Targos, the only town other than Bryn Dale suspicious of all outsiders. Most
Shander to be walled; Termalaine, the can remember bloody battles against
most beautiful of the settlements, the barbarians and against the tyrant
sprawling with tree plantings around of Icewind Dale, Akar Kessell. They
the widely scattered houses that are think of visitors as trouble. Many are
placed behind rubble walls to protect fugitives from justice in warmer lands,
them against the winds; and Lonely- and all have had to be toughor die.
wood, the northernmost settlement,
whose buildings nestle into the trees The speaker (the title of the nomi-
of an isolated wood along the nal leader of the town) for Bryn Shan-
lakeshore. der dwells in the largest building of
the Ten Towns. Despite its pillared
The visitor will find life harsh here, porch, its no larger than a small inn
with the 8,000 or so folk of Icewind of the rest of the North.
150
The highlights of a typical day straw in the stables for visitors to sleep
include a trapper bringing a dozen in, and charge as much as 10 gp for a
hares into town to sell, or the towns rough meal in the inns taverns (in
boats bringing back a good knuckle- fact, in most places the inn and the
head catch for eating and scrimshaw. tavern are one and the samemost
The highlight of a summer month inn/taverns are closer to a rooming
might be an outlander bringing foods- house than anything else). Large
from warmer lands for those with bands can sometimes rent a ware-
coin enough to buy them. Snow- house, but theyll find nothing to
berries, rock moss, juniper tips, cold warm it with unless theyve brought
clams, weasels, hares, and the occa- their own wood. Most Icewind Dale
sional bear or elk are standard fare warehouses are sunk down into the
here, along with the fish that come ground to avoid the worst of the wind,
out of the lake. and are really only sod-roofed cellars.
Rumors persist of white dragon Bloodrils Snug Haven
lairs in the glaciers nearby that are Faelfarils Inn
crowded with treasure. Some, the Geldenstags Rest
whispers go, even feature abandoned The Hooked Knucklehead
heaps of frozen gems as tall as a The Northlook
house. The treasure descriptions
grow even wilder when people speak All
of the dwarven delves under Kelvins
Cairn and the Spine of the World. All of these inns are in Bryn Shander.
Sages of the North and elders of They are the oldest and least suitable
Icewind Dale have both reminded me houses in the settlement. They were
of the truths that have often been built by folk who hadnt yet felt a true
revealed behind such stories, northern winter. They stand tall and
warning me not to dismiss them. It is proud against the icy winds that lash
true that some adventurers come through them by way of a hundred
back from Icewind Dale rich beyond small chinks, leaving guests shivering.
their wildest dreams. Some of them
even live long enough to enjoy it. Mirabar
Places of Interest The greatest mining center of the
in Icewind Dale northern Sword Coast has sloped walls
as thick through at the base as many
Inns city blocks in Waterdeep. Defenders
can fire arrows down the walls, or, in
Except for those in Bryn Shander, all winter, pour water down them to make
the inns in the towns of Icewind ice slides. The land around the city is
Dale are places that the visitor will littered with mine heads, open
remember for a long time: They rent quarries, and heaps of slag and waste
151
rock. The city itself stands on a knoll on compound at Luskan. Thence, these
the north bank of the Mirar. Its linked exports travel by ship down the Sword
by good roads to its major mines in the Coast or over land via the Long Road.
Spine of the World.
The city also ships slabs of quarried
The mines of Mirabar yield up vast stone to anyone willing to pay the huge
quantities of almost all known metals costs of magically floating them to
and gemstones, so they are guarded Luskan, from whence they are shipped
against orc and monster raids by a south. Many palaces in Amn and grand
standing army, the Axe of Mirabar. At houses in Waterdeep and Baldurs Gate
1,000 strong, the Axe is a force of incorporate Mirabar stone. Mirabars
grim, experienced warriors who fight masons can supply precisely cut blocks
with crossbows, lances, and ham- of the particular stones, grades, and
mers, riding mountain ponies in hues desired, something local quarries
summer and rothé in winter. Mer- often cant do.
chant houses in the city keep another
500 trained soldiers under arms. Much of this stone comes from the
mines west of the city or south across
Mirabar is the richest city north of the Mirar. Worthless stone is crushed
Waterdeep, bar none. It sends bars of and used to repair and widen the
metal, fine gems, and metalwork of the gravel wagon roads. Crews work con-
highest quality by road to a fortified tinuously at this, except in the worst
winter weather.
Mirabar is a city of grim folk, hard
work, long hours, hard drinking, and
exhausted slumber. Theres little row-
diness and almost no crime. Visitors
are watched to make sure theyre not
thinking of creating either, or spying
for Luskan, the Zhentarim, Hellgate
Keep, the grasping mages of Thay, or
anyone else. Thieves, be warned! The
city employs professional thief-watch-
ers to tail you continuously, and
theyre very good at the task.
In the past, Mirabarran merchant
houses carried rivalries to the point
of open fighting in the streets and
mines, and bitter trials were held
here frequently. With the help of the
Harpers, several rivalries were
revealed to be the work of Luskan-
ites, Zhentarim, and even agents
from Hellgate Keep, skillfully manip-
152
ulating the Mirabarrans from behind council keeps Mirabar in the Lords
the scenes. Since those revelations, Alliance, viewing it as a vital lifeline
the rivalries have turned to a com- against overwhelming orc horde
mon front against the outside world. attacks and Luskanite aggression.
The miners of Mirabar are now on
alert for plots, attempts to sway or The marchion of Mirabar is Elastul
mislead them, and attacks or surveil- Raurym, who is always accompanied
lance by their rivals. They pay special by his Hammers, four henchmen
attention to Luskan, but they also named Djassar, Hulmm, Kriiador, and
watch the barbarians, subterranean Turvon. When he rides out of the city,
drow, and duergar looking for a way he goes accompanied by 64 warriors
to invade the city. who wear platinum-coated full plate
armor.2 The marchion also brings
Mirabars trading decisions have a along two of his Hammers, leaving the
long and far reach across Faerûn. other two behind in the city to act as
Many a would-be conqueror has been war captains. Fortunately, the mar-
thwarted by the disapproving miners chion only leaves the city once a year.
of Mirabar, as Mirabars enemies
often abruptly have difficulty acquir- After the council meets in the fall,
ing metal and weapons save by force. the marchion rides south, carrying the
word of the Council. He also negoti-
Some 19,000 humans and more ates trade agreements with rulers who
than 4,000 dwarves dwell together in have need of Mirabars metal, and can
relative harmony in Mirabar, working trade luxuries Mirabar lacks to get it.
the earth shoulder to shoulder. Rival-
ries over forge skill are common, but The Council of Sparkling Stones is
all regard fellow citizens as friends and an elected assembly of 42 folk. The
the rest of the world as unfriendly (or marchion is their chief justice and
even as foes). Treachery would be mouthpiece. Ten of the present coun-
unthinkable to a dwarf of Mirabar, and cilors are dwarves (two females and
it is hard to tempt even the poorest eight males) and the rest are human
human in the city. (14 women and 18 men). Prominent
Councilors include Agrathan Hard-
The folk of Mirabar are ruled by a hammer, a dwarven priest of Dumath-
marchion, but true power in the city is oin; Dunstun Forgebar, a dwarven
held by the elected Council of Sparkling priest of Vergadain; Shadrar Thunder-
Stones. This council meets each fall to sar, a warrior; Heldorn Goldsun
plan out the amount of metal and stone Thaerntyl, an adventurer; and Elyth
to be hauled out in the year ahead, and Talboskh, Pheln Aldtorth, and Maern
to whom those assets will be sold. The Hammaver, all merchants.3
2Elastul Raurym is an LN hm F14. Hes a fat, lusty, red-bearded man who loves pleasure and money. His Ham-
mers are all LN hm F6s. They are veteran generals, unshakeably loyal to Elastul and to Mirabar.
3The named councilors are: Agrathan Hardhammer, LN dm P12 of Dumathoin; Dunstun Forgebar, CN dm P10
of Vergadain; Shadrar Thundersar, LN hm F14; Heldorn Goldsun Thaerntyl, NG hm F9 (dual class; formerly
both a W8 and a T3; his nickname comes from his long, curly, blond hair and the two sun blades he wields at once
in battle); Elyth Talboskh, CN hm F4, merchant of Talboskh House; Pheln Aldtorth, LN hm F6, elderly merchant of
the Manyheads Merchant Collective; and Maern Hammaver, CG hm W5, representative of Hammaver House.
153
Proceedings are by informal hanging offense, and I could find
debate, followed by a round of forma1 none outside Candlekeep and the
speeches firmly kept short, and then vaults of noble families in Waterdeep.
a secret ballot. The Council typically The agents of Mirabar have quietly
takes four days, ending with a feast. done a very thorough job of destroy-
Voting for positions on the Council is ing all maps of the city, so none
held in the spring, but the newly appear herein.
elected members dont take office
until after the next Council, in the fall. I can say from my visit that the city
Attacks on Councilors are punishable has tall, slate-roofed buildings of fitted
by instant execution, which prevents stone opening onto cobbled streets.
plots against Councilors-elect before The city is set within concentric rings
they take office. of defensive walls so that beseiged
defenders can fall back from the outer
Mirabars fleet is based in the out- wall without leaving the city
ermost northern reach of Luskans unprotected. A walled, well-guarded
harbor, where the city has an armed food garden grows in the center of the
enclave. It also has fortified bases on city. Guards told me that the garden
Ruathyrm and Mintarn. The backbone keeps Mirabar less dependent on
of the fleet is 30 heavy, ore-carrying imported food. Luskan had tried to
cogs. All of these have fortified bow starve out Mirabar several times in the
and stern castles, rams, and hurling past, and Mirabarrans grew tired of
armaments. Mirabar also has 30 eating fungi brought up from the
smaller craft, mainly fast coasters and Underdark, so the garden was
caravels. commissioned. The area also features
well shafts that bring up water from
The high captains of Luskan often the deep Underdarkwater warmed
threaten to seize Mirabars fleet and by the heat of the depths!
seal off the harbor to it unless the
annual harbor fees arent paid well in In the center of the garden is a shrine
advance. As the fee is now 76,000 gp to Chauntea, and the city also houses a
per year, and it has been paid in shrine to Tymora. The only other tem-
advance for the next two decades, ples in Mirabar are underground, and
feelings in Mirabar are building they venerate the dwarven gods.4
towards war with Luskan. Mirabar is
quietly hiring mages with battle expe- The Royal Badge of Mirabar is an
rience. The mages are then paid upright, double-bladed axe with a
handsome annual salaries to tutor pointed haft and a flaring flat base. It is
lesser wizards and add to the magical customarily rust-red on a black field,
defenses of Mirabar in anticipation of though the field is sometimes a deep
the strife to come. For security rea- purple, or white on ship pennants.
sons, publishing maps of Mirabar is a
In all honesty, though, theres not
much to see in Mirabar except in the
4For details of the dwarven deities, refer to FR11 Dwarves Deep and to DMGR4 Monster Mythology. Where
details conflict, follow FR11, which details the deities that are manifested and worshipped in the Realms.
154
private homes of the wealthy and the Landmarks
business offices of merchant houses.
There youll see gems and polished The one spot of color in town (aside
rock inlays to rival the richest palaces from window boxes) is the walled
of Faerûn, plus exquisite metal sculp- food garden at the center of town, but
tures and mechanical toys worth no ones allowed within throwing
thousands of gold coins. Metal birds distance of that, except along the
sing in these places of wealth and statue-lined avenue that leads to the
ostentation, bell trees play different Hall of Sparkling Stones. That massive,
tunes depending on which sculpted domed, stone fortress stands at the
leaf you push, and so on. They also center of the city on a raised
feature gilded furniture and taps eminence or knoll, looming
from which water runsall the luxu- watchfully over Mirabar. It looks for
ries one can imagine.5 The streets, all the world like a giant, watchful
however, are cold gray stone, with guard in helm and full plate, his shield
rock dust everywhere. drawn up before his face. Inside, its
5A word of warning to the acquisitive: Many Mirabarrans devise little tests for their guests. They set out small
and valuable sculptures, gem-adorned hand mirrors, combs, toothpicks, and other baubles, and then watch to see
if anything goes missing. On that observation, they base their opinion of the honesty of the guest. Ye have been
warned, as Elminster would say.
155
soaring central hall reaches to the hand crossbows loaded with sleep-
roof, where a magnificent, many-hued venomed bolts, to prevent problems.
glass window depicts the double axe
of Mirabar encircled by flying dragons The rest of the city is row upon row
of various hues. The window casts its of frowning buildings. The streets nar-
polychromatic light onto the ring- row as one goes towards the center of
shaped Council table below. The the city, and then they end at a wall.
polished, black marble table is Theres a circular street running
pierced by four passages to permit around the ring wall to a staggered
access to the podium at its center. entrance, where another street starts.
One street looks very much like
The chamber floor is inlaid with another. The observant traveler will
scenes traced in gold, silver, electrum, see an image carved in the wall at the
copper, platinum, mithral, and head of each street, so one can find
adamant. The pillared, sculpted walls the Street of the Griffon, the Street of
feature balconies stacked above each the Manticore, the Street of the Flame,
other at least six high. There may be the Street of the Anvil, and so on.
seven levels, but it was dark, and the
roof very high above me. Tiny beljurils The city has four gates. Sunset Gate
(stones that give off absorbed light from is on the west; Northgate is where the
time to time in little winking flashes) mine wagons rumble in and out almost
have been set here and there about the ceaselessly; Eastgate is where the orc
chambers walls and balconies. watch is mounted and most of the
army is quartered; and the River Gate
This is the marchions palace and guards the bridge across the Mirar.
courtroom; the state chamber of
Mirabar, where important visitors are Most of the taverns in Mirabar are
received; and the meeting place of the marked by a simple tankard sign-
Council. It is the most impressive board. These are places where
roomin terms of grandeurthat exhausted women and men go to have
Ive seen in my life thus far. The archi- a pint of ale or a whiskey and to
tects set out to impress the visitor and soothe aching limbs before stumbling
succeeded with awesome ease. home to bed. Theres no entertain-
ment, not much talk or noise, and
The many balconies are crowded nothing exciting to see or hear. Folk
with Mirabarrans during the Council are too tired to fight or talk much.
and at important trials. They share
floors with small, wooden panelled Mirabar has many, many smithies,
meeting rooms. Im told that these metalworkers, enamellers, chasers,
rooms have secret passages between etchers, stonemasons, and so on, each
them where Mirabarran agents listen, with his or her own shop. There are
armed with wands of paralyzation and more dwarven artisans in the First
Below, the uppermost subterranean
6The city has six subterranean levels: the First Below, the Second Below, and so on. Ultimately, they connect
with the Underdark via many branching, descending passages. The determined, lucky, and powerful traveler can
travel underground from Mirabar to Ironmaster, Waterdeep, or even far Tethyamar (continued on next page)
156
level of the city.6 It would take more armed with wands of paralyzation.
than a year just to find and set foot in These 10 women wait outside for any
all of these shops. thieving patrons to dash out. The
secured room is full of glittering steel.
Mirabar is a city of hard work, with There are hundreds of swords and dag-
a grim, gray efficient manner. It also gers of all sizes, finishes, and prices.
has a heart of gold and precious things
held guarded within, like the Mirabar- The Place
rans who live there. Having visited this
rough gem of the North, I can now The front room has polished, panelled,
understand the quiet, unshakable wooden vvalls, and a continual light
pride I once heard in the voice of a spell cast on the ceiling that gives a
dusty merchant in a noisy Waterdeep bright, steady radiance. A special spell
tavern, when he said, Ive come all the cast on the room by a wizard friend of
way from Mirabar. I live there. Zespara allows her telekinese any
blade she has made, or helped to
The House of the make, into her hand. This works only
Bright Blade while she is in this room. Blades will
float smoothly to her. She can use this
Shop ability not only to impress customers
and pull down high-hung blade with
This establishment is probably the ease, but also to raise a blade barrier at
most popular shop in Mirabar among will or to prevent any of her blades
human tourists. The House of the from being used against her; they sim-
Bright Blade is widely known in the ply will not strike her body.
North as the place to get swords that
seem to have been made just for you. The Prices
Its the smithy and shop of the noted
swordsmith Zespara Alather. She toils Swords and daggers of all sorts are
here with the aid of six female available here at premium prices.7
apprentices. Two of these are Zespara and her oldest apprentice,
humans and four are dwarves. the magnificently bearded she-dwarf
Calauthra Morgyr, can expertly
The front room is guarded by six choose a weapon with the right reach
warriors in full plate armor and four and weight for a customer. Blades can
unarmored, undercover ex-thieves
6(Continued) in the Dragonreach without seeing the sun.
Mirabarrans refer to near reaches of the Underdark, patrolled by the dwarves of the city, as the Seventh Below.
This has led to expressions such as hes sunk beneath the Seventh Below to denote a depressed, unlucky,
depraved, or penniless person.
Rumors persist that an alhoon (mind flayer lich) lurks below the city, enslaving the minds of dwarves it catches
unaware, and sending them up into Mirabar to do its bidding.
7To find the price of any weapon in Zesparas shop, consult the price lists in the Players Handbook and add
6 + 1d4 gp to the price given.
157
also be custom-made in two days for of an imprisoned mage, put there for
triple the usual cost, or in seven days his own protection by Zesparas
for double the usual cost. wizard friend.8 This mage will refuse
to give his name or otherwise reveal
All of Zesparas work is of the finest anything of his own nature. He will
quality, with clean, spare styling. chitchat with clients, though. He is
Sadly, she does not ornament blades bored, and loves to hear about
with gems or other gewgaws that happenings in the Realms,
might ruin their balance or utility, or particularly adventures, humorous
wink back light betrayingly when occurrences, and whats going on in
drawn. She will, however, craft hilts Thay. He will trade information for
and pommels with beautiful, sweep- information, and is full of mage-lore
ing-curve designs. about Thay, Aglarond, and Altumbel,
where a lot of Red Wizards have
Travelers'Lore hidden their refuges.
One of the blades in Zesparas shop is Zesparas shop stands atop the
a speaking sword. It contains the soul site of an old, abandoned temple to
8He broke ranks with the Red Wizards of Thay, and one member of that group has a tracer spell that can find
the hidden mage when he is in his own form. The fugitive will continue to hide until that one Red Wizard of Thay
is dead.
158
Auril. The temple can be accessed Travelers and miners with money
via a trapdoor in the floor of the to spare and a thirst for drink and
passage between the shop and the enticement find their way to this
smithy. Worshippers of the exciting place. By day, its a quiet spot
Frostmaiden keep returning to to chat or plot over a few drinks, but
worship in the temple, and after dusk, it fills up quickly with folk
Zesparas apprentices keep having to who want to party.
drive them out, along with the aid of
the dwarves who live in the First The Place
Below nearby. Aurils followers seem
to be searching for something, as The landmark feature of this estab-
they attack the temple walls with lishment is the glowing giant goblet
pickaxes and prybars. Perhaps they out front. Behind its golden glow, the
seek hidden treasure or sacred Goblet rises darkly and impressively.
items of power left behind by earlier Its built of black stone with smoothly
worshippers of Auril. finished edges and a curving roof in
the form of a giant helm.
The Goblet and Gems
Inside, it has carpeted halls, dim
Tavern/Festhall lighting, sound-deadening pillows,
tapestries, and smooth, stone walls.
This is the only exciting and Glowing glyphs indicate the jakes and
impressive-looking tavern in Mirabar. exits.
Its magically lit, golden goblet
signboard beckons to passersby. The Prospect
Inside, theyll find a crowded room
filled with music and dancing. There This is the only wild place in all of
are many side booths where folk Mirabar. The soldiers like a place to
drink and enjoy the company of the be rowdy, but they also like to confine
Gems the place is named for. These such potential trouble to one well-
skilled professional escorts hail from watched place. This, hopefully, pre-
across Faerûn. There are fair- vents enemy agents from instigating
skinned Northerners and petite, riots that might cover attempts to loot
golden-skinned exotic beauties from or set fire to places in Mirabar, or
far Kara-Tur. Each booth has a back attempts to slay Councilors or impor-
way out for trips upstairs or for fast tant merchants.
exits. Most of them link to the
gambling rooms under the dancing Each Gem is a spy for the Council,
hall. well paid and expertly coached on
observing, remembering what is seen
and heard, and on self-defense.9
There is a secret rope-and-pulley ele-
9Each Gem is at least an F3; most are F4s and F5s. Some show this openly, and enjoy sparring with customers
they know well, but most hide their skills until attacked.
159
TheProvender
Food here consists only of bacon
twists, spicy fried frogs on skewers,
crackers, and tangy cheese slabs
(called salties) intended to make one
drink more. The drinks are all house
liquids, but theyre good indeed.
Theres an ale, a lager, a stout, a red,
a white, a sherry, and even an
imitation zzar.
ThePrices
Prices for drinks are 6 sp per tankard
or tallglass, or if two are ordered at
the same time, 5 sp each. The food is
1 sp per small plate, regardless of
what is ordered. Rooms are available
for 2 gp per hour.
vator hidden behind tapestries on Travelers' Lore
each floor, and a ready detachment of
12 Axes can arrive from their quarters The Goblet was the favorite drinking
in the basement in a very short time if place of Arendoum the Archmage a
an alarm bell is rung on any floor.10 decade ago. The man wore a skull
mask and turned all who displeased
The Gems taproom is usually a him into worms or slugs. Before he
deafening party of drinking, dancing, disappeared into another plane, he
games of tag, wrestling, and throw- hid a magical gem somewhere in the
goblet. The halls sometimes get used Goblet.
for wild tag games, but are otherwise
quiet and private. Festhall rooms have Its a self-replenishing gem of
locking doors and are soundproofed. spellstoring, able to hurl killing spells
Each has at least two spyholes Gems stored within. It can glow with a soft
can listen at. Theyre instructed to lis- green faerie fire- like radiance, or emit
ten to any gathering for talk of unlaw- a feather fall effect whenever grasped
ful acts or business hostile to and willed to do so. Many have
Mirabar. searched for this gem, but it eludes
all detection magic. Its called the
10These soldiers are six F3s and six F4s. They dress in chain mail and are armed with maces, warhammers, dag-
gers, short swords, and hand crossbows with 14 sleep-venomed bolts each (save vs. poison at -3 or fall senseless in
1d4 rounds; slumber lasts for 1d4+ 1 turns, despite any wake-up attempts; a successful save means target is
immune to this venom for all contacts).
160
Mythongh Duarba, after its dead clearly marked at all stairs by an
maker, whom the mage Arendoum arrow accompanied by the drawing
seized it from. of a bowl of soup with steam rising
from it.
The Sign of the
Forgehammer TheProspect
Inn The Hammer is as warm and snug as
any inn this far north, but its always
Visitors to Mirabar who arent staying gloomily lit. Candle-lamps are
in the homes of Mirabarran hosts or plentiful; each room comes with two
the guesthouses of merchant candle-holders, a candle-lantern, and
companies are firmly directed by a dozen candles, replenished daily.
soldiers of the Axe to go to this inn. Guests get comfortable, private rooms
The Hammer stands with stables, with a daily hot-water bath.
stronghouse, and kitchen garden in
its own walled compound just inside TheProvender
the River Gate. Guests are discreetly
watched by Mirabarran agents. The fare in the dining room of the
Hammer is fairly standard for a
The Place northern inn: whole roast boar or
deer, or lacking these, ox, mutton, or
The walls of the compound are horse steaks. Theyre served with
adorned with the symbol of the inn. fowl such as pheasant, goose, and
Its a vertical hammer, head grouse, and small meats like muskrat
uppermost. The same symbol or hare on the side.
appears on the stout, copper-plated,
double doors of the inn. Beyond them The high points are a surprisingly
is a dimly lit network of stone spicy, cold potato-and-greens salad,
chambers, interlaced with chimneys, and a delightful curry of golden rice
fireplaces, and dark, narrow stairs (the hue comes from the many eggs
winding up and down between the used), lamb kidneys, almonds, and all
rooms. The inn is cool in summer the kitchen leftovers.
and warm in winter, and guests
rooms have bear-pelt rugs and The Prices
canopied beds for warmth and
comfort. Meals in the dining room cost 1 gp
per head, plus ale or wine at 4 sp per
The layout of the inn is rather tallglass or tankard. If one rents a
confusing, discouraging guests from room, the meal is included in the
visiting one another. There is a dining price of the room, along with stabling,
room by the entrance. The way to it is baths, and laundry. The total fee is 7
gp per night.
161
162
The Interior
his is the last frontier of Quaervarr. The Heralds Holdfast is
the Sword Coast lands. not covered in this guide, Im afraid,
It is a remote and because they wouldnt let me in.¹
mountainous region The Interior is also home to three
where orcs breed in places I did manage to visit, albeit
only quickly. I suspect Id have to be a
numbers enough to bring great Harper to fully appreciate Everlund
hordes down on the human habita- and Silverymoon. Weather and orcs
tions every decade or so. Here, the imperiled my visit to far Sundabar,
isolated ruins of long fallen human too, so its entry here is necessarily
cities stand, while dwindling num- brief.
bers of dwarves cling to a few small
parts of their once proud holdings. An energetic adventurer could
Dwarven legends still speak eagerly spend several lifetimes scaling moun-
and frequently of the rich metal ores tains and battling his way through
and gems that lie waiting under the nameless, orc infested valleys, and
mountain peaks. still not see all of the Interior. It is
rumored to be the home of giant
That wealth alone seems to attract bears and the last place where
folk to the inhospitable fastnesses of dragons can be found in numbers. It
the Interior. Ive ventured only on the is also the place where many of the
best trails and into the largest settle- truly powerful archmages (such as
ments in this land. This is adventur- Tulrun, who once dwelt in proud
ers territory; its hidden ways and Myth Drannor2) make their remote,
beauties are largely beyond the scope well-guarded homes.
of this guidebook. Perhaps another
two decades will bring forth a new Even in summer, the lands of the
kingdom of dwarves or humans here, Interior are given to sudden storms
or perhaps by then, all but Silvery- and blizzards. The unspoiled alpine
moon may be swept away. meadows and craggy, pine-clad peaks
seem endless. There are tales of
A few settlements of the Interior entire valleys and keeps hidden away
are covered in the section of this from the knowledge of humans.
guidebook entitled Other Places of
Note in the North. These places There are also known ruins. Most
include Citadel Adbar, the Citadel of have been stripped bare of anything
Many Arrows, Deadsnows, Jalanthar, that can easily be carried off by raid-
Mithral Hall, Olostins Hold, and ing orcs. A few still hold guarded or
¹Elminster notes that readers interested in knowing more about the Holdfast are advised to examine FR4 Code
of the Harpers. It holds more information about Everlund and Silverymoon, too.
²Elminster says those bold enough to want to find out more about Tulrun and his magical tent are on their own:
I wasnt about to inflict Volo on him; for his trouble tutoring me, he deserves some reward.
163
hidden treasure. Orcs lair in some, or obstacles or sink into watery graves.
keep clear of others because of the Many tales (no doubt grown greatly
undead who walk there. in the telling) describe mighty magic
left behind by elves who took to
Surprisingly, the greatest city of ships that sailed the stars an age
the North rises out of these raw ago, never to return. Some accounts
wilderlands. Its a place with culture even say some of their skyships
and wealth echoing that of lost Myth remainships, the tales insist, that
Drannor. Silverymoon is a city that are alive! The truth of all this awaits
minstrels dream of playing ina adventurers valiant (or lucky)
place of song and magic and learn- enough to find the peaks.
ing. Its worth even the long trip
from the Dragonreach lands, or More pragmatic guides of the
from the shores of the Shining Sea. North speak of a known underground
It would teach a lesson to those who city (akin to Gauntulgrym, under the
customarily sneer at the cities of the Crags south of Mirabar) in the heart
North as the chilly, filthy hovels of of a peak northeast of Silverymoon. It
barbarians. is now infested with monsters, bred,
some say, by fell powers. There are
One popular tale of the North is alhoon, perhaps, or nagas, armed
that of the Moondark Mountains. No with several deepspawn
sage is sure just which of the thou-
sands of peaks visible from the upper This city was once home to
River Surbrin are the Moondarks, but dwarves, humans, and halflings, who
whoever finds them will be rich and called it Tzindylspar. They dwelt there
powerful beyond the dreams of together, mining gems from a natural
avarice. Their forested slopes hide vein of rubies deep in the mountain.
abandoned elven citadels full of spell Most of the rubies used in Calimshan
books and lost swords of power. The as currency, or to adorn the pectorals
magic there is said to be far more of Calishite women, were taken from
strange and powerful than that left to this mine.
the elves today.
There are also stories of clifftop
The tales speak of bracers that kingdoms ruled by winged folk. The
allow the wearer to fly. The same easternmost mountains of the Inte-
items call into being full plate rior are known to offer the richest
armor out of nothingness, and hurl concentration of griffons in all
bolts of felling force. The Moondark Faerûn. Cloud giant castles are some-
citadels also safeguard scepters that times seen drifting over these eastern
unleash claws or whips of life- peaks, and every so often, dragons
draining force. The scepters can will be seen in full, magnificent flight
also encase foes in stone, and then among the clouds, winging their lone
hurl them away to shatter against and splendid ways into or out of the
3Alhoon (illithiliches, or mind flayer liches) are detailed in the Ruins of Myth Drannor boxed set. Deepspawn
appear in FRll Dwarves Deep and in the revised FORGOTTEN REALMS® Campaign Set box.
164
most remote peaks. Everlund
Travelers in this region should
Everlund is a walled city of 12,000
beware of attacks from orcs, humans, elves, half-elves, and
bugbears, goblins, monsters of all halflings, with a scattering of other
sorts, barbarians, raiding bands from races. It lies due south of Silvery-
Hellgate Keep, and large expeditions moon, on the banks of the Rauvin.
mounted each year by the Cult of the
Dragon to seek dragons and their Though its the smallest and
treasures in the high valleys. weakest of the cities of the Interior,
Everlund is as tolerant as Waterdeep
Large groups of travelers should of various peoples, races, and
never camp without at least a triple religions. This is an attitude well
watch. Fires should be doused, for befitting a caravan trading center.
their light calls death from miles Everlund is the home base of many
away. Lone travelers are advised to caravan masters, guides, hunters,
break their scent by crossing water mercenaries, adventurers, and
several times, and to sleep on a Harpers. The standing army of 2,000
rocky height, or better, on a ledge diligently seeks out and slays raiding
sheltered from above. Most of us, as orcs, goblins, bugbears, trolls, and
the ballad goes, have only one life to other monsters of the wilderlands.
lose.
165
Another 250 adventurers and flower gardens, and little bowers
mercenaries can be called upon in (lawns encircled by screening stands
times of need. Everlunians are known of trees).
to fiercely defend their city, and are as
wise in the ways of the wilds as any The inns and taverns of Everlund
Uthgardt barbarian. are on its outskirts, by the wall, and
the center of the city is quiet at
Many adventurer-mages, bards, nighta place where lovers and
and rangers dwell here, under the six plotters walk and talk, Im told.
Elders who rule Everlund. The Homes and shops rise out of the
Elders keep it part of the Lords greenery in pleasant little clumps, so
Alliance, actively opposing both the that one might be in a village in the
Zhentarim and the Arcane Brother- Dales rather than in a city of the
hood. North. Theres plenty of space for
children to play in. Although the lanes
Somehow word got around that I curve and meander, its hard to stay
was a Zhentarim agentvile slander, lost for long: broad, straight caravan
I assure youso my visits to Everlund roads cut through this pleasant
and Silverymoon were necessarily scenery like the spokes of a wheel.
hasty and largely covert. I did learn Everlund is a beautiful city, with more
that Everlund is a city of trees, wild-
166
trees and grassy space than Id ever Places of Interest
seen in an enclosed space before. I in Everlund
wish Id had a chance to know it
better. Shops
Landmarks The Bent Bow
Bowyer
The city has five gates: Bridge Gate,
Upriver Gate, Mountain Gate, Silver This is an excellent archers shop,
Moon Gate, and Downriver Gate; a opening onto the Bell Market. It is
quick look at the area map should known for its everbright (nonrusting)
make it obvious which gate opens in arrowheads, some of which can be
what part of the city wall. enspelled so that they can be located
from afar (in other words, if an
I wasnt allowed to approach archer shoots an arrow into someone
some places in Everlund close or something, it can be magically
enough to report on them properly. traced). The Bent Bow is also known
These include the Harper fortress of for its custom-made bows, which can
Moongleam Tower (at least, I think be designed to pull to the desired
thats what its called)4 and the Hall weight of the purchaser.
of the Elders, the seat of
government in Everlund. The latter Hethmeirs Highboots
is a low, circular building at the Corvisor
heart of the city. Hard by it stands
an old, battered keep that serves as This is the best place to buy boots
the armory, and next to that are the north of Waterdeeptruly a first-
six large barracks of Everlunds class corvisor! (For those where were
standing army. not aware, a cobbler resoles shoes,
repairs shoes, and sells premade
There is a great bell used to sound footwear; a corvisor takes ones
the call to arms or, when battle goes measurements and makes custom-
ill, the retreat. The bell hangs in a made boots to order.) In fact, these
frame in the open space beside the boots are as good or better than any
barracks, and it gives its name to the found elsewhere in Faerûn. Hethmeir
space: the Bell Market. This is the and his four nimble-fingered
chief produce fair of the city. assistants can work with incredible
Opening onto the Market is All Faiths speed. An adventurer who brings
Hall, a shrine for the use of all good them a dead beast and wants boots
worshippers. The two remaining made from its hide can expect them
places of worship, located by
Downriver Gate, are a shrine to
Mielikki, the Ladys Tree, and a
shrine to Malar, the Bloody Hunt.
4For more about this and features of Silverymoon, as well as the Heralds Holdfast, see FR4 Code of the Harpers.
167
within three days. The price varies by best build a tavern to accommodate
size, design, and finish, from 50 gp a Sordars drinking supplies. Sordar is
pair upward to as much as 1,000 gp a long dead, but his cup (about the size
pair! of an upturned war helm) can be
seen on display here.
Taverns
The Stag at Bay
The Dreaming Dragon
The Dragon is located nearest to the Named for a sumptuous tapestry
Downriver Gate, and is beloved of hung on its taproom that depicts an
elves, halflings, and the whimsical. elven hunt, the Stag is located near
The Dreaming Dragon is the place to the Silver Moon Gate. It caters to visit-
go if you love good harping and the ing hunters, adventurers, and those
eerie ballads of yesteryear. Its whod like to fool themselves into
elverquisst is of the finest quality. thinking theyre intrepid. Patrons
outdo each other describing the per-
Mykhyns Sorrow ilous adventures that have befallen
them in the Savage Frontier.
Myklryns, next to the Downriver The Old Sword Sheathed
Gate, is named for a human man who
drowned in the River Rauvin while This tavern stands just inside Down-
sailing downriver to see Waterdeep. It river Gate. Its a tavern like all of
was his sorrow that he never made those youve heard of in wonderful
it there. His widow used his money to fireside tales. The Old Sword is a
build this tavern. Shes dead, but her ramshackle place where everyones
three daughters run it now. Harpers a friend, the dart and dice games
are most welcome here. never stop, elders are always telling
tall tales and young people are
Sordars Cup always trading jokes. It serves a huge
wine list and something wonderful
Sordars Cup is a quaint tavern called butternut beer. I was
located by the Mountain Gate. Sordar enchanted, and urge everyone who
was a local dwarf of legendary capac- strays into the Interior to make a
ity for drink. He once won a bet by special trip to try it. Folk in Everlund
drinking three entire casks of wine in say the tavern is where youll meet
one evening. When he repeated the your mate for life. I saw plenty of
feat the next night, the odd human adventurers, ladies of the evening,
whod lost the bet decided he had colorful old souls, and other interest-
ing folk there, too.
168
Inns
By and large, the inns of Everlund are
better than in most cities of the
North.
The Battered Hat
Guides such as the famous defender The Olorin
of Everlund, Ruldorn the Storm
Ranger,5 like to gather at this inn. Its This is a large, new inn, near
run by two halfling families, and its Mountain Gate. Many travelers end
decorated with dusty old stags heads up here when they cant find room
and older maps. It stands just inside elsewhere. Though its new and
Silver Moon Gate. clean, its rather soulless. All of its
furnishings were bought from a
The inn is named for a piece of shop in Waterdeep and brought to
dilapidated headgear that can now Everlund by river barge, but
be seen perched atop a wyverns unfortunately, they look mass
skull on the lobby wall. It was all produced.
that Nander Gultree, the halfling
who built the inn, managed to wear The Phantom Knight
out of his first encounter with a
dragon! This inn, by Bridge Gate, is named for
its ghost. Its haunted by a silent,
Danivarrs House
This is the oldest and largest inn of
the city. Its a rambling mansion
joined to the one next to it by a
number of rickety, covered, flying
bridges. Its got a loyal clientele, and
its almost always full. This is the
place to go if you want to meet
interesting people (retired
adventureres, elves who think they
have a royal claim to thrones that no
longer exist, and gnomes with
delusions of grandeur).
5A description of Ruldorn is in Appendix I.
169
mustached apparition in full plate elves, gnomes, halflings, and dwarves
armor who appears to guests who all dwell in peace together.
will soon face great danger. He makes
warning gestures, sometimes Much of this peace and goodwill is
pointing helpfully to needed or due to the influence of powerful local
important items. mages, such as the Mistmaster and
Shadowcloak, and the Harpers. Both
The Knight is a large place, known forces are allied with the kindly,
for its fresh, hot bread, its cream pas- diplomatic ruler of Silverymoon, High
tries, and its hot baths (each room Lady Alustriel. She is a mighty sorcer-
has its own copper tub). The inn is ess, and is rumored to be hundreds
popular with caravan merchants and, of years old.
adventurers alike.
The oldest part of Silverymoon
The Seeking Arrow stands on the north bank of the Rau-
vin, at the place where its usual
This inn, by Downriver Gate, caters to northward flow turns abruptly west.
rangers, hunters, and guides. It The newer part of the city is primarily
stands between the Ladys Tree (a warehouses, paddocks, and caravan-
shrine to Mielikki) and the Bloody related businesses. The two sections
Hunt (a shrine to Malar). Its walls are are linked on the south bank by the
adorned with many trophy heads, famous Moonbridge, a magical con-
and its lobby desk is a glass case struct of usually invisible force that
containing a wolfs skeleton of truly shines silver in the moonlight. The
astonishing size. The wolf (killed by central span can be turned off to
the proprietors father) looks to have protect the city from invasion or to
been as large as a bear. Warning: One allow tall-masted ships to pass.
of the inn staff is a rather simple soul
who likes to put a stuffed snake in a Silverymoon is also protected by a
random bed that he makes every number of wards that detect the pres-
morning. ence of evil beings, and the uses of
magic in certain areas. Ive been
Silverymoon unable to learn much about the
wards, but rumor in the city has it that
This city of 26,000 is often called the a strong mythal is in place around that
Gem of the North. Its a beautiful city part of the city east of the great open
of ancient trees and soaring towers, Market. Its a permanent magical field
with curving lines in almost all its like the one that cloaks Myth Drannor.
stonework. Silverymoon is consid- It augments some magic, turns other
ered the foremost center of learning spells wild, and negates still others.
and culture in the North. Its a happy Certain areas in the High Ladys Palace
place where humankind, elves, half- have an Inner Ward that requires pos-
session of a token to allow entry at all.
The rest of the Palace is heavily
guarded by mages.
170
Silverymoon 16. Helmers Wall
17. Miresks School of Thau-
1. The High Ladys Palace
2. The Star Court maturgy
3. The Market 18. Utrumms Music Conserva-
4. The Docks
5. Arkens Invocatorium tory
6. The Moonbridge 19. The Dancing Goat
7. The Golden Oak Inn & Temple 20. Mielikkis Glade
8. East Garrison Barracks 21. Adbar Trading Coster
9. West Garrison Barracks 22. Fortune Hall
10. Sundabar Commons 23. The Halls of Inspiration
11. Ladys College 24. The House Invincible
12. The Map House 25. The Tower of Balance
13. Vault of the Sages 26. The Silverglen
14. The Inn of the Wayward Sages 27. The Temple of Silver Stars
15. The Bright Blade Brandished 28. Dawndancer House
29. Everdusk Hall
30. The Hammer and the Helm
171
The citys army is the Knights in most and points to the right and
Silver. They number over 500, and down, a single star sheltering under
patrol for seven days ride around the its uppermost horn. The moon and
city. They are assisted by many star are both silver, and are displayed
Harper scouts and mages. When they on a royal blue field, or graven in
must turn back orc hordes, awesome stone to mark the boundaries of Sil-
mages gather to fight with them. verymoons claimed lands.
The Royal Badge of Silverymoon is Silverymoon boasts a conservatory
a thin crescent moon, curve upper- of music, a school of thaumaturgy, a
great library, parks, and the castle-
like residences of many noble folk.
There are also temples to Helm, Lath-
ander, Milil, Mystra, Oghma, Selûne,
and Tymora and shrines to the dwar-
ven and elven gods, Mielikki, Silvanus,
and Sune. The city even has a temple
to Shiallia, a local deity allied to Sil-
vanus and Mielikki.6
Silverymoon is a member of the
Lords Alliance and a haven for Harpers.
It is also noted for its musicians, its cob-
blers, its sculptors, and its stonemasons,
as well as the mages. The latter are gath-
ered here in greater numbers than in
any other city of the Sword Coast lands
except Waterdeep. Their might alone
keeps the Arcane Brotherhood of
Luskan, Hellgate Keep, and the orcs at
bay. If the mages were to vanish tomor-
row, the civilized North might well be
swept away in blood and ruin.
6A kindly palace clerk furnished me with details of the citys head priests.
Helm: Vigilant Master Erssler Thamm, an LN hm P13
Lathander: The Mornmaster Onadar Ryl, an NG hm P15.
Mielikki: The Ladyservant Tathshandra Tyrar, an NG hf P7
Milil: Songmaster Beldor Thrivvin, an NG hm P14.
Mystra: Magister Thukmuul Teleshann, an NG hf W17.
Oghma: Chief Priest Sandrew The Wise Obouldyn, an LN hm Pll. The First Singer is Irithym Winiter, an LN
hm B7.
Selûne: The High Moonmistress Shanathera Moonsoul, a CG hf P18.
Shiallia: High Priestess Izolde Threecoryn, a CG hf P8.
Silanus: Willa OGreensleeves, an N hf D6.
Sune: Shandalara Sindertal, a CG hf P9.
Tymora: Luckpriestess Aratha Sul, a CG hf P9. Her predecessor, Shermata Cheng, was recently killed while
adventuring.
172
Landmarks Sundabar Court is an assembly
area for eastbound caravans. The
I was unable to explore Silverymoon Market and the Docks are also
as I wanted to, because of an popular areas in warmer weather.
unfortunate rumor that I was
gathering intelligence for the Silverymoon has facilities to
Zhentarim. Therefore, I must deal service many faiths. The many
with the Gem of the North only temples in Silverymoon include the
slightingly here. I can tell you that the Golden Oak, a temple to Shiallia that
main city, located on the northern doubles as an inn; Mielikkis Glade;
bank, is the shape of a half-circle. Its Fortune Hall, the temple of Tymora;
walls are pierced by three gates: the Halls of Inspiration, shared by
Moorgate on the west, Hunters Gate Oghma and Milil; the House
on the north, and Sundabar Gate on Invincible, a temple of Helm; the
the east. A road runs around the Tower of Balance, a temple of Mystra;
walls on the outside, paralleled by a the Silverglen, a grove of Silvanus; the
street on the inside. The Moonwood Temple of Silver Stars, a temple of
starts just beyond it. The High Ladys Selûne; Dawndancer House, a shrine
Palace is just within the walls on the to Sune; and Everdusk Hall, an elven
eastern side of the city, and the shrine.
temples and homes of the nobles are
to the north of that. The latter is in Place of Interest in
the part of the city that lies east of the Silverymoon
large open space known as the
Market. Schools
The Market cuts right across the Arkens Invocatorium
city from Hunters Gate to the shops
at the Docks. There are rumored to This college of magic used to be a
be many dwarven tunnels under the stone fortress.
city, and as much life below as above
ground, but I was unable to Ladys College
investigate this properly. I hope to
greatly expand my coverage of This is another college of magic,
Silverymoon at some later date. sponsored by Alustriel.
I wasnt allowed into colleges, Miresks School of Thaumaturgy
libraries, temples, or noble houses,
but I can provide very brief Another of the citys schools of
summaries of the important places. magic.
The High Ladys Palace is the seat
of power in Silverymoon. Its properly
called the High Palace. Courts and
assemblies are held at the Star Court.
173
Utrumms Music Conservatory The Map House
This school of music has an excellent Properly, this is the Old Quarters of
reputation in the North. the Vault of the Sages. Its also
referred to as the Heralds House.
Libraries Maps and genealogies are kept here.
There is a reading fee.
The libraries of Silverymoon, and
indeed, most libraries throughout The Vault of the Sages
Faerûn, charge a reading fee for their
use. Reading fees average 1 sp per This is the newer part of the Map
room per person/day. Most libraries House. All of the books, including
sort books by topic, and put them in tomes about magic, are kept here.
different chambers. One room will be There is also a reading fee here.
all atlases, one all histories and
accounts of travels, one genealogies Shops
and records, and so on. Each room
has a custodian, and no copying (or, The Blue Bottle
of course, defacing) of works is
allowed. Fees for rooms containing Winery
rare books, maps, and the like are
often higher: 1 gp per person/day or This shop offers the largest selection
more. Works discussing magic are in of wines north of Waterdeep. Its
this valuable category, but actual proprietress (who is also the local
spell books are never available in this priestess of Sune), Shandalara
manner. Sindertal, sells local winter wine, and
has wild tasting parties where guests
In Silverymoon (as in most slip together into a huge tub of wine
Faerûnian libraries), copying and drink all they want! Shandalara
servicesby a library scribeare also makes the best winter wine in
available, usually at a cost of 50 gp per the whole region. Wine runs from 4
map, or 2 gp per page. The cost gp/tallglass to 10 gp/bottle to 25
increases significantly if a close copy gp/tallglass to 100 gp/bottle.
(an attempted duplicate) is desired.
Unless a close copy is requested, most Dornsar Leathers
scribes simply transfer the
information, in their own Tanned Goods
handwriting. A portion of a page costs
the same as the whole page. Those This is the best place in town to buy
who can memorize and only want a belts, leather armor, gloves, and
few pieces of information profit most
by this arrangement.
174
baldrics. Heldon Dornsar and his sling stones and sling bullets,
staff custom-make leather armor and to suggest the best places to use
with a six day turnaround time. them.
Heldon loves to make leather masks; Lyndals Ropes and Cables
some are astonishingly lifelike
representations of birds or beasts. Cabler
Flamebar Canvas This store is a source of good
garottes, but it is also the only place
Canvas Shop east of Triboar where one can expect
to find 600 continuous feet of hemp
This store specializes in awnings, rope (30 gp). More often, rope is sold
tents, and sails. It carries a wide in 50-foot coils (5 gp).
range of adventurers tents and cloaks
at all times, but is famous for its Mornbrights Dyes
distinctive flame silk sails, widely used
on local river barges. Dye Maker
A Handful of Stars This shop carries dyes of most
colors, and several different types of
Navigational Aids fabric. It is noted for cloth that
shimmers in moonlight, or even
This shop is named for its star glows faintly in darkness. Dyes come
charts, but also sells maps, in two forms: cakes or bottles of
driftglobes, timed burning candles, liquid. Cheap dyes (sold in hand-
and lanterns. Its run by the clergy of sized cakes) average 2 cp to 1 sp.
Selûne. This dim, crammed shop More expensive dyes are usually
draws explorers, veteran travelers, small glass vials of liquid, and cost 7
and those who dream of far-away sp to as much as 20 gp.
places, some of whom can always be
found here, chatting with the staff. Optyms Blade
Hornhards Armorer
Game Shop
Here, rabbits hang on a line like This is a very good weapons shop.
washing, and theres a tank of live The proprietor, Helios Optim, is an
fish, river crabs, and eels. The expert knife-thrower, and he stocks a
proprietor, Duthlun Hornhard, is a huge selection of throwing knives and
master slingerand is always ready daggers. His axes are of dwarven
to talk about slinging, sell slings, make, and are also of the finest
quality.
175
Phlamryns Shields Uldons Cleaver
Armorer Meats
This is a good place to get bracers, Aumador Uldon is a fat, jolly giant of
shields, and helms. Phlamryn is also a man who is always seen wearing an
a contact for hiring adventurers. He apron, and is always (or so his wife
was once an adventurer himself, and says) covered in blood. He specializes
spent many years guarding mine in garlic-and-bird meat sausages
convoys out of Sundabar. (2 cp/link). Dwarves love his pepper
sausage (3 cp/link).
The Shining Scroll
Taverns
Magical Wares
The Bright Blade Brandished
Xara Tantlor casts spells for hire and
sells potions to fund her adventuring This tavern is favored by
and spell seeking.7 Xara is a adventurers because its luxuriously
diminutive, bustling woman who furnished and kept by folk who are
guards herself and her shop with a friendly to everyone, no matter how
collection of hidden magical items uncouth, unwashed, strange,
(worn on her person), and a loyal dangerous-looking, or badly
companion faerie dragon, Villynk wounded they are. Service is
(who considers herself the true attentive without being intrusive.
owner of the shop). The serving maids know their
regular clientele by name, and steer
Theldymirs Crystal rivals and enemies apart, introduce
lonely newcomers to those with
Glasswares similar interests, and even guide the
drunken home. They are aided by
Theldymirs is a great place to buy resident wizards, who use magical
glass, mirrors, crystal balls, items with telekinesis abilities to
eyeglasses and the like. Its aged whisk drinks to and from the thirsty
owner is an expert at identifying over the heads of folkand to
where glass came from, how old it is, snatch away suddenly drawn
and what its made from. He can cut weapons or spoil spellcasting before
glass, blow glass, and grind lenses to trouble can get properly underway.
orderfor those able to afford his
services (some wizards have spent up Several curtained alcoves and
to 2,000 gp for a monocle!). booths open off the main taproom
and I sat down in one, looked around,
7 A description appears in Appendix I.
176
and found this was one of the best dwarven deities beneath the tavern.
taverns Ive set foot in. Dont even ask about them if youre
not a dwarf, though, or its the street
The Dancing Goat youll find instead, possibly in a single
swift and involuntary flight.
This noisy, bawdy place is where pro- Helmers Wall
fessional escorts and enthusiastic
single folk alike go to meet people they This tavern gets its name because
can get excited about. The dance floor much of it was once a gatehouse in
and the jakes, and the dim hallways, the old city wall (now torn down). It
and the shadowy rooms upstairsare has become the favorite haunt of the
busy from dusk til dawn. Dont come many students who come to Silvery-
here if youd like a little quiet; revelers moon to study at the collegesand
can get quite persistent. like all such places, its a bustling cen-
ter of excited talk, constant toasts,
The Hammer and the Helm pranks, romance, and drunken folk
getting up on tables to make speeches
Only dwarves are really welcome almost pompous and confused
here, but comely females of all races, enough (or poetry bad enough) to
and folk dwarves consider deserve all the small items thrown
swordbrothers (trusted fighting their way. The ale is good, and the
companions) are also allowed in. The wine even better, but beware
sight of a room full of stout, bearded strangers snatching up your flagon to
dwarves roaring out drinking songs, toast someone or something.
turning back flips, and tossing
tankards to each other without Inns
spilling a drop iswell, over-
whelming. Certainly deafening. The Golden Oak
The drink is strong and splendid, This excellent, expensive inn is also a
and theres even complimentary roast temple to Shiallia, a local deity tied to
fowl wings and buttered toast to go Silvanus and Mielikki. (Be careful not
with it. Be warned: Half-eaten bits to wantonly destroy seedlings or
and pieces of these are apt to become harm any animal babes while in
missiles when someone delivers a Silverymoon or the High Forest lest
particularly good (or bad) jest. you direly offend her.) I was not
allowed near the place.
Ive seldom seen so many folk
having so much fun with such I was told its very beautiful and
gustoand Ive never seen dwarves has a live oak tree growing up
behave like this before or since.
There are worship-caverns to the
177
through the taproom, with little Sundabar
lanterns hanging down from its
boughs over every table. The rain Once a dwarven city, this fortress is
comes in, so in stormy weather the now home to 36,000 humans. Most of
taproom empties quickly to cellars these humans descended from
downstairs and meeting rooms that refugees of Ascalhorn (now Hellgate
open out from the taproom on all Keep). Sundabar is the northeastern-
sides, a few steps up. most defensible post of civilization in
the North. Thus, it serves as a base
The Inn of the Wayward Sages for many bold explorers, adventurers,
and prospectors operating in the per-
This inn, near the center of the city ilous wilderlands around the Fork.
was recently damaged in a fire and
rebuilt. Its rooms are cozy, but the The Lords Alliance and temples of
furnishings are on the shabby side. In Helm across the North sponsor the
winter, Im told, the small fire grates Sundabarian army of 2,000 well-
do little to throw off the chill that armed, veteran soldiers. This army
pervades the place. The food seems to alternate between fighting
particularly the roast pheasant in orc hordes and fighting raiding par-
cream sauceis excellent. ties from Hellgate Keep. Sundabar is
also home to the famous Bloodaxe
Several stories compete to tell how Mercenary Company. One member of
the inn got its name. The most this company has risen to become
popular seems to be that sages stayed Master of Sundabar. Helm Dwarf-
here when they left their dusty Friend8 rules the city wisely and well,
library studies to taste the delights of keeping it in the Lords Alliance. He
the town. The one I like best is the also allocates the money taken in by
persistent tale that the inn was built the city to patrol the roads often, and
by the local evening escort Meereldil to keep the city ready for war. This is
Shorncrown, famous in her day for no small issue. The citys coffers are
her beauty, as an investment that deep enough that they once hired the
could both house her and earn Flaming Fist mercenaries from Bal-
money for her in her declining years. durs Gate to slaughter an orc horde.
Its building, the tale goes, was
entirely financed by coins she made The Masters Take is a flat 5% tax
while entertaining the sages of the on the sale of all goods in the city.
citys colleges and libraries and This tax is willingly paid by local mer-
visiting devotees of Oghma (thus, chants, who see it used directly for
wayward sages). It is true that their benefit.
Meereldil did live out her last years
as a resident. Sundabar has huge, guarded gra-
nary caverns below the city, and it also
8Helm is currently an NG hm F15. has deep wells. This prevents the town
from being starved out by a siege.
178
Sundabar trades with Citadel Dwarves come from all over the
Adbar, Everlund, and Silverymoon. North to a certain rift deep beneath
The city also trades below the surface, Sundabar. This geologic site is known
with dwarves from that part of the as the Everfire. Here, the dwarves
Underdark known as the Fardrimm. forge the finest blades known in
Sundabarian merchants are the Faerûnblades that readily take
exclusive dealers in the surface world enchantments, and outlast the people
for many dwarven products. who wield them. The Everfire is
guarded by a dedicated band of
Sundabar also has its own dwarves fed, armed, and healed by
reputation for excellent artisans. The Sundabarians. This band, known as
woodworkers of Sundabar make the Vigilant, must often fight off drow,
wonderful carved furniture, musical duergar, and greedy humans seeking
instruments, and handsome and to gain control of the molten-rock rift.
durable travel chests.9 Sundabar also The Vigilant report that evil is rising
exports long clay pipes and caltrops in the ruins of Ascore to the east, as
that find their ways across Faerûn in well as in Hellgate Keep, and mon-
trade.
9These typically cost 5 gp in the North and 8 gp in Waterdeep. In more distant cities, or where competition is
scarce, the price may be 10 gp or more.
179
sters have been coming through the sightseer. This is a place of work.
Underdark from that direction in Indolence and slick ways are not
increasing numbers. looked upon with favor. Excessive
curiosity is also frowned on. This is
The Fardrimm is not a wealthy another city whose fear of spies from
region; its lodes have been largely Hellgate Keep (and also barabrian
worked out. Dwarves say that much scouts, Zhentarim, and humans hired
metal lies northward, however, under by orcs) has made maps of the city
the Coldwood and the Ice Mountains, illegal. Strangers who poke about are
and atop the nearest peak east of apt to be questioned by the watchful
Sundabar. That would be the west- city soldiers. They take suspicious
ernmost fang of the Nether Moun- people to the Hall of Vigilance (the
tains, known as Dalagars Dagger. local temple of Helm) or the Hall of
There, for some unknown reason, Everlasting Justice (the local temple
many aged and ailing dragons go to of Tyr). There, priests detect lies
diewyrms of the black, blue, and while questioning is going on.10
green species. They typically perish in
a suicidal dive onto the sharp pinna- Accordingly, no map of Sundabar
cle. Their bones litter the upmost appears here. I can tell you that the
slopes. Among their skeletal remains city is circular, with double walls.
wink the treasures they bore: rings, Theres a moat in between them,
pendants, and even loose gems and rumored to be stocked with man-eat-
coins that were once glued to dragon ing eels (I doubt theyd last, being
bellies by means of ancient drag- frozen each winter). The city stands
onhide oils and ointments. The Dag- on the east bank of the Rauvin, and
gers almost vertical lower faces are has three gates: Rivergate in the west,
treacherous and crumbling, and the Eastgate in the east, and Turnstone
mountain is almost impossible to Gate in the southeast, facing Turn-
climb, so most of the treasure stone Pass and Hellgate Keep, its evil
remains unclaimed. An unknown uncomfortably close.
entity guards the peak against aerial
forays from Hellgate Keep. Some say Harsh winters and summer storms
its a faerie dragon, others a ki-rin. make outdoor markets, and even
shopfront awnings, unknown in
Landmarks Sundabar. Everything is indoors, so
look carefully for signboards.
Like Mirabar, Sundabar is a city of
stone, a frowning, no-nonsense Most of Sundabars famous and
fortress with little to delight the eye, skilled woodcrafters are located
and little welcome for the ambling around the citys central cobbled
Circle. The Circle is the huge, open
space surrounding the tall castle of the
10The Hall of Vigilance is governed by High Guardian and Priest of the Hall Ruthard Fourl, an LN hm P11. The
building is located just within the Rivergate, on the west side of the circular city.
The Hall of Everlasting Justice is administered by Reverend Judge Triandiall Truthammer, an LG hm P10. This
building stands just inside the Eastgate, next to the slaughterhouse. The priests insist that its just a coincidence.
180
Masters Hall. Caravans form up in it, famous carpenters and woodcarvers.
and its kept clear to give shepherds a He makes simple, large, and sturdy
place to drive their stock into in the items of the three types he deals in
event of orc attacks, and as part of the with very strong joints (so theyll hold
citys defenses. The Masters Hall bris- together when the work of another
tles with catapults and heavy crossbow might not). Hundarr prides himself
guns. If the outer parts of the city are and his shop prentices in working
invaded, survivors could retreat to the both very well and very quickly; a
Hall and slaughter attackers trying to custom-order door might take only
cross the open space of the Circle. All an afternoon.
in all, the city is a safe refuge, but not a
very attractive place to visit. Feldars Wheels and Wagons
Places of Interest Coach and Wagonmaker
in Sundabar
Where Hundarr Blackraven works
Shops quickly, Ildar Feldar (another of
Sundabars best) is slow, painstaking,
All the largest shops face onto the and fussy. If a piece of wood shows
Circle. Sundabars carpenters and grain he doesnt like the appearance
woodcarvers are justly famous; about ofeven after its been finished, and
a dozen vie for the title of best. Visi- is in place on a piecehell replace it.
tors interested in these crafters can His creations often take months and
just ask the way to their shops. Not are usually ornate and beautiful.
only do all locals know where they Feldar specializes in making grand
are, but they make a game of trading coaches and ornamental carvings for
shops, so from season to season, they adding to existing wagons.
move around and around the central,
cobbled Circle. Furjurs Flying Carpet
All of Sundabars woodworkers are General Store
very expensive (all are rated at 5
coins), but all do first-rate work. This shop is owned by the famous
Many visiting merchants buy an extra Waterdhavian merchant Furjur the
chair or stool here for their own use. Flippant. Hes actually an absentee
ownerrunning the shop in his stead
Blackraven Wagons, Doors, and are six delightful girls. The shop does
Shutters indeed have a dusty flying carpet for
salefor the paltry sum of 45,000 gold
Woodcrafter pieces! The place is also crowded with
brass lamps, skimpy clothing, beaded
Hundarr Blackraven is one of the curtains, and other items from the
dozen or so best of Sundabars justly
181
warm lands of the Shining South. Its place his wagon will go. He restricts
the closest thing Sundabar has to a his work to within six days travel
junk shop. This makes it vitally from Sundabar. He promises to put
important to folk who need, say, a up any cabin or palisade in a tenday
replacement window pane in a hurry, or less (except in winter).
and know the nearest shop is in
Silverymoon! The store is on Krystryns Shelves
Northwind Street, which bends and
twists northeast from the Rivergate to Woodcrafer and Cabinetmaker
the Circle.
Krystryn Danard, another of Sund-
Gullaxes Stairs, Rails, Poles, abars finest woodworkers, is tall and
Staves, and Handles thin, with floor-length, very straight
brown hair. It hangs around her in a
Woodturner halo, and is usually full of wood chips
and curled shavings. She works and
Ondabar Gullaxe is another of Sund- lives alone, demanding complete pri-
abars best woodworkers. He special- vacy for her art, and makes shelves,
izes in smooth-turned wood, and strongchests, and wardrobes. Krys-
makes handles for all tools and tryn always gives her work a very
weapons, including polearms of the smooth finish. Some of her rivals
finest quality. His talent is for weeding insist she uses magic to do it.
out wood with inherent weaknesses
and faults, and in balancing some- Larautarns Chairs
thing perfectly at the first attempt
after once hefting the pike head, axe Woodworker
blade, arrowhead, or other metal part
that needs a handle attached to it. Ommagol Larantarn is one of the
excellent woodworkers of Sundabar,
Hammerlars Fine Floors and but looks more like a cook; hes a very
Housework fat, pompous man with two little,
pointed mustaches and a pursed and
Carpenter plum-colored mouth. Hes never with-
out an open wine bottle or three as he
Olen Hammerlars works, of all the works, and sings loudy (and badly) as
fine Sundabarian woodcrafts, will be he toils, gleefully hurling finished legs
most familar to common folk: Hes a and seats over his shoulder to crash
house carpenter, all whistles and into the far wall as each one is done at
chewing tobacco, whose speciality is the lathe. The wall is hung with heavy
the one-day porch. He has the knack tapestries, and more are wadded up
for lightning-fast work, and can bring on the floor below itOmmagol has
his own horse-driven sawmill to any- no wish to damage his work.
182
Ommagol has such a keen eye that he as 700 gp each, but collectors resell
can make a stool and then create them for thousands in gold.
another of exactly the same size and
shape without referring to the first. Naeths Nails, Pegs, Locks, and
Other Woodfinery
The Lutery
Fine Woodcarver
Instrumentmaker
Jonstal Haerdrun is a grim, sharp- Naeth Robilar is another of Sund-
chinned giant of a man who makes all abars fine woodcrafters. He is per-
manner of wooden musical instru- haps the most skilled carver of them
ments. Hes an accomplished musi- all, and whittles wooden locks, nested
cian, but refuses to perform or to tutor, spheres, and similar exacting pieces.
spending his free time in hunting for He can look at any lock mechanism
just the right trees deep in the north- that is missing part of its workings
ern forests. He often hires guards on and draw, explain: or even whittle the
these long, perilous expeditionand missing parts (if those parts can be
on more than one such expedition has shaped in wood).
proven himself a deadly swordsman as
he cut his way out of orc ambushes. The Old Anvil Smithy
Hes something of a mystery man in
Sundabar; some say he hails from Blacksmith
Neverwinter, and others from Rashe-
men or points east. He has very white This noisy, sooty barn of a place
skin, a slight build, and a long mane of stands just inside Turnstone Gate and
unruly coal-black hair that he wears is the abode and workshop of master
tied back in a long tail. smith Alabuth Helfyn. He makes
armor, anvils, and caltropsan
Miths Carved Whimsies and export for which Sundabar is widely
Woodcuts known. These spiky devices were
invented in Sundabar (independently
Woodcarver of other places in the Realms) to
break deadly mounted barbarian
Mith Tlalant is a soft-voiced, child-like charges in places where no wood
man who delights in playing with large and long enough could be had
children and takes an almost inno- to fashion rows of pointed stakes.
cent delight in the world around him.
His hand-sized wooden carvings of The Old Block
birds, monsters, and people find their
way as far afield as fabled Kara-Tur, Furnituremaker
and even Maztica. They cost as much
Faernden Laurauth and Basmel Torl-
183
star are the two bickering, pettish co- Sundabars woodworkershe trained
owners and master craftsmen of this many of the best. Now, in the twilight of
shop. To hear them fighting, youd his years (hes seen 112 or more win-
never think they were among Sund- ters!), he contents himself with whit-
abars best anythingbut the fine fur- tling walking sticks that have fearsome
niture they produce, especially easy faces for amusement, while importing
chairs and blanket chests, is ordered in and selling fine, but plain, beds and
the hundreds by Waterdhavian nobles, tables to those who cant afford the
rich families in Amn, and folk even far- work of the other fineworkers.
ther afield. Barges go up and down the
Rauvin all the time with loads of their Most of Sundabars best charge 30
output. Owning Old Block furniture is a gp for even the smallest and most
badge of wealth and good taste even in insignificant piece, and large
places as far off as the Tashalar and the canopied beds or the like can often
city-states around the Lake of Steam. run into the thousands of gold pieces.
Ornars most expensive bed, by con-
The Old Fireblower Pouch & trast, is 18 gp, and most of his stock is
Pipe Shop 8 gp or less. He is an expert at identi-
fying woodseven from charred
Tobacconist fragments.
Talbut Minshars old, narrow, Shyndles Lutes & Pipes
crammed, and strong-smelling shop
stands on Lantbalar Street about mid- Instrumentmaker
way along its straight run from the
Cirle to Turnstone Gate. He sells exotic Anar Shyndle is the only one of Sund-
tobaccoes from all over Faerûn, makes abars excellent woodworkers not to
a few himself (adding crushed moun- have his shop on the Circle. His abode
tam juniper essence and winterberries and workshop stands just inside the
dissolved in winter wine to imported Rivergate, and there he makes the
tobacco leaves, for instance), and is musical instruments said to be the
famous (ranked among Sundabars best in all the North (saving perhaps a
best) for his elegant carved pipes. He few workers in Silverymoon). Pipes
even makes a flute-like pipe that can be so good, the satyrs play em is his
played as an instrument as one blows motto, and its true that some satyrs
smoke out of it! once stole all the pipes in his shop.
What use they put them to, none can
Old Ornars Beds and Tables say, so Anar made the logical assump-
tion. None of them has returned to
Furnituremaker correct him, he told me cheerfully.
Shoppers should be aware that Anar
Ornar Myntul is the grand old man of and Jonstal Haerdrun of the Lutery
are deadly foes.
184
Thimms Shingles, Shakes, and things.... Why not? Everyone else has
Finefinish Tabletops been there before you, and done it
already....
Carpenter and Roofer
Olosk Thimm is a placid giant of a The Maiden at Midnight
man who spends his days putting
replacement legs and tops on dam- This tavern and festhall on the Circle
aged furniture, except when hes up is the only exception to the rather
on a roof, replacing it. He was once depressing tavern prospects of Sund-
attacked by a bugbear patrol when abar. Its justly famous in the Interior.
splitting shingles alone in the forest This delightful place can readily be
and used his axe to slaughter the lot found by its huge, gently glowing
of them, bringing their heads back as signboard. It depicts an elegant lady
proof. This was long ago, but folk still looking shocked, with one hand to
talk of Olosk calmly bowling the her mouth and the other clutching at
heads down one of Sundabars streets the front of her evening gown.
to frighten an aggressive neighbor
whod been pestering him over some Inside, the Maiden is dimly lit and
incident or other. Needless to say, he hushed. The walls are thickly hung
was successful. Merchants beware: with carpets and tapestries. The staff
He doesnt seem like the sort one of highly trained escorts includes
should anger. lizard women, gnomes, halflings, and
sprites, as well as human women.
Taverns
The famous Trapdoor Room,
The city has many mediocre taverns. favored by adventurers, is in the cellar.
Both inns and taverns here serve There drinks are served down through
food, generally of the boar-and-beans, the ceiling by means of small trapdoors
ribsticking-but-simple, almost unsea- over each table. Table dancers descend
soned variety. into the room and then rise back out
by means of drop bars.
Halabars Horn of Spirits
The Maiden is always crowded, but
This filthy place sports broken furni- never seems so. Its a fun place,
ture and broken-down patrons to go broken up into seemingly private
with it. It standsslumps, ratheron alcoves and corners by means of
Lanthalar Street, although patrons many tapestries. It has a ward that
often reel out onto the street with prevents all fires, including magical
their tankards or roll out into it fight- ones, from burning. This is to keep
ing. A place to go if you want to break the tapestries from catching alight.
Once they caught fire the place would
burn down in a few breaths! Because
of this problem, the kitchens and
dining room are in a separate
185
building next door. They may be horrible tavern, just a dirty, tired, unre-
easily reached via a tunnel. The ward markable one. The walls are covered
also prevents smoking, so those who with shields, buntings, cloaks, and
dislike the clouds of heavy smoke in tunics emblazoned with arms and
most taverns enjoy coming here. devices of those who drank here (or so
the tavernmaster would have you
The Sighing Sylph think). I recognized several badges of
noble families whove been extinct for
This tavern is a quiet neighborhood much longer than the taverns been
drinking spot. It stands on Northwind here, Im afraid.
Street, and is unremarkableexcept
for its rather tasteless, life-size wooden Unshimbles Ugly Face
door-statue of an immodest sylph.
Pranksters often carry her off and This rowdy tavern is named for its
perch her somewhere else in the signboard, a gigantic, carved, and
citysomeplace interesting, whimsi- lamp-lit screaming goblin head. This
cal, or just embarrassing (such as in sign guides all but the blind to it, even
the chancel of a temple, or on the roof though its tucked away on a little
of a rich merchants home). Alterna- lane off Antar Street. It is the gather-
tively, they paint her interesting hues, ing place of prentices and laborers,
or cast cantrips on her to make her who come here surly, aching, dog
say rude things, glow in interesting tired, and ready for a fight. Many
places, or appeal to beckon passersby. nights, they get oneor two, or a
Would that the tavern behind her were score. Beware flying bottles: This is
half as interesting. the sort of tavern your mother
warned you abouter, if she did.
The Tabard & Tankard
Inns
This overpriced tavern stands on Antar
Street (which runs north from North- Baldivers
wind Street just inside the Rivergate,
along the inside of the inner city wall). This old, quiet, elegant inn is deco-
Its name alludes to its haughty preten- rated with dark wood paneling,
tions to serving scholars, heralds, titled leather hall railings, and old, faded
nobles, senior clergy, and powerful portraits of local knights and heroes.
wizardssome of whom may actually It is for the older, quieter visitor;
have enjoyed a drink here. If one others are refused entry or ejected if
doesnt care about money, one can can they beome unruly. Many retired war-
enjoy relative privacy here (for the high riors stay here in the coldest months,
prices make patronage scant). Its not a abandoning their chilly homes in the
186
city. The owner, Baldiver, a retired travelers who want no fripperies or
warrior himself, gives them reduced nonsense in their accommodations. It
rates (2 cp per room/night). Baldivers is basic, unpretentious, and
looks like an old castle sprawling unexciting, but safe and clean. Would
along Northwind Street for a fair dis- that more inns could make that boast
tance, and local legend insists that it in truth.
can be defended as one if the city is
attacked, having concealed armories The Trumpet
and the like at the ready.
The Firestar Chariot Merchants, adventurers and other
seasoned travelers stopping in
Located on Undle Lane (which runs Sundabar usually come to the
due south from the Circle), this estab- Trumpet. They stay here because of
lishment is named for its vividly the quiet luxury and the tolerance.
painted signboard, bought from a Soldiers leave patrons alone, and
carnival in Tethyr. The board depicts eavesdropping is done magically and
two fire giants riding into battle on a discreetly (if any is attempted). The
chariot of flames, drawn by a flaming inn isnt hard to find: Its signboard is
winged horse, and trailing stars. a brass longhorn from Amn that
stretches a full 20 feet out across
Inside, the place is given over to Mattock Lane.
loud music and even louder furnish-
ings. It is patronized by young folk The inn is the home base of such
looking for thrills, and is prowled by adventuring bands as the Claws of the
so many evening escorts that some Crag Cat, the Ready Blades Band, and
folk of Sundabar consider it little bet- the Company of the Feystag. The
ter than a festhall. Thankfully, the Trumpet specializes in putting
rooms are luxuriously furnished and patrons in touch with Sundabarians
sound-proofed. A complimentary bot- who discreetly provide needed
tle of firestar wine (amber sherry, services. These include healing,
doctored with a little ruby cordial, but disposing of carrion, moneychanging,
very good nonetheless) is included selling and bartering weapons and
with every room each evening you armor, purchasing thieving tools, and
stay. Rooms run 9 sp to 2 gp/night, so on.
depending on size and appointments.
Innkeeper Gaurlar Darym and his
Malshyms House staff are famous for calmly handling
anything. The tale is still told in Sund-
This inn on Lanthalar Street caters to abar of a baatezu being summoned
merchants, goodfolk, and other into the lobby of the Trumpet. It was
coolly destroyed by the staff, right
before they ejected the mage whod
summoned it.
187
188
Delimbiyr Vale
ften forgotten by many Travel in the Vale is dangerous.
One must beware of bugbear raids,
are the easternmost increasing forays from Hellgate
lands of the North. Keep, and the tightening grip of the
Overland travelers are Zhentarim. Because of this situation,
my visits to this area were brief.
the exception. These Hence, Loudwater gets a rather
hasty treatment here, and Hellgate
folk often stagger into Llorkh or Keep, Llorkh, Orlbar, and Zelbross
Loudwater more dead than alive, are relegated to the section of this
heartily glad that people dwell in book entitled Other Places of Note
Delimbiyr Vale! in the North.
The term Delimbiyr Vale is always Even before the shadow of evil fell
used to refer to the upper reaches of across Hellgate Keep, these lands
the River Delimbiyr (also known as were perilous. Bordered on one side
the River Shining) and its tributaries. by wild mountains and on the other
The Vale reaches from the western- by a vast wild woodperhaps the
most fringes of South Wood up the largest in all Faerûnthis is a terri-
river valley to its headwaters in the tory roamed by monsters and rapa-
Nether Mountains. The High Forest is cious humanoids.
not considered part of the Vale.
The Dale also holds the ruins of
The traveler may sometimes hear Netheril, notably the Fallen Lands,
about the Upvale and the Greyvale. across the mountains to the east of
The first term refers to the open the Vale. The ruins are haunted by
grasslands between Tall Trees and fearsome creatures warped by the
the Far Forests, now controlled by fell magics of decadent human
Hellgate Keep. The Upvale used to be sorcerers.
a series of pastures and tilled farms
held by humans, despite almost Today, the Vale is becoming a bat-
annual orc raids. tleground between the evil forces of
Hellgate Keep and those of the Zhen-
The Greyvale consists of the grass- tarim. Whatever befalls, the strife is
lands drained by the Greyflow and the sure to go hard on those caught
Loagrann, the three-branched river between. The hardy folk who dwell in
that joins the Greyflow at Orlbar, the Vale will be the ones to suffer.
northwest of Llorkh. Meanwhile, they make meager livings
as guides, hunters, prospectors, farm-
Old maps also name the three ers, and the like. The future of the
headwater streams of the Delimbiyr, Vale does not look bright.
from west to east, as the River
Aulantrar (or Deepingstream), the
River Starsilver (or Starsilver Stream),
and the Norlnryn.
189
Loudwater A wide pool in the river gives the
town a harbor. This is usually
This town of 4,000 lies on both sides crowded with flat-bottomed skiffs,
of the River Shining. The two sections coracles, and barges for fishing or
of the town are linked by a beautiful, trading up and down the Delimbiyr.
arching stone bridge, built more than The pool was cut to carry the river
a thousand summers ago by the flow around rocks that caused the
dwarf Iirikos Stoneshoulder. Once an rapids for which the town was
elven community, it is a human town named.
today. A quarter of its citizens are the
half-elven descendants of the The folk of Loudwater make their
vanished elves of Eaerlann. livings farming, fishing, and providing
caravan services to and from Llorkh
Loudwater is a beautiful place. No and points east. Loudwaters
two of its wooden buildings are alike, patrolled lands extend for two days
but all are overgrown by vines and ride up and down the river from the
hung with plants until they seem to town.
have grown out of the forest. This
village is a gardeners delight. The shadow of the Zhentarim now
Beautifully tended plants are hangs over Loudwater, but it still
everywherein houses, on roofs, remains independent. The town is
and on every patch of ground, defended by 300 warriors, divided
including the roadways. The streets into patrols of 20. The militia is com-
are planted in tanglemoss, though manded by two officers known as
they give way to bare earth in busy gauntlets, Harazos Thelbrimm and
areas. Kalahar Twohands.¹
Streets wind and curve, Loudwater is ruled by its high lord,
meandering to take the best view or who for the last fifty-odd years has
an interesting way, and the pace in been Nanathlor Greysword.²
town is as slow and measured as the Nanathlor is a widely respected war-
lanes that carry it. Huge old trees line rior and a careful, just administrator.
the riverbanks, and gardens and His gray beard and long, flowing gray
bowers are everywhere. The town has hair mark him almost as much as the
no walls, just an earthen rampart and bastard sword that always rides on
a ditch. Both of these are planted with his back in its baldric. The people of
flowers. Loudwater love their lord and their
town, but in the dark days to come,
The closest thing to ugliness in they may well lose both.
Loudwater are its four harborside
warehouses and the cooperworks Nanathlor is a friend of the
west of them. Harpers, who come to slay or lead
astray the increasingly numerous
¹Harazos is an LN hm F6, and Kalahar is a CG hem F7.
2Nanathlor Greysword is an NG hm F11. He is of nobility from the far-off island realm of Nimbral. Nanathlor
came to the North to start a realm of his own, and thus was Loudwater founded.
190
Zhentarim agents scouting the town. crates that two people can carry go
Both groups also seek the elven magic for the minimum. The shop also sells
said to be hidden in the grassy elven stock crates for 3 sp each, and barrels
burial mounds on which the oldest for 3 gp each. Handkegs sell for 1 gp
part of Loudwater is built. Some each.
townfolk have cellars linked to the
tombs by secret doors. The Risen Moon Market
Landmarks Grocer
The High Lords Hall is the walled Across the street from the High
manor house at the center of town. Lords Hall is the best produce shop
The local warehouser in Loudwater, in town. The Risen Moon sells fresh
Agrath Dundai, told me that theres a farm crops, except in winter. It always
crypt under the High Lords Hall stocks delicious, smoky-flavored
thats haunted by undead to this day. mushrooms that are grown in the
Specifically, he said, its haunters are stores own cellar.
the restless remains of former high
lords, some of whom dabbled in dark The Watchful Turtle
magic.
Warehouses
Also of note is the All Faiths Altar, a
shrine open to the devout of all The Watchful Turtle rents guarded,
nonevil faiths. In bad weather, travel- unheated storage space for 1 sp per
ers sometimes sleep in its open crate per month. If you use their
forechancel. space for less than a full month, you
still get charged the full rate. If your
Places of Interest goods are picked up within a tenday
in Loudwater after deposit, though, 4 cp will be
refunded.
All of the sites covered here are on
the south side of the river, except for The place is named for the carved
the Enchanters Ecstasy. stone heads on the arched Loud-
water bridge next door-fanciful,
Shops snarling pig-snouted things that
supposedly resemble the heads of
Jolyms Barrels & Packing dragon turtles, and stare endlessly at
the warehouses.
Cooper
As one might expect, the propri-
Jolym custom-makes packing crates. etor, Agrath Dundai, a bewhiskered
Prices depend on the sizes, but they old man, has a wry sense of humor.
go from 5 sp to 5 gp per crate. Most Hes full of tales about Loudwater and
the lands around.
191
Taverns The Old Owl
The Merry Mer-She This quiet, family place is favored
by elders. It is given to quiet
On most nights, this wild place is a conversation, card playing, and
tumult of whirling dancers, loud min- silent smoking. Loud and
strelry, bawdy jest, pranks, and fre- boisterous revelers are shown the
quent fights. It is not a place to relax door. The proprietor, a retired
in, hold a conversation (or even to warrior, sets his prices low.
hear someone shouting something Drinkers have little variety to choose
your way), or to enjoy a drink. The from, but his home-brew is
beer is rather watery, and is all too surprisingly good.
apt to be splashed your wayor
worse, come to you still contained in Inns
a hurtling tankard. This is a good
place to come if you like bawling out The Enchanters Ecstasy
endless songs or having mindless fun.
Ladies, expect to get pinched; squires, This cedar-roofed, fieldstone lodge
expect to get punched. is a pleasant, serviceable place to
sleep, but is unexciting unless one
fancies cute and kitschy statuettes of
smiling wizards, mermaids holding
fish that spout endless cascades into
a fountain in the lobby, enspelled
clocks that chant the passing hour in
fluting voices, doors that thank
those who open them, chamberpots
that light up for easy use in the dark,
and soon on. The name of this place
says it allthank the gods and
goddesses that the whimsical wizard
that enspelled all this has moved on
(to parts unknown) and isnt still
adding new delights to astonish the
tasteful traveler. The whole effect of
the place is rather overpowering.
The inn nestles in the midst of
stone-gnome infested gardens on
the north bank of the river, just west
of the houses of Loudwater.
192
The Scarlet Shield Tavern
This average roadhouse stands on The Smiling Satyr
the Highbank (equally away from
the river, or south) side of the This delightful place stands on a
market. The warm, yeasty smell of hilltop of oaks and beeches about
rising and baking bread permeates eight farms southwest of Loudwater.
this establishment most days. Its The winding lane to the tavern is
furnishings are deliberately rustic marked by a roadside wooden
and one is tempted to say, so are its carving of a dancing satyr with pipes.
cleanliness and service. The seldom- A permanent magic mouth spell emits
seen help is cheerful and generous soft piping whenever anyone
when apportioning meals or approaches within 20 feet of the
handing out bedding, so a stopover statue. Local lore gays that when the
here can be pleasant. The inn is moon is full, the satyr sometimes
named for a rusting old shield once whispers dark secrets of treasure and
borne in battle by the inns builder, treachery.
a retired warrior who is now dead.
His nephew runs the inn and is full The taverns proprietor, Arvyn
of tales that leave one thinking his Umbryl, is an ex-adventurer of
uncle was the greatest warrior in all unknown accomplishments. He owns
Faerûn, the tamer of a race or two of two large fields, in which caravans
dragons, and the founder of can camp, on either side of the hill. A
Waterdeep, Anm, and Calimshan stream offers water to both fields, and
all before highsun. both have outhouse privies, firepits,
and free firewood. The Satyr has thus
Other Places of
Interest in
Delimbiyr Vale
There are few safe places to see
outside of Loudwater in Delimbiyr
Vale. However, two spots are worth
mentioning. These are a pair of
businesses that arent within the
borders of any town. Regardless,
theyre interesting places to visit,
especially for travelers who are on
their way to or from Loudwater.
193
treasure maps, and hidden caches
cling to the Satyr. If even a tenth of
them are true, it holds great riches
for those who know where to look.
Inn
The Nighthunt
become a favorite spot for This quiet, comfortable place is a
adventurers, guides, and mercenaries days ride east of Loudwater, south of
to gather. the trail to Llorkh. The building is a
wood construction, heavily enspelled
Inside, the flagstone floor leads to to prevent fire. It is low, sprawling,
two huge hearths, one at each end of and cloaked in pines and maples. The
the taproom. Here, boots, socks, and Lodge is named for a ghostly boar
feet can dry, while toast, sausages, hunt said to gallop into the nearby
and cheese are browned on long South Wood on certain nights.
forks.
The inn has always been a little-
The walls are festooned with known favorite with adventurers,
monster skulls, riven shields, old hunters, and outlaws wishing to
weapons, and other adventuring avoid drawing attention to their
trophies. Specifically, note the two old presence. Its proprietor is Ildur
battle axes crossed on the wall behind Arntar, a former ranger3 who lost his
the bar. These animate to protect powers after an incident he wont
Arvyn and his staff. They are talk about. He is a friend of the
battleaxes of dancing that obey only Harpers and a fierce foe of the
his command. Zhentarim. He is very outspoken
about the Zhentarims tightening
A hundred tales of buried loot, hold on Llorkh, so his days may be
numbered.
Ildurs staff includes his wife
Shaltana, four daughters, and six
former adventuring comrades of
unknown wealth and powers. The six
adventurers are somewhat legendary
in the area, famed for their abilities in
battle. Two of Ildurs daughters are
growing restless, looking to take
sword as adventurers.
3Ildur is now an NG hm F16 (STR 17, DEX 16, INT 17, CON 17).
194
Other Places of Note
in the North
o traveler has time to go from Ironford. At Uluvin, the Ironford
everywhere or to see Trail turns northeast up the Unicorn
everything. There are Run. Most of the traders dealing with
many places in the Delimbiyr Vale avoid Uluvin. Instead,
North that I haven't yet they use the road west from Sec-
omber, meeting up with the High
seen. These include hundreds of Road south of Zundbridge.
small holds and hamlets hidden away
in remote vales and all of the nonhu- The town is a dusty, spartan place
man communities of the High Forest, with few trees, thirsty throats, and a
as well as the various monster- rather bad tavern called the Black
infested ruins of Netheril. Bulls Tail. It also has a surprisingly
pleasant and clean inn named Where
Here Ive assembled information the Maiden Dances (sorry, its only a
on places that Ive learned about name, not a local attraction or pas-
through other reliable travelers, time). Uluvin is a sleepy place where
hearsay, and rumors. I hope that this peddlers sometimes sell trinkets, and
will nevertheless aid the traveler who folk turn out to chat with travelers to
comes upon a place I couldnt see hear the news.
firsthand. Please understand that
what I report here is secondhand lore Tavern
and must not be trusted as much as
what Ive reported to you.1 Here are The Black Bulls Tail
also covered places that, because of
their size or the briefness of my visit, This isolated roadhouse has no com-
do not merit an extensive discussion petition, and it shows. The beer is
elsewhere. watery, there is nothing to be had but
very old winter wine and execrable
Places in the whiskey, and the drafty, echoing tap-
Dessarin room has all the charm of a ware-
house. There are private, rentable
Uluvin drinking rooms in the back that are
much more welcoming than the tap-
This way-village of 600 or so farmers room (1 gp per person/night, or 25 gp
and cattle ranchers is located where for the exclusive overnight use of a
the trail northwest from Secomber
meets the trail running southeast
¹To this, Elminster made a comment to the effect of Six of one, a half dozen of the other.
195
person or party). Some travelers use enough to bury the road in some
these as rather overpriced sleeping places and hurl down small keeps in
accommodations, although they were others.
intended as meeting rooms and
places for the locals to hold revels. Under the leadership of a chieftain
called Uruth, the orcs expanded their
Inn holdings steadily, building a realm
they called Uruth Ukrypt (roughly,
Where the Maiden Dances Home of Uruth). Its name is echoed
today in the Kryptgarden Forest.
This is a well-appointed inn for such
a sleepy village. The staff has manners Too lazy or stupid to support
and consideration equal to the best themselves by farming, the orcs soon
anywhere. Rooms are small, and fur- decimated the huntable game in their
nishings old and well-used, but every- realm. They subsequently took to
things clean and shows evidence of raiding human holdings for food.
thoughtfulness. The inn's name Some 400 years have passed since
comes from the fact that it is built then, during which time concerted
atop an ancient elven grave where of human attacks on the orcs ended
old a ghostly image was sometimes their kingdom and almost drove them
seen at night: a barefoot, lone elven from the area entirely.
maiden in a long gown, dancing to
unheard music. It was said to be a Phandalin had been an important
sight of breathtaking beauty, but only farming center before the orcs con-
those whove had far too much to quered it. When they were driven out,
drink claim to have seen her since the the village was left largely in ruins,
inn was built. and it remains so today.
Places in the No one lives there now but mon-
Coast sters, though passing hunters and
rangers often camp in one of the
Phandalin more secure buildings. It has three
deep wells that can still be used.
This village is located northeast of
Leilon, where the road that runs The orc attacks also forced gnomes
from the High Road to Triboar fades and dwarves to abandon a mountain
away into a mere trail. The road was delve near Phandalin where they
largely abandoned long ago after orc were mining mithral together. This
attacks from the mountains east of lost lode was called Wavecho Cave
Leilon. The orcs even paid human because the roll and boom of waves
mages to work magic powerful beating on the Sword Coast shore
could be heard in the natural cavern.
Some dwarves of the North dream
of returning there, and the gnomes
who dwell near Waterdeep consider it
their rightful home. Both races con-
stantly search the mountains and the
196
subterranean passages for a way back dalin is now best suited to adventur-
into Wavecho Cave. Rich stores of ers and those who like to hunt mon-
mithral and magical items of gnomish sters for sport. There have always
and dwarven make were enchanted been rumors of rich treasure lost in
in Wavecho by human mages allied the fighting in the area that is just
with the other races. These waiting for a lucky or persistent ven-
enchanted items are said to still lie in turer to find it.
the caves and delvings. (Note that this
is not the same place as the monster- Thundertree
infested dwarfhold called South-
This small, quiet logging hamlet of
krypt.) about 90 folk stands on the south
The orcs attacked Wavecho in bank of the Neverwinter River at the
western edge of Neverwinter Wood. A
force, and in the spell battle between good trail links it with the nearby city
the defending mages and the wizards of Neverwinter, and all of the choice
hired by the orcs, the land was timber cut here goes down that trail
changed, the ceilings of many caverns to the shipyards, housebuilders, and
and chambers collapsed, and the very carpenters of the city. Travelers will
location of Wavecho was lost.
The countryside near and in Phan-
197
find only a pavilion to sleep in and not erally not welcome. Miners, however,
much of interest to buy except some are hired by agents of Fireshear in
small pelts from local trappers. cities up and down the Sword Coast.
Typically, these folk will be paid 100
A local ranger, Ansal Bloodshoul- gp per month, plus room and board.
der,2 serves as Thundertrees infor- Miners arrive in the city during the
mal leader. He works with the towns summer on ships that carry in gear,
woodcutters to ensure that new trees food, and traveling professionals,
are planted wherever timber is felled. such as healers, escorts, and others
He checks that trees are carefully needed during the long, frigid winter
chosen before they are cut, and that months.
vines and diseased trees are cut out
and burned. This careful method of Fireshear is ruled by three senior
logging has met with grudging merchants: one each from Mirabar,
approval from elves living nearby in Neverwinter, and Waterdeep. These
Neverwinter Wood. three execute policies and command
the militia. The local military includes
Places in the 10,000 miners out of the total city
Frozenfar population of 15,000. The senior mer-
chants also regulate the hiring of
Fireshear adventurers to patrol and gather
information.
This cold, grim mining city is located
on the northern turn of me Sword Fireshears inhabitants suffer occa-
Coast. It exists solely because it is the sional orc and monster attacks, as
site of unusually rich veins of copper bears and crag cats3 roam the area.
and silver. The earthen rift that holds Wolves come down from the moun-
the veins was exposed long ago by the tains in the winter, but wolf attacks
explosion of an ancient volcano or are always worse when the city tries
possibly by something falling from the to keep sheep for its own consump-
sky. The rift ends in a huge, bowl-like tion. Keeping sheep is attempted
crater, its walls sheared away and every few years until severe winter
blackened by fire (hence the name of weather or persistent attacks deci-
the place). The city arms reflect this. mate the herd and the last few sheep
They show a crossed blade, pick, and are done away with for city table fare.
shovel at the base of a leaping orange
flame on an ice-blue field. I have tasted one piece of the local
fare that was prepared for me by a
Fireshear is iced in for at least half lady of Fireshear when I was in
of every year. This time is known Neverwinter. It was a delicious
locally as lock-in. Outsiders are gen- salmon dish steamed in a shallot-and-
wine cream. According to her, this
²Ansal Bloodshoulder is an NG hm R9. According to Elminster, hes also a Harper and one of the few humans
who knows his way around the depths of Neverwinter Wood. He can be hired as a guide for short trips in and
around the wood and as far afield as Triboar and Xantharls Keep.
3For details of the crag cat, see Appendix III of this guide.
198
can be had in several city restaurants: core on Makepeace Street, and the
notably the Leaping Leucrotta near wildest is the Drunken Dwarf. The
the docks and the Green Garden near Dwarf sits on its own wharf, and
the northernmost corner of the walls. ejected brawlers land in icy water or
I have not personally visited either, so fall down a 10-foot drop onto thick
no ratings appear here. ice, depending on the time of year.
Fireshear has no inns. There are Nearby Luskan has had its eyes on
rooming houses, and a guesthouse Fireshear for a long time. Waterdeep
maintained by the city. The latter is a hires privateers to escort trade vessels
place of Spartan accommodations to and from Fireshear during times of
where guests are closely watched. open water. This prevents attacks
The town does have bankstheyre from mysterious pirates who always
really stronghouses to store the min- seem to set sail from the harbor of
ers money. The widespread use of Luskan.
the banks reduces the number of
coins in circulation and discourages Hundelstone
gambling and thievery.
This village of 1,200 or so folk stands
Fireshear is home to taverns in the icy mountain pass that pierces
galore. The best is the Singing Manti-
199