
item, this spell protects against all attacks saving throw vs. spells. Individuals with the caster needs some material object
from that item and all identical magical more hit points than the original caster from that plane in order to effect the cast-
items. Invulnerability to a sword +1 makes save at +2 to their die roll. These ing. The object serves as the material
the character invulnerable to all such charmed individuals can then in turn component of the spell but is not con-
swords (they will pass through him harm- charm others in the same manner. sumed in the process of casting.
lessly, since they do not exist). A (sword The virus charm can affect up to three Worldwalk portals cannot be opened into
+1, +2 vs. people named Fred will affect times the caster’s experience level in indi- random planes—either the caster must
the spell’s recipient normally. Invulnerabil- viduals, not levels or hit dice. Individuals visualize the area he is going to or the
ity against a particular magical item has no under the effect of the virus charm behave caster must have some object from that
effect against another character who has the same as someone who was charmed plane.
been affected by that magical item (invul- normally, with all of the charm spell’s lim- Both connected planes are visible
nerability to a potion of berserker rage pro- itations and requirements. A character’s through the portal from the other side and
tects the character if he drinks it, but does Intelligence determines how long the creatures can pass through easily from
nothing to protect the character from some- charm will last before a second saving one side to the other. Nonliving objects
one else who drank it). throw is permitted. If the caster attacks an cannot pass through the portal unless
Scroll spells are considered magic spells individual under a virus charm, all indi- they are carried by a living being. Hostile
rather than items and must be protected viduals under the virus charm are permit- environments cannot effect those on the
against individually. Artifacts, relics, and ted saving throws. Similarly, a dispel other side of the portal (a portal opened
unique magical items (the Blade of Inver- magic cast successfully on a target of the into the plane of Elemental Fire would not
ness, for example, only one of which ex- virus charm affects all individuals under harm anyone on the Prime Material plane
ists) cannot be affected by this spell. that virus charm. unless they stepped through the portal).
Living things, magical creatures (such as Virus charms are commonly used by Up to 10 creatures can pass through the
golems), extra-dimensional and extra- wizards to rouse up a crowd quickly to Worldwalk portal per turn. Creatures
planar beings, and nonmagical items can- follow him or to send an unknown, which cannot fit through the portal can-
not be affected by this spell. charmed agent in to meet with an other- not make the transfer unless reduced in
Only one invulnerability to spells can wise reclusive foe. The material compo- size by some means.
be cast on an individual at one time. It nent of the spell is a thin web of Once cast, the portal is in place for the
cannot be cast on the dead, on an item, or finely-spun copper wire, worth about 100 duration of the spell or until it is dispelled
a location. gp. The verbal, somatic, and material either by the caster’s will or a successful
The invulnerability to spells spell is components are used only for the initial dispel magic spell. If a creature is in the
considered by abjurers to be one of their spell—after the initial charm, the spell is portal when the portal is dispelled, the
masterpieces. It is believed that the spell passed on by touch. Creatures which are creature is immediately sent to the plane
was developed as a reply to the transmu- immune to enchantment/charm spells are of Concordant Opposition. The status of
ters’ spellstrike spell. unaffected by the virus charm. the wizard who cast the spell does not af-
fect the portal.
Virus Charm Worldwalk There is a 70% chance, plus 1% per
level of the spellcaster, that the
(Enchantment/Charm) (Alteration) worldwalk connects with the desired
Range: Touch/Special Range: 30 yards plane. If the portal does not reach its in-
Components: V,S,M Components: V,S (M) tended target, it instead reaches one of the
Duration: Special Duration: 1 turn/level DM’s choosing, including alternate Prime
Casting Time: 1 round Casting Time: 9 Material planes, other worlds, and pocket
Area of Effect: Special Area of Effect: 20-foot maximum dimensions. Once cast, the portal links
Saving Throw: Neg. Saving Throw: None the two worlds and cannot be changed.
Virus charm is a particularly nasty ver- By means of this powerful magic, the

6 7
The Heartlands of the Realms run from NE Neutral Evil ticular region is known for. It is not an ex-
the Sword Coast to the Vast, that strip of CG Chaotic Good haustive or exclusive listing, though a
land on the far side of the Dragon Reach, CN Chaotic Neutral traveler will usually be able to find these
and include the nations of Cormyr and CE Chaotic Evil items under normal circumstances in the
Sembia, as well as the independent cities town.
A standard mage is a “W,” not an “M.” A
of the Trade Route, the Moonsea, and the Armed Forces details both the official
priest is “P,” not “C,” and varying clerical
Dragon Reach. The Heartlands are and unofficial military organizations, in-
spells and ranks of different religions are
bounded on the south by Amn, Turmish, cluding militia, guard, national army, and
not dealt with here. Paladins appear as
and the Vilhon Reach, on the west by the loyal mercenary bands which make the
“Pal,” with the deity served either in
Sea of Swords, on the east by Impiltur city their home. Numbers reflect normal
nearby text or immediately following the
and Damara, and on the north by Water- operating sizes; the armies swell consider-
entry, in parentheses.
deep, the city-states of the North, ably in times of war.
In addition, lower-case abbreviations
Anauroch, and the gray lands of Thar. In cases where a range of levels is indi-
are used to denote race and sex. An “hm”
Each of the major cities of this region cated for an armed unit and no other in-
is a human male while an “hef” is a half-elf
(as well as a couple of the minor ones) are formation is provided, the “90% rule”
female.
covered in this section. Several (such as may be used as a rule of thumb. Ninety
Arabel and Shadowdale) have been ad- h human percent of the fighters will be of the lowest
dressed before in other products and are d dwarf level available. Of the 10% left, 90% will
noted accordingly. The presentation of e elf be of the next level. Of the remainder,
these cities is to provide a helpful hand- he half-elf 90% of the next level, and so on. There
book for DMs to create a realistic back- half halfling will always be at least one fighter of the
ground for their campaigns, and so this g gnome highest listed level in the group. (A group
chapter is geared primarily to answering gob goblinkind (orcs, half-orcs, etc.) of 1,000 warriors of levels 1 to 4 will have
basic player character questions: Who’s in m male 900 F1s, 90 F2s, 9 F3s, and 1 F4).
charge? Where can we buy stuff? Where f female Notable Mages gives a brief description
can we rest? Where can we get healed? of the prominent spellcasters that can usu-
Notable characters have been listed al-
Are there sages and other knowledgeable ally be found in that city or who call the
phabetically within their sections, by first
NPCs we can get to help us? city their home. Adventuring wizards are
names (because many people in the
Realms don’t have surnames). Characters often out on their own missions, and
Abbreviations who appear elsewhere (under “Who those who have settled down to a steady
Rules,” for example, or under “Notable life of sagecraft often carry a heavy back-
This section uses an assortment of ab- log of requests from local officials and
breviations when talking about rulers, Churches”) aren’t listed again under Im-
portant Characters, but this doesn’t mean merchants.
mages, priests, and other important per- Sages appear as “S: chemistry,” the en-
sons. Most should be familiar to AD&D® that they aren’t locally important.
A change in a character’s level from try after the colon describing the sage’s in-
players. “W(I)4,” for instance, is a fourth terests and fields of study. Usually more
level wizard (illusionist), and “NE” is the earlier published material is given as:
“X(now)Z,” X being the class and Z the than a single field is given, leaving DMs
alignment neutral evil. These abbrevia- free to tailor a sage’s knowledge to cam-
tions are listed below: new level.
Each city description details both Who paign needs. A sage may also have a class,
F Fighter/Warrior Rules (whose name is officially listed as given first.
W Wizard the mayor, king, or local lord) and Who Notable Churches are listed in descend-
W(I) Wizard (Illusionist) Really Rules (sometimes the local lord, ing order of importance in the commu-
W(T) Wizard (Transmuter) but equally often some council of advi- nity. Usually the high priest of the temple
W(N) Wizard (Necromancer) sors, secret evil organization, or in the (regardless of official title) is given a full
W(A) Wizard (Abjurer) case of Sembian cities, merchant groups). description. The number of supporting
WC) Wizard (Conjurer) The first group or individual holds official priests in the temple is listed, but not their
W(D) Wizard (Diviner) and bureaucratic power, while the second levels or whether they are standard priests
W(E) Wizard (Enchanter) group tends to make sure that things are or specialty priests unless they all are spe-
W(IN) Wizard (Invoker) done or not done. Population figures are cialty priests. As a rule of thumb, the
P Priest based on the last census, head count, or lower-level priests will include at least one
P(Sp) Priest (Specialty) tax rolls, with additional figures for par- priest one to three levels lower than the
T Thief ticular situations like summer trading sea- high priest. Nine out of ten priests in these
B Bard sons. During the summer, many of the positions are 1st to 3rd level. When “fol-
Pal Paladin cities swell in size with the arrival of mer- lowers” are noted, this refers to devout
R Ranger chants and farmers looking to buy and lay worshippers who have donated their
D Druid sell. During the winter in the Heartlands, incomes to the temple and now serve the
LG Lawful Good the population drops as men return to priests. “Priestess” is used when a temple
LN Lawful Neutral their farms, merchants drift south to more has only female clergy; “priest” refers to
LE Lawful Evil amenable weather, and nobles winter in both sexes. A temple has, in addition, an
NG Neutral Good their local baronies. unlisted number of general worshippers
N Neutral Major Products lists the items the par- and supporters.

6 9
Following temples, Shrines are listed as does not include independent operators, available, with a 10% chance for items
well for the various cities, Shrines are usu- small guilds, street gangs, or aspiring costing up to 499 gp. More expensive
ally smaller operations, either left as a rogue organizations. items may be available at the whim of the
monument to the god and a gathering Equipment Shops are listed as full, par- DM, but will cost dearly.
point of the faithful, or staffed by one to tial, or poor in quality. A full listing A Poor listing means that only items
six priests of the faith. The manpower and means that all items selling for 500 gp or worth 10 gp or less can commonly be
sometimes even the presence of a shrine less are readily available in the city (some- found in the town, and then in limited
changes from month to month. There where), and more expensive items (plate quantities. Anything worth up to 99 gp
may also be more or fewer shrines in a mail, chain barding, ships, and trained can be found 10% of the time. Nothing
city than those listed, but the ones listed hunting cats) can be acquired or manufac- worth 100 gp or more will be found in a
have been operating for at least a few tured for those willing to wait or pay the shop.
years. price. Optionally, the DM may choose to All these figures are provided as a rule
Notable Rogues’ and Thieves’ Guilds give any expensive item a 10% chance of of thumb for the DM. If, to move the
only concerns itself with the prominent being readily available and may declare players along in their adventure, it be-
and long-standing guilds, in addition to that some items (such as arquebuses) are comes necessary to quickly locate some
those larger secret societies and organiza- not available at all. type of boat, one may be found (though
tions which operate covertly (and some- A Partial listing indicates that most the price will certainly be outrageous and
times overtly) in the city’s daily life. It equipment selling for 100 gp or less is favors will be demanded).

7 0
Adventurers’ Quarters refers to the price rating) are city rooms and inn lodg- Price for quarters represents a modifier
inns, boarding houses, bars, and taverns ing at twice “common” price, while meals for the base price determined by quality,
which cater to the wandering trade of are considered “good.” and may range from Expensive to Cheap.
monster-slayers and mercenaries. It is not Good means fine quarters and food;
Expensive—double listed price
an exhaustive list by any means, but deals not the best, but above average. Rooms
Moderate—listed price
with the most prominent of these places may or may not be private, with a com-
Cheap—halve listed price
(the DM is free to add others). Quarters munal bath. City rooms and inn lodgings
are given a double listing for quality/ are common, while meals are good. DMs may set the prices according to sit-
price. Fair indicates average to below-average uation as well, doubling the price for rush
Quality of an establishment is a reflec- quarters, passable and filling meals, periods, emergencies, and rowdy pa-
tion of the privacy and furnishing of the cheap drinks. City rooms are at common trons. Base prices are those listed on page
rooms, the worthiness of the kitchen, the prices, inn lodgings are at poor prices, 67 of the Player’s Handbook.
cleanliness of the help and the amount of and meals are common. The Important Characters section de-
water in the ale. Poor means the quality is well below scribes those important individuals in the
Excellent implies first class accommo- average—thin walls, watered drinks, city who have not been previously men-
dations. For inns, private rooms with surly help. Rooms are cleaned yearly tioned in earlier sections. These individ-
baths; for bars and taverns, excellent food whether they need it or not. Meals, uals are available as NPCs, potential allies
and drink. Base prices (modified by the rooms, and lodging are all priced poor. or enemies, or to trigger adventures.

71
The Important Features section in- *FR6 Dreams of the Red Wizards be correct, but very formal—the language
cludes all the notable landmarks in town *FR7 Hall of Heroes of heralds, envoys, and pompous dandys,
not covered elsewhere in the entry. *FR8 Cities of Mystery or those wishing to gently insult. Be
Finally, the Local Lore section provides *FR9 Bloodstone Lands warned, and govern thyself accordingly.
some of the history of the city, as well as *FR10 The Old Empires Nobles of Mulmaster are known as
current problems, conflicts and potential *FRC1 Pool of Radiance “zor” if male and “zora” if female. The
adventure ideas. The DM is free to take *FRC2 Curse of the Azure Bonds head of any noble family is a “lord,” even
any of these local legends and spin them *FRE1 Shadowdale if female. If the lord is slain or cast down,
into adventures for the player characters. *FRE2 Tantras honor-titled zors and zoras become com-
Several of these locations and their na- *FRE3 Waterdeep moners upon the instant.
tives have been dealt with in great detail As a result, a sample entry for a character
in other products. Rather than repeat the may read: “Elminster (CG hm W26, S: Human Names in the Realms
information, material that is dealt with magic, monsters, history, and genealogy,
more thoroughly elsewhere in another Not all humans of Faerun have sur-
*FR0, FR7, FRE1).” names. Many are known only by a single
FORGOTTEN REALMS™ product is re-
ferred back to its source. Rather than re- name, plus a nickname to distinguish
peatedly saying “for details of this place, Titles them from neighbors or colleagues who
person, or thing, please refer to FR4: The share that same name. As a result, the al-
Local lords of Cormyr who happen to
Magister,” we have used an asterisk and phabetical lists of characters here are ar-
be female are addressed as “lord.” If noble
abbreviation: the reference just quoted ranged by first name, simply because
in their own right, they may be called
would be given as (*FR4). everyone has at least a first name.
“lady” at court functions and in personal
*FR0 Forgotten Realms Boxed Set or family matters. It is insulting to address Other Nomenclature
*FR1 Waterdeep and the North a female lord as “lady” when she is acting
It can be both cumbersome and confus-
*FR2 Moonshaes as the king’s justiciar and governor—for
ing, in play, to refer over and over to “the
*FR3 Empires of the Sands example, when settling local disputes in
people of Calimshan” rather than em-
*FR4 The Magister court. Addressing Myrmeen of Arabel as
ploying the common Realms term “Ca-
*FR5 The Savage Frontier “Lady Myrmeen, Lord of Arabel” would
lishite.” (It is also important to know that

72
Calishite is acceptable, but Calimite is, Marsember: “Marsembian” (“Marsem- or the workmanship of a citizen).
for some reason, a deadly insult.) ban” is correct, but rarer). Tantras: “Tantran.”
While literally hundreds of such terms Mulmaster: “Mulmasterite.” Tilverton: “Tilverian,” never “Tilverto-
exist (the Realms is a big place!), for Ordulin: “Ordulian” (rarely, “Ordulan” nian.” Locals refer to themselves simply as
handy reference the terms introduced in is applied to goods, companies, animals “Gap folk,” and will say “I’m from the
the areas covered in this work are summa- or things, but never to people). Gap.”
rized here: Procampur: “Procampan.” Urmlaspyr: “Urmlassans,” not “Urmlas-
Saerloon: “Saerloonian” (rarely, you pians” (a snobbish term used in Selgaunt,
Arabel: Arabellan. and resented in Urmlaspyr).
will hear the older, still correct term
Baldur’s Gate: “Baldurian,” never Westgate: “Westhavian” or “Westar”
“Saerlunan”).
“Balduran” (it is the name of the city’s (either is correct).
Scornubel: “Scornubian” or “Scornubr-
founder; to misuse his name is to insult his Yhaunn: “Yhauntan,” not “Yhauntian.”
ian” (either is correct, neither much used).
memory, and the city). Zhentil Keep: “Zhents” and “Zhentish”
Selgaunt: “Selgauntan” (workmanship
Berdusk: “Berduskan.” are terms applied to the citizenry and their
and art of the city is sometimes called
Calaunt: “Calauntan” (not “Calaun- work. The archaic term (used today
“Selgite”).
tian” or “Calaunan”). mainly for artifacts and other olden-
Sembia: “Sembite” or “Semmite” (either
Cormyr: “Cormyrean” or “Cormyrian” work) is “Zhentarian.” The term “Zhenti-
is correct, the latter being used more
(either is correct; Cormyte is common as lar” refers only to Zhentil Keep’s soldiers,
widely in the South, and the former used
well, though more slang and familiar. and the term “Zhentarim” only to the
more often in the Dragonreach and the
Azoun IV prefers Cormyte in public ad- mages, priests, and agents of the evil or-
North). One speaks of a chair or sword of
dresses.) ganization that currently controls Zhentil
“Sembian” make, but of “Semban” habits,
Daerlun: “Daerlunian.” beliefs, or style of workmanship. Out- Keep.
Elturel: “Elturian” (not “Elturelian”).
landers often call citizens of Sembia “Sem-
Elversult: “Elversian.” bians,” and the citizens don’t bother to
Hillsfar “Hillfarian.”
correct them.
Immersea “Immersean.”
Shadowdale: “Dalefolk,” like all other
Iriaebor: “Iriaeben” or “Iriaeban”
dale-dwellers; no other term used.
(either is correct). Suzail: “Suzailan” (a citizen of Suzail,

73
2,020 men (including road patrols, palace None known (resident Zhentarim
Arabel agents).
guard, and wayposts).
In wartime, the soldiers are aided by Equipment Shops: Full (partial in
Fortified city of Cormyr
the local militia. Its maximum muster is winter)
Who Rules: Myrmeen Lhal, The King’s
2,000, trained in riding, arms, and forma- Adventurers’ Quarters: Arabel has far
Lord of Arabel (NG hf R12)
tion movement, but denied training in too many inns to list here (refer to *FRE1
Who Really Rules: The trading organi-
archery. Its standing strength (known as for a full listing).
zations having bases here (the Dragoneye
“the Watch”) is 220. Adventurers are especially welcome at
Dealing Coster, Six Coffers Market
Arabel was once the eastern frontier of the World Serpent Inn (quality/price:
Priakos, The Iron Throne, Thousand-
Cormyr, and remains the realm’s defen- good/expensive; see “Features,” below);
heads Trading Coster, Trueshield Trading
sive base against recurring orc and Zhen- The Elfskull Inn (excellent/moderate);
Priakos) and local merchant clans (the
tilar raids from the Stonelands (see • The Red Stirge inn (fair/cheap);
houses of Baerlear, Bhela, Gelzunduth,
below). Azoun and his predecessors have • The Nine Fires inn (good/cheap);
Hiloar, Kraliqh, Misrim, Nyaril, and
repeatedly and unsuccessfully tried to es- • and The Murdered Manticore (fair/
Thond).
tablish a stronghold in the Stonelands. cheap, and a source of much gossip and
The status quo is maintained by a
The continual strife, and fears of another shady dealing).
strong Purple Dragon garrison under
attack from the Rebel Gondegal or his off- • Those able to pay well are directed to
able, shrewd commanders who know the
spring (*FR0, under “Arabel”) accounts The Pride of Arabel (good/expensive);
city well, and are staunchly loyal to the
for Arabel’s large garrison. Falcon’s Rest (excellent/moderate);
crown and to Lord Myrmeen. They are
Mercenaries can also be hired in Ara- • and The Weary Knight (good/
headed by King Azoun’s stout, bearded
bel. They tend to be well trained and moderate).
cousin, Baron Thomdor (LG hm F17),
equipped, but expensive and few in num- • Guests of the crown are usually quar-
who as Warden of the Eastern Marches is
ber. The largest group is the Red Raven tered in The Dragon’s Rest guesthouse,
based in Arabel. Under him is the Purple
Mercenary Company, 110 swords strong. not the Palace.
Dragon liason officer to the watch (and in
Notable Mages: • Those planning a long stay are di-
effect, chief of police), the veteran war-
• Jestra (NG hf W(T)18) rected to the many boarding houses (they
rior Dutharr (LG hm F11).
• Mellomir (LN hm W27, S: history, will probably be most welcome at
The military is supported by the two
prophecies and divination) Shassra’s (good/cheap)).
most powerful clans (prominent Misrim
• Myschanta (CG hf W(A) 14) Important Characters:
and quiet Thond) and organizations (Dra-
• Theavos (LN hm W17) • Asgetrion the Learned (LN hm F1, S:
goneye and Thousandheads), and by in-
Notable Churches: monsters; the expert on gorgons, owner
dividual local merchants, all of whom
The Lady’s House, Temple of Tymora; of many scrolls of protection against pet-
want Arabel to remain a tolerant, busy,
High Hand of the Lady: Daramos Lauthyr rification).
open trading city.
(CG hm P11); 24 priests, 336 followers. • Blaskin “the Bold” (LN hm F1);
Their common (rightful) thinking is
Since the Godswar (during which Ty- “Bridges built, barns raised, fences and
that if Arabel becomes difficult and re-
mora herself appeared in Arabel), Dara- stockades erected”.
strictive, trade will pass to more southerly
mos has become proud and ambitious. • Doust Sulwood, Knight of Myth
routes, and all Arabellans will go broke.
Against the counsel of more worldly Drannor (CG hm P(now)9 of Tymora:
Population: 16,998 (current tax rolls),
clergy (such as Doust Sulwood), he has *FR7).
almost all human stock. When the garri-
demanded a greater voice in local govern- • Elmdaerle, Guildmaster of the Guild
son, outlying farmers, and unregistered
ment, with recognition from Azoun—a of Naturalists (NG hm W2 S: zoology,
persons are included, the estimated popu-
barony for himself would be nice, and botany).
lation of Arabel is 23,400 to to 24,600. Ly-
moreover only fitting! Daramos has also • Islif Lurelake (NG hm F(now)9:
ing on a major overland route and
called on the earthly priesthood of Ty- *FR7).
subsisting on trade, the city has a large
mora to recognize the primacy of Arabel • Khelve (CN hm F2), merchant: deals
transient, seasonal merchant population.
and its clergy as the most sacred and su- in hardware goods.
Its average summertime strength (roughly
preme of Tymora’s servants. • Peraphon of the House of Thond (CN
the maximum capacity of Arabel’s perma-
Angered by his reception in these mat- hm F3), merchant: deals in gems.
nent housing) is around 25,600.
ters so far, and determined to further his • Thurbrand “of the Stonelands” (CN
Although no significant numbers of
aims, Daramos has raised temple fees (for hm F8, *FR0).
nonhumans live in Arabel, it is a tolerant
healing, training, and other services) to • Westar, King’s Herald of Arabel (LG
city in which all races except goblinkin are
almost double the usual rate. He believes hm F5); registers births, deaths, deeds,
found. Half-elves are most commonly
the citizenry, awed by the memory of Ty- and tax payments, and witnesses con-
seen, halflings and dwarves slightly less so.
mora, will pay—and considers the money tracts, promissory notes, and sentenc-
Major Products: Coal (mined in the
necessary to accomplish what he sees as ings.
Gnoll Pass area), horses (bred and trained
simple justice and the furtherance of Ty- Important Features in Town:
for riding, battle, and pack use), trained
mora’s divine will. The city also holds • The Dancing Dragon, a famous
mercenaries (90% human, 7% half-elven,
shrines to Chauntea, Deneir, Helm (as rowdy tavern and hiring-place.
3% other), dry red wine, strong bitter
“He Who Watches Over Travelers”), • The World Serpent Inn, a shabby, der-
black beer, and cheese.
Lliira, Milil, Tempus, and Waukeen. elict inn that displays the signboard of
Armed Forces: There is a garrison of the
Notable Rogues’ and Thieves’ Guilds: “The Wild Goose.” Sometimes it is not
Cormyrian Army (the Purple Dragons) of

7 4
empty, but rather a roaring adventurers’
watering-hole, frequented by many pow-
erful beings. The inn actually shifts from
plane to plane, and many a traveler has
found adventure there (as described in
OP1: Tales of the Outer Planes).
• Elhazir’s Exotica, an expensive gift-
shop known for rare and unusual trea-
sures, such as dragonscale shields and
wyvernskull bathtubs (adventurers pro-
vide much of its stock). Elhazir (CN hm
W15) is known to quietly sell genuine
dragon eggs to discerning buyers.
• The Baths, a lushly-furnished bath
house, wrestling gym, and beauty parlor,
famous for sensuous splendor.
• The impressive crowned-knight- on-
a-rearing-horse monument to Dhalmass,
The Warrior King of Cormyr.
Local Lore: Arabel has always been a
bustling merchants’ way-stop on the
overland caravan route linking the
mineral-rich Moonsea lands to Cormy-
rean ports and the far west.
Briefly the capital of the rebel Gonde-
gal’s nameless realm, Arabel has always
been a fortress against the dangers of the
Stonelands. Named for its rugged, broken
appearance, the Stonelands rises in a
great plateau above the fertile woodlands
of Cormyr—heights of rolling moorland
broken by deep, treacherous ravines, and
studded by rocky tors. Its limestone
southern verges give way to bare granite
to the north and west, rising into moun-
tains north of High Horn.
Such broken country aids bandits and
monsters in ambushes and eluding pur-
suit. Arabel’s troops have always pa-
trolled the Stonelands. A typical patrol is
40 to 60 F3s and F4s, commanded by an F6
or F7, afoot and well supplied with
archers and magical aid in the form of
items, priests, and war wizards.
These efforts have never succeeded in
clearing the Stonelands. In recent years,
the Zhentarim (see Zhentil Keep) have
sent troops and orc allies into the area in
an attempt to destroy Cormyr’s influence,
so Zhentish caravans can pass north of
Cormyr unchallenged.
Further information on Arabel may be
found in *FR1. Adventures set in Arabel
are included in *FRE1.
KEY
1. The Dancing Dragon
2. The World Serpent Inn
3. Elhazir’s Exotica
4. The Baths
5. Monument to Dhalmass

75
las Ulbright (CG hm P15); 24 priests, 69 ily, known for its fleet, mining concerns,
Baldur’s Gate
followers. and textile wealth).
• The Water-Queen’s House, temple of • The Knights of the Shield, a secretive
Independent city
Umberlee; Storm-Priestess Jalantha Mis- group of nobility and merchants, aims
Who Rules: The Council of Four
tmyr (NE hf P16); 8 priestesses, 16 fol- unknown, are active in this important
(elected for life or until resignation by the
lowers. free port (*FR0). Baldurian Knights in-
populace). All council members take the
title of grand duke or duchess. • Shrines to Helm, Ilmater, Lathander, clude the silk-and-spice merchant Kestor
Oghma, and Waukeen. (NE hm T8) and the adventurer Tuth (NE
The present grand dukes are Entar
Notable Rogues’ and Thieves’ Guilds: hm F13).
Silvershield (LG hm F21), Liia Jannath
• The Guild of thieves, assassins, smug- • The Knights of the Unicorn, a roman-
(CG hm W16), the adventurer known
glers, and fences (Guildmaster: Alatos tic, whimsical group of high-born adven-
only as Belt (CN hm F19), and Eltan (LN
“Ravenscar” Thuibuld, NE hm T19; cur- turers who worship Lurue, the Unicorn,
hm F20: *FR0, cf. the Flaming Fist merce-
nary company, which he commands). rent active membership: 560+). The can also be found in Baldur’s Gate, al-
Guild ruthlessly crushes rivals seeking to though they are more common across the
Who Really Rules: The Council,
backed by the Flaming Fist (who serve as do business in the city, and possesses a Sword Coast North. Lurue is a beast cult
large collection of magical items, such as a deity, the CG queen of talking beasts and
unofficial secret police/enforcers).
wand of displacement (*FR4). intelligent creatures, also known as
The current dukes are part of the Lords’
Alliance (with Waterdeep, Silverymoon, Equipment Shops: Full. “Silverymoon” after the city she is most
and other cities *FR0, FR1). Adventurers’ Quarters: In rough order connected with. Her followers are dedi-
of preference: cated to helping the needy, underdogs,
Population: Varies from 86,000 in the
slow season to 115,000 at the height of • The Splurging Sturgeon inn (rowdy and dreamers, and rescuing all who need
summer (including a large transient mer- and threadbare, but good/cheap); aid. Seven known knights reside in the
chant and seafaring population of all • Three Old Kegs inn (excellent/ city, including Javalar Roaringhorn (CG
moderate); hm F19), Balanta Whiteshield (CG hf
races except full orcs, illithids, and
drow). • The Blade and Stars inn (good/ F16), and Jolboss “Stoutguts” Twylar (CG
Major Products: Fish, trade-coinage moderate); hm F14, of impressive girth and pompous
• and the Blushing Mermaid inn and manner).
(25-gp-value merchant trade bars, used
throughout the Sword Coast and the tavern (very rough and noisy, the scene of Important Features in Town: The tem-
Shining Sea), lamp oil (rendered from fish much shady dealing: fair/moderate). ple of Gond buys the rights to many in-
and whales), dyes (from mollusks). • The Gate has better inns and rooming ventions. Enterprising merchants have
Armed Forces: The patrol, 60 warriors houses, but adventurers (except single settled in the city to better exploit such in-
strong (watchmen: F3 x38 and F4 x14; sailors not given to rowdiness) are not novations (upon payment of licensing
Captains: F6 x7; Warden: Bellarpar welcomed in such establishments. fees to the temple).
Windspur, LG hm F11), and a navy of Important Characters: Worshippers of Gond and the curious
seven ships (crews 40+ each, all classes, • Dabron Sashenstar, the famous ex- (who pay a small admission fee) can see
levels 2-8). plorer and discoverer of Sossal (CG hm many wonders of artifice in the temple’s
The standing army of Baldur’s Gate is F23: *FR0). Hall of Wonders. Currently on display
the Flaming Fist Mercenary Company, • Haspur (CN hm F1); a somewhat de- are a mechanical scribe (handset-type
one of the largest and most effect merce- ranged seer or trance-prophet. printing press), a steam dragon (crude
nary organizations of the heartlands. It • Jhasso (CN hm F7); former owner of steam engine), a pump of gond (bicycle-
numbers 1,700 soldiers under the general- the fast-haul firm “Jhasso’s Wagons,” and like man-powered pump for farm irriga-
ship of Eltan. While units of the Flaming a founding partner of the Seven Suns tion and filling bilges and reservoirs), a
Fist will be found in scattered wars Trading Coster, whose regional base he system of self-filling oil lamps (fed from a
throughout the Realms, at least half the runs here. central oil tank), and other wonders. The
manpower of the Fist will be at home (at • Krammoch Arkhstaff (NE hm F3), S: temple sells specimens of all displayed de-
Baldur’s Gate). monsters—local expert on basilisks. vices, at very stiff prices.
Notable Mages: • Ragefast (NG hm F1), S: magic, his- Baldur’s Gate is one of the largest, busi-
• Brielbara (CG hf W14), daughter of tory, genealogy. est harbors on the western coasts of
Briel: *FR0, devises many new spells. • Ramazith Flamesinger (CG hm F6), S: Faerun. Its independent status and toler-
• Gondal (LN hm W17, a studious indi- marine botany and zoology, in particular ant nature make it home to more indepen-
vidual, slain and replaced by an Ogre ixitxachitl and other intelligent sea life. dent sea-captains than any other port,
Mage. • The Merchants’ League, a brother- and result in its handling a wider variety
• Lanthalim (NG hm W(T)18), holds hood of merchants dedicated to explora- of cargoes than anywhere else but Calim-
grudges. tion, mutual aid, and honest dealing, is port and Waterdeep.
Notable Churches: based in the city. Prominent members in- Many pirates regularly tie up in The
• The High House of Wonders, temple clude Irlentree (LN hm F7, a very rich Gate to fence their latest prizes (and some-
complex to Gond (High Artificer Thala- merchant and fleet owner); Zorl Miyar times find former owners waiting, with
mond Albaier, N hm P17; 21 priests, 397 (LN hm F7, caravan owner and wagon- ready swords or coins, to regain the lost
followers). maker); and Aldeth Sashenstar (LN hm property).
• The Lady’s Hall, temple of Tymora; F9, uncle of the famous Dabron and head Visitors often remark on the harbor’s
High Priest of the Lady’s Favor Chantha- of the wealthy Sashenstar merchant fam- sheer size and crowding, and the massive

7 6
cranes, scoops, and cargo carts (which from orc and barbarian raids (still an an- pay for entering by it.
run along the docks on rails of steel!) that nual problem in the area, in those, long- The strife ended in the overthrow of the
can make loading or unloading here a ago days). Then he set sail again for the enriched farmers and the seizure of the
swift, if expensive, process. The dock wondrous lands he had found. city (which came to be called Baldur’s
equipment is run by the Harborhands’ Balduran never returned. Some say he Gate) by the sea-captains. The four oldest
Guild, but was devised and built by the sails still, finding new lands in the endless captains, their days at sea drawing to a
priests of Gond, who receive a 1-copper reaches of the far sea, or even that he close, turned over their ships to younger
fee for every usage of a cart or crane. sailed off the world and fares now among sailors, who in turn supported their in-
(Elminster mutters darkly that “divine in- the stars! Others whisper that he met with stallation as rulers of the fledgling city.
spiration” in this case came from merely misfortune and perished in the deeps, The four called themselves Dukes as a
looking at a harbor or two on a certain while still others believe he lived to a ripe joke, but the titles proved useful when
other world. This may well be true.) old age in his new-found home. dealing with other rulers, and were later
Local Lore: Like Waterdeep and far-off Whatever Balduran’s true fate, his glorified by the apellation “grand.”
Suzail, the Gate is tolerant and quietly money was spent on a splendid city wall. Retired grand dukes live in honor, sup-
well-policed. As a result, it is one of the Within its protection, building went on at ported by the city and welcome at all
most popular ports-of-call in the seafar- a great pace, soon growing out past the feasts and temple functions (unless dis-
ing Realms, and home to many eccentrics, wall. The wall was built by several missed in disgrace and banished).
adventurers, and freewheeling entrepre- farmers, who put it around their own
neurs. holdings, excluding the actual harbor KEY
The city is named for the legendary sea- from its protection. This allowed them to
1. Duchal Palace (“The High Hall”)
faring explorer Balduran, who long ago tax all carts coming up from the docks to
2. “The Wide” (open market area)
sailed past Evermeet in search of the rich, the protection of the walled city. The col-
3. The High House of Wonders (temple
fabled isles of Anchorome (pronounced leagues of Balduran, sea-captains to
complex to Gond)
“Ang-kor-OH-may”). Balduran returned whom the harbor was home (an ideal
4. Hall of Wonders (admission: 4 sp)
with tales of strange, vast lands across the place for beaching and repairing ships,
5. Elfsong Tavern (adventurers’
seas. He also brought back much wealth, without local fees or crowding), angrily
drinking-place and hiring house)
and scattered it about his sparsely-settled insisted that the gate by which southern
home harbor, commanding that some of trade and the harbor traffic entered the
it be spent on a wall to protect the harbor city was “Baldur’s Gate,” and refused to

77
bands known as gauntlets. Gauntlets es- (N gm P9); a party-loving former adven-
Berdusk
cort caravans, pilgrims, and other trav- turer who maintains large collections of
elers (free of charge), protecting them disguises and rare books.
Independent city (allied to Iriaebor)
against Zhentarim attacks out of • Shrines to Leira, Lliira, Tempus and
Who Rules: Cylyria Dragonbreast,
Darkhold, and other banditry and mon- Waukeen.
High Lady of Berdusk (pronounced “Sill-
ster attacks. Sometimes gauntlets mount Notable Rogues’ and Thieves’ Guilds:
EAR-ia; ” LN hef B26); She is more often
raids into the mountains to ambush the The folk of Twilight Hall (who eliminate
known as “The Silent Lady,” because she
Zhentilar or clear out known monster or absorb all competitors trying to oper-
now sings and speaks very seldom, and
lairs. ate in Berdusk).
her voice is soft. Cylyria has many friends
Each gauntlet is composed of 60 to 140 Equipment Shops: Partial (poor in
among the elves, but is not known to have
mounted bowmen and adventurers, mili- winter).
a husband or lover of any race. She is gen-
tia, convicts (a period of duty is a com- Adventurers’ Quarters:
tle and grave, but occasionally merry and
mon sentence for nonpayment of debts • The Running Stag inn and tavern
pranksome, given to caperings and gig-
and other light crimes), and mercenaries, (excellent/moderate);
gles when in such moods. Under her light
led by Twilight Hall heroes or Harper ad- • The Black Bear inn and tavern (good/
and largely covert rule, Berdusk is a mem-
venturers. Many down-on-their-luck in- moderate);
ber of The Lords’ Alliance (*FR0, FR1).
dependent adventurers hire on with a • The Sign of the Silver Sword inn
Who Really Rules: The bards, mages,
gauntlet for a time. When Berdusk is at (good/cheap);
and thieves of Twilight Hall, a college of
war (i.e. against an orc horde or large • Hullybuck’s Gamble inn, fence, and
music, learning, and lore-gathering estab-
raiding army out of Amn), up to 18 rental stables; halfling clients preferred
lished by Sylyria and dominated by the
mysterious Harpers. The folk of Twilight gauntlets may be put into the field, each (fair/cheap).
up to 300 strong. The large number of ad- Important Characters:
Hall carry out Cylyria’s will, screen appli-
venturing types in Berdusk (and most spe- • Belhuar Thantarth (CG hm B9),
cants for the city guard, and gather infor-
cifically in Twilight Hall) also may be Harper and local wit.
mation for the Silent Lady. She relies on
their advice when making decisions, par- pressed into military service. • Narshanna Thaur (NE hef T12).
Notable Mages: • Obslin Minstrelwish (NG half-m B7).
ticularly that of Belhuar and Obslin Min-
strelwish (see below). • Shambarin “Shadowcloak” (CG hf • Olbrimsur Thunderwood (LG hm
W14), formerly T7, a bearded, gruff- R10), who mounts regular independent
Population: 56,400 (current tax rolls),
rising to a summertime high of over voiced recluse who pretends to be male adventurers’ expeditions to wipe out gi-
(complete with false beard) to hide herself ants, goblinkin, and other monsters.
70,000 (high annual variation due to large
from old Amnian enemies, who would • Theeryn Bloodgarth (NG hm F14), a
transient merchant population, and bitter
winters that drive those who can afford recognize her as the thief Keltie “Silkhips” rich and experienced tutor of warriors.
it elsewhere). Of permanent residents, Silmar, still sought as an outlaw for her Important Features in Town: Berdusk is
there are large contingents of dwarves, daring thefts of gems, gold, perfumes, a city of tall, close-crowded stone build-
elves, gnomes, half-elves, and halflings and silks from many caravans. ings with high-pitched roofs. Its narrow
(4,000+, each). • Beldegar Virthalan (CN hm W(I)16), a streets are set with many drains leading to
Major Products: Wool (from sheep sinister and reclusive collector of magical large sewers, all to cope with heavy
farms in the surrounding countryside, items and guardian monsters. winter snowfalls. In its center is a rocky
particularly from the shearing-market in Notable Churches: tor kept tree-clad and open, as a park, by
• The Inner Chamber, temple of Deneir; the High Lady. From this tor rises the
nearby Asbravn), wine (“Berduskan
dark” is a heavy, sherry-like, sweet and High Scrivener Althune Dembrar (NG hf Clearspring or River Sulduskoon. A sec-
burning wine, which is very dark amber P14); a beautiful but aging lady who is an ond rocky knoll, to the northwest, is
in hue, almost black, and is highly prized expert on mages’ sigils, runes, glyphs, and crowned by the High Lady’s Castle, sur-
magical symbols; 14 priests, 26 followers. rounded on the slopes below by the tem-
by some across the Realms, fetching
prices of up to 6 gp a bottle), barges, and This temple takes its name from the fact ples, shrines, and high houses of the rich.
wagons (for overland trade). Berdusk re- that it is actually a small sanctum within Berdusk has no nobility, but it does
Twilight Hall. “Twilight Hall” does not of- have a wealthy upper class. They all tend
pairs more wagons than it makes. The
wagons made here have a fair to poor rep- ficially exist. Rather, the large complex of to dwell close to the castle, amid the bet-
utation, but the wheels made by the city’s buildings in which the temple is located is ter taverns and festhalls. Around the
wheelwrights are considered excellent. all officially part of the Temple of Deneir, houses of the wealthy are the three- to-
Armed Forces: The city guard (police but everyone who lives in Berdusk knows four story houses of the merchant middle
better. class. A typical tall house of this type has
and garrison), which is 600 strong (475
armsmen, or common warriors of both • The Ready House of the Right Strong a shop or office at street level, a storage
sexes and all races, F2- F4, who specialize Hand, temple of Helm; Vigilant Godseye cellar below, the owner’s abode above,
in archery and quarterstaff-work; 75 Tathlosar Brimmerbold (LN hm F18); Str and one or two floors of apartments
18/69; 36 priests, 126 followers. above that. “Colder than a Berduskian at-
blades or sergeants, who tend to be F7s or
P(of Tempus)5-6s; and 50 shieldmasters • Evensong Tower, temple to Milil; tic in winter” is a Realms-wide saying
or officers of all classes, and levels 7-10). Chantmistress Uluene Maertalar (NG hf based in cold (very cold) fact.
The shieldmasters of the guard tend to be P16); 11 priests, 86 followers. A base of the Thousandheads Trading
members of Twilight Hall. • The Seat of Lore, temple to Oghma; Coster is located just within the city, by
Berdusk also maintains seven roving High Loremaster Bransuldyn Mirrortor the southeastern Riverroad Gate. Many

78
large stockyards, market areas, and cara- are known to haunt the waters just down-
van marshalling areas lie just outside the stream from the Steps.
city walls. Over the years, a city of barge-
Local Lore: Berdusk is a fortified city builders, carters, and other merchants has
that was founded primarily as a protected grown up on the banks of the Chionthar,
stop on the overland trade route. Rapids where a small, clearwater spring rises and
(“the Breaking Steps,” a series of short enters the river. This spring is sometimes
falls) on the River Chionthar just above called the “River” Sulduskoon, but it is
Berdusk make passage up or downstream less than half a mile in length, even if its
an exhausting, dangerous business in this flow is powerful and its channel broad.
area. Increasing orc and bandit depredations
Vessels must be guided into cleared in the area (and later, Zhentilar raiding
channels on either side of the cascades, bands) drove nearby races of gentler dis-
roped securely to guide-cables installed positions to move to the growing city, and
by local dwarves long ago, and winched fortify it, for mutual protection. Harper’s mark: “Safe haven”
carefully along. The powerful flow of the Dwarves, gnomes, halflings, elves, and
Chionthar either battles against a crew all half-elves joined the human settlement of
the way, or threatens to tear the vessel Berdusk, named for a local warrior fa-
loose from the cable’s braking guidance mous for his orc-slaughters. The village
“By the fury of the river!” reflects this im-
and whirl it downstream to shatter on the was previously known as Sulduskoon, or
portance of caprice and transport.
rocks. Rafts cannot make the journey at “Clearspring” to the elves.
all; battered and high-sided local way- Berdusk has always been marked by a KEY
barges must be used instead, and the predominance of merchants, and the tol-
1 . The High Lady’s Castle
goods returned to the raft after it is re- erant coexistence of all races except the
2 . Clearspring Tor
assembled, either above or below the cas- evil goblinkin. Its folk are always inter-
3 . The River Sulduskoon
cade. Those who try to fight their way ested in news of the Realms around, for
4 . The Inner Chamber, temple of Deneir
through the Steps on a raft lose it and wars and prosperity in faraway lands (Twilight Hall); other temples and
their goods, at the least, and their lives as have a great effect on the overland trade
shrines all around
well, most often. Rare freshwater kelpies that feeds the city. The Berduskan oath 5 . Thousandheads Trading Coster base

79
Calaunt seem to bear the brunt of most actual Adventurers’ Quarters:
fighting, leaving the teeth to raid, am- • Redfires Inn, a large, popular place
Independent City bush, and charge in at the last moment in with clientele of many races, where boar-
Who Rules: Bellas Thanatar, Supreme a battle to seize (and claim) the victory. pie cooks, pleasure-girls and wine-
Scepter of Calaunt (NE hm F12), known Notable Mages: None known. No vendors from across the city offer room
to collect and use many magical weapons openly-practicing mages above 5th level service (good/expensive);
and protective items. reside in Calaunt other than Iritar. It is • The Weeping Unicorn inn and tavern,
Who Really Rules: The Merchant suspected that Iritar robs and destroys a quiet, cozy dockside spot favored by
Dukes, six former adventuring colleagues any wizards of power who overstay their evil characters who wish to do business.
of Bellas (who were in “Bellas’s Band” welcome in the city, to maintain the se- The “no fighting” house rule is strictly ob-
twenty-odd winters ago). Each duke has a cure rule of the dukes. Minsker Halbar served by all, because transgressors seem
vote on all major policy decisions (Bellas (NG hm W5), who runs Halbar’s Book- to always meet with a cockatrice and end
has two votes). shop (see below), a quiet and elderly man, up as cellar ornaments (good/moderate);
The dukes are: Iritar “the Dark” (NE is the most accomplished mage among • The Mocking Maiden inn and tavern,
hm W15), a cold and sadistic man known Calaunt’s citizenry. a jolly, bustling place that specializes in
for creative butchery of apprentices who Notable Churches: lots of good food and in pleasing adven-
have displeased him; Saleska Mintharl • The House of Scarlet Hooks, temple turers (excellent/moderate);
(CN hf P11), “Shield of Tempus”; Alascar- of Loviatar; Whipmistress Shaleen “Ta- • The Dracolisk’s Head inn, a quiet,
tha Vyperwood (CN hf F9); Pirithin Ala- lonkiss” Oomreen (LE hf P14); 24 priests, shabby, rather snobbish place of faded
gost (CN half-m T14); Halabankh 2 pains in residence, 114 followers. glories but lots of side-entrances and
Ormsarr (NG hm W(I) 14); Haldyn • Moonsilver House, temple of Selune; sewer-passages for handy getaways
Stormkin (NG hm F10), possessed of a 9- High Priestess, a.k.a. “Moon Mistress” (poor/cheap).
foot stature and Str 18/76. Wyndra Syrylstone (CG hf P190; 22 Many other establishments in the city
Population: 86,012 (current tax rolls); priests, 229 followers. offer accomodation, but adventurers will
real population rises to a summertime • Shrines to Auril, Malar, Talos, Tem- find their rules overly restrictive (forfeit-
high of about 88,600. At least 6,200 half- pus, and Waukeen. ure of weapons, heavy deposits against
elves are permanent residents of the city, Notable Rogues’ and Thieves’ Guilds: damage, restricted open-door hours) and
and these carry on lively but generally The Shadowcloaks, a mysterious and the welcome cool at best.
friendly social and trade rivalries with the widespread organization of nondescript Important Characters:
approximately 3,000 resident dwarves. low-level thieves and spies who are con- • Santrin “the Skilled” (NG gm F1), a
Major Products: Preserved meats, trolled by The Night Hood (the Duke Iri- carver of ivory, amber, obsidian, jade,
wool, leather and vellum (from livestock tar again, in one of his many disguises, and fine wood inlays famous across the
brought from surrounding farmlands in although none, even among the dukes, Reach. He produces exquisite work, but
the Vast). are aware that Iritar and the Night Hood his prices are very high and his backlog of
Armed Forces: Six stone golem gate are the same person). Most citizens of Ca- orders long indeed.
guards (controlled by the dukes), a navy launt suspect that the dukes and the Sha- • Tanshiver “the Bard” (CG hm F4), no
of six ships and their 73-man crews (cap- dowcloaks either work together or have bard at all, but a S: human folklore and
tained by fighters of 6th or 7th level), and come to some agreement, or the Shadow- music of the Dragonreach.
a standing army, “The Teeth of Calaunt.” cloaks would have been ruthlessly exter- • Yathla “Shimmerstar” Oloryn (LN hf
The teeth are ill-trained, brawling war- minated long ago. F2), a highly skilled cosmetic surgeon and
riors, who are well equipped and given to Equipment Shops: Full (partial in makeup maker, skilled in acting and at
occasional pirating in the Reach, or orc- winter). human disguises of all sorts, available for
hunting inland, in the Vast. They are 1st hire by adventurers.
to 3rd level fighters, 6,000 strong, and are Important Features in Town: Calaunt is
led by 20 warcaptains, fighters of 5th dominated by the wide delta of the River
level. Each warcaptain has a supporting Vesper, which flows through the center of
battle-mage (4th level illusionist, all ap- the city to empty into the Dragonreach.
prentices of the Duke Halabankh), and re- In high summer, the stinking mud of this
ports to the two barons of the city. fertile delta is the playground of the city’s
The barons are two dopplegangers who children, and the treacherous working-
are under the magical control of Iritar. ground of clam diggers and worm-
They serve as scouts and spies for the catchers.
dukes within the city, and are equipped The rest of the city is a nondescript
with magical items for their own defense. cluster of gray stone buildings, jammed
They appear as two hardened, plain war- together without parks or trees to break
riors of middling level, Uthorn and their gloom. The city’s cobbled streets are
Wenszrin. usually littered with refuse and the stink
Calaunt always hires mercenaries when of the dockside tanneries and the har-
expecting orc attacks or going to war. borwater they pollute hangs over the city.
Such units are known as “lances,” and are Harper’s mark: The buildings belonging to the rich and
commanded directly by the barons. They “Dangerous place” important lie to the north and east, along

8 0
the city wall. The merchants and the suc- guard tower is needed there, because “the they say, end up in crammed slave ships
cessful live to the south, leaving the center smell of the tannery alone guards our wallowing across the Inner Sea to
and the west (the docks) as working and backs.” Westgate or the Vilhon Reach, not in the
slum areas. This is probably the most Local Lore: Formerly the village of Ves- stomach of some fanciful monster.
squalid city of the Dragonreach. permouth, Calaunt is the third-largest This is almost certainly true—and yet it
Visitors will look for landmarks in city in the Vast, behind Tantras (*FRE2) doesn’t entirely explain the huge
vain. Perhaps the most memorable struc- and Ravens Bluff. teethmarks on odd, equine forelegs found
ture is the double-spired temple of Lov- To adventurers, Calaunt is both an in- lying in gutters on some gray mornings,
iatar, from which muffled screams can teresting and forbidding place. Always or the strange, sharklike (bulette-like?)
often be heard. awash in intrigue and rumors, it is fre- fins sometimes seen moving through the
The largest building in Calaunt is the quently the scene of screams and the clash muck of the Vespermouth delta.
Fortress of the Five Vultures, an old and of steel in the streets after dark, and hud- Yet another legend tells of rich dwarven
massive baronial castle that preceded Ca- dled bodies on the cobbles in the morning. treasures, from when all the Vast was a
launt’s growth into a city, and bears its Evil magic slumbers here, Dragonreach great dwarven kingdom. These lie hid-
name as a relic of long-dead robber bar- lore holds, hidden away but not all that den, the tale goes, somewhere in the city,
ons. It now serves as a barracks and jail, deeply asleep. “Calaunt’s a fey place; al- their whereabouts forgotten.
as well as holding the rooms of state used ways has been,” is a common opinion. It
by the Supreme Scepter and the dukes. It has been a free city from the first, but KEY
is a purely local joke to refer to the place rather lawless—a refuge for the lawless.
1. The Fortress of Five Vultures
as “the Sevensroost.” A persistent city legend is that someone
2. The Keep of the Scepter
Each of the dukes has a palatial resi- in the city keeps a huge meat-eating liz- 3. The House of Scarlet Hooks (temple
dence near the fortress, which is attached ard, bigger than two oxen, hidden away
of Loviatar)
by a flying bridge of weathered stone to in a cellar or cesspool, and lets it loose on
4. Moonsilver House (temple of Selune)
the Keep of the Scepter, where Bellas moonless nights to roam the streets, feast-
5. Redfires Inn
lives. ing on all it finds.
Rivaling the fortress in size is the largest Certainly Calaunt has few beggars for
of Calaunt’s tanneries, located where the so squalid a city, but some say that slavers
northern run of the city wall reaches the quietly operate in the city, dealing with
water. It is another local joke that no the dukes. Those who vanish in the night,

81
well and refrain from annoying her over- who participate in violence or break
Daerlun much; pleasant of nature but “a dark fury things often see their 1 gp/head/night bill
when aroused,” according to Khelben of double or even triple.
City of Sembia
Waterdeep, who once saw her rout an en- The best of the more informal inns of
Who Rules: Halath Tymmyr, High
tire Calishite slave-caravan to rescue an the city include:
Bergun (LN hm F5 retired), an elderly,
enslaved friend. Would-be thieves are • The Black Banner Inn, a large, popu-
stout, and kindly merchant, fond of good
warned that Elmareen made her adventur- lar place known for its magnificent
food, fine wine, and boring conversation.
ing fortune slaying several black and red wooden panelling and gloomy lighting,
Who Really Rules: Allathast, com-
dragons—alone, on at least one occasion. its lounge frequented by many gamblers
mander of the guard (and through him,
• Sandar “Silkenvoice” Kathklan (NE and businessfolk who appreciate the ex-
The Cult of the Dragon: evil, self-
hm W(N)16), a purring, dangerous man cellent wine cellar (excellent/expensive);
interested warriors, merchants, and wiz-
of fell, very private magical researches, • Alask’s Arrow inn and tavern, run by
ards who worship undead dragons or
who has a hand in many Sembian in- the retired F14 Alask “Eagle-eyes,” once
“dracoliches,” and use Daerlun as a ref-
trigues and is known to make both po- famous as the best archer in the
uge. The cult conducts no open activities
tions and poisons for very high fees. Dragonreach—who still, regulars say qui-
in Daerlun, and Allathast is a largely un-
Notable Churches: etly, keeps in practise (good/moderate);
witting ally controlled by trusted friends
• The House of Firehair, temple com- • The Mighty Mace inn and tavern, a
and cult magic, not a member. The cult is
plex to Sune; High Priestess Thauna busy place known for good food and
content to use Daerlun to store its arms,
Maskalar (CG hf P21); 48 priests—90% cheerful service at all hours of the night
valuables, and recuperating members,
human and half-elven females—and 336 (excellent/moderate);
and to profit from its tiny slaving trade;
followers. This temple enclave has its • The Old Plough inn and tavern, a
see below.
own wall, enclosing a wooded garden of quiet, shabby place favored by farmers
Population: 44,000 (registered); esti-
carefully-pruned trees, bowers, foun- and other visitors wishing to remain in-
mated real population averages 49,600
tains, romantic paths and glades, and the conspicuous (poor/cheap).
(varying by about 3,000 either way, up in
like for use in night-long revels. At the Important Characters:
summer and down in winter), almost en-
center of the temple grounds (known as • Harlyn Grimmerhand (LN hm F11, re-
tirely (96%) human. Halflings and half-
“Sune’s playground” to the faithful, and tired), a wealthy moneylender and mer-
elves are the most numerous other races.
“the Wild Woods” to other citizens) rise chant investor who tutors warriors and
Daerlun is quietly tolerant of all beings
the buildings of the temple. Small stone breeds fine horses to entertain and occupy
short of half-orcs and more evil creatures.
gazebos opening into the garden lead by himself; he has golem guards, and, some
Major Products: Wool (known for
vaulted corridors to the luxurious halls say, worse pets and allies.
thick, well-made blankets and cloaks
and high rooms of the House. Each such • Minthalar “the Many-eyed” (CN hm
popular across the Realms), linens, live-
corridor is lined with the apartments of T7), a wealthy, sly-tongued merchant
stock (farmers’ market, producing cut,
priests or accomodations for visitors. On who deals in the unique, expensive, and
dressed, hung and smoked meat for
the outside, each major building is linked exotic, and who can get almost anything,
nearby lands).
with those nearby by flying stone bridges. and quickly, for a price. His nickname
Armed Forces: The guard (412 to 446
These are kept warm and hospitable by comes from the local belief that he doesn’t
strong, depending on the season; more in
magic during the winter months and fes- miss seeing a single thing that goes on
winter, to patrol nearby roads against
tooned with hanging and creeping plants anywhere near Daerlun, or a chance to
wolves and brigands), who also serve as
to encourage beautiful birds (which the exploit what he learns about.
local police. Well-trained and equipped,
priests raise and tend) to perch there. The • Othnyl Risingstone (LG df F6), a she-
and clad in distinctive orange surcoats,
graceful arches of these spans are famous dwarf famed around the Dragonreach for
worn over plate mail. In the streets,
across Faerun as the crowning glory of a her skill at stonecutting and stone sculp-
armed with maces, warhammers, daggers
place of gentle beauty. ture, and known to a few adventurers as a
and broad swords, and found in eight-
• Shrines can also be found in the city to skilled weaponsmith and weapon re-
man patrols. Armsmaster (tutor and
Azuth, Deneir, Lathander, Leira, Lliira, pairer. Fiery-tempered and gruff, she
quartermaster) Tarbrost “the Bull”
Loviatar, Malar, Mystra, Shar and Ty- takes no guff, but gives none, either.
Mathos, famed for his girth and magnifi-
mora. Important Features in Town: Daerlun is
cent moustaches. The guard is supple-
Notable Rogues’ and Thieves’ Guilds: a prosperous, quiet place of well-built
mented by a local militia, numbering
None. Thieves are dealt with harshly in houses (tending to three stories in height),
some 2,000 level 1 fighters, though they
Daerlun (see Local Lore, below). small squares (which are rarely square)
are poorly trained and used only grudg-
Equipment Shops: Partial (all seasons). where major streets meet, and large, old
ingly by the guard.
Adventurers’ Quarters: All establish- trees occupied daily by playing children.
Notable Mages:
ments in Daerlun are open to all manner Many cats can be seen about the city.
• Aerbront (LN hm W17), a kindly, el-
of folk; the citizens are necessarily toler- Few buildings stand out from the rest,
derly man of wandering memories and
ant of a wide variety of travelers. Those except the temple to Sune, but the city is
deadly powers, who pretends to be far
who wave unsheathed weapons about, home to a base of the Firehands Group
more confused than he really is, to better
however, will be angrily told, “No blades Trading Coster (paymaster: retired LN
take the measure of those he deals with.
here!” by any citizen. Proprietors do not F11 Dhelarr, “The Night Blade”), and has
• Elmareen Whistestone (NG hef W12),
object to clients being armed, only to their a large open public bathing pool, called
a graceful, buxom researcher into magical
using such arms within the city. Guests Oakwaters.
minutae, willing to train those who pay

8 2
Local Lore: Daerlun is probably the contracts and wills, and mediator in local
most peaceful and relaxed city of Sembia, disputes; the city has some 16 berguns at a
lacking something of the ruthless, relent- time), they are imprisoned in solitary,
less drive for wealth and power that typ- deep cells, and never heard from again.
ify Sembian merchants who dwell in the They are actually sold into slavery, and
other large cities of the Merchant King- taken away, drugged, in closed carts to
dom (although Sembia has had no king Urmlaspyr to be put aboard ships.
for a very long time, its nickname has The locals don’t admit that this goes on,
stuck, and remains in use across Faerun). of course. The “deep cells of Daerlun” are
It also lacks something of the effete said to be ancient caverns hallowed to Tyr
wealth and sophisticated polish of the the Just. Tyr, they say, takes away the
other large cities, being home to many guilty for his own unknown purposes, in
wealthy farmers, herd owners, and other his own way, and in his own time. If one
folk who make their living close to the objects, well—only the guilty vanish
Harper’s mark: “Hidden cache”
land, or who trade with Cormyr and the from the deep cells. (Many travelers have
Dales and see much of simple life near at noticed that there is no temple or shrine to
hand. Daerlunians are not quick to criti- those who upset the hard-won peace and Tyr anywhere in the city, but it is consid-
cize or judge, but they tend to resent all prosperity of the land. ered neither polite nor prudent to com-
visitors who give themselves airs or who Daerlunians are placid folk who enjoy ment on this.)
swing swords around too freely. good food and fine things, and relative
The Sembian saying, “Adventurers dig quiet to enjoy them in. Thieves find most KEY
their own graves,” reflects merchants’ dis- Daerlunian homes to be rich treasure-
1. The House of Firehair (temple of Sune)
approval with lawless, dangerous strife troves, simple on the outside but
2. The Wild Wood (temple grounds)
and those who deal in it. In Ordulin or crammed with the best furnishings, cloth-
3. Oakwaters (public bathing pool)
Saerloon this is largely disapproval of ing, food, and art inside. Thieves are dealt
4. Bergun Hall (courthouse and records)
those who destroy goods and whose ac- with harshly in Daerlun; if found guilty
tivities can affect profits by frightening or by a local “bergun” (a respected, retired
driving away those who will buy. In merchant elected by the property owners
Daerlun, the disapproval is more for of the city to serve as judge, witness to

8 3
items, and potions concerned with flight. amid the aromatic stockyards (fair/
Elturel He is a secret friend of Lord Dhelt, and moderate);
serves the lord as a spy within the city; • The Oar and Wagonwheel Inn, a rau-
Independent City
unbeknownst to most of his fellow citi- cous, drafty barn of a place, always
Who Rules: High Rider Lord Dhelt (LG
zens, he spends much time slipping about crowded and never quiet (poor/cheap).
hm Pal(of Helm)16), a tolerant and re-
cloaked in magical invisibility while in • The best-known of Elturel’s taverns is
spected man who keeps his city part of the
wraithform. He makes his living selling A Pair of Black Antlers, a dimly-lit,
Lords’ Alliance (see Baldur’s Gate,
the potions he makes. There is a 1 in 10 wood-panelled place adorned with a pair
above).
chance that Orsar will have 2-5 potions of of stag’s antlers fully 20 feet across, and
Who Really Rules: Lord Dhelt’s rule is
any particular type requested on hand many adventurers’ relics and parapher-
unquestioned, and considered both fair
(though at phenomenal prices). nalia.
and just. He takes a light hand in daily af-
Notable Churches: • Also popular among louder carousers
fairs, leaving the merchants of Elturel
• Helm’s Shieldhall, temple of Helm; is The Bent Helm, a dockside establish-
freedom to operate within the large
High Watcher Berelduin Shondar (LN hm ment favored by smugglers and other
boundaries he permits.
P18), “Bereld the Just,” a stern and warlike shady sorts, and often visited by 20-
Population: 26,778 (registered); real
patriarch who leads Hellrider patrols as strong Hellrider foot patrols, called in to
population averages 29,000 in winter and
often as Lord Dhelt does; 21 priests, 85 quell yet another brawl.
about 33,000 in summer, not including
followers. Important Characters:
the farmers of the Fields of the Dead, who
• The High Harvest Home, temple of • Dathlyr “the Hammer” Greybold (LG
crowd into the city in times of war. The
Chauntea; High Priest and Harvestmaster dm F8), an adventurer active in exploring
many warehouses and cellars of the city
Raulauvin Oregh (NG hm P20); 18 the ruins of The Fallen Kingdom, from
(hewn out of solid rock beneath the
priests, 42 followers. which he has gleaned many treasures.
houses of the High District) allow Elturel
• Shrines to Ilmater, Tempus, Tymora, • Folehar Flametree (CN half-m F6/T7),
to briefly hold upward of 400,000 folk, if
Waukeen. an adventurer and merchant often chided
plague or an orc horde comes down on
Notable Rogues’ and Thieves’ Guilds: by Lord Dhelt when his smuggling activi-
the land.
The only such organization Lord Dhelt al- ties anger authorities in Amn, Baldur’s
Major Products: Leatherwork, live-
lows is the High Moor Heroes’ Guild, a Gate, Iriaebor and Waterdeep. He deals in
stock (meat, cheese), wool, and glues
band of adventurers who regularly lead rare and unique goods, such as magic
(rendered from the hooves and horns of
“scouring” expeditions up onto the High plundered from tombs, gems stolen from
livestock).
Moor. The guild members tutor other ad- royal treasuries, kidnapped heirs and
Armed Forces: The Hellriders, consist-
venturers for fees (discounts to fellow heiresses, and the like.
ing of skilled horsemen armed with
guildmembers) and provide a legitimate • Mither Mandaroze (CN hm T6), a fat,
spears, composite bows (they can fire
outlet for the lawless, violent, penniless jovial weapons outfitter and fence of
from the saddles of their moving mounts
and other misfits of Elturel. stolen goods.
without penalty), and long, curved sabres
Equipment Shops: Partial. • Shandeir (CG hf W16), a sharp-
(treat as scimitars) are usually 2,000
Adventurers’ Quarters: The better inns tongued, spirited adventuring mage
strong. They guard and police the city,
of Elturel are converted houses (often sev- known for salty jokes, pranks, and for
even patrolling the river nearby by means
eral adjacent houses, linked together) in riding a friendly copper dragon about,
of four rowing-barges, and protect the
the High District. The noisier, simpler ac- when she travels.
lands around with their famous mounted
comodations of the Dock District are of- Important Features in Town: Situated
patrols.
ten the only places a bed can be found on on a rising, defensible hill that falls away
A patrol is typically 30 strong. Fresh
summer nights when trade is at its height. in a rocky cliff on its south side where the
mounts are kept at guardhouses through-
By Lord Dhelt’s decree, inns cannot serve Chionthar flows, the High District of
out the Fields of the Dead, and a patrol
drinks, neither can inns and taverns be Elturel dominates the untidy, noisome
passes a given point on the roads about
under the same roof. In the High Dis- Dock District below, which is dominated
every four hours, every day and night
trict: by warehouses, markets, wagonmakers,
around. Warning beacons have been set
• Hondakar’s House, a large inn in the and large stockyards. A Dragoneye Deal-
up all across the farmlands north, east,
heart of the High District (excellent/ ing Coster way-base is located in the
and west of Elturel, and watchers on the
expensive); Dock District and many other caravan-
roofwalks of High Hall are always on
• Symbril’s House, a small, cozy inn related concerns also have yards, or at
duty, peering over the lands below in
near Maidens’ Leap in the High District, least offices, there.
search of approaching Hellriders or the
overlooking (and opening into) the Gar- The Dock District is all dirt, business,
light and smoke of a lit beacon.
den (excellent/moderate). and utilitarian buildings, but the High
Notable Mages:
In the Dock District: District is built of stone. Its narrow, twist-
• Baranta Chansil (CG hf W14), a di-
• Phontyr’s Unicorn, a converted ing, steep, cobbled streets are crowded
minutive, bright little whirlwind of en-
former factory, which is ramshackle, ec- with spired and balcony-festooned tall,
ergy and enthusiasm, whose name is often
centric, and friendly, the scene of shady narrow houses, dominated by the spires
linked romantically with that of Lord
deals and much late-night business of High Hall, residence of the High Rider,
Dhelt, by watchful and wistful citizens.
(good/cheap); and seat of local government and all large
• Orsar “Greencloak” (NG hem
• Gallowglar’s Inn, a warm but well- commercial meetings.
W(T)15), a close-mouthed recluse con-
worn, low-beamed place that sprawls Stretching away from High Hall in a
cerned with making and perfecting spells,

8 4
narrow cut amid the buildings, “like the sible spots in the great rolling lands from
blade of a naked sword,” as Elminster put the Sword Coast to the vast woodlands of
it, lies the long, narrow Garden. It is an the Meet, where the River Reaching joins
open place of flowers, wooded paths, the Chionthar. Once a troll lord had a
arched bridges, and a spring that rises un- stronghold on the heights here. Later an
der High Hall (ensuring the city a supply ogre chieftan drove out the trolls and held
of fresh water), and winds the length of the lands around from a crude stone for-
the Garden, to tumble down the hill in the tress on the site. In the days when men had
cascades of Maidens’ Leap, and thence by come but trolls, ogres, and the like still
canal to form a moat and bargeway for roamed the region, a human castle stood
the eastern Dock District, ere it joins the here, changing hands from lordling to
Chionthar. lordling, but serving always as a refuge for
The Garden is a favorite meeting place humans against the dangers of the lands
for citizens of Elturel, and retains a wild around. Brigands are the chief danger to-
beauty in winter (local songs and tales of- day, although orcs, trolls, ogres and such
still come raiding from the mist- cloaked “Elder Rune
ten call it “the Winter Garden”).
High Moor to despoil the rich farms of The for Camping-Place”
A stout stone wall encircles the city,
pierced by two gates, and open on the Fields of the Dead. The great battles which
river side. gave that region its name may be past
Local Lore: Elturel is a trading city now, but the men of Elturel still keep their KEY
where river travel on the Chionthar meets arms, patrolling the farms which look to
overland trade. It is also the local market them for protection. “The Riders of 1. High Hall
for the rich farming lands of The Fields of Elturel” have galloped out of the night to 2. The Garden (“the Winter Garden”)
the Dead and the fertile banks of the save many a farmer from trolls or worse, 3. Maidens’ Leap (cascades)
lower Chionthar, where thousands of and are famous in song. High Rider Lord 4. Shiarra’s Market (square)
sheep and cattle are gathered each year Dhelt still leads his share of patrols— and 5. The Dragoneye Docks (warehousing
for transport to the markets far across all big sorties, when trouble is met—into and shipyard)
Faerun. the lands around, and is widely respected
Of old, Elturel was one of the few defen- as a just, no-nonsense ruler.

8 5
list them here. All must be tolerant of a
Elversult wide variety of races, behavior, and cus-
toms on the part of their guests, or such
Independent City guests will simply go elsewhere. Adven-
Who Rules: Yanseldara, Lady Lord of turers have found the following establish-
Elversult (NG hef F11/W12), a shy, care- ments most useful, for widely different
ful woman who is always thinking ahead reasons.
and considering the implications of her • The Axe and Hammer inn is large and
(and everyone else’s) actions. quiet, and heavily policed by its dwarven
Who Really Rules: Vaerana Hawklyn staff, all of whom seem to be F5s or more.
(CG hf R19), Yanseldara’s deeply trusted It is generally considered the safest place
companion, strong right arm, and former to stay in Elversult, and the best place for
adventuring comrade, who is a Harper or injured or exhausted folk to get good sleep
Harper ally, and employs various spies and lots of it. Others dub it “the Tomb”
and agents to keep a vigilant eye and ear for its all-pervasive silence and lack of
on all events in bustling Elversult. merriment (good/moderate).
Ullathar, an elder rune
Population: 69,000 (registered); real • In marked contrast is the Splitskull
population averages 72,000 in winter and for “safe passage”
Inn and Tavern, a wild, brawling place
76,000 in summer. der; Morninglord Hathala Orndeir, (NG (fair/moderate).
Major Products: Wagons, carts, tar- hf P14), a polite but iron-willed woman of Between these two extremes are many
paulins, harness-ware, barrels, and great perception and intelligence who inns and taverns, including:
(cellar-grown) mushrooms. plans to make her temple the dominant • The Old Boot (good/cheap);
Armed Forces: The Maces (police and house of worship not only in Elversult but • Gull’s Gauntlet (fair/moderate);
city guard), scale-mail-armored, well- in the entire region south of Dragonmere, • The Shambling Dwarf (good/
trained and equipped F1s through F3s, and just might succeed; 26 priests, 44 fol- moderate);
usually 3,500 strong), and commanded lowers. • The Wyvern’s Pipe (excellent/
by Pierstar Hallowhand (LN hm F10). • The House of Hands, temple of Gond; moderate).
Notable Mages: High Holy Artificer Daragath Morliir (N Important Characters:
• Usreena Juepara (NE hf W15), a sen- hem P13), a quiet, scheming and alert in- • Brassandyn Frostshear (NG hm F12),
sual, slickly conniving courtesan who dividual; 11 priests, 15 followers. who runs a mercenary and caravan guard
uses her magic to worm information out • Shrines to Eldath, Selune, and Ty- hiring business, “Frostshear’s Fighters”
of one victim that she can sell to another. mora. (fighters pay 1 cp to enlist; clients who
Usreena is widely rumored to concoct Notable Rogues’ and Thieves’ Guilds: hire them pay Frostshear 4 sp per head, as
both love potions and poisons, and to en- Elversult has a spice-, poison-, and drug- well as paying the fighter whatever wages
joy throwing wild, private parties marked running trade dominated by the Cult of he and the client agree upon; typically,
by dancing and less polite activities. the Dragon, known to include in its ranks Brassandyn can get 2-40 fighters, each of
• Thunsroon “Thunderhand” Frostbryn dopplegangers, thieves of all races, Inner level 1-6, at any time.
(LG hm W23), an impressive, blustering Sea pirates, a few priests of Malar, and as • Dundara Malkin (NE hf W7), an un-
mage given to magical duels, publicly hu- its local head, a priestess of Shar named lovely, secretive woman who avoids ad-
miliating those who cheat or threaten Indrith Shalla (NE hf P16). This faceless ventures and makes a living selling
him, and exploring other worlds and organization is the chief evil in Elversult, poisons and sleeping potions.
planes. and is constantly at war with the Harpers, • Phyngar “the Eye” (NE half-m T6), a
• Xulbraddon Ahmaer (CN hm W (C) Zhentarim agents, pirate rivals and a few slippery, smart-mouthed fence of stolen
21), a mysterious, bald, and dusky- agents of Thay who all seek to take it goods and prankster, famous for stealing
skinned Southerner who keeps to himself over. an entire caravan one night when its own-
and is known to use strange magics not A guild of petty thieves, the Purple ers were in a tavern getting less thirsty af-
seen before in the Inner Sea lands—and to Masks, also operates in Elversult. Its ter a long, dusty trip.
deal with elementals. members specialize in pickpocket opera- • Waevor Talaphin (CG hem B9), a lo-
Notable Churches: tions and cat burglar activities, leaving cal Harper agent with good looks, lady-
• The House of Coins, temple complex behind a purple cloth mask transfixed by disarming charm to match, and twice the
of Waukeen; High Priest Malakar Ghon- a bodkin at the scene of each burglary wits and strategic thinking he pretends to
dar, (N hm P11); 9 priests, 18 followers. A they perform. This organization is cur- have.
temple in upheaval since the Time of rently being infiltrated by Harpers and Important Features in Town: Elversult
Troubles, with its clergy wondering pub- other agents loyal to Vaerana, and will stands where it does because of the many
licly about the fate of their goddess and soon be either wiped out or transformed small spring-fed ponds (said to contain
what to do now. Malakar is secretly hir- into a secret arm of the local government. lost treasure) that nestle here among
ing adventurers to bring the temple magi- Equipment Shops: Full (spring, sum- wooded knolls. A fairly new settlement,
cal items of all sorts, in return for mer) to Partial (fall, winter). Elversult has always had a strong ruler,
handsome fees. He has a vast treasury to Adventurers’ Quarters: Elversult has and as a result none of the woods or
draw on, but no magic from his goddess, over a hundred places to stay, due to the ponds have been despoiled. Lacking any
and is fearful of the future. importance of overland trade; it is impos- walls, Elversult sprawls beyond the hills.
• Tower of the Morn, temple of Lathan- sible to visit them all in a season, let alone

8 6
Much of the overflow space is walled car- overland trade and the constantly- Elversult, the eastern end of her smug-
avan paddocks and stockyards. Still, it is shifting population that it brings. The gling network, to procure goods highly
a city pleasant to see, filled with generally fads and fashions from half of Faerun priced or in short supply on the Sword
pleasant folk. sweep it regularly, as do wild chases and Coast.
A rocky tor rises in the center of Elver- brawls, as this or that thief or rowdy band Numerous spies are active in Elversult,
sult (the city’s only bare height). Upon it of travelers makes a showing on the local for many masters, including Thay, Im-
the temples of Waukeen and Lathander scene. A lifetime ban on entering Elver- piltur, and Aglarond; Elversult is less vio-
crowd together. This eminence is known, sult’s patrol area is a formidable punish- lent and more easily entered than nearby
of course, as Temple Hill. ment to a merchant, however, and the Westgate. One dark power thought to
At the northern foot of Temple Hill is Maces have recently acquired hippogriff have agents in the city is Aunsulaur, once
an open marketplace, “the Fair.” On its mounts for more effective patrolling. an adventurer-priest, and now a powerful
northern boundary stands Elversult Hall, More than once, rulers of Westgate vampire.
a meeting place for local business or for have sought to conquer Elversult, and Aunsulaur lairs somewhere west of
hire. North of it stands “The Jailgates,” the been turned back by sudden aid from Elversult. The vampire walks the city’s
city’s courthouse and lock-up, sur- Cormyr. Elversult remains strategically streets often or has spies: he knows when
rounded by the barracks of the Maces. important and everchanging, and proba- lone travelers, small bands, or unguarded
The houses of the wealthy stand north bly always will be. It has traditionally caravans are heading west—and always
and west of here, while the warehouses been thought of as a center for smuggling, avoids caravans set as traps, with priests
and the shanties of the poor lie south and brawling, and shady business second only and warriors in the wagons.
east. to Westgate. This image is only slowly re-
Yanseldara and Vaerana live in a slim- ceding, although it is far from truth since KEY
towered mansion, Moonstorm House, the rule of Yanseldara. 1. Temple Hill (temples to Waukeen and
that nestles against the eastern flank of the Famous smugglers once active in Elver-
Lathander)
westernmost wooded hill of the city. Citi- sult include Raunshivear “the Red- 2. The Fair (open marketplace)
zens of Elversult call this “Ladytowers.” handed,” whose body is believed to now 3. Elversult Hall (assembly hall)
The wealthy merchants and magelings lie mouldering in a sewer under Westga- 4. The Jailgates (courthouse and jail)
who live nearby are said to live in “the La- te’s streets, and the halfling maid Linsylin 5. Moonstorm House (residence of
dytowers’ Lands.” “the Grab” Timbertree, now operating in
Lady Lord Yanseldara and Vaerana)
Local Lore: Elversult is dominated by Waterdeep. “The Grab” has agents in

8 7
a little absent-minded, but enthusiastic of a man named Swipe (N hm T18) who
Hillsfar about tutoring and inducting new wizards approves all major heists, and has been
into the craft. known to assist the local government in
Independent City
• Mordak Brelliar (CN hm W7), tracking down freelance operatives who
Who Rules: First Lord of Hillsfar
Maalthiirs’s apprentice and official court poach on Hillsfarian territories. Newly
Maalthiir (N hm W15), a ruthless, no-
wizard of the first lord, Mordak is a arrived thieves to Hillsfar are encouraged
nonsense merchant-mage devoted to the
schemer and a plotter who ranges from to announce their intentions with the
advancement of Hillsfar and increasing
toadying obedience to his master to mas- Rogue’s Guild, and to provide a suitable
his own power (not in that order).
terminding thefts, plots, and other mis- donation to prevent ill fortune in the city.
Who Really Rules: Maalthiir, backed
chief. Maalthiir knows his assistant’s Equipment Shops: Full.
up by his Red Plumes.
weaknesses, and uses him to root out Adventure’s Quarters: Taverns and
Population: 60,000 (estimated perma-
greater plots and conspirators. Mordak is inns which cater to wild adventurers are
nent residents). The population rises to
currently on the outs with his master illegal in Hillsfar. However, public houses
about 90,000 in the summer, including
again, over the theft of some jewels, and (pubs) which can provide a good meal, a
merchants, transients, and the inevitable
is on the lam. stiff drink, and a (relatively) soft bed to a
refugees from Zhentil Keep.
• Thurlock the Anagoue (LN hf weary stranger are common throughout
Major Products: Cloth, furs from
W(D)12), provides divinations for a fee. the city (pubs, of course, must be licensed
across the Moonsea, arms and armor,
gems, and a fiery liquor called dragon’s • Wak Rathar (CE hm W10), apparently by the crown to operate).
an old friend of Maalthiir, and allowed by • The Dragon’s Lair (good/moderate),
breath.
the first lord to operate in the city with the Hydra’s Den (fair/moderate),
Armed Forces: The Red Plumes of
impunity. Wak has a mean sense of hu- • and the Ruby Slippers (excellent/
Hillsfar, formerly a mercenary company,
mor. His favorite trick is to waylay new- expensive) are typical adventurer quar-
now the official quasi-army and internal
comers, knock them out by magic (“want ters, with a large common room and
peace-keeping force. The entire group
to see a magic trick?“), take any magical individual upper lodgings.
numbers some 10,000 swords, though
they are spread throughout the surround-
items they are carrying (giving Maalthiir • The Rat’s Nest (good/cheap) is a com-
ing regions. Most of the original merce- his cut), and sending the unsuspecting vic- mon hangout of the Red Plumes, and
tims to the arena. there are many military-initiated brawls.
naries are now leaders of the Red Plumes,
Notable Churches: • The Bugbear’s Cave (poor/expensive)
and the ranks are filled with new (and
• The Vault of Swords, temple complex is noted for its terrible food, Moonsea-
generally rough) recruits. The leader of
to Tempus; Most Holy General Dounalis water ale, and excellent gossip and infor-
the Red Plumes is Jorgen Berginblade (NE
Guff (CN hm P18); 18 priests, 230 fol- mation. Eat elsewhere, but get your
hm F12), intensely loyal to Maalthiir as
lowers. Dounalis is the official chaplain of information here.
long as the gold holds out. Most Red
the Red Plumes as well. Important Characters:
Plumes are F1-F3s, while the leaders are
• The House of Happiness, temple of • Diane Halistinar (GN hf P(formerly of
F4-F8s.
Lliira; Master of Revels Barand Hithkin Sune)13); Now controller of a powerful
Red Plumes in the city are the primary
(CG hm P(S)15); 16 priests, 180 fol- merchant cartel in the city, Diane receives
tool of law enforcement, while those pa-
trol, outside the city are little more than lowers. no spells, having fallen out with her faith.
• Lastholme, temple of Chauntea; High • Laris (LN hm F10; S: magic); Proprie-
adventuring brigands, taking what they
Priest Brom Hlast (N hm D13); 8 priests, tor of the Magic and Curious Shop of
can get away with in the name of Hillsfar
55 followers. Hillsfar. A store that is continually “Go-
(and with Maalthiir’s blessing, provided
• Shrines to Umberlee, Malar, and ing Out of Business,” it is one of the oldest
that it does not harm Hillsfar itself). The
Torm. shops specializing soley in magical items,
Red Plumes are one of the major forces
Notable Rogues’ and Thieves’ Guilds: spell components, gems, and artwork.
offsetting the aspirations of the other
The Rogue’s Guild of Hillsfar, a recog- Prices are incredibly high, and usually La-
Moonsea cities of Mulmaster and Zhentil
nized and approved guild of “scouts, mes- ris demands equal value in items or magic
Keep, but they are the least of three col-
sengers, entertainers, negotiators, and for equipment purchased. He is short-
lective evils.
acquisition agents operating under the tempered and rude, and a pair of stone
Notable Mages:
watchful auspices of the First Lord of golems in his employ discourage
• Ailoth (LE hm W6), a Red Wizard of
Hillsfar.” Theft is treated as just another brousers. Any truly interesting magic is
Thay who claims to be outcast and acts as
worthy occupation in Hillsfar, provided sent to the castle for inspection by the first
a moneylender and buyer of damaged
the correct forms are filled out and the ap- lord.
goods, making a regular passage from
proprate amount of money is kicked back • Peraphon of Thond (see under Ara-
Hillsfar to the Sembian cities. He is still an
to the Red Plumes and the first lord. Sev- bel) makes his winter quarters here, buy-
agent of the Red Wizards, though remains
eral clashes with the first lord have ing up bloodstones and other gems for
in the good graces of the Hillsfarian au-
warned the Rogues’ Guild to stay wide of resale on the Sword Coast and in other
thorities by providing them with useful,
long-term merchants operating under the more civilized lands.
only sometimes erroneous, information.
protection of the crown (these merchants • Taurus (LE Minotaur-m); Neither the
• Glinda Scatterstar (CG hm W12),
pay a fair amount for this protection to smartest nor the most powerful of the bra-
master of the Mage’s Guild of Hillsfar, a
the Red Plumes, so that both Red Plumes vos of the arena (see below), but definately
loose coalition of spellcasters devoted to
and rogues benefit from this prohibition). the most colorful and easiest to recognize,
the idea of not being squashed by
The leader of the rogues is a scarecrow Taurus can be found either at the Rat’s Nest
Maalthiir in his reach for power. Glinda is

8 8
with his Red Plume buddies or at the arena upper towers. In the heart of the castle are Maalthiir rules solidly and often heavy-
chewing up low-level and outmatched op- the lairs of Maalthiir himself and the handedly. He can, by lordly fiat, ban the
ponents. He is treated as a mascot of the quarters of the Red Plume elite that pro- use of magic within the walls of the city,
Red Plumes and is granted a wide berth by tect him. and seal the gates, preventing individuals
anyone with common sense. Rating alongside the old Vultureroost from carrying magical items or weapons
Important Features in Town: Hillsfar is in size, if not height, is the Arena of Hills- of any type into or out of the city. He will
perched on a rocky bluff overlooking the far. This huge structure is the site of gladi- occasionally do this at whim, but usually
south shore of the Moonsea. Hillsfar atorial games including armed combat, when searching for one particular item or
proper is the walled city atop the bluff, horse, chariot, and (in the winter) sled individual.
though there is a smaller village at the racing, and on special occasions, naval Maalthiir’s and the Red Plumes’ rise has
base, called the Docks, which handles the conflict (the floor of the arena is sealed also resulted in humanocentric racism di-
naval traffic and acts as a drydock for and flooded). Hillsfarians enjoy the con- rected against all nonhuman races in gen-
Hillsfar’s nascent shipbuilding efforts. tests of both paid atheletes as well as pris- eral, and elves and halflings in
Originally a common moot and trading oners, Zhentarim, and those waylaid by particular: Elves because of their per-
post between men and elves, Hillsfar Wak the Addled. ceived desertion with the vanishing of the
quickly developed into a major trading Local Lore: The current First Lord of Elven Court, and halflings because of
center for trappers, hunters, and miners Hillsfar is a relative newcomer who has their suspected racial thieving activites.
from the north, and Hillsfar takes the ma- seized the city and rules it with an iron Atrocities by the Red Plumes have driven
jority of Bloodstones shipped out of Da- hand. Previously the trading capital was most of the native halflings out of the city,
mara across the Moonsea. controlled by a counsel of elves, half- and most halflings grudgingly rate Hills-
The largest building is the Maalthiir’s elves, and men. With the retreat of the farians slightly higher than orcs.
castle, though many remember it by its Elves from the Elven Forest, the counsel
KEY
former name, the Vultureroost. It is a became overrun with corruption and in-
sprawling maze of walls and buildings— filtrated by forces of other cities and se- 1. Castle Maalthiir
nothing has been torn down, only ex- cret societies, including the Zhentarim 2. Temple of Tempus
panded. The castle dominates the heart of and Cult of the Dragon. Maalthiir, 3. Hillsfar Arena
Hillsfar, its highest spires visible for miles backed by the Red Plumes, overthrew the 4. Laris’ Curious (art, magic, and gems)
at sea. The vultures that gave the castle its remaining council and set himself up as 5. The Rogues’ Guild
original name still make their lairs in the the sole ruler of Hillsfar. 6. The Rat’s Nest Public House

8 9
Camped around the city, the Shields act as who believes his goddess truly destroyed.
Iriaebor police, and quell fighting among rival Accordingly, he has begun a vigorous un-
Independent City (allied to Berdusk) merchants as well as fulfilling their offi- dercover program of investment, manip-
cial duty: patrolling the land around, ulation, and influence among Iriaeben
Who Rules: Bron, Lord of Iriaebor (LN
fighting brigands and Zhentarim raiders. merchant families. Before the Time of
hm F10, previously P12 of Eldath), a
strong warrior who is slow to judge but Most are F3s or F4s, clad in chain mail and Troubles, the temple of Waukeen kept
fast to protect by force of arms or a armed with lances, slings, long swords, strictly neutral and apart from activities
threatening show of force. Bron is a just and daggers. All are well disciplined and of the feuding merchant families, to avoid
and fair man (“fairness above all” is his good riders. Each shieldman has a light, attack from all sides, but Hathalon be-
motto) who serves as the city’s judge. medium, and heavy warhorse. These lieves the survival of his church now de-
huge stables of trained war mounts are pends on deep involvement as much as it
Who Really Rules: Bron’s rule is strong
used for breeding. Periodically some are earlier relied on noninvolvement. Hatha-
but shaky. He enjoys the unquestioned
support of the common people, and the sold off, providing the city with much lon does not admit Waukeen’s demise to
wealth, so Bron taxes only lightly. any but the highest of his 56 priests and
grudging acceptance of the more power-
ful merchants and nobility. Few in Notable Mages: 112 followers. The clergy of Waukeen
• Ambraddon (LN hm W17), a power- were never popular with the common
Iriaebor would know what to do if he
ful and respected mage who keeps largely folk, who saw them as do-nothing para-
vanished from the scene, beyond attack-
to himself, but supports Bron with his sites. Most Iriaebans now believe
ing all rivals and plunging the city back
magic when necessary. Waukeen is no more, and are suspicious
into the armed chaos it knew before his
• Nathlar (CE hm W(I)19), a known of the temple’s new openness.
rise to power.
The Lord of Iriaebor carefully follows Zhentarim member, dispossessed and ex- • Shrines to Auril, Lathander, Talos,
the dictates of a 40-person voting mer- iled by Bron, but still in the city. Nathlar Tempus, and Tymora.
chant council that he appoints members allowed his punishment to fall on an ap- Notable Rogues’ and Thieves’ Guilds:
to (and dismisses members from). Bron’s prentice, using his magic to hide in dis- The only surviving group of thieves and
appointments reflect a careful eye to bal- guise. He operates carefully in Iriaebor, thugs in the city is the Night Skulls,
ancing the city’s major interests, all races, setting one citizen against another, and widely (and correctly) thought to be
and both sexes. Bron came to power often involving unwitting travelers in his sponsored and led by Zhentarim agents
through the desperation of the common plots and ambushes. seeking to divide and weaken Iriaebor or
folk. He was seen as a just, no-nonsense, • Prespos (LN hm W16), a youngish, seize its rule entirely. The widespread
stubborn fighter for peace and fairness. enthusiastic explorer of other planes and Night Skulls constantly bring in rein-
Iriaebor was then an open battleground the backlands of the Realms, a collector of forcements and supplies via incoming car-
between feuding merchant families. Bron old lore and spells. Seldom home, he is avans.
opened the coffers of his church and ruth- rarely available as a tutor, but remains a Other organizations once active in the
lessly expropriated the wealth of slain trusted advisor and supporter of Bron. city, including the Black Band, the Broken
merchants to hire an army of experienced Notable Churches: Dagger, and the Flamefingers, are now ex-
warriors. These acted only against the • Silent Hall, temple of Eldath; High tinct or inactive.
fighting bravos of the merchants and One: Peacewoman Luaqqa Absalassrin Equipment Shops: Full (partial to poor
against Zhentarim agents from Darkhold (N hf P13), a solemn, rotund woman who in winter, depending on severity of
who instigated much of the fighting. The maintains the outermost temple room as a weather).
feuds still simmer and rivalry is fierce, but fern-and moss-grown bower with a pool, Adventurers’ Quarters: Few of the
any open fighting goes on outside the city; a peaceful retreat for all in need of soli- crowded inns of this merchants’ city wel-
the citizens now support Bron so solidly tude and serenity; 9 priests, 16 followers. come dangerous-looking armed folk who
that he can expel all who commit acts of • The Golden Bowl of the Goddess, do not wear caravan-guard badges. Ad-
open sabotage and theft against rivals, temple of Chauntea; High Worshipmis- venturers are simply trouble, to be moved
seizing their goods and possessions. An tress Nalva Imthree (NG hf P11), a tiny, elsewhere as fast as possible. Only two of
act of murder brings the death penalty. passionate woman dedicated to fertility, the towered inns of the upper city wel-
The battles between conflicting mer- good farming, and growing many flowers come adventurers—the first an informal
chants continue, but in a subtler fashion. in the unroofed, magically-heated upper place run by a former adventurer, and the
Population: Approximately 81,000 level of the temple. These are distributed second because it is run by a man so
year-round, rising to a high of about in the harshest winter weather to lift the greedy that he’ll take anyone’s money. His
119,000 with the summer overland trade spirits of all Iriaebens and strengthen the prices are so high that he usually ends up
(Iriaebor is known as “the Overland worship of Chauntea; 42 priests, 86 fol- hosting those unable to find space else-
City”). lowers. where.
Major Products: Horses (fine mounts • The High Altar of the Moon, or • The Wandering Wyvern is an inn and
and draft animals bred and trained), kegs “Moontower” to all lay people of the city, tavern run like a home, with serve-
and barges (of high quality), beer (mid- temple of Selune; High Moonmaiden As- yourself amenities, collected junk, and
dling to bad, and therefore largely for lo- tyaril Hulemene (CG hf P17); 36 priests, worn, comfortable old furniture. Well-
cal consumption), and bread. 51 followers. loved by its regulars, it is usually full or
• The Tower of Gold, temple of nearly full in all but deepest winter
Armed Forces: The Shield of Iriaebor
consists of 8,000 warriors; 2,000 local re- Waukeen; High Priest Hathalon Ormliir (excellent /cheap).
cruits and 6,000 hired mercenaries. (N hm P14), a cunning and devious man • The Black Boar is sumptuous but

9 0
crammed, with tiny rooms, slow service available for hire as caravan guards Coster. Slaughterhouses, tanneries,
(too few staff), and meagre food (poor/ (*FR0, under “Mercenary Companies”), barge-makers and livery stables can also
expensive). who can muster 110-120 men: 80 F3s, the be found in the Lower City.
• The most popular inn with adventur- rest F2s or less. Local Lore: Visitors to Iriaebor are ad-
ers is a good ride out of Iriaebor, amid the • The Men of the Basilisk are wealthy, vised to beware the constant, many-
farms. The Old Talking Ox is a large, powerful merchants and nobility who use layered merchant feuds and intrigues,
rowdy, fun-loving, rustic place with murder, torture, bribery, and fear to fur- which twist and turn hourly!
cheap, plentiful food and drink, and ther their own fortunes in the intrigues of
much partying and carryings-on at all Cormyr, Sembia, Westgate, and Iriaebor. KEY
hours of day and night. Those wanting a Perhaps seven active members remain in 1. High Tower of Iriaebor (abode of
sound sleep often leave their rooms for Iriaebor—acting very, very quietly be- Bron, meeting-place of the council)
the stable hayloft (good/cheap). cause of Bron and Harpers he has called in 2. The Wandering Wyvern (inn)
Important Characters: to ferret them out. 3. Silent Hall (temple of Eldath)
• Ahlimon (LN hm F1, S: monsters); an Important Features in Town: Iriaebor is 4. The Golden Bowl of the Goddess
expert on undead, including dracoliches, a many-towered city built on a ridge. The (temple of Chauntea)
and a researcher into the nature and de- natural defense of this rocky height made 5. The High Altar of the Moon (temple
tails of death, for all beings. space so valuable that the upper city is of Selune)
• Piyarathur (CN hm F9), owner of now all tall, closely-crammed towers, 6. The Tower of Gold (temple of
many magical items; also a caravan mas- joined by bridges, leaning against each Waukeen)
ter and Knight of the Shield. The Knights other, and crumbling with age and (some-
are a secretive power group trying to con- times) poor workmanship. The streets are
trol Sword Coast politics for their own, narrow, winding and dim, forever in
unknown ends. shadow.
• Syntel (LN hef B3), a well-connected Stables, stockyards, warehouses, and
and discreet merchant, a founding part- other essential services sprawl on the flat
ner of the Six Coffers Market Priakos and farmland below. This “Lower City” has
extensive property-owner in the city, de- its own outer wall, and contains a
spite her 20 years of age. Thousandheads Trading Coster base and
• Blacktalons Mercenary Company, a way-base of the Dragoneye Dealing

91
Skiffs: Both soldiers and citizens use terrible and its damp rooms host fungus
Marsember small skiffs for getting about. Made of and vermin (poor/cheap).
stout wood sealed with fish oil or tar, Important Characters:
Second largest city and most important
these are flat-bottomed, 2 to 4 feet wide • Blentra Whaelbuckler (CG hf F9), a
port of Cormyr
by 8 to 10 feet long, and have upswept Harper agent and scourge of evil who en-
Who Rules: Ildool, The King’s Lord of
gunwales and ends, so that either end can joys pouncing on pirates, slavers, and
Marsember (CN hm F7). Ildool is a grasp-
serve as the bow. A typical skiff has two thieves by night.
ing political hack who is constantly be-
long, hook-ended poles, two paddles or • Elestra Blaebur (CG hf B6), a popular
moaning the perils and pressures of his
oars, and a canvas cover that doubles as a party singer and dancer, who secretly car-
office, thereby guaranteeing no one else
lateen sail when rigged with the skiff’s ries messages for War Wizards, Harpers,
wants it.
poles. Leeboards (wooden side-rudders) and other well-paying patrons. Her spe-
Who Really Rules: War wizards loyal
are used when sailing. cialty is midnight bedside message deliv-
to Azoun and local Harpers quietly keep
DMs should treat a typical Marsem- eries to unsuspecting, well-guarded
Ildool on the straight and narrow, curb-
bian skiff as a coracle. The waterlogged persons.
ing slavers and Zhentarim, Dragoncult,
condition of most skiffs makes them burn • Maerun Stoutbold of Suzail (q.v.)
and Sembian agents operating in Mar-
slowly (–1 on all fire damage dice) despite usually winters in Marsember, where his
sember.
flammable waterproofing, but they sink coins are very active in shipbuilding;
Population: 46,900 (current tax rolls);
rapidly if holed or swamped. Larger, top- • Scoril, King’s Herald of Marsember
estimated real average, including unregis-
quality skiffs used by the navy and mer- (LG hm F4), registers births, deaths,
tered and outlying citizens, is 48,600;
chant river haulers should be treated as deeds, and tax payments, and witnesses
summer high around 53,200 (the maxi-
rafts. contracts, promissory notes, and sentenc-
mum comfortable capacity of the city’s
Notable Mages: ings.
housing), varying due to transient seafar-
• Delthrin the Deadmaster (NE hm • Szwentil (NE hm F3), a founding part-
ing merchants. The citizenry is almost en-
W(N)12), infamous for animating many ner of the Six Coffers Market Priakos and
tirely human, with a few halflings,
undead to defend the city against a pirate busy overseer of ship and structure con-
half-elves, dwarves, and elves.
raid; a recluse devoted to necromantic ex- struction investments.
Major Products: Fish, furniture, per-
periments. • Tannuth Ormbyr (CN hm F8) finds
fume, and ships (built and repaired).
• Filfaeril Stormbillow (CG hf W16), a and hires adventurers and mercenaries for
Armed Forces: A garrison of 3,000 Pur-
retired adventurer who makes magical clients requiring discretion.
ple Dragons, led by Ayesunder Truesilver,
items and has grown very rich selling Important Features in Town: Marsem-
Warden of the Port (LG hm F14). All are
items and potions to adventurers and ber stands on the west bank of the River
good swimmers, F3s (66%) or F4s (34%),
buying magical components from them. Starwater, where it empties into the Inner
and wear leather armor with metal helms
• Vindala Chalanther (NG hf W(I)15), a Sea. Wise sailors from other lands avoid
and breastplates. Serving as police and
known tutor and mage for hire. the treacherous Starmouth sandbars and
customs agents, they pole skiffs along the
Notable Churches: put in at Marsember to let local vessels
canals, armed with 20-foot-long law-
• Morningmist Hall, temple of Lathan- carry their wares inland up the
hooks’ for grappling vessels, docks, or
der; High Morninglord Chansobal Dreen Starwater—or to save money over Su-
flotsam, and gaffing those seeking to es-
(NG hm P12), a shrewd investor in new zail’s more expensive docking fees.
cape or fight.
ventures, who enjoys ceremonially conse- Such fees vary by the season, but are
An Imperial Navy detachment of 12
crating new ships and is a deadly foe of pi- usually 1 gp/berth. A ship too large for a
major ships and crews (2,200+ trained
rates and smugglers, whom he often sends single 90-foot-long dockside berth must
sea warriors) is also based here. They pa-
his priests to fight; 16 priests, 12 fol- pay for two berths, or anchor in the basin
trol the coast, guard the navy drydocks,
lowers. at a cost of 2 gp and be unloaded by shut-
and train recruits (typically 240+, using
• Shrines to Tymora, Umberlee, and tle barges. Suzail’s fees follow identical
four old, leaky carracks).
Waukeen. rules, but are twice as high.
Notable Rogues’ and Thieves’ Guilds: Named for Marsember Marsh, the des-
None known. The War Wizards and olate bog that once lay here, Marsember
Harpers between them root out all ac- extends out into the water by means of
tively dishonest groups; the Harpers use low stone bridges, which link the shore to
Marsember as a safe port on the Inner many sandy islands.
Sea, and take care to keep it that way. In Marsember’s early days, storms and
Equipment Shops: Full. high spring tides regularly swept away is-
Adventurers’ Quarters: land docks and buildings. Since the reign
• The Roaring Griffon inn (good/ of Palaghard II (great-grandfather of the
moderate); present King Azoun), the crown has paid
• The Old Oak inn and tavern, once for annual cartloads of quarry rubble
grand but now run down (fair/cheap); from mines near Tyrluk to be dumped
• The Cloven Shield inn and tavern, a along island shores, to guard the sandy
noisy, ramshackle place (fair/cheap); soil against the hungry sea.
The Purple Dragon • The leaking, gnome-run Barrelstone In olden days, only a few fishermen and
of Cormyr Inn, full of fun and good music. Its food is ferry-men lived near the dismal marsh (in-

9 2
famous for many will-o-wisps-and, leg- ing canals. These serve as local sewers, treasure hidden in the muddy waters. It is
end holds, even worse inhabitants). The and can be politely described as unpleas- certain that at least one of Gondegal’s
Starwater is remarkably free of rapids, ant. Their stench is incredible during hot, gold-laden payboats was lost in the area.
and in small boats is navigable as far dry summers, and the heat of decomposi- Marsembian elders also speak of skiffs
north as Redhand Pool in Eveningstar. As tion keeps their steaming waters clear of full to the gunwales with elven gems, scut-
trade between Cormyr and older Inner ice even in the coldest winters. tled deliberately somewhere in the canals
Sea lands grew, a port appeared where Local Lore: Marsh monsters are popu- on a dark night to avoid seizure by Zhen-
seagoing ships unloaded cargo onto small lar in local tavern tales. Old Marsembians tarim agents. They also tell of Sissra, a
skiffs or rafts for the trip upriver, which in tell of will-o-wisps knocking over bridge half-elven princess who died four hun-
turn brought logs and smelted ore down lamps in night fogs and posing as the dred years ago. Her corpse was laid in a
from the interior to the ships. lamps, moving to lead the unwary into slim riverboat with gold, gems, and magic
A sprawling, chaotic series of docks watery bogs. arrayed about her. Set afire, it burned to
and precarious trestle bridges arose. Mar- Those who drown in the Starmouth, it is the waterline while drifting in the Star-
sember today still has something of a ram- said, come back to seek out friends, lovers, mouth. Searchers have never found it,
shackle air about it. By King Azoun’s family, and especially enemies and but many believe Sissra’s ashes and trea-
decree all new buildings must be built of debtors. Dripping, they walk by night in sure lie beneath some old city warehouse,
stone, reinforced by stucco that must be sodden undeath, and drag the living down in the all-concealing mud.
renewed on orders of local crown inspec- to join them. Even hardy adventurers ad-
tors. The use of cedar or slate roofs is also mit that strange creatures lurk near the KEY
required. Older wooden warehouses and Starmouth, and that there is something fey
boat sheds still stand, however, many vis- about Marsember’s murky canals. 1. The King’s Tower (abode of Lord
ibly rotting and sagging into the water. Marsember is also a center for smug- Ildool, the Herald, and the garrison)
Because everyone wants their own wa- gling, though this practice is not as ramp- 2. Morningmist Hall (temple of
ter access to carry on trade without pay- ant as it once was. There are tales of full, Lathander)
ing docking fees (which reimburse the lost wine-casks rotting under the water, 3. Naval Drydock and Fortress
crown for the costs of constant stone and of sunken slave-cages discovered (“Starwater Keep”)
hauling and canal dredging), the islands crowded with drowned unfortunates 4. The Roaring Griffon (inn and tavern)
on which Marsember stands are criss- when warehouses were torn down. 5. The Cloven Shield (inn and tavern)
crossed by a webwork of narrow, wind- There are also, of course, whispers of

93
far corners of the Realms) and slain. • The Leaning Boot, dirty and cold
Mulmaster • Mulmaster’s only independent mage (poor/cheap).
of any prominence is Gulgath (CN hm Visitors staying longer than two nights
Independent City
W20), a planar traveler seldom at home, are advised to sell their horses and take
Who Rules: Selfaril, High Blade of
who carries a small protective arsenal of rooms in one of the city’s more affordable
Mulmaster (NE hm F(now)20) who slew
spells and items. ‘tallhouses’ (rooming houses). Mulmaster
his predecessor and has held his title for 11
Notable Churches: is known for its wild taverns, notably the
years by slaying, crippling, or discredit-
• The Black Lord’s Altar, temple of Oxpit Tavern.
ing potential rivals. He works to get allies
Bane; High Imperceptor Szchulan Important Characters: Few Mulmas-
in Impiltur, Turmish, and now Thay (by
Darkoon (LE hm P19), previously a strict terites are prominent unless they are
literally courting the First Princess of
orthodox Banite, is now a convert to Blades. Otherwise, they tend to become
Thay).
Cyric and readying the temple to openly targets and wind up dead.
Who Really Rules: The (16) Blades, rul-
change allegiance and thereby win power Important Features in Town: The grim
ing council of the nobility, who meet at
and importance; 22 priests, 120 followers. walls of this port rise sheer from the cold
least once in the waxing of every moon.
• The High House of Hurting, temple of sea waters, in ramparts that face the full
Each is paid 10,000 gp/year from taxes
Loviatar; Whipmistress Milauteera Ar- fury of howling winter storms. Moun-
(the High Blade gets 90,000).
gauthiir (LE hf P9), reputed to have a tains wall the city in, and its streets and
Population: 66,000 (estimated)
drow grandmother; 24 priestesses, 6 fol- buildings climb their rocky spurs. Not a
Major Products: (Trade), arms, armor,
lowers. single tree is to be seen in this harsh stone
ships, jewelry.
• The High Hall of Swords, temple of city. The city’s harbor channel and a nar-
Armed Forces: 6,000 well-trained and
Tempus; High Priest-Captain Ghallas row stony beach open to the north, and a
paid soldiers, screened by the Cloaks (see
“Foesmiter” Khenistar (CN hm P14); 16 lone cleft (filled by a massive keep) allows
below). Recruited mainly from over-
priests, 23 followers. the Vast road into the city from the south.
crowded cities in the Vilhon Reach, these
• The House Built On Gold, temple of The harbor is a labyrinthine network of
F1s to F4s are clad in scale mail and use
Waukeen; High Priest Dondabbar Kesker stinking channels, its entrance protected
short bows, spears, broad swords, war-
(CN hm P10); 29 priests, 35 followers, all by twin towers that control a great cur-
hammers, and daggers. They serve on ro-
currently in a panic. tain of drop-chains and ranks of
tation in the war fleet, land patrols, the
• The Tower of Mysteries, temple of incendiary- and stone-throwing cata-
sally force, attend brutal mountain
Azuth; High Priest Ghondomeir Hazathal pults. The entry canal makes a sharp turn
training-camps well-attended by camp
(LN hm P11/W11 dual class); 16 specialty into a ready basin, where four or more
followers, and draw diplomatic guard
priests, 9 followers. city warships wait.
duty (for visitors or for important
• The Gate of Good Fortune, temple of Local Lore: Mulmaster is currently
Mulmasterites traveling in the Realms).
Tymora; The Hand of the Lady Naneetha third in power of the Moonsea cities, be-
Working with Cloaks, they police the
Danchul (CG hf P11); 9 priests, 11 fol- hind Zhentil Keep and Hillsfar. The ambi-
city’s streets, sewers, and docks, which
lowers. tions of its cutthroat citizens have earned
are busy day and night.
• Shrines to Lathander, Malar, Mask, it the nickname ‘City of Danger’ among
From lowest to highest, their ranks are:
Talos, and Umberlee. merchants.
bladesman, quicksword (10 bladesmen
Notable Rogues’ and Thieves’ Guilds: Mulmaster controls no land, but occu-
are led by a quicksword), captain (six
None allowed; none exist. There are pies a strategic position close to the Lis,
quickswords report to a captain), strike-
many independent operators, but as soon the river linking the Moonsea and the
whip (all battle-messengers, aides-de-
as their repute grows to sufficient levels, Dragonreach. Its one attempt to control
camp, and bodyguards are strikewhips),
they are hunted down and/or chased out the Lis brought war from all sides, and a
and battlemaster (general).
of the city. crushing defeat. More recently, Zhentil
There are currently eight battlemasters,
Equipment Shops: Full. Keep destroyed most of Mulmaster’s navy
one of whom is past fighting age: Thion-
Adventurers’ Quarters: “This is a city in the Battle Between Storms, but most
dred Calambar (LN hm F16, Hawkmas-
where everybody stiffs everybody else,” observers expect Mulmaster to try for na-
ter) runs the city’s training and
as one tavernmaster said. Visitors can ex- val supremacy on the Moonsea again
recruitment agents, the Hawks, who
pect to pay 2 gp/night for a bed, hot meal, soon.
travel widely in the Realms, working
and unlimited (watered-down) house ale. Mulmasterites set about life with a fierce
murder and sabotage to further Mulmas-
Everything else is extra, “the works” com- determination. They push and push to
ter’s causes. The Hawks are an autono-
ing to about 6 gp/night. The city’s inns in- achieve their ends, and die in the trying if
mous, secretive group of agents, all
clude: need be. Neither zealots nor reckless idiots,
holding strikewhip rank but of various
• The large and cozy Traveller’s Cloak they are inexorable, patient, relentless op-
classes and levels.
(good/expensive); ponents, who wait for and exploit every
Notable Mages: Mulmaster has a guild
• The Black Blade and Bloody Boar, weakness. It is this spirit that makes
of mages, the Cloaks, (officially “The
rowdy and crowded (good/cheap); Mulmaster such a busy center for com-
Brotherhood of the Cloak”). They are
• The Flying Bed, quiet and well- merce, a hotbed of constant industry and
W4s to W12s who specialize in thought-
tended, named for a long-ago mage’s intrigue. As Elminster says, “Even when it’s
probing magic and include many diviners
prank (excellent/moderate); quiet in Mulmaster, it’s not really quiet—
among their numbers. Mages who leave
• Windsnug Hearth, new and not yet ye can hear the sound of everyone who’s
the Cloaks are deemed dangerously-well-
popular still awake plotting, always plotting.”
informed traitors, hunted down (to the

9 4
Mulmasterites are always alert for an The Cloaks report to the Cloak Coun- sion of the first High Blade.
advantage, and busy with private cil: the High Blade, two Blades, and all Mulmaster allows duels—one-on-one
schemes for self-enrichment and advance- Cloaks of 12th or higher level (there are with any weapons—but only before a
ment. All who are not noble try to win currently 29). It is led by the Senior Cloak and soldiers as judges, in certain
nobility by service to the city and outdo- Cloak, Thurndan Tallwand (a white- city courtyards; a spectator sport not for
ing or eliminating rivals. All nobles strive bearded, distinguished, wantonly cruel the squeamish. Mulmasterites go to tav-
to rise to the ranks of the Blades. CE hm W17). Cloaks constantly monitor erns to drink, and dancehouses to flirt,
The nobles of Mulmaster are a set num- the thoughts of nearby folk, policing ev- dance, and show off their finery.
ber of lords (49), the archpriests (the high eryone’s loyalty most effectively. Diligent Mulmasterites wear furs, including leg-
priests listed above), the ruling Blades, Cloaks who distinguish themselves are re- gings and “maliskers” (chest aprons)
and the High Blade (and the families of all warded with free training, the use and against the cold, with leather gauntlets
these folk). Nobility is won by free, secret learning of more powerful items and and boots. Women, expected to wear the
vote of current nobles, though wealth and spells, and holidays in the luxurious un- scanty fashions of warmer places, keep
long lineage help a candidacy. A noble derground Palace of Revels under the warm with huge fur cloaks, under-robes
may become a Blade (or be ‘cast down’ High Blade’s Tower of the Wyvern of orange, red, green, or gold silk lined
from being a Blade or lord) by majority (named for the city’s heraldic arms: a with cotton, and by growing their hair
vote of the Blades. Many have found the golden wyvern in flight on a field of deep very long.
assassin’s blade simpler than voting. No- purple, above a line of silver waves).
bles have a city guard-of-honor, the right Noncloak mages are forbidden to cast KEY
to hire up to 16 personal armed body- spells in the city. Offenders are arrested 1. The Towers of the Blade (abode of the
guards, and to use a distinctive coat of and magically questioned by a dozen sol-
Blades)
arms. Blades have Cloaks in their guards- diers and six or more Cloaks, who seize all 2. Tower of the Wyvern (home of the
of-honor, and are allowed up to 35 body- magical possessions. Hostile beings are High Blade)
guards (often hired adventurers). slain; others are exiled (without their 3. South Road Keep
All known wizards of 4th level or more magic!). 4. Traveller’s Cloak (inn)
entering the city must join the Cloaks (a Forty years ago, Mulmaster was ruled
5. Oxpit Tavern
difficult process involving magical mind- by the sorcerer-king Nesker, who died
probing) if they stay for more than six heirless of natural causes. There was a
nights, or more than 30 nights in a year. scramble for power, ended by the ascen-

95
(26 have fled or left the clergy since the and rooms in his path. Mayhem was pre-
Ordulin Time of Troubles) and 42 still-loyal fol- vented when he reached the chamber of
lowers. the offending gossip, however—its floor
Capital of Sembia
• Shrines to Deneir, Leira, Lliira, and gave way beneath his rage, and he de-
Who Rules: Elduth Yarmmaster, Over-
Loviatar. scended abruptly to the floor below, ac-
master of the (elected, currently 22-strong
Notable Rogues’ and Thieves’ Guilds: companied by everything else in the
merchant) Council of Sembia.
The Rot Grubs, a self-styled band of re- room. These arrivals proved too much for
Who Really Rules: The merchants of
formers and revolutionaries who steal, the floor of that room, and it in turn col-
Sembia, who will do anything they aren’t
vandalize, and occasionally murder in the lapsed into the room beneath. The site
actually physically prevented from doing
name of ‘a true king for Sembia’ (but seem now sports a handsome if rickety stair as-
if they smell profit!
more interested in enriching themselves). cending up to the floor Durjack started
Population: 91,000 year-round, rising
This small band of thieves and fighters is from, and several natty hangings cover
to a summer high of around 140,000
secretly sponsored by Zhentarim agents. the gaping holes he left in the adjoining
(from traveling merchants).
Its deeds provide a cover for the less law- rooms-now rented out at higher rates, as
Major Products: Trade, wagons, hard-
ful deeds of the Zhentarim here, and pro- an “attached suite with private stair, per-
ware of all sorts, boots, saddles, and
mote unrest and instability. (The eventual sonally designed by the famous adven-
other leather goods.
conquest of Sembia is a long- term Zhen- turer, Durjack.”
Armed Forces: The Guard, a well-
tarim goal.) Important Characters:
trained force of 2,000 F4s to F10s, all clad
Equipment Shops: Full. • Korth (CN hm F5), a brawling guard-
in plate mail and armed with halberds,
Adventurers’ Quarters: Ordulin’s inns for-hire who charges 5 gp/day and loves
maces, long swords, and daggers. The
all provide full dining rooms. Its taverns adventures. He can be contacted at The
Guard polices Ordulin, and occasionally
are wilder places offering dancing and en- Cap Askew tavern.
sees to its defense.
tertainment, where drinking relegates eat- • Lazalar, Herald of Ordulin (indepen-
It is commanded by Raithspur, Captain
ing to a sorry second. Ordulin innkeepers dent of the Sembian government). He reg-
of the Guard (LN hm F(now)21), a kingly,
don’t mind adventurers at all—any dam- isters coats of arms and witnesses
mighty warrior of awesome reputation
age they do is merely reflected in inflated contracts, wills, deeds, and other legal
who owns powerful protective magics.
bills (for instance, if rowdy adventurers agreements.
Notable Mages:
cause another guest to leave, the cost of • Nurlar (CN hm F1), a black-bearded,
• Machassalan (LN h-? W12), a quiet
that guest’s lodgings is added to the ad- sophisticated, and shrewd merchant who
recluse who magically alters his (her?)
venturers’ bill—even if the guest pays lives in a citadel here. Nurlar is one of the
form whenever venturing outside his win-
everything and someone else takes the most respected merchants in the Inner Sea
dowless tower.
room immediately). lands, having built a fortune of millions of
• Osper Linthalam (NG hm W(E)9), a
• Everyone with good money is readily gold pieces from two worn-out ships he
mage deeply involved in local intrigue
welcome at The Black Cockerel, a huge inherited, building a network of fast, reli-
and mercantile dealings, owner of a staff
old place of sloping floors, worn carpets, able ships, riders, and caravans operating
of power and many magical rings. An ur-
and dusty tapestries (good/expensive); on the motto “Nurlar can get it there for
bane and witty man, Osper lives in a
• The Ivory Odalisque, a spanking- you.” Nurlar has a great fear of thieves,
magnificent—and magically well-
new, ornate and snobbish establishment and of being lost outdoors in bad weather.
guarded—mansion, with at least three
(fair/expensive); He never goes outside except in a closed
guardian stone golems at his command.
• The Six Candles Inn, old, dark, and carriage.
Notable Churches:
discreet, favored by those arranging • Zeboaster, a distinguished and effete
• The High House of the Wonderful
shady meetings (good/moderate); character known for his sarcasm and per-
Wheel, temple of Gond; High Priest
• Ironmaster’s Hall, an impressive stone fumed beard (CN hm F1, S: human his-
Gondsman Chansibral Thjestnal (LN hm
palace named for its builder/owner, a re- tory and theology of the Dragonreach);
P13); 22 priests, 38 followers.
tired dwarf F15 (excellent/moderate); currently in hiding after making one too
• The House of Revels, temple of Sune
• Blaskor’s Retreat, a crumbling place many witty and/or truthful remarks.
Firehair; High Priestess Aummerglau Tis-
whose many needed repairs are covered Important Features in Town: Ordulin is
trin (CG hef P14), known as “The Sun of
by hangings and secondhand tapestries. laid out like a compass, streets radiating
Ordulin” for her great beauty; 29 priest-
Paper-thin, flimsy walls enable guests to out from a central circle. In that circle
esses, 56 followers.
share their rooms with their neighbors on stands the Great Hall of the Council
• The Lady’s Hall (“Luck House” to all
either side (poor/cheap). (where Sembia’s governing council
non-devout), temple of Tymora; High
This inn is famous for an incident in- meets), the Tower of the Guard (Ordulin’s
Priestess Duatha Lindar (CG hf P12); 16
volving the adventurer Durjack of jail, courthouse, armory, and the main
priests, 24 followers.
Telflamm, which is typical of the way inns barracks of the Guard), and the Guarded
• The Dawn Tower, temple of Lathan-
(and merchants) operate in Ordulin. En- Gate.
der; High Morninglord Ombital
raged by a late-night remark (uttered four The gate is actually a building con-
Duskroon (NG hm P16); 19 priests, 17
rooms away) about his wife, Durjack structed to foil magical scrying or entry of
followers.
snatched up his axe and charged into the any sort, and guarded by golems and
• The Tower of Riches, temple of
wall. Passing through it and the room be- other magical automata. No thief has ever
Waukeen; High Priest Irtlban Norleth,
yond (to the consternation of its occu- penetrated its defenses and lived to boast
now a desperate, almost insane man over of it. A hereditary family of craftsmen
pants), he proceeded on through walls
the obvious loss of his goddess; 7 priests

9 6
and watch-mages lives within, fanatically originally an armed logging-camp when
guarding the place and continually devis- men were busily carving their way into the
ing new defensive spells against gases, elven forests that cloaked the entire north-
poisons, shapechangers, and other at- western Dragonreach. Later, it became a
tacks. caravan staging area, to which small, local
This stronghold is the Sembian mint, bands and wagons came from the coastal
where all of Sembia’s coinage is made or cities to gather together for perilous over-
altered. Bars of metal are brought in by land journeys. Made the capital because it
heavily-guarded caravans, unloaded via a was small and no one really lived there (as
small window by golems protected by opposed to choosing Selgaunt over Saer-
wand-bearing mages, to emerge again as loon, or vice versa, and antagonizing ev-
Sembia’s distinctive five-sided gold, eryone), Ordulin was built and grew to
three-sided silver, square iron, and importance in a very short time. Still Anarath, an elder rune for
diamond-shaped electrum coins. Sembia smaller than Sembia’s port cities, it is the “guardian”
mints no platinum pieces, using instead undisputed center of power in Sembia—as
silver/copper trade-bars (ingots) worth 5 much as an anthill of self-interested, busy Most recently, The Stranded Fish tav-
gp, 10 gp, 25 gp and 50 gp, but honors all merchants going in all directions can be ern burned down in a fight between Glin-
currency by weight and substance. Its said to have a center. darl of Impiltur and a bald man who fled,
shaped coins are said (by those who have Ordulin has been the battleground of and is thought to have been a Red Wizard
no love for Sembia) to have been created several pairs of mages over the years. of Thay. The tavern’s remains can be seen
because “Sembians do so much dark deal- Orcrommor the Mighty and Asblan the on Scabbard Street.
ing, they need to be able to tell one coin Bold destroyed each other in an aerial
from another when they can’t see them.” contest of hurled meteor swarms over 40 KEY
Superimposed on the radial street pat- winters ago, scorching or reshaping many
tern are concentric ring-roads, in ever- of the taller city buildings in the process. 1. The Great Hall of the Council
widening circles. The pattern is Some 22 winters ago, Thindol of the 2. The Tower of the Guard
interrupted by a few earlier, well- estab- Zhentarim (and several nearby buildings) 3. The Guarded Gate (mint)
lished, meandering streets. were destroyed by the awakened lich 4. Six Candles Inn
Local Lore: Ordulin is a crossroads city, Bhalgustrin, whose tomb he tried to rob. 5. Blaskor’s Retreat (inn)
6. The Stranded Fish (burnt-out tavern)

97
• Undylyl Tessran (CG hf W9), a itors and citizens can come and go freely,
Procampur
young, ambitious adventurer, willing to acting more or less as they please. The
hire on with or join adventuring bands. warehouses, shops, inns, and taverns
Independent City (allied to the neighbor-
ing city of Tsurlagol) Notable Churches: here are roofed in all colors. To leave the
Who Rules: The Thultyrl, a hereditary • The House of the Hand, temple of port, one must pass through gates. Each
overlord, currently Rendeth of the Royal Torm; High Priest Pallar “the Obedient” has a double portcullis and guards, who
(LG hm P15); 26 priests, 48 followers. patiently explain the city’s rules to all who
Blood (NG hm F11)
Who Really Rules: The Hamayarch, • The Tower of the Eye, temple of ask.
mage-adviser to the Thultyrl. This office Helm; High Guardian Endra “Watchever” A broad avenue runs from the port up
is traditionally filled by a wizard weaker Mathlyn (LG hf P16); 18 priests, 24 fol- to the Thultyrl’s castle. It may be used for
than the ruler, and intensely loyal. At lowers. all activities that do not impede travel or
present, it is secretly held by an evil wiz- • The Hall of Success, temple of interfere with others (and in practice is
Waukeen; High Priest Undil Latheen (LN simply the main walking route in the
ard who uses amulets and spells to con-
hm P10) who Waukeen’s fate may have city). Opening off this walled avenue are
ceal his true alignment and level.
Purporting to be Alamondh (NG hm driven insane; 33 priests, 69 followers. gates into the eight city districts, each
W8), he is really Carthoun Misintle (NE • The Lady’s Happy Hall, temple of Ty- with its own guards. (Each district also
hm W16). Carthoun has quietly collected mora; High Priest Orn Thavil (CG hm has gates into adjacent districts.) Every
many magical items and created some un- P14); 24 priests, 16 followers. activity is confined to a certain district,
dead servants to do his bidding (such as • Shrines to Mystra, Denier, and and can only be done in that district or
attacking all who pry too closely into his Oghma. outside the city (the port is considered
activities). He plans to achieve lichdom, Notable Rogues’ and Thieves’ Guilds: outside the city).
and to eventually rule Procampur by None permitted (or known to exist). On the south side of the avenue, next to
slaying the unsuspecting Rendeth and Many independent thieves. the port, is a district whose buildings are
taking his place, magically altered to re- Equipment Shops: Full. all roofed in gray slate. This is the district
semble the Thultyrl. He dare not do this Adventurers’ Quarters: Visiting adven- of the poor, where rooming houses are
until Rendeth marries and conceives an turers must stay in the port, choosing found, and people beg, pool their belong-
heir with the distinctive copper-hued from: ings, and otherwise scratch out a living.
Thultyrl hair, sharp chin and gray-green • The Happy Hippocampus inn and No one owns a house here; all are owned
eyes, or he will be discovered. tavern, a noisy place (good/cheap); and maintained by the Thultyrl. Home-
Population: 49,000 (latest census • The Silent Sword inn, much quieter owners belong in another district. Visi-
results—98% human, 1% dwarven, 1% (good/moderate); tors who stay for a season or more often
half-elven). In this strictly policed city, • Or one of the many small bed-and- live here; there is no actual wealth (or lack
visitors are segregated. beer houses clustered around those two. of wealth) requirement.
Major Products: Gems, jewelry, ornate Important Characters: The most prom- On the north side of the Great Way (av-
and fine-quality hardware (smithywork). inent Procampans are skilled smiths and enue), next to the port, is the blue-roofed
Armed Forces: Procampur has always gem-cutters and merchants who operate Sea District. Here sailors, sea-captains,
needed a strong defense against those who widely outside the city, and thereby grow and fleet-owners live, and cargoes, ships’
would seize its valuable gems and metals. rich. One of each follows: stores, and outfitters have their storage
It has defeated Mulmaster, Sembia, and • Opara Rendril (LN hf F6), a master buildings and businesses. (Ship-builders
pirates, and remains vigilant, expecting to smith whose bracelets and belt-daggers and fishermen are of necessity located in
do so again. are famous around the Inner Sea. She also the port.)
Procampur can field 4,000 well-trained makes excellent long swords and helms. Next to the Sea District is the Services
men (clad in plate mail and armed with • Nathchan Belemmor (CN hm F3), a District, its buildings having only yellow
spears, crossbows, morning stars, broad gem-cutter of matchless skill—among roofs. Here all the servants, builders, and
swords, and daggers) and a navy of 16 humans—whose fits of rage are legend- handimen live and have businesses, and
major warships. It lends its protection to ary. He now makes only regalia for roy- restaurants and taverns are found.
neighboring Tsurlagol, who in turn spies alty and nobility. Next to the Services District is the No-
for and financially aids Procampur. • Torstan Ulzimmer (CG hm F12), a bles District, a clean, spacious area of
Notable Mages: Aside from the Ha- fleet owner whose fast, sleek ships are the trees, gardens, ornamental pools, and
mayarch, the city holds the following best equipped and manned on the Inner grand houses—all roofed in silver.
known mages: Sea. He spares no expense to get the best Next to the Nobles District is the castle,
• Jandather (CN hm W(E)6), a dashing men and equipment, for speed and the former fortress-city, which contains
would-be adventurer out to make a repu- reliability—and it has paid off. the white-roofed stables and barracks of
tation. Important Features in Town: In its ex- the soldiers and two grand, gold-roofed
• Keldor Hannith (LN hm W10), a care- pansion beyond The Thultyrl’s Castle, the buildings: the Palace of the Thultyrl and
ful, quiet man who sells scrolls and po- city was divided into areas reserved not so the High Court (abode of the royal ser-
tions and casts spells for fees. much for differing classes, but for differ- vants and officials and location of audi-
• Ombedor Steen (NG hm W12), an ing activities. It is roughly circular, with ence rooms, state guest apartments,
old, retired adventurer risen to the nobil- two stub walls curving southwest to meet courtrooms, and treasury). Folk who do
ity, who researches new spells and ob- the shore, forming a crescent outside the not live or work in this area are not en-
scure details of magical lore and history. circle. This crescent is the port, where vis- couraged to enter and wander about.

9 8
Next to the castle, coming down the tary buildings have whitewashed roofs. entrances. This cut down on petty thiev-
other (southern) side of the avenue, is the The visitor to Procampur can tell his loca- ery and allowed the Thultyrl to rule with
Temple District, a place of shining black tion with a glance upward. ease (compared to open, sprawling cities
roofs, with an open area for the erection Local Lore: Generally considered the of the same size ruled by merchants or sin-
of temporary shrines. Next to it is the richest of the cities on the north coast of gle men without the aid of strong magic
Merchant District, which has sea-green The Sea of Fallen Stars (Inner Sea), Pro- and strong walls).
roofs and contains the homes and shops campur has always been a wary place. The city was once home to Thallastam,
of all domestic businessmen (those with Once known as Proeskampalar, it stands a famous sage (now deceased) whose in-
local businesses not concerned with the near the oldest gem mines on the North terest and expertise was magical swords.
sea or with adventuring). Coast. From its earliest days, the city has Some items from his collection of blades
Next to the Merchant District is the red- been known for its skilled goldsmiths and have never been found, and are believed
roofed Adventurers’ District, home to all gem-cutters. to still be hidden somewhere in the city.
who have no work but seem to have From the first, the miners and crafts-
money to own homes nonetheless, or who men of Procampur were beset by thieves, KEY
make their livings engaged in prospect- pirates, and cheats. Continual raids drove
ing, exploring, scavenging, mining, and 1. Port
all but the most determined Procampans
2. District of the Poor
other dangerous pursuits. A man who ex- away. The miners who stayed vowed to
3. Sea District
ports clothing is a merchant in Procam- turn back those who would rob and slay.
4. Services District
pur; the man who drives or guards the To this end, they hired strong mercenary
5. Nobles District
wagons that take it elsewhere is an adven- armies. To control the mercenaries, magic
6. Castle District (High Court and Palace)
turer, often a surprising distinction to was needed, and a local family of wizards
7. Temple District
newcomers. Weapons training and rose to power. The Thultyrl (it is now a ti-
weapon-making are restricted to this 8. Merchant District
tle, but has always been the family’s sur-
9. Adventurers’ District
district—but the training, stabling, and name) commanded a fortress-city, and
doctoring of mounts is relegated to the grew to appreciate the ordered peace and
port. discipline of walled and guarded areas.
Next to the Adventurers’ District is the When the city was expanded, it was
District of the poor; our tour has come strictly segregated into self-contained,
full circle. Guard houses and other mili- walled areas, each with its own guarded

99
• The Night Knives are an autonomous
Saerloon group having no relationship to bands ac-
tive in other cities with similar names.
City of Sembia
They number some 40 thieves, smugglers,
Who Rules: Lady Merelith of the
Guard (NG hf F11), in the name of the and fences (T1s through T7s, with a few
low-level wizards and priests of Mask),
Council of Sembia.
Who Really Rules: The merchants of and have been infiltrated by both Zhen-
tarim and Harper agents, who occasion-
the city, at large!
Population: 120,000 (census); esti- ally butcher each other.
• The Eyeless Mask is a more sinister or-
mated real average is 128,000, rising in
summer to a high of 142,000 (the city can ganization, dedicated to the slavery of all
mages, priests, and nobility. It kidnaps
hold 146,000), representing all races.
anyone of those three groups that it can,
Major Products: Furniture, clothing,
and slays those it cannot kidnap. Its mem-
art, pewter, fine wine, carriages, small
bers do not hesitate to prey upon visitors
ships, woodcarvings.
Armed Forces: The guard of Saerloon to the city. This organization consists of
numbers some 7,000 “helms” (guards- over two dozen very secretive agents of The Raven & Silver of Sembia
Thay, slavers who are after all the wealth
men), who police the city and nearby
and magic they can grab, while at the tions in their travels. Adventurers of both
roads, farmlands, and waterways (using
same time seeking to weaken the western sexes who have hidden there (men able to
11 major ships to do so). They are led by
Inner Sea lands magically so that they will use magical or other disguises often es-
Lady Merelith, whose assistants are
be less able to resist a future invasion cape pursuing Guard officers by taking
Overcaptain Burinta Shammarcron (LN
(Thay, like Zhentil Keep and Mulmaster, rooms here) say that it can be as boister-
hf F9) and Overcaptain Maerlus Balaern
harbors dreams of eventually ruling all ous and brawling as any tavern on the
(LN hm F8).
Faerun). The ranks of the Eyeless Mask docks, once a fight starts.
Notable Mages: Saerloon has many
include 14 Red Wizards, several thieves, Important Characters: Many important
mages of middling power, most of whom
some priests (faiths unknown), and vari- folk reside in Saerloon, and many more
keep a low profile amid the bustling mer-
ous warriors. live there who think themselves impor-
chants and investors. A few (aside from
Equipment Shops: Full. tant, as visiting Cormyrean merchants re-
the temple clergy described under Nota-
Adventurers’ Quarters: Saerloon has marked long ago, a judgement preserved
ble Churches) are powerful or eccentric
many inns and rooming-houses, and is a in Realmslore down the years. Sembians
enough to be prominent on the local
city used to conventions and trade meet- say that Saerloonians are nowhere near as
scene:
ings of all sorts. Like Ordulin (q.v.) and haughty and pompous as Selgauntians
• Sareenar Thundercrown (CN hf
other major centers in Sembia, the inn- (except, of course, for those Sembians
W21), a fiery-tempered veteran adventur-
keepers of Saerloon are happy to house from Selgaunt, who reverse the com-
ess;
anyone who is prepared to pay well. A ment!). The truly important individuals
• Veldalin the Dark (CE hm W(N)19), a
few of the more affordable and lenient ac- currently residing in Saerloon are:
known expert in necromancy whose ser- • Ambaeril Moonmistarr (CG hf W19),
vants and guardians are undead of rare comodations appear here.
• The Blue Cow inn is a famous adven- a gentle and shy lady given to the com-
and strange types.
turers’ haunt, known for its free-swinging pany of pegasi and faerie dragons, who
Notable Churches:
brawls and the tall tales of adventure and enjoys aiding the needy and routing evil
• The Tower of Mysteries, temple to
treasure yet unfound that are heard of when she can clearly find it.
Mystra (also called Midnight); the Lady’s
around its hearthfires. It has a strict “no • Fildaern (LN hm F4), a fabulously rich
Mage Cadellin Firehands (LN hm W24)
spells cast in the house, no wands waved” merchant and fleet owner, who has re-
and four Mages Arcane: Tanthala (LN hf
policy. Adventurers who break this rule cently decided to buy one of the Dales and
W18); Rinthassa Brinhan (LN hf W16);
forfeit all their magic until they leave and set himself up as Lord there. He hasn’t yet
Alyn “Wildblade” Tindar (adventuress-
must pay double the daily rates for every- decided which one to buy, but figures they
mage, known for her long, snow-white
thing (excellent/moderate). should be fairly cheap.
hair: LN hf W16); and Kythsara “the Si-
• Less well-heeled adventurers usually • Isundoun Impaerlath (LG dm F9), a
lent” Steelwood (LN hf W15). This temple
wind up at Crommor’s inn and tavern, famous adventurer and smith known for
is allied to the temple of Azuth, also in
near the docks, a wild and battered home making magical axes of hurling.
Saerloon;
to the two-fisted and the agile (fair/ • Naergoth Bladelord (NE hm
• The House of the High One, temple to
cheap). F(now)21), the local leader of the Cult of
Azuth; Masters Helven (LN hm W18),
• The Black Viper is less well known the Dragon (*FR0), an evil group dedi-
Mirren (LN hf W16), Lhun (LN hm W14),
and strictly policed by capable bouncers cated to the service of evil, undead drag-
Ormil (LN hm W12), and Thelcaunt (LN
(including wizards), but offers quiet sur- ons. His shrewd leadership directs local
hem W12);
roundings (good/moderate). Cult members in stealing magic and trea-
• Shrines to Lathander, Tempus, Ty-
• Women (and those able to pass for sure from all sources, to enrich dracolich
mora, and Waukeen.
women!) only are allowed at Lady Rae’s, hoards.
Notable Rogues’ and Thieves’ Guilds:
supposedly a refined inn for women tired • Salvarad (LE hm P(now)20) of the
Saerloon has at least two shadowy orga-
of coarse comments and rustic accomoda- Cult of the Dragon, whose spells are, in
nizations of the lawless.
reality, granted by both Shar and Cyric.

100
This seemingly gentle, cultured man is a parks. The city’s very real blusterbirds as its farms pushed back the deep, green
manipulative master, and one of the (pigeons) regard the trees no differently elven woods and began to produce
greatest single forces for evil loose in the from the statues, and treat them accord- enough food so that merchants no longer
Dragonreach today. He is an unforgiving, ingly. needed to trade their goods for simple
unforgetting, cruel foe, not above selling Saerloon is also a busy merchant city. food to survive. Since then, Saerloon has
fellow Cult members into slavery to en- The docks bustle day and night, as do the always been a rich city—and always en-
rich himself and weed out the weak and main roads where the warehouses, sta- dangered by pirates to the south, and bar-
unreliable. bles, and caravan yards are located. Local barians, orcs, and elves to the north and
• Zilvreen (NE hm T(now)13), the dan- competition is so fierce as to relegate the west. Its citizens have accordingly hidden
gerous and soft-spoken master thief of the large trading costers to mere seconds away tons of coins, coffer by fistful by
local Cult of the Dragon forces, a small among equals. strongchest, over the years, in “safe
but agile man given to the use of poisons Visitors find that the pretty stone build- places” in case the city is overrun. Most
and potions. ings make poor landmarks: one carved were wise enough to hide their loot some-
• Cult of the Dragon: This secretive or- gargoyle looks so much like another. where outside the city, but quite a few
ganization is widespread in Saerloon. Ad- The two open markets, however, are found places in their cellars, rooftops, or
venturers will usually only encounter a ready landmarks—the Dolphin Market nearby sewers. Lucky explorers are al-
Cult strike force, typically 2-5 evil fight- near the docks, a crammed place of lean- ways finding a year’s wages here and a
ers and 2-8 thieves (for levels, roll 2d4 for ing stalls and stinking fish, can’t be missed missing magical item or piece of regalia
each), led by a NE W12 to W16 (40% by the discerning nose, and the larger, there.
chance of W(N) 12-16). newer North Market sports a high-
Important Features in Town: Saerloon pillared statue of Saer, which makes a KEY
is an old, refined city of exotic, varied convenient meeting-place (and is always
1. Dolphin Market
tastes. It prides itself on its culture and watched by the Helms).
2. North Market
high society, and is liberally endowed Local Lore: Once known as Chonda-
3. The Tower of Mysteries (Temple of
with grandly-carved stone buildings, than, this longtime port was renamed
Mystra)
statues, and fountains. Farmers and ad- Saerloon in honor of Saer, merchant mas-
4. The House of the High One (Temple
venturers often remark sarcastically on ter of Sembia in its early days. Under
of Azuth)
the sculpted stone trees that take the place Saer’s direction, Sembia became a pros-
5. The Blue Cow (inn)
of the real thing in many of the city’s tiny perous and envied land for the first time,
6. Lady Rae’s (inn: women only)

101
• Buldath (LN hm W15), a taciturn • and the Jaded Unicorn inn and tavern
Scornubel caster of spells-for-hire and caravan in- (poor/cheap).
Independent City vestor, who buys monster remains from Scornubel has many wild taverns,
adventurers and peddles them as magical nightclubs, and festhalls (*FR0).
Who Rules: Lady Rhessajan Amber-
components through agents around the Important Characters: In a city of tran-
mantle (NG hf B14), a retired, weathered
Sword Coast. sients and eccentric adventurers, few indi-
old woman of rasping voice and great hu-
• Chansrin Aluar (CG hf W9), a sharp- viduals stay around, alive, and important
mor, who in her time was an explorer and
tongued, gung ho adventuress always for long. Two unlikely souls who have
trader, and who acquired several per-
ready for a rescue or a fight, who often are:
sonal, protective magical items and spells
lends her magical aid to the watch. • Obloss, Commissioner of Public Sewers
which she still uses.
• Nethmoun Aln (CN hm W12), a reclu- (NG hm F7), a rotund, sweating, and ear-
Who Really Rules: The Lady Rhessa-
sive researcher into rare and unusual nest man dedicated to making his chosen
jan, supported by three Lord High Advi-
spells, who buys such spells by offering home, Scornubel, a better place to live.
sors, all retired caravan masters: Burdan
Hlathiman (LN hm F12); Deep Ulurnan training or items he has crafted in return. He has busily worked on roads, sewers,
(NE hm T9); and Phantar Naelannon (NG He is said to have some awesome defenses water-cisterns and piping, and the like for
hm F13). They strive to be fair and far- around his ramshackle hut. eight seasons now, assisted by volunteers
sighted, and otherwise do whatever is Notable Churches: from the citizenry when they aren’t too
most profitable for the city and its mer- • Scornubel has no permanent temples busy keeping warm (in winter) or earning
chants, consulting with a council of mer- except the Healing House, temple of La- their keep (in summer).
chants whose meetings they chair. thander; High Priestess Josura Hlammel • Phiraz of the Naturalists (LN hm W6),
Population: Estimated (there has never (NG hf P14), a kind woman always ready a watch supporter with his magic, and S:
to heal the hurt and hungry of all faiths; zoology, particularly the monsters of the
been a census, or any taxes short of sta-
12 priests, 42 followers. High Moor region; a recognized expert on
bling and ferry surcharges) at a mere
• Shrines to almost all of the known otyughs.
12,500 in winter, the inhabitants of
gods and cults of Faerun can be found • Another important inhabitant of
Scornubel, “the Caravan City,” can swell
here, most unstaffed and empty except Scornubel is the legendary Oebelar. Once
to 80,000 at the height of a good summer
season. In most years, the actual popula- when the faithful come through town. a mighty mage, some accident or trans-
Notable Rogues’ and Thieves’ Guilds: formation overtook the Oebelar some
tion for spring and summer is around
50,000. None known. Many individual thieves years ago—a battle or magical mishap
and brigands operate for a night or two that destroyed his tower in great flashes of
Major Products: (Trade, moneylend-
ing,) wagon repairs, mounts and beasts of here and then (if they are wise) move on, blue-white “cold fire.” Since that time, the
burden (trading, breaking, and doctor- but between the watch and the Red Oebelar has lurked around Scornubel,
ing), medicines, mutton, wool. Shields no organized ‘gray’ groups are spying on private meetings, trysts, deli-
Armed Forces: A watch (police) of 46 permitted to operate in Scornubel— cate negotiations, indelicate negotiations,
mounted, plate-mailed men armed with unless one considers the mysterious Trail and everything else in between. Many
horsemen’s maces, hand crossbows, Lords, a pompous band of merchants people in Scornubel occasionally feel that
lances, long swords, and daggers. The (*FR0) such a group. Zhentarim, Dragon they are being watched, but few manage
watch is reinforced by several priests and Cult, and Harper agents are all active in to spot the watcher. When they do, they
wizards of middling levels, the Red the city, but none have successfully estab- often wish they hadn’t, for all that is left
Shields mercenary fighters, and, in times lished working bands in Scornubel yet. of the Oebelar is a coldly shining eye, a
of danger, a mustered local militia of ap- Equipment Shops: Partial (poor in blackened hand and forearm, and his in-
proximately 700 men, of whom 400 will winter). telligence.
be trained F3s to F5s. Adventurers’ Quarters: Scornubel is The Oebelar cannot speak, but can sig-
For a plains city, Scornubel is seriously largely a city of tents, warehouses, and nal, gesture, and even write. His eye and
undermanned. However, the merchants paddocks; one need never pay for a night hand float silently around Scornubel—
and costers moving through the city often unless one wants a bed, stables, food, or sometimes together, sometimes apart. He
bring their own mercenary forces, which all of the above. Adventurers are wel- seems to keep watch over as many events
come here as normal folk, not as potential in the city as he can, and has been known
are used in times of immediate danger to
defend the town. In addition, Scornubel troublemakers, for everyone here is an to signal the Lady Rhessajan, or leave her
has money and influence enough to call adventurer of a sort. The available ac- notes, when the city’s security is endan-
on military aid from other nearby cities in comodations presently include: gered.
the case of a threatening orc horde, ban- • Far Anchor inn, large and fairly new The Oebelar’s remaining forms can be
dit, Amnian raider, or High Moor troll at- (good/moderate); hit and hurt, but seem impervious to all
tack (occasionally the city hires one of the • Traveler’s Rest inn, old and large magic. The Oebelar himself cannot be de-
above to fight the others). (good/cheap); tected by any magical means tried thus
• The Dusty Hoof tavern and inn far—nor do magical barriers seem to keep
Notable Mages: Scornubel is a city of
transients, where many folk keep their (good/moderate); him out, or magical sentries warn of his
true names and powers hidden under dis- • The Raging Lion inn and tavern (fair/ approach. His activities have largely
moderate); ended Scornubel’s traditional appeal for
guises and aliases. Of the few who do
make themselves known, the most pow- • The Fishym & Smoka Inn, known to Sword Coast couples intending to elope,
erful mages are: all as “the Fishsmoke” (fair/cheap); who arrange to meet in Scornubel. Their

102
Local Lore: Somewhere beneath one of considerably more mentally enslaved
the darker, racier nightclubs of the city subjects, and treasure to boot.
lies the lost crypt of the Wondermen, a There are also persistent rumors that
lost, long-ago society of mages, perhaps among the costumed, painted dancers of
from lost Netheril, who explored the ex- both sexes who perform in Scornubel are
tremes of human magic of their day. outlaws on the run, adventurers seeking
Local lore holds that several of the to escape the vengeance of foes, nobles
Wondermen, now liches, guard the crypt, seeking to escape vendettas or parental
which is full of dancing ioun stones, control, heirs evading the blades of those
wands, rods, and stranger treasures, in- who would forcefully disinherit them,
cluding a huge crystal sphere containing and so on. Some of these tales are un-
Harper’s mark:
an “eater of magic,” a cloudlike creature doubtedly true. On more than one occa-
“Dangerous magic here” sion, a tavern has erupted into full-scale
that, if released, the legends whisper, will
happy meetings tend to be dampened by devour all the magic in the world, leaving battle when a seasoned adventurer in the
the cold and interested hand and eye of the Realms bereft of all spells and their ef- audience has recognized a nearby per-
the ever-silent Oebelar. fects. (This creature is a Nishruu. A close former as a lamia, doppleganger, or other
Important Features in Town: Scornubel relative of it, a Hakeashar, appears in dangerous menace.
has no walls or city plan; its most impor- *FRE1.) Whatever the present level of dangers
tant features are the ferries and ship Scornubel has always been home to and intrigue in the Caravan City, one
docks, and Scornubel Hall (which con- some pretty racy nightclubs, dancehalls, thing is certain: it is never a dull place to
tains quarters for the local Council and and taverns, with wild entertainments of visit.
visitors, the city’s deep wells and emer- magic, exhibited monsters, acrobatics,
gency granary, and meeting chambers and exotic dancing presented for the pa- KEY
which can be rented when the Council is trons. There are many tales of monsters 1. Scornubel Hall
not in session—and over which Rhessajan that escaped, ate a few unfortunate revel- 2. “Southroad Ferry” dock
shamelessly eavesdrops). The city con- ers, and still lurk in the area. Darker leg- 3. Fish Market
tains bases of the Thousandheads Trading ends whisper of monsters with mental or 4. Smithy (Kaerus Thambadar)
Coster and many other costers, compan- magical powers that came here control- 5. Arkaras the Shipwright
ies, and priakos (*FR0). ling their human handlers and left with

103
• Firehair’s House, temple of Sune; (*FR4), now wife to the merchant noble
Selgaunt High and Most Beautiful Priestess Thamalon Uskevren;
Aumraeya Ulmdrin (CG hf P18); 27 • Stong (NE hm F5), a rich and famous
City of Sembia
priestesses, 62 followers. merchant dealing in fine clothing and
Who Rules: The Hulorn, hereditary
• The House of Song, temple of Milil; accessories, leatherwork, and textiles;
merchant-mayor of the city. This is cur-
High Songmaster Ansril Ammhaddan • Thantos (LN hm F1, S: magical his-
rently Andeth Ilchammar (CN hm W6), a
(NG hm (specialty)P14); 24 specialty tory and lore of the human Northlands,
half-mad, bored playboy who thinks
priests, 49 followers. from the Inner Sea to the Sword Coast);
himself possessed of mysterious divine
• The Hallowed House of Higher • Ultramm (CN hm F7), a merchant and
powers and of a divine mission to do
Achievement, temple of Deneir; High one of the founding partners of the Six
something or other which the gods
Scrivener Melendilar Huantilar (NG hm Coffers Market Priakos;
haven’t yet revealed to him.
P17); 18 priests, 21 followers. • The Hunt adventuring group (*FR0) is
Who Really Rules: Knights of Sel-
• The Sanctum of the Scroll, temple of also based in Selgaunt.
gaunt, who answer to Raithspur (see Or-
Oghma; High Loremaster Undryl Yanna- Important Features in Town: Selgaunt
dulin) and Sembia’s powerful, wilfully
thar (LN hm (specialty) P19); 16 priests, is a city of striking house designs. It
independent merchant nobles.
14 followers. “The Scroll” refers to abounds with sprawling, ornate man-
Population: 147,000 (census); esti-
Oghma himself, but this temple does have sions, surrounded by topiary, statuary,
mated real average is 169,000, rising in
a library of magical scrolls. Single scrolls and little ornamental pools, fountains,
summer to a high of 202,000 (the city can
are sold from time to time, to enrich the follies, and cascades. This grand panoply
hold 205,000), representing all races.
temple and priests. of artistic snobbery reaches a pinnacle in
Major Products: Objets d’art of all
• Shrines to Lathander, Tymora, the many-spired Palace of the Hulorn,
sorts, musical instruments, books, parch-
Waukeen. which rises above the private, wild-
ment, fashion clothing, jewelry, candies,
Notable Rogues’ and Thieves’ Guilds: wooded Hunting Garden. The garden is a
luxury scents and soaps.
None admitted to, but the Night Knives high-walled preserve forbidden to all but
Armed Forces: The guard of Selgaunt is
and Eyeless Mask of Saerloon (q.v.) oper- the Hulorn’s guests and family (though
9,000 Scepters strong, similarly equipped
ate here, plus Harpers, Zhentarim, and sewers that one can crawl along are
and trained to Saerloon’s Helms (q.v.).
Red Wizards. known to penetrate its confines).
They police the city, harass visitors, and
Equipment Shops: Full. Almost grudgingly, the city finds room
patrol nearby waters with Sembia’s
Adventurers’ Quarters: Only two for mundane but necessary warehouses,
navy—36 major ships.
places in Selgaunt welcome adventurers: stockyards (including a Six Coffers Mar-
Notable Mages:
• The Black Stag inn and tavern, a dark, ket Priakos base), and taverns.
• Chaspra (CN hf W(E)19), a beautiful,
cozy, shady place, favored by unsavory The River Arkhen empties into the Sea
sneering, manipulative witch who loves
characters, including pimps, fences, drug of Fallen Stars at Selgaunt, but you will
to play at intrigue and make men fall
runners, and smugglers (good/cheap); never hear a Selgauntan utter those
hopelessly in love with her.
• and the Green Gauntlet inn, near the names. To a native Selgauntan, the
• Durlan (CG em W15), quiet and no-
eastern end of the docks (fair/cheap). “Elzimmer” (after the long-dead Selgaun-
ble, working for the good of all good be-
• Those who cannot find room at either tan water-wizard) empties into “Selgaunt
ings.
usually end up outside the walls at the Bay.” Only the uncultured refer to the
• Helara (NE hf W7), a rising power in
Outlook Inn, a large, new, clean place Arkhen or to Inner Sea cities as anything
the local adventurers’ ranks; a wild one
(good/moderate). but “those places on the far shores of Sel-
with ambitions to rule her own kingdom,
Important Characters: gaunt Bay.”
and a penchant for hiring adventurers to
• Askarran (NG hm F2, S: theology, Local Lore: Once known as Chancel-
help her gain this or that magical item to
cult history and the nature of undeath); gaunt, this city was renamed Selgaunt af-
move a step closer to her goal.
• Deior Rasthavin (LN hm W4, S: ter the merchant king of Sembia, Selgar,
• Naglatha (NE hf W5), a Red Wizard of
humankind—history, legends, folklore of upon his death. Selgar is buried in Sel-
Thay, posing as a merchant dealing in cu-
Inner Sea region, genealogy, politics, her- gaunt, in an ornate tomb said to contain
rios and rarities of the South. Naglatha is
aldry, signs and sigils); magical treasures, and known to certainly
fanatical in his zeal for the various current
• Flame (NE hm T7), adventurer and contain traps and magical guardians,
causes of the Red Wizards, and both ruth-
former arsonist, contact through the from the fate of several foolish thieves
less and reckless in advancing them.
Green Gauntlet inn; and adventuring bands over the years.
Naglatha is young, black of hair and grim
• Garth “the Gimble” (NE hm Perhaps the richest city of Sembia, Sel-
of demeanor.
T(now)9), “The Snake of Selgaunt,” gaunt is a brash, exciting place of high
• Ryhinn Blackcloak, Hurler of Thun-
though that name is more properly given fashion, pomp, and snobbery. Its citizens
derbolts (LN hm W(In)16), the leader of a
to a famous and deceased predecessor, the consider themselves to be the heart of civ-
mercenary group gathering its strength
pirate Ilmelkyr; ilization and their city to be the pinnacle
for an expedition to thoroughly explore
• Narve Dwarfkin (NG hm (dwarf of civilized society (in the entire multi-
(plunder) the ruins of fabled, fallen Myth
blood) F16), an adventurer of great re- verse).
Drannor.
nown, whose name is pronounced “Nar- To a Selgauntan, Sword Coast folk
Notable Churches:
vay;” (such as Waterdhavians), Northerners
• The Palace of Holy Festivals, temple
• Shamur (LN hf T11), lady of high (anything north of Sembia’s borders), and
of Lliira; High Revelmistress Chlanna As-
birth, onetime owner of the Albruin Southerners (the folk of Westgate and all
jros (CG hf P14); 39 priests, 87 followers.

104
points south, Calimshan in particular) are else (“Well, they’re [interlopers], know cially things that dangle and loops of fine
unwashed, deluded barbarians. Those of you, and one can’t expect too much from chain joining one body part to another—
Calimshan and the mysterious Utter East lesser stock...”), but when traveling out- an ear to a shoulder by means of rings, for
(Kara-Tur) are in fact worse: they are pre- side Selgaunt, must endure the same hos- instance. Tiny chimes and bells are also
tentious unwashed barbarians. The folk tility that the rest of the world has for popular. A fully-decked-out Selgauntan
of Cormyr are cute bumpkins and the citi- native Selgauntans. could charitably be mistaken for a parody
zens of Sembia’s farms and towns are un- Selgaunt does have a rich, active artis- of a Calishite pleasure-slave, a Lantanna
fortunates who lack the good breeding tic community with new dance-plays set costumed dancer, and a noble Waterdha-
and sophisticated intellect of the Sembian to choral music being presented every vian dandy, all at once.
city-dweller. ride, and paintings, statuary, and small Selgauntans especially despise the folk
Of course, among Sembia’s cities, carvings all being both plentiful and of Archendale, whom they consider truly
Yhaunn, Daerlun, and Urmlaspyr are de- highly valued (though many of these mas- savage, and make the butt of many jokes
pressed, disadvantaged areas; Ordulin is terpieces seem to lose a lot of their value about insanity or utter stupidity. This is
regrettably small and provincial, and a when taken outside the city limits). Musi- ironic; most of the fierce folk of Archen-
city of grasping, common tradesmen who cians expert in the intricate, clashing mu- dale are of Selgauntan stock.
never look up from the coins they are sic of glaur, zulkoon, and thelarr
grubbing after, to boot; and Saerloon is (instruments resembling a combination KEY
old, jaded, and past its prime, full of aged, trumpet and bagpipes, a portable pump-
1. Palace of the Hulorn
deluded snobs who think themselves im- organ, and a warbling whistlecane sound-
2. Hunting Garden
portant but do nothing to achieve impor- ing a lot like a giant comb-and-paper,
3. The Black Stag (inn and tavern)
tance. Which leaves Selgaunt as simply respectively) live in Selgaunt, and are
4. The Green Gauntlet (inn)
the only place to come from. And of constantly busy playing in taverns, res-
5. Outlook Inn
course, there are certain neighbor- taurants, private parties, nobles’ court-
hoods... yards, and under the balconies of ladies
All of this is very tiresome to those Sel- being courted.
gauntans who were not born and bred in Many Selgauntans can sing or whistle
the city, but have come to live there since. intricate tunes. Selgauntans of both sexes
They are treated with the same disdain favor up-to-the-minute fashions, ornate
that native Selgauntans treat everyone coiffures, and lots of body jewelry, espe-

105
F1s, but with a few other classes and • Tamshan the Bard (NG hm B9), once a
Shadowdale member of Mane’s Band, now a Harper
levels, and, of course, the fabled Knights
of Myth Drannor. It is these powerful ad- quietly active around Shadowdale.
Independent Dale (town and subject
venturers who have stood between the The Knights of Myth Drannor (detailed
farmlands; currently allied to Cormyr,
dale and destruction a number of times, in *FR0 and *FR7) are also often to be
Daggerdale, and Mistledale)
and have repelled armed forces several found in Shadowdale, and remain lords
Who Rules: Mourngrym Amcathra
times their size. and ladies of the dale, as much its legal
(NG hm F6), with his wife Shaerl Rowan-
Notable Mages: Not counting Jhessail rulers as Mourngrym and Shaerl (who
mantle (LN hf T6)— *FR7.
and Illistyl of the Knights, there is only are, in fact, both junior members of the
Who Really Rules: Elminster, aided by
one mage of any note residing in Shadow- Knights). Level increases since *FR7:
Mourngrym, Storm Silverhand, the
dale. Of course, when that mage is Elmin- Dove to R12, Florin to R10, Illistyl to W6,
Knights of Myth Drannor, and other ad-
ster, only one is needed! Jhessail to W9, Lanseril to D10, Rathan to
venturers.
• Elminster (CG hm W26, S: magic, P7, Sharantyr to R6, Torm to T7.
Population: An estimated 5,000 (in-
monsters, history and genealogy— *FR7, Important Features in Town: Shadow-
cluding outlying farmers, garrison, tem-
FR0, FRE1). dale has been more thoroughly described
ple clergy). Shadowdale has grown
Notable Churches: for us than any other place in the Realms
greatly since the last census, taking in the
• The House of the Lady, temple of Ty- (except perhaps Waterdeep), because
dispossessed and malcontents from Dag-
mora; Preceptress Eressea Ambergyles Elminster lives there and loves his home.
gerdale, Hillsfar, Battledale, Featherdale,
(CG hf P(now)7— *FR0); 21 priests, 28 Refer to *FR0, FRE1 and *FRE2 for maps
and Tilverton. These refugees are spread
followers. and details, including the Tower.
throughout the verdant fields of the dales
• The House of Plenty, temple of Of immediate note are the rich, deep
themselves, and only about 15% of that
Chauntea; High Harvestmistress Gla- woods around the dale, the River Ashaba
number live near the Tower of Ashaba.
maerie Windbough (NG hf P9); 16 (navigable to just above the Tower’s boat-
Major Products: Agricultural produce
priests, 36 followers who freely help in- house), and the prominent bald, rocky
of all sorts, wagons, furniture.
jured or poor farmers harvest crops. knoll of the Old Skull, which rises above
Armed Forces: *FRE3 gives a detailed
• Morningdawn Hall, temple of La- the peaceful farms of the dale like an ever-
breakdown of Shadowdale’s fully mus-
thander; High Morninglord Rewel Thun- present, brooding sentinel.
tered defensive forces. Since the Time of
derstorm (NG hm P1); 7 priests, 11 Of interest to adventurers are many
Troubles, the dale has rebuilt from its
followers. dungeons and ruins about the dale, in-
heavy losses, and has 300 guardsmen
• Shrines to Mystra and Tempus. cluding connections to subterranean
(F1s), including 60 skilled archers (F2s).
Notable Rogues’ and Thieves’ Guilds: drow realms through the cellars of the
All are clad in chain. The archers have
None permitted or exist (save the Harp- Tower of Ashaba, the ruins of Castle
long swords, daggers, longbows and two
21-arrow quivers each. The others all ers, if one considers them such). Grimstead in the woods (“Cavenauth”),
Equipment Shops: Partial (poor in and the Old Skull Inn (via an under-
bear a halberd (or lance, if mounted),
winter). ground lake, which rises near Myth Dran-
mace, long sword, and dagger. All of the
Adventurers’ Quarters: Shadowdale nor to join the Ashaba).
guardsmen are skilled riders and know
every inch of the dale, for cover, short- has few accomodations. Guests of certain The Knights of Myth Drannor have
faiths and on certain business may be put cleaned out many of these, but the inter-
cuts, and hidden weapon caches.
up at the Tower of Ashaba (as guests of ested may still explore the burnt- out ruin
In times of true emergency, every man
Lord Mourngrym) or at the various tem- of Castle Krag, a former bandit strong-
and woman of the dale can be mobilized
for battle. Unlike the comfortable cities of ples or in private homes (for fees). A fes- hold in the woods east of the dale, and in-
thall, Mother Tara’s, also provides a bed vestigate Fox Ridge (location of the Dread
Sembia to the south, the dales are still
for most nights. The best and most fa- Lair of Alokkair, described in *REF5,
wild to a great degree, and the farmer and
mous sleeping-place in the dale, however, Lords of Darkness).
the merchant are usually warriors and
hunters as well. is the Old Skull Inn, run by Jhaele Silver- Local Lore: When elves ruled all the
In battle, the guards are led by Mourn- mane (NG hf F4, specialization with lands that are now the Dales, their darker
thrown dagger; within the inn, allow her brethren, the drow, came to the surface
grym, Shaerl, Storm Silverhand, any
available Knights of Myth Drannor, or an extra +1 on thrown-dagger attack here and built the Tower of Ashaba to de-
rolls on top of this). It is fully mapped and fend the tunnels to their underground
tower officers (F2S). At the time of the
Avatars, they were led by Hawkguard detailed (with room rates) in *FR0, page realms. They chose this site because lurk-
76 of the Cyclopedia, and *FRE1. ing monsters discouraged elves from fre-
(NG hm F5), who perished in the fighting.
In peacetime, the guards garrison the Important Characters: quenting the area, the Old Skull and the
Tower and man way-posts on roads lead- • Gunthor (LG dm F12), a gruff, fearless underground lake and gorge offered natu-
ing out of the dale (on the bridges, to the master smith recently freed from Hillsfar ral defenses, and because the site was the
by Florin Falconhand, as envoy of uppermost navigable point on the
west and south), with beacon fires. A per-
manent watchpost atop the Old Skull Shadowdale. Gunthor now serves Lord Ashaba, which the drow hoped to use as a
overlooks these beacons. Mourngrym as smith of the Tower. trade route.
Shadowdale has been repeatedly at- • Storm Silverhand (NG hf B18); *FR7, The tower acquired its present name
a kindly, gentle, and wise lady who can from the more recent human water- wiz-
tacked by Zhentilar forces in recent years;
often be seen toiling on her farm, on the ard Ashaba, who turned himself to liquid
its forces are alert veterans. They can call
on a militia of up to 70 citizens, mostly east side of the dale’s North Road. form and merged with it, leaving behind

106
the affairs of men. Its nickname, “the home to monsters. Sylune, a firm pacifist, defeated poorly-trained junior Zhentilar
twisted tower,” derives from the appear- tried to keep the dalefolk healthy as best troops commanded by Lyran, a Melvaun-
ance of its spire, set off center to create a she could, until the wandering archmage tan pretender to lordship of the dale.
landing-deck for aerial steeds. Khelben “Blackstaff” Arunsun of Water- Around this time Elminster the Sage, a
The early history of the dale is long and deep happened to visit. Ambushed by world-traveling wanderer who had previ-
bloody, and must be omitted here. In re- Jyordhan, he slew the evil warrior, and on ously visited and aided Shadowdale,
cent years, it had become one of the few Sylune’s advice bore off the Pendant of made the dale his permanent home.
human settlements to live in peace with Ashaba, symbol of the dale’s lordship. Though officially in retirement in his old
the neighboring elves, under the rule of Years passed, while Sylune held the dale tower outside the village, the thin, ancient
the good and just Lord Aumry and his together in the face of Zhentilar raids, wizard has remained a vital force in both
wife (the “witch”) Sylune *FR0. Sylune’s aided by a newly-arrived group of adven- local and worldwide situations.
powerful sisters (including Storm turers, Mane’s Band, and Storm At length the knights grew restless un-
Silverhand, Alustriel of Silverymoon, Silverhand, who came to the dale to live der the constant responsibilities of run-
Dove who became wife to Florin with her man Maxam (since slain). ning the dale, and turned its daily ruling
Falconhand, and the Simbul of Aglarond) Khelben sought good and true adven- over to Mourngrym Amcathra, recently
visited the dale often. turers to take the lordship, and finally sent from Waterdeep by Khelben.
Evil was brewing. Shadowdale’s strate- gave the pendant to Florin Falconhand of Mourngrym has become a good ruler in
gic position on the trade route south from the Knights of Myth Drannor. Florin, a a short, rough time. Shaerl, a Cormyrean
the Moonsea to western lands made it a ranger, refused the honor, but Doust Sul- agent sent to manipulate him, instead fell
prime target for the Zhentarim, when wood of his companions accepted and be- in love with the young lord, and they
they came to power. Their agents, mon- came a surprisingly good ruler. He married. Their first child was just born.
sters, and poisons weakened the dale’s formed a democratic council of respected
KEY
strength and slew Aumry. (His magical local citizens and held regular “Lord’s
staff, which summoned a servant umber Courts,” in which all citizens could speak 1. The Tower of Ashaba
hulk, was later stolen from his tomb by freely about their concerns. The dalefolk 2. The Old Skull
Lashan of Scardale and subsequently lost grew to love and trust Doust and his com- 3. The Old Skull (inn and tavern)
in the fall of Lashan’s empire.) panions, but the presence of their strong 4. Elminster’s Tower
The evil fighter Jyordhan, a Zhentish rule brought repeated Zhentilar attacks, 5. Mother Tara’s
agent, came to power in the dale, and the including a memorable battle in which
tower fell into disuse, soon becoming Shadowdale’s greatly outnumbered forces

107
Suzail Adventurers’ Quarters: Suzail has Currently prominent noble families in-
many inns. Those that welcome adven- clude Bleth, Cormaeril, Dauntinghorn,
Capital of Cormyr, “The Forest King- turers include: Emmarask, Huntcrown, Illance, Rowan-
• The Nightgate Inn (the only accessible mantle, Silversword, and Wyvernspur.
dom”
Who Rules: King Azoun IV of Cormyr lodging when the city gates are shut, at Royal nobility include the families
(LG hm F20, *FR7) dusk—good/expensive); Crownsilver, Huntsilver, and Truesilver.
• The Leaning Post inn (excellent/ Important Features in Town: Readers
Who Really Rules: Azoun and Vanger-
dahast (LN hm W(now)17, *FR7), royal moderate); are referred to the more complete city
magician to the Realm and Chairman Em- • The Six Candles inn (good/cheap); map included in *FR0.
perius of the College of War Wizards. The • The Wailing Wheel inn (fair/cheap). Although Suzail is a busy port and
• While not catering directly to adven- boasts shops and taverns of some repute,
War Wizards are loyal mages whose mag-
ical support is the backbone of Azoun’s turers, the Hidden Lady (good/cheap) is a its crowning glory is indisputably the
strong rule and the daily peace of Cor- less-frequented inn for those who are on Court. The Palace is grander and more
myr. the run. opulent, but is after all, a palace, and pal-
Population: 129,000 (registered); esti- Important Characters: aces stand all over Faerun, for those lucky
mated average 148,000, with a summer- • Alaphondar, Sage Most Learned of enough to see them. The Court, however,
time high of 160,000. the Royal Court (NG hm F1, S: history, is unique among modern human cities.
Major Products: Cloth (durable wool- genealogy, and court law of Cormyr); It is a vast, labyrinthine structure,
ens, often trimmed with leather), ivory • Barandos Hawklin, head of Hawklin sprawling almost a quarter mile in length.
and bone carvings, armor. noble family (LN hm F7); Its many rooms are linked by arches, gal-
Armed Forces: A garrison of 4,500 Pur- • Bezenttar (CN hm F3), merchant; leries, balconies, and sweeping stairs, and
ple Dragons, led by Sthavar, Lord Magis- partner in the Dragoneye Dealing Coster. include enclosed, glass-roofed courtyards
ter of the City (LG hm F15); the Imperial • Fallas of Thentia (LN hm F2), mer- where fountains gurgle softly and harpists
Navy of Cormyr (14 major ships and their chant: deals in lace, lingerie, costume jew- play. It houses the entire Court, the festive
crews, totalling 2,500+ trained sea war- elry, sashes and finery. and social heart of Suzail: the parties, in-
riors); and the War Wizards (see below; • Maerun Stoutbold (CG hm F5), mer- trigues, and traffic of many nobles, en-
an estimated 65 are city residents), led by chant; “boats bought, sold, outfitted, voys, hangers-on, and social climbers,
Vangerdahast. rented, and repaired—no job too big, no plus offices and officers of the Crown, the
Notable Mages: job too small;” bureaucratic and practical servants who
• Saszesk (NE hm F3), a quiet smuggler are the fingers of Azoun’s long hand.
• Argul (“Argool,” LN hm W13), who
provides spell scrolls for very stiff fees. of goods and people. Guests of the Crown are given apart-
• Baskor (NG hm W9), a surly, stout • Thentias (CN hm F2), merchant and ments in the Court (unless Azoun wishes
mage often to be met in tavern after tav- large-scale landlord in Suzail and to have them in the Palace, a rare honor in
ern of the city. Yhaunn, willing to trade in his own these troubled times). It is possible to
• Laspeera (NG hf W14), graceful and grandmother if it benefited him in real es- wander through the Court all day and still
fearless, prominent in the War Wizards. tate. not see it all or meet with everyone else in
• Maxer (NG hm W(In)11), usually re- • Council of Mages. All mages of 5th residence.
clusive, but recently awarded the title level and greater entering Cormyr must Cormyreans from outlying villages
“Defender of Suzail” by King Azoun for register with a king’s herald, local lord, or speak of the Court with awe. It symbol-
his defeat of four dragons who attacked at the Court. They are welcome at Coun- izes the importance of the common folk in
the city (*FR0). cil meetings (evening affairs held in the Cormyr, standing as ‘their’ place amid the
• Valantha Shimmerstar (CG hm W13), Court once every three rides). Vangerda- nobles’ halls and the grand villas of the
a War Wizard, famous for her singing and hast (or in the event of his absence, Las- wealthy, second only to the Palace itself.
mischief at festival parties. peera) chairs these meetings. Mages most Around one side of its many windows
Notable Churches: loyal to the Crown can, by free choice runs the broad Promenade, the most im-
• The Towers of Good Fortune, temple and Azoun’s agreement, swear a secret portant street in Suzail and one of the best
complex to Tymora; High Priest and oath (known to involve a geas spell cast shopping strolls in the world, and around
Luckmaster Manarech Eskwuin (CG hm by Vangerdahast prohibiting them from the other, the sculpted beauty of the trees
P12); 14 priests (including the Curate working to the harm of Azoun, his family, and gardens of the Royal Gardens, de-
Winefiddle), 240 followers; or the good of his kingdom), and become scending to the glimmering waters of Lake
• The Silent Room, temple of Deneir; War Wizards in the service of Cormyr.
• Nobility: The noble families of Cor-
High Priest and Loremaster Thaun
Khelbor (NG hm P10); 4 priests, 42 fol- myr are a large, influential, and constant
lowers. presence in Suzail. Their fashions, free-
• Shrines to Lliira, Oghma, Tempus, handed spending, intrigues, and joyous
Malar and Milil. entertainments (costume balls, feasts, and
Notable Rogues’ and Thieves’ Guilds: hunts in particular) set the tone of the city.
None known (Azoun wages war on such Half-cloaks, full-sleeved shirts or bod-
vigorously, making Suzail one of the ices, jewelled rapiers (treat as long
safest cities in the Realms). swords), and ornate masks mark the no-
Equipment Shops: Full. ble (or wealthy pretenders).
The sigil of Baskor of Suzail

108
Azoun, where in warm months pleasure- of the Promenade), and cheaper, noisier, to be seen in—the famous spot where the
sculls await. and more run-down as one nears the adventurer Samhrin unmasked, fought,
Many tales of magic, messages, maps, docks. and slew a mind flayer, and where the evil
and inscriptions hidden behind the pan- Suzail boasts a wealth of shops, good Dramordugas of Thay picked a fatal fight
elling of the Palace’s rooms make the inns, better taverns, and restaurants. with a saucy she-mageling who turned
rounds in Cormyr, and most are true. (Eating out is a city-wide pleasure and tra- out to be a gold dragon. This latter
Also true, however, is the far-less-often- dition. A new, fast-growing custom is to encounter gave the tavern its present
heard rumor of diligent magical eaves- have hired meals “run in”—delivered hot name, and also led Vangerdahast to insti-
dropping by loyal War Wizards, carried to one’s abode.) gate certain security measures to protect
on constantly in every chamber and back Adventurers are directed to two tav- the nearby Court and Palace. (It is sus-
passage of the Court. Visitors should con- erns in particular. pected that secret passages, wands, and
sider themselves warned. • The Laughing Lass is cozy and well- War Wizards are involved.)
Local Lore: Suzail was called “the policed. Many sailors, adventurers, and The Royal Treasury under the Palace is
brightest jewel of Cormyr’s crown” by the mercenaries gather there, and many deals also famous, though very few visitors
elven sage Olaurae of Myth Drannor, are made. Its name reflects its secondary have ever seen it. The vaults are said to be
some five hundred winters ago. It remains use. Veteran adventurers are well aware heavily guarded by magic, traps, and
one of the cleanest, wealthiest, and safest that the best way to fence stolen goods, monsters-and to contain great wealth
cities in Faerun, a place travelers love to make contact with outlaws, or arrange and magical treasures.
visit. shady deals in the city is with one of Su-
The ‘bad part of town’ lies in the west, zail’s evening-ladies, in a stout-walled KEY
near the harbor. Some gentlefolk of the room upstairs at the Lass.
1. The Palace Royal
city never go there. Others never venture • The Dragon’s Jaws, occupying a stra-
2. The Promenade (street, from Horn-
toward the eastern walls by the harbor, tegic corner location on the Promenade, is gate in the west to Eastgate in the
where stand the jail and the barracks of even more famous. To Suzailans, it is a
east)
the city’s garrison. place of meetings and business dealing, as 3. The Court
Between lie bustling, close-crowded well as much gossip. Its good wine cellar
4. Vangerdahast’s Tower
shops, houses, and inns. These are more and even better food are justly praised,
5. The Dragon’s Jaws (tavern)
wealthy and exclusive as one approaches and when open (during daylight only), it 6. The Laughing Lass (tavern)
the Palace (the nobles almost all live north is always crowded. To visitors, it is a place

109
ined strongholds of the elves and humans
Tantras
who shared the mountains with orcs and
worse, when dwarves ruled all these
Independent City
lands—hoping to find lost magic, meeting
Who Rules: The High Council (the
with some success.
heads of 16 noble merchant families plus
• Tarntassa (NG hf W16), a bronze-
the High Priest of Torm).
haired adventuress-mage immediately rec-
Who Really Rules: Alliances among the
ognizable in the streets by her tall stature
old merchant noble houses, voting to-
and long, long ponytail. She went to
gether at Council to arrange affairs to Korombos, an elder
Waterdeep in the Time of Troubles, and
their liking. Current alliances are as fol- rune for “chaos”
has since returned to Tantras as a friend
lows (family surnames given): Aldimer-
and ally of Khelben—and, secretly, of the Harpers are also strong in the city, under
Mathlin-Uruthkurt; Baraedin-Mithertul-
Harpers, who are welcome at her Tower the local guidance of the Temple of Milil,
Onsil-Naskurl; Channath-Elovear-
off Sandril’s Lane, if they come quietly, by but largely leave the Grayclaws alone—
Laranadda-Tithlin-Vandover.
night. because the Greyclaws have very effec-
Population: An estimated 69,000 year
• Zhundult “Stormhand” Ulblesk (CN tively fought off attempts by the
round, rising to 86,000 in summer (maxi-
hm W15), an aggressively private, dan- Zhentarim, Dragon Cult, Red Wizards,
mum comfortable housing capacity is
gerous, and possibly deranged man, who and pirates of the Inner Sea (sponsored by
89,000).
spends his time researching planar powers Calishite slavers) to move into the city’s
Major Products: Fish (brought in by lo-
and conditions, and how these may be underlife and take hold.
cal fishermen and spiced, pickled, and
harnessed for use in destructive spells. The Grayclaws are currently led by
barreled in the city for shipment across
Zhundult is known to have strange and Amlithor Harlguss (CN hm T9) and
Faerun, as “Tantran finefish”—or, to
deadly blasting spells at his command. Othniir Xalast (NE hm P(of Mask)11). Lo-
those not fond of it, “silvermuck”), wag-
Notable Churches: cally important Harpers include Felitarr
ons, crates, locks, hardware (wrought
• The Temple of Torm’s Coming, temple “Flyingfingers” Wendilar (NG hm B16)
iron), carved wooden casements, railings,
complex to Torm; High Priest Barriltar and Deltara Dragynstarr (NG hf B9).
and posts.
Bhandraddon (LG hm P19); 49 priests, 75 Equipment Shops: Full (partial in
Armed Forces: The city is defended and
followers). Renamed since the Time of severe winters).
policed by the Guard (who patrol in
Troubles to reflect Torm’s earthly appear- Adventurers’ Quarters: Tantras is a
groups of 14, except in the harbor, where
ance in the temple itself, this flourishing busy trading port, with much coming and
there are standing battery garrisons of 30
establishment leads the city’s spiritual and going from the Dragonreach (via ship)
crossbowmen as well as the usual mobile
social life. Parts of its main building are and the interior of the Vast. It has many
patrols, under the command of the duty
mapped and described in *FRE2. inns, which welcome adventurers along
officer of the harbor). These are typically
• The House of Glory, temple of Tem- with everyone else. These include:
F1s suited in field plate decorated with the
pus; High Battlemaster Thiotar Umbar- • The Roaring Lion Inn, “the best in
arms of the city (see below), armed with
ton (CN hm P17); 16 priests, 22 followers; town” (excellent/expensive);
spears, short swords, and daggers. Offi-
• The Morning Halls, temple of Lathan- • The Weeping Wyvern, large and fairly
cers (typically F5s) have maces, morning-
der; High Morninglord Alansyn Ambrilar new (good/expensive);
stars, and short swords. Sergeants
(NG hm P14); 14 priests, 21 followers. • The Green Sirene, favored by sailors
(“longswords”) are F2s or F3s armed with
long swords and maces instead of spears • The House of Skilled Hands, temple (good/moderate);
of Gond; High Artificer Eldorn Mindalar • The Lazy Moon Inn, well-located and
and short swords. There are about 900
(N hm P16); 9 priests, 18 followers. always busy (good/moderate);
guards in Tantras.
• The House of Moonlight, temple of • and Gulder’s Good Grub Inn, cozy
The Guard is headed by Lassalar Ormi-
Selune; High Priest Pellar Thalangrim
tar (LN hm F12), who is head of the Ormi- and usually full of regulars in all but the
(CG hm P14); 9 priests, 16 followers. depths of winter (good/cheap).
tar noble family and a member of the
• The Happy House of Splendor and Tantran inns tend to be quiet places
Council. The guard is directly account-
Song, temple of Milil; High Mistress of where hard-working merchants can get a
able to the Council, but loyal to Lassalar,
Song Elassuara Narithan (NG hf P14); 6 good sleep; noisy carousers are expected
who is more practical than some mer-
priests, 11 followers, all bards of levels 2 to go to a tavern at any time of the day, if
chant nobles when it comes to curtailing
to 12. they wish to revel. Tantras has a famous
some of the freewheeling freedoms that all
• The House of Hope, temple of Ty- nightclub, the House of Twilight; a very
merchants want.
mora; High Priestess Lashaera Thindol good tavern, the Net of Stars; and an infa-
Tantras can field a militia reserve of
(CG hf P13); 5 priests, 8 followers. mous, very wild tavern, the Silly Satyr.
6,000 men and women, all F1’s. Most of
• Shrines to Lathander, Loviatar, Um- There are others, which often open in
these reservists have other jobs in the city,
berlee, and Waukeen. small shops near the center of the city, ap-
and are considered poor quality.
Notable Rogues’ and Thieves’ Guilds: pearing and disappearing with the chang-
Notable Mages:
“The Grayclaws” are an organization of ing fortunes of their owners.
• Dhaerhaera Nanatar (CG hf W9), an
smugglers and thieves who operate only Important Characters:
adventuress who recently captured and
against visitors and Tantran natives who
tamed a griffon, which she often rides into • Bhaeryta Chassendora (CN hf F5); a
have grown very rich, very arrogant, merchant specializing in rare and
the Vast in search of adventure. She is cur-
very unscrupulous, or all three. The difficult-to-find substances used in magic.
rently searching the ancient tombs and ru-

110
She sells to mages and often buys her has made Tantras a more popular port surmounted by three silver stars, on a
wares from adventurers who acquire than other nearby ports offering access to field of royal blue.
them as the spoils of their adventuring— the Vast. Tantras is a wealthy and proud city, still
dragon blood, wyvern scales, and manti- Tantras is a prosperous city, from its vigorous and active, rather than decadent
core spikes, for example. grand nobles’ houses to the well-kept cot- or set in its ways. Dominated by the wor-
• Somidorr Danthan (NE hem T12), a tages of shopkeepers and laborers. Its ship of Torm and the entrepreneurial dili-
dangerous character who has become shops offer fine wines and a good variety gence of its merchant families (in
very rich by shrewd smuggling decisions, of curios and hard-to-obtain gear; estab- particular, the established noble families
and wishes to increase his personal power lishments are more fully detailed in mod- who have been leading citizens of the city
by acquiring useful magical items from ule *FRE2. for four generations or more), Tantras is a
anyone who happens within his reach, by The widespread damage from the Time place of bustling industry, to which
any means necessary. of Troubles has been almost entirely re- farmers and craftsmen of the Vast bring
Important Features in Town: Visitors to paired (the only evidence left is that many their wares for sale to far-off lands of
Tantras often remark on its crowded, of the city’s trees are small, newly-planted Faerun via the ships that come here.
busy harbor—not for the activity, which saplings), but a large area of the northern
can be found in many port cities all over city and beyond remains magic dead, the KEY
Faerun, but for the many cranes used in ground burned and blasted down to bare
loading and unloading. Installed by the rock. Spellcasters will feel dazed merely 1. Tantras Harbor (ballista batteries and
local temple of Gond, which collects a upon entering the area. Diligent work by chain-boom barrier guard entrance,
copper piece for each cargo-load lifted by the restored Torm has made magic work cranes within facilitate loading and
them, these innovations (also found in again within most areas of the city itself. unloading)
several other places in the Realms, such as However, the magic-dead regions within 2. The Sea Tower (main fortress, armo-
Baldur’s Gate and nearby Scardale) en- the city walls and without are now being ries, troop training area)
able Tantras to handle a high volume of settled by those individuals who would 3. The Market (open-air marketplace)
freight in a short time. This ability, coup- prefer to not be affected by opponent’s 4. The Temple of Torm’s Coming (atop
led with the strict policing of the harbor magic, and the foundations are being laid the city’s highest hill)
and the high security of its defenses—and for several large towers north of the city. 5. The Great Bell (atop hill)
the contrasting tolerance of merchant Local Lore: The heraldic arms of the 6. Fountain of the Mermaid (local land-
needs and ways that governs the city— city are a silver curling wave (breaker) mark)

111
him captured magic they can’t use, leav- soldiers who’d like a room for a quiet
Tilverton ing his property strictly alone. dice-game or two away from watchful of-
Notable Churches: ficers, and adventurers come to try their
Town; protectorate of Cormyr
• The Temple of Gond Wondermaker, luck in the Stonelands.
Who Rules: Lady Regent Alasalynn
(formerly Gharri’s House), temple com- Tilverton also has three inns.
Rowanmantle (CG hf F9). Cormyrean no-
plex to Gond (High Priest Gharri was El- • The Windlord’s Rest is small and cozy,
blewoman, cousin to Shaerl Rowanman-
der of the town, and later Lord Regent, run by Thungor Triblane (LN gm W(I)3).
tle, Lady of Shadowdale, and an elected
before his disappearance). Burlan Al- It is described and mapped in *FRC2, and
council of local citizens.
maether (N hm P12) is acting High Priest is (good/moderate).
Who Really Rules: King Azoun IV of
over 26 priests and 39 followers, as the • Grimwald’s Revenge is owned by the
Cormyr. The Council is nominally inde-
clergy await a sign from Gond identifying Rogues, and earns them a fairly steady in-
pendent, but all major decisions further
their proper new leader. The temple has come. They use it for meeting caravan
Cormyrean rule.
recently attracted new clergy; Gharri was masters willing to bring needed supplies
Population: 12,100 (registered, without
regarded as an important servant of and take away too-easily-recognizable
the military). Real population is about
Gond, having something of a personal re- booty for sale elsewhere. It is sound-
12,400 in winter and 13,800 in summer,
lationship with the god. There is great in- proofed and honeycombed with secret
rising to 14,700+ in wartime (Tilverton
terest in the possibility of Gond passing panels and passages, allowing Rogues to
can house 16,900).
Gharri’s mantle of personal importance to easily rob paying guests.
Major Products: Horses (bred, trained,
someone in Tilverton. The inn is named for the threatened
and doctored), furs, gems (mined in the
• Shrines to Helm, Lathander, Mask vengeance of the wizard Grimwald on
mountains), and pottery.
(set up secretly underground by the those who destroyed an item he’d created
Armed Forces: A garrison of 850 Purple
Rogues), Silvanus, and Tymora. which reputedly could transform human-
Dragons, who patrol constantly. The pa-
Notable Rogues’ and Thieves’ Guilds: oids into frogs so Grimwald could steal
trols have been strengthened over the
The Rogues of Tilverton are now the only their worldly goods. The inn’s prices are
years: a typical patrol now consists of 40
local outlaw organization. There are indeed high, and there are a lot of frogs
F3s and F4s, commanded by an F6 or F7,
Harpers here, but Zhentarim and Dragon hopping about, but there are no known
mounted on medium warhorses. All wear
Cult agents have all been slain or driven instances of guests actually disappearing.
field plate, are armed with lances, maces,
out. This good/expensive inn is run by the
long swords, crossbows, and daggers,
The Rogues faced competition from a jovial Hasantasser Bloodshoulder (NG
and ride with 10-20 archers and 1-3 War
mysterious group, the Fire Knives, who hm T7, member of the Rogues). He keeps
Wizards.
have either left or been destroyed very re- caged pet frogs, releasing one to wander
The archers practice firing from the
cently. The Knives were evil priests and whenever the Rogues pull off a major
saddle, and wear leather armor. Each has
fighters, linked with priests of the fallen theft. Two frogs with prominent yellow
a long sword, four throwing daggers, a
god Moander, and were active in the markings have packets of dust of disap-
long bow, and four 21-arrow quivers.
town’s sewers. The Fire Knives have been pearance glued to their bellies, for use by
The wizards are of levels 2-5, with full
reported destroyed, but previous declara- Rogues in distress. All stairpost knobs in
spells, several scrolls, and 2-12 potions of
tions of their demise have been proven the inn twist off in a certain way, to reveal
healing in steel vials. They do not carry
wrong before. handy storage niches. Each holds a dag-
spellbooks on patrol.
The Rogues traditionally inhabit the ger, garrotte, black silk face mask, and a
In Tilverton’s streets, foot patrols of 10-
sewers. They consist of 70 or more NE dust of disappearance packet. The Re-
20 F3s and 1-2 wizards are armed with
thieves of levels 2-5, aided by local mer- venge is connected to the sewers by sev-
slings instead of bows and lances, and
chants (who escape heavy thefts by pro- eral concealed ways.
commanded by an F5. No archers accom-
viding cooperation and information), and • The Whispering Witch is a dark, cozy,
pany them, but 26 are on call.
3-12 fighters of levels 3-10. shady place where unexplained sounds
When Tilverton is threatened, the
The Rogues have been led by the Gross- are often heard, and spells go off behind
Council may vote to call out the militia
man family for decades. At present their closed doors (good/moderate). It is kept
(the Regent and Purple Dragons lack the
leader is either Artur “the Fat Man” by two sisters with no connection with
authority to do so). Its maximum muster
Grossman (N hm T10) or, if he is slain, his the Rogues: Aluana Nithrin (CG hf W7)
is 470, trained in riding and arms, and in-
daughter Lharae “the Lithe” (CG hf T8, and Jhansabella Nithrin (NG hf W6).
cluding adventurers, trappers and hunters
Dex 18), who played no open part in the Their cook, the balding, bearded Alstigar
who know the countryside well.
Rogues for years, instead using her the Silent is secretly a NG hm B9, and
Notable Mages:
beauty and wits to infiltrate first the their stablemaster Kheldrar Ghaudelar a
• Filani of Tantras (N hf W9, S: politics
clergy of Gond and then the Cormyrean LN hm B8. All four are Harpers.
and history of the Dragonreach and
garrison to gather information for the Important Characters:
Moonsea North). She is a business-
Rogues—and the occasional “missing” • Andalara (CG hm R9), a local Harper
woman, selling information, not scrolls,
gold coin or magical item for herself. who roams the countryside with six half-
cast spells, or her services in battle.
Equipment Shops: Poor. elven fighters. They bring back prized
• Gahlaerd Mossmere (NG hm W12), a
Adventurers’ Quarters: Tilverton has game and rare woods for a living, and
researcher of new spells who has made
two dozen rooming-houses, filled in sum- scour the Gap for orcs and other evils that
peace with the Rogues; see below. He aids
mer by hunters and horse-traders. In manage to slink past the Purple Dragon
them with magic and a safe house to hide
winter they are empty of all but off-duty patrols. When not hunting, Andalara can
in-they enter by the sewers, bringing

112
be found at her brother’s shop, Dundar’s to secure Tilver’s Gap, sending “aid” to Knee-deep in water in some places,
Fine Swords, finishing blades and making the beleaguered town in the form of a per- these underground ways are home to the
scabbards. Dundar is a CG hm F6. manent garrison. Rogues and many monsters, including
• Brieth Tanalar (CN hm F6), a local The stockyards and grounds were built undead as powerful as spectres, and at
horse breeder and rancher of note. His over (relocated outside a hastily-built least two competing bands who intend to
fine mounts are bought as far away as Ca- earthen ridge and ditch, now a stone eventually rule the sewers: trolls under a
limshan for stud purposes, personal use, wall), the shanties replaced by stout stone troll ‘lord,’ and a ghoul band led by a
and racing. He is suspicious of buildings, and the population grew as ghast ‘king.’
strangers—the world seems all too full of hundreds of opportunistic Cormyreans Local Lore: Tilverton has always been a
horse thieves! arrived. Locals who grumbled about be- dangerous frontier town of adventurers
• Phidalpar Undreir (NE hm T3), a fat, ing “stamped under Azoun’s boots” have and ready magic, where much hidden
grasping merchant, a fast-hands-dealer largely fallen silent, as the influx of Cor- treasure has accumulated over the years:
whose shrewd dealings have made him myrean soldiers, merchants, and trade the lost hoards of adventurers who went
very rich. Not a Rogue, he uses sleep- has enriched them, and the wall has (at on one expedition too many and never
poisoned darts and daggers to keep his last!) afforded protection against raiding came back.
wealth, and is always willing to fence brigands and monsters.
KEY
awkward items for adventurers or hire Other citizens, such as Gharri, un-
them for this or that simple, little job. happy under the iron hand of Duke Bhe- 1. Temple of Gond Wondermaker
Important Features in Town: Tilverton reu (cousin of King Azoun), left town. 2. The Windlord’s Rest (inn)
was a small, muddy town of stockyards Bhereu left soon after Lashan’s fall. A rest- 3. Filani the Sage
and caravan campgrounds around a knoll less Suzailan noblewoman was made re- 4. The Market (with the Council Tower
crowned by a few grand homes, a ruined gent. at its center)
keep, and the temple of Gond, Gharri’s Below ground is an older world. A lab- 5. “Tilver’s Palace” (ruined keep)
House. Old, battered, stone houses and yrinth of sewers large enough to walk in
many leaning wooden shanties ringed the lies beneath Tilverton, the remains of a
yards. long-ago elven and human trading settle-
Then Cormyr came. In the face of ment that grew around the keep of the
Lashan’s expanding empire and increasing archwizardess Tilvara (now ruined,
orc and Zhentilar raids, Cormyr moved known as “Tilver’s Palace”).

113
ple has lost all of its followers and many bel, who fled that city’s uproar and chaos
Urmlaspyr of its clergy; those who remain are still in the Time of Troubles for the relative
uncertain what to do with their lives in quiet of Urmlaspyr.
City of Sembia
the face of continued silence from their • Destrin Chamaerlyn, “the Sword of
Who Rules: Aluin Sumbrar, Hamarch
goddess. Muntiver has secretly contem- Tyr” (LG hm Pal18), who heads the Ha-
of the City (mayor, elected for life—LN
plated becoming a worshipper of the new march’s Hands, a group of two dozen
hm F2). He is a short, stout, weary man of
god, Cyric, who may possibly have stolen good adventurers dedicated to battling
wry humor and little power.
some of Waukeen’s power. evil in Urmlaspyr. They often tangle with
Who Really Rules: The merchants of
• (Secret) Temple of the Cult of the smugglers from Westgate, Zhentarim
Urmlaspyr, who do very much as they
Dragon; High Dragonservant Faerlaur agents, and Red Wizards, and act as an
please.
Onthim (NE hm P10), his spells granted unofficial hit team where the Guard fails.
Population: 77,400 (registered); esti-
by Shar and Cyric; 6 priests, 13 followers. • Ethervel Mistrivvin (NG hm B4), a
mated real average 82,500 year-round,
• Shrines to Deneir, Lathander, Tem- young, rising songmaster (composer), in
rising to a summer high of 98,000. The
pus, and Torm. need of money and willing to go on ad-
city’s current housing can hold about
Notable Rogues’ and Thieves’ Guilds: ventures.
106,000.
All groups found in Saerloon (q.v.) oper- • Fendlara Astarma (CN hef F6), a
Major Products: Ships, barrels, chests,
ate in Urmlaspyr, plus the Cult of the young adventuress known for throwing
pottery, glassware.
Dragon (see above), Harpers, Red Wiz- wild parties and doing crazy things on
Armed Forces: A guard of 4,000
ards, and Zhentarim agents, all of whom dares, like swimming across the Neck by
“helms” trained and equipped like those
fight continually with each other. Thieves night.
of Saerloon (q.v.), who police the city,
and smugglers from Westgate also operate • Waelmar Zemphrin (CN hm F7/T3), a
nearby roads (to the Cormyrean border,
extensively here. stout, ferociously mustachioed man of
which is marked by the River Lurlar), and
Equipment Shops: Full (partial in gruff manners and ready weapons, who
the waters of the Neck. The main naval
severe winters). loves a good fight with pirates and is often
and commercial shipyards of Sembia can
Adventurers’ Quarters: Urmlaspyr has hired as a cargo guard by merchants trav-
be found here; the Guard has 11 major
surprisingly few inns, having more tav- eling to Westgate.
ships at its disposal.
erns and rooming-houses (a group of sail- Important Features in Town: Urmlas-
No table Mages:
ors generally rents a barred, well-guarded pyr is small and businesslike, dominated
• Olbaerin Nightnever (LN hm W (C)
room to hold their valuables and other by shipyards and the necessary ware-
15), a reclusive, careful researcher into el-
worldly possessions while they are at houses, loading booms, and cooperworks
emental summonings and the sorcerous
sea). The inns that do exist cater to any- of shipping. Visitors to Urmlaspyr inevi-
control of beings.
one whose gold is good, however, and in- tably pass through or wind up in the Long
• Pendara the Slim (CG hf W12), a
clude: Market, a rectangular, open marketplace
dashing adventuress famous for riding an
• The Dragonviper’s Anchor, run by in the city center. It is vast and crowded,
untamed griffon to a crash-landing in
Olem Surtrar, once captain of the Dra- with stalls selling wares from all over
Windsummer Street, in front of her
gonviper. Its massive anchor dominates Faerun. To the east, the spired temples
home, six seasons ago.
the front foyer of this old and worn but and the homes of the wealthy and nobles
• Xundra Sharmhand (NE hf W(N)16),
pleasant inn (good/moderate). rise up atop a small ridge. The seaward
a secretive sorceress who works exten-
• Dolphin House is a large, grand place end of this ridge is encrusted with old bat-
sively with necromancy and commands
of carved stone, spotless conditions, and tlements, all that remains of Urmlaspyr
many undead, including skeletal rats,
quick service (excellent/moderate). Keep. Still retaining its warlike name, this
bats, snakes, cats, and hounds.
• Wyvernlorn’s Wayhouse, by the city’s structure is now used as a barracks and
Notable Churches:
western gates, is a ramshackle but cheer- jail.
• The House of Wonders, temple of
ful place, always crowded and popular Directly north of it is the Hall of the
Gond; High Priest and Noble Artificer
(fair/cheap). Port, a meeting house where sea captains
Yanneth Kerigg (N hm P18), known for
• Urmlaspyrkey House is a snobbish, gather to agree on the rules and tariffs of
his skill at crafting weapons of top qual-
cold, cheerless place, normally deserted the port. Such meetings are chaired by the
ity, which mages are pleased to enchant;
(poor/expensive). Hamarch, but he in no way controls
16 priests, 6 followers.
• The Hall of Luck, temple of Tymora; • Some of the better taverns in Urmlas- them. The hall also serves as a courtroom
pyr include The Three Sails, the Tattooed and holds the city officials. One of the
High Priestess Jolara Thanterim (CG hf
Troglodyte, and the Leaning Lance. Such Hamarch’s only ways of dealing with defi-
P14); 14 priests, 21 followers.
establishments are open the clock antly unruly ship-captains (there are a lot
• Darkwave Hall, temple of Umberlee;
round—sailors with too few coins for of those on the Inner Sea) is to lock them
High Priest Untharym Frostanar (CE hm
both bed and beer usually sit up all night up and seize their ships, or exile them for a
P12); 7 specialty priests, 4 followers.
in one drinking and catch up on their time, holding a ship or cargo to ensure
• Stormhaven House, temple of Talos;
sleep where they lie, after being thrown good behavior. He levies such penalties
High Priest Thancrom Talastarr (CE hm
out into the alleys, in the morning. occasionally with great satisfaction. For
P15); 4 specialty priests, 3 followers.
Important Characters: security, the hall is surrounded by guard
• Goldhall of the Sacraments, temple of
• Aldolphus the Stout (LN hm F1, S: ge- barracks.
Waukeen; High Priest Muntiver Salesh (N
ology, botany and myconology medicine, Local Lore: Urmlaspyr remains a fairly
hm P17); 5 priests, no followers. Since the
astronomy); formerly a resident of Ara- quiet place, despite being barely a day’s
Time of Troubles, this once-mighty tem-

114
sail from seamy Westgate. That’s more Urmlaspyr has, of course, many tales
because everyone’s busy-busy-busy than of lost treasure, either beneath the waves
it is due to any particularly law-abiding of the harbor or the sea nearby, or hidden
nature of Urmlassans. Urmlaspyr is one away by now-dead pirates, smugglers,
of the no-frills workhorses that allow a and fearful nobles in the city, over the
rich nation like Sembia to carry the effete years. Certainly Urmlaspyr has a wealth
and patronizing nobility and wealthy folk of damp cellars and dripping sewers to
of Selgaunt and Saerloon. Urmlaspyr’s hide loot in-provided it can survive
own nobles are old-money families who damp, because the sea often floods parts Bairemuth, an elder
have little time for foppery and ostenta- of the sewers. Urmlassans whisper of liz- rune for “death”
tious spending or snobbery. They make ard men and worse monsters that slither,
lots of money, however—what they lose drip, and swim their soft, squelching
plans to rule the city, and that many of the
on any of their ships that may sink or be ways about in the darkness below sea-monsters and dark intrigues of the
seized by pirates is more than made up for Urmlaspyr’s homes and streets. It is true
city are bound up with this grand clerical
at the shipyards: everyone’s ships are con- that several such creatures are slain each
plot, though nothing has ever been
stantly in need of repairs. year by helms or by adventurers, and that
proven.
Urmlassans are in general tolerant folk, some citizens disappear forever from their
more friendly with Cormyreans, rural rooms every year, leaving behind only
KEY
Sembians, and dalefolk than with their wet patches and slime.
louder, brasher fellow citizens of Selgaunt Some sailors are reluctant to dock in 1. The Long Market
and Saerloon, whom they often refer to in Urmlaspyr, and conclude their business as 2. Urmlaspyr Keep
disgust and derision as “coinheads,” be- quickly as possible before getting to inns 3. The Hall of the Port
cause they are only idiots who think only outside the city gates. They whisper (cor- 4. Tower of the Hamarch
of money. rectly) that the priests of Umberlee have 5. The Tattooed Troglodyte (tavern)

115
tutor for fees. Everything in his abode organizations in hiding or on the run.
Westgate seems to be magically trapped or Their one requirement is that the group
guarded, and he is a dangerous foe. offered sanctuary does not conflict with
Independent City
Notable Churches: the aims of the Night Masks. Such groups
Who Rules: A council of rich, noble
• Painbliss Hall, temple to Loviatar; as the Fire Knives of Cormyr have used
merchant families, who elect a head, the
High Whipmistress Spyrytara Xalass (LE Westgate in the past as a place to hide.
Croamarkh, every four years. The cur-
hf P16); 27 priestesses, 34 followers. The city remains a hotbed of individuals
rent Croamarkh, serving his second term,
• The House of the Wheel, temple of who prefer to carry out their business
is Luer Dhostar (LN hm F7), head of the
Gond; High Artificer Ashuntira Elhorn with a minimum of outside interference.
Dhostar noble family.
(N hef P14); 11 priests, 26 followers. Equipment Shops: Full.
Who Really Rules: Depending on who
• The House of Spires and Shadows Adventurers’ Quarters: Westgate has
you talk to, either any one of a handful of
(“the Shadowspires”), temple of Mask; two sorts of inns; those outside the walls,
warring merchant clans, or the Night
Shadowlord Demarch Hond Rhauballa for travelers willing to accept less protec-
Masks (see below).
(NE hm P13); 9 priests, 21 followers. tion against brigands in exchange for bet-
Population: 96,000 (estimated, year-
• The House of Ilmater, temple of Ilma- ter protection against full-scale thievery,
round), rising to about 114,000 in sum-
ter; High Priest Hunn Irblast (LG hm and those inside, where thieves abound.
mer.
P13); 6 priests, 12 followers. • Of the first sort, the Leaning Man
Major Products: Perfume, (excellent
• The Hidden House, temple of Leira; (fair/moderate) lies outside the West
and highly-prized), wine (which varies
High Mistmistress Halautha Immerstar Gate,
wildly in quality, but is widely sold), and
(CN hf P14); 6 priests, 4 followers. • next to the Spitting Cockatrice (good/
pottery (rather poor).
• (The Place of) Waiting Death, (secret) expensive)
Armed Forces: The city watch (militia)
temple of Talona; Most Fatal Horror Ilua • and the Empty Fish tavern.
polices the town, and consists of 2,200
Yhestin (CE hf P13); 4 priests, 4 followers. • Just south of these, outside Mulsan-
leather-armored F2s to F4s, armed with
• The House of the Winds, temple of Ta- tir’s Gate, are the Westward Eye (good/
clubs, short swords, daggers, and
10s; Stormlord Elort Rhomsivin (CE hm moderate)
capture-nets (successful attack roll entan-
P12); 3 priests, 4 followers. • and the Gatereach (excellent/
gles target, equalling the effect of a slow
• Shrines to Beshaba, Lliira, Malar, and expensive).
spell and allowing automatic hits by op-
Shar. • All by itself, outside the city walls to
ponents for the next two rounds). The
Notable Rogues’ and Thieves’ Guilds: the southeast, is the Rising Raven (good/
watch is headed by Durgar the Just (LN
The Night Masks, a band of thieves, as- moderate).
hm P(of Tyr)14), who serves as the city’s
sassins, and enforcers who operate • Inside the city, travelers can choose
judge. Most serious crimes require a jury
largely by night. They openly leave their between the Jolly Warrior, just inside
of merchant citizens for sentencing.
domino-mask symbol or token at the West Gate (excellent/expensive);
Westgate has no standing military, and
scenes of crimes, or as warnings to those • the Gentle Moon (good/moderate);
does not patrol the roads outside the city
they would coerce into other courses of • and The Black Boot, a nasty place of
walls. In times of need, mercenaries are
action, and try to run the city’s affairs by nightly murders and brawls, just by the
hired for the city’s defense; there are usu-
threat and manipulation. River Bridge (poor/cheap).
ally around 3,000 mercenaries for hire in
On many mornings, blood and bodies Important Characters:
the city at any given time. The larger mer-
are found in the streets, or floating in the • Ainsbrith (CN hm F1, S: zoology);
cenary forces operating out of Westgate
harbor, as the Night Masks clash with member of the Guild of Naturalists, ex-
accept a small retainer to make them-
desperate merchants, armed travelers, or pert on monster poisons.
selves available in times of need, to pre-
with the well-armed private bodyguards • Bremaerel (LN hm F2, S: zoology);
vent them from hiring with those who
of the noble families. The Masks don’t en- member of the Guild of Naturalists, ex-
seek to take over the city by force, and to
tirely rule the city, yet, but they’re trying. pert on stirges.
prevent them from attacking the city or
The strength of the temples of Loviatar, • Farene (CN hf T9), a well-known mer-
engaging in excessively bloody inter-
Mask, and Talona reflects their numbers chant: “cosmetics, make-up, and dis-
company feuds.
and influence; they are currently thought guises; scents most rare and fine, carefully
Notable Mages:
to be almost 2,000 strong, mostly T2s to selected for you by a lady of taste and dis-
• Chalaratha (CG hef W12), “the Danc-
T6s. The Masks command a collection of tinction, Farene the Far-Traveled,” read
ing Maiden,” a breathtakingly beautiful
stolen magic, and use wands of hammer- her handbills, and every word is true. She
lady who owns and runs a scent-making
blows in their work (*FR4). is also a flirt and a gambler, known to be
company, and seldom goes adventuring.
• Gondeth (NG hm W15), a calm, diffi- The leader of the Night Masks is known armed with poisoned needle-blades con-
as “the Faceless” and is currently thought cealed all over her daring clothing.
dent caster of spells for fees, and a seller of
to be a doppleganger mage who can ap- • Nathchim (CN hm F4), a veteran mer-
scrolls, who never goes adventuring.
pear faceless, or perhaps a mind flayer. cenary leader who has acquired both tac-
• Mintassan (NG hm W(T)19), a whim-
Whoever or whatever leads the Masks, it tical battlefield wisdom seemingly second
sical, impulsive traveler of planes and
commands powerful magic and can leave to none, and an impressive array of per-
delver into ruins, odd corners, and hidden
a domino-mask brand burned into those sonal magical items to both defend him-
places. He loves adventures and is ru-
earning the displeasure of the Faceless. self and launch devastating attacks.
mored to have powerful magical items.
The Night Masks are willing to offer • The Men of the Basilisk are wealthy,
• Tersonm (LN hm W18), a coldly for-
sanctuary to other thieves and thieving powerful merchants and nobility who use
mal seller of potions and scrolls, who will

116
murder, torture, bribery, and fear to fur- wealthy city of intrigues, high fashion, over the years, but their falls may have
ther their own fortunes in the intrigues of and striving ambition. A hundred or had nothing to do with the tale, and more
Cormyr, Sembia, Westgate, and Iriaebor. more years ago, when it was a tiny king- to do with current politics and business
Thought to be based in nearby Teziir, they dom, it was also wealthy and marked by dealings.
operate very quietly in Westgate, to avoid intrigues, high fashion, and driving ambi- Westgate’s dripping, largely-flooded
angering and being brought into open tion. Folk around the western Inner Sea sewers are said to be the lair of several
conflict with the Night Masks. They do— view it rightly as a cesspool of decadent horrible water monsters, including a
with poisoned blades by night and tempo- evil, eager to make financial deals with pi- huge, great quezlarn (*FRE2) that has
rary alliances between noble house rates to leave its ships alone and attack been known to snatch sailors off the decks
bodyguards—thwart many Night Mask those of other ports, or to arrange short- of ships moored in the harbor.
plans, but take care to leave no traces be- ages and wars to drive prices up. The intrigues, murders, and suppos-
hind for the Masks to follow up. The last king of Westgate was the hated edly hidden treasures of this city are
Important Features in Town: A detailed tyrant Verovan, who perished on the endless. The recent crash of a huge red
map and description of city features can rocks of the Inner Sea during a ship race, dragon in the northern portion of the city
be found in *FR0. The city is dominated the treachery of the Red Wizards of Thay. has been cleaned up and rebuilt, though
by the harbor, and by the warehouses and Verovan’s regalia and court coffers rumors abound that the creature which
castles (armed citadels) of the noble mer- were plundered within three days of his slew the dragon is still at large. Other
chant families: Athagdal, Dhostar, death, but the vast personal treasury he mouths whisper about liches and vam-
Guldar, Malavhan, Ssemm, Thalavar, commanded has never been found. Local pires; Westgate houses an entire crypt of
Thorsar, Urdo, and Vhammos (see *FR0). legend has it that the royal coffers were liches, somewhere under one of the no-
Local Lore: Westgate’s name comes lit- guarded by fearsome monsters, and bles’ castles, with vampire guards!
erally from its role as the Inner Sea’s reached only through magical portals hid- KEY
“Gateway to the West,” the oldest, richest, den somewhere in the royal palace (now
and most corrupt port offering overland Castle Vhammos). One tale says that one 1. River Thunn
caravan facilities between the Sea of of these doors hangs in midair, at the end 2. The Tower (jail, Watch HQ)
Fallen Stars and the Sword Coast and— of a magical bridge reaching out from a 3. The Market (open marketplace)
by ship from thence—lands south of it, high battlement of the northernmost 4. Shalush Myrkeer’s Shop (largest in
avoiding the mountains, plains, and des- tower of the palace. The truth of this tale the city; buys and sells everything)
erts of Calimshan and the nomad lands. is unknown; several sprawled bodies 5. The Harbor Tower (“The Westlight”)
Westgate today is a vitally important, have been found at the foot of the tower 6. The City Watch battacks

117
plex of Tymora; High Luck Priestess Jhy- (good/cheap), True Love’s Last Chance
Yhaunn
ndara Thiolstar (CG hf P16); 34 priests, (fair/cheap), and the Buckler And Belt
71 followers. (fair/cheap).
City of Sembia
• Moonshadow Hall, temple complex • These are followed by a few indiffer-
Who Rules: The Nessarch, a mayor
of Selune; High Moonmistress Dhauna ent or truly bad places, of which the most
elected for life by the merchants’ council.
Myritar (CG hf P14); 29 priests, 52 fol- notorious are Reldegar’s Roost, a dock-
The Nessarch is currently Andilal “the
lowers. front inn and tavern (poor/cheap) “that
Stout” Tharimpar (NG hm F6), a retired
• The High Hallowed Festival Hall, would’ve grown mildew over every board
adventurer and merchant who loves gam-
temple of Lliira; High Mistress of Revels long ago, were it not for all the blood that
ing, feasts, and new jokes, all in the com-
Endress Joybringer Halatar (CG hf (spe- gets spilled on them—it inhibits the grow-
pany of good friends, particularly pretty
cialty) P16); 22 priestesses, 49 followers. ing, y’see,” as one toothless sailor said re-
human ones of the opposite sex.
• The House of the Tablets, temple of cently. He recommended the slightly
Who Really Rules: The Fives Council.
Deneir; High Scriviner Phylipas Craun- better Chained Mermaid’s Grotto at the
The resident (property-owning) mer-
tias (NG hm P15), known as “the Pom- other end of the harbor docks. This
chants of Yhaunn are eligible to sit in
pous” behind his back; 5 priests, 4 improbably-named old warehouse is
Council. The first seventy-five to arrive
followers. damp in summer, bitingly cold in winter,
can be seated, and are allowed to vote.
• The Rack of Glory, temple of Ilmater; and too expensive the year round (poor/
Five merchants are seated around each
High Priest Inrimmon Othnil (LG hm moderate).
circular table, and as a result the council
P15); 7 priests, 11 followers. Important Characters:
has come to be known as “The Fives
• The Hall of Diamonds, temple of • Ammanas Aumleagarr (LN hm F6, S:
Council.”
Waukeen; High Priest Nicenor “o’ the human music and philosophy); a rich and
Population: 97,752 (latest census rolls).
tithes” Rundeurl (N hm P12); 23 priests, 6 influential patron of the arts.
This represents the registered property
followers—all scared, desperate for alli- • Balaera Chrintavimn (NG hf F2, S:
owners of the city; the actual population
ances or the hiring of mages to provide chemistry, myconology).
is estimated to be around 102,450 in
the temple with magic since Waukeen’s • Lahumbra Sashtyn (CN hf FB); a half-
winter, rising to 117,500 or so during
sudden silence. Over 40 followers have al- crazed adventuress who loves to fight. If
most summers. The city’s maximum com-
ready deserted the temple, taking much of not hiring on for some reckless adventure
fortable housing capacity at present is
their wealth with them. of other--the more dangerous the
119,000.
• Shrines to Gond, Lathander, Sune, better-she will be found thrashing fellow
Major Products: Textiles, wickerware,
and Umberlee. patrons in a dockstreet tavern, or tum-
bricks, and glassware.
Notable Rogues’ and Thieves’ Guilds: bling Guard patrols around alleys for the
Armed Forces: Yhaunn is policed by the
The Harpers can be found in strength in sheer fun of it. Her many injuries are said
city guard, a well-trained force of 3,000
Yhaunn. They battle small local groups of to be healed by some mysterious, magical
F4s to F10s, locally known as “watch-
Zhentarim agents and Cult of the Dragon means.
blades.” All are clad in plate mail and
strike-bands fairly frequently, but have • Thentias (large-scale landlord; see Su-
armed with halberds, maces, long
managed, working closely with the Fives zail).
swords, and daggers. The guard also po-
Council, to break up and drive away local Important Features in Town: Yhaunn is
lices the waters around, using the local
bands of thieves, smugglers, and slavers. a tightly-crowded city of three- and four-
Sembian naval detachment of nine major
Equipment Shops: Full. story, half-timbered, steep-roofed build-
ships.
Adventurers’ Quarters: Yhaunn has a ings whose upper storys extend out over
Notable Mages:
full range of inns, from the luxurious to the streets. There are few private gardens
• Arthagus of the Miracles (CN hm
the filthy. All welcome adventurers just as or grounds, and almost no new construc-
W(I)7), a quiet researcher and tutor who
they do anyone else willing and able to tion; the area enclosed by the city walls is
occasionally aids the rulers of Sembia; an
pay. essentially full. By law, every seventh
expert on the spreading of false rumors,
and the owner of many protective magi- • Firedrinkers’ Inn is a first-class inn fa- building must be of stone, to slow the
cal items, including an onyx dog. mous around the Inner Sea coasts for its spread of fire from building to building.
luxurious furnishings, service, full food Yhaunn is located in an old, vast rock
• Forsyl Filarfar (NG hm W(A)11), a
quiet, gentle scholar who is rumored to (brought to rooms or served in the street- quarry, and looks like a dry gully break-
level dining room), and good musical and ing the low rock cliffs that face the sea all
have fearsomely powerful magical de-
dancing entertainment (excellent/ around Yhauntan Bay. Its walls are open
fenses guarding the privacy of his tower.
expensive). on the seaward side, but run around the
• Strasus “the Bold” Thingoleir (CN hm
• The Twilight Harp and the Naughty top edge of the building- cloaked gully of
W19), a gruff, bearded, adventuring
Nixie are newer, slicker inns and taverns the city. The main gate of the city, Road
mage with a talent for always having the
that are only slightly less accomplished Gate (its road leads to Ordulin), is at the
right blasting spell up his sleeve, even
than Firedrinkers’. Both are favorites of very top of the gully, and is attached to a
when all seems lost. He is famous for
adventurers and caravan masters stop- large castle, which serves as guard bar-
standing eye to eye with a huge red
ping in the city for a short time (excellent/ racks, jail, and secure quarters for the
dragon and literally blasting it to destruc-
tion, emerging himself from the fray moderate). treasury and visitors. This castle, once a
Less well known are average, everyday private noble’s home, Castle Narnbra, is
largely cooked, but still alive.
sort of places, such as the Smoking Flagon now known as Roadkeep and dominates
Notable Churches:
(good/moderate), the Last Sunset House Yhaunn’s skyline.
• The Ladysluck Tower, temple com-

118
On the slopes falling away below it are trouble of expanding the old when it pride of Saerloon or Selgaunt; in fact, as
terraces of pleasant houses belonging to would, as a result, stand out jarringly one ship captain put it, “Yhaunn hardly
nobles and rich merchants. The streets are among its neighbors. seems like Sembia at all.”
hung with plants in baskets and bright, To the visitor, the most distinctive land- Sembia has little interest in danger or
plentiful lanterns. As they descend to the marks are the spired Glasscrafter’s Hall (a far-off wars and magic, but does have one
level where most of the merchants live, guild headquarters of ornate furnishings, persistent local menace: the Lurker in the
the plants disappear and the lanterns be- traditions, and fees), the four domes of Shallows. Somewhere near the harbor
come fewer. The houses crowd closer to- Orgulin’s Mansion—the palatial former under Yhauntan Bay is a morkoth, eye of
gether over the streets, and begin to look home (now a gigantic, rather lawless the deep, aquatic dragon, or other power-
alike. rooming-house) of a slain local ful water monster, in a huge lair crammed
Farther down still are the shops, most slavelord—and the Stiltways, a bustling with treasure from the holds of many
inns, and poorer houses, including market street near the docks where tiny ships. Many search for it, but none have
rooming-houses and “sharedoors” (low- shops are crowded onto all four floors of returned.
rise apartment flats). These grow wilder the buildings, reached by a ramshackle,
and dirtier as one descends toward the groaning, and everchanging maze of KEY
docks, becoming real hovels amid the dirt bridges, ladders, stairs, ramps, chutes, 1. Roadkeep (castle: guard barracks,
and warehouses of dockside. This stratifi- and rope-swings. jail, treasury, and visitors apart-
cation of the city is by no means planned Local Lore: Yhaunn is old and pleasant ments)
nor clean-cut, and is not maintained by and relaxed—a bustling, busy, but open 2. The Stiltways (many-tiered shopping
custom or regulation; one can freely re- and tolerant port, handling all the Dale- district)
build anywhere. Most citizens simply find lands trade that has no time for the airs 3. Glasscrafter’s Hall (guild HQ)
it easier to buy a better home if they move and expenses of Saerloon and Selgaunt. It 4. Orgulin’s Manshion (rooming house)
up in the world rather than going to the has none of the frantic energy or snobbish

119
Zhentil Keep seat of orthodox Bane worship. expensive; shoppers have little choice.
• Yet another splinter-group has re- Important Characters:
Independent City-State cently formed, from those Banesmen now • Asdag, High Priest of Bane (LE hm
openly worshipping Cyric, the Dark Sun: P10), Fzoul’s cold, cruel underling, head
Who Rules: First Lord Chess (CN hm
F3: formerly a W3 and a P(of Leira)3), a the Circle of Darkness, temple of Cyric; of internal security in Zhentil Keep.
fat, cowardly glutton and fop who is very, High Priest Maskul Mirrormane (NE hm • Baergus (CN hm F5); a merchant very
very scared of Manshoon, rules with the P18); 11 priests, 3 followers. active in hardware in the Dragonreach.
Council of Lords (currently 16). • The High House of the Hunt, temple • Guthbert Golthammer (CN hm
Who Really Rules: Manshoon (LE hm of Malar; Huntmaster Baerdeth Malagar F(now)8), war-captain; an oxlike brute
W(now)19), who has many magical items (CE hm P(specialty)16); 11 priests, 19 fol- who leads the Zhentish mercenary forces
and is always masked; see *FR0, FR7. lowers. in the Tesh valley.
• The Tower of Pain Exalted, temple of • Lord Orgauth (NE hm F(now)10), a
Manshoon rules because of his leadership
over the LE Zhentarim (see *FR0). Cur- Loviatar; High Torturelord Ulamyth ruthless veteran of many wars who main-
rently some 7,000 strong (and spread Quantor (LE hm P17); 14 priests, 26 fol- tains his independence from the Zhen-
throughout the Realms), the Zhentarim lowers. tarim with a personal citadel and
• Shrines to Auril, Tempus, Tymora, bodyguard of 76 men-at-arms.
range from F1s through high-level wiz-
ards and priests of Bane, and include be- and Umberlee. • Ringult Hornhelm (CN hm F14) does a
holders (see Manxam in *FR7), evil Notable Rogues’ and Thieves’ Guilds: roaring trade with visiting merchants:
dragons, High Priest Fzoul Chembryl (see The Worms, servants of the ruling Lords. food for the Zhentilar in exchange for lo-
below), and other lords of Zhentil Keep. Called “naug-orls” (devil- worms) by fear- cal metal and weapons.
Population: 79,000 (estimated winter ful citizens, these 600 or so thieves spy (in • Ulgrym (CN hm F13); senior Zhenti-
strength), rising to 85,600 or so in sum- all inns and taverns!), kidnap, slay, per- lar army captain, in charge of city de-
mer. form arrests and impersonations, and ar- fense.
Major Products: Metal of all sorts, ar- range evidence. One hundred or so are • Yorel (NE hm F(now)7); veteran Zhen-
mor, weaponry, and other metal pro- T3s or higher. All report via a secretive, tilar commander, a cautious leader used
ducts, gems, coal, furs, and liquor. labyrinthine chain of command to “Night to head many key patrols, bodyguards,
Armed Forces: The Zhentilar, currently Fingers,” their mysterious leader. The cur- reconnaissance, and attacks.
numbering some 22,000 crack troops ar- rent Night Fingers is Shounra Shalassalar, Important Features in Town: Zhentil
mored in full plate, bolstered by almost a CN hf T14 who poses as a pleasure Keep (“the Thargate City”) is a dark stone
16,000 mercenaries (of all levels and qual- queen (see below). city, crowded within its walls. Most
ity). These are based all along the Long Zhentil Keep is also one of the main ba- buildings are six stories high, leaning
Road and in the Citadel of the Raven (see ses of operation of the Zhentarim, or against one another like dark cliffs tower-
below); only about 5,000 reside in Zhentil Black Network. Manshoon is the head of ing over the streets. Crabweed and lichen
Keep itself. the Zhentarim, aided by Fzoul Chembryl grow on the cobbled streets, but there is
Strengths and details of street and of Bane. As such, many speak of Zhentil not a tree to be seen in the city. Great iron
countryside patrols are given in *FR0 and Keep and the Zhentarim as one organism. gates set into building walls can close off
*FRC2. “Justice” at the hands of Magis- They are not, but the two are deeply in- key streets in the event of an invasion (or,
trate Osconivon (LE hm F10, guarded by tertwined. as locals say wryly but quietly, a revolt).
two stone giant bailiffs and Zhentilar Equipment Shops: Full. Since the rise of the Zhentarim, soldiers
troopers) consists of enforced service in Adventurers’ Quarters: Zhentil Keep’s are everywhere and press gangs roam the
the Zhentilar troops, death on the spot, or taverns are dangerous, dimly-lit places, streets, as well as ever-watchful minor
trial by combat in the city arena. of which the best-known to visitors is The mages of the Zhentarim (called by the
Notable Mages: Roaring Dragon (good/expensive). people “naug-adar;” literally “devil-
• Masyr (CN hm W(I)7), owner of the The city’s inns are relatively few, cold, dogs”) and the sadistic and depraved
Green Sash Tavern & Pleasure House and and functional. They house anyone able priests of Bane. Zhentil Keep is a city of
The Green Rings Trading Company; al- to pay, and include: fear; merchant citizens are only too glad
ways short of cash; a willing tutor. • The Silver Trumpet (good/ex- to travel for long periods, despite the cold
• Shanalar (CN hf W16), a griffon-rider pensive); treatment their citizenship earns them
and fierce-tempered researcher of new • The Heroes’ Rest—noisy but cozy elsewhere in Faerun.
spells, quietly but steadfastly opposed to (good/moderate); Visitors often try to visit the infamous
the Zhentarim. • Oparil’s Tower, dusty (good/moder- fur-cloaked, silken-robed pleasure queens
Notable Churches: ate); of the city, in their upstairs rooms, but the
• The Black Altar, temple complex to • The Eagle of the North (fair/moder- streets are not safe at night, roamed by
Bane; High Priest Fzoul Chembryl (LE hm ate); thieves, monsters—and even worse, by
P13); see *FR0, FR7; 18 priests, 330 fol- • The Serpent’s Eye, a leaky, drafty ruin the authorities!
lowers, all Zhentarim. This church is tra- (poor/moderate); Local Lore: The first human city built
ditionally linked to, but currently • and the Pride of Zhentil Keep—dirty on the Moonsea, Zhentil Keep has always
sundered from, the Dark Shrine. and cold, where “even the chamber pots been rich with mineral wealth mined in
• The Dark Shrine, temple of Bane; leak,” as one disgusted guest scoffed the Moonsea North. Begun as an unforti-
High Inquisitor Ginali (LE hm P10); 34 (poor/moderate). fied, oft-raided and lawless caravan
priests, 96 followers. This church is the All of the city’s shops and services are camp, it was fortified by Orlephar Flos-

120
tren of Chancelgaunt. Flostren’s hold was ment that a common defense should be The arms of Zhentil Keep are a black
bought by 12 merchants. The merchants built. The Citadel of the Raven, an old gauntlet in a fist with its back turned out-
were led by Elephstron. Needing a wiz- ruin, was refortified and garrisoned by all ward, upright on an orange shield bor-
ard, they invited one Zhentar to become a the Moonsea cities. dered with crimson. A large, red, cut gem
lord of the fast-growing city beside them. In recent years, Zhentil Keep has grown rests on the mailed fist. These arms are
He accepted, and slew most of the original warlike again under the evil Zhentarim, customarily displayed on dark purple (al-
12 stealthily, nominating his own evil controlling or occupying many nearby most black) banners.
friends to take their places as lords, and settlements, raising large mercenary arm- The Zhentarim seldom use any badge,
introducing the worship of Bane into the ies, and seizing control of the Citadel of the but hirelings and allies may do so, dis-
city. A horrified Elephstron slew Zhentar, Raven for itself. The Zhentarim (mages, playing the Zhentarim device of a red cir-
but perished himself in the battle. priests, fighters and thieves of Manshoon’s cle on a black field.
Zhentar’s supporters renamed the city Dark (or Black) Network) control the Outsiders are warned that “Zhents”
Zhentil Keep in Zhentar’s honor, and ex- Zhentilar armies in a campaign of ruthless and “Zhentish” refer to the citizenry and
panded it greatly. As they grew older, destruction or domination of all opposi- their work, “Zhentilar” are the city’s sol-
they attained lichdom one by one, allow- tion in the way of their “Long Road to diers, currently controlled by the Zhen-
ing apprentices to take their places. These Riches:” a controlled caravan route from tarim, and the “Zhentarim” are the evil
liches wander the city by night as their un- Zhentil Keep to the Sword Coast, via the members of the Black Network; those
dead minds deteriorate, spying on and at- Tesh valley, Daggerdale, the Stonelands, who misuse such terms in the city often
tacking citizens to gain magic, needed the Desertsedge and Goblin Marches, Yel- pay with their lives.
components for their insane researches, low Snake Pass (guarded by the great
KEY
or for amusement. “Those Who Walk by Zhentarim fortress of Darkhold), Skull
Night” are greatly feared, although it Gorge, Dawn Pass, Llorkh, Loudwater, 1. The Black Altar (temple complex to
seems that few of them are still mobile. and the River Delimbiyr. Bane)
Zhentil Keep warred with many neigh- The Zhentarim are currently working 2. The Tower High (of Lord Manshoon)
bors, and grew militarily strong. Its might to destroy Shadowdale, the last resistance 3. The High Hall of Zhentil Keep (court-
served it well when ogres and great orc in Daggerdale, Tilverton, Asbravn, Se- house, meeting hall of the lords)
hordes attacked the Moonsea. The Zhent- comber, and Daggerford, but have suf- 4 . Tesh Bridge
ish were able to drive off the attackers, fered recent reverses at Dragonspear 5. The Force Bridge
and bring other Moonsea cities to agree- Castle and Yulash. 6. The Roaring Dragon (tavern)

121
Heraldry in the Realms Mercenary Units
Many of the nations, towns, dales, merce-
nary units, and other similarly-minded
organizations in the Realms gather under
a distinctive banner, sigil, or badge. A
number of these symbols are shown
throughout the text, in addition to these
presented below.

Heraldry of the Dales

122
This chapter relates short descriptions of main wizard, will tell all that his main Lady of Silverymoon Alustriel, and
those more widespread groups operating purpose in attaining his position is to Finder Wyvernspur, said to be one of the
in the Heartlands. There are, of course, be better informed and more capable original Harpers. The Heralds of Holdfast
more groups than those listed here, but of protecting the city from outside at- in the North are also Harpers, but they
these are the most commonly encoun- tacks. have since left the “official” (such as it is)
tered by adventurers. • The Harpers police their own: A Harper organization and pursued their
Harper who behaves in a harmful own, more neutral, agenda.
manner or violates the ideals of the
The Harpers Harpers will have the support of the Bases
Harpers removed. If necessary, he will
One of the most extensive of the good- The Harpers have no official base of
be imprisoned or even slain.
aligned societies in the Realms, the Harp- power, no place that is to them what
ers can be found throughout the The Harpers are meddlers by nature. Zhentil Keep and Darkhold are to the
Heartlands from Waterdeep to Ilpiltur, This is apparent from the approximately Zhentarim. They do have two locations
with agents ranging even further into the half-dozen plots, plans, and situations that act as gathering spots and safe ha-
lands of Thay, Calimshan, and the bar- they are involved in at any one time. Usu- vens. The larger, more well known of the
barian lands to the North. They are a ally they are occupied with finding out two is Twilight Hall in Berdusk. Officially
loose, though powerful, organization de- what everyone else is up to and, if it dis- this is the temple of Milil, but the church
voted to the idea of maintaining peace be- turbs the relative peace and tranquility of offices are only a small part of this sprawl-
tween the various cities of the Heartlands their part of the world, moving (as se- ing complex of buildings. The bulk of the
and protecting the land and its people cretly as they can manage) against it. complex is used for training, instruction,
from goblins, gods, and the greedy. They can be subtle, but often blunt at- libraries, and quarters for various mem-
The Harpers found their origins in an tacks deserve blunt ripostes in order to bers of the Harpers. It is said that a se-
adventuring company several hundred prevent future attacks. cured room buried far beneath its center is
winters ago. It was made up primarily of The Harpers prefer small government where the various elders and other in-
bards, druids, and rangers. Since that to large nations and free men to despots. volved Harpers may converse freely and
time its members have aged (and many They work with King Azoun of Cormyr magically without danger of eavesdrop-
have died) and new members have joined when it suits them, but sometimes (as in pers.
so that now it is widely spread throughout the long-term takeover of Tilverton) will The second “hotbed” of Harper activity
the North. Even without any central con- frustrate and delay his forces. Azoun’s is in Shadowdale. This village is often a
trol, however, its members maintain close wizard Vangerderhast has a long-standing way station for travelers, making it an ex-
adherence to the overall goals and philos- grudge against the Harpers, though this cellent spot for gathering information and
ophies of the group. may be a personal rivalry with some of meeting contacts. Many of the Harpers
Harper aims are many, but can be sum- the powerful wizards who are allied with (Dove Falconhand, for example) come
marized in the following informal code: the Harpers (in particular Elminster and from Shadowdale. As an added bonus,
Khelben). the town is watched over by close allies—
• The Harpers work to protect the
The Harpers’ greatest strength is not in the powerful Elminster and the redoubt-
peaceful nations and cities of Cormyr,
armies, but in individuals (including some able Mourngrym. Harpers will often meet
Sembia, the Dales, and the Trade Cit-
who have armies at their disposal). Talent at the Old Skull in an informal atmos-
ies from danger.
is the Harpers’ greatest asset. Most Harp- phere to have a mug of beer and swap sto-
• Such dangers include the goblin
ers are active or retired adventurers who ries (and tell extensive lies as well, should
tribes, foreign operations such as
have either attained or can attain great they think that the ears of other agents are
those of Amn and Thay, and the oper-
power through their natural abilities. upon them).
atives of such evil groups as the Zhen-
Their numbers include the elders listed
tarim and Cult of the Dragon.
above as well as a large group of agents Getting In
• The Harpers seek to maintain the bal-
scattered throughout the Heartlands.
ance between wild and civilized, be- Joining the Harpers is relatively easy,
Those with known bases in various parts
tween settled and natural, and though living up to their code is not. To
of the Heartlands are listed in the Cities
between man and nature. become a Harper, a character must find a
chapter.
• The Harpers preserve the tales of long-term Harper in good standing and
The Harpers also have a number of
those who passed before, so that those sufficiently impress him with the charac-
powerful allies throughout the Heartlands
who come after may learn from their ter’s abilities and intentions.
and the North. They include The Simbul,
experiences. Those who purposely seek membership
Elminster the Sage, Mourngrym Am-
• Members must place the good of the in the Harpers are usually disappointed.
cathra, Randal Morn (Lord of Dagger-
Harpers and advancement of the The few who show promise are assigned a
dale), and Lord Peirgieron of Waterdeep.
Harpers’ aims over personal achieve- series of tasks to forward Harper policy
ment. Though many of the Harpers and test their mettle. Only the elder Harp-
have risen to positions of power Leaders
ers have the official power to admit new
throughout the Realms, the raw ac- Long-term Harpers include such nota- members. Acceptance usually involves
quisition of temporal power is not bles as the Wizard Khelben of Waterdeep, nothing more than bestowal of a pin with
their main effort. Khelben Arunsun, Storm Silverhand of Shadowdale, Be- a silver moon and silver harp, the symbol
the Blackstaff of Waterdeep and its lhuar Thantarth of Berdusk, the High of the order. The new Harper, until he has

123
cannot be controlled outright must be amazing is not that the Zhents only rarely
threatened into compliance or hobbled succeed in such a variety of adventures,
and crippled so that it can never pose a but that they succeed at all, and remain
threat. undaunted by the continued failure of
This desire to rule manifests itself in such an ambitious list of programs.
many ways in the objectives of the Zhen- The reason they remain undaunted is
tarim, which are: that there are always underlings to blame
• Establish a monopoly on trade be- and execute to cover up their masters’ er-
rors. If one operation fails, then another
tween the Moonsea, the Sea of Fallen
Stars, and the Cities of The Sword will take its place. If one agent is discov-
Coast, in particular Waterdeep; ered and slain, two more are ready to step
• Dominate the Moonsea Region, in- forward. Life is cheap to the Zhentarim,
cluding the cities of Mulmaster and and if a few powerful individuals (who
Hillsfar; are both allies and potential rivals) are
Sigil of Lord Manshoon • Control the church of Cyric, the new slain, few survivors will mourn their loss.
of the Zhentarim god who has taken the place of Bane;
• Create a lucrative supply of slaves to Leaders and Operatives
fully established himself, can count on the sell to the South;
elder Harper vouching for his legitimacy. The Zhentarim are dominated by an
• Destroy all who stand in the way of “Inner Ring of Power.” This inner ring
There have been numerous attempts to these objectives. This includes such
infiltrate the Harpers by other organiza- consists of:
diverse targets as Shadowdale, the Lord Manshoon of Zhentil Keep, a
tions. Since the Harpers are non-evil in
Cormyrian military, Elminster, the 19th level wizard with a wide array of
nature, most of these attempts are quickly High Imperceptor of Bane at Mulmas-
uncovered. Once a Harper is discovered power, including a staff of the magi, black
ter, Mulmaster itself, Hillsfar, High robes of the archmagi, a ring of spell turn-
to have worked for other secret organiza-
Lord Maalthiir of Hillsfar, all trading ing, a ring of wizardry (doubling the
tions, gone rogue, or engaged in actions
casters and organizations which trade fourth and fifth level spells), efreeti ser-
which might endanger the group, he is
with the Sword Coast, and the Harp- vants, and a pet beholder and advisor
mercilessly hunted down and “removed
ers. named Xulla (his previous beholder aid,
as a threat,” using whatever methods seem
necessary (this is not an automatic death Obviously, the list of Zhentarim ene- Xanthrip, was slain by adventurers).
sentence—the Harpers are good, after mies is long. If they concentrated on any Manshoon’s goal is to dominate trade
all). Even the most powerful elders will one of them for an extended period of from the Moonsea to the Sword Coast,
become involved in this hunt if the need time, given their resources, they might tri- with Zhentil Keep as the major terminus
arises. umph. Their greatest handicap is that, as of that route. He wishes to make Zhentil
The ranks of the Harpers include char- a group, the cannot focus on one aim. Keep another Waterdeep (ruled entirely
acters of all non-evil alignments and all Each petty lord, each lieutenant in the or- by his wise and evil hand, of course).
classes. A large number of thieves and ganization has his own agenda, his own Fzoul Chembryl “of Bane,” a 13th level
bards have been admitted, so that the approach to ultimate victory, and his own priest of Bane, who is currently occupied
Harpers are the closest thing to a good- priority for the important enemies of the with the fallout from the death of his god
aligned Rogue’s Guild in the Heartlands. black network. and the appearance of Cyric. Still receiv-
The Harpers are mainly, though not ex- As it is, the Zhentarim form a very ing his spells from Cyric, Fzoul, of the
clusively, human. powerful group operating on a number of “progressive” wing of the church of Bane,
The Harpers are neither all-wise nor all- fronts simultaneously, stretching their re- is said to be gearing up for the schism
powerful, and in fact their greatest errors sources and the attention of their leaders growing in the various parts of the local
usually occur when they try to take direct to their limit. In addition to ruling Zhentil evil faiths in the wake of the Godswar,
control of a situation instead of working Keep (rather badly, in the opinion of looking to advance himself.
behind the scene. Regardless, the Harpers many), they are involved in a war with Sememmon, a 15th level wizard and
are a recognized force which is widely Hillsfar over the ruins of Yulash, infiltrat- former apprentice to Manshoon. Semem-
trusted and respected, and a haven for the ing the recovering town of Phlan, fighting mon is the lord of Darkhold, a powerful
threatened. The fact that they make mis- a guerilla war in the fields of Daggerdale, Zhentarim base in the Far Hills. Semem-
takes proves that they are human. searching for a trade route across the des- mon also looks to control the trade routes
Which is just what they want to be. ert of Anauroch, supporting a puppet re- between the Coast and the Moonsea, but
gime in Voonlar, several abortive attacks thinks of Darkhold as the ideal seat for
on Shadowdale (the most recent one dur- Zhentarim power. It has a central location
The Zhentarim, or ing the Time of Troubles), strengthening and it lacks the problems brought about
Black Network the support at Darkhold, destabilizing the by having a great number of free (non-
High Moors area around Dragonspear slave) civilians about. A careful, schem-
The Zhentarim are a collection of evil Castle by opening interdimensional gates, ing individual, Sememmon is no threat to
wizards, priests, warriors, and rogues de- and attempting to infiltrate their own Manshoon’s power and is trusted by the
voted to attaining dominance and ruler- agents into every other evil organization, lord of Zhentil Keep. Sememmon, how-
ship over everything. Anything that city, and church they can find. What is ever, is building his position for the even-
tual time when Manshoon is sent to the

124
afterlife. And for that matter, if Fzoul is and, in particular, its moneymaking oper-
swallowed by a holy war or struck down ations. Meer has been called a “squinty-
by Cyric, it will not happen a moment too eyed penny-pincher,” but only by his
soon for Sememmon. friends. He heads up a small organization
Prominent members of the Zhentarim of merchants and caravan masters under
organization in the Heartlands include: the direct control of the network, as well
Thagdal (LE human W10), Semem- as a number of independent haulers who
mon’s former apprentice, now acts inde- have been pressed into service either
pendently and secretly hopes to someday through fear or promise of great rewards.
supplant his former master in the ranks of Meer is aided in his dealings by Maglor
the Inner Ring. Manshoon has encour- the Apothecary (CE halfling T1), also
aged Thagdal in this, taking the wizard known as “Poison-Pickle Maglor.”
under his protection and offering him Eregul the Freestave (NE human W11)
glory and advancement. Thagdal is cur- is an independent wizard who has thrown
rently heading up an exploration of Myth in with the Zhentarim in hopes of increas-
Drannor and other lost sites within the ing his own power. He often disappears
old Elven Forest (and concurrently elimi- on adventures of his own. This incredibly
nating anyone else who would do the power-hungry mage covets control of the
same). Inner Ring, but realizes that only a major
Ashemmi (NE half-elf W8) is Semem- war could create sufficient openings in the
mon’s current apprentice and aid in ruling hierarchy to put him in the position he de-
Darkhold for the Zhentarim. She controls sires. In the meantime, he awaits the even-
the citadel. when Sememmon is away. tual fall of the Zhentarim.
Currently, she is loyal to her master. Miraun (NE human W(E)9), is the offi-
“The Three”—Mairhe, Itlur, and cial envoy of the Zhentarim (though his
Sahbonn (LE human T5), all have high official position is “diplomat-at-large for
scores in hiding in shadows, moving si- the Moonsea Reaches.” A young, sneering
lently, and other skills that aid in assassi- man of handsome features and noble
nation. They are Sememmon’s and birth, Miraun usually appears at various
Manshoon’s personal assassins, and work courts and councils to represent the offi-
to maintain a healthy level of fear among cial Zhentarim view. All know that he is
those who serve Manshoon. Zhentarim and treat him accordingly, but
Asbarode (NN half-elf T8), also known he often carries messages and pronounce-
as Nith, is the official head of the Zhen- ments from his lords.
tarim’s network of thieves, including Asdag of Bane (LE human P10), Fzoul’s
members of many local thieves’ organiza- official head of internal security in Zhentil
tions throughout the Heartlands. When Keep, is a cruel, fat torturer.
traveling, she does so as Nith the Enter- Casildar of Bane (LE half-elf P9),
tainer and her Band of Rogues. Fzoul’s second-in-command in the church
Orm, the former lord of Melvaunt (NE hierarchy at Zhentil Keep. Casildar fills in
human T10), was forced to flee the city af- for his master when Fzoul is away.
ter emptying its coffers and leading Mel- Kharembhar (LE human F9), Fzoul’s
vaunt in a disastrous naval campaign personal bodyguard, a huge (7 feet tall),
against Mulmaster. Orm makes his abode muscular southerner with bracers of de-
on an estate north of Zhentil Keep and is fence AC2 and a sword +4.
recognized by Zhentil Keep (and the Xulla (beholder) is Fzoul’s personal ally
Zhentarim) as the true lord of Melvaunt. among the beholders of the north. It re-
Lord Marsh Belwintle (LE human F8), placed the beholder Xantriph on the lat-
also called the Slave Lord of Zhentil Keep, ter’s death several winters ago. More
is one of its leading merchants (his unoffi- cautious than his predecessor, Xulla is
cial title indicates his stock in trade— quite loyal to Fzoul and the Zhentarim.
nonhumans are his specialty).
Verblen (LE human F9), is Belwintle’s Bases
“acquisitions technician” and a full mem-
ber of the Zhentarim, reporting to Fzoul The Zhentarim have two major bases
Chembryl. Verblen is often on the road, of power: Zhentil Keep and Darkhold.
checking with his slavers and merchants Zhentil Keep is described in the Cities of
who deal in human and nonhuman trade. the Realms section. Darkhold is a large
Meer (LE human F3), the Zhentarim’s citadel in the Far Hills, in the heart of the
head of caravans, is also in charge of the Heartlands, and it is from here that the
official paperwork of the Black Network many of the secretive forays of Zhentarim
agents go forth against the forces of good.

125
Getting In machinations of other characters who are may end up on top of the situation and
constantly trying to advance themselves able to dictate their own terms.
Joining the Zhentarim, whether as an and increase their power at someone else’s
inside agent for another organization or expense. The only members who are at all
with intentions of personal advancement secure in their positions are the Inner
The Red Wizards of Thay
in an evil cause, is extremely easy. Merely Ring, and even there paranoia is a way of The Red Wizards of Thay are repre-
present oneself to the lords of Zhentil life. The entire organization is rife with
Keep or to the Darkhold with sufficient sentatives of an evil magocracy from
spies keeping tabs on rival officers and re- across the Sea of Fallen Stars. They are an
power to defeat a few minions, though porting to any number of secret masters.
not so much that the likes of Manshoon extremely large and powerful band of
To most typical adventurers, the Zhen- wizards which would be much more
will feel threatened. After a few tests (usu- tarim represent a continual threat to the deadly if they could learn to cooperate in
ally bumping off a few local enemies of stability of the Heartlands. A thousand a more orderly fashion. As it is, they are
the Zhentarim lord), the prospective schemes all have their origins in the pits of self-serving and treacherous to a man,
agent is welcomed into the society Darkhold and the vaults of Zhentil Keep.
through secret rites, often involving a with the result that most internal plots
Destroying underlings only creates new and plans end when one Red Wizard be-
geas against harming the Inner Ring (a di- openings in the organization for the ambi-
rect copy of Cormyr’s War Wizards). trays another.
tious (compare, for example, the chart This affects the Heartlands only when
Joining the Zhentarim is easy, but sur- provided here with that on page 93 of
viving in their ranks is difficult. A low- the Red Wizards slip their bonds and go
*FR0 to see the turnover of personnel, wandering through the Inner Sea lands.
level agent is often given impossible usually made necessary by the swords of
and/or suicidal tasks (“Kill Elminster” or They may be on a mission for their ruling
various adventurers). Zulkirs and Tharchions against the lands
“Destroy the Purple Dragons”). The low- The Zhentarim have always been dan-
level operative is also often the scapegoat of Cormyr, Sembia, and the Dales, or
gerous, and in the wake of the Godswar they may be independents and outcasts,
when things go wrong, which is quite of- they remain so. Despite the official loss of
ten (a plan is never poorly conceived, either seeking to advance their own
their godly support through Bane, they agenda or on the run from ruling powers
only poorly executed). Finally, when a still command the loyalty of large num-
character does gain some power in the or- that they have offended back in Thay. In
bers of evil individuals and have spies either case, Red Wizards tend to be impul-
ganization, he must worry about the everywhere. Given another crisis, they

The Zhentarim

126
sive, insulting, high-handed, and very, than they do now. This was due in part to security, he picks up information that
very deadly. a magical artifact operating within the may be useful to his masters. It is rumored
The core of Thayan thinking that influ- depths of Amruthar that extended power that Alzegund was of higher level once,
ences the Red Wizards is a determination to those pledged to the Red Wizards (this but was drained in an attack by undead
to make Thay, a former principality of artifact became just one more pawn in the and cast out of Thay. Rumors also state
Mulhorand, the most powerful nation in massive human chess games engaged in that he is happier being a dangerous shark
the Realms, and its wizards superior to all by the Zulkirs and Tharchions). During among the Heartlands fish than becoming
others, including Nimbral and Halruaa. the magical chaos of the Godswar the de- fish-food himself back in Thay.
Given the magical power and iron rule of vice was either deactivated, stolen, or de-
the Red Wizards, this would be an attain- stroyed; in any event, its benefits to the Getting In
able goal, save for the fact that each Red Red Wizards were lost. The Red Wizards
in the post-Avatar Realms are treated as It is very difficult for a mage born out-
Wizard has his or her own ideas on how
normal mages with no special powers (or side Thay and not trained and indoctri-
to bring this state about. Almost every
Red Wizard alive believes that he is the specialist mages if they belong to a partic- nated from birth to the Red Cloth to
most fit to be the supreme ruler of this ular school). This sudden reduction in become a Red Wizard. Outsiders are used
new Thayan Empire. power to mere human levels has badly as allies (or, more often, as catspaws) by
rattled the rulership of Thay, but has also the Red Wizards, but for one to actually
The result is that one cabal of Red Wiz-
ards operating in a city may be advancing led them to redouble their devotion to join the order is rare.
the wishes of its master by plotting the as- wheeling, dealing, scheming, and plot- The good news for most adventurers
ting. who must deal with Red Wizards in the
sassination of a local leader, while a sec-
Heartlands is that they do not bother to
ond cabal works against the first, trying
to blemish the reputation of the first hide their presence. In all but the most
Leaders subtle situations they will be found in
group’s master, while a third cabal, under
an outcast Red Wizard, labors to defeat their swirling red cloaks. This is often
The best-known and most prominent sufficient to keep most of the locals at bay
both groups so that it can return (in tri- Red Wizard found regularly in the Heart-
umph) to Thay. through the power of the Red Wizard
lands is Alzegund (LE human W(N)11). name. That name is enhanced when ad-
Red Wizards also hold grudges far The old, battle-scarred necromancer
longer than is psychologically healthy, so venturing bravos challenge and attack a
wears his robes and badge of Thay Red Wizard only to find that the Thayan
that a local lord, adventurer, or other Red proudly, and is usually is found accompa-
Wizard who thwarts or impedes a plan is (and his bodyguard—often ogres, mino-
nied by his entourage of six 5th-level taurs, or other monstrous creatures) is
marked forever as an enemy and a target fighters. Alzegund often accompanies
for retribution. quite a lot more powerful than they
caravans of vital import to the Zulkirs, looked
Prior to the Time of Troubles, the Red where in addition to providing magical
Wizards wielded greater magical power

127
Symbols, Sigils, and Trailmarks of the Realms
While the literate alphabets of Thorass, Espruar, and Dethek serve natives of the Heartlands. Way markers are still used by particular
for daily communications, there are a number of secret and semi- groups to communicate, and have not spread beyond those
secret signs and glyphs used by a variety of the natives of the groups. Elven runes are used primarily by the elves in addition to
Realms for communication, in particular to advise or warn other their alphabet. Lastly, the lore marks of the Harpers, which are
travelers. Many are presented below, and more are scattered not shown here but rather are distributed through the main text,
throughout the text. Elder runes have been used by many races are those secret symbols of the Harpers which are relatively well
over the years, so that their symbols have become familiar to most known.

Elder Runes Way-markers

Elven Runes

128
For most game purposes, a copper piece is Silverymoon—this coin is worth 1 ep the tribes. In the western Realms, it is
the same regardless of its point of origin. throughout the Realms, but twice that worthless, and occasionally offered as an
The only thing that matters about a gem is much in the northern city of Silverymoon. insult.
how much the local jeweler declares it to Gold Coins: The most common coin of Blood Notes: Scrolls, letters, or other
be worth. However, there will be situa- adventurers, commonly called Golden Li- carvings representing IOUs and promis-
tions where a particularly large or diverse ons throughout the Realms, though only sory notes from the listed person to the
treasure hoard will benefit from a little ex- the Cormyan coins carry the figure of the holder of the note. Blood notes can be
tra note: instead of “200 gold, three gems lion on the coin (Sembian gold coin de- made by individuals, adventuring com-
worth 1,000 gp each, and an art object,” signs vary from year to year but always panies, or countries and cities to cover
the players find “200 lions from the Cor- retain a five-sided shape). The Southern- debts, and should the debtor still be
myr mint, three black opals, and a golden ers use the Amnite danter, though there around, they are legally obligated to pay
comb encrusted with zircons.” are a number of other golden coins from when it is presented. Blood notes from in-
A revised listing of typical lair treasures Calimshan, Thay, and Tethyr, as well as dividuals who are no longer alive are not
is given on page 147. Each section is ex- scatterings of private mints (including binding. About 20% of the blood notes
plained further below. those of adventuring companies) and found among treasure are still collectable,
Exchange Rates: The Forgotten Realms city-states. All are worth one gold stand- with one 100 gp value for every “other
uses standard rates of exchange between ard, save for those from the cities of money” unit found (if 10 “units” of other
standard coins as noted on page 66 of the Tethyr. Tethyan gulders, moelans, coinage were found and proved to be a
Player’s Handbook. Local situations may myrats, and zoths are only worth 60-90% blood note, it would be a blood note
influence these exchange rates. of their listed value, due to the upheavals worth 1,000 gp). Locating the debtor and
Copper Coins: The most common and in that land. convincing him to pay up is left to the in-
least valuable of the various coins, copper Platinum Coins: Relatively rare but dividuals involved.
coins are known as coppers, copper used by successful (and boastful) adven- Trade Bar, Mirabar: Coming from the
pieces, or copper “thumbs” (the last is of turers and merchants. Platinum coins are wild country north of Waterdeep, these
Cormyan origin). Sembia released a called tricrowns, plats, or pearls (in par- trade bars are made of black iron and
square iron coin called the steelpense ticular the Southern versions, which are shaped like rectangular spindels. They are
which is similar in value to the copper (see officially named roldons). Sembia pro- worth 10 gp in Mirabar itself, 5 gp in the
Steelpense, below). Several “coins” are duces no platinum coins but readily ac- rest of the Realms.
used among barbarian tribes which are cepts those of other nations. Trade Bar, Merchant’s: A thin, silver
chips of bone, also valued as the copper. Other Coins: There are a number of bar worth either 10, 20, or 50 gp each.
Southern city states have all stamped a coins which do not fit into any of the The bar is marked at one end with its
number of copper coins (unarches, radas, standard categories of other coinage but value, at the other with the symbol of the
niftens, and spanners from Calimshan, which are still found with some regularity trading institution or caster which created
and fanders from Amn). in the heartland. These coins have a wide it. Broken trade bars are valueless,
Silver Coins: Also called silvers and sil- range of worth that varies by coin and lo- though most merchants will continue to
ver pieces. Both Cormyan and Sembian cation (the Waterdhavian toal, for exam- honor the trade bars of defunct institu-
mints produce silver pieces bearing the ple, is worth 2 gp in Waterdeep and tions. To determine the value of a group
symbol of the nation on one side and a practically nothing elsewhere). of trade bars, roll a six-sided die.
mint mark on the other. Cormyan silvers
01-07 Bela 1-3 10 gp value each
are called falcons, their triangular Sem-
08-14 Blood Notes 4-5 20 gp value each
bian cousins hawks, and the two are used
15-25 Trade Bar, Mirabar 6 50 gp value each
interchangeably without difficulty. Other
26-31 Trade Bar, Merchant’s
silver coinage regularly seen in the heart- The trade bars of the Iron Throne trad-
32-38 Trade Bar, Sembia
lands of the Realms includes the Amnite ing group are not honored by other trad-
39-40 Trade Bar, Lantan
taran and Calimshite coins such as the de- ing organizations, as this group is
41-50 Toal, Waterdeep
carche, espedrille, and the ochre-tinted considered disreputable. Merchants’
51-55 Harbor Moon, Waterdeep
red worm of Memnon. Red worms are trade bars can be manufactured any-
56-70 Steelpense, Sembia
cast from silver but coated with a dye. where, but an increasing number of them
71-75 Copper, Shou Lung
Old coins with the dye worn away are bear the mint mark of Baldur’s Gate.
76-80 Silver, Shou Lung
called “skinned worms.” Trade Bar, Sembian: Ingot-shaped bars
81-82 Shou Lung Trade Bar
Electrum Coins: Electrum coins are not of silver dotted with copper and marked
83-90 Letter of Trade
as popular as gold, silver, and copper, but with the symbol of Sembia, these trade
91-92 Tharsult Statues
exist in sufficient numbers to be repre- bars are considered face value and backed
93-95 Shar Rings (Ivory)
sented occasionally in treasure caches or up by the money of the Merchant
96 Gond Bells
odd pockets. Electrums are commonly Kingdon. To determine the value of a
97-00 Mercenary Cards
called blue eyes throughout the heartlands group of Sembian trade bars, roll an
of the Realms, regardless of origin: this ap- Bela: A word for paper money used by eight-sided die:
plies to round Cormyan eyes, diamond- the savage barbarian tribes to the east of
1-4 5 gp value each
shaped Sembian electrums, Calimshite the Realms, bela refers both to bills used in
5-6 10 gp value each
tazos and zonths, and Amnite centaurs. the lands of Kara-Tur and more recent
7 25 gp value each
An exception is the electrum moon of script issued by the over-chief or khan of
8 50 gp value each

129
Trade Bar, Lantan: A flat, envelope- nation of Tharsult uses small art objects in GEM VARIATIONS
shaped bar of worked steel marked with trade. These statues of ivory, jade, and
d8 Roll Result
the great wheel of Gond, such bars are serpentine are used as coinage in that re-
1 Stone increases to the next
worth 20 gp each and are used primarily gion, and have reached the heartlands of
higher value; roll again, ig-
along the Sword Coast and in other re- the Realms as curios. Typical statues are
noring the 1 result*
gions where the Lantanese normally worth 15 gp each in the North, but only 5
2 Stone is double base value
trade. gp each in their native land.
3 Stone is 10-60% above base
Toal, Waterdeep: A square brass coin Shaar Rings: The plainsmen of the value
with a hole bored in the center, commonly Shaar use rings made of sliced and bored
4 Stone is 10-40% below base
used in the city of splendors. In Water- ivory, hung on long strings. Rings will be
value
deep, it has a value similar to one ep ( = 2 found in bundles, and each ring will be
5 Stone is half base value
gp), but is considered worthless outside worth 3 gp each. 6 Stone is decreased to next
the city. Gond Bells: An odd form of money in-
lower base value; roll a d6
Harbor Moon, Waterdeep: A special troduced by the Lantanese and used in ar- again, ignoring a 6 result.**
Waterdhavian coin in the shape of a cre- eas of the North, in particular in trade
7-8 Stone is uncut and in rough
sent, made of platinum and inset with between worshippers of Gond. The small
form (if possible). Value is
electrum. It is used in bulk purchases in Gond bells are made of brass and almost
10% of that listed until pol-
Waterdeep, where it is worth 50 gp each. totally enclose a loose ornamental stone
ished and cut by someone
Outside Waterdeep, its value drops to 2 which causes it to clatter. Gond bells are
with jewelry proficiency. At
gp per harbor moon. worth 10 gp on the open market, 20 gp if
that time, roll again on this
Steelpense, Sembian: A coin intro- traded to a church of Gond.
chart with a d6.
duced by the Sembian government to re- Mercenary Cards: Small cards of
place silver (which the government could parchment about the size of a Talis card, If the specific type of stone is desired,
then horde) the coin was overproduced marked on one size with the symbol of a go to the appropriate table below and roll
and dropped in value until its present particular mercenary unit. The reverse the stone type. Note that some gems have
value is 1 steelpense = 1 copper piece. usually has some handwritten scrawl both economic value and commodity
The Sembian nobles have disavowed the from the troop’s paymaster authorizing value if they can be used in creating magi-
coin’s value, but still honor it grudgingly payment. The payment is equal to 15 gp cal items or magical spells.
throughout the country. “Buying per unit of “other currency” found. If the
Steelpense with Bela” is a by-word for fis- mercenary organization still exists, its Ornamental Stones
cal stupidity. present paymaster will authorize the pay-
Shou Lung Copper: Any copper coin ment (and perhaps offer more work as (base value 10 gp)
which is not immediately recognizable is well). Mercenary paymasters are accus-
declared to come from the mystical East tomed to individuals producing cards that 01-02 Agni Mani
and is valued at 1 copper piece. Only a have been found in monster lairs, stolen, 03-04 Algae
small number of these coins honestly or won in card games. 05-06 Augelite
come from Shou Lung, or any of the 07-08 Azurite
Kara-Tur nations, but the name remains. 09-10 Banded Agate
Shou Lung Silver: Similar to Shou Lung
Gems 11-12 Bluestone
copper, Shou Lung silver refers to any un- 13-14 Blue Quartz
known or badly worn silver coin, and is Determine the value of each gem or 15-16 Chrysocolla
valued at 1 silver piece. Some, but not all group of gems on the table below, and 17-18 Corstal
of these coins find their origin in the East. check for gem variations, as described on 19-20 Crown of Silver
Shou Lung Trade Bars: A slender bar of page 134 of the Dungeon Master’s Guide. 21-22 Disthene
silver, definitely oriental in origin, which 23-24 Epidote
GEMS OF THE REALMS
has made its way to the West with the oc- 25-26 Eye Agate
casional trader and adventurer. Shou d100 Base 27-28 Fire Agate
Lung trade bars are worth about 40 gp Roll Class Value 29-30 Fluorspar
each. 01-25 Ornamental Stones 10 gp 31-32 Frost Agate
Letter of Trade: Similar to blood notes, 26-50 Semi-precious Stones 50 gps 33-34 Goldline
letters of trade call for delivery of a partic- 51-65 Fancy Stones 100 gp 35-36 Greenstone
ular item or items to the bearer. Only 66-80 Precious Stones 500 gp 37-38 Hematite
about 10% of these are worth anything, 81-90 Hardstones Varies 39-40 Lapis Lazuli
the remainder are for organizations which 91 Shells Varies 41-42 Hyaline
no longer exist or for items which have 92-99 Gems 1,000 gp 43-44 Lynx Eye
since been sold or delivered elsewhere. 00 Jewels 5,000 gp 45-46 Malachite
Even then, the item (often not mentioned 47-48 Moss Agate
Ten percent of these gems are worth
on the letter of trade) to be delivered var- 49-50 Microcline
more or less than their base value, either
ies from a small art object to a magical 51-52 Nelvine
because of imperfections or a particularly
item to (in at least one case) a golem. 53-54 Nune
splendid cut. Use the Gem Variation table.
Tharsult Statues: Far to the south, the 55-56 Obsidian

130
57-58 Oolite tumbled in barrels of gravel and sand; hues, and the finest specimens are partly
59-60 Ophealine very rarely it is hard enough to be cut in translucent—this allows the best display of
61-62 Rhodochrosite facets. It is sometimes called “ditroite.” color (treat improved variations of this
63-64 Rosaline Blue Quartz: A transparent, pale blue gem as this translucent variety).
65-66 Sagenite crystal. Blue quartz in single, large crys- Fluorspar (fluorite): A soft, readily
67-68 Sanidine tals is sometimes heavily enchanted to cleavable gemstone occurring in many
69-70 Sarbossa produce gems of seeing but this is com- colors. If the rough gemstone is pale blue,
71-72 Satin Spar mon only in ancient versions of this magi- green, yellow, purple, or (the rare, more
73-74 Sharpstone cal item. valuable varieties) pink or red, or is phys-
75-76 Sheen Chrysocolla: A translucent variety of ically small, it is usually cut into faceted
77-78 Silkstone chalcedony, colored blue-green to green gems. These are sometimes known as “ca-
79-80 Snowflake Obsidian by traces of copper. It is most highly val- bra stones.” A massive, purple-and-white
81-82 Sunstone ued when of uniform color and free of in- banded variety is used for carving (see
83-84 Thuparlial clusions (flaws of other minerals and Hardstones: Archon or “Blue John”).
85-86 Tiger Eye Agate impurities). Most specimens are tumbled Frost Agate: Also known as “frost
87-88 Turquoise for use as earrings and pendant stones; stone.” This is an agate with white mark-
89-90 Variscite some are faceted for the same uses. ings which resemble frost patterns. It is
91-92 Violane Corstal: This is more rarely called peta- rare and beautiful, and is usually tumbled
93-94 Webstone lite. This rare mineral is found in crystals and polished glassy smooth. A gemcutter
95-96 Wonderstone ranging from colorless to pink. It is fairly of unusual skill can cut the fragile stone in
97-98 Woodtine hard, brittle, and commonly has inclu- facets without splitting, so that at each
99-00 Zarbrina sions; when free of these impurities it can point where facets meet (such as in a
be faceted, but otherwise is cut cabochon. polyhedron cut, the shape of a d20), a
Agni Mani: A name given to certain
Crown of Silver: A colloquial name for “snowflake” of white “frost” appears. En-
tektites; bits of glass of celestial origin
psilomelane chalcedony, a variety of chanted versions of these stones are often
(usually) found in desert regions such as
chalcendony containing abundant, min- luckstones. Lesser varieties are powdered
Anauroch. In the Realms, it applies spe-
ute plumes of black manganese arranged and treated like other agates for draughts
cifically only to black tektite material.
in bands. These bands polish to a bril- and potions.
Algae: A type of quartz covered with
liant, metallic black. Crown of silver is Goldline: The name given to quartz
dark brown wavy patterns, cut in slices or
usually sliced and polished for inlays so as with lines of gold-colored goethite (a rus-
cabochon, and polished to bring forth the
to best show the black bands, but can be tlike impurity) imbedded in it, sometimes
pattern.
tumbled or cut cabochon. called cacoxenite. The native quartz stone
Augelite: A soft, fragile gem found nat-
Disthene: Also known as kyanite. It is can be citrine, amethyst, or smoky
urally in clear, colorless crystals. It is easily
abundant in the Realms, and is easily quartz-the goethite appears as brilliant
worked without special skill or tools but
cleaved, but difficult to cut in facets with- yellow or gold fibers or tufts that run in
does not last long in normal use for adorn-
out unintended splitting. It usually has parallel lines. Goldline is tumbled or cut
ment, and cannot be carved into delicate
many inclusions. Disthene is found in cabochon, and usually occurs naturally in
or intricate shapes without splitting.
crystals ranging in color from dark blue to pieces 2 to 3 inches in diameter. Some-
Azurite: A slightly rarer form of mala-
pale green; fine blue facet-grade crystals times larger slabs are found, but these
chite. This is a deep blue stone with
are the most prized (treat doubled-base- rarely survive travel unbroken.
opaque mottling in darker shades of blue,
value versions of this stone as this fine Greenstone: The common name of
and is often smoothed from its irregular
blue variety). chlorastrolite, a gray-green variety of
natural condition and used to ornament
Epidote: An abundant gem, cut in ca- pumpellyite, found in nodules of up to
belts and rings.
bochons or facets. Its smallest crystals are ¾-inch diameter in solidified lava flows.
Banded Agate: This opaque stone is a
clear, but larger crystals are progressively It is soft and is usually cut cabochon; the
waxy, smooth form of quartz with stri-
darker shades of red. A variety (known finest quality greenstone can be polished
ated bands of brown, red, blue, and white
also as piedmontite) can be cut into large to a glassy finish, and such stones are
stripes. Used as an ornamental stone,
cabochons of a deep rose color. sometimes called chlorastras. Green-
banded agate is also crushed and placed
Eye Agate: A related form of banded stones of exceptional size are made into
into sleeping draughts to insure a long and
agate, but instead of striated bands, the greenstone amulets, but not all green-
restful sleep (no modification to saving
layers within the stone appear as concen- stone jewelry is so enchanted, and often a
throws, if any, for such draughts).
tric circles. These rings are gray, white, ruse is used involving nonmagical green-
Bluestone: A colloquial name for soda-
brown, grayish blue, and drab green. Like stones and Nystul’s magic aura.
lite, which is rich blue in color and soft
banded agates, these stones are often Hematite: A shiny gray-black gem of-
and brittle in nature. Sometimes blue-
ground up and placed in sleeping ten cut in a baguette fashion (rectangular
stone has veins of pink, white, cream, and
draughts, though their effectiveness in with beveled sides). Hematites are prized
yellow, and can be found in old and
these draughts is unknown. by fighters, and often used in magical pe-
weathered rocky environments (such as
Fire Agate: The name given to chalced- riapts (both healing and foul rotting).
the Dalering Mountains, the Storm
ony which contains thin lines of iridescent They are not magical in nature, though
Horns, and the Thunder Peaks). It is usu-
goethite. When properly cut, the irides- they are particularly responsive to these
ally cut cabochon (polished glassy
cence displays red, brown, gold, and green enchantments.
smooth and curved, without facets) or

132
Lapis Lazuli: An opaque, dark blue polished to a smooth sheen and pierced to from a common center. Saganite occurs in
stone with gold flecks. Incorrectly called be worn as pendants or, linked, as brace- large deposits and is often sold in fist-
lazurite in the South, lapis lazuli is usually lets. In the Realms, the cross is used as an sized (or larger) chunks. In Amn, one may
carved cabochon and polished to show ornament and not a holy symbol, and is hear two tradesmen discussing the sale
off its gold impurities. Crushed lapis la- often seen. price of “a fist of saganite.” Saganite is
zuli is used in making potions of heroism Obsidian: Also called natural glass or sometimes called “needle stone,” “love
and super-heroism. volcanic glass. Obsidian is hard, glossy, stone,” or “hairstone.”
Hyaline: A milky (or “white”) quartz, it and black, and is volcanic in origin. If is Sanidine: A feldspar gemstone, pale
is often used in silver, cut either as plates often chipped into arrowheads or larger tan to straw yellow in color, found on the
or cabochon. The milkiness of the stone is chunks used as weapons, but the orna- surface of gravel screes or sand dunes. It is
caused by tiny droplets of water or car- mental grade of stone is usually polished cut into faceted gems of ring-stone size or
bon dioxide trapped in the crystals. There and smoothed. An inferior form of obsid- smaller, and is a favorite of nomadic des-
are also often grains of gold in hyaline. ian (decreased value) is called pitchstone, ert peoples.
Lynx Eye: A specific type of labradorite and is both duller and rougher than vol- Sarbossa: This stone bears a wide vari-
(a feldspar gemstone). Labradorite as a canic glass. Obsidian is also used in ety of alternate names: thomsonite, lin-
class of stones is pale to dark gray and has carved figures and figurines, including the tonite, comptonite, ozakite, eye stone, or
patches of colored reflections. This magical obsidian steed. fire rock. It is found in small (up to 1-inch
“flash” is most commonly blue but can be Oolite: A quartz variety which occurs diameter) nodules in small cavities in
of all shades. “Green flash” labradorite is in minute spherules. It is solid brown in rocks formed during volcanic eruptions,
called lynx eye in the Realms. Lynx eye is color, and is very similar to wave- is fibrous, and therefore both tough and
usually cut cabochon and fractures easily, patterned algae. Too small (commonly up soft. It is basically grayish green in color,
so that most stones are less than an inch in to 1/16-inch diameter) to be cut, oolite but is sometimes beautifully colored with
diameter. spherules are usually polished to bring rings of pink, red, white and green.
Malachite: A green gem with striations out the color and mounted in silver jew- Satin Spar: The sparkling variety of
of darker green. Malachite is related to elry (particularly tiaras or pectorals). gypsum, also known as “feather gypsum,”
the bluer azurite, and usually cut cabo- Ophealine: The Realms name for axi- used in gemstone carvings. It is very soft
chon. Malachite is reputed to help pre- nite, also called “glass stone” or, if violet but accepts a good polish. Satin spar is
vent falls, and as such is often used in hue, “yanolite.” It is commonly brown naturally white, pink, pale orange, or
ornamentally on devices like rings of in color—such a vivid brown that large pale brown, but can be dyed to almost
feather falling. crystals appear almost opaque. any solid hue. (This process, however,
Moss Agate: Quartz agates with impu- Ophealine is cut in facets, and although kills its sparkle.)
rities of manganese, forming the fernlike not possessing one of the most attractive Sharpstone: Another name for novacu-
patterns that give this stone its name. gemstone hues, it can yield finished gem- luite, a quartz variety that occurs in vari-
Moss agate is pink to yellow-white, with stones of considerable size, both hard and ous colors. Commonly quarried as a
gray-green markings. Moss agate, like durable. On the streets of Waterdeep, gritty sharpening stone, it is sometimes
other agates, can be displayed as a stone, such gems were once known as “knuckle fine enough for gemstone use, cut cabo-
or can be ground up and used in produc- stones;” when polished and mounted on chon. It is difficult to polish to a high lus-
ing sleeping draughts and other potions. rings, their sharp edges have laid open ter, but can yield large stones.
Microcline: A feldspar gemstone usu- many a noble’s or thief’s face at many a Sheen: A variety of obsidian which has
ally tumbled or cut cabochon. It is deep drunken party. many minute, spangly inclusions, ranging
green to blue-green, and is sometimes re- Rhodochrosite: A translucent, pink in color from mahogany to silver and gold
ferred to here as “amazonstone.” Micro- stone with a glassy luster. Rhodochrosite (the most valuable of these, gold sheen, is
cline crystals cleave easily, so that finished is usually tumbled smooth and polished, a semi-precious stone). Sheen is usually
stones may split if handled carelessly. displayed in pendants and rings. tumbled (if large and attractive) or cut ca-
Tiny cleavage cracks reflect light, so that Rosaline: Also known as unionite, thu-
a polished microcline stone shimmers. lite, or pink zoisite. This is a stone found
Nelvine: Albite, a variety of feldspar. It in massive, soft quantities (usually cut in
is soft and fragile, but easily cut with 1-pound blocks for trading, and later cut
crude tools. It is found in large amounts in cabochon), or in harder crystals of vivid
older rocks. Nelvine is occasionally called trichroism (three colors in the gem, often
“pigeon stone” due to its white, cream, purple, blue, and red, or purple, green,
fawn, or brownish pink color. It exhibits a and red). The trichoism is cut in facets.
beautiful celestial-blue flash of irides- Large crystals of this latter variety have
cence, or play of reflected color, known as brought higher prices when fashions have
peristerism. turned to brooches and rings adorned
Nune: The common name for staurolite with rosaline (treat as higher value stone).
(sometimes called “cross stone” or “fairy Saganite: A variety of chalcedony with
stone”) in the Realms. Nune is translucent numerous straight, needle-like inclusions
brown or nearly clear, and occurs in small of a different color (usually ivory or yel-
(up to 1 inch across either arm) cross- low with brown or greenish black nee- Harper’s mark: “grave”
shaped crystals, which are commonly dles). The needles often radiate, starlike, or “tomb”

133
bochon, and can be polished to a glossy, (rarely) displays gray and yellow bands (base value 50 gp)
gleaming finish. and eyes (rings) when so cut.
01-02 Alestone
Silkstone: A quartz gemstone, a spe- Violine: A purple variety of volcanic
03-04 Andar
cial, fibrous variety of tiger eye which has gem, found in patches mixed with other
05-06 Aventurine
a faint sparkle. It is found in many colors, minerals. It is cut cabochon or faceted ba-
07-10 Bloodstone
yellow being the most abundant, and is guette, and occasionally yields stones of
11-12 Boakhar
cut cabochon, tumbled, or used for en- unusual size.
13-15 Carnelian
graved gems. As tiger eye, silkstone is Webstone: The stone known by this
16-18 Chalcedony
worn as a protection from spirits, though name is spiderweb obsidian here. Web-
19-21 Chrysoprase
this is more old-wives’-tale than fact. stone is an obsidian variety in which small
22-24 Citrine
Snowflake Obsidian: An obsidian vari- pieces of the stone have been cemented to-
25-26 Clelophane
ety found in the Realms in large deposits gether by heat and pressure in an irregular
27-28 Datchas
(of volcanic origin). It is black with gray- mass, the joints showing as irregular,
29-30 Dioptase
ish, flowerlike patches that often, espe- weblike lines. It is usually black, the join
31-32 Gold Sheen
cially if some stone can be cut away, lines sometimes showing white, but
33-34 Hambergyle
radiate symmetrically, resembling snow- brown, reddish brown, and rust-red vari-
35-36 Hydrophane
flakes. It is brittle and weak, but often eties have been found.
37-38 Hypersthene
used for small carvings. It is either tum- Wonderstones: A rhyolite variety dis-
39-40 Iol
bled to gemstone form for sale, or sold in playing bands of red, brown, tan, or pur-
41-43 Jasper
“trade blocks” (large, irregular chunks, as ple. It occurs in large deposits, and can be
44-45 Irtios
quarried) of up to 25 pounds. cut into blocks of almost a cubic foot in
46-47 Luriyl
Sunstone: A feldspar gem, closely re- size when quarried. It is typically cut ca-
48-49 Malacon
lated to moonstone, and more properly bochon, and takes a fair to good polish.
50-50 Mellochrysos
known as oligoclase. Sunstone can be col- Woodtine: The name of this stone is a
52-54 Moonstone
orless or faintly greenish and of facet corruption of the odd term “wood tin,”
55-56 Mykaro
grade, but most common by far is its applied colloquially here to a variety of
57-58 Mynteer
softer (cabochon) variety. This rarely casseiterite. It is found in large nodules, is
59-62 Onyx
yields gemstones more than ¾-inch in di- brownish and fibrous, and is cut cabo-
63-64 Orprase
ameter, and has bright red or orange chon.
65-66 Phenalope
spangles (minute crystals) suspended in a Zarbrina: The name given in the
67-68 Rainbow Obsidian
nearly colorless background in a parallel Realms to cerussite, an extremely soft,
69-72 Rock Crystal
fashion, giving the whole a rich golden or leadlike mineral, colorless and easily cut
73-74 Samarskite
reddish brown color. into brilliant faceted gems. It is usually
75-77 Sardonyx
Thuparlial: Also called prehnite, this mounted in ceremonial, little-used jew-
78-80 Serpentine
hard, tough gemstone varies in color from elry, or set in small metal claw mounts
81-82 Skydrop
rich green through pale greenish yellow into the sleeves or collar-hems of gowns
83-86 Smoky Quartz
and yellow to brown. It is translucent and because of its softness.
87-88 Spodumene
is cut in facets if light-colored, but other-
89-91 Star Rose Quartz
wise cut cabochon. It is abundant in hard- Semi-Precious Stones 92-93 Tabasheer
ened lavas as crust lining gas cavities in
94-95 Tchazar
the rock, but only rarely is this crust thick
Alestone: Named for its color, it is 96-97 Witherite
enough or colorful enough to be cut into
brown to yellowish brown, the hues of 98-00 Zircon
gemstones.
old ales. More properly called clinozois-
Tiger Eye Agate: A golden agate with curs in large deposits; 20-pound blocks
ite, it is found in crystals and cut into fac-
dark brown striping which gives the stone are not uncommon. It is sometimes called
eted gems of handsome appearance.
its name. Legends state that the tiger eye is “love stone”.
Andar: Another name for andalusite in
useful in repelling spirits. While this is not Bloodstone: A dark greenish gray vari-
the Realms. Andar is hard and durable,
true, the agate is ground and used both in ety of quartz flecked with red crystal im-
yielding translucent gems (“andars”) that
preparing potions and in creating magical purities. Ninety percent of the
flash green-red or brown-red when prop-
markings. bloodstones in the Realms come from the
erly faceted. Andar is found in crystal
Turquoise: An opaque aqua stone with Vaasa/Damara area, and most of those
form (sometimes as streambed, water-
darker mottlings, turquoise is found in from a single mine which is manned by
worn pebbles) of small size, averaging ½
the more arid reaches of the Realms. Spec- human, dwarf, and gnome miners.
inch in diameter.
imens lacking impurities are prized by Bloodstones are the chief export of this re-
Aventurine: A species of quartz con-
elves. Horsemen will often place a sliver gion, and as a result are found throughout
taining numerous mica crystals; these
of this stone in a horse’s harness as a sign the Inner Sea lands. Bloodstones are usu-
give a spangled appearance to such a
of good luck. ally cut cabochon with beveled edges, in
stone when viewed from certain angles.
Variscite: A translucent stone, deep to smooth ovals. Uncut bloodstones are
Aventurine can be golden, medium to
pale (yellowish) green, found in nodules or used as a trading currency along the
light green, and dark to pale blue in color,
in rock seams. It is also known as lucinite Sword Coast, and are popular with mer-
and is used for tumbled gems, cabochons,
and peganite here. It is cut cabochon, and cenaries.
and ornamental inlays or carvings. It oc-

134
Boakhar: The name by which wulfenite prices as more valuable variations. green, and (rarely) blue and purple. Large
is known. This material is extremely soft Gold Sheen: A rare variety of obsidian, specimens of blue or purple command
and fragile, but its tabular red or orange golden in color and flecked with minute high prices and are much used in neck-
crystals yield small transparent faceted spangles. It is polished to a glassy, gleam- laces, pendants, belts, and insets in gowns
gems for use in ornamental gem-work ing finish, usually tumbled so as to retain or cloaks.
(i.e., gems on furniture inlays in areas as much of the stone as possible. It is brit- Malacon: A glassy brown variety of
that will not be handled, such as the be- tle but in the past was often used to orna- zircon which is found in crystals and pro-
gemmed spires atop the high back of a ment belts or shields. Chips of gold sheen vides large faceted gems. These are hard
throne). were frequently used as a form of cur- but easily chipped, and so are not used in
Carnelian: A clear, reddish or red- rency among mercenary encampments. rings or the like.
brown chalcedony, also called sard. Car- Hambergyle: Also called hambergite, is Mellochrysos: A vivid yellow variety
nelian is tumbled smooth and cut rare, colorless, and fairly hard, yielding of zircon, found in large crystals which in
cabochon, and used as decoration on de- small, faceted gems. It is found in crystal the Realms are seldom cut, but rather pol-
vices that offer protection from evil or (or fragmentary) form. ished as is and mounted in metal claw set-
from bodily harm. Hydrophane: A gemstone much fa- tings for rings, brooches, and knife-hilts.
Chalcedony: Mostly white, but rare vored by sailors and aquatic races; it is a It is hard and, left in crystal form, resists
variations slip to gray or black, the more variety of opal that looks rather chipping.
colorful variants of this translucent stone unattractive-opaque, of a frosty-white Moonstone: An opaque, white feldspar
include carnelians, chrysoprase, and ag- or ivory color—when dry, but when gem polished to a bluish sheen. Old leg-
ates. Chalcedony is usually cut cabochon soaked in water, it becomes transparent ends say that the sight of a moonstone
and used in making devices that offer pro- and iridescent, reflecting a rainbow spec- would cause a lycanthrope to revert to his
tection from the undead. trum of colors like a prism. animal form. While this is untrue (in fact,
Chrysoprase: A translucent chalced- Hypersthene: Also known as bronzite, many lycanthropes wear moonstones), de-
ony with an apple-green color, chryso- this is usually cut cabochon. It is brown vices which affect lycanthropes often use
prase is found throughout the Realms but and opaque (sometimes reddish or green- moonstones in their construction and/or
its greatest concentration is in the ish) and contains silvery spangles. It is decoration. Moonstones are also used as
Stormhorn Mountains of Cormyr, where rare in untracked pieces larger than ½- material components in spell casting.
it is called stormrock. Chrysoprase is used inch across, and as a result yields small Mykaro: The common name for
in the creation of items which provide in- gemstones. smithsonite, a massive gemstone found in
visibility and is used to ornament rings of Iol: The name by which iolite (cor- many hues (yellow, straw yellow, pale
invisibility. dierite) is commonly known. Nicknames brown, reddish brown, green, blue, blue-
Citrine: Also called false topaz, this is a include “violet stone,” although its overall green), as crystals or as crusts up to 2
yellowish quartz. It cleaves well and is hue is usually blue. Iols are usually cut inches thick in rock cavities. Mykaro is
usually facet-cut in brilliant or marquise into faceted gems to best display the soft and tough when found as a crust, but
styles. stone’s color change as it is viewed from brittle in crystal form. It is usually cut ca-
Clelophane: The exceptionally beauti- different directions. Iols so viewed appear bochon, particularly if it is patterned with
ful pale green variety of sphalerite (a rock straw-yellow, blue, and dark blue. Small, thick bands of varying colors, but is
called Zincblende or blackjack). Cle- cut iols can be clear, but larger specimens sometimes faceted.
lophane yields transparent gems of green usually contain silky inclusions of an- Mynteer: The name given to phenakite,
“flash” (color-play reflection) of unusu- other substance, giving a star effect, or a hard, colorless, and rare gemstone that
ally large size. Faceted specimens three even trapped hematite crystals, which occurs in crystals, usually with inclusions
inches across have been known. Cle- give the same rich golden flash of color as so that it yields only small faceted gems.
lophane is, however, soft and fragile, and in sunstones. Onyx: An opaque agate of black or
such gems wear quickly. Jasper: An opaque quartz found in white, or bands of both colors in straight
Datchas: The common name for dato- reds, browns, and blacks. Vary rare speci- lines. The stone carves and wears well. In
lite in the Realms. It is cut into faceted mens are blue or have bands of blue addition to gems, it is often used for figu-
gems of very pale yellowish green if of the against the other colors. Jasper is crushed rines (including the magic onyx dog).
fine variety. Massive datolite, colored by and used in making potions and magical Orprase: The common name in the
copper and other minerals, is found in the devices which protect against poison. Jas- Realms for pollucite, a brittle, colorless or
form of warty nodules up to 10 inches in per has been used in periapts of foul rot- faintly straw-yellow gemstone of medium
diameter. Such nodules range from white ting and proof against poison. hardness. Orprase is found as clear areas
to red, reddish brown, and orange (the Irtios: The common name for danbur- in fragments of rock and yields faceted
most valuable gems will be orange), and ite, a hard, transparent gemstone that gemstones of small to middling size.
are usually cut cabochon or sliced and yields faceted gems of middling size. Irtios Phenalope: The name by which rho-
polished for inlay work. Pink datolite is are pale yellow or colorless and are found donite is best-known in the Realms. This
also called “sugar stone.” naturally as crystals or waterworn peb- gemstone is found in crystals or in mas-
Dioptase: A soft, brittle gemstone of bles in streambeds or gravel deposits. sive deposits cut into slabs (the fragments
vivid emerald-green hue. It is found in Luriyl: A soft stone, easily worked and thus produced are tumbled into gems). It
small, flawed crystals and yields only the widely used; it is also known as apatite. is rose-red or pink in color, and yields at-
smallest of faceted gems. Larger speci- Found in crystals, it yields attractive fac- tractive faceted stones. It is related to rho-
mens are extremely rare and command eted gems of vivid yellow, green, yellow- dochrosite.

135
Rainbow Obsidian: An obsidian vari- self. Such variants are called ghost-stone. (base value 100 gp)
ety in which all colors save yellow are in- Star Rose Quartz: A smokey, rose
01-06 Alexandrite
cluded in the black or gray base, quartz which is asteriated; that is, when
07-14 Amber
sometimes in pronounced bands. These cut, it reflects or transmits light in a star- Amethyst
15-22
may or may not have spangles, but are like pattern. Star rose quartz is used as a
23-26 Angel’s Skin
usually tumbled into irregular gemstones centerpiece for modest jewelry and in Brandeen
27-30
in either case. Like other obsidian, rain- some magical spells as well.
31-36 Chrysoberyl
bow is hard but brittle, and rarely finds Tabasheer: An opal-like silica found in
37-44 Coral
use in places that will receive some wear. the joints of certain types of bamboo. It is
45-48 Jargoon
Rock Crystal: Clear, transparent stones irregular in shape and is usually tumbled
49-54 Jade
which are generally softer and less wear- and buffed to a velvet-smooth finish and
55-60 Jet
resistant than higher-priced gems. Their worn as tiny stones on rings, or fringe
61-64 Kornerupine
chief use is as spell components which call stones on jeweled pectorals or shawls. It is
65-68 Laeral’s Tears
for a gem of particular value without dic- more common in the South and often
69-72 Octel
tating the type of gem to be used. Rock used by southern traders as barter among
73-76 Scapra
crystals of particularly fine grade, lacking northern barbarian tribes.
77-80 Shandon
any impurities, are used for optics and Tchazar: The common name given to
81-84 Sinhalite
prisms. aragonite, a straw-yellow gemstone Star Diopside
86-88
Samarskite: A hard and heavy, velvet- found in elongated, prism-shaped crystal
89-92 Tourmaline
black rare-earth mineral with a metallic form. It is soft and fragile, and requires
93-94 Tremair
luster, cut cabochon for mourning gems skilled cutting to yield faceted gems.
95-96 Ulvaen
or black ceremonial finery in the Realms. Cabochon-cut tchazar is much less valu-
97-98 Waterstar
Sardonyx: A form of onyx with alter- able; gems re-valued as ornamental are of
99-00 Ziose
nating bands of carnelian in a red and this type.
white pattern. It is used in spells and cre- Witherite: Occurs in large, fibrous de- graded among civilized men for their gem
ating magical items which affect Wisdom. posits containing translucent areas large value.
Serpentine: The name refers to a wide enough to yield faceted pale yellow to Amethyst: Related to agates and other
variety of related materials known as wil- whitish gems, or, more rarely, in clusters less valuable quartzes, amethysts are a
liamsite, ricolite, verde-antique, picrolite, of translucent yellowish crystals which deep purple hue and are normally facet-
taxoite, bowenite or poor man’s jade. are cut similarly. cut into brilliant gems. Amethysts are
Those varieties used extensively for carv- Zircon: A brownish crystal found in ig- supposed to ward off drunkenness, and as
ing are traded as serpentine stone. We are neous (volcanic) rocks. Zircon attains its such are usually used as ornaments for
concerned with the finest translucent, pale blue shade with heating and cutting mugs and chalices, particularly those
vivid pure green williamsite, which is cut (usually facet-cut). Zircons are occasion- used by nobility. This ward is more super-
into faceted gems or cabochons. In the ally passed off as more valuable gem- stition than truth.
Realms, serpentine of this type is widely stones, though anyone with the slightest Angel’s Skin: Fine pink coral suitable
used in cabochon form, set into orna- knowledge of gems (jeweler, dwarf, or for use in jewelry, usually found in shal-
mented weaponry and harness, rings, and even an adventurer of long standing) can low tropical seas upon isolated reefs or at-
courtly jewelry of all types. identify the difference. olls. It is delicate and easily shattered
Skydrop: The common name given to unless properly treated and mounted. In
clear or lightly colored tektite material; the Realms, it is slowly sun-baked on
Fancy Stones large, flat rocks to drive off water and
fragments of glass of celestial (meteoric)
origin, found in the vast shifting sands of tiny animal life (dead from lack of water
Alexandrite: A greenish form of
Anauroch and other deserts. Such stones but still present in the coral) that other-
chrysoberyl which appears reddish under
are usually buffed and polished to spar- wise would give it an offensive odor and
nonnatural light (including wizard’s light
kling clarity and fixed in claw mounts as reduce its value for adornment.
spells). This transparent gem is usually
pendants or teardrop earrings. Brandeen: The common name in the
facet-cut and mounted as a pendant or
Smoky Quartz: Also called cairngorm Realms for what is known here as “sti-
earrings. Alexandrites are used in produc-
or moorland topaz, and ranges from a biotantalite,” a rare mineral which some-
ing items which provide good omens
gritty yellow to brown or black in color. times contains clear areas of reddish
(such as luckstones, though many are
As a black gem, it is called morion and brown to honey-yellow hue which can be
used for lodestones as well).
used by necromancers. It is usually facet- cut to yield small, hard, faceted gems.
Amber: A golden, fossilized resin, usu-
cut in a brilliant form. Chrysoberyl: A hard, transparent,
ally tumbled smooth and cut cabochon.
Spodumene: A hard and quite durable green gem, usually facet-cut. Chrysober-
Amber is soft and brittle, and often used
stone, also known as kunzite (in its pink yls are used in producing devices which
as a good luck charm to ward off diseases
to purple varieties) and hiddenite (in provide protection against magic jar
and plague. Some amber contains other
emerald-green). It is readily cleaved, cut spells or other forms of possession, and in
preserved fossils, such as primitive plants
into faceted gems often of great size, but weapons designed to affect ghosts and
and insects. These variants are valued
the kunzite variety suffers from a strange similar creatures.
much higher in the Realms. Amber pellets
condition: Its color fades with the pas- Coral: Formed by small plants and ani-
strung on thongs are used as a medium of
sage of time to a pale shadow of its former mals in the warm seas of the Realms (in-
trade by northern barbarians, but are

136
cluding the Sea of Fallen Stars), pink and (and colorless) to impress the eye of the
crimson varieties are considered valuable uninitiated.
Precious Stones
enough to class as ornaments and be Sinhalite: A rare stone, found only in
(base value 500 gp)
treated as gems. Coral is treated as angel’s streambed gravels (or the deposits left by
skin for drying and preparation. In the vanished streams) as pale straw-yellow to 01-07 Aquamarine
South, powdered coral is used in prepar- yellow-brown waterworn pebbles. It 08-14 Euclase
ing healing potions. yields cabochon gems up to an inch in di- 15-21 Flamedance
Jade: A class of stone including both ja- ameter. 22-29 Garnet
deite and nephrite. It appears as an Star Diopside: The most prized form of 30-37 Heliodor
opaque, waxy mineral of light to dark a hard, durable gemstone that is rarely 38-44 Horn Coral
green or white. As jade ages, it darkens found in attractive colors. It is usually too 45-51 Orbaline
further to become a rich brown. Jade is dark in color for beauty, but mountain 52-59 Pearl
said to enhance musical ability, and so is and streambed-pebble crystals of pale 60-67 Peridot
worn as a lucky stone by bards and other green hue produce attractive semi- 68-75 Raindrop
musicians in the Realms. precious stones (see Diopside above.) A 76-81 Rusteen
Jet: A deep black gem, this stone is a few specimens of darker green become 82-88 Sphene
tough variant of bituminous coal which four- or six-rayed stars when cut, and 89-95 Spinel
can be facet-cut and displayed either as a these are rated at the higher values for 96-00 Topaz
pendant or inset into a larger setting. Jet gem variation. Aquamarine: A hard, transparent form
stones are often used as magic jars in old Tourmaline: Long-crystalled tourma- of beryl, blue-green in color. Aquama-
legends, and the popularity of these leg- line in its multi-colored varieties is consid- rines are found throughout the north,
ends tend to make jet stones suspect when ered a precious stone,. The black where their hardness makes them suitable
they are found today. variations are called Ravenar and consid- gems for the northern barbarian tribes.
Jargoon: A rare, red variety of zircon ered gems. Colors vary from green to Euclase: A rare gemstone found in
much prized for its deep ruby luster. The blue, brown, or red, all in pale shades. small, readily cleavable crystals ranging
name jargoon is often carelessly applied Often a crystal may show multiple shades from colorless to pale yellow, vivid yel-
here to a large variety of gem materials (as and is known as rainbow tourmaline (and low, pale green, and blue, this last hue be-
in “a cluster of jargoons, matey, with gar- is more valuable). ing the most prized (valuable samples will
nets as big as yer hand”). Tremair: The name given to a pink vari- be blue euclase).
Kornerupine: A hard, rare, green or ety of tremolite called “hexagonite.” Tre- Flamedance: The name by which rhodi-
brown translucent gemstone that yields mair is found in small, clear crystals zite is commonly known. It is an ex-
faceted gems up to medium size. It is usu- which yield even smaller faceted gems. tremely rare gemstone found in small
ally found in streambed or ridge-pit Ulvaen: A stone which is prized in the crystals or fragments used in lapidary
gravel. Realms; soft but shatter-resistant, it can work only when faceted gems can be cut
Laeral’s Tears: Named after the sorcer- be easily worked by unskilled cutters into from them.
ess Laeral; the tears are soft, brittle, color- large cabochons or faceted gems of pale to Garnet: A general class of crystals
less crystals and crystal fragments of large rich yellow hue. It is also known as am- ranging from deep red to violet in color.
size. The same gemstone is called bery- blygonite. Garnets are normally isometic in shape,
llonite elsewhere. Waterstar: Rare in the Realms, water- with 12 or 24 faces to a typical crystal,
Octel: The more common name for star is also called achroite or colorless though 36 or 48-faced crystals have been
scheelite in the Realms; it occurs in soft tourmaline. The only material of this found. Garnets are found in the Realms in
crystals which yield sparkling faceted stone valued for gem use is that entirely metamorphic rocks, marbles, and gran-
gems of pale yellow or orange hue. Large, free of flaws and inclusions, which can ites, and are found in a number of loca-
irregular crystals are often used for yield quite large faceted gems, colorless tions throughout the North.
carved pendants or inlays. but sparkling. Heliodor: A deep yellow variety of
Scapra: The name by which the finest Ziose: The name given by sages to a golden beryl varying in hue from greenish
scapolite is known, which yields pale to particular facet-grade variety of ziosite; a yellow to reddish yellow and yielding
medium yellow faceted gems. Found in rare mineral that yields cut stones that large or medium-size faceted gems.
rough crystal form, scapra is somewhat flash three vivid hues depending on how Horn Coral: Deep black coral, similar
soft, lending itself to easy cutting by the the light catches them or in what direction to angel’s skin save for its solid color, also
unskilled—but proving unsuitable for the they are viewed; purple, blue, and red, or called night coral. It is used in jewelry as a
wear and tear of use as clothing ornamen- purple, green, and red. Very large (fist- or polished twig or branch of material, or is
tation or in ring stones. foot-sized) specimens are sometimes cut cabochon.
Shandon: Another name for natrolite found, and are prized for use in pendants Orbaline: Benitoite’s common name in
in the Realms; its slender, colorless crys- by humans, demihumans, and human- the the Realms. It is a relatively soft gem-
tals yield tiny faceted gems used often in oids of large stature. stone usually found in fragments. These
veils and robes to capture the effect of can yield blue to colorless faceted gems,
beads of water glistening upon the mate- usually small.
rial. Such gems will fetch their true value Pearl: The product of oysters and other
only when sold to gemcutters and others mollusks, pearls are layers of aragonite
familiar with them—they are too small formed around a bit of grit or other irri-

137
tant. The resulting pearl has a rich, deep the Realms. This dark reddish brown to
pale brown gemstone yields small faceted
Gem Stones
luster. Most pearls are white in the
Realms, though there are rare (and more stones much prized for sword and harness (base value 1,000 gp)
valuable) versions which come in differ- ornamentation in the North due to their
ent colors (rainbow and black are the durability. 01-08 Black Opal
most valuable). Pearls of exceptional size Sphene: A soft, brittle gemstone (and, 09-16 Fire Opal
(3 inches or more) are usually marred or like scapra, easily worked by unskilled 17-24 Jasmal
otherwise less valuable, though in one ex- cutters) of various yellow to green shades. 25-32 Moonbar
treme case a huge pearl was enchanted A fine emerald green is the most prized 33-40 Opal
and turned into a crystal ball. hue. Sphene crystals can be cut into beau- 41-48 Orblen
Peridot: The translucent version of oli- tiful, sparkling, faceted gems of small and 49-56 Orl
vine is usually an olive green in appear- medium size. 57-64 Ravenar
ance. It is normally found in basalts and Spinel: Not native to the north, spinels 65-72 Red Tears
with other quartz deposits. Peridot is of- come to the region from traders to the 73-76 Sapphire
ten used in abjuration spells and items south and from visitors to Kara-Tur. Red 77-79 Shou Lung Amethyst
which provide protection against spells spinels are said to come from desert coun- 80-82 Shou Lung Topaz
and enchantments. try, while blue spinels from the east, and 83-89 Tomb Jade
Raindrop: The name given to cassiter- the rare green spinels from the jungles of 90-94 Water Opal
ite, specifically to the flawless, colorless Chult. All types are transparent and wear 95-00 Zendalure
crystals or areas in larger, dark brown very well. Black Opal: A greenish type of opal
crystals. These can yield small, hard, du- Topaz: A golden, transparent gemstone with black mottling and gold flecks. Usu-
rable faceted gems. The stones are usually found in large crystals in granite deposits. ally found in ancient hot springs, the gem
fashioned into velvet-polished teardrop Occasionally yellow or brown, it be- is usually tumbled smooth and cut cabo-
shapes for use on cloaks and other gar- comes pink if exposed to great tempera- chon. The phrase in the North “Black as a
ments, hence their name. The colored ma- tures. Topaz is very hard and wears well. black opal” means, effectively, not very
terial is much less valuable and known as It is used as an inset gem in devices which black (or evil) at all, and is used to de-
woodtine. offer protection from magical effects. scribe good-hearted rogues and similar in-
Rusteen: Another name for microlite in

138
dividuals who would be embarrassed by Ravenar: A glossy, black variety of Jewels
praise. tourmaline, also called schorl, is highly
Fire Opal: A brilliant orange-red gem, valued in the North, less so in other lands, (base value 5,000 gp)
usually solid or with golden or greenish where it is rare and carries little value.
flecks. Usually found near active hot Ravenar is commonly used for inlay work 01-06 Amaratha
springs and geyser activity in the Realms. on daggers, buckles, and the like. 07-17 Beljuril
Fire Opals are often enchanted and used Red Tears: Gems unique to the Realms, 18-25 Black Sapphire
in producing a helm of brilliance. where legends say they are the tears of 26-36 Diamond
]asmal: A durable, very hard gemstone lovers for their men slain in battle, stained 37-47 Emerald
found in the form of small veins or (very red by the spilled blood of the fallen. Red 48-58 Jacinth
rarely) larger seam deposits in the Thun- tears are teardrop-shaped, glossy crystals 59-69 King’s Tears
der Peaks and the Spine of the World. It is of unusually vivid, fiery orange, cherry 70-71 Rogue Stone
so hard that it can hold a cutting edge and red, or blood-crimson hue. Most such 72-82 Ruby
can even be worked into small nonmetal- gems are found in deep mines or gorge- 83-85 Shou Lung Emerald
lic weapons. When polished, jasmals walls, where old rock has been exposed. 85-93 Star Ruby
catch sunlight or torchlight and, although They are also called Tempus’ weeping. 94-00 Star Sapphire
themselves remaining transparent and Sapphire: A brilliant blue transparent Amaratha: also known as shieldstone,
colorless, give off haloes of amber light. corundum mineral. Sapphires vary from this is a soft, greenish white or very pale
Jasmals are usually cut cabochon, and a clear, pale blue to a radiant azure. Sap- green sparkling gemstone. It is thought to
thus appear as small, glassy globes of or- phires are reputed to promote magical be unique to the Realms, and is found
ange light when worn on cloaks or tunics. abilities, and so are used in production there in the form of small lumps or nod-
Moonbar: Pearly white, opaque gem- and ornamentation of magical blades. ules in deep rock strata. Too soft to wear
stone crystals found in desert and tropical Shou Lung Amethyst: A corundum well in exposed settings (such as in rings,
areas of the Realms. Moonbars are natu- mineral closer to rubies and saphires than at the top of a staff, or at the peak of an
rally large and rectangular (with curved the Western amethyst, Shou Lung Ame- ornamented helm), it serves magnifi-
corners) and have a smooth, shiny sur- thyst takes its name from its deep purple cently as a gem set in large body jewelry
face, so when found and washed clean, hue. It is said to come from the uttermost or other protected positions. Shieldstone
specimens are immediately suitable for east, the lands of Kara-Tur, where it is attracts and absorbs electricity in a 10-
use as gems; cutting is only required when used to protect the lives of noblemen. foot radius, and can be used to protect
fragments are found. The largest known Shou Lung Topaz: A fiery yellow co- those who wear it or accompany the
moonbar serves as the lid of an unknown rundum mineral, again only imported to wearer. A 1-inch-diameter sphere of
king’s casket in a barrow on the the western Realms by travelers from shieldstone (the most common variety)
Trollmoors, and is almost 7 feet long, but Shou Lung and the other mysterious na- will absorb up to 6 points of electrical
most are approximately a foot long and 4 tions of the East. damage, so that a large number of shield-
inches wide. Tomb Jade: Rare and highly prized in stones worn as a necklace could absorb a
Opal: An opaque, smooth gemstone, the Realms, this is jade which has been natural or magical lightning bolt, electric
usually pale blue with green and gold buried for great lengths of time and has eel shock, or the like. In absorption, the
mottlings. Related in type to fire and turned red or brown. Buried jade can also shieldstone is consumed, vaporizing at
black opals, but is only slightly more be turned green if bronze objects are bur- the rate of a 1-inch-diameter volume per
common. Opals are used in a number of ied near it; jade of such hue is no more 6 points of damage absorbed. If an attack
magical items and spells, including being valuable than normal jade. exceeds the capacity of a shieldstone or
enchanted and used as a part of the helm Water Opal: Colorless, clear opal with group of shieldstones, all will vaporize
of brilliance. a play of color. It is rare and valuable in and the excess points of damage will be
Orblen: A rare gemstone unique to the the Realms, where it is used in scrying de- suffered by creatures or objects in the vi-
Realms, yielding deep golden gems of large vices as an ornament. Transparent opals cinity.
size. The hue of the material has earned it without such a play of color are known as Beljuril: Presently unknown outside
the nickname “honeystone,” and it is much hyalite, and are considered inferior (those the Realms; found there as smooth-
favored in the North. The largest known variations of this gem which are worth surfaced, fist-sized stones, asymmetrical
honeystone in existance, a huge hunk of less). but roughly spherical. Beljurils are dura-
rock 6 inches in diameter, is in the posses- Zendalure: A gemstone presently un- ble and very hard; cutting one typically
sion of King Azoun IV of Cormyr. known outside the Realms, where it is wears out several sets of metal tools, so
Orl: A gemstone believed unique to the found as large (2 to 6 inches in diameter), they are usually worn in pectorals or
North, where it is found only in “blue egg-shaped crystals in solidified lava shoulder-plates which are fashioned with
caves” such as those at Whaeloon. Orls flows. These mottled blue-white crystals claw settings. Normally a deep, pleasant,
are found in the softest rock, as sharp- are polished to a glassy finish and most of- seawater green, beljurils periodically
edged, spindle-shaped, symmetrical crys- ten seen as inlays and tiny cabochons in blaze with a sparkling, winking, flashing
tals of red (sometimes tawny or orange) rings, earrings, and pendants. light. This discharge is pleasantly eye-
hue. Red-hued orls are the most valued, catching in a candlelit great hall or a lan-
and some orl fanciers prefer to wear the tern lit dancing grove, but in a dark
unfaceted, natural crystals rather than chamber or murky night, it is dazzling. At
faceted cuttings. random, beljurils absorb some heat, light,

139
and vibratory energy from their sur- these stones are said to be the crystalized 01-06 Alabaster (5 sp)
roundings (up to 30 feet distant) without tears of long-dead necromancer kings. In 07-12 Archon (2 gp)
negating that energy and periodically— each gem can be seen that which the 13-18 Hornbill Ivory (7 sp)
usually about once per hour, but rates weeping king loved long ago: in some, 19-24 Iris Agate (2 gp)
vary from stone to stone, regardless of women; in some, lands now lost and 25-30 Ivory (1-5 gp, depending on
size or age and for no known reason— forgotten or greatly changed with time; in quality)
discharge this stored energy in a “flash.” some, dreams. The true nature of these 31-36 Lumachella (26 sp)
The discharge is silent and cold; the stones and the images seen within them is 37-42 Luspeel (3 gp)
sparks given off are few and do not carry unknown, but sages value these gems 43-48 Marble (3 gp)
a strong electrical jolt. Beljurils are some- above all others. 49-54 Meerschaum (2 gp)
times used in experiments by mages, al- Rogue Stone: A small, shifting, rain- 55-60 Pipestone (1 gp)
chemists, and artisans, but have not yet bow colored, irridescent gemstone. The 61-66 Psaedros (6 sp)
proven useful as a power source. Beljurils fluid shades of color appear almost liquid 67-72 Serpentine Stone (3 gp)
are often used for warning lamps or night under normal sunlight. Rogue stones are 73-78 Soapstone (9 sp)
beacons by the wealthy. Beljurils occur in extremely rare and are used for the gem- 79 Star Metal (10,000 gp)
old rock, usually in blue claystone. No jump spell. Any rogue stone found will be 80-85 Sulabra (7 sp)
beljurils significantly larger or smaller a singleton gem among the others; no 86-91 Tempskya (1 gp)
than fist-sized have yet been found. more than one will ever be found in one 92-95 Turritella (8 sp)
Black Sapphire: A rare variety of sap- place at one time. 96-00 Xylopal (22 sp)
phire. The black sapphire is a deep, rich Ruby: A clear to deep crimson red co-
ties and lend themselves readily to carv-
black with yellow or white highlights. rundum stone. The deeper the red the
ing. Such carvings can take the form of
Black sapphires come mostly from the more valuable the stone, so that more
screens and panels, furniture inlays, figu-
South, in particular the Great Rift, and valuable variations are easily identified.
rines, bowls and trays, bookends,
are much valued by dwarves. Rubies are supposed to grant good luck,
spheres, scarabs, beads, and rings. Art-
Diamond: A hard, clear gem which can according to superstitions in the Sea of
work can also be carved in gems (inta-
be clear blue-white, rich blue, yellow, or Fallen Stars. In magical research, rubies
glios), or the material carved away so that
pink. The hardest of the gemstones, and are often ground to produce magical dust
the artwork appears in relief (cameos).
among the most valuable, diamonds are and inks, and also used as ornaments in
Cameos are almost exclusively carved in
found in scattered locations throughout items such as helms of brilliance.
shells.
the northern mountains. Many of these Shou Lung Emerald: A much harder
In the Realms, many of the cheaper
locations are far underground, making and more lustrous variation of the west-
gems found in massive form are cut for
them only accessible by dwarves and un- ern emerald. The Shou Lung emerald is
stones if of the highest value (most desir-
derground races which trade with the sur- called the bureaucrat’s stone in the fabled
able hue and texture, flawless composi-
face world for other goods. Diamonds are lands of Kara-Tur. Legend says that there
tion), or if not, they are sold by weight for
occasionally powdered and used in magi- are three of them, but since there are at
carving. These include jade (jadeite and
cal writings, and are used in items such as least a dozen caches of them scattered
nephrite), chalcedony, agate, tiger eye,
the helm of brilliance. throughout the west, this statement is dis-
jasper, idocrase, grossular, rhodonite,
Emerald: A brilliant green beryl, the counted as myth. Regardless, the bright
beryl, tourmaline, rock crystal, rose
emerald cleaves along straight box-like green stone is highly valued.
quartz, and serpentine. Weaker (softer
lines, and is often displayed with rectan- Star Ruby: A variation of the ruby. The
and/or more brittle) materials used for
gular cutting in the finished gem. Emer- star ruby is more translucent, with a
carving include amber, jet, obsidian,
alds are often connected with health, and white star highlighted at its center. Of
moonstone, turquoise, malachite, and
so are used in producing and ornamenting every hundred rubies, one is a star.
opal. (These weaker stones are rarely
devices which magically aid health. Star Sapphire: A precious variation’ of
used unless of low gemstone value.)
Jacinth: Also called hyacinth, this fiery the sapphire. The star sapphire is more
Serpentine, for example, ranges from
orange gem is a relative of the sapphire translucent, with a white star highlighted
fine faceted gems to the dark green variety
and other corundrum gems. It is found in its center. Star sapphires are used in pro-
used in ornamental screens, furniture in-
only in the Realms (in other prime mate- ducing and ornamenting devices which of-
lays, and in such items as the serpentine
rial planes, an inferior type of garnet or fer protection against magic. For every
owl. This variety is usually known as
essonite takes the name). Jacinths seem to thousand sapphires found, one is a star.
“verde antique” and is also called “serpen-
radiate with their own flickering light, tine stone,” and so it appears in the Hard-
which gives them the additional name fla- Hardstones
stone section of this text.
megems. Jacinths are used to produce and
Alabaster: The finely textured but brit-
ornament devices which protect against Listed prices are per pound (weight).
When determining treasure, the number tle white form of gypsum (plaster). It has
fire (such as rings of fire resistance).
ornamental uses for structure interiors in
Kings’ Tears: Sometimes called frozen of these found is actually the number of
pounds, not the number of individual the Realms.
tears or lich weepings, these are known
Archon: The name by which Blue John
only in the Realms, and are rare there. stones.
(fluorspar) is known in the Realms.
Clear, teardrop-shaped, smooth- “Hardstone” is a collective term given
Hornbill Ivory: Not ivory at all, but
surfaced, and awesomely hard (as yet un- to natural substances valued for their ap-
rather material from the beak of the horn-
breakable, even by hammer and forge), pearance which are found in large quanti-
bill bird.

141
Iris Agate: A massive variety of agate carving, this is easily worked by unskilled 01-07 Abalone (10 gp red,
much used in temples for effect; its vivid hands and can be quickly brought to a 25 gp green)
colors can be seen only when light shines warm, glossy finish. 08-14 Black Helmet (45 gp)
through it. Star Metal: Another name for meteor- 15-21 Conch (10 gp)
Ivory (or dentine): The substance that ite, this stone is rare. Smiths in the Realms 21-28 Cowrie, Tiger (10 gp)
provides the teeth of all mammals. When- have mastered the technique of forging it 29-33 Cowrie, Pearl (20 gp)
ever the teeth or tusks are large enough, (adding small amounts of alloys of more 34-36 Cowrie, Opal (100 gp)
they can be used for carving—thus, it common metals) to make weapons of 37 Cowrie, Purple Star
comes from the tusks of the elephant, the great strength and durability; hence the (4,000 gp)
teeth of the hippopotamus, and the tusks material’s high price. Tiny pieces are 38-44 Flame Helmet (50 gp)
of the walrus, narwhal, and boar, and the sometimes sliced and polished for inlay 45-51 Horned Helmet (50 gp)
teeth of the cachalot whale. Tiny quanti- work. 52-58 Mother of Pearl (5 sp for 1 lb.)
ties of fossil ivory (from prehistoric ele- Sulabra: The name by which argillite 59-65 Nacre (1 gp for 1 lb.)
phants, mastodons, and sabre-toothed (or haida slate) is more commonly 66-72 Nautilus (5 gp)
tigers) can also be found here. Ivory also known. It is widely used for inexpensive 73-79 Red Helmet (20 gp)
comes from other creatures such as behe- carvings. It is soft and gray, cleaving eas- 80-85 Sardonyx Helmet (40 gp)
moths, mammoths, and umber hulks. ily in planes, and is low-priced due to its 86-90 Shambos (1-5 gp per
Unicorn horns, it should be noted, are not hue and softness. shell plate)
used for ornamental carving, and com- Tempskya: a form of quartz which we 91-94 Trochus (4 gp)
mand prices of thousands of gold pieces refer to as petrified wood; the silicified 95-98 Turbo (2 gp)
from alchemists. The price of ivory de- woods vary widely in hue (black or white 99-00 Unio (1 gp)
pends on its hardness and durability, its through red, yellow, tawny, brown and
large, unblemished specimens useable in
hue and any mottling of colors, and the sometimes pink), and, like the original
cameo work; cowrie prices vary accord-
shine or surface it can take. Prices depend wood, vary in size from twigs to huge
ing to color, pattern, and rarity, from 10
on current preferences; what is valued logs. Some are difficult to polish because
gp for pale “tiger” black and white speci-
highly in a particular place or time can be of differences in hardness across a
mens to 4,000 gp for “purple star” speci-
extremely cheap elsewhere and elsewhen. tempskya surface, and most have frac-
mens; and the various helmet shell species
Lumachella: Also known as fire mar- tures and inclusions of clear quartz, opal,
are prized for cameo work.
ble, this is a rare, dark brown fossil mar- or chalcedony. Tempskya of pretty grain
A special note concerning trochus
ble variety containing small, iridescent and hue is sometimes cut and polished ca-
(“great top shell”) and turbo (“green
opal-like snails (lumachella means “little bochon for personal ornamentation, but
snail”) shells: The prices quoted in the ta-
snail”). usually is cut in flat slabs, polished, and
ble are for giant specimens, and turbo
Luspeel: Another name for magnetite fitted for inlay-work.
fetches such a price only when it has been
in the Realms; it is used in temples for its Turritella: A type of agate (quartz) con-
polished to a pearly sheen. Smaller shells
properties—i.e., a kneeling worshipper sisting of many small, silicified shells. The
of both species are sold for as little as 5 cp
will find his ferrous metal weapons and shells are conical and spiral in appear-
per pound, and are cut and polished to be
accoutrements adhering to the floor with ance, less than an inch long, and the rock
sold as mother-of-pearl (the ordinary
a definite (but not overpowering) pull. is dark brown in color. It is quarried in
pearly material used for inlay work, but-
Marble: Also called calcite, it is widely slabs and used in inlay work or for facings
tons, etc.) or, if of “fire luster,” are sold as
used in the Realms for its beautiful colora- (as a cheap alternative to marble).
nacre for similar uses.
tions, its ability to take a polish, and its Xylopal: The common name for opal-
Shambos is the name given to tortoise
abundance. It is extremely heavy, but is ized wood or lithoxyle; it is highly prized,
shell. This is a misnomer; the plates of
easily quarried in precise dimensions and is usually fashioned into bookends,
shell are not from a tortoise at all, but
without fracture or wastage. polished for collectors, and so on. In finer
from a sea turtle found in tropical waters.
Meerschaum: Sometimes known as se- qualities it is more often used for table in-
A single, undamaged carapace will yield
piolite, this is used in the Realms for small lays and personal adornment.
37 separate plates if properly handled.
carvings and for pipes. White and porous,
Shells (price per Thirteen of these plates are valued in gem
it is light and can therefore be quarried
work, and are known as “blades.” The 24
and transported in large pieces without specimen) remaining edge-plates are of little value
much equipment.
and are usually damaged from activity
Pipestone: A soft, easily carved brown Shells are valued for their vivid colora- during the turtle’s life. The plates are sepa-
to red-hued carving stone. It is also tion (which often fades in the sunlight). rated from the turtle’s skeleton by heat,
known as catlinite. Shells are rarely used as currency, but rare but the fire must be tended with skill, or
Psaedros: Another name for lepidolite. shells are sold for high prices to collectors excessive heat will darken the color of the
It is a soft pink to mauve mica rock used (for example, the “Purple Star Cowrie”). shell, ruining it for ornamental use.
in low-priced carving. With time, its col- Such shells are considered gems as far as Unio shells are simply unusually large
ors fade. value, but only to collectors. Bear in mind fresh-water pearl mussels, drag-netted
Serpentine Stone: The name by which that price and resale value for rare shells from rivers for buttons and similar uses.
verde antique is known in the Realms. vary wildly. Gambling tokens in the Realms are often
The massive variety of serpentine A few notes on the entries of the table: fashioned of such material.
Soapstone: Too brittle and soft for fine The price given for conch is paid only for

142
Art Objects 12: A ring of pierced Waterdhavian and chain holding a large, polished, irreg-
coins (brass ring with 26 sp) (27 sp value). ular piece of clear sapphire (5,000-gp
The standard tables for objects of art is 13: An eyepatch, sans chain or thong value). This earing is magical and detects
provided on page 134 of the Dungeon ties. The eyepatch is a rhomboid of beaten the alignment of any living creature it is
Master’s Guide. The following table pro- gold set with a mock eye of a sapphire touched to. It shows the alignment by
vides more detail for individual items, (1,000-gp value). The sapphire is in turn changing color: LE = black, CE = red,
and can be used as an optional table to the surrounded by two crescents of polished NE = orange, N = brown, CN = gold, LN-
DMG version. moonstone (value 75 gp each). The = steel gray, NG = green, CG = blue,
This table is not recommended for large eyepatch is pierced in all four corners for LG = white. (This is a magical device, but
hoards and great numbers of art objects, ties (1,500 gp value total). if sold without checking for magic will
but will add a level of detail to small finds 14: A death mask of a noble, bearded bring 5,000 gp).
and perhaps provide useful and unique male visage, made of beaten gold (44 gp 27: A chain, 6 feet long, made of orna-
items for the characters. When an item is value). mental, gold-plated, triple-interlaced
removed, scratch its number from the list. 15: 1-8 silver bars (each a flat rectangle, links which are both heavy and strong (80
Then either replace that item with one of 2 inches thick x 2 inches wide x 10 inches gp value).
your own (or with one of similar value) or long, untarnished), stamped with the 28: A rotting leather-and-silk chate-
go to the next number in the list if the symbol of Gond (25 gp value each). laine with gold-plated scissors (3 gp
number is rolled again. 16: A dagger with a gilded hilt, the hilt value), gold-plated thimble (1 gp), 6
inset with a gem of seeing (DMG, p. 170). silver-plated keys (2 sp each), and brass
Percentile Roll Item and Value The dagger will sell for 250 gp if the seller key ring and leather thongs (6 gp total
01: A belt buckle with flaming sword is unaware of the magic. Otherwise treat value).
device, of silver, lightly tarnished. (1 gp as a magical item (what the market will 29: A jewel coffer of chased silver, de-
value). bear). picting wooded scenes with birds in
02: A scroll tube, carved in ivory with 17: An electrum belt buckle with a cres- branches on back and sides. The top of
gold-plated metal end caps (3 gp value). cent moon insignia (4 gp value). the coffer is graced by an engraving of a
03: A single boot heel, silver-plated, 18: A scroll tube made of carved ebony maiden combing her hair while looking
with embossed ornamental scrollwork de- with silver-plated end caps. Each cap is in- into a pool at her reflection (15 gp).
sign. The heel is worn and battered (1 gp set with a large (1,000-gp value) faceted 30: An electrum medallion inlaid with
value). half-emerald (2,300 gp value total). copper, in the design of a phoenix rising
04: A large bowl in good condition, 19: A gold-plated corkscrew with a 50- from flames. The medallion is spherical, 4
made of chased and pierced gold, worked gp value bloodstone set into each tip of inches in diameter (4 gp value).
in the design of leaping dragons fighting the handle (125 gp value total). 31: A fire-blackened oak staff shod
spear-armed warriors (30 gp value). 20: A silver cloak pin, fashioned in the with meteoric steel (25 gp value) at its
05: A single bracer made of electrum shape of a griffon’s head (side view, facing base. The head of the staff is carved in the
and worked in mock scales with four cir- right) with a 1,000-gp value ruby as the shape of a fanged serpent with two 500-gp
cular bosses about it, the center of each eye (1,100 gp value total). value rubies as eyes (1,025 gp value for
boss being a claw holding a small (20-gp 21: A cork bottle stopper, fastened by entire staff).
value) bloodstone (150 gp value total). an ornate wire twisting to a large, 32: A bracelet made of 46 tiny (70-gp
06: A golden comb, its handle carved brilliantine-faceted topaz (900 gp value). value) white pearls strung together on
into a dragon’s head with a 1,000-gp value 22: A pendant consisting of a fire opal gilded wire, fastened with a barbed hook
ruby set as an eye (1,100 gp value total). (1,400-gp value) with a gilded, fine twist- and loop (3,220 gp value total).
07: A gold tooth, “rough filling” fash- link neck chain (1,500 gp value for opal 33: An ornamental skullcap of beaten
ion (2 gp value). and chain). gold, cut in the shape of floral vines meet-
08: A coffer, 6 feet high x 1 foot wide x 2 23: A monocle made from a polished ing, curling away and meeting again (66
feet long, with gold hinges and catch, glass lens in a gold frame, with hooked gp value).
made of carved ivory worked into a bev- and pierced side-handle, but without rib- 34: A cup of the thinnest beaten gold set
eled top, with a gigantic battle scene cov- bon or cord (30 gp value). with a lip-ring of 12 tiny (500 gp value)
ering sides and top. All figures have been 24: A set of thieves’ picks and tools, in- emeralds, chased and embossed in rings
individually cut and exquisitely detailed cluding universal lock-picks, prybar, of abstract pattern (interlocked rings, ver-
(75 gp value). waxed cord with two hooks and six thin tical and horizontal bars interwoven with
09: A 6-sided die, 1-inch cube of beaten steel spikes, whipsaw, cutters, two small them) (6,250 gp total).
gold stamped with holes for the pips (10 black velvet bags, black leather gloves 35: A statuette in solid gold of a
gp value). and mask, iron grapnel with 2-foot shank flowing-haired maiden riding a rearing
10: A fingerpick for yartings and other and end-ring (30 gp value). unicorn (90 gp).
stringed instruments. The pick is an oval 25: A quill pen case made of gold, held 36: A clappered bell made of carved,
made of polished abalone shell, affixed to shut by a clasp. Carved into the case is a polished rose crystal (bell, 900 gp value;
a moon-and-stars design crownpiece (2 gp scene of a scribe writing in a tome, sitting clapper, 160 gp value; set intact, 1,200 gp
value). on a stool amid stacks of parchment. The value). The bell and clapper are joined by
11: A pipe-style whistle of fluted design symbol of Deneir is engraved on the op- fine gold wire.
with a ring at top for chain or cord, made posite side (6 gp value). 37: A heavy candelabra (10 lbs.) made
of reddish gold (3 gp value). 26: A gold earring with a spring clamp of solid silver, now black and tarnished,

143
with four stepped branches beaten into strap. The neck-piece is made of steel claw holding a large spherical aquamarine
the appearance of curling stems. Open sil- plated with mirror-smooth silver, lightly (of 1,000-gp value) (value 1,025 gp total).
ver flowers are set to hold candles (5 gp tarnished, and bears a fine linecut design 59: A gaudy, ornamental fishhook
value). of a star (3 gp). made of beaten gold and studded with
38: Bangles (2-20 4-inch-diameter gold 48: A set of hairpins, gilded and with gems, 6 inches in overall length. Nonreli-
hoops with rounded edges) suitable to be bloodstones (each worth 50 gp) as heads. gious in nature, it is used by a secret soci-
worn on the wrists and biceps (5 gp value There are 2-8 of these here (51 gp each). ety of anglers. The gems as follows: 6
each). 49: A drinking jack of polished black- moonstones (each 50-gp value); 8 ame-
39: A golden ball, dimpled from use but and-white horn with silver cap and base thysts (each of 100-gp value); 2 red gar-
still brightly polished. The ball is a 3- (25 gp value). nets (each of 100-gp value); 2 pink pearls
inch-diameter sphere of solid gold (100 gp 50: A ring of 12 keys (to chests, doors, (each of 300-gp value); 2 green tourma-
value). etc.). The ring is gold-plated, and there lines (each of 100-gp value); 6 tiger eyes
40: A statuette of carved ivory, of an ar- are three gold-plated keys (each worth 3 (each of 10-gp value) (2,500 gp value to-
mored warrior leaning on a great broad- gp), six tarnished, ornate silver-plated tal).
sword (40 gp value). keys (each worth 1 gp), and three 60: A door handle of steel plated with
41: A garter consisting of nine gold electrum-plated keys (each worth 2 gp). gold, fashioned into the form of a curling
coins linked with gold wire, from which The ring separately is worth 6 gp (27 gp snake (12 gp value).
hangs an electrum mesh fringe extending value total). 61: A bodkin made of tempered steel
down in six triangles. Each triangle ends 51: A golden flute, of delicate work- with a wire twist (and threading loop)
in a claw-held, smoothly polished jacinth manship and mirror-smooth finish (200 mounting holding a tiny, crown-faceted
(5,000-gp value each). The whole garter is gp value). carnelian (of 25-gp total value).
backed with a (rotting) black leather band 52: A golden urn, chased and cut with 62: A glove for the right hand of a large
(30,000 gp value total). relief designs of flowers, painted with human with embroidery along the back.
42: A salt cellar made of ornately scarlet blossoms. The urn is in excellent The stitchery is a curling tendril design
carved gold with a cork stopper in the condition, 6 feet tall, and designed to hold utilizing beads and a few gemstones as
bottom. The cellar is shaped like a slum- a single flower stem (e.g. a rose). It weighs flower buds, as follows: 8 white pearls
bering gold dragon curled around a pile of 10 lbs. (25 gp value total). (each of 100 gp value); 1 peridot (of 500
gold (60 gp value). 53: A 5-inch-diameter sphere of solid gp value); 9 rock crystal “tears”
43: A sword-hilt made of intricately gold cut with a relief design of four sylphs (teardrop-cut, glassy polished, each
carved gold with an enamelled painting of amid clouds, holding up a mirror (a pol- worth 60 gp); 1 opal (1,000 gp value). The
a hawk in flight in the center of the grip. ished area on the sphere). The eyes of the glove is made of leather and in good con-
The sword’s pommel is fashioned into a sylphs are tiny cabochon-cut rubies dition (2,850 gp total).
hawk’s head. The hilt is ornamental in na- (1,100-gp value each) (The entire piece is 63: A copper chamber pot, chased and
ture, for it is too soft (solid gold, not plat- worth 8,680 gp total). embossed in relief design of rampant,
ing on a stronger metal) for battle use (30 54: A crown of yellow gold with six stylized dragon, with two gems (1,000-gp
gp value). slim spires, with a large (90-gp value) zir- emeralds) as eyes (2,010 gp value total).
44: A flagon carved of clear rock crys- con set at the base of five of the spires, and 64: Cloth-of-gold vestments, man-sized
tal, polished glass-smooth. It is a tulip- a gigantic (2 inches high, 1,000-gp value) with a loose cape and ankle-length under-
shaped vessel with heavy, bulbous base, amethyst set at the base of the tallest tunic, bell sleeves, and intricate embroi-
and is safe to drink from. The flagon (front) spire (1,700 gp value total). dery, marked by symbols of Waukeen.
holds 1 pint (120 gp value). 55: A half-mask of black velvet backed The vestments are somewhat frayed and
45: A 12-inch beer stein, made of pew- by leather, its lower edge trimmed with age-stained (150 gp value).
ter set into a gold-plated iron frame with tiny teardrop citrines. There are 16 small 65: A ring of ornately and skillfully
gold handle and pierced gold decorative (50 gp value) citrines and six 6 slightly worked electrum, set with two obsidian
side panels depicting huntsmen in the larger (70 gp value) gems (1,200 gp value chips (each of 5 gp value) forming the eyes
chase, winding horns, and with their dogs total). of a laughing imp (15 gp value).
harrying a stag. The stein is safe to drink 56: An anklet made of 12 tiny plates of 66: A false hand, solid and unjointed,
from and holds 2 quarts. It weighs 13 lbs. gold linked with gilded wire and fastened made of silver, with crescents of ivory as
(85 gp value). by a hook and eye. From each wire loop nails (3 ivory nails are of 1 gp value, 1 of 2
46: A book with steel-edged, beaten save the fastening depends a wire- gp value, and 1 of 10 sp value) (30 gp
gold covers, embossed and painted in mounted gem, 11 in all, as follows: 4 value).
fine, intricate repeating pattern borders, white pearls (each 100-gp value); 6 violet 67: A herbal pouch with a faint, musty,
having as a central scene a warrior with a garnets (each 500-gp value); 1 deep blue unidentifiable odor. The pouch is made of
longsword battling a dragon, which he is spinel (of 500-gp value) (for a total value shabby leather with an ivory toggle catch,
grasping by the throat. The book, written 3,950 gp). and large (200-gp value) amethyst orna-
in Thorass, is a Roll of Heroes; a list of 57: A gaming piece in the shape of a ment surrounded by rings of beading. The
now-forgotten names, their birth and halfling, carved of ivory with two amber beading is now worn and missing in spots,
death dates, titles and ranks, and their beads (value 20 gp each) as eyes/ and only the amethyst has any value.
deeds (worth 300 gp for materials alone, a adornment (50 gp). 68: A peg-leg made of gilded wood and
sage will pay 900 gp). 58: A ring of carved and beaten gold in set with three large, cut ovals of amber
47: A gorget, crescent-shaped and sans curlicue designs, showing a mock beast (200 gp value for each oval).

144
69: 1-6 silver arrowheads (5 sp each). tal (320 gp value each). rines (each gem is worth 800 gp. The
70: A large, ornamental bodice pin (4- 74: A beast goad (ankus) consisting of a entire crown is worth 3,500 gp).
inch-diameter sphere) of polished brass gold-plated iron rod hooked at the end. 84: A tapestry of wool and animal hair
worked into the shape of a sleeping uni- The other end is capped with a large (6 with a few strands of spun gold. It is large
corn. A chalcedony is inset (70 gp value) inch) square-faceted ruby (9,300 gp (6 feet wide x 12 feet long) and depicts
to depict its horn (market value 75 gp). value). three maidens in skirts standing in a
71: A wall hanging 20 feet high x 15 feet 75: A mirror made of reflective, pol- moonlit garden beneath seven stars. The
wide worked in dyed wool. The tapestry ished electrum, set in a silver frame. The origin and meaning of the scene is now
consists of coarse threads on a back- back panel of the mirror is chased in a de- forgotten, and the tapestry is in mediocre
ground of scraped and sewn-together ani- sign of a smiling, elfin female face. The condition (400 gp value, 800 gp to a sage).
mal hides. The hanging is mildewed, mirror is designed without a handle (40 gp 85: A single bracelet made of heavy
moth-eaten, dirty and water-stained, but value). gold and set with six blue-white diamonds
still impressive: a gold-colored entwining- 76: A tray made from a giant scallop (5,000 gp value each), the bracelet’s edges
snakes border encloses a scene of a shell, gilded and affixed to a golden mock cut in curlicues (30,100 gp value total).
crowned, bearded, noble king spearing a claw base in which are set four nails of 86: 1-4 tiles of baked and glazed clay,
boar from horseback, surrounded by his black obsidian. The obsidian nails are painted with scenes of swimming fish.
courtiers. Nine black doves fly in a circle worth 10 gp each, with an 80 gp total White pearls (100 gp value) are inset as
in the sky overhead, and from the boar’s value for the tray. eyes (one fish per tile).
mouth are falling sparkling gems. The ori- 77: Perfume in a cut crystal bottle 6 87: A human-sized chain mail shirt
gin and meaning(s) of the work are un- inches tall, with a 2-inch-long stopper. made of a shining, meteoric metal, triple-
known (20 gp value on the open market, The bottle flares from the base to a wide linked and oiled, and in top condition.
worth 700 gp to a sage). facet along the side, and from there tapers The shirt is nonmagical, but provides AC
72: A shield of beaten gold bolted to to a thin neck. The contents are an un- 3 to the wearer (400 gp value).
wooden underlay, finely worked and known, musky, but pleasant perfume (liq- 88: Plate barding for a horse, with
enamelled in a scene of an armored war- uid scent, green and viscous). The bottle rump skirt plates, chased in floral design.
rior riding rampant on horseback, brand- is sealed with wax (12 gp value). The barding is ancient and constructed of
ishing a curved blade, while enemies flee 78: A harp with ivory-inlaid bridge and fine blue steel, better made than that
toward the bottom of the shield. Many inset with two zircons (each worth 50 gp) available from any present-day human
castles and maidens are depicted within as the eyes of a carved head at the peak of smith (700 gp value).
the border surrounding this scene, pre- the instrument. The harp has 40 strings, 89: A sarcophagus/casket of bronze
sumably possessions won by the warrior. intact and playable, with a beautiful sheathed with electrum, worked in an
This shield is undamaged and obviously sound. The name “Aurelin” is carved in effigy-shape of sleeping form. The face of
not for battle use (it is both too heavy and Common down the spine of the instru- the effigy is fashioned of gold inlay. Its eye
too fragile). It is magnificent in appear- ment. The harp is constructed of wood of sockets once held gems, but these are
ance and quite large (4 feet tall). Its origin, an unknown type, and is nonmagical (500 missing. The casket contains human
and the identity of the warrior depicted, gp on the open market, or up to 6,000 gp bones, but no treasure (900 gp total).
are now lost (500 gp value). to a bard). 90: A thin, gilded wooden stick,
73: Three identical throwing knives, 79: A 2-foot rod of bronze inlaid with straight and smoothly cylindrical, capped
silver-plated (on a steel base) and finely silver circles and 16 violet garnets (worth with a gold open-petaled flower at one
balanced, with plates of polished sar- 500 gp each), topped with a huge, deep end and a crescent moon of gold at the
donyx (each plate worth 150 gp) set on blue spinel (worth 900 gp). The other end other. This wand is nonmagical (18 gp
both sides of the tang to form a grip. Of of the sceptre is a gold knob (8120 gp value).
magnificent appearance, but also practi- value total). 91: A ring of red gold, beaten into a
cal weapons rather than merely ornamen- 80: A slim band of steel plated with long knuckle-coil to resemble a miniature
electrum, and set with 2 cabochon-cut snake coiling about the wearer’s finger.
star sapphires (worth 1,000 gp ea), 2 Two tiny rubies (each 90 gp value) are set
cabochon-cut opals (worth 1,000 gp ea), into its head as eyes (190 gp value).
and a huge, central black opal (worth 92: A long sword of steel plated with
2,000 gp) (6,020 gp value total). silver. Simple cross-hilted blade with a
81: A gold ewer. The flare-mouthed cabochon-cut piece of jet (500 gp value)
pitcher has 2 handles, one to a side, and set into the center of the tang where the
its outside is worked in an abstract, quillons meet it. The long sword is non-
horizontal-curved design (45 gp value). magical (530 gp value total).
82: A platter of chased and pierced 93: A toy warrior made of bronze with
gold. The platter is delicate and easily a wire sword (broken off and missing).
damaged, but in good condition. It is a The eyes of the warrior are tiny, faceted
large oval, 2’ long x 1’ wide at widest turquoises (5 gp value each). The shield of
point (300 gp value). the warrior has a silver inlay. Very finely
The personal heraldic device 83: A crown made of a thick, soft band worked, with detailed features and armor
of the High Imperceptor of of beaten gold, set with 4 large (2’ diame- (20 gp value total).
Bane ter, half-relief cabochon-cut) aquama- 94: A gold chain necklace attached by

145
gold wire to six plates of electrum, shaped react with the finish to produce a danger- black velvet outer face, and adorned with
in matching pairs to cover the upper ous poison (ingested type H). The handle beaded stars and geometric shapes.
chest/collarbone area of a man-sized hu- of the mug has light-green jade inlays, Moonstones are set into the center of each
manoid. Each pectoral plate is set with a carved in the shape of a djinn (400 gp star: 36 moonstones worth 50 gp each.
large, faceted sapphire (1,600-gp value value). The mantle was created for a tall human
each, all perfectly matched in size and 96: 1-8 rolled bales of silk bound with and needs a pin to be worn correctly
cut), and from these plates depend four leather thongs and canvas outer wraps. (1,800 gp value total).
pyramid-cut matched chrysoprase stones The outer layers of silk are rotten and 99: A bundle of silver wolf furs. These
(emerald green, worth 80 gp each). The black, the inner areas still good. Colored are cleaned and cured pelts, sewn together
pectoral would only provide AC 6 protec- with faint pastel shades, the usable area of into wide-sleeved, open-fronted over-
tion, and seems to be ornamental in na- each bale is approximately 4 feet x 21 feet cloaks for winter and northern wear (1-10
ture (10,000 gp value total). long (2 gp value each). furs worth 50 gp each).
95: A brass mug, cut and chased in a 97: A sickle consisting of a silver-plated 00: A miscellaneous magical item of the
broad ring of crashing waves, the engrav- steel blade and a gold-plated handle. The DM’s choice, either from the Dungeon
ings picked out in red enamel. The mug handle is worked into the configuration of Master’s Guide or some other source.
was intended to be purely ornamental; if a many-leaved branch (25 gp value).
wine is drunk from this, the alcohol will 98: A mantle with black silk lining,

146
Table 84: TREASURE TYPES

LAIR TREASURES
Treasure Platinum or Other
Type Copper Silver Gold Electrum* Coinage Gems Art Objects Magical Item
A 1,000-3,000 200-2,000 1,000-6,000 300-1,800 100-600 10-40 2-12 Any 3
25% 30% 40% 35% 30% 60% 50% 30%
B 1,000-6,000 1,000-3,000 200-2,000 100-1,000 100-400 1-8 1-4 Armor Weapon
50% 25% 25% 25% 20% 30% 20% 10%
C 1,000-10,000 1,000-6,000 — 100-600 100-400 1-6 1-3 Any 2
20% 30% — 10% 10% 25% 20% 10%
D 1,000-6,000 1,000-10,000 1,000-3,000 100-600 100-300 1-10 1-6 Any 2 + 1 potion
10% 15% 50% 15% 15% 30% 25% 15%
E 1,000-6,000 1,000-10,000 1,000-4,000 300-1,800 100-600 1-12 1-6 Any 3 + 1 scroll
5% 25% 25% 25% 20% 15% 10% 25%
F — 3,000-18,000 1,000-6,000 1,000-4,000 100-600 2-20 1-8 Any 5 except weapons
— 10% 40% 15% 15% 20% 10% 30%
G — — 2,000-20,000 1,000-10,000 — 3-18 1-6 Any 5
— — 50% 50% — 30% 25% 35%
H 3,000-18,000 2,000-20,000 2,000-20,000 1,000-8,000 1,000-4,000 3-30 2-20 Any 6
25% 40% 55% 40% 25% 50% 50% 15%
I — — — 100-600 100-600 2-12 2-8 Any 1
— — — 30% 25% 55% 50% 15%

INDIVIDUAL AND SMALL LAIR TREASURES

J 3-24 — — — — — — —
K — 3-18 — — — — — —
L — — — 2-12 — — — —
M — — 2-8 — — — — —
N — — — 1-6 1-6 — — —
O 10-40 10-30 — — — — — —
P 10-60 — 1-20 2-12 — — —
Q — — — — — 1-4 — —
R — — 2-20 10-60 2-20 2-8 1-3 —
S — — — — — — — 1-8 potions
T — — — — — — — 1-4 scrolls
U — — — — — 2-16 1-6 Any 1
— — — — 90% 80% 70%
V — — — — — — — Any 2
W — — 5-30 1-8 — 2-16 1-8 Any 2
— — — — 60% 50% 60%
X — — — — — — — Any 2 potions
Y — — 200-1,200 — — — — —
Z 100-300 100-400 100-600 100-400 100-300 1-6 2-12 Any 3
— — — — 55% 50% 50%
* DM’s choice

To use Table 84, first find the letter given The first part of the table (letters A-I) lists or to be found in the lairs of animal intelli-
under the monster listing. On that row each treasures that are found in lairs only. These gence or less monsters. These treasures are
column then lists the percentage chance of a are sizeable treasures accumulated by social small. Intelligent creatures seldom carry
particular type of treasure appearing and creatures (humans, orcs, hobgoblins, etc.) large amounts of cash, while unintelligent
the size range for that particular type. Trea- or by those creatures notorious for the size ones seldom make the effort to collect it.
sures with no percentage listed are automat- of their treasure hoards (especially drag- When an individual or lair treasure war-
ically present. Either choose to have that ons). rants being larger than normal, several
particular treasure present (and the amount) The second part of the table lists treasures smaller entries can be listed to create an
or roll randomly to determine the result. likely to be owned by intelligent individuals overall larger hoard.

147
All Schools Blacklight (3rd) Teleport Without Error (7th)
Blink (3rd) The Simbul’s Synostodweomer (7th) *N*
Cantrip (1st) Delude (3rd) Vanish (7th)
Dispel Silence (3rd) *AL* Gateway (8th)
Abjuration (AB) Explosive Runes (3rd) Glassteel (8th)
Alarm (1st) *Ev* Fly (3rd) Incendiary Cloud (8th) *EV*
Protection From Evil (1st) Gust of Wind (3rd) Otiluke’s Telekinetic Sphere (8th) *EV*
Protection From Cantrips (2nd) Haste (3rd) Permanency (8th)
Dispel Magic (3rd) Icelance (3rd) Polymorph Any Object (8th)
Dispel Silence (3rd) *AL* Infravision (3rd) Sink (8th) *EN*
Hold Vapor (3rd) Item (3rd) Spell Engine (8th) *AB*
Non-Detection (3rd) Leomund’s Tiny Hut (3rd) Crystalbrittle (9th)
Proof from Teleportation (3rd) Melf’s Minute Meteors (3rd) *EV* Mordenkainen’s Disjunction (9th) *EN*
Protection From Evil, 10’ radius (3rd) Nchaser’s Glowing Globe (3rd) Shape Change (9th)
Protection from Normal Missiles (3rd) Secret Page (3rd) Succor (9th) *EN*
Ward Against Undead (3rd) Slow (3rd) Temporal Stasis (9th)
Fire Trap (4th) *EV* Tongues (3rd) Time Stop (9th)
Ilyykur’s Mantle (4th) Water Breathing (3rd) Spellstrike (9th)
Minor Globe of Invulnerability (4th) Wind Wall (3rd) Worldwalk (9th)
Remove Curse (4th) Wraithform (3rd) *IL*
Avoidance (5th) *AL* Dimension Door (4th) Conjuration/Summoning (CS)
Dismissal (5th) Extension I (4th) Armor (1st)
Ironguard (5th) *AL* Fire Gate (4th) Find Familiar (1st)
Anti-Magic Shell (6th) Fire Shield (4th) l EV* Grease (1st)
Globe of Invulnerability (6th) Leomund’s Secure Shelter (4th) *EN* Mount (1st)
Repulsion (6th) Missile Mastery (4th) Unseen Servant (1st)
Turnshadow (6th) Massmorph (4th) Glitterdust (2nd)
Banishment (7th) Otiluke’s Resilient Sphere (4th) *EV* Melf’s Acid Arrow (2nd)
Khelben’s Warding Whip (7th) Phase Trap (4th) Quimby’s Enchanting Gourmet (2nd)
Sequester (7th) *IL* Plant Growth (4th) Summon Swarm (2nd)
Spell Turning (7th) Polymorph Other (4th) Flame Arrow (3rd)
Spelltrap (7th) *AL* Polymorph Self (4th) Ghost Armor (3rd)
Mind Blank (8th) Rainbow Pattern (4th) *IL* Monster Summoning I (3rd)
Serten’s Spell Immunity (8th) Rary’s Mnemonic Enhancer (4th) Phantom Steed (3rd) *IL*
Spell Engine (8th) *AL* Solid Fog (4th) Sepia Snake Sigil (3rd)
Elminster’s Effulgent Epuration (9th) Stoneskin (4th) Caligarde’s Claw (3rd)
Imprisonment (9th) Vacancy (4th) *IL* Evard’s Black Tentacles (4th)
Prismatic Sphere (9th) *CS* Wizard Eye (4th) Monster Summoning II (4th)
Spell Invulnerability (9th) Airy Water (5th) Conjure Elemental (5th)
Animal Growth (5th) Leomund’s Secret Chest (5th) *AL*
Alteration (AL) Avoidance (5th) *AB* Monster Summoning III (5th)
Affect Normal Fires (1st) Bowgentle’s Fleeting Journey (5th) Mordenkainen’s Faithful Hound (5th)
Burning Hands (1st) Distance Distortion (5th) *CS* Summon Shadow (5th) *N*
Catapult (1st) Extension II (5th) Conjure Animals (6th)
Color Spray (1st) Fabricate (5th) *EN* Ensnarement (6th)
Comprehend Languages (1st) Ironguard (5th) *AB* Invisible Stalker (6th)
Corpselight (1st) *N* Leomund’s Secret Chest (5th) Monster Summoning IV (6th)
Dancing-Lights (1st) Passwall (5th) Drawmij’s Instant Summons (7th)
Enlarge (1st) Secure (5th) Limited Wish (7th) *EV*
Erase (1st) Shroud of Flame (5th) Monster Summoning V (7th) *AL*
Feather Fall (1st) Stone Shape (5th) Mordenkainen’s Magnificent Mansion (7th)
Gaze Reflection (1st) Telekinesis (5th) Power Word, Stun (7th)
Hold Portal (1st) Teleport (5th) Prismatic Spray (7th)
Jump (1st) Transmute Rock to Mud (5th) Maze (8th)
Light (1st) Control Weather (6th) Monster Summoning VI (8th)
Mending (1st) Death Fog (6th) *EV* Power Word, Blind (8th)
Message (1st) Disintegrate (6th) Prismatic Wall (8th)
Shocking Grasp (1st) Extension III (6th) Symbol (8th)
Spider Climb (1st) Glassee (6th) Trap the Soul (8th)
Wizard Mark (1st) Guards and Wards (6th) *EV,EN* Gate (9th)
Alter Self (2nd) Lower Water (6th) Monster Summoning VII (9th)
Bladethirst (2nd) Mirage Arcana (6th) *IL* Power Word, Kill (9th)
Cloak from Undead (2nd) Mordenkainen’s Lucubration (6th) Prismatic Sphere (9th) *AB*
Continual Light (2nd) Move Earth (6th) Wish (9th)
Darkness, 15’ radius (2nd) Otiluke’s Freezing Sphere (6th) *EV*
Deeppockets (2nd) Part Water (6th) Enchantment/Charm (EN)
Fog Cloud (2nd) Power Word: Silence (6th)
Charm Person (1st)
Fool’s Gold (2nd) *IL* Project Image (6th) *IL*
Friends (1st)
Ghost Pipes (2nd) Reconstruction (6th) Hypnotism (1st)
Irritation (2nd) Stone to Flesh (6th)
Scatterspray (1st)
Knock (2nd) Teleport Dead (6th) *N*
Sleep (1st)
Levitate (2nd) Tenser’s Transformation (6th) *EV*
Taunt (1st)
Magic Mouth (2nd) Transmute Water to Dust (6th)
Bind (2nd)
Pyrotechnics (2nd) Duo-Dimension (7th)
Deeppockets (2nd) *AL*
Rope Trick (2nd) Gemjump (7th) Forget (2nd)
Shatter (2nd) Mordenkainen’s Magnificent Mansion (7th) *CS*
Ray of Enfeeblement (2nd)
Strength (2nd) Phase Door (7th)
Scare (2nd)
Whispering Wind (2nd) *IL* Reverse Gravity (7th)
Tasha’s Uncontrollable Hideous Laughter (2nd)
Wizard Lock (2nd) Ruby Ray of Reversal (7th)
Dire Charm (3rd)
Vocalize (2nd) Spelltrap (7th) *AB*
Hold Person (3rd)
Statue (7th)

148
Bigby’s Forceful Hand (6th)
Suggestion (3rd) Nightscar (3rd) Blade of Doom
Waves of Weariness (3rd) Phantom Steed (3rd) *CS* Chain Lightning (6th)
Charm Monster (4th) Spectral Force (3rd) Contingency (6th)
Confusion (4th) Wraithform (3rd) *AL* Death Fog (6th) *AL*
Emotion (4th) Encrypt (4th) Enchant an Item (6th) *EN*
Enchanted Weapon (4th) Fear (4th) Guards and Wards (6th) *EN, AL*
Fire Charm (4th) Hallucinatory Terrain (4th) Otiluke’s Freezing Sphere (6th) *AL*
Fumble (4th) Illusionary Wall (4th) Tenser’s Transformation (6th) *AL*
Leomund’s Secure Shelter (4th) *AL* Improved Invisibility (4th) Bigby’s Grasping Hand (7th)
Magic Mirror (4th) *D* Minor Creation (4th) Delayed Blast Fireball (7th)
Chaos (5th) Phantasmal Killer (4th) Forcecage (7th)
Domination (5th) Plague (4th) Limited Wish (7th) *CS*
Fabricate (5th) *AL* Rainbow Pattern (4th) *AL* Mordenkainen’s Sword (7th)
Feeblemind (5th) Shadow Monsters (4th) Spectral Guard (7th)
Hold Monster (5th) Vacancy (4th) *AL* Bigby’s Clenched Fist (8th)
Leomund’s Lamentable Belaborment (5th) *EV* Advanced Illusion (5th) Binding (8th) *EN*
Enchant an Item (6th) *IN* Demi-Shadow Monsters (5th) Demand (8th) *EN*
Evebite (6th) *IL* Disguise Undead (5th) *N* Great Shout (8th)
Geas (6th) Dream (5th) *IN* Incendiary Cloud (8th) *AL*
Guards and Wards (6th) *AL,EV* Major Creation (5th) Otiluke’s Telekinetic Sphere (8th) *AL*
Mass Suggestion (6th) Seeming (5th) Sunburst (8th)
Charm Plants (7th) Shadow Door (5th) Astral Spell (9th)
Shadow Walk (7th) *IL* Shadow Magic (5th) Bigby’s Crushing Hand (9th)
Antipathy/Sympathy (8th) Demi-Shadow Magic (6th) Elminster’s Evasion (9th)
Binding (8th) *EV* Eyebite (6th) *EN* Energy Drain (9th) *N*
Demand (8th) *EV* Mirage Arcana (6th) *AL* Meteor Swarm (9th)
Mass Charm (8th) Mislead (6th)
Otto’s Irresistible Dance (8th) Permanent Illusion (6th) Necromancy (N)
Sink (8th) *AL* Programmed Illusion (6th) Chill Touch (1st)
Dismind (9th) Project Image (6th) *AL* Corpselight (1st) *AL*
Mordenkainen’s Disjunction (9th) *AL* Shades (6th) Detect Undead (1st) *D*
Succor (9th) *AL* Veil (6th) Cloak Undead (2nd)
Virus Charm (9th) Mass Invisibility (7th) Spectral Hand (2nd)
Sequester (7th) *AB* Undead Mount (2nd)
Divination, Lesser (D) Shadow Walk (7th) *EN* Feign Death (3rd)
Detect Magic (1st) Simulacrum (7th) Hold Undead (3rd)
Detect Undead (1st) *N* Screen (8th) l D* Mummy Touch (3rd)
Identify (1st) Weird (9th) Paralyze (3rd)
Know School (1st) Revenance (3rd)
Read Magic (1st) Invocation/Evocation (IN) Skull Watch (3rd)
Detect Evil (2nd) Alarm (1st) *AB* Vampiric Touch (3rd)
Detect Invisibility (2nd) Cantrip (1st) Beltyn’s Burning Blood (4th)
ESP (2nd) Magic Missile (1st) Contagion (4th)
Know Alignment (2nd) Shield (1st) Enervation (4th)
Locate Objects (2nd) Snilloc’s Snowball (1st) Spendelard’s Chaser (4th)
Clairaudience (3rd) Tenser’s Floating Disc (1st) Animate Dead (5th)
Clairvoyance (3rd) Wall of Fog (1st) Disguise Undead (5th) *IL*
Agannazar’s Scorcher (2nd) Improved Skull Watch (5th)
Divination, Greater (D) Decastave (2nd) Magic Jar (5th)
Detect Scrying (4th) Flaming Sphere (2nd) Nulathoe’s Ninemen (5th)
Magic Mirror (4th) *EN* Flying Fist (2nd) Summon Shadow (5th) *C*
Contact Other Plane (5th) Snilloc’s Snowball Swarm (2nd) Death Spell (6th)
False Vision (5th) Stinking Cloud (2nd) Grimwald’s Greymantle (6th)
Legend Lore (6th) Web (2nd) Imbue Undead with Spell Ability (6th)
True Seeing (6th) Fireball (3rd) Lich Touch (6th)
Vision (7th) Lightning Bolt (3rd) Reincarnation (6th)
Screen (8th) *IL* Melf’s Minute Meteors (3rd) *AL* Teleport Dead (6th) *AL*
Foresight (9th) Dig (4th) Control Undead (7th)
Fire Shield (4th) *AL* Finger of Death (7th)
Fire Trap (4th) *AB* The Simbul’s Synostodeomer (7th) *AL*
Illusion/Phantasm (IL)
Ice Storm (4th) Clone (8th)
Audible Glamer (1st) Death Link (8th)
Otiluke’s Resilient Sphere (4th) *AL*
Change Self (1st) Energy Drain (9th) *EV*
Shout (4th)
Nystul’s Magic Aura (1st) Undead Mastery (9th)
Spectral Wings (4th)
Phantasmal Force (1st)
Thunderlance (4th)
Spook (1st)
Wall of Fire (4th)
Ventriloquism (1st)
Wall of Ice (4th)
Blindness (2nd)
Wall of Sand (4th)
Blur (2nd)
Watchware (4th)
Deafness (2nd)
Bigby’s Interposing Hand (5th)
Fool’s Gold (2nd) *AL*
Cloudkill (5th)
Hypnotic Pattern (2nd)
Cone of Cold (5th)
Improved Phantasmal Force (2nd)
Dream (5th) *IL*
Invisibility (2nd)
Leomund’s Lamentable Belaborment (5th) *EN*
Leomund’s Trap (2nd)
Presper’s Moonbow (5th)
Mirror Image (2nd)
Sending (5th)
Misdirection (2nd)
Snilloc’s Major Missile (5th)
Whispering Wind (2nd) *AL*
Wall of Force (5th)
Illusionary Script (3rd)
Wall of Iron (5th)
Invisibility, 10 radius (3rd)
Wall of Stone (5th)
Laeral’s Dancing Dweomer (3rd) Ambraddon of Iriaebor

149
(Reversed spells are in parentheses.) (Detect Good) Melf’s Minute Meteors
Detect Invisibility Monster Summoning I
1st Level ESP Mummy Touch
Affect Normal Fires Flaming Sphere Nchaser’s Glowing Globe
Alarm Flying Fist Nightscar
Armor Fog Cloud Non-Detection
Audible Glamer Fool’s Gold Paralyze
Burning Hands Forget Phantom Steed
Cantrip Ghost Pipes Proof from Teleportation
Catapult Glitterdust Protection from Evil, 10’ Radius
Change Self Hypnotic Pattern (Protection from Good, 10’ radius)
Charm Person Improved Phantasmal Force Protection from Normal Missiles
Chill Touch Invisibility Revenance
Color Spray Irritation Secret Page
Comprehend Languages Knock Sepia Snake Sigil
(Confuse Languages) (Lock) Skull Watch
Corpselight Know Alignment Slow
Dancing Lights (Undetectable Alignment) Spectral Force
Detect Magic Leomund’s Trap Suggestion
Detect Undead Levitate Tongues
Enlarge Locate Object (Tangletongue)
(Reduce) (Obscure Object) Vampiric Touch
Erase Magic Mouth Ward Against Undead
Feather Fall Melf’s Acid Arrow Water Breathing
Find Familiar Mirror Image (Air Breathing)
Friends Misdirection Waves of Weariness
Gaze Reflection Protection From Cantrips Wind Wall
Grease Pyrotechnics Wraithform
Hold Portal Quimby’s Enchanting Gourmet
Hypnotism Ray of Enfeeblement 4th Level Spells
Identify Rope trick Beltyn’s Burning Blood
Jump Scare Caligarde’s Claw
Know School Shatter Charm Monster
Light Snilloc’s Snowball Swarm Confusion
Magic Missile Spectral Hand Contagion
Mending Stinking Cloud Detect Scrying
Message Strength Dig
Mount Summon Swarm Dimension Door
Nystul’s Magic Aura Tasha’s Uncontrollable Hideous Laughter Emotion
Phantasmal Force Undead Mount Enchanted Weapon
Protection from Evil Vocalize Encrypt
(Protection from Good) Web Enervation
Read Magic Whispering Wind Evard’s Black Tentacles
Scatterspray Wizard Lock Extension I
Shield Fear
Shocking Grasp 3rd Level Fire Charm
Sleep Blacklight Fire Gate
Snilloc’s Snowball Blink Fire Shield
Spider Climb Clairaudience Fire Trap
Spook Clairvoyance Fumble
Taunt Delude Hallucinatory Terrain
Tenser’s Floating Disc Dire Charm Ice Storm
Unseen Servant Dispel Magic Illusionary Wall
Ventriloquism Dispel Silence Improved Invisibility
Wall of Fog Explosive Runes Ilyykur’s Mantle
Wizard Mark Feign Death Leomund’s Secure Shelter
Fireball Magic Mirror
2nd Level Flame Arrow Massmorph
Agannazar’s Scorcher Fly Minor Creation
Alter Self Ghost Armor Minor Globe of Invulnerability
Bind Gust of Wind Missile Mastery
Bladethirst Haste Monster Summoning II
Blindness Hold Person Otiluke’s Resilent Sphere
Blur Hold Undead Phantasmal Killer
Cloak From Undead Hold Vapor Phase Trap
Cloak Undead Icelance Plague
Continual Light Illusionary Script Plant Growth
Darkness, 15’ radius Infravision Polymorph Other
Deafness Invisibility, 10’ radius Polymorph Self
Decastave Item Rainbow Pattern
Deeppockets Leomund’s Tiny Hut Rary’s Mnemonic Enhancer
Detect Evil Lightning Bolt Remove Curse

150
(Bestow Curse) Bigby’s Forceful Hand Ruby Ray of Reversal
Shadow Monsters Blade of Doom Sequester
Shout Chain Lightning Shadow Walk
Solid Fog Conjure Animals Simulacrum
Spectral Wings Contingency Spectral Guard
Spendelard’s Chaser Control Weather Spelltrap
Stoneskin Death Fog Spell Turning
Thunderlance Death Spell Statue
Vacancy Demi-Shadow Magic Teleport Without Error
Wall of Fire Disintegrate The Simbul’s Synostodweomer
Wall of Ice Enchant an Item Vanish
Wall of Sand Ensnarement Vision
Watchware Extension III
Wizard Eye Eyebite 8th Level
Geas Antipathy/Sympathy
5th Level Spells Glassee Bigby’s Clenched Fist
Advanced Illusion Globe of Invulnerability Binding
Airy Water Grimwald’s Greymantle Clone
Animal Growth Guards and Wards Deathlink
(Shrink Animal) Imbue Undead with Spell Ability Demand
Animate Dead Invisible Stalker Gateway
Avoidance Legend Lore Glasteel
(Attraction) Lich Touch Great Shout
Bigby’s Interposing Hand Lower Water Incendiary Cloud
Bowgentle’s Fleeting Journey (Raise Water) Mass Charm
Chaos Mass Suggestion Maze
Cloudkill Mirage Arcana Mind Blank
Cone of Cold Mislead Monster Summoning VI
Conjure Elemental Monster Summoning IV Otiluke’s Telekinetic Sphere
Contact Other Plane Mordenkainen’s Lucubration Otto’s Irresistable Dance
Demi-Shadow Monsters Move Earth Permanency
Disguise Undead Otiluke’s Freezing Sphere Polymorph Any Object
Dismissal Part Water Power Word, Blind
Distance Distortion Permanent Illusion Prismatic Wall
Domination Power Word: Silence Screen
Dream Programmed Illusion Sertan’s Spell Immunity
(Nightmare) Project Image Sink
Extension II Reconstruction Spell Engine
Fabricate Reincarnation Sunburst
False Vision Repulsion Symbol
Feeblemind Shades Trap the Soul
Hold Monster Stone to Flesh
Improved Skull Watch (Flesh to Stone) 9th Level
Ironguard Teleport Dead Astral Spell
Leomund’s Lamentable Belaborment Tenser’s Transformation Bigby’s Crushing Hand
Leomund’s Secret Chest Transmute Water to Dust Crystalbrittle
Magic Jar (Transmute Dust to Water) Dismind
Major Creation True Seeing Elminster’s Effulgent Epuration
Monster Summoning III Turnshadow Elminster’s Evasion
Mordenkainen’s Faithful Hound Veil Energy Drain
Nulathoe’s Ninemen Foresight
Passwall 7th Level Spells Gate
Presper’s Moonbow Banishment Imprisonment
Secure Bigby’s Grasping Hand (Freedom)
Seeming Charm Plants Meteor Swarm
Sending Control Undead Monster Summoning VII
Shadow Door Delayed Blast Fireball Mordenkainen’s Disjunction
Shadow Magic Drawmij’s Instant Summons Power Word, Kill
Shroud of Flame Duo-Dimension Prismatic Sphere
Snilloc’s Major Missile Finger of Death Shape Change
Stone Shape Forcecage Spellstrike
Summon Shadow Gemjump Spell Invulnerability
Telekinesis Khelben’s Warding Whip Succor
Teleport Limited Wish (Reverse Succor)
Transmute Rock to Mud Mass Invisibility Temporal Stasis
(Transmute Mud to Rock) Monster Summoning V (Temporal Reinstatement)
Wall of Force Mordenkainen’s Magnificent Mansion Time Stop
Wall of Iron Mordenkainen’s Sword Undead Mastery
Wall of Stone Phase Door Virus Charm
Power Word, Stun Weird
6th Level Prismatic Spray Wish
Anti-Magic Shell Reverse Gravity Worldwalk

151
The following tables list all wizard Common spells are those found most great number of “personalized” spells RANDOM SPELL
often in everyday adventuring: the (those still named after the specific wiz- FREQUENCY TABLE
spells, broken down by frequency:
standard collection of useful offensive ards who researched them). There could 01-75 Common
common, uncommon, and rare. and protective magics. Uncommon be additional categories of Very Rare or 76-90 Uncommon
When randomly filling a particular spells are more suited to specialized cir- Unique spells (those newly created or 91-00 Rare
scroll or spellcaster’s spell list, de- cumstances or in nonhostile situations. found only in one ancient textbook), but
Rare spells are those which have not these should be placed by the DM as spe-
termine the spell’s level, then use
come into full and common usage be- cific treasures.
the Frequency Table, then the ap- cause of their novelty, and include a
propriate subtable.

1st Level Spells 2nd Level Spells 3rd Level Spells 4th level Spells
Common Common
1 Affect Normal Fires Common Common
1 Continual Light 1 Blink
2 Burning Hands 1 Charm Monster
2 Darkness, 15’ radius 2 Dispel Magic
3 Change Self 2 Confusion
3 Detect Evil 3 Dispel Silence
4 Charm Person Explosive Runes 3 Dimension Door
4 Detect Good (Detect Evil) 4 4 Enchanted Weapon
5 Detect Magic
5 Detect Invisibility 5 Fireball
6 Enlarge 5 Fear
6 Flaming Sphere 6 Fly
7 Reduce (Enlarge) 6 Fire Shield
7 Improved Phantasmal Force 7 Haste
8 Feather Fall 7 Fumble
8 Invisibility 8 Hold Person
9 Friends 8 Ice Storm
9 Knock 9 Infravision
10 Hold Portal Invisibility, 10' radius 9 Improved Invisibility
10 Lock (Knock) 10
11 Light 10 Magic Mirror
11 Know Alignment 11 Lightning Bolt
12 Magic Missile 11 Minor Creation
12 Levitate 12 Paralyze
13 Phantasmal Force 12 Minor Globe of Invulnerability
13 Locate Object 13 Protection from Evil, 10' radius
14 Protection from Evil 13 Polymorph Other
14 Mirror Image 14 Protection from Good, 10' ra-
15 Protection from Good 14 Polymorph Self
15 Pyrotechnics dius (Protection/Evil)
(Protection from Evil) 15 Remove Curse
16 Scare 15 Protection from
16 Read Magic 16 Shout
17 Stinking Cloud Normal Missiles
17 Shield 17 Stoneskin
18 Strength 16 Slow
18 Shocking Grasp 18 Wall of Fire
19 Web 17 Spectral Force
19 Sleep 19 Wall of Ice
20 Wizard Lock 18 Suggestion
20 Wall of Fog 20 Wizard Eye
19 Tongues
20 Waterbreathing
Uncommon Uncommon Uncommon
1 Alarm 1 Alter Self 1 Contagion
2 Armor 2 Bind Uncommon 2 Dig
3 Cantrip 3 Blindness 1 Clairaudience 3 Emotion
4 Catapult 4 Blur 2 Clairvoyance 4 Enervation
5 Color Spray 5 Deafness 3 Delude 5 Extension I
6 Comprehend Languages 6 ESP 4 Flame Arrow 6 Fire Charm
7 Confuse Languages 7 Flying Fist 5 Ghost Armor 7 Fire Trap
(Comprehend Languages) 8 Fog Cloud 6 Gust of Wind 8 Illusionary Wall
8 Dancing Lights 9 Forget 7 Icelance 9 Massmorph
9 Detect Undead 10 Hypnotic Pattern 8 Item 10 Missile Mastery
10 Erase 11 Irritation 9 Monster Summoning I 11 Monster Summoning II
11 Gaze Reflection 12 Undetectable Alignment 10 Mummy Touch 12 Plague
12 Grease (Detect Alignment) 11 Non-Detection 13 Rainbow Pattern
13 Hypnotism 13 Obscure Object (Locate Object) 12 Phantom Steed 14 Bestow Curse (Remove Curse)
14 Identify 14 Magic Mouth 13 Sepia Snake Sigil 15 Shadow Monsters
15 Misdirection 14 Skull Watch 16 Solid Fog
15 Jump
16 Mending 16 Ray of Enfeeblement 15 Tangletongue (Tongues) 17 Spectral Wings
17 Scatterspray 17 Rope Trick 16 Ward Against Undead 18 Thunderlance
18 Spider Climb 18 Shatter 17 Waves of Weariness 19 Vacancy
19 Taunt 19 Summon Swarm 18 Airbreathing (Waterbreathing) 20 Wall of Sand
20 Unseen Servant 20 Vocalize 19 Wind Wall
20 Wraithform
Rare
Rare Rare 1 Beltyn’s Burning Blood
1 Audible Glamer 1 Agannazar’s Scorcher Rare 2 Caligarde’s Claw
2 Chill Touch 2 Bladethirst 1 Blacklight 3 Detect Scrying
3 Corpselight 3 Cloak from Undead 2 Dire Charm 4 Encrypt
4 Find Familiar 4 Cloak Undead 3 Feign Death 5 Evard’s Black Tentacles
5 Know School 5 Decastave 4 Hold Undead 6 Fire Gate
6 Message 6 Deeppockets 5 Hold Vapor 7 Hallucinatory Terrain
7 Mount 7 Fool’s Gold 6 Illusionary Script 8 Ilyykur’s Mantle
8 Nystul’s Magic Aura 8 Ghost Pipes 7 Leomund’s Tiny Hut 9 Leomund’s Secure Shelter
9 Snilloc’s Snowball 9 Glitterdust 8 Melf’s Minute Meteors 10 Otiluke’s Resilient Sphere
10 Spook 10 Leomund’s Trap 9 Nchaser’s Glowing Globe 11 Phantasmal Killer
11 Tenser’s Floating Disk 11 Melf’s Acid Arrow 10 Nightscar 12 Phase Trap
12 Ventriloquism 12 Protection from Cantrips 11 Proof From Teleportation 13 Plant Growth
13 Wizard Mark 13 Quimby’s Enchanting Gourmet 12 Revenance 14 Rary’s Mnemonic Enhancer
14-20 Roll again, or DM’s choice. 14 Snilloc’s Snowball Swarm 13 Secret Page 15 Spendelard’s Chaser
15 Spectral Hand 14 Vampiric Touch 16 Watchware
16 Tasha’s Uncontrollable 15-20 Roll Again, or DM’s choice. 17-20 Roll Again or DM’s Choice
Hideous Laughter
17 Undead Mount
18 Whispering Wind
19-20 Roll again or DM’s Choice

152
5th Level Spells 6th Level Spells 7th Level Spells 8th Level Spells
Common Common Common Common
1 Animate Dead 1 Anti-Magic Shell 1 Control Undead 1 Antipathy-Sympathy
2 Cloudkill 2 Conjure Animals 2 Delayed Blast Fireball 2 Gateway
3 Cone of Cold 3 Control Weather 3 Finger of Death 3 Glassteel
4 Conjure Elemental 4 Death Spell 4 Forcecage 4 Incendiary Cloud
5 Contact Other Plane 5 Disintegrate 5 Mass Invisibility 5 Mass Charm
6 Domination 6 Geas 6 Phase Door 6 Mind Blank
7 Fabricate 7 Globe of Invulnerability 7 Power Word, Stun 7 Polymorph Any Object
8 Feeblemind 8 Guards and Wards 8 Prismatic Spray 8 Power Word, Blind
9 Hold Monster 9 Invisible Stalker 9 Spell Turning 9 Prismatic Wall
10 Major Creation 10 Legend Lore 10 Teleport Without Error 10 Symbol
11 Passwall 11 Mass Suggestion
12 Sending 12 Mislead
13 Stone Shape 13 Part Water Uncommon Uncommon
14 Telekinesis 14 Project Image 1 Banishment 1 Binding
15 Teleport 15 Reconstruction 2 Charm Plants 2 Clone
16 Transmute Rock to Mud 16 Reincarnation 3 Gemjump 3 Deathlink
17 Transmute Mud to Rock Repulsion 4 Monster Summoning V 4 Demand
17
(Transmute Rock to Mud) 18 Stone to Flesh 5 Reverse Gravity 5 Great Shout
18 Wall of Force 19 Flesh to Stone 6 Sequester 6 Maze
19 Wall of Iron 20 True Seeing 7 Shadow Walk 7 Monster Summoning VI
20 Wall of Stone 8 Spectral Guard 8 Screen
9 Spelltrap 9 Sink
Uncommon 10 Statue 10 Sunburst
Uncommon 1 Blade of Doom 11 Vanish
1 Advanced Illusion 2 Chain Lightning 12 Vision
2 Airy Water 3 Contingency Rare
3 Animal Growth 4 Death Fog 1 Bigby’s Clenched Fist
4 Avoidance 5 Demi-Shadow Magic Rare 2 Otiluke’s Telekinetic Sphere
5 Attraction (Avoidance) 6 Extension III 1 Bigby’s Grasping Hand 3 Otto’s Irresistible Dance
6 Chaos 7 Eyebite 2 Drawmij’s Instant Summons 4 Permanency
7 Demi-Shadow Monsters Glassee 3 Duo-Dimension 5 Sertan’s Spell Immunity
8
8 Disguise Undead 4 Khelben’s Warding Whip 6 Spell Engine
9 Lich Touch
9 Dream Lower Water 5 Limited Wish 7 Trap the Soul
10
10 Nightmare (Dream) 11 Raise Water (Lower Water) 6 Mordenkainen’s Magnificent 8 Roll again or DM’s Choice
11 Extension II 12 Mirage Arcana Mansion
12
13
False Vision
Improved Skull Watch
13
14
Monster Summoning IV
Move Earth
7
8
Mordenkainen’s Sword
Ruby Ray of Reversal 9th Level Spells
14 Ironguard 9 Simulacrum
15 Power Word: Silence
15 Magic Jar 16 Programmed Illusion 10 The Simbul’s Synostodweomer Common
16 Monster Summoning III 17 Shades 1 Astral Spell
17 Secure 18 Transmute Water to Dust 2 Energy Drain
18 Seeming 19 Transmute Dust to Water 3 Gate
19 Shadow Door (Transmute Water to Dust) 4 Imprisonment
20 Shadow Magic 20 Veil 5 Meteor Swarm
6 Power Word, Kill
7 Prismatic Sphere
Rare Rare 8 Shape Change
1 Shrink Animal 1 Bigby’s Forceful Hand 9 Succor
(Animal Growth) 2 Enchant an Item 10 Time Stop
2 Bigby’s Interposing Hand 3 Ensnarement
3 Bowgentle’s Fleeting Journey 4 Grimwald’s Greymantle
4 Dismissal 5 Imbue Undead with Uncommon
5 Distance Distortion Spell Ability 1 Cystalbrittle
6 Leomund’s Lamentable 6 Mordenkainen’s Lucubration 2 Dismind
Belaborment 7 Otiluke’s Freezing Sphere 3 Foresight
7 Leomund’s Secret Chest 8 Permanent Illusion 5 Freedom (Imprisonment)
8 Mordenkainen’s Faithful Hound 9 Teleport Dead 6 Monster Summoning VII
9 Nulathoe’s Ninemen 10 Tenser’s Transformation 7 Reversed Succor
10 Presper’s Moonbow 11 Turnshadow 8 Temporal Stasis
11 Shroud of Flame 12 Roll again or DM’s Choice 9 Undead Mastery
12 Snilloc’s Major Missile 10 Worldwalk
13 Summon Shadow
14-20 Roll Again or DM’s Choice Rare
1 Bigby’s Crushing Hand
2 Elminster’s Effulgent Epuration
3 Elminster’s Evasion
4 Mordenkainen’s Disjunction
5 Spellstrike
6 Spell Invulnerability
7 Temporal Reinstatement (Tem-
poral Stasis)
8 Virus Charm
9 Weird
10 Wish

153
FR9, The Bloodstone Lands; R. A. Salvatore; board/card game of conquest and intrigue set in
All FORGOTTEN REALMS™ products published
64-page book, full-color map; 1989. The lands of the Whamite Isles, several tiny specks of land in
by TSR Inc. up to the time of this printing (March
Vaasa and Damara, wedged between the Great the Sea of Fallen Stars. Players try to direct the
1990) are listed below.
Glacier and the Moonsea, have been the scene of fortunes of nations to amass the most power be-
Boxed Sets countless battles and petty wars; ripe pickings for fore the Historian draws events to a close.
a band of bold adventurers.
FORGOTTEN REALMS Campaign Set; Ed FRE1, Shadowdale; Ed Greenwood; 48-page Oriental Adventures
Greenwood and Jeff Grubb; 2 96-page books, 4 book, full-color map, cover with gatefold; 1989.
Kara-Tur, the Eastern Realms; Batista, Chris-
full-color maps, plastic measuring overlay; 1987. The gods walk Faerun! The events of the
tian, Nephew, Swan, and Pondsmith; 2 96-page
This is the original item that introduced the Godswar in the neighborhood of Shadowdale,
books, 4 full-color maps, 2 plastic measuring
Forgotten Realms as an AD&D® product. Elminster’s home, are detailed in this adventure.
overlays; 1988. These two volumes detail the ori-
FORGOTTEN REALMS City System; Jeff FRE2, Tantras; Ed Greenwood; 48-page book,
ental realm of Kara-Tur, an exotic land of samu-
Grubb and Ed Greenwood; 32-page book, 12(!) full-color map, cover with gatefold; 1989. The
rai, martial artists, and warrior monks.
full-color maps (a roc’s-eye view of the city of gods of strife and death have allied and estab-
OA1, Swords of the Daimyo; David Cook; 2
Waterdeep, a 3-D plan of Castle Waterdeep, and lished themselves at Zhentil Keep as the Godswar
32-page books, full-color map, cover with gate-
10 adjoining maps showing all of the city of continues.
fold; 1986. This accessory outlines the island of
Waterdeep at the scale of 1 inch = 100 feet FRE3, Waterdeep; Ed Greenwood; 48-page
Kozakura, with extensive detail on the province
(1:1200)); 1988. book, full-color map, cover with gatefold; 1989.
of Miyama.
Evil and good race across Faerun toward Water-
Adventures and Accessories OA2, Night of the Seven Swords; Pickens,
deep, where the final key to returning the gods to
Cook, Johnson, Swan, Carmien, and Ritchie; 48
glory can be found. The Godswar concludes in
FR1, Waterdeep and the North; Ed Green- pages, cover with gatefold; 1986. Four linked ad-
this exciting adventure.
wood; 64-page book, full-color map, cover with ventures set in Maeshi province draw the charac-
REF5, Lords of Darkness; Anthology; 96
gatefold; 1987. This product covers the political ters into a web of intrigue and violence.
pages; 1988. Lords of Darkness is a collection of
structure, NPCs, and everyday life in Waterdeep. OA3, Ochimo, the Spirit Warrior; Jeff Grubb;
short adventures set across the Forgotten Realms,
FR2, Moonshae; Doug Niles; 64-page book, 48 pages, cover with gatefold; 1987. Spirits haunt
all involving the undead. They can be played in-
full-color map; 1987. This product gives complete the ruins of an ancient island temple, threatening
dividually or linked together in a campaign.
background on the geography and climate of the to drive the islanders to ruin.
FRC1, Ruins of Adventure; Breault, Cook,
Moonshaes, the Ffolk and their deities, and the OA4, Blood of the Yakuza; David Cook; 48-
Ward, and Winter; 96 pages; 1988. Humanity has
political and social structure of the islands. page book, full-color map, cover with gatefold;
returned to reclaim the ruined city of Phlan, along
FR3, Empires of the Sands; 64-page book, 2 1987. This supplement provides a detailed cam-
the north shore of the Moonsea, from the mon-
full-color maps; Scott Haring; 1988. The empires paign background on the port city of
sters who overran it decades ago. This adventure
of the sands are the southern lands of Amn, Nakamaru—its factions, clans, secret societies,
is based on the popular computer game, Pool of
Tethyr, and Calimshan. Amn is a nation of wily and leading characters.
Radiance, published by SSI.
traders and merchants; Tethyr is not properly a OA5, Mad Monkey vs. the Dragon Claw; Jeff
FRC2, Curse of the Azure Bonds; Jeff Grubb
nation at all, but a region of chaos and anarchy Grubb; 64 pages; 1988. An evil cult of martial art-
and George MacDonald; 96 pages; 1989. This
with no central ruler; and Calimshan is a land of ists is destroying temples throughout T’u Lung.
mysterious adventure is based on the novel,
barren deserts, nomad tribes, and fantastic Only Mad Monkey has their secret.
Azure Bonds, and features the same characters,
magic. OA6, Ronin Challenge; Rick Swan and Curtis
the human woman Alias and her saurial partner,
FR4, The Magister; Ed Greenwood and Steve Smith; 96-page book, full-color map; 1990. A
Dragonbait.
Perrin; 64-page book; 1988. The Magister is an group of samurai venture into the mountains of
H1, Bloodstone Pass; Douglas Niles and Mi-
encyclopedia of magical books, magical items, the jungle lands in pursuit of an army, but instead
chael Dobson; 32-page scenario book, 24-page
and magic spells unique to the Forgotten Realms. find something no one expected.
roster book, 104 die-cut counters, 12 sheets of
FR5, The Savage Frontier; Paul Jacquays; 64- OA7, Test of the Samurai; Rick Swan; 96-page
cardboard fold-up buildings and characters;
page book, 2 full-color maps, cover with gate- book, full-color map, cover with gatefold; 1989.
1985. Bloodstone Pass details the situation in the
fold; 1988. The savage frontier is the wild, frigid Test of the Samurai carries adventurers to the
village of Bloodstone, which is being assailed by
land bordered by Waterdeep in the south, the southern tip of Wa in search of the reason behind
evil humanoids. The adventure is a combination
Trackless Sea in the west, the great Anauroch a series of mysterious events. Could the Celestial
of role-playing and miniatures campaigning.
Desert in the east, and the mountain range known Bureaucracy itself be involved?
H2, The Mines of Bloodstone; Michael Dob-
as the Spine of the World in the north. It is a dan- son and Douglas Niles; 48 pages, cover with gate-
gerous, violent area filled with marauding hu- Novels
fold; 1986. This adventure continues the story
manoids, ruined outposts, and more adventuring The Moonshaes Trilogy; Darkwalker on
from H1, as the characters pursue the remnants of
opportunities than a mortal can count. the defeated humanoid army to their under- Moonshae, Black Wizards, and Darkwell;
FR6, Dreams of the Red Wizards; Steve Perrin; ground lair. Douglas Niles. The Beast has risen!
64-page book, full-color map; 1988. The Red H3, The Bloodstone Wars; Dobson, Niles, and The Icewind Dale Trilogy; The Crystal Shard,
Wizards of Thay are powerful, mysterious, and Streams of Silver, The Halfling’s Gem; R. A.
Greenwood; 32-page book, full-color map, cover
extremely dangerous. Their land along the east- Salvatore. A dark elf, a barbarian, and a dwarf
with gatefold; 1987. The heroes of Bloodstone
ern shore of the Sea of Fallen Stars is one of slav- Pass find themselves in possession of the entire team up to combat the force of evil.
ery, tyranny, and forbidden magics. Barony, just in time to oppose the forces of evil The Avatar Trilogy; Shadowdale, Tantras,
FR7, Hall of Heroes; Anthology; 128-page sweeping across it. Waterdeep; Richard Awlinson. The gods walk
book; 1989. This book compiles statistics and Faerun!
H4, The Throne of Bloodstone; Douglas Niles
role-playing information on the most important and Michael Dobson; 96-page book, full-color Finder’s Stone Trilogy; Azure Bonds, Wyvern’s
and powerful NPCs of the Forgotten Realms, map; 1988. To finally end the war, the heroes Spur, and an unnamed conclusion; Kate Novak
along with the most notable adventuring com- must confront its ultimate evil—Orcus, prince of and Jeff Grubb. The warrior-woman Alias seeks
panies. demons—and defeat him on his own ground. the reason for the swirling tattoos on her arms,
FR8, Cities of Mystery; Dennis Kauth and Jean This is an adventure for extremely high-level and perhaps the secret of her existence.
Rabe; 32-page book, 4 full-color city layout characters. Spellfire; Ed Greenwood. An undead dragon
maps, and 33 full-color, cardboard fold-up build- threatens the realms, and only the mysterious
ings in 25 mm scale; 1989. This unique accessory Board Games spellfire can stop it.
allows players to create 3-D cities quickly and Pool of Radiance; James Ward and Jane
easily during the course of the game. The infor- The Great Khan Game; Tom Wham; 32-page
Cooper. Humans battle humanoids to reclaim the
mation book describes how to create an interest- book, full-color map, 120 die-cut playing pieces,
ruined city of Phlan.
ing, exciting city as a setting for adventure. 162 playing cards; 1989. This is a whimsical

154

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