The Prices devised a spell that let her read the
brains of Netherese lich-mages, holding
Rooms are 16 gp a head per night, and them in thrall from afar. Whatever the
stabling is 2 gp extra. Eveningfeast truth, the Pegasi found a lot of treasure.
(including all drinks) costs 2 gp. All
other meals are free with a room, but When agents of the Zhentarim stole
drinks cost extra. Liqueurs run 4 or from them, Bellara mounted a return
more gp per bottle. Ales are 1 sp per raid on Darkhold. Gathered Zhentarim
tankard, and wines are 3 gp to 75 gp mages destroyed the band with mighty
per bottle (most are 4 gp to 7 gp). spells. Through a contingency, the spirit
of Bellara fled into a life-size gemmed
Travelers Lore statue supposedly hidden in the Hip-
pocampus.
The Hippocampus was briefly home to
the Proud Pegasi adventuring band. Led Some say that the statue was formed
by a female mage of spirit, beauty, and in Bellaras image, and others contend
quick wits (Bellara Starcloak Arune, a that it was of a rearing pegasi. Since no
merchants daughter from Amn), the one has ever found a statue of either kind
Pegasi went from success to success, here, adventurers who stay at the inn still
finding a string of fallen mage towers hope to find the statue, resurrect Bellara,
and Netherese ruins. Some say tanarri and claim as their reward a portion of
aided their searches, others that Bellara the treasure that the Zhents didnt get
199
Hluthvar side of the market stands the House
of the Guardian (with a large
This walled town on the Dusk Road buy/sell/trade livery stable and the
lies in the shadow of Darkhold and is militia armory north of it), and on the
less a trading town than a fortress south side stands a wagonwains shop
against the Zhentarim.12 The towns and the sole inn in town, the Watchful
mayor, magistrate, and military ruler Eye. The temple maintains a stable of
is Maurandyr High Ward (priest) of milk cows and a chicken house (both
the House of the Guardian, the local easily located by the smell). The
temple of Helm. priestswho always go armed
stride about like sword captains, giv-
Hluthvar was a local warrior-hero. ing orders as if the town were at war.
The town that preserves his name now
stands as the front-line wall against Rental space warehouses ring and
armies that would otherwise sweep flank these important buildings. The
down from Darkhold unchecked to rest of the town consists of seven cov-
raid at will up and down the Vale. In ered wells, a few shops, and homes.
this vigilant stance, Maurandyr is The wells are set up as small, defensi-
financially supported by the Harpers, ble keeps topped by onagers that can
the Lords Alliance, and other rulers hurl stones at attackers outside the
and places in the Vale. city walls. Every roof and every cellar
is planted for growing mushrooms or
This does not make Hluthvar a wel- root crops. To discourage drunken-
coming place to visit. Built of stone ness, theres no tavern, and visitors to
and slate to retard fires, it can muster town who stray from the inn or local
a militia of over 70 well-trained and market are viewed as little better than
equipped warriorsone from nearly spies.
every family in town. Groups of them
clad in plate mail can be seen practic- Most folk in Hluthvar work deep in
their cellars, delving ever deeper in
ing with swords and crossbows every search of gold, which is plentiful in
day under the watchful eyes of priests. the rock hereabouts, and perhaps
Netherese or other ruins below.
The temple also hires adventurers Some 30 winters ago, someone did
by the month at 100 gp per each to break through into an old dwarven
ride wide patrols around the town to hold, and its now provisioned as a
keep watch on patrol groups and safehold for the townsfolk to retreat
raiders out of Darkhold. Put the dark to if Hluthvar is overrun.
ones to the sword whenever you can
is their standing order. The folk of Hluthvar have lived with
fear of the Zhentarim for a long time,
Hluthvar is built like a giant wheel, but right now theyre wrestling with a
with its streets as the spokes and the new fear. Their revered leader, Mau-
rim and a large open market as the randyr, may be going mad. Several
central hub. The northsouth spoke
of the wheel is missing. On the north
12Hluthavars location can be seen on the map in the entry on Asbravn, earlier in this chapter.
200
times recently hes fainted or spoken nesses, and ways in which they can deal
and acted strangely. Some say these harm to the forces of Darkhold.
incidents are the result of the strain of
command. Others whisper they are Shops
signs of the displeasure of Helm or
and this is the dark opinion of most Trists Saddles and Stables
caused by some sort of magical assault Mounts and Tack
from the evil Zhentarim wizards.
Irythimm Trist is a sharp-nosed,
I recommend travelers avoid watchful man who drives a hard bar-
Hluthvar except as a secure place to gain but avoids all deceit. If you buy a
stay a single night on the road before mount or pack animal from him,
moving on. The temple rents stark youll get exactly as good a beast as he
and simply furnished rooms at 10 gp says you willall-in-all, a rare and
a head to those who dont want to precious thing.
stay at the inn. Sights are few, joy even
rarer, and prospects for trade slim. Veloths Fine Wagons and Repairs
Hluthvar needs more of everything, Wagons, Wheels, and Repairs
and has little to give in return. Life
here is as good an argument for Uln Veloth is a man of exaggeration,
destroying the Zhentarim as anything histrionics, and hand-wringing. He can
Ive seen or heard anywhere in the never do what you want in the scant
Coast lands. time you give himbut always does.
His skilled craftspeople grin at his wail-
Places of Interest ing a lot and calmly turn out top-quality
in Hluthvar wagons, wheels, axles, and overnight
repairs. Fees are stiff, and payable up
Temples front, but the work is sturdy.
The House of the Guardian Inn
This temple to Helm resembles a keep. The Watchful Eye
It has its own moat and spiked iron
fencewhich can be electrified by The Watchful Eye is a cheerless place
spells in the event of attack, Im told that serves stolid food and watered-
along with ballistae and armories down beer. It has shutters and a roof
inside. The uppermost chamber is a and not much else. Its one virtue is that
stark chancel, the altar being an its quietalmost too quiet, like the
upright sword, the unblinking eye of calm before a vicious storm. Still, you
Helm glowing on its pommel. can definitely fall asleep easily here if
the hard beds dont keep you awake.
Over 20 warrior-priests dwell here,
working ceaselessly by spell and train-
ing in arms to strengthen Hluthvar as
the wall against the darkness. They are
grim folk, always alert for spies, weak-
201
Iriaebor Shadowking and his shadow magic
from beneath the city. Since that time,
This city is sometimes called the the Harpers of Berdusk have kept a
Overland City because its the east- close watch on Iriaebor.
ernmost outpost of the Vale and car-
ries caravan trade on the Dusk Road The city is presently ruled by Bron.
over the rapids and cataracts of the He was the peoples choice for his
upper Chionthar, linking up with the principles of fairness above all. He
Traders Road that runs east to the serves as the citys judge, and he
Sea of Fallen Stars. Barges cannot get appoints and dismisses members of a
any farther upriver than the lower 40-person advisory council. Aided
docks of Iriaebor. behind the scenes in one way by the
Harpersand in another by the head
Built atop a defensible ridge long of the current local thieves guild,
ago, Iriaebor today is a cramped city Cormikthe Lord of Iriaebor man-
of many tall, crumbling towers lean- ages to keep this city of bitter mer-
ing on each other or standing close chant rivals from erupting in
together, joined by bridges and bloodshed from one wall to another.
bristling with balconies, so that most
of the narrow, winding streets are left Visitors are advised to beware all
permanently in shadow.13 This has the rivalries. Even experienced traders
earned Iriaebor the name of City of a are regularly fleeced, though the dark
Thousand Spires. The stables, stock- days of throat-slitting and all-your-
yards, caravan paddocks, ware- goods Zhentarim confiscations are
houses, and the like sprawl across the goneat least for now. Bron sacrificed
farmland around the ridge. Aside his own position and most of the
from an open market where the Dusk money of the temple to Eldath he
Road enters the city, there are no headed at the time to buy mercenaries
open spaces left within the walls. enough to slaughter the private armies
that rival merchants were hurling at
Travelers are advised to beware the each other. The hatreds that fueled the
constant, many-layered, often violent open warfare then still simmer behind
intrigues between the many mer- closed faces today, awaiting any
chant houses, families, and cabals of chance to come boiling bloodily out.
the city. Iriaebor is like Waterdeep
gone mad when it comes to merchant Iriaebors location and strong army
manipulations, chicanery, and make it a base or destination sought
maneuvering. by many. (The army, the Shield, is
8,000 warriors strong.) For those who
Zhentarim machinations achieved must deal in this den of commerce, I
the brief but iron-hard rule of the can provide only an overview of
Zhentarim sorceress Lord Ravendas prominent places. Shops, companies,
over the city. She attempted to and fashion-favored places change
unearth some sort of dangerous with every tenday.
13A map of Iriaebor can be found in FORGOTTEN REALMS Adventures hardbound.
202
Landmarks Priests of Lliira have petitioned the city
for permission to found a temple within
The ridge on which old Iriaebor was the walls of the former Tower of Gold,
built runs parallel to the river and but many powerful merchants covet the
divides the city into three parts. The site, which commands the road south
most southerly of these is the narrow across the bridge and out of the city.
strip of land between the river and the The matter is presently before the coun-
ridge, crowded with warehouses, cil, halted by wrangling that promises to
docks, boatbuilding slips, muddy go on for years.
wagon trails, and heaps of garbage,
which is called the Docks. Next is the As I mentioned, the shops of Iriae-
ridge itself, called the Old City, its rocky bor change with bewildering rapidity.
slopes crowned with the forest of stone Two deserve mention for their
towers inhabited by the most success- unusual wares: Give Me Wings to Fly,
ful (most ruthless, many folk would which deals in aerial mounts of vari-
say) merchants. Most of the important ous sorts, and the Well-Dressed Wiz-
buildings in Iriaebor can be found ard, where mages can buy the latest,
here. The northernmost and largest greatest cloaks, robes, hats, and staves.
district of Iriaebor is composed of the
flatlands that have been enclosed by Like the citys shops, its inns and tav-
the city wall. They are known as the erns change with each passing month.
Lower City. Here can be found the This is especially true for taverns, as one
shops and houses of the common folk needs no special tavern license to run
and laborers, the open market, stables, one. The city taxes are paid on the origi-
tanneries, slaughterhouses and other nal purchase of beer and spirits. The
noisome industries, and two fenced council doesnt care who sells the alco-
merchant coster waybases: a major holic drink to thirsty throats after that.
base of the Thousandheads Trading
Coster and a smaller center of the The few fixtures among inns are all in
Dragoneye Dealing Coster. The city the old city atop the ridge (or Tor, as
exports many fine horses from the sur- locals call the ridge): the Wandering
rounding farmlands of the Vale, kegs Wyvern, a homelike place that welcomes
and barges, and a lot of fairly bad beer. a regular clientele and doesnt turn away
adventurers; the Black Boar, a luxurious
Iriaebor is home to three important but poorly run place that relies on its
temples: Silent Hall, dedicated to Eldath exalted reputation; and the Sign of the
(once Brons charge); the Golden Bowl Dreaming Dragon, a three-story inn
of the Goddess, a temple of Chauntea; with its own walled garden that is run by
and the High Altar of the Moon (called halflings. The Dreaming Dragon is
simply the Moontower by citizens), a rumored to have been home to a pow-
center of worship to Selûne. A fourth erful adventurers band in the past.
temple, the Tower of Gold, venerated Many adventurers dont like the expense
Waukeen until the Time of Troubles, or the tense atmosphere of the city, and
but now stands empty and looted. stay an hours ride north of the city at
the Old Talking Ox on the Dusk Road.
203
Places of Interest given a place to rest, but are then left
in Iriaebor entirely to themselves.
Temples The Golden Bowl of the Goddess
Silent Hall The Garden Temple of Iriaebor
Perched in splendid isolation at the stands atop the highest point of the
eastern end of the ridge on which the Tor, overtopped only by the taller
Old City stands, this walled citadel to spires of the High Tower of Iriaebor
Eldath takes the shape of a hollow (Brans abode and home of the coun-
hexagon with a side wing. It encloses cil). Here almost 50 priests are based.
a nicely maturing wooded grove dedi- They spend much of their time out
cated to the goddess. The entry hall of in the surrounding farms, working
the temple is a moss-and-fern bower the farms of the faithful. High Wor-
built around a pool. shipmistress Nalva Imthree, a tiny
woman dedicated to growing things,
Peacewoman Luaqqa Absalrassin has turned her back on the world
(Brans successor) deliberately keeps almost entirely. All she does for folk
the clergy few in number and the in the city is give out flowers in the
temple a serene retreat for solitary depths of winterblooms grown
worship. Visitors are welcome, and
204
despite the winter storms in the The Well-Dressed Wizard
unroofed, magically heated upper- Splendid Mage Robes and Staves
most floor of the temple.
The High Altar of the Moon This shop stands just east of the
Moontowera tall, crumbling, once-
Just east of the High Tower of Iriae- grand old house that gives no hint of
bor stands the round Moontower, a whats within except for the floating,
silver-and-black structure where glowing illusion of a wizards staff and
High Moonmaiden Astyaril Hulemene cloak that hovers endlessly above the
leads faithful in eerie moonlit rituals. double entry doors. Inside is a black-
A friend to Harpers, Astyaril adds the carpeted, mightily warded (against
only touch of romance and mystery to meteor swarms, Im told!14) and
the lives of most Iriaebens. For that exclusive shop where discerning
reason alone, services here are mages with thousands of gold pieces
always attended. to waste can buy grandly styled
cloaks, robes, soft boots or long,
Shops pointed shoes, hats of all descrip-
Give Me Wings to Fly tions, and knobbed, gem-adorned,
carved staves of fantastic appear-
Flying Mounts ance but no magical powers at all.
Some visiting nobles come here to
This shop stands at the westernmost buy clothes grander than they can
end of the Tor, and looks like a tiny get anywhere else.
keep bristling with domes of metal
mesh. The domes are actually pens Tailoring is done while you wait.
keeping the various aerial mounts for It typically costs 1,000 gp on top of
sale in the shop. Run by a mysterious the price of the garment, but runs a
group of wizards that is thought by mere 900 gp for hats and pairs of
some to be a semiretired adventuring shoes to over 40,000 gp for the
band, this shop typically haschained largest, gaudiest staves.
and well separated to keep them from
fightinga pair of griffons, four hip- Be warned that the proprietor
pogriffs, a Pegasus, and perhaps an seems to be a powerful mage
aerial steed or more exotic beast or himself,15 and hes assisted by some
two for sale at any given time. Be pre- unseen but quite strong flying crea-
pared to spend 35,000 gp and up. tures. Some garments (the used
Hard bargainers can get mounts for as ones, as the proprietor puts it deli-
little as 20,000 gp in winter, when feed cately) may bear enchantments, but
costs are high. This shop carries very most await your own spells. They are
powerful wards. of the finest handiwork, with doubled
and even trebled seams. You can buy
14Elminster said merely, Tis the truth.
15Elminster said: Hes a lich, actually. The flying help? Dont ask.
205
here quite confident that youll be the and the meals are tiny, and the
only one in your town to have such service is slow because the inn is
fine magisterial mage robesat least, understaffed. Thanks to snobbery,
until the nearest thief sees you. however, the Boar is full by the time
every night falls.
Inns
The Sign of the Dreaming Dragon
The Black Boar
This large, twin-towered inn stands This delightful inn has its own walled
southwest of the High Tower where garden, a high-ceilinged taproom
the road up from the Docks splits into with balconies, and great food. Its
two roads to encircle the Tower. Its a run by the halfling couple Jolle and
location many haughty merchants Estel, and it is one of Iriaebors
would kill forand several have tried. hidden treasures. Estel is a healing
priestess of Eldath and retired
As a result, the owner, who keeps adventuress, and was once a member
his name from the general public, of the Fellowship of the Dreaming
spends all his time in plotting and Dragon. The establishment is very
dealing. His inn is furnished in highly recommended.
exquisite luxury, but both the rooms
206
The Old Talking Ox sauces, and so on. The three became
firm friends, and the quality of the
Inn/Tavern inns fare became known to merce-
naries and traveling merchants
In the days when merchant-hired throughout the Coast lands. The sor-
armies clashed openly in the streets ceress, Helmeera of Secomber, disap-
of Iriaebor night and day and armed peared some years ago, and the
people were attacked by anyone who half-orc sisters went looking for her
didnt know them as an ally, adven- but the grizzled old servers (fighters
turers felt hardly welcome in the City whod lost hands, arms, eyes, and the
of a Thousand Spires. Many chose to like during their fighting careers) had
keep their weapons, which had to be learned enough through watching and
surrendered at the city gatesoften tasting by then to take over.
to be returned only upon payment of
stiff bribesand sleep outside the city Olliber died some years back. The
walls at a small wood lot and spring inn is now run by a council of 12 war-
known as Northing. riors, half of whom run it (hiring
another dozen helphands) and half of
Predictably, a greedy merchant cut whom are absent sponsors. It has
down the trees and put up a rickety become a favorite stop for travelers of
inn on the spot so as to charge these all sorts on the road to Iriaebor. Some
escaped customers. Outraged arriv- folk even go to the city to do business
ing warriors slew himand one of and then leave each night to sleep here.
them, an old, grotesquely fat merce-
nary captain, Olliber of Athkatla, The Place
known as the Old Ox to his followers,
announced his intention to retire and Newly planted trees encircle a fenced
run the inn as a welcome haven for horse paddock and barnlike stables
veteran fighters. located west off the Dusk Road about an
hours ride north of Iriaebors Lower
This met with general approval, and City Gate. In front of the stables is a
a surprising number of his company muddy saddling yard and in front of that,
retired with him. Under their care, the facing the road, a long, zigzag two-story
inn was rebuilt into a rustic, but com- log building with a central taproom and
plete, stable and inn complex. Two rows of guest rooms. The taprooms
axe-wielding half-orc sisters from the door is the one with the lantern over it.
mountains north of Sundabar took The kitchen is behind the taproomand
over the kitchensand disgruntled both places are usually roaring with
diners learned not to complain unless noise and activity at all hours.
they were good at dodging hurled
axes! A visiting sorceress took pity on Guest rooms are simple but warm
the two and taught them some tricks thanks to canopies around the beds,
of seasoning. On her next trip, she thick tapestries, and stone tables in
showed them how to make some each room on which bricks heated by
the huge hearth are placed. The guest
207
rooms have doors that bolt and can be in sauces and gravies. Berry jellies
barred securely. and jams are on every table, along
with hardbiscuits and dark molasses
The Prospect nutbread. You wont leave thinner.
The Old Talking Ox is a rough, rowdy The Prices
place where warriors roar out oaths,
jests, and songs as they merrily play Rooms are 8 gp per night. A room
pranks and tell tales on each other. Its sleeps two, with no extra cots available.
their safehold to relax in. No steel is to You dont have to share unless you
be drawn inside the walls upon pain of want to. This price includes all sta-
being barred from the inn forever, or, bling, food, and drinkthough only
if your victim has friends present, simple ales, wines, and zzar are avail-
upon pain of swift death after theyve able. Nothing too good passes our gul-
hurled you out into the mud outside. lets, as one regular patron put it.
Guests who need a good sleep often Travelers Lore
leave their rooms in despair to seek the
stable hayloft when the partying ranges The man for whom the Old Ox is
up and down the corridors on run- named is buried out back among the
ning, heavy-booted feet. The staff mem- trees. Its said that his voice can be
bers are vigilant night and day to heard coming up from under the stone
prevent robbery and violence. on certain moonless nights, confessing
all his sinsand telling those who ask
The Provender where all his treasure is hidden. One
half-elven woman is said to have tire-
The food is simple but marvelous lessly followed up on Ollibers instruc-
all the fat-fried, filling dishes warriors tions and returned home very rich.
like but so often cant get, smothered
One not-yet-found treasure is said to
be hidden in the inn: a finger ring that
contains a captive faerie dragon. It can
only be freed if it is slain six times in
service to a wearer of the ring. Three
lives have been spent already, so it is
eager to die serving someone in a tight
spot The ring emits a body animated by
its spirit, not the dragon itselfits true
body, the tale goes, is the ring. The coun-
cil has requested that guests stop tearing
the inn apart trying to find the ring,
which eludes magic-detecting spells.
Theyd also like all readers to know its
not inside the helmed horror that
guards the wine cellar!
208
The with mismatched furniture, and
Wandering Wyvern adorned with assorted paintings and
knickknacks (some might well use the
Inn/Tavern term junk) donated by guests. The
kitchens turn out good, home-cooked
This inexpensive home away from food (lots of stews, soups, and onion-
home is beloved by its many regulars. and-egg omelets)and guests help
It stands four doors down from the themselves. Most wander about the inn
haughty and expensive Black Boar, and while dining, stopping at window seats
like that high-class inn, it is full by the or in the lounge or taking the food to
time most nights fall. However, the their rooms. All drinks are served at
Wyvern looks like an old tumble-down the bar by the proprietor, Shalangul
houseand has been joined to three Adept (2 sp per talltankard for ale and 1
others, so its now more than twice as sp per large goblet for wine). Shalangul
large as the more exclusive Boar. would like readers to know that hes
not any sort of adept. Its just his name.
The two inns could not be more dif-
ferent. Unlike the luxurious decor and This is one of the few inns in Iriae-
pomp of the Boar, the Wyvern is bor that welcomes adventurers and
shabby and comfortable, furnished travelers without questions, suspi-
cion, sneering behavior, and
209
increased pricing. As a result, value- hear tales of adventure without an
loving merchants, pilgrims, wander- inebriated storyteller or drunken
ing folk, and adventurers both young hecklers. Many young adventurers
and bold and old and retired gladly come here deliberately to get tips or
come here. Some of these graybeards leads to unfound treasures from
are skilled warriors indeed, and their elder colleagues.
presence keeps thefts and rowdiness
to a minimum. The Provender
The Place The few but cheerful staff members
of the Wyvern spend most of their
Wood-paneled, dimly lit, and crowded time baking bread, growing mush-
with randomly laid old, stained rugs, rooms in the cellar, and cooking.
the Wyvern looks like a down-at-heel They make nicely spiced soups and
home. No two rooms share matching stews, adequate roasts, nice leek-fla-
furniture. To keep chances of fire to a vored and chive-flavored biscuits in a
minimum, no smoking is allowed, melted cheese batter, and onion-
and the place is lit (badly) by a score dominated omelets in which leftover
of wandering driftglobes. meat scraps always appear. Some
guests hack at the roast meat when
The Prospect its still red-raw, so those who like
things well done are apt to find them-
This inn is the best place to relax Ive selves with what butchers call chop
yet found as a traveler, because you scraps. Meals are serve-yourself
can treat it like your own home. The informalbut can be had at any time.
easygoing atmosphere makes it possi-
ble to keep to yourself or to sit and The Prices
talk for hours, so its a great place to
Rooms cost a flat 5 gp a head per night,
all meals included, along with stabling,
if needed. As I said, drinks are extra.
Travelers Lore
The Wyvern has its share of hidden
treasure tales. Coffers of black pearls
and brass buckets full of gems were
found above false ceilings in closets
off the pantry, and one hall has a
secret passage branching off it that
leads down into a disused Beast Cult
temple. Monster skeletons still
shamble about in its dusty depths, but
inn guests think theyve found all the
treasure.
210
Appendix 1:
Folk of the
Sword Coast
ith Elminsters aid, we human lord obeys her in all things. Alliya is a
present a best-guesses fierce foe of the Zhentarim and will even deal
list of probable classes, with poisons, adventurers, and other violent
levels, and alignments of things not in keeping with nature in order to
some folk Volo mentions eradicate the threat from Darkhold, which she
in this guide. Adventurers be warned: calls the Devouring Shadow.
Much herein may be wrong!
This list is alphabetical by first HIGH SCRIVENER ALTHUNE DEMBRAR, Loyal Eye
name because many folk in Faerûn of Deneir (NG hf P14 of Deneir; INT 17, Wis 18,
lack surnames. Dukes, nobles, pow- CHA 17). This elderly, dignified lady is still
erful mages, and other folk not likely serenely beautiful despite her many years. She
to be met by the average traveler is a renowned expert on symbols of all sorts,
arent hereunless they are a special widely consulted by those who need to identify
threat or are of great daily impor- runes or writings in old, forgotten tongues.
tance to the side of a community a She runs the Inner Chamber temple in
visitor sees. Only ability scores of 16 Berdusk and is a firm ally of the Harpers, who
or greater are listed, and standard often act as her eyes and hands outside Twi-
character statistic abbreviations for light Hall (which she never leaves), reporting
the FORGOTTEN REALMS campaign set- on or bringing back runes or other symbols
ting are used. seen all across Faerûn.
HONORED MOTHER ALLIYA MACANESTER (LG Althune often has an owl perched on her
half-f P12 of Sheela Peryroyl; INT 17, Wis 20, shoulder. She loves to dance, and appears at
CHA 16). Matriarch of the temple of Sheela in most Harper revels in the Hall.
Corm Orp, Alliya is revered by halflings and
widely respected by others in the Sunset Vale. LADY ALYTH ELENDARA (CG hef R7; INT 17,
She knows the local weather and ways of WIS 17, CHA 16). Lady Alyth is graceful and
nature better than almost any other living courtly. Most folk think she is nobility of some
thing and can tell exactly where, when, and sort. She owns and operates the Elfsong Tav-
how to plant or nurture for best results. Her ern in Baldurs Gate, where she makes a widely
touch is said to give life to withered plants, and praised stew and keeps a bank for sailors who
shes rumored to be able to tell by looking at it patronize her tavern. No one knows just where
if a seed will germinate. the moneys are hidden. She is able to call on
sorcerous aid in a hurry, and most patrons of
A wise, diligent leader of the farmers of the Elfsong, who go armed, will leap to aid or
Corm Orp as well as the local halflings and her defend her.
temple, she is the true ruler of Corm Orp. Its
AMAERASZANTHA (N amethyst she-dragon of
great wyrm age). This wise, reclusive dragon
may be the eldest of her race in Faerûn. She is
spends much of her time swimming or bask-
211
ing in a stagnant lake at the heart of ruined sometimes mistaken for a black dragon.
Haumoritas, an ancient human city now Acquiring knowledge and finding amusement
known as Tempus Tears. in the thoughts, words, and deeds of the little
creatures of Faerûn are her pursuit and her
If she is in the water when groups of delight. She will defend the dwarves and
intruders approach, Amaeraszantha often gnomes who dwell in the ruins around her,
remains motionless, playing dead. If she has and the ruins themselves, fearlessly if need be.
time to do so unobserved, she rolls over on her She will never hesitate to join battle if it seems
back and extends her claws in crooked, stiff best.
immobility to enhance the image.
The Great Wyrm of the Tears, as a bard
If a situation calls for it, she often shape- bent on flattery once called her (she regards
changes into a beautiful human female and himMintiper Moonsilver, the Lonely
dons a set of manacles she has magically Harpistfondly), sees the fish in her lake as a
arranged and altered so that she appears to be precious food resource, to be harvested only
set out as a sacrifice for the terrible dragon sparingly. She also regards them as hers alone,
that lairs near here, she will sobbingly explain. and she will drive off, slay, or devour people
She can free herself instantly, however. In this who fish in her lake and dont cease the
way, she often learns a lot about the true moment she confronts them.
natures and intent of intruders before any hos-
tilities begin. When shes hungry, Amaeraszantha waits
for dark and then flies west to the Sword Coast
Amaeraszantha has little use for treasure to plunge into the waves and feed. In cold win-
except gems, which she devours. She is wary ter months, shell turn south and fly to the
and experienced in battle, and her purple Shining Sea or wherever the waters warm
scales have darkened almost to black. She is enough to her liking before diving down to
plunge, jaws wide, through a school of fishor
even pluck a single whale out of the water to
devour aloft.
Beings who would slay, entrap, or rob
dragons irritate her. She delights in slaughter-
ing Dragon Cultists whenever they find her.
Amaeraszantha values the Harpers and the
Zhentarim alike as sources of amusement for
her. Over the years, she has befriended some
of the more conservative and kindly of the
powerful spellcasters of Faerûn, such as Alus-
triel of Silverymoon, the Simbul, and the
Witches of Rashemen. She has a soft spot for
loners like herself, but despises the arrogance
of many spellcasters, deeming them willful
children not fit to so misuse such power.
Amelior Amanitas AMELIOR AMANITAS (CG hm W17; INT 17, CHA
16). The Sage of Secomber is a wandering
master alchemist and busybody. Tall, chunky,
gray-bearded and bespectacled, Amelior is a
bumbling, notoriously absent-minded eccen-
tric. He has only one good eye and wears a
variety of handsome patches over the socket of
the othersome silk, some tasseled, some
vividly patterned, and one bearing his sigil. He
212
dresses as a common craftsperson and is a Asgar has always relied on visions sent to
wencher and a poker-about-after-secrets. him in dreams by Ilmater, but the Zhents seem
These character traits have made him unwel- to know this and to be meddling magically with
come in many places, though not in Silvery- what he sees. This defilement of his mind
moon, where hes become a close friend of and the gods work has made the normally
High Lady Alustriel. serene Asgar so angry hed take up arms
against any Zhentarim who offered him vio-
Amelior is straight in his dealingsthough lence. As it is, hes entrusted the Harpers with
he may actually forget hes hired someone his secrets, and he will heal or otherwise aid
and rarely fights with spells, relying on his irri- any Harper who comes to him in need.
table, sharp-tongued bodyguard Erek and the
contents of the two flasks he always carries. AUNDEGUL SHAWN (LN hm F5; WIS 16). Propri-
Erek is a lawful neutral 4th-level fighter of etor of the Blade and Stars inn in Baldurs
mixed northern blood and sharp, ready Gate, Aundegul is a close-mouthed, unassum-
swords. ing man whose one delight is making ruby cor-
dial. A retired adventurer, Aundegul knows of
Amelior wears bracers of defense AC 3, and many shady deals and doings, but seldom
carries a gold flask and a copper one. When speaks. He abandoned his career as an adven-
the gold one is opened, a nonnoble djinni turer in terror after seeing the results of a
named Hasan, utterly loyal to Amelior, magical duel between two wizards who were
emerges. Opening the copper flask lets out two master shapechangersa duel that cost him
ogres fanatically devoted to the sage. If slain, most of his comrades. He has admitted a yuan-
they rise as monster zombies to fight on. Ame- ti is imprisoned in the inn, and that his estab-
lior also owns several magical robes, a lishment also holds other, darker secrets.
enchanted staff or two, and a large collection
of potions. BARIM STAGWINTER (NG hm F7; STR 17, DEX 17,
CON 16, INT 16, CHA 16). This respected adven-
He dwells in a cavelike home that is rather turer uses Boareskyr Bridge as his base of
like an extremely cluttered halfling delve- operations, and his word is recognized there
home. It is connected to a tiny, leaning stone as law. Involved in several adventuring compa-
tower and is located high up amid gardens on nies over the years, hes currently sponsoring
one of the hills in Secomber. His residence is several small bands of younger adventurers,
home to several golems and a dozen brightly directing them (separately) toward destroying
colored (red, green, fuchsia, flame orange, or driving out the serpentfolk of the Serpent
mint blue, sun yellow, and so on) cats. Amelior Hills.
constantly hires adventurers to carry out odd
tasks for him, sometimes overpaying them Barim is a good friend of Theskul Mirror-
absent-mindedly. eye. Together, they keep Boareskyr Bridge safe
for the law-abiding during the summer and
ABJECT SUPPLICANT ASGAR TELLENDAR (N hm battle back trolls, brigands, wolves, and worse
P5 of Ilmater; WIS 17). Chief priest of the House during the long, hard winters. Theskul wants to
of the Suffering God, the temple to Ilmater in establish a fortified abbey to Tyr at the Bridge.
the town of Asbravn, Asgar is a devout servant Barim is prepared to support him in this if the
of the God on the Rack, but realizes his temple abbey will support him in becoming Baron of
is in danger of closing for lack of local sup- Boareskyr and raising a castle, so that a walled
portif the Zhentarim dont sweep over the city can be built between castle and abbey to
town with spell and sword first, slaying all enclose the clutter of tents and wagons that is
before them. Asgar has called on the Harpers present-day Boareskyr Bridge. The main
of Berdusk to keep Asbravn free of Zhentarim impediment to this grand plan is the poisoned
agents andhe hates even to ask thiskeep Winding Water. The two friends are working on
his own clergy pure. He called on them very this.
reluctantly for he has always seen the Harpers
as dangerous meddlers.
213
Barim is known to own magical weapons sionist abandoned life as an adventurer to run
and armor, but just what powers his gear has, the Friendly Arm inn in a keep he and adven-
he keeps mysterious. turer comrades seized and cleared of mon-
sters some 20 seasons ago. A clever, pleasant,
BELKIN ORGUL (LN hm Fll; STR 16, DEX 16, C0N always alert, curly-haired innkeeper who has a
17, WIS 16). This fat, puffing old man is a habit of humming when deep in thought and
shrewd judge of folk and a cynic who is always of scratching his rather large nose when con-
armed against attack, expecting the world to cerned, Bentleys always a step ahead of trou-
turn on him at any moment. He always wears a blemakers and misfortune. A veteran traveling
ring of the ram and a self-regenerating Coast merchant called him a master anticipa-
Netherese ring of spell storing containing the tor. Aided by his wife Gellana, he has made the
spells magic missile, ironguard, and chain light- Arm a safe, friendly, clean, well-defended spot,
ning. He has silver-plated daggers hidden in his a must stop for overland travelers.
boots and a short sword of quickness at his belt.
There are persistent rumors that Bentley
Belkin owns and runs his own weapons sponsors adventuring bands and is involved in
shop in Hills Edge, and has more than a few half a dozen covert schemes or shady mer-
other enchanted weapons at hand when hes chant cabals. He certainly never seems short of
inside it. Hes going bald, but wears whats left money. On several occasions hes unhesitat-
of his hair long, defiantly retaining the man- ingly hired mercenaries to bolster his defenses
ners and pride of his warrior days. in the dead of winter or hired wizards to tele-
port needed items from far-off cities in a hurry.
BENTLEY MIRRORSHADE (CG gm W(I)10/T10;
DEX 17, INT 17). This industrious gnome illu- HIGH LOREMASTER BRANSULDYN MIRRORTOR
(N gm P9). This party-loving former adventurer
is now master of the temple to Oghma in
Berdusk. A gleeful master of disguises (of
which he has a vast collection), Bransuldyn
often goes out into the city or roams the Vale
while disguised, gathering lore by listening.
Some unkind folk have called what he does
shamelessly and energetically eavesdropping.
He often uses several spells hes created that
allow him to record what he hears and then
transcribe from afar just what he wishes of the
words into books laid out ready in his temple.
Even if this jolly priest falls prey to a Zhen-
tarim agent tomorrow, his recording spells will
win him lasting fame across Faerûn. There are
persistent rumors that hes still involved in
adventuring and has discovered several ways
down into the Underdark, where he keeps a
sizable hoard of gems and valuable metal
items hidden in a trapped spot that regularly
claims the lives of overinquisitive drow and
illithids.
High Loremaster Bransuldyn Mirrortor BULDATH ANDRYN (LN hm W15; DEX 17, INT 18,
WIS 16). This taciturn mage dwells in
Scornubel, protected by a guardian wraith that
is bound to an item he wears somewhere on
214
his person. He has a pseudodragon as a com- to conceal her decaying skin, though she isnt
panion and uses his spells to earn himself a liv- as skeletal as most liches. She has the following
ing and to probe the minds of those who serve powers: She can use spells as a 19th-level
him, anticipating their wants and treacheries mage, including nine regenerating spells:
so that he wins the firm loyalty of most, and chain lightning, delayed blast fireball, dispel
eliminates others. He casts spells for hire, typi- magic, fly, identify, invisibility, teleport without
cally at 1,000 gp per spell level, never leaving error, tongues, and wall of force. These regen-
his abode to do so. erating spells return without study 1 day after
use. Like all archliches, Darthleene is immune
Buldath uses his trusted, discreet agents to to poison, disease, and all turning and disrup-
sell preserved monster components all over tion; all polymorph, energy draining, ability
the Coast lands. He buys the remains of beasts training, petrification, cold, electricity,
from adventurers to gain his raw materials. He enchantment/charm, insanity-related, death,
seems interested in the rare, strange, and dan- and illusion magic; psionics; and spell-like nat-
gerous living things of Faerûn, but the rest of ural powers. She cant be harmed by any phys-
his aims remain mysterious. ical attacks launched by beings of less than 6
Hit Dice or levels.
CHANSRIN ALUAR (CG hf W9; DEX 17, INT 18, CHA
16). A quick, sharp-tongued sorceress whos Darthleene has a chill touch that deals 1d10
always eager for adventure, Chansrin loves battle points of damage plus causing paralysis lasting
and often assists the watch in her home city of 1d4+1 turns to all touched victims who fail to
Scornubel, battling rogue mages and adventur- save vs. paralyzation. She can also exude an
ers whove gotten out of hand. Shes slim, short, aura of power at will that forces all beings of
flame-haired, and has very large, dark eyes. She less than 5th level or 5 Hit Dice to flee in terror
likes to bite people when angry or excited, gig- for 4d4 rounds. She can repel undead and ani-
gles often in delight, and is given to impulsive mate dead by touch and will, and seems to
actionsuch as leaping out of windows into never forget anythingshoppers are often
nearby trees, swinging dangerously from bal- startled when she addresses them by name or
conies, or charging barehanded into affrays of continues a conversation begun with them at
armed men. She wears some sort of teleporta- their last visit to the shop, years earlier.
tional magical item that can whisk her to safety,
but having to use it makes her angryshell Darthleene suffers 1 hp of damage per level
often snatch up some magical items and wade of the caster whenever shes struck by raise
right back into whatever danger she just dead or similar healing spells. She can employ
escaped. any of the magical items in the shop to aid her-
self in battle, triggering them by will from a
Chansrins a generous friend, but she is eas- distance. They include a concealed wand of
ily bored or distracted. Shes always happiest magic missiles and a hidden staff of power.
when shes rushing off somewhere else, so long
as the somewhere else is within Scornubel. DAURAVYN REDBEARD (LG hm F5; STR 16, INT
16, WIS 16). A stout, middle-aged former adven-
DARTHLEENE (CG hf W19; DEx 17, INT 18, WIS turer, Dauravyn is now the keeper of the Way
18, CON 16; now an archlich). Proprietress of Inn. He is proud of his establishment and of
the Dawn of Any Day shop in Berdusk, Darth- the vigilance and training of his hired troops.
leene is an ally of the Harpers who aids adven- He is a friend and ally of the Lords of Water-
turers by selling them magical odds and ends. deep, and possesses some form of instanta-
She was an adventurer herself, long ago, and neous magical communication with Lord
still mourns the loss in battle of her true love, a Piergeiron, whom he can call on for swift aid if
handsome bard by the name of Tanalith Sorn- evil forces show up from Dragonspear Castle
darr. She likes to hear tales of daring and to or the High Moor.
see the vigor and sport of young folk.
Dauravyn wears bracers of defense AC 2
Darthleene wears a robe of stars and a veil and wields a two-handed broad sword +2 said
215
Dauravyn Redbeard adventurer and onetime resident of Iriaebor
retired to Daggerford to pursue a life of tutoring
to have some special magical properties, would-be mages. He is that rare thing: a willing,
including conferring infravision on the wearer patient, unambitious teacher of magic whos
and some sort of flying or teleportational abil- always taking on new apprentices and is easy
ity. Dauravyn also wears a vampiric ring of about payment. (If times get tough, he can
regeneration attuned to him. No matter who always cast a spell or two for hire.) As such, he is
wears it, he receives hit points equal to the important in the Coast lands, and word of him
damage it does. This was a gift to him by has spread from far Icewind Dale to the north-
Velaethaunyl Shaethe, a grateful elven sorcer- ern border towns of Calimshan,
ess of the Misty Forest whom Dauravyn res-
cuedand, some say, loves deeply. Delfen is well liked by his apprentices and
former students. They tend to think of him as
The innkeeper is a pleasant man, a shrewd more powerful than he really is because,
judge of folk, and a discreet keeper of many wisely, Delfen doesnt reveal much of his pow-
secrets. There is a rumor that hes involved in ers or past. He is known to possess an exten-
some great, lifelong plan to recover the Uni- sive library of spellbooks, a dagger +2, a staff of
corn Blade for or with Velaethaunyl. Its an power, a ring of regeneration, a ring of spell
ancient and very powerful elven artifact and turning, bracers of defense AC 4, and a wand of
could become the rallying point for a new fear. Many of the spellbooks were purchased
elven realm centered on the Misty Forest, if from passing adventurers. He has devised
Velaethaunyls dreams come to pass. some sort of spell that alerts his apprentices
and the soldiers of Daggerford Castle if he is
DELFEN YELLOWKNIFE ONDABARL (CN hm W8; wounded or one of his magical items is taken
INT 18, CHA 16). An affable mage who is bearded, from his person by force.
short, and increasingly stout, Delfen is an ex-
Delfen enjoys a life of training and ease. Hes
not at all interested in the dangers of resuming
an adventuring career. He does love to listen to
tales of the exploits of others, and will take from
them hints about treasures not yet plundered
to dispense as sage advice to others.
DERVAL IRONEATER (LN dm F6; CON 18, WIS 16).
Highly regarded in Daggerford as a smith of
high skill and a guildmaster, Derval Ironeater
heads a large family smithing business, and his
position on the Daggerford Council has earned
him the affectionate nickname Short Mask.
Part of the Ironeater clan is interested in reviv-
ing the subterranean dwarven hold of Illefarn,
which lies beneath a crag north of the Laugh-
ing Hollow. To fund their continuing efforts,
the Ironeater forges turn out an endless
stream of high-quality hooks, clasps, hasps,
hinges, buckles, shields, gauntlets, spikes, and
tools. Derval is the close-mouthed, level-
headed and tireless forge-hammer of the
Ironeater clan. He did some adventuring in his
youth, and owns a suit of plate mail +1, a battle
axe +3, a hammer +3, dwarven thrower, and a
ring of telekinesis. He can probably get his
216
hands on many more items of practical magic possible retaliation from mages or others
if necessary. angry at his making such things available. He
carefully controls his stocks of arms, and if
HIGH DARK PRIESTESS EMANA GORTHO (NE hf word reaches him of thieves guilds or mer-
P6 of Cyric; WIS 17, CHA 16). The coldly beautiful chant families (particularly the less scrupulous
leader of the Fist of the Future temple in Hills Calishite concerns) amassing large amounts by
Edge, Emana is a careful plotter who seeks to using go-betweens posing as separate interests,
turn her city into a stronghold of evil. Shes smoke powder and additional weapons simply
building an army of rogues, fanatical wor- become unavailable to that group for a time.
shipers of Cyric, and street thugs to this end,
but is careful not to overextend herself with so Felogyr uses his wealth to buy up property
many Harpers about and the rival local clergy of in Baldurs Gate and in other ports along the
Lliira set against her. Sword Coast. He also lends money, both to
shipbuilders and to adventurers, thieves
The citizens call her the Black Lady for the guilds, and other shady or risky interests, using
color of her robesand, they say, her heart his control of firearms to curb the illicit deeds
and fear her. This fear is rightfully placed of these debtors.
because her increasingly wild spell rituals now
involve dark sacrifices. She is consumed by the FULBAR HARDCHEESE (CN half-m T11; DEX 18,
desire to attract the notice and favor of Cyric, CON 18). Tavernmaster of the Happy Cow in
perhaps one day becoming his consort, and is Daggerford, Fulbar is an ex-adventurer who
eager to acquire new and more powerful spells seems to want to forget his adventuring career.
to bring this about. The nearby Netherese ruins The owner of rings of chameleon power and
may hold what she seeks, so she tries to rob, cap- feather falling, Fulbar also cherishes his magi-
ture, or slay all who return from exploring them. cal blade, Quietstrike, a short sword +3 of neu-
tral alignment, Intelligence 13, and Ego 15, and
FELOGYR SONSHAL (CN hm F6; STR 16, INT 16, the abilities of detecting shifting walls and
CHA 16). The jovial, burly owner of Felogyrs rooms and detecting secret doors.
Fireworks is everyones friend. Behind the rol-
licking facade of constant jokes and roaring One of the reasons Fulbar wants to keep so
gusts of laughter is a shrewd businessperson quiet about his deeds of daring is to avoid
whos been slowly shifting his trade from can- Zhentarim and Cult of the Dragon attention:
dles and lanterns to smoke powder and the He has most of a dragons hoard that he gained
like, as firearms and other glories of Gond somewhere in the Backlands of the Sword
become more common in Faerûn. Coast buried deep under his tavern, and so he
never runs short of funds. When he needs
A trusted reseller for the realm of Lantan, some cash, he simply goes and digs up some.
Felogyr is the quiet source of many of the In this way, hes been able to keep the Cow
firearms available up and down the Sword cheap and cheerful and to buy out most of the
Coast, and as such has grown very rich. His poorer farmers, letting them work their for-
famous shop is located on Bindle Street in Bal- mer land as tenants. His son Dickon runs Ful-
durs Gate. There one can buy three-hour bars own prosperous dairy farm, which
torches whose flames will be of a certain hue produces a lot of good cheese.
(6 sp each), slowfuses (5 gp each; you cut them
to the desired time), flares (10 gp each), signal Fulbar is also becoming a landlord of con-
beacon pots (20 gp each), enchanted festival siderable holdings in both Neverwinter and
fireworks that produce spectacular displays of Baldurs Gate, though hes at some pains to
aerial light (25 gp to 75 gp), and smoke powder keep this as quiet as possible. Hes always good
(45 gp and upward, depending on supply and for a loan to his friends, and so can call on a lot
demand, per charge). of stalwart farmers and folk of Daggerford for
swift aid if need be. Fulbar sees himself as a
Felogyr is prudent. He wants to avoid any quiet power in the Coast lands, working
large-scale strife that involves firearms and behind the scenes. He would be shocked to
217
services, and has made not a few converts. She
has also become something of a folk hero
among gnomes in western Faerûn as the quiet
and true power behind a gnome who made it.
Gnome mothers often speak of her to their
daughters as someone they should emulate if
theyd like to share as large a slice of success as
Gellanas managed to carve out for herself.
Gellana Mirrorshade GULDIN GALLOWGAR (NG hm F14; STR17, DEX
17, CON 17, WIS 16, CHA 16). Proprietor of the
learn just how close a watch the Lords inn that bears his name in Elturel, this jovial,
Alliance, the Harpers, and, more recently, the always-alert retired adventurer strides through
Zhentarim, keep on him. life like some sort of patient and amused hawk,
sponsoring adventurers and watching how
GELLANA MIRRORSHADE (NG gf P10; WIS 18). they do. His advice as to where to find just
This quiet, observant priestess of Garl Glitter- about anyone or anything in the Realms is free.
gold runs the Temple of Wisdom in the walled His sponsorship costs 10% of all treasure won,
inn community known as the Friendly Arm and but allows adventurers potions of healing when
helps her husband Bentley run the inn as a necessary. Guldin eventually expects the value
safe, secure place. Where Bentley is an expert of the potion back in additional treasure.
at sniffing out the schemes of living folk and
seeing ahead what theyll need, try, and want, Guldin is a very wealthy man, but almost
Gellana takes a longer view and is always look- everything is invested in Amn, Cormyr, the
ing ahead at the larger picture. She ordered Sunset Vale, and various caravan companies
and oversaw the digging of deeper wells for the that link the three areas. He also has a lot of
inns water supply and the rigging of secondary magical items, but the only ones that have
pumps in case the main ones fail or are been definitely identified are those he always
wrecked by orcs. She also planned, and contin- wears: a ring of protection +3, a ring of spell
ually expands, the inn gardens, adding win- turning, and a pair of winged boots (speed 15,
dowboxes and rooftop beds to the ground MC A).
plots, and making all garden locations produce
food or herbs for the inn kitchens. HALBAZZER DRIN (LN hm W18; INT 18, WIS 18).
Halbazzer is a balding, white-haired, gruff old
Gellana welcomes humans to her worship man, now frail of health and stooped. He
dwells in a modest, shuttered stone tower on
Stormshore Street in Baldurs Gate, guarded by
golems and ornamental wall displays of
weapons that can animate to fight for him. The
tower has a tiny shopfront that bears the sign-
board Sorcerous Sundries. Inside youll find a
waiting room with a comfortable chair, a table,
and a bell. It summons Halbazzer, who sells
potions of healing and casts spells for feesif
hes in the mood.
Halbazzer is very rich, and he invests
behind the scenes in many Baldurian ventures.
His usefulness has led the ruling Grand Dukes
to place a discreet watch over his premises to
aid him against thieves and unscrupulous
interests from Amn, Calimshan, and elsewhere
218
who want to divest him of the secrets that have JOYBRINGER JHANADRA CASELDOWN (CG hf P7
made his fortune: the spells of Halbazzers of Lliira; DEX 16, INT 17, WIS 18, CHA 16). High
devising that banish mildew and moisture. He priestess of the Cry of Joy temple in Hills Edge,
refuses to sell these spells as scrolls or tutor the Joybringer is young and enthusiastic. She
others in their casting. works with local Harpers to keep her city from
falling under the sway of the Cyricists and the
Halbazzer is also an expert in the use of the Zhentarim, and is known for her acrobatic
mending spell and is a familiar fixer of household dancing and high, clear singing voice.
items in Baldurs Gate. He has been known, when
attacked, to hurl a mean meteor swarm, too! Since joining the clergy, she hasnt used her
first name, and few folk know it. Fewer still know
ITHTYL CALANTRYN (CN hf W12: DEX 17, CON 17, the secret behind local rumors of her strange
INT 18). One of three serving wenches at the powersshes a weredragon, able to assume the
Three Old Kegs inn in Baldurs Gate (all of form and powers of a copper dragon when nec-
whom were once huntresses in Tethyrl, Ithtyl is essary Folk in Hills Edge call her the Rose-Red
a sorceress skilled in the use of levitation spells Lady, and most of them love her.
and shielding-type spells. Shes training her fel-
low servers, Katheera and Nathbaera, in magic, MOST RADIANT OF LATHANDER KELDDATH
but as yet they are still bumbling apprentices. ORMLYR (NG hm P16; INT 16, WIS 18, CHA 16).
Governor of Beregost and high priest of the
Ithtyl is devoted to her employer, Nantrin temple to Lathander there, Kelddath is a
Bellowglyn. She always has spells ready to patient, even energetic, supporter of local
defend herself, her employer, or the inn. She improvement. Hes always advising or lending
may also wear a ring of the ram— or has money to new local businesses and to farmers
devised spells that duplicate its violent ram- trying to expand or modernize their holdings.
ming action. Shes calm and quick in a fight.
His temple troops police the town attentively
JANTHOOL (CN hm T11; STR 16, DEX 17, CON 16, and try to prevent adventurers and others from
INT 16, CHA 16). This dark-eyed, curly bearded exploring a local ruined castle. Any rowdiness
merchant from Athkatla lives to make coins mul- or lawlessness is swiftly and harshly dealt with.
tiplyand is very good at it. He tirelessly travels Kelddath wants Beregost to have a reputation
Faerûn bartering goods, taking advantage of sea- for being the safest Sword Coast town in order
sonal shortages to make huge profits whenever to encourage trade and travel,
possible. Chance recently made Janthool very
rich through found treasure in Soubar, but hes KORBUS BRIGHTJEWEL (CN gm W(I)6; DEX 16, CON
also steadily gained wealth over the years 16, INT 17). Court Jeweler to the Duke of Dagger-
through shrewd bartering and careful, covert ford, Korbus prefers the relative peace of Dagger-
investments. He views Auroras network of cata- ford to the bustle, crowding, and intrigue of
log stores as dangerous competition, and he Waterdeep, and he steadfastly refuses all induce-
tries to arrange orc and drunken brigand ments to relocate. Some Waterdhavian noble fam-
attacks on her outlets whenever possible. He ilies have offered to sponsor him for life if they
once arranged a stampede of bulls through a can have the exquisite creations of his skilled
Waterdeep outletand had to flee the city hands. Hes especially fond of crafting detailed
hastily when evidence was given against him. insects, birds, and lizards from gems, gold, and
silver, particularly into pins that perch on the
Janthool is known to carry huge arsenals of shoulder of a lady or hold her cloak together.
hidden weapons and equipment, such as grap-
nels on long, coiled-wire lines, on his person. Korbus identifies and values jewelry for
These weapons have allowed him to fight his nominal fees (10 gp per piece). He will offer to
way free of several nasty scrapes. Hes cool and purchase especially rare or fine pieces, and he
deadly in a fight, and wields a short sword of has coins aplenty to do so. Korbus uses his
quickness. Hes also known to wear a ring of detect magic ability to examine each piece for
spell turning. enchantments, and he fully and honestly
219
One can still purchase basilisks from Kram-
moth, who keeps a dozen or more on a coun-
try estate near the city. The estate is staffed by
blind servants and by a dozen loyal warriors
equipped with the same protective magic as
the sage himself. The basilisks sell for an aver-
age price of 2,500 gp each.
Krammoch is widely consulted by adven-
turers and by merchants conducting shady
business. It is widely rumored that he has
extensive pirate contacts. He also operates as a
go-between for fences arranging meetings with
clients. These are held in various places and at
varying times to avoid the attention of authori-
ties and vengeful victims.
Krammoch Arkhstaff LARLOCH (LE hm W26; undead ultra-lich; STR
18/72, INT 18, WIS 18, CON 18, CHA 16). The
reports what he finds. Most merchants who Shadow King of Warlocks Crypt is a powerful
travel the Coast lands bring gems to him. They undead mage served by, among legions of
know his estimates are fair and precise. Kor- lesser creatures, many vampires and liches.
bus teaches the arts of the illusionist only to Many proud adventurers have tried to destroy
gnomes, and detests adventuring. Larlochand all have failed, although many of
them contributed skulls or their corpses to
Korbus has treasure cached in many places Larlochs decor or servant armies. His powers
and has substantial investments in Waterdeep are mighty indeed and are vested in spells, an
and Elturel. He is known to possess a ring of awesome arsenal of magical items, and his
protection +3, a wand of metal and mineral undead powers. He is said to be able to avoid
detection, and a robe of scintillating colors. destruction by sinking down into the floors of
specially prepared areas of power, only to
KRAMMOCH ARKHSTAFF (NE hm F3; WIS 16). appear elsewhere, rejuvenated. These cham-
This sage of Baldurs Gate is a retired adven- bers are naturally where he spends much of
turer generally acknowledged to be the his time.
Faerûrian authority on basilisks. By means of
certain magical items won during his career, Larloch also commands a potent arsenal of
hes gained immunity to petrification, and is curses, some spells conferred by his touch,
thereby able to observe basilisks at leisure and others unleashed by intrusion into specific
even breeding them and keeping them as pets. areas or trapped caskets and strongcupboards.
Until recently, he kept at least three at his These can forcibly change the appearance,
abode in the city, but was ordered by the rul- intellect, and abilities of victims long after they
ing Grand Dukes to remove them after one escape from Warlocks Crypt.
merchant too many was turned to stone.
Elminster warns that the true extent of Lar-
lochs powers is not known. What the Old Mage
does know of Larloch, expressed in game
terms, is this: The Shadow King has at least the
powers of a lich, but turns as special. Larloch
retains his sorcerous spellcasting abilities, and
wields a huge arsenal of magical weapons and
other magical items. Silver weapons cause his
undead flesh to burn and seem to do him dou-
ble damage. Wisps of smoke curl away from all
220
wounds caused by a silver-edged blade. and to have the tenacity and stamina of a lion.
Larloch continues to develop new spells and Recently, however, he has begun to fail
other magic. He added a few wrinkles to his under concerted magical attacks launched by
own achievement of undeath so that he pos- Zhentarim mages and priests, spells that aim
sesses a natural spell of each level that need not to drive out Maurandyrs psyche and take con-
be memorized and can be recast by him 24 trol of his body. The spells would make him act
hours (144 turns) after he casts it. Larlochs to let the Zhentarim into Hluthvar with a mini-
spells, in ascending level order, are magic mis- mum of fighting, so that Hluthvar can be used
sile (5 missiles per spell), web, dispel magic, wiz- as a fortified Zhentarim base down in the Vale.
ard eye, animate dead, chain lightning, control
undead, disrupt undead, and energy drain. Lar- Maurandyr has fought off these attacks thus
loch also permanently gains hit points drained far, but for how much longer? They so cloud
by energy drain. his mind as to leave him unsure as to their
true cause. Worried Harpers are unable to get
Disrupt undead creates a beam up to 30 feet aid to himthe Zhentarim have already sub-
long, requiring an attack roll only if the target verted the minds of many of the priests around
can hide behind obstacles. It harms only him. Only the aid Helm sends in his rituals
undead and has effects identical to a mace of and the valor of hired adventurers, riding
disruption, except Larloch gains all points of patrols around Hluthvarhave kept the Zhen-
damage dealt as hit points of his own. An tarim from prevailing as yet.
undead blasted out of existence surrenders all
its hit points to Larloch. Larloch can perma- MYRIN SILVERSPEAR (LN em F8; INT 17, WIS 18).
nently increase his hit point total in this way. This dour, silent moon elf is the efficient propri-
etor of the Halfway Inn, located outside the Gate
Larlochs spells are cast by will alone, need- Glen of Evereska. His steady silver eyes miss
ing no verbal, somatic, or material compo- nothing, and hes as discreet as any accom-
nents. All have a casting time of 2. Larloch is plished courtier, handling disputes between
immune to one specific wizard spell of each proud elves as smoothly and as calmly as brawls
level, but Elminster doesnt know which ones. between drunken humans. He has a knack for
Elminster warns adventurers that finding out is remembering faces and names, and has some-
a game not worth the cost. times identified mercenaries or merchants
from their drawn likenesses or when shown
LONTHALIN MINTAR (CN hm W11; INT 17, WIS 16, them in various vision spells.
CON 17). Lonthalin is one of several minor
mages who work from stalls in the Wide (open Myrin never speaks of his adventuring past.
market) of Baldurs Gate. He specializes in Some suspect he is a Harper and others that he
adornment spells that give clients temporary is a disgraced member of the ruling family of
fantastic hairdos, tattoos, body scents, and hue Evereska, or at least one of that realms oldest,
changes and cause daring costumes to adhere. proudest noble families. Myrin smiles and says
Good disguises cost as much as 100 gp or as lit- nothing. On more than one occasion hes
tle as 25 gp extra, depending on what is done. revealed that he wears a ring of spell turning
and a ring of the ram, presumably trophies of
MOST VIGILANT MAURANDYR (LN hm P16 of his adventuring daysbut he wont say any-
Helm; STR 16, DEX 16, CON 18, INT 17, WIS 18, thing about them, either.
CHA 16). This valorous battle-priest leads the
House of the Guardian temple in Hluthvar, and NANTRIN BELLOWGLYN (LN hm F8; STR 16, INT 16,
more than any other being is responsible for WIS 16). Owner of the Three Old Kegs inn in Bal-
holding back the spread of the Zhentarim in durs Gate, Nantrin is a tall, quiet man with
Sunset Vale from their ever-stronger base in long, curly black hair and a diagonal sword scar
Darkhold. Maurandyr is an impressive general from his nose down across one cheek. A retired
and a formidable foe. He is known to employ Tethyrian nobles guard, hes wary of folk from
many magical protective devices and weapons, that land. Mindfulfrom experienceof the
221
troubles one can get into, he keeps his mouth where he sometimes assists the watch with his
closed when helping folk dispose of unwanted spells. He is the reigning Faerûnian expert on
bodies and other little troubles. otyughs, and he makes his field of study the
fauna of the High Moor. Many adventurers
NETHMOUN ALN (CN hm W12; DEX 17, CON 16, consult him as to its monstrous inhabitants. A
INT 18, WIS 16). This reclusive mage is soft of typical interview costs 25 gp; the fee is 50 gp if
speech and looks a little odd. His head is very detailed tactics or locales are desired.
small, and his features are plain, but usually
untidily bewhiskered as he tries to grow yet RAGEFAST (NG hm F1; INT 18, WIS 18, CHA 16).
another beard. He dwells in a small, ramshackle This sage of Baldurs Gate is a small, frail,
hut on the eastern edge of Scornubel, sur- bearded man of rakish appearance and ready
rounded by formidable guardian monsters and laughterand a widely respected expert on
by the defensive spells of a complicated ward. the history and genealogy of the Coast lands,
and of humankinds mastery of magic. He
Nethmoun collects rare and unusual spells, makes his home in a tall, narrow, green-roofed
trading for them magical training or magical house between the temple of Gond and the
items hes made. Some of the magical training is harbor, and is usually to be found there exam-
in learning spells from his own collection. The ining freshly purchased old books and records
magical items are usually useful but low-pow- brought to him by merchants from all over
ered things such as wands of magic missiles that Faerûn. His library is said to rival that of Can-
also emit right upon command. He employs a dlekeep for magical loreand to be better
strikingly beautiful cook, and often uses a pro- guarded, though the whispered tales of
jected image of her as an agent in his dealings. guardian spells and creatures are as contradic-
tory as they are colorful.
OBRIMSUR THUNDERWOOD (LG hm R10; STR 17,
DEX 17, INT 17, WIS 17, CHA 16). Proprietor of the RAMAZITH FLAMESINGER (CG hm F6; STR 16, INT
Thunderwood Forays outfitting shop in 18, WIS 16). The lean, athletic, bearded Ramazith
Berdusk, this Harper ally knows the southern is dashingly handsome and a notorious ladies
Vale, particularly the Far Hills, as well as he does man. A skilled dancer and swimmer, he has
the corners of his own shop. Hes probably the reached several deep-sunken wrecks without
greatest living expert on the lay of the land there. magical aid and can out-dive most humans alive.
Once leader of the Stormriders adventuring He dwells in Baldurs Gate in a ramshackle
band, Olbrimsur has led many expeditions against house next to the Three Old Kegs inn, and he
the Zhentarim and the monsters of the Sunset frequently wanders into the inn of evenings for
Mountains. Olbrimsur is the Stormriders sole a meal. Ramazith is a sage expert in marine
survivor. The rest of the members perished after life, particularly sea herbs and the habits of
they all got into a battle with a Red Wizard of Thay. intelligent marine life such as ixitxachitl.
Ramaziths advice is much in demand by the
Olbrimsur now spends his time scouting and captains of large fishing fleets, who can learn
he sponsors others to do the fighting. Theres a from the sage just where fish of certain types
dark, persistent rumor in Berdusk that he knows are likely to be the most plentiful at any given
of a buried city under the Far Hills thats time.
crammed with treasureand that he is trying to
get others to do the fighting and dying necessary It is rumored that Ramazith has slain
to carve a way into it, whereupon hell use hid- several angry husbands in self-defense over
den magical items to defend himself against all the years, and there are also rumors that hes a
foes as he goes in and takes all the treasure. Harper or even an agent for the Red Wizards of
Those who know him doubt that the rumormon- Thay. He has been seen talking to elves newly
gers are correct about his ultimate intent. arrived from Evermeet on more than one
occasion, but he refuses to discuss such
PHIRAZ OF THE NATURALISTS (LN hm W6; INT meetings.
18, WIS 18). This sage dwells in Scornubel,
222
LADY RHESSAJAN AMBERMANTLE (NG hf B14; Shandalar
DEX 16, CON 17, INT 17, WIS 18, CHA 16). Also
known as the Old Vixen and, when she was a room caverns for pirates and outlaws who pay
famous explorer and adventurer, Rhessajan of steep annual guarded storage fees. His past
the Tents, Rhessajan is now the just, wary ruler and his aims in life are a mystery. It seems he
of the Caravan City, Scornubel. A wrinkled old wants to left alone to pursue new achieve-
woman of rasping voice, sharp eyes, and gusty ments in magic.
good humor, she still wears the boots,
breeches, and tunic of her adventuring days, MASTER FLETCHER SUMBARL ARDUSK (NG hm
and is armed with a ring of regeneration, a ring F10; specialization: crossbow). Proprietor of the
of the ram, a scarab of protection, a scimitar of Bent Bows shop in Hills Edge, Ardusk is a
speed, and other, lesser-known magics. bowyer/fletcher expert at finding and fixing devi-
ations from true in shafts and bolts. He is a care-
Some say shes a Harper, others that shes ful man whos always armed with a dagger and a
secretly part of the Lords Allianceand still hand crossbow that shoots sleep-envenomed
others, that she sponsors endless adventuring darts. A fierce foe of the Zhentarim, hes proud
bands in the hopes theyll bring back multiple of the fact that his darts and blade have claimed
potions of longevity so she can regain her pas- the lives of at least six Zhentarim magelings. He
sionate, carefree youth. Rhessajan laughs at foresees the ruin of his city unless the Zhen-
such ideas. She likes nothing more than a good tarim are destroyed, and he will sponsor adven-
joke, and her only bid for longer life is a spon- turers willing to strike against them.
sorship of a certain mage whos experimenting
with the long-term effects of humans shape- TAEROM THUNDERHAMMER FUIRUIM (NG hm
changing into dragon form. Rhessajan is also F1; STR 18/26, WIS 17, CON 18, 25 hp due to
well-known among the folk of Scornubel for unnatural vitality). This master armorer has
her keen interest in all news of weredragons.
SHANDALAR (CN hm W25?). This eccentric mage
dwells in a floating house just east of the hamlet
of Ulgoths Beard. This house is a rebuilt,
moored Halruaan skyship. Most folk believe
Shandalar hails from that southern land of
magesand are also sure that hes insane.
Shandalar is a mage of power whos always
experimenting with new spells and new magi-
cal items. Hes trained his three daughters,
Delorna, Helshara, and Ithmeera, to be wiz-
ards of skill W11, W10, and W9, respectively).
They see to the running of his household and
sell the mushrooms produced in the caverns
beneath the house in the Wide in nearby Bal-
durs Gate, daily.
Shandalar harnesses lightning from the
many local storms to energize the strange
magical devices he constructsand has a per-
manent magical immunity to lightning. He
often strolls about during lashing storms,
laughing amid crackling lightning strikes.
Locals swear Shandalars mushrooms are
tended by mushroom people. Hes also known
to keep treasure hidden deep in his mush-
223
his own smithy in Beregost and is a smith worship. He is known for having detailed, com-
whose work is admired even by dwarves. plex, fivefold (or more!) contingency plans in
Though hes grown white-haired with the any battle. His war captains are used to quickly
passing of many years, hes still an active, burly responding to a sequence of code phrases that
giant of a man. He keeps to himself, working at can send troops commanded by the Vigilant
his forge, but can slay orcs with a single blow Godseye into intricate battlefield maneuvers. He
of his 12-foot-long iron staff, which does 3d4 regularly thrashes much larger forces out of
points of damage plus his Strength bonuses. Darkhold through this deft battlemastery, fore-
sight, and the magical aid of the senior clergy of
Taerom has often made items fine enough Helm. He seems to be able to sniff out treachery
for wizards to enchant, but these days hes and the planned stratagems of foes at a mere
more apt to make small, useful things like glance across a battlefield.
hooks, locks, hinges, and coffers. He sports
magnificent muttonchop whiskers and stands He is a handsome, close-mouthed giant of a
almost 7 feet tall, with shoulders almost 4 feet man who is almost always clad in a full suit of
broad. He has a distinctive rolling stride. plate armoralthough there are many scur-
rilous rumors that in younger days he doffed it
TALESSYR TRANTH (CN hf W13; INT 18, WIS 16, often to dally with fair maids up and down the
CHA 16). This tall, courtly, mustachioed man is Vale. (Creating more followers of Helm, as one
actually a woman wearing a semipermanent warrior put it.) He no longer indulges in such
disguise. Only long-time Baldurians know the antics (if he ever did), but young men who
truth about her gender, as a result of her dis- resemble him are still turning up at the gates of
guise slipping during several fierce magical the House, eager to join the service of Helm and
duels. She runs a stall in the Wide (open mar- learn to swing a blade in the name of the god.
ket) in Baldurs Gate where she creates short-
lived magical disguises, body adornments, FIRST READER TETHTORIL (LG hm P18 of Mys-
costume alterations, or the like for clients who tra; STR 16, INT 18, WIS 18, CON 16, CHA 16). This
wish to impress at parties, hide their true like- tall, impressive, wise, and soft-spoken man is
ness, or shock friends or social rivals. often mistaken for the Keeper of Tomes of Can-
dlekeep. He is more intelligent, regal, and sen-
Talessyr cares not if her work is used by sitive than his superior Ulraunt, by farand
thieves, and she delights in encouraging an air Ulraunt knows it. Yet Tethtoril is unfailingly
of mystery around herself by having clients loyal, thoughtful, and diligent in his duties,
made up to look like illithids or drow parade in often anticipating troubles and preparing
and out of the private tent at the back of her beforehand to spare Candlekeep troublesor
stall. Her intricate disguises cost 50 to 200 gp, Ulraunt any embarrassment.
and shes apt to vanish whenever authorities
grow angry with the uses to which theyre put. Most Holy Mystra often whispers to Tetho-
Theres a rumor she does business with mind ril in his dreams, bidding him to do this or
flayers, when nights are darkand may even thatand in this way has led him to unearth
serve a beholder master. key spells from forgotten tomes; kept Elmin-
ster, Khelben, and the Harpers welcomed or at
VIGILANT GODSEYE TATHLOSAR BRIMMERBOLD least, tolerated in Candlekeep; and kept Ulraunt
(LN hm F18; STR 18/69). A veteran war leader from being seduced by darker powers (most
(known around the Vale as Sleepless Teeth), recently, Cyric). In this, Mystra is aided by both
Tathlosar is a wary and always energetic Deneir and Oghma.
guardian who believes that civilization only sur-
vives in Faerûn through the vigilance of those Although he doesnt know it, Tethtoril is one
who take up arms to defend it. Leader of the of the safest people in all the Realmsthree
Ready House of the Right Strong Hand in deities will protect him against any attack, mani-
Berdusk, Tathlosar ensures that his temple is an festing as: whatever spell is needed (Mystra); a
academy of arms as well as a house of serene wall of force conjured by a shadowy floating
harp (Oghma); or a suddenly appearing magical
224
symbol (effects identical to the wizard spell of the warrior and a shrewd judge of folk, he has lit-
same name) of one of the known types that tle patience for those who try to twist rules and
flashes and discharges in his defense immedi- agreements to their own ends or try to set
ately after it is seen (Deneir). All three deities such asidea source of constant friction
subtly aid Tethtoril in puzzling out the meaning between himself and the mage Aluena, whom
of cryptic, faded, fragmentary, or forgotten script he sees as lax and over-tolerant. (Aluena is not
writings. It is this superlative ability to decipher covered in this guide. Shes seldom seen in the
writings that has led to Tethtorils present rank. Bridge itself, keeping to her own lands.) He
suspects she is a powerful Harper and follows
THALANTYR THE CONJURER (NG hm W17; INT aims that may differ from his own.
17, WIS 17). An archmage of note, Thalantyr is a
courtly, solitary man who enjoys walks in the For Theskul, an ordered Faerûn is a strong
countryside while armed with his staff of Faerûn. And by holy Tyr, it shall be ordered,
power. He dwells in a griffon-guarded estate town by town, farm by farm, until Im too old
known as High Hedge, northwest of Beregost. to carry such work forward.
Once an adventurer who eagerly sought the TORLETH MINDULSPEER (CG hm F1; INT 18, WIS
lost magic of Netheril in crumbling ruins, hes 18). This tall, gaunt man has a dry wit and a
retired from the perils of that profession, perpetually gloomy manner. He runs Torleths
though hell help other adventurers (though not Treasures, a crammed shop of odds and ends
his former adventuring companions) with in the roadside hamlet of Gillians Hill, south of
advice and spells for fees. Hell also warn them Daggerford. Torleth loves to buy old pieces of
that they may find a lot more than they intended junk brought to him by passersbyand sell
to, as he didbut wont be much more specific. them to other passersby. Some folk swear you
can get anything in his dim, dusty shop.
One gathers from long conversations with
him that he met some sort of horrible monster Others note that for all the variety to be
and was enslaved for a time, escaping only found in the shop, Torleth cant make much
through luck. He is said to have won his free- on the spread between his buying and selling
dom with spellbooks and other magical relics pricesand that he must live on coins col-
of Netheril that make him self-supporting, so lected in some other way. As a spy or supply or
that he need not travel the planes or go adven- message drop for merchant costers, perhaps?
turing in Toril any longer. Or for groups of darker intent, like the Zhen-
tarim or the Red Wizards? Perhaps the Cult of
THESKUL MIRROREYE, LONG LAWFUL ARM OF the Dragon, or the Harpers? Or maybe hes
TYR (LG hm P6; STR 16, WIS 18, CHA 16). A war- just a smart investor in merchant shipping
rior-priest of Tyr often seen riding about who can live off the proceeds of his invest-
Boareskyr Bridge clad in armor of black and ments. He does seem to know every traveling
silver, Theskul iswith his trusted friend merchant of the Coast lands whos been in
Barim Stagwinter, and their common ally Alu- business longer than a winter.
ena Halacanter, a sorceress who dwells
nearbythe voice of authority in the rough- Some dim cellar or corner of Torleths shop is
and-ready Bridge. He dreams of establishing a rumored to hide a magical gate offering instant
fortified abbey of Tyr at the crossing and hurl- travel to Waterdeep, or Suzail, or Mirabar, or
ing back the monsters and the lawless from Westgate or perhaps all of those places.
the area forever. Ultimately, he dreams of a Rumors also tell that Torleth makes his gold by
small farming realm centered on the Bridge, charging 100 gp per person for the gate’s use.
linked to the North and the Sunset Vale by
strong fortresses at Dragonspear Castle, the TRASKAR SELARN LORD OF SECOMBER (CG hm
Way Inn, Scornubel, and Triel. R11; STR 16, DEX 16, INT 16, WIS 16, CON 16).
This regal, handsome, tall, and good-natured
Theskul is tall and splendid in appearance, man has agreed to watch over Secomber for
his flowing hair prematurely white. A fearless the Lords Alliance. He does this by keeping an
225
eye on and descending swiftly upon when ment for all cultured (that is, wealthy) folk, not
necessarythe lawless, but otherwise leaving just the faithful of Milil. By such means, Uluene
the people to their own business. has steadily built the membership and power
of her temple.
Traskar has a large fortune, gained through
adventuring, and he sponsors the garrison She is a short, petite lady of dark hair, dark
himself. His influence and personal popularity eyes, serene beautyand a face that betrays
have helped to foster friendships among the only what she allows it to. She is a skilled actress
various races who dwell in Secomber. He and a superb singer, and is always armed with a
knows the High Moor well and often sends full roster of battle spells. More than once her
adventurers who come to him to areas he quick magic has broken up crises at her revels.
knows hold promising ruins that havent been Shes known to be seeking a skilled bard as a
plundered bare yet. husband and to be growing hungry for adven-
ture rather than the comfortable but unchang-
CHANTMISTRESS ULUENE MAERTALAR (NG hf ing tenor of the temple precincts.
P16 of Milil). High priestess of Evensong Tower,
temple to Milil in Berdusk, this diligent devotee ULMYN ANDALOR (NG hm F4; STR 16, DEX 16). An
of the Lord of Inspiration has risen fast in his affable, portly man with a curly white beard and
service through hard work and boundless a bald pate, Ulmyn Andalor is a miller in the
energy rather than through any brilliance of roadside hamlet of Bowshot, north of the Way
personal talents. The revels she organizes take Inn. His sawmill is always busy. Ulmyn, who
full advantage of Berdusks growing commu- never seems to sleep, can be seen trotting about
nity of minstrels, centered on the Harper hold night and day, covered with sawdust, overseeing
of Twilight Hall, to provide refined entertain- a large staff in turning out cheap, plentiful cut
lumber for sale in Waterdeep and Daggerford.
A simple man who takes pleasure in effi-
ciency, Ulmyn knows and can identify both
common and exotic woods better than most
carpenters. Rumor has it that he was once a
guard for a noble family in Waterdeep and fled
to Bowshot after an affair with the beautiful
daughter whose bodyguard he was an affair
that produced a child now heir to the family
fortunes. The rumor also impugns that Ulmyn
was paid handsomely to go away and renounce
all claim to a place in the family. This payment
is said to have subsequently grown into a siz-
able fortune.
Some say Ulmyn is less simple than he
appears, and has survived several assassina-
tion attempts sponsored by that noble family
by a combination of anticipation, battle
prowess, and hidden magical items always
kept ready on his person. Other folk whisper
that Ulmyn is only a human shape worn by a
powerful, possibly evil, creature.
Keeper of Tomes Ulraunt KEEPER OF TOMES ULRAUNT (LN hm W9; INT
18, WIS 18). The head of fortified Candlekeep,
Ulraunt is a proud scholar, one of the most
learnedand one of the most haughtypeo-
226
ple in all Faerûn. His sharp tongue, sharp nose, Yajandra Dlathaero
and dark-eyed, hawklike gaze have earned him
the nickname the Old Buzzard among Candlekeep once with money enough to fund
acolytes down the yearsa term that has even her studies, and showed up later in Zazesspur
crept into general use in the Coast lands. to study with the sage Cthethros, considered in
his time the greatest living authority on
Ulraunt has access to more spells than dragons. (He has since died.)
most wizards ever see in their lives, and he
reportedly keeps in practice casting them in Yajandra was dwelling in Amn with a gold
his private turret chamber and in caverns deep dragon who kept to human shape and used the
beneath Candlekeep. A secret passage is said to name Sandro, when a Harper brought word to
connect these heights and depths. He bears a her of finding the Well of Dragons. Yajandra
magical staff of office rumored to be a staff of hastened to the remote village of Ladydove and
the magi with extra, extremely potent powers. bought the largest house there, warding it out
Ulraunt and those among the Great Readers of habit. That saved her life. Days later the Dire
who are wizards also have access to spell Dragon came out of nowhereits earlier life
scrolls all over Candlekeepscrolls hidden remains a mysteryand burned the village to
behind wooden panels and within false tomes. nothing. (See the entry on the Well of Dragons
for more information on the Dire Dragon.)
Ulraunts chief interest is acquiring ever
more information. His aims in life are Yajandras house was all that survived. She
unknown beyond making Candlekeep the seat now runs it as an inn while she studies the
of a land of scholars and a power on the politi- dying dragons who come to the Well.
cal stage of Faerûn. Several tales link him with
young ladies of various noble houses in Suzail, She is indisputably the greatest living sage
Waterdeep, and Tethyr in his earlier years on matters of dragonkind. Her other fields of
and theres a newer rumor tying him romanti- knowledge include history, magic, namelore,
cally with some of the icy-cold, haughty elven and biology.
ladies who come to the Sword Coast (though
rarely) from Evermeet.
YAJANDRA DLATHAERO (LN hf W17; DEX 17, INT
18, WIS 17, CHA 16). This petite, swarthy, gray-
eyed and iron-willed lady was born in Cal-
imshan to a satrap and raised from birth to the
duties and style of rule. Disinterested in
intrigue, she showed an early aptitude for
magic and solitary study, so her despairing
father washed his hands of her, apprenticed
her off to a local mage, and took another wife
to set about fathering sons to be his heirs.
Yajandra was quite content to study quietly,
avoiding the cut and thrust of Calishite politics
and sorcerous rivalries. As soon as possible,
she left that land, slipping away from her
master Asheund on a spell-trading trip to Amn.
Asheund was later slam by a wizard he was
bartering with.
Yajandra disappeared for some years. Most
folk think she spent the time seeking out good
or lonely dragons and serving them while
studying their ways and magic. She visited
227
Appendix II:
Wards of the
Sword Coast
agical wards, often wild magical effects and prohibitions
found in the Savage against magical items, which simply
North, are even more wont enter the wardmist. There are
also instances of prohibitions against
numerous in the Coast spells of a specific school or those
lands. In the area cov- manifesting as heat, fire, lightning, or
cold. Some old wards incorporate
ered by this book, wards are usually reverse gravity effects, or blade barri-
less powerful than those of the ers large enough to encompass an
Northslaying innocent and perhaps entire wardmist!
friendly merchants by mischance is
frowned on in the Coast lands, where Wardmist
trade is more important than grim
survival. (Evocation, Alteration,
Enchantment/Charm)
As in the North, most human
wardsand all those encountered by Range: Special
Voloare variants of the 7th-level Components: V, S, M
wizard spell wardmist. They are Duration: Permanent
intended to defend folk and property Casting Time: 1 hour
from thieves, wolves, trolls, orcs, and Area of Effect: Special
monsters. Elminster warns that Saving Throw: Special
wards are used all over the Realms by
the rich and by powerful wizards and This 7th-level spell requires the
priestsand that Volo has encoun- use of an amount of silver larger in
tered very few of them, and of only total volume than the casters fist.
the most common types. Other material components are
phase spider silk and three
The crafting of wardings began in powdered pieces of amber of no less
than 500 gp value each. (All the spell
the North, probably in ancient components are destroyed in the
Netheril. The oldest wards are found casting of the spell.) The caster must
in tombs and subterranean storage stand in an area that will become
areas under ruins or temples shel- part of the ward and visualize the
tered from the creeping destruction route of the desired ward boundary.
of long-passing time, or in forest
glades, where they have outlived the
buildings that once stood around
them. Ancient wards often include
228
An area of 600 square feet per level Sight and all known magical and
of the caster may be enclosed. If the psionic means of scrying wont work
wizard tries to enclose too large an through the boundaries of a
area, the spell fails and is wasted. wardmist. A being in the mist can
Mages casting simultaneous see through the mist to a distance of
wardmists may combine their about 10 feet in darkness, and 40
protections. feet when light is present. One
cannot see out of the mist though,
The spell creates a wardmist. This even if one is only inches away from
is a 40-foot-high, 60-foot-wide band its edge. One cannot see out of the
of permanent mist that must rest on mist to either the area it excludes or
the ground, floor, or other solid sur- the area it encloses. A wardmist can
face. (It need not be level.) The area be seen over freely by anyone tall
protected by the ward is measured enough or stationed high enough to
from the inner edge of the wardmist. be able to do so.
The thickness of the mist is not
included. The ward extends 40 feet When visibility is reduced by
beneath the surface of the ground, darkness, intruders in a wardmist
and may be narrower than 60 feet in who dont use lamps, markers, or
width wherever desired. Its bound- other means of proceeding in a
aries can twist and turn corners as straight path will move in a random
sharply and as often as desired to direction each round of movement
protect a certain area, and they may in which they fail a secret Intelli-
exclude whatever areas the caster gence check. It is possible to wan-
desires. Once cast, a wardmist cant der, lost, in a wardmist for quite
be moved. some time.
A wardmist can always be freely The caster of a wardmist spell can
entered or left. Beings entering it are try to link certain types of magically
sensed by the spell, which reacts by animated or undead monsters to the
flashing a radiant or audible warn- ward as it is forming to serve as
ing (or both, as desired) to a specific guardian monsters. To become
spot or being. The spot or being is guardians, these monsters must be
set upon casting, and it cannot be present, and must fail a saving throw
changed thereafter. Such a warning vs. spell.
would still function in the location
of a destroyed room (even in midair) When an intruder reaches a cer-
or inside the tomb of a dead being. tain locale in a wardmist or has been
in the mist for a set time, some
Warnings classify those who enter guardian monsters are teleported to
the wardmist into two categories: within 20 feet of the intruder. The
those who bear ward tokens and types and numbers of guardian
intruders. Wardmist warnings trans- monsters are set by the initial ward-
mit numbers and general locations mist spell but are limited by the
of all intruders. available stable of guardians. Their
229
Wardmist Guardian application of the proper potions or
Monsters spells. A destroyed guardian is for-
ever gone. It cant be resurrected or
d8 Number & Type of Monsters replaced by the wardmist spell. Mon-
1 2d6 baneguards* sters can be unleashed to wander in
2 1d3 blazing bones an existing wardmist, but to be
3 2d8 bonebats* linked to and teleported about by the
4 3d4 helmed horrors* ward, they must be part of the initial
5 3d4 skeletons or 2d4 monster wardmist casting.
skeletons (MM, MC1) Only the types of magically cre-
6 1d2 watchghosts ated or undead monsters listed in
7 1d2 wraiths (MM, MC1) the boxed text at left can be linked to
8 2d12 zombies (MM, MC1) a wardmist, although individual
mages may have successfully modi-
Monsters marked with an asterisk fied their wardmist spells to aug-
(*) appear in the revised FORGOTTEN ment this list. Tales exist of wards
REALMS Campaign Setting box. defended by golems and even by
Those marked with a dagger () undead titans.
appear in the Ruins of Myth Dran-
nor boxed set. A diesis () denotes Mages may combine their efforts
those in the Ruins of Undermoun- when creating a wardmist so as to
tain boxed set. Those appearing in give it multiple sets of guardians of
the MONSTROUS MANUAL™ game the same or different types. Each
accessory are denoted by MM, mage casts a wardmist spell at the
and those in the MONSTROUS same time, though only one ward is
COMPENDIUM® volumes have the created, and it is set to a single sort
volume number appended to the of ward token.
abbreviation MC. DMs lacking a
particular source should substitute A few wards are linked to more
another monster from the list. powerful guardians, such as liches
assisted by robed and hooded skele-
typical orders are to attack and tons (to look like other liches or
destroy all intruders, although some mages). These skeletons are imbued
may be instructed to subdue, dis- with spell ability to cast combat
arm, and capture while dealing as spells and have magic mouths cast
little damage as possible. on them to allow them to speak.
They act as decoys and are used to
Guardian monsters are kept in identify spellcasting intruders to
stasis by the wardmist when not their lich. There are even reports of
active. They do not age, heal, or eat. multiple invisible stalkers linked to a
They become inactive 2d4 rounds wardmist each being freed from
after an intruder is slain or leaves servitude in Toril after they slay a
the warded area. A guardian mon- certain number of intruders.
ster can be healed at any time by
A wardmist doesnt seem to exist
230
for a being who carries the proper ics will fail, and an anti-magic shell
token. Ward tokens must be made of cannot form within a wardmist. If
a certain material, and they must this is attempted, the anti-magic
bear a certain rune that is drawn shell is wasted, and the wardmist is
while a secret word is uttered. The unaffected.
material, the rune, and the word are
all set during the wards casting, and The most common addition to a
they cannot be changed thereafter. wardmist is a band of armed human
For convenience, tokens to a partic- guards assigned to respond to the
ular ward are usually of a common magics warnings. Spell triggers are
shape and size, but the wardmist will also popular; these are spells that
recognize anything of the right have specific preset conditions to set
material that bears the right rune. them off. They then launch the
Some ward tokens have been inset effects of other hanging spells, also
into the pommels of swords, for cast earlier.
instance, or baked into clay jugs or
statuettes. In some large holdings, For example, if someone enters the
warders carry rings of varying ruins of Stormwind Tower (an iso-
tokens just as they do rings of keys. lated mage-hold near Trollclaw Ford)
Tokens can be made freely after the by the front door, six identical mages
casting of a wardmist but the appear all around him or her, hurling
requirements for a valid token cant bolts of lightning. These mages are
be changed without using another really projected images linked in
wardmist spell. some now-forgotten way to a rare
spell known as web of lightning. Safe
A being bearing a valid token cant entry to the tower is by means of a
see or be affected by a wardmist and secret passage whose entry is marked
isnt subject to attacks by any by a gargoyle statue, elsewhere in the
guardian monsters linked to the ruinsa passage filled with the
wardmist. An intruder who seizes a sword-wielding, animated skeletal
valid token from another being, even arms known as dread. These crea-
while in battle with a guardian, will tures are detailed in the Ruins of Myth
be instantly free of such guardian Drannor boxed set.
monster attacks.
Web of Lightning
Only one wardmist spell can exist
in a given area. If a dispel magic is (Evocation, Alteration)
cast on a wardmist, it increases visi-
bility around the caster by 20 feet, Range: 40 yards + 10 yards/level
delays the appearance of any Components: V, S, M
guardian monsters by a round, and Duration: Instantaneous
sets off an immediate warning. Only Casting Time: 8
a limited wish or wish can destroy a Area of Effect: Special
wardmist. Even repeated dispel mag- Saving Throw: ½
231
This 8th-level wizard spell causes 60-foot-diameter sphere. The sphere
the simultaneous discharge of six can be altered to fill a 30- by 30-foot
lightning bolts. Identical in proper- room or smaller area, but not
ties to those bolts created by a light- increased in volume. Compressing it
ning bolt spell, these bolts do 7d6 does not affect damage or other spell
points of damage each and manifest properties. This effect is often fit into
in one of two ways. a single doorway, with the bolts
leaping from the frame as an
One manifestation is widely used intruder steps through.
on battlefields: a starburst of six
bolts radiating out from a single In either manifestation, target
point visualized or chosen directly by beings must make saving throws
the caster, who need not see its individually against all six bolts.
location. Four bolts spring out in the They save against fewer bolts if the
cardinal directions (forming an path of a bolt leaves them out of
equal-armed cross), and two harms way, as in most uses of the
additional bolts leap out in two of the starburst.
diagonals, in quadrants chosen by
the caster. The material components of this
spell are four lodestones or a bit of
The other manifestation of the fur, and a small, smooth rod of
spell is a ricocheting web within a amber, crystal, or glass.
232
Appendix III:
Magical Items
ome of the magical enough to neutralize acid or poison
items mentioned by and render wines, beers, and spirits
Volo in his explorations nonalcoholic without altering their
taste, smell, or hue.
of the Sword Coast
lands are familiar to Harvyn’s ring also has two powers
Elminster. Of these, he permitted that must be deliberately called forth.
words about a few to remain in this By will and concentration on the des-
edition of the guidebook, and con- tination (which must be within sight,
sented to provide details of them for within 90 feet, and not through any
us, with the grudging words, Well, I magical or physical barriers), the
suppose all of ye cant get into too wearer can jump three times in a day
much trouble with thesebut ye will, (144 turns), carrying up to 400 lbs. of
I know, and I await thy amusing tales additional weight as long as it is in
of what befell then. physical contact and willed to come
Here, then, is what Elminster told us. along, too.
Harvyns Ring The jumping wearer isnt magically
protected in any way during transit,
XP Value: 8,500 although the landing will be upright,
GP Value: 16,000 balanced, and sure-footed. Jumps
When worn, this plain brass ring attempted with too much weight, to a
automatically grants any wearer (not destination too far away, or onto a
wizards only) a +1 saving throw surface that cant support the arriving
bonus, cumulative with any other ring wearer will result in falls, unmiti-
bonuses the wearer may have, gated by the ring.
against any alteration spells and iden-
tical magical item alteration effects. If The wearer of a Harvyn’s ring can
the wearer is a spellcaster able to also cause it, by the utterance of a
cast alteration spells, foes facing his secret word graven on the inside sur-
or her spells suffer a -1 penalty to face of the ring, to emit a swordlike
their saving throws when she or he force blade. The word is different for
casts spells at them while wearing each of the six known rings. This
this ring. weapon can be called forth thrice
every day (144 turns), and lasts for 1
The ring has another automatic, turnless if the effect is willed to
as-often-as-required power. It can cease earlier. Unused time cant be
purify water and drink by touch or saved up for use later. The force blade
immersion. This power is strong is invisible except to those able to see
magical auras or when the weapon is
233
covered with blood or another adher- attack roll bonus. Use of the gauntlet
ing substance, and can cleave doesnt allow the wearer to throw
through any magical barrier created things normally too heavy or
by a 7th-level or lower spell or magi- unwieldy to hurl and doesnt confer
cal item equivalent, permanently any proficiencies. Thrown stones do
breaching it in a 10-foot-radius circle 1d2 points of damage, depending on
centered on the blade. In some cases, size. Rocks as large as a targets head
such as a shield spell, this will com- can deal ld4+1 points of damage.
pletely destroy the barrier magic. The
invisible blade does not clang, rust, The wearer of a gage can also try to
chip, bend, break, or respond to heat, intercept incoming missiles. Roll a
cold, magnetic, or electrical effects as d20 for the glove wearer. If the score
metal does. It is simply a construct of is higher than the unmodified die roll
force with a cutting edge and deals of the incoming attack, the catch was
4d4 points of damage per strike (4d6 successful. The gage literally catches
to large-sized foes), being in all other physical missiles, and it can hurl
respects a long sword. A fighter of them back at their source. This
high enough level can use it for multi- returned fire counts as an extra
ple attacks and receives normal attack in addition to the gage wearers
bonuses if she or he possesses spe- chosen activity or attack for the round
cialization in long sword. The sword and is rolled at +2. If the gage wearer
appears in the wearers ring hand wants to redirect caught missiles at
and cannot leave it. If the wearer another target than their source, the
opens his or her hand to grasp at hurling counts as a regular attack. If a
something else, the force blade van- catch fails, the attacking missile has
ishes. It cant be used in the wearers its usual effect.
other hand or be taken by another
being. A gage can catch up to four magic
missiles in a single round. Additional
Galdaeryns missiles will get through for the usual
Gage damage. Caught magic missiles are
absorbed by the glove, not thrown
XP Value: 2,500 back.
GP Value: 6,000
Named for the fighting mage who A Galdaeryn’s gage protects the
first devised it, this single mesh wearers hand as well as a full plate
gauntlet (mail glove) of either the left gauntlet against a falcons talons and
or right hand magically alters to fit other sharp things. It is affected by
the size and number of digits of a heat metal and similar magics. If its
wearers hand. It allows its wearer to wearer is fighting with a one-handed
hurl missiles such as rocks, sling weapon in the opposite hand, it can
stones, daggers, and axes with a +2 be used to grapple with hostile
weapons. Treat it as a shield for
Armor Class purposes when used in
this fashion.
234
Hand of Fury following the one they are struck in.
Fragile worn or carried items exposed
XP Value: 2,500 to the force of this strike or the impact
GP Value: 7,000 of a resultant fall must make a saving
This single mesh gauntlet (mail glove) of throw vs. crushing blow or a saving
either left or right hand magically alters throw vs. fall, as applicable, or break.
to fit the size and number of digits of a
wearers hand. When worn, it improves A hand of fury has one additional
the wearers Armor Class by 1 point. An property. Its magic can be exhausted
unarmored warrior lacking a shield or and converted into a single, automati-
high Dexterity would move from AC 10 cally successful bend bars/lift gates
to AC 9 by donning the glove. It allows attempt, causing it to crumble to dust.
its wearer two special attacks: magic The glove must be touched to the bar-
missile and forceblow. rier to be so used.
The gloves magic missile attack is iden- Torc
tical to the 1st-level wizard spell of the of the Titans
same name. A hand of fury holds two
such spells. Each unleashes three missiles XP Value: 4,500
causing 1d4+1 points of damage when GP Value: 12,000
used. When one such attack is used, it This plain, heavy, silver neck collar
cant be called on again until 3 entire days never tarnishes or breaks. It resists
(72 hours, or 432 turns) have elapsed. even reforging attempts. It allows the
wearer to speak, understand, and read
The forceblow attack can be used the tongue of titans and to call on titan-
only once per day After it is called on, like strength in limited ways, as follows:
24 hours (144 turns) must pass before it
can be employed again. A forceblow is Once per day, the torc wearer can
never wasted. It can occur only when a make a Strength check as if she or he
successful attack lands, defined as a were a titan of Strength 25.
punch with the gloved hand that is
deemed a use of this attack by the player Twice a day, a torc wearer can
as the attack is launched. Rather than launch an attack with titan strength at
normal punching damage, a forceblow +7 to the attack roll and +14 to damage,
does 6d4 points of damage, and has two due to 25 Strength. If the attack misses,
possible additional effects. A struck vic- the attempt still wastes the torcs magic.
tim must save vs. spell to avoid being
stunned on the following round, and Thrice per day, a torc wearer can
she or he must also make a Strength make an open doors or bend bars/lift
check to avoid being hurled away in a gates attempt as if possessing Strength
fall by the force of the blow, with possi- 25. The attempt to open a door is suc-
ble additional damage upon landing. cessful on a roll of 19 on a d20 or less, or
Stunned victims are reeling and unable 18 or less if it is locked, barred, or magi-
to take any deliberate action the round cally held. The torc wearer in this situa-
tion has a 99% chance of successfully
bending bars or lifting gates.
235
Appendix IV:
Index
his index does not The Dusk Road......................... 93, 120, 126, 147, 148,
include references to 175, 176, 182, 200, 202, 203, 207
people, nor to most Far Rider Street (Scornubel) .................................. 110
building map refer- The Fish Market (Scornubel) .............................. 105
ences. Private homes The Gollahaer (Berdusk) ........ 158, 160, 166, 167, 172
Landward Gate (Baldurs Gate) ............................. 10
are listed only if theyre of interest to Lower City Gate (Iriaebor) ..................................... 207
the adventurer or historically minded Lute Street (Berdusk) .............................................. 168
sightseeing traveler. The Fortalices Maidensbridge Street (Elturel) ................................ 96
section lists all structures that have The Minstrelride (The Tuneride)
been built, or converted, for use as
defensible strongholds in time of war. (Berdusk) ......................................... 158, 160, 168, 172
In uncertain times, travelers are Northstorm Street (Scornubel) ............................. 109
advised to keep a bookmark at this The Reaching Gate (Hills Edge) ............................ 189
spot in the guidebook when making Red Shields Road (Scornubel) .............................. 110
fast travel plans. The structures may Rivergate (Hills Edge) ............................................. 189
also appear under other headings, Riverroad Gate (Berdusk) ..................... 155, 159, 160
corresponding to other uses. Shiarras Market (Elturel) ........................................ 94
Shondaleir Street (Berdusk) ......................... 158, 160
Places that function as both inns Shortarrow Gate (Berdusk) .................. ..155, 159, 160
and taverns are listed in both sections. Skuldask Road ................................................... 93, 118
Tankard houses are a new attraction Steelspur Way (Berdusk) ....................... 158, 160, 172
in Faerûn, fast spreading from the city Steelsword Street (Berdusk)................. 158, 160, 172
of Berdusk where they first appeared. Stormshore Street (Baldurs Gate)............ 8, 13, 218
None are indexed here. Consult that Stumblepost Trail (Scornubel) ............................. 110
city entry (pages 153174) for names of Thundars Ride.. ................................................ 93, 118
these establishments. The Trade Way ................................. 31, 34, 52, 65, 71,
Alleys, Streets, Entries, 105, 106, 113, 117, 120
and Open Spaces The Traders Road .................................................. 202
The Uldoon Trail ........................... 147, 148, 153, 156,
Amberside (market) (Berdusk) ............. 158, 160, 162
Amble Lane (Berdusk) ............................................ 168 158, 159, 160, 172
BellowbarsGate (Berdusk).................. 155, 158, 160 Vale Gate (Berdusk) ................................. 156, 158, 160
Belltoll Street (Baldurs Gate) ................................ 13 Vale Gate (Hills Edge) ............................................. 189
Bindle Street (Baldurs Gate) .................... 11, 13, 217 The Walk (market) (Scornubel) ................... 106 109
Black Dragon Gate (Baldurs Gate) ............ 10, 13, 26 The Wide (market) (Baldurs Gate) ........... 10, 11, 13,
Clasped Hands Gate (Hills Edge) ......................... 189
The Claw (intersection) (Berdusk) ............... 158, 160 221, 223, 224
The Coast Way ....................... 7, 27, 28, 39, 40, 51, 60 Windspell Street (Baldurs Gate) ........ 9, 13, 14, 23, 24
The Crossways (intersection) (Berdusk) ......... 158, 160 The Winter Garden (The Gardens)
Danathars Street (Berdusk) .................................. 168
Drovers Gate (Berdusk) ........................ 156, 158, 160 (Elturel) .............................................................. 94, 99
Woods Gate (Berdusk) .................................... 156, 160
Bands & Organizations
The Avowed (monks of Candlekeep) ............... 32, 33
The Blue Sword Legion (of Qheldins Mask) ....... 104
The Chosen of Mystra ............................................ 131
The Circle of Scythes (of Athkatla). ......................... 47
The Clasped Hands.. ............................................... 187
236
Council of Guilds (of Daggerford) .................... 34, 36 FoRtaLices
The Cult of the Dragon.............. 75, 78, 186, 212, 225
The Dragon Daggers (of Berdusk) ....................... 172 Backlands Castle (Yarthrain; ruins) ............. 142145
Dragoneye Dealing Coster ............................... 94, 203 Bridgefort (Boareskyr Bridge) ................................. 89
The Fellowship of the Dreaming Dragon........... 206 Candlekeep ......................................................... 3233
The Flaming Fist (mercenary company) ................ 8 The Cry of Joy (temple to Lliira)
The Free Traders (of Westgate) ............................ 188
Hardbucklers Hurlers ......................................... 182 (Hills Edge) ................................................... 189, 190
The Harpers ................... 40, 43, 45, 55, 89, 127, 129, Daggerford Castle....................................................... 34
Darkhold (The Keep of the Far Hills, Farkeep, the
130, 131, 147, 148, 153, 155, 156, 157, 158, 163,
168, 169, 170, 173, 175, 186, 188, 190, 191, 193, Wild Hold, Sunset Keep) ...................... 140, 147, 164,
200, 202, 205, 211, 212, 213, 215, 217, 218, 219, 177179 (history), 186, 199, 200, 201, 211, 221, 224
221, 222, 223, 224, 225, 226, 227 Dragonspear Castle (ruin) ............... 5, 34, 40, 6567,
The Hellriders (of Elturel) ......................................... 93 72, 7375 (history), 215, 225
The Heralds .................................... 131, 173174, 193 Durlags Tower ....................................... 9092, 102
The High Helms (of Trollclaw Ford) ...................... 60 Evensong Tower (Milil)
The Knights of the Unicorn ............................. 23, 24 (Berdusk) .............................................. 158, 164165
The Lord Knights of the Backlands ........... 142145 The Fist of the Future (temple to Cyric)
The Lords Alliance ................... 65, 79, 93, 153, 186, (Hills Edge). ......................................... 189, 190, 191
200, 218, 223, 225 Hammer Hall ....................................................... 7677
The Men of Hammer Hall ....................................... 76 High Hall (Elturel) ....................................................... 94
The Merchants League ............................................ 13 The High Ladys Castle (Berdusk) ........................ 157
The Openers ............................................................. 185 The High Tower of Iriaebor .................. 204, 205, 206
The Proud Pegasi (of Hills Edge) ......................... 199 The Imperial Palace (Fendarls Gate)......... 180181
The Red Shields (of Scornubel) ............................ 105 The Ready House of the Right Strong Hand
The Red Wizards of Thay ........ 63, 64, 186, 222, 225 (temple of Helm) (Berdusk) ........ 160, 163164, 224
The Riders in Red Cloaks Seatower of Balduran
(of Asbravn)........................................... 148, 151, 152 (Baldurs Gate) .................................................... 8, 13
Saerns Sharp Swords (of Drawn Swords) ......... 127 Spellgard ................................................................. 130
Stag Warriors............................................................. 128 Stone Eagle Lodge ................................................... 93
Thousandheads Trading Coster .......... 159, 160, 203 Swordskeep (Drawn Swords) ............................... 126
The Traders Council Windstream Lodge ................................................... 93
(of Hills Edge) ...................................... 188, 189, 190
The Tribute Gatherers (of Lathtarls Lantern)........ 51 Gambling Houses
The Wagonmasters of the Rolling Wheel
(Asbravn) ............................................................... 151 The Nightshade (Scornubel) ................................. 107
The Wildmen of the North .................................... 178 The Pipe and Ivories (Hardbuckler) .................... 185
The Wondermen The Undercellar (Baldurs Gate). ............................ 13
(Wondermakers; of Scornubel) ...................... 107
Zhentarim ....................... 75, 123, 129, 132, 133, 139, Homes
140, 147, 148, 149, 153, 155, 156, 164, 175, 176,
177, 179, 185, 186, 188, 189, 190, 191, 194, 196, High Hedge (Beregost) ............................... 28, 29, 225
199, 200, 201, 202, 211, 212, 213, 214, 217, 218, The House of the Hungry Merchant
219, 221, 222, 223, 225 (Berdusk) ..................................................... 157, 160, 166
Krammoch Arkhstaff, SageHome of
Festhalls
(BaIdurs Gate) ........................................................ 13
The Heralds Rest (Berdusk) ......... 158, 160, 173174 Ragefast, SageHome of (Baldurs Gate) ............. 13
The Low Lantern (Baldurs Gate) ........................... 13 Ramazith Flamesinger, SageHome of
Mother Minxs (Scornubel) ................................... .106
The Nightshade (Scornubel) ................................. .107 (Baldurs Gate) ........................................................ 13
The Ruby Shawl (Berdusk) ............................ .158, 174 Larlochs Crypt (Warlocks Crypt). ................... 6364
Six Soft Furs (Hills Edge) ................................ 189,195 Lyrans Hold...................................................... 115116
The Undercellar (Baldurs Gate) ............................ 13 Nethmouns hut (Scornubel) ................................ 106
Orogoth (ruin) ........................................................... 78
Stormwind Tower
(ruin; near Trollclaw Ford) ............................. 231
Xonthals Tower ............................................. 139140
237
Inns The Watchful Eye (Hluthvar) ........................... 200, 201
The Way Inn ...................... 7, 31, 6567, 215, 225, 226
The Black Boar (Iriaebor) ............................. 203, 206 The Worried Wyvern (Hills Edge) ....... 189, 194195
The Black Flagon (Xonthals Tower) .................... 140 Offices
The Blade and Stars (Baldurs Gate) ...... 13, 19, 213
The Blushing Mermaid Krammoch Arkhstaff SageOffice of
(Baldurs Gate) ............................................................. 13
(Baldurs Gate) .................................... 13, 2022, 92
The Board Laid Bare (Asbravn) ................... 148, 152 Ragefast, SageOffice of (Baldurs Gate) ............. 13
The Bowshot Inn........................................................ 31 Ramazith Flamesinger, SageOffice of
The Dire Dragon ...................................................... 138
The Dusty Hoof (Scornubel) .................................. 109 (Baldurs Gate) ........................................................ 13
Far Anchor (Scornubel) .................................. 110111 The High Tower of Iriaebor
Feldeposts Inn (Beregost)......................................... 29 (council office) ............................................. 205, 206
The Friendly Arm.. .................................... 39, 214, 218 Manycoins House (Baldurs Gate) .......................... 20
Gallowgars Inn (Elturel) ................................... 99, 218 The Mayors Tower (Hills Edge) .................. 188189
The Halfway Inn ..................... 130, 132, 133135, 221 Scornubel Hall (Scornubel). .......................... 106, 112
The Happy Hippocampus Twilight Hall (Berdusk) ................................. 153, 156,
(Hills Edge) ......................................... .189, 198199 160, 163, 168, 174, 211, 226
The Helm and Cloak (Baldurs Gate) ........ 13, 2324
The Holdfast Inn (Liams Hold) .............................. 52 Palaces
Hullybucks Gamble (also a fence, warehousing)
The High Hall (Ducal Palace)
(Berdusk) ....................................................... 160, 173 (Baldurs Gate) ............................................ 9, 13, 23
The Hungry Halfling (Corm Orp).................. 175, 176
The High Hall (Elturel) ............................................ 94
The Imperial Palace (Fendarls Gate) ......... 180181 The High Ladys Castle (Berdusk) ........................ 157
The Jaded Unicorn (Scornubel) ........................... 112 The High Tower of Iriaebor..................... 204, 205, 206
The Jesters Pride (Julkoun) ............................. 4446 The Imperial Palace
The Jovial Juggler (Beregost) .................................. 30
The Manure Pilesee Gallowgars Inn (Fendarls Gate) ........................................... 180181
Oar and Wagon Wheel Inn (Elturel) ...................... 94
Ranches
The Old Talking Ox
(near Iriaebor) ................................... ..203, 207208 Heartwing (near Serpents Cowl) ................... 89, 115
Ranches on the River Reaching upstream from
Phontyrs Unicorn (Elturel)............................ 100101
Hills Edge ............................................................. 105
The Raging Lion (Scornubel) ........................ 113114
The Red Sheaf (Beregost).................................... 2930 Restaurants
The Running Stag (Berdusk) ................. 158, 160, 171
The Sign of the Dreaming Dragon Far Anchor (Scornubel) ................................ ..110111
(Iriaebor) ......................................................... 203, 206 Schools & Libraries
The Sign of the Silver Sword Candlekeep .......................................................... 3233
(Berdusk) .............................................. 160, 172173 Evereska College of Magic and Arms .......... 130131
The Ready House of the Right Strong Hand (Helm)
The Silver Blade (Yarthrain) .................................. .145
The Singing Sprite (Secomber).......................... 8385 (Berdusk) ..................................... 157, 158, 163-164
Six Spanglestars (Qheldins Mask; Shops
burnt ruin) ................................................................. 104
Alamathers by the Water (exotic weaponry)
The Stone Saddle (Hills Edge) ...................... 189, 195 (Berdusk) ..................................... 158, 160, 166167
The Storm Griffin (Hills Edge) ..................... 189, 195
The Sword and Dragon (Drawn Swords) ............... 129 Andalors Mill (Bowshot). ................................. 31, 226
The Swordarm (Roaringshore) .................. 53, 5759 Andhers Mill (Xonthals Tower) ........................... 140
Three Old Kegs Angah Lalla, Curios & Uniques (Scornubel;
(Baldurs Gate) ................... 13, 2526, 219, 221, 222 a known fence) ..................................................... 106
The Trolls Nose (Kheldrivver) ................................ .48 Arkaras the Shipwright, Fine Water Craft
Unicorn & Crescent (Evereska) ............................ .131 (Scornubel) ................................................................ 106
The Wailing Wave (Lathtarls Lantern)........... 50, 51
The Wandering Wyvern
(Iriaebor) ............................................... 203, 209210
238
Belkins Black Blade (weapons) Darkhold (Cyric) ...............140, 147, 164, 175, 177179
(Hills Edge) .................................... 189, 193194, 214 (history), 186, 199, 200, 201, 211, 221, 224
Bent Bows (archery) (Hills Edge) ........ 189, 194, 223 Fairfortune Hall (Tymora) (Daggerford) ......... 34, 38
Costerheadshouse (merchant company base) The Flame Stone (Sune) ......................................... 128
Goldcoin House (Waukeen; burnt-out)
(Berdusk) ............................................................... 160
The Counting House (money exchange) (Asbravn) .............................................................. 148
The Hand That Swings the Sword (Tempus)
(Baldurs Gate) ....................................................... 13
The Dawn of Any Day (Elturel) ................................................................... 95
A House of Joy (Lliira) [Asbravn) ........................... 148
(musical instruments and enchanted items) House of the High Hand (Azuth) (Berdusk) ........ 157, 160
(Berdusk).............................. 158, 160, 168169, 215 The House of the Hungry Merchant (Waukeen)
Dervals Bright Blade (Daggerford). ............... 35, 216
Droun Trading (Xonthals Tower) ........................ 140 (Berdusk) ............................................. 157, 160, 166
Eldritch Ebony (draw) (Hills Edge) ..................... 192 Julkouns Old Mill (Chauntea) (Juikoun) .............. 43
Farrels Fine Jewels and Apparel The Kiss of the Lady (Tymora) (Hills Edge) ....... 189
(Daggerford) ..................................................... 3536 The Misthall (Leira) (Berdusk) ..................... 157, 160
Felogyrs Fireworks (Baldurs Gate)........ 11, 13, 217 Moondark Hill (Solonor Thelandira)
Give Me Wings to Fly (aerial steeds)
Oriaebor) .......................................................... .203, 205 (Evereska) ..................................................................... 131
Hall of Wonders (Baldurs Gate) ...... 9, 10, 13, 1416 Morningstone House (Lathander) (Asbravn) .......... 148
The Hammer of Kaerus (Thambadar smithy) The Old Sharp Sword (Tempus) (Hills Edge) .......... 189
(Scornubel) .................................................. 105106 Phontyrs Unicorn (Lurue) (Elturel) ............ 100101
A Handful of Eyes (monster shop) The Rose Portal (Lathander) (Baldurs Gate) ...... 13
Hills Edge) ............................................... 189, 191192 Roseportal House (Lathander) (Berdusk) ........ 157, 160
Hullybucks Gamble (fence, warehousing; Shrine of the Suffering (Ilmater) (Baldurs Gate)........ 13
also an inn) (Berdusk) ............................... 160, 173 Starrevel Hall (Lliira) (Berdusk) .................... 157, 160
Julkouns Old Mill (JuIkoun) ................................. 43 Swordspoint Hall (Tempus) (Berdusk) ......... 157, 160
The Knight in the Morn (armor and blazonry) The Table of the Sword (Tempus) (Daggerford) ....... 34
(Hills Edge) .................................................. 189, 193 The Unrolling Scroll (Oghma) (Baldurs Gate)...... 13
Korbuss Jewels and Fine Ornaments The Watchful Shield (Helm) (Baldurs Gate) ........ 13
(Daggerford) .................................................. 36, 219
Lionstar Services (safe storage, disguising goods) Taverns
(Hills Edge). ......................................... 189, 192193
Ondraers Fine Pages The Bent Helm (Elturel) ........................................... 95
(Berdusk) ..................................... 158, 160, 167168 The Black Flagon (Xonthals Tower) .................... .140
Rolling Wheel Wagons (Asbravn) ................. 151152 The Blushing Mermaid Baldurs Gate)........ 13, 2022, 92
Samborls Sundries-in-Trade (Asbravn) ........150151 The Broken Goblet (Roaringshore) ........... 53, 5455
Shining River Mill (Julkoun) ............................. 4344 The Burning Wizard (Beregost) ....................... 27, 29
Sorcerous Sundries (Baldurs Gate) .............. 13, 218 The Dancing Bear (Hills Edge) .................... 189, 194
Tantains Barrels and Crates (Asbravn) ............... 151 The Dusty Hoof (Scornubel) ................................. 109
Thunderhammer Smithy (Beregost) ............. 29, 223 Elfsong Tavern (Baldurs Gate) .......... 13, 1718, 211
Thunderwood Forays (adventurers outfitters The Flourished Flagon
shop) (Berdusk) .......................... 160, 169170, 222
Torleths Treasures (Berdusk) ..................................... 158, 160, 170171
(Gillians Hill). .................................... 4142, 48, 225 The Halfway Inn..................... 130, 132, 133135, 221
Trists Saddles and Stables (Hluthvar) ................. 201 The Happy Cow (Daggerford) ......................... 36, 217
Ungairmers Bootery (Kheldrivver). ....................... 48 The Hungry Halfling (Corm Orp) ................ 175, 176
Veloths Fine Wagons & Repairs (Hluthvar) ....... 201 The Jaded Unicorn (Scornubel) ........................... 112
The Well-Dressed Wizard (mage gear) Lady Luck Tavern (Daggerford) .... ............. 35, 3738
(Iriaebor)............................................................. 203, 205206 The Old Talking Ox (near Iriaebor) ....... 203, 207208
A Pair of Black Antlers (Elturel) ......................... 9697
Shrines The Raging Lion (Scornubel) ........................ 113114
River Shining Tavern (Daggerford) ......................... 36
Candlekeep (Deneir, Gond, Milil) ........................... 33 The Running Stag (Berdusk) ................. 158, 160, 171
The Cup of Plenty (Triel) ................................ 120121 The Scarlet Stag (Hills Edge) ........................ 189, 194
The Seven-Stringed Harp (Secomber) ...... 8082, 83
The Silver Blade (Yarthrain) .................................. 145
239
The Tankard and Sheaf (Asbravn) ............. 148, 152 The Water-Queens House (Umberlee)
The Tarnished Trumpet (Hills Edge)........ 189, 196197 (Baldurs Gate). .................................................. 9, 13
The Wailing Wave (Lathtarls Lantern) ........... 50, 51
The Winding Way (Soubar). ................................... 117 Disused Beast Cult temple under
Iriaebor................................................................. 210
Temples
Temples of Evereska (all elven deities) ................ 130
The Black Abbey (Bane) Temples of Hardbuckler (gnome deities) ........... 185
(Soubar; now a ruin . ............................................ 117
Unique Sites
Candlekeep (Oghma) ................................................ 32
The Cry of Joy (Lliira) (Hills Edge) ................ 189, 190 The Battle of Bones .......................................... 123, 179
Evensong Tower (Milil) The Breaking Steps (rapids) .................................. .153
Catacombs of Asbravn ................................... 150151
(Berdusk) ...................................... 158, 160, 164165 Castle Hill (Berdusk) ...... 157, 158, 159, 160, 162, 168
The Fist of the Future (Cyric) Castle Hill (Yarthrain) ............................................. 145
Clearspring Tor (Berdusk) ............ 156, 157, 158, 160
(Hills Edge)......................................... 189, 190, 191 Crypt of the Wondermen (Scornubel) ................ 107
The Golden Bowl of the Goddess (The Garden Evereska Vale.. .......................................................... 130
Fallen Giant Tomb.. ................................................ 128
Temple) (Chauntea) (Iriaebor) ......... 203, 204205 The Far Hills ............................ 147, 169, 177, 178, 222
The Grotto of the Queen (Umberlee) The Fields of the Dead ............... 5, 8788, 89, 93, 118
Firehammer Hold (dwarf hold)............................. 85
(Lathtarls Lantern) ....................................... 5051 Floshin, estate of........................................................ 34
The Harvest House (Chauntea) (Daggerford) .......34 The Forest of Wyrms ............................ 115, 116, 123
The Healing House of Lathander (Scornubel)...... 105 The Halls of the Hammer (dwarf hold) ................. 76
Helms Shieldhall (Elturel) ........................................ 94 The High Moor............................... 5, 7, 65, 66, 7172,
The High Altar of the Moon (The Moontower)
73, 75, 79, 88, 107, 215, 222, 226
(Selûne) (Iriaebor) ...................................... 203, 205 Highstar Lake (Dauerimlakh, Evendim) ........ 7677
The High Harvest Home (Chauntea) (Elturel) ......... 94 The Hill of Lost Souls ..................... 123, 126, 141, 142
The High House of Wonders (Gond) Ladydove (burned elven village). .................. 137, 138
Larlochs Crypt (Warlocks Crypt) ............. 49, 6364
(Baldurs Gate). ............................................ 9, 13, 23 The Lonely Moor..................................................... 133
The Hold of Battle Lions (Tempus) Maidens Leap (falls) (Elturel) ................................. .94
The Marsh of Chehmber............... 123, 124, 136, 139
(Dragonspear Castle; now a ruin) ............... 7475 Moondark Hill (in Evereska) ................................. 131
The House of the Binder (Oghma) Northdark Wood (Dusk Wood,
(Kheldrivver; ruined monastery; still venerated Reluvethels Wood) ............................ 126, 127, 128
by the faithful) ....................................................... .47 The Reaching Woods...................................... 126, 156
The House of the Guardian (Helm) The Serpent Hills .............. 55, 40, 49, 65, 71, 88, 116,
(Hluthvar). .......................................................... 200, 201
The House of the Suffering God (Ilmater) 123, 136, 139, 213
(Asbravn) ...................................................... 148149 Serpents Tail Stream ............................................. 123
The Inner Chamber (Deneir) The Silent Runs (Hills Edge) ................................. 188
(Berdusk) ...................... 156, 157, 159, 160, 163, 211 Skull Gorge.. ..................................... 123, 128, 179, 196
The Stone of Tempuss Tears (ruined city;
The Ladyhouse (Sheela Peryroyl)
(Corm Orp) .......................................................... 175176 inscription quoted) ............................................ 118
Sunset Mountains .......... 124, 147, 148, 175, 187, 222
The Ladys Hall (Tymora) (Baldurs Gate) ........ 9, 13 The Trielta Hills .................................... 120, 123, 126
Morninglow Tower (Lathander) (Daggerford) ...... 34 The Troll Hills .................................................. 7, 47, 64
The Ready House of the Right Strong Hand (Helm) Ulcasters school of wizardry (ruin)
(Berdusk) ..................................... 157, 160, 163164 (Beregost) ............................................................... 27
The Seat of Lore (Oghma) Urdrath of the Horsemen.. ................................... 149
The Well of Dragons.............................. 137138, 227
(Berdusk) ..................................... 158, 160, 165166 Wizards Doom Creek.. ............................................ 27
The Shrine of the Short.. .......................................... 39 The Wood of Sharp Teeth ...................................... 90
Silent Hall (Eldath) (Iriaebor) ................ .202, 203, 204 Yellow Snake Pass ................................... 124, 186, 196
The Song of the Morning (Lathander)
(Beregost) ......................................................... 27, 28
The Temple of Wisdom (Garl Glittergold)
(The Friendly Arm) ............................................... .39
The Tower of Gold (abandoned and looted;
Waukeen) (Iriaebor) ........................................... .203
240