four lay worshipers. The temple itself much hay to keep the surplus crops
is a crumbling ruin, its tithes too shipping as good-as-gold exports.
meager to pay for repairs. Sinister
visions have begun to appear in The traveler through Asbravn will
Asgars dreams, showing the God on see only lush farms with wood lots,
the Rack turning his back on the tem- drainage ditches and ponds, well-
ple of Asbravn, but as these dreams kept barns and stump-and-boulder
were always followed closely by visits fences, and general tranquility. At
from mysterious smooth-tongued corners where tracks and trails meet
people trying to buy the House, hes in the town stand old, cracked, stout
not put too much credence in them. stone pillars surmounted by crum-
(Zhents, or Im a toad, Asgar has bling horse heads. These are the only
told his worshipers angrily.) visible relics of an ancient city,
Urdrath of the Horsemen, that stood
Other current local concerns are on this site. The Horsemen were
centered around a plan by one new nomads who moved to Tunland or
landowner to breed long-horned the Savage North long ago. Urdrath
horses for sale as battle mounts. was where they came to worship and
Many farmers are afraid theyll get bury their dead in catacombs
out and trample crops or need too beneath the streets.
149
Today, false cellar walls and sliding Places of Interest
stones in the foundations of many of in Asbravn
the towns fifty-odd buildings lead into
a vast maze of underground passages Shops
and galleries, their extent unknown.
Tomb chambers and coffin niches in Samborls Sundries-in-Trade
the passage walls are everywhere, and Swap Shop
the deeper levels are roamed by
undead. Some of the fallen warriors of Largest and most successful of the
the Horsemen, legend says, were towns swap shops, the establishment
buried with rich treasures. of Samborl Deiryn is a crowded ware-
house full of overstocked, used, no-
Many a curious visitor has paid 10 longer-needed and useless items,
gold pieces or more to a local to be from brass Calishite veil dancers fin-
let into the catacombsand more gerbells to three-elk winter sledges.
than one has fled out again in terror Some of Samborls stock is broken,
after coming upon a recently slain more is undoubtedly stolen, and he
thief, face black with strangulation, knows that some items are left with
throat caught forever in the bony, him as covert signals or message
chilling grip of a skeletal arm that drops by various merchant cabals
reached out of one of the horizontal and other secret groups he pretends
coffin niches as the culprit passed. to know nothing about.
Still, the occasional person comes to
the surface with a gem-adorned dag- Both collectors and adventurers
ger or the remnants of an ivory or find his shop a fascinating place to
amber necklace, and brave (foolish, browseafter all, where else in the
locals say) young people still come entire Vale can you find a lifelike bulls
from Berdusk and Iriaebor on dares head made of wood and painted felt,
to enter the catacombs to impress designed to be worn during fertility
their friends. parades? Or a knockdown-archpole
brass changing stall for ladies of deli-
Most visitors dont look for such cate breeding, complete with cloth-of-
excitement in Asbravn. They marvel gold dancing unicorn curtains (only
at the well-kept farms while passing slightly moth-eaten)? A triple-jointed
through, perhaps buying some fresh blown glass back-scratcher from far
eggs, cheese, or a joint of meat at the Kara-Tur, perhaps? Or a whistle that
market. Or, they come here to buy summons dogs, leucrotta, and certain
wagonloads of provender in the mar- carrion birdsbut is guaranteed to
ket, knowing theyll get good fresh drive away carrion crawlers, thri-
fare at fair prices. This is the sort of kreen, ankhegs, and other giant
town folk remember fondly after one insects with hard outer chitin? Per-
visit, feel at home in after a second, haps a veil of feathers, once worn by a
and make sure they stop by when bird maiden of far Zakhara? Or six
possible thereafter.
150
smooth-polished wooden casks from for his current work, though. He goes
Thay, designed to fit inside each at it so hard that hell probably die
other? Samborl sells them all, grin- because of it after a shorter span of
ning and rubbing his hands or belly years than he might otherwise enjoy.
all the while. Most people think hes
an oily slug, but Samborl just smiles Rolling Wheel Wagons
and makes sure he goes to bed each Wagonmaker
night a slightly richer oily slug. and Wheelwright/Carpenter
Tantains Barrels and Crates A wheel large enough for a titans
wagon adorns the front of the huge
Cooper/Packer barn that houses this wagonworks. Its
fully 20 feet tall and a favorite climbing
Tantain the Tall is perhaps the most tower for local youths, until theyre
important man in Asbravn. Its his fly- chased off.
ing fingers and tireless work that get
goods ready to leave the market and The six skilled carpenters and
travel long distances well protected. wheelwrights who own this shop
Some merchants even bring their together (employing a dozen appren-
wares up for packing from Berdusk tices and two families of woodcutters)
and Iriaebor before shipping them pride themselves on fast repair work.
elsewhere just to get Tantain to do the They also sell new wagons made in
packing for them. this shop, but their output is slow
because so many urgent repair jobs
The tall, gaunt, sharp-jawed Tan- interrupt them. Their wagons are
tain is never still except when he sleek, but sturdy, in their account.
finds a packing table and lies down Some caravan merchants have been
on it to snatch a few hours of sleep. known to mutter that theyre more
He supervises a skilled crew of 10 looks than hard wearing.
strong young women and men, and
casually throws all payments over his The Wagonmasters of the Rolling
shoulder into a huge brass spittoon Wheel charge stiff fees for their
unearthed by some enterprising mer- work175 gp for a major repair job
chant from the old giant kingdom of isnt unknownbut one is paying for
Darchar (roughly, eastern Amn). Sur- their unmatched speed and sure
prisingly, no matter where he is or skill. Theyve been known to replace
what hes doing, the coins end up in an entire wagon undercarriage,
the spittoon. wheels and all, in the time it takes to
snatch a quick trail meal. One of the
As one might expect, Tantain is shops co-owners and wheelwrights,
deadly with throwing knivesthe Thalibul Orn, is an archery tutor for
result, he says darkly, of a pirate and the Red Cloaks. He has been known
then a carnival career when he was to shoot parchments out of the hands
too young to know better. Tantain lives
151
doings gets around Asbravn so quickly.
The walls of the old Tankard are
adorned with scythes, sickles, rakes,
and other farm implements. These
are securely pegged in place with
bent wooden hoops to prevent them
being snatched down and used in the
often heated arguments that erupt
here between merchants of rival
costers, cities, or realms.
Inns
The Board Laid Bare
of fleeing people hundreds of paces Despite its dubious-sounding name,
distant.l this large house serves excellent
meals. The dining roomresplendent
Taverns in cross-laid deep blue carpets
brought all the way from Chessenta
The Tankard and Sheaf is at the back of the ground floor in its
own wing, separated from the three
This tavern is always busy and floors of guest rooms by a facing pair
crowded with loud and thirsty visitors. of meeting rooms. The kitchens and
Locals often take their tankards out pantries are behind it, at the end of the
the back door to sit on sawed-off logs wing. This keeps noise to a minimum,
and old stumps in the yard to get some as light sleepers will deeply appreciate.
peace. They wont appreciate out-
landers barging into the yard to dis- I was served simple fare for highsun-
turb their quiet smoking and gossip. fest: a platter of whole spit-cooked wild-
Someone whos hired on as a Rider fowl, a club of horseradish root to gnaw
wont be considered an outlander. on, and a tankard of dark, nutty beer.
Everything was prepared just so, and at
Inside, the place is well lit and high- the end of even this light meal I was
ceilinged, and is prone to echoing brought a small plate of sugared dark-
when patrons are sparse. Locals like to bread and a slice of lemon rolled in
get to the Tankard with the mists of linen to clean my hands on. Evening-
dawn, and they enjoy a tankard of hot feast was a delightful roast turkey in a
broth before going to their fields. gravy studded with shavings of roast
Their talk at such times is how word of boar, all of it garnished with parsley. A
highly recommended house.
1From Elminsters notes, Thalibul can be considered a LN hm F8 with specialization in short bow (fired from
horseback or afoot): THAC0 13 with +1 attack bonus (+2 if within 30 feet), +2 on damage, ROF of 2 arrows per
round, and the benefits of the point blank range category. Thalibul trains only Riders, not outsiders.
152
Berdusk Woolen mills in the city serve farm-
ers from all over the southern Vale,
Berdusk is sometimes called the Jewel of many of whom go to Asbravn for its
the Vale. This is not a term that pleases large shearing market, selling the wool
residents of the rival neighboring city of there to Berduskan millers. Dozens of
Iriaebor, though the two cities are firm caravans entirely of baled wool leave
allies in matters of trade and defense. Berdusk for elsewhere in Faerûn at the
The Uldoon Trail crosses the upper height of shearing season.
Chionthar at Berdusk. Three bridges
actually span the river here, two making Berdusk also produces a highly
use of a fortified island to shorten their favored sweet wine, Berduskan dark,
leaping spans. This spots usefulness as a which is like very dark amber sherry,
landmark and parley place plus the ris- heavy and burning to the tongue. It
ing of a spring (the River Sulduskoon) to fetches 6 gp per bottle or more and
join the Chionthar here and the pres- travels well. Folk are apt to find it in
ence of rapids (the Breaking Steps) in the taverns and eateries all over Faerûn.
Chionthar just upstream of this spot have
combined to ensure that theres been All of this prosperity is guarded by a
some sort of settlement at this site since city guard of 600 well-trained and
the dawn days: first the elven moot of equipped warriors of both sexes and
Clearspring; then a human fishing vil- all races, assisted by seven roving
lage, Sulduskoon; and finally the city gauntlets (who raid Zhent and brigand
known today The current city is named holds, and escort caravans and travel-
for Berdusk Orcslayer, a local human ers on the roads around the city) and
warrior whose energetic patrols drove by the famous Harpers. Not all Harpers
orcs from the area, making it safe to look like merry minstrel rogues, but
farm and opening the Vale for human many do, and some can always be seen
settlement. on the city streets.
Today, Berdusk is an important trad- The ruler of Berdusk, High Lady
ing center, much involved in the ship- Cylyria Dragonbreast, is one of the
ment of goods. High-sided local leaders of Those Who Harp. Their
waybarges are winched carefully most powerful base, Twilight Hall,
through the rapids, which have been stands in Berdusk, and many of the
known to smash normal rafts and shieldmasters (officers) in the city
barges, sending crew and cargo to the guard are Harpers.2
freshwater kelpies below. Businesses in
the city also make many wagons (con- High Lady Cylyria keeps Berdusk
sidered fair to poor by most mer- firmly in the Lords Alliance, and the
chants) and excellent barges, and do city welcomes all demihuman races.
extensive wagon repairs. Their wheels The Silent Lady loves music and
are very fine. poetry, and the city attracts the best
traveling minstrels and musicians,
increasingly joined by noted book-
binders, limners, and sculptors.
2More about the Harpers and Twilight Hall can be found in the sourcebook FOR4 Code of the Harpers.
153
This thriving, growing community treasure in the city, both hoarded and
of artisans has begun to rival Water- invested. Discreet inquiries in many
deep in hauteur if not in numbers or inns, taverns, and shops can lead the
quality, and has begun to attract needy to a dinner meeting with agents
patrons, thieves, and wild romantic representing high-coin moneylenders
tales about its doings. Most tales cen- (sponsors dealing in large amounts).
ter around one of two things: Adventurers are warned that such folk
sculpted ladies so lifelike that they like to see tangible assets before laying
came to life or artists whove decided out coins. Such assets include keeps in
to expand their studios or rebuild the strategic locations, city land holding
interiors of their abodes to please for a caravan company, warehouses
their aesthetic sensibilities. The statue within the walls of a city will doand
stories are often based on real-life large fleets of cogs, caravels, or other
wizards pranks. The remodeling seaworthy cargo ships. The lenders are
tales usually go on to say how the unlikely to sponsor forays under-
artists uncovered pirate treasure ground or into ruins in search of leg-
brought up the river and hidden here endary treasure. On the other hand, if
long ago that has made them rich. adventurers make such trips on their
own and return with heaps of gems
Certain sages whove not led me they dont know what to do with, these
wrong before say there is a lot of pirate
154
professionals can invest such wealth a newly arrived caravan on top of you
wisely. Some respected names among in their night encampment. Moon-
them: Thoront of the Gilded Hand, down Isle is held by the guard as a
Than Tassalar, Orn Manycoins Bel- practice area and patrol stableyard.
darm, and Aulimann the Patient. Dont expect to camp there.
My explorations of fair Berdusk Berdusk stands within a rough oval
were hampered by my unfortunate of high-girt stone walls that are
reputation. Many Harpers seem con- pierced by six gates. Three of the gates
vinced Im some sort of Zhentarim welcome roads carried by bridges
agent, just as members of that organi- across the Chionthar. The most down-
zation believe Im a Harper. Their sur- stream. or westerly of these three gates
veillance and other tactics prevented is Bellowbars Gate, named for the
me spending much time in the Jewel citys first innkeeper, He perished with
of the Vale. As a result, I can give the his inn in a fiery explosion caused by
traveler only an overview of the citys an angry wizard called Shalgar the
features and establishments. Masked. The next two are Shortarrow
Gate (so named because its a short
Some areas in Berdusk are rumored arrows flight from it to the island to
to be Harper warded. Look for tokens the south) and Riverroad Gate. East of
like the one shown at lower right.
A Ward Token of Berdusk
Landmarks
Berdusk, I should mention, is a city of
tall, steep-roofed stone houses that
crowd close together, overhanging the
cobbled streets that run between.
Sewer gratings are everywhere, feed-
ing into a river-flushed system that is
intended to keep ice and snow from
burying Berdusk in the winter, but
serves to keep the city clean and
stench free in warmer months. The
city guard has regular (and surprise)
street patrols, and this, plus the pres-
ence of Harpers, keeps street crime to
a minimum. Visitors who need a place
to camp outside the city walls should
report to the city guardthis ensures
you of a pleasant welcome, patrol visits
from the guard throughout the night,
and the prevention of rude awaken-
ings caused by the city guard wanting
to know who you are or trying to settle
155
these is Drovers Gate. A road from it
runs along the banks of the river, lead-
ing to many paddocks, stockyards, and
caravan compounds.
The next gate, to the northeast, is
Vale Gate, and the road running from
it is also lined with inns, paddocks,
and stockyards. This road is the
Uldoon Trail, and runs to Asbravn in
the heart of Sunset Vale.
The last city gate, on the northern
face of the walls, is Woods Gate. It gives
access to the east bank of the Chion-
thar downstream of the city, and is
used mostly by hunters and woodcut-
ters active in the Reaching Woods.
Within the walls, the city is nearly
bisected by the Clearspring, also known
as the River Sulduskoonthough its a
river you can see from one end of to the
other. It rises on one face of a tree-girt,
rocky height, Clearspring Tor, and runs
southwest to meet the Chionthar.
West of the Tor is the Inner Cham-
ber, the local temple of Deneir. This is
actually a sanctum within Twilight
Hall, but the Harper stronghold
doesnt officially exist. Those Who
Harp pretend that the entire complex
of buildings is only the temple of the
Lord of All Glyphs and Images, and
they use the wards of the temple as
additional defenses of their own. Ive
found a few ward tokens associated
with the Hall, but warn travelers that
these must be used in particular ways
with passwords at particular places to
avoid attracting the attention of
helmed horrors, spectral Harpists,
dread, and other guardians. I have
heard tales of Zhentarim-hired thieves
and brigands raiding Twilight Hall
156
when some ruse had drawn powerful A Lady of Berdusk
resident Harpers away. They charged
in force, only to be cut apart within a very exclusive high-towered homes.
few strides. These are the most desirable
addresses in Berdusk, and are all
Southwest and south of the temple claimed by citizens so rich that they
of Deneir are shrines to Lathander can leave open commerce behind and
and Azuth, respectively. The temple to pretend to be fun-loving nobility while
Helm stands also to the southwest of they really keep cold, sharp eyes on
the Inner Chamber, but it is sited far- the careful investments that support
ther south than Roseportal House, them.
Lathanders shrine. A shrine to Leira
lies south and slightly east of the Inner Among the most prominent family
Chamber of Deneir. The shrine of names in the self-styled noblesor
Leira is a troubled place these days. Its first folk, as they call themselvesare
worshipers are unsure of anything Athalankeir, Bellanbram, Caunter,
and prone to see danger over every Charthoon, Danallbur, Felannlilt, Gort,
shoulder. Travelers should beware. Halabart, Jalarghar, Lothkarr, Mreen,
Oyindle, Parstin, and Uthgolabar.
Shrines to Lliira and Tempus are These folk throw parties, play elabo-
situated northwest of Clearspring Tor. rate games of capping each others
A shrine to Waukeen right off the Tor boasts, deeds, and displays of wealth,
to its northwest has become the House
of the Hungry Merchant, where down-
on-their-luck traders can get a warm
bed and a meal thanks to donations by
Berduskan merchants.
Clearspring Tor has been left as a
park where folk often stroll, meet, eat
meals bought from street vendors, or
listen to minstrels. A favorite
Berduskan snack, typically sold for 1
cp, is the goldenstar: a triangular egg-
bread loaf stuffed with sausage,
chopped tubers, and chicken sauce.
Northwest of the temple to Deneir
stands a larger rocky knoll, known as
Castle Hill. Its tree-clad slopes are
crowned by the High Ladys Castle,
seat of city government and a working
fortress, home to most of the city
guard. Other guards dwell in the gates
guardtowers. The boundaries of Castle
Hill are adorned by rows of small but
157
and pursue faddish hobbiesspon- Bellowbars Gate and runs north to
soring falconers one season, dragon sweep past Castle Hill, bounding it on
tamers the next, all-female adventurer the north, then passes north of Clear-
bands the third, and so on. No one spring Tor and ends in Amberside, the
else in Berdusk except these folk con- large open market of Berdusk that
siders that the city has a nobility Most stands just within the Vale Gate along
sneer at the first folk for being lazy the Uldoon Trail. On the other side of
play-pretties. the market Steelsword Street contin-
ues as Steelspur Way south to the
Facing the high houses of the first Claw, a five-way intersection just
folk across the cobbled streets around inside Drovers Gate.
Castle Hill are the houses of the
wealthiest merchants, known as tall Another important street of the city
houses for their third- and fourth- is Shondaleir Street, which runs west
story apartments. Among these tall from the Claw to the Crossways at the
houses stand the Running Stag (a good western city wall, where it turns north
inn and tavern), the Flourished Flagon to curl to an end. Along its run, it
(a good tavern), the Heralds Rest (a crosses the Clearspring by the more
superior festhall), and the Ruby Shawl northerly of the two bridges to span
(a bad festhall). All of these can readily that short water: Leaping Lynx Bridge.
be found by their signboards,
enchanted with continual faerie fire The Gollahaer is the shorter street
spells so as to glow every night. The that crosses the Clearspring by the
Heralds Rest is denoted by a ring of more southerly bridge (the Handspan).
shields with a trumpet in the center, It is important because of the many
and all the other signs resemble the small, crammed sundry and hardware
names they bear. shops that line it, selling odd and rare
wares that cant be found anywhere
Also nestled amid the tall houses of else between Waterdeep and the rich
the wealthier merchants are temples cities of Sembia. Heres where knights
to Milil and Oghma (and the previously who simply must have left-handed
mentioned temple to Helm) and the gauntlets with silver dagger blades
Dawn of Any Day, a shop specializing affixed to the fingers (25 gp each at Ala-
in musical instruments and other mathers by the Water) jostle for room
items that bear minor enchantments. among clerks seeking chapbooks of
Theres a persistent rumor that the gilt-edged parchment that are bound
various feather tokens and other with gold wire in calfskin covers with
minor magics this shop deals in have brass corners, and sold in fitted calf-
sly spells woven into them that allow skin travel covers to keep the damp
the Harpers to know where they are at away (50 to 75 gp each, depending on
all times, and so readily track their size and number of pages, at
bearers. Ondraers Fine Pages).
One important street in Berdusk is The Gollahaers western end is at its
Steelsword Street. It enters the city by meeting with the Minstrelride. The
158
Tuneride comes into the city at Day and night, Berdusk is a city of
Shortarrow Gate and curves north- travelers. Through trade (as in, We
ward to run between the Inner Cham- dont want to discourage the through
ber and Castle Hill, and then crosses trade) is a phrase often used as an
Steelsword Street before it ends. On it overriding principle or concern when
the visitor will find more temples, high matters of gate guarding, taxation (cur-
houses, splendid shops, quality inns, rently 2 cp per wagon to leave the city,
and fine abodes of merchants than and nothing to enter), or city laws are
anywhere else in Berdusk. being discussed.
The only other feature of the city Many folk too poor to have a wagon
immediately noticeable to a visitor is call Berdusk home. It is from here that
the walled Thousandheads Trading many of the peddlers who rove the Vale
Coster base just inside Riverroad Gate, and the Coast lands westward come,
east off the Uldoon Trail. Well-guarded carrying their packs on their backs or by
wagons of valuable goods are con- mule. (Every traveler can take one mule
stantly entering and leaving this base, out of the gates for free. Additional
brought to or from caravans assem- mules are 1 cp each.) These peddlers
bled east or south of the city. The may buy the wares they sell anywhere,
goods are normally kept in the ware- and most have a specialty, be it pipes,
houses within this compound. lamps, scents, or something more
159
Berdusk
1. The High Ladys Castle (Castle Hill) 35. The Running Stag (inn and tavern)
2. Clearspring Tor 36. The Sign of the Silver Sword (inn)
3. The River Sulduskoon (Clearspring) 37. The Flourished Flagon (tavern)
4. The Inner Chamber (temple of Deneir; also 38. The Heralds Rest (festhall)
39. The Ruby Shawl (festhall)
Twilight Hall) 40. The Dawn of Any Day (music shop)
5. Costerheadshouse (Thousandheads Trad- 41. Tlindars Own (tankard house)
42. The Bellblade Throne (tankard house)
ing Coster base) 43. Memblars Minstrelry (tankard house)
6. Amberside (market) 44. Olyndins Folly (tankard house)
7. Moondown Isle (a.k.a. Harpstars Isle) 45. The Hurled Harp (tankard house)
46. Blackposts Bench (tankard house)
8. Bellowbars Gate 47. The Happy Hearth (tankard house)
9. Shortarrow Gate 48. The Bright Moon (tankard house)
10. Riverroad Gate 49. Soondars Sixth (tankard house)
11. Drovers Gate 50. Athalankeir House (first folk dwelling)
12. Vale Gate 51. Bellanbram House (first folk dwelling)
13. Woods Gate 52. Caunter Castle (first folk dwelling)
14. Uldoon Trail 53. Charthoon Towers (first folk dwelling)
15. Steelsword Street 54. Danallbur Towers (first folk dwelling)
16. Steelspur Way (street) 55. Felannlilt Towers (first folk dwelling)
17. The Claw 56. Gort Castle (first folk dwelling)
18. Shondaleir Street 57. Halabart House (first folk dwelling)
19. The Crossways 58. The Jalargharspires (first folk dwelling)
20. The Gollahaer (street) 56. Lothkarr House (first folk dwelling)
21. The Minstrelride (street) 60. Highall Mreen (first folk dwelling)
22. Leaping Lynx Bridge 61. House Oyindle (first folk dwelling)
23. The Handspan (bridge) 62. Parstin Towers (first folk dwelling)
24. Alamathers by the Water (shop) 63. Uthgolabar Hall (first folk dwelling)
25. Ondraers Fine Pages (shop) 64. Hullybucks Gamble (inn, fence, and rental
26. The House of the Hungry Merchant
27. The Ready House of the Right Strong Hand stables; halflings preferred)
65. Thunderwood Forays (adventurer sponsor
(temple consecrated to Helm)
28. Evensong Tower (temple of Milil) and outfitter)
29. The Seat of Lore (temple of Oghma) 66. The Riverbarge (tankard house)
30. House of the High Hand (shrine to Azuth)
31. Roseportal House (shrine to Lathander) 67. Three Brave Harpists (tankard house)
32. The Misthall (shrine to Leira) 68. Lonelycoins House (tankard house)
33. Starrevel Hall (shrine to Lliira)
34. Swordspoint Hall (shrine to Tempus)
exotic, that they buy wares for in one of plies of cheap textiles from the south-
the citys shops. The rest of their packs ern and eastern reaches of the Sea of
are filled with sundries from Amberside. Fallen Stars that they can put into the
tubes for sale elsewhere, and the plen-
Amberside is a maze of tiny tent tiful amounts of small household iron-
stalls where one can buy almost any- mongery available here, such as
thingincluding fine brass screws hinges, hasps, pots with cover flaps,
from Unther and Thay, exotic oils replacement handles, candle lamps,
from Mulhorand, and other rarities in hooks, coffers, and the like.
the Coast lands. Most peddlers come
here because of the carry tubes made Amberside is named for a long-
from cleaned-out horn, the ready sup- dead blacksmith, Ilm Amberal, whose
160
161
Berdusks Castle Hill Area time of a shop is divided into four,
and a worker gets two of these peri-
shop once stood on the edge of the ods off to shop and to eat. Shopping is
market. He was famous for working in the blood of a Berduskan. Eating is
both fast and well, turning out scores often done while one is walking in the
of items and repairing almost all street from shop to shop or in, a
metal goods brought to him. His work favorite tankard house.
made this market the preferred provi-
sioning center for peddlers and Tankard houses were once unique
others dealing in small, useful, non- to Berdusk, but are beginning to
perishable wares. appear in Waterdeep, Suzail, the cities
of Sembia, and other cities where
Small and useful are watchwords trade and bustle prevail. Theyre con-
that still describe most of the wares verted shops where one can get a
sold in Amberside. For furniture and light meal with a tankard of ale or
other large goods, seek in the citys mead and listen to a house singer or
shops. Berduskans love to shopbuy- minstrel at any hour. There are
ing or selling. Unbroken goods one is dozens in Berdusk, and they are
tired of can often be readily sold for favorite meeting places for citizens,
half price or less to a shopkeeper who who usually avoid taverns unless
can resell them. Most paid workers in theyre planning to get properly
Berdusk do quarter shifts. The open drunk or revel and jest a night away.
Locals who want to meet without
being seen by those who know them
tend to try to arrange a chance
encounter at a particular spot in the
maze of stalls in Amberside.
A typical meal at a tankard house is
a mug of hot broth or stew; a tankard
of minted water, ale, or mead; and a
plate of goldenstars and seared meat
scraps (bacon, chicken, or chopped
sausage) in gravy. On rare occasions,
small whole birds (quail, alafluster,
wild duck, or grouse), spitted and
cooked over the open hearth, are
served instead. Three coppers is the
price of a meal when theres music or
song to be had. Two coppers is the
fare when the house is silent. Good
performers get extra coins thrown to
the stage. Bad ones may get coppers
thrown hard and directly at them.
162
All in all, I find this one of the most enclosed by its own low (2 to 4 feet
pleasant, cultured, clean, and welcom- high), undulating stone wall. In times
ing cities in all the Coast landslike a of attack, magical walls of force aug-
little slice of upper-crust Waterdeep ment this ornamental barrier. At
without all the crowding, airs, and cut- night, the gates of Twilight Hall can
and-thrust intrigue. As Ive said, my readily be seen. Theyre flanked by
explorations of the city were ham- two pillars topped with stone eyes that
pered by Harper suspicion, but I did hold magical everburning candles.
manage to poke my nose into many of
the prominent establishments of The Inner Chamber is a complex of
Berdusk and ask citizens for their library rooms and dorters (monastery
opinions. Information that I gained fol- dormitories) opening off a central
lows directly. sanctum wherein dances a floating,
glowing light image: an ever-shifting
Places of Interest display of various runes, symbols, and
in Berdusk images. The High Scrivener of the tem-
ple can halt this display at a particular
Temples image, cause it to display a symbol on
demand, and even defend herself or
The Inner Chamber the temple by causing it to display
magical glyphs or symbols whose dis-
This center of worship is notorious charges she can direct and control.
for its concealment of Twilight Hall.
The entire place is a Harper base, its This prosperous temple is visited
approaches always guarded by watch- by many nonworshipers of Deneir.
ful, concealed Harpers who com- Some doubtless are spies sent to get
mand powerful magic. The clergy of as close as possible to the Harper
the temple thankfully attend to their doings in the surrounding Hall, but
studies and services, leaving the secu- most are folk with money enough to
rity and upkeep of their holy house to consult the widely respected High
Those Who Harp. Scrivener, Althune Dembrar, about
the meaning, origin, and effects of
The temple is only one of a complex images theyve found or seen. Consul-
of interconnected, low stone buildings, tations with her require a donation to
all of which are plain but carved to the temple coffers of 50 gold pieces
form a series of beautiful sweeping per audience. If magic is involved, the
curves. Most visitors need a guide to fee doubles.
point out to them which structure is
the temple. Many of the buildings of The Ready House of
Twilight Hall have turrets adorned the Right Strong Hand
with royal blue, star-shot banners. The
temple is not one of those. This holy house of Helm is a large acad-
emy of arms, wherein many of the war-
Courtyards of trees, grass, moss, riors who serve in Berdusks gauntlets
and rock garden plantings girdle the (patrol units) are trained, as well as
buildings, and the whole complex is
163
warrior-knights who serve Helm
throughout Faerûn. The stern reputa-
tion of this god is borne out by the vigi-
lant guard surrounding the temple at
all times, and by the energetic clangor
of arms heard from its inner court-
yards constantly
Wounded caravan guards and war-
riors of all faiths can receive healing
here at any time. Training, shelter, and
tending to the hurts of those not faithful
to Helm must be paid for by donating at
least 25 gp to the temple for every night
each guest stays. Clergy of Helm will
firmly insist that injured folk rest at the
temple until they are completely
healed. Folk unable to offer up such
moneys must remain at the Ready
The Falcon, Skyherald,
and Evensong Tower
temple gates. Revels are evening par- The young Chantmistress of the
ties, gatherings to dance, drink, mur- Tower, Uluene Maertalar, whose face
mur insults or boasts to the nearest is as smoothly controlled as those of
fellow revelers, and to listen. About two the best veteran card and dice gamers
of them are held per tenday. Social in Waterdeep, disapproves of serving
climbers in Berdusk view these revels food in the temple, but the clergy
as battles of wit, demeanor, and sneer- make and serve excellent mead and
ing but to the visitor they provide some Halurskan wine (thick, black, nutty-
of the best entertainment anywhere. tasting mushroom wine devised long
ago in Berdusk by the baker Halurska
A fast-paced, varied program of bal- the Fat). Drinks are an extra 1 gp per
lads, recitations of poetry, and orations glass, payable on the spotso beware
goes on in various antechambers pickpockets on the dance floor.
opening into the main chancel of the
temple. This main chancel serves as a The Seat of Lore
dance-and-chat floor during revels.
Most of the poetry recitations are long, The temple of Oghma in Berdusk is a
rolling, and incomprehensible to all dusty, dignified old stone house
save scholarsin short, bad. Many crammed with books, scrolls, maps,
orations are performances of famous and reading tables and lit by a swarm
speeches of the past, the texts recre- of obedient magical glowing globes. It
ated with the aid of stone tell or legend
lore magics. Most of them are stirring
and entertaining in the extreme. Revel-
ers wander freely from venue to
venue, taking in what they want.
From the outside, the temple
resembles the fancy-tale view of a cas-
tle. Its a cluster of very tall, very slen-
der stone towers studded with
brattices (wooden parapets), linked
aloft by flying bridgeswhich must be
perilous indeed in icy winter weather
or even mere high windsand topped
by high-pointed conical roofs bristling
with masts that sport many-hued ban-
ners and attract many-hued lightning
strikes in stormy weather.
Admission to one of these revels
requires a donation of 14 gp to the
temple coffers, a noble manner, and
expensive clothesso the entertain-
ment isnt free, but it is splendid.
165
is a center of study that specializes in den to do. Copying magic requires
the tales of yesteryear and in news many more coins and senior priestly
and tales of the here-and-now rather permission.
than the more usual focus on geneal-
ogy, treaties, laws, and records. Homes
The current news and tales are The House of
gathered by the energetic High Lore- the Hungry Merchant
master of the temple, the gnome Bran-
suldyn Mirrortor, a former adventurer This former shrine to Waukeen offers
who delights in donning one of his poor visitors and beggars of the city a
many disguises and shambling forth warm bed and a meal. The meal is
into Berdusk or into the Vale beyond to usually thick beef-and-carrot stew,
wander and listen. Hes devised sev- enlivened by anonymous lumps of
eral spells that allow him to record chopped meat and vegetables.
what he hears, edit it in his mind, and
then transcribefrom afarwhat he The House is a big, drafty barn of a
wishes into books laid out ready in the place run by merchant donations.
temple. Often, awestruck young Traders of either sex and most races
novices can be seen gathered around are allowed to stay here. The House is
a tome that is busily writing itself by staffed by the city guard, who keep a
those few able to gain access to the close and constant watch on guests to
inner chambers of the temple. prevent brawls, thefts, muggings, and
the like. All weapons must be surren-
The Seat does not pay for verbal dered to the staff during a visitors stay.
information or lore, although faithful
who bring such information as part of By city law, six nights at a stretch is
an offering will be warmly received. It the longest a person can stay in the
does pay for booksmoreover, the House. Guests who are found to have
clergy here value diaries, fancy-tale more than 4 gold pieces worth of
chapbooks, and other fancies of coins on their persons are ejected
rumor and lore that other scholars from the House because it is consid-
belittle or sneer at. Such tomes typi- ered that they can afford their own
cally fetch the seller at least 100 gold meals and accommodations.
pieces from the temple. In a typical
tenday, the Seat may acquire three or Shops
four such volumes. Magical tomes or
any writings from long-lost Netheril Alamathers by the Water
command prices in the range of tens Unusual and Unique Weapons
of thousands of gold pieces.
This crammed shop on the Gollahaer
Lesser clergy of the Seat copy out is a favorite stop for caravan mer-
passages from temple writings (75 gp chants trying to fill special orders. It
per page or part thereof), something specializes in one-of-a-kind, rare, or
the faithful and guests alike are forbid-
166
unusual weaponry, often gadgets that gripped in a certain manner, spring-
conceal weapons or devices that propelled blades thrust out from the
seem more suited to the worship of goblets bases to slash the throats of
Loviatar or decadent arena battle drinkers when the goblets are raised
than real war. Telescoping sword and tipped. Other trapped items for
canes are steady sellers at 125 gp sale run from coffers to snuff boxes.
each, with a choice of reach, appear- Most drive poison needles into those
ance, and blade-plating. Also popular handling them in any but a particular
are the aforementioned gauntlets safe way. Buyers must supply their
whose fingers are fitted with silver own poison. By law, no shop or con-
dagger blades. They cost 25 gp each. cern in Berdusk can sell venoms or
Barbed-wire whips are another refined or magically created toxins.
favorite item at 35 gp each. Such
whips are not allowed by drovers in Ondraer's Fine Pages
Berdusk. No one talks about the fact Bookseller
that theyre a symbol and tool of the
underground slave trade. This shop on the Gollahaer sells
booksa small selection of useful
Professional killers can select from books (such as, ahem, my own guide-
among a varied line of trapped gob-
lets. Unless the goblets handles are
167
books to the Realms), and a large selec- Lute Street, the Minstrelride,
tion of new, blank books, scrolls, frames Danathars Street, and Amble Lane
of vellum, and reams of parchment. all in an area south of Castle Hill and
These new materials come in a vari- west of Twilight Hall. The distinctive
ety of sizes, bindings, and formats, sigil of the shopthe rays of the sun
from simple unadorned paper-cov- rising over a harp, which stands atop
ered chapbooks to dragonskin-bound a luteappears on otherwise plain
tomes half as tall as an adult human wooden doors when they offer access
male with locks, travel cases, gilt- to the shop. At other times, these
edged pages, and sewn-in silk book- same doors seem to lead into houses
marks. All of them are expensive. The that have been divided into private
cheapest bound volume in the shop is apartments. Ive been told this is part
12 gp, and the most expensive is of the ward that protects the shopa
priced at a thousand times that. ward linked to a guardian ghost
(probably a spectral Harpist, but pos-
Mages, priests, limners, scribes, sibly a watchghost), a series of Evard’s
cartographers, and apprentices to all black tentacles spells triggered by
of these professions come or are sent thieving activities, and more mysteri-
here to purchase just the right vol- ous guardian beasts. Dweomers of all
ume for their needs. Powerful fire- sorts glow with a faint light when in
proofing enchantments leak out of this shopeven to the skins of those
this shop. Dont be surprised if your whove received a healing spell
lantern, torch, or pipe goes out as you recently!
approach.
This shop is run by a mysterious
The proprietor, fat old Ondraeas veiled lady known only as Darth-
Ondraer, spends most of his days doz- 1eene.3 She sells items that bear
ing in a tankard house, leaving his minor enchantmentsin particular,
shop in the hands of three sons and musical instruments. A persistent
two apprenticesall thankfully as rumor in Berdusk insists that these
able as Ondraeas himself. They can minor magicssuch as daggers that
advise you on the right paper to be glow with faerie fire upon command,
used with specific bindings, or in a stones that change hue when
particular clime, or for a particular immersed in poison or tainted liquids
purpose. or that alter their color when their
surroundings reach a certain temper-
The Dawn of Any Day ature, scabbards and sheaths that
Minor Magical Items banish rust, feather tokens, and heal-
ing potionshave spells laid on them
This small, shuttered shop seems to that let certain Harpers know where
front on several streets, including they are at all times.
3Elminster was unwilling to give details of this shops wards, wares, or proprietress. He did confirm that the
rumor about magical Harper tracing of many items is trueand he also let slip that Darthleene is an archlich!
168
The shop is small and dim, and adventurers into daring and danger
many of the wares are used and par- but he was very drunk at the time.
tially broken. They are usually dis- The veiled proprietress herself told
played in small glowing spheres of air me the shops name is another way of
that float in a slow, aimless dance in saying that adventure can begin any
the center of the room while the pro- time in your life if you only look for it.
prietress stands watching them from Perhaps she serves some as-yet-unre-
the background. If shes asked for an vealed god or goddess of adventure.
item, she will step forward and take it
out of the sphere, ignoring the other Thunderwood Forays
spheres, which shift out of her way. Ive
seen bold buyers try to grasp items and Adventuring Gear
have the globes simply float through
them, item and all, as if the people This unassuming shop looks like a
were themselves phantoms. Only very narrow, tall, old stone house
Darthleene seems able to free items with dark green trim and crumbling
from this magic. She will give some stonework. Inside, its all one huge,
information about the past of some high room, with catwalks, balconies,
items if pressedmany seem to have and stairs leading to side galleries
seen service with adventuring bands where the upper floors used to be. In
who are no morebut doesnt volun- this cavernous space hang rows of
teer details, in hopes of making a sale. complete suits of armor, ropes dan-
gling like a giant beaded curtain,
Adventurers can usually count on chains, sledges, wagons and spare
getting some healing potions and wheels, weapons of all sorts, and so
glow-on-command items whenever ona huge assortment of adventur-
they visit (400 to 500 gp each), but all ing gear, from winches to metal belt
other items are only available from flasks. Its all warded, of course, to
time to time. The shops stock seems prevent theft of the weapons, and not
small. More than one buyer has only does breaking the ward alert
remarked that these rarer items are nearby Harpers and city guard posts,
not only much dearer4,000 to about it also frees the helmed horror
12,000 gpthey all seem linked to guardians to act. The helmed horrors
various curses, conditions, or spells are also assisted by something worse,
that plunge their buyers into unin- a monster that Olbrimsur Thunder-
tended adventures. wood, the proprietor, refused to make
known to me.
The shop never seems to close.
Whenever a door into it can be found, Olbrimsur is a ranger who spends
Darthleenes waiting within. One man his spare time scouting the Vale area,
I met in Berdusk even said that the particularly the Far Hills. When he
shop must be a ploy of the goddess identifies the lairs of giants, goblinkin,
Tymora (present as the veiled Darth- and other perils, he plans an expedi-
leenel in order to plunge prudent
169
tion to deal with themand puts out Taverns
word around the tankard houses,
inns, and taverns so visiting adventur- The Flourished Flagon
ers in town will hear.
This tavern is a favorite of adventur-
Olbrimsur sponsors adventuring ersin particular dwarves, gnomes,
bands by giving them discounted and halflings. On most nights, their
prices on gear. He sometimes throws rowdy carousing can be heard up and
in a potion of healing for the group down the street as they dance, sing hurl
or on especially dangerous forays, flagons at each other (hence the tav-
one for each member of the group. erns name), and generally have a good
He furnishes directions, tips on what time. The walls are adorned with paint-
to do or watch for in various locales, ingsoften inept and amateurish
and can put his finger on several done by patrons, proudly depicting
known caverns, ways down into the heroic highlights of their adventuring
Underdark, hidden valleys often used careers. It looks like a childs drawn-on
by brigands or monsters for shelter, nursery wall full of slaughtered orcs,
and so on. A firm friend of the drow, dragons, liches, beholders, and
Harpers, Olbrimsur is viewed as an mind flayers, with a lot of short, plump,
ally and inspiration by many adven- bearded folk posing dramatically, chests
turing bands in the Coast lands.
170
swollen, in between or on top of all the barley from time to time.
dying monsters. The Stag also serves a full list of wines,
This tavern is a good place to join zzar, sherries, mead, and liqueurs from
up with adventuring bands, though the far corners of the Realms. The only
humans and elves arent made all that food to be had, though, is cheese and hot
welcome. The 10 or so gnomes who buttered biscuits.
own the placeall of whom answer
to the name of Markloare rumored Foresters, rangers, woodcutters,
to hide or invest coins brought in by wood elves, and other forest folk feel
adventurers, and perhaps even fence at home here. Even korred and satyrs
stolen goodsbut I was unable to have been seen in the Stag from time
learn if this was true. If youre a to time, slipping in for a tankard on
dwarf, gnome, or halfling, try asking. wet or icy nights. Im told this is the
place in town to hire guides, and it is
The Running Stag famous as the site of a duel some 10
years ago between two druids. A
This establishment is mainly a drinking druid of Silvanus disputed a matter of
spot, but has a few rooms to let upstairs. forest management with a nonlocal
Guests in these rooms can eat in the druida hierophant, it turned out,
kitchens, but theres no dining room, dedicated to Eldath. Before they were
and little escape from the good-natured done, the tavern had experienced a
noise and bustle of the taproom. full-blown storm, an earthquake,
wild plant growth and trees wrestling
The decor in the Stags taproom with each other, a snarling, snapping,
mimics a forest, with pillars done up to goring and charging stampede of
look like trees, vines, and living tree woodland beings locked in combat
limbs sprouting leaves overhead. Illu- with each other, and fungi growing
mination is provided by several drift- on and out of everything with bewil-
globes kept above the leaves by netting. dering speed. At the end the devotee
A timed spell shifts their light from of Silvanus was in serpent form, help-
sunlight to moonlight in accordance lessly entangled in a ball of roots, and
with the passage of time outside. gasping in the full torrent of the
spring. All traces of the mess were
Theres an endlessly tinkling spring cleaned up long ago, and theres now
in the center of the taproom that cas- a sign on the door: No druidic duels
cades out of a rock pile to flow into a today/The Management. (Under-
little pond studded with lily pads. The neath, someone has scrawled: Not
spring is real, not magically animated, even a little one?)
and yields the soft water used in the
brewing of the Old Dark (ale) and I felt relaxed and at home here,
Elder Root (stout) served here. These even given the exotic decor. This is a
beers are brewed in the cellar, which good place to drink, and not a bad
makes the place reek of hops and one to stay inif youre a sound
sleeper.
171
Tankard Houses its owners, the Dragon Daggers half-
elven adventuring band, are in town.
The attractiveness of these drinking Caravan merchants flock there then
parlors varies with whoevers perform- to see what treasure the Daggers have
ing while youre in them, of course, but brought back from ongoing explo-
from what locals tell me, the better rations of ruins somewhere in the
tankard houses include the following Coast lands. Spies say the Daggers
establishments: Blackposts Bench on pass through a gate somewhere west
Steelsword Street, Lonelycoins House of Berduskand then close the way
on the Minstrelride, the Riverbarge on behind them, so that none can follow
Steelspur Way, Three Brave Harpists on where they go.
the Gollahaer, and the Bellblade
Throne on the Uldoon Trail. (For lack Inns
of room, I was unable to show the loca-
tions of all the citys tankard houses on The Sign of the Silver Sword
the map I rendered of the city.)
Whiz large, well-built inn features
Theres also the Curious Kelpie, a lush, deep, sound-deadening carpet-
tankard house that only opens when ing throughout. Glowing globes pro-
172
vide soft, continuous lighting in the Hullybucks Gamble
large guest rooms, each of which has
a bath, a water-flush garderobe, a This sprawling, labyrinthine place is
canopied bed, a writing table, and a an untidy linkage of former ware-
big, soft easy chair. Even more won- houses and tall houses, and now
drous than thatthe rooms are quiet! functions as a combination inn, safe
storage house, and rental stables. The
The only drawback? Service is part serving as a safe storage house
almost nonexistent, and there are no actually is a fencing area for stolen
bell pulls, so you trudge down to the goods, as everyone in Berdusk seems
front desk, ask for something, are to know, though the Harpers and city
given a polite reply, and then nothing guard turn a blind eye to most things
happens until the following evening, short of magical items and slaves.
it seems. Ah, wellthis is a great Horses and mules can be traded,
place for the self-sufficient traveler or rented for use in the Vale only, or
one just wanting to rest undisturbed. bought outright. Ill say only this
about them: Beware spavined old
All guest rooms have privacy bars nags enspelled to seem pain-free and
that can be emplaced from within to frisky for a day or so.
block door and windows. However, I
suspect that secret passages allow The proprietor, Raphtosz Hurl
staff to enter barred rooms through Hullybuck, prefers halflings as guests,
sliding panels in the backs of the although all folk short of orcs will be
walk-in cloak closets. accommodated. (Nonhalflings just get
the worst rooms, thats all.) Hully-
The food is good. The accent is on bucks nickname, it must be said,
roast boar and venison cleanly comes from his ability to pick up bel-
cooked in wine, and I managed to ligerent guests and toss them out into
prevail upon the chef, a one-eyed the street through whatever closed
dwarf lass by the name of Shundasza doors or other folk happen to be in
Broadaxe, to pass on details of the the way. I strongly suspect a girdle of
one dish that I found a real standout: giant strength or similar magical aid.
hot river crabs. To make this recipe,
one needs fresh soft-shelled crabs Festhalls
crabs whove shed their shells for
larger ones, but not yet grown hard The Heralds Rest
chitin again. Theyre best eaten
within half a day of taking from the This exclusive, luxurious private home
water or half the taste is gone. looks like a small castle. Inside its a
haven of tapestries, carpeting discreet
These crabs cost 1 cp each and veils, and polite, skilled lady and gentle-
are worth thrice that and more. man escorts. Reputed to be run by a
They are a mouth-watering delight, I
assure you. They go well with white
wine or Saerloonian glowfire. Try a
platter with hot soup.
173
former princess from a city-state of the are rumored to be paid for discreet
eastern Sea of Fallen Stars who grew use of these portals to courier valu-
weary of the dictates of protocol and able folk or items about in a hurry.
class, the Rest takes its name from a
long-ago visit by three High Heralds, The Ruby Shawl
predecessors of the present-day holders
of the offices, who were so delighted Every city has another festhalla
that one took his escort as wife, and all coarse, sleazy hole. This is Berdusks.
three offered to buy the place. The Shawl is for the drunk and the
desperate only. Recurrent rumors of
The offer was refused, but the Her- an invisible magical brooch lost by a
alds were allowed to sponsor the Rest tipsy patron occasionally lead adven-
through some lean times, and they turers to try to search the escorts
now share in its profits. There are quarters. Though the Shawl denies
rumors of documents, treasure, and that any such brooch ever existed,
even Harpers on the run being hidden certain escorts have been known to
in the dimly lit chambers and pas- pay down-on-their-luck mages and
sages of the Restand some folk say clerics to come up to their rooms to
magical gates link it with Silverymoon, cast magical detection spells.
Ardeepforest near Waterdeep, and
with nearby Twilight Hall. High fees
174
Corm Orp
This small road-hamlet lies west of the and free-range hogs. Another product
Sunset Mountains on the Dusk Road of pride is mass-produced red clay
southeast of Hills Edge.4 Here, in the potterysimple, sturdy items widely
lengthening shadow of Darkhold, used throughout Faerûn. Dealers can
halflings and a few humans produce be contacted at the Hungry Halfling.
the bulk of the food consumed in the
nearby city of Hills Edge. The traveler Places of Interest
wont find much more to Corm Orp in Corm Orp
than its horse pond, caravan camping
ground with paddocks, wood lot, pub- Temples
lic pump, a few houses, and the Hun-
gry Halfling inn and tavern. The pump The Ladyhouse
is covered by a pavilion to shelter it in
wet or winter weather. Nestled in a hollow among the green,
pig-roamed hills east of Corm Orp is
Under the hills east of Corm Orp, this large, prosperous center of wor-
however, are hundreds of halfling bur- ship to Sheela Peryroyl, the halfling
rows. In fact, here lies the fastest-grow- goddess of nature, growing things,
ing halfling community north of the and agriculture. The Ladyhouse is
land of Luiren. Every Shieldmeet, more filled with flowers and climbing vines
halflings gather in Corm Orp, like what inside and surrounded by gardens
they see, and decide to move there.
Corm Orp is ruled by a human
lord, a good and just man by the
name of Dundast Hultel, who trains
and leads the village militia of 30
human riders. In recent days, faced
with increasing Zhentarim-sponsored
beast and brigand raids, Dundast has
turned to both Hills Edge and the
Harpers of Berdusk for aid. Several
fierce battles have been fought in the
hills east of the hamletand in most
of these the halflings, boiling up out
of their underhill homes with fierce
determination and ready daggers,
have decided the day.
The halflings of Corm Orp are
rightfully proud of the food they pro-
duce, especially their mushrooms
4The location of Corm Orp is shown on the map found in the entry on Hills Edge, later in this chapter.
175
outside, including wild gardens, and gatehouse. Within is a courtyard,
which are preserved plots of tangled muddy in all weather because of the
weeds, shrubs, and scrub trees. Trav- spring that wells up in it to run
elers should take note that these and through the wood lot and then sink
the roadside wood lot in Corm Orp down into the underways again. Also
itself are sacred to the goddess and inside is a low, timber-built taproom,
should not be burned, cut into for and behind itdown a long corridor
firewood, or otherwise despoiled. that adds privacythe old stone
manor, which now forms a very
Halfling worshipers bring their comfortable inn.
best flowers and plants to the temple
for use in breeding and in rituals, and The Halfling is a favorite of traders
the clergy spend their days working who travel the Dusk Road. They like
with the halfling farmers, keeping its quiet, slightly shabby rooms
watch over the hills for Zhentarim because theyre peaceful and feel like
raids, thieves, and wandering beasts home. The staff see that the rooms
who might harm the crops, and are always fully furnished with writ-
chanting the praises of Sheila the ing paper, spare boot thongs in the
Watchful Mother. (The hogs are a walk-in cloak closets, old slippers in a
constant lure to wolves. One expert variety of sizes for wear around the
archer among the priests has even inn, a few bottles of fruit liqueur and
developed a recipe for wolf stew!) mintwater for late-night thirst
quenching; sharpening stones for
The clergy are led by the widely weapons, spare candles and wicks
respected matriarch Alliya and all the other useful clutter found
Macanester, the Old Lady of Corm in ones own home. Much of this stuff
Orp. Her wisdom and foresight have does get borrowed by the needy
prevented weather spoiling the crops but then, thats what its there for.
on two important occasions: the
Great Frost of early 1346 DR and the As much as possible, regular guests
drought of 1322 DR, which brought are given rooms they prefer to better
down desperate attacks on Corm Orp, make them feel at home. The inn has
as on so many other places in Faerûn, rugged food boxes insulated with
from starving monsters. wool sacks in which hot food is
brought from the kitchens to the
Inns/Taverns room of any guest who likes to eat
aloneor at least avoid the cozy
The Hungry Halfling dining room.
This wayside house was originally a Most don’t avoid the dining room,
local human lords manor and still though. The food served there is as
sports an elegant stone entry arch good and hearty as popular lore cred-
its halflings for. (The chicken
dumplings are superb.) This inn is
definitely recommended.
176
Darkhold halls, stairs, and chambers are vast
and icy cold in winter.
Today, this black stone fortress is feared
and hated by folk all over the Coast Most tales of lore agree that whatever
landsand much farther afield in the castles origin, it came to be inhab-
Faerûnwhove never seen it and hope ited by giants, proud and willful robber-
never to.5 I am one of them. For obvious folk who raided the lands around the
reasons, I dared not approach this grim castle (verdant Tunland, then grass-
strongholdeven in disguiseand can lands inhabited by countless herds of
only tell you what I know of this place of wild beastsnot the swamp so much of
death from questioning others, some of it is todayand the halfling-held lands
them long-lived and mighty in lore.6 of Sunset Vale) at will. The giants
repelled halfling attacks and bold dwar-
From this fortalice (small fort) in ven and human probings with ease, but
Darkhold Vale (a cleft high up on a rock in the end slew each other. Two rival
shoulder of the huge mountain known princes slaughtered their sire and all
as the Gray Watcher of the Morning), the other giants by poison, spells, traps,
the Zhentarim now raid down into Sun- and hireswords in their mad struggle to
set Vale more or less at will, using hip- eliminate each other. Some tales say
pogriffs, hendar, foulwings, and even they ended up fighting each other in the
more fearsome aerial steeds7 as spies to otherwise-deserted castle, stabbed each
seek out caravans, holds whose militias other and crawled off to separate hid-
are elsewhere or weakened, and other den chambers to die. Their ghosts
easy prey. Travelers are advised to avoid haunt the castle, striving for supremacy
Darkholds reach as much as possible one over the other still, whispering so as
and to be aware at all times that Dark- to set one Zhent against another in an
holds reach includes almost all of unending spectral struggle to rule the
Sunset Vale by night or whenever the castle.
defenders of Vale settlements are busy
elsewhere. With all the giants dead, the Keep of
the Far Hills stood empty. It was soon
Once a castle of the Giant-Emperors, plundered by bold human and elven
Darkhold was built for folk of giant adventurers, and one of them, Othlong
stature. (Some sages say the Giant- Blackhelmhe whom the ballads call
Emperors were but slaves of the deca- the Robber Lordmade it his home.
dent archwizards of Netheril who had He soon fell to treachery and his suc-
the castle built by an elemental. The cessor, Angarn Surfyst, used the castle
giants styled themselves Emperors only as a base for brigandage in his turn. He,
after Netheril fell and they were left to too, was slain by one of his followers,
their own devices.) To human senses, its who set himself up as the Wolf Knight.
5The location of Darkhold is shown on the map in the entry on Hills Edge, later in this chapter.
6Elminster snorted when he read this, and said: And what ye couldnt worm out of Alliya and Cylyria and me, ye
just went ahead and made up.
7The latest rumors speak of dragon-breeding experiments and hitherto-unknown draconic horrors that have
resulted from them. When abroad in the Vale, watch the sky, and be wary.
177
The Lich-Queen Varalla never seen again. The empty castle was
roamed by monstershistories record
History doesnt even recall his name both a beholder and a leucrotta using it
his throat was cut by a lady captive in as a lair at various timesand then was
his bedchamber one night. She turned taken by brigands. They were slain by an
out to be a sorceress, and a colder, adventuring company, the Wildmen of
more cruel brigand than the rest, rul- the North, led by Brundar Tigerbane. He
ing Farkeep as Sarunn Thoon (the bal- renamed the castle the Wild Hold and
lad The Witch of the Far Cold Hill tells refortified it, but he fell in battle, along
her tale). She fell in her turn to a cabal with most of his followers. The castle
of masked wizards who turned out to changed hands again.
be mind flayers, and held the bandit-
warriors of the castle in mind-thrall A succession of petty rulerssome
until they died in service and only zom- of whom styled themselves Lord Knight
bies were left. of the Far Hills, and at least one of
whom called himself the Duke of Sun-
Then a dragon strucka white set Valeheld the castle for 200 years,
wyrm, most say though accounts vary. It holding sway over varying parts of Sun-
laired in the keep until slain by a dwarf set Vale. Sunset Keep became a hold
hero, Harristor Thunderswing, who well known (if not respected) among
later went under land to form his own merchants traveling between the
clan in the Lightless Lands and was Sword Coast and the Sea of Fallen Stars.
The rulers of the Keep raided passing
trade, fought with those who sought to
drive them out, and either prevailed or
were cut down and supplanted in their
turn by a new petty lordling who grew
into another proud robber baron
only to fall in his turn. At length one
was left so weak by an attack that he
and his few retainers perished under
the claws and fangs of wolves and other
monsters made bold by hard winter
weather, and Sunset Keep became a
monster hold again.
It gained the name of Darkhold when
a lich-queen rose to rule it, extending
her skeletal hand out over the Vale to
raid and to rule much as her human
predecessors had done. She used skele-
tal warriors, zombies, more sinister
undead, and the monsters of the Keep
who had submitted to her to enforce
178
her rule. Those monsters of the Keep rupted the lich-queen at her studies
who did not submit, she destroyed. deep in the castle. While she traded
spells with Manshoon of the Zhentarim
Some say this lich-sorceress, Varalla, and his magelings (many of whom per-
fought at the Battle of Bones. Others say ished in the fray), the dark priest Fzoul
she was an archsorceress of lost Chembryl used magic to reach her and
Netheril, freed from ages-long slumber felled her with a special mace that
by a monster smashing an inner wall of worked similarly to a mace of disruption.
the Keep. Whatever the truth, Darkhold
became a name of horror as word From that moment in 1312 DR on,
spread of the dark spells worked by Var- Darkhold has been a Zhentarim base. It
alla to aid her undead minions as they has grown into a fortress rivaling the
raided far afield over the Coast lands and Citadel of the Raven in importance if not
as far east as the outposts of Cormyr. in size. Now home to a thousand Zhen-
tilar under the wizard Sememmon,
Tales of Varallas new spells lured the magelings, and priests of Cyric, Dark-
Zhentarim into attacking her. Using gob- hold is a waystop for Zhent caravans. Its
lins who were promised easy treasure patrols roam from Asbravn to Skull
and mercenaries who werent told what Gorge. Beware them! Dont be lured by
theyd have to fight, the Zhentarim used tales of mighty spells and secret ways by
their magic and Zhentilar troops to which to reach them!
smash Darkholds defenders and inter-
179
Fendarls Gate The real name of this fat, pompous
little man is Eldebuck Thorm
This riverbank shepherds village Fendarl. He leads an army of 14
stands on the north shore of the splendid knights. The knights
upper Chionthar between Berdusk defend the Palace, which serves as
and Iriaebor in a bight where the the Gates mediocre inn. (Its cold,
river bends sharply. Its named for dank, drafty, and lacking in privacy
its long-ago founder, a warrior and proper lighting of evenings.)
grown weary of wetting swords, who Expect to pay 10 gp for yourself and
settled down here to farm and spent 4 gp for stabling each animal you
the rest of his days fighting off trolls. bring for the honor of spending a
His great-great-great-great-grandson night under the same roof as the
now rules the Gate from a tiny castle High Knight-Emperor.
perched on a rocky knob at the
rivers edge, which is known as the Theres little reason to visit the
Imperial Palace. Gate unless youre a wool or mutton
merchantor really enjoy eating.
This is fitting, because the ruler of They do it in style here. But if youre
Fendarls Gate styles himself the a visitor, its a tent outside the Palace
High Knight-Emperor of the Vale. for you. Only the High Knight-
180
Emperor and his personal guests to them by order of the High Knight-
(those whove paid his price or been Emperor), usually escape this feast
invited) dine in the cavernous great by riding far out over the fields to
hall. Youll be sharing the tent with work the imperial falcons. Beware:
locals, who mutter often about their The rodents and birds they bring
good rulers prohibition on building back are promptly made into a stew
a proper inn or tavern in the Gate. with onions, parsnips, and lots of
pepper for late evening snacks.
A day of feasting in the Gate starts
with a morningfeast of thick-sliced Those fortunate enough to linger
roast boar (imagine a strip of bacon for highsunfest will enjoy spiced
2 inches thick) garnished with fruit melted cheese on buns (not bad at
(oftenugh!quince) and encircled all) and the High Knight-Emperors
by mounds of cooked eggs whipped latest craze: cold cucumber soup.
into a golden frothy lather and com- One is served a bowl of it as large as
bined with milk and fine-chopped a soldiers helm, and at this meal his
shoot onions or leeks. This is all Imperial Altitude (by which title he
washed down with twin tankards of must always be addressed, on pain
cold ale and mulled, spiced cider to of a tenday imprisonment and con-
get the digestion going. fiscation of all goods) makes the
rounds of his subjects and guests,
One has time for a quick stroll to seeing that they eat their platters
the jakes (to continue the process bare, pressing them to praise his
begun by the ale and cider) before cooks and the boundless bounty of
midmorningfest begins: a hot and the Gate, and telling the same stories
cold meal of hot, thick soup or stew of his ancestor Fendarls heroism
(usually a poultry and creamed- every day. Watch the locals smile
mushroom concoction, though it and answer enthusiasticallyand do
can be beef or venison with carrots likewise.
in winter) and the cold leftovers of
last nights feast (known to locals as Eveningfest is the main meal of
the gnawbones). This is washed every day, featuring a variety of
down with clear wine of any vintage whole roast beasts. It used to boast
you desire. (By the way, the Palace stuffed stags heads, until a sly mage
has the best wine cellar Ive seen used an audible glamer to make a
outside the City of Splendors itself.) head on a platter complain to the
High Knight-Emperor about its slay-
Take another stroll to settle your ing and grisly indignities heaped
fare because highsunfest is not long upon it in the kitchen. These roast
in coming. Many locals miss this delicacies taste better than they
meal, being too busy in the fields. sound. They are stuffed with quail
Even the knights, who contrive to flesh, woodchuck, pheasant, and
miss one other meal a day by being other small game cooked with spices
at practice of arms (when theyre and chopped onions.
standing guard, platters are brought
181
Hardbuckler metal, and the like, building one
dangerous contraption after
This small but important fortified another. Tales of gnome-built won-
village stands midway between Triel ders that destroyed themselves
and Hills Edge on the Dusk Road. explosively are legion. Most folk all
Hardbuckler is named for a long- over Faerûn think of gnomes as
fallen dwarf adventurer who made charming little incompetents, believ-
his home here after he won a spec- ing theres some inherent shortcom-
tacular battle on this spot leading his ing in the race that will deny them
small axe-throwing band, Hardbuck- ever building anything that truly
lers Hurlers, against a bugbear host. functional, durable, and useful.
Hardbuckler has grown today into a
village of over 2,000 folkalmost all Like most world views, it seems
of them gnomes. this one is seriously flawed. Hard-
buckler is a living example of effi-
Many humans think of gnomes as cient gnome industriousness at
industrious, ridiculous little putter- work. Among merchants traveling
ing fuss-budgets, who squeak excit- the Dusk Road, this small village is a
edly as they run about doing crazed favored stopover. Some folk love it so
things with rope, pulleys, odd bits of much they even winter here, helping
182
to defend the village against raiding mushroom- and lichen-growing cav-
wolves, orcs, bugbears, trolls, hob- ern beneath, with warehouse cav-
goblins, and other hungry roving erns below that. (Ever eaten fried
predators. Large, clanking contrap- lichen from Hardbuckler? Delicious!
tions, the supposed trademark of They boil it soft, then fry it in gravy
gnomes, are absent from the scene, and serve it with garden-grown
except for rows of large, wheel- radishes. Try it!)
cranked triple ballistae along the
walls, used to decimate orc and The major industry in Hardbuck-
brigand raiding bands.8 Hardbuckler ler is storageno questions asked,
is a model of cleanliness, organiza- secure storage. Half a hundred mer-
tion, and happy prosperity. chant concernsand even more
adventuring bandskeep loot and
Merchants love it. Aside from the other valuables here, hidden away
occasional visiting thief, crime is and secure behind wards laid down
unknown, the streets are safe, and by Hardbucklers resident wizard,
the water for mounts and thirsty whose vigilance is an additional
travelers alike is free. guard against theft.
Hardbuckler consists of small The gnomes of Hardbuckler make
stone cottages with slate roofs. The and export elaborate locks, sturdy
cottages are set at random within its wooden crates, and a distinctive
walled enclosure, each having a little green seam-sealing wax sold in cloth
garden patch somewhere near it. rolls. Locks range in price from 3 gp
These gardens are fenced to prevent for a small, simple thing to 100 gp
visiting livestock from grazing them for a massive quadruple lock, or 75
bare. Streets are missing, except for gp for a tiny, gold-plated locket lock
a ring-shaped way running all used in many pieces of jewelry or on
around just inside the wall and two purses.
broad avenues that bisect the village
in a cross shape. As one puffing thief Crates range in price from 1 sp to
once put it, This place is all one big 25 gp, depending on size and con-
alley! struction. Exterior bracing and cop-
per-sheathed corners are always 5 gp
Every home in Hardbuckler has a extra. Most small coffers are 1 to 3 sp,
cellara big cellar. These cellars and most larger boxes go for 2 gp,
each typically include a junk room with a removable lid and one tube of
and a root cellar on the uppermost seam-sealing wax included in their
level, and a large ramp or shaft with price. One person can carry a larger
cranked elevator leading down to a box alone for short distances, but
8There are 26 in place, so sited that at least six can fire at any given point of the cleared terrain surrounding the
city. A ballista fires once per round if the crew of 3 is augmented by a cranking crew of 6 (gnomes; cut all crew
figures in half if humans are involved). Without a full cranking crew, the rate of fire drops to once every 2 rounds.
Range is 10 feet to 600 feet (due to the elevation of the ballistae, which boosts their range). Every firing of a ballista
results in eight attacks being rolled against a group of foes (half that if the group is widely spaced, or in skirmish
formation). Bolts that hit are giant heavy crossbow bolts, and do 1d12+1 points of damage to a creature.
183
these boxes also have rope handles Every family in Hardbuckler oper-
thoughtfully included in their design ates its own storage facility and need
to make them easy for two people to not tell others (except the resident
carry over a long haul. wizard) what its mindingeven if the
stored goods consist of explosives,
Seam-sealing wax is 1 sp a tube. powerful and unstable magic, or
To use the wax, unroll one end of such. There have only been three
the cloth, squeeze the other, and underground blasts in the history of
force the wax out in a smooth cylin- the village, so storage is fairly secure.
der along the edge of a box to seal a
seam. A recent improved version is 1 The resident wizard of Hardbuck-
gp a tube and is guaranteed to be ler is a kindly, elderly man with very
reusable if oil is hand-worked into it poor sight. He wears three thick pairs
every spring. It turns purple if any of eyeglasses attached to each other
enchantment is laid on itand if the on a common frame so that three
magic is disturbed by an attempt to lenses are fixed in front of each of his
break the wax, alter the spell on it, eyes. He is given to humming and
or lay another spell atop the first, wandering about the secret passages
the wax turns green again, giving that encircle all the storage caverns
positive indication of tampering. beneath Hardbuckler, preventing tun-
neling up from below.
Ward Token of Hardbuckler
His name is Aldiber Inchtarwurn,
and he is known to wear bracers at
all times, one of which has all the
powers of a staff of power, and the
other which duplicates the effects of
a ring of spell turning. He also pos-
sesses many magical rings, potions,
and belt-ready items such as beads
of force and iron bands of Bilarro.
Aldiber has created powerful
wards protecting the walls of Hard-
buckler and every storage cavern
beneath it. Aldibers wards block all
passage of moisture through the
cavern walls, preventing flooding
and mildew from spoiling items in
storage. The wards also give a
visualand to those bearing ward
tokens, audiblealarm when they
are breached.9 They are said to pre-
9That is, penetrated by force or hostile spells, not
passed by possession of a ward token.
184
vent many spells from functioning, and items, and altering well-known
and to summon crawling claws and spells. Folk believe hes created so
more powerful guardian creatures many new spells that he could give
when certain conditions are met. I Elminster himself a run for his staff
was able to obtain a ward token and pointed hat.10
(shown on the right-hand page), but
was unable to learn more specifics Hardbuckler is ruled by a council
of the powers of these wardscer- of gnome elders. They take advice
tain locals denounced me as a and direction from the Hiddennot
Zhentarim spy or thief, and offered this mysterious incipient gnome
me swift violence. king, I believe, but gnome priests
who tend temples somewhere near
I was forced to leave Hardbuckler the villageperhaps beneath its
hastily, but you can read here what I storage caverns, surrounding them
did learnand also some curious with a band of vigilance. The only
things I overheard: talk of the com- councilors names I learned were
ing of a gnome king, and of the Hammas Isynd and Orival Bun-
Openers, some sort of secretive difeather. Ive no idea if they were
band dedicated to finding, mapping, leaders, senior members, or just
and unlocking the secrets of ancient those most comfortable dealing
magical gates under the village and with human visitors.
nearby. The wealth of Netheril shall
be ours! has become a whispered A stay in Hardbuckler costs 1 gp
catch phrase of sorts among the per person to pass in through the
young and idle of the village. gates, plus 1 sp per beast brought
in. This entitles you to free fodder
I also noticed a number of would- and water.
be adventurers from Amn, Water-
deep, and the Coastmostly There are no inns or taverns in
romantic younger sons and daugh- the village. Each gnome family runs
ters of nobles or wealthy folk its own guesthouse, which serves
whod taken up residence in rental good, though simple, meals, running
cottages in a copse a few hills west to lots of spiced potatoes, onion
of the village. This seems a place bread, and strong cheese. (The
from whence news of adventure prominent gnome families in Hard-
may soon come. buckler are Althryn, Boldnose, Bun-
difeather, Eyindul, Felndar, Felold,
If that befalls, the mage Aldiber Gornsh, Isynd, Khobbar, and Wyn-
may be a bit put out. He likes peace dass.) Ale is about 10 gp per hand
and quiet and retired here to be far keg, and wine 5 gp per bottle
from the intrigues of cities. I heard priced so to discourage overindul-
he takes no apprentices, but devotes gence, I suppose. There is also a
his time to helping the gnomes and gaming pavilion, the Pipe and
studying magic, devising new spells Ivories, where drinkers can gather.
10When he read this, Elminster snortedand then sighed.
185
Hills Edge the city that could bring these forces
swiftly into the city. Asimel vanished
This city is sometimes called the some months after her term of office
Forgotten City of Sunset Vale. Many ended. Cynics in the city mutter that
folk on the Sword Coast and in the Zhentarim torturers got her, but it is
Inner Sea lands alike simply forget it known that Zhentarim agents in the
exists. Many guides and histories omit city have been actively searching for
it or gloss over it as if it were a minor the alleged gates since her
village or waystop well. Even recent disappearance.
accounts call it a town and refer to it
as small but prosperous. On more than one occasion known
Harpers have suddenly appeared in
Yet Hills Edge is, and always has the city, though some citizens believe
been, an interesting place. Its location they came by means of spells, deliber-
at the western end of Yellow Snake ately attempting to fool the Zhentarim
Pass has brought it both monster into thinking the gates do exist. Con-
raids and caravan trade down the trol of any center containing so many
yearsand with the advent of the instant transportation routes would
Zhentarim, the former have declined be the greatest prize in Faerûn short
but the latter have increased, making of conquering Myth Drannor.
the Dark Network a force to be reck-
oned with in this city. Here Zhents are This tense situation, with agents of
tolerated, if not liked, but the inde- the Red Wizards, the Cult of the
pendent-minded citizensmany of Dragon, the Zhentarim, and probably
whom are powerful and experienced a dozen or more wizards cabals and
adventurershave made it clear to merchant companies sniffing around
more than one emissary of Darkhold Hills Edge looking for gates, is made
that any attempt to conquer Hills worse by the character of the citi-
Edge or even harass its citizenry by zenry. Inhabitants of Hills Edge are a
magic, poison, unfair trade practices, wary, self-sufficient lot. Many are sea-
or threats will bring Waterdhavian soned adventurers and guides. Mon-
armies assisted by senior Harpers ster hunting, combined with a little
into the city for an all-out battle. exploring and prospecting, is the tra-
ditional local sport. Most everyone is
The High Mayor of Hills Edge who skilled with a weapon,11 and the
last made this declaration was Asimel smithies of Hills Edge turn out hun-
Elendarryl, a sorceress who hailed dreds of armors and thousands of
from Neverwinter, and was openly an blades each yearin fact, this city is
agent of the Lords Alliance. She the source of much of the average-to-
claimed that over 40 citizens knew the poor, but serviceable, weaponry and
locations of and ways to open over a, battle harness used all over western
score of magical gates hidden all over Faerûn.
11After discussions with Elminster, we judge that this can fairly be expressed in AD&D game terms by saying
that most everyone on the streets is at least a 4th- or 5th-level fighter.
186
The citys name comes not from The flooded, unstable tunnels of
any hill, but from a long-dead adven- the Edge still lie beneath the city,
turer, the halfling warrior Uldobris sloping sharply down and southeast.
Downhill. He found rich iron in the Local rumors as to just what inhabits
red eastern bank of the River Reach- them now vary widelyfrom fresh-
ing here and took on gnome partners water morkoth to aquatic lichesbut
to build and maintain pumps to keep seem to agree that something sinister
the river waters from flooding his dwells in the lightless waters now.
mine, which was dubbed the Edge Five separate gnome-led pump-out
because it was always on the brink of attempts of the Edge over the years
flooding. Miners dug feverishly to the have ended in the sudden disappear-
din of the constantly hammering ance of all the delvers.
pumps, tossing ore onto skids that
mules dragged up to the surface. In Hills Edge began as a fort built to
six short years the consortium Uldo- protect the minehead and smelter
bris had founded, the Clasped Hands, and grew into a walled town of
brought up more iron than had ever smithies and outfitters, serving as a
been taken out of one mine before. In base for hunters and prospectors
the seventh year, the waters came in. venturing north and east into the
Sunset Mountains and the Reaching
187
uplands. It has grown steadily, of its walls with a gate tithe of 1 gp per
becoming a waybase for merchant wagon traveling in either direction.
concerns. Folk on foot are free, but a mule train
is counted as one wagon for every
Warehouses now occupy a lot of two mules. The Zhentarim and the
the space inside the city walls. Their Free Traders of Westgate have always
owners dwell above the storage areas. used many hideouts and subterfuges
Hills Edge exports steady streams of to smuggle goods into and out of the
oiled and crated armor, crated fin- city tax free. The most famous of
ished weapons and oiled bundles of these are the silent runs: networks of
sword blades, and caged exotic beasts storage caverns and long tunnels
of all sorts. If one wants a monster or under the city wall from far away
a few of its body parts anywhere in linked to warehouses in the center of
western Faerûn, the source, some- the city. Battles for control of the
times via several middlemen, is usu- silent runs over the last decade have
ally the hunters of Hills Edge. been furious, claiming many victims.
Hungry monsters were unleashed
If life in Hills Edge seems a per- into the passages, and traps were set
ilous, exciting existence to the up in profusion all over them until
readerit is. A steady stream of the runs became too dangerous to
would-be prospectors and adventur- use and were abandoned to the
ers come to the Old Edge. Many marauding beasts and the desperate.
dwarven delvings and the cellars or If locals find these outer entrances
burial areas of both Netheril and van- nowadays, they usually hire a mage to
ished giant kingdoms are known to lie permanently, suddenly, and violently
in the Reaching uplands and farther close the tunnels.
north. Hills Edge has always been the
base for those eager to explore them. Landmarks
Talk in the taverns of the Edge is
always of the latest finds and forays Hills Edge is a city of cobbled streets
of old, fey magic found and monsters and sturdy stone buildings with slate
fought. Its no wonder that the Zhen- and tile roofs. Large warehouses hulk
tarim hunger to rule here, or that the everywhere, and all the (nameless)
Harpers and the Lords will do all they streets are broad enough to allow a
can to prevent that. It seems a splen- team of six horses or oxen to turn a
did home for those who thirst for wagon around. In an open plaza at the
adventureand perhaps death that center of the city rises the Mayors
may come to them swift and soon. Tower. The mayor has a bodyguard of
12 warriors, and another 20 soldiers
Theres another important feature collect the gate tax and keep watch
of the Edge that the visitor should from the walls and on all who enter or
know about if he wants to understand leave the city, but there is no militia, civ
the tavern talk: the silent runs. Hills guard, or army. The Traders Council,
Edge has always funded the rebuild-
ing, lengthening, and strengthening
188
which advises the mayor, wants to keep Six Soft Furs so close for quick and easy
it that way (The Traders Council meets visits.) Other drinking spots I saw were
in the Tower once a tenday, and more the Scarlet Stag and the Dancing Bear.
frequently in emergencies.) Both were rustic, smoky, crowded, dim,
and of little account.
As a result, this is a city of private
bodyguards and lookouts hired by Other inns include the Worried
well-armed merchants who guard Wyvern, the Storm Griffin, and the
themselves and their wares at all times. Stone Saddle. Rooming houses can be
The merchants homes tend to be atop found by the score. Youll recognize
their warehouses or near the city walls, them for the three amber lamps hang-
where the smithies, paddocks, most of ing over their doors. Most are cold,
the rooming houses and failed busi- dirty, dingy places where you can
nesses can be found, too. I saw at least share a room with several rats who
two score boarded-up, abandoned feel just as chilly as you do. For a ten-
buildings during my visit. day, the room is usually 1 sp per day,
or for a month, it runs a copper a day
The inns, taverns, and prosperous plus an extra 1 sp for the doorstep.
shops of the city tend to be clustered Cooking is extra. For the hearth costs
along the streets radiating out from are generally 3 cp per day.
the central Tower. Theres no open
marketplace in the Edgeinstead, Hills Edge boasts two temples: the
stalls can be found all around the city Cry of Joy, dedicated to Lliira, and the
wall on its inside. (They are icy-cold Fist of the Future, sacred to Cyric.
quarters in winter, Im told.) There are also shrines to Tempus and
Tymora: the Old Sharp Sword,
Hills Edge has a high stone wall sur- perched within sight of the Mayors
rounding it studded with many watch- Tower; and the Kiss of the Lady,
towers and pierced by four gates: the located hard by the Reaching Gate.
Reaching Gate on the northeast, River-
gate on the northwest, Vale Gate on the Notable shops in the Old Edge
southeast, and Clasped Hands Gate on include A Handful of Eyes, Lionstar
the southwest. Perhaps 6,000 folk call Services, the Knight in the Morn,
Hills Edge home in winter, and 10,000 Belkins Black Blade, and Bent Bows. A
can be found inside its walls in sum- Handful of Eyes is perhaps the most
mer. Its fairly small, and the wide reliable of the monster shops, and
streets make for quick travel. It has a Lionstar Services is the discreet small
reputation for winter cold harsh goods handling outlet of Lionstar
enough to kill many folk every year. Warehouses. The Knight in the Morn is
an armorer and blazoner, Belkins sells
The visitor to Hills Edge shouldnt superior weapons, and Bent Bows, as
miss the Tarnished Trumpet tavern, the its name implies, is an archery shop.
fabled Six Soft Furs festhalllocated a
stones throw from the Mayors The visitor to Hills Edge should note
Toweror the Happy Hippocampus that although the Zhentarim presence
inn. (Local lore insists a mayor built the grows ever stronger in Hills Edge, the
189
Dark Network has received several throated. They pass on jokes, make
sharp rebukes (that is, sharp as in merry, and generally provide much of
sword points) from citizens whom they the gaiety and color in Hills Edge.
tried to cheat, threaten, or bribe at too The Harpers always provide music at
low a price. The Zhentarim pressure their festivalswild parties to which
has made fewer folk than ever want the all folk in the city are invited. Harpers
thankless task of being High Mayor for also covertly provide security during
a yearbut every candidate in anyway these events, foiling hostile magic and
supported or influenced by the Zhen- deliberate disruptions.
tarim has been decisively refused by the
electors. The Traders Council is run- The only enemies these Joymaidens
ning the city at present while they seek have are the followers of the Dark Sun,
a new High Mayor from among the Cyric, and the local professional
returning prospectors and adventurers. escorts, who view the festivals as very
bad for trade. In the escorts opinion,
Overshadowing all the political ten- revelers get free what the escorts
sions in town is the ongoing conflict expect folk to pay for. This is the only
between the Rose-Red Lady and the reason, aside from the free drink,
Black Lady, the high priestesses who many say cattily and spitefully, that any-
lead the two rival temples in town. They one goes to one of these revels at all.
wage an endless duel for supremacy in
what passes for high society in the The Cry of Joy resembles a minia-
Edgeas well as in its alleyways, cel- ture castle. Little larger than a prosper-
lars, and spell chambers. When one ous manor, it sports high stone walls, a
temple gathers for an important ritual, portcullis, and turrets adorned with
the other does too, just in case the vil- Lliiras yellow, orange, and red star-girt
lains in the other temple plan any banners. Its coffers bulge from two
magical assault. Like the Zhentarim, sources of income: superb blackbitter
the two priesthoods have eyes every- ale brewed in the temple cellars and
where in the city. Unless you have exported all over Faerûn, and best-sell-
power enough to withstand and hurl ing chapbooks of amorous adventure
back the magics of an aroused temple, penned anonymously by the clergy
it is best not to openly support one side and also sold all over Faerûn.
or another. You have been warned.
The Lliirans are led by a young,
Places of Interest enthusiastic reveler, Joybringer
in Hill's Edge Caseldown. She works in secret with
Harpers (well, her plans are secret,
Temples though most folk know meetings go
on) to see to the security and cul-
The Cry of Joy tural growth of Hills Edge, so that it
continues to be a pleasant place to
The star-mantled, orange-, red-, and live. Theres a rumor around the city
yellow-robed priestesses of Lliira tend these days that the Joybringer has
to be beautiful, acrobatic, and silver- strange magical powers.
190
The Fist of the Future into this town or whelming for war.
The High Dark Priestess has
The black banners on the walls of this
frowning war fortress of a temple are accordingly turned to ever darker
all adorned with the skull and starburst and wilder spells, accompanied by
of Cyric. They stare coldly at all who risky attempts at spellcasting in
walk the streets, and like pirate flags, groups, sacrifices, and summonings
they make citizens and visitors alike of powerful evil beings from other
reach for weapons and watch warily. planes. She speaks openly of such
things, trying to awe citizens into obe-
The Cyricists in Hills Edge are a dience or flight, but has so far mis-
fast-growing group, sponsored by read the folk of Hills Edge, whove
Zhentarim gold and the energy of the merely turned to planning how best
ambitious High Dark Priestess Emana to bring about her downfall.
Gortho. She seems bent on turning
the city into a huge robber-barons Shops
hold and is fast attracting all the
down-on-their luck rogues, thugs, A Handful of Eyes
and crazed-wits in the Vale with
promises of good gold, and good beer Monster Parts and Live Monsters
and brotherhood to go with it, with
regular opportunities for bullying and This dark, cavernous converted old
bloodletting. She now has hundreds warehouse is a labyrinth of creaking
of dark hands to do her bidding, but pillars, rusting cross braces, sagging
they are ill-trained, undisciplined, floors, and little flights of steps linking
and essentially selfish hands, and levels that dont quite meet. Cages of
have several times defied the orders all sizes are everywhere. Citizens
of priests leading them to pursue whisper that folk who argue prices
ready loot and foes. too strenuously sometimes disappear
into them.
Mysterious spell attacks have twice
ruined armories and engines of war This shop is lit by a dozen or so
smuggled into the temple, smashing glowing white eyeballs that float
plans for an uprising, destruction of about like curious insects, hovering to
the temple to Lliira, and the establish- inspect or accompany shoppers with
ment of martial rule over the city. an unblinking gaze that most folk find
Emana suspects Harper spies of caus- eerie: The proprietor is a masked,
ing the assaults, though she has no hooded male who seems able to see
idea which powerful wizards they whatever the eyes can, however dis-
hired or cajoled into making the actual tant, and who is thought to be a mind
attacks. On both occasions, word was flayer by at least one regular supplier
all over the city in hours, accompanied of the shop.
by the general opinion that such
doings were to be expected, because: For all this eccentricity, A Handful
We dont like folk bringing armies of Eyes is probably the most reliable
of the monster shops in Hills Edge
191
that is, it can most quickly supply a wizard blew apart the southern end
particular beast, dead or alive, to a of the shop with an unexpected spell
purchaser, and it carries a larger and escaped.
stock than competitors, some of
whom deal only in a few species Lionstar Services
(such as Eldritch Ebony, a shop that Packers
discreetly deals in drow to very rich
and totally unscrupulous buyers). This shop is a ramshackle wing of the
Most buyers are merchants acting for vast Lionstar Warehouses complex
wealthy, decadent thrillseekers or out by the wall in the northeast quad-
mages in Calimshan, Waterdeep, rant of the city. For modest fees, the
Sembia, Amn, and the city-states experienced packers here will
around the Sea of Fallen Stars. securely pack and seal all sorts of
small shipments (precious or fragile
A live monster can cost from 25 gp items, for instance) for caravan travel
for a particular type of nonpoisonous all over Toril. Their specialty is dis-
rat, spider, or snake to 350,000 or guising an item by its packaging to
more for a ki-rin or other rare or make it appear to be something else.
powerful creature. The Eyes does not This generally costs double. False
deal in slaves, nor does it kidnap
humans for a feenot since a captive
192
documentation can cost 100 gp on top intending to impersonate others to
of thatmore if it involves forging the effect swindles, kidnappings, and the
signature or seal of a mage, ruler, darkening of certain reputations.
merchant company, noble family
head, or other important personage. This is still the place to come if you
want a blazon of your own design
Lionstar Services has several wiz- painteda blazon, that is, thats not
ards on retainer to magically exam- lawfully registered with, or recog-
ine, shield, or protect parcels. Their nized by, the Heralds. The shop gets
services cost extraa lot extra! away with this practice by claiming
Exactly how much depends, of they were told the work was a first
course, on just what they have to do. flower (the painting of arms made by
a supplicant to show to a Herald in
The Knight in the Morn hopes of getting the design approved).
The close watch now kept on the
Armorer and Blazoner shop by Harpers makes criminal use
of the arms of others less likely to be
This proud, colorful shop sells suits profitable, but as a place to get fanci-
of armor, some of which look very ful arms painted up, or those
grand. They vary from mediocre (the intended forever to be fictitious, the
source of the old wisecrack: Ah, Sir shop continues to do a roaring trade.
Rustbucket. Knighted in Hills Edge, I
presume?) to not bad. They also sell Note that all blazonwork that comes
lances and shields, but some shields to the shop without written certifica-
have been known to crumple under a tion from a Herald will cost double.
single blow. To top the lances, they Regular patrons of the shop tell me its
sell pennants and full-sized banners. lances are of excellent quality.
The need to adorn these banners Belkins Black Blade
has expanded over the years from two
old women skilled with the needle to Weapons Shop
a staff of six seamstresses and four
master limners. You can order your In contrast to the haughty splendor of
shield, breastplate, helm, or anything the Knight in the Morn, this place is a
else adorned with your badge, coat- down-to-earth, hard-core weapons
of-arms, or favorite color. shop: a large, dimly lit house that smells
of oil and cold steel and is crammed
Such adornments typically cost 60 with racks of swords, daggers, maces,
gp each for painted work and 100 gp morning stars, war hammers, spears,
for sewn. This shop is usually at odds arrows, bolts, and battle axes.
with Hillhorn, the local Herald, for
allowing patrons to walk out wearing Belkin Orgul is a fat, puffing, shrewd
arms and badges that properly belong old warrior who stumps and wheezes
to others. In the past, much of the around the shop, forever pushing
shops trade came from brigands unruly gray-white hair out of his eyes to
193
glare at customers. He sells helms, gor- at random around the darkened tap-
gets, and gauntlets as well as weapons. room. One plopped into my tankard,
Spike-knuckled gauntlets are a peren- but a woman nearby was struck on the
nial favorite at 25 gp for the pair. temple and dazed. Go to get drunk if
you must, but dont expect to relax or
Bent Bows chat in any sort of quiet.
Archery Shop
The Dancing Bear
This is one of the best archery shops This dive is like the Stag but noisier, dirt-
Ive seen anywhere: a bright, breezy ier, and more dangerous. Here patrons
place where one can buy any size of play with hurled daggers, and theres a
bow or crossbow. One can also pur- steady stream of supplicants shuffling to
chase, of course, all sizes of shafts and trade scraps of information for the few
bolts and a variety of arrowheads, coppers needed for another drink or
including bulbous fireheads guaran- two to the tables where Zhentarim spies
teed not to go out before striking their and their bodyguards sit.
target. These heads are cast spheres
containing felt that are doused in alco- The Bear is not a place one dare
hol and lit before firing. relax in. I saw two purse cuttings while I
was there, and when the second victim
Adventurers and merchants alike noticed and rounded on the thief, he
come here to buy wagonloads of shafts got a blade in his throat and another in
and bolts. If one buys 10 guaranteed- his ribs. The thief was out one of the
waterproof leather quivers of 21 missiles three side doors before the body
each or more, its at a discount price of 6 slumped to the floor.
sp each, instead of the usual 1 gp.
Others share my opinion. The tavern
The proprietor, Master Fletcher does a brisk trade in carry-out skins of
Sumbarl Ardusk, is expert at detecting (watered-down) wine at 4 sp each.
out-of-true shafts, and at soaking,
stretching, and spot heating to make Theres no bear dancing about in
them straight. accordance with the taverns name.
Its stuffed head snarls down from
Taverns over the bar, eyes red and glittering
The Scarlet Stag thanks to a little glass and a cantrip. I
was not impressed.
This drinking hall is of the smoke- Inns
filled, rowdy, rustic sort. I found the The Worried Wyrvern
tables and booths cramped and
crowded, and the servers both surly This is the closest Hills Edge comes to
and harried; moreover, some clever an average inn of qualitya clean,
guest seems to enjoy hurling chestnuts
194
three-level, fairly new establishment items anywhere in the city. (By all
boasting interconnected suites of accounts, theyre trustworthy.)
rooms on the uppermost floor, mes-
senger pigeon service to an errand- The dining room is excellent, spe-
running service in Iriaebor, and a good cializing in delicious hot and cold
dining room. The chef has mastered a soups, fried breads, and fish stuffed
spiced river fish and asparagus omelet with egg, leek, and river crab mix-
to accompany the usual bacon, toast tures. At its best, the kitchen of the
and drippings, and sausages for morn- Griffin matches anything to be had in
ingfest and highsunfest. Evening meals proud, distant Waterdeep.
are a nice variety of roasts, accompa-
nied by pleasant surprises like chicken The Stone Saddle
livers in mushroom sauce and green
peppers stuffed with rice, tomatoes, This cheap, chilly old barn prides itself
and ground meat. A rather bad, bored on good stables and hostlers. I dare
harpist plays away the evenings, mak- say mounts get better care than their
ing background music to drown out owners. Still, doors bolt securely, and
conversations at adjacent tables. A safe the beds are comfortable, but sag
and pleasant, if unexciting waystop. somewhat in the middle. If you dont
mind indifferent food, such as meat-
The Storm Griffin balls of mysterious origin in onion-
dominated tomato broth, this is a
Travelers can easily find this down- cheap, tolerable place to sleep.
town inn thanks to the rampant stone
griffon statue out front. Its as tall as the Festhalls
three-story inn behind it and from
time to time spectacular but harmless Six Soft Furs
illusory lightnings flash and crawl over
its surface. It was once the figurehead This house of pleasure is famous Vale-
of the favorite ship of the inns builder, wide for its luxuries, wanton escorts,
who was a rich textiles merchant. and flavored syrup baths that are rarely
enjoyed alone. Rumored to have been
The inn beyond it is surprisingly built by a mayor (to attract tourists, of
good. Rooms are cozily and sometimes course), it boasts very high prices
luxuriously furnished, and the services indeedan evenings pleasure can eas-
of in-house barbers/coiffeurs, tailors, ily cost 300 gp. Some escorts here spe-
and custom shoemakers are available cialize in a combination of pleasant
for extra fees. Bath servants carry hot (and surprisingly learned) conversation
water to the tubs in each room and and kneading out the pain from long
assist in bathing if desired. Their ser- journeys and old battle injuries with
vices are free. For a copper one of six their hands and feet, for those who
hall boys will carry messages or small dont want to indulge in the exotic.
195
The scenes and the battered weapons of
Tarnished Trumpet now-deceased patrons, the tavern is
almost all one vast taproom. The tops
Tavern of the drinking tables are inset with
little windows. Old treasure maps
This tavern faces the Mayors Tower have been set between panes of glass
across the open cobbles and is the in them, and beneath each is a small
largest and best drinking spot in Hills cage enclosing a glowing globe, so
Edge, On most evenings, even in the light comes up through the map to
bitterest winter weather, its crowded illuminate the tabletop. Patrons who
with jovial adventurers swapping sto- try to take a map out will be expelled
ries of their bravery, close escapes, violently and permanently. Copies of
and latest finds in the Netherese ruins all the maps are available at the bar
north and east of the city. for 50 gp each. Most of the maps are
20 to 30 winters old and are of mines
A blackened, battered trumpet and subterranean cellars and ways in
hangs behind the bar. More than a the wildernesses north of Skull Gorge
few folk in town say its an iron horn or in western Yellow Snake Pass.
of Valhalla the bartender can blow to
defend the tavern against attack. This Be warned that the Zhentarim pur-
rumor is supported by the fact that all chased copies of all these maps long
of the six folkfour men and two ago, as have many other adventuring
womenwho tend bar around the bands. Few easily found treasures can
clock (a water-drip model from far be left in any of the places the maps
Chessenta, that chimes tiny bells to show. On the other hand, tales make
mark the hours) always wear swords the rounds every three seasons or so
at their hips and daggers in various of adventurers poking around old,
spots. cleaned-out dungeons who found a
secret way others had missed and
Many of the prospectors who work broke through into treasure-laden,
out of Hills Edge view the Trumpet as hitherto hidden, areas.
their home, even though they sleep
somewhere else. The staff encourages The Prospect
them to think so, keeping messages
for prospectors out in the mountains, This tavern is the place to hear news
and providing comfy old armchairs of adventurers and their deeds, join a
and a fireplace to warm wet feet and band or hire adventurers to aid you
dry wet stockings and hose at around in deeds of daring and danger, or just
the side of the bar. to reflect on past glories, stare at the
fading maps and tapestries, and
The Place dream a little. Some minstrels make
a point of doing this, claiming they
Wood-paneled, many-pillared, and get their best song ideas in the con-
decorated with tapestries of hunting vivial Trumpet. This is one of the
196
most relaxed, friendly, chatty bars in Travelers Lore
all the Vale.
The Trumpet houses several legends of
The Provender hidden treasure. One speaks of a secret
door in a pillar. It hides a turn handle
Hot buttered rolls and sausage rolls that flips up a large floor section, table
are the only food the Trumpet serves. and all, to reach a gold cellar guarded
Its wine cellar has an awesome by mysterious monsters.
breadth, however, and the flagons
and tankards in use on the premises Another speaks of a cordial glass
are of a generous size. formed of one enormous carved dia-
mond the size of a petite elfs fist. It was
The Prices said to be able to render any liquid
placed in it nonpoisonous and pleasant
Ale is 4 cp per talltankard or 8 cp per to the palate. A visitor to the bar, a dusky
hand keg, and wine is either anony- noblewoman, turned it invisible as a
mous house wine at 5 cp per flagon prank, and a clumsy-fingered thief
or a recognized vintage sold by the knocked it to the taproom floor. No one
bottle (7 sp to 22 gp). Zzar, sherries, has ever found the glass, and incidences
and all exotics (such as elverquisst) of patrons tripping over nothing (per-
are sold by the bottle at 4 gp to 125 gp haps from excess drink or a loose floor-
(most are 6 to 8 gp). board) are often blamed on kicking it.
197
The towels and robes are set ready for
Happy Hippocampus patrons who bathe, for example), but
can always be summoned by pulling
Inn one of the purple cords that hang on
the walls of every room and passage in
This inn deserves to be much better the inn. A rooftop garden provides fresh
known. Its one of the best in western tomatoes and greens for salads, and
Faerûn, complete with an attentive gives guests a private place to sit amid
liveried staff who pamper guests per- greenery and relax. Far below, extensive
sonally, a hot communal tub with cellars give safe storage to guests valu-
scented water (clouded with lavender ables, an impressive wine cellar, and
to preserve the modesty of bathers), large, defensible pantries.
and food among the best anywhere.
The Provender
The Place
The dining room at the Hippocampus
The Happy Hippocampus is a low- serves the usual roasts and fowl dishes
ceilinged, carpeted place of many with flair, along with marvelous gravies
lamps and plants. Lounges (including and sauces. The soups are delightful,
the baths) surround the circular din- and I especially liked the appetizers
ing room. From the curving hallways known as hot bites. I managed to get the
that encircle the dining room ascend recipe for these open-faced sandwiches
broad stairs to large rooms that fea- from one of the chefs (thank you,
ture curtained, canopied beds. Alayss), and here it is:
Guest chambers are suites, each
having a bathing chamber (garde-
robes therein magically flush them-
selves clean with water!), a dressing
room with a full-length glass, and a
writing desk with parchment, ink,
and quills. Oysters, pickled falcon
eggs, and garlic-buttered biscuitsall
accompanied by white wineare
available in every room.
Thick walls keep rooms quiet. Win-
dows are sealed and have multiple
panes of glass to banish all drafts and
minimize winter chill.
The Prospect
The skilled, thoughtful human staff
anticipates most guests needs (warmed
198