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Published by Emeric Caramanna, 2020-05-05 07:27:07

Volo's guide to the Sword Coast

1445338244569

Volo’s Guide
to the

Sword Coast

In all our years of wandering,
We never use up the splendid store.
At each wonder and marvel pondering,
As Faerûn proudly presents us with more.

— Revendar the Far-Traveled,
“Rhyme of the Road,”
Year of the Serpent

Dedication

To Mike and Roxy Griffith—
In hopes that your little one will join you in befriending Elminster
and exploring corners of the Realms thus far hidden from us all.

Credits

Design: Ed Greenwood
Editing: Julia Martin
Cover Art: John and Laura Lakey
Interior Art: Paul Jaquays and Valerie Valusek
Cartography: Diesel
Typesetting: Angelika Lokotz
Production: Paul Hanchette

Other Sourcebooks in This Series

Volo’s Guide to Waterdeep
Volo’s Guide to the North

ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS, and MONSTROUS COMPENDIUM are registered trade-
marks owned by TSR, Inc.
MONSTROUS MANUAL and the TSR logo are trademarks owned by TSR, Inc.
All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc.

©1994 TSR, Inc. All Rights Reserved. Printed in the United States of America.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English lan-
guage products of TSR, Inc.
Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.
Distributed to the toy and hobby trade by regional distributors.

This material is protected under the copyright laws of the United States of America. Any reproduction or unau-
thorized use of the material or artwork contained herein is prohibited without the express written permission of
TSR, Inc.

9460

TSR, Inc. TSR Ltd.
POB 756 120 Church End
Lake Geneva Cherry Hinton
WI 53147 Cambridge CB1 3LB
United Kingdom
U.S.A.

2

Contents

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 GuIIykin ............................ 102
Volo’s Ratings System. . . . . . . . . . . . . . . . . 4 Qheldin’s Mask . . . . . . . . . . . . . . . . . . . . 104
Scornubel . . . . . . . . . . . . . . . . . . . . . . . . . 105
The Sword Coast . . . . . . . . . . . . . . . . . . . . . . 5
The Dusty Hoof . . . . . . . . . . . . . . . . . 109
The Coast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Far Anchor . . . . . . . . . . . . . . . . . . . . . . 110
Baldur’s Gate . . . . . . . . . . . . . . . . . . . . . . . . 8 The Jaded Unicorn . . . . . . . . . . . . . . 112
Hall of Wonders . . . . . . . . . . . . . . . . . . 14 The Raging Lion . . . . . . . . . . . . . . . . . 113
Elfsong Tavern . . . . . . . . . . . . . . . . . . . 17 Serpent’s Cowl . . . . . . . . . . . . . . . . . . . . . 115
The Blade and Stars . . . . . . . . . . . . . 1 9 Soubar . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
The Blushing Mermaid . . . . . . . . . . . . 20 Tempus’s Tears . . . . . . . . . . . . . . . . . . . . 118
The Helm and Cloak . . . . . . . . . . . . . . 2 3 Triel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Three Old Kegs . . . . . . . . . . . . . . . . . . . 2 5
Beregost. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 7 The Backlands . . . . . . . . . . . . . . . . . . . . . . . 122
Bowshot . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 1 Drawn Swords . . . . . . . . . . . . . . . . . . . . 126
Candlekeep . . . . . . . . . . . . . . . . . . . . . . 32 Evereska ............................ 130
Daggerford . . . . . . . . . . . . . . . . . . . . . . . . 34 Greycloak Hills . . . . . . . . . . . . . . . . . . . . . 132
Lady Luck Tavern . . . . . . . . . . . . . . . . 37 Halfway Inn . . . . . . . . . . . . . . . . . . . . . . . 133
The Friendly Arm . . . . . . . . . . . . . . . . . . . . 3 9 The Marsh of Chelimber . . . . . . . . . . . . 136
Gillian’s Hill . . . . . . . . . . . . . . . . . . . . . . . . 4 0 The Well of Dragons . . . . . . . . . . . . . . . . 137
Julkoun . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Xonthal’s Tower . . . . . . . . . . . . . . . . . . . . 139
Kheldrivver . . . . . . . . . . . . . . . . . . . . . . . . . 4 7 Yarthrain . . . . . . . . . . . . . . . . . . . . . . . . . 141
Lathtarl’s Lantern . . . . . . . . . . . . . . . . . . . 4 9
Liam’s Hold . . . . . . . . . . . . . . . . . . . . . . . . 5 2 Sunset Vale . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
Roaringshore . . . . . . . . . . . . . . . . . . . . . . . 5 3 Asbravn . . . . . . . . . . . . . . . . . . . . . . . . . . 148
The Broken Goblet . . . . . . . . . . . . . . . . 5 4 Berdusk . . . . . . . . . . . . . . . . . . . . . . . . 153
The Swordarm . . . . . . . . . . . . . . . . . . . 5 7 Corm Orp . . . . . . . . . . . . . . . . . . . . . . . . . 175
Trollclaw Ford . . . . . . . . . . . . . . . . . . . . . . 6 0 Darkhold . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Ulgoth’s Beard . . . . . . . . . . . . . . . . . . . . . . 6 1 Fendarl’s Gate . . . . . . . . . . . . . . . . . . . . . . 180
Warlock’s Crypt . . . . . . . . . . . . . . . . . . . . . 6 3 Hardbuckler . . . . . . . . . . . . . . . . . . . . . . . 182
The Way Inn . . . . . . . . . . . . . . . . . . . . . . . . 6 5 Hill’s Edge . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Zundbridge . . . . . . . . . . . . . . . . . . . . . . . . . 6 8 The Tarnished Trumpet . . . . . . . . . . 196
The Happy Hippocampus . . . . . . . . . 198
The High Moor . . . . . . . . . . . . . . . . . . . . . . . 7 0 Hluthvar . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
Dragonspear Castle . . . . . . . . . . . . . . . . . . 7 3 Iriaebor . . . . . . . . . . . . . . . . . . . . . . . . . . 202
Hammer Hall. . . . . . . . . . . . . . . . . . . . . . . 76 The Old Talking Ox . . . . . . . . . . . . . . 207
Orogoth ............................. 7 8 The Wandering Wyvern . . . . . . . . . . . 209
Secomber ............................ 7 9
The Seven-Stringed Harp . . . . . . . . . . 8 0 Appendix I:
The Singing Sprite . . . . . . . . . . . . . . . . 8 3 Folk of the Sword Coast . . . . . . . . . . . . 211

The Fields of the Dead . . . . . . . . . . . . . . . . 8 6 Appendix II:
Boareskyr Bridge . . . . . . . . . . . . . . . . . . . . 8 9 Wards of the Sword Coast . . . . . . . . . . . 2 2 8
Durlag’s Tower . . . . . . . . . . . . . . . . . . . . . . 9 0
Elturel . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 Appendix III:
The Bent Helm . . . . . . . . . . . . . . . . . . 95 Magical Items . . . . . . . . . . . . . . . . . . . . . . 233
A Pair of Black Antlers . . . . . . . . . . . . . 9 6
Gallowgar’s Inn . . . . . . . . . . . . . . . . . . 9 9 Appendix IV:
Phontyr’s Unicorn . . . . . . . . . . . . . . . . 100 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236

3

Introduction

his guidebook is the Where’er you may wish to go upon
next in my ongoing the face of known Faerûn, I have ven-
tour of the Realms—I tured there before you. When this
assure thee all, gentles, guidebook proves of aid, I pray you
that you’ll find no look with favor upon the name of:
more diligent guide than your
humble servant, Volothamp Volo? Aye (sigh). He’s getting, I
Geddarm. These last few seasons suppose, better. Ye needn’t tell folk I
I’ve trudged, ridden, swum, sailed, said that.
and even flown from the icy wastes
north of the Spine of the World to
the hot, steaming jungles of the
Shining South—and beyond—all in
thy service, gentle traveler. I’ve been
to places I thought were but legends,
and seen sights stranger than magic
ever showed me. I’ve seen fallen
towers rise up into the sky again and
had a solid road vanish under my
feet when the moonlight shining on
it failed.

Volo’s Ratings System

Pipes Tankards Coins Daggers

(Inns) (Taverns) (Prices) (Alleyways,
Courtyards, etc.)

4

The Sword Coast

or years, the lands The Sword Coast is home to some
between Waterdeep and important independent cities: Baldur’s
bustling Amn have been Gate, Berdusk, Elturel, Hill’s Edge, Iriae-
thought of as the Empty bor, and Scornubel.
Lands—a vast, inconve-
nient stretch of wilderness folk venture This guidebook directs the traveler to
into only to get from one place to the things to see and good places to stay
another. Legends abound of grisly fates in the cities. I also mention craftfolk of
that befell unfortunate travelers at the note, landmarks, and places it is best to
hands of orcs, trolls, hobgoblins (and avoid, and discuss key landmarks in the
worse!) said to infest the area in verita- sparsely inhabited, lawless wildernesses
ble armies. In recent times, dark evil between the cities. Readers should note
has arisen in ruined Dragonspear Cas- that these wildernesses are studded with
tle, and the snakemen who inhabit the many independent holds, castles, and
Serpent Hills are extending their patrols self-styled baronies not discussed here.
to menace folk far afield. As the mer- Those not traveling with a caravan in the
chant Falodel of Amn once put it, “The Sword Coast are warned to hire escorts
only reason to set foot in the Coast lands of armed, trustworthy adventurers.
is to get down from a caravan wagon
that’s going to make you a lot of coins— For convenience, I’ve divided this
when it gets to someplace else.” guide into five areas: the Coast, the High
The strategic, in-the-middle location Moor, the Fields of the Dead, the Back-
of the Coast lands forces most overland lands, and Sunset Vale. Isles off the
travelers in western Faerûn to visit Sword Coast, such as Mintarn and
them, ere long. The main caravan route Orlumbor, are not covered in this work.
to the Inner Sea from Amn to the south, May my words prove useful, and thy
and Waterdeep to the north, runs journey safe.
through the Sword Coast. Thanks to
both human and bestial predators, the
trip has always been dangerous—hence
the name Sword Coast. Down through
the ages, many folk have dreamed of
founding a kingdom in the verdant val-
ley hidden in the moors. A few have
tried, notably around Daggerford and
northeast of Beregost—but only tattered
tales and well-hidden ruins remain of
such glories today

5

6

The Coast

ane Hellar of Amn, the gangers, and kobolds are an ever-
famous senior cartogra- present danger. Many stay in roving
pher of the Merchants’ encampments, living off stolen live-
League, once called the stock, and from such bases raid trav-
coast between Water- elers, warehouses, and weakened
deep and Amn: “[L]eagues upon settlements at will—particularly at
leagues of lawless waste, home to night or in bad weather. Near the
pirates and outlaws who feast on Troll Hills, in the broken tors known
those who must go north or south as the Trollclaws, and in the vicinity
while depending on the Sea of of the High Moor, trolls can be added
Swords as their guide, keeping it in to this list of dangers.
sight so as not to lose their way.” Zane
was not far wrong, but the Coast On the other hand, game is plenti-
today is also home to one of the two ful for travelers throughout this
largest and most powerful cities in region. Grouse, bustards, rock doves,
the region, Baldur’s Gate. (Iriaebor, and other seacoast birds can readily
far inland, is the other.) From its gates be shot, slung, or even brought down
south to Amn, the Coast on either side with flung nets by those who can
of the Coast Way road is pleasant, ver- move quickly and quietly. It is not
dant farmland. North of the Chion- uncommon for a fat Calishite mer-
thar as far as the Way Inn, the land is chant with a hand crossbow to get
more sparsely inhabited and more three or four rabbits for an evening
dangerous, but it serves as a hunting meal while his servants tether, unsad-
range for Waterdhavian nobles, dle, and water the horses. It is also,
wealthy Amnians, and those who one must always remember, not
must kill wild game to eat. uncommon for three orcs with a trip-
Travelers are warned that lawless- snare and ready clubs to bring down
ness is swiftly dealt with by ready, vet- that fat merchant just that quickly,
eran patrols in the lands held by the and then dine on him and his rabbits!
nobles of Daggerford and in the farm-
lands under the protection of the As long as safety is always kept
Pact, a common defensive agreement uppermost in mind, travelers can also
covering the lands along the Coast expect to gather plentiful nuts and
Way from Baldur’s Gate to Amn. wild raspberries and enjoy delicious
Throughout the rest of the Coast, the wild greens (if the greens are gath-
traveler’s best protection is a ready ered while young and tender). The
blade and friendly magic close to Coast provides well for those who are
hand. Brigands, goblins, dopple- patient stalkers and know where to
look, whether they be traveler or fell
beast.

7

Baldur’ Gate harbor. Crescent moon is the term
used by its resident minstrels, who
This port city is both shelter and life- tend to be brassy-voiced tenors and
line for the folk of the Coast. It is the delightfully smoky altos, depending
only place to buy many luxury goods on their gender, but hand describes
and offers the discerning shopper it better. The fingers of the hand are
the widest selection of goods any- the many docks and wharves that jut
where in the Sword Coast region— out into the harbor. A bridge from
though usually at prices higher than the western shore links the main-
those in Waterdeep or coastal Amn. land with a rocky islet on which
perches the old, massive Seatower of
Baldur’s Gate is a tolerant but well- Balduran, which is used as a bar-
policed city of merchants, and quiet racks, naval base, dungeon, and
business as usual is the general order fortress. It has a full armory and cat-
of each day. Baldur’s Gate, Berdusk, apults to battle hostile ships, and a
Neverwinter, and Silverymoon are massive chain can be stretched from
probably the safest settlements in all it to the outermost wharf on the east
western Faerun. In Baldur’s Gate, the side to bar the harbor to invaders.
watch wears distinctive black helms
with a vertical red stripe on either The harbor boasts no less than
side, if you have problems. Not only four dry-dock slips for boat building
are the members of the watch vigi- and repair, complete with ox-driven
lant, enthusiastic, wise, and obser- pumps. The shipping facilities, I’m
vant, but the Flaming Fist Mercenary told, are among the best in all
Company, over a thousand strong, is Faerûn. They feature modern ware-
based in the city. Every tenth person houses, movable lamps and cranes,
or so is a member or a watch agent and tight security.
(well, spy) of the Fist, skilled in battle
and within a breath or two of numer- Around the harbor rises a
ous armed allies. crowded, but clean and prosperous,
city. Everything is of stone and is usu-
The visitor can freely stroll and ally wet with either rain, sleet, or fog,
shop. If you can’t carry all you buy, depending on the time of day and sea-
or need help to find your way, son. This makes the streets slippery,
guides and porters can be hired at makes the musk and mushrooms Bal-
most street corners. These husky durians grow in their cellars flourish,
youths are known as lamp boys or keeps the flowers and plants that are
lamp lasses because they carry grown in hanging baskets everywhere
lanterns at night to light the way for green—and makes mildew and mold
their patrons. a constant problem. If it afflicts you,
see Halbazzer Drin on Stormshore
Landmarks Street. He’s a gruff old wizard who
has made his fortune with a spell that
Baldur’s Gate curves like a great banishes mildew (12 gp per casting),
hand or crescent moon around its

8

and another that drives all moisture
from things without harming them
(10 gp per glamer). Despite fantastic
offers of gold, gems, and magic from
Calishite, Amnian, and other inter-
ests, he does not sell scrolls of these
spells or reveal the incantations to
others.

Buildings in Baldur’s Gate tend to
be tall and narrow, with slit win-
dows located high up and covered
with shutters to block winter winds
and nesting seabirds alike. Tall
among them rises the grandly spired
ducal palace of the four ruling
Grand Dukes, known as the High
Hall. A place for feasts, court hear-
ings, and administrative business, it
boasts a dozen meeting rooms that
all citizens can wander in and use to
conduct business—unless someone
else is already using them. To dis-
courage the miserly from using
these as permanent places of busi-
ness, there’s a rule forbidding any-
one who entered one of the rooms
today from using it tomorrow.

Not far from the palace stands the
High House of Wonders, conse-
crated to Gond. It is the largest of
the Gate’s three temples. It is a per-
ilous place for the curious; it has
been the site of many an explosion
and violent self-disassembly of
sacred artifacts (which the faithful
call apparati). Its spreading eastern
wings face the Hall of Wonders, also
on Windspell Street, where the more
successful of Gond’s inventions are
displayed to the public.

The wrist of the gigantic hand that
is Baldur’s Gate is marked by the Black

9

Dragon Gate, or Landward Gate, and Prices are lower here than else-
its surrounding sprawl of slums, pad- where in the Gate, but business is
docks, cut-rate inns, and stockyards, apt to be sharper. Among the more
all of which lie outside the city walls. common vendors of silks, scarves,
Not far from the Hall of Wonders, near tobacco, and spices from the far-
the Black Dragon Gate, and so near the thest reaches of the Shining South
wrist of Baldur’s Gate, is the Wide. are masters of tattooing and dis-
This huge open space is the Gate’s guise, and several minor wizards
market. It bustles by day and night, who specialize in spells that tem-
and is usually open spacewise only in porarily arrange a client’s hair into
the sense that there are no buildings. intricate patterns, cause areas of the
Temporary stalls, bins, sale tables, and body to glow or to adhere to certain
the shoppers thronging to them usu- scraps of garment or pieces of jew-
ally crowd shoulder to shoulder. Deliv- elry, alter skin and hair hue, and
eries here are often made by tall, even cause scents to wax, wane, or
strong folk striding through the move around the body—sometimes
crowds with tall poles strapped to accompanied by radiances. These
their chests or backs at the top of artisans come and go with the sea-
which, over an adult human’s height sons—and, I’m told, the approach of
aloft, are cribs and crates full of goods. creditors or bounty hunters acting

10

for far-off authorities. Among the every spring. The Gate does, how-
more permanent of these artisans ever, have a custom of holding quiet
are Lonthalin Mintar and Talessyr street chatter sessions known as cob-
Tranth. ble parties in particular spots. They
are named after the cobblestones
Outside the Wide, Baldur’s Gate that surface most of the streets.
lacks colorful landmarks. The ever- These parties are always marked by
present damp discourages the use of the use of rose-red torches—which
banners, open shops, and the like. can be bought in several city shops,
Windowboxes support trailing flow- notably Felogyr’s Fireworks (run by
ers of all sorts. Strolling minstrels, Felogyr Sonshal) on Bindle Street—
consisting usually of a singer playing set in wall brackets along the street
a lute or hand harp accompanied by where the party is held. Baldurians
a flutist who also carries a hand frown on the drunken and de-
drum and occasionally joins in on a bauched. These open-air fests tend to
chorus, provide another source of be tale-telling sessions, marked by a
color. The Gate has few formal festi- clutter of barrels, crates, and stools
vals. The largest is the Breaking, dragged into the street for folk to sit
commemorating the last passage of on while they talk.
ice from the harbor approaches

11

Baldur’s Gate

12

Baldur’s Gate

1. The High Hall (ducal palace) 19. The Blushing Mermaid (inn and

2. The Wide (open marketplace) tavern)

3. The High House of Wonders 20. Manycoins House (office of the

(temple consecrated to Gond) Merchants’ League)

4. Hall of Wonders 21. Home and Office of Krammoch

5. Elfsong Tavern Arkhstaff, Sage

6. Seatower of Balduran 22. Home and Office of Ragefast,

7. The Lady’s Hall (temple of Sage

Tymora) 23. Home and Office of Ramazith

8. The Water-Queen’s House (tem- Flamesinger, Sage Extraordi-

ple of Umberlee) naire

9. Belltoll Street 24. Entrance to the Undercellar

10. Black Dragon Gate 25. The Watchful Shield (shrine to

11. Stormshore Street Helm)

12. Bindle Street 26. Shrine of the Suffering (shrine to

13. Windspell Street Ilmater)

14. Sorcerous Sundries (shop and 27. The Rose Portal (shrine to Lath-

home of Halbazzer Drin, wizard) ander)

15. Felogyr’s Fireworks (shop) 28. The Unrolling Scroll (shrine to

16. The Helm and Cloak (inn) Oghma)

17. Three Old Kegs (inn) 29. The Counting House (money

18. The Blade and Stars (inn) exchange)

Those wishing to overindulge in haven’t tried them. The Undercellar is
drink and in the company of the oppo- said to be reasonably priced but rather
site sex are directed to the Undercel- squalid and shady Many folk like to go
lar, a little-known, damp, dark warren masked when enjoying themselves
of linked cellars entered just off the there. The Lantern is said to be noisy,
Wide, with exits to 10 alleyways or fun, and expensive, with drinks dearer
more, and to the Low Lantern, a ship than in some of Waterdeep’s haughti-
that cruises the harbor at night while est establishments.
festivities are going on both above and
below decks. Daring citizens like to Baldur’s Gate is otherwise a pleas-
celebrate their marriage nights in the ant but unremarkable city to stroll
rigging of this vessel while perched about in. Cats are everywhere—
precariously aloft or hanging over the raised to keep down the shipborne
night-dark waves from various ropes vermin—but there’s nary a dog to be
and sail booms. I’ve haven’t rated the seen. Livestock and mounts are kept
Undercellar or the Lantern because I outside the city in order to ensure
maximum cleanliness.

13

Hall of Wonders The Prospect

Museum and Shop The Hall has held many marvels over
the years. Currently on display are
This high-pillared stone hall displays many small devices and a few large
the grandest glories of Gond to the pieces. Many of the small devices seem
faithful and the curious alike for an to be locks or strongboxes so devised
entrance fee of 4 sp. Its cellars con- as to look like something else, from
tain replicas of the wonders on dis- goblets to statues to chairs. The larger
play. These can be purchased by the items include a mechanical scribe, a
very rich. Folk come from afar to see steam dragon, a pump of Gond, an
the marvels here. Many go away everlight, a fan chair, and a farseer.
thoughtful, determined to devise Unless one has been to the Hall, some
similar artifices of their own and or all of these items are undoubtedly
save themselves the awesome prices unfamiliar, so I will attempt to
charged by the clergy of Gond. describe them and their functions
briefly A mechanical scribe is a hand-
The Place set type printing press. A steam dragon
is a steam engine with fittings that ren-
The Hall is dimly lit by stationary, der it capable of moving large objects
enchanted glowing globes and is along a continuous path by means of
staffed by ever-watchful priests of pulleys, of pumping water, of operat-
Gond. It is crowded with gleaming ing a lift up a cliff or wall by means of a
mechanisms that represent the continuous rope, of rowing a barge,
more successful (safest) inventions and so on. A pump of Gond is a mus-
devised for the greater glory of Gond cle-powered pump, worked by pedal-
Wonderbringer, god of artifice, craft, ing a flywheel, for use in farm
and construction. The gleaming irrigation and in filling bilges and
black double doors of the Hall—and reservoirs. An everlight is a system of
of the High House, its parent temple, self-filling oil lamps fed from a central
which faces it across Windspell oil tank. A fan chair is an adjustable
Street—levitate in midair by the reclining chair that can be rocked,
power of Gond. (The power of Gond operating a fan to cool the sitter. And,
in this case is actually extremely finally, a farseer is a seeing glass with a
potent spells that can be canceled in series of tinted and graduated glass
case of attack, toppling the titanic lenses that enable it to be used for
slabs onto hostile folk who are trying viewing tiny things up close, viewing
to get in.) These doors on both sights as far away as the horizon, or
buildings bear gleaming white, focusing the heat of the sun so as to
many-toothed wheels—the symbol ignite or melt things.
of Gond — which turn about clock-
wise slowly and continuously by The visitor will be left alone to mar-
themselves. vel over such things. Unless one tries
to damage, move, or tamper with a

14

device, or states a clear and serious
intent to purchase, the priests are far
too busy fending off ever-present,
awe-eyed gnomes—who travel to the
Hall daily to gawk tirelessly at the
wonders there—to speak to visitors.

The Prices

The rating of the Hall refers to its
entrance fee only. The prices charged
for the replicas are another matter
altogether. The devices on display in
the main Hall are the work of priests,
who duplicated original prototypes,
and the originals aren’t for sale under
any circumstances. The prices of repli-
cas for sale are currently as follows:

Locks: 5 gp to 50 gp, depending Ward of the Wonderbringer Token
on difficulty of breaking or pick-
ing, and what they’re hidden in or The Hall also sells fine parchment in
shaped as. blank rolled scrolls (10 gp each) and in
sheets 4 handwidths across by 10 in
Strongboxes: 10 gp to 60 gp, length (1 gp each). Those willing to wait
for the same reasons. a tenday after ordering (and prepaying!)
can have a bound book of 50 parch-
Fan Chair: 50 gp to 300 gp, ment sheets for 100 gp. Books with
depending on design, size, and gilded edges, with latches, or of differ-
finish. Fan chairs are much in ent sizes take longer and cost more.
demand among nobles and the
rich all over Faerûn during the Travelers’ Lore
warmer months.
The temple is guarded by the magic of
Mechanical Scribe: 750 gp. its watchpriests, by the stone
Steam Dragon: 9,000 gp (fit- gargoyle1 adorning the roof, and by
tings 1,000 gp extra, each). the ward tokens of the temple. All
Steam Dragonet (small ver- priests and persons authorized to
sion of the Steam Dragon): 4,500
gp (fittings 500 gp extra, each). 1These gargoyles are neutral-aligned beings created
Pump of Gond: 200 gp. by, and absolutely loyal to, the High Artificer of the
Everlight: 400 gp for two temple. In all other ways, they are identical to the
lamps, plus 50 gp per additional monsters widely feared by adventurers.
lamp thereafter.
Farseer: 250 gp.

15

enter the Hall bear ward tokens. They centrating on the words of Gond.2
are necessary to avoid triggering the The High Artificer or other High Ini-
alarm and deadly defensive spells that
guard the storage cellars of the Hall, tiates of the Mysteries of Gond can
the chains connecting each item on cause a stolen ward token to explode
display in the main floor and balconies from any distance, so long as its precise
of the Hall to floor rings, and all parts location is known or learned—by scry-
of the temple across the road except ing or other magics, for instance. Acti-
the public worship areas. The faithful vated ward tokens of Gond unleash—
of Gond can protect both themselves while within the High House or the
and the consecrated areas from Hall of Wonders only!—an electrical
thieves, religious rivals, and other discharge akin to a lightning bolt. Cer-
undesired intruders by touching a tain doorways, window ledges, floors,
ward token to the body of such an and other strategic areas in the Hall
undesirable while whispering or con- unleash similar effects if entered by
someone without a ward token.

2The “words of Gond” used to activate a token are a secret phrase. Priests of 6th level or greater need not speak
it aloud. A successful attack roll is required to touch a mobile hostile being with a ward token. A ward token dis
charge deals a target 4d6 points of damage per round, and a token can be used as often as desired, once per
round. Clergy of Gond who are specialty priests of any level, or clerics of 8th level or higher, are taught a phrase
that causes a ward token to activate when it is outside areas consecrated to Gond. A ward token can only be acti-
vated on nonconsecrated ground three times (one round equals one activation) before it is destroyed. When com-
manded to destroy itself, a ward token blasts apart with effects identical to a chain lightning spell.

16

Elfsong Tavern has concealed many a seeking knife
thrust or poisoned hand crossbow bolt.
Tavern

This tavern is the local watering hole, The Prospect
meeting place, and hiring fair for
adventurers. A popular destination for This tavern is named for an unusual
pirates and outlaws on the loose in the haunting—a ghostly female elven
Coast lands, it is a place the watch voice, heard from time to time3 all over
turns a blind eye toward, unless row- the establishment. It isn’t loud, but can
diness and battle erupt. Those wishing be heard clearly everywhere, and is
to fence stolen goods, hire unusual both beautiful and achingly mournful.
folk for unrespectable tasks, and hear It often moves hardened soldiers, who
tall tales of daring adventure often can’t understand a word of the archaic
come here and stay late. elven tongue used, to tears. Some,
even though they have to drink away
The Place the melancholy it brings, come here
solely in hopes of hearing it. The deaf
Decorated by a stuffed baby beholder and the insensitive are warned that
over the bar (the smallest eye tyrant anyone who talks, sings, or makes
I’ve ever seen—not that I’ve seen man. undue noise during the customary
I’ll grant), this place is dimly lit by many hush that falls over the tavern while
wandering, blue-hued driftglobes, and the ghostly voice sings her sad lament
is furnished with many stout, knife- is liable to be struck down with deadly
scarred wooden chairs and tables, cur- speed by the nearest regular patron.
tained off with tapestries that provide Elves hearing the song for the first
privacy. Gossips should beware, as this time are often stunned. By tradition,
is visual privacy only.) The ground floor they are silently served a free tallglass
is devoted to a taproom that serves of elverquisst by the bartender.
melted cheese sandwiches (spiced or
unspiced, as you prefer), pickles, and A first-timer of any race and either
fist-sized twists of dried herring—and sex who breaks down into tears upon
drinks, of course. As you might guess, hearing the song is usually embraced
all the food is highly salted to make you and comforted by the nearest regular
drink more. patron. After hearing the song, the
current owner of the tavern, the half-
Several dark, twisting stairs lead up elven maid “Lady” Alyth Elendara,
to private meeting rooms that can be bought the place for 50,000 gp from an
rented by the candle (the time it takes a aging warrior who placed only one
short taper to burn down) or an condition on the sale: that he be
evening. Those with enemies are allowed to sit in the tavern all the night
warned that the dimness on the stairs hours so that he could hear the haunt-
ing song as often as he desired. The

3The voice is never heard more than twice in an evening, but usually at least every three nights, and never dur-
ing the sunlit hours.

17

bargain was met, although the old man garlic); and handful-sized chunks of
has since died. No one is sure just who pressed, dried salt herring. Lady Alyth
the elven singer is—although it’s clear also makes a thick stew that is beloved
she’s singing a lament for a lover lost at by many sick or chilled sailors. She
sea—or how the haunting came to be. keeps a cauldron on simmer all the time
Some sporadic attempts by various and throws all the food leavings into it,
clergy to banish the phenomenon have boils beef bones and assorted shellfish
failed—and anyone foolish enough to in it, and pours in all the wine dregs and
try an exorcism today is likely to make soured ale. Some folk in Baldur's Gate
the sudden sharp acquaintance of a swear by it, and visit the Elfsong just to
bristling roomful of sailors’ blades. drink a mug or bowl when they’d
otherwise never enter a place where
Patrons can—and are expected to— such rough and rowdy lowlifes drink.
go armed when in the Elfsong, and the
known rule is that all beings need to The Prices
protect their own backs except when
the sad lady’s singing. By tradition, Ale is 2 cp per tankard (large, battered
music of any sort is not sung or played pewter things, not meager cups), stout
in the tavern. The ghostly lady has the is 4 cp per tankard, and all wine (a small
entertainment to herself. and anonymous selection is offered) is 5
cp per tallglass. Rollrum (dark, licorice-
The Provender laced drink from the Tashalar, with a
cool, minty aftertaste) is 1 sp per flagon,
The fare, as aforementioned, is simple and is an acquired taste—one that
—open-faced malt bread and melted most seafaring patrons seem to have
cheese sandwiches, sprinkled with dill, acquired quite well, thank ye.
nutmeg, or powdered spices of your
choice; whole pickles (heavy on the All servings of provender are 1 sp,
except stew. This price only covers a
mug of stew. A large bowl is 2 cp
extra. Most patrons will find a serving
of something is about half a meal.

Travelers’ Lore

Lady Alyth operates an unofficial bank
for her patrons. Those who use this
service are mainly sailors dabbling in
shady business who’ve no safe place to
hide their takings and no good reason
for having made so much coin.
Rumors abound of many wildly differ-
ent places she hides the money and
the ways she guards it, but inquiries
on this topic are not welcome.

18

The Blade and Stars

Inn

This inn is named for its enchanted sign-
board, looted from a ruined village in
Amn after a long-ago trade war. It’s a
large black sign displaying a curved
saber held by a delicate, longfingered
female human hand. The sign is
enspelled so that stars wink and slowly
drift around the blade over the dark sur-
face. The inn itself is less exciting, but still
a good, safe, clean, pleasant place to stay

The Place simple ale, bread, and fish, this is little
loss. Bread can be ordered spread with
The Blade is a long, tall building with herbed cheese or melted eggs (both sur-
attached stables and kitchens on one prisingly good). On cold nights, the pro-
side and balconies opening out of upper prietor, Aundegul Shawn, serves ruby
rooms on the other. It rises four floors cordial on request—a sweet, syrupy con-
above the street, and its furnishings are coction of cherries dissolved in sugared
clean and fairly new. There’s a small red wine. It’s nice, once you’re used to
lounge off the front lobby for guests to the rawness it leaves in the throat.
meet citizens in, but it lacks a table.
The Prices
The Prospect
Rooms, including bath, stabling and
Service in the Blade is curt but swift Vigi- meals, are 3 gp per night. A guest can
lant stairwatchers on staff keep track of order three servings of food a day, but
guests’ comings and goings, discouraging it’s always the same repast Cordial is 4
street thieves and even dopplegangers, cp per goblet. Ale is 3 cp per tankard.
who are a growing though unreported One tankard of ale is free with each
problem in cities all over Faerûn. Your meal, and a guest can purchase two
stay is apt to be quiet and unremarkable, extra a day—those requesting more will
unless your demeanor makes it other- be told to find a tavern.
wise. Rowdy or reckless guests are firmly
warned, once—and if something else Travelers’ Lore
happens, firmly asked to leave.
Local legend says a female yuan-ti is
The Provender walled up in the inn, frozen in midbattle
by a desperate (and long-gone) wizards
Meals are served in guests’ rooms rather spell. When he dies, she’ll be released.
than in a dining room, so the fare is
never better than lukewarm—but as it’s

19

The Blushing Mermaid aren’t sound sleepers are advised to
seek lodgings elsewhere. All rooms
Inn/Tavern have iron bar shutters—if they have
windows at all—and heavy wooden
The Mermaid is known up and down beam double bars on the inside.
the Coast lands as a meeting place in They’re there to be used, folks.
which to conduct illicit business for
folk who are dangerous or criminals. The lobby is the only high-
It is a noisy, brawling establishment. I ceilinged room in the place, except
can recommend it only to those who the stairwell to the two upper floors.
go well armed, know how to use their A life-size and crudely carved
weapons, and bring lots of loyal wooden mermaid hangs overhead
friends with similar skills. above the reception desk. The nearly
nude mermaid’s body is covered
The Place with a score or more shriveled and
blackened severed hands. If asked
The Mermaid is a long, low, ram- about them, the staff will smile and
shackle place with a confusing maze of tell you that they were — er, donated
wings, outbuildings, stockaded enclo- by folks who forgot to pay their
sures, and stables surrounding it on bills.4 The desk has its own trophy—
three sides—the better to give cover to a huge broad axe buried deep in the
those trying to approach or leave wood. Be warned that the axe can
unseen, most Baldurians say. It has at easily be snatched up out of the
least four levels of cellars—many deep cleft it caused long ago and
more, some say—and rumors abound hurled with speed and accuracy
of secret passages, or even connec- across the lobby by the balding,
tions to an underground stream or bearded, hairy-armed clerk who
sewer connecting with the harbor. looks like a walking cask!

Rooms at the Mermaid are low- The Prospect
ceilinged, dingy, and apt to be fur-
nished with mismatched pieces that The visitor will find in the Mermaid
have seen better days. In general, they an astonishing collection of smooth-
are loot-and-salvage pieces that have tongued, scarred old sea dogs nurs-
seen heavy use since their installation ing drinks at all hours. Each one is a
here. The overall effect is of a rather contact person for this or that cabal,
dangerous but endearingly cluttered thieving brotherhood, smuggler, mer-
cellar, decorated with the flotsam of a cenary band, fence, panderer, or
hundred shipwrecks. other shady professional interest.
Negotiations with such contacts usu-
The Mermaid is apt to be noisy ally consist of a nasty grin and a case
throughout the night. Those who

4Elminster warns that these hands are actually animated crawling claws under the command of the desk clerk.
They will fall, leap, bound, and scuttle around the lobby at his direction to battle the watch, intruders, or
obstreperous guests.

20

of temporary deafness until at least a fish stew. This stew consists of vari-
silver piece is given them—where- ous rotting baitfish boiled with sea
upon they recall their voice, hearing, salt and seaweed, and even smells dis-
and manners, and inquire as to your gusting. Many sailors order only
own fortune. If pleasantries proceed bread spread with drippings (crusty
as far as your requesting a need or nutbread rolls with thick organ meat
desire for something or someone, the gravy ladled over them) or hand-
sea dog will examine the ceiling, tell it wheels of cheese, but the Mermaid’s
how much such information is likely kitchen also produces a splendid
to cost (1 to 5 gp, usually 2 gp), and pork, thyme, and mushroom platter.
slide over his empty tankard for pay-
ment. Once he’s satisfied the coins The most commonly ordered meal
you’ve dropped into it are of good is ale, bread, and fish. Some patrons
quality, he’ll tell you what you want to also like small squid pickled in vine-
know and arrange a meeting, or send gar, which I find revolting from three
you to a contact who can. I report all rooms away!
this secondhand, of course!
Sailors have prodigious appetites.
A stay at the Mermaid is apt to be It’s not uncommon to look across the
quite safe, so long as one avoids dining room at the Mermaid and not
battle and does nothing overly insult- see several diners. They’re entirely
ing or stupid. (Some sharp-tongued hidden by the roasts set in front of
killers like to taunt and goad other them!
guests to see if they can get a fight out
of them.) The proprietors, who are Whole roast pigs are another
unknown and never seen, have favorite dish. It seems most seafolk
instructed their staff to make the are sick of marine edibles by the time
House a relatively safe, neutral they reach land, but land-treading
ground for all patrons, whatever travelers and sailors long ashore
their race, past, or profession. It’s often order literal heaps of oysters,
better for business that way. clams, or mussels and attack them
with a knife. Hairy-chested men
The Provender (those foolish enough to risk diseases
and parasites) often eat the shellfish
Meals at the Mermaid are of two raw—and a crazed few like to shell
sorts: elaborate food, brought in to them alive from a saltwater basin and
order from nearby eateries, and food devour them still squirming!
prepared on the premises. The
brought-in food is usually good and of I managed to get a single (thank-
generous portions, but not overly fully more widely appealing in nature)
warm by the time it reaches you. The recipe from the cooks, as is shown on
fare prepared at the Mermaid is of the scrap on the following page.
the simple but good and filling vari-
ety, except for a truly vile salted small- Beer at the Mermaid is sea ale
(thicker and more bitter than most
tongues find enjoyable), stout, and a
light, golden-hued lager from

21

Mintarn. No wines are available, but ter. Heaps of shellfish are 1 gp per
one can get whisky strong and smoky serving, and whole roasts are 3 gp
enough to strip paint or tar from each. Ale is 3 cp per tankard, and
wood. It brings tears to the eyes of whisky is 1 sp per tallglass (with no
most who drink it, and probably larger measure prices).
worse things to their insides!
Travelers’ Lore
The Prices
Predictably, fourscore tales of treach-
Rooms are 2 gp per night, stabling ery, hidden treasure, secret passages,
included. Food for mounts is an extra and trapped chests swirl around the
3 cp each. No tenday room rate or Mermaid. It’s impossible to tell how
bathing facilities are available. many are pure fabrication or have
grown wildly in the telling. Stolen or
All food and drink is extra. A platter illegal items are definitely hidden
of fish, bread, and drippings is 2 cp, quickly and well here for a fee.5
and meat dishes are all 3 cp per plat-

5Elminster says people—willingly or unwillingly—can also be hidden, Hidden rooms cost twice what regular
rooms do, are windowless and buried deep to keep sounds to a minimum and discourage escape attempts, and
come with manacles (if ordered). Gags, “hoods” (solid-face metal helms), and double forearm-and-finger clamps
can be ordered if one wishes to confine a wizard. Elminster doesn’t recommend the practice.

22

The Helm and Cloak The Helm avoids the haughty and
gaudy unerringly choosing the best
Inn/Feast House of informal good taste, traditional fur-
nishings, and thoughtful service, such
This grand inn, rooming house, and as a warmed robe and slippers
feasting house is favored by those brought to your room when you’re
who’ve lots of coins to spare—both heard to rise in the morn.
citizens of the Gate, who enjoy the
dining room, and travelers. There’s The Place
even a floor of long-term rental
rooms. Most of these are currently The Helm is actually two connected
occupied by members of the Knights buildings. The smaller is an old house
of the Unicorn, romantic adventurers fronting on Windspell Street at the
described by a regular patron as ele- crossroads facing the Ducal Palace.
gant buffoons. The larger structure is an old room-
ing house that faces the High House
The Helm is the fashionable place of Wonders. A tattered cloak hangs
to dine and chat, much favored by displayed over the old rooming
those of power. Many an important house’s raised porch, whereas a
business deal or alliance has been gigantic helm—once worn by a titan,
negotiated in its luxurious alcoves. senior staff tell guests who ask, albeit

23

dryly—overhangs the Windspell depending on size and location. The
Street doors. room fee includes a hot bath, a
cloth-mending and dressing service,
The Provender and as much mint water as desired.

Food at the Helm means jellied eels, Stabling is extra, and costs 3 gp
fresh fish in hot lemon sauce, glazed per night per animal—but the
and stuffed fowl, and fried and can- hostlers are among the finest in
died meats. The fried onion-and- Faerûn, able to spot and treat
spiced-tubers stuffing is especially injuries and conditions, and atten-
delectable. It’s all cooked in wine, tive to a beast’s every want. Think of
served by the platter, and is uni- it as a luxury stay for your mount
formly fine. when you pay for it, and the coins
leave your hand more easily. Of
The wine cellar is huge in both course, you wouldn’t be here at all if
amount and variety. Those with a you didn’t have the shining metal to
taste for Saerloonian glowfire are spare.
warned that the resident Knights are
apt to order entire barrels of the Travelers’ Lore
stuff up to their rooms of evenings.
Ask early to make sure there’s The house part of the Helm was
enough for your glass. once the home of a priestess of
Sune, and its ceiling paintings of
There’s also mead (very ordinary) scenes of unbridled pleasure and
and cinnamon-spiced milk available passion have raised more than a few
(hot or cold, as you prefer), but no eyebrows. These paintings still cause
beer of any sort to be had. “We’re not lamps to be lifted today by those
running a tavern, m’lord,” one of the who’d like to get a better look—so as
senior servants said to me, when I to elevate their brows farther. There
inquired why. are persistent rumors of elegantly
furnished garret chambers reached
The Prices by secret passages, but the staff
refuses to answer queries on this
Mead and milk are 5 cp per glass, subject.
and wine is 3 gp per tallglass, 10 gp
per great goblet (a huge silver flagon It is true that the staff has quickly
that holds about a bottle), or 25 gp hidden notorious guests on several
per hand cask. The Knights pay 50 occasions—guests that in some
gp per barrel, but anyone else trying cases were never seen again.6 The
to order such a large container will rooming house part of the Helm has
be told that only long-term residents some treasure rumors, too (the hid-
are allowed to place such demands den loot of retired pirates, of
on the cellar. All platters are 10 gp. course).
Rooms are 17 gp to 25 gp per night,

6Elminster hinted slyly that the hidden chambers sport some magical tapestries, containing gates leading to
(unknown) places elsewhere in Faerûn.

24

Three Old Kegs then hurled down the shaft! Tales are
told of the apparition of his hanged,
Inn dangling body, face a bare skull, being
seen in the shaft late on dark nights—
This cozy timber-and-stone inn has but such tales are usually told by
three old kegs hanging from a roof- those who’ve had a bit too much to
pole on chains rather than a sign- drink.
board. Those bold or whimsical
enough to enter in and stay will find The Prospect
one of the best inns in all Faerûn.
Everything is comfortable and a little The Kegs is a cozy place, furnished
shabby, but the staff is quietly with old furniture from a dozen
friendly. Patrons are encouraged to keeps and many simpler homes. The
take their ease all over the ground dusty heads of trophy elk and crea-
floor and the one above. It feels like tures of the deep hang on the walls,
you’re at home—assuming, of course, crowding for space amid old and
your home is a place where you can faded paintings of elven hunts and
read or snooze at will, feet up on human knights battling dragons and
cushions as you lounge about in each other, or courting various maid-
comfy old chairs and couches: Bliss! ens. Where there aren’t paintings,
there are bookshelves crammed with
The Place old diaries, travel books, collections
of ballads and legends, and grand and
The Kegs has two levels of fieldstone overblown histories of heroes.
cellars and two fieldstone floors
above them. The uppermost cellar is Regular patrons snooze and read
given over to gaming rooms and con- the days away, rousing themselves
nected to the ground floor by no from time to time for a glass of wine,
fewer than three open staircases. The mug of broth, or a game of dice,
two uppermost floors (for six total cards, or shove-skittles. Both the wine
floors) are timber, topped with a slate and the broth are excellent, but they,
roof. All floors of the place are con- along with ice water and dark and
nected in one corner by a dumb- nutty malt bread, are the only fare to
waiter shaft large enough for two folk be had in the place.
pressed together to stand on the plat-
form and ride up and down by The thick beastskin rugs, panel-
pulling on the draw rope. This is ing, books, and tapestries absorb
much used by servants for quick sound. The Kegs is a quiet place.
travel up and down—and occasion- Come here for a reasonable and
ally by patrons for pranks and quick comfortable rest, a haven against the
exits. On at least one occasion, it has bustle of business or adventure.
been used for murder: A patron in an
upper room was noosed by a foe and Patrons are asked to keep their
weapons in their rooms, and not to
bring drinkables in with them—
inside or outside their bodies.

25

than one occasion, I’m told, she’s
calmly hurled would-be thieves and
troublesome brawling patrons bodily
out of the inn—sometimes by way of a
third floor window.

The Provender

As I have said, the Kegs serves simple
fare. Most folk go elsewhere for main
meals.

Ithtyl Calantryn The Prices

Drunks often awaken in the morning A stay at the Kegs costs you 5 sp per
to find themselves sleeping out back night per person, stabling included.
in the hay pile by the kitchen door. Rooms for up to four folk are available,
but there’s no discount for sharing a
The innkeeper is a tall, quiet man room. A plate of bread and as much
with a mane of long, curly black hair ice water as one wants are included.
and a sword scar that runs from his More food and drink costs an extra 1
nose diagonally across one cheek. His cp per plate, and all extra wine is 6 cp
name is Nantrin Bellowglyn, and he’s per tallglass. The only other extra
a Tethyrian noble’s retired guard who charge is for hot baths (3 cp per per-
fled that land when its civil strife son). Cold baths and laundry service
erupted and his lord was slain. He are included in room rates.
has a staff of four daughters and
hired help: a bags boy, a hostler, and Travelers’ Lore
three serving wenches. These
wenches were huntresses in Tethyr, The Kegs is said to contain a secret
and at least one of them, Ithtyl passage linking it with a dockside
Calantryn, is a sorceress expert in lev- warehouse and a sewer shaft that
itation and shielding spells. On more comes to the surface near the Black
Dragon Gate. Somewhere along this
passage is a lime pit where folk can
quietly dispose of bodies (100 gp per
corpse) by arrangement with some-
one who can be contacted through
Nantrin.7 Adventurers and pokers-
about-after-secrets had best not get
on the bad side of Nantrin, it is
rumored, or they may find them-
selves “searching the pit while asleep,”
as it were.

7Elminster smiled and said that someone was Nantrin himself, of course.

26

Beregost the crowded hitching rail that stands
just north of where the small rivulet
Tired travelers on the Coast Way known as Wizards’ Doom Creek—
between Baldur’s Gate and Amn often which rises on the hill where the
stop in Beregost. Beregost is located ruins stand against the sky—crosses
just off the road about a day’s travel the Coast Way. That’s where I heard
on horseback south of where the Way of the two chief dangers to the curi-
of the Lion that leads to Candlekeep ous and to young magelings hoping to
branches off from the Coast Way. It’s gain spells or items who approach the
within reach of the northern borders ruins too closely. There’s a wizshade
of Amn. Merchants of that land often who hurls random spells at folk,
use it as a rendezvous for caravan sometimes appearing as a thin,
assembly before attempting the per- wraithlike, impossibly tall, bearded
ilous overland runs north to Water- man and sometimes just as a battered
deep or east to the Sea of Fallen Stars. wizard’s hat. There’s also another
As a result, this small town gets very wizard wraith—a haunt—who tries to
crowded at unpredictable intervals. lure folk into the depths of the ruin’s
cellars and possess their bodies. Old
Begun as a farming village under villagers also speak of magical traps
the protection of a school of wizardry, deep in the ruins and at least one gate
Beregost is now dominated by the that leads to unknown destinations.
Song of the Morning, a major temple This last claim has been confirmed as
to Lathander. The mage Ulcaster, a truth by no less a pair of magical per-
conjurer of note, founded his school sonages than the Lord Mage of Water-
over 300 years ago—but grew too suc- deep, Khelben “Blackstaff” Arunsun,
cessful, attracting would—be wizards and Elminster of Shadowdale.
from all over the Sword Coast. Cal-
ishite mages came to fear the school’s Beregost’s governor strongly disap-
power and destroyed it in spell battle, proves of explorations of the ruins.
though Ulcaster himself disappeared Although there is a five-person town
during the fray and was never found. council, the governor’s word is law in
The school burned to an empty shell, Beregost, and he is a tireless propo-
which still stands on a hill east of the nent of farming, starting up new busi-
town. Local fear of the ruins, which nesses, and improving the place. He is
are said to be haunted by phantoms also Most Radiant of Lathander (high
who are still able to cast spells, has priest of the temple) Kelddath Ormlyr,
caused Beregost to be expanded to and his temple troops police the
the west of the Coast Way road, leav- town, keeping it safe so that trading,
ing the hills east of it to the sheep. meetings, and spending at the shops
are brisk. In this, he has two powerful
Beregost has only one tavern. It is allies: the wizard Thalantyr, a con-
called the Burning Wizard, of course. jurer of great repute who unfortu-
It has no signboard, but the traveler nately wasn’t at home when I visited,
can easily find it. It’s the building with

27

and the smith Taerom “Thunderham- keep some control over expeditions
mer” Fuiruim. Kelddath has also suc- into the ruins and to prevent uncon-
cessfully encouraged several trolled expansion of Beregost. (Over
important Amnian merchants to the years, various Amnian merchants
establish estates around Beregost— have shown a distressing tendency to
notably the Craumerdaun family, lay claim to all land within easy
whose fine horses (now bred here) reach of the Coast Way that’s not
are highly prized in Amn and Tethyr. strongly defended.)

The visitor today will find the fol- The folk of the temple are vigilant,
lowing local features of note. and stand for no lawlessness or
aggression, but are otherwise helpful
Places of Interest to strangers. Those willing to give 20
in Beregost gp or more to the temple are wel-
come to stay in its guesthouses for
Temples two nights. People may stay longer if
they are sick or injured. Priests will
The Song of the Morning tend them and won’t expect any
more money, although most folk do
This large temple to Lathander con- give something. Temple fare is sim-
sists of a fortified church sur- ple but good, and baths and stabling
rounded by stables, refectories, are available.
guesthouses, and outbuildings. It
rises up right beside the east side of Homes
the road in the center of town, and
its distinctive rose-red spires can be High Hedge
seen for miles. Its many clergy and
200 lay-member militia assist local Northwest of the main settlement of
businesspeople and farmers, and in Beregost stands High Hedge, the
return the temple receives regular estate of Thalantyr the Conjurer. It is
and large offerings. guarded by a fiercely loyal mated pair
of griffons and by some sort of invisi-
The servants of the Morninglord ble servant creature that has been
also tend temple fields of potatoes known to spy and deliver things for its
and herb flowers east of the road, master right into town. Thalantyr is a
and keep sheep on the slopes of the courtly man who can sometimes be
hill topped by the ruined school of seen walking about the countryside,
wizardry. They keep them there his long, black staff in hand. He’s had
ostensibly because these fields are no apprentices for years and doesn’t
more open to view than those of welcome visitors. Locals say he’s
local farmers. The sheep are thus interested in far-off places and things,
more easily watched, preventing and is sometimes absent for long
theft and raiding beasts from rav- periods.
aging them. The real reason that the
sheep are kept here is that the ser- Those who’ve seen his abode say
vants of the Morninglord want to that it’s a dark, turreted stone house

28

overgrown with pines and that he has free, and are paid 5 gp per night atop
his own fishpond behind it. Some- that. No food is sold at the Wizard, but
times he sits next to the pond and all three local inns keep runners here
talks with something that stays just to go and fetch hot covered platters
under the surface of the water. from the kitchens of their establish-
ments. In winter, don’t expect the food
Shops to arrive very warm! This is a good lit-
tle place, with several small rooms to
Thunderhammer Smithy stay in adorned with donated bric-a-
Armor Maker and Weaponsmith brac from loyal regulars. It’s a delight
to find enough cushions in a room to
Taerom “Thunderhammer” Fuiruim let one sit up in bed in comfort!
is a burly giant. His chestnut hair and
mutton-chop whiskers are now shot Inns
through with gray and white, but his
huge hands remain strong and deft. Feldepost’s Inn
He is a master armorer, and his war-
mongery equals the best in Faerûn. Named for its now-deceased founder,
On several occasions he’s made items this is an old and comfortable place.
for Thalantyr to enspell, and even Service is careful and kindly, if a trifle
dwarf smiths admire his work. slow, but a room comes with a fire
alight (except in hot weather), and a
Taerom keeps over a dozen appren- bath that is skillfully filled to one’s
tices busy with all the orders that come own taste in warmth by several old
his way (mainly from Amn). He fights men of many smiles but few words.
with a huge iron staff and has been One can even request assistance
known to slay orcs with a single blow, bathing. All this makes the place a
but is generally a quiet man. He is not favorite with the elderly, and so
given to leadership, but is respected in makes for a quiet stay.
town more than anyone else.
The food is superior. Don’t miss
Taverns the cheese and cucumber buns, or
the onion and mushroom fireside
The Burning Wizard tarts served to all by the hearth in the
evenings. (The tarts are free if you’re
This tavern is a bustling place, as ordering drinks.) The inn cellar
favored by the locals as by visitors. includes an excellent sherry.
Acolytes of Lathander are trained to
keep lively conversations and enter- The Red Sheaf
tainments going here, and even to
gamble. (Any takings are donated to Folk come to the Sheaf for fast ser-
the temple, of course.) Traveling min- vice. This inn prides itself on getting
strels are always welcomed, stay for

29

you to your room or to a board in the only the too-hot, too-quick one.
dining room as fast as possible. If the This is Beregost’s largest inn and is
weather is cold or wet, you’ll find
yourself in a warm house robe before favored by merchants wanting to hold
a crackling fire just as quickly, with business meetings or sit in quiet.
your wet things taken to the warming Those willing to part with 7 gp for an
room behind the kitchen chimneys to evening can rent private meeting
dry on warmed stone shelves. rooms with doors that lock, though I
suspect there are spyholes in the
Fare at the Sheaf is of the warm or serving passage that runs behind
cold soups, cheese and grapes, bread them all. Entertainer folk—minstrels
and spreads, and whole roasts variety. and such—aren’t welcome at the
The cold potato soup is delightful, Sheaf except as paying customers.
and carries the homey taste of onion The Sheaf provides no entertainment
and celery, along with a more subtle at all.
and indefinable seasoning that I was
unable to pin down. Unfortunately, Local gossip whispers that a secret
the roasts are either blackened to passage at the back of the inn leads
crisp ashes or—on the other side, or down to an old smugglers’ warehouse
deep inside—near raw. The cooks comprising caverns that were aban-
haven’t mastered the slow fire yet, doned when drow tunneled up into
the caverns from below. They had to
be dealt with by Thalantyr, who left
some sort of magical barrier.

The Jovial Juggler

This inn is on the northern edge of
town, on the west side of the road. Its
huge roofboard depicting a laughing
carnival juggler in jesterlike garb
identifies it instantly from afar. It’s
very much an average roadhouse, but
young Beregostans love it—it’s their
dancing and drinking club. It outpays
Feldepost’s for minstrels and other
entertainers, and there’s scarcely a
night at the Juggler without some sort
of loud revelry, complete with several
oxen, hogs, and boars roasted whole.
Thankfully, all of that’s confined to
one wing, so patrons do get some
sleep!

30

Bowshot the hired adventurers. So far, no
adventurers have agreed to such a
This hamlet stands on the western defensive role. Many have come to the
side of the Trade Way, a half-day’s caverns and then moved on, talking of
ride north of the Way Inn.8 Named manspiders in the deep ways.
because it was just a bowshot away
from the Misty Forest, it’s been a log- Places of Interest
ging center for a hundred years—and in Bowshot
it’s been so successful that the forest
is now miles away to the east. Shops

Bowshot consists of the Bowshot Andalor’s Mill
Inn, a sawmill, six farms (two run by Lumber Mill
men who shoe horses as well as any
smith), and almost a dozen home Ulmyn Andalor is an affable, portly
woodcarvers who turn out yokes, cof- man with a curly white beard and a
fers, wheel spokes, tool handles, and bald pate who goes about covered
whimsical carvings. The place with sawdust. He runs an always-busy
deserves mention because of recently mill that provides Waterdeep and
discovered caves beneath its western Daggerford with cheap, plentiful
fringes. They are entered from the green lumber. A copper piece will buy
horse-well behind the inn, and by at three posts as tall as an adult human
least one cave mouth in the stands of male, or five 3-hand’s-width boards of
trees north and west of the hamlet. the same length.

The Bowshot caverns show evi- Inns
dence of connections to deeper sub-
terranean areas9 and of past use by The Bowshot Inn
smugglers. Some stolen goods were
recently recovered from the caves and This mediocre inn is a dim, chilly log
returned to their rightful owners in structure that serves bad ale brought
Waterdeep. With them were crates of by the barrel from Waterdeep. The
ore very rich in silver, presumably proprietor sells good hand crossbows
mined in the deeps below the caverns. for the traveler desiring self-protection
and a little squirrel or fowl hunting.
There’s local talk of hiring or Eveningfeast here is usually a gummy
inducing an adventuring company to stew made from those same squirrels
dwell in Bowshot and mount a con- or some wildfowl, and served with
stant guard over the cavern thick slices of adequate onion bread.
entrances—and even of founding a
company to mine and smelt silver in
the depths, its workers protected by

8Bowshot’s location is shown on the map in the entry on the Way Inn, later in this chapter.
9The existence of the caverns became widely known when a drow exploratory band emerged from the trees

one night and ran straight into an encamped, but alert, armed caravan. At least two adventuring bands have

descended into the far depths of the caverns and, thus far, have not returned.

31

Candlekeep mission agents in great secrecy to pro-
cure writings they desire to possess.
This citadel of learning stands on a Those who wish to browse in the
volcanic horn, or crag, overlooking library must normally be sponsored
the sea. It is a many-towered fortress, by a known mage of power, so many
once the home of the famous seer books given to Candlekeep in payment
Alaundo, and preserves his predic- are minor spellbooks.
tions along with all the written
records and learning of the Realms This community is ruled by the
that can be assembled. The price for Keeper of the Tomes, assisted by the
any traveler to enter the Keep proper First Reader (the second in authority
is a book. Those wishing to examine and traditionally the most learned
any writing in the Keep’s library must sage of the monastery). There are up
gift Candlekeep with a new tome of no to eight Great Readers under these
less than 10,000 gp value. The monks two offices, who are assisted by the
of Candlekeep (who claim to be non- Chanter, the Guide, and the Gatewar-
denominational, and call themselves den. The Chanter leads the endless
the Avowed) also purchase certain chant of Alaundo’s prophecies that
books brought to them and even com- wends its way around the citadel day
and night in continuous utterance of
Inner Ward Token of Candlekeep the sage’s predictions. He is spelled in
this duty by three assistants, the
Voices: the Voice of the North, the
Voice of the East, and the Voice of the
South. The Guide is in charge of
teaching acolytes, and the Gatewar-
den deals with visitors, the security of
and supplies for the community, and
with the clergy, who are regarded as
honored guests rather than part of
the monastery’s hierarchy.

The citadel bears mighty, many-lay-
ered wards that prevent anything from
burning except wicks and wax, pre-
vent the operation of teleportational
magics and many other destructive
spells, kill all molds and insects (such
as paper wasps), prohibit the entry of
bookworms, and have other, secret
properties. Because of these wards
candle lamps are often used, but no
paper can ignite anywhere in the
Keep. An additional ward, whose token

32

is shown at the far left, prohibits entry They do research and fetch and carry.
into the Inner Rooms except to those Above them are the Scribes, who copy
bearing a token.10 The Inner Rooms out works to order or compile books
are where the most powerful magical from various sources in the library for
tomes are kept and where none but sale—the chief source of income for
the Great Readers may go, except in the community. (Visitors are forbidden
the direct company of the Keeper or to write in the library.) Over them are
the First Reader. the Chanter and the Readers, from
whose ranks the offices of the Avowed
The central, highest fortress of the are filled (and who vote to fill vacan-
Keep is surrounded by a terraced cies). All the underofficers wear brown
rock garden of many trees, where nat- homespun, while holders of the high
ural springs rise and bubble down the offices wear robes of various colors
rocks in small cascades and pools. that bear adornments of gold thread
These beautiful grounds descend to a and stripes of white. Only the Keeper
ring of buildings along the inside of of the Tomes can wear robes all of
the massive outer walls: guesthouses, white. Travelers who enter the Keep
stables, granaries, a warehouse, an proper clad all in white can expect to
infirmary, a temple to Oghma, and be stripped on the spot or cast out.
shrines to Deneir, Gond, and Milil.
The current Keeper of the Tomes is
Except in cases of illness or when Ulraunt, a proud and haughty minor
someone joins the order as an mage. It is well not to cross him. The
acolyte, no visitor can remain in Can- traveler should humble himself to
dlekeep for more than 10 days at a avoid doing so or try to keep out of
time, or enter the monastery less than the Keeper’s notice. Unfortunately, all
a month after leaving it. Order in the petitioners who enter the central
Keep is kept by the Gatewarden’s five Keep must sit at Ulraunt’s left shoul-
underofficers: four Watchers (who der for at least one eveningfeast meal
take turns patrolling the monastery and endure his searching questions.
and watching the land and sea The current First Reader, Tethtoril, is
around from its tallest towers) and often mistaken by visitors for the
the Keeper of the Portal (or gate Keeper because of his intelligent,
guard), all five of whom have 12 regal, and sensitive demeanor.
armed monks (all experienced war- Ulraunt rather resents this.
riors) as assistants. These underoffi-
cers are also said to wield magical Candlekeep has but one absolute
rods and rings to enforce their will. rule: “Those who destroy knowledge,
with ink, fire, or sword, are them-
Acolytes are robed in black. Seekers selves destroyed.” Here, books are
(full brothers) wear robes of mauve. more valuable than people.
The Seekers are the lowest monks.

10Tokens are built into the staves of office borne by the Keeper, the Gatewarden, and the First Reader. These are
known as glow staves for their most-often-used power. If one fails to utter or think of a watchword when passing a
ward boundary by means of a token, all bearers of other ward tokens are instantly made aware of the location of
the ward breaching, regardless of where the other token bearers are on Faerûn.

33

Daggerford crowned by Daggerford Castle, which
is surrounded by a grassy commons
This self-styled city is really a town of and guards a bridge across the Shin-
about 300 folk that stands in the ing River. (The old ford’s still there,
shadow of the castle of the Duke of beside the bridge.) It is home to
Daggerford. Daggerford is named for a human craftfolk, a few halflings, and
brave boy, Tyndal, sent ahead of his a handful of folk of other races.
family wagon to find a place to ford the
Shining River one evening some 400 The townsfolk have a charter from
summers ago. He was set upon by the duke that allows their own Coun-
lizard men, and—armed only with a cil of Guilds, a masked council styled
dagger—slew six of them and held off after the Lords of Waterdeep, to gov-
the rest until reinforcements arrived. ern the town. All able-bodied towns-
The dukes of Daggerford claim direct folk must serve in the militia,
descent from Tyndal, and their arms although only a small number are
display a bloody silver dagger on a normally on duty. They spend most of
deep blue field. their time on road patrols, though a
close watch is kept on Lizard Marsh.
The dukes of Daggerford claim all
the lands from the estate of Floshin, Daggerford has temples to Chauntea
south as far as the Dragonspear fields and Lathander, and shrines to Tempus
(the lands of Dragonspear Castle), and Tyrnora. Chauntea’s temple is
east to the edge of the Misty Forest, called the Harvest House, and it is gov-
and west to the verges of Lizard erned by Lady Priestess Merovyna.ll
Marsh and the coast. They actually The temple of Lathander, Morninglow
control far less—from about a half- Tower, is under the supervision of
day’s ride north of Daggerford, where Lightlord Liam Sunmist.
their forces meet up with road patrols
from Waterdeep at a little pond called The Ford is a busy trading town,
Waypost Water, east to the hills doing a lot of trade in horses, cattle, and
around the Laughing Hollow, and repacking for merchants and drovers
south to the hamlet of Bowshot. who don’t wish to enter Waterdeep.
These lands take in about 20 farming Caravans are allowed to camp across
hamlets. The ducal lands are home to the road from the town (next to the aro-
about 1,000 folk in all. matic tannery), and most merchants
going into town to escape the smells
The walled town is the largest stop will find the town ordinary indeed. The
on the Trade Way between Waterdeep most splendid building in town is
and Soubar. Its largely wooden build- undoubtedly the Guildmasters’ Hall. It
ings huddle in the lee of a hill is surrounded by the no-nonsense
homes and shops of folk who work

11Merovyna is a LG hf P8, who administers 14 priests and about 30 lay brothers.
Liam Sunmist is a LG hm P9. His temple stands beside the ducal castle, and the noble family are worshipers.
The shrine to Tempus, the Table of the Sword, is administered by a strict warrior from Waterdeep, Baergon
Bluesword, CN hem F5/P5.
The shrine to Tymora, Fairfortune Hall, is run by Bando the Lame, a NG half-m P6.

34

hard every day Few seem to look for me, thinks there’s no point in trying to
more in life than the next silver piece! compete with nearby Waterdeep.

Carpenters work busily making A lot of travelers will probably stop
chests and crates from lumber brought in Daggerford at one time or another,
in from Bowshot, and no less than using it as a base to explore Waterdeep
three smiths turn out everything from from, so a few mentions of local estab-
intricate locks to broad axes. There are lishments may prove useful. There’s
several jewelers in town who can’t one tavern worthy of a visit, the Lady
hope to compete with the great cutters Luck, dealt with after the rest.
of Waterdeep, but will eagerly buy any
decent stones they can get from passing Places of Interest
merchants or adventurers. in Daggerford

The local militia, under the stone- Shops
faced Sherlen Spearslayer, is always
hiring fighting folk, because their best Derval’s Bright Blade
swords are always being hired away Weaponsmith
by caravan masters, going off to the
mercenary hiring fairs of Waterdeep, This smithy is the best of the three in
or trying their hands at adventuring. town. The human smiths Cromach
The militia is always busy patrolling and Wayfel are the others. Cromach
the claimed ducal lands, and many does serviceable work, but “as shaky as
youths and adventurers down on Wayfel’s best” is a common local say-
their luck have spent a season fight- ing. The master smith at Derval’s
ing brigands, lizard men, and the Bright Blade, Derval Ironeater, is the
occasional predatory monster. head of a respected local dwarf family
that has done most of the building in
Daggerford is also home to a stone around town. Derval claims to
retired adventurer-mage, Delfen Yel- make the finest swords, axes, and
lowknife, who dwells in a tower on spear blades from Waterdeep to Bal-
the town wall and always has at least dur’s Gate, and his work is popular.
a trio of apprentices. He’s content to
make a good living tutoring every Farrel’s Fine Jewels and Apparel
wealthy Waterdhavian youngster who Exotic Fabrics and Jewelry
dreams of becoming a great mage.
This shop is the largest store in town.
The youthful duke, Pwyll Great- An outlet of a Waterdhavian trading
shout Daggerford, is seldom seen in company, it sells cotton, silk, rare furs,
town. He’s either out hunting or in the and thread imported from Calimshan,
castle planning how to defend the land the Tashalar, and even more exotic
he has and enrich his family and his regions—at prices even higher than
people by shrewd investments. There
are recurring plans to dredge the river
and make Daggerford an important
harbor, but I suspect the duke, like

35

you’d pay for them in Waterdeep. fying gems—even magical ones. The
Farrel has an eye for matching hues nobles of Waterdeep keep him busy
with special orders for their ladies.
and for resetting jewelry of dubious
history. He buys and sells interesting Taverns
gems and adornments of all sorts. His
shop is worth a look if you’re too rich The Happy Cow
to care what things cost.

Korbus's Jewels This pleasant tavern stands just inside
and Fine Ornaments Daggerford’s northern gate, the
Farmers’ Gate. It features blended
Jeweler and Gem Appraiser beer made by the halfling owner, Ful-
bar Hardcheese, that tastes like
The front window of this small shop almonds, and excellent sharpcrumble
almost always displays its long-nosed, cheese (lovely crumbly white stuff—3
wheezing owner, the gnome jeweler cp per handwheel) made on Fulbar’s
Korbus Brightjewel, hard at work on family farm. The Cow caters to farm-
small, exquisite pieces of jewelry. As ers, who sit here nursing tankards at
good as any Waterdhavian or Calishite all hours. Locals say Fulbar is a rich
finecrafter, he’s regularly visited by and successful adventurer who
passing merchants eager to buy his retired here not long ago. Fulbar says
latest earrings, pectorals, ornamental nothing about his past.
bracers, dangle garters, and jeweled
belts and gloves. Locals say Korbus River Shining Tavern
uses magic to give his work the strik-
ing beauty it has. He’s expert at identi- This tavern is exclusive indeed, with
prices to outstrip most establishments
in Waterdeep: Stout is 1 gp per tankard
and wine as much as 10 gp per tall-
glass! The duke and many traveling
Waterdhavian nobles have been known
to eat here, and the tavern’s main hall
serves as the meeting room of the
Council of Guilds. By choice, some
townsfolk only see the inside of the tav-
ern when coming to Council meetings.

Run by the Delimbiyr family this
establishment claims to be Daggerford’s
oldest tavern. It’s also the closest thing in
town to an inn—for a few noble patrons
of the loftiest position and wealth.

36

Lady Luck Tavern who brings in the relics of a fallen
comrade are given a free drink of
Tavern whatever they want.

This two-story former warehouse The walls of the tavern are hung
caters to soldiers and adventurers. Its with weapons, armor, banners, spit-
proprietor, Owenden Orcslayer, is the ted beast heads, and similar trophies
son of a man who was given the ware- of battle brought in by various
house as a reward for slaying orcs patrons. The most striking of these is
who’d killed the owners of the ware- the huge, mummified wing of a black
house in a raid. It is a popular place dragon slain in a volcano. The heat
for taletellers and funseekers alike. baked and dried its outstretched
The preponderance of weapons in wing, and when an adventurer—the
the hands of those who know how to lone survivor of the party that slew
use them makes for a relatively safe it—dared to return to the lair nine
drinking spot, not a rough place. years later, he recovered not only the
dragon’s treasure hoard, but the
The Place wing. It now hangs over the taproom
like a soft black canopy, depending
Both levels of the warehouse have from the ceiling on eight stout
been opened up into a single lofty chains.
room, with balconies all around it at
varying levels. Each balcony contains The Prospect
a booth for patrons and is linked to at
least two other balconies by broad This tavern is named for the goddess
flights of stairs. The tipsy are advised Tymora, patron of adventurers, and
to get down to street level before they despite the memorial pillar, the
become too drunk to safely do so. expressed mood of patrons is always
Every night someone falls or at least an enthusiastic “Dare everything!” and
stumbles on the stairs. “Let’s be adventuring, then!” The
entire northeast wall of the taproom
In the center of the taproom is a is covered by a huge, splendid color
massive stone pillar bearing the map of the Realms from Calimshan to
weight of the ceiling. It has a ladder the Spine of the World, and the
of iron hooks up one side. It is used Moonshaes to Raurin. News and
to display the battered shields, per- rumors of treasure finds, dragon
sonal runes, or other mementos of sightings, and possible treasures are
patrons who’ve died in battle or dis- eagerly discussed, as are tidings of
appeared while off adventuring or on war from anywhere in Faerûn.
a military mission. Any toast given in
the tavern must include a salute to The Provender
the pillar and the words: “To those
who have fallen before us.” Those The Lady serves salted nuts, cheese
on hardbread,12 and sugared bread-

12To us, hardbread is a rye cracker—or Scandinavian crispbread.

37

sticks. In winter, there’s also stew is sold by the tankard or tallglass only,
made of beef, game, parsnips, and at Waterdhavian prices.13 The wine
fish. It’s thick, brown, greasy, and list is meager, but from time to time
salty. If you’re chilled, it warms you merchants bring vintages from afar,
up, and that’s about all the good I can and Owenden serves these wines as
muster to say of it. long as his stock holds out. These
exotics often include rollrum (a dark,
That’s all the food one can get, but licorice-laced Tashlutan drink, which
most patrons come here because has a cool, clear, minty aftertaste), a
they’re thirsty, not hungry. Accord- favorite of many Sword Coast sailors.
ingly, the Lady offers bitterroot beer
(a smoky, acquired taste), zzar, sherry, Travelers’ Lore
and ale.
In the Lady, one drink always sits
The Prices untouched on the bar. It’s for Tymora
herself, should she enter. Woe betide
All the food is 3 cp per serving and the visitor who touches this silver
comes on wooden platters. Hungry goblet—ejection and a heavy
people will need two servings. Drink enforced offering at the shrine of
Tymora (Fairfortune Hall) are the
least penalty. Visitors who object to
this are likely to find a yard of steel
through their middles in short order.
Six people have so died, and more
than a dozen have made offerings—
but twice in Owenden’s time, the gob-
let has been suddenly and silently
wreathed in flame, and the wine
within has vanished. Patrons believe
Tymora herself drank with them.

At least two wizards have hidden
coins or magic somewhere in the
Lady and then gone adventuring—
never to return. One was said to be an
illusionist, and the other was a trans-
muter. A few people have tried to cast
dispel magic on everyday tavern items
on the theory that the treasure might
be polymorphed or hidden by an illu-
sion, thus far to no avail.

13Use the prices given in Volo’s Guide to Waterdeep under the Inn of the Dripping Dagger—or simplify to the
following: ale, 1 cp/tankard; stout, 2 cp/tankard; mead, 3 cp; zzar, 6 cp; sherry, 7 cp; whiskey, 1 sp; and all wines, 1
sp/tallglass.

38

The Friendly Arm Inns

This walled hamlet located on the Coast The Friendly Arm
Way several days north of Beregost con-
sists of a stone keep (the inn) with stables, Inside the walls of the Friendly Arm,
gardens, a horse pond, and caravan peace is maintained by a common
wagon sheds. It also features a few agreement among guests that this be
houses, a large meeting hall with a grand one of the rare neutral havens in the
many-pillared entrance, and a temple to Realms, by the magic and adventur-
Garl Glittergold, chief god of the gnomes. ing help might Bentley can call on,14
and by a rumor that some of the
The Friendly Arm was once the fetching human barmaids are really
hold of an evil priest of Bhaal who iron golems concealed by powerful
was destroyed in undead form by a illusions! I was unable to test this
band of adventurers led by the gnome belief beyond learning at least one
thief and illusionist Bentley Mirror- serving wench at the Arm has a grip
shade. Bentley set his comrades-at- like iron—before she threw me back
arms to work renovating the keep, out of the bedroom she was tidying!
and it soon opened as a fortified (Perhaps the inn was named after her.
waystop on the Coast Way in territory She did help me up out of the ruins of
often endangered by brigands and the hall table afterward.)
raiding bands of orcs, kobolds, bug-
bears, and even trolls. Though these The energetic, wise, and affable
perils have lessened somewhat since hosts of the Arm are Bentley and his
the Arm was founded, the safe, clean wife Gellana, who presides over the
inn is still a favorite stop. temple. She wears a circlet of gems to
signify her devotion to Garl Glitter-
Places of Interest gold. The pair of them are kind, very
in the Friendly Arm perceptive, and could probably deal
an Amnian merchant out of his last
Temples copper piece.

The Temple of Wisdom The house they keep has large,
airy rooms, and good, simple food.
This low building has interior walls Everything is clean, cheerful, and
studded with gems and gold nuggets. uncrowded, unless there’s a meeting
Guarded by many illusions, it is a tem- going on—for the Arm has become a
ple to Garl Glittergold, primary deity of favorite spot for business gatherings
the gnomes. Human worshipers, some and neutral ground negotiations
of whom have dubbed the place the alike.
Shrine of the Short, are welcomed here.

14There was a murder at the Arm recently, and the murderer was swiftly apprehended—with the magical aid of
a mysterious cloaked man who some say was no less than Khelben “Blackstaff” Arunsun, the Lord Mage of Water-
deep! There have always been rumors that Bentley could call on folk from afar and that some sort of gate exists in
or near the Arm—perhaps in the cellars of the old keep.

39

Gillian’s Hill which they stealthily stalked and
raided passing caravan merchants,
This hamlet stands on the east side of controlling the minds of unfortunate
the Coast Way a half-day’s ride south of victims to make them lure many
Daggerford15 and about as long a ride others to a mindless doom.
from Liam’s Hold. The community is
named for a now-dead half-elven A brave band of adventurers
ranger of great beauty. Gillian Cantilar defeated the mind flayers, but warned
dwelt here in a long-vanished house that the danger could well recur. It
atop a wooded knoll overlooking the seems that an even greater evil has
road. Today, Gillian’s Hill is a grass-girt moved in: A Harper note was found
mount topped by a covered fire cairn recently on the slopes of the hill that
used as a signal beacon to warn Dag- said only: “Beware—Phaerimm!
gerford of approaching enemy Spread the warning!” The writer of
armies—from Dragonspear Castle or the note presumably perished
the Serpent Hills, presumably. beneath the hill, as no further news
has come to light as to its authorship
Typical of a hundred or more small —or its subject.
farming settlements in the Sword
Coast region, Gillian’s Hill wouldn’t From the surface, the tomb in the
even be mentioned in this guide hill can only be entered by wandering
except for a surprisingly good shop about until one finds the precise loca-
there and a dungeon that has both tion of one of several invisible por-
lured many adventurers hither—and tals—snatch gates that whisk any
slain many. The dungeon seems to be person or object entering them into
a truly ancient human tomb—as old the heart of the hill. Egress is by the
as Netheril, or older—where someone same method, although the exit spots
of magical power and political might inside the tomb are apparently differ-
was laid to rest. Just who was ent sites than the entry or arrival
entombed here isn’t clear. The tomb locales, and hard to find.
was pillaged long ago—from the
Underdark beneath it! The location Attempts to tunnel into the hill
now serves as a spell-guarded entry to uncover stone walls that emit bolts of
the Realms Below. lightning16 when exposed to air—
bolts that continue to lash out until
Unfortunately, those ancient and earth is thrown onto them, and
mighty binding spells originally set to they’re covered again! This magical
stabilize and guard the tomb make it lightning can easily stab across the
an ideal lair for creatures of the trade road, imperiling all passing traf-
Underdark. About 20 winters ago, a fic. Several mages of power have tried
band of illithids used it as a base from and failed to remove the spells that
cause this deadly effect.

15The location of Gillian’s Hill is shown on the map in the section on the Way Inn, later in this chapter.
16These effects are like two bolts of chain lightning, each causing 12d6 points of damage per round, when one
translates Elminster’s description into AD&D® game terms. He added the dry admonition, “Leave this alone, if ye

have any sense—but (sigh), ye won’t, will ye?”

40

Places of Interest Torleth Mindulspeer is a tall,
in Gillian’s Hill cadaverously thin man of dry wit and
a gloomy manner. He delights in buy-
Shops ing old things, garbage out of ruins or
abandoned buildings, and oddities
Torleth’s Treasures dug up or brought back from the far
Oddities, Curios, Antiques, and Junk corners of the Realms. Then he sells
them to passersby.
This shop is a large, ramshackle old
barn that has been extended in ran- Want a dancer’s mask from the
dom directions by diverse hands over vanished realm of Valashar (now part
many years so that its floor and roof of Tethyr)? A mirror that once hung
change level often and alarmingly, in a Calishite harem—before some-
and a forest of rough tree trunks one put a magical painting of a slith-
studded with pegs that hold mer- ering snake on it that circles the glass
chandise stand here, there, and by itself, moving constantly? Some old
everywhere holding the roof up. Cus- rope, stained here and there with the
tomers can often be found wandering blood of adventurers? Some dusty
in bewilderment in the dimly lit wine bottles from a shipwreck, terri-
aisles, searching for the way out. bly old but contents unknown? A
book in a language nobody seems

41

able to read? A stuffed wyvern head among the stolid farmers, who lack
with one tooth missing? Some old an inn or tavern and gather of
court clothes from Calimport? Tor- evenings when the weather’s good in
leth will sell them to you—for what- each other’s orchards to smoke and
ever low price you can both agree to share the contents of a keg rolled out
shake hands on. It’s a place some of one of their cellars or bought from
adventurers refuse to pass without a caravan—of someone who found
striding in for just a quick look the crown of a barony in the Vilhon
around—a look that can last all Reach lands in Torleth’s and bought it
morning, of course. for 33 pieces of gold! There’s another
about an artist’s sketchbook that con-
On a recent visit, I found a tained a powerful spell written in
scabbard that was once worn in code and scattered in the illustrations
Evermeet—now minus its gems and throughout the pages that a sharp-
magic, of course, but still a splendid eyed wizard had for 11 gp. A third tale
trophy. Thieves, bards, and actors get tells of a magical ring of resistance
many of their costumes and props sold by Torleth for 4,000 gp that
here, Torleth told me—and I believe turned out to have several other pow-
him. ers, such as the ability to emit an
invisible sword blade that could cut
There’s a tale told in Gillian’s Hill— magical barriers and the means to let
the wearer jump.

Such rings are called Harvyn’s
rings according to Elminster, after the
mage who devised them. There are—
as far as Harvyn’s writings can be
trusted—only six in existence, and
their powers are considerable.17

Torleth also sells tents from armies
that no longer exist, polearms
gleaned from battlefields up and
down the Coast, helms that fit giants
and helms only a sprite could don,
ship steering oars that are 50 feet
long, teeth from dragons that aren’t
much shorter, stone lions and
weirder beasts from half a hundred
demolished mansions, fading coats-
of-arms (on shields, wall bosses, and
surcoats) of forgotten noble families,
coracles, and more.

17Details of this magical item, furnished by Elminster, appear in Appendix III of this guidebook.

42

Julkoun flour, and seeds. It is always busy,
and employs over 60 folk, almost all
This village, once known as Shining, of them descendants of Julkoun.
is upstream, or northeast, of the Cats, kept to keep down rodents,
Laughing Hollow. It stands on the and small sling-wielding boys,
banks of the River Shining, or Delim- whose job it is to drive off birds, are
biyr. As it is located roughly halfway everywhere, and the mill always has
between the two, it looks to Dagger- enough output on hand to sell a
ford and Secomber for supplies. traveler a belt sack or enough
However, it is home to farmers of human-sized sacks to fill six wagons.
independent mind. The prices aren’t below those else-
where, but the product, carefully
Julkoun, for whom the village is scrutinized by the mill staff, is “as
now named, gave the hamlet of good as Goldenfields”—and that’s
Shining new importance some 80 high praise from Amn northward.
winters ago when he built a large
stone mill and a shrine to Chauntea. The senior millers, Alaslagh
Julkoun is long dead, but his grist- Eljulkoun, Taunner Eljulkoun, and
mill is, still run by his descendants Irythyl Eljulkoun, sometimes buy
and has been joined by a clothyard nuts for blending, to make nut flour.
mill that produces whole cloth for Irythyl’s dark eyes miss nothing, and
sale in Waterdeep or Amn. local rumors whisper that she’s a
Harper.
This pastoral village of about 40
homes holds busy farmfolk, pleasant Shining River Mill
gardens, low stone-and-stump walls
and hedgerows, and many strong Clothyard Mill
manure smells. Its grassy streets are
often full of grazing goats, sheep, This barnlike wooden mill still looks
and cattle. Julkoun is notable for an new. Run by four millers for absentee
inn of surprising excellence and for Waterdhavian owners, it produces a
some interesting local legends. coarse brown looseweave little better
than homespun in appearance, but
Places Of Interest valued for its toughness, It’s often
in Julkoun used as the base material for sacks or
tarpaulins that are made prettier and
Shops more watertight by a layer of finer
material. The mill also produces a
Julkoun’s Old Mill finer, smooth gray material known as
Flour Mill (Gristmill) shimmersteel for its overall hue and
habit of catching the light. It is much
This huge, impressive stone mill and favored in the Coast lands for use in
warehouse grinds, stores, mixes, cloaks and hoods.
and bags hulled or crushed grain,

43

Bolts of cloth come out of this mill. ceilings, and many little round win-
Although the millers will sell scraps to dows let in the light to the south.
passersby, they’re not tailors, and Dwarves, gnomes, and halflings all
aren’t interested in selling small cuts feel at home here, and those who
or amounts for the making of individ- don’t detest caves and damp, earthy
ual garments. Locals sometimes com- smells should also enjoy the charm-
bine funds to buy and share a whole ing tile-floored passages, which jaunt
bolt of Shining River cloth. up and down in gentle slopes. The
cheery service and luxurious furnish-
Inns ings should delight anyone—my
chamber had a copper tub set into
The Jester’s Pride the floor, with piped hot water!

This excellent inn is named for the The inn is run by the Yevershoul-
Jester of Julkoun and is akin to a der halfling family, who have found
halfling hole or a druid’s roothouse no less than six delightfully impish—
in appearance. It’s dug out of a hill- and breathtakingly beautiful! — half-
side and planted over with a rock gar- elven ladies to serve at the inn as
den and rough stone walls. The roots chambermaids. They all give as their
of trees overhead curve across the name “Elsharee,” and may in fact
share that name for all I know. Some

44

lonely merchants seem to arrange hunted him with ready spells or many
their travels up the Delimbiyr to swords or both, and he somehow
include Julkoun just to see them— outfaced them and sent them fleeing,
and I suspect that some of the odd their hireswords slain and their plans
folk I saw dropping by on several shattered. (Tales of the Jester’s
moonlit nights knew how to harp—if escapades come complete with furi-
you catch my meaning—and were ous debates as to whether he was
welcome here because of it. really the god Mask, a dragon in
human shape, a Master Harper, a
The Jester’s Pride underlies a deranged archmage, or a mighty
wooded ridge that is surrounded by being from another plane.)
extensive herb and floral plantings.
The ridge itself is crisscrossed by The Jester vanished suddenly, leav-
many meandering paths that link sev- ing his lair—and whatever he’d man-
eral little bowers with benches for aged to keep of the vast amounts of
guests to rest or relax in. By night, treasure he’d wrested from rightful
these sheltered garden refuges seem owners—hidden. Unless someone’s
to find use both for romantic frolics found it since (and no hint of this has
and for somewhat shady business found its way into the local tales of the
meetings full of code phrases, false Jester’s daring), a king’s treasury’s
names, and dangerous-sounding worth of coins, gems, finery, and
plans. Perhaps I was overhearing vis- magic waits hidden somewhere near
iting adventurers—or perhaps there’s Julkoun. Some stories say the lair is
more going on in Julkoun than one elsewhere, reached via an invisible
might think. gate in midair above a local ruin or
atop a local tor—an entrance revealed
The Jester for whom the inn is to an unintentional observer one
named was a local thief-adventurer of
mysterious powers. He seems to have
been an acrobat of astonishing skill,
and to have commanded exotic mag-
ics. He disappeared some 20 summers
ago, presumably coming to a sticky
end, but until then enjoyed a colorful
career of robbing rich merchants,
nobles, and wizards who came
through the area—and surviving!

The Jester was a man of unusual
height who hid his identity behind a
jester’s mask. The bells of his head-
gear were silent and were actually
magical tokens of various sorts that
afforded him lucky escapes on many
occasions. Several of his victims

45

moonlit night by the Jester’s use of it. fare of the Elven Court, I’m told by
Some say the invisible portal is elven friends. The wine cellar is excel-
reached by leaping off a cliff or crum- lent— I was astonished to find Saer-
bling parapet wall in just the right loonian Glowfire and the pale green
place—and that those who misjudge wines of northern Calimshan (both 1
its location will plunge to their deaths. sp per tallglass, or 3 sp per bottle)
among the more usual winter wine
Whatever the truth about the and local vintages.
Jester,18 the inn that bears his name
serves excellent food. I especially rec- I’ve included here a hearty recipe
ommend the fresh river trout on toast from the inn’s kitchens because of its
with a sauce of lemon, cream, and usefulness to travelers on the trail
pepper, and the delicately prepared everywhere in Faerûn. Another trail
venison. Tables at the Pride always tip from the cooks at the Pride: When
sport dishes of interesting relishes reheating beef stew for a later meal,
and sauces made on the premises. add some basil, chopped garlic, and
Some are fiery, but others are subtle chopped or crushed lemon or other
delights—and approach the finest fruit—berries will do—to liven it.

18Local rumors say the Jester has recently been seen again, upriver—but I was unable to find word of this out-
side Julkoun.

46

Kheldrivver House into a stone-walled cluster of
fortresslike, stone-turreted homes,
This hamlet nestles between grassy with slate roofs. As little as possible
knolls at the eastern end of the Troll was made of wood so that fire could
Hills.19 Once an isolated monastic be used with enthusiasm in the event
community dedicated to the venera- of troll attacks.
tion of Oghma, it was raided many
times by trolls and several times over- The community became home to a
run, with the monks all slain, driven few mercenary warriors who wished
out, or forced to flee into hiding. to retire. Under Kheldrivver’s leader-
ship, they gave protection and dry,
Some 200 years ago, all the monks guarded warehouses to farmers wish-
were dead, and their hold was in ing to settle in the area. Many times
ruins. An Amnian adventuring band since then the trolls have been hurled
of vicious reputation, the Circle of back, and Kheldrivver’s Hold, which
Scythes, came to the ruined over the years has become known
monastery in search of spellbooks just as Kheldrivver, remains a farming
and other riches, but disappeared center today, visited by many enter-
while exploring the monastic cellars. prising merchants who sell the splen-
A servant left with the horses told dors of far-off places and buy fresh
wild stories of many-tentacled things produce for sale in Waterdeep and
rising out of the ruins with the adven- the cities of the Sword Coast.
turers struggling in their grasp.
Kheldrivver himself disappeared
Other adventuring bands went out mysteriously soon after the rebuilding
to the ruins of the House of the of the monastery. Locals whisper that
Binder (as the monastery was he was definitely digging alone in
known), but came back empty- some of the deeper local cellars, in
handed. The cellars had fallen in, and search of whatever monks’ treasure
there was no trace of spellbooks, might remain—and most folk believe
adventurers, or any monsters beyond he found something and then some-
all-too-numerous trolls. The rubbery- thing else found him. Local legend
skinned menaces took over the hold now speaks of him being seen only by
for some years, until they grew so night—with stag’s antlers growing
strong as to imperil all use of the from his head!
trade road. A great war band was
whelmed in Amn to deal with them There are pits, walled off corners,
under the leadership of one and stone piles in many cellars in
Kheldrivver, a warrior-turned- Kheldrivver. Most folk don’t speak of
swordseller who promised to sweep them, while others let adventurers go
the area clear of trolls and keep it that down into their own cellars in return
way. for fees of 50 gold pieces or more.
While certain village people may be get-
He did so, and transformed the ting rich on this, so far now adventur-

19The location of Kheldrivver is shown on the map in the section on Roaringshore found later in this chapter.

47

ers have returned from the cellars any per pair. Older footwear, and most
more wealthy than when they went in. things in the shop, range from 3 cp to
50 gp in price. Wagons and harness
Places of Interest are the top-priced items. Waychests
in Kheldrivver and good gear that farmers can use,
such as rope, spikes, and plows, are
Shops in the mid-price range. Buckles, dag-
gers, and the like are at the low end.
Ungairmer’s Bootery It’s a useful place to poke about in,
Secondhand Shop and General Gear though nothing beside Torleth’s Trea-
sures in Gillian’s Hill (also covered
The foreporch of this converted ware- elsewhere in this guide).
house has a large overhang, big
enough to shelter horses at the hitch- Inns
ing rail that runs along the porch
front. Many lamps hang here, and of The Troll’s Nose
evenings this is the closest thing
Kheldrivver has to a tavern. Tall lid- This inn’s name comes from the
ded tankards of ale are sold by stout, stuffed, painted, incredibly long (almost
placid Oeth Ungairmer at 5 cp each to 6 feet!) troll’s nose mounted on its sign-
all who’d like to gather for a chat, board. From time to time, local wags
perching on old chairs, chests, bar- hang lamps or “borrowed” undergar-
rels and the like. A spell cast each ments on it. Unfortunately, it’s the only
night by Oeth’s daughter, the fat and exciting thing about the inn.
good-natured minor sorceress Shu-
lunda, keeps insects away from the The fare at the Nose is solid but
porch while folk chat and play at unexciting beef stews, thickly sliced
cards, shirestone, fiveknights, and breads, and diced vegetables smoth-
other board games. ered in brown sauces. The Nose is a
dank, dimly lit place of stone, looking
Ungairmer’s shop buys and sells rather like a cramped old castle
secondhand material of all sorts, inside. Its low-ceilinged dining room
from sails and wagons—a wizard is decorated with blackened troll
once even reported finding some- skulls everywhere—in rows on
thing he excitedly called a spelljam- shelves, along the mantel, and hang-
ming helm there, though to most ing from hooks on pillars and over
observers it looked like an old chair the tables. I felt as if I was in the midst
in need of repairs—to daggers, belt of a minstrels’ mummery show.
buckles, and old boots. Ungairmer
calls his place a bootery because he In addition to its unique decor, the
can order in new, custom-made Nose is as expensive as an top-rung
boots from corvisers in Waterdeep. Waterdhavian inn. However, it has
They usually cost a steep 20 to 25 gp proven a haven to many a troll-harried
traveler.

48


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