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D&D Forgotten Realms - Empires of the Sands - Amn, Tethyr, Calimshan

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Published by Sataari, 2021-03-02 01:06:12

D&D Forgotten Realms - Empires of the Sands - Amn, Tethyr, Calimshan

D&D Forgotten Realms - Empires of the Sands - Amn, Tethyr, Calimshan

Keywords: D&D,DnD,5e,Dungeons,Dragons,Forgotten,Realms,Campaign,Setting,Empire,Empires,Sand,Sands,Amn,Tethyr,Calimshan

Because of the large number of exper- The next 4,000 years or so, Calimshan Forest of Mir (see below for more on
imenting magic-users throughout the was dominated by nomadic tribes of Monrativi Teshy Mir).
country, practically every magical mon- humans. Various tribes from various
ster capable of being summoned exists places—Chult, the Shaar, The Shining Since the fall of Shoon, no force or
somewhere in Calimshan. All sorts of el- Plains, Chondath, even Amn and people has risen to dominate the land.
ementals, para-elementals, golems, ho- Cormyr—took turns dominating, only There are a half dozen or so major cit-
munculi, aerial servants, invisible to be conquered by the next, nearly ies, each of which exerts its own power
stalkers, demons, devils, daemons, mo- identical tribe. over its own area. About 170 years ago,
drons and naga can be found guarding a man in Calimport declared himself
treasure chambers, wandering in ruins Slowly, the nomadic nature of Calim- “Pasha” over the land, and began to
and graveyards, and rampaging free shan began to change. As explorers and amass a large army. Before that army
over the countryside after disposing of traders from Amn, Waterdeep, and could march, however, the representa-
those who would try to control them. Cormyr discovered the wonders of the tives of each major city got together and
area, some tribes began to settle down agreed to recognize the Pasha’s author-
Of course, the people of Calimshan and take up new means of support, like ity in limited areas, and to pay a small
are also troubled by the more “mun- fishing, farming, or trading. These com- tribute to him, enough to pay for the
dane” monsters as well, including pur- munities began to band together for works the Pasha was expected to do.
ple worms, hydrae, wolves, bears, bats, mutual protection, and soon a civiliza- The oldest son of each pasha inherits
umber hulks, bulettes, anhkhegs, gob- tion was born. It was only 1,300 years the title; if there is no son, the mayors of
lins, bugbears, and the like. Every day ago that the Shoon Empire (now called each large city select a new one. The
can be a challenge in Calimshan— Iltkazar) came into being. current Pasha, Rashid Djenispool, has
provided one knows where to look. ruled for over 18 years, and is the
The Shoons were a grand and glorious grandson of a pasha elected by the may-
History empire, and their excesses were the foun- ors of Calimshan 44 years ago.
dation of Calishite snobbery today. They
Calimshan is an old country, older than grew wise and powerful in the ways of Government and
either of the other Empires of the magic, and ships and caravans bearing Politics
Sands. Calimshan was first settled over the Shoon flag traveled across the Forgot-
7,000 years ago by the Djen, a human- ten Realms. Shoon, a particularly power- Calimshan is ruled, in theory, by a
oid race from the Elemental Plane of ful mage, created a book of great power Pasha in Calimport. In practice, Calim-
Air. These Djen were known to be very during this time called the Tome of the shan is ruled by a consensus of the vari-
magical, and had a number of inherent Unicorn. The exact location of the Tome ous leaders of the largest cities, along
powers, such as create whirlwind, sum- has been lost in time, but since the book is with the most powerful military leaders
mon air elemental, and a weak form of 2’ by 3’ and made of pure metal, it is likely and the wisest and most fearsome
weather control. In addition, many to still be around . . . somewhere. mages.
Djen became powerful magic-users,
learning new spells previously not Then, 900 years ago, the Shoon empire There are actually very few impor-
available on the Elemental Plane of Air. vanished. A great magical upheaval was tant things the Pasha can just go out and
at first suspected, but the wise and do. Any changes in taxation, major new
The Djen prospered for over 1,000 learned mages of other lands dispute the expenditures, or large-scale troop
years in Calimshan, but their reign was claim, saying a force that great would movements, if not done in consultation
ended by an invasion of creatures and have disturbed magical powers and be- with many of Calimshan’s most power-
minions from the Elemental Plane of ings throughout the Forgotten Realms, ful men and women, are viewed with
Fire. Some say this is where the bitter and that didn’t happen. Sages who have great alarm. The Pasha will quickly be
hatred between djinni and efreeti studied the Shoon at great length have reminded of his true place in the power
started, others say this was just a result reached no definite conclusions, but the structure of Calimshan, even if the
of a hatred that was already there. most popular theories today center action was in the country’s best inter-
Whatever the cause, the battle was long around a plague or disease decimating est. If the action is met with widespread
and bloody, taking over 100 years to the population. disapproval, it will often be revoked.
complete. The Djen finally beat off the And a Pasha who oversteps his bounds
attackers from the fire plane, but were Today, the Shoon impact on Calim- too frequently finds him or herself on
greatly weakened in the attempt. They shan is still great. The grandeur of that the wrong side of an assassin’s dagger.
slowly died off after that, and the last empire is responsible, more than any-
mention of the Djen is just under 6,000 thing else, for the strong national char- Who are these other powerful people
years old. acter of Calimshan today. The ruins of whom the Pasha rules at the apparent
the Shoon’s greatest city, Monrativi
Teshy Mir, can still be found in the wil-
derness to the west of the edge of the

50

whim of? They are the high viziers of quest is frequently granted automati- Tymora
the great cities of Calimshan— cally. Some drudaches where trouble is
Almraiven, Calimport, Keltar, Man- frequent have permanent garrisons of Tymora (also known as Lady Luck) is
shaka, Memnon, Teshburl, and the city guard assigned to them, under the goddess of good fortune, luck, vic-
Volothamp. Some of these viziers rule the control of the druzir or one of his tory, and skill, and she is the patron of
their cities with absolute power; others, assistants. Druzirs serve at the whim of adventurers and warriors. Tymora is
like the Pasha, have counselors who the vizier, and can be replaced at any best known for helping those who
must be consulted before major deci- time. show initiative and innovation in help-
sions are made. Others who counsel the ing themselves, and many of the Calim-
Pasha include the four generals of the Calimshan justice is cruel and swift; shan middle classes call on this Chaotic
Calimport army and the two admirals as a result, crime is not common. The Good goddess’ favor to get that stroke
of its new navy, the Pasha’s court wiz- death penalty is common for most seri- of luck necessary to vault into the up-
ards, and the leading traders and land- ous crimes (murder, kidnapping, any per crust of Calishite society.
owners of the empire. sort of assault or other crime that re-
sults in injury to another). Maiming, Bhaelros
Obviously, not all of these powerful branding, or slavery are typical punish-
men are consulted for every decision; ments for less serious crimes. Bhaelros is the name Calishites give this
that would lead to paralysis and noth- Chaotic Evil god of storms and destruc-
ing getting done. The Pasha decides Religion tion, known throughout the Forgotten
who will be consulted and who will not. Realms (other than Calimshan) as Talos.
Those in the “inner circle” receive and Calimshan is a land of many races, both With typical Calishite smugness, how-
send messages nearly every day to the human, and non-human; as such, there ever, they claim that Talos is simply the
palace in Calimport; for those on the are many different gods worshipped “barbarian” n a m e f o r B h a e l r o s .
fringes of power, it is considered a great here. There is no religion mandated by Bhaelros has many followers among the
honor for the Pasha to request an opin- the government—all Calishites are free members of the various evil alignments
ion on a matter. to worship (or not worship) how and in Calimshan, especially the Drow elves
who they choose. Some of the more in the Forest of Mir, who abandoned
For most residents of Calimshan, the common religions in Calimshan are: their elven gods long ago.
Pasha is an object of near worship, an
icon of wisdom and goodness to be Azuth Deneir
obeyed without question. This is ex-
actly the image the truly powerful men Azuth is the patron of magic-users, a Deneir is the god of literature and art,
of Calimshan want the populace to be- lawful neutral god with great control two activities that Calimshan claims su-
lieve. over magic and magical items. The rea- periority to the rest of the Realms in.
sons he is worshipped here in Calim- This Neutral Good god is also invoked
It is on the local level that the day-to- shan to such a great extent should be frequently by sages and scribes as they
day decisions that affect most people’s obvious. Nearly every person in the begin their day’s work in many of the
lives take place. Every village, town, or country, tycoon to slave, has a fascina- places of learning in Calimshan.
city has a system of drudaches, or pre- tion with magic. Even the most humble
cincts it is divided into (some smaller vil- citizens have magical items, even if they
lages have only a single drudache; are no more than a self-cleaning stew-
Calimport has 143). Each drudache is pot. Azuth is frequently invoked when
led by a druzir, who is responsible for greeting (or saying goodbye to) busi-
everything that happens in the dru- ness associates, fellow travelers, and
dache. The druzir petitions the vizier even relatives.
for money to repair roads, bridges, dig
wells, and the like. The druzir collects
all taxes, and is responsible to the vizier
if those taxes come up short. The druzir
also hears minor disputes and dis-
penses justice, and brings more impor-
tant cases to the Vizier’s Court. All but
the smallest villages have a city watch,
troops under the vizier’s direct control.
A druzir may ask the vizier for control
of a small squad of troops to deal with a
particular problem—this sort of re-

51

Selune Calimport. For traders from the north, where.
the desert is a final challenge to a long, The climate of Calimshan can be
Selune is the goddess of the moon, wearying journey; for those heading
stars, and navigation. Given the large north, it is an early test. summed up in one word: hot. The win-
merchant fleets and the soon-to-be- ters are brief and provide little relief,
completed Calimshan navy, rising inter- The only thing that keeps the desert and the summers are both long and dif-
est in this Chaotic Good deity is from claiming a larger section of Calim- ficult. Highs throughout the five- to six-
understandable. shan is the mighty Calim River, a wide, month period Calishites refer to as
broad river that begins in the Marching summer stay above 90, with tempera-
Sharess tures nearer 100 (and occasionally
Mountains and flows southwest to the higher) in the hottest two months. The
Sharess is a chaotic good aspect of Shar, Shining Sea near Calimport. Water night is little comfort in a Calimshan
the goddess of darkness, night, loss, from the Calim River is the major summer, as the temperatures rarely
and forgetfulness. Sharess is particu- source of agriculture in Calimshan’s drop below 80, even near dawn. The
larly popular among Calimshan’s idle central plain. Calimshan’s other major only exception is in the Calim Desert,
rich. She is a goddess of lust, free love, river, the River of Ice, has no ice in it at where the night temperatures are a
and sensual fulfillment; she is wor- all. The river got its name from its un- more reasonable 60 to 70 degrees. Of
shipped in prolonged fests with scented usually cold waters, fed by great melt- course, the daytime temperature on the
baths, music, good food, dancing, and ing underground ice packs in the desert floor rises to 120, so travelers
other sensual activities. The Pasha of eastern Marching Mountains. The must take the bad with the good.
Calimshan himself is said to be a great River of Ice isn’t even really that cold,
devotee of Sharess. but compared to the sweltering tem- What little rain Calimshan gets comes
peratures of the country in general, the in the winter and early spring. There is
Geography and contrast is significant. no “wet season” here, just a time of year
Climate where showers are more likely. Violent
The Marching Mountains are a small, thunderstorms are not uncommon on
Calimshan is located on a great coastal insignificant range. The tallest moun- the Calim Desert, but the rain they pro-
plain in the southwest corner of the tain is only 8,500' high, and the average duce falls too fast and is over too soon
continent. It is very flat, much more so is closer to 5,000'. The slightly higher al- to do much good. Even more common
than either Amn or Tethyr. Unlike some titudes make the mountains one of the on the desert are windstorms (some
other areas of the Forgotten Realms, coolest places in Calimshan, and for magically created or aided by the many
there are no abrupt changes in geogra- that reason alone, many of the coun- air elementals and related creatures in
phy in Calimshan; the terrain alters try’s wealthiest families have estates the desert). There is always wind on the
gradually, as if the landscape were there. desert, obscuring tracks just minutes
painted with a very broad brush. after they are made, blowing sand into
The other major feature of Calimshan the eyes of pack animals, and stinging
The single most important feature of geography is the Forest of Mir. As men- the unprotected flesh of travelers, but
Calimshan geography is the Calim Des- tioned above, it is a hot, stifling, dense the windstorms are particularly dan-
ert, which dominates the western half forest, with none of the cool, shady, re- gerous, because of their great power
of the country. It is a flat, trackless storative qualities usually associated and how quickly and unpredictably
waste where only the hardiest cactus with forests. Pines and other warm- they can come up.
and desert flowers grow. The final leg weather trees (most with roots that
of the great Trade Way road cuts di- sink more than 50' into the ground to The ocean waters off of Calimshan
rectly across this desert on the way to get to water) dominate, and along with are warm and calm. There are very few
other types of dry, hardy plants, they storms in the Shining Sea at all, and
manage to get by in this hot, inhospita- storms in the Sea of Swords are usually
ble area. spent long before they get to the Sing-
ing Rocks.
The only other interesting feature to
the Calimshan landscape is the Spider Money and
Swamp, just south of the Forest of Mir Commerce
between Volothamp and Almraiven.
This is a particularly nasty place, with Calimshan has a very strong trading
tall cypress trees dripping with moss economy, dealing with nearly every
and fungi, great still pools of shallow other nation in the Forgotten Realms.
brackish water, and swarms of stinging There are many things—magical items,
and biting insects and other small pests. exotic spices, alchemical supplies, fine
All in the swamp is perpetually damp,
and the smell of rot and decay is every-

52

horses, gems, and silk—unique to Ca- coins, however: a tribute to how effec- Almraiven
limshan that the rest of the Realms tive Calimshan’s monetary system re-
wants. This is good, because there are a ally is. A Volothamp merchant will call a Almraiven is a large (population:
number of things that Calimshan needs handful of gold coins “rekatiks”, even if 475,000), cosmopolitan port city filled
in return that it can’t provide for itself. there are five different types of coins with diversity. The city is not depen-
Food is at the top of this list; the dry from five different Calimshan cities in dent on any one industry. The land sur-
lands of Calimshan cannot produce the pile. rounding Almraiven is particularly foul
enough food to feed the population. and ill-suited for farming, so the large
Meat is not a problem—there are many Some of the more common coins in docks along the Shining Sea have been
large ranches in the central plain, use in Calimshan today are: built primarily for the large grain-
where the land is good for little else but hauling ships and other bulk carriers
grazing. But there is a severe shortage Copper: the unarche of Calimport; that bring the precious food the city
of grains, fruits and vegetables. Bread is the rada of Almraiven; the niften of cannot provide for itself.
very expensive in Calimshan, and many Teshburl; and the spanner of Man-
fruits and vegetables are simply not shaka. What Almraiven offers in return is
available to the common people. Beers, items that are not nearly as bulky, but
wines, and ales also have to be im- Silver: the decarche of Calimport; the are still valuable enough to offset the
ported, though trika, a sweet and po- messine of Keltar; the red worm of tremendous cost of the imported food.
tent wine made from palintrike, a cross Memnon; and the espedrille of Volo- Magical items of all types are produced
between a breadfruit and a date that thamp. in Almraiven, with an emphasis on the
grows in abundance along the entire less-powerful, more common items that
coast, is a popular drink. Electrum: the centarche of Calim- are more affordable and can be made
port; the tazo of Almraiven; the zonth more quickly. Competitors in other cit-
Calishite traders travel throughout of Memnon; and the djendive of Man- ies complain that Almraiven magic
the Realms, seeking buyers for their shaka. sellers are “flooding the market,” but lo-
special goods and looking for things cal merchants ignore the complaints
that will turn a profit back in their Gold: the bicenta of Calimport; the and go on.
home country. Unlike Amn traders, Ca- pulon of Teshburl; the great worm of
lishites will not follow any lead in Memnon; and the rekatik of Volothamp. Almraiven is also a major shipbuild-
search of a profit. They tend to be more ing center, especially since the estab-
conservative, sticking to established Platinum: the kilarche of Calimport; lishment of the Pasha’s Navy a few
(but extensive) trade routes and tried the djendjen of Manshaka; the man- years ago. Because the Almraiven port
and true merchandise. Another distinc- drille of Volothamp; and the redoline of is the farthest from the action in the Sea
tion between Amn and Calimshan trad- Keltar. of Swords, and the farthest from any
ers is that Calishites return home more potential spies, the navy’s most ambi-
regularly, probably because of their This is by no means a comprehensive tious, most secret projects are under-
great love for their home (and because list, but it does include the most com- way here.
they grow tired of traveling among mon coins in circulation. Vistors are
“barbarians”). sure to see other coins, as well. Most interesting of these projects is
the Pasha’s Palace, a prototype vessel
Calimshan has a stable money system. The larger businesses of Calimshan that, if successful, could revolutionize
The major cities of the country all strike also use trade-bars with great fre- naval combat in the Forgotten Realms.
their own coins, but each carries the quency when dealing with each other. The Palace is perhaps the largest war-
Pasha’s mark certifying its value, and This is a common practice. There is also ship ever built, over 1,300' long and
the coins are of identical value. A gold a small amount of barter that still goes with nine decks, four below the water-
pulan minted in Teshburl is worth ex- on in the rural areas of Calimshan, but line. The Palace is practically a floating
actly as much as a gold rekatik minted with so many different coins in circula- city, and will have a crew of over 4,000.
in Volothamp. Calimshan uses the tion, the use of money is much more Officers and messengers on many of
money system common to the entire common. the decks will use horses to get around
Forgotten Realms: 10 cp = 1 sp; 10 sp this massive vessel more quickly.
= 1 cp; 2 ep = 1 gp; and 5 gp = 1 pp. Cities
There is a wide variety of coins in the The top deck of this ship is a floating
country because of the individual mints Calimshan is an extremely urban coun- artillery platform, littered with dozens
throughout the area, and each of those try. Except for the vast livestock herds of catapults, trebuchets, and firethro-
coins has a name. Most people don’t of the central plain, there is little the wers. There are nearly 50 more ballis-
care about the distinctions between open land of Calimshan has to offer. So tae on the second and third decks as
most of the population (over 90%) lives well, and there are a number of plat-
in just a handful of major cities. They
are described below:

53

forms from which magic-users can cast mans and non-humans of every known kets to minor magic items to high-
both offensive and defensive spells. Sea race and type. Included in that mix is quality specialty items are available.
trials for the Pasha's Palace are set for the only large community of halflings in Most sellers will also buy interesting
next summer, and if all goes well, the Al- all of Calimshan. items in their line of expertise, and no
mraiven shipyards will go into high price is set in stone; haggling is a re-
gear and begin work on five more. Calimport is at the mouth of the Calim spected tradition in Calimport, and
River, and is also the southern end of most established merchants are very
The Vizier of Almraiven, Majel Ar- the great Trade Way road that leads good at it.
pooristan, rules only with the advice eventually to Waterdeep and beyond.
and consent of a council of 15 or so of Calimport is a major port (as might be Calimport also has large manufactur-
the most powerful men in the city. expected from the name) and trading ing businesses, making everything
Lately, Admiral Eshtarl Eshram, one of center, collecting livestock from the from furniture to armor to horse-
only two admirals in the Pasha’s Navy central plain and fish from the Shining drawn carts to cooking equipment to
and a close advisor to the Pasha, has ex- Sea for export as well as the manufac- fine clothes to magical items. Some-
erted a great deal of power over Ar- tured goods from within the city, and where in Calimport, nearly any item
pooristan and the entire council while trading them for both grain, food and imaginable is being made by somebody.
overseeing construction of the Pasha’s other necessities, and exotic items and
Palace and other major warships. Calimport is also the home of some of
amusements from across the Realms. the great sages and researchers in all of
Calimport Calimport has a nearly insatiable ap- the Forgotten Realms. While no single
man has the knowledge or resources of
Calimport is the largest, grandest city in petite for the unusual, exotic, and bi- the famed Elminster of Shadowdale,
all of the Empires of the Sands—and it zarre. The Calimport market quarter is
never for a moment lets anyone forget a crowded, chaotic place, with small there are several learned men just a
it. Larger than Athkatla, larger and shops tucked into impossibly narrow al- notch or two below him. And taken as a
richer than even Waterdeep, Calimport leys, hawkers yelling from second-story whole, the sum of knowledge in Calim-
has a population of over 2,000,000 hu- windows, and merchants selling from port is greater. This is due to the great
carts stopped on the edge of the road. private libraries located here; informa-
Everything from the latest fashions to tion on every subject, some of it lost for
precious jewelry to inexpensive trin- ages, is in the various books and tomes

54

of these libraries. Some of the informa- Calimshan—while few have complaints daggers and other small items fre-
tion is still lost, as the libraries are so about the reign of Rashid, it is widely quently get by. Tourists or non-
vast that many of the books have not believed that Punjor could well be one believers don’t usually get past the
been read (or even opened) in centu- of the greatest leaders Calimshan has Middle Gate without making a “dona-
ries. However, given time and the per- ever seen. tion” to one of the guards—the Initiate’s
mission of the owners of the various Plaza is for prayer, meditation, and spe-
libraries, nearly anything can be found Calimport is also a major religious cial small ceremonies. The shrines to ei-
by a diligent researcher. Unfortunately, center. Many of the leaders of the coun- ther side are reserved for scheduled
permission can be difficult to obtain. try’s largest religions are located here, events, such as funerals, weddings, spe-
The owners of the various libraries see as are some of the most spectacular cial classes in the faith of Bhaelros,
each other as rivals, not as cooperative temples in all of the Forgotten Realms. prayer services for specific causes, etc.
custodians of a common body of knowl- Typical is the Plaza of Divine Truth (see The clerics who lead these services en-
edge, and their petty rivalries can make map), a large, richly-decorated temple ter from the back, to minimize direct
a researcher’s life very complicated. dedicated to the worship of Bhaelros. contact with the worshipers.
The temple is built of fortified stone
The Vizier of Calimshan is Punjor walls 4’ thick, with guardhouses at all A large wall just inside the Inner Gate
Djenispool, the oldest son of Pasha the corners and gates of the structure, guarantees that non-believers will not
Rashid Djenispool. The pasha consid- as well as at intervals along the outer ever see the great Idol of Bhaelros at the
ered the position good training for Pun- wall. The Outer and Inner Plaza are far end of the Chosen Plaza. The wall
jor’s eventual succession, and the other open-air (that is, there is no roof) and also makes the gate easier to defend, as
viziers of Calimport agreed. Punjor is open to all. Guards at the Outer Gate attackers have only two narrow open-
not always in agreement with his fa- will stop heavily-armed or suspicious- ings to squeeze through. The most sa-
ther, and he is learning as much as he looking visitors, although weapons are cred services in the worship of Bhaelros
can as quickly as possible, frequently not specifically prohibited in either of are held here. Only clerics in the serv-
consulting with his father’s advisors the outer two plazas. ice of Bhaelros, worshipers with years
and developing his own “inner circle” of of devotion to the religion, and really
trusted counselors. There are great ex- Another set of guards screen people large benefactors of the church are
pectations a m o n g t h e p e o p l e o f at the Middle Gate. Swords and other ever allowed into this Plaza. The guards
large weapons are confiscated, though

55

(who are all clerics or cleric/fighters) who says he can custom-make saddles ties. A person could get money in
have their quarters and storerooms to for riding dragons, though few dragons Manshaka for nearly any purpose, no
the sides of this plaza. are ever brought into town for a fitting. matter how far-fetched; how much he
would have to pay in interest is another
The Idol of Bhaelros itself is a spectac- Keltar is a fairly small city (popula- story. The traders stopping in Man-
ular statue over 30’ high, covered in tion: 240,000) with a powerful vizier. shaka are either looking for money (to
beaten gold and inlaid with huge, pre- Duncan Ashnarti is one of the richest finance a new expedition, pay for re-
cious gems. In fact, the entire temple, men in town, with interests in meat- pairs, whatever) or are there to pay off
and particularly the Chosen Plaza, is packing, shipping, and horse breeding. debts.
covered with the finest paintings, tapes- Ashnarti has a strong grip on the city,
tries, sculptures and other artwork and does not depend on a group of pow- Nominally, the Vizier of Manshaka is a
imaginable. The followers of Bhaelros erful supporters to keep him in office. moneylender named Artouk Fanzir, but
believe that his spirit inhabits the idol, He is a reasonably good leader, how- he has no real power. All important de-
so they show it the greatest respect pos- ever, so his position is likely to remain cisions are made by a group of 12—
sible. It is also believed that if the tem- stable for some time. made up of nine rich businessmen, two
ple is desecrated in any way, Bhaelros powerful magic-users and a sage—
(accompanied by a great dragon which Manshaka which decides everything of impor-
Bhaelros keeps on a chain by his side) tance. Fanzir (who is one of the
will emerge from the idol to exact his Manshaka is a coastal town of over businessmen on the council) then
revenge. 300,000, located directly south of the passes on the decisions.
central plain of Calimshan. While
Keltar Keltar handles the livestock business Memnon
for the northern half of the central
Keltar is known as the “Edge of the Des- plain, many ranchers and herdsmen in Memnon is an important trading city on
ert.” It is an appropriate title—the vast the south find it more convenient to the coast of the Sea of Swords in the far
Calim Desert stretches west for what drive their stock south to Manshaka. northwest corner of Calimshan. Be-
seems like forever. Keltar is located on cause of its location on the edge of the
the Calim River at its deepest, swiftest There is a much wider variety of live- Calim Desert, nearly every caravan on
point, to take advantage of the water stock available in Manshaka, because a the Trade Way (in either direction) stops
power available to operate mills and great deal of it is loaded live onto cargo there for at least a full day, either pre-
other industries. Below Keltar, the river ships, instead of being slaughtered and paring for or recovering from the ardu-
becomes wide, shallow and sluggish, prepared in town. Cattle are still the ous journey across the desert. As a
meandering to the sea at Calimport. most common animals found, but they result, Memnon has far more inns, tav-
are joined in Manshaka holding pens by erns, stables and the like than there
Cattle is king in Keltar, though other pigs, sheep, buffalos, elephants, drome- should be in a city of only 310,000.
livestock, including camels, buffalos, daries, chickens, and deer, among other
and other more exotic animals are also things. In addition to the great many people
herded, slaughtered, and packed here. employed in the service of travelers,
Most of the city is on the west side of Manshaka is a common stop among Memnon is also well known as a fishing
the river, but the livestock pens and Calishite coastal traders, boatsmen who center. The area of the Sea of Swords di-
slaughterhouses are on the east side. hug the coast, stopping at nearly every rectly off the coast is famous for the
This attempt to cut down on the smell is port from Suldolphor to Teshburl and quality and abundance of fish, shrimp,
only partially successful; Keltar still occasionally Memnon. The traders and shellfish available.
smells like a barnyard, though it would don’t stop for the livestock (though
undoubtedly be even worse if the ani- most take advantage of the opportunity Strategically, Memnon serves as the
mals were any closer. to bring a little fresh meat on board)— base for the scout and advance forces
Manshaka has become a major financial of the new Calimshan navy. Most of the
In addition to the processing and capital of Calimshan because of the ships stationed here are small and fast,
shipping of livestock and meats, Keltar large number of moneylenders that designed to report on pirate locations
is also well known for its leather have chosen to set up shop here. The in- unseen, or if possible, to hit quickly and
products. Every Calishite horseman terest charged ranges from a quite rea- run. The navy is growing faster than
wants a Keltar saddle, and Keltar crafts- sonable 10% or 15% a year to 100% a new docks can be built, and some fish-
men are also known for their leather month or even more. The rates are to- ermen are being forced to move to less
armor, whips, and saddlery for more tally dependent on the riskiness of the convenient moorings. This has led to lit-
exotic animals, like camels and bison. proposed venture and the moneylend- tle more than grumblings so far, but the
There is even one Keltar craftsman er’s trust in the borrower and his abili- vizier is in the tough position of keeping

56

the local fishermen and the Pasha's demand in the rest of Calimshan, as are on the ocean for its livelihood.
Navy happy at the same time. many specialty magical items made in Land travel to or from Teshburl is
Suldolphor itself.
The Vizier of Memnon is a half-orc very difficult. It is possible to stay along
named Anders Gnurlbrach. Anders is a Magic plays an even bigger role in Sul- the coast and get to either Memnon or
very popular vizier, and he voluntarily dolphor daily life than in Calimshan, if Calimport, but the coast is very rocky,
shares his power with an elected Town such a thing is possible. The city is ruled with high cliffs and steep gorges. And
Council (“to better listen to the people,” by a Council of Mages, a group of seven of course, a desert crossing is so peril-
he says.) Gnurlbrach is well-respected magic-users, none less powerful than ous it hardly needs discussion. So if peo-
by the other viziers of Calimshan de- 15th level. Magic is constantly used on a ple, food, and trade goods are to get in
spite his heritage; he is one of the daily basis, for everything from lighting or out of Teshburl, they do it by ship.
Pasha's most frequently consulted vi- cooking fires to watching the city walls
ziers, and should the viziers be forced for intruders. Spell scrolls are one of This total dependence on the sea has
to elect a new Pasha from among them- the city’s biggest exports, closely fol- made the people of Teshburl excellent
selves, there is a good chance it would lowed by many other types of magical sailors. While most children get small
be Anders. items. wagons or pedal carts as toys, Teshburl
children are given small boats. Mer-
Suldolphor Despite its tolerance on a official chant fleets, navies, pirates—all know
level of Calimshan's expansion plans, the value of a Teshburl sailor.
As mentioned above, there is some dis- deep down the people of Suldolphor
pute as to whether or not Suldolphor is are worried, and not just of Calimshan, Calimshan probably recognizes that
really in Calimshan or not. The Pasha either. There is a definite paranoid value more than anyone else. Teshburl
occasionally makes grand proclama- streak in the Suldolphor character— is the headquarters of the new Pasha’s
tions “welcoming” Suldolphor into the rumors constantly circulate of planned Navy, and the largest fleet of that new
Calimshan fold, making mention of the invasions, economic embargos, or navy is being built in the Teshburl ship-
benefits of being part of the country other hostilities from many different yards. Admiral Mond Vitendi is in per-
(armed forces protection, trade regula- fronts. Calimshan is referred to the sonal command, overseeing the
tion, etc.) and also noting the taxes due. most in these rumors, but Chult, Thay, construction of the fleet and the train-
These proclamations are always Tethyr, Waterdeep, and even Cormyr ing of the sailors. After some recent dis-
promptly and politely answered by one have been suspected. The fact that agreements with the vizier over
of the members of the Suldolphor Mage none of these rumors has ever proven allocation of dock space between mili-
Council (they take turns), thanking the to be true does not stop their prolifera- tary and civilian fleets, Vitendi replaced
Pasha for his “kind offer” but reluc- tion. the vizier (with the Pasha’s approval)
tantly declining. and now has total control over the city.
The people of Suldolphor are still po- Many of the townspeople haven’t really
With growing pirate trouble on the lite to visitors, especially if their inten- noticed any difference, however, be-
Sea of Swords and continuing instabil- tions are known. Traders who stay in cause Vitendi is too busy tending to his
ity in Tethyr, Calimshan doesn’t have the business district, for example, are navy to spend time ruining the lives of
the resources to try to take (and then afforded the full hospitality of the city. the residents.
keep) Suldolphor by force, so the Pasha Foreigners with vague or unknown in-
does not worry too much about the tentions (like a band of adventurers), Tulmon
“Suldolphor problem.” In addition, however, will be watched carefully and
many of Calimshan’s most powerful treated warily. If they stay long enough, Tulmon is a small (population: 123,000)
men believe that Suldolphor is more they may even find themselves the sub- city on the southern coast of the Lake of
valuable as an independent ally than as ject of a new rumor in the back rooms Steam on the Suldolphor Peninsula. It is
an unhappy possession, and counsel of Suldolphor society. mentioned here because, like Sul-
against any takeover attempt. dolphor, it is also periodically claimed
Teshburl by Calimshan.
And Suldolphor is an excellent ally
and trading partner. Goods from across Teshburl is the most isolated city in Ca- The people of Tulmon, like Sul-
the Lake of Steam come to this port city, limshan. Located at the far west end of dolphor, prefer to remain independent.
and merchants from Calimshan and be- the country, Teshburl is widely consid- Unlike Suldolphor, the people of
yond avoid the unpleasant waters of ered by navigators the point where the Tulmon realize that Calimshan’s army is
the Lake of Steam and visit Suldolphor Sea of Swords ends and the Shining Sea not going to come marching up main
instead. Fruits, grains, and vegetables begins. It is not a very large city (popula- street tomorrow, and that even in the
from the region are in especially high tion: 190,000), and entirely dependent long run, the Pasha’s bark is much
worse than his bite.

57

Tulmon is primarily an agricultural sounds and an unearthly chill that no and different in a way that defies de-
city, storing and selling the produce of fire can drive away. scription (though many have tried). The
the fertile land of the peninsula. tadjani grows only in the warm waters
Tulmon fruits, grains, and vegetables go The people of Volothamp are subject of the Lake of Steam, and for reasons
a long way toward feeding the eastern to occasional raids from the giant spi- unknown to the sages, only in the area
cities of Calimshan. Calishite merchant ders and other foul creatures from Spi- around Yeslipek. (Attempts to move liv-
ships willing to go the extra distance der Swamp, only a few miles to the east. ing tadjanis to other areas to start new
profit by sailing directly to Tulmon These creatures are the minions of a beds have always failed, and no one
rather than stopping at Suldolphor. By great spider demon who has taken up knows why.)
going that extra distance, they get pro- residence in the swamp. The demon is
duce that is fresher, higher quality, and trying to expand its influence, first to Tadjani can be prepared dozens of
at a slightly lower price. Sailing on the Volothamp, then perhaps Almraiven, ways—all delicious—but for shipping
Lake of Steam is not a pleasant experi- then beyond. Toward that end, the de- long distances, it is most commonly
ence, however. It is hot, and winds are mon has charmed some of the more im- pickled in vinegar and spices. Most of
light. Sometimes the winds go away al- portant members of Volothamp society the Forgotten Realms, in fact, has only
together, and ships can be becalmed for and government. That is how the raid- seen tadjani prepared this one way, and
weeks. These dangers must be weighed ing monsters have been able to avoid is not aware of the other things that can
against the additional profit in making city patrols, and it is also why there has be done with it. Only the towns on the
the trip, and most merchants decide to not been a great outcry for a large-scale Lake of Steam, and eastern Calimshan,
stop at Suldolphor. raid on the swamp. Volothamp suffers have the privelege of knowing better.
silently while its leaders sit idly by.
Volothamp Places of Interest
The vizier of Volothamp is Ramslett
Volothamp is a medium-sized (popula- N’door, the son of a Chult trader. N’door Calim Desert
tion: 370,000) city on the Shining Sea is a lifelong resident of Volothamp, how-
coast between Almraiven and Man- ever, and a respected leader despite his The Calim Desert is a large, inhospita-
shaka. I t h a s t h e u s u a l c o a s t a l mixed racial background. Unfortu- ble place. The daytime temperatures
industries—shipping, shipbuilding, nately, N’door is controlled by the de- are brutally hot, though it cools down
fishing, sailmaking, etc.—although, for mon of Spider Swamp, as are a good to a comfortable level at night. Strong
some reason, the Volothamp shipyards number of his senior advisors. The and unpredictable winds blow at all
have a reputation for building poor- other advisors who have suspected times, reducing visibility, obscuring
quality ships. “Came apart like a Volo something was wrong and let the tracks, a n d b l o w i n g s a n d i n t o
frigate in a stiff breeze” is a Calimshan wrong people know about those suspi- everything—clothes, eyes, food, water,
expression for someone who cracks un- cions have mysteriously disappeared. blankets, and all but the most tightly
der pressure. sealed containers.
Yeslipek
Volothamp does have some claims to The greatest peril to travelers,
fame, of course. Some of the finest gold- Yeslipek is a small fishing village on the though, is the lack of water. The air
smiths and jewelry makers work in this south coast of the Lake of Steam on the over the desert is bone dry, and most
city. And since many high-powered Suldolphor Peninsula. Like the other animals (including people) must double
magical items (particularly swords and cities on the peninsula, Calimshan their water intake just to maintain a
other weapons) are inlaid with gems claims Yeslipek as its own. However, healthy typical water level. Since
and precious metals, some very well- Yeslipek is so small (population: 14,000) there’s hardly any water to be found,
established mage consortiums have also that it is a bit player in what is not that that means that people who journey
set up shop in Volothamp, in order to be serious a conflict in the first place. The across the Calim must bring plenty of
closer to the smiths and jewelers neces- Pasha of Calimshan has not even both- water with them, and use it carefully.
sary to their work. ered to send Yeslipek a proclamation
announcing its status as a Calishite city. There are oases in the Calim, but they
There is a dark side to life in Volo- It’s just as well—the Yeslipek mayor are not very frequent. A Calim oasis is
thamp, however. Crime is low, the would only tear it up. not marked by an open pool of water,
weather is pleasant (as pleasant as it can but by a small patch of scrubby trees
be in southern Calimshan, that is), and What makes Yeslipek worth mention- and other greenery. The vegetation sig-
business is good. Yet many residents ing is tadjani, a delicacy found only here nifies water close enough to the surface
refuse to go out at night, and even those and loved throughout the Forgotten for the plants to get at it. To get to the
who stay indoors report strange Realms. Tadjani is a rare shellfish, simi- water, of course, someone in the group
lar to mussels but much more flavorful, must know how to dig an artesian well.

58

It is also quite easy to get lost in the usually living alone or in small family prices are outrageous; and three, not all
Calim Desert. Blowing sand often groups. Ogres, goblins, and orcs have the traders that enter the Forest of Mir
makes the sky hazy, so simply following carved out small chunks of territory, come out.
the sun is sometimes difficult. Navigat- but all are potential prey for the other
ing by the stars at night is easier, be- monsters of the forest. Some human vil- The Marching Mountains
cause the winds die down and the sky is lages exist on the very edges of the for-
clearer. The best way to avoid getting est, clearing a little timber and farming The Marching Mountains, as men-
lost, however, is to stick to the Trade small plots of land, but the residents tioned above, are not particularly high
Way, which crosses the desert between never go more than a mile or two into or steep. Little is known about them,
Calimport and Memnon. The road has the forest. Brave hunting parties some- however, because so few Calishites live
several oases along it, and these mark times go deep in the forest in quest of a in the area. The people of Keltar are fa-
the road as well as anything else. Sign- particular beast rumored to live within, miliar with the mountains from looking
posts, tracks, and other markings are and a few even come back. at them, but even they don’t go there.
quickly destroyed by the desert. The average Calishite’s opinion of the
The single biggest threat in the Forest Marching Mountains is that they are a
Many travelers prefer to cross the of Mir, however, is the large population convenient barrier separating the For-
desert by night, and try to sleep during of drow elves in the western leg. Only est of Mir from the rest of Calimshan.
the day. This has some advantages, in- the ignorant or the foolhardy enter this
cluding easier navigation and less use of part of the forest; even the Pasha re- There is very little life of any type in
water. But night travel has one main cently admitted that for all practical the Marching Mountains, other than
drawback—the large number of mon- purposes, North Mir belongs to the the occasional monster or hunting ani-
sters that come out at night to feed. drow. mal. There is rumor of an abandoned
Snakes, scorpions, small, silent desert Duergar complex deep within the
cats, and birds of prey are all on the No one really knows just how many mountains, built by those evil dwarves
hunt at night, and many are not above a drow elves inhabit the Forest of Mir, centuries ago when they were chased
man-sized meal. but the best estimates give the total out of the north by enemies. Even if this
population at over 80,000. This total is complex does exist, it is supposed to be
Other monsters could be encoun- divided into 8 to 10 tribes, each holding empty today, its duergar builders hav-
tered at any time. Particularly danger- a small section of the forest for itself. ing long ago returned to their original
ous are the efreeti, djinni, and daos The tribal leaders select one from homes.
who, when they are not fighting each among themselves to act as King of the
other, are attacking caravans of “intrud- Drow. The tribes are very independent, Monrativi Teshy Mir
ing mortals.” Last but not least is the however, and meetings of all the tribes
threat of other humans. Bandit activity are very rare. They are usually called Monrativi Teshy Mir (which is Alzhedo
is surprisingly high in an inhospitable only when one of the many tribe-vs.- for “First Kingdom of Mir”) is a massive
place like the Calim Desert. For more on tribe rivalries gets out of hand and ruin along the northern border of Ca-
the Desert Raiders, see “Characters,” erupts into war. limshan, north of the small finger of the
below. Forest of Mir that extends west of the
The drow have substantial under- main forest. The area is uninhabited;
Forest of Mir ground dwellings, storehouses, and the closest Calimshan cities are Keltar
passages dug out beneath the forest to the south and Memnon to the west.
The Forest of Mir is another dangerous floor. Some say these tunnels connect
locale in Calimshan. While not as obvi- with a vast underground network be- Monrativi Teshy Mir is the ruins of
ously deadly as the Calim Desert, the neath all the Forgotten Realms. The the capital of the Shoon Empire,
dangers of the Forest of Mir are more drow want very little to do with other Shoonach, and the surrounding keeps,
cunning and less apparent. The forest is surface-dwelling people (which is gen- baronies, and villages. It is a vast ruin;
hot, but there is plenty of water. Getting erally counted as a good thing by the the portion that can still be seen on the
lost is a possibility, but there are a large people of Calimshan), and are more surface of the open grassland is nearly
number of trails and streams that can than happy to leave humans alone pro- 20 miles across, and the catacombs be-
be followed until one’s bearings are re- vided that they in turn are also left neath the surface are supposed to be
gained. alone. Some brave explorers and trad- twice as large, and extending some 500’
ers have contacted the drow to acquire down.
The primary danger to be found in some of their weapons, handcrafts and
the Forest of Mir is the monsters lurk- other goods for sale to the outside As would befit ruins of such magni-
ing within. The south leg of the forest world, but this does not happen often. tude, the stories and rumors about
has many different types of monsters, There are three reasons: one, the drow what lies within the First Kingdom of
never trade their best goods; two, the

59

Mir are staggering. Vast piles of gold living in the Forest of Mir will react to Memnon and Myratma, and for that
and gems, warehouses of weapons and any given group of explorers, though it reason, it is considered the boundary
armor made by smiths using secret is fairly certain that if they disap- point between Calimshan and Tethyr
techniques lost to the craftsmen of to- proved, the intruders would be in for a waters. It is also an important naviga-
day, powerful and arcane artifacts and great deal of trouble. tion point for sea captains afraid of
other magical items, unlike anything drifting too far west in their travels.
known in the Realms today—all this and And third, it is widely believed that,
more is rumored to exist deep in after 900 years, all the easily-obtained The Singing Rocks is worthy of men-
Monrativi Teshy Mir. Despite the ru- treasure has already been stripped tion, however, not for its navigational im-
mors, there is no long line of adventur- from the ruins. What is left is hidden in portance but for the odd phenomenon
ers and prospectors waiting to explore the deepest chambers, guarded by the that gives the islands their name. Sailors
the ruins, for a variety of reasons: most fearsome monsters, spells, and passing close by the rocks report beauti-
traps, and can be reached only after ful singing, as if by hundreds of women.
First, the same rumors that describe long, dangerous travels through miles
the vast wealth of the ruins also de- of empty catacombs. It is also believed The music has an elusive, haunting qual-
scribe the fearsome guardians of those that the drow’s tunnel system and the ity, but does not seem to have the charm-
treasures. Diabolical traps, deadly abandoned duergar tunnels in the ing effects of the song of the harpy or
spells, demons, naga, elementals, un- Marching Mountains connect with siren. Ships that have sent landing parties
dead, liches, and even bound dragons Monrativi Teshy Mir deep under- to the rocks report that the singing stops
are among the defenses named in the ground, thus adding to the uncertainty when the landing party gets within 150’
stories. Many of these are undoubtedly behind any expedition here. or so of the islands, and that when the
exaggerations— but many are not. sailors land, they can find no living thing
The Singing Rocks or other explanation for the singing. At-
Second, the area is very inhospitable, tempts to detect magic come up positive,
and perilously close to the drow. The The Singing Rocks are a tiny group of is- but the use of other spells or magical
land is dry, with precious few sources lands in the Sea of Swords. It is due items to examine the islands in greater
of fresh water necessary to sustain a west of a point almost exactly between detail or at a distance are not effective, as
long-term expedition. And no one can some force blocks the attempt.
say with any certainty how the drow

60

Spider Swamp simply called the Spider Demon by The Spider Demon’s bite requires a sav-
most of his subjects. In addition to the ing throw vs. poison at -4. A failed
Spider Swamp is a flat, foul, fetid patch denizens of Spider Swamp, the Spider throw results in instant death; even if
Demon has charmed many of the lead- the saving throw is made, 3-18 points of
of lowland on the Shining Sea Coast be- ers of the nearby city of Volothamp (see damage is taken.
description above). Zanassu’s descrip-
tween Volothamp and Almraiven. It is tion is as follows: Zanassu is immune to poison, and takes
only half damage from cold- and
fed by two small, sluggish rivers ex- FREQUENCY: Unique (very rare) electricity- based attacks. He is not af-
NO. APPEARING: 1 fected by non-magical weapons (even sil-
tending south from the Forest of Mir, as ARMOR CLASS: -2 ver), though non-magical cold iron
MOVE: 9” weapons will do half damage. Magical
well as several springs in the swamp it- HIT DICE: 103 hp cold iron weapons get a +2 damage bo-
% IN LAIR: 60% nus. He saves as a 30th-level magic-user
self. The swamp is thick with vegeta- TREASURE TYPE: Fx2, R, U, V against all attacks (including magical ones
NO. OF ATTACKS: 1 that get past his 75% magic resistance).
tion, including sprawling, DAMAGE/ATTACK: 2-16
SPECIAL ATTACK: Poison (see below) In addition to the powers typical to all
moss-covered cypresses, cedars, and SPECIAL DEFENSES: See below demons, the Spider Demon can at will,
MAGIC RESISTANCE: 75% one at a time, once per round, use at the
other trees. The result is a shadowy, INTELLIGENCE: Genius 30th level the following spell-like
ALIGNMENT: Chaotic Evil powers: charm monster, charm person,
dark swamp that is still hot, humid, and SIZE: L command, darkness (15-foot radius),
PSIONIC ABILITY: Nil detect good, detect invisible, dimension
breezeless. It reeks of decay, and is of- door, dispel magic, fly, invisibility, know
Attack/Defense Modes: Nil/Nil alignment, protection from good (10-
ten referred to by Calishites as the LEVEL/X.P. VALUE: X/48,000 foot radius), speak with monsters, tele-
kinesis (up to 5,000 gp), teleport, and
“Tenth Plane of Hell.” They do not know unholy word once per day.

just how close that jest is to the truth.

The Spider Swamp is also a throughly

evil place, filled with giant spiders,

snakes, will-o’-wisps, poisonous toads,

giant wasps, and minor demons of

many shapes and descriptions. All of

these creatures are under the control

of a Demon Lord named Zanassu.

Zanassu appears in the form of a great

spider, 15’ across and 6’ high, and is

61

Zanassu can gate in the following from 10 to 20, and are excellent horse- the rest are fighters of 1st to 4th level.
types of demons, up to three times per men and experts in desert survival. All are as adept at fighting on horse-
day per type: 1-4 Type I, 80% chance of There are dozens of such groups oper- back as on the ground, and all ride the
success; 1-4 Type II, 60% chance; 1-2 ating in the desert, and while they are finest quality Medium Warhorses (the
Type III, 50% chance; 1 Type VI, 10% usually strong rivals, they are not above desert heat is too much for Heavy War-
chance; 1-6 Babau, 75% chance; 1-10 banding together to take on a big cara- horses). The raiders (and the horses)
Chasme, 80% chance; and 1-4 Dretch, van if the situation calls for it. are dressed in silks, with some raiders
30% chance. The Spider Demon can wearing leather armor. The heat pro-
also summon, once per round, 1-20 of The raiders prey on caravans and hibits the use of anything heavier, so
any of the six types of spiders (Giant, other travelers crossing the desert, of- rings of protection, bracers of defense
Huge, Large, Phase, Giant Water, and ten shadowing a group for days, harass- and other magical protection items are
Giant Marine) he wishes. These spiders ing them with minor raids, giving the very highly prized by the raiders.
are under the permanent control of target no opportunity to rest, until fi-
Zanassu, and remain until he is killed or nally swooping in on the weakened Desert Raiders like to fight with
voluntarily releases them. prey. The victims are not always slaugh- curved scimitars that are the equivalent
tered; often, they are only robbed and of broadswords, and roughly half of
Should Zanassu be killed, he will not left with enough provisions to ensure any group will also be armed with short
be allowed to return to the Prime Mate- they can get out of the desert alive. Vic- bows. Raiders are not above the use of
rial Plane for 10 years. At the end of tims that are polite, don’t try to hide poisoned arrows, but there is only a
that time, however, it is certain he will valuable goods, and don’t kill too many 10% chance that any given group has
return to exact his revenge. raiders will usually be allowed to live. any.
Of course, there are some raiding
Characters groups that kill as a matter of course. In addition to robbing, Desert Raiders
These raiders are the least popular have also been known to kidnap people
Desert Raiders among their fellows, but they don’t (if they look rich enough) and hold them
seem to care. for ransom. Delivering a kidnap victim
The Desert Raiders are not one group, alive upon payment is a point of great
but a type of bandit common in the Ca- Desert Raiders are led by a fighter, honor among Desert Raiders; any
lim Desert. Typically, they number usually of 6th to 8th level. He will have raider group that does not safely return
two or three lieutenants of 5th or 6th a hostage will be hunted down by the
level, one of which may be a magic user; other groups and wiped out.

62



Index

Alchemists’ Guild . . . . . . . . . . . . . . . . . . . 11 Ilmater . . . . . . . . . . . . . . . . . . . . . . . . . . .24 Riatavin . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Alemander IV . . . . . . . . . . . . . . . . . . . . .22 Iltarch . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Ridge, The . . . . . . . . . . . . . . . . . . . . . . . . 18
Alemander, Prince . . . . . . . . . . . . . . . . . . 23 Iltkazar...........................50 River Ith . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Almraiven . . . . . . . . . . . . . . . . . . . . . . . .53 Imnescar . . . . . . . . . . . . . . . . . . . . . . . . . 10 Roldon . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Alzhedo . . . . . . . . . . . . . . . . . . . . . . . . . .4 8 Irphong, Sea Tower of . . . . . . . . . . . . . .44 Saradush . . . . . . . . . . . . . . . . . . . . . .21, 40
Amnur Citadel . . . . . . . . . . . . . . . . . . . . . 15 Ishla Hillfort . . . . . . . . . . . . . . . . . . . . . . . 15 Sea of Fallen Stars . . . . . . . . . . . . . . . . . 24
Amnwater . . . . . . . . . . . . . . . . . . . . . . . . . 8 Ithal Pass . . . . . . . . . . . . . . . . . . . . . .21, 42 Sea of Swords . . . . . . . . . . . . . . . .3, 21, 48
Arkaneus Silvermane . . . . . . . . . . . . . . .46 Ithal Road . . . . . . . . . . . . . . . . . . . . . . . . . 25 Sehne . . . . . . . . . . . . . . . . . . . . . . . . . 6, 52
Asavir’s Channel . . . . . . . . . . . . . . . .24, 41 Ithmong . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Shaar,the . . . . . . . . . . . . . . . . . . . . . . . . .4 8
Athkatla . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Kartak Spellseer . . . . . . . . . . . . . . . . . . . 13 Shadow Thieves . . . . . . . . . . . . . . . . . 8, 18
Azuth . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 1 Keczulla . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Sharess . . . . . . . . . . . . . . . . . . . . . . . . . . .5 2
Bane . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 4 Keltar . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Shining Sea . . . . . . . . . . . . . . . . . . . . . . .48
Beshaba . . . . . . . . . . . . . . . . . . . . . . . . . .2 4 Keshla Hillfort . . . . . . . . . . . . . . . . . . . . . 15 Shoon Empire . . . . . . . . . . . . . . . . . . . . . 50
Bhaelros.. . . . . . . . . . . . . . . . . . . . . . . . .51 Kilarche . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Silvanus . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Bicenta . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Knights of the Shield . . . . . . . . . . . . . 20, 47 Singing Rocks, the . . . . . . . . . . . . . . . . . . 60
Brost . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 6 Kzelter . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Snowflake Mountains . . . . . . . . . . 3, 21, 48
Calim Desert . . . . . . . . . . . . .48, 49, 52, 58 Spanner . . . . . . . . . . . . . . . . . . . . . . . . . .5 3
Calim River . . . . . . . . . . . . . . . . . . . .48, 52 Lake Esmel . . . . . . . . . . . . . . . . . .4, 10, 16 Spider Swamp, the . . . . . . . . . . . . . . . . . 61
Calimport . . . . . . . . . . . . . . . . . . . . . . . . .54 Lathander . . . . . . . . . . . . . . . . . . . . . . . . . 6 Starspire Mountains . . . . . . . . . . 21, 24, 45
Castle Spulzeer . . . . . . . . . . . . . . . . . 13, 19 Lawantha Silendia . . . . . . . . . . . . . . . . . .46 Suldophor . . . . . . . . . . . . . . . . . . . . . . . . 5 7
Leira . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Castle Tethyr . . . . . . . . . . . . . . . . . . . . . .42 Sulduskoon . . . . . . . . . . . . . . . . . . . . . . .25
Centarche . . . . . . . . . . . . . . . . . . . . . . . .53 Lhaeo . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 7 Sune . . . . . . . . . . . . . . . . . . . . . . . . . . . 6, 24
Centaur . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Mandrille . . . . . . . . . . . . . . . . . . . . . . . . .53 Survale Ford . . . . . . . . . . . . . . . . . . . . . .45
Chardath Spulzeer . . . . . . . . . . . . . . . . . 13 Manfred Arbustle . . . . . . . . . . . . . . . . . . 46 Sylvanus Moondrop . . . . . . . . . . . . . . . .46
Chauntea . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Manshaka.. . . . . . . . . . . . . . . . . . . . . . . .5 6
Chult . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 8 Taran . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Cloud Peaks . . . . . . . . . . . . . . . . . . . . 3, 4, 5 Marching Mountains . . . . . . . . . . . . . 52, 59 Tardeth Llanistaph . . . . . . . . . . . . . . . . . 46
Company of Eight . . . . . . . . . . . . . . . . . .45 Marilyn Haresdown . . . . . . . . . . . . . . . . 46 Tazo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 3
Council of Six . . . . . . . . . . . . . . . . . . . . . . . 5 Meisarch . . . . . . . . . . . . . . . . . . . . . . . 5, 19 Temple of the Divine Truth . . . . . . . . . . . 54
Cowled Wizards . . . . . . . . . . . . . . . . . . . 19 Memnon . . . . . . . . . . . . . . . . . . . . . . . . . .56 Teshburl. . . . . . . . . . . . . . . . . . . . . . . . . .5 7
Crimmor . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Messine . . . . . . . . . . . . . . . . . . . . . . . . . . 53 lessarch . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Dahaunarch . . . . . . . . . . . . . . . . . . . . . . . . 5 Molean . . . . . . . . . . . . . . . . . . . . . . . . . . .25 Tethir Road . . . . . . . . . . . . . . . 3, 11, 13, 21
Danter . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Monrativi Teshy Mir . . . . . . . . . . . . . . . 59 Tethyr Peninsula . . . . . . . . . . . . . . . . . . .24
Decarche . . . . . . . . . . . . . . . . . . . . . . . . .5 3 Mosstone . . . . . . . . . . . . . . . . . . . . . . . . .39
Deepshadow . . . . . . . . . . . . . . . . . . . . 8, 19 Thayze Selemchant . . . . . . . . . . . . . . .5, 19
Deneir . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 1 Mt. Speartop . . . . . . . . . . . . . . . . . . . . . . 17 Thorass . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Desert Raiders . . . . . . . . . . . . . . . . . . . . . 62 Murann . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Tome of the Unicorn . . . . . . . . . . . . . . . . 50
Djen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 0 Myrat . . . . . . . . . . . . . . . . . . . . . . . . . . ..25 Torbold Hillfort . . . . . . . . . . . . . . . . . . . . 16
Djendive . . . . . . . . . . . . . . . . . . . . . . . . . .5 2 Myratma . . . . . . . . . . . . . . . . . . . . . . . . . 39 Trade Way . . . . . . . . . . . . . . . . . . . . . . . . 25
Djendjen . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Nimarch . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Trademeet . . . . . . . . . . . . . . . . . . . . . . . . 13
Drow . . . . . . . . . . . . . . . . . . . . . . . . . . ..48 Nashkel . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 Trailstone . . . . . . . . . . . . . . . . . . . . . . . . . 13
Drudaches . . . . . . . . . . . . . . . . . . . . . . . . 5 1 Nashram Sharboneth . . . . . . . . . . . . . . . 23 Troll Mountains . . . . . . . . . . . . . . . . . . . 3 , 4
Druzir . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 1 Nelanther . . . . . . . . . . . . . . . . . . . . 5, 24, 43 Trollford . . . . . . . . . . . . . . . . . . . . . . . .4, 18
Eldath . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 4 Rrlmene . . . . . . . . . . . . . . . . . . . . . . . . . .4 0
Elven Council . . . . . . . . . . . . . . . . . . . . . .23 Nemessor, Sea Tower of . . . . . . . . . . . . .44 Tulrnon . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Ernest Gallowglass . . . . . . . . . . . . . . . . . 26 Niften . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Tymora . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Eshpurta . . . . . . . . . . . . . . . . . . . . . . . . 4 9 Order of the Blue Boar . . . . . . . . . . . . . . 20 Unarche . . . . . . . . . . . . . . . . . . . . . . . . . . 5 3
Esmelda . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Paddy Stoutfellow . . . . . . . . . . . . . . . . . . 46 Velen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Esmeltaran . . . . . . . . . . . . . . . . . . . . . . . . 10 Pasha’s Palace . . . . . . . . . . . . . . . . . . . . . 53 Vizier of Calimshan . . . . . . . . . . . . . . . . .54
Espedrille . . . . . . . . . . . . . . . . . . . . . . . . . 53 Pirate Isles . . . . . . . . . . . . . . . . . . . . . . . . 24 Volothamp . . . . . . . . . . . . . . . . . . . . . . . . 58
Fandar . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Plaza of Divine Ruth . . . . . . . . . . . . . . .55 Waukeen . . . . . . . . . . . . . . . . . . . . . . . 6, 13
Fang Pass . . . . . . . . . . . . . . . . . . . . . . . . . 15 Pornmarch . . . . . . . . . . . . . . . . . . . . . . . . . 5 Yeslipek . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Fangs, The . . . . . . . . . . . . . . . . . . . . . . . . 15 Zanassu . . . . . . . . . . . . . . . . . . . . . . . . . . 6 1
Forest of Mir . . . . . . . . . . . . . 21, 49, 51, 59 Port Kir . . . . . . . . . . . . . . . . . . . . . . . . . .4 0 Zazesspur . . . . . . . . . . . . . . . . . . . . . 21, 41
Forest of Tethir . . . . . . . . . . . . . . . 3, 24, 42 Pulan . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 2 Zonth . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 3
Golden Fortress . . . . . . . . . . . . . . . . . . . . . 9 Purple Hills . . . . . . . . . . . . . . . . . 21, 23, 43 Zoth . . . . . . . . . . . . . . . . . . . . . . . . . . . ..25
Gorge of the Fallen Idol . . . . . . . . . . . . .43 Purskul. . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Great worm . . . . . . . . . . . . . . . . . . . . . . . 53 Pythosaurus . . . . . . . . . . . . . . . . . . . . . . . 17
Gulder . . . . . . . . . . . . . . . . . . . . . . . . . . .2 5 Race,the . . . . . . . . . . . . . . . . . . . . . . . . .2 4
Rada . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 3
Rashturl Citadel . . . . . . . . . . . . . . . . . . . . 15
Red worm . . . . . . . . . . . . . . . . . . . . . . . . 53
Redoline . . . . . . . . . . . . . . . . . . . . . . . . . .5 3
Rekatik. . . . . . . . . . . . . . . . . . . . . . . . . . . 5 3

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