Lathtarls The village supported itself by fish-
Lantern ing and was also kept busy, small, and
free from harassment by land-based
This small fishing village appears on neighbors due to frequent lizard man
few maps of the Realms, and most raids. The mouth of the Winding
merchants dont even know it exists 20 Water is shallow and marshy, without
Part of this seclusion is because of its any harborand the miles upon
marshy surroundings, and part is due miles of silt and marsh grasses are
to its proximity to the dangerous lich home to many lizard men.
hold of Larlochs Crypt. (Larloch’s
Crypt has become corrupted over the These marshes carry an ill history
years into Warlock’s Crypt, and thats as of their own. Local rumors speak of
good a warning to travelers, I suppose.) at least two dead kings somewhere
out in the fens. One was Ring
Lathtarl was a pirate some 300 win- Tredarath, a rebel lord of Tethyr long
ters ago whose greed drove him to fall ago who fled with about a hundred
afoul of the elven ships out of Ever- armed retainers to found a new
meet. Forced to flee for his life in a realm out of reach of his foes. His
sea fight, he ran his ship ashore here hard-riding band, heavily laden with
as a wreck, most of his crew dead and all his regalia and treasury, blun-
himself a cripple, the arm and leg on dered into the marshes in an evening
one side of his body useless. fog and perished by drowning (some
in quicksand) and as dinner for many
The wreck gave him an idea, and he marsh monsters. Gold pieces and a
became a wrecker, luring ships ashore jeweled dagger have been found, and
by lighting many lanterns along the at least one lizard man has been seen
coast to fool sailors running along the during a raid wearing a golden
coast in storms into thinking that crown, but cartloads of gold and
theyd reached Baldurs Gate, Orlum- gems are still lost in the marshes.
bor, or some other secure harbor.
Instead, if they turned ashore they The other king was Bevedaur of
found rocks, with a pebble beach just Cortryn, a vanished realm that is now
beyond. Sailors who didnt perish in northeastern Amn. He camped in the
the wreck were slain by Lathtarls sur- marsh while pursuing his favored
viving crew or held for sale into slavery sport, serpent hunting, and was over-
or for ransom. Calishite slavers and all whelmed with all his court by a night
the Sword Coast pirates soon discov- attack from an army of lizard men.
ered Lathtarls existence, and made Ghostly knights are still said to drift
him a transfer point for slaves and over the marsh by night, spectral
contrabandtheir ships would stand blades in hand.
well offshore on clear nights, and
boats would cross the rocky bar from Lathtarl is long dead of disease,
ship to shore and back. and several times the Lords of Water-
deep and merchant houses of that
20See the entry on Roaringshore later in this chapter for a map that shows its location.
49
city and of Amn have placed agents in home to a temple to Umberlee, the
the village to intercept and battle Grotto of the Queen, and to an inn
pirates and smugglers. Threats have and tavern of note, the Wailing Wave.
been made that the entire village
would be burned to the groundand Places of Interest
the villagers slaughteredif the prac- in Latharls Lantern
tice of light luring continued. These
threats have been heeded, but theres Temples
still an occasional real shipwreck in
the vicinity, and pirates have taken to The Grotto of the Queen
running stolen ships ashore here that
they cant use as pirate vessels (usu- The village of Latharls Lantern is shel-
ally old, slow, leaky cogs). tered on the north by a crescent-
shaped, rocky ridge. At the seaward end
Lathtarls Lantern would not be of this ridge are some tidal caves, the
mentioned in this guide (few today innermost of which has been enlarged
embrace the old nobles sport of and connected by winding stone stair
lizard man hunting, and adventurers tunnels to a small-spired temple on the
looking for lost crowns always seem surface. This temple is decorated with
to hear guiding rumors without bene- relics of wrecked shipsnotably a large
fit of a guidebook) except that it is also collection of figureheads. Most of the
figureheads are larger-than-life-size
50
humans, but there are also mermaids, illicit cargoes that are bulky, require
hippocampi, and more fanciful crea- special care, or are hard to hide. The
tures. Here a staff of at least 12 human Wave is a low-ceilinged, smoky, ram-
clergy (most of them True Servants of shackle roadhouse like a hundred
the Wave 21) take offerings from local others in the Realms. Former stables
fishermen, visiting pirates, and other out back have been converted into
sailors to appease the goddess or to buy two rickety floors of night rental
her favor for voyages ahead. rooms. It is not much of an inn, but
the marshes and wandering trolls
The sea cave under the temple, the and brigands between the village and
Grotto itself, is said to be guarded by the Coast Way make it highly unlikely
marine undead created by the priests that any traveler would seek out the
(lacedons, undead sharks, and the Wave just to stay thereand visitors
like). The Grotto is also said be visited to Lathtarls Lantern dont have much
from time to time by the Tribute Gath- choice where they stay.
ererspowerful evil creatures of the
deep who serve Umberlee and take Where the Wave really shines is as a
riches gathered from the temple offer- bar. Pirates, adventurers, outlaws,
ings into the watery deeps for the use humanoids, half-breed monsters, and
of Umberlees agents and followers all monstrosities come ashore in small
along the Sword Coast. On at least one boats to crowd the taproom night after
occasion, a sunken ship crewed by night, talking business and enjoying the
skeletons has risen from the deeps to best stock of beverages anywhere on
ram and then fight off a pirate vessel the Sword Coast. Most of the shady
hoping to plunder the temple. business people and merchants on
the Coast come here often.
Inns/Taverns
The Wailing Wave
Named for a local legend that the
waves rolling in on the villages peb-
ble beach wail on certain moonlit
nights with the mournful cries of all
whove drowned in the wrecks off
Latharls Lantern, this is one of the
wildest tavernsand busiest inns
on the Sword Coast. Unlike its rival
pirate base, Roaringshore, Lathtarls
Lantern remains inaccessible and lit-
tle-known, which makes it ideal for
slavers and others who must deal in
21True Servants of the Wave are specialty priests of Umberlee. They command some still-mysterious powers.
51
Liams Hold removal of Liams magic will cause it
to topple, crushing the hamlet under
This hamlet of about 50 folk stands on falling stone. This is why every possi-
the eastern side of the Trade Way bly magical bauble Liam possessed
about a days travel south of Dagger- was buried with him.
ford.22 A flat-topped tor of bare rock,
about two acres in area, overlooks the Today, the tower is part of the
road. It is ringed by a low stone wall, Holdfast Inn, which is good enough to
and at the south end stands a crum- deserve coverage in any guidebook to
bling keep tower. The settlement is Sword Coast establishments.
crammed onto the top of the tor, with
its grazing and tillage fields to the east Places of Interest
and a pasture for passing caravans to in Liams Hold
camp in just to the south, overlooked
by the tower. Inns
The tower was the fortress-home of The Holdfast Inn
the powerful wizard and warrior Sun-
der Halyndliam, whose names been This inn consists of Liams tower, full
shortened locally over the years to of ornately carved stone stairs and
Liam. The hamlet is named in his arched windows. The tower has three
memorypartially because his silent two-story-high wings stretching out
armored wraith, chilling blade in from it. Two stand along the parapet
hand, is said to still defend the tower walls of the Hold, and the third (the
against intruders. It is certain that no kitchen and pantries) joins the stables,
fewer than six thieves have been found enfolding the inns entry courtyard.
dead at the base of the tor, having All of the inn is built of stone. The
fallen from the tower during the night. halls are carpeted against the chill
with furs atop rushes, and the bed-
Liam is buried in a spell-guarded chambers sport floor furs, window
crypt deep under the tower. Although hangings to keep out cold breezes,
hes said to lie in a casket with all his and curtained and canopied beds.
spellbooks, a magical staff, an
enchanted blade, and magical rings Service at the Holdfast is attentive,
on his fingers, no adventurers, with warming pans placed in the beds
thieves, or rival wizards have suc- on cold nights, a nightkiss drink at
ceeded in plundering his remains. bedside without charge, plentiful
They have failed because of the other- wash water and towels, warming
planar creatures that guard his tomb robes for guests, and generous, filling
and local folk who furiously deny food. A stay at the Holdfast is an expe-
access to the crypt. They do so thanks rience not to be missed. Many mer-
to a community legend that says the chants specially arrange their travels
tower was raised with magic and so they can stop here and relax.
22The location of Liams Hold is shown on the map found in the entry for the Way Inn, later in this chapter.
52
Roaringshore folk and businesses here tend to be
(literally!) short-lived. Even so, two
This isolated village nestles in a establishments of note have lasted
small deepwater cove on the coast long enough to garner well-deserved
about a third of the way south from reputations: the Swordarm and the
the mouth of the Winding Water Broken Goblet.
toward the city of Baldurs Gate. Like
Lathtarls Lantern (see that entry), The traveler should be aware that
this is a pirate holdbut unlike the many pirates here are runaways,
Lantern, the reputation of bold, law- local thieves, and adventurers all out
less Roaringshore has spread far up to make an impression, and perhaps
and down the length of the Sword attract some business as mercenary
Coast. hirelings. A lot of posing goes on.
This can make Roaringshore a very
Though such tales have grown in dangerous place for the visitor who
the telling, this is still a place raided isnt in a large, well-armed group, or
at least once summer by mercenary obviously powerful. I had to flee it
armies of 70 or more lancers or abruptlybut I did manage to learn
horse archers, hired by Amn and the details about the two main
Baldurs Gate. As a result, prominent attractions first.
53
The Broken Goblet strongly warded, and the defenses
permit only existing defensive spells
Tavern to continue. Newly cast spells are
twisted and lost, without effect. The
When pirates and lawless folk come to defenses also whisk all missiles
brawl and carouse, their first thought (hurled glasses, daggers, darts, bolts,
is to roll into the Goblet swords drawn, and arrows alike) up into gentle con-
and swagger as they promenade along tact with the ceiling. This prevents
the raised entry dais and down toward broken glassesfor drink is served
the bar. Its the place to be seenand here in ornately carved and blown
the place to be killed in, if the body glasses, some of which are exquisitely
count of the last few years is any indi- beautiful, and rather more of which
cation. Dont go here unless youre are simply rude.
very good with a blade, alert, have a lot
of well-armed friends with you, and The Place
are protected against poisons,
The Goblet consists of a dark taproom
A spell such as ironguard23 (which with stone floors, massive wooden sup-
renders one immune to metal bladed port pillars and furnishings (trestle
weapons for a time) is an ideal pro- tables, wall benches, and high-backed
tection here, but beware, this place is wooden chairs), and candle lamps. The
latter can be raised and lowered on
chains via ceiling pulleys and from
hooks located behind the bar, and con-
sist of wagon wheels that each support a
circle of seven to nine fat candles, each
set in a buckler to catch the melted wax
A favorite trick during a brawl is to leap
behind the bar and undo the hooks,
sending the heavy lamps plummeting
down atop the tables. The danger of fire
makes this tactic grounds for ejection
dead or alive.
The staff here go armed with dag-
gers, boot knives, and steel knuckle
spikes.24 Overly amorous patrons are
warned that the large men with many
scars are large men with many scars,
but the buxom wenches with the long
lashes and ready smiles are dopple-
231ronguard is a 5th-level wizard spell found in the
FORGOTTEN REALMS® Adventures hardbound.
24Knuckle spikes do the same damage at a blow as a
dagger, veteran users tell me.
54
gangers. They often respond to overly Ward Token of the Broken Goblet
familiar touches with a dagger strike
and a shift in the form of one hand not humanand consist of beings far
into a loose curtain of flesh that can more deadly than the doppleganger
be slapped over a patrons face to wenches. Most folk believe that
smother or blind him! some fell power runs the tavern. Its
wardings are certainly strong, and
The street door is guarded by two spells have been deflected from them
house guards with orders to keep it that hurled back or slew large merce-
clear so that access is denied to none. nary attacking forces sent to cleanse
Brawls are thus prevented from erupt- or raid Roaringshore. (Those bearing
ing on the way in and out the door and a ward token can cast spells within
harming trade. This has the effect of the tavern.) The truth, according to
allowing each patron to make a grand one Harper I spoke with, is that
entrance on the raised entry dais, which illithids rule this tavern and use their
overlooks the taproom from behind a powers to gather information about
safety rail. Atrophy of a long-ago brawl the illicit doings of the Sword Coast
decorates this smoothed oak tree-trunk from the guests who come here.26
railing: A black-bladed battle axe split the
rail in two and crashed down to bury
itself haft-deep in the edge of the floor
beneath. Its owner did not live long
enough to get it freeso the proprietors
of the tavern left it there as a warning.
From the taproom, many small,
shadowy stairs lead down to jakes (a
dangerous place known for stabbings
and impromptu body disposals, with
direct connections to the tidal sewers)
and up to private drinking rooms,
some of which have sliding panels
offering egress to side alleys. Lighting is
always scanty in the Goblet, and a ghost
pipes25 spell provides gentle back-
ground music to cover most conversa-
tions from casual eavesdropping.
The Prospect
There are constant rumors that the
staff and ownership of the Goblet are
25Ghost pipes is a 2nd-level wizard spell found in the FORGOTTEN REALMS Adventures hardbound.
26The Harper is right, Elminster confirmsafter which he sarcastically thanked Volo for revealing only what is
prudent about Roaringshore.
55
The Prices each. Many delighted merchants
take away armfulsand the prettier
Ale is 3 cp per tallglass, and all wine or more whimsical or salacious
(from a vast cellar) is 4 cp per tall- pieces fetch prices as high as 12 to 14
glass. Sherries, zzar, and Tashlutan gp each in far-off, wealthy places
rollrum are 1 sp per tallglass. such as Saerloon, Selgaunt, Suzail,
Whiskeys and fine brandies are 2 sp Teflamm, and Westgate.
per tallglass, and elverquisst is 1 gp
per tallglass. A recent fad is to mix Travelers Lore
drinks with syrups and flavored
waters. Such concoctions bear such The anonymous owners of the Goblet
names as Flaming Dragon, Drawn keep many treasure maps, wills, and
Dagger Down, and Moonlit Knight, written deals hidden in vaults for
and go for 1 gp each. Trying every pirates, who pay 100 gp per page for
one is the current diversion of the long storage. The items are stored
idly rich and danger-seekers. from when they are left until they are
retrieved by the surrender of a sym-
The Goblet sells no food, but bolic key (usually a brass token).
patrons can bring in all they like. Rumor has it that the tokens look like
One free glass per patron per brass sea shells, but no one has ever
evening is included in drink prices. If been able to definitively prove this.
one wants to buy others, theyre 1 sp
56
The Swordarm uous feeling of being watcheddue
to the unfortunate apprentices, no
Inn doubt.) These changes probably
mean that should anything befall the
Youd expect the only inn in a pirate apprentices, the Swordarm will
hold regularly rocked by brawls and undoubtedly collapse. Until then, its
open fighting in the streetsand quite an impressive place.
often raided by mercenary armies,
tooto be a crumbling, filthy, ver- The Place
min-infested ruin of a place, on the
verge of falling down. Well, the The Swordarm is magnificent, akin
Swordarm wasuntil a powerful evil to the luxurious Waterdhavian villas
wizard decided to make it an invest- of richer nobles. It sports high ceil-
ment. He devised a mysterious spell ings, large windows, marble floors
of great power27 that entrapped his and window seats, and statues
three apprentices, binding them in a adorning the halls and rooms every-
mystic web of forces linked to the old where. (These statues were undoubt-
stone-and-timber inn building. Their edly plundered by pirates from
life forces hold the inn together and temples, grand houses, and sunken
convert spells cast within it into raw ruins up and down the Sea of
power that binds together and Swords.) Local rumor swears Aulyn-
repairs the place, and makes guests tar spies on guests and goings-on
safe from hostile spells. through the carved eyes and ears of
these stone figures.
The unfortunate apprentices can
be seen to this very day, two young Every floor of the inn has a central
men and a young woman clad in hall linked to a landing on the soar-
dusty, dangling tatters of robes, float- ing hanging stairs, an audience
ing face-down near the ceiling of the chamber opening off the landing to
lobby and staring down in frozen, the hall, a dining lounge, and guest
endless horror at folk who pass chambers. The inn has no main din-
below. After they were trapped, their ing room. Guests can elect to be
captor and master, the mage Aulyn- served meals in their rooms, and
tar Cowlsar, pierced the walls with most do. (A secret back passage is
many new windows, added an rumored to plunge down within the
ornate balcony and hanging stair- walls to a tunnel that runs far from
case, and cut a pool now full of hot Roaringshore. There it branches to
tingling waters into the floor of the open high on a cliff above the sea on
lobby. (This pool would be a delight one hand and in a swampy, over-
to bathe in were it not for the contin- grown ravine in the rolling wilder-
nesses on the other.)
27Elminster refused to give out any details of this spell under any circumstances. He also said that the names of
the apprentices were not forgottenbut that they had done as many deeds of grasping evil as their master, and
deserved their fate.
57
The Swordarm also offers guests a tend to arrange to meet elsewhere
secure storage service, employing no one is free of the feeling that
spell- and monster-guarded vaults Aulyntar or his frozen apprentices
under its imposing bulk. The roof are always watching and listening.
has sliding panels in one gable that Some folk are so sensitive to this
allow an agile aerial steed such as a feeling that they cannot stay in the
griffon or a hippogriff, or a person inn for more than a few breaths. On
employing flight magic, to arrive or the other hand, it is the safest haven
leave without landing in the street in Roaringshoreunless one is a
below. This loft stables occupies the wizard. There are several tales of
upper floor of the inn. The conven- mage guests disappearing here over
tional stables are behind the inn, the years.
separated from it by a street. The inn
is surrounded by streets and lacks The Prices
any sort of yard. The stables open
into a warehouse for the storage of Everything at the Swordarm is the
wagons, coaches, and caravan goods. best, and everythings included in
the daily rate except drink. Unfortu-
The Prospect nately, that rate starts at 6 gp per
night for a tiny bunkroom and soars
The Swordarm has housed many to 25 gp per night for the six largest
powerful and dangerous pirates and suites. Pirate crews usually grab
adventurers over the years. They these suites more or less year-round.
have come to expectand depend Here they can post guards, strew
ona place that is clean, quiet, and their belongings around, and still
safe. On the rare occasions when sleep farther apart than they do on
guests have offered violence to any- board. The nicest single bed-
one, swift and sure spells (presum- chambers, though, are often all
ably those of Aulyntar, who prefers to vacant (22 gp per night).
remain unseen) have lashed out to
end the matterusually by destroy- Drinkables are 2 gp per bottle or
ing the belligerent guest, although 4 gp per hand cask, regardless of
there have been some reports of whats inside such containers. Some
such individuals being teleported rare vintages can be obtained here,
abruptly into the depths of far-off but the variety is small, and the
Skullport, beneath Waterdeep, or the supplies irregular. The inn does not
heart of the jungles of Chult, or into want to appear to compete with local
the midst of Icewind Dale. taverns.
So this inn has become a neutral Travelers Lore
meeting place for deadly enemies,
uneasy rivals, and swaggering folk- The Swordarm bills itself as a home
of-danger alike. If guests intend to do for those who swing blades for a liv-
business together, however, they ing. Most wizards dont care to stay
the night within its walls, for mages
58
have a habit of vanishing from the The Cloak of Swords
even the most securely barred bed-
chambers. apart by unseen raking claws as he fell,
leaving only his tattered, drifting cloak
Most folk suspect these disappear- behind.
ing guests were wizards who tried to
free the trapped apprentices or tam- A shadowy formpresumably
per with the protective spells of the Aulyntaremerged from the inn and
inn. Most wizards suspect Aulyntar caught the cloak, but it erupted in a
examines every mage under his roof, rushing torrent of glittering steel,
and destroys those who possess and the form hastily flew off, trailing
magic he covets. If this is true, he a mist of blood. The cloak drifted
must be very powerful by now. away more slowly. What became of
it, none in Roaringshore can agree.
It is certain that one Haldanshyn Some say another wizard mastered
Cloak of Swords, a wizard of both it, others that it blew out to sea or fell
power and importance from south- into Aulyntars clutchesand still
ern Amn, lost his temper in the inn others whisper that it yet lurks
one evening six summers ago. All around the village, pouncing on
that night a furious spell battle raged lone, drunken sailors and slashing
above; around, and through the them to ribbons in fits of insane
Swordarm, as Haldanshyn flew vengeance.
about, engaging a foe who appeared
only as a swirling, sparkling cluster
of luminous eyes.
Much of the inn was destroyed, or
twisted and sagged about the terri-
fied guestsmany of whom dove or
tumbled out windows and fled for
their lives amid explosions, gouts of
flame, and hair-raising crawling fin-
gers of lightning. Near dawn, Hal-
danshyn was seen to snarl and then
howl in pain as his magical staff sud-
denly caught fire and blazed with
phosphorescent orange and bilious
green light from end to end. The
blaze was intense, and the wizard
plunged from his hovering position
in the air above the inn, leaving his
skeletal hands still clinging to the
ashes of the staff.
The grisly relic remained aloft for
some days, but the wizard was torn
59
Trollclaw Ford highsun, flanked by horse archers
whose arrows can be ignited at a trot
This ruined hamlet stands where the from spear-slung braziers.
Coast Way fords the Winding Water
amid mist-shrouded, grassy hills. The most recent settlers at the
Trolls lurking in the hills make the Ford were the High Helms, a veteran
place perilous no matter how many adventuring band. A dozen strong,
mercenary armies or adventuring they rebuilt a villa into a fortified hold
bands come to clean the monsters and held out against the trolls for
out. three full seasonsuntil someone
slew them and shattered their tower
Abandoned a dozen winters ago, with an explosive spell blast seen
the Ford has been rapidly overgrown. from miles away Their treasure still
The trolls keep creatures larger than lies in their fallen tower, guarded by
snakes and birds from lairing there their undead bones and possibly by
and pull apart buildings digging out whoeveror whateverslew them.
badgers and burrowing food. Most (Folk speak of their slayer being a ser-
caravans camp heavily armed in bon- pent-headed mage with faceted,
fire rings well away from the Ford amber-colored eyes and the slitted
and make a run across the river at pupils of a snake.)
60
Ulgoths Beard lurking in the storage caverns beneath
the keep. All of the storage caverns have
This hamlet of about 70 folk is located on already been searched by many eager
the north side of the mouth of the River pirate crews over the years.
Chionthar west of Baldurs Gate. Its stone
houses nestle in a natural bowl in the cliff Theres nothing else notable about
top overlooking the river, and a warning the Beard except Shandalar, an eccentric
beacon is maintained on the cliff top to mage who dwells in a floating house just
alert Baldurs Gate to attacking ships. east of the hamlet. Its actually a moored
Halruaan skyship, its upper decks rebuilt
In fact, the name of the settlement into a series of balconies, hanging gar-
comes out of its history of being attacked dens, gabled rooms, and lightning rods.
by sea. Of old, pirate raids on Baldurs Shandalar harnesses the lightning
Gate were numerous. Ulgoth was a stout, strikes from the many storms that sweep
bristle-bearded pirate of great girth and over the Beard to energize strange magi-
greater reputation. The beacon was said cal constructs of his own devisingand
to singe Ulgoths Beard by robbing him is said locally to be immune to all harm
of surprise so that the raiding force he led from lightning, as he often strolls about
was met by ready resistance and hurled amid the crackling bolts, garments
back with the loss of many pirate lives, lashed by the wind, laughing and singing
including Ulgoths own. (He tried to use a in the driving storm.
ring of flying to escape the fray and was
last seen heading out to sea, his flying Beneath the wizards house is a
corpse bristling with twenty-odd arrows.) small stone hut fitted with double
doors. This is the entrance to his own
The hamlet consists of sheep- extensive network of caverns, where
herding families, who keep their sheep several monsters loyal to Shandalar-
on the rolling grasslands behind the living mushrooms, locals swear!
cliff, and some fisherfolk, who transport
their boats up and down the cliff by
means of a cradle of massive cables.
None of them are wealthy.
The Beard lacks a road link to the
interior, though pack mules have an
easy journey over the grassy hills to and
from Baldurs Gate. Theres no tavern
in the Beard, though one resident
brews his own dreadful ale and sells it
at 1 cp per tankard. Ulgoths Beard also
has no inn, but travelers can camp out
in a ruined keep just north of the ham-
let, on the lip of the bowl. The keep was
once home to a cruel pirate lord,
Andarasz, and legends speak of undead
61
shamble about in the darkness harvest- blindness-healing ointments).
ing mushrooms. The mage makes a Most of Shandalars sales come from
steady income growing his shrooms
for the tables of Baldurs Gate. Some the garnishcaps and two other cooking
apothecaries in that city dry them and
sell them whole or powdered for use in mushrooms: small white rock buttons (2
cooking, healing, or the enchanting cp per handbasket) and succulent frilled
arts. Shandalar has a huge variety of felarndon shrooms. Shandalars three
mushrooms and sells them for as little beautiful daughters (and, it is rumored,
as 1 cp per handbasket (for plain brown apprentices28) take a floating disc of these
garnishcaps, used mainly in beef stews into Baldurs Gates market daily.
and pies) to as much as 5 gp each (for
deadly poisonous gloomshrooms, Shandalar is known to have agree-
favored in the making of poisons, flesh- ments with powerful pirates and out-
numbing physicians unguents, and laws. He keeps certain treasures safe
for them in the hidden depths of his
mushroom caverns in return for steep
annual fees (1,000 gp per chest).
28Elminster says the daughters are his apprentices, warns that Shandalar rivals Khelben Blackstaff Arunsun of
Waterdeep in power, and that his daughters are no slouches as mages either, and further says that the mushroom
caverns contain at least one gate to elsewhere in the Realms (just where, hes not certain). The guardians of the
caverns include myconids, as the locals say, but they are also home to mechanical spiders of the wizards own
making and even more dangerous predators. Several bands of thieves have died failing to evade them.
62
Warlocks Crypt eerie, flickering glow over the towers by
night. Their walled gardens are sur-
Over the years, the name Larloch’s rounded by a gloomy network of twist-
Crypt, still found in many accounts ing streets and abandoned houses
and on older maps of the Realms, has crowded along the stream banks. In
become corrupted into Warlock’s these streets and houses, lesser undead
Crypt. The soaring towers of this iso- shuffle about in accordance with the
lated walled castle can be seen from orders of the lich lords who serve Lar-
afar, sweeping up like menacing black- loch. Over this dusty city leap many
nailed talons reaching into the sky.29 dark, railless bridge spans that link the
garden walls and the lower levels of the
The mighty lich Larloch dwells here towers. Skeletal giant bat steeds and
in a city of the undead. Many adventur- stranger creatures sally forth from
ers have claimed to have destroyed them to attack travelers who venture
him, but the Shadow Ring always rises too near, since Larloch is interested in
again to rule over his city of wraiths, gaining living humans for use in his
wights, liches, vampires, and hosts of experiments in undeath and in seizing
lesser undead, from crawling claws to all magic he can find. This is not a place
monster zombies. Larloch is said to be I recommend travelers even venture
one of the last surviving sorcerer-kings within sight of.
of Netheril, although his mind is quite
gone. He exists today as an ultra-lich of Most sages believe the Crypt, which
awesome powers, whimsical and is very old, was once a Netherese wiz-
crazedat times snarling and hurling ards enclavehome to mages who
spells at random, and at other times a now serve Larloch as liches. Larloch is
brilliantly calculating inventor of magi- said to command the spells of an arch-
cal items, new spells, and magical wizard, a small arsenal of magical
strategies. No less than 16 Red Wizards
of Thay are known to have gone to the
Crypt to try to destroy him or steal
some of his power. They all failedand
of them all, only Szass Tam has ever
survived.
The Crypt is a series of wizards tow-
ers, each standing in its own circular
walled garden. The towers stand on the
banks of a small spring that rises in the
cellars of the highest tower (Larlochs
own) and is much befouled by the dis-
charges of the Shadow Rings experi-
ments. Its luminous waters cast an
29Warlocks Crypt can been seen on the map in the
entry on Roaringshore, earlier in this chapter.
63
itemsincluding Netherese power monstrous form (that of a hook horror,
scepters of various sorts, rare or for instance&slowly one limb at a
unknown elsewhere in the Realms of time. Larloch has his own code of con-
todayand the absolute loyalty gained duct, however. Completing such a mis-
by some fiendish magic, of the liches sion does mean return to proper form
who serve him. He is said to enjoy con- and complete freedomfor those who
versing with ghosts and unfortunate do not try to deceive or attack him.
adventurers who fall into his clutches,
and has even been known to grant free- Some minstrels have wrongly
dom to captives in return for a service. dubbed the ruler of the Crypt the
Warlock or the Warlock King, but
The service is usually to gain for him be warned that those who compose
some close-guarded and powerful ballads using such terminology are
magic from elsewhere in the Realms, likely to be kidnapped by night things
such as a special spell or favorite magi- and spirited away to face torment and
cal item held by a Red Wizard of Thay undeath at Larlochs hands. Its not
or mighty archmage. Such freedom even a good idea to sing the ballad
comes with magical strings. A person known as The Warlock King within
who ignores the mission once away three days ride of the Troll Hills, for
from the Crypt is magically transformed fear Larloch should hear and take
into some horrific tanarri or other interest.
64
The Way Inn leaves and rejoins the main trade
road, giving caravans plenty of room
This isolated stone inn has been a to camp.
famous landmark for many years,
starting from when it was the last From the loop of road, steep cart-
inn along the way south from Water- ways lead up to three gates. All of
deep for many days of hard and dan- these cross wooden bridges. The
gerous riding (hence its name). In bridges slope on central pivots when
recent years, as evil grew in ruined support timbers are retracted from
Dragonspear Castle, the Way Inn inside the compound to dump
became ever more important as a attackers into large spike-filled pits.
base for mercenary armies raised by
the Lords Alliance to keep the Trade The gatehouses are small stone
Way clear and as a haven for mer- keeps. Each is topped with a
chants hurrying along that long and catapult. All firewood for the inn is
perilous overland road. under cover in these gatehouses, so
fiery missiles can be hurled at
Recently, an ancient black dragon attackers or an overrun gatehouse
destroyed the inn while the armies can be torched to prevent attackers
based there were afield battling from pouring in until the flames die
legions of baatezu. The dangers of down.
the High Moor never sleep for long.
Trolls and yuan-ti from the Serpent The inn itself is of stone, with a tile
Hills have been seen in growing roof. Its windows look out over the
numbers, but the otherplanar evil road, and it is topped by a lookout
centered in ruined Dragonspear tower equipped with several multiple-
seems to have been brokenfor crossbow guns called airhurlers.
now. Each of these is equipped with firing
cords and shields for a person firing
Several Waterdhavian merchant the gun, so that the airhurlers can be
families sponsored a rebuilding of fired directly or aimed and fired from
the Way Inn on the same site (an the room below.
elevated, defensible site with a deep
well) as before its destruction, but The stables for the inn are in one
larger and stronger than ever. On a corner of the plateau. Three fenced
recent visit, I found it most paddocks open out of them, and
impressive. more airhurlers are located on the
stable roof. The village that once
The rebuilt Way Inn stands on the straggled around the slopes of the
western side of the Trade Way two inns height is gone. The inn staff
days hard ride (about a hundred and attendant businesses (a wagon
miles) south of Daggerford. It is a repair shop, a smith, a trading post,
walled compound atop a flat, grassy an apothecary, and a trailwares shop
plateau about three acres in extent selling rope, skillets, tarpaulins,
that overlooks a loop of road that tents, sledges, harness, and the like)
are housed in a row of stout stone
65
cottages along the west wall of the always on patrol along the edges of
plateau. A small orchard and hedged the High Moor, looking for trouble.
gardens are the only features that As Dauravyn often says, looking east,
spoil the impression of being inside If it isnt orcs, its trolls, and if it
an army castle ready for war. isnt trolls, its baatezu. If it isnt
baatezu, its dragonsand if it isnt
However, this elaborate fortress is dragons, its something worse.
still the same good, clean, friendly
refuge it used to be, and it remains Places of Interest
under the capable hands of Dau- in the Way Inn
ravyn Redbeard, once an adventurer
of note. Hes seen evil rise in Inns
Dragonspear Castle and be shat-
teredonly to rise again, several The Way Inn
times over. He is taking no chances.
He lives today only by the magic of a The stone rooms of this new and
priest of Tempus who restored him solidly built stone inn are lined with
to life after the last confrontation. He tapestries and have fur rugs under-
has a hired standing guard of 21 foot. Heavy draperies are provided to
warriors at the inn, 10 of whom are
66
cut the chill and breezes from the to nurse back to health find their
eastward-facing windows, each of way into the inn stewpots.
which opens onto a private balcony,
when desired. The dimly lit halls are The inn serves good, hearty fare,
also carpeted with furs. notably braised bustard on buns. This
dish has a spreading reputation. It
Beds are canopied for warmth, utilizes the stale leftovers of the large,
but remain simple. Each has a pull oval loaves of hardbread baked at the
cord to summon service, which is inn, toasted and spread with a gravy
efficient and attentive. Lighting is based on onions, chicken livers, and
provided by brass-and-glass full- offal from slaughtered livestock. Onto
shuttered candle lamps. These can this are laid the cooked fragments of
be unhooked easily and taken else- meat from bustard (plentiful on the
where in the event of battle. moorlands, with a taste similar to
grouse) brought back by the patrols.
The Way Inn does steady trade. Its simple but goodand is usually
Rooms are 2 gp per night, with meal served hot enough to burn the mouth
and bath included. Drinks are extra. of an incautious diner badly.
Stabling is an extra 1 sp per night,
and wagon or cart storage an addi- Meals are often enlivened by a
tional 1 gp per night. Wagon guards minstrel. Redbeard hires traveling
(sons and daughters of the inns singers for a tenday at 5 sp per day.
staff) can be hired to watch over If other minstrels Redbeard likes
goods by night for 1 sp more. arrives in the midst of another per-
formers stint, theyll be given free
Folk who camp below the inn room and board to stay on until they
compound do so for free. They can can begin their own tenday stretch.
enter for meals (1 sp per serving,
drinks extra) or buy firewood (1 cp Although no priests are on staff at
per armload) and water (1 cp per the inn, the Duke of Daggerford and
night to use the pump located in his barons take turns sending a priest
each gatehouse). of Helm or Tempus to watch over the
needs (and dedication) of the ducal
Wagon wheels and axles are kept militia and the hired defenders of the
in stock for quick repairs. They usu- inn. Such clerics are always available
ally cost 25 gp each. The inn does a to heal and pray for travelers.
steady trade buying and selling
horses, oxen, mules, and cattle. Ani- In short, this place may lack charm
mals are typically bought at 10 gp and any gentle beauty, but it offers
under the usual price and sold at 10 impressive services, is well run, and
gp over, though a hard bargainer provides a roadside refuge where one
can reduce this spread to 6 gp either is sorely needed. Its reputation and
way. Goats provide the inn with milk the benefits it provides continue to
and cheese, and wheels of a sharp, attract clientele even in the face of the
crumbly white cheese are made on overshadowing, but slumbering,
the premises. Remounts too injured threat of Dragonspear Castle.
67
Zundbridge of a stone golem said to have been
used by Zund in building the bridge.
Named for its creator, the wizard Legend says the golem was left at
Zund, this squat, massive stone the bridge when Zund died, free to
bridge spans the River Dessarin, be taken away by any who can
carrying the main caravan road divine or stumble onto the secrets
south from Waterdeep down the of commanding it.
Sword Coast. Zundbridge has held
firm without repairs for over 80 Over the years, seekers of the
winters, despite the worst of the golem have dug around the bridge
roaring Dessarin spring floodsand on both banks, swum beneath it,
occasional collisions with the masts and even tried to pry stones out of
of river barges whose captains were the bridge arches. Some say the
too stupid, drunken, or fog blind to golem is long gone, but others
avoid such disasters. believe it serves as one of the bridge
supports or is buried under the road
Waterdeep patrols the road as far at either end of the bridge.30 Legend
as Zundbridge and maintains a also sayscorrectly, most mages tell
guardpost there to stop the efforts me, though none of them will say
of adventurers who come in search how they know this, or more impor-
tantly, how to do it31 that the
holder of a special ward token can
command the golem in the bridge to
raise up arms to attack or hold
beings on the bridge, or even to
come out of the bridge and fight.
This last action would destroy the
bridge. The golem is said to obey the
silently willed wishes of the token-
wielder in detail, and can be com-
Ward Token of Zundbridge 30Elminster says the golem is part of the bridge and
can rise up to fight when properly commandedby
Khelben, Laeral, Maskar Wands or himself, for
instance. This will of course shatter the bridge. Those
wishing to see evidence of the golems presence need
only cast any sort of spell that damages or tries to
transform the bridge, he saysand stone arms will
rise up out of the bridge to punch and grapple with the
caster. The golem has thrice the normal strength of a
stone golem, double the normal hit points, can move
its arms around freely within the bridge, can sense the
precise location of all living beings on the bridge, and
is immune to many spells. Some spells even reflect
back from the golem at the casterjust which ones,
Elminster says with a grin, youll have to learn for
yourselves. He also advises leaving the golem alone.
31Elminster: And well keep it that way, thank ye.
68
manded to return into the bridge small stone hut and stables with a
which, unless the golem is destroyed lookout tower and encircling wall. It
in the battle, will restore the bridge is equipped with heavy crossbows
into a functioning span. Supposedly, mounted on tripods and aimed
if two ward token wielders both try along the roads, and is warded. Any-
to command the golem, it will break one trying to get into the armory or
free of all control and attack every stables without bearing the proper
living being it sees until destroyed, ward token is subject to three
preferring to slay ward token wield- rounds of magic missile attacks.
ers over all others. The Lords of Four missiles per round will leap
Waterdeep fear that if the bridge from walls, floors, and ceilings to
were left unguarded, it would soon smite the intruder.
be demolished by zealous would-be
golem owners. Theres no settlement at Zund-
bridge, but there is a campground
The Waterdhavian guardpost is and water pump for the use of trav-
equipped with a flight of three grif- elers. The Waterdhavian guards
fon steeds to give Waterdeep serving at the outpost are polite and
advance warning of the approach of helpful unless they are attacked or
any important visiting delegation or witness anyone disturbing the
attacking force. The guardpost is a bridge in any manner.
69
70
The High Moor
owadays, most folk rabbits, and ground-dwelling moor
think of the Moors as a rats in plenty. Large, well-armed
bands of rounders often venture up
rocky wilderness, vast onto the Moor in warm months, seek-
and uninhabited ing horses to round up for training
and sale elsewhere or livestock that
except by fearsome can be taken awaybut the greedy
monsters, notably trolls. Bounded on are warned that hobgoblins and
the west by the Misty Forest, whose worse always seem to find and
dim blue glades and deep groves have ambush such large-scale intrusions.
always carried a fey and whimsical, Small bands invariably pay for such
but deadly, reputation, and on the attempts with most of their lives.
east by the yuan-ti and ophidian-
haunted Serpent Hills, these crag- Deer dwell in the Misty Forest,
studded, rolling grasslands are said to though travelers are warned that the
hide the ruins of lost, long-fallen king- elves who dwell there consider the
doms. Just which kingdoms, sages forest their own private game pre-
argue furiously over. Minstrels sing serve. The only deer outsiders can
colorful but contradictory ballads on hunt without risking a few elven
the topic, and legends are uniformly arrows are those that stray from the
vague. The bones and thrones of lost forest onto the moors or down into
lands is a favorite phrase; it is bor- the coastal hill lands where the Trade
rowed from a long-forgotten ballad. Way runs.
A few wolves and leucrotta are the Like the Evermoors to the north of
most numerous predators on the the Dessarin, the High Moor is stud-
Moor thanks to trolls, bugbears, and ded with lichen-festooned rocky out-
hobgoblins, who have slain most crops, moss, breakneck gullies, and
other large beasts of prey. Their rela- small rivulets of clear water that
tive scarcity has allowed hooved graz- spring from rocks, wind among the
ing animals of all sorts to flourish, rocks for a time, and then sink down
from small, sure-footed rock ponies again. Its also shrouded by frequent
to shaggy-coated sheep. Those who mists. The prevailing winds are gen-
dare to venture onto the Moor can be tler breezes than the mist-clearing,
assured of ready foodeither theyll chill winds of the North.
catch it, or theyll become it! Rope
trip-traps, javelins, and arrows are Except in winter, frequent forays
the favored ways of bringing down up onto the High Moor are mounted
the fleet grazing animals, although by troll-hunting Daggerford militia
those with patience and a quick hand bands, hired mercenaries, or adven-
can dine on grouse, flunderwings, turers looking for experience. One
71
can always count on meeting trolls, cally hidden castles and high houses
and usually orcs or goblins as well. that appear only in certain condi-
Bugbears, hobgoblins, and stronger tions, such as in full moonlight or
foes usually skulk out of sight, battling deep mists, to those in the right spot.
intruders only when cornered or
when the intruders are foolish The porous limestone of the High
enough to camp for the night on the
moors. Moor plateau, worked on by water over
eons, has caused the many canyons,
With the obvious exception of pools, and appearing and disappearing
Dragonspear Castle, ruins are harder streams visitors can readily see. There
to find in the moorlands. Founda- are miles upon miles of cavernsand
tions, cellars, and underways are usu- underground riversbeneath. Such
ally all that remainsand almost all terrain gives ample entrance to the
such serve as the lairs of monsters. Underdark, homes to lairing beasts,
Many towers have toppled into rock and makes for a penetrating damp that
piles and have later been hollowed serves to harbor creatures of an
out to serve as tombswhich have in amphibious inclination. Because of
turn been plundered and then turned this, the Moor is often haunting and
into dwellings by beasts arriving still dismal of nightslight a fire and attract
later. There are also legends of magi- monsters, or huddle together, shudder-
ing, for warmth!
72
Dragonspear four towers (the inner ward). Around
Castle the keep was a spearhead-shaped outer
wall of nine great towers. Dwarves were
Over the years, Dragonspear Castle has welcomed at the Castle, and a city of
become a name equated with great small stone cottages and delvings
evilas dread a name as Hellgate Keep. beneath them grew rapidly within the
Once the proud castle of Daeros walls. Dwarven fighting prowess made
Dragonspear, a famous adventurer of Dragonspear a secure fortress and a
the North, Dragonspear has become a place of growing influence.
ruin inhabited by wave after wave of evil
creatures. Many colorful but false leg- Daeros was often seen flying over the
ends have grown up around the Castle, High Moor on the dragons back in
but here Ive set down, as best I can, the those days. He wielded a long spear
truth about Dragonspearas revealed (some say 40 feet or longer) against foes
by several great archmagesl and corrob- on the ground and summoned his
orated by several tomes of lore at Can- troops with a horn. His energetic raids
dlekeep. For most readers, this will be hurled the orcs and trolls back, scouring
the first time the tale of Dragonspear has the moor until it seemed clear of them.
been truthfully told.
Unfortunately, Halatathlaer was old,
Daeros was a bearded half-dwarf, a and grew weak. More than one wizard
magical and rare half-breed of human coveted the dragons hoard and used
and dwarf as tall as a human, but with shape-shifting magics to spy on what was
the burly physique and affinity to stone there and how it was guarded. One Cal-
of a dwarf. He rescued and befriended a ishite mage, Ithtaerus, created a spell
copper dragon early in his adventures, that allowed him to teleport the sleeping
and after he seized a fabulous fortune in dragon away to the wastes. He then
gems used by a beholder in an aban- revealed what hed done to Daeros by
doned dwarf delve to lure prey, Daeros means of a magically sent vision that
decided to retire. He chose the site of the falsely showed the wizard creating a gate
dragons lair: three low hillocks at the through which the dragon was taken.
western edge of the High Moor, some The gate was actually a portal to Avernus,
200 miles south of Daggerford. The uppermost of the nine layers of Baator2
dragon, Halatathlaer, had grown tired of a portal that would only be activated
constantly fighting off thieving orcs and by the death-blood of a mortal. The
goblins, but was loath to leave its home. enraged Daeros plunged through it,
Daeros gathered humans and dwarves weapons readyand was slain by the
loyal to him and built his castle around wizards spells. The gate opened, and
the dragon. It was a large and splendid several baatezu came through it. While
structure, composed of a massive cen- the alarmed dwarves of Dragonspear
tral keep surrounded by a strong ring of battled them, the wizard looted the
dragons hoard at will and then returned
1Elminster: Thank ye. Charmed, of course.
2Known also as the Nine Hells.
73
Halatathlaer to the inner ward, bound in central keep, and blasted him with its
magical slumber. acid until his bones crumbled to powder.
Then the evil mage called upon several The castle was left as a shattered ruin,
dragons he knew, telling them that the eagerly raided by orcs, hobgoblins, bug-
copper dragon of Dragonspear slept, bears, goblins, and trolls from the moor
near death, and it and its hoard were until all the dwarves were dead or had
easy prey. Three young and ambitious fled. The serpentmen even sent a large
dragons heeded and took wing to war party to search it for magic, and
Dragonspear. They met over the fortress they bore away all they found.
and fought, destroying Halatathlaer and
much of the castle before slaughtering Then hobgoblin chieftains seized the
each other. The last survivor, a black castle, They used it as a base from which
dragon named Sharndrel, was enraged to raid the caravan road and the lands
to find the hoard it had fought so hard for around; gathering orcs and trolls into
looted so that only coins were left, and ever-larger bands until Waterdeep and
barely enough of them for the wyrm to Baldurs Gate raised armies and cleaned
bed down on. It went seeking the tri- the castle out. The victors set an armed
umphant and overconfident Ithtaerus, temple to Tempus (called the Hold of the
found him gloating over the best wine of Battle Lions) in the cellars to guard
the castle in the upper chambers of the against creatures using the gate, for it
seemed indestructible. Some spell laid
74
on it hurled back magics used against it The river runs southeast along the edge
and sent forth ghosts of creatures slain in of the moor, and then turns northeast
the castle to attack those approaching it and passes under the southwest tower
of the castles inner ward. There it con-
Seasons passed, and more baatezu in nects with a trapdoor and shaft in the
Avernus discovered the other end of the cellar once used for waste disposal. It
planar link. Stealthily at first, and then in flows swiftly on to a large and perma-
greater numbers, they came through nent whirlpool and thence drains down
into Toril, overwhelmed the temple, and to unexplored depths in the Underdark.
took the castle as their own. It is this foul If one wins past the whirlpool, the river
evil that was recently broken and driven runs on to emerge as a waterfall in a
back to Avernus. Though the gate was ravine (one of many such clefts in the
magically sealed, most folk believe that it High Moor), where it flows out into a
will be reopened again and that the stain small pool. The pool drains away into
of evil will never leave the castle now. the depths again,
Today, the outer wall of the castle is Dragonspear Castle is still a popular
breached and broken in many places. Its destination for adventurers and
great gate is a gaping hole, and from there thrillseekers. Many poke about in the
a road leads straight to the inner gate, half-revealed dwarven cellarsbut any-
whose doors have also fallen. Though the thing that can be found easily has been
inner ward is still a defensibleif crum- carried away already, and trolls and orcs
bling fortress, the former city between it lurk in the ruins, awaiting prey. Brigands
and the outer wall has become scrub veg- use the castle, and more than one misty
etation, pits (the former cellar delves of night has seen a wild spell battle
the dwarves), and heaps of stony rubble. between rival adventuring bands caused
The central keep is a blasted shell, the by brigand trickery. The outlaws lie in
gigantic skeleton of a dragon draped over wait after setting in motion their plan,
the broken walls, and the interior floors and hope to seize gear, wealth, and
fallen in. Most of the surrounding inner magic from the weakened survivorsor
ward towers stand relatively intact. Trav- dead victimsof the misunderstanding
elers fleeing from trolls, brigands, or theyve brought about.
worse in this area could take refuge in
one of these and defend it. Every season brings new plans for the
rebuilding of Dragonspear Castle in the
Beneath the castle flows an under- taverns of Daggerford, Waterdeep, Scor-
ground river. It runs from an unknown nubel, and Baldurs Gate, but somehow
source north into the Misty Forest, and such plans come to naught. Some say it
there turns abruptly southeast. It can be is the castles ill luck, caused by the great
entered from a certain cavern in the evil of the baatezu. Others blame covert
eastern reaches of the forest, and its work by brigand lords, the Zhentarim,
main passage is large enough to be navi- and the Cult of the Dragon, all of whom
gable by boats, although many lurking either want the castle for their own or
monsters, drownhole side passages, and want it to stay a ruin.
whirlpools make this a dangerous route.
75
Hammer Hall ports for archers or spearmen to
attack from. A lone swordfighter can
West of Mt. Hlim, near the shores of hold the narrow entryway beyond.
Highstar Lake, is a pit half full of
loose rubble. An opening cut in its Inevitably, rumors have spread of
rock walls leads into the Halls of the treasure buried by the adventurers
Hammer, a long-abandoned dwarf in Hammer Hall and not recovered.
hold. The dug-over state of the grounds
suggests that many have come look-
Nearby stands Hammer Hall, a log ing, but none have found.
house and stables encircled by a pal-
isade. Hammer Hall was built by an Rich treasure may well lie in the
adventuring group who called them- dwarf hold. The Men of Hammer
selves the Men of Hammer Hall as a Hall told a bard of their adventures
base to explore the dwarf hold from. once, and the tale he recounts has
On several occasions the adventur- been echoed by later adventuring
ers, who hailed from Waterdeep, groups. The dwarf hold (the Halls of
fought off trolls, orcs, and bugbears the Hammer) is said to have a large
from this fortified homebut they central chamber wherein a hundred
went north several years ago, and human corpses dangle from the ceil-
have not been heard from since. ing in a forest of chainsan illusion
that vanishes and reappears from
Hammer Hall has reportedly been time to time, for no known reason. At
broken into several times. I found it least five watchghosts (powerful
deserted, and with stones dug up in wraithlike things)3 roam the halls
a corner to reveal a storage niche beyond, guarding a glowing magical
(empty, of course). It remains, how- war hammer that floats by itself in a
ever, a stout building offering shelter chamber guarded by helmed hor-
to travelers in this wilderness area. rors4 and magical defenses. What
Stacked, dry firewood even waits powers the awesome-looking ham-
beside its main chimney! mer possesses, who put it there and
why, and how to win past its
The humanoids that roam the defenses are all mysteries as yet
High Moor know its location, of unsolved. Seeking the answers has
course, and can be expected to killed at least 20 daring but unlucky
attack anyone seen traveling to it. women and men thus far.
Wood smoke will draw them, of
course, but in a blizzard or blinding Adventurers wishing to join in this
rainstorm, Hammer Hall may prove deadly game are advised that the pit
a refuge worth the harrying. The with the opening into the dwarf hold
design of its entrance forces intrud- can be found by traveling south and
ers to make a sharp turn down a east from Highstar Lake, following a
wooden hall, or chute, fitted with line of three hills whose tops are all
3Encountered in Undermountain, beneath Waterdeep, as well as elsewhere in the Realms.
4These magical constructs are fully detailed in the FORGOTTEN REALMS Campaign Setting boxed set.
76
bare rock. The hill closest to the lake One human legend of the lake
has a spring gushing from it that speaks of it holding in its depths a
joins the waters of the lake, and it is drowned temple to an unknown or
the only crag on the eastern shore of lost goddess, but the most popular
the lake with a spring that does so. tavern tale of the Coast lands says the
lake holds magical treasure in its
Highstar is an eerily beautiful lake depthsa sunken Netherese airship
of clear water that the dwarves crammed with gems and magic. The
believe has magical properties. The wreck is guarded by undead wizards,
lake has many other names, and so the tale goes, who seek to steal the
often appears without a name on bodies of the living for their own use.
many maps of the area. It is the large They jealously and persistently stalk
lake in the northern reaches of the adventurers who take something
High Moor and is usually the only from the ship and then escape. They
lake shown anywhere near that walk by night and leave trails of slimy
locale. Called Dauerimlakh by the water, following their prey clear
dwarves and Evendim by the elves, across the known Realms to get their
this body of crystal water has several belongings back. Supposedly, if they
names among humans, and some kill a thief, they steal his or her body
folk travel days just to see it, risking for their own twisted uses.
monster attacks.
77
Orzogoth gant, spoiled, willful, cruel family
members, who magically compelled
In the heart of the High Moor stands dragonsperhaps their shape-
a notorious ruina beacon for trea- changed elders, perhaps notto
sureseekers from all over the Sword wing about the Realms, seizing
Coast, especially Amn.5 Tales of heaps treasure, and bringing it back for
of gems caught the imagination of the amusement of the young
greedy Amnian merchants so Orogoths. This treasure was usually
strongly that Orogoth found its way acquired by slaying other dragons
into the lore learned by every wide- and seizing their hoards, but also by
eyed child. No guidebook to the Coast tearing open castles and plundering
is complete without mention of this known treasuries within. A dragon-
lure for adventurersa lure that like hoard of heaped treasure
brings swift death to almost all who accumulated.
seek it.
Inevitably, there was strife among
Orogoth was a gigantic, sprawling the proud younglings, resulting in
villa, the luxurious home of a some sort of titanic battle. Some say it
Netherese family of cruelty, idle was over some magically mighty
wealth, and magical might. They dab- plundered item, but it is clear that
bled in strange magical experiments dragons were blasted from the sky.
involving captured dragonsyes, Orogoths died screaming as they
their magic was that strongwith the burned like torches, towers were
aim of gaining dragon powers for toppledand when all was done, the
themselves. Most accounts say the villa was a ruin, the Orogoths were
senior mages of the Orogoth family dead or fled away, and all that
perfected not only means of acquiring remained to guard the treasure was a
dragon powers, but also of taking on dracolich (an undead dragon, the
dragon shape. The tales go on to say result of some horrible spell).
that they flew away in dragon form
and never returned. Some tales swear Ever since, adventurers and the
they were trapped in dragon shape Cult of the Dragon have come to the
when their human bodies collapsed ruins to seize the treasureand been
under the strain of changing, and a killed, transformed into beast shape,
hasty retreat into dragon shape was or sent fleeing across the Moor. Some
all that saved their lives. Other folk say other dragons aid the draco-
accounts say they preferred dragon lich in defending the hoard, or that
form, and still others that they were one or more deranged surviving Oro-
magically bound into dragon shape goths lurk, invisible, in the ruins,
by treacherous young relatives. wielding strange and awesome spells
and magical items. Whatever the
The elders vanished, and Orogoth truth, Orogoth remains a deadly fasci-
became the playground of the arro- nation to all who have heard of it.
50rogoths location is shown on the map found in the entry on Xonthals Tower, in the chapter on the Backlands.
78
Secomber diers provided by the Lords Alliance.
They dwell in a small palisaded fort atop
This village of 900 folk rests on the one of the hills and train a hundred or
northwestern bank of the confluence of so locals in swordwork and rudimen-
the Unicorn Run, the cool, clear river tary tactics. Many of these swingswords
that runs down from the mysterious hire out as caravan guards.
heart of the High Forest, and the Delim-
biyr, the watery road to the eastern The garrison is led by the Lord of Sec-
wildernesses of the High Frontier. Sec- omber, Traskar Selarn, a ranger of some
omber stands on three hills, atop the fame. The garrison patrols the farmland
western fringes of a once-mighty city and vicinity diligently, capably dealing
that was, if legends are true, the proud with the few orc and bugbear raids that
capital of the long-ago human realm of get this far west. If it has to defend the
Athalantar, Kingdom of the Stag. Folk village, pitched battles in the tree-girt,
digging cellars in Secomber usually turn unfortified hills are likely but the
up old cobbles and stone walls. Inadver- defenders will be aided by an iron golem
tently freed gargoyles are a fearsome, and two stone, beast-headed, winged
recurring problem, but sometimes mag- golems provided by the mage Amelior
ical treasures are unearthed. The fallen Amanitasand by the mage himself if
city is said to have been ruled by mages. hes at home. The winged golems look
rather like giant gargoyles, but cant fly.
Secomber is a peaceful, rather bor-
ing village of fisherfolk, farmers, stone- Lord Traskar has made sure that
cutters, and hired guides and guards adventurers are welcome in Secomber,
for the frequent caravan traffic. The and many adventuring bands use the vil-
holdings of the farmers fan out north- lage as a supply base for treasurehunt-
west of the village, and the fisherfolk ing forays. Secomber is also known for
make a meager living spearing and its gardens and eccentric architecture.
drag-netting fish and freshwater crabs
from small skiffs on the two rivers. The
stonecutters manage a decent living
quarrying slabs of pink granite from
the cliffs that mark the northern edge
of the High Moor.
Roughly half of all Secomberites are
human. Almost as many are halflings,
whose low, garden-adorned homes
make the hills of the village seem more
a terraced estate than a settlement. The
remainder of the citizenry are a few
dwarves of the Ironeater clan and a
scattering of gnomes and moon elves.
Secomber has a garrison of 30 sol-
79
The Waterdhavian villas. Locals come
Seven-Stringed Harp here to meet and chat. Merchants
come here to do business and to hire
Tavern guards. Its a hard spot to miss. It has
a huge hitching rail outside,
This tavern stands at the meeting of overlooked by a floating, glowing,
two winding lanes in the lowest spot faintly playing harp. The harp is not
in town, which is beside a horse an item, but a permanent spell
pond in the center of the bowl created by local mage Amelior
between the three hills Secomber is Amanitas. Its not solid, and cant be
built on. It is a ramshackle, disturbed.
sprawling building of many wings,
varying roof sections, and little bay The Place
windows and cupolas. Its easy to get
lost inside, what with all the alcoves, Cramped and crammed with com-
the general dimness, odd steps up fortable but mismatched furniture,
and down, and the prevalence of odd this place sports low ceilings, lots of
pieces of furniture and old tapestries odd corners, and a servants passage
salvaged from half a hundred old that branches out in all directions
from the bar, its entrances hidden by
tapestries. Beware when chatting,
80
lest you be overheard by someone thankfully melodicplace. Its a fasci-
standing behind the nearest tapestry. nating place to watch people, too,
(Suddenly thrusting blades through a with adventurers, pipe-smoking
tapestry to discourage listeners is halflings, dancing gnomes, and gam-
considered bad form.) The Harp is bling elves on all sidesbut its not a
dimly lit by a few wandering, blue- quiet place to relax or a place to con-
hued driftglobes. Its layout consists duct business best kept private.
of many passages and rooms open-
ing off a central taproom. The Provender
The Prospect The staff of the Harp tends to be of
the young, female, beautiful, long-
This tavern is a place of pilgrimage haired, graceful, would-be-harpist
for many minstrels and bards in west- sort. These lasses cheerfully serve out
ern Faerûn. Its famous as the place kegfuls of drinkables, salted biscuits
where The Ballad of the Dream spread with snails or smallfish (if you
Weaver was first heard. Theres order them so), and gurdats (pan-
rarely a night without three to seven fried and pepper-spiced mushrooms
bardish sorts in attendance, playing rolled in melted cheese). These are
for free, as tradition demands. Their served with a white, cool, minty wine,
presence makes this a noisybut if requested.
81
I cast my net in the sea of night
And bring back a catch of glittering dreams.
Which will you have, proud lady, laughing lady? 6
This bright one, perhaps, or that?
Gleaming silver-blue, winking at you
With its own mysterious, inner light,
It is so beautiful.
Yet so is that one, and that, and this, too.
I cannot choose.
Take them all.
Take them all!
Talanthe Truesilver, Bard, The Ballad of the Dream Weaver
The Prices just as ramshackle, but lacked its
name and wide reputation. It was
Ale is 3 cp per tankard (large, battered then called simply the Stag. Then a
pewter things, not meager cups), young, half-elven lady bard by the
stout is 5 cp per tankard, and minty name of Talanthe Truesilver sat
wine and local aszunder are 6 cp per down in the taproom one night and
tallglass. All other wines are 8 cp a performed a ballad that has become
glass or more. one of the most famous and widely
performed songs in all the Realms.
All servings of provender are 1 sp a
plate. Most patrons will find a plate Today, minstrels use The Ballad
makes a light meal. Two plates would of the Dream Weaver as the long
serve as a nice, but unspectacular, heart of a set of songs and as a sort
eveningfeast. Ale can also be ordered by of latest rumors compilation, adding
the hand keg, at 6 cp. Throwing hand favorite legends, strange sights
kegs in the taproom is frowned upon. theyve seen, and the like as verses.
Patrons of the Harp are proud that it
Travelers Lore was heard here first.
About 40 winters ago, this tavern was
6A female singer changes the last half of the third line to proud lord, laughing lord. All minstrels weave strange
sights theyve seenhints of hidden treasure, lost legends, and intrigueinto this famous ballad. As a result, the
verses of this song vary greatly from performer to performer, but the refrain given here, used to open and end the
piece, is music famous all over Faerûn. Elminster admits hes only a rough hand at musicthough hes a nice
smoky baritone and has heard a lot of music over his long lifeand cant write down tunes as we do. He says this
ballad can be sungslowly, drawing out the wordsto the tune of the traditional Celtic song of our world, Dawn
of the Day. Its not the right tune, according to the Old Mage, but captures the right mood.
82
The Singing Sprite (portable by two strong people, that
is) polished copper bathtub.
Inn
The centerpiece of any stay at the
This inn faces the Seven-Stringed Sprite, however, is the common din-
Harp across a rather muddy meeting ing room: an airy, plant-hung cham-
of lanes. The Sprite is a slate-shingled, ber with large windows overlooking
many-gabled, solid-looking stone the intersection outside. Most guests
building that is cold and damp in get very used to itand do so gladly.
winter, and warmer and damp in
summer. Its pleasant staff sets the The Provender
tone for your visit, and it offers meet-
ing rooms for hire (that Secomberites Food at the Sprite is a treat. The
use constantly) and a superior feast- dining room never closes, and it
ing board. The innkeeper on duty is serves some dishes that make my
Heverseer Windfeather or one of his mouth water just remembering them.
three brothersthey take shifts. Foremost of these is a dish known as
Three Crabs. This, naturally enough,
The Place is three soft-shelled green river crabs
yielded up locally by the Delimbiyr.
The Singing Sprite is named for Lath- These are served whole, with only the
iril Shrune, the long-dead wife of its eyes, mouth, and stomach removed.
builder, a human wizard by the name Cooked in fat until golden brown,
of Ganatharas. She was a sprite, and they face each other on a round
sang atop tables to the delight of toasted loaf of flatbread that has been
patrons. The present owners, the spread with chopped greens and a
gnome family of Windfeather, dont white sauce of cooked leeks and
go in for such performancesnot garlic, parsley vinegar, and beaten
with the Harp right across the road. egg yolks.
The inn has stone walls slathered The light side dish that usually
with cream-colored plaster and hung accompanies everything else in this din-
with tapestries that look as if they ing room is A Trio of Trumpets. This is a
once did service on some colorblind plate of three fried, crisp crackers, each
Calishites harem beds (and probably as long as a humans hand. These trum-
did, too). The floors are dark, pol- pets are horn-shaped crackers stuffed
ished duskwoodjust the thing for with melted white cheese, chopped
sliding the length of a hall on ones nuts, and fried mushrooms.
behind if one isnt careful, and apt to
creak when one is walking about late Roast lamb, venison, and beef
at night with a crack a loud as any make up most of the dishes at the
arquebus. The furnishings are old, Sprite, but theres another surprise
massive, and comfortableand every not to be sneered at: a truly revolting-
room comes with its own portable looking dish known as the Hungry
Knight. The Hungry Knight is a plate
of flatbread rolls stuffed with chicken
83
livers fried in garlic butter, and gar- spitted, crisped over an open fire, and
nished with diced pepper potatoes then simmered in broth until needed
and dill. Its savor is wonderful! for serving. Then they are drained, put
over flames again briefly, and served on
I often rose from my table groan- a platter drenched in warm cream and
ing, while the stout, beaming gnome accompanied with steamed greens
servers urged still more food on me. I (bought for 1 cp per basket from citi-
persuaded the cooks to let me set zens of Secomber, most of whom have
down the plainest of their recipes, for lush gardens). Some of the cooks add
fowl stew, because they do this stan- snails, oysters, or chopped nuts to the
dard fare so well. cream as it is warmed.
At the Sprite they use damaged birds This cooking method can also be
and leftovers for this stew. After speak- applied to the heart, lungs, liver, and
ing with the cooks for the time it took innards of venison and boar. Take care
them to empty three bottles of wine to chop them finely and cook long
(not long, I assure you), I can add the enough, stirring and adding wine as
following note to this recipe: The other necessary, until the bits are all softened
seasonings referred to are most often and much turned to gravy.
parsley, pepper, garlic, and salt.
Ive heard this same cooking
Whole fowl, however, are usually
84
method can serve for giant eagle, Rooms are 10 gp to 17 gp per night
though it dries out easily, and three or (varying by size and location), which
more eggs should be cracked and includes hot baths, clothes-mending
drained into the pot during the sim- services, and stabling.
mering. The dark flesh of the eagle
emits a brown foam when cooking, Travelers Lore
which is the fat that keeps it warm
aloft. Skim this off when it appears, The Sprite has several secret rooms
and when no more is seen, it is done. (actually storage closets), which the
innkeeper allows guests to use for 1 gp
The Prices per night. One of these rooms has mys-
terious chamber network maps (trea-
Mead, milk, and wine are all 2 gp per sure maps?) scratched on its walls. The
tallglass, and ale is 6 cp per tankard. Windfeathers charge 5 gp to look at
All platters and stew bowls are 7 gp, these, and they claim they show cham-
but this includes two tallglasses or bers in a lost dwarven hold somewhere
tankards, hot rolls with butter, and nearby just where, theyre not sure.
biscuits. These side dishes are
enough for a servant to dine on while The hold, Firehammer Hold, is said to
the master polishes off the main dish. hide rich treasure. The dwarves all per-
ished through disease.
A Partial View of the Treasure Maps (The Writings are in a Forgotten Tongue)
85
86
Fields of the Dead
ew merchants, rangers, Rich treasurethe scattered
shepherds, and guides coins of many soldiers, and magical
claim to know every armor, swords, and riding equip-
ment in plentyis said to lie buried
rolling hill or ravine in all over the Fields. Although such
the vast grasslands tales have a tendency to be exagger-
ated, in this case theyre founded on
known as the Fields of the Dead and solid truth. Expeditions of young
called wryly by some: A tenday ride Amnian or Waterdhavian women
that starts halfway to anywhere, and and men sent forth by their parents
ends up halfway to anywhere. Fewer to make their own fortunes in the
still really know their way around the world often come here to dig in this
seemingly endless open lands where or that promising knoll in search of
every grassy slope looks just like the lost riches and magic among the
next and small rock outcrops, crags, jumbled bones of the (often hastily
and stands of trees serve as major buried) dead.
landmarks. The bards sing that every
second hill is built of the heaped bod- Sometimes they find more than
ies of the fallenand theyre not very they were looking for, inadvertently
far wrong. freeing undead or murderous magi-
cally animated creatures from long
The Fields are named for their ago, or triggering ancient magical
recurring use as a battleground: first traps set to guard the remains of
between humans from warmer those troubled dead hastily buried
lands invading the territories of after dying in battle. Often they
nomadic gnoll, goblin, and orc must dodge the arrows or crossbow
tribes; later between Calishite fac- bolts of brigands or roving bugbear,
tions vying for access to the gnoll, orc, or hobgoblin bandsor
resource-rich North; and still later the trickeries of passing unscrupu-
between proud and expansionist lous merchants or mercenaries.
Calishite and human settlements They make their ways back to cities
struggling (successfully, thus far) to with rich booty often enough, how-
retain their independence. Thou- ever, to keep new tales of riches
sands upon thousands of skirmishes making the rounds of the Sword
have occurred in these largely track- Coastand to keep such expedi-
less hills, from a few brigands or tions coming.
kobolds trying to raid the livestock
of traveling drovers up to clashes In addition to hills and grasslands,
between hosts of knights in full features of the Fields include many
armor, each side filling several thou- small shepherds cottages and small
sand saddles.
87
walled holds close to larger settle- the Moor are usually driven down to
ments or the roads. In fact, there are forage in the Fields by hunger.
far too many to cover in a book a full
three times the size of this one. All these activities make the Fields
a busyand dangerousplace.
Stories tell of drow tunneling up Those who travel the Coast lands
to the surface world in many iso- between Waterdeep and points
lated locales in the Fields to begin north to Anm and the Empires of the
raiding or to establish slave-trading Sands inevitably pass through the
connections. Both yuan-ti and Fields of the Dead. Those who do so
ophidian settlements exist in caverns unprepared often join the ranks of
in the Serpent Hills nearby, settle- the fallen who lie here so plentifully.
ments that constantly raid caravan
traffic, patrol the grasslands for Priests can be hired in many
miles, and seek to expand their places in and around the Fields to
influence over ever-wider areas in accompany caravans and deal with
the Fields below the High Moor. any restless spirits encountered
When winter weather drives these along the waybut these good folk
snakefolk underground, the trolls of are reluctant to join bands too small
to protect them or adventurers
wholl deliberately take them into
danger. Look for shields hung on
shop walls that bear the hand of
Helm, the bound hands of Ilmater,
the clawed hand of Malar, the star-
encircled eyes of Selûne, or the
flaming sword of Tempus.
Lay worshipers, who are usually
warriors trained by the clergy and
often competent as guides to the
area, may be hired for a temple
donation of 25 gp plus 2 gp per day,
plus food and water. At least half the
fee is payable in advance to the tem-
ple or hiring shrine. Priests cost 4 gp
per day, plus 1 gp per day per level
and priests of greater than 7th level
simply cant be had unless your mis-
sion or trip is vital to furthering the
aims of the particular deity or the
ongoing activities of that priesthood.
Get a guide of some sort!
1These holds are home to a few farmers under the protection of a minor knight or successful warrior who rules
as a self-styled lord as far as his blade will reach.
88
Boareskyr bound for the same destination
theyre heading for.
Bridge
The community of Boareskyr
This bridge over the Winding Water Bridge lacks any permanent features
was first built by the famous adven- except a rough stone fort (known as
turer Boareskyr. Over the centuries, Bridgefort) surrounded by a now-poi-
several bridges have stood here, the soned moat. Inhabitants can retreat
most recent built after the Time of into this structure in the case of heavy
Troubles. For most of those years, a winter attacks from trolls, goblinkin,
temporary tent trading city has or brigandsa frequent occurrence.
stood hard by the river crossing.
Like the similarly makeshift city of
Travelers in the Fields of the Dead Scornubel, wheeling and dealing is
are warned not to drink the waters the order of the day in Boareskyr
of the Winding Water downstream of Bridge. Law and order is maintained
the Bridge or for about half a days by ones own sword or crossbow. Sev-
travel upstream. They were poi- eral enterprising local merchants do
soned during the Time of Troubles steady trade selling light crossbows
in a battle between Cyric and Bhaal. and hand crossbows with regular or
sleep-envenomed crossbow bolts.
The present Bridge commemo-
rates this event. Statues to the two The law in the Bridge, such as it
gods stand at either end of the stone is, is the word of powerful adventur-
span, which is wide enough for two ersnotably the warrior Barim
large wagons to pass each other and Stagwinter and Theskul Mirroreye,
has waist-high rampart walls as priest of Tyr, and their companions
thick as three adult human males and allies. Barim and Theskul seem
standing together. By tradition, no to be working toward walling in the
toll can be charged for crossing the Bridge community to make a proper
bridge, and no buildings can be city of it.
erected on it or so as to block a clear
road on and off it. Rich merchants come here seek-
ing the sorceress Aluena Halacanter,
Today, Boareskyr Bridge numbers who raises pegasi at her estate,
about 70 tents and wagons in sum- Heartwing, upriver of the Bridge
mer (plus those of visiting caravans), where the water still runs clear.2
and about half that number in win- Trained steeds cost 5,000 gp each,
ter. The community exists to provide but Aluena is reluctant to sell them
travelers with food, water, remounts, to those wholl mistreat them or
wagon repairs, and the like. It has wholl simply resell them quickly to
evolved into a trading center where someone who will. Buyers must sat-
goods are exchanged between mer- isfy her under magically assisted
chants, or wagons leave one caravan questioning. Aluena is rumored to
and stop over, awaiting another be a Harper.
2Aluena is a N hf W9.
89
Durlags Tower and the tor beneath as an elaborate
succession of traps, magical wards,
This massive, isolated keep stands atop secret passages, sliding prison cham-
a rock pinnacle south of the Wood of bers, and triggered weaponsperhaps
Sharp Teeth. Only adventurers should the most extensive assembly of such
approach this seemingly deserted deadly devices in all Faerûn. A succes-
fortressdeath awaits within. sion of spell wards were added, linked
to at least three ward tokens. Unfortu-
The tower was built by Durlag Troll- nately, no one alive today knows just
killer, son of Bolhur Thunderaxe the which tokens control what areas. All
Clanless. Durlag was a great hero of three function as keys to pass magically
the dwarves, an adventurer who slew held doors.
several dragons single-handedly and
over a long and successful career These traps are known to include
amassed a great hoard of treasure. One shield portals, which are carved stone
dwarf who dwelt in the tower with shields linked magically so that a dart,
Durlag for a time spoke of rooms full of axe, or other missile weapon hurled
gems and a great hall strewn with into one would emerge from another,
dusty heaps of gold coins. We took elsewhere in the tower. The shields
what we needed, freely, he said. themselves function as permanent wiz-
ard eyes or crystal balls, allowing an
With the aid of hired dwarves, unseen watcher to observe from afar.
Durlag dug many chambers and pas-
sages in the tor and raised the lone Other traps include massive stone
tower above it, planning it as a seat swing-hammers set behind false doors.
where he could found a dwarven com- When the doors are opened, a massive
munity and grow old in peace, sur- stone ram bursts forward from behind
rounded by happy, prosperous kin. them to smash intruders against a far
wall. There are also climbing shafts
Instead, dopplegangers, organized inset with ladders of metal rungs.
and aided by foul mind flayers, slew Touching certain rungs causes all of
and impersonated Durlags compan- them to retract into the stone so that
ions. After the shocked dwarf discov- climbers fall, or triggers metal blades
ered the first impersonation, he was to shoot out from the seams between
attacked by all the others and spent a the stone wall blocks, transfixing
terror-filled tenday frantically fighting climbers.
his way around his own fortress,
chased by monsters who wore dwar- Deeply suspicious of all Faerûn
ven forms but sought his death. anyone could be a foe seeking to betray
him for his gold!Durlag retreated
In the end, alone and victorious, he inside his tower, defending it against
was powerless to stop the last fleeing the adventurers he knew would come,
pair of illithids. Fearful theyd return, lured by tales the trapbuilders would
Durlag hired the best craftfolk he inevitably tell. They cameand fell or
could find in Waterdeep and Never- fled before the traps and the axe of
winter and began to rebuild his tower
90
Durlag himself, who would creep up notes of earlier bands. Every year, they
via secret passages to strike from the get a room or two deeper into the
shadows. deadly maze before giving up and
bringing back the bodies of those vic-
For several centuries things went on tims they could get out.
like this, as the increasingly eccentric
Durlag lived on fungi and mushrooms Unfortunately, in recent years the
growing in the deepest cavernsand, tower has acquired new inhabitants: a
it is cruelly whispered, the bodies of dozen or more will o wisps that seem
intruders (although this has never to work in organized groups to battle
been substantiated). At length he died, those who win past the traps, and that
and presumably his bones still lie in feed on those who perish in them.
some inner room or passage,
guardedalong with his richesby Some say the will o wisps are led or
the thousands of traps built to defend directed by a gigantic wisp with fey
his home. spell-hurling powers, but others report
seeing illithids accompanying the
Every season adventurers mount wisps. Some hold the view that the
new expeditions to Durlags Tower mind flayers are controlling the wisps,
from Baldurs Gate and Waterdeep, and others that the mind flayers are
armed by the exhaustive maps and servants of the rumored Over-Wisp
Known Ward Tokens of Durlags Tower
91
just as the lesser wisps are. The truth tourist attraction. Enterprising mer-
remains a mystery for nowand will chants in Baldurs Gate, Berdusk,
be revealed, I suspect, only at a very Beregost, and Nashkel mount expedi-
high price in the lives of adventurers. tions to view it for 50 gp a head, round
trip, all meals included. Such trips usu-
Still, there seems as yet no shortage ally feature hunting along the way and
of reckless seekers-after-adventure, always include a daytime foray into a
and every season more journey to few of the well-known tower cham-
Durlags Tower to try to win his gold bers, their traps tastefully adorned with
and the reputation that seizing it will skeletons and warnings that the tower
bring. Certain shops in Baldurs Gate, is haunted. (The water of the forecourt
Waterdeep, Athkatla, and on the isle of well is safe to drink, but lone travelers
Mintarn do a brisk trade selling ward using it should beware lurking brig-
tokens to Durlags Tower. ands and the occasional bugbear.)
Some of these are undoubtedly From a nearby camp, sightseeing
falsehow many such keys would a trips always return to the keep by
wary-minded veteran adventurer leave moonlight, to see the haunted fore-
lying about, anyway?but some are court of the tower. Strange cries,
certainly real (theyve worked in the hurled stone axes, and flitting, ghostly
tower). They can be rented from Bal- apparitions are provided by accom-
durian concerns (ask at the Blushing plices of the tour guides. Such sham
Mermaid) for 1,000 gp per month or horrors are sometimes taken advan-
more each summer by adventurers tage of by wandering will o wisps or
dazzled by thoughts of gold and glory. brigands, which is why such expedi-
A trio of these are depicted on the pre- tions still carry a cachet of danger up
vious page. and down the Sword Coast, and the
legend of Durlags Tower grows from
Durlags Tower has become a year to year.
I have myself seen one apparition at
the tower gates: the silent figure of a
robed mage, standing in midair about
as high off the ground as two tall men
standing one on the others shoulders.
He faced the tower, raised his hands to
cast some unknown spell, then
acquired a look of fear, trembled, and
his body was swept away as if torn by
unseen winds or claws coming from
the tower. This phantom is know to
appear often, but no one knows who
the mage isor wasand what he was
doing when he died so spectacularly.
92
Elturel upstream, as far south toward Berdusk
as Windstream Lodge (one of the Hell-
This city is the farming center of the rider lodges), and as far downstream
Fields of the Dead, and its Hellriders along the Chionthar as Stone Eagle
guard and police not only Elturel, but Lodge (another Hellrider lodge). Its easy
much of the farmed and settled portions to tell these boundaries. Sheep and cat-
of the Fields along the Skuldask Road, tle wander on all sides when youre
the Dusk Road, and both banks of the inside them, and brush is cut back, with
River Chionthar. The long patrols of the hedged and stone-walled farms here
Hellriders, 30 riders strong, pass along and there. Outside Elturels sway, farms
the roads every four hours, night and and livestock are gone, and scrub trees
day. The upkeep of the patrols is aided and shrubs are everywhere.
by lodges (stockaded outposts) placed
strategically within their patrol area, Landmarks
where food, water, flammables,
weapons, and fresh mounts are kept for Elturel thrives on trade. Its a city of folk
them. These lodges are protected passing through. Barge trade on the
against arson and casual theft by strong Chionthar meets overland trade in the
wards, one of the tokens for which is city where a six-wagon ferry crosses the
shown below. river. The heart of the city is a cliff-sided
Elturel is ruled wisely and well by Ward Token of a Hellrider Lodge
High Rider Lord Dhelt, a paladin of
Helm who is ever-vigilant when it comes
to the defense of his cityand to lawless
elements who might skulk in to do busi-
ness in it. A just, no-nonsense ruler who
leads patrols on the road as often as any
of his war captains, Dhelt keeps the city
a clean, law-abiding place, a firm mem-
ber of the Lords Alliance. His 2,000 Hell-
riders are superbly equipped and
traineda fearsome fighting force
equalled by few realms in Faerûn, Hell-
riders must be skilled at the use of horse
bow, lance, and saber before they are
allowed to ride the roads,
Travelers can rejoice in the safety of
Elturels reach, which extends as far as
Triel along the Dusk Road, as far as the
intersection with Thundars Ride along
the Skuldask Road to the north, as far as
Scornubel along the Chionthar
93
tor, a natural stronghold that was held by the crammed stalls of Shiarras Market.
trolls and then orcs before humans The more prosperous and orderly
drove them out and first settled here. Its homes and shops west of the heights are
south or river end is capped by the soar- still part of Dock District, but are
ing turrets of High Hall, the castle from increasingly referred to as Westerly, a
which the High Rider rules. A long, separation used to imply cleanliness and
wooded park runs along the ridgetop of prosperous successor, to look at it
the heights, watered by a spring that rises from the other view, laziness, soft living,
in the cellars of High Hall and runs down and pretentious arrogance. Whatever
the Winter Garden to cascade off the tor the sneers exchanged, no one denies
at the northern end in a spectacular that this city is wealthy
series of falls known as Maidens Leap.
The traveler can wander about any-
On the slopes around are the tall, nar- where in Elturel in perfect safety. The
row, many-balconied homes of the chief danger is from pickpockets, not
nobles. Below this High District are the knife-wielding thugs. No thieves guild is
flatlands of the city, known as the Dock tolerated in this cityand the best way
District. The Dragoneye Dealing Coster to attract some hard questioning from a
has a major waybase hard by the docks, lot of eager-looking Riders with drawn
and the casters organized presence and swords is to whisper that so-and-so is a
the watchful patrols of the Riders, member of or such-and-such an inci-
assisted by a trained and loyal guild of dent is the work of a thieves band.
handlers (goods loaders and unloaders
on the docks and wagons), keep this one The inns and taverns of the city are all
of the safest dockside areas in all Faerûn. fairly goodthe lone exception that
comes to mind is the poor but cheap
To the east, warehouses and hovels Oar and Wagon Wheel Inn, and even it is
crowd together around the docks and always crowded with noisy patrons. The
establishments described in this guide
are among the most interestingthat is,
shady and roughin the city.
Elturel is home to a shrine to Tempus
and two important temples. Both of the
temples give temporary shelter and aid
to the devout. Helms Shieldhall is a
large holy fortress ruled over by High
Watcher Berelduin Shondar, also known
as Bereld the Just, a stern priest who
leads as many Rider patrols as Lord
Dhelt. The High Harvest Home, a temple
to Chauntea, is presided over by High
Harvestmaster Baulauvin Oreghone
of the most goddess-favored servants of
Chauntea in all Faerûn.
94
The Bent Helm major problems, and fit each roof pil-
lar with elbow-height surround tables
Tavern for holding drinks. Fill the place with
thirsty patrons, serve potent ale,
This dockside tavern is Elturels stout, and sherry in easily broken
rowdiest dive. It is a brawling pit earthenware tankards to cut down on
visited by those who like to get fatalities, and stand back and watch
thoroughly drunk and then have a the fights.
good fight.
The Prospect
Its signboard is visible from afar: a
brightly polished, gigantic war helm The Helm has a no-weapons rule.
hanging from a spar on a stout chain. Patrons are invited to check weapons
The helm was worn by a giant in a at the door by a curvaceous lass who
long-ago battle just north of Elturel. It wears a differentbut always wildly
is bent halfway up at a sharp angle to daringcostume each night. Two
the right as a result of a leaping dwarf firm but friendly ettins armed with
kings axe. The death of the giant was clubs turn away anyone who refuses
the other result. to surrender obvious weapons.
Theyre backed up by the doorclerk.
The helm now serves as a beacon Shes a mage of minor power who
for brawlers from all over the city, as keeps a wand of paralyzation handy.
well as visiting adventurers and car-
avan guards. Dont come here if you Despite these precautions, stab-
want to relax, enjoy some minstrelry bings at the Helm are frequent, and
or quiet, or conduct a little business the local shrine to Tempus (the Hand
in peace. All the flying tankards That Swings the Sword) directs any
make it hard to concentrate. visiting priests of the war god in need
of funds to spend some time in this
The Place taverns back room, healing the
wounded. Typical fees are 1,000 gp
Imagine a large open barn without a per spell applied.
loft, its hammerbeam ceiling exposed.
Add a few driftglobes (which are fixed The Provender
in place, well aloft, and serve to heat and the Prices
the tavern as well as light it), a flag-
stone floor, and rusty metal All drinks are 2 cp per tankard, and
claddingmainly made of old no food is available. Available drinks
shields, hammered flaton all walls include undistinguished light and
and pillars, that continues as high up dark ales, a stout with a very robust
as possible. Put a bar at one end, staff character, and ample quantities of
it with burly, hairy-armed warriors rough, strong sherry. Pouches of pipe
who can throw hard and accurately, tobacco are 6 cp each. Lightsfrom
equip them a few hand crossbows tapers reached across the barare
and sleep-envenomed bolts to quell free.
95
A Pair properly), this cozy place is a maze of
of Black Antlers stone support pillars, low, massive
overhead beams, and dark, massive
Tavern furniture salvaged from old villas and
castles. If things are too dark to see an
This tavern stands on the west side of interesting-looking map or missive,
Maidensbridge Street, just south of one of three blue-hued driftglobes can
where it swings westward to cross the be called forbut this will draw the
bridge it is named for and run attentive eyes of many patrons in the
around the northern end of the cen- labyrinthine, many-leveled taproom.
tral heights of the city to link up with
Westerly. Outside the city, A Pair of The Prospect
Black Antlers is the best known of
Elturels taverns because its the gath- No adventurers visit to Elturel is com-
ering place for those who seek adven- plete without a stop at the Antlers.
ture. Old, retired warriors, young and Many adventures have begun in its
bright-eyed would-bes, and weary taproomand many more likely will.
adventurers alike all come here. The Antlers is the place to hear gossip
about adventuring, join a band, hire
The walls of A Pair of Black Antlers swordswingers for a plan of your own,
are decorated over the bar with a truly or get hired to carry out another
gigantic rack of antlers. I climbed up dreamers plan. Need a curse lifted or
on the baras many others have done some other spell cast? The patrons
beforeto measure them, marveling. here will know who to call on and
Theyre fully 20 feet across! The walls where they can be found, for the price
are also dotted with the relics and tro- of a tankard. Want to hear tales that
phies of many adventurers: old, chill the blood or splendid songs of
notched and scarred weapons; split daring deeds? This is the place. Want
shields; the heads, tails, and claws of to impress a likely looking young blade
sundry shocked-looking, dusty, long- of the other sex? Bewaresome of
dead monsters; and fading maps, them may be dopplegangers or
bloodstained and covered with angry shapeshifting magesbut then, you
error-correcting scribbles, of old cas- wanted adventure. . . .
tle dungeons, dwarven holds, tombs,
and other subterranean complexes The Provender
that presumably once held rich trea-
sures. (Some of these maps may well The heartily cheerful staff of the
be palpable forgeries.) Antlers are all ex-adventurers of a great
variety of ages, races, and appearances.
The Place They pour out drinks with generous
Wood-paneled, dimly lit, and apt to be handsno one need feel slighted here.
smoky (the fireplace doesnt draw One can also purchase salted biscuits,
slabs of sharp-tasting onion cheese,
river clams, and gurdats (pan-fried,
96
pepper-spiced mushrooms in a melted Some of them may even be true. The
cheese batter). staff would like me to mention that the
one about the sacks of gold being hid-
The Prices den under the boards of the taproom
is false. Theyre tired of patrons trying
Ale is 3 cp per tankard (large, battered to pry up boards when they think no
pewter reservoirs) or 7 cp per hand keg, ones looking, and every single boards
stout is 5 cp per tankard, and wine been up several times by now.
starts at 6 cp per tallglass and rises to 9
cp a glass for the best vintages. Sherries, The patrons have adopted one bardic
zzar, and brandies are all 1 sp per tall- ballad (given following) as their favorite
glass. Elverquisst, the most expensive drinking song. This song is a nightly
drink in the house, is 4 gp per tallglass. favorite at the Antlers. Woe befall any
All servings of provender are 6 cp a minstrel who shows up to play without
plate, which provides a light meal. Two a sensitive mastery of itthe ability to
plates would serve as a nice repast. sing and play it with mournful, macabre
skill. Its a bardic standard, but here it
Travelers Lore has the revered status of an anthem to
fallen comrades, proud adventurers still
The Antlers has about as many hidden livingand the dark humors of gods.
treasure legends as any drinking who must be appeased.
house associated with adventurers.
97
Her bright eyes gleam as white as bone.
Her dark spells a-hunting roam
For the Knights of Dragon Down.
With cruel smile, a web she weaves.
From each might, his soul she cleaves.
Armored bones are all she leaves
Of the Knights of Dragon Down.
Riding, riding, their skulls a-grin—
Past the gates, the Knights ride in.
Sorcery now their souls doth spin
Of the Knights of Dragon Down.
Ladies scream at the touch of bone,
As skeletal Knights come riding home.
Undead now, fore’er to roam,
Are the Knights of Dragon Down.
Minstrels used to add a verse to the
end of this, late at night:
The Knights of Dragon Down Hear them riding, nearer outside.
Riding, riding across the plain, Never sleeping, doomed to ride.
See them riding home again. There’s no place where you can hide
Bright their shields, bright their chain— From the Knights of Dragon Down.
The Knights of Dragon Down.
This verse has been outlawed in
They have gone where shadows creep. Elturel, because some fiendishly evil
Their blades a bloody harvest reap. archmage of the city wove a summon-
Another dragon put fore’er asleep ing spell into the words that swiftly
By the Knights of Dragon Down. brought undead to whoever sang
them. Theyre still whispered across
On their fingers gem rings gleam. many a dying campfire in the Realms
Of such baubles, the very cream by those brave (or foolish) enough to
Falls into the hands, in a steady stream, risk the coming of seven skeletal war-
Of the Knights of Dragon Down. riors riding as many skeletal horses
or whatever lesser undead show up
In a dark hall a lady sits alone, instead.3
3Elminster can sing, but cant write down tunes as we do. He says this ballad is usually chanted to a dark, intri-
cate harp melody in Faerûnbut it can be sung to a quite different melody: the tune of the traditional Celtic song
of our world, Down by the Sally Gardens.
98