The Candlekeep Compendium - Volume IX
The Candlekeep Compendium - Volume IX
The Candlekeep Compendium - Volume IX
Credits Page 60
Produced by
www.candlekeep.com
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elcome to the ninth volume of the Candlekeep Compendium. A collection of
the finest Realmslore selected from the shelves of Candlekeep and delivered
to us from our wandering scribes, forever seeking to further our knowledge of
the Realms.
A long time coming, but certainly worth the wait; our scribes have been frantically searching
the Realms, collecting lore and material to bring to our faithful readers. Herein are some of
our classic ongoing articles, as well as the return of older works and newly undertaken
studies. Sadly, our regular Hammer’s Stroke article is not featured in this volume, but will
hopefully return soon to please our dwarven friends.
With the omission of Hammer’s Stroke, our opening article in the volume should be an
intriging and interesting piece for all scholars of the Realms – Age of Sail, penned by Brian
R. James and illustrated by Toni James, delves into the sea-faring element of the Realms
and opens up many fine details for discussion. Staying on the seas, we journey into the
beginnings of a new Perilous Portals column, starting initially with The Sea Gates. Our
study of the little folk of the Dalelands continues, this time with the Hin of Stumphill. Again,
the old classics are contained in this volume, with Untold Stories, Journal of an Apprentice
Scribe and Folk of Faerûn. Our Sprites column also continues with yet more detail on
these faeriekin, and the return of Mercenary Companies of the Realms sees a focus on the
Redeemers of Dawn. Truly, a wondrous collection of knowledge.
So, enough of my introductions, for I am sure ye wish to begin feasting thine eyes upon this
lore.
- Alaundo of Candlekeep
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Part I -Merchant Powers of the High Seas
By Brian R. James
Illustration by Toni James
or centuries, merchant vessels have plied the waters of the Sea of Swords, suffering
unfavorable weather, pirate attacks, or worse, to deliver their precious cargo to distant
ports for a meager profit.
The second half of the fourteenth century Dalereckoning has seen a period of unparalleled
economic expansion. Few question the impact the discovery of the New World had on the
economies of the Sword Coast. From the colonies came an influx of precious metals,
predominately gold and silver. Before the Deepwater War and the siege by the Sothillisian
Empire, Amn seemed poised for complete dominance of sea trade throughout the Trackless Sea. Yet an
organization little known a decade before has now positioned itself to claim the prize.
Herein, discover for the first time the details of the mercantile company poised to dominate sea trade for
decades to come.
7
Reference FOR3 Pirates of the Fallen Stars p.92 for more details
8
on towed ships in the Realms. The Red Scourge is a Thayan paddlewheel vessel. Spellbound
9!
ENEMIES Frigate (Corvette)
The enemies of the Bozeman Line consist Colossal Vehicle (Warship, Seafarer)
primarily of other mercantile companies, most
notably the Iron Throne, Knights of the Shield,
and the Rundeen. Competition with the Master Seaworthiness: +6
Mariners’ Guild and Order of Master Shipwrights Ship handling: -2
in Waterdeep has earned those organizations’
enmity as well. Propulsion: Sails
Following the Deepwater War, the Bozeman Line Speed: wind x30 ft. (x15 ft. heavy)
seized on the misfortunes of the Adarbrent Maneuverability: Average
Shipping Company 9 , establishing trade with the
New World by completing orders House Overall AC: -3
Adarbrent was unable to fulfill. Hull sections: 240[60] (AC 3, HP 80,
The Bozeman Line’s recent expansion into trans- Hardness 6)
oceanic trade has brought them into direct Rigging Sections: 4 (AC 1, HP 80, Hardness
conflict with the Council of Six in Amn and the
Royal Elven Fleet of Evermeet. 0)
Space: 180 ft. by 50 ft.
Encounters Height: 20 ft (Draft 10 ft.)
Complement: 500
Encounters with the Bozeman Line typically occur Watch: 20
between ships at sea. Adventurers may be hired Cargo: 750 tons
to help crew a ship of the Line, or perhaps the
PCs seek passage on a vessel to a far away land. Cost: 100,000 gp.
Unless the PCs’ general alignment is evil, it is
unlikely the adventurers will engage a member of Ram: 6d6
the Bozeman Line in combat. Mounts: 20 heavy
Weapons Fore: 2 Heavy Harpoon
Ships of the Line Weapons Aft: 2 Heavy Ballista
Weapons Broadside: 16 Lantan Bombard
The Line’s fleet consists of 29 large knarr 10 or Special Qualities: None
“Otur”, 23 swift drakkar or “Seawolf”, 21 lateen-
sailed galley or “Galleota”, 15 heavy cog or Reference: Stormwrack p.95
“Hoolk”, eight fast carracks or “Glathar”, and one
frigate or “Corvette” named Black Medusa.
Continuing with a tradition established by its Silver Hippocampus
founder, ships of the Bozeman Line are named
after mythical beasts, with a color designator Until its destruction in Callidyrr Harbor in the
prepended to the name. For example, three Year of Rogue Dragons (1373 DR), Silver
famous ships of the Line include Green Hag, Hippocampus was the personal vessel of
Silver Hippocampus, and Black Medusa. J.P.Bozeman and flagship of the fleet. Silver
Hippocampus, certainly a sight to behold, was a
Green Hag large four-masted carrack towed by eight large
hippocampi.
The Green Hag was one of the first carracks built
by the Line in its early years. In the Year of the Black Medusa
Gauntlet (1369 DR), Green Hag was captured by
the notorious Black Alaric of the Nelanther, after Black Medusa was completed in the early months
it ran aground on a hidden reef outside the port of the Year of Risen Elfkin (1375 DR). This 200
city of Valtreth. The Pirate King demanded a foot long, three-masted frigate carries 750 tons
ransom of 500,000 gold pieces for the release of of cargo and reaches speeds of 12 knots with full
the ship and its crew. Opting not to pay the sails and a strong wind. Most impressive of all 11
is
ransom, the Bozeman Line instead chose to set her 21 inch thick hull and the 16 large guns
the Green Hag aflame to prevent the ship from lining the deck.
falling into the hands of the Rundeen.
9
House Adarbrent is one of Waterdeep’s leading shipping clans.
Reference City of Splendors: Waterdeep p.60
10
The knarr is a small Illuskan cargo ship about 75 feet long and 20
11
wide. This vessel sports a single mast with a square sale. In times of Cannons are a relatively new invention in Faerûn. When mounted
poor wind, however, the knarr’s crew of 12 can row from the bow on a ship, this weapon is known as a gun. The most common gun
and stern to add additional power. The knarr carries a maximum of carried on a ship of the Line is the Lantan Bombard (described in
50 tons of cargo. greater detail later in this article).
:!
Shipyards Northern Islands Route: Leaving from
Callidyrr, the Island Kingdoms Route takes the
Line through the following port cities in order:
The Bozeman Line has four major shipyards Mintarn, Ventris, Ruathym, Gundbarg, Vilkstead,
strategically located along major shipping lanes. Uttersea, Bjorn’s Hold, Fireshear, Luskan, Port
Llast, Neverwinter, Waterdeep, Callidyrr.
Westhaven Shipyards (Callidyrr/Moonshae):
The first and largest shipyards of the Line were Sword Coast Route: Leaving from Callidyrr, the
the Westhaven Shipyards at Callidyrr. Westhaven Sword Coast Route takes the Line through the
was devastated in the Year of Rogue Dragons following port cities in order: Waterdeep, Baldur’s
(1373 DR) when the ancient red wyrm Gate, Athkatla, Murann, Velen, Callidyrr.
Hoondarrh 12 attacked Callidyrr, destroying much
of the city, including the dock ward and nearly all Maztica Route: Leaving from Callidyrr, the
its birthed ships. Maztica Route takes the Line through the
following port cities in order: Sambar, Helmsport,
Grey Gull Shipyards (Waterdeep): The Grey New Waterdeep, Trythosford, Newport, Fort
Gull Shipyards were purchased by the Bozeman Flame, Barth, Callidyrr.
Line when the previous owner went bankrupt
following the Deepwater War in the Year of the Southern Islands Route: Leaving from
Gauntlet (1369 DR). At the request of the city’s Callidyrr, the Southern Islands Route takes the
Hidden Lords, the Bozeman Line was Line through the following port cities in order:
instrumental in rebuilding Waterdeep’s merchant Velen, Skaug, Thordentor, Kirlyntar, Zazesspur,
fleet. Myratma, Memnon, Calimport, Sambar, Callidyrr.
Manticore Shipyards (Velen/Tethyr):
Construction on the Manticore Shipyards was
completed early in the Year of the Tankard (1370
DR). Later that year, a labor dispute nearly shut Recent Events
down operations. Order was restored with a
generous new contract and the formation of the
Tradesmen Guild. Year of the Tankard, 1370 DR
Salt Rock Shipyards (Zilhatec
Island/Maztica): After the sacking of New • Hammer 30: The Rundeen secretly
Waterdeep in the Year of the Gauntlet (1369 DR), approach the Shadow Thieves for
the colony Trythosford swelled with refugees information and access to the colonies of
from the fallen city. In the Year of the Unstrung New Amn. Considering the Rundeen a
Harp, Trythosford and other smaller colonies of barrier to its ability to work in Calimshan,
the Borderlands declared their independence the Shadow Thieves refuse.
from New Amn and established a naval harbor
across the Mothia Strait on Zilhatec Island. • Alturiak 21: Despite sea storms
throughout this month, over a dozen ships
Seeking to expand its operations and establish set sail for Maztica, loaded with
trade with Maztica, the Line reached an mercenaries and priests of Helm to
agreement with the newly established reinforce those at Helmsport, New Amn.
government of Trythosford and began
construction of their first shipyard in the New • Ches 28: The cities of Riatavin and
World. The Salt Rock Shipyard was completed in Trailstone in Amn rebel and petition
late summer of the Year of Wild Magic (1372 Tethyr to join that country as cities and
DR). potential counties. Queen Zaranda of
Tethyr accepts their petition and makes
them Tethyrian.
Sea Routes
• Tarsakh 1: The Bozeman Line completes
construction on the Manticore Shipyards in
The Bozeman Line follows the profits and will ship Velen, Tethyr.
goods to any port along the Sword Coast, the
Trackless Sea, or beyond. • Tarsakh 15: Of sixteen ships that left
Amn in Ches, only eleven arrive at
The Line, however, does have five primary trade Helmsport.
routes where the majority of the fleet spends its
time. • Eleasias 22: Humanoid forces move
against the Amnian port city of Murann.
Sea of Moonshae Route: Leaving from As the Sothillisian troops besiege the city,
Callidyrr, the Sea of Moonshae Route takes the the Rundeen contract with pirates of the
ships of the Line through the following port cities Nelanther[CDtop.134]
establish a naval blockade of
in order: Kingsbay (6.5), Aithelar (5), Iron Keep the city.
(2.5), Olafstaad (2), Gnarhelm (4), Caftenor (2),
Graystaad (2), Hammerstaad (2), Rogarsheim • Eleasias 24: The Black Alaric and a
(3), Morray (3.5), Corwell (5), Westphal (9), number of unmarked pirate ships tighten
Callidyrr (7.5). The entire route takes 54 days. the blockage around Murann’s port.
Unable to flee the city, the humanoid
army seizes the gold-laden ships trapped
within the harbor. [LoI2 p.25]
12
Source: Dragons of Faerûn p.43,150; Dragon Magazine #241
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• Marpenoth 2: The first Durpari merchant Mercantile Campaigns
ships return from Maztica with trade
goods. Mercantile campaigns require a style of
roleplaying different from that of the
Year of the Unstrung Harp, 1371 DR prototypical D&D adventure. Dungeon
Master’s Guide II outlines rules and
• Ches 23: The Council of Six sends word
to Governor-General Cordell of New Amn, approaches for running a business or guild.
requesting aid. Cordell is unable to send Additionally, the FORGOTTEN REALMS
the Golden Legion, as the bulk of the
army is engaged in the south against the campaign supplement Power of Faerûn
Star Worm H’Calos. contains additional rules for running a
• Tarsakh 10: From Athkatla, the Council mercantile campaign in the Realms.
of Six sends a fleet of twenty carracks to
break the blockade on Murann. Secretly
aided by the Rundeen and select Tethyrian
nobles, the pirates withstand the attack,
leaving the majority of Amn’s fleet • Mirtul 11: A circle of powerful druids led
scuttled in Tarseth Bay. by Robyn Kendrick teleport to Callidyrr
and drive Hoondarrh off. The damage left
• Midsummer: By midsummer, Murann is in the wyrm’s wake will take years to
captured by the ogre magi and his army. rebuild.
Sothillis declares Murann the capital of the • Mirtul 12: In his flight from Callidyrr,
so-called “Sothillisian Empire”. [PoF p.41] Hoondarrh temporarily shakes off the
• Marpenoth 10: The Bozeman Line sends effects of the Rage and retreats to his lair
an envoy to Pristoleph the Purple, Ransar beneath Skadaurak. There he begins
of Innarlith, to offer the Line’s support in preparations for the casting of a spell that
constructing the Great Canal. The ransar will ensure his immortality and protect
politely refuses. him from future madness.
• Eleint 4: Hondo the Black is dispatched to • Mirtul 14: Hoondarrh completes the ritual
Trythosford to establish trade relations and transforms himself into a ghostly
with the fledgling colonies of the New dragon 14 . Free from the effects of the
World. Rage, the Red Rage plots against the
Moonshaes.
• Flamerule 9: Construction of the Great
Year of Wild Magic, 1372 DR Lighthouse of St. Ippen is completed.
• Eleint 4: The colony of New Waterdeep is
• Hammer 19: The church of Selûne resettled on Maztapan Island.
musters an army of crusaders to retake
Moonmaiden’s Hall in Murann. The
Sothillisians
[PoF p.41]
successfully repel the attack. Year of Lightning Storms, 1374 DR
• Eleasias 3: The Bozeman Line completes • Tarsakh 23: In a series of ground-
construction on the Salt Rock Shipyards shaking explosions along its forty mile
on Zilhatec Island in Maztica. length, Innarlith’s Great Canal connecting
the Lake of Steam to The Nagaflow is
destroyed.
Year of Rogue Dragons, 1373 DR
• Midsummer: The city of Murann and
settlements all along the Trade Way from
• Tarsakh 18: Lantana missionaries from the Cloud Peaks to the Wealdath come
the Church of Gond establish a temple on under attack by packs of stingers [MoF p.80],
the largest isle of the Green Sisters. The strange scorpion-men from far-off
priests name the island St. Ippen, in Maztica. They demand repayment of all
honor of a great hero of their faith, and treasure plundered[PoF
from their lands across
begin construction of the Great the Trackless Sea. p.43]
Lighthouse.
• Eleint 5: The Council of Six in Amn and
• Mirtul 9:13 The ancient red dragon the Murkul Sothillis of Murannheim declare
Hoondarrh , “The Red Rage of Mintarn”, a truce and form an alliance against the
emerges from his subterranean lair tlincallis of Oaxaptupa, as the stingers call
beneath the isle of Skadaurak and flies themselves and their newly established
west toward the Moonshaes. In a rage kingdom.[PoF p.43]
befitting his name, the Red Rage vents his
fury on the city of Callidyrr, setting much
of the city ablaze.
13 14
Source: Dragons of Faerûn p.43,150; Dragon Magazine #241 Source: Draconomicon (2003) p.161
22!
Year of Risen Elfkin, 1375 DR gemstones, fine wool, wood, and grain to
Zakhara. Imports from the Land of Fate include
desert horses, fine carpets, coral jewelry, and
• Kythorn 16: The world’s first frigate, exotic dyes, salves and perfumes.
Black Medusa, launches from the
Manticore Shipyards in Velen, commanded THE EASTERN REALMS
by the legendary captain Hondo the Black
Voyages to the Eastern Realms of Kara-Tur are
extremely rare as most goods from the Far East
are brought into Faerûn via caravan along the
Mercantile Campaign Spice Road. Occasionally, however, an intrepid
captain and his or her crew will brave the
unforgiving seas and months aboard ship to reap
Taxes & Fees the rewards of the orient.
DOCKING AND BERTHING FEES As an organization, the Bozeman Line has not
established trade relations with the lands of
Kara-Tur.
Most seaports throughout the Sea of Swords will
collect a docking and berthing fee upon entering
port. This fee is typically 5 gold pieces, and is THE NEW WORLD
paid by the ship’s captain.
Amn’s Council of Six imposes a steep fee for
ANNUAL HARBOR TAX travel to the Maztica. The standard rate is 250
gold for a working berth on a westbound ship,
It is also common for port cities to collect an and 400 gold for a working berth on an
annual harbor tax from each business or eastbound ship from New Amn to Amn. If an
merchant family that uses the harbor. This fee, in additional 50% is paid, the berth is compensatory
the amount of 1 platinum, is used to pay for and no work is required while on board ship.
needed repairs and expansion.
A ship heading west toward Maztica must pay
Voyages 2,000 platinum plus 10% of the net worth of any
trade goods on board. Ship’s returning from
Maztica must pay a 4,000 platinum fee.
STANDARD BERTH Optionally, a ship’s captain may petition the
Council of Six for a charter to ensure safe
The standard rate for a working berth on a ship passage to the New World. 5,000 platinum gains
of the Line is 4 gold per person, per day. For 6 the captain an official Centaur Charter (one
gold per person, per day, a passenger need not round-trip voyage to Maztica), while an official
work on the voyage. Pearl Charter grants unlimited voyages to and
from Maztica for a mere 100,000 platinum. If a
merchant or ship captain does not pay these
CHARTERED SHIPS fees, the ship risks confiscation if it tries to drop
anchor in New Amn.
A few ships of the Line are available for those
adventurers that wish to charter a private vessel, Fortunately for travelers, Amn no longer has a
complete with a fully trained crew. One may monopoly on shipping to and from the New
charter a ship to travel nearly anywhere World. As of the Year of Wild Magic (1372 DR),
throughout Faerûn’s many seas. Ships are never the Bozeman Line now offers transport to and
chartered without a crew. Travel to distant from Maztica at a fee substantially cheaper than
islands or continents beyond Faerûn, however, Amn. Passengers need pay only 100 gold for a
has restrictions (see Exotic Destinations below) working berth on a westbound ship, and 200 gold
for the return trip. Vessels of the Line never dock
Exotic Destinations at Helmsport, instead preferring Trythosford,
New Waterdeep, or other colonies to the north of
New Amn.
THE LAND OF FATE
The Bozeman Line began regular trips to THE DARK CONTINENT
Zakhara, the Land of Fate, starting in the Year of
Lightning Storms (1374 DR), when High Burgher In the Year of Lightning Storms (1374 DR),
Theomund Dugas established trade relations with Hondo the Black became the first Faerûnian to
the Council of Corsairs of Hawa, City of Stilts. navigate the Strait of Lopango and explore the
The Rundeen tried to establish trade with the fabled Dark Continent of Katashaka.
corsairs of Hawa years prior, but were turned Accompanied by representatives from Chult,
away. This was likely due to the Rundeen Hondo successfully established contact with the
trafficking in the slave trade, like Hawa’s chief native tribes of Tabaxi.
enemy—the mamluks of Qudra.
A direct voyage from Velen to Hawa takes
roughly 90 days each way, with an occasional
stop at Cathtyr, Dambrath to restock or repair.
Cargo ships from Faerûn chiefly export paper,
23!
Trackless Sea Gazetteer HAEL
South of Sarambril, sheltered by it and by
The Trackless Sea was formed millennia ago, Eskember from the worst winds, are many small,
when the continent of Merrouroboros was ripped rocky islands inhabited by simple fisher-folk.
apart by the Sundering. As the continental shelf These brown-skinned, long-limbed people are
was pushed westward, the Black Sea was opened called "the Hael" by local pirates, after the name
up, forming the Moonshaes and other islands of of one of the larger islands.
the Trackless Sea.
Even today, much of the Trackless Sea remains ESKEMBER
uncharted.
To the west of the islands of the Hael is the large
island of Eskember, which is roughly teardrop-
Perilous Waters shaped, with its long axis running north-south
and its larger, bulbous part at the south end.
OBORON’S MAW Eskember is usually covered with a light mist,
and is always covered with a forest of huge
shadowtop trees, of a height and girth
Located fifty nautical miles south-southeast of astonishing to most mainlanders who see them.
Nindrol, Oboron’s Maw is a turbulent stretch of The port of Eskember, in particular, has become
ocean that has claimed many a ship that dared to something of a crossroads trading place, haven,
sail through its deadly waters. Within, huge 100- and 'neutral ground' for pirates, outlaws, slavers,
foot wide whirlpools form, seemingly at random. whalers, far-faring fisherfolk, and outcasts from
This region did not receive its name from the all over Faerûn.
dread whirlpools, however. Oboron is whispered
to be the name of the largest and most ancient of
the giant squid that live in these waters. Vessels
trapped in the maelstrom are easy prey for these
aggressive predators from the deep. Most sailors Weapons and Magic
wisely risk the pirates of the Nelanther, rather
than venture through Oboron’s Maw.
Unlike many seafarers of old, the sailors of the
Line do not fear magic. They view it as welcome
tool to ensure a safe voyage.
Uncharted Islands
Weapons
MIJ
Harpoon, Heavy: A harpoon is an extra heavy
crossbow adapted to fire short, barbed spears.
Located in the waters west of Chult, this tiny The spears can be affixed to a cable (up to 60 ft.
island is most frequently found by sailors heading in length) that is wound onto a spool affixed
southwest from the Ssan or Mother-of-Mists on beneath the muzzle of the bow. Though designed
the journey to the Whale’s Flukes. As the fog lifts for hunting whales and other large sea creatures,
from the ship, visitors find themselves about a the harpoon can be used on dry land.
mile from shore in shallow waters teeming with
jellyfish[SW p.161]. The inhabitants are a friendly If a creature is struck by a heavy harpoon, it
enough people. Still, due to the difficulty in must make a Reflex saving throw (DC 10 +
navigating the mist-shrouded waters, no damage dealt), or the harpoon will lodge in the
merchants have attempted to establish regular creature’s body. The creature is then bound by
contact with the island. the cable to the harpoon, and can be tugged
toward the wielder with an opposed Strength
THE TEETH check. A harpooned creature moves at only half
speed and cannot charge or run.
These four small islands, located southwest of The cable (AC 14, hardness 8, hp 2) can be cut
the Moonshaes (about 120 miles due south of the with a slashing weapon, or the spear may be
Gullrocks), are collectively known as the Teeth. pulled out of the body (a partial action) with a
The largest of these islands, named Barth, is the Strength check of 20 (inflicting 1d10 points of
infrequent 15home of “The White Worm” damage).
Arveiaturace . The Teeth rarely receives visitors,
save the occasional patrol from an elven warship Loading a heavy harpoon is a full-round action
out of Evermeet. that provokes an attack of opportunity.
SARAMBRIL [15gp; 1d12 (L); 19-20/x2; 60ft.; 15lbs; P]
Due west-southwest from the Teeth, about 650 Slime-Coated Harpoon: This +2 aquatic
miles into the deep ocean, the sea is dotted with corrosive acidic burst heavy harpoon is the
numerous small islands and rocks. The large creation of the Kraken Society. These imposing
northernmost island is named Sarambril by the weapons are mounted on the Society’s squid
natives. brigantine warships.
Strong evocation; CL 12th; Craft Magic Arms
15
and Armor, freedom of movement, acid fog;
Source: Dragons of Faerûn p.17,146; Dragon Magazine #231
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Bombard, Lantan: First used in the Year of Wondrous Items
Burning Steel (1246 DR), bombards are large
smokepowder weapons designed to fire heavy Trident Badge: These amulets, fashioned in the
stone balls (known as shot) great distances. form of a three-pronged trident, are given to
Sometimes referred to as a basilisk, the Lantan seasoned sailors following their tenth year of
Bombard is an imposing and deadly weapon. service. Officers of the Line are awarded a trident
badge following a single year of service. A trident
Shipboard guns fire many different types of shot, badge allows the wearer to use water breathing,
including chain shot, bar shot, and grape shot. as the spell, once per day. The spell effect can be
Sometimes a langrage or fire-arrow is loaded into triggered as an immediate action, even if it isn’t
a gun. This projectile may set an enemy ship the sailor’s turn.
alight if fired into the sails or rigging.
Faint evocation; CL 6th; Craft Wondrous Item,
Unlike a Thayan Bombard [UE p.55], a Lantan water breathing; Price 7200 gp; Weight –.
Bombard is much heavier, slower to fire, and not
of magical construction.
Swabbing, loading, and aiming a Lantan Bombard References
is a 10 consecutive full-round action requiring DC
15 Profession (siege engineer) and a DC 10
Strength check. Several core and Forgotten Realms supplements
are referenced herein. In many cases, this
[8000gp; 6d10 (L); 20/x3; 200ft.; P; 8 Crew; reference is in the form of a superscript
DD, Heavy Mount] abbreviation of the book’s title, which is tacked
on to the end of a monster, timeline event, or
Smokepowder: Smokepowder is an expensive other game element. The books and their
alchemical substance used to fire many types of abbreviations are as follows: Cloak & Dagger
firearms in the Realms. Smokepowder can be (CD), Lands of Intrigue Book Two: Amn (LoI2),
created by anyone with 9 ranks in Craft Monstrous Compendium: Monsters of Faerûn
(alchemy). One pound of powder costs 25 gp; it (MoF), Power of Faerûn (PoF), Stormwrack (SW),
takes 1 oz. to fire a pistol or musket, and 20 Unapproachable East (UE). A page number
pounds to fire a Lantan Bombard. Lighter, more usually follows the book reference.
recent versions of the Lantan Bombard require
only 4 pounds of smokepowder to fire.
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25!
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Nadlok Atheon
By J P Hazelhoff
Illustrations by Julius Ryan Petilla
26!
Argentresses 2 , Shoon is looking for Spells Prepared (5/5/5/4; base DC = 13 +
adventurers he can subtly put on Nadlok’s spell level):
trail. 0 – detect magic, disrupt undead*†, ghost
sound, ray of frost, read magic
Nadlok Atheon, Wight Wizard of the Cult of 1st – burning hands, chill touch*†, mage
the Dragon: Undead Nec6; CR 9; Medium- armor, ray of enfeeblement*†, spider climb
size undead (Tethyrian human); HD 2nd – Aganazzar’s scorcher, ghoul touch*†,
6d12+12; hp 35; Init +2; Spd 30 ft.; AC 19 invisibility, resist elements, summon swarm
(touch 15, flat-footed 16); Atk +3 melee 3rd – fly, haste, lightning bolt, vampiric
(1d4–1/19–20, claw bracer) or +6 ranged touch†
(1d8/19–20, masterwork light crossbow); SA
(Wight); SQ (Wight); AL LE; SV Fort +6, Ref *These spells belong to the school of
+4, Will +6; Str 10, Dex 16, Con 0, Int 16, Necromancy, which is this character’s
Wis 14, Cha 14 specialty. Prohibited school: Divination.
Skills and Feats: Alchemy +12, Concentration †Because of Greater Spell Focus
+11, Knowledge (arcane) +10, Listen +4, (Necromancy), the base DC for saves
Speak Language (Draconic), Spellcraft +12, against these spells is 17 + spell level.
Spot +4; Brew Potion, Great Fortitude,
Scribe Scroll, Spell Focus (Necromancy), Possessions: amulet of natural armor +1,
Greater Spell Focus (Necromancy), Spell wand of magic missile (3rd), ring of
Penetration (Necromancy). protection +1, arcane scroll of darkvision,
potion of hiding, 2 potions of cure light
wounds (1st), masterwork light crossbow, 20
bolts, silvered claw bracer.
2
Lands of Intrigue – TSR1159; Erlkazar booklet page 8:
for more background on Shoon VII’s reincarnation as the
female elf.
27!
!
!
Collection IX
By Chris Jameson!(Adventures I – VI)!!
& Scott Kujawa (Adventure VII - XII)!
!
Being a collection of adventure hooks and starting tales for use in the Forgotten Realms
29!
Adventure Hook!III! them. Further complications could include a
rival adventuring company, who hears of the
search and chooses to capture Daevel,
Even as some humans are called to a life at
ransoming him back to his father.
sea, so are some merfolk called to a life on
Alternatively, Daevel could now have a family
land.
with Sadira; their children would be a major
part of the decision to remain on land or
Many of Faerûn’s folk, particularly bards and
return to the sea. Daevel could have also
sailors, wonder about life under the sea. It is
earned some position that makes it difficult
known, particularly since the Deepwater
to leave, such as working for Sadira’s
Wars of the Year of the Gauntlet (1369 DR),
merchant father.
that there are intelligent races below the
waves. While some claim to have peacefully
dealt with the sea-dwellers, their numbers
are few. Fewer still have ventured beneath Adventure Hook!IV!
the sea, to experience firsthand the wonders
of the aquatic lands. And even these few are Faelanys Kammeral is one of her parents’
unaware of the fact that sometimes the sea- greatest joys – or the source of their worse
dwellers leave their watery home and choose sorrow.
to live on dry land.
The Kammerals were once a very wealthy
Daevel the merman is one such former sea- family, but lost a great deal of their fortune
dweller. The third son of a baron in the duchy two generations ago. After much time and a
of Calnead, in the merfolk kingdom Eadraal, considerable amount of struggle, the
Daevel found his prospects limited, so long Kammerals managed to reclaim enough
as he remained at home. He developed a wealth to keep their social status secure. It
habit of traveling; his father was quick to has taken almost fifty years, but the family is
take advantage of this, and sent his son on once more gaining in prominence.
various diplomatic missions.
Perevon Kammeral is the current family
Several years ago, Daevel was given a rare patriarch. He is renowned for his exceedingly
Drywalker’s Amulet, a magical device that shrewd business sense, and his ability to
allows a merfolk to assume human form for predict economic trends is so accurate that
extended periods of time. With this device, some claim he’s blessed by both Savras and
Daevel was sent into Cormyr to obtain some Waukeen. A kindly man, he is exceedingly
rare materials for trade in Serôs. Daeval dedicated to his wife, Lindra, their three
succeeded in his mission, but fell in love with sons, Perren, Rolden, and Sansen, and their
a human woman, Sadira Talloak. After daughter, Faelanys.
returning to Calnead one last time, Daevel
turned his back on the Sea of Fallen Stars Faelanys is a beautiful and intelligent girl.
and prepared for a life on land. Seventeen summers old, she is attracting a
considerable amount of attention from men –
Nearly ten years later, Serôs is still some her age, some as much as three times
recovering from the events of the Twelfth older than her. Her father is already in
Serôs War. Both of Daevel’s older brothers negotiations with several prominent families,
were recently slain in a daring sahuagin raid, trying to determine how best to use her hand
leaving Daevel as the heir to his father’s in marriage to benefit the family.
barony. The baron desperately wants his
remaining son to come home. However, there has always been some
mystery surrounding Faelanys. Though
This adventure hook can begin above or Perevon and Lindra had always wanted a
beneath the waves, at the DM’s preference. daughter, the gods did not see fit to quicken
If the PCs are already exploring Serôs, a girl child in Lindra’s womb. Their daughter
recruiting them should be an easy matter. If was given to them in a different manner:
they are still on land, then they are contacted they awoke, early one Marpenoth morning, to
by one of the baron’s agents, who recruits find an infant girl left in their dooryard. They
2:!
were delighted at their good fortune, but still a very young age, and the passing of years
spent nearly two years trying to find the girl’s only strengthened their bond. They grew up
real parents. Neither divination nor together, their childhood games eventually
investigation revealed Faelanys’s heritage, so giving way to shared moments and
her new parents were only too happy to raise explorations of passion. It was clear to
her as their own. anyone who saw the two together that Janser
and Reisa would spend their lives together.
Now, however, they are far more concerned
about their daughter’s mysterious past. Though Reisa would have been content to
Three nights past, all three of her brothers marry a farmer, she understood that Janser
were brutally slain in their beds. Faelanys wouldn’t be satisfied with such a peaceful
was discovered in the family library, dazed, life. She tried to dissuade him, but eventually
incoherent, and covered with blood. Clerics accepted his decision to leave home to seek
were summoned. Under their care, Faelanys his fortune. Reisa swore to await his return,
fully recovered – except for her memory. She and kept her promise for six long years.
has no recollection at all of the previous
night. Even with mind-reading magics, no When Janser, now a seasoned warrior,
one can determine what happened to returned from his life of adventure, he found
Faelanys, or how she came to be found Reisa waiting for him. Building a modest
drenched in her brothers’ blood. The spirits of manor, he settled down to enjoy life with
the three brothers cannot be contacted; it is Reisa. Soon after the manor was constructed,
impossible to raise or question them. preparations for a grand wedding had begun.
Perevon hires the PCs to investigate. Lacking On the day of their wedding, Janser gave
any reasonable leads, he feels that the Reisa a gift: a magnificent magical mirror he
answers may lie somewhere in Faelanys’s had discovered while adventuring. Reisa was
past. Though he loves his daughter greatly, delighted with her gift. For the next month,
he now fears that she may have been the couple was overwhelmingly happy.
specifically planted in his family for these
dark deeds. Even while praying for her A little more than a month after the wedding,
innocence and lack of involvement, he everything changed. Overnight, Reisa
suspects that magical control or possession changed. Where she had previously been
may have caused Faelanys to attack her quiet and gentle, she suddenly became loud
brothers. If the PCs can delve in Faelanys’s and demanding. She became abusive to
past and ascertain what happened to her everyone around her, and seemed to be
brothers, they will be richly rewarded. constantly angry. Even Janser was treated
rudely; Reisa acted as if he was little more
than a barely intelligent servant. Janser soon
Adventure Hook!V! found himself constantly on guard, trying to
contain his wife’s increasing violent rages.
Janser Talfin has always admired his lady
Only after several days had passed did
Reisa for her intellect – but now he fears her.
Janser notice that the mirror was gone. It all
became clear to him: the mirror had
Janser Talfin is a farmer’s son. Like many
contained some malign intelligence, and this
boys in his position, he wanted more than a
evil entity had displaced the mind of Janser’s
life of raising crops. He dreamed of
beloved Reisa. Though devastated by the fact
adventure, and great deeds, of courageous
that he had brought this upon her, Janser
acts and the defeat of terrible foes. In his
realized he had to stay with Reisa, to keep
imagination, he saw himself winning great
her from hurting anyone. Janser asks the PCs
wealth and earning the respect of powerful
to do what he can’t: find the mirror and free
men. And he dreamed of one other thing: his
Reisa from her magical prison.
future with the girl Reisa.
31!
Adventure Hook!VI! captured several lone travelers, in
preparation for his fight with Serenraliel.
Thexannion then gave his location to one of
The archfiend Thexannion has finally gained
his underlings, and sent the minor demon on
the upper hand in his millennia-long conflict
a mission that he knew would result in the
with the solar Serenraliel.
underling’s capture by Serenraliel.
Thexannion next had a charmed human
The powerful balor Thexannion has been
sailor sacrifice the prisoners, filling the
battling the solar Serenraliel for millennia.
demon with an incredible amount of power.
Sages knowledgeable about the planes know
of this conflict, and can even cite specific
As the demon knew he would, Serenraliel
battles from throughout history. It is not
soon came to confront Thexannion. The solar
known to sages why the two feel such a
was unprepared for the temporary power the
powerful enmity, nor do they know exactly
fiend had gained, and was quickly captured.
when the conflict began.
Thexannion forced Serenraliel into the
throne, binding the solar to the seat.
Almost a century ago, a foolish wizard
summoned Thexannion to Faerûn. The
Through more charmed humans, Thexannion
demon quickly broke free of the mage’s
created a cult dedicated to the worship of
control, slaying the ambitious but weak
Serenraliel – who he was now posing as.
spellcaster before departing. Having had
Demanding sacrifices in exchange for money
dealings with the Netherese in times past,
and power, Thexannion soon had a steady
Thexannion entered the Anauroch desert,
stream of unholy energy flowing into
looking for powerful artifacts that were left
Serenraliel. After three years of this torture,
behind during Netheril’s fall. Thexannion
the solar is nearly mad with grief and shame,
searched for several decades, but managed
and is dangerously close to becoming
to avoid the notice of the Bedine and the
corrupted by the evil power.
phaerimm – he didn’t want Serenraliel finding
him before he was ready. His search
The PCs can either become involved when
accumulated an impressive arsenal of
someone they know mysteriously disappears,
magical items, but yielded few items of great
or when a relative of a missing person asks
power – until five years ago.
them to investigate their loved one’s
disappearance. It can be as difficult or as
In a workshop buried deep beneath the High
easy to find the cult as the DM wants, but
Ice, he found something that appeared to be
finding the truth and freeing the solar should
an altar. Studying the altar, he determined
be rather difficult.
that its appearance could be changed to
resemble an altar dedicated to any deity
desired. Further, it was magically linked to a
magnificent golden throne. If a sentient Adventure Hook!VII
being was sacrificed on the altar, its magics
would capture and consume their soul. The A caravan carrying grain from Goldenfields to
unholy energy created by the sacrifice would Waterdeep has gone missing. Trackers,
flow into anyone seated on the throne. which were sent from both Goldenfields and
Anyone evil enough to use the altar would be Waterdeep, met up between the two settled
strengthened by the influx of energy – but lands. After looking around for a day or two,
the stolen energies had a very corrupting the trackers came to the conclusion that a
effect. In his experiments, he found that the band of goblins has taken the caravan.
sacrificial energies could drive an evil man Oddly, none of the guards or the caravan
mad or turn the most virtuous paladin into a workers were found, nor were their tracks.
depraved murderer. The only tracks are of the wagon wheels,
which head east, and the footprints of the
His weapon selected, it was time to turn it on goblins. Goldenfields has offered a reward for
Serenraliel. Thexannion traveled in disguise any information about the caravan or for the
to Selgaunt, where he set himself up as a
wealthy merchant named Malacon Firekin. He
32!
return of the grain, so that it can be home in Tethyr was burned, and all
delivered to Waterdeep. inhabitants put to the sword. After the Time
of Troubles had ended, Lady Kaitlin rebuilt
the castle as the Citadel of Strategic
Adventure Hook!VIII! Militancy, a temple to the Red Knight. She
searched for the perpetrators of the
slaughter, but never found any information.
Teraunt, a human male Gondsman and
Recently, Lady Kaitlin received a report that
member of the Society of Creative Castle
the group responsible for burning the castle
Design and Construction, has created some
and murdering its inhabitants was an army of
designs for a new type of castle. He claims
followers of Garagos. The report further went
that the designs came to him in an epiphany
on to say that the army was lead by
from Gond. However, so far no one has
Garagos’s avatar. She isn’t sure who has sent
expressed any interest in his blueprints, and
her the report, and the messenger that
he is starting to be discouraged because he
brought it disappeared the moment that the
wants to see the castle built before he passes
report was handed to the guards at the gate.
into Gond’s realm. He has thought about how
For now, she has asked the king and queen
to acquire the funding, and has decided that
of Tethyr for permission to hire some
an adventurer could be his patron, since they
adventurers to look into the report. Her only
always seem to have money to spare. He has
clue about who might have sent it is the
set out to find a band of adventurers who are
image of a variant version of Tempus’s holy
looking to build a stronghold and who could
symbol, a stiletto stabbing into the silver
supply the funding that he seeks.
sword. Lady Kaitlin believes that the report
came from somewhere in Tethyr, and she
fears that followers of the war deity have
Adventure Hook!IX! sent it to her to trick her. She is hoping that
hired adventurers could supply her with more
While riding north towards Silverymoon, information, and she is willing to reward
Kesslada, a virgin member of the Order of them with training, money, or masterwork
the Unicorn, saw one of Lurue’s unicorn weapons or armor.
children being stalked by a band of Malar
worshippers. After Kesslada slaughtered the
small band of Malarites, she freed the captive Adventure Hook!XI
unicorn. Once the unicorn was freed, it
offered its thanks by lowering its head and
Alnshin, a Chondathan human male, has
allowing the Kesslada to use it as a mount.
grown tired of being a farmer’s son and he
However, Kesslada didn’t realize that she let
has run off to find his fame and fortune. This
a member of the Black Blood see her
young boy finally made it to a
slaughter, and now the werecreatures of
(hamlet/village/town/city), where he has
Malar are stalking her and the unicorn. The
been begging any adventurers to take him on
leader of the band, Eskaer, a male wereboar,
as a follower or helper so that he could learn
seeks Kesslada because he wishes to turn
from them. He isn’t sure if he has been called
her into an evil wereboar. He seeks the
by the deities or if he has any spark of the
unicorn because it was going to be a sacrifice
Art to wield the power of Mystra’s Weave, but
to Malar. (The PCs could get involved when
he is willing to listen to his more
they notice the werecreatures stalking
knowledgeable companions and learn what
Lurue’s follower and her unicorn mount.)
they are interested in teaching him, even if
all he can do is swing some blades.
Adventure Hook!X
!
During the Time of Troubles, Lady Kaitlin
Tindall Bloodhawk served as the Red Knight’s
avatar. While she was away, her ancestral
33!
Adventure Hook!XII! message. She is concerned because she
needs the followers to come for the wolf pups
that she has been raising, who are now
A female half-moon elven hermit who calls
getting too old for her to raise. She doesn’t
herself Niamh seeks the aid of the followers
know it, either, but the wolves are dire
of Silvanus. She sent a message, using a
wolves. Niamh found them when the weak
flighty hamadryad, to the local gathering of
cries of their dying mother led her to the
Silvanus’s followers, but she hasn’t received
wolves’ den.
a reply and isn’t sure if they received her
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34!
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Part II
By Jorkens
36!
conspicuous when the snow never settles on and unknown creatures. As sprites have a
their branches. In my experience, this is only selectively bad memory, there are always
done in lands where elves still are lords and new sights to be seen and new places to see.
the forests safe for them and their allies. In the moment of discovery, everything is a
These areas grow fewer and fewer in our mystery to a sprite. It is difficult to say which
time. of these is the single most important factor in
a sprite’s life; a sprite without the possibility
Rangers and elves from the lands east of the of sorrowless play and adventures of
High Moor have told me of some sprites in discovery is even sadder to behold than a
their lands that live in hollow trees, but this starving sprite.
is relatively rare, as few of these hollow
giants have enough life left in them for the Between each impression the world throws at
sprites’ magic to preserve them. I suspect them, sprites pass the time by playing games
that a life deep inside these wood giants with each other. Games such as hide-and-
would be a little too claustrophobic for seek, catch the leader, and various
faeries, and evil tongues have whispered that ballgames are all popular with sprites.
such homes made them feel like they were Nothing delights a sprite more than when a
copying their cousins, the pixies. Sprites do creature by chance or by choice joins them in
not have much love for caves, either. these games, as the element of
unpredictability brings new life to games
Sprites may hide their dwellings, but there played daily for centuries.
are few things in this world that show more
activity than a sprite community when the All the groups of the faerie family are, to a
inhabitants feel safe. As with most fey degree, known as pranksters and tricksters
creatures, they need little sleep and a great that love to fool the ”wingless” with (in their
variety of experiences to live a happy life. eyes, at least) harmless tricks. With pixies,
Sprites can therefore be seen hurrying back this becomes almost a compulsive and
and forth from their dwellings to the forest uncontrollable urge. Sprites cannot rival the
throughout the day and night. These trips are skills of the pixies when it comes to tricking
usually aerial, but it is not uncommon for others, as they have neither the illusionist
sprites to keep a herd of pixie colts that they abilities of their brethren nor the disposition,
ride during the summer months. These small but I should point out that among faeries,
horses rarely reach a height higher than the sprites are the ones most able to use their
flowers in the meadows near the sprites’ keen wit and knowledge to think out traps
dwellings. Like the sprites themselves, these and mischief that could be really harmful if
pixie colts, which in spite of their name are the need should arise. This is rare, though,
rarely found with the invisible mischief and usually sprites will be satisfied with
makers of the forest, are also denizens of the stealing a few items and sabotaging a few
Seelie Court. They are as intelligent and possessions. This is also a favourite tactic for
magical as the sprites themselves. Sprites weakening opponents right before a battle.
do not regard the pixie colts as pets, and
would be shocked at the thought of keeping As I already mentioned, the purpose of a
any creature in slavery. Any relationship sprite’s wanderings are (in theory, at least)
between a sprite and a pixie colt is a to collect food; sprites need a relatively large
partnership, not one of master and servant. I food supply, compared to the other faerie
have heard stories of some southern sprites peoples. That is, when one is barely a foot
having the same relationship with large birds tall, this is not much, but the sprites have a
that they fly upon through the branches of high life of enormous energy and constant
the jungles and tropical forests. movement, and will usually eat two to three
small meals a day.
Most sprites spend their days constantly
hunting for food and adventures in the lands It is rarely a problem for sprites to find food
surrounding their homes. Sprites fly through in the woodlands, as they are omnivores that
the forest alone or in small groups, with can eat almost anything, if necessary. Their
boundless energy, seeking out new mysteries diet mostly consists of nuts, roots, herbs and
37!
mushrooms, but nectar and pollen are seen they can learn out of these happenings – and
as delicacies. Sprites are not vegetarians, but the children smilingly ignore every word.
both the size of living prey (even a mouse is From what I have seen, this is what passes
huge when a creature so small is going to fly as child-rearing among sprites.
it home), and their respect for nature in the
worlds they inhabit, make vegetarian food If one looks at the life of a sprite, there is not
the largest part of their diet. When they do much of a family life outside of the meals.
hunt the living, they prefer to hunt in large They live as monogamous couples and stay
bands, so as to bring down as large a prey as together until the death of one of them, but
possible. If they kill a deer, there is food for it can take hundreds of years for a sprite to
every one in the village for weeks; if they kill find a partner they want to share their life
a mouse, a family has meat for a week. In with. Sprites are playful creatures, but the
both cases, one creature dies for their sake. deeper feelings of falling in love take time
and the feelings must mature before sprites
Sprites, when hunting, will always try to make their choice. The advantage with this is
inflict as little fear and pain on their prey as that they know each other inside out by the
possible. They will sneak up on their prey; time they start their life together.
though this is not strictly necessary, as no
wild creature fears sprites. If they are As weddings are rare in the small sprite
noticed, sprites will see it as a breach of the communities, the celebrations are made as
pact between them and nature to kill the glorious as only faeries can make them. The
creature, and will seek out a different prey. whole community (and any other faeries or
When they are near enough, they will shoot Seelie creatures within a week’s flight) will
their sleeping arrows into their prey, and take part. All will dress up in their most
then kill it as quickly and painlessly as they glorious costumes, and the meadow where
can. For sprites, the killing of the prey is as the wedding is held will be decorated with
much a ritual of sorrow as of joy. flowers from all the surrounding forest. The
collected magic of the faeries will go into
When sprites return to the village after food making the action as spectacular as possible.
gathering, all the food they themselves do
not need is shared with the rest of the Weddings will almost always consist of two
village. Greediness is unknown among these sprites. It is quite uncommon for a sprite to
creatures, and it is not their way to hoard go into a physical relationship with a creature
what they themselves don't have a current from outside the faerie family. They will
use for. laugh at the innumerable proposals from
brownies, leprechauns, and even satyrs, as
Home life few of their cousins of the Seelie Court are as
choosy as the sprites. It is a rare, though not
With sprites’ slightly hyperactive way of life, unheard of, occurrence for a sprite to accept
during three of the four seasons, the only such a proposal. The blessings of far-off
time they spend in their homes is for meals Titania make the Seelie creatures fertile with
and their short daily sleep. This changes creatures one would never consider related,
during the cold season, when they enter a and the results of these matings have given
state of near-hibernation. As I have seen it, birth to unique creatures and species
there is no natural tendency for family throughout the multiverse.
members to travel out into the forest
together; some have preferred traveling As there are so few rules and routines in
partners, but these might as well be friends sprites’ lives, it is somewhat difficult to set a
as members of the same household. Because clear line between adulthood and childhood.
of this, sprite families rarely see much of The first ten years of a young sprite’s life will
each other; this is what makes meals such an be used by the parents to teach the young
important part of their lives. During meals, the basic skills and abilities they need to
family members will tell each other about the survive, and to show them which real
day’s happenings and what they have seen; dangers exist in the nearest areas. After this,
grown sprites will tell children about what the young faerie is expected to learn the rest
38!
of what the world has to offer through length of time among sprites, you will soon
experience. see that there are numerous celebrations,
parades and dances. These give sprites an
This makes the first hundred years or so of a excuse for a party and for dressing up in
faerie’s life a dangerous period, as they fly their finery, and these events also symbolize
throughout the woodlands at random. The the structures of the universe and
sprites’ ability to turn themselves invisible dimensions that hold the multi-world
saves them from many of these problems, existence of the sprites together. There are
but many sprites never reach maturity, due days of joy, days of sorrow, days of
to the numerous dangers. Compared to other contemplation and days of play; what they all
Seelie creatures, sprites have a high have in common is that they need a party.
mortality rate among younger members –
but they have adapted through time to have These traditions can vary from settlement to
a larger birth rate than most. settlement, but there are some common
points among the sprites I have visited. I will
In the life of a sprite there is only one day, concentrate on those I have seen among the
except for marriage, that stands out: the sprites of Faerûn.
Bachloill, or Turnback. It was decided long
ago, when time itself was dawning, that each All sprites celebrate the night of the full
Seelie child shall at least once return to the moon with a solemn procession and a slow-
halls of the Seelie Court, and swear their moving dance, performed without music on a
allegiance to Titania and Oberon. This meadow near the steading. These nights are
journey is supposed to give the faerie a usually dedicated to Titania, but this is more
glimpse of the world they come from and in out of courtesy than a close connection
which they were created. Here they can also between the sphere of the goddess and the
see the collected community of the Seelie queen of the Faeries. The solstices and
creatures. After one year in the world of the equinox are also important, and are usually
faerie king and queen, the young sprite will celebrated with more a more festive
have to decide if they wish to go home or if celebration, with the whole of the sprites’
they wish to enter into the service of the repertoire of costumes and decorations,
court. If they wish to stay, they will spend themed with the season being celebrated. As
the next hundred years in the home world of I understand it, these days are used to give
the faeries, before again being asked if they thanks and praise to the world the sprites
want to leave or stay. Most sprites, as with inhabit. Both greater gods of the wilds,
other Seelie creatures, will decide to serve Silvanus and the Great Mother, are given
for at least one century, but no one will take praise, in addition to the gods of the elven
offense if they chose to return home instead. and Seelie races. Usually, these celebrations
are attended by beings of the forest with
What services in the mostly chaotic world of friendly relations to the sprites. Large
the faerie court consist of, I have never been amounts of food are gathered for the festival,
able to determine. All sprites, faeries and from all of the woodlands, so that on that
Seelie creatures I have been fortunate night, peace can rule in the meadow. It is
enough to be able to ask have refused to said that the magic of the forest is on its
answer this single question. strongest on these nights, and I have heard
that in the northlands, the goddess Mielikki
So, except for the one marriage night and a attends the ceremonies among the sprites of
trip away from home, is there any form of the High Forest.
structure in the world of the sprites?
In addition to the holy days of the seasons,
There are, in fact, few races that celebrate as there are many local days celebrating
many ceremonies and individual days of happenings of importance for the community
importance as sprites. Sprite holidays are not in question.
tied just to the life of the individual, and do
not last longer than the time needed for a As can be seen, religious festivals are not
party. If you are lucky enough to spend a terribly important to sprites. As with water-
39!
sprites, grigs and other members of the have made their home. When they return to
faerie family, sprites worship the almighty the halls of the Seelie Court, she will give
Nathair Sgiathach. According to stories told them new life and new bodies. No sprite
by sprites, the fairy dragon god, a close ally knows if he will return in this world, the
of the Seelie Court, made himself the Seelie Court, or in a different world; they do
protector of the faeries on a whim – for at not even know what form of body they will
the time, no other god had claimed dominion inhabit. What they are sure of is that life will
over the faerie races. The faeries, not being continue.
overly religious (the reason for their lack of
divine protection), like the mischievous side Life until that is long, however. Sprites are
of the god and his good intentions. Most practically immortal, dying only from violence
sprites I have spoken to smile a little over or by accident. In spite of this, most sprites
the dragon god that has made them his, but chose to let their bodies wither and die
even they have admitted that in the around their thousandth year of life, as each
collective divine spheres of all the universes world has only so many sights to offer, and
sprites inhabit, they have found no gods who the dreaded feeling of boredom will start to
represent their basic values better than set in.
Nathair. He is whimsical, curious, and
extravagant; that he is also lazy and The sprite’s body will disappear only minutes
pompous, they can tolerate. The sprites have after death, and the essence of the being will
had thousands of years to get used to their travel away to the Seelie Court. This is the
diminutive god, and are by now sincerely reason no faerie grave has ever been found.
fond of him.
The news of a faerie’s passing will be
The presence of Nathair Sgiathach does not received with sadness by friends and
change the fact that both the sprites and relatives, but this is the sadness of knowing
their god are lacking in the basic abilities and they will not see their friend again: they all
mentality to form a true religion. Nathair has know the sprite’s life continues somewhere
no priests or dogma, and no rituals that are else.
celebrated by the faeries. The god of no
creeds has only one command for his ****
followers: ”Enjoy yourself!”
I hope you have enjoyed these musings over
Sprites have stressed that Nathair the Fairy the life of the winged ones of the forests,
Dragon is not an uncaring god, and the dear reader. I will again give warning,
collected prayers of the sprite community though. As I have mentioned, the races of
can, in dire need, summon the god to help the Seelie Court are so widespread and so
them. This is only done in the greatest need, diverse that there are few absolutes. There
as they do not see their god as the perfect are therefore several exceptions to what I
guest. Nathair is a lazy, pompous braggart have said in each world, so don't follow my
that expects the entire community to wait on words blindly.
him hand and wing, with a steady flow of
food, compliments, and gifts. He is one of I sit here now staring at these notes, and will
those gods that is best at a distance. say a silent prayer to the gods that the
information the sprites themselves have told
When a sprite’s life finally comes to an end, me is correct, and that they did not treat me
there is rarely the sorrow one sees in other to one of their jokes by filling my notes with
races at such occasions. Titania has made it all the jokes their old brains could think out.
clear since the early days of the gods that all
Seelie creatures in all worlds will return to - Dhamina of Deepingdale
her when they die, no matter where they
3:!
!
!
Stumphill
By Jared Rascher
Maps by Mark Taylor
41!
recently, remained free of any turmoil, even intentionally graded and smoothed out). The
the few times that the rest of Mistledale has Winding Trail leads directly to the Moonsea
found itself in dire straights. However, one Ride, where the halflings of Stumphill follow
recent event has served to make Stumphill it into Ashabenford to trade their goods.
much more aware of the dangers of the
world around them. For years, the watchtower on the Stumphill
allowed the halflings to spot numerous orc,
Stumphill has gone through several forms of goblin, and hobgoblin raiders, giving them
government, most of which without much plenty of time to either fortify their homes or
turmoil. Originally, Stumphill was organized to set up a defense. Skirmishes were known,
as a farming settlement under the direction but rarely amounted to much. The halflings
of a Sheriff, supported by clerical advisors. built houses into the hills, started their
Later on, rule passed to a council of elders, farms, founded a trading post, and built a
then a council of merchants and land owners church called Yondalla’s House. Their town
with a mayoral figurehead took charge of the prospered. Like the humans in Ashabenford,
town. In the current incarnation of the the halflings of Stumphill were hard working
settlement, the town is once again under the farmers – but prosperous, well-educated
control of a Sheriff, and the halflings are ones.
much more vigilant.
In recent years, Stumphill has more fully
Stumphill was founded nearly two hundred integrated itself into Mistledale's day-to-day
years ago by Arbalen Shieldstar, an workings than it ever had in the past. The
adventuring paladin of Arvoreen originally Winding Trail was made into more of a formal
from Luiren. In Mistledale, Arbalen found road, and the manning of the watchtower on
many halflings that did not feel represented the Stumphill was more and more of a
by the humans around them, and sought to formality. Dumic the Red, the councilor that
provide them with a place of their own. represents Stumphill, became a more
Eventually he and his followers found the frequent visitor, and the watchpost under the
Stumphill, a somewhat low-rising hill that Stumphill was renovated and made into an
hides a downward sloping bowl of several inn that could accommodate human-sized
smaller hills. While the Stumphill itself was visitors.
easy enough to spot, it was difficult to see
the hills in the bowl behind it without actively In 1372 DR, the peaceful existence of the
looking for them. halflings of Stumphill came to an end. A
patrol of Mistledale Lancers found Stumphill
Arbalen built a concealed watchtower in the gutted. Everyone in the settlement proper
weirwood tree growing on the Stumphill, and was killed, their bodies laying in the streets
his followers built an entrance and a small where they’d been slain. In addition to the
guard house in the hill below the tree. A halfling corpses, there were some drow
halfling can enter through the concealed door bodies, as well. Upon investigating the
in the base of the Stumphill and travel up bodies, insignia of House Jaelre were found.
through the weirwood to the platform, which The Lancers, already worried about the Jaelre
affords an excellent view of the routes because of the events in Battledale, were
leading to the Moonsea Ride. now convinced that the drow were their
greatest threat.
The Winding Trail is a well-concealed wagon
path that leads down into Stumphill proper. The adventuring company known as the
It is difficult to spot, due to the excellent Company of Shining Fangs (friends of Matron
concealment and the careful planning of the Fleet of Stumphill) investigated the matter,
original construction. The halfling carts and and eventually uncovered the fact that the
their animals can easily navigate the skillfully drow did not slaughter the halflings of
graded path, but it’s only visible to those that Stumphill – they were slaughtered by a band
are fairly observant (DC 20 spot check to of surface elves. While the adventuring band
notice that the grass doesn't match the found that the slaughter was an atrocity
vegetation around it, and that the ground is engineered by the Eldreth Veluuthra, the
42!
matter is not public knowledge, and those nature, but among those few survivors that
that know of the Stumphill Slaughter believe were away when the slaughter happened,
it to have been the work of the drow of there is dire vigilance. While the Stumphill
Cormanthyr. Haresk Malorn and the other guardhouse has been remodeled once again,
councilors of Mistledale know the truth, as it no longer serves as an inn, although there
does the Company of Shining Fangs, Nelyssa are still human-sized guest quarters, mainly
Shendean, and Luvon Greencloak (and for Mistledale Lancer officers that might be
through him, the newly returned elves of passing through. The barracks are much
Myth Drannor). more serious, and a handful of the eldest
sons of the families of Stumphill serve as the
A few of the halflings native to Stumphill Sheriff's Hin and man the watchtower.
were in Ashabenford, Glen, and other
settlements at the time, so the entire While Nelsmer has managed to find out the
population was not lost. According to truth about the Stumphill Slaughter, no one
traditional Luiren practice, a home should not else in the town knows that the leaders of
sit empty, as it will upset the family Mistledale are remaining quiet on this matter.
members entering the Greenfields. Thus, the The only survivors of Stumphill were those
halflings that survived set out to find that were away in other settlements for one
relatives to take ownership of the abandoned reason or another.
houses. Two figures were instrumental to
the resettlement of Stumphill: Burablen
Shieldstar and Nelsmer Longstrider. Stumphill (Hamlet, Conventional); AL
LG, NG, LN; Spending Limit 100 gp; Assets
Burablen was the first Shieldstar in 3000 gp; Population 278; Races Halflings
generations to take up the mantle of the (30% strongheart, 70% lightfoot)
paladin, and was serving Arvoreen by making Authority Figures: Sheriff Burablen Shieldstar
the world safer for halflings abroad. During (strongheart halfling male, paladin 6, LG,
this time, he became friends with a cleric of Arvoreen)
Urogalan named Phandable Murlgevin. Upon Important Characters: Nelsmer Longstrider
receiving the news of the Stumphill (prominent merchant, lightfoot halfling male,
Slaughter, Burablen immediately returned rogue 9, NE), Father Ghelvin Skennering
home and began to donate funds to rebuild (head priest of Yondalla's House, lightfoot
homes, Yondalla's House, and the halfling male, cleric 6, LG, Yondalla), Brother
guardhouse in the Stumphill. Phandable Murlgevin (strongheart halfling
male, cleric 8, LG, Urogalan)
Nelsmer Longstrider, a retired adventurer
and merchant of great wealth, had been The Stumphill: The Stumphill is the
staying in Ashabenford and Shadowdale for landmark that gives the hamlet of Stumphill
the last few years (and according to some its name. There are many smaller hills in the
sources, Nelsmer is somewhat reticent to area, but the Stumphill crests a fair bit above
enter Ashabenford these days). Not only did the rest. Due to the fact that the majority of
Nelsmer donate funds to rebuild the town, the smaller hills terminate in a small basin,
but he also used his many contacts around most of the town of Stumphill is concealed
the Dales, Cormyr, and Sembia to call in behind the Stumphill itself. It is therefore
various relatives to take possession of the easy for those who don't know that the place
homes in Stumphill. Nelsmer himself took exists to completely miss the hamlet itself.
over a farmhouse to the north of Stumphill,
the old Keener farmstead, for whom no Within the Stumphill are the barracks for the
relatives could be found. Sheriff's Hin, and on top of the hill is a fair-
sized weirwood tree, through which runs a
Within a fairly short amount of time, channel that allows the halflings manning the
Stumphill was almost as large as it was barracks to scurry up into the limbs of the
before the tragedy, but the demeanor of the tree onto the watch platform. The halflings
settlement was greatly changed. Among the refer to the tree as the Watchtower, a
new arrivals, there is still a generally cheery
43!
reference which often confuses those not After Burablen, the highest level member of
used to the town. the Sheriff's Hin is Semner Ulderskind
(lightfoot halfling male ranger 3, NG). The
The Stumphill Watchtower: A channel on rest are warriors, rangers, scouts, or fighters.
the north face of the Stumphill runs up the Although he is interested in finding other
back of the weirwood tree, allowing the halflings to follow in his footsteps, Burablen
halflings in the barracks to climb into the tree has yet to find another halfling in town that is
unnoticed. There is a camouflaged platform dedicated enough to learn the ways of
within the tree, and there are also chests Arvoreen's Defenders.
filled with skiprocks, warslings, short bows,
and crossbows in the boughs. Glenim Torncloak (lightfoot halfling male
expert 5, LN) is Burablen's cook. Originally
Directly below the Watchtower lies the settling in Ashabenford, Glenim relocated to
barracks. Within the barracks are two rooms Stumphill when other halflings started to
built for human-sized visitors, each one able migrate to the rebuilt hamlet. Glenim now
to house two guests comfortably. While spends nearly all of his time within the
there is a hidden, human-sized door for the barracks, sending out various members of
barracks, it is still a difficult squeeze for the Sheriff's Hin to shop for him. The more
larger humans to fit through. observant members of the militia note that
Glenim is especially keen to keep out of sight
Beyond the rooms for human-sized visitors, of Nelsmer Longstrider.
the Stumphill barracks can comfortably
house about ten halflings, as well as having The Winding Trail: The Winding Trail is a
room for an armory, a pantry, a kitchen, and cleverly constructed trail, wide enough for a
Burablen's quarters. There are about twenty halfling wagon and fairly easy to travel down.
of the Sheriff's Hin serving at any one time, It is difficult to see, however, for it is
with ten of them on duty for a given tenday, concealed under specially chosen
then switching to the other ten on alternating undergrowth that covers the road. The road
tendays. Five of the Sheriff's Hin are on itself is constructed of carefully selected
watch during the daylight hours, and five are stones, which appear to be little more than
on watch during the night. flat, natural stones. It takes a DC 20 spot
44!
check to notice the stones under the Hundlerand borrowed a good amount of gold
undergrowth, and another DC 20 search from Nelsmer to get his business started, but
check to notice the pattern of the stones. so far has felt no undue pressure to repay
the mysterious halfling. Hundlerand has a
Long years ago, a druid of Sheela Peryroyl handful of his cousins working as
from Stumphill, working with a dwarven caravaneers for his store, and they often go
stonemason from Glen, created this road, at to Ashabenford, Glen, and beyond to fill
the behest of Arbalen. While it’s not orders for various items that the townsfolk
perfectly hidden, it is less than obvious, and want. Over the past few months, Burablen
this fact has kept quite a few hobgoblins and has been sending a fairly steady stream of
other marauders from wandering into the orders for armor and weapons to merchants
halfling hamlet. in Glen.
45!
more powerful cleric. Such politics have yet passageway that leads to the aboleth lair –
to trouble the church, however. The but if they do, it would not take much to
remaining four clerics are low-level adherents damage the fragile stasis spell that holds the
of Yondalla's faith. Underdark horror at bay.
46!
Nelsmer has lent nearly every settler of over and force him to kill, or else the
Stumphill, including Burablen, gold to corruption would not be as complete.
rejuvenate the fallen village. Nelsmer is Eventually Shasskoterrassk will tire of
quietly using these favors, especially with Nelsmer, but the idea of torturing and
merchants like Hundlerand, to extend his destroying the community of upstanding,
contacts outward. He has even managed to goodly halflings is too much of a temptation
gain the ear of a Zhentarim agent, and a for Shasskoterrassk to pass up.
House Jaelre operative, as well, and is quietly
feeding them information about Mistledale One other goal for Shasskoterrassk has been
and its defenses, in exchange for gold. to break the spirit of Burablen Shieldstar.
Nelsmer is aware of the real history of the
Nelsmer would be happy to betray and Stumphill Slaughter, and he has found out
manipulate his way into riches and comfort, that Haresk and Dumic the Red are aware of
but Shasskoterrassk keeps pushing Nelsmer the actual events that transpired.
forward to new atrocities. The shadow Shasskoterrassk wishes to reveal this
demon knows about the aboleth in Stumphill information at the precise time to make the
Pond, but he has not passed this knowledge paladin more insular and paranoid, driving a
on to Nelsmer. He has, however, started to wedge between him and his allies, such as
push Nelsmer to fund an “expedition” into his friend Nelyssa Shendean. So far this goal
the pond, quietly, to see what might be down has been slow going, due to the fact that
there. The demon would like nothing better Nelsmer is reluctant to spend time near the
than to see the aboleth rise and turn the paladin, even shielded as he is from the
whole town into mindless skum, for the sheer paladin's ability to read the evil in his soul
destruction of it. (Nelsmer is never without his ring of mind
shielding).
Shasskoterrassk has pushed Nelsmer to
murder a few halflings traveling to Stumphill
in the recent months. The shadow demon has
been careful to push Nelsmer, but not to take
47!
The Sea Gates
By Mark Taylor
Map also by Mark Taylor
ail and well met, my again. The captain had other ideas, however,
erstwhile explorers! My and decided to hold me for ransom.
name is Sir Richard Unfortunately for both the captain and
Montoya, Lord of Amn 1 and myself, the money would not be forthcoming,
sometimes pirate. It may and I was soon assigned the duties of the
seem audacious of me to captain’s personal cabin boy. I suppose,
admit such, but it has been thinking back, that he must have taken a
quite some time since I’ve participated in any perverse pleasure in having a nobleman’s son
‘true’ piracy. Most now call me Captain shine his shoes. By the time I was twelve I
Montoya, but in those long ago days I was was an accomplished seaman, and by the
known as “Richard the Dread Pirate”. My own time I was sixteen I had killed a man while
tale begins when I was a mere child, only robbing his ship, but I never stopped hating
twelve years old. I was on a ship traveling to the one person responsible for what I was.
the True World 2 with my parents, who had When I was only eighteen I challenged the
recently been granted lands in the colonies. aging captain to a duel, and ran him through
We were from an old but poor noble house, with no remorse.
and my family could not pass up this offer to
make a better life for themselves. Alas, it I had my own ship, and I had not even
was not meant to be. We were waylaid by reached my second decade of life. By the
Nelanther pirates, just off the southern shore time I was twenty-one I had five ships under
of Toaridge, and my family and most of the my command, and was known as one of the
crew were killed. The survivors were given a fiercest buccaneers on the Sword Coast.
choice – join the pirate band or die. Most There was a small pirate cove located in
chose to join, but the rest had their throats Jannath’s Tears 3 , and this small settlement
cut and were thrown overboard. As for me, I held a big secret known to scant few. In the
was given no choice at all; I remember at the center of the three islands a portal would
time wanting to die… to be with my parents appear every morning, and allow sailors to
travel to distant shores! Being the man of
opportunity that I am, I seized this tiny
1
We looked into Seeker Montoya’s background, to try settlement as my own. At age twenty-six, I
and ascertain the veracity of his claims. It seems the had twelve ships under my command and my
Montoyas are indeed an old noble family in Amn, and own growing town. I had a mighty flagship
have only but recently fallen upon hard times. However, constructed for myself, one like no other, and
the only Richard we could find (an uncommon name in I planned to rule the seas or die trying. I was
Amn) is the one year old infant son of Lord and Lady
young, and fearless, and thought I was
Montoya, currently living in Esmeltaran. Although the
undefeatable. Ah, the brashness of youth. If I
supplicant appears to be lying, we can discern no sense
of untruth about him; most peculiar.
2 3
“True World” is a native term referring to the lands we Jannath’s Tears are three small islands, located some
know as Maztica, discovered in 1361 DR. Since this was 160 miles due west of Candlekeep. This name dates back
only fourteen years ago, it is doubtful that Captain to their discovery by the Netherese, and is normally
Montoya could have traveled there when only twelve. only used by sailors from Calimshan and parts south.
Furthermore, there is no record of the king of Amn Most of the legitimate captains of the Swordcoast today
granting any lands to Montoya family since 692 DR. refer to these islands as the “little Shaes”.
48!
had only known then… One of my contacts in Moonshae ships had obvious magical help,
the Moonshaes had given me some because those cumbersome galleys moved as
information concerning a prize I just couldn’t quickly as the Northmen’s fleet. Soon it
pass up. It seems Princess Bridget 4 was to be became obvious that we would not make
married to a Northlander Prince, formalizing port, and there were now nearly fifty ships in
the growing cooperation between the two hot pursuit. I could have gotten away easily
peoples. My informant told me she would be on my flagship, the Blue Diamond, but I
traveling up the coast of Alaron and through chose to stay with my men as long as I
the Korinn Archipelago on her way to Norland could. There was but one chance left to me,
with three ships, all laden with treasure and and one I loathe to use with the combined
gold to be her dowry. military forces behind me. I made for the
secret portal that lay somewhere in the
We set sail that fateful day with all of my center of Jannath’s Tears. It was a 300 mile
ships, and a full complement of merciless run, and even with a strong wind it would
marauders. Not wanting to take any chances, take nearly an entire day at full sail to reach
I had to assume the Princess’s entourage if we sailed straight through the night. It isn’t
would be well defended. When we espied her, the most intelligent thing, traveling at that
she was just starting to round the northern speed in the darkness, but desperate times
tip of Alaron. There were five ships then, but call for desperate measures. When the sky
I was not worried about the additions; after began to lighten we saw the sails of the
all, I was unstoppable. As she rounded the enemy close behind, and one of our own
cape with us in close pursuit, there suddenly number had vanished during the night. I only
appeared fifteen royal warships that had prayed that we would be in time to see the
been hiding out of sight around the strip of portal open, for that was the easiest time to
land. Still, I was not to be deterred. If this see the shimmer in the air that was the
was going to go from an easy robbery to a barest indication of its presence. Our luck
bloody battle, so be it! I still felt my ships finally turned for the good, or so I thought,
and their crews could handle this threat, when the portal opened directly in front of us
despite being outnumbered nearly two-to- and only a few leagues off. As we passed
one. Then we spotted the sails of the through the gate, I realized my troubles had
Northmen…. only gone form bad to worse.
Deciding then that discretion was indeed the There was a raging hurricane in the Great
better part of valor, I turned sail with my Southern Sea that day, and we emerged
fleet and headed back to my home port, right in the middle of it. I lost two more ships
hoping to outrun this now obvious trap. I almost immediately when they were
thought that the fast ships of the Northmen swamped by a forty foot wave. My only
would be able to catch up with us in time, consolation was that the fleets of the
but if I could put some distance between the Northmen and Ffolk had followed me
Moonshae navy and my men, we would have through. There was to be no battle now; it
a chance, albeit a slim one. I figured if we would take all of our effort and seamanship
could take on the two forces one at a time, just to stay afloat. That’s when I saw just
perhaps our superior firepower would hand how badly the Bitch Queen truly hated me
us the victory. Alas, Umberlee herself must that day: I spotted an enormous maelstrom
have been against me that day. The open up in the waters ahead, like a great
gaping maw of the Sea Queen herself! That’s
when I decided to leave my men to their
4
I’m not sure as to whom this is a reference to. Queen fate, along with that of my enemies, and
Kendrick has no daughter named Bridget, although she tried to move my ship in a way that only it
does have several female children. Her one adult could. I have to laugh now, thinking I had
daughter has been married for several years to a outsmarted the sea herself, but even my ship
Waterdhavian noble, and I believe they have a six year could not escape the pull of the mighty
old child name Bridget. Perhaps the good captain is whirlpool that doth suck us in. I lost
getting confused with a female elf living on the island by
the name of Brigit, who had some involvement with the
royal family some years ago.
49!
consciousness as I was pulled down into Now that you know my tale, I would like to
Umberlee’s Fist 5 . impart to you, the good scholars of
Candlekeep, a dissertation on something I’ve
I was surprised to awake to the morning sun. come to call the “Sea Gates”. The few sages
I was sprawled on the deck, along with a I’ve come to know that are familiar with
number of my crew. My ship was a wreck, these types of portals trace their origins back
and listing to one side. I looked out over the to something called ‘Batrachi’. I have no idea
calm blue sea and saw that most of the what those are, but I’m more then happy to
Northmen and Ffolk ships had survived but make use of their legacy. Although they all
were badly damaged as well, and were now have their own quirks, there are a few things
making for the distant western shore. Of my they have in common. First off, except for
own ships only three remained, plus my own the Skullport portals, all of the Sea Gates
vessel. I know where we should have come appear at sunup. They start out as a tiny
out of the portal, but we were tossed about pinpoint of ‘strangeness’ on the water’s
and blown way off course, and I was unsure surface, at the exact moment the sun’s first
how to proceed. I took a vote, and we at last rays peak over the horizon, and slowly grow
decided to head to the strip of land in the until they are 120’ in diameter. The best time
distance just as the enemy ships had done. to see them is during this period, because
However, we took a more northerly course to they appear as nothing more then a
avoid any more trouble with them. We found shimmering in the air. Once they have grown
ourselves a small cove with a village, and to their full radius they are not so easily
there we beached our vessels and began our discernable, although a trained eye will still
repairs. The tiny settlement was called San be able to spot a ‘disturbance’ in the air. The
Tuar 6 , after some old wives’ tale about a portals remain open until sundown, when
minotaur that had saved them all from some they slowly begin to shrink from the instant
catastrophe a century before. It mattered the sun first touches the horizon, until it
little to us; we had found a safe haven once peeks its last over the wave tops. Anything
again and settled down for a long stay. Just caught in the portal while its closing is
how long I would eventually, to my horror, usually cut in two, with a piece winding up on
realize. either end of the gate.
Although that took place many, many years The rather odd thing that most have in
in the past, I still like to think on it, and common is that they are surrounded by three
wonder if I would have made the same islands. Some of those same scholars I
decisions knowing what I know now. But the mentioned earlier theorize that perhaps these
past cannot be changed, at least not easily, are the tops of Batrachi ruins poking through
and I have resigned myself to lead the life the water, but in most cases they just appear
fate has given me. At least, until now… to be normal islets to me.
4:!
exiting a portal that set itself too high due to The southernmost portal that I’m aware of is
tides or rough seas. As an interesting note, it located between three small islands located
is the center of the portal that appears on the in the Islands of the Utter South, nearly 300
water’s surface, so that any creatures of the miles directly south of Harab, Isle of War.
depths may also make use of this handy The destination reached by this portal is
method of travel through the portal’s lower perhaps the most interesting of all. It ends in
half. It is this constant movement that keeps a large chain of islands, or actually several
any one faction from controlling any of these chains, called the Punjabbi Archipelago 7 . The
portals to any extent, although many have majority of the central islands in this chain
tried. The last thing that I feel deserves are controlled by pirates, and sailors from
mention is that all of these portals are two- everywhere on Toril can be found here. The
way, although getting back through some of main island is simply called ‘The Claw’,
them is sometimes a problem. because of its strange shape; the eastern
half of the island consists of two peninsulas
The first pairing of portals I would like to that curl around to form a large round bay
discuss are the ones attested to in my story twenty-five miles in diameter. It is in this bay
above. As I mentioned, the Sword Coast that the gate always appears, making it
portal is located somewhere in between the unique among the Sea Portals. The island has
three isles that comprise Jannath’s Tears. dozens of pirate coves and settlements, but
The drift pattern of this portal covers a the main one is practically a city, and is
slightly larger area then usual, and can considered the ‘capital’ of the pirate region, if
appear anywhere within the thirty mile circle such a thing could really exist. This town,
between the islands. The other end of this called Torabago, is located at the mouth of
gate lies 120 miles south of the mouth of the the single river that pours into the bay. A
River Gundar in Estagund, in the center of group of thirteen Pirate Princes rule the city
the islands known as the Naarlith. This portal from their palaces, castles and fortresses.
is typical of these types, and the only thing Each ‘prince’ hails from a different part of
worth mentioning is to be careful of the Toril, and claims dominion over the pirates of
tropical storms that often appear in this his homelands.
region during the hurricane season.
There are ruins on the island of an older
Just 360 miles southeast of Naarlith is the culture, and some say that hundreds of years
second portal located in the Great Sea. It lies ago, a group of seafaring elves called this
in the tiny isles of Far Nermoree, which chain home. It is even said that Torabago
consists of only two small islets. Although itself was built upon the ruins of an elven
that makes it stand out from the norm, there port, and the very elaborate docks may be
is a very shallow reef located a mere 20 some evidence of this. A small cluster of isles
miles west of them, and it is possible that off the northern coast of Katashaka, called
storms and tidal action have eroded away the the Tanjari Islands, is home to the fierce
third island, especially considering that the Dark Corsairs, large ebony-skinned pirates
opening appears between the two strips of known throughout the seas for their
land and the reef. The close proximity of this ruthlessness. It is said that the elves of
portal to the one that leads to the Sword Punjabbi at first welcomed the ships of these
Coast makes it extremely useful to sailors,
and the pirates and corsairs of the south 7
The Punjabbi Archipelago is a series of island chains
make extensive use of the two to carry out located between Maztica and Katashaka. It was
their nefarious business. The far end of this discovered in 1371 DR by Tethyrian seamen on a royal
gate ends on the other side of Zakhara, expedition to map the southern coasts of Maztica, in
between the three islands just off the coast hopes of establishing a colony of their own far from the
of Afyal, the Isle of the Elephant. This portal influence of, and possible contention with, Helmsport.
is useful to folks wanting to get into the Unknown to most of Faerûn, a settlement was established
southern islands of the Crowded Sea, which on a spur of Lopango called San Gaustino. We at the
brings me to my next gate. keep are only privy to this information due to our good
relations with ‘Lhaeo’, the former scribe of Elminster,
and find it worrisome that its location is marked on
Montoya’s map.
51!
corsairs into their docks, not knowing what even believe there is an ancient Batrachi city
they were. The pirates feigned friendship, but in the depths, but because of the profound
eventually attacked and, as legend has it, presence of sahuagin in the area, no one has
drove the elves from their island home. been successful in puzzling out this riddle.
Evidence of the truth of these matters lies in The far end of this gate has been used for
the oldest structure in town – the grand hundreds of years by the Wako of the island
palace of the Dark Corsairs is clearly of elven nations of Kara-Tur, and was only discovered
architecture. by Shou Lung in the last century. The Shou
government has since stationed several
One point I must make: although the gate warships around the portal and claimed it as
leading to this destination is the easiest way their own, and has even set up a colony on
for the people of Zakhara to reach this one of the islands in the Baygandu
region, most legitimate sea captains and Archipelago, in the eastern Punjabbis. This
naval vessels prefer to cross the sea, if only has caused some consternation amongst the
to avoid appearing in the center of a pirate pirates, who always considered the portal
harbor. In times past they would use the theirs. Several vicious battles were fought
portal, but with the establishment of their before the Wako conceded control of the
two settlements, travel across the ocean has gate, but they still occasionally use it for two
become somewhat easier and a whole lot reasons – because the portal moves, the
safer. Shou are not always nearby, and also it is
the only portal that is always open. In the
Forgive me, for I have made that region my case of this portal’s drift, as it closes in one
home for many years, and I grow nostalgic spot at sunset it slowly opens again in
for its shores. The next nearest portal is just another spot at the same time. In this way,
due west of the Punjabbi Islands, in the Sea the portal is open overnight, and if the
of Lopango 8 . These waters are very pirates are able to find it they can use it
dangerous, because they are infested with without much fear of the ponderous Imperial
sahuagin. In fact, the merfolk who make warships finding them in the darkness. It is
their home in the waters around the Punjabbi still extremely dangerous, however, because
Archipelago have been known to approach the sahuagin are most active at night. The
surface ships for safe passage across the sea, eastern portal opens up in the usual three
so that they may have dealings with their island set-up in the Celestial Sea, in the
eastern brethren, the ningyo, who dwell in chain known as the Three Sisters Islands.
the seas east of Katashaka. This portal is These waters are disputed with T’u Lung,
unique in several ways – first off, instead of making it a strategic target for both powers.
being surrounding by islands, there are three However, the portal opening on this end
plinths of unknown bluish stone rising out of drifts much further around between the three
the sea 300 feet above the surface. Each of large islands. That is why it avoided
these curve toward the others, so they discovery by the two kingdoms for so long,
appear to be reaching toward one another. although it is widely believed that the Tan
They are spaced exactly 15 miles apart at the Clan of the Joi Chang Peninsula has been
base, but come within seven miles of each aware of it for centuries.
other near the top. It is the most impressive
sight I have ever laid eyes on, and have seen Another portal used by the Shou is located in
many amazing things in all my long years. the northern Yellow Sea, in the middle of the
The portal always appears somewhere inside chain known as the Talmaruk Islands. This
of this strange structure, and it is theorized one is typical of the standard set-up, and was
that the plinths continue under the water and only discovered by Shou Lung in the last
are part of some greater structure. Some decade. This island chain is inhabited by
tribes of fierce Wu-Haltai, and landing on
them is usually avoided. The Wako of Wa
8
The Sea of Lopango is another recent discovery by the claim to have explored some of the interior,
Tethyrian expedition, and is a very large triangular- and they say that there are strange non-
shaped body of water between Maztica and Katashaka. human ruins spread over all three islands,
The good captain’s familiarity with geography only but the Wu-Haltai kill anyone who tries to
recently discovered is most disconcerting.
52!
enter what they consider sacred ground. This way is almost unheard of (magic was used
may change, because now Shou has claimed the two times it was accomplished). The one
these islands in order to protect their interest odd thing about this gate, aside from its
in the portal. The far end of the portal leads destination, is that it only opens at night!
to the Inner Sea in Faerûn, in the center of Unlike the other portals I am revealing here,
the Dragonmere 9 . This portal managed to this gate and the other I will discuss next
escape the attention of the Dragon Coast and both open at sunset and close at sunrise. I
Cormyr for so long because it is in open suppose that is only fitting, given their
waters, and is completely invisible. The usual destination.
shimmering that accompanies these types of
gates is conspicuously absent, and finding The other Sea Gate that leads to Skullport
the gate from the western side is nearly also opens up onto a tributary of the
impossible. Shou wu jen have come up with Sargauth, and the other end resides in the
a solution to the problem, however, and have Sea of the Long Morning, between Wa,
created a magical compass capable of Kozakura, and Koryo, about 50 miles west of
pointing to the nearest functioning portal. Gatajima Island. It is not located between
Some forty of these were commissioned by three islands like usual, but the amount of
the Emperor, but nearly half were stolen volcanic activity in the region leads to many
from the artificers before the order was smaller isles disappearing or being created
completed; some believe the Pirate Princes constantly, so the surrounding landmasses
were behind the robbery. The order was may have sunk beneath the waves long ago.
finished belatedly, and the portal compasses The Wako Pirates from all three nations make
have been given out to the most trusted extensive use of this portal, and it is not
captains of the Shou navy. Some say that uncommon to see a Shou junk at the docks
some of these devices have additional in the undercity. Whether the governments
powers, as well as acting as a normal of these countries know about the portal is
compass. unknown, but given the destination and the
difficulty in getting back, it is doubtful they
This brings me to another portal located in would even put it to use if they did. In the
the Sea of Fallen Stars, which has been case of this and other portals leading to
known about by pirates and honest sailors Skullport, pirates often get stuck taking a
alike for several centuries. The portal opens route known as the “long way home”, in
somewhere between the three islands at the which they use a series of gates to get back
mouth of the Vilhon Reach: Alaghôn, to their home port. In this case, the first
Wavecrest, and Ixinos. The Emerald Enclave portal I discussed is often used as the first
holds sway over this region, and in times destination, being the nearest to Waterdeep.
past, perhaps some of their number, called It takes the pirates of the Inner Sea no less
‘Gray Druids’, used this portal to reach its then five gates to make it back to their point
dark destination – Skullport! This is only one of origin.
of two portals to Skullport believed to be
modified Batrachi gates, but who altered The final portal I am aware of in the Kara-Tur
them, and why, is a secret lost in time. It region is the one located in an unnamed
exits on the River Sargauth in chain of islands off the coast of Malatra 10 ,
Undermountain, and is considered a “wild some 400 miles north of the island of Bawa
and woolly ride” by those who have used it. and 200 miles northeast of the coastal city of
Only an expert pilot can get the ship safely Marabaya. If you get a chance, you really
down the narrow flooded passages and into should visit that strange and exotic city;
Skullport safely, and traveling back the other there are things you can see there and
merchandise you can buy that can be found
nowhere else in the world. If you have some
9
Another piece of not-so-common knowledge. This
portal was discovered several years ago, and has lead to
10
the establishment of a Shou embassy in Elversult. Shou Malatra is the name of the wild jungle lands located
ships are starting to become a common sight on the Sea south of T’u Lung, and home to several primitive tribes
of Fallen Stars as a result, and seem to be conducting of creatures and a dozen small countries that worship
extensive trade with Thay as well. strange, barbaric gods.
53!
interest in religious practices, the bizarre Ptah. I find this particularly peculiar, because
temples and gods of these people are worth I know that is the name of a god from
studying. Also, the extensive use of ‘elsewhere’, and have had run-ins with his
elephants as beasts of burden is a sight to priests myself. Since the portal leads to an
see, and I am told that warring nations of the area that has traditionally been controlled by
interior often employ them in battle! The the Mulhorandi, this gives me the impression
gate here leads to another set of islands that that it was named so by them in centuries
only appear on Zakharan maps, although past. Around 912 DR, Mulhorand had begun
they are far to the west of that place. The settling the east coast of Katashaka, and
western coast of Zakhara is called Akota, and many of their ruins remain. They abandoned
is ruled by a powerful mercantile people of this colony after only twelve years, due to
whom very little is known, but about whom pressing military issues back home.
much is whispered. Off their coast is a very Supposedly, many of the Mulan chose to stay
large chain of islands, often called the Isles when their soldiers left, and evidence of their
of the Gods by inhabitants of Zakhara, and culture still exists amongst the natives. The
the people of Akota have many settlements portal in Gbor Nor is located just southwest
amongst the islands. Several are named after of the cursed island of Bhaluin. Both
various deities of Toril, but the largest and Murghôm and Semphar avoid the area
most southwestern land is called Nobanion’s because of the island, and that gate does not
Island. The relationship between this power move more than 3 miles from the island at
and the island is debatable, but it is said that any time.
there are a fair number of fey creatures that
call it home, along with animals that can There are rumors of others – I am told of one
speak! Obviously, there is some exaggeration that is completely submerged that connects
here, but I myself have never set foot upon the Arnrock to the Alaor, but perhaps it was
this land. Just north of it, however, is a portal destroyed during the last eruption. I am also
I have used many times, and like the others, told of one somewhere between Nimbral and
it is located in the center of small islands. Yal Tengri, the Great Ice Sea, although I
The main difference is that these islands have never seen it. I am sure there are
number four, and are sometimes referred to many, many more undiscovered gates on the
as “the Four Elements”. They are evenly high seas, but the oddest one I have heard
spaced in a diamond pattern, and the gate stories about is called “The Nexus”, which is
may appear anywhere within the 10 mile located somewhere in the Western Ocean.
radius of the center point in the waters Supposedly it is a series of nine stationary
between them. It is interesting to note that portals laid out in a circle, and a ship can sail
Zakharan merchants have built a substantial from one and across into another, and each
settlement on a large island directly east of is connected to a different portal-pair. I’m
these, but not so much to facilitate the use of not sure how a captain knows which terminus
the portal. Instead, they use it as a stop-over he will exit, but I suppose some sort of key
point on the way to the Punjabbi Islands to or password is involved. By using these, a
the west, and like the Shou, they also have a savvy captain could use any of the other
settlement there in the Baygandu portals I have discussed, and even some I
Archipelago. Both the Emperor of Shou and have not. This would put quite a bit of power
the Grand Caliph of Zakhara have great into the hands of anyone who could control
interest in Katashaka, and have established this artifact, and the people most often
quite a bit of trade with the natives. attributed to claiming ownership are a
strange sea-folk who are said to live on their
This brings me to the final portal, that I have ships. I would not even believe these tales, if
made use of only once. This gate leads from I had not seen some of these folk myself,
the northwestern coast of Katashaka to Gbor with their large eyes and webbed fingers.
Nor, called Brightstar Lake in Faerûn. Its They keep mostly to themselves, so I know
western terminus is located between three very little about them 11 .
islands, one large and two small. The large
one has several names, depending on who
11
you ask, but the natives claim it is called Captain Montoya is referring to the Beiy’maar, a
strange group of people recently seen trading on the
54!
One last note, for the sake of completeness, paradox”, and he needed information that
before I finish this manuscript: In the could help his family. We were, of course, at
northeast of the Punjabbi are a group of first skeptical as to his memoir’s authenticity.
islands called the Wakaloni, and it is the Normally we do not accept personal journals
home of a race of people called the Makoi. of explorers unless we are sure of the source,
The Makoi appear to be half-elves, except but the sheer amount of information provided
that they are not the offspring of two races, in this document had us make certain
as are others of their ilk. They are also much allowances. Much of the information is
larger then most, with males averaging verifiable, through our own extensive
around 6’ in height, and have athletic, well- resources, and with the help of charts and
muscled bodies. They all sport beautiful maps provided us by a fellow scholar on
golden tan skin, and are amongst the Evermeet. However, the rest appears to be
friendliest people I have ever encountered. In nothing more then half-truths and
fact, it is because of them that I swore off fabrication. And yet… all of our means of
piracy for good – they do not allow pirates on identifying lies have proven fruitless. We
their islands and will sink any ships they suspect that he must have some sort of
believe to be pirates. For such a fun-loving, magic about his person that allows this,
happy people, they are more then capable of although we’ve yet to discern it. Another
carrying that out that threat with their navy conundrum that we were faced with while
of strange ships consisting of two separate interviewing him after reading his text was
hulls! I have seen some primitive humans in his disconcerting way of referring to things
the outlying islands using a similar type of that happened in the distant past as if they
boat called a bangca 12 , but these larger were recent events, and recent events as if
versions are both impressive and deadly. The they happened in the distant past. Although
islanders do a brisk trade with the peoples of he appears to be a man in his late thirties, or
Shou and Zakhara, through their settlements perhaps early forties, he has obviously had
in the southern islands. They also trade with too many life experiences for a man his age,
Nimbral, which is just northeast of them. or even twice his apparent age. We have
There is a string of islands between these been able to discern some longevity magic in
and Nimbral, and the Sea Haven has a small an item he wears about his neck that looks
settlement called Farhaven on an island at like a religious symbol popular in the Old
the halfway point. There are still many Empires called an ankh, but when asked
secrets to discover, both in the Punjabbi about it he merely shrugs. He claims to have
Archipelago and throughout Toril’s many drank from a “fountain of agelessness” he
bodies of water, and I hope that I set down found somewhere in Lopango, but also claims
in these pages something useful to many an to not remember its exact location. It is
erstwhile explorer. obvious that he is prevaricating to some
extent, but until we can ascertain as to how
A note from Athol: We received this much, we must file his ‘report’ away in our
document as the gift requirement for fiction section for now. It troubles me to do
entrance into Candlekeep. He wished so, but so much of what he has claimed in his
entrance into our hallowed halls in order to tales is just too wild to believed… and yet… I
research what he calls “the serious nature of look out my window even as I write this, and
stare out at his marvelous craft. The view I
am blessed to have looks out upon the Sword
Sword Coast. Not much is known about them, and they Coast and the Trackless Sea, and it is grand
almost never leave their ships. Their eyes resemble those indeed, with my tower being perched high on
of elves, but are much larger and without pupils. Also, the rocky cliffs, over a hundred feet above
like elves, they have pointed ears, but theirs come to the waters. Yet there, at the same height as
longer points and have a weird bat-wing look to them, in my window, sits his ship, the Blue Diamond,
which they enjoy wearing multiple earrings. Other body floating in the air a hundred or so yards off
piercings are also common. A strange lot, even amongst
shore from the Keep. As I gaze upon this
the myriad folk of Waterdeep.
12
wondrous vessel, I can only imagine the
This is a type of double-hulled canoe used by the places he has visited, and things he might
peoples on the coasts of Lopango and various island have seen…
cultures.
55!
[DM’s Note: For the culture of the Wakaloni reign of King Kamehameha. For Katashaka,
islands, the D&D sourcebook The Kingdom of the highly recommended Nyambe rules will
Ierendi will prove very useful. The history will work just fine, and the author has gone to
have to be altered, but the islands can be great lengths to make the lore compatible.]
used as written; simply adjust the scale to
half that given on that product’s maps. If you
can not obtain that source, the culture is
similar to that of early Hawaii during the
!
56!
!
!
By Charlie Grimes
From countless regions and races, men and women gather to fight. They are called by many
different titles: Sellsword; Soldier of Fortune; Mercenary; Hiresword. Though they have many
differences, they follow a common cause. They fight for gold. The battlefield is their home. The
death cries of the fallen are their lullabies. For those that have it, the lust for power is an endless
cycle – and so these men and women always find work when the horns of battle sound.
!
Redeemers of Dawn
Leader: Teserazu (Male Balor, Cleric, Outsider [Native])
Number of Members: Approx. 80 Order members, 120 lay followers
Current Sphere(s) of Operation: The Bloodstone Lands, Veldorn, Myth Drannor
General Alignment: Any Good
Other Names: Dawnwalkers, The Redeemed, Order of the Morning, Order of the Sun
Dogma of the Redeemers: “We may not be here forever, but for the time that we are here, we
will destroy evil if it can not be saved, protect those who need protection, and lend our strength
and knowledge to those who seek it. We do this in the name of Lathander.”
The Order of the Sun was started by a Inspired by a vision, Sertian set out towards
redeemed balor demon, known as Teserazu. Narfell, in the Bloodstone Lands. He had
It was in the Year of the Pirates’ Trove (1023 heard tales of that land; the stories spoke of
DR) that a sorcerer, who venerated a land where many fiends, summoned in
Lathander, witnessed a casting from a earlier wars, still roamed. Once there, he
powerful druid. The druid used the spell upon hired a group of local adventurers, who
a tendriculous that was destroying much of would know the land. Although it was
the wildlife in the area. Rather then expensive for the sorcerer, he knew he would
destroying the creature, the druid changed need their assistance if he was to complete
the plant creature so that it would protect the his task. He warned them of their possible
forest it was despoiling. Sertian was fates, and upon hearing their acceptance, he
astounded at the power that the spell had, told them what they were seeking. After one
and soon after, he discussed with the druid conversation, they set out to find a demon.
what this spell was, and what was needed to
cast it.
57!
Several nights later, they discovered a balor. Seeing that he was not responding to her,
Sertian told the band of adventurers that he she took the balor to a private room as the
would need time to cast the spell, and he clergy watched. Sending the clergy away,
would lower as many of the balor’s defensive she guided the balor into the chamber, where
powers as he could. After successfully she explained all that she knew about the
sneaking near the demon, and negating a demon and what he was.
few of balor’s demonic powers, Sertian began
casting the spell, while holding the diamond It was then that Teserazu began to
in his hand. During the process, he witnessed remember the battle, and his last killings.
two of the eight adventurers get torn apart Tears formed in his eyes as it came back to
by the balor. Trying not to falter, he finished him. Yrilthia smiled at him and told him that
the spell as the balor killed another of the he was forgiven. She left him to himself for a
adventurers. The arcane energy pulled the time. While he was alone, she found him the
demon into the diamond. Sertian stayed to largest set of clothing that the temple had.
witness the burials, and to give last rites to When she returned to the room, she gave the
the men that he had hired. clothing to the balor, along with the box that
contained the now shattered diamond.
He left Narfell and went to a temple of
Lathander in Voonlar. He knew the high The next day, the entire temple learned of
priestess of the temple, and he gave her what the being originally was. A considerable
enough information to keep the coffer in amount of controversy broke out within the
safety. She had asked him if he would come temple; most of the clergy demanded that
back and he simply shook his head and gave the balor be killed. Some in the clergy saw it
no answer. Soon after, he left her and the as a true rebirth for the balor, as the balor
temple. obviously had Lathander’s great blessing,
while others were entirely unsure.
Knowing nothing more, she placed the coffer
in the great hall, under a statue of After a tenday of deliberations and prayers, it
Lathander. There the coffer stayed for a year was decided that the balor, upon his request,
and a day, until one early morning in the would remain within the church. Soon after,
Year of Lathander’s Light (1024 DR). With a Lathander began granting the redeemed
surge of light from below, a large being came fiend divine spells, and permanently removed
forth, spreading its massive white wings and the balor’s demonic abilities.
looking around, while keeping its features
smooth. Teserazu had no idea where he was It was two years later, in the Year of Crimson
or, for a short period, who he was. When the Magics (1026 DR), that Teserazu came to
balor felt the sun behind him, he turned to Yrilthia with a suggestion. He told her that he
see the statue of Lathander glowing with a wanted to start an order dedicated to
faint rosy light. The balor fell to his knees. As Lathander, an order that consisted of
he knelt silently for an hour, the clergy slowly redeemed fiends like himself. The
began to come back inside the temple. Dawnmaster knew that this idea would be
good and true, and she told Teserazu that he
When soft whispers broke out, Teserazu would need to remain within the church for a
realized he was being watched. He turned few more years before he would be ready to
around slowly, seeing them, and unfolded his undertake his quest. Three years later,
great wings. The clergy were stunned, except Teserazu asked Yrilthia her permission, which
for one, who walked out of the group. An she granted. After gaining her and
older, attractive woman, she extended her Lathander’s permission, he began to ask
hand to him. She told him that she was others to journey with him to a place that
Yrilthia Silveropal, Dawnmaster of the temple had many fiends: Narfell.
in Voonlar, and that he was brought here a
year and a day before by Sertian Mercoilith, a Zeyelia, a former erinyes, was the first to
sorcerer. come into the Order. The clerics were
successful in keeping her inside a ring of light
while Teserazu preformed the ritual for the
58!
spell, which came from the sky as thin, The following regions are where Dawnwalkers
powerful beam of light that flowed into her. have set up major temples; other minor
With shrieking screams from the erinyes, the temples are known only to the leaders of the
beam pushed the devil into the diamond as Redeemed.
Teserazu completed the prayer. Exhausted,
Teserazu managed to place the diamond into Bloodstone Lands: This is where Teserazu,
the same box that he was placed into, before Zeyelia, and Birethlz were redeemed. Birethlz
he collapsed. choose this region, which has seen wars
involving summoned fiends.
Another demon was captured six months
later. This time it was a hezrou demon, Veldorn: A land controlled by beasts and a
known as Birethlz. During the battle, one of great deal of evil, Zeyelia has taken this
the clerics was severely injured, but the area, but she remains outside the border.
clerics managed to hold the light. Teserazu This temple has more exalted beings, rather
finished his casting, and after the spell then redeemed, due to the high amount of
ended, he placed the diamond into a newly monsters and other creatures that roam the
crafted, though equally beautiful, box. area.
The church began to worry about how the Myth Drannor: The largest temple of
devil would interact with the demons, operation, with the most redeemed. Myth
knowing a bit about the Blood War that has Drannor was home for Teserazu until the
been raging between the two fiendish races elves resettled here in Year of the Lightning
since the dawn of the time. It was rough for Storms (1374 DR); he and the others left
the three former fiends at first, but they three years later. During that period,
stayed with the church for five summers, and Teserazu attempted to redeem many of the
between them managed to find a common fiends that laired in the ruins, and he was
ground. They also learned and helped each closely aligned with the church in the area.
other, before officially founding the Order of
the Sun. The Order has since grown to five Those supporters who are outside the Order
fiends, two of which were exalted but not often use their homes as gathering places for
redeemed. as many members as they can accomodate.
The Redeemers of Dawn are a powerful The Order doesn’t recruit like most other
group, but small in numbers. They aren’t as divine organizations: they seek out fiends.
widespread as other groups, like the Harpers. However, they often are successful in
They can’t openly bring new members into bringing a couple of redeemed fiends into the
the Redeemers, either: some find it hard to Order each year.
accept the idea of redemption for fiends.
Nonetheless, they have chosen three The redeeming process is often an intense
fiendish-infested areas on Faerûn, with each battle, and it is emotional for the fiend. If the
one of the leaders taking up a position after Redeemers are successful, they ensure that
the Year of the Dawndance (1095 DR). The the diamond used remains undisturbed, as it
leaders don’t get to see each other as often always runs a risk of shattering. If the
as they would like, partially due to their diamond does shatter, the captured fiend
locations, but mostly due to the difficulties of comes out of it early, having no chance at all
traveling in the open. There are said to have of being redeemed.
a few minor safe holdings, mostly for keeping
an eye on enemies and aiding those who The prayer form of spell known in Faerûn as
seek refuge in Lathander. sanctify the wicked is different. Lathander
will grant, for a short time, almost any
member of the Order the necessary power
and abilities to perform the spell. The lower
59!
the caster’s experience, the more the casting cannot leave the temples for long, because
will drain them, which often makes the caster they may be caught and tortured for
need to sleep or rest for forty-eight hours. information.
Throughout the year and a day, the fiend Continuing the fight against the darkness and
inside the diamond looks back on its life. If it evil, redeeming others, and granting safety
was once mortal, it looks back on that life as to those who need it: these are the costs of
well, to learn from its memories as a mortal. the Order. In return, Lathander has vowed to
Once outside the diamond, the temple leader each member of the Order that upon his or
will often have a private session with the her death, they may be reborn once more if
newly redeemed fiend, letting them know they wish it. If they do wish this, he will offer
what has occurred, and helping them become them the path back to him, and ensure they
used to the changes in thoughts, feelings, are not taken by the fiends again.
and emotions. For most of them, the process
is the same. They don’t remember anything Redeemed fiends (yugoloths, demon, devil,
at first; but when the memories of their lives etc.) can not be banished from the Prime
as mortals and fiends return, their emotions Material Plane if their diamond and box are
are raw. If the leader of the temple is not both on the Prime Material Plane upon
there to help with this, the second highest release from the diamond.
ranking member within the temple will often
fill that role. During some point in the Members will often have a mark of Lathander
session, a mirror or reflective object is often somewhere upon their bodies. These marks
offered to let them see their new are most commonly found on their
appearance. It isn’t uncommon for them to foreheads, the back of their necks, or their
assume some mortal features, such as a arms.
beard or elongated elven-like ears; they all
do this subconsciously while coming out of Many can recognize the members of this
the diamond. order by the clothes that they wear, which
are most often gold, white, and soft crèmes.
Usually a few days later, the redeemed fiend Along with their clothing, they may carry a
is offered a place to stay, and a chance to holy symbol or object. While wearing a robe,
join the temple. Most of the time, the fiend their brooch also often acts a magical item.
accepts and becomes a member of the
Redeemed, although few have been known to
decline and look for a different enlightened Acting Within The Redeemers
path of their own.
The Dawnwalkers do not often gather
Being a former yugoloth, devil, demon, or together. When they do, they discuss any
something entirely different is not necessary news about fiends that may be plaguing
for joining the Order. A fair amount of the settlements, and whether they should get
members are exalted creatures, those who involved and learn if the fiend can be
found their own way to the Order. One such redeemed. Members will also give
exalted is Eleras Nerk’tisa, a half-illithid suggestions on what other members should
female saved by Zeyelia at a young age. She or should not be doing.
is a very good example of being evil (or
raised in evil), and finding a new path: Arguments and strong debates are not
helping, rather than destroying. frowned upon; they are often encouraged,
for they are needed and things should not be
kept from the members of the Order, and no
Cost and Benefits of Membership hatred should be allowed to fester within the
Order.
Once someone has decided to stay within the
Order, it becomes a great part of his or her
life, although many of them try to have some
life outside of it. All of them know that they
5:!
Acting Outside the Redeemers Teserazu is the most powerful cleric of
Lathander within the Order, so he is often the
The Redeemers of Dawn are not well known. being who decides whom to lead into battle.
Other races may be frightened by An active leader, he prefers to be part of the
their assistance, because they partially battle, rather than holding back and directing
resemble the fiends that they once were. The others. One such occasion was the “Great
Redeemers do walk amongst the different Battle”, as members within the Order call it,
lands, and they are often thought to be some which involved one of Malcanthet’s most
kind of half-celestial being that has been valued followers, Zsullith the Dark Beauty. It
blended with another race. They will assist was a horrendous battle, the first for the
anyone that they can, as long as they believe Dawnwalkers. Zsullith planned to sacrifice
that they are doing a good deed or a deed numerous children of different races, using
that will expand Lathander’s dogma and their energies to create a gate that to her
beliefs. demon queen’s Abyssal realm of Shendilavri,
the five hundredth and seventieth layer of
It isn’t uncommon for them to help a barmaid the Abyss. If not for Zeyelia, the Redeemers
clean up, or to keep an eye on young would likely to have died at Zsullith’s hands,
children running through the woods, keeping allowing Malcanthet access to the Prime
them from getting hurt or attacked. Small Material Plane. Wielding awe and beauty,
things mean just as much to them as do the Zeyelia used Dawnfire to give Teserazu the
large things. necessary time to complete his spells.
Teserazu gave Zsullith one of his strongest
prayers, burning the demon-nymph to
Leadership nothingness.
Teserazu, Leader of the Redeemers, NG Soon after the Great Battle, Lathander sent
male balor, Cleric, Outsider (Native) an envoy to Teserazu, congratulating him
and the Order in dealing a blow to the demon
Teserazu, the First Redeemed, is the leader queen. The envoy taught the Order new ways
of the Redeemers of Dawn, a secret order in to protect themselves from Malcanthet, and
service of Lathander, the Morninglord. also gave the Order a new name, a name
Teserazu stands roughly six and a half feet they today carry: the Redeemers of Dawn.
tall, with a muscular frame, soft green eyes,
and rich red flesh. His wings, which formerly Zeyelia, Co-Leader of the Redeemers,
had a demonic look to them, are white with a female erinyes, Monk, Outsider (Native)
soft, feathery appearance, giving them an
angelic look. His horns are short, and ivory in Zeyelia is said to be one the most beautiful
color. His hair color has softened, but it members of the Redeemers. She receives
retains a brown hue. many compliments to this effect, but she
doesn’t feel that it is so. She has soft yellow
Teserazu is quite contemplative. He keeps eyes and stunning silver hair. Her obsidian-
the calm when things get rough, and tries to like skin gives those around her a sense of
maintain an open dialogue between the awe, earning her the unusual nickname of
members of the Order, for the former the “Black Angel of Morning”. Her appearance
demons and devils do bicker with one is quite similar to the appearance of a dark
another from time to time. Teserazu elf. This isn’t a surprise, for she was a drow
constantly works for the Order that he made, monk of Lloth, the Spider Queen. While still
striving to help others find their way back mortal, Zeyelia was sacrificed to devils by
from being consumed by the darkness and one of her sisters, who attempted to forge an
evils of the Lower Planes. Teserazu works allegiance with the fiends so that she could
hard to understand his fellow Redeemed. defeat a higher ranking house. Zeyelia still
Most clergy in the church of Lathander do not remembers the battle she had with her
know of this order, which sometimes makes sister, Ultha Kerlttina, Matron Mother of the
it difficult for him and the others to do their Thirteenth House in Sshamath. Zeyelia
work. fought fiercely, severely wounding the House
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Mother before she was stabbed in the chest The most visually changed of the three
with the family’s most valued sword. leaders is Birethlz the White Necromancer. A
Regrettably for Zeyelia, she was barely living former hezrou demon, he stands roughly six
when her sister dragged her to an inverted feet in height, with a deep gray skin tone
pentagram, where she began a ritual. Zeyelia that seems to shimmer. Birethlz still retains
remembers the darkness that embraced her, some of his former appearance, but it is
and her belief that she was being sent to softened now. His body has become more
Lloth’s domain. Instead, she saw the fangs of slender and his hands are more flexible for
a devil in front of her and heard her sister the spells that he used to cast before Orcus
laughing. turned him into a hezrou demon. His eyes
are still green, but they are a rich emerald
Zeyelia is a new name for her; she doesn’t now, and he has a mixture of blond hair that
remember what she was called as a drow. he keeps cut short.
She was given this name upon being
summoned and bound by a wizard that Birethlz was the second to be redeemed by
resided in Narfell. She killed hundreds of the high prayer that Teserazu chanted, six
mortals for this wizard; she feels pain for her months after he did the same to Zeyelia.
deeds every day. Zeyelia loves to help Birethlz, like Zeyelia, and like their friend and
children, giving them gold and small gifts, leader Teserazu, decided to continue what he
etc. She is one of the few in Lathander’s was best at, but in a much different fashion.
clergy to have received one of his most In his mortal life, he was a human
precious gifts: Dawnfire. Dawnfire can be necromancer who venerated Orcus, the
used by its wielders against evil, causing Prince of Undead. Jlerra, as he was formerly
devastating effects to them, especially the known, was obsessed with using corpses for
undead and fiends. The gifted are only his personal agenda. He believed that Orcus
allowed to use this ability in the direst of was going to help him, and he unknowingly
situations, something Zeyelia has only sacrificed his soul, believing that he would
needed to do once. That time occurred when become a demon-lich of Orcus’s own
she was battling the cult of Malcanthet; creation. Unfortunately, he was turned into a
Zeyelia’s use of Dawnfire saved her life and pawn by the fiend that he served, and then
lives of the many members that were battling into a murderous hezrou demon. He retained
beside her. It healed most of their wounds that form for nearly three hundred years,
and gave them the strength needed to fight before Teserazu found him destroying and
the cult, and gave Teserazu the time to killing families.
destroy Zsullith.
It took Birethlz the longest of the three to
She has encountered numerous demons and understand what happened and the rebirth
devils during her time with the Order. She that he was given. It took him a similar
has redeemed almost two dozen fiends amount of time to follow the studies of
herself, and has aided others, like Eleras necromancy and other spellcasting. Unlike his
Nerk’tisa. Eleras was one of first non-fiends former life, however, he considers himself a
that Zeyelia helped see the light. It took a white necromancer, rather then a
great deal of time for Zeyelia to get through necromancer who deals with the dead. He
to Eleras, but she made it her personal has been challenged a great deal, and has
mission. She showed Eleras love, learned to not make demands, as he did in
compassion, and care, something that Eleras his former life. Instead, Birethlz has learned
had never experienced from anyone. To this how to work towards his goals. He has been
day, Eleras plays a fair role within the order, blessed by Lathander with a talent for
and often travels to each of the regions for locating and achieving new methods of
the leaders; this is something that gives magic. He carries several magical items,
Zeyelia great pride. including a unique one known as Staff of
Celestial Light. This staff was a gift to him
Birethlz, Co-leader of the Redeemers, male from Aseri Leala, who exalted this staff,
hezrou, Necromancer, Outsider (Native) formerly a Staff of Fiendish Darkness. It was
one of the few items Birethlz had hidden in
62!
his mortal life; he discovered it was still there further the construction of their new base of
upon an expedition to recover his hidden operations. Only the oldest and wisest
treasures from his former tower. He also members within this order know of the
peruses most of the books and tomes the Dawnwalkers.
Dawnwalkers have discovered and purchased
over time. He, or one of his companions, will Zealots of the Written Word
often make copies of the item to send to the
other stations. More of an alliance for informational
exchange, the oldest members of the Zealots
have a keen interest in the redeemed fiends
and their followers, for their knowledge of
Allies of the Redeemers the places they have been. In return for that
information, the Zealots trade information
Aseri Leala with them. Some Zealots find it to be an
Illumian male wizard of Deneir – NG medium honor and pleasure to sit down with a being
humanoid who has been redeemed from such a horrid
path.
A longtime friend to Birethlz, he was the one
who exalted Birethlz’s former staff for him.
Thanks to his knowledge and the abilities
granted by Deneir, he has been a great help
Enemies of the Redeemers
to the Redeemers, in more ways than he
understands. Aseri has pale white skin and Malcanthet, Queen of the Succubi
deep blue eyes, and stands a foot shorter
than his friend. His hair is long and golden- Malcanthet became an enemy of the Order of
blonde hair. His rich purple robes are the Sun in the year 1095 DR, after a
adorned with magical topazes and star ferocious battle which involved, at the time,
sapphires. Aseri has a soft voice, but angers all the members of the Order. It was called
when he sees anyone hurt. Like most “The Great Battle” for those within the Order,
Illumians, Aseri will attempt to outwit his and a great deal came of it, such as the
opponent. death of the powerful and evil courtesan
Zsullith the Dark Beauty. It was after this
The Darksong Knights battle that they earned the name Redeemers
of Dawn, and powers within themselves were
Zeyelia has learned about her former family revealed.
through this small group dedicated to the
goddess Eilistraee. Small in numbers, much Orcus, Prince of the Undead
like the Redeemers, and mostly comprised of
females, they seek to further their goddess’s Orcus, the great bloated demon, is one of the
aims, and to destroy the yochlol demons that Abyss’s most feared powers. His minions are
serve Lloth. often encountered by the Redeemers, though
it is usually mortal followers, not demons.
The Harpers Orcus is also an enemy of the Order because
of Birethlz, as he was a former follower of the
Teserazu has met some members of the Undead Prince in his mortal life. Birethlz was
Harpers over the years, and has become turned into a demon by Orcus, who had
friends and allies with several of them since tricked him into it.
then. Their relationship is helpful to one
another, as they share a common dislike for Cult of the Dragon
the Cult of the Dragon.
The members of the Cult of the Dragon are
Order of the Aster enemies of the Redeemers for disturbing the
dead, and for their creation of dracoliches.
The Order of Aster came seeking the They haven’t had many encounters, but it
Redeemers not long after the Great Battle. was one of the first times the Redeemers had
With their help, the Redeemers were able to to leave the battle before all was lost. For
63!
Birethlz, they are a bit more of a personal They also managed to redeem a few of her
enemy, considering their disgusting practices followers in the process. Soon after the
of necromancy. battle, Lathander sends an envoy to
Teserazu, Zeyelia, and Birethlz, telling them
Inthracis of ways to better protect their future sites
from possible assaults, and to give the new
Little is known about this ultroloth lord, only name of the Redeemers of Dawn.
that the Redeemers encountered his minions
early in their years as Order of the Sun. It is 1098 DR – The Three Leaders
known that he is not only a powerful general, separated, and making bases in Myth
but a powerful necromancer. The two parties Drannor, the Bloodstone Lands, and Voonlar.
have not had many encounters with each
other, but are often on the highest scale of 1104 DR – Zeyelia met some drow
battle when they do. followers of Eilistraee, and helped them
against drow followers of Lloth. She soon
discovered that members of her house were
Timeline of Events still alive, and may be within the churches of
Lloth, Eilistraee and Kiransalee.
1023 DR – The demon Teserazu, a
balor, was caught inside a diamond by a 1120 DR – Teserazu was successful
Lathanderite mage named Sertian. in redeeming five devils in Myth Drannor, and
also caught the eye of the local church of
1024 DR – Teserazu the Redeemed Lathander.
comes out of the diamond in the church of
Lathander in Voonlar. 1128 DR – Birethlz and others faced
the Cult of the Dragon for the first time.
1029 DR - Teserazu and a group of
mages and clerics ventured back to Narfell, 1130 DR – Birethlz lost seven order
where the devil Zeyelia was causing great members, and several more exalted allies, in
havoc. They sought this devil out to grant her a battle against a dracolich.
the same choice that Teserazu was given.
Six months after Zeyelia was found, another 1212 DR – Zeyelia learned of a mind
demon was found and located near a small flayer who had several beings under his
village. They set out once more to redeem control, and decided to destroy it. In the
Birethlz. process, she found Eleras Nerk’tisa, a half-
illithid human female of young age. Once
1030 DR – The erinyes Zeyelia and capable, Eleras Nerk’tisa became a traveler
the demon Birethlz emerge from their to each of the bases, and began work for
diamonds after a year-long look back at their smaller bases.
lives.
1374 DR – Invasion of the
1035 DR – After staying within the daemonfey in Myth Drannor. The
church for five more years, Teserazu, Redeemers of Dawn managed to escape and
Zeyelia, and Birethlz formed the Order of the attempted to help the church of Lathander,
Sun. Soon after, they set out to the planes but they were unsuccessful. Teserazu and
with two exalted allies, in search of others. twelve other Redeemed, along with followers,
met with the elves of Evereska and
1043 DR – The Order of the Sun Evermeet. They were successful in staying
briefly encountered the followers of Inthracis, with the army, vowing to help in any way
an ultroloth demon lord of immense power. that they could; they mostly helped heal the
wounded. This was the first time that
1095 DR – The Order of the Sun Evereska and Evermeet were introduced to
came to the attention of Malcanthet, Queen the Dawnwalkers.
of the Succubi, after they destroyed one of
her strongest cults on the Material Plane.
64!
1377 DR – Teserazu the First Perhaps the child’s father is one of the other
Redeemed left the Prime Material Plane members; perhaps she is in love with
behind after the elves successfully took back another male of the church. The child could
Myth Drannor and purged it of evil. He took also have been fathered by the local village
along only a handful of Dawnwalkers and leader. Wila’s child will need the blessing of
exalted allies. Most others left the Order, or the largest church of Lathander before it is
went to join Birethlz in the Bloodstone Lands, born, to insure that the child is of good
or Zeyelia in Voonlar. nature. There is said to be a rogue group
seeking the child, sponsored by the medusa’s
mother. It is unknown what her intentions
Adventures are with the unborn child. It is known that
she is a powerful conjurer, and commands a
Wila Turimoss is pregnant with a blessed coven of witches, something unusual for
child. A medusa female, Wila was saved by medusas.
the Redeemers when she was very young.
65!
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The Legend of Impresk Lake
By J P Hazelhoff
Rikos Illustration by Toni James
Dwarf Illustration by Julius Ryan Petilla
Most of the journal has been written during those moments when I did not have to perform some
tasks for my master, or when I wasn’t occupied with the physical part of traveling. Because of
this, the entries in the journal may sometimes seem disjointed. Also, the entries might not be
published in chronological order; the pages were scattered during an unfortunate incident with an
overeager air mephit.
I hope that for the places I've visited, the journals will provide you as much insight as
Volothamp’s journals provided me.
18th Marpenoth 1371, Year of the wonders large and small, and this makes me
Unstrung Harp want to learn and see more of Faerûn.
hough it has only been a few Our journey northward took us through the
rides, it seems a long time eastern highlands close to Morninggold Keep,
ago since I left Saradush. the former keep of our Queen and now home
But I do not feel homesick, to the Order of the Silver Chalice. The keep
yet… Traveling with Master and the order were not our destination,
Orgul is opening the world although I would have liked to see the place;
to my eyes; I am seeing
66!
instead I had to make do with glimpses of Though it is the giants that give me the
the famous stronghold while we traveled on. creeps, the memories of that brute fire giant
and his armies laying waste to Saradush in
Master Orgul’s journey was to the Abbey of the Year of the Banner 1 still haunt my
St. Alaric. This holy place, dedicated to the dreams at times. With the vivid memories of
Church of Ilmater, is nestled in the hills a few the siege and the ensuing fights, I can
miles southwest of Morninggold Keep, in the imagine the desire of the dwarves to chase
foothills on the Tethyrian side of the these behemoths away.
Snowflake Mountains. During our stay at the
Abbey, I learned of an ancient myth Oh, about the legend… I guess I should make
regarding the smaller of the two large lakes an attempt to write it down more completely.
beyond the Snowflake Mountains: Impresk The stories, handed down the generations as
Lake, an ice-cold lake fed by four rivers and folktales, have only recently been penned
many streams. Master Orgul told me to write down by scribes of the Binder.
this story down as part of my training – and
not only this story, but any other items of Brother Tynnos Denaad of the Soaring Spirit,
interest I would encounter during our travels one of the Binder’s scribes, is attempting to
north. unearth some more lore on the topic. The
good brother came to visit the Abbey of St.
In ancient times, when Calimshan was still Alaric. From him and a blacksmith I heard
known as Coramshan, giants ruled vast the story as penned down below.
stretches of land in the mountainous
highlands. War with Coramshan and the The smith, Pyram Beyross, is clan elder and
dwarves of High Shanatar had driven these spokesperson for a small hamlet half a day’s
behemoths further and further away from walk from the Abbey of St. Alaric, in the
what is now eastern Tethyr and Amn. foothills of the Kuldin Peaks. He guides the
hamlet in daily matters, but the smith defers
To me, High Shanatar is almost a legend; the more important questions and decisions
few are the dwarves that live in and around relating to the hamlet’s welfare to the Abbess
Saradush, and most often these are a tight- of St Alaric. The agricultural community
lipped bunch. The little details in the monk’s produces goods predominantly for self-
tale showed me, once more, that I know so sustenance, and donates excess produce to
little of the ancient history of my homeland. the Abbey.
To learn that the dwarven merchants I
glimpsed from Master Orgul’s stained glass Pyram’s works are the only items which have
window on the ground floor of his three story traveled well beyond the sphere of influence
house were likely hailing from Iltkazar… of the hamlet. His utilitarian metal works,
Iltkazar: a kingdom millennia old and still bearing the briar rose symbol of St Alaric,
alive, though hidden from most eyes. have traveled with priests of Ilmater
throughout the region. In the Year of the
Their ancestors were among those that Staff, the Abbess blessed the smithy in the
fought the giants and drove them from the name of the Crying God for services rendered
highlands, from the Kuldin Peaks and the to the church of Ilmater – Pyram is the fourth
Snowflake Mountains, to places far north and generation blacksmith supplying to the
east from here. The lore of ages that must be Abbey. Since then, the smith’s commissioned
assembled in that dwarven delve, deep under works have been stamped with a briar rose.
the Omlarandin Mountains…
67!
As told by Brother Tynnos Denaad of the eastern highlands, and all but the tallest
Oghma and Pyram Beyross, in the Year mountains.
of the Unstrung Harp:
But then the dwarves came. They mined and
In times which even the eldest of the longer- delved deep under the roots of the
lived races would refer to as ancient times, mountains, but sought also the lands above –
giants ruled the lands between the Cloudpeak lands where the giants brooked no intrusion.
and the Marching Mountains. These lands Yet the stout folk are and were stubborn and
were covered in vast swathes of old forest tenacious. At first there were only
growth, where our ancestors dwelt in skirmishes, though soon these grew into
primitive barbarian tribes. Not all of these battles and prolonged campaigns.
realms of the giants survived into the annals
of history, but amongst those that did are The dwarves were too many and their tactics
Alfwode, Darchar 2 , Keovesheim and too much for the giants. More and more, they
Tuzessdalir. found themselves giving ground, at high
costs. Enormous bones bleaching in the
scorching sun of the highland summers were
soon among the few reminders of the giants
that had walked these lands. Huge cairns
were another, though many a soul walked
past or over a hill without realizing that it
was a giant’s grave. The giants buried their
dead under big stone mounts; this is how
many of the large hills of the Erlkazar
uplands were formed.
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rose rare in the lands east of the Snowflake Today, the Abbey, currently headed by
Mountains and Kuldin Peaks, and more Abbess and Revered Sister Janyrah yr
common to the Marching Mountains region. Sarsora, is a library for medical knowledge
and a center for training Ilmater's specialty
As he placed the body of Hainalka next to the priests. St. Alaric's is one of the larger
fresh mound under which he had recently abbeys of Ilmater in the Lands of Intrigue,
buried his father, a bitter and grieving and it houses monks, priestesses and priests,
Impresk cursed the gods for abandoning his and a number of lay scholars. It is also the
people in their time of need. The combined most scholarly of the ten Tethyrian
burial mound became the largest in the area, monasteries founded by the order of Ilmater,
and is now known as Saint Alaric’s Hill. and the best school for any learned person in
all of Tethyr.
The story does not end here, though. The
last Thane of Felsaarlik had only one last The Abbey had connections – some rumor
stone to place, but as the giant tipped the through portals – with the Edificant Library in
rock, water gushed forth and the huge stone the Snowflake Mountains. The mundane
buried Impresk beneath it. It was as if the connections are still in place, now leading to
rocks themselves wept for the passing of the the Soaring Spirit, the monastery High
giants. The resulting stream of water kept Scrivener Cadderly has built on the location
flowing to form a lake, which over time of the former library. No one knows if any
received the name Impresk, in memory of magical connections survived the
the last giant. Legend has it that sometimes construction of the reborn house of learning.
the spirit of Impresk tries to break free and
causes tremendous waves on the lake, I actually met one of Deneir’s faithful in the
endangering any sailing the waters and Abbey’s gardens: Taarin el Busym 6 , a woman
flooding the banks when these waves hit the from Calimport, traveling towards the
shores. Soaring Spirit and stopping over at the Abbey
of St. Alaric. She was pleasant company;
It was on the burial site of three generations though I yearned to learn something from
of giants, covered in bushes of a wild orange- her about her home city, she kept the
red rose variety, that Alaric of Ilmater found conversations to small talk while she fed a
himself slipping into a divinely-granted flock of the Abbey’s white doves.
vision. Alaric, the son of a Calishite healer
and a Tethyrian wizard and scholar, saw in Many of Ilmater’s devout followers
his mind a place of lore, a place of learning throughout the region travel to the Abbey to
and both physical and spiritual healing. Alaric spend a year with their monastic brothers
took the rose prominently growing on the hill and sisters. The start of this year at the
as a symbol and representation of his vision. Abbey of St. Alaric typically takes place on
This briar rose is the symbol that signifies the one of the four cardinal days in the year –
Abbey and the Order of St. Alaric. the spring and fall equinoxes, or the winter
and summer solstices – but can commence
The Abbey of St. Alaric, which sprouted from on any day of the year.
the priest’s vision, did not come immediately
into being. It took shape in the material
world only later in his life 4 , in the first half of
the 13th century DR, after many feats which
lead to Alaric’s saintly status – amongst
these saving the life of the wizard-hero
Bowgentle 5 , who later helped found the
abbey and library. path in the higher forest during the winter of the Year of
the Lost Lady (1241 DR).
6
Taarin el Busym (LN hf P3 of Deneir) travels to
4
Alaric of Ilmater lived in the 12th and 13th centuries DR. Erlkazar and Deneir’s holy cathedral of Soaring Spirit
5
Bowgentle was born to a fisherman and his wife on the there. She relays information about all the doings in
last day of the Year of Bane's Brood (1034 DR). He Calimshan to High Scrivener Cadderly. [TSR 9589 –
apparently died in a fall, while traversing a mountain Calimport].
69!
During this year, these visitors join in the After a year in the Abbey, the priests and
daily chores and rituals of the Abbey and go paladins that leave with the blessing of the
through repetitive periods of fasting, from abbess have been initiated in the greater
the thirteenth to twenty-second day of each secrets of Ilmater’s faith. The suffering and
month 7 . During these fasts, they pray and personal sacrifices made during the year
meditate on the mysteries of the church. have given them closer access to their deity,
and have left them better prepared to serve
the Crying God, spreading his dogma by
example. 8
7 8
These days coincide with two monthly holidays on the In game terms, a cleric or paladin of 7th level or above
religious calendar of Tyr: The Maiming (13th) and The who spends a year at the abbey gains the Initiate of
Blinding (22nd). Ilmater feat [886470000].
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Volume IX of the Candlekeep Compendium contains the work of many people, who have put much
time and effort into penning these articles of lore. Many thanks to all who contributed and helped
on this project.
Project Coordinator……………………………………………………….Alaundo
Editing and layout…………………………………………………………Alaundo
Chris Jameson
Cover and page design………………………………………………..Yack Tundra
Interior Artwork…………………………………………………………… Julius Petilla
Toni James
Mark Taylor
We hope you have enjoyed this volume of Realmslore. Any feedback is greatly appreciated.
Please email us at compendium@candlekeep.com or visit the Candlekeep forum at
http://forum.candlekeep.com
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Volume X
The Candlekeep Compendium is a quarterly publication. Keep an eye out for The Candlekeep
Compendium Volume X, containing new Realmslore and further installments of regular articles
penned by our master scribes. This landmark volume will be an extra special edition to mark the
occasion.
71!